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The Chronicles of Spellborn Developer Blog

In The Chronicles of Spellborn players enter an impressive online game world containing scenic landscapes, majestic cities and the remnants of a shattered world.

Author: tcos

Contributor: TheHistorian

Scroll 5: A Helping Scythand

Posted by TheHistorian Tuesday June 16 2009 at 11:53AM
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New recruits and veterans alike will be greeted by the newly built Hawksmouth Docks at Hawk’s Landing. The Docks and the surrounding area are now home to some of the less fortunate people of the Enclave, waiting for some brave soul to help them out. They will introduce recruits to the game and offer rewards to those who assist them.

As well as this new content, a crafting quest has been added, introducing players to the crafting system by forging a brand new weapon and placing their first Sigil.

To enhance questing in The Chronicles of Spellborn, a Quest Tracker has been added for your convenience. The Tracker shows the uncompleted objectives that remain in a Quest, allowing adventurers to play without having to switch between the game and the Quest Log every now and then to check up on their progress. Players can select up to five quests to be tracked simultaneously.

Tales From the Vale, a storyline which has been open-ended till now, finds its grand finale. Players at around Fame Level 30 can now venture into a mysterious cave in Homestead to wrap up the events in the village of Waller’s Hill.

Ancestral Mages will find the behavior of their Spirit Pets improved. Pets are now better at keeping aggro of hostile mobs and at hitting moving targets. Some Pets have had their Skill Decks altered to give them specific purposes. For example, the Calaspider now has a ranged attack which reduces Physique, enhancing its PvP viability.

Players grouping up might want to reconsider ignoring Runemages for their Parties. Targets that are now ‘Burning’ will no longer transfer their Flames to melee attackers. This allows the Runemages’ Party Members to stay in the action without getting burned to a crisp themselves.

Apart from numerous Player Skill fixes, members of the Brotherhood of the Glaive have had their Skill Decks fixed and rebalanced. Their Thugs were especially notorious for stacking their ‘Expose Range’ attacks. This has been toned down and their group behavior has been improved.

User feedback, activities and encounters in the Demon Chamber of Cowardice have served for a couple of improvements to the Demon Chest. Loot will now be awarded when the third lock is opened, so it no longer requires a player to interact with what is inside. The looting itself now uses regular Group Looting mechanics, so the reward is now available as a group loot, rather than before, which had the item go to one person.

After adding new server and client-side tools to investigate the community-dubbed ‘sync issue’, we encountered several small problems. These have all been fixed, so the real-time aiming and player movement is now significantly more accurate. These fixes are paired with a new interface setting, ‘Player Lag Smoothing’. This allows players to increase or decrease the visual smoothing of other players movement. This will not interfere with accuracy.

One of the issues was more prone to occur during repeated jumping, so ‘bunny hopping’ players beware! We will continue to monitor this situation to keep the real-time combat system perform at its optimal capability.

..these and many other fixes and improvements await you in Scroll 5: A Helping Scythand.


  • Fixed an exploit which allowed players to create parties with more than four players
  • Fixed an issue with the chest in the Demon Room, when grouped up with other players (the loot is now offered to the entire party, instead of just the one who opened the last key)
  • Fixed an issue with Equipment Sigils not being active after death (it is no longer required to re-equip your equipment to re-activate the attached Sigils)
  • Fixed the main cause of "s_client::frame" crashes
  • Fixed the Bodyslot "Dance of Reaver" to no longer break combos
  • Players can no longer cheat death while doing certain actions after jumping off of high cliffs
  • World
  • Fixed the rocks in the Aldenvault tunnels, so that players are less likely to get stuck
  • Fixed a pair of holes where players reported falling through the map in Delvingholm, Stonedeep
  • Fixed a tower in Quarterstone Statue District so that it is now set firmly into the ground
  • Fixed several strange occurrences throughout the world which included floating light-posts, trees and rocks etc
  • Fixed several issues with the Amsell encounter in the Citadel of Ail (the fight is now repeatable and the loot drop is fixed)
  • Fixed a problem with several floating NPC’s in the Quarterstone Fountain District (these guys think they are balloons)
  • Fixed an issue with the NPC Arahn Klovic in Stonedeep, he no longer acts like a giant magnet for all the wildlife
  • Fixed so that players now re-spawn at the correct resurrection shrine when dying in Balemeadow Village
  • Added new grass and leaves to the Aldenvault area, to match it’s new feel
  • Added new High House Flag colors to Quarterstone Palace District
  • Added a new Shardship icon above the heads of the dock-masters all over the world (if the player is eligible)
  • Forgebrother Braidle Lupusin in Mount of Heroes Mines no longer meditates in mid-air
  • Players are now less likely to get stuck in Exarchyon
  • Sergeant More in Mount of Heroes South floating no Mooore
  • The doors leading to the arena in the Quarterstone Arena District are now interactive rather than acting like actual portals


