- Introduction
- Recruiting 101
- Starting Character
- Story Companions
- Golden Sparrow Adventurers
- Dauntless Pioneers
- Random Town NPC's
- Bond Perks
- Spoiler Story Companions
This article was originally written under Erannorth Renaissance Version 1.1.19 but has now been updated for Version 1.1.63.
I am happy to make any corrections if more accurate information is discovered. If you have any comments, you can either post here or e-mail me at: byzantinekitty@gmail.com
All of the screenshots in this post were taken by me.
1. INTRODUCTION
In Erannorth Renaissance you can recruit various companions to join you on your journey. This guide will reveal the fixed skills and traits of the story companions and adventurers you may encounter so you can optimize your character builds while avoiding unnecessary duplication.
You can have up to 6 active members of your party (your main character plus 5 others) though in Story mode occasionally some of the story characters are temporarily locked into or out of your active party during some portions of the story. You can also have up to 12 additional companions in your reserve.
If you find this guide helpful then you should also check out my other Erannorth Renaissance guides:
2. RECRUITING 101
While the game provides some basic instructions on recruiting there is additional valuable information that can help you make well-informed character and companion choices. In particular, Version 1.1.60 has made some changes to the recruiting process and the requirements:
First of all, it's helpful to note that your companions generally level with you. Most XP is Party XP given to all members of your party (both active and reserve) and the XP is not split (i.e. not a pool that is divided) thus you aren't penalized for having many companions and even the ones in reserve will level up with everyone else. In addition, when a companion (story, Golden Sparrow adventurer, Dauntless Pioneer, or random townie) joins at a lower level than you they will automatically be leveled up to your party average and you can choose how to spend the SP's and perks from the extra levels.
If a companion ever ends up lower level than you, all you have to do is talk with them during camp and offer to Train them. They will then automatically level up to your main character's level.
In Story mode you can recruit various story companions. Many of them are mutually exclusive and depend on the path you have chosen and specific decisions you make so you won't be able to have all of them on the same playthrough. Story companions generally have more skill points and proficiencies than adventurers and start with 1-4 special actions but story companions have one less useful perk and their initial skills and proficiencies are fixed. You can change their portrait but cannot change name, gender, and traits (race/physiology, heritage, orientation, personality). Story companions also have more dialogue throughout the story and have more detailed romance scenes than adventurers or random NPC's in town. Each story companion also has access to unique character-specific perks though you still need to spend perk points to unlock them.
There are 10 adventurer companions you can easily recruit at the Golden Sparrow Inn. They default to Level 1 (but will automatically level up to your level when you recruit them) so you will always meet the level requirement to recruit them. They are blank slates where you have complete freedom to allocate their skill points. The only things that are fixed are their name, gender, traits (race/physiology, heritage, orientation, personality), and starting proficiency. Each adventurer has a custom default portrait but you can change their portrait to a generic player/NPC picture if you want. While adventurers are generally weaker than story companions and less fleshed out, they are more customizable and more reliable (i.e. won't leave the party due to story events). Compared to random town NPC's, adventurers are easier to recruit when your party size is small because while your party size is three or fewer you do not need to pay money to recruit adventurers nor do you need a minimum influence level with them.
Dauntless Pioneers are 15 mid-level characters that can be recruited in Valetport. Compared to Golden Sparrow adventurers, the Dauntless Pioneers start at Level 8 and some of their skill points, perks, and proficiencies are fixed but the rest are unallocated.
Random town NPC's can be recruited to join your party if your level is equal or higher than theirs, have a sufficient relationship with them, and/or pay their recruitment fee. Random NPC's have some fixed stats and proficiencies. Their name, gender, and traits are fixed. They have a random generic character/NPC portrait which you can change. Some of them have average stats on par with adventurers while some of them have extra skill points like with most story companions.
While adventurers and random NPC's tend to have fewer skill points and proficiencies they do get an extra perk point. They also do not have unique character perks available but can choose from various Aspiring Adventurer perks instead. Dauntless Pioneers have access to the Aspiring Adventurer perks as well as a separate list of perks.
Once you reach Friend or Lover status with a story companion, Golden Sparrow adventurer, Dauntless Pioneer, or random townie, you can Bond with them and they will get a random unique background perk which gives them bonuses to two skill types and then a third miscellaneous bonus. If they are not in your party this can be done while socializing with them. If they are in your party you can Bond with them during camp.
In Story mode, you'll probably have up to half a dozen story companions at a time. You can easily recruit 2-3 adventurers at the start. Typically, you will have either Jocelyn or Augustin and you can then freely recruit 2 adventurers before getting Janus. If you forego both Jocelyn and Augustin then you can freely recruit 3 adventurers before getting Janus. Other story companions may join you throughout the story and if you are willing to invest the time and money you can recruit additional Golden Sparrow adventurers, Dauntless Pioneers, or random town NPC's.
