Followers: taming and Leadership
A follower is a creature that walks with you and fights for you. You get one by taming a wild creature with a whip, and the skill behind it is Leadership. It costs a new character nothing: the Leadership trainer on Valinor hands you the whip, one follower is allowed at Leadership 0, and what you may tame goes by your character's level, not by the skill.
Whether it is worth your attention depends on your build. This is our reading of the rules below, not something a source says:
- A mage should tame from the first hour. You have the least health of the three, and a follower gives the creature something else to hit. A follower's health grows with your Intelligence (by Dragoneer's Den), you can heal it with your spells (by the wiki), and Fortify can be cast on it (patch of 2020-11-27). One limit: the order Assist follows your weapon's target, not your spell's, so a mage uses Protect or Attack.
- An archer gains almost as much. The follower holds the creature in place while you shoot, and Assist works with a ranged target. Your Dexterity makes it harder to hit.
- A warrior gains the least, because you stand in front anyway. Your Strength makes the follower hit more often, so it is a second set of blows, and it earns its keep on the three early bosses (see A follower for the guide's bosses).
For all three the cost is one click every time the follower dies. What we could not learn is whether a follower takes a share of your experience; if you see your experience per kill drop with one at your side, dismiss it for ordinary hunting and keep it for bosses.
The Totem of the Wolf Pup, which this guide tells you to get on Valinor, is not a follower. It makes you attack faster and summons nothing.
How taming works today
- Get a Trainer's Whip. The Leadership trainer on Valinor gives one, and the game's Leadership Guidebook says most general stores sell them.
- Stand next to the creature. Click the whip in your backpack, then click the creature (the trainer's own words in our chat log).
- Press
Ffor the follower window and give it an order.
The rules, and where each comes from:
| Rule | What it says | Source |
|---|---|---|
| What you can tame | It goes by your character's level only. "A level 50 even with 100 Leadership is still restricted to the level 50 or less group" | Patch of 2024-03-02; Dragoneer's Den |
| The exception | Giants above level 110 need the weapon Frieda's Flayer | Patch of 2024-03-02 |
| How many | One follower from Leadership 0, two at Leadership 30, three at Leadership 60 | Patch of 2024-03-02; Dragoneer's Den |
| More than that | "If you manage to tame additional creatures they will turn on you" | The game's Leadership Guidebook |
| Not everything | Only creatures on the taming list can be tamed. Townsfolk cannot | Dragoneer's Den |
| Sheep, cows, dairy cows | Need the Shepherd's Staff in your hand | Dragoneer's Den |
Dragoneer's Den lists the tameable creatures in bands of ten levels (1 to 10, 11 to 20 and so on). Neither it nor the patch note says whether a level 11 character can tame everything in the 11 to 20 band or only creatures up to level 11. The tables below give each creature's own level, so they are right under both readings: tame the best one at or below your level, and try the next one up to learn which reading holds.
The game answers a failed attempt in words. By Dragoneer's Den:
| The game says | It means |
|---|---|
| Your skill is not high enough to tame this creature. | You are at your limit of followers, or this one would put you over it |
| Your current abilities are not aligned with the creatures. | You lack the tool this creature needs, such as Frieda's Flayer |
| You can not tame that. | It is one of the townsfolk |
| That creature cannot be tamed. | It is not on the taming list |
What the patches changed. Older pages, Dragoneer's own skill chart among them, still describe the rule of 2020, so it helps to know the order:
| Patch | Change |
|---|---|
| 2020-05-29 | Leadership rebuilt: what you could tame went by your highest attribute (Strength for humanoids, Dexterity for animals and vermin, Intelligence for undead and demons). Flee and Inventory added to the follower window. Followers stay when you log out, under a new name |
| 2020-06-07 | Bandages heal followers. The follower window shows their health as it changes |
| 2020-08-27 | The order Assist added. Followers on Protect start as soon as you are attacked, even if you are not hurt |
| 2020-10-12 | The code that credits kills to a player with followers or a party was adjusted, for kill counts and alignment |
| 2021-03-29 | A follower's health now comes from your Constitution and your Leadership |
| 2021-05-06 | Only one summoned pet at a time (the spell's spectre, a henchman, a familiar, the high totems). The runecrafted totems were not under this rule yet |
| 2021-10-15 | Some end-game bosses can no longer be attacked by followers |
| 2022-11-20 | A follower that would call helpers in the wild (Deadwillow, Golem, Ice Golem, slimes, Skeletal Mage) no longer does so as a follower |
| 2024-03-02 | The attribute rule removed: character level decides what you can tame. Follower count fixed at 2 from Leadership 30 and 3 from 60. Leadership Guidebook added. The Valinor trainer's quest mended; it gives bandages and gold |
| 2024-03-05 | Blood Lich made tameable |
| 2025-08-16 | Horned Archer taken off the taming list. Dungeon entrances that deleted followers on the way out were mended (Silvest's, Mack Mack's and one more). The Caiman Scale Totem now states its Leadership requirement |
| 2025 (Halloween patch) | Leadership items whose tooltips said nothing now state their level requirement |
We found no later patch that changes the rules of 2024-03-02.
