Character Creation

Who are you?

Before you can take your first steps, you should probably create a set of feet (as well as arms, face, tusks, etc).

The Character creation process is fairly painless and there are a number of options with which you can customize your hero (or villain!) and make them truly your own.  After all, they will likely be the last sight your enemies see before you slay them!


Begin by selecting your race.  Whether you choose the proud Mahirim, noble Mirdain, or any of the other races, be sure to read up on their history and choose which race best fits your style.

After choosing your race and gender you can customize your character’s features and finally choose their name.  If you have trouble with the name you can click on the Generate button and we will give you some suggestions. 

Bear in mind that at any point you may click the Back button to go back and have a look at a different race, any changes you made will be automatically saved should you decide to come back to your current selection.   Use the slider along the bottom to rotate your character and view them from a different angle.

Basic Controls

Darkfall is a game that combines furiously fast-paced, real time combat with a massively seamless world environment. The land of Agon is one that is both unforgiving and offering a vast potential of possibility. Players used to traditional MMO's may find some differences that will offer new challenges to conquer. Apart from the huge freedom of game-play players will come to see that Darkfall's controls combine the FPS style of Gameplay with that of an MMO.

Below you'll find a brief overview to help you take your steps on the path to blood and glory!

Movement:
Direction -  The ,, and keys are the standard MMO and FPS movement keys.  to move forward, to back up.  and will strafe you left and right respectively.

Crouching/Diving  – Crouch down using to reduce your visibility to players and monsters alike.  Sneaking up on your enemies this way will increase your chances of pulling off that surprising and often deadly ambush.  The crouch key is also used to dive while swimming.

SprintingHolding down while using the directional buttons will give you a burst of speed.  How long you can last depends on your stamina.  Bear in mind, however, that if your stamina is depleted you will be too winded to do anything but run feebly away at a normal pace.

JumpingLeap through the air to catch an enemy unawares or cross obstacles using the As with sprinting, jumping will also consume stamina, so be careful how much you jump around.

WalkingFor those times when one needs to go for a stroll, or walk menacingly towards a hated enemy, showing no fear, hold down as you move forward.

Combat:
Hacking, slashing, and generally destroying your enemyJust equip the right tool for the job, point yourself (and your crosshair) in the direction of the one fated to die… and click away! Your left mouse button is your hack, slash, stab, cast, and generally all-out slay your foe button.  What action you take depends on what is equipped and what skill, if any, you have selected before-hand.



BlockingA little defense never hurt anyone… nobody will call you a pansy (much) if you occasionally raise your shield (or two handed weapon) to ward off your enemy's blows.  Hold down to go into this defensive stance.  Be wary though, blocking, like almost all actions, will also drain your stamina.


Drawing and SheathingIf you want to hack, you need a blade, if you want to cut a tree down, you need an Axe.  Bare hands just will not do the job.  Before you can take any actions requiring a tool you need to draw it out.  Once you have equipped it, press to draw it.  Then point yourself in the direction of your intended victim and/or resource node and click away.  Likewise if you want to interact with something in the world you will need your hands free.  You just cannot rifle through a dead dwarves pockets with a handful of Two Handed Mace.  Sheathe it using the button again. 


Resting is a very valuable pastime in Darkfall. To access your rest skill, find the General Skills tab in your Skills page. From here you can drag it to your action bar, select it by clicking on it or pressing the corresponding number and, while in action mode, click your left mouse button to activate it (as with any skill or spell). As long as your weapon is sheathed you will sit down and begin to regenerate health, stamina and, mana and a highly increased rate..just watch your back!


Action / Interface modes:
Your right mouse button toggles between the Action and Interface modes. 

In the Action mode, you can move the mouse around to change the direction your character is facing, aim at objects or players with the crosshair and interact with the game world.  In this mode if you draw you melee weapon with the button your view will switch to third person perspective in order to grant you some more awareness during combat situations.

In order to interact with many of the objects in Agon you will use the . With this you can access your bank, talk to an NPC, mount your steed etc.  The is, for all intents and purposes, your “use” button.


The is your “other uses” button.  Anything with more than one use can also be targeted using to bring up a menu of various options.  Accessing a guild bank through the bank, de-spawning your mount and trading with a player are all some examples of this.

