Pets¶
Pets¶
Buy, tame, and care for animal pets
Pets
Commands:
buy <creature> from <npc> Buy from a pet shop (type 'stock' at the counter)
tame <creature> Tame a wild animal (?pets taming)
pet <name> Pet/stroke (+loyalty)
feed <name> [food] Feed it; see ?pets diet for what it eats
name <pet> <new name> Rename a pet
stable <pet> Store at current location
retrieve <pet> Retrieve a stabled pet
release <pet> Release into the wild
/pets Show all your pets, with hunger numbers
/pets affinity Your class's native pet and its stat bonus
Active Slots:
2 pets normally, 3 with Expert+ Outdoors skill.
Excess pets must be stabled first.
Loyalty & Hunger:
Hunger climbs one step for every phase of the day that passes,
by diet (carnivores fastest, grazers slowest). A night's sleep
crosses several phases, so it costs far more than a short camp.
Feeding what the animal eats lowers it by 40. /pets shows the number.
At 50+ hunger the pet is hungry and its mood sours.
At 80+ hunger: loyalty drops by 3 each phase and the bond frays.
At 100 hunger: pet runs away permanently! It always starves for
a while first, so you get a warning before it goes.
While you serve a jail sentence the watch kennels your animals:
no hunger, and a small boarding fee comes off your purse on release.
Loyalty decays by 1 a day if you don't interact.
Pet/stroke and feed both count as interaction.
Growth:
Baby pets (pups, cubs, fawns) grow into adults over time.
Small species: 5 days. Medium/large: 10 days.
Stats increase to adult values on growth.
Combat Pets:
Some species are combat-trained (marked with combat flag).
Combat pets attack every other round automatically.
Pets can be knocked out (0 HP) but not killed.
KO'd pets recover after 3 phases of rest.
Pet Shops (type 'stock' at the counter):
Ghelmyon Wren (Wren's Creature Emporium, off Market Square)
Ghelmyon Stablemaster Harlan (Ghelmyon Stables - Yard)
Ghelmyon Old Bercet (Greenhollow - Gazebo, off the Garden)
Millhaven Salt Feather (Fish Market)
Darkhollow Pit Keeper Vex (Slag Market)
Greenweald Tannic (Village Green)
Some species require alignment or reputation gates.
34 ownable species across 5 towns. Type ?pets species for list.
Summoned Undead (necromancers):
Raise Corpse animates a body in the room as a temporary servant.
It is not a pet: it costs no slot, eats nothing, cannot be fed or
stabled, and crumbles when the spell ends. See ?pets summons.
Topics:
?pets species Full species list
?pets taming Taming details
?pets bait What bait each wild animal wants, and where to buy it
?pets diet What each animal eats once it is yours
?pets shops Shop inventories
?pets combat Combat pet details
?pets growth Growth system
?pets affinity Class-native pets and their stat bonus
?pets bondmate The ranger's Beastmaster animal
?pets summons The necromancer's raised dead
Pets - Species¶
All 34 pet species
Pet Species (34 total)
Common (any town, no gates):
Dog Medium canine, guard/track [COMBAT]
Cat Small feline, catch vermin
Ferret Tiny, steal items/find caches
Raven Tiny bird, scout/messages
Owl Small bird, night vision
Donkey Cheap mount, carry weight
Parrot Tiny, repeats phrases
Monkey Small primate, nimble
Bat Tiny, echolocation
Feral Dog Cheap fighter, mean [COMBAT]
Trained Rat Tiny, tunnel scout
Gated (shop, alignment/rep required):
War Dog Armored fighter [COMBAT] (friend)
Messenger Hawk Scout [COMBAT] (close friend)
Hunting Hound Scent tracker [COMBAT] (honor 30+)
Sea Hawk Coastal hunter [COMBAT] (friend)
Exotic Serpent Venom [COMBAT] (honor -20)
Kraken Hatchling Tentacles [COMBAT] (honor -40)
Fox Steal/distract (virtue 20+)
Stag Fawn Grows to mount (virtue 40+)
Bark Hound Pup Fey regen (virtue 60+)
Moon Moth Light/calm (virtue 30+)
Cave Spider Web snare [COMBAT] (honor -10)
Shadow Cat Phase walk [COMBAT] (honor -30)
Tunnel Drake Fire spit tank [COMBAT] (honor -50)
Undead Hound No hunger [COMBAT] (virtue -40)
Bear Cub Grows into Bear (virtue 50+, friend)
Stables (bought as mounts, not pets):
Horse Riding horse - fast travel
Warhorse Armoured destrier - soaks damage in a fight
Ask a stablemaster: /mount list, then /mount buy <name>.