The tools
| Tool | What it does | What it needs | Where it comes from |
|---|---|---|---|
| Trainer's Whip | Tames, standing next to the creature | Nothing | Free from the Leadership trainer on Valinor. General stores, by the Leadership Guidebook; the game's table values it at 200 gold. Leatherworking 9 from 2 Leather. Dropped by Slimy Oozes (4), Filthy Sludges (7), Viscous Molds (12) and Orc Warmongers, by AE Database |
| Command Whip | Tames, and adds 10 to Leadership | Leadership 20 | Leatherworking 50 from 5 Flawless Leather, at a Rune Spire by AE Database. Not sold |
| Words of Binding | Used in place of a whip, and adds 15 to Leadership | The wiki says Leadership 35; the game's tooltip and Dragoneer's Den name no requirement | Dropped by the Soul of Beldan (level 10, 200 to 225 health), who appears when you open the hilt chest at 676,3240 in the quest "Sentimental Value" in the Darkwoods. A chance, not a certainty |
| Hemp Lasso | Tames from a distance | Nothing stated | Tailoring 97 from 5 Hemp Cloth. Hemp came with the patch of 2025-08-16. Out of a beginner's reach unless somebody makes you one |
| Shepherd's Staff | A polearm (19 to 38 damage) that adds 25 to Leadership and lets you tame sheep, cows and dairy cows | Polearms 25 | Dropped by Cult Leaders (16), Spectral Orc Foragers (33), Ettins (54) and Cyclopes (107), by AE Database; the Cyclops has by far the most reports |
A beginner needs the Trainer's Whip and nothing else. AE Database gives the whip 200 points of wear, so it does not last for ever; keep the free one for taming and do not sell it.
Words of Binding is the one tool worth a detour, since its quest is in this guide's Whisperdale chapter at level 20 to 24 and the Soul of Beldan is only level 10.
The follower window
F opens it. It shows each follower with its health, and a button with the orders. From the game's Leadership
Guidebook, the wiki and Dragoneer's Den:
| Order | What the follower does |
|---|---|
| Follow | Walks with you and defends itself, but not you. This is the order it starts with |
| Protect | Attacks anything that attacks you |
| Assist | Attacks what you attack with a melee or ranged weapon. Spells do not count |
| Attack | You pick a target, and it attacks that |
| Guard Location | Stands where it is and attacks whatever comes near |
| Stay | Stands where it is and does nothing, not even defend itself |
| Flee | Walks with you without stopping to fight. For running away |
| Inventory | Opens its pack, if it can carry anything. Few can; the camel is the known one |
| Dismiss | Sends it away for good |
Protect is the order for everyday hunting. Use Flee before you run, or the follower stops to fight everything on the way.
One trick from the wiki: a follower on Stay that you then order to Follow comes to you at once, wherever you are. Leave it on Stay before a dangerous stretch, cross, and call it.
What makes a follower stronger
A tamed creature keeps its kind's own numbers, and your character adds to them. By Dragoneer's Den:
| Yours | Gives the follower |
|---|---|
| Strength | A better chance to hit |
| Dexterity | A better chance to dodge |
| Intelligence | More health |
| Constitution (your own orbs, not bonuses) | More health |
| Leadership, bonuses from gear included | More health |
| Strength, Dexterity and Intelligence held equal (the "Druid" build) | A further share of health on top |
This holds for tamed followers only. A follower called by a totem or a weapon does not get it, and by one of the game's developers, quoted on Dragoneer's Den, your buffs skip it too.
You can heal a follower with bandages (patch of 2020-06-07) and with a mage's healing spells (by the wiki). Otherwise it heals by itself over time. Fortify can be cast on followers, and Transfusion was rebalanced in December 2021 as a heal for them.
