ZowN
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Greetings OpenTibians,
Today we proudly introduce Dura to OTLand after almost a year of work from our Team.
We have little left to do and are now ready to begin our Journey towards our First Release. All that remains is Website Construction, which currently is more than halfway done and a couple particulars left with the actual Game, rounding out to a week or two of work. The Test Server, which begins today, could cause new unforeseen challenges or tasks to arise, but since the game has already been thoroughly tested by ourselves as well as Alpha Testers we anticipate minimal problems. As it stands now we, though having no set date currently, believe we will be ready to Launch within 2-4 weeks having finished everything Game-Side and Website-side. We will update you if there are any changes to our schedule.
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Dura's entire premise revolved around one overarching concept: Make Tibia Challenging Again. What once was for all of us something unpredictable, unexplored, exciting and dangerous has become boring, monotonous, repetitive, unthreatening, and downright easy. We all mastered the game long ago, many of us being able to play blindfolded, knowing before we even press Submit on our character what lies ahead and exactly how to achieve it with no hardship, trial, or challenge, at each stage and each spawn. Our goal was to take the game we love and recreate it to something fresh and vital for the playerbase it has today, far more seasoned, experienced, and skilled players. Tibia for Adults. A game far harder and far more challenging, but not achieved by simply raising stats, something instead more sophisticated and multi-faceted. We believe our Release Notes below will convince you of this. Now for the second part.
Dura is team-oriented. To do the above, create both a fun and challenging game, it seemed obvious to push the game towards teamplay, compelling the different vocational strengths and abilities to be indispensable for the others, while also redesigning the 'dungeons' to be demanding beyond the capabilities of a single player. This increased the level of challenge, or knot the game presented the player, thereby also increasing the level of complex strategy (leveraging and rearranging the different tools of the vocations) to untie that knot. We want to be very clear that while it is not necessary to play as a Team, and playing solo is quite possible, we designed it in such a way that it seems far more natural to team up to get the most out of the experience.
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A warning shout for everyone who comes to play: The game is Hard. There can be no understatement when saying "...death around every corner". It's not the game you are accustomed to playing or expecting. If you treat it like it is, assuming you know where everything is and how everything works, monsters, spawns, mechanics, and so on "You are dead." will play across your screen continuously. The game feels, plays, and looks like 7.4 -- but respect what has been said above and what will be listed below and take it to mind, otherwise there will be no shortage of suffering for your keyboard.
And a little clarity, Rookgaard is harder than normal Rookgaard yes, but it is Main where things start to take the real turn. Be on your guard.
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Dura started from a 7.4 Base. To be clear this is not what Dura will be; the "Base" is what we first strived to achieve -- an authentic 7.4 Server-- then once having done so we layered over top of it our own innovations and changes.
Base: Dura is a 7.4 Server concerning mechanics and a 7.2 RL Map. (The reason for this is simple. When Ankrahmun was introduced it wholly unbalanced the game in one fell stroke. In its original form Ankrahmun offers, with very very few exceptions, the best spawns in the game for both loot and experience. This single update nullified the rest of the map and made it largely undesired real estate. (Things of course only worsened with Port Hope in 7.5.) See our Plans. There you will see a more detailed overview of how are first major update will be to renovate Ankrahmun, balancing it with the rest of the map, making it a good addition to Dura at large.
Location of Server: North East USA. Dedicated. We are ready to also Host Servers is EU and Brazil -- it depends solely on interest and feedback.
Ping Test: 85 London, 138 Stockholm, 90 Rio de Janiero, 15 New York.
Test Server: Official Test Server begins April 1st. See Test Server and Release.
Rate: Low-Rate. To be decided. As of now we know it will be between 1-2x.
Open PvP: The PvP system is OpenPvP, but you should consult Skull/Punishment System below.
Skulls and Unjustifies: To be decided. The decision must be made in pairing with rates.
Client: Custom Client.
Sprites: A mixture of 7.4 and 7.1; rarely 6.4 and earlier.
Map and Spawns at Base: Dura's Spawn and Map Authenticity is Perfect within a margin of 1%. We used a combination of Tracked Maps and then manually checked every single spawn against thousands of TibiaCams from 7.21, 7.24, 7.3, 7.4, 7.5, and 7.6. By verifiable evidence the spawns are Perfect save 1%. We do not use that number arbitrarily.
Monsters at Base: Reverse-engineered from the RealOTS 7.7 CIP Files. They are Perfect.
Anti-Bot: Standard gamut of protocols. See Cheating.
