Pocket Pals
A server-backed, turn-based companion battler with 78 species, evolutions, gear, trainers, captures, and PvP.
Status: LIVE — Pocket Pals is enabled, including PvP challenges, wild encounters, trainer ranks, evolutions, equipment, and persistent teams.
At a glance
- Open with
/palsor/petbattle. - 78 collectible base species and 146 evolution forms.
- 261 server-authored moves, four equipped move slots, and persistent move replacement choices.
- 68 three-stage families: evolve at 28 and 60. The ten earlier wild families evolve once at 40.
- Five starters: Mossbite, Brookfin, Pebblit, Voltuff, and Lavapup.
- Five-Pal teams, with slot 1 as the lead.
- Three equipment sockets: Charm, Guard, and Relic.
- 15 trainer ranks, ending at level 80.
- Persistent HP and MP. A fainted Pal has a 3-minute revival cooldown.
- PvP challenges work against nearby players, with both sides locking actions.
- 15-second turn clock, 30-second invite window, and 3 missed PvP turns forfeits.
- 5 starting Capture Seals; more come from trainer wins.
- No dedicated NPC. Wild encounters, trainers, collection, and PvP are all in the addon.
- Innkeepers fully restore all Pals that are not still on a faint cooldown.
How to use
- Install the PocketPals addon and open it with
/palsor/petbattle. - Claim one starter. The choice is permanent collection data, not a temporary pet.
- Open Collection and arrange up to five unique Pals. Slot 1 is your lead.
- Use Wild Pal or
/pals wildto start an encounter in your current zone. - Choose a move, item, swap, or capture each turn. The server rolls all outcomes.
- Weaken a wild Pal and use a Capture Seal. A full team means the capture cannot join until you make room.
- Use Trainer or
/pals trainerto climb the 15-rank ladder. Each rank unlocks the next. - Use Challenge or
/pals challengewith a nearby player selected to send a PvP offer. - Heal with carried potions or visit an innkeeper. Fainted Pals must wait out their own 3-minute timer.
- Open
/pals collectionto equip Charms, Guards, and Relics, manage moves, and evolve eligible Pals. - Use
/pals syncafter a reload or if the state looks stale./pals resetuionly resets the window position and scale.
Starters
| Starter | Type | First evolution | Final evolution |
|---|---|---|---|
| Lavapup | Fire | Magmahound | Emberfang |
| Brookfin | Water | Torrentail | Reefwarden |
| Mossbite | Nature | Briarhowl | Groveguard |
| Pebblit | Earth | Monolithon | Cragcharger |
| Voltuff | Storm | Thundermaw | Stormseer |
You may capture other starter species in the wild, including the ones you did not choose. The initial choice only decides your first owned Pal.
Teams and swapping
- Up to five unique owned Pals on a team.
- Slot 1 is the lead. Moving a conscious Pal into slot 1 lets the team continue immediately.
- Voluntary swap: uses your action for the round; the opponent still attacks.
- Forced swap: when the active Pal faints, you must replace it before any other action. The replacement does not give the opponent a second attack.
- Bench state persists: HP, MP, statuses, shields, delayed moves, and equipment stay attached to the outgoing Pal.
- Captures fill the first empty team slot but never displace a full team.
Wild encounters and captures
- Wild levels come from the zone’s documented 3.3.5 band, not from your active Pal’s level. Unknown/custom zones use the legacy active-Pal ±1 fallback.
- 74 mapped zones have their own battlefield and common wild family. Unmapped zones use the global pool.
- Evolution-only forms never appear in the wild. You must evolve them.
- Capture chance: base 20%, up to +65% for missing health, minus 5% per wild level. Status and level affect the roll.
- Capture Seals are consumed by the attempt. You start with 5; trainer wins grant more.
- Wild cooldown: 5 seconds between encounter requests.
- A capture ends the battle. A failed capture does not.
Battles and statuses
- Turn clock: every online Wild, Trainer, and PvP decision has 15 seconds. Timeout uses the first affordable damaging move, then a status move, then Flail; a required replacement picks the first conscious reserve.
- Major ailments: Burn, Poison, Paralysis, Sleep, and Freeze. They are mutually exclusive.
