Cauldron of Monsters Extended Set

This is the Cauldron of Monsters CYOA extended set.
The purpose of this file is to satisfy the curiousities and spur on the imaginations of readers who wish to know what cauldrons above Class-D are capable of.
This is not the entirety of what such cauldrons can do, just as the original CYOA provides a select, constrained perspective.
Basically, as long as they are approximately in line with the power level of other monsters and sigils of the same class, you are free to make up your own.

If you know what forum and thread to append this to, it will take you to a really neat fanmade DLC.
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Contents:

[Intro]
[Monsters]
[Class-E Monsters]
[Class-D Monsters]
[Class-C Monsters]
[Class-B Monsters]
[Class-A Monsters]
[Class-S Monsters]
[Class-SS Monsters]
[Class-SSS Monsters]
[Sigils]
[Class-E Sigils]
[Class-D Sigils]
[Class-C Sigils]
[Class-B Sigils]
[Class-A Sigils]
[Class-S Sigils]
[Class-SS Sigils]
[Class-SSS Sigils]
[Class-X Sigils]
[Class-XK Sigils]
[Bonus]
[Closure]

[DLC]


[Intro]
Intro:

Congratulations!
You have been selected to receive one(1) FREE VOUCHER for a Class-ERROR

PLEASE ENTER A VALID CLASS

Class-XK – 75 Feature Credits
Class-X – 57 Feature Credits
Class-SSS – 44 Feature Credits
Class-SS – 34 Feature Credits
Class-S – 26 Feature Credits
Class-A – 20 Feature Credits
Class-B – 15 Feature Credits
Class-C – 12 Feature Credits
Class-D – 9 Feature Credits
Class-E – 6 Feature Credits
Class-F – 4 Feature Credits

-Cauldron of Monsters(TM).
Please fill out and burn the included forms at your earliest convenience.
Your completed Cauldron of Monsters(TM) will arrive in 4 to 8 heartbeats.
Our Eternity Warranty(TM) plan will provide replacement cauldrons should your own stop functioning properly for any reason.
(Note that tampering of any kind and attacks by beings of pure heart will automatically void the warranty. Thank you.)


[Monsters]
Monsters:

Your Cauldron of Monsters(TM) will contain an infinite number of each monster you select here.
As artificial life forms, they neither age nor dream, and have been imprinted with varying amounts of knowledge.
Note that monsters can only emerge from the cauldron at a limited rate, that only one variety of monster can be produced at a time, and that no other being can stop, start, or change your cauldron’s monster production.
All monsters produced by a Cauldron of Monsters(TM) are compelled to obey the cauldron’s owner, and understand both the dominant local language and their master’s primary language.

Each choice costs one Feature Credit.

Goblins
Takes 1 second to produce.
Tiny, weak, things, hovering around three feet tall.
Emerge with, and know how to use, primitive weapons; stone spears and bone clubs.
Actually fairly clever, but wholly uneducated beyond the necessities of a hunter-gatherer lifestyle.

Orcs
Takes 8 seconds to produce.
Musclebound six foot tall warriors.
Emerge wrapped in leather armor, wielding and highly skilled in the use of simple but well-made weapons; iron spears, iron swords, leather-wrapped wooden shields.
Experienced in combat, but otherwise mostly uneducated, being dedicated warriors; largely uninterested in non-physical pursuits.

Slimes
Takes 2 seconds to produce.
A small blob of animate gel, about the size of a human head, capable of secreting an exotic acid that can (slowly) dissolve through anything.
Can reform to an incredible degree, becoming less than a centimeter thick.
Bullets and blades don’t do much(except in extreme quantities), but a single blow from a club can splatter them beyond repair, and fire is rapidly fatal.
Doesn’t understand orders well beyond “go here” or “eat this”.

Beasts
Takes 6 seconds to produce.
Choose a real animal of any kind.
This choice is shared between Beasts and Dire Beasts.
The cauldron will produce a variant of this animal, approximately the size of an average dog.
It will be at least intelligent and capable of learning commands as a clever dog.

[Class-E Monsters]
Tentacle Things
Takes 15 seconds to produce.
Requires Class-E or higher.
Masses of ropy tendrils, almost as big as an adult human when compacted and quite a bit larger when stretched out.
Attacks with constriction and blunt force; by wrapping tendrils around each other, it can effectively turn itself into a wielder of a half-dozen clubs.
Very hardy, capable of surviving as long as half its mass remains, but doesn’t have any capacity to regrow severed tendrils.
A bit smarter than slimes, but not enough to wield weapons.

Dire Beasts
Takes 24 seconds to produce.
Choose a real animal of any kind.
Requires Class-E or higher.
This choice is shared between Beasts and Dire Beasts.
The cauldron will produce a variant of this animal, a bit larger than a horse and physically stronger and tougher than that size would suggest.
It will be at least intelligent and capable of learning commands as a clever dog.

Warlocks
Takes 90 seconds to produce.
Requires Class-E or higher.
Warlocks appear to be normal humans in the prime of their life.
They possess a constant supply of unstable magical power, which may be applied to generate simple destructive effects, manifest magical barriers, and levitate.
Given a few minutes to work, a warlock can dissolve a large hole in a modern tank’s front armor, but they can only hold onto a few seconds of power at a time.
No warlock can heal, create magical effects that last more than a few minutes without constant attention, or teach their magic to others.
Warlocks are universally literate, but have a very poor education by modern standards.

Drakes
Takes 120 seconds to produce.
Requires Class-E or higher.
Choose an elemental aspect, such as light, shadow, darkness, sun, moon, earth, air, fire, water, or stone.
This choice is shared between Drakes and Dragons.
Drakes appear to be horse-sized lizards, bearing a coloration correspondent to their elemental aspect.
A few times per minute, they can release a destructive breath weapon based on their elemental aspect, potent enough to easily kill a man.
Drake scales are more protective than chainmail, and they are similarly tougher and stronger in other aspects.
Drakes are a bit more intelligent than clever dogs, but significantly more willful.

[Class-D Monsters]
Priests
Takes 180 seconds to produce.
Requires Class-D or higher.
Priests appear to be normal humans in the prime of their life.
They possess a magical link to an artificial divinity imprisoned within the Cauldron of Monsters(TM), which they may use to draw forth slivers of its power.
You must choose four magical effects your priests are able to produce from their deity, such as healing, teleportation, undead creation, mind control, conjuration of metal, or physical augmentation.
Though they cannot permanently augment living beings, a valid magical effect might include the permanent augmentation of items; this retains the same limitation in scope- a valid example is the ability to lay down runes that increase the physical resilience and protective capabilities of any object inset with them.
Priests are universally literate, but have a very poor education by modern standards.

Dragons
Takes 900 seconds to produce.
Requires Class-D or higher.
Choose an elemental aspect, such as light, shadow, darkness, sun, moon, earth, air, fire, water, or stone.
This choice is shared between Drakes and Dragons.
Dragons appear to be pickup truck-sized winged lizards, bearing a coloration correspondent to their elemental aspect.
A few times per minute, they can release a destructive breath weapon based on their elemental aspect, potent enough to kill a dozen men.
Dragons fly at approximately 80 MPH, and can carry well over a hundred kilos of cargo without strain.
Dragon scales are protective enough to deflect small arms fire outright, and they are similarly tougher and stronger in other aspects.
Dragons are fully sapient and extremely prideful.

Heroes
Takes 4000 seconds to produce.
Requires Class-D or higher.
The soul of a real person, captured post-mortem and bound into an artificial monster body.
Capable of resisting orders; not subject to some of the effects of sigils like Compliance and Lewdify.
Extremely strong willed; selected for their great struggles in life.
The type of person who would support your endeavours, or at least the broad scope of them.
Better at becoming better.

[Class-C Monsters]
Arcane Knights
Takes 120 seconds to produce.
Requires Class-C or higher.
Arcane knights appear to be normal humans in the prime of their life.
Magical foci have been engineered into their souls, allowing them to vent some of the bubbling magic that fills it.
You must choose three magical effects your arcane knights are able to produce, such as healing, teleportation, fire manipulation, telekinesis, object enhancement, or physical augmentation.
The manner in which they wield magical power is unsuitable for permanent effects; anything that is not instant (like healing) will end in hours, at most, without regular upkeep.
Emerge wrapped in well-made chainmail armor beneath concealing robes, wielding slim steel blades.
Arcane knights are universally literate, but have a very poor education by modern standards.

Trolls
Takes 16 seconds to produce.
Requires Class-C or higher.
Misshappen creatures, hovering around five feet tall and wrapped in thick layers of fat and muscle.
A good bit stronger and even more dextrous than orcs, but incapable of running and devoid of combat instincts.
Very good at all forms of crafting, but require time to design new creations.
With the appropriate materials, such as monster parts, magical substances, or minerals of particularly precious or sturdy nature, they can forge magic items with a wide variety of effects, but they are limited in how potent an item they can assemble.
Emerge with a belt of simple hand tools, all they need to turn the appropriate materials into magic items and sturdy structures.

Giants
Takes 300 seconds to produce.
Requires Class-C or higher.
Six meters of stony skin and wiry muscle.
Emerge garbed in thick layers of animal hide, wielding clubs carefully whittled down from whole trees.
Much less cumbersome than their size would suggest, but still less than twice as fast as an orc.
Though slightly lacking in combat experience, they know quite a bit about agriculture and modifying the terrain for an advantage.

