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I positively hate the way characters are generated in RoA1, so I decided to try to hex edit my characters. While investigating I also figured out some mechanisms which were not entirely clear to me before. Much of this probably already has been documented by others, but I wasted a lot of time on this (I never actually looked at hex editing before this, I got the idea because it was mentioned here somewhere as a fix for the baby faces bug in RoA2) so I thought I'd share the result :)
First of all, always wondered how the base AT/PA value is calculated? The manual says it depends on CR/AG/ST for AT and IN/AG/ST for PA. Well, RoA1 uses only one value for AT/PA, and it's based on IN/AG/ST. CR doesn't do a thing here. The formula is:
((IN-1)+(AG-1)+(ST-1))/5+1.
Magic resistance has a similar mechanism. The formula is (((CR-1)+(WD-1))/3+1)-(2*SN)+class modifier (+3 for elves,+0 for hunters and warriors, -2 for thorwelians, +2 for the rest).
I wanted to figure this out because I wanted to create most of my characters by giving them an interesting/balanced attribute spread by hex editing the .CHR files instead of hours of generating random values (now I spent hours staring at hex values :p), but base attack values and MR aren't calculated dynamically, so changing the attribute values would not change these. Other values you'll have to change manually are the AT/PA values and the God Bonus.
List of God Bonuses:
Praios: +1CR
Rondra: +1 Swords (and AT or PA Swords)
Efferd: +1 Swim
Travia: +1 Treat Poison
Boron: +1 Human Nature
Hesinde: +1 Alchemy
Firun: +1 Missile, Track
Tsa: +1 CH
Phex: +1 Stealth, Pickpocket
Peraine: +1 Treat Disease, Treat Wounds
Ingerimm: +1 Tactics
Rahja: +1 Dance, Seduce, Instrument
I chose to edit the .CHR files because my goal was to remove the annoyance of character creation (as such, I have not included equipment/inventory, which is not used in the .CHR files, but I assume a lot of the empty space in the .CHR file will function as the inventory in the save file). If you want to edit characters in-game, you'll have to edit the save file instead, which includes the information from the .CHR files. I think the .CHR files are only used to add characters to a new game (or perhaps when a character is added to a game for the first time). The absolute addresses won't be correct anymore in the save file, obviously, but the relative addresses should still be valid. I think.
What follows is an exact specification of every value in the .CHR file when viewed in hex. There are only two values I'm not entirely sure about. An interesting fact is that the portrait is in here as well, at the end. So if you want to make a female druid but hate their portraits, just copy the portrait part out of, say, an elf, and replace the portrait section in your druid's .CHR.
Another Fun fact: the game shows height in foot/inch (like 6'7"), but it stores the height in cm! This caused me some trouble :D
Negative values, when appropriate, are given by Fx (the value is -16+x) or Ex (-32+x). For example, FE=-2 and ED=-19.
Large values (Money, weight, XP) are distributed over several values. The get the decimal value, convert the hexvalue formed by concatenating the entries in reverse order to decimal. For example, 10 09 forms 0910, which is 2320 in decimal.
For easy conversion between hex and decimal use the windows calculator (at least, the 7 calculator does it).
00000000:NAME
00000010:NAME
00000020:
1:TYPE(00:null, 01:Jester, 02:Hunter, 03:Warrior, 04:Rogue, 05:Thorwalian, 06:Dwarves, 07:Warlock, 08:Druid, 09:Magician, 0A:Green Elf, 0B:Ice Elf, 0C:Sylvan Elf)
