Monster recruitment: Difference between revisions

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=={{DQ7}}==
=={{DQ7}}==
Monster recruitment is not present in the seventh game; instead, {{MFamilies}}s will sojourn off to a sort of wild life reserve called the [[Monster Meadows]] that is unlocked during the normal course of the game. Once there, they can be spoken to in their natural habitat as if they were {{NPC}}s, though only one line of dialogue will be spoken. The [[Animal Magnetism]] skill makes taming these beasts much easier than in previous games, being the first time a player has direct influence on the probability in a numbered title.  
Monster recruitment is not present in the seventh game; instead, {{MFamilies}}s will sojourn off to a sort of wild life reserve called the [[Monster Meadows]] that is unlocked during the normal course of the game. Once there, they can be spoken to in their natural habitat as if they were {{NPC}}s, though only three lines of dialogue will be spoken. The [[Animal Magnetism]] skill makes taming these beasts much easier than in previous games, being the first time a player has direct influence on the probability in a numbered title.  


Additionally, defeated {{MFamilies}}s will occasionally drop [[Monster Heart]]s. These function similarly to the [[Dragonic Diligence]] and [[Liquid Metal Mind]] scrolls from {{VI}}, and allow the character holding them to take on monster-based vocations at {{Alltrades Abbey 6}}. The main difference is that a character's sprite will change into the corresponding monster once the vocation is mastered.
Additionally, defeated {{MFamilies}}s will occasionally drop [[Monster Heart]]s. These function similarly to the [[Dragonic Diligence]] and [[Liquid Metal Mind]] scrolls from {{VI}}, and allow the character holding them to take on monster-based vocations at {{Alltrades Abbey 6}}. The main difference is that a character's sprite will change into the corresponding monster once the vocation is mastered.