Spellborn used the Unreal Engine, featured a European Art approach and contained notable contributions from Jesper Kyd.
Spellborn consisted largely of conventional MMORPG gameplay, in which the player plays a character (avatar), and explores the gameworld in order to gain experience points and advance in level.
Repeatedly killing enemies ("Grinding" in gaming jargon) to gain levels was not a practical option in Spellborn.
[7] In Spellborn the player could choose Humans and Daevis as race, who can become all classes and feature no special advantages or flaws.
At maximum level a character could also learn the skills of the other archetypes (but not classes) by exploring certain places in the game's setting.
Unlike most games of its type, armor and weapons in Spellborn didn't provide any statistical improvements to the player's character.
Since Spellborn focuses in a large part on doing quests, the game provided a certain amount of background information for the players.