User:Joaquim7210

"I already give notice in advance if Provoking me will be destroyed. Because I own this land."

- Jiro

Jiro Kaiser Alucard or You Elt  is friend  Alameria Crescentria, a young adventurer with powers and abilities beyond his means, he as well as his friend and the son of the Great Demon Lord of Betrayal, the most powerful vampire on Earth and his mother Anna and a gentle half elf owner of an INN in the city Álfheim and a Rival and Friend of Luka,Nero,Aigis Prince,Rance.

Archaeomancy
Mana Shot (MP 3): Mana beam shoots with your fingertip.

Enchant (MP 2): Enchants the target a strong attraction.

Mana Marker (MP 1): Increase the effect of Mana attack accuracy.

Spell Break (MP 3): Effect that dissipates other spells

Teleportation Spell (MP 3): Creates a hole in space and moves to other regions or locations.

Space Creation Spell (MP 3): It creates small dimensions of perfect pocket to increase the space of an area or a Castle.

Nymphomancy
Inma's Blessing (MP 2): Indude mana while having relationships increasing sexual power.

Oath of Pleasure (MP 2): A spell that while it is not a pleasure this membrane defends covers the user's body.

Dark Matter (MP 2): To materialize an elemental spirit of darkness, a servant at your command gives as an offering spiritual energy to satiate her to obey. Note, he is still learning to tame that being, lacking more relationships with more Mana.

Contract of Obedience (MP 1): A spell that sealed a pact like a demon. More due to its low experience in this area, it only uses it as a last resort, for those beings that do not submit.

Spell of Pedomorphosis (MP 2): It was the first magic he learned after sealing a pact with the Familiar that was abandoned. A spell that turns monster girls and women into young lolis.

Spell of Megamorphosis (MP 2): Transforming a loli into an adult is a spell that is widely used.

Spell Succubize (MP 1): A spell that converts spells from other magic systems cast by enemies into "nymphomancy". Most used by Majin to alter the target's magic properties.

Succubus Instant  (MP 2): A spell that brings knowledge about nymphomancy to a human or monster making him a user of sexual magic.

Level Drain (MP 3): A spell used frequently by his partners learned in order to improve his power. To channel and perfect the varied abilities or drain in order to obtain more power. In order to gain knowledge about this power, it was used many times by Elzana-chan with whom he had numerous sexual relations until he completely mastered the spell that works in ways to perfect other skills.

Hieromancy
Miracle of Recovery (MP 2): A spell used mainly for healing when touching, filling the cup with the can of the fallen god.

Miracle of Power (MP 1): A hieromancy spell that can be used with the blessing of the main god. It is an enhancement spell that increases the spell's potency, physical abilities, etc., invigorating the target's vitality. Along with “Miracle of Restoration”, it is one of the basic spells that uses the “mana of the main god” nature to increase the power of life.

Heroic Blessing (MP 3): A spell of hieromancy that was given by the Valkyrie before falling into darkness because it is the one chosen by God to lead the great battle rising beyond the conventional limits in power and abilities.

Brave Force (MP 2): A hieromancy spell only usable by “heroes” with the chief god's blessing.

Evil Obliterating Incantation (MP 3): A hieromancy spell that can be used with the blessing of the chief god, a powerful attack magic that eradicates wicked beings with a flash of holy light. It is said to have been quite potent against monsters, especially undead, demons, etc.

Fallen Eclipse (MP 3): The spell's purpose is to convey the will of the fallen god to the target, and it is used to set the heroes and clergy of the Order of the chief god, who forsake their own “desire” and try to repress it, back on the righteous path of corruption.

Oceanic Welcoming Blessing (MP 1): A spell of hieromancy that priests who serve the god of the sea, such as "Bishops of the Sea", use by borrowing the power of "Poseidon", the god of the sea. One of the most basic spells in Poseidon's hieromancy that makes creatures “suitable for underwater activities”. It allows terrestrial creatures, including humans, to be temporarily active even at sea. Underwater breathing becomes possible, as well as underwater speech, and the vision will remain clear even under water. Note that it is often used to play with mermaid and aquatic daughters and sexual activities with their mothers.

