PETS
Most pets can simply be purchased from a pet seller
in town. The dire wolf, mythrilhorn and light naiad
require the completion of specific quests before
you can purchase one. All pets go through six stages
of development. They start as a baby, then grow
to fledgling, juvenile, adolescent, young adult
and finally reach mature.
Once a pet reaches maturity, they will no longer
grow. Pets begin with an attack (which may be a
spell) and four have another spell they can cast.
The four pets with a separate spell--dark/light
naiads (healing), lap dragon (buffing) and necrolithid
(curse)--will autocast their spells.
When a pet reaches the juvenile stage, it will
gain a power, which works just like character powers.
At maturity, the pet receives an emanation, which
is some type of bonus (or buff) applied to the pet
and all within a certain radius.
Pets grow by eating, and what they like to eat
is the loot you collect. The more valuable the swag
you stuff down their throats, the faster they will
grow. They will also receive various bonuses to
their stats and abilities based on what you feed
them. For a list, see Handbook Lesson #42.
Pets are always the same level as your player character.
In order to progress to different stages of development,
pets (and, by extension, your PC) must be a certain
level. (Noted as Level Req in the pet stats.) Pets
count as their listed class for the purpose of opening
sanctuary doors.
Cost: 1,375 gold
Class: Nature Mage
Weapon: Duskbeam, "night energy"
beam (death magic?), costs mana
Spell: Fade Wounds
Power: Arboreal Rejuvenation, casts
healing/resurrecting magic in radius around
naiad; Normal Recharge
Emanation: Regeneration, increases
health regeneration of companions
Acquired: Purchase from Aman'lu and
Kalrathia pet stores
Level Req: Baby - 20, Fledgling - 22,
Juvenile - 25, Adolescent - 27, Young Adult
- 30, Mature - 32 |
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The dark naiad (and its cousin, the
light naiad) are the only healing pets
in the game. Dark naiads are small, fairy-like
creatures with OK attacks, a healing spell
that bounces from target-to-target and
a healing power and emanation. They make
a capable replacement for a nature mage,
but you lose out on the summoning/buffing
ability of the mage. The dark naiad has
lower level requirements for maturation
than the light naiad. |
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Cost: 500 gold
Class: Fighter
Weapon: Bite
Spell: n/a
Power: Furious Howl, cone-effect sonic
damage; Normal Recharge
Emanation: Vicious Counter, 60% physical
damage reflected to enemy
Acquired: Complete the Dire Wolf quest
in Act I (Secondary Quest #9), then purchase
from any pet seller
Level Req: Baby - 8, Fledgling - 10,
Juvenile - 13, Adolescent - 15, Young Adult
- 18, Mature - 20 |
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The dire wolf
is your first really good pet, and makes an
excellent addition to your team. It's at least
as good as any tank character, and can hold
its own in the thick of battle. If you're looking
for a pet, this one is hard to beat until you
get much later in the game. |
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Cost: 1,000 gold
Class: Combat Mage
Weapon: Firestrike, costs mana
Spell: n/a
Power: Inferno, cone effect fire attack;
Normal Recharge
Emanation: Fire Resistance, increases
fire and magic damage resistance of companions
Acquired: Purchase from Aman'lu and
Kalrathia pet stores
Level Req: Baby - 20, Fledgling - 22,
Juvenile - 25, Adolescent - 27, Young Adult
- 30, Mature - 32
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The fire elemental
is similar to its cousin, the ice elemental.
