Ultima 5 (PC version) SAVED.GAM
===============================

Last updated on 6-March-2004
Please send additions, corrections and feedback to this e-mail address:
Remove space + vowels from "marc winterrowd" and append "at yahoo dot com"


SAVED.GAM
---------

This file contains the current saved game.
When you start a new game, "SAVED.GAM" is initalized from "INIT.GAM".

offset      length      range       purpose
0x0         2           ?           ?
0x2         0x20        n/a         character record 1 (Avatar)
0x22        0x20        n/a         character record 2
0x42        0x20        n/a         character record 3
0x62        0x20        n/a         character record 4
0x82        0x20        n/a         character record 5
0xA2        0x20        n/a         character record 6
0xC2        0x20        n/a         character record 7
0xE2        0x20        n/a         character record 8
0x102       0x20        n/a         character record 9
0x122       0x20        n/a         character record 10
0x142       0x20        n/a         character record 11
0x162       0x20        n/a         character record 12
0x182       0x20        n/a         character record 13
0x1A2       0x20        n/a         character record 14
0x1C2       0x20        n/a         character record 15
0x1E2       0x20        n/a         character record 16
0x202       2           0-9999      food
0x204       2           0-9999      gold
0x206       1           0-99        keys
0x207       1           0-99        gems
0x208       1           0-99        torches
0x209       1           0,0xFF      grapple
0x20A       1           0-99        magic carpets
0x20B       1           0-99        skull keys
0x20C       1           ?           ?
0x20D       1           0,0xFF      Amulet of Lord British
0x20E       1           0,0xFF      Crown of Lord British
0x20F       1           0,0xFF      Sceptre of Lord British
0x210       1           0,0xFF      Shard of Falsehood
0x211       1           0,0xFF      Shard of Hatred
0x212       1           0,0xFF      Shard of Cowardice
0x213       1           ?           ?
0x214       1           0-99        spy glasses
0x215       1           0,0xFF      HMS Cape Plans
0x216       1           0-99        sextants
0x217       1           0,0xFF      Pocket Watch
0x218       1           0,0xFF      Black Badge
0x219       1           0,0xFF      Sandalwood Box
--- Items owned by the entire party ---
--- Helmets ---
0x21A       1           0-99        Leather Helm
0x21B       1           0-99        Chain Coif
0x21C       1           0-99        Iron Helm
0x21D       1           0-99        Spiked Helm
--- Shields ---
0x21E       1           0-99        Small Shield
0x21F       1           0-99        Large Shield
0x220       1           0-99        Spiked Shield
0x221       1           0-99        Magic Shield
0x222       1           0-99        Jewelled Shield
--- Armor ---
0x223       1           0-99        Cloth
0x224       1           0-99        Leather
0x225       1           0-99        Ring Mail
0x226       1           0-99        Scale
0x227       1           0-99        Chain
0x228       1           0-99        Plate
0x229       1           0-99        Mystic Armor
--- Weapons ---
0x22A       1           0-99        Dagger
0x22B       1           0-99        Sling
0x22C       1           0-99        Club
0x22D       1           0-99        Flaming Oil
0x22E       1           0-99        Main Gauche
0x22F       1           0-99        Spear
0x230       1           0-99        Throwing Axe
0x231       1           0-99        Short Sword
0x232       1           0-99        Mace
0x233       1           0-99        Morning Star
0x234       1           0-99        Bow
0x235       1           0-99        Arrows
0x236       1           0-99        Crossbow
0x237       1           0-99        Quarrels
0x238       1           0-99        Long Sword
0x239       1           0-99        2H Hammer
0x23A       1           0-99        2H Axe
0x23B       1           0-99        2H Sword
0x23C       1           0-99        Halberd
0x23D       1           0-99        Chaos Sword
0x23E       1           0-99        Magic Bow
0x23F       1           0-99        Silver Sword
0x240       1           0-99        Magic Axe
0x241       1           0-99        Glass Sword
0x242       1           0-99        Jeweled Sword
0x243       1           0-99        Mystic Sword
--- Rings ---
0x244       1           0-99        Invisibility Ring
0x245       1           0-99        Protection Ring
0x246       1           0-99        Regeneration Ring
--- Amulets ---
0x247       1           0-99        Amulet of Turning
0x248       1           0-99        Spiked Collar
0x249       1           0-99        Ankh
--- Spell Mixtures ---
0x24A       1           0-99        In Lor
0x24B       1           0-99        Grav Por
0x24C       1           0-99        An Zu
0x24D       1           0-99        An Nox
0x24E       1           0-99        Mani
0x24F       1           0-99        An Ylem
0x250       1           0-99        An Sanct
0x251       1           0-99        An Xen Corp
0x252       1           0-99        Rel Hur
0x253       1           0-99        In Wis
0x254       1           0-99        Kal Xen
0x255       1           0-99        In Xen Mani
0x256       1           0-99        Vas Lor
0x257       1           0-99        Vas Flam
0x258       1           0-99        In Flam Grav
0x259       1           0-99        In Nox Grav
0x25A       1           0-99        In Zu Grav
0x25B       1           0-99        In Por
0x25C       1           0-99        An Grav
0x25D       1           0-99        In Sanct
0x25E       1           0-99        In Sanct Grav
0x25F       1           0-99        Uus Por
0x260       1           0-99        Des Por
0x261       1           0-99        Wis Quas
0x262       1           0-99        In Bet Xen
0x263       1           0-99        An Ex Por
0x264       1           0-99        In Ex Por
0x265       1           0-99        Vas Mani
0x266       1           0-99        In Zu
0x267       1           0-99        Rel Tym
0x268       1           0-99        In Vas Por Ylem
0x269       1           0-99        Quas An Wis
0x26A       1           0-99        In An
0x26B       1           0-99        Wis An Ylem
0x26C       1           0-99        An Xen Ex
0x26D       1           0-99        Rel Xen Bet
0x26E       1           0-99        Sanct Lor
0x26F       1           0-99        Xen Corp
0x270       1           0-99        In Quas Xen
