Table of Contents

Pets are companion animals that can be tamed, and fight alongside you. This category currently includes Wolves, Cats, and Foxes. Stats on your pet may be checked using an Inspector, which can be crafted as follows:

Pets that are nametagged cannot take lethal damage. This does NOT mean they cannot take damage - they'll just remain at half a heart, but will still visibly get hurt. Pets can also be insured, which happens automatically when you nametag them, or if you manually click on them with Insurance Papers (crafted with 4 paper).

To call your pet from anywhere, you can craft a Whistle. After attuning this item to your pet via Right Click, using it will teleport your pet to you - even if it's in a different world or in an unloaded chunk. To unattune the whistle, place it in a crafting table.

You can only have a certain number of pets following you at once, which increases with the Taming Skill. Being on a claim that you have permission to build on will temporarily increase this cap by 20.
Pets are NOT allowed at Spawn. Pets left at Spawn will be Thanos-snapped out of existence with no refunds.

Taming Level Number of Followers
1 2
20 3
40 4
60 5
80 6
100 7

Each pet has a level, which starts at 1 and can go up to 100. Leveling up increases a pet's attack, speed, defense, and maximum health. This scaling is linear with level, even though experience scales exponentially with level. This means there is significant diminishing returns for training pets to high levels.

Experience Mechanics

Pets gain experience based on damage dealt to mobs at a base rate of 4 EXP per damage dealt; however, attacking the same mob type too much, or fighting in the same place for too long will cause your pet to get bored and reduce experience gain, eventually becoming unable to gain EXP. This is to prevent sitting at a mob grinder while your pet gains experience. To most effectively train your pet, you should move around often and attack a variety of different mobs.

For a table showing experience at each level, see the Pet Experience Table.

Different mob types also award different experience multipliers when attacked.

Mob Classification Experience Multiplier
Wolf 0.0x
Player 0.0x
Nether Mobs 1.5x
Creepers 1.25x
Endermen 1.25x
Passive Mobs 0.5x
Spawner Mobs 0.5x
Out of Bounds (Above the Nether, below bedrock, above build limit, etc) 0.0x

NOTE: These multipliers stack, so for example a Passive Spawner mob will only provide (0.5 x 0.5) = 0.25x EXP.

Boredom EXP Reduction

Attacking the same mob type too much, or attacking in the same area for too long will gradually decrease the amount of experience gained. You will see this as gameplay messages telling you that your pet is getting bored. Eventually, this multiplier reaches zero, which will make your pet unable to gain any more experience in that area and/or from that mob type. This is to prevent sitting at a mob grinder while your pet gains experience. To most effectively train your pet, you should move around often and attack a variety of different mobs.

Experience Boosters

Pets can be granted double EXP by feeding them Homemade Candies, which are craftable. Each Homemade Candy will grant a pet 20 minutes of double EXP:

Pets can also be fed Rare Candies to give them 10,000 EXP or increase their level by 1, whichever one is less EXP.

Your pet will naturally stop attacking mobs if their health gets too low, even if they can't die (remember that nametagging a tamed pet will make it unable to take lethal damage). Having high Affection motivates your pet to fight even if their health is low.

Having the Reckless trait also makes it so that your pet will never stop fighting even at low health.

Affection ranges from 0 - 5 hearts, and can be increased by feeding your pet Colored Beans, which are commonly found in Loot Chests.

Icon Bean Affection Gained
Regular Beans +3 points
Decorated Beans +5 points
Rainbow Beans +50 points

Hearts Affection Stops Attacking At Perk(s)
- None <7 Health
1 x ❤ 1 point <6 Health EXP gain increased by 5% (Wolves will play fetch with you)
2 x ❤ 50 points <5 Health EXP gain increased by 10% (Pets will let you ride them)
3 x ❤ 100 points <4 Health EXP gain increased by 22.5%
4 x ❤ 150 points <3 Health EXP gain increased by 35%
5 x ❤ 255 points <2 Health EXP gain increased by 50%

Affection can be raised past 5 hearts by feeding your pet extra beans. Past 5 hearts, each extra heart is 256 points. Hearts beyond 5 are purely cosmetic and do not offer any additional stat bonuses.