2:GENDER(00:male,01:female)
3:HEIGHT (in cm!)
4-5:WEIGHT
6:GOD(01:Praios, 02:Rondra, 03:Efferd, 04:Travia, 05:Boron, 06:Hesinde, 07:Firun, 08:Tsa, 09:Phex, 0a:Peraine, 0b:Ingerimm, 0c:Rahja, 0d:Swafnir, 0e:Ifirn)
7:LEVEL
8-b:XP
c-d:MONEY
//POSITIVE ATTRIBUTES (current-base)
00000030:
4-5:CR
7-8:WD
a-b:CH
d-e:DX
00000040:
0-1:AG
3-4:IN
6-7:ST
//NEGATIVE ATTRIBUTES (current-base)
9-a:SN
c-d:AC
f:CL
00000050:
0:CL
2-3:AV
5-6:NE
8-9:CU
b-c:VT
//LP,AP,MR (current-base)
e:LP (25(19) for Warlock, Mage, Elf, 40(28) for Dwarf, 30(1E) otherwise)
00000060:
0:LP
2:AP (Magician 30(1E) or 35(23), other spellcasters 25(19), others 0(00))
4:AP
6:MR ((CR+WD-2)/3+1)-2xSN)
7:BASE VALUE (=(AG+IN+ST-3)/5+1)
8:AT UNARMED
9:AT CUTTING
a:AT POINTED
b:AT SWORDS
c:AT AXES
d:AT POLE ARMS
e:AT 2-HND SWORDS
f:PA UNARMED
00000070:
0:PA CUTTING
1:PA POINTED
2:PA SWORDS
3:PA AXES
4:PA POLE ARMS
5:PA 2-HND SWORDS
00000080:
8:ALIVE?(not sure what this is)
//SKILLS
00000100:
//COMBATE
8:UNARMED
9:CUTTING
a:POINTED
b:SWORDS
c:AXES
d:POLE ARMS
e:2-HND SWORDS
f:MISSILE
00000110:
0:THROWN
//BODY
1:ACROBATICS
2:CLIMB
3:PHYS. CONTROL
4:RIDE
5:STEALTH
6:SWIM
7:SELF CONTROL
8:DANCE
9:HIDE
a:CAROUSE
//SOCIAL
b:CONVERT
c:SEDUCE
d:HAGGLE
e:STREETWISE
f:LIE
00000120:
0:HUMAN NATURE
1:EVALUATE
//NATURE
2:TRACK
3:BIND
4:ORIENTATION
5:HERB LORE
6:ANIMAL LORE
7:SURVIVAL
//LORE
8:ALCHEMY
9:ANC. TONGUES
a:GEOGRAPHY
b:HISTORY
c:RITUAL
d:TACTICS
e:READ/WRITE
f:ARCANE LORE
00000130:
0:TONGUES
//CRAFTSMANSHIP
1:TRAIN ANIMALS
2:DRIVE
3:CHEAT
4:TREAT POISON
5:TREAT DISEASE
6:TREAT WOUNDS
7:INSTRUMENT
8:LOCKS
9:PICKPOCKER
//INTUITION:
a:DANGER SENSE
b:PERCEPTION
c:SKILL INCREASE ATTEMPTS LEFT
//MAGIC SKILLS
//DISPELL
e:DOMINATION
f:DESTRUCTION
00000140:
0:GARDIANUM
1:ILLUSIONS
2:TRANSFORMATION
//DOMINATION
3:BALL AND CHAIN
4:BAMBALADAM
5:EVIL EYE
6:GREAT NEED
7:CONFUSION
8:MASTER ANIMALS
9:HORRIPHOBUS
a:ASTRAL THEFT
b:RESPONDAMI
c:MEEKNESS
d:SOMNIGRAVIS
e:DANCE!
//DEMONOLOGY
f:BLOOD AND F.
00000150:
0:BANISH SPIRITS
1:CONJ. SPIRITS
2:HEPTAGON
3:SUMMON CROWS
4:SKELETARIUS
//ELEMENTS
5:CONJ. ELEMENTAL
6:NIHILATIO
7:SOLIDIRID
//MOVEMENT
8:ACCELERATUS
9:FORAMEN
a:MOTORICUS
b:WITHOUT TRACE
c:TRANSVERSALIS
d:WALK ON ICE
//HEALING
e:BALM
f:WITCH SPIT
00000160:
0:PURE AND CLEAR
1:REST THE BODY
2:HEAL ANIMAL
//CLAIRVOYANCE
3:EAGLE'S EYE
4:ANALYZE
5:ATTRIBUTES
6:EXPOSAMI
7:ODEM ARCANUM
8:PENETRATING
9:SENSIBAL
//ILLUSION
a:CHAMELEONY
b:DUPLICATION
c:CAMOUFLAGE
d:WITCH'S KNOT
//COMBAT
e:LIGHTNING
f:DARKNESS' POWER
00000170:
0:IRON RUST
1:FULMINICTUS
2:IGNIFACTUS
3:PLUMBUMBARUM
4:TERROR BROOM
5:TERROR POWER
6:ACCURATE EYE
//COMMUNICATION
7:WITCH'S EYE
8:NECROPATHIA
//TRANSFORMATION
9:EAGLE, WOLF
a:ARCANO
b:MAGIC ARMOR
c:INCREASE CH
d:FIRE'S BANE
e:INCREASE DX
f:INCREASE AG
00000180
0:INCREASE IN
1:INCREASE ST
2:INCREASE WD
3:INCREASE CR
4:MUTABILI
5:PARALYZE
6:SALOTHER
7:OCEAN'S FLOOR
8:VISIBLI
/TRANSMUTATION
9:ABVENENUM
a:AEOLITUS
b:BURN
c:CLAUDIBUS
d:DARKNESS
e:FREEZE SOFT
f:FIAT LUX
00000190
0:MELT THE SOLID
1:SILENTIUM
2:CALM THE STORM
3:SPELL INCREASE ATTEMPS LEFT
4:MAGICIAN SCHOOL(00:DISPEL, 01:DOMINATION, 02:DEMONOLOGY, 03:MOVEMENT, 04:HEALING, 05:CLAIRVOYANCE, 06:COMBAT, 07:TRANSFORMATION, 08:TRANSMUTATION)
5:MAGICIAN WAND LEVEL?(not tested)
000002d0:
a:begin portrait (Every entry is a pixel with one of 256 colors)
000006d0:
9:end portrait (last of 1024 pixels (the portrait is 32x32))
Post edited June 24, 2010 by LordCinnamon
This is interesting but I do not have the slightest idea what to do with it.
Wow. Thanks for this. Hex editing save game files...this brings back some memories.
avatar
Faithful: This is interesting but I do not have the slightest idea what to do with it.

