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· Combat & progression

Combat model, talent trees, and the Scar progression system

Scars of Honor is described as a tab-target MMORPG with some action-oriented abilities layered into that base. The combat presentation shown in the recap is stated to be unfinished, with further polishing planned for animations, effects, and general feel. Even in that state, the game is presented as emphasizing class identity, build flexibility, and visible character progression.

Character growth is built around several overlapping systems: class abilities, a large talent tree, equipment, and the game's namesake Scar system. Together, these are intended to make two characters of the same class diverge over time.

Combat targeting and action elements

The game is identified as primarily tab-target rather than fully action combat. Some showcased abilities had created confusion about whether the game was action-based or hybrid, but the intended direction is a tab-target foundation with selected action-style abilities.

Every class is said to have a movement or escape tool for avoiding danger, described in the UI as a dedicated dodge, shift, or blink-style function. The action bar layout shown also includes separate spaces for consumables and mounts.

Talent tree design

The talent system is presented as a major source of build customization. Rather than serving only as a narrow specialization picker, it is intended to support both full commitment to a role and hybrid combinations across different paths.

Single points can be refunded from nodes, and the interface shown includes a build refund function. The stated goal is to let players reshape a build without excessive friction.

Balance is not described as solved in advance. Instead, build viability is expected to be tuned over time through public testing, observation of player choices, and numerical iteration. Perfect launch balance is explicitly not claimed.

Scar system

Scars are described as a second progression layer beyond the main talent tree. A character receives a Scar choice at each level from a predefined pool, and additional Scars can also be earned from specific bosses, elites, and other notable encounters.

These Scars function as bonuses and spell modifications rather than simple achievements. Because different characters can acquire and equip different Scars, the system is intended to preserve individuality even when players copy the same talent setup.

Scars can be rerolled or changed, and they do not interrupt combat by appearing mid-fight. If a Scar is triggered by progression during combat, the selection prompt appears only after combat ends.

Progression pace and gear

Progression is described as relatively slow by design. The stated intent is to avoid over-rewarding players too quickly, so that advancement and upgrades retain value.

Gear comes from dungeons and raids, but crafting is also intended to matter as a source of equipment. Equipment visuals are said to update per item, so upgrades are meant to produce visible changes in character appearance rather than only statistical ones.

The long-term progression model appears closer to vertical progression than to a fully horizontal model, although that direction is described as not completely final at the time of the recording.

UI and action bars

The user interface is described as fully redesigned to be cleaner and more functional while keeping attention on the world. The action bar discussion also addresses concerns that a limited skill layout might imply a mobile-first simplification. The game is instead said to support around 20 ability slots, allowing more complex loadouts than a minimal hotbar system.

Demo progression setup

For the planned demo, players are expected to begin at level 16 rather than at the start of the game. This is intended to give immediate access to talent points and enough progression systems to test class building, Scars, PvP, dungeons, quests, and other core features.

Source

  • Recording: Yearly Recap, new Scars OF Honor Features, Talents, Scars, Dungeons, Arenas, Crafting and more.
  • YouTube: Watch on YouTube
  • Published: Sunday, December 21, 2025 at 8:22 PM UTC

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