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               ~ Dragon Warrior Monsters 2 Cobi's Journey ~
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                          Breeding Resistances v2

                               by DD - 2012


While breeding for the last few missing monsters in my library I decided that
my next target should be to breed some ultimate monsters. If you are reading
this, you are most likely at the same point in the game. If not, keep this for
later, in an early stage breeding for skills is a better idea.

I tried to get some information on this topic from the net, but couldn't find
any facts, just rumors.

Well the basic resistances of every monster are known. You can find them in a
FAQ known as "Resistance Data" by Jimeous on dwm2united.cjb.net or
"Monster Data Guide" by DragonLord on GameFAQs.com
Read it. Now.
Whenever I say "basic resistance" I am referring to the data shown there.

Then I found Jimeous Gameshark FAQ which gave me some pointers how the game
stores the monsters data in its memory. Using this knowledge I was able to see
the resistances of my monsters and conduct an experiment.
Since then I got my hands on the tools I needed to analyse the games assembler
code and validate my findings. However my numbers turned out to be a bit to
optimistic, so here is v2.


== Possible resistances of a child ==

+: Plus of the child
B: Basic resistance of the child
P: Added resistances of the parents
-> Possible resistances of the child

+------+---+----------------------------------------------------+
|  +   | B | P: 1       2       3       4       5       6       |
+------+---+----------------------------------------------------+
|      | 0 |    0       0       0,1     0,1     0,1,2   1,2     |
|   5  | 1 |    1       1       1,2     1,2     1,2,3   2,3     |
|      | 2 |    2       2       2       2       2,3     2,3     |
+------+---+----------------------------------------------------+
|      | 0 |    0       0       0,1     0,1     1,2     1,2     |
|  10  | 1 |    1       1       1,2     1,2     2,3     2,3     |
|      | 2 |    2       2       2       2       2,3     2,3     |
+------+---+----------------------------------------------------+
|      | 0 |    0       0       0,1     0,1     1,2     2       |
|  20  | 1 |    1       1       1,2     1,2     2,3     3       |
|      | 2 |    2       2       2       2       2,3     2,3     |
+------+---+----------------------------------------------------+
|      | 0 |    0       0       0,1     1       2       2       |
|  34  | 1 |    1       1       1,2     2       3       3       |
|      | 2 |    2       2       2       2       2,3     2,3     |
+------+---+----------------------------------------------------+
|      | 0 |    0       0       0,1     1       2       2       |
|  50  | 1 |    1       1       1,2     2       3       3       |
|      | 2 |    2       2       2       2       2,3     3       |
+------+---+----------------------------------------------------+
|      | 0 |    0       0       1       1       2       2       |
| 100  | 1 |    1       1       2       2       3       3       |
|      | 2 |    2       2       2       2       2,3     3       |
+------+---+----------------------------------------------------+



== Required + for highest resistance ==

+-------+-------------------------------+
|       |               +               |
+-------+-------------------------------|
|  P    |  B:   0       1       2       |
+-------+-------------------------------|
|  3    |       100     100     -       |
|  4    |       34      34      -       |
|  5    |       10,34   10,34   inf     |
|  6    |       20      20      50      |
+-------+-------------------------------+


== Interesting observations ==

- Unlike DWM1 The egg evaluator will not tell you if a monster inherited
 some resistances.

- It is impossible to get a monster with an immunity to MegaMagic,
 since there is none to start with.

- The grandparents are irrelevant. So are the basic resistances
 and the levels of the parents. (Busting some rumors)

- The parents current (inherited) resistances are added.
 It makes no difference if they have 1+3 or 2+2.

 This means if one parent is immune, but the other only slightly resistant,
 the child will not be immune.

- It doesn't matter if the parent with the high +
 is the parent with the high resistance.
 (This was suggested and seemed logical, however it is not true,
  only the childs + matters)

 This means: there is no need to breed GoldSlimes+99, you can just breed
 any monster+99 with a GoldSlime and the child will inherit its resistances.


- The most significant value is the basic resistance of the child.

- A monster with a basic resistance of 3 will always have 3.
 No "weaklings" in DWM2.

