Pets

Pets come in dog (inherent immortality skill, balanced), lynx (inherent vampirism skill, attack focused), golem (inherent stun skill, tanky) and the special “discoverable” battle beetle varieties(inherent bug shell skill, agility focused) which appears in a cage that must be broken after floor 7 of the abandoned prison and brought to trapper in the camp alive, once trappers shack fortress building is unlocked.

Their appearance changes when they reach lvl 15 and 30. As a pet levels up, additional skills may be added; and those skills are upgraded using crystals and skill points (the “stars” in the upgrade screen are just skill points, accrued by getting experience and the same as used to update hero stats and skills).

Pets are permanent - they do not “disappear” when you die and cannot be permanently “lost”, once purchased. Pets are hero-specific - each hero will eventually buy all 4 pets as they approach the end game.

It is advantageous to buy a dog as soon as humanly possible. Pets scale poorly with dungeon depth, so the immortality skill is invaluable. A stunned pet will be a useful meat shield for clogging up hallways and being a projectile shield while stunned.

It is **NOT** recommended that you invest **ANY** skill points in any of your purchased pets until the endgame; but if you must invest then put all the points into a single stat and NOTHING into anything else, or else you will have to expend large amounts of crystals in buying serums of oblivion to stack all the pet points into a single stat. At deep floors, monster damage rises too high to survive more than one hit even for a pet with all points in HP. In the very endgame, all pets will generally return to level 1 and stay there - see end of Progression

In addition to their inherent perks they can have 4 additional one unlocked at levels 10/20/30/40, each perk(including the pets starting one) can be upgraded two times with the stars(lvl up points) and gems for better effects. Note however that any skill points invested here may not be reclaimed, if the skill is removed.

There are currently 16 potential pet perks. The player starts with 7, with the rest unlocked after obtaining the relevant blueprints - dropped by defeating bosses, mini bosses, and monster champions besides one wich is unlocked alongside the beetle pet. The player must have a pet of at least level 15 for the blueprints to drop.

Lists of perks:

•IMMORTALITY (I) / (II) / (III): if pet’s hp drops to zero, it will not die, but will be stunned foe (30)/(25)/(20) s until the hp is restored to (40)/(55)/(75) % (available no more than (4)/(6)/(10) times between visits to the camp);

•VAMPIRISM (I) / (II) / (III): each succesful attack of the petheals the pet for hp equal to (20)/(30)/(40) % of the damage dealt;

•STUNNING BLOW (I) / (II) / (III): each pet’s attack has (3)/(4)/(5) % chance to stun the ordinary enemy for (1)/(2)/(3) s;

•COLLECTING COINS (I) / (II) / (III): outside of battle, the pet independently collects the nearest coins, increases the movement speed during this action by (15)/(25)/(40) % and the value of each coin he collects by (+1)/(+2)/(+3). \*\*\*\*NOTE\*\*\*\* The pet must actually collect the coin to get the coin bonus - so the “stone of the depths” passive talisman which auto-collects coins will not allow this pet effect to trigger.

•PIERCING BLOW (I) / (II) / (III): pet’s attacks ignore (10)/(20)/(30) % of the enemy's physical defence;

•CAUTION (I) / (II) / (III): when attacking a monster, the pet has a chance to switch its aggression to itself with a (-10)/(-20)/(-30)% lower chance than normal; NOT COMPATIBLE WITH "PROVOCATION" perk!

•PROVOCATION (I) / (II) / (III): when attacking a monster, the pet has a chance to swich its aggresion to itself with a (10)/(20)/(30) % chsnce higher than normal; NOT COMPATIBLE WITH "CAUTION" perk!

•MONSTER HORNS (I) / (II) / (III): pet’s critical attack damage increased by (10)/(20)/(35) %;

•TOUGH HIDE (I) / (II) / ( III): projectiles (if not fired closly) deal (20)/(35)/(50) % less damage to pet;

•ELUSIVE (I) / (II) / (III): the pet has a (5)/(10)/(15) % chance to dodge any attack;

•DISEASE RESISTANCE (I) / (II) / (III): pet gains (+75)/(+110)/(+150) to poison resistance and (+75)/(+110)/(+150) to petrification resistance;

•BEAST HEART (I) / (II) / (III): pet’s health recovery rate is increased by (15)/(25)/(40) %;

•CAT GRACE (I) / (II) / (III): pet’s attack speed increased by (12)/(20)/(30) %;

•POWERFUL PAWS (I) / (II) / (III): pet’s movement speed increased by (10)/(20)/(30)%;

•JAGGED FANGS (I) / (II) / (III): pet’s chance to deal critical damage is increased by (4)/(6)/(9) %;

•BUG SHELL (I) / (II) / (III): when attacking, the enemy will be knocked back and have a (25)/(35)/(60) % chance to become vulnerable (physical Damage taken increased by 20%) for (3)/(5)/(7) s.