Shadows
Takes 90 seconds to produce.
Requires Class-C or higher.
A pitch-black, slightly wispy humanoid figure.
When not in areas of bright light, nearly invisible and completely inaudible.
Slightly weaker than an ordinary human, but quite a bit faster and more agile; can jump over half a dozen meters straight up.
Emerge with a short steel blade, skill in predicting movement and avoiding sightlines, full literacy, and a talent for memorization.

[Class-B Monsters]
Eyes
Takes 12 seconds to produce.
Requires Class-B or higher.
Lidless eyes the size of a human head, constantly staring.
Fly magically at a good clip, and are incredibly precise in their movements.
Capable of shooting magical lasers from their pupil, which will eventually disintegrate any physical material.
Eyes possess ridiculously good eyesight, to the extent they see things as they currently are(regardless of distance) and do not need light.
Mentally very simple and robotic, but good at obeying orders with precision and retaining small amounts of information perfectly.

Nobles
Takes 60 seconds to produce.
Requires Class-B or higher.
Resemble a particularly handsome human, three meters tall and almost absurdly muscular.
Every aspect of a Noble’s biology is slightly superior to the human equivalent.
Emerge wrapped in thick steel plate armor, wielding mundane but masterfully-crafted melee weapons.
Capable combatants, with quite a bit of expertise in the areas of tactics, strategy, territory management, and general leadership.

Elementals
Takes 180 seconds to produce.
Requires Class-B or higher.
Choose two elemental aspects, such as light, shadow, darkness, sun, moon, earth, air, fire, water, or stone.
An embodiment of both its elements, about half a meter in diameter when compressed into a sphere but much more malleable and dispersed most of the time.
Capable of manipulating its elements with both force and precision; an elemental embodying stone could raise a castle in less than two weeks and make it look like it was built by hand, while one embodying light could emit searing lasers.
Can create examples of its elements, and imbue them with magical power, though heavier and more potent substances take much more time and effort to produce.
Difficult to kill; any damage short of complete destruction can be recovered from within a day.
Fully sapient, though rather alien in mindset.

Wyverns
Takes 300 seconds to produce.
Requires Class-B or higher.
Winged lizards even larger than dragons, colored a muted brown with a noticeably paler underbelly.
Wyverns fly at approximately 60 MPH, and can carry over half a ton of cargo for days at a time without significant strain.
Wyvern scales are about as protective as a layer of leather armor, and their wings are even more vulnerable; sufficient damage can ground one for days or weeks.
Less intelligent than the average dog, but can be easily trained to fly between specific locations.

[Class-A Monsters]
Enchanters
Takes 40 seconds to produce.
Requires Class-A or higher.
Enchanters appear to be normal humans at the prime of their life.
A spell-engine has been built around their soul, allowing them to easily enchant any nonliving target.
This functions quickly, and is not dependent on the complexity of the taret; given a few minutes to work, an enchanter will be able to reinforce a modern tank to be overall more efficient and effective.
However, enchanters take several days to fully recover expended power, and the supernatural potency of a target limits the collective power of any enchantments placed upon it.
While universally literate, enchanters have a very poor education by modern standards.

Mimics
Takes 4 seconds to produce.
Requires Class-A or higher.
Have no true form, but can’t maintain more than a few kilograms of mass.
Can alter color, texture, shape, and other physical properties with incredible speed and precision, appearing to become wood just as easily as metal or living flesh.
Capable of seamlessly cooperating with any number of other mimics to mimic larger creatures and structures.
Any defense-piercing blow, even a single stab, will kill any one mimic, but the rest will easily adapt to the loss.
The more mimics cluster together, the more intelligent they can pretend to be, but they are never truly sapient.

Titans
Takes 7,000 seconds to produce.
Requires Class-A or higher.
Twenty meters of living rock and fur like steel wool.
Many times sturdier and more flexible than mundane stone; the weakest points literally stronger than steel.
Size makes them ponderous; they walk at only four times the speed an orc runs.
The ground they walk on is magically reinforced to withstand their weight and anything they carry safely, except when they decide otherwise.
Attack slowly, but can produce mighty magical shockwaves from the point of impact that convey the full force of the physical blow to every enemy within a half dozen meters.
Hard to kill, and slow to die; can fight on for hours without a heart.
Obviously intelligent, but unwilling to express themselves with words; perceives time differently.

Spellbreakers
Takes 120 seconds to produce.
Requires Class-A or higher.
Spellbreakers appear to be ordinary humans in the prime of their life.
They possess an internal reserve of distilled mundanity, which they can express as choking auras, severing blades, and so on to damage and suppress supernatural forces of all kinds.
A single spellbreaker, at close range with a warlock, can prevent them from using any magic at all.
Enchantments and permanent effects are more enduring, but can still be eroded.
Beings reliant on supernatural power may find their abilities suppressed, while beings composed primarily of supernatural power will take heavy damage.
Supernatural effects used directly on a spellbreaker, beneficial or not, will be automatically countered by any mundanity still in their reserve.
Spellbreakers are universally literate, but have a very poor education by modern standards.

Sprites
Takes 20 seconds to produce.
Requires Class-A or higher.
Tiny motes of light.
Capable of flight, but a bit slow; they prefer to anchor themselves to their targets.
They act as constant sources of restorative energies; in addition to intermittent healing bursts, sprites provide a passive, stacking boost to the recovery of stamina and other energies for those within a few feet.
Easily killed, one good hit from a flyswatter could kill a sprite.
Very childish, mentally, and easily distracted if not set to the task of helping a particular individual.

[Class-S Monsters]
Tunnelworms
Takes 12000 seconds to produce.
Requires Class-S or higher
Fat, thick-scaled worms, overy sixty meters long and ten meters in diameter.
Capable of chewing through stone and soil at a rate of about 1 mph, and dissolving a path through sturdier substances more slowly.
Can secrete large amounts of a thick chemical paste, which rapidly sets into an organic composite superior to reinforced concrete unless preserved in sealed containers.
Very poor direct combat capabilities, given their size and cost.
A bit more intelligent than normal worms, and good at creating very precise tunnels.

Destroyers
Takes 150 seconds to produce.
Requires Class-S or higher.
Destroyers appear to be ordinary humans in the prime of their life.
Their souls are composed of warped flame.
Unleashed out into the world as bolts of plasma or burning whips, this flame can do some amount of damage to anything- ghosts, hyperalloy plating, sentient segments of the fabric of space, psychic manifestations of their own fear, etc.
Damage caused by these flames is many times harder to heal or restore; scars linger even after whole-body replacements.
Anything destroyed by these flames does not leave behind remains that can be repurposed in any way; not even the greatest masters of biology can reclaim anything useful from beasts killed by them.
Destroyers are universally literate, but have a very poor education by modern standards.

Brainsnakes
Takes 6 seconds to produce.
Requires Class-S or higher.
Partially-transparent silver serpents, a few feet long but less than a millimeter wide.
Can harmlessly dig through living flesh to interface with nervous systems of all kinds, and similarly link to electronic components.
Incapable of issuing commands or taking control of anything not built to allow them control, but can read, filter, convert, and offer data.
Can provide a readout of a captive’s surface thoughts, facilitate crude telepathy, or serve as a very effective mind-machine interface.
Higher-throughput tasks will require more brainsnakes.
Completely devoid of mental function; all actions are based on physical triggers and chemical stimuli.

Breweries
Takes 90 seconds to produce.
Requires Class-S or higher.
Breweries appear to be horse-sized bulbous amphibians, colorful chemical compounds obvious beneath their thin skin.
About a dozen times in an hour, they can release chemical sprays potent enough to easily kill a man to burn, melt, freeze, or electrify foes.
In a suicidal process, they may convert the entirety of their chemical metabolism into a single explosive payload, significantly more potent than everything they could safely release combined.
Breweries can produce, through complex metabolic processes, an incredible variety of mundane chemical substances(and a few magical substances), and safely contain them indefinitely.
Breweries appear to be of animalistic intelligence.

Ogres
Takes 200 seconds to produce.
Requires Class-S or higher.
Musclebound four meter warriors.
In possession of extremely hardy biologies; will eventually regenerate from any damage so long as at least 50% of the heart or brain remains intact.
Even stronger, tougher, and faster than if you simply upscaled an orc.
Emerges naked, wielding a melee weapon masterfully crafted from space-age alloys.
Extensively trained in those areas useful for a common soldier- direct combat, squad-level tactics, field medicine, and simple construction and manufacturing.

Engine Wraiths
Takes 7 seconds to produce.
Requires Class-S or higher.
Invisible, ethereal spirits.
Move slowly under their own power, less than 1 mph, but can, with a few minutes work, possess or abandon any mechanical item not part of a living thing- an engine wraith can inhabit a steam engine, but not a microchip.
Any number of engine wraiths can possess the same item; each will provide a bit of power, intelligence, and mechanical robustness.
Alone, they produce minimal effect, together, 10,000 engine wraiths can make a modern tank move at full speed with an empty fuel tank, control it as if it was staffed by a full crew, and hold back the effects of what would otherwise be catastrophic damage.
Should the structure an engine wraith inhabits be destroyed before it can escape, it will perish along with it.

[Class-SS Monsters]
Mindslug
Takes 2 seconds to produce.
Requires Class-SS or higher.
A small, gray slug.
Extremely slow and vulnerable when out of a host; cannot survive more than a few days outside of one.
Extremely adept at manipulating thoughts and memories once in place, extending fine tendrils through the physical brain, soul, magic, and psychic form of its victim.
Takes several weeks to acquire full control when set into an ordinary person, longer for those with stronger will or countermeasures.
Can be driven from a host by continuous exposure to extremely specific chemical compounds over several continuous minutes.
Fully sapient, but devoid of personality.

