Custom mechanics

Dura is not a typical 7.4 server. It is important to us that we make this abundantly clear from the beginning. We believe the changes we have made to the game are vast improvements greatly enriching the world and experiences in it. However, without being aware of these changes and improvements they could instead become frustrations.

**New Meta**

It feels like the original game, plays like original game, and it was designed in the original 7.4 spirit. The mechanics as well are 7.4. Every monster, city, spell, and everything else looks and feels like 7.4. But it stops there, because layered over and under all of that are enormous endless differences. Monsters and spawns are far harder and more deadly. Spells have been rebalanced, and new ones added. The entire map is fraught with traps, surprises, and ambushes; something like 5,000+ individual map changes. New systems of Raid, Boss, Legendary Item, World Shifts and World Changes, PvP, Risk/Reward, Armor, Ancient Runes, Spells, Houses, and so much more. Alone there are over 350 plus added quests and mini-quests. Rebalancing of Loot Tables, new Areas and Spawns, Vocational Balancing, and on and on and on.

**Minor Changes**

And those are only Major Systems. Countless little adjustments and changes, literally over thousands and thousands, like adjustment of Boat Prices or the addition of multicolored Light Wands, cheaper Life Fluids, how you get six small sapphires instead of two small sapphires from a quest, how Knights and Paladins can use Ultimate Light and its mana cost is lowered, that Exiva has a 20 second cool-down, that there is a secret tunnel under 'blank' city, or how Trees are cut down with axes, or that Dragon Necklaces and Might Rings don't lose charges when you walk over a Fire Field. Dura is different. Dura was made to offer players what they felt when they first played: something new, fun, and exciting.

**Dura Is Hard**

We're telling you this because Dura is hard. 'Death is around every corner' is not a phrase of atmosphere but a reality. The game was designed to challenge you, surprise you, and have you constantly guessing what you should do next and how to conquer what is before you. All in the goal of being fun again. Therefore be on your guard.

## Realm's Aid

The Realm is under grave threat and immense danger, the Rulers of the Cities need your Aid!

**Realm's Aid is a System which provides Supplies to a Player every day allowing him or her to defend the Realm**. This System is designed to allow every Player to login each day and be able to hunt 60 minutes without feeling forced to Mana-Sit. Though rune-making will still be possible and very important it will not be absolutely necessary. **Remember that on Dura there is** **no Multi-Clienting nor botting/macroing allowed and no Runes sold in in-game shops** nor in our Non Pay-to-Win Webshop. So the only way to use runes is for Players to make them, Realm's Aid further facilitates this taking away the bulk of the tedium and boredom of necessary rune-making and yet you don't have to cheat.

To use Realm's Aid you must go to the Ruler of the City, for example the King in Thais. Speaking to him will grant you your supplies. **To receive these supplies you must be level 20 and have a Premium Account**. Only one character from each account can receive supplies a day; the supplies will always be the size of the highest level character on the account. This is to prevent abuse.

Realm's Aid Runes are "Soulbound" meaning only your account's characters can use the Runes you receive. The amount of Runes you receive scales with your Level.

You can ask for Realm's Aid to the following NPCs:

* Daniel Steelsoul (Edron)
* Kazzan (Darashia)
* King Tibianus (Thais)

## Skull and Punishment System

Skulls function as they did in Original 7.4 with a few minor exceptions and one major one. First of all, Red Skull punishment is scalable, instead of being a fixed time like 30 days, it's based on your level of activity as a Red Skull, aka how much you've been killing. To lose a Red Skull you must wait for your Unjustified Kills to reduce to 0 via an internal clock.

The major exception is 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" before that -- which will last for 15 days, any activity as an outlaw doesn't affect your punishment. An 'Outlaw' carries with it three very important traits: First, one's base loss upon Death will not be 10% but 14%; promotion and blessings still apply for reducing experience and skills but not item or container, just as Red Skull. Secondly, upon Death an Outlaw will spawn not back in the Temple but in Outlaw Camp. Thirdly, an Outlaw can be recognized by a blood magic effect that triggers every other minute on the character.