- Volatile effects: shields, wards, stat changes, stuns, delayed moves, and move-specific mechanics.
- MP: starts at 40 and grows by 4 per level. Move costs rise by 1 MP per two completed levels.
- Basic attack: Flail costs no MP, has 16 power, and has 9% recoil.
- Battle end: starting normal combat, dying, logging out, or teleporting ends the battle. PvE interruption persists HP/MP without a win or loss; PvP interruption is a forfeit.
- Reload recovery:
/reloadduring a battle asks the server for the authoritative state. The 15-second clock does not reset.
HP, MP, potions, and revival
- HP and MP persist between battles for every team member.
- Fainting starts an individual 180-second revival timer. It persists through logout and restart.
- Potions must be carried in your bags. Banked, equipped, mailed, or traded items are not eligible.
- Exact item amounts: each potion restores a fixed amount, capped by missing HP/MP. The picker shows base, actual restore, and waste before use.
- No automatic tier substitution. You choose the exact item.
- A full resource consumes nothing.
- Innkeepers fully restore every Pal that is not still cooling down and report how many are blocked.
- A blocked potion or innkeeper visit does not consume the item and does not reset the timer.
Moves and evolution
- Starters begin with two level-1 moves.
- Learn the third move at level 6 and the fourth at level 12.
- Replacement choices arrive at levels 22, 34, 50, and 68.
- A captured wild Pal keeps the newest four moves it was eligible to use. Older eligible moves are recorded, not dumped into a stale replacement backlog.
- Pending move choices survive logout and must be resolved before another battle.
- Three-stage families: base → intermediate at 28 → final at 60. Each step grants a signature move.
- Ten older wild families: single evolution at 40.
- Evolution changes combat form but keeps the base species as the collection key. It does not lose XP, gear, active status, or your move loadout.
- You may evolve only the immediate next stage. Evolution-only forms are never wild captures.
Equipment
- Three sockets: Charm, Guard, and Relic.
- Socketing consumes the exact carried world item. Replacing an imprint does not refund the old item.
- Equipment effects are server-applied and persist on that Pal.
- Gear is per Pal, not per team.
- Gear must be in your bags when socketed.
- The addon shows valid items and their effects. The server revalidates the item and socket.
Trainer ladder
- 15 ranks, from the first trainer at Pal level 3 to the final trainer at Pal level 80.
- Rank is persistent per character.
- You cannot start a rank above your current unlock.
- Winning the current rank advances you and grants Capture Seals.
- Trainer fights use fixed trainer Pals, not wild level bands.
- The ladder is the main source of extra seals after your starting five.
PvP
- Select a nearby player within 30 yards and use
/pals challenge. - The target has 30 seconds to accept.
- Both players lock an action without seeing the opponent’s choice.
- Turns are server-resolved on both locks or on the 15-second deadline.
- 3 cumulative missed turns forfeits the match.
- Starting normal combat, dying, logging out, or teleporting is a forfeit.
- PvP is enabled live. PvP battles do not use the world PvP flags or battleground queues.
- Invites and active battles are in memory. A worldserver restart drops them; collection and progression persist.
Commands & UI
| Command / UI | What it does |
|---|---|
/pals | Toggle the Pocket Pals window |
/petbattle | Alias for /pals |
/pals wild | Request a wild encounter |
/pals trainer | Open/request the trainer ladder |
/pals challenge | Challenge the selected nearby player |
/pals collection | Open collection, team, moves, gear, and evolution |
/pals profile | Open trainer card and settings |
/pals starter | Show starter selection when eligible |
/pals sync | Refresh authoritative state |
/pals resetui | Reset only window position and scale |
/pals help | Show command help |
| Collection tab | Team, moves, potions, gear, evolution |
| Wild Pal button | Start a wild encounter |
| Trainer button | Start the next trainer rank |
| Challenge button | Send a PvP offer |
| Capture button | Spend a seal during a wild battle |
| Swap buttons | Change the active Pal |
NPC references
| NPC | Entry | Role |
|---|---|---|
| No dedicated Pocket Pals NPC | — | All systems are addon-driven |
| Any innkeeper | varies | Fully restores all Pals that are not on cooldown |
| No Pal trainer NPC | — | The 15-rank ladder is inside the addon |
| No wild encounter NPC | — | /pals wild or the Wild Pal button |
Ask a city guard for the nearest innkeeper if you need a full restore. Innkeepers do not sell Pal gear, seals, or moves.
