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Aggressive: Misc


Dofus Wiki

Up to date as of January 31, 2010
(Redirected to Aggro article)

From Dofus

Aggroes, or aggressive monsters, are monsters that will initiate combat with you if you walk or run too close to them. In other words, they will aggress you. Aggro monsters have an Aggro range

Avoiding Aggressive Monsters

Often you can avoid aggressive monsters by simply going around them, either in the same map or exiting the map and taking other maps. If you try to walk around them in the same map, you need to stay out of their Aggro range. This range is at least one square, and can be higher with higher-level monsters.

An aggressive monster will not attack you if you do not move, no matter how close you are. So when you arrive on a map and find yourself surrounded by aggressive monsters, you can stay still and wait for the mob to move away, then walk around them. Or if the exit point is visible you can usually step on it without being aggressed (this works best if you are a single square away from the exit point, i.e., if you've just arrived on the map). Or if you are impatient, you can use a Recall Potion.

A very useful way of avoiding aggro monsters is to turn the whole group into one character, by turning off Options > "General" tab > Map > Display all monsters in the group. It is also wise to turn on "Display the Grid" and "Display characters in transparent mode." The grid will allow you to see exactly how many squares away you are, and transparent mode will allow you to see any mobs hiding behind buildings or other obstructions. You may also wish to travel with your spouse, using the "Join" command. This allows you to jump to your spouse's position any time you are surrounded by an aggressive mob, rather than waiting for the mob to move away from you.

If you are an aligned character, guards of the opposite alignment should be treated as aggressive monsters with a aggro range of math no matter if your wings are up or down.

Here is a list of aggressive monsters.


Its not just walking that triggers, but also actions such as cutting a tree, for instance if an aggressive mob walks towards you and you end up being in their aggro range, and you are standing in front of a cuttable tree, cutting the tree will cause you to get aggroed.

It should also be noted that their aggro range is checked against the square you move TO and not the square you move from. So, for example, say you are 1 square away from a monster with an aggro range of 1. Moving away from this monster will NOT initiate combat. This piece of knowledge is especially useful when you factor in that you can move straight Up/Down/Left/Right, resulting in you moving a total of 2 squares away from the aggro group instead of just 1.

See also: Wikipedia:Aggro.


This article uses material from the "Aggro" article on the Dofus Wiki wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

Guild Wars

Up to date as of February 01, 2010
(Redirected to Animal companion article)

From GuildWiki


For information about so-called "mini pets", see: Miniature
For information about necromancer minions, also sometimes called "pets", see: Minion

Characters can obtain an animal companion, also known as a pet, using the Charm Animal skill. These animals fight as melee attackers alongside the character whenever this skill or Comfort Animal (PvE only) is equipped and are affected by skills specific to animal companions, mostly in the Beast Mastery attribute. As the Charm Animal and Comfort Animal skills are ranger skills, it is only possible to play with an animal companion as a primary or secondary ranger.

Pet evolution

Generally, the pet evolves at levels 11 and 15. However, in certain cases this has varied; such instances are rare and not fully understood, though leveling up while dead does seem to delay evolution to the next time the pet levels up. The pet name does not always update appropriately; in this case, name your pet, then reset the default name with /namepet or /petname. Which evolutionary path the pet takes is dependent on the play style of its master leading up to the pet's evolution and is still undergoing research.

The following factors are believed not to be involved in pet evolution:

  • Levels of monsters fought
  • Number of times the pet died
  • Number of foes killed by the pet

The following are observed to have some correlation with defensive evolutions (playful/hearty):

  • High amount of healing on the pet
  • Low ratio of damage dealt by pet versus damage by owner
  • Amount of damage taken by the pet
  • Amount of damage taken by the pet without killing the pet

The following are observed to have some correlation with offensive evolutions (aggressive/dire):

  • High ratio of damage dealt by pet versus damage by owner
  • High absolute damage dealt by pet

Getting a pet

Pets are character-specific; each character must charm their own pet, and cannot be shared with other characters. To obtain a pet you must use Charm Animal on an animal. Heroes may also charm an animal either as a primary or secondary ranger.

