List of Items and their effects (incomplete)

Monster Rancher Metropolis: Monster Rancher 2 Archive (PSOne): Items: List of Items and their effects (incomplete)
By Dark Phoenix on Wednesday, April 26, 2000 - 11:14 pm:

Ever wonder what your effect your actions and the items have on your monster? With the help of a Gameshark Pro and Xianaix's code guide, I located the memory locations that govern your monster's fatigue, stress, loyalty, form and nature. Using these tools an info, I have begun a project to discover just exactly what effect certains actions and items have on a monster.

Before beginning, I'll explain some things about the values themselves.

STRESS AND FATIGUE

Stress and Fatigue are rated on a scale of 0 - 100. 0 = no stress/fatigue 100 = max stress/fatigue. This value is altered by items that you give your monster, your actions while raising the monster, stable size, and certain items in your possession. Here are some scales to illustrate.

Stress

0 (no stress) -(===================)-100 (runaway)

Fatigue

0 (very well) -(===================)-100 (sickness)

The closer the stress and fatigue values are to the high end of the spectrum, the greater the danger of the monster running away/getting sick.

LOYALTY AND RAISING STYLE

Loyalty in Monster Rancher 2 is actually determined by two values, Spoil and Fear. Both of these values are rated from 0 - 100 and loyalty is calculated by determining the average of these two values. Raising style is also influenced by these values. The relationship of these two values determine your raising style, as shown by this chart.

Spoil much greater than Fear = Doting
Spoil somewhat greater than Fear = Fond
Spoil slightly greater than Fear = Soft
Spoil and Fear are roughly equal = Even
Fear slightly greater than Spoil = Strict
Fear somewhat greater than Spoil = Harsh
Fear much greater than Spoil = Spartan

Note that this dual loyalty system is why trainers that spoil their monsters have trouble getting their monster's loyalty much beyond 50.

FORM

I don't know much yet on how form affect your monster's performance ( I'll do some experiments on this in the future), but I do know that Form is rated on a scale of -100 to +100, illustrated here.

(-100, Skinny)-(======(0, Normal)========)-(+100, Plump)

NATURE

The monster's nature is also rated on a scale form -100 to +100, shown here.

(-100, Worst)-(=========(0, Neutral)===========)-(+100, Best)

This value, naturally, determines your monster's general attitude.

Well, now to the list...

ITEMS

Using the info above, this list shows the effects of various items on your monster.

Mango -10 Fatigue, +1 Form, +1 Spoil, +1 Fear
Candy - -2 Stress, +10 Form, +1 Spoil
Smoked Snake - -10 Spoil, +20 Fear, -10 Form
Apple Cake - +10 Spoil, -5 Fear, +10 Form
Mint Leaf - Stress reduced by 50%, -5 Form, -2 Spoil
Powder - +5 Fatigue, -24 Form
Sweet Jelly - +5 Form, -33 (?)*
Sour Jelly - +5 Form, +33 (?) *
Nuts Oil - -28 Fatigue, +1 Spoil, +1 Fear
Star Prune - +20 Fame, +5 Spoil, +1 Form
Half Eaten - +1 Form
Irritator - +5 Fatigue, +15 Stress, -1 Form
Griever - +10 Fatigue, Stress reduced by 40%, -1 Form
Bay Shrimp - +1 Form
Incense - -1 Stress
Shoes - -1 Stress
Rice Cracker - +1 Form
Olive Oil - -1 Stress, +1 Form
Kaleidoscope - -1 Stress
Torles Water - -1 Stress
Perfume - -1 Stress
Stick - -1 Stress
Bone - +1 Form
Perfume Oil - -2 Stress, +5 Form
Wool Ball - -1 Stress
Cedar Log - -1 Stress
Pile of Meat - +12 Form
Soil - -1 Stress
Rock Candy - +1 Form
Dummy - -1 Stress
Ice of Papas - -1 Stress
Grease - -1 Stress
Parepare Tea - -1 Stress, +1 Form
Match - -1 Stress
Toothpick - -1 Stress
Playmate - -1 Stress
Polish - -1 Stress
Silk Cloth - -1 Stress
Disc Dish - +1 Form
Gramophone - -1 Stress
Steamed Bun - +2 Form
Razor Blade - -1 Stress
Ice Candy - +1 Form
Sun Lamp - -1 Stress
Silk Hat - -1 Stress
Half Cake - +5 Spoil, -2 Fear, +5 Form
Shaved Ice - -12 Stress, +1 Form
Sweet Potato - -5 Stress, +10 Form
Colart Tea - -5 Stress, +5 Form
Galoe Nut - -1 Form
Stick of Ice - -1 Stress
Clay Doll - -1 Stress
Mock Nut - +1 Form
Fish Bone - +1 Form
Colt's Cake - +15 Form

Larox: +10 Pow, +10 Def, -10 Lif. -4 weeks lifespan total
Manseitan: +10 Lif, +10 Ski, -10 Spd. -5 weeks lifespan total
Troron: +10 Pow, +5 Ski. -10 weeks lifespan
Paradoxine: +30 Pow, +30 Ski, -10% Spd, -10% Def. -18 weeks lifespan
Nageel: +50% Ski, +50% Def. -20 weeks lifespan
Kasseitan: +50% Pow, +50% Spd. -20 weeks lifespan
Teromeann: +50% Pow, +100% Spd. -20 weeks lifespan

* - This is weird, while examines the effects of these items, I found that, contrary to popular belief, Sweet and Sour Jellies do NOT directly affect the monster's nature. Instead, I found that it influenced ANOTHER value that I didn't know existed until I started this project. I don't know exacly what it does, but what I do know that Sweet Jellies drop this value by 33, while Sour Jellies raise it by 33. Any ideas as to this value might represent?

