Dungeon Siege II Walkthrough

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@_/_/_/_/_| ____  [7] COMPANIONS                                         )
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[7.1] Henchmen
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When you first add a henchman to your party, they will be a certain level 
(based on your position in the main story); but, most of their skill points 
are unspent--so you can take them on any skill path you desire. The first two 
henchmen, Deru and Lothar, are low level and can be leveled any way you 
desire. Later henchmen are pretty much already set in their class path; 
though, Taar could probably be leveled in a class other than nature mage, if 
you start on it right away.

Henchmen do no level up if they are not in your party. They will also not 
level up when you first add them to your party. However, if you re-hire a 
henchman from the Inn, they will level up based on the following criteria:

If the henchman is more than 15 levels below your level, the henchman will 
gain 20 levels or enough levels to rise to two (2) levels under you, 
whichever is lower. Thus, if you are 30th level and you add a henchman from 
the Inn:

And the henchman is 5th level, the henchman will increase to 25th level
And the henchman is 10th level, the henchman will increase to 28th level
And the henchman is 20th level, the henchman will not increase in level


Deru
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Race:  Dryad
Class: Level 2 ranger, level 1 nature mage
Loc:   Next to Eirulan North Gate at beginning of Act I, Chapter 2
Quest: Deru's Treasure Hunt (Act II, secondary quest #10)

Along with Lothar, Deru is your only choice for companion until Act I, 
Chapter 5. She is set up to play as either a ranger or nature mage; but, 
she's low enough level in both that she can go in any direction you like. 
It's probably not worth making her a fighter, since Lothar is standing nearby. 
Since you can probably wait on Taar to be available in Chapter 5, you should 
only consider her as a ranger or combat mage. If you don't take either Deru 
(or Lothar) as a combat mage now, assuming your character is not, it will be 
a long wait until you can hire one.


Lothar
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Race:  Half-giant
Class: Level 2 fighter, level 1 combat mage
Loc:   Next to Eirulan North Gate at beginning of Act I, Chapter 2
Quest: Lothar's Innocence (Act II, secondary quest #9)

Along with Deru, Lothar is your only choice for companion until Act I, 
Chapter 5. He is set up to play as either a fighter or combat mage; but, he's 
low enough level in both that he can go in any direction you like. It's 
probably not worth making him a ranger or nature mage since Deru is standing 
nearby; and you'll get Taar as a nature mage in Chapter 5, so only take him 
if you need a fighter or combat mage. If you don't take either Lothar (or 
Deru) as a combat mage now, assuming your character is not, it will be a long 
wait until you can hire one.


Taar
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Race:  Dryad
Class: Level 8 nature mage
Loc:   Great Hall of Eirulan, available as a companion beginning
       in Act I, Chapter 5
Quest: Taar's Investigation (Act I, secondary quest #9)

Taar removes your Ring of Submission at the end of Act I, Chapter 3 and sends 
you on your Chapter 4 quest. You also end Chapter 4 and begin Chapter 5 by 
speaking to her. During the conversation, you can choose to take her along. 
She's a good support character, but with a total limit of 4 party members at 
Mercenary difficulty level, you may not even want a nature mage on the team. 
At the very least, add her to your party so you can do her side quest, which 
you can do in Chapter 5. Also, Taar is your last chance at a nature mage 
companion, so definitely add her to your party at least once so you can add 
her back through the inn, if needed.


Vix
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Race:  Human
Class: Level 12 ranger
Loc:   In a tower between the Narrow Cavern and Upper Kithraya Caverns,
       Act I, Chapter 6
Quest: Vix's Vengeance (Act III, Secondary Quest #9)

You first meet Vix as you're traveling to the Kithraya Caverns. If you blow 
off his offer of help, he'll run off to the Eirulan inn, so you can pick him 
up whenever you want him. He's a ranger with Quick Draw already, so you can 
keep him around if you're lacking a good ranged fighter in your party.


Sartan
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Race:  Half-Giant
Class: Level 19 fighter
Loc:   In a pit in the Windstone Fortress, Act I, Chapter 9
Quest: Sartan's Suspicion (Act III, Secondary Quest #7)

By the time Sartan is available, near the end of Act I, you probably already 
have at least one good melee fighter in your party. If not, you should add 
Sartan right away. You might even want to add him as a second or third 
fighter considering the Act I boss is especially weak to melee. Otherwise, 
you can send packing to the Eirulan inn.


Amren
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Race:  Elf
Class: Level 20 ranger
Loc:   In the Aman'lu inn, beginning in Act II, Chapter 1
Quest: Amren's Vision (Act II, secondary quest #15)

Amren is the third ranger (if you consider Deru a ranger) you meet during 
your travels. As such, you're probably full up on ranged fighters. 
Fortunately, his personal quest involves almost no fighting, so you can leave 
"Spock" at the Inn without worrying he'll lag in levels.


Finala
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Race:  Elf
Class: Level 22 combat mage
Loc:   You can add her to your party once you complete Act II, Chapter 3
Quest: Finala's Contempt (Act II, secondary quest #16)

Finala is the first true combat mage you'll meet, though you could have 
leveled either Deru or Lothar in that class. She can be a useful addition to 
your party, but you should note mobs like to pick on the combat mage. Make 
sure she is well-armored. Since her quest involves a lot of fighting, it's 
probably best to keep her around and leveled up.


Eva
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Race:  Human
Class: Level 29 fighter
Loc:   You rescue her at the end of Act II, Chapter 6
Quest: Evangeline's Folly (Act II, secondary quest #18)

Evangeline is set up as a dual wielding fighter, but has enough unspent skill 
points that you can take her in any direction. Of course, by this point in 
the game, you're probably well set for melee companions, so you may only want 
her around for her quest, which you can do right after freeing her.
 

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