During the time of the First Rising, the undead god Baal plagues the world with undead hordes in an attempt to destroy all life. The great mage Kronus recruits a powerful human wizard named Dryer and together they invent a new form of magic, necromancy. Armed with necromancy the two great mages are able to take control of the undead from Baal and soon ending the plague of the First Rising.
But as Dryer grows older he began to fear death. And in secret creates a powerful evil ritual with necromancy. This ritual grants Dryer immortality and converts him into the world's first lich But this isn't the only thing it does to Dryer. Dryer's mind is slowly corrupted by the evil magic. He soon takes on a new name "The Dark Remnant." And in his paranoia begins his own undead rising against the living. It is his Second Rising that we now face today upon our world.
Necromancy is one of the more powerful skills in DarkDIRE. It has a damage type that not only damages your enemies but has a chance to leave them with disease status that will cripple them. It can animate dead into zombies (Not controlled by the necromancer once animated) including other player characters. It can build dead bodies from body parts and animate them (is controlled by necromancer once animated). It has access to an ability to read and use "Dead Scripts" that give the necromancer a wide range of abilities even a ritual to become a lich.
The first power that can be trained by necromancers is "Touch of the Dead". This allows the necromancer to drain health from his/her enemy thru a melee attack. This becomes useful later on if the necromancer decides to become an undead, who have trouble regaining health.
The second power that can be trained by necromancers is "Plague Fever". This casts a magic bolt that does disease damage. Anyone damaged with disease damage has a chance to be diseased if they are hurt (less then max health). Once someone is diseased they can easily spread the disease to others around them. Disease will slowly drain stamina to half and make it difficult to regain it. Remove disease potions are commonly sold by healers.
The third power trainable by necromancy is "Necromancer's Animation". This skill can be used in two different ways. The most simple way to use it is to raise fallen allies as zombies. This includes NPCs and other players. NPCs raised with this skill don't become pets but continue on their own AI.
Another way to use this skill is to animated skeletons that you have equipped in your off-hand. These skeletons become pets that the necromancer can control.
Finding skeletons isn't too difficult but you will need a shovel. Once you have a shovel find graves that have a name. For example "Here lies Baanur". Dig. ("Use" the shovel while already holding a weapon. You cannot dig with an equipped shovel.) There is a good chance you will find a skeleton. Now equip the skeleton in your offhand and cast your animation spell.
Skeletons are not very powerful but there is a way to make the skeleton stronger before you animate it. Add body parts. This will take some work. You need a weapon with the "+Hacks" effect. (Spoiler: There is a sword with this effect the far northeast corner of Swampstone.)
Start killing enemies with this sword. When you kill with it there will be a random chance that part of the enemy will be hacked off. Find it by "Looting" the dead character. This part can be added to your skeleton. Parts will need to be added in order. Starting with a torso, then a head, etc... One issue you may run into when collecting body parts is a necromancer is an intelligence-based skill and melee skills require strength (or maybe dexterity depending on the weapon.) Also, the skeleton will take the name of the last body part added to it. A body part from "Bob the Hero" will name your skeleton "Bob the Hero".
The fourth skill that can be trained by necromancers is "Plague Chills". This skill is simply a resistance debuff against disease damage. Once this is cast on an enemy, your "Plague Fever" bolts will do much more damage.
The fifth skill "Read Dead Scripts" requires not only to be trained like the other skills but needs action points to use it. Have the skillfully trained and a total of five action points to use the skill at full power. Gain action points by defeating enemies.
There are many dead texts that the player can find:
Dead Text of Plague Cough: Casts an area of effect of expose to disease and disease damage.
Dead Text of Plague Fever: Casts an area of effect with pure disease damage.
Dead Text of Plague Endue: Casts a disease resistance buff on the caster.
Dead Text of Plague Spreads: Casts a flying buff on the caster.
Dead Text of Plague Creeps: Casts an invisibility buff on the caster.
Dead Text of Summon Demon: Summons a demon to serve the caster.
Dead Text of Summon Ghost: Summons a ghost to serve the caster.
