Section 2.0 – Creating Characters
2.1: Step One – Game World Selection
2.3: The Character Generation Screen
2.8: Step Seven – Traits and Talents
2.11: Entering the World of Shadowbane
3.4.1: Interacting with Objects
3.4.2: Interacting with Mobiles
3.4.3: Interacting with City Assets
3.5.1: Camera Movement Controls
3.5.2: Additional Camera Functions
3.6.2: Composing and Sending
Messages
3.6.3: Default Channels and Channel
Tags
3.7: Equipment and Treasure Management
3.7.1: The Inventory and Equipment
Windows
3.7.2: Limits on Equipment Ownership
Section 4.0 – Game Windows and Menus
4.7.6: The Pet Commands Window
4.9.1: Window and Menu Management
Section 5.0: Groups and Grouping
5.5: Benefits of Group Membership
5.5.1: Group Experience Bonuses
6.2: The Guild Creation Sequence
6.3.1: Basic Memebrship Bonuses
6.3.2: Preferred Membership Bonuses
6.4: Joining or Leaving a Guild
6.6.1: Guilds, Governments, and
Voting
6.6.2: Voting to Affect Guild Member
Status
6.7: Other Uses for Heraldry and Crests
6.7.2: Opening and Maintaining the
Heraldry List
6.9: Nations and Guild Alliances
6.9.1: Forming a Guild Alliance
6.9.2: The Sub-Guilds and Sovereigns
Menu
6.9.3: Benefits of Guild Alliance
6.9.4: Breaking Guild Alliances
6.9.5: Limits of Guild Alliances
7.4.1: Effects of Character Death
Section 8.0 – Character Development
8.1: Defining Character Progression
8.2.3: Skill Gains and Training
8.2.6: Advanced Character Options
8.3.1: Promoting Into a Profession
8.4.3: Discipline Descriptions
Section 9.0 – Skills and Powers
9.2.1: Identifying Powers and Spells
9.2.2: Using Powers and Spells
9.2.3: Improving Powers and Spells
Section 10.0 – Buildings and Building Management
10.4: Purchasing and Placing Buildings
10.4.1: Buying Buildings – Building
Deeds
10.4.3: The Building Placement
Window
10.4.4: Using the Building Placement
Window
10.5.1: The Building Control Panel
10.6: Shadowbane Building Types
10.7.1: Tradesman Characteristics
10.7.5: The Tradesman Control Panel
10.8: Tradesmen and Item Production
10.8.1: Managing Tradesman Services
10.8.2: Managing Tradesman
Production
10.8.3: The Tradesman Production
Window
10.8.4: Item Crafting and Completion
10.8.5: Manipulating Tradesman
Inventories
10.8.5: Item Production Sequence Recap:
10.9.1: The Condemn/Kill-on-Sight
(KOS) List
Section 11.0 – Cites and City Defense
11.2.1: Acquiring a Tree of Life
11.2.2: Placing a Tree of Life
11.2.5: Tree of Life Healing Pools
11.4: Minions and City Defense
11.4.1: Minion Characteristics
11.4.3: Minion Management and
Behavior:
11.5.1: Using the City Control Panel
for Minion Management
11.5.2: Using the City Control Panel
for Tree Healing
Section 12.0 – Cities and Sieges
12.2.1 Producing Siege Engines
12.3.1: Creating a Bane Circle
12.3.2: Bane Circle Effects and
Characteristics
12.4.1: Destroying a Tree of Life
Section 13.0 – In-Game Customer Support
Install Shadowbane onto the
hard drive of your computer by running the setup.exe program and following the
directions provided.
Double click on the Shadowbane patcher.exe icon to use the
patching utility and update your copy of the client. Once patching is finished,
click the “Play” button to proceed to the login screen. At the login screen,
you will be prompted for your login name and password, which have been supplied
with your copy of the game. These are case-sensitive, so copy them exactly.
If you’d like to save the
login name, select “Save Account Name.” Once this information has been entered,
click the right/forward-pointing arrow to proceed to the login screen, your
gateway to the world of Shadowbane.
The starting point of any Shadowbane playing session, the login
screen allows you to create and delete characters, and to begin play.
The right half of the
screen displays a column of five character slots – initially, these will simply
be blank fields (marked [EMPTY SLOT]) between two blank shields. Once a
character slot is occupied, the name of the character is listed in the slot,
along with their level, race and class. The shields on either side of the slot
will display that character’s Guild and Nation emblems (see Section 6.0 –
Guilds for more about Guilds and Nations). Clicking a character slot
selects it, highlighting the displayed information and displaying that
character in the center of the screen.
The left side of the screen
contains a column of four buttons:
q
New – This
begins the character creation process (see Section 2.0 – Creating Characters). The created
character will fill the currently selected character slot.
q
Play – This
logs you into the game server, beginning play with the currently selected
character.
q
Delete –
This empties a character slot, permanently deleting the character within it.
You will be prompted to confirm your decision. Deleted characters cannot be
recovered.
q
Quit – This
terminates the Shadowbane client,
returning you to your desktop.
Once you reach the login
screen, select an open character slot and click “New” to begin character
creation. If characters are available, click the desired character, then click
“Play” to begin.
Every character has a login
point, the place where the character’s avatar first appears when you log in to
the game. Initially, the character’s starting point is at a Safehold, a
non-player city built into one specific game world. You will choose your
character’s starting server world and their home Safehold during character
creation.
During the course of play
other buildings (Inns, for example) or objects (Trees of Life) can serve as new
or temporary starting locations. There is a distinction between where your
character begins play after logging out and where they can “respawn” after
death – some starting points are good for logins but not respawning. More
information about Inns and Trees of Life can be found in Section 10.0 – Buildings and Building
Management.
On the initial roster
screen, you will notice that five character “slots” are available (blank fields
bounded by a pair of shields). Initially, these will be blank. Once a character
is generated, the character’s name, race, level and class will appear in the
field. You can have a total of five active characters in the world of Shadowbane, although you may only play
one of them at a time.
To begin the character
creation process, click on any one of the character slots to highlight it. Then
click the “New” button at the left side of the screen.
As soon as you click the
“New” button, a menu of available game worlds will appear. For the purposes of
this test, choose (Aerynth). Once you have made a selection, click the
check-marked button at the bottom of the menu to approve your choice.
When prompted, enter the
character’s first and last names. Both names are required. Spaces are allowed within the last name only
(thus, “the Mighty” would be an acceptable last name). The maximum letter count
for each name (first and last) is 15 characters each, including spaces.
Once you have entered your
character’s name, click the forward arrow button to proceed to the character generation
screen. The button marked “x” will return you to the login screen.
This screen has seven
tables of buttons and fields, each pertaining to an aspect of your Shadowbane character. As you proceed
through the character generation process, your character’s model will appear in
the center of the screen. The choices you make will affect the model, giving
you a preview of how your character will look when you begin play. There are
two important features of the screen that you should keep track of during
character generation. They are:
q
Attribute Points: At the bottom of the right side of the screen is a field labeled
“Points.” This indicates how many character creation points you have to spend
on your character’s race, talents, and attributes.
q
Runestones:
At the lower left hand side of the screen, beside the “Traits” menu, you will
find your character’s runestone inventory. Most important aspects of characters
are defined by runestones: small, oval stones marked with an arcane glyph. Race
and class are signified in this way, and any innate Traits or Talents your
character possesses (purchased during character creation or earned later) will
also garner a runestone in this inventory. Over the course of gameplay, your character
will have the opportunity to acquire other runestones that can grant access to
various Classes, Professions, Disciplines, and Traits or Talents.
Although you may adjust any
of the items in the character generation process at any time, we recommend that
you proceed through the fields in the following order.
At this time you should
select a gender for the character by clicking the appropriate box. Male and
female characters are considered equal in the game system. Though there are no
gender-based modifications to attributes or powers, three races (Dwarves,
Half-Giants, and Minotaurs) and the Warlock class are not available as female
characters, and two classes (Fury and Huntress) are unavailable to male
characters.
Select the race you wish
your character to be by clicking in the appropriate field. Mousing over any of
the race names will display a brief description. Your character point total
will decrease based on the cost of the race you have chosen. Humans cost 0
points to play, for example, while Elves cost 25 points. These points are
reflected in different attribute maximums and bonuses to appropriate skills.
When you select your race,
three things will happen: the appropriate model will be displayed at the center
of the screen, your character’s attributes (in the upper right portion of the
screen) will be adjusted to the racial averages for that race, and a runestone
(a small colored oval) will appear in the runestones inventory at the bottom
left corner of the screen.
Here is a quick list of the
different races available to players of the Shadowbane beta test, along with a general note about how their
primary attributes are modified:
q
Aelfborn:
The sterile offspring of Human and Elf unions, these beings are distrusted by
both Man- and Elf-kind. They are often driven to madness by the nature of their
birth, and thus are marked with ritual tattoos to preserve their sanity.
Aelfborn are a little more agile and intelligent than Humans, and their ancestral
madness makes their starting Spirit attribute lower.
q
Aracoix: Fierce
avian humanoids from another world entirely, the Aracoix arrived in the world
of Shadowbane through the mysterious
runegates, and have waged war upon the other races of the world ever since.
Although they seem to lack any magical or spiritual aptitude, Aracoix have
matchless agility and make vicious opponents in battle. Their great wings give
them the ability to fly. These will be a
restricted race in the final game, but are presented here in the beta test for
anyone to play.
q
Centaurs:
Proud and strong fusions of horse and man, the Centaurs are the largest and
swiftest of the races of the world. They are fearsome opponents, with enormous
appetites for song, good food and drink, and a zest for life unequalled by any
others. They are stronger and far hardier than Humankind, but are less
dexterous or intelligent. They are the most spiritual-minded of all the races,
however. These will be a restricted race
in the final game, but are presented here in the beta test for anyone to play.
q
Dwarves:
Shaped from raw stone itself, the Dwarves were once the servants of Thurin and
the All-Father beneath the earth. They excel in the arts of carving stone,
forging steel, and building great halls and citadels. All Dwarves are male.
Because of their stony forms, they are stronger and far hardier than Humankind,
but are both physically a bit less dexterous and less intelligent.
q
Elves:
Onetime masters of the world, the Elves’ power was broken long ago, their empires
scattered and destroyed, yet they retain their arrogance. Immortal and inhuman,
they are outcasts, wanderers, and excel in the arts arcane. Less sturdy in
terms of both Strength and Constitution, they are significantly more agile and
more intelligent than Humans.
q
Half-Giants:
Mortal men born with a touch of the blood of Giant within them, these folk grow
to massive size – half again the height of a normal Human – and they are as
strong and hardy as they are tall. All Half-Giants are male. Their massive
strength and vast endurance is countered by the fact that their Intelligence,
Spirit, and Dexterity are less than that of average Humans.
q
Human: Most
common of the races in Shadowbane,
Humans are the children of the All-Father and believe that they are the
rightful inheritors of the world. They are the most adaptable and versatile of
races. Human racial traits are the average by which all of the other races are
judged. Humans begin with no significant strengths or weaknesses in their
physical, mental, and spiritual attributes.
q
Irekei:
Strange crimson-skinned inhabitants of the mighty deserts, the Irekei are
fearsome raiders and nomads. They are famous for their contempt for other
races, and react violently to the suggestion that they are related to Elves in
some distant past. In terms of their beginning attributes, they are similar to
Aelfborn, yet are more agile, which is balanced by additional weakness to their
spirituality.
q
Minotaurs:
Half-man, half-bull, the Minotaurs are the product of a sorcerous experiments
by Elves upon Humans. In past ages the slow-witted but powerful creatures were
used for labor and as shock troops. Free now, they are fearsome warriors. All
Minotaurs are male. They are monolithically strong, even greater than
Half-Giants, and their constitution is a thing of legend. Regrettably, they are
generally clumsier, less intelligent, and far less spiritual than other races. These will be a restricted race in the final
game, but are presented here in the beta test for anyone to play.
q
Shades:
Damned souls, or a bizarre form of living dead, Shades are cursed by all, and
feared by most. Pale and cold, with coal-black eyes, Shades are thought to
bring ill luck to those they meet. Somewhat weaker than Humans, but much more
dexterous, the Shade is also a bit more intelligent than Humankind. However,
they are virtually soulless, and they rarely have high Spirit attributes.
For more information about
each race, along with their culture and history, read the appropriate section
of our web site at http://shadowbane.ubisoft.com/gameinfo/races.html.
Select a class for your
character by clicking the appropriate class name. Remember that not all classes
are available to each race or gender. Mousing over each choice will display a
short description of the class and its benefits.
As with race, choosing a
base class for your character will modify the character’s attributes and skill
ratings. Skills and skill levels are not displayed in this window, but the
information will be available to you once your character has been created.
Modifiers to starting primary attributes and skill benefits from race and class
are cumulative, with maximum values defined by race. Traits and Talents are
described in Section
2.8: Step Seven – Traits and Talents.
When you select your class,
the character model display will be outfitted with a basic equipment kit based
on your choice, and another runestone will appear in your character’s Runestone
Inventory. As your character grows in wealth and experience, they will be able
to afford new equipment, and will begin to look more distinct. Note that not
all classes are available to every race.
A short description of each
class follows.
q
Fighter –
The most direct of the classes, these individuals are concerned with honing
skills both practical and deadly. They are skilled in using most weapons, and
have a wide range of tricks and battle-powers that make them deadly foes.
Races: Any
q
Healer –
Drawing miraculous powers from their faith in one of the many Gods, these
priests are blessed with many beneficial powers. They can aid the ailing and
the dying, and can bring the wrath of their deity down upon their foes.
Races: Aelfborn, Centaur, Dwarf, Elf, Human
q
Mage – “Pure”
spell-casters, Mages represent the most intellectual aspect of magic use, with
their powers drawn from magic formulae, incantations, and enchantments. A
Mage’s spells are useful for both defense and attack.
Races: Aelfborn, Elf, Human, Irekei, Shade
q
Rogue –
Stealthy and unscrupulous, these characters excel at arts of stealth and
dishonorable combat. They look out for themselves, and are usually trying to
figure out how to get wealth without fighting or working for it.
Races: Aelfborn, Aracoix, Elf, Human, Irekei, Shade
Mousing over each class
rune will display a listing of both attribute and skill modifiers gained by
choosing the appropriate class, as well as a list of the starting equipment for
that class. (NOTE: implementation of this feature is not yet complete, and will
continue over the course of testing) These are not all of the skills and powers
a character can gain over the course of play, merely those your character
begins with. For more information about character development, skills, and powers,
see Section
8.0 – Character Development and Section 9.0 – Skills and Powers.
The following chart shows
the base classes and professions open to each race:
|
Races |
Base Classes Available |
Professions Available
|
|
Aelfborn |
Fighter, Healer, Mage, Rogue |
Assassin, Barbarian, Bard, Channeler, Crusader,
Druid, Fury (female only), Huntress (female only), Prelate, Priest, Ranger,
Scout, Thief, Warlock (male only), Warrior, Wizard |
|
Aracoix |
Fighter, Rogue |
Barbarian, Ranger, Scout, Thief, Warrior |
|
Centaur |
Fighter, Healer |
Barbarian, Bard, Channeler, Crusader, Druid,
Prelate, Priest, Ranger, Warrior |
|
Dwarf |
Fighter, Healer |
Crusader, Prelate, Priest, Warrior |
|
Elf |
Fighter, Healer, Mage, Rogue |
Assassin, Bard, Channeler, Crusader, Druid, Fury
(female only), Huntress (female only), Prelate, Priest, Ranger, Scout, Thief,
Warrior, Wizard |
|
Half-Giant |
Fighter |
Barbarian, Crusader, Ranger, Templar, Warrior |
|
Human |
Fighter, Healer, Mage, Rogue |
Assassin, Barbarian, Bard, Channeler, Confessor,
Crusader, Druid, Fury (female only), Huntress (female only), Prelate, Priest,
Ranger, Scout, Templar, Thief, Warlock (male only), Warrior, Wizard |
|
Irekei |
Fighter, Mage, Rogue |
Assassin, Bard, Channeler, Fury, Scout, Thief,
Warrior, Wizard |
|
Minotaur |
Fighter |
Barbarian, Ranger, Warrior |
|
Shade |
Fighter, Mage, Rogue |
Assassin, Bard, Scout, Thief, Warlock (male only),
Warrior, Wizard |
If you’d like to know more about each class, visit our website at http://shadowbane.ubisoft.com/gameinfo/classes/index.shtml for further information.
As you select your
character’s race, the average primary attributes for that race (Strength,
Dexterity, Intelligence, Constitution, and Spirit) will automatically appear in
the Attributes window on the upper right hand side of the screen. Your choice
of race and class will adjust these values, so be sure to pay attention to them
as you make your choices.
You can also adjust each
primary attribute by spending character points. Adjacent to each attribute you
will find a “+” and “-” button. Clicking on these buttons will either raise or
lower that attribute by one point per click. Each point added to an attribute
costs one character point, while lowering an attribute adds points to the
available total. You can use your cursor arrow for a mouseover of each
attribute’s maximum value, which is the highest amount your character can
attain in that attribute without additional runes (such as from Traits and
Talents, below).
Here are the five primary
attributes:
q
Strength (STR) – A character’s physical strength and brawn. Stronger characters do more
damage in combat, and can carry heavier loads. If you want your character to do
a lot of damage when you hit, you should concentrate on Strength above all
else. Many weapons and armors require a minimum Strength to equip, and
additionally, Strength governs how much weight (or encumbrance) your character
can carry.
q
Dexterity (DEX) – This attribute measures raw speed, agility, and general coordination.
Characters with high Dexterity will hit their foes more often in combat, and
are better at dodging incoming blows. Though this is best for sneaky and fast
types like Thieves, any class will benefit from a high Dexterity because basic
Attack and Defense values are based on this attribute. Some weapons require a
minimum Dexterity attribute as well.
q
Constitution (CON) – A measure of toughness, resilience, and fortitude, a high Constitution
ensures that a character can endure more punishment before dying. Your
character’s initial Health and Stamina are based on Constitution; so slighting
this attribute means that your character is more likely to be killed in combat,
or might run out of energy while running or fighting.
q
Intelligence (INT) – The Intelligence attribute covers reasoning, memory,
and education. A high Intelligence attribute will mean quicker skill
advancement for that character, and allows characters to learn skills at higher
levels (or the various skill masteries). This attribute is a must for
spell-users, though it is useful for all types of characters.
q
Spirit (SPI) –
Spirit defines how attuned a character is to the inner workings of the
universe. A high rating indicates acute sensitivity to divine or supernatural
influences, making Spirit an essential attribute for magic users of all sorts,
as it directly affects a character’s initial Mana score.
The secondary attributes of
Health, Mana, and Stamina are also provided on the character display. You
cannot affect these directly – they are derived from the five primary
attributes, and can be modified by Trait and Talent runes (described below), or
by increasing the base attribute (each level, you will gain some new attribute
points to spend). The derived secondary attributes are described fully below:
q Health – This total is a measure of the amount of damage you can endure before death. The more of these your character has, the better. This attribute is based off your character’s starting Constitution score and character class. Each character class gets a specific amount of Health points per level.
q
Mana – This
indicates the amount of magical energy your character can manifest before
needing to meditate and recharge. As spells get more powerful, so does the Mana
cost. This is based initially from the character’s initial Spirit score.
Magic-using character types gain a lot of Mana as they increase in level, while
warriors gain very little (if any).
q
Stamina –
This represents the amount of physical effort your character can expend
running, fighting, or using powers which require some level energy. Non-magical
powers often use Stamina rather than Mana. This attribute is based on your
character’s starting Constitution, and increases slightly as your character
progresses in level.
At this time, you might
wish to consult Section 8.3: Professions and choose a
character Profession you will eventually want your character to promote to.
This could affect your initial character Class selections, as well as how you
spend your initial characteristic points and what initial Traits or Talents you
select (see Section 2.8: Step Seven - Traits and Talents).
This small amount of planning might help ensure that you do not slight your
character in some attribute (for example, reducing a Fighter’s Spirit to the
minimum if you intend for the character to progress to be a Warlock, a class
which will need some Mana – which is based on Spirit). However, each level a
character gains means that they will be awarded some new attribute points to
spend, so you will have plenty of opportunity to increase a weak attribute
later.
If you have any character creation points remaining in the field beneath the character display model, you can spend them to purchase Traits and Talents. These are unique quirks that improve your character’s potential in various ways and also help define your character’s background. To access the list of available Traits and Talents, click on the “Traits” window next to the runestone inventory.
Once the menu is open,
select the Traits and Talents you want for your character by clicking on the
desired item. You can scroll through the menu using the slider control.
Clicking on a rune on it will highlight its name. Selecting the rune purchases
it: the rune will appear below in your runestone inventory, next to the runes
you’ve selected for race and class. You are limited to the purchase of ten
Talents or Traits during character creation, although the finite number
Note that some Traits and
Talents have race, gender, class, or attribute prerequisites: any Trait or
Talent your character is not eligible for will appear with a red border.
Mousing over each Trait or Talent item will display a description of the
benefits it confers to your player. There are many of these to choose from, and
the effects are cumulative in most cases. For example, you can take more than
one Trait or Talent that raises your maximum in a particular attribute, making
your character’s potential for that attribute quite high.
Trait and Talent runestones
can provide a number of effects, including increases to attribute maximums;
bonuses to secondary attributes; bonuses to certain attributes at the expense
of other attribute maximums; or even increased proficiencies with a specific
type of skill or general weapon class. Some Traits and Talents support each
other, while others can cancel each other out, so be careful when picking them.
If you don’t want a
particular Trait or Talent you’ve selected, just click on it again in the Trait
and Talent menu, which will make it disappear from your runestone inventory.
Once your character’s race
and gender have been selected, you can customize their appearance using the
controls directly under the attribute window on the right side of the screen.
Five options are available: Skin Tone, Hair Style, Hair Color, Facial Hair
Style, Facial Hair Color, and Kit. Adjust any of these features by clicking the
arrow button on either side of each feature. Each click will move through a
range of options based on your character’s race and gender. Kit changes your
character’s starting equipment – if you’ve purchased a Trait that grants sword
skill, switching to a kit equipped with a sword will give your character a head
start in play.
Some races cannot have
beards, some can have only certain hairstyles, and others have a limited range
of skin tones. For example, Elves cannot have beards, while Shades cannot have
hair or beards. It is not necessary to have matching hair or beard styles or
colors, or to even have any hair at all. Also, for Aracoix, Centaurs, and
Minotaurs, the feature buttons reflect different options more specific to the
race. Skin Tone for Aracoix means different feather patterns and colors, and
Facial Hair Style and Facial Hair Color change the shape and color of their
beak. Centaurs have a variety of coat and skin colors for Skin Tone, Minotaurs
have no hairstyle selections – the Hair Style option adjusts the shape of their
horns.
Once all of your selections
have been made, make sure you have spent all of your character points. To
change any item, simply click on what you want the new choice to be. To go back
and revise your character’s name, click Cancel, but if you do so, all the
choices you made in the Character Generation screen will be lost.
Once you are finished with
your character, press the “Finish” button at the bottom right. Any unspent
character points are merely stored and can be applied to primary attributes at
any time.
Once you have clicked
Finish, you will return to the opening character slot screen (also called the
Roster screen), where your new character’s name will now be displayed in one of
the five character slots.
You can create other
characters by highlighting a new slot and clicking “New,” or you can eliminate
unwanted characters and free up their slots by highlighting a character slot
and clicking “Delete.”
Once you have a character
ready, it’s time to play. To begin, highlight the name of the character you
just created and click “Play” at the bottom of the screen. A menu will appear,
displaying a list of starting city Safeholds on the game world you chose in
Step One of character creation. The lower part of the window displays a list of
Safehold names and emblems, while the information fields at the top provide the
name of the city’s ruling Guild and its type of government. Look over your
options and pick the city that appeals to you most. Click the city’s name to
select it, and then click the “Submit” button at the bottom of the menu to
proceed.
In this testing cycle,
there is only one initial Safehold to choose from – King’s Cross. King’s Cross
is a lower-level area, designed to support characters of any class until they
reach Rank 2 (20th level), with easy proximity to several adventuring zones.
If you do not want to start
at a Safehold, click the Player Cities button on the City Selection Window – it
will open a list of player-built cities that have been designated “open”
(allowing new players to begin play there). Note that these cities are NOT
Safeholds – player vs. player combat is perfectly legal in them, and these
cities may be built in areas that are too difficult for a beginning character
to compete in.
When first getting started,
we recommend your character begin play at King’s Cross. Note that new game
worlds and Safeholds may appear as this beta phase progresses. More information
about the beta game world can be found in Section
13.0 – The World of Shadowbane.
Welcome to the world of Shadowbane! Be patient while the world
loads, otherwise things will look a little strange and all the buildings and
characters might not be loaded yet. One way to tell when the world is through
loading is by looking at a small bracket at the bottom center of the screen,
next to another bracket containing “[Playing]”. The number in the bracket is
how many objects (characters, landscape, buildings, etc.) are still loading. Don’t move until the number reaches [0].
As you move around the world later, you will notice items loading and this
number jumping. You can move at these times, but in the beginning, it’s best to
wait until everything is loaded and the number is [0].
Now that you’re here, the
following sections will describe how you can use your mouse and keyboard to
interact with the virtual world around you. Descriptions of all game menus and
windows can be found in Section 4.0 – Game Windows
and Menus. Information about manipulating and customizing game menus
can be found in Section 4.9:
Interface Customization.
Most of your character’s basic interaction with the game world will be driven by the mouse.
Left-Click:
q
selects the object you
click upon. This selected object will serve as the target for any attacks, spells,
or actions your character initiates. Additionally, selecting a character, NPC,
or mobile causes their name to appear on the Selection Window, along with
additional information, as described in Section
4.1.1: The Selection Window.
q
activates the function
associated with any button.
Double Left-Click:
q
executes the applicable
interactive action for the object double-clicked:
·
Attacks the target if
your character is in Combat Mode (see Section 7.0:
Combat)
·
Opens a door or
container
·
Opens the Vendor Window
of a shopkeeper or Trainer (see Section 3.7.4:
the Vendor Window)
·
Opens the Hireling
Management Window of any Hireling or Vendor your character owns (see Section 10.7.5: the Tradesman Control Panel)
·
Opens the Loot Inventory
of a corpse (see Section 3.7.5: the Loot Window)
·
Opens the Building
Management Window of a building your character owns (see Section 10.5.1: The Building Control Panel)
·
Displays the Building
Information Window of a Building your character does not own.
·
Gets an object that can
be owned or carried (see Section 3.4.1,
Interacting With Objects)
Control+Left-Click:
q
Opens the context
sensitive menu for the object clicked. See Section 3.4.1: Interacting With Objects,
3.4.2: Interacting With Mobiles,
or Section 4.9.2: Customizing
Windows for more information, as applicable.
Shift+Left Click:
q
Allows dragged movement
of a window or custom-placed button (see Section
4.9.1: Window and Menu Management, and Section 4.9.3: Button Customization
for more details.
Mouse Wheel Roll Up or Down (if available):
q Zooms game camera in or out. See Section 3.5.1: Camera Movement Controls for more information.
Center Button (or Mouse
Wheel) Click and Hold (if available):
q
Activates mouse look
camera control. See Section 3.5.2:
Additional Camera Functions for more information.
Right-Click:
q Selects the point clicked upon as the movement destination of your character. See Section 3.3: Movement, for details.
Many game functions can
also be accessed through keyboard commands. A list of keyboard-based commands
follows. Many of these commands double the function of a button in the game
interface, while others deal with movement. These commands are the default
hotkeys for the Shadowbane
interface. To set your own custom hotkeys, see Section 4.9.4:
Hotkeys.
|
Key |
Function |
|
A |
Attack selected target (and toggle to Combat Mode, if
needed) |
|
C |
Toggle Combat Mode on/off |
|
D |
Drop selected object |
|
E |
Open Equipment Window |
|
F |
Interact with selected object (same as double left-click) |
|
G |
Get (pick up) selected object |
|
I |
Open Inventory Window |
|
K |
Open Skills Window |
|
M |
Toggle Mouse Look on/off |
|
Control + M |
Minimize (close) all open windows and menus |
|
N |
Toggle Show Names on/off |
|
Control + N |
Toggle Show Crests on/off |
|
O |
Open selected object |
|
P |
Open Powers Window |
|
Control + P |
Take a screenshot |
|
Control + R |
Reply to last Tell received (successive) |
|
T |
Begin a Tell communication |
|
U |
Use selected item |
|
Control + U |
Toggle Run Mode on/off |
|
W |
Open Who Window |
|
Z |
Toggle Sitting on or off |
|
End |
Select self as target |
|
Home |
Select next mobile as target |
|
Insert |
Select next character as target |
|
Right arrow |
Rotate character facing right |
|
Left arrow |
Rotate character facing left |
|
Page Up |
Climb one altitude level if flying |
|
Page Down |
Dive one altitude level if flying |
|
4 (Keypad) |
Rotate camera left |
|
6 (Keypad) |
Rotate camera right |
|
8 (Keypad) |
Rotate camera up |
|
2 (Keypad) |
Rotate camera down |
|
Plus (Keypad) |
Zoom camera in |
|
Minus (Keypad) |
Zoom camera out |
|
Alt (held) |
Activate mouse look camera movement |
|
Tab |
Move to next field in a menu |
|
Shift+Tab |
Move to previous field in a menu |
|
Shift+Up arrow |
Move up one item on an open list |
|
Shift+Down arrow |
Move down one item on an open list |
|
F8 |
Previous Chat window |
|
F9 |
Next Chat window |
|
F1 |
Open Help window |
|
/ (forward slash) |
Begin command string input in a Chat Window |
|
Escape |
Open the Command Bar |
|
Return/Enter |
Enter Chat Mode |
|
Delete |
Junk selected object |
Getting your character from
one place to another is a vital part of game play. Shadowbane offers several
movement options.
q
Normal Movement – In combat or non-combat mode, right-click at any point on the ground to
mark that point as a movement destination. As soon as you click, your character
will begin moving toward the destination. To run, click the Run Button on the
Status Window or hit Control+U. Your character’s speed and the amount of
stamina expended while moving varies greatly based on whether they are running
or walking, or in combat or non-combat mode.
q
Map-Based Movement – On long journeys, you can use the Local Map window to move your
character directly to faraway destinations. Right click at any point in the map
display to set it is your character’s destination. See Section 4.8.4: Local Map for more
information.
q
Flight –
Aracoix characters, and users of some spells and items, can fly. If your
character is capable of flight, two flight buttons will appear at the top
center edge of your Status Window: they’ll look like an up and down arrow
bracketed by a pair of wings. Press the “Up” button (or hotkey [Page Up]) to
take off and rise one altitude level (about 10’) above the ground. Clicking the
button additional times will cause your character to climb to higher altitudes.
Clicking the “Down” button (hotkey [Page Down]) will cause your character to
descend one altitude level (or land if they are only one level off the ground).
To move laterally, simply right-click on the ground – your character will fly
over that spot as if they were walking or running.
A flying character cannot enter combat mode, and may be unable to use some powers while in flight. Flying characters can be targeted by grounded characters or mobiles with missile weapons or ranged spells. Flying characters that run out of stamina or flight power duration will descend to the ground immediately. Finally, flying characters can land on wall tops and balconies, but not necessarily on roofs. As a general rule, if an ordinary character could walk there, a flying character can land there.
q Swimming – Entering a body of water deeper than your character is tall will automatically switch them from walking or running movement to swimming. Two altitude buttons will appear at the top center edge of your Status Window: they’ll look like an up and down arrow bracketed by a pair of wings. Press the “Up” button (or hotkey [Page Up]) to swim up one altitude level (about 10’). Clicking the button additional times will cause your character to swim toward the surface. Clicking the “Down” button (hotkey [Page Down]) will cause your character to descend one depth level. To move laterally, simply right-click on the ground – your character will swim over that spot as if they were walking or running. A swimming character cannot enter combat mode, and may be unable to use some powers while in the water. Swimming characters that run out of stamina or flight power duration will begin to suffer health damage as they begin to drown – too long of a swim can doom a character.
