Sector Editing Might and Magic II On The Mac

Who Do You Call?
So you have been playing Might and Magic II (MMII) for awhile, building your characters up, collecting a few items, generally having a good time, and you wander across the Inner Limits at E3(10,12). All your backpack items are melted, but you don’t realize it until you have saved the game. This is how I lost my “Admit 8 Pass”. Well, no problem, you just go back where you found the item to get another, right? Wrong, at least in my hands. After a couple of hours, the game still had not produced another Admit 8 Pass, and a character needed it to finish a Juror’s Quest. So, what do you do? Do you start all over again, older but wiser? No way. You call your sector editor!

Sector Editor and Method
Electronic data on disks is stored on areas of the disks called sectors. A sector editor is a program that lets you look at the electronic data on any sector of a disk, and change it by writing new data back to the disk. I am currently using the sector editor program (Disk Edit) supplied with Norton Utilities, but the DiskEdit program in Central Point’s MacTools works just as well, and there may be others you can use. It is helpful to be familiar with these programs before you use them, but you do not need a lot of knowledge to be able to understand how to “tweak” MMII to your advantage. You will be opening the Master Roster file in your MMII folder, changing data in it, saving that data back to the disk so that you have a changed Master Roster file, and then when you run the MMII program, you will see the result of the changes.
In order to follow along, you should be able to run the sector editor, open the Master Roster file you are going to work on (you can also open the MMII program and work on that), be able to move from sector to sector, be able to position the cursor over a pair of numbers on the screen, type in a new pair, and then know how to save the changed data back onto the disk (if you know how to use the Mac, you already know how to do all these things if your disk editor follows the standard Mac interface). 
You should also be aware that the electronic data on the disk is stored in “computer talk”, a machine language in which data is represented in its “hexadecimal” or “hex” form. In real life we use numbers with “base 10”, whereas hexadecimal uses numbers with “base 16”:
Decimal	0	1	2	3	4	5	6	7	8	9	10	11	12	13	14	15	16	17		
Hexadecimal (hex)	00	01	02	03	04	05	06	07	08	09	0A	0B	0C	0D	0E	0F	10	11
Thus, a number appearing as 14 on the screen will be represented as 0E (hex) on a computer disk (and that is a zero, not an alphabetical o). Later I will supply a list of the conversions of numbers between these two systems for 0 to 256. Many calculators have a function that allows you to convert numbers between these two systems. If your character has 2,000,000 in gold, you will have to be able to calculate that amount in hex before you can find that data on the disk.

Warning
Always work on a copy of your original, never the original itself. In this exercise, you will be working mainly with the Master Roster file in your MMII folder, so make a copy of (or duplicate) the original and put the original somewhere safe. You can always go back if you don’t like what you’ve done.
The Master Roster File
When you open the Master Roster file with your sector editor, you will be pleased to see the names of the characters supplied with the program separated by a bunch of numbers. These numbers of course represent all the attributes of a character, and you can change a character’s attributes if you know which attribute is represented by which number. You can discover this by trial and error, and a few educated guesses, and I will supply you with a list of attributes and where they are represented later.
For the purposes of this demonstration, I started a fresh copy of MMII, and created a new character called “Example12345678”, then quit. When I opened the Master Roster file with my sector editor, and went to the second sector, here is what I saw:

000	$000:	000C0A14	0B121201	0112000B	00000000	........................................
016	$010:	00000000	00000000	09436173	73616E64	........................Cassand
032	$020:	72610000	00000000	01010101	040C1507	ra.....................................
048	$030:	14140800	00000000	1E050000	00011200	.........................................
064	$040:	01040A00	0E000000	00000000	00000000	.........................................
080	$050:	00000000	00000001	00000000	00000000	.........................................
096	$060:	00000000	00000000	00000000	00005C00	.....................................\...
112	$070:	00000000	00070007	00000007	00070000	.........................................
128	$080:	00000000	0000010C	15071414	0801010E	.........................................
144	$090:	00070000	00000000	00000000	00000A54	.......................................T
160	$0A0:	68652048	65726D69	74000000	00000100	he Hermit........................
176	$0B0:	02010512	0F060F11	15000000	00001E05	..........................................
192	$0C0:	001E0001	12000002	0A001100	00000000	..........................................
208	$0D0:	00000000	00000000	00000000	000A0000	..........................................
224	$0E0:	00000000	00000000	00000000	00000000	..........................................
240	$0F0:	00000000	00000000	00000000	00000000	..........................................
256	$100:	000B000B	00000000	00000000	02120F06	..........................................
272	$110:	0F111501	0011000B	00000000	00000000	..........................................
288	$120:	00000000	0F457861	6D706C65	31323334	.................Example1234
304	$130:	35363738	01000003	040C0D0B	07090E23	5678...............................#
320	$140:	00000000	00000000	00011200	01000A00	...........................................
336	$150:	06000000	00000000	00000000	00000000	...........................................
352	$160:	00000002	00000000	00000000	00000000	...........................................
368	$170:	00000000	00000000	00005C00	00000000	.............................\.............
384	$180:	00040004	00000005	00050000	00000000	...........................................
400	$190:	0000000C	0D0B0709	0E010106	00050000	...........................................
416	$1A0:	00000000	00000000	00000000	00000000	...........................................

