PvE

Despite being heralded as a PvP centric game, Darkfall has complex and revolutionary Player versus Environment (PvE) game play. This includes questing, and the creatures that players encounter in Darkfall have sophisticated Artificial Intelligence (AI) making combat more similar to that with other players. In addition, creatures may move from place to place in the world, develop settlements, and even attack nearby player settlements, meaning that in Darkfall sometimes the PvE comes to the player, rather than the player seeking out challenges in the environment.

File:Pve1.jpg

Quests

Darkfall has also a large number of quests for players to complete, they mainly consist in killing a certain number of NPC's or even player characters, harvesting certain resources or crafting determined items, etc. It has been stated that as of September 2007 there were 706 complex quests implemented in the game.

Creature AI

Agon is populated with a wide array of creatures, perhaps more than any other MMORPG available today. Creatures have sophisticated AI, making them behave in battle and out of combat in different ways.

For example, a developer described a possible encounter where a player is ambushed. When the player starts to overwhelm the creature, it runs, and draws a ranged weapon. Furthermore, other creatures join in the fight, casting spells at the player and working together as a team. Finally, when the player attempts to escape, the creatures kill his mount from under him.

In short, creatures who are cowardly (meaning they have a low aggression level) such as goblins will run away and get friends. Creatures who cannot swim will drown if thrown into water. Creatures who are social in nature will fight using group tactics. Creatures will attack based on strategy rather than aggression or who has caused the most damage to it. Some species may even remember players who have attacked them in the past.

Monsters will also not automatically detect players in their vicinity as they do in many other games. Creatures will use a combination of line of sight, sound, and even scent to detect players. It will take skill and awareness of the environment to surprise many creatures in Darkfall.

Creatures will also "skill up" in the game, meaning creatures that have lived longer on the server and which have fought and beaten other players or other creatures will become more adept at certain skills.

Adventure Areas

The distribution of creatures in Darkfall is planned and dynamic. Players will find creatures that are specific to an area or habitat, and some are connected to the races. Creature spawns are dynamic, and display great variations in composition, equipment, tactics, and attitude depending on a number of factors. The humanoid creatures, if left to their own devices, will develop settlements dynamically, and each race of creatures has their own unique architecture and style. Just because a goblin isn't on your screen doesn't mean that it ceases to be a goblin and stops acting as a goblin should.

However, the locations of creatures will also not be static. If a player or a group of players regularly attack and decimate a population of creatures, that population of creatures may move to a safer location.

Another major difference in how Darkfall presents PvE is that creatures spawn dynamically. Their spawns are not random; spawn points are selected by hand, and the spawns are connected to form interconnected adventure areas.

As a result, PvE for those players who don't enjoy questing will be quite different in Darkfall. Darkfall won't have 'grinding zones' in as much as open-air adventures. A player may return to a place he or she was hunting a week before and find that the creatures have built defensive structures and remember (and hate) him for the killing he did there before.

PvP

Unlike many other MMORPGs, Darkfall will feature unrestricted player vs. player (PvP) combat. According to developers, they don't want to put "restrictions to player interactions that don't make sense", as the fantasy literature and mythology that fantasy RPGs are inspired by and based on contain conflict and combat between the characters and that is part of what makes them heroic and dramatic. For that reason, a softer version of Darkfall without PvP won't be available.

Darkfall encourages players to kill enemies of opposing races and clans, although it is up to each kingdom to set and enforce the rules within its borders. Each kingdom will have NPC guards to whom the player king and lords will give specific orders. They can be ordered to attack specific characters, clans, races or alignments on sight. Killing a player of your own

race or of an aligned race except during a declared war will lower your alignment. Players with an alignment score that is below a certain level will not be allowed to trade with or accept quests from most NPCs. Alignment can be raised by killing player characters of opposing races, or of the same or aligned race if they have an evil alignment.

There are no safe zones in Darkfall other than those the players themselves will create and enforce. Other than that and based purely on game mechanics there are no areas in the game where a player cannot attack another player, although cities full of clanmates and guarded by Guard Towers do provide relative safety. The six, very well guarded racial capitals will be the safest locations on Agon.

Unofficial FAQ

Will players be able to spy on a city / clan of the opposing faction ?

Players will only be allowed one character per server but the multiple accounts issue remains. It probably won't be easy to spy on another clan, because you will need to achieve a certain rank in it to be able to gain sensitive information. So a spy would need to prove his worth and rise to that rank. However, if someone knows that his clan was infiltrated by a spy, it will be difficult to find out who is the actual spy.


What kind of combat types does Darkfall have?

  • Player versus Player (PvP)
  • Player versus Monster (PvM, also known as PvE for Player versus Environment)


Does player housing exists in Darkfall Online?

Player housing became available during Darkfall's free first expansion.

This has been one of the most requested features since we announced Darkfall and it's now in the game. You can now own a house on any one of hundreds of hidden locations around Agon, on small secluded islands, in the desert of Rubaiyat, the frozen wastes of Niflheim, the deep jungles of Yssam. You can find house deeds in treasure chests, on monsters, or you can buy them from other players and use them to claim your house.

Houses offer house recall and can be upgraded to offer you benefits such as the capability of sharing your house with friends, the option of having a harvestable garden or a private workbench, and much more. Many feature an open window you can use to trade through more safely. You can decorate your house with numerous status symbols that you can find or earn. These range from fine paintings and hunting trophies, to chairs, tables and chandeliers.
This is just the first stage of the Darkfall Player Housing system. Over the coming weeks and months we will expand heavily on this system by adding many new and important features, new rare upgrades like for example more house slots, new decorations, and more house types. Of course this is Darkfall so housing is more than just a player home, its part of a much larger strategic system, the Village System introducing dynamic small scale PvP hotspots that clans compete to control.


What causes lag?

Lag is usually caused by bad internet connection between the client and the server, or by an overloaded server. Good graphics that your PC can't handle doesn't cause lag, but bad frame rate. At the moment nothing has been said about the system requirements, but it is probably possible for less powerful machines to run Darkfall without much trouble.


What are the system requirements?