haha, yeah, I suppose it's a bit obscure.
If you open your Realms of Arkania 1 folder, you'll see a bunch of files ending in .CHR
If you view these files in a HEX editor (I use notepad++ with the HEX editor plugin), you'll see certain values. I've given the meaning of each value, so you could edit the file and thus edit your character.
For example, in the screenshot I've selected the value at 00000023; the character's height. His height is bc, which is the HEX value for 188 (values displayed in hex are displayed using 16 symbols instead of the 10 we use in the decimal (i.e. normal) system). So this character is 188 cm. Say if I want a larger character of 200 cm, then I change the bc into c8, the HEX value for 200.
Attachments:
Post edited September 09, 2010 by LordCinnamon
avatar
LordCinnamon: I positively hate the way characters are generated in RoA1, so I decided to try to hex edit my characters. While investigating I also figured out some mechanisms which were not entirely clear to me before. Much of this probably already has been documented by others, but I wasted a lot of time on this (I never actually looked at hex editing before this, I got the idea because it was mentioned here somewhere as a fix for the baby faces bug in RoA2) so I thought I'd share the result :)

First of all, always wondered how the base AT/PA value is calculated? The manual says it depends on CR/AG/ST for AT and IN/AG/ST for PA. Well, RoA1 uses only one value for AT/PA, and it's based on IN/AG/ST. CR doesn't do a thing here. The formula is:
((IN-1)+(AG-1)+(ST-1))/5+1.

Magic resistance has a similar mechanism. The formula is (((CR-1)+(WD-1))/3+1)-(2*SN)+class modifier (+3 for elves,+0 for hunters and warriors, -2 for thorwelians, +2 for the rest).

I wanted to figure this out because I wanted to create most of my characters by giving them an interesting/balanced attribute spread by hex editing the .CHR files instead of hours of generating random values (now I spent hours staring at hex values :p), but base attack values and MR aren't calculated dynamically, so changing the attribute values would not change these. Other values you'll have to change manually are the AT/PA values and the God Bonus.

List of God Bonuses:
Praios: +1CR
Rondra: +1 Swords (and AT or PA Swords)
Efferd: +1 Swim
Travia: +1 Treat Poison
Boron: +1 Human Nature
Hesinde: +1 Alchemy
Firun: +1 Missile, Track
Tsa: +1 CH
Phex: +1 Stealth, Pickpocket
Peraine: +1 Treat Disease, Treat Wounds
Ingerimm: +1 Tactics
Rahja: +1 Dance, Seduce, Instrument

I chose to edit the .CHR files because my goal was to remove the annoyance of character creation (as such, I have not included equipment/inventory, which is not used in the .CHR files, but I assume a lot of the empty space in the .CHR file will function as the inventory in the save file). If you want to edit characters in-game, you'll have to edit the save file instead, which includes the information from the .CHR files. I think the .CHR files are only used to add characters to a new game (or perhaps when a character is added to a game for the first time). The absolute addresses won't be correct anymore in the save file, obviously, but the relative addresses should still be valid. I think.

