Pet Guide: Difference between revisions
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| Medusa | | Medusa | ||
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| [[File:Medusa3.png]] | | [[File:Medusa3.png]] x12 | ||
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| Eltrion Jr. | | Eltrion Jr. |
Revision as of 13:20, 8 February 2016
How are Pets Obtained?
Pets are obtained through multiple ways. However, only one (Pocket Phoru) is available through a Story Quest, some are cash exclusive while some are obtained through Events.
Your first step towards getting a pet is a Pocket Phoru, which is a 3-Step quest that you obtain at level 10. The quest comes up as a Story Quest in Chapter 2-1.
The Perfect Companion for your Adventures!
- Visit Elder and speak to Hoffman.
- Enter 2-1 and collect 4 Purified Jewels, which are obtained from the Ghost Magicians.
- Collect 1 Ent Orb by defeating Ent, the boss of 2-1.
- Go to 2-2 and eliminate the Giant Phoru.
Congratulations! You have obtained a Pocket Phoru!
Pet List
Starting Your Pet
Once you get your pet, it will be available under the Special tab in your inventory.
Right click it and a message will come up.
Once you name him/her, your pet is ready to begin!
- You can change your pet's name by purchasing the Pet Nickname Change Card at the Item Mall.
Pet Menu Interface
Once you made your pet, go to the pet menu (Press P to open it) and choose your pet in the list.
It should direct you to this screen:
Buttons
- Clicking Summon will either summon the pet, or unsummon while it is out.
- The Green Bar is its Hunger, which will slowly decrease for each monster killed.
- The Blue bar under it is its Affinity.
- During dungeon playing, your pet's Affinity will increase for each monster killed, unless your pet hunger is below 60%.
- If its hunger is below 40%, its affinity will decrease.
Pet Evolution
Pets usually have four forms. The forms are termed:
- Life Crystal
- Infant
- Teen
- Adult
Pets usually start as a crystal, having no skills or functions until they become an Infant.
In order to evolve your pet, you will need to increase its Affinity. Once the pet's Affinity reaches 100%, a button will be available next to the Affinity bar, evolving your pet into the next appropriate form.
Evolution Forms
Pet Skills
Pet Energy
With the pet skills, pets will also get access to a skill system called Pet's Energy.
Pet Energy is a passive skill that pets gain that allows the owner to get special effects out of it.
Each Pet has 4 types of Energy :
1. Body
2. Soul
3. Attitude
4. Fetch
Each type of energy gives a different type of stat(Except for Fetch). You can notice the pet energy and what it gives through the Pet Menu itself (Default Hotkey P)
There is a prerequisite in the pet's form to unlock each energy:
- Getting Infant form will allow your pet to unlock the Body energy
- Getting Teen form will allow your pet to unlock Body and Soul energy
- Getting Adult form will allow your pet to unlock Body, Soul and Attitude Energy (All 3 energies)
- Buying the Fetch Aura from the cash shop/item mall for (KR-5000NX/NA-500KC) will unlock Fetch for that specific pet.
Once the pet energy is unlock, you immediately get access to the stat if he is equipped and has at least 40% Hunger(Except for Fetch). If his Hunger is less than 40%, the pet energy will not open and the owner will not receive the special stats. As you can see from the above screenshot. Once a pet leaves crystal form, he will gain access to skills that you can see from the 2 icons on his top right. Both skills are used by the pet automatically.
Skills
Pets have 2 types of skills:
Attacks: When Hits Required is met, if the pets have enough MP, they will use their skills to attack and aid you in battle. When in "Special Mode", the damage of the skill will increase.
Affinity | Damage Increase |
---|---|
0≤X<70 | 0% |
X≥70 | 10%+(X-70)% |
Encouragement: When you are extremely low on health, the pet will encourage the user to fight harder, which gives them additional stats to the player for a certain amount of time. When in "Special Mode", the effect of the encouragement will increase.
Affinity | Encouragement Effect Increase |
---|---|
0≤X<70 | 0% |
70≤X<80 | 10% |
80≤X<90 | 20% |
90≤X<100 | 30% |
X=100 | 40% |
Pet MP is a seperate MP bar that fills up as the player attacks.
Table of Pet Skills
Encouragement and Fetch Aura effects are all the same regardless of pet.
- Phoru
- Tree Knight
- Ancient Phoru
- Halloween
- Mystic
- Hatchling
- Unicorn
- Kumiho
- Eater
- Panda
- HatMonster
- Halloween Pumpkin Fairy
- Reaper
- Peng
- Son Goku
- Berthe Jr.
- Sheriff
- Thanato
- Raincoat Cat
- Marionette
- Teddy Bear
- Hoya
- Alice
- Medusa
- Eltrion Jr.
