Release date: June 7, 2019

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  • Update Log 18/05/2019 - Daily Challenges, Zahur, Drop Viewer and more! May. 18, 2019 by Tommeh


    Hi everyone, this update will be featuring daily challenges, Obor, Bryophyta, Adamant & Rune dragons, Zahur, Giant Mole, Drop Viewer and the latest revision upgrade.


    • Daily Challenges

    You will now get a challenge everyday with the categories being skilling, combat & minigames. Each challenge has its difficulty and based upon the category of the challenge there's factors that will determine the difficulty of the challenge. You can stack up to 3 challenges at once and you can talk to the Challenge Headmaster in Edgeville to claim your rewards. The rewards be either an experience or item reward, or even both!


    • Obor

    Obor, the Hill Titan has been added. You can kill him by obtaining a giant key which is dropped by all hill giants world. The boss fight is instanced meaning that you will lose all your items upon death.


    • Bryophyta

    Bryophyta, the Moss Giantess has been added. You can kill her by obtaining a mossy key which is dropped by all moss giants around the world. Just like Obor, the boss fight is completely instanced  meaning that you will lose all your items upon death.


    • Adamant & Rune dragons

    Adamant & Rune dragons have been added with their proper combat mechanics. You can find them by teleporting to the Lithkren Vault through the Zenyte portal in Edgeville.


    • Zahur

    Zahur has been added with all her functionality (decanting potions, cleaning herbs, making unfinished potions). You can find here in Edgeville, north-west of the banks & grand-exchange clerks.


    • Drop Viewer

    We've added a drop viewer to view the drops per NPC. The drop viewer will also show the rarity that you can toggle between percentages & fractions. We're also planning on adding a feature where you can look-up NPCs based on an item that they drop.


    • Giant Mole

    The Giant Mole has been added. You can find it by digging with a spade on certain mole hills at the Falador Park. The Giant Mole comes with the same mechanics as OSRS. This also means that it's highly recommended to bring a Falador shield 3 or 4 to locate the Giant Mole in the cave.


    • Revision Upgrade

    We have upgraded to Oldschool Runescape's latest revision being #179. This also comes with the latest RuneLite client update being the 1.5.22 version. You can view the all features that RuneLite has to offer here.


    • Bug Fixes/Small content additions
      • You can now convert your coins & platinum tokens at bank objects.
      • The looting bag is now properly emptied upon death.
      • Fixed an issue with changing your beardstyle.
      • Added spellbook switching at the altar north of the banks & grand exchange clerks.
      • Added crafting moulds to the skilling shop.
      • Added a teleport to the pure essence mine.
      • Fixed a bunch of glitches with the duel arena.
      • Graceful shop now accepts marks of grace instead of coins.
      • Added silverlight to the melee shop. Kill 100 demons with it and it will transform to a Darklight.
      • Added Mac to Edgeville where you can buy skillcapes and the max cape
      • Fixed an issue with Hunter where traps would glitch out.
      • Added snape grass item spawns to Waterbirth Island.
      • Added the ring of life effect.
      • Added the graceful set effect.
      • Added the box of restoration to Edgevile.
      • Added Perdu on the 1st floor of the Magic shop.
      • You now have the option to rewatch the tutorial by talking to the Zenyte guide in Edgeville.
      • Added item un-imbueing.
      • Added the make-over-mage to Edgeville.
      • Fixed the cave horrors dungeon exit.
      • Migrated godwars to the new area system.
      • Added the chasm of fire with all its lifts and demon spawns.
      • Added the brimhaven dungeon obstacles.
      • You can now transform the rock golem & rift guardian pets.
      • Adjusted the Kalphite Queen respawn timer.
      • Added mithril weaponry for ironman (previously went only up-to steel).
      • Added member ranks and design icons for them.
      • Bolt enchanting now shows proper message when you don't have the required items.
      • Hardcore ironman deaths are now only broadcasted if the total level is 500 or higher.
      • Added a warning for the Wilderness teleports through the Zenyte portal.
      • Morytania legs teleports & bonus xp in the slayer tower features added.
      • Fixed spawn directions for the void knight bankers.
      • Added the ability to upgrade void knight pieces to elite.
      • Added the ability to create an uncut zenyte by using a zenyte shard on an onyx.
      • Added bonus xp feature when mining/smithing with Varrock armour.
      • Added a command to open topics on the forums.
      • You can now buy daily battlestaves from Zaff in Varrock depending on the diaries you have completed.
      • Reworked the game settings & game noticeboard interfaces to look more 'osrs-ish'.
      • Added the ability to travel through Keldagrim with the boats.
      • Added elder chaos druids mechanics.
      • Added a teleport to the Lithkren Vault and the barriers to reach the adamant & rune dragons also work.
      • Fixed a few typos with the smithing message on certain items.
      • Added the rimminton distillery to fill a lamp with oil.
      • Added a toggle for whether or not to show the confirmation box when (un)noting items.
      • Fixed a mark of grace spawn that would spawn on the wrong height level.
      • The food shop now sells noted items instead of unnoted.
      • Added amulet string for opal, jade & topaz amulets (u).
      • Catching red chinchompas will now give the correct item.
      • Added mithril seed planting.




