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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
An Elvish friend has come down to the deserts of Ankrahmun to help a couple Nomads solve a deadly and Ancient Quest...



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Only in The Kha'labal...
 
So, some of the elves, trolls and wild warriors (just some of them!) are healing - thus could be used as trainers :) Here's most famous homemade Thais training grounds - they have to be lured each server save (17:00 european time)
best spot <3 anyone can join and train/fish/make runestrenery.png
Another cool thing for begginers - there are A LOT of modified common areas with more/less hidden exp quests - clicking on some things may give you a nice reward. Generally, it's worth to click on things and to read books too! :-)
quescik.png
 
Under Sun and Moon in the Desert


The desert, though its face is plain and absent, lends itself to changing moods. In the day it is sultry and enflamed as the sands would burn your feet if not clasped in sandals; red countenance when the sun is on the horizon while through the day orange and yellow dunes meet a cloudless blue sky. And yet its night is an endless chasm like a deep yawn, a time of contemplation and planning. It is a land of volatility with each tide bringing opportunities to the seasoned passenger who knows how best to use them.

moona.png



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From Friday, February 3rd Server Save to Tuesday, February 7th Sever Save the following will occur:

u Anywhere in the region of The Kha'labal a player will receive a very significant increase in Health Regeneration during the Daytime
u
Anywhere in the region of The Kha'labal a player will receive a significant increase in Mana Regeneration during the Nighttime
u
Throughout the lands of Dura that are not in The Kha'labal a player will receive an increase in Health Regeneration during the Daytime
u
Throughout the lands of Dura that are not in The Kha'labal a player will receive an modest increase in Mana Regeneration during the Nighttime
u
These conditions will not stack if you're in The Kha'labal


To the Changing of Time and the Sands...
 
AI generated art?


Yes, it's AI generated.
 
Cold Waters of the North



Though the Kha'labal brings warm drafts that flow over the mountains down into the lands of Darashia, Venore, and even reaching to the isle of Cormaya and the coasts of the Plains of Havoc it is not enough to stem the power of the North. It is the season of the thaw and with it cold waters rush down from the northern lands, flooding the valleys with fresh water, sweet and cold to the lips. Snow melts into these rivers and the stowed can now stir again... all manners of life are on the move, and for the first time in months their chests open towards the sky full. Minerals and nutrients the forests of these rivers only know once a year is come again and every creature whether man or beast is rejuvenated, and the sight of greenery even as a sapling is enough to fill the heart full.


DuraAris_thaw_water_flowing_down_a_river_through_a_snowy_forest_01d64cca-4d82-4fda-9007-4da77670d7ac.png




From Friday, February 17th's Server Save, until Tuesday, February 21st's Server Save, the Lands of Dura will find themselves in the time of thaw. All Creatures will have Double Life (2x Health). And, as is natural, they will have proportionate Experience and Loot, though due to their lumbering size they will appear 20% slower. It will not affect Raid Creatures.

Farewell,
Dura Staff
 
Utter Chaos.....

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You shall escape nothing in the lands of Dura....
Post automatically merged:

are u gonna open in EU?
An EU server is not out of the question, but as everything else in the world we live in, demand and population is a big indicator on what is supplied. But game is phenomenal how it is.
 
Patch Notes April 24th:

