--- /dev/null
+**********************************************************************\r
+Items\r
+**********************************************************************\r
+\r
+There are 467 items in Lufia 2. Most of their properties are stored in \r
+what I call the "Item Compendium".\r
+\r
+-----------------------------------------------------------------------\r
+Item names\r
+-----------------------------------------------------------------------\r
+\r
+[$0F49E8 -> $0F5FCB]: item names\r
+\r
+Item names are 12 bytes long. They are stored one after the other, \r
+without any separation byte.\r
+\r
+-----------------------------------------------------------------------\r
+Item data - the "Item Compendium"\r
+-----------------------------------------------------------------------\r
+\r
+[$0B5169 -> $0B550E]: pointers to data at [$0B550F]\r
+ (2 bytes, little-endian (i.e. "least significant \r
+ byte first"))\r
+\r
+ 934 bytes => 467 pointers.\r
+ Add $0B5169 to the pointers to find the offsets\r
+ of the Item Compendium "entries".\r
+\r
+ Example:\r
+ [$0B5169 -> $0B516A]: $A6 03\r
+ => pointer: $03A6\r
+ => offset: $03A6 + $0B5169 = $0B550F\r
+ => The first Item Compendium entry starts \r
+ at offset [$0B550F]\r
+\r
+[$0B550F -> $0B7CDC]: "Item Compendium"\r
+\r
+ 467 entries:\r
+ [$0B550F]: No equip \r
+ [$0B551C]: Charred newt\r
+ ...\r
+ [$0B7CBD]: Tag candy \r
+ [$0B7CCE]: Last \r
+\r
+- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - \r
+Format of the Item Compendium entries:\r
+- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - \r
+\r
+ 13 "common properties bytes" \r
++ a variable number of "additional properties bytes" \r
++ a variable number of "effect bytes"\r
+\r
+\r
+Start offset of the Monster Compendium entry = offset [+$0000]\r
+\r
+- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - \r
+"Common properties bytes":\r
+- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - \r
+\r
+ Byte 0: "Usability"\r
+ Byte 1: ???\r
+ Byte 2: Targetting mode\r
+ Byte 3: Icon\r
+ Byte 4: Sprite\r
+ Bytes 5 and 6: GP cost\r
+ Byte 7: "Equipability"\r
+ Byte 8: Who can be equipped with the item\r
+ Bytes 9 and 10: "additional properties" flags\r
+ Bytes 11 and 12: $00 00 for all items\r
+\r
+[+$0000]\r
+Byte 0: "Usability"\r
+\r
+ Each bit of this byte is a flag. These flags define some of the \r
+ most important properties of items, hence defining their type and \r
+ usability. The state of the flags for a given item also determines \r
+ its "rank" (position) in the inventory after the use of the Sort\r
+ option of the Party Status screen Item menu.\r
+\r
+ bit 0: 1 => Is one of the "most useful items". \r
+ For items that should stay at the top of the inventory\r
+ (HP/MP recovery potions, ...)\r
+\r
+ bit 1: 1 => Equipable item.\r
+ This flag MUST be set for an item to be equipable: \r
+ if it's not set, the item name doesn't appear \r
+ in the Equip menu. See also: byte 7.\r
+ Also set for dungeon items ('Hook', ...).\r
+\r
+ bit 2: (not used - always 0.\r
+ If set, places the item between "equipable" and \r
+ "fruit" items when the inventory is sorted.)\r
+\r
+ bit 3: 1 => Cursed item.\r
+ Only used for equipable items. Once equipped, cursed \r
+ equipable items can't be removed and their name appears \r
+ in red (instead of white) in the Equip menu.\r
+\r
+ bit 4: 1 => "fruit item" \r
+ Fruits occupy the lowest places in the inventory. \r
