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What should our next companions be?

Uazole2
Uazole2
All of the current companions are closely related to existing ESO classes. Their skills are slightly different, but similar to our existing classes. I would like to see something totally different, companions that are not related to any of our current classes. For example, how about a BARD companion, with a set of appropriate abilities, or a ghost? What about a goblin shaman or a wispmother? Alternatively, maybe some animal taming quests could be added, these would allow any class to have an animal companion (instead of a humanoid one).
  • Syldras
    Syldras
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    I'm personally not against creating companions that do not follow an existing ESO class, and I'd also be fine with them not being one of the playable races. But I'd hope that ZOS keeps in mind whether the addition of a companion would make sense within the game world - in terms of lore and in-game logic - and not just throw that under the bus because "rare creature xyz looks cool!!!!" Like, why would a spriggan or a sload permanently travel with a player character? How would common people accept that without batting an eye? I know npcs already ignore the weirdest mounts and polymorphs right now, but I'd rather not see ZOS extending that to companions as well.

    I don't think taming pets would fit the companion system, btw. While a normal animal might fight, they are usually not capable of using magic, healing, etc. (indriks would be an exception, but most animals just can't do that). They don't function akin to humanoid companions. I'm not against adding pets that have a fighting ability, but that would be a thing of its own.

    Edited by Syldras on July 24, 2024 8:14PM
    @Syldras | PC | EU
    The forceful expression of will gives true honor to the Ancestors.
    Sarayn Andrethi, Telvanni mage (Main)
    Darvasa Andrethi, his "I'm NOT a Necromancer!" sister
    Malacar Sunavarlas, Altmer Ayleid vampire
  • Necrotech_Master
    Necrotech_Master
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    there are 3 types of companions we havent gotten yet: necromancers, werewolves, and vampires

    after that i dont know if their plan is to repeat classes but with different skill selections and companion personalities, or start branching out into more "unique" options
    plays PC/NA
    handle @Necrotech_Master
    active player since april 2014

    i have my main house (grand topal hideaway) listed in the housing tours, it has multiple target dummies, scribing altar, and grandmaster stations (in progress being filled out), as well as almost every antiquity furnishing on display to preview them

    feel free to stop by and use the facilities
  • AD_Tuggo
    AD_Tuggo
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    I would like a Dragon.
  • karthrag_inak
    karthrag_inak
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    Alfiq Werewolf Necromancer.
    PC-NA : 19 Khajiit and 1 Fishy-cat with fluffy delusions. cp3600
    GM of Imperial Gold Reserve trading guild (started in 2017) since 2/2022
  • Thee_Cheshire_Cat
    Thee_Cheshire_Cat
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    i just want a male khajiit. dont care what his class is.
    Lady Kat, from the Cheshire Cats.Interested in HEAVY RP? IC at -all- times? https://thecheshirecatseso.proboards.com/#CheshireCats_RPnow
  • vsrs_au
    vsrs_au
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    I mentioned this in a previous thread: a Blackfeather Court crow as companion would be interesting.
    PC(Steam) / EU / play from Melbourne, Australia / avg ping 390
  • AllenaNightWood
    AllenaNightWood
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    really love to see a female wood elf necro
  • MisterGibs
    MisterGibs
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    I am once again heavily suggesting a wise-cracking skeleton companion that speaks only in bone puns.
  • SilverBride
    SilverBride
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    I don't want any more Companions unless they give us the option to make unlocking account wide.
    PCNA
  • Erickson9610
    Erickson9610
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    I hope we get more Companions that reuse player Races/Classes. I don't want anything for a Companion that players can't have — ideally, our Companions could be "recreated" on player characters.

    That means "werewolf" or "vampire" Companions would still have a Class, i.e. they might be a "Dragonknight Werewolf Orc" or a "Necromancer Vampire Khajiit".

