
Ragged reaper
Their scythes, robbed from real reapers, ward off Whack, and they can upset enemies with Weird Dance and Snooze.
They take out travellers and fellow fiends to use as fertiliser for fields that have fallen fallow.
The essentials
- Earliest in the story: Zere – south-east part, on grass or in the forest — day: joins 12% of battles; night: no
- Gives: 56 EXP, 28 G, Evencloth (1/16), Linen gloves (1/32)
- Weak to: light ×2
- Has no effect on it: sleep, whack, poison, paralysis
Family: material — weapons dealing ×1.1: hammers
Stats
| HP | MP | Att. | Def. | Agi. | EXP | Gold | Evas. |
|---|---|---|---|---|---|---|---|
| 34 | 4 | 38 | 24 | 36 | 56 | 28 | 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
- Effects (success rate): 200%: Drain Magic; 75%: Dazzle, confusion, Blunt, Sap, Divine Intervention; 50%: stun; immune: sleep, Whack, poison, paralysis
- Actions: Attack 66%, Weird Dance 17%, Snooze 17%; may pick an action without enough MP, or a spell while Fizzled (wasted turn). Only once per turn for its whole group: Weird Dance, Snooze
Items
Habitat (in-game monster list)
Zere · Doomingale Forest · Western Coffinwell
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 |
|---|---|---|
| Zere – south-east part, on grass or in the forest | joins 12% of battles | |
| Zere – south-east part, in the barley fields | 70% (72% of battles) | 70% (72% of battles) |
| Zere, on grass or in the poison swamp | 18% (31% of battles) | 22% (31% of battles) |
| Zere, in the forest | joins 11% of battles | joins 11% of battles |
| Doomingale Forest, everywhere except on rocky ground | joins 4.2% of battles | |
| Doomingale Forest, on rocky ground | joins 4.4% of battles | joins 4.4% of battles |
| Western Coffinwell (islet) – to the south-east of the region, by ship or Starflight Express | joins 16% of battles | joins 27% of battles |
Under the hood
Internal numbers (game records, one per variant): 142.
Drop codes (prm/mon_btldata, bytes +2 and +3; 0 = 100%, otherwise 1/2^(code + 2), 7 = none): Evencloth : 2 ; Linen gloves : 3.
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DQ9 Encyclopedia
Evencloth
Linen gloves