Your character can interact
with nearly every mobile or object they encounter in the world of Shadowbane by
using the specialized commands available in Context Sensitive Menus. To open a
context sensitive menu, Control+left-click an object, mobile, or game window.
Depending on the type of object you’ve selected, a range of options will
appear.
Left clicking on an object
will select that object. The name of the object will appear in description
field of the Selection Window, along with a red indicator showing the object’s
durability. In addition, Control+left-click opens an object interaction menu,
displaying the following commands:
q
Get –
Clicking this action will move an item from the game world into your
character’s inventory. Double-clicking an item has the same effect. Hotkey: G
q
Use –
Clicking this option immediately makes your character attempt to use the
selected item. Trying to use objects that are not actually equipment or devices
of some kind is usually futile. Hotkey:
U
q
Equip – This
option will immediately transfer an object from your character’s inventory to
an appropriate equipment slot on the equipment screen (see Section 4.6.3: The Equipment Window).
This option only appears if the selected item is in your character’s inventory.
q
Unequip – This
option will immediately transfer an object from one of your character’s
equipment slots to your character’s inventory (see Section 4.6.3: The Equipment Window).
This option only appears if your character has the selected item equipped.
q
Open – This
action will immediately attempt to open whatever object is currently selected.
Only doors and containers can be affected. Hotkey:
O
q
Destroy –
This action destroys the selected item. You will be asked to confirm that you
want to destroy the item. Once an item is destroyed, it is removed from the
game world forever.
Some objects are designated as “stackable” –a single icon in the game interface might represent a number of identical small things grouped together. Gold pieces are the most common example, though there are others. Every time you seek to manipulate a collection of stacked objects, you will be prompted to select how many of them you wish to manipulate.
Left-clicking on a mobile
or other character selects that character, and their name (if displayed on
screen) will turn yellow for easier identification. Double clicking a mobile or
character while your character is in combat mode will immediately initiate
combat. See Section 7.2.1 – Combat Mode
for more details.
When selected, the mobile’s name appears in the description field of the Selection Window, along with a line of Rank icons (if the mobile is Rank 1 or higher). These icons display the mobile’s class, with a number equal to the tens digit of that mobile’s level.
Control+left-clicking on a
mobile or character will immediately open a Mobile Interaction menu, and will
also identify that mobile in the Selection Window. The Mobile Interaction menu
has the following options:
|
Option |
Mobile |
Effect
|
|
Attack |
Player/Non-Player (any) |
Initiates combat with selected target |
|
Loot |
Player/Non-Player Corpse |
Opens the corpse’s looting window |
|
Trade |
Player |
Opens trading window (see below) |
|
Guild Info |
Player |
Displays target’s Guild information |
|
Invite to Group |
Player |
Invites target to join your Group |
|
Invite to Guild |
Player |
Invites target to join your Guild |
|
Hail |
Non-Player |
Prompts a brief verbal message |
|
Shop |
Non-Player Vendor |
Opens Vendor Window |
|
Train |
Non-Player Trainer |
Opens Training Window |
|
Promote Class |
Non-Player Trainer |
Opens Promotion Window |
|
Promote Discipline |
Non-Player Trainer |
Opens Promotion Window |
|
Bank |
Non-Player Banker |
Opens Banking Window |
Instead of
Control+left-clicking a vendor and selecting “Shop,” double clicking an NPC
vendor will open the shopping widow directly.
The display color of a
selected mobile also gives an indication of the relative prowess of the mobile
compared to you. See Section 7.1.3: Considering Your Foe
for more information.
Left clicking on any City
Asset (building, wall, Tree of Life, or other structure) will select that
object. The name of the object will appear in description field of the
Selection Window, along with a red indicator showing the object’s durability
and the Guild and Nation crests of the asset’s owner. In addition,
Control+left-click opens an asset interaction menu, displaying the following
commands:
q
Manage – this option only appears if your character is the
owner of the asset, or has been granted management privileges over the asset.
Selecting it opens the Asset control panel, described in Section 10.5.1.
q
Claim – this option only appears if the selected asset has no
current owner. Selecting it immediately grants your character full ownership
over the asset. See Section 10.5.1
for more details.
q
Abandon – this option only appears if your character owns the
selected asset. Selecting it immediately renounces your claim to the asset,
leaving it open to the first character who claims it. See Section 10.5.1 for more details.
q
City Command – this option opens the City Control Panel, as
described in Section 11.5.
You can learn more about
Buildings and City assets in Section 10.0 –
Buildings and Building Management. See Section
11.5 for a detailed description of the City Control Panel.
A clear field of vision is
essential in battle, and Shadowbane offers
players a high degree of camera control. Many other games feature an
exclusively first-person view, but Shadowbane’s
emphasis on group conflicts and mass warfare makes an exclusive character’s eye
view impractical. The in-game “camera” that regulates your view of Shadowbane comes with a highly flexible
set of controls and commands.
The game camera will always
be pointed directly at your character, but which side of you it shows is
entirely up to you. The game camera can be rotated through any horizontal or
vertical axis, allowing you to view your character from head on, behind (often
the easiest for travel and combat), profile, and even from on high or down low.
You can also set the camera’s distance from the character, pulling in for tight
details or zooming out to take in more of the landscape. Remember that the
farther out you zoom, the more objects come into your field of view, and the
more your computer has to work to render them. The amount of landscape
displayed around your character can have a definite impact on game performance.
Various keyboard commands
can move the camera, and the Camera Controls menu (accessed through Settings in
the Command Bar) offers buttons that serve the same purpose. Finally,
positioning the mouse cursor at a screen edge will also move the camera. A
complete guide to camera control appears in the table below.
|
Camera Move |
Keyboard Command |
Control Button |
Cursor Position |
|
Rotate left |
4 (keypad) |
Camera Left |
Left edge |
|
Rotate right |
6 (keypad) |
Camera Right |
Right edge |
|
Rotate up |
8 (keypad) |
Camera Up |
Top edge |
|
Rotate down |
2 (keypad) |
Camera Down |
Lower edge |
|
Zoom in |
Plus (“+”) |
Zoom In |
Mouse wheel up |
|
Zoom out |
Minus (“-“) |
Zoom Out |
Mouse wheel down |
Two other options appear on
the Camera Controls menu (accessed through the Setting option on the Command
Bar):
q
Auto-track –
This command will “lock” the camera’s position relative to your character when
the command is clicked. Once set, if your character turns or changes direction
the camera will automatically rotate to keep the set angle on your character.
If you change the camera’s position manually after auto tracking is toggled on,
the new camera position will become the default locked position.
q
Reverse Panning – Clicking this control reverses the direction of all camera rotation
controls, without changing the command itself. Thus, pressing and holding 6 on
the keypad will actually spin the camera counterclockwise. To turn reverse
panning off, toggle the setting again.
The
Shadowbane game camera can also be placed in Mouse Look mode, offering players
a high degree of control and response. While in Mouse Look mode, moving the
mouse will pan and tilt the camera, allowing for rapid changes in POV. There
are three ways to activate Mouse Look:
q Mouse Wheel – If your mouse has a
center button or mouse wheel, hold that button down to engage Mouse Look – the
camera will follow mouse movement as long as the button is held.
q Keyboard
Command –
Hold down the Alt key to switch to Mouse Look mode – the camera will stay in
Mouse Look as long as the key is depressed
q Keyboard
Toggle – Press
the M key to toggle mouse look on or off.
Shadowbane
is a massively multiplayer game, so you will find yourself sharing the virtual
landscape with hundreds, perhaps even thousands of other players. Communication
with friends and enemies is an essential and integral part of the Shadowbane experience. Like every other
aspect of the interface and gameplay, Shadowbane
allows you to customize its communication settings to best fit your style of
play.
The Chat window (as
introduced and described in Section 4.2)
is the key to communication in Shadowbane.
The default screen configuration contains two Chat windows, but you can open
additional Chat windows by clicking the Chat Window option on the Command Bar
(as described in Section 4.2: Chat Windows). You can resize,
move, and adjust the transparency of Chat windows as described in Section
4.9.2: Window Customization. You can have up to 16 chat windows open on
your screen at the same time.
You must enter Chat Mode
before you can compose or send a message, otherwise keystrokes will be
interpreted as keyboard or hot-keyed commands. To enter Chat Mode, either
left-click on the command line of any Chat Window or simply hit the
Enter/Return key. Either option will place a cursor on the Chat Window command
line. While in Chat Mode, any simple keyboard commands or custom hotkeys (that
is, key commands that do not use Shift, Control, or Alt) are disabled.
Once in Chat Mode, type the
message you want to send out, and hit [Enter/Return] to send it. The second
Enter/Return brings you out of Chat Mode back to normal play. Any message you
send from a chat window will be broadcast into the game at large on a specific
channel, which determines who will receive it. There are 11 channels to choose
from – each will be described in detail below. If you want to send a message on
a different channel, be sure to include the proper channel tag at the beginning
of the message. See Section 3.6.3:
Default Channels and Channel Tags, for more information.
Every Chat window has a
default communication channel – messages typed on the command line are
automatically sent out on the default channel, with no special modifications
required. You can set a different default channel for each Chat window, as
described below.
Each channel has a special
prefix, usually a slash (/) followed by the channel’s name (the tag for the
Guild channel is </guild>, for example). Remember, messages without a tag
will automatically be sent on that chat window’s default channel.
Example: A player has a chat window configured with the Group channel as its default. If they type the message <Now! Kill them all!> and hit return, it would immediately be received by all his Group mates. To send the same message to his Guild mates using the same window, the player would have to type
</guild Now! Kill them all!>.
To customize your
communication settings for a given Chat window, control+left-click on that
window. The standard Window Options menu will open, although a few new options
appear:
q
Channels –
This opens a menu listing all communications channels, allowing you to choose
the channels that the selected chat window will receive and display. To enable
a channel, click the round silver button next to the channel name. A
description of each channel can be found below.
q
Channel Colors – This button allows you to modify the display color for that channel,
as described in Section 3.6.6: Color Coding
Channels.
q
Default Channel – This button opens a list of the 11 communications channels. The current
default channel is marked with a silver circle containing an “x.” To select a
new default channel for the selected Chat window, click the desired channel.
|
Name |
Tag |
Received By
|
|
Leader |
/leader |
All Guild Leaders of sender’s Nation |
|
Shout |
/shout |
Everyone in a large area (use costs stamina) |
|
Guild |
/guild |
All members of the sender’s Guild |
|
Inner Council |
/ic |
Inner Council members of sender’s Guild |
|
Group /group |
/group |
All members of sender’s Group |
|
City-State |
/city |
All within a radius of a local city |
|
Say |
/say |
All within a close area (text appears over sender’s head) |
|
Emote |
/em |
All within a close area |
|
Tell |
/tell <receiver name> |
Character named as receiver |
Other channels exist, but
player messages cannot be sent or received on them.
Selecting the Channel
Colors option after right clicking a Chat window opens a window containing a
list of all available communications channels. Click on the channel you wish to
alter to open the color modification window. The color modification window is
divided into two areas – one sets the color for all messages received on that
channel, the other sets the display color of the name of message senders. Each
section title is displayed in the default color for that channel. Below the
channel and name labels are three slider bars: one for red, one for green, and
one for blue.
To set the color, adjust
the color sliders as you wish: the “name” and “channel” tags will change color
in real time as you move the sliders. When you have reached the desired color,
click the “Confirm” button to make the change. “Abort” closes the window,
disregarding any color adjustments.
If you are using several
different Chat Windows with different default channels (a Guild window vs. a
Group window, for example), use the F8 and F9 keys to toggle your cursor to the
command line of the previous or next Chat Window.
Typing T automatically
begins a “/tell” communication on the currently active Chat Window. Tells to
specific characters can be hotkeyed by creating a macro, as described in Section 4.9.4: Hotkeys.
Control+R begins a reply to
the last character that sent a Tell to your character. Hitting Control+R a
second time will begin a reply to the next most previous Tell, etc.
Though your character’s
level, skills, and powers provide the ultimate measure of how effective they
are in battle, equipment also plays a very important role. The following
section explains how you can utilize, hold, store, and acquire your character’s
equipment in the game interface.
In all of the following
windows and menus, you can mouse over an object to display a brief description
of the object’s name and properties. All objects can be manipulated and
interacted with as described in Section 3.4.1: Interacting With Objects.
As described in Section 4.6.2:
the Inventory Window and 4.6.3: the
Equipment Window, these 2 windows display every object your character
is wearing, holding, or otherwise keeping on their person. You can open or
close the Inventory and Command windows by selecting the Character Info button
on the Command Bar and then clicking the appropriate button, or by hitting the
‘I’ or ‘E’ key (for Inventory and Equipment, respectively).
Objects can be transferred
between the Inventory and equipment menus by double-left clicking them,
clicking and dragging the items from one window to another, or by
Control+left-clicking the item and selecting the appropriate option on the
context menu (see Section 3.4.1:
Interacting with Objects). Objects dragged out of the Inventory or
Equipment window onto the ground are dropped.
Every item in Shadowbane is assigned a weight value.
Your character has a maximum carrying capacity, defined by their Strength
score. Once the total weight of all objects equipped and held by your character
approaches the weight limit, they can become overburdened – if the weight of a
desired object exceeds the limit, your character will be unable to pick the
object up.
Clicking the Trade option
after control+left-clicking on another player will send the selected player a
message indicating that your character wants to trade with them. If another
player decides to trade with your character, you will receive a message
indicating the offer and the name of the interested party. You have the option
to decline. Once the target of a trade request agrees, the Trade window opens
for both parties.
The Trade Window – This window is divided into three parts: on the left and right are
areas identical to a character’s Inventory window. These are where offered
objects are displayed. In the center of the window, both parties are listed,
each with a “Committed” button to the left of their name. The “Cancel” button
is at the bottom of the center section.
Trading – To
trade items, open your character’s Inventory window and drag items (including
gold) from the Inventory into the left half (and only the left half!) half of
the Trade window. You will see items appear in the other player’s display area
as they drag inventory items into the Trade window. You can mouse over any item
to display a description of that item and verify what they’re offering. When
you’re happy with the terms of the trade, click the “Committed” button to
accept the deal. When both parties click this button, all items are transferred
into the inventories of the appropriate character. It is possible to give
something away (trading it for nothing) if both parties agree.
Dragging an item back out of the Trade Window will cause any pressed Commit buttons to reset. Additionally, if the items in either window change after one party has committed, then the Committed button resets. If either party clicks Cancel, all trading is suspended, and the Trade window closes.
Double clicking (or
clicking the “Shop” option after control+left-clicking) a non-player character
vendor will open up the Shopping window, which presents three options: Buy,
Sell and Repair. Clicking any of these buttons will open the Vendor Window in
the appropriate mode, as described below. The Vendor Window incorporates all 3
options as buttons in its upper left corner, allowing your character to switch
from buying to selling without having to go back to the Shopping Window.
q
Buy: In this
mode the Vendor window displays a list of everything the Vendor has to sell,
along with their prices and your character’s current gold total. Some items
will appear in red on the list: these items are unusable for your character,
due to Rank, Class, or other restrictions. You can still buy them, however, if
you have sufficient funds. To buy an item, select the item desired on the list
then click the “Buy” button. A pop up window will appear to confirm your
purchase.
q
Sell: In
this mode, a list appears of every item in your character’s inventory that the
vendor is willing to buy. Each entry includes the price the vendor is willing
to pay. To sell an item, click the desired item on the list then click the
“Sell” button. A pop up window will appear confirming your sale. Remember,
items your character has equipped will not appear on the sell list.
q
Repair:
Every item in Shadowbane has a durability rating, that item’s “hit points.”
Opening the Vendor Window in Repair mode displays a list of every item your
character owns, equipped or unequipped, that has sustained durability damage
through wear. Every entry lists the amount of gold required to repair the item.
Repair costs are based both on the original value of the item and its current
durability rating: expensive items cost more to fix, and all repairs grow
costlier as the item gets more damaged. To repair an item, click the desired
entry on the list then click the repair button. A pop up confirming the repair
will appear.
Double- or
control+left-clicking on any corpse will display the “Loot” option, which opens
a small inventory window displaying any items that can be found on the corpse.
Double-click on any displayed object to get the item and place it into your
inventory. Alternately, you can right-click the item and select “Get,” or
select the item and type G. A fourth method is to click and drag the items into
your character’s inventory window or the game world.
There may come a time when
your character amasses more wealth and treasure than they can carry, or when
some of their equipment becomes obsolete but valuable enough to keep. Shadowbane offers players the option of
creating a cache of treasure and equipment, a sort of “bank account.” This is
also an invaluable option if you’re adventuring in dangerous areas, and don’t
want to run the risk of losing any unbound possessions and cash when you are
killed.
To begin a bank inventory
for your character, seek out a church in any Safehold or player city. Churches
usually host a type of tradesman called a Bursar, who can grant your character
access to a secure inventory where they can place items into “cold storage.”
Your character’s bank inventory is identical, no matter where the Bursar is who
opens it. For more information about tradesmen, churches, and cities, see Section 10.0 –
Buildings and Building Management. Bursars can be found in some other
places around the world of Shadowbane.
To open your Bank
Inventory, double-left click a Bursar NPC or control+left-click the Bursar and
select the Bank option. The Bank Inventory is identical to the character
Inventory described in Section 3.7.1
and Section 4.6.2, although its
capacity is unlimited.
All good things must come
to an end. There are two ways to stop playing Shadowbane and exit the game world – note that each has potential
consequences for your character. Both options can be found on the Command Bar
(see Section 4.3: the Command Bar for
more information).
This option logs your
character out of the game world and returns you to the Shadowbane entry screen. You cannot execute this command while your
character is in combat, and depending on the circumstances, your connection to
your character (and your direct control of them) will end, but the character
may remain in the world for an additional minute. See Section 3.8.3: The Logout Timer, for more
details.
This command immediately
quits the Shadowbane client,
returning you to your computer’s desktop. Note that your character does not log
off their world’s server when you quit: your character will remain, vulnerable,
until the server notices your connection has been terminated (usually this
takes only a few seconds, but it can take longer). The Logout Timer, mentioned
above and described in Section 3.8.3: The
Logout Timer, also applies.
As a player, you can terminate your Shadowbane session instantly by
opting to Leave World or Quit Game. Depending on the circumstances, however, it
may take a while for your character to get all the way out. If you Leave World,
Quit Game, or otherwise lose connection with the game server, your character’s
exit is subject to the completion of the Logout Timer. Basically, anytime your
character leaves combat mode, the timer begins ticking: after one minute
elapses, your character is eligible to leave the game immediately. If the
connection ends before the Logout Timer expires, the character will stand in
the world for one full minute, lingering in place.
Lingering characters will not move or take any action on their own. If
attacked, they will automatically counterattack using their equipped weapon,
but cannot use any Powers or Items in their own defense. If a lingering
character is attacked and manages to kill its attacker, the Logout Timer will
begin anew at the end of the combat, and a full minute must pass before the
character will leave the world. Attempting to Quit in a populous or dangerous
area can lead to a state of perpetual lingering and almost certain death. If
your lingering character is killed, you will resume play at your spawning
point, suffering from all of the effects of character death. See Section 7.4: Death, for details.
A Shadowbane session can
end for a number of reasons: connection loss, character death, or you might
just Leave World or Quit Game to take a break. When you resume play, sometimes
your character’s starting point can be critical. The location where your
character logs back into the world of Shadowbane depends on several
factors:
q
Death: if play ended because your character died, you will
log back in with that character at their Bind Point (see Section 3.9.1: Spawn and Bind Points, for
more information). The character’s corpse will remain where they fell until it
decays, and the character will suffer from the effects of death (see Section: 7.4: Death, for more information).
q
Link Loss/Logout: if you Quit play or lose server connection, but resume
play within 15 minutes of connection loss (or if the character’s Logout Timer
has not expired), your character will begin play at the same location where
they were when the session ended. After 15 minutes, characters resume play at
their Bind Point.
q
Inns/Bedrolls: buying lodging from an Innkeeper or using a Bedroll
item immediately logs the character out of Shadowbane. Using these items
or services, however, creates a temporary Bind Point for the character,
allowing them to log back in at the place play stopped no matter how much time
passes. If the Inn is destroyed before you can log back in, your character will
revert to their Bind Point.
Every character in
Shadowbane has a permanent home base, the place where they are born again after
death or begin their adventures anew after a long rest. This place is called a
character’s Bind Point (or Spawn Point), and its geographic location can have a
tremendous impact on their adventures. Several factors determine what a
character uses as their Bind Point, as detailed below:
q
New Characters (Ranks
0-2) use the Tree of Life in their
starting city (chosen at the end of Character Creation, see Section 2.11 for
details). Once the character reaches level 20, they lose this Bind Point – they
must either found or join a Player Guild or live as errant wanderers. See Section 6.0 – Guilds for more information on
Guilds and errantry.
q
Guilded Characters
(any Rank) who have founded or joined
a Sovereign Guild (or whose Errant Guild has sworn fealty to a Sovereign Guild)
use the Tree of Life in their Guild’s City as their Bind Point. Characters who
are members of a Nation (a city-owning Guild that has received oaths of fealty
from other city-owning Guilds) can also choose the Tree of Life of any
affiliated province Guild as their bind point. See Section 6.0 – Guilds for more information about Nations and Guild
relationships. For more information about switching bind points, see Section 6.4.1: Changing Cities and
Section 11.x: . EXCEPTION: if a Guilded character is slain within the zone of
influence of their Tree of Life, they respawn as if they were errant. See Section 6.0 – Guilds for more information on
Guilds and errantry.
q
Errant Characters
(any Rank) who have no Guild, or who
belong to an Errant Guild, respawn at a broken Tree of Life in one of the Ruins
scattered throughout the game world, chosen at random. Each death or extended
logout will result in play resuming in a different location.
Five control windows will
initially appear on your screen – the information and options they provide will
facilitate nearly every aspect of Shadowbane
gameplay. These five windows are:
q
The Status Window, which offers important information and controls pertaining to your
character’s state and condition
q
The Selection Window, which displays information
about whatever character or mobile you
currently have selected.
q
The System Chat window, which displays incoming server messages
q
The Player Chat window, which displays chat messages from and between other
players
q
The Command Bar,
which offers access to a wide range of game controls and settings
q
The Effects window, which displays all powers or spells currently effecting your
character
Bear in mind that nearly
every button and feature within the interface is equipped with a brief
description that is displayed when you mouseover a given button or field. These
should be enough to get you going, but if you need more information, each of
the screen windows is described in detail below.
Shadowbane’s
interface is extremely customizable, offering users the ability to alter the
configuration or appearance of the game screen to an unprecedented degree. For
more information about these features and about window and menu management, see
Section
4.9: Interface Customization.
An essential feature of the user interface, the Status Window’s indicators and controls show how healthy your character is, let your character engage in combat (or flee from it), and also allow your character to discern important information about other characters and objects. Mousing over each feature of the window to reveal its name or function. To move or reposition the Status Window, hold down the Shift key and then left-click and drag the window to the desired position. The Status Window contains the following controls and indicators:
q
Minimize/Maximize All – Located in the Upper left corner of the window,
clicking this button will close every window on screen except for the Status
Window itself (and the Group Information Window, if open). Clicking it a second
time will open them again.
q
Combat Mode –
Positioned at the center of the left side of the window, this button either
places your character into or out of combat mode. In combat mode, your
character’s stance changes, their walking and running speeds slow down
considerably, and a health bar appears next to them indicating their relative
health status (green means good, yellow means moderate and red means critical).
Your character must be in combat mode to attack any other character, mobile, or
object, and some spells and powers will only function in combat mode. More
information about combat can be found in Section 7.0 – Combat. Default Hotkey: C
q Character
Info Button – Located at the lower
left just under the Combat Mode button, this button opens the Stats Window of
the character sheet, as described in Section
4.6.1: The Stats Window. Default Hotkey: S
q
Flight Buttons
– These two controls, located at top center of the Status Window, allow a
flying character to increase or decrease their altitude. The Up button climbs,
the Down button dives. See Flight in Section
3.3: Movement for more information. Note: these buttons will only be
usable if your character is able to fly (via race, powers, or item effects).
q
Health Bar –
The red bar in the center column displays the current health status of your
character. Whenever your character is injured, some of the red will drain from
the bar, giving you a general idea of the player’s condition. The exact number
of health points your character has is displayed over the bar followed by your
character’s maximum health.
q
Mana Indicator: – The blue bar in the center column displays your character’s Mana
level. Whenever your character casts spells, uses powers, or has their Mana
drained, they will lose Mana and some of the blue color will drain from the
bar. The exact amount of Mana your character has is displayed in the middle of
the shield, followed by your character’s maximum Mana total.
q
Stamina Bar –
This golden bar in the center column indicates how much Stamina your character
currently has left. Running, fighting, or using some powers will cause the
color to drain from the bar. When all Stamina is depleted, your character’s
actions are slowed immensely. Numbers inside the bar also display your
character’s current and maximum Stamina values.
q
Experience Bar – The gray horizontal bar in the center column indicates how close your
character is to raising a level. It begins solid gray and the color drains away
as the number of experience points needed to reach the next level decreases. On
the edge of the next level, the bar should be nearly solid black. Numbers
inside the bar indicate the exact number of experience points needed to
increase in level.
q
Close Button –
this button in the upper right corner closes the Status Window. To re-open it,
Control+left click anywhere on the ground, or hit the Escape key.
q
Run Button –
Clicking this button (located center right in the Status Window) will switch
your character between walk and run mode. In run mode, your character runs
instead of walks as their default movement. Moving in run mode allows your
character to cover ground quickly, but it also costs more stamina than walking.
Default Hotkey: Control+R.
q
Sit Button – Clicking
this button sits your character down cross-legged on the ground. While seated,
your character enters “rest” mode, vastly increasing the recovery rates for
health, mana, and stamina. Your character can speak and chat while seated, and
can use powers, but any powers use will cause the character to stand up before
casting. If attacked, your character will rise and enter combat mode
automatically. To stop sitting, click the Sit button again, use a Power, or
left-click on the ground nearby – your character will return to his feet and
walk to the new destination point. Default Hotkey: Control+Z.
A companion to the Status Window, the Selection Window displays important information about any item you select during play. To select a mobile, character, or object, simply left-click on it, as described in Section 3.1: Mouse Commands. Once an object is selected, many of its characteristics will be displayed in the following fields:
q Nation Shield – The gold-rimmed shield at the right edge of the window displays the crest of the highest ranking Guild in the selected character or mobile’s Nation hierarchy. If the character or monster’s Guild is not part of a Nation or if they have no Guild affiliation at all, this shield will be empty.This crest can be dragged into your character’s Heraldry List. See Section 6.1: Forming a Guild for more information about nations, and Section 10.9.1: Creating a Kill on Sight List for more information about saving heraldry. For more information about Nations and Guild alliances, see Section 6.9.
q Guild Shield – The gray-rimmed shield at the left of the window displays the guild crest for the selected character or mobile. This crest can be dragged into your character’s Heraldry List. See Section 6.0 - Guilds for more information about guilds and heraldry, and Section 10.9.1: Creating a Kill on Sight List for more information about saving heraldry. If the character or monster is errant (does not belong to any Guild), this shield will be empty.
q Name Field – Running across the top of the window, this field displays the name of the selected character or mobile. The color of the name indicates how powerful the character or mobile is, relative to your character. See Section 7.1.3: Considering Your Foe, for more information.
q Health Bar – This red bar, directly under the name field, displays the health or durability level of the selected object. As the selected object takes damage, the color will drain from the bar. The exact number of health or durability points is also displayed over the bar.
q Rank Icons – A row of icons under the health bar appears for mobiles and characters. Each icon indicates that the character or mobile has attained one Rank (10 levels) in a given profession. The icon itself reveals the character’s Profession, or the general classification of any mobile, NPC tradesman, or building. These icons can give important hints as to the power and capabilities of any character or mobile. See Section 8.1.2: Rank for more information about Rank, and Section 8.3: Professions for more information about professions.
These two windows are
similar in function and appearance. Each Chat window consists of a large, open
field where incoming messages are displayed, and a command line at the bottom
of the window where you can type in commands or messages of your own. In its
default configuration, the two chat windows have different functions.
You can open more chat
windows by clicking the “Chat Window” button on the Command Bar. Control+left
clicking on any Chat window will allow you to customize the window’s channel
setting. See Section 3.6.4: Communication Options
for details.
The Character Chat Window allows characters to engage in chat-style
communications in game. Messages are displayed in the upper window. You can
send messages by pressing Enter (or Return) to enter Chat Mode, or left
clicking directly on the command line to bring up a cursor. Shadowbane has a
wealth of communications channels and options available. See Section 3.6.5: Communication Channels
for details.
The System Chat Window shows incoming server messages, and is used primarily
by developers for diagnostic and troubleshooting. Although most players will
find little use for the window, it does allow you to monitor what’s being loaded
into the game, as well as following events like attack and damage messages. All
communication commands may be entered on the command line of this window, just
as with the Character Chat window (above).
At certain points, you may need to enter text commands for
testing or other purposes. To enter these commands, type them into the command
line of any Chat window. Be sure to type a slash [/] in front of the command,
without any spaces. Typing a forward slash [/] will automatically input the
slash into the command line and move your cursor there.
This menu contains
9 buttons that offer access to nested menus of commands or open different
gameplay and settings windows. You can resize the Command Bar by clicking and dragging
the tab in the lower right hand corner of the menu. A listing of the Command
Bar buttons follows, along with a description of each button’s function and
where to look for more information about the menus or functions available. To
move from a sub-menu back to its parent menu, click the arrow tab in the upper
left corner of the Command Bar.
|
Button |
Function |
More Info? |
|
Close Window |
Minimizes the Command Bar |
|
|
Info/Help |
Opens Information and Help Menu |
Section 4.5: Information and Help |
|
Character Info |
Opens the Character Sheet Menu |
Section 4.6: The Character Sheet |
|
Actions |
Opens the Actions Menu |
Section 4.7: Actions |
|
Windows |
Opens the Windows Menu |
Section 4.8: Game Windows |
|
Group Options |
Opens the Group Options Menu |
Section 5.0 – Groups and Grouping |
|
Guild Options |
Opens the Guild Options Menu |
Section 6.0 – Guilds |
|
Pet Options |
Opens the Pet Command Window |
Section 4.7.6: Pet Commands |
|
Settings |
Displays the Settings Menu |
Section 4.10: Game Settings |
|
Leave World |
Logs character out, returns to Roster screen |
Section 3.7.1: Leave World |
|
Quit Game |
Logs character out, terminates Shadowbane |
Section 3.7.2: Quit Game |
Close the Command Bar by clicking the Close Window Button, clicking the X button in the upper right hand corner, or Control+left-clicking the window and selecting the Destroy option. To reopen the Command Bar, simply Contol+left-click anywhere on the ground or simply press the Escape key.
Faded to the point of near
invisibility, the Effects window’s default position is in the upper left corner
of the game screen. Whenever your character’s attributes or abilities are
modified by a magical effect, whether from an item, spell, power, or other
source, a glowing icon will appear in the effects window for each effect your
character is under. Green icons indicate “buffs” (bonuses to one or more vital
attributes), while red icons indicate “de-buffs” (lowering a vital stat). Other
colors have different meanings. A mouseover of the effect icon itself provides
information about how your character is being affected. NOTE: not all
mouseover information has been implemented yet – as effects change over the
course of beta, implementation will be ongoing.