	A	B	C	D	E	F	G

This may look like incomprehensible gibberish, but it all does make sense (your screen may look a little different if you are using a different sector editor).
Column A gives a decimal location (starting with 000) to each of the 16 numbers (in hex remember that it takes a pair of numbers (such as 01) to represent a number (such as 1) in decimal, thus the four columns  C thru F with a total of 32 digits represents 16 numbers) in columns C thru F, and Column B gives a hexadecimal location to each of the 16 numbers in columns C thru F. Columns C thru F are the actual hexadecimal numbers used to store data on the disk, and column G is an area that the sector editor uses to try to depict what the data means in “english” (if you are interested in knowing why some of the numbers in columns C thru F give symbols such as letters in column G, and some don’t, then you will have to learn about ASCII code, information we don’t need to know for our purposes). 
The information for three characters is stored on this sector, with the character that I created called Example12345678 stored after The Hermit. If you ran the MMII program, and “viewed” Example12345678, you would see the attributes listed in Table 1 in the column “Before Editing”: If you then made changes with your sector editor so that the display looked as follows, you would see the attributes listed in Table 1 in the column “After Editing”.

Sector 15132 of 163799. Filename: Master Roster
000	$000:	000C0A14	0B121201	0112000B	00000000	........................................
016	$010:	00000000	00000000	09436173	73616E64	........................Cassand
032	$020:	72610000	00000000	01010101	040C1507	ra.....................................
048	$030:	14140800	00000000	1E050000	00011200	.........................................
064	$040:	01040A00	0E000000	00000000	00000000	.........................................
080	$050:	00000000	00000001	00000000	00000000	.........................................
096	$060:	00000000	00000000	00000000	00005C00	.....................................\...
112	$070:	00000000	00070007	00000007	00070000	.........................................
128	$080:	00000000	0000010C	15071414	0801010E	.........................................
144	$090:	00070000	00000000	00000000	00000A54	.......................................T
160	$0A0:	68652048	65726D69	74000000	00000100	he Hermit........................
176	$0B0:	02010512	0F060F11	15000000	00001E05	..........................................
192	$0C0:	001E0001	12000002	0A001100	00000000	..........................................
208	$0D0:	00000000	00000000	00000000	000A0000	..........................................
224	$0E0:	00000000	00000000	00000000	00000000	..........................................
240	$0F0:	00000000	00000000	00000000	00000000	..........................................
256	$100:	000B000B	00000000	00000000	02120F06	..........................................
272	$110:	0F111501	0011000B	00000000	00000000	..........................................
288	$120:	00000000	0F457861	6D706C65	31323334	.................Example1234
304	$130:	35363738	04010200	061C1D1B	11131864	5678...............................d
320	$140:	62605E63	615F5D73	00141B00	0925FF00	b`^ca_]s....................%....
336	$150:	109FC0BF	A35B6900	00000000	00373839	...Ó¿Ø£[i....................789
352	$160:	3A3B3CC1	E5FB0000	00000000	00000000	:;<i.....................................
368	$170:	00000000	00000000	002A5CFF	FFFFFFFF	......................*\.................
384	$180:	BBCCBBCC	EEEEAA50	AA502222	22223344	ªÄªÄ.........™P™P””””3[
400	$190:	1122001C	1D1B1113	18140910	AA500000	..”............................™P....
416	$1A0:	00010000	00000000	00000000	00000000	...........................................
and so on

	A	B	C	D	E	F	G

Table 1

Attribute	Before Editing	After Editing	Explanation
Name	Example12345678	Example12345678	At line 288, the first two numbers in column D represent the number of letters in the character’s name. In this case 0F stands for 15. The next 30 numbers (in 15 pairs) represent the maximum of 15 letters in a character’s name

Town	Middlegate	Vulcania	At line 304, the first two numbers in column D represent the town the character is in. 01 stands for Middlegate, 04 stands for Vulcania. Others include 02 for Atlantium, 03 for Tundara, and 05 for Sandsobar.

Alignment	Good	Good	At line 304, the 3rd two numbers in column D represent the current alignment with 00 being Good, 01 being Neutral, and 02 Evil. You must also change line 400, column C, the 3rd two numbers to change the “permanent” alignment.

Sex	Male	Female	At line 304, the 2nd two numbers in column D represent the sex with 00 being Male and 01 Female.

Race	Gnome	Human	At line 304, the 4th two numbers in column D represent the race with 03 being Gnome and 00 Human. Others are 01 for Elf, 02 for Dwarf, and 04 for Half Orc.

