DQ9 Encyclopedia

Lesionnaire

Lésionnaire · no. 100 in the monster list
Everything is read from the game's code, unless stated otherwise

Lay into these bags of bones with light attacks before they pump you full of poison or mash you with a Mercurial Thrust.

Stinking skeletons, dead set on destruction. They were summoned back from the depths of hell to serve as soldiers.

The essentials

  • Earliest in the story: The Plumbed Depths – Interior - B1-A — 29% (35% of battles)
  • Gives: 410 EXP, 100 G, Gold rosary (1/16), Iron cuirass (1/64)
  • Weak to: light ×2
  • It runs away: 23% of its actions: hit fast.
  • Has no effect on it: fizzle, poison

Family: zombie — weapons dealing ×1.1: staves

Stats

HPMPAtt.Def.Agi.EXPGoldEvas.
999106115994101000 %

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 ×0.75
  • Effects (success rate): 75%: sleep, confusion, Blunt, Sap; 50%: Dazzle, Whack, paralysis; 25%: stun, Charm; immune: Fizzle, poison
  • Actions: Attack 44%, Flee 23%, Mercurial Thrust 19%, attack + poison 15%. Conditions (otherwise it picks another slot): Flee: only if the party is three times stronger (attack + defence). Only once per turn for its whole group: Mercurial Thrust, attack + poison

Items

Habitat (in-game monster list)

The Plumbed Depths

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 Plumbed Depths – Interior - B1-A29% (35% of battles)29% (35% of battles)
The Plumbed Depths – Interior - B1-B24% (30% of battles)24% (30% of battles)
The Plumbed Depths – Interior - B224% (30% of battles)24% (30% of battles)
The Plumbed Depths – Interior - B2 Gravesjoins 9.9% of battlesjoins 9.9% of battles

Grottoes (treasure maps)

  • Water, rank 1: 20% of visible monsters, 28% of battles (quality 2-55: floors 1-4)
Under the hood

Internal numbers (game records, one per variant): 94.

Drop codes (prm/mon_btldata, bytes +2 and +3; 0 = 100%, otherwise 1/2^(code + 2), 7 = none): Gold rosary : 2 ; Iron cuirass : 4.

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