Hex Editor For Game Cheating

Ultima VIII has a cheat room with almost all the items you could ever need, as well as a few other more complicated cheat mechanisms.

  • 1The F8 Cheat Menu
  • 2Hex Editing for Cheat Menu
  • 5Other Cheats
    • 5.1Training for Lazy Avatars

Many games without cheat codes require you to dig into the games 'database' using a Hex editor. Many times, Hex editing is used in Savegame files. When you want a certain number of credits or money, you will use a Hex editing tool to get those credits or money. Yes, Hex editing isn't a walk down the street. Editor and read on. The Scenario Disk. In all the Wizardry games, the scenario disk is the key to your adventure. On this disk is stored all the infromation about the maze, the monsters and your characters. Your character information is usually located on track $1A, sector $01 through track $1B, sector $0F (track $1D for 'Proving Grounds'). Cheat Engine value = 1 + 2. in-game value So if you have 5000 gold, that is stored ni RAM as 10001. NOTE: do NOT change such a value to an even number - it will crash the game. If you want 10000 gold, you MUST then put 20001.

The F8 Cheat Menu[edit]

The Cheat Menu
Changing the bytes 2A to 01, and 2B to 01 in the AVATAR.DAT enables you to call up a cheat menu with [F8]. It will enable you the following options.

Toggles[edit]

  • Hackmover (H Key): The classic which allows you to move any pick up everything. Can't pick up people, but you can drop them from deadly height.
  • Power Avatar (P Key): The game's god-mode. Invulnerable and endless mana.
  • Footpads (F Key): Displays a grid over the gameworld, presumably related to collision.
  • Egg Bounds (E Key): Displays egg boundaries.

Avatar Menu[edit]

The Avatar Menu
Once debug mode is enabled, opening this menu is pretty easy. Just left-click the Avatar. A voice will shout 'Cheater!' and laugh at you, and the menu will open with the following options:
  • Demo: Skip to any 'cutscene' sequence in the game.
  • Spell Book: Lets you cast any spell in the game.
  • Information: Brings up a crosshair. Upon clicking an NPC you'll be given information on their location and current animation.
  • Enemy Caster: Brings up a crosshair and asks for a Spell Caster that must be a sorcerer and not the Avatar.
  • Time:The avatar tells you the time.
  • Key: The avatar says 'You now have the key.'
  • Staff: The avatar says 'You have returned the staff.'
  • Call Guards: Brings up a crosshair. Upon clicking an NPC, you'll be given various options to decide what you did. Once they pass, the NPC you clicked will call for a guard, and Beren will show up and judge the shit out of you.
  • Blow Up: Does exactly what you think.
  • Kill Me: Brings up a crosshair. Upon clicking an NPC, they will be dealt untold amounts of damage, usually killing them unless they're immortal for plot purposes.
  • EndGame: Lets you spawn Blackrock Fragments or Energised Fragments.
  • Jump Ahead: Brings up a list of cryptically named options. Some spawn items, while others just make the Avatar say 'Bzzzzt! Thank you for playing.'

View/Edit[edit]

This option lets you view the properties of various NPCs and change their behavior accordingly.

Teleport[edit]

Exactly as it says, allows you to to teleport to a location of your choice.

Hex Editing for Cheat Menu[edit]

Note: This procedure involves editing a game file; create a backup copy of the file before proceeding. Enabling cheat mode may also make it impossible to finish the game as intended.

Edit the staticavatar.dat file eg. using DOS DEBUG command:

DEBUG AVATAR.DAT E 12A 01 01 W Q

Now, load the game as normal, and when you are in the game itself, access the cheats menus (yes, more than one....)

  1. Click left mouse button on yourself (the Avatar) (gives you all the spells and such)
  2. [Ctrl]+[F1], shows you all the combinations of keys to press in order to get all shields and weapons etc.
  3. Press [F7] to access a pull down menu (lets you activate hackmover and such) Note: if you are running the latest patch of Ultima VIII, then you will have to use [F9] (you can tell if you have this patch, try pressing [F7], and if it saves the game, you have the patch)

Press [F7] for a cheat menu and [CTRL]+[F1] for a list of other things.

More Hex Editing[edit]

Here is an interesting little cheat where you change some bytes in the AVATAR.DAT file, not to boost some stats in the game, but simply to create a cheat menu, ready to boost the stats for you!!

