· Art & world
Armor, race, and weapon art direction
The discussion outlines a broad visual update to Scars of Honor, covering armor construction, NPC presentation, creature concepts, and race redesigns. A recurring theme is a move away from flatter, texture-driven equipment silhouettes toward more volumetric models with stronger shape definition.
The visual direction is also tied to faction and race identity. Examples include updated dwarf models, domination and sacred order NPC clothing, and concept work for weapons and shields associated with different cultural styles.
Armor presentation
Several armor concepts are described or shown, including light armor for a mage, heavy armor for a knight, and medium armor for a druid. The stated goal is to avoid older approaches where armor reads mostly as texture work on the body. Instead, armor pieces are intended to add visible volume and alter the silhouette of the character.
Visual effects are treated as an important enhancement for some sets, especially caster-oriented gear. The presence of VFX is said to significantly improve how armor reads on the character.
A low-level heavy knight set is specifically identified as an early-tier example, implying that stronger visual escalation is expected at higher progression levels.
NPC clothing and creature concepts
NPC clothing is shown for multiple social and faction contexts, including domination citizens and sacred order NPCs. These are presented as bespoke looks rather than simple reuse of player human models.
A high-poly bear creature model is also referenced as an example of a monster that players will fight. The emphasis is on visible sculpted detail rather than only a rough placeholder silhouette.
Race identity and architecture themes
The Gronthar are described as aggressive, chaotic, and only loosely civilized. Their visual and architectural inspiration is associated with desert-like places where little nature remains, either because it has been destroyed, consumed, or left untended.
Dwarves are treated differently. Their cities are said to be underground, and the race is framed as one of the classic MMORPG archetypes strongly associated with mining, precious metals, and craftsmanship. The stated approach is to keep dwarves recognizable as dwarves rather than radically redefining them.
A newer dwarf model is described as a substantial uplift over older in-game versions, with different body volumes and a stronger overall character read.
Weapon concepts and visual progression
Shield, sword, gun, spear, and staff concepts are discussed. Some weapons are framed as common or basic items, while others are more ornate or culturally themed. The conversation distinguishes between ordinary gear and standout pieces, with the latter needing the former as contrast.
Weapon concepts are also grouped by style, including human, runic, elven, and demonic variants. This supports a broader idea of visual progression across dungeon tiers and item tiers.
The intended item model is that stronger or later-tier rewards should not only improve statistics but also look more advanced. Visual progression is therefore part of the reward structure rather than a separate cosmetic layer.
Character model overhaul
All previously shown footage of Scars of Honor is described as outdated relative to the current state of development. Environment visuals were reportedly improved in an earlier phase, while the current phase focuses on character upgrades.
At the time of the discussion, the team is reworking character models across the roster. The Baron are singled out as receiving a major uplift, with the newer version described as far more impressive than the older public model.
Stylized graphics and performance
The game's stylized art direction is partly justified by performance goals. Lower hardware demands are presented as a way to support more players and broader accessibility, especially important for a multiplayer game with PC and mobile targets.
Source
- Recording:
What things from Runescape you would like to see in Scars OF Honor? - YouTube: Watch on YouTube
- Published: Sunday, August 17, 2025 at 9:12 PM UTC
