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I need a little bit of help with phx..i've foud a server where this cheat works.Can sombody say to me what packets do I need to copy to overenchant my weapon ?

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INCLUDE StdLib\inventory.l2c 
// ===================================================================================================================

// START OF EDITING PART (YOU SHOULD CHANGE THE SETTINGS FROM BELOW TO YOUR NEEDS) 
// ===================================================================================================================
DEFINE_GLOBAL STRING item_name "Homunkulus's Sword"        // Here you need to change with what item you want to enchant 
DEFINE_GLOBAL STRING normal_enchant_name "Scroll: Enchant Weapon (C)"        // The exact name of your normal enchant scroll 
DEFINE_GLOBAL STRING blessed_enchant_name "Blessed Scroll: Enchant Weapon (C)"        // The exact name of you blessed enchant scroll(only for blessed enchants) 

DEFINE_GLOBAL INT type_of_enchanting 1    // The method of enchanting you want set from 1-7 (see below): 
         // 1 - Normal enchant each One by One; 
         // 2 - Normal enchant each One to Top; 
         // 3 - Blessed enchant only one item; 
         // 4 - Blessed enchant each One to Top; 
         // 5 - Blessed enchant each One by One an keep the highest; 
         // 6 - Normal enchant each One by One and stop to Top; 
         // 7 - Blessed enchant each One by One and stop to Top; 
                                  
DEFINE_GLOBAL INT keep_items_num 1        // How meny items you want to keep when enchanting One by One (for One by One enchanting + blessed) 

DEFINE_GLOBAL INT enchant_to_top 1        // The top level witch enchantig should stop at (for One to Top enchanting + blessed) 

DEFINE_GLOBAL INT enchant_safe 3        // Safe enchant level on witch normal anchant stop and continues with blessed (for Blessed enchanting) 

DEFINE_GLOBAL INT min_little_delay 205        // min_little_delay should be always lower than max_little_delay - these two are for random delay between the values. 
DEFINE_GLOBAL INT max_little_delay 327        // max_little_delay should be always higher than main_little_delay - this two will add some delay so carefull what you set. 
// ===================================================================================================================
// END OF EDITING PART (DON'T CHANGE NOTHING FROM BELOW) 
// ===================================================================================================================
// 
// AIO Auto Enchant v1.2 - have 7 methods of enchanting and is safe for auto kick 
//                                                                   (don't cancel the enchant window when ingame) 
// Fully working with L2NET v370 and on L2J Gracia Final (ct2.3) servers. 
// 
// special thanks to: slothmo, mpj123, rocket666, easy2k4, trixy and everybody working for l2net project 
// made by iosc 
// ===================================================================================================================
// ===================================================================================================================

DEFINE_GLOBAL INT min_delay 2118 
DEFINE_GLOBAL INT max_delay 2533 
DEFINE_GLOBAL INT rand_delay 0 
DEFINE_GLOBAL INT some_loop 0 
DEFINE_GLOBAL INT item_uid 0 
DEFINE_GLOBAL INT enchant_result 9999 
DEFINE_GLOBAL INT n_scroll_id 0 
DEFINE_GLOBAL INT b_scroll_id 0 
DEFINE_GLOBAL INT n_scrolls_count 0 
DEFINE_GLOBAL INT b_scrolls_count 0 
DEFINE_GLOBAL Inventory n_enchant_scroll 0 
DEFINE_GLOBAL Inventory b_enchant_scroll 0 
DEFINE_GLOBAL ARRAYLIST full_inventory 0 

ITEM_GET_ID n_scroll_id "<normal_enchant_name>" 
ITEM_GET_ID b_scroll_id "<blessed_enchant_name>" 

GET_INVENTORY full_inventory 
PRINT_TEXT "10 seconds ========================" 
PRINT_TEXT "== AIO Auto Enchant Script v1.1" 
PRINT_TEXT "================================" 
SLEEP 1000 
//SLEEP "<little_delay>" 
ITEM_COUNT n_scrolls_count "<n_scroll_id>" 
ITEM_COUNT b_scrolls_count "<b_scroll_id>" 

FOREACH x Inventory full_inventory 
   IF full_inventory.x.name == normal_enchant_name 
      n_enchant_scroll = full_inventory.x 
   ENDIF 
   IF full_inventory.x.name == blessed_enchant_name 
      b_enchant_scroll = full_inventory.x 
   ENDIF 
NEXTEACH 

