Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
One of my favorites is Arcane Bomber Wizard. It's very effective throughout the game though it changes a bit along the way. At first, the bombs are pretty op - they do more than an Alchemist's and work well on almost anything. Over time, spells become the focus and bombs are more like filler between spell casts.
Now if we were including the Call of the Wild mod, I could fill a few pages, lol. That really opens up a *lot* of fantastic options.
I tried this as the main character in Varnhold's lot recently... I'm not a huge fan of paladins in general but an archer of Erastil was pretty cool for a short campaign.
Very cool. I haven't messed with teleportation yet- couldn't think of a good use for it really. Maybe I'll give it a go.
I've been debating on starting a CotW campaign. There's so much to mess around with in creating characters in vanilla that I'm a little hesitant to add more. I'm 150+ hours in and haven't gotten all the way through main campaign.
Fair warning with the teleportation one: it's more of a gimmick build that requires a bit of micro. It can be fun though.