Pet Guide
General Pet Info
All summoned pets are Warriors, and most have an additional class as well. The Warrior class grants all pets combat abilities from the Warrior class such as Block, Cleave, Parry, Dual Wield, Kick, etc. Any summoned pets not on this list (such as Druid pets and Magician Monster Summons) are exclusively Warriors.
| Pet | Second Class | Additional Abilities |
|---|---|---|
| Beastlord's Warders | Beastlord | Beastlord Spells, including Slows |
| Enchanter's Animations | Paladin | Lay on Hands, Paladin Spells |
| Magician's Air Elementals | Monk | Monk special attacks |
| Magician's Earth Elementals | Ranger | Ranger Spells, including AoEs |
| Magician's Fire Elementals | Wizard | Wizard Spells, including AoEs, Stuns, Roots |
| Magician's Water Elementals | Rogue | Backstab |
| Necromancer's Undead | Shadow Knight | Harm Touch, Shadow Knight Spells |
| Shaman's Spirit Guadians | Beastlord | Beastlord Spells, including Slows |
Pet Spell Upgrades
Spell upgrades to pet spells improve the spell itself: lower mana cost, lower cast time, and each level provides 10% chance to not use a reagent.
Along with adjusting the spell itself, it also provides a boost to the pet summoned by the spell. Each increase in the spell's rank, increases the summoned pet's level by one, capped one level under the summoner.
Each upgraded pet level will provide the following benefits:
- +6% Hit Points
- +1 base damage
- +5 to skill points
When a pet is summoned using a focus item, the pet summoned has higher base stats (more hit points, more damage per hit, etc). The bonuses from upgrading the spell levels are then applied on top of the focused pet's higher base stats.
The bonuses are only applied if the pet actually increases in level. If your +8 mage pet is summons a level 49 pet, and you upgrade it to +10 and still have a level 49 pet, the stats will be no different from the +8 spell. Other benefits (lower mana cost, cast time, and reagent usage) still apply.
As of the end of beta, the base damage is not currently being increased by upgrading pets. This is an acknowledged bug and slotted to be fixed by release.
Pet Related AAs
- Companion's Discipline: Unlocks the /pet hold and /pet ghold commands.
- Companion's Fury (Magician Only): Grants access to the Frenzied Burnout I ability. This is a powerful pet buff that includes a large ATK bonus, overhaste, and causes the pet to flurry.
- Hobble of Spirits (Beastlord Only): Grants access to the Hobble of Spirit ability. This ability casts a permanent buff on your pet that lets it proc a 40% snare on its target.
- Pet Affinity: Allows Group Buffs, including Bard Songs, to affect your pet.
- Unbound Companion (Magician Only): Gives your pets an increased chance to land critical hits. Works on any pet you summon, not just Magician's elemental summons.
- Unbound Ferocity (Beastlord Only): Gives your pets up to 9% chance to flurry. Works on any pet you summon, not just Beastlord warders.
Pets and Experience
In order to receive full experience for a kill solo, you need to do at least 1 damage to the mob. If your pet does all of the damage, experience will be greatly reduced. [Unknown group impact, if a group member does 1 damage if full xp is given to summoner as well as group]
Pet tracking
In older versions of Everquest, the /pet attack <npc name> command could be used to check if NPCs up in the zone. If the NPC is up, the pet would emote 'Attacking <npc name> Master.'
In Everquest Legends, pet tracking does not function. The pet attack command has a very short range.
Pet Appearance
There are a few available options for your pet's appearance.
Pet Size
In Options >> System >> Accessibility, you can use the "Pet Size" slider to change the size of your pet. This replaces Shrink and Tiny Companion.
Pet Illusions
With illusion Clickies, you can use illusions on your pet:
- Obtain an illusion clicky item
- For items that are not upgraded, or only upgraded to +1:
- Place the item in Inventory >> Storage >> Activated Items
- For items that are upgraded to +2 or higher:
- Remove the Click Exaltation from the item
- Place the Click Exaltation in Inventory >> Storage >> Activated Items
- Set the illusion at Inventory >> Pet >> Pet Illusion
- Resummon your pet
Your pet will now have the illusion you set.
Pet Equipment
Finding new equipment for your pet is something that can continue throughout the lifetime of your character, as you only need to acquire an item once, and you can use it indefinitely on your pet, until an upgrade is found. Pet inventory items are not lost on logout, pet death, or class changes. They remain in the pet inventory until you remove them. If you change your classes and lose pet inventory slots they will be displayed as red and will not be equipped by your pet, so must be moved to an active slot to be used.
Charmed pets also use items in the pet inventory slots until charm breaks.
Equipment Restrictions
Pets can use any items that can be worn by their own classes, and any equipment you may wear. For example, if you're a DRU/MAG/SHM and you summon a Water elemental (WAR/ROG), the pet can use any items that can be used by: Druids, Magicians, Shamans, Warriors, or Rogues.