+\r
+ bit 5: 1 => Can't be dropped/sold. Set for:\r
+ - scenario items\r
+ - dungeon items ('Hook', ...)\r
+ - 'Jewel sonar'\r
+ - Iris Treasures\r
+ - 'Dragon egg'\r
+ - 'Dual blade'\r
+\r
+ bit 6: 1 => Usable at Party Status screen.\r
+ The name appears in black (instead of gray) in the \r
+ Party Status screen Item menu).\r
+ Ex.: 'Potion', 'Spell potion'\r
+ Not for weapons.\r
+\r
+ bit 7: 1 => Usable as an item (not as a weapon) during battle.\r
+ The name appears in white (instead of blue) in the \r
+ Battle screen Item menu.\r
+ Ex.: 'Potion', 'Shriek'\r
+\r
+ Here's the list of the values of byte 0 actually used in the game:\r
+\r
+ $00 (b0000 0000) => (no flag set)\r
+ - 'No equip'\r
+ - 'Green tea', \r
+ - coins ('1 coin', '10 coin set', ...)\r
+\r
+ $02 (b0000 0010) => Equipable item.\r
+ For all non-cursed equipable items \r
+ except the 'Dual blade'.\r
+\r
+ $0A (b0000 1010) => Cursed equipable item.\r
+\r
+ $10 (b0001 0000) => Fruit.\r
+\r
+ $20 (b0010 0000) => Can't be dropped/sold.\r
+ - 'Dragon egg'\r
+ - Iris treasures\r
+ - scenario items\r
+\r
+ $22 (b0010 0010) => Equipable item, can't be dropped/sold.\r
+ - 'Dual blade'\r
+ - dungeon items ('Hook', ...)\r
+\r
+ $40 (b0100 0000) => Usable as an item at Party Status screen.\r
+ - 'Escape'\r
+ - 'Warp'\r
+ - 'Providence'\r
+\r
+ $41 (b0100 0001) => Usable at Party Status screen, \r
+ very useful. \r
+ - 'Life potion', 'Spell potion', 'Brave'\r
+ - 'Curselifter'\r
+\r
+ $60 (b0110 0000) => Usable at Party Status screen, \r
+ can't be dropped/sold.\r
+ - 'Jewel sonar'.\r
+\r
+ $80 (b1000 0000) => Usable as an item (not as a weapon) \r
+ during battle.\r
+ - 'Awake', 'Shriek', 'Mystery pin'\r
+ - 'Power gourd', 'Mind gourd', 'Magic guard'\r
+ - balls ('Sleep ball', ...)\r
+ - boomerangs ('Boomerang', ..., 'Dragon tooth')\r
+ - 'Flame charm', 'Zap charm', 'Magic lamp'\r
+ - 'Tag candy'\r
+\r
+ $C1 (b1100 0001) => Usable as an item at Party Status screen \r
+ as well as during battle,\r
+ very useful.\r
+ - HP/MP recovery items\r
+ ('Charred newt', 'Ex-Magic', 'Statue', ...)\r
+ - 'Regain', 'Miracle'\r
+ - 'Antidote'\r
+ - ciders ('Pear cider', ...)\r
+\r
+ Items "rank":\r
+ The position an item will occupy in the inventory after the use \r
+ of the Sort option depends of several flags of byte 0. It also \r
+ depends of other bytes. The following "rank" list is not 100 % \r
+ complete/accurate.\r
+\r
+ Top of the inventory "most useful items"\r
+ items usable at Party Status screen\r
+ items usable during battle\r
+ items that cannot be dropped\r
+ equipable items\r
+ Bottom fruits\r
+\r
+ - - - - - - - - - - - \r
+\r
+[+$0001]\r
+Byte 1: ???\r
+\r
+ The use of this byte is unkown.\r
+ Here's a list of all encountered values:\r
+\r
+ $01 for Arrow\r
+ $03 for Hook\r
+ $04 for Bomb\r
+ $06 for Fire arrow\r
+ $07 for Hammer\r
+\r
+ Note: to invert the values of two dungeon items inverts \r
+ their positions in the "dungeon item ring".\r
+\r
+ $20 for S-fire ring,\r
+ S-water ring,\r
+ S-ice ring,\r
+ S-thun ring\r
+\r
+ $40 for a lot of "good" equipment items\r
+ (items that have an IP, an "elemental power", ...)\r
+\r
+ $60 for a lot of "good" equipment items, including (but not \r
+ limited to) all the blue chest items.\r
+ Also for 'Curselifter', 'Providence' and 'Tag candy'\r
+\r
+ $70 for Egg sword,\r
+ Pearl armor,\r
+ Pearl shield,\r
+ Pearl helmet,\r
+ Egg ring\r