The first button
on the Command Bar opens a nested menu with the following features, which will
help you gather information about your server or find help if you run into any
problems:
Clicking this option opens an in-game Help window. The window is currently empty, but in the future this document will be presented there, hyperlinked for ease of use.
When you first log into the game world, the current Message of the Day will be displayed in a large window in the upper portion of the screen. These messages serve as a means of communicating issues, offering hints, showcasing new game content, alerting players of upcoming events, or offering special instructions to the entire player community. The Message of the Day window can be moved or closed like any other Shadowbane window. This option reopens the Message of the Day if it has been closed.
Clicking the Who option opens the search window, where you can input a Search Set and a Search Filter to narrow the list of characters down to a more informative and manageable size. The Search Sets available are “All” characters (the default), all players in your character’s “Guild,” and all players in your character’s “Nation.” Search Filters allow you to make specialized searches by “Race,” “Class,” “Rank” (a minimum and maximum Rank must be entered), “Name” (a specific name must be entered), “Stranger” (characters not native to the server), or “None” (the default setting). Note that each search can only have one Search Set and one Search Filter. Once your search parameters are set, click the check-marked button to open the Who listing. The Who listing displays the name, race, class, and Rank of every character on the server that meet the search criteria. NOTE: Not all search criteria are functional at this time – implementation will be ongoing.
Immediately cancels your last CSR petition, removing it from the customer support process.
The character creation
screen let you map out your character’s attributes and abilities. The
interconnected windows that make up the Shadowbane
character sheet let you see those attributes in action.
The Shadowbane Character Sheet consists of five separate component
windows. A button on the Command Bar opens each of them, and each component
window also contains buttons that provide access to the other windows, allowing
you to move quickly between them. The five character sheet windows are:
q
Stats –
Displays the attributes of your character.
q
Equipment –
Displays the equipment slots of your character and the items they contain.
q
Runestones –
Displays all runestones bonded to your character.
q
Skills –
Displays a list of your character’s skills and their ratings.
q
Powers –
Displays a list of your character’s powers and their ratings.
This window displays the primary
and secondary attributes generated during character creation: Strength,
Dexterity, Constitution, Intelligence, Spirit, Health, Mana, and Stamina. There
are also many other items here worth your attention.
q
Description –
Just below your character’s name, this wide field lists your character’s name,
gender, and class as a description (“Male Human Fighter,” for example). Beneath
this descriptor is another row to display the names of any disciplines your
character has acquired.
q
Experience –
This field displays the total number of experience points the character has
accumulated since their creation.
q
Shield –
This field to the right of the name and description fields displays the emblem
of your character’s Guild, if any. See Section 6.0 – Guilds for more information.
q
Primary Attributes – Each primary attribute is displayed in its own field. Mousing over
each attribute will display the base and maximum values for that attribute.
Next to each attribute is a round “plus” button to raise attributes after
leveling – see Section 8.2.1: Attribute Gains for more
information. Finally, each attribute is assigned a descriptor based on its
current rating, from “Feeble” to “Heroic.”
q
Attribute Points – This field shows the number of attribute points available to your
character. Attribute points are gained each time your character rises in level,
and can be spent to raise an attribute on a point-for-point basis.
q
Attack Rating –
This field displays your character’s Attack rating (sometimes called OCV – for
Offensive Combat Value). This is used to determine how often your character can
hit a foe when attacking. The higher the number, the greater chance your
character’s shot or swing hits the target. There are two Attack rating fields:
the upper field is for the weapon held in your character’s right hand, while
the lower field pertains to the weapon held in your character’s left hand (if
any).
q
Damage –
Each damage field displays the damage for the weapon linked to the Attack
rating field above it. These values are modified for your character’s skill
ratings and ability scores.
q
Defense –
This field displays your character’s Defense rating, a value that measures how
difficult your character is to hit in combat. Sometimes this is called DCV
(Defensive Combat Value). The higher the value, the more likely a foe will miss
you in melee combat or with missile fire. This value displayed is modified by
armor, shield, and your character’s abilities.
q
Resistance –
Three values are listed here (Slash, Pierce, and Blunt), followed by a
percentage. The percentage indicates what proportion of incoming damage of a
specific type your character will resist. Higher is better. This is based on
armor primarily, though race and other factors may play a factor.
This window displays
everything your character currently has in their possession that they are not
currently wearing or have equipped. Items actually in use are displayed in the
Equipment window (see above). Double-click on an item in your character’s
inventory to try and equip the item. If you don’t have something of the same
type already equipped, it will automatically equip in that slot. If there’s
something already there, the item you’ve selected won’t be equipped.
Dragging an item out of
this window and onto the game screen drops the item on the ground at your
character’s feet. All objects can be dragged from the inventory window into
other equipment windows, like the Trade or Banking windows (see Section
3.7.3: Item Trading and Section 3.7.6: Banking Items).
The majority of this window
is occupied by a display of your character’s eleven equipment slots (head,
chest, arms, legs, feet, left ring, right ring, amulet, gauntlets, left held,
and right held). Each slot features an image of the item held or worn.
Bonding Buttons: Each slot also contains a “bonding” button. This is the small round
button in the upper left slot corner. To bond an item, simply click this
button. Bonded items will not be lost upon the death of your character. You can
only bond a number of items equal to your character’s Rank + 3. If you click an
item when you have no more available bonding slots, it will deselect a moment
later. If you remove an item from your Equipment window, you will lose the
bonding to that item and must re-bond it. NOTE: for testing purposes, ALL
equipped items are currently bonded automatically. This may change as testing
continues.
For more information about
equipping items, transferring items, and bonding items, see Section 3.7:
Equipment and Treasure Management.
This window displays a list
of every runestone currently bonded to your character. The selections you made
during character generation (Race, Class, and any Traits or Talents) will all
be displayed. Mousing over a runestone will display its effects. Characters can
bond new runestones they acquire in play by “using” them (type U or the Use
action).
This window displays a list
of every skill your character has some proficiency in, along with your
character’s rating in that skill. Skill ratings are expressed as a percentage –
the higher the rating, the better your character is at the given skill. At the
bottom of the window is a field showing your character’s available practice
points, which are used to improve skills. For more information about skills and
skill improvement, see Section 9.0 – Skills and Powers.
This window displays a list of all of the powers your character currently has access to. To use a power, click the power’s icon button. The icon serves as a general description of the powers effect (healing, attack rating bonus, or area of effect fire damage), while the power’s name, your character’s current rating in that power, the skill (if any) that that power depends upon, and the level at which the power first became available are displayed nearby. Note that these buttons can be fully customized, like all other interface buttons. See Section 4.9: Interface Customization for details.
As your character rises in
level and improves their skills and powers, new powers will become available to
them. Qualifying for a power, however, does not grant automatic access to it. New
powers will appear in this the powers window until your character has acquiring
the power by spending at least one practice point on that power with a trainer.
See Section 9.2.3: Improving Powers and
Spells for more information.
For more information about
powers, see Section
9.0 – Skills and Powers.
This option toggles the
Effects Window open or closed. See Section 4.4:
The Effects Window for more information about the Effects Window.
During play, your character
will continually be interacting with the world around them. Many basic actions
your character can undertake are presented in the Actions Menu, and several of
these have keyboard shortcuts as well. Additionally, your character can also
perform other actions, communicating non-verbally through gesture and movement.
The options that appear on the Actions Menu are:
q Interactions – commands that manipulate objects in the
virtual world
q Use Equipment – commands that activate equipped items
q Movement – specialized movement commands
q Socials – brief emote animations
q Targeting – commands that aid combat
q
Pet Commands
– issues commands to any
summoned or purchased pet
q Screenshot – saves an image of the game screen
Clicking the “Interactions”
option on the Command Bar will display the following menu of actions, each of
which is described below. Keyboard commands for those actions with hotkeys are
also listed, when available.
q
Utilize Selected – This option immediately prompts the default
interactive action for whatever is selected: Opens doors, Loots corpses,
Attacks mobiles, Shops with vendors, etc. Essentially, this option is identical
to double-left clicking on an object, as described in Section 3.1: Mouse Commands.
q
Use Selected –
Clicking this option immediately makes your character attempt to use whatever
item on the screen is highlighted, whether it is actually in your character’s
possession or not. Note that trying to use objects that are not actually
equipment or devices of some kind is usually futile. Hotkey: U
q
Attack Selected: This option initiates combat with whatever target you have selected, provided that your
character is currently in Combat Mode. For more information, see Section 7.0: Combat. Hotkey: A
q
Open/Loot Selected: This option opens a selected door or portal, or opens the Inventory
Window of any container, including corpses. Hotkey: O
q
Get Selected–
Clicking this action will move an item from the game world into your
character’s inventory. Double-clicking an item when your character is outside
of combat mode has the same effect. Hotkey:
G
q
Drop Selected– This
action drops any selected equipped item or removes a selected item from your
character’s inventory. Dropped items are placed at the ground at your
character’s feet. Clicking and dragging an item out of your character’s
equipment window or inventory has the same effect. Hotkey: D
q
Junk Item – This
action destroys a selected item either equipped by your character or held in your
character’s Inventory. You will be asked to confirm that you want to destroy
the item. Once an item is destroyed, it is removed from the game world forever.
q
Trade With Selected – This action sends a trade request to the currently
selected NPC or character. Trading is described in detail in Section 3.7.3: Item Trading.
This option allows your
character to use an item they currently have equipped. Clicking it will open a
menu of all of the equipment slots displayed in the Equipment Window of the
Character Sheet (right-held, left-held, helm, chest, sleeves, gauntlets,
right-ring, left-ring, amulet, legs, boots, etc). Clicking the appropriate slot
will initiate an attempt to Use the item equipped there. Hotkeys can be
assigned to these slots, making item use a quick operation. See Section 4.9.4:
Hotkeys for more information about hotkeys, and Section 4.6.2: The Inventory Window
and Section
4.6.3: The Equipment Window for more information
about equipment slots and character inventory.
This option opens a menu of
specialized movement buttons. For more information about the various movement
modes and how to move, see Section 3.3: Movement.
Current options are:
q
Turn Right –
This action causes your character to turn in place to the right, rotating about
one sixth of a full turn. Hotkey: Right
Arrow
q
Turn Left –
This action causes your character to turn in place to the left, rotating about
one sixth of a full turn. Hotkey: Left
Arrow
q
Fly Up – If
your character is able to fly, either through race or magic, this action will
cause them to rise one altitude level. Hotkey:
Page Up
q
Fly Down –
If your character is able to fly, either through race or magic, this action
will cause them to descend one altitude level, landing if necessary. Hotkey: Page Down
Clicking the “Socials”
option on the Action Menu will display an entire menu of Socials, short
gestures or movements that your character can perform at any time, most lasting
only a few seconds. There are dozens of Socials available, ranging from the
polite and heroic to the insulting and silly. Some Socials are unavailable to
some races; if a prohibited social is attempted the character will either
perform a similar Social or shake their head “no” and revert to their idle position.
This option opens
a menu of commands that allow you to automatically select yourself, nearby
mobiles, or nearby characters, saving you the trouble of having to click on
them to target attacks or spells. Hotkeys for these commands are also listed.
q Target Next Mob – Selects the a nearby mobile (monster). Hitting this option again will
move selection to the next-nearest, and so on. Hotkey: Home
q Target Next Character – selects a nearby character as a target. Hitting this
option again will move selection to the next-nearest, and so on. Hotkey:
Insert
q Target Self –
Selects the user’s character. Hotkey: End
q
Clear Target
– Clears the current target
selection, as if the user has left-clicked on the ground.
In Shadowbane, Pets are monsters or devices (usually Siege Engines) that follow your character through the virtual game world and follow specific orders given in play. Most pets will defend their master, automatically attacking any monster or player who engages their master in combat. Your character can acquire a pet through the use of specialized pet summoning powers or by purchasing a pet from an appropriate vendor. See Section 9.3: Pets and Pet Behaviors and Section 12.2: Siege Engines for more information.
Selecting the Pet Options option on the Command Bar opens the Pet Command Window, a small window with a field listing the pet’s name, along with status bars showing the current health, mana, and stamina of the pet. Buttons along the bottom of the window implement the following commands:
q Pet Attack: the pet immediately attacks the currently selected target. Be advised that some kind of pets may not be able to attack any kind of target.
q Pet Stop Attack: the pet immediately disengages from combat against its current target. Be advised that most mobiles will not stop attacking a pet simply because the pet has stopped attacking them.
q Dismiss Pet: Instantly dispels the pet, removing it from the game world.
q Pet Sit: the pet sits down to regenerate health and stamina more quickly. Selecting this command a second time toggles sitting off.
Each of the pet command buttons can be moved or hotkeyed, as described in Section 4.9.3 and Section 4.9.4. Pet commands can also be entered into the Command Line of any Chat Window using the following strings:
q /pet attack
q /pet stopattack
q /pet dismiss
q /pet sit
Clicking the “Screenshot” option takes a snapshot of your
current game screen and saves it to the screenshots directory of your Shadowbane folder. All screenshots are saved as Targa (.tga)
files; an appropriate software tool will be required to view them.
The Windows sub-menu offers
users several ways to change their screen configuration and aid with navigation
in the virtual world of Shadowbane. The options offered here are:
q Minimize All
– closes every window on the screen except the Status Window and Group Window.
q
Status Bar – toggles the Status Window open or closed.
q Chat Window
– opens a new Chat Window.
q Local Map – opens
the Local Map.
q World Map – opens
the World Map.
This
option closes every window on screen except the Status Window and Group Window
(if open), making a larger area viewable. Once all windows have been closed,
Control+left clicking on the ground or hitting the Escape key will open the
Command Bar, from which all other windows can be opened.
This toggles the Status
Window open or closed. See Section 4.1: The
Status Window for more information about the Status Window and its
contents.
This option opens a new Chat
Window. See Section 4.2: Chat Windows
for more information. You may have up to sixteen Chat Windows open at a time.
Clicking the Local Map
button of option on the Command Bar will open the Local Map window on your
screen. This window displays information about your character’s position and
immediate environment, and contains the following features:
q
Coordinates – Near
the top of the window, the character’s global position is given using a set of
three coordinates (latitude, altitude, and longitude). These numbers will
change as your character moves through the world.
q
Zoom Buttons – These
two buttons magnify or reduce the scale of the local map display.
q
Map Display –
This large area displays a stylized map of the character’s immediate
environment. Terrain features (trees, shifts in ground color, mountains, and
buildings) are all displayed, as are any characters or mobiles (monsters and
non-player characters). Your character is represented by a white arrow, and
always occupies the center of the map. As your character changes facing and
direction, the arrow will spin in the map display, allowing you to better make
your way toward distant features or landmarks. Other player characters are
represented by yellow dots, tradesmen and other non-player characters are green
dots, and guards and monsters appear as red dots.
q
Zone Name – The
name of the zone your character currently occupies is listed under the map
display. These names range from nearby settlements (the city of New Brellamere)
to geographical or legendary names (the Black Fens of Viriang). As your
character moves from one region or zone to another, the name field will update
automatically.
You can use the local map
to move through the game world, guiding your player directly to a feature or
landmark too distant to be visible. Right-click in the Map Display to set your
character’s destination. This option only works with the Local Map, and only
works if the Local Map is at 100% opacity.
Useful as a guide for long
journeys and as a tool for monitoring the political situation on a server, this
large-scale map can be accessed through the World Map option on the Command
Bar. The map displays a diagram of the entire server world your character
occupies, marking your character’s position on it with a red circle. An arrow
sticking out of the circle indicates your character’s facing, and changes as
your character moves.
q
Zoom Controls –
Two buttons in the upper left corner of the World Map zoom in or out on the
image, showing features and city information in more detail. The magnification
centers within a white box that appears on the map. Initially, this box is
centered on your character’s position, but clicking elsewhere on the map will
move the box, allowing you to closely examine other parts of the game world.
q
Refresh Control –The “Refresh City Info” button at the bottom of the window will update
all Guild and city representations on the map, making positions, ownership,
population, and all other data for all in game cities current.
q
City Information – Every city on the server is represented on the world map by a
shield-shaped icon. These shields are emblazoned with the emblem of the Nation
that controls that city. The shields are sized based on the population of that
city. New city shields might too small to read without zooming in. The name of
the city appears beneath the shield.
Clicking on a shield opens
a special City Information window, containing specific information about the
selected city.
For more information about
Guilds, cities, and Nations, see Section 6.0 – Guilds.
The amount of information
and the number of command options available in Shadowbane might be overwhelming for a novice player. For this
reason, Shadowbane’s interface is highly
flexible, allowing you to organize and customize your game screen to best suit
your style of play.
To save any changes you
make to the configuration of your game screen, type “/saveconfig” in your Chat
window. Eventually, all changes will be saved automatically when you leave the
game (this functionality is forthcoming). If you do not want interface
adjustments saved, toggle the “Autosave Windows” option off in the System
Settings menu. See Section 4:10: Game Settings for more
information.
Nearly every window or menu
in Shadowbane can be closed in
different ways. To close a window, you can either left-click the round “x”
button in the upper right hand corner (similar to closing a Windows or Mac
window), or you can Control+left-click anywhere in the body of the window and
then select the “Destroy” option on the Window Options menu (see below for more
information).
You can minimize every open
window (except the Status Window and Group Window) by left-clicking the
“Minimize” button on the Status Window, or the Minimize button in the Command
Bar. Left-clicking the Status Window Button in the Command Bar will minimize
the Status Window, making it invisible.
If you happen to minimize
both the Command Bar and the Status Window, you can Control+left click anywhere
on the ground in the game world to maximize the Command Bar. From there,
left-click the Status Window button to bring the Status Window back on screen.
To resize most Shadowbane windows or menus, click and
drag the small tab in the lower left corner of the menu or window (note that
the Status Window and some other windows cannot be resized). All windows can be
moved to any position on the screen – to reposition a window, left-click and
hold near the top of the window or hold down the Shift key and click anywhere
within the body of the window, then drag it to the desired position.
Left-clicking again will “release” the window, dropping it in its new position.
Control+left-clicking in
the body of any window will bring up a Window Options menu that allows you to
customize windows even further. The options available are:
q
Transparency – Selecting
the “Transparency” option in the Windows Options menu displays a slider bar
that allows you to set how transparent the window is compared to the game
screen behind it. At 0% a window is
invisible, while at 100% the window is completely opaque. Once a window’s
transparency has been set, moving the mouse cursor over the window will cause
it to fade back to full visibility unless its transparency is locked (see
below).
q
Lock Transparency – Clicking this option locks a window’s transparency at its current
level. Even if the cursor passes over it, the window will stay faded. Note that
once a window’s transparency has been locked, you may “click through” it. Only
buttons or fields in a locked window will respond to your cursor – otherwise,
you can select objects or move destinations “behind” the window as if the window
wasn’t there at all.
q
Font – This
option displays a menu of various typefaces. Selecting one will change the
default font used in all windows and displays.
q
Font Size – This
option displays a list of font sizes. Selecting any of them resets the size of
the fonts used in that menu, window, or display.
q
Destroy –
This closes the window, removing it from the screen.
Rather than navigating
through a variety of menus, Shadowbane’s
interface also lets you customize button placement and function, placing
critical or often-used buttons directly on the game window, or on other menus.
Left-clicking and holding
on any button will allow you to drag that button to any position on the screen
and leave it there, regardless of what windows or menus you currently have
open. This allows you to build your own control panel of favorite powers,
skills, socials, or game commands. To move a button again once you’ve dragged
it off of its menu, hold down the Shift key and left click and drag the button
to its new position.
Control+left-clicking any
button will also display a Button Customization menu with the following
options:
q
Activate –
This option activates whatever function or power is associated with the button,
as if you had left-clicked on it.
q
Assign Hotkey – Clicking this button allows you to assign a keyboard shortcut for the
selected button. See Section 4.9.4: Hotkeys, for more information.
q
Destroy –
This option removes a button from the screen. Only buttons that have been
dragged into a custom position are affected by this option. You cannot delete a
command from its home menu.
As another shortcut through
various command menus, the Shadowbane
interface allows you to set a custom keyboard shortcut for any button on the
game screen. There are several ways to set and manage hotkeys in Shadowbane. However you set it, any
custom hotkey is specific to the current character you have logged in: if you
log in with a different character, previous custom hotkey assignments will no
longer apply. There are ways to copy a set of custom hotkeys from one character
to another, described in Section 4.9.4.3:
Hotkey Sets, below.
This is the most direct
method. Control+left-click on the button you want a shortcut for and then click
the “Assign Hotkey” option on the Button Customization menu. A Hotkey
Assignment window will appear on screen. There, you can enter the key you want
to link to the command. Buttons nearby allow you to combine that key with the
Control, Shift, or Alt key (only one per hotkey, though). Once you’ve assigned
your hotkey, click the check button to proceed or the “x” button to cancel.
Select
Settings on the Command Bar, then Select Hotkeys to open a sub-menu of mapping
options:
q Bind General
Key – used
for general keyboard commands
q Bind Socials – used to map specific
social actions
q Bind Powers – used to bind a hotkey for any
power in your character’s Powers Menu
q Bind Macros – used to create a hotkey
for any text command line entry.
Selecting
any of the above options will open a menu of the appropriate commands (general
actions, socials, powers etc) listing the command name, the current hotkey (in
blue) and two options: Map and Clear. Selecting Map opens a popup window
allowing you to input a new key. Selecting the buttons to the right of the key
field lets you combine the key with Control, Shift, or Alt (only one of the three
options is allowed per hotkey). Clear deletes the current binding.
The
Bind Macro list has some additional features: an Add button to the left of the
menu creates a new entry on the Macro list, and the Edit button on each entry
allows you to directly input the text command you want to hotkey. Enter the
command using the same format you would if typing on the command line of a Chat
Window: See Section 4.2.1: Text
Commands,
for more information. Note that specific communications (like “Surrender or
die!”) can be hotkeyed using macros – see Section
3.6: In-Game Communication for more information about formatting and sending
messages in game.
Once you’ve established a
set of hotkeys you’re comfortable with, you can import the set to another
character using the Hotkey Management commands in the Settings menu, which is
accessed through the Command Bar. To find these options, click Settings on the
Command Bar and then click Hotkeys. Two options at the bottom of the Hotkey
sub-menu pertain to hotkey sets:
q
Restore Defaults will remove all custom hotkey settings for the current character,
restoring the default key commands (see Section 3.2: Keyboard Commands for a
complete listing).
q
Import Hotkeys
will display a list of all the characters currently saved on your client. Click
the name of the character to import that hotkey set to the current character.
4.9.4.4: Removing Hotkeys
If you decide to change or
delete a hotkey, assign the appropriate button again to a new value, assign
that button a new value or its former default using either procedure above, or
use the Restore Defualts option to eliminate all custom key mappings.
In addition to previously described interface flexibility, Shadowbane allows users to change the interface skin, altering the appearance of every window, menu, and button in the game. As of this test cycle, two skins have been fully implemented (the default, or “High Ethyrian” skin and the optimized Minimal Skin). More skins will become available as the game nears completion. To set the interface skin, click the Settings option on the Command Bar and then click “Interface Skin” to open a list of available skins. Clicking the desired skin on this list will switch the interface to that skin.
Clicking the Settings
button on the Command Bar (as described in Section 4.3: The Command Bar) opens a menu of
the following options:
q
Camera Controls – Camera control options, described in Section 3.5: Camera Controls.
q
Hotkeys –
Advanced hotkey and hotkey mapping options, described in Section 4.9.4: Hotkeys.
q
Interface Skin – Displays a list of available interface skins, as described in Section
4.9.5: Interface Skins.
q
Show Names – displays the name of every mobile or onscreen
character (within a close range) over their heads.
q
Show Crests – displays the Guild and Nation crest of every mobile
or onscreen (within a close range) over their heads.
q
System Settings– Various system settings that can adjust game appearance and
performance, described below in Section
4.10.1.
q
Video Options –
Graphical settings that can adjust game performance, described below in Section 4.10.2.
q
Diagnostics –
Opens an advanced diagnostic window on screen, described below in Section 4.10.3.
This large menu contains
various items that define gameplay in Shadowbane.
Some of the options available are purely cosmetic, while others can have a
drastic impact on game performance. Click any toggle to switch it between on
and off.
q
Account Name:
The account name currently held in the client’s memory. If the “Save Account
Information” item on the login screen is not toggled on, this information will
not be saved.
q
Account Password: The password associated with the current account name. This field is
always bulleted out for security reasons.
q
Fullscreen Mode: This determines whether Shadowbane
will occupy the full computer screen or display in a smaller window. Running
the game in “Windowed” mode can have an adverse effect on computer performance,
and is not recommended. This option will not be present in the final version.
q
Software Cursor – This determines whether or not the Shadowbane cursor (a small, gray
blade) is displayed instead of your system’s default mouse pointer.
q
Mouse Overs –
This enables or disables all mouse over information displays.
q
Autosave Window – This determines whether or not any changes to the game screen
configuration are saved. Game interface customization is described in Section
4.9: Interface Customization.
q
Sound Effects –
This determines whether in-game sounds are on or off.
q
Music – This
switches all in-game music on or off.
q
Health Bars –
This determines whether or not color-coded health bars are displayed next to
both parties in combat. See Section 7.2.2: Beginning Combat for
details.
q
3D Combat Damage – This determines whether or not damage figures rise from the heads of
avatars in combat. See Section 7.2.3: The Combat Sequence for
details.
q
Selection Arrows – This determines whether or not four small, gray arrows appear on
screen surrounding any object or mobile currently selected.
q
Terrain Fine Detail – This determines whether or not in-game terrain
displays with optional layered textures. Depending on your system’s graphics
card, changing this setting can have a direct impact on performance.
q
Profanity Filter – This automatically filters profane and vulgar language from character
name choice and all communications.
q
Blood Filter –
This determines whether or not blood spray particles issue from avatars when
they are struck in combat.
q
Texture Compression – This enables or disables compression of textures in
the game engine. Depending on your system’s graphics card, changing this
setting can have a direct impact on performance.
q
Snap to Grid – This
determines how much all game windows and menus will attempt to automatically
align with each other when moved. An invisible grid on screen adjusts window
placement, bringing window edges in line. The higher this slider is set, the
less likely a window is to stay exactly where you place it.
q
Music Volume –
This slider control lets you set the volume of all game music.
q
Screen Resolution – This slider lets you set your preferred screen resolution. Changing
this setting can have drastic effects on game appearance and performance.
q
View Angle –
This slider lets you configure how wide the game camera’s viewing angle is –
the higher the setting, the more “peripheral vision” your character gains. Note
that the upper end of this setting can produce a fish-eyed lens effect.
Changing this setting can have drastic effects on game appearance and
performance.
q
Terrain Texture Detail – This slider lets you adjust the resolution of all
ground textures. Changing this setting can have drastic effects on game
appearance and performance.
q
Refinement Range – This slider sets the distance at which objects in-game revert from 2D
decals to 3D objects. Depending on your system’s graphics card, changing this
setting can have drastic effects on game appearance and performance.
q
Open GL Lighting – This control toggles in-game lighting on or off.
q
Video Bit Depth – This control sets the amount of colorand alpha information that is
encoded per pixel on the game screen. There are 2 settings available: 16 bit and
32 bit. Your system’s graphics card will determine which setting is best for
you.
q
Z-Buffer Depth – This control sets the amount of resolution between rendered objects.
Most systems will run at16 bit, though high-end systems can use the 32 bit
setting.
This window contains
several controls that regulate the behavior of shadows in the game engine.
Depending on your system’s graphics card, any adjustment of these settings can
have a drastic impact on game performance.
q
Realtime Shadows on Terrain – This determines whether or not characters, monsters,
or non-player characters cast animated shadows on the in-game terrain.
q
Realtime Shadows on Terrain Objects – This determines whether or not characters, monsters,
or non-player characters cast animated shadows on in-game terrain objects
(trees, bushes, boulders, etc.).
q
Realtime Shadows on Buildings – This determines whether or not characters, monsters,
or non-player characters cast animated shadows on buildings and structures.
q
Distance – This
determines the distance away from your character at which characters, monsters,
or non-player characters begin to cast shadows, and therefore the number of
real time shadows on screen.
This option opens a small
window in game that displays a number of performance and diagnostic
information. This window is included for developmental and testing purposes
only, and will not be included in final release. Information provided in this
window includes:
q
Frame Rate – The
current video performance, expressed in number of frames per second.
q
Poly Count – The
number of polygons currently being rendered on screen.
q
Objects – The
number of objects currently displayed on screen.
q
Texture Mem – The
amount of texture memory currently available to your computer.
q
Comp Texture – Displays
the amount of texture compression happening on screen.
q
Load Req –
The number of objects currently waiting to load on screen.
q
Bytes Sent –
The size of the data stream going from your computer to the server.
q
Bytes Received – The size of the data stream coming from the server to your computer.
q
Ping Time –
The amount of time it takes to send a ‘ping’ message to the server.
As the old saying goes,
there is safety in numbers. By working together, players become much more
effective in combat or quest than they would have been on their own. In Shadowbane, there are two different
types of organizations for characters to join: Groups and Guilds. Each type of
organization has its own benefits and requirements, but both are definitely
worth your character’s time and consideration. Groups are described below, and
Guilds later in this manual (see Section 6.0 - Guilds).
The “party of adventurers”
is a classic staple of both fantasy fiction and adventure gaming, and Shadowbane is no exception. A Group in Shadowbane is defined as a fellowship
or band of characters, usually few in number, who have agreed to fight
alongside each other on adventures and quests, sharing the risk as well as the
reward. By grouping with other players, your character will be able to
communicate privately with other group members, share acquired experience, and
split the gold gained through combat. Groups also provide players with a means
to tactically organize themselves on the battlefield, and provide an experience
bonus to every member based upon the size of the Group: watching their
companions in action is an ideal way to learn and hone one’s own skills.
Groups are intended to be
far more temporary and transitory than Guilds (see Section 6.0 - Guilds). Characters
will join together in a group for an afternoon or evening of play, or perhaps
to accomplish a certain task, then disband and go their separate ways. Groups
are, in the end, just that: groups. Cliques, societies, and political units are
a different matter entirely, and fall firmly under the heading of Guilds.
There are no restrictions
on what characters may or may not join a given group. Conceivably, any
combination of Races, Classes and Professions can band together, regardless of
character level. Note, however, that the method used to calculate experience
will make it profoundly inefficient for high-level heroes to group with
low-level beginners (see Section 5.5: Benefits of Group Membership),
and that Shadowbane’s in-game
history makes certain kinds of alliances profoundly unlikely. Characters may
still group as they will, and there is only one limit to Group formation: a
group may have no more than ten members.
Once your character has joined a group, there are two ways to leave: either left-click the Leave Group option in the Group Menu (described in Section 5.2: Group Commands), or die. Character death immediately removes your character from their Group.
All of Shadowbane’s Group functionality can be accessed through the Group Menu
(part of the Command Bar menus), the Group Status Window, or both. Clicking the
Group option on the Command Bar brings up the following list of commands. Each
is described in turn. Underlined buttons also can be found of the Guild
Status window.
q Form New Group – this button creates a new group (of one), and designates your character as the group leader. It also automatically opens the Group Status Window (see Section 5.3: The Group Status Window for more details).
q
Toggle Info –
This button toggles the Group Status Window on or off.
q
Invite New – A character cannot opt to join an existing group on their own – they
must be invited. Click this button to invite another character to join your
current group. When selected, you will be prompted to target the character you
wish to invite. The invited character has the option to accept or refuse the
invitation. A character can only be a member of one group at a time: accepting
a second invitation will automatically eject a character from their first
Group. Note that only the Group Leader can invite new members into the group.
q
Leave Group – This button removes your character from your current group. To
re-join, your character must be re-invited. If your character is the leader of
the group, another character will become default leader as soon as your
character leaves.
q
Remove Member – This option ejects a member from the group. Once selected, you will be
prompted to either target the undesired character or select their entry in the
Group Status Window to eject them. Only the Group Leader has the authority to
dismiss group members.
q
Disband –
Selecting this option destroys the group, ejecting every member. You will be
prompted to confirm your decision before the group disbands. Only the Group
Leader can disband a group.
q
Appoint Leader – This option allows you to appoint a new Group leader.
