DQ9 Encyclopedia

Scarewolf

Chienlycanthrope · no. 81 in the monster list
Everything is read from the game's code, unless stated otherwise

They're not just razor-taloned terrors, their tension also increases every time they're attacked. Handle with care.

They bring out their eye colour by accessorising matching grey boots and mini-dresses with striking blue belts.

The essentials

  • Earliest in the story: Lonely Coast, in the forest — joins 4.9% of battles
  • Gives: 325 EXP, 126 G, Magic beast hide (1/8), Sacred claws (1/64)
  • Weak to: lightning / blast ×1.25
  • Has no effect on it: fizzle

Family: beast — weapons dealing ×1.1: spears

Stats

HPMPAtt.Def.Agi.EXPGoldEvas.
1023294105873251260 %

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): lightning / blast ×1.25; ice ×0.75
  • Effects (success rate): 75%: Whack, stun, poison, paralysis, Blunt, Sap; 50%: Dazzle, sleep, confusion, Decelerate, Charm; immune: Fizzle
  • Actions: every other turn: Feel the Burn; the other turns: “slashes wildly with its claws!” 40%, Attack 20%, Flee 20%, War Cry 20%. Conditions (otherwise it picks another slot): Feel the Burn: if it doesn't have Feel the Burn yet; Attack: not while Dazzled, and only on a character whose defence is below twice its attack; Flee: only if the party is three times stronger (attack + defence). Only once per turn for its whole group: Feel the Burn, “slashes wildly with its claws!”, War Cry

Items

Habitat (in-game monster list)

Lonely Coast · Bloomingdale

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 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.

PlaceDayNight
Lonely Coast, in the forestjoins 4.9% of battlesjoins 4.9% of battles
Bloomingdale, on grassjoins 7.2% of battlesjoins 6.3% of battles
Bloomingdale, in the forest33% (39% of battles)33% (39% of battles)
Bloomingdale, on rocky groundjoins 9.9% of battlesjoins 9.9% of battles
Bloomingdale (islet) – to the west of the region, by ship or Starflight Expressjoins 5.8% of battlesjoins 5.8% of battles

Grottoes (treasure maps)

  • Ice, 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): 101.

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

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