| Each of the 224 monsters has a record reached through a table of 224 offsets at $96:85C0: the battle loader copies its 13-letter name, four words from +$11 to +$17, and four bytes from +$19 to +$1C, which it doubles into words; the routine at $81:FBDB reads the experience and gold it pays as words at +$1D and +$1F; and a list of three-byte entries from +$21, ended by 0, holds the drop: in an entry of kind 3 the low 9 bits name the item and the top 7 bits give the chance in percent. Terror Wave names the four words HP, MP, attack, and defense, the four bytes agility, intelligence, guts, and magic resistance, and the byte at +$0D the level. 132 monsters carry a drop. HP runs up to 65535 (Egg Dragon) and experience up to 60000 (Egg Dragon). | tables/struct_monster.txt L1–15 | Code |
| Each of the 467 items, from no. 0 (no equipment) to no. 466, has a record reached through a table of 467 offsets at $96:CF69 and a 12-letter name at $9E:C7E8. The record's first nine bytes are copied as a block, and four mask bytes follow; each set mask bit, lowest first, adds a word. Byte 7's lowest set bit picks the equipment slot, byte 8 has one bit per character who can equip the item, the word at +5 is the price the Ancient Cave holds under its floor's limit, the seven words of mask bits 4 to 10 are what equipping adds, and mask bit 15's word names the item's IP attack. Terror Wave names the rest: bytes 0 to 4 use flags, more flags, targeting, icon, and sprite; byte 7's bits, low first, weapon, armor, shield, helmet, ring, and jewel; and the seven added words attack, defense, strength, agility, intelligence, guts, and magic resistance. The table holds 116 weapons, 66 armors, 45 shields, 53 helmets, 41 rings, 33 jewels, and 108 items with no kind bit. | tables/struct_item.txt L1–10 | Code |
| Each of the 40 spells has a record reached through a table of 40 offsets at $95:FA5B: an 8-letter name, a byte at +10 with one bit per character who can learn it (in Terror Wave's order), the MP cost at +12, the shop price as a word at +15, and the battle script's offset at +17; Terror Wave calls the byte at +9 the element. Costs run from 0 MP (Reset and Light) to 30 MP and prices to 65000 gold; Guy and Dekar learn none, and Fry and Zap are Artea's alone. | tables/struct_spell.txt L1–8 | Code |
| Each character's stats grow by fixed steps, in sixteenths of a point, from a row of seven bytes that changes every eight levels: 7 characters × $70 bytes at $97:B62C, of which levels 2 to 99 reach the first 13 rows of 8 bytes; the fourteenth row is zeros. A stat at level L is its base plus ⌊(sum of the steps for levels 2 to L) / 16⌋. Terror Wave names the seven bytes HP, MP, strength, agility, intelligence, guts, and magic resistance; the guts byte is 0 in every row, so guts stays at its base. | tables/struct_char_growth.txt L1–8 | Code |
| The seven capsule monsters have five forms each, 35 records reached through offsets at $97:DCB8 by the monster's number × 5 + form − 1. The stat routine pairs the byte at +$15 and the five at +$18 to +$1C with six growth codes at +$1D to +$22. Terror Wave names the rest of the record: a 12-letter name, an alignment byte at +14, and the eight stat bytes from +$15 as HP, attack, defense, strength, agility, intelligence, guts, and magic resistance. Foomy's line runs Foomy S, Foomy M, Foomy L, Foomy H, Gold Fox. | tables/struct_capsule.txt L1–20 | Code |
| The shop table at $97:EE9F holds offsets to 59 shops. Each starts with a kind byte, a flag byte, and a third byte; flag bit 0 lists the party's own items, each of bits 1 to 5 adds a list, and bit 7 one more menu entry. The first four lists are words ended by 0, and the fifth is bytes ended by $FF. Terror Wave names bit 0 pawn, bits 1 to 5 prize coins, items, weapons, armor, and spells, and bit 7 sell. | tables/struct_shop.txt L1–3 | Code |