When entering the locked door on the Isle of Ashes,
open the chest to the right, just inside the door.
Do not click on the book -- this will take you to the
next part of the game. Instead, go back through the
door and enter the Verhoffin Ruins. Do not enter the
doors. You are not strong enough to kill the skeletons
in there. While in here, go down the hall and around the
corner to the end and open the chest. Take everything
and leave. Go back to the now opened door and look at
the chest. It should now be closed. Re-open it and take
everything. Go back to the ruins, leave ruins, go back
to chest, and the chest will be closed again. Keep going
backwards and forwards collecting items from same chest.
Note: This was done with the v1.2 patch of the game.
Go to Thjorgard Training Hall. Fall down the chandelier
and go west. Break the crate where the black chest is
located and get the artifact. Leave through the door with
all the lizards and return. A different powerful artifact
will be there every time.
There are two files for saves, you need to open one with extension
of HDR (i.e. joker.hdr)
1. Health & Mana: If your max health is 40, then look for e8 00 00 28.
Now, if you want max health to be 296, change it to e8 00 00 28 01.
Your current health is after 3 pairs of 00s after your health.
That is, if your spell point is 40, then it's e8 00 00 28 00 00 00 28
and last 28 is your mana. Your max mana is again located after 3 pairs
of 00s from your current mana. Note: This cheat becomes moot after you
meet a teacher and increase your level.
2. Your Stats: Skill points are located at the second pair from the pair
that is right above your first stat.
i.e. _ this is your skill point
00 01 00 00
00 00 00 15 00
- this is your first stat point.
NOTE: Max Skill point is 256 (ff in hex). Anything greater will reset
the skill point to 0.
3. Weapons: It's located right after your stats. The order of weapons are
blade, cudgel, bow, spear, thrown, unarmed combat. The space between
weapons are 3 pairs of 00s. For example, if your weapons are
blade & cudgel, then hex would be the first 01 00 00 00 01 after
your stat. If your weapon is cudgel & bow then your hex would
be 00 00 00 00 01 00 00 00 01
4. Defense: It's right after weapons and it's located after 3 pairs
of 00s from last weapon (unarmed combat) The order is armor,
dodge & shield. The spacing between them is 3 pairs of 00s.
(i.e., if your armor and dodge are 1 & 1, then hex is 01 00 00 00 01)
5. Magic: It's located after 3 pairs of 00s from last defense (shield).
The order is Elemental, Dark, Light & Spirit. The spacing between
them is 3 pairs of 00s.
6. Specialty: Again it's located after 3 pairs of 00s from last
magic(spirit). The order is ArmsMaster, DisarmTrap, Merchant,
Perception, Item Repair, Identify Item, Identify Monster, Body Building,
Learning & Meditation. The spacing between them is 3 pairs of 00s.
7. Money: If you have more than 500 gold, it's very easy to find.
(i.e., if your money is 600, hex is 0258) But remember that high bit
comes later, so you're actually looking for 58 02.
Initiate to Healer Quest Hint:
Atli, near the Gathering in Guberland, instructs you to meet him
at the dock at 3am in order to protect his goods from the bad guys
until he returns at 6am.
At about 3:15am a group of about 8 bad guys attack. While shooting
your bows, back yourself into the water until you are submerged. The
bad guys will follow you into the water. Immediately find your way to
the shore. The bad guys stay in the water submerged. Just keep picking
them off until the danger light turns green.
Dark Magic Resistance:
When going to Linefarne, from the docks, go left and over the
bridge to where there is only one house. Next to the house is a
well that will increase dark magic resistance 5%. You can do this
for each character. The special thing about this is that if
you take a boat elsewhere then return, you can add another 5%
resistance to each character. Only tested on original version.