
Magus
Attacks exclusively with spells, including Fizzle, Woosh and Magic Barrier, and lives in fear of light-based attacks.
Mortals who made a pledge of allegiance to a dastardly demon, and had their souls stolen by way of thanks.
The essentials
- Earliest in the story: Quarantomb – Interior - Lv 1 — joins 11% of battles
- Gives: 90 EXP, 80 G, Wizard's staff (1/64), Magic water (1/128)
- Weak to: light ×1.5
- It runs away: 15% of its actions: hit fast.
Family: humanoid — weapons dealing ×1.1: whips
Stats
| HP | MP | Att. | Def. | Agi. | EXP | Gold | Evas. |
|---|---|---|---|---|---|---|---|
| 58 | 18 | 48 | 38 | 70 | 90 | 80 | 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 ×1.5
- Effects (success rate): 75%: Dazzle, confusion, Fizzle, stun, Sap, Decelerate, Divine Intervention, Charm; 50%: sleep, Whack, paralysis
- Actions: Wizard Ward 27%, Woosh 23%, Fizzle 19%, Attack 17%, Flee 15%; after a first failure (MP or Fizzle), stops picking impossible actions. Conditions (otherwise it picks another slot): Wizard Ward: if its spell protection can rise and a character can cast spells; Fizzle: if a character isn't Fizzled; Flee: only if the party is three times stronger (attack + defence). Only once per turn for its whole group: Wizard Ward, Woosh, Fizzle
Items
Habitat (in-game monster list)
Quarantomb · Newid Isle
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 all around it 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 |
|---|---|---|
| Quarantomb – Interior - Lv 1 | joins 11% of battles | joins 11% of battles |
| Newid Isle, on grass or on the coast | joins 4% of battles | |
| Newid Isle, in the forest or on the coast | joins 8.4% of battles | joins 8.4% of battles |
Grottoes (treasure maps)
- Ruins, rank 1: 20% of visible monsters, 27% of battles (quality 2-55: floors 1-4)
Under the hood
Internal numbers (game records, one per variant): 132.
Drop codes (prm/mon_btldata, bytes +2 and +3; 0 = 100%, otherwise 1/2^(code + 2), 7 = none): Wizard's staff : 4 ; Magic water : 5.
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Wizard's staff
Magic water