Website: Latestnews - Dura (https://dura-online.com/)
Discord:
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Overhauled Systems
Monster System. Our Monster System is one of our most core and central Changes. In Dura monsters are far more sophisticated and threatening. Each given monster, upon spawn, draws at random from a ranged pool of stats and abilities pre-set for that Creature. This means that each individual fight or confrontation will be different and unpredictable, and thus challenging, meaning fun. However we've done more than just that, we've also slightly altered the spawns to make them more varied and 'multi-colored' engendering a many-headed challenge. In a phrase you'll never ever really know what's around the corner. Our goal was to push the game away from the mastered mechanics and knowledge bases we all completed long ago, the spirit-crushing and mind-numbing grinding, to something that constantly demands you to think on your feet, employ circumstantial strategy, and tests your talents -- all using native 7.4 knowledge and skills. So spawns (types of monsters in a given area) themselves will be different, but then so will the monsters themselves who inhabit them; in the hope of multi-layered unpredictability, and that doesn't include the other parts of the Monster System we cannot reveal due to spoiling the gameplay experience (what we can say is a spawn may be different from one day or hour to the next). But please don't think we became carried away. The Monster System, as with all of Dura keeps the game in the 7.4 Spirit and Atmosphere: In explanation the spawns do not differ in essence from what you expect -- not just by Power-Level but also Aesthetic; and the monsters themselves, their abilities and stats are in keeping with what their core characteristics are. We've woven and layered nuanced changes but in terms of feel, which we strove very hard never to depart from, it's just as any other time you've entered a Dungeon in 7.4.
Mana and Spell System. Many spells have been altered. Some custom spells have been added. All Spell damage and cooldown values are Authentic 7.4, except where specifically noted. However some spells have had their mechanics altered; many buffed or nerfed in their mana-cost. Such changes in mana-cost are not absolute but based on level. [These changes were done for balancing, providing use for each spell, and game sustainability at higher levels.]
Raid System. The Raid System features all original pre 7.6 Raids totaling 50+ Raids while also boasting 180+ custom non-boss raids. The Game also features 60+ Boss Raids. The System features a balance in both frequency of Raids but also Relevance to your level, no one will be disappointed or left out. Raid Monsters will be different than Non-Raid Monsters. They may contain more loot, give more experience, act or behave differently. There are also over 1500+ mini-raids.
Boss System. Boss System consisting of Classic as well as Custom bosses. Will not spoil
Death/Loss System. Base Death Loss: 10% Experience, Skills, Magic Level, Items; 100% Container. Promotion reduces Death Loss by 3% for Experience, Skills, Magic Level, Items; 30% Container. 1 Blessing reduces Death Loss by 1% for Experience, Skills, Magic Level; 1.2% Item; 12% Container. Blessing price is dependent upon Level. Amulet of Loss's come in the form of different color-tiered amulets that each work for a different level cap. Each color tier gives full ITEM and CONTAINER loss protection up to a certain level. After that level has been reached that Amulet will no longer provide ANY protection and one will have to use the next tier up for protection. If you are below the level cap of a given Amulet you receive FULL protection. If you are above the level cap of a given Amulet you receive ZERO protection. As AOL Tiers rise so does the price of them; the higher the Tier the more expensive. All are bought from Eremo.
Skull/Punishment System. Skulls function just as they do in Authentic 7.4 with one major exception. That exception is also the Punishment which normally leads to banishment, i.e. too many unjust frags in a given time frame. On Dura if you reach 'too many unjustified kills', where you would normally be banished, instead you will become an 'Outlaw' -- which will last for 'X' days, just like a Red Skull. An 'Outlaw' carries with it two very important traits: First, one's base loss upon Death will not be 10% but 20%; promotion and blessings still apply for reducing experience and skills but not item or container, just as Red Skull. Secondly, upon Death he will give the majority of his lost Experience to those who killed him. Consult our Server Information for our Skull System regarding unjustifies in the coming days on our website for how many it requires to Skull Up, as well how long a Skull lasts. An Outlaw will be recognizable by the Public.
Armor System. The Classic Armor System is fundamentally weak and inutile. We've balanced and improved it's functionality. In its original state it leads to all sorts of imbalancing problems for the four vocations, as well as an underwhelming bang for your buck in acquiring these items and their upgrades. Our New Armor System massively improves this. It increases balance as opposed to furthering it and makes armor meaningful all while not fundamentally changing Core Gameplay Mechanic, Archetype, and Strategy.
Quest System. Dura features the original 70+ Quests. Added to those 70 it has 15+ Custom Quests. But, and we are more proud of this than the 15+ Custom Quests, it has over 230+ Custom Mini-Quests.
Advancement System. In Dura all the normal ways to acquire Experience and Skills apply but it doesn't stop there. Many other ways exist to gain both Experience and Skills. One of them has been alluded to with regards to Raids monsters, one more will be spoiled below, the rest we are not going to spoil.
