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.
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.
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 RIt 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 SA 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 SThe whole farm fits in its pool: growth speed, sublime chance and harvest size.
Farm, between levels 2 and 9 SIt lives in the volcano and speaks only to the furnace: craft speed, mastery experience, recipe cost.
Volcano, between levels 25 and 38 SThe 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 SRThe 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.
| RARITY | SPAWN WEIGHT | RATIO TO PREVIOUS | REMARK | |
|---|---|---|---|---|
| R | 81 | · | Cat, the only common species | |
| S | 27 | ÷ 3 | Crab, Mimic, Mole, Salamander share this tier | |
| SR | 9 | ÷ 3 | Shark, alone at this tier | |
| SSR | 3 | ÷ 3 | No creature at this tier for now | |
| UR | 1 | ÷ 3 | No 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.
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.
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.
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.
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.
| ACTION | GAUGE FILLED | COOLDOWN | CARE XP | REMARK | |
|---|---|---|---|---|---|
| Feed | +35 hunger | 15 s | 15 | The food accepted depends on the species | |
| Water | +40 thirst | 15 s | 15 | The most generous action, and the cheapest | |
| Play | +30 happiness | 30 s | 15 | Twice the cooldown of the first two | |
| Walk | +20 happiness | 45 s | 15 | Same 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.
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.
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.
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.
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.
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.
| SYSTEM | SPECIES INVOLVED | BONUSES | WHAT IT CHANGES |
|---|---|---|---|
FishingPace, empty hooks, size of a haul | Crab, Shark | 4 | Less waiting between two casts, fewer empty catches, and bigger hauls |
EncountersLuck, reward, trap evasion | Mimic | 3 | More encounters, better paid, and traps that spring less often |
ExpeditionsLoot, rare loot, experience, variety | Every species | 4 | The only system every species touches, to varying degrees |
The farmGrowth, sublime, harvest | Mole | 3 | Shorter cycles and more frequent sublime fruit |
The furnaceSpeed, mastery, cost | Salamander | 3 | The only species that touches a crafting station |
UpkeepCare experience, efficiency, gauge endurance | Every species | 5 | The 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
equipfavoritefeedlistplayprestigequillreleaserenamererollskintreatviewwalkwaterView information about comets and their rewards. · servers only
channelsdisableenablepingrolestatusStart an exploration party with up to six people to gather resources · servers only
[area]The area to explore (defaults to your current one)[type]Who can join your exploration lobby (defaults to private)
<user>The player to invite
kick