Monster Synthesis Guide by zenithian66
Version 1.00, Last Updated 2011-02-05
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Table of Contents
- Definition of Key Terms
- Generic Monsters
- Generic Synthesis
- Monster ID
- Parent Monsters
- Plus Number
- Quadrilineal Synthesis
- Result Monster
- Special Synthesis
- Stat Growth
- The Basics of Synthesis
- The Benefits of Synthesis
- What Gets Passed On Through Synthesis?
- What Is Not Passed On Through Synthesis?
- Advanced Tips and Tricks
- List of Monster IDs
- Generic Synthesis
- Slime Family
- Dragon Family
- Nature Family
- Beast Family
- Material Family
- Demon Family
- Undead Family
- Reverse Generic Synthesis Lookups
- Special Synthesis
- Quadrilineal Synthesis
- Synthesising the Incarnus
- Synthesis Recipes by Result
- Synthesis Recipes by Parent
- Monsters Unavailable Through Synthesis
- Monster Matchmaking
- Frequently Asked Questions
- Version History
- Legal Information
Welcome to the Dragon Quest Monsters: Joker Synthesis Guide FAQ. I'll be your grateful host, zenithian66. Thanks for taking the time to read this FAQ, whether your goal is to gain a basic understanding of "what is synthesis?"; you wish to acquire advanced information on how best to use monster synthesis to your advantage; or you merely want to know every way to synthesise any monster in the game, period.
For ease of lookup, all monster entries in the following two sections will be encapsulated in square brackets.
So, if you are wondering how to create a certain monster, or if one of your monsters is used in any important recipes, simply type Ctrl+F (find), and then type in the monster's name like such: [Monster Name].
You may need to view the FAQ as a single printable page to take full advantage of this feature.
Definition of Key Terms
I will only be defining the terms most relevant for understanding this FAQ. If you have questions about other general terms from the game, they can most likely be explained in other FAQs, or in the instruction manual for the game.
Also referred to as polarity. A characteristic that every monster possesses that roughly equates with gender (in the perspective of past Dragon Quest Monsters games). Instead of Male/Female, monsters can now be one of three different charges: Positive[+], Negative[-], and Neutral[+/-]. Neutral monsters are much rarer than the other two charges. Monster charge is used to determine which monsters can be synthesised together.
Each of the 210 monsters in the game belongs to one of eight family types: Slime, Dragon, Nature, Beast, Material, Demon, Undead, or Incarni. Monsters in the same family typically have common features that are, for the most part, instantly recognizable. Additionally, a monster's family will play a key role in determining the outcomes of most synthesis combinations. A monster's family is fixed and cannot be changed in any way. A Slime will always be a member of the Slime Family.
This term specifically refers to any monster that can be created as the result of generic synthesis. There are 119 of these monsters in total, 17 from each of the seven main monster families.
My term used to describe monster pairings which do not qualify for any special synthesis recipe. This is the fall-through case for probably 90% plus of all possible monster combinations. Generic synthesis uses the Monster ID and Family of both monsters involved to select either one or three result monsters.
If you view a monster's entry in the Monster Library from the main menu, you will notice that each monster is assigned a number in the top-left hand corner of the top screen. This is the monster's ID: an otherwise obscure statistic that is actually vitally important in determining which monsters are available as the results of a synthesis pairing.
The parents are the two monsters chosen for synthesis to fuse into a new result. There is no official term here, but it is useful to adopt the monster breeding metaphor to easily convey the meaning behind this term. The two parent monsters used for synthesis determine not only what results will be available; they will also pass on much of their strength and capacity for growth.
For any monster that has been synthesised, you will notice an additional statistic in the top-right corner of the top screen. It will read '+ N', where N is the number of times that the monster has been the result of synthesis. This number will always be +1 higher than the highest-numbered parent, so fusing a +9 monster with a +5 monster will only result in a +10 monster.
Informally referred to as grandparent synthesis, due to the fact that the results of the synthesis pairing do not depend on the parents, but rather the four grandparents of the monster that is to be created. Quad synthesis is a step up in difficulty over even a special synthesis combination, and thus is reserved to some of the rarest monsters in the game. If a quad synthesis recipe is available, it will override all other synthesis results.
Each of the monsters in the game is assigned one of eight ranks: F, E, D, C, B, A, S, and X. Every monster family has one or more monsters in each rank, and monsters within a family are loosely ordered by rank in terms of increasing rarity and 'strength'. F rank is the lowest, while rank X contains only the most elusive monsters. Note that for the most part, rank S and X monsters cannot be scouted, and must be synthesised. A monster's rank is fixed and cannot be changed in any way, but rank has a relatively minimal impact on a monster anyway.