[Can pets use items with Deity restrictions?? Needs testing in EQ Legends]
Pet Inventory Slots
Pet inventory slots are given as follows. Everyone starts with a base of 4, then you add the following slots for the following classes:
Magician and Beastlord: +3
Necromancer: +2
Enchanter, Druid, Shaman: +1
Shadow Knight does not get an extra pet inventory slot.
So as an example, max would be the base 4 pet inventory slots + Mag 3, + Bst 3, + Nec 2 = 12 pet inventory slots.
Pet Weapons
Changes were made to how pets function with weapons throughout the Everquest Legends Beta. As of Everquest Legends launch, the following rule appears to be true for pets: if you give a pet a weapon that has a better ratio that their base ratio, they will equip and use the weapon's damage and delay. For example, a level 9 air pet has a base ratio of 8/30 (0.26667). If given a 5/18 Rib-bone Stiletto (0.278), their attacks will do less damage, but attack more frequently. Likewise, a high damage and high delay weapon will increase their damage, but slow their attacks according to the weapon's stats.
If the weapon's ratio is worse than their basic damage, they still "equip" the item - they report it equipped from the inventory command, the damage type (slash, pierce, crush) matches the weapon, they can proc (if they meet the requirements to proc), and they gain any worn stat effects. However, their attacks will use their base damage and delay instead of the weapon's damage and delay.
Dual Wielding
An update on July 7th, 2026 made changes to some, maybe all, pets' ability to dual wield. It used to be that you would want to have your pets using high damage two-handers because they could only attack with one weapon until high levels. This will now need to be reevaluated. As players determine which level pets actually start dual wielding, they can be updated here. This is the pet level when they begin to use both weapons, not character level.
- Beastlord Warders: 5
- Enchanter Pet: ?
- Magician Air Pet:8
- Magician Earth Pet:9
- Magician Fire Pet: ?
- Magician Water Pet:6
- Necromancer Pet:8
- Shadow Knight Pet: ?
- Shaman Pet: ?
Note: Pets attempt to equip weapons in the order you place them in the inventory. If you have two one-handed weapons, and one of them is Primary only and the other is Primary/Secondary only you need to equip them in the correct order to get your pet to dual wield. If you equip the Primary/Secondary weapon first, the pet will put it in their primary slot. When you then give them the Primary only weapon, they will refuse to use it. You must give them the Primary only weapon first, and then the Secondary weapon.
Dual Wield Measurements
Dual Wield measurements on the class pet charts below represent how many additional off hand attacks are made relative to main hand attacks using identical delay. A dual wield of 100% would mean the pet makes an equal number of attacks with both hands - including double and triple attacks for each hand.
This makes it easier to compare how much additional damage an off-hand weapon provides. If you give a pet two 0.800 ratio weapons and its dual wield is 50%, their damage should be (roughly) equivalent to 0.800 + (0.800 * 50%) => 1.200 ratio weapon.
Note: The current numbers for mage pets were measured with Air Pets - it is possible there is a slight difference in dual wield chance between the different elements which needs to be tested.
Weapon Procs
There's ongoing testing to determine if pets use weapon procs properly. They definitely can proc some weapons, and they are must meet the level requirements to do so. However, they seemed to be blocked from proccing certain weapons such as the Earthquake proc on Earthshaker.
Backstab Damage
There's ongoing testing to determine if rogue pets get an increase to backstab damage due to equipped weapons. Currently it appears as if the max backstab damage for a rogue pet is equal to (base melee damage * 4) regardless of what weapon they are using. But its possible they have their own base "backstab damage" and will only use the weapon's backstab damage if it's higher. More testing needs to be done with weapons that have high backstab damage.
Recommended Pet Weapons
At early levels, using 2 handed weapons with a high ratio is preferable to increase pet damage. However, once pets start to dual wield regularly they may be better off using two one handed weapons.
By the time you are in your 40's, it will start to become difficult to find weapons that have higher ratios than their base damage/delay. At this point, you will want to focus on pet weapons for the following benefits: passive benefits (stat bonuses, increased hit points, haste, etc) and weapon procs. Using the EQ Legends Exaltation system, you can mix and match these two benefits - acquire weapons with good stats and other weapons with good procs, and then transfer the procs to the weapons with good passive stats.
(WORK IN PROGRESS)
One handed weapons
- Short Sword of the Ykesha- Taunt proc, useful if you want your pet to tank for youShort Sword of the YkeshaMAGIC ITEM

