Monsters

Description
Monsters are a central part of Cloud Meadow serving as overworld NPCs, dungeon enemies, and residents the protagonist takes care of on their farm.

Monsters come in a variety of shapes and sizes, with all of the monster that came from eggs being in their normal form. More sophisticated form, like "Stalker" for cat, are too feral and dominant to the point they can never be obtainable as residents for the protagonist's farm.

By default, the protagonist will have the following to start off with (with random traits):
 * Cat (Male for Evan, Female for Eve)
 * Wolf (Male for Eve, Female for Evan)
 * Holstaur (Male for Evan, Female for Eve)
 * Centaur (Male for Eve, Female for Evan)

Most of the monsters can either be purchased through Monster shop, or as eggs in the Egg shop, both of which only appears during Market day in Cloverton (at every 7th day of the week)

Monsters
See Unused Monster for list of monsters that isn't in the game. (Some of the species aren't available in dungeon in the stable build, but are usable (with glitches) in patreon build)

Bolded Gender represents the majority of the species and what the enemies are of. This excludes Chimera and Crab.

Non-playable Monsters

 * Mandrake = Jaero is the only remaining Mandrake species left.
 * Homonculus = The result of a monster which has too many magical essence inside, corrupting them to this.
 * Mycoid (Concept arts of it as playable monsters are shown but are never used)
 * Dwarf (Concept arts of it as playable monsters are shown but are never used)
 * Horned Slime (Concept arts of it as playable monsters are shown but are never used)
 * Sheep (Concept arts of it as playable monsters are shown but are never used)
 * Brownie

Loyalty and Graduation
Monsters starts off as not-so-royal towards the protagonist after it is hatched/bought. There are several ways of garnering loyalty for the monsters.
 * Pet them every day. "Friendly" bloodline trait further increase the loyalty.
 * Feed them food every day. Hand-feeding them instead of using the Silo function further increase the loyalty.
 * Breed with them. This won't work if the monster has an ancestry bloodline with the protagonist.
 * Bring them to dungeon as ally member of party and fight enemies there.

Likewise, there are ways that can cause the monster to lose their loyalty.
 * Neglect them. (often caused by not petting them for a day, or not feeding them)
 * Overwork them. (caused by leaving them at the work for too long, i.e more than one day)

If loyalty falls too low, the monster will run away from your barn, which incurs loss of Krona as fines for causing that to happen.

139 days after it has hatched or arrived, the monster is ready to be graduated to work with the other npc via talking to Montalvo. While this is almost the same as running away, the protagonist will be compensated with Krona for raising them up to this day instead. Failure to talk to Montalvo after the day will cause the monster to run away regardless of how loyal they are, causing the same negative scenario as when they ran away with very low loyalty.

Garnering 100% loyalty on the said monster will cause them to actually stay in the farm instead of leaving after talking to him. Loyal monsters tends to remain without any graduation day date on them. However, neglecting or overworking them are more severe in terms of loyalty loss, so be careful if keeping them is/are intended.

However, if you do not want the monster to go away before their graduation day, but you do not have the time to garner 100%, you can have their offspring egg gained from them.