
Grim grinner
Hellish, ice-breathing gnomes that wield a mean shield, and supplement their defence with Defending Champion.
They come from families of long standing in the world of shield collecting, and have stacks of spares.
The essentials
- Earliest in the story: Eastern Wormwood, on grass — day: 12% (19% of battles); night: 29% (41% of battles)
- Gives: 760 EXP, 118 G, Cautery sword (1/64), Magic shield (1/64)
- Weak to: wind, light ×1.5
- Has no effect on it: fizzle
Family: humanoid — weapons dealing ×1.1: whips
Stats
| HP | MP | Att. | Def. | Agi. | EXP | Gold | Evas. |
|---|---|---|---|---|---|---|---|
| 110 | 24 | 115 | 176 | 110 | 760 | 118 | 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): wind, light ×1.5; ice, darkness ×0.75
- Effects (success rate): 75%: Dazzle, Whack, stun, Blunt, Sap, Decelerate; 50%: sleep, confusion, paralysis; 25%: Charm; immune: Fizzle
- Actions: Attack 56%, Whipping Boy 27%, “exhales a cool breath!” 11%, Defending Champion 6.6%. Conditions (otherwise it picks another slot): Whipping Boy: if it has at least half its HP and an ally isn't protected; “exhales a cool breath!”: not if a third or more of the party has Reverse Cycle. Only once per turn for its whole group: Whipping Boy, “exhales a cool breath!”, Defending Champion
Items
Habitat (in-game monster list)
Eastern Wormwood · Western Wormwood
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: does not react to the party (never chases or flees).
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 |
|---|---|---|
| Eastern Wormwood, on grass | 12% (19% of battles) | 29% (41% of battles) |
| Eastern Wormwood, in the forest or on the coast | joins 5.5% of battles | joins 5.5% of battles |
| Western Wormwood, on the dead-tree plain or in the forest | 13% (13% of battles) | 14% (14% of battles) |
Grottoes (treasure maps)
- Ice, rank 5: 20% of visible monsters, 27% 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)
Under the hood
Internal numbers (game records, one per variant): 49.
Drop codes (prm/mon_btldata, bytes +2 and +3; 0 = 100%, otherwise 1/2^(code + 2), 7 = none): Cautery sword : 4 ; Magic shield : 4.
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DQ9 Encyclopedia
Cautery sword
Magic shield