DREMDAR

How to play DREMDAR

Everything that matters about the game in plain words — from your first fight to clans and the tournament. The numbers on the pictures match the notes below them.

01Getting started

DREMDAR is a turn-based fighting game with character progression, set in a dark fantasy world. You are a fighter who has come to the only city at the crossroads. Beyond its walls lie the Wildlands: forest, river and mines crawling with beasts. Beat them, collect gear, level up — and then step into the Arena against real people.

After you sign up, the game asks you to pick a side. Throne or Veche is your truth and a mark next to your name, not a class. Your side doesn't change your strength, and you can switch it only once. Then you pick your avatar. It's only your look: who you become is decided by the points you put into your attributes.

Screenshot: The scales: choosing a side at the start of the game.
The scales: choosing a side at the start of the game.

From there the game leads the way. Your first fight starts right from the City, then hints show you the way to the Thicket, your first loot and the Shop. At the top of the City there's always a “Next step” card with your nearest quest: tap “Go” and the game takes you to the right place, and finished quests pay out crystals.

What unlocks as you grow:

02City

The City is your home and a safe zone. No one can attack you here, and your health recovers in peace.

Screenshot: The City main screen.
The City main screen.
  1. 1Coins — the main currency: you spend them on gear, potions and tempering.
  2. 2Crystals — the rare currency. The plus next to them opens the crystal shop and quests.
  3. 3Next step — your nearest quest or hint: equip a stronger item, replace an outdated weapon.
  4. 4Your banner: avatar, level, wins and losses, daily login streak.
  5. 5Health. If it isn't full, a timer next to it counts down until it is.
  6. 6Where to? — all the places in the City.
  7. 7Bottom tabs: City, Wildlands and Fighter.
  8. 8Chat.
  9. 9Account: settings, language, theme, game guide.

Places in the City:

03Fighter: attributes and stats

The “Fighter” tab is all about your character. This is where you spend points, put on items and see what you're worth.

Screenshot: The top of the “Fighter” screen.
The top of the “Fighter” screen.
  1. 1Title. It depends on where you've put the most points: Strongman, Duelist, Knight, Berserker and others. It's only a title and gives no bonuses.
  2. 2The number with swords — your fighter's overall power. Arena opponents are matched by it.
  3. 3Change avatar.
  4. 4Equipped items: on the left helmet, amulet, weapon, belt and ring; on the right armor, shield, gloves, boots and the second ring. Tap an item to open its card.
  5. 5XP to the next level.

Five attributes

Every new level gives you 3 points. You spend them with the “+” button, instantly and for good, until you do a reset.

Screenshot: Attributes and stats.
Attributes and stats.
  1. 1Attributes: first the value you've put in yourself, in green — the bonus from items.
  2. 2Free points. While you have some, the “+” buttons blink.
  3. 3Reset: all your spent points come back, and you can distribute them again.
  4. 4Final stats: health, defense (the armor of all your items), damage of a single strike, crit chance and dodge. Below them, if you have Knowledge, — mana and spell power.
  5. 5Gear bonuses: everything special your equipped items give you.
  6. 6Sets: how many pieces of a set you're wearing and which bonuses are already active.

What the stats mean:

Attribute reset is free and unlimited until level 10. After that the first reset is free too, while the next ones cost coins or crystals, and frequent resets get pricier. After a reset, items you no longer have the attributes for are taken off.

04Combat

Combat is turn-based, and each turn you make two choices: where to strike and what to cover. Meanwhile your opponent decides the same, and the round is resolved for both of you at once.

Screenshot: The combat screen. This is how it looks in your first fights, with hints.
The combat screen. This is how it looks in your first fights, with hints.
  1. 1Your opponent: name, level, weapon and a hint about which zone they cover less often than others. Tap the portrait to open their detailed card.
  2. 2Their crit chance, dodge, how many zones they cover and how much XP you'll get for the win.
  3. 3Your opponent's health and rage.
  4. 4You.
  5. 5Your health and rage. If you've put points into Knowledge, mana appears below as well.
  6. 6Strike: pick one zone out of four — head, torso, groin or legs.
  7. 7Block: pick what to cover. In your first five fights the game shows where the enemy will strike.
  8. 8Battle log: who hit where, how much damage, who dodged.
  9. 9The move button. It lights up once you've picked a strike and a block.