    We should continue to get 2 Companions per year, and continue to get them even after we get a male and a female in every playable Race. There's a lot of stories that can be told, and their Keepsake bonuses could be worthwhile.
    PC/NA — Lone Werewolf, the Templar Khajiit Werewolf

    Werewolf Should be Allowed to Sneak
    Please give us Werewolf Skill Styles (for customizing our fur color), Grimoires/Scribing skills (to fill in the holes in our builds), and Companions (to transform with).
  • FlopsyPrince
    FlopsyPrince
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    Easier to unlock!
    PC
    PS4/PS5
  • Orbital78
    Orbital78
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    With this chapters main feature being Scribing, I thought a companion with fully customizable skills would be fun (increased ink drop passive or maybe a container of ink(s) or scripts once stackable). I am guessing one will be a Necromancer. A vampire or werewolf could be interesting, but unsure how that would work in towns and stuff.
  • LaintalAy
    LaintalAy
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    This character:
    https://en.uesp.net/wiki/Online:Quistley_Silvelle

    With this sort of personality:
    https://nexusmods.com/skyrimspecialedition/mods/47941

    You know it's what you want. ;)

    TOO BLUNT?
    Game over, man
    Hudson ~ Aliens ~ 1986
  • SickleCider
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    vsrs_au wrote: »
    I mentioned this in a previous thread: a Blackfeather Court crow as companion would be interesting.

    I agree! I want a Blackfeather Knight.
    ✨🐦✨ Blackfeather Court Commission ✨🐦✨
  • Fata1moose
    Fata1moose
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    Naryu and Razum-dar. I know they said they’re hesitant to do existing characters but there’s always solutions. If they’re following you they could despawn duplicates and have the quest marker appear over their head when you’re in a certain radius of their zone quests.

    Voice actors may not always be available so it’d be nice to have these characters on our adventures. Plus it’s an opportunity to do something different with companions stories building on them instead of blank slates.
  • Necrotech_Master
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    I hope we get more Companions that reuse player Races/Classes. I don't want anything for a Companion that players can't have — ideally, our Companions could be "recreated" on player characters.

    That means "werewolf" or "vampire" Companions would still have a Class, i.e. they might be a "Dragonknight Werewolf Orc" or a "Necromancer Vampire Khajiit".

    We should continue to get 2 Companions per year, and continue to get them even after we get a male and a female in every playable Race. There's a lot of stories that can be told, and their Keepsake bonuses could be worthwhile.

    technically speaking, most of the existing companion skills are not what the players have, they are watered down or altered versions of existing skills, but not anything a player can use

    honestly i feel that restricting the companions to only similar stuff thats analogous to players will eventually get really stale with only 7 classes (+ possibly vamp and ww) which is only 9 combinations

    we are at 6 companions now with only 3 of those options not currently used
    plays PC/NA
    handle @Necrotech_Master
    active player since april 2014

    i have my main house (grand topal hideaway) listed in the housing tours, it has multiple target dummies, scribing altar, and grandmaster stations (in progress being filled out), as well as almost every antiquity furnishing on display to preview them

    feel free to stop by and use the facilities
  • Erickson9610
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    I hope we get more Companions that reuse player Races/Classes. I don't want anything for a Companion that players can't have — ideally, our Companions could be "recreated" on player characters.

    That means "werewolf" or "vampire" Companions would still have a Class, i.e. they might be a "Dragonknight Werewolf Orc" or a "Necromancer Vampire Khajiit".

    We should continue to get 2 Companions per year, and continue to get them even after we get a male and a female in every playable Race. There's a lot of stories that can be told, and their Keepsake bonuses could be worthwhile.

    technically speaking, most of the existing companion skills are not what the players have, they are watered down or altered versions of existing skills, but not anything a player can use

    honestly i feel that restricting the companions to only similar stuff thats analogous to players will eventually get really stale with only 7 classes (+ possibly vamp and ww) which is only 9 combinations

    we are at 6 companions now with only 3 of those options not currently used

    That's what I meant — every Companion skill is loosely based off of a corresponding Player skill. For example, Parallel, which grants 50 Ultimate, is based off of the Player skill Equilibrium, which spends Health to grant Magicka. The functionality is very different, but it's inspired by the Player version of the skill — only adapted to Companion combat (as Companions can't use Magicka).

