target="_blank"> style="font-style: italic;">The Chronicles of
players will start their adventures as one of three main archetypes:
Rogue, Spellcaster or Warrior. Upon reaching level 5, new Disciplines
become available for each archetype – think of these as
Spellborn’s version of subclasses. While each individual
Discipline will focus on a set of unique abilities and skills, elements
of the core archetype will remain throughout the leveling experience.
To help players new to the world of Spellborn with their initial
Discipline selections, we’ve put together a series of handy
guides detailing the strengths and unique abilities of each potential
path. We’ve also included a brief description of the first
few Bodyslots for each Discipline. The Bodyslots themselves will be
unique skills for each Discipline which can be used by a simple press
of the F1-F5 keys (depending on which slot you place the skill into).
This allows each Discipline to access certain skills or short duration
buffs that can be used independently of the Skill Deck, and in most
cases can be used outside of combat.
The second of Ten Ton Hammer’s Discipline guides for style="font-style: italic;">The Chronicles of
Spellborn focuses on the
Spellcaster archetype, highlighting its unique Disciplines; the
Ancestral Mage, Runemage and Void Seer!
of hidden knowledge, Spellcasters are experts in the art of controlling
time, space and the elements. Spellcasters are attuned to the primal
forces that roam the Deadspell Storm, enabling them to unleash
devastating magical powers on their opponents. Although close combat
might not be the Spellcasters’ strong suit, when these
masters of the arcane get the right distance between them and their
foes, there is nothing more lethal. From the spirit legions of the
Ancestral mage, the anti magic of the Void Seer to the pure explosive
power of the Runemage, a Spellcaster is best left in a good mood if one
values his life!
A modern offshoot of the Runemage, Ancestral Mages came into their own
as a unique Discipline through the close study of electrical
discharges. This led to the discovery of ways in which these discharges
could produce an ‘echo’ of certain creatures. By
locking these echoes into crystal cages, Ancestral Mages learned to
summon them in spirit form to do their bidding. Thus a new school of
elemental magic was born. While the Ancestral Mage continues to focus
upon researching ancestral magics, they also seek out new ways to
control their spirit companions.
Through the use of various Spirit Pets, Ancestral Mages can solo quite
effectively while still providing excellent offensive and buff support
Ability: Spirit Pets
from Spirit Shop Echotamer Ronick Lerastin
valign="undefined">Deals moderate damage. Medium
avatar. User Startable.
valign="undefined">Buffs magic resistance of party
members and casts minor heals.
Weak avatar. User Startable.
valign="undefined">Deals minor magic damage, slows
target. Meduim avatar.
are the oldest of the mage disciplines, having spent years developing
complex spells to discover the true source of power of the Vhelgar: the
Altar of the Undying. As with many other things, the magics of the
Runemage were thrown into a state of disarray after the Great Collapse.
Through great perseverance the Runemages continued to study elemental
magics, though ultimately only the raw, destructive force behind
elemental magic proved stable. Thus the modern Runemage was born
– a powerful, offensive Spellcaster dealing in the
destructive powers of the elements.
Runemages learn many skills that can be used against large groups of
enemies, making them an invaluable addition to any group situation
where a strong offense is preferred. Runemages also fare quite well in
solo situations thanks to their raw destructive power and overall
from Rune Shop Tattooist Bergo Thirindy
valign="undefined">Enhances damage spells. User
valign="undefined">Enhances state altering spells.
valign="undefined">Enhances healing spells. User
The Void Seer is the youngest of the three Spellcaster Disciplines,
formed by the followers of the Oracle. A group of mages known as the
Veridan discovered that among their ranks some were able to commune
directly with the Oracle, sensing its awareness and in doing so were
also able to view the tapestry of the Dreadspell Storm. These became
the first Void Seers – powerful mages able to siphon energy
from the tapestry, though not without a cost, as altering the tapestry
is straining on the Void Seer’s mind. To ease this bourdon,
the Void Seers carry crystal spheres, which allow them to enter a
trance-like state at a moment’s notice.
Void Seers are quite resilient thanks to an affinity for healing magic
which allows them great adaptability for either solo or group play.
Ability: Void Spheres
from Soul Shop Orb Weaver Bass Bumawn
valign="undefined">Deal more damage with your next 8
valign="undefined">On hit by Melee Attacks, gain
Infused [Melee] up to 8 times.
Infused [Melee]: Increases melee damage delt.
valign="undefined">Nullifies Infused [Melee] on
Infused [Melee]: Increases melee damage delt.
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