Qualities inherent in a monster that determines their susceptibility (or lack thereof) to certain elemental attacks, negative statuses, or monster skills. Resistances are locked to the monster and cannot be passed on via synthesis, but additional resistances can be gained through investing skill points in some skillsets. Negative resistances are described as a vulnerability to the attack in question.
If we use the monster breeding metaphor, this would be the child monster. The resultant monster of a synthesis pairing will inherit many powers and abilities from the two parents that will make it vastly superior to any monster that is simply captured via scouting, and eventually the result may even surpass both parents, as well.
Scouting is the process of using the 'Scout' command in battle to impress and capture an enemy monster. Scout as many different types of monsters as possible to give yourself a lot of options to use during synthesis!
A skillset is a list of skills that you can choose to teach your monster, making them more powerful and versatile as they grow in level. A monster can carry up to three skillsets at any one time, though each monster that can be scouted will possess only two skillsets naturally: one granting actual spells or abilities, and the other offering stat boosts or resistance bonuses. As monsters level-up, they will gain skill points to invest in their skillsets as you see fit. Skillsets can be passed on through synthesis, and in fact can even evolve into better, more powerful skillsets if you max out the skill point allocation and have the right combination of skillsets available.
My term used to describe a combination of (Monster & Monster) or (Mmonster & Family) that will produce a unique result monster during synthesis. As these recipes are rarer than a generic synthesis combination, the monster produced will typically be more powerful or more useful than monsters of comparable level and rank. Some monsters are ONLY available through a special synthesis formula.
The six primary stats in DQM: Joker are HP, MP, Attack, Defence, Agility, and Wisdom. As a monster reaches new experience levels, these stats will receive a small boost. The relative rate at which a monster gains stat points when they level up is referred to as the stat growth of the monster. Stat growth is very much determined by the monster in question (For instance, Gigantes sees incredible gains in strength and HP, but has abysmal MP, agility, and wisdom growth). As parent monsters pass some of their own capacity for stat growth to their children, you could repeatedly fuse a Gigantes with a Slime to eventually create a super-powered Slime. (The Slime may be as dumb as a rock, and not much faster, but look at that strength stat!)
Synthesis is the process by which two monsters are fused together to create a new, stronger monster. Also referred to as fusion, or combining two monsters together, or even as breeding (by those still using the lingo of the previous Monsters games). Synthesis is the main draw DQM: Joker, and the primary means for creating many of the monsters in the game.
A property specific to a certain monster which conveys a unique feature, advantage, or in-battle effect. Some examples are Critical Massacre, which doubles a monster's chance for a critical hit, or Steady Recovery, which regenerates 10% of a monster's health at the end of their turn. Like resistances, traits are locked to the monster and cannot be transferred through synthesis, but there are some skillsets which will grant your monster a certain trait if you invest enough skill points.
The Basics of Synthesis
If you have ever played the original Dragon Warrior Monsters or the sequel Dragon Warrior Monsters 2: (Cobi's Journey / Tara's Adventure), both on the Game Boy Color, then you should be familiar with monster breeding, and will already know what to expect from the synthesis system. The name may have changed, but the idea is the same: combine two monsters together to create a new, more powerful monster.
If this game is your first entry in the Dragon Quest Monsters series, then don't worry, the concept of monster synthesis is just as easy to pick up for beginners and returning players alike. To become the world's greatest monster scout, you must repeatedly scout monsters, train them by raising their levels and assigning skill points, and synthesise them to produce monsters which will grow to become even more powerful still. While scouting and training are both important to the overall process of building an unstoppable monster team, they will only get you so far. (Unless you are undertaking some sort of crazy 'no synthesis' challenge quest...in which case, how did you end up here to begin with?) It is only through synthesis that you can obtain some of the best monsters in the game and unlock the true potential of others.
To synthesise two monsters together, simply visit the booth at the back of any scoutpost. This option will not be available until your character officially registers in the monster scout challenge (after going through the events on Infant Isle), but you won't be missing any synthesis opportunities in the meanwhile - your monsters probably wouldn't even qualify for synthesis yet. Once you are registered, the lady who runs the Monster Synthesis booth will present you with four options:
- Fuse two monsters together to create a different one!
