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  1. #191
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    I converted my script for brimstone bugs inside Wrath of emperor while he is going to refill character has to pass lizards so it should ignore all monster and attack them only if trapped but character if get trap is just standing and atacking dragon hatchling..
    Last edited by Rutekarteva; 03-03-2014 at 07:28 PM.

  2. #192
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    PHP Code:
    WarningAccess to unknown global variableTargetAll 


    Bug in conventer in Hive East Tower by walukasz.

  3. #193
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    --[[ CONFIG START ]]--
    RULES = RULES or {
    {
    CREATURES = CREATURES or {
    "Giant Spider",
    "Acid Blob",
    "Ice Golem",
    "Water Elemental",

    ,
    },
    SPELLS = SPELLS or {
    {
    ATTACK = "Exori Vis",
    ENABLED = true,
    HPPC = 1,
    MIN_MOB = 1,
    DIST = 3,
    CONSIDER_PLAYERS = true,
    },
    {
    ATTACK = "thunderstorm rune",
    ENABLED = true,
    HPPC = 1,
    MIN_MOB = 3,
    DIST = 4,
    CONSIDER_PLAYERS = true,
    },
    {
    ATTACK = "Exevo Gran Mas Vis",
    ENABLED = true,
    HPPC = 1,
    MIN_MOB = 5,
    DIST = 4,
    CONSIDER_PLAYERS = true,
    },
    },
    },
    {
    CREATURES = CREATURES or {
    ""
    },
    SPELLS = SPELLS or {
    {
    ATTACK = "exori flam",
    ENABLED = true,
    HPPC = 0,
    MIN_MOB = 2,
    DIST = 3,
    CONSIDER_PLAYERS = false,
    },
    },
    },
    }
    --[[ CONFIG END ]]--

    SCRIPT = SCRIPT or {
    AUTHOR = "soder",
    VERSION = "1.0",
    NAME = "Spell/Rune shooter",
    }

    -- DO NOT TOUCH BELOW UNLESS YOU KNOW WHAT YOURE ACTUALLY DOING --
    AREA_RUNES = AREA_RUNES or {"great fireball rune","stoneshower rune","avalanche rune","thunderstorm rune"}

    if target.id > 0 then
    for i = #RULES, 1, -1 do
    for j = #RULES[i].SPELLS, 1, -1 do
    if (RULES[i].SPELLS[j].ENABLED) and (table.find(RULES[i].CREATURES,target.name)) and (target.isshootable) then
    if (target.dist <= RULES[i].SPELLS[j].DIST) and (itemcount(RULES[i].SPELLS[j].ATTACK) > 0) and (table.find(AREA_RUNES,RULES[i].SPELLS[j].ATTACK)) and (target.hppc >= RULES[i].SPELLS[j].HPPC) and (maround(5, false, unpack(RULES[i].CREATURES)) >= RULES[i].SPELLS[j].MIN_MOB) and (not(RULES[i].SPELLS[j].CONSIDER_PLAYERS) or ((paround(10,true) == 0) and (lasttimeplayeronscreen >= 10000))) then
    while (Self.CoolDown(SPELL_GROUP_ATTACK) == 0) and (itemcount(RULES[i].SPELLS[j].ATTACK) > 0) and (shootarearune(RULES[i].SPELLS[j].ATTACK, RULES[i].SPELLS[j].MIN_MOB,unpack(RULES[i].CREATURES))) do
    shootarearune(RULES[i].SPELLS[j].ATTACK, RULES[i].SPELLS[j].MIN_MOB,unpack(RULES[i].CREATURES)) System.Wait(150, 200)
    updateworld()
    end
    break
    elseif (target.dist <= RULES[i].SPELLS[j].DIST) and not (table.find(AREA_RUNES,RULES[i].SPELLS[j].ATTACK)) and (target.hppc >= RULES[i].SPELLS[j].HPPC) and (maround(5, false, unpack(RULES[i].CREATURES)) >= RULES[i].SPELLS[j].MIN_MOB) and (not(RULES[i].SPELLS[j].CONSIDER_PLAYERS) or ((paround(10,true) == 0) and (lasttimeplayeronscreen >= 10000))) and (cancast(RULES[i].SPELLS[j].ATTACK)) then
    cast(RULES[i].SPELLS[j].ATTACK)
    System.Wait(Self.CoolDown(SPELL_GROUP_ATTACK))
    break
    end
    end
    end
    end
    end

