Collect, Raise & Trade Pets
Discover 24 pet families and 29 adult forms with tiers D, C, B, A and S. Each has a combat role. Level and tier improve stats and abilities; some evolve at level 100 and certain families have multiple possible evolutions.
- Only the first active pet fights, heals or protects, with basic abilities from level 1. At level 100 it unlocks its full abilities, even if it does not evolve. A second Premium companion follows and also progresses.
- Free: up to 2 owned pets and 1 active. Premium: up to 10 owned and 2 active.
- Evolution branches are random and permanent: hiding, caging or selling does not reroll them.
- Pets regenerate 1% of their maximum HP every 5 seconds, including during combat. A defeated companion returns after 60 seconds.
Eggs, Tiers & Your First Companion





An egg rolls its tier when obtained; its name and color identify that tier. Hatching does not reroll it. Fishing and Store eggs can roll D 35%, C 30%, B 20%, A 12% or S 3%. Starter eggs use D 54.5%, C 30%, B 12%, A 3% and S 0.5%.
Use an egg from your backpack to adopt it. The pet starts at level 1 and appears automatically, replacing your first active companion if necessary. You need room in your collection. The breeder is the character who opens the egg, not the one who found or purchased it.
The 24 Families & How to Obtain Them
Tanks withstand hits and provoke monsters. Attackers focus on direct damage or venom. Balanced fighters mix damage and durability. Mages and ranged attackers fight from distance. Controllers slow or weaken enemies. Supports heal or protect. Cards describe the adult form; expand “Level & tier values” for examples.
The Store previews the adult appearance. Pardyn and Pooklet hatch in their starting forms and evolve at level 100. Sphinx and Feral Sphinx have separate eggs; their species is not randomly chosen between the two.
Starters
| Starting form | Evolution at level 100 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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![]() Starting form. Basic abilities before level 100. Evolution may change its role. |
![]() Fast physical hits with a stronger special strike. Level & tier valuesBase stat examples; actual damage depends on the target and its resistances.
Basic hit every 1.4 s. Support abilities have separate intervals. ![]() Physical damage and good durability. Its special grants temporary self-defense. Level & tier valuesBase stat examples; actual damage depends on the target and its resistances.
Basic hit every 2 s. Support abilities have separate intervals. Lv100 [B]: self-defense 16.2% (4 s). Lv100 [S]: self-defense 22.0% (4 s). Lv200 [B]: self-defense 19.5% (4 s). Lv200 [S]: self-defense 24.7% (4 s). ![]() Death damage in melee. Its special briefly reduces the enemy’s damage. Level & tier valuesBase stat examples; actual damage depends on the target and its resistances.
Basic hit every 2 s. Support abilities have separate intervals. Lv100 [B]: weaken 18.0% (4 s). Lv100 [S]: weaken 24.4% (4 s). Lv200 [B]: weaken 21.6% (4 s). Lv200 [S]: weaken 28.0% (4 s). |
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![]() Starting form. Basic abilities before level 100. Evolution may change its role. |
![]() Poison attacks. Its special adds three venom hits over 6 seconds. Level & tier valuesBase stat examples; actual damage depends on the target and its resistances.
Basic hit every 2 s. Support abilities have separate intervals. ![]() Mid-range venom attacks. Its special slows the enemy to create distance. Level & tier valuesBase stat examples; actual damage depends on the target and its resistances.
Basic hit every 2 s. Support abilities have separate intervals. Lv100 [B]: slow 25.0% (2.5 s). Lv100 [S]: slow 33.9% (2.5 s). Lv200 [B]: slow 30.0% (2.5 s). Lv200 [S]: slow 40.0% (2.5 s). |
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![]() Starting form. Basic abilities before level 100. |
![]() High HP and shell defense. Provokes engaged monsters and reinforces its own protection. Level & tier valuesBase stat examples; actual damage depends on the target and its resistances.
