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Might and Magic VIII Walkthrough - Timothy Ng, Singapore |
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MM8 Offset List - First Back up your Save game! (For best results in
reading this file, Turn word wrap on) { To print this file change your
print setup to landscape.}
All numbers in ( ) below are used to highlight a certain number only.
You won't find them in the file!!
CAUTION: You can give any one any skill, but only give natural spell
casters spells. (Don't try to give your Knight some spells, this usually
won't work) I have given a cleric all of the elemental spell skills and
the spells to go with them, And he could cast them just as well as a
Necromancer. But you have to be careful. It is very easy to unbalance
the game with any of these changes, and make it so easy you will get
bored with the game and won't finish it.
The save games are saved in this format:
Your autosave: is a automatic saved game done just before you moved into
your latest map.
Save000.dd: is your first saved game
save001.dd is the second,
save002.dd is the third, and so on.
Your Heroes Name:- This location in the savegame file is little
different for each new game. Open the save game you want to modify in a
good text editor like Ultraedit 32, (that is what I use) and search for
your characters name. You can change the name of your hero, just be
careful about the length of the name. Don't use more than 10 characters
in the name!!
Attributes:- Go down about 43 lines after the name of your hero, will
be the race code and character photo. There will be three bytes
together.
Example: (0C 0F 12) The first byte 0C is the race name of your hero. As
below OC is a Vampire Use caution here as all of your attributes will
change to the default attributes of the chosen race. The Choices are:
00 = Necromancer 06 = Troll 0C = Vampire
01 = Lich 07 = War Troll 0D = Nosferatu
02 = Cleric 08 = Minotaur 0E = Dragon
03 = Priest 09 = Minotaur Lord 0F = Great Wyrm
04 = Knight 0A = Dark Elf
05 = Champion 0B = Patriarch If you want to be kinda "weird" 10 thru 21
will make your name like (14) Raven the Drunk
10 = The Cursed 16 = The Poison 11 = The Weak 17 = The Diseased 12 = The
Asleep 18 = The Poison 13 = The Afraid 19 = The Diseased 14 = The Drunk
20 = The Eradicated 15 = The Insane 21 thru FF is null, You will be
called Raven the (Null)
The second byte (0F) is the portrait of the hero. (0F) would look like a
Vampire The choices are:
00 thru 03 are knight pics (2 male & 2 female)
04 thru 07 are cleric pics (2 male & 2 female)
08 thru 0B are Necromancer pics (2 male & 2 female)
0C thru 0F are Vampire pics (2 male & 2 female)
10 thru 13 are Dark Elf pics (2 male & 2 female)
14 and 15 are Minotaur pics (1 male & 1 female)
16 and 17 are Troll pics (1 male & 1 female)
18 and 19 are Dragon pics (1 male & 1 female)
(NOTE) If you pick a dragon race (the first byte) ""you should null out
(00 00)all of the weapon and armour skills""!! So the bytes 00 19 will
give you a knight that looks like the red dragon in the cave in Ironsand
Desert. Your attributes will be those of a knight, but you will look
like a dragon!!!!! ( but you will not be able to equip any weapons or
armor). And, (0F 00) will give you a great wyrm that looks like a
knight.
The next number 12 is the starting strength. There are 7 total
attributes. Strength, Intelligence, Personality, Endurance, Accuracy,
Speed, and Luck. All of these are 4 numbers past the last one.
Example: 0C OF (12) 00 00 00 (12) 00 00 00 (12) 00 00 00 (12) 00 00 00
(12) 00 00 00 (12) 00 00 00 (12) Str Int Per End Accy Speed Luck. This
would give my hero 18 of each attribute. The ( ) are for illistration
only.
Current Level of your hero. Level is 6 past luck.
Example: 0C OF 12 00 00 00 12 00 00 00 12 00 00 00 12 00 00 00 12 00 00
00 12 00 00 00 12 00 00 00 00 00 (09)
Str Int Per End Accy Speed Luck Current Level 9
These examples would give your hero attributes of 18 each.
Skills - Skills start 6 numbers past your current Level. Skills are a
set of 2 numbers (each skill will be a set like ( 00 00 )
NOTE: {There are other ways to add up these numbers, but this way
works!}
The first 00 is the one you should use. The second 00 is only (normally)
used when your character upgrades to Grand master in a skill. Example:
for a skill of level of:
20 Normal 14 00
20 Expert 54 00
20 Master 94 00
50 master B2 00
60 master BC 00
63 Grandmaster BF BF
Example:
0C OF 12 00 00 00 12 00 00 00 12 00 00 00 12 00 00 00 12 00 00 00 12 00
00 00 12 00 00 00 00 00 09 00 00 00 00 00 (B2 00) (B2 00) Str Int Per
End Accy Speed Luck Current Level 9. These examples would give your hero
skills of master level 50 each. (B2 00) (B2 00) (B2 00) (B2 00) (B2 00)
(00 00) (B2 00) (B2 00) Dagger Axe Spear Bow Mace ""Blaster"" Shield
Leather
(B2 00) (B2 00) (B2 00) (B2 00) (B2 00) (00 00) (B2 00) (B2 00) Chain
Plate Fire Magic Air Magic Water Earth Spirit Mind
(B2 00) (B2 00) (B2 00) (B2 00) (B2 00) (00 00) (B2 00) (B2 00) Body
Magic Light Dark Dark Elf Vampire Dragon ID Item Merchant (B2 00) (B2
00) (B2 00) (B2 00) (B2 00) (00 00) (B2 00) (B2 00) Repair Item Body
Build Meditation Perception Regenerate Disarm "Dodging" "Unarmed" (B2
00) (B2 00) (B2 00) (B2 00) ID Monster Armsmaster Alchemy Learning
There are a total of 36 skills available, including, the Blaster,
Dodging, and Unarmed skills, which aren't used in MM8, so you can give
yourself these skills but they will be useless, and with all of the
skills on, some of them will not show up in your skills tab in the game
because there won't be enough room on the screen. You will still have
them but you can't see them. So it is best to leave these skills blank (
00 00)
You can give anyone any skill and it will work. Just be careful!! If you
make a typing mistake on a set of numbers, all of the numbers after the
mistake will be off. After the Learning skill comes the awards section.
I personally think it is best to leave this section alone!!!! Between
the Learning skill and the first spell is about 64 lines.
Spells:- The first spells are fire, and #1 is torch light. There are 11
fire spells (Example: 01 01 01 01 01 01 01 01 01 01 01 would give you
all of the fire spells) Then comes Air, Water, Earth, Spirit, Mind,
Body. These are all 11 spells. For a total of 77 spells. Next are Light
and Dark Spells, there are 11 of each. Then comes the Race specific
spells. Dark Elf, Vampire, Dragon. for a total of 12 spell types. There
are 4 of each of these in this format: 01 01 01 01 00 00 00 00 00 00 00,
(as you see here there are only 4 race spells but they still take up 11
spell slots. The first 11 spell slots are for the Dark Elf, then the
Vampire, and the Dragon Last. |
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