  • Operating System: Windows XP, Vista
  • Processor: 2.5GHz Pentium 4, or equivalent (Requires sse2 compatible, Athlon 64 works where Athlon XP gives an error.)
  • RAM: 1GB for Windows XP, 2GB for Windows Vista
  • Graphics Card: 128MB PixelShader 2.0 support
  • Hard Drive Space: 12 GB Free Space Minimum


Will players be able to teach other players certain skills?

No.


Which cities will be owned by NPCs?

For now only the capitals will be owned by NPCs. Other cities will be owned by player clans, and the clan leaders will set the rules / laws of that city.


Will only the clan leader be able to control a city that the clan owns?

The clan leader can give some power to other guild members he trusts. This will be often, because running cities isn't easy.


What about evil aligned characters, will they be able to enter any city at all?

Well, yes. It depends on each city's laws. If some city is against PK-ing, the evil aligned character will be attacked on sight. Cities will also have laws against different races, meaning that the NPC guards will be ordered to attack Orks on sight if the guild / guild leader ordered it.


But the capitals are controlled by NPCs, right ?

Yes. The capital cities and areas around them are considered newbie areas, and they don't allow PK-ers. The game doesn't restrict you from attacking them, but there are too many guards to actually manage to kill anyone. There are no safe zones in Darkfall!


If we want to PK the noobs, can we raid the capital?

No, there are towers killing anyone that is red. If you declare war on a guild they won't if you attack in a city.


Did the Darkfall devs implement minigames yet?

No. One of the devs said they are thinking about implementing them, but its not a priority.


Is there a difference between a Guild and a Clan?

Yes, technically. Guilds are pre-made organizations (not founded by players) in Darkfall. The Thieves Guild and other guilds exist in cities; you can join them and get some benefits. You can also open a guild where you teach players certain skills.
Clans are player-made organizations. Much like guilds in other MMORPGs, they are completely controlled by players. Players, especially those coming from other games, will often use the terms interchangeably.


Are there any assassin guilds?

Yes, as a matter of fact. You can hire an assassin's guild to kill a number of people you want dead within a reasonable time period. It is not proven yet, but it might be possible to use a fake identity so the killed player doesn't even know who he was killed by and who got the bounty from his head.


Are there any Thieves guilds?

Yes it has been mentioned, though further information is not yet known


How does the death system work?

Simple. There won't be any quest-for-life. All the items you wore and had in your inventory will be dropped and exposed to looting by any passer-by. You will respawn wherever you have placed your spawning point, which could be in a city, at a clan stone, or at a bindstone, which can be found in any number of places.


Will the citizens be NPCs?

There won't be NPC citizens. Players will be citizens. NPCs will be Guild Masters, Trainers and Hired merchants.


Is alt-tabbing blocked by the game?

No.


Can a clan build cities anywhere in Agon?

No. There are 87 designated areas where cities can be built. There are also NPC neutral towns that can be conquered by clans. A city will need some kind of defense, like a wall or castle. There also might be places where clans can build cities from scratch, but nothing is final. Things will change.


Are there "secret" designated areas for building cities?

Yes, there will be hundreds of secret locations, some of them being small islands, underwater caves and hidden valleys. Also when you find these secret locations, they don't need to be a town, but a small number of buildings.


Only clans can conquer and own cities?

Yes. An individual player can't own a city.


Will ships be available in Darkfall?

Yes. There will be large warships, merchant vessels, small scouting, skirmish boats, fishing boats etc. Smallest ships (or rather boats) can accommodate 2-3 people, while big ships can transport an average sized guild. A recent quote states that the biggest ship in Darkfall is "as big as a Quake level" (source)


What will happen to players when they board a ship?

Players will be able to walk, interact and even fight on the ship's deck. When approaching some enemy ship, archers can fire arrows at the enemy ship and mages can cast offensive spells on the enemy ship's crew. Characters with melee weapons will engage in combat only if the enemy ship boards their ship or vice versa.


Will there be cannons on the ships ? If so, will the players be able to use them against other ships?

Yes, and yes. There is evidence that there may be first person usage of the cannons via in-game videos.


How is the Darkfall Team planning to store or protect ships while the players who own them are offline?

If the ship is in harbor before the player/owner logs out, it is safely stored. Otherwise it might be destroyed (though you will your own/your clans ship to do so).


Is the wind going to affect the ship's movement?

Yes. The wind will also affect trees.


May I be a blacksmith in Darkfall ?

Yes. There are 2 main smithing skills: Weapon smithing and Armor smithing.


What do I need if I want to craft an item ?

You need three things: materials (iron ingots, for example), the correct crafting tool and an anvil to perform your work on. The better your crafting tool, raw material, working place and skill in making weapons or armor, the item you finally make will be better.


Can I create magical items ?

Yes you can. But you will need magical metals, which you can't work with unless you are proficient with Master Weaponsmithing and Master Armorsmithing.
Before you can learn those, you will have to have a high score in the simpler skills like Weaponsmithing and Armorsmithing.


Does Taming skill affects mounts attributes?

No. Taming skill only reduces the fail rate and the crafting time, right now.

About Darkfall



Darkfall is a massively multiplayer online role-playing game (MMORPG) developed by Aventurine SA that combines real-time action and strategy in a fantasy setting. The game features unrestricted PvP, full looting, a large, dynamic game world, and a player skill dependent combat system free of the class and level systems that typify most MMORPGs.

Skills

Darkfall departs from the conventional MMORPG paradigm of character levels as the main form of character progression, favouring instead a broad skill-based system, similar to that found in games such as RuneScape, Ultima Online, EVE Online, Wurm Online and Asheron's Call. Skills and skill proficiency determine a wide range of a character's capability in the game, including weapons and weapon skills, a few special attacks, spells, and archery, all aspects of player crafting, as well as more basic facets of gameplay, such as the ability to swim, craft various items types, and to ride and control mounts.

Skills may be learned from NPC trainers in the game, however certain skills will require other skills as prerequisites. Without exception however, skills are improved (raised in power) through actual usage in game.

Playable races

There are six playable races in Darkfall, divided into 3 factions. Unlike other MMORPGs, racial choice does not heavily influence character choices or progression options. Each race begins play in their own homeland, and have their own unique storylines, histories, and racial alliances/enemies. It is possible to form mixed-race clans of opposing factions, however racial alignment adjustments (see 'Alignment') are always in effect.