- Synthesis Picks
- The game offers a few suggestions for which monsters to try and fuse together.
- It may be useful if you're indecisive, but experimentation is part of the fun!
- Explains synthesis, the requirements, and skill inheritance - very broadly.
- Close the menu and return to the game.
For two monsters to qualify for synthesis, they must only meet the following requirements:
- Both monsters must be at experience level 10 or higher.
- The two monsters must be of opposite charge.
- Positive[+] monsters can only fuse with Negative[-] or Neutral[+/-] monsters.
- Negative[-] monsters can only fuse with Positive[+] or Neutral[+/-] monsters.
- Neutral[+/-] monsters can only fuse with Positive[+] or Negative[-] monsters.
See the pattern? Basically, as long as you don't have two monsters of the same polarity, they will be eligible for synthesis once both monsters reach level 10. You can check the level/charge of your monster on both the monster's information screen and from the synthesis menu.
How to Synthesise
Once you have a pair of appropriately-leveled monsters of opposite polarity that you would like to fuse, simply visit the synthesis booth and choose the 'Synthesise' option. You will be brought to a menu where you can choose the two monsters you wish to combine, and preview the results before you commit to your decision.
Picking the Parents
To view the monsters you have available for synthesis, select one of two tabs: [+] Monster or [-] Monster. Neutral monsters will show up under both listings, but again remember that two Neutral monsters are ineligible for being combined with each other. Furthermore, monsters that are under level 10 will be grayed out and unselectable. Pick one monster from the [+] list and one monster from the [-] list, and then view the monster(s) that can result from such a pairing.
Picking the Result
For any pairing of two monsters, there can be 1-3 different monsters to choose from as the result of synthesis. You can pick one and only one of these combinations, so choose carefully. The game unveils the following information about the results to help you make your decision:
- Monster Family.
- Monster Rank.
- Monster Name.
- The Monster's Trait, if it has one.
- The Monster's default skillset.
- A monster that you've never obtained before will be labeled as "NEW".
Level, HP, and MP are always displayed as '???', even though a synthesised monster always starts at level 1 and starting HP and MP can be calculated if you desire. If the rank of the child monster is a letter higher than either parent, then there will be a yellow arrow by the rank to indicate such (but don't get caught up in always needing to up your monster's rank when synthesising).
Once you have decided which monster you'd like to synthesise, select it and move on to the confirmation screen.
One Final Note
So you've come this far, and you're probably eager to finally hit 'Synthesise' and see your new monster in action. There's just one catch...
When synthesising a new monster, the two parent monsters will be lost forever!
That's right; the two monsters that you worked hard to scout and train will disappear, permanently. That is, permanently in the sense that those two specific monsters will have to be scouted or synthesised again if you need another copy of that monster type at a later time.
In their place, you will have the synthesised child, which may not seem like much consolation at first. Keep in mind, though, that the result monster of synthesis is still very much like the two monsters used for the fusion - maybe not in appearance, but in stats, skillsets, and other various gameplay categories. With a bit of training, soon the result monster will surpass both parents and become more than worth the price of fusion.
Once a new monster is synthesised, the following takes place:
- The monster's charge is determined.
- You will be given the option to name your new monster.
- You can choose which skills you want your monster to inherit.
- You can either add the monster straight to your team, or send it to storage.
Congratulations! That's all it takes to synthesise a monster. It may seem like a lot of information at first, but synthesis will soon become secondhand and you'll be impatiently grinding your monsters' levels so you can synthesise them again and again to create an ultimate monster.
The Benefits of Synthesis
Now that we've gone over the basics of monster synthesis, you may still be wondering if it is worth all the effort to capture, train, and fuse two monsters just to be left with one monster in return. As this next section will soon make clear, Absolutely! Synthesis affects many aspects of the result monster, but not everything is passed on when you choose to combine monsters. This section will detail the qualities that synthesis does affect, as well as the ones which are not carried over. It will also provide hints and suggestions on how to use synthesis for your maximum benefit, so that you can spend less time creating strong monsters and more time dominating with them.
What Gets Passed On Through Synthesis?
When two monsters are synthesised, the child monster inherits the following:
- Stat Growth
- Plus Number
After synthesis, the six primary stats (HP, MP, attack, defence, agility, and wisdom) of the result monster are calculated based on the stats of both parents using the following formula:
Result Monster Level 1 Stats
Starting Value = (ParentA stat value + ParentB stat value) / 4
Basically, the child starts off with half the average of the stats of the parents. If you fused two monsters together, one having 100 HP and the other having 200 HP, the result monster will have (100 + 200) / 4 = 75 HP at level 1. If the result is not a whole number, then always round down. Also note that any stat boosts from equipped weapons will not be used to calculate the stats of the new monster; only the base stat totals are counted.
