Hello I am really confused on how to use this table, for some reason even after I faithfully follow your guide on how to do the RPG VX Type that you show on your YouTube video, I still can't activated the cheat table, And I also have turn off my DLC.RMLSNK wrote: ↑Wed Apr 17, 2024 7:37 pmyou should be able to select all and then copy the code-paste into your own table. But here's my table if you need it. Not sure if the dlc will offset any values so hopefully this works for you guys.linkchaos wrote: ↑Wed Apr 17, 2024 4:32 amHow do I use these with CE?
RMLSNK wrote: ↑Sun Apr 14, 2024 10:10 ambase game: no dlc: (idk if that affects anything so putting that up there).
Patch 1.10.22: Steam
Want any item in the game? Want 100 of those items? well, I made this. On a side note, save before using, just in case you crash if you accidentally buy a nil value. Items won't update (visually only) until you refresh the trade screen. But this is visual only, you can still buy it. Please be sure to upvote if this helps. Took a little while to get these values.
and this is a "turns taken" script.Code: Select all
<?xml version="1.0" encoding="utf-8"?> <CheatTable> <CheatEntries> <CheatEntry> <ID>14437</ID> <Description>"Items"</Description> <Options moHideChildren="1" moActivateChildrenAsWell="1" moDeactivateChildrenAsWell="1" moAllowManualCollapseAndExpand="1"/> <LastState Value="" RealAddress="200F1B23038"/> <ShowAsSigned>0</ShowAsSigned> <GroupHeader>1</GroupHeader> <Address>"x64-msvcrt-ruby240.dll"+002F20E0</Address> <Offsets> <Offset>8</Offset> <Offset>18</Offset> <Offset>0</Offset> <Offset>20</Offset> <Offset>3E0</Offset> <Offset>18</Offset> <Offset>8</Offset> <Offset>0</Offset> <Offset>14F8</Offset> <Offset>10</Offset> </Offsets> <CheatEntries> <CheatEntry> <ID>14511</ID> <Description>"Amount Available"</Description> <DropDownList ReadOnly="1" DescriptionOnly="1" DisplayValueAsItem="1">0:Out of Stock 1:x1 2:x2 5:x5 10:x10 25:x25 50:x50 100:x100 </DropDownList> <LastState Value="1" RealAddress="200F1B23048"/> <ShowAsSigned>0</ShowAsSigned> <VariableType>Custom</VariableType> <CustomType>RPG VX type</CustomType> <Address>+10</Address> </CheatEntry> <CheatEntry> <ID>14438</ID> <Description>"Type "</Description> <Options moHideChildren="1" moAllowManualCollapseAndExpand="1"/> <DropDownList ReadOnly="1" DescriptionOnly="1" DisplayValueAsItem="1">6514822:Resources 6529158:Gear 7200902:Purchased! </DropDownList> <LastState Value="6514822" RealAddress="200F1B23038"/> <ShowAsSigned>0</ShowAsSigned> <VariableType>Custom</VariableType> <CustomType>RPG VX type</CustomType> <Address>+0</Address> <CheatEntries> <CheatEntry> <ID>14513</ID> <Description>"Highly recommended to tick either Resources or Gear (Not Both)."