Capturing Monsters
| Tool | Binding Charms |
|---|---|
| Level limit | Foe at most 10 levels above you |
| Chance | Between 2% and 95% |
| Where kept | Squad (5), then Monster Box |
Capturing (binding) turns a wild monster into a partner. It happens in a wild battle with a Binding Charm.
What can be bound
Ordinary field monsters that have a Tamer species entry. Not bound: bosses, friendly or invincible monsters, summoned monsters, monsters someone has already damaged, and monsters in party quest, event, Dojo, Monster Carnival or Ariant maps. If you touch a monster that cannot be fought as a wild battle, normal contact damage applies, or in boss and party-quest maps it starts a turn-based boss fight (see Tamers in Party Boss Fights).
The odds
chance = (3 x MaxHP - 2 x HP) / (3 x MaxHP) x charm x status bonus / rarity divisor, then limited to 2% to 95%.
- At full HP the first part is one third; near 1 HP it is about 1.
- Status bonus: Sleep or Freeze x2.5; Poison, Burn or Paralyze x1.5.
- Rarity divisor: Common 1.0, Uncommon 1.3, Rare 1.8, Boss-kin 2.5.
- Gentle Hand adds 1% per level; Sure Grip multiplies by up to 1.20; Ancient Pact multiplies by up to 1.30 against Rare and Boss-kin (Tamer Skills).
- A worn Red Whip adds 5 points, a Lollipop 1 point.
- Wild foes have 60% of their normal HP in battle.
Failure
- Foe above your level +10: the throw is refused before a charm is spent.
- Squad and Monster Box both full: refused before the throw. Free a slot first (Tamer Box and Storage).
- A failed throw uses the charm and gives the foe a free action.
A bound partner keeps the foe's level and its remaining HP fraction, and rolls permanent random IVs (Tamer Team Building).
Common problems
- The foe "slipped away". If another player damages the monster or it moves out of reach, you only earn partner XP.
- Nothing happens when I touch a monster. The Hushed Steps ward is up, or the 3 second wait after a battle has not ended.






