
Metal slime knight
Well-rounded warriors who are battle naturals, and can attack twice in one turn with their falcon-like fleetness.
Although captive metal slimes might seem like easy experience, they get caught because they're the least experienced ones.
The essentials
- Earliest in the story: Heights of Loneliness – 2 — joins 2.2% of battles
- Gives: 305 EXP, 82 G, Light shield (1/64), Iron helmet (1/128)
- Weak to: darkness ×2
- It runs away: 27% of its actions: hit fast.
- Has no effect on it: poison
- Make it appear on purpose: EXP manipulations
Family: slime
Stats
| HP | MP | Att. | Def. | Agi. | EXP | Gold | Evas. |
|---|---|---|---|---|---|---|---|
| 46 | 8 | 82 | 140 | 80 | 305 | 82 | 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): darkness ×2; fire, ice, wind, lightning / blast ×0.5
- Effects (success rate): 75%: Fizzle, Blunt, Sap, Decelerate, Divine Intervention; 50%: sleep, Whack, confusion, stun, paralysis; 25%: Charm; immune: poison
- Actions: Attack 55%, Flee 27%, Falcon Slash 19%. Conditions (otherwise it picks another slot): Flee: only if the party is three times stronger (attack + defence); Attack: not while Dazzled, and only on a character whose defence is below twice its attack. Only once per turn for its whole group: Falcon Slash
Items
Habitat (in-game monster list)
Heights of Loneliness
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 7 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 |
|---|---|---|
| Heights of Loneliness – 2 | joins 2.2% of battles | joins 2.2% of battles |
| Heights of Loneliness – 3 | 36% (41% of battles) | 36% (41% of battles) |
| Heights of Loneliness – 4 | 36% (41% of battles) | 36% (41% of battles) |
| Heights of Loneliness – 5 | joins 1.8% of battles | joins 1.8% of battles |
| Heights of Loneliness – 6 | joins 1.8% of battles | joins 1.8% of battles |
| Heights of Loneliness – 7 | 33% (36% of battles) | 33% (36% of battles) |
| Heights of Loneliness – 8 | 23% (27% of battles) | 23% (27% of battles) |
Grottoes (treasure maps)
- Fire, rank 1: 20% of visible monsters, 28% of battles (quality 2-55: floors 1-4)
Under the hood
Internal numbers (game records, one per variant): 123.
Drop codes (prm/mon_btldata, bytes +2 and +3; 0 = 100%, otherwise 1/2^(code + 2), 7 = none): Light shield : 4 ; Iron helmet : 5.
Open in the full encyclopediasearch, filters, my collection, grotto tools
DQ9 Encyclopedia
Light shield
Iron helmet