- Many people say "all monsters can be best if bred right".
 Sadly this is not true.
 If the monster has a basic resistance of 0 it can not achieve immunity.
 Don't blame me, I didn't make the game.

- The chances to inherit a resistance increase with the + of the child.

- The limit for the 5 basic 2 case is 200 so it's a 50/50 chance at +99.

- It is easier to breed an immunity into a monster with a base resistance of 1.
 Since there are no monsters with only 1 and 3 (but with 2,3 only) this means
 getting perfect resistances is almost always chance based.
 In a weird way that makes perfect sense.

- 100 may sound bad, since the highest possible + is 99.
 Yet I have not seen a single monster above +92 that did not inherit them.
 Also those values are resistances, not immunities: on the way to a perfect
 monster, +50 is enough, at least if you do not consider chain breeding.


== Tipps ==

GoldSlimes have awesome resistances, yet the family+family breedings mostly
produce monsters with multiple 0s.
It might be a good way to "import" some resistances into another family, but
you won't get perfect resistances by doing only that.


Breeding an immunity into a monster with a basic resistance of 2 is hard!
When using monster + own family you can only get 2+3 basic 2 -> chance based.
Try to find a recipe that uses two other monsters and try to get both of
them immune, since 3+3 basic 2 -> 3. Sometimes this is impossible:
Divineagon has 2 against BigBang and while Orochi can be bred to be immune to
it, Skydragon can't. Same for GoldGolem with Water.

Keeping such a resistance is even worse. Let's say you finaly bred a Divineagon
that is immune to BigBang. If you now want to breed another immunity into it,
the mate must have an immunity to BigBang, too, or you might loose it again.
Plan ahead.




== Chainbreeding ==

The idea behind chainbreeding is to breed another monster with the desired
immunities into a monster over and over again until you have luck and it sticks.
This has two problems:
1. As I said above the mate must have immunities if the child has a base of 2,
or you have a chance of loosing the immunity. GoldGolem and DarkMate have no
zeroes, yet chainbreeding them is inneffective, since there is no MaterialFM
monster that can have the neccessary immunities. Maybe it is even impossible.
2. It is chance based and the result is not directly accessible in the game.
Unless you can look into the games memory, you have to find out the hard way
if it worked, or not.

Chainbreeding works very well for the ?-Monster, since you can breed almost
anything into them without changing the monster. One of them is realy easy:

~~ DarkDrium ~~

1. Get a DarkDrium (this is the hard part)
2. Breed GoldSlimes into it until it is immune to everything.

Darkdrium:      2 2 2 2 2 3 3 3 2 2 3 3 2 3 3 2 2 2 3 3 3 3 3 3 3 3 2
GoldSlime:      3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 2 3 3 3 3 3 1 1 1 3 2 3

As you can see DarkDrium is immune to the four things Goldslime is not.
Everytime you breed a Goldslime into it you have a chance to inherit some of
the immunities. If that happened, breeding it again with a Goldslime will not
result in loosing those, if it is +50 or higher. Which is pretty normal for a
DarkDrium. Sooner or later it will max all resistances.



== Ultimate recipes ==

Two easy recipes for GoldSlime and GranSlime to introduce you to the
basic ideas how an ultimate recipe is found.


~~ GoldSlime ~~

Have a look at GoldSlimes basic resistances:
                                             *           A A A   B
GoldSlime:      3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 2 3 3 3 3 3 1 1 1 3 2 3

* The maximum for Megamagic is 2 so we can ignore this one.
To get a perfect GoldSlime the parents need to have a sum of 5 in the
three resistances marked A (turn-skip and shuts) and 6 in the one
marked B (GigaSlash). Because we have 6 basic 2 we also need +50.

There is an easy way to do this: KingSlime+GoldGolem.

Now GoldGolem has A=2 and KingSlime has A=1. If we breed a KingSlime with
A=3 we have the needed 5. Both monsters also need to be immune to GigaSlash.

