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Many of the mechanics of the game operate differently in Irrupt.

Mining

  • Stone is extremely hard, making tunneling with a pickaxe impractical. Players will have to scout the wilderness for natural caverns, or make their own caves with much-improved TNT (see below). This brings exploration, navigation, and risk-taking to the forefront of gameplay. The most successful players will be those who map the surface and develop a clever marking system for caverns.
  • Cave-ins are a persistent threat. Mining ore softens the stone around it, which can then fall and injure the careless player. Dirt and grass, which is often compacted into a solid mass in cavern ceilings and floors, will also come crashing down when disturbed. Of course, TNT can make a really big mess, since it also softens stone to subject it to the pull of gravity.
  • Loose materials like cobble and dirt will fall like sand and gravel, forcing players to solve mining obstacles (like giant pits) by bringing appropriate building materials with them or getting very creative in their approach, rather than just using the dirt and cobble they conveniently picked up along the way.
  • The TNT recipe produces 3 TNT, and each TNT explodes 100% more violently versus Vanilla TNT, making TNT a useful tool for mining and worthwhile to craft. Further, exploding TNT will produce a more “natural” devastation with lots of fallen rock and other rubble.

Getting Around in a World Without Warps

  • There are no teleports, with the exception of magic. Mages can use /cast mark to set a location, and /cast recall to teleport to it. Oh, and enderpearls.

Mobs

Irrupt’s hostile mobs behave differently. Zombies can break any block – any block. Mobs also have a greater range to detect players. Pigmen zombies will appear.

  • Blazes spawn everywhere in the nether, not just in nether fortresses, and may split into two full-health blazes when slain. They drop gunpowder and glowstone dust, both useful for faster diamond mining in the normal world. They also drop fire when attacked, introducing combat obstacles.
  • Magma cubes are more common in the nether, and explode into blaze form when damaged.
  • Underground, monsters spawn even in the light (but not very close to players). This includes the creepy silverfish.
  • Double monster spawns near and under sea level in normal worlds. Caves are now more scary than the surface, as they should be.
  • Monster grinders are inhibited, meaning that most designs simply won’t work. Players should take risks if they want rewards.
  • Spiders are more common under sea level and randomly drop web around them when slain, potentially introducing obstacles into an ongoing combat situation. Monsters can break through web if stuck.
  • Blazes spawn near bedrock in the normal world. These blazes are unstable and will explode violently when slain, often causing cave-ins.
  • Skeletons have a chance to fire a knockback arrow or a silverfish, and your arrows will pass harmlessly through them.
  • Zombies slow the player on attack, and often come back to life shortly after being slain, pushing players to rush forward into the unknown. If slain while burning, they will never re-animate.
  • Endermen sometimes teleport the player during combat.
  • Witches are more common, any may appear anywhere on the surface. They use poison splash potions infrequently, preferring instead to summon henchmen, teleport, and toss explosive potions.
  • Silverfish spawn underground fairly frequently, and drop cobblestone when slain.
  • The Ender Dragon respawns so that all players have a challenging common goal, and he always drops a dragon egg when killed. It makes a great trophy for the slayer’s house.
  • The Ender Dragon spews explosive fireballs which throw flaming shrapnel on impact. He also summons minions to his aid, making combat challenging and frenzied – forcing players to hit a moving target with arrows while simultaneously dodging fireballs and battling minions.
  • Building is not allowed in the end, so players must face the dragon and his minions head-on.
  • All players are notified when a player challenges the dragon, and will also be notified of the outcome of the battle. When the dragon defeats a player, he regains 25% of his health.

Creepers

  • A portion of creepers spawn charged, and will explode with the power of (Vanilla) TNT at the slightest touch. Get out your bow and arrow, run like hell, or get creative. Even falling from a small height may set off a charged creeper, making them truly terrifying to deal with. Be aware of your surroundings!
  • Creepers sometimes drop live TNT when they die, challenging players to react quickly.
  • Creepers in ExtraHardMode are made of fireworks. When set on fire they launch into the air with fireworks and a big bang

Zombies

Zombies sometimes reanimate immediately after you’ve killed them. They can break down nearly any block, unless you are inside an Adventure Area or Safe City like Minos or Tir Gire. They will dig to get you in the wild.

Zombies can also cause a slowing effect on players when they hit you.

PigZombies

Pigmen are nearly always aggressive. They also can break through nearly any block, unless you are inside an Adventure Area or Safe City like Minos or Tir Gire. They will dig to get you in the wild.

Creepers

Creepers have a small chance of spawning charged – they glow blue, and cause significantly more damage on explosion. One way to trigger an explosion is to use fire – this can set off the creeper (including fireworks).

Magmacubes

Magmacubes, when hurt, turn into Blazes.

Spiders

Spiders spawn more freqently in caves and mine shafts, and tend to leave webs behind after they are slain.

Skeletons

Skeletons are also more powerful than their counterparts on regular Minecraft servers. They have a roughly 1/3 chance of firing arrows with knockback. They also can shoot silverfish tipped arrows, although this is very rare. They also block more arrows shot at them than any other mob. Skeletons are best defeated with swords.

Lightning Reactor Coils

tk

Torches

tk

Farming

tk

Teleports

We don’t have ’em.

Warps

There are no warps.

Spawn

Players spawn at Minos, the main player Adventure City. Stay in the city walls, and you’ll be safe. Might starve to death, though. Food costs money, mate. Everybody’s gotta pay their own way.

Home

You cannot set a home. Sleeping in a bed does nothing as well; the /home command is disabled.

Chat

For now, chat is server wide. If we gain significant player increase, chat will be limited to the area around you.

Inventory Stacking

Most inventory items don’t stack very high – 16 items is a standard stack in an inventory slot. Chests and furnaces behave normally, however. As players, you must be careful to carry only what you need. In lieu of carrying iron, for example, you may convert it to currency at a city prior to traveling so you may use more slots.

Health & Healing

Players do not heal automatically, even with a full hunger bar. You can heal in many ways, however:

  • Healing potions, often found in chests in adventure areas
  • Magic – some mages can heal you
  • Infirmaries – Minos, Burdor, and Tir Gire all have an infirmary where you can be healed just by entering
  • Habrig – the prehistory site of Habrig is said to have healing properties
  • Golden apples – a golden apple will heal players as well

Compass tracking

A compass is a very useful tool (and available to buy in Burdor, Minos, and Tir Gire). First, equip the compass. Then issue a command to set it.

/compass $player

will track a given player wherever they were when you issued the command.

/compass deathpoint

points the way to your last death point; maybe if you get there in time, you can get back some of your stuff. Good luck with that.

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