Welcome to Irrupt

“Look around you. Those with nothing left to lose – it is they you should watch for.”
- Krall the Unscarred, Sellsword

Irrupt is a difficult-by-design survival RPG built on top of Minecraft.

It features realistic item-based money, a class-based system of Warriors, Mystics, Clerics, and Rogues, skills and abilities, realistic animal behavior, a hand-built custom world, Adventure Cities, real estate, and stronger enemies.

The server is free to play, but progress is reset regularly during the alpha. Point your Minecraft client to

play.hideyourfire.com

Utchay knows a traveler’s tell - the ones who’ll haggle, the ones who won’t, and the ones who’ll buy all just to seem generous.
-Uptown Minos, Spring of 442

Welcome to the Real World

Beautiful, hand-painted map. We built Irrupt by studying the real world - fault lines, oceans, climate, and erosion. You’ll find sweeping mountains and deep underwater trenches. Biomes follow realistic hemisphere rules - it’s warm in the south, and cool in the north.

Items are heavy. Bulky items (dirt, stone, logs, etc.) don’t stack to 64 in your inventory. You carry less, closer to reality. Once they’re in a chest or dropped on the ground, this limit goes away, so storage is unaffected.

 

The Gerrund Mountains hide passes no map agrees on. The volcano beyond them agrees with nothing at all.
The forests keep the dead close.

The mobs are alright

Animals aren’t passive standing targets. Herd animals (cows, sheep, chickens, etc.) actually herd together, rummage through your garden, flee and scatter from threats (including players), and behave differently at night or when penned in.

Players don’t breed animals - they breed when together, safe, and with access to sunlight and water.

Predators (wolves and other hostile mobs) hunt in packs, have territories, and go after prey - including your livestock.

Hostile mobs call out to other mobs when they see you – a single zombie can turn into a horde real quick.

Money Gets Physical

Currency is Iron Notes - and it’s a real inventory item. It can be:

  • carried
  • dropped
  • traded by hand
  • and stolen

Iron Notes look like paper, but are backed by the banks and redeemable for iron. Convert Notes to Iron (or Iron to Notes!) at any Iron Notes Banking bank, found in most cities.

Combine or split notes in crafting windows, deposit into Banks to protect your balance. Withdraw from the Bank as physical notes again whenever you want to carry cash.

 

Go to the Head of the Class

To play, you start by choosing one of four classes - Warrior, Rogue, Cleric, Mystic. There’s no changing class until you die. Classes gain power by doing the things central to the class, ranking up through Circles as you play (automatic, based on XP from class-appropriate actions, it just happens).

Warrior - Front-line Fighter (10 Circles)

More hearts and flat bonus damage on every attack as you rank up (12→30 hearts, +1→+10 damage). Gets double jump from the start; a ground-pound slam at Circle 4+; a throwing axe at Circle 3+; a throwing knife at Circle 5+. Can’t enchant or brew potions - raw power instead.

Rogue - Mobility and Larceny (5 Circles, fast but shallow)

Fragile compared to a Warrior, but gets in and out of places nobody else can: climbs walls, hides from other players in shadows, takes reduced fall damage while sneaking, pickpockets other players (including their carried cash), and can pick locked chests one slot at a time (risky - failure hurts you). Grappling hook at Circle 3+, shuriken at Circle 4+. Limited to leather armor (chain at Circle 3+), and can only brew poison.

Mystic - Elemental/Utility Spellcaster (9 Circles)

Learns a random subset of spells at each Circle (permanent once learned - never lost by ranking further). Cast by typing !spellname in chat. No mana, wands, or reagents required - just knowing the spell and having a daily cast slot free.

Cleric - Support/Healing (7 Circles)

Same system as Mystic but with a different spell list, geared toward support and healing, and called “prayers” instead of “spells.” Cast by typing @prayername in chat.

Death Is Permanent

There is no respawning - it’s rebirth. When you die, your character dies, and with them goes the class, all your Circles/progress, your inventory, enderchests, XP, your skills, real estate in Adventure cities, your bank balance - all wiped.

Try not to die.

Beneath the surface, the light gives up long before the seaweed does.

Got Skills?

Independent of your class, 12 slow-building skills level up from 1 to 50 just from playing normally - mining, fishing, stamina, running, swimming, farming, and others. They reset on death like everything else. Check them with /skills. Most are passive; a few (like Stamina, which reduces how fast you get hungry from sprinting/swimming) already have real effects, others are still being built out.

Check your combat/utility stats anytime with /stats, and your overall life summary with /rebirth stats.

Cast Spells (Mystics & Clerics)

Type !spellname (Mystic) or @prayername (Cleric) in chat to cast anything you know.

Check what you know and how many casts you have left today with /myspells (Mystic) or /myprayers (Cleric).

You get one cast per spell/prayer you know, per day, shared across your whole list - it resets when you sleep through a full night. A few especially strong spells also have their own lower daily cap on top of that.

Casting costs a little hunger (for Mystics) or a little health (for Clerics, capped so it can never kill you outright) - no mana bar, wand, or crafting reagents needed.

A Few Final Thoughts

Protect your stuff: Chests, doors, and furnaces can be locked (ask around for how signs/locks work on this server) - but a determined Rogue can still pick a lock, slowly and at their own risk.

No teleports: Teleportation is disabled. Getting somewhere means walking, riding, or your class’s own mobility tools.

Advancements still award solid XP toward your class regardless of what class you’re playing, so vanilla achievement-hunting is still worthwhile.

Good luck out there.