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Description
This is an online game - requires valid credit card to play This is En-Tranz version. Will only work on Asia server. Please visit http://shadowbane.en-tranz.com for more detail Brace yourself for the next evolution in online gaming. After a millennia of strife, toil, and struggle, the world of Aerynth suffered a massive catastrophe from which it has yet to recover. Players are born as children of this new Age of Strife, and the adventure begins approximately one hundred years after the near-complete collapse of the civilized world. You must choose how to survive in this new and treacherous land. Whether the path is to quest alone, build a city, rule an empire or siege enemy kingdoms, you are empowered to follow your calling. Persistent World, Persistent Challenge. Features: * Physically affect the terrain, buildings, politics, and history of Shadowbane and discover the first MMO with a Dynamic World Model. * Experience a groundbreaking blend of MMO role-playing and large-scale strategy that blazes new paths of possibility ?embark upon quests, run shops, build cities and siege castles in your bid to create or crush empires. * Build characters using a deep multi-classing system to create unique combinations of professions, classes, skill, and fighting styles as you progress ?for boldly original characters you can?t play in any other world. More info: http://www.gamespot.com/pc/rpg/shadowbane/index.html Shadowbane Races: Aelfborn: The Half Breeds, Children of Two Worlds - The sterile offspring of Elf and Man, the Aelfborn are feared and distrusted by the both of the races that sired them. Creatures of passion, Aelfborn are driven to extremes of emotion and often are driven to madness by the imbalance in their blood. In previous Ages it was believed that the offspring of Man and Elf were the vessels of Chaos, creatures of spirit rather than soul, consumed by demons of madness as they grow older. No sure cure for the Curse of the Aelfborn has ever been found, but Aelfborn children are often marked with magical tattoos to keep them sane. Dwarves: The Shaper's Sons, Born of Stone - The Sons of Stone are unlike any other people in our World, for they alone neither age nor breed. Legends say that Dwarves are not born, but rather that their entire race was molded by the hand of Thurin the Strong, the truest of the All-Father's great Companions. Crafted from the Stone of the Earth, the Dwarves were charged by their maker to tend to the Great Fires that boil in the belly of the World. For most of recorded history the Dwarves worked in secret, delving vast halls, building wondrous citadels, and mastering the arts of mining and forgecraft. Elves: The Firstborn, Kings in Exile - Once the masters of the World, the Elves have been reduced to vagabonds and wanderers, the mournful descendants of their broken Empire. Arrogant, decadent, and cruel, Elves are still masters of the magical arts, but lack the discipline and organization to re-conquer all that their former slaves, the Sons of Men, have taken from them. What few Elves still remain are distrusted by all and treated as outcasts rather than Kings - their legendary immortality now a curse, they wander through the ruins of the World their elders made, watching them crumble and waiting to die. Half Giants: The Brutes, Pillars of Strength - While technically a misnomer, the name "half giant" is certainly appropriate, for these massive Men stand half again the height of an average Human. Half Giants are not the direct offspring of a Human and a Giant, but rather Men with a touch of Giant blood in their heritage, left over from the bitter wars between the Giants and Northmen before the Age of Kings. Rare in the extreme, this blood will occasionally show true in the newly born Human males, who quickly grow to massive proportions and become nearly as strong as their namesakes. Humans: The Sons of Men, Heirs of the All-Father - Wrought by the hands of the All-Father, Humans claim to be His truest children, and the rightful rulers of the World. Through their long history, the Sons of Men have known nothing but strife and struggle. Humans are the most varied of the World's children, however, and their cleverness and adaptability ensure that Humans have survived and even thrived despite all adversity. Once the slaves of the great Elvish Empire, the Sons of Men threw off the yoke of their oppressors and have since built empires of their own. Irekei: The Outcasts, Devil Men of the Burning Wastes - The "Devilmen," little is known of these strange, fierce, red-skinned raiders of the desert. Folktales claim they are the descendants of a long lost family of Elvish nobles who were banished to the Burning Lands for their ferocity and warlike nature. While Irekei and Elves are distinctly similar, the Devilmen deny any kinship, and respond to the suggestion with violence. Known primarily for their ferocity in battle and their ruthless treatment of all non-Irekei, raiding parties of Irekei are the terror of all settlements that border on the deserts. Shades: The Pale Ones, Born of Darkness - Denounced as perversions and abominations by the Temple of the Cleansing Flame, strange beings known as Shades are feared throughout the lands of Men. Debate still rages over the true nature of these beings, who seem Human, yet are afflicted with a sinister taint that warps their bodies and poisons their souls. Often called the "Children of the Damned," Shades are born to Human parents, normal but for their bizarre appearance. A Shade's skin is ashen grey and cold to the touch, and their pupil- less eyes are as black as coals. Restricted Races: Aracoix: The Wanderers, Born of the Wind - Of all the new creatures