
Bodkin bowyer
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
| HP | MP | Att. | Def. | Agi. | EXP | Gold | Evas. |
|---|---|---|---|---|---|---|---|
| 58 | 255 | 58 | 52 | 56 | 112 | 62 | 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): 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.
| Place | Day | Night |
|---|---|---|
| Newid Isle, on grass or on the coast | 28% (32% of battles) | 18% (23% of battles) |
| Newid Isle, in the forest or on the coast | 37% (40% of battles) | 37% (40% of battles) |
| Newid Isle, on rocky ground or on the coast | joins 1.4% of battles | joins 1.4% of battles |
| Newid Isle (south-west part), on grass or in the forest | joins 4.1% of battles | |
| Newid Isle (south-west part), on the coast | joins 4.5% of battles | joins 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.
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Leather hat
Leather cape