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Darkfall Review

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Darkfall Review and Game Description


Introduction
This is a review and  game description for the mmo Darkfall. Darkfall is a very unique mmo developed by a small Greek company called Aventurine targeting a small audience of hardcore pvp mmo/fps gamers. The  game was in development for nearly 10 years and released around 1 year ago on a single European server.  I originally played the game at the end of beta, through the EU launch, and about 3 months after that. I stopped playing due to many bugs, lag (mainly due to overseas servers), cheats, server resets, and to try some other mmos that were coming out. Since then, the game has made a lot of changes,  fixes, a free expansion called “Conquer the Seas”, and started a new US based server in July of 2009.

About a month and a half ago a friend that I had previously played with at the EU launch wanted to try the game again and after about a week of nagging me to play I reluctantly tried it out. I no longer had my original account so I just went ahead and purchased a new US account and haven’t looked back since. This review/description is more of a noobie write up for people that have never tried the game and are interested in what the game has to offer. Darkfall may not appeal to many people and throwing down the 50$ for the game being that it used to not have a trial was problematic for some people. Recently darkfall has added a “trial” account you can buy for 1$ that provides one week of play to try the game out. You can sign up for the trial HERE. while the client can be download via torrent. Darkfall has is arguably one of the most controversial mmos that’s ever been on the market from the many years of deleopment with people claiming it was vaporware and would never release to the eurogamer review scandal the game has had a lot of hype and twice as many naysayers. I will try and break this down into sections for easy reading and although I am biased because I am currently playing and enjoying the game I will point out some of the pitfalls the game has.

Overall Gameplay
FPS + MMO = Darkfall and Sandbox Vs Themepark

Darkfall is a very unique in that it combines both mmo and fps style gameplay. It is very similar in design to one of my all time favorite mmos Ultima Online and also has some similarities to Star Wars Galaxies along with having a fps style combat. The game has 3 fight styles: melee, archery, and magic. When you unsheathe your melee weapon you get a 3rd person camera view you attack in while both magic and archery bring you down into first person fps mode.  The only time you can swing your camera angle around and view your character or look behind you is while resting or when mounted.

Darkfall is considered a “sandbox” as opposed to a “theme park” game like most mmos similar to world of warcraft. In a game like wow and almost every other mmo you have levels and more of a linear game play experiance. You are spoon fed content and progress to the end of the game which is made of pve dungeons you attempt over and over or the monotonous and pointless pvp grind for the never ending quest to obtain better gear. While this can be fun for some this mmo style of play for me at least can be mind numbing. The mmo market is saturated with these kinds of titles. Darkfall is a refreshing change from all of this. You start the game with only basic skills, no armor, and a 1 handed sword. There are no levels or direct paths for you to take. In Darkfall you gain skill from 0-100 for virtually everything you do.  There are hundreds of quests you can complete but there is no set order to do them in. It is advisable to do the starter area quests as they point you to the closest mob spawns (goblins) and will give you some starter gear and gold. Your first month or two of the game will basically consist of farming mobs for gold and loot and building up your skills while trying to avoid getting killed by other players in preparation for advancing higher skills and becoming competitive for end game pvp. Your end game will revolve around pvp, looting other players, city sieges, navel battles, progressing skills, and hoarding gold and loot. The game is pretty open with what you can do. The community itself is what creates much of the content of the game such as diplomacy/wars, trade, duels, and other events.