Even though the child monster won't be quite as strong right away as the parents were, it should still have a fighting chance in battles and will be able to hold its own until it gains some experience. Once it is caught up in level, it will most likely have even higher stats than the parents did, and will thus be more useful for a longer period of time, until the monster is synthesised again and the process repeats.
In addition to relying on the parent monsters for starting stat values, the child also inherits some capacity for additional stat growth, according to the following formula:
Result Monster Stat Growth
Total Stat Growth = Result growth + (ParentA growth + ParentB growth) / 4
Again, the additional growth is equal to half of the average of the growth of the parents. The main point to take away from here is that monsters that have been synthesised, even only one time, tend to gain 1.5x the stat points of a similar monster caught from the wild, on average. This is a huge advantage, and one that you will want to take advantage of as soon as possible, in most instances.
Perhaps the most important thing passed on through synthesis. A monster can carry up to three skillsets at any one time, and through synthesis you are able to fully customize the skillsets that your monster can learn. You can use these skillsets to teach your monster a wide variety of abilities, cover up any vulnerabilities or stat deficiencies, etc. - whatever you desire!
In addition to the actual skillset, the child monster also receives some of the skill points which the parents had gained through the course of their levels. How many and in what skillset(s) are determined by the following formulas:
Result Monster Skill Points
- Spent Skill Points = (ParentA investment + ParentB investment) / 2
- Unspent Skill Points = (ParentA unspent + ParentB unspent) / 4
Again, if the result is not a whole number, always round down. There are a few interesting notes that come out of these formulas. First, you probably noticed that we finally see a break from the 'half of the average' rule when it comes to spent skill points. In fact, if both parents have the same skillset maxed out before synthesis occurs, then the child will be able to start out from level 1 with that same skillset completely maxed. This can be quite useful indeed.
Second, if the parents have any leftover skill points which were never allocated, then the child will also inherit these points...just at a rate half as high as skill points which were actually put into skillsets. If you are planning on having the result monster invest in any skillsets inherited from its parents, then by all means put those skill points in before you synthesise. If you decide that the parent isn't sending along anything useful, then it might just be best to pass on the points at the 1/4 rate so you can spend them more wisely later.
It is also worthwhile to note that synthesised monsters gain roughly 40% more skill points when leveling up than monsters that have simply been scouted.
For those of you who despise division, finally we have a very simple formula:
Result Monster Plus Number
Plus Number = MAX(ParentA Plus Number, ParentB Plus Number) + 1
In short, take the highest plus number of both parents (monsters who have never been synthesised are implicitly +0) and add one. The only known affect of monster plus number is that it is used to calculate the level cap of a monster.
- +0 to +4: level cap of 50.
- +5 to +9: level cap of 75.
- +10 and up: level cap of 99.
Unlike the GBC Monsters games, plus number does NOT grant increased HP/strength growth in a monster.
One of the tabs available in the monster information screen is a list of the monster's lineage, dating back two generations to the grandparents (if applicable). This information can become important if you are planning on using the monster for a quadrilineal synthesis recipe, or if you simply forgot where one of your monsters has disappeared off to.
What Is Not Passed On Through Synthesis?
Thankfully, this list is pretty short and relatively simple to remember.
- This would just be game-breaking.
- Still, it is amusing to imagine a Double Trouble, Metal Body, Early Bird.
- Each monster has their own resistance values; no more, no less.
- Experience/Experience Growth
- A synthesised monster ALWAYS starts off at level 1, with 0 experience gained.
Another note about experience: just like stat growth, each monster has a hidden modifier that determines what experience curve is used to calculate when that monster levels up. Unlike stat growth, a monster's experience growth is fixed and cannot be changed. The exp. growth modifier can be roughly gauged by seeing how much experience a newly synthesised monster needs to reach level 2. Be aware, however, that there are multiple patterns that fit some experience growth rates. Psaro is infamous for only requiring 3 exp. to reach level 2, but once leveled into the thirties he starts to take mass quantities of experience to level up further.