Wild Taming Only:
Wolf Pack bonus [COMBAT] (Familiar+)
Wolf Pup Grows into Wolf
Bear Massive HP [COMBAT] (Expert+)
Boar Charge attack [COMBAT] (Familiar+)
Mountain Lion Cub Grows to adult
Stag Forest travel (Expert+)
Pets - Taming¶
How to tame wild creatures
Taming Wild Creatures
Type 'tame' on its own, out in the country, and the game lists what
is tameable where you stand and what bait each one wants.
Type 'tame <creature>' to try it.
Where wild animals turn up:
Start a trip with '/shift start' (or '/hunt start') at a
hunting or trapping venue.
Spotted quarry once you're on that trip. Use 'spot' to mark
what is in the zone; a tameable sighting says so.
A beast encounter that interrupts a trip. The animal is already in
front of you, which is the best chance you will get.
Wild creatures standing in the world with you.
You need all three:
1. Outdoors at the animal's minimum rank
2. Its bait in your pack (see ?pets bait)
3. A free pet slot
Minimum Outdoors rank, by animal:
Novice Cat, Raven
Practiced Dog, Fox
Familiar Owl, Wolf, Boar
Expert Bear, Stag
The roll is d100 roll-over: you roll, and you must MEET OR BEAT the
animal's threshold. Bait, skill and Charisma all LOWER that threshold.
Threshold by difficulty:
Easy 30 Medium 50 Hard 70 Very Hard 85 Legendary 95
Lowered by:
-20 for carrying the right bait
-3 per rank of Outdoors
-1 per 2 Charisma above 10
Failure is never free:
The bait is spent whether or not it works.
The animal breaks away and will not come to bait again that day.
The wilder the animal, the likelier it turns on you instead of
fleeing. An easy tame never does. A legendary one usually does.
On success the animal becomes your pet at loyalty 30 (a bought animal
starts at 60, because it was already handled). What you give up in
starting loyalty you gain in ceiling: an animal you took from the wild
and raised yourself goes further than one you bought.
See also: ?pets bait, ?pets species, ?pets growth
Pets - Shops¶
Pet shop inventories by town
Pet Shop Inventories
Gates are shown as the counter enforces them.
Ghelmyon - Wren (Wren's Creature Emporium, off Market Square):
Dog 45c, Cat 30c, Ferret 35c, Raven 50c
War Dog 1s 20c (friend)
Messenger Hawk 2s (close friend)
Hunting Hound 1s 80c (honor 30+)
Ghelmyon - Stablemaster Harlan (Ghelmyon Stables - Yard):
Donkey 80c
Horses are MOUNTS, not pets - same yard, different counter.
/mount list for the Riding Horse (1s) and Warhorse (2s).
Ghelmyon - Old Bercet (Greenhollow - Gazebo, off the Garden):
Owl 55c, Raven 45c
Fox 70c (virtue 20+)
Moon Moth 1s (virtue 30+)
Stag Fawn 2s (virtue 40+, friend)
Bark Hound Pup 3s 50c (virtue 60+, close friend)
Millhaven - Salt Feather (Fish Market):
Cat 25c, Parrot 60c, Monkey 90c
Sea Hawk 1s 80c (friend)
Exotic Serpent 1s 50c (honor -20)
Kraken Hatchling 4s (honor -40, close friend)
Darkhollow - Pit Keeper Vex (Slag Market):
Feral Dog 30c, Trained Rat 15c, Bat 40c
Cave Spider 1s 20c (honor -10)
Shadow Cat 3s (honor -30, friend)
Tunnel Drake 5s (honor -50, close friend)
Undead Hound 2s 50c (virtue -40)
Greenweald - Tannic (Village Green):
Dog 40c, Cat 25c, Ferret 30c, Owl 50c
Hunting Hound 1s 60c (virtue 20+)
Bear Cub 3s 50c (virtue 50+, friend)
Pets - Combat¶
How combat pets fight
Combat Pets
Species with the [COMBAT] tag join fights automatically.
