'That thing hunted them. Relentlessly. Worse than any predator they had seen before, it hounded their steps through the forest called Smuggler's Cloak by the commoners. Yet no cloak proved to be enough to hide them from those horrible reptilian eyes. The creature was clever, too. It did not attack them but tracked them from a distance, waited until they were exhausted, harried, and desperate. And then it took them, one by one. The last wretched fellow gave himself up to the first patrol he stumbled across; better break rocks in prison for the rest of his life than fall prey to a Krawag.'
#art #creature #dragoncult #dragonguard #dragonlands #krawag
Throughout your journeys as a vagrus, you will come across many people who want to get from one place to another on the broken continent of Xeryn. This might seem trivial but travel over the accursed wastelands of the Empire a perilous venture which makes most people try to avoid it whenever they can.
Those who that do undertake journeys often pay comitati such as yours to take them where they want to be. In-game, this provides an optional source of revenue to help you keep afloat but one that requires you to plan your path ahead considering several factors, including where your passengers wish to go and how long you have to deliver them there.
As the name suggests, Tainted Madmen are unfortunate souls driven insane by the arcane disease called the Taint. Even if it does not directly erode their minds, the more extremely mutated of these forsaken are cast out by family and society, which is often enough to start them down a path of madness and desperation.
As enemies in the game, Tainted Madmen are often encountered all around the central regions of the Empire. Living in city gutters, sewers, or caves in the wilderness, they often emerge to waylay passersby.
Hey Vagrus Fans,
while our Fig crowdfunding campaign is in full effect, we've been busy working on one of the gameplay updates: the new deployment features for Companion Combat.
Above you can see the old and the new Deployment UI and probably can easily spot the differences.
There are many quarries in the middle regions of the Empire, which consists of territories relatively rich in useful resources: stone, marble, crystal, and obsidian. Three of the sites stand out and will be locations in the game:
The Acherus Quarry is the largest and oldest one in the whole region. It was established before the Orc Wars when the armies of the Empire were in dire need of obsidian for the war effort. Since then, Acherus has run dry and only provides little of the black, glassy material every year. It is overseen by House Darius.
Next up in our series of posts about character poses and skills is the mighty warrior and gladiator Gor'Goro.
Gor'Goro is not only a heavy-hitting melee character but very tanky as well; someone that any vagrus would gladly employ as muscle for the crew. Although he has no ranged skill, he is far from useless when he gets in the back line, however.
'As the morning drew on beneath the piercing gaze of the merciless sun, Levitius saw the soldiers of the 19th slowly gaining a foothold on the south bank in a fierce melee. Covered in blood and dust, the legionnaires looked more like a gored sand wyrm, writhing madly as it got stranded on solid rock. Then something passed before the sun. He heard one of his evocati shout 'Dragonguuuuuuuard!' before the mighty drakes with the elite warriors of the enemy on their backs started their first swoop and at last Levitius knew the number of his days.'
In this post dedicated to character poses and skills we are taking a look at the sleazy Dwarven smuggler and budding criminal mastermind Garrik.
Garrik is ranged support character with some very unique mechanics, so he will not be very efficient in the frontlines. In fact, he does not have any melee skills but is still fairly sturdy. All his attacks ignore Armor and even though not all of these are direct damage skills, Garrik can be extremely devastating when used correctly.
'They say that the tower was so tall that its pinnacle scraped the heavens. These days, though, only about two hundred feet of stained marble poke out from under the endless dunes of Arenas Vorax. What happened to the rest of the tower? Heh. They say that you can enter through a window and go down the steps, deeper and deeper under the sands, deeper and deeper until you reach the other side of the world. They also say that things lurk down there and skitter endlessly in the black abyss. But they say many things...'
The soundtrack of Vagrus is of key importance in conveying the powerful atmosphere of the setting. Be it foreboding or hauntingly beautiful, the score by George Olah captures the essence of the ravaged world of the Riven Realms perfectly. Even more importantly, the majority of fans and influencers have told us that one of the most important parts of the Vagrus experience for them was the music.