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Dragon Quest IX guide / Bestiary

Monster data explanation
Statistics and Attributes Key
 EXP - The experience points your party will gain when killing this monster.
Gold - The gold your party will gain when killing this monster.
 ATK - The attack power of the monster.
 DEF - The defense power of the monster.
 AGI - The agility of the monster that also affects its speed.

 Fire - Fire attribute (Frizz, Frizzle, etc)
  Ice - Ice attribute (Crack, Crackle, etc)
 Wind - Wind attribute (Woosh, Swoosh, etc)
Blast - Explosion and thunder attribute (Bang, Boom, etc)
Earth - Earth attribute (Funereal fource, etc)
 Dark - Dark attribute (Zam, Zammle, etc)
Light - Light attribute (Starburst throw, Life fource, etc)

Dazle - Hallucinate/Illusion effect
Sleep - Sleep effect
Death - Instant death effect
DrnMP - Drain MP effect
Confu - Confusion effect
Fizle - Block spellcasting effect
 Stop - Stop action effect
Poisn - Poison effect
Prlyz - Paralyze effect
DecAK - Decrease attack effect
DecDF - Decrease defense effect
DecSP - Decrease speed effect
DecMR - Decrease magic resistance effect
Msmrz - Susceptibility to become mesmerized by character's style

Each monster has a value given for each of the above attributes. A higher number in a given attribute represents a weakness towards that attribute. A lower number represents strength and resistance towards that attribute. Neutral is defined by the value of 100. Values above 100 indicate weakness while values below 100 indicate strength. A value of zero (0) indicates immunity to that attribute.

For example, if a monster has Fire at 75 and Ice at 150, it would only take 75% damage from fire based attacks, but 150% damage from ice based attacks.

The numbers for the Status Attributes indicate how likely that particular status is to affect the monster when cast upon it. So you are not very likely to put a monster to sleep that has the Sleep status attribute at 25.

Finally, the percentages next to the item drops represent the percentage chance you have of acquiring that item at the end of a battle.

Cruelcumber
#002 | Plant

Poky little vegetables that often trouble travellers, but are terribly sour losers.

The violent vestiges of veggies vetoed by unadventurous eaters. They fight for the favour they didn't find as food.

Haunts
Angel Falls
Items Dropped
Antidotal herb (12.5%)
Moonwort bulb (0.78%)
Exp3 Gold carried5 HP10 MP2 Atk12 Def9 Agi10
Fire125 Ice125 Wind125 Blast125 Earth125 Dark125 Light125
Dazle100 Sleep100 Death100 Drain MP100 Confusion100 Fizle0 Stop100
Poison100 Paralyze100 Dec Atk100 Dec Def100 Dec Speed100 Dec MR100 Mesmerize100
Funghoul
#015 | Plant

Flambé these foul funghi to stop them sending you to sleep with their sickly Sweet Breath.

Mushroom-like monsters who love musty, manky places, and relish rolling around in freshly fallen leaves.

Haunts
Western Stornway
Zere
Items Dropped
Medicinal herb (12.5%)
Sleeping hibiscus (0.78%)
Exp25 Gold carried20 HP22 MP3 Atk25 Def17 Agi19
Fire125 Ice100 Wind100 Blast100 Earth100 Dark125 Light125
Dazle100 Sleep100 Death100 Drain MP100 Confusion100 Fizle0 Stop100
Poison100 Paralyze100 Dec Atk100 Dec Def100 Dec Speed100 Dec MR100 Mesmerize100
Leafy larrikin
#033 | Plant

They flutter their leafy bodies to evade attack, and sometimes summon their buddies, the badger magers.

Cross the breezy autumn's eve, Through the dells of Coffinwell, Lo, how the larrikin larks!' L. Larrikin

Haunts
Eastern Coffinwell
Items Dropped
Moonwort bulb (12.5%)
Strong medicine (3.13%)
Exp42 Gold carried28 HP36 MP6 Atk40 Def28 Agi66
Fire125 Ice100 Wind100 Blast100 Earth100 Dark125 Light125
Dazle75 Sleep100 Death75 Drain MP100 Confusion75 Fizle0 Stop100
Poison100 Paralyze100 Dec Atk100 Dec Def100 Dec Speed100 Dec MR100 Mesmerize75
Morphean mushroom
#037 | Plant

Tawdry toadstools that spew forth Sweet Breath, and are slathered in spores that can send foes to sleep.

They're so small because they're always mistaken for seats and sat on by fellow beasts every year at the monster AGM.