                                                         A A A   B
KingSlime:      1 1 1 1 1 1 3 2 3 2 2 3 3 3 3 2 1 1 1 1 1 1 1 1 1 1 1
GoldGolem:      2 2 2 2 1 2 3 3 3 3 3 3 2 2 3 1 2 2 3 3 3 2 2 2 1 1 2


Breeding the KingSlime:
SpotKing        1 1 1 0 0 1 3 2 3 2 2 3 3 3 3 2 1 1 0 1 0 2 2 2 2 2 1
+KingLeo        1 1 1 2 2 1 1 1 3 1 1 2 3 3 3 1 1 2 1 2 1 3 3 3 3 3 1
=KingSlime      1 1 1 1 1 1 3 2 3 2 2 3 3 3 3 2 1 1 1 1 1 3 3 3 3 3 1 @+34
To get the 5 over 1 = 3 the child needs to be +34.


Breeding a GoldGolem with an immunity to GigaSlash:
The recepies for GoldGolem aren't very friendly when it comes to Gigaslash,
so we use another way:
We breed a GoldGolem twice with another material monster that has 3.
(1+3 basic 1 = 2, 2+3 basic 1 = 3 @+34).


Gigaslash and MaterialFM:
Well there is no monster in the material family that has this immunity.
But there are quite some monsteres with a 1, so getting there should be easy:
Lets have a look at MadCandle and CoildBird. Both have 1 against Gigaslash,
the first is MaterialFM+BeastFM the second MaterialFM+BirdFM.
In both families there are multiple monsters with this immunity.
So we can, for example, breed a Cloudking with a Catfly for a MadCandle+34.


At least one of your monsters however should have a higher + because at
the end we need to reach +50 with Goldslime. Also don't forget to breed
all the attacks in.



~~ GranSlime ~~

Well basically we can breed two perfect Goldslimes, then breed them
together. If we do that we would need two monsters +34 and two +50.
There is a shortcut:

Have a look at GranSlimes basic resistances:
                           - -               *       -   A A A   B -
GranSlime:      3 3 3 3 3 3 1 1 3 3 3 3 3 3 3 2 3 3 3 2 3 2 2 2 2 3 2

Now if the child is +50 it inherits some immunities from its parents:
GoldSlime       3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 2 3 3 3 3 3 1 1 1 3 2 3
+GoldSlime      3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 2 3 3 3 3 3 1 1 1 3 2 3
=GranSlime      3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 2 3 3 3 3 3 2 2 2 3 3 3 @+50

* Megamagic
- the immunities it gets from the GoldSlimes
B GranSlime is immune to GigaSlash.

Therefore it is not neccessary to breed perfect GoldSlimes.
This reduces the needed monsters to two SpotKings and two KingLeos
that are breeded together to get two KingSlimes with +34 and +50.
Add two wild GoldGolems then breed the Goldslimes together.
You actually don't need to start with +50, as each breeding will
add some +, a wild GoldGolem might already be level 50 and you may
want to train your SlimeKing to 50, too, to get all the attacks and the
+5 bonus, so +40 might be enough, but I am sure you are aware of that.



~~ DarkDrium ~~

There is a guaranteed way to get a perfect DarkDrium,
but it's a bit harder than breeding a normal DarkDrium.
(Nintendo Power, Nintendo Power, get the clues that you can use)

While this may look insane at first, you actually only need nine
monsters with high + and the last branch, GrandSlime, is perfect to
hold your skill set. With two exceptions, Mirudraas and Bosstroll,
you can breed everything at level 10. You might want to start those
two branches a bit higher than noted, if you want to ignore training.

Name            Base resistances
target          the resistances we want this monster to have
sum needed      the sums the parents must have to satisfy the target

parent 1        the targets for the parents. Marked with a * if the
parent 2        targets are the monsters basic resistances.

+xx             the needed + for this step. None if the recipes for
               the parents satisfy the need with their +.



#####################################################################

Darkdrium       2 2 2 2 2 3 3 3 2 2 3 3 2 3 3 2 2 2 3 3 3 3 3 3 3 3 2
target          3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 2 3 3 3 3 3 3 3 3 3 3 3

sum needed      6 6 6 6 6       6 6     6       6 6                 6

DeathMore3      3 3 3 3 3       3 3     3       3 3                 3
GranSlime       3 3 3 3 3       3 3     3       3 3                 3

---------------------------------------------------------------------

GranSlime       3 3 3 3 3 3 1 1 3 3 3 3 3 3 3 2 3 3 3 2 3 2 2 2 2 3 2
               3 3 3 3 3       3 3     3       3 3                 3
                                                                   6

GoldSlime *                                                         3
GoldSlime *                                                         3

+50

As you can see it is not neccessary to use a perfect Granslime, any
two Goldslimes are ok, as long as the resulting Granslime is +50.