What follows is an exact specification of every value in the .CHR file when viewed in hex. There are only two values I'm not entirely sure about. An interesting fact is that the portrait is in here as well, at the end. So if you want to make a female druid but hate their portraits, just copy the portrait part out of, say, an elf, and replace the portrait section in your druid's .CHR.

Another Fun fact: the game shows height in foot/inch (like 6'7"), but it stores the height in cm! This caused me some trouble :D

Negative values, when appropriate, are given by Fx (the value is -16+x) or Ex (-32+x). For example, FE=-2 and ED=-19.
Large values (Money, weight, XP) are distributed over several values. The get the decimal value, convert the hexvalue formed by concatenating the entries in reverse order to decimal. For example, 10 09 forms 0910, which is 2320 in decimal.
For easy conversion between hex and decimal use the windows calculator (at least, the 7 calculator does it).

00000000:NAME
00000010:NAME
00000020:
1:TYPE(00:null, 01:Jester, 02:Hunter, 03:Warrior, 04:Rogue, 05:Thorwalian, 06:Dwarves, 07:Warlock, 08:Druid, 09:Magician, 0A:Green Elf, 0B:Ice Elf, 0C:Sylvan Elf)
2:GENDER(00:male,01:female)
3:HEIGHT (in cm!)
4-5:WEIGHT
6:GOD(01:Praios, 02:Rondra, 03:Efferd, 04:Travia, 05:Boron, 06:Hesinde, 07:Firun, 08:Tsa, 09:Phex, 0a:Peraine, 0b:Ingerimm, 0c:Rahja, 0d:Swafnir, 0e:Ifirn)
7:LEVEL
8-b:XP
c-d:MONEY

//POSITIVE ATTRIBUTES (current-base)
00000030:
4-5:CR
7-8:WD
a-b:CH
d-e:DX

00000040:
0-1:AG
3-4:IN
6-7:ST
//NEGATIVE ATTRIBUTES (current-base)
9-a:SN
c-d:AC
f:CL

00000050:
0:CL
2-3:AV
5-6:NE
8-9:CU
b-c:VT
//LP,AP,MR (current-base)
e:LP (25(19) for Warlock, Mage, Elf, 40(28) for Dwarf, 30(1E) otherwise)
00000060:
0:LP
2:AP (Magician 30(1E) or 35(23), other spellcasters 25(19), others 0(00))
4:AP
6:MR ((CR+WD-2)/3+1)-2xSN)
7:BASE VALUE (=(AG+IN+ST-3)/5+1)
8:AT UNARMED
9:AT CUTTING
a:AT POINTED
b:AT SWORDS
c:AT AXES
d:AT POLE ARMS
e:AT 2-HND SWORDS
f:PA UNARMED
00000070:
0:PA CUTTING
1:PA POINTED
2:PA SWORDS
3:PA AXES
4:PA POLE ARMS
5:PA 2-HND SWORDS
00000080:
8:ALIVE?(not sure what this is)

//SKILLS
00000100:
//COMBATE
8:UNARMED
9:CUTTING
a:POINTED
b:SWORDS
c:AXES
d:POLE ARMS
e:2-HND SWORDS
f:MISSILE

00000110:
0:THROWN
//BODY
1:ACROBATICS
2:CLIMB
3:PHYS. CONTROL
4:RIDE
5:STEALTH
6:SWIM
7:SELF CONTROL
8:DANCE
9:HIDE
a:CAROUSE
//SOCIAL
b:CONVERT
c:SEDUCE
d:HAGGLE
e:STREETWISE
f:LIE

00000120:
0:HUMAN NATURE
1:EVALUATE
//NATURE
2:TRACK
3:BIND
4:ORIENTATION
5:HERB LORE
6:ANIMAL LORE
7:SURVIVAL
//LORE
8:ALCHEMY
9:ANC. TONGUES
a:GEOGRAPHY
b:HISTORY
c:RITUAL
d:TACTICS
e:READ/WRITE
f:ARCANE LORE

