Main point: The ability to take two objects with differing numbers of variables, understand how the server handles specific errors, and use it to your advantage while one object overwrites the other, is the entire basis for this exploit. A simple game play example of variables overwriting, albeit properly, occurs when cards are placed in CCs, or when pets are placed in PBs. Important exception: CCs are designed to hold card objects, and PBs are designed to hold pet objects, and thus have the correct number of variable slots to accommodate, which is the reason there isn't any server confusion/incorrect overwriting/exploitation here.
Overall, this exploit allowed for the creation of a number of "glitched" or "exploit" items that were completely impossible to obtain through normal game-play situations. For example: 567% fairy, 1676 point specialist card, 90 use red betting amulet, and many others. The notable exploit items have pictures listed on the website at the top of this thread; there are also other pictures from previous bugs which look much better, such as infinite free NosMall items, but in reality are not as powerful, nor as safe, as this more recently discovered one. In NosTale, items have fields which contain text or integer values. These fields can be thought of as variables for the sake of explanation. One variable of a light fairy would be the positive integer number representing how much additional elemental damage is added on when a skill of that element is used. Everyone knows the maximum level for a fairy is 70%; however, consider a situation were you are able to edit that variable/field and replace it with a much higher number. You would now have a fairy with a much higher elemental damage component and all the benefits that come along. "How is this possible?," you might ask. Rightly so! Well, every item in NosTale has variables. Some might have 4 variables, some just 2, and others might need 10 or even 20 variables to keep track of all the information required.
Sidenote: "item" and "object" may be used interchangeably, but both are generally referring to the same idea: some interaction that can be created through a medium. An NPC is an object, and would not be considered an item, but for the sake of explanation, both have variables/fields and can be thought of as the same category: objects.
Continuing on my point about items/objects having different numbers of variables: why is this important? Consider the situation where you have two objects, A with 2 variables, and B with just 1 variable. If you were able to overwrite B with A, programmatically speaking, and merge the objects together, how would the server resolve the variables mismatching in number? This is a situation that does not come up during normal game play, and thus creates a type of "confusion" in the server. Confusing the server is very good in exploits, but only if it is organized confusion that can be replicated! In this case, some information is lost and rendered useless, but what about the opposite case? Imagine you have those 2 objects, A with 2 variables and B with 1, but this time you overwrite the opposite way. Now, instead of losing A's second variable, you are able to overwrite B in the opposite direction due to how the server solves the mismatch in variable number! Not impressed? Consider using a level 20 weapon to overwrite your specialist card in a way that allows the "required level" variable, equal to 20, to enter the specialist card "wings" variable.
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