</Description> <LastState Value="" RealAddress="00000000"/> <Color>7171FF</Color> <GroupHeader>1</GroupHeader> </CheatEntry> <CheatEntry> <ID>14440</ID> <Description>"Resources"</Description> <DropDownList ReadOnly="1" DescriptionOnly="1" DisplayValueAsItem="1">0:[Avoid This Value] 1:-- 2: [ Codex and Tokens ] 3:XP Codex 4:CP Codex 5:Bronze Arena Token 6:Silver Arena Token 7:Gold Arena Token 8:Platinum Arena Token 9:Proof of Merit -: [ Resources ] 10:Iron 11:-- 12:Obsidian 13:Sunstone 14:Gems 15:Pyrocite 16:Horses 17:Tech Points -: [ Consumables ] 18:Donari Chronicle 19:Mint Leaves of Magic 20:Roast Beef of Might 21:Apple of Agility 22:Salmon of Health 23:Medal of Valor 24: [ Affinities ] 25:Affinity: Earth 26:Affinity: Water 27:Affinity: Lightning 28:Affinity: Fire 29:Affinity: Dark 30:Affinity: Light 31: [ Tomes ] 32:Book of Unlife 33:Defiled Donari Tome 34:Mark of the Risen 35:Primal Tome 36:-- 37:-- 38:-- 39:-- 40:-- 41:-- 42:-- 43:-- 44:-- 45:-- 46:-- 47: [ Traits ] 48:Trait: Scavenger 49:Trait: Garrison 50:Trait: Bodyguard 51:Trait: Vengeance 52:Trait: Overpower 53:Trait: Imposing 54:Trait: Unassuming 55:Trait: Resolve 56:Trait: Unscathed 57:Trait: Precision 58:Trait: Assassin's Heart 59:Trait: Archer Captain 60:Trait: Soldier Captain 61:Trait: Knight Captain 62:Trait: Concentration 63:Trait: Disarm 64:Trait: Lithe Assault 65:Trait: Assassin's Reaper 66:Trait: Bowmanship 67:Trait: Dragonslayer 68:Trait: Warrior's Hubris 69:Trait: Challenger 70:Trait: Executioner 71:Trait: Healing Attuned 72:Trait: Cold-Blooded 73:Trait: Beacon 74:Trait: Arcane Barrier 75:Trait: Arcane Might 76:Trait: Arcane Speed 77:Trait: Arcane Vigor 78:Trait: Counterattack 79:Trait: Desperation 80:Trait: Immortal Spirit 81:Trait: Smite 82:Trait: Shock and Awe 83:Trait: Bloodlust 84:Trait: Silver-Tongued 85:Trait: Treasure Hunter 86:Trait: Tundra Warrior 87:Trait: Desert Warrior 88:-- 89:-- 90:Trait: Benevolent 91:Trait: Liberator 92:Trait: Rally 93:Trait: Barricade 94:Trait: Pacifist 95:Trait: Wide Guard 96:Trait: Raid Captain </DropDownList> <LastState Value="52" RealAddress="200F1B23040"/> <ShowAsSigned>0</ShowAsSigned> <VariableType>Custom</VariableType> <CustomType>RPG VX type</CustomType> <Address>+8</Address> </CheatEntry> <CheatEntry> <ID>14436</ID> <Description>"Gear"</Description> <DropDownList ReadOnly="1" DescriptionOnly="1" DisplayValueAsItem="1">0:[Avoid This Value] 1:-- 2: [ Swords ] 3:Steel Arming Sword 4:Elegant Blade 5:Flame Saber 6:Steelshatter 7:Excalibur 8:Sin Credo 9: [ Great Swords ] 10:Steel Greatsword 11:Giant's Thresher 12:Kesh's Daikatana 13:Dragon Slayer 14:Balmung 15:-- 16: [ Polearms ] 17:Sayunaari War Pike 18:Crystal Lance 19:Fang of Duros 20:-- 21: [ Daggers ] 22:Eskandar's Karambit 23:Obsidian Edge 24:Zero Point Blade 25:-- 26: [ Maces ] 27:Acolyte's Mace 28:Crusader's Mace 29:Refuge 30:-- 31: [ Bows ] 32:Guerilla Bow 33:Trueshot Bow 34:Ataraxia 35:Heartseeker 36:Obsidian Arquebus 37:-- 38:-- 39:-- 40:-- 41:-- 42:-- 43:-- 44:-- 45: [ Mage Gear ] 46:Donari Staff 47:-- 48:Blood Staff 49:Apprentice Spellbook 50:Grandmaster Spellbook 51:Auraweave Cloak 52:Cyrene's