)1. You need an ability ID list. I've made one, but there are descripitons instead of ability names in it. You have to figure out the ability from the description. (If the code font size is too small for you, change the text size in your browser.)
00 00 Allows the Unit to travel across normal Terrain.
01 00 Allows the Unit to Fly across all Terrain.
02 00 Allows the Unit to travel across Water.
03 00 Allows the Unit to travel through Forests without penalty.
04 00 Allows the Unit to travel Underground without penalty.
05 00 Allows the Unit to travel over Mountains without penalty.
06 00 The Unit is Immune to Magic Damage.
07 00 The Unit is Immune to Fire Damage.
08 00 The Unit is Immune to Cold Damage.
09 00 The Unit is Immune to Lightning Damage.
0a 00 The Unit is Immune to Poison Damage.
0b 00 The Unit is Immune to Death Damage.
0c 00 The Unit is Immune to Holy Damage.
0d 00 The Unit is Immune to Physical Damage.
0e 00 Bestows Fire damage upon the Unit's attacks.
0f 00 Bestows Cold damage upon the Unit's attacks.
10 00 Bestows Lightning damage upon the Unit's attacks.
11 00 Bestows Poison damage upon the Unit's attacks.
12 00 Bestows Death damage upon the Unit's attacks.
13 00 Bestows Holy damage upon the Unit's attacks.
14 00 Bestows Magic damage upon the Unit's attacks.
15 00 Allows the Unit to engage an Enemy in Melee during Combat.
16 00 Fires arrows at an Enemy in Combat.
17 00 Allows the Unit to travel across Water.
18 00 Heaves a huge boulder. Double damage to Structures.
19 00 Slings rocks at an Enemy in Combat.
1a 00 Hides the Terrain from view as the Unit moves over it.
1b 00 Attempts to immobilize an Enemy Unit in sticky webbing.
1c 00 Attempts to take Control of a Unit in Combat.
1d 00 Attempts to take Control of a Unit in Combat.
1e 00 Sprays Fire on to an Area in Combat.
20 00 Gives the Unit +1 ATT +1 DAM on Ranged Attacks per Marksmanship Level.
24 00 The Unit is capable of scaling City Walls.
25 00 Improves the Morale of all Units in the Party.
26 00 Attempts to harm and panic an Undead Enemy Target.
27 00 The Unit has improved Visual Range when in dark locations, such as Underground.
28 00 Attempts to immobilize the Target with clutching vines in Combat.
29 00 The Unit is capable of seeing Hidden Units.
2a 00 The Unit can burrow through Earth Walls when Underground.
2b 00 Burns enemies that strike the unit in Melee combat.
2c 00 Launches a cannonball in Combat. Double damage to Structures.
2d 00 Shoots bullets at an Enemy in Combat.
2e 00 + 1 ATT at Level 1 and 3, + 1 DEF at Level 2.
2f 00 Replenishes the Target's HP by 5-10. (Once per Turn)
30 00 The Unit is under the Control of another Unit.
31 00 The Unit regains full HP at the beginning of each Day.
32 00 The Unit is capable of carrying other Units.
33 00 Gives each Strike a chance to make the enemy Panic.
34 00 Allows the Unit to Cast Spells in Combat.
35 00 Moves the unit to and from the Shadow World.
36 00 Hides the Unit from Sight.
37 00 Fires a beam of paralyzing energy at an Enemy in Combat.
38 00 Gives the Unit +10 Mana for Casting Spells.
39 00 Fires a javelin at an Enemy in Combat.
3a 00 Fires a black javelin at an Enemy in Combat.
3b 00 Allows the Unit to Float across all Terrain.
3c 00 Attempts to remove Magical Enchantments from the Target.
3d 00 Attacks an Enemy with Poisoned Darts in Combat.
3e 00 Spews toxic Poison at an Enemy in Combat.
3f 00 The Unit is a Dragon.
40 00 Allows the Unit to see further. +2 hexes per Level.
41 00 Destroys the Unit, while also damaging surrounding Units in Combat.
42 00 Allows the Unit to Move through Walls with ease.
43 00 Creates an expanded pocket of Domain around the Unit.
44 00 Turns the Terrain to Wasteland as the Unit moves over it.
45 00 Turns the Terrain to Grassland as the Unit moves over it.
