Pets

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Pets are creatures that can be summoned or created by certain Classes. These classes are commonly known as Petmasters. Pets will follow and obey their master as well as they can, but it should be noted that pets are not counted among the brightest of beasts and their behavior -- while it can be guided -- cannot always be assured.

Pets can have a variety of different abilities. The great majority of pets can attack, and some pets have additional capabilities. The power and abilities of a pet depends on what pet it is, and the skills its master has learned.

Here is a complete list of pets. The Pet Comparison Table contains an easy-to-read cross reference of various pet skills and abilities.

Pet Characteristics

All pets have Hit Points, Magic Points, and Action Points. When they move, they spend an Action Point (which also decays, mentioned later). When they are attacked, they lose Hit Points. When they attack, they lose an Action Point and a Magic Point. When any of these totals reaches zero, they die and despawn.

Pets always move with their master (except for Horrid Tentacles) and are charged 1 Action Point each time their master moves. This cost is constant - it doesn't matter whether their master is teleporting through mountains, jumping over rivers, flying over forests or swimming through the ocean. Pets will also not lose HP by moving through lava, hostile planes, portals, or poisonous seas, nor will they be charged MP.

Pets do not regenerate lost Hit Points, Magic Points, or Action Points unless their description specifically states they do. A pet must be rejuvenated in order to regain its stats.

A pet does not gain any benefits from its master's skills or immunities. For example, if a Petmaster has a skill that grants them +2 soak against an attack, that Petmaster's pets do not gain this ability.

Faction Bonuses got removed, but I'm leaving this here because. -Ongewitter-

Certain Faction bonuses do apply to pets. Damage, Attack, Soak, and Defense Faction bonuses apply to any pets of Petmasters in Factions with those bonuses. Factions with the Magic bonus will see that bonus affect the summoning cost of pets. Faction Fortifications do not provide any protective bonuses to pets.

Summoning pets

Only Petmaster characters can summon pets. The Petmaster character classes are:

In addition, some classes are not true Petmasters, and the skills they have to summon pets are very limited.. These classes are:

A character must have the appropriate skill to summon a pet, (for example, a Judgemaster cannot be summoned unless the character has the skill Summon Judgemaster), enough Magic Points to summon the pet and meets any other requirements (for example, summoning a Zombie requires the presence of a corpse in the summoner's location). Each pet's description will explain what requirements it has for summoning.

Pet Decay

(Most) pets lose 1 AP every AP tick (NOT every status tick). This is referred to as pet decay and represents the slow loss over time of the magic that binds the pet to the master (in the same way that using magic to cast a spell that grants a status effect to the caster decays and eventually expires over time). As mentioned, there are a few pets that do not suffer this decay, these are:

The singular pets of the secondary petmasters do not suffer pet decay:

Each petmaster has a pet type that they may only summon one of, and that pet type does not suffer pet decay. The secondary petmasters only have that singular, non-decaying pet.

Wandering Monsters

Masterless pets now roam Elysium, Gehenna and parts of Purgatorio. They may not be summoned and have unique interactions with characters.

All of these Monsters are considered to have a neutral morality score for purposes of allowing Lightspeaker pets to attack them.

Controlling pets

Pets can only be generally controlled. A Petmaster cannot tell a pet to "Go to the gunstore and find some pistol ammo for me," but the pet can be set to guard against foes or attack everyone it comes across. A pet's behavior is set by a means known as stance.


Pet stances

Pets may be given a single stance to follow at a single time. Stances can be changed at will, whenever the Petmaster decides to do so.

Changing the stance of a pet (or pets) does not cost any AP, nor does it cause a Status Tick.


In order of progressive level of hostility, the stances are:

  • Passive: The pet will do nothing but follow its master.
  • Defensive: The pet will follow its master, and will target anyone who attacks their master. As stated below, pets in a Defensive stance will not change their master's Morality.
  • Aggressive to Hostile: The pet behaves as if in the Defensive stance and will target any character or pet the master's Faction views as Hostile.
  • Aggressive to Non-Faction: The pet behaves as if in the Aggressive to Hostiles stance and will target any character or pet not belonging to the master's Faction.
  • Aggressive to All: The pet behaves as if in the Aggressive to Non-Faction stance and will target any character except their own master and will target any pet not belonging to their own master.

Some pets may have behavorial characteristics that override these basic stance settings. If this is the case, they will be indicated in the pet's description.