Haunts
Eastern Coffinwell
Western Coffinwell
Items Dropped
Belle cap (6.25%)
Fisticup (6.25%)
Exp75 Gold carried45 HP50 MP5 Atk50 Def42 Agi40
Fire125 Ice100 Wind100 Blast100 Earth100 Dark125 Light125
Dazle50 Sleep75 Death100 Drain MP100 Confusion50 Fizle0 Stop75
Poison50 Paralyze75 Dec Atk100 Dec Def100 Dec Speed100 Dec MR100 Mesmerize75
Mushroom mage
#053 | Plant

Mean mushrooms who go round in groups endeavouring to make ice cubes out of adventurers with constant cold spells.

Cooled the once-warm area south of Alltrades Abbey with a century of Crack-casting 'til it became outright autumnal.

Haunts
Tower of Trades
Items Dropped
Belle cap (12.5%)
Fisticup (12.5%)
Exp144 Gold carried70 HP67 MP18 Atk50 Def56 Agi56
Fire125 Ice100 Wind100 Blast100 Earth100 Dark100 Light125
Dazle75 Sleep100 Death100 Drain MP100 Confusion75 Fizle75 Stop100
Poison50 Paralyze75 Dec Atk100 Dec Def100 Dec Speed100 Dec MR100 Mesmerize75
Zumeanie
#064 | Plant

Trop-pickle vegetables, ripened in the sun, and unable to cope with ice conditions. Can confuse with their spinning spears.

Went away to warmer climes and couldn't bring themselves to leave. They settled there and the sun stained them scarlet.

Haunts
Slurry Coast
Dourbridge
Items Dropped
Strong medicine (6.25%)
Long spear (0.78%)
Exp212 Gold carried104 HP85 MP9 Atk82 Def80 Agi62
Fire100 Ice150 Wind100 Blast100 Earth100 Dark100 Light100
Dazle75 Sleep50 Death100 Drain MP100 Confusion75 Fizle0 Stop75
Poison75 Paralyze50 Dec Atk75 Dec Def75 Dec Speed75 Dec MR75 Mesmerize50
Bud brother
#065 | Plant

They like to bring buddies into battle to beef up the bloodshed, or if they're feeling inferior, they'll beckon forth a badja.

They rustle round the forest, kicking up clumps of fallen foliage and attacking adventurers who interrupt them.

Haunts
Slurry Coast
Items Dropped
Superior medicine (3.13%)
Softwort (1.56%)
Exp100 Gold carried62 HP65 MP6 Atk68 Def55 Agi90
Fire125 Ice125 Wind100 Blast100 Earth100 Dark100 Light125
Dazle50 Sleep75 Death75 Drain MP100 Confusion50 Fizle0 Stop75
Poison75 Paralyze75 Dec Atk100 Dec Def100 Dec Speed75 Dec MR100 Mesmerize50
Treeface
#077 | Plant

These troublesome trees lower MP with Weird Dance and can cure with the medicinal herbs that blossom in their branches.

They often hide in the forest so they can pounce on and punish people who think it's clever to carve their initials into trees.

Haunts
Lonely Coast
Heights of Loneliness
Items Dropped
Strong medicine (3.13%)
Strong antidote (1.56%)
Exp315 Gold carried102 HP95 MP12 Atk83 Def78 Agi63
Fire125 Ice100 Wind100 Blast100 Earth100 Dark100 Light100
Dazle75 Sleep50 Death100 Drain MP200 Confusion50 Fizle0 Stop50
Poison75 Paralyze75 Dec Atk100 Dec Def75 Dec Speed100 Dec MR100 Mesmerize50
Scourgette
#105 | Plant

These veteran vegetables are very versatile, and can batter with Boom, and resurrect perished pals with Zing.

The white design on their bellies is the mark of a misspent youth. It seemed like a good idea once, but now they're not so sure.

Haunts
Hermany
Pluvi Isle
Items Dropped
Rockbomb shard (3.13%)
Long spear (0.78%)
Exp500 Gold carried130 HP96 MP20 Atk90 Def98 Agi81
Fire150 Ice100 Wind100 Blast100 Earth100 Dark75 Light150
Dazle75 Sleep75 Death50 Drain MP100 Confusion50 Fizle50 Stop75
Poison75 Paralyze50 Dec Atk100 Dec Def75 Dec Speed75 Dec MR50 Mesmerize35
Treevil
#110 | Plant

They keep Yggdrasil leaves concealed in their canopies to bring back their buddies. Fry them with fire fast.

They love a party, and enjoy nothing more than standing in a big circle of a hundred or more friends doing the Weird Dance.

Haunts
Urdus Marshland
Iluugazar Plains
Items Dropped
Superior medicine (6.25%)
Coagulant (1.56%)
Exp600 Gold carried106 HP111 MP14 Atk101 Def101 Agi99
Fire150 Ice100 Wind75 Blast100 Earth75 Dark100 Light100
Dazle75 Sleep50 Death50 Drain MP200 Confusion50 Fizle0 Stop50
Poison50 Paralyze50 Dec Atk75 Dec Def75 Dec Speed75 Dec MR100 Mesmerize35
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