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Monster Taming is one of the more complex aspects of Tangledeep. By capturing, raising, and breeding monsters a player can create incredibly powerful companions to accompany them on their adventure.

Almost all aspects of Monster Husbandry are executed through conversation with JesseJesse , the girl in charge of the Monster Corral in Riverstone Grove.

A player can have a maximum of 12 Monsters corralled at a time. These Monsters are shared across a campaign. Therefore, if your character dies you will be able to interact with and use the same Monsters your previous character had.

Capturing Monsters[]

In order to capture a monster, you will first need a Monster MalletMonster Mallet. They can be purchased from JesseJesse for 200g each at any time in your journey, even before Jesse gives you the Monster Taming tutorial.

Once you have a Monster MalletMonster Mallet, find the desired Monster and reduce their life to 15% or lower. Then select the Monster MalletMonster Mallet and use it on the weakened enemy. You will knock the Monster unconscious, who will be tethered to you and allow you to drag it around. Be warned! Hostile monsters will attack unconscious Monsters, so it's advised that you attempt to capture one after any other enemies have been dispatched. Once you have the Monster in tow, open a Portal and return the critter to JesseJesse , who will corral it and allow you to name it.

Later on, a quest at the Beastlake Park can be completed that increases the Knock-Out threshold from 15% to 20%, allowing you to capture a Monster with less effort and risk of accidentally killing them. One trick is to cast your magic portal in advance so that it will teleport you and the monster you hammered to safety with less headache.

Pet Stats[]

Pet stats

Pets, like monsters and Mirai, have HP and the five core stats of Strength, Swiftness, Spirit, Discipline, and Guile. It is assumed these core stats behave the same way as they do for Mirai. Monsters also have Weapon Power, which influences their attack damage, and Powers, or abilities, which are skills they use in (and sometimes out) of combat.

Pets have several stats unique to themselves:

  • Happiness allows you to buddy up with your pet, is raised by feeding and grooming and lost on death.
  • Weight's use is unknown.
  • Rarity influences the stats of offspring when breeding. It ranges from Common, Uncommon, Magical, Rare, Very Rare, and Mythical. As of this writing, you can only tell what rarity a monster is before capturing it if you have the Tier 3 Passive Bonus of Wild Child, otherwise you have to wait until you capture it and check its stats at the corral.
  • Beauty makes monsters more or less attractive, influencing inter-pet relationships and will develop special abilities: 1 to around 13 (likely 17?), pet will have 25% chance to make enemies recoil in fear; around 26-32 (likely from 18 to 32), pet will be 100% more likely to be attacked; at 70-82, pet has 20% chance to blind enemies; around 83-100, pet has 10% chance to charm enemies).
  • The pet stat screen also shows the pet's feelings towards the other monsters of the corral.

Caring for Your Monster[]

Most pets, once caught, start at 0 happiness. You can't buddy up with a pet until its happiness is greater than its level. To raise happiness, you should feed or groom your pet.

Pets can either dislike, think is OK, or love a food item. Dislikes lower the pet's happiness, OK increases by a little, and loved food items increase by a lot. All pets love Monster ChowMonster Chow and it will instantly gain them a point of happiness, but stops working past 3 happiness.

Pets can also be groomed, up to 10 times. Grooming has four options. Brush and style increases happiness (by 1 complete bar) and beauty (by 5), Take a bath only increases beauty (by 8), Romp in mud increases happiness (by 1 complete bar) and decreases beauty (by 6), Humiliating outfit decreases happiness (by _ amount) and decreases beauty (by _ amount). Note that while possible to feed to raise happiness, beauty can only be changed by grooming.

If a pet dies, it'll be sent back to the corral with 0 happiness. To avoid this happiness loss, purchase insurance from JesseJesse . The cost of insurance increases depending on Mirai's level (25g per level). On your monster health bar, you'll notice "ins" when you have insurance. This insurance is valid for any corral pet until used. When it's used, you'll see a message "pet saved" as your pet is teleported back to the corral.

Learning Skills[]

Monsters have skills, and as pets they will generally have & use the skills they had as a wild monster. Pets can have additional skills in three ways:

  • Use a Monster LetterMonster Letter; There is a 50% chance that a max-happiness (Joyous [10+]) monster will write a letter after it's Released, you'll receive the letter a random number of days after releasing the Pet. There is no way to tell if you're eventually getting a Letter. The chance of receiving the letter on any given day starts at 10% and increases by 10% per day up to a maximum of 50%. You cannot get two letters on the same day.
  • Breeding; The offspring will have a random assortment of skills from either parent.
  • Cat'ieCat'ie can teach four unique skills to pets at a cost of JP and can also help your pet unlearn skills for a cost.