The edits you need to make are easy to do using any hex editor. Simply load the editor, pop-up the file AVATAR.DAT, and change the 00's you'll find at bytes 42 and 43 to 01's. Now write the changed data before quitting the editor and loading the game.

From there onwards, click the left-mouse-button on the Avatar and you should see the cheat menu appear. This will allow you to press [SHIFT]+[F4] for immortality during the game, or, [CTRL]+[F1] for a debug menu!

Cheat Program[edit]

Hex Editor For Game Cheating Player

Alternatively, if tampering with the game files isn't appealing, there is a program called U8 Cheat Activator which does the same, without altering any files and can be easily removed if cheating isn't needed/wanted anymore.

The Ulitma VIII Cheat Room[edit]

The Treasure Room
While in the Tenebrae Library, you came across an Adventurer's book (Adventure Quarterly, Vol IX) that tells of The Forgotten Riches of Knarl. Knarl was a great city of trade and was the origin of many magical weapons and spells. It is rumored that it was sealed away by magic. There are many supposed locations of the lost city, but all agree that the entrance to it lies in the Lower Catacombs. It is said that only he who is sound of heart and steady of sword will find this passage and bathe in all its glory.

You will have to have completed the Earth section of the game to be able to enter the Lower Catacombs. There are two entrances to it.

  • Enter the Upper Catacombs which ever way it is easiest (or possible) for you.
  • For an easy reference point to start from, find the Birthplace of Moriens. From here, head through the passage to the eastern section of the Catacombs. Immediately turn south and walk past what looks like a broken staircase. Walk to the south and a gate will close. Walk away and walk back again, and the gate will lower. Beware the ghosts and ghouls in this area.
  • Walk through the gate and then to the west until you come to a door. Kill the ghoul that rises. Unlock the door with the Key of the Scion, and enter the Lower Catacombs.
  • Beware of fire shooters and bombs in this entrance area. Rock Flesh, Intervention, or a purple potion are recommended. Once through, walk to the NW so the gate closes. Walk South and pull the one lever there that is not broken. Walk South again and through the gate. Pull the Eastern lever to open the Northern Gate.
  • Walk back North and through the gate.
  • Follow the passage until you come to a door with a fire shooter in front of it. Dodge the fire shooters and walk around the lava on the way.
  • Stand directly in front on the door (right in front of the fire shooter). Make sure your arrow is as small as it can be and hit both mouse buttons to jump directly up. You will be teleported to the cheat room.
  • This room contains all the weapons (magic and non-magic; except the Blade of Striking), the magic shield, all the regular helmets, one of each of the scrolls you find throughout the game, fire and chaos gems, and oil flasks.

Other Cheats[edit]

Training for Lazy Avatars[edit]

The programmers obviously had little experience with a system where the stats are risen by usage. Thus they made some serious errors that a smart Avatar can exploit.

Get STR and DEX Fast[edit]

Normally you get STR and DEX by hitting enemies, or Darion during a training session. However, this isn't true! Just swinging your weapon against thin air also furthers your progress! Of course it's not as fast as real combat, thus you should do this near the pit at the East Road (the one near the Cemetery, where Changelings always re-appear after leaving the screen for some seconds. Also jump around a lot to raise DEX even more.

In less than a hour, both stats will be at 25.

Get INT in Less Time[edit]

There are multiple ways to raise the INT very fast. One thing the programmers forgot to mention is, that not only firing off spells raises INT, but also creating them, or even learning about them the first time! 'Learning' also includes reading a spellbook (Necromancy, Sorcery) again and again, cheating the Avatar to higher INT.

Also using scrolls raises INT as well! (so always use them!)

Actually, just reading books, regardless which books, raises INT. Just reading a useless book - like the logbooks in Tenebrae - constantly, will raise INT very fast as well, soon reaching the maximum of 25. Clearly, the programmers didn't set the flag for magic books properly.

No Need for Death Speak[edit]

Thanks to a bug, you have no need for the spell Death Speak at the Ancient Necromancers starting with the fourth, since the flag is not set. You can simply talk to them the normal way. This of course saves quite some regents on the way (which are scarce enough anyway). Alternatively, simply don't enter that quest at all. Thanks to a wrongly set flag, the Avatar already knows all the spells the Ancient Necromancers can teach from the start. It's very tempting to just go to Stone Cove right away, but then you miss out on the good loot in that quest.

