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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.

Slugger
#035 | Bug

They know a dazzling array of dastardly dances, but run out of steam rather quickly.

They're moving every moment, beating bare feet against the ground in time with the unremitting rhythm of the earth.

Haunts
Eastern Coffinwell
Western Coffinwell
Items Dropped
Medicinal herb (6.25%)
Garish garb (0.78%)
Exp64 Gold carried47 HP48 MP4 Atk42 Def34 Agi68
Fire100 Ice100 Wind100 Blast100 Earth100 Dark125 Light125
Dazle0 Sleep50 Death100 Drain MP100 Confusion75 Fizle0 Stop100
Poison100 Paralyze50 Dec Atk100 Dec Def100 Dec Speed100 Dec MR100 Mesmerize75
Sluggernaut
#140 | Bug

They can turn up the tension with a bit of Egg On, and do their best to dance up a defensive storm for their allies.

They do their apprenticeships in the dances of the world by donning wigs and joining the Mirage Mahal's dancing troupe.

Haunts
Eastern Wormwood
Western Wormwood
Items Dropped
Cloak of evasion (3.13%)
Starlet sandals (0.78%)
Exp720 Gold carried120 HP118 MP16 Atk96 Def123 Agi124
Fire75 Ice125 Wind75 Blast100 Earth100 Dark150 Light100
Dazle50 Sleep75 Death75 Drain MP200 Confusion50 Fizle0 Stop75
Poison75 Paralyze50 Dec Atk100 Dec Def75 Dec Speed75 Dec MR100 Mesmerize25