Very good when facing enemies that are not resistant
to fire, not so good otherwise. Their powers
duplicate combat mages specializing in fire,
but they are less versatile than such mages. |
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Cost: 500 gold
Class: Nature Mage
Weapon: Icestrike, costs mana
Spell: n/a
Power: Frost Aura, ice damage + freezing
to nearby enemies; Normal Recharge
Emanation: Ice Resistance, increases
ice resistance and mana regeneration of companions
Acquired: Purchase at any pet seller
Level Req: Baby - 3, Fledgling - 6,
Juvenile - 9, Adolescent - 12, Young Adult
- 14, Mature - 16 |
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Ice elementals
are the combat side of the nature mage. Their
attacks are focused on ice damage and freezing
enemies. Even though nature mage is their class,
they aren't really a replacement for a nature
mage because they have no healing, buffing or
summoning magic. |
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Cost: 2,250 gold
Class: Nature Mage
Weapon: Dragon Fire, fireball, costs
mana
Spell: Dragon Scales, party buff: protection
from curses, lightning resistance, death resistance,
increased power recharge rate
Power: Draconic Inspiration, increases
damage of powers; Slow Recharge
Emanation: Dragon Vitality, increases
all ability scores
Acquired: Purchase from Kalrathia pet
store
Level Req: Baby - 33, Fledgling - 35,
Juvenile - 37, Adolescent - 39, Young Adult
- 41, Mature - 43
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Don't be fooled
by its name. A fully mature "lap"
dragon is as big as a Half-giant. Their power,
spell and emanation are focused on buffing their
companions, making them a very good pet. You
could build a very good party around a naiad
(either light or dark), a lap dragon and a mix
of rangers and fighters. You'll need plenty
of mana potions, though, to keep their weapons
active. |
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Cost: 1,375 gold
Class: Nature Mage
Weapon: Duskbeam, "night energy"
beam (death magic?), costs mana
Spell: Fade Wounds
Power: Arboreal Rejuvenation, casts
healing/resurrecting magic in radius around
naiad; Normal Recharge
Emanation: Regeneration, increases
health regeneration of companions
Acquired: Purchase from Daesthai after
beating the tenth, and final, round of the
Aman'lu Arena
Level Req: Baby - 36, Fledgling - 38,
Juvenile - 41, Adolescent - 43, Young Adult
- 46, Mature - 48 |
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The light naiad
(and its cousin, the dark naiad) are the only
healing pets in the game. Light naiads are small,
fairy-like creatures with OK attacks, a healing
spell that bounces from target-to-target and
a healing power and emanation. They make a capable
replacement for a nature mage, but you lose
out on the summoning/buffing ability of the
mage. As an advantage over the dark naiad, the
light naiad has magic resistance (20% at maturity)
and a more powerful Fade Wounds spell (+10%
health restored). |
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Cost: 1,750 gold
Class: Fighter
Weapon: Claw Strike
Spell: n/a
Power: Enrage, works like fighter power
Provoke; Very Fast Recharge
Emanation: Defense Aura, increases
party's armor ratings
Acquired: Purchase from Aman'lu or
Kalrathia pet seller after completing Mythrilhorn
quest (Act II, Secondary Quest #7)
Level Req: Baby - 30, Fledgling - 32,
Juvenile - 34, Adolescent - 36, Young Adult
- 38, Mature - 40 |
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The mythrilhorn
takes the place of a shield tank. It has heavy
armor (that can be increased by feeding it fighter
armor) and lot of health and a power similar
to Provoke. If you're building pet-heavy party,
the mythrilhorn is indispensable; however, a
weapon + shield fighter NPC will be more versatile
as a tank. |
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Cost: 2,250 gold
Class: Combat Mage
Weapon: Deathstrike, death energy attack,
costs mana
Spell: Necrosis, curse causes enemy
armor to weaken
Power: Decompose, infects enemies,
when enemies die, some of their essence heals
party members; Normal Recharge
Emanation: Mana Steal, party members
regenerate mana when they damage enemies
Acquired: Purchase from Aman'lu and
Kalrathia pet stores
Level Req: Baby - 20, Fledgling - 22,
Juvenile - 25, Adolescent - 27, Young Adult
- 30, Mature - 32
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The necrolithid
is a particularly ugly pet, but has a wide range
of useful abilities: death magic attack, curse,
healing power and mana regeneration aura. This
pet would be especially handy for a mage-heavy
party. |
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Cost: 300 gold
Class: Fighter
Weapon: Strong kick
Spell: n/a
Power: Staggering Kick, extra damage
and a stunning effect; Normal Recharge
Emanation: Reveal Treasure, opens all
chests and boxes and breaks all containers
around mule
Acquired: Purchase from any pet seller
Level Req: Baby - 3, Fledgling - 5,
Juvenile - 7, Adolescent - 9, Young Adult
- 11, Mature - 13
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The pack mule's
biggest advantage is its ability to carry
stuff. At fledgling level, the mule gets an
additional page of Inventory (i.e. inventory
space doubles). At adolescent level, the mule
gets a third page (inventory space triples).
Add to that the fact the mule can fight pretty
well, and it becomes a valuable resource for
pack rats.
You can even use a mule (or mules) as storage
vaults--filling up their inventories and then
disbanding them to the Inn, waiting to be
re-added to the party whenever you need your
stuff. However, the mule's emanation is pretty
weak, unless you're lazy, and...well, they
just don't look as cool as the other pets. |
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Cost: 350 gold
Class: Ranger
Weapon: Scorpion Sting
Spell: n/a
Power: Explosive Sting, an AoE ranged
attack; Normal Recharge
Emanation: Evasion Aura, increase companions'
chance to dodge attacks
Acquired: Purchase from any pet seller
Level Req: Baby - 3, Fledgling - 6,
Juvenile - 9, Adolescent - 12, Young Adult
- 15, Mature - 18 |
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The scorpion queen
is the only ranger pet, as such it has a special
place. Its thunderous power can be very handy,
as is Evasion Aura. As a replacement for a ranger,
the scorpion lacks a bit in versatility, but
makes up for this with its emanation and lack
of requirement for equipment. |
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