0x271       1           0-99        In Quas Wis
0x272       1           0-99        In Nox Hur
0x273       1           0-99        In Quas Corp
0x274       1           0-99        In Mani Corp
0x275       1           0-99        Kal Xen Corp
0x276       1           0-99        In Vas Grav Corp
0x277       1           0-99        In Flam Hur
0x278       1           0-99        Vas Rel Por
0x279       1           0-99        An Tym
--- Scrolls ---
0x27A       1           0-99        Vas Lor
0x27B       1           0-99        Rel Hur
0x27C       1           0-99        In Sanct
0x27D       1           0-99        In An
0x27E       1           0-99        In Quas Wis
0x27F       1           0-99        Kal Xen Corp
0x280       1           0-99        In Mani Corp
0x281       1           0-99        An Tym
--- Potions ---
0x282       1           0-99        Blue
0x283       1           0-99        Yellow
0x284       1           0-99        Red
0x285       1           0-99        Green
0x286       1           0-99        Orange
0x287       1           0-99        Purple
0x288       1           0-99        Black
0x289       1           0-99        White
--- Moonstones ---
0x28A       8           n/a         x coordinate of each moonstone, only
                                    valid if it's buried (range = 0-0xFF)
0x292       8           n/a         y coordinate of each moonstone, only
                                    valid if it's buried (range = 0-0xFF)
0x29A       8           n/a         flag for each moonstone:
                                    0 = buried
                                    0xFF = in the party's inventory
0x2A2       8           n/a         z coordinate of each moonstone, only
                                    valid if it's buried (range = 0,0xFF)
                                    0 = buried in Britannia
                                    0xFF = buried in the Underworld
--- Reagents ---
0x2AA       1           0-99        Sulfur Ash
0x2AB       1           0-99        Ginseng
0x2AC       1           0-99        Garlic
0x2AD       1           0-99        Spider Silk
0x2AE       1           0-99        Blood Moss
0x2AF       1           0-99        Black Pearl
0x2B0       1           0-99        Nightshade
0x2B1       1           0-99        Mandrake Root
--- mostly unknown ---
0x2B2       1           ?           ?
0x2B3       1           ?           ?
0x2B4       1           ?           ?
0x2B5       1           1-6         number of characters in the party
0x2B6       0xF         n/a         non-regenerating object flags (see
                                    u5tech.txt, DATA.OVL)
                                    one bit per object
                                    bit = 0 --> object is still there
                                    bit = 1 --> object has been taken
0x2C5       1           ?           ?
0x2C6       1           ?           ?
0x2C7       1           ?           ?
0x2C8       1           ?           ?
0x2C9       1           ?           ?
0x2CA       1           ?           ?
0x2CB       1           ?           ?
0x2CC       1           ?           ?
0x2CD       1           ?           ?
0x2CE       2           1-?         current year
0x2D0       2           0-?         current number of active monsters and
                                    charmed PC's (combat only)
                                    active = sleeping, good, poisoned
                                    inactive = charmed, dead, fled
0x2D2       2           0-?         current number of active PC's and
                                    charmed monsters (combat only)
0x2D4       1           n/a         icon currently shown between the stats
                                    window and the food/gold/date window
                                    (from one of the *.CH files)
0x2D5       1           0-5,0xFF    active character
                                    0-5 = character 1-6
                                    0xFF = none
0x2D6       1           n/a         mode of transportation (on foot, ship,
                                    skiff, horse, carpet)
                                    add 0x100 to get the real tile
0x2D7       1           1-13        current month (13 months per year)
0x2D8       1           1-28        current day (28 days per month)
0x2D9       1           0-23        current hour
0x2DA       1           0-23        copy of 0x2D9, todo: purpose
0x2DB       1           0-59        current minute
0x2DC       1           ?           ?
0x2DD       1           ?           ?
0x2DE       1           ?           ?
0x2DF       1           0x30-0x37   phase of left moon
                                    If the hour is 0-4, this byte determines
                                    where moongates take the party.
0x2E0       1           0x30-0x37   phase of right moon
                                    If the hour is 20-23, this byte
                                    determines where moongates take the
                                    party.
0x2E1       1           0-0x10      Current moongate height (in pixels)
                                    Used to make moongates rise and fall
                                    gradually. This variable is used for
                                    all moongates.
                                    Note: all moongates rise at 8 PM and
                                    fall at 5 AM.
0x2E2       1           0-255       karma
0x2E3       1           ?           ?
0x2E4       1           ?           ?
0x2E5       1           0-0xFF      number of turns since the beginning of
                                    the game (stops counting at 0xFF)
0x2E6       1           0-0xE       number of hours until the party can get
                                    healed by camping
                                    set to 0xE when the party gets healed by
                                    camping
                                    decremented every full hour
                                    if this byte is 0 at the end of your
                                    camping rest, the party gets healed,
                                    but only if you rested for 6-9 hours;
                                    camping for 1-5 hours never heals the
                                    party
0x2E7       1           ?           ?
0x2E8       1           n/a         protective spell duration
                                    0 = no protective spell is active
