The animals you keep: a companion that walks behind you and picks up your loot, the monsters a wizard tames for life, and the horses in your stable.
Every creature you keep is in one window, the menagerie, with three tabs across its top: Companions, Mounts and Pets.
| To open it on | Press |
|---|---|
| Companions | U, or Menagerie on the menu (N) |
| Mounts | Ctrl+M |
| Pets | The pet count on the bottom panel. The Pets tab has no key of its own until you give it one in the key settings. |
Pressing the key for the tab that is already showing closes the window. Each tab works the same way: a list down the left, and the one you are looking at on the right.
Clicking a row in any of the three lists only shows you that animal. Nothing changes until you press a button: Set Default picks the one your key calls, and Summon or Ride uses the one you are looking at, once.
A companion follows you about and picks up your loot. It never fights and nothing can attack it. Press U to see every companion your account owns. Ctrl+U calls your default one out, and pressing it again sends it home.
| Part | What it does |
|---|---|
| The list | Every companion on your account: its name, level and where it is. Out is beside you, in storage is resting, and with a name means another of your characters has it out. Default marks the one your summon key calls. |
| Companions 3 / 30 | How many you own against the most an account may keep. It turns orange when you are full, and the next companion item will be refused. |
| Set Default | Makes the companion you are looking at the one Ctrl+U calls. |
| The preview | The animal itself. The arrows turn it; Idle, Walk and Swing play its moves. |
| Hunger | How fed it is, out of the most it can eat at its level. At nought the bar says starving. |
| Level and Exp | Its level, from 1 to 15, and how far it is through this one. |
| Food, Bag, Head, Back | The four things it wears. Pick up a companion item from your bag and click any of the four: it goes in the slot that fits it. Click a filled slot to take the item back. Only the companion that is out can be dressed. |
| Milestone bonuses | What it gives you, two bonuses at each of levels 3, 6, 9, 12 and 15. A level it hasn't reached says locked. While it is starving every line goes grey, because it gives you nothing. |
| Summon / Send back | Calls out the companion you are looking at, once, without making it the default. On the one that is out it says Send back. |
| Remove | Turns the companion back into its item. Press it twice: the first press warns you that its level and bonuses will be lost. |
What the companion is carrying. It is the only bag in the game with its own weight limit, and it grows as the companion levels.
| Part | What it does |
|---|---|
| The grid | Thirty cells, the most any companion can ever have. It can use only as many as its slots line says; it grows into the rest. |
| Weight and slots | What it carries against what it can carry, and how many of its slots are full. A companion too young to have a slot says so here. |
| Level | 1 | 3 | 6 | 9 | 12 | 15 |
|---|---|---|---|---|---|---|
| Slots | 0 | 2 | 6 | 9 | 12 | 12 |
| Weight | 50 | 90 | 150 | 230 | 350 | 800 |
A worn bag adds to both: the Basic Worn Bag, sold by the Companion Manager, adds 5 slots and 50 weight. Head and back pieces can add weight too, and some milestone bonuses add to the companion's weight limit.
What the companion is allowed to pick up. Without a filter it fetches everything it can carry, and a big bag soon fills with things you don't want.
| Part | What it does |
|---|---|
| Class | Gear for the classes you tick. Anything every class can use is fetched whatever you tick here. |
| Rarity | The qualities you tick, each written in its own colour (see Items and the bag). |
| Item type | The kinds of item you tick: weapons, armour, rings, books, charms and so on. |
| The note | Says what the ticks mean together: everything, or only what is ticked, and money. |
| Save | Nothing changes until you press it. It lights up once your ticks differ from the saved ones. |
Every companion starts as an item, one for each kind of animal. Using the item adopts it, and you can do that anywhere.
A companion earns experience every minute it is out, and gets hungrier every minute too. Its bonuses are the reason to keep it fed: a starving companion gives you nothing.
| Food | Fills |
|---|---|
| Fresh Meat | 175 |
| Green Apple, Chestnut Rice Ball, Meat Dumpling | 6 |
At levels 3, 6, 9, 12 and 15 the companion rolls two bonuses and keeps them for good: one for fighting and one for everything else. A roll picks one stat from a line, and the numbers grow with the milestone.
| Fighting (one of) | At level 3 | At level 15 |
|---|---|---|
| DC, MC or SC | +1 to +3 | +5 to +15 |
| AC or MR | +1 to +5 | +3 to +22 |
| One element's attack | +1 to +3 | +3 to +10 |
| One element's resistance | +1 to +3 | +4 to +12 |
| Everything else (one of) | At level 3 | At level 15 |
|---|---|---|
| Accuracy or Agility | +1 to +5 | +5 to +15 |
| Health or Mana | +5 to +30 | +30 to +200 |
| Experience from kills | +1% to +5% | +5% to +20% |
| The companion's carry weight | +5 to +20 | +5 to +20 |
| Your own carry weight | +10 to +20 | +15 to +20 |
An Elixir of Regret rolls a milestone again. There is one for each milestone level, in three kinds: (Power) rolls the fighting bonus, (Fortune) the other one, and the plain elixir both. They are on the Companion shelf of the Experience Pot.