  4. #194
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    auto(800, 1000)
    if maround_ib(7, "Medusa", "Serpent Spawn", "Hydra") > 0
    then
    setsetting("Persistent/Scripts/Area by Soder/Enabled","no")
    else
    setsetting("Persistent/Scripts/Area by Soder/Enabled","yes")
    end

    if $attacked.name == "Eternal Guardian" and maround_ib(7, "Medusa", "Serpent Spawn", "Hydra") > 0
    then
    keyevent(0x1b)
    end

    if maround_ib(7, "Medusa", "Serpent Spawn", "Hydra") > 0
    then
    setsetting("Targeting/Creatures/Eternal Guardian*/Setting*/OnlyIfTrapped", "yes")
    setsetting("Targeting/Creatures/Giant Spider*/Setting*/OnlyIfTrapped", "yes")
    setsetting("Targeting/Creatures/Frost Dragon*/Setting*/OnlyIfTrapped", "yes")
    setsetting("Targeting/Creatures/Acid Blob*/Setting*/OnlyIfTrapped", "yes")

    else
    setsetting("Targeting/Creatures/Eternal Guardian*/Setting*/OnlyIfTrapped", "no")
    setsetting("Targeting/Creatures/Giant Spider*/Setting*/OnlyIfTrapped", "no")
    setsetting("Targeting/Creatures/Frost Dragon*/Setting*/OnlyIfTrapped", "no")
    setsetting("Targeting/Creatures/Acid Blob*/Setting*/OnlyIfTrapped", "no")
    end

  5. #195
    Administrator Lucas Terra's Avatar
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    Am I supposed to guess what's wrong with the conversion?

  6. #196
    Free User Florian's Avatar
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    i got a problem .. i converted banuta -3-4 and when he runs in a room he shoots normally but after some seconds he just run to next waypoint even when targeting is enabled... somebody know the problem??
    please help me this is the only problem which i got otherwise scripts works nice

  7. #197
    Administrator Lucas Terra's Avatar
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    Quote Originally Posted by Florian View Post
    i got a problem .. i converted banuta -3-4 and when he runs in a room he shoots normally but after some seconds he just run to next waypoint even when targeting is enabled... somebody know the problem??
    please help me this is the only problem which i got otherwise scripts works nice
    I'll check it out. Thanks for reporting.

  8. #198
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    hello, My killar caimans scripts ive been using on windbot what is a ibotscript worked perfectly before this update today 2.0.8, Now the problem is only it open caimans and trying to take the loot but it doesnt take loot, it get stuck, can anyone help me please?

    Edit: its killer caiman in muggy plains

  9. #199
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    I have this hud on the Ibot script ive converting to windbot, Its wrong with that something cuz it doesnt count anything :/ someone can help me?

    -- [[ INIT START ]] --
    --
    -- 88
    -- "" ,d
    -- 88
    -- ,adPPYba, 88 8b,dPPYba, 88,dPYba,,adPYba, ,adPPYYba, MM88MMM ,adPPYba,
    -- I8[ "" 88 88P' "Y8 88P' "88" "8a "" `Y8 88 a8P_____88
    -- `"Y8ba, 88 88 88 88 88 ,adPPPPP88 88 8PP"""""""
    -- aa ]8I 88 88 88 88 88 88, ,88 88, "8b, ,aa
    -- Author: `"YbbdP"' 88 88 88 88 88 `"8bbdP"Y8 "Y888 `"Ybbd8"'
    --
    -- Monitor My Hunting!
    --
    -- Version: 1.0
    -- Created: 7.09.2012
    -- Last update: 18.09.2012
    --

    MONITOR_MY_HUNTING = MONITOR_MY_HUNTING or {
    SCRIPT_NAME = "Monitor My Hunting",
    SCRIPT_VERSION = "1.0",