While certain races have friendships and hatreds with other races in Darkfall, these are not strictly enforced upon the players, and it is possible for allied clans to declare war upon both their own race and their racial allies. Declaring war against a clan will prevent players of the declaring clan from sustaining alignment penalties (as well as gains) associated with attacking and killing players of the opposing clan, regardless of race.

The races, organised by faction, are:

  • Alfar (dark elves)
  • Orks, Mahirim (wolf men)
  • Humans, Mirdain (forest elves), Dwarves

The six playable races of Darkfall; from top: Alfar female with Shulgan drake mount, two male dwarves and one female dwarf, human female, mirdain (elf) female with aerdian cat mount, mahirrim male, ork female.

Attributes

  • Strength: Increases damage dealt with melee weapons, and moderately affects max health.
  • Vitality: Grants a bonus to max health and moderate bonus to stamina. A high vitality may slightly reduce the effects of poison and bleeding.
  • Dexterity: Increases archery damage and may reduce damage taken from area effects.
  • Quickness: Slightly increases melee and archer speed and may reduce damage taken from such attacks. Also grants a moderate bonus to max stamina.
  • Intelligence: Increases the power of spells and greatly affects max mana. It also improves resistance against mental attacks.
  • Wisdom: Grants a bonus to all crafting and harvesting skills. Also moderately affects max mana, and grants a slight resist bonus against curses.

As with other MMORPGs, player characters have a set of semi-static attributes, which determine their in-game physical and mental prowess. These attributes are: strength, vitality, dexterity, wisdom, intelligence, and quickness. These attributes improve over time in response to player activity, for example, repeated use of a melee weapon will result in a gradual improvement in that player's strength statistic over time, which in turn will allow him/her to deal greater melee damage. There are also three dynamic attributes: hitpoints, mana, and stamina, which determine a player's overall vitality and capacity for physical activity and/or magic, which fluctuate in response to performing actions and receiving damage.

Receiving physical or magical damage from other players, NPCs or other objects cause the loss of hitpoints until that player is incapacitated, at which point there is a certain amount of time during which that player can choose to declare themselves dead and return to their last "bind point", or they may be "finished off" by force, or revived by another player. Unless revived, the player dies at the expiration of the incapacitation timer.

Likewise, the casting of magical spells requires and expends mana points, and the execution of various physical activities, such as sprinting, the swinging of weapons, and casting of spells expend stamina. All three of these statistics are regained over time at varying rates, and may be rapidly regained through the use of healing and other restorative spells, potions and items.

In terms of racial differences, the order of races with respect to the strength statistic is: ork > dwarf > mahirim > human > mirdain (elf) > alfar (dark-elf), while for intelligence, the order is the exact reverse: alfar > mirdain > human > mahirim > dwarf > ork.

PVP

Darkfall has been designed from the outset as a full-loot PVP game, meaning on death players are able to fully loot other players of their gear and gold on their person. The ability to fully loot other players has been factored into the game as an important facet of the RTS-like logistical meta-game between warring clans.

The ability to fully loot other players is a significant departure from other, contemporary MMORPGs, such

as World of Warcraft and EverQuest II, in which the quest for better gear is the primary driving force for of player character improvement once maximum level has been attained. In Darkfall, character skills are the primary driver of character improvement, and gear also plays a large role in determining a player character's overall power. In some respects the looting system of Darkfall resembles that of EVE Online, which allows players to loot some of a destroyed ship's gear from the wreckage.Friendly fire and collision detection are always in effect in Darkfall. Combined with a real-time combat system, Darkfall's combat is anticipated to prov

ide a more realistic combat experience than other fantasy MMORPGs. The developers have opined that historically successful battle formations and tactics will be widely adopted and adapted for use in Darkfall. Likewise, area-effect spells and abilities affect enemies and allies equally, and so must be used with caution and discretion.

City building and conquest

A screenshot of a city siege

The goal of Darkfall is its support for large-scale territorial conflict between player clans. To this end, empire building through the conquering of pre-made cities is expected to be a major part of the game. To promote such conflict, the developers have stated that there is a finite number of pre-made cities (97 locations-44 Clanstones, 53 Hamlets) within the world. The potential pre-made city and hamlet sites are marked in-game by structures known as clanstones.

These pre-made city sites are spread across the entirety of the world, and vary greatly in location, surrounding terrain, access to nearby resource nodes, and consequently, their ability to be defended by the owning clan. The developers expect certain sites, such as underground cave sites hidden by a waterfall, or a precipitous mountain-side location with a precarious one-way approach to be more highly coveted than other sites, adding to the potential for territorial conflict.

Player clans have full diplomatic control over their relationship with other player clans, and can declare war on other clans unilaterally. Clans that are at war with each other may kill each other freely without alignment penalties. Player-owned cities can be freely attacked and then sieged. Sieges last for 4 hours. In the first two hours the defenders may launch an attack on the enemy's shard holder or city. If the defenders are victorious, the siege ends. The attackers may attempt to capture the defender's city after two hours have passed. They only have two hours to destroy the clanstone. To this end, Darkfall contains a variety of different siege weapons such as cannons and siege hammers, all of which are player-crafted. There is a limit on the rate of destruction of a captured city of 1 building per day, however any number of buildings may be disabled at any time by bringing their structural integrity to zero.

Player housing was later added. Houses were stationed across the world and the owners could built various things inside their home or as an add-on to it once they locate a rare item called a "house deed" and find an empty spot for their home. Players would then pay taxes on their home or else they could lose it to another player who is willing to pay the tax. Clans are able to fight over these villages for control of the tax revenue which adds additional PVP elements.

In the patch "Conquer the Seas", Darkfall received two large fortresses at the North and South ends of Agon. These fortresses are only attack-able from a player built ship. If a clan controls the sea tower they get a server wide broadcast of their accomplishment, free recruitment postings in NPC towns, and additional revenue. Tons of fixes to the conquest system were also introduced in 2009 and bugged city structures were fixed.

