These are the methods over making the game easier, since common complaints are over the low Experience Points curve, and lack of expendable maps which made it harder due to doors and corridors looking alike. To use mods, extract the mods to the game's directory. To be able to open the directory, left click Elminage Gothic from the Steam Library, choose View Downloadable Content, local files and browse local files.
Unlimited Maps
Magic maps are expendable in the game. A magic map costs for 10 G each at stacks of nine, and due to the exploration nature of the game it is bound to run out. Remember to buy a map for the cheat to work first.
ITEM.csv file
XP modification
EP are maximized by ten times its original value to make grinding faster.
MoNSTERS.csv
Modifying on your own
Game unpacker can be found [here'.]
Unzip the file into your Elminage Gothic directory, it should contain only one .exe file, double click on that; a console window should pop up and lots of text should scroll through it for a few minutes. The result should be four directories S00 through S03 and a ton of files in them. S03 is music/sfx; S02 is backgrounds/character/monster/tarot art. S01 is dungeon walls and combat effects; S00 is the rest of the files, and specifically a pile of csv files that have all the game data in them.
So basically don't poke your nose around S00 unless you want to be spoiled.
Standard disclaimers apply; if it crashes or randomly adds afros to all the character images it's not my fault.
If you want unlimited uses of Magic Map; in ITEM.CSV change cell 606,AY (Item Uses Remaining) to 0, and 606,AZ (Maximum Item Uses) to 0 also. If you want just up to a stack of 99 of them, change AZ to 99 and leave AY as is.
Edit: If you want your changes to apply, you need to move your modified ITEM.CSV from the S00 directory, straight into the Elminage Gothic directory beside the Elminage.exe file.
Editing the Save files
Save files can be found in My Documents\My Games\Ghostlight LTD\Elminage Gothic\*
The following information is useful if you know your way around a hex editor. Always make backups.
Relative Offsets:
0 - Start of character data, also start of Name - 27 Characters
1B - Start of surname - 23 Characters
32 - Start of character nickname - 19 Characters
4B - Start of alignment nickname - 13 Characters
58 - Icon. 09 is Brawler's class icon.
5A - Level.
5C (3-4bytes?) - Age in days (little endian) - Randomized a bit?
60 - Race AND Gender!
21 - Human Male 41 - Human Female
22 - Elf Male 42 - Elf Female
25 - Hobbit male
First digit is gender:
2 - Male
4 - Female
? - ?
Second digit is race:
1 - Human
2 - Elf
4 - Gnome
5 - Hobbit
8 - Dragonewt
61 - Alignment and Class
49 - Good Brawler
4A - Neutral Brawler
4B - Evil Brawler
64 - 0A (10) - BASE AC
68 - Current HP. Likely 2 or more bytes.
6C - MAX HP. Likely 2 or more bytes.
70 - Unknown 3F (63) - Seems to be 3F for all characters. No idea! ***Fae Kothyxaan, this actually means player controlled. If changed to 00 I the character will become computer controlled If a summon/replica has 3f put into the appropriate location it would then become player controlled. I tested and verified this***
6 STATS IN 5 BYTES
Stat cap is 63 for all stats.
78 - Every 0x40 in this value adds +1 to Int. Remainder is Strength.
First (right) 6 bits are strength. The last two bits are the first bits of int.
79 - First digit is an ADDITIVE to Piety.
Last digit is a multiplier for Intelligence (base is 4)
First (right) 4 bits are the continuance of Intelligence from the previous byte. The last 4 bits are the start of Piety.
7A - First digit is a multiplier for Vitality. 4 * first digit.
First (right) 2 bits are the continuance of Piety from the previous byte. The last 6 bits are Vitality.
Every 0x4 in last digit is +1 Vitality. Remainder is a multiplier for Piety (base 16)
7B - Just Agility if less than 0x39 (57). No idea what it does when it rolls over.
First (right) 6 bits are Agility. No idea what the last 2 bits are.
7C - Just Luck if less than 39 (57). All luck values in premades have had +40 added to them...
First (right) 6 bits are Luck. No idea what the last 2 bits are.
This chart might help.
Byte\Bit | ||||||||
---|---|---|---|---|---|---|---|---|
78 |
I2 |
I1 |
S6 |
S5 |
S4 |
S3 |
S2 |
S1 |
79 |
P4 |
P3 |
P2 |
P1 |
I6 |
I5 |
I4 |
I3 |
7A |
V6 |
V5 |
V4 |
V3 |
V2 |
V1 |
P6 |
P5 |
7B |
? |
? |
A6 |
A5 |
A4 |
A3 |
A2 |
A1 |
7C |
? |
? |
L6 |
L5 |
L4 |
L3 |
L2 |
L1 |
In example:
Str: 7
Int: 20
Pie: 20
Vit: 16
Agi: 8
Luck: 16
Byte\Bit | ||||||||
---|---|---|---|---|---|---|---|---|
78 |
0 |
0 |
0 |
0 |
0 |
1 |
1 |
1 |
79 |
0 |
1 |
0 |
0 |
0 |
1 |
0 |
1 |
7A |
0 |
1 |
0 |
0 |
0 |
0 |
0 |
1 |
7B |
? |
? |
0 |
0 |
1 |
0 |
0 |
0 |
7C |
? |
? |
0 |
1 |
0 |
0 |
0 |
0 |
84 - Character Kill Count. Little endian. Probably 2 or 4 bytes.
