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  1. #1
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    [FSOD] [AS3] How to add new pet skins, new pet families and new pet rarities!

    Hey everyone, this tutorial is going to cover how to add new pet skins, new pet families and new pet rarities.

    You are going to need a working fabiano source and the as3 client set up for it.

    (You can give it a try on normal fabiano client, for some reason it kept breaking the client completely for me and @Lunacy Gaming, so I'd tell you to copy the source if you are going to attempt to make it work!)


     
    Alright so adding new pet skins is pretty straight forward.
    Step 1 - Adding the pet's xml:

    Copy and paste this in your dat1:
    Code:
       <Object type="0x567C" id="Pet">
          <Pet/>
          <Class>Pet</Class>
          <Texture>
             <File>lofiObjBig</File>
             <Index>0xe0</Index>
          </Texture>
          <Family>Reptile</Family>
          <Rarity>Divine</Rarity>
          <DefaultSkin>Pet Skin</DefaultSkin>
          <Size>80</Size>
          <ShadowSize>80</ShadowSize>
          <DisplayId>Pet Skin</DisplayId>
       </Object>
       
       <Object type="0x567D" id="Pet Skin">
          <PetSkin/>
          <DisplayId>Pet</DisplayId>
          <Class>PetSkin</Class>
          <AnimatedTexture>
             <File>chars16x16dEncounters2</File>
             <Index>51</Index>
          </AnimatedTexture>
       </Object>
    It should look like this:

    Step 2 - Adding the pet's image to the client:
    Find your RotMG_Client_27.7.X2-master folder and then go in src > kabam > rotmg > assets


    Now, if your pet is 8x8, open EmbeddedAssets_chars8x8rPets1Embed_.png .
    If your pet is 16x16, open EmbeddedAssets_petsDivineEmbed_.png .

    Expand the canvas by 8 in height if your pet is 8x8 and expand the canvas by 16 in height if your pet is 16x16.

    Now paste your pet and place it in the file.
    It should look something like this:

    Step 3 - Modifying the pet's xml:
    Modify the xml to your likings (Name, texture file and index, type)
    It should look something like this:

    After this, you can rebuild the server.
    Step 4 - Adding the pet's xml to the client:
    Inside the assets folder again (see step 2), find the EmbeddedData_PetsCXML.dat file and open it with a text editor like notepad++.

    Inside the file you can see the game's pets, now simply paste in the pet's xml we modified earlier and save it.
    It should look something like this:

    After this, rebuild the as3 client in intellij.
    The skin is now added! It will hatch/fuse normally with the family and rarity you set it to .
    Example end product:



     
    Adding pet families is a little bit harder, but still straight forward.
    Step 1 - Descriptors

    Go in db > data and open descriptors.cs .

    Next, scroll down a little until you see 'public enum Family : uint' with all the egg families.
    Now, add a comma to the last family (woodland) and add your new family's name to the bottom.
    It should look something like this:

    Step 2 - Change the pet's xml family
    Go to the pet's xml in server AND client and change BOTH pet's xml family to your new family.
    It should look something like this:

    (As you can see the family is set to dragon)
    Step 3 - Pet family keys in client
    If you don't do this step, it won't show the pet's family name in-game.

    In intellij double press shift and search for 'petfamilykeys'. Open the first result

    Add a comma to the last family (woodland) once again and add your new family once again.
    Follow this format:

    The family is now added!
    Example end product:



     
    Adding pet rarities can be a bit tricky, but once again still straight forward.
    Step 1 - Descriptors

    Go in db > data and open descriptors.cs .

    Next, scroll down a little until you see 'public enum Rarity : uint' with all the egg rarities.
    Now, add a comma to the last rarity (divine) and add your new rarity's name to the bottom.
    It should look something like this:

    Step 2 - Change the pet's xml rarity
    Go to the pet's xml in server AND client and change BOTH pet's xml rarity to your new rarity.
    It should look something like this:

    (As you can see the rarity is set to admin)
    Step 3 - Pet rarity client work
    In intellij double press shift and search for 'petrarityenum'. Open the first result.

    Add this under 'public static const DIVINE:PetRarityEnum = new PetRarityEnum("Pets.divine", 4);' :
    Code:
        public static const RARITYNAME:PetRarityEnum = new PetRarityEnum("Rarity Name", 5);
    Be sure to replace the 'rarityname' by your rarity name.
    It should look something like this:

    Next scroll a little bit until you find 'public static function get list():Array {'.
    Add your new rarity after divine.
    It should look something like this:

    WARNING! The next instructions in step 3 only apply to people adding 16x16 pets. If your pet is 8x8, skip to step 4.
    If you have tested your pet yet, you may have noticed this error:

    This is easily fixable.
    Double press shift and search for 'petvo'. Open the first result.