46 00 Reduces all Death Damage the Unit takes by 50%.
47 00 Reduces all Fire Damage the Unit takes by 50%.
48 00 Reduces all Holy Damage the Unit takes by 50%.
49 00 Reduces all Poison Damage the Unit takes by 50%.
4a 00 Reduces all Lightning Damage the Unit takes by 50%.
4b 00 Reduces all Magic Damage the Unit takes by 50%.
4c 00 Reduces all Cold Damage the Unit takes by 50%.
4d 00 Reduces all Physical Damage the Unit takes by 50%.
56 00 Breathes Fire on to an Area in Combat.
57 00 Breathes Cold and Ice on to an Area in Combat.
58 00 Breathes Death Magic on to an Area in Combat.
59 00 Breathes Holy Magic on to an Area in Combat.
5a 00 Breathes Poison Gas on to an Area in Combat.
5c 00 The Unit has been shocked by Lightning, and cannot Move.
5d 00 Inflicts upon the Unit -2 RES, Death Weakness, and prevents natural healing.
5e 00 The Unit is held by vines, and cannot Move.
5f 00 Unit is encased in ice for 3 rounds, and cannot Move, until hit.
60 00 Inflicts upon the Unit -2 ATT, -2 DEF, -2 DAM, and -2 RES.
61 00 The Unit is held by webbing, and cannot move.
62 00 Inflicts upon the Unit -2 ATT and -2 DEF.
65 00 Reduces the cost of each hex moved by 1 MP, to as low as 2 MP.
6a 00 During Combat, attempts to burrow the Unit inside of an Enemy to take Control over them.
6b 00 The Unit is now inhabited and Controlled by another Unit.
6c 00 The unit will move about randomly in fear.
6d 00 Turns the Terrain to Snow as the Unit moves over it.
6e 00 The power of belief bestows upon the unit +2 RES and Willpower.
6f 00 Gives the Unit +2 ATT and +2 DAM on their first Melee Strike when Attacking.
70 00 Gives the unit +2 ATT vs Draconians and +5 ATT vs Dragons.
71 00 Adds +5 DEF when facing any Physical Ranged Attack, or the first Enemy Melee Strike.
72 00 Spins the Units in a circle, Attacking all surrounding Units.
73 00 Gives the Unit an additional Strike in Melee Combat.
74 00 Gives the Unit the initial Strike in Melee Combat.
75 00 Creates a new Road for 10 Gold per Hexagon.
76 00 Restores 2 HP to the Unit each time it Hits an Enemy in Melee Combat.
77 00 <NO DESCRIPTION>
78 00 Launches a volley of Death Magic at an Enemy in Combat.
79 00 Launches a volley of Magical energy at an Enemy in Combat.
7a 00 Launches a volley of Ice at an Enemy in Combat.
7b 00 Launches Lightning at an Enemy in Combat.
7c 00 Launches a volley of Holy Magic at an Enemy in Combat.
7f 00 Causes the Unit to suffer -1 HP/Turn and -2 ATT.
80 00 The unit has been resurrected.
81 00 The Unit has been Animated, and will perish at the end of the Battle.
8a 00 Hides the Unit from Sight when on Steppe Terrain.
8b 00 Hides the Unit from Sight when Underground.
8c 00 Hides the Unit from Sight when on Grass Terrain.
8d 00 Hides the Unit from Sight when on Snow Terrain.
8e 00 Hides the Unit from Sight when on Desert Terrain.
8f 00 Hides the Unit from Sight when on Wasteland Terrain.
90 00 Hides the Unit from Sight when in Water.
91 00 Conceals the Unit in vegetation on any Terrain.
92 00 Gives the Unit Willpower, and +3 ATT, +3 DAM vs Evil Units.
93 00 Gives the Unit Willpower, and +2 ATT, +2 DAM vs Good Units.
95 00 The Unit is under the Control of another Unit.
96 00 The Unit is under the Control of another Unit.
98 00 Reduces the cost of each hex moved by 1 MP, to as low as 2 MP.
99 00 Gives the Unit +3 DEF.
9a 00 Gives the Unit +1 ATT, +1 DAM and Magic Strike.
9b 00 The Unit has been Summoned magically.
9c 00 Gives the Unit +2 DAM and Willpower.
