
Bag o' laughs
Try to get these nuisances bagged and tagged before they can empty your MP with a Weird Dance.
They're crammed with more jokes than a cartload of Christmas crackers, but have yet to raise even a wry smile.
The essentials
- Earliest in the story: The Hexagon – B1 — 38% (40% of battles)
- Gives: 11 EXP, 26 G, Cowpat (1/8), Strong medicine (1/64)
- Weak to: fire, ice, wind, lightning / blast, earth, darkness, light ×1.25
- It runs away: 27% of its actions: hit fast.
- Has no effect on it: fizzle, poison
Family: material — weapons dealing ×1.1: hammers
Stats
| HP | MP | Att. | Def. | Agi. | EXP | Gold | Evas. |
|---|---|---|---|---|---|---|---|
| 16 | 4 | 19 | 14 | 24 | 11 | 26 | 2 % |
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): all ×1.25
- Effects (success rate): 200%: Drain Magic; 75%: Dazzle, Decelerate, Divine Intervention; 50%: sleep, paralysis; immune: Fizzle, poison
- Actions: Attack 41%, Flee 27%, “calls for backup.” 15%, Weird Dance 11%, “is assessing the situation.” 6.6%. Conditions (otherwise it picks another slot): Flee: only if the party is three times stronger (attack + defence); “calls for backup.”: if there's room for reinforcements; Weird Dance: on a character with MP. Only once per turn for its whole group: “calls for backup.”, Weird Dance
Items
Habitat (in-game monster list)
The Hexagon
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: does not react to the party (never chases or flees).
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 |
|---|---|---|
| The Hexagon – B1 | 38% (40% of battles) | 38% (40% of battles) |
| The Hexagon – B2 | 40% (42% of battles) | 40% (42% of battles) |
| The Hexagon – B1-A | joins 3.7% of battles | joins 3.7% of battles |
Under the hood
Internal numbers (game records, one per variant): 43.
Drop codes (prm/mon_btldata, bytes +2 and +3; 0 = 100%, otherwise 1/2^(code + 2), 7 = none): Cowpat : 1 ; Strong medicine : 4.
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DQ9 Encyclopedia
Cowpat
Strong medicine