Slot: PRIMARY SECONDARY
Skill: 1H Slashing Atk Delay: 24
DMG: 9
Effect: Ykesha (Combat, Casting Time: Instant) at Level 37
WT: 4.5 Size: MEDIUM
Class: WAR PAL RNG SHD BRD ROG
Race: ALL
- Wakizashi of the Frozen Skies- 80pt DD at level 35. Requires a quest, Yuio's Illness, that needs Foraging and TrackingWakizashi of the Frozen SkiesSlot: PRIMARY SECONDARY

Skill: 1H Slashing Atk Delay: 22
DMG: 6
Effect: Spirit Strike (Combat, Casting Time: Instant, Rate +50%) at Level 35
WT: 1.5 Size: MEDIUM
Class: WAR PAL RNG SHD BRD ROG
Race: ALL
- Gnoll Hide Lariat- StunGnoll Hide LariatMAGIC ITEM

Slot: PRIMARY SECONDARY
Skill: 1H Slashing Atk Delay: 20
DMG: 3 AC: 3
Effect: Stun (Combat, Casting Time: Instant) at Level 25
WT: 3.0 Size: TINY
Class: WAR RNG BRD ROG
Race: ALL
- Dagger of Dropping- WeakenDagger of DroppingMAGIC ITEM

Slot: PRIMARY SECONDARY
Skill: Piercing Atk Delay: 22
DMG: 4
BACKSTAB: 4
Effect: Weaken (Combat, Casting Time: Instant) at Level 15
WT: 1.5 Size: TINY
Class: ROG NEC WIZ MAG ENC
Race: ALL
- Serrated Bone Dirk- Snare DotSerrated Bone DirkMAGIC ITEM

Slot: PRIMARY SECONDARY
Skill: Piercing Atk Delay: 27
DMG: 8
BACKSTAB: 8
Effect: Engulfing Darkness (Combat, Casting Time: Instant) at Level 27
WT: 2.0 Size: SMALL
Class: ROG
Race: ALL
Two handed weapons
- Axe of the Slayers- Rampage ProcAxe of the SlayersMAGIC ITEM LORE ITEM

Slot: PRIMARY
Skill: 2H Slashing Atk Delay: 48
DMG: 23
Effect: Rampage (Combat, Casting Time: Instant) at Level 30
WT: 15.0 Size: LARGE
Class: WAR
Race: ALL
- Mithril Two-Handed Sword- Haste wornMithril Two-Handed SwordMAGIC ITEM LORE ITEM

Slot: PRIMARY
Skill: 2H Slashing Atk Delay: 40
DMG: 21
Haste: +31%
WT: 8.5 Size: LARGE
Class: WAR PAL SHD
Race: ALL
- Staff of Undead Legions- 2hb Banish Undead (Necro only)Staff of Undead LegionsMAGIC ITEM