    CLEARED_STATS = false,
    INITIALIZED = false,
    }

    MONITOR_MY_HUNTING.SHOW_ALL_ITEMS = false
    MONITOR_MY_HUNTING.ITEMS_LIST = {
    {NAME = "gold coin", VALUE = 1},
    {NAME = "Piece of Crocodile Leather", VALUE = 15},
    {NAME = "Small Emerald", VALUE = 250},
    {NAME = "Bunch of Ripe Rice", VALUE = 75},
    {NAME = "Obsidian Lance", VALUE = 500},
    {NAME = "Crocodile Boots", VALUE = 1000},
    {NAME = "platinum coin", VALUE = 100},
    {NAME = "Zaoan Armor", VALUE = 14000},
    {NAME = "zaoan legs", VALUE = 14000},
    {NAME = "Zaoan Shoes", VALUE = 5000},
    {NAME = "Zaoan Robe", VALUE = 10000},
    {NAME = "Tower Shield", VALUE = 8000},
    {NAME = "Great Health Potion", VALUE = 190},
    {NAME = "Small Diamond", VALUE = 250},
    {NAME = "Focus cape", VALUE = 1000},
    {NAME = "High Guard Flag", VALUE = 550},
    {NAME = "great mana potion", VALUE = 120},
    {NAME = "small emerald", VALUE = 250},
    {NAME = "drakinata", VALUE = 10000},
    {NAME = "spiked iron ball", VALUE = 100},
    {NAME = "Dragon Priest's Wandtip", VALUE = 175},
    {NAME = "Small Amethyst", VALUE = 200},
    {NAME = "Terra rod", VALUE = 2000},
    {NAME = "Wand of inferno", VALUE = 3000},
    {NAME = "Zaoan Robe", VALUE = 12000},
    {NAME = "High Guard Shoulderplates", VALUE = 130},
    {NAME = "Lizard Leather", VALUE = 100},
    {NAME = "Broken Halber", VALUE = 100},
    {NAME = "Legionnaire Flags", VALUE = 500},
    {NAME = "Lizard Trophy", VALUE = 0},
    {NAME = "Yellow Gem", VALUE = 1000},
    {NAME = "Sabretooth", VALUE = 400},
    {NAME = "Striped Fur", VALUE = 50},
    {NAME = "Glorious Axe", VALUE = 3000},
    {NAME = "Angelic Axe", VALUE = 5000},
    {NAME = "Mutated Bat Ear", VALUE = 420},
    {NAME = "Mercenary Sword", VALUE = 12000},
    {NAME = "Batwing Hat", VALUE = 8000},
    {NAME = "Guardian Shield", VALUE = 2000},
    {NAME = "broken halberd", VALUE = 100},
    {NAME = 282, VALUE = 3000},

    }

    MONITOR_MY_HUNTING.SHOW_ALL_SUPPLIES = true
    MONITOR_MY_HUNTING.SUPPLIES_LIST = {
    {NAME = "mana potion", PRICE = 50},
    {NAME = "great health potion", PRICE = 190},
    {NAME = "ultimate health potion", PRICE = 310},
    }

    -- [[ DO NOT CHANGE ANYTHING BELOW THIS LINE. ]] --

    MONITOR_MY_HUNTING.TEMP_ITEMS_LIST = MONITOR_MY_HUNTING.TEMP_ITEMS_LIST or {}
    MONITOR_MY_HUNTING.TEMP_SUPPLIES_LIST = MONITOR_MY_HUNTING.TEMP_SUPPLIES_LIST or {}
    MONITOR_MY_HUNTING.COLORS = MONITOR_MY_HUNTING.COLORS or {
    BLACK = color(1, 1, 1),
    ORANGE = color(255, 165, 0),
    BLUE = color(30, 144, 255),
    CORNSILK = color(205, 200, 177),
    WHITE = color(255, 255, 255),
    GREEN = color(107, 142, 35),
    RED = color(178, 34, 34),
    }