In Sandbox mode, you don't have access to the story companions. You can initially recruit 3 adventurers (there is also the option to start with random party members) and then you'll eventually fill up the rest of your roster with other Golden Sparrow adventurers, Dauntless Pioneers, or by recruiting random town NPC's.
While you can not change the orientation of a companion, at the beginning of the game your journal gives you the option to gain the Irresistible trait which lets you romance any character regardless of (and overriding) their normal preferences.
3. STARTING CHARACTER
When you start a new game, you can choose between two ready-made characters (Eric & Diana) or create a custom character.
Eric & Diana start with 5 skill points (compared to just 3 for a custom character), however their name, gender, race/physiology, heritage, and initial 5 skill points are fixed. You can change the portrait and you will be able to assign 4 skill points and 1 proficiency early on when you recall your past.
Eric & Diana do not get a starting perk however. Instead, they start with some special actions that custom characters do not get:
- Eric has Quick Step and Shadow Dart
- Diana has Hypnotize and Ethereal Chains
A custom character lets you choose name, gender, race/physiology, heritage, and portrait. You only get 3 SP's but can allocate them however you choose and later on you will get 4 skill points, 1 proficiency, and 1 perk when you recall your past.
4. STORY COMPANIONS
Many of the story companions are mutually exclusive. At the beginning of the game, your decisions mean you can only recruit one of Jocelyn or Augustin. Anya is only available with the Jocelyn route. Later on, you can only keep one of Ludo or Sheela. And in the midgame there is a major path branching point which significantly influences your choice of story companions.
Story companions will always join at least at your average party level but some will join at a minimum higher level. For example, at the start, Jocelyn and Janus will be at Level 2 and Augustin will be at Level 3 even if you are at a lower level. When you first meet Ludo and Sheela they will be at least Level 3. And Claire will be at least Level 7 even if you are lower level than her.
If you spent some time leveling up and are a higher level, companions that are under-leveled will automatically get leveled up to your party average when they join you. You can also train lower level companions during camp to level them up to your main character's level. Thus a given companion may join you at a different level than the images below.
All of the story companions do have certain fixed skills and proficiencies (noted below) but any additional levels beyond Level 1 provide unallocated points that you can spend and customize. As a reminder, a companion gets 1 perk point for each even level, 1 skill point for each odd level, and then an additional perk and additional skill point for each 5 levels.
Jocelyn
Level 2
Primal: 3
Survival: 2
Herbalism: 1
Ranged Weapons: 1
(Jocelyn can also get a free point in Bladed weapons during a camp event when she is sparring with Janus)
Werewolf Physiology (Perception)
Arbori Heritage (Herbalism)
Bisexual
Empath
Jocelyn starts with the Lupine Reflexes and Bandage actions
How to Recruit: After the initial battle with the Volkoth at Ennathil's camp, stay with Jocelyn, accompany her to her cabin, and spend the night with her. Choosing to stay with Jocelyn means Augustin will die - it is not possible to recruit them both!
Augustin
At least Level 3
Religion: 4
Occult: 3
Authority: 3
Warfare: 3
Bladed Weapons: 2
Blunt Weapons: 1
Human Physiology (Diplomacy)
Amani Heritage (Connections)
Bisexual
Beacon
Augustin starts with a -2 max HP penalty
Augustin starts with the Smite action
How to Recruit: After the initial battle with the Volkoth at Ennathil's camp, leave Lyn/Jocelyn behind and proceed to the cart two tiles east. Be polite with Augustin and aid him in bringing the bandits to justice. It is not possible to recruit both Jocelyn and Augustin.
Janus
At least Level 2
Warfare: 3
Coercion: 3
Stalwart: 3
Authority: 1
Bladed Weapons: 1
Human Physiology (Diplomacy)
Runehild Heritage (Stalwart)
Straight
Guardian
Janus starts with +2 max HP
Janus starts with the Reckless Charge and Ignore Pain actions
How to Recruit: When you first speak to Olivia at the Golden Sparrow Inn she will tell you that Janus is in jail at the barracks. Go to the barracks and speak to the Guard Captain. If you helped Augustin or you have the missive and are impersonating as an inquisitor, Janus will be immediately freed. Otherwise, you need to complete the quest at the market before Janus will be freed.