Dead Text of Summon Vampire: Summons a vampire to serve the caster.
Book of Soul Trapping (Rare): A ritual to become a lich. Requires an empty bottle to hold the caster's soul.
The lich has two forms living and dead. If a living lich falls in battle then they will regain all their health and become undead.
Liches make powerful wizards and sorcerers. They will regain magic, unlike normal mages that much cast spells to do so.
Breaking the bottle will free the caster from this curse. If you lose the bottle, the caster will forever be a lich.
Book of Vampire Charm (Rare): Allows the caster to create a necklace that will allow a vampire to appear as a living being to move among them unnoticed.
A WARNING TO YOU NECROMANCER: As with all powerful skills in DarkDIRE there is a counter. Beware Necromancer of the Exorcist. For they can slay turned undead with a single blow.
Huge Update Released!
Its been a long seven months since our last update but it should have been worth the wait. The highlights of this update are the improved world content generator and combat improvements. You will need to train up your jump skill...
Update List:
*The random world generator has been revamped. The world is now generated on three separate levels: Continent Level. The game world will now be on a single continent. Continents are randomly generated on world creation. Players can re-roll the continent to get exactly what they want. View the continent map in-game by using a compass. Kingdom Level: Kingdoms will now have chains of mountains, rivers, roads, etc. They will link up with surrounding kingdoms. Some kingdoms will have their villages and castles protected by a wall of mountains, rivers, or forests with only one well-protected road in. Closeup level: Maps will now be more open and less maze-like with a variety of environments. Also, a random generator for houses and castles has been added.
*Passable borders for kingdoms. You will now be able to see and travel into the next kingdom anywhere along the border. Premade cities will maintain their solid borders since they were designed for this. *Trees have grown quite a bit. Trees around your character will fade to help you see thru them. *Jumping Skill has been implemented. Train up your jumping skill to allow not only jumping past pits and water but also combat jumps. NPCs will also be using these combat jumps so beware. *New characters can now select a defensive skill (Parrying, Blocking, Evasion) along with the normal skill choices during character creation. *New characters now must enter more role-playing information in character creation. *PERMADEATH and HUNGER has been changed. Permadeath and hunger are now always active in dungeons! *Experienced players can now pick PERMADEATH roguelike start for new characters. This will place the character on a forgotten and unfriendly island in the sea. There will be a few starting items and a dungeon entrance for the character to explore. Good luck! *Ships will allow your character to teleport long distances by sea. This is also how your character can reach islands in the sea that aren't attached to the main continent. *Auto Zoom: The world will autozoom when inside a building or in an area that has a lot of buildings. *Combat Zoom: The world will zoom in when in combat. Autozoom and combat zoom can be adjusted in the display menu (Press F7). *Larger view of the world so more tiles can be seen on the screen. You can use the zoom feature in the display settings to zoom back the older zoom if you don't like this larger view. *NPCs will now spawn and aggro at a greater distance from the player and lower rank NPC movement speeds have been increased. *Improve pathfinding for NPCs. *Per Player Feedback: Change movement from arrow keys to WASD keys. Key settings can be customized if you don't like this change. *Now get invites for online servers by just pushing the "Get Invite" button on the server selection screen. *Melee timer has been added to show the player when they can attack again. Two-handed weapons will be slow but deal high damage, while lighter weapons will be fast but deal less damage. *Per Player Feedback: Vampires will now carry Bottles of Vampire Blood which can be used by the player to get the curse of vampirism or if used by vampires as a healing potion. *Werewolves, wererats, and werebears will now drop bloody meat that can be eaten to get this curse as well. *Administrators can now make skill-books with admin commands. *Items dropped on the ground will now disappear faster in premade cities. *Per Player Feedback: Added job board and coin exchange in Grifmae Valley's Trade Union outpost. *Add a new store "Bookstore" which will mostly sell skill-books. Libraries will still give away free skill-books. *"Administrator World Building" screen has been updated. *BUGFIX: Characters with a crime will lose the class Criminal when returning to legal status. *BUGFIX: adding too much gold to a city will no longer flip it into the negative numbers. *BUGFIX: Was unable to destroy trees or other nature owned objects in premade cites when City Protection is active.
