recursal/Fanatic-Fandom huggingface dataset:
La Deïs

La Deïs est la montagne centrale du Grand Espace qui joue un rôle essentiel dans la politique, l'industrie, et l'alimentation de la population espacéenne.

## Toponymie

Le nom découlerait du propriétaire de cette montagne et créateur du Grand Espace, Deismophob.

## Géographie

### Topographie

Le sommet culmine à 1238 m d'altitude et domine les alentours du Grand Espace. Il s'étire sur 6 km de long entre *l'industrie des nuages et des couleurs.*

### Bullagraphie

Les principales sources de bulles du Grand Espace proviennent de la Deïs. Au-dessus du nord du massif se trouve une retenue artificielle qui permet le stockage des différentes bulles de la source, à destination de la consommation des habitants.

### Géologie

On distingue 16 types de roches au travers des différentes strates de la montagne. Elles ne sont pas toujours visibles, étant recouvertes de la flore espacéenne présente sur les hauteurs du Grand Espace.

### Flore et faune

*La végétation de type méditerranéen qui s'accroche péniblement sur ses pentes abruptes, essentiellement composée de taillis de chênes verts, est brûlée l'été par le soleil, lessivée copieusement lors des violents orages d'automne et balayée par les vents violents et froids du nord en hiver. Son site est entouré de vignobles et de pinèdes*

## Monuments

Le monument principal de la Deïs est la tour du gouvernement du Grand Espace. Cette tour blanche de plusieurs dizaines de mètres, composée d'un unique mur enroulé sur lui-même, constitue le lieu de vie et de travail du dirigeant du territoire et de ses collaborateurs.

*L'industrie des couleurs* réside sur le flanc ouest de la Deïs et est actif tout au long de la journée. On le reconnait à ses cheminées caractéristiques.

*L'industrie des nuages* est présente sur une partie du flanc est de la montagne, l'autre partie étant étendue jusqu'à la N-1. De longs fils relient les deux bâtiments en journée, permettant aux tisseurs de faire leur travail. La partie présente sur la Deïs constitue les bureaux administratifs de l'industrie.

## Activités

### Politique

Les prises de décisions politiques du territoire ont lieu sur la DeÏs, au sein de la tour du gouvernement.

### Industrie

On y retrouve trois types d'activités industrielles. La récolte des bulles dans la retenue artificielle, l"émission des couleurs du ciel, ainsi que la partie administrative des tisserands des nuages.
Islat Han

* 1 star
* 2 star

## Overview

The main character of Pick Me Up! Infinite Gacha. Originally a player of Pick Me Up, Loki was master to one of the top 5 worlds in the entire server, Niflheimr. He was very well respected among the community and had a unique style of raising his units. Unlike other top players, Loki never summoned a unit with the potential of a 7 star. Despite his bad luck in rolling units, the 6 stars in his party are the strongest 6 star units in the entire game. At some point he had reached the late 90s floors.

Loki eventually was reincarnated into a unit in a world named Townia.
Muden Nighdelk

## Overview

Muden is a rather slender young man weating a collared jacket and a large newsboy hat over short dark hair. As his nickname "The King's spear" he uses a spear as his primary weapon. He is among the members of Loki's main attack squads. According to Tel, Muden and the other members of this squad are the strongest 6 stars in all of Pick Me Up.
Habitants

Le mot peuple désigne l’« ensemble des hommes vivant en société sur un territoire déterminé et qui, […] présentent une homogénéité relative de civilisation et sont liés par un certain nombre de coutumes et d'institutions communes » ou « ayant une même origine ethnique ou une même religion, ont le sentiment d'appartenir à une même communauté »
Pick Me Up! Infinite Gacha Wiki

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L'industrie des nuages

## Histoire

Ce système de production de nuages a été mis en place afin de protéger les habitants des rayonnements du ciel en cas de chaleur et de distribuer des denrées à l’ensemble de la population.

Une source non vérifiée soutient que les nuages sont produits pour cacher des éléments du ciel à la population.

## Produits finis

Les nuages produits par l’industrie des nuages peuvent adopter différentes formes. On distingue deux grandes catégories de nuages :

- les nuages abondants

Les nuages abondants sont tissés de manière traditionnelle, d’una maille lâche et épaisse afin d’accueillir toutes sortes d’éléments à destination des habitants (eau, nourriture, médicaments ou autres ressources). Ils sont produits et émis deux fois par semaine au minimum.

- les nuages protecteurs

Les nuages protecteurs ont pour fonction de protéger la population des rayonnements du ciel, qui peuvent être nocifs pour la santé. Ces rayonnements peuvent être altérés par l’industrie des couleurs, qui émet différentes tonalités tout au long de la journée. Les nuages protecteurs sont constitués d’une maille fine et dense, afin d’emprisonner la lumière. Selon les fréquences des rayonnements, les nuages protecteurs adoptent des formes variées, allant du nuage filandreux au nuage épais.

## Partenariats

L’industrie des nuages travaille en collaboration avec l’industrie des couleurs afin de prévoir quel type de nuages seront émis selon les couleurs utilisées son partenaire.

Elle travaille régulièrement avec le gouvernement par le biais de son bureau administratif situé sur la Deïs pour anticiper la quantité de denrées distribuées aux habitants dans le cas d’émissions de nuages abondants.

## Métiers

On trouve différents types de métiers dans l’industrie des nuages.

- Les tisseurs ou tisserands

Ouvriers exerçant le tissage, généralement sur les fils tendus entre la Deïs et la N-1.

- Maitre d’œuvre

Responsable du tissage des nuages, qui doivent être faits dans les délais et en rythme. Le maitre d’œuvre est le chef d’orchestre de la production. Il dirige ainsi les tisserands, les tambourineurs et les autres musiciens, ainsi que les fileurs.