They attack every other round (reduced frequency).
Damage is based on the pet's Strength stat.
Hit chance is based on Dexterity.
If a combat pet reaches 0 HP, it is knocked out.
Pets cannot die in combat - they recover after 3 phases.
KO'd pets recover to 25% HP when the timer expires.
Combat pet species include:
Dog, Feral Dog, War Dog, Hunting Hound,
Wolf, Bear, Boar, Messenger Hawk, Sea Hawk,
Exotic Serpent, Kraken Hatchling, Cave Spider,
Shadow Cat, Tunnel Drake, Undead Hound
A necromancer's raised dead fight through this
same path - see ?pets summons.
Pets - Summoned Undead¶
The necromancer's raised dead, and how they differ from a pet
Summoned Undead (Raise Corpse / Animate Dead)
A necromancer does not buy or tame a servant. They spend a body:
cast raise corpse the freshest body in the room
cast raise corpse <name> that body, by what it was
The corpse is consumed. Anything it was carrying falls to the
ground first and its coin goes to your purse, so raising a body
never costs you its loot.
What rises is decided by what died:
Risen Vermin rats, bats, spiders and the smaller crawlers
Risen Beast wolves, boars, bears and the four-legged rest
Risen Thrall bandits, goblins and other humanoids
It is NOT a pet:
- it takes a summon slot, never one of your pet slots, so it
can never crowd out an animal you bought or tamed;
- it never eats and has no loyalty or bond to build;
- it cannot be fed, stabled, retrieved or renamed;
- it fights beside you on the same rounds a combat pet does;
- it crumbles when the spell runs out, and says so. Put down
in a fight, it comes apart on the spot - no waking up.
One servant at a time. Casting again while one still stands is
refused, and refused for free.
dismiss <servant> send it back to the ground now
Dismissing is the way to raise a better body before the timer is
up. It costs nothing and returns no mana.
Some things will not rise, and the refusal says why: anything
already undead, and anything that never had a body (golems,
elementals, wisps).
/pets lists a standing servant under Summoned with the phases it
has left.
Pets - Growth¶
How baby pets grow up
Pet Growth System
Some species start as babies and grow into adults:
Wolf Pup -> Wolf (5 days)
Bear Cub -> Bear (10 days)
Stag Fawn -> Stag (10 days)
Bark Hound Pup -> (stays same species)
Mountain Lion Cub -> (stays same species)
Growth happens automatically at dawn.
When a pet grows up:
- Stats increase to adult values
- May gain combat ability
- You'll see a notification
Baby pets are marked [baby] in /pets.
Pets - Bondmate¶
The ranger's Beastmaster animal, kept like any other pet
Bondmate (the ranger's Beastmaster animal)
A bondmate is not a separate kind of creature. It is the ranger's
own native animal, kept like any other pet: a wolf you tamed in
the wild (or a wolf pup you raised), or a messenger hawk or sea
hawk bought from a shop. Rangers who take the Beastmaster path
(rank 20 in bows, see ?path beastmaster) get:
+25% damage on the bondmate's attacks
+25% HP when the bondmate first joins you
Other animals a Beastmaster owns fight at the normal rate. Any
class can keep a wolf; only the Beastmaster gets these bonuses.