You will be prompted to either target the desired character or select their
entry in the Group Status Window. Once completed, Leader status will transfer
to the selected character. Note that only the Group Leader can initiate a
change of leadership.
q
Split Gold – Toggles gold sharing on or off (see Section 5.5.2: Gold Sharing for
more details).
q
Following Toggle – Toggles following on or off (see Section 5.6: Formations and Following
for more information).
q Formations –
this option
opens a sub-menu of available formations:
q
Column –
This option causes all group members to assume this formation.
§
Line – This
option causes all group members to assume this formation.
§
Box – This
option causes all group members to assume this formation.
§
Triangle –
This option causes all group members to assume this formation.
§
Circle –
This option causes all group members to assume this formation.
§
Ranks – This
option causes all group members to assume this formation.
§
Wedge – This
option causes all group members to assume this formation.
§
Inv. Wedge –
This option causes all group members to assume this formation.
§
T – This
option causes all group members to assume this formation.
The core of Shadowbane’s Group system, the Group
Status Window gives you access to most of the group commands without needing to
go through the Command bar, and displays important information about every
member. The window automatically appears on your screen whenever your character
forms or joins a Group, and can be toggled on or off using the Toggle info
option in the Command bar group menu.
Command Buttons – A column of seven command buttons can be found at the left edge of the
group Status Window. All of these buttons are the same as buttons found on the
Command bar Groups menu – see the descriptions above for their functions.
Character Information Bar – A Character Information Bar for every member of the
Group appears in the Group Status Window. If a Group member dies, their
information bar will vanish from the window. These bars can be used to monitor each
member’s status, and also serve as an easy means of selecting a character
outside your character’s field of view. Each information bar consists of the
following items:
q
Name – Lists
both the first and last names of the Group member.
q
Status Indicators – These bars display the relative status of the Group member’s Health,
Mana, and Stamina, expressed as a percentage of the character’s full value.
q
Following Indicator – This control stud shows by its color whether or not
the Group member is in Following mode and participating in Group Formations.
Minimize Button – This button shrinks the Group Status Window, stripping away all of the
Group Leader-based command buttons and slimming the window down to a minimalist
format. Minimizing the Group Status Window can help improve visibility in your
game window, and each member entry can still be clicked to select them.
The founder of a group is
designated as its Leader. Group Leaders have direct control over the
functioning of the group – most of the commands on the Group Options List will
only work for the Group Leader. Only the leader can disband the Group, eject a
Group member, or appoint a new Group Leader. If your character doesn’t like the
group’s leadership, they don’t have to stay: membership is voluntary, and a
character can leave their group at any time by clicking the Leave Group button.
If, for some reason, the
Group Leader suddenly becomes unavailable (the character is slain, exits the
game abruptly, or quits the group without disbanding it), the next character
listed in the Group Status Window will automatically be designated Group
Leader, and all members will receive a message to that effect. Sometimes a
Group may decide to change its leader: perhaps the Group Leader has some
warning of their imminent departure, or perhaps the Group needs to
automatically Follow a different character to reach a destination. To designate
a new Group Leader, the current Leader simply clicks the Appoint New Leader
button, then selects the new leader (see Section 5.2 – Group Commands, above).
Group membership provides a
bonus to earned experience. In a group, experience becomes a collective effort
- all members of a group receive experience points whenever any member of the
group kills a foe. The amount received is modified by the group experience
bonus. Grouped characters will, therefore, get more experience points per kill,
and will receive more kill awards than they could on their own. Groups can also
defeat higher level monsters by working together, opening themselves to even
greater experience awards. See Section 8.0 – Character Development, for more
information about experience points.
There is one limit to the
amount of experience characters can gain by grouping. Every character has an
experience cap, a maximum number of experience points that can be gained per
kill. Lower level characters, therefore, will receive less experience than
their fellow group members, and are less able to contribute to combats. Groups
function most efficiently when all members are of equal or nearly equal level.
Groups can also share the
wealth. If the Group Leader toggles the Split Treasure option to “on” (this is
done by clicking the Gold Sharing button on the Group Status Window or the
Command Bar group menu), any treasure earned by the group will automatically be
divided equally between all members. If the amount of treasure does not divide
evenly, the character actually picking up the loot receives any remainder. In
other words, if member of a Group of six characters picks up 21 gold pieces,
each member receives 3 gold (21 divided by 6), with an additional 3 for the
character who grabbed the treasure.
Finally, Group members have
access to a private communications channel, available only to members of their
group for organizing and coordinating their efforts. To send a message only
Group members will hear, type </gsay> before the body of the message in
the command line of a multi-channel Chat Window. For instructions about how to
configure a Group-exclusive chat window, and for more information about game
communications in general, see Section 3.6.4: Communications Options.
Groups also have access to
various formation options, allowing them to automatically follow the group
Leader and assume optimal configurations in combat. When Following is toggled
on, all members of a group will automatically follow the group leader wherever
he goes, assuming their place in the current Group Formation when their movement
ends. Following defaults to “off”, so the leader must toggle following to “on”
if they wish to have Group members automatically follow them. With following
on, Group members can sit back and relax as the Leader steers the entire party.
If you decide to have your
character move independently, click the Following button on the Group Status
Window and your character will break formation, returning to your direct
control. Click the Following toggle again to rejoin the Group and resume your
place in formation. You can also break formation merely by clicking a
destination as you would normally. Your character will break formation, and
every other Group member will receive a message to that effect.
Following is a good way to ensure an entire Group gets where it wants to go quickly and efficiently – while following, characters will not get tremendously separated or lose sight of the leader, and connection lag will not be a factor. However, each character’s movement speed does not change, so slower members might trail behind their Group, while faster ones might run ahead of the Group Leader.
Also, as long as one member
of a Group knows the way to the Group’s goal, you don’t need to worry about confusing
directions. The Group Leader should appoint a character that knows the way to
be the new Group leader, and the group will follow them unerringly.
When the Group Leader
activates Following, the members of the Group will automatically assume a position
in the Formation: based upon their current location, they will move to the
nearest open “slot” in the formation. If you have a very specific or detailed
formation in mind (pike men at the point, archers left, wizards rear right),
your Group may need to practice falling in and out of formation to get a feel
for running to the right spot.
Falling into a specific
formation does not impart any specific bonus or benefit to a character other
than any incidental tactical advantage that might arise from the character’s
position. By holding ranks instead of rushing off to fight, multiple characters
can easily attack a single opponent, striking from several angles. Certain
situations will make one formation more useful than another.
Certain spells and powers (particularly those granted to Fighters and Warriors) allow a character to take up a defensive stance and actually become a collision object (characters and monsters cannot move through them). Groups that feature such characters should always put them in front – attackers will be unable to run through them to get to weaker spell-casters or support characters in the rear. In such cases, organization and a good formation can overcome a vastly superior opponent.
A guild is a large
association of characters with similar outlooks or goals, banded together to
build cities, pursuing common goals, and interacting with other guilds –
peacefully or otherwise. Because guilds provide players with the power and
methods they can use to permanently change the world, player-character guilds
form the heart of the world of Shadowbane.
In order to form a guild,
you need to acquire a Guild Charter. There is a shopkeeper who sells them –
seek him or her out when you are ready. Note that when you conduct business
with this shopkeeper, you will see that 13 different types of guild charters
are available. Each charter corresponds to one of the guild types. More
information about each Guild type can be found on our website, at http://shadowbane.ubisoft.com/gameinfo/guilds.shtml.
A brief description of each type follows:
q
Amazon Temple – Fierce bands of warrior women who venerate
their own queens and goddeses.
q
Barbarian Clan – Brutal clans of Northmen bent on plunder,
loot, and glory.
q
Church of the All-Father – An ancient church devoted to
unity and brotherhood.
q
Dwarf Hold – Enclaves of Dwarves struggling to understand the
ways of the surface world.
q
High Court – Grim Elvish factions working to rebuild their lost
empire.
q
Mercenary Band – Soldiers for hire hoping to seize power in
the age of warfare.
q
Military Legion – The remnants of the great armies of years
past, fighting for power.
q
Noble House – Human families trying to revive the glory of the Ten
Kingdoms.
q
Ranger’s Brotherhood – Secretive orders of Druids
and Rangers working to restore balance.
q
Temple of the Cleansing Flame – Militant congregations
striving to purge the wicked.
q
Thieves’ Band – Gangs of cutthroats and villains hoping to
earn some dishonest gold.
q
Virakt – Savage tribes of Irekei who constantly war with all
non-Irekei and each other.
q
Wizard’s Conclave – Aloof colleges of lore and magic, struggling
to uncover lost secrets.
In addition to type, every
guild is also defined by its status:
q
Errant Guilds –
Every newly created Guild is errant – which means that they have not sworn
fealty to any other Guild, and do not yet own a city.
q
Sovereign Guilds – These Guilds own a city.
q
Sworn Guilds –
These Guilds have sworn an oath of fealty (service and support) to a Sovereign
Guild.
q
Nation Guilds –
Any Sovereign Guild that has another Sovereign Guild swear fealty to it. The
lead Guild in any multi-City alliance.
q
Province –
Any Sovereign Guild that has sworn featly to another Sovereign Guild, making
that Guild a Nation.
More information about
these Guild types can be found on the Shadowbane website
(http://shadowbane.ubisoft.com/gameinfo/Guilds.shtml).
Once you have purchased a
Guild Charter, open you character’s Inventory, click once on the Charter to
select it, then click the Use action (under Actions in the Command Bar) or type
U to use it. Once you activate the Charter, the Guild creation sequence will
begin.
On the first section of
this sequence, you will be prompted to enter the Guild name, its motto, and its
government system. The government system determines who has the authority to
call votes of “no confidence” in the Guild Leader, and should be fairly
self-explanatory. Once all of these choices have been defined, click the
“Forward” arrow at the bottom of the window to proceed. Wolfpack Studios and its publishers reserve the right to alter or
reject inappropriate or offensive Guild names.
Next, you must design your
crest, the coat of arms for your Guild. Each crest has six elements: foreground
color, background color, symbol color, background pattern, symbol set, and
symbol. Click on the studs at either end of the item to move forward and backward
through a range of choices. Each symbol set contains a variety of unique
symbols within it. Click through each of these items until you find a crest
that suits your Guild, and press the “Forward” arrow when finished.
Once your crest is
designed, all of the Guild information you have entered will be displayed for
your review. If everything meets your approval, press the “Forward” arrow to
finalize your Guild and return to the game world. If you want to change
something, press the “Backward” arrow at the bottom of the window.
Why should you found or
join a Guild? Firstly, all Guild members receive a bonus to earned experience,
but without the drawbacks of sharing found in Groups. Secondly, characters that
have joined a Guild benefit from increased recovery rates. Health, Stamina, and
Mana regenerate faster for Guild members. The extent of this bonus is based on
the current status of the Guild.
Every Guild type also has a
preferred membership, tied either to a race or a pair of classes. Preferred
members gain an additional bonus to earned experience above and beyond the
bonus they gain for simply being members. This additional incentive is designed
to form Guilds that mirror Shadowbane’s
world background. In the end, however, Guilds are like Groups when it comes to
restrictions: any character, of any race, can serve in a Guild with any other character.
Some Guild types are more beneficial to some characters than others.
|
Guild Template |
Preferred Members |
|
Amazon Temple |
Furies, Huntresses |
|
Barbarian Clan |
Barbarians, Bard, Fighters, Warriors |
|
Church of the All-Father |
Crusaders, Healers, Prelates, Priests |
|
Dwarf Hold |
Any Dwarf |
|
High Court |
Any Elf |
|
Mercenary Band |
Fighters, Healers, Mages, Priests, Rogues, Thieves,
Warriors, Wizards |
|
Military Legion |
Fighters, Healers, Mages, Priests, Rogues, Thieves, Warriors,
Wizards |
|
Noble House |
Any Human |
|
Ranger’s Brotherhood |
Druids, Rangers |
|
Temple of the Cleansing Flame |
Confessors, Templars |
|
Thieves’ Band |
Assassins, Rogues, Scouts, Thieves |
|
Virakt |
Any Irekei |
|
Wizard’s Conclave |
Channelers, Mages, Warlocks, Wizards |
Guilds also have their own
independent communications channel. Typing “/guild” as the command before the
body of a message in the Chat window will send the message on that character’s
Guild channel, and all who are allowed to hear it will receive it in the
appropriate color. See Section 3.6: In-Game Communication
for more details.
Once a Guild begins
building a city, Guild members receive privileged access to a wide variety of
goods and services. Guilds also provide many intangible benefits: backup in times
of trouble, a forum for sharing information and resources, and a social
identity to help define your character. Finally, Guilds also serve as the means
of helping to determine your character’s bind point, their “home address.” See Section
3.9.1: Spawn and Bind Points and Section 6.4.1: Changing Cities for
more details.
Like Groups, a character
must usually be invited to join an existing Guild. If a character founds a
Guild, he is designated the Guild Leader by default, and can invite new
members. A character can only be a member of one Guild at any time. You can
also join any Safehold or open player
Guild by re-pledging to that Guild’s city, as described in Section 6.4.1 below.
If you grow dissatisfied
with your Guild, click the “Leave Guild” button in the Guild Options list on
the Command Bar to drop out (see below for more information). Conversely, if
your Guild leadership or fellow Guild members grow dissatisfied with you, you
can be banished from the Guild. Remember, going errant will have some
immediate, drastic effects on your character’s virtual life: all experience and
regeneration bonuses will be lost, and your character will lose the default
spawn and bind point.
Before leaving your Guild
(and, by extension, your character’s home city) it’s always a good idea to have
a new home lined up. Your character can re-pledge their Guild and city
affiliation at any time by double-clicking a Steward or Runemaster in their
home city and selecting the “Re-pledge” option on the appropriate Tradesman’s
Vendor Window. This option opens a list of all available open cities on the
character’s current game world. If the character is below level 20, Safehold cities
will be included on this list. If they have already reached rank 2, only
player-run open cities will appear. You can always refer to the World Map (as
described in Section 4.8.5) to check the player population and location of any
given city. Your character cannot re-pledge their Guild affiliation via a
Herald or Runemaster until they attain Rank one (10th level).
To re-pledge your character
to a new city, simply select the desired entry on the list and click the check
button. Your character will automatically teleport to the new city, bind to
that city’s Tree of Life (using it as their new spawn and bind point), and join
the Guild that controls that Tree as a petitioner. See Section 6.6: Guild
Member Status for more information about the conditions and restrictions of
petitioner status. While this offers a short cut around the usual means of
joining a Guild, bear in mind that your character must still meet any
requirements set by that Guild to become a full member, and that your new Guild
mates are well within their rights to banish you from their City (or even kill
you on sight) if you wear out your welcome. Also, changing Guild affiliation
will not change the fact that any character who has your character’s Guild
Shield on their Heraldry or Death Lists can still use your character’s name to
hold them accountable for their actions. See Section
6.7: Other Uses for Heraldry and Crests for more information.
The Guild option on the
Command Bar displays an array of Guild-based commands, as follows:
q
Invite to Guild– This command allows you to invite another character to join your Guild.
You will be prompted to select the character you wish to invite.
q
Leave Guild–
This command removes your character from their current Guild. You will be
prompted to confirm your choice.
q
Promote, Demote, Banish – This option opens a list of all Guild members,
displaying their name and Rank (the names of members currently on line appear
in yellow). The Guild leadership uses this window to change the standing of
their Guild members. See Section 6.6:
Guild Member Status for more information.
q
Disband the Guild– This command disbands the Guild completely, ending Guild affiliation
for all members. Only the Guild Leadership has access to this command, and they
will be prompted to confirm this choice if it is selected.
q
Invite a Guild to Swear Under You – This command allows the officer of a Guild (Guild
Leader or Inner Council) to invite another Guild to swear fealty to your Guild.
You will be prompted to select a character from the Guild you want to swear
allegiance to yours.
q
Sub Guilds and Sovereigns – This option opens a menu of all the Guilds in the
character’s Guild alliance, displayed in a hierarchy of Nations, Provinces, and
sworn Guilds. Additional functionality allows Guild Officers to review, ratify,
or dissolve Guild alliances.
Every Guild has a status
that defines its place in the world in terms of its relationship to other
Guilds. Characters can also be defined by their position within a Guild. There
are five levels of character guild status in Shadowbane:
q
Errant
characters are not affiliated with any Guild. Whether they are renegades,
outcasts, outlaws, or merely loners, they gain none of the benefits of Guild
membership. Errant characters are severely handicapped when compared to Guild
members in terms of earned experience and security. Most Errant characters have
either left their Guild, been exiled from it, or are survivors of a Guild’s
destruction. Alone in the turmoil of the Age of Strife, Errant characters
usually seek to found or join a Guild as quickly as possible.
q
Petitioner
status is conferred upon a character whenever they accept an invitation to join
a Guild. Petitioners occupy the lowest echelons within any Guild, and enjoy all
of the benefits of Guild membership, as described in Section 6.3: Membership Benefits.
Petitioners, however, are still considered “probationary” members, and this
status lacks security. The votes (or “white marks”) of a small group of Active
members can promote a Petitioner to Active status, but a small group of votes
(“black marks”) can also banish the Petitioner. As trial members, Petitioners
are also excluded from all political voting within the Guild. See Section
6.6.1: Guilds, Government, and Voting for more information on this.
q
Active
members of a Guild are full-fledged members of the Guild, enjoying all of its
benefits. Unlike Petitioners, their position within the Guild is more secure.
Only the Guild Leadership (as determined by the Government type) has the power
to expel an active member.
q
Inner Council
members are active members who share the administrative powers of the Guild
Leader. Inner Council members can manage the healing and defensive capabilities
of a Tree of Life, and can invite or render oaths of fealty from other Guilds.
A Guild Leader can grant Inner Council status to Guild members, or this honor
can be earned by popular vote, depending upon the Guild’s system of government.
See Section 6.6.1: Guilds, Government, and Voting,
and Section 6.9: Guild Alliances and Nations
for more information.
q
Guild Leader
status is automatically conferred upon the founder of a Guild, but can be transferred
to others or removed depending upon the Guild’s governmental system. Guild
Leaders wield ultimate administrative power within the Guild, although their
powers and functions may be limited by the Guild’s government system. See Section
6.6.1: Guilds, Government, and Voting for more information on this.
In addition to the various
levels of status that membership in a Guild can convey upon a character, every
Guild also has a ranking system. The Guild leadership (either the Guild Leader,
the Inner Council, or both depending upon the Guild’s system of government) has
the power to assign ranks to members, and may promote or demote members as they
see fit. Certain ranks are only available to Guild Leaders of Sovereign Guilds
or the leaders of Nations.
A character’s status and
Rank within a Guild has nothing to do with character level or Rank. While it
might seem logical for a Guild to place their most powerful members in
positions of leadership, some prefer to keep lower level figureheads in
positions of authority, since titles often serve as targets.
Every Guild has a
government type, selected during Guild creation. The style of government
determines which members of a Guild (the Guild Leader, the Inner Council, or
the body of Sworn members) have the authority to vote on important issues.
Currently, government style is mostly a cosmetic choice: more functionality in
this area is forthcoming.
Any Sworn member of a Guild
can voice their opinion about any other Sworn or Petitioner member by placing a
white mark (favorable vote) or black mark (negative vote) on that character’s
“record.” When a character accepts an invitation to join a Guild, five white
marks are required from different Sworn members to promote that character to
Sworn status. Conversely, five black marks will banish a Petitioner or Sworn
member from a Guild, turning them Errant.
To view a character’s vote
record and place a mark upon their record, control+left-click the desired
character and select “Guild Info” from the menu. A window displaying the
character’s Guild Information will appear (Guild name, rank, etc.). If that
character is a member of the same Guild as your character, a second window will
appear displaying the vote record of that character. A list of all black and
white marks is displayed, along with the name of the character who cast the
vote, the date of the vote, and any comments.
To add a vote of your own,
select the Black Mark or White Mark button at the left edge of the voting
window. A small window will appear where you can enter a brief comment (about
the character, the vote, or anything you like). Click in the text field, and then
type your comment. Click the check-marked button to submit your vote, or the
“x” button to cancel.
The Guild Leader and members of the Inner Council have the authority to banish, promote, and demote members at will, bypassing the vote system.
Every character’s Guild and Nation affiliation are displayed over their heads if Show Crests is toggled on. To toggle Show Names on or off, select Show Crests on the Settings sub-menu, as described in Section 4.10.1: System Settings. Selecting any character or mobile will also display the Nation and Guild crests in the Selection Window (as described in Section 4.1.1: The Selection Window. Heraldry serves as an instant indicator of a potential friend or foe’s Guild affiliation, but Shadowbane incorporates other features that allow you to save any Guild or Nation crest and put them to various in-game uses.
The first two items on the Guilds sub-menu (accessed by selecting Guild Options on the Command Bar) allow you to save heraldry that you encounter during play:
q
Heraldry List:
This serves as a list of some of the vital statistics (name, guild and nation)
of any character encountered in game.
q Death List: This automatically records the name, Guild, and Nation of any character that kills your character. Your character’s last ten killers are displayed here, as if they had been added to the Heraldry List.
The Heraldry List has two
basic components: the actual list of crests at the bottom of the window, and an
information block at the top. The list displays every crest icon your character
has collected over the course of play. Left-click a crest on the list to
display its statistics in the information block: the name of the character you
took the crest from, that character’s Guild name, and their Nation name will
all be displayed. The Heraldry List holds a maximum of ten crests.
To add a new crest to your
Heraldry List, left-click or control-click the character to select them, open
the Heraldry List by selecting Guild Options and then Heraldry List on the
Command Bar, and then drag the character’s Guild Shield icon from the Selection
Window into the open field of the list. To delete an entry from the list,
left-click the crest to select it and then press the <Delete> key.
Remember that the Heraldry List, like all buttons in Shadowbane, can be dragged
onto the screen or hotkeyed as described in Section 4.9: Interface
Customization.
The Death List option opens
a window that is essentially identical to the Heraldry List. Rather than having
to drag a combatant’s crest onto the list, the heraldry of any character that
kills your character in combat is automatically transferred onto the Death List
at the point your character dies. If a rival character kills your character
more than once, their heraldry will not be duplicated, and killers’ crests are
not saved in the order that they killed you.
Every Building and City
Asset in Shadowbane has two lists that depend on stored crests: the
Kill-on-Sight List and the Friends List. You can drag a stored crest off of
your character’s Heraldry or Death Lists and onto the Kill-on-Sight List or
Friends List of any Building or city asset your character owns or can manage.
See Section 10.9.1 for
more information about Kill-on-Sight Lists, and Section 10.9.2 for details about building
management and the Friends List.
It will eventually be possible for characters to trade crests from Heraldry, Death, Friends or KOS Lists between themselves. This functionality is forthcoming.
In order to build a city, a
Guild must first lay claim to a Tree of Life. Trees of Life grow from Guild
Seeds. These are white, acorn-shaped stones imbued with powerful magic. Once
you have acquired a Guild Seed, move to the place you want to start your city,
then “Use” the Guild Seed. The Tree of Life will sprout from your present
position. It appears as a tall, white willow made of stone.
Once the Tree of Life has
been placed, left-click it once to select it, and then “use” the Tree. A window
will appear asking whether your Guild wants to lay claim to the Tree (you
should say “Yes”). You will also be asked to name the Tree. The Tree’s name
becomes the name for the city you will be building around it.
Once you have claimed and named the Tree of Life, all Guild members automatically make the new city their designated starting point. From now on, Guild members will reappear at the Tree of Life after they are killed instead of the default starting point. City building options are described extensively in Section 10.0 – Buildings and Building Management.
Just as individual characters in Shadowbane can band together to form Guilds, individual Guilds can group together in alliances and Nations. Generally speaking, there are two types of Guild alliances that can directly impact game play:
q Sworn to Sovereign Alliances: an alliance in which a Guild that does not own or have access to a Tree of Life swears fealty to a City-owning Guild. The City owners are the Sovereign Guild, the client organization is the Sworn Guild.
q Province to Nation Alliances: an alliance between two City-owning Guilds. The Guild that swears fealty to the other City becomes a Province, while the Guild in charge of the alliance is designated a Nation. Nations and the Provinces can also serve as the Sovereign to one or more Sworn Guilds, incorporating both kinds of Guild alliance into the same political unit.
Beyond the acceptance of the Guild leadership (as described below), there are no hard-coded conditions to a Guild alliance: players are free to devise their own and enforce them as they see fit. Racial or factional makeup, gold tribute, mutual defense pacts, non-aggression treaties, oaths of neutrality, or even preferred hunting rights within a given adventuring zone are all possible, but are left entirely to player discretion. The same is true for alliances that do not fit either model listed above: two player Cities might come to terms over a piece of territory without either party swearing fealty, or an entire host of errant Guilds could band together for a specific cause. Again, these kind of arrangements do not require specific game mechanics to support them, and are left to players to create or abandon at their whim.
Guilds join alliances with other Guilds much the same way that individual characters become members of Guilds (as described in Section 6.4). In order for two Guilds to join together in either type of alliance, a Guild Officer (either the Guild Leader or a member of the Inner Council) of the dominant party (the future Sovereign or Nation) must invite a Guild Officer of the other party (the future Sworn Guild or Province) to swear an oath of fealty. To do this, left-click the desired officer, then select “Invite a Guild to Swear Under You” from the Guild Options sub-menu, as described in Section 6.5.
As soon as the invite option is selected, the invited officer will receive a pop-up message notifying them of the offer, and giving them the option to accept or decline. If the officer accepts, both parties will receive notification of the choice and the new Province or Sworn Guild will become a provisional ally of the dominant Guild, a status similar to that of a character who is a Petitioner in their Guild. Provisional Sworn Guilds are known as Petitioner Guilds, while provisional Provinces are known as Protectorates. At this stage the alliance exists in name, but members of the Province or Sworn Guild will not receive full benefit from the alliance until a Guild Officer of the dominant party ratifies the alliance using the Sub-Guilds and Sovereigns Menu.
Clicking the Sub Guilds and Sovereigns option on the Guild Options sub-menu of the Command Bar opens a menu of every Guild in the character’s Guild alliance structure. Guilds on this list are sorted by status: the Nation (if any) is always at the top, followed by Provinces (if any), then Sovereign Guilds (if any) followed by Sworn Guilds. The character’s Guild always appears at the top of its appropriate section of the list. The menu displays the Guild’s crest and name, with each Guild name color-coded according to the Guild’s status:
q Nation Guilds names appear in gold.
q Sovereign (City owning) Guild names appear in red.
q Province Guild names appear in red.
q Protectorate (provisional Province) Guild names appear in orange.
q Sworn or Errant Guild names appear in blue.
q Petitioner (provisional Sworn) Guild names appear in light blue.
Guild officers (Guild Leader or Inner Council members) can click on any entry on the Sub Guilds and Sovereigns menu except their own to review that Guild’s status within the alliance. Left-clicking an entry opens a pop-up window displaying the Guild’s name, crest, status (nation, province, sworn, etc) and controls that allow the user to adjust their Guild’s relationship with the selected Guild:
q Dismiss – allows a Nation or Sovereign Guild to sever ties with an underling Province or Sworn Guild.
q Swear In – allows a Nation or Sovereign Guild to ratify an alliance, turning a Protectorate or Petitioner Guild into a full Province or Sworn Guild.
q Break Fealty – allows a Province or Sworn Guild to sever ties with its liege Nation or Sovereign.
Sworn Guilds gain a host of tangible benefits from swearing fealty to a Sovereign Guild: access to a fixed bind point (their Sovereign’s Tree of Life), special Nation pricing rates, and a share of their Sovereign’s earned experience and regeneration bonuses, as described in Section 6.3.1. Additionally, Guild Officers of Sworn and Sovereign Guilds can communicate using the Leaders Channel. In return for these benefits, members of Sworn Guilds must display their Sovereign’s Guild crest (or the crest of their Sovereign’s Nation) as their Nation shield. Sovereigns may make other demands as well – military service, monetary tribute, or other factors. No hard coded commands exist for these, but a Sovereign can always terminate an alliance if they feel a Sworn Guild is taking advantage of them.
At the inter-City level, there are fewer direct benefits – each Nation or Province receives most of its Guild bonuses from owning its own Tree of Life. Nation pricing applies to every Guild within an alliance, including Sworn Guilds of the Nation or any Province. The largest benefit members of Nations, Provinces, and their Sworn Guilds receive is mobility: any member of the larger political unit (Nation, Province, or any Sworn Guild) can designate the Tree of Life of the Nation or any Province as their default spawn and bind point. Section 11.2.3 details exactly how to do this. See Section 3.9: Resuming Play for details about spawn and bind points.
Just as every character is free to leave their Guild at a moment’s notice, either party of any Guild alliance (Sworn to Sovereign or Province to Nation) can terminate that alliance at any time, using the controls described in Section 6.9.2. Severing relations between Guilds will always affect the status of both Guilds, and some status shifts (Sworn to Errant, for example) may have drastic effects on a Guilds entire membership.
Of course, a Guild alliance can also be terminated involuntarily: destroying or seizing a City’s Tree of Life in a siege will instantly sever any and all alliances of the Guild that formerly owned the Tree. See Section 12.4 for more information.
There is no limit to the number of Sworn Guilds that can swear fealty to the same Sovereign, or to the number of Provinces that can swear fealty to a Nation. Sovereign Guilds can serve as either Nations or Provinces in inter-City alliances. Nations, however, cannot swear fealty to other Nations; if two player Cities already bound in an alliance wish to ally themselves to a third, either the third city must swear fealty to the existing Nation (becoming a second province) or the first two Cities must dissolve their alliance and both swear fealty to the third City as new provinces.
The most visible effect Guild alliances have on Shadowbane play is a character’s Guild crests. The Nation Crest that displays over a character’s head or in the Selection Window will always display the crest of the ranking Guild in that character’s alliance; a member of a Sworn Guild will show their Sovereign’s crest, while members of a Sworn Guild whose Sovereign serves as the Province to another Guild will show the Nation’s crest. Also, the city icon displayed on the World Map (as described in Section 4.8.5) shows the crest of that City’s Nation. Guilds who have won the fealty of multiple Provinces will see their colors spread across the game world, and every player on that world can see the extent of their dominion.
The political power of dominant Guilds is, therefore, on visible display throughout the Shadowbane game world, and the honor of spreading a Guild’s crest is one of the primary benefits of being in charge of an alliance. Fame and glory can cut both ways, however; Nations should always be careful who they choose as friends. Their status results in plenty of “free advertising,” but other factions may hold a powerful Nation responsible for the actions of its subordinates.
Armed conflict is the
driving force of Shadowbane: by engaging in (and winning) battles, your
character will gain experience, becoming more powerful, and will also earn the
gold needed to purchase better equipment, build buildings, and forge empires.
There are two basic types
of combat your character can experience: Player versus Environment/Monster
(PvE) and Player versus Player (PvP). Of the two, the latter type is far more
dangerous.
Wandering monsters are
distributed throughout the game world, while in certain places large numbers of
monsters congregate in inhuman villages or around ancient ruins. Typing N will
display the names of monsters over their heads (just as with characters), and
left-clicking on any monster will display its name and Rank information on the
Selection Window.
Every monster has a level
that measures its prowess in combat. As a general rule of thumb, any character
should be able to defeat a monster of their level, though they should expect a
tough battle. Attacking higher-level monsters by oneself is a dangerous
proposition. Forming a Group (see Section 5.0 – Groups and Grouping) is a
good way to tackle high-level monsters and gain more experience and treasure.
