Of course, since every werewolf skill is a criminal act, there would need to be constraints on the companion transforming lest you get a bounty.
Erickson9610 wrote: »Of course, since every werewolf skill is a criminal act, there would need to be constraints on the companion transforming lest you get a bounty.
Zerith-var uses Necromancer skills which for players are Criminal Act skills, yet his version of the skills do not incur a bounty on himself or the player when he uses them. He does, however, criticize the player if the player gets a bounty from using Necromancer skills.
Erickson9610 wrote: »Of course, since every werewolf skill is a criminal act, there would need to be constraints on the companion transforming lest you get a bounty.
Zerith-var uses Necromancer skills which for players are Criminal Act skills, yet his version of the skills do not incur a bounty on himself or the player when he uses them. He does, however, criticize the player if the player gets a bounty from using Necromancer skills.
Erickson9610 wrote: »Of course, since every werewolf skill is a criminal act, there would need to be constraints on the companion transforming lest you get a bounty.
Zerith-var uses Necromancer skills which for players are Criminal Act skills, yet his version of the skills do not incur a bounty on himself or the player when he uses them. He does, however, criticize the player if the player gets a bounty from using Necromancer skills.
This has been one of the most baffling things about this character.
Erickson9610 wrote: »Of course, since every werewolf skill is a criminal act, there would need to be constraints on the companion transforming lest you get a bounty.
Zerith-var uses Necromancer skills which for players are Criminal Act skills, yet his version of the skills do not incur a bounty on himself or the player when he uses them. He does, however, criticize the player if the player gets a bounty from using Necromancer skills.
Yeah, I just finished looking him up and I think it's a bit weird that he get's to be a necromancer with no downsides. A werewolf would be more difficult as they would need to transform, I can't imagine that being okay around citizens.
If we compare the four "generations" of companions, I#d say we do clearly see an evolution of "uniqueness" and personality in each iteration. While Bastian and Miri were pretty basic, Tanlorin features a unique new variant of soul magic, while Zerith-var is some kind of "cleric", using necromancy to guide and cleans los spirits. Lorewise this is very unique and innovative. Now, as for the game mechanic, it is mandatory for all companions to have a comparable arsenal of damage, heal and protection skill, allowing for some degree of versatility, even though single one each has their own marginal strengths.
I do agree that companion skills do resemble player character class skills and that is probably intentionally so. Still in terms of strory-telling, the companions are far from being cookie-cutter copies of player classes.