  • Fixed a possible exploit with Howler during the quest "The Brooding Dark"
  • Fixed various major issues with the quest "Deadbolt Rising"
  • Fixed the directional text in the quest "The Kestel Run"
  • Fixed the caged Young Hesselbeaks problem with the quest "Teeth, Talons and Terror"
  • Fixed an issue with the re-spawn timers for the quest "He Who is Exeto"
  • Fixed an issue with the quest "Into the Pit", where Lysomey sometimes de-spawned while approaching the Pit
  • Fixed the re-spawn timers for the quest "Raw Exorcise"
  • Fixed several typos in the quest "Reclaiming The Thacklowe", the directions are now clearer
  • Fixed several issues with the challenge objectives in the quest "The Dawn Of A New Era"
  • Fixed an issue with the NPC interaction in the quest "The Core of the Problem", Okota is once again responsive
  • Fixed an issue with the NPC Ursul dying over & over, in the quest "One way delivery"
  • Fixed several issues in the quest "Legend of the Five"
  • Fixed a problem with the quest "Old and Rare", all fossils are now be gatherable again
  • Fixed an issue with the quest "Seeds of Destruction", the quest is now updating properly
  • Fixed and cleaned up various chats all over the world
  • Fixed the directional text in the quest "Blood In Their Eyes"
  • Fixed the directional text in the quest "Into the Caves"
  • Fixed the directional text in the quest "It’s Just Business"
  • Fixed the directional text in the quest "Cleaned Up"
  • Fixed the directional text in the quest "Earthwalkers"
  • Fixed several major issues with the quest "Infiltration", Loritha now correctly gives out the next quest upon completion
  • Fixed several major issues with the quest chain "An Unknown Hierarchy"
  • Fixed so that the "Scales Of Trade" assassins spawn correctly during the quest "It’s Just Business"
  • Fixed an issue in the Vault of Sacrifices which concerned the humanoid pet
  • Fixed the directional text in the quest "Marathon Man"
  • Fixed the directional text in the quest "It Takes Two"
  • Fixed the directional text in the quest "Now You Are Going To Get It!"
  • Fixed an issue with the quest "Strrrangerrrs In the Night", the Nariat Vhey are now hostile
  • Fixed several issues with the kill objectives in the quest "Silent Scream"
  • Fixed the directional text in the quest "Keep Boltfort Tidy!"
  • Fixed the directional text in the quest "Wanted: Perrefin Sadirn"
  • Fixed an issue with the quest "The Seed Of Destruction", Arduan Ironhail is once again standing in the Quarterstone Arena District
  • Added a brand new mailbox in Waller’s Hill in Homestead
  • It is now possible to get to the Shardship - The Golden Scroll, for the quest "The Golden Scroll"
  • Marpin in Aldenvault is now only attacking players that are on the right quest objective
  • The dock-master in Exarchyon once again allows players to travel to Glasspool Lake
  • Tweaked the quest text for the quest "The Greatest Recruit"
  • The quest giver Ura’Mihr, in Aldenvault, is once again roaming the landscape