    I think Companion skills should always be inspired by some corresponding Player skill, but the functionality doesn't have to be (and admittedly shouldn't be) the exact same.


    I don't see how the combat would get stale if Companions reused Player Classes. We would just have multiple Companions of the same Class to make builds for — and maybe one's Racial passives would be better suited for a particular build on one Companion Class than another's would be.


    If ZOS has to stop making new Companion skills at some point, it's better they cover every remaining Player skill line (like the Necromancer Class skill lines, Psijic Order, Soul Magic, Assault, Support, Werewolf, Vampire, etcetera) and then all they need to do is decide which skill lines to grant future Companions. Obviously you can't make a whole Class out of individual skill lines (like Vampire or Werewolf) because there aren't enough skills to make the damage dealer/healer/tank skill lines, and Scribing Skills belong in their parent skill lines, so those can't be used to make a new Class, either.

    A very simple solution is to stick to using one of the seven Classes and then add additional skill lines on top, where needed. Not every Companion would want to be able to become a Werewolf or Vampire, and not every Companion needs to be one — meaning those Companions who should have one of those curses could simply have an existing Class and then have the Vampire or Werewolf skill line also unlocked by default. Maybe one Companion was a member of the Psijic Order, or previously fought in the Alliance War, so they have those corresponding skill lines unlocked as well.
    PC/NA — Lone Werewolf, the Templar Khajiit Werewolf

    Werewolf Should be Allowed to Sneak
    Please give us Werewolf Skill Styles (for customizing our fur color), Grimoires/Scribing skills (to fill in the holes in our builds), and Companions (to transform with).
  • derkaiserliche
    derkaiserliche
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    Big male nord looking like a skyrim follower
  • Necrotech_Master
    Necrotech_Master
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    I hope we get more Companions that reuse player Races/Classes. I don't want anything for a Companion that players can't have — ideally, our Companions could be "recreated" on player characters.

    That means "werewolf" or "vampire" Companions would still have a Class, i.e. they might be a "Dragonknight Werewolf Orc" or a "Necromancer Vampire Khajiit".

    We should continue to get 2 Companions per year, and continue to get them even after we get a male and a female in every playable Race. There's a lot of stories that can be told, and their Keepsake bonuses could be worthwhile.

    technically speaking, most of the existing companion skills are not what the players have, they are watered down or altered versions of existing skills, but not anything a player can use

    honestly i feel that restricting the companions to only similar stuff thats analogous to players will eventually get really stale with only 7 classes (+ possibly vamp and ww) which is only 9 combinations

    we are at 6 companions now with only 3 of those options not currently used

    That's what I meant — every Companion skill is loosely based off of a corresponding Player skill. For example, Parallel, which grants 50 Ultimate, is based off of the Player skill Equilibrium, which spends Health to grant Magicka. The functionality is very different, but it's inspired by the Player version of the skill — only adapted to Companion combat (as Companions can't use Magicka).

    I think Companion skills should always be inspired by some corresponding Player skill, but the functionality doesn't have to be (and admittedly shouldn't be) the exact same.


    I don't see how the combat would get stale if Companions reused Player Classes. We would just have multiple Companions of the same Class to make builds for — and maybe one's Racial passives would be better suited for a particular build on one Companion Class than another's would be.


    If ZOS has to stop making new Companion skills at some point, it's better they cover every remaining Player skill line (like the Necromancer Class skill lines, Psijic Order, Soul Magic, Assault, Support, Werewolf, Vampire, etcetera) and then all they need to do is decide which skill lines to grant future Companions. Obviously you can't make a whole Class out of individual skill lines (like Vampire or Werewolf) because there aren't enough skills to make the damage dealer/healer/tank skill lines, and Scribing Skills belong in their parent skill lines, so those can't be used to make a new Class, either.

