
Cumulus rex
They hold sway over hordes of hell niños, and maul mortals with deadly discharges. Well-armed against wind and lightning.
They cut up their cloudy thrones to create hell niño helpers to tend their bushy beards.
The essentials
- Earliest in the story: Wyrmtail (south-west part), in the forest or on grass — day: 57% (59% of battles); night: 57% (61% of battles)
- Gives: 1,400 EXP, 144 G, Thunderball (1/16), Lightning staff (1/128)
- Weak to: fire, light ×1.5
- Has no effect on it: dazzle, stun, poison, paralysis, charm
Family: elemental
Stats
| HP | MP | Att. | Def. | Agi. | EXP | Gold | Evas. |
|---|---|---|---|---|---|---|---|
| 252 | 18 | 140 | 151 | 134 | 1,400 | 144 | 4 % |
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; wind, lightning / blast ×0.5
- Effects (success rate): 50%: sleep, Whack, Fizzle, Blunt, Sap, Decelerate, Divine Intervention; 25%: confusion; immune: Dazzle, stun, poison, paralysis, Charm
- Actions: Attack 59%, “calls forth crackling lightning!” 27%, Magic Barrier 15%. Conditions (otherwise it picks another slot): Attack: not while Dazzled, and only on a character whose defence is below twice its attack; Magic Barrier: only after being targeted by a party spell. Only once per turn for its whole group: “calls forth crackling lightning!”, Magic Barrier
Items
Habitat (in-game monster list)
Wyrmtail · Wyrmsmaw · The Magmaroo · Wyrmneck · Ocean
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 all around it 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 |
|---|---|---|
| Wyrmtail (south-west part), in the forest or on grass | 57% (59% of battles) | 57% (61% of battles) |
| Wyrmtail (south-west part), on rocky ground | joins 36% of battles | joins 36% of battles |
| Wyrmsmaw | 15% (20% of battles) | 15% (28% of battles) |
| The Magmaroo – Interior - Lv 4-2 | joins 7.6% of battles | joins 7.6% of battles |
| Wyrmneck, everywhere except on the coast | 25% (26% of battles) | 25% (27% of battles) |
| Wyrmneck, on the coast | joins 9.3% of battles | joins 9.3% of battles |
| Ocean, zone 3 (edges) | 22% of battles | 22% of battles |
Grottoes (treasure maps)
- Caves, rank 5: 20% of visible monsters, 25% of battles (quality 56-75: floors 5-6; 76-100: floors 1-10; 101-120: floors 1-8; 121-140: floors 1-8; 141-180: floors 1-4)
Under the hood
Internal numbers (game records, one per variant): 182.
Drop codes (prm/mon_btldata, bytes +2 and +3; 0 = 100%, otherwise 1/2^(code + 2), 7 = none): Thunderball : 2 ; Lightning staff : 5.
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Thunderball
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