  • Fixed an issue where Deathhands would poison themselves
  • Ante - now triggers on all attacks (not just melee)
  • Aperture Sphere — now removes all Infuses and suppresses Infuses for 12 seconds
  • Ball Lightning — changed the setup and improved functionality
  • Bounce — increased the finisher effect on the Maneuver
  • Channeled Rage — Direct targets receive Moderate instead of Minor damage. The Blood links receive a Minor damage on hit.
  • Defense (Combo) — bonus on heals has been increased
  • Double Trouble — now hits at two distinct places in the cartwheel (the evasive is now only active during the cartwheel)
  • Draw Heart — now correctly deals Moderate calculated damage
  • Flaming — has been removed from the game (it proved to be too detrimental for grouping)
  • Frenzy — increased the heal from the drain
  • Haunt — removed health reduction and added description for the Spirit Increase
  • Void Bolt — adjusted the timing of the visual effect
  • Mute Curse — now correctly reduces PeP (temporary) as described in the skill footnote
  • Point Blank – adjusted damage to Major and updated the description
  • Righteous Hunt — reduced the Life Tap from Moderate to Minor
  • Opposing Winds Sphere — now removes all Expose and suppresses Expose for 12 seconds
  • Poison No. 5 — now applies 4 ticks instead of 5 (damage is now indeed Moderate-Over-Time)
  • Relentless — the description has been updated
  • Shattering Gale — has received an improved Buff Description
  • Snipe — increased damage output
  • Spirit Servant — fixed a problem that prevented the blood hook from executing correctly
  • Stormstrike - now additionally hits the first target (the overall damage was reduced from Heavy to Moderate)
  • Throw — fixed an issue where it would break a combo despite of hitting a target
  • Unitary Arsenal — fixed a bug that prevented Immunity to heals to become active
  • Unite — now heals nearby targets without a buff. When more party targets are in range when a heal happens, the heal for everyone is increased
  • Unite — now removes Expose de-buffs
  • Unite — fixed an issue where it would not heal the full 20 seconds
  • Void Bolt — targeting is now in line with other ranged attacks


  • Affinity Sway Token I — corrected a wrong value in the Rune bonus
  • Raging Shadows of Meditation I — now increases both Mind and Focus

Sound & Music

  • Fixed a problem with sound-sphere "sticking" out of the narrow passage leading downward into the Demon Room Chamber
  • Added new ambiances for the Aldenvault Fields to fit the autumn mood
  • Added new sounds for the menu fade-in, fade-out and when selecting an option
  • Added new sounds for holstering melee weapon and bow
  • Added new sounds for weapon impacts (melee) when executing or within the chain of a combo
  • Replaced the "tail slash" sound for Alligator with something that sounds a little more menacing, because Steven was threatening to do horrible things to me in Left4Dead if I wouldn’t change it. There’s only so much abuse I can take, and the sound was pretty dire
  • Replaced the "weapon impact sounds" with a more "powerful" slice sound. The overall effect makes the melee combat more visceral and adds weight to the fighting
  • Replaced the "shoot arrow sound" with something that sounds a little less like you are breaking your bow when shooting arrows
  • Reduced the volume of the ambiance in the Demon Room Chamber
  • Tweaked the "accept quest" sounds as the "writing on paper" part of this sound kept being mistaken for something else
  • Tweaked the "menu interaction" sounds, adding a new sound for a "click" on button
  • Tweaked the "weapon" sounds for melee impacts slightly, making them quieter


  • Added a new Icon for the Bear Jaw
  • Added a new Icon for the "Ancient Anchor" resource
  • Added a new Icon for the "Snake Bite Sigil"
  • Added several new Icons for the Demon Chest keys
  • Renamed items with the word "Glint" in their names to "Glinting"


  • Fixed an issue with Old Wilfried in Hawksmouth, where he kept attacking the Wildlife rather than the player
  • Previously the menace, Duraman, sometimes got stuck at the resurrection shrine in Waller’s Hill, this no longer happens
  • The menace Daphne Bunscook in Hoggsridge has had her level decreased to accurately fit the area she roams
fldash writes:

Great MMO.  Completely breaks the mold of auto-attack, and gear centric gameplay.

Tue Jun 16 2009 12:57PM Report
reanor writes:

 Its still all about the gear. And grind too. I freaking hate to kill wolves and boars already. How many games have to keep the same quest mobs involved. Rats, boars, bears, wolves. Gee, what those animals did so wrong that they need to be slaughtered in every freaking game we play.

Tue Jun 16 2009 2:11PM Report
roel88 writes:

great game. nice to see they are listening to their fanbase

Tue Jun 16 2009 6:29PM Report
szsleepy writes:

In my opinion, this game is asking for subs to provide funding to continue building alpha content.  This game needs at least another year or two behind closed doors.  It's too bad the devs got greedy with this one.