Regalia 53:-- 54: [ Military ] 55:Sergeant's Uniform 56:Officer's Regalia 57:-- 58:-- 59: [ Light Armor ] 60:Scout's Gear 61:Guerilla Armor 62:Shinobi Gi 63:Blademaster's Armor 64:Landis's Mirage 65:-- 66:-- 67: [ Heavy Armor ] 68:Steel Plate Armor 69:Donari Armor 70:Dragonscale Armor 71:Imperial Battle Armor 72:Obsidian Plate Armor 73:St. Teresa's Tiara 74: [ Shields ] 75:Hulking Pavise 76:Aldor's Tower Shield 77:St. Teresa's Bulwark 78:-- 79:-- 80: [ Halloween 2022 ] 81:Skull of Rowdain 82:-- 83:-- 84:-- 85:-- 86:-- 87:-- 88:-- 89:-- 90:-- 91: [ Accessories ] 92:Puffin Feather Amulet 93:Ruby Ring 94:Emerald Ring 95:Sapphire Ring 96:Ribbon 97:Kesh's Toolkit 98:Noisy Cricket 99:Boots of Tyranny 100:Imperial War Banner 101:Everlasting Potion 102:Jade Figurine 103:Iblis Family Signet 104:Donar's Treatise of War 105:Soha's Blood Shard 106:Landis's Fixed Dice 107:Genbu Shell Fragment 108:Temporal Modulator 109:Black Belt 110:Cloak of Cunning 111:Ace of Spaces 112:Essence of Embor 113:Belinda's Field Kit 114:Signet of Wrath 115:Firewalker Boots 116:-- 117: [ Legends ] 118:Shadowchaster Boots 119:Gilded Clover 120:Mercurial Shoes 121:Caladori Charm 122:Fitch Farm Rancher Hat 123:Grothnor Lich's Skull 124:Spencer's Spectacles 125:Aetherium Gemstone 126:Sunset Bay Theatre Mask 127:-- 128:-- 129:Warfarer's Boots 130:Duelist's Contract 131:Do-It-Yourself Bandage 132:Emperor's Missive 133:Donari Charm 134:Commoner's Goblet 135:Tailored Great Helm 136:Thorny Charm </DropDownList> <LastState Value="52" RealAddress="200F1B23040"/> <ShowAsSigned>0</ShowAsSigned> <VariableType>Custom</VariableType> <CustomType>RPG VX type</CustomType> <Address>+8</Address> <Hotkeys> <Hotkey> <Action>Increase Value</Action> <Keys> <Key>6</Key> </Keys> <Value>1</Value> <ID>0</ID> </Hotkey> <Hotkey> <Action>Decrease Value</Action> <Keys> <Key>5</Key> </Keys> <Value>1</Value> <ID>1</ID> </Hotkey> </Hotkeys> </CheatEntry> </CheatEntries> </CheatEntry> </CheatEntries> </CheatEntry> </CheatEntries> </CheatTable>
Spoiler
Code: Select all
<?xml version="1.0" encoding="utf-8"?> <CheatTable> <CheatEntries> <CheatEntry> <ID>14538</ID> <Description>"Turns Taken"</Description> <Options moHideChildren="1" moDeactivateChildrenAsWell="1" moAllowManualCollapseAndExpand="1"/> <LastState Value="" Activated="1" RealAddress="00000000"/> <GroupHeader>1</GroupHeader> <CheatEntries> <CheatEntry> <ID>14518</ID> <Description>"Turns Taken"</Description> <Options moHideChildren="1" moAllowManualCollapseAndExpand="1"/> <LastState/> <VariableType>Auto Assembler Script</VariableType> <AssemblerScript>{ Game : SymphonyOfWar.exe Version: 1.10.2 Date : 2024-04-14 Author : RMLSNEK } [ENABLE] aobscanmodule(TurnsTakenScript,x64-msvcrt-ruby240.dll,48 83 3C C3 34 0F) alloc(newmem,$1000,TurnsTakenScript) label(code GetTurns GetTurnsOffset) label(return) newmem: code: //cmp [rbx+rax*8],(int)21 cmp [rbx+rax*8]+158],(int)30306572 je TurnsTaken //Engage