Adding another, tame cool down. The cool down is significantly reduced (2 hours each time) on rank ups of beast bonding, and doesn't even start at 24 hours, it starts at 12. Also the duration is 40 hours not 48. With a current cool down of 8 hours due to apprentice beast bonding, and 40 hours of tame time he'd have five chances not 2. Given his outrageous luck, and that the effective level of the creature drops per successful casting of tame, it is a super reliable option unlike what he says here. Spoiler: Tame discrepancy in book 8 {}
A small comment Successful tame at 0 hours A1: 8 hours in or later A2: 16 hours - A3: 24 hours - A4: 32 hours - A5: 40 hours, if a second late the creature breaks free. effectively he has 4 shots in those 40 hours I agree chances are pretty good that he will succeed in a tame. But the chance of eventually failing is very high. Lets say Richter has a 50% chance against a level 50 creature. The chance of him failing four times in a row is 1 out of 16, or 6.25%. That's very low. But as an apprentice, he needs to successfully tame the creature 4 times for each level it has before the tame becomes permanent. That's 200 times in a row he needs to beat the 1 out of 16 odds.
But after each successful tame the creature's level is lowered by 1 in regards to the successful casting equation, increasing his success rate. After the first 50 tames it's effective level would be 1/0, which should guarantee success in the remaining 150 tame casts. And his success would increase roughly 1% per successful tame up to that point. Diminishing returns, but his chances of success with 3 tries hits 93% by effective level 41, and >99% by 21. (each effective level would only get three tries at that level since A1 implies success from previous effective level and A5 is a cast on a dime situation) I'm not saying he shouldn't have built a golem, but in that chapter he brushed tame off way to easily.
Ok you are right on the effective level decreasing, that does make success more likely. There is this description of tame in book 4 though. One way I can see for the disparity between being able to use it once per day and the cooldown being twelve hours making sense, is that you can cast the spell on a creature once per day, successfull or not successfull. Should you fail and have 0 creatures (max 1 as a novice) you can cast it again 12 hours later on a different creature or 24 hours later on the same creature.
Side-question, could you keep a creature that you have a 2-3% chance of taming success captive for a few years while you wear down its effective level?
Effective level might reset when it breaks con"tame"ment. I could see that being the draw back. But even if so, if you do have a super powerful creature fully contained with easy access to cast tame it could be a good way to abuse luck and power level the Beast Bonding skill. Successfully taming such a high level monster would boost the skill and make it more likely to be tamed; by both skill level and effective monster level improving. With enough time, definitely worth it. From before though, I would still say that after the first 50/50 shot at tame, and since that initial one should drop the level, an 88.24% chance of overall success with the next 3 casts is still pretty good odds.
You only have two shots. The spell description says you can cast it once per day with a cooldown of twelve hours. I read it as once per day on the same creature, twice (12 hour cooldown) per day on different creatures. As an apprentice Richter can have three tames and he would be able to cast it roughly once per day on each one (every eight hours).
He definitely does it more than that on the shale adder Spoiler: Book 5 {} it could be once successfully per day, but as it reads here the cool down seems the only limiter
Well that's a contradiction. Aleron will have to clarify what he means, as book 8 would imply the once per day/ x hour cooldown system.
Later on book 8 even contradicts itself, he says he only needs to wait 8 hours when he fails to tame the first ravager wurm he meets
Between castings of tame yes. But the spell description has a once per day limitation and a 12 hour cooldown in the same spell description. The only way I can see that makes sense is a limit on casting tame on the same creature.
It looks like book eight might have an update, might not. https://www.amazon.com/Land-Monster...624a&pd_rd_wg=Cq07q&pd_rd_i=B08275CVM7&psc=1#
Yes it has, just checked my Amazon 'Manage my Device's & Content ' and there was an option to update Monster's.
I only did a quick thread search, so it might have already been posted. War Points Congratulations! You have advanced from Initiate to Apprentice in: War Leader. Chapter 5 Know This! At your initiate rank in War Leader, War Points gained in a given engagement are capped at 2,500. Total War Points Gained (Adjusted): 2,500 Chapter 6 I at first thought the error was both the rank and max war points were in error. The max points for Initiate is 1,000 from book 7. So the war point cap is unfortunately correct. The rank is the only part in error, it should be Apprentice rank in chapter 6, not initiate.
question on advancing rank in war leader "All of that was basically just an advance of what had come before, but there were three additional bonuses to being a Battle Captain that changed everything." Kong, Aleron. The Land: Monsters: A LitRPG Saga (Chaos Seeds Book 8) . Tamori Publications, LLC. Kindle Edition. All combat-related skills will increase 25% faster for members of your party. Cumulative with successive ranks. You may now issue a Captain’s Clarion Call. When used, this special ability will increase the Damage and Attack Speed of every ally inside your Sphere of Influence by 250% for 5 minutes. You shall now be awarded bonus XP based on 5% of the total XP gained from the members of your war party. This is cumulative with successive ranks. But maybe this is all from increasing rank in three War Leader skills. War Leader (lvl 17, Initiate -> lvl 26, Apprentice)* Beacon (lvl 14, Initiate -> lvl 26, Apprentice)* Inspiring Leadership (lvl 9, Novice -> lvl 14, Initiate)*1 * level and Rank increase might not be consistent with earlier book. 1 Congratulations! You have advanced from [lvl 9] Novice to [lvl 19]** Initiate in: Inspiring Leadership. Allies fighting near you may now obtain Field Advancements whether they are in your warband or not, albeit with an 80% penalty of this occurring. This penalty decreases by 20% when reaching successive ranks. Book 7 **lvl 19 in Inspiring Leadership is higher than War Leader at time, lvl 17.
Inspiring leadership should already be initiate level, it got to level 19 in book 7 after he beat Nien.