Dura is not a typical 7.4 server. It is important to us that we make this abundantly clear from the beginning.
We believe the changes we have made to the game are vast improvements greatly enriching the world and experiences in it.
From the moment you leave the temple every step you take, whether through Dura's streets or the torch-lit caves of its dungeons, will feel fresh and new, with death leaping at you from all sides.
We're telling you this because Dura is hard. 'Death is around every corner' is not a phrase of atmosphere but a reality.
The game was designed to challenge you, surprise you, and have you constantly guessing what you should do next and how to conquer what is before you. All in the goal of being fun again. Therefore be on your guard.
Bosses
There is a deep peril that the mortals of Dura suffer, some fear that induces and shapes Legend.
For the Lord's of Evil, each the Master of their foul race, marshall their minions and hold evil council in their lairs.
The old Heroes of Dura which once struck terror into the minds of these vile named beasts have died out or moved on to new lands.
Only when new Heroes come forth to save the lands of Dura will these Lords of Evil crawl back under the Earth.
Bosses on Dura are end game content.
Dangerous in the extreme, they are Server-Wide bosses demanding many players to take down.
Both classic and custom bosses can be found on Dura.
They appear commonly enough that everyone will have a chance to confront them.
Heroism, Glory and Overexperience
There are three systems in place to nudge the player into a fair challenge.
Heroism means a player slays creatures that are challenging for their level. The harder the creature is for the player, the higher the boost is - with a maximum boost of 200% experience and loot gained.
If any player near the creature is outside this bonus range, nobody will gain heroism from slaying it.
Glory comes into play when players wield Legendary Items. When such equipment is used to engage foes far weaker than the player, the items will be disgusted by it and the player will be penalized on both loot and experience. This system is currently disabled.
Lastly there is the Overexperience system. Much like the Glory system it gives a penalty when battling too many creatures far below the players strength. On a weekly basis each player is able to hunt anything they wish for roughly 18 hours, after that Overexperience kicks in and reduces the gains from the weaker creatures.
All creatures do not add the same amount of time towards the 18 hour counter, very weak creatures add less time than stronger ones.
To check which levels certain creatures are affected by these systems, visit the Creature Section on this website.
Overspawning
In Dura you can lure monsters away from their spawn point by an infinite distance and they won't disappear.
However, when a monster gets too far from it's spawning area or changes floors without being killed, then after a certain amount of time, a new monster will appear again in it's spawn of origin without removing/killing the old monster.
PvP
In the pvp system there are four types of skulls corresponding to different types of players.
Green skulls are party members.
Yellow skulls are players that have attacked you.
White skulls are players that have attacked or killed one or a couple other non-skulled players.
Red skulls are players that have killed many non-skulled players recently.
Unjustly attacking other players will give you a white skull. Without killing an enemy player, this skull is removed once you leave combat.
There are a two exceptions that make the attack justified and thus will not lead to the attacker getting a skull: attacking other skulled players and attacking guild members.
When killing someone unjustly for the first time within a 24 hour period, the white skull lasts for 15 minutes. Another unjustified kill resets the timer to 15 minutes again. If a player kills 3 players unjustly within a 24 hour period they instead get a red skull.
The red skull not only takes much longer to get rid of, but it also increases the players death losses. They will always lose all items and containers equipped, as well as a heavier toll on their experience. When a red skulled character's unjustified kills are reduced to 0 he will no longer will be a red skull.
Unjustified Kills till Red Skull: 3
Unjustified Kills till Banishment: 13
Unjustified Kill Reduction Duration: 72 hours
Other notable changes to PvP combat is that the exiva spell has a 20 second cooldown, and unlike in PvE, when in PvP combat there is no exhaust on runes when stairhopping.
There are also specific PvP blessings that protect your experience and skills when dying to players - these blessings cost half as much as their regular counterpart.
Raids
Throughout the lands of Dura monsters have grown Restless and unchecked, killing indiscriminately, whether passerby on the roads or making attacks on cities and their inhabitants, all while growing stronger and in greater numbers in their homelands.
Dura is overrun and in danger of being lost.
Raids happen regularly on Dura, so much so that you will experience one to three on average when you play.
There are over 320 Raids: the 60+ original 7.6 raids, 200+ custom raids, and 60+ custom boss raids. There are raids for all levels of player and they occur everywhere throughout the map. No one or no place is left out - be on guard.