Synthesise Early and Often
As noted in the stat growth section, synthesised monsters inherit half of the average growth of both parents. So, if you had two Slimes that gained 4 points of attack per level (on average), and you fused them together to create a new Slime, you could expect it to gain 6 points of attack per level. Factor in the increased skill point gains and it isn't too much of an overgeneralization to say that +1 monsters are vastly better than any comparable monster that you can scout at the time.
The increased growth will make a big difference in the stat totals of your monsters over the course of many levels. Even if you don't plan on using a monster right away after synthesis, you can still synthesise it for the stat growth boost and let it sit in storage to gain some experience in the meanwhile.
Synthesise the Incarnus
This mysterious creature who joins you on your quest is quite a unique monster. You can only ever get one, and he has unique skillsets and forms that are worth looking into, at the very least. Don't be afraid to synthesise him, however - he will benefit from the increased stat/skill growth just like any other monster. Also, the Incarnus is always the dominant monster in a synthesis pairing; you cannot lose it by synthesising it away into a different monster family.
On the other side of the discussion, don't feel obliged to use this monster if you'd rather play around with other options, or if you simply prefer other monsters.
Seek Out the Sceptres
There are three weapons that you can acquire during the game which will have an effect on synthesis if equipped to one of the parent monsters.
- The Plus Sceptre will ensure that the child is Positively[+] charged.
- Obtained after answering Question#8 in the Scout Test on Infant Isle.
- The Minus Sceptre will ensure that the child is Negatively[-] charged.
- Obtained after clearing Rank B of the Battle Arena on Xeroph Isle.
- The Phoenix Sceptre will ensure that the child has the same form as the holder.
- Obtained from a treasure chest in the Palaish Isle Temple.
You can gain additional Plus/Minus Sceptres randomly from late-game treasure chests, but you'll only ever need one unless you accidentally sold them. You cannot sell the Phoenix Sceptre.
Using these sceptres will significantly lower any frustration involved with planning out long-term synthesis goals for your monster team. Furthermore, the sceptres are NOT destroyed during synthesis, so feel free to use them at will. The Phoenix Sceptre in particular is invaluable for giving a monster new skills or better stats while keeping its current form.
No, equipping the Plus Sceptre on one parent and the Minus Sceptre on the other will not automatically create a Neutral monster. Sorry...
Save Before Synthesising
If you save your game before synthesising, you can reset and try again if you need to aim for a specific polarity on the result monster. Even simpler, if you've come across the Plus sceptre or Minus sceptre weapons, equip one to a parent before synthesis and the child will always result in that particular charge.
Still, get into the habit of always, ALWAYS, saving your game before you synthesise. You'll never know when one simple slip-up can create hours of extra work for you just because of an error that could be easily corrected otherwise.
Use Skill Points Wisely
Early on in your adventure, when skill points are still hard to come by and having the right skills can make the first few islands a breeze, you will want to coordinate your skill point investments with your synthesis plans. Skill points come at fixed levels, and while a monster is eligible for synthesis at level 10, it might be best to hold out until level 11, when you will gain 6 more skill points to allocate.
Furthermore, keep in mind that some skillsets can be upgraded if you meet certain requirements. For example, the skillset 'Attack Boost' can be upgraded to 'Attack Boost II' if 50 or more skill points have been invested in the skill, across one or both parents. While it would take a single scouted monster until level 25 to put that many points into one skillset, if you divide the work between both parents, you need only to reach level 15; much more reasonable for an early-game goal.
Do not underestimate the power behind the stat-boosting skillsets. They might not be the 'sexy' skill choice compared to sets which grant actual spells or skills, but a +1 or +2 monster with Attack Boost II will cause havoc to enemies early on, and a healing-oriented monster with Defence Boost II will be nigh-untouchable for a good portion of the game.
Pay Attention to Stat Growth
Not all monsters are created equal. While very few monsters are actually 'worthless' to go out of your way to incorporate into your team, you do have to pay attention to the particular strengths and weaknesses of monsters before you combine them.
If you are attempting to make a mage-type monster, make sure that neither parent is passing along a terrible wisdom score (which can be common with many types of monsters through the course of the game). If possible, check to see if the child has decent wisdom growth as well. Otherwise, your spells will fail to do much damage and you'll wind up with a weak link on your monster team. In a similar vein, you want your top attackers to all be a part of the same synthesis chain, and if you have a monster dedicated to healing, you would ideally want a monster with enough MP, agility, and HP/defence to carry your team through the toughest battles.
