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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.

Dark Naiad

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

 
     
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.
     
     

Dire Wolf

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

 
     
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.
     
     


Fire Elemental

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

 
     
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.
     
     

Ice Elemental

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

 
     
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.
     
     

Lap Dragon

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

 
     
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.
     
     

Light Naiad

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

 
     
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).
     
     

Mythrilhorn

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

 
     
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.
     
     

Necrolithid

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

 
     
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.
     
     

Pack Mule

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

 
     

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.

     
     

Scorpion Queen

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

 
     
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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