IF n_scrolls_count == ONE 
   PRINT_TEXT "You don't have <normal_enchant_name>" 
   JUMP_TO_LABEL THE_END 
ENDIF 

SWITCH type_of_enchanting 
   CASE #i3 
   CASE #i4 
   CASE #i5 
   CASE #i7 
      IF b_scrolls_count == ONE 
         PRINT_TEXT "You don't have <blessed_enchant_name>" 
         JUMP_TO_LABEL THE_END 
      ENDIF 
      BREAK 1 
   DEFAULT 
      BREAK 1 
ENDSWITCH 

SWITCH type_of_enchanting 
   CASE #i1 
      PRINT_TEXT "== " 
      PRINT_TEXT "== You chosed the One by One method" 
      PRINT_TEXT "== Enchanting: <item_name>" 
      PRINT_TEXT "== Keeping: <keep_items_num>" 
      PRINT_TEXT "== " 
      PRINT_TEXT "9 seconds =========================" 
      SLEEP 9000 
      CALL EnchantEachOnebyOne 
      BREAK 1 
   CASE #i2 
      PRINT_TEXT "== " 
      PRINT_TEXT "== You chosed the One to Top method" 
      PRINT_TEXT "== Enchanting: <item_name>" 
      PRINT_TEXT "== Enchant till: +<enchant_to_top>" 
      PRINT_TEXT "== " 
      PRINT_TEXT "9 seconds =========================" 
      SLEEP 9000 
      CALL EnchantEachOnetoTop 
      BREAK 1 
   CASE #i3 
      PRINT_TEXT "== " 
      PRINT_TEXT "== You chosed Blessed Enchant one item" 
      PRINT_TEXT "== Enchanting: <item_name>" 
      PRINT_TEXT "== Enchant till: +<enchant_to_top>" 
      PRINT_TEXT "== Safe enchant is set to: +<enchant_safe>" 
      PRINT_TEXT "== " 
      PRINT_TEXT "9 seconds =========================" 
      SLEEP 9000 
      CALL BlessedEnchantOne 
      BREAK 1 
   CASE #i4 
      PRINT_TEXT "== " 
      PRINT_TEXT "== You chosed Blessed Enchant each One to Top" 
      PRINT_TEXT "== Enchanting: <item_name>" 
      PRINT_TEXT "== Enchant till: +<enchant_to_top>" 
      PRINT_TEXT "== Safe enchant is set to: +<enchant_safe>" 
      PRINT_TEXT "== " 
      PRINT_TEXT "9 seconds =========================" 
      SLEEP 9000 
      CALL EnchantEachOnetoTop 
      BREAK 1 
   CASE #i5 
      PRINT_TEXT "== " 
      PRINT_TEXT "== You chosed Blessed Enchant each One by One" 
      PRINT_TEXT "== Enchanting: <item_name>" 
      PRINT_TEXT "== Keep enchanted: <keep_items_num>" 
      PRINT_TEXT "== Safe enchant is set to: +<enchant_safe>" 
      PRINT_TEXT "== " 
      PRINT_TEXT "9 seconds =========================" 
      SLEEP 9000 
      CALL EnchantEachOnebyOne 
      BREAK 1 
   CASE #i6 
      PRINT_TEXT "== " 
      PRINT_TEXT "== You chosed each One by One and stop to Top" 
      PRINT_TEXT "== Enchanting: <item_name>" 
      PRINT_TEXT "== Keep - <keep_items_num> - items or stop to +<enchant_to_top>" 
      PRINT_TEXT "== " 
      PRINT_TEXT "9 seconds =========================" 
      SLEEP 9000 
      CALL EnchantEachOnebyOne 
      BREAK 1 
   CASE #i7 
      PRINT_TEXT "== " 
      PRINT_TEXT "== You chosed Blessed - One by One and stop to Top" 
      PRINT_TEXT "== Enchanting: <item_name>" 
      PRINT_TEXT "== Enchant till: +<enchant_to_top>" 
      PRINT_TEXT "== " 
      PRINT_TEXT "9 seconds =========================" 
      SLEEP 9000 
      CALL EnchantEachOnebyOne 
      BREAK 1 
   DEFAULT 
      PRINT_TEXT "Bad option chosen at Type of Enchant" 
ENDSWITCH 