#####################################################################
DeathMore:
  Branches: DarkMate, Armorpion
---------------------------------------------------------------------

DeathMore3      3 3 3 3 2 3 3 3 3 3 3 3 3 3 3 1 2 2 3 3 3 3 3 3 3 2 3
               3 3 3 3 3       3 3     3       3 3                 3

                       6                       6 6

DeathMore2              3                       3 3
DarkMate                3                       3 3

---------------------------------------------------------------------

DeathMore2      2 2 2 2 1 2 3 3 3 3 3 3 2 2 3 1 1 2 3 2 3 3 3 3 2 1 3
                       3                       3 3
                       5                       5 6

DeathMore2              2                       2 3
GoldSlime *             3                       3 3

I call this a double breed. We up the 1s to 3s by adding 2 Goldslimes
---------------------------------------------------------------------

DeathMore2      2 2 2 2 1 2 3 3 3 3 3 3 2 2 3 1 1 2 3 2 3 3 3 3 2 1 3
                       2                       2 3
                       4                       4 6

DeathMore2              1                       1 3
GoldSlime *             3                       3 3

---------------------------------------------------------------------

DeathMore2      2 2 2 2 1 2 3 3 3 3 3 3 2 2 3 1 1 2 3 2 3 3 3 3 2 1 3
                       1                       1 3
                                                 6

DeathMore                                         3
Armorpion                                         3

---------------------------------------------------------------------

DeathMore       1 2 2 1 1 2 3 3 3 2 3 3 3 3 3 1 1 2 3 2 3 3 3 3 1 0 2
                                                 3
                                                 6

Mirudraas                                         3
Azurile *                                         3

---------------------------------------------------------------------

Mirudraas       2 2 2 1 2 2 3 3 3 2 3 3 3 3 3 1 1 2 3 2 3 3 3 3 1 1 1
                                                 3
                                                 6

Esterk                                            3
GoldSlime *                                       3

---------------------------------------------------------------------

Esterk          1 2 2 2 0 1 3 3 3 3 3 3 2 2 3 1 2 1 3 2 3 3 3 3 1 1 1
                                                 3

finaly a 1, double breed with anything that is immune to Ice-Breathe

+40 (Mirudraas needs +50 and with 2 breedings we get max. +10 )

#####################################################################
Armorpion:
---------------------------------------------------------------------

Armorpion       1 2 2 1 0 2 1 3 2 1 1 3 1 1 3 1 2 2 3 3 3 1 1 1 3 3 1
                                                 3
                                                 6

WarMantis                                         3
RogueNite                                         3

---------------------------------------------------------------------

WarMantis       1 0 0 1 0 1 1 2 3 1 1 2 1 1 1 1 1 1 2 2 2 1 1 1 2 2 1
                                                 3

double breed with
Skularach *                                       3

+34

---------------------------------------------------------------------

RogueNite       0 0 0 0 0 2 1 1 3 0 0 1 0 0 3 0 0 2 1 1 1 0 0 0 0 0 2
                                                 3
                                                 6

MaterialFM *                                      3
Niterich *                                        3

(MetalDrak, Roboster2, IceMan, MudDoll, Golem, StoneMan)

+50

#####################################################################
DarkMate:
  Branches: BossTroll
---------------------------------------------------------------------

DarkMate        2 2 2 2 2 2 3 3 3 3 3 3 2 2 3 2 2 2 3 3 3 1 1 3 1 1 2
                       3                       3 3
                       6                       6 6

GoldGolem               3                       3 3
MetalKing *             3                       3 3

---------------------------------------------------------------------

GoldGolem       2 2 2 2 1 2 3 3 3 3 3 3 2 2 3 1 2 2 3 3 3 2 2 2 1 1 2
                       3                       3 3
                       5                       6 6

LavaMan                 2                       3 3
BossTroll               3                       3 3

+50 (well 5 breeds down the BossTroll branch should bring 16 points)

