
Sorcerer
Supreme spellcasters whose repertoire includes Boom, Zammle and Fizzle, and who are impervious to poison.
Excommunicated from the faith after dabbling in the dark arts, they now know every spell there is.
The essentials
- Earliest in the story: Gerzuun — joins 15% of battles
- Gives: 690 EXP, 130 G, Magical robes (1/32), Seed of magic (1/256)
- Weak to: light ×1.5
- Has no effect on it: poison
Family: humanoid — weapons dealing ×1.1: whips
Stats
| HP | MP | Att. | Def. | Agi. | EXP | Gold | Evas. |
|---|---|---|---|---|---|---|---|
| 99 | 66 | 94 | 114 | 114 | 690 | 130 | 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 ×1.5; wind, earth ×1.25; ice ×0.75
- Effects (success rate): 75%: Divine Intervention; 50%: Dazzle, sleep, Whack, confusion, Fizzle, stun, paralysis, Blunt, Decelerate; 35%: Charm; immune: poison
- Actions: turn 1: Channel Anger or Fizzle; turn 2: Boom or Zammle; turn 3: Attack or Kabuff (50/50, then repeats); after a first failure (MP or Fizzle), stops picking impossible actions. Conditions (otherwise it picks another slot): Channel Anger: if this bonus can still go up; Fizzle: if a character isn't Fizzled; Kabuff: if an ally's defence can still go up. Only once per turn for its whole group: Channel Anger, Fizzle, Boom, Zammle, Kabuff
Items
Habitat (in-game monster list)
Gerzuun
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 all around it 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 |
|---|---|---|
| Gerzuun | joins 15% of battles | joins 15% of battles |
| Gerzuun – Church | 100% (100% of battles) | 100% (100% of battles) |
| Gerzuun – Yurt A | 100% (100% of battles) | 100% (100% of battles) |
| Gerzuun – Interior - B1 | 23% (27% of battles) | 23% (27% of battles) |
Grottoes (treasure maps)
- Ruins, rank 4: 20% of visible monsters, 29% of battles (quality 56-75: floors 1-6; 76-100: floors 1-8; 101-120: floors 1-4; 121-140: floors 1-4)
- Fire, rank 2: 20% of visible monsters, 27% of battles (quality 2-55: floors 1-4; 56-75: floors 1-4)
Under the hood
Internal numbers (game records, one per variant): 134.
Drop codes (prm/mon_btldata, bytes +2 and +3; 0 = 100%, otherwise 1/2^(code + 2), 7 = none): Magical robes : 3 ; Seed of magic : 6.
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DQ9 Encyclopedia
Magical robes
Seed of magic