Creature changes
u
Lowered Respawn Rate of Dwarvish Monsters in Deeper Cyclopolis by about 300%; this will allow gameplay to be less cumbersome and annoying.
u Lowered Respawn Rate of Cyclopses in Deeper Cyclopolis by about 150%; this will allow gameplay to be less cumbersome and annoying.
u Behemoths have had their speed, and their haste ability reduced. They've also had their summon ability of cyclopses reduced. This should allow behemoths to be more kiteable and allow for more dynamic hunting for the types of leveled-players they are intended for.
u Added another Slime to the Black Knight Villa -1.
u Added a Beholder in a cavern of Green Claw Swamp.
u Ghostlands -3 where there is a Giant Spider, it has had it's respawn time reduced by over 400%. This will make the area more attractive for the type of levels it is intended for.
u Changed Djinn Towers of Mal'ouquah and Ashta'daramai in layout and Monster Spawns; this will make the Djinn Quest far more achievable and less dangerous for the level players it was intended for while making it so the spawns remain huntable but not Overpowered.
u Efreets will now have a more than 300% reduced chance of transporting the player. This will allow gameplay to be less cumbersome and annoying.
u Marids will now have a more than 300% reduced chance of teleporting to a player. This will allow gameplay to be less cumbersome and annoying.
u Efreets have had their magical offensive spell damage slightly reduced. We feel this monster's power was slightly overtuned.
u Marids have had their magical offensive spell damage slightly reduced. We feel this monster's power was slightly overtuned.
u Fixed Seaside Cottage 2 in Reclaimed Ankrahmun (city) so it's not possible to throw items into the water.
u Frost Trolls have had their magic ice spell changed from energy to ice damage.
u Orc Warlords have had their experience raised from 790 to 850.
u Orc Shamans have had over a 300% reduction in the rate they spawn snakes; this will allow gameplay to be less cumbersome and annoying.
u Orc Shamans that spawn in raids will have over a 400% reduction in the rate they spawn snakes; this will allow gameplay to be less cumbersome and annoying.
u Warlocks have had their manadrain spell changed. It is essentially a buff for the player.
u Elder Beholders have had slight changes to their spells. It is essentially a buff for the player.
u Tar Oozes have had their mana-drain reduced.
u Stone Golems have had their mana-drain spell changed. It is essentially a buff for the player.
u Stone Golems have had their Health lowered.
u Priestess have had their mana-drain reduced.
u Orc Shamans have had their mana-drain reduced.
u Orc Leaders have had their mana-drain changed. It is essentially a buff for the player.
u Mummies have had their mana-drain spell changed. It is essentially a buff for the player.
u Mummies have had their summon mechanic changed.
u Ghosts have had their mana-drain spell changed. It is essentially a buff for the player.
u Ghouls have had thier mana-drain spell reduced.
u Elder Beholders have had their mana-drain spell reduced.
u Elder Beholders have had their summon mechanic reduced.
u Demons have had their mana-drain spell changed. It is essentially a buff for the player.
u Crawling Hand haste duration reduced.
u The raids of bugs on the isle of Senja has been halved, as it was far too dense.

NPC & Lore changes
u
An Exploration Quest, found in Fibula in a minotaur prison, has been activated. It's not being activated was a bug.
u Position of Djinn Seaside Library books changed.
u Cosmetic Typos in NPC Svenson have been fixed.
u NPC Csaba's travel movements have been slightly changed.
u NPC Odemara cosmetic text fixed.
u Typo in an experience quests flavor texts have been fixed.
u Lore added to Ahmed NPC
u Lore added to Csaba NPC
u Lore added to Desani NPC
u Lore added to Diqrah Cain NPC
u Lore added to Djema NPC
u Lore added to Narwa NPC
u Cosmetic text bug fixed in Jamilah NPC
u Cosmetic text bug fixed in Diqrah Cain NPC
u Cosmetic text bug fixed in Rashid NPC