Basic hit every 2 s. Support abilities have separate intervals. Lv100 [B]: self-defense 25.0% (5 s / 8 s). Lv100 [S]: self-defense 33.9% (5 s / 8 s). Lv200 [B]: self-defense 30.0% (5 s / 8 s). Lv200 [S]: self-defense 38.0% (5 s / 8 s). |
Fishing
Only Special Fishing Rod + Special Bait can obtain eggs. Every other setup has a 0% egg chance and can still catch normal fish.
Egg chance per cast: 0.0072% at fishing 1, growing to 0.072% at fishing 150: ten times higher. Both Special Fishing Rod and Special Bait are required. Eggs are independent of catching a fish and can appear in manual fishing, AFK and new offline trips using that gear.
Species depend on the fishing region; Piwing is exclusive to the Premium Edron sea. Every region uses the same tier chances: D 35%, C 30%, B 20%, A 12%, S 3%.
At six seconds per cast, the theoretical average ranges from one egg every 23h 9m at fishing 1 to every 2h 19m at fishing 150. This is not a guaranteed time reward. Species and tier are rolled after finding an egg.
Eggs are the main additional reward. With Special Bait, fish sales target −20% to +20% average net return depending on skill, excluding egg value. This is not a guaranteed limit for each batch.
Where to fish each egg
First, each cast rolls whether it finds an egg. Species is then selected only from that region; table percentages are shares among eggs found there, not per-cast chances. Tier is rolled separately.
| Region | Possible eggs |
|---|---|
| Thais waters | ![]() ![]() |
| Pirate Coast | ![]() ![]() |
| Southern Jungle | ![]() ![]() |
| Eastern Ice Coast | ![]() ![]() |
| Edron Harbour: inland waters outside the sea area (Premium) | ![]() ![]() |
| Edron Marsh (Premium) | ![]() ![]() |
| Western Frost Coast (Premium) | ![]() ![]() |
| Edron sea: harbour coast and surrounding shores (Premium) | ![]() ![]() |
Piwing is exclusive to the Edron sea. You must be Premium, stand on the Edron shore and cast into the sea in that area. Inland ponds and casting from Thais do not qualify. Offline trips keep their departure region; collecting elsewhere cannot change the possible eggs.
| Starting form | Evolution at level 100 | |||||||||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
![]() Found in: Thais waters, Southern Jungle and Edron Marsh. ControlStarting form. Basic abilities before level 100. |
![]() Mid-range poison attacks and a slowing special. Level & tier valuesBase stat examples; actual damage depends on the target and its resistances.
Basic hit every 2 s. Support abilities have separate intervals. Lv100 [B]: slow 25.0% (2.5 s). Lv100 [S]: slow 33.9% (2.5 s). Lv200 [B]: slow 30.0% (2.5 s). Lv200 [S]: slow 40.0% (2.5 s). |
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![]() Found in: Eastern Ice Coast and Western Frost Coast. Offensive mageStarting form. Basic abilities before level 100. |
![]() Energy projectiles and a powerful special discharge. Fights from range. Level & tier valuesBase stat examples; actual damage depends on the target and its resistances.
Basic hit every 2 s. Support abilities have separate intervals. |
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![]() Found in: Thais waters, Edron inland harbour waters and Edron Marsh. TankStarting form. Basic abilities before level 100. |
![]() A durable tank that provokes monsters. Its special restores a percentage of its own maximum HP. Level & tier valuesBase stat examples; actual damage depends on the target and its resistances.
Basic hit every 2 s. Support abilities have separate intervals. Lv100 [B]: self-heal 6.0% / 8 s. Lv100 [S]: self-heal 8.1% / 8 s. Lv200 [B]: self-heal 7.2% / 8 s. Lv200 [S]: self-heal 9.8% / 8 s. |
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![]() Found in: Pirate Coast and Southern Jungle. Balanced fighterStarting form. Basic abilities before level 100. |
![]() Physical melee damage, good HP and a temporary defensive boost on its special. Level & tier valuesBase stat examples; actual damage depends on the target and its resistances.