- Fileurs

Jeunes ouvriers habilités à tirer un fil entre la Deïs et la N-1 en début de journée afin d’assurer le travail des tisserands. Ils sont également chargés de les retirer en fin de journée.

- Tambourineurs

Les tambourineurs jouent un rôle essentiel dans la création de nuages, À l’aide de tambours et autres instruments de musique, ils donnent le rythme de la danse aux tisserands afin de tisser les nuages dans les règles de l’art.
Wiki etsimihcla

**Bienvenue sur le Wiki Etsimihcla !**
L'univers d'Héméa

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## Articles importants

PlaceholderUne page sur votre thèmePlaceholderUn personnage principalPlaceholderLe premier épisodePlaceholderUn lieu importantPlaceholderUn événement cléPlaceholderUn objet crucial

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Gobstopper Guard

**Gobstopper Guard** is one of 52 resistances and weaknesses in *Dragon Quest Monsters: Joker*. No monster naturally has Gobstopper Guard, and Gobstopper Proof does not exist in the game. The only way to get this resistance is with one of three skillsets, namely: Dr Snapped (skill), Gobstopper Ward and Uber Breath.
Bag o' laughs

These barbarous bags may be smiling, but they're a sackful of trouble.

* Main
* Statistics
* Misc

## Stat Growth/level

Total stat growth: **18.36**/level

The **bag o' laughs** is the first member of the material family in *Dragon Quest Monsters: Joker*. They are found in the Xeroph shrine, dropping from the ceiling to attack the Hero by surprise. Statiscally speaking, the bag o' laughs is the strongest F rank monster, boasting the highest maximum statistics and highest statistic growth in its class, it however lack any resistance or trait.

The bag o' laughs is part of one special synthesis, if two of them are fused together they will form a goodybag.

The bag o' laughs, surprisingly, does not share model nor animations with the goodybag.

## Encountered Bag O' Laughs

 48
 Moves

 32+
 Moves

 Time of Day
 165
 Moves
Celeste Isle

The mighty ruins that tower over this island imbue it with an air of ancient mystery.

* Info
* Monsters

### Danger Level

B (south)
A (north)

### Connection

* Infern Isle (south)
* Infant Isle (north)
* Fert Isle (north)

## Bosses

###

* Great dragon

OR

* Demon-at-arms

## Monsters

### D

* Dancing devil
* Great sabrecub
* Headhunter
* Lesser demon
* Mecha-mynah
* Metal slime (rare)
* Night emperor
* Phantom fencer

### C

* Hacksaurus
* Gargoyle
* Great sabrecat
* Gryphon
* Hunter mech
* Notso macho
* Restless armour
* Wrecktor

### B

* Skeleton soldier

**Celeste Isle** is a large temple island in *Dragon Quest Monsters: Joker*, divided into two parts - north and south. It is the first isle in the Green Bays archipelago where the player can encounter metal monsters - namely the metal slime - that occasionally enter combat with other monsters.

Initially, this isle is inaccessible to the player. The southern dock is unlocked after defeating the Moosifer in Palaish Isle, and the northern dock after the friendly match with Dr Snap on Xeroph Isle. Only once both parts of the island have been unlocked can the player complete the two temples - the Temple of the Sun and the Temple of the Moon - to reach the shrine, located on a smaller island to the south.
Ghost

Small specters that delight in making young children cry.

* Main
* Statistics
* Misc

## Stat Growth/level

Total stat growth: **17.48**/level

The **ghost** is the first member of the undead family in *Dragon Quest Monsters: Joker*. They are encountered on Infant Isle during the night, so the Hero will not meet them the first time they go on the island. Ghosts would make good casters with high mana points and wisdom but their innate skillset - Gravheart - does not really allow them to be.

## Encountered Ghosts

 28
 Moves

 Time of Day
 36+
 Moves

 Time of Day
 22+
 Moves

 Time of Day
 35+
 Moves
Hammerhood

It's not the size of the hammer that counts. It's how you wield it.

* Main
* Statistics
* Misc

## Stat Growth/level

Total stat growth: **11.92**/level

The **hammerhood** is the fourth and final F rank member of the beast family in *Dragon Quest Monsters: Joker*. Hammerhoods are found roaming the confusing rooms of the Xeroph Isle Shrine where they attack any trespassers they see.

Hammerhoods are the only F rank monsters, along with the mischievous mole, to boast the excellent Psycho trait. This somewhat makes up for their miserable statistic growth in all areas save for Attack. Thus, hammerhoods make for great low rank attackers, capable of dealing good Psycho-boosted damage both for killing bosses or scouting, but are rather lacking in every other aspect.

The hammerhood is part of one special synthesis: fusing it with any nature family monster creates a brownie, the more powerful hammer wielder.

The hammerhood shares its model and animations with the brownie.

## Encountered Hammerhoods

### Wild

 44
 Moves

### Rival

 Time of Day
 34+
 Moves

 Time of Day
 27+
 Moves

 Time of Day
 30+
 Moves

### Xeroph Arena

 Time of Day
 62
 Moves

 Time of Day
 38
 Moves
Dragon Quest Monsters: Joker Wiki

**Welcome to the Dragon Quest Monsters: Joker Wiki!**
A wiki dedicated to the Nintendo DS game DQM:J to gather all the infos spread across the web in one place.

We're a collaborative community website about ***Dragon Quest Monsters: Joker*** that anyone, including you, can build and expand. Wikis like this one depend on readers getting involved and adding content. Click the "ADD NEW PAGE" or "EDIT" button at the top of any page to get started!

