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[USA] [7.4] Dura - A Harder Tibia | Massively Customized | New Meta | Long Term | Regular Updates | Never Reset | For Skilled Players

Server Website/AAC
https://dura-online.com/
Server Address
dura-online.com
Server Port
7171
Client Protocol
7.4
Patch Notes of April 30th to May 9th:

NPC & Lore changes
u
Diqrah Cain NPC cosmetic typo fixed.
u Csaba NPC lore added and slightly changed.
u Aman NPC lore added and changed.
u Diqrah Cain NPC lore added.
u Djema NPC lore added.
u Saabir NPC lore added.
u Taiseer NPC lore added.
u Shabtis NPC lore added and changed.
u NPC Ismael will now be able to exchange runes.
u There was a bug with selling small oil lamps to NPC. This has been fixed. (Name of NPC not being stated because it is unsure if it is known yet, at least by many.)
u The Boy and the Three Wishes book has had a slight lore change/addition.
u Dah'rio NPC has had lore added to him.
u Cosmetic typo for NPC Narwa fixed.
u Lore added to a Library found in a desert.

Creature changes
u
Minotaur Mage experience changed from 150 to 155.
u Minotaur Mage health from 150 to 155.
u Hunter experience changed from 150 to 155.
u Hunter health changed from 150 to 158.
u Mummy experience changed from 150 to 155.
u Mummy health changed from 240 to 250.
u Fire Elemental experience changed from 220 to 240.
u Teleporting ability of Pharaoh reduced.
u Monsters which had death resistance, particularly Slime Ooze, Dreadseer, Tar Ooze, Crawling Hand, Pharaoh, Pharaoh Priest, Marid, Efreet, and One of the Forty have had it reduced to 0; effectively making Death damage True damage.
u Slime Ooze haste reduced.
u Slime Ooze invisibility removed.
u Slime Ooze has had new damage spells added.
u Added a couple more monsters in the Mountain Pass to Mal'ouquah.

Other changes
u
Heroism System now works perfectly with no bugs.
u Elite Rewards now work perfectly with no bugs.
u Bug with blessing costs over level 200 fixed.
u Map has been cleaned. It will automatically clean on July 1st and January 1st every year.
u Various tile speeds have been changed, mainly the painted sandstone tiles and certain walkable water tiles.
u Crowd Control spam immunity has been added to the game. When a player is affected with a 'condition' such as silence he cannot be silenced again for 7 seconds when the first silence expires. However a player can be affected 'back-to-back' by different crowd control conditions, e.g. a player can be silenced and then immediately rooted during silencing or after silencing elapses.
u The Krevell Quest, also known as Emberwake Quest, also known as Desert Dungeon II Quest is now completable by a level 50. You will not be able to fight Emberwake, you will not be able to get Emberwake's experience or loot but you will be able to get the Reward Chest. This is our solution due to the strains of finding a team and not wanting to stay under 35. We are open to other solutions but for now to help players this is available.
u Anyone who has ever already received the Reward Chest for the Krevell Quest will not be able to receive it again. It is only for characters over level 50 who have not already succeeded in completing the quest.
u Small Stones can now be exchanged for small stones with less attack at Ammunition NPCs. 'Chipped small stone' and 'Brittle small stone'. This is at the minimum a temporary solution which could evolve into a more sophisticated permanent solution. The problem the solution aims to solve is high skilled Paladins who cannot train anymore. Lore to be added about these items in the future if they are permanent.
u At NPCs all elemental runes and elemental throwing knife spells have been subsumed into one spell 'elemental magic'. When you buy elemental magic or 'one of the elemental magic spells; e.g. incinerate rune' you will come into possession of all 8 basic elemental magic spells. The cost is 600 gold. This is more in line with the spirit and balance of the original game.
u Paladins conjure ammunition spells have had their mana cost reduced.
u Conjure Doubleheaded Arrow, a spell, has been added to the game.
u It should no longer be possible to throw items 2 floors above the current floor the player is on. This was a bug, it has now been fixed.


All in all, plenty of things happening,. A lot more to come - stay tuned.

Regards,
Dura Staff
 
Beasts of Old Age

As the moon looms in the sky with a night air that has grown warm in the passing weeks, a primal energy channels down through the forests and mountains. The tops of the trees shudder as mightiest creatures of the realm emerge from their season's slumber. With thundering footsteps and dirk-sized claws, they lay claim to the most bountiful hunting grounds and drive all but the strongest and most cunning from their territory. In this savage land it is the time of the slow giants, it is the return of the beasts of old age.

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From Friday to May 12th to Tuesday May 16th the event Beasts of Old Age will be active. During that time normal, that is non-raid, non-ambush, non-elite, and non-party creatures will behave very differently. They will have 300% Health and equivalent Experience and Loot. However they will also spawn much slower, half as fast as when Beasts of Old Age is not active.

Don't get caught under foot,
Dura Staff
 
Soulstealing

Magic is multifarious and volatile, it takes many shapes, bends with time, folds and tumbles within space --- it can mold to personalities, be encased in objects as well as flow from lifeforms, be amplified by the season, be stunted by temperature... it is a thing endless and infinitely malleable...There are those who learn its art and turn it to their will, by eloquence or bludgeon. And few become disciples in select forms of its discipline and duplicity... The Ranuhga Mages have sown discord into the world. A great spell that has taken decades to convene is now released: The lifeforce of every and each is now for the picking by another. The intent is to snare one's gaze to look upon all others as merely wood for one's fire, food for one's belly, means for one's end.In the daylight there will be bloodshed...

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This event will occur from May 26th Friday Server Save to May 30th Tuesday Server Save.
During this event killing monsters will yield Mana to the player. For every 20 experience points gained from a monster the player will siphon 1 mana to his person, plus an additional flat 1 mana will be passed to his person for the kill itself.

Regards,
Dura Staff
 
Breeding Season & Aid from Cilahaen

The voices of the forest are of squeaks and chirps, little cries and bobbing knobby legs. Tumbling about from valley to coast new life enters Dura and as nature decrees few will carry on but those who do will be the strong...

