Guide
Companion Pets
Six cash-shop items add a small animal that follows you around: Turtle, Cat, Rabbit, Bat, Snake, and Panda. This is a different system from the Companion and Familiar combat skills (the hawk and the up-to-two summoned animals with real combat stats) - those level like any other skill and their scaling is on the Build Planner. A companion pet is purely cosmetic, but it does have its own level and EXP bar, fed by specific consumables. That's what this page covers.
The six pets
Each is its own item, equipped into the cosmetic sub-slot on your Backpack equipment slot - it rides alongside whatever backpack you actually have equipped for storage, it doesn't replace it.
| Pet Turtle | A little turtle that plods along faithfully behind you. |
| Pet Cat | A little cat that pads along behind you and pretends not to care. |
| Pet Rabbit | A little rabbit that bounces along behind you. |
| Pet Bat | A little bat that flutters along beside you. |
| Pet Snake | A little snake that slithers along behind you. |
| Pet Panda | A roly-poly panda that tumbles along behind you. |
Flavor text is the game's own, word for word. Turtle/Cat/Rabbit/Bat/Snake share names with the unrelated Familiar skill's five summons - Panda doesn't have a skill counterpart at all, which is a good sign these were never meant to be the same system.
Leveling a pet - feeding it Souls
Every pet's own item tooltip says it plainly: "Feed it an Energetic or Ambitious Soul to perk it up." Both are the same Soul items used elsewhere in the game to add or reroll Echoes on equipment - feeding one to a pet instead consumes it toward that pet's own level and EXP bar, shown right on the item's tooltip once it's equipped.
| Energetic Soul | Lower tier. Feeding it triggers a calm reaction - occasional hop bursts, a heart every few seconds, a modest speed-up to its stroll. |
| Ambitious Soul | Higher tier. Feeding it triggers a much more energetic reaction - constant hopping, hearts about once a second, a big speed-up, and it dashes out in an orbit around you before settling back in. |
That reaction is a temporary cosmetic "hyper" state layered on top of the permanent level/EXP progress underneath - the bouncing wears off, the EXP gained doesn't. Each feed also puts the pet on a cooldown before it can be fed again; the game's own UI shows this as a "Full for another mm:ss" timer on the pet's tooltip while it's active.
Confirmed straight from the game's own item tooltips and UI script: pets have a real Level and EXP bar (with a visible "Max" state once capped), feeding Energetic or Ambitious Soul grants EXP toward it, and each feed starts a cooldown shown as a countdown timer.
Not yet confirmed: the exact EXP each Soul grants, what level the cap actually is, or how long the post-feed cooldown runs in minutes. Those are runtime numbers, not static data - this project's datamined files show that the mechanic exists and how it behaves, not the specific tuning values behind it.
Source: this project's own datamined game files - the six pet items' own description text (ids 1306–1311), the Energetic/Ambitious Soul item descriptions (ids 316–317), and the client's own UI/networking source confirming the Backpack cosmetic sub-slot, the pet Level/EXP bar, the two-tier feed reaction, and the per-feed cooldown. See Sources for how that data was pulled.