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Latest revision as of 10:52, 21 August 2026
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
This process is not final and will be updated in the future.
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 rules appear to be used to determine how equipping weapons effects pet damage:
- If the weapon ratio is greater than the pet's base ratio (see tables below for each classes' pets), the pet uses the weapon's damage, delay and bonus damage.
- If the weapon ratio is less than the pet's base ratio, the pet uses old school Everquest pet weapon rules.
- If the damage of the weapon is higher than the pet's base damage, the pet uses the weapon's damage, the pet's base delay, and the pet's base bonus damage.
- If the damage of the weapon is lower than the pet's base damage, the pet uses its own base damage, delay, and bonus damage.
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, giving them a slightly better DPS.
However, if you give them an extremely high damage weapon that has a worse ratio - such as giving an Earthshaker +9 to a Rank 8 Greater Conjuration: Air pet, they will use the Earthshaker's 70 damage, but their own base 28 delay and +14 bonus damage. If you give them an Earthshaker +10, they will use the weapon's 74 damage, but they also use the weapon's 70 delay significantly slowing their attack speed. This means the higher version of the weapon is actually worse for your pet's damage - though with the higher weapon they will also use the weapon's significantly higher bonus damage - so the overall loss in damage is less than it may first appear.
In all of these cases, the pets will 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.
Dual Wielding
An update on July 7th, 2026 made changes to some, maybe all, pets' ability to dual wield. They now start dual wielding much earlier, and their dual wield skill improves more quickly than it used to.
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.
Weapon Procs
Pets will use the procs on most weapons, so long as they meet the minimum required level to do so. However, they are blocked from proccing AoE effect procs, such as the Earthquake proc on Earthshaker or Hierophant`s Crook.
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 damage * 8) 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
When starting out, just give your pets the best ratio weapons you can find that you don't need for yourself. You will usually want to use two handers, since their dual wield chance is low. By the time your pets are in their 20-30s, they are dual wielding quite frequently, so two one handers with good ratios becomes more viable.
Near the end of leveling up to 50, you will probably switch back to two handers. Specifically two handers with extremely high damage, high delay, and a ratio just below your pet's base ratio (see the charts below in the class sections). If you do this, your pet will use the two hander's high damage for its attacks, but it's own default weapon delay. You can get extremely high damage weapons, such as Silver Plated War Sword, Enchanted Fine Steel Bastard Sword, Ebon Scythe, or Mithril Two-Handed Sword to accomplish this in your 30-40s, and then an Earthshaker once you're able to kill Master Yael in The Hole.
For Magician, Beastlord, and Shaman pets, the Earthshaker is the best weapon for these pets so long as you don't upgrade it so far that it's ratio is better than the pet's own ratio. If it's ratio exceeds the pet's ratio, they will start to use the sword's own 70 delay, reducing its overall damage. The one exception here is that if you really want to go all out, you could get a pair of Wu's Fist of Mastery for both hands for the Magician's Air pet. But the other pets can't use them (unless you are also a monk) and the overall damage is going to be only slightly better than the Earthshaker, if my math is right.
Enchanter and Necro pets are a bit more complicated - they may do much better damage dual wielding high ratio Knight swords in their main hand (such as Aldryn, Blade of the Ocean for paladins) and another high ratio off hand weapon. Or possibly using Paladin or Shadowknight two handed weapons.
Charmed pets are an exception - a charmed pet's default damage/delay is going to be so much better than any player weapon, that if you charm frequently you are going to want to give them two one handers with procs you want them to use.
Noteable Weapons
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
- Earthshaker- 2hs with extremely high damage and delay with an AoE proc (regular pets will not use the proc, but charmed pets do)EarthshakerMAGIC ITEM LORE ITEM

Slot: PRIMARY
Skill: 2H Slashing Atk Delay: 70
DMG: 37
STR: +6 DEX: -5 STA: +6
Effect: Earthquake (Combat, Casting Time: Instant) at Level 45
WT: 16.0 Size: GIANT
Class: WAR PAL RNG SHD BER
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
There was a patch on 8/18/2026 that was a pretty big change to Beastlord pets. Currently the only data in the chart below that is confirmed is for Spirit of Kashek. Other pets still need retested.
| Character Level | Pet Spell | Pet Level | Base Melee Ratio | Bonus Damage | Dual Wield |
|---|---|---|---|---|---|
| 1 | Wild Spirit | 1 | 4/30 (0.133)? | +0 | - |
| 4 | Tame Spirit | 5 | 4/38 (0.105)? | +0 | 5% |
| 8 | Spirit of Sharik | 9 | 5/38 (0.132)? | +0 | 14% |
| 15 | Spirit of Khaliz | 16 | 10/38 (0.263)? | +0 | X? |
| 23 | Spirit of Keshuval | 22 | 13/38 (0.342)? | +1? | X? |
| 30 | Spirit of Herikol | 26 | 16/38 (0.421)? | +? | X? |
| 39 | Spirit of Yekan | 31 | 20/38 (0.526)? | +? | X? |
| 46 | Spirit of Kashek | 39 | 21/26 (0.808) | +14 | X? |
Reagents
Beastlord pets do not have a reagent required to summon.