    local function CreateMessageObject(MESSAGE_DATA)
    if (type(MESSAGE_DATA) ~= "userdata") then
    return setmetatable({__data = {TYPE = -1, TIME_STAMP = -1, SENDER_NAME = "", SENDER_LEVEL = -1, CONTENT = ""}}, MessageMetaTable)
    else
    return setmetatable({__data = {TYPE = MESSAGE_DATA.type, TIME_STAMP = Misc.ConvertToSeconds(string.sub(MESSAGE_DATA.text , 1, 5)), SENDER_NAME = MESSAGE_DATA.sender, SENDER_LEVEL = tonumber((tostring(string.match(MESSAGE_DATA.text, ".+ (%b[]): .+")):gsub("[^%d]", ""))) or 0, CONTENT = string.sub(MESSAGE_DATA.text, 7)}}, MessageMetaTable)
    end
    end

    local function addtextshadow(DISPLAY_TEXT, X_OFFSET, Y_OFFSET, FONT_COLOR)
    setfontcolor(MONITOR_MY_HUNTING.COLORS.BLACK)
    addtext(DISPLAY_TEXT, X_OFFSET + 1, Y_OFFSET + 1)
    setfontcolor(FONT_COLOR)
    addtext(DISPLAY_TEXT, X_OFFSET, Y_OFFSET)
    end
    -- [[ INIT END ]] --

    if (not Stats.Update()) then

    foreach newmessage SERVER_LOG_MESSAGES "Server Log" do
    local MESSAGE_OBJECT = CreateMessageObject(SERVER_LOG_MESSAGES)

    if (MESSAGE_OBJECT:Type() == 19 and MESSAGE_OBJECT:Content():lower():match("^loot of")) then
    local LOOT_INFO = Message.ParseLootMessage(MESSAGE_OBJECT, true)

    if (#LOOT_INFO.NAME > 0) then
    Stats.__data.MONSTERS_KILLED[LOOT_INFO.NAME] = (Stats.__data.MONSTERS_KILLED[LOOT_INFO.NAME] or 0) + 1

    for _, LOOT_ITEM in ipairs(LOOT_INFO.ITEMS) do
    if (Stats.__data.ITEMS_LOOTED[LOOT_ITEM.ID]) then
    Stats.__data.ITEMS_LOOTED[LOOT_ITEM.ID].QUANTITY = Stats.__data.ITEMS_LOOTED[LOOT_ITEM.ID].QUANTITY + LOOT_ITEM.QUANTITY
    else
    Stats.__data.ITEMS_LOOTED[LOOT_ITEM.ID] = {ID = LOOT_ITEM.ID, NAME = LOOT_ITEM.NAME, QUANTITY = LOOT_ITEM.QUANTITY, VALUE = Item.GetValue(LOOT_ITEM.ID)}
    end
    end
    end
    end
    end
    end

    local RESET_ITEMS_AND_SUPPLIES = #MONITOR_MY_HUNTING.ITEMS_LIST ~= MONITOR_MY_HUNTING.TEMP_ITEMS_LIST or #MONITOR_MY_HUNTING.SUPPLIES_LIST ~= MONITOR_MY_HUNTING.TEMP_SUPPLIES_LIST

    if (not RESET_ITEMS_AND_SUPPLIES) then
    for INDEX, LOOT_ITEM in ipairs(MONITOR_MY_HUNTING.ITEMS_LIST) do
    if (LOOT_ITEM.NAME ~= MONITOR_MY_HUNTING.TEMP_ITEMS_LIST[INDEX].NAME or LOOT_ITEM.VALUE ~= MONITOR_MY_HUNTING.TEMP_ITEMS_LIST[INDEX].VALUE) then
    RESET_ITEMS_AND_SUPPLIES = true
    break
    end
    end
    end

    if (not RESET_ITEMS_AND_SUPPLIES) then
    for INDEX, SUPPLY_ITEM in ipairs(MONITOR_MY_HUNTING.SUPPLIES_LIST) do
    if (SUPPLY_ITEM.NAME ~= MONITOR_MY_HUNTING.TEMP_SUPPLIES_LIST[INDEX].NAME or SUPPLY_ITEM.PRICE ~= MONITOR_MY_HUNTING.TEMP_SUPPLIES_LIST[INDEX].PRICE) then
    RESET_ITEMS_AND_SUPPLIES = true
    break
    end
    end
    end

    if (not MONITOR_MY_HUNTING.INITIALIZED or RESET_ITEMS_AND_SUPPLIES) then
    if (not MONITOR_MY_HUNTING.CLEARED_STATS) then
    Stats.Clear(CLEAR_STATS_ALL)
    Stats.Update()