    Scroll down until you see 'public function getSkin():Bitmap {'.
    Replace the 'var _local_2' line with:
    Code:
            var _local_2:int = (((this.rarity == PetRarityEnum.DIVINE.value)) || ((this.rarity == PetRarityEnum.YOURRARITY.value)) ? 40 : 80);
    Be sure to replace the 'YOURRARITY' with your rarity's name in all caps.
    Step 4 - Rarity settings
    Go back in server and go in wServer > realm > entities and open pet.cs

    In pet.cs, look for 'switch (item.Rarity)'. Once you found it, go to case 4, copy it, and paste that under it. Change the 4 to a 5.
    It should look something like this:

    After that, simply edit the 'item.MaxAbilityPower = 100;' , 'item.Abilities[0].Power = 100;' , ' item.Abilities[1].Power = 100;' and
    'item.Abilities[2].Power = 100;' to change the max level that the pet can have, and the base level for all three abilities.
    The is now added!
    Example end product:

    As you can see the pet spawned with 100, 100, 100 on his abilities and his rarity is admin.

    I really hope this isn't too hard to understand and that alot of people can get this to work! Press that thanks button if this helps you !

  2. The Following 8 Users Say Thank You to BurgerLoverMx For This Useful Post:

    Demon (12-06-2016),FmobxBull666 (09-26-2018),Lxys (12-07-2016),MikeRaarupBirk (12-06-2016),NemsisPlay (11-24-2018),SeXZeFPS (02-15-2017),The Real DethStrike (12-06-2016),TheFullMC123 (08-30-2017)

  3. #2
    EHaehthsthethetheh's Avatar
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    Nice tutorial

  4. #3
    Demon's Avatar
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    Quote Originally Posted by BurgerLoverMx View Post
    Hey everyone, this tutorial is going to cover how to add new pet skins, new pet families and new pet rarities.

    You are going to need a working fabiano source and the as3 client set up for it.

    (You can give it a try on normal fabiano client, for some reason it kept breaking the client completely for me and @Lunacy Gaming, so I'd tell you to copy the source if you are going to attempt to make it work!)


     
    Alright so adding new pet skins is pretty straight forward.
    Step 1 - Adding the pet's xml:

    Copy and paste this in your dat1:
    Code:
       <Object type="0x567C" id="Pet">
          <Pet/>
          <Class>Pet</Class>
          <Texture>
             <File>lofiObjBig</File>
             <Index>0xe0</Index>
          </Texture>
          <Family>Reptile</Family>
          <Rarity>Divine</Rarity>
          <DefaultSkin>Pet Skin</DefaultSkin>
          <Size>80</Size>
          <ShadowSize>80</ShadowSize>
          <DisplayId>Pet Skin</DisplayId>
       </Object>
       
       <Object type="0x567D" id="Pet Skin">
          <PetSkin/>
          <DisplayId>Pet</DisplayId>
          <Class>PetSkin</Class>
          <AnimatedTexture>
             <File>chars16x16dEncounters2</File>
             <Index>51</Index>
          </AnimatedTexture>
       </Object>
    It should look like this:

    Step 2 - Adding the pet's image to the client:
    Find your RotMG_Client_27.7.X2-master folder and then go in src > kabam > rotmg > assets


    Now, if your pet is 8x8, open EmbeddedAssets_chars8x8rPets1Embed_.png .
    If your pet is 16x16, open EmbeddedAssets_petsDivineEmbed_.png .

    Expand the canvas by 8 in height if your pet is 8x8 and expand the canvas by 16 in height if your pet is 16x16.

    Now paste your pet and place it in the file.
    It should look something like this:

    Step 3 - Modifying the pet's xml:
    Modify the xml to your likings (Name, texture file and index, type)
    It should look something like this:

    After this, you can rebuild the server.
    Step 4 - Adding the pet's xml to the client:
    Inside the assets folder again (see step 2), find the EmbeddedData_PetsCXML.dat file and open it with a text editor like notepad++.

    Inside the file you can see the game's pets, now simply paste in the pet's xml we modified earlier and save it.
    It should look something like this:

    After this, rebuild the as3 client in intellij.
    The skin is now added! It will hatch/fuse normally with the family and rarity you set it to .
    Example end product:



     
    Adding pet families is a little bit harder, but still straight forward.
    Step 1 - Descriptors

    Go in db > data and open descriptors.cs .