Breeding Monsters[]

TrueLove

Over time, pets can grow to like, or dislike, each other. If two monsters find Love or even True Love between each other, you can breed them to create offspring.

While the "first impression" is somewhat random, relationships can improve (or decrease) over time, assisted by a few factors:

  • Being of the same monster family, or specific species.
  • Happier monsters tend to like others, and be liked more by others.
  • Beautiful monsters tend to dislike ugly monsters.
  • If one monster likes another, the other monster may start liking back.

To breed monsters, and improve relationships directly, you must find Rose PetalsRose Petals and cook them as a spice into a dish at the campfire. This will make a Romantic cooked dish. This dish, when taken to JesseJesse and fed to two monsters, will improve their relationship. Once they reach Love or True Love, the next dish used will cause them to breed.

From Neutral feelings, you should expect about 3 meals before breeding will start. Note that there's no limitation on incest and offspring will breed with their parents (and in fact will likely do so easily, as offspring and parents tend to like each other).

The species/type of monster, its attack range, and what skills the offspring inherits from the parent are all random. However, its stats can be influenced by investing JP into the pairing at the moment of breeding. Investing maximum JP can create a pet with higher stats than either of its parents. Monster rarity also influences stat gain - the rarer the parents, the better the offspring.

Because it's possible for offspring to be more powerful than their parents, an extended chain-breeding sequence, breeding offspring with offspring and heavy JP investment each time, will produce pets of ever-higher and, eventually, max stats.

Pets made by breeding tend to start with a high happiness value, which is determined by how happy the parents are. This makes them potentially useful for farming a specific Monster LetterMonster Letter via controlled breed-and-release program.

Monsters with Interesting Abilities for Pets[]

  • Fungal ToadFungal Toad has Fungal Regeneration, a useful self-heal. Given the tutorial gives you one to start with, your tutorial pet may prove surprisingly useful even late into the dungeon.
  • Guardian SeekerGuardian Seeker has Medi-Ray, a healing ability that heals adjacent summons as well.
  • NeutralizerNeutralizer has Medi-Ray II, a more powerful version of Medi-Ray.
  • River SpiritRiver Spirit has Watery Heal

More detailed analysis of breeding JP investment[]

Spending JP increases the child stats based on the % of the max JP you can put in. That max value is determined by the average level of the monsters and maximum rarity. 100% of the max value would give the pet a 8% stat boost.

Rarity adds another multiplier to the Child stats at the cost of increasing that maximum JP. But unlike regular stat boost, rarity stat boost only need 1 JP spent to take full effect.

There are separate modifiers for weapon damage, stat boosting, and health boosting that vary with parents rarity (and also monsters above common get CT and accuracy boosts). 

Common is 1.035 / 1.05 /  1.035 

Uncommon is 1.05 / 1.06 / 1.05

Rare is 1.06 / 1.08 / 1.07

Very Rare is 1.07 /  1.10 / 1.10

Mythical is 1.085 / 1.12 / 1.14

The Child get the appearance and attack range of one of the parents at random. Its Weight, Weapon Power and Core Stats are the average of the parents stats plus the eventual JP stats boost, and inherit their highest rarity.

That means for example a Mythical monster, assuming 100% JP given and both parents at 500 Weapon Power :

  • Child's Weapon Power = (500+500)/2 * 1.08 * 1.075 = 580

Inheriting parent skills[]

Offspring inherit parents skills like this:

1. Llist of all skills from both parents is created (excluding self-destruct skills, trainer skills and skills with CANNOT_INHERIT tag) and then shuffled.

2. Random number N is generated between 1 and the length of this list.

3. First N skills is taken from the shuffled list and added to the new monster, but if duplicate is encountered then it is skipped, resulting in the smaller number of inherited abilities.

Example of a monster obtained through multiple breedings
BreededMonster2
[Mad Chemist + Ember Spirit] to [Mad Chemist + Neutralizer] to [Mad Chemist + Heavy Golem]

None of the Mad Chemist Powers where kept, only the cool skin and the Very Rare Rarity.

It's also melee, despite Mad Chemists being ranged.

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