Ludo
At least Level 3
Connections: 3
Occult: 3
Subterfuge: 2
Alchemy: 2
Perception: 1
Bladed Weapons: 1
Magical Weapons: 1
Human Physiology (Diplomacy)
Amani Heritage (Connections)
Straight
Visionary
Corruption: 10
Ludo starts with Luck +1 (which accounts for his +1 to Dodge, Critical, Initiative, and Accuracy)
Ludo starts with the Raven Messenger, Spark, Ignite, and Gamble actions. Ignite is the same as from the Kindled Wrath (Occult 1) perk. Gamble is the same as from the High Stakes (Connections 1) perk.
How to Recruit: Ludo will temporarily join you for one battle after you first speak to him at the Deranged Hermit. Much later, if you save his life at the ruins he will permanently join you. It is possible for him to die at the Taymoor Marsh ruins. If Sheela is with you, either Ludo or Sheela or both will die - you can not permanently keep both of them. In order to save his life, you may need to be loud when entering and exploring the ruins and to rush to his aid first.
Sheela
At least Level 3
Connections: 4
Subterfuge: 4
Perception: 2
Coercion: 2
Bladed Weapons: 1
Ranged Weapons: 1
Human Physiology (Diplomacy)
Anuket (Alchemy)
Lesbian
Enigma
Corruption: 20
Starts off as a Rival with a negative relationship
Sheela starts with +1 to Warfare rolls and Luck +1 (which accounts for her +1 to Dodge, Critical, Initiative, and Accuracy)
Sheela starts with the Poison Dart, Serpent's Leap, and Venomous Kiss actions
How to Recruit: Sheela will temporarily join you for one battle after you first speak to Ludo at the Deranged Hermit. Afterwards, she will visit you at the Golden Sparrow Inn and propose an alliance. You have to accept the alliance to recruit her. However, once you follow Ludo to the Taymoor Marsh ruins, either Ludo or Sheela or both will die - you can not permanently keep both of them. In order to try to save Sheela's life, you should be quiet at the ruins and proceed quickly/directly to the chamber, and then you should rush to help Sheela first.
If you are a power gamer and turn on the Option to trade skills, if you decide to keep Ludo then you can transfer all of Sheela's skills before she dies. However, if you decide to keep Sheela you do not have the opportunity to transfer any of Ludo's skills.
Anya
At least Level 4
Druidism: 4
Herbalism: 4
Survival: 2
Primal: 2
Religion: 2
Magical Weapons: 2
Blunt Weapons: 1
Elf Physiology (Survival)
Arbori Heritage (Herbalism)
Bisexual
Beacon
Anya starts with the Wild Badger, Driedelon's Blessing, and Nature's Wrath actions
How to Recruit: Anya is only available if you have Jocelyn - you cannot get her if you went with Augustin instead. After speaking to Ludo at the Deranged Hermit you will realize that your memories are inconsistent. Jocelyn will suggest visiting Anya at the temple. During your first conversation with Anya be respectful of her faith. Depending on your conversation choices, you can end up with -13 to +16 influence with her. Then escort Anya to Ennathil's camp. After the battle, if your influence with Anya is sufficiently high, she will stay with your party. If Anya stays locked in your reserves, then she will rejoin you after the events at Taymoor Ruins.
Rukhan
At least Level 5
Coercion: 4
Perception: 4
Connections: 3
Warfare: 2
Bladed Weapons: 2
Ranged Weapons: 2
Galdorak Physiology (Survival)
Aukai'a Heritage (Perception)
Straight
Trailblazer
Rukhan starts with the Bolas action
How to Recruit: After the encounter at the Taymoor Ruins (assuming you went with the heroic path), head north. When you complete the quest involving Edgar and Marie, you will have the option to pay Rukhan 600 gold to recruit him.
Claire
At least Level 7
Connections: 6
Subterfuge: 4
Perception: 4
Warfare: 3
Diplomacy: 2
Bladed Weapons: 3
Human Physiology (Diplomacy)
Amani Heritage (Connections)
Straight
Trailblazer
Claire starts with the Eavesdrop, Quick Step, and Swift Strike actions. Eavesdrop is the same as from the Whispered Secrets (Perception 7) perk. Eavesdrop requires Perception 7 so she doesn't start equipped with it because she doesn't meet the requirements. Swift Strike is the same as from the Finesse (Warfare 1) perk.
How to Recruit: After investigating the missing children in Valetport, Harry will ask if you want to meet his friends. If you agree and go to the marked The Rats Den location, you will encounter Claire, who will join you.
None of the story companions are trained in Polearms and only a few have any points in Blunt Weapons (Augustin and Anya have some but it is their secondary focus).
None of the story companions have any fixed skill points allocated in Smithing, Diplomacy (though Humans get a bonus), Perform, Rituals, Enchanting, or Cooking.