Key Blank for Tenebrae[edit]

The master key to Tenebrae...
It's well known that the programmers left many items behind walls in Tenebrae with the motto 'out of sight, out of mind', among other things stuff like chairs, silver ore and even a Theurgy focus.

This one however is special: a key blank. Essentially, this is a skeleton key that allows you access to all buildings in Tenebrae, even ones you are not supposed to unlock, like the prison cells. This obviously was a tool of the programmers for easy playtesting. This makes it highly useful, but getting it is difficult. The key blank is almost entirely hidden behind the western wall of the southwestern room of the Palace of the Tempest. (the room with the chest containing the Tear of Seas). Thus, to actually get it, there are three possible methods:

  • Simply use the hackmover to remove the wall and all obstacles and then grab the master key.
  • If you don't want to cheat, place a grey explosive bottle on the desk and light it. Save before doing so, in case the key does not land visibly or falls into the water. Once it's visible, you do need Aerial Servant to get it (so only later in the game).
  • The easiest method is simply to be very precise. One pixel of the key blank is visible. So finding the exact pixel (it's noticable where the black outline of the wall gets thicker), the spell Aerial Servant can be used to get it without further trouble.

Endless Sorcery Spells[edit]

The limited number of charges of Sorcery foci, together with the limited amount of reagents, is rather annoying. However, there is a way to circumvent this! The four blue pentagram symbols collected in the Obsidian Fortress are, due to neglectful programming, fully usable symbol foci that can hold any spell. However, the limit of how many charges it can hold was not included. This means once charged, the spell can be used as often as desired!

This is of course especially useful for spells like Banish Daemon, Endure Heat, Armor of Flames, Flash and Explosion, which are used often and are difficult to create. Using it with Conflagration is downright unfair and makes all battles jokes.

Breaking Open Chests[edit]

Unlike earlier games, in Ultima VIII it normally is impossible for you to break open locked chests. However, thanks to an oversight when patching the game, there is a way! When the Avatar's carrying capacity was risen to 4 x STR instead of 2 x STR, it enabled the Avatar to carry a chest in the backback (which hower must be almost empty for that). Then throwing the chest into yellow lava destroys the chest, but its contents are unharmed and can be picked up. (use Aerial Servant if needed) This for example allows you to get the Tear of Seas early.

Also, the game has no special check if an NPC wants the item in the chest you carry around. Thus, Vividos gladly acceps the Ritual Dagger even if it still is in the chest.

Lava Walk[edit]

The spell Endure Heat is not the only thing allowing you to walk over solid lava. Just throwing flat objects like shirts, bankets or unrolled bedrolls on the solid lava and then jumping onto these objects allows you a safe crossing of the danger zone.

Cheats
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Retrieved from 'https://wiki.ultimacodex.com/index.php?title=Cheating_in_Ultima_VIII&oldid=158568'
Home PageNote: The numbers used in this articleare in Hexadecimal format.
If you are not familiar or comfortable with this numberingsystem
then you have no business trying these things out becauseyou are
likely to screw things up beyond repair.

Taking the wiz out of...Wizardry
by Rob Hall (from Computist Issue No. 40 February 1987,pages 23-25)
(I found this at: ftp.apple.asimov.net)

Requirements:
A Wizardry Program
A good sector editor (ie. a Hex editor)
A sceneraio disk with six characters
A blank disk to copy your scenario disk

Most veteran Wizardry players know that, in
'Proving Grounds', if your Bishop successfully
'Identifies item number '9', he'll receive
100,000,000 experience points. Also, if he
successfully 'Identifies 'S', the character
below the bishop will receive 100,000,000
experience points. Any by 'Identifing 'J',
he gives the character below him 100,000,000
gold pieces. This technique allows you to create
almost unbeatable characters in 'Proving Grounds'
and when you transfer your characters to
'Knight of Diamonds', they keep their experience
and powers. But just when you think you've got
all the answers Sir Tech throws you a curve.
Yes, this technique doesn't work with
'Legacy of Llylgamyn' and you can't just transfer
your characters from a previous scenario, you
must perform a 'rite of passage'. This 'rite of
passage' creates new characters who are descendants
of your characters, but have minimal experience
and power. Are all those months, even years, of
wandering through dungeons and tunnels, 'lost
forever'?. Not if you grab your handy sector
editor and read on.