Map Itself. Our Map's base is 7.2 Authentic. However interwoven across and throughout that base is a countless amount of Unique Content. Custom areas and custom spawns have been added to the game, all of which are designed in the 7.4 Spirit. Also there are all such changes that constitute Map alterations opposed to addition, and that is covered in our Map Playability System.
Unique Systems These systems for the most part will be purposely vague and limited so as not to spoil gameplay.
Hidden System 001. (Rune Economy) Our Solution to Game Sustainability. The problem of rune economy demands a solution. At this state of Mastery leaving 7.4 as found is not an option. The other options are many but all unsatisfactory. Each one, whether selling runes via in-game-shop, reducing mana-cost for creation, increasing rune charge upon creation, or Multi-Clienting and Multi-Accounting with Runemakers was not satisfactory to us. We do not own that ours is a perfect system, nor was it easily come to -- it took months of waiting for some idea to strike that we were satisfied with. However we are now happy with it and are eager to see it in action.
Our system will ensure that everyday each player will be able to play in the style of their choosing. They will not feel forced to runesit with any of their characters much less characters from other accounts; and yet at the same time runesitting will still have a use and real benefit (not to mentioned tweaked). The system will still keep them within accustomed limits however: play habits, including PvE and PvP will still matter a great deal and be of great consequence to your success in Dura. The game will retain all of it's struggle and strife when it comes to economy but has had the tedium and irrationality of runesitting and runemaking for hours on end done away with; while also successfully precluding the need for cheating in any classic sense. We strove for sustainability, balance, and fun. We believe we succeeded, we hope you feel so too.
As of now for obvious reasons, not the least of which is spoiling gameplay we are not going to reveal the exact mechanisms of the system. We plan to reveal it in detail after the first player has discovered it which will likely be either the first or second day of the server. It will not be available on the Test Server either, only for Release.
Hidden System 002. Not being revealed as it will spoil the fun.
Exploration System. No details as it will spoil gameplay.
Map Playability. Playability consists of all the variability, versatility, options, and maneuverability the map affords the given Player. We've opened up the map a great deal by increasing the Paths and Channels possible to get from point A to B, allowing for ways those paths and channels can be changed, and how many different methods and mechanics can be used to effect or forestall that change. Things that are not conducive to Pictures: Pickholes, Trapdoors, Secret Tunnels, Friend-Rope Spots, Stair-Tricks, Levers and Switches offscreen and much more.
World (Ecological and Societal) Shifts. Shoutout, probably my favorite System. World Shifts are Map Changes which are REGIONAL yet, by their nature, their effect will be GLOBAL. They can last for days or weeks. They will be determined by Natural Events, such as Earthquakes, Floods, Eruptions, Wild-Fires, Famines, Plagues, Infestations, Wars, and so on. The results of which mean the accessibility of a given Area/Region may be enhanced, changed, or cut-off. An already planned example of this will be in the first week of the Release Edron and Darashia will not be accessible, and why they're not will come with a story; after the first week Edron will be accessible, and after the second week Darashia (See Test Server and Release). Other examples could be Ab'dendriel flooding, Kazordoon and it's city will suffer an earthquake, or Carlin will border it's walls and lands due to plague and infestation. All such abuses and safe-guards have been anticipated (for now ^.-)
World Map Changes. During any given day or days Lands, Rivers, Dungeons, Cities, or Spawns might be different than you would normally find them. They are not polymorphous, once you learn a variation it will benefit you going forward permanently.
World Monster Changes. During any given day or days Monsters might be different than you would normally find them, and on that day(s) their reward might be different. Announcements will always precipitate this.
Ancient Rune System. They're different ^.- (Ancient Runes are in addition to the Standard Rune System.)
Legendary Item System. Legendary Items are the most powerful and rarest in Dura. Although as natural with Power, they will cling to skill and victory and retire from the weak. They are their own master and lend their power to whom can properly wield it.
Individual Changes: Keep in mind the following is not a complete list, some things so small they don't bear mention and others we've simply forgotten because there's so much. All changes were designed to be in keeping with Dura's core vision: Tibia for Adults. Therefore we've retooled everything for a more sustainable, fun, and balanced game.
Altered Changes
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Increased Health Regeneration of all Vocations, especially Knights. [For Low Level Play]
Force Strike has been minutely Nerfed via mana-cost.
Flame Strike has been minutely Nerfed via mana-cost.
Energy Strike has been minutely Nerfed via mana-cost.
Flame Strike is for Sorcerers only.
Energy Strike is for Sorcerers only.
Fire Wave has been Changed.
Great Energy Beam has been Changed via mana-cost.
Energy Beam has been Changed via mana-cost.
Berserk has been Buffed via mana-cost.
Energy Wave has been Changed via mana-cost, leaning towards a slight (necessary) Nerf at a much higher level.
Ultimate Explosion has been Changed via mana-cost, leaning towards a slight (necessary) Nerf at a higher level.
