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Note: The numbers used in this article are in Hexadecimal format.
If you are not familiar or comfortable with this numbering system
then you have no business trying these things out because you 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
track $1B, sector $0F (track $1D for "Proving Grounds").
This information is $CF bytes long and is formatted
as follows:
 
 
Character Format
Bytes Information
00 Number of letters in name
01-0F Name (15 letters maximum)
10 Number of letters in password
11-1F Password (15 letters maximum)
20 ($01) character is "out" , ($00) is available
22 Race:   see Table I 
24 Class: see Table II 
26-27 Age: see Table III 
28 Life: ($00) OK, ($05) Dead, ($07) Lost
2A Alignment: see Table IV
2C-2F Characteristics: ($52 4A 52 4A is perfect) see Characteristics Breakdown 
3A # of pieces of equipment (8 max)
34-38 Gold: see Table V 
3A # of pieces of equipment (8 max)
3C-7B Equipment information:  see Table_VI 
7C-80 Experience (like gold: see Table V )
82 Last level of character
84 Current level of character
86-87 # of hit points character has
88-89 max # of hit points your character can possess
8A-91 Type 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-AF Last armor class
B0-B1 Current armor class
B6-BF Measures effect of weapons & items
CE-CF Indicates 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.
Attribute Bits Used
Strength 4-8
Intelligence 15-16, 1-3
Piety 10-14
Vitality 20-24
Agility 31-32, 17-19
Luck 26-30
 

Table I
Value Race
01 Human
02 Elf
03 Dwarf
04 Gnome
05 Hobbit
 

Table II
Value Class
00 Fighter
01 Mage
02 Priest
03 Thief
04 Bishop
05 Samurai
06 Lord
07 Ninja
 

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's age is 24.
 

Table IV
Value Alignment
01 Good
02 Neutral
03 Evil
 

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 $34 1st nibble: 16's place
2nd nibble: 1's place
Byte $35 1st nibble: 4,096's place
2nd nibble: 256's place
Byte $36 1st nibble: 160,000's place
2nd nibble: 10,000's place
Byte $37 1st nibble: 40,960,000's place
2nd nibble: 2,560,000's place
Byte $38 1st 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. The string contains the following:
Byte Meaning
1 status of possession ($00 = unequiped, $01 =equiped)
2 not used
3 not used
4 not used
5 status of equipment ($00 = unidentified, $01 = identified
6 not used
7 actual equipment (first byte)
8 actual 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 7 Byte 8 Item Byte 7 Byte 8 Item
01 00 Long Sword 33 00 Shield + 2
02 00 Short Sword 34 00 Helm + 2 (evil)
03 00 Anointed Mace 35 00 Potion of Dial
04 00 Anointed Flail 36 00 Ring of Porfic
05 00 Staff 37 00 Were Slayer
06 00 Dagger 38 00 Mage Masher
07 00 Small Shield 39 00 Mace Pro Poison
08 00 Large Shield 3A 00 Staff/Montino
09 00 Robes 3B 00 Blade Cusinart'
0A 00 Leather Armor 3C 00 Amulet/Manifo
0B 00 Chain Mail 3D 00 Rod of Flame
0C 00 Breast Plate 3E 00 Evil Chain + 2
0D 00 Plate Mail 3F 00 Neurtal Plate Mail + 2
0E 00 Helm 40 00 Evil Shield + 2
0F 00 Dios Potion 41 00 Amulet Makanito
10 00 Latumofis Potion 42 00 Diadem of Malor
11 00 Long Sword + 1 43 00 Scroll/Badial
12 00 Short Sword + 1 44 00 Short  Sword - 2
13 00 Mace + 1 45 00 Dagger + 2
14 00 Staff of Mogref 46 00 Mace - 2
15 00 Scroll/Katino 47 00 Staff - 2
16 00 Leather Armor + 1 48 00 Dagger of Speed
17 00 Chain Mail + 1 49 00 Cursed Robe
18 00 Plate Mail + 1 4A 00 Leather Armor - 2
19 00 Shield + 1 4B 00 Chain Mail - 2
1A 00 Breast Plate + 1 4C 00 Breast Plate - 2
1B 00 Scroll/Badios 4D 00 Shield - 2
1C 00 Scroll/Halito 4E 00 Cursed Helmet
1D 00 Long Sword - 1 4F 00 Breast Plate + 2
1E 00 Short Sword - 1 50 00 Silver Gloves
1F 00 Mace - 1 51 00 Evil Sword + 3
20 00 Staff + 2 52 00 Evil Short Sword + 3
21 00 Dragon Slayer 53 00 Thieves Dagger
22 00 Helm + 1 54 00 Breast Plate + 3
23 00 Leather Armor - 1 55 00 Lords Garb
24 00 Chain Mail - 1 56 00 Murasama Blade
25 00 Breast Plate - 1 57 00 Suriken
26 00 Shield - 1 58 00 Chain Pro Fire
27 00 Jeweld Amulet 59 00 Evil Plate Mail + 3
28 00 Scroll/Badios 5A 00 Shield + 3
29 00 Potoin of Sopic 5B 00 Ring of Healing
2A 00 Long Sword + 2 5C 00 Ring Pro Undead
2B 00 Short Sword + 2 5D 00 Deadly Ring
2C 00 Mace + 2 5E 00 Werdna's Amulet
2D 00 Scroll/Lomilwa 5F 00 Statuette/Bear
2E 00 Scroll/Dilto 60 00 Statuette/Frog
2F 00 Copper Gloves 61 00 Bronze Key
30 00 Leather Armor + 2 62 00 Silver Key
31 00 Chain Mail + 2 63 00 Gold Key
32 00 Plate Mail + 2 64 00 Blue Ribbon
 