The Scenario Disk

In all the Wizardry games, the scenario disk
is the key to your adventure. On this disk is stored
all the infromation about the maze, the monsters
and your characters. Your character information is
usually located on track $1A, sector $01 through
Fortrack $1B, sector $0F (track $1D for 'Proving Grounds').
This information is $CF bytes long and is formatted
as follows:
Character Format
BytesInformation
00Number of letters in name
01-0FName (15 letters maximum)
10Number of letters in password
11-1FPassword (15 letters maximum)
20($01) character is 'out' , ($00) is available
22Race: see Table I
24Class: see Table II
26-27Age: see Table III
28Life: ($00) OK, ($05) Dead, ($07) Lost
2AAlignment: see Table IV
2C-2FCharacteristics: ($52 4A 52 4A is perfect) seeCharacteristics Breakdown
3A# of pieces of equipment (8 max)
34-38Gold: see Table V
3A# of pieces of equipment (8 max)
3C-7BEquipment information: see Table_VI
7C-80Experience (like gold: see Table V )
82Last level of character
84Current level of character
86-87# of hit points character has
88-89max # of hit points your character can possess
8A-91Type of spells: see Table VII
92# of level 1 mage spells can cast
94# of level 2 mage spells can cast
96# of level 3 mage spells can cast
98# of level 4 mage spells can cast
9A# of level 5 mage spells can cast
9C# of level 6 mage spells can cast
9E# of level 7 mage spells can cast
A0# of level 1 priest spells can cast
A2# of level 2 priest spells can cast
A4# of level 3 priest spells can cast
A6# of level 4 priest spells can cast
A8# of level 5 priest spells can cast
AA# of level 6 priest spells can cast
AC# of level 7 priest spells can cast
AE-AFLast armor class
B0-B1Current armor class
B6-BFMeasures effect of weapons & items
CE-CFIndicates honors
Characteristics Breakdown
(Cracked by Emmet 'Chaos' McMahan)
Note: The characteristics use bytes 2C-2F, a total of 32-bits.
Assume the left-most bit is number 1, and the right-most bit is 32.
AttributeBits Used
Strength4-8
Intelligence15-16, 1-3
Piety10-14
Vitality20-24
Agility31-32, 17-19
Luck26-30
Table I
ValueRace
01Human
02Elf
03Dwarf
04Gnome
05Hobbit
Table II
ValueClass
00Fighter
01Mage
02Priest
03Thief
04Bishop
05Samurai
06Lord
07Ninja
Table III
Age is calculated using bytes $26 and $27 under the following formula:
[($26) / $34] + [($27) X 5] = years (in decimal)
Therefore, if $26 and $27 are $D0 and $04 respectively: your character'sage is 24.
Table IV
ValueAlignment
01Good
02Neutral
03Evil
Table V
Gold is calculated by bytes $34-38 using the following formula:
(Experience is calculated in the same way using bytes $7C-80)
Byte $341st nibble: 16's place
2nd nibble: 1's place
Byte $351st nibble: 4,096's place
2nd nibble: 256's place
Byte $361st nibble: 160,000's place
2nd nibble: 10,000's place
Byte $371st nibble: 40,960,000's place
2nd nibble: 2,560,000's place
Byte $381st nibble: 1,600,000,000's place
2nd nibble: 100,000,000's place
Table VI
Each piece of equipment is represented by an eight byte string. Thestring contains the following:
ByteMeaning
1status of possession ($00 = unequiped, $01 =equiped)
2not used
3not used
4not used
5status of equipment ($00 = unidentified, $01 = identified
6not used
7actual equipment (first byte)
8actual equipment (second byte)

