
Teaky mask
Real nuisances who cover companions who are under attack, and even explode when the going gets tough.
Sir Sternivus brought some of these back as souvenirs from a scholarly excursion. They set him back six gold coins apiece.
The essentials
- Earliest in the story: The Old School – Interior - B1 Library — 33% (39% of battles)
- Gives: 860 EXP, 117 G, Hardwood headwear (1/16), Ice shield (1/256)
- Weak to: fire, wind ×1.5
- Has no effect on it: fizzle
Family: material — weapons dealing ×1.1: hammers
Stats
| HP | MP | Att. | Def. | Agi. | EXP | Gold | Evas. |
|---|---|---|---|---|---|---|---|
| 98 | 26 | 111 | 131 | 114 | 860 | 117 | 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, wind ×1.5; ice, earth ×0.75
- Effects (success rate): 75%: stun, Blunt, Sap; 50%: Dazzle, sleep, Whack, confusion, poison; 25%: paralysis, Charm; immune: Fizzle
- Actions: Attack 32%, “is blown away!” 27%, Whipping Boy 23%, “is blown away in a blast of barbaric violence!” 19%. Conditions (otherwise it picks another slot): “is blown away!”: only below half its HP; Whipping Boy: if it has at least half its HP and an ally isn't protected; “is blown away in a blast of barbaric violence!”: only below half its HP. Only once per turn for its whole group: “is blown away!”, Whipping Boy, “is blown away in a blast of barbaric violence!”
Items
Habitat (in-game monster list)
The Old School
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: does not react to the party (never chases or flees).
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 Old School – Interior - B1 Library | 33% (39% of battles) | 33% (39% of battles) |
| The Old School – Interior - B2 | joins 4.8% of battles | joins 4.8% of battles |
Grottoes (treasure maps)
- Ruins, rank 4: 20% of visible monsters, 31% of battles (quality 56-75: floors 1-6; 76-100: floors 1-8; 101-120: floors 1-4; 121-140: floors 1-4)
- Ruins, rank 5: 20% of visible monsters, 28% of battles (quality 56-75: floors 5-6; 76-100: floors 1-10; 101-120: floors 1-8; 121-140: floors 1-8; 141-180: floors 1-4)
Under the hood
Internal numbers (game records, one per variant): 98.
Drop codes (prm/mon_btldata, bytes +2 and +3; 0 = 100%, otherwise 1/2^(code + 2), 7 = none): Hardwood headwear : 2 ; Ice shield : 6.
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DQ9 Encyclopedia
Hardwood headwear
Ice shield