Brainstorming pet abilities thread.

Tzone

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May 16, 2021
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I purposefully left out the dominated only creatures. I Didnt do some like Belbus as well since they will be reimagined to some degree before returning in MO2.

P: = passive abilities
U: = Utilities, activatable abilities meant for utility.
A: = Special attacks.

The main Idea is the larger the pet (mostly based on health) they will be focused towards larger group. smaller animals will be focused on single player combat. With medium some where in between. Non combat pets like pigs will give 3 passives instead of a attach. Non Combat pets will focus on life skills instead. Take into account that most animals will have armor eventually and I am also pushing for the larger animals to start doing lower damage AoE attacks instead of single target high damage attacks.
Along with toning down pets like bears to be slightly slower, attack less often along with this to be further affected by armor.

Fear/Pain. A mechanic that each animal has a threshold before it temporarily run away. If a animal has a bar of 50 like a wolf then you would need to do 50 damage to it over time to make it run away. Each tick the wolf can lose 5 points of pain/fear. Wolf can also be armored as well. When the bar feels up the pet will run some distance away to reset its pain mete before returning. Pets have passives that induce fear that will limit other pets pain/fear meter by a % of the meters max. So as a example Alpha predator 1 against a wolf would mean 30% less pain/fear meter. So 50 would be 35 but wolves have alpha predator 3 which would add 10% of the pain/fear meter to their max afterwards, so it would really be a max of 40 if a Alpha Predator 1 was nearby a wolf. The debufs to the max pain fear meter only takes into account the highest debuff to it.

The following is my suggestions for the pets abilities. If you have your own ideas share them.

Belbus

Brown/black Bear -
P: Alpha predator 1 - No fear or very high pain meter, increased fear to other animals
P: Large, significantly reduced influence from CC
U: Roar 2 - AoE 10m, all affect lose 12 stam per second, last for 4 seconds. 1 min CD
A: Smash 2 - Runs to target, knocks down target, deals 50 blunt. 2 min CD

Bush Pig -
P: Glutton 2 - Minus 10% to reserve drain.
P: Digger 1 - Increases gathering yields related mining by 3%
P: Eater 2 - Plus 7% reserve gain from eating.
U: Squeal 2 - Takes aggro for 5 seconds at least of any aggressive NPC in a 10m AoE. Last for 10 sec. 3 min CD. Doesn't work against guards.

Campadon-
P: Terrifying 2- Fear/pain caused to other animals increases
P: Giant - No CC affect, slightly reduced pain and fear.
U: Stomping 1 - Stomps for 10 seconds. AoE of 20m. All in AoE get minus 100 ms and screen shake. Deals 10 damage per second with in 5m AoE. 5 min CD
A: Smash 1 - Runs to target, Knocks down target, deals 80 blunt. 3min CD

Chelus

Cougar -
P: Alpha predator 2 - resistant to fear or has a very high pain meter, increased fear to other animals
P: Stalker 1 - You and the pet make less noise, You and the pet make less noise. While not moving, after 10 sec your names will not appear.
U: Ambush 1 - Crouches down, reduces MS by 150. Increases damage by 1.4 for 10 seconds after it is commanded to attack. Exits ambush when ordered to attack.
A: Pounce 1 - Lunges 8m to knock down target, deals 20 blunt, 20 slash. 1min CD

Dire Wolf -
P: Alpha predator 2- resistant to fear or has a very high pain meter, increased fear to other animals
P: Pack - Reduced PP cost for the next same of the species
U: Alertness 2 - Pet points to and grows at new players that enter with it 40m of the pets FoV. FoV = 180 when activated. MS is reduced by 300. Stops when in combat
A: Grab 2 - Runs to target, bites to deal 20 pierce per 5 sec, slows down the target to 200ms while the pet is grabing. Grab ends after enough damage is done to pet