A wizard keeps the monsters they tame. Every one is listed on the Pets tab of the menagerie, to call out, put in its cage, name and set to fight the way you want.
| Part | What it does |
|---|---|
| The list | Every pet this wizard keeps: its name (or its kind, until you name it), level, and whether it is Out, Caged or Fallen. |
| Pets 4 / 10 | How many pets you keep against how many your account allows. |
| Out 2 / 3 | How many are beside you against how many may be. |
| The preview | The pet itself, with every move its kind has: Idle, Walk and Swing, and Cast, Struck and Die where it has them. |
| Name | Shown until the pet has a name. It opens a box: 2 to 20 letters, digits and spaces. A pet is named once and keeps it. |
| Health, Level, Exp | Its health now, its level and how far through it. At cap means it has reached your level and can't go higher until you do. |
| Stance | Peaceful never fights, not even back. Defend attacks only what is attacking you or one of your pets. Aggressive attacks anything hostile it can see, and whatever you attack. A new pet starts on Defend. |
| Items | Five slots for pet items. Nothing goes in them yet. |
| Stats | Its health, DC, AC, MR, accuracy and agility, and MC or SC if it has any. |
| Summon / Cage | Calls the pet out beside you, or puts it back in its cage. Grey for a fallen pet, or when you already have as many out as you may. |
| Revive | For a fallen pet: uses a Pet Revival from your bag. |
| Release | Lets the pet go for good. Press it twice. |
Every class can open the tab, but only a wizard has pets to put in it. The pet's stance only ever narrows your pet mode (Ctrl+A, see Combat, PK and death): with pets told only to move, none of them fights, whatever its stance.
A wizard tames with Electric Shock. A tamed monster is yours for life: it doesn't wander off, it can't be stolen, and it waits in its cage when you log out.
Raising Electric Shock makes it take hold more often. You need a free slot in your roster to tame anything.
| What | How much |
|---|---|
| Pets kept | 10 to start. Each Pet Cage Extension from the game store adds 5, for every character on the account, up to 30. |
| Out at once | 3 |
| Highest level | 80, and never above your own level |
| Level when tamed | Its own level, or yours if that is lower |
| Body after death | 5 minutes |
| Health after a Pet Revival | 20%, in its cage |
| Health back, out of a fight | 5% every 3 seconds, out or caged |
A released pet goes back to the wild beside you as an ordinary monster with 1 health. It pays nothing if killed, and nobody can ever tame it again, you included. Pets can't be traded, sold or posted.
A team is a named line-up of pets you can call out with one button. Use one for hunting and another for guarding, and swap between them in a second.
| Part | What it does |
|---|---|
| The teams | Every team you have saved. Click one to edit it. |
| New team | Starts an empty team. You can keep up to 5. |
| Title | The team's name: 2 to 20 letters, digits and spaces. |
| Pets 3 / 3 | How many are in the team against how many may be out at once. |
| The line-up | The team standing in a row, one column per slot. Drag a pet from the list on the left onto a column to put it there. Drag one column onto another to swap them; drag a pet out of the box, or right-click it, to take it out of the team. |
| Slot | On the list on the left, which slot of this team each pet holds. |
| Save | Keeps your changes. Nothing is saved until you press it. |
| Delete | Throws the team away. The pets are untouched. |
| Use team | Cages every pet that isn't in the team, and calls out the rest of it. |
Horses belong to your account. M gets you on your default horse and off again; Ctrl+M opens the stable, the Mounts tab of the menagerie.
| Part | What it does |
|---|---|
| The list | The horses your account owns. Under each: Riding, Default or Owned, or the level you need before you can ride it. |
| Set Default | Makes the horse you are looking at the one M rides. |
| The preview | The horse, with the same pictures you see in the world. The arrows turn it; Idle, Walk and Run show it moving. |
| Ride / Get off | Gets you on the horse you are looking at, once, without changing your default. On the horse you are riding it gets you off. |
| The key line | Which key rides your default. It follows the key settings if you change it. |
The 21 are the Brown, White, Red and Black Horses, the White and Red Unicorns, the Blue Horse, the Blue Dragon, the Dark Horse, and Gold, Iron and Silver Horses in brown, white, red and black. The Blue Dragon and the Dark Horse glow. Every horse is equal: the look is the only difference. A horse you already own is refused and the item kept.