Table VI Continued 
Knight of Diamonds Items 
(Same as in "Proving Grounds" with the following exceptions)
Byte 7 Byte 8 Item Byte 7 Byte 8 Item
5E 00 Rod of Raising 70 00 Dreamer's Stone
5F 00 Amulet of Cover 71 00 Damien Stone
60 00 Robe + 3 72 00 Great Mage Wand
61 00 Winter Mittens 73 00 Coin of Power
62 00 Necklace Pro Magic 74 00 Stone of Youth
63 00 Staff of Light 75 00 Mind Stone
64 00 Long Sword + 5 76 00 Stone of Piety
65 00 Sword of Swinging 77 00 Blarney Stone
66 00 Priest Puncher 78 00 Amulet of Skill
67 00 Priest's Mace 79 00 Amulet of Skill
68 00 Short Sword of Swinging 7A 00 Great Mage Wand
69 00 Ring Pro Fire 7B 00 Coin of Power
6A 00 Cursed Plate Mail + 1 7C 00 Staff of Gnilda
6B 00 Plate Mail + 5 7D 00 Hrathnit
6C 00 Staff of Curing 7E 00 Kod's Helmet
6D 00 Ring of Regeneration 7F 00 Kod's Shield
6E 00 Metamorph Ring 80 00 Kod's Gauntlets
6F 00 Stone Stone 81 00 Kod's Armor
 