+\r
+ $80 for all the fruits\r
+\r
+ $00 for all the other items (including the 'Dual blade')\r
+\r
+ Notes: - generally speaking, it seems that more "valuable" \r
+ items have a higher value for byte 1.\r
+ - the value of this byte doesn't *seem* to be related to the \r
+ "nutritional" value of the object for Capsule Monsters.\r
+\r
+ - - - - - - - - - - - \r
+\r
+[+$0002]\r
+Byte 2: Targetting mode\r
+\r
+ $00 => You can't/don't have to target\r
+ (bows, boomerangs, ...)\r
+\r
+ $01 => You must target one or several allies\r
+ (the 'Statue' is the only item having this property)\r
+\r
+ $02 => You must target one (and only one) ally\r
+ ('Potion', 'Mystery pin', ...)\r
+\r
+ $81 => You must target one or several enemies\r
+ (the Freeze bow is the only weapon having this property)\r
+\r
+ $82 => You must target one (and only one) enemy\r
+ (most weapons)\r
+\r
+ !!! This byte does not affect the effect of the weapon\r
+ (ex.: Arty's bow (targetting mode: $00) will still attack all \r
+ enemies even if this byte is set to $81 or $82)\r
+\r
+ - - - - - - - - - - - \r
+\r
+[+$0003]\r
+Byte 3: Icon\r
+\r
+ The icon that appears to the left of the item name in \r
+ the Item menu.\r
+\r
+ $10 => no icon\r
+ $E0 => Sword\r
+ $E1 => Armor\r
+ $E2 => Shield\r
+ $E3 => Helmet\r
+ $E4 => Shoe (not used by any existing item)\r
+ $E5 => Ring\r
+ $E6 => Potion\r
+ $E7 => Key\r
+ $E8 => Whip\r
+ $E9 => Staff\r
+ $EA => Spear\r
+ $EB => Arrow (for bows and boomerangs)\r
+ $EC => Jewel\r
+ $ED => Ax\r
+ $EE => Ball ('Sleep ball', 'Confuse ball', ...)\r
+ $EF => Wrench (for tools)\r
+\r
+ !!! This byte affects only the icon, not the usability/equipability \r
+ of the items (see byte 0 and 7)\r
+\r
+ - - - - - - - - - - - \r
+\r
+[+$0004]\r
+Byte 4: Sprite\r
+\r
+ The sprite that represents the item when you obtain it by opening \r
+ a chest, when someone gives it to you (scenario items), ...\r
+ There's a lot of item sprites. The following list is not complete.\r
+\r
+ $00 => Coins ('1 coin', ... \r
+ Also used for some items not found in chests,\r
+ like the 'Dual blade')\r
+ $01 => Sword ('Gladius', ...)\r
+ $02 => Armor ('Metal mail', ...)\r
+ $03 => Shield\r
+ $04 => Helmet\r
+ $05 => VIP card\r
+ $06 => Ring\r
+ $08 => Key\r
+ $09 => Whip\r
+ $0A => Rod\r
+ $0B => Spear\r
+ $0C => Bracelet\r
+ $0D => Jewel ('Evil jewel', 'Magma rock', ...)\r
+ $0E => Ax\r
+ $0F => Ball\r
+ $10 => Wrench\r
+ $11 => Gloves\r
+ $12 => Dragon Egg\r
+ $13 => Mace ('Morning star', ...)\r
+ $15 => Boomerang\r
+ $17 => Fruit\r
+ $18 => Bow\r
+ $1B => Dress ('Quilted silk', ...)\r
+ $1C => Scroll (for spells in the Ancient Cave. Not used for items)\r
+ $1D => Hat ('Blue beret')\r
+ $20 => Wing ('Escape', 'Warp', 'Providence')\r
+ $21 => Tiara ('Fury ribbon', ...)\r
+ $22 => Knife\r
+ $40 => Bomb\r
+ $41 => Hook\r
+ $42 => Hammer\r
+ $43 => Arrow\r
+ $44 => Fire arrow\r
+ $45 => Hourglass ('Reset' spell. Not used for items)\r
+\r
+ - - - - - - - - - - - \r
+\r
+[+$0005, +$0006]\r
+Bytes 5 and 6:\r
+ GP cost (2 bytes, little-endian).\r
+\r
+ Example:\r
+ - Bytes 5 and 6 of the 'Silver sword':\r
+ $48 71 => GP cost = $7148 = 29000 GP\r
+\r
+ The following items have a cost of 0 GP:\r
+ - 'No equip'\r
+ - 'Dragon egg'\r
+ - 'Dual blade'\r
+ - Iris Treasures,\r
+ - Scenario items.\r
+\r
+ - - - - - - - - - - - \r
+\r
+[+$0007]\r
+Byte 7: "Equipability"\r
+\r