  • Update log 17/05/2019 - Achievement diaries, Fight Caves & Dwarf multicannon May. 17, 2019 by Kris



    Hello everyone.

    As I said in the previous post, I'm going to be posting all the previous updates from last year until now before the launch of the server to get back up to date with everything.
    Note: The update log is rather unspecific - I will not be putting enormous detail into these update logs from forever ago, as I'd then be writing massive walls of text every week. Instead, I will only write down updates that are worth mentioning.

    This update log covers my updates between 22.09.2018-31.12.2018

    Content additions

    • Implemented achievement diaries | Diaries written by Tommeh(also explained in past update logs; Core system written by me.
    • All crabs(rock, sand, swamp etc) implemented to function exactly like RS.
    • All six barrows brothers now have proper combat scripts, making them use different kinds of attacks if applicable, and in general making the fights more enjoyable and more extensible.
    • Minigames tab teleportation system.
    • Fight Caves finally implemented all the way through.
      • Combat scripts updated.
      • Instance safety improved upon; Joining/leaving/logging out inside the instance doesn't break it in any way.
      • Monster spawns are now automatically calculated instead of being hard-coded.
    • Barbarian firemaking implemented - light fires using bows.
    • Dwarf multicannon hit palette: The cannon will now hit on the tiles marked on this picture(if not blocked by walls or elements of sorts); The dark red spots mark tiles at which the cannon will hit twice.
    • Item retrieval service implemented for Zulrah, Vorkath and other locations.
    • Pitfall hunter method implemented.
    • Monster combat information updated; Wandered across RuneScape collecting monster combat information through the lunar spell.
    • Implemented all edibles and drinks found in the RS cache. Collected a list of all the items with "Eat", "Drink" or other similar options and implemented every single one of those - including quest items. You will no longer run into a scenario where you get an interesting drop that might end up saving your life, and not be able to eat or drink that for that extra bit of health.
    • Implemented over 250 shops from all around Gielinor with the same contents and prices as you would find in RuneScape.
    • Players can now purchase candles from the candle seller in Lumbridge swamp.
    • World map updater tool written along with Tommeh; The tool is very flexible in terms of allowing us change any section of world maps - define new sections in the drop-down menu, crop/expand existing areas. It is also very easy to use, as it repacks the world map based on the actual game map file(s).
    • Implemented local player filtering to only display the 255 players closest to you through a very efficient algorithm that also made the game process information quicker overall(as opposed to processing and displaying all 2000 players to each-other.





