DQ9 Encyclopedia

Genie sanguini

Sanguini irisé · no. 189 in the monster list
Everything is read from the game's code, unless stated otherwise

Cute little critters that can sing a Gritty Ditty to pump up their pals, or do the Kerplunk Dance to bring them back from beyond.

Little sanguinis who were supposed to mature into bloody manguinis, but grew into these lovable lumps instead.

The essentials

  • Earliest in the story: Realm of the Mighty – Exterior 1 — 63% (64% of battles)
  • Gives: 1,260 EXP, 96 G, Prayer ring (1/64), Saint's ashes (1/128)
  • Weak to: darkness ×2
  • Has no effect on it: dazzle, sleep, fizzle

Family: demon — weapons dealing ×1.1: wands

Stats

HPMPAtt.Def.Agi.EXPGoldEvas.
15537891551621,260962 %

HP from the game's record: in battle, each monster gets a roll between 80 and 100% of it (rounded); MP is full.

Resistances and actions

  • Elements (damage taken): darkness ×2; light ×0.5
  • Effects (success rate): 75%: Drain Magic; 50%: stun, Decelerate; 25%: Whack, confusion, paralysis, Divine Intervention; 15%: Charm; immune: Dazzle, sleep, Fizzle
  • Actions: “is just fluffing around.” 34%, Kerplunk Dance 27%, Gritty Ditty 27%, Attack 5.9%, critical hit 5.9%. Conditions (otherwise it picks another slot): Kerplunk Dance: if at least as many allies are dead as alive; Gritty Ditty: if an ally's attack can still go up; Attack: not while Dazzled, and only on a character whose defence is below twice its attack. Only once per turn for its whole group: Kerplunk Dance, Gritty Ditty, critical hit

Items

Habitat (in-game monster list)

Realm of the Mighty · Western Coffinwell

In the game, a defeated monster's entry names one of these places as soon as you have visited it, even if you never defeated that monster there; otherwise “?????????” (checked in game). The first two are named, “Etc.” for the third.

In the field

Behaviour: spots the party all around it up to 7 units, then chases it, but runs away if the leader's attack + defence exceed 3 times its own.

In each cell: share of the visible monsters in that zone, then (in brackets) share of that zone's battles it takes part in, alone or with others. “Joins”: never visible, it only comes along with the monster you touched. “In the forest”, “on the coast”…: which monsters appear depends on the ground under the hero's feet (grass, forest, coast, rocky ground, swamp…); with no detail, they appear anywhere on the map. “Starflight Express stop”, “islet”, “part”: a separate corner of the region, reached as shown. Exact figures from the game code.

PlaceDayNight
Realm of the Mighty – Exterior 163% (64% of battles)63% (64% of battles)
Realm of the Mighty – Exterior 263% (63% of battles)63% (63% of battles)
Realm of the Mighty – Exterior 338% (38% of battles)38% (38% of battles)
Realm of the Mighty – Interior 1joins 6.3% of battlesjoins 6.3% of battles
Realm of the Mighty – Interior 1-Ajoins 10% of battlesjoins 10% of battles
Realm of the Mighty – Interior 1-Bjoins 10% of battlesjoins 10% of battles
Realm of the Mighty – Interior 1-Cjoins 10% of battlesjoins 10% of battles
Realm of the Mighty – Interior 2joins 6.7% of battlesjoins 6.7% of battles
Realm of the Mighty – Interior 5joins 2.6% of battlesjoins 2.6% of battles
Realm of the Mighty – Interior 6joins 3.2% of battlesjoins 3.2% of battles
Realm of the Mighty – Disc 2joins 1.2% of battlesjoins 1.2% of battles
Realm of the Mighty – Disc 3joins 1.3% of battlesjoins 1.3% of battles
Realm of the Mighty – Disc 4joins 2% of battlesjoins 2% of battles
Realm of the Mighty – Disc 5joins 4.3% of battlesjoins 4.3% of battles
Realm of the Mighty – Disc 6joins 4.3% of battlesjoins 4.3% of battles
Western Coffinwell (islet) – to the south-east of the region, by ship or Starflight Express43% (43% of battles)43% (43% of battles)

Grottoes (treasure maps)

  • Caves, rank 8: 18% of visible monsters, 21% of battles (quality 101-120: floors 9-12; 121-140: floors 9-14; 141-180: floors 5-16; 181-200: floors 1-12; 201-220: floors 1-4)
  • Water, rank 7: 20% of visible monsters, 25% of battles (quality 76-100: floors 9-10; 101-120: floors 5-12; 121-140: floors 5-14; 141-180: floors 1-12; 181-200: floors 1-8)
  • Water, rank 8: joins 10% of battles (quality 101-120: floors 9-12; 121-140: floors 9-14; 141-180: floors 5-16; 181-200: floors 1-12; 201-220: floors 1-4)
Under the hood

Internal numbers (game records, one per variant): 55.

Drop codes (prm/mon_btldata, bytes +2 and +3; 0 = 100%, otherwise 1/2^(code + 2), 7 = none): Prayer ring : 4 ; Saint's ashes : 5.

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