
Treeface
These troublesome trees lower MP with Weird Dance and can cure with the medicinal herbs that blossom in their branches.
They often hide in the forest so they can pounce on and punish people who think it's clever to carve their initials into trees.
The essentials
- Earliest in the story: Lonely Coast, in the forest — joins 13% of battles
- Gives: 315 EXP, 102 G, Strong medicine (1/32), Strong antidote (1/64)
- Weak to: fire ×1.25
- It runs away: 15% of its actions: hit fast.
- Has no effect on it: fizzle
Family: plant — weapons dealing ×1.1: axes
Stats
| HP | MP | Att. | Def. | Agi. | EXP | Gold | Evas. |
|---|---|---|---|---|---|---|---|
| 95 | 12 | 83 | 78 | 63 | 315 | 102 | 2 % |
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 ×1.25
- Effects (success rate): 200%: Drain Magic; 75%: Dazzle, poison, paralysis, Sap; 50%: sleep, confusion, stun, Charm; immune: Fizzle
- Actions: Attack 40%, medicinal herb 27%, Weird Dance 19%, Flee 15%. Conditions (otherwise it picks another slot): medicinal herb: if an ally is below half HP; Attack: not while Dazzled, and only on a character whose defence is below twice its attack; Weird Dance: on a character with MP; Flee: only if the party is three times stronger (attack + defence). Only once per turn for its whole group: medicinal herb, Weird Dance
Items
Habitat (in-game monster list)
Lonely Coast · Heights of Loneliness
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 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 |
|---|---|---|
| Lonely Coast, in the forest | joins 13% of battles | joins 13% of battles |
| Heights of Loneliness – 3 | 18% (24% of battles) | 18% (24% of battles) |
| Heights of Loneliness – 4 | 18% (24% of battles) | 18% (24% of battles) |
| Heights of Loneliness – 8 | joins 5% of battles | joins 5% of battles |
Grottoes (treasure maps)
- Caves, rank 2: joins 8.1% of battles (quality 2-55: floors 1-4; 56-75: floors 1-4)
Under the hood
Internal numbers (game records, one per variant): 138.
Drop codes (prm/mon_btldata, bytes +2 and +3; 0 = 100%, otherwise 1/2^(code + 2), 7 = none): Strong medicine : 3 ; Strong antidote : 4.
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DQ9 Encyclopedia
Strong medicine
Strong antidote