Class	Sorcerer	Ninja	At line 304, the 1st two numbers in column E represent the class with 04 being Sorcerer and 06 Ninja. Others are 00 for Knight, 01 for Paladin, 02 for Archer, 03 for Cleric, 05 for Robber, and 07 for Barbarian.

Might	12	28	At line 304, the 2nd two numbers in column E represent the current Might with 0C hex being 12 and 1C hex being 28. You must also change line 400 column C 4th two numbers to 1C (maximum Might available).

Intellect	13	29	At line 304, the 3rd two numbers in column E represent the current Intell with 0D hex being 13 and 1D hex being 29. You must also change line 400 column D 1st two numbers from 0D to 1D (maximum Intellect available).

Personality	11	27	At line 304, the 4th two numbers in column E represent the current Personality with 0B hex being 11 and 1B hex being 27. You must also change line 400 column D 2nd two numbers from 0B to 1B (maximum Personality available).

Endurance	6	16	At line 336, the 1st two numbers in column C represent current Endurance with 06 hex being 6 and 10 hex being 16. You must also change line 400 column E the 4th two numbers from 06 to 10 (maximum Endurance available).
Speed	7	17	At line 304, the 1st two numbers in column F represent current Speed with 07 hex being 07 and 11 hex being 17. You must also change line 400 column D 3rd two numbers from 07 to 11 (maximum Speed available).

Accuracy	9	19	At line 304, the 2nd two numbers in column F represent the current Accuracy with 09 hex being 9 and 13 hex being 19. You must also change line 400 column D 4th two numbers from 09 to 19 (maximum Accuracy available).

Luck	14	24	At line 304, the 3rd two numbers in column F represent current Luck with 0E hex being 14 and 18 hex being 24. You must also change line 400 column E first two numbers from 0E to 18 (maximum Luck available).

Hit Points	5	43600	At line 384, in column D the 4th two numbers represent the current hit points (5 i s 05 in hex), in column E the second two numbers represents the current maximum hit points (5 in hex is 05), and in row 400 column F the second two numbers represent the allowable maximum hit points (5 is 05 in hex). If you change all these numbers to 50 (in hex), this will give you the 80 hit points seen on the screen. These two numbers stand for hit points in the range of 0 (00 hex) to 255 (FF in hex).The two numbers in front of each of these three locations stand for hit points in the range of 256 to 65280. Consequently AA50 hex gives 43600 hit points which is what appears on the screen.

Spell Points	4	48076	At line 384, Column C, the 2nd two numbers gives the current number of spell points from 0 (00 hex) to 255 (FF hex), and the 4th pair of numbers gives the max number of spell points from 0 (00 hex.) to 255 (FF hex). The first two numbers and the third two numbers stand for spell points in the range of 256 to 65280. Thus BBCC gives 48076 spell pts.

Gold	0	86,009,885	Gold is represented by the last four numbers on line 384 in column F, and the first four numbers on line 400. in column C. On line 400, column C, the second two numbers gives a value of 0 (00 hex) to 255 (FF hex), and the first two numbers gives a value of 256 to 65280 (FF hex). On line 384, column D, the 4th two numbers gives a value up to 16,711,680, and the 3rd two numbers gives a value up to 43,781,900. Thus 3344 in line 384 and 1122 in line 400 gives a gold value of 86,009,885.

Gems	0	61166	At line 384, column D, the second two numbers represent gems from 0 (00 hex) to 255 (FF hex), and the first two numbers represent gems from 256 to 65280 (FF hex). So, EEEE in this area is hex for 61166.
Experience	0	572662306	At line 384, the last 4 numbers in column E and the first four numbers in column F represent experience points. The second two numbers in column F represent 0 (00 hex) to 255 (FF hex), and the first two numbers in column F represent 256 to 65280 (FF hex). The 4th two numbers in column E represent 65536 to 16,711,680 (FF hex), and the 3rd two numbers in column E represent 16,711,681 to 427,819,008 (FF hex). So 22222222 in line 384 represents 572662306 on the screen.

Condition	Good	Good	At line 320, column F, the last two numbers represent the condition of the character. 00 (hex) here reads Good on the screen, 01 (hex) gives cursed, 02 (hex) gives silenced, 04 (hex) gives diseased, 08 (hex) gives poisoned, 10 (hex) gives asleep, 20 (hex) gives paralyzed, 24 (hex) gives dead, 40 (hex) gives unconscious, and FF (hex) gives eradicated. You can always change your characters health back to good by changing this area to 00! Also note that some conditions are represented by more than one hex number (e.g., 80 (hex) is also eradicated).