    Next, scroll down a little until you see 'public enum Family : uint' with all the egg families.
    Now, add a comma to the last family (woodland) and add your new family's name to the bottom.
    It should look something like this:

    Step 2 - Change the pet's xml family
    Go to the pet's xml in server AND client and change BOTH pet's xml family to your new family.
    It should look something like this:

    (As you can see the family is set to dragon)
    Step 3 - Pet family keys in client
    If you don't do this step, it won't show the pet's family name in-game.

    In intellij double press shift and search for 'petfamilykeys'. Open the first result

    Add a comma to the last family (woodland) once again and add your new family once again.
    Follow this format:

    The family is now added!
    Example end product:



     
    Adding pet rarities can be a bit tricky, but once again still straight forward.
    Step 1 - Descriptors

    Go in db > data and open descriptors.cs .

    Next, scroll down a little until you see 'public enum Rarity : uint' with all the egg rarities.
    Now, add a comma to the last rarity (divine) and add your new rarity's name to the bottom.
    It should look something like this:

    Step 2 - Change the pet's xml rarity
    Go to the pet's xml in server AND client and change BOTH pet's xml rarity to your new rarity.
    It should look something like this:

    (As you can see the rarity is set to admin)
    Step 3 - Pet rarity client work
    In intellij double press shift and search for 'petrarityenum'. Open the first result.

    Add this under 'public static const DIVINE:PetRarityEnum = new PetRarityEnum("Pets.divine", 4);' :
    Code:
        public static const RARITYNAME:PetRarityEnum = new PetRarityEnum("Rarity Name", 5);
    Be sure to replace the 'rarityname' by your rarity name.
    It should look something like this:

    Next scroll a little bit until you find 'public static function get list():Array {'.
    Add your new rarity after divine.
    It should look something like this:

    WARNING! The next instructions in step 3 only apply to people adding 16x16 pets. If your pet is 8x8, skip to step 4.
    If you have tested your pet yet, you may have noticed this error:

    This is easily fixable.
    Double press shift and search for 'petvo'. Open the first result.

    Scroll down until you see 'public function getSkin():Bitmap {'.
    Replace the 'var _local_2' line with:
    Code:
            var _local_2:int = (((this.rarity == PetRarityEnum.DIVINE.value)) || ((this.rarity == PetRarityEnum.YOURRARITY.value)) ? 40 : 80);
    Be sure to replace the 'YOURRARITY' with your rarity's name in all caps.
    Step 4 - Rarity settings
    Go back in server and go in wServer > realm > entities and open pet.cs

    In pet.cs, look for 'switch (item.Rarity)'. Once you found it, go to case 4, copy it, and paste that under it. Change the 4 to a 5.
    It should look something like this:

    After that, simply edit the 'item.MaxAbilityPower = 100;' , 'item.Abilities[0].Power = 100;' , ' item.Abilities[1].Power = 100;' and
    'item.Abilities[2].Power = 100;' to change the max level that the pet can have, and the base level for all three abilities.
    The is now added!
    Example end product:

    As you can see the pet spawned with 100, 100, 100 on his abilities and his rarity is admin.

    I really hope this isn't too hard to understand and that alot of people can get this to work! Press that thanks button if this helps you !
    Ur Inventory And Equip Bars Gives Me OCD Probelm + HP And MP
    Nice

  5. #4
    MikeRaarupBirk's Avatar
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    Smooth tutorial, nice

  6. #5
    Nikolai Belinski's Avatar
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    Cool
    As child i scavenged for food. Not because i was hungry, but because i was greedy.

  7. #6
    BurgerLoverMx's Avatar
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    Quote Originally Posted by LexussD View Post
    Nice tutorial
    Thanks!

    Quote Originally Posted by DemonLives View Post
    Ur Inventory And Equip Bars Gives Me OCD Probelm + HP And MP
    Unfinished :/

    Quote Originally Posted by MikeRaarupBirk View Post
    Smooth tutorial, nice
    Thanks mike !

    Quote Originally Posted by Nikolai Belinski View Post
    Cool
    Thanks!

  8. #7
    Legendaryjj02's Avatar
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    Quote Originally Posted by BurgerLoverMx View Post
    Hey everyone, this tutorial is going to cover how to add new pet skins, new pet families and new pet rarities.

    You are going to need a working fabiano source and the as3 client set up for it.

    (You can give it a try on normal fabiano client, for some reason it kept breaking the client completely for me and @Lunacy Gaming, so I'd tell you to copy the source if you are going to attempt to make it work!)


