World & Resources · Concept

Pets

A creature whose condition decides its usefulness: feed it, level it, prestige it, send it on expeditions.

In short

A pet is not an item: it is a creature whose condition decides how useful it is, and which reaches what you cannot reach yourself.

Six species roam the world today, spread over three rarity tiers only. The remaining two tiers describe a spawn weight nothing fills yet.

Three gauges decide everything: hunger, thirst and happiness. They empty in 24 hours from full, fall into distress below 20 and only reach the thriving state above 80.

The average of the three gauges reads as an output multiplier, from ×0,5 to ×1,2. Below 20, expeditions close: it is no longer a penalty, it is a door.

Ten prestiges of ten levels take a pet up to level 150. Each one restarts the climb, keeps the bonuses already drawn and opens a slot every other rank, up to 6.

Three orbs can be crafted to capture a wild creature, from 40 % to 90 % base chance. The beast may flee before the attempt: 30 % to start with, and the orb is what brings that figure down.

An expedition searches a zone for 5 hours without you: the party grows to nine members, and each draw has a 20 % chance of yielding a common resource and 12 % of yielding a rune. The rest of the return is XP for the pets that went.

1

The six species

Six species roam the world, over three rarity tiers. Spawn weight is not a property of the individual: it is read off its tier, and it is what decides what you meet while exploring.

Cat

The most common one, and the only one that follows the player across the whole map. Its pool targets no system: a little loot, a little expedition, a lot of upkeep.

9 zones, between levels 1 and 50 R
Crab

It never leaves the beach. Its three own bonuses target fishing: the pace, the empty hooks and the size of a haul.

Beach, between levels 1 and 10 S
Mimic

A chest that bites. It is the only one carrying the three encounter bonuses, and the only one no zone ever spawns.

No zone, between levels 25 and 35 S
Mole

The whole farm fits in its pool: growth speed, sublime chance and harvest size.

Farm, between levels 2 and 9 S
Salamander

It lives in the volcano and speaks only to the furnace: craft speed, mastery experience, recipe cost.

Volcano, between levels 25 and 38 S
Shark

The only one carrying a bonus outside the slots. It pays for it with gauges that fall three times faster than normal.

Beach, between levels 1 and 10 SR
  • The Mimic roams nowhere: it comes out of a sprung treasure-hunt trap, 20 % of the time, between levels 25 and 35. Two hidden achievements follow it.

The rarity tiers

Spawn weight divides by 3 at every tier, from 81 for the most common down to one. No creature stands behind two of those tiers yet: their row describes a draw nothing can come out of.

RARITYSPAWN WEIGHTRATIO TO PREVIOUSREMARK
R 81·Cat, the only common species
S 27÷ 3Crab, Mimic, Mole, Salamander share this tier
SR 9÷ 3Shark, alone at this tier
SSR 3÷ 3No creature at this tier for now
UR 1÷ 3No creature at this tier for now
  • The most common tier comes up 81 times more often than the rarest. It is the same draw everywhere, only the weight table changes.

Capture

Three orbs can be crafted, and the gap between them reads as a multiplier rather than a bonus: from 40 % to 90 % base chance. Each also cuts the flee chance, and its craft level says when in the run it becomes reachable.

The capture orbs
From the first craft level up to the last third of the run
ORB
BASE CAPTURE
MULTIPLIER
FLEE AVOIDED · CRAFT LEVEL
ORB
40 %
×1
Flee unchanged · craft level 1
STELLAR ORB
65 %
×1,625
−10 flee points · craft level 10
ASTRAL ORB
90 %
×2,25
−20 flee points · craft level 14
  • Base chance is only a starting point: the creature's level brings it down, and the bounds hold it in.

Fleeing

The creature can vanish before the attempt. It starts at 30 %, the orb brings it down, and the beast's level costs 0,5 point of capture chance per level.

BASE FLEE
30 %
The starting point, before the orb
LEVEL PENALTY
−0,5 pt per level
Taken off the capture chance, not added to the flee chance
BOUNDS
5 % to 95 %
Capture never leaves that range
BAIT
+15 points
Food laid down before the attempt
  • Whatever happens, capture stays between 5 % and 95 %: a high-level beast never becomes impossible, a low-level one never a given. Bait adds 15 points before those bounds.

The three gauges

Three gauges empty in parallel: hunger, thirst and happiness. A full one lasts 24 hours. Below 20 the creature is in distress and no longer leaves on expeditions; above 80 it is thriving.

BandGauge positionOutputDoor
🔻
DistressBelow the threshold, expeditions close
×0,5 to ×0,64
To avoid
🔸
OrdinaryThe band a pet cared for in fits and starts lives in
×0,64 to ×1,06
Neutral
🔺
ThrivingThe top of the scale, reached right after a full round of care
×1,06 to ×1,2
Aimed for
  • A species can pay for its innate bonus in upkeep: the shark's gauges fall 3 times faster, so a full one only lasts 8 hours.

Output

The average of the three gauges converts into a multiplier, from ×0,5 to ×1,2. At half gauges it is worth ×0,85: the loss is steady, with no steps, which keeps partial care worthwhile.

