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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.

Slime knight
#048 | Slime

An all-out attack is the only way to best these balanced battlers who use Helm Splitter and Heal.

Proud peacekeepers of the slime realm and paragons of chivalry, they protect the powerless and punish oppressors.

Haunts
Newid Isle
Tower of Trades
Items Dropped
Slimedrop (6.25%)
Iron broadsword (0.78%)
Exp127 Gold carried74 HP60 MP9 Atk62 Def60 Agi49
Fire100 Ice100 Wind100 Blast100 Earth100 Dark125 Light100
Dazle75 Sleep50 Death75 Drain MP100 Confusion50 Fizle75 Stop75
Poison100 Paralyze75 Dec Atk75 Dec Def75 Dec Speed75 Dec MR75 Mesmerize60
Metal slime knight
#075 | Slime

Well-rounded warriors who are battle naturals, and can attack twice in one turn with their falcon-like fleetness.

Although captive metal slimes may seem like easy experience, they get caught because they're the least experienced ones.

Haunts
Heights of Loneliness
Items Dropped
Light shield (1.56%)
Iron helmet (0.78%)
Exp305 Gold carried82 HP46 MP8 Atk82 Def140 Agi80
Fire50 Ice50 Wind50 Blast50 Earth100 Dark200 Light100
Dazle100 Sleep50 Death50 Drain MP100 Confusion50 Fizle75 Stop50
Poison0 Paralyze50 Dec Atk75 Dec Def75 Dec Speed75 Dec MR75 Mesmerize25
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