The event, Breeding Season, will occur from Friday June 9th Server Save to Tuesday June 13th Server Save.
u All non-raid creatures will have 80% of normal health pool.
u All non-raid creatures will have 80% of normal loot.
u All non-raid creatures will have 80% of normal experience.
u All non-raid creatures will spawn 2.5x as fast as normal spawn rate.

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It seems after the devastation which the Ranuhga Mages brought upon Dura one of their many foe the Cilahaen Mages seek to aid in the healing and recovery of Dura and all its inhabitants...

The event, Aid from Cilahaen, will occur from Friday June 9th Server Save to Tuesday July 7th Server Save.

All base character mana regeneration will be doubled, meaning:
u Knights will now have mana regeneration of 1 mana every 6 seconds.
u Paladins will now have mana regeneration of 1 mana every 4 seconds.
u Sorcerers will now have mana regeneration of 1 mana every 3 seconds.
u Druids will now have mana regeneration of 1 mana every 3 seconds.
u Elite Knights will now have mana regeneration of 1 mana every 5 seconds.
u Royal Paladins will now have mana regeneration of 1 mana every 3 seconds.
u Master Sorcerers will now have mana regeneration of 1 mana every 2 seconds.
u Elder Druids will now have mana regeneration of 1 mana every 2 seconds.

Note: You need to become 'hungry' on your character for Aid from Cilahaen to take effect.

Regards,
Dura Staff
 
The Tale of Thalendir and Elara

In the mystical realm of Cilahaen, an elder druid named Thalendir imparted his ancient wisdom to an inspired young apprentice, Elara, who had been under his tutelage for some years. In that time she had improved her learnings under his watchful guidance, developing a deep respect and admiration for her master's abilities.

One fateful moonlit night, Thalendir decided it was time to share a powerful form of lifeforce magic with her. With fireflies floating in a calm air, they gathered beneath an ancient oak tree, the atmosphere charged with a sense of anticipation and wonder. The night was set to become a turning point in Elara's journey.

Thalendir initiated the sacred ritual, a symphony of words and gestures that resonated with the energies of the natural world. In the span of a single night, he unveiled the secrets of the spirit of this world , teaching Elara to harness the life force that flowed through the earth, the forests, and the waters. The musings and postures unfolded swiftly, each one brimming with more intensity.

As the moon reached its zenith, Elara felt an access to knowledge that she only suspected and hoped at. This new magic imparted by her master infused her being, and she embraced the newfound abilities with unwavering determination. Her reverence to her teacher as well as her own power strengthened in the crucible of a single transformative night.

From that moment forward, Elara's healing prowess soared to new heights. Her touch mended wounds, her presence offered solace, and her voice carried a sense of restoration. The tale of the elder druid and his skilled apprentice spread across Cilahaen, an inspiring testament to the power of dedicated mentorship and the rapid growth that can be achieved with proper devotion to study.

And so, the legend of Thalendir and Elara stood as a testament to the life-altering nature of the master's teachings. Within the span of a moonlit night, Elara transcended her previous limits, embracing her role as a formidable healer. Their tale became a whispered reminder of the profound impact that can be achieved when knowledge and guidance are passed on to those who are ready, uncurling the strong roots that waited within a focused spirit.


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The event, Ode to Thalendir, will occur from Friday June 23rd Server Save to Tuesday June 27th Server Save.

u For every 5 damage a Player deals to a Creature he will receive 1 HP.
u It will also work against summons.

As well, the following will occur though it will not stack:

u If an attack does 90 damage or more the Player will recieve an extra 3 HP.
u If an attack does 120 damage or more the Player will recieve an extra 6 HP.
u If an attack does 150 damage or more the Player will recieve an extra 9 HP.
u If an attack does 180 damage or more the Player will recieve an extra 12 HP.
u If an attack does 220 damage or more the Player will recieve an extra 16 HP.
u If an attack does 260 damage or more the Player will recieve an extra 20 HP.
u If an attack does 300 damage or more the Player will recieve an extra 25 HP.

Regards,
Dura Staff
 
Patch notes of June 23rd to July 1st


Map & Quest changes
u
Daily item spawns in a Scarab Cave of The Kha'labal were bugged, they are fixed. It is suspected this bug will reoccur however.
u Daily item spawns in Teshial were bugged, they are fixed.
u Playability 'spot/mechanic' added to Shadowthorn.
u Changed PZ boundary of Reclaimed Ankrahmun Depot.
u Mini Quest substantial bug fixed in the wheat farms of Kazordoon.
u Some monsters added to Demona.
u Star-room layout in Demona changed, mostly concerning traps, an effective player-buff.
u Experience Quest cosmetic typo in Kazordoon Dwarven Statue fixed.
u NPC Anderson cosmetic typo fixed.
u NPC Wyda cosmetic typo fixed.
u Monster spawns in Teshial have been changed. Be wary, great danger.
u Some spawns in PoH near the Temple were bugged, spawning too fast, this has been fixed.
u Hudjefa II quest should now give rewards which should be catered to vocation, as previously it was bugged.
u Postman doors in The Kha'labal should now work with no cosmetic bug, and all non-postman doors of sandstone should not close automatically as they have been doing.
u Cosmetic bug in Queen Khafra's quest has been fixed.
u Cosmetic typos in experience quests where the experience rewarded did not match experience stated has been fixed.
u Giant Spider added to the Mountain in the Kha'labal desert.
u There was a bug with an experience quest in the goblin village north of Carlin on the surface, this has been fixed.
u Various stairs that were not walkable have been fixed.
u A door was bugged that should be crowbar-able but wasn't, it has been fixed.