Giant Crab -
P: Alpha predator 3- some resistant to fear or has a very high pain meter, increased fear to other animals
P: Large - significantly reduced influence from CC
U: Hardy 1- Takes 50% less damage while minus 100ms for 15 seconds. 2 min CD
A: Crush Grab 2 - Runs to target, grabs to deal 20 blunt per 5 sec, slows down the target to 200ms while the pet is grabing. Grab ends after enough damage is done to pet

Giant Turtle -
P: Shell - Attacks done to shell are equipment hits, deals reduced damage.
P: Large - significantly reduced influence from CC
U: Hardy 1- Takes 50% less damage while minus 100ms for 20 seconds. 2 min CD
A: Crush Grab 2 - Runs to target, grabs to deal 20 blunt per 5 sec, slows down the target to 200ms while the pet is grabing. Grab ends after enough damage is done to pet

Guar

Horntail

Hunter Lizard -
P: Alpha predator 3- some resistant to fear or has a very high pain meter, increased fear to other animals
P: Stalker 2 - You and the pet make less noise, You and the pet make less noise. While not moving, after 15 sec your names will not appear.
U: Ambush 2 - Crouches down, reduces MS by 200. Increases damage by 1.2 for 8 seconds after it is commanded to attack. Exits ambush when ordered to attack.
A: Dash 1 - Plus 150ms for 10 sec or until target has been hit. Runs to the target, deals 20 slash and 20 pierce. 5 min CD.

Lyiator

Lynx

Molva

Night Snatcher

Pig-
P: Glutton 1 - Minus 15% to reserve drain.
P: Digger 3 - Increases gathering yields related mining by 1%
P: Eater 1 - Plus 10% reserve gain from eating.
U: Squeal 3 - Takes aggro for 5 seconds at least of any aggressive NPC in a 5m AoE. Last for 10 sec. 5 min CD. Doesn't work against guards.

Rabbit -
P: Quick foot 1 - Increases speed by 5ms
P: Browser 2 - Increases botany related gathing yelds by 3%
P: Stalked 2 - You and the pet make less noise, You and the pet make less noise. While not moving, after 20 sec your names will not appear
U: Alertness 2- Pet points to and sounds at new players that enter with it 40m of the pets FoV. FoV = 180 when activated. Minus 300 ms. Stops when in combat.

Razorback-
P: Glutton 1 - Minus 15% to reserve drain.
P: Digger 2 - Increases gathering yields related mining by 2%
U: Hardy 2 - Takes 50% less damage while minus 100ms for 10 seconds. 2 min CD
A: Charge 2 - Plus 100ms for 10 sec, runs to target, and knocks the target down and back. Deals 35 blunt. 1 min CD.

River Prowler

Shore Prowler -
P: Terrifying 3 - Fear/pain caused to other animals increases
P: Large - significantly reduced influence from CC
U: Hardy 2 - Takes 50% less damage while minus 100ms for 10 seconds. 2 min CD
A: Charge 1 - Plus 100ms for 10 sec, runs to target, and knocks the target down and back. Deals 50 blunt. 1 min CD.

Snapping Turtle

Springbok -
P: Fleet foot 1 - Decreases stamina regen penalties by .5%
P: Browser 1 - Increases botany related gathing yelds by 5%
P: Stalked 2- You and the pet make less noise, You and the pet make less noise. While not moving, after 40sec your names will not appear.
U: Alertness 1- Pet looks to and then sounds when a new players enters with it 50m of the pets FoV. FoV = 180 when activated. Stops when in combat.

Stone Lizard

Taur Dog -
P: Alpha predator 3- some resistant to fear or has a very high pain meter, increased fear to other animals
P: Pack - Reduced PP cost for the next same of the species
U: Roar 3 - AoE 10m, all affect lose 10 stam per second, last for 3 seconds. 1 min CD
A: Grab 2 - Runs to target, bites to deal 20 pierce per 5 sec, slows down the target to 200ms while the pet is grabing. Grab ends after enough damage is done to pet

Terror Bird -
P: Terrifying 1 - Fear/pain caused to other animals increases a lot
P: Alpha predator 1 - No fear or very high pain meter, increased fear to other animals
U: Roar 2 - AoE 10m, all affect lose 12 stam per second, last for 4 seconds. 1 min CD
A: Dash 1 - Plus 150ms for 10 sec or until target has been hit. Runs to the target, deals 20 slash and 20 pierce. 5 min CD.