If your starting character is Eric, who is Intrigue-focused, you may find it helpful to get either Augustin or Ludo to cover Esotericism. Diana is Esotericism-focused so Jocelyn and Sheela may be able to cover skills that she lacks. If you create a custom character you can choose which story companions fit your party the best or whose personalities and stories appeal to you. You can then choose adventurers to round out areas your party is weak in.
A typical adventurer has 6 SP's and 1 proficiency point at Level 1.
After you go through the flashback sequence, you will have 1 more SP than average. You can also get 1 point in Diplomacy or Subterfuge after completing the quest for the Guard Captain if you impersonated an inquisitor (this bonus point is not available if you helped Augustin).
Jocelyn has the average number of skill and proficiency points though she can get an extra proficiency point during a camp event with Janus
Augustin has 7 extra SP's and 2 extra proficiencies
Janus has 4 extra SP's
Ludo has 5 extra SP's and 1 extra proficiency
Sheela has 6 extra SP's and 1 extra proficiency
Anya has 6 extra SP's and 2 extra proficiencies
Rukhan has 7 extra SP's and 3 extra proficiencies
Claire has 13 extra SP's and 2 extra proficiencies
5. GOLDEN SPARROW ADVENTURERS
Since these adventurers are blank slates, they really only differ in terms of their gender, race/physiology, heritage, orientation, and personality. Each of them can be found at the Golden Sparrow Inn at a specific time of the day. They each have a unique character portrait but you can select a different portrait if you want. And while their character sheet may show them at Level 1, once they join you they automatically level up to your party average.
| Adventurer | Time | Physiology | Heritage | Proficiency | Orientation | Personality |
|---|---|---|---|---|---|---|
| Ren | 05:00-6:59 | Elf (Survival) | Aukai'a (Perception) | Ranged | Straight | Trailblazer |
| Harlan | 05:00-6:59 | Human (Diplomacy) | Aukai'a (Perception) | Bladed | Bisexual | Beacon |
| Darcy | 07:00-10:59 | Human (Diplomacy) | Amani (Connections) | Blunt | Straight | Guardian |
| Vargas | 07:00-10:59 | Werewolf (Perception) | Runehild (Stalwart) | Blunt | Straight | Enigma |
| Joran | 11:00-13:59 | Elf (Survival) | Aelvren (Occult) | Magical | Gay | Visionary |
| Wyll | 14:00-17:59 | Half-Elf (Subterfuge) | Arbori (Herbalism) | Polearms | Straight | Guardian |
| Tabitha | 18:00-20:59 | Half-Elf (Subterfuge) | Anuket (Alchemy) | Bladed | Lesbian | Empath |
| Maeve | 21:00-23:59 | Dhampir (Occult) | Outlander (Perk) | Magical | Bisexual | Enigma |
| Trajan | 21:00-23:59 | Vampire (Rituals) | Amani (Connections) | Blunt | Bisexual | Visionary |
| Elizabeth | 00:00-4:59 | Vampire (Rituals) | Aelvren (Occult) | Bladed | Bisexual | Visionary |
If you plan to play a long heroic campaign after you finish the Story part of the game, then keep in mind that once you reach the midpoint (i.e. after you leave Llanford to look for Ludo), every one of your party members will receive a bonus skill point and bonus perk point. So if you plan to recruit any extra adventurers or town NPC's it is better to do so before you reach the midpoint so that they also get the extra points.
If you plan to play a long villainous campaign after you finish the Story part of the game, every one of your party members will receive a bonus skill point and bonus perk point when you arrive in Valetport. So you should recruit any extra adventurers or town NPC's before that point.