00000130:
0:TONGUES
//CRAFTSMANSHIP
1:TRAIN ANIMALS
2:DRIVE
3:CHEAT
4:TREAT POISON
5:TREAT DISEASE
6:TREAT WOUNDS
7:INSTRUMENT
8:LOCKS
9:PICKPOCKER
//INTUITION:
a:DANGER SENSE
b:PERCEPTION
c:SKILL INCREASE ATTEMPTS LEFT
//MAGIC SKILLS
//DISPELL
e:DOMINATION
f:DESTRUCTION

00000140:
0:GARDIANUM
1:ILLUSIONS
2:TRANSFORMATION
//DOMINATION
3:BALL AND CHAIN
4:BAMBALADAM
5:EVIL EYE
6:GREAT NEED
7:CONFUSION
8:MASTER ANIMALS
9:HORRIPHOBUS
a:ASTRAL THEFT
b:RESPONDAMI
c:MEEKNESS
d:SOMNIGRAVIS
e:DANCE!
//DEMONOLOGY
f:BLOOD AND F.

00000150:
0:BANISH SPIRITS
1:CONJ. SPIRITS
2:HEPTAGON
3:SUMMON CROWS
4:SKELETARIUS
//ELEMENTS
5:CONJ. ELEMENTAL
6:NIHILATIO
7:SOLIDIRID
//MOVEMENT
8:ACCELERATUS
9:FORAMEN
a:MOTORICUS
b:WITHOUT TRACE
c:TRANSVERSALIS
d:WALK ON ICE
//HEALING
e:BALM
f:WITCH SPIT

00000160:
0:PURE AND CLEAR
1:REST THE BODY
2:HEAL ANIMAL
//CLAIRVOYANCE
3:EAGLE'S EYE
4:ANALYZE
5:ATTRIBUTES
6:EXPOSAMI
7:ODEM ARCANUM
8:PENETRATING
9:SENSIBAL
//ILLUSION
a:CHAMELEONY
b:DUPLICATION
c:CAMOUFLAGE
d:WITCH'S KNOT
//COMBAT
e:LIGHTNING
f:DARKNESS' POWER

00000170:
0:IRON RUST
1:FULMINICTUS
2:IGNIFACTUS
3:PLUMBUMBARUM
4:TERROR BROOM
5:TERROR POWER
6:ACCURATE EYE
//COMMUNICATION
7:WITCH'S EYE
8:NECROPATHIA
//TRANSFORMATION
9:EAGLE, WOLF
a:ARCANO
b:MAGIC ARMOR
c:INCREASE CH
d:FIRE'S BANE
e:INCREASE DX
f:INCREASE AG

00000180
0:INCREASE IN
1:INCREASE ST
2:INCREASE WD
3:INCREASE CR
4:MUTABILI
5:PARALYZE
6:SALOTHER
7:OCEAN'S FLOOR
8:VISIBLI
/TRANSMUTATION
9:ABVENENUM
a:AEOLITUS
b:BURN
c:CLAUDIBUS
d:DARKNESS
e:FREEZE SOFT
f:FIAT LUX

00000190
0:MELT THE SOLID
1:SILENTIUM
2:CALM THE STORM
3:SPELL INCREASE ATTEMPS LEFT
4:MAGICIAN SCHOOL(00:DISPEL, 01:DOMINATION, 02:DEMONOLOGY, 03:MOVEMENT, 04:HEALING, 05:CLAIRVOYANCE, 06:COMBAT, 07:TRANSFORMATION, 08:TRANSMUTATION)
5:MAGICIAN WAND LEVEL?(not tested)

000002d0:
a:begin portrait (Every entry is a pixel with one of 256 colors)
000006d0:
9:end portrait (last of 1024 pixels (the portrait is 32x32))
Hey LordCinn just to clarify the attack/parry values are dynamic after u level up and dump a point into either Ag/In/St, it recalculates your modified stats, as well as MR. I know this is late but i just got the game LOL
You lost me at "hex edit"
The OP did one great job with discovering some formulae, but the savegame format is quite well researched by now - especially in terms of the character files. Yes they are indeed quoted verbatim in the savegame file. In fact when you edit the CHR files - they will have no bearing on your current game :D So it's actually best to edit those within the save file. You may also fiddle around with the NPCs there (if they're imported into the savegame, because it does have data file imports ... yeah that's a whole valley of weird that I don't have time to explain here...)