Enchanter Pets
| Character Level | Pet Spell | Pet Level | Base Melee Ratio | Bonus Damage | 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 | 11/20 (0.55) | +? | 10-20% |
| 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 Level | Elemental | Hit Points | Damage | Delay | Ratio | Bonus Damage | Dual Wield |
|---|---|---|---|---|---|---|---|
| 2 | Water | 144 | 6 | 30? | 0.200? | +0 | 8% |
| 3 | Fire | 94 | 30? | 0.200? | |||
| 4 | Air | 118 | 30? | 0.200? | |||
| 5 | Earth | 178 | 30? | 0.200? |
| Character Level | Elemental | Hit Points | Damage | Delay | Ratio | Bonus Damage | Dual Wield |
|---|---|---|---|---|---|---|---|
| 6 | Water | 390 | 8 | 30? | 0.267? | +0 | 13% |
| 7 | Fire | 256 | 30? | 0.267? | |||
| 8 | Air | 320 | 30? | 0.267? | |||
| 9 | Earth | 480 | 30? | 0.267? |
| Character Level | Elemental | Hit Points | Damage | Delay | Ratio | Bonus Damage | Dual Wield |
|---|---|---|---|---|---|---|---|
| 10 | Water | 552 | 9 | 30? | 0.300? | +0 | 17% |
| 11 | Fire | 364 | 30? | 0.300? | |||
| 12 | Air | 454 | 30? | 0.300? | |||
| 13 | Earth | 682 | 30? | 0.300? |
| Character Level | Elemental | Hit Points | Damage | Delay | Ratio | Bonus Damage | Dual Wield |
|---|---|---|---|---|---|---|---|
| 14 | Water | 836 | 10 | 30? | 0.333? | +0 | 20% |
| 15 | Fire | 552 | 30? | 0.333? | |||
| 16 | Air | 690 | 30? | 0.333? | |||
| 17 | Earth | 1032 | 30? | 0.333? |
| Character Level | Elemental | Hit Points | Damage | Delay | Ratio | Bonus Damage | Dual Wield |
|---|---|---|---|---|---|---|---|
| 18 | Water | 1080 | 11 | 30? | 0.367? | +0 | 24% |
| 19 | Fire | 702 | 30? | 0.367? | |||
| 20 | Air | 892 | 30? | 0.367? | |||
| 21 | Earth | 1336 | 30? | 0.367? |
| Character Level | Elemental | Hit Points | Damage | Delay | Ratio | Bonus Damage | Dual Wield |
|---|---|---|---|---|---|---|---|
| 22 | Water | 1326 | 13 | 30? | 0.433? | +0 | 28% |
| 23 | Fire | 860 | 30? | 0.433? | |||
| 24 | Air | 1092 | 30? | 0.433? | |||
| 25 | Earth | 1638 | 30? | 0.433? |
| Character Level | Elemental | Hit Points | Damage | Delay | Ratio | Bonus Damage | Dual Wield |
|---|---|---|---|---|---|---|---|
| 26 | Water | 1570 | 14 | 30? | 0.467? | +0 | 31% |
| 27 | Fire | 1018 | 30? | 0.467? | |||
| 28 | Air | 1294 | 30? | 0.467? | |||
| 29 | Earth | 1940 | 30? | 0.467? |
| Character Level | Elemental | Hit Points | Damage | Delay | Ratio | Bonus Damage | Dual Wield |
|---|---|---|---|---|---|---|---|
| 31 | Water | 1858 | 16 | 29? | 0.552? | +0 | 34% |
| 32 | Fire | 1204 | 29? | 0.552? | |||
| 33 | Air | 1530 | 29? | 0.552? | |||
| 34 | Earth | 2296 | 29? | 0.552? |
| Character Level | Elemental | Hit Points | Damage | Delay | Ratio | Bonus Damage | Dual Wield |
|---|---|---|---|---|---|---|---|
| 36 | Water | 2348 | 17 | 28? | 0.607? | +0 | 53% |
| 37 | Fire | 1518 | 28? | 0.607? | |||
| 38 | Air | ??? | 28? | 0.607? | |||
| 39 | Earth | 2900 | 28? | 0.607? |
| Character Level | Elemental | Hit Points | Damage | Delay | Ratio | Bonus Damage | Dual Wield |
|---|---|---|---|---|---|---|---|
| 41 | Water | ??? | 19 | 28? | 0.679? | +10? | X% |
| 42 | Fire | ??? | 28? | 0.679? | |||
| 43 | Air | ??? | 28? | 0.679? | |||
| 44 | Earth | 3376 | 28? | 0.679? |
| Character Level | Elemental | Hit Points | Damage | Delay | Ratio | Bonus Damage | Dual Wield |
|---|---|---|---|---|---|---|---|
| 46 | Earth | 6286 | 21? | 28? | 0.750? | +14? | X% |
| 47 | Fire | ??? | 28? | 0.750? | |||
| 48 | Air | ??? | 28? | 0.750? | |||
| 49 | Water | ??? | 28? | 0.750? |
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.