Creature changes
u
Orc Warlord chance to use invisibility has been reduced.
u Demon haste speed reduced.
u Amount of summons reduced for Ancient Scarab.
u Amount of summons reduced for Fire Devil.
u Amount of summons reduced for Orc.
u Amount of summons reduced for Skeleton.
u Amount of summons reduced for Valkyrie.
u Amount of summons reduced for War Wolf.
u Amount of summons reduced for Dwarf Geomancer.
u Chance of Elf Scouts being summon by Elf Arcanists lowered.
u Chance of summons being spawned by Fire Devils lowered.
u Chance of summons being spawned by Orc Shamans lowered.
u Chance of Rats being spawned by Orcs lowered.
u Giants Spiders will now summon all poison spider types.
u Lich's will now spawn only one bonebeast. Eventually however Liches will be overhauled and be a 'new' monster. Much more powerful than the current version. Minimum 3,000 experience points.
u Dreadseers will now spawn vampirers at a lower rate.
u Dreadseers will now spawn elder beholders at a lower rate than vampires. Remember that a few patches ago Elder Beholders had their summoning of monster-summons greatly reduced.
u Minotaur Guard lifedrain spell damage reduced.
u Priestess Area-of-Effect manadrain reduced.
u Witches have had a new ability added to them. It was always intended but alas escaped our eyes.
u Warlock's chance to cast mana-drain spell lowered.


Raid changes
u
Tier 2 Raids added.
u Tier 3 Raids added.
u Tier 4 Raids added.
u Tier 6 Raids added.
u The Dragons clog the ancients halls of the Heroes has had more dragons added to it as well as a new monster, it is more dangerous.
u The game of Edron grow fattened and so the wolves follow now has a variation that is more deadly. The original has also been changed.
u Banshees have passed through the portals of this dimension has had its area widened where the raid can spawn.
u Banshees have passed through the portals of this dimension has had its spawn timer reduced, be aware.
u Typo correction to Both the Vampire and the Arcanist are pale skinned.
u Dragons will now spawn at the same time in Cyclopolis has called its allies to its shore! where previously is was after the other monsters spawned.
u WALLACE: THE UNDEAD ARE HUNGRY FOR LIFE! MACABRE MOANS CHORUS has been increased in its volume and density as a raid.
u WALLACE: A CONTINGENT OF ORCS AND CYCLOPS FROM ULDEREK'S ROCK has had a flavor text change.
u The Orcs stream out of the forests and hills for the flesh of women has been increased in its space, volume, and density as a raid.
u Orcs have bridged the sea between their homeland and Edron! has been increased in its space, volume, and density as a raid.
u Both the Vampire and the Arcanist are pale skinned has been increased in its space, volume, and density as a raid.
u Beholders are gathering for their mating season along the cliffshas had a slight reduction in elder beholders.
u Dark Priests raise Golems up out of rock from the Mines! has had a moderate increase in necromancers and a slight decrease in stone golems.
u A Dwarven Guard is called to give extra protection has had a typo corrected.
u The Ghostlands walk with the souls of the dead has had its density and volume increased.
u The Ghostlands walk with the souls of the dead has had a variation added when it can spawn.
u Up from crypt and cave Black Caped Horrors look for the blood has had its space, volume, and density increased. It's improvement is not finished, it will be even 'bigger' and 'greater' in the near future per future patch.
u King tibianus has enlisted the aid of the dwarves to assist the White Abbey has had its Dwarf Geomancer's at the boat reduced.
u The forty have dispersed amongst the desert sands in search has had a sizing error corrected.
u Amount of Wild Warriors in The game of Edron grow fattened and so the wolves follow increased.
u Spawn time of The orcs of Edron gather to worship the eggs of their benevolent arachnid matriarch decreased, it will spawn sooner.
u Spawn time of The Cyclop south of Thais grow restless and hungry, they join forces decreased, it will spawn sooner.
u Spawn time of Starcrossed lovers scorned by the men of the Outlaw Camp return from the grave decreased, it will spawn sooner.
u Small bug where sometimes Orc Warriors would spawn inside a raid but not give bonus loot.
u Femor Hills raid: An army of Orcs cut across midlands had a bug, it has been fixed.


Other changes
u
Blessing costs for over level 200 fixed.
u Weight of spears reduced from 20oz to 10oz.
u Spear breakchance enormously reduced.
u Spell Dissipate reduced from 900 to 450 gold.
u When buying either Cursed Kunai or Sudden Death you will immediately possess both spells. You will only need to pay for one.
u When buying either Empowered Axe or Explosion you will immediately possess both spells. You will only need to pay for one.
u Bug that caused crash with teleport fixed.
u Bugs that cannot be spoiled have been fixed.
u Bow of the Kha'labal has had attack added to it. This is part of a larger balancing overhaul to the vocations where in this context new paladin items are coming to Dura soon, including items stronger than Bow of the Kha'labal, as well items as for all vocations.
u Legendary Item has been added to the game.
u Crystal Arrow item has been changed (nerfed by itself - buffed in unison with other). When you now possess it's complement you will be a more powerful Paladin than before this patch; the crystal arrow was too powerful for one item as it provided infinite ammunition as well as powerful offensive benefit. (You can think of it as a shield and a melee weapon in one item in terms of the value it had provided.)
u Two new items have been added, both for Paladins, this is a precursor to item expansion. These items will be changed in the near future, as we are needing to create the coding-infrastructure for their design accessories. So for now they had their effective power placed where we see it being equivalent to their future design with the current limits we have at our disposal.
u NPC Lujhz has had lore added to it of a semi-substantial nature.


New System: Overspawning!
A basic description of Overspawning is that if a monster wanders too far away from it's original spawn then a new monster will spawn to take it's place, while at the same time the old one will remain.Some points on how it works:
u Whatever the respawn-timer is for a given spawn (monster), overspawning will be a great deal more than that timer.
u If an Overspawn timer was started for a spawn (monster) but then the monster is killed (or removed) the Overspawn timer ceases and the Normal-spawn timer begins instantly.


Expanded System: Acquiring Legendaries!
All monsters now at 1200 base experience and above will be able to drop legendaries. The system is not changing in any way: that is how it is known that Legendaries are now looted in Dura is the same, as well as their rarity; it is simply expanded to more monsters.

A full list of changes and upcoming patches can be found in our discord.

Regards;
Dura Staff
 
Season of Fire

It is high summer. Haze from intense heat makes every vision unreliable, veins on your hands never go small, a layer of sweat has replaced your skin; all seems a blistering mirage but then... your camel quickens its pace, learned over decades for the scent of water, no illusion can trick this wise beast. His pace slows at the head of a dune and before you sits an oasis nestled like a dewdrop in the desert.
The sun burns into all the world: fire bolder, flames harder to extinguish, everything is dry. It begs for water. Those who command the heated breath or have mastered the nature of flames grow only stronger. The sun can reach no higher, it is the season of fire.