The Valinor trainer puts it this way in our log: "As you lead creatures, they draw power from you" and "A well balanced adventurer will be able to lead the strongest followers."
When it dies, when you log out, when you change map
- It dies. It is gone, and you tame another. No source names any other cost.
- You log out. The patch of 2020-05-29 says followers stay, under a new name, with whatever they carry. The wiki's page on the game's windows says you lose your pet. The patch note is the firmer source; we have not tried it.
- You change map. A follower comes to you when you teleport, unless it is on Stay (patch of 2020-08-27). Three dungeon entrances that that deleted followers on the way out were mended on 2025-08-16; if another one still does, that is a fault to report, not a rule.
- Some places forbid them: the Halloween dungeon, the Gauntlet event, and some end-game bosses.
- Kills by your follower count for your kill quests, as far as the patch of 2020-10-12 goes ("credit for kill count"). Whether you get full experience for them is one of the things we could not find out.
The Leadership trainer on Valinor, and raising the skill
The Leadership trainers stand at 763,121 by the community map, three tiles from the stairs to the magic trainers (763,118). This is what happened to our character, from the chat log:
- The trainer asks "So, would you like training in Leadership?". Say yes.
- You receive 1 Trainer's Whip and a Leadership Guidebook, and the quest "Weapons Training - Leadership".
- The quest has the same seven steps as every weapon trainer's, by the game's quest table: gain 500, 700, 900, 1,100, 1,500, 3,000 and 5,000 experience in Leadership, returning after each. That is 12,700 in all.
- The rewards are bandages and gold, by the patch of 2024-03-02. Our character never finished a step, so we cannot give the amounts.
Take the trainer even if you do not mean to use the skill, for the free whip. Since 2024 it runs beside your weapon trainer's quest.
How the skill rises. Three ways are known:
- By use. Our log shows 1 point of Leadership experience at the moment a follower joined, which gave the first level, and 1 more during a fight with the follower at our side. How much a tamed creature earns you when it fights we do not know; the trainer's steps of 500 and more suggest it is not always 1.
- From the experience pool. Dragoneer's skill chart of 2024 marks Leadership as a skill the pool can go into. As with any skill, it needs its first level first.
- From a mission. Once in our log, a Lotorian Knight's mission paid its skill experience, 14,277, into Leadership, and the skill went from level 1 to 9 in one step. Other missions paid into Bows or Large Blades. We do not know what decides it.
What a skill level costs is the same for Bows and Carpentry in our own play, and the one Leadership figure we have fits the same curve. If Leadership follows it:
| Leadership | Experience in all, about | What it gives |
|---|---|---|
| 9 | 12,000 | Where the Valinor trainer's quest leaves you |
| 10 | 16,500 | Totem of the Bat |
| 15 | 56,000 | The most any skill can reach on Valinor |
| 20 | 133,000 | Command Whip |
| 30 | 450,000 | A second follower. Totem of the Termigon, Totem of the Goblin |
A patron mission pays about 31,000 into the pool at level 16 to 18 and about 77,000 at level 23 to 27 (see The patron). So the second follower costs about six missions' worth of pool in your twenties. That pool would otherwise go into your weapon or your magic. Our reading: a mage who leans on followers should spend it, an archer may, a warrior should not. The third follower, at Leadership 60, is beyond this guide; our own play have no costs past skill level 38.
No quest in the game's quest table gives Leadership experience by name, apart from the trainer's. The guild quest "A Leader is Born" is about founding a guild and has nothing to do with the skill.
What to tame when
How the picks were made. Level and health are from the game's creature table. The damage type and the resistances are from AE Database's bestiary, which agrees with Dragoneer's Den on which creatures can be tamed for every creature up to level 50. Where a creature lives is from the game's table of what roams where, given as a point in the middle of the nearest patch; it roams some way around it. "Hit us for" is what the creature did to our own characters in our chat logs, through whatever armor they wore at the time. It compares creatures of about the same level and is not what a follower will deal. No source gives a follower's damage.
No source recommends any creature. Every pick is our reading: most health for its level, then a damage type few things resist, then how near it stands to a town. Creatures that live only in the expansions are left out below level 50.
