avalon heroes

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hi I would like some help. from someone . i would like to make avalon heroes work i am looking for someone who can help. currently I only have the client. ..but I think it's difficult. any help could help us we are a community.
 

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Please specify what exactly does not work
the game was closed a long time ago. and without server. but I think we need the server files, but we don't have them unfortunately. we wanted help if someone can get to the file,
 
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add files if anyone can help thank you very much




 
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this game is moba???? i have server files



i download your client, i have this game server files,but need cracked .dxt files,and no datebase,need fixed it.

fenghanqidu are you able to help?.thanks, is anyone able to help?

there are also korean and indonesia version clients, see if I can post them maybe they can help,
 
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this game is moba???? i have server files



i download your client, i have this game server files,but need cracked .dxt files,and no datebase,need fixed it.
Hi, I am doing reverse engineering and already cracked the dxt files and the database. Can i see the game server file? Lets make this game work.

Avalon Heroes Reborn — Lua Decompilation SUCCESS! 🎉
Step 1 complete. I successfully decompiled the game scripts. 48,384 lines of readable game logic extracted!
What we now know for certain:
Game Flow (Login → Play)
Intro → Login → Lobby → BattleWait →
BattleLoading → BattleHero → Game → Result
12 game states fully mapped — we know exactly what the server needs to handle at each stage.
Game Modes — 11 total
LOGIN, LOBBY, BATTLE, ADVENTURE, SCENARIO, ARENA, SIEGE, TUTORIAL, REPLAY, PLAZA — all confirmed with their IDs.
Combat System — Partially Revealed

8 attack/defence types (Physical + Magic subtypes)
Stats confirmed: Physical DEF, Magic DEF, Avoid Rate, Block Rate, Critical Rate, Concentration, Magic Attack
Toggle skills cost 2× MP
Max Attack Speed cap: 500 for all 5 hero classes

Reward System — Fully Revealed

5 battle bundle types (Normal 3-player, Team 6-player, Premium 4-player, PC Room, Special Event)
EXP fields: nTeamExp + nTeamAron per slot
20 reward bitmask flags (MVP, EXP bonus, Fatigue, Guild, etc.)
Base passive timer: 1800 seconds (30 min)

Hero System

182 heroes across 6 classes confirmed
Camera data per hero fully extracted
Hero slot, rental hero, resurrection time — all confirmed fields

What this means for server development:
We can now start building the server framework based on confirmed game states and modes. The reward and combat systems are partially implementable right now without cracking the .dxt files.
Next target: Engine.dll → unlock .dxt files → get all hero stats, skill values, item data 🎯
 

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Hi, I am doing reverse engineering and already cracked the dxt files and the database. Can i see the game server file? Lets make this game work.

Avalon Heroes Reborn — Lua Decompilation SUCCESS! 🎉
Step 1 complete. I successfully decompiled the game scripts. 48,384 lines of readable game logic extracted!
What we now know for certain:
Game Flow (Login → Play)
Intro → Login → Lobby → BattleWait →
BattleLoading → BattleHero → Game → Result
12 game states fully mapped — we know exactly what the server needs to handle at each stage.
Game Modes — 11 total
LOGIN, LOBBY, BATTLE, ADVENTURE, SCENARIO, ARENA, SIEGE, TUTORIAL, REPLAY, PLAZA — all confirmed with their IDs.
Combat System — Partially Revealed

8 attack/defence types (Physical + Magic subtypes)
Stats confirmed: Physical DEF, Magic DEF, Avoid Rate, Block Rate, Critical Rate, Concentration, Magic Attack
Toggle skills cost 2× MP
Max Attack Speed cap: 500 for all 5 hero classes

Reward System — Fully Revealed

5 battle bundle types (Normal 3-player, Team 6-player, Premium 4-player, PC Room, Special Event)
EXP fields: nTeamExp + nTeamAron per slot
20 reward bitmask flags (MVP, EXP bonus, Fatigue, Guild, etc.)
Base passive timer: 1800 seconds (30 min)

Hero System

182 heroes across 6 classes confirmed
Camera data per hero fully extracted
Hero slot, rental hero, resurrection time — all confirmed fields

What this means for server development:
We can now start building the server framework based on confirmed game states and modes. The reward and combat systems are partially implementable right now without cracking the .dxt files.
Next target: Engine.dll → unlock .dxt files → get all hero stats, skill values, item data 🎯
IMG_20260406_112414_edit_258467956106912 - avalon heroes - RaGEZONE Forums
 
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I have server files, why should I share them???
I’m genuinely curious, why exactly don’t you want to share them? And where did you originally get the server files from?

I just don’t really understand the point of gatekeeping files for a game that has been dead for years, especially when there are people actively trying to preserve and revive it. What do you actually gain from keeping them to yourself? Is'nt tis forum exactly for this kind of problem? At this point you honestly just come across like a scammer.
 
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Current Progress on the Avalon Heroes Emulation Project​

I wanted to share a small update on where I currently stand with the Avalon Heroes emulation/revival project.

The project has progressed quite a bit beyond simply extracting game files. My main goal is to make the original Avalon Heroes client communicate with a custom server implementation and eventually restore the original gameplay experience.

Current progress​

  • A large number of the original game data and asset formats have been analyzed and can now be read or processed.
  • The relationship between maps, characters, models, animations, effects and other game assets is much better understood.
  • Several previously unreadable or encoded game data files have been successfully analyzed.
  • Parts of the original UI system have been reverse engineered, including how buttons, menus and game modes behave internally.
  • The original client can now reliably reach the actual Avalon Heroes login screen.
  • The client can be redirected to a custom/local server environment.
  • I have successfully confirmed that the original client is able to establish a real connection with my own server.
  • The first stages of the original client/server communication have been captured and are currently being analyzed.
  • A basic replacement server already exists with systems for things such as accounts, lobbies, rooms and match sessions.

What I am currently working on​

The biggest remaining task is reconstructing the original server-side protocol and the sequence of responses the client expects.

The current goal is to gradually move through:

Login → Lobby → Room → Match

without modifying the original client more than necessary.

There is still a lot of work ahead, especially around authentication, lobby communication, match initialization and gameplay synchronization.

However, one of the most important milestones has already been reached: the original Avalon Heroes client can communicate with my own server implementation.

At this point the project is mainly focused on understanding the remaining client/server behavior and recreating the missing server functionality step by step.

If anyone still has old Avalon Heroes server files, development files, documentation, tools or other technical material from the original game, I would be very interested in hearing from you.
imag - avalon heroes - RaGEZONE Forums
 
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