There are multiple special interactions with pets, including verbal commands and petting them.

Physical Interactions

Name Action Description
Pet Sneak + Left Click Pets your pet. Doing so after they kill something will congratulate them and increase Affection slightly. This chat message from doing this is not visible to other players.
Fetch Throw Fetch Stick Plays fetch with nearby wolves, who will attempt to retrieve the thrown stick.
Menu Sneak + Right Click Opens the Pet Menu, which has additional options.

The Pet Menu allows you to pick up your pet, ride it (with 2 or more hearts of Affection), or manage its Ability TMs.

Vocal Commands

Pets within 30 blocks of you will respond to certain verbal commands you say in chat.

Command Description
Sit All matching pets will sit.
Stand All matching pets will stand.
Locate All matching pets will glow.
Here All matching pets will teleport to you.
Speak All matching pets will make sound.
Down or Chill All matching pets will stop attacking their current target.

Matching pets defaults to all pets you own, but can be specified further by following the command with a comma (,) and other specifiers. For instance, “sit, dogs” will only make nearby wolves sit (and not cats or foxes).

Multiple conditions can be added by separating them with spaces. Multiple conditions are evaluated as OR statements. (eg. “sit, Bob wolf trait:cryomancer” will make all nearby pets that are EITHER named “Bob”, are a wolf, OR have the Cryomancer trait sit.)

Target Selector Effect Format
Name Targets by a specific name. [NAME], or if the name has spaces, “[NAME WITH SPACES]” (with quotation marks)
Species Targets by animal’s species. [SPECIES] (wolf / wolves, cat / cats, parrot / parrots, etc)
Age Targets by baby or adult. [baby or adult] (things like puppy, kitten, etc work too)
Trait Targets by a dog/cat’s traits. [trait:TRAIT] (eg. trait:cryomancer targets the cryomancer trait)

Each pet spawns with 2 traits, which range in effect from doing nothing, to increasing speed, to letting the animal shoot arrows! Traits have varying levels of rarity. An animal with two traits from the same category (e.g. two traits that increase speed) will have an even greater speed increase.

Trait Group Description Rarity
Normal, Bashful, Quirky No effect Uncommon
Reckless Attacks all monsters on sight. Rare
Brash, Brave Willing to target Creepers. Rare
Timid, Calm, Careful, Docile Refuses to fight. Rare
Steadfast, Loyal, Clingy Stays close to owner. Common
Absentminded, Lax, Impish Wanders far from owner. Common
Agile, Hasty, Swift Increased speed. Very Common
Sluggish, Idle, Relaxed Decreased speed. Very Common
Friendly, Blithe, Jolly Increased Affection gain. Common
Serious, Lonesome, Aloof Decreased Affection gain. Common
Lucky, Fortunate, Auspicious Attacks have Looting +II. Uncommon
Bold, Adamant, Naughty Increased attack damage. Common
Cute, Delicate, Feeble Decreased attack damage. Common
Hardy, Healthy, Fluffy Increased max health. Common
Frail, Fragile, Sickly Decreased max health. Common
Dextrous, Sprighty Increased jump height. Common
Fireproof, Incombustible Immune to fire damage. Uncommon
Forager, Scavenger, Packrat Forages random items from surroundings and drops them. Very Rare
Feline (wolf/fox), Canine (cat/fox), Vulpine (wolf/cat) Forgets what sound they make. Negates fall damage Rare
Abstinent Refuses to breed. Very Rare
Promiscuous, Lecherous, Fertile Decreased breeding cooldown. Extremely Rare
Blind Cannot attack anything unless it has attacked them first. Extremely Rare
Bard Plays music discs like a Jukebox. Extremely Rare
Flaming, Fiery, Blazing Attacks ignite targets. Extremely Rare
Venomous, Rabid, Toxic Attacks inflict poison. Extremely Rare
Corrosive, Corrupted, Unholy Attacks inflict wither. Extremely Rare
Icy, Frozen, Frosted Attacks inflict slowness. Extremely Rare
Brutal, Sadistic, Savage Attacks inflict bleeds. Extremely Rare
Asshat Kicks anyone who pets them. Extremely Rare
Blastoff Launches anyone who pets them. Extremely Rare
Youthful Stays a baby forever. Extremely Rare
Haunted Randomly eats your food and calls you a bitch. Extremely Rare
Reaper Heals self by 25% damage dealt. Extremely Rare
Aquatic Walks normally underwater and is immune to drowning. Very Rare
Regenerative Heals 1 health every 4 seconds. Extremely Rare
Sharpshooter Shoots arrows at 83% charge. Legendary
Pyrotechnic Shoots fireballs, with a chance of shooting a ghast fireball. Legendary
Cryomancer Shoots ice that inflicts Slowness II. Legendary
Voltaic Shoots electricity that briefly stuns and chains between up to 3 targets within 4 blocks. Legendary