## Important articles

Monster listMonsters by statisticsWeaponsGreen BaysSkillsetsSkills

The **DQM:J Wiki** intends to be all you ever need to know about Dragon quest Monsters: Joker. As of now, most information and data about DQM:J is spread all across the web on tens of different websites, and several languages, including Japanese, English and French. Even when you regroup and overlap this mass of sources, the game data is still lacking and incomplete. This is the reason why this wiki exists, to fill in the gaps and provide a simplified and complete experience of a Dragon Quest Monsters: Joker Wiki.

*Need help building out this community?*

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Scorpion

The poisonous tails of these predators can paralyze their prey at a pinch.

* Main
* Statistics
* Misc

## Stat Growth/level

Total stat growth: **15.22**/level

The **scoprion** is the third member of the nature family in *Dragon Quest Monsters: Joker*. They are found on Xeroph Isle during the day, roaming the sands and attacking scouts passing by. At night they are replaced by crabids, the pinching menace of the dark.

Scorpions are the only F rank monsters with 2 traits - Critical Massacre and Paralyser, as well as being the only F rank monster to be used by a rival - namely Fauna - throughout the entire game.

## Encountered Scorpions

### Wild

 32
 Moves

### Rival

 Time of Day
 16+
 Moves

 Time of Day
 21+
 Moves

 Time of Day
 192+
 Moves

 Time of Day
 432+
 Moves

### Xeroph Arena

 Time of Day
 23
 Moves
Nardragon

The horn of a nardragon can pierce any armour.

* Main
* Statistics
* Misc

## Stat Growth/level

Total stat growth: **14.08**/level

The **nardragon** is the second E rank monster in *Dragon Quest Monsters: Joker*. They are found on Celeste Isle during the night, patrolling the south part of the island, ready to charge at anyone trespassing the crumbling city.

Nardragons, while physically outstanding, are, in terms of magic, pathetic. Their great max HP, Attack and Defense, as well as their great growth in these areas pair up well with the Psycho trait they have. But when it comes to magic, nardragons have the fourth lowest wisdom growth in the game and are tied for the worst MP growth out of all monsters.

The nardragon is part of one special synthesis: fusing together a komodo with any material monster makes a nardragon.

The nardragon shares its model and animations with the komodo.

## Encountered Nardragons

 104
 Moves

 Time of Day
 322+
 Moves

 Time of Day
 30+
 Moves

 Time of Day
 30+
 Moves

 Time of Day
 35+
 Moves
Shell slime

When surprised or threatened, these timid little fellows take refuge under their sturdy shells.

* Main
* Statistics
* Misc

## Experience Required

### Codes

* 052 (wild)
* 143 (Percy Weed 1)
* 289 (Norm 1)
* 2fa (garbage data)
* 32a (wild night)

The **shell slime** is the third member of the slime family in *Dragon Quest Monsters: Joker*. Shell slimes are found on the beaches of Palaish Isle during the day, and tucked away to safety in the corridors of the garden at night. They have exceptional defense growth, albeit far less than what a metal monster would have.

The shell slime shares its models and animations with its stronger cousin, the snail slime.

## Encountered Shell Slimes

 32
 Moves

 Time of Day
 16+
 Moves

 Time of Day
 23+
 Moves
Metal Body

**Metal Body** is one of 27 traits in *Dragon Quest Monsters: Joker*. This trait is unique to metal slime and give the **Practically Invincible** resistance, which gives immunity against all magic, elemental damage and status impairment. Monsters with this trait are vulnerable to anti-metal weapons, the Metal Slash skill and the Metal Beater trait.

## Effect

Reduce damage taken by 2/3 and gives immunity to most attacks.
Argon lizard

These lizards intimidate their enemies by unfurling their imposing neck frills.

* Main
* Statistics
* Misc

## Stat Growth/level

Total stat growth: **11.9**/level

The **argon lizard** is the fourth and final F rank member of the dragon family in *Dragon Quest Monsters: Joker*. Argon lizards are found on Fert Isle during the day, in the area before the jetty to CELL HQ, and also on the Uncharted Island of the lizards, along with their cousins the frou-fries and their bigger versions, the great argon lizard and frou-frou.

In terms of statistics, argon lizards are absolutely horrendous: they have among the worst maximum stats in the game; the second lowest statistic growth in the game, being only bested by the dragonthorn; the second lowest wisdom growth in the game, and the lowest MP growth in the game.

Despite its obvious weakness, the argon lizard is part of one special synthesis: fusing two pairs of two argon lizards together make a great argon lizard, in the same way that fusing two pairs of slimes together make a king slime.

The argon lizard shares its model and animations with the frou-fry.

## Encountered Argon Lizards

### Wild

 184
 Moves

 184
 Moves

### Rival

 Time of Day
 30+
 Moves

 Time of Day
 32+
 Moves
Infern Isle

They say a terrible catastrophe once befell this island. Beware of zombies.

* Info
* Monsters

**Infern Isle** is a barren island in *Dragon Quest Monsters: Joker* that is the result of a great catastrophe of the past. There are few monsters here on the isle, and little to do. It is the only major island in the Green Bays archipelago without a Scout Post. The Hero can however heal his team with a healing console next to the hamlet.

The player can access this isle as soon as the Monster Scout Challenge begins, but the monsters are probably too strong for the young team at that point. The eastern part of the island is blocked off until the Moosifer is defeated in Palaish Isle. The temple and most of the northern part of the isle is inaccessible until much later into the game.

At some point into the story the island undergoes drastic changes and is then listed as Infern Isle 2.
B rank monsters

**B rank** is the fifth monster rank in *Dragon Quest Monsters: Joker*. B rank monsters are above average in terms of strength. They are generally powerful enough to complete the game with. Almost half of them are not encountered wild in the isles and must be synthesized. The rest can mostly be found on Fert Isle and Infern Isle 2.
Palaish Isle

Madame Rummy's private island. Come and play in the Old Maid's garden.