88 - Experience. Little endian. Probably 4 bytes.
8C - GP in character's possession. Little endian?
92 - Unknown - 07 for the Bishop. Maybe spells known? (Mage)
93 - Unknown - Maybe spells known. (Priest)
94 - Unknown - 80 for the Bishop. Maybe spells known? (Priest)
Summoning spells are the same at every level, so...
95 - Unknown! 03 for the Bishop.
98-99 - Unknown - FC 01 for Alchemist
9B - Unknown! 0E for Summoner
Current:
A2-A8 - Mage casts per day
A9-AF - Priest casts per day
B0-B6 - Alchemist casts per day
B7-BD - Summoner casts per day
Max:
BF-C4 - Mage casts per day
C5-CB - Priest casts per day
CC-D2 - Alchemist casts per day
D3-D9 - Summoner casts per day
Special traits:
DE-E4
E5 - Extra Skill.
List of known special traits:
01 - Mage's Mage spell learning
02 - Bard's Mage spell learning
03 - Bishop's Mage spell learning
04 - Cleric's Priest spell learning
05 - Valkyrie's Priest spell learning
06 - Bishop's Priest spell learning
07 - Alchemist's spell learning
08 - Summoning spell learning
09 - Dispel
0A - Lighting Physical Attack (aka can kill ghosts)
0B - Thief skills
0C - Lesser Thief Skills
0D - Forging
0F - Treatment
0E - Transmutation
10 - Banking (Don't know what this does
11 - Herbology
12 - Identification
13 - Swift Attack
14 - Pursuit Attack
15 - Lower AC
16 - Brawler's multi-attack
17 - Tarot ability
18 - Instrument use
19 - Barrier ability
1A - Special Resist UP
1B - Dual Wielding
1C - Instant Kill to all attacks
1D - Vigilance
1E - Physical Attack Up +1
1F - Physical Attack Up
20 - Mage Spellpower Up +1
21 - Mage Spellpower Up
22 - Cleric Spellpower Up +1
23 - Cleric Spellpower Up
24 - Alchemist Spellpower Up +1
25 - Alchemist Spellpower Up
26 - Magical Power Up +1
27 - Magical Power Up
28 - Soul Release
29 - Equipment Removal
2A - Steal
2B - Disassemble
2C - High Purity Synthesis (No % next to a level 4 character)
2D - Apothecary Knowledge
2E - Pursuit Sweep
2F - Combat Instincts (No % next to a level 4 character)
30 - Alter Fate
31 - Ancient Rites
32 - Blood Oath
33 - Physical Attack Up +1 (Begins a series of repeats)
34 - Physical Attack UP
41 - High Purity Synthesis (100% next to a level 4 character)
43 - Pursuit Sweep
44 - Combat Instincts (50% next to a level 4 character)
48 - Holy Lance Art
49 - Court Sanctuary
4B - Surprise Attack
Extra Skills:
65 - Brace
66 - Stronghold
67 - High Magic Source (negate barrier)
68 - Spirit Contract
69 - Magic Essence
6B - Hand of Kindness
6D - Pass-along Theft
6E - Find Treasure
6F - Tackle
75 - Restore Magic
76 - Divination
77 - Mysterious Bag
79 - War Rite
7C - Chi Wave
7D - Drunken Fist
80 - Song of Healing
86 - Master Therion (call all summons at once?)
88 - Sacrifice
89 - Absolute Barrier
8A - Counterattack (???)
8C - Swallow Killer
8D - Replica
8F - Cruelty
90 - Glutton for Punishment
E6 - Status recovery rate
E8 - Regen
EC - Unknown - 01
ED - Unknown - 10 (16)
EE - Unknown - 11 (17)
EF - Unknown - 11 (17)
F0 - Unknown - 11 (17)
F1 - Unknown - 11 (17)
F2 - Unknown - 11 (17)
F3 - Unknown - 11 (17)
F4 - Unknown - 11 (17)
F5 - Unknown - 01
*** Fae Kothyxaan, the EC to F5 is your "double strike sequence" (extra damage) to creature types
if it is changed to 02 20 22 22 22 22 22 22 22 02 you will do less damage to all creature types
if it is changed to 03 30 33 33 33 33 33 33 33 03 you will do standard damage to all creature types (this will also change dragonewt fire breath to lightning breath)
etc
there are only 10 values here but 16 creature types, i guess it works something like the stats, in that some values are combined. ***
Magic Resistance:
FC - Unknown - 0A (10)
FD - Unknown - 0A (10)
FE - Unknown - 0A (10)
FF - Unknown - 64 (100)
Special Resistance:
113 - Unknown - 0F (15)
114 - Unknown - 0F (15)
115 - Unknown - 0F (15)
116 - Unknown - 0F (15)
117 - Unknown - 0F (15)
118 - Unknown - 0F (15)
119 - Unknown - 0F (15)
11A - Unknown - 0F (15)
11B - Unknown - 0F (15)
122 - Unknown - 2C (44)
123 - Unknown - 01
124 - Unknown - 8C (140)
125 - Unknown - 01
138 - Unknown - 01
174 - Unknown - 01
39A - Unknown - 4B (75)
39E - Unknown - BE (190)
3BE - Unknown - 01
3C6 (2bytes?) - Number of days in party?