 
Table VI Continued 
Legacy of Llylgamyn Items
Byte 7 Byte 8 Item Byte 7 Byte 8 Item
01 04 Haubek 35 04 Displacer Robes
02 04 Breast Plate 36 04 Hauberk + 2
03 04 Plate Armor 37 04 Breast Plate + 2
04 04 Sallet 38 04 Plate Armor + 2
05 04 Potion of Dios 39 04 Armet
06 04 Latumofis Oil 3A 04 Wargan Robes
07 04 Short Sword + 1 3B 04 Giant's Club
08 04 Broad Sword + 1 3C 04 Blade Cuisinart
09 04 Mace + 1 3D 04 Shepherd Crook
0A 04 Battle Axe + 1 3E 04 Unholy Axe
0B 04 Nunchuka 3F 04 Rod of Death
0C 04 Dagger + 1 40 04 Gem of Exorcism
0D 04 Katino Scroll 41 04 Bag of Emeralds
0E 04 Cuirass + 1 42 04 Bag of Garnets
0F 04 Hauberk + 1 43 04 Blue Pearl
10 04 Breast Plate + 1 44 04 Ruby Slippers
11 04 Plate Armor + 1 45 04 Necrology Rod
12 04 Heater + 1 46 04 Book of Life
13 04 Bascinet 47 04 Book of Death
14 04 Iron Gloves 48 04 Dragon's Tooth
15 04 Badios Scroll 49 04 Trollkin Ring
16 04 Halito Potion 4A 04 Rabbit's Foot
17 04 Short Sword - 1 4B 04 Thief's Pick
18 04 Battle Axe - 1 4C 04 Book of Demons
19 04 Mace - 1 4D 04 Butterfly Knife
1A 04 Dagger - 1 4E 04 Gold Tiara
1B 04 Battle Axe - 1 4F 04 Mantis Gloves
1C 04 Margauz's Flail FF 03 Mage's Robe
1D 04 Bag of Gems FE 03 Heater Shield
1E 04 Wizard's Staff FD 03 Round Shield
1F 04 Flametongue FC 03 Flail
20 04 Round Shield - 1 FB 03 Dagger
21 04 Cuirass - 1 FA 03 Battle Axe
22 04 Hauberk - 1 F9 03 Hand Axe
23 04 Breast Plate - 1 F8 03 Staff
24 04 Plate Armor - 1 F7 03 Mace
25 04 Sallet - 1 F6 03 Broad Sword
26 04 Sopic Philtre F5 03 Short Sword
27 04 Gold Ring F4 03 Butterfly Knife
28 04 Salamander Ring F3 03 Orb of Mhuuzfis
29 04 Serpent's Tooth F2 03 Gold Medallion
2A 04 Short Sword + 2 F1 03 Rod of Fire
2B 04 Broad Sword + 2 F0 03 Holy Water
2C 04 Battle Axe + 2 EF 03 Amulet of Air
2D 04 Ivory Dagger EE 03 Staff of Earch
2E 04 Ebony Dagger ED 03 Ship in Bottle
2F 04 Amber Dagger EC 03 Crystal of Good
30 04 Mace + 2 EB 03 Crystal of Evil
31 04 Mithril Gloves EA 03 Neutral Crystal
32 04 Dailki Amulet E9 03 Orb of Earithin
33 04 Cuirass + 2 E8 03 Broken Item
34 04 Heater + 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 spells FE FF FF FF FF FF 07
all mage spells FE FF 3F 00 00 00 00
ass priest spells 00 00 C0 FF FF FF 07
 
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 order for 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 8A Byte 8B Byte 8C
bit 0: Not Used bit 0: Molito bit 0: Zilwan
bit 1: Halito bit 1: Morlis bit 1: Masopic
bit 2: Mogref bit 2: Dalto bit 2: Haman
bit 3: Katino bit 3: Lahalito bit 3: Malor
bit 4: Dumapic bit 4: Mamorlis bit 4: Mahaman
bit 5: Dilto bit 5: Makanito bit 5: Tiltowait
bit 6: Sopic bit 6: Madalto bit 6: priest spell
bit 7: Mahalito bit 7: Lakanito bit 7: priest spell
 
Priest Spells
Byte 8C Byte 8D Byte 8E Byte 8F Byte 90
bit 0: not used bit 0: Badios bit 0: ???  bit 0: Dialma bit 0: Mabadi
bit 1: mage spell bit 1: Milwa bit 1: Dialko bit 1: Badialma bit 1: Loktofeit
bit 2: mage spell bit 2: Porfic bit 2: Latumapic bit 2: Litokan bit 2: Malikto
bit 3: mage spell bit 3: Matu bit 3: Bamatu bit 3: Kandi bit 3: Kadorto
bit 4: mage spell bit 4: Calfo bit 4: Dial bit 4: Di bit 4: not used
bit 5: mage spell bit 5: Manifo bit 5: Badial bit 5: Badi bit 5: not used
bit 6: Kalki bit 6: Montino bit 6: Latumofis bit 6: Lorto bit 6: not used
bit 7: Dios bit 7: Lomilwa bit 7: Maporfic bit 7: Madi bit 7: not used
 
A character with all spells left is indicated on the status screen as:
Mage 9 9 9 9 9 9 9
Priest 9 9 9 9 9 9 9
 
And we find bytes $92-AC are:
Byte: 92 93 94 95 96 97 98 99 9A 9B 9C 9D 9E 9F
Value: 09 00 09 00 09 00 09 00 09 00 09 00 09 00
Byte: A0 A1 A2 A3 A4 A5 A6 A7 A8 A9 AA AB AC
Value: 09 00 09 00 09 00 09 00 09 00 09 00 09
 
 

    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 with its
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":

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".

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".