Raid Monsters will be different than Non-Raid Monsters - they may contain more loot, give more experience, act or behave differently.
Elite System
In Dura, regular creatures have a chance to spawn as enhanced versions of themselves. Colloquially referred to as Party spawns, Elite spawns, and when combined, Legendary spawns.
At any time, a creature can instead of spawning like its regular version, be spawned as a Elite version. This is a moderate increase to its toughness, and it can also cast additional spells and abilities.
Whenever players in a party within experience sharing are near a creature spawning, it can be spawned as a Party version. This is a slight increase to its toughness and can only happen when the lowest level member of the party is at least 2/3 of the level of the highest, and the members need to be within a certain distance of each other.
When these two types of enhancements happen at the same time, they combine and a Legendary creature spawns. They are manyfold tougher and can cast several new spells and abilities.
Creatures spawned in ambushes can not be enhanced in this way, but ones spawned in Raids can - at a lower rate than normally. The reward for slaying these types of creatures is increased the same way their toughness is.
Skills and Rates
Starting with combat skills, the time it takes to level them up increases each level until it reaches around 50 hours. At that point the increase in time required rises in much smaller increments. The same applies to magic level of mages in a smaller scale, giving them the possibility to always be able to progress aswell.
Regen values have also been altered. Inhabitants of Rookgaard as well as knights have double health regen, while the other vocations also have increased values - though not as remarkable.
Mana regen is doubled for all vocations, and can be raised further as a player progresses in the game.
All other rates on Dura are 1x across the board - though many creatures have had their values altered from their original ones.
Spells
Magic in Dura works differently than one might think it does.
Many classic spells such as Challenge and Berserk, Elemental Waves and Beams, Conjure Bolts and Arrows, have been modified – and some introduced – in order to achieve proper balance and be more aligned to the spirit of the game.
When learning the spell for magic missiles aswell as throwing knives, all different elements is taught to the player. These different elemental types can be exchanged freely at any magic store.
An adventurer should check out every spell teaching NPC to learn all there is, as much has changed. Some spells cost more based on the players level, and the Focus stat has been added to boost the potency of spells.
All spells and mana costs can be found in spellbooks in-game.
Death
Dying in Dura can have major consequences, but many of them can be mitigated heavily.
When dying you will lose a large chunk of your experience and skills, all equipped containers will drop and any pieces of gear equipped or inside your containers may break.
The gear you have equipped also has a chance of being dropped on the floor just like containers.
Amulets of Loss protects gear from dropping, though not from breaking, and they come in different tiers that each protect a certain level range.
There are certain items that cannot break. These items are almost always obtainable in only one way, one time - such as Demon Armor, Stonecutters Axe & Magic Sword
Legendary Items also do not follow the regular rules of breaking.
They have both a high chance to break or to drop into the corpse but they will never remain on the character.
No AOL or blessings can prevent them from breaking or dropping.
To protect much of the skill and experience loss on death, there are five blessings that each reduce the penalty, and being promoted does the same.
There are two types of the blessings a player can get: regular blessings and PvP blessings. To obtain the PvP blessings players have to ensure the NPC delivering the blessing knows it regards a war blessing, and he will grant it for half the cost of the regular one.
Only the corresponding blessing will be lost upon death - war blessing if the death is to a player, and the regular blessing if the player is slain by a creature.
With all reductions of promotion and blessings in place, a non-skulled player will lose at most 2% of their total experience, and 6 hours worth of skill training.
Houses
In Dura you may own as many houses as you like. Guild Halls are registered as Houses, meaning a Guild Hall is purchased and owned just like a house without any Guild-associated restrictions.
The more houses one owns, the higher their individual costs become.
Furthermore, any houses and Guild Halls that are not currently owned are able to be entered by all players.
It is also possible that a player can attack and be attacked by other players and creatures inside such houses.
To view how to buy, sell and manage house rights, visit the Commands section.
Items
The vast majority of items in Dura have been changed in order to provide a better curvature on a players progression. This has been done so that the player is given a choice of what equipment to bring for any given hunt.
The additions are plentiful, ranging from resistance bonuses, to skill increases, weight changes and even the new stat Focus. Plenty of adjustments have also been made to differentiate one-handed weapons from two-handed weapons. The two-handed weapons will often be much better offensively, but at the same time leaving the player fragile.
Bows and Crossbows have been given defense values, and wands are introduced - giving mages a great boost to their offensive strength. These wands do not deal damage on their own.