Character Creation and Alignment
 
The character creation in Darkfall is pretty basic. You select your gender and race and have various combinations of hairstyles and facial features (these can later be changed in game for a price). You also can only create 1 character per account (that single character could hypothetically skill up in every possible thing in the game though). The most important thing at character creation is your race. First off all races have access to most skills in the game. There are differences though. For instance, your race determines your starting area, each race starts with different base attributes, and each race has its own hitbox. Alfar are the smallest race and therefore slightly harder to hit while the Mahirim have the largest hitbox. Humans are the most balanced race as far as hitbox and base attributes. There are 6 total races:  Alfar, Dwarves, Humans, Mirdain, Mahirim, and Orks. The racial alignment works like this: Human, Dwarves, and Mirdain allied with each other, Mahirim and Orc are allied, and the Alfar have no allies and are hostile to all other races.  Another thing to consider is your starting area. If you pick a human and a friend goes and picks a mahirim its going to be quite a while before your grouping and fighting with him. Each racial area is separated by about a 45min – 1 hour walk from each other and in addition to that if you and a friend pick opposite aligned races your likely to be attacked and killed and sent back to your home area pretty quick if you attempt to group up with your friend at his starting area early on.

The game has an alignment system where you start out “blue” to your own race and any allied races. There is an alignment bar that scales for -100 - +10. When you start the game you have +10 alignment. If you hit another blue player you go “grey” for 10 seconds and if you hit them a second time you go grey for 2 minutes. While grey, any player can attack you and kill you and it will not reduce their alignment.  If you go -1 or below you turn “red” which is just like being grey accept it’s permanent. The only way to raise your alignment back up is to kill other players that are red to you (other reds or races you race is at war with). The problem with being red or grey is that on top of being able to be attacked by anyone you can also no longer visit any of your racial cities or magical towers placed in cities will kill you. At the start of the game this can pose a problem. With a +10 alignment you basically get one free kill to a blue player and after that you will go permanent red. Later on, especially if you join up with a clan, going red has little effect other than the inconvenience of not being able to trade with other people in the protected cities.

 

User Interface

 The UI is honestly a cluster fuck. It is one of the most complained about things in the game especially for someone new trying the game out for the first time. One of the reasons it is so hard grasp is the way combat in this game works. Combining an fps and an mmo ui is apparently quite a challenge. By default right clicking toggles between locking your targeting reticule and putting you into the fps combat mode or  freeing your mouse cursor to interact with the actual ui. The game only has one hotbar that can only be in a vertical position. The hotbar has multiple rows you can toggle between but its not something you’ll be messing with while in combat. The only solution is to start binding keys to things you use the most. I use the steel series gaming keyboard and have almost every possible key on the gaming pad area bound to something. In addition to that I also use autohotkey to did things like rebinding the alt to the caps key in order to make other keybinds more accessible The ui is also pretty bland, just simple grey boxes.  Chat in the game is functional but it can be hard to see when you get a /tell from someone because it starts it own chat tab and there is currently no real way to customize any of the options or colors. The use of a voice program like ventrilo is basically a must for any competent form of communicating in a group situation. Doing things as simple as forming a group can be a chore as well. Also, things like your quest journal, clan options, and friends list is very poorly designed. Darkfall uses a port of googles’ chrome browser to add these functions in game but its slow and clunky to navigate and you will find yourself rarely bothering to use it. At the start of the game you will feel like you’re fighting with the controls but after a day or two things will come much easier. In short,the UI needs a major overhaul and aventurine has acknowledged this and is promising major changes this year.

Starting Out “NEW”

After selecting your character and race you will be given the option to select your starter city. Each of these cities has the same amenities such as a bank, npcs, starter quests and 3 nearby goblin spawns.  One important thing to note here is that especially with the new trial accounts the starter areas may be crowded at peak times. Its usually best to not pick the default starter city. Also once you get to your first goblin spawn if it is in fact crowded there should be at least 2 other goblin spawns close by for you to hunt at. The best thing to give you a good idea of what you should be doing when you first log in the game is to watch an excellent video series called “Darkfall - Accelerated Character Development Guide”. This is a 4 part video series that is very helpful for new players.The first video can be found HERE.

Darkfall has also implamented a new player protection system where you cannot attack or be attacked by other players for the first 24 hours which gives new players some breathing room to get used to the game before getting themselves killed or ganked. This protection can also be turned off early  if you prefer to pvp sooner.