Slot: PRIMARY
Skill: 2H Blunt Atk Delay: 47
DMG: 20
Effect: Banish Undead (Combat, Casting Time: Instant) at Level 46
WT: 6.5 Size: LARGE
Class: NEC
Race: ALL
Pet Armor
Pets can equip items by using the pet inventory system, accessed from a tab in your own inventory. However, they have the same limitations as a player character - they will only wear one chest, two earrings, two wrist items, etc. Pets will gain stats from items, but if you give them too many of the same item, they will wear whichever item has higher AC, regardless of any other bonuses the item may have (i.e. 16 AC belt item will overwrite a 14 AC 22% haste belt). It is best to make sure to only give them exactly which items you want them to use.
/pet inventory check is a way to confirm if your pet is equipping a specific item. It will output in chat what your pet is currently equipping. If you wish for an item to be replaced or taken off, remove it from the pet inventory window and your pet will automatically update in real time.
Pet Details By Class
The following information is still being collected and updated for Everquest Legends.
Beastlord Pets
EQ Legends Pet details are being updated for Beastlord pets in the spell descriptions, not all pets have been tested yet. Some of the Beastlord pets have an odd property - their max hit is an odd number instead of even like most max hits. It's not clear why this is.
| Character Level | Pet Spell | Pet Level | Base Melee Ratio | Dual Wield |
|---|---|---|---|---|
| 1 | Wild Spirit | 1 | 4/30 (0.133) | - |
| 4 | Tame Spirit | 5 | 4/38 (0.105) | 5% |
| 8 | Spirit of Sharik | 9 | 5/38 (0.132) | X? |
| 15 | Spirit of Khaliz | 16 | 10/38 (0.XXX) | X? |
| 23 | Spirit of Keshuval | 22 | 13.5/38 (0.XXX) | X? |
| 30 | Spirit of Herikol | 26 | 16/38 (0.XXX) | X? |
| 39 | Spirit of Yekan | 31 | 20/38 (0.XXX) | X? |
| 46 | Spirit of Kashek | 39 | X/38 (0.XXX) | X? |
Reagents
Beastlord pets do not have a reagent required to summon.
Enchanter Pets
| Character Level | Pet Spell | Pet Level | Base Melee Ratio | Dual Wield |
|---|---|---|---|---|
| 1 | Pendril's Animation | 1 | 4/30? (0.XXX) | X? |
| 2 | Juli's Animation | 5 | 7/30? (0.XXX) | X? |
| 7 | Mircyl's Animation | 9 | 8/30? (0.XXX) | X? |
| 9 | Kilan's Animation | 11 | 9/30? (0.XXX) | X? |
| 14 | Shalee's Animation | 16 | X/30? (0.XXX) | X? |
| 17 | Sisna's Animation | 19 | X/30? (0.XXX) | X? |
| 22 | Sagar's Animation | 22 | X/30? (0.XXX) | X? |
| 29 | Uleen's Animation | 25 | X/30? (0.XXX) | X? |
| 31 | Boltran's Animation | 28 | X/30? (0.XXX) | X? |
| 37 | Aanya's Animation | 31 | X/30? (0.XXX) | X? |
| 41 | Yegoreff's Animation | 34 | X/30? (0.XXX) | X? |
| 48 | Kintaz's Animation | 39 | X/30? (0.XXX) | X? |
Reagents
Enchanter pets all require Tiny Daggers to summon.
Magician Pets
| Character Levels | Elemental Line | First | Second | Third | Fourth | Pet Level | Base Melee Ratio | Dual Wield |
|---|---|---|---|---|---|---|---|---|
| 2-5 | Elementalkin | Water | Fire | Air | Earth | 5 | 6/30 (0.200) | 8% |
| 6-9 | Elementaling | Water | Fire | Air | Earth | 9 | 8/30 (0.267) | 13% |
| 10-13 | Elemental | Water | Fire | Air | Earth | 12 | 9/30 (0.300) | 17% |
| 14-17 | Minor Summoning | Water | Fire | Air | Earth | 17 | 10/30 (0.333) | 20% |
| 18-21 | Lesser Summoning | Water | Fire | Air | Earth | 20 | 11/30 (0.367) | 24% |
| 22-25 | Summoning | Water | Fire | Air | Earth | 23 | 13/30 (0.433) | 28% |
| 26-29 | Greater Summoning | Water | Fire | Air | Earth | 26 | 14/30 (0.467) | 31% |
| 31-34 | Minor Conjuration | Water | Fire | Air | Earth | 29 | 16/30 (0.533) | X% |
| 36-39 | Lesser Conjuration | Water | Fire | Air | Earth | 33 | 20/30 (0.667) | X% |
| 41-44 | Conjuration | Water | Fire | Air | Earth | 37? | X/30 (0.XXX) | X% |
| 46-49 | Greater Conjuration | Earth | Fire | Air | Water | 41? | X/30 (0.XXX) | X% |
Reagents
Magician pets all require a Malachite to summon.
The Elements
As long as EQ has been around, the pros and cons of the mage pets has been a constant source of discussion. People have their individual play styles and the pets allow for a bit of customization depending on what you're looking for. However, multiclassing in EQL shifts the use cases for the different pet types according to your class combination.
NOTE: The details below are based on extremely old Everquest information and most of it is not relevant in EQ Legends, especially since pets now multiclass themselves so Earth pets cast ranger spells, water pets are always rogues, etc. Will need updated in the future.
- Has the most hit points and the highest mitigation of any of the elementals for its level
- Casts a root spell
- Has a relatively high disease resistance
- Considered the "tank" pet for hard hitting mobs (and nameds)
- Good option for soloing due to its ability to root-tank while you nuke
- 2nd highest amount of hit points among elementals of the same level, but only in classic (from Kunark onwards, the water pet becomes a rogue pet with the ability to backstab ; the counterpart or the price to pay is it is downgraded behind the air pet in terms of hps and ac)
- Faster health regeneration
- Has a high poison resistance
- Casts an ice damage spell
- Best everyday tank pet in classic ; best DPS pet when not tanking from Kunark onwards ; good group pet if your role is DPS and usually only viable choice for raiding (do not forget to toggle /pet taunt off)
- Slightly fewer hit points than a water elemental of the same level in classic ; from Kunark onwards, it is second only to the earth pet regarding its hps ; it is the pet with the highest avoidance.
- Casts a 3 second stun [on EQ live, all Air Elemental Strike are a 3 seconds stun with a small DD portion, needs to be confirmed in EQL - the EQL staff has clearly stated that NPCs > 56 will be unstunnable, we don't know yet how the air pet stun will be handled]
- Has a relatively high cold resistance (and not magic as wrongly assumed frequently)
