This guide will cover all the mechanics of the Patch Quest that are worth discussing. This entry will talk about monsters (and mounts!) and how to utilize them for overworld exploration and combat!
Mount Species and Tiers
Every mount is one of five different species: beasts, reptiles, bugs, flies, and sea monsters. The species determines which Patch Pins buff them when they eat them, and you can find the monster species in the records tab under the Patch Pins. If you eat the correct Patch Pin, you’ll gain stamina and get the ‘energized’ skill for 10 seconds, which reduces the cooldown of attack and defense skills significantly. Super skills don’t cost any stamina as well.
Size (AKA tiers)
Monsters and pets have 4 different sizes: mini-, regular-, elite, and king-sized. These determine how much stamina they have (in order: 25->40->50->60 stamina) when mounted and how many Hunger Points (HP) they have when you fight them. Obviously, their size also determines their size. Any monster that is Elite tier or above can shoot elemental bullets that can inflict elements on a player if they hit you. They are also able to use their Elite abilities, which are unique to each monster.
Look at the bullet’s color to see if it’s inflicted with an ailment; if it’s normal red, it’s just a normal bullet; orange bullets can be destroyed if shot and dark red bullets can inflict ailments (the ailment-induced bullets can only be shot by the Elite and above).
Jumbo Monsters only appear at the end of the dungeon. Once you defeat them, you can capture them to get a large version of that mount. These fights will be covered in another guide, more specifically the Dungeons handbook.
The Mounting Toolkit
Passives are people who don’t do anything.
This one is very important, so pay attention! When you get the mount, no matter if it’s a new or old one, you get 2 new passive abilities that are specific to each mount. A description of these passives can be found on your record tab. Some will grant you terrain immunity, while others will grant you completely new abilities. It’s very important to consider your passives when you ride a mount, as some mounts have passives that work really well in certain situations (for example, the Hypnoth is dizzy-proof, so it’s excellent in the Woozy Woods, where tons of dizzy terrain and bullets are located). The reason why this is important is that the game never outright tells you about passives, so I thought I’d mention this mechanic here.
Attacking and defensive skills
Every mount has one defensive and two attacking skills, with attack skills having a cooldown of 2-8 seconds and defensive skills having a cooldown of 0-4 seconds. Some skills, like the dashing skills of Poislug or Shrubhog, do not give you terrain immunity, just quicker traversal over that terrain. However, jumping skills like the one from Tattoad will let you jump over any hazardous terrain without repercussion. The two attacking skills are so versatile that I won’t bother covering them in this guide. If you want a comprehensive list of all the attacks that each monster has, please head over to the Patch Quest Wiki, where you can view them all at your leisure.
As previously stated, every monster has a base amount of stamina that will slowly drain you as you walk through the world, with no way to slow it down. The draining rate increases as you keep mounting the same monster, so it’ll become harder and harder to keep it.
When you launch an attacking skill and it hits an enemy, you gain stamina. It won’t work if you just shoot at an attack and don’t hit anything. Therefore, it is really important that you get the most out of your attacking skills and that you use them constantly.
When you eat a Patch Pin that boosts certain monster species (look at the farming bonus in your record tab), you get the ‘energize buff’. This reduces your mounts’ cooldowns by 5x and makes you take 66% less damage from being hit. In this mode, you will not lose stamina, and eating the Patch Pin will also restore your stamina.
Each full heart grants your pet 1 Bondage Point, depending on the size of the monster you bring home (again, mini-> normal-> elite-> kingsize), as well as an additional buff. The following formulas are only for the allied version of your mount. These disappear when you capture them.
Health formula (only when they’re an ally):
- 20+5*Bondage Points + Size Bonus
Size Bonus for elite monsters = +10 and size bonus for kingsize = +20
Agility formula (movement speed, only when they’re an ally) = 2+0.4*Bondage Points
For each heart, your mount will gain two more stamina. The base amount of stamina your pets have is decided by the size of the enemy that you take home.
The Wildlife Whistle can be used to summon your pet, but each pet can only be summoned once per run. If you want to know how to gain hearts, visit the Patch Pins guide!
And that concludes this Patch Quest guide. Do you have any suggestions to improve this guide? Please let us know by leaving a comment below. For any other concerns, please reach us using the contact details found on the contact page.