9d 00 Allows the Unit to travel across all land without penalty.
9e 00 Gives the Unit +2 RES, +1 DEF and Death Protection.
a0 00 Gives the Unit Willpower, and +3 ATT, +3 DAM vs Evil Units.
a1 00 Gives the Unit Willpower, and +2 ATT, +2 DAM vs Good Units.
a2 00 Conceals the Unit in vegetation on any Terrain.
a3 00 Gives the Unit Fire Immunity, Ignition and Fire Strike.
a4 00 Allows the Unit to travel across Water.
a5 00 Allows the Unit to Float across all Terrain.
a6 00 Gives the Unit Physical Protection and Water Walking.
a9 00 Gives a Unit +1 DAM, +1 RES and Death Strike.
aa 00 The Unit rides a steed.
ab 00 The Unit is an Animal.
ac 00 Unit is Undead, and is Immune to Death Damage, Poison, Fear, and Seduction.
ad 00 Consumes the Unit to Construct a new City.
ae 00 The Unit is within Enemy Domain, and is struck by Fire each Turn.
b0 00 The Unit is within Friendly Domain, and is Healed each Turn.
b4 00 Consumes the Unit to Rebuild a Razed Structure.
b5 00 Gives the Unit Lightning Strike, Lightning Immunity and shocks Enemies that Strike it.
b6 00 Inflicts upon the Unit -2 ATT, -2 DEF, -2 DAM, and -2 RES.
b7 00 The unit is a Caravan, the mobile population of a former city.
b8 00 The illness lowers the unit's ATT, DAM, DEF and RES by 50%.
b9 00 The unit is immune to the effects of Shadow Sickness.
ba 00 The unit is immune to the effects of Shadow Sickness.
bb 00 Consumes the Unit to Construct a new Watchtower.
bc 00 The unit is immune to the effects of Shadow Sickness.
bd 00 Summoned Units heal each Turn and get a +4 to Res.
be 00 <NO DESCRIPTION>
ca 00 Gives the Unit 2 Strikes each Melee Round.
cb 00 The Unit is immune to all forms of Enemy Control.
cc 00 Emits a cloud of steam to Damage surrounding Units in Combat.
cd 00 Gives the Unit a 25% chance to evade any Enemy Melee Strike.
ce 00 Increases all Physical Damage the Unit takes by 50%.
cf 00 Increases all Magic Damage the Unit takes by 50%.
d0 00 Increases all Fire Damage the Unit takes by 50%.
d1 00 Increases all Cold Damage the Unit takes by 50%.
d2 00 Increases all Death Damage the Unit takes by 50%.
d3 00 Increases all Holy Damage the Unit takes by 50%.
d4 00 Increases all Poison Damage the Unit takes by 50%.
d5 00 Increases all Lightning Damage the Unit takes by 50%.
d6 00 Allows the Unit to Damage City Walls with Melee Strikes.
d7 00 Attempts to Destroy an Enemy Machine.
d8 00 Gives each Melee Strike a chance to sap the Target's ability to fight.
d9 00 Inflicts upon the Unit -3 ATT, -3 DAM.
da 00 Teleports the unit to a new location, once per Combat.
db 00 Attempts to take Control over an Animal Unit or Mount.
dc 00 Attempts to lure the Target into attacking the Unit.
dd 00 Shoots a bolt at an Enemy in Combat.
de 00 Replenishes 5-10 HP to the Target Machine.
df 00 Hurls a bladed weapon at an Enemy in Combat.
e0 00 Launches a volley of Fire at an Enemy in Combat.
e1 00 The Unit's Mount is out of control, reducing it's MP by half.
e2 00 The Unit is under the Control of another Unit.
e3 00 The Unit rides an enchanted steed, which is Immune to Enemy Control.
e4 00 Inflicts upon the Unit -4 DEF and -4 RES.
e5 00 When the Unit dies in Combat, Resurrects it 3 Rounds later.
e6 00 Gives the Unit a chance to eat it's Target and regain 1HP*Unit Level, with each Melee Strike.
e7 00 Biting insects inflict -2 HP each Turn.
e8 00 The Unit in enraged at an Enemy, and will attack only it.
ea 00 Poisons Enemies that Strike the Unit.
eb 00 Inflicts upon the Unit -1 to ATT, DEF, DAM & RES, and Fire Weakness.
