
Cumulus vex
These kings among clouds rule the skies of hell, and can channel the power of lightning into a Weakening Wave.
These monsters may be the result of a mutation in the misty genes of the freezing fog.
The essentials
- Earliest in the story: Tower of Nod – Lv 1 — 31% (38% of battles)
- Gives: 2,300 EXP, 178 G, Thunderball (1/16), Seed of sorcery (1/256)
- Weak to: light ×2
- Has no effect on it: dazzle, sleep, whack, fizzle, stun, poison, paralysis, charm
Family: elemental
Stats
| HP | MP | Att. | Def. | Agi. | EXP | Gold | Evas. |
|---|---|---|---|---|---|---|---|
| 268 | 40 | 169 | 246 | 161 | 2,300 | 178 | 4 % |
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 ×2; wind, lightning / blast, earth ×0.5
- Effects (success rate): 75%: Blunt, Decelerate, Divine Intervention; 50%: Sap; 25%: confusion; immune: Dazzle, sleep, Whack, Fizzle, stun, poison, paralysis, Charm
- Actions: Attack 66%, Weakening Wave 19%, “calls forth terrible lightning!” 15%. Conditions (otherwise it picks another slot): Attack: not while Dazzled, and only on a character whose defence is below twice its attack; Weakening Wave: if the attack of a character without immunity can still go down. Only once per turn for its whole group: Weakening Wave, “calls forth terrible lightning!”
Items
Habitat (in-game monster list)
Tower of Nod · Realm of the Mighty
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.
| Place | Day | Night |
|---|---|---|
| Tower of Nod – Lv 1 | 31% (38% of battles) | 31% (38% of battles) |
| Tower of Nod – Lv 2 | joins 4.2% of battles | joins 4.2% of battles |
| Tower of Nod – Lv 3 | 24% (30% of battles) | 24% (30% of battles) |
| Tower of Nod – Lv 4 | joins 7.5% of battles | joins 7.5% of battles |
| Realm of the Mighty – Exterior 1 | 37% (40% of battles) | 37% (40% of battles) |
| Realm of the Mighty – Exterior 2 | 37% (37% of battles) | 37% (37% of battles) |
| Realm of the Mighty – Exterior 3 | 62% (62% of battles) | 62% (62% of battles) |
| Realm of the Mighty – Interior 5 | joins < 1% of battles | joins < 1% of battles |
Grottoes (treasure maps)
- Caves, rank 7: 21% of visible monsters, 28% of battles (quality 76-100: floors 9-10; 101-120: floors 5-12; 121-140: floors 5-14; 141-180: floors 1-12; 181-200: floors 1-8)
- Ice, rank 6: 20% of visible monsters, 26% of battles (quality 76-100: floors 5-10; 101-120: floors 1-12; 121-140: floors 1-12; 141-180: floors 1-8; 181-200: floors 1-4)
- Ice, rank 7: 20% of visible monsters, 26% of battles (quality 76-100: floors 9-10; 101-120: floors 5-12; 121-140: floors 5-14; 141-180: floors 1-12; 181-200: floors 1-8)
Under the hood
Internal numbers (game records, one per variant): 183.
Drop codes (prm/mon_btldata, bytes +2 and +3; 0 = 100%, otherwise 1/2^(code + 2), 7 = none): Thunderball : 2 ; Seed of sorcery : 6.
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DQ9 Encyclopedia
Thunderball
Seed of sorcery