Personal Companion Pets
Basics: Starting OutVarious NMs of different species will be given an additional rare/exclusive drop: an egg, seed, or infant (egg will be used to describe all three henceforth).
Once a player trades the egg to Brutus, the quest is flagged and he points the player to the 'ranch' to see about raising it.
RaisingTrade the egg to an NPC at the 'ranch' for him to look after it for you. On the Fourth day it will hatch. It will now look like it's adult form, only 1/10th the size. It will grow on day 5, 6, 8, 10, 12, 15, 20, 25, & 30 +1/10th size.
On day 4 you can start spending time feeding, teaching, and doing various exercises with it.
Feeding
All pet food biscuits will grant the pet more energy to do more care actions with it. energy increases with higher tier food.
Pet poultice will not give more energy but will double MAX energy for the next day (only one per day may be used).
Pet roborant will cure any affliction the pet has and will make it immune to ailment the next day (only one per day may be used).
Dawn Mulsum will grant the pet 50% energy recovery and will not fill the pet at all (only one per day may be used).
All other pet food will give 1/3 fill to pet.
Teaching
Talking with your pet will teach various traits based upon which <mainjob> the player is on when they talk to the pet.
ExamplesWAR: Double Attack +2
MNK: Max HP Boost +2
WHM: Magic Defense Bonus +4
BLM: Magic Atk. Bonus +4
RDM: MAB & MDB +2
THF: Evasion +2%, Crit dmg +1% & Treasure Hunter +0.34
PLD: PDT-2% & Defense +2%
DRK: ATK+3%
BST: Killer Effects +3
BRD: Crit Defense +4
RNG: Accuracy +3%
SAM: Store TP +4
NIN: Subtle Blow +4
DRG: Haste +1
SMN: Max MP Boost +2
BLU: All stats +2
COR: Ranged Acc./Atk. +5%
DNC: Save TP +10
SCH: MAB & Max MP Boost +2
RUN: MDT & Magic Evasion +2
...unsure what to use for PUP & GEO atm.
Each teaching builds to a new tier bonus.
'Teachings since last Upgrade'='Bonus Tier'+1
'Bonus Tier'
IE: Upgrade @ Teaching #0,+1,+2,+3,+4,+5,+6,+7,+8... TH3 would make the pet weak in all other areas
If adding '!' to denominator: +1,+1,+2,+6,+24,+120 makes TH2 impossible.
ExerciseExercising with your pet will Grow an affinity towards one of several jobs: WAR, MNK, WHM, BLM, RDM, THF, or PLD.
Job the pet gains an affinity with is dependent upon which exercise routine chosen. On day 15 its main job is chosen from whichever routine was done the most.
After day 15, the ability to unlock other jobs becomes available. A total of five exercises must be done to unlock a job. Each exercise will drain 50 energy.
On day 15, you will be given a card & (if first time) a 'leash.' Thus allowing you to start training it.
TrainingThe pet starts at level one. Bringing it out to the field with the 'leash' and killing monsters will grant it exp allowing it to gain levels like the 'Adventuring Fellow' NPC. Unlike the NPC it takes the place of pet called with call beast/charm and stays out regardless of how many enemies are felled, until it tires out. (KO'd or reaches duration from its affection rating)
The pet gains levels all the way to player's cap without Genkai quests.
At lv.99 The first in a line of genkai quests is flagged. The quests are completed by giving your pet a particular drop from an NM.
(no reason for level cap quests to be added at this point for 50-99, just use player's level cap)
Player Level +6: unlocked from feeding your pet an item gained with Bayld.
+11(lv.110): from feeding your pet an item gained with obsidian fragments.
+16: from feeding your pet an item gained with plasm.
+21 or more: drops from delve NMs / Wildskeeper reives.
/pet "Ready"A pet has three abilities able to be set. To set an ability, talk to the NPC next to the one you raised it with. Based on its current Job, a number of abilities & spells will be available.
Changing the pet's job will reset all three to 'n/a' and must be set again.
Each ability has a set value # of charges needed to use it, just like any jug pet would naturally have.
affectionAffection takes a similar turn as the Adventuring Fellowship NPC.
Doing Any action in the raising process & calling it with the 'leash' increases affection +1.
Changing which pet is called with the 'leash' lowers affection -1 & tossing the 'leash' lowers affection -5 on the pet you attempt to assign when you pick up a new 'leash.'
Terms used
Leash: Item your pet can be assigned to in order to call it when needed.
Hands Lv.5 Jobs: BST <x/x 0:30[3:00:00, 0:30]>
Ranch: the place the pet was raised & where it stays when not attached to your 'leash'; possibly on your personal archipelago in Adoulin.
I write about and try to move others on this because I would like a R/M/E grade pet that takes that kind of time to get and upgrades alongside new content, so they won't become irrelevant.
The reason for multiple jobs & possible multiple pets is so the BST can choose which one to prepare for an event so we can exploit weaknesses of wild animals.
It would take over a month just to make a pet on par with current jug pets; far longer to make one on par with a relic weapon, and longer still to make one on par with a delve weapon.
I don't know about other people, I greatly prefer less randomness in the raising process as it'll take a month before one is raised and another can start getting raised.
I know SE's Dev team has a lot on their plate. I don't expect it anytime soon. I do hope to see it added to their plan of additions for the future.
I think that's about as understandable as I can make my thoughts. What do you guys think?
I prefer the first upgrade path but the one in bold is what I expect.