Pets
A small companion that travels with you, holds its own pockets of loot, and reacts to the world. A friend, not a tool — and one you'll earn down the road.
Type /pet in chat and a small companion cub appears at your feet. It follows you around the world, makes its own little noises, and quietly carries its own pockets of inventory and gold that survive across logins. Type /pet again to send it home.
Alpha caveat — read this. Right now /pet is open to every player as a free toggle while we tune the system. Down the road, companions will be something you earn — through a quest line, a rare drop, or a friendship that builds in-world. We want finding a companion to feel like an event, not a slash command. The casual access window is temporary; enjoy it while it's open, and don't be surprised when it closes.
What companions do today #
Right now, companions are mostly companions — alive, audible, visible. They:
- Follow you across the world. They handle terrain on their own.
- Sit when you stop moving for a while.
- Make small noises (sniffs, cuddles, wiggles) at random intervals.
- Hold a separate pocket of inventory + gold that persists across logins.
They don't currently fight, scout, or grant passive bonuses. That's the roadmap; the pocket inventory + gold pools are the groundwork for those features.
Their pockets #
A companion's pockets persist across logout — what they're carrying when you sign off is what they'll be carrying when you sign back in. The drag-to-companion UI lands in a future patch; for now the slots are visible in the character panel under their row but read-only from your side. Items in companion pockets do not decay at the normal rate — companions are slow-time storage. (Tuning may change.)
What they won't do (yet) #
- They don't tank for you.
- They don't aggro monsters on your behalf.
- They don't share XP.
- They don't auto-loot the field.
When any of that lands, this page updates.
Limits #
- One companion per player at a time.
/pettoggles between summon and dismiss. - Companions go home cleanly on disconnect; a fresh
/petafter relog summons a new cub (not necessarily the same sprite).
In code #
Companion AI states + the pocket-inventory schema: design/pets.md. The petFx and yourPet wire frames carry the visual + state events.