Guide to Warsong ROM Data ~v2.0 by Amuseum My website Warsong Amuseum can be found at http://www.hostinganime.com/amuseum/warsong/warsong.php Changes: 4/19/04: Found addresses for promotion, troops you can buy, gold per kill, and flag for immunity. Introduction I scrounged inside the Warsong ROM and I came up with this. I have yet to find the data on spells, so the stuff on spells is from game experience. The notes after each section are mostly from game experience, too. Note about text alignment in ROM: Every other letter is put in two separate sections. For example, Garett goes by two parts, aet and Grt. Do a search for aet or Grt. Magic Order Spell MP HP Distance Area of Effect 1 Magic Arrows 2 1/2 6/7 0/1 2 Fireball 4 1-2/2-3 5/6 3/4 3 Blizzard 4 1-2/2-3 5/6 3/4 4 Lightning 4 1-2/2-3 7/8 linear 5 Thunder 8 1-5/2-6 5/6 3/4 6 Earthquake 16 1-3/2-4 4/5 10/11 7 Tornado 8 1-4/2-5 5/6 5/6 8 Fireball 2 8 1-4/2-5 5/6 5/6 9 Healing 1 2 2/3 4/5 1/2 A Healing 2 4 4/5 5/6 1/2 B Healing 3 8 8/9 6/7 2/3 C Sleep 4 0 4/5 2/3 D Confusion 8 0 7/8 0/1 10 Stone Monument 0 0 6/7 1 Notes: When a commander reaches level 5 in any class, his/her magical skills are enhanced until he/she advances to the next class. A spell's amount of damage or of healing is increased, noted by the value after the slash under HP. The spell's distance and area of effect are also increased by 1, noted by the value after the slash under distance and area of effect, respectively. Area of Effect: 0 means only affects one target. 1 means target plus one square around, like a cross. 2 means target plus two squares away, like a diamond with diameter 5 across. 3 is diamond 7 across, and so on. For Lightning, the area of effect is a line from the caster to the target. All the enemy targets along this line will also get damaged. Stats Unit AT DF MP MV A+ D+ XP To Next Lvl(x8) Archer 19 14 0 7 0 0 3 Arch Mage 31 17 32/16 6 9/7 2/0 10 5/4 Barbarian 19 14 0 6 0 0 3 Basilisk 27 27 1 6 3 2 15 4 Bishop 27 20 16 6 6/4 4/6 10 6/4 Carrion Crawler 20 24 0 6 0 0 3 Chaos 35 35 40 7 4 4 40 4 Citizen 0 6 0 6 0 0 1 Cleric 23 17 8 5 0 4 7 2 Conjurer 19 20 16 6 1 2 10 4 Crocodile Kni. 28 20 0 7 2 2 10 2 Dark Elf 20 14 0 7 0 0 3 Dragon Knight 34 24 4 9 4 2 12 6 Elemental 23 20 0 7 0 0 2 Evil Ant 19 16 0 8 0 0 2 Fighter 23 20/21 0 6 0(2) 2 7/8 2 Fire Elemental 41 34 16 8 0 0 45 8 Gargoyle 27 14 0 7 0 0 3 Golem 19 40 0 6 0 0 8 Gorgosaur 31 28 12 6 5 0 20 4 Grand Knight 33/31 28/25 0 6 8/6 4 12/10 6/4 Great Dragon 35 35 16 3 5 4 25 4 Great Slime 19 28 0 6 2 2 9 3 Gryphon 27 13 0 9 0 0 4 Guardman 16 10 0 6 0 0 2 High Priestess 27 32 32 6 4 8 10 6 Horseman 21 15 0 8 0 0 3 Kaiser 32 32 12 6 4 4 15 4 King 31 28 12 6 6 4 15 6 Knight 31 20/19 0 8 4 2 7/9 4 Knight Master 34 24 8 8 8 2 10 6 Kraken 29 26 0 6 0 2 17 4 Leviathan 27 13 0 7 0 0 3 Living Armor 32 30 8 6 5 4 10 4 Lizard man 23 6 0 7 0 0 3 Lord 27 24 8 6/5 2 4 10 4(3)/3 Magic Knight 31 25 16 8 6 4 10 6 Merman 24 6 0 7 0 0 3 Monk 20 13 0 6 0 0 3 Necromancer Priestess 27 24 16 6 2 6 7 5 Queen Ant 31 20 0 8 6 5 12 3 Ranger 41 28 16 9 0 0 20 8 Royal Guard 35 21 4 8 6 4 15 5 Royal Soldier 24 18 0 6 0 0 5 Saint 31 24 24 6 9 4 10 6 Serpent Knight 32/31 24 0 7 6/4 2 12 3 Shaman 25 15 4 4 0 0 10 2 Skeleton 24 21 0 6 0 0 3 Slime 19 20 0 4 0 0 3 Soldier 20 14 0 6 0 0 2/3 Sorcerer 27 20 16 6 3 2 15 3 Styracosaur 23 24 0 6 0 0 3 Sword Master 25 22 0 6 0 9 15 3 Warlock 27 13 10 6 3 2 7 1 Werewolf 25 17 0 6 0 0 3 Werewolf 29 21 0 6 6 4 10 3 Wight 31 34 16 6 7 6 20 4 Wizard 27 15/16 16 6 6/4 2/0 7/8 3 Wyvern 31 24 8 7 3 2 15 4 Note: Enemies of the same name may have different values. Those values are given after the slash. Enemy Fighters and Garett have 21 DF. Also, Garett gets 2 A+. Enemy Grand Knights have lesser values in AT, DF, and A+. Only Commanders have