Pets arrive late, and the materials are scarcer than almost anything else in the game. So the useful question is not which pet to raise — it is which pets to leave alone. Start with the constraints Century Games has actually published, because three of them decide the plan on their own.
When it opens, and how many you get
| Question | Published answer |
|---|---|
| Unlock | “The Pet feature is only available when your server has been opened for certain days and your Town Center has reached Lv. 18.” |
| Capture limit | “Following this update, you can capture 3 Pets. It might increase in subsequent updates.” |
| Do skills stack | “Yes.” |
| Taming and feeding | “Yes. Each Pet can only be tamed and fed 2 times daily.” |
Sources: Pet unlock FAQ · Capture limit FAQ · Skill stacking FAQ · Taming attempts FAQ
Two things fall straight out of that table. First, the unlock is an AND, not an OR — Town Center Lv. 18 and a server that has been running long enough. If you are on a young server and the feature is still missing at Lv. 20, nothing is broken and there is nothing to fix. Second, and far more important, the two-a-day cap means pet progress has no accelerator. There is no speed-up, no package, and no grind that converts into a third taming attempt. A pet raised over three weeks by someone who logs in twice a day beats a pet raised by someone with ten times the budget who checks in on weekends.
The stacking answer matters more than its one-word length suggests. Because different pets' skills take effect at the same time, three pets covering three different roles are worth more than one pet pushed as far as your materials allow. Spread the roles; do not build a single showpiece.
What the pet items actually do
Pet Food: Used for Pet upgrade Common Taming Mark: Used for Pet refinement Advanced Taming Mark: Used for Pet advanced refinement Growth Manual: Used for Pet Potential advancement Nutrient Potion: Extra item for Pet Potential advancement Promotion Medallion: Extra item for Pet Potential advancement
— Pet items FAQ
Read that list as three separate currencies rather than one pile. Pet Food drives ordinary levels. Taming Marks — Common and Advanced — drive refinement, which is the stat re-roll. Growth Manuals, Nutrient Potions and Promotion Medallions drive Potential advancement. Running out of one does not let you substitute another, which is exactly how players end up with a half-finished pet in every category.
Refinement is a re-roll, and it does not come back
When you refine your Pet with items, its stats will change when you tap Replace. The system will give the second prompt when there is a substantial drop in stats. Tap Continue will skip the current refinement, but the items are still used. The stats will only be replaced when you tap Confirm. Please note that refinement is irreversible.
— Refinement FAQ
Three traps live inside that paragraph. Continue still spends the items — backing out of a bad roll costs you the materials anyway, so the safety prompt is not free. Nothing is applied until you tap Confirm, which is the only button that matters. And irreversible is literal: there is no restore, no undo, and no support ticket that rolls a pet back.
The warning prompt is also narrower than players expect:
The second prompt will only be given when there is a drop in Total Power.
— Refinement prompt FAQ
So a roll that guts the one stat you were building around but happens to raise Total Power will go through in silence. If you are refining for a specific affix rather than for a bigger number, read the panel yourself every time — the game is only watching the headline figure. There is one piece of good news:
A refinement after an increase in quality will not cause the quality of secondary stats to drop.
— Secondary stat quality FAQ
Quality is a floor, in other words. Once a pet's secondary stats have moved up a quality tier, a later refinement can hand you a worse value but not a worse tier. That makes pushing quality first, then refining values afterwards, the order that wastes the least material.
A free-to-play priority that survives contact with the material cap
Materials, not decisions, are the bottleneck — so plan around the supply rate before you plan around the pets:
- One construction-buff pet, taken to four breakthroughs (roughly 300K power of investment), and nothing else on it. You are buying build speed, not a combat unit.
- Lynx and Cheetah stop at Lv. 15. At 15 the Cheetah can take the higher-tier beasts, which is what you actually wanted it for; every level past that is material spent on a rounding error. Time the push to land inside a pet event and the levelling pays for itself in event points.
- Breakthrough materials come out of baseline event rewards only. Chasing a rank for Pet Medals is where free-to-play accounts go broke.
On that last point: the Arena is not the answer most players assume it is. The steady source is the Alliance Championship shop, at roughly two medals a week, plus the occasional breakthrough selection chest in the alliance shop. Two a week is eight a month — do that arithmetic before you commit to a breakthrough, not halfway through it, or the materials end up scattered across three pets and finishing none.
The line-up, in release order
| Generation | Pets |
|---|---|
| 1st | Grey Wolf · Lynx · Bison |
| Mid | Moose · Cheetah · Ball Bear · Lion |
| 4th | Mighty Bison · Giant Rhino |
| 5th | Alpha Black Panther · Great Moose |
| 6th | Ironclad War Elephant · Regal White Lion |
| 7th | Iron Bear |
Community-aggregated and unverified — the priorities and figures in this section are cross-checked player data, not published by Century Games. They can change with the server and the patch, so the in-game text always wins.
What this guide deliberately does not claim
- The actual number of days behind “certain days” — Century Games has not published it, and neither will we.
- Per-pet skill values and the material counts for each breakthrough step.
- Refinement success rates.
- The server-day each generation arrives on.