Rejuvenation

Pets can be rejuvenated. Rejuvenating a pet resets the pet's Hit Points and Magic Points back to full. In addition, Rejuvenation grants the pet a number of Action Points equal to its initial AP. A Pet can exceed its maximum AP in this way. The cost to rejuvenate a pet is equal to the pet's base summoning cost.

For example, Zombies have 90 AP, 40 MP, 40 HP when summoned. If a lich summons a zombie and logs in 12 hours (48 AP ticks) later, the zombie will have 42 AP, 40 MP, and 40 HP. If the lich rejuvenates the zombie, the zombie will add 90 AP to its current total, bringing it to 132 AP, 40 MP, and 40 HP. If, for instance, a zombie had 34 AP, 28 MP, and 12 HP, a rejuvenation would add 90 AP and restore it to full HP and MP (total 124 AP, 40 MP, 40 HP).

Dismiss

Pets can be dismissed by pressing the button labelled D next to the pet. This despawns the pet as if it had died.

Pets and Combat

Most pets have combat abilities. They have a set to-hit chance which determines how accurate they are with their attacks. They have a set defensive ability which determines how difficult they are to be hit. These values work in the same way a character's work: the pet's defensive rating is subtracted from an attacker's skill and a target's defensive skill is subtracted from the pet's attack skill to determine to-hit chance.

Attacks made by pets in a Defensive stance will not change their master's Morality. Attacks from pets in any other stance will change the master's Morality as if the master had attacked the target themselves.

A pet will attack once on each Pet Tick, which occurs every 10 seconds. When a pet itself is attacked, it will immediately retaliate against its attacker, but any other pets will not (unless the Pet Tick triggers). Lastly, if a pet's master is attacked, all of his or her pets will retaliate against the attacker immediately. Subsequent Pet Ticks will then cause all pets to attack the offending character, if they are still present.

Pets themselves do not trigger Status Ticks when they attack their target. This means it is not possible for armies of pets to attack a target and remove all Status Effects the target may be under. Damage from pets may trigger other things tied to status effects (e.g., a pet attack that deals damage will trigger extra damage from Agony Curse because that triggers on damage instead of on status ticks.

Primary and Secondary Attacks

All pets with combat abilities have a primary attack. More powerful pets also have a secondary attack. While the damage types and values of the primary and secondary attacks are usually different, the to-hit chance is the same.

A pet will automatically switch to its secondary attack (if it has one) if it hits with its primary attack and the target is immune to the damage type of the primary attack. If the pet hits with its secondary attack and the target is immune to that damage type, the pet will switch back to its primary attack. The pet will continue to switch between its primary and secondary attacks every time it hits a target and the target is immune to the damage type of the attack. If the target is not immune, the pet will continue to use the attack the target is not immune to.

Pets and AoE Attacks

Pets are considered to be characters for purposes of generating the potential target list due to an Area of Effect attack. Pets may therefor soak up damage from these kinds of attacks.

Pets and Experience Points

Pets will earn Experience Points for their master when they attack. They earn an amount of XP equal to 1/2 the amount of experience the Petmaster would have earned had they made the attack themself.

Characters attacking a pet will earn 1/2 the experience they would have earned if the attack had been made against the Petmaster.

Elevator

Obsolete The page is marked obsolete.
The info listed here is no longer accurate / out-of-date.
Elevator costs have been removed from the game as of Breath III. This section is only for historical reference.

The Elevator cost of summoning a pet refers to the extra amount of Magic Points it takes to summon each pet of a certain type beyond the first. More powerful pets have higher elevator costs and Lich pets tend to have very low elevator costs.

The elevator cost is multiplied by the number of pets of that type already summoned by the Petmaster, and that number is added to the Magic Point cost of summoning the next pet. The elevator cost will never affect the summoning of the first pet of its type. The elevator cost only considers pets currently summoned by the caster. In other words, if a Lightspeaker summons a Wheel of Righteousness on Monday, it dies on Tuesday, and the Lightspeaker summons another Wheel on Wednesday, there is no elevator -- the first Wheel is dead and no longer counted for purposes of the elevator cost.

For example, the Elementalist Greater Pet Phoenix has a summoning cost of 25 MP and an elevator of 10 MP. This means the first Phoenix summoned will cost the Elementalist 25 Magic Points. To summon a second Phoenix, the Elementalist must pay 35 Magic Points. To summon a third Phoenix would cost (base 25 + elevator of 10 x 2) 45 Magic Points.

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