                                    0xFF = spell remains active until
                                    removed (Badge, Crown, Sceptre, Amulet)
                                    else = turns until the spell expires
                                    (spell type is stored in 0x2D4)
0x2E9       1           ?           ?
0x2EA       1           ?           ?
0x2EB       1           0,1,0xFF    Animations during the next frame
                                    When time has been stopped, the game
                                    sets this byte to 0 during every frame.
                                    0 = skip animations during the next
                                        frame
                                    1 = animate tiles during the next frame
                                    0xFF = ?
0x2EC       1           0-4         wind direction
                                    0 = calm
                                    1 = north
                                    2 = south
                                    3 = east
                                    4 = west
0x2ED       1           s.b.        current party location (see below)
0x2EE       1           s.b.        combat backup of 0x2ED
                                    when combat starts, 0x2ED is copied into
                                    this byte; when combat ends, 0x2ED is
                                    restored from this byte
0x2EF       1           0xFF,0-7    z coordinate of party (level)
                                    dungeons:
                                    0 = level 1, 7 = level 8
                                    settlements:
                                    0xFF = basement, 0 = ground floor,
                                    1 = first floor, etc.
                                    outside:
                                    0 = Britannia, 0xFF = Underworld
0x2F0       1           0-[7|0xFF]  x coordinate of party
0x2F1       1           0-[7|0xFF]  y coordinate of party
0x2F2       1           0,1         crosshair visibility (combat only)
                                    0 = hidden
                                    1 = visible
0x2F3       1           0-0xA       x coord of crosshair
0x2F4       1           0-0xA       y coord of crosshair
0x2F5       1           0-0xF0      x coord of upper left chunk (see below)
0x2F6       1           0-0xF0      y coord of upper left chunk (see below)
0x2F7       1           0-?         Attacker's weapon (combat only)
                                    When a PC attacks a monster during
                                    combat, the game stores the attack
                                    method in this byte. The attack method
                                    can be a weapon or a spell.
0x2F8       1           ?           ?
0x2F9       1           0,1         Visibility state of the focus rectangle
                                    and crosshair (combat only, used to make
                                    them blink)
                                    0 = not visible
                                    1 = visible
0x2FA       1           0-6         When the first PC leaves a combat map,
                                    the direction he left in is stored in
                                    this byte; used in dungeon rooms, where
                                    all must use the same exit.
                                    0 = no PC has left combat yet
                                    1 = west
                                    2 = east
                                    3 = north
                                    4 = south
                                    5 = up
                                    6 = down
0x2FB       1           s.d.        combat type flags
                                    bit 0x80 = dungeon room (all must use
                                        same exit, can't leave with Esc)
                                    bit 0x4 = ?
                                    bit 0x2 = ?
0x2FC       1           ?           ?
0x2FD       1           0,1         "no more enemies" flag
                                    0 = pressing escape to leave combat
                                        doesn't work yet
                                    1 = you can leave the battlefield by
                                        pressing escape (except in dungeon
                                        rooms)
0x2FE       1           0,1         0 = don't update/animate 2D map
                                    1 = update and animate 2D map
                                    Ignored in dungeons.
                                    Set to 1 when you enter or leave a
                                    settlement. I don't know if the game
                                    ever sets it to 0.
0x2FF       1           0-?         current light intensity
                                    The radius of the light globe around
                                    the party does not increase linearly
                                    with the light intensity.
0x300       1           0-0xFF      remaining light spell duration (turns)
                                    In Lor spell = 0x64
                                    Vas Lor spell = 0xFF
                                    Vas Lor scroll = 0xF0
0x301       1           0-0xF0      remaining torch duration (turns)
                                    borrowed torch = 0x64
                                    ignited torch = 0xF0
0x302       0x20        n/a         monster interference table:
                                    only used during combat, one byte per
                                    creature
                                    0xFF = no monster interferes with this
                                           creature
                                    else = index of the monster that
                                           interferes with this creature
0x322       1           0-8,0xFF    Shadowlord of Falsehood (location)
                                    0 = none
                                    1 = Moonglow
                                    2 = Britain
                                    3 = Jhelom
                                    4 = Yew
                                    5 = Minoc
                                    6 = Trinsic
                                    7 = Skara Brae
                                    8 = New Magincia
                                    0xFF = destroyed
