monster data (credit to
giangurgolo for most of these):
starting at D10000, 36 bytes each
00 - sprite index
01 - palette index
02-04 - action script offset
05 - assigns "stat pack", that is clones of hero stat progression
NOTE: originally only Koren and Heath use non-A0
NOTE: non-x0 values can lead to game reset on physical attacks, spells seem to be fine
00 - Duran's Stats
20 - Kevin
40 - Hawk
60 - Angela
80 - Charlotte
A0 - Riesz
06 - seems to affect money
07 - not really understood, seems to affect HP&XP
08 - hp
09 - mp
0A - XP
0B - attack power
0C - dodge stat
0D - defense power
0E - magic defense (int)
0F - magic defense (pie)
10 - affects money
11 - flags for reflection of elemental damage (spell only!!!)
01 - earth, 02 - air, 04 - water, 08 - fire,
10 - dark, 20 - light, 40 - moon, 80 - leaf
12 - flags for absorption of elemental damage
13 - flags for immunity of elemental damage
14 - flags for halving of elemental damage
15 - flags for weakness of elemental damage
16 - unknown
17 - has the 80 flag against MP drain (turns into MP loss)
18 - used as element for normal attack
19 - success rate for status effects
1A/1B - status effect
(00 01) d0: snowman
(00 02) d1:
(00 04) d2: chibikko
(00 08) d3: poison
(00 10) d4: moogled
(00 20) d5: petrified
(00 40) d6: sleep
(00 80) d7: "death" (only kills if <= 999 HP, otherwise victim becomes unhittable zombie)
(01 00) d8:
(02 00) d9:
(04 00) d10:
(08 00) d11:
(10 00) d12:
(20 00) d13: silence
(40 00) d14:
(80 00) d15:
1C-1F - unknown
20/21 - status resistances
(00 01) d0: snowman
(00 02) d1:
(00 04) d2: chibikko
(00 08) d3: poison
(00 10) d4: moogled
(00 20) d5: petrified
(00 40) d6: sleep
(00 80) d7: "death" (only kills if <= 999 HP, otherwise victim becomes unhittable zombie)
(01 00) d8:
(02 00) d9:
(04 00) d10:
(08 00) d11:
(10 00) d12:
(20 00) d13: silence
(40 00) d14:
(80 00) d15:
22/23 - unknown, always 03 03
how do the values for atk, def, etc. work?
a) you calculate the base value from level and stats, e.g. you get 100 atk
b) remove the 80-bit from the factor
c) multiply the value from a) with the factor from b) and divide by 0x7F (for most values) or 0x0A (for exp)
d) if the 80-bit from the factor was set, subtract your result of c) from the base value from a), otherwise add it
minor examples:
-a value of 0x7F doubles your stat
-a value of 0xFF results in 0 (or 1 if that's the minimum)
-a value of 0x00 or 0x80 is neutral
-a value of 0x40 is a 50% increase
there is no value for spell damage modifier!
you have to take what your stat pack gives you at the level as int/pie/agl and work with that
EVERY enemy in the game except Heath and Koren uses basically Riesz' stat progression (and caps at level 55)