Wyrms
Takes 200,000 seconds to produce.
Requires Class-SS or higher.
Choose three elemental aspects, such as light, shadow, darkness, sun, moon, earth, air, fire, water, or stone.
Wyrms hold power over all chosen elemental aspects.
Wyrms are great lizards thirty meters long, coated head to tail in scales as brilliant as precious gems.
Their hearts are filled with a raging elemental inferno, which they can release as destructive waves potent enough to kill thousands of men or shape to conjure and manipulate the element in the world around them.
A Wyrm embodying the element of earth could raise a castle from a mountainside in less than half an hour, such is their strength.
Wyrms fly at approximately 140 MPH, and can carry well over thirty tons of cargo without strain.
Wyrm scales are protective enough to deflect outright attacks that would core a tank, and they are similarly tougher and stronger in other aspects.
Wyrms are fully sapient and ludicrously prideful.

Devouring Pits
Takes 100,000 seconds to produce.
Requires Class-SS or higher.
Balls of quivering hide, over half a dozen meters in diameter.
Once deployed, anchors into the ground, becoming a vast fleshy pit dozens of meters wide, lined with descending rows of sharp teeth.
A devouring pit cannot be undeployed.
By default, anything dropped into a devouring pit will be consumed utterly, destroyed without leaving any trace.
Monsters can communicate with devouring pits, telling them to send what they consume to any other devouring pit in existence.
Passengers and cargo can safely slide down the devouring pits gullet, instantly emerging at the other end no matter the distance.

Living Illusions
Takes 2,000 seconds to produce.
Requires Class-SS or higher.
Living Illusions resemble ordinary humans in the prime of their life, but distorted, made larger than life.
Strong enough to lift over fifty tons, and able to fly at well over 100 mph with extreme precision and maneuverability.
Cannot be harmed by any mundane force, but will be destroyed by even the simplest spell.
Not self aware; acts like a character in a story, sometimes shifting their role.

Binders
Takes 110 seconds to produce.
Requires Class-SS or higher.
Binders resemble ordinary humans in the prime of their life.
The soul of a binder is a focus, which they may use to gather the excess spiritual and mental energies of others to craft spirits.
These spirits rapidly decay when not bound into an item.
The behaviour and abilities of a spirit are determined by the nature of its source energies, the item it is bound into, and the perceptions of it source regarding the item it is bound into.
This is always a generally positive effect; a spirit wrought from warrior essence, bound into a gun, might increase the accuracy and deadliness of its shots and regenerate a full magazine of ammunition over the course of each day.
The number and total potency of spirits that can be simultaneously bound within a single item is constrained by its physical and magical resiliency.
Binders are universally literate, but have a very poor education by modern standards.

Alchemers
Takes 180 seconds to produce.
Requires Class-SS or higher.
Resemble ordinary humans that have been warped and mutated in odd ways.
There are general similarities, but it is very rare to find identical alchemers.
Capable of converting body parts, chemical compounds, and crystals into magically-potent alchemical substances with a wide variety of applications.
Especially effective at modifying organic material; can stitch together pieces from fresh corpses and reinvigorate them with alchemical concoctions to create horrific technically-living abominations.
Gene-altering infusions can augment or provide new abilities, initially constrained to simple and generic enhancements but eventually able to draw from the unique traits of sufficiently-examined specimens.
Some risk of instability with sufficient severe modifications.
Universally literate, and better than modern doctors in almost every way save making patients feel safe.

Divinators
Takes 14 seconds to produce.
Requires Class-SS or higher.
An emaciated four foot tall figure with pale gray skin.
Can slowly extract new information from anywhere in the universe; comes in the form of hunches if not aimed precisely enough.
The location of the nearest enemy ship will return a broad direction, the angle to tilt a cannon at to hit a particular point will return a number.
Possible futures, and their likelihood of occuring, can be derived from available information much more effectively than otherwise possible.
Any number of divinators can seamlessly collaborate, pooling their predictive ability.
Overuse of their predictive powers- more than a few uses in a minute, more than a few dozen in an hour- will cause immediate death.
Obsessed with knowing more than everyone else in the room; tend to bicker with other divinators.

Immaculate Servants
Takes 60 seconds to produce.
Requires Class-SS or higher.
Immaculate servants resemble humans in the prime of their life, devoid of all normal physical imperfections.
Emerge garbed in simple robes of extremely pure white cloth.
Masters of cooking, cleaning, erotic arts, management, gardening, landscaping, and many more skills, but nothing that would directly aid in combat.
They are extremely consistent in performance; where normal beings will do better or worse at different times, an immaculate servant will always perform at the exact same level of ability.

[Class-SSS Monsters]
Leviathan
Takes 2,300,000 seconds to produce.
Requires Class-SSS or higher.
A grand, streamlined creature, 100 meters long and nearly as broad.
Unbound by pressure and gravity below ten times earth’s; can swim through terrestrial seas and skies, the depths of a gas giant, and the void of space just as easily.
Pushing against the fabric of space, can accelerate itself at 1g without impacting passengers or cargo.
Riddled with natural tunnels and chambers, all sealed against the world beyond, and adapted to suffer minimal harm from the construction of new spaces.
Possesses a grand brain, capable of memorizing vast amounts of astronomical data and using it to pinpoint the position and paths of itself and other targets.
Given enough food, far beyond what is necessary to simply sustain it, can double in mass and volume each decade.

Behemoth
Takes 4,000,000 seconds to produce.
Requires Class-SSS or higher.
Beasts of living metal, over 80 meters tall when hunched down on all six limbs.
Runs at 110 MPH, and digs through any material softer than advanced tungsten alloys at 11 MPH.
Disregards the ability of any surface to support its immense weight, except where it would wish to cause greater destruction, as it can selectively triple its effective weight and mass.
Bleeds a magical metallic plasma, which clings to flesh and takes weeks to cool.
Possesses an immunity to all attacks based on heat, fire, or light, and is surrounded by an aura, 20 meters thick, of the strongest such attacks it has ever experienced.
This aura does not harm allies.

Simurgh
Takes 1,200,000 seconds to produce.
Requires Class-SSS or higher.
A mass of interlacing wings with no clear centerpoint, approximately ten meters across.
Regenerates rapidly, damaged wings disappearing into unknown dimensions and new wings folding into existence.
Can take and use the powers, but not physical abilities, of any and every allied unit within 40 meters.
These powers work together significantly more efficiently than would otherwise be possible.
The range at which these powers can be deployed, and the range to which they can extend, grows as more copies of the same power are suborned.
Only able to sense the world through the powers it directs.

Shard
Takes 7 seconds to produce.
Requires Class-SSS or higher.
A crystalline fragment of eldritch substance about the size of a human heart.
Can fly with greater speed and agility than an eagle, does not experience air or water resistance.
A group of shards, forming a loose shell around any area, can alter gravity, warp space, and create unmoving constructs of not-matter within that area.
These effects must be maintained actively by shards; they will immediately cease if not maintained.
Should enough shards be present, and the target area be devoid of hostiles that have not been incapacitated in some way, shards may fold volumes of space away into pocket dimensions; a house folded away will pull its neighbours together until only the slimmest crack remains to hint at what happened.
Linking disparate pocket dimensions, and creating temporary openings between a pocket dimension and reality, is as easy as creating spacewarps that would span their realspace distance.
As with other effects, pocket dimensions require shards to maintain them, lest they pop back out into reality.

Loci
Takes 34,000 seconds to produce.
Requires Class-SSS or higher.
Loci are ethereal, invisible spirits, which must possess land or volumes of space in order to act upon the world.
A single loci can possess about a square kilometer of land, or a cubic kilometer of space.
Within their claimed area, a loci may adjust the appearance and properties of the environment, as well as slowly reshape the terrain.
A loci possessing a forest could seemingly turn the plant life to stone, and they would act the part, but anything leaving the loci’s influence would rapidly return to normal.
More potent natural substances, as well as all things artificial, are extremely resistant but not immune to this effect.
Loci can extend simple magical effects throughout their territory; reinvigorating allies, slowly sapping the morale of foes, and so on.
Given an appropriate source of a magical effect it cannot produce itself, a loci may extend its own version of the effect- appropriately scaled up or down to match the potency of what it can do alone- just as easily.
This might be an allied Priest, or an enchanted item that has some effect on the wearer.


[Sigils]
Sigils:

Your Cauldron of Monsters(TM) may be inset with a variety of magical sigils.
Each applies a unique, beneficial effect to all monsters the cauldron produces.
Please note that a sigil cannot be disabled, nor its effects adjusted, once in place on the Cauldron of Monsters(TM).
The benefits of any given sigil are multiplicative with the benefits of other sigils.

Each choice costs one Feature Credit.

Lewdness
Normally, the monsters produced by a Cauldron of Monsters(TM) are both sterile and asexual.
This sigil grants them a degree of fertility and lustfulness determined by you, and may adjust the forms of any or all of your monster varieties to be more pleasing without any loss in functionality.
Monster reproduction is constrained by a population cap equal to the greatest number of monsters of that variety you have ever had; if you once had 1,000 goblins, breeding could only ever return you to 1,000 goblins.
Monsters acquire any knowledge their variety is expected to possess as they mature, imprinted on their minds by the cauldron.
Though technically capable of interbreeding with anything(with the necessary porn physics included), the resultant offspring always count as a particular kind of monster, with only relatively minor traits from the other parent or parents.