Air Elementals
Air Elementals suffer from being the middle of the road pets in most situations. They can be decent tanks, but not as good as Earth Elementals; and they can do decent damage, but not as good as Water Elementals. Like Water Elementals, they have an additional attack to increase their melee damage output. Unlike a Water Elemental's backstab, these monk-based strike attacks can be used from any position, keeping their damage output consistent regardless of what direction they attack from (though anyone attacking a monster from the front will have to deal with defensive skills like Riposte reducing their overall damage). Their greatest strength, however, is fighting casters. They use an instant cast, 3 second stun every 12 seconds. Combined with their normal attacks and monk strikes, this makes them quite adept at interrupting spell casting. The stun can also function like a weak root spell, helping to keep their target in place and focused on the elemental instead of yourself.
Pros
- Highest Armor Class (both Mitigation and Evasion) of all Elementals
- Extra damage from monk attacks that aren't dependent on positioning
- Casts a 3 second stun every 12 seconds, but mobs at level 56 and up are immune to stun (at least currently)
- Has a relatively high cold resistance (needs confirmation in EQ Legends)
Cons
- Second lowest hit points in the Classic Era
- In Traditional Everquest, Air Elementals start to have the second most hit points after level 50 - but there's no way to be sure if this will hold true in Legends
- Not as good at damage as Water Elementals, or as good at tanking as Earth Elementals
Earth Elementals
Earth Elementals are kings of tanking. They have the highest hit points, and cast an instant cast root spell every 16 seconds. This can keep enemies glued to your pet while you keep at range. However, they have the lowest damage output of all of the elementals in most cases - so if you already do most of the tanking, they usually aren't the best choice. However, their increased hit points may be beneficial when dealing with enemies such as Lord Nagafen who have strong AoE damage effects.
Pros
- Has the most hit points of any of the elementals for its level
- Casts a root spell
- Has a relatively high disease resistance (needs confirmation in EQ Legends)
- Casts Ranger spells, including buffing and healing itself, and low damage AoE nukes
Cons
- Lowest damage output of all pets
- Lowest Armor Class - both mitigation and evasion - of all pets. However, the difference is minor and becomes even less significant when fully equipped and buffed.
- Spends a lot of time casting low damage Ranger nukes, as well as Ranger root and snare spells - despite already having an instant cast root ability. On the upside the snare, root, and DoTs can help it maintain agro if you need it tanking.
Fire Elementals
The "glass cannons" of the Elementals. Fire Elementals have low hit points, but they cast Wizard nukes and spells. This includes a 5 second stun (though they don't use it consistently like an Air Elemental) and roots. They can also use Wizard AoE spells - both damage spells and snares. When upgraded to level 49, and Rank 8 Greater Conjuration: Fire Summon will even cast Ice Comet. These are probably the least used of the magician pets, but are far better in Everquest Legends than they were in traditional Everquest (at least during the Classic through Planes of Power eras). When clearing large numbers of blue and light blue mobs, the Fire Elemental's nukes can allow it to help you burn through low hit point enemies very quickly.