However, monsters can form groups too, acting quickly to defend themselves and
their allies.
When meeting an unfamiliar
creature, make sure you check its level before attacking it – there’s no
guarantee that similar-looking creatures will have similar power levels. Some
monsters can vary as widely in level as player characters.
Players have more skills, powers,
and spells at their command than the average monster, and are far smarter than
any computer. Your fellow players, therefore, constitute the “most dangerous
game” in Shadowbane’s virtual world, and any PvP conflict is oftentimes more
dangerous than attacking even the deadliest of monsters.
With the exception of Safeholds (the areas immediately
surrounding starting cities) there is absolutely no restriction on Player
versus Player combat. Players of any level may freely attack players of any
other level.
Before
attacking a fellow player, consider the potential consequences. They may have
allies in the form of a Group or Guild, and may appear to be much weaker than
they actually are.
Furthermore,
while monsters will not always pursue their prey to the end of the world, and
will frequently forget any hostility towards a player-character, other players
will not be so forgiving. If a monster is killed and a new one respawns, the
new monster might not be aggressive towards a player-character. Players are
sure to remember who dealt the killing blow, and will likely seek vengeance.
As
each player has five character slots available to him or her, killing one
character could mean the player will immediately log on with a more powerful
character intent on revenge.
What’s to prevent Shadowbane from devolving into a
non-stop bloodbath? While PvP combat may not be restricted, it does have its
limits, designed to impose accountability for your character’s actions:
q
Actual advancement from PvP
combat is negligible – players never receive any experience from the killing of
other characters.
q
An “anonymous kill” is
nearly impossible in Shadowbane.
Even if a target player chooses to ignore damage messages and attack
information displayed in their chat or system window, their character’s Death
List will provide the name and heraldry of their murderer. This way, every
victim in PvP combat can easily learn the name and Guild affiliation of his or
her killer.
q
Though killing other
players can be a good source of treasure, bonded items cannot be looted.
Victors in PvP combat will always be limited in what spoils they can collect
from their victims.
q
The Guild system is
designed to provide any player with a large group of allies to help provide
backup, get revenge, or apply political pressure to the Guild of a notorious or
especially obnoxious player-killer.
Shadowbane’s entire Guild
system (see Section
6.0 – Guilds) is designed to steer the game towards conflicts between
Guilds and factions instead of endless vendettas between individual players.
Random brawls, duels or attacks, while fun, will usually have severe
repercussions.
When you select another
character or monster, your character “sizes them up,” judging how powerful the
potential opponent is. The name of any selected character or monster appears in
your Status Window, and the color of the name gives a hint of how easy the
mobile will be to defeat, and how much your character could gain from it. The
assessment compares the mobile’s level with your character’s level to determine
the level of danger. There are seven different “threat levels,” as described
below:
|
Color |
Threat Level |
Experience
|
|
White |
Beneath your notice and dignity |
None |
|
Green |
Easily beaten |
Meager |
|
Blue |
An even match |
Good |
|
Yellow |
Expect a tough fight |
Very Good |
|
Orange |
Difficult to beat alone |
Excellent |
|
Magenta |
More than your match: bring a Group |
Superb |
|
Red |
It is a good day to die… |
Glorious |
Experience is estimated for
monsters only, as killing players awards no experience.
The following section
provides a brief guide to combat in Shadowbane.
In order to engage in
combat, your character must be in Combat Mode (as opposed to Normal Mode). You
can enter Combat Mode by clicking the Combat Mode button on the Status Window
(see Section
4.1: The Status Window for details). Clicking the button a second time
returns you to Normal Mode.
In Combat Mode, your
character assumes an aggressive stance and draws their weapon. Combat Mode
affects more than your character’s appearance: their movement rates for running
and walking are both considerably slower, and the character’s recovery rates
both Health and Stamina are diminished. While it is technically possible for
your character to stay in Combat Mode all the time, these limitations make it
highly impractical to do so.
Once your character is in
Combat Mode, double left-click on your target to commence hostilities or click
the Attack option on a Context Sensitive Menu (see Section 3.4.2: Interacting With Mobiles).
[A] will also initiate an attack on a selected target, switching your character
into combat mode if necessary. The Attack hotkey or menu option can be set to a
custom hotkey as described in Section 4.9.4: Hotkeys. If necessary, your
character will close with the target and then begin automatically attacking
with any equipped weapon or weapons. If a missile weapon is equipped, your
character will either begin firing or you will get the message “The target is
out of range.”
As soon as combat begins,
color-coded Health bars appear next to your character and your target, giving
you a visual indicator of your and your target’s physical condition. The Health
display bars are color-coded based on the character’s condition: green
indicates that your character is healthy, yellow means they are somewhat
wounded, and red indicates that they are in critical condition and near death.
The targeted character or monster’s Health level will appear in a red bar below
their name in your Status Window, a handy alternative to the Health bars. If
you don’t want Health bars cluttering up your display, toggle off the “Health
Bars” option in the Settings menu (as described in Section 4.10: Game Settings).
Once combat begins, all
involved parties will attack their target automatically until combat ends.
Every attack has an associated amount of time that must pass before the attack repeats.
Dexterity, skill, level, and the weapon itself all determine the length of time
between attacks. If an attack hits, the amount of damage the target takes rises
over the head of the target. The amount of damage your character does with any
given hit is based on the weapon, your character’s skill, and their Strength
rating. Damage taken by monsters and other mobiles displays in yellow numbers,
while damage your character takes appears in red numbers. If you do not want
these numbers to appear, click the “3D Damage” option off in the Settings menu.
See Section
4.10: Game Settingsfor details.
While in combat, you can
use skills and powers to give your character an edge. See Section 9.0 – Skills and Powers for
details on activating spells and powers. Note that spells and powers have
timers of their own, and inserting them into your attack sequence will delay
your next normal attack until after the spell or power has been triggered. Some
spells and powers cannot be used in Combat Mode. Skills and powers are the
trump cards of Shadowbane combat
–they can easily turn the tide of a battle if used effectively.
Combat continues until one
party dies or is able to flee. If you try to disengage and flee, though, your
opponent is likely to get in a free attack or two at you while you turn your
back and run. If they have a missile
weapon, they can continue to attack you until you are out of range. Slipping
out of Combat Mode to run away faster is a good idea, though you are unable to
defend yourself in this mode. Most monsters will only pursue your character for
a limited distance, but other players will chase you for as long as their
patience holds.
If you are desperate to get
out of the combat, you can quit the game entirely (either by selecting Quit
Game on the Command Bar or setting a Hotkey for that option). This option
carries a heavy price: your character will remain rooted to the spot for 60
seconds, unable to move. The character will use their base attacks to defend
themselves if attacked, but cannot activate spells or powers. This one-minute
delay is usually more than enough time for opponents to finish your character
off.
Damage can come from many
sources, and can take several forms. Certain spells and attacks are designed to
injure their targets, lowering their Health value, while others can diminish
Stamina or even Mana. Some activities (like running or casting spells) can also
sap Stamina and Mana, limiting your character’s ability to move, attack, or
cast spells.
Your character
automatically begins to recover any lost points of Health, Stamina, or Mana as
soon as they are lost. Different classes and races recover these at different
rates, and a character’s recovery rate is also affected by their attributes.
Finally, your character’s activity level (running or walking, Combat Mode vs.
Normal Mode) can also affect the speed of their recovery from injury or
fatigue.
If a foe reduces your character to zero Health, your character will die, and the “crimson fog of death” will fill the screen. At this point, you should select Quit Game to exit the game. You can then log in again, either as the same character or a different one. Before leaving, you are able to stay and watch the subsequent events that transpire around your corpse. For example, if you are part of a Group, you might want to see how they fared in the remainder of the combat, or you can watch to see who looted your body.
Death is not the end of
your character’s existence in Shadowbane.
As mentioned above, when you log back in, your slain character will still be
available to you. If you enter with the previously slain character, you’ll
return to the game world at your original starting place, unless you have
founded or joined a Guild that claims a Tree of Life.
Later in the development of
the game, you will be able to reappear at Inns and even tents, meaning you can
reappear at one of these temporary locations as opposed to your home city and
Tree of Life.
See Section 6.0 – Guilds for details about these and player-built
communities. Upon your character’s rebirth, they will only possess whatever
items were previously bonded to them (see Section 3.7: Equipment and Treasure Management)
– the rest of their inventory (including gold) will be gone.
You should try to get to
your corpse as quickly as you can, so that you can recover your old
possessions. Act quickly – if your corpse decays, all of your equipment will be
lost. Or, some other player might have looted your corpse in the meantime. If
either of these happens, your character will have to begin earning gold the
hard way once more – or seek out the person who looted their body and take
their belongings back by force. It’s always a good idea to have a fellow Group
or Guild member watch over your corpse or collect your items and hold them for
you.
Alternately, you can open
an account with a Church in a local city, “banking” a store of items and cash
to use in case of emergency. See Section 5.0 – Groups and Grouping and Section 6.0 –
Guilds for information on these subjects.
In addition to losing some
or all of your character’s possessions, death has two other drawbacks:
q
The amount of experience
points your character needs to reach their next level increases. Although your
character’s level will never change, they have in effect lost some experience
points for dying. The amount of experience “lost” for dying depends on the
difference between your character’s level and the level of what killed them –
being slain by a vastly superior foe minimizes the penalty, while dying to a
weaker foe can be much more painful. The only way to offset this is to re-earn
the missing experience points.
q
Your character suffers a
penalty to all attributes. The effects of this “death shroud” are temporary,
but they are cumulative – if your character perishes several times in rapid
succession, the penalties can accumulate and be fairly devastating. See Section 8.0 –
Character Development for more information about experience and level.
Over the course of play,
your Shadowbane character will grow more
powerful, and learn many new skills and powers. While initially your
character’s options were rather limited, with time and experience a host of
options opens for your character.
Shadowbane
uses three means to measure character development: level, rank, and experience.
Every character and monster in the world of Shadowbane is defined by their numeric level. Higher is always better. For monsters, level is used to measure their raw power and destructive potential. Among characters, level defines how effective they are as members of their class. While other characters can easily determine your character’s Rank (see Section 8.1.2: Rank), your actual level remains secret to everyone but your character, unless you decide to divulge that information.
Certain Powers, Professions, Disciplines, and pieces of Equipment have a minimum level requirement before your character can acquire or use them. Getting access to these items and benefits is one of the primary motivations for raising level and rank.
A by-product of level, Rank
measures the status that comes along with reaching higher levels. A character
or monster’s Rank is 1/10th their level, rounded down. Characters spend levels
one to nine at Rank 0, and both a 39th level Wizard and a 33rd level Druid
would both be considered Rank 3. Every time you select a character or monster,
their Rank will be listed as part of the information appearing on the Status
Window, in the form of a number of symbols appropriate to the creature type or
character class. Rank provides a good means of assessing a foe’s power, but it
can still be deceiving. A ninth level monster, for instance, is much deadlier
than a level one beast, though both read as Rank zero.
For every monster your
character kills, your character will gain a number of experience points based
on the level of the defeated foe. As your level increases, the amount of
experience points your character needs to rise to the next level increases
steadily. In order to keep honing your character’s skills, you’ll need to seek
out more challenging opponents. You can always keep track of how far or close
your character is to achieving the next level by checking the Experience Bar on
the Status Window. Once your character earns the necessary amount of experience
to raise their level, the Experience Bar will reset, refilling with color.
Affiliation with a Group
grants an experience bonus to all members. Guild membership also provides an
experience bonus based on Guild type, character profession, and other factors.
See Section
5.0 – Groups and Grouping and Section 6.0 – Guilds for complete descriptions
of these organizations.
Again, players never gain
any experience points from killing other players.
Leveling (raising your
character’s level) brings several distinct benefits to your character.
As soon as you gain a new
level, your character’s Health, Mana, and Stamina all increase by a fixed
amount based upon your character’s level, class, race, and attributes. These
gains will decrease gradually as your character’s level rises, becoming negligible
by the time you attain Rank 7 (level 70 or higher).
From levels 2 to 19, your
character will receive five new attribute points each time they gain a new
level. Allocate the points by opening the Character Sheet window. Click the
small “+” buttons next to each attribute to raise the selected attribute by one
point. Once allocated, these new points cannot be taken back, so choose wisely.
As your attribute values rise, other derived attributes (Attack, Defense,
Damage, and others) will automatically update. With each new Rank after 2, the
number of attribute points decreases by one.
Finally, your character receives a number of practice points (determined by race, class, and other factors) every time they raise a level. Practice points are used to increase skill and power ratings. Your character cannot simply spend new practice points on their own – they must seek out a Trainer and pay for training. Trainers are a specific type of specialist non-player character commonly found in Safeholds and Guild cities. Not every Trainer is qualified to teach every skill or power, and different Trainers may charge different rates for their services. Additionally, Trainers have limits on how high they can raise a given skill or power: true masters who can teach the pinnacle of a skill or technique are very rare.
Double left-click any
trainer to open a menu showing a list of advancement services the Trainer can provide:
Train, Promote Class, and Promote Discipline are all possible examples.
Control+left-clicking on a Trainer also provides the “Train” option among the
standard context sensitive menu options, which also opens the Trainer’s
advancement menu. To expend prac points training up skills, click the Train
option on the advancement menu to open the Training Window.
The Training Window
displays all of the skills and powers the Trainer can teach that your character
is qualified to learn. Your character’s current skill or power ratings are
displayed beside any appropriate skills or powers. The number of practice
points available and the amount of gold your character has to spend are listed
at the bottom. Select the skill or power you wish to train up, and then click
the “Train” button at the bottom. You will be automatically charged for the
training, if you can afford it.
Some skills and powers have
minimum Rank, level, or attribute requirements (or all three) that must be
satisfied before your character can train in them, and that many skills and
powers are class-specific. When training, you will not see any skills or powers
you are not qualified for (and thus unable to train in).
For every practice point
spent, your character’s skill or power rating will increase based upon your
character’s attributes and current skill rating. Smarter characters gain more
from each practice point spent, but the size of the improvement lessens as the
skill rating approaches 100%. Once a practice point has been spent, it cannot
be recovered.
In theory, there is no
limit to the number of practice points you may spend on any one skill or power
during any one training session. Note, however, that trying to learn more about
a skill or power than your character’s level warrants is profoundly difficult.
The cost of training a skill or power expands geometrically as you train past
the appropriate mastery level (based on your character’s current level). If
training a skill or power seems too expensive, wait a level or two and come back
to it – the prices will be reasonable again, and the point of expense will be
appropriately higher.
As your character rises in
rank, the benefits that come from raising their level will gradually decline.
Gains to Mana, Health, and Stamina grow smaller, and the number of bonus
attribute points decreases as Rank increases. The number of practice points
your character earns with each level stays constant, but the skill gain from
spent pracs decreases as skill ratings grow higher, and there is a limit to the
number of skills and powers your character can develop, even with disciplines.
These diminishing returns
(combined with the increase in the amount of experience points needed to gain a
level) set a near-limit on leveling for it’s own sake. Once characters hit the
plateau of diminishing return (also known as the “soft cap”), they should
probably switch from monster hunting to Guild intrigue and factional struggles.
Shadowbane has lots of activities to
occupy the time of rich, high level characters – whether city building,
starting Guilds, or waging war with other player characters.
Improving your character’s
equipment will also improve their performance in combat. Armor and shields
improve a character’s Defense rating, while magical items can boost character
attributes in many different ways. Just as with skills and powers, equipment
and magical items often have class, attribute, or level requirements that may
prohibit their use.
Besides level, training,
and gold, there is one other way to improve your character. Once your character
becomes more seasoned through adventure, new career options become available
that will give your character access to a wider array of skills and powers,
allowing you to make your character both more distinct and more powerful. Some
allow you to specialize in a particular activity, while others can serve to
round out your character, giving them access to skills or powers they otherwise
would never gain. There are two kinds of advanced options to consider:
Professions and Disciplines.
Professions are advanced,
more specialized careers that heroes can follow in the world of Shadowbane. Your character’s Profession
replaces the base Class chosen during character creation, and brings with it a
new variety of skills and powers. Your character’s base Class limits which
Professions they can choose, as detailed in Section 8.3.2: Master Progression
List.
Some Professions are
available to more than one base Class (both Fighters and Rogues, for example,
can train to be Barbarians), while others are exclusive to a single base Class.
Some Professions also have racial requirements that bar some races from
choosing them. Aracoix, for example, are not spell-casters, so they are not
allowed to be Channelers, Confessors, Furies, Priests, Prelates, Wizards, etc.
Every Profession has its
own list of available powers and skills, described in detail in Section
8.3.2: Master Progression List. Your character must choose their
Profession once they reach 10th level and before they can advance to 11th
level. If you decide not to decide, your character will be unable to advance in
level until they promote – their experience points will be held in reserve
until they do so.
In order to join the ranks
of a Profession, your character must find a Trainer who can promote characters
to that profession. Seeking out a Trainer who can induct your character into a
desired profession can be an adventure in itself. When you double left-click on
any non-player character, check its advancement menu to see if it contains the
“Promote Class” option. If it does, click that option for a list of Professions
or Disciplines that non-player character can provide. Your character is limited
to one Profession, and once you bond a Profession rune, you cannot remove it.
Like it or not, your character’s Profession is a part of them until you delete
that character.
|
Base Class |
Professions Available (racial restrictions also apply) |
|
Fighter |
Barbarian, Crusader, Huntress, Ranger, Templar, Warlock,
Warrior |
|
Healer |
Channeler, Confessor, Crusader, Druid, Priest, Prelate |
|
Mage |
Assassin, Bard, Channeler, Fury, Warlock, Wizard |
|
Rogue |
Assassin, Barbarian, Bard, Huntress, Ranger, Scout, Thief |
q
Assassins – Skilled
in the arts of dealing death, Assassins are users of poison and stealth. They
wield the mysterious power of Shadowmastery, which allows them to shape and use
living shadow to accomplish their nefarious schemes.
Races: Aelfborn, Elf, Human, Irekei, Shade
q
Barbarians –
These Northern warriors are hardy and fierce, tough and competent in battle.
Barbarians worship the spirits of their ancestors and wild animals, and can
evoke these spirits to accomplish powerful feats.
Races: Aelfborn, Aracoix, Centaur, Half Giant, Human,
Minotaur
q
Bards –
Keepers of lore and wandering musicians, Bards are gifted with magical powers
evoked when they play their instrument. Their songs can bring victory to a
Group just as easily as it can bring woe upon the Bard’s enemy.
Races: Aelfborn, Centaur, Elf, Human, Irekei, Shade
q
Channelers –
Magic-users specialized in the elemental forces of fire, water, wind, and
earth; these spell-casters wander the world, and their only allies the natural
forces they have learned to command.
Races: Aelfborn, Centaur, Elf, Human, Irekei
q
Confessors – Priests
of the Temple of the Cleansing Flame, these clerics are charged with seeking
out and eliminating the sin in the world. In the course of their sacred duties,
they bring healing to the ill and fiery death to unbelievers.
Races: Human
q
Crusaders – Defenders
of the Church of the All-Father, these blessed warriors have taken up arms and
defend the weak and those who would threaten the Church’s power. These soldiers
of faith are found across the world, earning redemption in holy battle.
Races: Aelfborn, Centaur, Dwarf, Elf, Half Giant, Human
q
Druids –
Attuned to the forces of nature and the wild, these woods-priests are the
keepers of secret knowledge and lore. Druids are allies to those who live in
harmony with the wild, and who would learn from its ways.
Races: Aelfborn, Centaur, Elf, Human
q
Furies –
Amazonian warrior-witches, these women are children of storms – wild and
untamable, with command over lightning and tempest. Fierce and proud, Furies
are as rare as they are unpredictable.
Races: Aelfborn, Elf, Human, Irekei
Gender: Females only
q
Huntresses –
Women who have merged the traditions of the Amazons and the Rangers, the
Huntresses are at home upon battlefield and forest. They often are found with
great cats for allies, and have mystic powers connected to nature and storm.
Races: Aelfborn, Elf, Human
Gender: Females only
q
Prelates – The
spiritual arm of the Church of the All-Father, these servants of higher powers
are found spreading the gospel of the All-Father as well as ministering to the
needy and the weak. Though they are less aggressive than Crusaders, Prelates
are not pacifists.
Races: Aelfborn, Centaur, Dwarf, Elf, Human
q
Priests –
Healers who stay true to their faith become Priests, living conduits of their
deity’s divine will. The powers of blessing, healing, and cursing the unworthy
come easily to priests, who have such a close affinity for their god that they
can work true miracles.
Races: Aelfborn, Centaur, Dwarf, Elf, Human
q
Rangers –
Rough and independent travelers of the wilderness, Rangers are at home in the
wild. These secretive and solitary wardens of the forest are fine trackers,
woodsmen, and hunters. They walk a line between defending innocents from savage
nature, and defending the wilderness from assaults from the other races.
Races: Aelfborn, Aracoix, Centaur, Elf, Half Giant, Human, Minotaur
q
Scouts – Charged
with path finding, battlefield reconnaissance, and guiding others through
long-hidden ways, the Scout is a combination of Ranger, Rogue, and Warrior,
working as mercenaries, explorers, or soldiers.
Races: Aelfborn, Aracoix, Elf, Human, Irekei, Shade
q
Templars –
Created as the militant wing of the Temple of the Cleansing Flame, the
fanatical, armored knights of the Order of the Templars is feared among
unbelievers, and even distrusted by their fellow worshippers.
Races: Half Giant, Human
q
Thieves –
The masters of the Rogue’s art, Thieves are specialists in stealth and evasion.
In battle they are elusive, yet full of dirty tricks that can humble even the
mightiest of Warriors if used well.
Races: Aelfborn, Aracoix, Elf, Human, Irekei, Shade
q
Warlocks – These
combat-oriented magic-users have learned to harness the power of their mind,
and to manifest their will upon the world. All Warlock magic is based on
psychic powers that affect themselves, their environment, and their enemies.
Races: Aelfborn, Human, Shade
Gender: Males only
q
Warriors –
The pinnacle of martial achievement, Warriors represent the ultimate extension
of the Fighter’s path. A Warrior’s discipline and mastery of weapons and
fighting techniques makes them deadly in battle.
Races: All
q
Wizards – Magi
who cling to their studies eventually learn that true magic is the bending of
physical law to the will of the spellcaster. A Wizard’s magic plays with the
building blocks of reality, making these spell-casters potent and formidable.
Races: Aelfborn, Elf, Human, Irekei, Shade
If you’d like to know more about each Profession, visit our website at http://shadowbane.ubisoft.com/gameinfo/classes/index.shtml for further information.
Disciplines are less
restrictive than Professions, and represent an additional area of expertise
that your character can pursue. Some Disciplines focus on specific styles or
types of combat, while others represent membership in specific political,
cultural, or social organizations; study in a particular school of magic; or
even represent innate special abilities awakened through the application of the
runestone. While every character has only one Class or Profession, they may
acquire up to three Disciplines.
To begin following a
particular Discipline, your character must have already attained Rank 1, and
have chosen a Profession (see Section 8.3: Professions). They must also
have an empty runestone slot available. As with their Profession, a character
must seek out an NPC Trainer and see if their advancement menu contains the
“Promote Discipline” option. If it does, click that option for a list of
Disciplines the Trainer can provide. A character may only promote to a maximum
of three disciplines.
Even if your character has
a rank, a runestone, and an open slot, they still may not be able to qualify
for the desired Discipline. Just like Classes and Professions, Disciplines have
race restrictions that may prohibit a given character from attuning to that
Discipline’s runestone. Additionally, most Disciplines have Profession
restrictions on top of racial restrictions, and can use other factors to limit
their membership. A character might have to have reached a minimum Rank (Rank
1), or rating with a skill or power before they can attune to the Discipline
runestone. Attribute restrictions are also possible. Your character might
finally acquire a runestone, only to learn that they have to wait a few levels
before they qualify to actually use it.
All Disciplines convey some
sort of benefit to their members. Many provide immediate skill rating and
attribute bonuses that take effect as soon as a character joins, and all
Disciplines give members access to specific skills and powers that might
otherwise be unavailable to members of their profession. However, your
character will always receive the same number of practice points each level
they gain, no matter how may Disciplines they have.
q
Animator – Animators
learn, through intense study and meditation, how to create living statues,
automatons called murgolems that exist to do their creator’s bidding.
Animators apply their art to dead flesh, stone, and even iron.
Races: Aelfborn, Dwarf, Elf, Human, Irekei, Shade
Classes: Assassin, Channeler, Prelate, Priest, Wizard
q
Archer – In
addition to honing their bow skills to uncanny levels, Archers learn how to
call upon the wind itself to make their arrows fly faster and strike harder,
and can infuse potent magical effects into their missile fire.
Races: Aelfborn, Dwarf, Elf, Half Giant, Human, Irekei, Shade
Classes: Assassin, Barbarian, Bard, Huntress, Ranger, Scout,
Thief, Warrior
q
Berserker – Every
Berserk learns how to hear “the Calling,” a tugging in their mind that serves
as the conduit for their rage. Once the fury is upon them, Berserkers become
feral, mindless killing machines that thrive on slaughter.
Races: Aelfborn, Elf, Half Giant, Human
Classes: Barbarian, Huntress
q
Black Mask –
Masters of disguise, Black Masks specialize in infiltrating the home or
organization of their target then striking and escaping unscathed. Black Masks
pride themselves on killing their targets with daggers and short blades only.
Races: Aelfborn, Elf, Human, Irekei, Shade
Classes: Assassin, Bard, Fury, Huntress, Scout, Thief, Warlock
q
Blade Master –
They call themselves “Jen’e’tai,” an ancient word meaning “the Path of
Truth.” The finest swordsmen the realms of Humans have ever produced, Blade
Masters learn to strike with uncanny speed, and can become whirlwinds of steel.
Races: Aelfborn, Human, Shade
Classes: Crusader, Ranger, Templar, Thief, Warlock, Warrior
q
Blade Weaver –
Though Elves are far mightier in the arts of Magic than they are the arts of
warfare; millennia of trial and practice have produced the Blade Weavers,
specialists in swordplay who may well be the finest swordsmen in the world.
Races: Elf
Classes: Assassin, Bard, Crusader, Priest, Ranger, Scout,
Thief, Warrior, Wizard
q
Blood Prophet –
Purified by trials of ordeal and long vision quests, some Irekei come to hear
the voice of the dragon. The Irekei call them “Khanarch’alarl,” or Blood
Prophets. By embracing dragon magic, these magi learn to use their powers to
heal and provide for their tribes.
Races: Irekei
Classes: Channeler, Wizard
q
Bounty Hunter –
The kings and knights of old can no longer provide justice to the people of the
world, but a new breed of hunter has emerged: Bounty Hunters, callous
mercenaries who stalk criminals for money, ferreting out wrongdoers so the
wronged can take their vengeance.
Races: Aelfborn, Dwarf, Elf, Half Giant, Human, Irekei, Shade
Classes:
Assassin, Barbarian, Bard, Confessor, Crusader, Druid, Huntress, Ranger, Scout,
Templar, Thief, Warlock, Warrior
q
Commander –
Every Age has produced its great Commanders, masters of strategy and tactics
who fight their duels with armies instead of swords, and whose skills and intuition
determine the destiny of Nations.
Races: Aelfborn, Dwarf, Elf, Half Giant, Human, Irekei, Shade
Classes:
Barbarian, Bard, Channeler, Confessor, Crusader, Huntress, Prelate, Priest,
Ranger, Templar, Thief, Warlock, Warrior, Wizard
q
Dark Knight –
Dark Knights believe that Cambruin’s Code is as dead as Cambruin himself, and
that brute force is the only source of power in the war-torn world. The
greatest of them become warlords, whose greed and ambition keep the survivors
of the Turning locked in endless war and suffering.
Races: Aelfborn, Half Giant, Human, Shade
Classes: Bard, Templar, Warlock, Warrior
q
Duelist –
Duelists favor light blades, fast and keen, and rarely wear armor any heavier than
quilted cloth. Most live like Rogues or vagabonds, hiring their blades,
pursuing ancient vendettas, or testing their skills against other masters.
Races: Aelfborn, Elf, Human, Irekei, Shade
Classes: Assassin, Bard, Ranger, Scout Thief, Warlock, Warrior
q
Enchanter –
While trying to find a way to fashion new runestones, mighty spell-users
discovered that certain materials could store arcane energies if constructed
and treated properly. Sorcerers draw and enchant sigils, magical signs that
serve as temporary traps of magical power, turning mundane objects into magical
items.
Races: Aelfborn, Dwarf, Elf, Human, Irekei, Shade
Classes: Assassin, Bard, Channeler, Confessor, Druid, Fury,
Prelate, Thief, Warlock, Wizard
q
Giant Killer – Masters
of the hammer and axe, Giant Killers learn many techniques particularly suited
to fighting giants. In the ages since the War of the Stones, they have
discovered that their techniques can give them an edge in battle against
anything larger than themselves (note that all of the children of the world
fall into this category).
Races: Dwarf
Classes: Crusader, Confessor, Prelate, Priest, Warrior
q
Gladiator –
Gladiators quickly learn how to use any kind of weapon or armor, and know a
wide variety of special moves and maneuvers designed to disarm, disable, or
exhaust their opponents. The crowd must get its money’s worth: Gladiators
always try to prolong their fights rather than go for the quick kill. The
bloodier the fight’s end, the better.
Races: Aelfborn, Dwarf, Elf, Half Giant, Human, Irekei, Shade
Classes: Barbarian, Crusader, Huntress, Ranger, Scout,
Warlock, Warrior
q
Huntsman –
There are some who come to love the chase so much that they devote themselves
to Kenaryn, God of the Hunt. Those who prove worthy join the ranks of the
Huntsmen, and pledge themselves to the Long Hunt in return for Kenayrn’s boons.
Races: Aelfborn, Dwarf, Elf, Half Giant, Human, Irekei, Shade
Classes:
Assassin, Barbarian, Bard, Crusader, Druid, Huntress, Ranger, Scout, Templar,
Thief, Warlock, Warrior
q
Knight – The
rise of Cambruin brought with it a new breed of Warrior, the Knight. Masters of
arms and battle, Knights are renowned for their might on the battlefield and
their personal honor.
Races: Aelfborn, Human
Classes: Bard, Confessor, Crusader, Ranger, Templar, Warrior
q
Rat Catcher –
Rat Catchers are expert hunters and killers of rats and other vermin. They can
lure swarms of rats into their traps, and know how to seek out and kill vermin
of all kinds. Rats, giant rats, Skrell, and other horrors all teem in the
sewers of the major cities, and the Rat Catchers wage a constant, unseen war
with them.
Races: Aelfborn, Elf, Human, Irekei, Shade
Classes: Assassin, Bard, Channeler, Druid, Ranger, Scout, Thief
q
Rune Caster –
Rune Casters learn the shapes of the ancient runes and the forgotten chants
that give them power. A properly carved rune holds its power in check until the
Rune Caster breaks it, and then the rune’s power is released to change the caster
and the world.
Races: Aelfborn, Dwarf, Elf, Half Giant, Human, Irekei, Shade
Classes: Barbarian, Bard, Channeler, Crusader, Druid, Fury,
Ranger, Scout
q
Storm Lord – A
Storm Lord can bring the winds down from the heavens, and call bolts of
lightning to smite their enemies. Mightiest of the Barbarians, Storm Lords
often rise to positions of prominence in the Clans of the Northmen.
Races: Aelfborn, Half Giant, Human
Classes: Barbarian
q
Summoner –
By learning the true name of an animal or beast, Summoners can call a specimen
of that animal into being. Most summoned beasts are naturally hostile or
aggressive, although Summoners know a host of chants and techniques that can
bind them to their will.
