DQ9 Encyclopedia

Crabid

Crabarbare · no. 41 in the monster list
Everything is read from the game's code, unless stated otherwise

They may look creepy, but these crabs are kind of cowardly, and will call companions or cut and run quite quickly.

People think that clusters of crabids crawl the shores prowling for prey, but they're just pals out on a seaside stroll.

The essentials

  • Earliest in the story: Western Coffinwell, on the coast — 67% (70% of battles)
  • Gives: 220 EXP, 96 G, Tortoiseshell (1/16), Crimson coral (1/64)
  • Weak to: darkness, light ×1.5
  • It runs away: 33% of its actions: hit fast.
  • Has no effect on it: drain magic, fizzle

Family: bug — weapons dealing ×1.1: knives

Stats

HPMPAtt.Def.Agi.EXPGoldEvas.
720728315220960 %

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): darkness, light ×1.5
  • Effects (success rate): 75%: paralysis, Blunt, Sap, Charm; immune: Drain Magic, Fizzle
  • Actions: Attack 50%, Flee 33%, “calls for backup.” 16%. Conditions (otherwise it picks another slot): Flee: only if the party is three times stronger (attack + defence); “calls for backup.”: if there's room for reinforcements. Only once per turn for its whole group: “calls for backup.”

Items

Habitat (in-game monster list)

Western Coffinwell · Tywll Cave · Pluvi Isle

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
Western Coffinwell, on the coast67% (70% of battles)67% (70% of battles)
Tywll Cave – Interior - Lv 1-0127% (31% of battles)27% (31% of battles)
Tywll Cave – Interior - Lv 1-0224% (29% of battles)24% (29% of battles)
Tywll Cave – Interior - Lv 224% (24% of battles)24% (24% of battles)
Pluvi Isle (islet) – to the south-west of the region, by ship or Starflight Expressjoins 7.6% of battles

Grottoes (treasure maps)

  • Caves, rank 1: joins 8.6% of battles (quality 2-55: floors 1-4)
Under the hood

Internal numbers (game records, one per variant): 256.

Drop codes (prm/mon_btldata, bytes +2 and +3; 0 = 100%, otherwise 1/2^(code + 2), 7 = none): Tortoiseshell : 2 ; Crimson coral : 4.

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