
Cyclops
Towering titans who may be sort of sluggish, but more than make up for it with insane strength, huge HP and crippling criticals.
Their clubs are incredibly useful, doubling as backscratchers, pillows and any number of other advantageous items.
The essentials
- Earliest in the story: Wyrmtail, everywhere except on rocky ground — day: joins 3.9% of battles; night: no
- Gives: 1,400 EXP, 84 G, Oaken club (1/16), Fur vest (1/128)
- Weak to: lightning / blast, light ×1.5
- Has no effect on it: fizzle
Family: demon — weapons dealing ×1.1: wands
Stats
| HP | MP | Att. | Def. | Agi. | EXP | Gold | Evas. |
|---|---|---|---|---|---|---|---|
| 355 | 8 | 170 | 150 | 75 | 1,400 | 84 | 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, light ×1.5; ice ×0.5
- Effects (success rate): 75%: poison, Blunt, Sap, Decelerate; 50%: Dazzle, sleep, Whack, confusion, stun; 25%: paralysis, Charm; immune: Fizzle
- Actions: Attack 83%, critical hit 17%. Only once per turn for its whole group: critical hit
Items
Habitat (in-game monster list)
Wyrmtail · Wyrmwing · Wyrmsmaw · Wyrmneck · Western Wormwood
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 |
|---|---|---|
| Wyrmtail, everywhere except on rocky ground | joins 3.9% of battles | |
| Wyrmtail (south-west part), in the forest or on grass | 43% (46% of battles) | 43% (47% of battles) |
| Wyrmtail (south-west part), on rocky ground | joins 13% of battles | joins 13% of battles |
| Wyrmwing, everywhere except on rocky ground and on the coast | joins 6.7% of battles | |
| Wyrmwing, on the coast | 40% (44% of battles) | 40% (44% of battles) |
| Wyrmwing, on rocky ground | 75% (76% of battles) | 75% (76% of battles) |
| Wyrmsmaw | 20% (27% of battles) | 20% (28% of battles) |
| Wyrmneck, everywhere except on the coast | joins 7% of battles | joins 9.6% of battles |
| Wyrmneck, on the coast | joins 6% of battles | joins 6% of battles |
| Western Wormwood (islet) – to the north of the region, by ship or Starflight Express | 50% (55% of battles) | 50% (55% of battles) |
Grottoes (treasure maps)
- Caves, rank 4: 20% of visible monsters, 29% of battles (quality 56-75: floors 1-6; 76-100: floors 1-8; 101-120: floors 1-4; 121-140: floors 1-4)
- Ice, rank 4: 20% of visible monsters, 25% of battles (quality 56-75: floors 1-6; 76-100: floors 1-8; 101-120: floors 1-4; 121-140: floors 1-4)
- Ice, rank 5: 20% of visible monsters, 28% of battles (quality 56-75: floors 5-6; 76-100: floors 1-10; 101-120: floors 1-8; 121-140: floors 1-8; 141-180: floors 1-4)
Under the hood
Internal numbers (game records, one per variant): 217, 274.
Drop codes (prm/mon_btldata, bytes +2 and +3; 0 = 100%, otherwise 1/2^(code + 2), 7 = none): Oaken club : 2 ; Fur vest : 5.
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DQ9 Encyclopedia
Oaken club
Fur vest