
Mean spirit
These soul-stealing minions of evil may be menacing, but their low defence lets them down.
Beware lone lights in the middle of the night. Smells like mean spirits fishing for friends to ferry to the realm of the dead...
The essentials
- Earliest in the story: Western Coffinwell, on grass or in the forest — day: joins 11% of battles; night: no
- Gives: 99 EXP, 66 G, Silk robe (1/16), Pointy hat (1/128)
- Weak to: light ×2
- Has no effect on it: whack, fizzle, poison
Family: zombie — weapons dealing ×1.1: staves
Stats
| HP | MP | Att. | Def. | Agi. | EXP | Gold | Evas. |
|---|---|---|---|---|---|---|---|
| 65 | 8 | 55 | 40 | 62 | 99 | 66 | 2 % |
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): 50%: Dazzle, sleep, confusion, stun, paralysis, Sap, Charm; immune: Whack, Fizzle, poison
- Actions: Attack 34%, “slices with its scythe twice.” 33%, Attack Attacker 33%. Conditions (otherwise it picks another slot): Attack Attacker: if a character's attack can still go down. Only once per turn for its whole group: “slices with its scythe twice.”, Attack Attacker
Items
Habitat (in-game monster list)
Western Coffinwell · Quarantomb
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.
| Place | Day | Night |
|---|---|---|
| Western Coffinwell, on grass or in the forest | joins 11% of battles | |
| Quarantomb – Interior - Lv 1 | 31% (36% of battles) | 31% (36% of battles) |
Under the hood
Internal numbers (game records, one per variant): 31.
Drop codes (prm/mon_btldata, bytes +2 and +3; 0 = 100%, otherwise 1/2^(code + 2), 7 = none): Silk robe : 2 ; Pointy hat : 5.
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DQ9 Encyclopedia
Silk robe
Pointy hat