Companions and positions
Attack, Defence, Possession and Rest: what each position does, how many pets you can carry and where the rest live.
Companions are creatures you have caught or hatched. Each one has a race and type, a talent, a growth, and its own skills. Open the Pet window to see them all.
Four positions
| Position | What the pet does |
|---|---|
| Atk (Attack) | Fights beside you in battle, using its own skills. Pet EXP pills and pet cakes go to the pet in Attack only. |
| Def (Defence) | Shields you: its own health takes damage for you before yours does. Heal it back like your own. |
| Poss (Possession) | Lends you part of its stats, added to your sheet like gear. The happier the pet, the bigger its share. |
| Rest | Travels with you and does nothing. A pet must be on Rest before you can trade it. |
An attacking companion wants useful skills and the health to survive; a Defence or Possession companion should fill what your character lacks.
How many you can carry
Pets in Attack, Defence and Possession all earn experience from your fights.
The Pet window holds six companions, or nine with a Tamer Ticket. A companion cannot be more than a few levels above you to take a position.
The pet room
Pets you are not carrying wait in the pet room, kept by the Pet Merchants in the cities (the world atlas names them). It holds eight, or twelve with a Tamer Ticket. A pet lives in exactly one place: with you, in the room, on your stall or in a trade.
More about pets
- Catching a companion: traps and soul orbs.
- Care and growth: intimacy, vitality, talent, training and skills.
- Creature catalogue: every companion and where it lives.