Alignment

Darkfall features a player character alignment system that ranges from good to evil based upon the actions of players. Characters start the game with a good alignment, which decreases on performing "evil" actions such as attacking racial allies without provocation, or killing racial allies. The consequences of evil actions include being temporarily attackable by guard towers in NPC controlled cities, and other players being able to attack these "grey" players without repercussion. A succession of evil actions results in negative alignment, and a permanent "kill on sight" ("red") status. Alignment can be regained only by killing racial enemies and/or by killing permanently other evil players.

From the Darkfall character FAQ: "Turning evil is easy, although it doesn't make for an easy life. Killing other characters unprovoked will get you there fast and this will make guard towers, clans and other players attack you on sight. Changing your alignment towards good is a challenging and difficult process."

Stealth

In Darkfall, stealth is accomplished by playing stealthily, employing real-world stealth techniques such as moving in darkness/shadow, employing camouflage, walking silently, and using world objects. Since Darkfall is a class-less MMORPG, any player is able to practise stealth-enhancing skills such as "crouch-walking" and to follow a stealthy playstyle.

This feature of "true stealth" also comes with semi-realistic limitations - wearing heavy metallic armour emits audible clinking sounds, and reflects light, and moving more slowly decreases the volume of footsteps. True stealth in Darkfall is also made possible through the deliberate lack of "player radar" and use of first-person perspective for ranged combat and general movement, combined with dynamic weather and day/night cycle.

The Darkfall world

The world of Agon

Geography

Darkfall claims to feature one of the largest online worlds of any MMORPG created to date. The Darkfall world consists of a large, central continent named Agon, on which all six racial capitals are found, surrounded by four smaller continents to the north-east, north-west, south-east and south-west. In addition, there are numerous small islands and archipelagos. It was estimated by one of the developers before release that it would take roughly eight hours for a human to run from one end to the other. In reality, the time to cross the main continent is closer to 4 hours, stretching the time to cross the map on a diagonal up to around six. (For comparison, Blizzard's World of Warcraft continent of Eastern Kingdoms is three hours from north to south.)

The world includes a wide range of diverse terrain types, including forest, plain, desert, ice, jungle/tropical, swamp, and wasteland areas. Every part of the Darkfall world has been handmade by the developers and not computer generated. Darkfall developers have stated that any/all terrain can be accessed and traversed by characters possessing the appropriate skills, e.g. mountains may be climbed by those who possess the ability to climb; islands may be reached by swimming.

Monster spawns and AI

Darkfall has a relatively small number of monster ("mob") spawns relative to land mass compared to contemporary MMORPGs, in an attempt to reflect a more "realistic" style. Mobs also display generally higher artificial intelligence than in other games, and will frequently call for help, strategically retreat, dodge, and switch between melee and ranged attacks. Consequently, mobs are generally more difficult than in other MMOGs, to the extent that widescale mob rebalancing was a specific focus for the recent Darkfall expansion. The December patch of Darkfall further improved the AI of the mobs, making them even more difficult to take down.

Wild Creatures

In order for the world to feel more alive and add new elements to the gameplay the most recent patch of Darkfall included non-aggressive wild animals (such as deer) that players can hunt. Monsters also interact with these wild animals and they provide a number of resources

Dungeons

As is typical of any fantasy MMORPG, Darkfall features several dungeons, and underground areas. Both the Alfar and Dwarven racial capital cities are located predominantly underground. It should be noted that the dungeons in the world of Agon are not traditionally "instanced" like in other games. An instance is a separate game universe that a group of people are taken to when entering a dungeon so they can fight through the dungeon alone. In Darkfall, the dungeons are available for everyone, and are not instanced—so-called open world dungeons as were the norm in first-generation MMORPGs such as EverQuest. The most notable effect of this is that players are fighting with other groups of people that are in the same dungeon in the non-instanced world.

Development history

On 29 August 2001, Razorwax announced the development of Darkfall and launched its official website. The Razorwax development team was based in Oslo, Norway, and initially consisted of five members: Claus Grovdal (Lead Design and Producer), Ricki Sickenger (Lead Tools and Game Logic Programmer), Henning Ludvigsen (Art Director), Kjetil Helland (Lead 3D/Client Programmer), and Erik Sperling Johansen (Lead Server Programmer). Approximately 14 months later, in October 2002, the Razorwax team was integrated into Aventurine SA, a newly-formed company based in Athens, Greece, ostensibly created for the continued development and subsequent commercialisation of Darkfall. When the Razorwax team and the Aventurine team had their first meeting in Athens, a member of one of the teams joked that Razorwax should relocate from Norway to Greece due to the lower taxes and cost of living in Greece. Eventually, the two teams realised that this idea actually made very good business sense, and by December 2002, the relocation of Razorwax, now Aventurine, was finalised.

In September 2005, a signup page for a closed clan beta was made available on the web; this beta never happened, however a 1.5 minute Darkfall gameplay video was released on February 2006 as recompense to the community. A later statement from associate producer Tasos Flambouras explained that a decision had been made internally to devote additional money and resources into expanding the scope of the game.

Darkfall's first major public revelation was at the game convention E3 in 2006, and while Aventurine did not have a publicly playable version at the time, various industry journalists were shown a standalone demonstration version of the game. From June 2006 onwards, just after E3, the Darkfall development team began releasing bi-weekly developer journals and community question/answer articles, published on the game forum site Warcry.

An announcement on the 11 July 2006 stated that preparations were being made to begin beta, although Aventurine stated it did not have a publisher for Darkfall at this time, and that they were considering the possibility of self-publishing the game. Six months later, on 17 January 2007, Aventurine announced they were in active discussions with prospective partners, distributors, publishers, and technology providers, and that a fully functional and stable beta build was running on remote servers.

On the 30 January 2007, Aventurine released their second official gameplay video, consisting of about one minute of ingame footage demonstrating real-time melee combat, mounts (including mounted combat), spellcasting and naval combat. In May Aventurine gave an update on their progress towards beta, announcing that their internal target date for beta was for summer 2007. A later update, on 2 August 2007, stated that beta would not start until negotiations with possible publishers were complete.

On 22 February 2008, Aventurine released a "location test video" depicting various NPC and player-crafted city locations in the game. Later, in April, it was announced that Darkfall was feature-complete, and in May, that "... our launch date will be inside 2008, with the public beta preceding it by a few weeks. This is official and internally we're a lot more specific, but pending an announcement, we cannot say more at this time".