ec 00 Hurls a burning canister, which bursts into flame at the impact area.
ed 00 When the Unit dies in Combat, Resurrects it 3 Rounds later.
ee 00 Attempts to Trap and Enslave the Target.
ef 00 The unit has been caged, cannot move, and may become Enslaved.
f0 00 Grabs hold of the Target and hurls them away.
f3 00 Gives the Unit a chance to eat it's Target and produce a Larva with each Melee Strike.
f4 00 Excretes a larval offspring, newborn but ready for battle.
f5 00 Transforms the unit into a stronger form when it reaches Gold Medal rank.
f6 00 Attempts to transfer the Target's Magical Enchantments to the unit.
f8 00 Launches a volley of deadly energy at an area in combat.
f9 00 Chucks a spear at the Target, usable once per battle.
fa 00 Blasts an area with a stream of electricity.
fb 00 The unit spins rapidly, damaging and pushing away nearby units.
fc 00 The unit has been pulled to the ground.
fd 00 Gives Good units +2ATT & +1DAM, while giving Evil units -1DEF & -1RES.
fe 00 Gives Evil units +2ATT & +1DAM, while giving Good units -1DEF & -1RES.
ff 00 The unit's ranged attacks suffer a -50% to-hit penalty.
00 01 Makes each hex moved cost +2 Movepoints.
01 01 The unit is uncontrollable, and behaves erratically.
02 01 The unit's ranged attacks ignore obstacles and gain +2 ATT.
03 01 Allows the unit to take the form of the last humanoid Enemy it killed in melee combat.
04 01 Changes the unit's form into that of their last victim.
05 01 The unit is completely unable to move.
06 01 The unit has been enslaved, and is under the control of another unit.
07 01 Strikes out at Enemy Units in all directions.
08 01 Throttles and attempts to Paralyze the Target.
09 01 The unit has a parasite within them, causing Physical Weakness.
0a 01 The parasite burrows into the target, causing Physical Weakness then emerging when the host dies.
0b 01 Gives the breath of life back to a Corpse.
0c 01 Brings the Target back from the dead until killed again or the battle ends.
0d 01 Gives the unit an extra 100% HP, at the cost of death once the battle ends.
0e 01 Attempts to collide with a flying enemy and force them to the ground.
0f 01 Sprays magical dust on to an area in combat, with unpredictable results.
10 01 Negates Willpower on the target, making it vulnerable to mind control.
11 01 Negates Willpower, making the unit vulnerable to mind control.
12 01 Sprays ice on to an area in combat.
13 01 Fires javelins at an Enemy in Combat.
14 01 Transforms the Dragon Hatchling into mature form when it reaches Gold Medal rank.
15 01 Gives the Unit +1 ATT & +1 DAM per level that its target is stronger than it.
16 01 Reuces the unit's Movepoints by half, and inflicts -4 ATT.
17 01 Inflicts upon the unit -3 ATT & DAM, and -2 HP per Round.
18 01 Lets the Target's ranged attacks ignore obstacles and gain +2 ATT.
19 01 Transforms the Hatchling into mature form when it reaches Gold Medal rank.
1a 01 Adds +3 ATT, +3 DAM to melee strikes against mounted and flying enemies.
1b 01 Gives the Unit +2 RES, +1 DEF and Death Protection.
2. You need a hex editor like this freeware one.3. Before modifying the AoWSM.exe file, make a backup copy of it.
4. Open AoWSM.exe on the hex editor.
5. Go to an approtiate offset and change the ability ID.
Offset list:
Offset (old Offset (new
1.3 patch) 1.3 patch) Building name and race Default ability----------- ----------- ------------------------- -----------------------
12BD9F 120B1F Blood Totem (Orc) 76 00 (Life Stealing)
12BDC0 120B40 Midwinter Hut (Frostling) 47 00 (Fire Protection)
12BDDE 120B5E Hydra's Pool (Draconian) 31 00 (Regeneration)
12BDFC 120B7C Mirage (Tigran) 40 00 (Vision)
12BE1C 120B9C Chapter House (Human) 6E 00 (Crusader)
12BE2C 120BAC Chapter House (Human) CB 00 (Willpower)
6. Save the modified file.
A proud member of the Unofficial Patch team.
Creator of the AoW1 Mod.