
Charmour
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
| HP | MP | Att. | Def. | Agi. | EXP | Gold | Evas. |
|---|---|---|---|---|---|---|---|
| 220 | 50 | 171 | 270 | 134 | 2,450 | 192 | 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): 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.
| Place | Day | Night |
|---|---|---|
| Realm of the Mighty – Exterior 2 | joins 10% of battles | joins 10% of battles |
| Realm of the Mighty – Exterior 3 | joins 9.5% of battles | joins 9.5% of battles |
| Realm of the Mighty – Interior 1-A | 29% (32% of battles) | 29% (32% of battles) |
| Realm of the Mighty – Interior 1-B | 43% (46% of battles) | 43% (46% of battles) |
| Realm of the Mighty – Interior 1-C | 43% (46% of battles) | 43% (46% of battles) |
| Realm of the Mighty – Interior 3 | joins 12% of battles | joins 12% of battles |
| Realm of the Mighty – Interior 4 | joins 10% of battles | joins 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.
Open in the full encyclopediasearch, filters, my collection, grotto tools
DQ9 Encyclopedia
Magic armour
Halberd