
Belisha beakon
Their whirlwind speed allows them to attack twice per turn, wards off wind spells and makes them masters of Swoosh.
Big fans of clean air and a fresh breeze, they are keen climbers, but don't care for Upover on account of its close climate.
The essentials
- Earliest in the story: Realm of the Mighty – Exterior 1 — joins 12% of battles
- Gives: 1,460 EXP, 104 G, Crimson coral (1/32), Red tights (1/128)
- Weak to: fire, light ×1.5
Family: bird — weapons dealing ×1.1: bows
Stats
| HP | MP | Att. | Def. | Agi. | EXP | Gold | Evas. |
|---|---|---|---|---|---|---|---|
| 136 | 10 | 146 | 143 | 167 | 1,460 | 104 | 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): fire, light ×1.5; ice, wind ×0.5
- Effects (success rate): 75%: Fizzle, stun, Blunt, Decelerate, Divine Intervention; 50%: Dazzle, sleep, Whack, confusion, poison, paralysis, Sap; 15%: Charm
- Actions: 2 actions per turn — Attack 67%, Swoosh 17%, “calls for backup.” 16%; after a first failure (MP or Fizzle), stops picking impossible actions. Conditions (otherwise it picks another slot): “calls for backup.”: if there's room for reinforcements. Only once per turn for its whole group: Swoosh, “calls for backup.”
Items
Habitat (in-game monster list)
Realm of the Mighty · Ondor Cliffs
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 in front of it (45°) 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 |
|---|---|---|
| Realm of the Mighty – Exterior 1 | joins 12% of battles | joins 12% of battles |
| Realm of the Mighty – Exterior 2 | joins 15% of battles | joins 15% of battles |
| Realm of the Mighty – Exterior 3 | joins 14% of battles | joins 14% of battles |
| Realm of the Mighty – Interior 1-A | 43% (44% of battles) | 43% (44% of battles) |
| Realm of the Mighty – Interior 1-B | 29% (30% of battles) | 29% (30% of battles) |
| Realm of the Mighty – Interior 1-C | 29% (30% of battles) | 29% (30% of battles) |
| Realm of the Mighty – Interior 3 | joins 9.5% of battles | joins 9.5% of battles |
| Realm of the Mighty – Interior 4 | joins 7.5% of battles | joins 7.5% of battles |
| Ondor Cliffs (Starflight Express stop) – to the north of the region, Starflight Express only | 12% (27% of battles) | 12% (27% of battles) |
Grottoes (treasure maps)
- Ice, rank 7: joins 8% of battles (quality 76-100: floors 9-10; 101-120: floors 5-12; 121-140: floors 5-14; 141-180: floors 1-12; 181-200: floors 1-8)
- Ice, rank 8: 18% of visible monsters, 26% of battles (quality 101-120: floors 9-12; 121-140: floors 9-14; 141-180: floors 5-16; 181-200: floors 1-12; 201-220: floors 1-4)
Under the hood
Internal numbers (game records, one per variant): 93.
Drop codes (prm/mon_btldata, bytes +2 and +3; 0 = 100%, otherwise 1/2^(code + 2), 7 = none): Crimson coral : 3 ; Red tights : 5.
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DQ9 Encyclopedia
Crimson coral
Red tights