Pillars of Eternity Wiki

The reputation tab in the character sheet window. The lower, inner semicircle represents player-companion relationships. The list on the right shows the history of relationship changes for the hovered character.

Companion relationship (also known as Companion reputation, attitude, or simply relationship) is a system in Pillars of Eternity II: Deadfire that represents a companions attitude and view towards the player and other companions in the party. A relationship is primarily affected by the reactions that a character has to certain dialogue cues from other party members. This system draws parallels with the faction reputation system - which encompasses the player's (and by extension the party's) standing with groups of people, and the disposition system - encompassing how other, non-companion characters view the player.


A relationship between two characters is influenced by the actions and dialogue expressed between both parties.

All companions (but not sidekicks) have pre-defined conversational topics that resonate with their core beliefs. When these topics are brought up, by either yourself - but more often when other companions interject in conversation, it "triggers" a change in relationship towards the other party, either increasing or decreasing their current relationship score with that character depending on their approval or disapproval of the topic in question.

In addition to topic-triggered changes, some companions have fixed changes that are associated with making certain decisions during the game. For example in the quest Hunting Season, the player has to choose between siding with a group of godlike druids, or the RDC who have invaded their island. Choosing to side with the druids will always give a set negative change in relationship with Maia Rua, skipping any topic-related checks. However, this only ever happens if she is in the party and is there to witness it. Each event such as this has the option to apply only if the companion is active in the party, with some taking effect even if they are not.

Because of this, companion relationships are extremely situational and are greatly influenced by what each party member witnesses and the dialogue options they are exposed to. Composing your party in a way that minimizes exposure of opposing traits and topics, and maximizes exposure to common traits, is key to ensuring that fellow party members get along. The things that companions say or do cannot always be foreseen, so inter-party relationships can be somewhat unpredictable.

Maintaining a healthy relationship with your companions, as well as between them is important. Companions with a positive relationship towards the player will be more open to discuss topics, will give unique gifts to the player, and may even be romanced. Companions with a positive relationship towards other companions will often engage in unique dialogue, and in some situations may even romance each other. On the other hand, companions with a negative relationship will be closed off, and tensions within the party may come to a boil, which can force companions to leave the party.


Companion relationships are managed on a directional, per-target basis. Every companion has their own individual opinion towards others. This means that while a companion might have positive feelings towards another, those feelings may not be shared, and the other companion may have negative feelings towards them. A relationship is not represented as mutual "link", but rather an "arrow".

In the player's character sheet, relationship links between the player and other companions are considered to be how the companions view the player. Inversely, links shown on a companion's character sheet are considered to be how they view other companions (the player is not shown here).

Technically speaking, the player does not keep a relationship with companions at all - only from the companion to the player (otherwise this would be a contradiction to the Featureless Protagonist model). Because of this, player–companion relationships can be viewed as mutual and non-directional (i.e. how the player and a companion feel about each other).

How it works[]

A relationship is represented as an integer value (as seen in the screenshot above). Positive values indicate a good relationship, and negative values indicate a bad relationship. Doing things that the companion likes or agrees upon will add to the current relationship and vice versa.

Topic–relationship change[]

Whenever an event occurs in conversation that is associated with a topic, all active party members are polled for reactivity with the speaker (be it the player, or another companion). If the companion has a reaction to the topic, the relationship between the speaker and that companion is modified to suit.

All topic relationship changes are done using the command TriggerTopic.

Every topic relationship-altering event is assigned the topic itself, and a changeStrength, which is used as base delta for the relationship change. This can be interpreted as the speakers own strength of feelings towards the topic. Internally this is the RelationshipValue property of one of the three ChangeStrengthGameData classes. The strengths are Minor (4), Average (4), and Major (8).

Every topic has its own topicValue, which represents a unified effect that the topic has on people and society. More controversial, polarizing, or greater affecting topics have a higher value, while less serious topics have a lower value. Most topics have a value of 4, though they are listed below.

A weight, and an axis is assigned alongside every companion's react-able topics (in CompanionGameData). The axis is whether the reaction to a topic is a negative or positive one, and the weight can be interpreted as the characters strength of feelings towards the topic. Possible weights are Weak (x1 i.e. no multiplier) or Strong (x2 i.e. double). These are shown in Companion topics table below.

