Slime: 5
Plump-helmet Man: 4 (heads)
Special Egg: 4 (tails)
Bookworm: 1
Coin flip is heads. Plump-helmet man is coming home with you!
Male: 4
Female: 2
Castleback Garden: 2
Reely Nottyville's Tower: 3
Meine Almine's Mine: 2
Magic Mirror: 1
Robin the Hobblin' Goblin: 2
Morose Moore Rose the Ghost: 4
Monday: Dawn
Congratulations, young Edward Harrison! You are now officially licensed to be a junior breeder. Get out there and show the world what you're made of!
You happily return home with your slime and plump-helmet man struggling to keep up. The clumsy fungi seems to trip every few steps over its tiny legs, and the slime stops to eat it, with you having to grab the plump-helmet man and carry him with you. Another mile and a slime trail later, you arrive at your residence: Reely Nottyville's Tower. The Nottyville's don't live there anymore; instead, Morose Moore Rose is the guardian of you and another orphan.
You burst through the ancient double-doors and sprint up the stairs, calling for Morose. "I'm a breeder now!" could be heard, echoing, for five minutes. A weepy ghost, still in her mourning clothes, pops through the wall. She congratulates you briefly, then continues crying about how she could have been a breeder if she hadn't died.
You begin your way to your bedroom, where you stop dead in your tracks as you meet your rival. Ned Slowson. You've been rivals ever since you both got adopted from the Startington Orphanage. He stares at your monsters, and you give him a smirk back. You're a monster breeder before him! His lips slowly curl into a smile, as he shows his gobbo and bookworm.
"You're not the only one who saved their pocket money for this, Ed!" he laughs, then slams his door closed.
You go straight to your room, put all your things in, and rush out into the lower floors of the tower. Morose seems to have converted the third and fourth floors for you and Ned to raise and train your monsters. Your floor has all the basics; a feeding trough, some Monster Toys, a rice-sack punching bag and a nest. Ned's floor has the same. Your slime goes straight for the toys, while the plump-helmet man begins pouring out food for the trough and sweeping the nest.
Morose appears and hands you a dusty book, caked in cobwebs.
I. Raising.
Raising monsters is quite simple for nobility. All one must do is to remember to feed once a day, or more for special breeds, and balance training with playing. Too much fun, and the beast will be weak and complacent. Too much training, and it will have no love for you. The balance differs among breeds, and especially among individual monsters. Monsters should also work on the farm, to reduce your own workload. Watch out! Some monsters loath working.
The day, in this diagram, is divided into four quarters: Dawn, Noon, Dusk and Evening. Good monster raisers will dedicate a task to one of the quarters wholly. For example, dawn will be feeding. Noon will be training. Dusk will have work. Evening for playing. Once every so often, there will be changes that require the schedule to change. Be sure to keep on the lookout for monsters that are too stressed or too relaxed!
II. Breeding.
Any monster can breed with any monster. That, however, doesn't mean they will work properly. Some might not even survive birth. Most are weak and malformed. Success can be attained by making sure the breeding monsters are happy and relaxed, are fed quality feed, and ingest special potions.
New monster breeds that are successful are worth a lot, and are significantly more powerful!
Also note, breeding two monsters of the same species will always work. A slime and a slime will always make a slime.
III. Profiting.
Monster raising has many benefits. Selling quality monsters outright is very lucrative. Many breeders dedicate their farms to this purpose. Training monsters and having them duel for cash and tournaments are also very good ways to make money. Sending them on quests has the added benefit by helping people and attaining a reputation for yourself. Monsters also produce goods for which to sell!
Monsters can be sold at the Annual Monster-con, or monthly monster-meetings. The Annual Monster-con sells for a significant difference than the monthly meetings. Prepare a speech to showcase your new breeds!
Duels can be held at any time with any trainer. The general rules are: No killing. No cheating. One-on-one fights. Fights must be consensual. Rules are malleable and may change from duel to duel. The winning cash must be agreed before hand. Tournaments have a ranking ladder and a very large prize.
Quests can be undertaken by either talking to the town populace or looking at the town board. They must be done within the time limit, or else you will be fined. Unlike duels, your monsters can be hurt badly or even killed on quests, so either train them before hand or send them with other monsters.
Monsters, such as slime, create enchanted slime for many uses. This can be sold at monthly monster-meetings or weekly farmer markets on weekends. Find out which monsters make what!
IV. Improving your farm.
Once you've got the basics in your farm and attain a profit, you might want to upgrade some of the facilities or add new ones. Your monsters will thank you for it. Here is a list of facilities and what they do.
Nest: A vital facility. This is where all monsters sleep and breed. A nest is simply an area where monsters can build their homes, and can look very different once the monsters are done building it. Improving this will improve their mood and health.
Feeding trough: Another vital facility. Working monsters will ensure this is filled throughout the day, considering of course that there is enough food to stock it with. Improving this will improve their mood and health.
Exercise machines: Vital for the active trainer, these machines will turn your soft, weak monsters into fearsome beasts. Improving this will ensure less accidents and better gains.
Toys: No fun makes a dull monster. These malleable toys made of enchanted slime will change into a monster's favorite pastime. Improving this increases the choices of what Monster Toys can turn in to, thus allowing more monsters to enjoy them.
Barrier: Whether physical or magical, this Barrier blocks pranksters, rival monsters and wild monsters from attacking the farm. Buying this reduces the chances of attack from 1 in 2 to 1 in 3, and each improvement increases those odds in your favor. Note: attacks will only happen once a day.
Armory: Also stocked with enchanted slime, this can arm your creatures for their quests and duels. Once it is over, the slime disappears and must be restocked. Improving this will allow more slime capacity.
Slime machine: Transforms slime ooze into enchanted slime for many purposes. A slime must be attached to it for an entire quarter, and will produce a gallon of enchanted slime. This reduces the slime's health and mood. Improving this increases the slime yield.
Alchemy cauldron: This allows you to make potions to improve your monsters! An entire quarter must be allotted to brewing. Improving this increases the odds for success from 1 in 3 to 1 in 2. The next improvement ensures success. Note: Improvements for cauldrons are very expensive!
"Merely ask, and I will answer as best as I can. I was quite a good breeder in my day. However, much of my memory eludes me," she says, eyes watering. "I wish you luck, Ed."
Average Nest
Average Feeding Trough
Average Exercise Machines
Average Toys
Food: Well-stocked
Enchanted Slime: Empty
Produce:
None.
Budget:
-50 Coins
Name: [default]
Age: Baby
Health: Fit
Mood: Happy
Activity: Working
Name: [default]
Age: Baby
Health: Fat
Mood: Joyful
Activity: Playing