Nostale Packet Logger (Top 50 TRUSTED)

| Field | Size (bytes) | Description | | :--- | :--- | :--- | | Packet Length | 2 (ushort) | The total size of the packet (including this header). | | Packet ID | 2 (ushort) | The operation code (e.g., 0x05DC = Login Request). | | Data | Variable | The actual payload (coordinates, item IDs, chat messages). |

Here is a skeleton code for a Proxy-based Logger using System.Net.Sockets.

Note: You will need to find the specific encryption/decryption algorithm for NosTale (publicly available in open-source emulators or previous bot projects) to make this fully functional. nostale packet logger

using System;
using System.Net;
using System.Net.Sockets;
using System.Text;
using System.Collections.Generic;

namespace NosTalePacketLogger public class ProxyServer private TcpListener _listener; private TcpClient _gameClient; private TcpClient _remoteServer;

    // NosTale Login Server IP (Example, verify current one)
    private string _remoteIp = "79.110.84.75"; 
    private int _remotePort = 4006; // Login Port
public void Start(int localPort)
_listener = new TcpListener(IPAddress.Any, localPort);
        _listener.Start();
        Console.WriteLine($"[*] Logger listening on port localPort...");
while (true)
_gameClient = _listener.AcceptTcpClient();
            Console.WriteLine("[*] Game client connected.");
// Connect to real server
            _remoteServer = new TcpClient(_remoteIp, _remotePort);
// Start relaying
            var clientToServer = new StateObject(_gameClient, _remoteServer, "C->S");
            var serverToClient = new StateObject(_remoteServer, _gameClient, "S->C");
_gameClient.GetStream().BeginRead(clientToServer.Buffer, 0, clientToServer.Buffer.Length, OnReceive, clientToServer);
            _remoteServer.GetStream().BeginRead(serverToClient.Buffer, 0, serverToClient.Buffer.Length, OnReceive, serverToClient);
private void OnReceive(IAsyncResult ar)
var state = (StateObject)ar.AsyncState;
        try
int bytesRead = state.SourceSocket.GetStream().EndRead(ar);
            if (bytesRead > 0)
byte[] receivedData = new byte[bytesRead];
                Array.Copy(state.Buffer, receivedData, bytesRead);
// --- PACKET PROCESSING ---
                // 1. Decrypt the packet using NosTale Algorithm
                // string decryptedPacket = NosCrypto.Decrypt(receivedData, state.Direction);
// 2. Log the packet
                Console.WriteLine($"[state.Direction] Raw: BitConverter.ToString(receivedData)");
                // Console.WriteLine($"[state.Direction] Decrypted: decryptedPacket");
// 3. (Optional) Modify packet here
// 4. Forward to destination
                // If sending to server, might need re-encryption depending on flow
                state.DestSocket.GetStream().Write(receivedData, 0, bytesRead);
// Continue reading
                state.SourceSocket.GetStream().BeginRead(state.Buffer, 0, state.Buffer.Length, OnReceive, state);
catch (Exception ex)
Console.WriteLine($"Error: ex.Message");
// Helper class to hold connection state
public class StateObject
public TcpClient SourceSocket;
    public TcpClient DestSocket;
    public byte[] Buffer = new byte[8192];
    public string Direction;
public StateObject(TcpClient source, TcpClient dest, string dir)
SourceSocket = source;
        DestSocket = dest;
        Direction = dir;

⚠️ Warning: Using packet loggers on official Nostale servers violates the EULA and can result in legal action in some jurisdictions. | Field | Size (bytes) | Description |


Tools like Echo Mirage or custom proxies allow you to modify packets in transit. For example, changing a movement packet's X coordinate from 100 to 10000 could teleport your character.