    MONITOR_MY_HUNTING.CLEARED_STATS = true
    end

    MONITOR_MY_HUNTING.TEMP_ITEMS_LIST, MONITOR_MY_HUNTING.TEMP_SUPPLIES_LIST = {}, {}

    for _, LOOT_ITEM in ipairs(MONITOR_MY_HUNTING.ITEMS_LIST) do
    local LOOT_ITEM_ID = Item.GetID(type(LOOT_ITEM.NAME) ~= "table" and LOOT_ITEM.NAME or unpack(LOOT_ITEM.NAME))

    Stats.AddItemsLooted(LOOT_ITEM_ID, 0, LOOT_ITEM.VALUE)
    table.insert(MONITOR_MY_HUNTING.TEMP_ITEMS_LIST, {ID = LOOT_ITEM_ID, NAME = LOOT_ITEM.NAME, VALUE = LOOT_ITEM.VALUE})
    end

    for _, SUPPLY_ITEM in ipairs(MONITOR_MY_HUNTING.SUPPLIES_LIST) do
    local SUPPLY_ITEM_ID = Item.GetID(type(SUPPLY_ITEM.NAME) ~= "table" and SUPPLY_ITEM.NAME or unpack(SUPPLY_ITEM.NAME))

    Stats.AddSuppliesUsed(SUPPLY_ITEM_ID, 0, SUPPLY_ITEM.PRICE)
    table.insert(MONITOR_MY_HUNTING.TEMP_SUPPLIES_LIST , {ID = SUPPLY_ITEM_ID, NAME = SUPPLY_ITEM.NAME, PRICE = SUPPLY_ITEM.PRICE})
    end

    MONITOR_MY_HUNTING.INITIALIZED = true
    end

    setposition(Client.ClientWindow().right - 434, Client.WorldWindow().top + 5)

    local Y_POSITION, INDEX, ITEMS_LOOTED_WORTH, SUPPLIES_USED_WORTH = 30, 0, 0, 0

    addtextshadow(sprintf("%s v%s", MONITOR_MY_HUNTING.SCRIPT_NAME:upper(), MONITOR_MY_HUNTING.SCRIPT_VERSION), 10, Y_POSITION + (INDEX * 16), MONITOR_MY_HUNTING.COLORS.ORANGE)

    Y_POSITION = Y_POSITION + 20

    addtextshadow("ITEMS LOOTED", 10, Y_POSITION + (INDEX * 16), MONITOR_MY_HUNTING.COLORS.BLUE)

    Y_POSITION = Y_POSITION + 20

    for _, LOOT_ITEM in pairs(Stats.GetItemsLooted()) do
    if ((MONITOR_MY_HUNTING.SHOW_ALL_ITEMS or table.find(MONITOR_MY_HUNTING.TEMP_ITEMS_LIST, LOOT_ITEM.ID, "ID")) and LOOT_ITEM.QUANTITY > 0) then
    addtextshadow(((#LOOT_ITEM.NAME > 17 and sprintf("%s...", string.match(string.sub(LOOT_ITEM.NAME, 1, 17), "(.-)%s?$"))) or LOOT_ITEM.NAME):ucwords(), 10, Y_POSITION + (INDEX * 16), MONITOR_MY_HUNTING.COLORS.CORNSILK)
    addtextshadow(sprintf("%s (%sK)", Misc.FormatNumber(LOOT_ITEM.QUANTITY), tostring(math.floor(LOOT_ITEM.VALUE * LOOT_ITEM.QUANTITY / 100) / 10)), 140, Y_POSITION + (INDEX * 16), MONITOR_MY_HUNTING.COLORS.WHITE)

