
Dreadmaster
Harsh master of old-fashioned teaching techniques who held his extra-curricular sessions in the basement of Swinedimples.
He built his academy in the wintry wastelands to toughen up his pupils. The cheap land prices didn't hurt, either...
The essentials
- Earliest in the story: Swinedimples, Swinedimples Academy: Dreadmaster (once)
- Gives: 10,000 EXP, 2,550 G, Sage's elixir (100%)
- No elemental weakness.
- Has no effect on it: dazzle, sleep, whack, confusion, stun, poison, paralysis
Family: humanoid — weapons dealing ×1.1: whips
Stats
| HP | MP | Att. | Def. | Agi. | EXP | Gold | Evas. |
|---|---|---|---|---|---|---|---|
| 1,680 | 255 | 160 | 170 | 125 | 10,000 | 2,550 | 2 % |
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
Battle: Swinedimples, Swinedimples Academy — pattern A
- Effects (success rate): 75%: Divine Intervention; 50%: Sap, Decelerate; 25%: Fizzle, Blunt; 5%: Charm; immune: Dazzle, sleep, Whack, confusion, stun, poison, paralysis
- Actions: 2 actions per turn — Attack 33%, Double Trouble 23%, Zammle 19%, switches to pattern B 15%, Crackle 11%; after a first failure (MP or Fizzle), stops picking impossible actions. Only once per turn for its whole group: Double Trouble, Zammle, Crackle
Battle: Swinedimples, Swinedimples Academy — pattern B
- Effects (success rate): 75%: Divine Intervention; 50%: Sap, Decelerate; 25%: Fizzle, stun, Blunt; 5%: Charm; immune: Dazzle, sleep, Whack, confusion, poison, paralysis
- Actions: 2 actions per turn — turn 1: Crackle or Psyche Up; turn 2: Double Trouble or Psyche Up; turn 3: Attack or switches to pattern A (50/50, then repeats); after a first failure (MP or Fizzle), stops picking impossible actions. Conditions (otherwise it picks another slot): Psyche Up: if it isn't at 100 tension yet. Only once per turn for its whole group: Crackle, Psyche Up, Double Trouble
Items
Story and quests
- Swinedimples, Swinedimples Academy: Dreadmaster (once)
Habitat (in-game monster list)
The Old School
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.
Under the hood
Internal numbers (game records, one per variant): 310, 747.
Drop codes (prm/mon_btldata, bytes +2 and +3; 0 = 100%, otherwise 1/2^(code + 2), 7 = none): Sage's elixir : 0.
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Sage's elixir