Let me repost the OP's work with some additions of mine and hopefully a reformat that improves on readability. Stuff that improves on OP's information is in bold. Here goes:

* First there is the basic character stuff.

00000000: ORIGINAL NAME
00000010: CURRENT NAME (in savefile)
00000020:
... 0: NUMBER OF ITEMS IN INVENTORY
... 1: CLASS (00:null, 01:Jester, 02:Hunter, 03:Warrior, 04:Rogue, 05:Thorwalian, 06:Dwarves, 07:Warlock, 08:Druid, 09:Magician, 0A:Green Elf, 0B:Ice Elf, 0C:Sylvan Elf)
... 2: GENDER (00:male,01:female)
... 3: HEIGHT (in cm!)
... 4-5: WEIGHT
... 6: DEITY (01:Praios, 02:Rondra, 03:Efferd, 04:Travia, 05:Boron, 06:Hesinde, 07:Firun, 08:Tsa, 09:Phex, 0a:Peraine, 0b:Ingerimm, 0c:Rahja, 0d:Swafnir, 0e:Ifirn)
... 7: LEVEL
... 8-b: XP
... c-f: MONEY [ Yes, money is kept individually for characters even within save files - the whole money pool of the party is split evenly. It's also 4 bytes - not two ]
00000030:
... 0: ARMOR CLASS BASE
... 1: ARMOR CLASS BONUS
... 2: (value related to damage protection)
... 3: (AT/PA deduction)


* At this point the stats start. These consist of 3 bytes each with as structure as follows:
* base value | current value | unknown (possibly a debuff)
* This goes for both the positive and negative stats

// POSITIVE
... 4-6: CR
... 7-9: WD
... a-c: CH
... d-f: DX
00000040:
... 0-2: AG
... 3-5: IN
... 6-8: ST

//NEGATIVE
... 9-b: SN
... c-e: AC
... f: CL
00000050:
... 0-1: CL [contd.]
... 2-4: AV
... 5-7: NE
... 8-a: CU
... b-d: VT

* Now the combat stats

... e-f: BASE LP (25(19) for Warlock, Mage, Elf, 40(28) for Dwarf, 30(1E) otherwise)
00000060:
... 0-1: CURRENT LP
... 2-3: BASE AP (Magician 30(1E) or 35(23), other spellcasters 25(19), others 0(00))
... 4-5: CURRENT AP
... 6: MR ((CR+WD-2)/3+1)-2xSN)
... 7: AT/PA BASE VALUE (=(AG+IN+ST-3)/5+1)

// ATTACK
... 8: AT UNARMED
... 9: AT CUTTING
... a: AT POINTED
... b: AT SWORDS
... c: AT AXES
... d: AT POLE ARMS
... e: AT 2-HND SWORDS

// PARRY
... f: PA UNARMED
00000070:
... 0: PA CUTTING
... 1: PA POINTED
... 2: PA SWORDS
... 3: PA AXES
... 4: PA POLE ARMS
... 5: PA 2-HND SWORDS

* Now the status fields start - these will be more relevant within save files rather than .CHR files.
* Much detail here is unknown or sketchy, but there's still some value to the below info (like: how to save-edit a resurrection event)

... 6: ATTACK DELTA
... 7: PARRY DELTA
... 8: WEAPON TYPE
... 9-e: ????
... f: HUNGER
00000080:
... 0: THIRST
... 1-6: ????
... 7: TEAM ID
... 8: TEMPLE OF ORIGIN ( all characters originate from a temple and there's 52 possible temples I think )
... 9: NPC ID (NPC files are the same as CHR files)
... a: POSITION IN TEAM (0-6)
... b-f: ????
00000090: ????
000000A0:
... 0: ????
... 1: DRUNK (lol)
... 2-9: ????
... a: STATE FLAGS ( 1 (DEAD), 2 (ASLEEP), 4 (PETRIFIED) , 8 (??), 16 (CHAMELEON), 32 (DAMNED), 64 (UNCONSCIOUS), 128 (??) ) - just set this byte to 0 to clear all aforementioned status effects
... b-d: ????