     
    Alright so adding new pet skins is pretty straight forward.
    Step 1 - Adding the pet's xml:

    Copy and paste this in your dat1:
    Code:
       <Object type="0x567C" id="Pet">
          <Pet/>
          <Class>Pet</Class>
          <Texture>
             <File>lofiObjBig</File>
             <Index>0xe0</Index>
          </Texture>
          <Family>Reptile</Family>
          <Rarity>Divine</Rarity>
          <DefaultSkin>Pet Skin</DefaultSkin>
          <Size>80</Size>
          <ShadowSize>80</ShadowSize>
          <DisplayId>Pet Skin</DisplayId>
       </Object>
       
       <Object type="0x567D" id="Pet Skin">
          <PetSkin/>
          <DisplayId>Pet</DisplayId>
          <Class>PetSkin</Class>
          <AnimatedTexture>
             <File>chars16x16dEncounters2</File>
             <Index>51</Index>
          </AnimatedTexture>
       </Object>
    It should look like this:

    Step 2 - Adding the pet's image to the client:
    Find your RotMG_Client_27.7.X2-master folder and then go in src > kabam > rotmg > assets


    Now, if your pet is 8x8, open EmbeddedAssets_chars8x8rPets1Embed_.png .
    If your pet is 16x16, open EmbeddedAssets_petsDivineEmbed_.png .

    Expand the canvas by 8 in height if your pet is 8x8 and expand the canvas by 16 in height if your pet is 16x16.

    Now paste your pet and place it in the file.
    It should look something like this:

    Step 3 - Modifying the pet's xml:
    Modify the xml to your likings (Name, texture file and index, type)
    It should look something like this:

    After this, you can rebuild the server.
    Step 4 - Adding the pet's xml to the client:
    Inside the assets folder again (see step 2), find the EmbeddedData_PetsCXML.dat file and open it with a text editor like notepad++.

    Inside the file you can see the game's pets, now simply paste in the pet's xml we modified earlier and save it.
    It should look something like this:

    After this, rebuild the as3 client in intellij.
    The skin is now added! It will hatch/fuse normally with the family and rarity you set it to .
    Example end product:



     
    Adding pet families is a little bit harder, but still straight forward.
    Step 1 - Descriptors

    Go in db > data and open descriptors.cs .

    Next, scroll down a little until you see 'public enum Family : uint' with all the egg families.
    Now, add a comma to the last family (woodland) and add your new family's name to the bottom.
    It should look something like this:

    Step 2 - Change the pet's xml family
    Go to the pet's xml in server AND client and change BOTH pet's xml family to your new family.
    It should look something like this:

    (As you can see the family is set to dragon)
    Step 3 - Pet family keys in client
    If you don't do this step, it won't show the pet's family name in-game.

    In intellij double press shift and search for 'petfamilykeys'. Open the first result

    Add a comma to the last family (woodland) once again and add your new family once again.
    Follow this format:

    The family is now added!
    Example end product:



     
    Adding pet rarities can be a bit tricky, but once again still straight forward.
    Step 1 - Descriptors

    Go in db > data and open descriptors.cs .

    Next, scroll down a little until you see 'public enum Rarity : uint' with all the egg rarities.
    Now, add a comma to the last rarity (divine) and add your new rarity's name to the bottom.
    It should look something like this:

    Step 2 - Change the pet's xml rarity
    Go to the pet's xml in server AND client and change BOTH pet's xml rarity to your new rarity.
    It should look something like this:

    (As you can see the rarity is set to admin)
    Step 3 - Pet rarity client work
    In intellij double press shift and search for 'petrarityenum'. Open the first result.

    Add this under 'public static const DIVINE:PetRarityEnum = new PetRarityEnum("Pets.divine", 4);' :
    Code:
        public static const RARITYNAME:PetRarityEnum = new PetRarityEnum("Rarity Name", 5);
    Be sure to replace the 'rarityname' by your rarity name.
    It should look something like this:

    Next scroll a little bit until you find 'public static function get list():Array {'.
    Add your new rarity after divine.
    It should look something like this:

    WARNING! The next instructions in step 3 only apply to people adding 16x16 pets. If your pet is 8x8, skip to step 4.
    If you have tested your pet yet, you may have noticed this error:

    This is easily fixable.
    Double press shift and search for 'petvo'. Open the first result.

