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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.

Wyrtle
#106 | Dragon

Hurtful turtles that like to frazzle foes with Flame Breath. Watch out for their critical attacks and hellish shells.

Turtles become wyrtles by eating the meat of a dragon god, but must live a thousand long years before doing so.

Haunts
Urdus Marshland
Hermany
Items Dropped
Tortoiseshell (12.5%)
Dragon scale (6.25%)
Exp600 Gold carried116 HP105 MP0 Atk105 Def150 Agi47
Fire75 Ice100 Wind100 Blast150 Earth100 Dark150 Light100
Dazle100 Sleep100 Death100 Drain MP0 Confusion75 Fizle0 Stop75
Poison100 Paralyze75 Dec Atk75 Dec Def75 Dec Speed100 Dec MR100 Mesmerize35
Wonder wyrtle
#217 | Dragon

These reptilian regents can bring down bolts of lightning and exhale gouts of flame, but aren't wild about water or darkness.

Supposedly, when wyrtles' souls depart their bodies, they are absorbed by wonder wyrtles, and earn eternal life.

Haunts
Grotto
Items Dropped
Tortoiseshell (12.5%)
Dragon shield (1.56%)
Exp6900 Gold carried98 HP1040 MP0 Atk606 Def720 Agi52
Fire50 Ice150 Wind100 Blast50 Earth100 Dark150 Light100
Dazle0 Sleep75 Death0 Drain MP0 Confusion0 Fizle50 Stop0
Poison0 Paralyze0 Dec Atk50 Dec Def75 Dec Speed0 Dec MR0 Mesmerize10
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