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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 Edit

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 Edit

EP are maximized by ten times its original value to make grinding faster.

MoNSTERS.csv

Modifying on your own Edit

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 Edit

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

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