To Next Lvl. This is the length of experience bar. This number is multiplied by 8 to get actual XP needed to get a level. Garett's Lord XP bar has length 4, others are 3. Hex: 2c4e2-2db63; check AT-DF-MV eg. Archers 13 0E 07; length 64 bytes Order of hex: Fighter (Garett), Fighter (men), Fighter (women), Lord, "" , "" , Sword Master, King, Ranger, Knight, "" , "" , Knight Master, "" , "" , Magic Knight, "" , "" , Grand Knight, "" , Crocodile Kni., Serpent Knight, Dragon Knight, "" , Warlock, Wizard, Arch Mage, Bishop, Cleric, Priestess, High Priestess, Saint, Warlock, Fighter, "" , Lord, Kaiser, Knight, "" , Royal Guard, "" , Grand Knight, Serpent Knight, Wizard, Arch Mage, Bishop, Great Slime, Queen Ant, Werewolf, Necromancer, Conjurer, Sorcerer, Living Armor, Wight, Kraken, Gorgosaur, Basilisk, Wyvern, Great Dragon, Chaos, Shaman, Fire Elemental, ?? (0c 0a 06) , "" , Soldier, Horseman, Archer, Monk, Merman, Gryphon, Guardman, Citizen, ?? (0c 0a 06) , "" , Soldier, Horseman, Dark Elf, Lizard man, Royal Soldier, Slime, Evil Ant, Werewolf, Skeleton, Styracosaur, Carrion Crawler, Golem, Leviathan, Gargoyle, Barbarian, Elemental Commanders Cmdr Troops Magic Arch Mage Archer, Soldier Magic Arrows, Fireball, Earthquake; Tornado, Fireball Basilisk Styracosaur Stone Bishop Archer Fireball 2, Healing 2, Confusion; Healing 2 Magic Arrows Fireball 2 Chaos Elemental Thunder, Earthquake, Healing 2 Cleric Guardman, Civilian Healing 1 Conjurer Golem Blizzard Crocodile Kni. Merman n/a Dragon Knight Gryphon Blizzard Fighter Soldier, Dark Elf, Civilian Fire Elemental - Fireball Gorgosaur Carrion Crawler, Styracosaur Fireball Grand Knight Soldier, Horseman, Archer/Dark Elf Great Dragon Styracosaur Fireball Great Slime Slime High Priestess Guardman, Monk Healing 2+3, Sleep Kaiser Royal Soldier Healing 1, Blizzard King Soldier, Horseman, Archer Magic Arrows, Healing 1 Knight Soldier, Horseman Knight Master Soldier, Horsmen, Archer Kraken Leviathan Living Armor Skeleton Blizzard Lord Soldier, Archer; Healing 1 Dark Elf, Royal Soldier Magic Knight Soldier, Horseman, Archer Thunder, Healing 1 Priestess Guardman, Monk Healing 1+2 Queen Ant Evil Ant Ranger - Earthquake, Sleep, Confusion Royal Guard Horseman Lightning Saint Guardman, Monk Fireball, Tornado, Healing 2 Serpent Knight Lizard man, Merman Shaman Barbarian Magic Arrows Sorcerer Skeleton Healing 2, Sleep, Confusion Sword Master Soldier, Horseman, Archer Warlock Guardman Magic Arrows Werewolf Werewolf Wizard Guardman, Soldier Magic Arrows, Fireball; Blizzard Wight Styracosaur Thunder Wizard Soldier, Guardman Magic Arrows, Fireball Wyvern Gargoyle Fireball Notes: Range is the maximum distance away from the commander that his/her troops can receive attack and defense bonuses; also known as sphere of influence. If a troop is not within his/her commander's sphere, instead of the commander's picture in battle, it will be replaced by the words "Out of Range". All commanders have Range of 4, except for your Fighters, who have 3. The Amulet item increases a commander's range to 9. If enemy's magic differs from yours, they are given after the semicolon. Promotion Found that section at 2c402. Each class has at most two promotion paths. Only good commanders can be promoted. Buying Troops Found that section at 2c202. Soldiers start at 0x41, up to 0x47 for Guardman. Each commander can have up to 3 unit types, but the max for each commander might be held at somewhere else. For instance, if you try to give Rangers some troops to buy, it might cause the ROM to malfunction. So it's safer to just change the troops rather than to add a troop. Notes: It is possible to get 3 Rangers by the time you finish the game without cheating. Only Sabra, Calais, and Mina can become Rangers. Rangers cannot buy armies, hence, their