    • Players can now sail from Rellekka to Waterbirth Island, Neitiznot, Jatizso & Miscellania.
    • Journal will now save on logout/login to what you had it previously set.
    • Projectile clipping rewritten to use Runelite's line of sight calculations instead. Previous projectile calculations generated a much more restricted pathway than it should've been. Runelite's LoS seems to identically determine the path as RS does, which also grants us a much, much less restricted version of line of sight.
    • Players will no longer run more tiles than what is necessary to start attacking the target. This covers the scenario of being 5 tiles away from your target while having run enabled and wielding a weapon that has a 4-tile attack radius. Previously it would run you 2 tiles towards the target. This is no longer the case, and player will only walk one tile closer to then attack the target.
    • Monster death sequences upgraded to a more flexible system that ensures there will not be near as many desynchronizations in the long run, with more and more content being added/updated.
    • Zulrah combat script slightly improved; Zulrah combat script will now also perform sound effects.
    • Dark Core & Corporeal Beast behaviors improved.
    • Clans improved to reflect changes better, as well as add more security to prevent them from glitching in any way.
    • A spade global item spawn added to Barrows'.
    • Experience-boosting equipment sets now actually do provide the experience boosts.
    • Rogue set now provides the double-loot effect.
    • Items when dropped - unless defined to break or behave differently - will now keep their charges when hitting the ground, instead of degrading to nothing straight away.
    • Dragonfire in general rewritten to function better with the protections; Protections will properly stack up now, providing more and more protection. The messages received will also reflect on this change, informing the player of the protections used to block the attack.
    • Woodcutting guild is now functional(objects and all the contents).
    • World map can now be closed by pressing the escape key.
    • Monsters cache their combat information during transformations(e.g. Zulrah transforming between its three forms) - the monster will create a new instance of the combat information if one does not exist, otherwise it will go back to the old one that it was previously on. Information is reset on death.
    • Projectiles updated to support a "step" variable which defines how a projectile scales across distances. RS defines projectiles by some sort of similar value. Magic projectiles always follow a step of 10 client cycles per tile - which equals to 300ms; Meaning for each tile distance added, a projectile will last for 300ms longer. For ranged, the same variable is 5 cycles; However some elements seem to have the variable as low as 3.
    • Cows, ducks and other animal talk less frequently.
    • Godwars monsters behavior improved; Properly classed all monsters found in the godwars dungeon as either of the 4 gods; Previously there were some faction-less monsters who were straight up slaughtered by all faction monsters(not being in the faction means you're against them). Also fixed some problems with not gaining killcount when slaying a monster.
    • Aggression checks improved.
    • Multiple entities inside single zones can now attack a target if said target is inside a multi area.
    • Fixed a problem with being able to click an object that did not actually exist there anymore.
    • 1-tick Karambwan cooking implemented
    • Skill dialogues improved to support changing the right-click option from say "Make" to "Cook".
    • You can now cook things on a range by left-clicking a range, which will prompt the player with all the cookable elements they are currently carrying.
    • Kraken and King Black Dragon instances converted to a newer, safer implementation. The old instances system has been eradicated completely to ensure no developer abuses it by accident.
    • Player movement type mask fixes to ensure the character does not perform different activities on different clients.
    • Barrows rewritten once again to fully function on the safer area system, rather than on the controller system it previously ran on.
    • Farming storage rewritten to support the new interface and all its other updates.
    • Fixed nulled display names on characters.
    • Fixed multiple Player Info masks which occasionally caused the clients to crash.
    • Improved player following.