Enhance Lover (MP 1): It's one of the most basic spells of Eros' hieromancy, a spell which grants adherents “the power to convey love”.

Elemental Magic
Spiritish Oath (MP 1): “Spiritish oath” is a spell used by elementalists when forming contracts with the “pure spirits” that exist in the natural world. A mana link between the elementalist and the spirit is required when forming a contract with a spirit. This spell, which is cast using a Spiritish incantation, communicates one's will to form a contract with a spirit and performs a mana exchange to establish the link. When this spell is cast on a spirit, a contract will be formed should the spirit agree to it.

Element Shot (MP 1): Fires an elemental attack based on the hired spirit.Note that this blow was derived from Mana Shot with the addition of an element such as Fire; Water; Earth; Air; thus increasing its damage power.

Red Hot Fire (MP 2): An elemental spell usable with a contract with a fire spirit. Creates a high temperature space by producing “heat” via invigorating the fire elements that exist around the caster. Elementalists who can skillfully manipulate fire elements can not only conjure flames, but can even freely manipulate “heat” that's invisible to the eye.

Pure Water (MP 1): An elemental spell usable with a contract with a water spirit. Invigorates the water elements that comprise the “water” targeted, purifying it and removing filth and toxins from the water.

Innocent Wind (MP 1): An elemental spell usable with a contract with a wind spirit. Causes a magical wind to blow that strips those targeted of whatever they're wearing and blows it away. Even a novice caster can easily use it to strip someone of ordinary clothing, and as the talent of the caster and spirit increases, it becomes possible for it to work versus heavy armor, magical armor, magical clothes, etc. as well.

Fertile Soil (MP 2): An elemental spell usable with a contract with an earth spirit. It performs communication with plants and at the same time controls them according to the caster's directives. This is made possible by borrowing a spirit's power and invigorating the earth elements in the earth, so that the through it, the caster's thoughts are transmitted to all plants rooted there. The earth elements invigorated when using this spell bring about great vitality in plants, temporarily enabling the kind of growth that isn't observable under natural conditions. In other words, it's possible to form a wall by making branches and leaves grow in profusion, to extend vines and bind one's enemies, to make roots burst from the ground and wrap around legs, and so forth.

Light of the Four Great Spirits (MP 3): An elemental spell that makes a sphere of light that also looks like the sun float in the sky, adjusting the environment in the area illuminated by it to be ideal. The sphere of light is a mass of the four major elements. It maintains an ideal temperature via the power of fire elements. The water elements moisten the earth and the atmosphere. The wind elements carry clean air and seeds, and the earth elements cultivate life. In other words, it's an extremely advanced spell that temporarily “adjusts the condition of the world” within the area. Spirits of all of the four major elements fire, water, wind, and earth are required in order to use it. An elementalist with all four of the great spirits in tow can use it even by herself, but since the existence of such individuals is atypical, the spell is normally used when four casters gather with each having a spirit of each attribute in tow. What's more, the power of pure spirits is insufficient for using this spell. To maintain this spell over a long period of time requires casters with at least monster spirits.

Teletomancy
Spell Empowering Magic Circle and Spell Radius Expanding Magic Circle (MP 1): Magic circles capable of “empowering existing spells” that are the basis of teletomancy. Magic circles are imbued with spell formulas for boosting the effects of spells, and by adding in the formula of any spell that one has in mind and performing a ritual to cast it, the effects can be greatly empowered. There are even ones that be used easily and will exhibit their effects just by casting the spell one has in mind ordinarily while within the magic circle.

