
Slugger
They know a dazzling array of dastardly dances, but run out of steam rather quickly.
They're moving every moment, beating bare feet against the ground in time with the unremitting rhythm of the earth.
The essentials
- Earliest in the story: Eastern Coffinwell, on grass — day: 20% (23% of battles); night: 20% (26% of battles)
- Gives: 64 EXP, 47 G, Medicinal herb (1/16), Garish garb (1/128)
- Weak to: darkness, light ×1.25
- Has no effect on it: dazzle, fizzle
Family: bug — weapons dealing ×1.1: knives
Stats
| HP | MP | Att. | Def. | Agi. | EXP | Gold | Evas. |
|---|---|---|---|---|---|---|---|
| 48 | 4 | 42 | 34 | 68 | 64 | 47 | 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
- Elements (damage taken): darkness, light ×1.25
- Effects (success rate): 75%: confusion, Charm; 50%: sleep, paralysis; immune: Dazzle, Fizzle
- Actions: every other turn: Egg On; the other turns: Attack 60%, Sultry Dance 20%, Flee 20%. 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; Sultry Dance: on a character not already losing a turn; Flee: only if the party is three times stronger (attack + defence). Only once per turn for its whole group: Egg On, Sultry Dance
Items
Habitat (in-game monster list)
Eastern Coffinwell · Western Coffinwell
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 |
|---|---|---|
| Eastern Coffinwell, on grass | 20% (23% of battles) | 20% (26% of battles) |
| Eastern Coffinwell, in the forest or in the pampas grass | joins 11% of battles | joins 11% of battles |
| Western Coffinwell, on grass or in the forest | 18% (22% of battles) | 18% (24% of battles) |
| Western Coffinwell, in the pampas grass | joins 5.7% of battles | joins 5.7% of battles |
Under the hood
Internal numbers (game records, one per variant): 51.
Drop codes (prm/mon_btldata, bytes +2 and +3; 0 = 100%, otherwise 1/2^(code + 2), 7 = none): Medicinal herb : 2 ; Garish garb : 5.
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DQ9 Encyclopedia
Medicinal herb
Garish garb