Pet Player Experience Guide (Rev. 1)

This guide is mainly for players who are not experienced in Pet Player Experience and want to try a first attempt on it.

Contents

Pet Player Experience, what’s it all about?

Pet Player Experience, or commonly known as PPE, is a challenging version of gameplay, that is attempted by many experienced players. The player must start a fresh, new character and reach a certain goal, which is mostly maxing 8/8 on the character, using only the loot you have received from your own drops, meaning no trading, no donation accepts, no scavenging on items people drop, nothing, with the exception of certain items that is impossible to obtain in the realm, such as backpacks and vanity cloths. PPEs are highly praised by many people due to that it shows true skill by demonstrating your skill of starting from zero to a decked-out and maxed character with absolutely no direct help (indirect help is running dungeons together, which is obviously allowed), with the player collecting loot and gathering pots all by themselves.

Which Class to use

It is extremely imporatant to choose the right class to attempt a PPE on, due to that a variety of classes can either make the PPE easier or harder. Some classes can handle assaults has a fresh character fine, while others struggle to farm even the easiest of essential dungeons.

Wand Classes

Wands have the longest range of any weapon in the game. This allows them to keep a safe distance from the enemy and land hits without getting into the danger zone. Their main weakness is their fragile defense. Being a robe class, these guys are very squishy and can struggle in dungeons where head-on assaults are common like Abyss of Demons .

Priest Priest

With an ability to heal, the priest is an okay class with a bad pet, but is sadly not so good with a good divine pet, due to that the pet’s extreme healing renders the priest’s ability useless unless he has a puri or prot. The useless ability and terrible DPS the priest also has cripples it’s power to fight enemies. But however, if you manage to get ahold of a puri or prot, the priest is a different story. The priest can tank an absurd amount of damage and rush the hardest of dungeons with ease with a prot, and can steer clear of effects that can lead to your death with puri. Unfortunately, due to these items being hard to obtain in PPEs, this makes the priest very challenging to attempt, but is overpowered when you succeed in getting at least a prot.

Sorcerer

Sorcerer has higher DPS than the priest

Bow Classes

Archer & Huntress Archer & Huntress

They perform similarly in the godlands, which is why I’m grouping them together.

The bow classes excel at farming for their high damage and spreading shot. The piercing quality of their arrows enables them to take down even clustered groups of gods very quickly, and their abilities let them pin enemies in place for easier destruction.

Like the wizard, archers are good simply for the rate at which they kill, but they have to be careful when alone. In groups and trains, they are the backbone of the damage dealers, killing quickly and capable of taking a bit more punishment than the wizards and necromancers. Coral Bow users often take the lead in trains.

Staff Classes

Staff classes in general have a higher damage output than the wand classes in terms of their weapons, which makes it easier for them to rack up kills and qualify for soulbound loot.

Wizard Wizard

A damage-dealing force with excellent range, wizards do very well in the godlands. They’re a serious upgrade from the priest’s slow kill rate, but this comes at the cost of no healing. On the other hand, their powerful spell ability makes getting soulbound damage on even multiple gods much easier.

While soloing, wizards need to stay cautious. They have low defense and can easily be smoked by fire from several gods at once. At the same time, they simply kill things faster and with greater than almost any other class. If you’ve reached the point where you can consistently dodge what the gods throw at you, the wizard is one of the best godlands farmers, especially when their statistics reach maxed levels.

In small groups, the wizard plays the role of a ranged damage dealer, standing behind the tanks to lay down their attacks. Wizards shine in trains. Their long range and high damage will net you soulbound rates more often than not, and the train’s natural protection makes up for their poor defense.

Necromancer Necromancer

Arguably the most well-rounded godlands farmer, the necromancer combines the healing of the priest with the damage of the wizard. It can’t do either task quite as efficiently, but their flexibility makes them one of the strongest solo characters in the game. With good damage and their HP-replenishing fallback, necromancers are an excellent choice for beginning players in general.

Alone, the necromancer excels. They don’t have the pure damage potential of a wizard, but their ability drastically increases their survival rate.

Necromancers are also great in small groups. They can provide healing and high damage without stealing a soulbound chance from other classes by killing too quickly. They are effective in trains for the same reasons.

Constructs, the rotating statues scattered through the godlands, are a great resource for necromancers. Constructs are both very hard to kill and very easy to ignore, and that makes them perfect for the necromancer’s life-stealing ability. Time your attack so it catches all three at once.

Mystic Mystic

The mystic can be great in the godlands. Her ability to freeze enemies lets her control the battle and take multiple gods alone with a lot less pain than other classes. However, she doesn’t quite have the damage output of the wizard or the archers.

The mystic is the easiest class to use when killing constructs, especially when alone. Constructs are relatively stationary and easily ignored, but enterprising mystics should note that they can drop attack pots.

The mystic is great in groups, where she can contribute solid ranged damage and rest within the protection of fellow fighters. She can also reduce the risk of accidents, freezing several gods while the group deals with another threat, or stopping an unexpected aggro from forcing a retreat to the nexus.

Sword Classes

Until their stats are maxed out, sword classes probably have the toughest time in the godlands. They can kill very quickly once in range, but getting into that range can present a huge problem, especially against monsters that can do hundreds of damage if multiple shots make contact. It’s better to use another class to help boost up a melee fighter first rather than farm with one directly.

Knight Knight

The easiest melee class to play loses a bit of his strut in the godlands. Many attacks do enough damage to make it through his tough armor, requiring a fair level of caution even for this mightiest of tanks. When his statistics are maxed, he is a tough wall of armor, but when he’s just reached level 20, he’s quite vulnerable, making the knight difficult to play alone.

