DQ9 Encyclopedia

Wight king

Roi maudit · no. 182 in the monster list
Everything is read from the game's code, unless stated otherwise

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

HPMPAtt.Def.Agi.EXPGoldEvas.
186751431961491,6801650 %

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.

PlaceDayNight
Gittingham Palace – Lv 244% (47% of battles)44% (47% of battles)
Gittingham Palace – Lv 344% (47% of battles)44% (47% of battles)
Oubliette – B1joins 6.7% of battlesjoins 6.7% of battles
Oubliette – B216% (19% of battles)16% (19% of battles)
Cringle Coast (Starflight Express stop) – to the north-east of the region, Starflight Express only24% (37% of battles)24% (37% of battles)
Urdus Marshland (Starflight Express stop) – to the west of the region, Starflight Express only29% (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.

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