* Info
* Monsters

## Bosses

###

* Moosifer

**Palaish Isle** is the fourth island in *Dragon Quest Monsters: Joker* in terms of progression in the Green Bays archipelago, after Xeroph Isle. The island consists of Madame Rummy's castle towering above, and the vast gardens surrounding the estate.

When the player first arrives at Palaish Isle, most of the island is forbidden to them. They must complete increasingly difficult challenges set by the owner of the isle, Madame Rummy, to unlock the different gardens, ultimately getting access the the entire island - including its shrine. Only the most secret garden, the metal menagerie, remains inaccessible - at least until the Finals.
Octavian sentry

## Octavian sentry

Powerful warriors of the sea that take pleasure in skewering their enemies.

* Main
* Statistics
* Misc

### Resistances

* Healed by Water
* Sagproof

## Experience Required

### Nicknames

* mr octav
* octaver
* octavey
* octavo

### Codes

* 022 (Crow's)
* 039 (gift monster)
* 0d9 (passive)
* 1e6 (Xeroph arena)
* 148 (Percy Weed 2)
* 14a (Percy Weed 3)
* 14d (Percy Weed 3)
* 283 (Kelvin Klein 3)
Capsichum

Peppery pals proficient at pulverizing passing perpetrators.

* Main
* Statistics
* Misc

## Stat Growth/level

Total stat growth: **16.11**/level

The **capsichum** is the first member of the nature family in *Dragon Quest Monsters: Joker*. It is found in the Palaish isle gardens during the day, and is likely the first monster the Hero encounters on the island. The delinquent duo specializes in reducing the enemy's defense with Helm Splitter blows and Sap casts.

## Encountered Capsichums

 55
 Moves

 26+
 Moves
Dragonthorn

These creatures are born when bunches of vines gain sentience and take the form of dragons.

* Main
* Statistics
* Misc

### Resistances

* Fizzleproof
* Vulnerable to Frizz

## Experience Required

### Codes

* 16d (Wyrma 1)
* 18c (wild)
* 1c0 (Xeroph arena)
* 1c1 (Xeroph arena)
* 26d (Francis Drake 1)
* 2f2 (garbage data)

The **dragonthorn** is the third member of the dragon family in *Dragon Quest Monsters: Joker*. Dragonthorns are rarely found on Palaish Isle in one specific spot during the day, in an archway covered in vines. Dragonthorns can be tough opponents as they have high HP and use breath attacks.

However, statistically speaking, the spiky abomination can be considered to be the single weakest monster in the game: its statistic growth is the worst out of all monsters, its maximum stats are not good either, it only has a rather common trait - Artful Dodger - and even a weakness to fire to boot. To top it all, dragonthorns are hard to train as they require large amounts of experience to level up.

Despite their weakness, they are part of one special synthesis: fusing a dragonthorn with any undead will yield a snapdragon, the stronger cousin of the thorny disappointment.

Dragonthorns and snapdragons share their model and their animations.

## Encountered Dragonthorns

 Time of Day
 122
 Moves

 Time of Day
 30+
 Moves

 Time of Day
 8+
 Moves

 Time of Day
 142
 Moves

 Time of Day
 124
 Moves
Psycho

**Psycho** is one of 27 traits in *Dragon Quest Monsters: Joker*. Psycho is the most common trait in the game.

Psycho allows the monster to Psyche Up to increase its **Tension** level. Tension has 4 stages - 5, 20, 50 and 100 - and each stage increases the next move's power exponentially. Some non player controlled monsters can Psyche Up without the Psycho trait, and some can increase their tension by two stages at once.

Failing to scout a monster can result in the team "taking offense" which increases the Tension of all the monsters on the team by one stage.

## Effect

Allows the monster to Psyche Up up to 4 times, increasing the power of the next attack.
Firespirit

As its name suggests, it likes to play with fire. However, it is not fond of the cold.

* Main
* Statistics
* Misc

### Resistances

* Healed by Fire Breath
* Healed by Frizz
* Vulnerable to Water

## Experience Required

### Nicknames

* mr spir
* spirer
* spirey
* spiro

### Codes

* 0b0 (wild)
* 12f (wild)
* 15e (Victoria 1)
* 1bd (Xeroph arena)
* 1be (Xeroph arena)
* 20f (Nick 1)
* 214 (Nick 2)
* 2ba (Destiny 2)
* 2e4 (Grandead 1)
* 2e7 (Grandead 2)

The **firespirit** is the second member of the undead family in *Dragon Quest Monsters: Joker*. Firespirits are encountered on Xeroph Isle during the night. As their name implies, these monsters are proficient in the ways of flames being both Frizzmeisters and having Fire as their innate skillset.

Despite being rather weak physically, firespirits are pretty good among F rank monsters in terms of statistics, they make for good casters with high wisdom and MP.

This monster is popular amid rivals as 4 of them use firespirits, Nick and Grandead even using them twice.

## Encountered Firespirits

### Wild

 24
 Moves

### Rival

 Time of Day
 50+
 Moves

 Time of Day
 27+
 Moves

 Time of Day
 188+
 Moves

 Time of Day
 236+
 Moves

 Time of Day
 28+
 Moves

 Time of Day
 244+
 Moves

### Xeroph Arena

 Time of Day
 107
 Moves

 Time of Day
 107
 Moves
Lips

These slobbery monsters are renowned for their slippery skin.

