DQ9 Encyclopedia

Night knight

Seigneur terreur · no. 199 in the monster list
Everything is read from the game's code, unless stated otherwise

Emperors of the undead who can mend friends with Fullheal, batter foes with critical blows, and smack hard with Kacrack.

Cruel kings who forced their followers to travel with them into the underworld so their kingdoms could continue.

The essentials

  • Earliest in the story: Realm of the Mighty – Interior 3 — 17% (17% of battles)
  • Gives: 2,980 EXP, 182 G, Dark shield (1/64), Skull helm (1/256)
  • Weak to: light ×2
  • Has no effect on it: dazzle, sleep, whack, paralysis

Family: zombie — weapons dealing ×1.1: staves

Stats

HPMPAtt.Def.Agi.EXPGoldEvas.
256481862251692,9801820 %

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 ×1.5; ice, darkness ×0.5
  • Effects (success rate): 75%: Decelerate, Divine Intervention; 50%: Fizzle, poison, Blunt, Sap; 25%: confusion, stun; 5%: Charm; immune: Dazzle, sleep, Whack, paralysis
  • Actions: Attack 56%, Kacrack 23%, Moreheal 15%, critical hit 6.6%. Conditions (otherwise it picks another slot): Attack: not while Dazzled, and only on a character whose defence is below twice its attack; Kacrack: not if a third or more of the party has Bounce; Moreheal: if an ally without Bounce is below half HP. Only once per turn for its whole group: Kacrack, Moreheal, critical hit

Items

Habitat (in-game monster list)

Realm of the Mighty · 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
Realm of the Mighty – Interior 317% (17% of battles)17% (17% of battles)
Realm of the Mighty – Interior 420% (20% of battles)20% (20% of battles)
Realm of the Mighty – Interior 5joins 5.6% of battlesjoins 5.6% of battles
Realm of the Mighty – Interior 640% (40% of battles)40% (40% of battles)
Realm of the Mighty – Interior 733% (33% of battles)33% (33% of battles)
Realm of the Mighty – Disc 2joins 4.9% of battlesjoins 4.9% of battles
Realm of the Mighty – Disc 3joins 5.3% of battlesjoins 5.3% of battles
Realm of the Mighty – Disc 4joins 4% of battlesjoins 4% of battles
Realm of the Mighty – Disc 5joins 8.6% of battlesjoins 8.6% of battles
Realm of the Mighty – Disc 6joins 8.6% of battlesjoins 8.6% 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 only17% (30% of battles)17% (30% of battles)

Grottoes (treasure maps)

  • Ice, rank 8: 21% of visible monsters, 26% of battles (quality 101-120: floors 9-12; 121-140: floors 9-14; 141-180: floors 5-16; 181-200: floors 1-12; 201-220: floors 1-4)
  • Ice, rank 9: joins 5.6% of battles (quality 121-140: floors 13-14; 141-180: floors 9-16; 181-200: floors 1-16; 201-220: floors 1-8; 221-248: floors 1-4)
Under the hood

Internal numbers (game records, one per variant): 196.

Drop codes (prm/mon_btldata, bytes +2 and +3; 0 = 100%, otherwise 1/2^(code + 2), 7 = none): Dark shield : 4 ; Skull helm : 6.

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