There is no 'bond' command. It used to conjure an animal out of
thin air for free and has been removed: an animal is bought at a
pet shop (?pets shops) or tamed in the wild (?pets taming), and
then every ordinary pet command works on it:
feed <name> <food> Feed it (see ?pets diet)
pet <name> Stroke it (+loyalty)
name <pet> <new name> Rename it
stable / retrieve Leave it behind, fetch it back
release <pet> Release it back into the wild
/pets Status, hunger and bond
Bond levels 1-5 (Wary to Devoted) grow with feeding, play, travel
and fighting at your side; /pets shows where each animal stands,
which perks it has earned and how far it is from the next rung.
Two rungs change what the animal can do:
Bonded (3) Follows you into dungeons and dangerous depths
Devoted (5) Combat companion: lands the occasional
devastating strike
Terminology:
Pet - any animal you keep, any class
Bondmate - the ranger's native animal (wolf, wolf pup, the hawks)
Follower - humanoid ally walking with you (see ?combat followers)
Summon - caster-conjured temporary ally
Mount - rideable animal
See also: ?pets affinity, ?path beastmaster
Pets - Class Affinity¶
Each class has a thematic pet that grants a big stat bonus
Class Pet Affinity
Every class has a stereotypical pet that fits its fantasy. When
that native pet is alive and following you, you gain a
MEANINGFUL bonus (+20-35%) to your primary stat. Non-native
pets still work - they just don't grant the affinity bonus.
Check your current status: /pets affinity
The table:
Class Native pet Primary stat Bonus Theme
---------- ------------- ------------ ----- -------------------------
Warrior Dog Strength +25% A loyal mastiff at your heel - bite and intimidate
Rogue Raven Agility +25% A sharp-eyed raven scouts and distracts
Ranger Wolf (*) Dexterity +35% Your wolf hunts as an extension of your own will
Mage Owl Intelligence +25% The owl's silent focus sharpens your arcane sense
Scholar Cat Intelligence +20% Your cat's attentive silence keeps your train of thought clean
Herbalist Fox Perception +25% The fox's nose unearths every herb that matters
Bard Parrot Charisma +25% A clever parrot riffs on every phrase - charm amplified
Wanderer Dog Constitution +25% A steady travel-dog stays at your side through every road
Monk Cat Agility +25% The cat's balance echoes your discipline
Cleric Owl Willpower +25% A quiet messenger-bird carries your prayers upward
Necromancer Undead Hound Willpower +30% Your undead hound never tires - fear cannot reach you
Tinkerer Trained Rat Intelligence +20% Your clever rat threads every gear and crawlspace
Paladin War Dog Constitution +25% The warhound's loyalty armours your oath
(*) The ranger's wolf is wild taming only (Familiar Outdoors and
raw meat as bait; see ?pets taming). A wolf pup you raise, or a
messenger hawk or sea hawk from a shop, also counts as
ranger-native. On the Beastmaster path it is your bondmate
(?pets bondmate).
Where to get yours (every native pet is buyable or tameable):
Warrior Dog: sold by Wren, Tannic; tamed in the wild (Practiced Outdoors); also counts: War Dog, Hunting Hound, Feral Dog
Rogue Raven: sold by Wren, Old Bercet; tamed in the wild (Novice Outdoors); also counts: Cat, Shadow Cat
Ranger Wolf: tamed in the wild (Familiar Outdoors); also counts: Wolf Pup, Messenger Hawk, Sea Hawk
Mage Owl: sold by Old Bercet, Tannic; tamed in the wild (Familiar Outdoors); also counts: Raven
Scholar Cat: sold by Wren, Salt Feather, Tannic; tamed in the wild (Novice Outdoors); also counts: Owl, Ferret
Herbalist Fox: sold by Old Bercet; tamed in the wild (Practiced Outdoors); also counts: Ferret
Bard Parrot: sold by Salt Feather; also counts: Monkey
Wanderer Dog: sold by Wren, Tannic; tamed in the wild (Practiced Outdoors); also counts: Donkey
Monk Cat: sold by Wren, Salt Feather, Tannic; tamed in the wild (Novice Outdoors); also counts: Bat
Cleric Owl: sold by Old Bercet, Tannic; tamed in the wild (Familiar Outdoors); also counts: Raven
Necromancer Undead Hound: sold by Pit Keeper Vex; also counts: Shadow Cat, Bat
Tinkerer Trained Rat: sold by Pit Keeper Vex; also counts: Ferret
Paladin War Dog: sold by Wren; also counts: Dog, Hunting Hound
Gating rules:
- Bonus only fires while the native pet is alive and following
you (not stabled, not KO'd).