Valinor, level 1 to 10
Every skill stops at 15 on Valinor, so you have one follower here.
| Your level | Tame | Level | Health | Damage | Where | Why |
|---|---|---|---|---|---|---|
| 4 | Goblin Worker | 4 | 57 to 66 | Pierce | The goblin camp of "War" and "Proof", south-west (around 712,328) | You are there anyway for the totem |
| 5 | Small Skeleton | 5 | 65 to 75 | Blunt; hit us for 8 to 14 | Outside the east gate (around 808,296) | Nearest of its level. The Grass Viper (5, 67 to 95) west of town has more health |
| 6 | Skeletal Pup | 6 | 78 to 90 | Pierce; 5 to 13 | Same ground (around 856,280) | Cannot be poisoned |
| 7 | Rancid Zombie | 7 | 91 to 105 | Blunt; 8 to 17 | Same ground (around 840,280) | Hits a little harder than the pup |
| 8 to 10 | Small Grizzly Bear | 8 | 104 to 120 | Cut; 5 to 16 | East, by the Crazy Hermit's hut (around 968,136 and 1000,184) and south of it (984,280) | Top of the island's list, and nothing resists it in particular |
| 8 to 10 | Skeletal Apprentice | 8 | 104 to 120 | Blunt, and it casts Soul; 6 to 33 | By BoneSnarl's lair (808,312, 936,312) and inside it | The same health, the hardest single hit of anything on the island in our own play, and it shrugs off a quarter of pierce, cut and arrow damage |
Dragoneer's list for Valinor also has the Dredge Spider and Young Hobgoblin, which live only underground, and a "Green Viper" that the game's table calls Grass Viper. It puts the Rancid Zombie at level 6; the game has 7.
Below level 4 a follower has 13 to 45 health and dies to anything. Start at the goblins.
On arrival, level 8 to 10
A bear or an apprentice tamed on Valinor does not have to be replaced at once: the best creature of level 10 has 130 to 150 health against their 104 to 120. Whether a follower crosses with you through the portal from Valinor we do not know. If it does not, these are the nearest replacements.
| Town | Tame | Level | Health | Damage | Where | Why |
|---|---|---|---|---|---|---|
| Krog | Ram | 8 | 104 to 120 | Blunt; 5 to 19 | In the fields north-west of town, a few steps out (around 3064,3720) | At the gate, and it halves blunt damage |
| Krog | Skeleton | 10 | 130 to 150 | Blunt; 7 to 17 | North of town (around 3080,3640) | Most health of the band; immune to poison, which matters for Schlag |
| Krog | Skeletal Apprentice | 8 | 104 to 120 | Blunt and Soul; 6 to 33 | West of town (around 2920,3736) | If you liked the one from Valinor |
| Silvest | Small Grizzly Bear | 8 | 104 to 120 | Cut; 5 to 16 | All around town (1048,1320, 1096,1288) | Next to the bank |
| Silvest | Cultist | 9 | 117 to 135 | Pierce; 7 to 18 | The Cultist Lair, west (around 904,1384) | More health; you go there for "Quite Entranced" |
| Silvest | Skeleton | 10 | 130 to 150 | Blunt; 7 to 17 | North of town (around 1144,1192) | Most health of the band |
| Whisperdale | Small Grizzly Bear | 8 | 104 to 120 | Cut; 5 to 16 | North-east of town (440,3352, 488,3400) | A few steps from the gate |
| Whisperdale | Skeletal Apprentice | 8 | 104 to 120 | Blunt and Soul; 6 to 33 | Around Autumn (584,3368) | On the way of "Search for Jhulara" |
| Whisperdale | Rotten Zombie | 10 | 100 to 120 | Blunt; 17 to 25 | North of Autumn (around 616,3336) | Less health than a Skeleton but the hardest steady hitter of the band in our own play |
Level 11 to 20
| Your level | Tame | Level | Health | Damage | Where | Why |
|---|---|---|---|---|---|---|
| 12 | Skeletal Mage | 12 | 156 to 180 | Blunt, and it casts Soul; 10 to 34 | Krog: west (2904,3752). Whisperdale: around Autumn (584,3368). Silvest: far east (1384,1400) | Three of four of its hits on us were Soul bolts, and it hit hardest of its level. Immune to poison and disease |