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The event, Season of Fire, will occur from Friday July 7th Server Save to Tuesday July 11th Server Save.

u During this event all fire damage that is dealt from monsters to players is increased by 15%.
u During this event monster's susceptibility to fire is limitless and increased by 15%, that is monsters fire resistance is reduced by 15%.
u Player fire damage will not increase against other players.
u Monsters whose core elemental identity is fire will reward bonus experience and loot.
An example would be a Fire Devil, Minotaur Mage, Dragon, and Efreet.
u Bonus experience for the above will be 7%.
u Bonus loot for the above will be 7%.

Take shade,
Dura Staff
 
Blood in the Fist

Beneath the scorching summer sun every head hangs low between the shoulders, of man, beast, and even wilting plant. Once towering flowers from spring now droop in the dreary, boiling heat, while forests sway languidly and plains sit out like baking plates. The desert, a near inferno, becomes a hotbed of tension, igniting short tempers among weary travelers. The blood of man and limb of beast courses with an agitated spirit, leading to wild and crazed encounters... and the blow from them are the harder because of so much blood in the fist.

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The following effects are to take place in Dura:
u Regeneration for all vocations, of health and mana, is to be increased substantially for six days.
u Party Monsters and Legendary Monsters will appear at a much greater rate for six days.
u All players (and their summons) will do slightly more damage to monsters, not players, for four days. This will occur the first four days of the event.
u All monsters will do minutely more damage for four days. Keep in mind this will greatly raise their deadliness. This will occur the first four days of the event.
u Healing will remain normal, no increase or decrease.

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Blood in the Fist will begin Friday the 21st of July at 11:00 EST Server Save.
Blood in the Fist will end Thursday the 27th at 11:00 EST Server Save.

Find shade,
Dura Staff
 
Stave a Life!


"As I was saying, children, this young magician, a nimble-kneed sorcerer named Elric, was a chortling, wide-grinned, happy-go-lucky youth. He bounced around like a butterfly wispy through the air, his steps at times comically clumsy not because of his person but due to the oversized clothes he wore. Everything hung too big for him - the brim of his hat drooped below his eyes, his shoes created delightful frumples for every toe, and his gown and robes swaddled every limb, as if the fabric were soaked and runny from a playful plunge in the nearby lake. But such impediments couldn't deter him; Elric was always on the move, reveling in one thrilling adventure after another.

One fine day, while chasing a mischievous bazumblebum through the woods, Elric stumbled upon the bottomless tower of a peculiar figure known as the Great Necromancer. To Elric though instead of a foreboding lair, the tower seemed to sing with whispers of enchantment and possibilities. Being the curious lad he was, Elric couldn't resist exploring the tower's mysteries.Inside, he discovered dusty shelves lined with countless tomes about life, death, and everything in between. But amidst the darkness, a book the size of his hat itself caught his eye - a tome that held the secrets of the Great Necromancer's profound understanding of death. With a mix of trepidation and wonder, Elric perused the pages, and to his surprise, he discovered what the Necromancer had guarded and hid from the world most dearly - not a path to raise the dead, but a way to cherish life and stave off the clutches of death itself. But oh, as fate would have it, just as Elric was about to make his silent escape, the Great Necromancer returned to his tower! Elric's heart raced, and his wide grin turned into a nervous smirk. With nimble feet, he leaped and tumbled through the tower's chambers, barely evading the pursuing shadows of the Great Necromancer's magic.

By the skin of his teeth and the flutter of his hat, Elric somersaulted out of a window only six stories tall and landed safely in the bosom of a great oak, clutching the precious tome close to his chest. From that day forth, he used his newfound wisdom to help others live long and fulfilling lives and to slow the clutches of death, while carefully guarding the tome to prevent its mischievous practices from falling into the wrong hands. And so, dear children, Elric's vivacity and charitable spirit touched the lives of many, keeping death where it belongs and granting life a little extra time to be clumsy. The end."


-- Bazzle, the Large Eared Mage, commonly known in the literature as an LEM





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-- Elric the Magician




During Stave a Life every day (server save) upon dying, meaning reaching 0 Health Points you will be spared by the magic of Elric and not die. Instead of dying you will recover your full health points. This can only happen once per day. If you reach 0 Health Points a second time in a day Elric's magic will not spare you and you will die. You will be notified with a magical green shimmer as well as a message you would have died but instead did not. This applies for each character.

Certain Quests will not be available during this event, these include the following:

u Annihlator Quest
u Demon Helmet Quest
u Vampire Shield Quest
u Behemoth Quest
u Shathur Dungeon (Abyss) Quest
u Pharaoh's Weapons Quest

Stave a Life will begin Friday the 4th of August at 11:00 EST Server Save.
Stave a Life will end Friday the 11th at 11:00 EST Server Save.





Use it wisely, be adventurous!
Dura Staff
 
Vocation Balancing pt 1

Foreword: This is the first installment in Vocation Balancing. For now we are taking a conservative approach making sure we start at the very foundation of the game. We have our sights set on UE, GFB, FB, Envenom, Soulfire next. Then New Spells. Including of course a constant observation of these spells we are today patching. It is very important to understand we are looking at vocation balancing like it is 5 seats in a train car when there is 5 train cars on the train. This patch is the first seat in the first train car of the train. This patch is not the most exciting things we are going to be doing in vocation balancing, and certainly not the bulk of what we will be doing. It is a foundational beginning, and frankly the hardest and most important part.