Normal Phoru
Ruldoph Phoru
Witch Phoru
New year Phoru
Feeding
To prevent your pet from becoming hungry, you will need to feed him/her. The feeding option is availabe in your inventory.
Pets accept the following foods:
- El Tree Seeds (Obtained through events)
- El Tree Fruit (Obtained through the Item Mall/Cash Shop)
- Equipment
- QPL Jellies
- Mysterious Weeds (obtained through the Hatchling event)
Notes
- Pets will only accept equipment 10 levels lower than your character level.
- The better the equipment, the greater the hunger replenishment. Weapons replenish their hunger much greater than regular armor.
- Once the pet's Affinity is over 70%, your pet will enter a state called "Special Mode" It can be identified by the prefix Special on the pet's name once he enters that state.
- During Special mode, the pet will only accept El Tree Seeds or El Tree Fruits and will no longer accept any equipment until it reaches its next level.
- If you would like to remove "Special Mode", just simply not feed your pet until his Hunger is low, which results on your pet's Affinity to lower.
- Once your pet's Affinity is below 70%, your pet will not be in "Special Mode" anymore, though you can obtain it again anytime you wish.
QPL Jellies
You are also allowed to make weapon-shaped "QPL Jellies" that are tasty treats for your pet. The process of making a QPL Jelly is simple, and only basic materials are needed.
- However, like normal food, pets will not accept QPL Jellies when they reach their "Special State".
Guide
El-Gems are obtained from dismantling weapons while Weapon Casts are bought from Blacksmiths available in any map.
Creating QPL Jellies will give you a chance of creating either a Fantastic or a Strange one.
- Fantastic QPL Jellies (Red Background) are Elite and adds an additional 2% Affinity when fed to your pet.
- Strange QPL Jellies (Dark Background) are of Low Grade Rarity and decreases 5% Affinity when fed to your pet.
Pet Inventory
Pets have an inventory on their own which you can store on at all times. You can access it by pressing the pet button in your inventory menu. However, your pet must be an Infant or older to have their own pet inventory. The higher the level of your pet, the more inventory spaces you will have.
Inventory Sizes
Accordingly, you can add items on the pet inventory which you can save later on to feed him or enable automatic feeding to let him eat it automatically.
The checkbox on the top enables Automatic Feeding.
When your pet's Hunger is lower than 80%, he will automatically eat the items available in his inventory. The sequence of order that he will eat is on this order:
- Level of Equipment (Least to Greatest)
- El Tree Seeds
- El Tree Fruits
Pet Commands
In addition to your pet's Skills and Energies, another system has been added to allow more interaction between you and your pet.
You can also talk with your pet, to have a fun time with him/her, and the pet will interact or respond to you based on what you say.
Your pet's Affinity will also affect on how he/she will respond to you.
Here's a following list of commands you can type to your pet that he/she will respond on:
NA Version
Hey! Howdy! Hi! Hello! Sit! Wait! Rest! Stand! GetUp! StandUp! LetsGo! ComeHere! GetGet! Goofy! Silly! Smack! Stop! Angry! Playful! NapTime! SleepyTime! Zzz! ILoveYou! ILikeYou! GoodJob!
Personality
When raising a pet, you will also discover your pet's personality later on as time passes.
Your pet's personality is based off of how you treat it and it will affect on how it will respond to you when you talk to it.
General things to know about Pet Personality before we get started:
- There are two ways of "applying" personality changes after the required affinity has been reached: relogging or resummoning (as in, calling your pet back to its crystal, then summoning it again). Both have very minimal practical differences.
- Using the relogging method, pet personality changes 0.25 points at a time. Thus, you need to have it change at least 4 times to raise personality by 1 point.
- If using the resummoning method, pet personality will change 0.2 points at a time for a pet in adult form. (Source)
- If using the resummoning method, pet personality will change 0.2 points at a time for a pet in adult form. (Source)
- At 100% affinity, x axis personalities like Sensible and Impulsive are subject to change whereas y axis personalities like Sociable and Shy are not subject to change.
- Logging Out means clicking either Game Exit or Character Select. But not with changing channel through the upper right box. (Source)
- Feeding your pet with Fantastic QPL Jellies count towards affinity increase. Also, first feed of the day that increases affinity by 2% count towards affinity increase too.
- Large affinity gap changes (e.g. 10% or 20% at a time) will not necessarily change personality proportionately.
- If affinity is decreased, it will never affect Shy and but it will always affect Sociable.
- Staying logged in at town with your pet summoned does not have any effect on pet personality, assuming you do not kill a monster.
- Repeatedly resummoning without defeating one monster at dungeons/fields, doesn't make pets more sociable (+y axis). Logging in and logging out doesn't count as well as long as no monster is defeated.