Strike, block and rage

Your weapon matters a lot

Magic

A spell is cast instead of a strike, and you set your blocks as usual. Magic flies past block, dodge and armor, which makes a mage dangerous to any plate-clad fighter. Mana is full at the start of a fight and comes back a little every round. Out of mana — you hit with your weapon. New spells unlock as you level up: the first one right away, the next ones every few levels, if you've put points into Knowledge. Crits, lifesteal and rage work only for weapon strikes.

Potions and scrolls in combat

Screenshot: A fight at level 30: with a shield you cover three zones.
A fight at level 30: with a shield you cover three zones.
  1. 1Opponent.
  2. 2Their health and rage.
  3. 3Strike.
  4. 4Block: with a shield you can cover three zones.
  5. 5Spells, potions and scrolls. Everything else is hidden behind the “more” button.
  6. 6Battle log.

Beast habits

Every kind of beast has a zone it covers less often than others. The hint “you've noticed: rarely guards …” is shown right under the enemy's name — strike there. After a defeat the game will also break the fight down for you: where the enemy struck most often and what it rarely covered.

End of the fight

Screenshot: Fight results: XP, coins, loot and completed quests.
Fight results: XP, coins, loot and completed quests.

05Health, rest and injuries

Health recovers on its own: within a few minutes after a victory, a bit longer after a defeat. The Potion of Fearlessness speeds this up, and the Scroll of Stitched Wounds instantly restores half your health.

Injuries

From level 10 there are injuries. You get one if you die from a critical hit: from another player, from a boss, and from level 20 also from beasts. If you've far outgrown a lair boss, you can get a light injury from its critical hit right in the fight. An injury temporarily weakens one, two or three of your attributes, depending on how severe it is. An injury doesn't touch your health.

06Wildlands

The Wildlands are the untamed lands beyond the walls. Here you'll find the Thicket with its beasts, boss lairs, the Depths, professions and the world boss.

Screenshot: The Wildlands.
The Wildlands.
  1. 1It's dangerous here: you can be attacked while hunting, fishing or in the mine, and there's no escaping an ambush.
  2. 2Thicket — fights with beasts matched to your level: XP, coins and loot.
  3. 3Forest, River and Mine — professions.

Thicket

Six kinds of beasts live in the Thicket, and each time you meet a random one. A goblin is a bit weaker than you and pays less; an ogre or a troll is a bit stronger and pays more. Tap “New fight” after a win and a new random beast comes out. Thicket beasts grow along with you only up to a certain level. Once you've outgrown them, the rewards drop, and it's time to head into the Depths.

Lairs and bosses

Screenshot: Boss lairs and the boss of the day.
Boss lairs and the boss of the day.

Lairs open up as you level. Bosses live inside, and each one has its own set of items that drops only from it. A boss's level is fixed; it doesn't adjust to you. Enter a lair and a boss comes out on its own — one you can handle.

Depths

Screenshot: The Depths open at level 21.
The Depths open at level 21.
  1. 1Deeper: lands with their own beasts and lairs.

Dark Forest, Dead Marshes, Fiery Depths and Golden Reaches — each Depth is more dangerous than the one before. The beasts there are stronger, craftier and pay more generously, and every Depth has its own lair.

Ambushes

From level 3 you can be attacked in the Wildlands: while you're standing in the Wildlands, on the road, at a profession or in the middle of a hunt in the Thicket. There's no running from an ambush. If you fight for a long time without a break, ambushes come more often and the beasts in them get nastier. Take a couple of minutes' rest, and things calm down.

Screenshot: Ambush: there's no leaving this fight.
Ambush: there's no leaving this fight.
  1. 1To battle!