The calculation is then simply:

relationship change = (changeStrength * topicValue) * weight

If the axis is positive, it is added to the current score, otherwise it is subtracted.

Direct relationship change[]

Direct relationship changes are - as the name suggests - more straightforward than topic changes. They can only ever be directed at a single companion, and simply have:

  • A source and a target character. The source can never be the player
  • A strength value (as above, Minor (4), Average (4), and Major (8))
  • An axis - which determines whether the value is added to or subtracted from the companions current relationship with the speaker
  • A boolean which determines if the change should only be applied if the companion is in the party.

All direct relationship changes are done using the command CompanionAddRelationship

Relationship thresholds[]

A relationship threshold is the current standing of the relationship, and is determined by the relationship score. Whenever the threshold changes, a new set of dialogue is triggered for that threshold (but only once per threshold).

Note that in the table below, the decimal relationship threshold value is multiplied by a scale of 200 to get an integer threshold value. The current threshold is determined by a check to see if the current score is greater than the relationship threshold value (or less than in the case of negative values), starting from the most extreme. If the value is not greater than either positive threshold, less than either negative threshold, or is exactly zero - it is Neutral.

The "displayed as" value is the representation of the threshold in the character sheet's relationship node map. It is shown in a circle on top of the character the relationship pertains to.

Very Negative Negative Neutral Positive Very Positive
Value (unscaled) -0.75 -0.2 0 0.2 0.75
Value (scaled) -150 -40 0 40 150
Value range (inclusive) -∞ to -151 -150 to -41 -40 to 40 41 to 150 151 to ∞
Displayed as -2 -1 0 1 2

Companion topics[]

Companion Positive (likes) Negative (dislikes)

List of topics[]