encountered since the Turning, the avian humanoids who Men have come to call Aracoix are the most remarkable. At first many thought them to be nothing more than a strange, sorcerous fusion of Man and Hawk, perhaps created by the Elves to use as slaves and soldiers. Others thought them to be old creatures previously undiscovered, who had lived in some isolated corner of the World but now roamed far through the use of the Runegates. Centaurs: The Horselords, Masters of the Plains - Proud and strong, the Centaurs are among the oldest of the peoples of the World, and their kingdoms still stretch across the heart of the plains, little changed from the nations they built in the first Age of the World. Nobility and honor shine in the eyes of every Centaur, and it is said that the deeds of ancient Centaur heroes were the inspiration for the High King's conception of chivalry and the Code. Ages of war and strife have thinned the numbers of these mighty beings, but great Cohorts still ride to crusade from the depths of the plains. Minotaurs: The Beastmen, Born of Magic - Born of sorcery and bred for combat, the strength of these half-breed Giants is matched only by their brutality. Originally created in the frigid Northlands, the Minotaurs served as shock troops of the Deathless Empire, but have since broken away from their Elvish masters and carved out domains of their own. Driven by their abject hatred of all the World's children, the Minotaurs have fought legendary wars against the Elves that made them, the hardy Northmen, and the Centaurs of the plains. Shadowbane Classes: Apprenticeships: The Four Paths of the Hero Alas, our World has been rent with strife from its very beginning, her soil seeped in blood. From the rising of the Dragons to the great invasions of Chaos and the War of Tears between Men and the Elven empires, conflict and destruction have always been close at hand. Since the time of the Turning, things have grown even worse. Just as the world was shattered, War and Chaos threaten to shatter everything the All-Father's children have achieved. More than ever, it is a time when Heroes can change the world, for good or ill. Whatever their race, those who aspire to greatness must walk one of four paths to triumph or oblivion. For the mighty and humble alike, even the greatest of Quests begins with but a single step. The Fighter's Way: The Path of Might - From the times before the First Dawning some Heroes have pitted their strength against their foes, overcoming adversity through force of arms. Ours has always been a Fighter's world, and our history is replete with examples of the warrior's creed. The Knights of the Petty Kingdoms, the mounted archers of the Horse Nomads, the soldiers who follow the War Lords, and the Great Berserks of the Frozen North are all fighters at heart - no matter the particulars of their craft. Whether they fight for a cause, for glory, or for the simple love of slaughter, they fight. Professions: Barbarian, Crusader, Huntress, Ranger, Templar, Warlock, and Warrior The Healer's Way: The Path of Faith - There are Primal Powers that exist Outside the world we know, who wrought the World and all the Universe in the uttermost beginning. Everything from the lowliest slug to the brightest Archon in Heaven is their handiwork. A trace of the divine will and its capacity for creation exists in all living things, and is concentrated in beings of thought and reason, the true Children of the Gods. Healers are sensitive souls whose belief and devotion allow them to find the divine spark within them, and use its power to alter the world around them. The healing of wounds and sickness is the best known gift that healers possess, and the most valued in this age of conflict and pestilence. Professions: Channeler, Confessor, Crusader, Druid, Prelate, and Priest The Mage's Way: The Path of Lore - Knowledge is power, and the magi of the world have long understood that the key to power and mastery in this world is the true understanding of its nature. Magi are scholars and observers, always delving into the tiniest and most ancient of secrets, trying to discern the true structure of the universe and the obscure laws that govern everything within it. Knowing the nature of fire and its origins allows a mage to call fire to himself, or protect himself from a flame's capacity for harm. Magi are first and foremost masters of Lore, whose awesome powers arise from the uses they find for their arcane knowledge. There are many schools of magic in the World. To a mage, knowledge and power are ripe for the taking. Professions: Assassin, Bard, Channeler, Fury, Warlock, and Wizard The Rogue's Way: The Path of Skill - For those who know how to seize an opportunity, even these troubled times are full of promise. Some who become heroes work not for glory, or wisdom, or to exalt the name of a God or saint. Rogues strive for personal gain, looking only for material profit and the easiest means to gain it. Most rogues have had to fend for themselves since childhood, abandoned by the chaos and strife of the Age. With nobody to trust or depend upon, rogues quickly learn to live by their wits, counting on a quick hand and finely honed set of skills to carry them through any hardship. Professions: Assassin, Barbarian, Bard, Huntress, Ranger, Scout, and Thief Minimum PC system requirements: Pentium?III Processor 700 MHz. or higher 128 MB RAM 1 GB free hard drive space Microsoft?Windows?98SE/ME/2000/XP CD-ROM drive 56 kbps modem + Internet connection 32 MB TNT2 (or better) OpenGL-compliant graphics accelerator DirectX?8.1 or higher Minimum MAC System Requirements: G3 350 MHz or higher 128 MB RAM 1 GB free hard disk space OSX Version 10.2 CD-ROM drive 56k modem + internet connection 32 MB Video Card |