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14) Member Lists, or The Peoples We Meet So the Monsters We Can Beat
Dragon Quest Monsters: The Dark Prince

14) Member Lists, or The Peoples We Meet So the Monsters We Can Beat

Discover the full roster of allies in Dragon Quest Monsters: The Dark Prince! Learn about their roles, weights, and unique abilities to build the ultimate team.

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Discover the full roster of allies in Dragon Quest Monsters: The Dark Prince! Learn about their roles, weights, and unique abilities to build the ultimate team.

Hey there! So, you're diving into Dragon Quest Monsters: The Dark Prince and wondering about all the folks you can team up with? This section is all about the members you'll meet on your journey, and what makes them tick. Think of it as your guide to building the best caravan crew possible!

Some of these characters are super important and can't be kicked out, while others are more situational. We'll break down who's who, what they do, and how much they weigh (which affects how many you can bring along!).

Key Allies and Their Roles

  • Randall (Weight 1): Your very first navigator. Navigators are awesome because they help make your map more useful as you progress. Plus, they let the monster they support strike from the back row, which is a neat trick. He can't be kicked out, so he's a permanent fixture!
  • Alex (Weight 4): A warrior who swings an axe. He hits pretty hard, especially when paired with someone like Kurast at the second level. He's a bit on the heavy side, though, and like Randall, he's a permanent member of your crew.
  • Dekson (Weight 3): This cleric is practically essential! Think of him as getting a free healing item every single turn. You can swap him around to heal up your whole team, which is super handy if you're facing weaker monsters. He's another one you can't get rid of.
  • Ripple (Weight 1): A dancer whose main gig is trying to drain MP from enemies. Honestly, she's not the most effective member you'll find.
  • Alisa (Weight 2): A mage who can cast Blaze. This spell is pretty good early on, especially against enemies with high defense, but it loses its punch not too long after you get her. Still, she can be useful if you pair her with other mages for combo spells.
  • Kachua (Weight 2): This merchant runs an item store right in your camp! She also steals money during battles, which is a lifesaver when you're just starting out and short on cash. If you have navigators around, she can even help you spot treasure chests on the map. Pretty handy overall!
  • Vandall (Weight 1): Another navigator, pretty much identical to Randall. Having two navigators in the same wagon means you get an even bigger map view and can see the world map more clearly. And yup, you can't kick him out either.
  • Ann (Weight 3): A fighter, or martial artist. She deals decent damage and is a lighter option compared to characters like Jura or Alex.
  • Nana (Weight 2): This fisherwoman is indispensable! She can throw bait in battle to cancel an enemy's next turn (if it works, of course), and outside of battle, she lets you catch fish. Seriously, take her everywhere you go.
  • Reidaa (Weight 3): Another merchant, similar to Kachua. However, she's heavier, and I haven't found any benefit to having both merchants around, so I tend to skip her.
  • Rirra (Weight 1): A fortune teller who hangs out at your base camp. She gives you cryptic clues about where you should be heading next, which can be super helpful. She also seems to affect the map somehow, possibly marking your next objective. In battle, she can give you a rough idea of how much HP an enemy has left. A really useful character!
  • Iksas (Weight 1): He does *something* in battle, but it's never really worked for me. I suspect he might cure status ailments or something similar. He's needed for the plot in Chapter 3, and since he's light and potentially helpful, he's better than Ripple, I guess.
  • Gordon (Weight 2): A knight who uses a Knight Shield. I have no clue what that shield actually does, or if it does anything at all. Honestly, he doesn't seem super useful, but at least he's light.
  • Jura (Weight 4): A swordsman who attacks twice per round and hits pretty hard. Highly recommended, in my opinion! Oh, and heads up, she's actually female, which some folks pointed out.
  • Kurast (Weight 2): Another warrior, much like Alex, but half his weight. I've mostly used him to combo with Alex, so I'm not totally sure how he performs solo, but I bet he's pretty solid.
  • Ronmill (Weight 1): Yet another navigator. Just like Randall and Vandall, she's a permanent member of your team.
  • Renda (Weight 2): A second fisherman. While he doesn't seem to improve if paired with Nana, having both of them might let you catch fish more frequently. Definitely worth bringing along.
  • Sesuka (Weight 3): A warrior. See the notes on Alex and Kurast for general warrior info.
  • Tasha (Weight 2): A priest. Who doesn't love free healing? I'd definitely use her if I were you.
  • Boldo (Weight 2): A bard who is actually vital for the main quest in Chapter 4. You might want to keep him around until after that quest is done. He seems to cast Stopspell on enemies and can also rename your monsters and wagons when you're in camp.
  • Ryuuga (Weight 4): A fighter. I didn't really use him much, and he's gone from my party now. Nothing much else to say about him.

Remember, managing your party's weight is key to bringing the right mix of specialists along for the ride. Happy monster collecting!

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