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Characters / Dragon Quest IX

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Dragon Quest IX has lots of characters, as well as a Job System for The Hero and their True Companions to use, as outlined below:

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The Apprentice
Guardian of Angel Falls
"The village Guardian will have been watching us all the way. Nothing bad could ever have happened to us."
—Erinn on the road to Angel Falls

The Hero or Heroine of IX, a Celestrian who has recently begun their training to become a guardian, protecting the mortal realm and tending to the Great World Tree, Yggdrasil. But when something goes horribly awry, the trainee winds up stranded in the mortal realm, and at the start of a perilous journey to learn the root of the world's problems...

  • The Ace: The Hero is the most skilled of the Celestrians and has made incredible accomplishments on their journey.
  • All for Nothing: Version 7 of Dragon Quest X reveals that the Jia Kut Clan ravaged the Protectorate/the Eternal Cradle, meaning that all the Hero did to save the world from the Gittish Empire, Corvus, and other evils was all for naught.
  • All-Loving Hero: A few NPCs call the Hero pure of heart. Helping every soul they meet is part of the job as well.
  • Angel Unaware: The Hero spends most of the story stripped of their full Celestrian powers, but they are, in fact, the Guardian of Angel Falls. Bonus Points since one of the first things that happens to them is Erinn offering them the use of her home after they fall to Earth.
  • Broken Angel: The Hero loses most of their powers at the beginning of the story, including foremost their Invisibility and wings.
  • Brought Down to Badass: After losing most of their powers, the protagonist still has no problem beating monster butt, even in the beginning. They defeated the Hexagoon, which had been implied to have blocked the underground roadway to Stornwell for years!
  • Can't Drop the Hero: Justified — they're the only real character in the party.
  • Character Customization: Mix and match your favorite Eye, Hair, and Costume Tropes!
  • Child Prodigy: Implied. The hero is referred to as a credit to Celestrian-kind for their achievements, being the one whom Aquila chose to take on as an apprentice.
    Columba: To be chosen by one who refused for so long to take on a pupil speaks volumes of your ability.
  • The Chosen One: The Hero is referred to variously as fate's chosen, Celestria's favorite, and as the chosen of Greygnarl's brother Styrmling the Sacred.
  • Chronic Hero Syndrome: That's their job, after all.
  • Clap Your Hands If You Believe: The hero's original job class is Minstrel, and it's implied that this is because, when the people of Angel Falls first saw them and their odd uniform, that's what they assumed.
  • Crouching Moron, Hidden Badass: Subverted. They're not actually a moron, but the people assume the hero's a Quirky Bard, which effectively disguises how much they're actually capable of.
  • Determinator: It's practically impossible to make them quit: being thrown from the Starflight Express just seems to be a minor annoyance; they fall several thousand feet from the Celestrian realm to Angel Falls, and merely take a few days to recover. And when Corvus exploits the Celestrian authority structure to keep them in check, the Hero decides to become mortal to resume the fight.
  • Dragon Rider: The protagonist rides Greygnarl into battle against Barbarus, though it doesn't ultimately do either of them any good.
  • Guardian Angel: For the town of Angel Falls. And for the whole Protectorate by the end.
  • Hello, [Insert Name Here]: You can observe the Theme Naming of the Celestrians if you wish, or choose otherwise.
  • Heroes Prefer Swords: The hero's first available weapon is a sword, and they're usually featured wielding one in official art and other appearances.
  • Heroic Mime: Which has the interesting side effect of producing a Guardian Angel who never complains or boasts.
  • Hero Protagonist: Naturally. Being the main character, he or she is responsible for saving the Protectorate from an ancient evil.
  • Humanity Ensues: After waking up from their fall into the Angel Falls pond, the Hero finds out they have lost their wings and has assumed an opaque mortal form.
  • I See Dead People: Part of your job as a Celestrian is to help restless souls to the afterlife. Seeing things that are Invisible to Normals is one of the few powers the protagonist has that allow them to demonstrate their Celestial status to Stella.
  • Legendary in the Sequel: Downplayed, but eventually played straight. In Dragon Quest X, the Hero/Heroine is implied to have fought evil in the history of that world and left behind the White Star Sword (a white version of the Hypernova Sword). They're also a legend among generations of Cruelcumbers just for fighting one in Angel Falls and preventing its attack on Erinn, as mentioned in the 2nd page of the Cruelcumber Ancestor's bestiary entry.
  • Made of Iron: This appears to be one of the main leftover powers the Hero has. At the beginning of the game, they fall from the apex of the Observatory to the surface of the Protectorate, and is up and about after some sleep. About two-thirds of the way into the game, they fall from the sky again, and is up and about — again — after some sleep.
  • Master-Apprentice Chain: Was mentored by Aquila, who was mentored by Corvus.
  • Mistaken for Clown: The protagonist's Celestrian uniform gets them mistaken for a traveling minstrel after suffering from a case of Humanity Ensues. It becomes their default class, making them a Minstrel for real.
  • One-Man Army: Seeing as their party members are strictly extensions of the customization features and to aid you in-game only, having no effect on the events of the plot, it's implied that all of the monsters and otherworldly entities the Hero encounters are defeated by them ALONE.
  • Protectorate: The Hero is installed as the guardian of Angel Falls at the beginning of the story, but events force them to wander all over the world.
  • Quirky Bard: Always starts as a Minstrel. Amusingly, this is due to the people of Angel Falls taking one look at your character's Celestrian uniform and thinking, "Well, they're dressed like an idiot, what else could they be?"
  • Rookie Red Ranger: Functionally, the protagonist is The Leader of their party and a newcomer to their general responsibilities as a Celestrian, but since the party consists mostly of non-entities, they might as well be flying solo.
  • Third-Person Seductress: A shockingly well supported option for customization.
  • Vague Age: Age is never brought up (beyond being one of the younger Celestrians at "less than 300 years old").
  • We Are as Mayflies: The hero — who is apparently quite young (given their comparative proportions and smaller wings) — is specified as being "less than 300 years old". While this appears to be a throwaway line, it takes on a new meaning when you learn about everything that happened 300 years ago.
  • Winged Humanoid: Played straight at first when the protagonist is still a Celestrian, but subverted soon after when the Observatory gets attacked and the hero loses their wings and halo.
  • You Can See Me?: Hears a lot of this, thanks to their leftover Celestrian abilities.

Stella (Sandy)
A spunky, pink-winged Fairy Companion who accompanies the hero on their travels, keeping a record of everything that occurs. She claims to be the conductor of the Starlight Express, which fell from the sky along with the Hero during the events at the beginning of the story. She takes an interest in the hero first and foremost because they could see its wreckage.
  • Big Book Of Everything: By taking down all the records of your journey, Stella is functionally creating one.
  • Cannot Spit It Out: She tries to tell you her dream, but keeps tripping up on the words. You eventually find out after she's done it and become a nail artist. Interestingly, while that might be doing nails in a salon (which fits her personality), the game also gives you that title for getting Rank 4 in Claws. So maybe she was doing weapons training?
  • Dub Name Change: From Sandy to Stella.
  • Exposition Fairy: The Hero can't talk, but that's okay, because Stella does enough talking for a whole continent.
  • Invisible to Normals: But the Apprentice can see her, which piques her interest.
  • Multiple-Choice Past: In the postgame, numerous DLC quests hint at different potential origins.
    • In Dourbridge, they have a legend of little girls turning into fairies if they die before their time.
    • Several DLC quests describe some Backstory of the Gittish empire, in particular regarding the wicked Gittish queen Stellestria. When visiting Pluvi Isle during these quests, an ethereal voice describes Stella as its "other self"; assuming the voice belongs one of Pluvi Isle's dead inhabitants, that still leaves two candidates. The first is the world tree that was originally burned down by Stellestria three hundred years ago, the ghost of which still appears to shed an Yggdrasil leaf at night. The second is Stellestria herself, who was buried at the site of the burned tree when she died.
    • Stella herself claims and believes herself to be Celestria's younger sister, but Celestria mentions that she considers all living things to be her siblings, since they were all created by Zenus.
  • Pungeon Master: Chances are that if she's not speaking in Unusual Euphemisms, she'll be punning frequently (and since she's the journey's record keeper, all the puns in your records are hers, too). She manages to give Teddie a run for his money.
  • Reincarnation: The "Flaptricide" quest indicates that Stella is the reincarnation of somebody, since the ghost of her original asks you to look after her, but the context is so ambiguous it's nearly impossible to be certain of whom. The obvious candidate is of the evil maiden Stellestria, but then you learn the tree on Pluvi Isle is itself a ghost, which means she could also be a reincarnation of the World Tree.
  • Unusual Euphemism: "Flap," or "Flapping." Used every other flapping sentence. Just how flapping foul-mouthed is she, really?
  • Valley Girl: Kogal, actually, a specific Japanese variant.

The Companions

Adventurers who have all gathered at the Quester's Rest, seeking companions and work. Who will the hero bring along on their various travels? Who will become their closest companions?

    Classes - Basic 


Warriors are your basic fighters, who have chosen to pick up a sword, spear, or knife and fight to protect what they believe in. Naturally, this means that any good Warrior has great Courage that will support them through the toughest times. If they choose to hone that Courage, they learn how to defend their allies from enemy attacks, prepare themselves to launch a more powerful attack, or even brazenly whistle to attract monsters' attention!

Martial Artist

Martial Artists naturally can train in the art of fighting with their bare hands, though that may not be what attracts everyone to this class. Trainees may instead choose to learn how to handle claws — they're one of only two classes who specialize in handling these dangerous weapons — or to wield staves or even fans. Their Focus grants them great agility, as well as giving them the fortitude necessary to withstand even the most powerful enemy assault, whether physical or due to horrendous breath. Martial Artists who have almost completely mastered their Focus can also learn to heal themselves through Meditation.


Priests are dedicated healers who are supported by their Faith. The stronger their Faith, the more powerful their blessings become, and they may eventually learn how to withstand instant death attacks. Every party may not need one, but they certainly make the going a whole lot easier.

  • Black Magic: They learn the Thwack line of instant death spells, which is actually surprisingly common among Dragon Quest priests and healers in general.
  • Fantasy Counterpart Culture: The outfits resemble Japanese Buddhist monks.
  • Limit Break: Choir of Angels, which restores some HP to the whole party while curing any negative status effects at the same time.
  • The Medic: Even moreso than previous incarnations; unlike most DQ Priests, they do not learn Woosh or any other combat spells besides Thwack. All of their magic is meant for support, though they can still be a Combat Medic if they use a spear or staff.
  • One-Hit Kill: Their only offensive spells are the the Thwack line of instant death spells.
  • Religious Bruiser: Most of what they can do involves praying and invoking deities, and they can dish out decent damage if they have a spear or staff.
  • Useless Useful Non-Combat Abilities: Their Divination tells the player the amount of experience needed to reach the next level, and Benediction exorcises the player of curses. The first has no combat use and the second rarely comes into play, and both are easily available at any church.
  • Useless Useful Spell: Averted and played straight. The instant death line is actually fairly accurate, making it useful enough for clearing crowds, but given that the endgame is all about boss fights and bosses tend to not be affected by such, it's not as good as a damaging spell would be.
  • White Mage: They learn strictly healing and supportive spells with the exception of Whack and Thwack.


Mages are all about learning how to control and use powerful Spellcraft. Training boosts their MP and magical might considerably, as well as enabling them to resist enemy spells and weaken their magic, as well as recovering a little MP on the go by simply concentrating. They may prove a bit of a Glass Cannon, but that's presuming their opponents can get to them without a fireball exploding in their faces.

  • Black Mage: They learn mostly offensive spells and stat boosting spells with no real healing spells.
  • Elemental Powers: They get to play with Frizz and Crack spells.
  • Fantasy Counterpart Culture: The outfits are vaguely Persian, with men sporting fezzes and women donning belly dancers' tops.
  • Limit Break: 0 Zone, which completely eliminates the cost of all spells and skills for a brief time.
  • Robe and Wizard Hat: The hat isn't pointy.
  • Turns Red: They can buff up their magical might by becoming angry.
  • Shout-Out: To Jessica from Dragon Quest VIII; they equip all the same weapons that she does and have a knack for Fanservice.
  • Squishy Wizard: They have poor defensive stats and terrible attack power, but they excel in their magic and have decent speed to boot.


Thieves steal (haha, see what we did there?) their weapons from Soldiers and Martial Artists: they can carry swords, knives, or even claws, or go bare-handed so their nimble fingers aren't preoccupied. Of course, they have a knack for using their Acquistiveness for shadier purposes, and can steal from their enemies or set traps for them. They can also learn how to hone in on hidden treasures and lead their party to them.

  • Enemy Scan: The Eye For Trouble skill provides an extra snippet of information for a monster's Bestiary entry.
  • Fragile Speedster: Their speed is their strongest stat with its' other stats being average.
  • Insistent Terminology: It's not Thievery, it's Acquistiveness.
  • Limit Break: Itemized Kill, which ensures that the affected enemy will automatically drop treasure when they drop dead.
  • Useless Useful Non-Combat Abilities: Their ability to dig pitfalls is not useful in single player mode.
  • Video Game Stealing: Half-Inch allows the Thief to pickpocket treasure from an enemy without a random drop.
  • Wolverine Claws: The only other class aside from Martial Artists that can train with Claws.


Minstrels are jacks of all trades, dabbling in various arts without really mastering any particular one. Their specialty is Litheness — they're nimble and quick-thinking, willing and able to improvise with skills that might surprise their opponents with their deadliness... or laughing at the absurdity of it all. Don't underestimate these resourceful entertainers.

  • Breath Weapon: Their earliest skill, Hot Lick, is essentially a firebreathing magic trick.
  • Combat Medic: They learn both offensive and healing spells and can even use their physical strength decently too.
  • Counter-Attack: They are the best class for this.
  • Critical Status Buff: Spry in a Crisis lets them suddenly be able to dodge and counter even more than they usually do, but only when their approaching death's door.
  • Dance Battler: Trained minstrels know how to tap dance around attacks
  • Death of a Thousand Cuts: Have A Ball: each individual ball doesn't do a lot of damage, but the juggler throws a lot of them.
  • Distracted by the Sexy: Minstrels develop Charm more quickly than other classes, which has a chance of causing monsters to lose a turn out of infatuation.
  • Elemental Powers: Their repertoire includes Woosh and Crackle spells.
  • Fantasy Counterpart Culture: The outfits are evocative of Roma, an ethnicity stereotypically known for their traveling stage shows.
  • Fragile Speedster: While it's slight compared to Thieves, they do end up favoring dodging and countering as opposed to brute attacking, defense, or magic.
  • Get A Hold Of Yourself Man: One of their Litheness abilities, Sobering Slap, is quite simply a bitch-slap that cures confusion and sleep. Amusingly, you can use it on yourself, but if you ARE in a position to use it, it probably won't do much good.
  • Jack of All Stats: Most of their stats are average around the board with higher Charm than most other classes.
  • Limit Break: Rough 'N' Tumble, helping the user evade and counterattack with greater ease.
  • Quirky Bard : Semi-Averted. The skills they learn are varied and unique, with some of them being just a tad useless; however, their 82 point ability, Have a Ball, is the best skill in the game for killing Metal Slimes.
  • Stage Magician: While they can use actual magic, a lot of their skills are based of the tricks of a stage magician.

    Classes - Advanced 

  • Prestige Class: All six classes can be unlocked by completing certain sidequests. Unusually, the unlockable classes are merely different from the default ones, not necessarily better: for example, the Paladin has awesome defense and can take hits for other party members, but the default Martial Artist has excellent Speed and can build Tension to boost their attacks; and the Sage has both the Mage's attack spells and the Priest's healing, but the latter two specialize in each and can get better spells than the Sage can. The exception to this is the Luminary class, which is explicitly known as Minstrel+.


Gladiators are masters of battle, physically and mentally fit for any challenge thrown their way. Aside from the classic swords, they may also arm themselves with massive axes or clubs, or simply take on opponents bare-handed. Those who train their Guts learn a host of powerful slash attacks, and can willingly eschew defense for a doubled offense, for a hopefully quick and decisive end to any battle.

  • The Berserker: Blind Man's Bluff has them swing extremely hard at a target without looking.
  • Cast From Hitpoints: Their Signature Attack, Double-Edged Slash, does incredible damage... and 25% of it right back to the Gladiator. It's entirely possible (and likely) to kill yourself outright when using this, especially if combined with Tension and Double Up.
  • Glass Cannon: A rare melee variant. While able to equip heavy armor, their Double Up ability lowers defense and maxes offence, and by default they cannot use shields.
  • Limit Break:
    • Tension Boost — their Tension level jumps sharply, with a good chance of automatically maxing itself out!
    • Working together with a Martial Artist allows for Omnipotense, giving everyone's Tension a serious spike.
  • Linear Warriors, Quadratic Wizards: Averted. Gladiators are far-and-away the best attackers in the game, able to deal damage in the thousands with the proper buffs and Falcon Slash (which costs 2 MP) while wielding an Uber Falcon Blade, thanks to their stupendous Strength. Having a pair of these in your party is essential to victory in the toughest battles.
  • Magically Inept Fighter: Tied with the Martial Artist for having the lowest MP.
  • Mighty Glacier: Almost tied with Paladin for slowest class in the game, but its' even stronger than the Warrior.