Another piece of helpful information is that once you have done your starter quest and have gotten a feel for the game it may be a good idea to join a clan. Most serious pvp clans will have skill requirements but the community pooled together and formed a clan called “NEW”. NEW is strictly for new people to the game. They are a neutral clan, open for any race to join, and their city is located in Hammerdale just south of the human starter areas. New is not a clan you can be in forever though. After 4-5 weeks you will be permanently removed from the clan and will have to seek out a “true” clan. Being in new has the many benefits such as:
 - Having of a lot of really helpful people to answer your questions .
- The ability to bind in their city so you can meet up with friends that may have chosen other races including ones normally hostile to your race.
- You will often times get handouts from the New leaders.
- Many higher skilled characters will not attack you simply because you are in New. Often times if you are attacked and killed your body wont be stripped clean the PK will usually just take your gold and regs.

Being in New can have its drawback however. With the current system any clan can declare war on any other clan including New (Aventurine has acknowledged this and is promising changes this year to the current wardeccing system). Once at war you can be attacked in any of the cities at any time by these people. The city of hammerdale is also usually raided several times a day by random groups that try and catch people off guard or to farm alignment. Overall though it was still a good experience for me and I don’t regret the time I spent in New. If you want to read up on more information you can find the NEW clan website HERE.

Stats, Combat, and Skills

In darkfall you have 3 primary stat bars: Health, Stamina, and Mana. When you reach 0 health you will be incapacitated and there is a period of time where you can either be revived or ganked (Every player at the start of the game has these skils) by another player. Once incapacitated after about a quarter of the timer bar has passed you can hit spacebar to end your life. Also sometimes the killing blow can decapitate you immediately killing you and sending you back to your bindstone. This is a random occurrence and is an extremely annoying feature of the game since it can happen anytime even if you are having a friendly duel or are in a situation where being able to be revived is important. Your stamina is used for virtually everything action like sprinting, swimming, any type of combat, etc. Once drained of stamina you are virtually helpless since you can no longer run or attack so it is wise to always be wary of how much stamina you currently have. Mana is primarily used for casting spells. Any of the above 3 stats can regenerated through various methods including the rest skill, food, pots, and spells. There are no instant heals in the game either ,everything is based on hots. As such burst dmg is king in pvp. It is good to remember you will almost never be able to out-heal burst dps. Fighting against mobs however is a bit different. You can use cover to run away and heal up and finsh mob off effectively. You stats can be raised by increasing your base attributes. Darkfall has 6 attributes: strength, vitality, dexterity, quickness, intelligence, and wisdom. These attributes are important because they directly effect your stats pools ,damage from combat types, attack speed, and can open up new skills. Attributes raise very slowly in darkfall from many different ways including harvesting, crafting, and combat. The problem with attributes is that veteran players that have been playing from day one will have a huge advantage to their stats as opposed to a new player. The attribute progression has a linear effect on stats and it has been suggested by the community that this be curved at lower levels so newer players can be more competitive with vets quicker.

Combat in darkfall can be fast paced and sometimes frantic. As stated earlier there are 3 modes of combat: melee, archery, and magic. There is no tab targeting in darkfall. Everything is based on your ability to keep on your target and hit it. Also understand that there is friendly fire. Almost all spells have an AOE effect and melee attacks will hit every target in front of you. Hits to the back do considerably more damage. There are no passive dodge or evade skills. The only way to avoid an attack is to physically move your character out of harms way or take cover behind objects. There is also no stealth skill in the game however you can sneak up to mobs and players by utilizing the cover of the terrain and by crouch walking. There is an active parry in the game where you will take less damage however you are unable to attack during this time and your stamina is drained. Damage reduction from parry can be greatly increased by also have a shield out as well. The above methods of combat make the game feel more like a first person shooter where skill actually matters.  Your ability to defeat a mob or player is roughly 50% skill and 50% of your characters stats and abilites.