Free Item: Silver Sword
An unusual cold wind blows drawing your attention to a glint of light. There is no mistaking the shine of silver. You walk over to it and find an abandoned silver sword and pick it up.
It is definitely silver but why doesn't it show any signs of tarnish? Is it magical? Could that be it?
You examine the sword closer and a deep chill of cold runs down your spin. The sword is clearly older then you thought, maybe even ancient. And yes it is magic, you can clearly feel a cold power radiating from it.
You look around and no one noticed you taking the sword.
The cold chill in your spin doesn't fade.
Type this code in the chat bar to claim a cold bite silver sword.
"-ClaimCode SilverSword"
These codes are available only for a limited time. The code is case sensitive so type carefully and make sure you have room in your inventory. Internet connection required when using a claim code.
Version 1.33 Silver Sword Released!
New version now available with the following updates and changes:
*Slight variety in world object/world terrain coloring. This can be turned off in display settings. *NPCs can now be scripted to have conversations with each other when they met. *NPCs can now be scripted to perform a certain action when reaching a certain point in the world. Example: A summoner could summon a monster to attack the town. *NPCs can now be created to have two different movement types depending on the time of day. *Replace the swaying motion of some world objects with a vibe action. *New world object Listening Stones: they will trigger a door to open when it hears the correct word in the correct language. *The northeast section of Swampstone will get new content around the ruins and graveyard. Requires a world rebuild if upgrading from older versions. *Anda gets a new questline that will feature some of the new NPC scripting listed above. Requires a world rebuild if upgrading from older versions. *Anda will now move south of the town at night and help fight zombies. *Gold awards for Aleya Arenas will be greatly increased. *Aleya Command Rune: "Rune of Healing" will now work properly. *Fixed an issue with "Ritual of the Wight" caused by client/server spell sync issues. *Lowered the recast for "Voodoo Charm" monster charm, "Call of the Wild" animal charm, and "Deceptive Art" charm human spells. *Added more motion to the current "running while on guard" animations. *Added different "running while on guard" animations when a character is below 50% health. *Lycanthropy Improvements: Added Wererats and Werebears. Were-Monsters
Horrible rats will now spread rat lycanthropy. Horrible bears will now spread bear lycanthropy. Horrible wolves will continue to spread wolf lycanthropy. Players now infected with lycanthropy will now have a new hybrid humanoid animal form that can be activated anytime with the "Wereform" power:
Werebear Humanoid Form: -Does slashing damage. -Has slash damage shield. -Racial Health bonus. -Racial Health Recovery bonus. -Racial damage bonus. -Racial physical resists bonus. -Constitution buff. -Health and stamina heal when taking form.
*Added new food: "Wolfsbane" -Makes players not infected with lycanthropy immune to lycanthropy. -Players already with lycanthropy when eaten in wereform will be poisoned. -Players already with lycanthropy when eaten in non-wereform will no longer automatically turn into an animal at night.
*Silver weapons will now do large amounts of extra damage to anyone infected with lycanthropy.
Balius the Charger
Wandering alone, a fully armored horse walks up to you and nudges you with its head. You look around and its owner is nowhere to be seen.
Examining the horse closer you see it is one of the finest horses you have ever seen. It not only appears very healthy, but it is also wearing high-quality armor with a white flowing surcoat. On the side of the armor is engraved the horses' name, Balius the Charger.
As you take the horses' reigns you wonder what happened to Balius' previous owner.
Type this code in the chat bar to claim an amazing steed:
"-ClaimCode ChargerHorse"
Type this code for the matching surcoat:
"-ClaimCode LostSurcoat"
These codes are available only for a limited time (Expires July 1st, 2019). The code is case sensitive so type carefully and make sure you have room in your inventory. Internet connection required when using a claim code.
Version 1.29 Jousting Lance Released!
New version now available with the following new features and changes:
*To survive you must now find food and eat:
Your skills will suffer if you get too hungry or eat too much.
You will eventually starve to death if you don't eat.