u Spell Fire Beam which is the equivalent to Energy Beam added.
u Spell Ice Beam which is the equivalent to Energy Beam added.
u Spell Earth Beam which is the equivalent to Energy Beam added.
u Spell Fire Wave which is the equivalent to Energy Wave added.
u Spell Ice Wave which is the equivalent to Energy Wave added.
u Spell Earth Wave which is the equivalent to Energy Wave added.
u Spell Great Fire Beam which is the equivalent to Great Energy Beam added.
u Spell Great Ice Beam which is the equivalent to Great Energy Beam added.
u Spell Great Earth Beam which is the equivalent to Great Energy Beam added.
u Spell Ice Strike has been added.
u Spell Earth Strike has been added.
u Spell Fire Wave has had it's area-of-effect to be identical to Energy Wave.
u Magic Level for Elemental Beam lowered from 10 to 8.
u Magic Level for Great Elemental Beam raised from 14 to 30.

u Energy Strike has increased damage.
u Flame Strike has increased damage.
u Force Strike has increased damage.
u Energy Wave has had it's base damage considerably nerfed.
u Energy Beam has had it's base damage slightly nerfed.
u Great Energy Beam has had it's base damage slightly nerfed.
u The damage of Energy Beam, Energy Wave, and Great Energy Beam does not taper, that is it does not change/reduce based on targets hit. Regardless of targets hit the damage output is always the same. Previously it tapered based on how many targets were hit in total.
u Previously in Dura strike spells had a cooldown or exhaustion of 1.4 seconds, this is substantially different than the standard 2.0 seconds offensive spells one sees. We are actually going to let it drop to 1.0 seconds to observe its consequences.

u Energy Strike will retain it's base mana cost of 20 but will no longer have an additive cost due to level.
u Flame Strike will retain it's base mana cost of 20 but will no longer have an additive cost due to level.
u Force Strike will retain it's base mana cost of 20 but will no longer have an additive cost due to level.
u Energy Beam will change it's base mana cost to 42 but will no longer have an additive cost due to level.
u Energy Wave will change it's base mana cost to 63 but will no longer have an additive cost due to level.
u Great Energy Beam will change it's base mana cost to 95 but will no longer have an additive cost due to level.
u The spells Energy Beam, Energy Wave, and Great Energy Beam are having their cost methodology changed. They work in the following way: for every unique target hit it costs mana. Meaning if a spell is 30 mana and you hit one target with your spell it will cost 30 mana total, two targets with your spell 60 mana total, three targets with your spell 90 mana et cetera...
u The new cost methodology for Energy Beam, Energy Wave, and Great Energy Beam continues further in the following way: for every unique target hit after the first target it costs less mana for each target, meaning a lower cost for the total cost of the spell. Meaning if a spell is 30 mana and you hit one target with your spell it will cost 30 mana total, two targets with your spell and the second target had a 10% mana reduction/refund it will cost 57 mana total (30 mana for first target and 27 mana for second target), three targets with your spell and the third target had a 20% mana reduction/refund it will cost 81 mana (30 mana for first target and 27 mana for second target and 24 mana for third target) total et cetera...

u Energy Beam has been subsumed under one Spell Type: Elemental Beam(s). When this spell is bought one will possess all elemental types available to him.
u Energy Wave has been subsumed under one Spell Type: Elemental Wave(s). When this spell is bought one will possess all elemental types available to him.
u Great Energy Beam has been subsumed under one Spell Type: Great Elemental Beam(s). When this elemental beam spell is bought one will possess all elemental types available to him.
u Price of Elemental Wave has been raised from 2500 to 5000.
u Price of Great Elemental Beam has been raised from 1800 to 6000.

u We're very proud of our new Ice Sprite. However we haven't gotten our Earth Sprite where we want it yet. However to not hold up Vocation Balancing we are releasing with a placeholder Earth Sprite.

You may read more about our methodology and reasoning behind these changes in our discord server here.

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Regards,
Dura Staff
 
Monsters of Strength


As the sun sets below the horizon, casting long shadows over the rugged mountain that looms beyond the city of Thais, a deep tremor begins to ripple through the earth. In an instant, panic spreads like wildfire across the town, causing lanterns to burst to life in a frenzied dance of light. Monstrous creatures of immense strength and towering stature, their senses dulled and impervious to pain, start to emerge from the very heart of the land itself. The kingdom's inhabitants are jolted by the echoing howls that pierce the night, a haunting call to arms that awakens memories of a nightmarish past few dared to recall, let alone envision happening anew.

Summoned by the urgency of the moment, The King commands the presence of his most formidable General, Harkath, known far and wide as the Bloodblade. In the same breath the King convenes his council of priests, whose solemn chants reverberate through the sacred chambers of the cathedral. As ancient echoes fill the air, the fabled shield, a relic of untold power, is reverently lowered from its resting place. Each soldier, with unwavering devotion, bows before approaching the revered Shield to receive blessings that transcend mortal understanding. These divine benedictions, bearing the legacy of Banor, bestow upon the warriors not only holy protections but also enchantments that will fortify and replenish their endurance as they step onto the battlefield.

In the nights that lie ahead, the path will be arduous, the opposition relentless, and the adversaries' hides unyielding. Yet, if valor prevails and the heroes return triumphant, the promise of a tranquil kingdom and the well-earned respite from struggle will be theirs to savor.





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The event, Monsters of Strength, will occur from Friday August 18th Server Save to Tuesday August 22nd Server Save.



During the event these foes of strength must be slayed:

u 450 Crawling Hands
u 1600 Pharaoh Priests
u 2300 Behemoths
u 1050 Orc Warlords
u 1300 Orc Leader
u 3700 Minotaur Guards
u 7500 Cyclopses
u 9500 Minotaurs
u 1850 Orcs
u 1050 Bears



During the event the following will be in active:

u Crawling Hand spawns 35% faster
u Pharaoh Priest spawns 25% faster
u Crawling Hand Loot 1.3x
u Pharaoh Priest Loot 1.4x
u Orc Warlord spawns 5% faster.
u Heroism Loot raised from 1.6x to 2x

u Heroism only: Player Life Siphon of 20% (Damage converted to Health Gained)
u Heroism only: Player Mana Siphon of 3% (Damage converted to Mana Gained)
u Heroism only: Player Manasteal of 20/1 (Experience gained on Kill will yield Mana Gained)
u Heroism only: Player Physical Protection 5%
u Heroism only: Player Lifedrain Protection 5%
u Heroism only: Player Death Protection 5%