-
Poison Storm has been Buffed via Changed-Mechanic.
Heal Friend has been Buffed via mana-cost.
Heal Friend cannot be used on oneself.
Mass Healing has been Buffed via mana-cost.
Find Person has been Nerfed via cooldown.
Challenge has been Buffed via Changed-Mechanic. [Anticipated necessary given Creature Sophistication]
Ultimate Light can be used by All Vocations.
Ultimate Light has been Buffed via mana-cost.
Cancel Invisibility is useable by All Vocations
Cancel Invisibility has been greatly Buffed.
-
Wild Growth has been Changed via mana-cost.
Conjure Bolt has been Buffed.
Conjure Power Bolt has been greatly Buffed.
Enchant Staff has been Changed and greatly Buffed.
Poison Field has been Buffed via mana-cost.
Light Magic Missile has been Buffed via damage.
Fireball will either be or not be Changed. It is undecided.
Energy Field has been Buffed.
Paralyze has been Changed via mana-cost, leaning towards a slight Nerf at a much higher level.
Traps have been Changed. They are no longer abuseable, yet still offer viability and function.
-
Boat and Magic Carpet prices have been Increased.
Life Fluid is 60gp and heals 25-75 health.
Mana Fluid is 100gp and fills 25-75 mana.
Cost of Arrows are 3gp each.
Cost of Bolts are 4gp each.
Burst Arrows have been Changed and slightly Nerfed.
Throwing Stars have been Changed and Buffed.
Various Monsters loot have been Buffed.
Boat-Locking is not abuseable. Holding a Boat NPC by talking to him.
Boat-Hopping is not abuseable.
-
Spears have been slightly Nerfed.
One may own as many Houses and Guildhalls as he'd like.
Houses and Guildhalls are 200gp per Square Meter; rent is weekly.
+Player Speed uses Authentic 7.4 formula. For game sustainability however, starting at a higher level, a level will reward less and less speed gain -- the reason for this is otherwise at high levels speed becomes absurd; nevertheless every level still pushes you closer to a faster speed.
Stairhopping as a mechanic has been nullified. It was highly abuseable to the point of being absurd.
Life Fluids can be used on others.
Mana Fluids can be used on others.
Various Equippable items besides Armor have been Changed.
-
Life Rings have been Buffed via gold-cost.
Ring of Healings have been Buffed via gold-cost.
+The Special Interval system for Ranged Attacks: Some may be aware of this, it is the functionality that governs if a monster, when at range can spam or attack at a rate quicker than the normal interval system allows, 'fast attacks'. Examples of this is a hunter shooting two arrows in two seconds or a warlock fast spamming virtually all of his attacks. This System has been Changed. It remains in a similar form but not the same; reasoning was balance.
Added Changes
==============
3 Custom Knight Spells.
2 Custom Druid Spells.
1 Custom Sorcerer Spell.
+Skill Roofs. After an unspecified Skill-Level (It is a High Skill) for both Melee and Distance all following Skill-Advancements for that particular Skill will plateau. Meaning hypothetically if Skill 100 for Sword is that unspecified Skill-Level, once 100 Sword is reached, 100 to 101, 101 to 102, 102 to 103 and so on will take the same amount of time to reach. However this is applied in tiers. So once for example a character would hit say 120 sword, a new plateau takes over till the next tier of say 140.
Notes (What 7.4 is in Reminders)
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Soul Points do not exist
Healing and Attacking Spells are not possible in the same turn, which is Authentic 7.4.
Monsters do not DeSpawn.
There is no "Bring me to XXXXX city".
One does not gain Health/Mana upon Level Advancement.
One will need blank runes to make runes.
A Rope Spot must be free of all items and corpses for a Player to be roped or use a rope.
Food Consumption is 7.4 Authentic.
Guards do NOT remove monsters.
Luring is Possible in every imaginable way.
If you want to conduct gold transfers they must be done person to person or through the mail system. It is not possible via bank.
No Mounts.
No Pets.
Selling Djinn Items will take place somewhere in the 7.2 Base Map. It will be no harder to achieve the ability to sell to Djinns than it would if Ankrahmun were present.
User Interface:
Banking System via NPCs
Turned Off: Change Gold by Click.
Turned Off: To conduct banking or transfers with in game commands ()
Turned Off: To create light by commands or client itself. Use of Lighthack is a Violation, see Cheating.
Turned Off: To see one's Unjustified Kills or details about them via command. ()
Turned Off: Loot via message or log. You must open up the corpse.
Turned Off: Most Commands. A list of available commands will be on our Website in the coming days.
Shared Experience via !share IF in party. Possible to do activate this regardless of Battle Status.
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Continued...
Today we proudly introduce Dura to OTLand after almost a year of work from our Team.
