
Drackyma
Be grateful that these dukes among drackies can't cast Kasnooze too — Snooze is more than enough of a nuisance.
Don't make drackies really mad — they might morph into the mighty yellow force for justice that is...DRACKYMA(N)!
The essentials
- Earliest in the story: Newid Isle, on grass or on the coast — day: joins 9.2% of battles; night: no
- Gives: 145 EXP, 74 G, Wing of bat (1/8), Gold ring (1/64)
- Weak to: lightning / blast, earth, light ×1.25
- It runs away: 11% of its actions: hit fast.
Family: bird — weapons dealing ×1.1: bows
Stats
| HP | MP | Att. | Def. | Agi. | EXP | Gold | Evas. |
|---|---|---|---|---|---|---|---|
| 52 | 10 | 58 | 58 | 70 | 145 | 74 | 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): lightning / blast, earth, light ×1.25
- Effects (success rate): 75%: Dazzle, Fizzle, stun, paralysis, Sap, Charm
- Actions: Attack 60%, Snooze 29%, Flee 11%; after a first failure (MP or Fizzle), stops picking impossible actions. Conditions (otherwise it picks another slot): Snooze: if a character is still awake; Flee: only if the party is three times stronger (attack + defence). Only once per turn for its whole group: Snooze
Items
Habitat (in-game monster list)
Newid Isle · Tower of Trades · Bloomingdale · 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 in front of it (45°) 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 |
|---|---|---|
| Newid Isle, on grass or on the coast | joins 9.2% of battles | |
| Newid Isle (south-west part), on grass or in the forest | joins 10% of battles | |
| Tower of Trades – Lv 1 | joins 4.2% of battles | joins 4.2% of battles |
| Tower of Trades – Lv 2 | joins 4.2% of battles | joins 4.2% of battles |
| Tower of Trades – Lv 3 | 19% (24% of battles) | 19% (24% of battles) |
| Tower of Trades – Lv 4 | 19% (24% of battles) | 19% (24% of battles) |
| Tower of Trades – Lv 5 | 20% (27% of battles) | 20% (27% of battles) |
| Tower of Trades – Lv 6 | 20% (27% of battles) | 20% (27% of battles) |
| Bloomingdale (islet) – to the west of the region, by ship or Starflight Express | joins 5.8% of battles | joins 5.8% of battles |
| Western Coffinwell (islet) – to the south-east of the region, by ship or Starflight Express | joins 24% of battles | joins 9.5% of battles |
Under the hood
Internal numbers (game records, one per variant): 6.
Drop codes (prm/mon_btldata, bytes +2 and +3; 0 = 100%, otherwise 1/2^(code + 2), 7 = none): Wing of bat : 1 ; Gold ring : 4.
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DQ9 Encyclopedia
Wing of bat
Gold ring