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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.

Mummy boy
#044 | Zombie

Talented tacticians who focus on their more formidable foes first, and are reinforced against wind and darkness.

They always bring some spare bandages to bind any beauties they might bump into and want to bring back with them.

Haunts
Quarantomb
Items Dropped
Grubby bandage (6.25%)
Turban (1.56%)
Exp105 Gold carried60 HP91 MP8 Atk60 Def30 Agi22
Fire125 Ice75 Wind100 Blast100 Earth100 Dark75 Light200
Dazle100 Sleep75 Death75 Drain MP100 Confusion75 Fizle0 Stop50
Poison75 Paralyze50 Dec Atk100 Dec Def100 Dec Speed100 Dec MR100 Mesmerize50
Mummy
#098 | Zombie

They envy the living, and torment them tirelessly. Their terrifying attacks may also sap tension, so take due care.

Reanimated retainers who have returned to revenge themselves upon the regent who ruled that they be buried alive beside them.

Haunts
Djust Desert
The Plumbed Depths
Items Dropped
Grubby bandage (12.5%)
Malicite (0.39%)
Exp455 Gold carried96 HP138 MP12 Atk112 Def80 Agi66
Fire125 Ice75 Wind100 Blast100 Earth100 Dark75 Light200
Dazle75 Sleep50 Death50 Drain MP100 Confusion50 Fizle0 Stop50
Poison50 Paralyze50 Dec Atk75 Dec Def75 Dec Speed100 Dec MR100 Mesmerize25
Blood mummy
#146 | Zombie

Set these blood-stained mummies on fire before they trash team members' tension with their spite-filled strikes.

They're so completely concentrated on coping with their crippling contempt that it impairs their ability to act.

Haunts
The Bowhole
Items Dropped
Grubby bandage (12.5%)
Malicite (0.78%)
Exp1200 Gold carried108 HP166 MP12 Atk138 Def135 Agi67
Fire150 Ice75 Wind75 Blast100 Earth100 Dark75 Light150
Dazle75 Sleep50 Death50 Drain MP100 Confusion50 Fizle0 Stop25
Poison50 Paralyze25 Dec Atk50 Dec Def75 Dec Speed75 Dec MR75 Mesmerize15
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