6. DAUNTLESS PIONEERS
Dauntless Pioneers was originally a custom mod created by the game developer but since Version 1.1.60 they have been incorporated into the main game. They can be found right next to the Valetport market:
Dauntless Pioneers are 15 mid-level adventurers that can be recruited in Valetport. The group includes some unique species/physiology types and a unique physiology + heritage combination:
- Corvax is a Crowven, which has a unique series of racial perks
- Aurelia is an Angel, though there are no Angel racial perks
- Zarethra is a Demon, though there are no Demon racial perks
- Lirael is an Oscultari with a non-Outlander heritage (Arbori)
Each of the Dauntless Pioneers starts at a minimum of Level 8 so you will need to be around that level to recruit them. On average they each have around 6 fixed skill points, 1 fixed perk, and 2 fixed proficiencies. Their remaining SP's and PP's are unallocated. That means that at Level 8, they will have 4 SP's (for Levels 3, 5, 7, and then the bonus 5th level) and 5 PP's (for Levels 2, 4, 6, 8, and then the bonus 5th level). If you are at a higher level when they join you, they will have additional unallocated SP's and PP's for those extra levels. Some useful notes:
Most Dauntless Pioneers have 3 ranks in one skill and 3 ranks in a second skill. Exceptions include Seraphina & Marra (4 ranks in one, 2 ranks in another), Caelthorne (2 ranks in three different skills), and Zarethra (who has an extra skill point with 5 ranks in one skill and 2 ranks in another)
Aethryn starts with no proficiencies but gets an extra perk instead so he starts with two fixed perks
Marra starts with Bladed 2 and Ranged 2 but doesn't have a fixed perk meaning she essentially has one less total perk
Most Dauntless Pioneers start with 2 proficiencies but several of them get a bonus 3rd point (Aurelia, Cassian, Seraphina, Hilda, Corvin, Zarethra); Durgan's third proficiency comes from his perk so he has the normal (2) number of proficiencies and does not have an extra one
| Pioneer | Time | Physiology | Heritage | Proficiencies | Skills | Perks | Orientation | Personality | Corruption |
|---|---|---|---|---|---|---|---|---|---|
| Baldrik | 05:00-06:59 | Dwarf | Aelvren | Blunt 2 | Coercion 3; Primal 3 | Primal Awareness (Primal) | Gay | Beacon | 0 |
| Aurelia | 05:00-06:59 | Angel | Aelvren | Polearms 3 | Perception 3; Religion 3 | Soothing Light (Religion) | Lesbian | Beacon | 0 |
| Caelthorne | 05:00-06:59 | Elf | Arbori | Blunt 2 | Druidism 2; Herbalism 2; Primal 2 | Child of Stone (Druidism) | Bisexual | Guardian | 0 |
| Maera | 07:00-10:59 | Human | Runehild | Ranged 2 | Perception 3; Survival 3 | Reading Posture (Perception) | Bisexual | Enigma | 0 |
| Cassian | 07:00-10:59 | Dhampir | Aukai'a | Polearms 3 | Authority 3; Warfare 3 | Drilled Response (Authority) | Straight | Guardian | 0 |
| Seraphina | 07:00-10:59 | Elf | Outlander | Magical 3 | Rituals 4; Occult 2 | Kindled Wrath (Occult) | Lesbian | Visionary | 0 |
| Lirael | 11:00-13:59 | Oscultari | Arbori | Bladed 2 | Rituals 3; Druidism 3 | Flow of the Tides (Druidism) | Lesbian | Trailblazer | 0 |
| Durgan | 11:00-13:59 | Dwarf | Amani | Bladed 2; Polearms 1 (from perk) | Warfare 3; Stalwart 3 | Frontline Training | Straight | Trailblazer | 0 |
| Hilda | 11:00-13:59 | Half-Elf | Runehild | Polearms 3 | Warfare 3; Smithing 3 | Call of the Forge (Smithing) | Straight | Guardian | 0 |
| Aethryn | 14:00-17:59 | Elf | Arbori | (None) | Occult 3; Druidism 3 | Stormcaller's Touch (Occult); Whispers of Wind (Druidism) | Straight | Empath | 0 |
| Marra | 14:00-17:59 | Half-Elf | Aukai'a | Bladed 2; Ranged 2 | Survival 4; Perception 2 | (None) | Straight | Trailblazer | 0 |
| Corvin | 18:00-20:59 | Vampire | Outlander | Ranged 3 | Subterfuge 3; Alchemy 3 | Hidden Barbs (Subterfuge) | Gay | Trailblazer | 30 |
| Corvax | 21:00-23:59 | Crowven | Outlander | Magical 2 | Perform 3; Occult 3 | First Spotlight (Perform) | Asexual | Enigma | 0 |
| Isolde | 21:00-23:59 | Vampire | Aelvren | Magical 2 | Subterfuge 3; Occult 3 | Breath of the North (Occult) | Bisexual | Visionary | 40 |
| Zarethra | 00:00-04:59 | Demon | Anuket | Blunt 3 | Coercion 5; Occult 2 | Scornful Glare (Coercion) | Bisexual | Empath | 70 |
7. RANDOM TOWN NPC'S
Most NPC's in town (other than merchants) can be recruited if you spend enough time developing a relationship with them and/or spending money to recruit them. In Story mode you have access to numerous story companions so you don't really need to recruit random townspeople. But in Sandbox mode you may find the 10 Golden Sparrow adventurers to be lacking or insufficient and thus may need to resort to additional recruitment, especially if you aren't able to access the Dauntless Pioneers yet.