World boss

From level 10, a world boss comes to the Wildlands every hour. It has one health bar for the whole server: everyone hits it in their own fight, and the damage goes into a common pot. Died — your contribution is kept; rest and come back. If the boss is finished off, everyone who wounded it gets a reward: XP and coins, plus materials for a notable contribution. One item is rolled among everyone, and the bigger your contribution, the higher your chance. If it isn't finished off in time, the boss leaves, but the most dedicated still get their share.

07Gear

A fighter has ten item slots: weapon, shield, helmet, armor, gloves, belt, boots, amulet and two rings. The shield can be replaced with a mage's focus or a skill tool.

Screenshot: Inventory on the “Fighter” screen.
Inventory on the “Fighter” screen.
  1. 1All your items, equipped or not.
  2. 2“Unequip” — on an equipped item.
  3. 3“Equip”. If the button is grey, you lack the level or attributes.
Screenshot: Item card: tap an item's picture.
Item card: tap an item's picture.
  1. 1Name and tempering tier.
  2. 2Attribute requirements. Whatever you're missing is highlighted in red.
  3. 3Item stats: weapon damage, weapon class, attribute bonuses.
  4. 4Defense: the item's armor and its permanent properties.
  5. 5Random properties of this particular item.

Rarity

Common, rare, epic, legendary, artifact. The frame color shows the rarity. The higher it is, the more random properties an item has and the stronger they are. Properties vary: crit chance, dodge, extra health, lifesteal (a strike gives back part of its damage as health), rage per block, damage vs bosses, attribute bonuses. Two identical items can roll completely differently, so hunting for a lucky one is worth it. Magical items can roll spell power instead of crit and lifesteal.

Sets

Screenshot: Set: bonuses for several equipped pieces.
Set: bonuses for several equipped pieces.
  1. 1The set and its bonuses for 2, 4 and 6 pieces.

Pieces of the same set give bonuses when you wear several of them. Regular sets are sold in the Shop, while legendary ones drop only from bosses — each boss has its own. A set usually has one more piece than you need for the full bonus, so you can swap one item for something of your own.

Loot, trophies and artifacts

08Shop and Market

Screenshot: Shop: potions and scrolls.
Shop: potions and scrolls.

The Shop sells everything you need: weapons and armor by level, potions and scrolls, tools, artifacts. You can also sell what you don't need here. The Shop takes back what you bought from it for half the price, and loot for less. In the “Resources” tab there's the Money changer: he exchanges crystals for coins.

What you'll find among consumables:

Screenshot: Market: items from other players.
Market: items from other players.

On the Market players sell items to each other for coins, and the seller sets the price. Open an item in your inventory, tap “Sell on market” and name your price. A lot stays up for a week, then the item comes back to you. The market takes a small cut from each sale. You can't trade crystals. While you're at the market, the chat gets its own tab for haggling.

09Forge: tempering, reforging and transfer

The Forge makes your items stronger. Warrior gear (weapons, armor, fighter's rings and amulets) is tempered at the Forge, while magical items (staves, robes, focuses and mage gear) are cut at the Jeweler. Tempering and cutting follow the same rules.

Screenshot: Forge, “Tempering” tab.
Forge, “Tempering” tab.
  1. 1The item, its tier and the chance for the next one. Buttons below: “Temper”, “Guarantee” for crystals and “Transfer”.

Tempering

Transferring tempering

Found a better item? The “Transfer” button moves the tempering from the old item to a new one in the same slot, for example from an old helmet to a new one. It costs some coins, and no materials are needed. Warrior tempering can only go onto a warrior item, cutting — only onto a magical one. So temper boldly: when you switch items, your tempering won't be lost.

Reforging

The “Reforge” tab rerolls an item's random properties for materials, or for crystals if it's an artifact or a prized boss weapon. It comes in handy when the item is good but the properties rolled badly. Common items can't be reforged — they have no properties. The result is random and can't be undone.

Screenshot: Jeweler: cutting magical items.
Jeweler: cutting magical items.

10Professions: Forest and River

Professions are peaceful income between fights. In the Forest you hunt and get leather; at the River you fish and get scales. Materials are needed for tempering, reforging and feeding companions, and you can sell the extras in the Shop.