In June, Aventurine confirmed they had signed with Greek company AudioVisual Enterprises to distribute Darkfall in Europe, and this was confirmed by AudioVisual in a stock market announcement made to the Greek stock exchange.

On 29 August 2008, Darkfall's official beta was announced as the final scene of a 17 minute gameplay video, which demonstrated numerous aspects of the game, such as small and large group PVP, including small and large group mounted combat, ship sailing and naval combat, magic and archery, and vehicular combat, creative use of in-game physics and magic, crafting, banking, 3 different PVE encounters demonstrating mob AI, and city building and sieging. This was soon followed by a "limited public hardware test" of Darkfall as the first phase of public beta, which was then followed by a staged gameplay-oriented public beta.

On 16 October 2008, Darkfall was publicly presented at Athens Digital Week. This event was unofficially reported by a member of the Darkfall forum moderators during this event, including a 30 minute video of Darkfall played live on stage.

On 5 December 2008, Tasos Flambouras announced that Darkfall would be released for the European market on 22 January 2009, with an American release to follow. This launch date was later revised to 25 February 2009. The NDA for beta players was lifted on the 18th of February.

On 24 June 2009, Tasos announced that Darkfall will launch in North America on 7 July 2009, alongside Darkfall's first free expansion to the game. Darkfall launched successfully in N. America on July 13, 2009.

Darkfall's first free expansion launched in July and features massive monster re-balancing, player housing, Darkfall's village system, the Nexus system, a character specialization system, the weather system, special items, new weapons and much more.

Darkfall's second free expansion launched early December 2009. The EU-1 server went down late on Thursday December 3 and the North American Server went down shortly after for patching. The update was the largest the game has seen to date and added many desired dynamics to the game not seen in the games first 9 months. Shortly before both servers went live extensive patch notes were released for the 2nd expansion titled "Conquer the Seas".

On June 11th 2010 Darkfall developers released patch outlines which outlined critical fixes to the game. These fixes are some of the most important changes made to Darkfall to date.

Launch

The game went live on February 26, 2009, 9:00 AM GMT +1, twelve hours after the announced launch time. The launch saw a number of setbacks due to unexpected high demand; players stumbled upon a critical bug which the developers took the game down to fix, and Aventurine's website was unable to handle the overwhelming amount of traffic to the online store and forums, causing those features to become generally unavailable to customers for several hours. It was also reported by Aventurine that there were problems with the pre-order system. As a result of these problems, customers were awarded with 4 days free game time.

The game launched on mutiple online outlets such as Impulse on July 1st 2010.

Trial

On the occasion of the 1st Anniversary of Darkfall, a 7-Day Trial was offered for 1€. In the month of May 2010 the 1$ trial offer of Darkfall was retired. In June 2010 a Free 14-day trial offer replaced it. In order to try the game, an account must be created after choosing the server and selecting the Trial option. After the trial expires, it is possible to continue using the trial character after purchasing the full game.

Reception

The first review of Darkfall was published in May 2009. Eurogamer game reviewer Ed Zitron awarded the game a rating of 2 out of 10. However, this review has generated some controversy as it contained several basic gameplay description errors, and Darkfall lead developer Tasos Flambouras claims that game server logs show that the Eurogamer reviewer played the game for under three hours, a claim denied by the writer. Eurogamer's subsequent offer to compromise by commissioning a second opinion review (by noted games critic Kieron Gillen) was declined by Flambouras, but was carried out anyway, being awarded 4/10.

MMORPG.com gave Darkfall 6/10, praising its innovations, concepts and world design, but criticizing the lack of polish and the missing elements promised before the final release. User rating for Darkfall however is now 7.6.

Game Observer gives Darkfall an overall score of 83/100.

Villages & Housing

Accommodations
Even the most hardened warrior, villainous assassin or power-hungry mage occasionally needs to put their feet up and take it easy. What better place to kick back and relax after a day of slaughter and pain than your very own villa or manor. 

The latest content expansion brought villages and housing to the world of Agon. Battle-weary adventurers who have been lucky enough to acquire a deed can move into a fully customizable dwelling of their very own. Property deeds, much like in the real world, can be found in rare chests hidden around the land or even on the corpses of certain powerful denizens of Agon.

Your deed, when found, will not correspond to a specific house, only the house archetype. Mosey on down to any village of your choice, point the deed at your (vacant) dwelling of choice and (with a click of ) you are now the proud owner of your very own residence.

It doesn't end with ownership of course. With great ownership comes great responsibility, and, of course, perks! 








Responsibility, A.K.A Taxes.
The only things in life you can be sure of are death and taxes they say, and this is as true in Agon as it is anywhere; loads of death, not so heavy on the taxes. Your property will be taxed every 3 days. The good news is that anyone can pay the tax; be it you, your tenants (more on them below) or a passing stranger feeling generous (or more likely, delusional). There is, however, an 8 day limit. Tax collectors in Agon are understandably strict. If your home's tax isn't paid within 8 days the property will be reclaimed!

Paying the tax is fairly simple in Agon (as opposed to the world outside). You, or the kind and delusional Samaritan, simply aim at your house, click and select the option.

Perks, A.K.A Tenants and Extensions.
Apart from the obvious joys of having a hearth of your very own, owning property in Agon can have various benefits. Foremost among these is that your house is your home, thus it acts as a second and separate recall bind-stone for you and your tenants. This will act on a separate cool down to your normal bind-stone and can be used once an hour.

Then there are tenants. You may invite a certain number of players (depending on your house and what extensions you have thus far found) to become your tenants. They will share your dwelling with you and gain the benefit of using it as a second recall point. What they provide in return is between you and them, be it gold, protection, or some other arrangement.

The alternate use is your method of inviting a player to be your tenant. 

Finally, there is an ever-growing cache of extensions that you can find while exploring Agon to customize and enlarge your home. These can range from purely decorative pieces such as statues and chandeliers to fully functional gardens, doors and skill stations.




Villages
Villages (in Agon) are what happens when you put many player houses together, mix in a fair amount of gold-hungry, blood-thirsty players and add a smidgeon of incentive in the form of taxation in the hands of the controlling clan.