Normal Route cmp qword ptr [rbx+rax*8],34 jmp return TurnsTaken: mov [GetTurns],rbx mov [GetTurnsOffset],rax //Engage Normal Route cmp qword ptr [rbx+rax*8],34 jmp return GetTurns: dq 0 GetTurnsOffset: dq 0 TurnsTakenScript: jmp newmem return: registersymbol(TurnsTakenScript GetTurns GetTurnsOffset) [DISABLE] TurnsTakenScript: db 48 83 3C C3 34 unregistersymbol(TurnsTakenScript GetTurns GetTurnsOffset) dealloc(newmem) { // ORIGINAL CODE - INJECTION POINT: x64-msvcrt-ruby240.rb_ivar_defined+120 x64-msvcrt-ruby240.rb_ivar_defined+F6: E8 F5 36 FA FF - call x64-msvcrt-ruby240.st_lookup x64-msvcrt-ruby240.rb_ivar_defined+FB: 85 C0 - test eax,eax x64-msvcrt-ruby240.rb_ivar_defined+FD: 0F 84 5D FF FF FF - je x64-msvcrt-ruby240.rb_ivar_defined+60 x64-msvcrt-ruby240.rb_ivar_defined+103: 48 8B 45 F8 - mov rax,[rbp-08] x64-msvcrt-ruby240.rb_ivar_defined+107: 48 F7 03 00 20 00 00 - test [rbx],00002000 x64-msvcrt-ruby240.rb_ivar_defined+10E: 75 48 - jne x64-msvcrt-ruby240.rb_ivar_defined+158 x64-msvcrt-ruby240.rb_ivar_defined+110: 8B 53 10 - mov edx,[rbx+10] x64-msvcrt-ruby240.rb_ivar_defined+113: 48 39 D0 - cmp rax,rdx x64-msvcrt-ruby240.rb_ivar_defined+116: 0F 83 44 FF FF FF - jae x64-msvcrt-ruby240.rb_ivar_defined+60 x64-msvcrt-ruby240.rb_ivar_defined+11C: 48 8B 5B 18 - mov rbx,[rbx+18] // ---------- INJECTING HERE ---------- x64-msvcrt-ruby240.rb_ivar_defined+120: 48 83 3C C3 34 - cmp qword ptr [rbx+rax*8],34 // ---------- DONE INJECTING ---------- x64-msvcrt-ruby240.rb_ivar_defined+125: 0F 84 35 FF FF FF - je x64-msvcrt-ruby240.rb_ivar_defined+60 x64-msvcrt-ruby240.rb_ivar_defined+12B: BE 14 00 00 00 - mov esi,00000014 x64-msvcrt-ruby240.rb_ivar_defined+130: E9 2D FF FF FF - jmp x64-msvcrt-ruby240.rb_ivar_defined+62 x64-msvcrt-ruby240.rb_ivar_defined+135: 0F 1F 00 - nop dword ptr [rax] x64-msvcrt-ruby240.rb_ivar_defined+138: 48 89 D9 - mov rcx,rbx x64-msvcrt-ruby240.rb_ivar_defined+13B: 48 89 55 28 - mov [rbp+28],rdx x64-msvcrt-ruby240.rb_ivar_defined+13F: E8 FC DA F1 FF - call x64-msvcrt-ruby240.rb_obj_class x64-msvcrt-ruby240.rb_ivar_defined+144: 48 8B 55 28 - mov rdx,[rbp+28] x64-msvcrt-ruby240.rb_ivar_defined+148: 48 8B 40 18 - mov rax,[rax+18] x64-msvcrt-ruby240.rb_ivar_defined+14C: 48 8B 08 - mov rcx,[rax] } </AssemblerScript> <CheatEntries> <CheatEntry> <ID>14530</ID> <Description>"Amount"</Description> <LastState Value="5" RealAddress="29D17005A50"/> <ShowAsSigned>0</ShowAsSigned> <VariableType>Custom</VariableType> <CustomType>RPG VX type</CustomType> <Address>[GetTurns]+[GetTurnsOffset]*8-158</Address> </CheatEntry> </CheatEntries> </CheatEntry> <CheatEntry> <ID>14536</ID> <Description>"Challenge Missions"</Description> <Options moHideChildren="1" moAllowManualCollapseAndExpand="1"/> <LastState/> <VariableType>Auto Assembler Script</VariableType> <AssemblerScript>{ Game : SymphonyOfWar.exe Version: 1.10.2 Date : 2024-04-14 Author : RMLSNEK } [ENABLE] aobscanmodule(TurnsTakenObjScript,x64-msvcrt-ruby240.dll,48 8B 40 10 49 89 45 00) alloc(newmem,$1000,TurnsTakenObjScript) label(code GetTurnsObj) label(return) newmem: code: cmp [rax+10],(int)40554764 je TurnsTakenObj jmp returnroute TurnsTakenObj: mov [GetTurnsObj],rax jmp returnroute returnroute: //Engage Normal Route mov rax,[rax+10] mov [r13+00],rax jmp return GetTurnsObj: dq 0 TurnsTakenObjScript: jmp newmem nop 3 return: registersymbol(TurnsTakenObjScript GetTurnsObj) [DISABLE] TurnsTakenObjScript: db 48 8B 40 10 49 89 45 00 unregistersymbol(TurnsTakenObjScript GetTurnsObj) dealloc(newmem) { // ORIGINAL CODE - INJECTION POINT: x64-msvcrt-ruby240.st_lookup+6F x64-msvcrt-ruby240.st_lookup+4A: 48 83 F8 FE - cmp rax,-02 x64-msvcrt-ruby240.st_lookup+4E: 74 E5 - je x64-msvcrt-ruby240.st_lookup+35 x64-msvcrt-ruby240.st_lookup+50: 48 83 F8 FF - cmp rax,-01 x64-msvcrt-ruby240.st_lookup+54: 0F 84 B6 00 00 00 - je x64-msvcrt-ruby240.st_lookup+110 x64-msvcrt-ruby240.st_lookup+5A: 48 8D 58 FE - lea rbx,[rax-02] x64-msvcrt-ruby240.st_lookup+5E: 4D 85 ED - test r13,r13 x64-msvcrt-ruby240.st_lookup+61: 74 14 - je x64-msvcrt-ruby240.st_lookup+77 x64-msvcrt-ruby240.st_lookup+63: 49 8B 56 30 - mov rdx,[r14+30] x64-msvcrt-ruby240.st_lookup+67: 48 8D 04 5B - lea rax,[rbx+rbx*2] x64-msvcrt-ruby240.st_lookup+6B: 48 8D 04 C2 - lea rax,[rdx+rax*8] // ---------- INJECTING HERE ---------- x64-msvcrt-ruby240.st_lookup+6F: 48 8B 40 10 - mov rax,[rax+10] // ---------- DONE INJECTING ---------- x64-msvcrt-ruby240.st_lookup+73: 49 89 45 00 - mov [r13+00],rax x64-msvcrt-ruby240.st_lookup+77: B8 01 00 00 00 - mov eax,00000001 x64-msvcrt-ruby240.st_lookup+7C: 48 83 C4 38 - add rsp,38 x64-msvcrt-ruby240.st_lookup+80: 5B - pop rbx x64-msvcrt-ruby240.st_lookup+81: 5E - pop rsi x64-msvcrt-ruby240.st_lookup+82: 5F - pop rdi x64-msvcrt-ruby240.st_lookup+83: 41 5C - pop r12 x64-msvcrt-ruby240.st_lookup+85: 41 5D - pop r13 x64-msvcrt-ruby240.st_lookup+87: 41 5E - pop r14 x64-msvcrt-ruby240.st_lookup+89: 41 5F - pop r15 } </AssemblerScript> <CheatEntries> <CheatEntry> <ID>14537</ID> <Description>"Amount"</Description> <ShowAsSigned>0</ShowAsSigned> <VariableType>Custom</VariableType> <CustomType>RPG VX type</CustomType> <Address>[GetTurnsObj]+70</Address> </CheatEntry> <CheatEntry> <ID>14539</ID> <Description>"View Mission Info to Update Value. If value is failed or completed. Then this will not show."</Description> <LastState Value="" RealAddress="00000000"/> <Color>7171FF</Color> <GroupHeader>1</GroupHeader> </CheatEntry> </CheatEntries> </CheatEntry> </CheatEntries> </CheatEntry> </CheatEntries> </CheatTable>
These tables use RPG VX value type. Thanks to Dark Byte Be sure to use it.
Spoiler
How to Use:
[Right Click on the "Value Type" selective bar and click "Define
new custom type (Auto Assembler)" . Delete everything inside this Script and paste the new script (from below). You can now select this value type to search for values.