A+ and D+ values are 0. Here's how to advance them to get Rangers: Sabra: Fighter --> Lord --> Magic Knight --> Ranger Calais: Warlock --> Wizard --> Magic Knight --> Ranger Mina: Cleric --> Warlock --> Wizard --> Magic Knight --> Ranger Terrain Tile Foot Horse Swimmers Flyers Monsters Defense Bonus % 1 House 1 2 1 1 1 10 2 Forest 1 3 2 1 1 20 3 Plains 1 1 2 1 1 10 4 Road 1 1 1 1 1 0 5 Hill 2 3 3 1 3 30 6 Mountain X X X 1 X 45 7 Shallow Water 3 3 1 1 3 0 8 Deep Water 5 X 1 1 4 0 9 Castle Wall 4 X 4 1 X 40 10 Building Wall X X X 1 X 40 11 Indoors 1 2 2 1 1 10 12 Bridge 1 1 2 1 1 0 13 Cave 1 1 1 1 1 10 14 Rubble 3 3 3 1 3 15 15 Void X X X X X 0 Notes: Some monsters, including Grand Knight who rides atop a Styracosaur, moves like footmen with the following exceptions: they can't climb castle walls; they take 3 movement points to cross hills and 4 points to cross deep water. Yes, GK moves like Monsters. Check the icon in the lower left to see the actual underlying terrain. There are only 15 types, including black Void squares. For example, a throne counts as a castle wall. Building walls come in several flavors, too. House and indoors are two different types. The only difference is that swimmers move more easily in house tiles than in indoors tiles. House tiles don't appear too often. Off the top of my head, they are seen in Scenarios 3 and 14. Defense bonuses are for all units. Some units get additional bonuses (which can be found in their stat section in the rom.)Archers and Dark Elves get additional bonus that add up to 40% in Forests. Flyers always have 30%. Swimmers get a total of 50% in shallow and deep water. Throne gives 40% since it counts as a castle wall. Names (numbers after are gold for each kill) Garett Baldarov Calais Mina Sabra Tiberon Thorne Bayard Carleon Lance Priest Soldier Soldier Alfador Efreet 1st Commander 2nd Commander 3rd Commander Momus 1st Commander 2nd Commander 3rd Commander 4th Commander Commander Chief Commander Chief Commander Geryon Emperor Pythion 1st Commander 2nd Commander 3rd Commander 4th Commander 5th Commander 6th Commander 7th Commander 8th Commander Chief Commander Lance The Guards 1st Commander 2nd Commander 3rd Commander 4th Commander 5th Commander 6th Commander 7th Commander 8th Commander 1st Commander 2nd Commander 3rd Commander 4th Commander 5th Commander 6th Commander 7th Commander 8th Commander Magician Spell User High Priest Soldier Soldier Spell User Naxos Mortimus The guards Ganelon Monster Monster Chaos Monster Monster Monster Monster Monster Monster Spell User Malvese Stone Monument 01 Fighter Fighter Fighter 04 Lord Lord Lord 07 Sword Master 08 King 09 Ranger 0A Knight Knight Knight 0D Knight Master Knight Master Knight Master 10 Magic Knight Magic Knight Magic Knight 13 Grand Knight Grand Knight 15 Crocodile Kn. Serpent Knight 17 Dragon Knight Dragon Knight 19 Warlock Wizard Arch Mage Bishop Cleric Priestess High Priestess 20 Saint Warlock 22 Fighter enemy 50 Fighter (enemy) 50 Lord 100 Kaiser 244 Knight 70 Knight 70 Royal Guard 100 Royal Guard 100 2A Grand Knight 80 Serpent Knight 80 Wizard 100 Arch Mage 150 Bishop 120 Great Slime 50 30 Queen Ant 100 Were Wolf 150 Necromancer 200 Conjurer 44 Sorcerer 100 Living Armor 50 Wight 50 Kraken 150 Gorgosaur 200 Basilisk 200 3A Wyvern 200 Great Dragon 244 Chaos 244 Shaman 80 Fire Elemental 100 - 100 - 100 41Soldier Horseman Archer Monk Merman Gryphon Guardman 48 Citizen - - 100 4B Soldier 10 Horseman 15 Dark Elf 15 Lizard man 5 Royal Soldier 20 50 Slime 5 Evil Ant 5 Were Wolf 10 Skeleton 5 Styracosaur 20 Carrion Crawler 20 Golem 80 Leviathan 10 Gargoyle 20 Barbarian 15 5A Elemental 10 . . . Warsong GSword DSlayer Evil Axe Shield Wand Cross Orb Amulet - Magic Arrows Fire Ball Blizzard Lightning Thunder Earthquake Tornado