DQ9 Encyclopedia

Scourgette

Secourgette · no. 105 in the monster list
Everything is read from the game's code, unless stated otherwise

These veteran vegetables are very versatile, and can batter with Boom, and resurrect perished pals with Zing.

The white design on their bellies is the mark of a misspent youth. It seemed like a good idea once, but now they're not so sure.

The essentials

  • Earliest in the story: Hermany, on grass — day: joins 7.4% of battles; night: joins 8.9% of battles
  • Gives: 500 EXP, 130 G, Rockbomb shard (1/32), Long spear (1/128)
  • Weak to: fire, light ×1.5

Family: plant — weapons dealing ×1.1: axes

Stats

HPMPAtt.Def.Agi.EXPGoldEvas.
96209098815001300 %

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): fire, light ×1.5; darkness ×0.75
  • Effects (success rate): 75%: Dazzle, sleep, stun, poison, Sap, Decelerate; 50%: Whack, confusion, Fizzle, paralysis, Divine Intervention; 35%: Charm
  • Actions: Attack 38%, Zing 27%, Bang 19%, “is assessing the situation.” 11%, Bang 6.6%. Conditions (otherwise it picks another slot): Zing: if an ally is dead (fewer than 5 monsters); Attack: not while Dazzled, and only on a character whose defence is below twice its attack; Bang: not if a third or more of the party has Bounce; Bang: not if a third or more of the party has Bounce. Only once per turn for its whole group: Zing, Bang, “is assessing the situation.”, Bang

Items

Habitat (in-game monster list)

Hermany · Pluvi Isle · Snowberian Coast · Eastern Wormwood · Western Wormwood · Newid Isle · Lonely Coast

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
Hermany, on grassjoins 7.4% of battlesjoins 8.9% of battles
Hermany, in the forest100% (100% of battles)100% (100% of battles)
Hermany, on the coastjoins 11% of battlesjoins 11% of battles
Pluvi Islejoins 9.8% of battles
Snowberian Coast13% (18% of battles)13% (18% of battles)
Eastern Wormwood, in the forest or on the coastjoins 3.6% of battlesjoins 3.6% of battles
Western Wormwood, on the dead-tree plain or in the forestjoins 4.2% of battles
Western Wormwood, on rocky groundjoins 5.8% of battlesjoins 5.8% of battles
Western Wormwood (islet) – to the north of the region, by ship or Starflight Expressjoins 5.7% of battlesjoins 5.7% of battles
Newid Isle (Starflight Express stop) – to the east of the region, Starflight Express only17% (33% of battles)17% (33% of battles)
Lonely Coast (Starflight Express stop) – to the east of the region, Starflight Express only24% (39% of battles)24% (39% of battles)

Grottoes (treasure maps)

  • Caves, rank 2: 20% of visible monsters, 27% of battles (quality 2-55: floors 1-4; 56-75: floors 1-4)
Under the hood

Internal numbers (game records, one per variant): 59.

Drop codes (prm/mon_btldata, bytes +2 and +3; 0 = 100%, otherwise 1/2^(code + 2), 7 = none): Rockbomb shard : 3 ; Long spear : 5.

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