Tips
- Claim your starter immediately. It is free and permanent.
- Build a team of five early. A single Pal has no reserve when it faints.
- Put your strongest Pal in slot 1. The lead enters first.
- Do not ignore the 3-minute faint timer. Swapping in another Pal lets the team continue, but the fainted one still waits.
- Carry several potion stacks. Each Pal keeps its own HP and MP, so one potion type may not fit every level.
- Use the potion picker’s waste display. A full Pal consumes nothing, but a nearly full Pal wastes most of a big potion.
- Capture at low health. Missing health is the largest capture bonus; level difference is a penalty.
- Save seals for species you actually want. Trainer ranks are the renewable source.
- Resolve move choices before queueing. Pending choices block another battle.
- Check evolution level. Most families wait until 28 and 60; the ten older families evolve at 40.
- Evolve before socketing expensive gear? Gear stays with the Pal through evolution, so either order works.
- Gear is consumed on socket. Do not socket a keepsake you might want on another Pal.
- Use
/pals syncafter/reload. The server can rebuild an active battle, but the addon needs the current state. - Do not teleport during PvP. It is a forfeit.
- Trainer rank 15 is a level-80 fight. Do not expect to finish the ladder at 70.
- PvP is not battleground PvP. It is a separate challenge system; normal PvP flags do not matter.
Limits and configuration
- Base species: 78.
- Evolution forms: 146.
- Moves: 261.
- Three-stage families: 68; evolve at 28 and 60.
- Single-stage evolution families: 10; evolve at 40.
- Team size: 5.
- Move slots: 4.
- Gear sockets: 3 — Charm, Guard, Relic.
- Level cap: 80.
- Starting seals: 5.
- Wild cooldown: 5 seconds.
- Turn clock: 15 seconds.
- PvP invite: 30 seconds.
- PvP missed turns: 3.
- PvP challenge range: 30 yards.
- Faint revival: 180 seconds.
- Capture base: 20%.
- Missing-health bonus: up to 65%.
- Level penalty: 5% per level.
- Mapped battlefields: 74.
- Trainer ranks: 15.
- Dedicated NPC: none.
- PvP: enabled.
- Practice mode: addon-local and non-persistent.
Related systems
- 02 — Starting experience: starter pets for hunters and warlocks
- 11 — Class changes: class pet differences
- 15 — NPCBots: companion systems
- 20 — Custom raids and endgame: endgame activities
- 21 — PvP: player PvP systems
- 24 — UI and addons: PocketPals addon
- 25 — Commands, NPCs, and addons: command list
- 26 — Admin and config appendix: Pocket Pals config
Admin note
Live config: PocketPals.Enable=1, PocketPals.PvP.Enable=1, PocketPals.StartingCaptureSeals=5, PocketPals.MaxLevel=80, PocketPals.BaseMana=40, PocketPals.ManaPerLevel=4, PocketPals.FlailPower=16, PocketPals.FlailRecoilPercent=9, PocketPals.WildCooldownMs=5000, PocketPals.InviteTimeoutSeconds=30, PocketPals.TurnTimeoutSeconds=15, PocketPals.MaxMissedPvPTurns=3, PocketPals.ChallengeDistance=30.0, PocketPals.CaptureBaseChance=20, PocketPals.CaptureMissingHealthBonus=65, PocketPals.CaptureLevelPenalty=5, and PocketPals.Debug=0. The server owns collection, levels, combat, captures, trainer unlocks, PvP offers, deadlines, and results; the addon is a renderer and must match the PBAT1 protocol and client version. Persistent data lives in the characters database; disabling the module interrupts active PvE/PvP battles without a competitive result and clears the in-memory battle indexes. Reloading config does not retroactively change an active battle. Do not edit client move or species definitions to alter outcomes; the C++ module is authoritative. A worldserver restart drops invites and active battles, but collection and progression remain. If a Pal is stuck, verify its persisted ReviveAvailableAt before clearing anything; do not reset a legitimate 180-second cooldown as a first response.