#Titan Quest 2: Pet Mastery System Design Document
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System Architecture Options
Option 1: Race-Based Pet System
Overview: Pets are determined by mythological creature families, each offering unique playstyles and abilities.
Creature Families
Canine Companions
Varieties: Cerberus Pups (Greek), Fenrir Wolves (Norse), Ammit Hounds (Egyptian)
Role: Aggressive melee attackers with pack tactics
Unique Mechanic: "Pack Instinct" - damage increases with multiple canine pets active
Synergies: Works well with melee-focused builds, benefits from player auras
Progression: Unlock fiercer breeds and multi-headed variants at higher levels
Avian Allies
Varieties: Stymphalian Birds (Greek), Ravens of Odin (Norse), Bennu Birds (Egyptian)
Role: Ranged support with mobility and debuffs
Unique Mechanic: "Sky Superiority" - can't be targeted by melee enemies, applies bleeding/poison from above
Synergies: Excellent for ranged builds, provides battlefield control
Progression: Unlock flock mechanics and elemental variants
Serpentine Servants
Varieties: Hydra Spawn (Greek), Jörmungandr Serpents (Norse), Apophis Vipers (Egyptian)
Role: Tanky companions with regeneration and crowd control
Unique Mechanic: "Regeneration" - rapidly recovers health; "Constrict" - immobilizes enemies
Synergies: Perfect for casters who need protection, scales with poison/bleed damage
Progression: Unlock multi-headed versions that multiply when damaged
Elemental Beings
Varieties: Automatons (Greek), Fire Jotnar (Norse), Djinn (Middle Eastern)
Role: Magical damage dealers with elemental effects
Unique Mechanic: Adapts to player's primary damage type (fire, ice, lightning)
Synergies: Mirrors and amplifies caster builds
Progression: Unlock pure elemental forms and fusion abilities
Undead Minions
Varieties: Spartoi Warriors (Greek), Draugr (Norse), Mummies (Egyptian)
Role: Expendable fodder that can be mass-summoned
Unique Mechanic: "Eternal Service" - resurrects periodically until completely destroyed
Synergies: Overwhelm enemies with numbers, benefits from life drain
Progression: Unlock elite undead commanders and necromantic rituals
Implementation Strategy
Unlocking System: Discover pet types through exploration, defeating rare creatures, or completing mythological quests
Customization: Each race has 3-5 variants with different stat distributions
Scaling: Pets gain levels alongside the player, with milestone evolution points at levels 10, 25, 40, and 60
Loot Integration: Pet-specific gear drops (collars, talismans, essence crystals) that modify pet abilities
Option 2: Player Class-Based Pet System
Overview: Pets reflect and enhance your chosen mastery combinations, creating thematic synergy.
Mastery-Specific Pet Archetypes
Warfare + Any Mastery
Pet Type: War Hounds or Spartoi Warriors
Theme: Disciplined combat companions that mirror the Spartan warrior ethos
Abilities: Shield bash, formation tactics, battle cry buffs
Synergy: Benefits from player's physical damage and defensive auras
Spirit + Any Mastery
Pet Type: Ancestral Spirits or Eidolons
Theme: Ethereal beings from the spirit realm
Abilities: Phase through enemies, life drain, fear aura
Synergy: Converts percentage of player's spirit damage to pet abilities
Nature + Any Mastery
Pet Type: Primal Beasts (wolves, bears, cats)
Theme: Natural world companions with savage instincts
Abilities: Feral rage, bleeding attacks, regeneration
Synergy: Scales with poison damage and health regeneration effects
Rogue + Any Mastery
Pet Type: Shadow Assassins or Trained Ravens
Theme: Stealthy companions that strike from darkness
Abilities: Backstab, stealth detection, poison application
Synergy: Gains critical strike bonuses and piercing damage from player
Storm + Any Mastery
Pet Type: Storm Elementals or Thunder Birds
Theme: Chaotic elemental forces
Abilities: Chain lightning, tornado summons, electrical shield
Synergy: Amplifies lightning damage and energy cost reduction
Dual Mastery Synergies
Warfare + Spirit: Heroic Shades (fallen hero spirits with martial prowess)
Nature + Storm: Tempest Beasts (creatures infused with storm energy)
Rogue + Spirit: Phantom Assassins (deadly spirits that phase and strike)
Each dual combination unlocks unique hybrid pet types with combined abilities
Implementation Strategy
Dynamic Evolution: Pets transform based on your mastery choices and point allocation
Skill Trees: Each mastery adds unique pet skills to a shared companion skill tree
Appearance Customization: Visual design reflects dominant mastery (50+ points)
Late-Game Specialization: Choose between single powerful companion or multiple weaker versions
Option 3: Pet Class-Based System
Overview: Choose a pet archetype independently of your character build, creating strategic flexibility.