Skills	None	Athlete & Merchant	At line 368, column E, the 2nd two numbers stand for secondary skills. 00 (hex) stands for none, 01 stands for arms master, 02 for athlete, 03 for cartographer, 04 for crusader, 05 for diplomat, 06 for gambler, 07 for gladiator, 08 for hero/heroine, 09 for linguist, 0A for merchant, 0B for mountaineer, 0C for navigator, 0D for pathfinder, 0E for pickpocket, and 0F for soldier. For combinations , combine the numbers. For example, 10 is none and arms master, 11 is armsmaster and armsmaster, 12 is athlete and armsmaster, 2A for athlete and merchant, and so on.

Level	1	20	At line 320, column E, the 2nd two numbers represent the current level with 01 hex being level 1, and 14 hex being level 20. You must also change line 400 Column E 2nd two numbers to 14 from 01. (max level).

Spell Level	1	9	It is interesting to note that you can have a character such as a Ninja that knows spells, as long as you form it correctly. You have to start a character such as a Cleric or Sorcerer at level 1 spell level 1, go to a training center, train to level 9 spells, return to the inn, save the game, and then change the character to a Ninja with your sector editor. It is also best to actually train a spell thrower to a higher spell level in the game rather than just changing the spell level numbers with a sector editor because if you just sector edit the numbers, your character will be at a higher spell level but will not know any of the higher level spells. At line 368 you can put an FF (hex) in column E for the 4th two numbers, and put FFFFFFFF in column F (in place of the zeros), and you will then “know” most of the spells for that character.
Armour Class	0	37	At line 320, column F, the 2nd two numbers stand for the basic AC that the character starts with. 00 (hex) stands for 0, and 25 (hex) stands for 37.	

Food	10	255	At line 320, column F, the 3rd two numbers stand for food. 0A (hex) stands for 10, and FF (hex) stands for 255.

Thievery	0	115	At line 320, column D, the 4th two numbers represent Thievery with 00 hex being 0 and 73 hex being 115.

Age	18	27	At line 320, column E, the 3rd two numbers represent age with 12 hex being 18 and 1B hex being 27.

Resistance	35	100	At line 304, the 4th two numbers in column F
to Magic			 represent Magic Resistance with 23 hex being 35 and 64 hex being 100.

Resistance	0	99	At line 320, column C, the 4th two numbers
to Energy			 represent Energy Resistance with 00 hex being 0 and 63 hex being 99.

Resistance	0	98	At line 320, column C, the 1st two numbers 
to Fire			 represent Fire Resistance with 00 hex being 0 and 62 hex being 98.

Resistance	0	97	At line 320, column D, the 1st two numbers
to Sleep			 represent Sleep Resistance with 00 hex being 0 and 61 hex being 97.

Resistance	0	96	At line 320, column C, the 2nd two numbers 
to Electricity			represent Elec Resistance with 00 hex being 0 and 60 hex being 96.

Resistance	0	95	At line 320, column D, the 2nd two numbers
to Poison			 represent Poison Resistance with 00 hex being 0 and 5F hex being 95.

Resistance	0	94	At line 320, column C, the 3rd two numbers 
to Cold			 represent Cold Resistance with 00 hex being 0 and 5E hex being 94.

Resistance	0	93	At line 320, column D, the 3rd two numbers
to Acid			 represent Acid Resistance 			with 00 hex being 0 and 5D hex being 93.

Equipped Items:		At line 336, the last three pairs of numbers in
#1	0	G  Ring Mail +55	column C, and in column D the first three pairs of
#2	0	Stealth Cape +56	numbers represent the six items that are equipped.
#3	0	Acy Gauntlet +57	You can thus equip your characters with any article
#4	0	Thief’s Pick +58	(as long as you know its hex value) that you wish (a
#5	0	Sun Naginata +59	list will follow later). It is probably better to type in 
#6	0	Giant Sling +60			items in your backpack list, and then use the game to equip them, as that appears to be the way to get the full armour class value for them.  If you equip an item that normally is not equippable by that character, once you remove it during the game for any reason you will not be able to reequip it.
			An article’s “+” value is given 	by the last three pairs of numbers in line 336 column F, and by the first three pairs of numbers in line 352 column C. Rather than having your Sorcerer cast enchant spells and duplicate spells, you can just type in what you want and have it appear! However, it appears that 63 ((3F in hex) is the upper limit the game will tolerate here.

Back Pack Items:		At line 352, the 4th pair of numbers in	 column C
#1	Small knife	Admit 8 Pass 	and in column D the four pairs of numbers, and in
#2	0	Corak’s Soul	column E the first pair of numbers represent the 6
#3	0	J-26 Fluxer	items in your backpack. Thus 02 (hex) is a small
$4	0		knife, and C1(hex) is an Admit 8 Pass, E5 (hex) is
#5	0		Corak’s Soul, and FB (hex) is a J-26 Fluxer. At line
#6	0		 352, the 4th pair of numbers in column F, and at line 368 the 4 pairs of numbers in column C and the first pair of numbers in column D, represent the + values for the back pack items.

