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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.

Firespirit
#010 | Elemental

These Frizz spell elementals are best beaten with spells or abilities, as weapons will often pass right through them.

Not even kids use Frizz these days.' It was these thoughtless words that forged the furious firespirit.

Haunts
The Hexagon
Items Dropped
Holy water (3.13%)
Magic water (0.78%)
Exp12 Gold carried15 HP14 MP3 Atk9 Def9 Agi9
Fire50 Ice150 Wind100 Blast100 Earth100 Dark100 Light100
Dazle0 Sleep50 Death75 Drain MP100 Confusion100 Fizle100 Stop0
Poison0 Paralyze0 Dec Atk75 Dec Def75 Dec Speed75 Dec MR75 Mesmerize50
Spirit
#011 | Zombie

Formless phantasms who are hard to get a hold of, but are easily eradicated with a fire-based offensive.

Restless wraiths who refuse to take their rightful rest. They might look like a laugh, but they're far from frolicsome.

Haunts
The Hexagon
Western Stornway
Items Dropped
Holy water (3.13%)
Silk robe (1.56%)
Exp16 Gold carried24 HP20 MP2 Atk23 Def20 Agi14
Fire150 Ice100 Wind100 Blast100 Earth100 Dark100 Light125
Dazle75 Sleep75 Death0 Drain MP100 Confusion100 Fizle0 Stop50
Poison0 Paralyze50 Dec Atk100 Dec Def50 Dec Speed100 Dec MR100 Mesmerize100
Mean spirit
#042 | Zombie

These soul-stealing minions of evil may be menacing, but their low defence lets them down.

Beware lone lights in the middle of the night. Smells like mean spirits fishing for friends to ferry to the realm of the dead.

Haunts
Western Coffinwell
Quarantomb
Items Dropped
Silk robe (6.25%)
Pointy hat (0.78%)
Exp99 Gold carried66 HP65 MP8 Atk55 Def40 Agi62
Fire125 Ice75 Wind100 Blast100 Earth100 Dark75 Light200
Dazle50 Sleep50 Death0 Drain MP100 Confusion50 Fizle0 Stop50
Poison0 Paralyze50 Dec Atk100 Dec Def50 Dec Speed100 Dec MR100 Mesmerize50
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