Tiers
0-7,8*
0,1,2-low tier monsters, 0-are just pets, 1- minor low tier, 2- high low tier
3,4-mid-tier monsters, 3 -low mid tier, 4- high mid-tier
5,6-high tier monsters, 5-low high, 6-high elite
7-powerhouses
Legendary and epic monsters are essentially monster variants with extra abilities that outstrip their current tier with legendary being much much stronger than epic.
legendary monsters with certain absurd abilities that push them far outside of the norm(they are always born with these abilities). They are 'born' at a minimum of tier 5.
epic-monsters that through action or luck, surpass their current tier(these 'power-ups' are always achieved when they increased in tiers).
mythic-a legendary monster gaining epic abilities upon tiering up.
8*-Certain powerhouse mythic monsters can push past the current boundaries of power and achieve something which is likened to 'godhood'.
Miracle bonding- During the bonding process there is a very small chance that the first two levels are skipped and immediately completed. The chance was absolutely miniscule hence the naming. But during one's first bond the chances are dramatically increased though it was still very small.
It also reduces maintenance cost of monster girls by a factor of five(Does not stack with first bond), as well giving a powerful essence quality bump.
Level 1: A tether is formed between monster and human and the monster no longer desires to feed on any other human. This makes the monster 'fall in love' with a tamer.
level 2: The tether is strengthened so much so that monster can transform to be 'closer' to the tamer. This normally comes in the form of an 'equipment' they can wear or use but there have been cases of crippled tamers having their entire limb replaced with a monster girl. In this state the monster girl is 'dormant' and so consumes little to no essence. The monster girl becomes even more 'obsessed' with the tamer.
level 3:The tether is complete and can no longer be broken. This gives the tamer a portion of the monster's power and vice versa(though the power gained from the tamer tend to be too miniscule to be useful). The monster also 'share their lives': the monster girl gains 'immortality' as long as the tamer is alive and the tamer gains the complete 'life span' of the monster girl. The monster girl also gains a minimum amount of mana they cannot fall below having effectively 'infinite' mana.
Equipment/Monster-gear refers to the second level of the bond where the tether between man and monster is strong enough that the monster can achieve a dormant state while her 'core' enters her tamer. In this state the monster girl expends next to no mana and her physical becomes 'attached' to the tamer in a different form. It ranges from usable items to new appendages and everything in between. In this state, a huge portion of her power is bestowed upon the tamer.
So much so that a tamer with three pieces of tier 5 monster gear is equal to a tier 5 monster girl. Normally one piece should have been enough but without their core the amount of power a vessel holds is heavily diminished.
It is advised to keep at least half your tames in their gear form. More than one tamer survived a sticky situation purely because of the buffs they received from their monster girl gear.
Bond slots are the maximum number of bonds a tamer can have. It also signifies the highest level of bond they can have.
The normal is five. The ascended are the exception to this rule as that they have six slots from birth.
The only way to increase bond slots is to bond monster girls.
To increase it by 1 a tamer needs to bond ten tier 0s, nine tier 1s, eight tier 2s, seven tier 3s, six tier 4s, five tier 5s, four tier 6s, and three tier 7s. Epic, legendary, or even mythic do not give extra slots.
The exception to this rule is the first bond which gives five times the initial benefit to their tamer so a tier 0 will act like a tier 5 and tier 5 would be essentially 1 to 1.
Monsters are divided into classes to give a general understanding of where they should be in and out of combat. monsters can be a mix of multiple classes. Here is a list of some:
Assassin- used to finish fights quickly and stealthily
Tank-used to absorb damage
Scout- to survey an area, often using stealth as a component but not necessary
Power-Mage- long ranged arcane damage dealer. Also used out of combat for their arcane knowledge and ability
Utility-Mage- can empower allies or use crowd control abilities. Also used out of combat for their arcane knowledge and ability.
Fighter-physical frontline combatant.
spellblade-magical frontline combatant.
Archer-physical long ranged combatant.
Healer- combatant with restorative abilities
Alchemist-Good with alchemical reagents
Hunter-Good to hunt wild game
Gatherer-Good with collecting flora
Herbalist-Good with manipulating flora
Blacksmith-good with metal
tailor-good with cloth or leather
carpenter-good with wood
The first bond is the most unique and arguably the most important bond of a tamer.
First, the chance of a miracle bond happening is greatly increased.
Second, The initial boosts given are boosted to be about five times normal.
