
Jinkster
Smash these supportive spellcasters before they can bolster their buddies' tension and tend to their wounds.
Court jesters of the monster realm, they make their way in the world by brown-nosing, but are laughed at behind their backs.
The essentials
- Earliest in the story: Newid Isle (south-west part), on grass or in the forest — day: joins 10% of battles; night: joins 8.1% of battles
- Gives: 127 EXP, 80 G, Magic water (1/32), Pointy hat (1/64)
- Weak to: light ×1.25
Family: demon — weapons dealing ×1.1: wands
Stats
| HP | MP | Att. | Def. | Agi. | EXP | Gold | Evas. |
|---|---|---|---|---|---|---|---|
| 60 | 11 | 50 | 60 | 78 | 127 | 80 | 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 ×1.25
- Effects (success rate): 75%: Fizzle, paralysis, Charm
- Actions: Attack 40%, Egg On 27%, Bang 19%, Caduceus 15%. Conditions (otherwise it picks another slot): Egg On: if another ally can act; Attack: not while Dazzled, and only on a character whose defence is below twice its attack; Bang: not if a third or more of the party has Bounce; Caduceus: if an ally is below half HP. Only once per turn for its whole group: Egg On, Bang, Caduceus, Attack
Items
Habitat (in-game monster list)
Newid Isle · Tower of Trades
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 |
|---|---|---|
| Newid Isle (south-west part), on grass or in the forest | joins 10% of battles | joins 8.1% of battles |
| Newid Isle (south-west part), on the coast | joins 9.1% of battles | joins 9.1% of battles |
| Tower of Trades – Lv 1 | joins 4.2% of battles | joins 4.2% of battles |
| Tower of Trades – Lv 2 | joins 4.2% of battles | joins 4.2% of battles |
| Tower of Trades – Lv 3 | 24% (28% of battles) | 24% (28% of battles) |
| Tower of Trades – Lv 4 | 24% (28% of battles) | 24% (28% of battles) |
| Tower of Trades – Lv 5 | 15% (21% of battles) | 15% (21% of battles) |
| Tower of Trades – Lv 6 | 15% (21% of battles) | 15% (21% of battles) |
Grottoes (treasure maps)
- Fire, rank 1: joins 8.2% of battles (quality 2-55: floors 1-4)
Under the hood
Internal numbers (game records, one per variant): 37.
Drop codes (prm/mon_btldata, bytes +2 and +3; 0 = 100%, otherwise 1/2^(code + 2), 7 = none): Magic water : 3 ; Pointy hat : 4.
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DQ9 Encyclopedia
Magic water
Pointy hat