Item changes
u
Torches and Oil Soaked Torches have had their duration doubled; their price in shops has also been doubled. We feel this loses none of the feeling and spirit of the game but makes it less cumbersome and ultimately more enjoyable.
u Selling a Dragon Lance (Quest) to Nah'bob has been raised from 9,000 to 18,000 gold.
u Vials should now be sellable to NPC Ismael. This was a bug.
u Bright Sword should now be sellable to NPC H.L. This was a bug.
u Selling Boots of Haste and Medusa Shield has been moved from Nah'bob to Alesar to help with greater balance between the two Tradesmen as Nah'bob seemed to have a bit more value than Alesar. It is the same for the quest versions of these items.
u Selling Ancient Amulet has been moved from Haroun NPC to Yaman NPC to help with greater balance between the two Tradesmen as Haroun seemed to have a bit more value than Yaman. It is the same for the quest versions of these items.
u The Djinn NPCs Alesar, Yaman, Haroun, and Nah'bob will be showing up in their locations of Ab'dendriel and Kazordoon. They will be able to be traded with by all players regardless of their progress in the game. However you will only be able to sell your wares to them at these locations at a discount, as them having to travel away from their homes in The Kha'labal incurs travel expenses. If a player wants to get the maximum sell price he will have to trade with them in their homes of Mal'ouquah and Asht'daramai and have to do the necessary tasks they require. We are doing this as we want to reward people who make progress in Dura's Quests and Relationships while at the same time not cutting younger and lower level players off from the ability to progress economically in the game.
u A bug that prevented people from selling Blue Robe Quest to NPC Nah'bob has been fixed.
u A bug that prevented people from eating some Red Pomegranates has been fixed.
u A bug that allowed certain bowls to give an endless supply of water has been fixed.

The following items are part of an Reclaimed Ankrahmun Wellness Package: The original reason for having certain limitations on the amenities of the city was to make sure the city could not rival the nucleii cities in amenity-functionality. It is now apparent however that we over-accounted for this, therefore we are relieving the valve a bit to allow Reclaimed Ankrahmun to be more attractive and habitable. It's possible some of these will be reverted in due time if it's seen it's too advantageous.

u Realm's Aid added to a Reclaimed Ankrahmun NPC, this NPC is interested in the mysteries and history of Ankrahmun and needs help discovering them. This hint is being disclosed as we do not expect you to go through all NPCs after you already have before.
u Reclaimed Ankrahmun's Depot Capacity increased from 600 to 1200.
u Short Term Lease rentals in Reclaimed Ankrahmun have had their price halved.
u Short Term Lease rentals in Reclaimed Ankrahmun have had their rental time doubled.
u Added labels to the NPC Rumiyya to be bought for gold.
u To note we are working on a caravan mechanic (fast-travel) option from Dara to The Kha'labal. It would be expensive, require a quest, can only be done at certain times of the day, and lastly requires a communal effort to facillitate the journey every year in Dura Time.

u Various map bugs fixed, cosmetic and substantial. (Nothing that interfered with exploration/discovery, by substantial we mean monster-spawns.)
u Various items have had cosmetic bugs fixed.

---
See you in the lands of Dura.
 
Spring Festival of the Elves!

One year has turned and it is the spring festival of the elves again. A time for shaking off the frost of winter and looking to the forward prosperity of the year. Bounty is now upon the land as plants begin to look toward the sun again as opposed to cower amidst the cold, and trees start to show buds on their branches ready to add color to the forests, for this gracious are the elves as the world changes from dearth into comfort and pleasure. There is no more proper way to celebrate than with a festival and feast! The elves invite all the patrons of the this green world!

From April 28th Friday to May 5th Friday the Spring Festival of the Elves will be active. During that time a festival will be held in the Ab'dendriel gardens, full of wine and music. There will be tables of feast and upon eating from that table you will become empowered from it's delicious wholesomeness. The status you gain will be random from a buffet of possibilities and will last three hours, you will not know when the status expires via a notification, you must realize it yourself. You may eat from the table of feast three times each day, but you may only eat after the current status has worn off.

Empowerments from eating:
u Health Pool Boost 25%
u Mana Pool Boost 100%
u Health Regen Boost 5% MaxHP/s
u Mana Regen Boost 600% Base Current Character (Whatever regeneration is permanent to the character)
u Healing Boost 25%
u Damage PVE Boost 15%
u Capacity Pool Boost 250%

spring_festival2.png


Happy Springtime,
Dura Staff
 
Introducing a brand new system to the world of Dura: Heroism.