- Only one bonus at a time - native species don't stack.
- Some classes have a secondary stat bonus; the sheet shows both.
Related:
?pets bondmate The ranger's Beastmaster animal
?pets species Full species list
?pets shops Where to buy pets per town
?pets taming How to catch one in the wild
Pets - Bait¶
What bait each wild animal wants, and where to buy it
Taming Bait
No wild animal comes to an empty hand. Every tameable species wants
one specific thing, and you must be carrying it before you type
'tame'. It is spent on the attempt, win or lose.
What each animal wants:
Animal Bait Roughly
------- --------------- -------
Cat Raw Fish 30c
Raven Grain 15c
Dog Raw Meat 40c
Fox Raw Meat 40c
Owl Raw Meat 40c
Wolf Raw Meat 40c
Boar Root Vegetables 20c
Stag Apples 25c
Bear Honey 75c
The rule behind it is the animal's diet, so it is guessable: meat for
hunters, grain and roots and fruit for grazers. The bear's honey is
the bear being a bear.
Where to buy it:
Raw Meat Bertha, the butcher's stall, Market Square,
Ghelmyon
Raw Fish Brack, the fishmonger's stall, Market Square,
Ghelmyon
Root Vegetables Hester Bunch, the greengrocer's stall, Market
Square, Ghelmyon
Apples Hester Bunch, Market Square; Spur at the Town
Stable, Ghelmyon; the Greenweald orchards
Grain Spur at the Town Stable, Ghelmyon; the grain
farms out on the King's Road
Honey Widely sold. Any beekeeper, and the Greenweald
Beekeeper's Yard is the closest one to the woods
Stock up in town before you walk out. Nothing near the Greenweald
hunt-camp sells bait, so a trip you meant to tame on is a trip you
had to pack for.
If you cannot find a seller, '/find <item>' searches the shops you
have already discovered.
See also: ?pets taming, ?pets species
Pets - Diet¶
What each animal eats once it is yours, and what it refuses
Pet Diet: what your animal eats
Feed with 'feed <name> <food>'. Only food the animal's diet allows
counts; anything else is sniffed at and refused, and the refusal
tells you what it does eat. A meal lowers hunger by 40 of 100.
Bare 'feed <name>' picks the first thing in your pack it will eat,
and 'give <food> to <name>' feeds it too. /pets shows the number.
Carnivores eat meat and fish:
raw meat, dried meat, game jerky, any stew or pie with meat
in it; raw fish, dried fish
Cat, Cave Spider, Exotic Serpent, Feral Dog, Ferret
Hunting Hound, Kraken Hatchling, Messenger Hawk
Mountain Lion Cub, Owl, Sea Hawk, Shadow Cat, Tunnel Drake
War Dog, Wolf, Wolf Pup
Herbivores eat plants only:
grain, apples, carrots, root vegetables, bread, berries
Donkey, Horse, Moon Moth, Parrot, Stag, Stag Fawn, Warhorse
Omnivores eat most things: meat, fish, plants, cheese and eggs,
and cooked table food (stew, a pie, trail rations):
Bark Hound Pup, Bat, Bear, Bear Cub, Boar, Dog, Fox, Monkey
Raven, Trained Rat
Eats nothing and never hungers:
Undead Hound
Drinks, potions and tools are food for nobody.
Hunger climbs one step for every phase of the day that passes: 7 for
carnivores, 5 for omnivores and 4 for grazers. A night's sleep
crosses several phases and costs a step for each, so feed your
animal before you bed down. Left unfed from full, a carnivore is
hungry by its eighth phase, an omnivore by its tenth and a grazer
by its thirteenth.
At 50 the animal is hungry and its mood sours; at
80 its loyalty and bond start to fray; at 100 it runs away for good.
See also: ?pets bait (what lures a WILD animal), ?pets