Monster breeding: Difference between revisions
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Monster breeding is the act of selecting two beasts to produce an ideal offspring. This system was first introduced in {{DQM}}, and continued forward into the [[Dragon Quest Monsters 2|sequel]] before being replaced with monster synthesis | Monster breeding is the act of selecting two beasts to produce an ideal offspring. This system was first introduced in {{DQM}}, and continued forward into the [[Dragon Quest Monsters 2|sequel]] before being replaced with [[monster synthesis]] once the series entered the 3D era with the original {{DQMJ}}. | ||
==Aspects== | ==Aspects== | ||
===Pedigree & partner=== | ===Pedigree & partner=== | ||
The pedigree controls what [[Monster Families|family]] the newborn will belong to. For example, selecting a [[ | The pedigree controls what [[Monster Families|family]] the newborn will belong to. For example, selecting a [[hacksaurus]] as the pedigree dictates that the egg will hatch into a member of the [[dragon family]]. | ||
===Eggs estimation=== | |||
Monsters will mate and leave behind an [[Monster eggs|egg]] before returning to the wild. The player has the option to hatch it right away, but taking it to the [[Egg Evaluator]] and having it assessed will reveal it's sex, inherited abilities, it's resistances, and how quickly or slowly it will level up. | |||
===Child's capabilities=== | ===Child's capabilities=== | ||
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Because recruited monsters will hit their level caps long before 100, with a star mark serving as the indicator, it is important to consider raising this ceiling with each generation. The calculation for this is '''("plus" value x 2) + the breed's natural limit'''. | Because recruited monsters will hit their level caps long before 100, with a star mark serving as the indicator, it is important to consider raising this ceiling with each generation. The calculation for this is '''("plus" value x 2) + the breed's natural limit'''. | ||
For example, a [[ | For example, a [[ewwnicorn]]+6 will have a new limit of 62, as that species stops leveling at 50. | ||
===Plus potential=== | ===Plus potential=== | ||
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*Level 100: +5 | *Level 100: +5 | ||
In the event of two "plus" monsters being bred, only the pedigree's value is added. For example, a [[ | In the event of two "plus" monsters being bred, only the pedigree's value is added. For example, a [[dracky]]+10 bred with a [[lips]]+8 and both monster's level sum is 100, then the egg will have a "plus" value of 15 instead of 23. The maximum "plus" value is 99. | ||
===Resistance reinforcement=== | ===Resistance reinforcement=== | ||
Careful breeding can improve a monster's innate elemental and status ailment resistances, superseding a breed's vulnerability if the "plus" value is high enough. For example, assume that both the pedigree and partner monsters have total immunity to [[Zap]]. In this case, if the resulting egg's breed is typically fully vulnerable to lightning but it's "plus" value is over +20, then the egg will instead have a | Careful breeding can improve a monster's innate elemental and status ailment resistances, superseding a breed's vulnerability if the "plus" value is high enough. For example, assume that both the pedigree and partner monsters have total immunity to [[Zap]]. In this case, if the resulting egg's breed is typically fully vulnerable to lightning but it's "plus" value is over +20, then the egg will instead have a minor resistance. If this same hypothetical monster's breed naturally had a minor resistance to Zap to begin with, and the "plus" value was over +40, then the added resistance would be bolstered to a strong resistance. | ||
In short, a monster can be given a | In short, a monster can be given a minor resistance to all attributes in the game if the player is patient enough and plans ahead before breeding. This system does not allow for turning strong resistance into full blown immunity though, preventing players from creating teams of "artificial" [[metal slime]]s. | ||
==Gallery== | ==Gallery== | ||
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</gallery></center> | </gallery></center> | ||
{{ | {{DQMNav}} | ||
{{ | {{DQM2Nav}} | ||
{{Series_mechanics}} | |||
[[Category: Game mechanics]] | [[Category: Game mechanics]] | ||
[[Category: Recurring elements]] | [[Category: Recurring elements]] | ||