Shieldwall Chronicles: Realm of Madness is a strategic turn-based tactics RPG. Forge legendary heroes as you venture through a corrupted land ruled by dark forces. Be warned: heroes don’t fare well in the North…
[b]Character Design Preview:[/b]
Here are some early design of characters for the game. The vampire noblewoman and druidess are planned as playable classes while the marsh goblin and bandit veteran are for enemy encounters. The marsh goblin is the base prototype for an entire faction that is still being developed so please provide any feedback so we can further refine the design.
[b]Vampire Noble:[/b]
This is the second attempt at making a playable vampire class, with the first being the Vampire Knight in [i]Demon's Rise - Lords of Chaos[/i]. We hope that a lot of the new game mechanics will allow us to more fully flesh out the concept into a really interesting playable class in this game. The design reflects both her wealthy and noble upbringing and the corruption of her vampire curse on her features. Traits such as the glowing red eyes, pale skin, expensive clothing and close fitting plate armour convey the notion quite well. She will be armed with a dueling rapier with her off hand slot being used to carry either a dagger or perhaps a magical tome or arcane item to bolster her magical powers. She will be very powerful in melee but have inherent weaknesses that she will have to plan around. We may even introduce a vulnerability to light mechanic so she will stronger in underground and night levels and suffer a debuff in daylight battles.
[img]{STEAM_CLAN_IMAGE}/40301198/a1728cfad813faf626c07e4e405564193824bdea.png[/img]
[b]Druidess:[/b]
The druidess design borrows heavily from celtic and roman influences. She is meant to be a class of wizard that draws power from nature but exists in the civilized world. Tattoos, a wolf cloak and the skulls on her staff convey the more primitive aspects of her design while the rest of her clothing is more mundane. Her powers will be far more melee focused than other wizards and will involve invoking animal spirits to boost her strength, summoning forest creatures as allies in battle and spells focused around boosting strength, vitality and ferocity of herself and allies.
[img]{STEAM_CLAN_IMAGE}/40301198/e31064de1eb33409fe2abcf321849edc2b32dc3e.png[/img]
[b]Marsh Goblins:[/b]
Here is the first design for the marsh goblin faction. They will be an enemy found in early levels in swampy areas and forests. They will be physically weaker than humans but faster in melee. They will be able to bring powerful allies such as trolls and other swamp beasts into battle and will employ poisons in their melee and missile weapons.
[img]{STEAM_CLAN_IMAGE}/40301198/140e148eb869f23ef154157d7063c81fa975af6a.png[/img]
[b]Veteran Bandit:[/b]
Here's the design for another woodland bandit. He has a heavy celtic design influence in his armour and weapons. While not equipped in heavy armour, he brandishes a powerful, two-handed axe that has very high armour penetration, especially when supported by his natural strength. He should be a tough challenge for adventurers in the early phases of the game.
[img]{STEAM_CLAN_IMAGE}/40301198/fc226cd1b7a6f525f8d553f4f178c2db2cf6ff27.png[/img]