
Great troll
Kings among trolls, they might be big dunces, but their insane stamina more than makes up\nfor it.
They use their strength to keep the other trolls down, but can't quite fit their heads into their tiny crowns.
The essentials
- Earliest in the story: Realm of the Mighty – Interior 2 — 20% (20% of battles)
- Gives: 3,800 EXP, 78 G, Special medicine (1/32), Marauder's maul (1/128)
- Weak to: light ×2
- Has no effect on it: fizzle, paralysis
Family: demon — weapons dealing ×1.1: wands
Stats
| HP | MP | Att. | Def. | Agi. | EXP | Gold | Evas. |
|---|---|---|---|---|---|---|---|
| 768 | 36 | 220 | 132 | 107 | 3,800 | 78 | 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): light ×2; earth, darkness ×0.5
- Effects (success rate): 75%: Drain Magic, poison, Blunt, Sap, Decelerate, Divine Intervention; 50%: Dazzle, sleep, Whack, confusion, stun; 15%: Charm; immune: Fizzle, paralysis
- Actions: Attack 50%, “licks its weapon and laughs.” 17%, desperate attack 17%, misses and falls (wasted turn) 16%. Only once per turn for its whole group: desperate attack
Items
Habitat (in-game monster list)
Realm of the Mighty · Ondor Cliffs
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 – Interior 2 | 20% (20% of battles) | 20% (20% of battles) |
| Realm of the Mighty – Interior 3 | joins 2.1% of battles | joins 2.1% of battles |
| Realm of the Mighty – Interior 4 | joins 4.3% of battles | joins 4.3% of battles |
| Realm of the Mighty – Interior 6 | joins 6.2% of battles | joins 6.2% of battles |
| Realm of the Mighty – Interior 7 | 50% (50% of battles) | 50% (50% of battles) |
| Realm of the Mighty – Disc 2 | 31% (31% of battles) | 31% (31% of battles) |
| Realm of the Mighty – Disc 3 | 33% (33% of battles) | 33% (33% of battles) |
| Realm of the Mighty – Disc 5 | joins 3.1% of battles | joins 3.1% of battles |
| Realm of the Mighty – Disc 6 | joins 3.1% of battles | joins 3.1% of battles |
| Ondor Cliffs (Starflight Express stop) – to the north of the region, Starflight Express only | joins 6% of battles | joins 6% of battles |
Grottoes (treasure maps)
- Ruins, rank 7: 30% of visible monsters, 33% of battles (quality 76-100: floors 9-10; 101-120: floors 5-12; 121-140: floors 5-14; 141-180: floors 1-12; 181-200: floors 1-8)
- Ruins, rank 8: joins 7.4% 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)
- Ice, rank 7: 20% of visible monsters, 23% of battles (quality 76-100: floors 9-10; 101-120: floors 5-12; 121-140: floors 5-14; 141-180: floors 1-12; 181-200: floors 1-8)
Under the hood
Internal numbers (game records, one per variant): 222.
Drop codes (prm/mon_btldata, bytes +2 and +3; 0 = 100%, otherwise 1/2^(code + 2), 7 = none): Special medicine : 3 ; Marauder's maul : 5.
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DQ9 Encyclopedia
Special medicine
Marauder's maul