Some monster families are notorious for having similar stat builds. Slimes have all-around average (if unspectacular) stat growth. Dragons have great HP/attack but generally terrible MP, agility, and wisdom growth. Nature-type monsters tend to be defensively oriented, or agile. Most Beasts excel as attackers. Material Family monsters have the HP and defense to have staying power in fights. Demons can be a mixed bag - there are a few monsters that would make good mages, but the A/S ranks are decidedly physically oriented. Undead monsters are generally quick to grow in HP, and more than a few are deceptively agile.
There are always a few exceptions to these family stereotypes, but if you pay attention to the style of monster you are creating, you will save the aggravation of trying to shove a square peg into a round hole, so to speak.
Traits to Look Out For
When viewing the potential results of a synthesis combination, consider picking monsters if they carry one of the following traits:
- Allows use of the Psyche Up command; store tension for a high-powered attack.
- Fully tensioned monsters can provide an incredible scouting % boost.
- Double Trouble
- Monsters set to AI command will gain an extra default attack.
- Magic Regenerator
- A monster will replenish 10% of their MP after each turn.
- Allows monsters to consistently spam their best spells or skills.
- Can be gained through the Dazzle Ward or Antimagic Ward skillsets.
- Retaliate against all physical attacks with a default attack.
- Metal Beater
- Adds an additional point of damage to all attacks vs. Metal Body enemies.
- Helpful through most of the game before you gain enough power to OHKO metals.
- Can be gained through the Anti-Metal or Bounty Hunter skillsets.
Skills to Look Out For
With so many skillsets available and so few skill points to spread around, it can be a bit overwhelming to pick the right ones to invest in for your monsters. I do want to make the point that there are MANY options for skillset builds that will work well and you aren't cheating yourself out of anything if you decide to figure out skillsets for yourself. That said, there are some skills that really shine during the story portion of the game, and are worth special mention:
- Obviously, you need healing on at least one of your monsters.
- Heal/Midheal/Fullheal, Multiheal, and Zing/Kazing for revival.
- Tap Dance is nice to have during dungeon crawls to quickly replenish MP.
- Weakening Wallop can really cripple some monsters, including key bosses.
- Buff/Kabuff can really help to keep your monsters alive during boss fights.
- Helm Splitter or Oomph(le) help attackers reach maximum damage output.
- Metal Slash is obviously nice for fighting metals and raising exp. quickly.
- You'll find Multislash helpful for making normal fights breeze by.
- Since this skill is kind of rare, also look for monsters that can equip whips.
- Double Up is fantastic on slow and/or defensively sound attackers.
- Priority attack with 2x damage at the cost of halving defense for a turn.
Taking all of that information into consideration, the following skillsets are both easy to obtain and include two or more of these skills:
Anti-Metal, Berserker, Champion, Cure-all, Dark Knight, Defender, Diminisher, Fortifier, Healer, Huntsman, Materialist, and Warrior.
This does not include stat-boosting skillsets, or skillsets with low-lying fruit that you can use as filler. For example, the Mime skillset offers Tap Dance at an investment of only 4 skill points, and Cleanser offers Zing at only 30 skill points; the quickest way to pick up a revival skill from a common skillset.
List of Monster IDs
Even though a monster's ID number is not one of the most visible in-game stats, it is one of the sole determining factors in a generic synthesis recipe. The following table lists every monster in the game, ordered by Monster ID. Monster rank is only included for the sake of completion and can be ignored otherwise.
|5||F||Material||Bag o' laughs|
|73||D||Slime||Metal slime knight|
|107||C||Slime||Liquid metal slime|
|114||B||Dragon||Great argon lizard|
|125||B||Slime||Dark slime knight|
|144||A||Slime||King bubble slime|
|151||A||Slime||Metal kaiser slime|
|164||S||Slime||Metal king slime|
|209||?||Incarnus||Ace of Spades|
When two parent monsters are selected for synthesis, there are three different types of synthesis recipes that the game uses to determine the result(s) of any given monster pairing:
- Quadrilineal Synthesis
- Specific (Monster & Monster) recipes were used to create both parents.
- Special Synthesis
- The parents qualify for a (Monster & Monster) or (Monster & Family) recipe.
- Generic Synthesis
- Default fall-through case if the above two checks fail.
These three checks are performed in order, and thus can override combinations which are determined to be lower priority. For example, if two monsters qualify for a quad-synthesis result, then the check for special synthesis never takes place; the only result that can be selected is the one for quad-synthesis.
Despite this, generic synthesis is still the most common outcome of a monster pairing. Out of the 22,100 possible monster combinations, there are only a handful of quadrilineal synthesis recipes and a few hundred special synthesis recipes - the rest work directly off the generic synthesis formula.