We have little left to do and are now ready to begin our Journey towards our First Release. All that remains is Website Construction, which currently is more than halfway done and a couple particulars left with the actual Game, rounding out to a week or two of work. The Test Server, which begins today, could cause new unforeseen challenges or tasks to arise, but since the game has already been thoroughly tested by ourselves as well as Alpha Testers we anticipate minimal problems. As it stands now we, though having no set date currently, believe we will be ready to Launch within 2-4 weeks having finished everything Game-Side and Website-side. We will update you if there are any changes to our schedule.
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DURA
Dura's entire premise revolved around one overarching concept: Make Tibia Challenging Again. What once was for all of us something unpredictable, unexplored, exciting and dangerous has become boring, monotonous, repetitive, unthreatening, and downright easy. We all mastered the game long ago, many of us being able to play blindfolded, knowing before we even press Submit on our character what lies ahead and exactly how to achieve it with no hardship, trial, or challenge, at each stage and each spawn. Our goal was to take the game we love and recreate it to something fresh and vital for the playerbase it has today, far more seasoned, experienced, and skilled players. Tibia for Adults. A game far harder and far more challenging, but not achieved by simply raising stats, something instead more sophisticated and multi-faceted. We believe our Release Notes below will convince you of this. Now for the second part.
Dura is team-oriented. To do the above, create both a fun and challenging game, it seemed obvious to push the game towards teamplay, compelling the different vocational strengths and abilities to be indispensable for the others, while also redesigning the 'dungeons' to be demanding beyond the capabilities of a single player. This increased the level of challenge, or knot the game presented the player, thereby also increasing the level of complex strategy (leveraging and rearranging the different tools of the vocations) to untie that knot. We want to be very clear that while it is not necessary to play as a Team, and playing solo is quite possible, we designed it in such a way that it seems far more natural to team up to get the most out of the experience.
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PRIMER
A warning shout for everyone who comes to play: The game is Hard. There can be no understatement when saying "...death around every corner". It's not the game you are accustomed to playing or expecting. If you treat it like it is, assuming you know where everything is and how everything works, monsters, spawns, mechanics, and so on "You are dead." will play across your screen continuously. The game feels, plays, and looks like 7.4 -- but respect what has been said above and what will be listed below and take it to mind, otherwise there will be no shortage of suffering for your keyboard.
And a little clarity, Rookgaard is harder than normal Rookgaard yes, but it is Main where things start to take the real turn. Be on your guard.
-------------------------------------------------------------------------------------------------------------------------------------------------------------------
STRUCTURE
Dura started from a 7.4 Base. To be clear this is not what Dura will be; the "Base" is what we first strived to achieve -- an authentic 7.4 Server-- then once having done so we layered over top of it our own innovations and changes.
Base: Dura is a 7.4 Server concerning mechanics and a 7.2 RL Map. (The reason for this is simple. When Ankrahmun was introduced it wholly unbalanced the game in one fell stroke. In its original form Ankrahmun offers, with very very few exceptions, the best spawns in the game for both loot and experience. This single update nullified the rest of the map and made it largely undesired real estate. (Things of course only worsened with Port Hope in 7.5.) See our Plans. There you will see a more detailed overview of how are first major update will be to renovate Ankrahmun, balancing it with the rest of the map, making it a good addition to Dura at large.
Location of Server: North East USA. Dedicated. We are ready to also Host Servers is EU and Brazil -- it depends solely on interest and feedback.
Ping Test: 85 London, 138 Stockholm, 90 Rio de Janiero, 15 New York.
Test Server: Official Test Server begins April 1st. See Test Server and Release.
Rate: Low-Rate. To be decided. As of now we know it will be between 1-2x.
Open PvP: The PvP system is OpenPvP, but you should consult Skull/Punishment System below.
Skulls and Unjustifies: To be decided. The decision must be made in pairing with rates.
Client: Custom Client.
Sprites: A mixture of 7.4 and 7.1; rarely 6.4 and earlier.
Map and Spawns at Base: Dura's Spawn and Map Authenticity is Perfect within a margin of 1%. We used a combination of Tracked Maps and then manually checked every single spawn against thousands of TibiaCams from 7.21, 7.24, 7.3, 7.4, 7.5, and 7.6. By verifiable evidence the spawns are Perfect save 1%. We do not use that number arbitrarily.
Monsters at Base: Reverse-engineered from the RealOTS 7.7 CIP Files. They are Perfect.
Anti-Bot: Standard gamut of protocols. See Cheating.
Website: Latestnews - Dura (https://dura-online.com/)
Discord:
Join the Dura Discord Server!