- Good to fight casters and gating mobs due to its ability to stun despite its lower dps output (still higher than earth) ; perfect as offtank pet or to snap aggro thanks to the aggro stun generates ; from Kunark onwards, the air pet becomes the best everyday tank pet (best aggro, highest avoidance, more hps than water, perfect to tank multiple light blues)
- Has the fewest hit points of any elemental for its level
- Casts a fire damage spell [on EQ live, in SoF era, all fire pets got revamped : on /pet attack the pet roots itself and constantly hurls a fire bolt at its target ; best dps pet when under Frenzied Burnout due to the damage bonus its nuke gets ; second best dps pet after water in other situations ; viable choice for grouping when aggro snapping and offtanking are not needed. We will need to see how fire pets behave in EQL]
- Has a relatively high fire resistance
- Casts a self-only damage shield that is far stronger than what you can cast for a given level
- Excellent choice for kiting, poor choice for tanking
- Significantly lower melee DPS due to lack of kick/bash, weakest melee dps of all pets
MONSTER SUMMONING [Velious] [needs to be verified on EQL ; MS pets are introduced in Velious era so they theoretically won't exist in early EQL ; on live they are useless and no mage uses them apart from the fun effect]
- Summons a pet with the model of a random NPC from the zone you're currently in
- High hit points, roughly on par with an earth pet of the same level
- Unaffected by focus items
- Does not gain unique attacks or abilities based on appearance
- Monster Summoning I pets have an innate fire DD
- You can summon a dragon named Gabartik. Who cares if you have to DS it yourself?!
Generally monster summoning has a chance to give you a pet model from any non-playable race mob in the zone. In Sol A, for example, you can summon a clockwork pet, but you can't summon a gnome. Some models are extremely rare and may take many attempts to successfully "capture" them. There are also some easter egg type models that are quite unexpected. Dagnor's Cauldron has a Faydedar model buried in the zone file. Other expected models, such as Quillmane in South Karana or Terrorantula in South Ro, don't seem to be summonable or are insanely rare (over 1,200 attempts).
The summoned monster pets are largely a novelty and help take the boredom away when farming in lower level zones. Who doesn't love to watch a snow bunny slaughter the Eastern Wastes giant fort? For serious adventuring, you will want to stick with your situational elemental pets.
EPIC [Kunark]
- Essentially a combination of all of the elementals upgraded and wrapped into one
- Has by far the highest hit points of any summoned pet in the game (4k if the TLP "pet curve" penalty is not applied)
- Hits very hard and quite fast
- Casts a 50 point damage shield
- Casts a 143 DD spell (cold-based)
- Casts an 84 DD stun
- [once EQL is in Kunark, needs to be verified] Magician Epic Pets will no longer enrage at low health. Minor changes to runspeed [idem, needs to be verified, on EQ live, they run faster than regular pets but Velocity, the Kunark pet only runspeed buff, is still better] and magic resistance.
Chain Casting
Note: This section is very out of date for EQL. Remove, rewrite?
At some point in a mage's life, fluffy will not take the hits like he used to. The pet heal spells, although great for soloing at lower levels, do not keep pace with fluffy's hps or the damage output of mobs. Therefore it becomes necessary for an alternate strategy: chain casting, which is the summoning of multiple pets in succession to kill a creature. At lower levels, the mana cost of pets and the cost of reagents makes this less feasible (and unnecessary due to your pet being strong enough to take the hits). However, at higher levels the mana cost of summoning pets drops (in addition to naturally dropping relative to your mana pool as you level), making it more cost effective to recast your pet rather than try and heal it.
Unfortunately, the way agro currently (as of 9/25) works, this strategy is not very effective with any pet except Earth. This is because when a pet dies, the mob it was fighting immediately transfers its agro from the dead pet to the caster (instead of losing that agro, as it should). As a result, the newly summoned pet will have little chance of peeling the mob off of the caster before they die.
This has been reported as a bug, but has yet to be acknowledged as one (as of 6/23/20).
Chain Casting: How To
To chain cast, start with any pet, and fight as normal. When the pet starts getting low, begin casting your Earth pet, and start typing "/pet get lost" ... but don't hit ENTER.
(Typing the command is the only way to get rid of a pet while casting. Casting Reclaim Energy or clicking in the pet window wouldn't remove the old pet in time, causing the new summon to fail.)
Shortly before the new pet arrives, hit ENTER, killing your old pet. If you time it right, your new pet should arrive right after the old one.
Now the tricky part. There's a decent chance your new pet will land a root immediately, which makes things easy. Also, if your previous pet was an Earth pet, the mob may well be rooted already.
But if not, run around for a few seconds (preferably with Journeyman's Boots). You don't need much room (eg. the Geonid caves have plenty), because you're not really kiting the mob, you're just giving your pet a few seconds to land a root. The Earth pet does this pretty reliably, so usually you won't wind up taking many hits (if any) ... although the Phantom Armor line of spells can help with any you do take.
Once you land a root, your new pet can usually hold agro from then on, so things are easy ... until your new pet gets low on HP, and you need to repeat!
Pet Focus Items
Are you looking for Focus Effects?
The lesser focus items (

