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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.

Hootingham-Gore
#271a | Bird

One of the Triumgorate. Used stolen celestial power to bring back Barbarus and bend him to the will of the Empire.

Threw his lot in with the ghastly Gittish Empire three hundred years ago, and was brought back as a beastly bird.

Haunts
Realm of the Mighty
Items Dropped
Sage's elixir (100%)
Malicite (100%)
Exp18500 Gold carried4050 HP1854 MP255 Atk125 Def238 Agi148
Fire100 Ice100 Wind50 Blast125 Earth125 Dark50 Light150
Dazle25 Sleep0 Death0 Drain MP100 Confusion0 Fizle0 Stop25
Poison0 Paralyze0 Dec Atk50 Dec Def25 Dec Speed25 Dec MR75 Mesmerize5
Hootingham-Gore
#271b | Bird

One of the Triumgorate. Used stolen celestial power to bring back Barbarus and bend him to the will of the Empire.

Threw his lot in with the ghastly Gittish Empire three hundred years ago, and was brought back as a beastly bird.

Haunts
Gittingham Palace
Items Dropped
Sage's elixir (100%)
Malicite (100%)
Exp16500 Gold carried0 HP1027 MP255 Atk125 Def238 Agi156
Fire100 Ice100 Wind50 Blast125 Earth125 Dark50 Light150
Dazle25 Sleep0 Death0 Drain MP100 Confusion0 Fizle0 Stop25
Poison0 Paralyze0 Dec Atk50 Dec Def25 Dec Speed25 Dec MR50 Mesmerize5
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