
Walking corpse
These dogged dead bodies fixate on a foe and won't leave them alone. They may be brittle, but they're tough too.
They live by the saying “tHe ROttEnEr tHE BeTtERer”, and ensure that any midway manky remains are made fully foul.
The essentials
- Earliest in the story: Newid Isle, on grass or on the coast — day: joins 3.7% of battles; night: no
- Gives: 155 EXP, 66 G, Manky mud (1/8), Strength ring (1/128)
- Weak to: light ×2
- Has no effect on it: fizzle
Family: zombie — weapons dealing ×1.1: staves
Stats
| HP | MP | Att. | Def. | Agi. | EXP | Gold | Evas. |
|---|---|---|---|---|---|---|---|
| 105 | 9 | 70 | 35 | 35 | 155 | 66 | 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, sleep, poison, paralysis, Sap, Decelerate; 50%: Whack, confusion, stun; 25%: Charm; immune: Fizzle
- Actions: Attack 34%, “performs a dishearteningly hair-raising attack.” 33%, attack + poison 33%. Only once per turn for its whole group: “performs a dishearteningly hair-raising attack.”, attack + poison
Items
Habitat (in-game monster list)
Newid Isle · Tower of Trades
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 |
|---|---|---|
| Newid Isle, on grass or on the coast | joins 3.7% of battles | |
| Newid Isle, on rocky ground or on the coast | joins 4.2% of battles | joins 4.2% of battles |
| Newid Isle (south-west part), on grass or in the forest | joins 8.2% of battles | |
| Tower of Trades – Lv 1 | 31% (40% of battles) | 31% (40% of battles) |
| Tower of Trades – Lv 2 | 31% (40% of battles) | 31% (40% of battles) |
| Tower of Trades – Lv 3 | 24% (30% of battles) | 24% (30% of battles) |
| Tower of Trades – Lv 4 | 24% (30% of battles) | 24% (30% of battles) |
| Tower of Trades – Lv 5 | 25% (30% of battles) | 25% (30% of battles) |
| Tower of Trades – Lv 6 | 25% (30% of battles) | 25% (30% of battles) |
Under the hood
Internal numbers (game records, one per variant): 102.
Drop codes (prm/mon_btldata, bytes +2 and +3; 0 = 100%, otherwise 1/2^(code + 2), 7 = none): Manky mud : 1 ; Strength ring : 5.
Open in the full encyclopediasearch, filters, my collection, grotto tools
DQ9 Encyclopedia
Manky mud
Strength ring