
Cyclown
Their whipping whirlwinds slice through enemies and stop wind attacks from working.
They turn heads with their hypnotic hurricanes and tempt people into their wicked world of whirling winds.
The essentials
- Earliest in the story: Newid Isle, on grass or on the coast — day: 28% (34% of battles); night: 24% (29% of battles)
- Gives: 108 EXP, 79 G, Glass frit (1/32), Agility ring (1/128)
- Weak to: fire ×1.5
- It runs away: 11% of its actions: hit fast.
- Has no effect on it: fizzle, poison
Family: elemental
Stats
| HP | MP | Att. | Def. | Agi. | EXP | Gold | Evas. |
|---|---|---|---|---|---|---|---|
| 56 | 8 | 52 | 48 | 78 | 108 | 79 | 8 % |
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 ×1.5; darkness, light ×1.25; wind ×0.5
- Effects (success rate): 75%: Dazzle, confusion, Blunt, Divine Intervention, Charm; 50%: sleep, Whack, stun; 25%: paralysis; immune: Fizzle, poison
- Actions: Attack 45%, Wind Sickles 23%, Psyche Up 21%, Flee 11%. Conditions (otherwise it picks another slot): Psyche Up: if it isn't at 100 tension yet; Flee: only if the party is three times stronger (attack + defence). Only once per turn for its whole group: Wind Sickles
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 all around it 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 |
|---|---|---|
| Newid Isle, on grass or on the coast | 28% (34% of battles) | 24% (29% of battles) |
| Newid Isle, in the forest or on the coast | joins 4.4% of battles | joins 4.4% of battles |
| Newid Isle, on rocky ground or on the coast | joins 2.8% of battles | joins 2.8% of battles |
| Newid Isle (south-west part), on grass or in the forest | 56% (56% of battles) | 56% (58% 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): 105.
Drop codes (prm/mon_btldata, bytes +2 and +3; 0 = 100%, otherwise 1/2^(code + 2), 7 = none): Glass frit : 3 ; Agility ring : 5.
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DQ9 Encyclopedia
Glass frit
Agility ring