Pet Classes
Warrior Class Pets
Role: Frontline tanks and melee damage
Examples: Minotaur Champions, Shield Automatons, Bear Companions
Skill Trees:
Guardian Tree: Taunt mechanics, damage reduction, retaliatory damage
Berserker Tree: Damage scaling, attack speed, life steal
Phalanx Tree: Positioning bonuses, ally buffs, coordinated attacks
Equipment Slots: Weapon, armor, shield
Best For: Ranged and caster builds needing protection
Ranger Class Pets
Role: Ranged damage and mobility
Examples: Centaur Archers, Stymphalian Birds, Construct Marksmen
Skill Trees:
Sharpshooter Tree: Critical hits, pierce damage, long-range bonuses
Skirmisher Tree: Movement speed, hit-and-run tactics, evasion
Trapper Tree: Deployable snares, area denial, crowd control
Equipment Slots: Bow/ranged weapon, quiver, cloak
Best For: Melee builds that need ranged support
Mage Class Pets
Role: Spell damage and elemental effects
Examples: Djinn Casters, Enchanted Constructs, Minor Deities
Skill Trees:
Elementalist Tree: Fire/ice/lightning specialization, area damage
Hexer Tree: Debuffs, damage over time, curse amplification
Aether Tree: Energy manipulation, mana restoration, arcane bolts
Equipment Slots: Focus item, robes, grimoire
Best For: Physical damage builds lacking magical damage
Summoner Class Pets
Role: Spawning additional minions and support
Examples: Necromancer Wraiths, Hive Queens, Pack Alphas
Skill Trees:
Swarm Tree: Summon multiple weak minions, overwhelm with numbers
Commander Tree: Buff other pets, coordinate attacks, sacrifice minions for power
Evolution Tree: Transform minions mid-combat, adapt to threats
Equipment Slots: Summoning catalyst, binding tome
Best For: Players who want pet-focused gameplay with multiple companions
Support Class Pets
Role: Healing, buffing, and utility
Examples: Healing Nymphs, Blessing Spirits, Divine Messengers
Skill Trees:
Restoration Tree: Health regeneration, cleanse debuffs, resurrection
Enhancement Tree: Damage buffs, resistance auras, speed boosts
Tactical Tree: Enemy analysis, loot finding, experience bonuses
Equipment Slots: Healing staff, ward talisman
Best For: Solo players needing sustainability or group utility
Implementation Strategy
Class Selection: Choose pet class at a dedicated Pet Shrine in the first major city
Respecialization: Can change pet class with rare items or at high gold cost
Skill Points: Pets have independent skill trees with points earned through pet-specific achievements
Synergy Bonuses: Small passive bonuses when pet class complements player build
Legendary Pets: End-game versions of each class with unique abilities and appearances
Hybrid Recommendation: Modular Pet System
The Optimal Approach: Combine elements from all three systems for maximum depth.
Base Framework
Choose Pet Race (mythological creature type) - determines base stats and appearance
Select Pet Class (warrior/ranger/mage/summoner/support) - defines role and skill trees
Influenced by Player Masteries - passive bonuses and visual effects based on your build
Example Build
Base Race: Serpentine (high health, regeneration)
Pet Class: Warrior (tank specialization)
Player Masteries: Storm + Spirit
Result: A serpentine warrior with lightning-infused scales and spirit-enhanced resilience, functioning as an elemental tank
Progression Loop
Levels 1-20: Unlock and experiment with different races
Levels 20-40: Specialize pet class and skill trees
Levels 40-60: Acquire legendary equipment and mastery-influenced transformations
Endgame: Pursue perfect synergy builds and rare mythological variants
Integration with Titan Quest 2's Systems
Mythology Alignment
Each region's mythology (Greek, Egyptian, Norse, etc.) offers unique pet variants
Completing regional storylines unlocks legendary pets tied to specific myths
Pets can be named after mythological figures for immersion
Loot and Itemization
Pet-specific item drops: collars, talismans, armors, weapons
Shared loot benefits: Some player equipment provides bonuses to pets
Crafting system: Combine monster essences to create pet modifications
Mastery Synergies
Existing masteries gain new pet-focused skills (e.g., "Beast Master's Call" in Nature)
Dual mastery combinations unlock unique pet transformations
Pet stats scale with relevant player attributes
Difficulty Scaling
Pet AI adapts to difficulty level (more aggressive on lower difficulties, more tactical on higher)
Hardcore mode: Pets can permanently die, adding risk
Boss encounters: Special pet abilities that activate against elite enemies
Multiplayer Considerations
Pet limits in groups to prevent screen clutter (max 2-4 pets per player in 4-player groups)
Unique roles encouraged through pet diversity bonuses
Trading system for pet equipment and summoning items
Balancing Considerations
Power Budget
Pets should provide 20-30% of total damage output for dedicated pet builds
Non-specialized builds gain 10-15% effectiveness from pets
Pets never feel mandatory but always feel impactful
Action Economy
Pets operate independently with smart AI
Players can issue simple commands (attack/defend/follow)
Advanced commands unlock through skill investment
Visual Clarity
Distinct silhouettes for each pet type
Transparency options in settings for screen clutter
Nameplate customization for quick identification
Resource Management
Summoning requires mana/energy initial cost
Pets have energy bars for special abilities
Resurrection mechanics prevent constant re-summoning spam
Are u a typing machine or u had some AI to help? 😂
This feel more like someone imagining a class system... for a brand new arpg
i did already say my fantasy is big xD
well i used to write stories so
First I doubt we'll get pets from any other mythology than greek
but again its just ideas, they can still easily make it work inside of mythology
A few of your suggestions also feel overcomplicated when the modifier system is already pretty flexible (I know you don't own the game yet so I suggest you look it up from dev blogs and stuff)
i will look at that
but i will also say i always have big fantasy, i made a very insanely big idea for another game (social sandbox mmo) for a necromancer class and ended up midway designing a necromancer-type boss aswell xD
To really implement this gameplay, extra money needs to be paid.
this is why i don't do free labor, but also this does scream "i haven't played this game" and it's wild to start dreaming up things for a game already halfway done without any knowledge of it