In the Interface mode you can access your menus, your spells and skills, the paper-doll and bags.  This is the mode where you will drag skills to your hot-bar, switch around items and change any game settings or key-bindings you may wish to.

Cairn

















The southeastern continent of Cairn is dominated by arid, viciously sun-scorched plains which are strewn with shattered and twisted rock formations. The plains are tortured by winds that blast mercilessly across the flats, howling around the jagged stands of rock. Tornadoes and dust devils spawn in the scrublands, and wild, rainless electrical storms dance across the blasted plains.





















Land of minotaurs and giants
 
In ancient times, Cairn was home to the aernar, a peace-loving and deeply religious people, who lived in scattered adobe villages, eking out a living from the barren land. 290 years ago, however, minotaurs began arriving from Ochre on the mainland, and one after another the aernar villages fell to the fierce invaders.





















The conquering minotaurs still inhabit the aernar settlements, but today unmaintained  the villages are little more than inhabited ruins. The minotaurs focus their energies on waging war, upon each other and upon Cairn's other inhabitants, while staging regular raids on the mainland coast.
The minotaurs regularly crash with equally warlike Hill Giants, who roam Cairn's interior in small clans. Nomadic by nature, the hill giants build temporary camps and wind-shelters using whatever rocks and boulders that are available when a chieftain decides that a camp should be set up.





















Far-fabled Kasdim
 
In the center of Cairn lies the dried-out basin of a large lake, and on its dry shores stands legendary Kasdim, a large and well-preserved Chaldean city. Though it appears tranquil from a distance, Kasdim is home to large populations of powerful monsters, who are engaged in a struggle for control of the city and its secrets.



















When their empire fell, a handful of powerful Chaldeans managed to flee to Kasdim, which was then little more than a fortified trading station. There they remained, the last custodians of the Benevolent Empire's culture, until climate changes dried out the lake and rendered Kasdim uninhabitable. Before fading into oblivion, the last Chaldeans hid their books and artifacts in an exceptionally well-guarded dungeon, the entrance to which lies in the center of old Kasdim. This dungeon, and its treasure hoard, is the prize over which the monster factions fight.


Yssam
















Agon's northeastern continent is a place of stifling heat, lush vegetation and heavy rains. Here, the jungle slowly reclaims the cities of a fallen culture, whose destroyer now slumbers within the walls of an emerald-clad citadel. Mindless of this, some of Agon's most terrible monsters prowl the forest depths in search of prey.






















The lost kingdom
Jungle-drowned ruins bear witness to a lost age, in which Yssam was inhabited by a race of elves called the Ithwen. Unlike their present-day relatives, the Mirdain and the Ciel Fey, the Ithwen built houses of stone, and had no special reverence for nature. The ruins they left behind bear witness to an advanced civilization.





















Compared to the Chaldean ruins of Agon's mainland, Yssam's ruins are recent. All the Ithwen cities were abandoned at the same time, approximately eighty years ago, and they all bear the marks of monstrous rampage. Towers have been torn down, houses are fire-scorched, and the claw-marks of a giant reptile are omnipresent.

Overgrown and moss-covered, the bones of countless dead elves still lie where they fell many decades ago. Some fell in combat, inside cities or on now-overgrown fields, while others were struck down while fleeing desperately. Many of the partially shattered skeletons are blackened by long-extinguished fire.





















The ravagers 
The Ithwen civilization was destroyed by Far-Loradain, who is the only Celestial Dragon known to be residing on Agon today. He is incredibly old, and as powerful as a minor god. His motives for leaving dream-sleep and attacking the Ithwen are unknown.



















Far-Loradain is served by a mysterious clan of powerful warriors and spellcasters. They dwell in a citadel at the heart of the continent, within which the entrance to Far-Loradain's lair is hidden. In the northeastern corner of Yssam, in the shadow of a large volcano, stands the giant fortress of Iyrtan the Destroyer, an Erodach who – presumably at the behest of Azhi Dahaka - has established himself as the king of a loosely organised Fire Giant realm.

