Erannorth Renaissance: Character & Companion Guide

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byzantinekitty7 days agoPeakD21 min read
  1. Introduction
  2. Recruiting 101
  3. Starting Character
  4. Story Companions
  5. Adventurers
  6. Random Town NPC's
  7. Spoiler Story Companions

This article was written under Erannorth Renaissance Version 1.1.19.

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: [email protected]

All of the screenshots in this post were taken by me.


1. INTRODUCTION

Branding Image 1.jpg

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.


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.

Recruitment Tooltip 1.jpg

Recruitment Tooltip 2.jpg

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, adventurer, 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.

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 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.

Adventurers are the 10 companions you can easily recruit at the Golden Sparrow Inn. 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.

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 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.

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 adventurers 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 adventurers 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 4 skill points (compared to 3 for a custom character), however their name, gender, race/physiology, heritage, and initial 4 skill points are fixed. You can change the portrait and you will be able to assign 4 skill points, 1 proficiency, and 1 perk early on when you recall your past.

Eric Skills.jpg

Eric Perks.jpg

Diana Skills.jpg

Diana Perks.jpg

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.

Custom Character 1.jpg

Custom Character 2.jpg


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. 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. As a result, 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
Werewolf Physiology (Perception)
Arbori Heritage (Herbalism)
Bisexual
Empath

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!

Jocelyn Skills.jpg

Jocelyn Perks.jpg

Jocelyn Traits.jpg

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

How to Recruit: After the initial battle with the Volkoth at Ennathil's camp, leave 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.

Agustin Skills.jpg

Agustin Perks.jpg

Agustin Traits.jpg

Janus
At least Level 2
Warfare: 3
Coercion: 3
Stalwart: 3
Authority: 1
Bladed Weapons: 1
Human Physiology (Diplomacy)
Runehild Heritage (Stalwart)
Straight
Guardian

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.

Janus Skills.jpg

Janus Perks.jpg

Janus Traits.jpg

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

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 him first.

Ludo Skills.jpg

Ludo Perks.jpg

Ludo Traits.jpg

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
Starts off as a Rival with a negative relationship

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.

Sheela Skills.jpg

Sheela Perks.jpg

Sheela Traits.jpg

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

How to Recruit: 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.

Anya Skills.jpg

Anya Perks.jpg

Anya Traits.jpg

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

How to Recruit: After the encounter at the ruins, head north. After you complete the quest involving Edgar and Marie, you will have the option to pay Rukhan 600 farthings to recruit him.

Rukhan Skills.jpg

Rukhan Perks.jpg

Rukhan Traits.jpg

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

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 location, you will encounter Claire, who will be willing to join you.

Claire Skills.jpg

Claire Perks.jpg

Claire Traits.jpg

  • 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.

  • Jocelyn has the average number of skill and proficiency points.

  • 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. ADVENTURERS

Since the 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 a lower level, once they join you they automatically level up to your party average.

AdventurerTimePhysiologyHeritageProficiencyOrientationPersonality
Ren05:00-6:59Elf (Survival)Aukai'a (Perception)RangedStraightTrailblazer
Harlan05:00-6:59Human (Diplomacy)Aukai'a (Perception)BladedBisexualBeacon
Darcy7:00-10:59Human (Diplomacy)Amani (Connections)BluntStraightGuardian
Vargas7:00-10:59Werewolf (Perception)Runehild (Stalwart)BluntStraightEnigma
Joran11:00-13:59Elf (Survival)Aelvren (Occult)MagicalGayVisionary
Wyll14:00-17:59Half-Elf (Subterfuge)Arbori (Herbalism)PolearmsStraightGuardian
Tabitha18:00-20:59Half-Elf (Subterfuge)Anuket (Alchemy)BladedLesbianEmpath
Maeve21:00-23:59Dhampir (Occult)Outlander (Perk)MagicalBisexualEnigma
Trajan21:00-23:59Vampire (Rituals)Amani (Connections)BluntBisexualVisionary
Elizabeth00:00-4:59Vampire (Rituals)Aelvren (Occult)BladedBisexualVisionary

Ren Skills.jpg

Harlan Skills.jpg

Darcy Skills.jpg

Vargas Skills.jpg

Joran Skills.jpg

Wyll Skills.jpg

Tabitha Skills.jpg

Maeve Skills.jpg

Trajan Skills.jpg

Elizabeth Skills.jpg

  • 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.

Once you reach friend status with an adventurer, you can bond with them by asking about their past. 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). Every perk gives a +2 to one type of skill roll and a +1 to a second type of skill roll. As of Version 1.1.19, the best perks also give a third benefit (proficiency point or other bonus) but most of the perks do not have a third bonus. Hopefully a future update will rebalance the perks, allow each one to be unique, and make them more comparable. This is an incomplete list of bond perks, organized in the order of the primary skills:

Bond Perk+2 to rolls+1 to rollsAdditional Benefit
Broken OathkeeperAuthorityWarfare
Exiled HeirAuthorityWarfare
Disgraced KnightWarfareAuthorityBlunt
Lost LegionnaireWarfareStalwartPolearms
Battlefield SurvivorWarfareSurvivorBladed
Reluctant ExecutionerCoercionStalwart+5% Accuracy
Forsaken SquireStalwartWarfareBladed
Former GladiatorStalwartCoercionBladed +2
Peasant RevolutionaryStalwartSurvivalPolearms
Courtly PawnDiplomacyConnections
Starving PoetDiplomacyPerception-4 max HP penalty
Merchant Prince's ScionConnectionsDiplomacyHaggling +5%
Bastard of a Noble HouseConnectionsDiplomacy
Heir to RuinConnectionsDiplomacy
Apprentice Gone RogueSubterfugeWarfare
Condemned CriminalSubterfugeCoercion
Rusted FreebooterSubterfugeCoercion
Failed AlchemistAlchemyOccult
Shadow of a SaintReligionConnectionsLight Damage +1
Drunken ProphetReligionPerception
Blessed by the Old GodsReligionOccult
Monastic OutcastReligionSurvival
Mystic's ProdigyOccultPerception
Haunted WarlockOccultRitualsMagical
Branded HereticOccultRituals
Cursed BloodlineOccultRituals
War OrphanSurvivalSubterfuge+2 max HP
Escaped SacrificeSurvivalRituals
Child of the WildsPrimalSurvivor
  • I may be missing some but so far I haven't seen any that boost Ranged Weapons or any that give +2 to Perception, Rituals or Druidism. (Smithing, Perform, Enchanting, and Cooking are later adds to the game so those aren't represented either).

  • Right now the best backgrounds are the ones which also give a proficiency point (Disgraced Knight, Lost Legionnaire, Battlefield Survivor, Forsaken Squire, Haunted Warlock) or which have an additional bonus like Reluctant Executioner (+5% Accuracy), Merchant Prince's Scion (Haggling +5%), and War Orphan (+2 max HP).

  • There are several backgrounds with identical bonuses (Broken Oathkeeper & Exiled Heir, Condemned Criminal & Rusted Freebooter, and Branded Heretic & Cursed Bloodline) or are strictly worse than a different background with a third bonus (Bastard of a Noble House, Branded Heretic & Cursed Bloodline). If the game gets rebalanced so that each background has a third bonus that would help differentiate them and add more flavor.

  • The absolute worst background is that of Starving Poet which actually comes with a penalty (-4 max HP).


6. 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 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 adventurers to be lacking or insufficient and thus may need to resort to additional recruitment.

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.

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 you leave Llanford to look for Ludo. That way they can gain an extra skill point and an extra perk point.


7. 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:

Reyla Lover Decision.jpg

#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):

Orb Decision.jpg

#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:

Vampire Decision.jpg

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.

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

How to Recruit: After you become a vampire, Reyla will automatically join your party.

Reyla Skills.jpg

Reyla Perks.jpg

Reyla Traits.jpg

Brawn
At least Level 6
Warfare: 5
Coercion: 4
Stalwart: 4
Bladed Weapons: 3
Ghoul Physiology
(No heritage, orientation, or personality)

How to Recruit: After you become a vampire, Brawn will automatically join your party.

Brawn Skills.jpg

Brawn Perks.jpg

Brawn Traits.jpg

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
(No heritage, orientation, or personality)

How to Recruit: After you become a vampire, Tricks will automatically join your party.

Tricks Skills.jpg

Tricks Perks.jpg

Tricks Traits.jpg

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

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, when you go to visit Edgar the horse rancher you will encounter Marie and can make her a vampire.

Marie Skills.jpg

Marie Perks.jpg

Marie Traits.jpg

How to Recruit the Harronwell wraiths: After establishing a new haven in Heygrove you will meet with Reyla again. Talk to Marie and talk about getting rid of Reyla. If you choose to rebel against Reyla, you permanently lose Reyla, Brawn, and Tricks. Depending on your relationship, you might lose Marie too. 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 options on what to do with Reyla which will unlock either the Ancient Blood or Final Judgement achievements.

Jake
At least Level 6
Rituals: 5
Occult: 2
Bladed Weapons: 2
Wraith Physiology
(No heritage, orientation, or personality)

Jake Skills.jpg

Jake Perks.jpg

Jake Traits.jpg

Jasmine
At least Level 6
Occult: 5
Subterfuge: 2
(No proficiencies)
Wraith Physiology
(No heritage, orientation, or personality)

Jasmine Skills.jpg

Jasmine Perks.jpg

Jasmine Traits.jpg

Bobby
At least Level 6
Perception: 5
(No proficiencies)
Wraith Physiology
(No heritage, orientation, or personality)

Bobby Skills.jpg

Bobby Perks.jpg

Bobby Traits.jpg

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

How to Recruit: If you turn on Reyla in Heygrove, then when you arrive in Valetport 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. Choose Diplomacy (there isn't an actual skill check so you can choose this even if you have no ranks in Diplomacy) and then choose to seduce Dreya and she will join your party, appearing in the reserves. 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.

Dreya Skills.jpg

Dreya Perks.jpg

Dreya Traits.jpg

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

How to Recruit: If you turn on Reyla in Heygrove, then when you arrive in Valetport 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. 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.

Karrick Skills.jpg

Karrick Perks.jpg

Karrick Traits.jpg

  • 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 and he is only available for specific paths and at the end of the story arc.

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