
Wight priest
Always take these maleficent ministers out first, as they can raise their dead with Zing, and send foes back with Thwack.
Their robes may look manky, but they've been deliberately aged to give them the lived-in look that's so huge this season.
The essentials
- Earliest in the story: The Old School – Interior - B1 Library — 33% (40% of battles)
- Gives: 940 EXP, 147 G, Gold rosary (1/32), Ascetic robe (1/128)
- Weak to: light ×2
- Has no effect on it: sleep, whack, decelerate
Family: zombie — weapons dealing ×1.1: staves
Stats
| HP | MP | Att. | Def. | Agi. | EXP | Gold | Evas. |
|---|---|---|---|---|---|---|---|
| 126 | 80 | 108 | 136 | 125 | 940 | 147 | 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, earth ×1.5; ice ×0.5
- Effects (success rate): 75%: Dazzle, poison, Blunt; 50%: confusion, Fizzle, paralysis, Sap, Divine Intervention; 25%: stun, Charm; immune: sleep, Whack, Decelerate
- Actions: Attack 38%, Zing 27%, Antimagic 19%, Swoosh 11%, Thwack 6.6%. Conditions (otherwise it picks another slot): Zing: if an ally is dead (fewer than 5 monsters); Attack: not while Dazzled, and only on a character whose defence is below twice its attack; Antimagic: on a character not Fizzled; Swoosh: not if a third or more of the party has Bounce; Thwack: not if a third or more of the party has Bounce. Only once per turn for its whole group: Zing, Antimagic, Swoosh, Thwack
Items
Habitat (in-game monster list)
The Old School
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 |
|---|---|---|
| The Old School – Interior - B1 Library | 33% (40% of battles) | 33% (40% of battles) |
| The Old School – Interior - B2 | 33% (39% of battles) | 33% (39% of battles) |
Grottoes (treasure maps)
- Water, rank 3: 20% of visible monsters, 26% of battles (quality 2-55: floors 1-4; 56-75: floors 1-6; 76-100: floors 1-4)
Under the hood
Internal numbers (game records, one per variant): 205.
Drop codes (prm/mon_btldata, bytes +2 and +3; 0 = 100%, otherwise 1/2^(code + 2), 7 = none): Gold rosary : 3 ; Ascetic robe : 5.
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DQ9 Encyclopedia
Gold rosary
Ascetic robe