> eiq2.sh Loot Craft Brawl Repeat
Companion creatures that fight alongside you, grant passive bonuses, and can be tamed from defeated bosses
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).
| Source | Bound to | Count |
|---|---|---|
| Starter (Loyal Dog) | All characters | 1 |
| Tamed from bosses | Character | 385 |
| Season rewards | Account | varies |
Every new character automatically receives a Loyal Dog.
| Property | Value |
|---|---|
| Ability | HP Regen: +1 per round |
| Attack element | Physical |
| Attack chance | 20% |
| Attack damage | 0.5 – 1.0 × player level |
The starter dog scales with player level. Tamed pets scale with catch level (the difficulty they were caught at) instead.
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 stats vary by creature group:
| Group | Chance | Min multiplier | Max multiplier |
|---|---|---|---|
| Defensive | 10–20% | 0.30–0.50 | 0.50–0.70 |
| Offensive | 15–25% | 0.50–0.70 | 0.70–1.00 |
| No ability | 20–25% | 0.70–0.90 | 0.90–1.20 |
During a run, bosses whose monster type is in the tameable pet list show a (Tamable) tag below their name. To tame them:
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.
The bait's rarity determines the tame chance per boss encounter:
| Bait Rarity | Tame Chance |
|---|---|
| Common | 30% |
| Rare | 40% |
| Exquisite | 50% |
| Epic | 60% |
| Ancient | 70% |
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.
Animals, beasts, and fantasy creatures are tameable. The following are excluded:
A consumable item sold by the merchant. Works like a Scroll of Pickyness — activate in town, consumed on next run start.
| Property | Value |
|---|---|
| Price | 70% of gold cap (level × 70) |
| Stack size | 10 |
| Duration | One full run (all boss encounters) |
| Limit | One active at a time |
Every catchable pet belongs to one of three groups based on its creature type. The group determines the passive ability and attack stat range.
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).
Exception — Verdant Woods: Defensive pets from this area grant bonus armor instead of flat elemental reduction, since the area is purely physical.
Creature families: Turtle, Scorpion, Basilisk, Dinosaur, Living Mound, Hydra, Rocks, Gelatinous Cube, Cow, War Elephant, Gryphon, Yeti, Horse, Mule, Beetle Warrior, Bear
Powerful mythical creatures that add elemental damage to your attacks. The element matches the pet's attack element (the area's dominant element).
Creature families: Dragon (Baby, Young, Adult, Ancient, Ancient Lord), Drake, Phoenix, Jellyfish, Mold, Mushroom, Ooze, Serpent, Unicorn
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
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.
| Area | Total | Attack Element | Def. Reduction | Def. | Off. | None |
|---|---|---|---|---|---|---|
| Verdant Woods | 64 | Physical | Physical | 21 | 11 | 32 |
| Murky Swamp | 36 | Earth | Energy | 16 | 7 | 13 |
| Canalization | 51 | Energy | Magic | 8 | 15 | 28 |
| Catacombs | 24 | Magic | Fire | 5 | 6 | 13 |
| Volcanic Caves | 57 | Fire | Ice | 15 | 10 | 32 |
| Ice Mountains | 50 | Ice | Earth | 19 | 8 | 23 |
| Shadow Realm | 46 | Magic | Ice / Fire | 6 | 12 | 28 |
| Dragon's Lair | 57 | Per creature | Earth / Energy | 1 | 54 | 2 |
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 Woods | 31 | 15 | 11 | 4 | 3 | – | 64 |
| Murky Swamp | 19 | 3 | 4 | 6 | 1 | 3 | 36 |
| Canalization | 27 | 11 | 6 | 7 | – | – | 51 |
| Catacombs | 11 | 3 | 8 | 1 | 1 | – | 24 |
| Volcanic Caves | 25 | 10 | 15 | 4 | 1 | 2 | 57 |
| Ice Mountains | 13 | 6 | 23 | 7 | 1 | – | 50 |
| Shadow Realm | 15 | 7 | 13 | 7 | 2 | 2 | 46 |
| Dragon's Lair | 1 | 8 | 16 | 14 | 16 | 2 | 57 |
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 Level | Offensive Flat Dmg | Defensive Flat Red | Armor (Verdant Woods) | Attack (0.7/1.0 mult) |
|---|---|---|---|---|
| 10 | 5 | 3 | 30 | 7 – 10 |
| 50 | 25 | 15 | 150 | 35 – 50 |
| 100 | 50 | 30 | 300 | 70 – 100 |
| 250 | 125 | 75 | 750 | 175 – 250 |
| 500 | 250 | 150 | 1,500 | 350 – 500 |
| 1,000 | 500 | 300 | 3,000 | 700 – 1,000 |
Special pets awarded at the end of a season. Account-wide (not character-bound). See Season 1 for current rewards.
| Pet | Ability | Attack |
|---|---|---|
| Lucky Chicken (Season 1) | Magic Find: 1–10% based on final rank | Magic, 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.