Since under-leveled companions will automatically get leveled up to your average party level, it doesn't really matter if you are recruiting a Level 1 town NPC. And since you need to be equal or higher level to recruit an NPC, a high level NPC just means it will take longer before you can recruit them and more of their skills will be fixed.
If you start in Story mode but plan to play a long heroic Sandbox campaign afterwards, then you may want to recruit any town NPC's who have caught your eye before entering the Taymoor Ruins to look for Ludo. That way they can gain an extra skill point and an extra perk point.
8. BOND PERKS
Once you reach friend or lover status with a Story Companion, Golden Sparrow adventurer, Dauntless Pioneer, or random town NPC, you can bond with them by asking about their past (once you bond with one character there is a brief cooldown before you can bond with anyone else). They will then get a randomly selected perk with associated bonuses (there is also a small chance they will brush off the conversation and won't receive a perk). Each bond perk is unique and can only ever be assigned to one character. That means that after bonding 29 times any other character will not receive a bond perk. Every bond perk gives a bonus to two types of skill roll and then a third bonus that varies based on the background.
Sometimes, your relationship status with a companion in your party, especially story companions, may be incongruent with your influence level. For example, you might be at 100 influence and still be labeled as a rival or acquaintance, which means you can't bond with them. If they are a compatible romantic interest, making the companion your lover will allow you to bond with them so they get a perk. If they are a Golden Sparrow adventurer, Dauntless Pioneer, or random town NPC then you can dismiss them at camp. If you go back and talk to them, they will gain the friend status if you have sufficient influence with them. You can then have them rejoin them party and/or bond with them.
In Version 1.1.19, a few of the perks gave a proficiency point or some other bonus but most of the perks did not have a third bonus. In addition, Starving Poet actually had a -4 HP penalty.
However, Version 1.1.60 has rebalanced the bond perks so that all of them now have a third bonus. Some of them are still stronger than others but at least each background is now distinct. Of the new bonuses, Exiled Heir's Noble Rally, Heir to Ruin's Armor +1, Courtly Pawn's Dodge +5%, and Escaped Sacrifice's Luck +1 are probably the best. Mystic's Prodigy provides Magical Weapons +2 but only provides +1 to both skill rolls (Former Gladiator has been rebalanced in a similar way). And Ranged Weapons are now represented with Child of the Wilds.
Here is the current list of bond perks, organized in the order of the primary skills:
| Bond Perk | +2 to rolls | +1 to rolls | Additional Benefit |
|---|---|---|---|
| Broken Oathkeeper | Authority | Warfare | Stoic Defiance +2 (Gain Defense when you Push a target) |
| Exiled Heir | Authority | Warfare | Noble Rally +2 (Adjacent allies heal HP when you apply Morale) |
| Disgraced Knight | Warfare | Authority | Blunt +1 |
| Lost Legionnaire | Warfare | Stalwart | Polearms +1 |
| Battlefield Survivor | Warfare | Survivor | Bladed +1 |
| Reluctant Executioner | Coercion | Stalwart | +5% Accuracy |
| Forsaken Squire | Stalwart | Warfare | Bladed +1 |
| Former Gladiator | Stalwart (only +1) | Coercion | Bladed +2 |
| Peasant Revolutionary | Stalwart | Cooking | Polearms +1 |
| Merchant Prince's Scion | Connections | Diplomacy | Haggling +5% |
| Bastard of a Noble House | Connections | Diplomacy | Bladed +1 |
| Heir to Ruin | Connections | Diplomacy | Armor +1 |
| Apprentice Gone Rogue | Subterfuge | Warfare | Initiative +2 |
| Condemned Criminal | Subterfuge | Coercion | Jailhouse Brutality +2 (Apply Weaken when dealing Physical Damage to a Dazed target) |
| Rusted Freebooter | Subterfuge | Coercion | Boarding Leap +1 (Deal extra Physical Damage when swapping positions with a target) |
| Starving Poet | Perform | Diplomacy | Honeyed Words +2 (Gain Defense when you Parley with a Weakened target) |
| Courtly Pawn | Perform | Connections | Dodge +5% |
| Failed Alchemist | Alchemy | Occult | Caustic Exploit +2 (Deal extra Physical Damage when dealing Acid Damage to a Vulnerable target) |
| Shadow of a Saint | Religion | Connections | Light Damage +1 |
| Drunken Prophet | Religion | Perception | Resist Distract +50% |
| Blessed by the Old Gods | Religion | Occult | Prophetic Haze +3 (Gain Dodge if Stunned at the end of your turn) |
| Monastic Outcast | Religion | Enchanting | Consecrating Flame +2 (Deal extra Fire Damage when you deal Light Damage to an Undead target) |
| Haunted Warlock | Occult | Rituals | Magical +1 |
| Branded Heretic | Occult | Rituals | Burning Brand +2 (When dealing Fire Damage, also inflict Fire Damage for 2 turns) |
| Cursed Bloodline | Occult | Rituals | Otherworldly Visions +3 (Gain Precision when applying Fear) |
| Escaped Sacrifice | Rituals | Survival | Luck +1 |
| Mystic's Prodigy | Enchanting (only +1) | Occult | Magical +2 |
| War Orphan | Survival | Subterfuge | +2 max HP |
| Child of the Wilds | Primal | Survivor | Ranged +1 |
Right now it doesn't look like there are any bonuses (whether +2 or +1) to Smithing, Druidism, or Herbalism
There are +1 bonuses but no +2 bonuses to Diplomacy, Perception, Enchanting, and Cooking
9. SPOILER STORY COMPANIONS
LAST CHANCE TO TURN BACK BEFORE SIGNIFICANT STORY SPOILERS!!!