    A very simple solution is to stick to using one of the seven Classes and then add additional skill lines on top, where needed. Not every Companion would want to be able to become a Werewolf or Vampire, and not every Companion needs to be one — meaning those Companions who should have one of those curses could simply have an existing Class and then have the Vampire or Werewolf skill line also unlocked by default. Maybe one Companion was a member of the Psijic Order, or previously fought in the Alliance War, so they have those corresponding skill lines unlocked as well.

    the thing is the companions have far less skills to choose from

    i absolutely would not want a copy of bastian for example, his ultimate is mediocre and i didnt care for the versions of class skills he got for the most part

    the companions have way less choice, even the racial bonuses on companions are borderline negligible

    i would rather them have more unique options than keep repeating the classes over and over and over again, the companions personality and race are kind of extremely minor choices for me, if i had 2 companions that say were both DK, i would just take the one that was A) already geared up or B ) the one which had the more effective skills, there would be no reason to use both as they dont bring anything unique to the table

    zos could easily make a vampire or ww "class" companion, purely by giving them extra skills we may not have access too, theres absolutely no reason they couldnt, we have no idea what their plans are for companions after they have covered at least one of each class

    i personally would lose even more interest in companions if new companions were just further clones (as in skills) of the existing ones, im already frustrated enough with companions forcing to rerun their intro quests over and over
    plays PC/NA
    handle @Necrotech_Master
    active player since april 2014

    i have my main house (grand topal hideaway) listed in the housing tours, it has multiple target dummies, scribing altar, and grandmaster stations (in progress being filled out), as well as almost every antiquity furnishing on display to preview them

    feel free to stop by and use the facilities
  • Araneae6537
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    I really want a male Altmer companion, ideally with appearance and personality similar to Verandis, but so long as he’s not one of the stereotypes, like a megalomaniacal necromancer, for instance, and has a nice voice and appearance. :blush:

    I would also like a Bosmer companion, any gender, but ideally not overly cutesy acorns this and that (I liked Eveli as a minor character with actual development in Orsinium, but in Blackwood, not so much).

    I could come up with many and more specific desires, but really I look forward to being pleasantly surprised as I was with Necrom’s companions. :)

    (Edited for silly typos)
    Edited by Araneae6537 on July 26, 2024 7:29PM
  • TheNuminous1
    TheNuminous1
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    I'm gonna lose my mind if they don't give me an altmer and if they make him a necromancer I'm gonna cry.

    I want an AEDRIC GOOD LAWFUL ALTMER TEMPLAR/WARDEN PLEASE FOR THE LOVE OF AURI EL PLEASE
  • MasterSpatula
    MasterSpatula
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    A drunken, naked Nord that complains about witches all the time.
    "A probable impossibility is preferable to an improbable possibility." - Aristotle
  • Kallykat
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    I just hope they keep introducing new companions with new stories. (I'm not fond of the idea of turning current NPCs into companions.) I do think they should make a necromancer, Nord, Bosmer, Orc, and Altmer since those are the races and class that haven't been used yet. Beyond that, they can go wild. I'd love a Maormer or Daedra companion. I also would like another Khajiit eventually since Ember's voice irritates me. (I wish the Pahmar from her story would have been the companion instead.) The companion system is one of my favorite side systems they've introduced in recent years (along with antiquities), so I'm just really looking forward to whatever they come up with.
  • Erickson9610
    Erickson9610
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    I hope we get more Companions that reuse player Races/Classes. I don't want anything for a Companion that players can't have — ideally, our Companions could be "recreated" on player characters.

    That means "werewolf" or "vampire" Companions would still have a Class, i.e. they might be a "Dragonknight Werewolf Orc" or a "Necromancer Vampire Khajiit".

    We should continue to get 2 Companions per year, and continue to get them even after we get a male and a female in every playable Race. There's a lot of stories that can be told, and their Keepsake bonuses could be worthwhile.

    technically speaking, most of the existing companion skills are not what the players have, they are watered down or altered versions of existing skills, but not anything a player can use

    honestly i feel that restricting the companions to only similar stuff thats analogous to players will eventually get really stale with only 7 classes (+ possibly vamp and ww) which is only 9 combinations

    we are at 6 companions now with only 3 of those options not currently used

    That's what I meant — every Companion skill is loosely based off of a corresponding Player skill. For example, Parallel, which grants 50 Ultimate, is based off of the Player skill Equilibrium, which spends Health to grant Magicka. The functionality is very different, but it's inspired by the Player version of the skill — only adapted to Companion combat (as Companions can't use Magicka).