* Main
* Statistics
* Misc

## Stat Growth/level

Total stat growth: **13.92**/level

The **lips** is the second member of the demon family in *Dragon Quest Monsters: Joker*. They are hiding inside the cave on Infant Isle, where they burst out from the ground and throw themselves at scouts trying to cross the passage.

Lips make for unexpected strong opponents for young scouts as they boast respectable hit points and attack, and they are hard to avoid. Beyond the first visit of the island, lips pose little threat and are of little interest to the Hero as nothing about them really stands out.

## Encountered Lips

 26
 Moves

 Time of Day
 29+
 Moves
Bubble slime

This blob was born of a poisonous swamp and carries the same toxins in its body.

* Main
* Statistics
* Misc

## Experience Required

### Codes

* 051 (wild version)
* 2a5 (Sweetie 1)
* 2aa (Sweetie 2)

The **bubble slime** is the second F rank slime, in *Dragon Quest Monsters: Joker*. It is the weaker version of the king bubble slime. Bubble slimes are found in the Palaish shrine, where they drop from the ceiling where puddles of green ooze are found. Despite being poison-themed monsters their innate skillset is not Toxifier but the common Slimer.

## Encountered Bubble Slimes

 70
 Moves

 Time of Day
 28+
 Moves

 Time of Day
 224+
 Moves
Infern Isle 2

Danger Level: Unknown

* Info
* Monsters

## Bosses

###

* Ace of Spades
* Boss troll (optional)
* Black dragon (optional)
* Atlas
* Buffalogre
* Mohawker
* Dr Snapped

**Infern Isle 2** is the version of Infern Isle that appears near the end of the game, it is the most dangerous place in the Green Bays archipelago, and holds the last dungeon of *Dragon Quest Monsters: Joker* - Tartarus.

All the monsters previously present on the island are replaced by stronger, more numerous new ones. It also means that the previous wild monsters cannot be encountered anymore when Infern Isle 2 appears.

The temple at the center of the isle, and the northern part of the isle - now an active volcano - can finally be accessed. Completing Tartarus marks the end of the story and leads to the End Credits - unlocking the post-game content.
Captain Crow

A powerful pirate who perished pursuing a line of light leading to legendary lands.

* Main
* Statistics
* Misc

### Resistances

* Confusionproof
* Paralysisproof
* Whackproof

## Experience Required

### Codes

* 025 (boss version)
* 03b (gift monster)
* 0ff (boss version when fought, gift version when scouted)

**Captain Crow** is a ghost pirate encountered several times when traveling between the Green Bays at night. He is eventually defeated and joins the Hero's party as a gift monster. Captain Crow is required to synthesize a Dragonlord and/or a Dr Snapped.

Captain Crow's Jolly Roger
Frostburn

This monster's chilling exterior masks a rather cool and laid-back interior.

* Main
* Statistics
* Misc

## Stat Growth/level

Total stat growth: **15.18**/level

The **Frostburn** is the fourth F rank member of the material family in *Dragon Quest Monsters: Joker*. They are found dancing in the heart of Xeroph Isle at night, and are replaced by their fiery counterparts, the dancing flames during the day. Frostburns are quite a bit tougher than the other F rank monsters on Xeroph Isle, boasting 84HP, using breath attacks, and are the first monster the Hero encounters capable of using Whack, the killing spell.

The only way to synthesize a frostburn is to combine a dancing flame with either a dragon slime or a silvapithecus.

The frostburn shares its model and animations with the dancing flame.

## Encountered Frostburns

 84
 Moves

 Time of Day
 8+
 Moves

 Time of Day
 25+
 Moves

 Time of Day
 224+
 Moves
Platypunk

Their waggish expression belies their ferocity.

* Main
* Statistics
* Misc

## Stat Growth/level

Total stat growth: **14.42**/level

The **platypunk** is the first member of the beast family in *Dragon Quest Monsters: Joker*, and one of the 3 starter monsters offered to the Hero to begin his journey with. Platypunks are encountered on Infant Isle during the day, and will charge any scouts that pass by.

## Encountered Platypunks

 14
 Moves

 27+
 Moves

 27+
 Moves

 27
 Requisite
 Exp
 Drops
She-slime

Slimologists have recently discovered that carnivorous slimes turn a reddish shade.

* Main
* Statistics
* Misc

## Experience Required

### Nicknames

* ms shesl
* shesler
* shesley
* sheslo

### Codes

* 121 (passive)
* 15d (Victoria 1)
* 162 (Victoria 2)
* 180 (wild)
* 213 (Nick 1)
* 218 (Nick 2)
* 2b7 (Destiny 1)
* 31a (wild night)

The **she-slime** is the first E rank monster in *Dragon Quest Monsters: Joker*, and also the first recolor of another monster, namely the slime. They are found in the wild on the Uncharted Island of the slimes.

She-slimes are slightly stronger and somewhat rarer than their blue cousins, but both species remain similar in most ways, the one notable difference being the Frizz affinity that she-slimes possess, both with their trait - Frizzmeister - and their innate skillset - Frizz & Zap.

The she-slime is part of one special synthesis: fusing it together with a behemoth slime yields a beshemoth slime.

The she-slime shares its model and animations with the slime and the metal slime.

## Encountered She-Slimes

 148
 Moves

 Time of Day
 27+
 Moves

 Time of Day
 216+
 Moves

 Time of Day
 27+
 Moves

 Time of Day
 216+
 Moves

 Time of Day
 28+
 Moves
Hades condor

Their fearsome appearance hides a surprisingly caring demeanor.

* Main
* Statistics
* Misc

## Stat Growth/level

Total stat growth: **19.76**/level

The **Hades condor** is the first C rank member of the nature family in *Dragon Quest Monsters: Joker*. Hades condors are found during the day preying on the west islet of Infant Isle, where they have a nest, and on the highest bridge of Fert Isle - the one leading to the Shrine. The Hades condors stay high up in the air until they spot a scout, at which point they swoop down on them to attack.