Paladins balance the art of fighting with healing and defending their dear companions, routinely putting themselves on the line to keep their allies safe. Their Virtue is unparalleled — a well-trained Paladin can even siphon off their own HP or MP and give it to their companions. And if the worst should happen and an enemy tries to finish off a nearly fallen friend, the master Paladin may step in and bear the blow themselves.

  • Chainmail Bikini: The Holy Femail armour is considerably more revealing than its male-only Holy Mail counterpart.
  • Combat Medic: Mixed with Mighty Glacier. Due to the soul-crushingly hard Optional Boss and Bonus Dungeon content in the post-game, this class is almost a requirement.
  • Familiar: Paladins are accompanied by assistant spirits which are supposed to aid them... but there are only two such spirits known, and they appear only in cutscenes. Brunhild, the Paladin who gives the quest, is accompanied by a calm and reserved female spirit named Willow, while the Hero is accompanied by the boisterous Bombax. These two do not get along.
  • Heroic Sacrifice: The only class that learns Kerplunk, which sacrifices the user's life in order to resurrect and/or heal all party members.
  • Knight in Shining Armor: Are often portrayed as such; and they can equip a lot of the same armor as Warriors and Gladiators and can learn some decent healing spells as well.
  • Limit Break:
    • Knight Watch, which makes the Paladin completely immune to enemies' attacks while also drawing attention toward them.
    • If a Paladin is in the group when all four members have a Coup De Grace ready, they can unleash Soul Asylum, which renders EVERYTHING useless, even the battle-plan-shattering Disruptive Wave.
  • The Paladin: Of course. And like most video game paladins, they rely mostly on defense.
  • Stone Wall: Has the highest resilience of all the vocations. At higher levels, Paladins can go into battle practically naked and still take only Scratch Damage.
  • Taking the Bullet: Selflessness and Forbearance enables the paladin to do this for the rest of their team. It can happen even sooner if you teach them the Warrior's Whipping Boy (which is required to unlock the class in the first place).]]


Armamentalists combine magical might with superb swordsmanship — though they may prefer a sturdy bow or wand to a blade. Whatever their weapons, an experienced Armamentalist can imbibe themselves with elemental Fource, be it fire, ice, windnote , or even the very force of darknessnote  or light itself...!

  • Elemental Powers: They learn five different elemental fources through leveling up their skill tree; Fire, Frost, Gale, Funeral, and Life
  • Expy: The musketeer vibe was very clearly lifted from the Red Mages of Final Fantasy.
  • Fantasy Counterpart Culture: Evocative of 17th century French fencers/musketeers.
  • Limit Break:
    • Voice of Experience, summoning a wheel of fortune that boosts how much experience the party earns from that battle.
    • Thieves and Armamentalists can pull off an improved version offering the chance to gain more experience, treasure and gold — Haulellujah!
  • Magic Knight: The class was even originally called "Magic Knight" before the Dub Name Change to the more distinct Armamentalist.
  • Magikarp Power: While at first they are fairly sub-par, in the deep post-game, they do come into their own as being the Jack of All Trades. It helps that Fource spells are almost required to effectively handle the stronger post-game bosses, having a very noticeable effect... provided you look up what elemental effect to use.
  • Master of None: Let's just say that compared to some of the other classes, Armamentalists are a bit... sub-par. Fource has tiny upgrades to a handful of different stats, as well as the Fource spells themselves — which rely on the hidden Elemental Damage system and class skills. (However, these Fource skills are percentage boosts, so if you do master the Elemental Damage system, they are very, very powerful at high levels.)
  • Power-Up Letdown: Maxing their skill tree gives you the awe inspiring and unique HP +30 (a boost to your max HP by 30, where even an easy Optional Boss will deal damage in the high 100s with good defenses). The progression from the previous part of the tree costs a heavy 18 points to make it worse. This reward is not unique in any way (half the classes give HP bonuses at some point, all doing it earlier, for fewer points and/or higher bonuses), or substantial (like the other bonuses for finishing a tree).
  • Shout-Out: To Angelo from Dragon Quest VIII: they equip all his same weapons and the males have a surprisingly similar outfit plus a hat (though as an inn guest, he recognizes priests as being his class).
  • Quirky Bard: The other reason they're considered a bit sub-par. They are, however, the earliest you are likely to get to use bows, and mastering Fource provides buffs to just about every ability.
  • Support Party Member: Most of their skills revolve around buffing allies, though they can apply this buff to themselves too.


Rangers have attuned themselves to nature. When it comes to evading monsters on their home turf, and even turning that terrain against its own denizens, no class can match their Ruggedness and survival skills. Want to calm a rampaging enemy with a little smooth talk, evade their attacks, or even avoid combat entirely? The Ranger is easily your best bet. Of course, they're certainly no slouch when it comes to fighting, either...

  • The Beastmaster: Their ultimate skill, Wolf Whistle, summons two wolves that immediately launch a random double-attack which can bypass the resilience stat.
  • Combat Medic: They learn just about all of the Priest's healing spells, and since they teach two of the same three weapons, they're great practice for any aspiring Sage.
  • Fantasy Counterpart Culture: The Rangers and the people of Batsureg are reminiscent of Mongolians.
  • Limit Break:
    • Brownie Boost, summoning three faeries to raise the Ranger's attack, defense, and resistance to breath attacks.
    • Warriors and Rangers can rally their comrades to perform Quadraslash, a devastating all-out assault.
  • Ranger: Of course.
  • Shout-Out: Their Coup De Grace is this for The Legend of Zelda.
  • Stealth Expert: The Vanish ability makes you invisible to all monsters and is only lost if you run into one, making it very useful for grotto exploration.
  • Talking the Monster to Death: Soothe Sayer, one of their first abilities. They also learn Mercy, which can talk monsters into fleeing.


Sages have a long and illustrious history, the most ancient of all Prestige Classes. A Sage's Enlightenment is dazzling, much like their incredible magical skills. With their vast knowledge, they can change their classes at any time, continuously heal their allies, remove their opponent's hard-won enhancements, boost their own skills, and conserve their magic so that they can spend it even more effectively. However, such power can be quite difficult to earn...

  • Casting a Shadow: Their main attack magic is the Zam line of Darkness elemental spells.
  • Combat Medic: Even better than the Priest, since they learn Multiheal and Kazing (Priest only learn the former).
  • Having a Blast: Their non-Zam offensive spells are all from the "Bang" family.
  • Limit Break:
    • Spelly Breath, which restores spent MP.
    • Sages and Mages can combine their magical might for Cast Away, spreading the Mage's 0 Zone to the whole team so that nobody has to spend any MP for a while.
    • Combine with Magic Burst, a VERY powerful spell that costs ALL your mana, for extra-easy boss battles.
  • The Red Mage: Learns (most of) the Mage's attack spells and (most of) the Priest's healing spells.
  • Reduced Mana Cost: The ultimate Enlightenment skill cuts the character's mana cost by 25%.


Luminaries are perhaps the rarest and most elusive of all the advanced classes. Their focus? Why, a certain STYLE, of course! Every good Luminary has a winning Je Ne Sais Quoi, and know all the tricks of the trade, from passing out autographs to stealing the spotlight, instant makeovers, and even inspiring scandals — and watch out for those backstage dances; they're simply killer.

  • Awesome, yet Impractical: The Luminary class is very flashy and has a lot of neat looking outfits and moves, but it's arguably the worst class in the game.
  • Dance Battler: So much. Their main gimmick is they like to dance and often rely heavily on their charm and moves to get the upper hand.
  • Distracted by the Sexy: The point of all their charm upgrades and the Extreme Makeover ability.
  • Limit Break:
    • Disco Tech, turning up the user's Tension while getting the enemy grooving.
    • Minstrels working with Luminaries can trigger the surreal Electro Light effect, which turns all their enemies into metal monsters!
  • Master of None: They're essentially Minstrels with lower stats, but better abilities.
  • Meaningful Rename: Luminaries in astrology are the brightest and most important celestial bodies, the Sun and the Moon. In other words, the Superstars of space!.
  • Prestige Class: Of the more typical variety, as it's essentially a Minstrel who trades Swords for Boomerangs, higher charm, lower stat gains, and better skills.
  • Quirky Bard: Boasts an array of unique and unusual abilities.
  • Summon Backup Dancers: Their ultimate ability, Disco Stew, which is a ten-second, five-man dance routine that somehow creates a damaging whirlwind
  • Unnecessary Makeover: Played with in-universe via their Extreme Makeover skill; they already boast the highest natural Charm of all the classes, yet learn how to take it even further.

     Major Characters 

Aquila (Izayarl)

"You have come far, Apprentice."
A fellow Celestrian and mentor of the Hero. A seasoned guardian and firm but fair master, Aquila takes his job very seriously, and once oversaw Angel Falls himself. He went missing after the hero and the fyggs fell from the Observatory.
  • The Ace: Aquila has one of the best records of all Celestrian-kind. Second-best, in fact.
  • Badass Teacher: He's the Hero's mentor and one of the most skilled Celestrians to live.
  • But Thou Must!:
    • He demonstrates that Celestrians must always yield to their superiors by deciding for the both of them that they will avoid formality in private. Declining is not an option. Ever.
    • He also opposed the apprentice's early promotion, but Apus Major overruled him.
  • Crutch Character: At level twenty, he attends the hero in the first battle against some monsters at the beginning of the story. The difference in strength is not insignificant... but hardly as great as, say, that between Pankraz and Madason.
  • Don't Call Me "Sir": In some optional early dialog, he finds titles too inconvenient to observe all the time, so he decides to refer to the Hero by name in private — the scene also provides a first taste of the Celestrian authority structure.
  • Dramatic Irony: When confronting King Godwyn, he seeks to free Corvus from his captivity and even asks the Hero to finish the task in his stead after taking a hit from Godwyn's monster form. Little does he realize that his teacher is Godwyn's master and has become a villain that commands the Gittish Empire to wipe out the mortals.
  • 11th-Hour Ranger: A postgame DLC quest released in 2011 allows him to join your party.
  • Face–Heel Turn: Subverted. After he goes missing, his first reappearance features him commandeering all the Fyggs you've collected... for the Gittish Empire. And yet, Apus Major reveals that Aquila returned the Fyggs to the Observatory later. This is because he's a Fake Defector, attempting to bring the Gittish Empire down himself and free Corvus.
  • Failure Knight: He feels personal responsibility for his inability to do anything about the Corvus affair.
  • Freudian Excuse: His master, Corvus, is well-known for disappearing after traveling to the mortal realm 300 years ago. The last time he's seen at the game's beginning is him watching helplessly as his own apprentice falls to Earth. Ouch.
  • Half-Identical Twins: With Pavo, though she has hair and he doesn't.
  • Heroic Sacrifice: When Godwyn is about to kill the Hero, Aquilla jumps in to defeat him for good.
  • Heroes Prefer Swords: He wields a sword in battle.
  • Master-Apprentice Chain: Is the master of the apprentice, and was apprenticed to Corvus.
  • Meaningful Name: Aquila is latin for "Eagle." This Celestrian is appropriately noble, befitting his name.
  • The Mentor: The Apprentice is his Apprentice.
  • Mentor Occupational Hazard: Falls by King Godfrey's hand, but Pavo has a post-game DLC quest where she sends you to create Tricked-Out Time to save him, and he joins your team afterwards.
  • Stealth Pun: As per the Dub Name Change — Aquila (meaning "eagle") is bald, and hence, a bald eagle.
  • Stern Teacher: Though not a mean teacher by any means; Aquilla doesn't joke around at all and takes everything seriously.
  • Walking Spoiler: Aquila disappears from the Protectorate to search for the Fyggs and the Apprentice after the story begins. All information on him after that is off-limits.

Erinn (Rikka)
A young lady living with her grandfather in Angel Falls; she finds the hero after they fell to Earth and helps nurse them back to health at her home. She runs a well-regarded inn in the village, and is noted for her piety (another local, Ivor, is a Flat-Earth Atheist). She remains mostly content with her life until a woman named Patty comes to town looking for the "Inncredible Inntertainer" and realizes that Erinn is his daughter. Despite her protests, Patty decides to recruit Erinn to help restore his old establishment, the Quester's Rest, in Stornway.
  • Action Mom: A DLC quest reveals Erinn's mother left her a letter in a chest at the bottom of a grotto of Dolour. Yow.
  • Dynamic Akimbo: Erinn's apparent default stance—it's how she poses in her official character art for both Dragon Quest IX and Itadaki Street and her character sprite from Dragon Quest of the Stars.
  • 11th-Hour Ranger: You can unlock her as a party member after completing a postgame DLC quest.
  • Famed In-Story: Downplayed — Angel Falls has two claims to fame: the healing waters and the excellent inn (which she runs).
  • Gameplay and Story Integration: Erinn has no real adventuring experience and all her known traveling has been with an escort, either her grandfather or Patty, so it's no surprise that she starts at Level 1 when she joins you.
  • Incorruptible Pure Pureness: When the Quester's Rest comes up for its review from the King Schott, Patty wants to pull out all the stops and favor the king with extra service; Erinn treats him like a respected, but normal, guest and makes a point of treating a much poorer beggar in the same way. The beggar was the real King Schott in disguise, who had hired a body double to serve in his official capacity during his review.
  • In the Blood: Patty treks all the way to Angel Falls to find Edwinn, and decides to take Erinn back on the long-shot chance that Erinn's got her father's talent going for her, too. Erinn declines to acquiesce to Patty's pleading until the Apprentice attains Edwinn's Inncredible Inntertainer trophy. She's also got some of her mom in her, too.
  • Joshikousei: While Erinn never attends Swinedimples Academy during her game of origin, one of her Palette Swaps in Dragon Quest Rivals features her wearing the school uniform.
  • The Leader: While Patty's technically in charge of the Quester's Rest, Erinn's running the show come the postgame.
  • Meaningful Name: Her Japanese name, Rikka, can mean "the First Day of Summer".
  • Nice Girl: She's a total sweetheart, and her piety is second-to-none (which goes a long way in this game).
    "Benevolent Guardian, thank you for protecting us on our journey."
  • Oblivious to Love: Ivor pretty clearly has a thing for her, which she doesn't respond to in the slightest.
  • Only Six Faces: As typical of the Akira Toriyama style, Erinn's shoulder-length hair, Tareme Eyes, and bright orange bandanna give her a strong resemblance to Dragon Ball GT's Pan, but their fashion and personality are otherwise far afield from one another.
  • Palette Swap: Erinn's appearance in Dragon Quest Rivals features her in a few alternate outfits.
    • Erinn received two alternate versions of her standard dress, bandanna, and apron, one with the palette of Patty's dress and the other with Sellma's.
    • Erinn also gets a full alternate outfit when Rivals featured her in the Swinedimples Academy uniform.
  • Plucky Girl: She's no Shrinking Violet, that's for sure. When Ivor picks on the hero, she lets the latter in on how she usually gives Ivor only two chances before she puts him in his place.
  • Punny Name: Erin + Inn = Erinn. With her father, Edwinn, it becomes Theme Naming.
  • Secret Legacy:
    • Erinn's father Edwinn was known as the Inncredible Inntertainer; the guy won awards.
    • And her grandfather is the Chairman of the Sinndicate of Pubs, Inns, and Taverns.
    • And her mother was apparently a terribly accomplished adventurer.
  • Ship Tease: While there's no official romance or explicit nod to feelings on either of their parts, there are a couple of notes to be observed about Erinn's relationship with The Hero.
    • Ivor determines that The Hero is a threat to his fledgling attempts at romance with Erinn, who occupies most of her time with caring for the main character after they fall to earth.
    • The Hero falling to earth and being nursed back to health by Erinn is a direct repeat of another celestrian's story. Corvus fell to Wormwood Creek and was nursed back to health by Serena, and they both later fell in love. Erinn naturally takes Serena's spot in the second telling, and the parallel is strengthened if the hero is male, which further mirrors the male Corvus.
    • In her dedicated DLC quests, Erinn wants The Hero in particular to be her partner for the upcoming Inny competition.

A forlorn ghost of a woman that wanders the Protectorate in search of someone. She and the Hero encounter one another repeatedly during the Hero's attempt to reclaim the Fyggs.
  • The Atoner: She unwittingly participated in Wormwood's betrayal of its guardian by accidentally feeding him a drugged potion; her father sold the guardian out by offering him to the Gittish Empire in exchange for the village's safety. Her ghost wanders the Protectorate, seeking for the Celestrian to explain the disaster.
  • Big Damn Hero: She arrives after the Final Battle to finally explain the truth, which recasts the entire affair as the heroes stalling for time.
  • Determinator: She's been seeking Corvus out for 300 years.
  • Expy: Her role in Corvus' backstory makes her very similar to Rose from Dragon Quest IV.
  • Ghostly Goals: She intends to find Corvus and explain what exactly happened 300 years ago.
  • History Repeats: A sequence of DLC quests that begin in Wormwood has you following on the tail of Serena's final actions in life, which have spontaneously begun to reoccur.
  • In the Hood: She wears a cloak with the hood up, as though being Invisible to Normals wasn't enough.
  • Magnetic Hero: She inspired Nodoph to refrain from wiping out humanity for the Almighty and he in turn delivered her to the Gittish Empire to seek out Corvus... only for things to go horribly wrong.
  • Poor Communication Kills: It's likely she could have saved the Hero a lot of time had she explained to him exactly what she was doing. But to be fair, she didn't know the hero was a Celestrian at the time.
  • Posthumous Character: Given that she's a ghost, it's a given.
  • Walking Spoiler: It's hard to talk about her without revealing what had happened to Corvus.