Third, they needed a fifth of the normal essence consumption to stay at full capacity.
But even those benefits held nothing to what truly mattered and were often overlooked. An unbonded tamer was at their weakest and most pliable state and their first bond often defined how they viewed the world.
Their views on the world are shaped by the monster girl they bonded with and how they acted.
An example, if your first bond was an angel you will pick up some of their obedient and 'righteous' tendencies purely because of how close you and your monster girl will get and you are yet to be hardened and disillusioned by the world.
A piece of over wear that covers most of Simon's body.
It is incredibly resilient to all forms of physical force and is fire-proof.
It also increases Simon's base physical attributes substantially.
The claw design can extend to become real claws that can light on fire(normally hellflame but that ability is currently sealed as well as rip through reality which is also sealed.
On top of this while wearing this jacket any entity he considers an ally in close proximity to him gains a substantial boost in all physical attributes.
The number of monster girls far outstrip the number of tamers capable of handling them and even the invention of artificial essence was not enough to manage all of them. The answer the sorcerer's guild came to was Monster gems. A monster gem can store a monster girl and keep her in a dormant state for extended periods of time without the need of a tamer.
It could imitate a level 2 bond for the monster girl without a host which made gems very useful. Overtime, magic also made it possible to make it so that gems could perform unique functions on the monster girl.
Sadly because of their high demand and relatively short short supply makes them very expensive for the average tamer.
Name: Simon Class: Not chosen Bond-limit: 7(known: 6) Bonds taken:1 Free Bond slots:6(known: 5) Abilities(known means the psychic analyzed his mind and those are the ones they could find)(Simon himself does not know he has these abilities) Infernal sorcery(sealed)(unknown) Infernal vitality(unknown) Charm aura(unknown)(sealed) Infernal essence(unknown) Infernal form(unknown)(sealed) Greater illusion sorcery(sealed)(unknown) Psychic manipulation(sealed)(unknown) Infernal flame(sealed)(unknown) Feral vitality(empowered) Feral essence(empowered) Feral Form(canine)(empowered) Fangs of Annihilation(empowered)(unknown)(sealed) Feral sense(canine)(empowered) |
Name: Amy
Description: A white haired, tanned and toned(but somehow still soft to the touch) wolf girl with tasteful curves and a decent bust and rear for her frame. Her canine eyes are blue and her facial features straddled beautiful and feral.
Class: Bonded Fenrir(Unknown)(Identified as greater wolf)
Tier: 5(legendary)(unknown)
Abilities
Gear-form(Bond Lv.2)
Power-draw(Bond Lv.1)
Eternal might(Bond Lv.3)
Infernal flame(Unique bond power)(Sealed)(Unknown)
Feral might
Feral form
Feral senses
Might of the pack
Fangs of annihilation(sealed)(unknown)
Alpha and Omega
Name: Stella
Description: Black-haired, pearly skinned lithe monster with a smattering of fat and curve. Along with her cat ears and tail she the model-look of a cat maid. The only thing unique is her feline eyes which are red, a rare mutation for her species.
Class: Epic cat maid
Tier: 5(epic)
Abilities
Gear-form(Bond Lv.2)
Power-draw(Bond Lv.1)
Eternal might(Bond Lv.3)
Infernal flame(Unique bond power)(Sealed)(Unknown)
Acute hearing
Grace
Super reflex
Hyper vision
Stealth
Razor claws
Hyper-portal(Epic)
As kids w e all loved pokemon and with time as we became more 'Cultured' the love interest changed.
But our author San just bridged the gap between the two, how can someone hate it?
The plot is good, although sometimes the language gets choppy but it's understandable, English is not his first language.
Though sometimes it's hard for me to understand what 'specific picture' the author is trying to portray but I guess that's just me being stupid.
It's a guilty pleasure for cultured gentlemen out there who love and appreciate slightly wild fantasy women unlike elves, kitsune, and whatnot.
I wish there were more detailed snu-snu action unlike status pop-up or numbers that tells that MC just did some work on his partner.
Otherwise good job author San. I hope you keep up the good work!!!
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Honestly a good find, the author has managed to mix pokemon with the most perverted desires of every man, the story proceeds smoothly with the mysteries that surround Simon and his skills as a tamer, sometimes the writing becomes a little confusing, but not something that makes reading tiring, I recommend it to everyone and come on guys, the next time we have a poll let's vote for an Arachne, they deserve a little... no, a lot of love
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