3D8 - Unknown, portrait maybe?
3DC - End of character data (next byte is start of next character)
Equipped items: (item # refers to the position stored in inventory (10 slots), see below)
11C - First digit is item # equipped in sub (0 if equipped with two-handed weapon)
Second digit is item # equipped in MAIN
11D - First digit is item # equipped on body
Second digit is item # equipped on head
11E - First digit is item # equipped on legs
Second digit is item # equipped on hands
11F - First digit is item # equipped on ACC-2
Second digit is item # equipped on ACC-1
Inventory - Item ID in little endian
122 - Item #1
124 - Item #2
126 - Item #3
128 - Item #4
12A - Item #5
12C - Item #6
12E - Item #7
130 - Item #8
132 - Item #9
134 - Item #10
138 - Beginning of Item Data block (total length: 3C) for Item #1
These four likely deal with what material and quality was used?
00 - Status of item
00 - Unidentified
01 - Identified
02 - Broken
Flamberge with Sensolite with 18 AP. Adds +36 Fire attack
Forging Material:
01 - 4A
First digit - Added to Item ID offset (from second digit of next byte)
Second digit - Something to do with what modifiers can be applied using this material (F is all?)
02 - A6
First Digit - Additive to AP and item ID (WHY)
0 - +0, -512 item ID
1 - +0, -256 item ID
2 - +0
3 - +1, invalid item ID
4 - +1, -512 item ID
5 - +1, -256 item ID
6 - +1
7 - +1, invalid Item ID
8 - +2, -512 item ID
9 - +2, -256 Item ID
A - +2
B - +2, invalid Item ID
C - +3, -512 Item ID
D - +3, -256 item ID
E - +3
F - +3, invalid Item ID
Second digit - 512 + 16 x digit - beginning Item ID
03 - 04
First digit - 64 x this is added to AP
Second digit - 4x this is added to AP
04 - Added to Weapon's min/max damage. Turns negative at 80 (so, 80 = -128 damage, FF = -1 damage)
05 - First digit: x16 added to AC, turns negative at 8 (so, FF is -1 AC)
Second digit: added to AC
Turn Recovery:
06 - num / 2 added
07 - (num % 4) * 128 added
08 - Mage Resist
09 - Cleric Resist
0A - Alchemy Resist
0B - Summon Resist
Attack - percents in little endian (negative?)
0C - Fire
0E - Water
10 - Thunder
12 - Holy
14 - Dark
Defense - Percents in little endian (negative?)
16 - Fire
18 - Water
1A - Thunder
1C - Holy
1E - Dark
20 - Sleep Chance (negative?)
21 - Poison Chance
22 - Paralysis Chance
23 - Silence Chance
24 - Confusion Chance
25 - Charm Chance
26 - Petrify Chance
27 - Behead Chance
28 - Drain Chance
29 - Sleep Resist (can be negative at >80)
2A - Poison Resist
2B - Paralysis Resist
2C - Silence Resist
2D - Confusion Resist
2E - Charm Resist
2F - Petrify Resist
30 - Beheading Resist
31 - Drain Resist
32 - First Digit: Modifier to Chimeric Damage (2 for double, 3 for 5x, 4 for S?, 5 for +)
Second Digit: Main/Range/Sub unlimited (kind of in a binary pattern)
33 - First Digit: Modifier to Elmental Damage (2 for double)
Second Digit: Modifier to Undead Damage (2 for double)
34 - First Digit: Modifier to Animal Damage (4 for double)
Second Digit: Modifier to Insect Damage
35 - First Digit: Modifier to Ghost Damage
Second Digit: Modifier to Mythical Damage
36 - First Digit: Modifier to Dragon Damage
Second Digit: Modifier to Devil Damage
37 - First Digit: Modifier to Mage Damage
Second Digit: Modifier to Fighter Damage
38 - First Digit: Modifier to Thief Damage
Second Digit: Modifier to Cleric Damage
39 - First Digit: Modifier to Giant Damage (4 for double)
Second Digit: Modifier to Beast Damage (4 for double)
3A - First Digit: Added to Status Recovery Rate
Second Digit: Modifier to God damage (4 for double)
3B - First Digit: Gender/Race restrictions (kind of in a binary pattern)
Second Digit: (num % 8) x 16 added to Status Recovery Rate
if > 8, removes Alignment restrictions