Sector Data in Order
You may recall that the data on the disk is stored in hexadecimal in pairs of numbers. From now on a pair of numbers will be referred to a byte. Thus in the sector editor, there are 32 numbers in a row, or 16 pairs of numbers, or 16 bytes.
Following is a list of a character’s data, in the order it appears in a sector after the character’s name. My debate about whether to number the data starting at the first letter of a character’s name, or to number starting at the first byte of data for a character (representing the number of letters in the character’s name) ended with this decision. While it is easier to find the first letter of a character’s name, it makes better sense to number starting at the first data byte for the character. So, the first letter of a character’s name becomes byte 2.

	Byte	Attribute

	1	Number of letters in character’s name. Max is 15
	2 to 16	Letters in character’s name
	17	Town
	18	Sex (Male  00 hex, Female  01 hex)
	19	Alignment—current. (byte 111 has “usual” alignment).
	20	Race
	21	Class
	22	Might—current (max permitted unknown. Rumoured to be 200 or C8 hex using the program, but higher appears allowable with sector editing). Change also 112.
	23	Intellect—current. Change also 113.
	24	Personality—current. Change also 114.
	25	Speed—current. Change also 115.
	26	Accuracy—current. Change also 116.
	27	Luck—current. Change also 117.
	28	Magic resistance. Maximum permitted unknown.
	29	Fire resistance.
	30	Electricity resistance.
	31	Cold resistance.
	32	Energy resistance.
	33	Sleep resistance.
	34	Poison resistance.
	35	Acid resistance.
	36	Thievery. Maximum permitted unknown.
	37	Unknown
	38	Level—current. Change also 118.
	39	Age.
	40	Unknown.
	41	Spell level—current. Change also 119.
	42	Armour Class.
	43	Food.
	44	Condition. 00 hex is “good”.
	45	Endurance—current. Change also 120.
	46	Equipped item #1.
	47	Equipped item #2.
	48	Equipped item #3.
	49	Equipped item #4.
	50	Equipped item #5.
	51	Equipped item #6.
	52 to 57	Unknown.
	58	+ of first equipped item (max of 63 or 3F hex).
	59	+ of second equipped item (max of 63 or 3F hex).
	60	+ of third equipped item (max of 63 or 3F hex).
	61	+ of fourth equipped item (max of 63 or 3F hex).
	62	+ of fifth equipped item (max of 63 or 3F hex).
	63	+ of sixth equipped item (max of 63 or 3F hex).
	64	Back pack item #1.
	65	Back pack item #2.
	66	Back pack item #3.
	67	Back pack item #4.
	68	Back pack item #5.
	69	Back pack item #6.
	70 to 75	Unknown.
	76	+ of back pack item #1 (max of 63 or 3F hex).
	77	+ of back pack item #2 (max of 63 or 3F hex).
	78	+ of back pack item #3 (max of 63 or 3F hex).
	79	+ of back pack item #4 (max of 63 or 3F hex).
	80	+ of back pack item #5 (max of 63 or 3F hex).
	81	+ of back pack item #6 (max of 63 or 3F hex).
	82 to 85	Unknown.
	86	Secondary skills.
	87 to 92	Keeps track of “knowing” the 48 spells.
	93 & 94	Spell points—current.
	95 & 96	Spell points—usual.
	97 & 98	Gems
	99 &100	Hit points—current.
	101 & 102	Hit points—max allowed. Maximum allowed is FF FF hex. Change also 121 & 122.
	103 to 106	Experience.
	107 to 110	Money.
	111	Alignment (usual).
	112	Might (usual).
	113	Intellect (usual).
	114	Personality (usual).
	115	Speed (usual).
	116	Accuracy (usual).
	117	Luck (usual).
	118	Level (usual).
	119	Spell level (usual).
	120	Endurance (usual).
	121 & 122	Hit points (usual).
	123 & on	Unknown.

I presume that these values will hold true for all characters on all sectors, but I have not tested this theory. Using the sector editor, you can create very powerful characters, and finish the game in a short time. You can also sector edit the MMI program itself (again always work on a copy), giving “tough” monsters a low hit point value for example so that it is easier to kill them, but again you risk taking enjoyment away from the game. You can also use the sector editor to “push the game to its limits”. Be prepared for unpredictable results when you create a character with a maximum value for every attribute however. And never work on an original copy!   It remains uncertain as to whether or not sector editing may change the game in subtle ways that affect its playing. Also it is not clear if it is legal to sector edit the program, but it certainly would not be legal to trade sector edited versions of the game or master roster to other people.

What About Might and Magic I (MMI)?
Yes, these same principals apply to MMI. A few years ago, there was an Apple II magazine called “The (Hardcore) Computist Magazine”. In this magazine, similar information to the above was recorded for the Apple II version of MMI. I gave away all my issues of this magazine when I got my Mac and no longer have access to it, but if you can find a copy of the issue with the MMI information in it, you could save yourself a lot of time in sector editing MMI. As for me, I now have my Admit 8 Pass, and I’m off to Corak’s Cave!

