What people don't know about Darkfall

Ok in this article i will be telling you stuff that you might not know about darkfall.
Gameplay.
Ok so basicly people think this game is another WoW Copy but people don't know that the game isn't grindy or have bad graphics, Basicly people say the game has bad graphics but it don't the graphics is actually way better than WoW, In a recent topic they explained to us that WoWs graphics is terrible the animations is not well made at all.
Anyways in this game you dont have an arrow to point on a enemy with you only have a pointer when you talk to an npc or so that's where you have it, In this game you need to click mouse to make combos/slashes it's basicly a fps game but since fps means first person shooter i will rename it to fpb first person battler XD, Yes the game is first person you only see yourself when you ride a mount where the camera zooms out so you can see anything around you so it wont feel so bad.
And know i will tell you how different classes succeed in making strikes, Well not classes since all "classes" is divided into races from what i know.
Mage: They basicly have a staff which i dunno if they can slash with it cause in videos they dont slash ever lol but i bet you can. Anyways mages also has spells ofcourse lol if they wish to hit their enemy with their spell they need to aim it on them. If its a lightning ball they need to aim on them but the speed of the ball isn't that fast so if hes moving you need great timing. But they do have AoE spells to Area of Effect spells where you only aim on where it should come and all you do is cast it and it spawns infront of you, It does damage over time for those who are in it and i beleive it slows you down.
Archer: Here you have a bow and a arrow lol. What you do is hold in your left mouse button and charge the arrow let go when you want to make it fly away, Here you also need to aim your arrow on the enemy same with mage archer has to have good timing on hiting enemy. So why play archer when mage is better? Well mage isn't better when he casts a spell he loses mana and most important hes spells has a delay for 2-5 secounds, In this game it depends on what armour you wear if you cast a spell with heavy armour it takes 5 secs or more if you cast with a robe 2 sec or more. When it comes to archer all he loses is arrows but he can constantly charge arrows on enemies whenever he wants but ofcourse there is a little delay so you cant spam them constantly, They have skills where they can become invisible and sneak attack others with daggers / yes they can use daggers if close combat.
Warrior: They wear swords/hammers/shield shields in this game does block attacks it depends on where enemy hits you if he hits on shield block if he hits on arm hit lol, You cant block with a key cause then the game would be to opd for warriors to block constantly, They have dash so enemies cant run they have many skills but i dont know them all so yeah :(.
But hey if you read above i told you it's races not classes a guy told me this when i asked and appairently it's not classes just races so yeah i'm confused to but i will learn about this soon when it comes out 22nd january XD. Next part is races haha.
Races.
Alfar.
No trace of kindness exists in the world of the alfar, a race whose minds were shattered and then erratically rebuilt by a cruel and insane deity. To the alfar, pleasure is derived from the suffering of others, and the only impulse that can override their urge to torture and destroy, is a marrow-seated need to please their god-king.
Like poison darts, alfar night raiders strike deep into the lands of the foreigner. Appearing out of nowhere, they cut bloody swathes of death and destruction, before vanishing just as tracelessly as they came. To their victims, it seems like the night itself shapes the alfar, then dissolves them again when their butcher's work is done.
In combat, alfar are hate-fuelled killing machines, whose unshakable bravery and great skill makes them feared opponents. Their character has a strong streak of individualism, however, and unless orders are perceived as the will of Melek, alfar warriors are reluctant to follow any grand plan or strategy. As soon as battle is joined, each alfar tends to fall back on his own murderous instincts, or to fight alongside a small, tightly-knit group of raiding comrades.

Nagast
The alfar homeland lies in the southern part of Agon's main continent, with the human realm of Mercia to its east and the mirdain Forest Republic to the west. To the southwest, across the Ruby Sea, lies the desert continent of Rubaiyat and the mist-covered, pirate-controlled Silkveil Islands. To the north, the Pall of Synochus spreads across Agon's heartland, threatening to devour everything around it, including the northern regions of Nagast.
Much of Nagast consists of cragged badlands where outsized mushrooms and black-leafed trees grow among broken rocks and spire-like mountains. The spell-irradiated soil of Nagast has a purple cast to it, and very little that is edible grows in it.
