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Darkfall Race Guide


If you're trying to decide which race you want to play when Darkfall comes out, you've come to the right place. Here I've lovingly assembled all the information you need to know to make an informed decision when the time comes. I've included a little history/background for each race (also see the Wiki for more info) but my main focus in this guide is the more practical information; including but not limited to homelands, alliances, mounts, racial advantages, and special abilities. 

THE BASICS

*There are six races in Darkfall: the Humans of Mercia, the Dwarves of Dvergheim, the Mirdain (or Forest Elves) of Mirendil, the Mahirim of the Tribelands, the Orks of Morak, and the Alfar (or Dark Elves) of Nagast.

*Each race has its own homeland, where you will begin when you start a new character, and each homeland will be bordered by two unfriendly nations. 

*Each race has its own traditional mount (except the Mahirim, more on that below) However, any race may use the mount of any other race.

*Each race contains several factions, each with its own agenda and special quests. 



HUMANS

                   


Overview
The humans of Mercia are a typical medieval feudal society, their lives ruled by religion and warfare. They believe they are a divine race, charged with spreading civilization, often by force, to the "lesser" races. 

Capital city and homeland terrain
Mercia is primarily rolling plains, hills, and light deciduous forests dotted with lakes and the Eanna river. The capital city Sanguine is known as a green and pleasant city, with several squares and parks. It is situated on a high plateau surrounded by plains in southern Mercia, not far from Sanguine Bay. 

Mount
Humans ride formidable warhorses into battle. According to rumor, these mounts can kill with a well-aimed kick to an enemy's head. 

Alliances
Dwarves and Mirdain. 

Factions
The Knights of Malregard are a warlike knightly order with a long history. The White Order is concerned with putting down the Imric insurrection and other internal threats. The Sons of Riada are somewhat scholarly traditionalists primarily interested in ancient artifacts and ruins. The Church of Malaut is a hedonistic group of rebels determined to topple the current religio-political regime

Strengths and weaknesses
Among the races, humans fall right in the middle when it comes to both strength and intelligence, so while they don't have any particular strengths or weaknesses, they are the most well-balanced of the races, offering a good starting point for just about any kind of character you want to create. 

Reputation
Humans are considered by most other races (even their allies) to be rather self-righteous, overly religious, and arrogant. 

 
 

 
DWARVES

                    


Overview
Notoriously grouchy and inward-looking, the dwarves are a mountain race known for their mining and smithing abilities as well as their ferocity in battle. The dwarves of Dvergheim worship no gods, instead following the ancient teachings of a great legendary mastersmith, Ymir.

Capital city and homeland terrain
Dvergheim is a rugged land of mountains, glaciers, and deep pine forest. The capital city, Ymir's Tear, is nestled deep in a dwarf-made cavern at the heart of the mountains. A river runs through it, powering the forges and factories that bring the dwarves their wealth. 

Mount
The dwarven mount is called a Garmir Ram, a distant relative of the musk ox, and its huge horns and armored forehead make it a force to be reckoned with in battle. 

Alliances
Humans and Mirdain.

Factions
The Mithril Forge, a group of elite mastersmiths, have long been the established power, but that is changing with the new king, and they are not happy. The Voice of Ymir is as close as you'll find to a religious group, concerned with spreading the proper interpretation of Ymir's teachings. The Order of the Axe is comprised of knights fighting for Dwarven interests on many fronts. The Five Beards Trading Company brings trade goods and explorers to the remote reaches of the world. 

Strengths and weaknesses
Second only to orks in natural physical strength, and presumably will have some racial advantages in mining and smithing skills. Interestingly, the fact that in Darkfall melee attacks must be aimed may give dwarves an advantage when fighting taller enemies. Weaker in magical abilities. 

Reputation
The dwarves are better known for stubbornness and determination than intelligence, and in fact most other races consider them somewhat mentally challenged (not to mention dirty and uncivilized) but no one doubts their fighting ability.

 


MIRDAIN

                    


Overview
The mirdain take a more subtle approach to things than, say, the humans or dwarves. They are known for their skill at diplomacy and manipulation, tools they prefer over brute force. In battle they rely on intelligence gathering, stealth, and strategy. Their ancient enemies are the Beastmen, who lay waste to the forests the mirdain hold dear, and the bizarre Forest Prophets, who believe the land belongs to the animals. 

Capital city and homeland terrain
Mirendil is primarily a deep forest, with several mountain chains, lakes, and wide rivers lending it variety. It also contains strange elemental zones, dominated by arctic winds or perpetual firestorms. The capital city, Charybdis, is a city built into the trees on either side of a great river. It is very vertical in design, but remains easily accessible due to a network of stairs, bridges, and even elevators, and the fact that the higher levels are generally reserved for residences while important businesses tend to be closer to ground level.  

Mount
The mirdain ride majestic Aerdin cats, similar to snow leopards but bred over time for their size, ferocity, and obedience. Aerdin cats have many advantages in battle, including their quiet, fluid movement and their massive canines. 