Table VI Continued
When giving a chracter a piece of equipment; insure all 'not used'bytes are $00, set byte #1 to $00 (unequiped), byte #5 to $01 (identified),and bytes #7-#8 as follows:
Table VI Continued
Proving Gounds Items
Byte 7Byte 8ItemByte 7Byte 8Item
0100Long Sword3300Shield + 2
0200Short Sword3400Helm + 2 (evil)
0300Anointed Mace3500Potion of Dial
0400Anointed Flail3600Ring of Porfic
0500Staff3700Were Slayer
0600Dagger3800Mage Masher
0700Small Shield3900Mace Pro Poison
0800Large Shield3A00Staff/Montino
0900Robes3B00Blade Cusinart'
0A00Leather Armor3C00Amulet/Manifo
0B00Chain Mail3D00Rod of Flame
0C00Breast Plate3E00Evil Chain + 2
0D00Plate Mail3F00Neurtal Plate Mail + 2
0E00Helm4000Evil Shield + 2
0F00Dios Potion4100Amulet Makanito
1000Latumofis Potion4200Diadem of Malor
1100Long Sword + 14300Scroll/Badial
1200Short Sword + 14400Short Sword - 2
1300Mace + 14500Dagger + 2
1400Staff of Mogref4600Mace - 2
1500Scroll/Katino4700Staff - 2
1600Leather Armor + 14800Dagger of Speed
1700Chain Mail + 14900Cursed Robe
1800Plate Mail + 14A00Leather Armor - 2
1900Shield + 14B00Chain Mail - 2
1A00Breast Plate + 14C00Breast Plate - 2
1B00Scroll/Badios4D00Shield - 2
1C00Scroll/Halito4E00Cursed Helmet
1D00Long Sword - 14F00Breast Plate + 2
1E00Short Sword - 15000Silver Gloves
1F00Mace - 15100Evil Sword + 3
2000Staff + 25200Evil Short Sword + 3
2100Dragon Slayer5300Thieves Dagger
2200Helm + 15400Breast Plate + 3
2300Leather Armor - 15500Lords Garb
2400Chain Mail - 15600Murasama Blade
2500Breast Plate - 15700Suriken
2600Shield - 15800Chain Pro Fire
2700Jeweld Amulet5900Evil Plate Mail + 3
2800Scroll/Badios5A00Shield + 3
2900Potoin of Sopic5B00Ring of Healing
2A00Long Sword + 25C00Ring Pro Undead
2B00Short Sword + 25D00Deadly Ring
2C00Mace + 25E00Werdna's Amulet
2D00Scroll/Lomilwa5F00Statuette/Bear
2E00Scroll/Dilto6000Statuette/Frog
2F00Copper Gloves6100Bronze Key
3000Leather Armor + 26200Silver Key
3100Chain Mail + 26300Gold Key
3200Plate Mail + 26400Blue Ribbon
Table VI Continued
Knight of Diamonds Items
(Same as in 'Proving Grounds' with the following exceptions)
Byte 7Byte 8ItemByte 7Byte 8Item
5E00Rod of Raising7000Dreamer's Stone
5F00Amulet of Cover7100Damien Stone
6000Robe + 37200Great Mage Wand
6100Winter Mittens7300Coin of Power
6200Necklace Pro Magic7400Stone of Youth
6300Staff of Light7500Mind Stone
6400Long Sword + 57600Stone of Piety
6500Sword of Swinging7700Blarney Stone
6600Priest Puncher7800Amulet of Skill
6700Priest's Mace7900Amulet of Skill
6800Short Sword of Swinging7A00Great Mage Wand
6900Ring Pro Fire7B00Coin of Power
6A00Cursed Plate Mail + 17C00Staff of Gnilda
6B00Plate Mail + 57D00Hrathnit
6C00Staff of Curing7E00Kod's Helmet
6D00Ring of Regeneration7F00Kod's Shield
6E00Metamorph Ring8000Kod's Gauntlets
6F00Stone Stone8100Kod's Armor