LABEL THE_END 
GET_RAND rand_delay "<min_little_delay>" "<max_little_delay>" 
SLEEP "<rand_delay>" 
full_inventory.clear 
GET_INVENTORY full_inventory 
GET_RAND rand_delay "<min_little_delay>" "<max_little_delay>" 
SLEEP "<rand_delay>" 

PRINT_TEXT "===============================" 
PRINT_TEXT "== Thanks for using AIO Auto Enchant Script ==" 
PRINT_TEXT "===============================" 
FOREACH x Inventory full_inventory 
   IF full_inventory.x.name == item_name 
      PRINT_TEXT "==  <item_name> +<full_inventory>" 
   ENDIF 
NEXTEACH 
PRINT_TEXT "=======================iosc======" 


END_SCRIPT 



FUNCTION EnchantEachOnebyOne 

   DEFINE ARRAYLIST current_items 0 
    
   DEFINE INT total_items 0 
   DEFINE INT enchanting_level 0 
   DEFINE INT lag_flag1 0 
   DEFINE INT lag_flag2 0 
   DEFINE INT lag_flag6 0 
   DEFINE INT bless_start 0 
   LABEL A_FLAGS 
    
   current_items.clear 
   full_inventory.clear 
   GET_INVENTORY full_inventory 
   GET_RAND rand_delay "<min_little_delay>" "<max_little_delay>" 
   SLEEP "<rand_delay>" 
    
   enchanting_level = #i65535 
   total_items = ZERO 
   ITEM_COUNT n_scrolls_count "<n_scroll_id>" 
   ITEM_COUNT b_scrolls_count "<b_scroll_id>" 

   IF ( type_of_enchanting == #i5 ) && ( bless_start == ONE ) 
      FOREACH x Inventory full_inventory 
         IF ( full_inventory.x.name == item_name ) && ( full_inventory.x.enchant > ZERO ) 
            total_items = total_items + ONE 
            IF  full_inventory.x.enchant < enchanting_level 
               enchanting_level = full_inventory.x.enchant 
            ENDIF 
         ENDIF 
      NEXTEACH 
   ELSE 
      IF type_of_enchanting == #i6 
         FOREACH x Inventory full_inventory 
            IF full_inventory.x.name == item_name 
               total_items = total_items + ONE 
               IF (full_inventory.x.enchant < enchanting_level) && ( full_inventory.x.enchant < enchant_to_top ) 
                  enchanting_level = full_inventory.x.enchant 
               ENDIF 
            ENDIF 
         NEXTEACH 
      ELSE 
         IF type_of_enchanting == #i7 
            FOREACH x Inventory full_inventory 
               IF full_inventory.x.name == item_name 
                  IF ( full_inventory.x.enchant < enchanting_level ) && ( full_inventory.x.enchant < enchant_to_top ) 
                     enchanting_level = full_inventory.x.enchant 
                  ENDIF 
               ENDIF 
            NEXTEACH 
         ELSE 
            FOREACH x Inventory full_inventory 
               IF full_inventory.x.name == item_name 
                  total_items = total_items + ONE 
                  IF full_inventory.x.enchant < enchanting_level 
                     enchanting_level = full_inventory.x.enchant 
                  ENDIF 
               ENDIF 
            NEXTEACH 
         ENDIF 
      ENDIF 
   ENDIF 
   FOREACH x Inventory full_inventory 
      IF full_inventory.x.name == item_name 
         IF full_inventory.x.enchant == enchanting_level 
            current_items.ADD full_inventory.x.id 
         ENDIF 
      ENDIF 
   NEXTEACH 
    
   IF current_items.count == ZERO 
      lag_flag1 = lag_flag1 + ONE 
      IF lag_flag1 == #i3 
         PRINT_TEXT "No more items to echant." 
         JUMP_TO_LABEL THE_END 
      ENDIF 
      JUMP_TO_LABEL A_FLAGS 
      lag_flag1 = ZERO 
   ENDIF 