With the new village system, clans can fight over and claim villages for their own. Once a clan has control of a village that village will begin generating taxes for the controlling clan that will be placed in the clan vault. Control of a given village is held for a number of hours before it begins re-asserting its independence. A controlled village stone will be invulnerable to attack for 6 hours. Then for the next 4 it is still held but can be liberated by another clan. And after that the village will once more gain its own freedom and become neutral and open to attacks from any clan.



Villages can be taken by attacking the village stone in the village square. The player who gets the killing shot will be the one whose clan gains control of the village. From this point any information and village options can be set from a new tab in the clan window. You can also mouse over the village stone to see the remaining hours under the clan's control.

Crafting

Almost anything you see in Agon can be crafted if you have enough skill and creativity. The very best and most deadly weapons can be forged by the master craftsmen and women of Agon. Many of these will rival even the most powerful creature's loot. And just to appeal to an artisan's sense of vanity all his creations will bear his name. 




The various crafting skills can be seen below:

Construction - Weapons and armor are not your only line of defense. Craftsmen who devote some time learning the art of construction can build legacies in the form of cities and hamlets for their clan. This extends to all the evil little additions a city can introduce to make the lives of attackers more interesting.

Bowyer - If peppering your foes full of sharp pieces of wood is your preference, you may also prefer to craft your own weapons and ammunition. After all it's the only way to be sure of the quality!

Armor - Smithing - Craft armor of metal to protect yourself and your allies (or simply sell it for profit). If it's made of metal and you can wear it, an armor-smith can make it! Armor-smithing requires a Smithy.

Tailor - If it's not made of metal and you can wear it, then the Tailor can make it. Robes, leather and bone armor all are this craftsman's forte.

Weapon - Smithing - Blades, maces and all types of weapons of up close and personal destruction fall into this crafting category. This includes some special race-specific weapons of deadly quality. Weapon-smithing requires a Smithy.

Alchemy - Tinkering with chemicals and magical ingredients to create powerful concoctions, the Alchemist is a master of potion brewing. He can also craft the more powerful mages staves. Alchemy requires a Laboratory.

Enchanting - Enchanting can give your weapons and armor an extra edge in the form of magical enhancement. Master enchanters may even transmute weapons into powerful elemental tools of war!

Jewel-smithing - The maker of bright baubles and shiny decorations, they can craft such wonders to make even the homeliest orc stand out in the crowd. Of course, many of these baubles can also be magically enchanted.

Cooking - Who doesn't love a good cook? Prepare feasts and rations to keep you and your friends healthy and happy in between fights. The better chefs of the world can create foods to nourish you and give you added bonuses!

Herbalism - A herbalist is like an alchemist on the go. He knocks up quick and simple potions while on the field without needing a forge. While they will not be as powerful as those carefully concocted in a lab, they will serve their purpose and can often become a very important last line of defense.

Warhulk Construction - Every city's nightmare and besieger's best friend, Warhulks are immense engines of destruction. The master's of this craft will be able to build huge monstrosities bristling with cannons and siege weapons that can even carry many passengers towards their chosen victim's city. Whether the smaller more mobile units or the large devastating personnel carriers; all Warhulks require a foundry.



Ship Building - These masters of naval craftsmanship carry the battles to the high seas. From small, swift biremes to towering warships, a good ship builder is always popular in a sea-faring clan. The construction of a ship requires a city with a shipyard.

Gathering

While the producing of enemy graves may (or may not) be your primary vocation, the land of Agon is one both fertile and rich in raw materials. There are many ways to take advantage of the fruits of the land whether for crafting, military advantages or just plain old profit. 

As a general rule, all nodes have a maximum amount of resources that, once depleted, will slowly regenerate. To farm a resource, treat it like an enemy. Equip the proper tool and un-sheath it, then point it at the given node and harvest away. Your character will continue to harvest until you move them or they can harvest no more.





Mining
Pounding on a rock with a pick-axe will yield one of several types of resource depending on the rock you pound. Plain rocks can yield stone or gems. Stone is your primary resource needed for building cities and shiny gems are valuable for crafting purposes. The shinier looking rocks are metal nodes, they will yield iron ore (at least the normal metal nodes will, more advanced nodes will yield rarer ore) and sulfur that is needed when you want to use magic to blow your enemy to smithereens.

Some key locations will be so rich in minerals you can build a mine on them. Such mines will yield much more metal and ore.

Logging
If being a lumberjack is your dream then look to the trees. Almost every tree you see can be harvested for lumber and turned into wood at a wood bench. Wood is a resource that is needed for much of the crafting and building you will see in Agon.

Some locations are fertile enough to grow a grove in. Like mines, groves will grow healthier trees that will yield more and better lumber.

Fishing
In those rare times when you need a break from all the killing and maiming, fishing is a great way to relax. Find a nice sunny spot, take out your fishing pole and enjoy the waves. Of course fish is also a common ingredient in cooking and will yield many foods that will provide you with beneficial buffs. If you really needed an incentive that is.

Herb Gathering
So you spend the better part of the day hacking enemies, burning legions of foes and peppering your unwary victims full of arrows. No reason you can't stop and pick some flowers when nobody is looking. Especially if you enjoy the benefits of the many alchemical potions and elixirs that herbs gathered from the various bushes and shrubberies around Agon will offer the enterprising alchemist.



Clans and safe havens like cities will also allow you to build a farm that will yield more herbs and fruit from your bushes.

Skinning
Some might say it is slightly macabre but the clever adventurer makes use of anything he can take off a fallen enemy, even their skin or flesh! All beasts and monsters in Agon can be skinned. The various...gifts that such a process will yield can be very useful in powerful enchantments, spells, and indeed some other forms of crafting.

With a skinning knife equipped walk up to the grave of a fallen beast and click on it to begin your grizzly task.

Player Interaction

Questing
The gods of Agon thrive on war; every enemy that dies by your hand is a prayer for their ears. The mortal denizens however have more earthly concerns (often as a direct result of your constant warring with every other creature that crosses your path). To that end they will quite often require your help, and in turn offer you knowledge and loot.