    Miscellaneous | Behind the scenes

    • Component information is now pulled from within the cache; This means interfaces will break less frequently during cache updates. Components rely on each-other when pulling from the cache, based off of the resizable values which are defined by us, it obtains the respective values for fixed, fullscreen, side panels and other interface types.
    • Area system upgraded to support hierarchy.
      • All in-game defined areas that overlap each-other(through polygonal boundaries) must either extend or supersede another area that it overlaps with. This is due to areas owning plugins bound to them; e.g. an area can implement plugins related to deaths, to make deaths in the area safe or in other ways conditioned. Because of this, we cannot just have a list of areas in which the player exists, as it would produce unpredictable behavior in determining which area's plugin will be executed, and as such, inheritance solves the issue.
      • All in-game defined areas that overlap each-other(through polygonal boundaries) must either extend or supersede another area that it overlaps with. This is due to areas owning plugins bound to them; e.g. an area can implement plugins related to deaths, to make deaths in the area safe or in other ways conditioned. Because of this, we cannot just have a list of areas in which the player exists, as it would produce unpredictable behavior in determining which area's plugin will be executed, and as such, inheritance solves the issue.
    • Entity collision system was upgraded to be flag-based(per tile) rather than iterate through all the entities nearby and check if they collide.
    • Upon death, monsters will no longer be removed from the world. They will instead be hidden from it until their death delay has ran up, after which they're simply made visible again. Removing/re-adding monsters to the world was a rather expensive and unnecessary task.
    • A fair amount of drops updated.
    • Interface system rewritten.
      • All interfaces are now enumerated.
      • Interface plugins require us to name every component that is used by the interface plugin.
      • With the naming of the components, I was then able to create a tool that compares components to components in another cache, and updates them to the new ones if they were changed. From my tests, this seemed to have very high accuracy as generally only the components that were completely removed or had drastic changes made to them couldn't be relocated.
      • Interfaces now also possess #open & #close interfaces which allow us to open the interfaces properly(all information updated on the interface) through commands just by naming them, as well as define behavior that occurs when the interface is closed or replaced by another of the same type.
    • Rewrote the map printer tool to produce higher quality map images.
    • Multi-way areas updated to execute more efficiently. Since we use polygons for just about anything area-related on Zenyte, it is no secret that this can get rather expensive if not properly implemented. As such, we now map the list of polygons and bind them by region ids - so to get a list of polygons to iterate, we get them by accessing the map with the region id of the location we're trying to access. This is a lot more efficient as it generally gives us anywhere from 0 to just a couple polygons to check, instead of having to go through hundreds for every call(which was not too bad either truth be told - it handled that perfectly fine too!)
    • Players and NPCs were migrated to a chunk based system instead of region based system. 
    • Scene/viewport refreshing rewritten to match RS. By default, the player will be kept up to date with the 7x7 chunks surrounding the player. All of the methods that related to the scene were also converted to properly reflect upon this, keeping all of the data perfectly in synchronization, ensuring there are no problems with for example items appearing that cannot be clicked or anything of sorts.
    • Implemented a packet that allows much more efficient scene-refreshing by grouping all events occurring within a chunk together and then sending it as a single packet, instead of sending a packet per event as it previously did. The bandwidth difference between them isn't too drastical, however the client as we know isn't written very efficiently and so finding the code to execute for a packet is neither - which is also where the massive improvement comes from.
    • Map regions are now being repacked with [0, 0, 0, 0] xteas if the map file is "corrupt"; By default, in the cache Jagex uses there are regions that cannot be read by neither the server nor the client. Instead of wrapping the client in multiple try/catch blocks and enduring the massive lag spikes and memory consumption that comes with it, we now just repack the regions as an empty file, causing it to load without any problems on all ends.
    • Implemented a method to find the first occurrence of a NPC that matches a specific predicate; Efficient look-up method based on chunk system.
    • Viewport is now fully dynamic in terms of how far we render things. Administrators are able to exceed all limitations and render players, npcs, items and all kinds of other things up to as far as the currently loaded map goes.(covering an area of 104x104 tiles as opposed to the normal 16x16).
    • Items that possess attributes can no longer be traded automatically, unless the item also possesses an attribute of "tradable": true; which will allow passing on the item with all its current attributes to someone else. The variable is currently unused, but I suspect it will be necessary in raids due to the shared potion system that grants extra points when drinking a potion made by a team-mate.
    • Animations are now being verified before played by an entity. This ensures that players/administrators cannot play animations that glitch their character up. The same applies for monsters - if an animation is incorrect and doesn't suit a monster, it will not be able to play the said animation and will instead just sit there waiting in its default state(instead of glitching out and flying across your client).
    • Started on a drop processor system which was later(read:within the month of April 2019) put to use to provide accurate information of NPCs through the drop viewer interface.
    • Logins now react one tick quicker than before and will not desynchronize your character under rare circumstances(due to synchronization issues in code).
    • Removed all I/O operations off of the main game thread. This includes small things such as File#exists which also does a system call - which is slow. I/O is now only permitted during server launch and off of other threads.
    • Drops are now removed from drop tables if a drop plugin already contains said item - prevents duplicates.
    • Cache enums rewritten to a much safer implementation; Enums are now fully reliant on the Optional class from java-8 to ensure no NPEs will occur from random updates proposed by Jagex or anything of sorts. In addition to this, Enums are read in the expected format on server launch - so if an enum was removed, or is in a different format than expected(e.g. string enum instead of an integer enum), the launch process is halted.
    • Implemented a custom mask for NPC Info packet that allows me to change the right-click options of monsters on a per-player basis. The current use for this is to hide right-click options that do not do anything, making the game feel more alive and functional overall. 
    • Improved area intersection verification on server launch to ensure no areas really overlap(as previously mentioned, area overlapping creates unexpected behavior and can be deadly-ish).
    • Any exceptions caught during login process are now properly handled and the player will be informed that something went wrong in the process of that, to further contact the staff.
    • Implemented a launch mode of "spawn" that allows me to change all NPC right click options to spawn-related events, such as teleport the monster to me, remove the monster spawn, change its radius etc. This allows me to easily correct broken monster spawns. NPCs are frozen on their original location when the game launches in this mode.
    • Updated pathfinding code to function more efficiently; In addition to this, removed a hefty section of masks completely unrelated and unused in OSRS.
    • Fixed problems with writing one buffer to another, causing packets to sometimes glitch up and write no information(due to reader index being already moved to the end of the buffer).
    • Appearance mask in Player Info packet now caches the information. Instead of reconstructing the information 2000 times (for every player in the case of a full world), it only constructs it once now and passes the same buffer on to then be copied by other buffers instead, which is a much less CPU-expensive operation.
    • Improved login code by removing conditional duplicate file loading.
    • Implemented a bitbuffer class to handle all bitwise operations on a separate class, means it will no longer have to check whether or not it is in bit or byte mode as well. 
    • Numerous memory and CPU fixes through updated Player Information packet.