**Outlaw Protection** At the moment one becomes an outlaw a three hour timer begins. In that three hour time-period if one dies the Outlaw penalty will not be applied, instead you will die with no extra penalty however you will spawn in Outlaw Camp still. After those three hours have expired the Outlaw protection dissipates and if one were to die at any point the full penalty is applied.

**Red Skull** When a Red Skulled Character's Unjustified Kills are reduced to 0 he will no longer will be a Red Skull.

**Outlaw** If a Player becomes an Outlaw he will remain an Outlaw for 15 days, at the end of which time he will be returned to a Non-Skulled Character with 0 frags.

**Unjustified Kills till Red Skull:** 3

**Unjustified Kills till Outlaw:** 6

**Unjustified Kills till Banishment:** 12

**Unjustified Kill Reduction Duration:** 53.3 hours

Type !kills to see your unjustified kills.

## Overhauled Monster System

Creatures are multi-dimensional and unpredictable. Don't go walking mindlessly, plan your journey and be extra careful.

## 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 low chance of breaking, higher then a normal item breaking.

There are certain items that cannot break -- impossible for them to disappear. These items are almost always obtainable in only one way one time. Examples are Demon Armor, Stonecutters Axe & Magic Sword.

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.

Legendary Items work on a different system entirely. They have both a high chance to break or to drop into the corpse but they cannot remain on the character. No AOL or blessings can prevent them from breaking or dropping.

## Items sold in shop

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. Runes are also not sold on shops. Consider this carefully before choosing your Vocation.

## Sharing Experience

Click on a fellow player to invite them or accept their invitation to a party. Once you are in a party to turn ON or OFF shared experience do the following: if you are the leader of the party click on yourself and click the 'Enable Shared Experience' option. This can be done at any time including in battle. 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.

Type !share to activate or deactivate shared experience with your party at any moment. You must attack the same monster at least once for it to work.

## Persistent Floor

Most locations in Dura will keep the floor as it is left by the players. Map cleaning occurs on January 1st each year.

## Travel by weight

In Dura, fast travelling is pricy. People that are more powerful tend to be wealthier, and wealthier passengers weather on carpets or boats tends to bring more luggage. So naturally they need to pay a bit more for the extra cargo. The more you level up, the more you pay for transportation. This system is called travel by weight.

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

## 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.

To see house related spells go to Spells.

## Inter-exchangeable Elemental runes/Throwing knives

You can exchange any elemental rune/knife for another element rune/knife at the magic shops by talking to the respective magic shop NPCs.

## Spells

The Spell System overhauls the classic system with the goal to rebalance and improve the magic system. Although the changes are slight they provide just the right adjustments necessary to accomplish this goal.

Particular spells mechanics have been modified, some resulting in buffs others in berfs, while others are just changes. Some spells have also had their mana costs changed; some reducing it, others raising it. As well some spells mana cost are now dependent upon the character's level.

Last but not least many custom spells have been added to the game; for both vocational balancing as well as custom content. These new spells will be monitored closely and re-evaluated constantly if they are too powerful or too weak.

All spells and their mana costs can be found in spellbooks in-game and in the Spells page of this wiki.

It's woth noting that in Dura Knights and Paladins are able to make some runes.

### Custom spells

Additionally, not listed here, are throwing knives spells and enchant weapons spells.

## Server Save

A Global Server Save happens once every day at 11:00 EST/EDT. This Server Save lasts from 2 to 10 minutes. On patch and update days the Server Save could take longer.

## Djin and Rashid locations

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

## Map

Dura's map is based on Tibia's 7.2 map, but it has over 5000+ individual map changes. Take that into account while adventuring.

## Client

Dura's client is based on Tibia 7.4 but it has many quality of life improvements such as

* side panels
* battle list filtering
* minimap overlay
* gameplay recording

You can also use the hotkeys below for certain tasks

 Ctrl + Tab
 Ctrl + K
 Ctrl + O
 Ctrl + R