DQ9 Encyclopedia

Lethal armour

Armure fatale · no. 176 in the monster list
Everything is read from the game's code, unless stated otherwise

Unfair foes who send enemies into a slumber with Kasnooze, then upset their attacks by snapping their weapons.

Their once-white armour is coloured crimson by the gouts of gore that gush from the victims they roam the land vanquishing.

The essentials

  • Earliest in the story: The Gittish Empire — 17% (17% of battles)
  • Gives: 1,680 EXP, 164 G, Magic armour (1/128), Seed of defence (1/256)
  • Weak to: wind, light ×1.5
  • Has no effect on it: poison

Family: material — weapons dealing ×1.1: hammers

Stats

VariantHPMPAtt.Def.Agi.EXPGoldEvas.
The Gittish Empire194161582101171,6801640 %
Battle: Gortress, Gortress, Upover454321722201171,6801640 %

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, ice, darkness ×0.75
  • Effects (success rate): 75%: Dazzle, Blunt, Sap, Decelerate, Divine Intervention; 50%: sleep, Whack, confusion, Fizzle, stun; 25%: paralysis; 10%: Charm; immune: poison
  • Actions: Attack 50%, Attack Attacker 17%, “calls for backup.” 16%, Kasnooze 16%. Conditions (otherwise it picks another slot): Attack: not while Dazzled, and only on a character whose defence is below twice its attack; “calls for backup.”: if there's room for reinforcements; Attack Attacker: if a character's attack can still go down; Kasnooze: if two thirds of the party can be put to sleep (awake, no Bounce, no immunity). Only once per turn for its whole group: “calls for backup.”, Attack Attacker, Kasnooze

Items

Story and quests

  • Gortress, Gortress, Upover: Lethal armour (once)

Habitat (in-game monster list)

The Gittish Empire · Gittingham Palace · Western Wormwood · Wyrmtail

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.

PlaceDayNight
The Gittish Empire17% (17% of battles)17% (17% of battles)
Gittingham Palace – South38% (38% of battles)38% (38% of battles)
Gittingham Palace – East31% (31% of battles)31% (31% of battles)
Gittingham Palace – West31% (31% of battles)31% (31% of battles)
Gittingham Palace – Lv 119% (19% of battles)19% (19% of battles)
Western Wormwood (Starflight Express stop) – to the west of the region, Starflight Express only24% (24% of battles)24% (24% of battles)
Wyrmtail (Starflight Express stop) – to the south-west of the region, Starflight Express only17% (17% of battles)17% (17% of battles)

Grottoes (treasure maps)

  • Ice, rank 4: 20% of visible monsters, 20% 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): 121, 298.

Drop codes (prm/mon_btldata, bytes +2 and +3; 0 = 100%, otherwise 1/2^(code + 2), 7 = none): Magic armour : 5 ; Seed of defence : 6.

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