   FOREACH y INT current_items 
      IF type_of_enchanting != #i7 
         IF total_items <= keep_items_num 
            lag_flag1 = lag_flag1 + ONE 
            IF lag_flag1 == #i3 
               PRINT_TEXT "We are done here. Your items number is <total_items>" 
               JUMP_TO_LABEL THE_END 
            ENDIF 
            JUMP_TO_LABEL A_FLAGS 
         ENDIF 
      ENDIF 
      IF n_scrolls_count == ONE 
         lag_flag2 = lag_flag2 + ONE 
         IF lag_flag2 == #i3 
            PRINT_TEXT "You are out of <normal_enchant_name>" 
            JUMP_TO_LABEL THE_END 
         ENDIF 
         JUMP_TO_LABEL A_FLAGS 
      ENDIF 
      IF ( type_of_enchanting == #i5 ) || ( type_of_enchanting == #i7 ) 
         IF b_scrolls_count == ONE 
            lag_flag6 = lag_flag6 + ONE 
            IF lag_flag6 == #i3 
               PRINT_TEXT "You are out of <blessed_enchant_name>" 
               JUMP_TO_LABEL THE_END 
            ENDIF 
            JUMP_TO_LABEL A_FLAGS 
         ENDIF 
      ENDIF 
      lag_flag1 = ZERO 
      lag_flag2 = ZERO 
      lag_flag6 = ZERO 
      
      item_uid = current_items.y 
      
      IF ( type_of_enchanting == #i5 ) || ( type_of_enchanting == #i7 ) 
    
         IF enchanting_level <enchant_safe> ZERO 
            IF type_of_enchanting == #i5 
               total_items = total_items - ONE 
            ELSE 
               JUMP_TO_LABEL A_FLAGS 
            ENDIF 
            PRINT_TEXT "Enchanting <item_name> faild at +<enchanting_level>. (<n_scrolls_count>/<b_scrolls_count> scrolls left)" 
         ELSE 
            PRINT_TEXT "Enchanting <item_name> succeeded from +<enchanting_level>. (<n_scrolls_count>/<b_scrolls_count> scrolls left)" 
         ENDIF 

      ELSE 
                
         CALL Enchanting VOID 1 n_enchant_scroll.id 
          
         ITEM_COUNT n_scrolls_count "<n_scroll_id>" 
          
         IF enchant_result > ZERO 
            total_items = total_items - ONE 
            PRINT_TEXT "<item_name> was cristalized at +<enchanting_level>. (<n_scrolls_count> scrolls left)" 
         ELSE 
            PRINT_TEXT "Enchanting <item_name> succeeded from +<enchanting_level>. (<n_scrolls_count> scrolls left)" 
         ENDIF 
      ENDIF 
   NEXTEACH 
   JUMP_TO_LABEL A_FLAGS 

RETURN VOID 



FUNCTION EnchantEachOnetoTop 

   DEFINE INT enchant_level 0 
   DEFINE INT lag_flag3 0 
   DEFINE INT lag_flag4 0 
   DEFINE INT lag_flag5 0 
   LABEL B_FLAGS 
    
   full_inventory.clear 
   GET_INVENTORY full_inventory 
   GET_RAND rand_delay "<min_little_delay>" "<max_little_delay>" 
   SLEEP "<rand_delay>" 

   item_uid = ZERO 
   enchant_level = ZERO 
   ITEM_COUNT n_scrolls_count "<n_scroll_id>" 
   ITEM_COUNT b_scrolls_count "<b_scroll_id>" 
    
   FOREACH x Inventory full_inventory 
      IF full_inventory.x.name == item_name 
         IF full_inventory.x.enchant < enchant_to_top 
            item_uid = full_inventory.x.id 
            enchant_level = full_inventory.x.enchant 
         ENDIF 
      ENDIF 
   NEXTEACH 
    
   IF item_uid == ZERO 
      lag_flag3 = lag_flag3 + ONE 
      IF lag_flag3 == #i3 
         PRINT_TEXT "We are done here. No more items to enchant." 
         JUMP_TO_LABEL THE_END 
      ENDIF 
      JUMP_TO_LABEL B_FLAGS 
   ENDIF 
   IF n_scrolls_count == ONE 
      lag_flag4 = lag_flag4 + ONE 
      IF lag_flag4 == #i3 
         PRINT_TEXT "You are out of <normal_enchant_name>" 
         JUMP_TO_LABEL THE_END 
      ENDIF 
      JUMP_TO_LABEL B_FLAGS 
   ENDIF 
   IF type_of_enchanting == #i4 
      IF b_scrolls_count == ONE 
         lag_flag5 = lag_flag5 + ONE 
         IF lag_flag5 == #i3 
            PRINT_TEXT "You are out of <blessed_enchant_name>" 
            JUMP_TO_LABEL THE_END 
         ENDIF 
         JUMP_TO_LABEL B_FLAGS 
      ENDIF 
      lag_flag5 = ZERO 
   ENDIF 
   lag_flag3 = ZERO 
   lag_flag4 = ZERO 
    