The alfar dislike sunlight, and many of their cities are built at least partially underground. In some cases, the residential parts of towns are subterranean, while businesses and administrative structures stand aboveground. Many important structures, such as mushroom farms and manthe-web weaving mills are by necessity built in the underground sections of alfar towns.
Dwarve. 
Like axe-bristling avalanches, dwarven legions surge across Agon's battlefields, neither wavering nor resting until victory is secured. At any stage in any battle, no matter how ridiculous the odds may be, dwarves believe - with unblinking certainty - that they will prevail through superior skill, rock-hewn strength and indomitable bravery
Today, the dwarves are nearing the final page of the book of instructions, which is said to contain a special task that Ymir believed the dwarves would only be ready for after 20,000 years of preparation.
Grim-faced, iron-strong and unshakable in courage and convictions, dwarves are trueborn children of the mountains. They are an introspective and taciturn race who scorn all gods in preference of a multi-millennial path to perfection that was laid out by the legendary founder of their nation.
Dvergheim
The dwarven homeland lies in the central northern part of Agon's main continent. Beyond its western borders lie the mahirim Tribelands, while the orkish nation of Morak lies to the east. To the northwest, across the storm-blasted Sarthan Sea, lies the ice continent of Niflheim, where dwarf clans have long struggled for supremacy with mahirim forces. Currently, however, all settlements on Niflheim face a grievous threat in the shape of Illgarm, a demon whose campaign of conquest seems unstoppable..
Dvergheim itself is a mountainous land, where glacier-fuelled rivers have carved narrow valleys through towering, snow-peaked massifs. Tall pines grow in the fertile valleys, which are farmed by the gnomes, a peaceful people who - by ancient accord - enjoy dwarven protection in exchange for produce.
Dvergheim's remote valleys are home to the svartdvergir, a group of dwarves who strayed from Ymir's Path and fell under the influence of a malevolent deity. Marrow-wrung and horribly changed by their sinister master, the svartdvergir are a threat to all who travel in Dvergheim's peripheries.
Mirdain.
The mirdain are a sophisticated and cultured people, who tend to prefer diplomacy to warfare, and subtlety to brute force. Theirs is an empire of influence and trade, and of intelligence networks which extend like sinuous branches from their forest-clad homeland.
In combat, mirdain warriors move with innate grace and fluidity, seeking the perfect opening before striking with surgical precision. The mirdain are renowned tacticians, who may overcome near-insurmountable odds through brilliantly deployed maneuvers, ruses and stratagems.
Mirendil and the Republic
The borders of the mirdain realm continues to move with the tides of war, but its core will always remain Mirendil, a vast and ancient forest which dominates the southwestern part of Agon's main continent.
To its north, the Mirendil is bordered by the plains and gently rolling hills of the Mahirim Tribelands. To the south and east, beyond a no-man's-land shattered by war, lies Nagast, the poisoned and spell-blasted homeland of the Alfar. Across the Ruby Sea to the south lies Rubaiyat, a desert continent which was recently overrun by the seemingly unstoppable undead hordes of the Red Pharaoh. To the east of the Forest Republic lies the fiercely contested heartlands of Agon, which are slowly being devoured by the Pall of Synochus, a Deathless Mage who wields strange and powerful forms of shadow magic.
The Mirendil Forest itself is intersected by several broad, winding rivers, the most famous of which is the Irthan, which rises in the darkest depths of the forest and empties into the Eirandar wetlands of western Mirendil. Several mountain chains and lakes further perforate the forest, making it a less geographically uniform place than a cursory glance would suggest.
A unique feature of the Mirendil is a number of elemental regions, which are connected to strange elemental zones by permanent vortex-portals, Through these portals issue elemental matter, as well as weather effects and monsters native to the target elemental planes. The most famous elemental zones are Northern Erinthel, in which the climate is arctic, and Northwestern Alyani, which is constantly ravaged by firestorms. All elemental zones were created as a side-effect of a failed magical experiment performed during the Usurper Wars, and all attempts at closing them have failed.