+ Each bit of this byte is a flag. Only one bit can be set for \r
+ each item. if 2 or more bits are set, only the least significant \r
+ one will be taken into account.\r
+\r
+ $00 (b00000000) => non equipable\r
+ $01 (b00000001) => equipable as Weapon\r
+ $02 (b00000010) => equipable as Armor\r
+ $04 (b00000100) => equipable as Shield\r
+ $08 (b00001000) => equipable as Helmet\r
+ $10 (b00010000) => equipable as Ring\r
+ $20 (b00100000) => equipable as Jewel\r
+\r
+ Note: bit 1 of byte 0 must be set for an item to be equipable.\r
+\r
+ - - - - - - - - - - - \r
+\r
+[+$0008]\r
+Byte 8: Who can be equipped with the item\r
+\r
+ Each bit of this byte is a flag.\r
+\r
+ bit 0: 1 => Maxim\r
+ bit 1: 1 => Selan\r
+ bit 2: 1 => Guy\r
+ bit 3: 1 => Artea\r
+ bit 4: 1 => Tia\r
+ bit 5: 1 => Dekar\r
+ bit 6: 1 => Lexis\r
+ bit 7: (not used - 0 for all existing items)\r
+\r
+ Examples:\r
+\r
+ - Byte 8 of all the "non-equipable" items:\r
+ $00 = b00000000 => Nobody\r
+\r
+ - Byte 8 of the 'Dual blade':\r
+ $01 = b00000001 => Maxim only\r
+\r
+ - Byte 8 of the 'Bunny ears':\r
+ $1A = b00011010 => Selan, Artea and Tia\r
+\r
+ - Byte 8 of the 'Mystery ring':\r
+ $7F = b01111111 => All\r
+\r
+ - - - - - - - - - - - \r
+\r
+[+$0009, +$000A]\r
+Bytes 9 and 10:\r
+ "additional properties" flags\r
+\r
+ Each bit of these bytes is a flag. \r
+ For each set flag, there will be 2 "additional properties bytes" \r
+ (if none of the flags are set, there will be no "additional \r
+ properties bytes").\r
+\r
+ Byte 9:\r
+\r
+ bit 0: 1 => Has an "Item effect" at Party Status screen.\r
+ Some item effects: \r
+ - HP/MP recovery ('Charred newt', ...)\r
+ - warp ('Escape', 'Warp', ...)\r
+ - ...\r
+ => A pointer to the "item effect bytes" is stored on \r
+ 2 "Additional properties bytes" (little-endian). \r
+ Add the start offset of the Item Compendium entry to\r
+ find the offset of the item effect bytes.\r
+\r
+ Example:\r
+ - Byte 9 for the 'Charred newt': $03 (b00000011)\r
+ => bit 0 is set\r
+ => the 'Charred newt' has an "Item effect" at \r
+ Party Status screen.\r
+\r
+ "Additional properties bytes" corresponding to \r
+ bit 0: $15 00\r
+ => pointer to the "effect bytes": $0015\r
+\r
+ Start offset of the 'Charred newt' Item \r
+ Compendium entry: [$0B551C]\r
+ => offset of the "effect bytes":\r
+ $0015 + $0B551C = $0B5531\r
+ => the bytes defining the effect of the \r
+ 'Charred newt' when it's used at the Party Status \r
+ screen start at offset [$0B5531].\r
+\r
+ bit 1: 1 => Has an "item effect" during battle.\r
+ Not for equipable items (see bit 2).\r
+ Some item effects: \r
+ - HP/MP recovery\r
+ - damage (boomerangs, ...)\r
+ - ...\r
+ => A pointer to the "item effect bytes" is stored on \r
+ 2 "Additional properties bytes" (little-endian). \r
+ Add the start offset of the Item Compendium entry to\r
+ find the offset of the item effect bytes.\r
+\r
+ bit 2: 1 => Has a "Weapon special effect".\r
+ For weapons, 'Undead ring', 'Sea ring', 'Dragon ring'.\r
+ Some weapon special effects: \r
+ - enhanced critical hit rate\r
+ - "elemental attacks" (Fire, Thunder, ...)\r
+ - chances of causing Confusion, Sleep, \r
+ Instant Death, ...\r
+ - ...\r
+ => A pointer to the "weapon effect bytes" is stored on \r
+ 2 "Additional properties bytes" (little-endian). \r
+ Add the start offset of the Item Compendium entry to\r
+ find the offset of the weapon effect bytes.\r
+\r
+ bit 3: 1 => Has an "Armor special effect".\r