Topic Value Axis Companions Description
Rep pro animalcruelty.png Animal Cruelty 5 Positive {0:Name} responds well to people who are pointedly cruel or callous toward animals.
Negative {0:Name} has a negative reaction to people who are cruel or callous toward animals.
Rep pro animalkindness.png Animal Kindness 5 Positive {0:Name} appreciates kindness and sentimentality toward animals of all kinds.
Negative {0:Name} does not appreciate sentimentality toward animals.
Rep anti eothas.png Anti-Eothas 3 Positive {0:Name} has a negative view of Eothas and his actions.
Negative {0:Name} does not appreciate derogatory or hostile comments about Eothas.
Rep pro eothas.png Pro-Eothas 3 Positive {0:Name} supports Eothas and believes in his inherent virtue.
Negative {0:Name} has a negative view of Eothas and his actions.
Rep anti eothasians.png Anti-Eothasians 4 Positive {0:Name} has a problem with the followers of Eothas and supports criticism of them.
Negative {0:Name} does not respond well to criticism of or hostility toward the followers of Eothas.
Rep pro eothasians.png Pro-Eothasians 5 Positive {0:Name} supports followers of Eothas.
Negative {0:Name} distrusts and dislikes followers of Eothas.
Rep anti gods.png Antireligious 3 Positive {0:Name} dislikes and distrusts the gods and organized religions and appreciates criticism of them.
Negative {0:Name} believes the gods and religions serve a useful purpose for mortals and dislikes irreverence or insults directed at them.
Rep pro gods.png Piety 3 Positive {0:Name} is pious and believes others should show respect and reverence for religions and the gods.
Negative {0:Name} dislikes religious reverence and piety and has negative views toward those who express such characteristics.
Rep anti huana.png Anti-Huana 2 Positive {0:Name} dislikes and distrusts the Huana culture and its people.
Negative {0:Name} does not respond well to criticism against or hostility toward the Huana culture or its people.
Rep pro huana.png Pro-Huana 4 Positive {0:Name} supports the various Huana tribes and communities of the Deadfire Archipelago.
Negative {0:Name} dislikes and opposes the native Huana of the Deadfire Archipelago.
Rep anti principi.png Anti-Príncipi 4 Positive {0:Name} opposes the pirates of the Príncipi sen Patrena and appreciates those who do likewise.
Negative {0:Name} supports the pirates of the Príncipi sen Patrena and dislikes those who act against them.
Rep pro vailian.png Pro-Vailian Republics 4 Positive {0:Name} believes in and supports the Vailian Republics and takes a positive view of those who do likewise.
Negative {0:Name} dislikes the Vailian Republics and has a negative view of people who openly support them.
Rep pro rauatai.png Pro-Rauatai 4 Positive {0:Name} supports Rauatai and the Royal Deadfire Company.
Negative {0:Name} dislikes and opposes Rauatai and the Royal Deadfire Company.
Rep anti leadenkey.png Anti-Leaden Key 5 Positive {0:Name} despises the Leaden Key and the violence and manipulation for which it is responsible.
Negative {0:Name} thinks the Leaden Key serves a practical purpose and dislikes unfair criticisms of it.
Rep pro leadenkey.png Pro-Leaden Key 5 Positive {0:Name} believes in the potential of the Leaden Key to do good in the world.
Negative {0:Name} distrusts the Leaden Key and those who make excuses for it.
Rep anti tradition.png Progressive 4 Positive {0:Name} believes in outlooks and actions that seek to reform society and are not held back by traditional ideas.
Negative {0:Name} does not appreciate progressive attitudes that disregard or disrespect traditional ways.
Rep pro tradition.png Traditional 4 Positive {0:Name} respects and enjoys cultural traditions and believes they are worthwhile to observe and practice.
Negative {0:Name} is wary of traditionalism for its own sake and distrusts those who adhere rigidly to old habits and rituals.
Rep pro irresponsibility.png Irresponsibility 4 Positive {0:Name} appreciates people who do not take duty and responsibility too seriously.
Negative {0:Name} finds it distasteful when others do not take their duties seriously or attempt to evade their rightful responsibilities.
Rep pro duty.png Dutiful 2 Positive {0:Name} admires people who take responsibility and don't shirk the tasks presented to them.
Negative {0:Name} dislikes it when others assume responsibilities that should not be theirs and rigidly dedicate themselves to tasks.
Rep pro autonomy.png Autonomy 4 Positive {0:Name} believes kith should have the freedom to determine their own futures and appreciates efforts that support this principle.
Negative {0:Name} is skeptical of handing ordinary kith too much power and believes that most people need guidance and care instead.
Rep pro stewardship.png Stewardship 3 Positive {0:Name} believes in benevolent authoritarianism.
Negative {0:Name} is leery of attempts to impose authority over others, even if well-intentioned.
Rep pro animancy.png Pro-Animancy 3 Positive {0:Name} views animancy as vital for the progress of the world and responds well to those who support its research and practice.
Negative {0:Name} believes animancy is dangerous and irresponsible and dislikes open support of its practice.
Rep pro deceit.png Skulduggery 4 Positive {0:Name} appreciates people who use lies, deception, and general chicanery to get their way.
Negative {0:Name} takes a dim view of people who employ underhanded and deceptive tactics to get their way.
Rep pro gods.png Pro-Godlike 2 Positive {0:Name} believes that the godlike are inherently beneficial influences on Eora, impacting religion and society for the better.
Negative {0:Name} dislikes reverence for or admiration of godlike.
Rep pro humor.png Lighthearted 3 Positive {0:Name} appreciates jokes and levity in life, even in the darkest of circumstances.
Negative {0:Name} does not appreciate jokes, pranks, and similar antics.
Rep pro immodesty.png Pride 4 Positive {0:Name} respects those with a healthy sense of self-worth and the candor to be open about it.
Negative {0:Name} is put off by people who proclaim their own merits in defiance of all decorum and decency.
Rep pro passion.png Impassioned 3 Positive {0:Name} is a passionate person and responds well to people with similarly strong emotions.
Negative {0:Name} favors emotional restraint and takes a poor view of strong emotional displays.
Rep pro resourcefulness.png Resourcefulness 2 Positive {0:Name} respects those who are independent and resourceful.
Negative -
Rep pro worldly.png Provincial 3 Positive {0:Name} finds rural and provincial expressions and ways of life charming and endearing.
Negative -
Rep pro worldly.png Worldly 3 Positive {0:Name} appreciates a cosmopolitan lifestyle and outlook on life.
Negative -
Rep pro racism.png Racism 4 Positive {0:Name} believes in the inherent superiority of and incompatible differences between kith of different races and responds positively to people with similar views.
Negative {0:Name} takes a dim view of racist comments and attitudes.