Fertility is a mechanism that controls how likely traits are to be passed down from parent to offspring. After breeding, an animal's fertility is halved, and will slowly increase over time while it's not sitting.

At 100% Fertility, a pet has a 40% chance to pass one of its traits down to its offspring. For traits of Legendary rarity, this chance is further reduced by 90%, for a total chance of 4%.

Each pet has 2 Ability slots. Abilities can be taught by right clicking on them with an Ability TM. Teaching your pet two of the same ability increases the potency. Ability TMs can be found extremely rarely in certain loot chests. You can remove abilities from your pet the Pet Menu, accessible by sneaking and right clicking on them with an empty hand. Removed abilities are NOT refunded.

Abilities come in three categories:

  • Active: The ability is only used when the user is locked onto a target.
  • Passive: The ability is always “active.”
  • Hit: The ability activates each time the user hits something.

Some abilities require a certain trait in order to learn.

Ability Lvl Type Trait Requirement Description (Parenthesis indicates more than one of the same TM)
Tackle 5 Active None Performs a mighty leap at the target, dealing 1.0x (+0.5x) damage upon impact.
Cooldown: 5.0 (-2.0) seconds
Flurry 15 Active None Performs a flurry of 5 (+1) strikes against opponents within 4 blocks, dealing 20% (+10%) damage per strike.
Cooldown: 15.0 (-6.25) seconds
Gust 5 Active None Summons a mighty gust of wind, causing large knock- back to mobs within 7 blocks in a frontal cone, and dealing 20% attack damage.
Cooldown: 10.0 (-4.0) seconds
Cleave 10 Hit None Attacks damage all opponents within 1 (+1) block(s) of target for 75% (+50%) attack damage.
Cooldown: 2.0 (-1.0) seconds
Signal Beam 40 Active None Conjures a beam of marking aimed at current target, inflicting Vulnerability I (+I) for 6 seconds to all mobs within 3 blocks.
Cooldown: 10.0 (-2.0) seconds
Earthquake 25 Active None Creates a large earthquake, dealing 100% (+50%) attack damage and huge knockback within (3 + lvl) blocks.
Cooldown: 10.0 (-4.0) seconds
Battle Cry 40 Active Brash, Brave, Reckless Grants Resistance (lvl) and Strength (lvl) for 18 seconds to all players and pets within 8 blocks.
Cooldown: 30.0 (-10.0) seconds
Night Slash 50 Active None Perform a devastating slash through all mobs between self and target. Deals 110% base attack damage, but increases to 300% as it gets closer to midnight.
Cooldown: 10.0 (-4.0) seconds
Impale 50 Active Brutal, Sadistic, Savage Pierce through all mobs with a range of [target distance] + 4 or 10 blocks, whichever one is less, dealing 100% attack damage instantly. Has a 50% (+50%) chance of inflicting Bleed equivalent to 25% attack damage.
Cooldown: 10.0 (-4.0) seconds
Quickstep 5 Active Agile, Hasty, Swift Gains Speed (3 + lvl x 2) for 8 seconds
Cooldown: 14.0 (-4.0) seconds