| 12 | Wolf | 12 | 156 to 180 | Pierce | Krog: west of town (3016,3720). Silvest: north (1048,1288). Around Parian in numbers | Fast. The game's table marks it as a berserker |
| 13 | Zombie | 13 | 169 to 195 | Blunt; 12 to 36 | Krog: far west (2856,3816). Silvest: east (1240,1320) | Landed more than half its blows on our archer, where a Warg landed under a quarter |
| 15 | Brown Bear Cub | 15 | 195 to 225 | Cut; 15 to 26 | Krog: west of town (2984,3784). Whisperdale: north of Autumn (616,3240). Silvest: north-west (936,1224) | Most health at 15, near all three towns |
| 16 | Thief | 16 | 235 to 285 | Pierce; 13 to 21 | Dawat (3032,3384), where "Hero of Dawat" wants 100 of them. Silvest: the forest north-west | More health than the Goblin (16, 208 to 240), which hits harder (16 to 43) |
| 17 | Shadow | 17 | 221 to 255 | Cut; 10 to 25 | Whisperdale: by the estate north of town (440,3224 to 488,3224). Krog: in the Temple of Agon | Takes a quarter less of every kind of damage and half of blunt, by both the game's table and AE Database. The toughest follower below level 20 |
| 19 | Goblin Warrior | 19 | 272 to 314 | Blunt; 13 to 38 | Krog: Lake Dresta (2968,3688). Silvest: south-east (1272,1480). Whisperdale: south-east of Autumn (712,3352) | Most health below level 20 that all three towns have |
| 19 | Fighter | 19 | 247 to 285 | Cut | Dawat (3128,3416). Silvest: north (1096,1128) | The pick at Dawat |
| 20 | Stag | 20 | 260 to 300 | Pierce; 18 to 39 | Everywhere in the open: by Dawat (3224,3368), by Silvest (984,1336), north-east of Krog (3304,3592) | The easiest level 20 creature to find. The Shade (20, 260 to 300, 20 to 45) north of Silvest hits a little harder |
The Astari Spy (18, 260 to 295) and Astari Assassin (20, 260 to 300) are as good as the Goblin Warrior and the Stag, and stand north-east of Autumn and in the Temple of Sabal east of Parian.
Level 21 to 30
| Your level | Tame | Level | Health | Damage | Where | Why |
|---|---|---|---|---|---|---|
| 22 | Shambler | 22 | 286 to 330 | Cut; 22 to 50 | Krog: Vorda Swamp (2824,3720). North-west of Dawat (2856,3384). Whisperdale: by the estate (472,3192) | The first step up from the Stag |
| 23 | Brown Bear | 23 | 299 to 345 | Pierce; 28 to 41 | Around Parian in numbers (3384,3032). Silvest: north (1032,1192). Whisperdale: north of Autumn (616,3240). Krog: far west (2792,3736) | Steady, and near every town. Marked as a berserker by the game's table and by AE Database |
| 23 | Ghost | 23 | 299 to 345 | Pierce; 18 to 39 | Silvest: the village by Dalvon Mine (1336,1256). The building site of "Haunted House" north-west of Dawat. Mnemmon Gaol | Landed 160 of 167 blows on our archer. Takes a quarter less of nature, soul and mind damage |
| 26 | Orc Warmonger | 26 | 475 to 512 | Blunt; 18 to 71 | Between Krog and Dawat (2952,3480). South-west of Silvest (808,1544) | By far the most health of the band, and the heaviest single blows. Dragoneer's Den and AE Database still give it level 22 and 346 health; the game's table is the newer |
| 27 | Deep Shadow | 27 | 421 to 486 | Soul; 30 to 56 | Whisperdale: by the estate (440,3224). Silvest: south-east (1320,1448) | Soul damage, where every other pick of the band is physical |
| 30 | Wild Turkey | 30 | 488 to 563 | Pierce; 17 to 59 | In the open by every town, when they are about (by Dawat 3096,3416) | Dragoneer's Den marks it as an event creature. They were about in October 2026, and landed three of four blows on us |
Also in this band, for those who are there: the Large Fire Ant (25, 325 to 375) at the ant hill south of Krog, Pirates (25, 325 to 375) south of Varg, and the Familiar (28, 364 to 420) north of Whisperdale.
