
Wight king
They foil magic with Fizzle, slash spell resistance with Divine Intervention, and stir up a storm with Swoosh.
Recently quoted as saying: “wE MigHT bE No MoRe tHaN STiNkINg zoMbiEs, bUT aT LEaSt We'Re tHE KinGs Of STInKing!”
The essentials
- Earliest in the story: Gittingham Palace – Lv 2 — 44% (47% of battles)
- Gives: 1,680 EXP, 165 G, Priestess's pinafore (1/128), Seed of therapeusis (1/256)
- Weak to: light ×2
- Has no effect on it: sleep, whack
Family: zombie — weapons dealing ×1.1: staves
Stats
| HP | MP | Att. | Def. | Agi. | EXP | Gold | Evas. |
|---|---|---|---|---|---|---|---|
| 186 | 75 | 143 | 196 | 149 | 1,680 | 165 | 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 ×1.5; ice, darkness ×0.5
- Effects (success rate): 75%: poison; 50%: Dazzle, Fizzle, stun, Sap, Decelerate, Divine Intervention; 25%: confusion, paralysis; 10%: Charm; immune: sleep, Whack
- Actions: Attack 52%, Fizzle 23%, Swoosh 15%, Divine Intervention 11%; after a first failure (MP or Fizzle), stops picking impossible actions. Conditions (otherwise it picks another slot): Fizzle: if a character isn't Fizzled; Divine Intervention: if a character without Bounce can still lose spell protection. Only once per turn for its whole group: Fizzle, Swoosh, Divine Intervention
Items
Habitat (in-game monster list)
Gittingham Palace · Oubliette · 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 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 |
|---|---|---|
| Gittingham Palace – Lv 2 | 44% (47% of battles) | 44% (47% of battles) |
| Gittingham Palace – Lv 3 | 44% (47% of battles) | 44% (47% of battles) |
| Oubliette – B1 | joins 6.7% of battles | joins 6.7% of battles |
| Oubliette – B2 | 16% (19% of battles) | 16% (19% of battles) |
| Cringle Coast (Starflight Express stop) – to the north-east of the region, Starflight Express only | 24% (37% of battles) | 24% (37% of battles) |
| Urdus Marshland (Starflight Express stop) – to the west of the region, Starflight Express only | 29% (41% of battles) | 29% (41% of battles) |
Grottoes (treasure maps)
- Ice, rank 7: 20% of visible monsters, 28% of battles (quality 76-100: floors 9-10; 101-120: floors 5-12; 121-140: floors 5-14; 141-180: floors 1-12; 181-200: floors 1-8)
- Water, rank 6: joins 11% of battles (quality 76-100: floors 5-10; 101-120: floors 1-12; 121-140: floors 1-12; 141-180: floors 1-8; 181-200: floors 1-4)
- Water, rank 7: joins 9.8% of battles (quality 76-100: floors 9-10; 101-120: floors 5-12; 121-140: floors 5-14; 141-180: floors 1-12; 181-200: floors 1-8)
Under the hood
Internal numbers (game records, one per variant): 206.
Drop codes (prm/mon_btldata, bytes +2 and +3; 0 = 100%, otherwise 1/2^(code + 2), 7 = none): Priestess's pinafore : 5 ; Seed of therapeusis : 6.
Open in the full encyclopediasearch, filters, my collection, grotto tools
DQ9 Encyclopedia
Priestess's pinafore
Seed of therapeusis