DQ9 Encyclopedia

Riptide

Rase-marée · no. 88 in the monster list
Everything is read from the game's code, unless stated otherwise

They hit back with Whack at survivors of Thunder Slash or Roundaclout. Be canny and keep them from casting Midheal.

Rumour has it that they're salamarauders who trained so intensely that they turned into tough guys.

The essentials

  • Earliest in the story: The Bad Cave – Interior - Lv 1-01 — joins 3.7% of battles
  • Gives: 540 EXP, 156 G, Dragon scale (1/32), Razor claws (1/64)
  • Weak to: earth, light ×1.25
  • Has no effect on it: whack

Family: aquatic — weapons dealing ×1.1: fans

Stats

HPMPAtt.Def.Agi.EXPGoldEvas.
102181021051055401562 %

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): earth, light ×1.25
  • Effects (success rate): 75%: Fizzle, stun, poison, Blunt, Sap, Decelerate; 50%: sleep, paralysis; 35%: Charm; immune: Whack
  • Actions: Attack 27%, “slashes wildly with its claws!” 23%, Thunder Slash 19%, Midheal 15%, “spins viciously and attacks!” 11%, Whack 6.6%; after a first failure (MP or Fizzle), stops picking impossible actions. Conditions (otherwise it picks another slot): Midheal: if an ally without Bounce is below half HP. Only once per turn for its whole group: “slashes wildly with its claws!”, Thunder Slash, Midheal, “spins viciously and attacks!”, Whack

Items

Habitat (in-game monster list)

The Bad Cave · Ocean

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.

PlaceDayNight
The Bad Cave – Interior - Lv 1-01joins 3.7% of battlesjoins 3.7% of battles
The Bad Cave – Interior - Lv 1-03joins 3.7% of battlesjoins 3.7% of battles
The Bad Cave – Interior - B124% (24% of battles)24% (24% of battles)
The Bad Cave – Interior - B2-0130% (35% of battles)30% (35% of battles)
Ocean, zone 2 (ring)34% of battles34% of battles

Grottoes (treasure maps)

  • Water, rank 1: 20% of visible monsters, 26% of battles (quality 2-55: floors 1-4)
  • Water, rank 3: 20% of visible monsters, 28% of battles (quality 2-55: floors 1-4; 56-75: floors 1-6; 76-100: floors 1-4)
Under the hood

Internal numbers (game records, one per variant): 260.

Drop codes (prm/mon_btldata, bytes +2 and +3; 0 = 100%, otherwise 1/2^(code + 2), 7 = none): Dragon scale : 3 ; Razor claws : 4.

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