Pets & Taming

Companion creatures that fight alongside you, grant passive bonuses, and can be tamed from defeated bosses

Contents

1. Overview

Every character has one active pet. Pets provide two benefits:

Pets are visible in town, during runs, nightmares, duels, and when other players inspect you. Select your active pet in the Town Well (Pets tab).

SourceBound toCount
Starter (Loyal Dog)All characters1
Tamed from bossesCharacter385
Season rewardsAccountvaries

2. Starter Pet

Every new character automatically receives a Loyal Dog.

PropertyValue
AbilityHP Regen: +1 per round
Attack elementPhysical
Attack chance20%
Attack damage0.5 – 1.0 × player level

The starter dog scales with player level. Tamed pets scale with catch level (the difficulty they were caught at) instead.

3. Pet Attacks

Each round, your pet has a chance to attack the enemy. Pet attacks go through the full damage pipeline — armor, elemental weakness, resistance, and flat reduction all apply.

Attack Scaling (Tamed Pets)

min_damage = max(1, round(catch_level × min_per_pet_level))
max_damage = max(1, round(catch_level × max_per_pet_level))

Attack stats vary by creature group:

GroupChanceMin multiplierMax multiplier
Defensive10–20%0.30–0.500.50–0.70
Offensive15–25%0.50–0.700.70–1.00
No ability20–25%0.70–0.900.90–1.20
Example: An offensive dragon caught at difficulty 500 with multipliers 0.60/0.85 deals 300–425 damage per attack and adds flat elemental damage to your character. A no-ability spider caught at the same difficulty with 0.85/1.10 deals 425–550 but has no passive bonus.

4. Taming Bosses

During a run, bosses whose monster type is in the tameable pet list show a (Tamable) tag below their name. To tame them:

  1. Buy Tamer Bait from the merchant or find one as a drop
  2. Activate the bait in your backpack (click/tap) — this queues the taming buff
  3. Start a run — the buff is consumed and active for the entire run
  4. Defeat a tameable boss — the taming roll determines if the pet is caught

Taming vs. Skin Capture

Taming and skin capture are mutually exclusive. When bait is active and the boss is tameable, the taming roll replaces the skin capture — no skin is unlocked. Non-tameable bosses (or runs without bait) use the normal skin capture mechanic.

Tame Chance by Rarity

The bait's rarity determines the tame chance per boss encounter:

Bait RarityTame Chance
Common30%
Rare40%
Exquisite50%
Epic60%
Ancient70%

If the taming roll fails, the bait buff remains active for the rest of the run — you can try again on the next tameable boss.

What Can Be Tamed

Animals, beasts, and fantasy creatures are tameable. The following are excluded:

5. Tamer Bait

A consumable item sold by the merchant. Works like a Scroll of Pickyness — activate in town, consumed on next run start.

PropertyValue
Price70% of gold cap (level × 70)
Stack size10
DurationOne full run (all boss encounters)
LimitOne active at a time
Tip: Tamer Bait covers the entire run. Longer runs at higher difficulties give more boss encounters and higher catch levels. Combine with boss-farming strategies for maximum value.

6. Ability Groups

Every catchable pet belongs to one of three groups based on its creature type. The group determines the passive ability and attack stat range.

Defensive Pets — Flat Elemental Reduction

Tanky, armored creatures that absorb incoming damage. Grants flat reduction against the element matching the area's drop armor element (the element that area's gear gives resistance for).

flat_reduction = max(1, round(catch_level × 0.3))

Exception — Verdant Woods: Defensive pets from this area grant bonus armor instead of flat elemental reduction, since the area is purely physical.

armor = max(1, round(catch_level × 3))

Creature families: Turtle, Scorpion, Basilisk, Dinosaur, Living Mound, Hydra, Rocks, Gelatinous Cube, Cow, War Elephant, Gryphon, Yeti, Horse, Mule, Beetle Warrior, Bear

Offensive Pets — Flat Elemental Damage

Powerful mythical creatures that add elemental damage to your attacks. The element matches the pet's attack element (the area's dominant element).

flat_damage = max(1, round(catch_level × 0.5))

Creature families: Dragon (Baby, Young, Adult, Ancient, Ancient Lord), Drake, Phoenix, Jellyfish, Mold, Mushroom, Ooze, Serpent, Unicorn

No-Ability Pets — Attack Only

Fast, venomous, or swarming creatures with the highest attack stats but no passive bonus. Their raw pet attack damage compensates.

Creature families: Snake, Cobra, Spider, Ant, Beetle, Bug, Centipede, Bat, Dragonfly, Worm, Eagle, Floating Eye, Fly, Frog, Rat, Lizard, Dog, Wolf, Grass Killer, Crawler, Chicken

Trade-off: Defensive and offensive pets provide sustained value through passive stats, while no-ability pets gamble on higher per-hit damage. At difficulty 500, a defensive turtle gives 150 flat reduction every round guaranteed, while a no-ability spider deals 425–550 damage on a 20–25% chance per round.

7. Pets per Area

Multi-area monsters have separate pet entries per area. The pet's attack element and defensive reduction element depend on the area it was caught in.

AreaTotalAttack ElementDef. ReductionDef.Off.None
Verdant Woods64PhysicalPhysical211132
Murky Swamp36EarthEnergy16713
Canalization51EnergyMagic81528
Catacombs24MagicFire5613
Volcanic Caves57FireIce151032
Ice Mountains50IceEarth19823
Shadow Realm46MagicIce / Fire61228
Dragon's Lair57Per creatureEarth / Energy1542
Dragon's Lair is dominated by offensive dragons and drakes (54 of 57 pets) — all granting flat elemental damage. The attack element is inferred per creature — a Frost Ancient Dragon attacks with Ice, a Fire Adult Dragon with Fire, etc.

Tameable Pets by Area & Difficulty

Monsters spawn based on difficulty tier. Higher difficulty unlocks stronger (and rarer) tameable creatures. The table below shows how many tameable pets are available at each difficulty range per area.

Area T1
1–10
T2
11–30
T3
31–50
T4
51–100
T5
101–300
T6
301–500
Total
Verdant Woods3115114364
Murky Swamp193461336
Canalization27116751
Catacombs11381124
Volcanic Caves25101541257
Ice Mountains136237150
Shadow Realm1571372246
Dragon's Lair18161416257
Non-cumulative tiers: each monster only spawns in its own tier range. At difficulty 35 (tier 3), you encounter tier-3 creatures only — not tier 1 or 2. To catch lower-tier pets, run at lower difficulties.

8. Catch Level & Upgrading

When you tame a pet, its catch level is the difficulty of the run where the boss was defeated. This determines both attack damage and ability value.

Catch LevelOffensive Flat DmgDefensive Flat RedArmor (Verdant Woods)Attack (0.7/1.0 mult)
1053307 – 10
50251515035 – 50
100503030070 – 100
25012575750175 – 250
5002501501,500350 – 500
1,0005003003,000700 – 1,000

Re-catching

9. Season Reward Pets

Special pets awarded at the end of a season. Account-wide (not character-bound). See Season 1 for current rewards.

PetAbilityAttack
Lucky Chicken (Season 1)Magic Find: 1–10% based on final rankMagic, 20% chance, 0.5–1.0 × player level

Season pets scale with player level (not catch level) and have fixed abilities determined by final leaderboard rank.

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