Be warned: when you use Charm Animal to charm a pet, it will become hostile and attack you or another party member (don't panic, as it will do minimal damage). Heroes, if not set to avoid combat, and henchmen (AI characters) will attack the pet you are attempting to charm. For this situation, it is best to flag heroes and henchmen out of aggro range to prevent the pet from being killed by the AI characters before it is charmed.

Whenever a character has Charm Animal or Comfort Animal equipped, their pet will tag along when they are outside of cities and outposts.

Provided you do not get rid of the pet as described below, the pet is permanently linked to your character; even changing from a ranger secondary profession does not sever this link. When you change back to a ranger secondary and equip Charm Animal or Comfort Animal, the pet will be unchanged.

All PvP characters start off with an elder Wolf. It is possible to replace the wolf with another pet using the Zaishen Menagerie.

A hero can also get a pet by equipping Charm Animal. First clear the area around the pet. Then order all other heroes and henchmen away from the area. Use a flag to bring the desired hero within range of the pet. The player then targets the animal to be charmed. Left-click on the hero's number in the Party Member list to bring up the hero's skill bar, and select Avoid Combat, Charm Animal, and Lock Target. The hero will then use Charm Animal and will have a new pet.

Animal subtypes

There are currently 34 unique charmable animals in the world of Guild Wars, and 34 pets to be unlocked in the Zaishen Menagerie Grounds. Some animals that might seem to be different are still considered to be the same of pet in the Menagerie — these are the Tyrian and Elonian Warthog, the Wolf and Snow Wolf, and the Moa Bird and Strider .

Animal companions with their own statue in the Monument of Fellowship are marked in bold.




Eye of the North

Changing your pet

When Charm Animal is equipped, your animal companion travels with you, preventing you from charming another animal. The only way for you (or your hero) to charm a different animal is by first taking your current pet to a Pet Tamer, who will take it away. The most accessible pet tamer by far is Emryd in the Zaishen Menagerie Grounds, where you get the added convenience of being able to charm any pet you have previously released into the Menagerie, and can train them or even death level them before charming them anew.

Pet rules

  • Pets are not party members, only allies.
  • All pets are the same type of creature according to Edge of Extinction and other skills that affect creatures of the same species.
  • A pet will always attack the same foe as its owner (sometimes changing target with a delay) at a rate of one attack every 2.15 seconds.
  • Pets receive death penalty in PvP, but not in PvE.
  • Pets in PvE take 33% less damage and deal 33% more damage in combat.
  • When a pet dies, its location does not show as a gray dot on the compass and does not leave an exploitable corpse.
  • Also when a pet dies, all of the owner's skills will be disabled for a short time, based on their rank in Beast Mastery. The exception is Pre-Searing, where the owner's skills are not disabled upon death of the pet.
  • Pets can only be resurrected with Comfort Animal, Revive Animal, Heal as One, or a Resurrection Shrine. Resurrection skills targeted on players cannot target pets.
  • If a pet is unnamed (see below), its name may change as it levels up and evolves (i.e. a Melandru's Stalker may become a Playful Stalker). Note that the name change still occurs if you give your pet a custom name, it is just not displayed. If you later erase your pet's custom name, the 'upgraded' name will be displayed instead of the original one.
  • Pets gain experience and level up from combat, to a maximum level of 20. They will gain experience in this way even while dead, regardless of the distance to the dying foes, but the party screen will only update the level when the pet is within radar distance of the master. Pets do not gain experience from quest rewards or mission completion, and are unaffected by experience scrolls. The entire group of allied pets are considered as another party, thus, the experience earned by your pet decreases proportionally to the number of pets in the alliance. Note that since a pet 'dies' while you are inside a Junundu Wurm, this becomes a great way to get a pet evolved from 'Aggressive' to 'Dire' without having to do a lot of tedious death leveling.
  • Some pets may not follow you until you level them a couple of times.

