
Slugly betsy
Warty, weighty witches who watch over their own with support spells. Irksome if they cast Kazing or Magic Barrier.
They may look monstrous, but they love nothing more than looking after the little beasties of river, sea and shore.
The essentials
- Earliest in the story: Lonely Coast (Starflight Express stop) – to the east of the region, Starflight Express only — 3.4% (3.4% of battles)
- Gives: 5,500 EXP, 158 G, Watermaul wand (1/64), Nomadic deel (1/128)
- Weak to: fire, darkness ×1.5
- Has no effect on it: dazzle, whack, poison, paralysis, divine intervention
Family: demon — weapons dealing ×1.1: wands
Stats
| HP | MP | Att. | Def. | Agi. | EXP | Gold | Evas. |
|---|---|---|---|---|---|---|---|
| 1,477 | 120 | 404 | 236 | 170 | 5,500 | 158 | 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): fire, darkness ×1.5; ice, earth ×0.5
- Effects (success rate): 200%: Drain Magic; 75%: Fizzle; 50%: sleep, confusion, stun, Blunt, Decelerate; 10%: Charm; immune: Dazzle, Whack, poison, paralysis, Divine Intervention
- Actions: Attack 33%, Kazing 23%, Magic Barrier 19%, Kabuff 15%, Drain Magic 11%. Conditions (otherwise it picks another slot): Attack: not while Dazzled, and only on a character whose defence is below twice its attack; Kazing: if an ally is dead (fewer than 5 monsters); Magic Barrier: only after being targeted by a party spell; Kabuff: if the defence of an ally without Bounce can still go up; Drain Magic: on a character with MP and no Bounce. Only once per turn for its whole group: Kazing, Magic Barrier, Kabuff, Drain Magic
Items
Habitat (in-game monster list)
Lonely Coast
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 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 |
|---|---|---|
| Lonely Coast (Starflight Express stop) – to the east of the region, Starflight Express only | 3.4% (3.4% of battles) | 3.4% (3.4% of battles) |
Grottoes (treasure maps)
- Water, rank 8: 25% of visible monsters, 33% of battles (quality 101-120: floors 9-12; 121-140: floors 9-14; 141-180: floors 5-16; 181-200: floors 1-12; 201-220: floors 1-4)
- Water, rank 9: 21% of visible monsters, 29% of battles (quality 121-140: floors 13-14; 141-180: floors 9-16; 181-200: floors 1-16; 201-220: floors 1-8; 221-248: floors 1-4)
- Water, rank 10: 19% of visible monsters, 24% of battles (quality 141-180: floors 13-16; 181-200: floors 5-16; 201-220: floors 5-12; 221-248: floors 5-8)
Under the hood
Internal numbers (game records, one per variant): 331.
Drop codes (prm/mon_btldata, bytes +2 and +3; 0 = 100%, otherwise 1/2^(code + 2), 7 = none): Watermaul wand : 4 ; Nomadic deel : 5.
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DQ9 Encyclopedia
Watermaul wand
Nomadic deel