Melee combat is the only mode of combat that puts you in the third person camera mode giving you a bit more peripheral vision. Once you have your weapon equipped and unsheathed you simply target the player or mob you intend to hit and left click. You are still required to aim and if your target moves out of the way by the time you end your swing you will completely miss your target. There is also a toggle for melee that switches between a vertical attack and a horizontal one, default T. This vertical attack mode is used when you are in close proximity to a friend and want to avoid hitting them as well. At the start of the game you have no special abilities you simply swing your weapon and attack. As you progress in skill you can unlock several melee abilities that you que up for the next swing. These will then go on cooldown regardless if you hit your target or not.

Archery combat is pretty straightforward and takes the most skill to use.  There is only 1 special attack you get later on that will disable the parry on your opponent, but other than that it’s just aim and shoot. The hard part about archery is that your arrows are affected by gravity. When lining up your shot you cannot just directly aim and hit your target. You must aim above and compensate for any movement for your arrow to hit. For me archery is extremely fun and can be deadly if you get good at it. Archery also requires you have arrows equipped. Arrows can be purchased from npc vendors or dropped from mobs.

Magic combat is the the most easiest forms of combat to hit with due to most spells having an AOE effect and not being affected by gravity. Similar to archery you are locked into a fps mode and target an area you want to hit with a queued up spell. You start off with a mana missle (dmg spell) and a self heal that only require a staff to use. All other spells after that require various  reagents you purchase from npc vendors or loot from mobs. Magic at the start of the game is limited but as you progress in lesser magic it will open up other tiers of more advanced magic that can give you literally hundreds of spells.

Skills pertain to everything in the game. You gain skills from virtually everything you do like crafting, fighting, casting spells, even running and jumping. This is a huge difference to most mmo games where you characters abilities rely on a level based system. With Darkfall’s skill system you only get better at things you use. Every skill has a value associated with it from 0-100. As that number increases it can also lead into unlocking skills that compliment the original skill or completely new ones. Some skills can also only be learned by increasing certain base stats. Back when I first played Darkfall on EU skill gain was extremely slow and made the game feel like it had the worst grind ever. Since then, Darkfall has patched this to make magic skill gain vs a mob roughly 6-7x greater than before and melee vs a mob around 3x than before but you still make small gains when using skills in pvp against other players. When I started playing on the US server my skills surpassed what I had achieved on the EU server in about a week’s times vs over 3 months playing on my original EU account. In addition to that I was heavily using automated macros setup almost every night on my original EU account. With the new system in place I have not felt a need to macro things anymore as well the game having many mechanics that prevent you from macroing or making it near pointless to do so. If you stare at your skills all day long expecting to reach a certain number in a certain period of time the game can feel like a grind. If you simply play the game and go about your business with killing mobs, looting, and having fun you will have a much more enjoyable experience.

Looting, Banking, and Items

Gaining wealth in darkfall is one of the most enjoyable things I’ve ever done in an mmo. Darkfall has basically copied the loot system for Ultima online. Whenever you kill a mob or a player a tombstone appears on the ground that you target and loot it . You have a bag that you “drag and drop” things into. You will constantly be organizing your bag and bank with things to keep, sell, or junk. Darkfall is a full loot pvp game so if you die you also generate a tombstone where everything you currently had on you at the time remains until looted. The person that killed you or anyone that happens to stumble across your tombstone can take anything they like. The only items that are safe are items you place in your bank. Banks are located at all npc cities as well as several placed at wilderness outposts and in clan cities and hamlets. Banks are linked in that if you put something in a bank you can visit any other bank and still retrieve your items. Almost everything you equip such as armor, weapons, tools, etc has a durability associated with it. Once durability reaches 0 the item breaks and would need to be replaced. Items looted from mobs usually have a low durability while items crafted from a player will have their durability maxed out depending on the crafters skill. It is always a good idea to keep tabs on the durability of your items especially your weapon. I tried to PK an orc once where I jumped him and started beating on him and my sword broke and lost the fight that I would have clearly won had my sword not broken. Loot from mobs in the game is extremely diverse. Certain mobs can drop gold, reagents, keys, and different types of weapons and armor.  Some armor  and weapons can have magical effects on it that can give a temporary bonus to things like damage, base stats, and protections. There are also keys that can drop from different mobs and depending on the mob difficulty can lead you to dungeons that contain a chest that can only be opened by a particular key giving lots of gold and magical items.