VBS
List of Hex Numbers, Decimal Equivalents, and Artifacts
Following is a list of the items available in MMII.

	Decimal	Hex	Item 	Decimal	Hex	Item
	1	01	Small club	50	32	Flaming sword
	2	02	Small knife	51	33	Electric sword
	3	03	Large club	52	34	Acidic sword
	4	04	Dagger	53	35	Cold blade
	5	05	Large knife	54	36	Sage dagger
	6	06	Hand axe	55	37	Holy cudgel
	7	07	Cudgel	56	38	Divine mace
	8	08	Spiked club	57	39	Ice scimitar
	9	09	Bull whip	58	3A	Grand axe
	10	0A	Long dagger	59	3B	Swift axe
	11	0B	Maul	60	3C	Dyno katana
	12	0C	Short sword	61	3D	Force sword
	13	0D	Nunchakas	62	3E	Magic sword
	14	0E	Mace	63	3F	Thunder sword
	15	0F	Spear	64	40	Energy blade
	16	10	Cutlass	65	41	Photon blade
	17	11	Flail	66	42	Staff
	18	12	Sabre	67	43	Sickle
	19	13	Long sword	68	44	Scythe
	20	14	Wakizashi	69	45	Glaive
	21	15	Scimitar	70	46	War hammer
	22	16	Battle axe	71	47	Trident
	23	17	Broad sword	72	48	Pike
	24	18	Katana	73	49	Naginata
	25	19	Slumber club	74	4A	Bardiche
	26	1A	Power club	75	4B	Great hammer
	27	1B	Lucky knife	76	4C	Halberd
	28	1C	Looter knife	77	4D	Great axe
	29	1D	Power cudgel	78	4E	Flamberge
	30	1E	Energy whip	79	4F	Wind staff
	31	1F	Sonic whip	80	50	Tri-sickle
	32	20	Mighty whip	81	51	Ice sickle
	33	21	Scorch maul	82	52	Fire glaive
	34	22	Mauler mace	83	53	Harsh hammer
	35	23	Exacto spear	84	54	Stone hammer
	36	24	Fiery spear	85	55	Genius staff
	37	25	Fast cutlass	86	56	Wizard staff
	38	26	Quick flail	87	57	Soul scythe
	39	27	Shock flail 	88	58	Dark Trident
	40	28	Sharp sabre 	89	59	Titan’s pike
	41	29	Ego scimitar 	90	5A	Moon halberd
	42	2A	True axe 	91	5B	Sun naginata
	43	2B	Blazing axe 	92	5C	Blowpipe
	44	2C	Electric axe	93	5D	Sling
	45	2D	Rapid katana	94	5E	Short bow
	46	2E	Accurate sword	95	5F	Crossbow
	47	2F	Chance sword	96	60	Long bow
	48	30	Speedy sword	97	61	Great bow
	49	31	Flash sword	98	62	Shaman pipe
	99	63	Cinder pipe	150	96	G scale mail
	100	64	Quiet sling	151	97	G ring mail	
	101	65	Pirates crossbow	152	98	G chain mail	
	102	66	Burning crossbow	153	99	G splint mail	
	103	67	Fireball bow	154	9A	G plate mail	
	104	68	Voltage bow	155	9B	Helm	
	105	69	Giant sling	156	9C	Iron helm	
	106	6A	Energy sling	157	9D	Bronze helm	
	107	6B	Death bow	158	9E	Silver helm	
	108	6C	Star bow	159	9F	Gold helm	
	109	6D	Meteor bow	160	A0	Magic herbs	
	110	6E	Ancient bow	161	A1	Torch	
	111	6F	Green key	162	A2	Lantern	
	112	70	Yellow key	163	A3	Thief’s Pick	
	113	71	Red key	164	A4	Rope’n Hooks	
	114	72	Black key	165	A5	Wakeup horn	
	115	73	Small shield	166	A6	Compass	
	116	74	Large shield	167	A7	Sextant	
	117	75	Great shield	168	A8	Force potion	
	118	76	Fire shield	169	A9	Skill potion	
	119	77	Electric shield	170	AA	Max HP potion	
	120	78	Acid shield	171	AB	Holy charm	
	121	79	Cold shield	172	AC	Herbal patch
	122	7A	Silver shield	173	AD	Hero medal
	123	7B	Bronze shield	174	AE	Silent horn
	124	7C	Iron shield	175	AF	Magic meal
	125	7D	Magic shield	176	B0	Antidote ale
	126	7E	Gold shield	177	B1	Super flare
	127	7F	Padded armour	178	B2	Dove’s blood
	128	80	Leather suit	179	B3	Ray gun
	129	81	Scale armour	180	B4	Magic charm
	130	82	Ring mail	181	B5	Witch’s broom
	131	83	Chain mail	182	B6	Invisocloak
	132	84	Splint mail	183	B7	Storm wand
	133	85	Plate mail	184	B8	Lava grenade 	134	86	Plate armour	185	B9	Hourglass
	135	87	I scale mail	186	BA	Instant keep
	136	88	B scale mail	187	BB	Teleport orb
	137	89	S scale mail	188	BC	Skeleton key
	138	8A	I ring mail	189	BD	Defence ring
	139	8B	B ring mail	190	BE	Might gauntlet
	140	8C	S ring mail	191	BF	Accuracy gauntlet
	141	8D	I chain mail	192	C0	Stealth cape
	142	8E	B chain mail	193	C1	Admit 8 pass
	143	8F	S chain mail	194	C2	Speed boots
	144	90	I splint mail	195	C3	Cure all wand
	145	91	B splint mail	196	C4	Moon rock
	146	92	S splint mail	197	C5	Ruby ankh
	147	93	I plate mail	198	C6	Disruptor
	148	94	B plate mail	199	C7	Lich hand
	149	95	S plate mail	

