Option A: Choose the race you think looks the best. You will spend a lot of time looking at this avatar. Also, consider the gender. In my case for example, Ork females are ugly, so a male is preferable. However, if I were rolling a Mirdain, the males look irritating to me (they seem effete), so I would prefer a female. In the end, the starting stats don't matter and all the races can be good at any of the skill areas, though they will have certain advantages (e.g., Orks will do extra damage with high rank axes due to Orkish Brutality).
You might also want to consider the starting area where you will spend a lot of time. Do you have racial allies that will allow you to use their npc cities? This can give you more options in doing quests, harvesting resources, etc. Also, some races complain that their area is ugly and barren (Alfar, Ork). If you want a more aesthetically pleasing environment, consider another race.
Option B: Some of you may want a little more detail when considering which race to choose, so let's look at each one.The starting stats are as follows:
- Alfar: Str 15/Vit 15/Dex 20/Quick 20/Int 25/Wis 20
- Dwarves: Str 20/Vit 25/Dex 15/Quick 17/Int 15/Wis 25
- Humans: Str 20/Vit 20/Dex 20/Quick 20/Int 20/Wis 20
- Mirdain: Str 17/Vit 15/Dex 25/Quick 20/Int 20/Wis 20
- Mahirim: Str 20/Vit 20/Dex 20/Quick 25/Int 20/Wis 15
- Orks: Str 25/Vit 20/Dex 20/Quick 15/Int 15/Wis 15
Alfar
The Alfar are one of the more popular race choices in Darkfall and start with higher intelligence than other races and get Alfar Resilience (natural resistance to acid attacks) at 20 vitality and Alfar Cunning (increases maximum mana) at 40 intelligence. This tends to be viewed as mage race to some extent, however some people say that because they are short, it is harder to see over others when casting (like a short quarterback trying to pass over tall linemen). Because they are short, the reach is also short, so polearms (slower than other 2H weapons, but with longer reach) can be a way to compensate for that. Also, the best polearm in the game can only be crafted by Alfar. On the other hand, the small size of the Alfar can make them harder to hit.The Alfar are at war with all races and thus have no racial alliance.
Dwarves
The Dwarves are one of the less chosen races even though they are short and hard to hit (despite their apparent girth). One of the benefits of rolling a Dwarf is that the starter area is relatively less crowded than in Human or Alfar lands, so gathering resources will be less competitive. Additionally, Dwarves get Dwarven Durability (a small increase to maximum health) at vitality 40, Dwarven Perseverance (a small resistance against debuffs and reduces stamina loss in melee) at vitality 50. And if all that isn't enough to convince you to roll a Dwarf, there is Dwarven Steelmaster (increases durability while crafting armor). This, along with a high starting wisdom, can make them a good race for crafters. Some people complain that they have a relatively short reach but others say it is the same as humans. The Dwarven racial weapon is the great club, so you might consider that in your choice of 2H weapon. The Dwarves are allied with Humans and the Mirdain. They are at war with Orks, Mahirim, and Alfar.
Humans
This is the most popular race in Agon. Personally, I cannot understand why people play a fantasy game and want to be human there in addition to in RL. However, it is the will of the people, apparently. Accordingly, the human starter areas are relatively more crowded than other races and there tends to be more ganking there as well. Race choice preferences aside, humans have what may be considered a good starting level in all of the attributes without any distinct advantages or disadvantages. Females are a bit shorter than males, thus providing a smaller hit box. Racial benefits include Human Willpower (a bonus to maximum mana) at intelligence 40 and Human Ingenuity (gives a bonus to nourishment duration from food) at wisdom 25. The human racial weapon is the 2H greatsword. Humans are allied with Dwarves and Mirdain. They are at war with Orks, Mahirim, and Alfar.
Mirdain
These elves are a little taller than humans but have a similar reach. The height can be considered an advantage in providing a better view for archery or casting. Most Mirdain use a 2H sword and their racial weapon is a bow. Mirdain also get a starting bonus in dexterity which is good for archery. They disadvantage is relatively low starting vitality and strength. This can be overcome with mining and logging early in your character's life. Racial bonuses include Mirdain Insight (an increase to max mana) at intelligence 40 and Mirdain Elfsight (allows the ability to identify targets a few feet further away) with archery 25. Mirdain are allied with Humans and Dwarves. They are at war with Orks, Mahirim, and Alfar.
Mahirim
This is the tallest race with the longest reach. To balance this, Mahirim also have the biggest hit box. The racial weapon is a 1H sword, which is really not viable as a main weapon at this time. The good news is that Mahirim have other options like extending their already greater reach with polearms, or using that reach with the high damage of knives, or using 2H swords as most players do. Long reach can make short targets harder to hit unless you look down. Mahirim get Mobility (makes strafing faster), which many players say is a significant help in pvp and a faster run speed with Mahirim Huntspeed at quickness 30 (though sprinting is the same for all races). They also get Mahirim Endurance (small max health increase) at vitality 40. The Mahirim are allied with Orks and at war with Humans, Dwarves, Mirdain, and Alfar.
Orks
Big, strong and nasty, only the Mahirim are taller and have a longer reach. Most Orks use the 2H greataxe due to the racial ability of Orkish Brutality (increases damage with greataxes). Another racial ability is Orkish Toughness (a small increase in max health) with vitality 40. Just as with the Mahirim, the long reach of the Orks can make shorter targets harder to hit, so you have to aim down with your melee weapon. Orks have a low starting intelligence, so they tend to be seen more as melee characters than casters. But again, since there is not skill cap, Orks can develop their intelligence and become casters just as any other race. Orks are allied with the Mahirim. They are at war with Humans, Dwarves, Mirdain, and Alfar.
Coming up: weapon considerations in brief, clans for beginners, Valroth video commentaries, etc.