
Lesionnaire
Lay into these bags of bones with light attacks before they pump you full of poison or mash you with a Mercurial Thrust.
Stinking skeletons, dead set on destruction. They were summoned back from the depths of hell to serve as soldiers.
The essentials
- Earliest in the story: The Plumbed Depths – Interior - B1-A — 29% (35% of battles)
- Gives: 410 EXP, 100 G, Gold rosary (1/16), Iron cuirass (1/64)
- Weak to: light ×2
- It runs away: 23% of its actions: hit fast.
- Has no effect on it: fizzle, poison
Family: zombie — weapons dealing ×1.1: staves
Stats
| HP | MP | Att. | Def. | Agi. | EXP | Gold | Evas. |
|---|---|---|---|---|---|---|---|
| 99 | 9 | 106 | 115 | 99 | 410 | 100 | 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): light ×2; fire ×1.25; ice, darkness ×0.75
- Effects (success rate): 75%: sleep, confusion, Blunt, Sap; 50%: Dazzle, Whack, paralysis; 25%: stun, Charm; immune: Fizzle, poison
- Actions: Attack 44%, Flee 23%, Mercurial Thrust 19%, attack + poison 15%. Conditions (otherwise it picks another slot): Flee: only if the party is three times stronger (attack + defence). Only once per turn for its whole group: Mercurial Thrust, attack + poison
Items
Habitat (in-game monster list)
The Plumbed Depths
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 |
|---|---|---|
| The Plumbed Depths – Interior - B1-A | 29% (35% of battles) | 29% (35% of battles) |
| The Plumbed Depths – Interior - B1-B | 24% (30% of battles) | 24% (30% of battles) |
| The Plumbed Depths – Interior - B2 | 24% (30% of battles) | 24% (30% of battles) |
| The Plumbed Depths – Interior - B2 Graves | joins 9.9% of battles | joins 9.9% of battles |
Grottoes (treasure maps)
- Water, rank 1: 20% of visible monsters, 28% of battles (quality 2-55: floors 1-4)
Under the hood
Internal numbers (game records, one per variant): 94.
Drop codes (prm/mon_btldata, bytes +2 and +3; 0 = 100%, otherwise 1/2^(code + 2), 7 = none): Gold rosary : 2 ; Iron cuirass : 4.
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Gold rosary
Iron cuirass