Level 31 to 40
| Your level | Tame | Level | Health | Damage | Where | Why |
|---|---|---|---|---|---|---|
| 32 | Glutton | 32 | 499 to 576 | Blunt; 32 to 45 | Glutton Lake, north of Parian (3480,2776) | Most health at 32, and it drops A Juicy Bone |
| 32 | Skeleton Wolf | 32 | 416 to 480 | Pierce; 33 to 55 | East of Silvest (1272,1432) | Hits harder than the Glutton; immune to poison and disease |
| 35 | Ogre | 35 | 501 to 578 | Blunt | Beside Ethera Palace (3528,3768). The pond by Arda (3480,3384) | Where "Hooky" sends you for 100 of them, and next to Pegi's boss Umbergon |
| 37 | Black Death | 37 | 601 to 694 | Cut, with disease; 46 to 62 | East of Parian (3560,2936) | More health than the Ogre and a disease on top |
| 38 | Deadwillow | 38 | 603 to 695 | Blunt; 39 to 81 | North of Ethera Palace (3544,3608). East of Krog (3208,3704) | The heaviest blows of the band in our own play. As a follower it no longer calls its roots |
| 40 | Minotaur | 40 | 750 to 800 | Cut | North of Dawat (2952,3208, 3096,3128), around the Emporium Abbey | More health than anything else in the band outside the expansions. "Maid Nelly's Locket" and "Minotaur Ambush" are fought here. Do not take the Injured Minotaur (40, 468 to 540) by mistake |
Dragoneer's Den lists the Spectral Orc Forager at 29 and the Footman at 35. The game's table has them at 33 and 37, so they belong here; they stand in Valekar's Fortress south of Dawat and are weaker than the picks.
Level 41 to 50
| Your level | Tame | Level | Health | Damage | Where | Why |
|---|---|---|---|---|---|---|
| 40 to 44 | Minotaur | 40 | 750 to 800 | Cut | As above | Nothing in the Highlands beats it before level 45 |
| 45 | Spectral Orc Warrior | 45 | 764 to 882 | Blunt | Valekar's Fortress, south of Dawat (3096,3496), mostly inside | Most health below 50 without an expansion. "Valekar's Fortress" wants 50 of them. Dragoneer's Den lists it at 49 |
| 48 | Haunting | 48 | 562 to 648 | Soul | East of Parian (3688,2856) | Soul damage, if the creatures you hunt resist blunt |
| 49 | Hobgoblin | 49 | 637 to 735 | Cut | North-west of Arda (3192,3336) | Where "Shovel Trouble" is fought. Less health than the Spectral Orc Warrior |
| 50 | Hunter | 50 | 650 to 750 | Cut, with Body | North-east of Parian (3784,2760) | The level 50 creature of the Highlands |
With Talazar's Revenge the snow north of Valmond has better ones: the Ice Golem (43, 727 to 839), the Wolverine Scavenger (45, 761 to 878) and the Dire Wolf (50, 845 to 975).
Beyond 50
| Your level | Tame | Level | Health | Where |
|---|---|---|---|---|
| 52 | Golem | 52 | 1,014 to 1,170 | Battle Plains; between Arda and Parian |
| 54 | Ettin | 54 | 983 to 1,134 | North-east of Parian |
| 55 | Ghost Willow | 55 | 858 to 990 | Where "Treasures" is fought, north of Dawat by this guide's Highlands table |
| 60 | Ghoul | 60 | 1,092 to 1,260 | The north (Talazar's Revenge) |
| 64 | Lich | 64 | 1,082 to 1,248 | Not near the starting towns; many live underground |
From there Dragoneer's Den lists the bands up to 110: giants in the seventies and eighties, wyverns and elementals in the nineties, and the Dragon-keeping "Druid" gear at 105.
Two that are not for fighting. A tamed cow can be milked (patch of 2021-09-18), and a tamed sheep gives more wool the higher your Leadership (patch of 2021-01-31); both need the Shepherd's Staff. A tamed Wild Camel (28, in the Sands of Creation) carries your things, and a hotfix of 2021-07-06 speaks of the tamed camel's "immortal status". Dragoneer's Den lists it with the level 21 to 30 band.
A follower for the guide's bosses
Our reading throughout, from the bosses' numbers in the game's table and AE Database.
| Boss | Its numbers | Tame | Why |
|---|---|---|---|
| BoneSnarl, Valinor ("War", the end) | Level 10, 300 health, cut damage. Resists a quarter of pierce, cut and magic; immune to poison | A Skeletal Apprentice (8), which the game's table puts inside his lair and on the ground above it (around 808,312) | Its blunt blows are the one physical kind he does not resist, and it takes a quarter less from his cuts. A Small Grizzly Bear deals cut, which he resists |
| Schlag the Scorpioness, Krog ("Sting Operation") | Level 20, 500 to 650 health, pierce with poison, immune to poison, calls scorpions | A Skeleton (10) from north of town, around 3080,3640, a short walk from the pit at 3131,3660; or a Skeletal Mage (12) from the west | Skeletons are immune to poison and take a quarter less pierce. Put it on Attack on Schlag, or it spends itself on the scorpions |
| Andreev the Quick, Dawat ("Hero of Dawat") | Level 20, 800 health, pierce | A Fighter (19) or a Thief (16), both around Dawat | Most health of what stands around him. He hits with pierce, which neither resists |
| Baneshine, Whisperdale ("The Bane of Whisperdale") | Level 20, 450 to 560 health, nature damage with a soul effect. Resists a quarter of most things | A Shadow (17) from west of the estate, the creature of "A Shadow Roams the Lands", which the order has you do right before | It takes a quarter less of nature and soul damage. Baneshine is weak only to arrows and magic missiles, so the damage is yours to do |
| Umbergon, Ethera Palace ("Pegi's Picnic") | Level 40, 2,500 health, pierce, a berserker | An Ogre (35) from beside the palace, or a Minotaur (40) | Health, to last through a long fight |
The pit, the lair and the Marsh Dungeon are entered by a hole or stairs. Tame before you go down and check in the follower window that it came with you.
