
Hootingham-Gore
One of the Triumgorate. Used stolen celestial power to bring back Barbarus and bend him to the will of the Empire.
Threw his lot in with the ghastly Gittish Empire three hundred years ago, and was brought back as a beastly bird.
The essentials
- Earliest in the story: Gittingham Palace, Gittish Empire: Bad karmour ×2, Hootingham-Gore (once)
- Gives: 16,500 – 18,500 EXP, 0 – 4,050 G, Sage's elixir (100%), Malicite (100%)
- Weak to: light ×1.5
- Has no effect on it: sleep, whack, confusion, fizzle, poison, paralysis
Family: bird — weapons dealing ×1.1: bows
Stats
| Variant | HP | MP | Att. | Def. | Agi. | EXP | Gold | Evas. |
|---|---|---|---|---|---|---|---|---|
| Battle: Gittingham Palace, Gittish Empire | 1,854 | 255 | 125 | 238 | 148 | 18,500 | 4,050 | 4 % |
| Battle: Realm of the Mighty, end of the story | 1,027 | 255 | 125 | 238 | 156 | 16,500 | 0 | 4 % |
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: Gittingham Palace, Gittish Empire
- Elements (damage taken): light ×1.5; lightning / blast, earth ×1.25; wind, darkness ×0.5
- Effects (success rate): 75%: Divine Intervention; 50%: Blunt; 25%: Dazzle, stun, Sap, Decelerate; 5%: Charm; immune: sleep, Whack, confusion, Fizzle, poison, paralysis
- Actions: 2 actions per turn — Swoosh 27%, Frizzle 23%, Spooky Aura 19%, Bounce 15%, Fuddle 11%, Swoosh 6.6%. Conditions (otherwise it picks another slot): Swoosh: not if a third or more of the party has Bounce; Frizzle: only on a character without Bounce; Spooky Aura: if a character can still lose spell protection; Bounce: if it doesn't already have Bounce and a character can cast spells; Fuddle: on a character not confused, without Bounce or immunity; Swoosh: not if a third or more of the party has Bounce. Only once per turn for its whole group: Swoosh, Frizzle, Spooky Aura, Bounce, Fuddle, Swoosh
Battle: Realm of the Mighty, end of the story
- Elements (damage taken): light ×1.5; lightning / blast, earth ×1.25; wind, darkness ×0.5
- Effects (success rate): 50%: Blunt, Divine Intervention; 25%: Dazzle, stun, Sap, Decelerate; 5%: Charm; immune: sleep, Whack, confusion, Fizzle, poison, paralysis
- Actions: 2 actions per turn — Swoosh 27%, Kafrizz 23%, Spooky Aura 19%, Bounce 15%, Fuddle 11%, Swoosh 6.6%. Conditions (otherwise it picks another slot): Swoosh: not if a third or more of the party has Bounce; Kafrizz: only on a character without Bounce; Spooky Aura: if a character can still lose spell protection; Bounce: if it doesn't already have Bounce and a character can cast spells; Fuddle: on a character not confused, without Bounce or immunity; Swoosh: not if a third or more of the party has Bounce. Only once per turn for its whole group: Swoosh, Kafrizz, Spooky Aura, Bounce, Fuddle, Swoosh
Items
Story and quests
- Gittingham Palace, Gittish Empire: Bad karmour ×2, Hootingham-Gore (once)
- Realm of the Mighty, end of the story: Hootingham-Gore (once)
Habitat (in-game monster list)
Gittingham Palace
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): 314, 345.
Drop codes (prm/mon_btldata, bytes +2 and +3; 0 = 100%, otherwise 1/2^(code + 2), 7 = none): Sage's elixir : 0 ; Malicite : 0.
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Sage's elixir
Malicite