Fire Ball Healing 1 Healing 2 Healing 3 Sleep Confusion Notes: These names appear in this order in the ROM. All the allied commanders are listed first, which ends at the second Warlock. Then the evil commanders follow, which end at Wight. Monster commanders come after them since they are neutral. All the allied units are listed after the monster commanders, followed by evil units, then monster units (starting with Styracosaur.) The first of three same classes is Garett, followed by men, then the women, namely Sabra. Unit Data The unit data is organized as follows when you read it starting at 2c4e1 (number of bytes in parentheses), using Garett's Fighter as example: 00 - Unit type (1) 00 01 - Always 0A (1 byte) 0A 02 - MP (1) 00 03 - AT (1) 17 04 - DF (1) 15 05 - MV (1) 06 06 - vs Soldiers (2) +0A, +0D 07 - vs Archers (2) +0, +0 08 - vs Mounts (2) +0, +0 09 - vs Flyers (2) +0, +0 10 - vs Swimmers (2) +0, +0 11 - vs Undead (2) +0, +0 12 - vs Slimes (2) +0, +0 13 - House Mv (1) 01 14 - Forest Mv (1) 01 15 - Plains Mv (1) 01 16 - Road Mv (1) 01 17 - Hill Mv (1) 02 18 - Mountain Mv (1) FF 19 - Shallow Water Mv (1) 03 20 - Deep Water Mv (1) 05 21 - Castle Wall Mv (1) 04 22 - Building Wall Mv (1) FF 23 - Indoors Mv (1) 01 24 - Bridge Mv (1) 01 25 - Cave Mv (1) 01 26 - Rubble Mv (1) 03 27 - Void Mv (1) FF 28 - House Def (1) +0% 29 - Forest Def (1) +0% 30 - Plains Def (1) +0% 31 - Road Def (1) +0% 32 - Hill Def (1) +0% 33 - Mountain Def (1) +0% 34 - Shallow Water Def (1) +0% 35 - Deep Water Def (1) +0% 36 - Castle Wall Def (1) +0% 37 - Building Wall Def (1) +0% 38 - Indoors Def (1) +0% 39 - Bridge Def (1) +0% 40 - Cave Def (1) +0% 41 - Rubble Def (1) +0% 42 - Troop cost (1) 0 43 - Gold per kill (1) 0 44 - Experience (1) 07 45 - Spells (3) FF 00 00 (None) 46 - Always FF (1) FF 47 - Range (1) 03 48 - unknown (1) 00 49 - unknown (1) 01 (bit 3: immunity) 50 - unknown (1) 09 51 - A+ D+ (2) 02 02 52 - To next level (1) 02 53 - Flags (1) 21 (Total 64 bytes for each unit.) Explanation: #00: There are 8 unit types: 00: soldier; 01: archer; 02: mounted; 03: flyer; 04: swimmer; 05: undead; 06: slime; 07: monster. #6 to #12: Some units have bonuses against one or more types. These bonuses give extra attack and defense (1st and 2nd byte respectively) when fighting against that units of that type. For example, Soldiers get +2A +4D against archer types--specifically against Archer and Dark Elves. #13 to #27 are the movement costs over that terrain type. They are pretty standardized for the five movement groups (see Terrain above.) #28 to #41 are the terrain bonus in addition to the normal bonus. For example, Archers and Dark Elfs get +20% in Forest tiles. #42 Troop cost is how much you pay to hire that unit. #43 Gold you get for each enemy of that type that you defeat. #44 Experience you get for killing that unit. Most troops give 3 and most commanders give 10. #45 Commanders can have up to 3 spells. See Magic section to find the hex for the spell (1 to D; 10). #47 Range for commanders. #49 Flags. Bit 3 ( bitwise OR 04) is immunity to sleep, confusion, stone #51 A+ D+ that commanders give to their troops. #52 To next level which I already explained in Stats section. #53 There are some patterns to this byte. The first digit is 2 for good, 3 for enemy. The second digit is 1 or 2 for good, 4 or 5 for evil. I don't know what they do. If you want to get all the stats, you can get my Excel file at http://www.geocities.com/ffl2/warsong.xls // notes on personal ROM // hacked ROM renamed to W.SMD // harder to gain levels // many stats changed // troops are now better // promotion paths changed for Tiberon and Bishop // Archmage gets new spell list // more info in warsong.xls // still things to look for // animations, attack styles, sound effects, magic effects