The legendary white dragon that fought and defeated the Gittish Empire 300 years ago, notably fighting his opposite number Barbarus, which wounds he still bears. Now old, but still mighty, he lives atop the Magmaroo, attended by the people of Upover (and he gets first dibs on the local ale).
  • The Alcoholic: His Trademark Favorite Food is Drunk Dragon Ale; he gets first dibs on every brew.
  • Arc Words: Greygnarl and Barbarus fought three hundred years ago, which was a very eventful year in the game's Backstory.
  • Breath Weapon: Breathes Flame Breath, as well as Blessed Breath, being the first user of this breath skill.
  • Came Back Strong: Judging from the hints listed under Inferred Survival, it's likely that he did in fact die against Barbarus, but was carrying an Yggdrasil Leaf that not only brought him back, but to the prime of his life, effectively carrying out a Thanatos Gambit.
  • Famed In-Story: Three Hundred Years Ago. He was there.
  • Foreshadowing: His Bestiary entry indicates that he's not too fond of Celestrians "for some reason."
  • Good Is Not Nice: He really doesn't like Celestrians, since one of them revived the whole Gittish Empire and his nemesis.
  • Inferred Survival: His shadow can be seen in the ending montage, and his cave in the Magmaroo has an Yggdrasil leaf in one of the chests, implying he had others. And then there's his Optional Boss fight in the grottoes.
  • Ooh, Me Accent's Slipping: Greygnarl generally speaks in an ancient 'high and mighty' tone to project a fearsome and powerful image, but if he's sufficiently annoyed (or drunk), he reverts to using the same Aussie slang as the Upover citizens. He reverts to the first when you fight him in a grotto.
  • Optional Boss: You can fight Greygnarl at the height of his powers in postgame grottoes.
  • Punny Name: A two-fer.
    • "Grey" is an adjective often used as a poetic reference to someone of advanced age. That Greygnarl is in fact the color grey also helps.
    • To "gnarl" is to twist and deform, usually with age—and Greygnarl is a long-Retired Badass.
  • Really 700 Years Old: He's old enough to have fought Barbarus 300 years ago.
  • Red Baron: "Hero of the Heavens".
  • Retired Badass: With a dash of realism — Greygnarl chased the Gittish Empire out of Upover 300 years ago, but in the ensuing peace, his powers have deteriorated somewhat.
  • Took a Level in Badass: His grotto incarnation, who appears in the postgame.
    "I, Greygnarl, born of the light... Barbarus, born of the darkness... Styrmling, of the sacred force... We once were as one... Barbarus was destroyed when the Almighty sealed away the darkness... And the weakening of the light aged me greatly... But the sacred force remained strong enough. Strong enough to guide you, and to bring the darkness and the light back into being. And Styrmling's spirit is once more made flesh... And his body set free from its prison of so many years... Now come and face me. Show the light-born the power of the one chosen by the sacred force."

A brawny, tough-as-nails inmate in a Gittish prison, who becomes an instrumental ally of the Hero's late in the story. Stella calls him "old fatguts".
  • Car Fu: Sterling commits a spectacular act of vehicular violence when he smashes Barbarus in the head with the Starflight Express.
  • Cool Old Guy: He may be old, but he's a good friend to the hero. He's run the Starlight Express for as long as the Almighty has put him in charge.
  • God Was My Co-Pilot: The franchise seems to imply that Sterling and Greygnarl's brother, Styrmling, the dragon of the Sacred Force, are one and the same. Their names are almost identical (in Japan they're Agiro and Agirogos), and with the full appearance of Styrmling/Agirogos in the Updated Re-release of the original Dragon Quest Monsters, some Morphic Resonance can be identified between them.
  • Inexplicably Awesome:
    • Sterling recognizes that there's something special about The Hero within an instant of looking at them.
    • Sterling knows both about the Zoom spell, which in the world of IX was a special gift to The Hero by Celestria that no one would have any reason to know about, and that the Hero can use it—the closest equivalent is another NPC recommending the use of Chimaera Wings.
    • Sterling appears to be a mortal man, but can interact with Celestrians, fairies, and mortals alike without so much as trying. He also conducts the Starflight Express.
    • Sterling has been around for a long time, so much so that he may have been around as long as Apus Major... and if that's the case, how come his body is so much younger than Apus Major's?
  • The Leader: Sterling has taken charge of the body of prisoners in the Gortress and is planning to use them as La Résistance, at least to break out.
  • Morphic Resonance: If Sterling and Styrmling are not in fact one and the same, they are wearing very similar breast plates with very similar Chest Insignias. Styrmling's long and golden tail is also reminiscent of the Starflight Express itself, which may have some implication about his true nature—was Styrmling divided into Sterling and the ark?
  • Recurring Element: If Sterling is in fact a dragon in human form, he wouldn't be the first in this franchise.
  • The Reveal: He's the true conductor of the Starflight Express, Stella's boss, and owns a whistle that can summon the train from anywhere.
  • Theme Naming: Sterling is a hair's breadth away from Styrmling.
  • Walking Spoiler: He shows up so late in the game that almost everything going on with him and his surroundings is a spoiler.

     Supporting Characters 

The Observatory

The Celestrians

"Hello? Is there anybody there? If you're there, say something. Show yourself." Thus do the voices of the mortals plead, ever hopeful of proof of our existence... For how long now have we watched over their realm...? For how long have we Celestrians existed...?

The guardians of mortalkind, tasked with the almighty of protecting and caring for them. Unfortunately, it has been a long, often unpleasant task, and the Celestrians are starting to be less than thrilled with it.

  • Angel Unaware:
    • Since Celestrians are Invisible to Normals, this is usually averted; however, The Hero qualifies when Erinn offers them hospitality.
    • Another one appears as an NPC late in the game. In the well in Wormwood, a man who gives quests for the Priest class is also a Celestrian, who somehow missed out when all other Celestrians.
  • But Thou Must!: Celestrians cannot—cannot—defy their superiors. This has plot ramifications.
    "We Celestrians are forbidden to stand against our superiors. Aquila is your teacher, is he not? I pity you. He is unrelentingly strict."
  • Dub Name Change: While "Celestrian" plays to the star motif of the game, in the Japanese version they're outright called angels.
  • Exact Words: "Fyggbloom hails the opening of the Heavenly Gates, and sets the Celestrians on the path to salvation..."
    "In other words, we will soon be relieved of our duties here, and returned to our true place in the Realm of the Almighty."
  • Floating Continent: The Observatory, where the Celestrians dwell. As a tiered stone city crowned with a tree, it's also a Shout-Out to Laputa from Hayao Miyazaki's Castle in the Sky.
  • Gods Need Prayer Badly: The chief duty of Celestrian-kind is to gather Benevolessence ("Star Auras" in Japan), the manifestation mortalkind's concentrated gratitude. While it doesn't provide power or sustenance, the Benevolessence is meant to be presented to Yggdrasil, which will bloom and produce Fyggs in anticipation of the Celestrians being allowed to ascend to the Realm of the Almighty—everything the Celestrians do as a race is meant in part to gather Benevolessence, which makes it vexing for some when the mortals give no thanks no matter how much work the Celestrians do. In reality, the Benevolessence and Fyggs are meant to help restore Yggdrasil's true form Celestria, daughter of The Almighty.
  • Good Wings, Evil Wings: Good wings, natch, but they tend to very in size and shape. Aquila's are much grander than the hero's, for example.
  • Guardian Angel: Part of their official function is to oversee entire towns where they are assigned. Some are even placed in charge of entire kingdoms (Stornway has two).
  • Have You Seen My God?: The Celestrians are not in regular contact with the Almighty, with the possible exception of Apus Major. After the assault on the Observatory, even Apus Major can't manage to raise his boss.
  • Immortality: Celestrians may or may not have a life-cycle, which would imply that they can die, but no examples are given. There are newborn Celestrians, "young" Celestrians like the Hero (who is less than three hundred years old), "adult" Celestrians like Aquila, and "old" Celestrians like Apus Major (who is thousands to tens of thousands of years old).
  • Invisible to Normals: Mortals cannot see nor hear them, but monsters, animals, and ghosts can. Same goes for the Observatory, which raises the question of who blew it the frick up at the beginning of the game.
  • Perpetual Molt: Aquila and the hero drop a few feathers from their wings as they rocket up to the Observatory for the first time in game.
  • Pride: Downplayed. Some — not all — of the Celestrians fairly clearly hold the mortals in disdain (almost even to Fantastic Racism levels), but to be fair, their entire existence revolves around serving them, protecting them, and solving problems for them (up to and including cleaning out their stables because the farmers are too lazy). When you exist to solve the problems of somebody else, only getting abstract gratitude about it at best, and have to do it for thousands of years, you'd probably be less than pleasant about it, too.
    The Creation of the World: In the beginning, the Almighty created mortalkind. Later came the Celestrians. Their long life span, their graceful wings, the halos above their heads — all bear testament to their vast superiority. The Celestrians are a gift from the Almighty, bestowed upon weak foolish mortals in order to guide and protect them.
  • The Resenter: The Celestrians are clearly not happy about having to clean up every mess the mortals make. Many of them look forward to the time when they will no longer have to.
    "I work hard to drive off monsters and perform other services for those I am charged with protecting as a Guardian. But they offer up not the slightest thanks. Is there really any need to watch over these ungrateful mortals? I have my doubts."
  • Ret-Gone: When Celestrians change assignments, towns, cities, and kingdoms will have their local guardian statues change names; the mortals carry on believing that the statue has always that name... except for Ivor. When the Celestrians finally ascend to the Realm of the Almighty, no human in the Protectorate knows they ever existed and they all wonder why there are winged statues with no obvious significance sitting around.
  • Smug Super: Some Celestrians are so tired of solving mortal problems that they've begun to wonder why they have to, since that's all mortals seem to do.
    "Mortals are self-serving beings. To charge we Celestrians with the protection of such a race was a great burden for the Almighty to place on our kind."
  • Stars Are Souls: Implied with the original name of the Benevolessence, "Star Auras". When the Celestrians ascend to the Realm of the Almighty, they become stars themselves.
  • Theme Naming: All Celestrians with at least Nominal Importance take their names from bird constellations, though Noctua (the owl) is not commonly recognized by any official bodies, and Vultur (the vulture) usually only appears as an alternate version of Aquila (the eagle).
  • Time Abyss: Read that opening monolog up there.
  • 20 Bear Asses: The Celestrians were created to harvest Benevolessence from humanity and offer it to Yggdrasil... which they've been doing for thousands if not tens of thousands of years, none of them are exactly sure. The protagonist's first job in Angel Falls produces enough for Yggdrasil to finally bear fruit.
  • Winged Humanoid: Celestrians are as humanoid as one could ask for, but with fancy wings and haloes.

Apus Major

"Welcome back, Guardian. I trust your absence has not been so lengthy that you forget your old master, Apus Major!"
The most senior (in both rank and age) of all the Celestrians, this all-knowing ancient rules the Observatory with a benevolent hand. He guides and organizes the Celestrians in their collection of the Benevolessence.
  • Benevolent Boss: He respects all the Celestrians he's tasked of looking out for and has total faith in his people.
  • But Thou Must!:
    • He forced Aquila's hand to allow the hero to assume Guardian status.
    • Subverted through a Handwave at the end. Corvus, via the Power of Hatred, has become the most powerful Celestrian, meaning that not even Apus Major can stand against him.
  • Elderly Immortal: The oldest of all Celestrians, either thousands or tens of thousands of years old.
  • Expy: Bears a strong resemblance to Borya of Dragon Quest IV.
  • The Good Chancellor: A good and faithful servant of the Almighty, who leads the Celestrians in their task.
  • Reasonable Authority Figure: He looks after the other Celestrians in the Observatory and serves as a benevolent supervisor for all.
    Very good. The young have confidence where the old have experience.
  • Theme Naming: Apus Major refers to the Bird of Paradise.


A friend of Aquila's who can usually be found in the library. Instead of becoming a Guardian of the Protectorate, she chose to remain at the Observatory, working as their bookkeeper. Despite their mostly good-natured disagreements about the different ways they have found to serve their land, Columba also serves as Aquila's most trusted friend and confidant.
  • Broken Pedestal: When you return to the Observatory after Fyggbloom, she's praying to Corvus's grave for Aquila's and your safety. After the truth is discovered about him, you can find her at the grave, insulting him.
  • Foil: Much less stern than Aquila. They have good-natured disagreements all the time.
  • Red Oni, Blue Oni: Her dynamic with Aquila; he's the colder, sterner blue oni, while she's the warmer, kinder red.
  • Theme Naming: Columba, the dove, a bird of peace.

Corvus (Elgios)

Aquila's former mentor, who disappeared three centuries before the events of the game. Despite all their best efforts, the Celestrians never learned where he disappeared to or what happened to him, and today it is forbidden to speak of this disaster. There is, nonetheless, a monument to him in the Observatory for Celestrians to observe.


Aquila: Behold, Apprentice... Is Yggdrasil, unto whom we offer the benevolessence we gather, not truly beautiful? Gathering and offering up benevolessence is the most sacred duty with which we Guardians are charged.

A great tree growing at the zenith of the Observatory, the Celestrians eagerly nourish it with the Benevolessence collected from the Protectorate in anticipation of Fyggbloom, at which point they believe they will be freed of the tiresome task of caring for mortals.

  • Rule of Symbolism: Fyggs can grant wishes, but every time a mortal eats one, ugly things tend to happen.
  • Spirit Advisor: Downplayed. She induces sleep in the hero to speak to them in their dreams.
  • 20 Bear Asses: Collecting the Benevolessence, although they Celestrians have been doing it for hundreds of years, so probably a lot more than "twenty".
  • Unwitting Instigator of Doom: The Fyggs that bloomed have the power to grant wishes... often in ways that cause more harm than good. Things would've been fine if the Observatory hadn't been blown the frick up by Corvus right after they bloomed.

Angel Falls


As Mayor Litlun's son, Ivor demands a certain amount of respect... and receives none. Viewed as an aimless layabout, he frequently fights with his father over his refusal to work. Has a blindingly obvious crush on Erinn, which he expresses by... mocking her belief in the Guardians and antagonizing her. This works about as well as you'd expect.
  • Butt-Monkey: Nobody in town likes him. Even his pal Hugo is quick to insult him. In a burst of noble inspiration, he recruits the hero to go check if the pass to Stornway is clear after the earthquake, but when he comes home with news about Stornway's men clearing it out, his father chews him out for being foolish.
  • Cannot Spit It Out: Even though it's completely obvious he's got a crush on Erinn. Who does that moron think he's fooling (besides Erinn, anyway)?
  • Coming of Age Story: Inverted; Ivor's kind of stuck waiting for his to start. The kid clearly wants to be an adult, but has no idea how to accomplish it. His father thinks that the best way to get it to happen is to give Ivor a tongue-lashing whenever he acts up, which only makes Ivor resent him. In the meantime, Ivor runs around town pretending he owns the place, bullies young kids and the hero, and gets nowhere in particular with Erinn. He gets off to a fitful start when Erinn asks him to look after her inn, but it's not until he gets a Mentor in Erinn's grandfather that he really gets going, who whips him into shape so well he can compete against Erinn for the inny in the postgame.
  • Crutch Character: At level three, Ivor prevents the random monsters from killing or massively injuring the struggling, unequipped, level one apprentice... but level three also happens to be his Cap, which means he's soon outstripped.
  • Flat-Earth Atheist: Doesn't believe in the Celestrians, and mocks Erinn for her faith. Incidentally, he's also the only one in town who's noticed the local guardian's statue's name has mysteriously changed.
  • Guest-Star Party Member: He accompanies the hero during the latter's first exploration of the wild as a very brief Crutch Character, being strong enough to distrace the earliest monsters while the hero is still at level one—Ivor is stuck at level three, however, and so soon it will be apparent that he Can't Catch Up.
  • Hypercompetent Sidekick: He requests the hero come along to help him see about the pass to Stornway. While he's initially the stronger of the two, it doesn't last for long.
  • Jerk with a Heart of Gold: He comes off as brash and rude, but he does have a good heart and secretly cares for Erinn.
  • Punny Name: Ivor Litlun sure seems insecure about about something.
  • Ripple-Effect-Proof Memory: Interesting that the biggest atheist in Angel Falls is the only one who seems to remember that the guardian statue was labeled "Aquila" a short while ago....
  • The Rival: He picks up the duty at the Angel Falls' inn after Erinn leaves, but his lower standards and increasing apathy cause Erinn's grandfather to become his Stern Teacher. In a post-game bonus quest, he and Erinn end up competing for the Inncredible Inntertainer award.
  • Small Name, Big Ego: He struts about town like a peacock, but no one respects him and he tends to bite off more than he can chew—even Erinn is well-experienced at putting him in his place.
  • Tsundere: He'll deny it, but he secretly has feelings for Erinn.
  • "Well Done, Son" Guy: Wishes his dad would stop haranguing him all the time.


Erinn's late father. Once ran an amazing inn, but left all of that behind upon moving his family to the out of the way paradise of Angel Falls. Passed away two years before the hero's journey begins.
  • Family Theme Naming: Not only does Edwinn share the "inn" joke with his daughter Erinn, their names rhyme.
  • Our Ghosts Are Different: He leads the Hero to his buried Inncredible Inntertainer trophy for Erinn's sake before passing on.
  • Posthumous Character: His main influence on the story is Erinn accepting his legacy.
  • Secret Legacy: Erinn grew up in Angel Falls with the idea that innkeeping was just what her family did—when Patty shows up with The Reveal that her father Edwinn was in fact the world champion of innkeeping, Erinn is disturbed and uncomfortable until The Hero retrieves the Inncredible Inntertainer trophy from where it was buried.
  • Theme Naming: Like all NPCs in IX who have anything to do with innkeeping, Edwinn's name includes the word "inn".

