
Moosifer
They blow Flame Breath from their nostrils, attack with pure, undiluted rage and use Multiheal to be even more annoying.
They're so short-tempered that their continuous tantrums have turned their skin an angry shade of puce.
The essentials
- Earliest in the story: Lonely Coast, on grass — day: joins 26% of battles; night: joins 17% of battles
- Gives: 1,240 EXP, 152 G, Magic beast hide (1/16), Seed of life (1/256)
- Weak to: wind, light ×1.5
Family: demon — weapons dealing ×1.1: wands
Stats
| HP | MP | Att. | Def. | Agi. | EXP | Gold | Evas. |
|---|---|---|---|---|---|---|---|
| 156 | 18 | 140 | 155 | 133 | 1,240 | 152 | 0 % |
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): wind, light ×1.5; fire, darkness ×0.5
- Effects (success rate): 75%: Fizzle, stun, poison, Blunt, Sap, Decelerate, Divine Intervention; 50%: Dazzle, sleep, Whack, confusion, paralysis; 25%: Charm
- Actions: Attack 44%, “completely loses it and starts on the target!” 27%, Multiheal 19%, “exhales a fierce fire!” 11%; after a first failure (MP or Fizzle), stops picking impossible actions. Conditions (otherwise it picks another slot): Multiheal: if two thirds of its allies are below half HP; “exhales a fierce fire!”: not if a third or more of the party has Reverse Cycle. Only once per turn for its whole group: “completely loses it and starts on the target!”, Multiheal, “exhales a fierce fire!”
Items
Habitat (in-game monster list)
Lonely Coast · Wormwood Canyon · Wyrmtail · Wyrmwing · Western Wormwood
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 in front of it (45°) up to 3.5 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.
| Place | Day | Night |
|---|---|---|
| Lonely Coast, on grass | joins 26% of battles | joins 17% of battles |
| Lonely Coast, in the forest | joins 22% of battles | joins 22% of battles |
| Wormwood Canyon, in the forest or on grass | joins 6.7% of battles | joins 6.3% of battles |
| Wormwood Canyon, on rocky ground | 75% (76% of battles) | 75% (76% of battles) |
| Wyrmtail, everywhere except on rocky ground | 31% (34% of battles) | 36% (43% of battles) |
| Wyrmtail, on rocky ground | joins 5.4% of battles | joins 5.4% of battles |
| Wyrmwing, everywhere except on rocky ground and on the coast | joins 4.5% of battles | joins 8.4% of battles |
| Wyrmwing, on rocky ground | joins 4% of battles | joins 4% of battles |
| Western Wormwood (islet) – to the north of the region, by ship or Starflight Express | 36% (43% of battles) | 36% (43% of battles) |
Grottoes (treasure maps)
- Fire, rank 4: 24% of visible monsters, 28% of battles (quality 56-75: floors 1-6; 76-100: floors 1-8; 101-120: floors 1-4; 121-140: floors 1-4)
- Fire, rank 5: 20% of visible monsters, 26% of battles (quality 56-75: floors 5-6; 76-100: floors 1-10; 101-120: floors 1-8; 121-140: floors 1-8; 141-180: floors 1-4)
Under the hood
Internal numbers (game records, one per variant): 167.
Drop codes (prm/mon_btldata, bytes +2 and +3; 0 = 100%, otherwise 1/2^(code + 2), 7 = none): Magic beast hide : 2 ; Seed of life : 6.
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DQ9 Encyclopedia
Magic beast hide
Seed of life