If the Realm is victorious then from Friday August 25th Server Save to Thursday August 31st Server Save:

u Flat Mana Regeneration of 1 mana per 4 seconds added to all characters
u Heroism Loot raised from 1.6 to 2.2
u Realm's Aid each day gives 2x as much supplies
u Loot of all monsters raised 3.5% for 30 days
u Heroism only: Player Life Siphon of 16% (Damage converted to Health Gained)
u Heroism only: Player Mana Siphon of 2.4% (Damage converted to Mana Gained)
u Heroism only: Player Manasteal of 26/1 (Experience gained on Kill will yield Mana Gained)
u Heroism only: Player Physical Protection 4%
u Heroism only: Player Lifedrain Protection 4%
u Heroism only: Player Death Protection 4%



If the Realm fails then from Friday August 25th Server Save to Thursday August 31st Server Save:

u Player Damage -3%
u Player Healing -3%
u Player Physical Protection -3%




In Banor's name,
Dura Staff
 
Monsters of Strength - Vanquished!

The horde came at us in the night when the moon was low. Many a citizen with clenched arms around knees huddled behind their locked doors while others sat quiet in their cellars clutching at their golden cups and well plated armors. But some few, the Knights of Banor's Shield met them before the gates of the city -- they went out to meet evil, seeking their own doom with the threat of their lives wasted and their time cut short, a sacrifice above themselves they laid against this unsurmountable enemy. For few came, and it was rather to be a commoner of leather shirt than one of great might defending his own, his land, his people, for wealth of possession so often means dearth of heart.

And yet these few seemed to rally the spirit of others... for in the following dawn the bodies of giants laid before the gates, leather shirted commoners became hide backed men cut from their foes, now swarthy, grisly, and tested. It seems a murmer travled through the city and unto all the realm that it can be done, this foe can be stopped, this threat prevented, this challenge met. And so warriors and mages from many a place begin to raise their own banners to meet and do battle with the evil; and so they did and they did it well. And though the battle was predicted to last as many as four grueling days it was ended in three -- ode to the brave Knight's of Banor. The scribe will write if all men had begun with the same courage of the Knight's Of Banor, who is any man or women who lives in Banor's image: courage; then how much sooner would have it ended, how much more could people accomplish if they only believe and look to the bowl of their comrade before the bowl of their own.


Wulfric,
scribe of Thais
conscripted by the bretheran of the Church

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With the Realm being victorious now from Friday Augst 25th Server Save to Thursday August 31st Server Save the following will be granted:

u Flat Mana Regeneration of 1 mana per 4 seconds added to all characters
u Heroism Loot raised from 1.6 to 2.2
u Realm's Aid each day gives 2x as much supplies
u Heroism only: Player Life Siphon of 16% (Damage converted to Health Gained)
u Heroism only: Player Mana Siphon of 2.4% (Damage converted to Mana Gained)
u Heroism only: Player Manasteal of 26/1 (Experience gained on Kill will yield Mana Gained)
u Heroism only: Player Physical Protection 4%
u Heroism only: Player Lifedrain Protection 4%
u Heroism only: Player Death Protection 4%
u Loot of all monsters raised 3.5% for 30 days

Regards,
Dura Staff
 
Patch notes of August

Item changes
u Demon Helmet has had it's fire resistance raised to 4 from 2.
u Golden Legs has had it's energy resistance raised to 4 from 2.
u Steel Boots drop chance has been decreased without changing the monster's profitability.
u Steel Boots have been increased to 120,000 gold from 45,000.
u Steel Boots (Quest) have been increased to 85,000 gold from 45,000.
u Fire Axe drop chance has been decreased without changing the monster's profitability.
u Fire Axe (Quest) Item has been raised to 10,000 gold from 8,000.
u Fire Axe Item has been raised to 10,000 gold from 8,000.
u Royal Helmet (Quest) Item has been lowered to 20,000 gold from 30,000.
u Golden Armor (Quest) Item has been raised to 30,000 gold from 20,000.
u Demon Shield (Quest) Item has been raised to 55,000 gold from 30,000.
u Demon Shield Item has been raised to 55,000 gold from 30,000.
u Mastermind Shield (Quest) Item has been raised to 150,000 gold from 50,000.
u Mastermind Shield Item has been raised to 150,000 gold from 50,000.
u Magic Plate Armor has been raised to 600,000 gold from 90,000.
u Golden Legs has been raised to 150,000 gold from 30,000.
u Golden Armor has been raised to 60,000 gold from 20,000.
u Dragon Scale Mail has been raised to 100,000 gold from 40,000.
u Platinum Amulet (Quest) has been raised to 8,500 gold from 2,500.
u Platinum Amulet has been raised to 8,500 gold from 2,500.
u Pharaoh Priest loot increased slightly. Possibly more in the future. This has nothing to do with increasing the value of items at NPCs.
u Ironwing has been added to an NPC for sale.
u Ranger's Crossbow has been added to an NPC for sale.
u Demon Helmet (Quest) has been added to NPC for sale.
u Demon Helmet has been added to NPC for sale.
u Item Alabaster Ewer had a bug with fluids that has been fixed. It did not affect anything in the way of exploration.
u Description added to a yet discovered legendary item.
u Various instruments have become playable.
u Various instruments have had their sounds (colored musical notes) changed.
u Elven Amulet has had 7% Ice Protection added to it.
u All bows and crossbows have had defense added to them.
u Warlord Sword has had it's defense raised to 20 from 10.
u Warlord Sword has had it's attack lowered to 48 from 50.
u Ring of the Sky Quest Item had a bug with being able to be sold that has been fixed.


Creature changes
u Fixed an issue where some 'elite spells' didn't have the correct area of effect.
u There was a rare bug with Tar Ooze Loot, this has been fixed.
u There was a rare bug with Slime Ooze Loot, this has been fixed.
u Elf Scout has had it's Health Points reduced.
u Fire Devil has had its Experience Points increased.
u There was a bug with Minotaur Mages that made it so they did not cast their spells as fast as they are supposed to. This has been fixed. It will mean the monster Minotaur Mage is more deadly. Be on guard.
u Wyda NPC cosmetic typos fixed.
u Northern Pharaoh Chamber Branch in one of the tombs has had its spawns change (buffed).
u There was a bug with the creature spawns of Green Claw Swamp not being all present, this has been fixed.
u A Druid's Retreat house in carlin has had its roof replaced.
u New area added in Hellgate, be on guard, extreme danger.
u Pharaoh Priest loot substantially raised.
u Pharaoh loot substantially raised.
u Crawling Hand loot substantially raised.
u Dreadseer loot substantially raised.
u Slime Ooze loot substantially raised.