In small groups, the knight stands tall. He can take shots for the less-armored players, as well as stunning single or even multiple gods to prevent them from firing on the group. A knight-priest combination is formidable. Throw in a damage-dealer like an archer or wizard, and you’ve got a god-killing trifecta.

In trains, like the priest, the knight has trouble. Gods can die before the knight even reaches a range close enough to do damage, stopping him from earning soulbound loot. Because of the chaos, he can’t always depend on the attention of the healers to keep the HP bar on the high end, forcing him to bench himself while he recovers.

Warrior Warrior

An extremely powerful class in the right hands, and a suicidal one in the wrong hands, the warrior is capable of the highest sustained damage in the game thanks to his helm’s haste-granting magic. He can turn small groups into god-destroying chainsaws, and trains into unchallengeable death factories. In the godlands, the warrior faces many of the same challenges as the knight. The speed granted by his helmet, however, assists him in ducking close enough to get in soulbound damage a lot more often. This also incurs a lot more personal risk. Warriors are not for the faint of heart, or those that are still learning the game.

Paladin Paladin

Arguably the most solo-friendly melee class, paladins can quickly kill gods when in range and heal themselves to continue the fight with less downtime.

Alone, the paladin has less to fear than other classes. With his healing activated, he can bear the brunt of one or two hits to get in range, and his damaging buff will make short work of his target. Be careful not to get too overzealous; it’s still important to dodge as normal. Paladins die because they think their healing makes them invincible, but it needs time to work. (Think of it as a buffer, not a shield, unless you have the Seal of Blasphemous Prayer, which will tank everything in-game, EVEN full Leviathan shotguns)

Like the warrior, the paladin’s damaging buff enhances groups to a higher tier of destruction. His presence is greatly valued, but he’s difficult to master.

Dagger Classes

The Rogue and Trickster are good soloists, but the dagger classes have a tough time in groups - they don’t have the range and damage output of the magic classes, and they don’t have the defense of the melee classes. If you’re looking for a class that can farm for stat pots more easily, I’d suggest looking elsewhere.

Rogue Rogue

Ah, the Rogue. A source of both grief, and great bounty, the Rogue is high-risk, high-reward.

The Rogue is intrinsically an excellent soloist. You can literally activate your cloak, walk up to a god, and kill them without them doing a single thing. However, this is an extremely dangerous habit, because at any moment, some silly person could teleport to your position, giving you away. The god will then fire at you, and there will be much death and many tears. Also be wary of Djinn as it may fire even with you being cloaked. The Leviathan will shoot, even if you are cloaked when it is in its light blue shotgun phase, but will not shoot at cloaked rogues in its dark blue shotgun phase.

When soloing with the rogue, and especially when your cloak is activated, stay in motion. Pretend as if the god is actually firing on you. This way, if someone jumps in, you’re not caught totally off guard.

The fact that it’s very easy to get overconfident - and that people can and will screw you up - make the rogue a difficult class to farm with. After reaching level 20, he doesn’t have the damage output of other classes that have more range, and groups that don’t know what they’re doing can get him killed. He’s especially undervalued inside a train.

Assassin Assassin

The assassin isn’t well cut out for the godlands.

He’s a ok soloist. Without the concealment of the rogue or the damage output of the trickster, he has trouble farming by himself and is very reliant on his ability for damage; you’ll find yourself running out of MP quickly.

In groups, the assassin is somewhat better. His poison bomb can net him soulbound damage on large groups, like the sorcerer, but unlike that magic-oriented class, he not only has less MP, but his ability is more expensive. If your farming relies entirely on your ability, you simply won’t be doing that much effective farming.

On the flip side, he does have the excellent speed and dexterity of the other dagger classes. Performing is certainly possible - just don’t expect it to go as swimmingly.

Trickster Trickster

The trickster’s performance in the godlands relies on clever use of her ability, and that ability is probably the toughest in the game to master.

When alone, the trickster does well. She has a significantly higher attack at level twenty than either the rogue or the assassin, and a higher overall potential to boot. Her teleportation/decoy cannot only distract a god, but propel her to safety, quickly earning her kills damage-free. This is a lot harder than it sounds, and definitely not recommended for a player new the game.

In groups, the tricker’s abilities fade somewhat. Her decoy relies on strategic placement, which is something other players can easily mess up. Like the Assassin and Rogue, she can struggle to get in her hits for soulbound damage when five wizards are wiping out enemies before she can reach them. With a good group of friends that have fought often and know what to expect, the trickster can be extremely powerful, but is otherwise best used alone.

Katana Classes

Ninja Ninja

The Ninja is a big damager, but only if he is cautious and has a lot of mana/wis with an itchy trigger finger on the space bar.

Alone, the ninja is a killing machine, much like the Assassin. He uses his katana to deal damage without having to tank like the melee classes, but still enough circling space to not die as much. He is reliant on a good speed stat to backpedal, strafe, or circle, and whilst using his shuriken’s damage and he can pull significant god kills, and combining this with his speed boost he can even dodge Ent or Slime God shotguns. What lets him down is his low defense, and usually, hugging something like a Ghost God can mean doom. So ninjas usually have defense rings until they get defense potions, if not from then on. The ninja is somewhat more or less offensive in pairs, trios, or quads, as melee classes will tank shots for the ninja whist the ninja and the other attackers like Archers or Wizards slay the god/gods. However, the team melee class character will most likely get the soulbound drop, meaning the ninja is a support class in small groups and trains.

Ninjas are weak inside trains lest they use their shuriken, which costs MP, so ninjas in trains have to either bench themselves, wait for pets to heal their mana, or drink magic potions which will run out quickly. However, they may rush forward using their shuriken and get a few hits on an incoming god or gods, dash back, and repeat.