Quester's Rest

Patty (Ruida)
Current head of the Quester's Rest establishment, Patty lacks the overall talent and know-how to make it a truly successful inn; a last ditch attempt to restore the inn to its former glory had her travel all the way out to Angel Falls in search of its original innkeeper Edwinn. Upon finding that Edwinn has passed on, however, she figures that his daughter, who runs a well-regarded inn on her own, is just as good, and recruits Erinn for the QR with some help from the hero.

With Erinn running the show at the Quester's Rest, Patty's free to focus on her own field — party planning. She's so good at introducing and organizing adventurers that she's even earned the playful nickname 'Patty the Party Planner'. Anyone who needs help setting up a solid group just needs to consult her, and she'll set them straight in no time!

  • Alliterative Name: Patty the Party Planner, who can be found at Patty's Party Planning Place.
  • Ascended Extra: Patty and her bar have been around since Dragon Quest III. Dragon Quest IX, however, brought her into the limelight, complete with new design, and for the first time ever as a Secret Character who would join the party of anyone who completed the right DLC quests—she even got an updated design in the deal. No doubt this had something to do with IX being the franchise's first major multiplayer game.
  • Cool Big Sis: She adopts the role for Erinn after bringing her onboard at the Inn, encouraging and supporting her.
  • Curtains Match the Window: Blue eyes for blue hair.
  • Damsel in Distress: When Ivor and the hero first reach the pass that was blocked off by the earthquake, Stornway soldiers on the otherside ask the boys about Patty. It turns out Patty disappeared on the road to Angel Falls and got lost in the Hexagon, an underground passageway between the two locations. The hero's later exploration of the tunnels leads them to discover Patty just in time to save her from the Hexagoon.
  • Dark and Troubled Past: On an extra quest later in the story, you find out that Patty and her friend Phobe used to be fighters. But when Phobe gave her life to protect a baby, Patty buried her and gave up fighting.
  • Depending on the Writer:
    • During her part of the story in IX, when Patty comes to collect Erinn, she's a Genki Go-Getter Girl, but these traits vanish once that chapter ends and Erinn is installed as innkeeper. As a static NPC, Patty proves a Mellow Fellow prone to leaning suggestively over the bar, which is consistent with character art and later appearances.
    • In previous appearances, Patty was perpetually perky and eager to please.
  • 11th-Hour Ranger: You can unlock her as a party member after completing a postgame DLC quest.
  • Fanservice with a Smile: The Quester's Rest's own busty bartender. Her dirndl is obviously meant to highlight particular charms of hers.
  • Gameplay and Story Integration: In the postgame, she joins as a Level 28 Thief, befitting her adventurous history.
  • Hidden Depths: She appears to be a Stepford Smiler regarding her Dark and Troubled Past. The hero's exploits end up making her nostalgic, leading to her DLC recruitment quest.
  • Lovable Rogue: Patty's adventurer class is Thief.
  • My Greatest Failure: She used to be an adventurer like the hero, but after she was helpless to save her beloved partner from being butchered by monsters, she retired in despair.
  • Mythology Gag: Patty is the Dragon Quest IX incarnation of Ruida, who ran the tavern back in Dragon Quest III (check Patty's original name). Incidentally, there's another Ruida-Patty in Dragon Quest V.
  • Promoted to Playable: As Ascended Extra and Eleventh Hour Ranger indicate, prior to IX, Patty was just a recurring NPC.
  • Shout-Out: There's another woman working in the inn named Sellma.
  • You All Meet in an Inn: Returning from her bar and the Party Planning Palace, Patty manages excess recruits that can't quite fit in the party you take with you. Since the party members are almost all randomly generated, she'll even let you "recruit" party members more to your liking if you are unsatisfied with your current companions.

Ginny (Rena)

Runs the Rainbow's End Gold Bank inside the Quester's Rest. Briefly protests Erinn's arrival, reminding Patty that she made the same promises about Ginny helping the inn re-establish itself when she first showed up.

Pavo (Raviel)
A Celestrian who has the ability to open the Rapportal, which bridges the gap between alternate universes and allows people to cross between them, however briefly. Rather than hanging out at the Observatory, she prefers the Quester's Rest.
  • Animal Theme Naming: Pavo is named for the peacock.
  • Ascended Extra: In Dragon Quest Monsters Battle Road, Pavo is featured on character cards (which primarily consist of Dragon Quest heroes and their main party of traveling companions).
  • Custom Uniform of Sexy: Her bandeau top and opera-glove style sleeves leave her with bare shoulders and bare belly.
  • Cool People Rebel Against Authority: Downplayed. She's quiet, aloof, and apparently has had some kind of falling out with the Observatory.
  • Half-Identical Twins: She's Aquila's younger twin, with lots of Sibling Yin-Yang. Aquila is bald, nearly ascetic in his dedication to the Observatory tradition, and struggled against Corvus' teaching; Pavo has hair, hangs out all day in a tavern, and was always faithful to the teachings of Corvus about guiding mortals.
  • In It for Life: Averted. She's Celestrian, but she doesn't bother with any of the standard tasks of the Observatory and hangs out all day in a tavern. She's also conspicuously excluded from the mass Ascension of the Celestrians.
  • Invisible to Normals: She hangs out in an inn full of people, but only the Hero can see her. There's a portion of the game where your character loses the ability to see spirits and Celestrians, but for some reason you can still see Pavo.
  • Meaningful Name: Subverted in the west (unless you make certain assumptions about her personality), but her original name "Raviel" is an alternate spelling of "Raziel", who is the angel of mysteries and keeper of secrets in the Jewish Kaballah.
  • Ms. Fanservice: She wears some of the most revealing clothes of all Celestrian-kind.
  • Screw Destiny: She uses the Rapportal for this.
  • Theme Naming: Pavo, for Peacock.
  • Undying Loyalty: To the teachings of Corvus, which is what inspired her to open the Rapportal — the gate of Celestrian fate — in the first place.
  • The Unfettered: Pavo boasts that she alone dares to open the Rapportal, and that Celestrians by comparison refuse to.
  • Un-person: She's very clearly a Celestrian, but there are no records of her in the Observatory. It appears she remained loyal to Corvus after the Celestrians stopped talking about him.
  • You Can See Me?: She's always surprised that the hero can see her, no matter how many times they actually address her.

Sellma (Roxanne)
A late addition to the staff of the Quester's Rest, Sellma runs the exclusive service known as the DQVC, which offers exclusive items for tantalizingly brief periods of time.
  • 11th-Hour Ranger: You can unlock her as a party member after completing a postgame DLC quest; she joins as a Level 1 Priest.
  • Fun with Acronyms: Sellma is a representative of the "Society of Pubs, Inns, and Taverns".
  • Hidden Depths: She's a member of The Men in Black of innkeeping, keeping an eye out for any foul play; her DLC quest reveals she's on the hunt for Al Capinne.
  • The Mole: In a postgame DLC, Sellma is feeding Quester's Rest secrets to a rival organization. As a matter of fact, she's actually working for SPIT to take down the Inntouchables.
  • Permanently Missable Content: As of the Nintendo DS cancelling its wifi services, she no longer really has a point. (Note: Since all DLC is actually already included in the game, you can use hacking devices to trip event flags and the like).
  • Punny Name: Sellma sells more.
  • Shout-Out: She works in the inn with a girl named Patty.
  • Walking Spoiler: The whole of her character is reserved for the post-game. Sorry.
  • Weak, but Skilled: Implied by the post-game DLC quests. As Gameplay And Story Integration is in play for Erinn, Patty, and Aquila, we can safely assume that she has no adventuring experience, but she is nonetheless well-travelled and capable of effective spying.

The Great Krak Pot

An alchemy pot left behind by a guest as payment, Erinn discovers it as the hero concludes their business in Stornway and offers them free use of it. However, it's soon discovered that the Krak Pot has a personality of its own.


King Schott

The sharp-tongued ruler of Stornway, King Schott is not precisely patient. He wants to take care of the recent Wight Knight problem as quickly as possible, but seems to be suffering a surfeit of able-bodied men. So, he has set out to hire any able-bodied adventurers willing to lend his troubled kingdom a hand.
  • Adults Are Useless: Subverted. His insistence on putting down the Wight Knight puts him technically on the wrong track, but really, when an undead Black Knight shows up, demands to take your daughter away, and when you send your soldiers to defeat him and he beats them all in battle, how would you respond?
  • The Good King: While he's stubborn about his decisions and jumps to conclusions, he's doing his best for his daughter and his people.
  • Not Now, Kiddo: Once he's come to a decision, he'll stick stubbornly to it, no matter how much it vexes Simona.
  • Only Sane Man: Despite his approach to the whole Wight Knight fiasco, he keeps his head much better than Simona does during the subsequent Yore fiasco.

Princess Simona (Fione)

The well-loved princess of Stornway, and target of the Wight Knight. Unlike her father, Princess Simona thinks that he could actually be reasoned with, if she just had the chance... But her father certainly won't permit that!
  • Go Mad from the Revelation: She does not take learning the truth of Brigadoom's destruction well. Thankfully, she gets better after Yore's defeat.
  • Identical Grandson: She's identical to the Wight Knight's beloved Princess Mona, possibly even her reincarnation, which she uses to help him late in his arc.
  • Rebellious Princess: A well-mannered and polite one, mind you, but she's got no intention to heed her father's wishes.
  • Well-Intentioned Extremist: Tries to atone for her ancestor's part in the destruction of Brigadoom by freeing Yore and asking him to restore it to its former glory... and in exchange, destroy Stornway instead. Citizens and all.


Alanna and Petra

A pair of elderly women who have been friends for most of their lives. Alanna used to work in Castle Stornway as Princess Simona's maid. Their first contribution to the story is to sing a nursery-rhyme relating the tale of the White Knight.
  • Absence Makes the Heart Go Yonder: Petra used to be in love with a stone-cutter named Mason. To be fair, she waited 10 years before getting fed up and marrying someone else.
  • Chekhov's Gunman: Petra has a part to play later in the story after her first appearance.
  • I Will Wait for You: At first, but no one can be expected to wait as long as she did.


Doctor Phlegming

The resident doctor, Phlegming is great at all forms of research and studying... it's people that he struggles with. The only one he really cares for is his wife, Catarrhina; everyone else gets shut out while he focuses on whatever topic has currently arrested his attention. It doesn't help that the mayor seriously hates him for taking his precious daughter away.
  • Escort Mission: The hero and their party must escort him to the center of the Quarantomb where he fixes the pot that seals the Ragin' Contagion.
  • Heroic BSoD: Catarrhina's death does not do him well.
  • It's All About Me: The only parts of the outside world he hasn't shut out are Catarrhina and his one-ups-manship competition with his father-in-law.
  • No Social Skills: Although he did get married, he has a hard time talking with other people.
  • Took a Level in Cheerfulness: After the hero help with cope with his wife's death, he becomes more extroverted and more affable with the townsfolk.

Catarrhina Phlegming

The doctor's lovely young wife, and the only one in town capable of getting his attention... and even she struggles in that area sometimes. Despite this, she remains deeply devoted to him; her greatest wish is to help him learn how to connect with others and for him to get the respect she feels he deserves.
  • Expy: Looks surprisingly like Hina Kagiyama, right down to the same hair color and a similar style of dress.
  • Incurable Cough of Death: Sadly, she does not get better.
  • Morality Pet: Inverted, as it is actually her death that helps to open Phlegming's eyes.
  • Punny Name: "Catarrh" is mucus membrane swelling caused by a cold or other infections.
  • Women Are Wiser: She's busy trying to forge peace between her husband and father, who are bitter and almost estranged.

Mayor Laria

The leader of Coffinwell, he has been struggling to deal with two major problems: first, the outbreak of a strange disease in town. Second, coping with his distasteful son-in-law, whom he absolutely despises.
  • Doting Parent: Absolutely adores his daughter. Not so much his son-in-law.
  • Punny Name: 'Mayor Laria'. 'Malaria'.
  • Women Are Wiser: Both his wife and daughter are working to reconcile him with his son-in-law.

Alltrades Abbey

Abbott Jack (The Priest of Dharma)

The heart and soul of Alltrades Abbey. This elderly priest has the power to help others change their profession, becoming whatever they wish to be with the blessings of the Almighty. However, when the hero arrives, the Abbey is in upheaval, for the Abbot is absent from affairs.

  • Cool Old Guy: This old man will gladly help change your vocation at will after you save him.
  • Legacy Character: This is not the first appearance of Alltrades Abbey, though it is the first time its head priest has been so important to the plot.
  • Punny Name: "Jack Of Alltrades"

Port Llaffan

Jona Jones (Origa)

A recently orphaned girl who has discovered the ability to summon Lleviathan. While this has helped the port survive the recent hardships, she fears that they have grown entirely too reliant on the whale's bounty and have begun neglecting their work.
  • Hypocrite: While Jona rightfully objects to the villagers sponging off of the Leviathan (and exploiting her to do so), the villagers are fairly justified in not wanting to go back to their former livelihood — deep-sea fishing is consistently rated one of the most dangerous jobs in the world, so you can hardly blame the villagers for wanting to give it up. It doesn't help that she's a little girl and hasn't really participated in her village's hardship. (To be fair, she starts working by weaving nets along with the other villagers as the arc concludes).
  • Meaningful Name: Jonah and the Whale
  • Nice Girl: She's friendly with the Hero at the very start and wants to make an honest living for herself.
  • Unwitting Pawn: Averted. She knows that the villagers are using her apparent connection with the whale, and certainly doesn't like it, but goes along with it anyway for a while.

Mayor Bryce

The head of Port Llaffan, more concerned with personal gain than what's best for the town. Very interested in exploiting Jona's ability to its fullest.
  • Angst Coma: After learning the Awful Truth behind Lleviathan.
  • Bitch in Sheep's Clothing: Acts sweet towards Jona, but deflects her concerns about overreliance on her powers with cold and cutting comments about her being useless otherwise.
  • Freudian Excuse: In the Playable Epilogue. His wife walked out on him and their child because she couldn't stand being poor, leading to an obsession with acquiring wealth.
  • It's All About Me: Very self-absorbed. In a village that struggles with famine, he has a private fishing spot that he refuses to let anyone enter. If you talk to him, he immediately becomes outraged that you dared enter his private beach, nevermind how the Lleviathan has just swallowed Jona and threatened him.
  • Jerkass: He uses Jona to make himself richer and he acts rude towards the player.
  • My God, What Have I Done?: What causes his Angst Coma.

Bryson (Toto)

The mayor's young son. Unlike his father, he genuinely cares about Jona and only wants her to be happy.
  • Meaningful Name: He's the son of Mayor Bryce. It's another hint as to how self-serving his father is.
  • Missing Mom: Though a quest lets you bring him a letter from her, implying she's still alive.
  • Nice Guy: In contrast to his father, Bryson is an honest boy who tries to help the hero and Jona in anyway he can.

Dylan Jones

Jona's father, who was lost at sea during the earthquake. Still, Jona clings to the hope that he survived somehow and will return eventually.
  • Disappeared Dad: Jona's father was lost at sea during the earthquake.
  • Gone Horribly Right: He found a way to care for Jona after his death... but did so well that the rest of Llaffan started sponging off of the whale's bounty instead of working.
  • He's Just Hiding: In-universe, Jona hopes he survived his disappearance at sea.

The Heights of Loneliness


An elderly stonecutter who lives by himself, working on his greatest project...
  • Did Not Get the Girl: In his long absence, Petra went and married another man.
  • Meaningful Name: Well, of course a stoneworker is going to be named "Mason"...
  • Punny Name: Not quite for Mason, but check out the name of his eventual residence.



The daughter of the richest family in town. She struggled with a terminal illness all her life, but suddenly got better after coming into the possession of a golden fruit. She now spends her time showering people who please her with gifts. However, rumors are spreading, especially regarding her firing the entire staff and her sudden new personality.
  • Cloudcuckoolander: Marion has a reputation for exceeding generosity, happily giving away pricey things in exchange for people becoming her friends.
  • Mood-Swinger: Should you displease her, she might very well explode at you. After the hero approaches, she flips out and separates herself from him.
  • Not Quite Dead: She's attacked by Tyrantula and falls to the ground, only to get back up after the fight. Later, the credits suggest Marrionette somehow was restored to life after losing the powers of the Fygg; the mansion's nanny finds the doll to the real Marion's grave, despite the fact that the doll had been left in Marion's room at the end of her story.
  • Oh, Crap!: Upon seeing the hero, she surmises he's come for Marion, flips out and barricades herself in her inmost room.
  • Pintsized Powerhouse: Marion pulls apart the bars of a jail cell she ends up in — big clue that's she more than just a little girl.
  • Punny Name: Marion has a life-sized doll of herself named - wait for it - Marionette.
  • The Reveal: Marion has been Dead All Along, even before the hero reaches Bloomingdale. The Marion we meet is Marionette, her favorite doll that was brought to life by the power of a Fygg.
  • Tsundere: Usually very dere-dere, but when those mood swings kick in...
  • Uncle Pennybags: She's responsible for furnishing the heroes with a ship.


