Why pets matter
A pet is one of the clearest early progression choices because it changes how fast a player moves through farming, adventure, quests, and mini game areas. Grown companions matter for a different reason: they are the long reward for playing widely rather than repeating one loop.
How to unlock or use it
Players meet pets through progression and rewards. Leveling a pet increases some bonuses, and selected pets can evolve when their level requirement is met. Grown companions arrive through the Nook in the Spirit Companion panel — your spirit brings one at levels 2, 6, 12, 20, 30, and playing widely brings up to 6 more, 11 in all.
Key facts
Companions tracked
6 pet bonus profiles are configured.
Grown companion families
10 families across 4 body plans, each grown from a genome unique to your account.
How many you can keep
11: one per spirit level 2, 6, 12, 20, 30, plus up to 6 for breadth of play.
What breadth counts
New plant species grown, new fish species caught, your best visiting streak, and milestones claimed. Harvests count too, up to a cap, so variety always outweighs repetition.
Nothing is rolled
Each family shows the exact companion it will give you — its colours and its name — before you choose it. There are no duplicates and no re-rolls.
One creature, one progression
A grown companion is the body your spirit wears, so level, bond and aura stay on the spirit and switching bodies costs no progress.
Starter-friendly bonus
Bloom gives movement speed without adding extra battle complexity.
Evolution path
Frog can evolve into Frog King at level 10.
Scaling
Pet speed gains scale every 5 levels, and attack pets gain extra attack as they level.
Examples from Bravenbloom
bloom
+8% Movement Speed, A tiny sentient flower that blooms by your side.
rabbit
+15% Movement Speed, A fluffy little rabbit companion.
frog
+20% Movement Speed, +1 MP Regeneration / sec, A loyal little frog companion.
frog king
+30% Movement Speed, +2 MP Regeneration / sec, +10 Attack Power, A majestic frog king, crowned by loyalty.
slime
+25% Movement Speed, +1 HP Regeneration / sec, +2 MP Regeneration / sec, A bouncy little slime that follows you everywhere.
pet mini titan
+18% Movement Speed, +2 HP Regeneration / sec, +5 Attack Power, A pocket-sized Ancient Titan, still rumbling with old power. Only the boss itself drops it.
Daybloom
Waiting for you from the start. The first kind of bloom anybody meets. Turns its face to whoever is nearest.
Sunsprig
Grow 8 different species. Turns to face the sun all day, and to face you the moment you arrive.
Snowlily
Reach level 8 with your friend. Opens after dark and closes at dawn. Hums when it thinks nobody is listening.
Emberrose
Reach a 7-day visiting streak. Keeps its thorns and its manners. Opens one petal at a time, for effect.
Orchidew
Reach level 4 with your friend. Wakes up covered in morning. Holds a drop on each petal until noon.
Bellchime
Bring in 60 harvests. Rings on the way down from every hop. Denies doing it.
Mossrose
Grow 3 different species. Grows a little greener on days you water everything. Sits down mid-walk.
Pondlotus
Catch 3 different kinds of fish. Drifts like it is still on the water, because as far as it knows it is.
Moonlantern
Reach level 14 with your friend. Carries a warm light in its heart and lends it to whoever walks home late.
Dandewisp
Catch 6 different kinds of fish. Half of it is always about to leave, and none of it ever does.
Player tips
- Use movement pets when farming, traveling between objectives, or learning new zones.
- Use regeneration pets when a dungeon run or group encounter is lasting longer than expected.
- Level a favorite pet instead of switching constantly, because level scaling improves long-term value.
- For grown companions the opposite is true: progress lives on your spirit, so swap bodies as often as you like.
- Feed your spirit a variety of produce each day rather than the same crop repeatedly — variety and daily consistency both multiply the XP that brings the next companion.
- Plant a species you have never grown and fish a kind you have never caught: each first is worth far more toward a companion than another repeat harvest.