Despite the 'generic' label, generic synthesis is actually quite powerful. In total, 119 of the 210 monsters in the game are eligible for generic synthesis, and with so many potential recipes to choose from to create the result monster you need, generic synthesis is often the quickest way to create a monster with as few intermediary steps as possible.
When determining the monsters that result from a particular generic synthesis combination, the important statistics to look at are the Monster ID and Family of both parents involved. Furthermore, generic synthesis can be broken down into three sub-types:
1) Synthesising Monsters from Different Families
This type of pairing will produce three result monsters for you to choose from. If any quadrilineal or special synthesis recipes apply, they will override one or more of these results.
In order to determine each of the three result monsters, you must know the following information about BOTH parents:
- The Monster Family that each parent belongs to.
- Let's call the monsters "ParentA" and "ParentB", for short.
- The Monster ID of each parent.
- Let's call these "HigherID" and "LowerID", based on their numerical values.
Using this knowledge, you can reference the tables of 'Generic Monsters' (monsters that can be created via generic synthesis) below to figure out your results. The results will conform to the following rules:
Generic Synthesis - Monsters from Different Families
The first result monster will be from the same Family as ParentA. Use the 'Generic Monsters' table for this family below. Using the HigherID, round up to find the next highest ID value in the table (if HigherID exceeds all other values, pick the last entry in the table). This will be the Monster ID of our first result.
The second result monster will be from the same Family as ParentB. Use the 'Generic Monsters' table for this family below. Using the HigherID, round up to find the next highest ID value in the table (if HigherID exceeds all other values, pick the last entry in the table). This will be the Monster ID of our second result.
The third result monster requires one extra lookup. Access the Generic Synthesis sub-section for the Family of either ParentA or ParentB, and find the monster family listed for your specific (Family & Family) combination. Use the 'Generic Monsters' table for this family below. Using the LowerID, round up to find the next highest ID value in the table (if LowerID exceeds all other values, pick the last entry in the table). This will be the Monster ID of our third result.
Confused? There is a lot of information to process, but hopefully a few examples will help to make sense of things.
Example One - (Slime & Winky)
ParentA: Slime, ParentB: Winky
HigherID: 21 (Winky), LowerID: 1 (Slime)
Results in: #23 Healslime, #29 See urchin, #7 Ghost
Using the 'Generic Monsters' table in the Slime Family sub-section, we see that the next higher ID after 21 belongs to Healslime at #23. We can make the same check in the Demon Family sub-section to find the next higher ID value at #29 with See urchin.
To find the third result, look at the 'Third Result of Generic Synthesis' in either the Slime Family or Demon Family sub-sections. You will see that Slime Family & Demon Family results in a monster of the Undead Family. Using the Undead Family sub-section, and making sure to use the Slime's lower ID value of 1, we find that the next monster in the table is #7 Ghost.
Example Two - (Hacksaurus & Hades condor)
ParentA: Hacksaurus, ParentB: Hades condor
HigherID: 92 (Hades condor), LowerID: 91 (Hacksaurus)
Results in: #106 Tyrantosaurus, #108 Treeface, #94 Merman
This combination underscores the importance of using the 'Generic Monsters' table to determine the result monsters. If we look at the overall monster list, we would see that #101 Sea dragon, #96 Great sabrecat, and #93 Gargoyle all appear as the next Monster ID in sequence in between the parent IDs and the result IDs. However, none of these three monsters are able to be created via generic synthesis, so they are skipped over and the 'generic' monsters are chosen instead.
Example Three - (Rhapthorne (II) & Orgodemir)
ParentA: Rhapthorne (II), ParentB: Orgodemir
HigherID: 197 (Rhapthorne (II)), LowerID: 194 (Orgodemir)
Results in: #148 Buffalogre, #154 Tortured soul, #150 Living statue
For each of these results, the IDs of the parent monsters exceed all values in the 'Generic Monsters' family tables, which all cap at rank A. Thus, the last entry in each family table is used to determine the result monster.
There are many monster combinations (of varying practicality) where this generic Monster ID cap comes into play. In fact, it is not an understatement to say that there are literally thousands of combinations which result in the monsters at the top of the generic tables (King bubble slime, Great dragon, Yabby, Buffalogre, Living statue, Demon-at-arms, Tortured soul).
