Hello everyone!
In today’s devlog, we’d like to share some details about the character selection system.
As some of you may not know, Verren isn’t the main character of our game. He only comes under your control in the Prologue. In the main game, however, he is an employer and a mentor figure to your character.
We plan to introduce an option to create your own mercenary, but at the moment the game lacks systems necessary for implementing a fully working character generator. Instead, we added an option to choose from four preset characters. Each of them has their own appearance, portrait, starting inventory, starting attributes, some special dialogue options and also a unique perk, unavailable to other characters.
An important thing about preset characters is that they have affinities, governing which skills are initially unlocked. For instance, Jorgrim is good with melee weapons and can start leveling swords, axes and maces from the get go. But to learn starting skills of the pyromancy and geomancy trees, he’ll have to find a corresponding treatise first.
We intend to expand this system at the same time as working on the character generator. According to our plans, some heroes will have access to unique content, which can’t be discovered when playing as other characters. For now this type of content is represented with unique starting equipment. For example, Arna starts the game with a family cuirass and sword, which can’t be obtained in any other way. We also plan to expand the character selection as we add more skill trees.
Some may ask: but what about classes? How do they fit into this system? Yes, at first we did consider adding classes, but as the development went on, it became quite clear that it would be completely redundant. Class abilities came in conflict with our vision for character development, and they weren’t really working with all possible archetypes, forcing you to play in a very specific manner. We wanted to avoid that. Class abilities also turned out to be fairly generic and boring when compared to common skill trees. As a result it was decided to transfer the best ideas into the existing skill trees and get rid of the rest.
Now let us present you with the backstories and affinities for each character:
Jorgrim, the Reaver
Affinity: Axes, Swords, Maces, Shields
Unique trait: Berserker Frenzy (increased Weapon Damage and Crit Efficiency for 10 turns after every kill)
Bio:
Not so long ago people of Aldor would shake in their boots the moment someone mentioned Tyr the One-eyed, a legendary leader of Fjall brigands. Tyr's band was infamous for their audacious raids on the northern border - even well armed troops of the local lords suffered defeat after defeat from these ferocious dwarfs. Jorgrim was one of them, the best warrior in the band, he hadn't lost a single battle in his life.
Yet as time went by, the One-eyed's brutality towards captured settlements became too unsettling even for his own underlings. Jorgrim was the one who despised unnecessary cruelty the most: he always held a belief that violence against the weak and defenseless is unworthy of a true warrior.
It's unknown when Tyr crossed the final line, but eventually Jorgrim's patience ran short and the brigand leader's scalp found its place in the dwarf's long list of trophies. Left without guidance, the band fell apart: some dwarfs returned to Fjall, while others, including Jorgrim, decided to go south and try their luck as mercenaries.
Arna, the Maiden Knight
Affinity: Swords, Maces, Shields, Greatswords
Unique trait: Vow of the Feat (every enemy within your vision range decreases Cooldowns Duration and Abilities Energy Cost)
Bio:
Few noble houses of Aldor can boast history as impressive as of the House of der Vyrne. By law, the title of a knight can only be passed down to a man, so it's not hard to imagine the chagrin of Arna's father, when after years of fruitless attempts his long awaited heir turned out to be a girl.
To save his house, Arna's father decided to invoke an ancient custom of the northern foothills: Arna was to be raised as a boy. Her entire childhood and youth were dedicated to rigorous training and serving as a page to one of the noble families. When she reached adulthood, Arna was knighted. Over multiple tournaments, she managed to earn herself a reputation as a skilled warrior.
Unfortunately Arna never had a knack for the most important skill to an aldorian noble - scheming. Soon after her father's death, Arna lost her fief, her title and her inheritance - the House of der Vyrne ceased to exist. Shaken by these events, Arna gave an oath to redeem herself by a heroic deed and embarked on an endless journey into the lands of Aldor.
Dirwin, the Woodward
Affinity: Ranged Combat, Axes, Maces, Daggers
Unique trait: Sharp Eye (every tile between you and your enemy increases Crit Chance)
Bio:
Dirwin spent most of his life in loyal service to the late king, relentlessly patrolling the hunting grounds of his Majesty. He had great aim, knew the forest as the back of his hand and very few poachers, orcs and monsters survived their encounter with the royal ranger. Over his years of service, Dirwin eradicated countless dangers lurking in the woods, making one notch after another on his bow.
After King Etbert's death, the Royal Rangers disobeyed the Council's orders and refused to participate in the fratricidal war. As a punishment, the unit was disbanded, so Dirwin took his weapons and headed back into the woods.
During the war he continued to do what he always did: fulfill contracts and bounties, hunt dangerous monsters and help peasants. Common folks rightfully consider him their stalwart protector.
Jonna, the Runaway Sorceress
Affinity: Staves, Daggers, Geomancy, Pyromancy
Unique trait: Arcane Lore (each learned spell increases Magic Power)
Bio:
Since ancient times there is a strong belief in Aldor, that women and magic don't go well together and can only bode ill. Lectors of the Academy fully shared this prejudice, rarely eager to accept women for magic training. However, Jonna's talent for magic was so great, that they decided to make an exception.
After completing her training with flying colors, Jonna became a court sorceress to one of the aldorian nobles. Unfortunately her lord had a rather foul temper, something Jonna wouldn't put up with. One morning servants discovered their master's body burned to a crisp. The sorceress' sudden escape didn't leave much room for interpretation.
If it wasn't for the war breaking out, Jonna would have likely been caught and burned at the stake, but in the chaos of the Strife she managed to elude the chase by joining a mercenary band.
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Just Jonna picking some field herbs.
That’s all for now. Until next time!
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