Dura is an MMORPG fantasy world that was made for the most seasoned and skilled players. | 2252 members
discord.gg
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CHANGES
Overhauled Systems
Monster System. Our Monster System is one of our most core and central Changes. In Dura monsters are far more sophisticated and threatening. Each given monster, upon spawn, draws at random from a ranged pool of stats and abilities pre-set for that Creature. This means that each individual fight or confrontation will be different and unpredictable, and thus challenging, meaning fun. However we've done more than just that, we've also slightly altered the spawns to make them more varied and 'multi-colored' engendering a many-headed challenge. In a phrase you'll never ever really know what's around the corner. Our goal was to push the game away from the mastered mechanics and knowledge bases we all completed long ago, the spirit-crushing and mind-numbing grinding, to something that constantly demands you to think on your feet, employ circumstantial strategy, and tests your talents -- all using native 7.4 knowledge and skills. So spawns (types of monsters in a given area) themselves will be different, but then so will the monsters themselves who inhabit them; in the hope of multi-layered unpredictability, and that doesn't include the other parts of the Monster System we cannot reveal due to spoiling the gameplay experience (what we can say is a spawn may be different from one day or hour to the next). But please don't think we became carried away. The Monster System, as with all of Dura keeps the game in the 7.4 Spirit and Atmosphere: In explanation the spawns do not differ in essence from what you expect -- not just by Power-Level but also Aesthetic; and the monsters themselves, their abilities and stats are in keeping with what their core characteristics are. We've woven and layered nuanced changes but in terms of feel, which we strove very hard never to depart from, it's just as any other time you've entered a Dungeon in 7.4.
Mana and Spell System. Many spells have been altered. Some custom spells have been added. All Spell damage and cooldown values are Authentic 7.4, except where specifically noted. However some spells have had their mechanics altered; many buffed or nerfed in their mana-cost. Such changes in mana-cost are not absolute but based on level. [These changes were done for balancing, providing use for each spell, and game sustainability at higher levels.]
Raid System. The Raid System features all original pre 7.6 Raids totaling 50+ Raids while also boasting 180+ custom non-boss raids. The Game also features 60+ Boss Raids. The System features a balance in both frequency of Raids but also Relevance to your level, no one will be disappointed or left out. Raid Monsters will be different than Non-Raid Monsters. They may contain more loot, give more experience, act or behave differently. There are also over 1500+ mini-raids.
Boss System. Boss System consisting of Classic as well as Custom bosses. Will not spoil
Death/Loss System. Base Death Loss: 10% Experience, Skills, Magic Level, Items; 100% Container. Promotion reduces Death Loss by 3% for Experience, Skills, Magic Level, Items; 30% Container. 1 Blessing reduces Death Loss by 1% for Experience, Skills, Magic Level; 1.2% Item; 12% Container. Blessing price is dependent upon Level. Amulet of Loss's come in the form of different color-tiered amulets that each work for a different level cap. Each color tier gives full ITEM and CONTAINER loss protection up to a certain level. After that level has been reached that Amulet will no longer provide ANY protection and one will have to use the next tier up for protection. If you are below the level cap of a given Amulet you receive FULL protection. If you are above the level cap of a given Amulet you receive ZERO protection. As AOL Tiers rise so does the price of them; the higher the Tier the more expensive. All are bought from Eremo.
Skull/Punishment System. Skulls function just as they do in Authentic 7.4 with one major exception. That exception is also the Punishment which normally leads to banishment, i.e. too many unjust frags in a given time frame. On Dura if you reach 'too many unjustified kills', where you would normally be banished, instead you will become an 'Outlaw' -- which will last for 'X' days, just like a Red Skull. An 'Outlaw' carries with it two very important traits: First, one's base loss upon Death will not be 10% but 20%; promotion and blessings still apply for reducing experience and skills but not item or container, just as Red Skull. Secondly, upon Death he will give the majority of his lost Experience to those who killed him. Consult our Server Information for our Skull System regarding unjustifies in the coming days on our website for how many it requires to Skull Up, as well how long a Skull lasts. An Outlaw will be recognizable by the Public.
Armor System. The Classic Armor System is fundamentally weak and inutile. We've balanced and improved it's functionality. In its original state it leads to all sorts of imbalancing problems for the four vocations, as well as an underwhelming bang for your buck in acquiring these items and their upgrades. Our New Armor System massively improves this. It increases balance as opposed to furthering it and makes armor meaningful all while not fundamentally changing Core Gameplay Mechanic, Archetype, and Strategy.
Quest System. Dura features the original 70+ Quests. Added to those 70 it has 15+ Custom Quests. But, and we are more proud of this than the 15+ Custom Quests, it has over 230+ Custom Mini-Quests.
Advancement System. In Dura all the normal ways to acquire Experience and Skills apply but it doesn't stop there. Many other ways exist to gain both Experience and Skills. One of them has been alluded to with regards to Raids monsters, one more will be spoiled below, the rest we are not going to spoil.
