Dragon's Dogma: Dark Arisen

This is a quick and dirty tutorial for anyone looking to edit the itemList.itl

TOOLS:
ARCtool (I'm assuming you can use ARCtool. If not, do some research)
hex editor (like HxD https://mh-nexus.de/en/hxd/ )
Notepad++ (or similar, you should be keeping notes while you work--seriously, make it a habit)
Calculator for converting to and from hex

You'll want a way to find the items you're looking to edit as quickly as possible, so I've uploaded an item list which can be found in the download section--get it. And don't overlook the wiki for various references.

Wiki Dragon's Dogma Wiki

Forum Discussion
==============================================================================================================================
Find the ID of the item you want in the ID list.
Once you have the number, convert it to hex.
Reverse the bytes and replace the 3rd digit with E, then do a hex-value search.

Example: Dragon's Dogma is ID=312 (offset 9C0E)
Convert to hex = 138
Reverse the bytes = 38 01
Change the 3rd digit to E = 38 E1
Search.

Normally, the search will only have 1 result. If there are more, take a look at the code block. The proper result will always be in the same position within the block (bytes 63-64).

The code block for each item is 128bytes, ending with 31 29 (typically). The ID number is midway through this block, so you'll be right in the center of where you want to be. (Generally, the values start at the STR stat, but there are 2 bytes before it and the first byte will sometimes have a value like 1 or 2.)

The info in this block and it's arrangement depends on the type of item: weapon/armor/accessory
I'll give an example of each.

Rusted Sword (ID=321)
00 00 0A 00 00 00 00 00 00 00 62 88 01 00 00 00 00 00 00 00 00 00 64 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 19 00 32 0C A7 00 00 00 41 E1 FF 03 14 00 00 01 29 5C EF 3F F4 01 00 00 C8 00 00 00 03 04 00 00 00 00 00 00 00 00 00 00 10 00 00 00 00 00 00 00 03 00 03 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 31 29

For the most part, these are the areas you'll be interested in as far as altering stats goes. The other bits I haven't messed with, the forum discussion covers them to some degree. Be sure to read it if you're interested.

(Refer to the Rusted Sword code below for the following numbered fields)

03 = STR
04 = This is a shared byte only used if either 03/05 exceeds 255(FF) values will be added together
05 = MAG*8 (this value is always multiplied by 8)
06 = ? (May have to do with elemental effect/dmg% as suggested by zeuklie in the forum discussion. Weapons that don't normally have an elemental enchant will not have a value here, enchanted weapons always will--I always add a value if I add an element)
11 = Stagger
12 = This is another shared byte used by 11/13 if either value exceeds 255(FF) values will be added together
13 = Knockdown*4 (this value is always multiplied by 4)
-------------------
18 = Poison
19 = Topor
20 = ??
21 = Tarred
22 = Blind
The debilitations are still a bit of a mystery. Using a value of FF will enable the indicated debuff without upgrading. However, other values can, and are, used to accomplish the same thing as well as enabling other debuffs. Much more experimentation needs to be done in order to figure out all the particulars. Suffice it to say, using FF, you can reliably add those 4 debuffs in any combination, or all at once. Byte 20 can also have a value which may, or may not, change the results.
-------------------
23 = Slash% (max 100%)
24 = Bludgeon% (max 100%)
61 = Element type [08=fire|10=ice|18=lightning|20=holy|28=darkness]
63-64 = Item ID
71-74 = Weight (float)
78-81 = Value (selling price)

-----KEEP IN MIND THAT THE BYTES ARE REVERSED-----

Rusted Sword ID=321
00 00[03 04 05][06]00 00 00 00[11 12 13]00 00 00 00[18 19 20 21 22|23 24]00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 19 00 32 0C A7 00[61]00[63 64]FF 03 14 00 00 01[71 72 73 74]F4 01 00[78 79 80 81]00 03 04 00 00 00 00 00 00 00 00 00 00 10 00 00 00 00 00 00 00 03 00 03 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 31 29

Adding values (shared byte 04): this is basic to all shared bytes - STR/MAG, DEF/MDEF, Stagger/KD, etc

Example 1: We have a weapon with 200/200 STR/MAG
byte 03 will convert to C8
the MAG value is multiplied by 8: 200*8=1600 convert-->(640 hex)
the bytes are reversed = 40 06 (the 0 is added because a byte is 2 bits and there must be a value there)
byte 04 will be 40
byte 05 will be 06
so -- "C8 40 06" will give the proper 200/200
-----------------------------------------------------------------
Example 2: We want to change those stats to 400/350
Convert the numbers to hex: 400=190 / 350=350*8=AF0

reverse these bytes            90  01
                                                    F0  0A
Combine them in byte 04   90  F1  0A (01+F0)
-----------------------------------------------------------------
Dealing with larger numbers:

Let's change those stats to 400/555

400=(190)           90  01
555=(1158)               58  11
                             90  59  11 (58+01)

Max values here are FF FF FF = 1023 / 1023 (bytes cannot exceed FF (255))
==============================================================================================================================
Armor and accessories are similar enough that we can deal with them in the same way.

This is the Redstar Ring (unmodified):
00 00 00 00 00 00 01 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 FE 9F 7A 01 00 00 63 E4 FF 03 FF FF FF FF CD CC 4C 3E 10 27 00 00 00 00 00 00 B4 07 00 00 00 00 00 00 00 00 08 00 10 00 00 00 00 00 00 00 00 00 01 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 31 29

This is my 50% modified version:
00 00 32 90 01 00 32 C8 00 00 64 90 01 00 00 00 00 00 00 00 00 00 00 00 32 32 32 32 32 32 32 00 00 00 00 00 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 00 00 FE 9F 7A 01 00 00 63 E4 FF 03 FF FF FF FF CD CC 4C 3E 10 27 00 00 00 00 00 00 B4 07 00 00 00 00 00 00 00 00 08 00 10 00 00 00 00 00 00 00 00 00 01 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 31 29

This is the breakdown:
00 00[03 04 05]00[07 08 09]00[11 12 13]00 00 00 00 00 00 00 00 00 00 00[25 26 27 28 29 30 31]00 00 00 00 00[37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54]00 00 FE 9F 7A 01 00 00[63 64]FF 03 FF FF FF FF[70 71 72 73]10 27 00[77 78 79 80]00 B4 07 00 00 00 00 00 00 00 00 08 00 10 00 00 00 00 00 00 00 00 00 01 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 31 29


03 = STR
04 = This is a shared byte used by 03/05
05 = MAG (value is always multiplied by 8)
07 = DEF
08 = This is a shared byte used by 07/09
09 = MDEF (value is always multiplied by 4)
11 = Stagger Power
12 = This is a shared byte used by 11/13
13 = KD Power (value is always multiplied by 4)
------
25 = Pierce Res
26 = Strike Res
27 = Fire Res
28 = Ice Res
29 = Lightning Res
30 = Holy Res
31 = Dark Res
------ (Addresses that are marked "No Display" may still have some effect. Need more info)
37 = KD Res
38 = Stagger Res
39 = No Display
40 = Poison
41 = Torpor
42 = Blindness
43 = Sleep
44 = No Display
45 = No Display
46 = Possession
47 = Silence
48 = Skill Stifling
49 = Curse
50 = Petrification
51 = STR Down
52 = DEF Down
53 = MAG Down
54 = MDEF Down
63-64 = Item ID
71-74 = Weight (float)
78-81 = Value (selling price)


This is basically it. I'll add more as I (or you) find it. Good luck!

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VoxAngel

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