Compliance
Normally, your monsters are fully obedient to the letter of your commands, but may misinterpret them accidentally, or willfully if they consider themselves mistreated.
This ensures every monster your Cauldron of Monsters(TM) produces is fully loyal to the cause, and that their interpretation of your commands leans very closely to your true intent.
You may modify the general mentality of each variety of monster your cauldron can produce.
Even without this, your monsters will never directly harm you unless directly ordered to do so- misinterpretation will not let them kill you.

Command
Any monster you place in command of other monsters will rapidly develop enhanced tactical and strategic acumen.
The particular skills they acquire in this way are attuned to whatever will best help them lead the exact forces they command; the commander of a squad will gain an understanding of squad-level tactics.
This slowly adapts to the current situation, granting your leaders an advantage equivalent to a significant amount of experience in similar situations.
Builds upon and compounds with, rather than replacing, other relevant skills.

Supply
In addition to monsters, your Cauldron of Monsters(TM) can produce supply packs.
In the time it takes to summon a monsters of a given variety, it can produce 250 supply packs, each sufficient to sustain a monster of that variety for a single day.
Unopened supply packs can be automatically teleported to monsters in need of them, and will not decay.
Your monsters will always be extremely clean and hygenic.

[Class-E Sigils]
Hardening
Requires Class-E or higher.
Your monsters are protected from purely environmental effects as if equipped in the best mundane protective equipment possible.
This may allow an orc to survive unaided in the vacuum of space, a goblin to survive naked in an arctic tundra, or a dire wolf to walk the ocean floor.
This can and does provide oxygen and protect from toxic fumes.

Telepresence
Requires Class-E or higher.
A psychic network links every monster and you together.
This network can be used to store and exchange information in any form, including text, speech, and snippets of sensory data.
You may mentally control your Cauldron of Monsters(TM), activating, deactivating, and modifying its production from any location.

Intellect
Requires Class-E or higher.
Your monsters become significantly more intelligent.
Particularly simple creatures become at least as intelligent as a clever dog.
Monsters already at that level become fully sapient.
Fully sapient monsters gain the ability to learn new knowledge and improve skills at triple speed.

Artifice
Requires Class-E or higher.
Your monsters are significantly better at all forms of crafting.
Though they still need tools and infrastructure, it does not have to be as good (clean rooms for making electronics can have a bit of dust), and though they still need materials, they do not have to match perfectly (ordinary stone can be used in place of iron ore, but still needs to be processed into ingots).
When high quality tools and materials are actually used, the power of this aspect of Artifice is instead directed to a general augmentative effect, noticeably improving effectiveness.
So long as any one of your monsters knows how to craft something, so do all of your monsters, at least to a basic degree.
All crafting and manufacturing mostly operated by your monsters runs at double speed.

[Class-D Sigils]
Divinity
Requires Class-D or higher.
You are the god of your monsters; you own everything they are.
At extreme inefficiency, you may pull health, stamina, warlock magic, divine spells, physical might, natural abilities (such as elemental breath or acidic touch), and form (allowing you to take on physical traits of a monster of that variety) from your monsters.
This acts at a 1000-1 ratio, approximately; you will drive 1,000 orcs to exhaustion to reinvigorate yourself completely, or turn 1,000 dragons into formless wraiths to take on draconic form.
Making this theft permanent, such as gaining the innate ability to breath great gouts of fire regardless of the state of your monsters, is not possible.

Heroism
Requires Class-D or higher.
In addition to normal monsters, you can command your Cauldron of Monsters(TM) to produce heroes.
For every second it would take to produce a monster, a heroic variant takes a full minute.
From the moment they are produced, heroes are notably more powerful and skilled than basic variants, optionally a good bit larger, and much more capable of independent thought and individuality.
As heroes inflict and recieve casualties, they will slowly grow stronger (and optionally larger), and develop abilities such as auras that enhance monsters under their command, temporary powerups they can activate intermittently, economic benefits, modes of attack that work via different channels (such as an orc hero converting the damage inflicted by their blade into fire or lust damage), and means of escaping or delaying death.
The strength of a hero, above the baseline they begin at, is additionally constrained by the number of monsters linked to that particular hero (more powerful monsters contribute more).
This does mean significant losses can weaken them or strip away powers, at least until replacements are provided.

Fodder
Requires Class-D or higher.
Wherever your monsters are present, so too will be monstrous fodder.
Resembling your monsters but vastly smaller and weaker, they seem to simply emerge from hiding places, as if always there.
Hunted and eaten, they can prevent your monsters from starving, but alone will never be sufficient to completely prevent the negative effects of hunger.
Incredibly stupid, but easily bullied into simple behaviours, swarms of them powering mills or rushing ahead of your troops to momentarily distract the enemy.

[Class-C Sigils]
Savagery
Requires Class-C or higher.
Whenever one of your monsters slays an opponent, a portion of their resources- including health, stamina, magical energy, and even things like ammo and armor integrity- are restored.
The amount restored is increased when the monster is close to death or kills their foe in a particularly violent and personal manner.
Should one of your monsters singlehandedly kill a being equal to or stronger than them, they may claim some aspect of this being for themselves.
A knight that killed a mighty demon might take its ability to regenerate, a savage orc some of its foe’s well-honed skill.
The only limit to growth via this mechanism is the need for worthy opponents.

Armament
Requires Class-C or higher.
Your monsters will automatically acquire better equipment and learn how to use it over time, as if your entire army spent two hours a day working towards this goal.
An orc might find a stray sword that was never forged as they pass by the forge, or a goblin might find the extra power coil they need to beef up their power armor as they traverse a maintenance shaft.
Though this does not consume materials, it works best if materials are available in sufficient quantity.

Blood
Requires Class-C or higher.
Your monsters are innately capable of a form of bloodcraft.
By infusing blood from any source into any material or finished item, it can be augmented, enhancing existing traits or adding new qualities.
The effect of this varies based on the quantity of blood, its source, and the nature of the subject being infused, in ways that can, with study, be predicted and extrapolated from.
The more blood is used to empower a single subject, the less efficient this becomes.

Engineering
Requires Class-C or higher.
Whenever your monsters assemble structures or transport construction materials, much less physical strength is necessary.
Where previously you might need an orc to exert the necessary force, a goblin would suffice.
Provided enough workers are in place, all steps involved in building and excavation- including the planning process- can be completed four times as quickly.
Structures built mostly by your monsters are much more stable; they will not degrade over time, and do not require any significant maintenance.
Until such a structure collapses completely, it will remain just as stable and resistant to further damage.

[Class-B Sigils]
Emblem
Requires Class-B or higher.
Your monsters may etch or paint special emblems onto equipment, vehicles, structures, and themselves to confer various benefits.
A given target may only benefit from one emblem at any time.
There are five emblems, correspondingly enhancing speed and agility, strength and durability, vitality and resilience, accuracy and projectile speed, and magic.
These benefits scale with the baseline capabilities of whatever they enhance, and are potent enough to let someone who could previously run at 10 MPH to run at 12-13 MPH just as easily.

Exceptionalism
Requires Class-B or higher.
In addition to normal troops, you may command your Cauldron of Monsters(TM) to produce elite units.
For every second it would take to produce the base monster, an elite variant takes a full three seconds.
From the moment they are summoned, elite units are significantly more powerful and skilled than basic variants, optionally, a bit larger.
An elite unit will gain diminished versions of the abilities of any hero unit they are linked to; direct combat powers will be weaker, auras will only effect the elite, and economic benefits will only modify their own production.
With Heroism and Exceptionalism, a heroic elite can be produced at 180x the normal production time; this unit can copy the abilities, but not the stats, of another hero, but will never develop its own abilities.
Maintaining the abilities of another hero requires just as many linked monsters as maintaining the original abilities.

Harvest
Requires Class-B or higher.
Wherever your monsters are present, so too will be monstrous plants, no matter how dead or inhospitable the landscape.
Every part of these plants is either edible or industrially useful, and a few will possess useful magical properties.
Unless actively cut back by intelligent beings, these plants will be plentiful enough to meet a good portion of the local monster’s nutritional requirements.
When tended, a single square kilometer of land will be productive enough to simultaneously sustain thousands of orcs and distill hundreds of thousands of gallons of high-grade biofuel each year.

Dominion
Requires Class-B or higher.
Every non-monster being with a soul and free will that exists under your control (such as in a nation you or your monsters rule) and maintains a certain degree of loyalty contributes an ephemeral but useful power to the cauldron.
This slowly increases the speed at which the cauldron can produce monsters from its internal stores.
At 10,000 such non-monster subjects, this allows the cauldron to work at double speed.
At 100,000 such non-monster subjects, the cauldron then works at triple speed; each additional point requires ten times as many subjects to reach.
Additionally, these subjects benefit from all sigils that enhance your monsters, for as long as their loyalties endure.

[Class-A Sigils]
Multiplicity
Requires Class-A or higher.
Your cauldron is not limited to producing one variety of monster at a time.
It is expanded and changed, now possessing an opening for every unique thing it can produce.
While you may still toggle the production of individual items, your cauldron is now capable of producing them all simultaneously and at full speed.

Conversion
Requires Class-A or higher.
Your monsters are universally capable of producing small amounts of a magical, midly acidic substance.
When a non-monster being, that has existed within monster-controlled territory for less than half its life, is immersed in a pool of this substance and dies before escaping, its soul will be captured and broken down into materials.
These conversion pools can safely contain arbitrary amounts of soulstuff, and use it at any point to instantly spawn new monsters.
An ordinary human soul is approximately equal to 60 seconds of production time for this purpose, while even larger animals will provide only a few seconds worth unless especially supernaturally potent.
Conversion pools may alternatively used to transform targets into monsters; this requires just as much soulstuff as creating the monster they become from scratch, but protects their personality and original soul and maintains continuity of consciousness.
With Heroism, this can produce heroes; with Exceptionalism, this can produce elites.
This can be used to convert monsters into other varieties of monster; this again requires just as much soulstuff as creating the monster they become directly; as well, it cannot remove heroic or elite status, and the full price must be paid to maintain these boons.