Wildsprings are sacred sylvan sites that are found throughout Mirendil. Though their appearance varies somewhat, most wildsprings feature circular lakes with small islets in their center. Each such islet is home to a single Tree of All Seeds, while the lake itself tends to be encircled by tall standing stones. Fairies and pixies live in and around the Tree of All Seeds, and the dense woods surrounding wildsprings are home to many other sylvan creatures.
Ork.
Marching under the banner of the Fire Dragon, the armies of the orks are constantly on the march, forever seeking new cities to raze, new nations to conquer, and new people to sacrifice or enslave.
To the orkish warrior's mind, excessive planning is a coward's resort, while fancy tactical chicanery is a sure sign of effeminacy. Instead, orks rely on a combination of unrelenting aggressiveness, death-defying bravery, and the natural-born bully's instinctive eye for weakness.
While their behavior might seem erratic and irrational to outsiders, the orks themselves see every battle, every sacrifice, and every torched village as steps on the road to the Big Burning, an ork-administered apocalypse in which Agon is scorched clean and made ready for the reign of the Fire Dragon.
Morak
Much of he orkish homeland is covered by fetid and insect-haunted swamps, in which the traveller sinks ankle-deep in sticky, ubiquitous mud. Rain falls very frequently in Morak, and a combination of clouds and swamp-mist ensures that sunlight rarely - if ever - disturbs the murky ambience.
The northern third of Morak is dominated by a number of active volcanoes and the lava streams which issue from them. The land between these volcanoes is jagged, rocky, and as barren as the southern swamps are fecund.
The orkish realm lies in the central eastern part of Agon's main continent. A state of unending war exists between the orks and both of their closest neighbors - the humans of Mercia to the south, and the dwarves of Dvergheim to the northwest. To the northeast of Morak lies the jungle continent of Yssam, which is the domain and playground of a celestial dragon, while the neutral city state of Silvertown lies to the southeast. To the west, the Pall of Oncylus slowly spreads accross Agon's heartland.
Human.
The earth shaking under steel-clad hooves; a gleaming sea of blades, raised as one towards the sky; bright banners that invoke the might and radiance of Auros, god of the noonday sun. Again and again the knights of Mercia ride forth into the world, determined to shine the light of righteousness upon those who dwell in darkness or shadow.
The Mercians are natives of Riada, a sunken realm which lay in the great eastern sea, its spires gleaming each day with the rays of the morning sun. When this island home foundered, Mercian survivors landed on the shores of their present-day realm, which they conquered after a long war with an aboriginal people called the Imric. The Mercians see themselves as a divine race descended from the children of the sun god Auros, and they are at best unmindful, at worst disdainful of the needs and opinions of other, presumably lesser races.
Mercia
The Kingdom of Mercia lies in the southeastern part of Agon's main continent. Beyond a war-ravaged no-man's land to the north lies the orkish realm of Morak, while the dragon-haunted Pall of Oncylus lies to the west. To the south, Mercia is bordered by the wasteland continent of Cairn, which is home to bands of giants and crumbling minotaur cities. In the ocean to the east lie dozens of pirate freeholds, the largest and most notorious of which is the free city of Silvertown.
The dominant terrain types in Mercia are light deciduous forests and gently rolling grassclad hills. A multitude of lakes and waterways also mark this outwardly pleasant land, such as the majestic Eanna river, which flows southward through the heartland before emptying into Sanguine Bay. Mercia's long coastline features countless islands, such as a shattered, sprawling archipelago which lies between Mercia's southern coast and Cairn.
Mahirim.
By the light of the Ghost Moon, mahirim packs strike deep into enemy territory, plundering and killing without mercy. They vanish as quickly as they came, leaving devastation in the wake of their lightning raids.
The mahirim are a fierce race of predators, whose society has only recently moved towards civilization. And while they may have cities and laws now, they retain the wolf-eyed wildness, the finely honed instincts, and the uncaring cruelty of their pack-hunting ancestors.