    INDEX, ITEMS_LOOTED_WORTH = INDEX + 1, ITEMS_LOOTED_WORTH + (LOOT_ITEM.VALUE * LOOT_ITEM.QUANTITY)
    end
    end

    addtextshadow("Total:", 10, Y_POSITION + (INDEX * 16), MONITOR_MY_HUNTING.COLORS.WHITE)
    addtextshadow(sprintf("%s GPs", Misc.FormatNumber(ITEMS_LOOTED_WORTH)), 10 + 35, Y_POSITION + (INDEX * 16), MONITOR_MY_HUNTING.COLORS.ORANGE)

    Y_POSITION = Y_POSITION + 20

    addtextshadow("SUPPLIES USED", 10, Y_POSITION + (INDEX * 16), MONITOR_MY_HUNTING.COLORS.BLUE)

    Y_POSITION = Y_POSITION + 20

    for _, SUPPLY_ITEM in pairs(Stats.GetSuppliesUsed()) do
    if ((MONITOR_MY_HUNTING.SHOW_ALL_SUPPLIES or table.find(MONITOR_MY_HUNTING.TEMP_SUPPLIES_LIST, SUPPLY_ITEM.ID, "ID")) and SUPPLY_ITEM.QUANTITY > 0) then
    addtextshadow(((#SUPPLY_ITEM.NAME > 17 and sprintf("%s...", string.match(string.sub(SUPPLY_ITEM.NAME, 1, 17), "(.-)%s?$"))) or SUPPLY_ITEM.NAME):ucwords(), 10, Y_POSITION + (INDEX * 16), MONITOR_MY_HUNTING.COLORS.CORNSILK)
    addtextshadow(sprintf("%s (%sK)", Misc.FormatNumber(SUPPLY_ITEM.QUANTITY), tostring(math.floor(SUPPLY_ITEM.PRICE * SUPPLY_ITEM.QUANTITY / 100) / 10)), 140, Y_POSITION + (INDEX * 16), MONITOR_MY_HUNTING.COLORS.WHITE)

    INDEX, SUPPLIES_USED_WORTH = INDEX + 1, SUPPLIES_USED_WORTH + (SUPPLY_ITEM.PRICE * SUPPLY_ITEM.QUANTITY)
    end
    end

    addtextshadow("Total:", 10, Y_POSITION + (INDEX * 16), MONITOR_MY_HUNTING.COLORS.WHITE)
    addtextshadow(sprintf("%s GPs", Misc.FormatNumber(SUPPLIES_USED_WORTH)), 10 + 35, Y_POSITION + (INDEX * 16), MONITOR_MY_HUNTING.COLORS.ORANGE)

    Y_POSITION = Y_POSITION + 20

    addtextshadow(sprintf("%s: %s GPs (%s K/H)", ((ITEMS_LOOTED_WORTH >= SUPPLIES_USED_WORTH and ("PROFIT")) or ("WASTE")), Misc.FormatNumber(ITEMS_LOOTED_WORTH - SUPPLIES_USED_WORTH), tostring(math.floor(((ITEMS_LOOTED_WORTH - SUPPLIES_USED_WORTH) * 3600) / (System.HuntingTime() / 1000) / 100) / 10)), 10, Y_POSITION + (INDEX * 16), ITEMS_LOOTED_WORTH >= SUPPLIES_USED_WORTH and MONITOR_MY_HUNTING.COLORS.GREEN or MONITOR_MY_HUNTING.COLORS.RED)

  10. #200
    Moderator RoxZin xD's Avatar
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    Quote Originally Posted by Niices View Post
    -giant wall of text
    Use WindBot's Monitor My Hunting, works better, looks better and it's 100% accurate.

    I'll give you the link now, next time use search function to find stuff around here http://forums.tibiawindbot.com/showthread.php?799



    Troubled Animals Quest [100+]
    ALL
    Feyrist Animals Surface [160+]
    RP
    Feyrist Silencers Underground X1 [180+]
    RP | EK
    Feyrist Silencers Underground X2 [200+]
    RP | EK
    Feyrist Silencers Surface [210+]
    RP | EK
    Rathleton Sewers [240+]
    RP
    Glooth Fairy [350+]
    ED/MS
    Hardcore Draken Walls [400+]
    EK

 

 

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