The file has three tabs. Just browse all three of them.Hey guys, I'm a lurker around here but I just had to post my thanks for this list of items and while I'm at it to Idle for his very easy to follow tutorial and JizzaBeez for his save editor. Much thanks to you all. I'm not much good at modding but I've had zero problems using the aforementioned tools.
Just wondering now though, is there a list like this going around for weapons? I'd like to add some fancy bows and daggers to my inventory.
Hello guys, I have been trying to get the golden idol item but I can't seem to get it to work.
class type="sItemManager::cITEM_PARAM_DATA">
<s16 name="data.mNum" value="1"/>
<s16 name="data.mItemNo" value="170"/>
<u32 name="data.mFlag" value="0"/>
<u16 name="data.mChgNum" value="0"/>
<u16 name="data.mDay1" value="1"/>
<u16 name="data.mDay2" value="0"/>
<u16 name="data.mDay3" value="0"/>
<s8 name="data.mMutationPool" value="0"/>
<s8 name="data.mOwnerId" value="0"/>
<u32 name="data.mKey" value="0"/>
Anyone know the decimal value for Arisens Bond item? Thanks in advance.
EDIT: Found it in the .xls file courtesy of Idle, 177 for those wondering. Thanks for this thread again Idle, you the man.
First of all thanks for the info, next do you have a list of Item ID'sHey guys I'm making a new topic so that I can display all known modding knowledge for this game in 1 post and not have it on a random page in the other threads.
Level, Vocation and Vocation Rank:
Skill and Augments:Code:<u8 name="mLevel" value="#"/> - Max value = 200 <u8 name="mJob" value="#"/> - Vocation Selected - Max value = 10 <array name="mJobLevel" type="u8" count="10"> <u8 value="#"/> - Vocation Rank Fighter - Max value = 9 <u8 value="#"/> - Vocation Rank Strider - Max value = 9 <u8 value="#"/> - Vocation Rank Mage - Max value = 9 <u8 value="#"/> - Vocation Rank Mystic Knight - Max value = 9 <u8 value="#"/> - Vocation Rank Assassin - Max value = 9 <u8 value="#"/> - Vocation Rank Magick Archer - Max value = 9 <u8 value="#"/> - Vocation Rank Warrior - Max value = 9 <u8 value="#"/> - Vocation Rank Ranger - Max value = 9 <u8 value="#"/> - Vocation Rank Sorcerer - Max value = 9 <u8 value="#"/> - Vocation Rank UNKNOWN - Max value = 9 </array>
AUGMENT ID LIST:Code:<array name="mSkillLv1" type="u32" count="14"> - Skills for Primary Weapons <u32 value="#"/> - Set to 4294967295 to unlock all skills <u32 value="#"/> - Set to 4294967295 to unlock all skills <u32 value="#"/> - Set to 4294967295 to unlock all skills <u32 value="#"/> - Set to 4294967295 to unlock all skills <u32 value="#"/> - Set to 4294967295 to unlock all skills <u32 value="#"/> - Set to 4294967295 to unlock all skills <u32 value="#"/> - Set to 4294967295 to unlock all skills <u32 value="#"/> - Set to 4294967295 to unlock all skills <u32 value="#"/> - Set to 4294967295 to unlock all skills <u32 value="#"/> - Set to 4294967295 to unlock all skills <u32 value="#"/> - Set to 4294967295 to unlock all skills <u32 value="#"/> - Set to 4294967295 to unlock all skills <u32 value="#"/> - Set to 4294967295 to unlock all skills <u32 value="#"/> - Set to 4294967295 to unlock all skills </array> <array name="mSkillLv2" type="u32" count="14"> - Skills for Secondary Weapons <u32 value="#"/> - Set to 4294967295 to unlock all skills <u32 value="#"/> - Set to 4294967295 to unlock all skills <u32 value="#"/> - Set to 4294967295 to unlock all skills <u32 value="#"/> - Set to 4294967295 to unlock all skills <u32 value="#"/> - Set to 4294967295 to unlock all skills <u32 value="#"/> - Set to 4294967295 to unlock all skills <u32 value="#"/> - Set to 4294967295 to unlock all skills <u32 value="#"/> - Set to 4294967295 