Mysticism
Requires Class-A or higher.
Even without an understanding of the concept, your monsters integrate principles derived from the school of mysticism into everything they make.
The specific processes they use to process materials and create parts are shifted just slightly, allowing invisible forces to flow in more useful ways.
This improves the quality and effectiveness of everything they make, with very slowly increasing benefit as the scale of a creation grows- a stone castle will be twice as tough as a stone axe, when you compare pieces of the same size.
Additionally, magical or enchanted items of the same kind in the same area will reinforce each other, to modest benefit.
Should your monsters develop a true understanding of mysticism, the benefits will increase modestly, and can then be directed in more specific ways.
With some work, your monsters can develop and create purely-mundane devices that manipulate gravity usefully.
The extreme subtlety of this form of magic, combined with countermeasures included for this purpose, makes reverse engineering by others effectively impossible.

Age
Requires Class-A or higher.
Your monsters are allowed to age, in the manner a monster would age.
Rather than growing weaker and eventually dying, as time passes, they will grow stronger, better, physically and magically.
This is a slow process, taking decades just to double their original strength, but will never stop.
You may decide if a given variety of monster grows in size as they age, and what the maximum size they can reach is.

Blessing
Requires Class-A or higher.
Whenever one of your monsters performs a truly noteworthy deed, such as killing something far more powerful than them without significant help, or leading a tiny force to hold off a much larger army, a small legend is added to your hoard.
You may grant these legends as blessings to any being- a monster, a person, an item, a plant, or even youself- granting them some small benefit of your choice in line with the original event.
This is a permanent benefit, which stacks linearly and without limit.

[Class-S Sigils]
Voyager
Requires Class-S or higher.
When your monsters travel through mostly-empty sea, space, or air without changing course for more than a day at a time, their travel is expedited greatly.
Every order of magnitude of additional travel time, past the first day, is reduced to a simple doubling.
That is to say, your monsters can make journeys of 1,000 days in 8, or 1,000,000,000 days in 512.
This does not reduce the likelihood of interruption per day of traveling, but does prevent interruptions that are resolved quickly enough from slowing the journey.

Synthesis
Requires Class-S or higher.
Your monsters know how to craft prostheses and cybernetic modifications that will only ever be a net positive.
An orc could carve a replacement arm from wood, tie it together with rough twine, and find it to be just as strong, tough, and dextrous as the original limb.
More advanced prostheses naturally provide more significant benefits, scaling with the baseline capabilities of the monster that receives them.
Your monsters will never suffer issues of rejection or connection point degradation, and will be able to create and install replacement versions of any body part no matter the tech or magic available to them.
Implants and prostheses will regenerate and heal with the rest of the monster.

Might
Requires Class-S or higher.
The strength of your monsters is applied more effectively.
Leverage, grip, and the structural strength of the surface they traverse is less of an issue.
Repeated attacks that do less than a certain amount of damage are less effective; damage is more confined to particular areas in the body.
Attacks at range lose potency more slowly, travel more quickly, and are less subject to factors that would make them stray from the intended target.
This applies, to a slightly diminished degree, to vehicles and structures; an engine bolted on loosely is less likely to rip itself off the ship.

Void
Requires Class-S or higher.
Your equipment, vehicles, and structures are protected from the environmental effects of space.
Hard vacuum will not impede the function of your chemical propellants, cosmic radiation will not fry your computers, and micrometeorites will not shatter your window glass.
Air vehicles can function in space as if it were filled with air; that is to say, they retain limitations of speed caused by air resistance, but do not need propellant to maintain that speed.

Cohesion
Requires Class-S or higher.
Even without someone at the top organizing everything, your monsters will self-assemble into more organized and efficient groupings.
Troll smiths will naturally combine their workshops to create expansive factory complexes, orc warcamps will distribute resources and troops between each other for maximum overall function, and so on.
Local leaders will automatically rise, area leaders will rise from their number, and so on, hierarchies developing without need for investment into this purpose that improve efficiency at all levels.
No matter how many monsters you rule, they will function just as efficiently.

Salvage
Requires Class-S or higher.
Destroyed units, equipment, vehicles, and infrastructure from both sides of a battle can be efficiently salvaged and repurposed, no matter how thoroughly they were annihilated.
This does not function based on equivalency in cost or labor, but in power and function.
If you destroy 100 enemy vehicles and salvage them, you will be able to produce about 20 of your own analogue of that vehicle.
This does not require any degree of similarity; you could use a paladin’s plate armor to forge a cursed sword or to expedite the construction of a bunker.
You can collect salvage even from enemies where this does not make sense; ethereal spirits, naked barbarians, magical constructs, and so on.
The salvage and reconstruction process always takes less than a month to complete.

[Class-SS Sigils]
Partnership
Requires Class-SS or higher.
For every living monster under your control, you can field a counterpart spirit.
These spirits are just as capable as their source monster, and duplicate equipment and light vehicles.
No matter how frequently or thoroughly these spirits are destroyed, they will return within a month.
Spirits do not need regular resupply, but must enter a temporary dormant state to regenerate their copied resources.
The more more monsters are in an area, the farther each spirit can manifest from its source monster; this cannot place them behind enemy lines.

Barrier
Requires Class-SS or higher.
Every monster, vehicle, and structure is wrapped in a protective aura.
So long as it persists, effects that would serve as an insta-kill will fail outright.
Telefragging, gamma-ray bursts, and basilisk hacks will not work.
Each protective aura can withstand approximately half as much damage as it would take to kill the monster it protects before failing.
Once downed, it is a full day before a barrier can snap back into place at full power.
These auras will automatically combine with any other form of shielding, producing a barrier greater than the sum of its parts.

Dispersion
Requires Class-SS or higher.
Your monsters may disperse any damage they receive evenly throughout their bodies, such that it has no negative effect until they reach a threshold of immediate death.
Additionally, monsters of the same variety may exchange damage between each other, even automatically, at distances of multiple kilometers.
This effect extends to the equipment a monster wears, as well as to sufficiently similar light vehicles.
The damage-exchange process may be performed automatically, preventing any monsters in a group from dying until they all die.

Transmutation
Requires Class-SS or higher.
Your monsters are intuitively aware of a variety of bizarre processes.
Used on any material or item, they alter it in predictable and useful ways.
In addition to substances that are simply superior, it can create materials and structures with exotic properties, capable of making entirely new forms of magic and technology possible.
This requires massive amounts of investment in research to be fully exploited, but has incredible potential.
The available transmutative processes scale up to such a degree some high-end materials would bankrupt planetary civilizations producing enough to arm one soldier.

Survival
Requires Class-SS or higher.
Within a few days, your monsters will regenerate from anything short of death.
Their bodies are sturdier, reinforced; blades and bullets and all forms of attack penetrate less deeply and inflict less damage.
They are adaptive, resilient; wounds will not worsen over time, and organs will make do, hearts adjusting to keep blood flowing with only one intact chamber.
Poison and disease find less grip on their flesh, and even should they bear magical or technological additions, infection, EMP, and antimagic will bear less fruits there as well.

Assault
Requires Class-SS or higher.
Your monsters, vehicles, and structures can easily endure for weeks at a time without resupply.
This does not reduce the amount of supplies consumed, but ensures enough can be carried without hampering functionality.
Factors that would make claiming a plot of land or sector of space an issue are not more easily dealt with, but make themselves obvious more quickly, and can be more rapidly dealt with.
So long as you throw enough bodies at it, you can take down any fortification within the space of a week.

Blight
Requires Class-SS or higher.
Wherever your monsters go, the world is warped around them.
Blight spreads slowly wherever there is any opposition, but extremely quickly otherwise.
This increases the effect of Fodder and Harvest within the blighted area.
While your monsters are in a blighted area, they are slightly more capable, slightly more productive, and need a good bit less sustenance.
Within a blighted area, the equipment, vehicles, and structures of your enemies will degrade at a significantly accelerated pace.

Opposition
Requires Class-SS or higher.
No matter what foes your monsters face, they will be able to develop equipment specialized against them.
This will be significantly more effective than what they otherwise could make for such a purpose.
Exotic EMP effects more selective and effective than the real thing, chemicals that reduce living flesh to salt on contact, and so on.
The more specific the target and specialized the weapon, the more of an advantage it will lend.

[Class-SSS Sigils]
Reanimation
Requires Class-SSS or higher.
Under normal circumstances, upon a monster’s death, its soul will attempt to self-cannibalize until nothing but toxic spiritual energy remains.
Instead, the souls of your monsters anchor firmly to every scrap of their physical being.
This does not accelerate healing, but ensures that all forms of healing function much more thoroughly.
Healing magic, and even some mundane medical processes, work just as effectively on dead monsters as those that still live.
If you use CPR to restart a headless orc’s heart, it will slowly start regrowing the lost organ, regaining the memories it contained in the process.
Reanimation remains possible under nearly all circumstances where some physical remains persist, even if those remains happen to be traces of fine dust.

