Families and Meters

What it is

Fill your companion’s Family Resource through its family actions. Some abilities spend this resource, while others only check it.

An activated companion starts a fresh resource meter. Desummoning or replacing the pet removes that meter, so switching companions does not bank resource for later. Your pet's level and XP remain progression records. Meter charge is a temporary resource for the current active companion.

Quick facts

  • Ore Charge maximum: 100.
  • Ore Charge per ore block: 4.
  • Sift Stacks maximum: 10.
  • Growth Seeds maximum: 5.
  • Tide phase interval: 30 seconds.
  • Skill-fed resource per XP: 0.1.

Pictures show a captured example. Your pets, rewards and timers can change.

How to start

Open /pets families or Pet Hub > Pets & Family Guide. Select your pet's family, then use Ability Codex to compare its abilities with the meter. Some families fill by matching blocks or weapon actions. Others fill through underwater time, nearby owned tames or movement. Tidecaller alternates its tide state automatically instead of accumulating ordinary combat charge.

Use the listed action rather than assuming all matching skill XP fills every meter. The event-driven families respond to their gameplay action and filter. A sword family needs sword melee hits. A charged-bow family needs a sufficiently charged bow shot. Family availability follows the skills offered by the server.

Steps

  1. Activate a companion and read its Family Resource display.
  2. Find the family and filling action in the table below.
  3. Perform that action while the pet remains active, then watch the meter change.
  4. Read an ability's meter mode and amount in Ability Codex before attempting it.
  5. For COST, save enough resource. For REQUIRE, reach the threshold. GAIN adds resource after success.
  6. Keep the pet active while using its resource. A pet swap starts a fresh meter for the replacement.

Reference

Family and skillMeterMaximum unitsDecay units per secondGain units and action
Terravore / MININGOre Charge1000.54: Break ore
Duskdigger / EXCAVATIONSift Stacks100.11: Break excavatable blocks
Verdant / HERBALISMGrowth Seeds50.051: Break matching crops
Timberkin / WOODCUTTINGRings200.21: Break logs
Tidecaller / FISHINGTide100: Alternates automatically between tide states
Bladewraith / SWORDSEdge80.31: Melee sword hits. Maintain the chain
Cleaver / AXESMomentum10018: Melee axe hits
Ironfist / UNARMEDRage1000.86: Damage received, scaled by final damage
Skypiercer / ARCHERYFocus50.11: Fully charged bow shots
Boltwarden / CROSSBOWSLoad30.051: Crossbow shots
Abyssal / TRIDENTSPressure1001.53: Each underwater second with submerged eyes
Quakebringer / MACESChance10025: Fall damage event. Gain scales with fall distance
Lancer / SPEARSThrust60.41: Melee spear hits. Maintain the chain
Beastbond / TAMINGPack Bond1000.32: Nearby owned tames
Windstep / ACROBATICSFlow1001.22: Sprinting across blocks and fall events
Forgeheart / REPAIRHeat100110: Take a result from an anvil or grindstone
Scrapper / SALVAGESalvage500.25: salvage, or a grindstone when skill-based salvage is unavailable
Emberkin / SMELTINGBurn50.151: Collect furnace output
Brewmancer / ALCHEMYPotency1000.612: Nearest matching player to a completed brew

What can go wrong

If resource does not fill, check the required held weapon, block filter or physical condition. Skypiercer needs a nearly full bow charge. Abyssal requires being in water with the eyes submerged. Nearby tames must belong to you. A cancelled gameplay event does not count as a successful filling action.

If an ability needs more resource than you have, it does not pass the meter check. A successful COST ability spends its amount. REQUIRE checks the amount without spending it. A chance failure does not spend the ordinary ability cost. Context still matters after the meter check. A valid target or matching action is needed for the effect to succeed.

Worked example

Use your Pebble Whelp for this example.

A Terravore gains 4 Ore Charge for an eligible ore break, has a maximum of 100, and decays by 0.5 units per second. Read the chosen ability's cost, then compare that cost to the current meter. Time between ore breaks changes how much charge remains when the ability checks it.

For Bladewraith, sword hits add 1 Edge up to 8. Its chain reset is 5 seconds. Lancer instead uses a 4 seconds chain reset and a cap of 6 Thrust. These chain meters reward the correct repeated weapon action. A different held weapon does not satisfy their filling filter.

More to know

Meters have different shapes. Continuous meters clamp to their maximum. Stacked meters show resource stacks and still have a decay rate. Alternating meters switch state on their timer. An ability can contain family-specific behavior, so do not assume every ability with the same resource amount performs the same action.

Meter filling and ability use are separate. A region can suppress pet abilities without removing the ordinary action that fills a meter. A full meter therefore does not prove that an ability can work at your location. Check the cooldown, trigger, rarity and target alongside resource.

Your questions

Why did my resource reset?

Activating a pet creates a fresh meter. Desummoning removes the old meter.

Why does the meter fall while I wait?

Most families have the decay rate shown in the table.

Does matching XP fill every family meter?

No. Canonical families use their listed action or timer. XP-driven gain is a separate meter strategy.

Why did my sword hits not fill Momentum?

Cleaver uses axe melee hits. Bladewraith uses sword hits.

Does REQUIRE spend resource?

No. COST spends it after successful use. REQUIRE only checks its threshold.

Why is a full meter not enough?

The ability still needs its correct trigger, unlocked rarity, cooldown, chance and valid context.

Skill-fed meters and Tide Cycle

A family that gains its meter from matching skill XP receives 0.1 meter units for each eligible XP point. Tide Cycle changes phase after 30 seconds before any pet ability adjustment. The per-family table describes the other action-fed meters.

Rule: Skill-fed meter gain. Amount: 0.1. Unit: meter units per skill XP.

Rule: Tide Cycle interval. Amount: 30 seconds. Unit: Duration.