DQ9 Encyclopedia

Raving lunatick

Fana-tique · no. 86 in the monster list
Everything is read from the game's code, unless stated otherwise

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

HPMPAtt.Def.Agi.EXPGoldEvas.
85218610090310982 %

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.

PlaceDayNight
Bloomingdale (islet) – to the west of the region, by ship or Starflight Expressjoins 5.8% of battlesjoins 5.8% of battles
The Bad Cave – Interior - Lv 1-01joins 4.1% of battlesjoins 4.1% of battles
The Bad Cave – Interior - Lv 1-03joins 4.1% of battlesjoins 4.1% of battles
The Bad Cave – Interior - B133% (36% of battles)33% (36% of battles)
The Bad Cave – Interior - B2-0130% (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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