Eating too much will put you to sleep.
Swing your melee weapon at vegetable plants or mushrooms for a chance for food.
Your character can slowly build up body fat to help delay starving to death.
Foods will now slowly spoil over time.
Drinking anything including potions will slightly help with hunger.
Bartender Counters will now sell food.
Don't like this feature? You can turn off hunger in the local game settings.
*Game Content Updates, if released, will now be much smaller in size.
*Added new Pyramid-like world objects.
*Map Files and Quest Files now can place specific items in world containers (Bookcases, chests, cupboards, desks, etc).
*Map Files and Quest Files now can place specific items in NPC's inventories.
*Added a new quest with Anda to find an object in a cupboard.
*1 of the 12 Coat of Arms can now be added to horse's/unicorn's armor.
*Text size/horizontal text spacing can now be adjusted in the display menu when in desktop mode (F7 Key on Steam Version).
*Premade Cities will now remember chest contents when the "Protect Premade Cities" feature is on.
*Exorcist Balm will now be correctly labeled as being in a jar instead of a potion.
*Fixed a bug with some food effect's duration being too short.
*Fixed a bug with some items/traps appearing inside solid objects.
*Right-click movement will now stop casting as orginally intended.
*Adjusted NPC casting times.
*The edge of kingdoms will no longer completely cover everything else displayed on the screen.
*Area of Effect Spell Explosions will display properly again.
*Per player feedback: New animations added: Character movement with weapon drawn.
*Some resources names have been swapped so leather is always applied to armors. These are the changes:
Cow Hoof: Makes imbue: +Defensive. Weapon only. Increase your defense. Cannot be used with +Attack effect. (was cattle hide leather)
Cattle-Hide Leather: Makes imbue: +Defense. Armor & Cloth only. Increase your defense. Cannot be used with +Assault effect. (was cow hoof)
Deer-Skin Leather: Makes imbue: +Assault. Armor & Cloth only. Increase your attack. Cannot be used with +Defense effect. (was goat hoof)
Goat Hoof: Makes imbue: +Damage. Weapon only. Increase your melee damage. (was deer skin leather)
*Can no longer take quest bodyguards out of the kingdom. Which they only attack quest enemies anyway so there was no point leaving with them.
*Added a flag to character files to help detect if they are corrupted. If corrupted, the game will load a backup file of the same character. The game keeps up to 4 backup copies of all characters.
*Startup screen background dragon updated for the new Jousting Lance version.
The list of the crafting resources needed to craft equipment for this build has been updated to the new crafting resources currently found in the game.
The Magic of the Druid's Staff Stolen!
A man hiding his face with a cloak walks up to you, "Where have you been? The Thieves Guild does not like waiting. The mission your temple funded was successful. The guild managed to steal the magic from the elves in Grifmae. We used it to forge this staff. It only works when used on a special magic crystal ball. We have another member that will deliver that to you soon."
He hands you a staff wrapped up in a cloth and quickly departs.
Type this code in the chat bar to claim the staff made from stolen elven magic:
"-ClaimCode DruidsStaff"
Type this code for a crystal ball:
"-ClaimCode HeavyCrate"
These codes are available only for a limited time (Expires May 1st, 2019). The code is case sensitive so type carefully and make sure you have room in your inventory. Internet connection required when using a claim code.
Version 1.25 The Druid's Staff Released!
Finding the crafting resources you need is now much easier. Now you will be able to craft the custom gear you need for your character builds.
All cooking pots will now have a low-level food cooked ready to eat.
Raw foods come in 4 different food groups: Vegetables, Mushrooms, Meat, & Eggs.
Cooking pots can now be used to cook two types of foods from different food groups together once the old food is dumped or used up.
Dinnerware is required to take food from cooking pots.
Dinnerware will spawn on tables that don't already have an item on them during world building.
Cookingware is used during the cooking process to change the speed certain ingredients cook.
Forks and spoons can be used to give a rank bonus to food effects when used before eating.
More animals will drop food.
Eggs can now be cooked.
Old farming resources have been replaced with vegetables and mushrooms.