to unlock all skills <u32 value="#"/> - Set to 4294967295 to unlock all skills <u32 value="#"/> - Set to 4294967295 to unlock all skills <u32 value="#"/> - Set to 4294967295 to unlock all skills <u32 value="#"/> - Set to 4294967295 to unlock all skills <u32 value="#"/> - Set to 4294967295 to unlock all skills <u32 value="#"/> - Set to 4294967295 to unlock all skills </array> <array name="mAbility" type="s8" count="6"> - Augments <s8 value="#"/> Look at Spoiler below for Augment ID's <s8 value="#"/> Look at Spoiler below for Augment ID's <s8 value="#"/> Look at Spoiler below for Augment ID's <s8 value="#"/> Look at Spoiler below for Augment ID's <s8 value="#"/> Look at Spoiler below for Augment ID's <s8 value="#"/> Look at Spoiler below for Augment ID's </array>
Code:0 - Fitness 1 - Sinew 2 - Egression 3 - Prescience 4 - Exhilaration 5 - Vehemence 6 - Vigilance 10 - Leg-Strength 11 - Arm-Strength 12 - Grit 13 - Damping 14 - Dexterity 15 - Eminence 16 - Endurance 20 - Infection 21 - Equanimity 22 - Beatitude 23 - Perpetuation 24 - Intervention 25 - Attunement 26 - Apotropaism 30 - Adamance 31 - Periphery 32 - Sanctuary 33 - Restoration 34 - Retribution 35 - Reinforcement 36 - Fortitude 40 - Watchfulness 41 - Preemption 42 - Autonomy 43 - Bloodlust 44 - Entrancement 45 - Sanguinity 46 - Toxicity 50 - Resilience 51 - Resistance 52 - Detection 53 - Regeneration 54 - Allure 55 - Potential 56 - Magnitude 60 - Temerity 61 - Audacity 62 - Proficiency 63 - Ferocity 64 - Impact 65 - Bastion 66 - Clout 70 - Trajectory 71 - Morbidity 72 - Precision 73 - Stability 74 - Efficacy 75 - Radiance 76 - Longevity 80 - Gravitas 81 - Articulacy 82 - Conservation 83 - Emphasis 84 - Suasion 85 - Acuity 86 - Awareness 91 - Suasion 92 - Thrift 93 - Weal 94 - Renown
Equipped Items:
TIER ID's:Code:<array name="mEquipItem" type="class" count="11"> <class type="sItemManager::cITEM_PARAM_DATA"> - Primary Weapon <s16 name="data.mNum" value="#"/> - Item Quantity 1 <s16 name="data.mItemNo" value="#"/> - Item ID <u32 name="data.mFlag" value="#"/> - Item Level/Tier - Tier ID list below <u16 name="data.mChgNum" value="0"/> - UNKNOWN <u16 name="data.mDay1" value="#"/> - Item Quantity 2 - 2, 3 and 4 HAVE to equal Item Quantity 1 <u16 name="data.mDay2" value="#"/> - Item Quantity 3 - 2, 3 and 4 HAVE to equal Item Quantity 1 <u16 name="data.mDay3" value="#"/> - Item Quantity 4 - 2, 3 and 4 HAVE to equal Item Quantity 1 <s8 name="data.mMutationPool" value="0"/> - UNKNOWN <s8 name="data.mOwnerId" value="#"/> - Who the Item belongs to, 0= Main Character, 1= Main Pawn, etc. <u32 name="data.mKey" value="0"/> - UNKNOWN </class> <class type="sItemManager::cITEM_PARAM_DATA"> - Secondary Weapon <s16 name="data.mNum" value="#"/> - Item Quantity 1 <s16 name="data.mItemNo" value="#"/> - Item ID <u32 name="data.mFlag" value="#"/> - Item Level/Tier - Tier ID list below <u16 name="data.mChgNum" value="0"/> - UNKNOWN <u16 name="data.mDay1" value="#"/> - Item Quantity 2 - 2, 3 and 4 HAVE to equal Item Quantity 1 <u16 name="data.mDay2" value="#"/> - Item Quantity 3 - 2, 3 and 4 HAVE to equal Item Quantity 1 <u16 name="data.mDay3" value="#"/> - Item Quantity 4 - 2, 3 and 4 HAVE to equal Item Quantity 1 <s8 name="data.mMutationPool" value="0"/> - UNKNOWN <s8 name="data.mOwnerId" value="#"/> - Who the Item belongs to, 0= Main Character, 1= Main Pawn, etc. <u32 name="data.mKey" value="0"/> - UNKNOWN </class> <class type="sItemManager::cITEM_PARAM_DATA"> - Clothing (Shirt) <s16 name="data.mNum" value="#"/> - Item Quantity 1 <s16 name="data.mItemNo" value="#"/> - Item ID <u32 name="data.mFlag" value="#"/> - Item Level/Tier - Tier ID list below <u16 