Followers you summon instead
A summoned follower comes from an item, needs no whip, and can be called again when it dies. It does not get the bonuses from your attributes.
Runecrafted totems. Made with Runecrafting and a Totem Mold (Carpentry 60, from 15 Enchanted Greater Heartwood). Runecrafting is an expansion trade, and these are the work of a level 70 to 90 crafter, so a beginner buys one from a player or goes without. Health and level are the creature's in the wild, from the game's table.
| Totem | Calls | Leadership needed | Runecrafting to make | Value in the game's table |
|---|---|---|---|---|
| Totem of the Bat | A Bat (level 1, 13 to 20 health) | 10 | 70 | 2,100 gold |
| Totem of the Rat | A Krog Rat (11, 143 to 165) | 18 by AE Database, 19 by Dragoneer's Den | 75 | 1,540 |
| Totem of the Termigon | A Termigon Warrior (24, 312 to 360) | 30 | 80 | 2,501 |
| Totem of the Undead Wolf | A Skeleton Wolf (32, 416 to 480) | 40 | 85 | 3,100 |
| Totem of the Hound | A Hell Hound (38, 445 to 513) | 60 | 90 | 3,900 |
None of these beats what the same character can tame for nothing, as long as the totem's creature has the numbers of the wild one. The Bat is a toy.
Helpers from quests. These do not fight. They are the reason a crafter raises Leadership.
| Item | What it does | Leadership needed | From |
|---|---|---|---|
| Caiman Scale Totem | A caiman that shortens your fishing | 50 | "Fishing for Friends", part 9, "Enduring Kindness", in Khafra. Needs Sands of Creation; the questline asks Fly-casting 60 by part 7 |
| Totem of the Goblin | A goblin that shortens your planting | 30 | The "Fine Land" farming quests, from Gideon: "You are what you Eat", part 2, by Dragoneer's Den |
| Pirate Whistle | A Pirate Raider (level 74) that does fight | Unclear, by Dragoneer's Den | "Fishing for Friends", part 12, "A Secret Society" |
Bought.
- VIP pets. Bought with gold from the VIP Store in Lotor's Summer Palace (763,604 on the map). They follow and do nothing else, by the wiki. Since 2021-09-18 the cow and the chicken cannot be milked or searched either.
- The Henchman. A store item: 10 tokens for six hours of a fighter matched to your level, with a totem to call him back if he dies (patch of 2021-04-08). Up to level 15 you get a level 10 henchman, at 15 to 24 a level 20 one, at 25 to 34 a level 30 one. The game's table gives them 300, 500 and 750 health, twice what the best tameable creature has at level 10 and well above it later. The Henchman Trainer stands in Lotor's Summer Palace (838,706) and in Redwake (430,2866).
- The Wizard's Familiar. A store item that adds 10% to your spells. Since 2022 it only follows.
People who follow you. Townsfolk with a golden chalice over their head come with you if you agree to help them. They are errands, not fighters: in our log a stray cat in Whisperdale followed our archer, a Green Slime killed it, and the errand ended.