There is a balance in the game with risk vs reward. Do you stay at a mob spawn and kill more piling up more gold and loot or do you return to a bank and put it away for safe keeping? You never know when the next player will come and kill you taking everything you had been working for. Almost no other game has attempted this other than UO  and it works beautifully giving actual meaning to pvp and item aquisition. You have to accept that you Will die, a lot. How much you lose depends on you. You have to get away from the mindset from other games like wow where loot is safe and the do all say all of the game. At the start of the game you have to look at it from the perspective that you go out to kill things to gain in skill. Getting back with what your earned from your efforts is a bonus. In darkfall you lose items and money but there are never stat or skill loses. So regardless of the loot you may or may not lose your character keeps getting stronger.

Clans, Cities, and Sieges

Clans in darkfall have much more meaning than in other mmos. In darkfall a clan has the ability to claim a holding. A holding is either a city or a hamlet that allows its members and allies to bind at that location. Hamlets are rather small and not very defensible with few amenities while a cities are massive and contain everything an npc city would have as well as having special resource nodes. Cities and hamlets have to be constructed by players and can take a massive effort to maintain. Cities and hamlets are placed in static locations around the world and there is only a certain number of them. As such most clans will strive to own a holding. All of the holdings available in the game are already taken so if a new clan wishes to have one or an existing clan wants to expand their reign they have to be taken by force through a siege. Everything a clan has built up on a city or hamlet can be leveled to the ground. In a siege if the opposing side destroy the defending clans bindstone. If this happens they can claim it for their own.  This can lead to some truly epic battles where the defending clan rallies it allies to help defend their holding or where the  clan that is attacking can call upon its own allies to take it over.  For sieges players can utilize special weapons such as siege hammers and battlespikes to damage assets as well as control deployable cannons, boats, and warhulks (Magical Tanks).  One of the issues with a siege is its toll on your computer. A massive siege can bring your computer to its knees and cause unplayable lag or disconnects. Lowering video settings and turning the sound off can help this or having a good computer can really give you an advantage. When I played on EU there were massive server instabilities but since then aventurine has done a lot of patching and optimization and still continues to improve the siege experience.

Housing and villages

With the last expansion player housing was added to the game.  Player housing are villages that contain multiple houses that can be owned. Unlike clan cities and hamlets they cannot be destroyed. However they require taxes to maintain and the village that contains the house can be captured by a clan for a period of time and have a portion of the tax money funneled into the clan’s bank. Houses can only be obtained by looting a house deed from a mob or chaos chest or buy purchasing the house from another player that currently owns it. The problem with housing is that there are very few houses compared to people. All house slots are currently taken so you either have to wait for a house owner to lose his house by not paying his taxes and claim it for yourself with a new deed or buy the house from an existing owner. The problem with buying from an existing owner is that there is no way to offer a house in a trade window. So you should only buy one from someone you know and trust or have the use of a third party. This transfer process is flawed in that it allows for scamming. Owning a house also allows for the use of a secondary recall ability. Ownership also allows you to place rare looted housing items in the home that can add functionality to it such as furniture that allows for additional binding spots for friends, functional gardens, slot machines, and crafting stations. Another rare loot for houses are player vendors  which are Npcs that the owner can place that will sell their items even while they are offline. Darkfall has no auction house system familiar in other games so these can attract a lot of attention and make lots of money. All these factors make housing costs extremely excessive. It will take a long time for a new player to be able to claim a house for their own. Hopefully in later patches more housing locations can be added so they are accessible to more people.