Table VI Continued
Legacy of Llylgamyn Items
Byte 7Byte 8ItemByte 7Byte 8Item
0104Haubek3504Displacer Robes
0204Breast Plate3604Hauberk + 2
0304Plate Armor3704Breast Plate + 2
0404Sallet3804Plate Armor + 2
0504Potion of Dios3904Armet
0604Latumofis Oil3A04Wargan Robes
0704Short Sword + 13B04Giant's Club
0804Broad Sword + 13C04Blade Cuisinart
0904Mace + 13D04Shepherd Crook
0A04Battle Axe + 13E04Unholy Axe
0B04Nunchuka3F04Rod of Death
0C04Dagger + 14004Gem of Exorcism
0D04Katino Scroll4104Bag of Emeralds
0E04Cuirass + 14204Bag of Garnets
0F04Hauberk + 14304Blue Pearl
1004Breast Plate + 14404Ruby Slippers
1104Plate Armor + 14504Necrology Rod
1204Heater + 14604Book of Life
1304Bascinet4704Book of Death
1404Iron Gloves4804Dragon's Tooth
1504Badios Scroll4904Trollkin Ring
1604Halito Potion4A04Rabbit's Foot
1704Short Sword - 14B04Thief's Pick
1804Battle Axe - 14C04Book of Demons
1904Mace - 14D04Butterfly Knife
1A04Dagger - 14E04Gold Tiara
1B04Battle Axe - 14F04Mantis Gloves
1C04Margauz's FlailFF03Mage's Robe
1D04Bag of GemsFE03Heater Shield
1E04Wizard's StaffFD03Round Shield
1F04FlametongueFC03Flail
2004Round Shield - 1FB03Dagger
2104Cuirass - 1FA03Battle Axe
2204Hauberk - 1F903Hand Axe
2304Breast Plate - 1F803Staff
2404Plate Armor - 1F703Mace
2504Sallet - 1F603Broad Sword
2604Sopic PhiltreF503Short Sword
2704Gold RingF403Butterfly Knife
2804Salamander RingF303Orb of Mhuuzfis
2904Serpent's ToothF203Gold Medallion
2A04Short Sword + 2F103Rod of Fire
2B04Broad Sword + 2F003Holy Water
2C04Battle Axe + 2EF03Amulet of Air
2D04Ivory DaggerEE03Staff of Earch
2E04Ebony DaggerED03Ship in Bottle
2F04Amber DaggerEC03Crystal of Good
3004Mace + 2EB03Crystal of Evil
3104Mithril GlovesEA03Neutral Crystal
3204Dailki AmuletE903Orb of Earithin
3304Cuirass + 2E803Broken Item
3404Heater + 2

Once your characters have the prober equipment,
then can equip themselves in camp or at Gilgamesh's
Tavern.

Table VII
The type of spells that a character can cast is determind by bytes$8A-90
bytes$8A$8B$8C$8D$8E$8F$90
all spellsFEFFFFFFFFFF07
all mage spellsFEFF3F00000000
ass priest spells0000C0FFFFFF07
Each bit in these bytes represents a type of spell. If the bit is on('1'), that spell is known by the character. Don't forget that in orderfor a character to cast a spell, he must have 'spells left' in that level.The 'spells left' are indicated in bytes $92-AD.
Mage Spells
Byte 8AByte 8BByte 8C
bit 0: Not Usedbit 0: Molitobit 0: Zilwan
bit 1: Halitobit 1: Morlisbit 1: Masopic
bit 2: Mogrefbit 2: Daltobit 2: Haman
bit 3: Katinobit 3: Lahalitobit 3: Malor
bit 4: Dumapicbit 4: Mamorlisbit 4: Mahaman
bit 5: Diltobit 5: Makanitobit 5: Tiltowait
bit 6: Sopicbit 6: Madaltobit 6: priest spell
bit 7: Mahalitobit 7: Lakanitobit 7: priest spell
Priest Spells
Byte 8CByte 8DByte 8EByte 8FByte 90
bit 0: not usedbit 0: Badiosbit 0: ??? bit 0: Dialmabit 0: Mabadi
bit 1: mage spellbit 1: Milwabit 1: Dialkobit 1: Badialmabit 1: Loktofeit
bit 2: mage spellbit 2: Porficbit 2: Latumapicbit 2: Litokanbit 2: Malikto
bit 3: mage spellbit 3: Matubit 3: Bamatubit 3: Kandibit 3: Kadorto
bit 4: mage spellbit 4: Calfobit 4: Dialbit 4: Dibit 4: not used
bit 5: mage spellbit 5: Manifobit 5: Badialbit 5: Badibit 5: not used
bit 6: Kalkibit 6: Montinobit 6: Latumofisbit 6: Lortobit 6: not used
bit 7: Diosbit 7: Lomilwabit 7: Maporficbit 7: Madibit 7: not used
A character with all spells left is indicated on the status screenas:
Mage9999999
Priest9999999
And we find bytes $92-AC are:
Byte:92939495969798999A9B9C9D9E9F
Value:0900090009000900090009000900
Byte:A0A1A2A3A4A5A6A7A8A9AAABAC
Value:09000900090009000900090009

Now that you know how your character is
formatted, it's time to turn your wimp into
a wizard.

