DQ9 Encyclopedia

Dark skeleton

Squelette noir · no. 173 in the monster list
Everything is read from the game's code, unless stated otherwise

These shameful shams of chivalry cripple enemies with Kasap and Blunt, then clobber them clueless.

Shaped when the shadows of noble knights come alive and kill their carriers so that they can run free.

The essentials

  • Earliest in the story: The Gittish Empire — day: joins 7.6% of battles; night: no
  • Gives: 1,780 EXP, 162 G, Evencloth (1/32), Smart suit (1/128)
  • Weak to: light ×2
  • Has no effect on it: sleep

Family: zombie — weapons dealing ×1.1: staves

Stats

HPMPAtt.Def.Agi.EXPGoldEvas.
186171531941551,7801620 %

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; fire ×1.25; ice, darkness ×0.5
  • Effects (success rate): 75%: Blunt, Sap, Decelerate; 50%: Dazzle, Whack, confusion, Fizzle, poison, Divine Intervention; 25%: stun, paralysis; 10%: Charm; immune: sleep
  • Actions: Attack 34%, Kasap 33%, Blunt 33%; after a first failure (MP or Fizzle), stops picking impossible actions. Conditions (otherwise it picks another slot): Kasap: if a character's defence can still go down; Blunt: if a character's attack can still go down. Only once per turn for its whole group: Kasap, Blunt

Items

Habitat (in-game monster list)

The Gittish Empire · Gittingham Palace · Cringle Coast · Urdus Marshland

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 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
The Gittish Empirejoins 7.6% of battles
Gittingham Palace – Southjoins 2.9% of battlesjoins 2.9% of battles
Gittingham Palace – East31% (31% of battles)31% (31% of battles)
Gittingham Palace – West19% (19% of battles)19% (19% of battles)
Gittingham Palace – North Lv 1joins 7.6% of battlesjoins 7.6% of battles
Gittingham Palace – North Lv 2joins 8.6% of battlesjoins 8.6% of battles
Gittingham Palace – Lv 119% (24% of battles)19% (24% of battles)
Gittingham Palace – Lv 2joins 5.9% of battlesjoins 5.9% of battles
Gittingham Palace – Lv 3joins 5.9% of battlesjoins 5.9% of battles
Cringle Coast (Starflight Express stop) – to the north-east of the region, Starflight Express only24% (37% of battles)24% (37% of battles)
Urdus Marshland (Starflight Express stop) – to the west of the region, Starflight Express only12% (28% of battles)12% (28% of battles)

Grottoes (treasure maps)

  • Water, rank 5: 20% of visible monsters, 28% of battles (quality 56-75: floors 5-6; 76-100: floors 1-10; 101-120: floors 1-8; 121-140: floors 1-8; 141-180: floors 1-4)
  • Water, 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)
Under the hood

Internal numbers (game records, one per variant): 87.

Drop codes (prm/mon_btldata, bytes +2 and +3; 0 = 100%, otherwise 1/2^(code + 2), 7 = none): Evencloth : 3 ; Smart suit : 5.

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