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Game Information

1) Game Systems and Features

  • 350+ Quests
  • 290+ Raids
  • 60+ Boss Raids
  • Legendary Item System
  • Overhauled Monster System - Multi-dimensional and Unpredictable
  • Dura Magic System - Rebalanced
  • Vocational Rebalancing
  • Dura Armor System - Rebalanced
  • Advancement System - More than one way to gain levels and skills
  • Endless New Areas and Spawns woven throughout Classic 7.2 RL Map
  • Updates with New Content every 3 Months.
  • Djinns and Rashid Items sellable on Main Continent
  • Map Playability - Over 5000+ Individaul Map Changes
  • Rune-Sustainability System
  • Rehashed Blessing and AoL System
  • World Shift System
  • World Events
  • Classic Rune System
  • New Ancient Rune System
  • Improved and Rebalanced PvP System
  • Custom Client
  • Anti-Bot and Anti-Hack protocols in Client.
  • Bot & Macro Detection
  • Around the Clock GM Support
  • Free-To-Play
  • Experience Share in Party
  • Rebalanced Speed Formula
  • No Level Restrictions on Items or Spells
  • No Protection Zone on Boats & Carpets
  • Manual Aiming
  • No Hotkeys for Runes
  • Monsters can be lured anywhere
  • Stairhopping not Abuseable
  • Possibility to make UH traps
  • Bank System


2) Death and Death Protection

Character's Base Death Loss is 10% for Experience, Skills, Magic Level, and Equipment Pieces; 100% Container. Promotion reduces Death Loss by 3% for Experience, Skills, Magic Level, and Equipment Pieces; 0% Container. 1 Blessing reduces Death Loss by 1% for Experience, Skills, and Magic Level; 1% for an Equipment Piece; 0% Container. Therefore with Promotion and 5 blessings one's character upon Death would lose 2% Experience, Skills, and Magic Level; 2% for Equipment Pieces; and 100% for Container. The price of a Blessing is dependent upon Level. Blessings are sold by the 5 Blessing NPCs.

Amulet of Loss' come in the form of different color-tiered amulets that each work for a different level cap or 'Tier'. 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. There are Purple, Blue, Green, Yellow, and Orange tiers.



Skull and Punishment System

Skulls function just as they do in Original 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 four 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. Thirdly, upon Death an Outlaw will spawn not back in the Temple but in Outlaw Camp. Fourthly, an Outlaw will be recognizable by the Public.

Consult our back here 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.



Break System

In the real world, and therefore in Dura as well, equipment does not last forever, it is not magically permanent, things rust break shatter deteriorate, and so it is with the world of Dura. Although in keeping with rewarding skill and punishing poor-play the mechanic rests on you dying.

Dura's Break System is very simple in concept. Per normal when a character dies the items he has equipped have a low chance to drop into his corpse. However on Dura there is a break chance layered on top of that: when a character dies the items he has equipped have an extremely low chance to break, meaning they disappear from the game entirely. They do not appear in the corpse nor do they remain equipped on the character. As an extra circumstance when a character dies Quest Items have a very low of breaking, slightly higher then a normal item breaking yet still lower than an item's chance to drop.

There are certain items that cannot break -- impossible for them to disappear. These items are almost always End-Game-Content that are otherwise all obtainable except once. Examples are Demon Armor, Demon Helmet, Stonecutters Axe, Magic Sword etc.

Note: Do not worry about items like Bright Sword or Dwarven Axe, these items are acquirable in in the game through more than just Quests.

Note: This does not apply to Legendary Items.


This system will properly punish death and be integral to balancing and sustaining the economy.



3) Vocational Info

On Dura we have striven for Balance. We encourage you to play the vocation that you find most enjoyable to your style; the one you like in concept most. All vocations remain distinct, each with their own strengths and weaknesses yet due to our reworking they are now balanced. At every level each vocation has purpose and presence.

All Mana regeneration is 7.4 original. Knights and Elite Knights have a 200% HP-regeneration buff. No-vocation (rookgaard) also has a 200% HP-regeneration buff. All other vocations have HP-regeneration increases but less so.

Weapons above 17 attack are not purchasable on Dura from NPCs. You must loot them or find them from quests, or buy them from Players.

Life rings and Rings of healing are 7.4 original in their regeneration stats. However they are much cheaper as they are purchasable from Edron and one Free Account City for 575 gold and 1295 gold respectively. Life Fluids are also cheaper.

Keep in mind this does not unfairly benefit Mages because Paladins and Knights are able to make HMMS and GFBs on Dura.

For more about Vocational Balancing see here



4) Sharing Experience

Sharing experience on Dura is easy. Once you are in a party to turn ON or OFF shared experience do the following: The party leader types "!share". This can be done at any time including in battle. Keep in mind all members of the party will have to deal damage to the same monster to activate it; allow up to 30 seconds for shared experience to take effect. The requirements for shared experience are:

  • The lowest level in the party must have '2/3 level' of the highest level in the party.
  • Be within 2 floors of each other.
  • Be within 30 square meters of each other.


5) Houses

In Dura you may own as many houses as you like: 1, 2, 5, 10, or 100. Guild Halls are registered as Houses, meaning a Guild Hall is purchased and owned just like a house without any Guild-associated restrictions.

Further any houses or Guild Halls that are not currently owned are able to be entered by all players, including the ability that all players are able to open their doors and use their beds. It is also possible that a Player can attack and be attacked by other Players and Monsters inside these houses.

Purchase prices and rent prices will go up or down relative to the active player base of the Game-World.



6) Server Save

A Global Server Save happens once every day at 10:00 EST/EDT. This Server Save lasts from 10 to 20 seconds. On patch and update days the Server Save could take between up to two and five minutes.



Game Notes

Choose your first city wisely, boats and carpets are MUCH MORE expensive.

In Dura weapons above 17 Attack are NOT buyable from shop-npcs. These include Battle Hammer, Battle Axe, Two Handed Sword, Clerical Mace, Barbarian Axe, Bow, Crossbow, and ALL others. You have to loot them from monsters or from a Quest. Consider this carefully before choosing your Vocation.

Remember! As in 7.4 to use a Rope the Rope-Spot must be free of all players, monsters, items, and corpses.

Fluids are usable on others as well as yourself.

The Djinn NPC's and Rashid have been relocated to free-account areas and require nothing to access their shops.

Spawntime is relative to the amount of players online, e.g. the more players online the faster respawn time.

Boat-Locking is not abuseable, that is holding a Boat NPC by talking to him. Boat-Hopping is not abuseable. There is no "Bring me to XXXXX city".

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