Otter
A swimmer from the lake bound to the water pump, and the only pet that keeps it running: a reserve that refills faster, holds more, and crops that forgive an absence.
Slots, prestige by prestige
You do not pick bonuses off a list: the game draws three at random and you keep one. And a slot only opens every other prestige, the odd ones offer a swap instead, trading one held bonus for another.
🎲On every slot won, the game draws 3 bonuses out of 10 and lets you keep one: the other 9 go back into the pool. A companion with a pool of 11 draws the same 3, out of 10 bonuses left aside. At prestige 10 the pet holds 6 of 10: four will always stay out.
What each bonus is worth
Every bonus starts at a ceiling and reaches a higher one at prestige 10. Two of these bonuses hit a hard cap that prestige does not move. Two of them are never reached.
Farm 3
- Hydration grace 25% → 37,5% +12,5 pts
- Pump refill rate 20% → 30% +10 pts
- Water capacity 20% → 30% +10 pts
Exploration 3
- Exploration XP 25% → 37,5% +12,5 pts
- Loot Quantity 20% → 30% +10 pts
- Rare Drop Chance 15% → 22,5% +7,5 pts
Care 2
- Care XP 30% → 39% +9 pts
- Feed Efficiency 30% → 39% +9 pts
Endurance 2
- Hunger Endurance 25% → 32,5% Hard cap 50% +7,5 pts
- Thirst Endurance 25% → 32,5% Hard cap 50% +7,5 pts
📈None of these figures is a given: they are max-level values, and a companion below that only gets a share of them, in proportion to the ground already covered. A prestige resets XP to zero and pushes the max level from 50 to 60, but the bonus does not fall back with the level: it restarts at the ceiling it had reached and climbs from there to the new one. It takes 265 500 XP to reach that new ceiling, against 183 750 for the first climb.
What it does in the dungeon
Scout. Equipped, it goes down with you, can sniff out a potion on each floor and makes fleeing certain.
Its strength follows its level, its prestige and its gauges. A companion that is starving, parched or away exploring stays at the entrance.
The dungeon, step by stepIts four looks, and how you get them
four looks in all, three of them granted at prestige.
Otter
DEFAULT
Worn from the catch
Mint Otter
PRESTIGE 1
Granted at prestige 1
Ember Otter
PRESTIGE 5
Granted at prestige 5
Nebula Otter
PRESTIGE 10
Granted at prestige 10
Every look carries its own sprites across the 8 animation states: idle, playing, walking, eating, drinking, sleeping, sad, happy.
Where to meet it
One area, a window of nine levels, and that is all: past level 16, the door shuts and does not reopen.
Weight is not a percentage: it is a share in the draw of the lake. And the lake only draws two species, on exactly the same level window: the cat comes up 3 times more often.
Compare the windows and weights of all fourteen companions → Companions concept page