Fiendish Pact (MP 3): A teletomancy spell created by demons  called “fiends” which targets a human city, binding a pact that offers up the city to the fiends in exchange for prosperity and happiness. Invocation of this spell requires setting up a fiendish altar in the city center or a place symbolic of the city and performing a large scale ritual. It's not something that brings about a radical change like instantly changing the place into a mamono realm, but a vast host of fiends such as “demons” and “devils” will appear from the fiendish altar and infest the city, resulting in the entire city being placed under the influence of a wide variety of fiendish spells. The ritual must be performed by the city's legitimate representatives or a multitude of its denizens. In other words, the fact is that the casters of the ritual are not the fiends, but the humans who are attempting to sell their souls to the fiends in exchange for wealth, happiness, and the like, and it is performed strictly according to the will of the citizenry rather than that of the fiends; however, it's probably not even uncommon for fiends to pull the strings behind the scenes by means such as inculcating a city's representatives with the idea of performing the ritual and egging them on or monsterizing a portion of the “multitude of its denizens” into fiends in advance.

Necromancy
Talk Wisp (MP 1): A spell for listening to the voices of the souls of the dead. It enables communication with the “souls” of living things, a normally ungrantable wish. The caster can only converse with the souls that exist in the surroundings, and the conversation is conducted entirely in the caster's mind without any vocal utterances.

Call Ghost (MP 1): A spell to summon wandering souls before the caster. This spell is used to summon the souls of specific individuals designated as targets, and undead that developed from souls such as “ghosts”, etc. can also be summoned. It's one of the most elementary necromancy spells, but this spell should not be used recklessly without a clear purpose in mind because it is difficult to deal with souls that linger in the mortal world, especially in the case of those that are seized by deep-rooted delusions.

Secret Art of Raise (MP 2): A secret necromantic art for calling the souls of the dead back to their bodies, granting them life anew. In the Order's sphere of authority, it is regarded as a forbidden art that runs contrary to divine providence, and as such, it is the very reason why this system of magic is taboo.

Blessing of Undeath (MP 2): A spell that grants a blessing which causes the target to transform into an undead upon dying. This spell is proof that one is favored by “Hel”, the goddess of life and death. It is also hieromancy that is cast by praying to Hel to grant the target Hel's blessing and mana. It is a promise of eternal peace and transformation into an undead upon death, a blessing granted to humans by the goddess Hel, but according to the values of the Order of the Chief God, it is instead perceived as a “curse” spread by the goddess Hel.

Blessing of Decay (MP 1): A spell that causes the target's body to lose its power as the “vessel that protects the soul”, dramatically reducing resistance towards pleasure. It is one of the blessings granted by the goddess of life and death, Hel, and it is also hieromancy.

Ritual of Soul Marriage (MP 3): An arcane necromantic art which creates a link between the souls of the two people targeted, enabling them to share their lives. It's one of the most advanced techniques in necromancy, a system of magic that uses mana to touch “souls”, and it creates a link between two entirely different souls so that they become as one.

Theriomancy
Beast Boost (MP 1): A spell that imbues one's body with the power of a beast, boosting the caster's physical abilities remarkably. This is one of the foundational spells of theriomancy, which awakens the wild power within, turning one completely into a beast. It increases physical strength, including strength in the arms, legs, etc. and also hones the senses such as vision, audition, and olfaction, enabling movement like a beast endowed with excellent reflexes and a lithe physique. Additionally, since the animalistic sense, so-called “intuition”, is also sharpened, the caster will have a heightened ability to sense danger and become able to “intuitively” sense the presence of human men, and when combined superior olfactory and auditory senses for detecting the odors and voices of men, it's even more effective, so casters acquire an excellent ability to track down human and monster.

Wild Pheromone (MP 1): A spell that awakens the target's instinct, driving his lust wild via bestial temptation. It is derived from the nymphomancy “seduction spell”, and likewise focuses the target's awareness and senses on the caster, but the effect appeals to the target's animal instinct, and is more directly tied to sex.

Sense Marking (MP 1): A spell that places a powerful marking on the target's body via mana. It's cast by rubbing the caster's body against the target to stick mana to it, i.e., it's a spell that uses mana to perform the typical marking behavior of a beast. It's derived from “mana marker”, but the marking is much more assertive, and since the nature of mamono mana is utilized to erode the target's mana with the caster's mana, it's difficult to remove even when set on living targets, and the effects last for a longer time compared to “mana marker”.

