Fellows: Skills Fellow Skills
Fellows' skills are divided into three categories: unique, readied and item skills. The use of a Fellow's skill is determined by the Fellow's AI and the player cannot control it; active skills, however, can be controlled by the player. All skills have a chance of activation and a cooldown. While most are used randomly according to that chance, some activate depending on the status of the Fellow or its master.
| Category | How it is obtained | Improvement and removal |
|---|---|---|
| Unique Skills | They come with a Fellow upon summoning. They cannot be used right away but become available as the Fellow reaches certain levels. Active ones consume Satiety. | Automatically improved as the Fellow attains new levels. |
| Readied Skills | A Fellow comes with six readied skill slots, which also open at certain levels. Into these slots go skills gained by hunting monsters or completing quests; the range is determined by the Fellow's type. | Not improved automatically — higher skills must be obtained by hunting and completing quests. Once readied, a skill can only be removed with a Removal Rondo. |
| Item Skills | Automatically assigned to slots depending on the items the Fellow equips. These skills are activated by the master, not the Fellow. | They do not improve. |
Two types of items come with skills: amulets and chokers. Amulets bring the SP storage and Pick Up Items skills, while chokers let the Fellow enter Berserker mode when its master does.
Removing skills: Readied skills are removed from a Fellow using the Removal Rondo; speak with a Stable NPC to begin the process.
Skill icon examples from the official guide