Races: Aelfborn, Elf, Human, Irekei, Shade
Classes:
Assassin, Barbarian, Channeler, Druid, Fury, Huntress, Prelate, Priest, Thief,
Warlock, Warrior, Wizard
q
Sun Dancer –
Called Dervishes by the peoples of the Green Lands, Sun Dancers are the
strangest and deadliest of all Irekei. The true pinnacle of strength, the Sun
Dancers teach, can only be reached when an Irekei casts off all weapons but his
flesh and spirit, becoming like unto the Dragon itself.
Races: Irekei
Classes: Assassin, Scout, Thief, Warrior
q
Traveler –
Impossibly ancient, the enigmatic runegates predate even the birth of the
Elves, and have always been shrouded in mystery. A new group of mystics, the
Travelers have learned how to open these ancient portals, allowing travel
between the fragments of Aerynth or to entirely new worlds.
Races: Aelfborn, Dwarf, Elf, Half Giant, Human, Irekei, Shade
Classes:
Assassin, Bard, Channeler, Confessor, Druid, Fury, Prelate, Priest, Thief,
Warlock, Warrior, Wizard
q
Undead Hunter – Using ancient secrets and techniques developed long ago and preserved
by the Holy Church, Undead Hunters can seek out and track undead creatures,
protect themselves from their blighted touch, and bless their weapons with the
power to kill even the dead.
Races: Aelfborn, Dwarf, Elf, Half Giant, Human, Irekei, Shade
Classes:
Assassin, Barbarian, Bard, Confessor, Crusader, Druid, Fury, Huntress, Prelate,
Priest, Ranger, Scout, Templar, Thief, Warrior, Wizard
q
Werebear –
Werebears are mighty shapechangers who can put their Human skin aside and hunt
the forests in a Bear’s shape. Tales tell of the limitless strength of these
mighty beasts, and the care they show for the natural World around them.
Races: Half Giant, Human
Classes: Barbarian, Druid, Warrior
q
Wererat –
The greediest, most unscrupulous of souls learn to tap into the beast that lurks
in their hearts – the Rat, a grim and greedy survivor. They learn how to
unleash the rodent within them, transforming themselves into giant rats or
terrifying fusions of Human and rat.
Races: Human, Shade
Classes: Assassin, Scout, Thief
q
Werewolf – Werewolves
are the most monstrous shapechangers of all. They believe that the meddling of
Human and Elves have ruined the World for all time, and have appointed
themselves the instruments of nature’s vengeance.
Races: Aelfborn, Human
Classes: Bard, Channeler, Crusader, Ranger, Warrior
q
Wyrmslayer – Wyrmslayers
have, through painful trial and error, amassed an arsenal of tricks and
techniques to give them an edge against the mightiest of monsters. Wyrmslayers
have learned to brew ointments that protect them from a drake’s flame, and know
how to strike a drake where its scales are thinnest, wounding the beasts as
much as possible.
Races: Aelfborn, Dwarf, Elf, Half Giant, Human, Shade
Classes: Assassin, Barbarian, Bard, Crusader, Healer, Priest, Ranger, Templar, Thief, Warrior, Wizard
If you’d like to know more about each Discipline, visit
our website at http://shadowbane.ubisoft.com/gameinfo/disciplines/index.shtml
for further information.
Skills and powers define
what your character can do, both in and out of combat. Whether they represent a
mastery of a specific weapon, a special maneuver in combat, or a magical spell,
your character’s skills and powers make Shadowbane
fun and exciting, and can be the difference between life and death in combat.
There are three broad categories of special abilities available to all Shadowbane characters. Depending or
your race, Class, and Profession, your character will gain access to some or
all of them.
Skills represent areas of
specialized training or knowledge that your character has studied, or special
aptitudes your character has developed. Some examples include Sword, Axe
Mastery, or Stormcalling. Every skill has a percentage value, running from 0 to
100% (or beyond). Higher numbers indicate a greater aptitude with the skill.
You can see your
character’s current skill values by clicking the Skills option on the Command
Bar or any of the Character Sheet screens, as described in Section 4.6.5: The Skills Window. The Skills
window lists every skill known by your character, and displays the skill’s
current value as a percentage.
Skills are passive and do
not need to be activated. Your character’s rating in a given skill always
determines how likely they are to succeed at certain actions, and the skill
itself is never triggered on or off. Weapon skills, for instance, help
determine how likely your character is to hit something with the appropriate
weapon. To hit something, your character doesn’t need to activate their weapon
skill; they just select a foe and attack, as described in Section 7.0: Combat.
Skill ratings are raised by
spending practice points (pracs), as described in Section 8.2.3: Skill Gains and Training.
Some classes are limited in the skills they can learn. Eligibility for training
in some advanced skills can also depend on character rank, level, or rating in
other skills (a high Sword skill, for example, is a prerequisite of the Sword
Mastery skill). In some cases, your character may have to improve other skills
before they qualify to learn advanced skills.
Powers and spells are
special abilities that are activated by a player, create a specific effect
(either instantaneous or for a fixed duration), and then terminate, usually
with a fixed interval before the power or spell can be used again. Powers are
generally bursts of effort, advanced maneuvers or supernatural abilities used
by your character, while spells refer to magical incantations designed to
produce a specific effect. While most in-game references make a clear
distinction between spells and powers, the two are so similar that the
differences are purely semantic. Combat-oriented classes (Fighter and Thief
variants) usually refer to their special abilities as powers, while magic-based
classes (Mages and Clerics) call their special abilities spells.
The initial list of powers
available to your character depends entirely upon their base Class and race, as
selected during character creation. To see a list of your character’s powers,
click the Powers option on the Command Bar or any windows of the Character
Sheet (as described in Section 4.6.6: The Powers Window). Each
power in the window appears as a button marked with an icon.
The icon serves as a general description of the powers effect (healing, attack rating bonus, or area of effect fire damage), while the power’s name, your character’s current rating in that power, the skill (if any) that that power depends upon, and the level at which the power first became available are displayed nearby.
To activate a power or
spell, simply click the button for that power. All power buttons can be
customized or hotkeyed as described in Section 4.9.4: Hotkeys. Using most powers or
spells is similar to attacking with a weapon: there is a chance that the power
or spell will successfully activate. For most powers and spells, this chance is
determined by your character’s rating in a skill known as a focus skill.
Whenever a power is
activated, any player affected by it will see an appropriate icon in their
Effects window for the duration of the spell or power. Every power also has a recharge
timer, a mandatory delay that must pass before your character can try to
activate the power or spell again. In the Powers window (or on the Power button
if it has been moved to the game screen), the button will become colored red,
and will “drain” as the recycle timer counts down.
Like skills, players can
improve powers by spending practice points with a Trainer non-player character
(as described in Section 9.1.3: Improving Skills and in
Section
8.2.3: Skill Gains and Training). Unlike skills, players can improve
skills and powers in two ways: by spending practice points on a power’s focus
skill, or by spending practice points on the power itself. The first option
makes the power more likely to activate successfully, while the second improves
the performance (damage, duration, etc) of the power itself.
As your character advances
in level and promotes into various Professions and Disciplines (see Section 8.0 –
Character Development), new powers will become available for use. Most
powers have prerequisites that must be met before your character can acquire
them: minimum level requirements, a minimum rating in a focus skill or
associated power, attribute score minimums, or a combination of any or all of
these. Once your character qualifies for a power, the power will not
automatically appear in their powers window – they must learn to use it from a
Trainer. Trainer menus will always display all of the powers and spells that
your character qualifies for – be sure to check with a Trainer for new powers
each time your character raises their level.
In theory, there is no
limit to the number of practice points you may spend on any one skill or power
during any one training session. Note, however, that trying to learn more about
a skill or power than your character’s level warrants is profoundly difficult.
The cost of training a skill or power expands geometrically as you train past
the appropriate mastery level (based on your character’s current level). If
training a skill or power seems too expensive, wait a level or two and come
back to it – the prices will be reasonable again, and the point of expense will
be appropriately higher.
Falling somewhere between
minions and monsters, pets are special mobiles that will follow, protect, and
(to a limited extent at least) obey the character they designate as their
master. Some powers will allow your character to summon a pet, and certain
specialized Tradesmen will also sell pets. Some pets will be monsters, others
look like Humans or other NPC henchmen. However your character acquires a pet,
once acquired the pet will behave as follows:
q
Following – all pets will follow their “master” automatically, as
if they were grouped with their master and toggled to follow.
q
Protection – all pets (except Siege Engines) will automatically
attack any character or mobile that attacks their master. Your character will
receive full experience for any mobiles slain by their pet.
Your character can also give their pet specific orders by using the Pet Command options listed in Section 4.7.6: The Pet Commands Window.
Most pets, whether summoned
or purchased, will serve their masters for a set duration, and then vanish from
the game. Death also severs the bond between master and pet: a slain character
will respawn to find that their pet has departed. If slain in combat, pets will
not respawn. Pets can also be dismissed at any time by using the Dismiss Pet
option, described in Section 4.7.6: The Pet
Commands Window.
Once your character has
amassed a large amount of gold, an entirely new realm of options becomes
available. In Shadowbane, players
can build and own every basic type of building and structure found in
Safeholds, and can populate their buildings with non-player Tradesmen, Thralls,
and Minions. Guilds of players are expected to put down stakes, founding,
building, and expanding entire cities.
However, what one player
can build, other players can tear down. The struggle to gain and defend
territory is the true core of Shadowbane,
and the potential value of player-built cities is what gives that struggle
focus and meaning.
Shadowbane’s
city system, economic system, and siege system all interlock with each other to
add an entirely new dimension to the game. By forming Guilds, founding cities,
and waging sieges and Guild wars, your characters will be engaging in a
strategic game that mixes traditional fantasy role-playing with elements of
real time strategy (RTS). Each element of Shadowbane’s
strategic component is extensive and complex in and of itself.
Following are some brief
definitions of these game elements to demonstrate how each game system fits into
the “big picture” of Shadowbane’s
strategic combat.
q
Building – A
large structure that serves as a base for non-player character Tradesmen who
create goods and services.
q
City – A
collection of buildings, usually owned by the members of a specific Guild or
Nation, clustered around a Tree of Life and managed by a Guild or coalition of
Guilds. See Section 11.0: Cities and City Defense
for more information.
q
Friend – any
character that has been granted management powers over a building that they do
not own.
q
Guild – An
organization of allied characters that has a distinct political identity. See Section 6.0 – Guilds for more details.
q
Hirelings –
Non-player characters, usually Tradesmen (see below).
q
Owner – The
character that controls a building and all of the Tradesmen assigned to it. The
character that actually builds a building is designated as its owner, although
they have the option to transfer ownership to other characters.
q
Structure –
Any asset that player characters can build and place in the game world that is
not a building.
q
Town – See City,
above.
q
Tradesmen –
Non-player characters whom players can assign to buildings, and who create goods
or services in game. These are also called Hirelings.
q
Tree of Life –
A mystical artifact that stands in the center of any city. These massive stone
trees serve as anchor points for the spirits of any characters who have bonded
to the Tree, and thus serve a critical function to the Guilds or Nations that
claim them. Trees of Life can also channel restorative energy into buildings
and structures, making them indispensable in a siege. See Section 11.2: Trees of Life for more
information.
Cities, in the end, are
made of buildings, and ambitious players have a wide variety of potential
structures to choose from. Each building has a specific purpose, providing city
dwellers with specific goods or services and their owners with wealth. A ghost
town of empty buildings is practically useless, of course – in order for the
masters of a city to gain profit or advantage from their buildings, they will
need to assign Tradesmen to work in each building (see Section 10.7: Tradesmen in Shadowbane
for more information about these specialized non-player characters).
Every building can be
classified by three basic attributes: Type, Rank, and Stage. Some other important
building characteristics to consider are the building’s upgrade cost and
maintenance cost, and the Building Strongbox that functions as its gold
reserve. Finally, every building also has an Integrity rating (analogous to a
character’s Health points) and Resistance ratings to certain forms of attack,
but these two characteristics will only become important during a Guild war or
siege.
q
Type refers
to the building’s ultimate purpose, and determines which types of Tradesmen can
be assigned to it. A Weaponsmith can’t produce his wares in a Tavern, for
example – he requires a Forge.
q
Rank is
similar to the Rank characters have: a rough measure of a building’s “level.”
Rank measures how well equipped the building is. All of the basic
characteristics of a Building improve each time its Rank increases. All
buildings begin at Rank 1, and take time and money to upgrade. A building can
hold one Tradesman for each Rank it has, and as the Rank of a building
increases, the Tradesmen within it will work more quickly and efficiently.
q
Stage is a
byproduct of Rank, and along with the Type determines the actual appearance of
a building. Most buildings in Shadowbane
have three distinct Stages, and at each successive Stage the building grows
larger and more ornate. Buildings change to Stage 2 at Rank 3, and transform
into Stage Three buildings at Rank 5. Guild Halls are the only buildings that
lack distinct Stages: they are built at the peak of their beauty, and their
appearance never changes, regardless of their Rank.
Other features of building
creation and maintenance that are important include the following:
q
Upgrade Cost –
The amount of gold required to improve a building Rank by one. Upgrades are not
instantaneous. Once the cost is paid, a timer and Status Window measure the
progress of the upgrade. As described above under Rank, upgrading a building
will eventually change its appearance. Improving a building’s Rank allows more
Tradesmen to be assigned to it, and improves those Tradesmen’s productivity.
q
Maintenance Cost – Once built, a building cannot stand unattended for very long. Much
like any other item of equipment, Shadowbane
buildings require steady investments to keep them fully furnished and
functioning properly. Rather than worry about every bit of cracked plaster or
loose plank, Buildings will simply incur a cost to their owners on a regular
basis. The cost is normally deducted from the building’s strongbox (see Strongbox below for more details), and
owners can always check to see when the maintenance payment will be due, and
how much it will cost them. Should the owner fail to pay, the building’s Rank
will degrade by one step, and will continue to degrade by one step per real
week if their strongbox is not replenished with sufficient funds. Once a building
falls below Rank 1, it is reduced to a useless ruin: it cannot be upgraded, has
no owner, and any Tradesmen assigned to it will be dismissed.
q
Strongbox –
Every building’s menu has a position that annotates its strongbox. The
strongbox represents the gold reserves available to that building. Note that
strongboxes are not actually physical objects within the building – they are
presumably well hidden and defended. A building’s owner is the only player who
can deposit or withdraw funds from a strongbox – they are entirely immune to
theft. When a building is first constructed, the owner must place a reserve of
gold into its strongbox to cover the building maintenance costs and the wages
of any Tradesmen attached to it. The base costs of any items manufactured at
that building are also deducted from the strongbox (for more information, see Section 10.8: Tradesmen and Item Production).
For all trade buildings, the income gained from items sold is transferred into
the building’s strongbox, where it can be used to pay future costs or withdrawn
by the owner and spent elsewhere. Buildings that do not produce sellable goods
(the Guard Barracks is the most obvious example) will need steady infusions of
gold into their strongboxes to keep them and their Tradesmen at full
efficiency.
q
Integrity –
A Building’s Integrity represents how intact it is, and how much damage the
structure can sustain before it is destroyed. Buildings can sustain damage from
attacks and spells just like characters or monsters can. Damaged buildings can
be repaired (“healed”) either by channeling healing energy to them from a Tree
of Life or the owner of the building can spend gold to effect repairs. See Section 11.2: Trees
of Life and Sieges for more information about Trees of Life.
q
Resistance –
Buildings have Resistance ratings to specific types of attacks, similar to the
benefits imparted to characters by armor, powers, and items. Resistance is
always expressed as a percentage against a certain form of attack, and that
portion of incoming damage is automatically subtracted from the total before
the Integrity of the target building is reduced. For example, if a Keep has an
80% fire resistance, a Fireball spell that does 60 points of damage to a
character will only reduce the Integrity of the Keep by 12 points.
The question is not where
can your character build a structure, but where is it best to do so. Any patch of
ground that lies outside of a Safehold or primary adventuring zone and does not
interfere with the “footprint” of another structure is open for real estate.
The only exceptions to this rule are Trees of Life: each Tree defines a zone of
control, and these areas cannot overlap. Zones of non-control ensure that a
minimum distance separates player-created cities from each other.
Most buildings and
structures will be associated with a city – that is, within the influence of a
Tree of Life. They need not be – an isolated Inn at a distant crossroads is
perfectly valid within the system. Players may call any collection of buildings
a city, but without a Tree of Life to define its influence, such cities will
not appear on the interactive World Map or receive their own regional
designation on other players’ maps. That kind of anonymity might sound
appealing, though isolation can be dangerous. Your character, as owner, will be
bound to a particular Tree of Life, and will have to trek all the way back to
their building every time they log out or return to play after death. A
well-placed Inn might mitigate the login problem, but your character will
always have to pay for the service, and death will always mean a trip back to
your bonded Tree.
Trees of Life have another,
far more critical purpose: the regeneration of damaged structures. Remote
buildings or cities, deprived of a Tree’s energies, are much more vulnerable to
attack, and will always be costly to repair. The depredations of wayward
monsters and players will probably make isolated buildings and cities extremely
tenuous in the long run.
There are no restrictions
to building within an established city (that has a Guild-owned Tree of Life).
Guild affiliation of the building owner is not a factor – your character is
perfectly able to walk into the midst of a thriving city and (space permitting)
open up a new building. Such a move, however, will always have consequences.
Will the local Guild be offended by your intrusion? Will other owners who
produce the same products or services welcome the competition?
In order to receive energy
from the local Tree of Life, you’re going to have to negotiate a settlement
with the local Guild Leader. Of course, if the local Guild is offended, they’re
perfectly within their rights to put your character on their guards’ “Kill on
Sight” list, and rouse their members to destroy your Building!
Politics plays an important
role in Shadowbane, and success is
measured as often by the cunning of a diplomat’s words as by the edge of a sword.
In order to build any kind
of building or structure, your character must find, purchase, or otherwise
acquire a specialized item known as a Deed. Deeds are produced and sold by
Builders, non-player character Tradesmen who can be found in most Safeholds or
player-built cities. Each Deed will only generate one specific building – a
Barracks Deed cannot be used to build an Inn, no matter how hard you try. The
Deed itself represents all of the labor and materials used to create the
building, and it’s all your character will need to purchase to obtain the
structure itself. Deeds can be quite expensive, and every building can be
costly to maintain, as described in Section 10.2: Building Attributes.
Trees of Life are purchased
and placed in a similar manner, save that a Tree of Life grows from a Guild
Seed (a magical stone acorn) instead of a Deed. Guild Seeds will (for the
purposes of this beta) be available for purchase from special vendors. Crucial
to sieges, Trees of Life will have much more functionality added as testing
proceeds.
Once you have found a
suitable location for your building, activate the Deed by using the object
inside your character’s inventory. The Building Placement window will
immediately open, displaying your placement options.
q
Asset – This
vertical field at the left edge of the window displays a list of all buildings
or fortress assets that are available for placement. A building icon identifies
each building or structure. Note that in most cases, only one icon will appear
in the menu. To select the asset you wish to place, left click on the
appropriate icon.
q
Name – This
field at the bottom of the window displays the name of any building selected in
the Asset menu.
q
Asset icon –
This small field at the lower left of the window displays the map icon for the
building or structure that is currently displayed in the Asset menu. Click on
the icon and drag it into the Map window to begin building placement.
q
Map – An
overhead display of the local area, with all buildings and structures
displayed. The icon from the Asset icon field can be positioned in the map by
clicking on it and dragging it around the map. If the icon’s location is
acceptable, a rectangular green footprint will appear around the icon. The
footprint box will turn red if the terrain will not permit building placement,
or if the icon’s footprint overlaps the footprint of another building or
structure. The footprints of fortress assets appear as blue boxes in the map
window.
q
Place – This
button implements building placement. The Placement window will close, and the building
will appear in the game landscape at the appropriate location.
q
Close –
Clicking this button closes the building Placement window and aborts the entire
construction process. The character will retain possession of the building
Deed, and can activate it at some other location.
q
Rotate –
These two buttons will rotate the building and its footprint 90 degrees
clockwise or counterclockwise per click, as appropriate.
Maneuver your potential
building by clicking and dragging the icon into the Map window and rotating the
building as needed. When the footprint outline turns green, the building is
ready for placement. Click the Place button to “drop” your new building onto
the terrain. Once your building is placed, it cannot be moved, short of
destroying it and building another structure of the same type someplace else.
When you click the Place
button, your building will instantly appear in the game world at the place you
have selected. The Deed object for the building is consumed, and a Master Key
to the Building is automatically placed in your character’s inventory. See Section 10.5.2: Keys and Locks for more
information.
Note that all city assets
do not appear fully functional: buildings are placed in a half-finished ‘under
construction” state, and take some time to upgrade to Rank 1.
Once your building has been
placed, simply right click on any building your character owns to access the
Building Control Panel. In order to begin production of specific items or
services, you will need to employ non-player character Tradesmen and put them
to work inside the building. See Section 10.7: Tradesmen in Shadowbane and Section
10.8: Tradesmen and Item Production for more information about these
processes.
The Building Control Panel offers
a concise display of important building information, as well as offering access
to key functions. Each item on the menu is explained below:
q
Close – This
closes the Building Control Panel.
q
Name – This
displays the name of the building,. At creation, each Building carries the name
“Rank 1 (appropriate type).” To change the name of a Building, the owner can
double-click the name field and then enter the new name. Note that Wolfpack
studios and Shadowbane’s publishers reserve the right to prohibit or change
offensive names.
q
Ownership –
This displays the name of the building’s current owner.
q
Nation –
This displays the Guild Crest of the owner’s Nation.
q
Guild – This
displays the Guild Crest of the owner’s Guild.
q
Rank – This
displays the Rank of the building, expressed as a line of symbols. Each type of
building (Inn, Forge, etc.) has its own unique symbol, and the number of
symbols equals the building Rank, from 1 to 7.
q
Repair –
This initiates repairs of the building. An associated field next to it displays
the amount of gold required to restore the building to full Integrity.
q
Upgrade –
This begins a Rank upgrade for the building. An associated field next to it
displays the upgrade cost required for the next Rank.
q
Health –
This displays the Integrity of the building, using a color-coded bar to
indicate the building’s status. The current Integrity of the building is also
expressed as a percentage of the building’s maximum Integrity.
q
Info – This
opens a sub-menu that displays the maintenance and upgrade costs of the
building, as well as describing any taxation agreements that currently affect
the building.
q
Abandon –
This allows the owner to renounce their ownership of the building. The building
will remain intact (until its strongbox runs out or it is destroyed), but any
player who selects the abandoned building can claim it for their character.
q
Strongbox –
This displays the amount of gold currently held in the building’s strongbox.
“+” and “-” buttons beside the field allow the owner to deposit or withdraw
gold.
q
Cost – This
displays the maintenance cost of the building, as well as the real date when
the next maintenance payment is due.
q
Transfer –
This allows the owner to pass ownership of the building or structure to another
player character.
q
Destroy –
This destroys the building, severing the owner’s claim of ownership in the
process.
q
Patron/Maintenance – This button opens a window displaying all wage and maintenance
information for the building, as well as the terms of any patronage agreements
with a local Tree of life. See Section 12.4: Victory Conditions for
more information.
q
Hirelings –
This menu displays the Name, Rank, and Vocation of every Tradesman assigned to
a building. Owners can access each Hireling’s Information and Production menus
by double-clicking on the appropriate entry.
q
Activate KOS List – This opens the KOS list. See Section 10.9.1: The Condem/Kill on
Sight (KoS) Lists for more information.
q
Activate Friends List – This opens the building’s Friends List. See Section 10.9.2: Friends Lists for more
information.
Every time a City or Fortress asset with doors is created, a Master Key object keyed to that Building is automatically given to the owner, and can be found in their inventory. The key allows whoever holds it to lock or unlock any door in the Building the key was made for.
To lock or unlock a door, Cotrol+left-click on the door, and then select Lock/Unlock from the Context menu. If your character has that asset’s master key in their inventory, the door will toggle either into or out of locked mode. Locked doors cannot be opened, save by characters holding the key to that door. NOTE: Because keys are currently placed in the owner’s inventory, they are freely lootable – all Building owners are encouraged to bank their Master keys with a Bursar to prevent theft. See Section 3.7.6: Banking Items for more information.
More functionality for keys (including the duplicating and sharing of keys and the changing of a Building’s locks) is forthcoming.
A comprehensive listing of
Shadowbane buildings follows, broken into two categories: general buildings and
Guild Halls. Other types of structures and city-related assets are described in
Section 12.0:
Cities and Sieges. Some of these buildings
are not yet included in this phase of testing. They will be introduced as the
test cycle proceeds.
q
Barracks –
These stout structures serve as lodging, headquarters, and training facilities
for a community’s guards and militia. Depending on what types of Officers are
assigned to a barracks, a city can hire warrior guards, archers, or even crack
units of magisters to serve as constables and defenders.
Tradesman Types: Guard Captain, Master Archer, Magister, Bodyguard
q
Church – As
the great religions have withered or fragmented, smaller, local Churches have
arisen to tend to the needs of their communities. No matter which deity a
Church is consecrated to, they are all considered holy ground by all but the
most reprehensible folk. As a result, funds or treasures left in a Church’s
keeping are almost guaranteed to remain there, safe and sound, until their
owner returns for them.
Tradesman Types: Healer, Bursar, Bodyguard
q
Forge – Once
these were shops where humble blacksmiths made horseshoes, nail, and plough
blades. In the chaotic days since the Turning, Forges have shifted to a new
primary purpose: the production of the weapons and tools of war.
Tradesman Types: Weaponsmith, Armorer, Bodyguard
q
Inn and Tavern – Providing food to any customer, lodging for weary travelers, and a
place for social gatherings, Inns and Taverns have long been mainstays of
civilization. Taverns offer a hotbed of gossip and rumor, and are places where
Tradesmen often congregate while seeking employment.
Tradesman Types: Innkeeper, Barkeep, Bodyguard, Builder
q
Magic Shop –
Many students of the arcane have gone into business for themselves, enchanting
minor magical items and brewing potions that they then sell to whoever can
afford them. The trade has proven immensely lucrative, and even the most
superstitious Guilds have come to realize the edge that a well-stocked Magic
Shop can give them in a struggle.
Tradesman Types: Enchanter, Alchemist, Bodyguard
q
Mercantile –
The great markets and fairs of bygone ages have given way to the rise of the
Mercantile, a shop that serves as a storefront for both imported goods and
local cottage industry. Part general store and part trading post, Mercantiles
offer adventurers a place to buy gear and sell items gained through adventure.
Tradesman Types: Quartermaster, Fence, Bodyguard
Though they may look quite
different from Guild to Guild, all Guild Halls serve the same two essential
purposes. First, Guild Halls provide a place for Guild members to meet,
exchange information, and leave messages. Secondly, they serve as centers of
learning, with skilled Trainers who can impart new techniques and secrets to
Guild Members and help them hone their skills. Guild Halls are among the
largest buildings in any city, their size and grandeur standing as constant
reminders of the power and glory of the Guilds that built them. Unlike other
buildings, upgrading a Guild Hall will not change its appearance. Each upgrade,
however, will increase the number of Tradesmen the Hall can support.
q
Amazon Temple –
Austere, impressive structures of alabaster, Amazon Temples hearken back to the
great white cities of Delgana, and are the only reminder most Amazons ever see
of their vanished homeland. The interior of the Temple features a huge shrine
to Phaedra, the First Huntress who led the Amazons out of the lands of Men and
Elves, to found a hidden empire.
Guild Type: Amazon Temple
Tradesman Types: Trainer, Bodyguard, Master Archer, Builder
q
Cathedral –
Triumphs of masonry and engineering, the first great Cathedrals appeared early
in the Age of Kings. Cathedrals serve a double purpose: not only do they
provide the devout with a place of worship, they also serve as administrative
centers within the Church hierarchy, places where bishops, archbishops, and
cardinals help shape and advance the grand designs of the Holy Church.
Guild Type: Church of the All-Father
Tradesman Types: Trainer, Bodyguard, Healer, Builder
q
Dwarf Hold – Imposing
structures of stone that lack windows of any kind, most “Roofless Folk” (as the
Dwarves call surface dwellers) are awed by the sheer size and scope of Dwarf
Holds. Thurin’s Sons have only built structures above ground since the Turning,
but their staunch adherence to tradition ensures that the interior of a surface
hold is identical to the ancient delvings the Dwarves built of old in the
deeps.
Guild Type: Dwarf Hold
Tradesman Types: Trainer, Bodyguard, Healer, Armorer, Weaponsmith
q
Elvish Palace –
The majestic, shining towers of the Deathless Empire have all long since
fallen, but the Elves still cling to the memory of their vanished greatness,
raising massive crystalline palaces through ancient magic and craft. Designed
to tower over the dwellings of the lesser races, Elvish Palaces are grown
rather than built, shaped into their final forms by powerful spells.
Guild Type: High Court
Tradesman Types: Trainer, Bodyguard, Magister
q
Forest Sanctuary – In recent years the Rangers have returned from their long exile in the
wilderness, and small but fiercely loyal bands have managed to rise to
positions of authority in some towns and cities, acting as protectors to the
common folk. The sanctuaries the Rangers build as their headquarters are
simple, elegant structures based on the tents and humble dwellings of forest
folk.
Guild Type: Ranger’s Brotherhood
Tradesman Types: Trainer, Bodyguard, Healer, Master Archer
q
Great Hall –
Built in the style and fashion of the great mead halls of the infamous
Northmen, these massive structures are built entirely of timber, with high,
slate roofs and thick walls. Comfort and beauty are barely a consideration in
the design of a great Hall: they require only a fire pit and a space large
enough for the Thane and all his henchmen to feast and revel in.
Guild Type: Barbarian Clan
Tradesman Types: Trainer, Bodyguard, Guard Captain, Builder
q
Irekei Temple –
These ancient structures serve as the focal points of Irekei culture. Built of
sandstone and richly ornamented, every Irekei temple contains a great arena,
where the Dragon and the Sun are venerated in lengthy ceremonies, and where
disputes among rival Irekei are settled with blades in highly ritualistic
duels.
Guild Type: Irekei Virakt
Tradesman Types: Trainer, Bodyguard, Guard Captain
q
Keep – Stout
stone fortresses with tall towers and reinforced gates, Keeps are the most
utilitarian and the most defensible Guild Halls. The last scions of the once
great pre-Turning royal houses and the commanders of renegade armies all build
keeps for their strongholds, which serve as both rallying points for their
soldiers and followers, and as a formidable last line of defense against their
enemies.
Guild Type: Noble House, Military Legion, Mercenary Company
Tradesman Types: Trainer, Bodyguard, Guard Captain, Builder
q
Temple of the Flame – Equal parts fortress and house of worship, these
imposing structures perfectly express the militant philosophy of the Temple of
the Cleansing Flame. The faithful gather here for worship and defense, and the
upper levels house Templar barracks, armories, and extensive sparring rooms.
The main hall boasts a massive statue of Saint Malorn the Just, and a fire pit
where a portion of the eternal Cleansing Flame burns for the benefit of all.
Guild Type: Temple of the Cleansing Flame
Tradesman Types: Trainer, Bodyguard, Healer, Builder
q
Thieves’ Den –
There are some kinds of business best done in secret. Rather than build vast,
imposing halls to announce their presence to the world, associations of Rogues,
Thieves, and Assassins hide in plain sight, taking over an Inn and turning it
to their use. Hidden rooms and secret basements serve as meeting chambers,
offices, and training halls for Guild members.
