Pets
Six pets that bite after your hits, fetch items and learn tricks.
Your active pet attacks after your first damaging hit each turn (the Cat after two) for 10% of the damage, at least 1. No hit, no bite.
Send a pet to fetch for 15 minutes: it brings back a random item. From pet level 50 a bite can become its trick. Collars are elemental: each costs the same, is bought once and any pet can wear it. The wearer’s bites strike as the collar’s element, so monsters weak to it take more and those that resist it take less (see Elements and weaknesses).
| Pet | Perk | Trick (level 50+) |
|---|---|---|
| Bloodhound | +5% Endurance. +5% maximum Health. | Lockjaw: clamp down for triple damage |
| Cat | +5% Agility. 3% chance to double strike. Follows up on two of your strikes per turn (other pets: one). | Pounce: pounce twice for double damage |
| Dragon | +10% damage with fire weapons. | Ember Breath: breathe fire for triple damage |
| Rat | +3 percentage points to critical strike chance. | Gnaw: gnaw through armor for 2.5× damage |
| Snake | +5% Cunning. | Venom Strike: inject venom for triple damage |
| Crow | +10% spell damage. | Eye Peck: go for the eyes for 2.5× damage |
Collars
| Collar | Bites strike as | Price |
|---|---|---|
| Ember | Fire | $50,000 |
| Tide | Water | $50,000 |
| Storm | Shock | $50,000 |
| Sun | Holy | $50,000 |
| Hex | Arcane | $50,000 |
| Venom | Poison | $50,000 |
| Bat-Wing | — (cosmetic) | Seasonal event shop |
In the game: Pets