DQ9 Encyclopedia

Golem

Golem · no. 161 in the monster list
Everything is read from the game's code, unless stated otherwise

Though weak against wind, these stony souls will weather a storm of blows before unleashing a cataclysmic critical attack.

If you ask them which monster has the most mates, they won't hesitate to suggest their own big-headed, bricky selves.

The essentials

  • Earliest in the story: Lonely Coast, on grass — 100% (100% of battles)
  • Gives: 1,700 EXP, 174 G, Flintstone (1/16), Mythril ore (1/128)
  • Weak to: wind, light ×1.5
  • Has no effect on it: whack, drain magic, fizzle, poison, paralysis

Family: material — weapons dealing ×1.1: hammers

Stats

HPMPAtt.Def.Agi.EXPGoldEvas.
3000175210991,7001740 %

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): wind, light ×1.5; fire ×0.75; ice ×0.5
  • Effects (success rate): 75%: Blunt, Sap, Decelerate; 50%: Dazzle, sleep; 25%: confusion, stun; 15%: Charm; immune: Whack, Drain Magic, Fizzle, poison, paralysis
  • Actions: Attack 34%, Psyche Up 33%, Forbearance 27%, critical hit 6.6%. Conditions (otherwise it picks another slot): Forbearance: if it has half its HP and a third of its allies are below half HP; Psyche Up: if it isn't at 100 tension yet. Only once per turn for its whole group: Forbearance, critical hit

Items

Habitat (in-game monster list)

Lonely Coast · Wyrmwing · Wyrmsmaw · The Magmaroo · Wyrmneck

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 ignores it 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
Lonely Coast, on grass100% (100% of battles)100% (100% of battles)
Lonely Coast, in the forest29% (43% of battles)29% (43% of battles)
Wyrmwing, everywhere except on rocky ground and on the coastjoins 4.5% of battles
Wyrmwing, on rocky groundjoins 3.9% of battlesjoins 3.9% of battles
Wyrmsmaw30% (40% of battles)30% (36% of battles)
The Magmaroo – Interior - Lv 2joins 3% of battlesjoins 3% of battles
The Magmaroo – Interior - Lv 3joins 3% of battlesjoins 3% of battles
The Magmaroo – Interior - Lv 4-1joins 3.7% of battlesjoins 3.7% of battles
Wyrmneck, everywhere except on the coast38% (43% of battles)38% (45% of battles)
Wyrmneck, on the coastjoins 6% of battlesjoins 6% of battles

Grottoes (treasure maps)

  • Ruins, rank 2: joins 5.4% of battles (quality 2-55: floors 1-4; 56-75: floors 1-4)
  • Ruins, rank 6: 20% of visible monsters, 26% of battles (quality 76-100: floors 5-10; 101-120: floors 1-12; 121-140: floors 1-12; 141-180: floors 1-8; 181-200: floors 1-4)
Under the hood

Internal numbers (game records, one per variant): 188.

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

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