The Hades condor is part of one special synthesis: fusing it together with a jamirus yields a Garuda.

The Hades condor shares its model and animations with its stronger cousin the Garuda.

## Encountered Hades Condors

 144
 Moves

 126
 Moves

 Time of Day
 350+
 Moves
Domus Isle

Boasts the only major town in the islands, as well as Monster Scout HQ.

* Info
* Monsters

## Bosses

###

??? (post-game)

**Domus Isle** is the first island the player visits in *Dragon Quest Monsters: Joker*. It acts as the capital of the Green Bays archipelago and hosts the Monster Scout HQ. There are no wild monsters on Domus Isle but scouts can fight in the arena floating above the city, where the Finals take place.

When first visiting Domus Isle, the player can only access the Northern Docks, once they have taken the Scout Pledge, they can access most of the city, apart from the Department Store - which is unlocked after defeating the Golem on Xeroph Isle - and the Sewers - which are unlocked once the player obtains 10 Darkonium crystals.
Komodo

Giant lizards that hunt scouts for sport.

* Main
* Statistics
* Misc

## Stat Growth/level

Total stat growth: **12.44**/level

The **komodo** is the weakest member of the dragon family in *Dragon Quest Monsters: Joker*. It is found on Xeroph isle during the day and will charge the player if it sees them. The komodo is noticeable for being one of the only monsters capable of equiping solely 3 weapon types, and for having the lowest maximum wisdom out of any monster, at an abysmal 80.

There is in the game file a version of the komodo meant as a starting monster, but the option was cut from the game.

The komodo is part of one special synthesis: fusing it together with any material monster makes a nardragon.

The Komodo shares its model and animations with the nardragon.

## Encountered Komodos

### Wild

 42
 Moves

 27+
 Moves

 Time of Day
 30
 Requisite
 Drops
See urchin

Prickly denizens of the sea who see everything, you see.

* Main
* Statistics
* Misc

## Stat Growth/level

Total stat growth: **17.76**/level

The **see urchin** is the fourth and final F rank member of the demon family in *Dragon Quest Monsters: Joker*, and the second to last F rank monster. See urchins are found on Palaish Isle where, like the other monsters of the gardens, they lead a leisurely life roaming the pools, occasionally hurling themselves at a passing scout.

See urchins have a remarkable Agility growth of about 7/level, which helps them claim the second best total growth out of any F rank monster. Their other stats are pretty standard however.

There is in the game file a version of the see urchin meant as a starting monster, but the option was cut from the game.

## Encountered See Urchins

 76
 Moves

 Time of Day
 35+
 Moves

 Time of Day
 28+
 Moves

 Time of Day
 29+
 Moves

 Time of Day
 52
 Moves

 Time of Day
 24
 Requisite
 Drops
Mischievous mole

Who knows what mischief these moles get up to with their spades...

* Main
* Statistics
* Misc

## Stat Growth/level

Total stat growth: **14.2**/level

The **mischievous mole** is the second member of the beast family in *Dragon Quest Monsters: Joker*. The mischievous mole is one of the 3 starter monsters offered to the Hero to begin his journey with. They make for good starting monsters thanks to their excellent trait - Psycho - that allows them to deal good damage even through the early mid-game. Compared to other F rank monsters, mischievous moles might prove to be the most useful to young Heroes that need strong attacks to beat bosses and scout better allies.

In the wild, these mischievous beasts are found on Infant Isle, bursting out of their molehills, then charging relentlessly at the scouts unlucky enough to warrant their wrath.

## Encountered Mischievous Moles

 12
 Moves

 Time of Day
 25+
 Moves

 Time of Day
 54
 Moves

 29
 Requisite
 Exp
 Drops
Dancing flame

These fiery creatures are actually passionate lovers as well as fighters.

* Main
* Statistics
* Misc

## Stat Growth/level

Total stat growth: **15.3**/level

The **dancing flame** is the third member of the material family in *Dragon Quest Monsters: Joker*. They are found dancing in the heart of Xeroph Isle during the day, and are replaced by their icy counterparts the frostburns at night. Dancing flames are quite a bit tougher than the other F rank monsters of Xeroph Isle, boasting 80HP and using breath attacks.

The dancing flame is part of one special synthesis: combining it with either a dragon slime or a silvapithecus yields a frostburn.

The dancing flame shares its model and animations with the frostburn.

## Encountered Dancing Flames

### Wild

 80
 Moves

### Rival

 Time of Day
 346+
 Moves

 Time of Day
 343+
 Moves

 Time of Day
 10+
 Moves

 Time of Day
 15+
 Moves

 Time of Day
 224+
 Moves

### Xeroph Arena

 Time of Day
 148
 Moves
Satyr

The sight of one of these beasts dancing all by itself is strangely sorrowful.

* Main
* Statistics
* Misc

## Stat Growth/level

Total stat growth: **15.18**/level

The **satyr** is the third member of the beast family in *Dragon Quest Monsters: Joker*, and the second monster in the list that is not found anywhere on the Green Bays. You can however receive one satyr as a gift in the Sewers at night, or you can scout one from the rivals that use them, and you can always synthesize one.

The satyr is part of one special synthesis: fusing a satyr and a dingaling together will result in the blue beat bard - the pan piper.

The satyr shares its model and animations with the pan piper.

## Encountered Satyrs

 62
 Requisite
 Drops

 Time of Day
 24+
 Moves

 Time of Day
 30+
 Moves

 Time of Day
 32+
 Moves
King slime

This whopper is created from the cooperative power of a group of slimes merged into one.