Map Itself. Our Map's base is 7.2 Authentic. However interwoven across and throughout that base is a countless amount of Unique Content. Custom areas and custom spawns have been added to the game, all of which are designed in the 7.4 Spirit. Also there are all such changes that constitute Map alterations opposed to addition, and that is covered in our Map Playability System.
Unique Systems These systems for the most part will be purposely vague and limited so as not to spoil gameplay.
Hidden System 001. (Rune Economy) Our Solution to Game Sustainability. The problem of rune economy demands a solution. At this state of Mastery leaving 7.4 as found is not an option. The other options are many but all unsatisfactory. Each one, whether selling runes via in-game-shop, reducing mana-cost for creation, increasing rune charge upon creation, or Multi-Clienting and Multi-Accounting with Runemakers was not satisfactory to us. We do not own that ours is a perfect system, nor was it easily come to -- it took months of waiting for some idea to strike that we were satisfied with. However we are now happy with it and are eager to see it in action.
Our system will ensure that everyday each player will be able to play in the style of their choosing. They will not feel forced to runesit with any of their characters much less characters from other accounts; and yet at the same time runesitting will still have a use and real benefit (not to mentioned tweaked). The system will still keep them within accustomed limits however: play habits, including PvE and PvP will still matter a great deal and be of great consequence to your success in Dura. The game will retain all of it's struggle and strife when it comes to economy but has had the tedium and irrationality of runesitting and runemaking for hours on end done away with; while also successfully precluding the need for cheating in any classic sense. We strove for sustainability, balance, and fun. We believe we succeeded, we hope you feel so too.
As of now for obvious reasons, not the least of which is spoiling gameplay we are not going to reveal the exact mechanisms of the system. We plan to reveal it in detail after the first player has discovered it which will likely be either the first or second day of the server. It will not be available on the Test Server either, only for Release.
Hidden System 002. Not being revealed as it will spoil the fun.
Exploration System. No details as it will spoil gameplay.
Map Playability. Playability consists of all the variability, versatility, options, and maneuverability the map affords the given Player. We've opened up the map a great deal by increasing the Paths and Channels possible to get from point A to B, allowing for ways those paths and channels can be changed, and how many different methods and mechanics can be used to effect or forestall that change. Things that are not conducive to Pictures: Pickholes, Trapdoors, Secret Tunnels, Friend-Rope Spots, Stair-Tricks, Levers and Switches offscreen and much more.
World (Ecological and Societal) Shifts. Shoutout, probably my favorite System. World Shifts are Map Changes which are REGIONAL yet, by their nature, their effect will be GLOBAL. They can last for days or weeks. They will be determined by Natural Events, such as Earthquakes, Floods, Eruptions, Wild-Fires, Famines, Plagues, Infestations, Wars, and so on. The results of which mean the accessibility of a given Area/Region may be enhanced, changed, or cut-off. An already planned example of this will be in the first week of the Release Edron and Darashia will not be accessible, and why they're not will come with a story; after the first week Edron will be accessible, and after the second week Darashia (See Test Server and Release). Other examples could be Ab'dendriel flooding, Kazordoon and it's city will suffer an earthquake, or Carlin will border it's walls and lands due to plague and infestation. All such abuses and safe-guards have been anticipated (for now ^.-)
World Map Changes. During any given day or days Lands, Rivers, Dungeons, Cities, or Spawns might be different than you would normally find them. They are not polymorphous, once you learn a variation it will benefit you going forward permanently.
World Monster Changes. During any given day or days Monsters might be different than you would normally find them, and on that day(s) their reward might be different. Announcements will always precipitate this.
Ancient Rune System. They're different ^.- (Ancient Runes are in addition to the Standard Rune System.)
Legendary Item System. Legendary Items are the most powerful and rarest in Dura. Although as natural with Power, they will cling to skill and victory and retire from the weak. They are their own master and lend their power to whom can properly wield it.
Individual Changes: Keep in mind the following is not a complete list, some things so small they don't bear mention and others we've simply forgotten because there's so much. All changes were designed to be in keeping with Dura's core vision: Tibia for Adults. Therefore we've retooled everything for a more sustainable, fun, and balanced game.
Altered Changes
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Increased Health Regeneration of all Vocations, especially Knights. [For Low Level Play]
Force Strike has been minutely Nerfed via mana-cost.
Flame Strike has been minutely Nerfed via mana-cost.
Energy Strike has been minutely Nerfed via mana-cost.
Flame Strike is for Sorcerers only.
Energy Strike is for Sorcerers only.
Fire Wave has been Changed.
Great Energy Beam has been Changed via mana-cost.
Energy Beam has been Changed via mana-cost.
Berserk has been Buffed via mana-cost.
Energy Wave has been Changed via mana-cost, leaning towards a slight (necessary) Nerf at a much higher level.