Howling Force (MP 1): A spell that shares the caster's buffs and mental exaltation with allies. It's invoked by howling or roaring like a beast and distributes the caster's buffs such as “beast boost” with members of her pack in the surrounding area, their mates, and her own mate. The principle by which this spell works is to carry one's own mana in the “voice” one emits such as a “howl” or a “roar” so that the effects of spells reach allies along with one's voice. All allies within range of one's voice will be targeted.

Pharmacomancy
Check-Up (MP 1): A spell that grants the caster detailed knowledge of the target's physical and mental condition via touching the target. By making the caster's mana circulate throughout the target's body before once again returning to her, the caster can conduct a detailed examination, noting such details as the target's physical and mental state, the qualities of his mana, the presence of any other mana, any spells that have been cast on him, and any injuries or diseases that may be afflicting him. This practice is also referred to as “palpation”. Not only does it grant knowledge of the patient's pathological condition, the mana which is prepared to suit a patient being treated with pharmacomancy is also adjusted based on the results of this spell, so it absolutely must be used before performing treatment with pharmacomancy.

Medical Cure (MP 1): A recovery spell that heals the targeted patient psychologically and physically by slowly permeating mana throughout the body which is performed by going to bed with the targeted patient as if sleeping together and touching skin against skin continuously over a lengthy period of time. It's also referred to as a “sleep treatment procedure”. By performing this spell used for the purpose of long-term treatment which is more reliable and places no burden on the patient over a period of several days, it's possible to gradually heal wounds or cure diseases while alleviating pain and suffering even if they are so serious that the caster's mana and skill would be insufficient to provide healing using another system of magic.

Operate (MP 2): A spell that inscribes the spell formula of any given spell for the purpose of medical treatment within the target's body. It's an advanced spell used to heal wounds or cure diseases requiring immediate treatment, and this procedure is also called “surgery”. Mana preadjusted to suit the targeted patient is applied to the caster's hand or a pharmacomantic magic tool operated by the caster, which is then used to inscribe the spell formula internally by touching the patient's body with it.

Medical Healing (MP 1): A spell that dispels the fears and alleviates the anxiety of the target, bringing relief and serenity to the heart. It is used to ease the tension of the targeted patient and calm him down when providing treatment with pharmacomancy. If the patient's mind state is calm, the mana poured into the patient when using pharmacomancy will meld with less discomfort, which can boost its effects. It's also effective on targets in an extreme state of fear or derangement. The spell is invoked by touching the target, and the patient's deranged mind gradually goes back to normal as the caster keeps touching him. It's even more effective if the touching is done with intimacy instead of just plainly, such as by holding the target's hand, patting his head, or hugging him.

Pre-Operate (MP 1): A spell for preventing illnesses by stationing the caster's mana in the target's body in advance. Mana melded without discomfort functions as disease “resistance” for the patient, preventing and safeguarding him from diseases, so this spell is also called “preventative touch”. Instead of providing treatment after the patient comes down with an illness, the stationed mana keeps constant surveillance over the patient's body, swiftly removing pathogens as soon as they are spotted. Thus, many kinds of diseases can be prevented just with this one spell. If it's a minor disease, then the stationed mana will instantly eliminate the pathogen, and by using more complicated spell formulas, even serious diseases can be dealt with to a certain extent. The amount of diseases preventable depends on the skill and knowledge of the caster working out the spell formula. What's more, it is more effective if the mana of a monster caster is used, since monsters have extremely strong resistance to diseases that affect humans.