2) Synthesising Monsters from the Same Family
In this kind of pairing, only one result monster will be available. However, if the parents also qualify for a special synthesis recipe, it will be added as a second option and will not override the generic result. Qualifying for quadrilineal synthesis will still override all other results.
In order to determine the result monster, you must know the following information:
- The Monster Family that both parents belong to.
- The higher Monster ID among the two parents (HigherID).
Using this knowledge, we can use a familiar formula to figure out the result.
Generic Synthesis - Monsters from the Same Family
The result monster will be from the same Family as the parents. Use the 'Generic Monsters' table for this family below. Using the HigherID, round up to find the next highest ID value in the table (if HigherID exceeds all other values, pick the last entry in the table). This will be the Monster ID of our result.
If you understood the method for generic synthesis using monsters of different families, then the same concept applies here. If not, then here are a few more examples:
Example One - (Bubble slime & Behemoth slime)
Monster Family: Slime
HigherID: 82 (Behemoth slime)
Results in: #90 Dragon slime
Once again taking a look at the Slime Family, we view the 'Generic Monsters' table and round up the ID of Behemoth slime to find the next highest number in the table, in this case #90 Dragon slime.
Example Two - (Jum & Dingaling)
Monster Family: Material
HigherID: 122 (Jum)
Results in: #131 Mimic, #156 Mum
Performing the Monster ID lookup on the Material Family table of 'Generic Monsters', we see that the next highest ID after 122 is occupied by Mimic at #131.
But wait, there's more! This recipe also fulfills the special synthesis recipe for (Jum & Material Family) = Mum. As it is a special recipe, it is appended to the list of results you can expect to see during synthesis.
3) Synthesising the Same Two Monsters
This combination will always produce the same result monster as the parents used, unless overridden by quadrilineal or special synthesis. Thus, (Dracky & Dracky) will always result in Dracky; (Dragonlord & Dragonlord) will always result in Dragonlord, etc.
Just make sure to check in advance that the combination in question will not be overridden, as this style of fusion can be common theme among special and quad-synthesis recipes. For example, (Skeleton soldier & Skeleton soldier) results in a Phantom swordsman.
Generic synthesis information specific to the Slime Family.
The following table contains monsters of the Slime Family that can be created through generic synthesis. If a Slime monster is not listed in this table, it must be obtained through other means.
|73||D||Metal slime knight|
|125||B||Dark slime knight|
|144||A||King bubble slime|
Third Result of Generic Synthesis
- If the third result is from the Slime Family, the parents must be:
- Dragon Family & Undead Family
- Nature Family & Demon Family
- Material Family & Undead Family
- If the Slime Family is fused with the following, the third result will be:
- (Slime Family & Dragon Family) = Material Family
- (Slime Family & Nature Family) = Dragon Family
- (Slime Family & Beast Family) = Undead Family
- (Slime Family & Material Family) = Demon Family
- (Slime Family & Demon Family) = Undead Family
- (Slime Family & Undead Family) = Beast Family
Generic synthesis information deserving of the Dragon Family.
The following table contains monsters of the Dragon Family that can be created through generic synthesis. If a Dragon monster is not listed in this table, it must be obtained through other means.
Third Result of Generic Synthesis
- If the third result is from the Dragon Family, the parents must be:
- Slime Family & Nature Family
- Nature Family & Beast Family
- Beast Family & Demon Family
- If the Dragon Family is fused with the following, the third result will be:
- (Dragon Family & Slime Family) = Material Family
- (Dragon Family & Nature Family) = Beast Family
- (Dragon Family & Beast Family) = Material Family
- (Dragon Family & Material Family) = Demon Family
- (Dragon Family & Demon Family) = Undead Family
- (Dragon Family & Undead Family) = Slime Family
Generic synthesis information necessary for the Nature Family.
The following table contains monsters of the Nature Family that can be created through generic synthesis. If a Nature monster is not listed in this table, it must be obtained through other means.
Third Result of Generic Synthesis
- If the third result is from the Nature Family, the parents must be:
- Beast Family & Material Family
- Material Family & Demon Family
- Demon Family & Undead Family
- If the Nature Family is fused with the following, the third result will be:
- (Nature Family & Slime Family) = Dragon Family
- (Nature Family & Dragon Family) = Beast Family
- (Nature Family & Beast Family) = Dragon Family
- (Nature Family & Material Family) = Beast Family
- (Nature Family & Demon Family) = Slime Family
- (Nature Family & Undead Family) = Demon Family
Generic synthesis information befitting of the Beast Family.