The Chronicles of Spellborn

Discussion in 'Public General Chat' started by Tazildanda, Apr 1, 2009.

  1. Decided I would make a better post on this game depicting it in a better light.




    Archetype and Discipline Descriptions

    The Warrior archetype consists of three classes: Blood Warrior, Adept, and Wrathguard. While the primary attribute is determined by the specific class, body is the secondary attribute for all Warriors, meaning that a lot of Warrior archetype skills use the physique state. Also, the majority of Warrior skills are melee-based, although they do have a few ranged skills. These skills may be learned by the other two archetypes (Spellcasters and Rogues) at level 50.

    Practitioners of martial combat, Adepts are gifted with a variety of powerful methods of sight. Their special vision is very useful under the proper circumstances. They make excellent leaders and are often found commanding forces in battle.

    The Adept has few armed skills. Most of the offensive skills of the Adept are unarmed fighting skills. The Adept will be able to disarm, slow and silence opponents as well as keep people alive by healing, making him quite a tactical class to play. ​

    Blood Warrior
    The Blood Warrior is considered the ultimate ‘tank’. Blood Warriors have superior defensive abilities than the other two warrior classes, at the cost of some offensive power. The Blood Warrior has many personal buffs, most of these are personal buffs focusing on damage mitigation.

    Blood Warriors are able to create a link between themselves and either a friend or a foe. If the link is made with an ally, the Blood Warrior will act as a bodyguard for that specific character. If the link is made with a foe the Blood Warrior can redirect incoming damage to an enemy.

    Taking damage is the primary source for the offensive abilities of the Blood Warrior. As the Blood Warrior grows in power he will be able to make additional links to friends and foes, thus increasing his defensive or offensive abilities. The Blood Warrior receives many combat skills that focus on establishing blood links and using them effectively​

    The Wrathguard is an adherent to the ways of the ancestors and as such a Wrathguard has the ability to use their knowledge of the past to channel the spirits of warriors long-fallen. They are unrivaled in their skill in arms due to their inheritance of the knowledge possessed by the ancestral spirits they command.

    Wrathguards allow ancestral spirits to posses them in order to unleash their unique fighting abilities. Certain spirits grant buffs to the entire group while active or cause havoc when a Wrathguard transfers the spirit possession to enemies.​

    The Spellcaster archetype consists of three classes: Rune Mage, Ancestral Mage, and Void Seer. While the primary attribute is determined by the specific class, mind is the secondary attribute for all Spellcasters, meaning that a lot of Spellcaster archetype skills use the morale state. These skills may be learned by the other two archetypes (Warriors and Rogues) at level 50.

    Ancestral Mage
    Commanding spirits from the past, the Ancestral Mage is a dangerous force to be reckoned with. While the Ancestral Mage does not have much personal power, they are capable of significantly enhancing their summoned spirit pets as well as their companions. ​

    Rune Mage
    Rune Mages are arcane savants possessing powerful destructive magic. They are also unique in their ability to create runes that enhance the power of themselves and others. A Rune Mage can be an imposing enemy due to their offensive power, as well as an invaluable ally on account of their rune mastery.

    The Rune Mage receives many skills that focus on wielding destructive magic. They also have a large arsenal of skills that allow them to create Area of Effect (AoE) spells by drawing runes on the ground and manipulating them. Rune Mages are most often found in the midst of a fight adding fuel to the heat of battle. ​

    Void Seer
    Through their devotion to the Oracle, these mages are gifted with powerful magical abilities that counteract the spells of others. The Void Seer is quite adept at mending the wounds all too often suffered within the scattered Shards, as well as providing magical reinforcement to their allies. They can severely weaken the magic of enemies, and as such are often found in the company of many friends.

    The Void Seer has very few offensive skills. Almost all of the skills and spells are defensive and used to enhance the abilities of party members. The only offensive skills a Void Seer has are his anti-magic skills but even most of these types of skills are about prevention rather then damage. ​

    The Rogue archetype consists of three classes: Skinshifter, Death Hand, and Trickster. While the primary attribute is determined by the specific class, focus is the secondary attribute for all Rogues, meaning that a lot of Rogue archetype skills use the concentration state. These skills may be learned by the other two archetypes (Warriors and Spellcasters) at level 50.

    Death Hand
    Poisons form the backbone of a Death Hand's arsenal. Death Hands have a powerful array of skills which involve their knowledge of poisons, and they are particularly adept at facing a large number of foes. For this reason, they are most often found lending their support to a group of their allies.