    I think Companion skills should always be inspired by some corresponding Player skill, but the functionality doesn't have to be (and admittedly shouldn't be) the exact same.


    I don't see how the combat would get stale if Companions reused Player Classes. We would just have multiple Companions of the same Class to make builds for — and maybe one's Racial passives would be better suited for a particular build on one Companion Class than another's would be.


    If ZOS has to stop making new Companion skills at some point, it's better they cover every remaining Player skill line (like the Necromancer Class skill lines, Psijic Order, Soul Magic, Assault, Support, Werewolf, Vampire, etcetera) and then all they need to do is decide which skill lines to grant future Companions. Obviously you can't make a whole Class out of individual skill lines (like Vampire or Werewolf) because there aren't enough skills to make the damage dealer/healer/tank skill lines, and Scribing Skills belong in their parent skill lines, so those can't be used to make a new Class, either.

    A very simple solution is to stick to using one of the seven Classes and then add additional skill lines on top, where needed. Not every Companion would want to be able to become a Werewolf or Vampire, and not every Companion needs to be one — meaning those Companions who should have one of those curses could simply have an existing Class and then have the Vampire or Werewolf skill line also unlocked by default. Maybe one Companion was a member of the Psijic Order, or previously fought in the Alliance War, so they have those corresponding skill lines unlocked as well.

    the thing is the companions have far less skills to choose from

    i absolutely would not want a copy of bastian for example, his ultimate is mediocre and i didnt care for the versions of class skills he got for the most part

    the companions have way less choice, even the racial bonuses on companions are borderline negligible

    i would rather them have more unique options than keep repeating the classes over and over and over again, the companions personality and race are kind of extremely minor choices for me, if i had 2 companions that say were both DK, i would just take the one that was A) already geared up or B ) the one which had the more effective skills, there would be no reason to use both as they dont bring anything unique to the table

    zos could easily make a vampire or ww "class" companion, purely by giving them extra skills we may not have access too, theres absolutely no reason they couldnt, we have no idea what their plans are for companions after they have covered at least one of each class

    i personally would lose even more interest in companions if new companions were just further clones (as in skills) of the existing ones, im already frustrated enough with companions forcing to rerun their intro quests over and over

    Every Companion is getting a unique Ultimate, as mentioned in the Companions Q&A. The next Dragonknight Companion's Ultimate will not be the same as Bastian's Ultimate.


    The reason we will never get a "Class" out of Werewolf is because it uses different animations. Sure, ZOS could somehow make separate tanking/healing skills for a Companion Werewolf "Class", but if that's the case, then how would our Werewolf Companion be able to use other Companion skills, such as Weapon or Guild skills, when the werewolf armature uses a different set of animations than the humanoid armature does? And if the Werewolf doesn't transform to use the Werewolf "Class" abilities, then they won't be able to use any Companion version of existing Werewolf abilities which were copied over.

    It is far simpler to make a Companion with a Class full of humanoid abilities (such as any existing Class) and then add the Werewolf skill line to the World category, allowing the player to slot the Transformation ability (which doesn't necessarily have to be an Ultimate) if the player wants said Werewolf Companion to switch to using Werewolf abilities or keep using humanoid abilities. That way, ZOS also doesn't need to come up with enough skills to fill the hypothetical tanking/healing skill lines.
    Edited by Erickson9610 on July 25, 2024 11:28PM
    PC/NA — Lone Werewolf, the Templar Khajiit Werewolf

    Werewolf Should be Allowed to Sneak
    Please give us Werewolf Skill Styles (for customizing our fur color), Grimoires/Scribing skills (to fill in the holes in our builds), and Companions (to transform with).
  • spartaxoxo
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    I think a Necromancer and a character that mostly uses scribed skills
  • Erickson9610
    Erickson9610
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    spartaxoxo wrote: »
    I think a Necromancer and a character that mostly uses scribed skills

    Would said Companion need to use multiple different configurations of Scribed Abilities? Many of the Grimoires we have are for the Weapon skill lines (which require that weapon type to be equipped) or they belong to skill lines which Companions have (such as Fighters Guild and Mages Guild, so those Scribed Abilities if given to a Companion would appear there).

