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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.

Dreadseers

Some of the most ancient beholders have gained so much power over undeath that they cross the margin between life and death. What might be considered the transformation of a living being into one of the dreaded liches, turns into something very sinister. Neither alive nor truly dead, they dwell on the border of two realms. Having mastered unspeakable techniques and twisted their own minds in ways unfathomable for other beings, they 'broke' something in their minds or rather in their souls. The part that connects each and everything to the living world is not working right in these creatures. At this step other creatures would just turn mad or wither, but some of the ancient beholders face another fate. Through sheer will and unthinkable understanding of the thin lines between life and death, they grasp to the concept of existence. Just like they once animated their undead minions, they now keep their decaying but not really dead bodies in motion. Parts of their twisted minds are forever trapped in the realm of the dead though, captured in a constant nightmare that slowly tries to erode their sanity. To prevent the drifting off in this dream of death, they have removed parts of their skull. This way they are able to constantly stimulate their own brains with jolts of energy from their eye stalks. In a magical surgery, they have added an eye-stalklike appendage and attached a stinger to their body. It is used to leech brain fluids from helpless victims to sustain their own existence. Their central eye is sealed shut to prevent any unnecessary distraction from their inward struggle. As the central eye is normally used for beholder communication, the Dreadseer has no way to communicate with other beholders. It relies on verbal communication which makes it disgusting even for its own kind.

Dreadseers have 12500 hitpoints and yield 11800 experience points. They carry otherwise inconspicous items that seem to have absorbed some of the Dreadseers magical properties.


A player becomes overexperienced battling this creature at level 300.
Legendary items will consider this foe worthy if the player wielding them is under level 216.
Slaying this creature is heroic until a player has reached level 197.

Monster of the Week Monster Pedestal and Players Online Box
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