  • Update log 03/03/2019 - Farming rework, Looting bag & seed box, broadcasts and bug fixes. Mar. 03, 2019 by Tommeh

    First things first, we're once again very sorry that it took long for an update log, these last 2 months have mainly been just bug fixes and adding some missing features that don't necessarily have that wow factor. Obviously we want the game to be as perfect as possible, giving you guys the best gameplay experience as possible. Anyways, with the help of our awesome private beta testers, we managed to tackle a bunch of bugs and added a lot of QOL things.
    • New player tutorial
      New players are now spawned to an island where they can talk to the Zenyte guide where they will be able to choose their game mode (regular, iron man, hardcore ironman or ultimate ironman), their experience mode (haven't been decided yet) and their appearance. After that you get the option to go through with the home tutorial (extra 25k gp) or to skip it.
    • Farming rework
      Farming has been completely reworked, the system we had wasn't good enough so we decided to rework it completely from scratch. The skill itself should be 100%, even things like Hespori work.
    • Seed box
      The seed box has been added which allows you to store 6 different seeds up to 2147m of each seed.
    • Looting bag
      The looting bag has been added which allows you to store 28 items in the wilderness and deposit them in a bank outside of the wilderness. This is especially useful for ultimate ironmen.
    • Perk system
      As we're nearing our public beta & release, it was inevitable to give our donation model some thought. One thing is for sure, neither one of us wants to have items like godswords and twisted bows in our store.
      Anyways, this perk system has been a success in the past and a lot of people seemed to like it at the time so we thought it was a good idea to apply it on Zenyte too. Rest assured, we won't have perks that give u double xp on skilling or whatever.
    • Broadcasts
      Some basic broadcasts have been added for reaching 99 in a skill, 200m xp in a skill, maxing, rare drops, pets and hardcore ironman deaths.
    • Game settings
      Players can now open the game settings (Game noticeboard interface -> Game settings) where you'll be able to filter level-up dialogues and broadcasts that were mentioned before.
    • Item imbueing
      You're now able to buy imbue tokens from the vote shop which allow you to imbue items like rings for Dagannoth kings, slayer helmets and more.
    • Bug fixes and small additions
      • Chaos elemental/fanatic will now disarm 1 item instead of everything.
      • Our hiscores API has been applied to the RuneLite hiscores plugin.
      • Clan chats now have a limit of 2000 players instead of 100.
      • Fixed roof issues with the new home area.
      • Killcount is now tracked for kraken boss and zulrah.
      • Zygomites no longer use magic.
      • Added the draynor village/rogues den trapdoors.
      • Adding a rope to the kalphite lair will now make you automatically climb-down the entrance.
      • Pets are now lost on death. If the pet is insured, you will be able to reclaim it from Probita.
      • Fixed a bug with demonic gorrilas where sometimes they wouldn't switch prayers properly.
      • You can now use bones on the altar at home on the 2nd floor of the building north of the bank for extra experience.
      • Arclight creation and functionality has been added.
      • You can now create guardian boots.
      • Added wall beasts in the Lumbridge Swamp Caves.
      • Added Piles in the Resource Area, he will note resources that you get from the area.
      • Added max cape teleports.
      • Fixed an unreachable net fishing spot in Lumbridge.
      • Trading/Price checker now checks for untradeable items.
      • Rune pouch, looting bag, gem bag, herb sack and seed box and now correctly handled on death.
      • Added object packing which allows us to implement custom objects.
      • Implemented zenyte portal object (Thanks to lumplum for the model).
      • The chaos altar (lvl 38 wilderness) now has a chance on not consuming the bones when using bones on the altar for experience.

















