
Badboon
Giant apes and lords of the jungle who store up their anger, then attack with full, explosive force.
The one with the loudest War Cry wins the leadership, so every spring the forest comes alive with their cacophonous cries.
The essentials
- Earliest in the story: Newid Isle, on grass or on the coast — day: joins 1.8% of battles; night: joins 1.9% of battles
- Gives: 171 EXP, 69 G, Magic beast hide (1/16), Strong medicine (1/32)
- Weak to: darkness, light ×1.25
- It runs away: 23% of its actions: hit fast.
- Has no effect on it: fizzle
Family: beast — weapons dealing ×1.1: spears
Stats
| HP | MP | Att. | Def. | Agi. | EXP | Gold | Evas. |
|---|---|---|---|---|---|---|---|
| 90 | 6 | 80 | 64 | 40 | 171 | 69 | 0 % |
HP from the game's record: in battle, each monster gets a roll between 80 and 100% of it (rounded); MP is full.
Resistances and actions
- Elements (damage taken): darkness, light ×1.25
- Effects (success rate): 75%: Dazzle, sleep, Whack, confusion, stun, Blunt, Charm; 50%: paralysis, Decelerate; immune: Fizzle
- Actions: Attack 33%, Flee 23%, War Cry 19%, “completely loses it and starts on the target!” 15%, Psyche Up 11%. Conditions (otherwise it picks another slot): Flee: only if the party is three times stronger (attack + defence); Psyche Up: if it isn't at 100 tension yet. Only once per turn for its whole group: War Cry, “completely loses it and starts on the target!”, Psyche Up
Items
Habitat (in-game monster list)
Newid Isle · Tower of Trades
In the game, a defeated monster's entry names one of these places as soon as you have visited it, even if you never defeated that monster there; otherwise “?????????” (checked in game). The first two are named, “Etc.” for the third.
In the field
Behaviour: spots the party all around it up to 7 units, then chases it, but runs away if the leader's attack + defence exceed 3 times its own.
In each cell: share of the visible monsters in that zone, then (in brackets) share of that zone's battles it takes part in, alone or with others. “Joins”: never visible, it only comes along with the monster you touched. “In the forest”, “on the coast”…: which monsters appear depends on the ground under the hero's feet (grass, forest, coast, rocky ground, swamp…); with no detail, they appear anywhere on the map. “Starflight Express stop”, “islet”, “part”: a separate corner of the region, reached as shown. Exact figures from the game code.
| Place | Day | Night |
|---|---|---|
| Newid Isle, on grass or on the coast | joins 1.8% of battles | joins 1.9% of battles |
| Newid Isle, in the forest or on the coast | 63% (70% of battles) | 63% (70% of battles) |
| Newid Isle, on rocky ground or on the coast | joins 5.6% of battles | joins 5.6% of battles |
| Newid Isle (south-west part), on grass or in the forest | 44% (46% of battles) | 44% (48% of battles) |
| Newid Isle (south-west part), on the coast | joins 9.1% of battles | joins 9.1% of battles |
| Tower of Trades – Lv 1 | joins 4.2% of battles | joins 4.2% of battles |
| Tower of Trades – Lv 2 | joins 4.2% of battles | joins 4.2% of battles |
| Tower of Trades – Lv 3 | joins 1.7% of battles | joins 1.7% of battles |
| Tower of Trades – Lv 4 | joins 1.7% of battles | joins 1.7% of battles |
| Tower of Trades – Lv 5 | joins 1.7% of battles | joins 1.7% of battles |
| Tower of Trades – Lv 6 | joins 1.7% of battles | joins 1.7% of battles |
Under the hood
Internal numbers (game records, one per variant): 129.
Drop codes (prm/mon_btldata, bytes +2 and +3; 0 = 100%, otherwise 1/2^(code + 2), 7 = none): Magic beast hide : 2 ; Strong medicine : 3.
Open in the full encyclopediasearch, filters, my collection, grotto tools
DQ9 Encyclopedia
Magic beast hide
Strong medicine