	200	C8	Phaser	250	FA	Sun crown	
	201	C9	Freeze wand	251	FB	J-26 Fluxer	
	202	CA	Energizer	252	FC	M-27 Radicon
	203	CB	Magic mirror	253	FD	A-1 Todilor
	204	CC	Elven cloak	254	FE	N-19 Capitor
	205	CD	Elven boots	255	FF	Useless item
	206	CE	Sage robe	256	100	-
	207	CF	Enchanted ID
	208	D0	Green ticket
	209	D1	Yellow ticket
	210	D2	Red ticket
	211	D3	Black ticket	
	212	D4	Fe farthing	
	213	D5	Castle key	
	214	D6	Mark’s keys	
	215	D7	Dog whistle	
	216	D8	Web caster	
	217	D9	Monster tome	
	218	DA	Cupie doll	
	219	DB	Water Talon	
	220	DC	Air Talon	
	221	DD	Fire Talon
	222	DE	Earth Talon
	223	DF	Element Orb
	224	E0	Gold goblet
	225	E1	+7 Loincloth
	226	E2	Valor sword
	227	E3	Honor sword
	228	E4	Noble sword
	229	E5	Corak’s Soul
	230	E6	Emerald ring
	231	E7	Water Disc
	232	E8	Air Disc
	233	E9	Fire Disc
	234	EA	Earth Disc
	235	EB	Sapphire Pin
	 236	EC	Amethyst box
	237	ED	Coral broach
	238	EE	Lapis scarab
	239	EF	Amber skull
	240	F0	Quartz skull
	241	F1	Agate grail
	242	F2	Opal pendant
	243	F3	Crystal vial
	244	F4	Ruby amulet
	245	F5	Ivory cameo
	246	F6	Ruby tiara
	247	F7	Onyx effigy
	248	F8	Pearl choker
	249	F9	Topaz shard

List of Artifacts, Hex Numbers, Decimal Equivalents
Item	Hex		Item	Hex	

One-Handed Weapons
Accurate Sword	2E		Mace	0E	
Acidic Sword	34		Magic Sword	3E
			Maul	0B
Battle Axe	16		Mauler Mace	22
Blazing Axe	2B		Mighty Whip	20
Broad Sword	17
Bull Whip	09		Nunchakas	OD

Chance Sword	2F		Photon Blade	41
Cold Blade	35		Power Club	1A
Cudgel	07		Power Cudgel	1D
Cutlass	10		
			Quick Flail	26
Dagger	04		
Divine Mace	38		Rapid Katana	2D
Dyno Katana	3C		
			Sabre	12
Ego Scimitar	29		Sage Dagger	36
Electric Axe	2C		Scimitar	15
Electric Sword	33		Scorch Maul	21
Energy Blade	40		Sharp Sabre	28
Energy Whip	1E		Shock Flail	27
Exacto Spear	23		Short Sword	0C
			Slumber Club	19
Fast Cutlass	25		Small Club	01
Fiery Spear	24		Small Knife	02
Flail	11		Sonic Whip	1F
Flaming Sword	32		Spear	0F
Flash Sword	31		Speedy Sword	30
Force Sword	3D		Spiked Club	08
			Swift Axe	3B
Grand Axe	3A
			Thunder Sword	3F
Hand Axe	06		True Axe	2A
Holy Cudgel	37
			Wakizashi	14
Ice Scimitar	39

Katana	18

Large Club	03
Large Knife	05
Looter Knife	1C
Long Dagger	0A
Long Sword	13
Lucky Knife	1B

Item	Hex		Item	Hex	

Two-Handed Weapons		Missile Weapons

Bardiche	4A		Ancient Bow	6E

Dark Trident	58		Blowpipe	5C
			Burning xBow	66
Fire Glaive	52		
Flamberge	4E		Cinder Pipe	63
			Crossbow	5F
Genius Staff	55
Glaive	45		Death Bow	6B
Great Axe	4D
Great Hammer	4B		Energy Sling	6A