Djinns have long been known for buying highly valued items after gaining their trust - in Dura there are also emissarys of the Djinn in free to play areas that will buy the same items from players for a lower cost.
Legendary Items
Legendary items on Dura are far more powerful than all other items.
There are multiple ways to acquire them; although all players will certainly have their chance of using them skilled players will be rewarded for their use while unskilled players will be punished.
Some items have transcended Legendary Status and have become Mythic. These items have lost some their potency but in return will never break. Only one Mythic item of its kind exists, there are no duplicates.
"...for glory and power do not hold council with defeat..."
Realm's Aid
The realm of Dura is constantly being attacked by a plethora of different creatures, and its leaders are in desperate need of help.
When a player reaches level 20 and has premium time, they are able to ask a city leader for some runes to help the realm out, once per day and per account. These runes are soulbound, and can only be used by the player that recieves them.
The amount of runes given is based on the highest leveled character on the account. This system is designed to allow every player to login each day and be able to hunt around an hour without feeling forced to manasit.
Other tweaks to ensure a player is able to enjoy as much gameplay as possible is that regen is much more potent, and the cost of Life Rings and Rings of Healing has been lowered substantially.
Runes
The Rune system in Dura has been expanded substantially. Starting off, runes can not be bought by NPCs. They can only be obtained through runemaking, quests, Realm's Aid and creature drops.
Runes from Realm's Aid and some quests are soulbound: only the player that recieved them may use them.
Ancient runes are slightly stronger versions of the regular rune types, and can only be obtained through quests and creature drops.
Elemental knives, axes and kunais are charge based weapons used by paladins and knights - starting out very weak but surpassing runes at a high enough level and skill.
They can be created in a similar way to regular runes, but require pieces of metal instead of blank runes.
Custom Areas
There are many places in Dura that you have never seen before… and some that you’ve seen quite differently.
Teshial – the lost realm of elves, as well as Shathur’s Dungeon, these are examples of custom areas that exist in the lands of Dura.
The city of Ankrahmun and its surroundings are also completely custom made.
During any given day or days Lands, Rivers, Dungeons, Cities, and/or Spawns, and anything else, might be slightly different than you would normally find them.
They are not polymorphous, once you learn a variation it will benefit you going forward permanently. This not only affects the layout of the land, but also the way creatures behave.
Map Swings
Map swings are temporal changes to areas, which can last for in-game days, months or even years - areas previously explored may be completely different.
These changes often come with changes to the creatures in the area, as well as changes to the path going through them.
To check the in-game time and date, watches and clocks come in very handy.
Traps and Ambushes
Dura is dangerous. At any time wandering through an area, using certain items, or for other unknown reasons, players can trigger traps or ambushes.
These can range from spikes dealing damage, a wall being closed to seal the area, or a horde of creatures spawning.
Travelling through Dura
There are several different ways of travelling besides walking: Boat, Steamboat, Carpet and Caravan.
Using these methods is costly, and the cost rises with the player level. That combined with player speed not increasing much after level 60 ensures that players get the chance to venture out in the world on a regular basis to find raids and meet people they otherwise might miss.
No boats are able to travel to the reclaimed town of Ankrahmun, but given enough supplies the Caravan can bring you across the mountain range.
None of the areas around these ways of travelling have a protection zone - PvP can happen at all of them.
Quests
There are many quests in Dura, both old and new original ones. While some are your run of the mill chest at the end of a hallway, there are many new lore-rich quests which take you across the continent for a plethora of different types of rewards.
Daniel Steelsoul will only recruit the very strongest champions to aid him in his mission.
There are also a new type of quests: exploration nodes. These grant the player a sizable load of experience, with a total amount around the world reaching the millions.
In order to be eligible for these nodes the player must have gained at least xx of their experience through battling creatures, and some may also have a level requirement.
World Preservation
Dura has a World Preservation System in place, which means that items laid on the ground, even outside houses, are also kept in their place upon the daily server save.
The game world is full of history and tells a story by itself, thus allowing players to remember past events that took place at a certain spot when gazing upon an item laid there, or even to hide secret stashes to resupply between hunts.
The game world is cleaned twice a year, on the first day of January and on the first of July.
Exception to this: Containers that are found in the map, not orignially placed there by players, will reset to their original position after each server save which happens every day at 11:00 EST.
Items placed in such containers will be lost forever.