name="data.mChgNum" value="0"/> - UNKNOWN <u16 name="data.mDay1" value="#"/> - Item Quantity 2 - 2, 3 and 4 HAVE to equal Item Quantity 1 <u16 name="data.mDay2" value="#"/> - Item Quantity 3 - 2, 3 and 4 HAVE to equal Item Quantity 1 <u16 name="data.mDay3" value="#"/> - Item Quantity 4 - 2, 3 and 4 HAVE to equal Item Quantity 1 <s8 name="data.mMutationPool" value="0"/> - UNKNOWN <s8 name="data.mOwnerId" value="#"/> - Who the Item belongs to, 0= Main Character, 1= Main Pawn, etc. <u32 name="data.mKey" value="0"/> - UNKNOWN </class> <class type="sItemManager::cITEM_PARAM_DATA"> - Clothing (Pants) <s16 name="data.mNum" value="#"/> - Item Quantity 1 <s16 name="data.mItemNo" value="#"/> - Item ID <u32 name="data.mFlag" value="#"/> - Item Level/Tier - Tier ID list below <u16 name="data.mChgNum" value="0"/> - UNKNOWN <u16 name="data.mDay1" value="#"/> - Item Quantity 2 - 2, 3 and 4 HAVE to equal Item Quantity 1 <u16 name="data.mDay2" value="#"/> - Item Quantity 3 - 2, 3 and 4 HAVE to equal Item Quantity 1 <u16 name="data.mDay3" value="#"/> - Item Quantity 4 - 2, 3 and 4 HAVE to equal Item Quantity 1 <s8 name="data.mMutationPool" value="0"/> - UNKNOWN <s8 name="data.mOwnerId" value="#"/> - Who the Item belongs to, 0= Main Character, 1= Main Pawn, etc. <u32 name="data.mKey" value="0"/> - UNKNOWN </class> <class type="sItemManager::cITEM_PARAM_DATA"> - Helmet <s16 name="data.mNum" value="#"/> - Item Quantity 1 <s16 name="data.mItemNo" value="#"/> - Item ID <u32 name="data.mFlag" value="#"/> - Item Level/Tier - Tier ID list below <u16 name="data.mChgNum" value="0"/> - UNKNOWN <u16 name="data.mDay1" value="#"/> - Item Quantity 2 - 2, 3 and 4 HAVE to equal Item Quantity 1 <u16 name="data.mDay2" value="#"/> - Item Quantity 3 - 2, 3 and 4 HAVE to equal Item Quantity 1 <u16 name="data.mDay3" value="#"/> - Item Quantity 4 - 2, 3 and 4 HAVE to equal Item Quantity 1 <s8 name="data.mMutationPool" value="0"/> - UNKNOWN <s8 name="data.mOwnerId" value="#"/> - Who the Item belongs to, 0= Main Character, 1= Main Pawn, etc. <u32 name="data.mKey" value="0"/> - UNKNOWN </class> <class type="sItemManager::cITEM_PARAM_DATA"> - Chestplate <s16 name="data.mNum" value="#"/> - Item Quantity 1 <s16 name="data.mItemNo" value="#"/> - Item ID <u32 name="data.mFlag" value="#"/> - Item Level/Tier - Tier ID list below <u16 name="data.mChgNum" value="0"/> - UNKNOWN <u16 name="data.mDay1" value="#"/> - Item Quantity 2 - 2, 3 and 4 HAVE to equal Item Quantity 1 <u16 name="data.mDay2" value="#"/> - Item Quantity 3 - 2, 3 and 4 HAVE to equal Item Quantity 1 <u16 name="data.mDay3" value="#"/> - Item Quantity 4 - 2, 3 and 4 HAVE to equal Item Quantity 1 <s8 name="data.mMutationPool" value="0"/> - UNKNOWN <s8 name="data.mOwnerId" value="#"/> - Who the Item belongs to, 0= Main Character, 1= Main Pawn, etc. <u32 name="data.mKey" value="0"/> - UNKNOWN </class> <class type="sItemManager::cITEM_PARAM_DATA"> - Gauntlets <s16 name="data.mNum" value="#"/> - Item Quantity 1 <s16 name="data.mItemNo" value="#"/> - Item ID <u32 name="data.mFlag" value="#"/> - Item Level/Tier - Tier ID list below <u16 name="data.mChgNum" value="0"/> - UNKNOWN <u16 name="data.mDay1" value="#"/> - Item Quantity 2 - 2, 3 and 4 HAVE to equal Item Quantity 1 <u16 name="data.mDay2" value="#"/> - Item Quantity 3 - 2, 3 and 4 HAVE to equal Item Quantity 1 <u16 name="data.mDay3" value="#"/> - Item Quantity 4 - 2, 3 and 4 HAVE to equal Item Quantity 1 <s8 name="data.mMutationPool" value="0"/> - UNKNOWN <s8 name="data.mOwnerId" value="#"/> - Who the Item belongs to, 0= Main Character, 1= Main Pawn, etc. <u32 name="data.mKey" value="0"/> - UNKNOWN </class> <class type="sItemManager::cITEM_PARAM_DATA"> - Greaves <s16 name="data.mNum" value="#"/> - Item Quantity 1 <s16 name="data.mItemNo" value="#"/> - Item ID <u32 name="data.mFlag" value="#"/> - Item Level/Tier - Tier ID list below <u16 name="data.mChgNum" value="0"/> - UNKNOWN <u16 name="data.mDay1" value="#"/> - Item Quantity 2 - 2, 3 and 4 HAVE to equal Item Quantity 1 <u16 name="data.mDay2" value="#"/> - Item Quantity 3 - 2, 3 and 4 HAVE to equal Item Quantity 1 <u16 name="data.mDay3" value="#"/> - Item Quantity 4 - 2, 3 and 4 HAVE to equal Item Quantity 1 <s8 name="data.mMutationPool" value="0"/> - UNKNOWN <s8 name="data.mOwnerId" value="#"/> - Who the Item belongs to, 0= Main Character, 1= Main Pawn, etc. <u32 name="data.mKey" value="0"/> - UNKNOWN </class> <class type="sItemManager::cITEM_PARAM_DATA"> - Cape <s16 name="data.mNum" value="#"/> - Item Quantity 1 <s16 name="data.mItemNo" value="#"/> - Item ID <u32 name="data.mFlag" value="#"/> - Item Level/Tier - Tier ID list below <u16 name="data.mChgNum" value="0"/> - UNKNOWN <u16 name="data.mDay1" value="#"/> - Item Quantity 2 - 2, 3 and 4 HAVE to equal Item Quantity 1 <u16 name="data.mDay2" value="#"/> - Item Quantity 3 - 2, 3 and 4 HAVE to equal Item Quantity 1 <u16 name="data.mDay3" value="#"/> - Item Quantity 4 - 2, 3 and 4 HAVE to equal Item Quantity 1 <s8 name="data.mMutationPool" value="0"/> - UNKNOWN <s8 name="data.mOwnerId" value="#"/> - Who the Item belongs to, 0= Main Character, 1= Main Pawn, etc. <u32 name="data.mKey" value="0"/> - UNKNOWN </class> <class type="sItemManager::cITEM_PARAM_DATA"> - Ring <s16 name="data.mNum" value="#"/> - Item Quantity 1 <s16 name="data.mItemNo" value="#"/> - Item ID <u32 name="data.mFlag" value="#"/> - Item Level/Tier - Tier ID list below <u16 name="data.mChgNum" value="0"/> - UNKNOWN <u16 name="data.mDay1" value="#"/> - Item Quantity 2 - 2, 3 and 4 HAVE to equal Item Quantity 1 <u16 name="data.mDay2" value="#"/> - Item Quantity 3 - 2, 3 and 4 HAVE to equal Item Quantity 1 <u16 name="data.mDay3" value="#"/> - Item Quantity 4 - 2, 3 and 4 HAVE to equal Item Quantity 1 <s8 name="data.mMutationPool" value="0"/> - UNKNOWN <s8 name="data.mOwnerId" value="#"/> - Who the Item belongs to, 0= Main Character, 1= Main Pawn, etc. <u32 name="data.mKey" value="0"/> - UNKNOWN </class> <class type="sItemManager::cITEM_PARAM_DATA"> - UNKNOWN <s16 name="data.mNum" value="#"/> - Item Quantity 1 <s16 name="data.mItemNo" value="#"/> - Item ID <u32 name="data.mFlag" value="#"/> - Item Level/Tier - Tier ID list below <u16 name="data.mChgNum" value="0"/> - UNKNOWN <u16 name="data.mDay1" value="#"/> - Item Quantity 2 - 2, 3 and 4 HAVE to equal Item Quantity 1 <u16 name="data.mDay2" value="#"/> - Item Quantity 3 - 2, 3 and 4 HAVE to equal Item Quantity 1 <u16 name="data.mDay3" value="#"/> - Item Quantity 4 - 2, 3 and 4 HAVE to equal Item Quantity 1 <s8 name="data.mMutationPool" value="0"/> - UNKNOWN <s8 name="data.mOwnerId" value="#"/> - Who the Item belongs to, 0= Main Character, 1= Main Pawn, etc. <u32 name="data.mKey" value="0"/> - UNKNOWN </class> </array> <class name="mPresentItem" type="sItemManager::cITEM_PARAM_DATA"> - UNKNOWN <s16 name="data.mNum" value="#"/> - Item Quantity 1 <s16 name="data.mItemNo" value="#"/> - Item ID <u32 name="data.mFlag" value="#"/> - Item Level/Tier - Tier ID list below <u16 name="data.mChgNum" value="0"/> - UNKNOWN <u16 name="data.mDay1" value="#"/> - Item Quantity 2 - 2, 3 and 4 HAVE to equal Item Quantity 1 <u16 name="data.mDay2" value="#"/> - Item Quantity 3 - 2, 3 and 4 HAVE to equal Item Quantity 1 <u16 name="data.mDay3" value="#"/> - Item Quantity 4 - 2, 3 and 4 HAVE to equal Item Quantity 1 <s8 name="data.mMutationPool" value="0"/> - UNKNOWN <s8 name="data.mOwnerId" value="#"/> - Who the Item belongs to, 0= Main Character, 1= Main Pawn, etc. <u32 name="data.mKey" value="0"/> - UNKNOWN </class>