Halberd	4C		Fireball Bow	67
Harsh Hammer	53
			Giant Sling	69
Ice Sickle	51		Great Bow	61

Moon Halberd	5A		Long Bow	60

Naginata	49		Meteor Bow	6D

Pike	48		Pirates xBow	65

Scythe	44		Quiet Sling	64
Sickle	43
Soul Scythe	57		Shaman Pipe	62
Staff	42		Short Bow	5E
Stone Hammer	54		Sling	5D
Sun Naginata	5B		Star Bow	6C

Titan’s Pike	59		Voltage Bow	68
Trident	47
Tri-Sickle	50

War Hammer	46
Wind Staff	4F
Wizard Staff	56

Item	Hex		Item	Hex	

Armour			Shields, Helms

B Chain Mail	8E		Acid Shield	78
B Plate Mail	94
B Ring Mail	8B		Bronze Helm	9D
B Scale Mail	88		Bronze Shield	7B
B Splintmail	91
			Cold Shield	79
Chain Mail	83
			Electric Shield	77
G Chain Mail	98
G Plate Mail	9A		Fire Shield	76
G Ring Mail	97		
G Scale Mail	96		Gold Helm	9F
G Splintmail	99		Gold Shield	7E
			Great Shield	75
I Chain Mail	8D
I Plate Mail	93		Helm	9B
I Ring Mail	8A
I Scale Mail	87		Iron Helm	9C
I Splintmail	90		Iron Shield	7C

Leather Suit	80		Large Shield	74

Padded Armour	7F		Magic Shield	7D
Plate Armour	86
Plate Mail	85		Silver Helm	9E
			Silver Shield	7A
Ring Mail	82		Small Shield	73

Scale Armour	81
S Chain Mail	8F
S Plate Mail	95
S Ring Mail	8C
S Scale Mail	89
S Splintmail	92
Splint Mail	84

Item	Hex		Item	Hex	

Miscellaneous Items
Acy Gauntlet	BF		
Admit 8 Pass	C1		
Agate Grail	F1		
Air Disc	E8		
Air Talon	DC		
Amber Skull	EF		
Amethyst Box	EC		
Antidote Ale	B0		
A-1 Todilor	FD		
			
Black Key	72		
Black Ticket	D3		
			
Castle Key	D5		
Compass	A6		
Corak’s Soul	E5		
Coral Broach	ED	
Crystal Vial	F3		
Cupie Doll	DA		
Cureall Wand	C3		

Defense Ring	BD		
Disruptor	C6		
Dog Whistle	D7		
Dove’s Blood	B2		
			
Earth Disc	EA		
Earth Talon	DE		
Element Orb	DF		
Elven Boots	CD		
Elven Cloak	CC		
Emerald Ring	E6		
Enchanted Id	CF		
Energizer	CA	

Fe Farthing	D4		
Fire Disc	E9		
Fire Talon	DD		
Force Potion	A8		
Freeze Wand	C9	
			
Gold Goblet	E0		
Green Key	6F		
Green Ticket	D0		

Herbal Patch	AC		
Hero Medal	AD		
Holy Charm	AB		
Honor Sword	E3		
Hourglass	B9		
Instant Keep	BA	
Invisocloak	B6		
Ivory Cameo	F5		
			
J-26 Fluxer	FB		
			
Lantern	A2		
Lapis Scarab	EE		
Lava Grenade	B8		
Lich Hand	C7		
+7 Loincloth	E1		

Magic Charm	B4		
Magic Herbs	A0		
Magic Meal	AF		
Magic Mirror	CB		
Mark’s Keys	D6		
MaxHP Potion	AA	
Mgt Gauntlet	BE		
Monster Tome	D9		
Moon Rock	C4		
M-27 Radicon	FC		

N-19 Capitor	FE		
Noble Sword	E4		

Onyx Effigy	F7		
Opal Pendant	F2		

Pearl Choker	F8		
Phaser	C8		

Quartz Skull	F0		

Ray Gun	B3		
Red Key	71		
Red Ticket	D2		
Rope’n Hooks	A4		
Ruby Amulet	F4		
Ruby Ankh	C5		
Ruby Tiara	F6		

Sage Robe	CE		
Sapphire Pin	EB		
Sextant	A7		
Silent Horn	AE	
Skeleton Key	BC		
Skill Potion	A9		
Speed Boots	C2		
Stealth Cape	C0		
Storm Wand	B7		
Sun Crown	FA		
Super Flare	B1		
Teleport Orb	BB		
Thief’s Pick	A3		
Topaz Shard	F9		
Torch	A1	

Useless Item	FF	

Valor Sword	E2		

Wakeup Horn	A5		
Water Disc	E7		
Water Talon	DB		
Web Caster	D8		
Witch Broom	B5		

Yellow Key	70		
Yellow Ticket	D1