The Slormancer

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Scheimann
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Re: The Slormancer

Post by Scheimann »

Xilium wrote:
Sun Jun 01, 2025 8:21 pm
Does anyone know how to make it so that the loot parameters option only changes the drop rate? I'm trying to get 100% drop rate without effecting the level or quality of the drops from their default values.
for this use Pointers > gameshop/loot settings pointers

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sdkyron
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Re: The Slormancer

Post by sdkyron »

mushibugyo wrote:
Sat May 31, 2025 7:06 pm
I will have to test as it's been working for me. Will let you know what I find.
So, i made it work but it doesn't have the effect i hoped it would. Even with 200 charges i still get legendaries instead of purples.

joka6666
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Re: The Slormancer

Post by joka6666 »

ok seems to work on most things, doesnt seem to work on attack speed, or any of the reaper mods, reaper xp, edit reaper stats, or unlock all reapers

also puts you into negative numbers for any and all slorm that you use, only way around that is zero crafting cost but the tooltip will show -12315124142 of any material used

DummyTone
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Re: The Slormancer

Post by DummyTone »

Anyone know how to get the mastery xp gain option to work? I wanna speed up my skill mastery, thats all

ace03
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Re: The Slormancer

Post by ace03 »

sdkyron wrote:
Mon Jun 02, 2025 12:59 pm
mushibugyo wrote:
Sat May 31, 2025 7:06 pm
I will have to test as it's been working for me. Will let you know what I find.
So, i made it work but it doesn't have the effect i hoped it would. Even with 200 charges i still get legendaries instead of purples.
Try to change it into 10,000, it will become 101% chance, I think each 200 charges equivalent to 2%.

joka6666
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Re: The Slormancer

Post by joka6666 »

Are there any planned updates to this table or anyone got any of the broken things working again?

I read the full topic and did the shop offset change to make that work - "populateSettings(memrec,6)" to "populateSettings(memrec,13)"
and that opens up a lot of stuff like slorm amounts for crafting etc...

Does anyone have any of the reaper stuff working like, Obj parent hero offsets, find all reapers, reaper xp etc... in the GoG client

nearly everything works in the steam client including find reapers
Last edited by joka6666 on Sat Jun 14, 2025 10:47 am, edited 1 time in total.

hawk5005
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Re: The Slormancer

Post by hawk5005 »

Can't really seem to get how to make purple items with this. I assume they never drop? So then using pointers -> loot settings, but seemingly anything I change about "nether" doesn't seem to increase the rate in which purple items drop. Setting everything to 100000 and the warlords still drop only orange items.
Probably needs an update if anyone can do it.

joka6666
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Re: The Slormancer

Post by joka6666 »

hawk5005 wrote:
Fri Jun 13, 2025 7:27 pm
Can't really seem to get how to make purple items with this. I assume they never drop? So then using pointers -> loot settings, but seemingly anything I change about "nether" doesn't seem to increase the rate in which purple items drop. Setting everything to 100000 and the warlords still drop only orange items.
Probably needs an update if anyone can do it.
well ive tried obj_parent magic find as well as quality and item level and it still only spawns orange on past 10 warlord runs
so no idea how to push a guaranteed purple tbh

duyvulun1999
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Re: The Slormancer

Post by duyvulun1999 »

SakakiChizuru wrote:
Thu Oct 17, 2024 9:43 am
Chindopopito wrote:
Wed Oct 16, 2024 6:49 pm
Yeah, I haven't found a consistent way to make pure stats to always roll with the max stat possible. The only way, right now, is increasing the Temple Store Upgrade 4 from 0.45 (the default 90% increase) to something higher. The issue here, is that as you increase this value, the max pure stat goes up to ridiculous amounts, like: 10000%, 12345%. They always roll as "!!!" but with these insanely high score values.

I don't know if that particular code/function is embedded in the actual game exe. This game is compiled with the YoYo compiler, so there's no way to decompile that.

P.S. The pointers that say:
Legendary Start Normal/Magic/Rare/Epic, means the chances of a legendary item that drops of having one of those stats. In this case what I do is set the "Legendary Start Epic" to 100, so every time a Legendary item drops, will have Normal+Defensive+Magic+Rare+Epic (at least 1 epic stat) all the time.

And for the "Pure Chance *item tier*" a 100 value is enough. This pointer means the chance an item of that specific tier to roll pure stats. So what I use is:
Legendary Chance->100
Legendary Start Epic->100
Pure Chance Legendary->100
This set up gives you legendary items with all the rolled stats as pure stats.
Yep I'm also found the game complied with YYC. And as your remind I think there MUST be an embedded calculating function in "The Slormancer.exe" and it MUST have to read the value from "Temple Store Upgrade 4"(before you say, I don't even know what the heck it does).
The key is how to find out that function entry in memory everytime it changed location in memory and patch/inject calculating variables with ASM, but I'm same as you - New to make tables, and also not good at ASM/reverse engine.
Do you have anyway to get all the Rare, Magic and Epic also spawn as Pure? I got no luck so far

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