* Main
* Statistics
* Misc

## Experience Required

### Nicknames

* mr king
* kinger
* kingey
* kingo

### Codes

* 05a (wild)
* 21c (Nick 3)
* 2b2 (Sweetie 3)
* 2f4 (garbage data)

The **king slime** is the second C rank member of the slime family in *Dragon Quest Monsters: Joker*. For how ordinary the slime is in the game, the king slime is rather uncommon, only being seen in the wild on Infant Isle in the temple on top of the island - and rarely so at that.

Despite its title of king, this great slime is not the strongest, king slimes have decent physical potential but are fairly mediocre overall when compared to the other C rank monsters. They have however one huge ace in their gooey sleeves, that being their fabulous skillset - Cleric. Cleric gives the slimy monarchs access to two of the most powerful abilities in the game - Omniheal and Gigagash - as well as the potential to create the ultimate healing skillset - Uber Healer - when cleverly fused.

The only way to synthesize a king slime is to fuse two pairs of two slimes together. And fusing two king slimes together yields a king cureslime - the Healing Professional counterpart to the king slime.

The king slime is part of two other special syntheses: fusing a tortured soul with a king slime gives a wight king; and the grandpa slime is made in a Quadrilineal Synthesis using the king slime, together with a metal king slime, a king bubble slime and a metal kaiser slime.

The king slime shares its model and animations with the king cureslime and the metal king slime.

## Encountered King Slimes

 Time of Day
 198
 Moves

 Time of Day
 346+
 Moves

 Time of Day
 480+
 Moves
Dracky

Small, agile creatures with contagious grins that fly through the darkness.

* Main
* Statistics
* Misc

## Stat Growth/level

Total stat growth: **14.94**/level

The **dracky** is the first member of the demon family in *Dragon Quest Monsters: Joker*, and is also part of the Bird family. The dracky is one of the 3 starter monsters offered to the Hero to begin his journey with. Drackies are rather common, being found in the wild on Infant Isle and on 3 different Uncharted Islands. They make for good starting monsters, being able to level up fast and learning the spell Zam early to carry the Hero through the beginning of the game.

A bigger version of the dracky exists - the great dracky - but they do not share models and animations.

## Encountered Drackies

### Wild

 Time of Day
 14
 Moves

 Time of Day
 14
 Moves

 76
 Moves

### Rivals

 Time of Day
 23+
 Moves

 Time of Day
 126+
 Moves

### Xeroph Arena

 Time of Day
 77
 Moves

 Time of Day
 77
 Moves

### Gift

 24
 Requisite
 Exp
 Drops
Attack Magicproof

**Attack Magicproof** is one of 52 resistances and weaknesses in *Dragon Quest Monsters: Joker*. Attack Magicproof is a powerful resistance that gives the monster immunity to all magic attacks, such as Frizz or Decelerate. The monster is still affected by breath and physical attacks such as slashes.
Green Bays

The **Green Bays** - or **Grandpool Islands** - is the archipelago where the events of *Dragon Quest Monsters: Joker* take place. It is composed of 7 major islands - Domus, Infant, Xeroph, Palaish, Infern, Celeste and Fert - together with a few uncharted isles which are randomly found. Travel to and fro islands is done with sea scooters on set routes.

## Major Islands

### Domus Isle

   Main article: Domus Isle
Domus Isle is the capital of the Green Bays. It is a city island with no wild monsters. Domus holds the Monster Scout HQ, the Department Store and the Sewers.

### Infant Isle

    Main article: Infant Isle
Infant Isle is the first island where the player finds wild monsters to fight and scout. It is where scouts take the Scout Pledge. Infant Isle is home to the renowned Monster Scout Proficiency Test.

### Xeroph Isle

    Main article: Xeroph Isle
Xeroph Isle is a desert island and the second isle in order of progression. The player finds the Incarnus as well as the first of the shrines here. This island is also where the Xeroph arena is located.

### Palaish Isle

    Main article: Palaish Isle
Palaish Isle is Madame Rummy's privately-owned garden island with a huge castle in the center. The second of the four shrine is located here, along with the Metal Menagerie for finalists.

### Infern Isle

    Main article: Infern Isle
Infern Isle is a barren isle said to have been the location of an ancient catastrophe. There is not much to find or to do here until later in the game.

### Celeste Isle

    Main article: Celeste Isle
Celeste Isle is a temple island separated in two parts - North and South - in conjunction with two opposite temples - the Temple of the Sun and the Temple of the Moon. The player finds the third shrine on a nearby islet.

### Fert Isle

    Main article: Fert Isle
Fert Isle is a jungle island, and the final isle in the player's journey. Strong monsters are found here. In addition to the fourth and final shrine, the CELL Headquarters are found inside the next-door volcano island.

## Other

### Uncharted Islands

[to-do] 5 uncharted islands

1. Uncharted Rank F 1
2. Uncharted Rank F 2
3. Uncharted Slimes
4. Uncharted Lizards
5. Uncharted Dracky
Dragon family

The **Dragon family** in *Dragon Quest Monsters: Joker* consists of 28 members, the first one being the Komodo, the last one being the Dragovian lord. The dragon family's signature skillset is Dragon Lore. Dragon monsters generally have poor statistical growth.

It is one of the 8 Monster families in the game.
Gift monsters

This page lists monsters that are gifted to the hero throughout *Dragon Quest Monsters: Joker*, and also monster that appear in the game file that were meant as gifts but were never implemented.