A retired toymaker who designed a special doll to keep Marion company. After she lost her family, he became the only one capable of drawing her out of her worst mood swings.


The Federation of Incredibly Cunnin' Kidnappers Organization, masterminds o' purloinin' all the best baubles... okay, not really. A pair of crooks first seen hanging around Bloomingdale who manage to kidnap Marion and hold her for ransom. After reading their ransom note, the hero goes off to The Bad Cave, where F.I.C.K.O.'s head meets them and quite charmingly begins negotiations, only for things to go south when Marion goes off on her own into the deepest parts of the cave.
  • Affably Evil: One gets the impression that their only real malice is the idea that they should succeed through kidnapping rich girls.
  • Department of Redundancy Department: It's a Federation Organization of two Incredibly Cunnin' Kidnappers.
  • Exactly What It Says on the Tin: Played straight with their hideout, The Bad Cave. Averted with their organization name, though clearly the boys would like it to be true.
  • Fun with Acronyms: Again, the Federation of Incredibly Cunnin' Kidnappers Organization.
  • Goldfish Poop Gang: Both kidnappers are incompetent to the point where they don't even come off as threatening.
  • Harmless Villain: They never pose any real threat, even to Marion.
  • Ineffectual Sympathetic Villain: They attempt to be strong crooks, but come off as too pathetic to be intimidating.
  • Poke the Poodle: While they do, technically, succeed at their kidnapping attempt, the gravity of their actions is mitigated by the fact that they're hopelessly out of their league.


Queen Voluptua (Ulysses)

"I'm sure you won't mind the fruit you've been searching for being sacrificed for such a noble cause."

The beautiful and haughty queen of Gleeba, who spends her time lounging in the exquisite baths that actually drain a great deal of her country's reservoir. Appearing only before the hero after they discover her precious misplaced pet, the little lizard Lord Drak, she learns they seek the Fygg that has come into her possession, but rather than present them with the fruit, she spitefully denies it to them and slices it to pieces for her bathwater.

  • Asshole Victim: Once Drak kidnaps her, her personal guards don't seem to care much, and if you confront one of them about it, she'll note the information and continue to stand in place. Some of her maids even say she had it coming.
  • Break the Haughty: She gets kidnapped by the Grand Lizzier and dragged into the Plumbed Depths.
  • Broken Bird: She's rather aggressive in her bitterness.
  • Character Development: Once she realizes that there actually are people who care about her, she cleans up her act and becomes a fairminded ruler.
  • Disappeared Dad: King Aqueus, the High Drator, was a famed king, but had little time for his daughter. His ghost appears in the Plumbed Depths, where he pleads with the hero to help his kidnapped daughter.
  • Freudian Excuse: Because her legendary father was never able to spend time with her when he was alive, she grew up believing the only one she could rely on was herself, and thus became selfish and hedonistic.
  • God Save Us from the Queen!: Downplayed. The citizens are less than thrilled with her, but she's certainly not malevolent.
  • The High Queen: Subverted at first, but played straight once she's saved from the fygg-controlled Drak. She becomes a better ruler once the player helps her out.
  • If It's You, It's Okay: Not related to orientation, but after she cleans up her act, she opens her private baths... but only to women. The only man allowed in would be the player character (assuming you designed him to be male), but none of the guests or staff are really happy about it.
  • It's All About Me: Vain and pompous, Voluptua fairly obviously disdains her servants and people.
  • Kick the Dog: When she learns the hero wants the fygg, she decides to rub their face in the fact that she's going to use it in her bath.
  • Meaningful Name: While it doesn't show on her in-game model, Voluptua's official art shows she's actually pretty curvy.
  • Nice to the Waiter: Averted then played straight. She abuses the staff regularly, and fires Misslei after deciding Lord Drak disappeared because she was abusing him. After the Hero helps her out, she starts to treat her servants better.
  • Reasonable Authority Figure: After her Character Development.
  • Spoiled Brat: She abuses her staff and hogs all the bath water for herself. Fortunately, she gets better after the hero saves her.
  • Took a Level in Kindness: Starts off as a snobby queen, but acts nicer after being rescued from The Grand Lizzier.

His Dryness, Lord Drak

Queen Voluptua's beloved pet. Causes some pretty big problems for such a little lizard.
  • Iconic Item: The pink ribbon tied in a bow around his neck.
  • Morality Pet: Drak is the one person in all the world for whom Voluptua holds affection. It happens to be mutual.
  • Only Friend: Which is really kind of sad.


One of Queen Voluptua's handmaidens, and a constant target of Voluptua's abuse. Has the patience of a saint.
  • Determinator: Even after getting fired by Voluptua, she still tries to help her after hearing how lonely Voluptua really is.
  • Punny Name: Misslei mislays Lord Drak.



The quiet and timid son of the village chief Batkhaan. His father urges him to man up and slay the beast harassing the village, but he refuses.
  • Hidden Depths: He's using obfuscating stupidity to disguise his plans; he also counts as the So-Called Coward.
  • Missing Mom: His mother died when he was young.
  • Momma's Boy: He appeared to take his mother's death particularly hard.
  • Monster Protection Racket: Inverted — the beast harassing the village is actually his ally and friend; Batzorig is using the attacks to try and unmask Sarantsatsral.
  • The So-Called Coward: He acts afraid when a Badboon attacks the village. Yet it's later revealed that the Badboon was really his friend Koonbish who was actually targeting Sarantsatsral. Batzorig was using a cowardly facade to try and hide his true intentions.
  • Wise Beyond His Years: Despite being a kid, he eventually proves to be an even more effective ruler than his dad after exposing Sarantsatsral's true colors.


The village chief of Batsureg, struggling to deal with his cowardly son and perhaps more than slightly enamored with the wise-woman Sarantsatsral.


A mysterious and beautiful wise-woman that appeared to advise Batkhaan, the chief of Batsureg. The nomads are divided as to whether they trust this newcomer or not.
  • Impractically Fancy Outfit: Living on the plains, the rest of the village of Batsureg wear heavy clothes, while Sarantstsral dresses Stripperiffically; her official art depicts her wearing high-heel sandals.
  • In the Hood: Carries a mantle draped over her head and shoulders.
  • Ms. Fanservice: Not quite as glamorously as Voluptua, but when a lady as beautiful as Sarantsatsral shows up, nobody's surprised that a widower like Batkhaan gets a little distracted.
  • Sdrawkcab Alias: Her true form's name is Larstastnaras.

Swinedimples Academy


A troublemaking student who has recently seen his gang start to get whittled down by mysterious disappearances. Despite this, though, he claims that he isn't the least bit frightened, and doesn't believe any of the rumors about why they've gone missing.



A young boy in the village who takes in and cares for the hero after they wash up on the Wormwood shore. It turns out that he's the only one in town that doesn't share the natural hatred for outsiders, making him the hero's only friend during their stay.
  • Nice Guy: He's the only villager other than the nun in the church in Wormwood that shows kindness towards outsiders.
  • Only Friend: For the hero during the Wormwood plot.
  • Punny Name: Wallace of Wormwood isn't much of a Punny Name directly, but his father, Mayor Stan Doffish, has a good one.

Realm of the Almighty

Grand Architect Zenus

The God of the world, commonly referred to as the Almighty. He charged the Celestrians with gathering enough Benevolessence so that Yggdrasil can bloom, promising to reward them with ascension to his realm. However, once events take a turn for the worse at the beginning of the game, Apus Major finds out that Zenus appears to have disappeared.
  • Creator Backlash: In-Universe. In ages past, Zenus was ferociously dismayed that the wicked had come to represent so much of mortal-kind, and only tolerates mortals now for his daughter's sake. If he'd had his way, he'd wipe them out altogether.
  • Crystal Dragon Jesus: Subtly. His attempt to wipe out the mortals is not only recalls Zeus' wrath at the Pride of humanity, but also the story of God wiping (most of) humanity from the face of the earth with a flood as told in The Bible.
  • Have You Seen My God?: While the Celestrians are under the impression that their duties are Zenus' orders, Apus Major grows worried when Zenus stops answering his calls, so to speak. Stella can't seem to raise his attention, either. When the hero, Apus Major, and the Starflight Express crew finally make it to the Realm of the Almighty, they discover it to be empty with a disturbingly large hole smashed through the center of an empty throne room.
  • Jerkass God: He views the mortals as weak and worthless and tries to eradicate them all.
  • Monster Progenitor: Before he tried his hand at eradicating the mortals, he created various monsters to do the job, such as Alyphns, Pale Whales, and Nodoph. Out of those three, Nodoph was the only one to turn good, because he was soothed by Serena, who wanted him to help her find Corvus, since the Alyphns and Pale Whales remain monsters throughout the entire game, if not the series, with the former reappearing from Joker 2 Professional onwards, while the Pale Whale reappears from Super Light onwards.
  • Pieces of God: The massive attack at the start of the game reached all the way to the Realm of the Almighty, and it shattered him into the ten major Grotto bosses... or at least Corvus thinks so. The Grotto bosses themselves suggest that they and the myriad Grottoes exist because Zenus is having a cosmic Freak Out over his daughter and the mortals.
  • Walking Spoiler: Any mention of him is bound to spoil the game's story.

Celestria (Celesia)

Daughter of Zenus, and a powerful goddess in her own right.
  • And I Must Scream: A rare voluntary, non-screaming example.
  • Crystal Dragon Jesus: Celestria's relationship with Zenus is quite similar to Athena and Zeus of Classical Mythology, but Celestria's omnibenevolence and serving as the Top God following her father are both evocative of Jesus Christ. She even sacrifices herself for the sake of humanity and later returns after disappearing.
  • Hair of Gold, Heart of Gold: Her human form reveals her to have blonde hair to reflect her pure heart.
  • Man Behind the Man: 300 years ago, in order to dissuade her father from hitting the Reset Button, she willingly transformed herself into the tree of life, Yggdrasil, claiming that she would remain this way until her Fyggs bloomed, at which point humanity would prove their worth. Eventually, the Hero's actions cause her to awaken as promised, and after Corvus' defeat, she serves as the new goddess of the world in her father's absence.
  • Mr. Exposition: Celestria reveals a fair bit of the game's Backstory and plot for the audience.
  • Sealed Good in a Can: She's actually the true form of the World Tree, Yggdrasil.
  • Walking Spoiler: Celestria doesn't show up for a good while
  • Virgin in a White Dress: Celestria is the benevolent and unwed daughter of Zenus, and her dress is white, though it is wreathed in a good deal of purple, too.

     Villains and Major Monsters 


  • Boss in Mook's Clothing: The Hexagoon's Underground Monkey variant is the Octagoon, a high-level Grotto monster. Technically leagues beyond the Hexagoon in terms of power, by that point in the game, the Octagoon is actually just a mook.
  • I'm a Humanitarian: While it normally feeds on rocks and boulders, its bestiary entry indicates it also preys on travelers through the Hexagon.
  • Punny Name: The Hexagoon haunts the Hexagon.
  • Rhino Rampage: This thing's a mixture of rhino and ram. Bad news all around.
  • Shockwave Stomp: Can jump up and stomp on the ground causing rubble to hit the player.

The Wight Knight
An undead horseman who has begun terrorizing Loch Storn, defeating all of the soldiers sent after him and demanding to see the princess. Yet despite his fearsome appearance, his reign of terror appears to be merely that, without the usual accompaniment of death and destruction. What drives him, then, to such actions...?
  • Brainwashed and Crazy: Mostly averted, but Morag inflicts this on him to create her ideal Black Knight — he was originally a Knight in Shining Armor.
  • Jousting Lance: His main weapon is a lance, which is used to perform Multithrust.
  • Lady and Knight: He's actually a White Knight, but his Bright Lady is long dead and his Black Lady brainwashed him into becoming her Black Knight.
  • One-Man Army: Again, he defeated Stornway's entire military.
  • Punny Name: On White Knight.
  • Reforged into a Minion: Of Morag's. When he learns of this, he becomes a Reluctant Monster.
  • Resurrected Romance: With Princess Mona, a former royal of Stornway, whom he mistakes Simona for.
  • Time Abyss: While he's aware he is undead, he initially doesn't realize it's been centuries since his time. When he does realize this, he doesn't take it well.
  • Tragic Monster: He was just a normal knight with a wedding vow to the Princess of Brigadoom until Morag cursed him.
  • The Undead: A death knight.
  • Wake-Up Call Boss: The Wight Knight is meant to demonstrate the need of a four-man party.
  • Walking Spoiler: A lot of his backstory is really secret.
  • Your Princess Is in Another Castle!: The Wight Knight incident transitions directly into the Brigadoom affair.

A witch that lives in the ruins of Brigadoom and claims that the Wight Knight is her love.
  • An Ice Person: Casts Crack in battle.
  • Break the Haughty: She's initially full of herself when facing the Wight Knight and the Hero, though upon finding out they're immune to her curses because of their still-existing Celestrain powers, she's enraged and vows to hurt their pretty face in battle, though she loses.
  • Degraded Boss: Her design is later used for the Canibelles encountered in the post game.
  • Evil Gloating: Morag boasts that the Hero would fall just as easily to her curse just like the Wight Knight. Unfortunately for her, their Celestrain powers prevent that curse from working.
  • Expy: Bears a strong resemblance to Ultimecia, the main villain of Final Fantasy VIII.
  • Mythology Gag: She does the once-a-game "Puff-Puff" gag (in this case, seducing your party members and making them lose a turn). A young girl in the Iluugazar Plains does it also. ...But with sheep.
  • Navel-Deep Neckline: Her dress is cut down from the top showing off the sides of her bust and her navel.
  • Our Demons Are Different: She has wings and a tail and... grasping claw-tentacles. Also has some moderate undertones of Hot as Hell.
  • Red Eyes, Take Warning: Her eyes can cause sleepiness, paralysis, and can even brainwash mortals.
  • Sealed Evil in a Can: She sealed herself and the Wight Knight away, but the earthquake broke the seal.
  • Stalker with a Crush: Towards the Wight Knight, whom she brainwashed into her service.
  • Yandere: For the White Knight, calling him her "one true love". When the Hero shows up, she accuses them of trying to steal from him and fights them. Though she loses, she taunts him that Mona already died and he'll have to walk alone in despair.

The Ragin' Contagion

  • Degraded Boss: Similar monsters to this sickness, Scarlet Fevers and the Uncommon Colds are normal enemies in the post game, with one Scarlet Fever being encountered in Brigadoom.
  • Eldritch Abomination: It's a living illness created by the Gittish Empire to seal King Godfrey's soul in the Quarantomb.
  • Four Is Death: The Ragin' Contagion is the fourth boss in the game, and manages to kill a present day character, despite defeat and being resealed.
  • Posthumous Villain Victory: Despite being resealed, the illness it spreads kills Catarrhina just when the Hero and Dr. Phlegming return to Coffinwell.
  • Punny Name: No, you do not want to be around a ragin' contagion, or even a ragin' Cajun contagion.
  • Sealed Evil in a Can: The recent earthquake broke the pot the Ragin' Contagion had been sealed in, allowing it to spread illness once again. Besides the Contagion itself, his Bestiary entry implies that it was sealed in the Quarantomb to seal something away... and there's an amnesiac ghost wandering around the inmost room.
  • Wake-Up Call Boss: The Ragin' Contagion makes heavy use of Status Effects in a way not seen until his appearance.
  • Walking Wasteland: Downplayed. The Ragin' Contagion is "the very essence of illness" and makes citizens of the town of Coffinwell ill, but appears to have no effect on the local wildlife. Justified, since the illness it spreads is actually a curse that nonetheless has all the hallmarkings of a disease from olden times.

Master of Nu'un

  • Beware My Stinger Tail: He has one, but doesn't use it in battle.
  • Blow You Away: Casts Woosh, which can potentially go haywire.
  • Expy: There are a few traces in his design of Dragon Ball Z's Cell, especially given his stinger tail.
  • Mana Drain: Casts Drain Magic to steal one enemy's MP as his own.
  • Punny Name: Answering Jack of Alltrades. His Bestiary entry indicates he toyed with "High Jack" and "Jackrilege" before settling on Master of Nu'un.
  • Shock and Awe: Uses Lightning to hit all enemies.
  • Spikes of Villainy: Has 2 spikes on his wrists and a spiked tail.
  • Status Buff: Casts Buff to increase his DEF.
  • Tragic Monster: Jack of Alltrades was overcome by the power of the Fygg, which turned him into the Master of Nu'un.


  • Degraded Boss: Monsters identical to Lleviathan, Stale Whales and Pale Whales, are encountered in the post game Grottoes, with the Pale Whales being the first aquatic monster the Great Architect Zenus placed in the oceans in the days of creation.
  • Giant Wall of Watery Doom: Can throw a giant wave from the ocean to attack the party in the form of Tidal Wave.
  • Lord of the Ocean: It's often called upon to bring fish for the folk at Port Llafan when Jona prays to him.
  • Punny Name: The two Lls in his name reflect the town of Port Llafan.
  • Sea Monster: It's a big fish monster that's also godlike.
  • Tail Slap: Party Pooper, which it uses to attack the party with its tail.

Garth Goyle

  • Degraded Boss: Subverted with Garth, since monsters based on him, the Sculptrices, Aggrosculptures, Grrrgoyles, and Sculpture Vultures, have been around since Dragon Quest VI for the former three and Dragon Quest VII for the latter, while reappearing in this game.
  • Guardian Entity: For the Heights of Loneliness.
  • Punny Name: Garth Goyle the Gargoyle.