Alliances
Humans and Dwarves.

Factions
The Emerald Throne    The Serene Spire    The Arrowhead     The Circle of Druids


Strengths and weaknesses
The mirdain are second only to their wicked cousins, the Alfar, in intelligence and magical ability. The flipside of this, naturally, is that they are not as physically imposing. Mirdain have special ability with the bow and arrow and are skilled hunters. 

Reputation
Although respected for their magical ability and hunting skills, as well as their formidable intelligence, the mirdain have also been accused of being all talk and no action, effeminate, and weak. 




MAHIRIM

                    


Overview
The mahirim are a barely civilized society of hardcore predators, aggressive and powerful. Once nomads, they are now working toward building a strong civilization. They have recently evolved to walk on two legs, but retain the ability to run at great speeds on all fours. They worship Theia, the Ghost Moon, in her several different aspects. 

Capital city and homeland terrain
The Tribelands consist mainly of rolling hilly plains, with large, sparse deciduous forests covering some areas. The capital city, Red Moon, is distributed across an island chain in the center of a large lake. It is a city of low wooden buildings dominated by the bizarre Moontower. 

Mount
Mahirim have no racial mount, but they may buy or steal a mount from any other race. They can also run at speeds equal to that of a mount. 

Alliances
Orks. Barely.

Factions
Red Moon   The Long Claw     The Circle of Neith     The Wolfmasks     The Ghost Pack    The Cult of the Moonbeast   

Strengths and weaknesses
Mahirim are of average strength and intelligence, making them a nicely balanced race for any kind of character. Their speed gives them a distinct advantage, as losing a mount in battle is no hindrance to quick movement. Only mahirim mastersmiths can craft a weapon called the Ghost Claw, which is tied to the movements of Theia, the Ghost Moon. 

Reputation
Although none deny their strength, agility, and cunning, the mahirim are almost universally regarded as brutish, uncivilized, and little better than animals. 





ORKS

                    


Overview
Orks are the classic bullies on the playground. They are extremely aggressive conquerors who never back down from a fight. They worship the Fire Dragon and look forward to the Big Burning, an apocalypse to be visited by them upon the rest of the world. Every battle they fight is in preparation for this event. 

Capital city and homeland terrain
Morak is primarily a foul and insect-infested swamp, known for its near-constant rainy weather and deep mud. North of the swampy area, you'll find jagged rocks followed by a tortured land of active volcanoes and lava streams. The capital city, Flaming Skull, lies next to an active volcano of the same name, the constant eruptions covering the ground and filling the sky with ash. The pyramidal Great Stairs at the heart of Flaming Skull are the site of daily sacrifices to the Fire Dragon.

Mount
The Ork mount is the Death Pig, a relative of the wild boar. It kicks with its hooves and uses its massive tusks to gore enemies in battle. It is a truly disgusting beast that sweats constantly, covering its body in an oily substance. 

Alliances
Mahirim. 

Factions
Defenders of the Swamp     The Dragonbound    The Erodach    The Guild of Thugs

Strengths and weaknesses
Orks are the most physically imposing race in the game, with the greatest strength, making them natural warriors. They have a natural advantage in melee combat in particular, and other skills which require brute strength. They are the weakest race in magical ability. 

Reputation
Their bravery and single-minded determination to destroy makes the orks feared by almost all, liked by very few. They are not known for intelligence, and their swamp-dwelling habits make them the butt of jokes among more civilized races. 





ALFAR

                    


Overview
The alfar are a deeply and irrevocably corrupt race, whose only pleasure derives from the pain and suffering of others. Their enemies are too numerous to list, and they shun all alliances outside their own race. They dislike sunlight and worship a blood-hungry and sadistic deity named Melek. 

Capital city and homeland terrain
Nagast is a country of barren, craggy badlands dotted with sinister black-leafed trees and poisonous vegetation. Very little is able to grow there due to spell irradiation. The capital city, Aphelion, is tucked into a deep fungus-covered cavern on the shore of an underground lake fed by a waterfall and two underground rivers. 

Mount
Alfar warriors ride the dreaded shulgan drake, a small wingless dragon with glowing eyes evolved for cave dwelling. The shulgan drakes breathe fire and use their tails as deadly weapons in combat. 

Alliances
None. 

Factions
The Unseen Radiance    The Horned Circle   The Night Scepter     The Salient Shadow 

Strengths and weaknesses
Alfar are the most powerful sorcerers in Darkfall, possessing an innate ability for magic. Interestingly, due to the fact that their magical power derives from their volatile god Melek, the impact of their spells will vary each time they are cast. Only alfar mastersmiths can craft Ilshards, deadly swords made from a shiny black metal, with a curved poison tip. Their extreme hatred of other races means they have no friends in the world, something which could be seen as a weakness. 

Reputation
The alfar are universally feared and hated, even by other nasties like Orks. The only variation is that some want to wipe them out, while others simply want to stay out of their way. They are regarded much like you might a dog with rabies. 






 
 

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