Code:3 - No Stars, Tier 0 13 - 1 Star, Tier 1 19 - 2 Stars, Tier 2 35 - 3 Stars, Tier 3 67 - Wyrmfire, Tier 4 (MAX)
Stats and Discipline Points:
Code:<f32 name="mHp" value="#.000000"/> - Current Health <f32 name="mHpMax" value="#.000000"/> - Max Health <f32 name="mHpMaxWhite" value="#.000000"/> - Max Health you can heal with magick <f32 name="mStamina" value="#.000000"/> - Current Stamina <f32 name="mStaminaBase" value="#.000000"/> - UNKNOWN <f32 name="mStaminaLv" value="#.000000"/> - UNKNOWN <f32 name="mBasicAttack" value="#.000000"/> - Strength <f32 name="mBasicDefend" value="#.000000"/> - Defense <f32 name="mBasicMgcAttack" value="#.000000"/> - Magick Strength <f32 name="mBasicMgcDefend" value="#.000000"/> - Magick Defense <u32 name="mExp" value="#"/> - Experience for character's level <u32 name="mNextExp" value="#"/> - Experience needed til next level <array name="mJobExp" type="u32" count="10"> <u32 value="#"/> - Total Vocation Experience Earned <u32 value="#"/> - Total Vocation Experience Earned <u32 value="#"/> - Total Vocation Experience Earned <u32 value="#"/> - Total Vocation Experience Earned <u32 value="#"/> - Total Vocation Experience Earned <u32 value="#"/> - Total Vocation Experience Earned <u32 value="#"/> - Total Vocation Experience Earned <u32 value="#"/> - Total Vocation Experience Earned <u32 value="#"/> - Total Vocation Experience Earned <u32 value="#"/> - Total Vocation Experience Earned </array> <array name="mJobNextExp" type="u32" count="10"> <u32 value="#"/> - Experience needed to next Vocation Level/Rank <u32 value="#"/> - Experience needed to next Vocation Level/Rank <u32 value="#"/> - Experience needed to next Vocation Level/Rank <u32 value="#"/> - Experience needed to next Vocation Level/Rank <u32 value="#"/> - Experience needed to next Vocation Level/Rank <u32 value="#"/> - Experience needed to next Vocation Level/Rank <u32 value="#"/> - Experience needed to next Vocation Level/Rank <u32 value="#"/> - Experience needed to next Vocation Level/Rank <u32 value="#"/> - Experience needed to next Vocation Level/Rank <u32 value="#"/> - Experience needed to next Vocation Level/Rank </array> <array name="mJobPoint" type="s32" count="10"> <s32 value="#"/> - Discipline Points - Max = 999999 <s32 value="#"/> - Discipline Points - Max = 999999 <s32 value="#"/> - Discipline Points - Max = 999999 <s32 value="#"/> - Discipline Points - Max = 999999 <s32 value="#"/> - Discipline Points - Max = 999999 <s32 value="#"/> - Discipline Points - Max = 999999 <s32 value="#"/> - Discipline Points - Max = 999999 <s32 value="#"/> - Discipline Points - Max = 999999 <s32 value="#"/> - Discipline Points - Max = 999999 <s32 value="#"/> - Discipline Points - Max = 999999 </array> <s32 name="mGold" value="#"/> - Gold - Max = 99999999 <s32 name="OnlinePoint" value="99999999"/> - Rift Crystals - Max = 99999999
PAWN DATA INFO ONLY
Study Flag/Knowledge:
Code:<array name="mStudyFlag" type="u32" count="322"> - Bestiary, Quest and Travel Knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - 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Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge
Pawn Rating:
Code:<u8 name="mTotalValApp" value="#"/> - Appearance Rating - Max= 5 <u8 name="mTotalValBtl" value="#"/> - Battle Rating - Max= 5 <u8 name="mTotalValCont" value="#"/> - Helpfulness Rating - Max= 5
INVENTORY INFO
Inventory (Item ID swapping/Item Adding):
