Home
   What is
   Shadowbane?

   Getting Started 
   Game Info 
   Play for Free
   Downloads
   Contact Us


   Current News
   Archived News
   Development
   Submit News


   Forums
      - News
      - General
      - Dev Corner
      - Advocates
      - Player Guides
      - Golden Lion
      - Tech Support
      - Workshop
   Server Forums
      - Malog
      - Saedron
      - Thurin
      - Test Server


   Featured Images
   Screenshots
   Downloads
   IRC Chat
   Comics
   Fan Sites


   Char Creation
   Char Development
   Races
   Classes
   Professions
   Disciplines
   Starting Traits
   Details


   Servers
   Loreplay
   Alchemy
   Guilds
   Battlefield Alliances
   Game of Realms
   Realm & Rulership
   Taxation
   Resource System
   Divine Favor
   Siege Spires
   Hot Zones


   Gameplay Changes
   Test Server
   Sys Requirements
   Video Settings
   Interface
   Chat Filters
   Siege Limits
   Winback Program


   The Legend
   Introduction
   to the Lore

   Pantheon
   Heroes
   Library
   Artifacts
   City Buildings



Feedback

Screenshots

Technical Support

The Legend

Product Site
 

Races Available: Professions Available*:
Aelfborn
Elves
Humans
Irekei
Nephilim
Shades
Vampires
Assassin
Bard
Channeler
Doomsayer
Fury
Necromancer
Warlock
Wizard
Primary Attributes:
Training Points Per Level: 5
In addition to your Professions's Training Point value

Health Bonus: 13
Mana Bonus: 20
Stamina Bonus: 1

Granted: -10 Base Strength
Granted: +5 Base Intelligence
Granted: +5 Base Spirit
Skill Specializations:

In addition to your Professions's Skill(s)

Level 1: granted skill Dagger
Level 1: granted skill Sorcery
Level 1: granted skill Staff
Level 1: granted skill Warding

Related Links:
Mage Powers and Abilities
Report an Error!

*Race restrictions may apply.
 
 
  Classes  

 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.

The universe is far too immense and intricate of a creation for one man (or even a host of men) to ever hope to understand completely. Hence, a mage must focus his studies and choose which forms of magic he will master. To speak of the "average" mage is a fiction, for rarely are two magi even remotely alike. Channelers devote themselves to one of the four elements, unlocking the utmost secrets of matter and its composition. Warlocks become scholars of the mind and consciousness, learning to mold and bend the will of men. There are wizards who traffic in the world of sprits, others who are masters of seeing, and still others who learn to walk unseen. Every mage learns how to manipulate natural law through arcane incantations and mixtures of rare elements: workings that the vulgar call spells.

Magi depend upon their intellects first and foremost, for without the ability to perceive, deduce, and understand they are nothing. The primacy of the mind usually leads to the abasement of the body, and most magi are weak and frail. Be warned that such is not always the case, however: there have been wizards who became master swordsmen, and the Furies of the Amazons are fierce combatants as well as weather witches.




Copyright © 2000 - 2002 Wolfpack Studios, Inc. and
Ubisoft, Inc. All rights reserved.
Wolfpack Studios, Inc. Ubisoft