
Freezing fog
Savage snowclouds that control the cold, are impervious to ice, and can call forth a fog to deepen their defence.
They may look soft and fluffy, but there's a hard, icy core at the centre of every one.
The essentials
- Earliest in the story: Tower of Nod – Lv 1 — 19% (27% of battles)
- Gives: 1,360 EXP, 120 G, Ice crystal (1/16), Sage's elixir (1/64)
- Weak to: light ×2
- Has no effect on it: dazzle, sleep, fizzle, poison, paralysis, charm
Family: elemental
Stats
| HP | MP | Att. | Def. | Agi. | EXP | Gold | Evas. |
|---|---|---|---|---|---|---|---|
| 126 | 10 | 126 | 156 | 162 | 1,360 | 120 | 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
- Elements (damage taken): light ×2; fire ×1.5; ice, darkness ×0.5
- Effects (success rate): 50%: stun, Blunt, Sap, Decelerate, Divine Intervention; 25%: Whack, confusion; immune: Dazzle, sleep, Fizzle, poison, paralysis, Charm
- Actions: 1 or 2 actions per turn (random) — Attack 38%, “exhales a cool breath!” 33%, Mist Me 19%, Psyche Up 11%. Conditions (otherwise it picks another slot): “exhales a cool breath!”: not if a third or more of the party has Reverse Cycle; Attack: not while Dazzled, and only on a character whose defence is below twice its attack; Mist Me: if it has neither Schizofanic nor Mist Me; Psyche Up: if it isn't at 100 tension yet. Only once per turn for its whole group: “exhales a cool breath!”, Mist Me
Items
Habitat (in-game monster list)
Tower of Nod · The Gittish Empire · Gittingham Palace · Ocean · 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 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 |
|---|---|---|
| Tower of Nod – Lv 1 | 19% (27% of battles) | 19% (27% of battles) |
| Tower of Nod – Lv 2 | joins 8.4% of battles | joins 8.4% of battles |
| Tower of Nod – Lv 3 | 29% (35% of battles) | 29% (35% of battles) |
| Tower of Nod – Lv 4 | joins 7.6% of battles | joins 7.6% of battles |
| Tower of Nod – Lv 5 | joins 7.9% of battles | joins 7.9% of battles |
| Tower of Nod – Lv 5 Exterior | joins 7.9% of battles | joins 7.9% of battles |
| Tower of Nod – Lv 6 | joins 7.5% of battles | joins 7.5% of battles |
| The Gittish Empire | joins 4.8% of battles | |
| Gittingham Palace | 33% (39% of battles) | 33% (39% of battles) |
| Gittingham Palace – South | 38% (40% of battles) | 38% (40% of battles) |
| Gittingham Palace – East | joins 4.6% of battles | joins 4.6% of battles |
| Gittingham Palace – West | joins 4.6% of battles | joins 4.6% of battles |
| Gittingham Palace – North Lv 1 | 19% (23% of battles) | 19% (23% of battles) |
| Gittingham Palace – North Lv 2 | 19% (21% of battles) | 19% (21% of battles) |
| Gittingham Palace – Lv 2 | joins 2.5% of battles | joins 2.5% of battles |
| Gittingham Palace – Lv 3 | joins 2.5% of battles | joins 2.5% of battles |
| Ocean, zone 4 (corners) | 27% of battles | 27% 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 | 13% (28% of battles) | 13% (28% of battles) |
Grottoes (treasure maps)
- Caves, 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)
- Ice, rank 7: 20% of visible monsters, 25% of battles (quality 76-100: floors 9-10; 101-120: floors 5-12; 121-140: floors 5-14; 141-180: floors 1-12; 181-200: floors 1-8)
- Ice, rank 8: joins 7.7% 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)
Under the hood
Internal numbers (game records, one per variant): 47.
Drop codes (prm/mon_btldata, bytes +2 and +3; 0 = 100%, otherwise 1/2^(code + 2), 7 = none): Ice crystal : 2 ; Sage's elixir : 4.
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DQ9 Encyclopedia
Ice crystal
Sage's elixir