Pet Controls

Pets also have a "control bar", similar to that of a hero's, which you display by clicking on the number to the left of the pet's health bar in the party window. (If heroes are in your party, the number indicating your pet's control bar changes from 1 to 2, 3, or 4, depending on the amount of heroes in your party.) When opened, it contains three buttons to the right of an animated avatar displaying the following: a sword, a shield, and a dove. Enchantments, conditions, and hexes affecting the pet are displayed below the control bar. The shield button sets the pet to Guard mode, which puts the pet's normal into effect. The sword button locks the pet's target on the foe currently targeted by the player. When a target is locked in this way, the pet will automatically chase after the enemy until you move too far away from your pet, or it is set to heel mode, and in some cases, guard mode. Note that when the pet successfully defeats its locked foe, it automatically returns to the mode it was previously in. The range of the lock target command is equivalent to roughly to twice the range of the aggro bubble. The dove button commands the pet to heel, which is equivalent to the hero's "avoid combat" command. When activated, a pet will automatically stop attacking, and remain idle, unless the pet is attacked (in which the pet will flee), put back into guard mode (note that if this happens, the pet may attempt to target the enemy it was previously attacking if the pet is close enough to its former target), or is given the command to target a specific enemy.

Pet attacks

A pet's damage is relative to the amount of attribute points invested in its owner's Beast Mastery attribute, with diminishing returns for rank greater than half the owner's Level +2. Pets attack roughly once every 2.15 seconds and inflict critical hits at a rate that depends on the owner's Beast Mastery attribute. Pet critical hits do not use the same damage formula as other critical hits. The most prominent difference is that pet critical hits have a damage range rather than inflicting √2*max damage.

With 12 points invested in Beast Mastery:

  • A level 20 Hearty pet does 15-35 damage per hit against an AL 60 target; with the critical hits removed, the base damage is 15-25.
  • A level 20 Elder pet does 17-41 damage per hit against an AL 60 target; with the critical hits removed, the base damage is 17-29.
  • A level 20 Dire pet does 20-46 damage per hit against an AL 60 target; with the critical hits removed, the base damage is 20-32.

In order to assess expected damage, the average damages need to be known, with 12 points invested in Beast Mastery:

  • A level 20 Hearty pet does an average of ~21.1 damage per hit for ~9.8 DPS at base attack speed.
  • A level 20 Elder pet does an average of ~24.4 damage per hit for ~11.3 DPS at base attack speed.
  • A level 20 Dire pet does an average of ~28.1 damage per hit for ~13.1 DPS at base attack speed.

Different types of pets do different types of physical damage.

Slashing damage is dealt by

Piercing damage is dealt by

* The Prima Guide has listed these types of pets as doing a different type of damage, and many other fansites copied that information. However, actual testing shows the information in the Prima Guide to be incorrect. For discussion on this matter, see here.

Health and armor

  • All pets have the same health and armor based on their current level.
  • Pets have the equivalent of 5 pieces of infused armor.
Health = Level × 20 + 80
AL = Level × 3 + 20

Pet Evolution Stats

  • Hearty: -(~12-14)% damage, +60 health
  • Playful: -(~5)% damage, +30 health
  • Elder: -0 damage, +0 health
  • Aggressive: +(~5)% damage, -30 health
  • Dire: +(~12-14)% damage, -60 health

It is commonly believed that an Elder pet has a damage bonus of +3; however, attempts to validate this have shown that this is not true (found in this Guru article).

Black Widows are always level 20, and spawn with a random evolution. Black Moas have been observed with the properties of the Elder evolution.

Have a look at the Guide to evolving a Dire Pet if you want a dire pet.

Pet naming

A primary character's pet can be given an individual name with the commands "/namepet <new name>" or "/petname <new name>". Both commands, when used without anything following it, will reset the pet's name to its default state. A pet's name can be up to 12 characters long. Note that an individual name will also carry over to a new pet. Pet name does not affect a pet's evolution, it will simply mask the prefix displayed until you reset the name to default. Multiple pets, unlike players, can have the same name. Heroes cannot rename their pets.

You cannot change the name of your pet in the middle of a PvP match. You may, however, change it while in any PvP outpost or the Isle of the Nameless.

Pet growth

As of the 10/18/2007 update, all pets now grow as they evolve. Pets do not automatically gain in size when going through levels. Some pets can be tamed with a certain evolution already maxed and therefore will never increase in size. If a pet is tamed with an evolution previously, and does not undergo another evolution, it will also not grow. This is independent of level, meaning that if you tame a level 12 aggressive lioness, and do not evolve it properly into a Dire Lioness, it will not grow in size.