Tue Jun 16 2009 8:08PM Report
sfraden writes:

Sorry man, I tried to play this, even subbed for a month to get past 9.  When you make armor and weapons worth something, you then may have a game.  The part you dont seem to get here is something that WoW DOES get.  Humans like to stroke the epeen and show it off.  You game simply does not provide that.  There is no point in even wearing armor.  I was able to fight just as effectively naked as in full plate.  And that noob butter knife I started with? Just as good as the level 50 sword. 

If I cannot have goals int he game to achieve other than grinding mobs/quests, what else is there to do?  Crafting? (a complete joke and only makes more worthless items)  Exploring?  (Nah, once seen little point in seeing it again)  Grouping and instances? (There would ahve to be players to do this)

Right now your game offers nothing more than 'Go kill 15 boars' and we will give you a worthless weapon as a reward.  Sorry, I like the combat, the twirly-hotbar, the classes, spells, even the graphics, but in this case your game falls flat when you actually play it. 

What you guys are doing is the same thing that AoC did.  Provide an incredible noob experience, followed by utter crap afterward.  Instead of 'fixing' noob lands, why not try to inject some fun into the rest of the game?


Wed Jun 17 2009 7:23AM Report
fldash writes:

I respectfully disagree.   They have presented the gear grind in the form of sigils, but they have one-upped other gear-based games by allowing you to plant sigils in WHATEVER armor you want.  So you can look however you want, without relying on the same armor pieces as everyone else (and end up looking like them as well).

Crafting is more meant for creating unique armor pieces (looks) in this game.  It's about visual display, with the ability to make the armor as powerful as you want, regardless or what it looks like.

The only problem this game is a lack of population.

And I just had to laugh out loud at someone saying this feels like an alpha... have you ever even beta tested before?  You want to see an alpha, go look at Darkfall.

Wed Jun 17 2009 8:33AM Report
szsleepy writes:

Sorry to hurt your fan-boy feelings, fldash.  But I stand by my comment.  This game is empty.  There is no content beyond the gurubashi rip-off (aka demon chest) and the arenas.  It's a theme-park with two rides.

Wed Jun 17 2009 11:07AM Report
Delanor writes:

When you start telling lies to make your point, you have no point.

Thu Jun 18 2009 5:44AM Report
Wharg0ul writes:

TCOS is a great game....but some sheeple obviously don't "get it".

If there is a problem with TCOS, it's simply that it's too solo-able, but that's a problem with the genre in general these days.


Fri Jun 19 2009 2:59AM Report
sfraden writes:

Heh, well Wharg0ul, I 'get it' just fine.  What I dont get is meaningful loot, a goal to be reached, interesting quests and players to play with.  Spellborn is awesome in every way except actual gameplay.

Point is if it truly was a great game like you way, people would flock to it and it would not be struggling to survive.  There is a reason people are not playing it.

Fri Jun 19 2009 8:30AM Report
Saam1 writes:

When i read sfraden post i can see what is spellborn´s problem. Yes, there is no big goal or palyers to play with. thats right. But quests are best in what i have seen( i have only played mainstream mmorpgs so i dont know if sum f2p games got better).

If by meaningful loot u ment to get better stats, then at high levels u can get ur char  much better when comparing to sumone who didnt try to farm better sigils.

Spellborn need to give sum real info about ther game. Not sum dress-to-impress bullshit. Stupid ppl may think that u dont need armors(sigils) at all.


Sat Jun 20 2009 5:10AM Report
sfraden writes:

Saam1 - Only certain pieces need sigils, all the rest of the pieces are pure fluff.  Only for visual means and add nothing to the game at all. 

Sun Jun 28 2009 12:59PM Report
sfraden writes:

No comments on why the developer and publisher is going into bankruptcy?

Tue Jun 30 2009 10:44AM Report
choujiofkono writes:

I subbed for several months because I played it and it was a fun and fantastic game.  Unfortunately if I'd have waited a little while I coulda played free...  DOH!  9 )  But seriously, I think this is a great game now that they fixed it so that a mages fire doesn't backlash and kill himself lol

Fri Aug 14 2009 8:42PM Report writes:
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