Urial -
P: Mountain climber 1 - Decreases jump height penalties by 3%, and reduced fall damage by 3% does not stack. Plus 4 carry weight that stacks.
P: Browser 1 - Increases botany related gathing yelds by 5%
P: Pack - Reduced PP for the next pet of the same species.
U: Alertness 1 - Pet looks to and then sounds when a new players enters with it 50m of the pets FoV. FoV = 180 when activated. Stops when in combat.

Water Lizard -
P: Alpha predator 3- some resistant to fear or has a very high pain meter, increased fear to other animals
P: Swimmer - Pet and tamer get plus 10ms in the water and can hold breath for longer
U: Spit 1 - Ranged attack that deals posion damage over time. (corrupts) 30 second CD.
A: Dash 1 - Plus 150ms for 10 sec or until target has been hit. Runs to the target, deals 20 slash and 20 pierce. 5 min CD.

Weasel

White Bear -
P: Alpha predator 1 - No fear or very high pain meter, increased fear to other animals
P: Large, significantly reduced influence from CC
U: Roar 1 - AoE 15m, all affect lose 15 stam per second, last for 5 seconds. Breaks blocks. 1 min CD
A: Smash 1 - Runs to target, knocks down target, deals 65 blunt. 2 min CD

Wisent -
P: Pack - Reduced PP for the next pet of the same species.
P: Strong 2 - Plus 6 carry weight for the tamer
P: Heard 1 - Reduce damage by 3% for each of the same allied species also under the same tamer
U: Hardy 2 - Takes 50% less damage while minus 100ms for 10 seconds. 2 min CD

Wolf -
P: Alpha predator 3- some resistant to fear or has a very high pain meter, increased fear to other animals
P: Pack - Reduced PP cost for the next same of the species
U: Alertness 2 - Pet points to and grows at new players that enter with it 40m of the pets FoV. FoV = 180 when activated. MS is reduced by 300. Stops when in combat
A: Grab 3 - Runs to target, bites to deal 15 pierce per 5 sec, slows down the target to 350ms while the pet is grabing. Grab ends after enough damage is done to pet
 

Tzone

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May 16, 2021
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Forgot to say that pet abilities like dash or pounce are parrable like the normal pet attacks. Some might need to be counter only with dealing damage like against Grab.
 

Woody

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Apr 4, 2021
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I like the thought process that has gone into this idea, especially to give certain pet's more relevance outside the min/max mindset of combat pets. However, many of these benefits (especially the passives) would need to be carefully considered as to ensure pets aren't seen as a necessity to have for every build.

The fear mechanic seems interesting, so long as it's not too frustrating to manage.

The only other comment I'd make is it's hard to know if something like this is even feasible, both in the sense of fitting into the existing design of the game but also in terms of it's complexity to implement effectively.
 

Najwalaylah

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May 28, 2020
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37.76655478735988, -122.48572468757628
The Belbus: A Misunderstood Kitten.

They traditionally and very obviously had the creeping crud of some kind at the ass end; this suggests some kind of Infected Bite for worse damage, or with damage over time, or in need of purification.

Henrik called them "The land mines of Nave", in the days of Mortal Online 1.

In the real world, Belbus is an extinct genus of hyenas.

The Nave belbus belongs to the (RL sub-order)
Feliformia ¹
- (and to the infra-order) Viverroidea ² (also including Hyenas, Civets and Mongooses)
— blackbird24


- - - -
¹ ² https://en.wikipedia.org/wiki/Viverroidea