Recall
Requires Class-SSS or higher.
Given an hour of work, a monster may set a recall point, or move their current recall point to their immediate location.
With the tiniest effort of will, but no more than once per hour, they may instantly warp back to this recall point.
This bypasses most effects that would block or prevent teleportation or use of abilities, including death.
Available range is finite, but increases linearly as more monsters set recall points in the same general location.
At the discretion of a given monster, it can set conditions to automatically return to their recall point.

Diminishment
Requires Class-SSS or higher.
Through some process, be it sexual reproduction, magical artifice, or cloning, your monsters may create new monsters.
Each monster made this way must be based on a specific, living template monster, which must be heavily involved in the process.
The result, after an amount of time based on the original monster’s production time, is a new monster, about 70% as capable as the original.
These derivative monsters have less capacity to grow and improve, and are doomed to slowly degrade and eventually die.
Derivative monsters can make their own less versions, each generation weaker and shorter-lived than the last; from millenia to centuries to decades to years to mere months.

Ley
Requires Class-SSS or higher.
This sigil maps out the flows of cosmic energy throughout the world around your monsters.
Using this information, they may establish massive works of infrastructure that channel this energy to useful ends.
Treating each such piece of infrastructure as a node in a graph, this becomes more efficient as the number of nodes and connections increases.
As an endless source of rate-limited power, the energy safely gathered by the ley network may be diverted to a wide variety of functions.
It can power and operate infrastructural-scale magical mechanisms, energize appropriately-attuned magic items and technology, and directly augment your monsters in a number of ways.

Warding
Requires Class-SSS or higher.
Whenever a monster is hit by an attack of any scale, from a simple stab to orbital bombardment, there is a small 1 in 10 chance that, instead, nothing happens.
If a nuke happens to be nullified, none of the radiation, pressurewave, or thermal event will harm them.
If the planet they stand on crashes into another, they will be protected until the ground stabilizes around them or they claw their way out.
If a grand artifact stabs into them, the curses it bears will be ignored just as the attempt to stab.
Of course, this only happens one in ten times, on average.

Power
Requires Class-SSS or higher.
Your monsters are significantly stronger, physically and magically.
A goblin augmented by this is a good match for an unathletic adult human.
This additionally improves durability, especially in regards to mitigating minor injuries- scratch damage, below a certain level, will be nullified completely.
Though this will not significantly increase the benefits of this sigil, you may choose to make any of your varieties of monster slightly larger- enough to make a standard orc seven feet tall.

Wisdom
Requires Class-SSS or higher.
Whenever your monsters are faced with a decision between three or more complex options, they will never choose the worst option.
If a general had develop three potential battle plans, they will not choose the plan that would lead to the worst result, even if that plan was much higher quality than the others.
Attempts to exploit this effect, such as repeatedly offering sets of three plans to eventually derive the best, will always backfire in horrific ways.

Courage
Requires Class-SSS or higher.
Your monsters cannot be stopped by pain, fear, or even outright mind control.
Indeed, such effects will provide a mild enhancement to combat effectiveness for as long as they persist.
This is to such an extent that they will fight on against impossible odds and literally mind-melting eldritch abominations.
Not even direct, physical usurpation of your monsters’ nervous systems can make them turn against you.
This similarly provides an inviolate defense against hacking and possession.

Industry
Requires Class-SSS or higher.
Resource deposits worked by your monsters will never completely run out.
No matter how much iron you extract from a mine or oil from a reservoir, it will continue producing at a minimum of 40% of its highest past rate.
Factories, assembly lines, and other implements of mass manufacture and industry can be established far more easily, and with much fewer problems.
A robot arm that would damage 1 in 100 products in a human factory will work perfectly in yours.
All processes designed to mass produce something- regardless of its actual potency or complexity or technological, magical, or biological nature- run at triple speed.

Faith
Requires Class-SSS or higher.
Your monsters have absolute faith in you, and in the forever war they were built to wage.
All equipment, vehicles, and structures are more effective, sturdy, and generally capable of functioning in spite of damage.
This effect temporarily rises whenever it is most critical.
Your units have a significantly greater chance to do what would be nearly impossible, though the truly impossible and merely unlikely are not affected by this.
An orc warrior will have a 1% chance to defeat an enemy who would otherwise have a 99.9% chance to defeat them.
With every wound landed on an opponent, they become more likely to simply stay down, even if they should have an unlimited capacity to regenerate.
The equipment you personally use, vehicles you ride, and structures you inhabit receive a more potent version of this effect.
This is initially twice as potent; every order of magnitude of monsters beyond the first makes it one step stronger, to three times as potent with ten monsters and so on.

[Class-X Sigils]
March
Requires Class-X or higher.
Your monsters can march through any terrain as safely as if it was the Earth’s surface.
This includes realms of pure chaos, the void between realities, and other bizarre locales.
Note that this will not diminish efforts by any natives or other travelers to fight or stop your monsters in these locations, and that intentionally-set traps will still function.
So long as it is in the same general ‘reality’, your monsters may march into any dimension.
An orc could get up, start walking, and arrive in the underworld, without dying or making use of any sort of special portal.

Flesh
Requires Class-X or higher.
Your monsters are intuitively capable of modifying organic material both living and dead.
Even without any kind of tool, magical or technological, they can slowly tweak their own genetic code.
Enhancements and modifications that would normally only work on inorganic or dead material may work at full effectiveness on living flesh, and vice versa.
They might make a metal that lives and heals, or a sheet of skin tougher than steel plate.
Your monsters will never suffer degenerative effects from repeated biological modifications, instead becoming steadily healthier and more vital, up to a certain point.

Soulforge
Requires Class-X or higher.
Given the appropriate materials, your monsters may create technological or magical mechanisms to capture the souls of the fallen.
Souls can then be tied to creatures, equipment, vehicles, and structures.
Without any additional work, the souls simply serve as a source of power.
Given appropriate mechanisms, technological, magical, or biological systems may be imprinted upon the souls, causing them to provide similar benefits.
Souls imprinted with the schematics of an advanced forge may refine the ores stored in a container, souls imprinted with useful organs may provide their function to the bound monster, while souls imprinted with destructive magic may allow the wielder of an artifact to use that magic or strengthen what they already have.
The number of souls that can empower a given object is constrained by similarity; the more identical the history and nature of the souls, the less destructive resonance they produce.
At a certain point, the number of souls a recipient can make use of becomes unlimited; monster souls can never reach this point.

Evolution
Requires Class-X or higher.
Based on the stimuli they receive, your monsters have the potential to adapt and improve in biologically implausible ways.
The right stimuli may cause an orc to grow not just more muscular but larger, taller, while surgical modifications may slowly become inherent traits with the potential to breed true.
In some cases, this can spontaneously produce minor powers, such as a capacity to direct nonsentient plant life.
With some degree of research and experimentation, the precise stimuli to yield certain results can be predicted and applied en masse.
Though this can provide a significant degree of raw biological enhancement, bending the normal rules quite a bit, it can only go so far, and is otherwise limited by the rules of biology.
Given a sufficient number of monsters bearing the same set of evolutions, you may forge a new template, spreading the evolution to a portion of the monsters in the cauldron.
This allows you to spawn monsters bearing a slightly less developed form of that evolution in addition to, and for the same time cost as, the original monster.
Modified templates count as the same variety of monster for the sake of Multiplicity.

Acausal
Requires Class-X or higher.
You, the Cauldron of Monsters(TM), your monsters, and their equipment, vehicles, and structures, are all immune to negative temporal effects.
Time manipulation can neither slow them nor age them into dust.
Time travel cannot harm them by influencing their past selves.
In every future, they seem to simply not exist; no information can be gleaned on them.
Not even the most reality-bending paradox can harm your monsters; should time itself collapse around you, the cauldron will maintain its own steady clock.

Populace
Requires Class-X or higher.
Each day, resources, including technological components, magical reagents, fuels, bulk materials, and food, are added to your various storage bays and warehouses.
This can be distributed however you please, regardless of location.
The quantity and quality of these resources is based entirely on your monsters and economic capacity; they are what could be produced if every monster had spent three hours working on the task of making them.
This does not consume any of the raw materials these resources would logically be derived from, though they must exist in sufficient quantity for this to work at full effectiveness.

Assembly
Requires Class-X or higher.
Everything your monsters make, from starships to magic swords, is composed of a number of multipurpose components.
These components can be rapidly assembled into anything your monsters can create save extremely high-end items, though deconstruction is quite a bit slower.
The entire normal manufacturing process is integrated into the production of these components; magical forging, enchanting, blood infusion, transmutation, spirit binding, soul binding, and anything else you or your monsters have thought of.
You do not suffer the issues one would reasonably expect to end up with, regarding too many or too few components of a particular kind, diminished function due to the limitations of this system, or increased production costs.
Further, finished components can be stored twice as compactly as should be possible, and will not be damaged in storage or transit.

Orthogonal
Requires Class-X or higher.
Whenever an enemy attempts to drain life energy, health, blood, stamina, mana, or other resources from your monsters, it finds no compatible energies, and is unable to drain anything at all.
Similarly, any attempts to salvage useful components or materials from the wreckage of your technology or artifice, or even from intact samples, will simply refuse to work.
Even should an animal or fungi attempt to directly consume the flesh of a monster, it will find no sustenance, though it may still cause damage.

Emission
Requires Class-X or higher.
Your monsters are capable of constructing systems to produce energy fields with exotic and useful properties.
Structural integrity fields that function perfectly on flesh and machine, inertial dampeners, and chill fields to cool heat sinks are only the start.
Given sufficient research and technological advancement in other areas, other fields may be developed, including stasis fields, temporal acceleration zones, and various forms of energy shield.
All fields require a projector and a constant energy supply in order to continue to exist.

