Darkness Falls: The Crusade

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Darkness Falls: The Crusade (1999), known informally as DFC and DF2, was an internet fantasy MUD-style game developed by Mythic Entertainment, and which has been hosted by America Online, GameStorm, and Centropolis Entertainment. The game was a sequel to Darkness Falls (known informally as DF1) that was offered on the AOL and Gamestorm gaming services. The game is in large part the intellectual concept behind Mythic Entertainment's Dark Age of Camelot.

The game world consisted of 3 individual realms: Good, Chaos, and Evil; each associated with a primary God: Niord, Ra'Kur, and Arnak respectively. The object of the game was to obtain the other two realms 3 orbs and return them to your own realms shrines and to protect them. There were 3 types of orbs, one for each realm: Knowledge, Power, and Strength and each gave a 10% boost in certain skills to whatever realm maintained possession. There was also a 4th continent known as Kaid that, depending on the current in-game situation, either rotated between realms or was open to all at once. The maximum level obtainable was 75, an increase from DF1's level 50 max, and was only obtained by a select few individuals and was largely subject to which class they were.

This game is no longer available as of early 2006 along with all other games offered on the Mythic-Realms gaming center excluding Dragon's Gate.

In June 20, 2006 Mythic Entertainment was purchased by Electronic Arts. They are currently working on Warhammer Online and Dark Age of Camelot. [1]


The Classes:

Evil:

Demons: Demons were split into two guilds, one which was based on armor weapon and other constructions and who had the ability to melee targets. The other was spell-based and could use the skill Tap, however it was to a lesser extent than dark elves, and was utilized as the armor enchanters of the realm. One class wore leather, whereas the other wore studded leather.


Vampires: one guild obtained the ability to drain a target, where as the other guild was predominantly spell based. Vampires were only able to were plain leather armor items and below


Skeletons: The mass warriors of the evil realm with the ability to double melee, double meaning to hit a target twice, and melee meaning more than one target, combined it was possible to hit two targets twice each round. Skeletons were able to wear any armor but specifically platemail.


Zombies: Extremely difficult to kill as they could only be killed by magic, however if their hit points hit 0 due to physical damage they would be knocked out, they also had the pummel skill and massive health regeneration. Zombies were able to wear all armor except for platemail, which often meant using the slightly bug-ridden chainmail.


Imps: the rogue-like class of the evil realm, they specialized in backstab, a highly powerful and often one hit-zeroing skill. They were integral in obtaining orbs as only they had the grapple skill which was required to break into the shrine. Imps were limited to leather armor and below


Dark Elves: there were two dark elf guilds, one necromancer casters, with the ability to focus energy into massive damage spells, and the other a predominantly healing-based class but one that could still do significant offensive damage. All dark elves were limited to cloth armor


Werewolves: Werewolves were violent berserkers that could do massive damage at the cost of a major defensive loss, however in most instances they would use their shapeshifting wolf-forms to battle. Werewolves were limited to cloth armor, however when shapeshifted, the forms statistics took precedence.

Chaos:

Goblins: Goblins were the crafstman for the chaos realm, specializing in every craftsman and enchanting type ability. They also possessed the ability to craft bombs which, when thrown could hit multiple targets and inflict good damage. Goblins had the ability to wear chainmail and below level of armors.


Trolls: Trolls were violent berserkers that due to heavily weighted offensive bonus points could do extreme damage to those much higher in level then themselves, however this ability costs them a great deal of defense and the lack of bonus points in other areas was a disadvantage as well. Trolls could wear any armor type.


Lizardmen: Lizardmen were the warriors of the chaos realm and had the double ability as well as a firebreath attack that was on a separate delay timer and could inflict massive damage to a single target at high levels. Lizardmen could wear any armor.


Orcs: Orcs were the healing class for the chaos realm and could wear studded leather armor. They could also do moderate damage. Their specialized buffs allowed their realm-mates to see in complete darkness, taking an advantage away from the evil realm.


Ogres: Ogres were the major spellcasters of the realm, able to focus large amounts of energy using the Tap skill, however their energy cap was smaller than their evil and good realm counterparts. To counter this, they had specialized wards that increased energy regen for allies in the room, as well as other wards that benefited allies. Ogres could only wear cloth armor.


Kobolds: Kobolds were the thieves of the evil realm, nearly identical to imps in statistics and abilities. Kobolds could only wear leather armor.


Gnolls: Gnolls were a nature loving, ranger like class that primarily used bows and could volley arrows from neighboring rooms. Gnolls were limited to studded leather armor.

Good:

The Good realm was different from that of the evil and chaos realms in that its many races weren't limited to a single class(Guild) and were not limited to armor restrictions, however the armor type you wore could interfere with your abilities.

Races:

Tamians: Pure humans, they could not see at all in darkness and relied on darkvision/nightvision spells to survive at night. They had good all around attributes but primarily focused on strength. Tamians could play all classes excluding monk.


Elves: Elves had infravision(the ability to see in the dark) and were specialized towards magic usage. Elves could be any class excluding paladins and rogues, which left them Wizards, Craftsmen, Priests and Rangers.


Half-Elves: Human Elf hybrids, not as magicly proficient as elves, and had less strength than tamians and were able to carry more weight. Half-Elves were limited to becoming Priests, Rangers, Wizards, Craftsmen and Roges and could not become Monks or Paladins


Dwarves: Dwarves were limited to being priests, paladins and craftsman, they were also able to carry massive ammoutns of materials.


Halflings: Halflings were extremely dexterous and best suited for rogues, however they could also become craftsman and priests.


Kilanese: Kilanese were unique in that they could only become monks, a ninja-like class and were also the only race that could do so. Kilanese however were basically humans, lacking infravision.

Classes:

Rogue: The thief of the good realm, specializing in stealing enemy orbs.


Ranger: a self-explanatory nature-loving class that relied on bows and the volley ability similar to that of gnolls.


Priests: Priests provided the healing class for the realm and were also able to use decent holy damage spells. Their light buffs were vital in battling the evil realms dark buffs.


Craftsmen: Also self-explanatory, craftsmen provided the good realm with armor and weapons as well as defensive and offensive constructions. They also had the unique ability to build golem pets to battle along side them.


Paladin: Paladins were the warriors for the good realm and had the double ability. They also possessed many self-shielding/buffing abilities granted to them by their god Niord. They also possessed summonable storm-pets.


Wizards: Wizards were the offensive spellcasters for the good realm, specializing in many elements and could use the tap skill. They were also unique in that they could summon massive storms that could hit up to 8 targets at once.


Monks: Monks were martial artists by nature, the sole class in the game to possess that attribute. The attribute utilized chop and kick commands and did not require weapons to do damage and in fact required the user to be holding no items. They also possessed extreme defensive capabilities, however in certain situations were at a disadvantage as they were not provided the defensive boost of holding a weapon or shield. Monks lacked infravision but were able to cast self-buff spells that gave them partial infravision.

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