
Hunter mech
Robotic seekers of little metal blobs who don't take kindly to adventurers trying to poach their prey.
If one of these metal-hunting mechanical marauders is nearby, surely its mark can't be far off...
The essentials
- Earliest in the story: The Bad Cave – Interior - Lv 1-01 — joins 4.1% of battles
- Gives: 450 EXP, 144 G, Iron ore (1/32), Hunter's bow (1/64)
- Weak to: lightning / blast ×2
- Has no effect on it: dazzle, sleep, whack, drain magic, fizzle, poison, paralysis, charm
Family: machine — weapons dealing ×1.1: claws
Stats
| HP | MP | Att. | Def. | Agi. | EXP | Gold | Evas. |
|---|---|---|---|---|---|---|---|
| 95 | 5 | 95 | 110 | 100 | 450 | 144 | 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 ×2; fire, ice ×0.75
- Effects (success rate): 75%: confusion, Blunt, Sap, Decelerate; 50%: Divine Intervention; 25%: stun; immune: Dazzle, sleep, Whack, Drain Magic, Fizzle, poison, paralysis, Charm
- Actions: “makes a violent slashing attack!” 37%, Attack 29%, “draws its bow all the way back and lets loose an arrow.” 19%, Attack Attacker 15%. Conditions (otherwise it picks another slot): Attack: not while Dazzled, and only on a character whose defence is below twice its attack; Attack Attacker: if a character's attack can still go down. Only once per turn for its whole group: “makes a violent slashing attack!”, “draws its bow all the way back and lets loose an arrow.”, Attack Attacker
Items
Habitat (in-game monster list)
The Bad Cave · Pluvi Isle · Hermany
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 all around it 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 |
|---|---|---|
| The Bad Cave – Interior - Lv 1-01 | joins 4.1% of battles | joins 4.1% of battles |
| The Bad Cave – Interior - Lv 1-03 | joins 4.1% of battles | joins 4.1% of battles |
| The Bad Cave – Interior - B1 | 33% (38% of battles) | 33% (38% of battles) |
| The Bad Cave – Interior - B2-01 | 30% (35% of battles) | 30% (35% of battles) |
| Pluvi Isle | joins 11% of battles | |
| Pluvi Isle (islet) – to the south-west of the region, by ship or Starflight Express | joins 5.4% of battles | |
| Hermany (Starflight Express stop) – to the north-east of the region, Starflight Express only | 6.7% (6.7% of battles) |
Grottoes (treasure maps)
- Ruins, rank 3: 32% of visible monsters, 38% of battles (quality 2-55: floors 1-4; 56-75: floors 1-6; 76-100: floors 1-4)
- Fire, rank 4: 24% of visible monsters, 28% of battles (quality 56-75: floors 1-6; 76-100: floors 1-8; 101-120: floors 1-4; 121-140: floors 1-4)
Under the hood
Internal numbers (game records, one per variant): 177.
Drop codes (prm/mon_btldata, bytes +2 and +3; 0 = 100%, otherwise 1/2^(code + 2), 7 = none): Iron ore : 3 ; Hunter's bow : 4.
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DQ9 Encyclopedia
Iron ore
Hunter's bow