Slot: PRIMARY
Skill: 1H Blunt Atk Delay: 25
DMG: 6
INT: +2
SV FIRE: +5
Effect: Reclaim Energy (Any Slot, Casting Time: Instant) at Level 20
Focus Effect: Minion of Fire
WT: 3.5 Size: LARGE
Class: MAG
Race: ALL
,

Slot: PRIMARY
Skill: 1H Blunt Atk Delay: 25
DMG: 6
STR: +3 INT: +2
Effect: Reclaim Energy (Any Slot, Casting Time: Instant) at Level 20
Focus Effect: Minion of Earth
WT: 3.5 Size: LARGE
Class: MAG
Race: ALL
,

Slot: PRIMARY
Skill: 1H Blunt Atk Delay: 25
DMG: 6
INT: +2 AGI: +3
Effect: Reclaim Energy (Any Slot, Casting Time: Instant) at Level 20
Focus Effect: Minion of Air
WT: 3.5 Size: LARGE
Class: MAG
Race: ALL
, and

Slot: PRIMARY
Skill: 1H Blunt Atk Delay: 25
DMG: 6
INT: +2
SV COLD: +5
Effect: Reclaim Energy (Any Slot, Casting Time: Instant) at Level 20
Focus Effect: Minion of Water
WT: 3.5 Size: LARGE
Class: MAG
Race: ALL
) are quested from the Temple of Solusek Ro, and provide the spell-level 4-49 pets with increased size and stats. The greater focus items (

Slot: PRIMARY
Skill: 2H Blunt Atk Delay: 30
DMG: 15
Effect: Reclaim Energy (Any Slot/Can Equip, Casting Time: Instant) at Level 40
WT: 5.0 Size: LARGE
Class: MAG
Race: ALL
Focus Effect: Servant of Water
,

Slot: PRIMARY
Skill: 2H Blunt Atk Delay: 30
DMG: 15
Effect: Reclaim Energy (Any Slot/Can Equip, Casting Time: Instant) at Level 40
Focus Effect: Servant of Fire
WT: 5.0 Size: LARGE
Class: MAG
Race: ALL
,

Slot: PRIMARY
Skill: 2H Blunt Atk Delay: 30
DMG: 15
Effect: Reclaim Energy (Any Slot/Can Equip, Casting Time: Instant) at Level 40
Focus Effect: Servant of Earth
WT: 5.0 Size: LARGE
Class: MAG
Race: ALL
,

Slot: PRIMARY
Skill: 2H Blunt Atk Delay: 30
DMG: 15
Effect: Reclaim Energy (Any Slot/Can Equip, Casting Time: Instant) at Level 40
Focus Effect: Servant of Air
WT: 5.0 Size: LARGE
Class: MAG
Race: ALL
) are obtained from high-end mobs and quests. In addition to the same change in appearance and stats as their lesser counterparts, these staves provide a +1 level bonus to all summoned pets from spell levels 46-60.
Note: More information about the exact nature of how focus items work, particularly with respect to the Spell Upgrade System that increases summoned pet levels, is needed. Additionally, it may change in the near future as the devs work out how they want these two systems to interact.
Necromancer Pets
EQ Legends Pet details are being updated for Necromancer pets in the spell descriptions, not all pets have been tested yet.
| Player Level | Pet | Pet Level | Melee Ratio | Dual Wield |
|---|---|---|---|---|
| 1 | Cavorting Bones | 1 | X/30? (0.xxx?) | X% |
| 4 | Leering Corpse | 5 | X/30? (0.xxx?) | X% |
| 8 | Bone Walk | 9 | X/30? (0.xxx?) | X% |
| 12 | Convoke Shadow | 11 | X/30? (0.xxx?) | X% |
| 16 | Restless Bones | 16 | X/30? (0.xxx?) | X% |
| 20 | Animate Dead | 19 | X/30? (0.xxx?) | X% |
| 24 | Haunting Corpse | 22 | X/30? (0.xxx?) | X% |
| 29 | Summon Dead | 25 | X/30? (0.xxx?) | X% |
| 34 | Invoke Shadow | 29 | X/30? (0.xxx?) | X% |
| 39 | Malignant Dead | 33 | X/30? (0.xxx?) | X% |
| 44 | Cackling Bones | 37? | X/30? (0.xxx?) | X% |
| 49 | Invoke Death | 41? | X/30? (0.xxx?) | X% |
Reagents
Necromancer pets all require Bone Chips to summon.
Focus Items
The only pet focus item that Necromancers can obtain is the

