Catching a companion
Buy a trap, throw it in battle, and hatch the soul orb: which traps work best and what can and cannot be caught.
Bring a trap
General stores sell traps. A Beginner Trap works on anything that can be caught; Intermediate and Advanced Traps catch more often. Specialist traps (Animal Trap, Dragon Trap, Demon Trap, Flying Trap and others) are better against creatures of their own kind, and weaker against the rest.
Throw it in battle
- Start a battle with a group that holds the creature you want. The creature catalogue says which creatures carry which companion, where, and at what level.
- On your turn, use the trap from your bag on that creature. Throwing it costs your turn, and the trap is used up whether it catches or not.
- Hurt it first: a creature below half its health is easier to catch.
Bosses and people cannot be caught, and nothing can be caught inside a dungeon.
In auto battle you can make a trap your default action, so every turn throws one until the creature is caught or your traps run out.
Hatch the soul orb
A catch takes the creature out of the fight and puts its soul orb in your bag. If your bag is full, the orb is mailed to you instead. Open the orb with a Pet Appraisal Certificate in your bag (pet shops sell them, and one is used up) to hatch the companion: it arrives at full happiness and full of energy.
- An ordinary orb rolls the companion's talent anywhere from 1 to 100, mostly towards the low end.
- Now and then a catch gives a Special soul orb, which always hatches a high talent.
- A trap you were gifted catches a gifted orb: it is bound to you like the trap was.
Other ways to get a companion
Soul orbs also drop from creatures and dungeon bosses, come as rewards from quests and events, and are prizes in the prize machines. The creature catalogue lists the companions only found that way.
