Big Update !!!! ISRO 3.322 client is used and reversed vsro 274 to get original algo and exp/drop/damage/stats calculations formulas and many more
skills/spells/items 90% restored,
Next update brings -> ctf, arenas, forgoten world, fortres war, fully functional party system, magic pop, items mall.
Discord: spinner19ro
Download client and try it, Emulator is private and closed source and will never be open source!!!

register and download client code:NM-ZTZB-BUFN
Extra-> server controlled bots system
NycterMoon bots: current state
The bots are real characters played by the server. Each has an account, an inventory, gold and a party, and grows its skills at every level-up. They use the same rules as players.
1. Bot types
Type What it is
World bots (ambient) Up to ~300, configurable per town. They populate the world, level up, migrate and trade.
Mercenaries You hire them. They fight with you and obey chat orders.
Alts Your own extra characters, played by the server and given orders by chat.
Taxi A paid power-leveling bot (gold per hour). It escorts you or grinds a spot you choose, with refunds and extensions.
Autobot (AFK takeover) The server plays your character when you are idle or type .autobot.
2. Life cycle (world bots)
Birth:
They start at level 1 in their race's town: Chinese in China, Europeans in Europe, mixed from Hotan.
Starter kit: 150 HP and 150 MP potions, vigor, 50 return scrolls, 30 speed potions and 3,000 gold. Archers and crossbow rogues also get 750 arrows or bolts.
Builds:
Chinese:
tanks (blade + shield or glaive);
DPS (glaive, bow);
nukers (sword + shield or spear, INT, Fire or Cold + Lightning).
Europeans: exactly two classes, a primary (warrior, wizard, rogue or warlock) plus a cleric or bard secondary.
Stats and masteries:
Stat points: all three go into one stat by weapon. Sword and spear take INT; blade, glaive and bow take STR. Wizard, warlock, cleric and bard take INT; warrior and rogue take STR.
Masteries: they follow the level up to 14, then catch up at the milestones 14, 30, 40, 50 and 60. In between and after 60 the gap is 9.
Skill learning order: weapon attacks → imbue → heals → buffs (the speed buff first) → passives.
Grinding:
They pick areas within level −3 to +2 and spread out over the spots. They patrol and dance around the spot when it is empty.
When they outgrow a region they migrate to the next town.
Town trips: they buy potions, repair, sell loot, restock ammo and close their stalls. The trip waits until the current kill is finished.
3. Combat
Rotation:
They use skills continuously. A normal attack happens only when out of MP and MP potions, or when every skill is on cooldown.
Nukers (Chinese, level 30+) cast magic first (Flame Wave, Snow Storm, Wolf's Thunderbolt), keep their range and don't walk into melee.
Instant skills are finishers on low-HP targets, for example Shock Lion Shout.
Kill and loot:
A target is always killed completely, then looted: kill → loot → next.
Potions are picked up first and never sold.
Survival:
HP and MP potions at 80 %, vigor as an emergency heal (35 % HP), retreat at a critical HP level.
EU clerics: self heals and Bless Spell as the emergency shield, switching to the rod for them.
They drink speed potions until they learn a speed skill, and drink again as soon as one expires.
Buffs:
They keep them active and switch weapons when a buff needs another one (the bard's harp, the cleric's rod).
Same-group buffs: only the best level is cast.
4. Groups and parties
Parties form from level 5, with roles: tank, healer, DPS, bard.
Europeans stay grouped around the warrior tank; the healer and bard stay bound to it.
Chinese are more independent (the full rule, "every Chinese is its own tank", is queued as #12).
They register in party matching, invite nearby players and accept invites. A GM's invite is always accepted.
Exp-share distance: they stay within 100 m.
5. Economy and inventory
Never sold: potions, scrolls, ammo, exp helpers or speed potions.
Inventory tidy: every ~4 minutes, never during a fight, they merge partial stacks to free slots.
Stalls and the stall network: bots open stalls, and the stalls are listed in the network.
Gold tracking: every gold and item movement is recorded in the economy ledger.
6. Movement and safety
Navigation: navmesh pathfinding, town routes, bridges and gates.
Ping-pong protection: if a bot alternates between two goals, it re-plans (0 ping-pongs in tests).
Stuck recovery: after repeated failures it re-plans to another spot or area.
7. Diagnostics
.botdebug <name>: a snapshot of what the bot is doing and why, with its last decisions.
Trace logs: every decision with its reason, written to logs\botdebug\. Up to 10 bots at once, and free when off.
Bot debug page (admin website, server PC only): a searchable bot list, a debug ON/OFF switch, and live colour-coded logs with a "problems only" filter.
8. Why they are cheap
No network: a bot is an internal session, with no socket or TCP.
They think rarely: decisions are made every few hundred ms, and the expensive work (pathfinding, area choice, build plan) is cached.
Pure, tested rules: more than 3,300 unit tests.
Measured load: 1,500 fighting clients plus 200 bots gave a world tick of ~7 ms (p95).