The Grand Lizzier
"My llluscious Voluptua. Now I have you alll to my selllf, I can telll you how lllong I have llloved you..."

This monster appears in Gleeba and absconds with Princess Voluptua into the sewers beneath her private baths, having some very specific ideas about what it wants from her.


  • Defeat Means Friendship: After losing the power of the Fygg, Batzorig arranges for her to befriend his Badboon friend.
  • From Nobody to Nightmare: "She was once a run-of-the-mill nobody of a monster, but found a fygg and her fortunes changed for the fatter."
  • Gonk: Another beautiful woman - hideous obese creature juxtaposition.
  • Karma Houdini: Averted. Her punishment for trying to kill Batzorig and take over the Plains is... to be friends with Batzorig's pet Badboon, but not until after the main character hunts her down and brings the hurt.
  • Magic Staff: Her main weapon is a staff that can cast Boom as well as a few buffs and status effects.
  • Manipulative Bitch: Tried to take control of the plains by bending Batkhaan's ear.
  • Sdrawkcab Alias: Of Sarantsatsral.
  • This Was His True Form: Of the beautiful wise-woman Sarantsatsral, while her true true form is a Slugger.
  • Token Minority: Given that her true form was a Slugger, it shows that even monsters can transformed by Fyggs, an effect that would later happen with 3 Slimes in Dragon Quest XI's Tickington sidequest.

The ghost inhabiting the lowest levels of Swinedimples Academy, and the power behind the mysterious disappearances.
  • Miser Advisor: His Bestiary entry suggests that his interest in the "wintery wastelands" where he built his academy may have been influenced by the cheap land prices.
  • Shout-Out: He's a ghost at Swinedimples Academy.
  • Stern Teacher: An abusive teacher that kidnaps students, brings him down to his lair and forces them to sit through his lectures.
  • Throw the Book at Them: One of his attacks is to smash his book over somebody's head with Double Trouble.


  • Guardian Entity: Guards the Wyrmlight Bow and challenges the hero to a battle to see if they're worthy of it.
  • Pokémon Speak: Capable of communicating fluently, but it ends its brief statements with a mighty "Gah! Drrrong! Go!"
  • Sealed Good in a Can: Appears to break out of a statue that it had been sealed in, but it should be noted that other monsters of Gadrongo's "type" are described as statues animated by spirits.

The Gittish Empire

  • Back from the Dead: The Gittish Empire was vanquished and destroyed 300 years ago... under mysterious circumstances.
  • The Emperor: King Godwyn, who murdered his father Godfrey out of simple impatience, even though he was going to give the kingdom to him anyway.
  • The Empire: One that formed out of what would later become Coffinwell in the present day.
  • Even Evil Has Standards: One ghost of a former Gittish soldier encountered in the Oubliette mentions that while he would fight and die for the Empire, he objected to them using the power of monsters. It goes as well as you expect.
  • One-Winged Angel: Bestiary entries suggest that the various members of the Gittish Empire received their monstrous forms as a function of being brought back.
  • Punny Name: "Git" + "British Empire".
  • Standard Evil Empire Hierarchy:
    • The Emperor: King Godwyn himself is the top dog of the whole Gittish Empire and is waiting like Orcus on His Throne to be confronted in the very center of Gittingham Palace. All the evil committed by the Empire is done at his bidding.
    • The Right Hand: Goresby-Purvis is Godwyn's personal bodyguard and the second-toughest fighter in the Empire; he has no real interest in the activities of the Empire, but would definitely like to test his blade on fighters of sufficient skill.
    • The Guard: Goreham-Hogg is The Brute of the Empire and rules its nastiest prison, the Gortress, with an iron hoof.
    • The General: Hootingham-Gore is the Empire's Evil Genius and organizes all their military maneuvers.
    • The Man Behind the Man: Corvus, who is still technically imprisoned in the deepest pit of the palace dungeons, but who is overflowing with so much power that he was able to reanimate the entire Empire and send them off to do his bidding as if he didn't wipe them all out in the first place three hundred years ago. He's also a two-fer as the Evil Counterpart of The Hero.
  • Theme Naming: The Triumgorate all have Punny Names that include the word "gore" and some riff on their animal form.
  • The Undead: The vast majority of Gittish soldiers and subjects seem to be rotting zombies like Stenchcurions and possessed suits of armor like Lethal Armours and Bad Karmours. It turns out that every member of the Empire has in actuality been Dead All Along.

A brutish pig monster who is in charge of the Gortress, the Gittish Empire's main prison facility.

An owl-like monster who serves as the minister of the Gittish Empire. Devious and intelligent, he's clearly the brains of the Empire's operations.
  • Bad Boss: His first formal appearance has him obliterating a hapless Gittish Mook note  with a dark spell attack.
  • Blow You Away: Casts Swoosh in his debut.
  • Establishing Character Moment: He drops by to see Aquila, who reports to him that the Fyggs were obtained. Pleased with the news, though questioning Aquila's loyalty, Hootingham tells Aquila that he's heading for Upover to have the Gittish Empire wipe out Greygnarl as payback for their defeat 300 years ago, before having Barbarus attack the Starflight Express as a demonstration of how fired up he is about hoomiliating him, showing his smugness and evil scheming.
  • Evil Genius: The brains of the Triumgorate's operations who also attacks with powerful magic, and also suspects that Aquila is not really part of the Gittish Empire, which turns out to be well founded since he was planning to kill Godwyn to rescue Corvus.
  • Flunky Boss: He's flanked by 2 Bad Karmours in most of his appearances, who will cast Kabuff and defend their master with Whipping Boy. Doubles as a reference to Blackmar's boss fight from Dragon Quest VI.
  • Necromancer: His Bestiary entry claims that he resurrected Barbarus using stolen celestial power.
  • Ominous Owl: He resembles an owl and even makes a lot of Owl-related puns. Dragon Quest X even has him rotating his head like an actual owl.
  • Playing with Fire: Casts Frizzle and Kafrizz in his debut. Dragon Quest X has him cast Godspeed Meragaia, which utilizes 3 Kafrizzs.
  • Squishy Wizard: Relies more on magic than on physical power.
  • The Starscream: When fought in the Realm of the Mighty, he states that he intends to overthrow Corvus once he's through with you.
  • Verbal Tic: He is a devious owl hoo is determined to hoomiliate you! Hoo hoo hoo!

A Feline monster who serves as King Godwyn's second. He is a master swordsman, and is fiercely loyal to his patron.
  • Affably Evil: He's rather polite for being a lieutenant for the Gittish Empire.
  • An Ice Person: Attacks enemies with Kacrackle Slash.
  • Anti-Villain: Purrvis isn't quite as actively evil as the other members of the Empire. In the postgame, he reappears as a ghost and requests that the hero calm the fury of King Godfrey's vengeful spirit.
  • Battle Butler: To King Godwyn, and later Corvus, though not by choice, since he remains loyal to the Gittish Empire.
  • The Dragon: As Godwyn's second-in-command.
  • Even Evil Has Standards: He disapproved of Godwyn murdering his father.
  • Friendly Enemy: Especially when he returns in the postgame as a ghost and requests that you calm Godfrey, treating you amiably the whole while.
  • Lightning Bruiser: He can attack twice in a turn, can hit like a truck and has decent defense too.
  • Playing with Fire: Attacks his enemies with Flame Slash.
  • Promoted to Parent: Dragon Quest Tact has him adopt Purrcival and becomes his father, since the Tigercub is an orphan.
  • Undying Loyalty: When Corvus resurrects him in the Realm of the Mighty, he refuses to fight for him, as his loyalty is to the Gittish Empire alone. He still fights you because he considers you the only opponent worth his time.
  • Worthy Opponent: He hoped to find one, which is why he joined the Gittish Empire and comes to consider the protagonist as this. This also extends to his reappearance in Dragon Quest Tact where he considers Carver to be a worthy sparing partner.
  • Verbal Tic: He tends to add a "purr" to certain words.

King Godwyn
Final Form

The tyrannical ruler of the Gittish Empire, he seeks to use the power of the Fyggs to take over the world. Thought to have been defeated by Greygnarl 300 years ago, he and his Empire have somehow returned, and are more powerful than ever.

  • Back from the Dead: The Bestiary's not sharing the circumstances of his death, though.
  • Big Bad: Lord of the Gittish Empire, past and present, who wants to Take Over the World using the power of the Fyggs. If something nasty happened 300 years ago, chances are he had a hand in it. Actually, no — Corvus brought him back to be his tool.
  • Climax Boss: He's actually kind of pushing it, since you fight him in the second-to-last dungeon.
  • Dracolich: His final form is a skeletal dragon with a spear and shield.
  • Faux Affably Evil: When interacting with the Hero and Aquila, he speaks like a polite British gentleman, but is a pretty vile man who murdered his father out of impatience and captured Corvus to obtain celestial power for his army.
  • Humans Are Bastards: He and his entire Empire serve as a reminder of the depths humanity is capable of sinking to.
  • Luckily, My Shield Will Protect Me: His shield can block enemy attacks and spells during his boss fight.
  • Magic Staff: Wields the Sceptre of Gitt in battle, which is obtained after defeating his final form.
  • Mutual Kill: Even though he dies, Aquila dies not too long afterwards. The player can fix that with the Prayer Pearl, which makes him mortal.
  • One-Winged Angel: Although rather powerful, even in his base form.
  • Playing with Fire: Casts Kafrizz in both of his forms, it being the spell he uses to attack Aquila, in addition to breathing Inferno in his monster form.
  • Royals Who Actually Do Something: Thought admittedly, it may just be because you've slaughtered his defenses.
  • Self-Fulfilling Prophecy: Fearing someone would eventually surpass his power, he had his armies capture Corvus at Wormwood Creak and torture him to powerup his army. By the time Corvus revives him, Godwyn is already surpassed by Corvus, though the former doesn't know it.
  • Self-Made Orphan: He had Godfrey, his own father, murdered so that he could ascend to the throne... because he was too impatient to wait for his father to hand it over as he intended to.
  • Sorcerous Overlord: His first form relies mostly on magic and other abilities, such as Kafrizz, Thin Air, and Specter Ball.
  • Status Buff: Casts Kabuff and Magic Barrier in his final form to increase his resistance against physical skills and magic spells.
  • Status-Buff Dispel: Uses Disruptive Wave in his final form.
  • Unwitting Pawn: He never realizes that he was never in control like he thought, and that he was just one of Corvus' pawns.
  • Villain Respect: He praises Aquila for pulling a Fake Defector stunt by presenting him with fake Fyggs and trying to kill him to free Corvus.
  • Villainous Breakdown: Attempts to kill the Hero in a fit of rage, though Aquila stops him at the cost of his own life.
  • Was Once a Man: A very, very vile one, but still.

An infamously powerful black dragon that sided with the Gittish Empire and fought with them against Greygnarl 300 years ago. Although defeated, he, like the Empire, has somehow returned even more powerful, and serves as the Gittish Empire's most powerful weapon, as well as a certain Celestrain's servant...
  • Badass Boast: He gives one to Greygnarl during their battle, claiming he's far superior to the white dragon now. He quickly proves that he's right.
  • Balance of Good and Evil: The Bestiary entries for the two dragons suggest that Greygnarl and Barbarus formed a balance of Light and Darkness, but that Barbarus forgot the use and need of the balance. This may be why Greygnarl returns as a Grotto Boss in the post game — resetting the balance.
  • Came Back Strong: Barbarus confronts Greygnarl and decides to show off how much stronger he's become. And suddenly Greygnarl finds himself dwarfed by his brother.
  • Casting a Shadow: Casts Kazam and has Dark Breath, a Breath Attack that does dark damage.
  • Combined Energy Attack: Summons and launches a colossal Energy Ball of darkness at the town of Upover.
  • Curb-Stomp Battle: His rematch with Greygnarl does not go well for the good guys....
  • Dark Is Evil: He uses dark energy and even has a dark appearance that fits his appearance with the Gittish Empire.
  • The Dragon: Literally. In actuality, he is the only one aware of how Corvus resurrected the Gittish Empire, and is loyal only to him.
  • Dragons Up the Yin Yang: Bonus points for the white on black motif of the brothers.
  • Evil Twin: He's the more evil brother to Greygnarl.
  • Know When to Fold 'Em: He retreats from bombarding the Gortress after getting hit by the Starflight Express, which was summoned by the whistle Sterling got back.
  • Mighty Roar: Uses War Cry to try and stun the party.
  • Punny Name: Barbarus is barbaric.
  • Roboteching: Near the end of the awesome dragon battle cutscene, Barbarus launches a barrage of dark energy lasers that all curve in Greygnarl's general direction.
  • Shock and Awe: Uses Lightning Storm in the Battle Road games.
  • Status Infliction Attack: Wave of Panic, which lowers the party's defence and agility in battle.

In the Quarantomb's innermost room is a monument to a nameless king. Within dwells an amnesiac ghost who just can't seem to remember anything.
  • Chekhov's Gunman: His spirit wanders the Quarantomb, and you first meet him after putting down the Ragin' Contagion.
  • Freak Out: He was originally quite happy to hand the kingdom down to his son... but he didn't take it well when he remembered how his impatient son had him murdered.
  • Graceful Loser: Compared to his son's defeat in the main story, he takes his loss in stride upon hearing that the Hero already defeated Godwyn, even thanking them for helping him remember his name.
  • Roaring Rampage of Revenge: After the Hero attains his Royal Seal from the Trauminator, King Godfrey recognizes it and resumes his normal form; he flies to Gittingham Palace to pick a bone with his bastard son... but when he flies to Gittingham Palace, Godwynn isn't there, so Godfrey starts to destroy the place and demand his son appear.
  • Sealed Evil in a Can: The Ragin' Contagion's bestiary description implies that it was placed there to make sure that Godfrey stayed down for the count.
  • Walking Spoiler: Was once The Good King of the Gittish, back when it was actually based in what is now Coffinwell, only for his evil son Godwyn to murder and usurp him. His spirit was stripped of memory and placed within the Quarantomb, with the Ragin' Contagion installed to keep him there.


"Nameless maiden, may your soul rest in death, as it could not in life."
"Wicked Stellestria. May you be cursed for all eternity. May you be crushed without mercy."

In Gleeba, the priests have historically prayed at the grave of a nameless maiden who is buried in the holy ground of Pluvi Isle. 300 years ago, a beautiful, haughty woman washed up on the shore of the desert, but no matter how much care she was given she would only utter curses and wish damnation on The Empire to the north. The nameless maiden, later learned to be named Stellestria, features in a series of DLC quests exploring her story.

  • Affectionate Nickname: It's revealed that the Emperor called her "Stella".
  • The Corrupter: Godfrey's. In her relevant quests, it's claimed that she's the one who drove the Empire into evil, going so far as to build the Goretress to imprison those who challenged her offenses.
  • Curse:
    • The only thing the Gleeban priests know of her is the unending curses she produced until her dying day.
      "May the lands from which I was banished fall barren, and The Empire be engulfed in war and sorrow. May those who took arms against me be hounded for all eternity, and feel the pain of death ten thousand times over."
    • The Ondor Cliffs north of Gleeba are dotted with graves — these are the graves of Stellestria's enemies, and its suggested that each of the graves' epitaphs is a curse against Stellestria in turn, some of which are pretty powerful in their own right. The first one you read appears to have been scratched into the stone with claws.
  • Evil Counterpart: The queen is one to Celestria, as suggested by her name and her relationship to the World Tree on Pluvi Isle. While she isn't quite a goddess, she was a leading figure in the Evil Empire.
  • Foreshadowing: Stellestria's name is first mentioned at the end of a DLC quest involving the Goretress Guerrillas. Number 9 recollects some of the Gittish soldiers mentioning her, how they didn't know why she hadn't been brought back like the rest of them and how much better it would be if she had been.
  • God Save Us from the Queen!: Of the Gittish Empire, presumably Godfrey's wife.
  • The Power of Hate: She might have this, given how her curses appear to have come to pass.
  • Punny Name: That her name is a portmanteau of Stella and Celestria is not a coincidence. For bonus points, it's a riff on the Stellar Name Theme Naming.
  • Reincarnation: Stellestria's story first really kicks off when Stella sends you to collect an Yggdrasil bud from the world tree on Pluvi Isle; a disembodied voice interrupts you and presents you with the bud after referring to Stella as its "other self"... but see Stella's entry higher up.
  • Walking Spoiler: She's the subject of a sequence of DLC quests related to the Starflight Express and Stella's backstory.
  • World Tree: Stellestria too has a special relationship to a World Tree—she had the one on Pluvi Island burned to the ground on a whim. The thing you see on Pluvi Island is actually the tree's ghost, in the shadow of which she was buried.

    Final Boss (Unmarked Spoilers) 

Fallen Corvus
Final Form

The embodiment of rage; a powerful demonic force of pure hatred. Seeks to destroy those he finds unworthy — and he finds everyone unworthy. Hates humanity, the Almighty, the Celestrians... but possibly hates himself most of all.

