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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.

Skeleton
#028 | Zombie

The remains of robust warriors. They hit hard with Helm Splitter, and cannot be defeated with death spells.

Deceased soldiers who faithfully patrol though the ruins of Brigadoom, though their king is long dead, and his kingdom a mere memory.

Haunts
Doomingale Forest
Brigadoom
Items Dropped
Cotton gloves (3.13%)
Copper sword (0.78%)
Exp81 Gold carried60 HP42 MP6 Atk48 Def40 Agi54
Fire125 Ice75 Wind125 Blast100 Earth125 Dark100 Light125
Dazle75 Sleep50 Death0 Drain MP100 Confusion75 Fizle0 Stop75
Poison50 Paralyze50 Dec Atk100 Dec Def75 Dec Speed100 Dec MR100 Mesmerize50
Skeleton soldier
#144 | Zombie

Bony bruisers who give of their best whoever they're battling. They serve up sleep attacks and mend themselves with Midheal.

Proud in the extreme, they follow the chivalric path even in death, and will smite all who stand against their liege lord.

Haunts
Eastern Wormwood
Western Wormwood
Items Dropped
Chain mail (3.13%)
Platinum sword (1.56%)
Exp1100 Gold carried149 HP146 MP12 Atk136 Def160 Agi126
Fire125 Ice75 Wind100 Blast100 Earth125 Dark100 Light150
Dazle75 Sleep50 Death50 Drain MP100 Confusion50 Fizle75 Stop25
Poison75 Paralyze25 Dec Atk75 Dec Def75 Dec Speed75 Dec MR100 Mesmerize15
Dark skeleton
#173 | Zombie

These shameful shams of chivalry cripple enemies with Kasap and Blunt, then clobber them clueless.

Shaped when the shadows of noble knights come alive and kill their carriers so that they can run free.

Haunts
The Gittish Empire
Gittingham Palace
Items Dropped
Evencloth (3.13%)
Smart suit (0.78%)
Exp1780 Gold carried162 HP186 MP17 Atk153 Def194 Agi155
Fire125 Ice50 Wind100 Blast100 Earth100 Dark50 Light200
Dazle50 Sleep0 Death50 Drain MP100 Confusion50 Fizle50 Stop25
Poison50 Paralyze25 Dec Atk75 Dec Def75 Dec Speed75 Dec MR50 Mesmerize10
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