## Staring monster

At the start of the game, the hero can choose between a dracky, a mischievous mole and a platypunk, but there are 10 slots in the game files for starting monsters, 8 of which have monster data. It can be assumed that at some point during development the player could choose between one of the following:

* Slime
* Komodo
* See urchin
* Walking corpse
* Imp
* Dracky
* Platypunk
* Mischievous mole
* 2 slots are empty and could have held other monsters.

However, only the proposed trio appears in the game and the other 5 starting monster versions are never encountered without cheats.
Metal slime

These slimes are astonishingly agile despite their heavy metal coating.

* Main
* Statistics
* Misc

## Stat Growth/level

Total stat growth: **29.74**/level

The **Metal slime** is the first of the metal monsters the player encounters. Metal slimes are extremely tough to kill and will flee from combat, but if defeated will yield a high amount of experience.

Metal slimes cannot be synthesized.
Dim Guard

**Dim Guard** is one of 52 resistances and weaknesses in *Dragon Quest Monsters: Joker*. No monster naturally has Dim Guard, and Dim Proof does not exist in the game. The only way to get this resistance is with one of five skillsets, namely: Antimagic, Antimagic II, Enfeebler, Mage Aid and Wisdom Boost III.
Funghoul

Pestilent creatures that spawn in moist, dark places.

* Main
* Statistics
* Misc

## Stat Growth/level

Total stat growth: **14.8**/level

The **funghoul** is the fourth member of the undead family and last member of the F rank in *Dragon Quest Monsters: Joker*. Funghouls are found on Xeroph Isle during the day, lying in wait amid sand piles to ambush unsuspecting scouts. Despite making the top of all F rank monsters, the funghoul is quite unremarkable, boasting no great strength nor weakness, no trait, no rare resistance or great skillset to brag about.

The funghoul is the only F rank monster that two rivals use at the end of the game, when they usually have higher ranked monsters.

## Encountered Funghouls

 24
 Moves

 Time of Day
 280+
 Moves

 Time of Day
 10+
 Moves

 Time of Day
 280+
 Moves
Shadow

Who knows what evil lurks in the hearts of men? These monsters do.

* Main
* Statistics
* Misc

## Stat Growth/level

Total stat growth: **17.48**/level

The **shadow** is the second member of the material family in *Dragon Quest Monsters: Joker*. Shadows are only found in the Infant Isle cave, lurking near the red chest containing a cypress staff. As their name would suggest, shadows are completely flat, as if they were the shade of a monster that is not there.

## Encountered Shadows

 18
 Moves

 Time of Day
 20+
 Moves

 Time of Day
 200+
 Moves
Fert Isle

A jungle island thick with trees and vines. Powerful monsters lurk here.

* Info
* Monsters

* Fert Isle
* Treehole

## Bosses

###

* Great dragon

OR

* Demon-at-arms

**Fert Isle** is the last major island of the Green Bays archipelago that the Hero goes to in *Dragon Quest Monsters: Joker*. It is comprised of two isles: the main jungle island with most monsters and the shrine; and the volcanic island to the north within which lies the CELL HQ. It is on this island that the player is expected to obtain the 10th and final Darkonium crystal to enter the Finals.

On the first visit, the entire jungle is accessible to the player, except that they will have to make a long detour to unlock the ladder shortcut next to the Scoutpost to reach the shrine. The CELL HQ isle is initially blocked off and is unlocked after the Finals.
Fencing fox

Foxy warriors whose skill with a foil is unsurpassed.

* Main
* Statistics
* Misc

## Stat Growth/level

Total stat growth: **16.88**/level

The **fencing fox** is the first E rank member of the beast family in *Dragon Quest Monsters: Joker*. They are encountered in the Palaish Isle Shrine in the fourth level (the yellow rooms), guarding bridges. Unlike most wild monsters, fencing foxes are static - they do not react to seeing the Hero, and instead wait for him to run into them, much like some hunter mechs do on Celeste Isle.

In terms of statistics, the fencing fox is mostly average for an E ranked monster, it however has access to a very rare and very valuable trait - Early Bird. Early Bird makes the fencing fox always move first in battle and is an excellent ability to have on your team, for emergency healing or killing off weakened enemies before they get an extra tun for example.

The fencing fox is favored by Kelvin Klein who uses it as his leader monster all throughout the game.

## Encountered Fencing Foxes

### Wild

 Time of Day
 107
 Moves

### Rival

 Time of Day
 27+
 Moves

 Time of Day
 426+
 Moves

 Time of Day
 27+
 Moves

 Time of Day
 216+
 Moves

 Time of Day
 366+
 Moves

 Time of Day
 27+
 Moves

### Boss

 186
 Moves

 186
 Moves
Resistances

Monster **resistances and weaknesses** in *Dragon Quest Monsters: Joker* are listed here. Monsters can have up to 5 natural resistances and/or weaknesses that change how they are affected by certain spells and abilities. A lot of skillsets give extra resistances in the form of "Guards" that stack with one another.

* each level of "Guard" = 25% resistance against
* proof = immune
* healed by = all damage heals for the same amount instead
* vulnerable = 50% more damage received/50% more likely to be affected

52 Resistances and Weaknesses
Chimaera

Fowl faces that bode foul magic.

* Main
* Statistics
* Misc

## Stat Growth/level

Total stat growth: **14.26**/level

The **chimaera** is the fourth and final F rank member of the nature family in *Dragon Quest Monsters: Joker*. Chimaeras are found on Xeroph Isle at night in the great sandy bowl. Despite their barely hovering above the ground, chimaeras are indeed creature of flight. NPCs comment on seeing flocks of them fly in the sky sometimes.

The chimaera wing item, as the name suggests, is made from the wings of this monster.

## Encountered Chimaeras

 41
 Moves

 Time of Day
 25+
 Moves

 Time of Day
 30+
 Moves

 Time of Day
 102
 Moves