  • A God Am I: Commands Barbarus to heed his god (i.e. himself).
  • All Your Powers Combined: Eats all seven of the Fyggs to achieve his final form.
  • Amazing Technicolor Battlefield: His Realm of the Mighty is a warped and purpled parody of the tree of Yggdrasil, swollen with his incubator in the center of the trunk and surrounded by broken rainbows.
  • Asskicking Leads to Leadership: He jumps to the top of the Celestrian hierarchy by virtue of his sheer power, which is why Apus Major can't confront him.
  • The Battle Didn't Count: The second and third fights end this way. The second time, he realizes you have shed your Celestrian roots, so he follows suit and retreats. The third time you defeat him, he utters "It...can't be!"... then decides to blow up the world anyway. It's Serena's last-minute arrival that finally brings him to an end.
  • Beauty Equals Goodness: When Corvus is sane and healthy, he appears in his youthful Bishounen form.
  • Became Their Own Antithesis: In addition to the obvious imagery of an angelic Celestrian making a demon of himself, Corvus was initially the most benevolent and favorable towards mortalkind among his people, but by the time he takes center stage, his drive to genocide every last one is even stronger than Zenus's.
  • Being Tortured Makes You Evil: The Gittish Empire imprisoned, tortured, and experimented on him, which did no favors to his mental state. Even after the Gittish Empire fell, which is something he's heavily implied to have had a hand in, he spent 300 years suffering in their Oubliette.
  • Blasphemous Boast: Takes the Realm of the Almighty and refashions it into his own little hell-hole, the Realm of the Mighty. For bonus points, the Realm of the Mighty is built in and around a massive tree, recalling Yggdrasil. And then there's the fact that he situates himself on the empty throne.
  • Blow You Away: Cast Kaswoosh in his initial Fallen Angel form. Dragon Quest Tact can have him learn Dual Kaswoosh, a spell that casts 2 Kaswooshes at the same time.
  • Breath Weapon: Breathes Burning Breath to paralyze enemies, as well as Dark Breath, an attack previously used by Barbarus, in addition to Freezing Blizzard.
  • Broken Angel: When he first fell to Wormwood Creek, he lost his halo. After 300 years in The Oubliette of the Gittish Empire, he looks much worse.
  • But Thou Must!:
    • Weaponized. Tortured and mangled as he is, Corvus is still the most powerful Celestrian, and as such can exploit the Celestrian authority structure against the hero, whom he forbids to act against him. The hero gets around this by becoming mortal.
    • Earlier, the Hero happens upon Corvus imprisoned in the inmost chamber of the Oubliette. You can decline to release him and walk away, but the game won't move forward until you do.
  • Dark Reprise: His final battle theme plays a minor version of the series main theme.
  • Did You Just Punch Out Cthulhu?: He killed the Grand Architect Zenus while still imprisoned in the Oubliette, which, admittedly, is pretty badass.
  • Easily Forgiven: With shades of Karma Houdini. Corvus gets off remarkably lightly for his actions, though his personal guilt is mitigated greatly by heartbreak, torture, and madness. All in all, he attacked the Observatory, scattered the Fyggs, revived the Gittish Empire, attacked the Realm of the Almighty, and quite possibly even struck down the Almightynote . And, yet, for all that, everything is cleared up when his lady love comes to explain herself, and Corvus is suddenly a normal, happy Celestrian, and he gets to move on with the rest of the Celestrians. Not even the Hero, who has to go through Hell to clean up a 300-year-old mess, gets to do that (not that they seem to mind).
  • Elemental Rock-Paper-Scissors: The Final Boss resists both ice and wind attacksnote , but it should be noted he's weak to Fire spells. Players who have the Magic Mirror ability can get loads of mileage out of this, because he has a tendency to cast Kafrizz.
  • Evil Counterpart: To The Hero of the game. His Backstory is all but identical to the start of the Hero's adventure—where the Hero fell to earth at Angel Falls, Corvus fell to Wormwood Creek; the Hero was nursed back to health by Erinn, and likewise Corvus by Serena—and at the end of the game, the Hero's decision to abandon his Celestrian nature inspires Corvus to do the same. In Corvus's case, however, Evil Makes You Monstrous, and so Corvus turns himself into what appears to be a full demon.
  • Evil Cripple: In his original form, he stands off-balance and appears to limp around... only to spring suddenly into the air and hack at you with his hand.
  • Evil Laugh: One of his battle actions is to laugh confidently. This also doubles as a warning, since when he does laugh, it means his next move will be one of his two ultimate attacks.
  • Fallen Angel: He was once one of the greatest Celestrians of his kind. But events 300 years ago caused him to go insane and try and destroy all of life.
  • Final Boss: Of the main story.
  • Flying Brick: In One-Winged Angel form, he makes heavy use of high-speed flight and kicking with Breakneck Blitz.
  • Freudian Excuse: His descent into madness was triggered by the apparent betrayal of his true love Serena, who was responsible for him falling into the hands of the Gittish Empire, which tortured and experimented on him. It's implied that he went nuts — understandably — and destroyed the Gittish Empire himself... only to sit in their Oubliette, chained and suffering, for the next 300 years.
  • Good Wings, Evil Wings: In his fallen state, he has unkempt, darkened wings that are actually in transition from Good to Evil (the feathers are falling out), while he gains full green batwings in One-Winged Angel form. After Serena redeems him, he is restored to his shining angel wings.
  • Heal Thyself: He can heal himself with Meditation, just like some of the other Final Bosses of the series.
  • Highly Specific Counterplay: The Hero's default vocation is the Minstrel, which uses Ice and Wind spells in battle. Corvus resists those two elements in particularnote , which is in effect the game anticipating that the Hero will still be in their original vocation at the climax of the game.
  • Hoist by His Own Petard: Corvus resists the Ice and Wind magic natural to The Hero's original Minstrel class, but is devastated by the Kafrizz spells he himself likes to cast. As it so happens, there's a suit of magic-reflecting Silver Armor in the Realm of the Mighty that can be obtained on the way to fight him. In addition, the Sceptre of Gitt can also be used in battle against him.
  • Humans Are Bastards: His core belief, along with "Celestrians are bastards for helping the humans", "Celestria is a bastard for convincing the Almighty to spare the humans", and "The Almighty is a bastard for not destroying the humans when he had the chance".
  • Living Battery: 300 years ago, King Godwyn experimented on him and used his powers to induce Super-Empowering on his Gittish Empire and control the black dragon Barbarus. In the present, Corvus decides to take a shot at it on his own terms, and revives the whole Empire.
  • The Man Behind the Man: He resurrected the entire Gittish Empire as part of his gambit to take vengeance on the Almighty.
  • Marked Change: He gains glowing tattoos in the process of going One-Winged Angel.
  • Necromancer: Brought back the entire Gittish Empire.
  • Omnicidal Maniac: He's generalized his hated of mortals into a hatred of the Almighty who refused to destroy them, the goddess who chose to protect them, and the Celestrians who carry out their will.
  • One-Winged Angel: Changes into a nightmarish demon from a tortured and mangled Celestrian zombie-thing.
  • Orcus on His Throne: Unlike other villains of the series, he can't take action in his game's story, since he's still chained in the Gittish Empire's Oubliette and has to rely on the revived Gittish Empire and various monsters to do his bidding. Even when the Hero frees him and he whoops their ass, before claiming the Realm of the Almighty as his own, he still chills out on the throne until confronted.
  • The Paragon Always Rebels: Used to be one of the greatest Celestrians.
  • Physical God: He was already immensely powerful in his basic form, and then he went One-Winged Angel.
  • The Power of Hate: It's made pretty clear that his hatred for all that exists is literally all he has left. Unfortunately for all that exists, that's enough.
  • Rage Against the Heavens: And the Earth, and the sky, and.... In other sense, he quite literally rages against the heaven, personally attacking the Observatory at the start of the game.
  • Red Eyes, Take Warning: When transforming into his One-Winged Angel. They even stay there until Serena talks some sense into him.
  • Satanic Archetype:
    • As the greatest of all Celestrians (and quite beautiful, too), of course it's Corvus who turns evil. Rather than being driven by a personal flaw, however, Corvus is motivated by Revenge for his immense suffering at humankind's hands (and the Almighty's and Celestria's by extension for permitting them to exist).
    • When first discovered in the Oubliette, Corvus's body has mutated and withered, making him look every inch the quintessential Fallen Angel. When he takes on his One-Winged Angel form, he turns into a demonic figure, down to the horns and batwings—he'd almost be a Big Red Devil if he weren't all-green.
    • When freed from the Oubliette, he launches a personal assault on the Realm of the Almighty and refashions it to his own liking, creating a giant parody of Yggdrasil and wreathing it in broken parts of the original realm.
  • Shadow Archetype: Of the Hero.
    • Both are Broken Angels, Corvus was The Ace to the Hero's Child Prodigy, and both end the game by abandoning their Celestrian nature.
    • Both Corvus and The Hero fell to the Protectorate, landed in the town they had guardianship of, and were taken in by a sweet young woman who nursed them back to health—an exception to an otherwise unwelcoming community. In Corvus's case, however, the community was so unwelcoming that Serena's father sold him out to the Gittish Empire to save his village's own skin.
    • Both the Hero and Corvus ally themselves with a dragon that had a history with the Gittish Empire, though Corvus has Barbarus, the Dark Dragon of the Gittish Empire as his right hand man.
    • Bonus points for both being on either end of Aquila's Master-Apprentice Chain—Corvus was also Aquilla's teacher while the hero was Aquilla's student—and for creating a Hair-Contrast Duo (the Hero's canon appearance is the male with all features set to the first option, which gives him short dark hair to Corvus' long blonde hair).
  • Shock and Awe: Has Terrible Lightning in his first form and Lightning Storm in his Fallen Angel form.
  • Status-Buff Dispel: Just like other Dragon Quest villains, he uses Disruptive Wave to remove the Hero and the party's buffs.
  • Stealth Pun: In his malformed state, he only attacks with his left hand. How sinister.
  • Superboss: He's fought in Dragon Quest X via the game's Genseiko Panigalum, having some of his abilities from his debut game, as well as new abilities.
  • Tragic Villain: Used to be the guardian of Wormwood Creek until Serena's father sold him out to the Gittish Empire. As a result of this, these days Wormwood hates outsiders; Corvus hates everyone.
  • Unwitting Instigator of Doom:
    • The first act of the game is spent resolving the crises instigated by the shockwaves of his attack on the Observatory, which include breaking the seal on the living illness called the Ragin' Contagion, freeing the Wight Knight from his slumber, and causing the Angel Falls' village entrance to collapse.
    • Inverted regarding the Almighty. When Corvus arrives at the Realm of the Almighty and finds it empty, he decides that it must be because he destroyed the Almighty himself. According to the Grotto bosses, Zenus seems to have shattered himself into Pieces of God because of a Freak Out over Celestria turning herself into Yggdrasil.
    • According to the Serena-based series of DLC quest, Corvus didn't intend to obliterate the Gittish Empire three hundred years ago; his powers were set off by the creation of Nod's Tear when Serena died in her attempt to rescue him.
  • Woobie, Destroyer of Worlds: He wants to destroy the world and everything around him because he feels he was betrayed by everyone, and he comes close to pulling it off.

     Postgame Bosses and Villains — Spoilers 


The first major boss of the Playable Epilogue, who has ties to the history of Stornway and Brigadoom. As such, he's essentially a Walking Spoiler.
  • Beware My Stinger Tail: Just like the Master of Nu'un, he has one, though he doesn't use it in battle.
  • Breath Weapon: Breathes Blessed Breath in battle.
  • Chekhov's Gun: Yore is the final solution to questions raised by both the story and several quests raised while exploring Western Stornway, Zere, and Doomingale Forest during the main game, including "What destroyed Brigadoom?", "Why are there no records of Brigadoom in Stornway's history books?", "What are causing the King's persistent nightmares?", and "What exactly is lying beyond the hole in the wall of the well in the northeastern portion of Stornway's castle?"
  • Deal with the Devil: 300 years ago, King Nonus of Stornway sold out the neighboring kingdom of Brigadoom to Yore so that the demon would fight off the Gittish Empire, but Yore's bestiary description reveals that Yore had a second contract with the Gittish Empire itself to destroy the whole world, which validates Nonus' fears that Yore would've turned on him.
  • Meaningful Name: "Yore" is a literary term meaning "time past".
  • Optional Boss: He's available as a boss fight from a DLC sidequest.
  • Palette Swap: A golden Master of Nu'un variant.
  • Person of Mass Destruction: Turned Brigadoom to ruins in a single night.
  • Sealed Evil in a Can: While Yore did repel the Empire, King Nonus suspected Yore would turn on him, and so had him sealed within a coffin and had it buried away in the depths of a palace cellar. 300 years later, the wall has begun to break down and the magics imprisoning Yore have begun to weaken.
  • Status Buff: Uses Psyche Up to increase his Tension and casts Oomph and Kabuff.
  • Status-Buff Dispel: Uses Disruptive Wave to remove the party's buffs.
  • Suspiciously Similar Substitute: Yore is one for superboss Nokturnus from Dragon Quest VI. Both are frighteningly powerful demons that were summoned by a desperate king in order to save the king's nation from a great evil, (Mortamor and the Gittish Empire) both end up completely destroying at least one nation before being resealed, and both are fought as powerful Bonus Bosses in their respective postgames. However, King Nonus realizes that Yore will destroy Stronway and has him sealed away, while King Falle of Graceskull pushes his luck, causing Nokturnus to destroy him and his castle.

Al Capinne

The nefarious leader of the Inntouchables, the infamous innkeeping mafia (no, seriously, there's an inkeeping mafia).
  • The Dragon: He has a massive pet Drastic Drackal named Rover... which is unleashed after Al Capinne gets taken down.
  • The Mafia: An innkeeping mafia!
  • Punny Name: Al Capone, anyone? Also, the Untouchables.
  • Serious Business: Again, he runs an innkeeping mafia.

Tyrannosaura Wrecks

  • Berserker Rage: She may drops the Raging Ruby in battle.
  • Evil Is One Big, Happy Family: No. There used to be five members of the Hackson Five. She killed everyone but T. Wrecks.
  • Giant Space Flea from Nowhere: Stella accidentally opened the door to nowhere and let her in.
  • Gonk: Again, the obese slug-lady model is hardly meant to be pretty.
  • Person of Mass Destruction: Her presence causes Stella to wig out and start to panic about the fate of the world. Her Bestiary entry backs this up.
    "She can reduce continents to dust with a single digit."
  • Palette Swap: Of the Slugly Betsy monster.
  • Physical God: "Goddess of destruction from a different dimension."
  • Theme Naming: The Hackson Five include Tyrannosaurus Wrecks, Tyrannosaurus Wrocks, Tyrannosaura Wrecks, Tyrannosaurus Wracks, and Tyrannosaura Wrucks.


A mysterious and powerful creature, deep in sleep atop the Tower of Nod. He has ties to Serena and the Gittish Empire. He has a little slime buddy at the base of the tower who wants you to wake him up in a DLC quest by seeking out Nod's Tear.
  • Defeat Means Friendship: After waking him up and the obligatory boss fight, Nodoph swears friendship to the hero. Friends in high places are nice.
  • Dreaming of Times Gone By: Inverted. The Hero is actually witnessing Nodoph's dreams, which have somehow come to life.
  • Girl of My Dreams: The second come-to-life Serena the hero chases in postgame DLC is actually his dream come to life.
  • Heavy Sleeper: You can find him atop the Tower of Nod, but he won't wake no matter what you do until you start on the right DLC quests. He sleeps because all of his energy has been sealed within Nod's Tear.
  • Heel–Face Turn: He was created by Zenus to destroy mortalkind, but had his heart soothed by Serena.
  • Irony: Serena spent the last portion of her life seeking out Nod's Tear, which didn't even exist until she was killed by Gittish soldiers.
  • Mix-and-Match Critters: Part lion, part dragon, and maybe part ape; his monster type's fairly clearly a nod to the mythical Chimaera and Manticore monsters.
  • Palette Swap: Of Nemean the Grotto Boss, whom you probably met beforehand.
  • Power Crystal: Nod's Tear, which a little slime wants you to find to wake Nodoph up. This little gem is actually a concentration of all Nodoph's power and emotion, which, once shed, left him barely able to return home.
  • Punny Name: You first meet Nodoph after he's nodded off atop the Tower of Nod. His little friend wants you to retrieve Nod's Tear.
  • Reality Warper: Somehow the Serena from his dream was able to escape his dream and enter reality.
  • Tender Tears: Serena's death at the hands of Gittish soldiers caused him to shed Nod's Tear in the Oubliette.
  • Unwitting Instigator of Doom: After Nodoph shed Nod's Tear, the little gem caused a chain reaction that caused Corvus in the basement, who had been the object of a rescue mission until Serena died, to let loose the power that destroyed the entire Gittish Empire and turned the surrounding region into the wasteland it is today.

     Other Characters 

Tom Foolery

A cheerful spirit haunting Alltrades Abbey, searching for a talented minstrel to take on as his student.

Wanda and Wandine

A pair of mischievous fairies who appear in the dreams of any sufficiently skilled mages staying at the Abbey.
  • Dream Land: They only appear to those resting at the Inn of Alltrades Abbey.
  • Punny Name: Names starting with "wand" are very appropriate for the ones giving the mage quests.
  • Sealed Good in a Can: They refer to themselves as being stuck in the Faeries Wand. Though some dialogue suggests it may be out of their sense of duty, rather then a literal seal.
  • Terse Talker: They talk like this. Alternating their sentences. It can get jarring.

Brusque Lee

A student of Grandmaster Wun Tun Punch who will help any Martial Artists who impress him gain an audience with his master.

