DQ9 Encyclopedia

Toxic zombie

Zombitox · no. 74 in the monster list
Everything is read from the game's code, unless stated otherwise

Flatten these foetid foes with fire and light spells before they blight body and mind with their filthy fingernails and foul breath.

They slither up slowly from beneath poisonous ponds to take hold of travellers and drag them down into the dank depths.

The essentials

  • Earliest in the story: Dourbridge, on grass — day: joins 5.5% of battles; night: no
  • Gives: 270 EXP, 100 G, Manky mud (1/16), Boomer briefs (1/64)
  • Weak to: light ×2
  • Has no effect on it: fizzle, poison

Family: zombie — weapons dealing ×1.1: staves

Stats

HPMPAtt.Def.Agi.EXPGoldEvas.
150108235322701000 %

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 ×0.5
  • Effects (success rate): 75%: paralysis, Blunt, Sap, Decelerate, Divine Intervention; 50%: Dazzle, sleep, Whack, confusion, stun; 25%: Charm; immune: Fizzle, poison
  • Actions: Attack 67%, attack + poison 23%, Poison Breath 11%. Only once per turn for its whole group: attack + poison, Poison Breath

Items

Habitat (in-game monster list)

Dourbridge · Lonely Plains · Heights of Loneliness

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.

PlaceDayNight
Dourbridge, on grassjoins 5.5% of battles
Lonely Plains, on grassjoins 3.5% of battles
Heights of Loneliness – 244% (51% of battles)44% (51% of battles)
Heights of Loneliness – 3joins 4.3% of battlesjoins 4.3% of battles
Heights of Loneliness – 4joins 4.3% of battlesjoins 4.3% of battles
Heights of Loneliness – 544% (49% of battles)44% (49% of battles)
Heights of Loneliness – 644% (49% of battles)44% (49% of battles)
Heights of Loneliness – 7joins 3.1% of battlesjoins 3.1% of battles

Grottoes (treasure maps)

  • Ice, rank 1: 25% of visible monsters, 35% of battles (quality 2-55: floors 1-4)
Under the hood

Internal numbers (game records, one per variant): 103.

Drop codes (prm/mon_btldata, bytes +2 and +3; 0 = 100%, otherwise 1/2^(code + 2), 7 = none): Manky mud : 2 ; Boomer briefs : 4.

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