Dark Insignia (MP 3): Nymphomancy that employs mana to engrave the target's body with “dark insignia” that produce a variety of effects. Insignia are also called “runes”, “cursed seals”, or “nymphoemblems”. There is a great variety of insignia, and effects vary depending on the pattern engraved. Dark insignia mainly affect the engraved person's body, so “pleasure insignia” which dramatically raises the pleasure obtainable with the target's body is one of the most typical. Also, the lewd changes induced in the target's body by insignia will generally influence the target's mentality as well. Many of the dark insignia activate under specific conditions, inducing increased pleasure, lust, etc. in the target.
 * Pleasure Insignia: This insignia, which mainly uses a heart shaped design, has the power to increase the pleasure induced in those engraved with it by leaps and bounds. The potent effect of this insignia, plain and simply amplifying the pleasure obtained from having sex with a man, is extremely important to monsters. Even out of all the numerous dark insignia, this one is the most popular with the most monsters having it engraved on their bodies. Not only is the effect treasured, it's also used for fashion purposes. It's popular to engrave small ones around the eyes, breasts, hips, etc. to match apparel.
 * Essence Siphoning Insignia: An insignia with a peculiar pattern which represents flux. It makes the part on which it is engraved into an essence siphoning organ or enhances the essence siphoning power it originally possessed. By engraving it on the mouth or womb, it enhances the power to ingest “essence”, that is to say, mana, from a man's semen or saliva that is poured inside, and also, engraving it on parts that were not originally essence siphoning organs makes it so that essence can be absorbed with a high rate of efficiency even when semen is shot on the face or body, enabling the acquisition of mana.
 * Insignia of Temptation: An insignia with a pattern indicating a specific direction. Men's gaze and attention are directed at parts engraved with it. It's something that monsters engrave to assert their own sex appeal, and it exhibits effects when showing off one's body which is engraved with the insignia to a man. We can say it has the power of “seduction spell”, only engraved on the body and focused on a single point. By engraving it on places such as the lower abdomen, mouth, or cleavage, and showing off one's body, it can direct a man's gaze and attention to the part with the insignia as though the pattern leads him to that point. What's more, by energizing the insignia, it's possible to tempt not only his gaze and attention, but also his hands to reach out and touch.
 * Fiend's Contract Crest: A crest used by “demons” which are beings known as “fiends” and distinguished by a pattern that represents a heart along with the wings and tail of a fiend. Most of the insignia introduced by this author are for engraving on the body of a monster or human woman, but the “fiend's contract crest”, consists of a pair of two, each of which is to be engraved on the man and woman targeted. Since this insignia is engraved based on a contract, the consent of both the monster and the man is required, and along with that, it's required to produce a mana link between the human man and monster couple in order for the insignia take effect. Therefore, it won't work if engraved on a man and woman with no connection at all; however, like how a “married couple” is perceived based on monster values, even if they aren't officially married according to society, if the man and woman have fondness for one another and instinctively recognize each other as husband and wife, then the effect will appear. In most cases, demons engrave it on their own body and the body of their partner, the man who sealed the contract, but sometimes when a demon transforms a human woman she is fond of into a monster, she'll engrave it on that woman and the man who interests her, her spouse to be. It is used to bind a couple thoroughly together through sexual love, pleasure, and a contract.
 * Beast Insignia: It is one of the powerful insignia that exert huge influence on not only the body, but the mind too, and it uses a wolf pattern. This insignia was created by the baphomet “Ropurotto”, who leads Beast Sabbath, for awakening the bestial instinct of the person on which it is engraved. With this insignia engraved on the body, senses are sharpened, which allows one to acquire the senses of a beast.
 * Vixen Insignia: It is one of the powerful insignia that exert huge influence on not only the body, but the mind too, and it uses a fox pattern. It is said that a certain nine-tailed “Reime Youko” residing in the “mist continent” created it for fun, and that she engraved it on the women of the country she ruled one after another to create a country of her liking filled with pleasure and sensuality.
 * Rabbit Insignia: It is one of the powerful insignia that exert huge influence on not only the body, but the mind too, and it uses a rabbit pattern. “Rabbits” are said to be constantly in heat, and this is also true of rabbit monsters like “wererabbit” and “march hare”. The power of this insignia is always active unlike other insignia which are invoked depending on certain conditions such as when receiving pleasure or when desired or gazed upon, and a body engraved with it will be made to flush hotly and seek men and pleasure just like a rabbit in heat.

​​​​​

Weapons
Ryu's Scale Magic Armor:

Silver Rune Sword: Made of a series of materials including Demon Realm Silver with magic increments to increase your physical and magical power.