Guild Type: Thieves’ Den
Tradesman Types: Trainer, Bodyguard, Fence, Bursar, Builder
q
Wizard’s Tower – The architecture of these massive towers is inspired by the ancient
towers and citadels of the Elves, and would be structurally impossible without
powerful magic spells that reinforce and support the upper works. Every
Wizard’s Conclave contains an assembly hall, several laboratories, and
well-stocked libraries to help further the researches of its members.
Guild Type: Wizard’s Conclave
Tradesman Types: Trainer, Bodyguard, Alchemist, Magister, Builder
Not everyone in Aerynth is
born to lead a life of grueling quest and high adventure. There are some
industrious folk who, armed with skill and determination, manage to work their
way through arduous apprenticeships and master a trade. Tradesmen are the
lifeblood of any successful city. The dour Blacksmith who forges keen steel
blades, the retired soldier who musters and commands the Town militia, and the
eccentric Alchemist who distills wondrous magical potions are but some of the
sample Tradesmen. Their labors make the exploits of adventurers possible.
Without the proper
Tradesmen to work in them, most buildings are little more than shelters.
Conversely, without the proper store, workshop, or headquarters, a Tradesman is
just a commoner. When the two are brought together, however, a new world of
political and economic opportunity becomes available to your character and
Guild.
Tradesmen, also known as
Hirelings, are a special form of non-player character. Like monsters that your
character can encounter while questing around Aerynth, Tradesmen are
computer-controlled entities that inhabit the virtual world of Shadowbane. Unlike most monsters,
however, Tradesmen are designed to interact with player characters, performing
business transactions, providing services, and following the orders of the
character that employs them.
Like any other character or
monster, a Tradesman will have a set of attributes, powers, and skills. Most of
these are relatively unimportant in the course of standard game play, with one
exception. Tradesmen are classified by their Rank, similar to the values used
for Buildings and characters. For Tradesmen, Rank does not measure levels
achieved through adventure, but is instead an indication of the Tradesman’s
professional aptitude and skill. The items a craft-oriented Tradesman can
produce, the final quality of those items, the speed at which they work, and
the number of projects a Tradesman can manage at once, all depend upon their
Rank. A Tradesman’s Rank also is a key factor in determining the cost of their
employment contract, as well as their wages. Characters can spend gold to
upgrade their Tradesmen to higher ranks, as detailed below.
No matter their Rank, each
Tradesman assigned to a building occupies one of that building’s slots. A
Tradesman’s performance is limited by the Rank of the building they work in, A
player is free to assign a highly Ranked Tradesman to a low Rank building, but
the Tradesman will not function at full efficiency until the building’s Rank
can be increased through upgrades.
Tradesmen in Shadowbane don’t work for nothing:
every Tradesman has a wage (based upon their profession and their Rank) that
their employers must pay them on a regular basis to keep their services. Like
the maintenance costs of buildings, Tradesman wages are automatically deducted
from the strongbox of the building that serves as the Tradesman’s workplace. If
a Tradesman’s wages are not paid, the Tradesman’s effective Rank will decrease
by one step for each pay period they go without pay. The Tradesman does not
actually lose any skill, but rather works below his peak abilities out of
protest. If a Tradesman falls below Rank 1, they desert their employer and are
lost forever.
Just like the buildings
they work in, every Tradesman has an upgrade cost. When the Tradesman’s
employer opts to pay this amount, a timer for the upgrade goes into effect. The
Tradesman’s Rank will increase by one step when the timer expires. Note that an
employer must also spend the Tradesman’s upgrade cost to restore any Ranks lost
to delinquent wages. Again, the Tradesman is not re-learning lost skills, but
instead their employers must win back their confidence by showering them with
gold and attention.
In order to secure the
services of a Tradesman, a character must purchase or acquire a specialized
item called an Employment Contract. A given Contract will only produce one
specific type of Tradesman (you cannot use an Builder contract to hire a Guard
Captain, for example). Barkeeps, Tavern Keepers, and Stewards in Safeholds will
be able to draw up Contracts for most basic Tradesmen, and characters looking
to form their own cities are advised to recruit and place one of these
Tradesmen as quickly as possible.
Once your character has an
Employment Contract, proceed to a building that you own, and open the Building Control
Panel for that Building. Then you can activate the Contract within it by
dragging any employment contract from your character’s inventory to an empty
slot on the Tradesman menu at the bottom of the Building Control Panel. A
specialized menu will open displaying every employment contract in your
character’s possession. Click the contract you wish to activate, and the
Tradesman will automatically appear inside the building, ready to work.
As buildings upgrade in
Rank, the number of Tradesmen they can hold increases. Having multiple
Tradesmen of a given type in a building allows owners to produce a wider
variety of items or services more quickly, though certain types of Tradesmen
can only work in certain types of buildings. Once a Tradesman has been assigned
to a building, they will remain until they are dismissed, they resign (from
unpaid wages), or if the building is destroyed. Should the ownership of a
building change (through conquest or legal transfer), the new owner will also
take ownership of any Tradesmen assigned to that building.
This menu offers employers
access to the basic functions of their Tradesmen, as well as displaying
important information about them. Characters can access the Tradesman Control
Panel by opening the Building Control Panel of the building a Tradesman is
assigned to, then left-clicking that Tradesman’s entry on the Tradesman Menu at
the bottom of the control panel. A description of each button and control
follows:
q
Name – This
displays the name of the Tradesman, randomly generated when their Employment
Contract is activated.
q
Rank – This
displays the Rank of the Tradesman, expressed as a line of symbols. Each type
of Tradesman (Alchemist, Blacksmith, etc.) has its own unique symbol, and the
number of symbols equals the Tradesman’s Rank, from 1 to 7.
q
Upgrade –
This initiates an upgrade of the Tradesman. The adjacent field displays the
amount of gold required to upgrade to the next Rank, as well as the progress of
any current upgrade.
q
Salary –
This displays the current wages of the Tradesman.
q
Inventory –
This opens the Tradesman’s inventory, giving the employer direct access to any
items the Tradesman has produced or acquired.
q
Profit Bars –
These controls allow the employer to set the profit margins for any goods or
services that the Hireling produces. Profits are expressed in terms of a
percentage of the base cost of the item or service, which is then added to the
base cost to determine the Tradesman’s asking price. Employers can set three different
profit margins: one for transactions with fellow Nation members, one for Guild
mates, and one for all other characters.
q
Dismiss –
This terminates the Employment Contract between the Tradesman and the employer.
The Tradesman immediately leaves the building, never to return.
q
Project Bars –
These display the tasks that the Tradesman is currently engaged in, and serve
as progress bars showing how far along each task is. Clicking on an empty
project bar (labeled “None”) will allow the Tradesman’s employer to order
another task. For more information about item production and tradesman
services, see Section 10.8: Tradesmen and Item Production.
Tradesmen gain more project bars as their rank increases.
Following is a list of all
the Tradesmen currently planned for Shadowbane.
Some of these are not currently
incorporated into this phase of the testing, while others will be introduced as
the testing cycle progresses.
q
Alchemist –
The potions and elixirs Alchemists brew can speed the healing of wounds,
temporarily increase the drinker’s magical potential, or bring a host of other
benefits.
Preferred Buildings: Magic Shop, Wizard’s Tower
Products: Potions, magical items
q
Armorer –
The rising tide of war and conflict has driven many blacksmiths to specialize
in producing armors of all types, and a decent Armorer will also know the
crafts of tanning, curing, and leatherworking.
Preferred Buildings: Forge
Products: Armor, shields, armor and shield Repair
q
Builder – A
hired Builder draws the plans for a specific building, generates the Deed, and
then coordinates the actual construction, requiring funds to cover their fee
and the building supplies. Any Guild that would build an entire city should be quick
to hire an Builder into their service.
Preferred Buildings: Inn/Tavern, Guild Hall
Products: Building Deeds
q
Bodyguard –
Tradesmen often are glad to call upon the help of skilled armsmen to protect
their strongboxes, the products of their labor, and even their lives from theft
or harm.
Preferred Buildings: Any
Products: None
q
Bursar – As
Churches began to serve as safe houses for parishioners’ worldly possessions, a
new breed of Clark emerged – the Bursar, responsible for notating each and
every item entrusted or taken from a Church.
Preferred Buildings: Church, Thieves’ Den
Products: Banking, item storage
q
Enchanter –
Students of sorcery and other arcane arts, enchanters are powerful spell-users
who can craft magical items, permanently binding eldritch magic and effects
into well-wrought rings, amulets, talismans and jewels.
Preferred Buildings: Magic Shop, Wizard’s Tower
Products: Rings, jewels, amulets, talismans
q
Engineer – These
mainstays of the battlefield combine a master carpenter’s skill at building
with a wizard’s understanding of calculation and reckoning. Years of training
enable them to rapidly turn a pile of logs into a working trebuchet, and their
skill at calculating ranges makes the machines they build the bane of any
fortified city.
Preferred Buildings: Siege Tent
Products: Siege engines
q
Fence –
Fences buy anything of worth, no questions asked, and then proceed to sell
their purchases to others (at suitably profitable prices, of course). One man’s
litter, as they say, is another man’s loot.
Preferred Buildings: Mercantile, Thieves’ Den
Products: Pawned items
q
Guard Captain – Guard Captains are entrusted with the safety and security of their town
or city, and do their jobs in earnest. Able fighters and administrators, Guard
Captains recruit, train, and command the Guards that form the bulk of any
town’s militia.
Preferred Buildings: Barracks, Keep
Products: Guards
q
Healer – Whatever
faith they profess, the Healers who preside over local Churches and serve
larger religious institutions are all enjoined by their faith to offer aid and
renewal to those in need.
Preferred Buildings: Church, Cathedral, Temple of the Flame, Forest
Sanctuary
Products: Heals, cures, dispels
q
Innkeeper –
The undisputed master of the house, it’s the job of every Innkeeper to make
sure that their establishment runs smoothly. Hopelessly busy, the average
innkeeper hasn’t much time for conversation, and most patrons will only deal
with them when booking or room or settling their tab.
Preferred Buildings: Inn/Tavern
Products: Lodgings, meals
q
Magister –
Magisters serve as potent defenders of cities and towns, magical counterparts
of Guard Captains. While most will never become archmages, The Adepts they
command, while expensive to train, form an invaluable part of a city’s
militia.
Preferred Buildings: Barracks, Wizard Tower
Products: Adepts
q
Master Archer –
These supreme bowmen rarely defend their city directly, but instead pass on
what they have learned to loyal recruits, training Archers to serve in a town’s
militia.
Preferred Buildings: Barracks, Forest Sanctuary, Amazon Temple
Products: Archers
q
Quartermaster –
Equal parts merchant and rogue, are able negotiators with a talent for finding
and procuring just about anything an adventurer could ever need. The advent of
runegate travel has made their work much easier, and some predict that the
ancient merchant houses will soon rise again.
Preferred Buildings: Mercantile
Products: Sundry items
q
Runemaster –
Through a strange mix of ancient druidic rites and arcane magic, Runemasters
are able to tap into the potent energies that course through Trees of Life, and
direct that energy along invisible channels to distant Trees of Life or to
buildings in the immediate area.
Preferred Structure: Tree of Life
Products: Tree of Life management
q
Steward – A
good Steward makes it a point to know the folk that come and go in their town,
and Tradesmen looking for work make it a point to leave their names at the
local Tavern, making Barkeeps essential go-betweens for anyone looking to
employ a skilled Tradesman.
Preferred Buildings: Inn/Tavern
Products: Employment Contracts
q
Weaponsmith –
Years of training give every Weaponsmith a fine eye for iron and steel, and
most are eager to buy used wares, hoping to resell them, learn from their
design, or destroy them and re-use the metal.
Preferred Buildings: Forge
Products: Weapons, weapon repair
Once your character has
built an appropriate building and hired a Tradesman to man it, you can use
these critical assets to interact with the in-game economy, producing goods and
services that can improve life in a city or enrich your character and their
Guild. Tradesmen can perform one of three basic activities based on their
occupation: production of equipment items, providing service to other
characters, or helping ensure the security of the community in which they live
and work.
Some Tradesmen don’t
produce physical items, instead providing intangible services to characters.
Trainers, Healers, and Innkeepers all fall into this category. These Tradesmen
have a roster of services they provide. Owners can set the prices that
Tradesmen will charge for these services by using the Tradesman Control Panel,
as described in Section 10.7.5: The Tradesman Control Panel.
The types and quality of
services any Tradesman can provide are defined by their Rank. A Rank 5 Warrior
Trainer, for example, would be able to improve a character’s weapon skill more
than a Rank 1 Trainer. Owners can upgrade their Tradesman’s Rank using the
Tradesman Control panel. The only other interaction with their service-oriented
Tradesman that owners might require would be to reap some of the profits of
their business. Owners can gain access to their Tradesman’s earnings by
withdrawing from the building’s strongbox, accessed in the Building Control
Panel (described in Section 10.5.1: The Building Control Panel).
Many Tradesmen can actually
produce items of equipment: Armorers, Weaponsmiths, and Alchemists are three
examples. Owners have far more control over the activities of these Tradesmen,
directing the production of shop inventories.
All Tradesmen producers
deal with two different types of items:
q
Stock Items – this list of specific item types is determined by the
Tradesman type, and are what appear first whenever anyone opens the Tradesman’s
Shopping Menu. All stock items, if purchased, are automatically replaced
without having to order production or pay gold. The number and types of a
Tradesman’s stock items is determined by their Rank – as Tradesmen improve,
they worry less and less about having to produce mundane items.
q
Production Items – these items must be produced by the Tradesman to
appear in his Shopping Menu. If a production item is sold, the owner must order
production of another to replace it. As a Tradesman advances in Rank, some of
their production items will revert to stock items, and better production item
options will become available. Typically, a Tradesman’s best items are production
items, and all enchanted items are.
To assign a task to a
Tradesman producer, open the Tradesman Control Panel. At the bottom of the
panel is a list of all tasks (if any) that the Tradesman is currently working on.
Double-clicking an empty task slot (labeled “none”) will open the Tradesman
Production window, where new tasks can be assigned.
The Tradesman Production window
offers owners complete access to all production decisions and functions. The
parts of this important window are described below:
q
Item Description – This displays information about the item currently selected from the
item list.
q
Illustration –
This displays a small picture of the item described in the Item Description
Section.
q
Name – The
name of the selected item is displayed here.
q
Price Range – The
amount of gold the Tradesman will charge for the item in question.
q
Quantity –
This displays how many items of the selected type the Tradesman will produce.
Clicking inside the field will allow you to input a number (from 1 to 100).
q
Magic –
Clicking this makes the Tradesman construct a magic item rather than a normal
item. The nature of the magic enchantment(s) is random and cannot be predicted
or controlled.
q
Begin –
Clicking this sends the Tradesman to work, producing the specified number of
the selected item. The Tradesman Control Panel will be updated to show the new
task, along with a slider bar indicating progress.
q
Item Menu Section – The lower section of the Tradesman Production window displays a list
of all items the Tradesman is able to produce. The extent and content of the
menu vary based upon the Rank of the Tradesman.
q
Item – These
fields display the name of a single type of item the Tradesman can produce.
Clicking on the field will cause the information for the selected item to
appear in the Item Description section at the top of the window.
q
Scroll Bar –
This slider control allows you to scroll down through the list of available
item options.
Once the requested items
have been selected (by selecting an eligible item of the production menu and
then selecting Begin), the Tradesman begins work. The amount of time required
to finish the task depends upon the complexity of the item, modified by both
the Rank of the Tradesman and the Rank of the building they work in. On the
Tradesman Control Panel, the name of the item being produced is superimposed
over one production bar at the bottom of the window. Enchanted items are
displayed with blue names. The bar begins colored black, but gradually fills
with gold color as the item nears completion. Note that while an item is being
built, no mouse-over information is available for it: the exact enchantment on
a magical item will not be revealed until crafting is complete. Once an item is
finished, however, your character can mouse over the item to view its
statistics and capabilities.
Double clicking on a
project bat while an item is in production presents your character with two
additional options: abort production to begin a new item (returning to the
Production Menu to make your choice) or Abandon production altogether, freeing
up the project bar.
Item production is not free:
in addition to the costs an owner pays to maintain both the building and the
Tradesman, each item to be produced incurs a base cost, paid when production is
finished. Once the production timer expires, the owner will be notified and
given the option to either pay the base cost and complete the item or junk it,
losing nothing except the Tradesman’s time.
When it comes to item
production in Shadowbane, sometimes
an owner will get more than what they asked for. Item creation contains a
random element similar to the system used to determine the treasures held by
slain monsters. Sometimes a Tradesman will be inspired as they work, and create
products of surpassing quality and power. Thus, if a tradesman’s owner requests
a long sword, there is a small chance, based upon the Rank of the Tradesman,
that when the timer expires they will have created a sword of quality or even
an enchanted blade by selecting the Magic button. The chance of making a
special item increases as the tradesman increases in Rank. While such items
have much higher resale values than the mundane items originally commissioned,
they also cost far more to produce than mundane ones. Owners may find their
gold reserves to low to pay for the enchanted weapon their Hireling just
forged, forcing them to junk it. There is always a chance, however, that the
Tradesman could produce it again later.
Once an item has been
produced an paid for, it automatically inserts itself into the Tradesman’s
Shopping Menu so that other characters can purchase it. All produced items are
also listed in the Tradesman’s inventory, where owners can manipulate them
further, as described in Section
10.8.5.
Greedy owners might decide they don’t want to sell the items their Tradesmen produce, but rather just keep them for themselves. Owners can access a Tradesman’s inventory by clicking the Inventory button on the Tradesman Control Panel. All items that the Tradesman has produced but not yet sold will be listed in a menu. Left-clicking an item will cause its pertinent statistics to appear in an information block at the top of the window. Double-clicking an item on the Tradesman’s inventory opens a popup menu of three options:
q
Take – Transfer’s the item from the Tradesman’s inventory to
the owner’s inventory.
q
Price – Allows the owner to enter an exact price for the
selected item.
q
Junk – Immediately destroys the item, and refunds the base
gold cost (spent upon completion) to the building’s strongbox.
As with service-oriented
Tradesmen, owners upgrade the Rank of a Tradesman producer by using the
Tradesman Control Panel, and can gain access to the Tradesman’s profits on the
Building Control Panel.
q
Step One –
Open the Tradesman Control Panel
q
Step Two –
Double-click on an open task slot. The Tradesman Production window will open.
q
Step Three – Scroll
through the Item menu until you find the item you want the Tradesman to
produce. Click “Magic” if you want a magic item. Click the item to display its
information.
q
Step Four –
Input the desired quantity of items to be produced.
q
Step Five –
Click “Begin” to initiate production. The new task will appear on the Tradesman
Control Panel.
q
Step Six –
When the required production time has elapsed, you will be notified, and asked
whether or not you wish to pay the production cost for the item. Click “Accept”
to finish production.
q
Step Seven –
The finished item appears in the Tradesman’s Shopping Menu and inventory. From
there it can be sold to customers (for a set price or the profit margin set by
the owner), destroyed for a refund of the base cost, or transferred to the
owner directly.
Each Building
assets has two lists of player or Guild crests associated with it that define
the behavior of all Tradesmen in that Building, as well as which characters may
manage the it. They define who the owner’s allies and enemies are, and are both
accessed through the Building Control Panel.
The Condemn List, also
known as the Kill on Sight (KOS) List offers guilds and asset owners a means of
punishing their enemies and defending their interests, and is critical to the
security of any building or city. Guards associated with any city or structure
will attack characters, guild members, or nation members listed on the KOS List
as soon as they detect them. Every city asset has its own KOS List, accessed by
clicking the Activate KOS button on the lower left side of the Asset Management
window. Guards assigned to an asset will attack anything on the KOS List, and
any Tradesmen or Hirelings will refuse to do any kind of business with Guilds,
Nations, or characters on the list.
Managing a Kill on Sight List
Your character fills and
edits the entries on the KOS list for any structure they own by transferring
crests from their Heraldry or Death Lists to the asset’s KOS List. See Section 6.7: Other Uses for Heraldry and Crests,
for more information about the Heraldry and Death lists. To add an entry to an
asset’s KOS list, open the character’s Heraldry or Death List, open the
building’s KOS List (by clicking the Activate KOS List button on the Building
Control Panel), then drag the desired crest from the character’s list to the
building’s list.
At this point, a pop-up
will appear prompting you to either save the Character information, Guild
information, or Nation information associated with the crest. Click the desired
button, and the building’s list will update with the new entry. You can only
add one piece of information to the KOS List at a time – saving a character’s
name, Guild, and Nation would require three separate operations.
In most cases, adding a character’s
Nation is enough: that character, all members of their Guild, and any members
of any Guild politically affiliated with their Guild all become targets.
Placing both a character and their Guild on the KOS List, however, will ensure
that the character remains on the list even if their Guild affiliation changes.
The same goes for Guilds: if both a Guild and its Nation are on a Kill on Sight
List, the Guild will stay on the list if it leaves its Nation.
Once the desired data has
been added to the KOS List, clicking that list entry will display the
information at the top of the KOS List window, along with a blank check box.
Click the box to activate Guard and Hireling hostility. Should the offending
party come back into favor, clicking the box again will toggle non-player
character hostility off. To remove an entry from the KOS List, click on the
list entry and then hit [Delete].
Sharing KOS Lists
In exchange for providing
them with healing energy in times of siege, the owner of the Tree of Life can demand
that the protected building share the Tree’s KOS List. If the owner of the
building accepts, all Guards and Tradesmen will also enforce the KOS List of
the local Sovereign Guild. However, the Sovereign Guild’s list will not appear
in the building’s KOS List: the Hirelings will enforce it sight unseen. Because
a Sovereign Guild’s Tree of Life can draw energy from the tree of their
Nation’s capital, the Nation leaders can also demand that all sworn Trees
observe the nation’s KOS List. That Nation’s list will then trickle down to the
local Tree of Life and any buildings it protects, provided that all parties
agree to do so.
Managing a City Asset in
Shadowbane can be a demanding and time-consuming task, and players may decide
to take on partners to assist them with the full-time maintenance and
management of a city asset. Additionally, the unpredictability of crises and
sieges make it very desirable to grant owner-level access to any city asset
(but especially fortresses or Barracks) to a Guild’s authorities. The Friends
List, accessed through the Building Control Panel, allows the owner of any city
asset to define a list of partners, each of whom has full access to the asset’s
control panel and Tradesmen.
Managing a Friends List
Your character fills and
edits the entries on the Friends List for any structure they own by
transferring crests from their Heraldry or Death Lists to the asset’s Friends
List. See Section 6.7: Other Uses for Heraldry and
Crests, for more information about the Heraldry and Death lists. To add
an entry to an asset’s Friends List, open the character’s Heraldry or Death
List, open the building’s KOS List (by clicking the Activate KOS List button on
the Building Control Panel), then drag the desired crest from the character’s
list to the building’s list.
At this point, a pop-up
will appear prompting you to either save the Character information, Guild
information, or Inner Council associated with the crest. Click the desired
button, and the building’s list will update with the new entry. You can only
add one piece of information to the Friend’s List at a time – saving a
character’s name, Guild, and Inner Council would require three separate
operations. Also, the owner’s own crest, dragged from the Selection Window
after selecting themselves, can serve to add the owner’s Guild or Inner Council
to the list.
While any cluster of
player-built and managed buildings might loosely be called a “city,” In
Shadowbane the term has a much stricter definition. Cities in Shadowbane are distinct territorial
regions: they appear on the World Map, and their name will appear on the Local
Map of any character who passes near them. Cities are allowed to encircle
themselves with walls, towers, and other fortress assets, and can make
alliances with other cities, forming virtual nations and empires. A city is the
most valuable possession a player-created Guild can own or acquire in
Shadowbane: defending it and managing it efficiently are critical to a Guilds
success.
Most of the following terms
were also defined in Section 10.1, but many bear repeating.
q
Building – A
large structure that serves as a base for non-player character Tradesmen who create
goods and services. See Section 10.0: Buildings
and Building Management for more information.
q
Closed City –
The standard mode for player-built Cities, closed Cities are not available as
starting points to new characters, and characters cannot freely join them by
re-pledging. See Section 2.11: Entering the World of Shadowbane for
details about starting cities, and Section
6.4.1: Changing Cities, for more information about re-pledging. Only a
Guild Leader can change a City’s status from closed to open, or vice versa.
q
City – A
collection of buildings, usually owned by the members of a specific Guild or
Nation, clustered around a Tree of Life and managed by a Guild or coalition of
Guilds. Cities have three primary
defensive mechanisms: the Tree of Life, NPC Minions, and Fortress Assets. See Section 11.2, 11.3,
and 11.4 for more details.
q
Fortress Asset – towers or wall segments that a Guild Leader can build to fortify a
city. See Section 11.3: City Walls for
more details.
q
Guild – An
organization of allied characters that has a distinct political identity. See Section 6.0 – Guilds for more details.
q
Hirelings –
Non-player characters, usually Tradesmen (see below).
q
Minion –
Non-player characters recruited by specialized Tradesmen who contribute to the
security and defense of a city, Nation, or Guild. See Section 11.4: Minions and City Defense for
more information.
q
Nation – A
Sovereign (city-controlling) Guild that has brokered oaths of fealty from one
or more other Sovereign Guilds. Nations are coalitions of allied city-states,
with one Guild recognized as the leader. See Section 6.5: Guild Options for
more details.
q
Open City –
A player built and player managed City that allows newly made characters to
begin play or freely re-pledge there, as an alternative to using a Safehold. See Section
2.11: Entering the World of Shadowbane
for details about starting cities, and Section
6.4.1: Changing Cities, for more information about re-pledging. Only a
Guild Leader can change a City’s status from closed to open, or vice versa.
q
Owner – The
character that controls a building and all of the Tradesmen assigned to it. The
character that actually builds a building is designated as its owner, although they
have the option to transfer ownership to other characters.
q
Safehold – A
“GM City” owned, managed, and maintained completely by NPCs. Safeholds exist as
starting points for new Shadowbane characters, safe havens where fledgling
heroes can climb through their opening levels and Ranks. Player vs Player
conflict is forbidden in Safeholds. Whenever a character achieves Rank 2, their
affiliation with their Safehold automatically ends; they must either seek
citizenship in a Player City, found one of their own, or continue as an errant
character. See Section 2.11: Entering the World of Shadowbane for
details about starting cities, and Section
6.4.1: Changing Cities, for more information about re-pledging.
q
Siege – A
military action whereby an attacking force tries to overwhelm a fortified
defending force. In Shadowbane, any
assault intent on destroying or taking over a player-built city is classified
as a siege. In any siege the primary goal is to overcome all defensive
structures and either neutralize or destroy the defenders’ Tree of Life. See Section 12.0:
Cities and Sieging for more information.
q
Structure –
Any asset that player characters can build and place in the game world that is
not a building.
q
Town – See City,
above.
q
Tradesmen –
Non-player characters whom players can assign to buildings, and who create
goods or services in game. These are also called Hirelings.
q
Tree of Life –
A mystical artifact that stands in the center of any city. These massive stone
trees serve as anchor points for the spirits of any characters who have bonded
to the Tree, and thus serve a critical function to the Guilds or Nations that
claim them. Trees of Life can also channel restorative energy into buildings
and structures, making them indispensable in a siege. See Section 11.2: Trees of Life for more
information.
Trees of Life (often also
called ToL’s) are, quite literally, the beating heart of any guild city: they
place the City on the World Map, provide their owning Guilds (and all sworn
sub-Guilds) with a fixed respawn point, after death, and they can also heal
buildings and city assets damaged during a siege. A Guild’s fortunes and
destiny are tied to the fate of its Tree of Life. Section 3.9:
Resuming Play describes the role of Trees of Life in character bind
points and spawning, and Section 4.8.5: The
World Map describes how Trees help define a city’s global location and
prestige. The following sections explain the role of a Tree of Life in city
management and defense.
Trees of Life offer Guilds
the chance to build true cities and literally leave their mark on the face of
the Shadowbane game world. Like all other buildings and city assets,
players can plant a Tree by activating a Guild Seed, a magical stone acorn.
Guild Seeds are available for purchase from some vendors, or can be found
through adventure. Bear in mind that Guild Seeds are Shadowbane’s most
precious commodity, however, and will never be common or easy to acquire.
Trees of Life, like any other
asset, cannot be placed just anywhere: terrain and some zone-level restrictions
apply. Unlike other city assets, every Tree of Life has an influence radius
surrounding it, and the influence zones of two Trees cannot overlap.
Additionally, while any character might acquire or hold a Guild Seed, only the
Guild Leader of an Errant or Sworn Guild can activate the seed and turn it into
a fully functioning Tree of Life. See Section
6.1: Forming a Guild for more information about Guild status, and Section 6.6: Guild Member Status for details
about the position of Guild Leader.
Activate a Guild Seed by
double-clicking the Seed to or Control+left-clicking the Seed and selecting Use
on the Seed’s context menu. Either action will open the Asset Placement Window,
and described in Section 10.4.2: Placing
Your Building. Placing a Tree of Life follows the same procedure as
placing any other asset, with two notable exceptions.
As soon as you drag the Tree
icon onto the Map area in the Asset Placement window, a popup message will
appear asking if you wish to see a map of all valid Guild zones. Clicking the
check button will open a specialized version of the World Map (the basic
version is described in Section 4.8.5).
Areas shaded red on the Tree Placement Map are invalid locations for a Tree of
Life. As with the basic World Map, your character’s position is clearly
indicated, telling you at a glance if your current location is valid.
Sometimes, even an unshaded area may not be suitable – remember that the Tree’s
entire influence zone must also be clear. When planning Tree placement, you can
click on any location on the Tree Placement Map to reveal if that location is
valid. To continue with the placement process, close the map and return to the
Asset Placement Window.
In addition to the standard bounding box, Trees of Life also have a shaded circle around their icon on the placement map, representing the Tree’s area of influence. If the shaded circle is green, the location is valid – if red, the location is not valid and Tree placement is prohibited. Once placed, a dialogue window will open prompting you to give your Tree and the city around it a name. Choose wisely: this is the name that will appear on every player’s world map! Wolfpack studios and Swhadowbane’s publishers reserve the right to modify or prohibit offensive city names.
Any character can double left-click a Tree of Life to open the Tree of Life Information Window, which displays the name and Guild affiliation of the Tree. Other options may also appear, dependent upon the character’s Rank, Guild affiliation, and Guild Status:
q Join Guild: This option immediately inducts the character in the Tree’s owning Guild as a petitioner, and sets the Tree of Life as the character’s default bind point. Note that re-pledging a character’s Guild affiliation via a Herald or Runemaster (as described in Section 6.4.1: Changing Cities) has the same effect. This option only appears in player cities that have been designated “open,” and will only appear in Safeholds to characters who have not yet attained 2nd Rank (level 20). Also, only errant characters receive this option. See Section 6.6: Guild Member Status for more information about errantry, and Section 3.9: Resuming Play for details about spawn and bind points.
q Bind to Tree: This option only appears to characters whose Guild whose Guild recognizes the City in question as either a Province or Nation. Selecting it shifts the character’s spawn and bind point to the allied Tree. The character’s Guild affiliation does not change. Having easy access to multiple bind points is the primary advantage gained from building inter-City alliances. See Section 6.9: Nations and Guild Alliances for more details about Nations and Provinces, and Section 3.9: Resuming Play for details about spawn and bind points.
q Open City Toggle: This option only appears to Guild Leaders whose Guild owns the Tree of Life in question. Clicking the check box will confer Open status to the City: newly made characters can opt to begin play at this city as petitioner level Guild members, and characters of appropriate level can freely re-pledge their affiliation to the City, as described in Section 6.4.1: Changing Cities. The Guild Leader may change the City’s status at any time by clicking this toggle on or off.