Travel , The World, and PvE

Darkfall has no instancing and is one huge persist ant world. You had never heard of instancing before world of warcraft. And while instancing does allow for some unique spoon fed content (theme park games) Ive always felt it takes away from the mmo experience coming from games like uo or swg. For the type of game wow is it did a good job with incorporating instances but some mmos like star trek online for example simply ruin their game with them. The game world is massive place and can sometimes feel empty. Something you have to realize with darkfall is its focus is around pvp while pve is simply a means to pvp. You are basically killing mobs, performing quests, gaining skills, and hording loot in order to kill other people more effectively. The world is meant for player generated content usually in the form of pvp. As such the world is not packed full of things to kill. There are many specific areas where packs of different types of mobs will spawn with large distances between them. This goes back to the risk vs reward factor. If you want to kill mobs that drop thousands of gold you are going to have to take the time to travel to get there, have the skills to kill said mob, and be prepared to either reap the rewards or have another more skilled player come and kill you and keep everything for himself.

The world itself if travelled on foot would take literally hours to walk across. As a quicker mean of transportation darkfall incorporates mounts, ships, bindkicking, and recalling.

Mounts are obtained by gathering herbs until you find a rare “steedgrass” you can then “tame” into a mount. Each race except for the Mahirim (Mahirim were supposed to have an ability to let them run on all 4s like a wolf but was never implemented in the game.  Aventurine says they are still working to add this) has a different style of mount. Mounts, once spawned are similar to a player in that they have hitpoints and can be killed. Mounts can also be stolen. If you spawn your mount anyone can simply run up to it, jump on it, and ride off. After you spawn your mount you can then jump off and de-spawn it where the mount then goes into your inventory and is lootable just like everything else. While mounted you can travel significantly faster than on foot, however especially with newer players, having your mount killed or stolen or dying with your mount on you is very costly. Also having a mount gives you access to mounted combat. While mounted you can only use 1 handed weapons and damage is vastly increased. The mount itself also has a frontal and rear attack of its own. Mounted combat can take a lot of skill and be very effective in combat.

Ships are another form of travel. Just like mounts they can be spawned, de-spawned, looted, and destroyed. Large ships are also equipped with huge cannons that can lay siege or kill other players and other ships. There are many types of ships and all of them are very difficult to get.  Everything larger than a raft requires the use of a shipyard to construct it and shipyards are only available to a select few player cities and require massive amounts of resources. 

Recalling and bindkicking is the fastest method of travel. At the start of the game your are bound to a bindstone in your local starter city. There is a recall ability you can use at anytime to teleport you back to your bindstone. This abiltity has a cooldown of a few minutes and takes a long time to cast. Once you start exploring there world there are multiple places to bind such as other npc cities, playercities and hamlets, and chaos bindstones. To bind to a player city/hamlet bindstone you must be in that clan or part of their alliance. The term bindkicking is used for when a clan has more than one holding. If that clan for example owns a city and a hamlet and you are bound to the city an officer of the clan can “kick” you from the cities bindstone and the game will automatically bind you to the nearest holding.  This allows clans with multiple holdings to quickly move their members completely across the map. Bindkicking is a hot topic with the community as most think this instant form of travel hurts the game with the problem being that whenever a siege occurs massive amounts of ppl can quickly show up to defend or attack on a moment’s notice that otherwise wouldn’t be present. In addition to your normal recall ability there is a second recall reserved only to those that own a house. This is a completely separate recall spell from the standard recall and must be purchased in addition to owning a house or by being associated with the house owner. The only other method of quick travel is through the use of runestones and nexus portals that are only obtainable from mob drops.  Runestones are one time use stones that can be “marked” at a location and recalled back to at anytime. Nexus portals have two components, both entrance and exit, that alow for a certain number of people to travel through but can be attacked and destroyed and only last a certain amount of time.