This list is not complete but I'll be adding to this as I gather more info. Check back here from time to time for updates. Hope this guide helps you:)


By torey_luvullo on Thursday, April 27, 2000 - 05:45 am:

this is a great list, dark phoenix! one omission i notice right away is seaweed - my undines were always finding it, and i was always feeding it right back to them just to get it out of my [typically bursting at the seams] item closet.


By Tony on Thursday, April 27, 2000 - 09:22 am:

Fantastic!!!! I was wondering about Seaweed myself.

I do have to differ with you on the Sweet/Sour Jellies. They have got to effect the nature. I can't see any other way around it. When I feed them, I get the effect I want on nature, and the effect I typically don't want on Form.


By Argos on Thursday, April 27, 2000 - 02:52 pm:

Maybe B's Conclusion#3 on jellies was the closest.Jellies sometimes seem to trigger a cheat/great on drills.Nature is then affected by the trainers decision. It seems like 5 jellies plus 1 or 2 events move one position in nature.Without an event,it takes up to 10.In that case,something else must be happening.

This one gets printed for the folder.Thanks again,DP!


By Dark Phoenix on Friday, April 28, 2000 - 12:30 am:

I've found that altering the mystery value affects nature as well. Adding to it shifts it towards Good and lowering it shifts it to Bad. It's also interesting to note that some breeds can only get so good or so bad. In other words, if you're trying to make your Joker into a saint, forget it:)


By Mr.Horrible on Thursday, August 31, 2000 - 12:13 pm:

Why do smoked snakes always lower the loyalty of my monsters? The item list here shows smoked snake as plus 20 fear, minus 10 spoil. That should lead to an increase of 5 loyalty. Or is the formula for loyalty more complicated than just a simple average? On the other hand, mint leaf always lowers the loyalty of my monsters by 1, as would be expected if its the average of fear and spoil.


By Lisa Shock on Thursday, August 31, 2000 - 01:10 pm:

It should increase loyalty, and I have seen it work at least once with much better results than 5 points (almost 15 as I recall). In attempting to get a Beaclon, early on before a lot was known about the game, people had a lot of trouble with the loyalty requirement. Now we know to just feed a few snakes to fix the problem.


By Kurasu Soratobu on Thursday, August 31, 2000 - 07:35 pm:

Actually, I have to go with Mr. Horrible (love the name, BTW ^_-) on this one. I've had a few times where a Smoked Snake lowered the loyalty of my monster, without turning it from Easy to Even. I figured that it was because the hit to fear was making it less-loyal as well. Of course, it was never a huge hit (that I can ermember) but it's almost always a hit, if the monster doesn't adjust its attitude.


By Petit-Trot on Thursday, August 31, 2000 - 07:58 pm:

It depends of factors I don't really know. I raise almost exclusively evil monsters so I use a lot of Smoked Snakes. Sometimes it lowers loyalty, sometimes it increases it.


By Tony on Friday, September 1, 2000 - 04:19 am:

I'm guessing that it depends on a lot of factors for loyalty. I would say that Age & nature of monster would have a lot to do with it


By Mr.Horrible on Friday, September 1, 2000 - 06:01 am:

So is it the affects of the smoked snake that vary, or the is the formula for loyalty more complicated than just (spoil + fear)/2 ? It seems to me that its the snakes that vary, as the results from other items seem much more consistent. Most of my monsters are good, and range from even to doting in raising style (doting are older ones I raised before I found this site). The results I've seen range from no change to a drop of 10 points. It doesn't seem to correlate simply with raising style, but my guess would be that smoked snakes are similar to the affects of scolding. (Somewhere on these boards is a post showing that the affects of scolding vary by style.) Is anyone interested in doing some more research for accurate numbers on this item?


By Dark Phoenix on Friday, September 1, 2000 - 10:53 am:

You must also remember, Mr. Horrible, that both Spoil and Fear cannot go above 100 or below zero. If your spoil is at or close to zero, the loyalty can't go anywhere but up because the spoil factor can't be below zero, so only the +20 Fear is counted. Likewise, if Fear is close to 100, the loyalty will go down because most or all of the +20 Fear is not counted because it can't go above 100, so only the -10 Spoil shows any affect. I hope that makes sense.


By Mr.Horrible on Sunday, September 3, 2000 - 05:59 pm:

It does make sense. I tried thinking of it that way, but what I've seen (multiple times) is smoked snake lowering the loyalty of monsters who are at doting by 10. Doting is Spoil much greater than Fear, right? If spoil starts at even as small a number as 10 more than fear, and you add 20 fear and subtract 10 spoil, the worst that can happen is no change (100 spoil, 90 fear). If doting represents a greater difference than 10, you can't even break even, it has to go up!

Ok, it's been a number of years since I took multivariate calculus, so maybe I am counting wrong. But the only set of numbers I can think of where a smoked snake would lower loyalty require fear to be greater than 80, and spoil less than or equal to fear. But I'm seeing loyalty lowered when spoil is greater than fear, which just doesn't add up.