Pros
- High burst damage
- Casts an instant cast, zero mana fire DD every 6 seconds
- Casts a self-only damage shield that is far stronger than what you can cast for a given level
- Has a relatively high fire resistance (needs confirmed in EQ Legends)
Cons
- Lower damage in long fights once it runs out of mana
- Its spells cannot be upgraded, which means it cannot benefit from the resist reduction that Wizards can get - so its nukes can get resisted easily against powerful targets
- Its spell list cannot be customized for a given fight
- It will use Cold Resist spells against ice creatures, Fire Resist spells against fire creatures, and cast stuns and roots on enemies that are immune to such effects
- Dies easily due to significantly lower hit points
Manifestation of the Elements
This is the pet summoned by the Orb of Mastery, the reward for the Magician Epic Quest. It is not currently available in Everquest Legends, so this section mostly exists to retain information from traditional Everquest until Epic Quests have been added to Everquest Legends.
This elemental looks like a huge Air Elemental, but it is 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
- 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.
Water Elementals
Water elementals provide high sustained damage. If positioned behind their target they can backstab, and they have an instant cast direct damage spell that they cast every 6 seconds. They can also tank for you if need be, but it will lower their damage output. For most builds, water elementals are the most frequently used of all the elementals.
Pros
- 2nd highest amount of hit points among elementals of the same level, at least up until level 50
- In Traditional Everquest, Air Elementals start to have the second most hit points after level 50 - but there's no way to be sure if this will hold true in Legends
- Can tank if need be, but not as well as an Earth Elemental
- Has a high poison resistance (needs confirmation in EQ Legends)
- Instant cast, cold resist, nuke every six seconds to boost damage output
- Backstabs when behind its target, making it the highest damage pet over long fights
Cons
- Needs to be positioned properly to use Backstab - will still use Backstab from the front, but it only counts as an extra normal attack dealing 25% as much damage as a backstab
- No additional utility - this pet is only good for dealing melee damage
Monster Summons
Monster Summons are pretty much just Fire Elementals, but without the Damage Shield or Wizard spells. They lack any benefit over using Elementals at all. The spell is a fun little party trick that allows mages to run around with a pet that looks like a monster from the zone they are in.
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.
Pet Focus Items
Are you looking for Focus Effects?
(This information was provided by the Devs during a livestream)
Pet focus items a bit strange. They do not improve the stats of the pets you summon. Instead the game has tons of predefined pets - including versions of every pet summoned with a focus item that works on their respective summoning spell. So rather than the focus item just giving pets a stat buff, using the focus causes your spell to summon a different pet with different stats. Because the benefits are not a flat buff, the exact benefits can vary slightly from pet to pet. Information below is intended to give a rough idea of what the foci do, but are not exact.
However, the exact interaction between the pet focuses and the Spell Upgrade System are still being tested and will be updated here later.
Lesser Elemental Foci
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.
Benefits
- Bigger Pet Size
- +1 level (limited like the bonus levels from spell upgrades)
- Does not give the same benefits as a level from the spell upgrades, it only allows them to cast new spells, if that extra level happens to unlock any.
- +15 STR
- Results in +10 Attack (Offense)
- +10 AGI
- Results in +5 Armor (Evasion)
- Extra Hit Points
- This is a bit annoying with how it works but seems consistent with how these focus effects worked in original Classic EQ. Essentially, the pet summoned when using the lesser focus has hit points equal to the next highest elemental's hit points. What that means is - a Fire Elemental will have hit points that match the hit points of an Air Elemental of the same level. A focused Air Elemental will have Water Elemental hit points. And Water Elementals will have hit points equivalent to Earth Elementals. Unfortunately, the Earth Elementals are already at the top and gain no additional hit points.
Greater Elemental Foci
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
Focus Effect: Servant of Water
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 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. These staves provide improved stats and hit points for all pets that can be summoned with them. Currently this is limited to the Greater Conjuration line of pets, but is expected to include Kunark level pets as well.
Benefits
This area needs testing, but initial results show it being much better than the Lesser Elemental Foci. However, using the focus items may be pointless once your summoning spell is upgraded to +8. Further testing needs to be done.
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 | Bonus Damage | Dual Wield |
|---|---|---|---|---|---|
| 1 | Cavorting Bones | 1 | 4/30 (0.133) | +? | - |
| 4 | Leering Corpse | 5 | 7/30 (0.233) | +? | 8% |
| 8 | Bone Walk | 9 | 8/30 (0.267) | +? | 13% |
| 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 | 21/29 (0.725) | +13 | 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 is believed to only work on Invoke Death but this needs confirmed for EQ Legends.
When used with Invoke Death, the focus provides +10 STR/STA/AGI, which grants some bonus ATK and Evasion. It also boosts the base pet hit points from 5230 to 5470. The Spell Upgrade System then applies any spell upgrades (such as increased Hit Points) to the focused pet.
Shaman Pets
| Player Level | Pet | Pet Level | Base Melee Ratio | Bonus Damage | 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.