When you first played Dura you may have felt the exhilarating rush of hunting a Dragon Lord with your friends at level 45 and made unforgettable memories doing so but unfortunately as time passed you probably felt the sting of reality that if at that same level I burrow down into the dark mines of Kazordoon and do battle with dwarf after dwarf I will actually progress my power, in both advancement of my prowess as well as the hoarding of my gold, more than I ever could battling a dreaded firebreathing beast. And so even though the former felt more adventurous, more fun, and yes more deadly we all submitted to do what we felt 'we were pushed to'. And even though it felt as if battling a Lord of Dragons should be more rewarding as it was more challenging, it actually was the opposite, and it would be better to pilfer troll hole after troll hole than the lair of the winged calamity; it always 'felt off' and the poor incentives betrayed our feelings of what the game should really be.

Well today that might not be coming to a complete end, as there is more to do, but we believe we make here a strong footed step towards it with Heroism. Heroism in concept is simple: If in the world of Dura you come across a foe (monster) which is a match for you, a very deadly and challenging match, then you will receive bonus experience and loot upon slaying it. The system will constantly account for your level and 'gauge' it against what you are doing battle with. If the monster is not a challenge for you then you will receive no benefit, however if it's a mild challenge you will receive some, and if it's a deadly fight for your level then as any hero should you will be rewarded with a great bonus.

Here are some conceptual points:
u The systems's reward is determined via your level vs the monster's experience.
u The reward is fluid, the greater the monster is than your own level the greater the reward. However the less challenging the monster is compared to your level the less reward you will receive.
u Max bonus is 2x Exp and 1.6x Loot.
u Min bonus is 1x Exp and 1x Loot, meaning you are not deemed a hero for your foe is 'beneath your power'.
u A player can be solo, duo, trio, etc... up to 100 players battling a foe, it doesn't matter.
u You don't need 'to do' anything to activate the system. The system is always active automatically. There are safeguards however that deactivate it to prevent abuse.
u Safeguards are in place to prevent all abuse cases (we spent more time on this than any other part of the system)
It's possible we missed some, if there are any we will identify them and solve for them.
u Heroic bonuses will always apply to the lowest common denominator, meaning the highest level player for the least bonus.

An example of Heroism is a team of four players of level 65 deciding to go kill a Behemoth. They will receive when killed 1.79x exp and around 1.45x loot. If they were level 64 they would have received more experience and loot, if they were level 66 they would have received less.


Another system getting a smaller facelift is the Elite Reward System.

The amount of tiers of Elite 'Bag' rewards have been increased from 6 to 11. If you had some lying around in your inventory they may have been changed, for better or worse.
Here's one peek into the new system: sparing exact numbers roughly the highest Elite Treasure Reward was previously about 1000 gold on average (purple bag), but now... the highest tier bag is going to give roughly 15,000 - 25,000 gold 💰
This update to the Elite Reward system will give proper rewards for all monsters, including the newest and strongest and will give far greater balance and equivalence to the challenge you're defeating.


This system has a partner: The Expansion of the Elite Spells and Ability System. We are working on it now, it will take some more time and will come out after Overexperienced and Overspawning but it is meant to be paired with this expanded elite reward system. The expansion of Elite System is going to greatly increase the repertoire of all elite monsters spells and abilities, making them far more dangerous, far more engaging, and far far more unpredictable; combined with other Dura Systems like Spawn-Layering, Dynamic World, and our sophisticated ambush-system in pipeline it is further pushing Dura to a place of constant spontaneous and unpredictable gameplay. It will give a facelift to many of the current monsters which have Elite Abilities but also give the monsters that currently do not have any Elite Spells and Abilities their own and to those go some of the spiciest things we've been working on.

Bright Regards,
Dura Staff
 
Introducing a brand new system to the world of Dura: Heroism.