Screenshot: Hunting in the Forest.
Hunting in the Forest.
  1. 1In hand — your haul, still at risk.
  2. 2Start gathering.
  3. 3Put your haul into the backpack, where it's safe.

The Mine works differently: there the Weaponsmith hews the rock — more on that below.

11Skills: Healer, Alchemist, Weaponsmith

At levels 10, 20 and 30, skill slots unlock (the “Fighter” screen, “Skills” block). Any skill can go into any slot, and by level 30 you can have all three. Your first pick is free; changing costs crystals.

Screenshot: Skills on the “Fighter” screen.
Skills on the “Fighter” screen.
  1. 1Three skill slots.
  2. 2Healer's bag: without it a Healer can't heal.

Healer

Cures injuries: your own for the price of a consumable, other players' for coins at the price you set. You buy the Healer's bag on the “Fighter” screen, in the “Skills” block, right under the slots. The consumables (Healer's Bandage, Healer's Remedy and Healer's Elixir) are sold in the Shop, in the “Potions” tab, to Healers only. To cure someone, open their card (tap their nickname in chat) and tap “Cure for coins”. The more you heal, the cheaper your consumables get.

Alchemist

The Alchemist gathers herbs and brews potions you won't find in the Shop.

  1. Pick the “Alchemist” skill and buy the Alchemist's Sickle in the Shop, in the “Resources” tab. The sickle is worn instead of a shield: it gives no armor and no third block, so be more careful in ambushes.
  2. Go to a profession — the Forest, the River or the Mine — and tap “Look around”. You'll see the herbs growing there right now. Each land has its own herbs, and once in a while a rare one turns up. Found nothing — look around a bit later.
  3. Pick a herb and tap “Cut”. Cutting takes a few seconds, and a beast may attack you meanwhile. Lose — and the herb is gone.
  4. In the Depths herbs sometimes drop from wins too, if you have the sickle equipped.
Screenshot: Herbs at a profession.
Herbs at a profession.
  1. 1Herbs you've found.
  2. 2“Cut”.
  1. Go back to the City and enter Alchemy. Put three different herbs into the cauldron and tap “Brew”. The order doesn't matter, and the same trio always gives the same result. If the trio is a dud, you get Murky Sludge, which the Shop buys.
Screenshot: Alchemy: the cauldron and herbs.
Alchemy: the cauldron and herbs.
  1. 1Cauldron: three different herbs.
  2. 2Brew.
  3. 3Your herbs.
  1. There are no recipes in the game guide. Find them yourself: every trio you brew is recorded in the journal, and later you can repeat a good one with a single tap. Some potions need a rare herb.
Screenshot: Potions and the Alchemist's journal.
Potions and the Alchemist's journal.
  1. 1Your potions: drink, sell to the Shop or put up on the market.
  2. 2Journal: everything you've brewed so far.

Alchemist potions are drunk outside combat and last about an hour: “chug and go”. They give what the Shop doesn't have or sells for more: crit chance, armor, dodge, XP, luck with loot, extra health and mana, blade venom, a second breath after a killing blow, protection from light injuries. There's a brew that clears a light injury, and feed for your companion. Potions take the same two slots as Shop elixirs. You can sell them to other players on the market in batches.

Weaponsmith

The Weaponsmith mines ore in the Mine and forges items you won't find in the Shop.

  1. Pick the “Weaponsmith” skill and buy the Weaponsmith's Pickaxe in the Shop, in the “Resources” tab. It's also worn instead of a shield.
  2. Head out to the Wildlands, to the Mine. There are three tiers: the Convict Pits, the Dwarven Mines and the Abyss Pillars. The deeper you go, the richer the rock, but the nastier the ambushes. Anyone can read about a tier, but only a Weaponsmith with a pickaxe can go down and hew.
  3. Tap “Hew the rock”: you'll see what's in the rock — ore and minerals. Pick one and tap “Mine”. While you're mining, you can be attacked. Along with the Weaponsmith's ore, regular ore for tempering drops too.
Screenshot: Mine.
Mine.
  1. 1Ore.
  2. 2Tiers: the deeper, the richer and the more dangerous.
  3. 3Hew the rock.
  1. In the City, visit the Weaponsmith. Three parts go on the anvil, and among them there must be both ore and a mineral. You'll get an item or slag.
  2. There are no recipes in the game guide, but the forge journal remembers everything you've already forged. Forged items are a bit stronger than Shop items of their level; you can't buy them in the Shop or get them from beasts. The Shop buys them for next to nothing, so sell them on the market.
Screenshot: Weaponsmith: anvil, ore and works.
Weaponsmith: anvil, ore and works.
  1. 1Anvil: three parts.