Quest and NPC changes
u Cosmetic text change with NPC Chapman.
u NPC Amal in Ankrahmun now allows you to deposit and withdraw money, and request your balance to be known.
u Ankrahmun City Depot raised to 2500 item limit from 1200.
u A bug with NPC Shanar that recently disallowed him buying Battle Shields has been fixed.
u There was a bug in the map to do with a Dynamic World location that has been fixed.
u There is a certain NPC who sells a certain necklace. Recently he was only able to sell you one at the time, this has been changed so you can buy many at once.
u The dialogue of Harkath Bloodblade when joining his army is slightly changed.
u Currently the Demon Skeleton Fire area and the Ghost Poison Area in Banshee Quest are buggy due to walking on Fields and then overspawning near endlessly, therefore as a temporary measure we are reducing the base spawn time of these creatures by 500%.
u If you are able to join Harkath Bloodblade's army (many already have) then upon dying you will never lose more than 24 hours of skill advancement or magic level advancement. There is an exception if your skills grow too powerful.
u Fire Axe Quest lowered to level 52.
u Devil Helmet Quest lowered to level 24.
u Mad Mage Quest lowered to level 30.
u Shadowthorn Library Quest lowered tolevel 32.
u Medusa Shield Quest lowered to level 55.


Other changes
Raids can now overlap with each other. Previously in Dura when a Raid 'spawned' another raid could not spawn until the first one finished. This is no longer the case. New raids can now spawn while Old raids are still in progress.
As well raids can spawn simultaneously with each other; for example three different raids could all start and begin at the exact same time. We will be looking to your feedback if raid frequency should be increased or decreased from this day forward.
u Tier 6 Raids added.
u Tier 5 Raids added.
u Tier 4 Raids added.
u Tier 3 Raids added.
u Tier 2 Raids added.
u Tier 1 Raids added.
u Fixed an issue with some experience quests that weren't showing the correct amount on the displayed message.
u Various raid messages that were too long have been split into shorter, but plural messages.
u Due to lately adding many new raids including the ones today, making raids overall perhaps too frequent, all raids have had their spawn rate reduced by about 5%.
u Monster summons will not effect On-Target-HIt mana cost.
u Player summons will not effect On-Target-Hit mana cost.
u 'Conjure bolt' had an unintended change where it could only be casted by premium account players. Now free account players are able to cast it.
u Increased furniture 'locker' slots from 6 to 25.
u Other minor bugs have been fixed.
u Using Ancient Sudden Death runes now require Premium Account, just like using normal Sudden Death runes do.
u House ovens can now be used for baking.
u Keys that didn't have a number have been assigned one. If you already have numberless keys make sure to 'look' at them twice.
u There is a certain 'playability spot' around Kazordoon. This has not been removed but has had a cooldown added to it so it cannot be spammed.
u Area for which Party Members can share experience by SQM-Distance between themselves as well as Floors above or below each other has been enormously increased.
u Area for which summons can stay until they disappear from Player-Caster by SQM-Distance as well as Floors above or below has been enormously increased.
u Mythic Items, (the first of which has been recently acquired), have had their attributes activated and are now working.
u The Heroism System will now apply to Elite and Party monsters. Be brave, not cowardly!
u All characters will receive an additional 120 base capacity. This is being added to the game in the following way: every level you take after level 8 will give you 10 capacity, finishing at level 20.


Expanded system
u Old Elite System deactivated. New Elite System activated. Although you won't be able to tell the difference the Elite System's coding architecture has been converted from the Old System to a New, and far more sophisticated System; this was a task of great size.
The next step will be to address all current monsters that do not have Elite Spells and Abilities, as well as redressing monsters that have current Elite Spells and Abilities using the capacities of this New System, aka new spells are soon entering at a much higher level of challenge and variety. To note this conversion may have brought with it bugs, we will be observing.
u Toughness has been added to Elite Monsters as an ability. Since the beginning of Dura Elite Monsters have the possibility of spawning with the attribute of 'damage amplification' meaning they will do 20% more damage across all damage types.
Toughness has now been added which when the Elite Monster spawns with the 'toughness' ability it will reduce all damage types towards itself by 20%.
 
Glory System: Updated

The Glory System will live up to it's name with a great improvement. With the update to the system Legendary Items will 'penalize' characters who are not using them Heroicly, per the Heroism System. This means that if an adventurer is doing something designated in the game to be Heroic then one will be able to use Legendary Items with full charge, them availing one of meeting his worthy foes. However if one uses them in a way they consider shameful and disrespectful, that is to call upon them against a foe of no threat and no challenge, that is not heroic, then they will retreat from one and he will not receive full experience and loot in their dismay, but much less.

This system will work in tandem with the expansion of the Overexperienced System today released as well, along with previous Systems like Overspawning et cetera et cetera and future Systems like Elite Expansion and Rune Tier System et cetera et cetera to greatly balance the game to a more healthy state. It is a rather pivotal milestone to have these systems entering Dura as it will ensure a much more sustainable game foundation to build on, as well as most excitedly and importantly cultivating a much much more fun game experience.

The creatures page on our website has also been updated to show when each creature will be affected by these systems.

Be a Hero,
Dura Staff
 
On the Frontlines!

Greetings,
Daunting times are these for countless armies and races... it is in these moments most dire and pressed a formidable figure must emerge, a leader, carrying the mantle of inspiration, instilling their followers with fortitude and bravery. And so former commanders, once relegated to the rear, now clad in armor and armed with swords, no longer satisfied with mere bystander roles draw nearer to witness the red-spattered eyes of their foes...

