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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.

Cureslime
#195 | Slime

Kind-hearted slimes who care more about curing than killing. Commonly called on by the similarly coloured lethal armour.

They'd love to help travellers with healing spells too, but they're terrified of being told off by uptight king slimes.

Haunts
Realm of the Mighty
Items Dropped
Slimedrop (6.25%)
Panacea (1.56%)
Exp1350 Gold carried167 HP165 MP120 Atk158 Def172 Agi143
Fire100 Ice100 Wind100 Blast100 Earth100 Dark150 Light75
Dazle75 Sleep50 Death50 Drain MP100 Confusion50 Fizle50 Stop50
Poison75 Paralyze50 Dec Atk100 Dec Def100 Dec Speed100 Dec MR100 Mesmerize25
King cureslime
#206 | Slime

They may look like mere support slimes, but as well as Fullheal and Omniheal, they can put their weight behind their big body blows.

Their emerald insides are stuffed with the stuff spells are made of, and any magic they cast is built to last.

Haunts
Grotto
Items Dropped
Slimedrop (1.56%)
Slime crown (0.78%)
Exp3030 Gold carried174 HP256 MP255 Atk216 Def235 Agi101
Fire100 Ice100 Wind100 Blast100 Earth100 Dark150 Light50
Dazle50 Sleep50 Death0 Drain MP100 Confusion50 Fizle50 Stop50
Poison50 Paralyze0 Dec Atk100 Dec Def100 Dec Speed50 Dec MR100 Mesmerize10
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