
Axolhotl
Nihilistic, flame-retardant desert warriors that use Flame Slash and Flame Breath, and are experts on selflessness.
Their radiantly sun-kissed skin is a real hit with the ladies, but these dedicated swordsmen don't have time for dating.
The essentials
- Earliest in the story: Bloomingdale, on grass — day: joins 8.8% of battles; night: no
- Gives: 360 EXP, 104 G, Iron helmet (1/32), Cautery sword (1/64)
- Weak to: ice, darkness, light ×1.25
- Has no effect on it: fizzle
Family: aquatic — weapons dealing ×1.1: fans
Stats
| HP | MP | Att. | Def. | Agi. | EXP | Gold | Evas. |
|---|---|---|---|---|---|---|---|
| 92 | 8 | 90 | 100 | 83 | 360 | 104 | 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): ice, darkness, light ×1.25; fire ×0.75
- Effects (success rate): 75%: sleep, Whack, stun, poison, paralysis, Blunt, Sap, Decelerate, Divine Intervention; 50%: Dazzle; 35%: Charm; immune: Fizzle
- Actions: Attack 32%, Flame Slash 27%, Selflessness 23%, Fire Breath 19%. Conditions (otherwise it picks another slot): Selflessness: if another ally is at 8% HP or less; Fire Breath: not if a third or more of the party has Reverse Cycle. Only once per turn for its whole group: Flame Slash, Selflessness, Fire Breath
Items
Habitat (in-game monster list)
Bloomingdale · Djust Desert · 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 |
|---|---|---|
| Bloomingdale, on grass | joins 8.8% of battles | |
| Djust Desert, on sand | 33% (37% of battles) | 33% (41% of battles) |
| Djust Desert, on rocky ground | joins 5.2% of battles | joins 5.2% of battles |
| Djust Desert (islet) – to the north of the region, by ship or Starflight Express, on sand | 25% (29% of battles) | 25% (37% of battles) |
| Ocean, zone 2 (ring) | 25% of battles | 25% of battles |
Grottoes (treasure maps)
- Fire, rank 1: 20% of visible monsters, 29% of battles (quality 2-55: floors 1-4)
Under the hood
Internal numbers (game records, one per variant): 62.
Drop codes (prm/mon_btldata, bytes +2 and +3; 0 = 100%, otherwise 1/2^(code + 2), 7 = none): Iron helmet : 3 ; Cautery sword : 4.
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DQ9 Encyclopedia
Iron helmet
Cautery sword