
Spinchilla
They ride atop a raging torrent, spinning their bodies to cast Crackle, and swirling like a stormy sea to evade attack.
They're sea spirits who sit inside their twisting aquatic tornadoes trying to turn travellers into so many tons of tundra.
The essentials
- Earliest in the story: Slurry Coast, on grass — day: joins 8.6% of battles; night: no
- Gives: 300 EXP, 112 G, Seashell (1/16), Crimson coral (1/32)
- Weak to: fire, darkness, light ×1.25
- Has no effect on it: poison
Family: aquatic — weapons dealing ×1.1: fans
Stats
| HP | MP | Att. | Def. | Agi. | EXP | Gold | Evas. |
|---|---|---|---|---|---|---|---|
| 126 | 30 | 88 | 78 | 96 | 300 | 112 | 8 % |
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, light ×1.25; ice ×0.75
- Effects (success rate): 75%: Fizzle, Blunt, Sap, Divine Intervention; 50%: Dazzle, sleep, Whack, confusion, stun; 25%: paralysis, Charm; immune: poison
- Actions: Attack 33%, Crack 23%, Psyche Up 19%, Crack 15%, Crackle 11%; after a first failure (MP or Fizzle), stops picking impossible actions. Conditions (otherwise it picks another slot): Psyche Up: if it isn't at 100 tension yet. Only once per turn for its whole group: Crack, Crack, Crackle
Items
Habitat (in-game monster list)
Slurry Coast · Dourbridge · Lonely Coast · Ocean
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 |
|---|---|---|
| Slurry Coast, on grass | joins 8.6% of battles | |
| Slurry Coast, on the coast | joins 4.7% of battles | joins 4.7% of battles |
| Dourbridge, on grass | joins 3.6% of battles | |
| Lonely Coast, on the coast | joins 9.7% of battles | joins 9.7% of battles |
| Ocean, zone 1 (centre) | 24% of battles | 24% of battles |
| Ocean, zone 2 (ring) | 25% of battles | 25% of battles |
Grottoes (treasure maps)
- Ice, rank 1: 25% of visible monsters, 36% of battles (quality 2-55: floors 1-4)
- Ice, rank 2: joins 8.7% of battles (quality 2-55: floors 1-4; 56-75: floors 1-4)
Under the hood
Internal numbers (game records, one per variant): 106.
Drop codes (prm/mon_btldata, bytes +2 and +3; 0 = 100%, otherwise 1/2^(code + 2), 7 = none): Seashell : 2 ; Crimson coral : 3.
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Seashell
Crimson coral