0x323       1           0-8,0xFF    Shadowlord of Hatred (location)
0x324       1           0-8,0xFF    Shadowlord of Cowardice (location)
0x325       1           ?           ?
0x326       1           0-0xFF      ordained shrine quests
                                    bit 0 = honesty
                                    bit 1 = compassion
                                    bit 2 = valor
                                    bit 3 = justice
                                    bit 4 = sacrifice
                                    bit 5 = honor
                                    bit 6 = spirituality
                                    bit 7 = humility
0x327       1           ?           ?
0x328       1           0-0xFF      completed shrine quests, bits have the
                                    same meaning as in 0x326
0x329       1           ?           ?
0x32A       8           n/a         open/sealed flag for each dungeon
                                    0 = sealed, 0x80 = open
0x332       8           n/a         destroyed/ok flag for each shrine
                                    one byte per shrine, only bit 7 is used
                                    bit 7 = 0 --> ok
                                    bit 7 = 1 --> destroyed
0x33A       0xE         n/a         dungeon room cleared flags (7 dungeons,
                                    2 bytes per dungeon)
                                    when you kill all monsters in a dungeon
                                    room, two things happen:
                                    1) the bit corresponding to the dungeon
                                    room is set to 1
                                    2) in the dungeon map at 0x3B4, the
                                    room's upper nibble is set to 0xA
                                    Note: there are no flags for Doom,
                                    because you can't leave Doom (except
                                    by winning the game)
0x348       0x20        n/a         x coordinates of annotations
0x368       0x20        n/a         y coordinates of annotations
0x388       0x20        n/a         annotation tiles
0x3A8       1           0-0x20      number of entries in the annotation
                                    table (see below)
0x3A9       1           s.d.        When you open a door, the game stores
                                    the door tile in this byte. Only one
                                    door can be open at any time.
0x3AA       1           0-0x1F      x coord of open door
0x3AB       1           0-0x1F      y coord of open door
0x3AC       1           0-FF        Number of turns the door stays open.
                                    Decremented every turn, wraps around
                                    to 0xFF.
0x3AD       1           0-0xFF      x coord of purchased ship (see 0x105F)
0x3AE       1           0-0xFF      y coord of purchased ship (see 0x105F)
0x3AF       1           0-4         When you hoist your ship's sails and
                                    press an arrow key, the game stores the
                                    direction in this byte:
                                    0 = none
                                    1 = west
                                    2 = east
                                    3 = north
                                    4 = south
0x3B0       1           0,1         New prompt at end of current turn
                                    0 = don't display newline and prompt
                                        when the current turn ends
                                    1 = display newline and prompt at
                                        end of current turn
0x3B1       1           0-0x19      number of drunken moves until you can
                                    move normally again; set to 0x19 when
                                    you get drunk
0x3B2       1           ?           ?
0x3B3       1           ?           ?
0x3B4       0x200       n/a         map of the current dungeon
                                    8 levels, 8x8 tiles per level
0x5B4       0x80        n/a         "NPC killed" flags, 4 bytes (32 bits,
                                    32 NPC's) per settlement
                                    flag = 0 --> NPC is alive
                                    flag = 1 --> NPC has been killed
0x634       0x80        n/a         "NPC met" flags, 4 bytes (32 bits,
                                    32 NPC's) per settlement
                                    flag = 0 --> party hasn't met NPC yet
                                    flag = 1 --> party has met the NPC
                                    ("met" means that the NPC has asked the
                                    Avatar's name and received a truthful
                                    answer)
0x6B4       0x100       n/a         monster table (has 0x20 slots)
                                    monster format: see below
0x7B4       4           ?           ?
0x7B8       0x200       n/a         NPC schedules
                                    See *.NPC in u5tech.txt (used only in
                                    settlements)
0x9B8       0x200       ?           ?
0xBB8       0x400       n/a         Movement List Table (see below)
0xFB8       0x40        n/a         Movement List Pointers (see below)
0xFF8       0x20        n/a         NPC types
                                    See *.NPC in u5tech.txt (used only in
                                    settlements)
0x1018      0x44        ?           ?
0x105C      1           ?           copy of 0x105D?
0x105D      1           0-3         orientation in a dungeon
                                    0 = north, 1 = east, 2 = south, 3 = west
0x105E      1           1-3         graphics for the current dungeon
                                    1 = cave
                                    2 = mine
                                    3 = dungeon
0x105F      1           s.d.        when you buy a ship or skiff, the game
                                    encodes your purchase in this byte:
                                    0x40 = skiff
                                    n = frigate with (n-0x80) skiffs on
                                    board, n >= 0x80
                                    when you leave the settlement where you
                                    bought the vessel, the game creates it
                                    at the coordinates stored in 0x3AD and
                                    0x3AF