Life Bond 60 Passive None Sacrifices (2 x lvl) health to shoot a Life Bond at owner, which transfers the sacrificed health.
Cooldown: 10.0 (-4.0) seconds
Healing Orb 60 Passive None Launches and Orb of Healing at owner, providing Regeneration (lvl) for 12 seconds.
Cooldown: 15.0 (-5.0) seconds
Blood Forfeit 70 Passive Steadfast, Loyal, Clingy, Friendly, Jolly, Blithe If owner falls below 4 hearts, attempts to sacrifice all but 1 of current health to heal owner.
Cooldown: 180.0 (-60.0) seconds
Vampyrism 70 Hit Reaper Heals owner by 5% (+5%) of damage dealt.
Cooldown: N/A
Sanctuary 80 Passive Regenerative Eludes a permanent Aura of Healing, which restores 1 health to nearby allies within (4 + lvl) blocks every cooldown cycle.
Cooldown: 3.0 (-1.0) seconds
Treasure Hunter 80 Passive Forager, Packrat, Scavenger (lvl / 10) chance every time an item is scavenged to find a Treasure Chest instead. When found, the pet will walk to a square and make noise. If dug around this area, the Treasure Chest will be obtained. The chest contains loot from a random loot chest.
Cooldown: N/A
Icy Wind 50 Active Icy, Frosted, Frozen Deals up to 100% (+50%) attack damage to all enemies within 5 blocks in a frontal cone. Also inflicts Slowness (lvl) for up to 7 seconds.
Cooldown: 9.0 (-2.0) seconds
Treasure Hunter 80 Passive Forager, Packrat, Scavenger (lvl / 10) chance every time an item is scavenged to find a Treasure Chest instead. When found, the pet will walk to a square and make noise. If dug around this area, the Treasure Chest will be obtained. The chest contains loot from a random loot chest.
Cooldown: N/A
Flare Blitz 80 Active Pyrotechnic Performs a fiery dash at the target. Upon impact, deals 300 - 400% attack damage and takes 25% of that damage in recoil. Damage dealt is reduced to 100% attack damage if the full recoil damage cannot be taken.
Cooldown: 7.0 (-3.5) seconds
Absolute Zero 80 Active Cryomancer Eludes an Aura of Ice when pursuing targets, inflicting Slowness (lvl) for 2 seconds and dealing 20% (+20%) damage to targets within (5 + lvl x 2) blocks every cooldown cycle.
Cooldown: 0.75 seconds
Robin Hood 80 Passive Sharpshooter Every arrow shot becomes a parallel volley of 3 arrows.
Cooldown: N/A
Charge Beam 80 Active Voltaic Launches a beam of electricity 15 blocks straight ahead. Enemies in its path are immobilized and dealt 50% attack damage per second over 3 (+2) seconds.
Cooldown: 20.0 (-5.0) seconds
Blink 5 Active None Teleports to current target.
Cooldown: 5.0 (-2.5) seconds

Shiny animals are very rare variants of normal pets. While they don't have a different texture, they do emit sparkly particles. Shiny animals spawn at a rate of 1/4096, and can be bred at the same rate. Holding a Shiny Charm while making two pets breed will triple your base chances of the offspring being shiny.

Breeding shiny pets will slightly increases the chance that their offspring will be shiny. This increase stacks additively to the chance increase from the Shiny Charm, which is craftable: