DQ9 Encyclopedia

Hunter mech

Mécachasseur · no. 87 in the monster list
Everything is read from the game's code, unless stated otherwise

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

HPMPAtt.Def.Agi.EXPGoldEvas.
955951101004501442 %

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.

PlaceDayNight
The Bad Cave – Interior - Lv 1-01joins 4.1% of battlesjoins 4.1% of battles
The Bad Cave – Interior - Lv 1-03joins 4.1% of battlesjoins 4.1% of battles
The Bad Cave – Interior - B133% (38% of battles)33% (38% of battles)
The Bad Cave – Interior - B2-0130% (35% of battles)30% (35% of battles)
Pluvi Islejoins 11% of battles
Pluvi Isle (islet) – to the south-west of the region, by ship or Starflight Expressjoins 5.4% of battles
Hermany (Starflight Express stop) – to the north-east of the region, Starflight Express only6.7% (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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