
Shaman
Fearsome fiends who launch a weird light to weaken foes against spells, then maul them with all manner of magic.
Bishops who bargained away their souls to become beasts, they seek out travellers to use as sacrifices to their masters.
The essentials
- Earliest in the story: The Bad Cave – Interior - Lv 1-01 — 36% (47% of battles)
- Gives: 290 EXP, 134 G, Magical robes (1/64), Ultramarine mittens (1/64)
- Weak to: earth ×1.5
Family: humanoid — weapons dealing ×1.1: whips
Stats
| HP | MP | Att. | Def. | Agi. | EXP | Gold | Evas. |
|---|---|---|---|---|---|---|---|
| 90 | 33 | 76 | 64 | 90 | 290 | 134 | 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): earth ×1.5; light ×1.25
- Effects (success rate): 75%: poison, paralysis, Blunt, Decelerate; 50%: Dazzle, sleep, Whack, confusion, Fizzle, stun, Divine Intervention; 35%: Charm
- Actions: Attack 17%, Fizzle 17%, Snooze 17%, Kabuff 17%, Spooky Aura 16%, Bang 16%; after a first failure (MP or Fizzle), stops picking impossible actions. Conditions (otherwise it picks another slot): Spooky Aura: if a character can still lose spell protection; Fizzle: if a character isn't Fizzled; Snooze: if a character is still awake; Kabuff: if an ally's defence can still go up. Only once per turn for its whole group: Spooky Aura, Fizzle, Snooze, Bang, Kabuff
Items
Habitat (in-game monster list)
The Bad Cave
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 Bad Cave – Interior - Lv 1-01 | 36% (47% of battles) | 36% (47% of battles) |
| The Bad Cave – Interior - Lv 1-03 | 36% (47% of battles) | 36% (47% of battles) |
| The Bad Cave – Interior - B1 | joins 5.8% of battles | joins 5.8% of battles |
Under the hood
Internal numbers (game records, one per variant): 133.
Drop codes (prm/mon_btldata, bytes +2 and +3; 0 = 100%, otherwise 1/2^(code + 2), 7 = none): Magical robes : 4 ; Ultramarine mittens : 4.
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Magical robes
Ultramarine mittens