The Tribelands
The mahirim homeland is located in the Northwestern part of Agon's main continent. To its east lies the dwarven kingdom of Dvergheim, while the elven republic of Mirendil lies to the south. Across the Sarthan Sea to the north lies Niflheim, an icebound but resource-rich continent which is coveted by both mahirim and dwarves.
The Tribelands consist mainly of rolling hills interspersed with large forests of relatively sparse-growing, deciduous trees. The wilder regions are home to an abundance of prey animals, as well as large monster populations. Gnolls have always been common in the Tribelands, while a growing threat is posed by the Moon Cult, a twisted race of ex-mahirim humanoids who worship a demigod called the Moonbeast.
Red Moon
The mahirim capital sprawls across a chain of grass-clad islands within a lake in the central region of the Tribelands. With its low, wooden buildings nestled among tall autumnal trees, Red Moon gives an impression of being a compromise between the forces of nature and those of civilization.
The Red Moon skyline is dominated by a strange semi-organic and vaguely egg-shaped structure called the Moontower, which has been constructed using a gargantuan slab of rare and precious moonstone. The tower is older than the city which surrounds it, and none now know why it was given such a strange and unique shape. The Moontower is sacred to the worshippers of Theia, and a large temple complex lies in its shadow.
Mahirim player characters start their career in one of three starting villages, which all lie within easy walking distance of the capital.
Features.
Towns.
In this game you can tear down other peoples built towns / yes you can build your own towns in this game XD well more like a little place where you hang out place weapons so on. Anyways you can break other peoples towns down by using canons aiming the canons carefully on the town and bam it's on fire after a while ofcourse kill the people using canoner before they kill whole town.
Crafting.
If you like crafting in games you come to right place in darkfall you craft your armour and weapons yourself i dont think npcs sells them for you you must craft them yourself so the game wont be to easy for you :) but the crafting is fun you get materials you need from monsters or even players if your lucky players you kill drop something haha / and yes people can drop items when you kill them lol XD.
Eating.
There is a eating feature in this game where you need to eat to help you stay professional in this game the food you make yourself in this game but it's fun :) if you dont eat you will be slower in a few ways you will recognize what i mean but it's not so bad not eating you wont die lol.
Skill leveling.
You dont level your actual level in this game you level your skills instead making them stronger and stronger. There is a thing in this game where you lvl your skill like in cabal skill lvl the higher your skill lvl is the better spells/skills you can buy from npc. It's not as horrible as cabals skill lvling it's much funnier and easier and they do lvl when you use them on people on monsters to.
Mounts.
Mounts is an advantage in this game you will transfer to places faster and you can kill people while on the mount and the mount can take damage for u and it can die if people slash it alot just like on you lol. they are usefull but some races get speed icnrease instead and some races gets mounts.
PvP 90%.
This game is absolutely pvp 90% the 10% is crafting and monsters so on. But the pvp is amazing the game is just so fun you can sink other peoples ship by canoning them or just take over the ship by claiming up and kill everyone aboard. Or you just take over towns or take them down XD. Or you could just ffa the place around like i said tear down others towns, but if you wanna defend your town you better defend it by killing the ones trying to invade it. There is always battle in this game and you must be prepared XD.
No place is safe.
Here i end the article. No place is safe in this game you can get attacked everywhere but the no palce is safe i think your kingdom is safe zone lol. Anyways outside kingdom no place is safe anybody can take you down but you can fight back even a noob who just joined the game can kill a guy who played the game for 2 years but if the guy who played for 2 years has mastered a spell the noob will pretty much die fast cause he has no armour haha. But i believe in beginning you can be safe for a while or have something to keep you safe not sure but if no place is safe it's gona be hard in the beginning but fun. Well if a guy has heavy armour will be hard for you to kill him if your just a newbie but if he has no armour it will be like hes a newbie to but with better spells so yeah the game is very fair cause of no actual lvl you just lvl your skill lvl and get some sweet spells to kick some arse XD.
The End.
Thanks for reading hope you liked the article about darkfall see you soon in my next article :)

Comment ( 1 )
wow, huge article. i'm encouraged to try this game!
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