I put this last section at the end since it involves major spoilers.
This section includes the various companions available if you become a vampire (whether you embrace corruption or are an unwilling participant).
In order to become a vampire:
#1. When starting the game, you need to have a race/physiology that is NOT immune to vampirism. Dhampir is fine but you can NOT be a Werewolf or Oscultari.
#2. When using your journal you need to enable Romances and select orientation options that make Reyla a viable romantic partner. Then in the flashback sequence, choose to make Reyla your lover:
#3. In the flashback sequence you have to touch the orb or step forward (which results in you and Reyla touching it at the same time):
#4. At the midpoint of the game, you will be given the option to let Reyla make you a vampire or to fight her off with a silver dagger:
If you become a vampire then:
- Janus will die and become Brawn
- Ludo will die and become Tricks
- Sheela probably dies but if your relationship with her is high enough she can become a vampire
- Jocelyn and Anya will permanently leave the party
- Any recruited adventurers will stay with you even after you become a vampire
- Reyla will join at your average party level
- Brawn and Tricks will join at at least Level 6, even if you are at a lower level than that
- You lose your prior Physiology along with associated Perks but you retain any benefits. Related skills stay equipped and can be used but if they are ever unequipped you won't be able to equip them again.
- You gain the Vampire and Undead Physiologies. In addition to the associated actions, you also gain the Feed action.
- During camp you can offer to make your mortal companions into vampires
Now on to the story companions available as a vampire:
Reyla
At least Level 4
Rituals: 4
Occult: 3
Subterfuge: 3
Alchemy: 2
Bladed Weapons: 2
Magical Weapons: 1
Vampire Physiology (Rituals)
Amani Heritage (Connections)
Straight
Enigma
Corruption: 60
Reyla has the Feed, Blood Feast, Mesmerizing Glance, and Night Stalker actions. Mesmerizing Glance is the same as from the Moonlit Compulsion (Vampire Level 10) perk.
How to Recruit: After you become a vampire, Reyla will automatically join your party.
Brawn
At least Level 6
Warfare: 5
Coercion: 4
Stalwart: 4
Bladed Weapons: 3
Ghoul Physiology
Corruption: 20
(No heritage, orientation, or personality)
Janus got +3 max HP from his Runehild Heritage and had an additional +2 max HP on that of that. Brawn has no heritage and simply has +8 max HP.
Brawn retains the same Reckless Charge and Ignore Pain actions he had as Janus
How to Recruit: After you become a vampire, Brawn will automatically join your party.
Tricks
At least Level 6
Perception: 4
Occult: 4
Connections: 2
Subterfuge: 2
Alchemy: 2
Rituals: 2
Magical Weapons: 2
Bladed Weapons: 1
Tainted Physiology
Corruption: 30
(No heritage, orientation, or personality)
Tricks no longer has the innate Luck +1 that Ludo had. He does have Dodge +5% instead.
Tricks retains the same Raven Messenger, Spark, and Gamble actions he had as Ludo. However, the Ignite action is replaced with the Witchfire action.
How to Recruit: After you become a vampire, Tricks will automatically join your party.
Sheela (Vampire)
How to Recruit: If you accepted Sheela's alliance proposal and your relationship with her is high enough, then instead of you or Reyla killing Sheela, there will be the option to instead make Sheela a vampire. Her level and skills remain the same. She will also keep most of her perks except the Human ones because she instead gains the Vampire and Undead traits. However, she does retain any benefits previously gained from Human perks, including the base Initiative +1. Sheela keeps her innate Luck +1 and also retains her special Poison Dart, Serpent's Leap, and Venomous Kiss actions.