As with any other city asset, Trees of Life have a standard Building Control Window featuring upgrade controls, repair and integrity options, heraldry lists, and a strongbox. See Section 10.5.1 for a more complete description of all of the available controls and commands. Only the owning Guild Leader and the entire Inner Council of the owning Guild has initial management privileges; these entries are automatically placed on the Friends List of the Tree of Life when it is placed, and the list cannot be altered. To remove a specific character from a Tree of Life’s Friend’s List, that character must be demoted from Inner Council status. See Section 6.5 and 6.6 for more information about Guild member status and how to alter it.
Every Tree of Life has a
quantity of energy that can, when properly directed, restore integrity to
damaged buildings and city assets. The amount of damage a tree can restore
every second is based on what proportion of its energy (expressed as a
percentage) that the tree is sending to a given asset. A Tree of Life could, in
theory, extend 1% of its power to 100 buildings, healing them slowly, or
concentrate all its power on one asset, rendering it virtually invulnerable. As
a Guild prospers and the Rank of its Tree of Life increases, the amount of
integrity healed by each percentage point also increases. The degree of fine
control a Guild has over its Tree’s energy depends on the rank of the Tree and
of the Runemaster NPC assigned to it. Trees of Life can only repair buildings
within their zone of control, and will only heal buildings if properly managed
and controlled. Note that Bane Circles (described in Section 12.3) can drain a Tree’s healing
energy during a siege, crippling the Tree’s defensive abilities. Destroying any
Bane Circle erected by the attackers should always be the first priority of the
defenders in any siege.
To visually monitor the
status of a Tree of Life’s healing pool (assuming that your character has
management privileges for it) open the Tree’s Building Control Panel
(Control+left-click the Tree, then select the Manage option on the context menu).
On the Tree of Life’s Building Control panel, the Tree’s healing pool is
located dead center, just under the Tree’s integrity bar. The Healing Bar shows
what percentage of the Tree’s healing is available – at full capacity the bar
is solid red, and the red color drains as more healing energy is diverted to
other structures. Text listing the exact percentage is displayed over the bar.
In order to use a Tree of
Life’s healing pool, the Tree’s owner must assign a Runemaster to it.
Runemaster hirelings are described in Section 10.7.6:
Tradesmen. The owner of the Tree of Life can manage the Tree’s healing
pool by opening the Hireling Management Window for the Runemaster. Instead of
production slots, the bottom of the Runemaster’s Management window contains
energy allocation slots. Click one of the slots to view the details of an
existing healing arrangement, or click an empty slot to create a new
arrangement. For more information about healing contracts, see Section 11.2.6 below.
City builders should
beware: Runemasters have a finite number of contract slots, based on their
Rank, and the Tree of Life itself can only supprt a finite number of
Runemasters, based upon the Tree’s Rank. Therefore, there is a maximum limit to
the number of assets that can receive healing at any one time. Cities that grow
without upgrading their Runemasters and Trees do so at their peril.
When an empty allocation
slot is selected, a list opens of every building within the Tree’s Zone of
control. Select the desired building and click the check button to open the
Patronage Allocation window. Alternately, the healing control functions of the
City Control Panel (described in Section
11.5.2) grants Tree managers the capability to assign Tree Healing
graphically, adjusting the Tree’s output to adapt to emergencies quickly and
easily. No matter how many characters have management privileges for the Tree
of Life, only one character may control the Tree of Life at a time.
While a Tree manager can
decide to give away the Tree’s energy and protection for nothing, they are
never required to do so. Each allocation is, in effect, a contract where the
Tree owner pledges the Tree’s healing energy in return for something from the
recipient. The Patronage Allocation window offers several forms of “payment,”
any or all of which can be demanded in return for the Tree’s protection:
q
Enforce KOS List: clicking this button requires the recipient of the Tree’s patronage to
enforce the Tree’s Kill On Sight List. If the owner of the recipient agrees,
all Hirelings and Minions will enforce the Tree’s list in addition to their
own. See Section 10.9.1: The Condem/Kill on
Sight (KOS) Lists for more details.
q
Regular Tax:
this entry allows the Tree manager to set a monetary value that the recipient
must pay in tribute at a regular interval, similar to the Building’s
maintenance cost. All transferred funds will move from the recipient building’s
strongbox to the Tree’s strongbox. This option is normally used for buildings
and assets that do not produce or sell items (like Barracks or Inns).
q
Profit Tax: essentially
a sales, tax, this option automatically deducts a percentage of the profit
gained from any sale made at that building or asset.
Offering the Tree’s
protection is not enough: the owner of the recipient building must agree to the
deal. To view the terms of a patronage offer, the building owner must click the
“Patron/Maintenance” button in the Asset Management window. If the terms are
agreeable, click the “Confirm” bubble to cement the arrangement.
Towers (and by extension,
all city walls) are owned by the Tree owner, and do not require a contract for
the Tree to protect them.
The most obvious defensive structures a city can obtain, wall assets are also the most useful. Tougher than most buildings, city walls can endure an enormous amount of punishment before collapsing, and directly restrict an attacker’s access to a city. Characters with missile weapons or ranged offensive powers can also stand on top of walls and rain death down on the enemy. City builders should keep in mind, however, that Aracoix and other flying characters can easily bypass walls – city defenders should always be sure to keep enough Guild members and Guards on hand to give landing flyers a rough welcome.
Only the Guild Leader of a Sovereign
Guild can place city walls, and they can only be placed within the zone of
control of a Tree of Life. The Guild Leader must acquire a Deed object for each
wall asset they wish to build from a Builder Hireling, then use the Deed by
right clicking it and selecting “Use Item” or selecting the item and pressing
[u]. As with placing buildings, activating a deed opens the Building Placement
window.
The actual placement
process is nearly identical to building placement, as described in Section
10.4.2: Placing Your Building. There are some notable differences: in
the building icon menu on the left edge of the window, icons will appear for
every wall asset in the Guild Leader’s inventory (saving them the trouble of
activating each one individually. Secondly, each wall segment has a set of
locking tabs at the ends of the segment to join it to the next section of wall
– when placed in proximity to each other, wall segments will merge, creating a
new bounding box around them. Unlike other buildings, wall segments do not
appear instantly: they first manifest as “under construction,” and do not reach
full strength for a period of time. Guilds cannot wait until the last minute to
fortify against a siege.
Any Fortress Asset
containing a door or gate automatically grants its builder a Master Key,
allowing them to lock or unlock the doors at will. See Section 10.5.2: Keys and Locks for more
information.
City wall assets have no
maintenance cost: once built, they do not generate any expenses for the Guild
that owns them. By the same token, wall assets have no Asset Management window,
and cannot be repaired through expenditures of gold. Only Tree of Life healing
energy can repair walls. Towers provide a conduit for this healing energy,
offering a Guild the means of keeping their walls at full strength.
Each tower incorporated
into a city’s walls can receive healing energy from the city’s Tree of Life,
just like any ordinary building (see Section 12.4: Victory Conditions, for
more information). Towers automatically direct half of the energy they receive
to nearby wall segments, “healing” them as they heal. The range of a tower’s
benefit is limited: city architects should be careful how long they make the
spaces between towers!
Deeds for all of the
following wall segments are available in Shadowbane. A separate deed is
required for every individual segment a Guild Leader wishes to build. Outer
walls are tall, massive walls with battlements that face the outside. Inner
walls are much shorter and less durable. Inner walls can form a corner without
a tower, but outer walls cannot. More wall segments will be forthcoming.
q
Gatehouse:
the largest wall asset, a gatehouse consists of a long stretch of outer wall
with a large gate, flanked by towers. Inner walls extend inside, creating a
courtyard that must be crossed before entry can be gained through a second,
inner gate.
q
Outer Wall Gate: An outer wall segment with a
large wooden gate at center.
q
Outer Wall Straight: A simple section of outer wall, the basic wall segment.
q
Outer Wall with Stairs: A straight outer wall segment that incorporates a
long staircase on the inside. The critical segments allow defenders to climb to
he tops of walls and man the battlements.
q
Outer Wall with Inner Wall Junction: A straight segment of outer wall with a short section
inner wall that forms a ‘t’ at center. Stairs lead down form the top of the
outer wall to the top of the inner wall.
q
Concave Tower: Two
short outer wall segments that meet at right angles, with a tower at the
intersection. Most of the tower’s circumference faces the outside.
q
Convex Tower:
Two short outer wall segments that meet at right angles, with a tower at the
intersection. Most of the tower’s circumference faces the inside.
q
Convex Tower with Inner Wall: A convex tower with a short section of inner wall also
intersecting the tower, forming a “t”.
q
Convex Tower with Two Inner Walls: A convex tower with two short sections of inner wall
also intersecting the tower, forming a cross.
q
Straight Tower: A straight section of outer wall with a tower at center.
q
Inner Wall Straight: A straight section of inner wall.
q
Inner Wall with Arch: A straight section of inner wall with an empty arch
at center.
q
Inner Wall with Gate: A straight section of inner wall with a wooden gate
at center.
q
Inner Wall Corner: Two sections of inner wall meeting at an angle and forming an “L”.
q
Inner Wall Junction: Two sections of inner wall meeting at an angle and forming a “T”.
q
Inner Wall Intersection: Two sections of inner wall meeting at an angle and
forming an “X”.
The lowest tier of
Hirelings that can be found in a town or city, Minions are recruited and
trained by specialized Tradesmen. Most Minions serve in their city’s militia,
where they enforce the law, keep the peace, and defend against invasion. The
Tradesman who recruited the Minion (and, by extension, the player of the
character who employs them) can give various assignments to their Minions, and
the soldiers will follow them to the letter. While certainly not as formidable
as a powerful character, Minions are competent in a fight, and in large numbers
they can prove tough enough to give any would-be invader or criminal pause. All
minions will fall inot one of the following categories (NOTE: not all of
these categories are currently available – more will be brought online as
testing proceeds).
q
Adept – The
rarest and most expensive militia troops, Adepts are lesser mages trained for
battle, who engage the enemy with destructive spells. Like Archers, Adepts work
best when acting in concert with a force of Guards or other defenders.
Recruited By: Magister
q
Archer –
Able marksmen, Archers offer support to the town’s Guild members and the Guards
on the front line by loosing a rain of arrows upon enemy forces.
Recruited By: Master Archer
q
Guard –
Soldiers who keep the peace with brute strength and cold steel, Guards form the
bulk of any town’s militia. Most Guards are little more than fodder in a siege,
but with training and sufficient numbers, a unit of elite Guards can become a
force to be reckoned with.
Recruited By: Guard Captain
Like any player character, mobile, or NPC, all Minions have a Rank that defines their offensive and defensive prowess in battle. The number of Minions a city can field is directly limited by the number of Recruiter Tradesmen and Barracks assets present in the city: each Recruiter’s command capacity is limited by their Rank. It is not currently possible to give minions specific items, weapons, or equipment. Whenever a Minion is killed in battle they do NOT respawn. Their Recruiter, however, automatically begins training a new Minion of equal rank to replace them, requiring the same amount of time it would to recruit that minion “from scratch.”
Players whose characters
manage a Barracks can create Guard Minions by ordering their Guard Captains to
produce Guards, a process that follows the same general course as the crafting
of items described in Section 10.8:
Tradesmen and Item Production. Instead of a list of items, the
Recruiter’s Production Window will display a range of Minions with Ranks that
they can produce. Once the Minions have been trained, they will appear at their
Barracks. Once created, all Minions can be given orders as described in Section 11.4.3: Minion Management and
Behavior.
It is impossible to upgrade
an existing minion. Instead, the manager of the Barracks must dismiss an
existing Minion (using the controls on the recruiter’s Management window) and
then recruit a new, higher-rank minion.
Every Minion in Shadowbane
has a set of “default behaviors” that they will perform without being ordered
to:
q
All Minions will attack
any character or monster that attacks their home Barracks.
q
All Minions will attack
any character or monster that attacks any city asset owned by the Guild or
Nation that the manager of their Barracks belongs to.
q
All Minions will attack
any monster or foreign character (not in the same Guild as the Barracks owner)
that attacks a member of their Barracks’ controlling Guild.
q
All Minions will attack
any individual, Guild member, or Nation member that corresponds to an entry on
the KOS List for their Barracks. See Section 10.9.1 for more
information.
q
More automatic Minion
behaviors may be forthcoming.
Additionally, players who
can manage a Barracks can give specialized orders to the Minions associated
with that Barracks by using the City Control Panel, described in Section 11.5,
below.
This specialized window gives the managers of Barracks and Trees of Life a high degree of fine control when managing Minions and Trees of Life. To open the City Control Panel, any character can Control+right-click any city asset in a city owned by their Guild. The City Control Panel has the following controls and features:
q
Map – the window is dominated by a large map of the local
city, similar to the Local Map or the map that appears on the Building
Placement Window. Every building in the city is displayed. Buildings that are
appropriate to the Panel’s current mode (Barracks for Guards mode, Tree of Life
for Healing mode) and that your character can manage are marked by an
icon indicating the building’s basic type. Users can select any local city
asset by left-clicking on its symbol on the map. Selected buildings are
highlighted purple in Guard mode.
q
Name Field – this field at the top of the window displays the name
of the currently selected asset.
q
Mode Buttons – these two buttons, labeled Guards and Healing,
determine whether or not the commands available will be used for ToL Healing or
Minion Management.
q
Options Menu – this column on the left edge of the window displays
various command option buttons that can be triggered by the user, based on the
Control Panel’s current mode.
q
Point Icons – these buttons, located at the upper right edge of the
window, can be dragged on screen to set Patrol and Sentry points for minions.
They will only appear if the Control Panel is in Guards mode, and if the proper
command options are available.
q
Clear Button – this button clears all commands or points for the
currently selected asset.
q
Contract Bar – this area at the bottom of the panel is only useful
in Healing mode. It displays the contract details or options for the currently
selected asset.
q
Save Button – this button implements and Tree Healing commands or Minion
Behaviors set by the Control Panel.
q Zoom Buttons – these two controls allow the view in the map to be expanded or reduced in scale.
q Close Button – this control closes the Control Panel.
All city assets displayed on the Map are automatically overlaid with the appropriate building icon (Church, Barracks, etc) for ease of reference. Mousing over any asset will open a popup window displaying that asset’s name, the name and rank of all Tradesman slotted to that asset, and the current percentage of the Tree of Life’s healing pool that asset is receiving.
To assign specific
behaviors to Minions, a character that owns or has management privileges on a
local barracks must first open the City Control Panel (by
Control+right-clicking any city asset). Then, select the Guards button at the
top of the control panel to set the mode, and select a Barracks the character
can manage by left-clicking on its icon on the map. Once these steps have been
taken, all appropriate command icons (based on the rank of the most senior
Guard Captain Tradesman slotted to the selected Barracks) will appear in the
left margin of the control panel, and a list of available Guard commands will
appear in the Options Menu. Any Patrol Points previously set for that barracks
will also appear on the map. All Sentry points for every Barracks in the city
also appear on the map, but all Sentry Points used by non-selected Barracks
will be tinted red.
To give a command to the
Minions associated with a Barracks, simply click the command option on the
Options Menu. Note that not all Minion commands are automatically available –
the Rank of the highest ranked Recruiter NPC in the selected Barracks
determines which commands will appear. The following commands are available for
Minion management, in the order that Recruiters acquire them:
q
Set Sentry Point – allows the user to drag a sentry point on to the map
and place it. One Minion from that barracks will proceed to that sentry point
and stand there, never moving unless their automatic behaviors trigger an
attack. Once placed, a sentry point can be moved by clicking the existing point
on the map and dragging it. A Barracks cannot maintain more sentry points than
it has Minions associated with it. Once placed, sentry points can only be
removed by pressing the Clear button, which removes ALL sentry points
associated with that Barracks. Sentry points have a limited range from their
home barracks, based on the Rank of the Recruiter and the Barracks asset.
q
Patrol Barracks – all Minions not assigned to a sentry point or given
other orders will march in a circle around their home barracks, deviating from
their rounds only if given other orders of if their automatic behavior triggers
an attack.
q
Patrol Owned Assets – all Minions not assigned to a sentry point or given
other orders will march around up to ten buildings owned by the same character
that owns the Minions’ home Barracks, deviating from their rounds only if given
other orders of if their automatic behavior triggers an attack. The assets
patrolled must be within a minimum range of the home Barracks, as determined by
the Rank of the Minions’ recruiter and the Rank of the Barracks asset.
q
Random Town Patrol – all Minions not assigned to a sentry point or given
other orders will march around up to ten randomly selected buildings within the
same city as the Minions’ home Barracks deviating from their rounds only if
given other orders of if their automatic behavior triggers an attack. The
assets patrolled must be within a minimum range of the home Barracks, as
determined by the Rank of the Minions’ recruiter and the Rank of the Barracks
asset.
q
Patrol Tree – all Minions not assigned to a sentry point or given
other orders will march to the Tree of Life of their local city, and will march
in circles around it, deviating from their rounds only if given other orders of
if their automatic behavior triggers an attack. The Tree of Life must be within
a minimum range of the Minions’ home Barracks, as determined by the Rank of the
Minions’ recruiter and the Rank of the Barracks asset.
q
Set Patrol Points – allows the user to drag a patrol point on to the map
and place it. Every placed patrol point will be given a number, in ascending
order. All Minions from that barracks not assigned to a sentry point or given
other orders will march between the listed patrol points in order, returning to
the first point when they reach the last point. They will not deviate from
their patrol unless their automatic behaviors trigger an attack. Once placed, a
patrol point can be moved by clicking the existing point on the map and
dragging it to the new location. Once placed, patrol points can only be removed
by pressing the Clear button, which removes ALL patrol points associated with
that Barracks. Patrol points have a limited range from their home barracks,
based on the Rank of the Recruiter and the Barracks asset.
After selecting all of the
desired orders, be sure to press the Save button to transmit the instructions.
You will be prompted to confirm your new orders. Minion behaviors will not
change and sentry or patrol points will not be remembered unless the Save
button is pressed. More command functionality is forthcoming.
As with every other aspect of Tree management, only the Guild Leader and Inner Council members of the Guild that owns a Tree of Life are able to manage its healing pool on the City Control Panel. Select the Healing button on the City Control Panel to access the panel’s Tree of Life functions.
When in healing mode, all
buildings currently receiving healing energy from the Tree of Life are shaded
blue on the Map, inside blue bounding boxes. Mousing over each building will
display exactly how much of the building’s name, the number of integrity points
the Tree is giving the building every minute, the overall percentage of the
Tree’s healing pool the building is receiving, and whether or not the selected
building is enforcing the Tree’s Kill-on-Sight list. Note that Walls cannot
directly receive Tree healing, but draw healing energy off of Towers (as
described in Section 11.3.2).
Walls will never appear inside a blue bounding box on the map, but mousing over
a wall will reveal how much healing that wall section is receiving from its
nearest tower. Be sure to mouse over your city walls to check for gaps in your
City’s defenses!
As soon as the Control
Panel is toggled into Healing mode, a list of all Runemasters slotted to the
local Tree of Life will appear in the left margin of the Control Panel.
Left-click a Runemaster to select them. Any new contracts created using the
City Control Panel will automatically use a contract slot on the currently
selected Runemaster. Higher Ranked Runemasters can transform a portion of a
Tree’s healing pool into more integrity points, and have more contract slots to
fill, so choose carefully!
Selecting a building causes
several controls to appear in the Contract Bar at the bottom of the Control
Panel, and Tree managers can use these controls to create, adjust, or terminate
healing contracts quickly and easily. The controls are:
q
Healing Slider – this slider control determines how large a fraction
(express as a percentage) of the Tree’s pool will be granted to the selected
building. This control can be used to set the amount offered in a new contract,
or to adjust the terms of an existing healing contract.
q
Junk Support – this button only appears if a healing contract
already exists for the selected building. Clicking it will immediately
terminate the healing contract with the selected building, ending all Tree
healing and emptying a contract slot on one of the Runemasters attached to that
Tree. See section 11.2.6 for more information about healing contracts.
q
Accept Guild’s
Condemn List – clicking this check
box requires the selected building to enforce the Tree of Life’s Kill-on-Sight
list in return for healing, as described in Section 11.2.6.
q
Regular Tax – clicking this check box requires the selected
building to pay a flat tax in return for healing, as described in Section 11.2.6.
q
Profit Tax % – clicking this check box requires the selected
building to pay a portion of all sales income as a tax in return for healing,
as described in Section 11.2.6.
As described in Section 11.2.5, the number of buildings in a
City that can receive Tree healing at one time is limited to the number of
contract slots on the Runemaster or Runemasters associated with that Tree.
When diplomacy fails,
Guilds and Nations in Shadowbane
will frequently turn to war to get their way. As described in Section 7.4: Death,
characters in Shadowbane cannot
suffer permanent death: they return to fight another day until their player
deletes them. How then, can a Guild wage war against their enemies if they
can’t kill them? The answer is simple: characters are invincible, but their
holdings are not. Destroying or taking an enemy Guild’s city quite literally
wipes their emblem from the face of the game world, as well as destroying their
economic base and ruining some very expensive investments. Cities are easy to
fortify and hard to destroy, however, so most Guild wars in Shadowbane will consist of long,
protracted sieges.
A character can attack any
building or city asset by entering combat mode, selecting the asset, and either
clicking the “Attack” option or pressing [a]. Keep in mind that buildings and
other structures are a lot harder to break than a monster is to kill – astronomically
high integrity values and strong resistance to most damage will ensure that it
will take an mob of attackers a very long time to demolish a building using
mere weapons and spells. Siege engines, and Bane Circles, described in Section 12.2
and Section 12.3, offer a more
effective offense against city assets, and are the keys to a victorious siege.
Also, bear in mind that a
City Asset’s Rank also determines how difficult that asset is to destroy –
bringing a city or fortress assets health bar to zero does not automatically
destroy the asset – instead, it reduces that asset’s Rank by one. All city and
fortress assets are finally destroyed only when the integrity is completely
depleted at rank 1. This applies to walls, towers, buildings, and Trees of Life
as well – the more time and money the defenders have invested, the harder their
possessions are to pull down.
Any Guild hoping to conquer
or destroy a city will need siege engines to batter down walls and destroy
buildings. Siege engines are specialized assets, part mobile, part equipment,
that follow their owners through the virtual world and follow their owners’
instructions. Shadowbane currently
offers besiegers two siege weapons: the trebuchet and ballista (both, however,
use the same model). More siege engines, each with their own specialized
purposes, are forthcoming.
Any character can, with the
proper means, produce and acquire siege engines through a process similar to
item production as described in Section 10.8: Tradesmen and Item Production.
As with any other item, siege engines require a specific Tradesman to build
them and a specific structure where they can be built. To build siege weapons,
a character must first acquire a deed for a Siege Tent and an employment
contract for an Engineer.
Activate the deed and place
the Siege Tent normally, then activate the contract and assign the Engineer to
the tent. Once the tent has been build and staffed, the owner can direct the
Engineer to produce engines using the Hireling Management window. As with other
items, each engine will require an interval of time to produce. Once finished,
the owner authorizes the payment of the engine’s cost, and the engine is placed
in the Engineer’s inventory.
At this point, any
character can acquire a siege engine by double clicking or right clicking on
the Engineer and then selecting the “Siege” option. The Siege option opens a
menu of available siege engines. Obtain an engine by clicking its entry on the
menu and then clicking the “Activate” button at the bottom of the list. The
Siege Engine will appear in the game world, and slowly move to follow its
owner.
Siege engines can be
attacked in combat by mobiles and other characters, and are destroyed if they
take damage that exceeds their durability rating.
Once a character has
acquired command of a siege engine, they can direct it in battle using the Pet
Commands, as detailed in Section 4.7.6: The Pet
Commands Window. Siege engines differ from other pets in two
significant respects:
q
Siege engines will not protect
their owners: they attack only when ordered.
q
Siege engines cannot
attack mobiles, NPCs, or characters – only buildings and city assets.
Following is a list of the
siege engines, which are available to players in Shadowbane. More siege engines
are forthcoming.
q Trebuchet: a larger, more advanced version of a catapult, the trebuchet uses a long arm to hurl boulders or flaming pitch at its target. Trebuchets use a heavy counterweight (typically a basket full of stones) to pull the arm and impart more force to the missile, giving the weapon both extraordinary range and damage in a siege.
Formidable as the offensive power of a well-coordinated army and a phalanx of Siege Engines may be, the defenders in any siege will always have one huge advantage: the healing capacity of the city’s Tree of Life, which can repair assets faster than even a squadron of trebuchets can destroy them. Bane Circles serve as a counterbalance to a Tree of Life’s healing, giving attackers in a siege the chance to neutralize a Tree’s powers and even take the Tree away from the defending Guild if the assault goes well.
Bane Circles are magical objects created through the use of specific spells and powers. The Enchanter discipline gains access to Bane Circle creation, as do other spell-casting Professions. To create a Bane Circle, activate the power as you would any other spell or power (as described in Section 9.2.2: Using Powers and Spells). Bane Circles have a maximum range limitation: they must be triggered within a specific radius of any Tree of Life to take effect. Also, only one Bane Circle can affect any given Tree of Life at a time – once a Tree has been linked to a Bane Circle, all attempts to create additional circles will fail.
The Guild affiliation of a Bane Circle’s caster can have a dramatic impact on what happens if a defending Tree if Life is overcome. See Section 12.4: Victory Conditions, for more information.
Bane Circles drain the energy from a Tree of Life’s healing pool, effectively “poisoning” the Tree. Initially the Circle reduces the Tree’s healing pool by a small percentage, but its draining effects grow over time until the drain reaches 100% and the Tree of Life is incapable of providing any healing whatsoever. An inert Tree gives the attackers free reign to smash their way through a city’s defenses, and keeping the Circle safe until it reaches full power should be the primary goal of any attacking force. Note also that Trees of Life are virtually impossible to destroy without the use of a Bane Circle.
Bane Circles are physical objects, and as such are vulnerable to attack from players, minions, and mobiles. Like siege engines, they are also rather fragile: even the most offense-minded attackers must devote some of their forces to defending the bane Circle at all costs. If a Bane Circle is destroyed, the drain on the defending Tree’s healing stops increasing, but the Tree will take some time to recover its lost healing capacity. Of course, attackers are free to create a replacement Bane Circle if their first is destroyed…
The ultimate goal of any
siege is the destruction of the defenders’ Tree of Life. If a besieging army
can batter or sneak their way through a city’s walls and hack their way through
the defending Guilds guards and Minions, they can attack their opponent’s Tree
of Life directly, as described in Section
12.1: Attacking Buildings. Given the fact that the Tree can spend all
of its healing energy on itself and that a Tree has essentially it full
integrity for each Rank it has been upgraded, destroying a Tree of Life is a
monumental undertaking. It is possible, however, to destroy a Rank 1 Tree of
Life through the use of Siege Engines, Bane Circles, and tenacious attacks. If
a Rank 1 Tree is overcome, what happens next depends upon the circumstances,
and the caster of the Bane Circle (if any) active at the moment of the Tree’s
destruction.
If the defending Tree is
reduced to zero integrity at Rank one and the caster of the active Bane Circle
is a member of a Sovereign Guild (see Section
6.1: Forming a Guild for definitions of Guild status), or if no Bane
Circler is active at the moment the Tree is overcome, the Tree of Life is destroyed.
Destroying a Tree has the following effects:
q
The City is immediately
removed from the World Map, and the local name reverts to the previous Zone
Name.
q
The Guild that owned the
Tree of Life is immediately reduced to Errant status (see Section 6.1: Forming a Guild for definitions of
Guild status).
q
All Sworn Guilds that
have sworn fealty to the Tree owning Guild are immediately reduced to Errant
status (see Section 6.1: Forming a Guild for
definitions of Guild status), and all formal alliances between the two Guilds
are dissolved.
q
All Fortress Assets
associated with the city and its Tree of Life are immediately destroyed.
q
All City Assets owned by
members of the Tree-owning Guild remain, but are deprived of healing.
If the defending Tree is
reduced to zero integrity at Rank one and the caster of the active Bane Circle
is a member of an Errant or Sworn Guild (see Section
6.1: Forming a Guild for definitions of Guild status), or if no Bane
Circler is active at the moment the Tree is overcome, the Tree of Life is taken.
Ownership of the Tree of Life immediately switches to the Guild that cast the
Bane Circle, and the Tree immediately heals to full integrity (although it
remains at rank one). Taking a Tree has the following additional effects:
q
Ownership and direct
management of the Tree jumps to the Guild Leader of the Guild that cast the
Circle – the Guild Leader is allowed to rename the City, as if they had just
planted a Guild Seed themselves.
q
The City’s crest on the
World Map instantly changes, and the name associated with the city also changes
to the new name (if any).
q
Ownership of all
fortress assets in the city jumps to the Guild Leader of the Guild that cast
the circle.
q
The conquering Guild is
immediately elevated to Sovereign status (see Section
6.1: Forming a Guild for definitions of Guild status), and any formal
alliances that Guild had with other Sovereign Guilds are instantly dissolved
(they can be renegotiated after the siege, however).
q
The Guild that
previously owned the Tree of Life is immediately reduced to Errant status (see
Section 6.1: Forming a Guild for definitions
of Guild status).
q
All Sworn Guilds that
have sworn fealty to the Tree owning Guild are immediately reduced to Errant
status (see Section 6.1: Forming a Guild
for definitions of Guild status), and all formal alliances between the two
Guilds are dissolved.
Sometimes during play you will run across a technical issue or encounter a problem that detracts from your enjoyment of Shadowbane (or even makes the game unplayable). Finding these issues is precisely the point of this testing cycle, and the Customer Service options included in the client provides you with the means to communicate these issues to the development team and solve any problems that have derailed your Shadowbane experience. Any and all feedback, reports of problems, or other issues that you need to communicate to the development team should be sent via the CSR Petition System. To access the Petition Menu, left-click the Petition CSR button on the Info/Help sub-menu, located in the Command Bar. See Section 4.5: Information and Help, for more information. Once generated, a petition can be cancelled using the Cancel Last Petition option on the Info/Help sub-menu (see Section 4.5.5 for more information).
The CSR Petition Window contains a menu of options, each of which will open a specialized petition window. The option buttons tag the petition, ensuring that it is sent to the correct place. The options available are:
q
General Help – a request for hints or game information
q
Feedback – opinions about gameplay and requests for enhancements
q
Stuck – a request to be freed if trapped inside an object
q
Harassment – files a “formal complaint” about another player’s
actions
q
Abuse/Exploit – reports a system bug that, if used, will give an
unfair advantage
q
Bug – reports all other system or game problems
q
Game Stopper – reports a cataclysmic fault or problem
q
Tech Support – a request for help dealing with computer-related
issues
Selecting a petition type on
the Petition Menu opens a Petition Menu, where you can enter the details of
your comments or problems. Petition Windows have the following features:
q
Name – your character’s name is recorded automatically
q
Location – your
character’s current location (in world co-ordinates) is recorded automatically
q
Zone – the name of the Zone your character occupies is
recorded automatically
q
Instructions – a brief
statement indicating how likely or how quickly a CSR is to directly respond to
the problem. Response varies based on the type of petition and other
circumstances.
q
Description Field – input a detailed description of your problem,
comments, etc. in this area. Left-click in the field to place a cursor, then
type your description. The more descriptive and detailed the information is,
the more able the development and support team will be to assist you or solve
the problem.
q
Submit Button – the check-marked button at the bottom of the window
submits your petition.
q
Cancel Button – the x-marked button in the upper right corner closes
the Petition Window and cancels the petition.
The Abuse/Exploit and Tech
Support Petitions have additional information buttons, used to categorize the
petition:
q
Duping – any bug or exploit that results in the duplication of
gold or items
q
Kill Exploit – any bug or exploit that allows a character to unfairly
kill a monster
q
Policy Violation – reports of any player misconduct
q
Video – display and video difficulties
q
Sound – sound or music issues
q
Network – connection, bandwidth, or server communication
difficulties