    
   DO 
      IF n_scrolls_count == ONE 
         PRINT_TEXT "You are out of <normal_enchant_name>" 
         JUMP_TO_LABEL THE_END 
      ENDIF 
    
      IF type_of_enchanting == #i4 

         IF b_scrolls_count == ONE 
            PRINT_TEXT "You are out of <blessed_enchant_name>" 
            JUMP_TO_LABEL THE_END 
         ENDIF 
      
         IF enchant_level <enchant_safe> ZERO 
            PRINT_TEXT "Enchanting <item_name> faild at +<enchant_level>. (<n_scrolls_count>/<b_scrolls_count> scrolls left)" 
            enchant_level = ZERO 
         ELSE 
            enchant_level = enchant_level + ONE 
            PRINT_TEXT "Enchanting <item_name> succeeded to +<enchant_level>. (<n_scrolls_count>/<b_scrolls_count> scrolls left)" 
         ENDIF 

      ELSE 
    
         CALL Enchanting VOID 1 n_enchant_scroll.id 
    
         ITEM_COUNT n_scrolls_count "<n_scroll_id>" 
          
         IF enchant_result > ZERO 
            PRINT_TEXT "<item_name> was cristalized at +<enchant_level>. (<n_scrolls_count> scrolls left)" 
            JUMP_TO_LABEL B_FLAGS 
         ELSE 
            enchant_level = enchant_level + ONE 
            PRINT_TEXT "Enchanting <item_name> succeeded to +<enchant_level>. (<n_scrolls_count> scrolls left)" 
         ENDIF 
      
      ENDIF 
    
   LOOP enchant_level < enchant_to_top 
    
   JUMP_TO_LABEL B_FLAGS 

RETURN VOID 


FUNCTION BlessedEnchantOne 

   DEFINE INT enchant_level 0 
   DEFINE INT lag_flag8 0 
   LABEL C_FLAGS 
    
   full_inventory.clear 
   GET_INVENTORY full_inventory 
   GET_RAND rand_delay "<min_little_delay>" "<max_little_delay>" 
   SLEEP "<rand_delay>" 

   item_uid = ZERO 
   enchant_level = ZERO 
   ITEM_COUNT n_scrolls_count "<n_scroll_id>" 
   ITEM_COUNT b_scrolls_count "<b_scroll_id>" 
    
   FOREACH x Inventory full_inventory 
      IF full_inventory.x.name == item_name 
         IF full_inventory.x.enchant < enchant_to_top 
            item_uid = full_inventory.x.id 
            enchant_level = full_inventory.x.enchant 
         ENDIF 
      ENDIF 
   NEXTEACH 
    
   IF item_uid == ZERO 
      lag_flag8 = lag_flag8 + ONE 
      IF lag_flag8 == #i3 
         PRINT_TEXT "No item to enchant!" 
         JUMP_TO_LABEL THE_END 
      ENDIF 
      JUMP_TO_LABEL C_FLAGS 
   ENDIF 
   lag_flag8 = ZERO 
    
   DO 
    
      IF n_scrolls_count == ONE 
         PRINT_TEXT "You are out of <normal_enchant_name>" 
         JUMP_TO_LABEL THE_END 
      ENDIF 
      IF b_scrolls_count == ONE 
         PRINT_TEXT "You are out of <blessed_enchant_name>" 
         JUMP_TO_LABEL THE_END 
      ENDIF 
    
      IF enchant_level <enchant_safe> ZERO 
         PRINT_TEXT "Enchanting <item_name> faild at +<enchant_level>. (<n_scrolls_count>/<b_scrolls_count> scrolls left)" 
         enchant_level = ZERO 
      ELSE 
         enchant_level = enchant_level + ONE 
         PRINT_TEXT "Enchanting <item_name> succeeded to +<enchant_level>. (<n_scrolls_count>/<b_scrolls_count> scrolls left)" 
      ENDIF 
    