Sword Gran Sin:

Hunter's Knife:

Ryu Soul Necklace:

 

Aigis Great Shield:

Chaos Hero's Armor:

Magic Itens

 * Sabbath Grimoire
 * Celestial Sphere of Tryst
 * Mana Insulating Blanket
 * Devil's Contract
 * Statue of Wisdom
 * Succubus' Key
 * Call Back Bed
 * Temptress' Bell
 * Censer of Dreams
 * False Book
 * Censer of Memories
 * Projecting Mirror
 * Mana Cage
 * Emblem of Satiation
 * Griffon's Feather Pen

Magic Potions

 * Hel's Nostrum
 * Succubus Nostrum
 * Essence Supplement
 * Slime Nostrum
 * Tentacle Potion
 * Theriomorphosis Potion
 * Doppelganger Potion
 * Insignia Activity Potion
 * Lilith's Panacea

Gears

 * Pseudo-Matango Mushroom
 * Raging Mushroom
 * Alraune Necta
 * Fairy Powder
 * Intoxication Fruit
 * Licking Fruit
 * Dragon Orb
 * Magic Gems
 * Melting Vegetable
 * Wrapping Vegetable
 * Undead Grey Lamentation Mushroom
 * Undine Spring Water
 * Child Tree: A special tree that was used many times to conceive children with their monster and servant partners, that I couldn't have a child even though I had sex every day. It was a suggestion that the mother provided to ensure that she had many grandchildren. After finding seeds from the tree he planted it in the castle garden that he inherited from his father.

Favorits Foods

 * Holstaur Milk : For countless times stimulating healthy sex while milking Holstaur to have the production of milk doubled, this led to the step of creating new products from milk such as condensed milk; Milk sweet; Yogurt; Dairy drinks; Fermented milks; Infant formulas; Ice creams; Frozen Yogurt; Chantilly; Butter; Creamy cheese; Cream Cheese; Milk cream; which generated a revolution of dairy products with new products on the market creating the great Couperatia Miltank with the proof stamp of many other Holstaurs masters.
 * Prisoner Fruit
 * Blood: Human Female
 * Curry Demon Realm Boars
 * Candys
 * Chocolate Horn
 * Couple's Fruit Mixed Juice
 * Dragonbread
 * Sun Light Moon
 * Dragoburger
 * Mirado Potato Salad
 * Female's Spirit Energy
 * Mandragora's Roots
 * Intimacy Vegetable
 * Forbidden Wing Omurice

Clothes

 * Arachne Silk:
 * Weresheep Wool:

Demon Realm Herbs

 * Silent Love

Relationships
Mom Anna Kaiser

Dad Mathias Alucard

Wandering Scholar

Luka

Nero

Alipheese Fateburn XVI

Goddess Ilias

Four Heavenly Knights

Four Spirits

King

Alameria Crescentria

Eristia Vitral

Karelstein Yuriy

Captures Monster Girls Waifus Servants

 * Familiar -
 * Alice -
 * Bogey -
 * Alraune -
 * Dwarf -
 * Troll -
 * Hobgoblin -
 * Scylla -
 * Nereid -
 * Papillon -
 * Slime -
 * Lilim -
 * Mucus Toad -
 * Yuki-Onna -
 * Witch -
 * Honey Bee -
 * Queen Slime -
 * Sea Bishop -
 * Ren Xiongmao -
 * Elf -
 * Undine -
 * Echidna -
 * Tsurara-onna -
 * Ochimusha -
 * Khepri -
 * Valkyrie -
 * Dark Valkyrie -
 * Dark Elf -
 * Dragon -
 * Ogre -
 * Hornet -
 * Phantom -
 * Nureonago -
 * Skeleton -
 * Raiju -
 * Satyros -
 * Oomukade -
 * Tritonia -
 * Imp -
 * Weresheep -
 * Dark Angel -
 * Gyoubu Danuki -
 * Inari -
 * Vamp Mosquito -
 * Ignis -
 * Wendigo -
 * Sea Slime -
 * Wonderworm -
 * Girtablilu -
 * Angel -
 * Griffon -
 * Kikimora -
 * Werebat -
 * Goblin -
 * Kobolds -
 * Gnome -
 * Ghoul -
 * Black Harpy -
 * Zombie -
 * Kraken -
 * Ocelomeh -
 * Dorome -
 * Sandworm -
 * Gremlin -
 * Selkie -
 * Houri -
 * Hellhound -
 * Kamaitachi -
 * Mindflayer -
 * Glacies -
 * Soldier Beetle -
 * Ice Queen -
 * Will-o-the-Wisp -
 * Cancer -
 * Orc -
 * Ryu -
 * Ghost -
 * High Orc -
 * Atlach-Nacha -
 * Mantis -
 * Youko -
 * Wererabbit -
 * Mandragora -
 * Jabberwock -
 * Mershark -
 * Shirohebi -
 * Wight -
 * Unagi Joro -
 * Wurm -
 * Hakutaku -
 * Blue Oni -
 * Matango -
 * Cursed Sword -
 * Living Armor -
 * Lilim -
 * Manticore -
 * Wyvern -
 * Lesser Succubus -
 * Mothman -
 * Cheshire Cat -
 * Holstaur -
 * Automaton -
 * Thunderbird -
 * Gargoyle -
 * Werewolf -
 * Minotaur -
 * Ittan-momen -
 * Creeping Coin -
 * Dryad -
 * Mimic -
 * Kitsune-bi -
 * Titania and Fairy is Pixie -
 * Baphomet -
 * Devil -
 * Jiangshi -
 * Lich -
 * Chimaera -
 * Demon -
 * White Horn -
 * Kunoichi -
 * Large Mouse -
 * Shoggoth -
 * Dark Matter -
 * Dragon Zombie -
 * Werewolf -
 * Unicorn -
 * Genie -
 * Alp -
 * Jinko -
 * Kakuen -
 * Liliraune -
 * Dark Priest -
 * Olivie Amaltia -
 * Alameria Crescentria -
 * Paula Tronmail -
 * Kirsch -
 * Parshe Lufarshe -
 * Vermut Rosnair -
 * Mersé Dascaros -
 * Sasha Fullmoon -
 * Primera Concerto -
 * Francisca Mistel Lescatie -
 * Amanomiya Koyoi -
 * Wilmarina Noscrim -
 * Druella -
 * Lilia Flimlight -
 * Luciana Sausare -
 * Mimil Miltie -
 * Saphirette Spherica -
 * Eva Mystiv -

Childrens by Jiro
Asuna Yumemiya -

Trivia

 * Five Blood and the name of your race inheriting the Human and Elf abilities of your Mother and Vampire from your Father, this is rare to occur:
 * Dampiro shows the traces of a slight predisposition to want to drink the blood of the females, with which he lies down. (Driven by your Human side Mark Territory)
 * Having elf blood is closely linked to nature and its strength.
 * As a high-ranking Majin he is bound to be a target target for most Demon Lords who classify him as a threat to his Harem.
 * Driven by his Human side, his potential is practically unlimited and he can easily break the limits because it is the perfect profile of an Incubus and Hero the balance between the two evolutionary stages for a common human.
 * He inherited his father's Magic Castle and where his Monster Girls reside the furniture to a forest area near the city of Álfheim.
 * After killing a Demon Emperor Lord he assumed his post because his servants wanted him at least a kind Emperor.
 * For being a type of incubus superior to its masculine essence and infinitely superior to that of a human or a normal incubus.
 * His favorite hunting spot is the Forest of Blue Skin when he started his journey as an adventurer and the place where he intentionally captured and trained his Mamonos.

Combat Statistics:
Sexual Stamina ꝏ ? (Incalculable +8000)

Melee Attack Power: ★★★★☆

Ranged Attack Power: ★★★★☆

Magic Attack Power: ★★★★☆

Physical Defense: ★★★★☆

Projectile Defense: ★★★★☆

Magic Defense: ★★★★☆

Speed: ★★★★☆

Wisdom ★★★★☆

Charm: ★★★★★(Highly Attractive)

Charm Resistance: ★★★★★ (immune)

Willpower: ★★★★★ (HighlyIt stems from your desire to have all Monster Girl)