Inactive Massively Multiplayer Online Games Codexery

The Chronicles of Spellborn

A post-apocalyptic MMORPG with a unique skilldeck system.

The Chronicles of Spellborn was a massively multiplayer online role-playing game set in a post-apocalyptic fantasy world. It was developed by Spellborn International and released on November 27, 2008, with distribution by Frogster Interactive, Mindscape, and Acclaim Games. The game utilized the Unreal Engine, featured a European Art style, and included contributions from Jesper Kyd, but was shut down in August 2010.

Quick Facts

Developer
Spellborn International
Publisher
  • Frogster Interactive
  • Mindscape
  • Acclaim Games
Engine
Unreal Engine 2
Released
November 27, 2008 (EU); April 23, 2009 (NA)
Genre
Massively multiplayer online role-playing
Modes
Multiplayer
Platforms
Windows
Composer
Jesper Kyd

Facts from the source article.

Gameplay

Spellborn featured conventional MMORPG gameplay where players control a character and explore the gameworld to gain experience points and advance in level. Quests were the most important part of gameplay, with about a thousand available; completing them was the primary way to earn experience points. Repeatedly killing enemies to gain levels was not practical. Ancestral Quests allowed players to take the role of a major character in the game's history to accomplish specific requirements, and completing certain ones was necessary to advance the character's story arc. The game used a first-person targeting system where players selected a skill and aimed at the opponent, and could combine two skills simultaneously. Players could choose between Humans and Daevis as races, which had no special advantages or flaws and could become all classes. At character creation, players selected one of three archetypes, which split into three classes each at level 5. The Skilldeck system limited the number of skills a player could use at any time from those learned. Some skills were class-unique, others shared. At maximum level, characters could learn skills of other archetypes by exploring certain locations. Armor and weapons provided no statistical improvements, serving only aesthetic purposes; players could change appearance by using different items with higher requirements. Gear could be enhanced with Sigils, which were interchangeable between items.

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