---------------------------------------------------------------------

LavaMan         3 3 1 2 0 1 0 0 3 0 0 1 0 0 3 0 3 1 0 0 0 0 0 0 0 0 0
                       2                       3 3
                       5                         5

MetalDrak               2                         3
ZapBird                 3                         2

---------------------------------------------------------------------

ZapBird         1 1 1 3 3 1 0 0 1 2 0 2 0 0 1 0 1 1 0 1 0 2 2 2 2 2 0
                       3                         2
                                                 4

ZapBird *                                         1
BirdFM *                                          3

(Rainhawk, Blizzardy, Craigdevil, Azurile)

+34

---------------------------------------------------------------------

MetalDrak       1 1 1 0 0 2 1 0 3 0 0 2 0 0 3 0 1 3 2 3 2 0 0 0 0 0 1
                       2                         3
                       5

CloudKing *             3
Andreal                 2

---------------------------------------------------------------------

Andreal         2 2 2 0 0 0 0 2 2 2 0 2 0 0 2 0 2 2 0 0 0 1 1 1 0 0 1
                       2
                       5

Skydragon *             2  ( also BattleRex * )
FunkyBird *             3

OR

Pteranod                3  <- RayBurn/Divinegon + Zapbird/Azurile @31
Gulpple *               2

OR

DragonFM *              2  <- Rayburn, BattleRex, SkyDragron, Divinegon
Gulpple                 3  <- WingTree + Demonite @ +31

and many more

+34

#####################################################################
BossTroll
---------------------------------------------------------------------

BossTroll       1 1 1 1 1 1 0 0 3 0 0 0 0 0 3 0 1 1 0 2 0 1 0 0 0 1 0
                       3                       3 3
                       5                       5 5

BossTroll               2                       3 3
Demonite                3                       2 2

---------------------------------------------------------------------

BossTroll       1 1 1 1 1 1 0 0 3 0 0 0 0 0 3 0 1 1 0 2 0 1 0 0 0 1 0
                       2                       3 3
                       4                       5 5

BossTroll               1                       3 3
Demonite                3                       2 2

---------------------------------------------------------------------

BossTroll       1 1 1 1 1 1 0 0 3 0 0 0 0 0 3 0 1 1 0 2 0 1 0 0 0 1 0
                       1                       3 3
                                               5 5

Lionex/Titanis *                                2 2
DarkHorn                                        3 3

---------------------------------------------------------------------

Demonite        1 1 1 3 3 2 0 0 2 0 0 2 0 0 2 0 0 0 0 1 1 1 2 2 2 1 0
                       3                       2 2
                                               5 5

Lionex/Titanis *                                2 2
Azurile *                                       3 3

+34 (you need 2 of these)

---------------------------------------------------------------------

DarkHorn        1 1 0 0 0 1 1 2 3 1 3 1 3 3 3 1 1 1 0 2 1 3 3 3 3 3 1
                                               3 3
                                               5 5

IronTurtle *                                    2 2
Mudou *                                         3 3

+34

#####################################################################


~~ Deathmore3 ~~

Well since Deathmore3 is the last step before Darkdrium the recipe is
almost identical. Two differences:
-Missing resistance against MegaMagic
-Missing immunity against GigaSlash

The first one is already there, since DarkMate has 2 naturally and
DeathMore2 inherits 2 from the GoldSlimes we used to up its resistances.

So let's focus on getting the GigaSlash immunity:
DeathMore3 has a base of 2, so both parents need to be immune.

A) DeathMore2 with GigaSlash immunity:

DeathMore2 has a base of 1, which means we only need 5, and GoldSlime
has 2, so if we solve the problem of getting it immune earlier in the
tree we will not loose it here. We could of course breed a GoldSlime with
the needed Immunity, but that is not neccessary. Let's follow the tree
further down: Armorpion is naturally immune, so we can get the immunity
by breeding a 2 into DeathMore1, which has a base of 0. Azurile is immune,
so the problem is reduced to breeding a 2 into Mirudraas (base 1).
Parents are GoldSlime (base 2) and Esterk (base 1).
Again we could breed the immunity into GoldSlime to reach the sum of 4.
But: Esterk can be bred using Pizzaro (base 1) + KingLeo (base 3).
And there it is. If we use Kingleo and the Esterk is +34, which is already
neccessary so Mirudraas reaches +50, the GigaSlash immunity is inherited by
all the descendants up to DeathMore2.

