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==Changes per game== ==={{DQMJ2}}=== In ''Joker 2'' one monster representing each family could exceed their normal limitations through synthesis. They are the [[chimaera]], [[conklave]], [[goodybag]], [[green dragon]], [[skeleton]], [[slime]], and [[teeny sanguini]], which can raise their rank twice over via synthesis by combining two members of the same species at levels 20 and 50 respectively. These strengthened versions are referred to as X and XY variants, and members of Rank D or lower would see their stat limitations raised by 25% while monsters that were ranks C, B, or A would have their stat limitations raised by 12.5% (1/8th). ==={{DQMJ2P}}=== ''Joker 2: Professional'' expanded the rank up system so that the 311 original monsters and the 124 additions can be strengthened to XY status, using the same method as in ''Joker 2''. The level sum requirements for raising a synthesized monsters' level cap were abolished and the level sum of the component monsters has no influence on how much "+" value the synthesized monster can accumulate. The "+" value to raise the level cap to 75 was lowered to +4, the value for level 100 remains +10. The "+" value inheritance system has been expedited for the sake of player convenience. If the sum of both component monster's levels are between 21 and 40 then half of the "+" value of the weaker monster will be added to the synthesized monster's total on top of the guaranteed +1. For example, if the positively charged monster is at level 32 and the negatively charged monster is at level 7 and both have a "+" value of +20 then the synthesized monster will have a "+" value of 31. If both monsters have a total level of 41 or higher, then the entire "+" value of the weaker monster is added to the synthesized monster's total along with the default +1. ==={{DQM3D}}=== The "+" value level restriction system was totally abolished in lieu of simply using a synthesized monster's "+" value as the threshold marker to rank up. Monsters that rank D or lower with a "+" value of +25 will rise to rank C upon being synthesized, and a rank C or B monster with a "+" value of +50 will rise to rank A when synthesized. The X and XY nomenclature was discarded, and all monsters can raise their stat limitations by accumulating a high enough "+" value. Additionally the "+" system has been simplified so that both component monster's "+" values are added together from the beginning. Furthermore if both component monsters have a level total that is 31 or higher, a +5 will be added to the synthesized monster's value in addition to the standard +1. If both components have a total level of 76 or higher, the +5 is replaced with a +10. ==={{DQM23D}}=== The {{3DS}} remake of the second game did not alter the synthesis process. ==={{DQMJ3}}=== Monster polarity is abolished for player convenience, and now any monsters can be combined freely. ==={{DQM3}}=== The series' 25th anniversary game has shaken up the synthesis process considerably, doing away with the entire "+" value system altogether. In it's place is an improved version of the inherited growth rate system that allows synthesized monsters to exceed their stat limits right away, with no long-term investment necessary on the player's part beyond simply leveling the beast to 100. The way the system works is that each monster family has a modifier that influences the growth rate of three stats. The modifiers of the synthesized monster's parents are doubled when factored in, and if that monster's grandparents all belonged to different families then that generation's modifier sum is raised by +2 to all stats, meaning that the lowest modifier for any stat is 2 and the maximum is 10. {| class="wikitable" style="margin:auto" |+ Growth modifiers |- ! Family !! Max HP !! Max MP !! Attack !! Defence !! Agility !! Wisdom |- | {{???}} || 1 || 0 || 1 || 0 || 0 || 1 |- | {{Beast}} || 0 || 1 || 0|| 1 ||1 || 0 |- | {{Demon}} || 0 || 1 || 1 || 1 || 0 || 0 |- | {{Dragon}} || 1 || 1 || 1 || 0 || 0 || 0 |- | {{Material}} || 0 || 0 || 1 ||1 || 0||1 |- | {{Nature}} || 0 || 0 || 0 || 1 || 1|| 1 |- | {{Slime}} || 1 || 0 || 0 || 0 || 1 || 1 |- | {{Undead}} || 1 || 1 || 0 || 0 ||1 || 0 |- |} The calculation for this process is ''natural stat limit x (sum of modifiers x sum of parents' levels) + 10,000'', which is then divided by 10,000 to create a fractional multiplier for the stat. For example, a normal-sized [[queen slime]]'s HP limit is 1,360. If she were to be synthesized with her grandparents belonging to the ???, dragon, slime, and undead families then the modifier would be 4, raised to 6 by the dissimilarity bonus of +2. If that queen slime's parents were all members of the slime family then the sum of the modifiers would be 10, and if her parents were both at level 100 then the calculation becomes ''1,360 x (10 x 200) +10,000'' divided by 10,000 and her HP limit is multiplied by 1.273 for a new zenith of 1,731. Other changes include adding a new G rank for the weakest of monsters and altering the traditional synthesis formulas for major monsters to freshen up the experimentation process for long-time fans. These new combinations are based on the appearances of monsters and any shared themes, allowing new players to make educated guesses as to what combinations may yield. An example of this is [[Hargon]] now being created by combining [[Atlas]], [[Belial]], [[Pazuzu]], and the [[Wrecktor (Recurring)|Wrecktor]] instead of the old method of a [[Wight king (Dragon Quest V)|wight king]] and [[metal king slime]]. {{DQMJNav}} {{DQMJ2Nav}} {{DQM3Nav}} [[Category: Game mechanics]] [[Category: Recurring elements]]
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