Use of a good sector editor can allow one to modify selected data to create a
playable set of characters for Wizardry V, rather than the wimps one usually
starts with. This gives a player a chance to play with decent characters.
Data resides on sectors 92-93-94 (a disk has sectors 0-719 decimal).
It would seem as if this is meant to be done on a floppy, so I'd suggest
scanning for the name of your characters in text to find where they are and in
what file, if you have this installed on a hard drive. You can probably still
use the offsets given, but you may have to just eyeball it.
Conts. Char.1 Char.2 Char.3 Char.4 Char.5 Char.6
Sector 92 92 92-93 93 93-94 94
(All the following locations are in Hex)
#chars in name 0 F6 1EC 1D8 CE ?
char name (15 MAX) 1-F F7-105 1ED-1FB E3-F1 1D9-1E7 CF-DD
#chars in passwd 10 106 1FC F2 1E8 DE
pswd name (15 MAX) 11-1F 107-115 1FD-B F3-101 1E9-1F7 DF-ED
race (1 to 5) 20 116 C 102 1F8 EF
class (0 to 7) 22 118 E 104 1FA F0
alignment (1 to 3) 24 11A 10 106 1FC F2
lockbit (boolean), status, age (integer), ability, saving throw (go here)
Gold (LO-HI bytes) 34-35 12A-12B 20-21 116-117 C-D 102-103
items held (8) 3A 130 26 11C 12 108
actual items 3C-5B 132-151 28-47 11E-3D 14-33 10A-129
(8 bytes ea)
experience (LO-HI) 5C-5F 152-155 48-4B 13E-141 34-37 12A-12D
previous level 62 158 4E 144 3A 130
current level 64 15A 50 146 3C 132
current Hit Points 66-67 15C-15D 52-53 148-149 3E-3F 134-135
maximum Hit Points 68-69 15E-15F 54-55 14A-14B 40-41 136-137
spells known, max spell available, current spell available, fight level. armour
class, regeneration, poison, autokill, number of swings, damage (go here)
Race: 1=Human, 2=Elf, 3=Dwarf, 4=Gnome, 5=Hobbit Class: 0=Fighter, 1=Mage,
2=Priest, 3=Thief, 4=Bishop, 5=Samurai, 6=Lord, 7=Ninja
Alignment: 1=Good, 2=Neutral, 3=Evil
Good ones to change Hex Decimal
~~~~~~~~~~~~~~~~~~~ ~~~ ~~~~~~~
#Gold 5555 21845
#Experience 55555 349525
#Hit Points C7 199
Be careful. Putting in too large a number makes the value negative.
Note: When this happens, never enter a number greater than 7F FF ... FF (or
FF ... FF 7F when stored in reverse) where the number of FF's is dependent on
how big the largest value for the number is. So, in the above example, you
could put up to 7FFF for gold and 7FFFFF for experience, I think. From the
table, it would seem as if Hit points can go up to 32767 decimal.