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. All pets can attack, but 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.
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 the same Action Point cost as their master when their master moves. This means that, for instance, their cost to move is reduced to half an Action Point if the master is Flying, but will be doubled to 2 AP if the master is walking through Mountains or traveling through water without Swim. Pets will not lose HP by moving through lava, hostile planes, portals, or holy ground, nor will they be charged MP.
Pets do not normally regenerate lost Hit Points, Magic Points, or Action Points without assistance from their Petmaster. A pet must be rejuvenated in order to regain its stats.
A newly summoned pet is referred to by its type (thus, a Hellhound will simply be called Hellhound in the room description). However, all pets can be renamed using the input boxes in the Name column present in the Pets pane.
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. However all pets do have Enhanced Senses, and some possess the ability to see through invisibility.
Pets never benefit from the soak bonus of Fortifications like players do. Their attacks can be mitigated by fortifications protecting their targets, however.
Only Petmaster characters can summon pets. The Petmaster character classes are:
- Lightspeaker for the forces of Good
- Lich for the free-willed, Unaligned humanity
- Wyrm Master for the forces of Evil
In addition, some classes are not true Petmasters, but still have a limited skills to summon pets. These classes are:
- Holy Champions for the forces of Good
- Nexus Champions and Revenants for the Transcended
- Doom Howlers for the forces of Evil
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), 1 Action Point, 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.
(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:
- Wheel of Righteousness for the Lightspeaker
- Fossil Monstrosity for the Lich
- Wrackwyrm for the Wyrm Master
The singular pets of the secondary petmasters do not suffer pet decay:
- Avenging Light for the Holy Champion
- Origami Tiger for the Nexus Champion
- Chain Gremlin for the Doom Howler
- Bat Swarm for the Revenant
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.
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.
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 - even members of the same faction - who attacks their master or their master's pets. 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-Allied: The pet behaves as if in the Defensive stance and will target any character or pet that the master's Faction does not view as Allied.
- Aggressive to Non-Faction: The pet behaves as if in the Defensive 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 additional behaviors that exist outside of these basic stance settings. If this is the case, they will be indicated in the pet's description.
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).
The cost to rejuvenate a pet is usually equal to the cost to summon the pet, so in the above example it would cost the Lich 1 AP and 10 MP to rejuvenate the Zombie.
Any character with skills that allow them to control Pets may automate rejuvenation of pets by activating Passive Regeneration on the Skills Pane. While Passive Regeneration is active, each Game Tick the master character will automatically rejuvenate pets if they have pets at lower than half of their maximum AP, HP or MP and if the master has MP with which to do so. While this method will not maintain a large army of pets, it will sustain a decently sized force.
By typing a name for the pet in the Name column (to the left of the Rejuvenate button) and hitting the Enter key, a pet can be given a name (max 32 characters). This process costs 0 AP. From that point onward, the pet will be referred to as <given name>, a(n) <type of pet> (thus, a Hellhound named Cerberus would appear as Cerberus, a(n) Hellhound in the room description).
Naming pets, besides being popular among roleplayers, can help in figuring out which of them is attacking an undesirable target (such as a Seraph or Infernal Behemoth) so they can be 'reined back' by switching their stance to Passive.
|Warning||This feature has a minor bug associated with it.|
|If a pet name contains an apostrophe, anyone attacking the pet will not get a notification message on whether the attack was successful, nor a message stating the amount of XP gained on a hit (retaliatory and ordinary attack messages from the pet, however, will be visible)|
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. In addition to this, a pet will immediately retaliate against its attacker when attacked by a character, but any other pets will not attack immediately. Lastly, if a pet's master is attacked, all of his or her pets will retaliate against the attacker immediately. In all cases, subsequent Pet Ticks will 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 return to their primary attack type on each fifteen-minute AP Tick.
A pet's attack, whether primary or secondary, counts as a Hand-to-Hand/melee attack. This means that unless otherwise stated the pet cannot attack Flying characters, and will suffer damage from Aura Spells and other auras.
Pets and AoE Attacks
Pets are considered to be characters for the purposes of generating a potential target list for an Area of Effect attack. Pets may therefore soak up damage from these kinds of attacks. The exception to this rule is if the attacker is the pet's owner, in which case the pet(s) aren't affected at all. Note that this exception does not extend to factionmates, who will target and anger friendly pets as normal - many a warrior has launched an AoE attack only to be mobbed by vengeful pets from their own side!
Pets and Experience Points
Pets will earn Experience Points for their master when they attack. They earn an amount of XP equal to the same amount of experience the Petmaster would have earned had the Petmaster made the attack directly. Aethersprites do not earn their master Experience Points for healing people.
Characters attacking a pet will earn 1/2 the experience they would have earned if the attack had been made against the Petmaster. These modifiers stack with each other and any other modifier.