DQ9 Encyclopedia

Treevil

Arbomination · no. 110 in the monster list
Everything is read from the game's code, unless stated otherwise

They keep Yggdrasil leaves concealed in their canopies to bring back their buddies.\nFry them with fire fast.

They love a party, and enjoy nothing more than standing in a big circle of a hundred or so friends doing the Weird Dance.

The essentials

  • Earliest in the story: Urdus Marshland, on grass or in the forest — day: joins 6.4% of battles; night: joins 5.2% of battles
  • Gives: 600 EXP, 106 G, Superior medicine (1/16), Coagulant (1/64)
  • Weak to: fire ×1.5
  • It runs away: 11% of its actions: hit fast.
  • Has no effect on it: fizzle

Family: plant — weapons dealing ×1.1: axes

Stats

HPMPAtt.Def.Agi.EXPGoldEvas.
11114101101996001062 %

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 ×1.5; wind, earth ×0.75
  • Effects (success rate): 200%: Drain Magic; 75%: Dazzle, Blunt, Sap, Decelerate; 50%: sleep, Whack, confusion, stun, poison, paralysis; 35%: Charm; immune: Fizzle
  • Actions: Attack 40%, Weird Dance 27%, Yggdrasil leaf 23%, Flee 11%. Conditions (otherwise it picks another slot): Weird Dance: on a character with MP; Yggdrasil leaf: 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; Flee: only if the party is three times stronger (attack + defence). Only once per turn for its whole group: Weird Dance, Yggdrasil leaf

Items

Habitat (in-game monster list)

Urdus Marshland · Iluugazar Plains · Mt Ulbaruun · 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
Urdus Marshland, on grass or in the forestjoins 6.4% of battlesjoins 5.2% of battles
Urdus Marshland, in the swamp17% (22% of battles)17% (22% of battles)
Iluugazar Plainsjoins 6.6% of battles
Mt Ulbaruun25% (32% of battles)25% (32% of battles)
Newid Isle (Starflight Express stop) – to the east of the region, Starflight Express onlyjoins 17% of battlesjoins 17% of battles
Lonely Coast (Starflight Express stop) – to the east of the region, Starflight Express onlyjoins 17% of battlesjoins 17% of battles

Grottoes (treasure maps)

  • Caves, rank 3: 20% of visible monsters, 27% 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): 139.

Drop codes (prm/mon_btldata, bytes +2 and +3; 0 = 100%, otherwise 1/2^(code + 2), 7 = none): Superior medicine : 2 ; Coagulant : 4.

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