×0,5
Gauges at zero
The floor of the multiplier, never nil
×0,85
Gauges at half
What a creature left between two rounds of care is worth
×1,2
Full gauges
The ceiling, reached right after a full round of care
20
The blocking threshold
Below 20 hunger or thirst, the expedition is refused
  • The 20 threshold is the only hard point on the scale: above it output drops gently; below it the outing is refused.

The four care actions

Four actions fill the gauges, each with its own cooldown. They all grant 15 experience points whichever one it is: what levels a pet is regularity, not the choice of action.

ACTIONGAUGE FILLEDCOOLDOWNCARE XPREMARK
Feed +35 hunger15 s15The food accepted depends on the species
Water +40 thirst15 s15The most generous action, and the cheapest
Play +30 happiness30 s15Twice the cooldown of the first two
Walk +20 happiness45 s15Same gauge as play, for less and more slowly
  • A gauge never goes past 100: the surplus of care given too early is lost, which makes the cooldown harsher than it looks.

Levels and prestige

Ten prestiges separate the starting cap, 50, from the final cap, 150. Each restarts the climb without erasing what was earned: the bonuses stay, their caps rise, and every other rank adds a slot.

LEVEL CAP
50 → 150
The cap rises with every prestige
PRESTIGES
10 × 10 levels
How many restarts one creature allows
BONUS SLOTS
1 → 6
One more slot every other rank
EXPERIENCE GAIN
+10 % per rank
The climb speeds up as it gets longer
  • Reaching level 50 takes 183 750 experience points. That journey, and not the prestige itself, is what the Elder's Quill pays for.

The bonuses

Three options are drawn at every prestige, and the owner picks. 22 bonuses in total can come up, for 6 slots at best: a creature will never carry everything it knows how to carry.

3
The bonus draft
3 options at every prestige, only one kept
22
Reachable bonuses
The total the visible species know how to carry
Innate
Outside the slots
Shark, a bonus that consumes no slot and is paid for in upkeep
  • A prestige does not put the bonuses back in play: it keeps them and raises their cap, by 5 % for offensive bonuses and 3 % for the others.
2

The pet expedition

A party searches a zone for 5 hours and hands over its loot on return. A lobby that is never launched closes after 24 hours.

Duration
5 h
An expedition hands over its loot 5 hours after departure, whatever happens.
Party
6 → 9
A party holds 6 members, and 9 with a rally banner.
Explorer's map
×1,5
The map multiplies the whole expedition's number of draws by 1,5.
Draws
5
An expedition starts on 5 draws, and gains one more every 60 player levels then every 2 pet levels.
20 %
Common resource
A draw has a 20 % chance of yielding a resource from the visited zone.
12 %
Rune
12 % per attempt, one attempt every 20 pet levels, 6 at most from level 100 on.
1 000
Return XP
The return pays 1 000 XP points, plus 40 per pet level.
3
Visibilities
A lobby opens in 3 visibility modes, from a closed party to a public call.
  • The rally banner takes the party to 9 members.
  • A lobby created then forgotten disappears after 24 hours, giving nothing back to anyone.

The seven runes brought back

One attempt in 12 % yields a rune. A pet makes one every 20 levels, 6 at most.

Rune of Addition
29,9 %
Rune of Removal
29,9 %
Rune of Shifting
14,9 %
Rune of Calibration
11,9 %
Rune of Binding
6,0 %
Rune of Focus
6,0 %
Rune of Ascension
1,5 %
  • The ceiling of 6 attempts is reached at level 100, and nothing lifts it.

What a pet brings to the rest of the game

Six systems read a pet's bonuses. Some are open to all six species, others have a single carrier, which makes the species itself the real choice.

SYSTEMSPECIES INVOLVEDBONUSESWHAT IT CHANGES
FishingPace, empty hooks, size of a haul
Crab, Shark4Less waiting between two casts, fewer empty catches, and bigger hauls
EncountersLuck, reward, trap evasion
Mimic3More encounters, better paid, and traps that spring less often
ExpeditionsLoot, rare loot, experience, variety
Every species4The only system every species touches, to varying degrees
The farmGrowth, sublime, harvest
Mole3Shorter cycles and more frequent sublime fruit
The furnaceSpeed, mastery, cost
Salamander3The only species that touches a crafting station
UpkeepCare experience, efficiency, gauge endurance
Every species5The creature partly looks after itself: gauges that last longer and care that pays more
  • Nearly all of these bonuses are percentages applied to what the system already produces. Only one counts in seconds, taken off a wait.

The commands

Manage your pets: care for them and equip one

Also equipfavoritefeedlistplayprestigequillreleaserenamererollskintreatviewwalkwater

View information about comets and their rewards. · servers only

Also channelsdisableenablepingrolestatus

Start an exploration party with up to six people to gather resources · servers only

create Create a new exploration lobby in your current area
  • [area] The area to explore (defaults to your current one)
  • [type] Who can join your exploration lobby (defaults to private)
invite Invite a player to your exploration lobby
  • <user> The player to invite
list List explorations you can join
Also kick