Harvesting and Crafting

The harvesting and crafting in Darkfall is quite extensive. Virtually everything in the game can crafted and there is no limit to how many crafting professions you can have or what you can harvest. Harvesting involves purchasing or looting a specific tool and finding a node. Nodes for example can be rocks for stone and metal , water for fishing, herb bushes for reagents, or trees for wood. Nodes are everywhere. Almost every single tree you come across you can harvest from. To prevent macroing Darkfall has a feature in the game where the nodes will get depleted fairly quickly so you have to move from node to node. Harvesting a good amount of resources can take a long time and is something best done when your semi-afk. You basically equip your tool, find a node, click, and you will continue to harvest from that node until it is depleted or until your stamina bar goes to 0. When harvesting you also slowly gain in your base attributes. Harvesting can be risky since as your stamina is slowly depleted you may not be able to run away or fight if a player decides to attack you. The nodes around protected cities are usually drained of their resources so you may have to wander further away from safety. You also cannot see behind you so another player can sneak up and kill you at any time. In addition to regular nodes found throughout the world clan cities and hamlets can contain special player built nodes that have a chance for rares only obtainable from them and give an increase to how many resources you get per hit. These types of nodes can generate pvp situations where another player from a rival clan sneaks into you city and trys to empty these special nodes without getting caught.

Crafting in darkfall usually consists having special tools and using a special machine. As the skill in your profession goes up it unlocks more items that you can make. Getting to 100 crafting or at least high enough to make good items in a profession isn’t too hard for some like cooking but for things like weaponsmithing or enchanting it cant take countless hours and tons of resources to achieve. Crafted items are the best in the game though and can make you huge amounts of money in the long run. Crafting  also increases some of your base attributes.

Final Thoughts

Darkfall is not a game that will appeal to come people. As stated it is a game based solely around pvp. Some people will not like the fps twitch based combat. Others may feel the game is too much of a time commitment to be viable. Still more may not like that it is a full loot game where you keep what you kill. Personally for me I enjoy all of this. Up until recently it was a risky game to try without having and type of a trial but now there really is no reason not to gave the game a try. Since wow there have been many mmos that have claimed to be “unique” or something completely different , but fell short simply making another cloned theme park game. I can honestly say Darkfall is unlike anything you have ever played and its worth giving it a try if you’re tired of the wow or its clone successors. If you can survive the first couple of days you will probably decide you hate the game or love it. Darkfall has extreme highs and lows. There will be times where you just got pkd with a ton of loot on you and you will want to shove your keyboard through your monitor and there will be times that your adrenaline is pumping and you end the fight as the victor and get to gank and loot your enemy dry. There was a recent Q&A with mmorpg.com where some of the developers answered a lot of questions about current game issue and what they are working on for 2010 and it sounds very promising. Darkfall is one of the most enjoyable mmo titles that Ive ever had the chance to play that also seems to listen to the communitythat is only getting better!

Consolidated Links

Official Darkfall Website

Official Darkfall Forums

Purchase a Darkfall account or 1 week trial
1 week trial is $1 / Account + 1 Month $49.95 / Account + 3 Months $59.95

Conquor the Seas Expansion
Expansion Patch Notes

Valroth's Youtube Accelerated Character Development Guide
A must watch guide for anyone new or returning to the game (4 Parts)

NEW Clan official Hompage
Clan Recamended for "new" players needing help early on in the game.

Sinister Interactive Map
Google style map showing City/Hamlet and Mob spawn locations.

Darkfall Atlas
Yet another google style map showing City/Hamlet and Mob spawn locations.

Darkfall Crafting Spreadsheet
Excellent resource showing every crafted item's requirements and spell info.

Darkfall Wiki

 

 

By: Dwight Steele
(Admiral Nightsdawn)



 
Darkfall Patch Notes February 26th
This small patch includes a few festive elements to celebrate Darkfall's first year anniversary. More on the background of the Emberfest celebration will be posted in a spotlight later today.


  • Festivity hats and masks can be bought from merchants in the capitals and surrounding starter towns, and the Chaos City of Espenhal
  • Festivity events taking place during the night
  • Celebration quests added
  • Fixed some problems with monsters getting stuck
  • Fixed some problems with wildlife rotation

  • ....