    Scroll down until you see 'public function getSkin():Bitmap {'.
    Replace the 'var _local_2' line with:
    Code:
            var _local_2:int = (((this.rarity == PetRarityEnum.DIVINE.value)) || ((this.rarity == PetRarityEnum.YOURRARITY.value)) ? 40 : 80);
    Be sure to replace the 'YOURRARITY' with your rarity's name in all caps.
    Step 4 - Rarity settings
    Go back in server and go in wServer > realm > entities and open pet.cs

    In pet.cs, look for 'switch (item.Rarity)'. Once you found it, go to case 4, copy it, and paste that under it. Change the 4 to a 5.
    It should look something like this:

    After that, simply edit the 'item.MaxAbilityPower = 100;' , 'item.Abilities[0].Power = 100;' , ' item.Abilities[1].Power = 100;' and
    'item.Abilities[2].Power = 100;' to change the max level that the pet can have, and the base level for all three abilities.
    The is now added!
    Example end product:

    As you can see the pet spawned with 100, 100, 100 on his abilities and his rarity is admin.

    I really hope this isn't too hard to understand and that alot of people can get this to work! Press that thanks button if this helps you !
    How would I hatch this? when I make an egg it says please upgrade pet yard:/

  9. #8
    BurgerLoverMx's Avatar
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    Quote Originally Posted by Legendaryjj02 View Post
    How would I hatch this? when I make an egg it says please upgrade pet yard:/
    Hatch the new pet's rarity? I didn't have any problems with my own egg.
    Here is it's xml if you want to copy it and test:
    Code:
       <Object type="0x5685" id="Mysterious Dragon Egg">
          <Class>Equipment</Class>
          <Item/>
          <Texture>
             <File>lofiObj5</File>
             <Index>0x89</Index>
          </Texture>
          <SlotType>26</SlotType>
          <Description>A mysterious dragon egg.</Description>
          <PetFamily>Dragon</PetFamily>
          <Rarity>Admin</Rarity>
          <Activate>CreatePet</Activate>
          <Consumable/>
          <BagType>6</BagType>
          <feedPower>0</feedPower>
          <DisplayId>Mysterious Dragon Egg</DisplayId>
       </Object>

  10. #9
    Legendaryjj02's Avatar
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    Quote Originally Posted by BurgerLoverMx View Post
    Hatch the new pet's rarity? I didn't have any problems with my own egg.
    Here is it's xml if you want to copy it and test:
    Code:
       <Object type="0x5685" id="Mysterious Dragon Egg">
          <Class>Equipment</Class>
          <Item/>
          <Texture>
             <File>lofiObj5</File>
             <Index>0x89</Index>
          </Texture>
          <SlotType>26</SlotType>
          <Description>A mysterious dragon egg.</Description>
          <PetFamily>Dragon</PetFamily>
          <Rarity>Admin</Rarity>
          <Activate>CreatePet</Activate>
          <Consumable/>
          <BagType>6</BagType>
          <feedPower>0</feedPower>
          <DisplayId>Mysterious Dragon Egg</DisplayId>
       </Object>
    Didn't help for some reason but thanks for trying I already had an egg turns out all I had to do was change 1 bool thread to fix and add another instance and now it works perfectly

  11. #10
    PserverErk's Avatar
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    I know this is an old thread, but how do i make it for normal players to achieve my custom rarity, and for some reason i cant seem to be able to get my pet higher than level 100 even though i changed it on max level, any help?

  12. #11
    Filisha's Avatar
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    EmbeddedData_PetsCXML.dat cant find that +BurgerLoverMx
    Last edited by Filisha; 08-21-2017 at 03:58 PM.

  13. #12
    BurgerLoverMx's Avatar
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    Quote Originally Posted by PserverErk View Post
    I know this is an old thread, but how do i make it for normal players to achieve my custom rarity, and for some reason i cant seem to be able to get my pet higher than level 100 even though i changed it on max level, any help?
    I'm sorry I didn't really look into that you'd have to maybe ask someone else? Make a help request maybe?

    Quote Originally Posted by Filisha View Post
    EmbeddedData_PetsCXML.dat cant find that +BurgerLoverMx
    Are you using the as3 client??

  14. #13
    Filisha's Avatar
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    I cant find teh" intellij" now

  15. #14
    EatingBeast123's Avatar
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    Does this work for default FSOD, because mine doesn't have the src folder to open in intellij so i cant do rarities and families.

  16. #15
    TheFullMC123's Avatar
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    Tutorial for petstones?

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  5. [Help Request] How are the Iawis getting the twi archmage set and divine pets?
    By furbo in forum Realm of the Mad God Help & Requests
    Replies: 6
    Last Post: 04-26-2015, 12:25 AM