Marie
At least Level 5
Diplomacy: 3
Survival: 3
Perception: 2
Herbalism: 1
Bladed Weapons: 1
Vampire Physiology (Rituals)
Aukai'a Heritage (Perception)
Lesbian
Visionary
Corruption: 10
Marie starts with a -4 max HP penalty
Marie starts with the Mind Trap and Feed actions
How to Recruit: After you become a vampire, Relya will send you north to Heygrove to establish a new haven. After completing some initial tasks, the storyline quest will require you to make Marie into a vampire.
How to Recruit the Harronwell wraiths: After establishing a new haven in Heygrove you will meet with Reyla again. Talk to Marie and discuss getting rid of Reyla. If you choose to rebel against Reyla, you permanently lose Reyla, Brawn, and Tricks. If your relationship with Marie is high she will stand with you but if it is poor she will permanently flee. However, you will be able to recruit one of the three Harronwell wraiths (Jake, Jasmine, or Bobby) and this also unlocks the Harronwell Heir achievement. After defeating Reyla, Brawn, and Tricks, you have two to four options on what to do with Reyla. If you are corrupt, then you can execute or drain her - each has associated achievements. If you still retain shreds of your humanity, you can also bind her into a blood oath or banish her, which also have related achievements.
Jake
At least Level 6
Rituals: 5
Occult: 2
Bladed Weapons: 2
Wraith Physiology
Corruption: 80
(No heritage, orientation, or personality)
Jake starts with Dodge +15% and +8 max HP
Jake starts with the Sigil of Protection, Trepidation, and Ghastly Guard actions. Ghastly Guard is the same as from the Ghastly Guard (Rituals 4) perk.
Jasmine
At least Level 6
Occult: 5
Subterfuge: 2
(No proficiencies)
Wraith Physiology
Corruption: 80
(No heritage, orientation, or personality)
Jasmine starts with Dodge +10% and +4 max HP
Jasmine starts with the Drain Life, Widow's Wail, and Moonbolt actions
Bobby
At least Level 6
Perception: 5
(No proficiencies)
Wraith Physiology
Corruption: 40
(No heritage, orientation, or personality)
Bobby starts with Dodge +15%
Bobby starts with the Spectral Shield, Mind Trap, and Prismatic Reflection actions
Dreya
At least Level 7
Stalwart: 5
Survival: 4
Connections: 3
Perception: 3
Subterfuge: 2
Bladed Weapons: 3
Ranged Weapons: 1
Human Physiology (Diplomacy)
Runehild Heritage (Stalwart)
Straight
Trailblazer
Corruption: 20
Dreya starts with Dodge +5%
Dreya starts with the Observe, Bandage, and Fortitude actions. Observe is the same as from the Keen Observer (Perception 2) perk. Fortitude is the same as from the Ironhide Resilience (Stalwart 5) perk.
How to Recruit: When you arrive in Valetport as a vampire (regardless of whether you obey or defy Reyla) you have to establish a new haven with 3 potential options. If you choose the sunken temple in the underbelly of the city you will encounter Dreya. Pass a Diplomacy skill check and then choose to seduce Dreya and she will join your party, appearing in the reserves. If you fight her then you can NOT recruit her afterwards. Dreya is mutually exclusive with Karrick. You can only encounter and recruit one of them depending on whether you go to the temple in the underbelly or the docks warehouse. If you secure the noble estate as your haven you will miss both of them.
Karrick
At least Level 7
Subterfuge: 4
Connections: 3
Warfare: 3
Coercion: 2
Perception: 1
Bladed Weapons: 3
Polearms: 1
Human Physiology (Diplomacy)
Aukai'a Heritage (Perception)
Gay
Enigma
Karrick starts with Initiative +2
Karrick starts with the Gamble and Bleeding Strike actions. Gamble is the same as from the High Stakes (Connections 1) perk.
How to Recruit: When you arrive in Valetport as a vampire (regardless of whether you obey or defy Reyla) you have to establish a new haven with 3 potential options. If you choose the docks warehouse you will encounter Karrick. Choose to compel him and he will join your party, appearing in the reserves. Alternatively, you can fight him and recruit him afterwards. Karrick is mutually exclusive with Dreya. You can only encounter and recruit one of them depending on whether you go to the temple in the underbelly or the docks warehouse. If you secure the noble estate as your haven you will miss both of them.
Among the story companions available to you as a vampire, there is a distinct lack in Authority, Smithing, Perform, Religion, Enchanting, Druidism, Primal, and Cooking.
None of the story companions for the vampire path have any proficiency in Blunt Weapons or Ranged Weapons. Karrick is the only one with any Polearms proficiency but it is his secondary focus.