Notes:
1) If you set one of the bytes at 0x322-0x324 to 0xFF, that just means
the respective shadowlord won't visit the towns anymore. You'll still
encounter the shadowlord in Stonegate, unless you've also set its
"NPC killed" flag.
2) The Crown and the Sandalwood Box are treated as NPC's. When you take
them, the game sets their "NPC killed" flag.
Crown = NPC 1 in Blackthorn's castle
Sandalwood Box = NPC 31 in Lord British's castle
You can cast spells in Blackthorn's castle if you have the Crown in your
inventory. If you don't have the Crown, the game assumes that it's still
in Blackthorn's castle, and all spells you cast there will be absorbed.
3) Annotation table:
When you're in a settlement, this table contains the locations of
drawbridges.
At 8 PM, the game places water tiles (tile 3) at the locations stored in
the annotation table.
At 5 AM, the game places the tiles stored in the annotation table at the
corresponding locations.
Changing the table in SAVED.GAM has no effect, because the game restores
it from somewhere else when you Journey Onward.
4) Chunk cache:
Britannia and the Underworld are divided into chunks of 16x16 tiles.
Four of these chunks are cached in at any time; you see them when you view
a gem.
The coordinates of the upper left corner of the upper left chunk are stored
at 0x2F5 and 0x2F6. Both coordinates are divisible by 0x10.
In settlements, both coordinates are set to 0.


