
Firn fiend
Should be fried with fire before they induce indolence with Sweet Breath and follow up with Freezing Blizzard.
Ice elementals born from glaciers. They absorb treasures left by fallen adventurers and stash them inside themselves.
The essentials
- Earliest in the story: Realm of the Mighty – Disc 2 — 23% (23% of battles)
- Gives: 3,200 EXP, 172 G, Ice crystal (1/16), Reset stone (1/256)
- Weak to: fire ×2
- Has no effect on it: whack, drain magic, fizzle, stun, poison, paralysis, charm
Family: elemental
Stats
| HP | MP | Att. | Def. | Agi. | EXP | Gold | Evas. |
|---|---|---|---|---|---|---|---|
| 365 | 0 | 195 | 268 | 104 | 3,200 | 172 | 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): fire ×2; light ×1.5; ice, earth ×0.5
- Effects (success rate): 75%: Decelerate, Divine Intervention; 50%: Dazzle, sleep, Blunt, Sap; 25%: confusion; immune: Whack, Drain Magic, Fizzle, stun, poison, paralysis, Charm
- Actions: Attack 38%, “exhales a cool breath!” 27%, Sweet Breath 19%, “exhales a chilly breath!” 11%, “smacks the target hard with its huge hand!” 6.6%. Conditions (otherwise it picks another slot): “exhales a cool breath!”: not if a third or more of the party has Reverse Cycle; Sweet Breath: if a character is still awake, and under a third has Reverse Cycle; “exhales a chilly breath!”: not if a third or more of the party has Reverse Cycle. Only once per turn for its whole group: “exhales a cool breath!”, Sweet Breath, “exhales a chilly breath!”, “smacks the target hard with its huge hand!”
Items
Habitat (in-game monster list)
Realm of the Mighty · 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 |
|---|---|---|
| Realm of the Mighty – Disc 2 | 23% (23% of battles) | 23% (23% of battles) |
| Realm of the Mighty – Disc 3 | joins 4% of battles | joins 4% of battles |
| Realm of the Mighty – Disc 4 | joins 12% of battles | joins 12% of battles |
| Realm of the Mighty – Disc 5 | 36% (36% of battles) | 36% (36% of battles) |
| Realm of the Mighty – Disc 6 | 36% (36% of battles) | 36% (36% of battles) |
| Cringle Coast (Starflight Express stop) – to the north-east of the region, Starflight Express only | joins 17% of battles | joins 17% of battles |
| Urdus Marshland (Starflight Express stop) – to the west of the region, Starflight Express only | joins 16% of battles | joins 16% of battles |
Grottoes (treasure maps)
- Ice, rank 8: 18% of visible monsters, 24% of battles (quality 101-120: floors 9-12; 121-140: floors 9-14; 141-180: floors 5-16; 181-200: floors 1-12; 201-220: floors 1-4)
- Ice, rank 9: 18% of visible monsters, 24% of battles (quality 121-140: floors 13-14; 141-180: floors 9-16; 181-200: floors 1-16; 201-220: floors 1-8; 221-248: floors 1-4)
Under the hood
Internal numbers (game records, one per variant): 224.
Drop codes (prm/mon_btldata, bytes +2 and +3; 0 = 100%, otherwise 1/2^(code + 2), 7 = none): Ice crystal : 2 ; Reset stone : 6.
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DQ9 Encyclopedia
Ice crystal
Reset stone