Pets (Rev. 30)

Last updated: Release 14.0.0

For information about pets as they existed before functional abilities were implemented for pets, please refer to the Pets Prior to Release 12.0.0 page

As of Release 12.0.0, pets are only obtainable through "pet eggs" which are dropped in dark blue potion bags by Lesser Gods, Gods of the Realm, Event Gods, Dungeon Bosses, and Oryx 1 and 2. In general, players who purchased pets in previous builds were given a corresponding pet egg. All pets who used to have idle animations were given a stationary look instead. Pets come in different rarity levels: Common, Uncommon, Rare, Legendary and Divine. Each pet also has three abilities which are unlocked depending on the rarity of the pet.

A user called Pfiffel created a useful tool which demonstrates a close representation to how pets fuse and evolve in game.

Pet Yard: The Pet Yard is where eggs must be hatched, and it can contain up to 50 pets. Pets are only removed from the yard upon being Released or Fused - they do not leave when you die. The Pet Yard is also the place to feed or fuse pets, and both functions cost fame or gold, at an increasing price dependent upon the pet's rarity level.

Feeding: Items contain a "Feed Power" shown in their description, with higher numbers meaning that the item will increase a pet's levels more. Items of high tier or UT items have a decent or high amount of feed power. It is advisable to use higher feed power items when possible, as it costs fame or gold each time a pet is fed. Food items can also be bought in the Nexus, used only for feeding pets.

At higher rarity levels, it is more costly to feed a pet. Coupled with this, feed power is less effective at higher ability levels, as 500 feed power may raise a low leveled ability several levels, yet hardly do much at the higher ability levels. Because of this, it is advantageous to level up at a lower rarity level until max, and then fuse as it is easier and more cost efficient to level up at the lower rarity levels.

Fusing: Fusing pets is only possible when the two pets used are of the same family and rarity, and as long as the Pet Yard has been upgraded to a high enough level to allow for it. The pet on the left and its stats will be retained while fusing, while the other will be consumed and disappear from the Pet Yard. It is best to max both pet's first stat before fusing, otherwise it will have a lower stat cap once fused. The level of the abilities other than the first does matter for the Divine level cap, as evidenced here. Fusing will give a random pet of the next rarity level. Below is a breakdown of the respective costs. "Fusion Strength" is a measure of how maxed the two pets being used are.

Rarity Level Pet Yard Upgrade Feeding Cost Fusing Cost
Common - 10 Fame or 5 Realm Gold 300 Fame or 100 Realm Gold
Uncommon 500 Fame or 150 Realm Gold 30 Fame or 12 Realm Gold 1000 Fame or 240 Realm Gold
Rare 2000 Fame or 400 Realm Gold 100 Fame or 30 Realm Gold 4000 Fame or 600 Realm Gold
Legendary 25000 Fame or 1200 Realm Gold 350 Fame or 60 Realm Gold 15000 Fame or 1800 Realm Gold
Divine 50000 Fame or 2000 Realm Gold 1000 Fame or 150 Realm Gold -


Pet Families

Main Article: Pet Families
All pets belong to a given family, and only pets of the same family can be fused together. The family and rarity of a hatched pet is determined by the egg from which the pet was hatched (e.g. a "common woodland egg" will hatch a randomly selected common rarity pet within the woodland family). Mystery eggs hatch a randomly selected pet of the given rarity from a randomly selected family.

The primary influence family upon a pet is the appearance of the pet. However, the first ability of any hatched pet is predetermined by the individual species within the family. Thus, some families will not have any species which can hatch with a given first ability. For example, Automatons always have "electric" as first ability and humans always have "heal" as first ability. Other families have multiple species of common pets with differing first abilities.

Uncommon pets identical to their Common counterparts and Legendary pets are larger versions of their Rare counterparts. Divine pets are the only level that cannot be hatched directly from eggs.

There are 14 families: Aquatic, Automaton, Avian, Canine, Exotic, Farm, Feline, Humanoid, Insect, Penguin, Reptile, Spooky, Woodland, and ????. To see the sprites for each family visit the Pet Families page.


Pet Abilities

Main Article: Pet Abilities
Each pet has three abilities. These abilities determine how the pet behaves and what function it provides when it is following the player. The possible abilities are Heal, Magic Heal, Electric, Attack Far, Attack Mid, Attack Close, Savage, Decoy, and Rising Fury.

The first ability in a hatched pet is predetermined by the species of the pet (see Pet Families); the second and third abilities are selected at random from all other abilities. Pets hatched at higher level rarities than common will have a first ability selected at random from the first abilities available at the common level of the family. Fused pets inherit their abilities from the lower level rarity pets being fused.

Each ability for a given pet levels up as the pet is fed (see Pet Feeding). Higher levels can mean increased frequency of ability use, increased effectiveness, or increased likelihood of ability success.

NOTE: The level of a pets rarity is NOT the same as the level of its abilities. Each ability has its own level, which determines how that specific ability will function on that specific pet.

Although pets always have three abilities, the second and third ability are unlocked at the Uncommon and Rare level of rarity, respectively. The ability will not be used and cannot be leveled up until the pet reaches the necessary level of rarity. However, it is still important to level up the first ability to its stat cap prior to fusing for maximum effect of all abilities (see Pet Fusing).

For more information about how each ability functions as well as the feed requirements to upgrade them, see the Pet Abilities page