Code: Select all
alloc(TypeName,256) alloc(ByteSize,4) alloc(PreferedAlignment, 4) alloc(ConvertRoutine,1024) alloc(ConvertBackRoutine,1024) TypeName: db 'RPG VX type',0 ByteSize: dd 4 PreferedAlignment: dd 1 //The convert routine should hold a routine that converts the data to an nteger (in eax) //function declared as: stdcall int ConvertRoutine(unsigned char *input); //Note: Keep in mind that this routine can be called by multiple threads at the same time. ConvertRoutine: [32-bit] push ebp mov ebp,esp push ecx mov ecx,[ebp+8] [/32-bit] //at this point ecx contains the address where the bytes are stored //put the bytes into the eax register mov eax,[ecx] //second fun fact, addressing with 32-bit registers doesn't work in 64-bit, it becomes a 64-bit automatically (most of the time) shr eax,1 //shift right by 1 bit (divide by 2) //and now exit the routine [64-bit] ret [/64-bit] [32-bit] pop ecx pop ebp ret 4 [/32-bit] //The convert back routine should hold a routine that converts the given integer back to a row of bytes (e.g when the user wats to write a new value) //function declared as: stdcall void ConvertBackRoutine(int i, unsigned char *output); ConvertBackRoutine: [32-bit] push ebp mov ebp,esp push edx //save the registers push ecx mov edx,[ebp+0c] mov ecx,[ebp+08] [/32-bit] //at this point edx contains the address to write the value to //and ecx contains the value push eax push edx mov edx,[edx] //edx now contains the original value and edx,1 //only save the first bit mov eax,ecx //eax gets the user input value shl eax,1 //shift left by 1 bit (multiply by 2) or eax,edx //add the bits of the original value pop edx mov [edx],eax //write the new value into the old value pop eax [64-bit] //everything is back to what it was, so exit ret [/64-bit] [32-bit] //cleanup first pop ecx pop edx pop ebp ret 8 [/32-bit]
[Request] Symphony of War: The Nephilim Saga
-
- Noobzor
- Posts: 9
- Joined: Thu May 30, 2024 7:32 am
- Reputation: 0
Re: [Request] Symphony of War: The Nephilim Saga
Re: [Request] Symphony of War: The Nephilim Saga
Actually you don't even need LDR leadership.
Latest GOG version with DLC:
Cheat Engine 7.4:
----------I always play on HIGHEST DIFFICULTY = "ridiculous" to see max AI and max amount of enemy units: later in game this will show you APOCALYPTIC BATTLES!!!!!--------
1. just get a low level soldier.
2. Max up on XP Codex and Class codexes.
3. Edit one of your "3x items" with CE in your treasure inventory, anything will do, so that if you find its value, click on it and don't press CTRL+E, but instead press CTRL+B.
4. You'll be transferred to the MEMORY EDIT screen.
5. TOP LEFT will be your item, enter 1-999 value for it and look at your SELL screen in MARKETPLACE. EXIT SELL SCREEN AND RE-ENTER to see changes always! Every item you have - the amount of each of your LOOT items - there you can see ALT+TABBING into the MEMORY EDIT screen: where you may see HEX values and you must RIGHT MOUSE CLICK and select DISPLAY TYPE--------RPG VX TYPE. (Follow this thread, how to create that type, its easy)
So NOW you will see the real merchant scroll item amounts same as in the game!
Only on the MEMORY EDIT screen these merchant items will be in 3 columns beside each other, you will easily recognize everything, just check how many buyable / sellable scrolls are on the merchant screen INGAME
If you find something on the merchant screen you want to have 999x, memorize its current stocked amount,
then
ALT TAB back to the MEMORY EDIT screen and look for that exact value in the columns. Use MOUSEWHEEL to scroll the MEMORY EDIT screen UP and DOWN
When you find your desired item amount number, just make sure, to click into that value area and use the keyboard ARROW buttons, LEFT RIGHT and navigate to the LEFT with the cursor and delete all numbers there - and ONLY LEAVE the item amount you set: enter 999 and for an other item enter 133,
then ALT+TAB back into the game and exit--then-enter SELL SCREEN again, to see which merchant items you changed to 999 and the other 133. You can then see in the list - (as you made 2 positional locators), how far or close the other 1x or 2x scroll amount merchant items are and you can change a 1x Arcane Speed trait scroll into 999. You don't need to have 3x of it, just one scroll you must gather 3x
Just proceed editing all 1's and 2's into 999 to see what's left and where you are on the MEMORY EDIT screen VS the MERCHANT screen VALUES.
You will find your newly edited values come up on the MERCHANT screen nicely. Just hunt down those remaining 1x or 2x scrolls that you missed.
6. Then go to USE ITEM, select a soldier and search for its LEVEL value in CE with value set to RPGVXTYPE
7. Then use the XP SCROLL on that soldier. Search for the new value again: Like it was level 6: you used an XP scroll now its Level 7---> search for 7 and use the XP scroll (which you maxed out to x999) again and locate the final LEVEL value in CE.