- This guide is written based on Adult forms. For teen and infant stages, an even larger change in affinity gap is required to affect their personality.
- Crystal: minimum 50%.
- Infant: minimum 16%.
- Teen: minimum 7%.
- When you are changing pet personality from 100%~ high affinity and highly Sociable to Shy, don't log out. It is recommended that you have lots of stamina and Strange QPL jellies for lots of dungeon runs. (The strategy is to run multiple dungeons, starving your pet until 70% affinity, then to relog. But to minimize personality loss, you shouldn't relogin midway into the process.)
Personality | Start Cheering | Cheering Duration | Use Attack Skill |
---|---|---|---|
Sociable | HP≤15% | Short | Need less hits 300 Pet MP is consumed |
Shy | HP≤30% | Long | Need more hits 250 Pet MP is consumed |
Impulsive | Irrelevant | Short | Need more hits |
Sensible | Irrelevant | Long | Need less hits |
When pet is turned Sociable(+),
- When attacking, 300 Pet MP is consumed.
- Starts cheering when the summoner's HP is 15% or less.
- Need less hits for it to use attack skill.
- Cheering Duration is inversely proportional to Sociable's value.
- Hits Required is proportional to Sociable's value.
To turn Sociable(+):
- After first login, kill one monster, either in dungeon or field. After that, log out.
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When pet is turned Shy(-):
- While attacking, 250 Pet MP is consumed.
- Starts cheering when the summoner's HP is 30% or less.
- Need more hits for it to use attack skill.
- Cheering Duration is proportional to Shy's value.
- Hits Required is inversely proportional to Shy's value.
To turn Shy(-):
- After first login, kill as many monsters as your stamina allows. When you log out, your pet's affinity change has to be at least 4%.
- If you want to change to Shy fast, it's a good idea to relog after you have achieved a desired affinity change.
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When turned Impulsive(+):
- Cheering Duration is inversely proportional to Impulsive's value.
- Hits Required is proportional to Impulsive's value.
To turn Impulsive(+):
- Feed the pet with normal or lower weapons and elite or lower armors.
——————————————————————————————————————————————————————————
When turned Sensible(-):
- Cheering Duration is proportional to Sensible's value.
- Hits Required is inversely proportional to Sensible's value.
To turn Sensible(-):
- Unlike Impulsive, feed the pet with rare or higher weapons, unique armors, QPL jellies, seeds, and fruits.
- Hunger should increase by 8.5% or higher when feeding.
- Equipments and QPL jellies only count for pets with 70% affinity or below. After that you have to feed Seeds and Fruits only.
Area A: Sociable & Impulsive
Advantage: Hits Required for Attack Skill is low.
Disadvantage: Starts cheering when the summoner's HP is 15% or less. When attacking, 300 Pet MP is consumed.
Advantage when value becomes larger: None.
Disadvantage when value becomes larger: When Sociable and Impulsive's value become larger, Cheering Duration will be shorter, Hits Required will increase.
Report: Sociable and Impulsive's value should be small, so A1 is the best.
——————————————————————————————————————————————————————————
Area B: Sociable & Sensible
Advantage: Hits Required for Attack Skill is low.
Disadvantage: Starts cheering when the summoner's HP is 15% or less. When attacking, 300 Pet MP is consumed.
Advantage when value becomes larger: When Sensible's value become larger, Cheering Duration will be longer, Hits Required will decrease.
Disadvantage when value becomes larger: When Sociable's value become larger, Cheering Duration will be shorter, Hits Required will increase.
Report: Sociable's value should be small but Sensible's value should be large, so B3 is the best.
——————————————————————————————————————————————————————————
Area C: Shy & Sensible
Advantage: Starts cheering when the summoner's HP is 30% or less. When attacking, 250 Pet MP is consumed.
Disadvantage: Hits Required for Attack Skill is high.
Advantage when value becomes larger: When Shy and Sensible's value become larger, Cheering Duration will be longer, Hits Required will decrease.
Disadvantage when value becomes larger: None.
Report: Shy and Sensible's value should be large, so C9 is the best.
——————————————————————————————————————————————————————————
Area D: Shy & Impulsive
Advantage: Starts cheering when the summoner's HP is 30% or less. When attacking, 250 Pet MP is consumed.
Disadvantage: Hits Required for Attack Skill is high.
Advantage when value becomes larger: When Shy's value become larger, Cheering Duration will be longer, Hits Required will decrease.
Disadvantage when value becomes larger: When Impulsive's value become larger, Cheering Duration will be shorter, Hits Required will increase.
Report: Shy's value should be large but Impulsive's value should be small, so D7 is the best.