Rubaiyat

















For thousands of years the Angra flowed across Rubaiyat. She nourished life with water, she carried ships on her broad back, and she ground down mountains to make farm-soil for her people.
To the Sharjad people, the Angra river was eternal and unchanging. Her daily gifts were as certain as the rising of the sun, and her flood-cycles were as divinely fore-ordained as the coming of spring after winter. But one day the inconceivable, the cosmologically impossible happened: Almost overnight, the Angra simply stopped flowing, and the farms, river-barges and cities of the Sharjad lay stranded along the sad, dried-out husk of their provider.




















Meanwhile, a red, rune-covered pyramid rose slowly from the pit which once housed the Angra's heart-spring. As the ancient structure rose, its architect bid his long-buried followers rise from out of the desert sands, to conquer Rubaiyat once again.



















 

The Return of the Pharaoh
During the Usurper Wars, a powerful deity established himself as god-king of Rubaiyat, calling himself Ur-Khamset, or the Red Pharaoh. He slew or imprisoned the local deities of the desert continent, subjugated its people, and then began shaping his subjects into a powerful army with which to contest the rulership of Agon and force access to the Halls of the Goddess.




















Ultimately, the Red Pharaoh was defeated by an alliance of rival gods. But as he expired, the Red Pharaoh cast one final, terrible spell which drained all his human subjects of life and liquid, leaving only skeletons to be buried by the desert. Thus Ur-Khamset took his people with him into apparent oblivion, leaving his conquerors with nothing but bone-strewn ruins to rule.




















Unbeknownst to all, Ur-Khamset had foreseen his demise and prepared for it by constructing the Red Pyramid at the bottom of Lake Angra. He imbued the pyramid with spells that would summon and preserve his own-life force at the moment of death, and then resurrect him when the stars were right for his return.





















As the Red Pyramid rose from the lakebed, a thousand bony hands clawed their way out from under the accumulated sands of millennia. Gathering in Rubaiyat's trackless deserts, the Red Pharaoh's hordes swept down upon the cities of the hapless Sharjad, conquering them with ease. Already, the Red Pharaoh's winged snake standard flies from the battlements of most cities on Rubaiyat's mainland.



While most of the Pharaoh's marauding, sand-tinted skeletons were once human, a few clearly belonged to the strange giants known as the Avaris, who still roam the deserts of Rubaiyat. Though some skeletons' clothing and equipment has decayed into nothingness, most still wear the exotic, ancient garb which they wore in life, and wield sensuously curved, outlandishly decorated bronze weapons.



Ur-Khamset himself still dwells within the Red Pyramid, commanding his armies using necklaces called Sun Ankhs which are worn by his most powerful generals. Though nobody has accomplished this potentially suicidal feat yet, it has been theorized that an adventurer wearing a Sun Ankh would be able to enter the Red Pyramid.

Niflheim
















Niflheim is an icebound, arctic wilderness, which is home to thriving populations of Ice Giants and Winter Dragons. Flesh-scouring blizzards whip across the mountain plateaus of the interior, where the whiteness is broken by ice-blue glaciers and mysterious lakes, whose waters resemble quicksilver.




















Islands of life
The fjords and coves Niflheim's southern coast are inhabited by the Northmen, a hardy race of pale-skinned, black-haired humans. The northmen are a seafaring people, who trade, fish and stage the occasional raid on more fertile lands to the south. Their architecture resembles that of the Mahirim, but it is simpler and shorn of most decorative features. Typically, the houses of Northman villages are huddled close under the protection of solid landward walls. The Northmen rely almost exclusively on ocean travel, and few roads connect their settlements, which are like islands under siege by sea and ice.





















The warlord
Six years ago, an Ice Demon called Illgarm arrived in Niflheim. He has spent the last couple of years gathering monsters under his rule, and he recently coerced the leaders of several Northman communities into joining his cause. As a result of his spurring, Northman raids have grown frequent, and some of them have been co-ordinated (or at least simultaneous) with land-raids by rampaging monsters. Northman ships have been transporting giants, ice dwarves and other monsters across the sound separating Niflheim from the Icegard, and many monster camps have sprung up on the mainland's frozen northern shore.




Illgarm is building an enormous castle, which is to serve as his foremost seat of power. Though few have seen it, the castle is reputed to be of truly gargantuan size. It is being constructed by Ice Dwarves and Ice Giants on a large, permanently frozen lake in the heart of Niflheim.