
Chariot chappie
These crazy carters career into combat, crashing into the competition and occasionally causing them to cramp up.
Nihilistic nutjobs, they wander the wilds with their chattering chariot chums, laying to waste all who get in their way.
The essentials
- Earliest in the story: Eastern Coffinwell, on grass — day: no; night: joins 3.6% of battles
- Gives: 90 EXP, 60 G, Angel bell (1/32), Iron lance (1/64)
- Weak to: wind, earth ×1.25
- It runs away: 23% of its actions: hit fast.
- Has no effect on it: fizzle
Family: humanoid — weapons dealing ×1.1: whips
Stats
| HP | MP | Att. | Def. | Agi. | EXP | Gold | Evas. |
|---|---|---|---|---|---|---|---|
| 55 | 5 | 55 | 55 | 46 | 90 | 60 | 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): wind, earth ×1.25
- Effects (success rate): 75%: poison, paralysis, Blunt, Charm; immune: Fizzle
- Actions: “charges at full pelt!” 37%, Flee 23%, “gores the target, and sends it flying!” 21%, Attack 19%. Conditions (otherwise it picks another slot): Flee: only if the party is three times stronger (attack + defence). Only once per turn for its whole group: “charges at full pelt!”, “gores the target, and sends it flying!”
Items
Habitat (in-game monster list)
Eastern Coffinwell · Western Coffinwell
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 |
|---|---|---|
| Eastern Coffinwell, on grass | joins 3.6% of battles | |
| Eastern Coffinwell, in the forest or in the pampas grass | 55% (59% of battles) | 55% (59% of battles) |
| Western Coffinwell, on grass or in the forest | 12% (15% of battles) | 24% (29% of battles) |
| Western Coffinwell, in the pampas grass | joins 3.8% of battles | joins 3.8% of battles |
Under the hood
Internal numbers (game records, one per variant): 147.
Drop codes (prm/mon_btldata, bytes +2 and +3; 0 = 100%, otherwise 1/2^(code + 2), 7 = none): Angel bell : 3 ; Iron lance : 4.
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DQ9 Encyclopedia
Angel bell
Iron lance