Pet Guide: Difference between revisions

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*[[File:Pet - Focus.png]]'''Focus''' decreases MP cost of the pet skill.
*[[File:Pet - Focus.png]]'''Focus''' decreases MP cost of the pet skill.
You can acquire Growth points by either feeding your pet or Refilling Nutrition. While everything else provides 1 Growth point, El Tree Fruit provides 3 Growth points. You can only gain a maximum of 216 points per every 72 hours by Refilling Nutrition because the pet must digest the food. You can extend pet digesting time if it is lower than 71 hours.
You can acquire Growth points by either feeding your pet or Refilling Nutrition. While everything else provides 1 Growth point, El Tree Fruit provides 3 Growth points. You can only gain a maximum of 216 points per every 72 hours by Refilling Nutrition because the pet must digest the food. You can extend pet digesting time if it is lower than 71 hours.
== [[File:Pet Icon.png]] Personality <font color="red">(Not available anymore)</font> ==
When raising a pet, you will also discover your pet's personality later on as time passes. <br>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.
[[File:tendency.png]]
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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. [https://enforums.elswordonline.com/showthread.php?94953-In-Depth-Personality-Guide-Way-of-The-Pet&p=1293970 (Source)]<br>
#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. [https://www.youtube.com/watch?v=8Nvs-qAHswc (Source)]<br>
# 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.
#*Note that the affinity value of your pet is rounded up, so when you are uncertain get 1% more.
#:*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.)
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{| cellpadding="5" border="1" style="border-collapse: collapse; text-align: center"
|-
! width=25% | Personality
! width=25% | Start Cheering
! width=25% | Cheering Duration
! width=25% | Use Attack Skill
|-
| Sociable || HP≤15% || Short || Need less hits<br>300 Pet MP is consumed
|-
| Shy || HP≤30% || Long || Need more hits<br>250 Pet MP is consumed
|-
| Impulsive || Irrelevant || Short || Need more hits
|-
| Sensible || Irrelevant || Long || Need less hits
|}
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When pet is turned <font color="f79646">'''Sociable(+)'''</font>,
#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 <font color="f79646">'''Sociable(+)'''</font>:
#After first login, kill one monster, either in dungeon or field. After that, log out.
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When pet is turned <font color="3ab050">'''Shy(-)'''</font>:
#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 <font color="3ab050">'''Shy(-)'''</font>:
#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 <font color="9933ff">'''Impulsive(+)'''</font>:
#Cheering Duration is inversely proportional to Impulsive's value.
#Hits Required is proportional to Impulsive's value.
To turn <font color="9933ff">'''Impulsive(+)'''</font>:
#Feed the pet with normal or lower weapons and elite or lower armors.
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When turned <font color="00b0f5">'''Sensible(-)'''</font>:
#Cheering Duration is proportional to Sensible's value.
#Hits Required is inversely proportional to Sensible's value.
To turn <font color="00b0f5">'''Sensible(-)'''</font>:
#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.
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[[File:PetEncouragement.png]][[File:PetHit.png]]
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<font color="66ccff">'''Area A: Sociable & Impulsive'''</font><br>
Advantage: Hits Required for Attack Skill is low.<br>
Disadvantage: Starts cheering when the summoner's HP is 15% or less. When attacking, 300 Pet MP is consumed.<br>
Advantage when value becomes larger: None.<br>
Disadvantage when value becomes larger: When Sociable and Impulsive's value become larger, Cheering Duration will be shorter, Hits Required will increase.<br>
Report: Sociable and Impulsive's value should be small, so A1 is the best.
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<font color="99ff99">'''Area B: Sociable & Sensible'''</font><br>
Advantage: Hits Required for Attack Skill is low.<br>
Disadvantage: Starts cheering when the summoner's HP is 15% or less. When attacking, 300 Pet MP is consumed.<br>
Advantage when value becomes larger: When Sensible's value become larger, Cheering Duration will be longer, Hits Required will decrease.<br>
Disadvantage when value becomes larger: When Sociable's value become larger, Cheering Duration will be shorter, Hits Required will increase.<br>
Report: Sociable's value should be small but Sensible's value should be large, so B3 is the best.
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<font color="ffff99">'''Area C: Shy & Sensible'''</font><br>
Advantage: Starts cheering when the summoner's HP is 30% or less. When attacking, 250 Pet MP is consumed.<br>
Disadvantage: Hits Required for Attack Skill is high.<br>
Advantage when value becomes larger: When Shy and Sensible's value become larger, Cheering Duration will be longer, Hits Required will decrease.<br>
Disadvantage when value becomes larger: None.<br>
Report: Shy and Sensible's value should be large, so C9 is the best.
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<font color="ff99ff">'''Area D: Shy & Impulsive'''</font><br>
Advantage: Starts cheering when the summoner's HP is 30% or less. When attacking, 250 Pet MP is consumed.<br>
Disadvantage: Hits Required for Attack Skill is high.<br>
Advantage when value becomes larger: When Shy's value become larger, Cheering Duration will be longer, Hits Required will decrease.<br>
Disadvantage when value becomes larger: When Impulsive's value become larger, Cheering Duration will be shorter, Hits Required will increase.<br>
Report: Shy's value should be large but Impulsive's value should be small, so D7 is the best.
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