Overlap
Requires Class-X or higher.
Your monsters may adjust any systems capable of storing, generating, or using energy to ‘overlap’ with systems capable of storing, generating, or using the same kind of energy.
Mages may pool their magical reserves, generators may transfer kinetic energy directly to the gears of vehicles on the front lines, enchanted items of the same kind may swap charges between each other, and so on.
This has a range of precisely four kilometers before it is immediately cut off, but can be cheaply extended by any compatible system, and does not suffer from any form of propagation delay.
Enemies will never be able to exploit these overlapping systems.

Wounding
Requires Class-X or higher.
Every attack dealt by one of your monsters, or by one of their vehicles or structures, is guaranteed to inflict some minimal amount of damage.
Injuries inflicted by your monsters cannot be healed sequentially; they must be restored one by one, serially.
Instantaneous healing effects can never resolve more than one such wound each, no matter how potent they may be.
Damage inflicted by your monsters is guaranteed to negatively impact the function of the damaged subject to some degree; to a greater degree than normal, if it would hamper them normally.
This extends to all possible targets; repairing a starship damaged by your monsters is a slow and costly endeavour.

Siphon
Requires Class-X or higher.
In the presence of your monsters, enemies will find their stamina, mana, fuel reserves, and other pools of resources steadily diminishing.
This scales with both proximity to your monsters and degree of interaction with them, combat and negotiations alike may exacerbate the effect.
Simply by being within a few kilometers of your monsters, enemies will find their recovery slowed.
In direct melee combat, this is a more obvious effect, capable of making a normal human collapse into unconsciousness within minutes.

Outsider
Requires Class-X or higher.
As your monsters visit foreign realities, they may acquire their own variations of local quirks.
Should they visit a world containing a form of magic everyone can use, but only within that world, they may bring that magic with them to other realities.
This requires a period of research and experimentation to integrate the new trait, and only a few such traits can be retained at a time.
The nature of your monsters alters the traits they duplicate; any magic they take will be adjusted to match with their aesthetics.

[Class-XK Sigils]
Spawning
Requires Class-XK or higher.
Your monsters are capable of assembling portals to draw monsters from the cauldron’s interior.
Though portals are cheap to make, requiring nothing more potent than ordinary stone, no more than ten can operate simultaneously within a given star system or realm of similar scope.
In order to operate at full speed, these portals require an input of resources, such as meat and electricity or large amounts of magical power.
All effects that increase the productivity of the primary cauldron increase the productivity of all spawning portals, including Multiplicity.

Hive
Requires Class-XK or higher.
Your monsters are united in a perfected hivemind.
At any time, monsters may increase or decrease their level of integration into the hivemind, sublimating themselves entirely to form a higher intelligence, simply sharing skills, or returning to lives as fully independent individuals.
This unity has no long term consequences on the monsters who partake of it.
The hivemind is capable of perfectly applying the available mental resources of every monster, providing a massive improvement to coordination without a corresponding increase to predictability or the number of idle monsters.
There is no range limit or finite signal propogation rate to constrain the hivemind.

Conquest
Requires Class-XK or higher.
Your monsters, everything they have made, and everything made by something they have made, act as pylons, carrying with them the reality of the cauldron.
Over time, this effects seeps into the world around them, lingering even if the sources are removed.
This is sufficiently potent to allow them to march into a realm of formless chaos and safely settle there, and can protect against effects that would destabilize or warp reality.
When converting unreal places into mundane territory, there will always be appropriate sources of natural resources your monsters may use.

Soulstorm
Requires Class-XK or higher.
An aura of monstrous essence envelops the entirety of your armies and territory.
Whenever your monsters fight or kill, more energy flows into this aura, strengthening it; of course, even fully drained of energy, it will maintain a minimum level of strength.
When your monsters travel through mostly-empty sea, space, or air without changing course for more than a day at a time, the aura accelerates their travel and shields them from potential interruptions.
At the lowest level of the soulstorm, this reduces travel time to one tenth, and allows them to phase through and ignore interstellar gas and dust.
Methods of monster production, through the cauldron, Spawning, Diminishment, and Lewdness, operate more quickly as the soulstorm grows stronger, with an initial doubling.
Over time, energy seeps out of the soulstorm’s aura and into reality, taking the form of finished goods and trained benefits your monsters could have acquired otherwise.

Mechanicum
Requires Class-XK or higher.
Given the same amount of labor, infrastructure, materials, and energy, your monsters can make four times as much stuff.
This does not compound over multiple steps; you cannot produce four times as much steel from a crate of ore, then four times as many swords from that steel, for a net 16x boost.
The benefits of this extend to all things that net you additional production, including Salvage and Soulstorm.

Glory
Requires Class-XK or higher.
Every time a monster does something they find at least modestly challenging, they get a bit of exp.
Even if handicaps are repeatedly applied to maintain the same level of difficulty, sufficiently similar tasks will steadily provide less and less exp.
Given increasing quantities of exp, they may level up, acquiring useful traits.
These traits may buff stats or skills, provide new personal-scale powers outright, enhance any equipment they wield, and so on.
All bonuses from traits scale with monster level.
The traits acquired by heroic and elite units are significantly more potent.

Supremacy
Requires Class-XK or higher.
The limits of personal prowess your monsters can reach through training are increased by a full order of magnitude.
The rate at which your monsters improve through training in every possible area is tripled.
No matter how safe, limited, or incomplete a form of training is, your monsters will learn and improve from it as effectively as if they were using their skills in a real-life scenario.

Red
Requires Class-XK or higher.
As their emotions run hotter, your monsters find their abilities rising in strength.
As they fight and win, they gain additional buffs and bonuses (up to a limit), becoming yet stronger until they stop fighting fiercely enough for too long or suffer a true defeat, causing the benefits to disappear in an instant.
Inspiration flows through your monsters, allowing them to rapidly assemble powerful but shortlived mechanisms, such as grand cannons that can only survive being fired once.

Green
Requires Class-XK or higher.
Any territory held by your monsters will gradually become more abundant and rich in natural resources, up to a certain point.
Methods of monster production, through the cauldron, Spawning, Diminishment, and Lewdness, operate twice as quickly again.
Monsters produced via Diminishment suffer only half as much degradation; each is a full 85% as capable as its precursor and much longer lived.
Your monsters require 75% less sustenance; this does not decrease their physiological capacity to store nutrients.

White
Requires Class-XK or higher.
The cost to provide a certain quality and quantity of equipment to every monster is lowered heavily.
Similarly, none of your equipment, vehicles, or structures will degrade passively over time, nor will damage worsen without attention.
Your monsters, equipment, vehicles, and structures are immune to any form of unwanted alteration that is not simply damage.
They may be burned with lightning, but not mutated into abominations.

Blue
Requires Class-XK or higher.
Given sufficient time and resources poured into research, your monsters can eventually come to understand any tech, magic, biology, or other facet of reality.
This is not limited by intellect or level of existence; a monstrous dog could learn to perform calculus.
Your monsters may similarly devise ways to create counterparts of any device or effect, equal and opposites capable of utterly negating each other.
They might produce counternukes, counterspells, counterplagues, counterbullets, and so on; this does require sufficiently precise application in order to take effect, and only effects the specific target it counters.
All monsters think at twice the speed they otherwise would, without any negative effects, and possess absolutely perfect memories.

Black
Requires Class-XK or higher.
Every time one of your monsters dies, even temporarily, every monster within a moderately large area gains a temporary buff, scaling in duration and potency with the strength of the fallen monster.
Every time one of your monsters slays an enemy, there is a one in five chance a soulless ghost of the enemy forms to fight for you.
These ghost legions are just as powerful as their living selves, but will fade into nothingness within a few decades no matter how you try to preserve them.
Any enemy you fight will always possess at least some level of vulnerability to disease, hacking, mind control, or similar.

Unassailable
Requires Class-XK or higher.
Static defensive structures your monsters erect do not require any form of resupply or maintenance.
They will continuously self-repair and regenerate expended resources.
No single blow can completely destroy a defensive structure; a minimum of three is required (though greater blows can damage multiple structures at once).
Additionally, any enemy you fight will find strategic and tactical maneuvers provide far less of an advantage; even simple flanking offering them minimal benefit.

Sliver
Requires Class-XK or higher.
Your monsters are capable of copying the powers of other monsters within 80 meters.
These copied abilities operate at half the strength of the greatest source of that power in range.
Monsters with particular physiological traits, such as extreme strength, may similarly convey a portion of that trait to other monsters within range.
No simple stat boosts provided by this portion of the sigil’s effect can increase a monster’s abilities by more than 50%, no matter how mighty the source of the boost may be.

Wondrous
Requires Class-XK or higher.
Using extreme quantities of time, labor, and materials, your monsters may create wonders.
No matter how many wonders you are theoretically able to afford, you cannot work on more than one at a time, and they cannot be finished in less than a full, real, year.
Wonders can provide more varied benefits than even heroes; they might increase the quality of all steel produced within range, augment any artifact forged within, sap the morale of enemies, allow monsters to reach even greater heights through training, generate large amounts of energy or raw material, and so on.
Though the power of a wonder is limited, and their benefits do not stack perfectly with the benefits of other wonders, they can always be upgraded to increase their range.
Upgrading a wonder in this way counts for the one wonder you are allowed to work on at a time.
As a wonder’s range increases from internal, to provincial, to continental, to planetary, to stellar, to galactic, to universal, to multiversal, it becomes exponentially more expensive and laborious to enhance.