+ For protective equipment (armors, shields, helmets, \r
+ rings, ...).\r
+ Some armor special effects: \r
+ - "elemental protection" (Fire, Thunder, ...)\r
+ - protection against Confusion, Sleep, \r
+ Instant Death, ...\r
+ - ...\r
+ => A pointer to the "armor effect bytes" is stored on \r
+ 2 "Additional properties bytes" (little-endian). \r
+ Add the start offset of the Item Compendium entry to\r
+ find the offset of the armor effect bytes.\r
+\r
+ bit 4: 1 => Increases ATP.\r
+ For equipable items only, not for "potions" \r
+ (see bit 0 and 1).\r
+ => The ATP increasment is stored on 2 "Additional \r
+ properties bytes" (little-endian).\r
+\r
+ bit 5: 1 => Increases DFP.\r
+ For equipable items only, not for "potions"\r
+ (see bit 0 and 1).\r
+ => The DFP increasment is stored on 2 "Additional \r
+ properties bytes" (little-endian).\r
+\r
+ bit 6: 1 => Increases STR.\r
+ For equipable items only, not for "potions"\r
+ (see bit 0 and 1).\r
+ => The STR increasment is stored on 2 "Additional \r
+ properties bytes" (little-endian).\r
+\r
+ bit 7: 1 => Increases AGL.\r
+ For equipable items only, not for "potions"\r
+ (see bit 0 and 1).\r
+ => The AGL increasment is stored on 2 "Additional \r
+ properties bytes" (little-endian).\r
+\r
+ Byte 10:\r
+\r
+ bit 0: 1 => Increases INT.\r
+ For equipable items only, not for "potions"\r
+ (see bit 0 and 1).\r
+ => The INT increasment is stored on 2 "Additional \r
+ properties bytes" (little-endian).\r
+\r
+ bit 1: 1 => Increases GUT.\r
+ For equipable items only, not for "potions"\r
+ (see bit 0 and 1).\r
+ => The GUT increasment is stored on 2 "Additional \r
+ properties bytes" (little-endian).\r
+\r
+ bit 2: 1 => Increases MGR.\r
+ For equipable items only, not for "potions"\r
+ (see bit 0 and 1).\r
+ => The MGR increasment is stored on 2 "Additional \r
+ properties bytes" (little-endian).\r
+\r
+ bit 3: 1 => (not used - 0 for all existing items)\r
+\r
+ bit 4: 1 => (not used - 0 for all existing items)\r
+\r
+ bit 5: 1 => Animation when used during battle.\r
+ For weapons, "potions", ...\r
+ => The animation number is stored on 2 "Additional \r
+ properties bytes" (little-endian).\r
+ Some animation numbers:\r
+ $0000 => No battle animation\r
+ The character doesn't move; no sound; \r
+ no "slashing" effect (but the attack inflicts \r
+ damage).\r
+ For 'Last' and 'RAN-RAN step'.\r
+ $0001 => "Sword" animation\r
+ For all swords (except 'Frypan' and 'Last') \r
+ and daggers.\r
+ $0003 => "Rod" animation\r
+ For all rods and maces + 'Frypan'.\r
+ $0005 => "Bow" animation\r
+ For all bows.\r
+ $0007 => "Spear" animation\r
+ For all spears + 'Superdriver'.\r
+ $0009 => "Whip" animation\r
+ For all whips.\r
+ $000B => "Tool animation\r
+ For all tools except 'Superdriver'.\r
+ $000D => "Ax" animation\r
+ For all axes.\r
+ $000F => "Punch" animation\r
+ For attacks without an equipped weapon.\r
+\r
+ $0013 => 'Flash' spell animation\r
+ $0014 => 'Bolt' spell animation\r
+ ...\r
+ $0033 => 'Zap spell' animation\r
+ $0091 => 'Dark Fry' animation\r
+\r
+ bit 6: 1 => ???\r
+ => 2 "Additional properties bytes": $64 00\r
+ Note: the value of these 2 bytes doesn't seem to have \r
+ an effect on the animation displayed when the \r
+ item is used at Party Status screen.\r
+\r
+ bit 7: 1 => Has an IP effect.\r
+ For equipable items only.\r
+ => The IP number is stored on 2 "Additional \r
