DQ9 Encyclopedia

Bodkin bowyer

Tire-flèches · no. 47 in the monster list
Everything is read from the game's code, unless stated otherwise

These expert archers specialise in troubling travellers with hails of well-aimed arrows.

The brown hoods of the bodkin bowyers mark them out as master marksmen, mightier than mere bodkin fletchers.

The essentials

  • Earliest in the story: Newid Isle, on grass or on the coast — day: 28% (32% of battles); night: 18% (23% of battles)
  • Gives: 112 EXP, 62 G, Leather hat (1/32), Leather cape (1/64)
  • Weak to: light ×1.25
  • It runs away: 23% of its actions: hit fast.
  • Has no effect on it: fizzle

Family: humanoid — weapons dealing ×1.1: whips

Stats

HPMPAtt.Def.Agi.EXPGoldEvas.
58255585256112620 %

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): light ×1.25
  • Effects (success rate): 75%: Dazzle, sleep, confusion, stun, paralysis, Charm; immune: Fizzle
  • Actions: Attack 48%, Flee 23%, Rain of Pain 19%, “calls for backup.” 11%. 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. Only once per turn for its whole group: Rain of Pain, “calls for backup.”

Items

Habitat (in-game monster list)

Newid Isle

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 3.5 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.

PlaceDayNight
Newid Isle, on grass or on the coast28% (32% of battles)18% (23% of battles)
Newid Isle, in the forest or on the coast37% (40% of battles)37% (40% of battles)
Newid Isle, on rocky ground or on the coastjoins 1.4% of battlesjoins 1.4% of battles
Newid Isle (south-west part), on grass or in the forestjoins 4.1% of battles
Newid Isle (south-west part), on the coastjoins 4.5% of battlesjoins 4.5% of battles
Under the hood

Internal numbers (game records, one per variant): 25.

Drop codes (prm/mon_btldata, bytes +2 and +3; 0 = 100%, otherwise 1/2^(code + 2), 7 = none): Leather hat : 3 ; Leather cape : 4.

Open in the full encyclopediasearch, filters, my collection, grotto tools