As it was to be expected, the residents of Agon are celebrating the one year of Darkfall.

Youtube videos have started making their appearance. Feel free to link your own! We will edit this post and add the links to any additional videos you upload.

Orkish celebration
Birthday Fireworks
Long March Party
Celebratory Dwarf Dance
An Anniversary Video in True Darkfall Blood thirst style

Happy Birthday Darkfall Community!

 
Darkfall Trial Account

 
darkfall trial account

 

Darkfall is about to have its first birthday and to celebrate we’ve decided to offer a Darkfall trial.

You can now try Darkfall for a week for a symbolic price: 1Euro (EU servers) or $1 (NA Servers). After the seven days are up, users need to purchase the Darkfall client in order to continue.

We recommend that you download the Darkfall Client before purchasing the Darkfall trial to maximize your playing time.

Following are links where you can create an account, download Darkfall and get the Darkfall Trial

North American Servers:

North American Server Account Management
Darkfall NA Download Link

European Servers:

European Server Account Management
Darkfall EU Download Link


We’ve done quite a bit of work to prepare for this trial. We’ve made several updates to improve the new player experience, for example by adding Newbie Protection, and have taken measures so that the trial doesn’t become disruptive for current subscribers. We’ve chosen to include symbolic pricing as a minimum commitment, to protect the existing user-base experience. We’ve also taken major steps to further improving our cheat detection and GM tools. We have a no-tolerance policy to exploiting and cheating and we will be strictly enforcing our policies as always.

Community Publishers promoting the trial will earn their publisher fee as usual whenever a trial account is upgraded to a full account.

We hope that you enjoy checking out Darkfall.
 
Darkfall New Armor Models

New Studded Leather Models:

In the light of several more official news pieces and spotlights coming this week we want to start off with another small armor teaser before we focus on other topics for a while.

The armor shown in this spotlight is one of the new additional armors that are supposed to be catered (but not limited) to specific play styles. However we can't give away too much in detail information about this at this point.

And just to reiterate:
All races are getting upgrades and new armor. The humans are the first ones because they need the least tweaking when it comes to the actual player models. Artists are also working on updating all the other races.
And yes, the plan is to have all crafted armors as full sets available.

For now, we hope you enjoy getting another tiny glimpse of things to come

 

Darkfal Leather armor
 

 

 New Chain Armor Models:
 
We would like to carry on with our little tradition of showing you some teasers concerning the new armors.

The human male and female versions are still the ones currently being worked on, mostly due to the fact that they needed the least tweaking/changing compared to the other player models. We will of course also show you the other races and the new armor as soon as we can get our hands on some renders.

Please keep in mind that only part of the artist team is working on upgrading armors and player models. Parallel to these changes there are a lot of additional tasks the art team has on their plate.

Without further ado, here is a render (out of game) of the current chain armor versions for both male and female human models.
 

 

 

 

 
Darkfall February 17th Patch Notes


  • Newbie Protection added
  • New account management system in place
  • Improved server anti-cheat checks in place
  • Fixed bug allowing double enchantment of objects (thanks for the feedback)
  • Rebalanced all monster run speeds
  • More wildlife monsters added: moose, kangaroo, rabbit, porcupine, beaver
  • Miscellaneous bug fixes for monsters
  • Updates to areas
    • Daemesh
    • Sallesh
    • Tanarak
    • Moradar
    • Moradar Gorge
    • Qurjah
    • Shoal
    • Akathos
  • New effects for these Water Magic Spells:
    • Blizzard
    • Gills
    • Icicle
    • Shards
    • Toxic Rain
    • Water Breathing
    • Weakening Chill
  • Added spawn effect to monsters
  • Tweaked mount spawn effects
  • All bows in game have been remade as the first step in an ongoing effort to revamp the graphics of all weapons
  • To further improve the Darkfall newbie experience, especially in the starting areas, new quests are now available. These range from introductory to various aspects of the game and exploration quests, to sending players across Agon to discover its splendor.
 
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