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During this event all monsters in Dura that are non-raid will have the frequency of being an Elite, and therealso a Legendary version, substantially raised. From rats to demons.

Start: Friday Server Save September 29th 2023.
End: Tuesday Server Save October 3rd 2023.

Regards,
Dura Staff
 
When new server?
A new server is certainly something that has been on our radar for a while - though nothing we have directly in the pipeline at the moment. Dura is still an ongoing project of many changes and updates that have to take priority over new realms. With that said:


Patch notes of October


NPC Changes
u
Sallah has come across new 'information'. Not cosmetic.
u Rumiyya has had lore expanded about a group of persons. Not cosmetic.
u Faisal has had substantial lore expanded. Not cosmetic.
u Cosmetic typo with NPC Faisal fixed.
u Bertrand had no bugs, but his dialogue been made less confusing.
u Tommaso has had mildly substantial lore expanded.
u Sa'luk has had a cosmetic typo fixed.
u Arito will now sell meals and drinks.
u Arito and Bertrand had a bugged interaction between each other, it has been fixed.
u There seems to be something extra added, a piece of lore, near the North East gate of Reclaimed Ank.
u Yahya's caravan will now ride out in the first twenty minutes of every Dura hour, meaning double compared to the previous ten minutes.
u Yahya minor dialogue change in accordance of changed ride-out time.
u An NPC has been added inside Khepresh.
u A small map change has been made inside Khepresh, relevant to this NPC.
u Diqrah Cain's lore has been expanded. He will now talk of a temple and the ancient ways concerning.


Creature Changes
u
Blue and Green Djinn will now move more when 'standing still'.
u Efreets will now 'move' when standing still more often.
u Marids will now 'move' when standing still more often.
u The weights of the corpses: deer, dog, larva, scarab have been changed. Also a couple bugs with some of their corpses weights have been fixed.

u Warlocks paralyze frequency enormously decreased.
u Warlock can no longer have 'energy-tick' and 'big-wave' at same time.
u Warlock 'big-wave' damage reduced.
u Warlocks which would previously summon 2 Stone Golems will now summon 1.
u Most damage spells for Warlocks will 'cast' (occur/fire) essentially 2x less often.
u Warlocks healing power have been reduced.
u The above constitute a colossal buff (for players).

u Tar Ooze loot has been mildly raised.
u Crawling Hand loot has been substantially raised.
u Pharaoh Priest loot has been massively raised.
u Dreadseer loot has been massively raised.
u Pharaoh loot has been massively raised.
u Slime Ooze loot has been enormously raised.


Other
u
Pair of Strapped Sandals ITEM has had it's speed raised.
u Leftover bugs with donation outfits fixed.
u Lava can now fill certain containers.
u A bug with the command !houses showed incorrect information if one owned Ankrahmun houses. This has been fixed.
u The Defense of two handed Paladin weaponry has been lowered.
u There was a bug with a Ghostlands experience quest where the message was in the wrong color. This has been fixed.
u The Glory System will not apply when fighting bosses.

u Some raids have been temporarily deactivated to let players become more accustomed to certain new areas.
u Many raids have had 4 minutes added to their spawning from the time it is broadcast allowing people to leave safely more confidently.
u Many typos in raid messages fixed.
u Raid frequency has been slightly reduced.


Clarification on Overexperience

Any monster that gives less than 35 experience does not count towards Overexperienced.
It will not add to your weekly overexperienced limit.
E.g: Killing 5 million snakes in the first 5 days in a week will not affect Overexperienced in anyway whatsoever in all possible ways one could consider it.

Further emphasis: Monsters below 35 experience do not exist inside the Overexperienced System at all.
Put differently, killing monsters below 35 experience will NOT advance you toward your weekly "overexperienced" total.
And it has always worked this way, since Overexperienced being reworked months ago.

Regards,
Dura Staff
 
Halloween in Dura!

The time for this year's eerie celebrations has arrived!

As in years past, Dura is once again visited by winged and spidery plagues, a rare and chilling sight, which brings with them hidden treats for those who dare to venture out... It's a time for every man and woman to prepare, for the undead and demonic forces in this world are granted newfound power as the annual clock strikes, making them more active and formidable than ever before... Moreover, like a cauldron brewing with sinister secrets, new dark and malevolent forces emerge from the shadowy corners of the world, adding an extra layer of mystery to the season... Lastly, remember to arm yourself with garlic and holy water, for in every town and corner of the realm, you may cross paths with zombies bearing sallow and withering bones, adding an extra thrill to the atmosphere...

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From Friday, the 27th of October Server Save to Wednesday, the 1st of November Server Save the following will be active:
  • Bats and Spiders will frequent Dura in many raids.
  • Bats and Spider will give immense bonus experience and loot.
  • All Halloween Themed raids will happen more frequently.
  • All Halloween Themed creatures will give bonus loot and experience at 6.66% bonus.
    • Dreadseer
    • Tar Ooze
    • Crawling Hand
    • Demon
    • Pharaoh
    • Pharaoh Priest
    • Giant Spider
    • Banshee
    • Lich
    • Necromancer
    • Priestess
    • Demon Skeleton
    • Vampire
    • Crypt Shambler
    • Mummy
    • Witch
    • Ghost
    • Ghoul
    • Skeleton
    • Poison Spider
    • Spider
    • Rat
    • Black Sheep
  • New Halloween only raids will appear
  • Starting on Thursday, the 26th of October many NPCs and Creatures may have a more zombie like appearance

On Sunday, the 29th of October, one hour after Server Save the Headless Knight will be sweeping down through the lands of Dura.
  • This year the Headless Knight will not hesitate to kill you if you get in his way. He will use his powers of death to take your life on the spot if you bar his path and you will find yourself in Temple with lower experience and no backpack. He might even threaten you for merely glancing at his visage.
  • You will have to drain him of his life before he will leave this plane. You have to kill him.
  • When the Headless Knight does die his body will not be moved by any ghostly spirits.
  • Fallen Warriors will spawn, one for every soul (player) in the area, at the time of the Headless Knight's passing
  • Fallen Warriors will be creatures which when killed will have spoils each worth an entire lifetime.
To scary nights,
Dura Staff
 
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