12Menagerie: companions

From level 20, a companion can travel with you. It always gives a small bonus, for example to coins, XP, dodge or health, and some also help in combat with their own ability. Some companions are sold in the Menagerie, and rare ones drop from bosses. Feed your companion materials and it grows from a cub into a beast, and then into an alpha. Its bonuses grow stronger along the way.

Screenshot: Menagerie.
Menagerie.
  1. 1Your companions: feed them, take them to battle or leave them home.
  2. 2Beast stall.

13Arena and tournament

From level 5 you can fight real people in the Arena. Beating a human gives far more XP than beating a beast.

Screenshot: Arena.
Arena.
  1. 1Find a fight: the game finds you an opponent of a similar level.
  2. 2Challenge by nickname: an arranged fight. Your opponent must be online and accept the challenge.

Weekly Tournament

Screenshot: Weekly Tournament.
Weekly Tournament.

Every Saturday the Arena hosts a knockout tournament. Sign-up is free from Monday until the start. Open the game during the last hour before the start, and in round 1 you’ll get an opponent who’s in the game too. Participants are split into three brackets by level, and in round 1 opponents are close in level. Each pair has 10 minutes to fight: a no-show loses, and if neither shows up, both are out. The winner gets an item from an artifact set, second place gets crystals, third place gets coins, as long as they showed up for their fight. Last week’s tournament, with every pair’s result and fight logs, opens with the “Bracket and fights” button.

14Clan

A clan means your own people, a shared treasury, an item armory, wars and a castle.

Screenshot: Clan & Throne.
Clan & Throne.

Castle and sieges

Screenshot: Clan castle.
Clan castle.

Every clan has a castle. The Lord fortifies it with crystals from the treasury, and its defenders grow stronger. You can besiege someone else's castle: a long side-against-side battle begins in the Arena, and fighters take the walls as they log in. If the castle is taken, the attackers seize part of the treasury. After a siege, the castle can't be besieged again for a while.

The Lord and the crown

The Lord owns the clan: the treasury, roles, wars and the castle are in their hands. While the Lord keeps playing, they can't be voted out. Don't like how they rule? Find another clan or found your own.

Lord election

Clan → the “Lord election” panel: whether an election is running, how long until the result, the candidates and the votes.

  1. The result is checked once a day, at the same hour the election started.
  2. The election counts if at least half of those who have a vote and played this week have voted.
  3. The candidate with more than half of the votes cast wins. The former Lord joins the Nobility.
  4. Too few votes, or nobody has more than half — voting goes on for one more day, three days at most.
  5. Still undecided after three days — the Lord stays. If there is no Lord, the crown goes to the longest-serving member who can be Lord.

15Quests, crystals and coins

Screenshot: Quests: for today, for the week and tutorial ones.
Quests: for today, for the week and tutorial ones.

What crystals are spent on: artifacts and renting them, special scrolls, boss keys, curing injuries, tempering guarantees, changing skills, a clan sigil. Coins go to gear, potions, tempering, tools and everything else.

16Chat

Screenshot: Chat opens with the button at the top of any screen.
Chat opens with the button at the top of any screen.

17Account and settings

Screenshot: The “Account” menu — the gear button at the top.
The “Account” menu — the gear button at the top.

In the account menu:

Screenshot: Settings.
Settings.

In Settings:

Change your avatar with the “Change avatar” button at the bottom of the “Fighter” screen.

18Tips for newcomers

Still have questions? Short answers are in the guide, game updates are in the news.

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