Vegetables will grow above ground.
Mushrooms will grow underground.
*Sword of Torn Questline Updated:
Added a portal gem that will teleport the player to the ghost of Knight of Torn.
Changed the boss battle with the Blood Well in the crystal sea.
Split the end of the sword of the torn quest into two parts.
*Expanded NPC pathfinding for future content development.
*Added shaking effect to some world objects when they are used.
*Improved the "Protect Premade Cities Mode".
*Added drums sound effect for drums of war before and during a raid.
*Added arrowhead crafting to the crafting screens.
*All procedurally generated kingdoms will now have areas rich of crafting resources. These areas can be found by using a compass.
*Added 9 new procedurally generated kingdoms that can be reached thru travelings posts. These kingdoms can be used to find crafting resources.
*Character attack points and defend points (Some skills use these at higher levels) have been combined into just attack points.
Free Skeleton-Bane Arrows
The Fletcher tells his apprentice, "Highland rock steel may not hold an edge but it makes the best blunt arrowheads. Then when you dip them into an imbue made from petrified wood it will take out any undead, especially skeletons."
Type this code in the chat bar to bring down an undead raid onto the kingdom your currently in, plus you get really nice arrows.
"-ClaimCode SkeletonBane"
The code is available only for a limited time (Expires March 1st, 2019). The code is case sensitive so type carefully and make sure you have room in your inventory. Internet connection required when using a claim code.
DarkDIRE version 1.24.163 released with these new features:
*Added Raids, an aggressive spawn of enemy NPCs. Raids may start with events (10% chance). Raids will always start when activating a rebirth crystal.
*Changed color of the water in undead lands so it wouldn't blend so much with everything else.
*Redistribution and some renaming of crafting resources to make finding crafting resources easier.
Example 1: Willow Bark is gained from Weeping Willow Trees.
Example 2: Forest Stone Diamonds are gained from Forest Stone.
Example 3: Pig-Skin Leather only comes from killing a pig.
*There is a new book to help treasure hunters find the seals they need. It will spawn randomly in bookcases. The book is named "Treasure Hunters Guide".
*Fixed a bug with building world objects in your kingdom.
*After claiming a kingdom all world objects will automatically transfer over to the new ruling nation except for natural resources, that will remain with nature.
*NPCs using the resting emote will now also gain the same penalties as a player has while resting.
*Traveling posts are no longer limited to the closest 5 kingdoms. They now allow travel to all known locations, enemy or friendly.
*Kingdoms accessed through passports will now have a siege castle for the attacker base of operations (and a loot source for the player).
*Changed some item spawning to better increase the chance of better and more variety of equipment.
*Railroad gathering city resources is now more efficient.
*Fixed a bug where GM Admin player is getting aggro from NPCs.
*Fixed a bug with vampires claiming cities.
*Necromancer pets will continue to follow the necromancer when they animate another pet.
*Kingdom Castles will now have a prince and princess of the ruling nation.
*Siege Castles will now have a prince and princess of the attacking nation.
*Bodyguards and Hirelings will now continue following the player if they leave the kingdom.
*Traveling Posts built by players will now add that kingdom to the list of places travel as long as the kingdom isn't in contestable territory.
*Randomly build kingdoms not located in contestable territory will be added to the list of places to travel on traveling posts.
*Noble classes in Dark Remnant nation will no longer be undead.
*Player claimed kingdoms will no longer be removed from traveling post's list of places to travel.
*Arrow crafting added:
Combine Wooden Sticks and Feathers = Arrowshafts (Sticks and Feathers can be used many times before running out.)
Combine Arrowshafts and Arrowheads = Arrows
Use Fletching Tool on Marbled Steel or Any Iron = Piercing Arrowheads.
Use Fletching Tool on Highland Rock Steel = Blunt Arrowheads for Crushing Damage.
Use Fletching Tool on Forest Stone Steel = Broadhead Arrowheads for Slashing Damage.
Arrowheads can also be dipped into Slayer, Bite, and Bound Imbues for an extra magic effect.
(Fletching skill required when using a fletching tool only)