DQ9 Encyclopedia

Charmour

Heaumage · no. 194 in the monster list
Everything is read from the game's code, unless stated otherwise

Enchanted suits of armour that are well-protected against all manner of magic, and can cast sleep. Attack them with earth.

Their armour isn't made of iron, or even platinum, but of crystals of concentrated conjury, which give it mighty magical power.

The essentials

  • Earliest in the story: Realm of the Mighty – Exterior 2 — joins 10% of battles
  • Gives: 2,450 EXP, 192 G, Magic armour (1/32), Halberd (1/128)
  • Weak to: earth ×2
  • Has no effect on it: confusion, poison, paralysis

Family: material — weapons dealing ×1.1: hammers

Stats

HPMPAtt.Def.Agi.EXPGoldEvas.
220501712701342,4501920 %

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): earth ×2; fire, ice, darkness ×0.75; wind, lightning / blast ×0.5
  • Effects (success rate): 75%: Sap; 50%: Dazzle, Whack, Blunt, Decelerate, Divine Intervention; 25%: Fizzle, stun; 5%: Charm; immune: confusion, poison, paralysis
  • Actions: Attack 81%, Snooze 19%. Conditions (otherwise it picks another slot): Attack: not while Dazzled, and only on a character whose defence is below twice its attack; Snooze: if two thirds of the party can be put to sleep (awake, no Bounce, no immunity). Only once per turn for its whole group: Snooze

Items

Habitat (in-game monster list)

Realm of the Mighty

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.

PlaceDayNight
Realm of the Mighty – Exterior 2joins 10% of battlesjoins 10% of battles
Realm of the Mighty – Exterior 3joins 9.5% of battlesjoins 9.5% of battles
Realm of the Mighty – Interior 1-A29% (32% of battles)29% (32% of battles)
Realm of the Mighty – Interior 1-B43% (46% of battles)43% (46% of battles)
Realm of the Mighty – Interior 1-C43% (46% of battles)43% (46% of battles)
Realm of the Mighty – Interior 3joins 12% of battlesjoins 12% of battles
Realm of the Mighty – Interior 4joins 10% of battlesjoins 10% of battles

Grottoes (treasure maps)

  • Ice, rank 8: 21% of visible monsters, 29% of battles (quality 101-120: floors 9-12; 121-140: floors 9-14; 141-180: floors 5-16; 181-200: floors 1-12; 201-220: floors 1-4)
  • Water, rank 8: 21% of visible monsters, 28% of battles (quality 101-120: floors 9-12; 121-140: floors 9-14; 141-180: floors 5-16; 181-200: floors 1-12; 201-220: floors 1-4)
  • Water, rank 9: 18% of visible monsters, 25% of battles (quality 121-140: floors 13-14; 141-180: floors 9-16; 181-200: floors 1-16; 201-220: floors 1-8; 221-248: floors 1-4)
Under the hood

Internal numbers (game records, one per variant): 243.

Drop codes (prm/mon_btldata, bytes +2 and +3; 0 = 100%, otherwise 1/2^(code + 2), 7 = none): Magic armour : 3 ; Halberd : 5.

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