Monster Rancher 3 consolidated item list
Please be aware that MR3 is one of the least data mined games with actual confirmed discovery. Much of this game has proven difficult to work with to pull definitive values. Many items are still only vaguely descript. Any help gathing numerical values would be very welcomed!
Not every item has been solved, however, a monster's reaction to a given item adjusts stress like so:
Reaction Message | Adjustment |
---|---|
It looks like [monster] likes this a lot! | -7 Stress. |
It looks like [monster] likes this. | -4 Stress. |
[no message] | -1 Stress. |
It seems [monster] doesn't like this very much | +2 Stress |
It looks like [monster] hates this | +5 Stress |
The Nutrition indicator in game is a simplified 4-block scale from empty to full, that can help indicate which food your monster might need the most due to lacking one of the food's hidden attributes, though it does not indicate which one.
Nutrition is a food's value comprised of 3 hidden attributes:
- Protein
- Minerals
- Vitamins
Your monster can reach a maximum value of 15 for each of these food attributes based on items fed, and each progressive week the attribute is decrimented by 1. The specific formulas for the following aren't fully plotted out, but the simplified explanation is:
- Having a high value, or 15 in these attributes seems to lead to your monster getting more traits during a change of Life Stage.
- Having a low, or 0 value for too long seems to start to develop negative conditions for your monster, like Arthritis, or Cold etc.
Managing Nutrition
While not exclusive, here are several different ways to manage your nutrition:- Feed Nuts almost exclusively, and accept the lack of any traits from keeping Protein and Minerals in check, but leaving Vitamins to drop to 0 two weeks of every month.
- Feed Peaches, Mushrooms, or Morx Mushrooms every month, and feed a Moak Soup every two months to make up the 0 Protein these foods have.
- Feed Vine Grass if your monster likes it, and accept that your monster is going to get Gourmet as a trait.
On the first week of every month you have an opportunity to feed a monster a special food that is not normally available on other weeks.

- Causes no increase in nutrition values.
- Increases Stress.
- Decreases motivation.

- 2 Minerals
- 5 Vitamins
- -1 Fatigue
- -1 Stress

- 8 Protein
- 6 Minerals
- 3 Form
- -2 Stress

- 12 Protein
- 6 Form
- -3 Fatigue

- 12 Vitamins
- -2 Form

- 4 Protein
- 7 Minerals
- 2 Vitamins
- 1 Form
- -1 Fatigue

- 5 Minerals
- 6 Vitamins
- -1 Form

- 10 Minerals
- 6 Vitamins
- -4 Fatigue
- -3 Stress

- 10 Protein
- 10 Minerals
- 10 Vitamins
- -1 Form
- -2 Fatigue
- -2 Stress
Feeding the Regional food enough times on the first week of the month can evolve your monster to a new subtype. Doing so allows the benefit of the new subtype's stat gain values. This can be beneficial for intentionally evolving to raise a new stat that it might be better at with the new subtype. See Monster Data for details on each subtype's stat gains.

- 7 Minerals
- 7 Vitamins
- -1 Form

- 3 Vitamins
- -4 Form
- 2 Fatigue
- -7 Stress

- 1 Minerals
- 6 Vitamins
- -2 Fatigue
- -2 Stress

- 9 Protein
- 7 Minerals
- 5 Form
- 2 Stress

- 5 Protein
- 8 Minerals
- 1 Form
- -2 Fatigue
The consumable items in this category give significant value adjustments when fed to your monster. Consumable items can be acquired several ways. Some can be purchased directly from Mucchi, while others can found on Ran Ran adventure, gifted to you by other NPCs, etc.