* Now the disease and poison records start
* The details for all this are somewhat uncovered within some obscure german wiki which I can't find atm. You go find that stuff if you REALLY need it
* [EDIT] The wiki has been shut down as per info here: http://www.crystals-dsa-foren.de/showthread.php?tid=5383&page=8 . You can still try to look for it in archive.org, but most pages weren't archived :/. Or you can debase yourself and beg the admin for the content to be somehow available again - which I plan to do eventually.
* The total is 90 bytes. I think it's 5-byte records (x8 for diseases, x10 for poisons)

... e-f: DISEASES
000000B0: DISEASES [contd.]
000000C0: DISEASES [contd.]
000000D0: DISEASES [contd.]
... 0-5: DISEASES [contd.]
... 6-f: POISONS
000000E0: POISONS [contd.]
000000F0: POISONS [contd.]
00000100:
... 0-7 : POISONS [contd.]

* We've ended the status part of the record - now it's time for skills

//COMBAT
... 8:UNARMED
... 9:CUTTING
... a:POINTED
... b:SWORDS
... c:AXES
... d:POLE ARMS
... e:2-HND SWORDS
... f:MISSILE
00000110:
... 0:THROWN

//BODY
... 1:ACROBATICS
... 2:CLIMB
... 3:PHYS. CONTROL
... 4:RIDE
... 5:STEALTH
... 6:SWIM
... 7:SELF CONTROL
... 8:DANCE
... 9:HIDE
... a:CAROUSE

//SOCIAL
... b:CONVERT
... c:SEDUCE
... d:HAGGLE
... e:STREETWISE
... f:LIE
00000120:
... 0:HUMAN NATURE
... 1:EVALUATE

//NATURE
... 2:TRACK
... 3:BIND
... 4:ORIENTATION
... 5:HERB LORE
... 6:ANIMAL LORE
... 7:SURVIVAL

//LORE
... 8:ALCHEMY
... 9:ANC. TONGUES
... a:GEOGRAPHY
... b:HISTORY
... c:RITUAL
... d:TACTICS
... e:READ/WRITE
... f:ARCANE LORE
00000130:
... 0:TONGUES

//CRAFTSMANSHIP
... 1:TRAIN ANIMALS
... 2:DRIVE
... 3:CHEAT
... 4:TREAT POISON
... 5:TREAT DISEASE
... 6:TREAT WOUNDS
... 7:INSTRUMENT
... 8:LOCKS
... 9:PICKPOCKET

//INTUITION:
... a:DANGER SENSE
... b:PERCEPTION

... c: REGULAR SKILL INCREASE ATTEMPTS LEFT
... d: ????

* Regular skills done - now it's magic skills

//DISPELL
... e:DOMINATION
... f:DESTRUCTION
00000140:
... 0:GARDIANUM
... 1:ILLUSIONS
... 2:TRANSFORMATION

//DOMINATION
... 3:BALL AND CHAIN
... 4:BAMBALADAM
... 5:EVIL EYE
... 6:GREAT NEED
... 7:CONFUSION
... 8:MASTER ANIMALS
... 9:HORRIPHOBUS
... a:ASTRAL THEFT
... b:RESPONDAMI
... c:MEEKNESS
... d:SOMNIGRAVIS
... e:DANCE!

//DEMONOLOGY
... f:BLOOD AND FUROR
00000150:
... 0:BANISH SPIRITS
... 1:CONJ. SPIRITS
... 2:HEPTAGON
... 3:SUMMON CROWS
... 4:SKELETARIUS

//ELEMENTS
... 5:CONJ. ELEMENTAL
... 6:NIHILATIO
... 7:SOLIDIRID

//MOVEMENT
... 8:ACCELERATUS
... 9:FORAMEN
... a:MOTORICUS
... b:WITHOUT TRACE
... c:TRANSVERSALIS
... d:WALK ON ICE

//HEALING
... e:BALM
... f:WITCH SPIT
00000160:
... 0:PURE AND CLEAR
... 1:REST THE BODY
... 2:HEAL ANIMAL

//CLAIRVOYANCE
... 3:EAGLE'S EYE
... 4:ANALYZE
... 5:ATTRIBUTES
... 6:EXPOSAMI
... 7:ODEM ARCANUM
... 8:PENETRATING
... 9:SENSIBAL