--- Movement Lists ---

When it's time for an NPC to move to a new location (as dictated by his schedule), the game calculates a path to the new location and stores this
path in the NPC's movement list.
The movement lists are stored at 0xBB8. There are 0x20 lists (one for each
NPC). Each list can store up to 0x10 movement commands.
The movement commands are made up of two bytes: the number of repetitions
and the direction.

   struct Movement_List_Table {
      Movement_List mov_lists[0x20]; 
   }

   struct Movement_List {
      Movement_Command mov_commands[0x10];
   }

   struct Movement_Command {
      uint8 repeats;
      // 1 = east
      // 2 = north
      // 3 = west
      // 4 = south
      uint8 direction;
   }

The table at 0xFB8 contains 0x20 word offsets (one for each NPC).
Entries can have the following values:
   0xFFFF = movement list for the NPC is empty
   else = offset into the NPC's movement list (must be a multiple of 2)
If the NPC hasn't reached his destination after going through the movement
commands, the game calculates a new path and stores it in the NPC's
movement list.

Notes:
1) There are no up/down movement commands. When an NPC wants to move to a
location on another level, he goes to the nearest stair/ladder and then
teleports to his destination.

--- Monster Format ---

offset      length      purpose
0           1           tile
1           1           tile
2           1           x coordinate
3           1           y coordinate
4           1           z coordinate (level)
5           1           depends on object type
6           1           depends on object type
7           1           depends on object type

Notes:
1) The monster table contains not only monsters, but also inanimate objects
(e.g. empty ships) and the party.
2) The party is always in slot 0.
3) Non-empty entries don't have to be contiguous.
Todo: empty entries, object-specific fields

--- Character record format ---

offset      length      purpose             range
0           9           character name      zero-terminated string
                                            (length = 8+1)
9           1           gender              0xB = male, 0xC = female
0xA         1           class               'A'vatar, 'B'ard, 'F'ighter,
                                            'M'age
0xB         1           status              'G'ood, etc.
0xC         1           strength            1-50
0xD         1           dexterity           1-50
0xE         1           intelligence        1-50
0xF         1           current mp          0-50
0x10        2           current hp          1-240
0x12        2           maximum hp          1-240
0x14        2           exp points          0-9999
0x16        1           level               1-8
0x17        1           ?                   ?
0x18        1           ?                   ?
0x19        1           helmet              0-0x2F,0xFF
0x1A        1           armor               0-0x2F,0xFF
0x1B        1           weapon              0-0x2F,0xFF
0x1C        1           shield              0-0x2F,0xFF
0x1D        1           ring                0-0x2F,0xFF
0x1E        1           amulet              0-0x2F,0xFF
0x1F        1           inn/party           n/a

Notes:
1) If the character is staying at an inn, the byte at offset 0x1F contains
the settlement number (see "Party Location") of the inn.
If the character is in the party, it contains 0.
If the character hasn't joined the party yet, it contains 0xFF.
If the character has been permanently killed, it contains 0x7F.

--- Equipment ---

0 = Leather Helm
...
0x2F = Ankh
0xFF = none

--- Party Location ---

0x0      Britannia/Underworld
-- Towns --
0x1      Moonglow
0x2      Britain
0x3      Jhelom
0x4      Yew
0x5      Minoc
0x6      Trinsic
0x7      Skara Brae
0x8      New Magincia
-- Lighthouses --
0x9      Fogsbane
0xA      Stormcrow
0xB      Greyhaven
0xC      Waveguide
-- Huts --
0xD      Iolo's Hut
0xE      Sutek's Hut
0xF      Sin'Vraal's Hut
0x10     Grendel's Hut
-- Castles --
0x11     Castle British
0x12     Castle Blackthorn
-- Villages --
0x13     West Britanny
0x14     North Britanny
0x15     East Britanny
0x16     Paws
0x17     Cove
0x18     Buccaneer's Den
-- Keeps --
0x19     Ararat
0x1A     Bordermarch
0x1B     Farthing
0x1C     Windemere
0x1D     Stonegate
-- Castles of the Principles --
0x1E     The Lycaeum
0x1F     Empath Abbey
0x20     Serpent's Hold
-- Dungeons --
0x21     Deceit
0x22     Despise
0x23     Destard
0x24     Wrong
0x25     Covetous
0x26     Shame
0x27     Hythloth
0x28     Doom
-- Special --
0xFF     combat/resting/shrine


Sources
-------
Nytegard <email: append "at yahoo dot com" to his nick>
http://martin.brenner.de/ultima/u5save.html
http://www.cosy.sbg.ac.at/~lendl/ultima/ultima5/
http://www.wi.leidenuniv.nl/~psimoons/ultima5t.htm
  Pieter Simoons has taken down his Ultima 5 website, but it's still cached
  at http://www.archive.org/