Using the Sector Editor

Before creating your new character, you
should make a backup copy of your scenario disk.
The scenario disk is not copy protected so you
can use COPY A or any fast copy program to
duplicate it. To get the most out of this
procedure, I recommend that you scenario disk
contains at least six characters you would like
to strengthen.
For a start, read track $1A or $1B ($1D for
proving ground) to do some investigation work.
The location of your character within a sector
or track will vary depending on the sequence that
you characters were created on the disk. However,
it is easy to find the beginning of your character's
information by looking for the flashing ASCII
representation or your character's name. This will
be the first line of information, bytes $01 to
$0F (remember that byte $00 is the number of
letters in your character's name).
If you're lucky, your character's information
will start at the start of a sector. However,
it is more likely that your character's information
will start in the middle of a sector. This is because
each character's information block is only $CF bytes
long and new characters are added immediately after
old characters. If your character does not start at
byte 0 of a sector, count bytes starting with the byte
to the left of your character's name (starting at 0)
and use the chart to find the feature you want changed.
Unfortunately, the character's information is
usually not ordered in sequential sectors (starting
with sector $1 and finishing in sector $2). It is
usually in reverse order (starting with sector $F and
finishing in sector $E) or may jump from the beginning
of a track to the end. Careful attention to the length
of each character's information block and a little trial
and error can solve this problem.

The Little Fix

Along with the literature Sir Tech provides withits
program, a note warns of tampering with the characters:
'While it may seem appealing to use these products
(cheat programs), we urge you not to succumb to the
temptation. It took more than four years of careful
adjustment to properly balance Wizardry.' Well, it took
me all of last summer to get through the 'Proving Grounds'
even using the bishop trick. If these games are really
balanced, those dungeon monsters sure weigh a lot. In
fact, I was quite surprised at the number of items I
never came across when I played Proving Grounds and
Knight of Diamonds the normal and laborious way.
Wouldn't it be nice to use a 'great mage wand' for
a change?
Anyway, for those afraid to upset the proper
balance of a Wizardry game, may I suggest the 'Little
Fix':

1. Change the gold bytes ($34-38) to '00 00 00 01 00'
2. Change the experience bytes ($7C-80) to '00 00 00 01 00'
3. take your characters to the 'Adventurer's Inn' and
have him 'rest' there several times.
This method will allow your character to progress
normally, learning and acquireing normal spells and
powers. It will also give him enough hit points to
survive most levels. In addition, you now have the
money to buy the items you want from Boltac's Trading
Post.

The Super Lord

And for those who have no mercy for monsters and
the creatures of the dungeon, I suggest the creation
of a 'Super Lord':

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1. Change the class byte ($24) to '06'
2. Change age bytes ($26-27) to '00 04'
3. Insure life byte ($28) is '00'
4. Insure alignment byte ($2A) is '01'
5. Change the characteristic bytes
($2C-2F) to '52 4A 52 4A'
6. Change the gold bytes ($34-38) to
'00 00 00 00 01'
7. Change equipment possession byte
($3A) to '08'
8. Equip the character with eight items
as explained in Table VI
9. Change the experience bytes ($7C-80)
to '00 00 00 00 01'
10. Change level bytes ($82) and ($84)
to '60'
11. Change status bytes ($86-87) to '00 03'
12. Change hits bytes ($88-89) to '00 03'
13. Change spell type bytes ($8A-91) to
'FE FF FF FF FF FF 07'
14. Change spell bytes ($92-AC) to
'09 00 09 00 09 00 09 00. etc'
15. Equip your lord in 'camp' or in
Gilgamesh's Tavern'.

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This will give you a Super Being which will
defeat all your foes, if you play your 'spells'
right!

Other Uses

There are quite a few other uses for your
sector editor. For instance, Sir Tech will charge
you $15.00 to delete a password you have forgotten.
Now all you have to do is to insert $00 from
bytes $10 to $1F to delete your passowrd or better
yet, just look at these bytes to see your password.

If you have a power failure or you accidentally
press reset while you're playing Wizardry, your
character's record on the disk will be logged as
'on expedition'. Normally, you would not be able to
use your character until you recovered it using the
utility recover program. Now you may recover your
character on your own by placing a '00' in byte $20.

If you own Legacy of Llylgamyn and have always had
less than twenty character on your scenario disk you
will be in for a surprise. As you examine the character
information sectors, you are likely to find many ghosts
of past explorers. No one is sure where they came from!
These characters are usually 'lost' (byte $28 is '$07')
and may have '$00' in byte $00 (number of letters in
name). To resurrect these explorers, place a '$00' in
byte $28 and place a hex number corresponding to the
number of letters in the explorer's name in byte $00.
Be careful with these characters. I wouldn't trust a
character named '6502'.