   LOOP enchant_level < enchant_to_top 
    
   JUMP_TO_LABEL THE_END 

RETURN VOID 


FUNCTION Enchanting 1 scroll_id 

   enchant_result = #i9999 
   some_loop = ZERO 
   GET_RAND rand_delay "<&min_little_delay&>" "<&max_little_delay&>" 
   SLEEP "<&rand_delay&>" 
   SET_EVENT "<&SCRIPTEVENT_SERVERPACKET&>" "<&SYSTEM_CURRENTFILE&>" InsertItem 124 
   DEFINE BYTEBUFFER use_scroll_buffer 256 
   use_scroll_buffer.write_byte #i25 
   use_scroll_buffer.write_int32 scroll_id 
   use_scroll_buffer.write_int32 #i0 
   use_scroll_buffer.trim_to_index 
   INJECTBB use_scroll_buffer 
   DELETE use_scroll_buffer 
    
   WHILE some_loop == ZERO 
   SLEEP 50 
   WEND 
   LOCK A 
   SLEEP 50 
   UNLOCK A 
    
RETURN VOID 



FUNCTION InsertItem 
    
   LOCK A 
   some_loop = ONE 
    
   SET_EVENT "<&SCRIPTEVENT_SERVERPACKET&>" "<&SYSTEM_CURRENTFILE&>" BlankFunc 124 
   SET_EVENT "<&SCRIPTEVENT_SERVERPACKETEX&>" "<&SYSTEM_CURRENTFILE&>" ClickOK 129 
    
   GET_RAND rand_delay "<&min_little_delay&>" "<&max_little_delay&>" 
   SLEEP "<&rand_delay&>" 
    
   DEFINE BYTEBUFFER use_item_buffer 256 
   use_item_buffer.write_byte #i208 
   use_item_buffer.write_int16 #i76 
   use_item_buffer.write_int32 item_uid 
   use_item_buffer.trim_to_index 
   INJECTBB use_item_buffer 
   DELETE use_item_buffer 
    
RETURN VOID 


FUNCTION ClickOK 

   SET_EVENT "<&SCRIPTEVENT_SERVERPACKETEX&>" "<&SYSTEM_CURRENTFILE&>" BlankFunc 129 
   SET_EVENT "<&SCRIPTEVENT_SERVERPACKET&>" "<&SYSTEM_CURRENTFILE&>" EnchantComplete 135 

   GET_RAND rand_delay "<&min_delay&>" "<&max_delay&>" 
   SLEEP "<&rand_delay&>" 
    
   DEFINE BYTEBUFFER confirm_enchant_buffer 256 
   confirm_enchant_buffer.write_byte #i95 
   confirm_enchant_buffer.write_int32 item_uid 
   confirm_enchant_buffer.write_int32 #i0 
   confirm_enchant_buffer.trim_to_index 
   INJECTBB confirm_enchant_buffer 
   DELETE confirm_enchant_buffer 

