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Old 08-19-2006, 09:00 AM   #1 (permalink)
 
Join Date: May 2005
Location: Norwich, UK
Age: 29
Posts: 4,236
FAQ: Races and Guilds

Introduction

Being a fanatsy RPG no doubt one of the most appealing parts to many players is the diverse range of creatures that inhabit the world, and Darkfall is no exception. A huge variety of denizens are being incorporated into this game, 6 of which are playable races, with a few new spins amongst the regular favourites. Even better is the ability to band together to form your own clans to take these enemies on with!

Clan and Guild Features


Playable Races

There are 6 races within the world of Agon. Of the 6 races 3 are immediately familiar in Orcs, Humans and Dwarves. The Mihrain are an elf-like race, and with Humans and Dwarves these three races roughly make up the 'good guys'. These races are pretty stereotypical we are hearing which I think is a good thing as it creates a level of dependability. People looking for a new experience will shy away from these races even if they are made funky, and so all you would be doing is annoying people that have firmly set ideas of what a Dwarf is. A slight spin on the Mahrim is that they ride big cats into battle!

The Races of Darkfall

The Mahrim are a novel concept in that they are beastmen who form a nomadic cult like society. This is further pushed in regards to their base stats. Without getting too geeky about it a Mahrim will have a basic damage ability around 3 times that of a human at creation I have read. Of course they lose out in other areas, but if you want to just walk up and thump something then these are the guys for you. The strangest race has to be the Alfar. Looking a bit like aliens with big ears these are definitely the game world's bad guys. They hate everyone and everyone hates them.


The Monsters

Little to say about the monsters other than that there will be plenty of them to go around. Especially so in the outlying islands of Agon. For those that do not know Agon is a roughly circular island, and at each diagonal compass point is another large island. These four islands essentially have a single environmental type, and thus the creatures that inhabit them are appropriate to this. Check out the following link for some pretty pictures of things that will likely be hacking us apart.

Run Away!


Clans and Guilds

Actually the same thing, the term is interchangable. Guilds are important if you want to control the environemnt. The big step up for Darkfall over many MMO's is the ability for powerful guilds to have a real effect upon the game world environemnt, and to actually control the territory. This brings in a whole new level of gameplay as in addition to racial emnity there can also be inter-racial guild wars as they all vie for power.

Guilds can control cities and the surrounding lands (stating who can build there), and in this they control local resources. Guilds will have to work hard to keep their territory as more people move to conquer their assets. This is why it is important that a guild be comprised only of aligned races. You cannot assure yourself 24/7 coverage, and in order to protect your areas you will have to hire NPCs. These NPCs will attack anyone of a natural racial enemy.


Summary

In order for a guild to work, and for everyone to be happy it is crucial that we pay attention to the races. You can only have one race on your account (to stop making a Human character simply for logging on and scouting out the enemy before going back to your Orc army). This will be a problem not just for combat and defence, but also for trade. This is because guilds will rely heavily upon players to keep them supplied with the good stuff, but that is something for next time!
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