    By consuming different potions the Death Hand can use his body to develop a lethal fighting style that can deal a lot of damage with an added damage over time (DoT) component to one or more targets. ​

    These rogues are masters of changing their shape. The Skinshifter makes for an efficient and deadly assassin, and possesses a variety of melee as well as ranged combat skills. They are also considered the most adept practitioners of the art of stealth. ​

    A stealthy and nimble combatant, the Trickster makes use of illusions and sleight of hand in order to gain the upper hand. They can also create small devices which enhance their abilities and can be used to confuse and injure opponents. They are also renowned for their speed.

    The Trickster skills focus on evasion. Nothing in the game will be harder to hit then a fully developed Trickster. His speed makes up for the little damage he can do. ​
    Last edited by a moderator: Apr 1, 2009
  2. Houses

    High Houses
    There are currently five houses that can be joined by players. By choosing a high house the player selects for himself a quest chain path that he will follow, a position in the house vs house wars, and possibly future pve content.
    Enclave of the Five Sacrifices

    House Maul
    If there is such a thing as aggressiveness, it will be found in House Maul. Those within its ranks excel in combat, are born tacticians and plan strategies to uphold their pledge of protecting every citizen of the Enclave no matter what House alignment or race.

    But where House Maul excels in the practical terms of combat, it is at a loss when it comes to the political scene within the Enclave of the Five Sacrifices. Those in Maul would rather resolve matters with a sharp sword or a cunning axe than talk about it for hours on end. It is safe to say that diplomacy and negotiations are completely lost to House Maul.

    House Rune
    Let nothing stand in the way of your pursuit of knowledge. This is the sole guideline given to anyone joining the ranks of House Rune. These scholars of lore and history have the keen interest to find everything that lies hidden under layers of ancient dust.

    House Rune is the one House that could care less what the Enclave does as a whole and as such politics and diplomacy are shunned by House Rune as a whole. Those within the ranks of House Rune are obsessed with seeking out new technologies, magical spells and artifacts in such a way that it often borders on the suicidal. Nothing is gained without making sacrifices and a life lost is nothing compared to new knowledge gained. ​

    House Shroud
    There isn't much known about House Shroud really, since this High House is the most secretive of all five. Being the oldest High House within the Enclave of the Five Sacrifices, House Shroud has accumulated so much intelligence over the years that they know who stabbed who in the back hundreds of years ago.

    House Shroud excels in logistics and communication and always seems to be meddling in the affairs of others in some covert and sneaky way. Intelligence is the best currency for anyone within the ranks of House Shroud and as such the best rogues have found their skills being bought by some within House Shroud. ​

    House Silver
    There is but one whole truth when it comes to House Silver, the Coin rules supreme! Everyone within House Silver is seen as a capitalist that would sell his own mother if it would make him or her a profit. Merchants, brokers, bookies, black marketers, it does not matter, if there is a profit to me made, House silver is close by.

    Politics and wars are seen by House Silver as a means to an end and as such they try to follow the lines of diplomacy as well as the military approach formed within the Enclave. This has not made them very popular, but popularity is not needed to make money, supply and demand is and that is where House Silver excels in! ​

    House Torque
    There is but one true leader and there can be but one House to bring him forth. That is the reasoning of House Torque. Born into politics, diplomacy and endless negotiations, House Torque forms the backbone of the Enclave of the Five Sacrifices, for if it was not for their qualities to maintain peace within the Houses, the Enclave would long ago have faltered and fallen.

    Everyone has a voice within House Torque and as such everyone is listened to. These ideals and the resulting arrogance have often formed the base of many bureaucratic problems, especially when some people have a louder voice than others. But in the end, those within the ranks of House Torque mean well and do what they do to bolster the strength of the Enclave, led of course by Torque. ​

    Currently the people within the XoO ranks that are playing are following the House of Torque.
    Last edited by a moderator: Apr 1, 2009
  3. Combat System

    Combat takes up a large part in The Chronicles of Spellborn®. It employs an active combat system, requiring the player to actively aim and dodge attacks, instead of letting these depend on calculations and chance.

    Combat Reticule
    Simply put, the combat reticule are cross hairs like in any fps. If your reticule is not red when it is on an enemy, you are not going to hit them, it is that simple. Players and npcs can and will dodge your attacks to prevent you from landing any blows, so skill plays a true factor into the combat.

    Skill Deck Deck

    Players select several skills from the Skillbook and place these into the character's Skilldeck. It consists of 6 rows (called tiers) with 5 skill-slots per row. Each skill-slot can be filled with a chosen skill, as long as the skill was learned and is available in the character's Skillbook. The players are completely free to experiment and create their own fighting styles and tactics.