Basic hit every 2 s. Support abilities have separate intervals. Lv100 [B]: self-defense 16.2% (4 s). Lv100 [S]: self-defense 22.0% (4 s). Lv200 [B]: self-defense 19.5% (4 s). Lv200 [S]: self-defense 24.7% (4 s). |
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![]() Found in: Exclusive to the Premium Edron sea, fishing from the Edron side. Ranged damageStarting form. Basic abilities before level 100. |
![]() Holy projectiles and a stronger special shot. Looks for a safe firing position. Level & tier valuesBase stat examples; actual damage depends on the target and its resistances.
Basic hit every 2 s. Support abilities have separate intervals. |
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![]() Found in: Pirate Coast, Eastern Ice Coast, Edron harbour waters, Western Frost Coast and Edron sea. Balanced fighterStarting form. Basic abilities before level 100. |
![]() A sturdy melee fighter with ice attacks. Its special can hit additional nearby engaged monsters. Level & tier valuesBase stat examples; actual damage depends on the target and its resistances.
Basic hit every 2 s. Support abilities have separate intervals. |
Quests — in development
These families are assigned to upcoming quest rewards. Locations and requirements will be announced when available.
| Starting form | Evolution at level 100 | ||||||||||||||||||||||||||||||||||||||||||
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![]() Starting form. Basic abilities before level 100. |
![]() A fire tank: provokes monsters, withstands hits and adds nearby elemental damage with its special. Level & tier valuesBase stat examples; actual damage depends on the target and its resistances.
Basic hit every 2 s. Support abilities have separate intervals. |
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![]() Starting form. Basic abilities before level 100. Evolution may change its role. |
![]() Ranged venom projectiles. Its special adds three extra poison hits over 6 seconds. Level & tier valuesBase stat examples; actual damage depends on the target and its resistances.
Basic hit every 2 s. Support abilities have separate intervals. ![]() Durable melee fighter with a powerful physical special strike. Level & tier valuesBase stat examples; actual damage depends on the target and its resistances.
Basic hit every 2 s. Support abilities have separate intervals. |
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![]() Starting form. Basic abilities before level 100. Evolution may change its role. |
![]() Shell tank with high HP, monster provocation and temporary self-defense. Level & tier valuesBase stat examples; actual damage depends on the target and its resistances.
Basic hit every 2 s. Support abilities have separate intervals. Lv100 [B]: self-defense 25.0% (5 s / 8 s). Lv100 [S]: self-defense 33.9% (5 s / 8 s). Lv200 [B]: self-defense 30.0% (5 s / 8 s). Lv200 [S]: self-defense 38.0% (5 s / 8 s). ![]() Backline support that reduces a percentage of the owner’s incoming damage for 6 seconds, every 10 seconds when needed. Level & tier valuesBase stat examples; actual damage depends on the target and its resistances.
Basic hit every 2 s. Support abilities have separate intervals. Lv100 [B]: protection 18.0% (6 s / 10 s). Lv100 [S]: protection 24.4% (6 s / 10 s). Lv200 [B]: protection 21.6% (6 s / 10 s). Lv200 [S]: protection 29.3% (6 s / 10 s). |
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![]() Starting form. Basic abilities before level 100. |
![]() Fast venom attacks and extra poison hits. Trades durability for sustained damage. Level & tier valuesBase stat examples; actual damage depends on the target and its resistances.
Basic hit every 1.4 s. Support abilities have separate intervals. |
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![]() Starting form. Basic abilities before level 100. |
![]() Energy attacks from range with a high-power special. Level & tier valuesBase stat examples; actual damage depends on the target and its resistances.
Basic hit every 2 s. Support abilities have separate intervals. |
Store — Pet Eggs
| Starting form | Evolution at level 100 | Egg price | |||||||||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
![]() Heals a percentage of the owner’s maximum HP every 6 seconds. At 30% HP or less, it can use a separate emergency heal with a 24-second cooldown. Level & tier valuesBase stat examples; actual damage depends on the target and its resistances.
