DQ9 Encyclopedia

Mandrake major

Caporal mandragor · no. 104 in the monster list
Everything is read from the game's code, unless stated otherwise

These reptilian raiders love to enhance their attacks with Oomph, then show off their razor-sharp sword skills.

Obsessed with swordplay, they thrive on blade battles, and keep their swords and skills sharp by slicing up travellers.

The essentials

  • Earliest in the story: Urdus Marshland, on grass or in the forest — day: 25% (25% of battles); night: 30% (34% of battles)
  • Gives: 510 EXP, 128 G, Dragon scale (1/16), Heavy armour (1/128)
  • Weak to: ice ×1.25
  • Has no effect on it: sleep

Family: dragon — weapons dealing ×1.1: swords

Stats

HPMPAtt.Def.Agi.EXPGoldEvas.
1071698107875101280 %

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): ice ×1.25
  • Effects (success rate): 75%: stun, poison, Sap, Decelerate; 50%: Dazzle, confusion, paralysis; 35%: Charm; immune: sleep
  • Actions: Attack 77%, Oomph 23%; after a first failure (MP or Fizzle), stops picking impossible actions. Conditions (otherwise it picks another slot): Oomph: if an ally's attack can still go up. Only once per turn for its whole group: Oomph

Items

Habitat (in-game monster list)

Urdus Marshland · Hermany · Pluvi Isle

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
Urdus Marshland, on grass or in the forest25% (25% of battles)30% (34% of battles)
Urdus Marshland, in the swampjoins 3.7% of battlesjoins 3.7% of battles
Hermany, on grass27% (33% of battles)50% (57% of battles)
Hermany, in the forestjoins 7.2% of battlesjoins 7.2% of battles
Hermany, on the coastjoins 5.3% of battlesjoins 5.3% of battles
Pluvi Islejoins 10% of battlesjoins 11% of battles

Grottoes (treasure maps)

  • Caves, rank 2: 20% of visible monsters, 29% of battles (quality 2-55: floors 1-4; 56-75: floors 1-4)
  • Fire, rank 2: 20% of visible monsters, 26% of battles (quality 2-55: floors 1-4; 56-75: floors 1-4)
Under the hood

Internal numbers (game records, one per variant): 135.

Drop codes (prm/mon_btldata, bytes +2 and +3; 0 = 100%, otherwise 1/2^(code + 2), 7 = none): Dragon scale : 2 ; Heavy armour : 5.

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