- +6 Fear
- -9 Spoil

- -50 Fatigue
- -10 Stress

- -40 Form
Available from Mucchi after unlocking Brillia

- -50 Fatigue
- -50 Stress

- -10 Fatigue
- -10 Stress

- Arthritis
- Cold
- Cold Limbs
- Dry Skin
- Easily Tired
- Hay Fever
- Migrain
- Sleepless
- Split Ends

- -10 Fatigue
- -50 Stress

- 6 Protein

- Arthritis
- Cold
- Cold Limbs
- Dry Skin
- Easily Tired
- Hay Fever
- Nearsighted
- Sleepless
- Split Ends
- Stinky Feet
- Thirsty
- Tires Easily
- Weak vs Heat
- Weak vs Ltng
- Weak vs Magic
- Weak vs Water

- 8 Protein

- -50 Stress

- +15 Fear
- -20 Spoil

- -50 Fatigue

- -20 Form
If your monster "likes" items in this category, it can help drop stress: See Reactions to Items, obviously avoid items they dislike. Outside of monster preferences, the consumable items in this category give very little direct value adjustments when fed to your monster.





- -1 Fatigue





Durable items are among the most important items for getting the most out of your monster before they begin to require Rest. In MR3 there is no possibility of a completely "No-Rest" method as with previous games, but these passive items can help allow your monster to do more drills before requiring a Rest.

- 5000 G
- Reduces Stress by 0 to 1 at random at the start of each week

- 25000 G
- Reduces Stress by 0 to 3 at random at the start of each week
This item replaces Glowing Rock

- 125000 G
- Reduces Stress by 0 to 5 at random at the start of each week
Available from Mucchi after unlocking Kalaragi

- 5000 G
- Reduces Fatigue by 0 to 1 at random at the start of each week.

- 25000 G
- Reduces Fatigue by 0 to 3 at random at the start of each week.
This item replaces Silver Goblet

- 125000 G
- Reduces Fatigue by 0 to 5 at random at the start of each week.
Available from Mucchi after unlocking Brillia

- 3000 G
- Reduces Fatigue and Stress by an extra ???* when resting.
* Because the amount reduced is random from both resting and the item, it is difficult to pin down the exact amount.

- 15000 G
- Reduces Fatigue and Stress by an extra ???* when resting.
Available from Mucchi after unlocking Takrama
* Because the amount reduced is random from both resting and the item, it is difficult to pin down the exact amount.

- 4000 G
- Reduces the "forced retiremed from injury" threshold from tournaments from ~2x max life in overkill, to ~3x max life in overkill.
Different Ran Ran items will give you differing amounts of starting energy. Moving around the area uses a small bit of energy over distances. Searching locations consume a larger portion of energy. Running out of energy will end the current adventure. Be sure to check out the Ran Ran Adventure Maps

- 200 Starting Energy

- 400 Starting Energy

- 600 Starting Energy

- 30 Starting Energy
Please see the Tech Chart for details on which Bits, Stones and Orbs give which techs to which breeds of monster. The items are listed here mostly for a visual reference.
- BITS: A Chance to find these at "Bad Feeling" spots during Ran Ran Adventures. Morx can be random, but others correspond to their locales.
- STONES: These can be won at the "Free" tournaments (Free for All) at the bottom of the Battle Calendar.
- ORBS: A Chance to find these at "Bad Feeling" spots during Ran Ran Adventures when your monster is C grade or Higher. Morx can be random, but others correspond to their locales.

- Bring to a Lord Monster during Ran Ran Adventure to learn the Tech associated with this item.

- Bring to a Lord Monster during Ran Ran Adventure to learn the Tech associated with this item.

- Bring to a Lord Monster during Ran Ran Adventure to learn the Tech associated with this item.

- Bring to a Lord Monster during Ran Ran Adventure to learn the Tech associated with this item.

- Bring to a Lord Monster during Ran Ran Adventure to learn the Tech associated with this item.

- Bring to a Lord Monster during Ran Ran Adventure to learn the Tech associated with this item.

- Bring to a Lord Monster during Ran Ran Adventure to learn the Tech associated with this item.

- Bring to a Lord Monster during Ran Ran Adventure to learn the Tech associated with this item.

- Bring to a Lord Monster during Ran Ran Adventure to learn the Tech associated with this item.

- Bring to a Lord Monster during Ran Ran Adventure to learn the Tech associated with this item.

- Bring to a Lord Monster during Ran Ran Adventure to learn the Tech associated with this item.

- Bring to a Lord Monster during Ran Ran Adventure to learn the Tech associated with this item.