Basic hit every 2 s. Support abilities have separate intervals. Lv100 [B]: 6.0% / 6 s; emergency 20.0% / 24 s. Lv100 [S]: 8.1% / 6 s; emergency 27.1% / 24 s. Lv200 [B]: 7.2% / 6 s; emergency 24.0% / 24 s. Lv200 [S]: 9.8% / 6 s; emergency 32.5% / 24 s. |
Does not evolve | 300 TC | |||||||||||||||||||||
![]() Starting form. Basic abilities before level 100. |
![]() Strong single-target physical attacks and a heavy special claw strike. Level & tier valuesBase stat examples; actual damage depends on the target and its resistances.
Basic hit every 2 s. Support abilities have separate intervals. |
100 TC | |||||||||||||||||||||
![]() Restores a percentage of the owner’s maximum HP every 3 seconds. Adds damage protection for 5 seconds with a 10-second cooldown. Level & tier valuesBase stat examples; actual damage depends on the target and its resistances.
Basic hit every 2 s. Support abilities have separate intervals. Lv100 [B]: 3.0% HP / 3 s; protection 10.0% (5 s / 10 s). Lv100 [S]: 4.1% HP / 3 s; protection 13.6% (5 s / 10 s). Lv200 [B]: 3.6% HP / 3 s; protection 12.0% (5 s / 10 s). Lv200 [S]: 4.9% HP / 3 s; protection 16.3% (5 s / 10 s). |
Does not evolve | 300 TC | |||||||||||||||||||||
![]() Starting form. Basic abilities before level 100. |
![]() Protector tank. Provokes monsters, briefly protects a nearby injured owner and activates emergency self-defense at 60% HP or less. Level & tier valuesBase stat examples; actual damage depends on the target and its resistances.
Basic hit every 2 s. Support abilities have separate intervals. Lv100 [B]: self-defense 25.0% (5 s / 16 s); owner protection 10.0% (5 s / 10 s). Lv100 [S]: self-defense 33.9% (5 s / 16 s); owner protection 13.6% (5 s / 10 s). Lv200 [B]: self-defense 30.0% (5 s / 16 s); owner protection 12.0% (5 s / 10 s). Lv200 [S]: self-defense 38.0% (5 s / 16 s); owner protection 16.3% (5 s / 10 s). |
150 TC | |||||||||||||||||||||
![]() A balanced physical fighter with good durability and a powerful special strike. Level & tier valuesBase stat examples; actual damage depends on the target and its resistances.
Basic hit every 2 s. Support abilities have separate intervals. |
Does not evolve | 200 TC | |||||||||||||||||||||
![]() Holy ranged attacks. Its special briefly reduces the enemy’s outgoing damage. Level & tier valuesBase stat examples; actual damage depends on the target and its resistances.
Basic hit every 2 s. Support abilities have separate intervals. Lv100 [B]: weaken 18.0% (4 s). Lv100 [S]: weaken 24.4% (4 s). Lv200 [B]: weaken 21.6% (4 s). Lv200 [S]: weaken 28.0% (4 s). |
Does not evolve | 150 TC | |||||||||||||||||||||
![]() Offensive holy magic from range, focused on direct damage and a stronger special. Level & tier valuesBase stat examples; actual damage depends on the target and its resistances.
Basic hit every 2 s. Support abilities have separate intervals. |
Does not evolve | 150 TC | |||||||||||||||||||||
![]() Durable melee venom fighter. Its special adds three poison hits over 6 seconds. Level & tier valuesBase stat examples; actual damage depends on the target and its resistances.
Basic hit every 2 s. Support abilities have separate intervals. |
Does not evolve | 200 TC | |||||||||||||||||||||
![]() Ranged fire magic. Its special can also damage up to three nearby engaged monsters. Level & tier valuesBase stat examples; actual damage depends on the target and its resistances.