    That leaves us with Wield Soul, Soul Burst, and Trample (assuming Companions never get a Soul Magic or Assault skill line). That's not nearly enough skills to fill out an entire "Class". Maybe we should wait for the next batch of Grimoires before trying to consider how a Companion would interact with the Scribing system, if at all.
    PC/NA — Lone Werewolf, the Templar Khajiit Werewolf

    Werewolf Should be Allowed to Sneak
    Please give us Werewolf Skill Styles (for customizing our fur color), Grimoires/Scribing skills (to fill in the holes in our builds), and Companions (to transform with).
  • tspecherb14_ESO
    tspecherb14_ESO
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    Amunara the Khajiit necromancer in High Isle
  • spartaxoxo
    spartaxoxo
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    spartaxoxo wrote: »
    I think a Necromancer and a character that mostly uses scribed skills

    Would said Companion need to use multiple different configurations of Scribed Abilities? Many of the Grimoires we have are for the Weapon skill lines (which require that weapon type to be equipped) or they belong to skill lines which Companions have (such as Fighters Guild and Mages Guild, so those Scribed Abilities if given to a Companion would appear there).

    That leaves us with Wield Soul, Soul Burst, and Trample (assuming Companions never get a Soul Magic or Assault skill line). That's not nearly enough skills to fill out an entire "Class". Maybe we should wait for the next batch of Grimoires before trying to consider how a Companion would interact with the Scribing system, if at all.

    I don't think it is necessary for companion skills to follow the same rules as us. Like I don't think the companions have to have a fighters guild scribed skills appear only in the fighters guild category.
    Edited by spartaxoxo on July 26, 2024 5:52AM
  • opalcity
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    A werewolf, A crow, A minotaur.

    OR. Chizbari the Chipper, If they make companions romancable.
  • Erickson9610
    Erickson9610
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    spartaxoxo wrote: »
    spartaxoxo wrote: »
    I think a Necromancer and a character that mostly uses scribed skills

    Would said Companion need to use multiple different configurations of Scribed Abilities? Many of the Grimoires we have are for the Weapon skill lines (which require that weapon type to be equipped) or they belong to skill lines which Companions have (such as Fighters Guild and Mages Guild, so those Scribed Abilities if given to a Companion would appear there).

    That leaves us with Wield Soul, Soul Burst, and Trample (assuming Companions never get a Soul Magic or Assault skill line). That's not nearly enough skills to fill out an entire "Class". Maybe we should wait for the next batch of Grimoires before trying to consider how a Companion would interact with the Scribing system, if at all.

    I don't think it is necessary for companion skills to follow the same rules as us. Like I don't think the companions have to have a fighters guild scribed skills appear only in the fighters guild category.

    It would be strange if those skills didn't appear in their parent skill lines. If Companions ever got their own Grimoires that players can scribe custom Scribed Skills for, then surely the two systems would work similarly.

    I don't see how one could make a cohesive "Class" kit for a Companion out of the Grimoires we have for players. Each Companion has three damage dealer skills, three healer skills, three tanking skills, and one Ultimate unique to them in their Class kit — which of the existing Grimoires would go where? Keep in mind that the only non-Weapon Grimoires we have are Wield Soul, Soul Burst, Torchbearer, Ulfsild's Contingency, and Trample — that's only 5 skills, and we'd need 9 plus a brand new skill for the Ultimate. The other 6 Grimoires all require the use of a particular weapon, so they couldn't be used because the Companion can only use one weapon type at a time.
    PC/NA — Lone Werewolf, the Templar Khajiit Werewolf

    Werewolf Should be Allowed to Sneak
    Please give us Werewolf Skill Styles (for customizing our fur color), Grimoires/Scribing skills (to fill in the holes in our builds), and Companions (to transform with).
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