    Combat video
    Last edited by a moderator: Apr 1, 2009
  4. PvE, PvP


    Fame and PeP
    Fame, aka experience, straight forward, gain fame in order to level up your character. Fame is acquired through killing mobs and doing quests. PeP, personal experience points, are gained only through killing mobs. As you accumulate pep and "level" it up, your character will gain bonuses such as 10% more damage and run speed. However, every time you die you lose your PeP to the equivalent of one PeP level.
    • PeP Rank 0 – No effects.
    • PeP Rank 1 – Raise all Attributes by 1 and gain 1 additional rank Base Level
    • PeP Rank 2 – Raise all Attributes by 2
    • PeP Rank 3 – Raise all Attributes by 4 and gain 1 additional rank Base Level
    • PeP Rank 4 – Raise all Attributes by 7
    • PeP Rank 5 – Raise all Attributes by 11 and gain 1 additional rank Base Level ​

    Lots and lots of quests, essentially your main way of leveling. Grinding mobs will basically do nothing for you as far as leveling yourself. Quests vary from delivery quests across zones, to the classic kill X amount of boars, to puzzles, and even personal instanced quests. I guarantee you, if you don't mind running, you won't have any problems. If you are worried about running out of quests, don't worry, you wont.​

    Yes, there are private dungeons as well as public ones. You may find yourself fighting 10 people for a spawn in one dungeon, and in the next have it all to yourself. This Seems to happen more for house quests and archetype quests.​

    Kill or be killed just like any other pvp. Not all zones are pvp enabled, but as you explore more you will find such places do exist. In some areas such as the starting area, there are designated pvp areas, in some cases they are arenas, in others they are just random areas with a bunch of mobs in them. PvP currently has no offical reward, however Acclaim does host PvP events for actual money discount on Acclaim coins and recognition. As the game progresses there is great promise for there to be more added to this system as such Guild vs Guild fights, or entire house wars.
    Last edited by a moderator: Apr 1, 2009
  5. Equipment and Crafting

    As Acclaim likes to say "Dress to impress". Armor and weapons do absolutely nothing other than make you look like a complete bad ass, that is until you find sigils to place within your armor and weapons.

    Sigils put simply are gems, that add status modifiers such as increase damage done by 1% or increase healing by .5%, ect. In addition to sigils for your armor and weapons, there are also sigils that you can place within your spells and abilities. Considering this, it is safe to say that with all the different combination possible, no two characters will ever be the same.

    None, not in the traditional sense. Crafting consists of you receiving recipes from drops and quests, or making a recipe. To create a recipe you must be lucky enough to loot a broken item off of a killed mob. If you want to make the broken item you take it to the forge in which case you are then given a recipe. But of course you need resources for the crafted gear. Mostly, resources tend to come from drops as well, but there are also random resource nodes out there. The majority I have seen were mineral and metal nodes for mining, but there are also others such as gathering plants.
    Last edited by a moderator: Apr 1, 2009
  6. States and their role in PvP/PvE

    State Ranks
    When neutral and without effects, the State Bars are half filled they have a State Rank of zero. However, States can be increased or decreased by incurring positive and negative effects either through (your own) Skill use, Consumables or other effects.
    Incurring an effect makes the State Bar lose or gain a State Rank.
    Each State influences the following values:

    • Physique State affects Movement Speed
    • Morale State affects Damage Output
    • Concentration State affects Skill Deck rotation speed and character’s attack speed.

    Less State Rank than neutral lowers the State’s effect for the character. More State Rank heightens the State’s effect for your character.

    As stated, you may have abilities in your arsenal that effect one or more of the three states, mastering these abilities will make or break you in any pvp. As an example, my Blood Warrior really can't do jack shit without being close to the thing he is attacking whether player or npc. Fighting someone intelligent will result in my physique being drained very quickly and kept drained, allowing for me to be kited all over the place unless I do the same to my opponent. Obviously you yourself have abilities to counter the ones that may drain your physique, but nothing is permanent. I personally find that this adds a great

    Simply put, draining states of npcs will weaken them and let you have your way with them. Just like players though, npcs will also try to counter this, you may find yourself draining the npcs physique only to see that he is doing the same to you.
    Last edited by a moderator: Apr 1, 2009
  7. Character models




    My Character
    Last edited by a moderator: Apr 4, 2009
  8. World Screenshots

    to come
  9. this game is great! It would be awesome if more XoO members decided to start playing. Skill oriented PvPers unite!!!
  10. Jeb

    Jun 21, 2008
    Likes Received:

    XoO members section for the game. If you want to keep this public, a better spot for it would be the upcoming games chatter forum probably. (even though it's out, that forum was more or less made for a games chat area that also allowed non xoo members access.)
  11. Ty for the forums Jeb
  12. Powerdrunkfiend

    Jun 24, 2008
    Likes Received:
    Have they activated CC payment option yet?
  13. Atm you can buy the acclaim coins using a credit card and then use the coins to pay for the game. I believe they're are doing paypal soon or have already added paypal as well as payment by phone.

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