Far beyond level 50, by Dragoneer's Den and the game's table:
| Item | Calls | Needs |
|---|---|---|
| Summon Spectre (a Soul spell) | A spectre matched to your level | Soul 60, no Leadership |
| Scimitar of the Scorpion | 2 Carrion Feeders | Large Blades 67 |
| Spellshrieker Sabre | 2 Fungoid Wizards | Large Blades 71 |
| Gazegouger Bladestaff | 2 Blue Crabs | Polearms 76 |
| Cedar Staff of the Druid | 2 Basilisks | Mage Weapons 85 |
| Staff of the River Serpent, Bow of Nature | 2 Pythons; 2 Water Elementals | Skill 100 |
| Blade of the Ancients, Evil's Accomplice | One strong follower, the only one you may have | Level 100 and 107 |
| Druid's Staff, with the Druid's Amulet | 2 Wyverns, or a Dragon and a Wyvern | Level 105 and 106, 77 in Strength, Intelligence and Dexterity |
| Totem of Demonic Control | 2 Hell Spawns | Leadership 100, level 90 by Dragoneer's Den |
| Totem of Sabal's Children, Cultist's Bloody Orb, Lotor's Summoning Crystal | One end-game follower each | Leadership 100, level 108 |
| Haunted Hollows Totem, Army of Pumpkins Totem | A Spooky Tree; 3 Pumpkin Slaves | Halloween event. Leadership 10 and 30; level 40 and 70 by Dragoneer's Den (30 and 70 in the patch note of 2022) |
Gear that raises Leadership
A beginner can get very little of it early, and needs none of it: the first follower asks for no Leadership at all. What exists, from the game's item table:
| Item | Leadership | Needs | Where from | Early? |
|---|---|---|---|---|
| A Juicy Bone (club, 3 to 11) | +5 | Blunt 5 | Gluttons (32) and Female Gluttons (34) north of Parian, by AE Database | From a friend, or at 30 |
| Command Whip (tool) | +10 | Leadership 20 | Leatherworking 50 | From a crafter |
| Legacy Cloak | +10, and +5 to all four attributes | Nothing | A gift to accounts older than the Steam launch | No. It cannot be earned |
| Words of Binding (tool) | +15 | See The tools | The Soul of Beldan, in "Sentimental Value" | Yes, at about 20, with luck |
| Shield of Arna (armor 32) | +20 | Level 30, Strength 38 | A common drop of creatures of level 16 to 32 by AE Database: Orc Renegades, Shamblers, Swamp Slugs, Familiars, Gluttons and more | At 30, and only with Strength |
| Shepherd's Staff (polearm, 19 to 38) | +25 | Polearms 25 | See The tools | At about 16 to 20 with luck, from Cult Leaders |
| Hypnotic Chain (neck) | +25, +3 Int, +3 Dex | Level 55 | Mostly creatures of level 54 to 65, by AE Database | No |
| Cruel Master (blunt, 47 to 72) | +40 | Blunt 75 | In the game's table; no source says where it comes from | No |
| Frieda's Flayer, Druid's Amulet, Druid's Staff | +40, +25, +100 | Level 100 and more | End-game | No |
The game's table also holds a Bull Whip (+5), Chains of War (+15) and a Stone Stew (+10 Leadership, +10 Intelligence). No source says where any of them comes from.
Dragoneer's Den says a follower's health counts your Leadership with bonuses. Whether the second follower at 30 counts bonuses too is not stated. If it does, a Shepherd's Staff and a little skill would be enough.
What we could not find out about followers
- Whether a follower takes a share of the experience for a kill, or whether a kill made by the follower alone pays you in full. The patch notes only speak of kill counts.
- How Leadership experience is earned by use, and how much a fight gives. We saw 1 point twice and never tamed anything on our own characters.
- Whether you can tame any creature in your band of ten levels or only those at or below your own level.
- Whether taming can fail by chance, whether the creature has to be hurt first, and how fast a Trainer's Whip wears out.
- Whether the levels 30 and 60 for a second and third follower count Leadership from gear.
- Whether Leadership follows the same cost per level as Bows and Carpentry. One figure fits; that is all.
- Why one Lotorian Knight's mission paid its skill experience into Leadership.
- The amounts of bandages and gold at each step of the Valinor trainer's quest.
- Whether a follower survives logging out today, and whether it crosses the portal from Valinor.
- How hard any follower hits. No source gives creature damage; the figures here are what creatures did to us.
- What the game's "berserker" mark on the Wolf, the Brown Bear and the Brown Bear Cub does when they fight for you.
- Whether a totem's creature has the health of the wild one, and whether the runecrafted totems fall under the rule of one summoned pet today.
- Which shops stock the Trainer's Whip and the Leadership Guidebook, and at what price. The guidebook says general stores, the patch note says weapon shops, and our characters bought neither.
- Whether Words of Binding needs Leadership 35, as the wiki says, or nothing, as its tooltip suggests.
- Where the Bull Whip, Chains of War, Cruel Master and Stone Stew come from.
