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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.

Lunatick
#032 | Bug

They distract enemies by tickling them with their teeming tentacles, then punish them with a paralysing ray.

Their enormous eyes evolved to allow them to lurk in long grasses, then pounce when prey passes.

Haunts
Brigadoom
Items Dropped
Leather whip (3.13%)
Magic water (1.56%)
Exp70 Gold carried32 HP36 MP8 Atk35 Def40 Agi41
Fire100 Ice100 Wind100 Blast100 Earth100 Dark100 Light125
Dazle50 Sleep50 Death100 Drain MP100 Confusion75 Fizle100 Stop0
Poison75 Paralyze0 Dec Atk100 Dec Def100 Dec Speed100 Dec MR100 Mesmerize50
Raving lunatick
#086 | Bug

They banish their enemies to the underworld by zapping them with Zammle. Weak against light due to their shady origins.

Raised on a diet of darkness in a world without light, they were once regular lunatics, but mutated after overdosing on evil.

Haunts
Bloomingdale
The Bad Cave
Items Dropped
Thorn whip (3.13%)
Strong antidote (1.56%)
Exp310 Gold carried98 HP85 MP21 Atk86 Def100 Agi90
Fire100 Ice100 Wind100 Blast75 Earth100 Dark75 Light150
Dazle75 Sleep50 Death100 Drain MP100 Confusion50 Fizle75 Stop75
Poison50 Paralyze75 Dec Atk75 Dec Def75 Dec Speed75 Dec MR50 Mesmerize25
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