
Bewarewolf
It's best to bash these baddies quickly, as their tension is turned up a notch every time they take damage.
They've come out of retirement to show the poser pups of today that the coolest course is to shut up and get the job done.
The essentials
- Earliest in the story: Slurry Coast, on grass — day: 44% (54% of battles); night: 44% (51% of battles)
- Gives: 225 EXP, 98 G, Magic beast hide (1/16), Iron claws (1/64)
- Weak to: lightning / blast ×1.25
- Has no effect on it: fizzle
Family: beast — weapons dealing ×1.1: spears
Stats
| HP | MP | Att. | Def. | Agi. | EXP | Gold | Evas. |
|---|---|---|---|---|---|---|---|
| 87 | 255 | 83 | 89 | 77 | 225 | 98 | 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): lightning / blast ×1.25
- Effects (success rate): 75%: Whack, stun, paralysis, Blunt, Sap, Decelerate; 50%: sleep, confusion, Charm; immune: Fizzle
- Actions: turn 1: Attack or Feel the Burn; turn 2: Attack or Mercurial Thrust; turn 3: Attack or Flee (50/50, then repeats). Conditions (otherwise it picks another slot): Feel the Burn: if it doesn't have Feel the Burn yet; Flee: only if the party is three times stronger (attack + defence). Only once per turn for its whole group: Attack, Mercurial Thrust
Items
Habitat (in-game monster list)
Slurry Coast · Dourbridge
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 |
|---|---|---|
| Slurry Coast, on grass | 44% (54% of battles) | 44% (51% of battles) |
| Slurry Coast, in the forest | 29% (29% of battles) | 29% (29% of battles) |
| Dourbridge, on grass | 45% (45% of battles) | 45% (48% of battles) |
| Dourbridge, in the forest | joins 7.5% of battles | joins 7.5% of battles |
Grottoes (treasure maps)
- Caves, rank 2: 20% of visible monsters, 28% of battles (quality 2-55: floors 1-4; 56-75: floors 1-4)
Under the hood
Internal numbers (game records, one per variant): 99.
Drop codes (prm/mon_btldata, bytes +2 and +3; 0 = 100%, otherwise 1/2^(code + 2), 7 = none): Magic beast hide : 2 ; Iron claws : 4.
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DQ9 Encyclopedia
Magic beast hide
Iron claws