Grandmaster Wun Tun Punch

The master of martial arts.
  • Actually, I Am Him: Before you beat the right quests, he will say that he has never met himself.
  • Verbal Tic: He ends every other sentence with "hm".


A somewhat vain Armamentalist who is willing to teach others the secrets of the Fource if they pass his tests. Likes to stand around talking about how awesome he is.
  • Insufferable Genius: One of the greatest Armamentalists out there, and loves to bring it up.
  • Magic Knight: Will teach the hero how to become this after passing his test.
  • Pride: He believes to be the greatest Armamentalist ever.

Cap'n Max Meddlin (Captain Medal)

A pirate captain with a semi-secret royal lineage. Though he used to sail the seas seeking whatever booty he could plunder, he later came to realize that he garnered the most joy from collecting those wee little Mini Medals. Since then, he has settled down in Dourbridge and will trade all sorts of treasures to anyone who brings him any medals they've found.
  • Friendly Pirate: Cap'n Max Meddlin is the resident collector of Mini-Medals in this game. He'll gladly hand over all the treasure he has in exchange for the tiny collectibles.
  • Master of Unlocking: His first gift is always the Thief's Key.
  • Mythology Gag: The allusions to his being descended from royalty is a reference to how most Mini Medal collectors tend to be kings and princesses.


Head of the B-Team, a gang of thieves operating out of Dourbridge. Any thieves hoping to learn the tricks of the trade would do well to get into his good graces.
  • Honor Among Thieves: He helps other thieves get stronger and donates some of the money that his gang loots to the poor and needy.
  • Shout-Out: His crew, the B-Team is a reference to The A-Team.
  • Stepford Smiler: His cheery demeanor hides his sorrow over how his lover was brutally murdered by his rival.


A lonely ranger who has settled at the base of the mountain near the Heights of Loneliness. Though she has become disillusioned with humanity, she may still teach others how to attune themselves with nature if they impress her enough.
  • Punny Name: Possibly a riff on "Oddball".
  • Ranger: Naturally, she'll teach the hero how to become one.


A paladin who lives in the palace of Gleeba and can normally be found on its rooftop. She is willing to teach any who qualify how to become a true Paladin. Her constant companion is Willow, a somewhat sarcastic and bitter soul.


A luminary who resides in the dance hall at Gleeba. She'll guide the hero down the path to stardom.
  • Meaningful Name: Her name is a reference to the term, applause.
  • White-Dwarf Starlet: Was once a great luminary, but over time she hasn't hit the stage with the same amount of spark.

Unscrupulous Maximus

A gladiator who resides in the countryside of Hermany. He'll teach you how to be tough-as-nails.
  • Hot-Blooded: He teaches you to be a better gladiator all while retaining his tough-as-nails personality.

Supreme Sage

A book located in the library of Gittingham Palace; within his pages are sealed more secrets than you could shake a stick at. He'll teach you the ways of the sage.
  • Arch-Enemy: Of Tyrannosaurus Wrecks.
  • Sealed Evil in a Can: The ten main Grotto Bosses and Tyrannosaurus Wrecks were all sealed in his pages, only for T. Wrecks to break out and release them all. The Grotto Maps are all pages of the Supreme Sage's book.
  • Sealed Good in a Can: Resides in the pages of a book. Or maybe even is the book.

     Grotto Boss Spoilers 

  • Pieces of God: The grotto bossses were originally fragments of the Almighty, Zenus.

"Neeeeeeigh!!! Neeeeigh! How dare they seal me away! I am Equinox! I cannot be stabled! None shall fetter my might! The heavenly palace is where I make my pasture! The world is mine to gallop freely across, its inhabitants merely my grooms! Hrrrm? Those abortive creations, the mortals, ride roughshod over the realm beneath!? Neeigh! They must be destroyed!"

  • Animalistic Abomination: Downplayed, but he's still a flying horse death-god.
  • Chekhov's Gun: You gain access to your first interest
  • Degraded Boss: Gains Tantamounts and Godsteeds as normal enemy versions of itself, though Equinox itself would not be a normal enemy until Dragon Quest XI.
  • Flight: By galloping through the air, like a wingless Pegasus.
  • Forced Transformation: Implied. His Bestiary description says he "Once had an entirely different form...."
  • Grim Reaper: "Ceaseless steed of death, who tirelessly travels the skies, taking the lives of all in his path."
  • Physical God: He "answers only to the stars."
  • Pieces of God: One of Zenus's fragments after Corvus's attack on the Observatory. Dragon Quest X and Dragon Quest XI would later have Equinox be a separate monster, being a Optional Boss and one of Nerodus's commanders in the former, while the latter is a normal enemy right out the gate.
  • Punny Name: Equinox is a pun on Equine, an adjective referring to horses, and nox, the Latin word for darkness. Incidentally, the Equinox is the name of two moments in the annual calendar when the sun crosses the equator and day and night everywhere are of equal length.
  • Red Baron: The Black Star.
  • Shock and Awe: One of his big attacks is to launch Lightning Storm, a storm of dark lightning.
  • Sealed Evil in a Can: Until Tyrannosaurus Wrecks let him out.
  • Status Infliction Attack: Spews a Weakening Wave to lower the enemy party's attack by 1 level each, as well as a Wave of Panic to lower defense and agility by 2 levels.


"Grrrrrrrrr... GRRRAAAARRRRR!!!"

  • Animalistic Abomination: Subverted. While they use the same model, Nemean is said to be a mix of the best of creation, while the Vermil Lion monsters, who are said to be an anguished hack-job by demons, plays it straight.
  • Mix-and-Match Critters: Like Nodoph, he's chimaera-like. It's actually a major part of his design.
  • Pieces of God: The incarnation of Zenus' head.
  • Sealed Evil in a Can: Until Tyrannosaurus Wrecks let him out.
  • Time Abyss: According to the Bestiary it's been in captivity so long it's even forgotten how to speak the mortal tongue.
  • Ultimate Lifeform: From its bestiary description: "This ultimate being combines the best of nature's creations, and its heavenly form has earned it the nickname 'Godbeloved'."


"Goo day, and welcome to this place, forgotten since slime immemorial... this goomb of so many unknown soldiers. But, though we have been here for a goo many years now, it has become no easier to foregoo the thrill of battle. Come, it is slime! If you ooze your life at my hands, perhaps the seal will be broken, and we will goo free at last!"

  • Blood Knight: "A slime so saturated with fighting spirit that its body has turned from blue to red."
  • Degraded Boss: Normal enemies based on him, Slionhearts and Prime Slimes are encountered in high level forest and water Grottoes.
  • Determinator: "Doesn't know the meaning of defeat."
  • Dual Wielding: The rider swings around a pair of swords.
  • Enemy Summoner: Most fittingly, he can summon other monsters to fight, like the King Cureslime and in Dragon Quest X, King Slimes and Queen Slimes.
  • Four-Star Badass: "Master of the slime armies...."
  • King Mook: Of the Slime Knights, interestingly enough. The little rider on top (who is actually cruising around like he's on a surfboard) is wearing a Slime Crown.
  • Pungeon Master: Just read his quote.
  • Sealed Evil in a Can: Until Tyrannosaurus Wrecks let him out.
  • True Companions: "...he searches ceaselessly for his nine long-lost companions."
  • Walking the Earth: Said in his Bestiary entry, but you only encounter him in Grottoes.


"Bzzzt... Dzzz... Must-trauminate... All-extraneous-life-forms-must-be-exterminated... Processing... Mortals... extraneous... Celestria... extraneous... Celestrians... extraneous... Bzzzt... Extraneous-life-form-detected... Trauminate... TRAU-MIN-ATE!"


"You, child! Do you know why it is that all of these grottoes are so wildly different? Hm? No? It is because His mind is in such a mess, of course. It reflects all the hesitation, doubt, and regret in the poor blighter's soul. Hmph! But I can see that means nothing to you whatsoever. Foolish child! Need it beating into you, do you? Very well. Come here!"

Sir Sanguinus

"My body... it is the color of blood... The deep, rich crimson that flows through the veins of even the Grand Architect Himself... I... I am blood... I am His blood, and I am yours... Without me, none could live... You owe me your very lives! Come, it is time to replay the debt of blood... Give yourself to me! Empty your veins on the gore-splattered altar of battle!"

  • Blood Knight: Lifetime Achievement Award. From his name to his design to his nature he's a Blood Knight.
"A crimson crusader who spurs his steed ever onward in search of victims in whose blood he can bathe."



  • Mythology Gag: Atlas is the strongest of the Cyclops monster-species, and has been a boss monster in several other Dragon Quest games, including even Dragon Quest II.
  • No Indoor Voice: The echo in that cave can't be pleasant.
  • Our Giants Are Bigger: Perhaps even more of a titan, Atlas is so big that ponds that appear in towns and footprints are dubbed "Atlas' Footprints".
  • Palette Swap: Again, a variant of the Cyclops monster type.
  • Pieces of God: Unlike in Dragon Quest II he's one of Zenus's fragments rather than one of Hargon's Trinity.
  • Sealed Evil in a Can: Until Tyrannosaurus Wrecks let him out.
  • Smash Mook: Not technically a mook, but Atlas is a boss-variant of the Cyclops monster, which currently serves as the TV Tropes page image for the trope.


"What happened? I was once a god in my very own palace with my great sow of a daughter. Happy as a pig in muck, I was! And now they imprison such a prize boar as me in this sty of a place! Of all the swine-headed tricks to play! Hm? What's so funny? Come here, I'll teach you to snort at the likes of me! You'll be squealing like a stuck pig when I'm done!"


"Hooo... I am the eyes. The hooge eyes, watching enviously from the darkness. Excalipurr is the arm, to wit the source of destruction. Nemean is our harebrained head. We are ten... and we are one... Together, we made up... before our dispersal to these grottoes... We were... the Grand Architect Zenus... Now, look into my eyes... Not around my eyes... Give up your soul to my hooge, hooge eyes... Hooo...."

  • Bitch in Sheep's Clothing: "When not fighting, he keeps [his eyes] closed and feigns friendliness."
  • I'm a Humanitarian: A variant. "An unbelievable evil who feasts on the souls of the weak to feed the dour power that resides in his almighty eyes."
  • Pieces of God: The embodiment of Zenus' eyes.
  • Sealed Evil in a Can: Until Tyrannosaurus Wrecks let him out.
  • Token Evil Teammate: Even moreso than the Trauminator and Sir Sanguinus, Fowleye is the only of the main ten Grotto Bosses who is specified to be evil.
  • Walking Wasteland: Depending on how you interpret his Bestiary description — "His evil eyes bring calamity wherever their gaze falls."
  • Verbal Tic: Here is one hoo shares a familiar pattern of speech with one yoo know, to wit, one Hootingham-Gore.


"Prrr... Awaken, mighty power... Power so purrfectly purrnicious that Zenus Himself sealed you in my blade... Accept the sacrifice I perform in your honour... Purrge this accursed seal and bathe the world in the sweet meowsic of oblivion!"

Tyrannosaurus Wrecks

"Did that stupid Supreme Sage seriously think that only I would be set free from the tome he trapped me in? He should have known I would free the other fiends he made miserable prisoners of from its pages first. And soon we will all be abroad once more to make merry with a whirlwind of misery and massacre! But you will be lucky enough to learn my lesson first... Your world was born with but one purpose: to be torn to pieces by me, Tyrannosaurus Wrecks, towering titan of terror!"

  • Greater-Scope Villain: Insofar as he let the Grotto Bosses out to cause havoc, yes.
  • Omnicidal Maniac: "The wickedest of the Hackson Five. He wanted to destroy the world, but was stopped by a saintly sage."
  • Palette Swap: Of the Master of Nu'un and Yore.
  • Punny Name: On Tyrannosaurus Rex
  • Sealed Evil in a Can: The Supreme Sage sealed him in a book, but T-Wrecks' escape prompts one of the Sage quests.

     Legacy Characters & Boss Spoilers 

Legacy Characters

The heroes and villains of previous Dragon Quest games. Party members occasionally check in at the Quester's Rest, while villains can be found in special grottoes.
  • And Your Reward Is Clothes: Inn guests give you extras of their own outfits, and the bosses can drop pieces of the outfits worn by their games' heroes. (You're also able to find outfits of Dragon Quest III classes elsewhere.) However, it just so happens that these pieces of armor are actually pretty good in terms of defense.
  • Canon Name: Given to the cousins of the Hero in Dragon Quest II, whose names were randomized originally and are commonly known by their titles/kingdoms. The Prince of Cannock has become "Prince Princeton" and the Princess of Moonbrook is now "Princess Princessa".

Legacy Bosses



  • Breath Weapon: Breathes Scorch and Hellfire, as well as Black Breath.
  • Kill It with Fire: "Lizard lord who ravages all with great gouts of flame..."
  • Large and in Charge: "This proud and mighty beast rules over all the dragon clans of the world with a high and haughty hand."
  • One-Winged Angel: He appears exclusively in his giant dragon transformation.




"So thou hast finally made it here, eh Hero? But, alas, too soon. For thou and thine do not yet know thyselves well enough to oppose the Archfiend Baramos! Thou wilt regret thy coming indeed! You shall be dead for good, for I wilt surely feast on thine innards!"


"Hero! Why do you struggle to live? My joy is thy destruction! My beauty thy death! Come forward then; and die in peace!"

  • Achilles' Heel: His Bestiary description outright recommends you "Lay into him with the power of light."
  • The Dreaded: "A truly intimidating opponent..."
  • Screw This, I'm Outta Here: "His unparalleled evil made him very popular with monsters, but he left the lands above to escape his screaming fans."


"Grraaargh! How dare you disturb me!? I am Psaro the Manslayer. I have just reawakened as the Master of Monsterkind. Grraaargh! I know nothing of my past. I remember nothing. But I know what it is I must do. Grraaargh! I must eradicate all mortalkind!"

  • Achilles' Heel: "Keep him under control with water-based warcraft."
  • Casting a Shadow: Uses Kazam, as well as Kazammle.
  • One-Winged Angel: Appears in his Manslayer monster form, a heavily-mutated version of Estark's form.
  • Tragic Villain: "A tragic figure who forsook his normal form to wreak revenge on the mortals who murdered his beloved."


"Who... WHO!? Who would disturb my sleeeep!?"


"For you I have the bad tidings. It is time for you to observe my true powers in all of their glories. Cry if you will. Scream if you will. Your suffering is as sacrifice for I, almighty Nimzo! Now, blood of legendary hero will be spilled and lost forever!"

  • Beware My Stinger Tail: This one actually has five spikes.
  • One-Winged Angel: You fight him in this form, rather than his Namekian-lookalike basic appearance.
  • Orcus on His Throne: Subverted. "Some thought he could only command from afar, but he has more than enough mental and physical ability to rule the world."
  • Stuff Blowing Up: Casts Kaboom in addition to Kabommle.


"Ga ha ha ha haa! You pitiful wretches will never defeat me, no matter how many times you try! Now, prepare to face a reality infinitely worse than even your most terrifying nightmares! Ga ha ha haa!"


"Hm hm hm. You are foolish to disturb me. You should have left me to amuse myself. Although I was just thinking I should come over there and silence your sniveling... Very well, then. I suppose you'd better show me what you're made of. It is time you were made to understand just how feeble and imperfect you are. And just how perfectly powerful Mortamor, lord of all beings, has become!"


"Who dares disturb me...? I am Nokturnus... Lord of oblivion... Bringer of silence... None controls me... I have no master... I follow no orders save my own... I wish only to return all to peaceful nothingness... Come, let me give you the gift of eternal sleep..."


"No being can hope to usurp my power over the demon world... If you wish to live, you have no choice but to worship me. I am Orgodemir, king of all beings and ruler of the heavens. I shall carve my name on your bodies as a grim reminder of the ephemeral insignificance of mortalkind."

  • Narcissist: "Doesn't like people to know he's really a dumpy dragon, so disguises himself as a dashing young dandy."
  • One-Winged Angel: You fight him in his Scaled Up form.
  • Super-Scream: "Screams enemies into submission with a blood-curdling cry, then hits hard with Hellfire."


"Ah ha ha! Ah ha ha! Hwa ha ha ha hah! You worthless fools! Prepare to be crushed! You will never pester me again!"

  • Achilles' Heel: "Not a fan of Earth attacks."
  • Evil Laugh: "Try not to be too annoyed by this self-satisfied clown laughing down his nose at you."
  • Good Wings, Evil Wings: Blood-red bird wings.
  • Kill It with Ice: "...and [his] Kacrack packs a kick."
  • One-Winged Angel: Originally a Monster Clown from Dragon Quest VIII, as if the Bestiary didn't give that away.
  • Smug Snake: "Smack the smile off his smug old face!"
  • Speed Blitz: "Superfast attacker who likes to rush his foes off their feet..." with Breakneck Blitz.


"Whaaaaaargh! Meddling pests! How much more of my time will you waste!? You will rot in hell! But first you will taste the true might of my flesh and blood! You shall taste the terror eternal. Even death shall offer you no respite!"

  • Achilles' Heel: "Lick him with light."
  • Black Magic: "Evil incantations" as the Bestiary puts it.
  • Fat Bastard: He's practically planetary! "Some say his body is so big that it contains enough power to distort the space-time continuum itself."
  • Kill It with Fire: Knows Kafrizz, as well as Kafrizzle.
  • One-Winged Angel: Appears in his massive demon form.
  • Painting the Medium: The camera has to readjust itself once you approach Rhapthorne to make sure it gets all of him on-screen.