Animal Magnetism: Difference between revisions

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Created page with "{{Spell Infobox |title = Animal Magnetism |image = |japanese = |romaji = |old = Tamer |type = Skill }} '''Animal Magnetism''' is a skill introduced in ''Dragon Quest VII..."
 
m Text replacement - "{{DQVII}}" to "{{DQVIINav}}"
 
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|title = Animal Magnetism
|title = Animal Magnetism
|image =  
|image =  
|japanese =
|japanese = まものならし
|romaji =  
|romaji = Mamono Narashi
|old = Tamer
|translation = Monster Taming
|dw = Tamer
|type = Skill
|type = Skill
|first = {{DQ7}}
}}
}}
'''Animal Magnetism''' is a skill introduced in ''[[Dragon Quest VII]]'' that helps with [[Monster recruitment|recruiting]] monsters to send off to the [[Monster Meadows|meadows]].
'''Animal Magnetism''' is a skill introduced in ''[[Dragon Quest VII]]'' that helps with [[Monster recruitment|recruiting]] monsters to send off to the [[Monster Meadows|meadows]].
==Appearances==
==Appearances==
===''[[Dragon Quest VII]]''===
===''[[Dragon Quest VII]]''===
Animal Magnetism's success calculations are a little more involved than most DQ algorithms from the earlier period in the series. The success rate is based on the Denominator of a monster's base recruitment rate subtracting the character's [[Monster Master|Monster masher]] rank. For reference, the modifiers for each rank are ''Rank 1 = 0; 2 = 1; 3 = 2; 4 = 8; 5~7 = 16; 8 = 32''.
Animal Magnetism's success calculations are a little more involved than most DQ algorithms from the earlier period in the series. The success rate is based on the Denominator of a monster's base recruitment rate, subtracting the character's [[Monster Master|Monster masher]] rank. For reference, the modifiers for each rank are:
{| class="wikitable"
|-
! Vocation rank !! Modifier
|-
| 1 || 0
|-
| 2 || 1
|-
| 3 || 2
|-
| 4 || 8
|-
| 5 || 16
|-
| 6 || 16
|-
| 7 || 16
|-
| 8 || 32
|}


The table below compares the base recruitment chances against the rank modifiers for easier reading. Keep in mind that the skill can be used up to five times on a single monster, effectively making all monsters 100% tameable save for the six that have a 1/256 base.
The table below compares the base recruitment chances against the rank modifiers for easier reading. Keep in mind that the skill can be used up to five times on a single monster, effectively making all monsters 100% tameable save for the six that have a 1/256 base.
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|-
|-
| 1/16 || 4 || 1/8
| 1/16 || 4 || 1/8
|-
| 1/32 || 4 || 1/24
|-
|-
| 1/64 || 5 || 1/48
| 1/64 || 5 || 1/48
Line 29: Line 54:
| 1/256 || 8 || 1/224
| 1/256 || 8 || 1/224
|}
|}
{{DQVII}}
{{DQVIINav}}
[[Category:Skills]]
[[Category:Skills]]
[[Category:Dragon Quest VII skills]]
[[Category:Dragon Quest VII skills]]

Latest revision as of 08:42, 4 April 2026

Animal Magnetism is a skill introduced in Dragon Quest VII that helps with recruiting monsters to send off to the meadows.

Appearances[edit | edit source]

Dragon Quest VII[edit | edit source]

Animal Magnetism's success calculations are a little more involved than most DQ algorithms from the earlier period in the series. The success rate is based on the Denominator of a monster's base recruitment rate, subtracting the character's Monster masher rank. For reference, the modifiers for each rank are:

Vocation rank Modifier
1 0
2 1
3 2
4 8
5 16
6 16
7 16
8 32

The table below compares the base recruitment chances against the rank modifiers for easier reading. Keep in mind that the skill can be used up to five times on a single monster, effectively making all monsters 100% tameable save for the six that have a 1/256 base.

Recruit rate Vocation rank New rate
1/4 2 1/3
1/8 3 1/6
1/16 4 1/8
1/32 4 1/24
1/64 5 1/48
1/128 8 1/96
1/256 8 1/224