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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.

Gruffon
#119 | Demon

They may be strong have have high HP, but they're just to laid back to last. Strike first, and you're bound to beat them.

They're so lazy that sometimes they can't even be bothered to eat, and they throw rocks to avoid having to move to attack.

Haunts
Lonely Coast
Mt Ulzuun
Items Dropped
Wing of bat (12.5%)
Terrible tattoo (3.13%)
Exp540 Gold carried136 HP136 MP12 Atk118 Def106 Agi76
Fire125 Ice100 Wind100 Blast100 Earth100 Dark100 Light125
Dazle50 Sleep75 Death50 Drain MP100 Confusion50 Fizle0 Stop50
Poison75 Paralyze50 Dec Atk75 Dec Def75 Dec Speed75 Dec MR50 Mesmerize50
Great gruffon
#129 | Demon

Thick fur means the cold doesn't concern them, and great might makes them formidable when they muster their strength.

Brigadiers of the brrearthenwarrior's battalions, they patrol icy parts, checking that they're chilly enough.

Haunts
Snowberia
Cringle Coast
Items Dropped
Wing of bat (12.5%)
Fur poncho (1.56%)
Exp1180 Gold carried126 HP150 MP12 Atk120 Def120 Agi70
Fire125 Ice50 Wind100 Blast150 Earth100 Dark75 Light125
Dazle50 Sleep100 Death50 Drain MP100 Confusion50 Fizle0 Stop75
Poison100 Paralyze50 Dec Atk75 Dec Def75 Dec Speed75 Dec MR100 Mesmerize35
Gramarye gruffon
#143 | Demon

Grown-up gruffons who are beyond the boulder-throwing badness of their boyhoods, and now know Zammle as well.

They bought books to learn about Zammle, but were so busy slacking off that it took them a century to study it.

Haunts
Eastern Wormwood
Western Wormwood
Items Dropped
Wing of bat (6.25%)
Safety shoes (1.56%)
Exp1310 Gold carried145 HP215 MP22 Atk150 Def125 Agi76
Fire100 Ice100 Wind100 Blast150 Earth100 Dark50 Light100
Dazle50 Sleep50 Death50 Drain MP100 Confusion75 Fizle75 Stop50
Poison100 Paralyze50 Dec Atk75 Dec Def75 Dec Speed75 Dec MR75 Mesmerize25
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