Basic hit every 2 s. Support abilities have separate intervals. |
Does not evolve | 250 TC | |||||||||||||||||||||
![]() Heavy physical hits every 3 seconds and a powerful special. Slower attacks, with more damage per hit. Level & tier valuesBase stat examples; actual damage depends on the target and its resistances.
Basic hit every 3 s. Support abilities have separate intervals. |
Does not evolve | 400 TC |
Growth, Tiers & Training Time
Progress comes from active time beside the owner: hunting, online fishing —manual or AFK— or real PvP. A high-level owner cannot accelerate a pet by killing high-XP creatures. Tanks, healers and attackers progress at the same rate within each activity, regardless of their damage.
| Level bracket | Hunting | Online fishing | Real PvP |
|---|---|---|---|
| 1 → 100 | 10 h | 30 h | 5 h |
| 100 → 200 | 30 h | 90 h | 15 h |
| 200 → 300 | 60 h | 180 h | 45 h |
| 300 → 400 | 90 h | 270 h | 75 h |
| 400 → 500 | 120 h | 360 h | 105 h |
These are active hours per bracket, not totals from level 1. Hunting from level 1 to 300 takes 100 active hours in total. After level 300, each new 100-level bracket adds 30 hunting hours, 90 fishing hours and 30 PvP hours to the previous bracket. Pets have no defined gameplay level cap.
You can alternate activities: they share one progress bar and keep your progress. For example, from 100 to 200, 15 hunting hours plus 45 fishing hours complete the bracket. Overlapping activities do not double-count time.
- Only an alive, summoned companion close to its online owner progresses. Time pauses while hidden, defeated or too far away.
- Hunting and PvP require actual recent combat. Trainers, training dummies, summoned targets and simply selecting a target do not count. PvP requires real characters on different accounts in a legal PvP area.
- Online fishing counts completed casts, including missed catches. Offline fishing and idle online time do not train pets.
- Both active Premium companions can progress, but only the first fights, heals or protects. All tiers use the same training times.
How Their Abilities Grow
Role determines what the pet does. Level increases HP and attack; tier improves stats and ability strength. Healing uses the owner’s maximum HP: the same percentage helps a level 50 or 200 character proportionally. Healing, protection and control percentages grow gradually with level and tier and have limits to prevent invulnerability; HP and attack continue growing.
Example: a level 100 B Pixie heals 6% every 6 seconds and 20% in an emergency; an S Pixie at the same level heals about 8.1% and 27.1%. Emergency healing activates at 30% HP or less with a 24-second cooldown. At level 200, an S Pixie reaches about 9.8% and 32.5%. Each species’ own reference values appear in its card.
Healers and ranged attackers seek distance from enemies; a safe tile is not guaranteed when surrounded. Tanks only provoke monsters already engaged with the owner or pet; they cannot control bosses or players. Offensive specials fire about every 8 seconds and require range and line of sight. In PvP, pet damage is reduced to 50% and control is shortened. Area attacks do not splash additional players or pull uninvolved monsters.
Emergency healing has its own cooldown. Hiding, swapping companions or reconnecting does not reset it. Abilities do not guarantee survival: player healing, potions and decisions still matter.
Mira the Pet Keeper: Names & Market
Find Mira the Pet Keeper downstairs from the depot. She charges 5,000 gold to rename a pet and 5,000 gold to cage one of any level or tier. A caged pet can be sold through the Market, keeping its level, experience, tier, branch, custom name and breeder.
- !pet: view your collection and companion numbers.
- !pet summon 1: call companion number 1.
- !pet hide: dismiss your active companions.
- !pet info: inspect current role, stats, abilities, percentages and cooldowns.
- With Mira: pack 1 to cage a pet or rename 1 Shadow to rename it, then confirm when asked.
- Exact HP is hidden by default. Use !pet hp on to show it or !pet hp off to hide it.




















































