Base Feature:
1. Taming: This allows the user to tame beasts or monsters. Humans and demons cannot be tamed.
2. Monster Appraisal: This allows the user to see basic data about a monster, including its race, gender, name, and status.
3. Tamer's Link: This allows the user to feel and interpret the emotions of the tamed beast or monster, and vice versa.
Activated Features:
0. Memory Transfer: This allows the user to pass memories to another user with an activated taming system. Part of the features that get unlocked right after activation.
1. Monster Encyclopedia: This enables the tamer to know basic information on all recorded monsters throughout history that have been seen by someone else with an activated system. Part of the features that get unlocked right after activation.
2. Monster Storage: Enables the storage of monsters, tamed or not, in a subspace. Time doesn't pass inside. However, using it consumes large quantities of energy, requiring one to at least be at the 6th stage before usage. Part of the features that get unlocked right after activation.
3. System's Heavenly Halo: A passive or active function of the system that heals all injuries to the user as long as the energy the user has is enough. If energy is insufficient, then the most life-threatening injuries would get healed as the top priority. Part of the features that get unlocked right after activation.
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20. Life and Death Simulation: This enables a person to experience accelerated time (up to infinity) that lasts exactly ten seconds in reality. Escaping the simulation can only be done by overcoming the challenge set by the system. A function that is only available to those who gain the title of System's Crowned Successor.
Other functions (not yet introduced as of creating this):
4. Mental Capacity Increase: A boost by the system that increases the mental capacity of the user by doubling it, effectively increasing the user's ability to tame more monsters. Requires at least one 6th-level tamed monster before unlocking.
5. Power Boost: Increases the total amount of energy the user can use at once. It also increases the physical properties of the user's body like Strength, Agility, Endurance, etc. Requires at least one 6th-level tamed monster before unlocking.
6. Resonance: Allows the tamed monsters to gain more power from the user every time the user's energy level increases (reverse feedback). Unlocks after having three tamed monsters reach at least the 5th level.
7. Recall: An ability that enables the user to call any tamed monster (or Servant) to his side instantly. Uses large amounts of energy, equivalent to a 7th stage, so usage requires caution. Unlocks after three tamed monsters reach the 7th stage.
8. Status Augmentation: The ability to temporarily boost tamed monsters' stats for a short time (a minimum of 5 minutes). However, a large backlash awaits the tamed monster after usage. Unlocks after three tamed monsters reach the 7th stage.
9. System's Guardian Halo: Another Halo. A passive function that can only be used by tamed monsters. Gives each one of them a chance to recover fully from any injuries once every 24 hours. Uses the tamer's energy, so caution is needed. Unlocks after three tamed monsters reach the 7th stage.
10. Mental Scape: Creates a mental link with the user and all the tamed monsters (and Servants) enabling mental communication that's much clearer compared to the Tamer's Link. Not limited by distance, but uses more energy when talking long distances. Unlocks after three tamed monsters reach the 7th stage.
11. Breakthrough: Allows the user to forcefully upgrade any of their tamed monsters below the 6th level to one level higher. Has a 1-month cooldown. Unlocks after five tamed monsters reach the 8th stage.
12. Potential Awakening: This allows the tamer to awaken the hidden talent sleeping within a tamed monster. Can only be used once for each individual. It consumes more energy upon use depending on the potential of each tamed monster.
13. Realignment: This allows the user to realign a 6th-level or above tamed monster's specialization. Has the side effect of dropping the monster back to the 4th level after usage. Unlocks after five tamed monsters reach the 8th stage.
14. Forced Cooldown: Allows immediate elimination of the cooldown of a function. However, the next cooldown would end up with double the required cooldown time. Once used on a function, it cannot be selected again before the doubled cooldown ends. Unlocks after five tamed monsters reach the 8th stage.
15. Hegemony: Allows the user to enter the kingdoms or territories of their 9th-stage monsters freely without spending energy. Unlocks after one tamed monster reaches the 9th stage.
16. Harmony: Allows the user to harmonize all the kingdoms and territories of their 9th-stage monsters, connecting them into one large territory for the user to rule over. Unlocks after one tamed monster reaches the 9th stage.
17. Ruler's Crown: Gives the user the ability to order any living being present in the territory under their rule. The ordered being could refuse but would earn a penalty. At worst, they would end up getting driven out of the user's territory. Unlocks after one tamed monster reaches the 9th stage.
18. God's Master: As the tamer of a god-level monster, the user gains the title of being more powerful than a god. Adds more intimidating air to the user's aura. Unlocks after one tamed monster reaches the god stage.
19. Sanctuary: Allows the user to declare an area to be under his rule, as long as it doesn't overlap with another god's area. When areas overlap, the declaration fails. Within the sanctuary, the user gains power similar to that of a creator god. Everything that is within the sanctuary can be manipulated by you. Unlocks after one tamed monster reaches the god stage.