You can have a new active feat in your quickbar: Associates Control
This feat gives you direct tactical command over every associate travelling with you, no more shouting into the void and hoping your henchman picks the right target. Point exactly where you want them to go and what you want them to fight, with a single click.
Associates that respond to this feat include henchmen, summoned creatures, animal companions, familiars, dominated creatures, and epic summons such as the Mummy Dust undead warrior and the Dragon Knight.
How It Works #
Activate Associates Control from your quickbar or radial menu. A targeting cursor appears, click a target to issue your command.

Click an enemy #
All associates converge on that target immediately. Each one fights using their own best method, a spellcaster opens with spells, an archer draws their bow at range, and a melee fighter closes to strike. The AI continues to make smart combat decisions each round while keeping focus on the commanded target. When the target dies, the override clears and everyone returns to normal behaviour.
Click yourself #
All associates move to your position and guard you. They follow closely and engage any enemy that comes within range using the best attack method available to them. If any associate is very far away or in a different area, they will teleport to your side first.
Click a neutral or friendly creature #
All associates move to protect that creature using the same guard behaviour above. Useful for protecting an NPC or another player during escort situations.
Click the ground #
All associates move to that exact location and hold position. They will still defend themselves if attacked but will not chase enemies or wander.
Commanding a Single Associate #
Want to send just one associate somewhere without disrupting the rest?
Click that associate first. You will see a confirmation message and the targeting cursor will remain active for a second click. That second click follows the same rules as above, but the order goes only to the associate you selected.
- Click an enemy → that associate attacks that target
- Click yourself or an ally → that associate guards that target only
- Click the ground → that associate moves to that position and holds only
- Press Escape → cancels with no action taken
Your Associates Still Think for Themselves #
Associates Control tells your companions *who* to fight or *where* to stand, it does not override *how* they fight. A spellcaster will still cast spells. An archer will still shoot from range. A melee fighter will still close and strike. All healing and self-preservation behaviour continues to function normally.
Voice Commands Still Work #
The standard voice commands from your companion party bar (Follow Me, Attack Nearest, Guard Me, Stand Ground) all continue to work as before. Any of these commands will clear the Associates Control override and return your associates to their normal AI behaviour.
Who Counts as an Associate? #
The following are all commandable through Associates Control:
- Hired Henchmen
- Epic summons: Mummy Dust undead warrior and Dragon Knight
- Regular spell Summons
- Animal companion
- Familiar
- Dominated creature
Sub-summons called by your henchmen/summons are also included.