
Mummy
They envy the living, and torment them tirelessly. Their terrifying attacks may also sap tension, so take due care.
Reanimated retainers who have returned to revenge themselves on the regent who ruled that they be buried alive beside him.
The essentials
- Earliest in the story: Djust Desert, on sand — day: joins 8.4% of battles; night: no
- Gives: 455 EXP, 96 G, Grubby bandage (1/8), Malicite (1/256)
- Weak to: light ×2
- It runs away: 27% of its actions: hit fast.
- Has no effect on it: fizzle
Family: zombie — weapons dealing ×1.1: staves
Stats
| HP | MP | Att. | Def. | Agi. | EXP | Gold | Evas. |
|---|---|---|---|---|---|---|---|
| 138 | 12 | 112 | 80 | 66 | 455 | 96 | 0 % |
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%: Dazzle, Blunt, Sap; 50%: sleep, Whack, confusion, stun, poison, paralysis; 25%: Charm; immune: Fizzle
- Actions: Attack 39%, “performs a dishearteningly hair-raising attack.” 34%, Flee 27%. Conditions (otherwise it picks another slot): Flee: only if the party is three times stronger (attack + defence); “performs a dishearteningly hair-raising attack.”: on a character with tension; Attack: not while Dazzled, and only on a character whose defence is below twice its attack. Only once per turn for its whole group: “performs a dishearteningly hair-raising attack.”
Items
Habitat (in-game monster list)
Djust Desert · 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: does not react to the party (never chases or flees).
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 |
|---|---|---|
| Djust Desert, on sand | joins 8.4% of battles | |
| The Plumbed Depths – Interior - B1-A | joins 4% of battles | joins 4% of battles |
| The Plumbed Depths – Interior - B1-B | joins 4.2% of battles | joins 4.2% of battles |
| The Plumbed Depths – Interior - B2 | 18% (26% of battles) | 18% (26% of battles) |
| The Plumbed Depths – Interior - B2 Graves | 75% (76% of battles) | 75% (76% of battles) |
Grottoes (treasure maps)
- Ice, rank 1: 25% of visible monsters, 32% of battles (quality 2-55: floors 1-4)
- Ice, rank 3: 20% of visible monsters, 26% 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): 109.
Drop codes (prm/mon_btldata, bytes +2 and +3; 0 = 100%, otherwise 1/2^(code + 2), 7 = none): Grubby bandage : 1 ; Malicite : 6.
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DQ9 Encyclopedia
Grubby bandage
Malicite