Slot: PRIMARY SECONDARY
Effect: Reclaim Energy (Any Slot/Can Equip, Casting Time: Instant) at Level 40
Focus Effect: Minion of Hate
WT: 2.0 Size: MEDIUM
Class: NEC
Race: ALL
. Similar to the Magician pet focus items, this focus item makes the pet larger in size. It also provides stat boosts for the pet - though the exact effect in EQ Legends needs to be tested, particularly with respect to its interactions with the Spell Upgrade System. It is believed to only work on Invoke Death but this needs confirmed for EQ Legends.
Shaman Pets
| Player Level | Pet | Pet Level | Base Melee Ratio | Dual Wield |
|---|---|---|---|---|
| 32 | Companion Spirit | 26 | X/30? (0.xxx?) | X? |
| 37 | Vigilant Spirit | 29 | X/30? (0.xxx?) | X? |
| 41 | Guardian Spirit | 32? | X/30? (0.xxx?) | X? |
| 45 | Frenzied Spirit | 36 | X/30? (0.xxx?) | X? |
Reagents
Shaman pets do not require a reagent to summon.
Shadow Knight Pets
These pets are identical to the Necromancer pets. Once that section is filled out, the chart below will be updated to match.
| Player Level | Spell | Pet Level |
|---|---|---|
| 9 | Leering Corpse | 5 |
| 15 | Bone Walk | 9 |
| 22 | Convoke Shadow | 11 |
| 30 | Restless Bones | 16 |
| 39 | Animate Dead | 19 |
| 49 | Summon Dead | 25 |
Reagents
Just like Necromancer pets, Shadow Knight pets all require Bone Chips to summon.
Druid Pets
In current Everquest Legends, Druids can only Charm animals as pets, the details below are not relevant to the current state of the game.
| Spell | Level | Pet Level | Pet Class | ~HP | Max Hit | Kick/Bash Dmg |
|---|---|---|---|---|---|---|
| Nature Walkers Behest | 55 | 23-28 | Warrior | 200-300 | 20-30 | 30 |
This pet is not very useful as a standard pet. Some Druids use it together with clicky Reclaim Energy items as a way to store mana. (It is a good guard pet in low level zones while afk) The above stats were collected from a live server and may be inaccurate if there were ever any updates pertaining to this pet.
Pet Commands
Command: /pet follow me, or /pet guard me
UI Button: Follow
Effect: puts the pet in Follow mode. This is the initial mode of a newly summoned pet. This command will overwrite /pet sit and /pet guard here and force the pet to follow its master.
Command: /pet guard here
UI Button: Guard
Effect: puts the pet in Guard mode.
Detail: pet will become "parked" at its current locaton, contrary to the command wording it will not automatically attack any MOB, unless said MOB attacks its master.
Special Note: A pet under /pet guard here will face the nearest NPC, including invisible mobs, traps, horses, and Eye of Zomms.
Command: /pet sit down
UI Button: Sit
Effect: puts the pet in Sit mode.
Detail: works exactly like the /pet guard here command with a few minor exceptions, low level pets will regen slightly faster. Once pets get their innate regen boost in the low 30's this additional regen becomes inconsequential.
The command /pet sit down will overwrite the command /guard, meaning that after it kills a mob it will follow its master rather than returning to the point where /pet sit was issued.
Special Note: /pet sit will toggle the pet's sit state, whereas /pet sit down will force the pet to sit.
Command: /pet attack
UI Button: Attack
Effect: places the owners current target onto the pet's Hate List, and ends /pet hold.
Detail: pet will temporarily forget all prior commands and attempt to attack the target at the top of his hate list. /pet attack does not place the target at the top of the pets hate list, it just makes the pet attack the mob at the top of his hate list. The pet will not forget targets it already hates. It will not "forget" movement states, such as follow or guard, it will just temporarily ignore them as he attempts to attack his target. After the mob dies, the pet will return to his previous guard point, follow, or sit down, as previously commanded. The pet may be sidetracked however if another MOB begins to attack him before he has engagued the target OR if another MOB is doing signifigantly more damage to the pet thus generating enough aggro to make the pet switch targets.
Special Note: you may also use the alternative version of this command /pet kill PvP Note: unless Player versus Player is enabled, you cannot add a player or a player charmed NPC to a pet's Hate List.
Command: /pet kill name
Effect: takes whatever would be selected by the command /target name and puts it at the top of the pet's Hate List.
