there are more permutations of race / class / profession than can be listed. Rogues can choose scouts, assassins, rangers. Warriors can choose various forms from barbarians to knightly types. Each have different spells and skills, different strengths. Examples of professions: a healer can choose at level ten to promote to Priest, Prelate, Confessor, Druid, Channeller, and I think a few others. Professions allow for varying skills in the same base class, varying abilities to wear armor, different spells, etc. There are about 30 different choices, limited only by certain racial restrictions and promotion prerequisites. Its always a good idea though to know the possibilities for promotion, as some professions boost your skills in different directions even in the same base class.īy "promotion" I mean this: at level 10 all characters MUST choose a profession. Fighters STR and CON, rogues CON and DEX and INT, all pretty straight forward. Casters need mana and intelligence, and hitpoints, if they can get them. all pretty much as usual for the RPG style. The attributes are varyingly important to each class. Intelligence (skill levels, spellcasting in some cases, mana), andĬharacters belong to one of four base classes: fighter, priest, mage, rogue. Strength (damage for str-based weapons, how much you can carry)ĭexterity (damage for speed-based weapons, defence and avoidance) Resting naturally restores all the meters, but leaves you more vulnerable.Īll characters are created with five different attributes. The addition of stamina adds a nice touch stamina is needed to run or fight or perform combat special moves without stamina you hit more slowly and cannot escape from the fight. Combat systems are pretty decent and the character's survivability is measured by the usual HP and Mana meter. Movement is click-to-move, not FPS style, which can take some adjusting to, but the interface is fully customisable. In terms of the gameplay itself, its quite a good interface and setup. so hunting generally brings in enough at proportionate levels of monster difficulty. Buying contracts for new types of NPCs, buying siege gear, everything. NPC guard forces to stock and defend your town need to be paid. Structures degrade without maintenance, which takes money. Joining a guild with a city, or making your own, is not difficult, but it is a fairly heavy commitment. Gear is not hard to obtain, but degrades in combat and takes major damage from deaths in either PVP or hunting, so cities are generally built near, or in defense of, territory which contains good sources of mobs and gold. Everything, from training your abilities to ranking up your city's NPC armor makers, takes gold. You build and staff cities, finance vendors and even create your own houses through cash taken in mob hunting (monsters) or looted from PVP victims. The world of Shadowbane revolves around taking, holding and conquering territory. Because its essentially guild vs guild, politics and alliances make up most of the challenge outside the actual combat. The highest character level is 60, but that takes less than a month with a little work to reach. First thing needed to know about this game is that your character is secondary to guild affiliation in this game.