
Raving lunatick
They banish their enemies to the underworld by zapping them with Zammle. Weak against light due to their shady origins.
Raised on a diet of darkness in a world without light, they were once regular lunaticks, but mutated after overdosing on evil.
The essentials
- Earliest in the story: Bloomingdale (islet) – to the west of the region, by ship or Starflight Express — joins 5.8% of battles
- Gives: 310 EXP, 98 G, Thorn whip (1/32), Strong antidote (1/64)
- Weak to: light ×1.5
- It runs away: 7% of its actions: hit fast.
Family: bug — weapons dealing ×1.1: knives
Stats
| HP | MP | Att. | Def. | Agi. | EXP | Gold | Evas. |
|---|---|---|---|---|---|---|---|
| 85 | 21 | 86 | 100 | 90 | 310 | 98 | 2 % |
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): light ×1.5; lightning / blast, darkness ×0.75
- Effects (success rate): 75%: Dazzle, Fizzle, stun, paralysis, Blunt, Sap, Decelerate; 50%: sleep, confusion, poison, Divine Intervention; 25%: Charm
- Actions: Zam 27%, Attack 23%, Zam 19%, Zammle 15%, Midheal 11%, Flee 6.6%. Conditions (otherwise it picks another slot): Zam: only on a character without Bounce; Attack: not while Dazzled, and only on a character whose defence is below twice its attack; Zam: only on a character without Bounce; Zammle: only on a character without Bounce; Midheal: if an ally without Bounce is below half HP; Flee: only if the party is three times stronger (attack + defence). Only once per turn for its whole group: Zam, Zammle, Midheal
Items
Habitat (in-game monster list)
Bloomingdale · The Bad Cave
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 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 |
|---|---|---|
| Bloomingdale (islet) – to the west of the region, by ship or Starflight Express | joins 5.8% of battles | joins 5.8% of battles |
| The Bad Cave – Interior - Lv 1-01 | joins 4.1% of battles | joins 4.1% of battles |
| The Bad Cave – Interior - Lv 1-03 | joins 4.1% of battles | joins 4.1% of battles |
| The Bad Cave – Interior - B1 | 33% (36% of battles) | 33% (36% of battles) |
| The Bad Cave – Interior - B2-01 | 30% (34% of battles) | 30% (34% of battles) |
Grottoes (treasure maps)
- Ruins, rank 2: 20% of visible monsters, 29% of battles (quality 2-55: floors 1-4; 56-75: floors 1-4)
Under the hood
Internal numbers (game records, one per variant): 42.
Drop codes (prm/mon_btldata, bytes +2 and +3; 0 = 100%, otherwise 1/2^(code + 2), 7 = none): Thorn whip : 3 ; Strong antidote : 4.
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DQ9 Encyclopedia
Thorn whip
Strong antidote