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Stay
Stops ordinary following, pursuit and the long-distance catch-up. It can still attack a foe already in reach if its stance permits.
| Give this order | Select an active pet in the Companion Panel and use Orders. Its adjacent right-click menu also offers the stance or movement change. Support species have no stance controls. |
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| Effect | Stops ordinary following, pursuit and the long-distance catch-up. It can still attack a foe already in reach if its stance permits. |
| Time cost | These orders do not spend a normal player turn. The pet carries out movement and attacks on its AI turns. |
| Combat choices | The ordinary target search skips settlement people, guards, livestock, vendors, escorts, companions, passive creatures and creatures with no damage. Defensive additionally requires adjacency. Distances include diagonal steps and use the nearest occupied cell of a large foe. |
| Stay and personal benefits | Stay turns off the usual owner benefits that require a following pet. An ability with its own checked range can still work nearby. The pet remains active and can still be hurt. |
| When changing scenes | An overworld pet on Stay keeps its place when you travel elsewhere. A pet left in a dungeon or another instanced realm is moved with the party when the scene changes, keeping Stay at its new position. |
| Movement exceptions | Stay is not an absolute position lock. A retreating pet can still move towards its owner, and a living pet may step aside for another walker. |
| Come here | Come here does not cancel Stay. Choose Follow first. |
| Co-op control | The Companion Panel and shared command route check the pet’s owner. In the current build, the host’s adjacent right-click stance and movement rows can also change a partner’s pet. Following uses its owner’s position, falling back to the acting player if that owner is absent. |
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