Code:<array name="mItem" type="class" count="4"> <class type="cSAVE_DATA_ITEM"> <u32 name="mItemCount" value="#"/> - Number of Items in Inventory <array name="mItem" type="class" count="256"> <class type="sItemManager::cITEM_PARAM_DATA"> <s16 name="data.mNum" value="#"/> - Item Quantity 1 <s16 name="data.mItemNo" value="#"/> - Item ID <u32 name="data.mFlag" value="#"/> - Item Level/Tier - Tier ID list below <u16 name="data.mChgNum" value="0"/> - UNKNOWN <u16 name="data.mDay1" value="#"/> - Item Quantity 2 - 2, 3 and 4 HAVE to equal Item Quantity 1 <u16 name="data.mDay2" value="#"/> - Item Quantity 3 - 2, 3 and 4 HAVE to equal Item Quantity 1 <u16 name="data.mDay3" value="#"/> - Item Quantity 4 - 2, 3 and 4 HAVE to equal Item Quantity 1 <s8 name="data.mMutationPool" value="0"/> - UNKNOWN <s8 name="data.mOwnerId" value="#"/> - Who the Item belongs to, 0= Main Character, 1= Main Pawn, etc. <u32 name="data.mKey" value="0"/> - UNKNOWN </class> <class type="sItemManager::cITEM_PARAM_DATA"> - BLANK ITEM/NO ITEM <s16 name="data.mNum" value="0"/> <s16 name="data.mItemNo" value="-1"/> <u32 name="data.mFlag" value="0"/> <u16 name="data.mChgNum" value="0"/> <u16 name="data.mDay1" value="0"/> <u16 name="data.mDay2" value="0"/> <u16 name="data.mDay3" value="0"/> <s8 name="data.mMutationPool" value="0"/> <s8 name="data.mOwnerId" value="0"/> <u32 name="data.mKey" value="0"/> </class> ... More Item Area ...
Storage Items:
Code:<u32 name="mStorageItemCount" value="#"/> - Number of Items in Storage <array name="mStorageItem" type="class" count="4278"> <class type="sItemManager::cITEM_PARAM_DATA"> <s16 name="data.mNum" value="#"/> - Item Quantity 1 <s16 name="data.mItemNo" value="#"/> - Item ID <u32 name="data.mFlag" value="#"/> - Item Level/Tier - Tier ID list below <u16 name="data.mChgNum" value="0"/> - UNKNOWN <u16 name="data.mDay1" value="#"/> - Item Quantity 2 - 2, 3 and 4 HAVE to equal Item Quantity 1 <u16 name="data.mDay2" value="#"/> - Item Quantity 3 - 2, 3 and 4 HAVE to equal Item Quantity 1 <u16 name="data.mDay3" value="#"/> - Item Quantity 4 - 2, 3 and 4 HAVE to equal Item Quantity 1 <s8 name="data.mMutationPool" value="0"/> - UNKNOWN <s8 name="data.mOwnerId" value="#"/> - Who the Item belongs to, 0= Main Character, 1= Main Pawn, etc. <u32 name="data.mKey" value="0"/> - UNKNOWN </class> <class type="sItemManager::cITEM_PARAM_DATA"> - BLANK ITEM/NO ITEM <s16 name="data.mNum" value="0"/> <s16 name="data.mItemNo" value="-1"/> <u32 name="data.mFlag" value="0"/> <u16 name="data.mChgNum" value="0"/> <u16 name="data.mDay1" value="0"/> <u16 name="data.mDay2" value="0"/> <u16 name="data.mDay3" value="0"/> <s8 name="data.mMutationPool" value="0"/> <s8 name="data.mOwnerId" value="0"/> <u32 name="data.mKey" value="0"/> </class>
CHARACTER AND PAWN APPEARANCE
Character Appearance:
Code:<class name="mEditPl" type="cSAVE_DATA_EDIT"> - SEARCH FOR THIS <array name="(u8*)mNameStr" type="u8" count="25"> - Character Name <u8 value="73"/> - Decimal value for Hex Letter Value (Name is currently set to Idlehands88) <u8 value="100"/> <u8 value="108"/> <u8 value="101"/> <u8 value="104"/> <u8 value="97"/> <u8 value="110"/> <u8 value="100"/> <u8 value="115"/> <u8 value="56"/> <u8 value="56"/> <u8 value="0"/> <u8 value="0"/> <u8 value="0"/> <u8 value="0"/> <u8 value="0"/> <u8 value="0"/> <u8 value="0"/> <u8 value="0"/> <u8 value="0"/> <u8 value="0"/> <u8 value="0"/> <u8 value="0"/> <u8 value="0"/> <u8 value="0"/> </array> <u8 name="mGender" value="#"/> - Male=0, Female =1 <u32 name="mNickname" value="#"/> <u8 name="mVoice" value="#"/> <u8 name="mPersonality" value="#"/> <u8 name="mFaceBase" value="#"/> <u8 name="mFaceEye" value="#"/> <u8 name="mFaceEyebrow" value="#"/> <u8 name="mFaceNose" value="#"/> <u8 