8. Click on it and press CTRL+B
9. Your are now on the MEMORY EDIT screen. On TOP LEFT there is the level value. Click into it, navigate the cursor to the LEFT and change it to 1, pressing DEL to delete everything in that one number field , only leaving 1
LEAVE this MEMORY EDIT screen as it is!!!! ALT+TAB back to the game.
10. Apply the XP SCROLL repeatedly to increase that soldier to MAX LEVEL. Then ALT+TAB back to CE and edit the MAX LEVEL value to 1 again.
11. You see that the SKL and STR and HP will increase forever, you don't even need any scrolls for these.
12. Feed this soldier the XP scrolls to max level like 3 or 4 times. He will get beefy. Because of high SKL (Dex/Agility) he will mostly DODGE heavy enemy fire: even musket or artillery!
13. Repeat this with your story characters as you want.
14. Later when you have Arcane BARRIER and BLOODLUST scrolls, apply those traits to these super units. You don't need to reach 200 STR or SKL values at all, but HP will be high.
EVEN A LONE soldier XP-Scrolled to max 3 or 4 times using the above method - single squad with 1 member - can exterminate an entire bronze level arena!
Just make sure during the story that you cover the poor weak story characters.
No high LDR nor large squads needed. And you won't get a painful wrist or hurting elbow while using STR and MAG and HP scrolls a MILLION TIMES... on each soldier in each squad.
In just ONE squad I have one swordmaster girl, a blue dragon and a golden 2HD-Sword champion like this. They aren't maxed out just have high HP. with higher two above traits: SKL and HP and STR, which the XP Scrolls are INCREASING FOREVER AUTOMATICALLY!!! When You re-set them back to LVL 1 their SKL, HP and STR attributes REMAIN as they were: to be increased again - on the yet another - LEVEL UP ROUND from 1 to MAX LEVEL however high level cap the game allows for you any time in the story.. They are unkillable!!
Just make sure the story characters are protected like this. You don't need to MAX out anybodies attributes, just see what values the game adds at each level up and learn.
You will have a large amount of LDR left to equip your most mighty and gruesome ARTIFACTS this way in a few super-soldier squads.
Now I made above squad, activated the two BOLDED traits above on my story characters and I'll see how they do on a DLC mission. It allows like 14 squad deployment, but I only deployed half of it. More won't ever be needed!
No need for any STR, MAG or any other attribute scrolls, as the XP Scroll automatically raises the three main attributes you'll ever need for any character. Try WIZARD characters, to see, which attributes the game automatically levels up for those.
Main advantage of this method is instant SHOP INVENTORY x999 and you don't have to painstakingly increase your party members ATTRIBUTES EACH one by one with scrolls. That would take forever!
Latest GOG version with DLC:
Cheat Engine 7.4:
----------I always play on HIGHEST DIFFICULTY = "ridiculous" to see max AI and max amount of enemy units: later in game this will show you APOCALYPTIC BATTLES!!!!!--------
1. just get a low level soldier.
2. Max up on XP Codex and Class codexes.
3. Edit one of your "3x items" with CE in your treasure inventory, anything will do, so that if you find its value, click on it and don't press CTRL+E, but instead press CTRL+B.
4. You'll be transferred to the MEMORY EDIT screen.
5. TOP LEFT will be your item, enter 1-999 value for it and look at your SELL screen in MARKETPLACE. EXIT SELL SCREEN AND RE-ENTER to see changes always! Every item you have - the amount of each of your LOOT items - there you can see ALT+TABBING into the MEMORY EDIT screen: where you may see HEX values and you must RIGHT MOUSE CLICK and select DISPLAY TYPE--------RPG VX TYPE. (Follow this thread, how to create that type, its easy)
So NOW you will see the real merchant scroll item amounts same as in the game!