//ILLUSION
... a:CHAMELEONY
... b:DUPLICATION
... c:CAMOUFLAGE
... d:WITCH'S KNOT

//COMBAT
... e:LIGHTNING
... f:DARKNESS' POWER
00000170:
... 0:IRON RUST
... 1:FULMINICTUS
... 2:IGNIFACTUS
... 3:PLUMBUMBARUM
... 4:TERROR BROOM
... 5:TERROR POWER
... 6:ACCURATE EYE

//COMMUNICATION
... 7:WITCH'S EYE
... 8:NECROPATHIA

//TRANSFORMATION
... 9:EAGLE, WOLF
... a:ARCANO
... b:MAGIC ARMOR
... c:INCREASE CH
... d:FIRE'S BANE
... e:INCREASE DX
... f:INCREASE AG
00000180
... 0:INCREASE IN
... 1:INCREASE ST
... 2:INCREASE WD
... 3:INCREASE CR
... 4:MUTABILI
... 5:PARALYZE
... 6:SALOTHER
... 7:OCEAN'S FLOOR
... 8:VISIBLI

//TRANSMUTATION
... 9:ABVENENUM
... a:AEOLITUS
... b:BURN
... c:CLAUDIBUS
... d:DARKNESS
... e:FREEZE SOFT
... f:FIAT LUX
00000190
... 0:MELT THE SOLID
... 1:SILENTIUM
... 2:CALM THE STORM

... 3: SPELL INCREASE ATTEMPS LEFT
... 4: MAGICIAN SCHOOL(00:DISPEL, 01:DOMINATION, 02:DEMONOLOGY, 03:MOVEMENT, 04:HEALING, 05:CLAIRVOYANCE, 06:COMBAT, 07:TRANSFORMATION, 08:TRANSMUTATION)
... 5: MAGICIAN WAND LEVEL

* Here the inventory records start. The record is 15 bytes long and its structure is as follows:
* 0-1 : TYPE
* 2-3 : QUANTITY
* 4 : STATE FLAGS ( 1 (BROKEN), 2 (HALF FULL), 4 (EMPTY), 8 (MAGICAL), 16 (??), 32 (POISON?), 64 (POISON?) , 128 (IDENTIFIED) )
* 5-6 : ??
* 7: WORN OUT
* 8: FUEL LEFT ( torch=10, lantern=100)
* 9: POISON TYPE (00: NONE, 01: Shurin bulb, 02: Arax, 03: Fear, 04: Sleeping, 05: Golden glue, 06: Toadstool, 07: Black lotus, 08: Kukris, 09: Bane dust)
* a: POISON USES LEFT
* b-e : ??

00000196-000001a4: HEAD
000001a5-000001b2: TORSO
000001b3-000001c0: SHOULDERS
000001c1-000001ce: RIGHT HAND
000001cf-000001dc: LEFT HAND
000001de-000001ea: LEGS
000001eb-000001f8: FEET
000001f9-000002d8: 16 BACKPACK ITEMS
000002d9: encumbrance


000002da-000006d9: PORTRAIT (32x32 pixels)
Post edited October 15, 2018 by Furiat
In case it might be handy for someone, I wrote a browser-based hex editor for the CHR files based on the offsets provided by LordCinnamon/MagneticMagpie and Furiat (I cannot post links, but you can find it in the related github repository, user is bitumin, repo is jsarkania ). Beware that setting values too high will definitely break the CHR file, so keep around proper backups of the original files before replacing them.
avatar
mitxelm: In case it might be handy for someone, I wrote a browser-based hex editor for the CHR files based on the offsets provided by LordCinnamon/MagneticMagpie and Furiat (I cannot post links, but you can find it in the related github repository, user is bitumin, repo is jsarkania ). Beware that setting values too high will definitely break the CHR file, so keep around proper backups of the original files before replacing them.
Nice to see my work actually being used. Shame it's not really open source due to being bundled.

EDIT: also if you were really into the "obscure german wiki saga" - they managed to salvage it and put it on github here:
https://github.com/shihan42/BrightEyesWiki/wiki
Post edited May 12, 2023 by Furiat
Bro, I have no idea how you managed to find all this from those hex values!!!! Like that first height value!!!! Big respect! And a lot of thanks!!