Detail: for example assume King Tormax was within range for you to /target King Tormax the command /pet kill King Tormax will order the pet to attack King Tormax regardless of what you currently have targeted. Originally a zone wide command, it was reduced to only work within the same range of the /target command.
Command: /pet back off
UI Button: Back
Effect: empties the pet's Hate List, causing it to stop attacking.
Detail: while this will clear the pets hate list, if a mob atacks the pet again after this command is given it will begin attacking the mob again. This is a particular problem in areas with mobs casting large AE's. Temple of Veeshan is the most common example.
Command: /pet taunt off
UI Button: Taunt
Effect: disables pet taunting, that is the pet will not taunt during fights.
Detail: this command very helpful on raids or other such group encounters where summoning MOBs are involved. However, in solo situations you should generally leave taunt enabled.
Special Note: if you omit the "off" portion of the command it will toggle the pets taunt mode (i.e. if it is on it will switch it off, and vice-versa)
Command: /pet taunt on
UI Button: Taunt
Effect: enables pet taunting.
Detail: generally recommended for solo situations only.
Special Note: if you omit the "on" portion of the command it will toggle the pets taunt mode (i.e. if it is on it will switch it off, and vice-versa)
Command: /pet leader
Effect: the pet will /say My leader is Doofus Da'Magi.
Detail: This command can be used by any player to target a pet and identify its owner.
Command: /pet get lost
UI Button: Go Away
Effect: Instantly kills your pet.
Detail: This will instantly kill your pet, and is one of the essential commands for a technique known as chain-petting.
Special Note: This command is zone-wide and will kill your pet anywhere in the zone, regardless of distance from its master.
Command: /pet health
UI Button: The Pet window itself
Effect: Displays your pet's current health percentage and buff list in the chat window.
Detail: This command instantly displays the current status of your pet, showing its HP percentage and current buffs/debuffs it currently has.
Special Note: This command displays the pet's health faster than the UI can update, and is very useful when timing is critical.
Command: /pet target
Effect: Targets your pet.
Detail: This command clears your current target and replaces it with your pet. This is very useful for macros. However, it's often faster to simply hit the F1 key twice to target your pet.
Special Note: This command will target special pets that borrow the name of their master (i.e. Xalmat's pet) instead of your summoned pet (Flurfy's warder, Jonartik, etc). Use with caution when using such pets.
Command: /pet as you were
Effect: Clears your pet's command list
Detail: This tells your pet to revert to a free state. If the pet is currently under /pet follow, or /pet guard me, it will revert to a /pet sit state. If it is chasing an NPC, and /pet as you were, followed by /pet back off is issued, the pet will continue off in its direction of travel. This command does not break /pet hold.
Command: /pet hold
Unlock: Companion's Discipline AA
Effect: Causes the pet to hold its attacks. It ignores its Hate List and goes into Free mode, resuming its regular movement (either follow, guard, or sit).
Detail: This command does not clear the pet's hate list, the pet will remain "held" until you give it an attack command at which time it will attempt to attack the target at the top of its hate list. After this, it will continue to attack other enemies on its hate list or new enemies added to its hate list. A pet's hate list is frozen while it is "held", which means it does not add anyone to its hate list even if attacked, but anyone on its list before being told to "hold" remains on the list.
After telling your pet to hold, you can use /pet back off to ensure your pet's hate list is clear.
Command: /pet ghold
Unlock: Companion's Discipline AA
Effect: This command is a toggle. Using "/pet ghold" will toggle between on/off, but "/pet ghold on" and "/pet ghold off" also work. When this state is toggled on, the pet will not attack anyone unless you explicitly tell them to.
Detail: This command prevents any enemies from being added onto your pet's hate list, except if you explicitly tell them to attack. This gives complete control over who your pet will and will not attack. However, in chaotic fights against many enemies it can result in your pet standing around watching unless you tell your pet to attack each and every enemy.
Telling your pet "/pet back off" clears the list of any targets you have given it and it goes back to not fighting anything.