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Creatures

Creatures

The Time of dumb beasts is over. Age and experience have made the creatures of Dura more cunning and more vile. Years have taught them new ways of shield and steel, fortification and destruction. They have learned from each other, some banding together. Never more deadly -- a new hero is needed.

Our Monster System is one of our most core and central Changes. The monsters of Dura are far more sophisticated and threatening. Each given monster, upon spawn, draws at random from a ranged pool of stats and abilities pre-set for that Creature. This means that each individual fight or confrontation will be different and unpredictable, and thus challenging, meaning fun. However we've done more than just that, we've also slightly altered the spawns to make them more varied and 'multi-colored' engendering a many-headed challenge. In a phrase you'll never ever really know what's around the corner. Our goal was to push the game away from the mastered mechanics and knowledge bases we all completed long ago, the spirit-crushing and mind-numbing grinding, to something that constantly demands you to think on your feet, employ circumstantial strategy, and tests your talents -- all using native 7.4 knowledge and skills. So spawns (types of monsters in a given area) themselves will be different, but then so will the monsters themselves who inhabit them; in the hope of multi-layered unpredictability, and that doesn't include the other parts of the Monster System we cannot reveal due to spoiling the gameplay experience (what we can say is a spawn may be different from one day or hour to the next). But please don't think we became carried away.

The Monster System, as with all of Dura itself, keeps the game in the 7.4 Spirit and Atmosphere: In explanation the spawns do not differ in essence from what you expect -- not just by Power-Level but also Aesthetic; and the monsters themselves, their abilities and stats are in keeping with what their core characteristics are. We've woven and layered nuanced changes but in terms of feel, which we strove very hard never to depart from, it's just as any other time you've entered a Dungeon in 7.4.


Elite Monsters

  • In Rare instances a monster instead of spawning normally will spawn an Elite Version of itself. A much greater rate of HP, EXP, and Loot; and it is possible other differences as well.

  • In Semi-Rare instances, when you are in a Party, instead of spawning normally a monster will also spawn an Elite Version of itself. It also will have a greater rate of HP, EXP, Loot and other differences possibly.

  • In Extremely Rare instances a monster, if one is in a party both Elite-Versions will combine to form an incredibly powerful version of itself with equally good rewards.

Amazons
Ancient Scarabs
Badgers
Banshees
Bats
Bears
Bedouins
Bedouin Wives
Behemoths
Beholders
Black Sheep
Black Knights
Blue Djinns
Bonebeasts
Bugs
Cave Rats
Chickens
Cobras
Crabs
Crawling Hands
Crocodiles
Crypt Shamblers
Cyclops
Deer
Demons
Demon Skeletons
Dogs
Dragons
Dragon Lords
Dreadseers
Dromedaries
Dwarves
Dwarf Geomancers
Dwarf Guards
Dwarf Soldiers
Efreet
Elder Beholders
Elephants
Elves
Elf Arcanists
Elf Scouts
Fire Devils
Fire Elementals
Flamingos
Frost Trolls
Gargoyles
Gazers
Ghosts
Ghouls
Giant Spiders
Goblins
Green Djinns
Heroes
Hunters
Hyaenas
Larvas
Liches
Lions
Marid
Minotaurs
Minotaur Archers
Minotaur Guards
Minotaur Mages
Monks
Mummies
Necromancers
One of the Forty
Orcs
Orc Berserkers
Orc Leaders
Orc Riders
Orc Shamans
Orc Spearmen
Orc Warlords
Orc Warriors
Parrots
Pigs
Pharaohs
Pharaoh Priest
Poison Spiders
Polar Bears
Priestesses
Rabbits
Rats
Rotworms
Scarabs
Scorpions
Sheep
Skeletons
Slimes
Slime Oozes
Snakes
Spiders
Stalkers
Stone Golems
Swamp Trolls
Tar Oozes
Trolls
Valkyries
Vampires
War Wolves
Warlocks
Wasps
Wild Warriors
Winter Wolves
Witches
Wolves
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