Ultimate Explosion has been Changed via mana-cost, leaning towards a slight (necessary) Nerf at a higher level.
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Poison Storm has been Buffed via Changed-Mechanic.
Heal Friend has been Buffed via mana-cost.
Heal Friend cannot be used on oneself.
Mass Healing has been Buffed via mana-cost.
Find Person has been Nerfed via cooldown.
Challenge has been Buffed via Changed-Mechanic. [Anticipated necessary given Creature Sophistication]
Ultimate Light can be used by All Vocations.
Ultimate Light has been Buffed via mana-cost.
Cancel Invisibility is useable by All Vocations
Cancel Invisibility has been greatly Buffed.
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Wild Growth has been Changed via mana-cost.
Conjure Bolt has been Buffed.
Conjure Power Bolt has been greatly Buffed.
Enchant Staff has been Changed and greatly Buffed.
Poison Field has been Buffed via mana-cost.
Light Magic Missile has been Buffed via damage.
Fireball will either be or not be Changed. It is undecided.
Energy Field has been Buffed.
Paralyze has been Changed via mana-cost, leaning towards a slight Nerf at a much higher level.
Traps have been Changed. They are no longer abuseable, yet still offer viability and function.
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Boat and Magic Carpet prices have been Increased.
Life Fluid is 60gp and heals 25-75 health.
Mana Fluid is 100gp and fills 25-75 mana.
Cost of Arrows are 3gp each.
Cost of Bolts are 4gp each.
Burst Arrows have been Changed and slightly Nerfed.
Throwing Stars have been Changed and Buffed.
Various Monsters loot have been Buffed.
Boat-Locking is not abuseable. Holding a Boat NPC by talking to him.
Boat-Hopping is not abuseable.
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Spears have been slightly Nerfed.
One may own as many Houses and Guildhalls as he'd like.
Houses and Guildhalls are 200gp per Square Meter; rent is weekly.
+Player Speed uses Authentic 7.4 formula. For game sustainability however, starting at a higher level, a level will reward less and less speed gain -- the reason for this is otherwise at high levels speed becomes absurd; nevertheless every level still pushes you closer to a faster speed.
Stairhopping as a mechanic has been nullified. It was highly abuseable to the point of being absurd.
Life Fluids can be used on others.
Mana Fluids can be used on others.
Various Equippable items besides Armor have been Changed.
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Life Rings have been Buffed via gold-cost.
Ring of Healings have been Buffed via gold-cost.
+The Special Interval system for Ranged Attacks: Some may be aware of this, it is the functionality that governs if a monster, when at range can spam or attack at a rate quicker than the normal interval system allows, 'fast attacks'. Examples of this is a hunter shooting two arrows in two seconds or a warlock fast spamming virtually all of his attacks. This System has been Changed. It remains in a similar form but not the same; reasoning was balance.
Added Changes
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3 Custom Knight Spells.
2 Custom Druid Spells.
1 Custom Sorcerer Spell.
+Skill Roofs. After an unspecified Skill-Level (It is a High Skill) for both Melee and Distance all following Skill-Advancements for that particular Skill will plateau. Meaning hypothetically if Skill 100 for Sword is that unspecified Skill-Level, once 100 Sword is reached, 100 to 101, 101 to 102, 102 to 103 and so on will take the same amount of time to reach. However this is applied in tiers. So once for example a character would hit say 120 sword, a new plateau takes over till the next tier of say 140.
Notes (What 7.4 is in Reminders)
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Soul Points do not exist
Healing and Attacking Spells are not possible in the same turn, which is Authentic 7.4.
Monsters do not DeSpawn.
There is no "Bring me to XXXXX city".
One does not gain Health/Mana upon Level Advancement.
One will need blank runes to make runes.
A Rope Spot must be free of all items and corpses for a Player to be roped or use a rope.
Food Consumption is 7.4 Authentic.
Guards do NOT remove monsters.
Luring is Possible in every imaginable way.
If you want to conduct gold transfers they must be done person to person or through the mail system. It is not possible via bank.
No Mounts.
No Pets.
Selling Djinn Items will take place somewhere in the 7.2 Base Map. It will be no harder to achieve the ability to sell to Djinns than it would if Ankrahmun were present.
User Interface:
Banking System via NPCs
Turned Off: Change Gold by Click.
Turned Off: To conduct banking or transfers with in game commands ()
Turned Off: To create light by commands or client itself. Use of Lighthack is a Violation, see Cheating.
Turned Off: To see one's Unjustified Kills or details about them via command. ()
Turned Off: Loot via message or log. You must open up the corpse.
Turned Off: Most Commands. A list of available commands will be on our Website in the coming days.
Shared Experience via !share IF in party. Possible to do activate this regardless of Battle Status.
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