
Mandrake major
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
| HP | MP | Att. | Def. | Agi. | EXP | Gold | Evas. |
|---|---|---|---|---|---|---|---|
| 107 | 16 | 98 | 107 | 87 | 510 | 128 | 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): 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.
| Place | Day | Night |
|---|---|---|
| Urdus Marshland, on grass or in the forest | 25% (25% of battles) | 30% (34% of battles) |
| Urdus Marshland, in the swamp | joins 3.7% of battles | joins 3.7% of battles |
| Hermany, on grass | 27% (33% of battles) | 50% (57% of battles) |
| Hermany, in the forest | joins 7.2% of battles | joins 7.2% of battles |
| Hermany, on the coast | joins 5.3% of battles | joins 5.3% of battles |
| Pluvi Isle | joins 10% of battles | joins 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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Dragon scale
Heavy armour