
Alchemist and adventurer serve no purpose inside dungeons and won't receive class xp from them. Defender takes some of the damage that was meant to hit others in the team. Rogue boosts the amount of random loot dropped by enemies in the dungeon. (It is possible for different hits to go to the same target though.) Blacksmith in the party buffs damage dealt by others in the team, except not the mage though.
#IDLING TO RULE THE GODS PETS BEST CLASS PLUS#
Mage always attacks with multiple weak hits (35% + class level) against random targets (3 by default, plus extra when at high enough class level). Assassin deals extra damage to their target. (Egg's 10% bonuses are kind of trivial compared to bonuses on several later pets.)Īnything that isn't a mage will always attack a single target when they attack. The egg is the only easy pet that this applies to, but the amount of bonus there is so weak anyway that it's easy to justify not doing that there. The addition of the frog provided an easy supporter specialist instead of needing to throw supporter around as yet another possibility for the mouse.Ī lot of players tend to want to prioritize pets with growth or item campaign bonuses to become adventurers even if that's not their specialty. Defender is the only class not covered by a specialist among the 11 cheap pets, although there is the mouse as a nice wild card for an early decision there (but maybe a player can't get crab this early and uses the mouse for an early blacksmith instead). The easiest blacksmith specialist (crab) is still a token pet though. The addition of the bee provided an easy alchemist specialist to get first without needing to invest a token to get the question. It'll take a long time for a new player to move on from this first batch of pet evolutions into any of the rest of them, so the main focus early on for class decisions and a first dungeon team will most likely be with these pets. * crab (token unlock, blacksmith bonus, water, 50% multi camp).

* camel ("secret" unlock, adventurer bonus, fire, 60% GP camp) * rabbit (god unlock, mage bonus, earth, 35% level camp) * question (token unlock, alchemist bonus, neutral, 42% bonuses in all camps except growth and item) * squirrel (god unlock, rogue bonus, fire, 75% food camp) * mole ("secret" unlock, adventurer bonus, earth, -50% food camp) * egg (god unlock, assassin bonus, wind, 10% growth camp, 10% item camp) * cupid (god unlock, adventurer bonus, wind, 100% div camp) * bee (god unlock, alchemist bonus, wind) * mouse (god unlock, no class-specific bonus (-50% food camp becomes 50% food camp instead), earth) * frog (god unlock, supporter bonus, water) Conditions that must be met before evolving them also tend to be much simpler for these early pets than they are for later pets.

(And for reference 8 units of a T1 material can be turned into 1 unit of a T2 material by an alchemist, so even the cheapest of these other pets is pretty expensive in comparison to the earlier pets).

It's possible that the topic creator is much further along by now.Īt this point in time: There are 53 pets in the game, there are 11 of those pets which require some relatively small amount (between 5-50 units) of a T1 material to evolve, and the other 42 pets require some crazy amount (between 75-2500 units) of a T2 material to evolve. It's a 6 month old topic that somebody bumped up yesterday. Mouse seemed like a clear choice, so he became my first blacksmith, but I'm stuck now weighing the pros and cons for the rest. I've read a lot that first 3 most useful classes are Blacksmith, Alchemist, Second blacksmith. That said, I'm still very early game, running campaigns for various reasons (especially to catch-up new pets), and perhaps an Adventurer would be good for a low-level player like me? Cupid may be less important, since I don't see myself aquiring 100 Chocolate any time soon (especially in a single run - since I have no fridge).įor Rabbit: Specialy is "Mage", but the guide above suggests Mages are not very useful, especially until end-game (at which point I should have better mage pets available).įor Mole (and Cupid): Specialty is "Adventurer", but this guide suggests that these 'easy' adventurers are useless in dungeons are better suited as wildcards.

Squirrel and Cat appear to be clear choices, but I need help choosing for Rabbit, Mole and Cupid. I have 2 or 3 pets I see myself unlocking in the next few weeks, other than that - I'm hoping to make the most out of the 5 upcoming evolves I have. Pets are in order of what I feel to be ease of upgrade/unlock.
