
Dark skeleton
These shameful shams of chivalry cripple enemies with Kasap and Blunt, then clobber them clueless.
Shaped when the shadows of noble knights come alive and kill their carriers so that they can run free.
The essentials
- Earliest in the story: The Gittish Empire — day: joins 7.6% of battles; night: no
- Gives: 1,780 EXP, 162 G, Evencloth (1/32), Smart suit (1/128)
- Weak to: light ×2
- Has no effect on it: sleep
Family: zombie — weapons dealing ×1.1: staves
Stats
| HP | MP | Att. | Def. | Agi. | EXP | Gold | Evas. |
|---|---|---|---|---|---|---|---|
| 186 | 17 | 153 | 194 | 155 | 1,780 | 162 | 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 ×2; fire ×1.25; ice, darkness ×0.5
- Effects (success rate): 75%: Blunt, Sap, Decelerate; 50%: Dazzle, Whack, confusion, Fizzle, poison, Divine Intervention; 25%: stun, paralysis; 10%: Charm; immune: sleep
- Actions: Attack 34%, Kasap 33%, Blunt 33%; after a first failure (MP or Fizzle), stops picking impossible actions. Conditions (otherwise it picks another slot): Kasap: if a character's defence can still go down; Blunt: if a character's attack can still go down. Only once per turn for its whole group: Kasap, Blunt
Items
Habitat (in-game monster list)
The Gittish Empire · Gittingham Palace · Cringle Coast · Urdus Marshland
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 |
|---|---|---|
| The Gittish Empire | joins 7.6% of battles | |
| Gittingham Palace – South | joins 2.9% of battles | joins 2.9% of battles |
| Gittingham Palace – East | 31% (31% of battles) | 31% (31% of battles) |
| Gittingham Palace – West | 19% (19% of battles) | 19% (19% of battles) |
| Gittingham Palace – North Lv 1 | joins 7.6% of battles | joins 7.6% of battles |
| Gittingham Palace – North Lv 2 | joins 8.6% of battles | joins 8.6% of battles |
| Gittingham Palace – Lv 1 | 19% (24% of battles) | 19% (24% of battles) |
| Gittingham Palace – Lv 2 | joins 5.9% of battles | joins 5.9% of battles |
| Gittingham Palace – Lv 3 | joins 5.9% of battles | joins 5.9% of battles |
| Cringle Coast (Starflight Express stop) – to the north-east of the region, Starflight Express only | 24% (37% of battles) | 24% (37% of battles) |
| Urdus Marshland (Starflight Express stop) – to the west of the region, Starflight Express only | 12% (28% of battles) | 12% (28% of battles) |
Grottoes (treasure maps)
- Water, rank 5: 20% of visible monsters, 28% 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)
- Water, rank 6: 20% of visible monsters, 26% of battles (quality 76-100: floors 5-10; 101-120: floors 1-12; 121-140: floors 1-12; 141-180: floors 1-8; 181-200: floors 1-4)
Under the hood
Internal numbers (game records, one per variant): 87.
Drop codes (prm/mon_btldata, bytes +2 and +3; 0 = 100%, otherwise 1/2^(code + 2), 7 = none): Evencloth : 3 ; Smart suit : 5.
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Evencloth
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