Pets¶
"The cat doesn't fight. The cat knocks the goblet over so you'll look up."
Role: Non-humanoid companions. Cats, dogs, falcons, lizards, exotic beasts. They don't take wages, they don't talk back, and they don't count toward your party cap.
At a glance¶
| Where to find | Pet vendors (per-town) + biome wild-tame sites |
| Cost | Small fee for vendor stock; time + skill for wild-tame |
| Best paired with | Any class. Beastmasters get a deeper bond tier |
| Persists across | Save / travel / run - until they die or you release them |
| Party cap | Pets don't count toward the 2-follower limit |
The kinds¶
Cats. Independent. Wander a bit, return when fed. Good for tavern ambiance + occasional rat-killing. Some breeds spot hidden things (perception bonus when adjacent).
Dogs. Loyal, trainable. Tracking dogs follow scent, guard dogs warn at night, herder dogs are non-combat utility. Best general- purpose starter pet.
Falcons / hawks. Aerial scouts. Send them ahead to map a location's exits before you enter. Beastmasters get directional sense from them.
Lizards. Hardier than they look. Cold-blooded - sluggish in winter, fierce in heat. Some breeds carry venom on bite.
Wolves & bigger. Wild-tamed only. Require Beastmaster track or a deep Animal Handling rank. Real combat presence; the people you walk past treat you very differently with a wolf at heel.
Exotic / regional. Each town vendor stocks one or two biome-keyed exotics. The Greenweald edge has fox kits; the docks have parrots; Darkhollow has things you should not, perhaps, bring home.
How it works¶
-
Buy or tame.
- Buy from a pet vendor in any of the five cities. They stock starter-tier animals (cats, dogs, common reptiles) at moderate prices. Bonded mounts and exotics cost more.
- Wild-tame in a biome that supports the species. Requires Animal Handling skill and patience. Beastmaster track makes this dramatically faster.
-
Bond mechanics. Pets carry a bond stat that grows with shared experience. Higher bond = more reliable, more useful. Beastmaster's signature Bonded Companion perk caps far above what other classes can reach.
-
Mood + hunger. Pets need feeding. Feed them well and mood stays high. Skip feeding and they'll wander or refuse commands. Some pets eat what you eat; others have specific diets (cats love fish, lizards want insects). Check the pet's detail card.
-
Commands. Most pets recognize basic command verbs:
come,stay,seek <target>,hunt,home. Higher bond unlocks more (e.g.find <item>for tracking dogs,scout <direction>for falcons). -
Death is permanent. Pets don't revive. A pet killed in a fight is gone for the run. Beastmasters get a one-time bond- revival ritual; everyone else mourns and moves on.
-
Release. If you can't keep a pet (long dungeon dive, hostile biome),
release <pet>sends it back to a safe holding location typically the vendor you bought from. You can pick it back up later.
Why bother¶
- Combat presence without the wage drag.
- Information advantage - a falcon scouting ahead changes how you approach a scene.
- Roleplay weight. A character with a half-trained wolf at heel reads differently to every NPC in town.
- Pets don't count toward party cap, so they stack with your two human followers.
- Beastmasters reach perks no other class touches.
See also¶
- Beastmaster class - the dedicated bond-track (under wanderer specialization)
- Mercenary teams - for humanoid combat allies
- Companions overview
- Bonds & trust - the broader trust system