B) DarkMate with GigaSlash immunity:

Base 1, so we need 2 and 3, parents are GoldGolem (base 1) and a wild
MetalKing (base 1). The later one is easy, breed it for +34 and twice
with a GranSlime and it inherits the immuntity.
But how to up GoldGolem to 2? We need a sum of 4, Bosstroll gets 2 if you
always choose Titanis (1) instead of Lionex (0). I know a way to get
Bosstroll a GigaSlash immunity, but it involves two Mudous, so it's not
realy a good solution and we would still need a 1 for LavaMan.

That leaves us with:

LavaMan with GigaSlash resistance:

LavaMan         3 3 1 2 0 1 0 0 3 0 0 1 0 0 3 0 3 1 0 0 0 0 0 0 0 0 0
                       2                       3 3               2
                       5                         5               5

MetalDrak               2                         3               2
ZapBird                 3                         2               3

MetalDrak is base 0, so no immunity there. A ZapBird with Ice-Breath
resistance and GigaSlash Immunity is easy: Breed a GigaSlash Immunity
into an Esterk and than an Azurile or a Rainhawk with that.

MetalDrak with GigaSlash resistance:

MetalDrak       1 1 1 0 0 2 1 0 3 0 0 2 0 0 3 0 1 3 2 3 2 0 0 0 0 0 1
                       2                         3               2
                       5                                         5

CoilBird                3                                         3
Andreal                 2                                         2

Good news: we have a resistance less when searching for parents.
Bad News: zeroes.
Also: Cloudking has a 2 and Gizmo is a requirement (0) so no way there.
CoilBird to the rescue. 1 in both resistances and MaterialFM + BirdFM.
Let's use CloudKing + Azurile @+34.
Andreal: There are some ways to get an Andreal, the one that uses
Gulpple is bad, cause base 0, too. I suggested Battlerex + FunkyBird
for the Lightning resistance and we can use that one:
FunkyBird has Gigaslash 2, and BattleRex has 1 and is bred with
DragonFM + KingLeo. The later has 3 and dragons with 2 are common.



#####################################################################



Legal:
Dragon Warrior Monsters 2 Copyright © 2001 Enix Inc. All Rights Reserved.

Disclaimer:
I'm just some guy interested in the mechanics of this game. I decided to share
my findings with you, if you want to redistribute this file, you are obligated
to jump on one foot, hold your nose and offer your soul to DarkDream,
God of the Demonlords. Failing to do so may or may not result in terrible
nightmares.


















               --------------------------------------------
               ~ Dragon Warrior Monsters 2 Cobi's Journey ~
               --------------------------------------------

                           Monster Data Storage

                               by DD - 2011


=  WARNING  =
This is technical stuff, if you have no idea how to look into the memory of
your game, ignore it.
Do not try to change your games memory if you are unsure what you are doing.
I warned you, if you loose or damage your savegame, it's not my fault.
= \WARNING  =


Most of this is based on Jimeous Gameshark Codes. I just filled in some blanks.
If you ever read this: thank you Jimeous.


Data for "active monsters" (in team, on the farm and eggs) starts at A000.
Sleeping monsters are stored somewhere else.
Each entry is A5 (165) bytes long, so the data for the second monster
starts at A0A5.

Monsters on the farm are shown in the order they are stored, however the
monsters in the team are always shown first and eggs are not shown in that
list. So if you have 8 monsters, 2,4,0 in your team and 1 is an egg,
the order would be 2,4,0,3,5,6,7

To reliably know which monster has which storage place you could:
- take them in your team and read the data at C6FE. That byte is the place of
 your first teammate, the following two bytes are the numbers of the second
 and third.
- overwrite some data for all 30 places (I did this with wilderness, but name
 or master would be cool, too, since you can directly write the start address
 in hex there, if you wish)
- a just bred / hatched / awakend monster is always the last one. That one is
 easy to find by the huge block of zeros behind it.
 (unless you have 30 active monsters)