When you first played Dura you may have felt the exhilarating rush of hunting a Dragon Lord with your friends at level 45 and made unforgettable memories doing so but unfortunately as time passed you probably felt the sting of reality that if at that same level I burrow down into the dark mines of Kazordoon and do battle with dwarf after dwarf I will actually progress my power, in both advancement of my prowess as well as the hoarding of my gold, more than I ever could battling a dreaded firebreathing beast. And so even though the former felt more adventurous, more fun, and yes more deadly we all submitted to do what we felt 'we were pushed to'. And even though it felt as if battling a Lord of Dragons should be more rewarding as it was more challenging, it actually was the opposite, and it would be better to pilfer troll hole after troll hole than the lair of the winged calamity; it always 'felt off' and the poor incentives betrayed our feelings of what the game should really be.

Well today that might not be coming to a complete end, as there is more to do, but we believe we make here a strong footed step towards it with Heroism. Heroism in concept is simple: If in the world of Dura you come across a foe (monster) which is a match for you, a very deadly and challenging match, then you will receive bonus experience and loot upon slaying it. The system will constantly account for your level and 'gauge' it against what you are doing battle with. If the monster is not a challenge for you then you will receive no benefit, however if it's a mild challenge you will receive some, and if it's a deadly fight for your level then as any hero should you will be rewarded with a great bonus.

Here are some conceptual points:
u The systems's reward is determined via your level vs the monster's experience.
u The reward is fluid, the greater the monster is than your own level the greater the reward. However the less challenging the monster is compared to your level the less reward you will receive.
u Max bonus is 2x Exp and 1.6x Loot.
u Min bonus is 1x Exp and 1x Loot, meaning you are not deemed a hero for your foe is 'beneath your power'.
u A player can be solo, duo, trio, etc... up to 100 players battling a foe, it doesn't matter.
u You don't need 'to do' anything to activate the system. The system is always active automatically. There are safeguards however that deactivate it to prevent abuse.
u Safeguards are in place to prevent all abuse cases (we spent more time on this than any other part of the system)
It's possible we missed some, if there are any we will identify them and solve for them.
u Heroic bonuses will always apply to the lowest common denominator, meaning the highest level player for the least bonus.

An example of Heroism is a team of four players of level 65 deciding to go kill a Behemoth. They will receive when killed 1.79x exp and around 1.45x loot. If they were level 64 they would have received more experience and loot, if they were level 66 they would have received less.


Another system getting a smaller facelift is the Elite Reward System.

The amount of tiers of Elite 'Bag' rewards have been increased from 6 to 11. If you had some lying around in your inventory they may have been changed, for better or worse.
Here's one peek into the new system: sparing exact numbers roughly the highest Elite Treasure Reward was previously about 1000 gold on average (purple bag), but now... the highest tier bag is going to give roughly 15,000 - 25,000 gold 💰
This update to the Elite Reward system will give proper rewards for all monsters, including the newest and strongest and will give far greater balance and equivalence to the challenge you're defeating.


This system has a partner: The Expansion of the Elite Spells and Ability System. We are working on it now, it will take some more time and will come out after Overexperienced and Overspawning but it is meant to be paired with this expanded elite reward system. The expansion of Elite System is going to greatly increase the repertoire of all elite monsters spells and abilities, making them far more dangerous, far more engaging, and far far more unpredictable; combined with other Dura Systems like Spawn-Layering, Dynamic World, and our sophisticated ambush-system in pipeline it is further pushing Dura to a place of constant spontaneous and unpredictable gameplay. It will give a facelift to many of the current monsters which have Elite Abilities but also give the monsters that currently do not have any Elite Spells and Abilities their own and to those go some of the spiciest things we've been working on.

Bright Regards,
Dura Staff
Very cool update. I hope you open up in EU after summer and kickstarting the Tibia season for us all :)
 
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
 
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