+ properties bytes" (little-endian).\r
+ Some IP numbers:\r
+ $0001 => Repeat attack\r
+ $0002 => Iron kick\r
+ $0003 => Mirror block\r
+ ...\r
+ $002D => Wave motion\r
+ ...\r
+ $00A8 => Octo-strike\r
+ $00A7 => Double slash\r
+ $00A8 => Ancient power\r
+\r
+ - - - - - - - - - - - \r
+\r
+[+$000B, $000C]\r
+Bytes 11 and 12:\r
+ $00 00 for all items\r
+\r
+- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - \r
+"Additional properties bytes"\r
+- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - \r
+\r
+The "Additional properties bytes" corresponding to the "Additional \r
+properties flags" (bytes 9 and 10) are stored in the following order:\r
+[2 bytes for byte 9, bit 0], \r
+[2 bytes for byte 9, bit 1], \r
+...\r
+[2 bytes for byte 9, bit 6], \r
+[2 bytes for byte 9, bit 7], \r
+[2 bytes for byte 10, bit 0], \r
+[2 bytes for byte 10, bit 1], \r
+...\r
+[2 bytes for byte 10, bit 6], \r
+[2 bytes for byte 10, bit 7].\r
+\r
+Example: 'Hi-Potion' [$0B556C]\r
+- Byte 9: $03 (b00000011)\r
+ bit 0: 1 => Has an "Item effect" at Party Status screen.\r
+ bit 1: 1 => Has an "item effect" during battle.\r
+- Byte 10: $60 (b01100000)\r
+ bit 5: 1 => Animation when used during battle.\r
+ bit 6: 1 => ???\r
+=> the 'Hi-Potion' has 8 (= 4 * 2) additional properties bytes:\r
+ 15 00 1D 00 61 00 64 00\r
+ - $15 00: the "Item effect at Party Status screen" bytes start at \r
+ offset [$0B556C + $0015]\r
+ - $1D 00: the "Item effect at Party Status screen" bytes start at \r
+ offset [$0B556C + $001D]\r
+ - $61 00: animation when used during battle: animation number $0061\r
+ - $64 00: ???\r
+\r
+\r
+Important remark about the "stats increasment bytes":\r
+\r
+When an item increases STR, it also increases ATP, even if bit 4 of \r
+byte 9 is not set:\r
+\r
+ total ATP increasment granted by an item \r
+ = ATP incr (if bit 4 of bytes 9 is set)\r
+ + STR incr (if bit 6 of bytes 9 is set)\r
+\r
+Similarly, when an item increases STR and/or AGL, it also increases DFP, \r
+even if bit 5 of byte 9 is not set:\r
+\r
+ total DFP increasment granted by an item \r
+ = DFP incr \r
+ + (STR incr + AGL incr) / 2\r
+\r
+Example: 'lion fang' [$0B7557]\r
+\r
+- Byte 9: $C0 (b11000000)\r
+ bit 4: 0 => Doesn't (explicitely) increase ATP.\r
+ bit 5: 0 => Doesn't (explicitely) increase DFP.\r
+ bit 6: 1 => Increases STR.\r
+ bit 7: 1 => Increases AGL.\r
+\r
+STR incr bytes: $0F 00 => STR incr = 15\r
+AGL incr bytes: $0A 00 => AGL incr = 10\r
+\r
+=> total ATP incr = ATP incr + STR incr\r
+ = 0 + 15\r
+ = 15\r
+\r
+=> total DFP incr = DFP incr + (STR incr + AGL incr) / 2\r
+ = 0 + (15 + 10) / 2\r
+ = 12.5\r
+ ~= 12\r
+\r
+=> Increasments of the 'Lion fang': ATP +15, DFP +12, STR +15, AGL +10\r
+\r
+Other example: 'Fire dagger' [$0B5C2A]\r
+\r
+ATP incr = 50\r
+DFP incr = 0\r
+STR incr = 6\r
+AGL incr = 0\r
+=> total ATP incr = 56\r
+ total DFP incr = 3\r
+=> Increasments of the 'Fire dagger': ATP +56, DFP +3, STR +6\r
+\r
+- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - \r
+"Effect bytes"\r
+- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - \r
+\r
+...\r
+\r
+-----------------------------------------------------------------------\r
+Item descriptions\r
+-----------------------------------------------------------------------\r
+\r
+[$0B8200 -> $0B85FF]: pointers to item descriptions\r
+ (2 bytes, little-endian)\r
+\r
+[$0B87B4 -> $0BB2A0]: item/spell/IP descriptions\r
+\r