  • Charmable Animal Companions removed from the game so far include the Fern Lizard from Prophecies (a browner cousin to the Dune Lizard), the panda (presumably due to international relations though it is still in the game - just not charmable), the red crowned crane (though still in the game and still called a Crane with a white neck and blue crown - the skin was changed presumably due to animal rights relations), and the Pygmy Hippopotamus (due to technical problems with the animal's model).
  • Animal companions appear to leave human footprints (haven't been able to verify this with all pets at this point).

See also

Facts about Animal companionRDF feed

This article uses material from the "Animal companion" article on the Guild Wars wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.


Up to date as of February 07, 2010
(Redirected to Aggressiveness article)

From the RuneScape Wiki, the wiki for all things RuneScape

"Aggressive" redirects here. For the attack style, see this article.
A player is attacked by two aggressive ogresses.
Flesh crawlers, as many other monsters in Stronghold of Security, are aggressive monsters.

Aggressiveness refers to the behaviours of various monsters in RuneScape when in close promixity to players. Aggressive monsters will attack players; some are aggressive based on players' combat levels and others are aggressive regardless of level. Aggressive monsters can be particularly dangerous in a multi-combat area with multiple monsters. Non-aggressive, or passive, monsters will not attack players unless they are attacked first.

Some monsters, such as Chompies & Jubblies, will not attack a player even if engaged in combat.

When aggressiveness is based on combat level, an aggressive monster will attack a player whose combat level less than or equal to twice the monster's level. If the player's level is more than twice the monster's level, it won't attack.

For example, a level 51 player enters an area with a level 28 Hobgoblin. Since the player's level is less than twice the monster's level (28 × 2 = 56, which is more than 51), the hobgoblin will attack the player. Conversely, if a level 105 player enters an area with a level 28 hobgoblin, the monster will not attack because the player's level is more than twice the monster's. In this case, the hobgoblin will ignore the player (unless, of course, the player decides to attack the monster). The player would need to be level 57 or higher to avoid being attacked by the hobgoblin.

Different monsters seem to have different levels of aggression; some, such as Jungle horrors, will seek you out from many spaces away, whereas others, such as Mountain trolls, are aggressive on a smaller radius.


  • After a player spends a certain amount of time (about 10–20 minutes) in the vicinity of aggressive monsters, the monsters will become tolerant of the player and become passive. If the player leaves the area and then returns, the monsters there are aggressive again. This includes Random events that teleport players from the area and then return them. Note that logging out is not classed as leaving the area, so if a player logs out and logs back in again the monsters will still be tolerant.
  • Some monsters that become tolerant may become aggressive again, after a period of time, even if the player constantly stays in the vicinity. For example, Flesh crawlers in the Stronghold of Security and Kurasks in the Fremennik Slayer Dungeon are this way. Other monsters do not spontaneously become aggressive again no matter how long the player remains in the vicinity.
  • Most monsters in the Wilderness are aggressive no matter what your level. A few, such as Rogues, are not aggressive.
  • Revenants are always aggressive, so long as they are within your level range (Combat level ± Wilderness level), otherwise, they ignore you. They are also aggressive from a very long range, seeking you out from even outside your screen width.
  • Some monsters in the Stronghold of Security are aggressive to any player. These include Flesh Crawlers, level 50 Giant Spiders, and level 37 and 59 scorpions.
  • Aggressive monsters with a combat level of at least 69 are also aggressive to any player, as 138 is double this, and it is impossible for player to have a combat level higher than 138.
  • Most Slayer creatures are non-aggressive, despite the player's combat level. This does not apply to all however, as Kurasks, Gargoyles, Warped terrorbirds, and Aberrant Spectres (in the Slayer Tower) are aggressive.
  • Desert Bandits south of Bebadin Camp will always be aggressive to players wearing Saradomin and Zamorak items.
  • Desert Bandits (to players not wearing Saradomin or Zamorak items) and Al Kharid Warriors are both non-aggressive until a player attacks one. All of the other warriors or bandits in the vicinity will then attack that player because both areas are multi-combat.

See also

This article uses material from the "Aggressiveness" article on the Runescape wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.


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