Should you choose to accept these quests you may find the rewards quite substantial. The first steps you take along the questing path will lead you to greater knowledge of your skills and abilities. But past these you can find NPC's who require you to travel far and deep into the bowels of the earth, slaying powerful godlike beings and uncovering the very secrets that hold Agon in a state of perpetual strife!


Many NPC's hold various quests, walk up to them and press your . This will bring up the dialogue screen and if they have a quest for you there will be a quest tab. Your quest progress is available in your quest log. You can also access your quest log straight from the website without being logged into Darkfall. Your map can also provide help in relation to where to go to find what a particular quest requires (and then kill it).

Groups
Strength in numbers is a phrase never so true (and cliche) as when applied to a world where thousands of other players and monsters would love nothing better than to make you very very dead, very very hard.

Creating a group to adventure through the world of Agon with will provide countless benefits. Whether you fancy a quick raid into enemy territory, treasure hunting or questing, a group will make things much easier and indeed fun. Horrid beasties with nasty teeth are always easier to face when you know someone has your back.
To create a group, first type in the command /partycreate. Once this is done simply target the players you wish to invite and hit . Then select the invite option from the drop down menu that will appear. You may also type /invite "first name" "last name".

Chatting
Chatting and many elements in Darkfall currently use a textual command-prompt system. Almost all commands can have a text based component and you can scroll through the entire list using TAB while in the writing tab on the chat window. If you want to scroll through a specific list of commands simply type the first letters or word of that sub-category and hit TAB. For example typing /emote and then tapping on TAB will scroll through all the available in-game emotes.

To whisper to a player simply type /tell followed by their character's full name. This will open up a new chat tab if the player is online where you can chat privately without the need for further chat commands.

The default chat tabs are Public, Race and Race-Alliance, and Trade. Writing in any of these will broadcast your message to all the players currently also on those channels. Bear in mind public messages are broadcast only to players in your immediate vicinity.

The chat interface is also customizable. Tabs can be pulled out, re-sized and dragged to any part of your game screen.

The Beasts of Agon: Mounts and Monsters

Monsters
The fauna of Agon come in all shapes and sizes; from the sneaky tribes of goblins and kobolds to the god-like powers of the awesome dragon. But the monsters of this land are clever, they don't want to give you their loot and they don't want you to slay them. While other lands may have beasts under every rock ready to dish out their loot, the denizens of Darkfall are more cunning. You will find that enemies react to you and their situation in a craftier manner. Goblins will weave and dodge your spells, call on their friends or back off to assess the situation before charging in again. Gnolls will lie in ambush to leap out at you from the shadows. And should the beasts find the land to hard to live in, they will migrate. You will need to develop the skills of a true hunter should you wish to face these enemies. And quite often, you may want to bring some friends along..




Mounts
Not all the beasts of Agon will want to eat your face and use your leftovers for an ash-tray. Mounts come in a variety of species and can give you a number of advantages in both combat and travel. Obtaining a mount can be as simple as killing it's current rider and stealing it from under him. The blood-thirsty mounts of Agon are not terribly bothered about loyalty, as long as they get to ride into battle they don't care who the rider may be!


To spawn your steed, simply double-click on the figurine in your backpack while aiming your cross-hairs at the location you would like it to spawn. Be wary however, once the beast has arrived, anybody may mount it. So make sure you are in a safe location when you summon it. Keep in mind also that when you die, the figurine in your bag is free to loot. To de-spawn your trusty mount, walk up to it and press . This will bring up the menu of options so you can select the de-spawn option.

It is also possible to melee off the back of the mount with a one handed weapon and shield. Depending on the key combinations you press your mount will also join in the fray to apply some hefty attacks of its own.

Combat

Darkfall offers countless possibilities and options to the enterprising adventurer. You are not hindered in any path you choose, be it merchant, healer, builder or something else. However, your enemies may have different ideas. Agon is a land of war, combat and strife. Enemy raiders may be around every corner. Any shadow can hide a deadly blade or ambush. We'll provide you a little guidance in the art of slaughter. 



Melee
Before you can get up close and personal with your enemy you need a MELEE weapon equipped. Double-click it in your bag or drag it to your weapon slot on your character window. Once done you can use to unsheathe it. This takes you into a third person view, giving you a bit more of a chance to react to enemies and allies in your immediate area. To attack an enemy, run up to him and try to keep him in your crosshair while you press the left mouse button to swing against him.

The heavier the armor you wear, however, the harder it is to damage someone effectively.  Although, in the same vein, the more you fight in heavy armor, the more you will raise your Armor Proficiency skill and negate that penalty.

Finally, try to maneuver yourself behind an enemy. Back-stabbing may be sneaky, but it’s where you will cause the most damage.  Of course, it’s also where you will take the most so watch your back.

Magic
Magic or melee? A question that has plagued gamers since the dawn of, well, games. Is drowning your foe in a torrent of acid before incinerating what's left of his carcass-to-be in a screaming fireball more effective than stabbing him through the face with two feet of cold steel? We have no answer; it sure is fun though!

Before you can start chucking fireballs around though, you must acquire a good staff, no mage leaves home without one. Once that is done you can drag your available spells from you spell-book into the hot-bar. Activate them by clicking the spell's slot or corresponding number, point at your victims face, and begin the carnage. Your currently active spell will show at the bottom of your hot-bar.

As with all skills armor, and especially heavy armor, will incur a penalty to your damage. In the case of magic it will also raise the chance for your magic to miss-fire. However, this is off-set by increasing your Armored Casting skill.

Your magic skill itself will rise the more you cast. As you grow in power so too shall new and interesting ways to melt your enemy's faces become available. You can access and learn new schools of magic from NPC mages around the towns.

Magic isn't limited to simple damage of course a dedicated mage can truly influence the tide of battle. Healing allies, cursing enemies and bringing huge elemental forces to play and wreak havoc on the field.

Ranged Combat
Melee and magic can both be great fun and devastating but sometimes there is no greater satisfaction than peppering your enemy full of arrows before they can even stagger within spitting distance.

Equip your bow, drag your arrows to the ammunition slot on your character window and shoot your enemy in the face until it stops being funny.

As with all combat skills, wearing heavy armor will handicap your damage output. The more you fight while wearing that armor the more you will raise your Armored Archery skill to negate this.