Vassal
Requires Class-XK or higher.
Any non-monster being that is not seeking to betray you, lives within territory you control, and willing obeys the orders of monsters receives the benefits of most of your sigils.
This will not increase their combat effectiveness in any circumstances, though it may make them harder to kill or corrupt.
These subjects are twice as economically productive as monsters of equal physical, mental, and magical ability.

Mortality
Requires Class-XK or higher.
Enemy hero-type units, defined as units far greater than the rest or who provide enhancements to a great number of troops, are significnatly diminished when facing your monsters.
If they could previously bless an entire army to double their strength, they are limited to blessing a tenth that number for half the effect.
This similarly diminishes the strength of elite units in proportion to average troops; if superman led an army against you, he would find himself only ten times as strong as the average soldier from the bottom 95% of his force.
Necessarily, this does not influence purely biological or technological advantages, merely the supernatural powers they wield.

Hyperreal
Requires Class-XK or higher.
The powers wielded by your monsters are immune to all effects that would weaken or nullify them outright.
Though it can still be impeded by a barrier, a spell cannot simply be erased.
Similarly, any technology or biology your monsters make use of will continue to function normally, no matter what happens to the underlying fabric of reality.
If physics is changed such that chemical reactions cannot occur, or the concept of fire killed, your monsters may still wield flamethrowers to full effectiveness.


[Bonus]
Bonus:

A few small packages that appeared with the cauldron.
Freebies to prompt you to buy the full product.
No clear indication of how you would contact them or what it would cost.

Choose up to 2.

Aesthetic Shift
At this time, you may permanently alter the appearance of each variety of monster, to such a degree you could make a Goblin appear to be a kobold.
This cannot greatly alter overall size (you can make Goblins four feet tall, but not six feet tall), and will not signicantly impact functionality.
Contains a flyer for a line of magical transformatives.

Burning Brand
A mark of your choice will be imprinted upon the flesh and equipment of every one of your monsters.
Very obvious, but branded equipment is noticeably more durable and effective and branded flesh is protected as if by an invisible layer of leather armor.
Contains a flyer for a business built around custom runecraft.

Cascading Fractures
Your monsters will often find small caves and tunnels wherever they explore the underside of the earth.
With very little actual excavation, they could establish a tunnel, a meter wide at its thinnest point, that spans hundreds of miles.
Contains a flyer for a geoforming group.

Documentation Imprint
Your monsters will appear to have appropriate documentation, references, and histories, according to the senses of those interacting with them.
This effect grows less potent at each level of seperation from the original monster, but is sufficient to let one maintain a low-level job indefinitely, even in a modern society.
Contains a flyer so heavily censored you can’t tell what it’s for.


[Closure]
Closure:

Why were you chosen to get this thing, really?
It doesn’t seem to make much sense.

Take one option.

Inversion
Choose any non-Meta CYOA to play, in addition to this one.
Their relationship is chronologically and causally confused; as far as the rest of the world is concerned, you started with the second CYOA.
The Cauldron was provided in response to whatever the second CYOA gives or does to you.

Cleanup
A malfunctioning, ownerless Class-E Cauldron of Monsters(TM) was dropped into a fictional setting of your choice by mistake a few months back.
It is built with 6 Feature Credits.
It will never stop producing monsters, randomly switching between every type it can produce.
Guided by nothing but instinct, they are likely to cause a great deal of destruction.
Once your Cauldron of Monsters(TM) arrives, you will be sent to this world, vaguely near where the ownerless Cauldron of Monsters(TM) was left.
Once you locate, reach, and claim this unowned Cauldron of Monsters(TM), you will be free to travel back and forth between Earth and this fictional setting, and be rewarded with a portable fountain of youth.

Giveaway
Turns out it was completely random.
A publicity stunt, perhaps?
Comes with 25 1-kilo gold ingots and a portable fountain of youth.


[DLC]

randomlurker44

Radiance
Class-XK or higher.
All monsters may receive an echo of any power that you possess personally. The Cauldron may freely exclude any of your powers from this effect, or any monster from receiving benefits.
These echoes are not as great as your own powers. They are degraded in power, efficacy, and absoluteness of effect.
This cannot echo any buff or power directly provided by another sigil. It can echo an improvement provided indirectly by the Blood sigil’s bloodcraft infusement, but not the direct empowerment provided by Divinity.

19 thoughts on “Cauldron of Monsters Extended Set


  1. 20BottlesOfRum

    Very cool, I really like this idea and would love to see more of it. It’s interesting how the concept of a cauldron that produces monsters almost (not quite) seems to make the monsters themselves secondary, prompting one to think more about larger scale organizations of the endless monsters at one’s command because, sooner or later, one wont be leading just monsters or armies of them, but rather an entire (and eventually effectively multiple) civilization/empire of monsters.

    If one doesn’t take any modifiers, how much difference is there between monsters of the same class, and how much if one does? Are they all exact clones of each other for example, maybe even to the point where the human-like (warlock, priest, etc.) monsters don’t even have sexual dimorphism and would be consistently identified as the same person, or do they come with some variance between each other, to the degree of brothers or strangers of the same species. I would assume that the monsters would never have the degree variance within a single species that more natural, non-artificially created life would have, but if they do would they be randomly different too or would it be more like different presets that one may select?

    Also, how customizable are the monsters with and without different modifiers; can you make normal goblins, kobolds, and fae-like creatures (all variations of the goblin) emerge from the cauldron selectively? Can you make slightly faster but also slightly weaker variations of orcs to the degree where it maintains the overall functionality intact? How much control would one have over the mentalities of monsters if one takes both Lewd and Compliance; can you make them favor you by default, can you make the come out worshipping you or having other such kinds of more specific behavior such as a love for pasta?

    Anyways, love your work, it’s been fun to think about. Hope you’ve a nice day/week/life.

    • admin

      By default, all monsters of the same type, upon first emerging from the Cauldron, are absolutely identical. Sigils modify monsters as or after they emerge- an E-Rank Lewdness sigil can provide some semi-random physical variance, and could establish any number of distinct phenotypes within its transformative scope, but cannot produce the extensive modifications necessary to make a goblin into a convinving a kobold or fae. Aesthetic Shift alters the monsters before they emerge from the Cauldron; their base template is modified, so you can’t really use it to get multiple subspecies. Aesthetic Shift is certainly powerful enough to mildly adjust the stats of your monsters, for faster-but-weaker orcs as in your example.

      Lewdness and Compliance together allows for a great deal of control over general mentality, with the caveat that further alterations of the new baseline they set would require tinkering with the internal mechanisms of the sigils. Worship would be trivial, the only significant challenge with something like love of pasta is their lack of inborn knowledge; they still won’t spawn knowing what pasta is.

  2. kinglugia

    Hora hora Savestate. I miss you~

  3. ParaDX_Throwaway

    Hello! It’s good to see that you’re around and out there touching grass or whatever. Out of curiosity, would it be outside the scope/remit of a high class Sigil to give the Cauldron itself a sapient, loyal intelligence capable of controlling itself and giving orders to Monsters through whatever means you have as if it were you? Telepresence is an E-Rank Sigil, so the idea of controlling the Cauldron without having to be there is itself a minor cost, but adding the intellect feels more important, so I’m guessing D at a minimum?

    • admin

      A Sigil could easily automate the Cauldron. Something as basic as an administrative mirror of your own intellect could be achieved at Rank E.

  4. randomlurker44

    Is it possible to speed monster production by sticking the Cauldron in an area with faster time flow? If the answer is yes, how does that interact with spawning portals? Every portal needs to be sped up?
    If the answer is no… what if the cauldron goes in a whole independent universe with a different time flow?

  5. Nox

    Q1 Would you be able to make a high-tier sigil to give you more subspecies or templates, let’s say having multiple dire species?
    Q2 If not would you be able to do the same thing with flesh+evolution?
    Q3 what level sigil would you need for a loyal self-evolving ego and avatar for your cauldron(Akin to Cortana or Great Sage/Ciel)?

    • Nox

      Also with Cleanup, after completing it do you gain the cauldron or its points if just the cauldron could you then dump it into yours to get more points?

      • admin

        You get the cauldron. Upgrading your own cauldron is possible, and the materials from another cauldron would help, but the process involves a lot of high-level artifice.

    • admin

      1. A sigil could grant you extra variations within a template. This is demonstrated by the X-Class Sigil Evolution, but could be achieved in a more specialized form at a lower Class.
      3. Class-D, maybe. It’s just not considered ‘efficient’.

  6. ShadowAria

    I am curious when it comes to Fodder and the plants from Harvest would they make suitable materials for fueling portals? and how much of a boost does blight give to the other two sigils like would it be a doubling effect?

  7. Anonymous

    This is one of my favourite cyoa, would you ever consider coming back to it and expanding upon the expanded and maybe incorporating some of the fan-made expansions if they allow it?

    The growing stronger fanmade challenge is one of the reasons it jumped to one of my top cyoa, assimilation allows for a lot of story progression without being op right off the bat. Adding the challenge and some more cool monsters and sigils would breathe some life back into this cyoa but I understand if you finished and moved past it onto other projects.

  8. dragn982

    Great CYOA! I’ve been enjoying wasting some time playing around with it.
    A question, though: under the Heroism and Exceptionalism sigils (and a few others? can’t remember) it mentions “they are linked to”. Do you mean the monster template they come from, like an orc hero is linked to all the other orcs; or “I’m ordering these monsters to be under you”, so they are linked that way?

  9. drearyArchon

    How does Supply and Multiplicity interact? Does the Supply portal switch between the types of supply packs that it makes, or does each monster portal come with a supply pack portal?

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