RETURN VOID 


FUNCTION EnchantComplete 

   SET_EVENT "<&SCRIPTEVENT_SERVERPACKET&>" "<&SYSTEM_CURRENTFILE&>" BlankFunc 135 
    
   DEFINE INT result_byte 0 
    
   PACKET.READ_BYTE result_byte 
   PACKET.READ_INT32 enchant_result 
    
   DELETE result_byte 
    
   UNLOCK A 

RETURN VOID 


FUNCTION BlankFunc 

SLEEP 25 //e = mc^2 nonsence 

RETURN VOID

hf

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    • L2 Kings    Stage 1 – The Awakening Dynasty and Moirai Level Cap: 83 Gear: Dynasty -Moirai & Weapons (Shop for Adena + Drop from mobs/instances ) Masterwork System: Available (Neolithics S required with neolithics u can do armor parts foundation aswell) Class Cloaks: Level 1 - Masterwork sets such us moirai/dynasty stats are boosted also vesper(stage 2) Olf T-Shirt: +6 (fails don’t reset) safe is +2 Dolls: Level 1 Belts: Low & Medium Enchant: Safe +3 / Max +8 / Attribution Easy in Moirai-Dynasty . Main Zones: Varka Outpost: Easy farm, Adena, EXP for new players = > 80- 100kk hour Dragon Valley: Main farm zone — , 100–120kk/hour Weapon Weakness System active (all classes can farm efficiently) Archers get vampiric auto-hits vs mobs Dragon Valley Center: Main Party Zone — boosted drops (Blessed enchants, Neolithics chance) => farm like 150-200kk per hour. Dragon Valley North: Spoil Zone (Asofe + crafting materials for MW) Primeval Isle: Safe autofarm zone (low adena for casual players) ==> 50kk per hour Forge of the Gods & Imperial Tomb: Available from Stage 1 (lower Adena reward in compare with Dragon Valley) Hellbound also avaliable from stage 1 In few words all zones opened but MAIN farm zone with boosted adena and drops is Dragon valley also has more mobs Instances: Zaken (24h Reuse) → Instead of Vespers drop Moirai , 100% chance to drop 1 of 9 dolls lvl 1, Zaken 7-Day Jewelry Raid Bosses (7 RBs): Drop Moirai Parts + Neolithic S grade instead of Vespers parts that has 7 Rb Quest give Icarus Weapons Special Feature 7rb bosses level up soul crystals aswell. Closed Areas : Monaster of SIlence, LOA, ( It wont have mobs) / Mahum Quest/Lizardmen off) Grand Epics: Unlocked on Day 4 of Stage 1 → Antharas, Valakas, Baium, AQ, etc ================================================================================= Stage 2 – Rise of Vespers Level Cap: 85 Gear: Moirai Armors (Adena GM SHOP / Craft/ Drop) Weapons: Icarus Cloaks: Level 2 Olf: +8 Dolls: Level 2 Belts: High & Top Enchant: Safe +3 / Max +8 Masterwork can be with Neolithics S84 aswell but higher so craft will be usefull aswell. 7 Raid Boss Quest Updated: Now works retail give vesper weapons 7rb Bosses Drops : Vespers Instances: Zaken : Drops to retail vespers + the dolls and the extra items that we added on stage 1 New Freya Instance: Added — drops vespers and instead of mid s84 weapons will drop vespers . Extra drops Blessed Bottle of Freya - drops 100% chance 1 of 9 dolls. Farm Areas Dragon Valley remains main farm New Zone : Lair of Antharas (mobs nerfed and added drop Noble stone so solo players can farm too) New Party Zone : LOA Circle   ============================================================================   Stage 3 – The Vorpal ERA Gear: Vorpal Unclock Cloaks: Level 3 Olf: +10 (max cap) Dolls: Level 3 Enchant: Safe +3 / Max +12 Farm Zones : Dragon Valley Center Scorpions becomes a normal solo zone (no longer party zone) Drops:   LOA & Knorik → Mid Weapons avaliable in drop New Party Zone Kariks Instances: Easy Freya Drops Mid Weapons Frintezza Release =================================================================================     Stage 4 – Elegia Era (Final Stage) Elegia Unlock Gear: Elegia Weapons: Elegia TOP s84 ( farmed via H-Freya/ Drops ) Cloaks: Level 5 Dolls: Level 3 (final bonuses) Enchant: Safe +6 / Max +16 Instances: Hard Freya → Drops Elegia Weapons + => The Instance will drop 2-3 parts for sure and also will be able to Join with 7 people . Party Zone will have also drop chances for elegia armor parts and weapons but small   Events (Hourly): Win: 50 Event Medals + 3 GCM + morewards Lose: 25 Medals + 1 GCM + more rewards Tie: 30 Medals + 2 GCM + more rewards   ================================================================================ Epic Fragments Currency Participating in Daily Bosses mass rewarding all players Participating in Instances (zaken freya frintezza etc) all players get reward ================================================================================ Adena - Main server currency (all items in gm shop require adena ) Event Medals (Festival Adena) - Event shop currency Donation coins you can buy with them dressme,cosmetics and premium account Epic Fragments you can buy with them fake epic jewels Olympiad Tokens you can buy many items from olympiad shop (Hero Coin even items that are on next stages) Olympiad Win = 1000 Tokens / Lose = 500 Tokens ================================================================================= Offline Autofarm Allows limited Offline farming requires offline autofarm ticket that you get by voting etc ================================================================================= Grand Epics have Specific Custom NPC that can spawn Epics EU/LATIN TIME ZONE ================================================================================= First Olympiad Day 19 December First Heroes 22 December ( 21 December Last day of 1st Period) After that olympiad will be weekly. ================================================================================= Item price and economy Since adena is main coin of server and NOT donation coins we will always add new items in gm shop with adena in order to burn the adena of server and not be inflation . =================================================================================        
    • Hello, I'd like to change a title color for custom npc.  I created custom NPC, cloned existing. I put unique id for it in npcname-e, npcgrp and database. I have "0" to serverSideName in db, so that it would use npcname-e, but instead it has "NoNameNPC"and no title color change.
    • Trusted Guy 100% ,  I asked him for some work and he did it right away.
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