  • Update log 27/12/2018 - New home area, Achievement diaries & rewards, Pet system rework and more! Dec. 26, 2018 by Tommeh

    First of all apologies it has been awhile since our last update log, we're all pretty busy during this time of the year. So for todays update log I have in store for you:

    • Achievement diaries & rewards
      Finally managed to finish all the regions for the diary system. This sets us at roughly 275/449 completable diaries. We have plans on making some custom diaries for the remaining ones that we weren't able to complete due to missing content/quest-restricted areas. The rewards for these diaries have also been added. You can claim them from the taskmaster for that diary.
    • Boss drops
      So with Kris' new drop system, I decided to add all the drops for each boss that we currently have in the game including special drops like pets & noted
    • Pet system rework
      Pet rework with comes with every pet in the game and pet insurance @Probita.
    • New teleport system
      So after getting some feedback from our beta testers on our teleport system, Polar and I decided to rework it and come up with a better design with custom cs2. The new system also allows us to have certain teleports locked and we also have plans on adding shortkeys to the favorite teleports allowing you to teleport by just pressing a button when you open the interface. The system is pretty much done, just need to fill it up with teleports.
    • Worldmap sync
      Since the worldmap is seperated from the actual game map we also have to update the worldmap when we update a map in-game. So this gives us the ability to keep our worldmap updated with our actual map.
    • RuneLite & protocol update
      Our RuneLite client has been updated to the latest version which comes with new plugins like GPU, chatbox timestamps, equipment bonuses on inventory item hover etc.
    • Custom home area
      So we finally got ourselves a custom home area. Basically just Edgeville revamped to be more RSPS-friendly. The home area is still being worked on here and there but we're safe to say that we'll be going for this design.
    • Bugfixes & minor content additions
      • Added missing mithril dragon spawns in the Ancient cavern.
      • Fixed spawning sequence for Cerberus, Kraken and Kalphite Queen.
      • Some diary reward features like noted dagannoth bones/adamantite drops with fremennik sea boots 3.
      • You can now use the clay forge in Neitiznot to smelt bars.
      • Duel arena migrated to new area system.
      • Pets are now lost on death.
      • The 'Wait...' timer has been added when your opponent confirms the duel in any stage.
      • You can no longer forfeit the duel during the countdown.
      • Added some combat shops in the home area.
      • Added Paul which acts as the ironman go-to npc where you can grab yourself a set of armour for your ironman mode or demote your ironman mode.
      • Changed the destination for the Edgeville teleport from an amulet of glory to be more suitable for the new home area.
      • Fixed an issue with charging a serpentine helmet.
      • Fixed the make-over-mage.
      • Fixed an issue with item sets.
      • Start on dropviewer interface.
      • You can no longer teleport to the abyss if you're teleblocked.

    Once again we thank our private beta testers for helping us perfecting the game.



  • Update log 04-11-2018 - Hunter, Fight caves, Item retrieval service & Barbarian firemaking Nov. 04, 2018 by Tommeh

    Hey guys, today I bring you another update log this time mainly oriented around the Hunter skill. From a developer's perspective, hunter is quite a hard skill. It definitely falls under the more harder skills like farming & construction. Pitfall was by far the most complex part, so complex that we even had to go on OSRS to pull up the right data. Besides that, item retrieval service, barbarian firemaking and the fight caves have been added.

    • Item retrieval service
      You're now able retrieve your items that you lost on death at Zulrah & Vorkath at their respective npcs.
    • Barbarian firemaking
      Barbarian firemaking has been added which allows you to burn logs using a bow.
    • Fight caves
      The Fight caves have been added. All 63 waves are implemented as well as Jad.
    • Hunter
      • Bird snaring
        All birds can now be trapped & caught using bird snares.
      • Box trapping
        Ferrets & all types of chinchompas can now be trapped & caught using box traps.
      • Net trapping
        Swamp lizards & all types of salamanders can now be trapped & caught using net traps
      • Deadfalls
        All kebbits that can be caught using deadfalls can now be trapped & caught.
      • Pitfalls
        Larupia's, kyatts and graahk's can now be trapped & caught using pitfalls.
      • Implings & butterflies
        All butterflies & implings around the game can now be caught with a butterfly net. We know Puro-Puro is very popular and used very often for hunter training.
        We will have it added to the game (most likely once I finish the achievement diaries).




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