While a challenging skill to master, Archery can truly be devastating if you get the hang of it. A well placed arrow in the back will also deal significantly more pain to an unwary victim.

Alignment
One final aspect of combat in Darkfall is that of Alignment. Your alignment is dictated by your actions, and specifically who you attack and it determines how other players and NPC's will see and react to you. You can view your current alignment right under your health bar; mouse over it to view its current status.

Alignment is represented by colors. Red characters are of an opposing alignment to you and blue ones are allies. Your racial allies will not necessarily be your allies in action as well however.

Player's who attack players of their own racial alliance will move towards an evil alignment. An evil character can be killed freely by other players with no danger to their alignment. And indeed killing an evil character will gain you positive alignment.

The first minutes after you attack a blue player or "ally" you are considered to have gone rogue. During these moments anyone attacking you will receive no penalties when they attack you.

Hitting players in your party or your clan will not carry any alignment penalties, or turn you rogue. Similarly if your clan has declared war on another clan, you won't take an alignment hit for killing these players, nor will you turn rogue.

Surviving

You may be used to this coming as second nature to you in the cozy comfort of the real world. This is no longer the case.

Welcome to Agon, Agon is different...

Here your survival is probably one of the most challenging, and rewarding, aspects of life. Simply living for one more day may seem fairly simple in the real world, but in Agon it is quite a feat! Once you have mastered this valuable and elusive art the world will be your oyster! (Or whatever mollusk you may happen to prefer).

  • Bank often. When you die, your corpse can be looted of everything it carries. Items in your bank, however, are safe. Until you are confident of your battle prowess make sure you don't spend a lot of time carrying more than you really need to.
  • Fight smart. Tactics and strategy can be valuable allies. While it is tempting to defeat the entire horde of goblins without resting in between, this will leave you vulnerable to that enterprising player hiding behind that tree with his fireball aimed at your face... Rest often; try to keep your health and stamina above half when you can. 
  • When you do rest, try to use cover. Rocks, bushes, trees; these can all make you harder to spot.
  • Be wary of everyone... a healthy dose of paranoia will lead to a longer life expectancy. Even players marked blue may not necessarily have friendly intentions. Choose your friends wisely.
  • Safety in numbers; wise words to remember. Finding a good clan can drastically change your game experience. Apart from the usual plethora of advantages you will quickly find that there are few things in life as exhilarating as rushing into battle with hundreds of friendly swords and magic at your back.    
    There are of course many more lessons to learn, many pitfalls to avoid. But we can't tell you everything... where's the fun in that?

    Newbie Protection

    With Agon being such an unforgiving land the powers that be deemed it prudent to give new arrivals a small window of protection before they are thrust, screaming, like baby lobsters into the boiling waters of war. 

    Thus was born New Player Protection.

    New Player Protection is an optional effect whereby, for a small period of time, new players are granted certain beneficial immunities from the realities of Darkfall.  The protections currently last for 24 hours of online play-time (in other words the clock will not run down while you are offline) during which you can take your time to learn the basics of Darkfall without wondering if the next corner holds a dagger or screaming fireball.  This is basically a small window of breathing space to become comfortable with the game and possibly enjoy the pretty butterflies before the hordes of enemies, armed to the teeth and hurling deadly spells descend upon you…or perhaps you will descend upon them first!

    Here is what you need to know:
    • If you’re a new player entering the game for the first time, newbie protection will be on by default.  There will be an option to turn it off if you prefer to go without.
    • You won't be able to damage other players and other players won't be able to damage you.
    • You can only damage monsters.
    • The protection currently lasts for 24 hours of game-play. There's a visible count-down timer and you’ll get a warning before the protection expires. 
    • The protection is active only in the racial starting areas.  If you wander outside your starting area, you’ll get a warning and if you don’t return within a couple of minutes the protections will disappear. 
    • There’s a visual indicator floating above your head that signifies you’re a new player with protection on.
    • You can trade and interact with NPCs without restrictions.
    • You cannot use any items that cause structural or player damage (battle spikes, warhulks, cannons, ships etc.)
    • You cannot use mounts. 
    • You cannot de-spawn objects.
    • You cannot teleport or use such portals as the Nexus system.
    • You cannot use Runestones.
    • You cannot create a clan.
    • You can give and receive buffs and heals.
    • You can join a clan.
    • Newbie protection only works once per account and only for new accounts.
    • You cannot raise your skills on other players and they, in turn cannot use you to skill up on while the protections are in effect.

    First Steps

    So you've arrived in Agon.. well, don't just stand there gawking. Go slay our enemies! Your fate is your own now, you will carve the path of bloody slaughter as you see fit.

    However, if you really do feel you'd like a little push in the right direction, there are those who will help for a price. You will have arrived, to take you first steps, in one of three starting villages. If you turn around you should see a helpful looking NPC standing there trying to get your attention.

    The first NPC's you talk to will offer you a number of quests to guide your way in the perilous land of Agon. They'll also offer you some gold and items to give you a better head start. Through them you will learn all you need about professions and the various enemies you will encounter.

    Of course, you may well prefer to jump straight into the fray you can never start the slaying of enemies too soon! But if you also wish to immerse yourself into the world of Agon, many quests will lead your steps to epic battles all around the land.


    The Starting Weapon
    Agon is too dangerous a land to walk around with absolutely no defense. To this end you will find that when you first enter the world you will have a starting weapon in your bag, this weapon can never be lost and will always be available even after you die and your grave has been looted.

    You can also trade the original blade for various other weapon archetypes through deals with several of the starting town NPC's.

    You'll also have the option to purchase additional weapon slots if you want to keep several starting weapons on your character.


    Death
    As far as dying goes, the philosophy is universal: don't do it. If you should happen to fall to an enemy however, anything you have on you will stay in a grave where you fell and will likely be looted by your foe.

    Once you fall a timer bar will appear and begin counting down to your re-spawn time. You can bypass this by hitting the after some moments.

    Upon re-spawning you should notice that you are invulnerable. This lasts for 5 minutes or until you take any action other than running away. You'll also notice that while you are now naked, you will still have you starting weapon. Maybe you should see if you can reclaim the contents of your grave?