Enough talking, this is the structure of the monster data:

+=======================================+
| Off.| Bytes|  Data                    |
|-----+------+--------------------------|
| 00  |  1   |  01 = farm, 02 = team    |
| 01  |  6   |  Name                    |
| 07  |  4   |  -name?- (f0/00)         |
| 0B  |  2   |  Monster Type            |
| 0D  |  1   |  Family + Base           |
| 0E  |  1   |  Gender / Command        |
| 0F  |  6   |  Master name             |
| 15  |  4   |  -name?- (f0/00)         |
| 19  |  1   |  master number           |
| 1A  |  2   |  fathers type            |
| 1C  |  2   |  mothers type            |
| 1E  |  6   |  fathers Master name     |
| 24  |  4   |  -name?- (f0/00)         |
| 28  |  1   |  master number (00/FF)   |
| 29  |  6   |  mothers Master name     |
| 2F  |  4   |  -name?- (f0/00)         |
| 33  |  1   |  master number (00/FF)   |
| 34  |  8   |  Skills                  |
| 3C  |  25  |  Skill learning list     |
| 55  |  1   |  Status                  |
| 56  |  1   |  cur level               |
| 57  |  1   |  max level               |
| 58  |  3   |  exp                     |
| 5B  |  2   |  cur HP                  |
| 5D  |  2   |  max HP                  |
| 5F  |  2   |  cur MP                  |
| 61  |  2   |  max MP                  |
| 63  |  2   |  ATK                     |
| 65  |  2   |  DEF                     |
| 67  |  2   |  INT                     |
| 69  |  2   |  AGL                     |
| 6B  |  2   |  WLD                     |
| 6D  |  1   |  +                       |
| 6E  |  1   |  01 = egg ; 00 = hatched |
| 6F  |  4   |  Personality             |
| 73  |  27  |  Resistances             |
| 8E  |  6   |  fathers name            |
| 94  |  4   |  -name?- (f0/00)         |
| 98  |  1   |  fathers +               |
| 99  |  6   |  mothers name            |
| 9F  |  4   |  -name?- (f0/00)         |
| A3  |  1   |  mothers +               |
| A4  |  1   |  item                    |
+=======================================+

The Codes for skills, monster type and family can be found in
Jimeous Gameshark FAQ.


Skill learning list:
Monsters basic skills, Fathers basic skills, Mothers basic skills,
Pedigrees skills, Mates skills, no doubles, filled with FF


Family + Base
lower 4 bit encode the family,
higher 4 bit: 0: father is base, 1: mother is base

Gender + Command
lower 4 bit: 0: male, 1: female
higher 4 bit: 0: charge, 3: command, A: defense, B: mixed,

(No idea why those two bytes are split to store more info)


the -name?- bytes:
It looks like names up to 9 symbols (+1 byte for F0) were planed, but didn't
make it in the game.
These 4 byte blocks are either filled with 00 or with F0.
F0 marks the end of a string.


Master number:
Behind each master name entry is a single byte, which is always identical for
"own master", unless you start a new game, then you get a new number...
could be for breeding over cable.
For the parents masters it is 00, if the monster was bred,
for captured ones it is FF.
Maybe a switch so the game knows what to show about parents.
Can't test link cable stuff.


Personality:
Charge, Defense, Motivation, Mixed.
Yeah the secret Motivation state is still there, it decreases if
you give a direct command and increases if you choose Fight, Charge,
Mixed or Defense.


Parents family:
there seem to be no information stored about the parents family, yet that is
shown in the game.
Ok, the monster type is unique, so the family can be derived from it,
but why store the family for every monster then?


Item:
The codes are not identical with those used to hack items in the inventory.
I didn't care to try them all.


Btw:
There is no such thing as "physical resistance", except DEF.
There is no such thing as "crit chance".



Legal:
Dragon Warrior Monsters 2 Copyright © 2001 Enix Inc. All Rights Reserved.

Disclaimer:
I'm just some guy interested in the mechanics of this game. I decided to share
my findings with you, if you want to redistribute this file, you are obligated
to jump on one foot, hold your nose and offer your soul to DarkDream,
God of the Demonlords. Failing to do so may or may not result in terrible
nightmares.