Only on the MEMORY EDIT screen these merchant items will be in 3 columns beside each other, you will easily recognize everything, just check how many buyable / sellable scrolls are on the merchant screen INGAME
If you find something on the merchant screen you want to have 999x, memorize its current stocked amount,
then
ALT TAB back to the MEMORY EDIT screen and look for that exact value in the columns. Use MOUSEWHEEL to scroll the MEMORY EDIT screen UP and DOWN
When you find your desired item amount number, just make sure, to click into that value area and use the keyboard ARROW buttons, LEFT RIGHT and navigate to the LEFT with the cursor and delete all numbers there - and ONLY LEAVE the item amount you set: enter 999 and for an other item enter 133,
then ALT+TAB back into the game and exit--then-enter SELL SCREEN again, to see which merchant items you changed to 999 and the other 133. You can then see in the list - (as you made 2 positional locators), how far or close the other 1x or 2x scroll amount merchant items are and you can change a 1x Arcane Speed trait scroll into 999. You don't need to have 3x of it, just one scroll you must gather 3x
Just proceed editing all 1's and 2's into 999 to see what's left and where you are on the MEMORY EDIT screen VS the MERCHANT screen VALUES.
You will find your newly edited values come up on the MERCHANT screen nicely. Just hunt down those remaining 1x or 2x scrolls that you missed.
6. Then go to USE ITEM, select a soldier and search for its LEVEL value in CE with value set to RPGVXTYPE
7. Then use the XP SCROLL on that soldier. Search for the new value again: Like it was level 6: you used an XP scroll now its Level 7---> search for 7 and use the XP scroll (which you maxed out to x999) again and locate the final LEVEL value in CE.
8. Click on it and press CTRL+B
9. Your are now on the MEMORY EDIT screen. On TOP LEFT there is the level value. Click into it, navigate the cursor to the LEFT and change it to 1, pressing DEL to delete everything in that one number field , only leaving 1
LEAVE this MEMORY EDIT screen as it is!!!! ALT+TAB back to the game.
10. Apply the XP SCROLL repeatedly to increase that soldier to MAX LEVEL. Then ALT+TAB back to CE and edit the MAX LEVEL value to 1 again.
11. You see that the SKL and STR and HP will increase forever, you don't even need any scrolls for these.
12. Feed this soldier the XP scrolls to max level like 3 or 4 times. He will get beefy. Because of high SKL (Dex/Agility) he will mostly DODGE heavy enemy fire: even musket or artillery!
13. Repeat this with your story characters as you want.
14. Later when you have Arcane BARRIER and BLOODLUST scrolls, apply those traits to these super units. You don't need to reach 200 STR or SKL values at all, but HP will be high.
EVEN A LONE soldier XP-Scrolled to max 3 or 4 times using the above method - single squad with 1 member - can exterminate an entire bronze level arena!
Just make sure during the story that you cover the poor weak story characters.
No high LDR nor large squads needed. And you won't get a painful wrist or hurting elbow while using STR and MAG and HP scrolls a MILLION TIMES... on each soldier in each squad.
In just ONE squad I have one swordmaster girl, a blue dragon and a golden 2HD-Sword champion like this. They aren't maxed out just have high HP. with higher two above traits: SKL and HP and STR, which the XP Scrolls are INCREASING FOREVER AUTOMATICALLY!!! When You re-set them back to LVL 1 their SKL, HP and STR attributes REMAIN as they were: to be increased again - on the yet another - LEVEL UP ROUND from 1 to MAX LEVEL however high level cap the game allows for you any time in the story.. They are unkillable!!
Just make sure the story characters are protected like this. You don't need to MAX out anybodies attributes, just see what values the game adds at each level up and learn.
You will have a large amount of LDR left to equip your most mighty and gruesome ARTIFACTS this way in a few super-soldier squads.
Now I made above squad, activated the two BOLDED traits above on my story characters and I'll see how they do on a DLC mission. It allows like 14 squad deployment, but I only deployed half of it. More won't ever be needed!
No need for any STR, MAG or any other attribute scrolls, as the XP Scroll automatically raises the three main attributes you'll ever need for any character. Try WIZARD characters, to see, which attributes the game automatically levels up for those.
Main advantage of this method is instant SHOP INVENTORY x999 and you don't have to painstakingly increase your party members ATTRIBUTES EACH one by one with scrolls. That would take forever!
Re: [Request] Symphony of War: The Nephilim Saga
If you are brave & play on highest difficulty with permadeath, you don't even need to use XP scrolls repeatedly. Just locate and reset your hero's level, every couple chapters. He will gain experience and the game will raise his levels for you! Then as he reaches LVL 10 or 15, make sure to reset his level back to 1: Repeat a couple times. But you have to make sure to keep your hero[es] alive! This way may be more fun, because of risk.