DQ9 Encyclopedia

Moosifer

Belzébik · no. 154 in the monster list
Everything is read from the game's code, unless stated otherwise

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

HPMPAtt.Def.Agi.EXPGoldEvas.
156181401551331,2401520 %

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.

PlaceDayNight
Lonely Coast, on grassjoins 26% of battlesjoins 17% of battles
Lonely Coast, in the forestjoins 22% of battlesjoins 22% of battles
Wormwood Canyon, in the forest or on grassjoins 6.7% of battlesjoins 6.3% of battles
Wormwood Canyon, on rocky ground75% (76% of battles)75% (76% of battles)
Wyrmtail, everywhere except on rocky ground31% (34% of battles)36% (43% of battles)
Wyrmtail, on rocky groundjoins 5.4% of battlesjoins 5.4% of battles
Wyrmwing, everywhere except on rocky ground and on the coastjoins 4.5% of battlesjoins 8.4% of battles
Wyrmwing, on rocky groundjoins 4% of battlesjoins 4% of battles
Western Wormwood (islet) – to the north of the region, by ship or Starflight Express36% (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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