
Brownie
Erratic enemies that can attain an instant state of high tension, only to topple over and go off the boil.
Bodkin bowyers often take them on camping trips and trick them into tapping in their tent pegs for them.
The essentials
- Earliest in the story: Zere, on grass or in the poison swamp — day: 29% (38% of battles); night: 28% (41% of battles)
- Gives: 56 EXP, 32 G, Leather kilt (1/32), Seed of strength (1/256)
- Weak to: darkness, light ×1.25
- Has no effect on it: fizzle
Family: humanoid — weapons dealing ×1.1: whips
Stats
| HP | MP | Att. | Def. | Agi. | EXP | Gold | Evas. |
|---|---|---|---|---|---|---|---|
| 40 | 255 | 29 | 26 | 40 | 56 | 32 | 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%: sleep, Drain Magic, stun; 50%: Whack; immune: Fizzle
- Actions: Psyche Up 34%, Attack 33%, “raises its tension higher and higher.” 17%, Heart Breaker 16%. Conditions (otherwise it picks another slot): Psyche Up: if it isn't at 100 tension yet; Attack: not while Dazzled, and only on a character whose defence is below twice its attack; Heart Breaker: on a character not already losing a turn; “raises its tension higher and higher.”: only below 50 tension. Only once per turn for its whole group: Heart Breaker, “raises its tension higher and higher.”
Items
Habitat (in-game monster list)
Zere · Doomingale Forest
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 |
|---|---|---|
| Zere, on grass or in the poison swamp | 29% (38% of battles) | 28% (41% of battles) |
| Zere, in the forest | 25% (36% of battles) | 25% (36% of battles) |
| Doomingale Forest, everywhere except on rocky ground | 17% (18% of battles) | 17% (22% of battles) |
| Doomingale Forest, on rocky ground | 18% (22% of battles) | 18% (22% of battles) |
Under the hood
Internal numbers (game records, one per variant): 29.
Drop codes (prm/mon_btldata, bytes +2 and +3; 0 = 100%, otherwise 1/2^(code + 2), 7 = none): Leather kilt : 3 ; Seed of strength : 6.
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DQ9 Encyclopedia
Leather kilt
Seed of strength