name="mFaceMouth" value="#"/> <u8 name="mFaceEar" value="#"/> <u8 name="mOfsXFaceEye" value="#"/> <u8 name="mOfsYFaceEye" value="#"/> <u8 name="mOfsXFaceEyebrow" value="#"/> <u8 name="mOfsYFaceEyebrow" value="#"/> <u8 name="mOfsYFaceNose" value="#"/> <u8 name="mOfsYFaceMouth" value="#"/> <u8 name="mOfsYFaceEar" value="#"/> <u8 name="mOfsZFaceEar" value="#"/> <u8 name="mSclFaceEye" value="#"/> <u8 name="mSclFaceNose" value="#"/> <u8 name="mBodySlender" value="#"/> <u8 name="mBodyMuscle" value="#"/> <u8 name="mBustScale" value="#"/> - Booby Size <u8 name="mHumanBodyAll" value="#"/> <u8 name="mHumanHead" value="#"/> <u8 name="mHumanBody" value="#"/> <u8 name="mHumanArm" value="#"/> <u8 name="mHumanLeg" value="#"/> <u8 name="mMovement" value="#"/> <u8 name="mPosture" value="#"/> <u8 name="mWrinkleFace" value="#"/> <u8 name="mMakeupFace" value="#"/> <u8 name="mScarNo" value="#"/> <u8 name="mColorHair" value="#"/> <u8 name="mColorEyeR" value="#"/> <u8 name="mColorEyeL" value="#"/> <u8 name="mColorBody" value="#"/> <u8 name="mColorBeard" value="#"/> <u8 name="mColorEyebrow" value="#"/> <u8 name="mColorMakeup" value="#"/> <u8 name="mHairNo" value="#"/> <u8 name="mBeardNo" value="#"/> </class>
Pawn Appearance:
Code:<class name="mEditPawn" type="cSAVE_DATA_EDIT"> - SEARCH FOR THIS <array name="(u8*)mNameStr" type="u8" count="25"> <u8 value="73"/> - Decimal value for Hex Letter Value (Name is currently set to Idlehands88) <u8 value="100"/> <u8 value="108"/> <u8 value="101"/> <u8 value="104"/> <u8 value="97"/> <u8 value="110"/> <u8 value="100"/> <u8 value="115"/> <u8 value="56"/> <u8 value="56"/> <u8 value="0"/> <u8 value="0"/> <u8 value="0"/> <u8 value="0"/> <u8 value="0"/> <u8 value="0"/> <u8 value="0"/> <u8 value="0"/> <u8 value="0"/> <u8 value="0"/> <u8 value="0"/> <u8 value="0"/> <u8 value="0"/> <u8 value="0"/> </array> <u8 name="mGender" value="#"/> - Male=0, Female =1 <u32 name="mNickname" value="#"/> <u8 name="mVoice" value="#"/> <u8 name="mPersonality" value="#"/> <u8 name="mFaceBase" value="#"/> <u8 name="mFaceEye" value="#"/> <u8 name="mFaceEyebrow" value="#"/> <u8 name="mFaceNose" value="#"/> <u8 name="mFaceMouth" value="#"/> <u8 name="mFaceEar" value="#"/> <u8 name="mOfsXFaceEye" value="#"/> <u8 name="mOfsYFaceEye" value="#"/> <u8 name="mOfsXFaceEyebrow" value="#"/> <u8 name="mOfsYFaceEyebrow" value="#"/> <u8 name="mOfsYFaceNose" value="#"/> <u8 name="mOfsYFaceMouth" value="#"/> <u8 name="mOfsYFaceEar" value="#"/> <u8 name="mOfsZFaceEar" value="#"/> <u8 name="mSclFaceEye" value="#"/> <u8 name="mSclFaceNose" value="#"/> <u8 name="mBodySlender" value="#"/> <u8 name="mBodyMuscle" value="#"/> <u8 name="mBustScale" value="#"/> - Booby Size <u8 name="mHumanBodyAll" value="#"/> <u8 name="mHumanHead" value="#"/> <u8 name="mHumanBody" value="#"/> <u8 name="mHumanArm" value="#"/> <u8 name="mHumanLeg" value="#"/> <u8 name="mMovement" value="#"/> <u8 name="mPosture" value="#"/> <u8 name="mWrinkleFace" value="#"/> <u8 name="mMakeupFace" value="#"/> <u8 name="mScarNo" value="#"/> <u8 name="mColorHair" value="#"/> <u8 name="mColorEyeR" value="#"/> <u8 name="mColorEyeL" value="#"/> <u8 name="mColorBody" value="#"/> <u8 name="mColorBeard" value="#"/> <u8 name="mColorEyebrow" value="#"/> <u8 name="mColorMakeup" value="#"/> <u8 name="mHairNo" value="#"/> <u8 name="mBeardNo" value="#"/> </class>
Extra Appearance Options:
Code:<s32 name="mSurgeryTicket" value="#"/> - Number of times you can access the "Edit Character" Screen from Main Menu <array name="mHariColor" type="bool" count="7"> - Extra Hair Colors Unlocked <bool value="true"/> <bool value="true"/> <bool value="true"/> <bool value="true"/> <bool value="true"/> <bool value="true"/> <bool value="true"/> </array> <array name="mSkinColor" type="bool" count="7"> - Extra Skin Colors Unlocked <bool value="true"/> <bool value="true"/> <bool value="true"/> <bool value="true"/> <bool value="true"/> <bool value="true"/> <bool value="true"/> </array> <array name="mMakeupColor" type="bool" count="7"> - Extra Makeup Colors Unlocked <bool value="true"/> <bool value="true"/> <bool value="true"/> <bool value="true"/> <bool value="true"/> <bool value="true"/> <bool value="true"/> </array>
MORE INFO COMING SOON
Bestiary and other stuff like that are not considered stats (they are more info then stats) I consider Stats to be Health, Stamina, Strength, Magick and Defenses... Don't be jealious that I found out where the Leaderboard stats were, I'm sure that if I posted how to do it, you'd do it in a heartbeat. Don't get mad because I found something you didn't/can't...Wrong. You can mod your pawn's Beastiary, knowledge of quests and area, and also the discipline points. Everything else will corrupt your pawn. Although, I see that you just love to mod yourself on the leaderboards. Shame. However, what if you were to mod a weapon or peiece of armor's stats then add it to your pawn? I haven't found how to edit the stats of an item. Try it out would ya?
Also you CAN NOT mod item stats because that info is not stored in the save. That info is stored on the disc.
Thanks for the tut it is easy to follow though i do seem to be having trouble with the study flags every time i do it nothing changes there must be something i am doing wrong i have tried doing only a few instead of loads at once but it doesn't seem to help the only other trouble i had was putting a 2 hander in my secondary which crashed my game turns out you can't dual wield them =pBestiary and other stuff like that are not considered stats (they are more info then stats) I consider Stats to be Health, Stamina, Strength, Magick and Defenses... Don't be jealious that I found out where the Leaderboard stats were, I'm sure that if I posted how to do it, you'd do it in a heartbeat. Don't get mad because I found something you didn't/can't...
Also you CAN NOT mod item stats because that info is not stored in the save. That info is stored on the disc.
I am surprised you can mod the leader board that seems like something that would/should be server side.
I got to #121 legitly on the Leaderboards... I modded it because I found out how... Also it's me and CountryBoy that are #1 and 2, not Enigma...My rule for modding: Never mod yourself on the leaderboards or in an obvious way. I'm never jealous of those who HAVE to mod to get themselves a high rank. Actually, I feel sorry for them. I just happened to see both you and Enigma were on there.
I think the pawn is entirely sever-based when it comes to stats. For example, when you have a level 2 Pawn that's a fighter, then the server registers that at level 2, that the stats should be the same for ALL pawns that are level 2 fighter. I think modding anything different than these base stats are what corrupts it. I know for a fact that I have the most powerful sorcerer in the game. I've checked other level 200 sorcerers, and I kill almost every stat they have. However, my pawn doesn't sell well because of its level and people have to add me just to use it without paying. I'm sure there's a way around these stats though. We can't give up yet.
I also might have found a way to mod the stats and not get it corrupt, will be trying it later to see if it works.
As a note, just because "your" rule to modding is not to mod yourself on the Leaderboards, doesn't mean that EVERYONE has to follow that.