
Trigertaur
Intimidating enemies who damage defence with Sap, then take foes to task with their tridents. Whistle to really rile them.
Created when top-flight tiger knights merged with their mounts to make themselves faster on the field of battle.
The essentials
- Earliest in the story: Lonely Plains, on grass — day: joins 5.8% of battles; night: no
- Gives: 350 EXP, 136 G, Magic beast hide (1/8), Holy lance (1/128)
- Weak to: ice ×1.25
Family: beast — weapons dealing ×1.1: spears
Stats
| HP | MP | Att. | Def. | Agi. | EXP | Gold | Evas. |
|---|---|---|---|---|---|---|---|
| 100 | 12 | 98 | 100 | 85 | 350 | 136 | 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): ice ×1.25
- Effects (success rate): 75%: Dazzle, sleep, Fizzle, stun, Blunt, Sap, Decelerate, Divine Intervention; 50%: Whack, confusion, paralysis, Charm
- Actions: Attack 56%, Sap 19%, “is being provocative.” 15%, Party Pooper 11%; after a first failure (MP or Fizzle), stops picking impossible actions. Conditions (otherwise it picks another slot): Sap: if a character's defence can still go down. Only once per turn for its whole group: Sap, “is being provocative.”, Party Pooper
Items
Habitat (in-game monster list)
Lonely Plains · Bloomingdale
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 |
|---|---|---|
| Lonely Plains, on grass | joins 5.8% of battles | |
| Bloomingdale, on grass | 13% (21% of battles) | 13% (13% of battles) |
| Bloomingdale, in the forest | joins 9.1% of battles | joins 9.1% of battles |
| Bloomingdale, on rocky ground | 100% (100% of battles) | 100% (100% of battles) |
Grottoes (treasure maps)
- Ruins, rank 2: 20% of visible monsters, 25% of battles (quality 2-55: floors 1-4; 56-75: floors 1-4)
Under the hood
Internal numbers (game records, one per variant): 164.
Drop codes (prm/mon_btldata, bytes +2 and +3; 0 = 100%, otherwise 1/2^(code + 2), 7 = none): Magic beast hide : 1 ; Holy lance : 5.
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Magic beast hide
Holy lance