Summoned Pets & Warders
Created by a pet spell and associated with the owner until replaced, dismissed, killed, or invalidated by a loadout rule. Spell rank can increase the summoned pet's level and statistics.
Pets are independently acting combatants controlled through an owner. EQL expands the classic system with persistent pet inventory, multiclass equipment eligibility, spell-rank pet upgrades, and inventory-backed charm pets.
Created by a pet spell and associated with the owner until replaced, dismissed, killed, or invalidated by a loadout rule. Spell rank can increase the summoned pet's level and statistics.
Existing NPCs temporarily controlled by charm. They use pet inventory while charmed, but player-given equipped items are removed when charm breaks.
Current reference data assigns summoned pets two base classes, then permits equipment usable by either the pet's classes or any of the owner's active classes.T2
| Pet family | Current base classes | Notable capability |
|---|---|---|
| Beastlord warder | Warrior / Beastlord | Cleave, cold spells, slows, and cripples |
| Magician fire | Warrior / Wizard | Wizard direct damage |
| Magician earth | Warrior / Ranger | Snare and fire damage |
| Magician air | Warrior / Monk | Monk-style kicks |
| Magician water | Warrior / Rogue | Backstab when positioned behind the target |
| Necromancer / Shadow Knight | Warrior / Shadow Knight | Lifetap and Hate Touch |
| Enchanter animation | Warrior / Paladin | Healing and Lay on Hands behavior |
| Shaman spirit wolf | Warrior / Beastlord | Beastlord spell package |
The July 7 pet-upgrade model is explicit:T1
Summoned pet level: base summon level + spell rank, capped at player level − 1.
Per upgraded pet level: +6% HP, +1 base damage, and +5 skill points.
Pet equipment is managed through the owner's inventory interface rather than handed over as permanently lost items. Developers directly confirmed that equipped pet items survive pet death.T1
| Source | Additional slots | Notes |
|---|---|---|
| Base character | 4 | Available regardless of pet class. |
| Magician | +3 | Additive with other active classes. |
| Beastlord | +3 | Additive with other active classes. |
| Necromancer | +2 | Additive with other active classes. |
| Enchanter, Druid, Shaman | +1 each | Current reference data. |
| Shadow Knight | +0 | Summons a pet but currently grants no extra inventory slots. |
The current maximum is 12 slots from the base four plus Magician, Beastlord, and Necromancer bonuses. If a loadout change removes slots, items in inactive positions remain visible but are not equipped until moved to an active slot.T2
A pet can equip items allowed for its own classes and items allowed for any of the owner's active classes.T1
Primary, secondary, two-handed, armor, jewelry, and other equipment follow slot occupancy rather than simply stacking duplicate items.
Summoned-pet equipment remains in pet inventory through pet death; current reference data also reports persistence through logout and class changes.
Charmed pets equip from pet inventory, and player-given equipped items are removed when charm ends.T1
Official July 7 UI changes made summoned-pet HP, Mana, AC, regeneration, and other statistics visible and enabled equipped Attack, HP-regeneration, and Mana-regeneration bonuses. The UI also better reflects buff effects on pet HP and Mana.T1
Developer demonstrations show that pets can use assigned primary and secondary weapons and may prefer equipped weapons whose attack ratio exceeds the pet's base ratio. Current reference testing indicates pet swing delay is largely pet-defined and that the equip-selection score can prefer lower-delay weapons; only place weapons in inventory that you actually want the pet to consider.T2
Pet AI selects actions from the pet's class package, current state, owner commands, positioning, and available Mana. It should be treated as an autonomous combat actor rather than a direct extension of the owner's weapon timer.
Command descriptions are T2 current-reference behavior because exact AI priorities and command-queue timing are not developer documented.T2
A pet can become an NPC's current target and competes within the encounter's hate state. Pet damage, spells, taunts, and owner support can all change combat priority, but the exact split between pet hate and owner-attributed hate has not been published.
| Property | Summoned / Warder | Charmed |
|---|---|---|
| Origin | Created by a summon spell. | Existing NPC temporarily controlled by charm. |
| Spell-rank level bonus | Applies under the July 7 pet-upgrade formula. | Charm spell tier increases eligible target-level cap rather than adding summon levels. |
| Inventory | Persistent owner-managed pet inventory. | Uses pet inventory while charmed. |
| On control ending | Equipment remains stored after pet death or replacement under the persistent-inventory model. | Player-given equipped items are removed when charm breaks. |
| Class package | Defined by summon family and current EQL pet design. | Derived from the charmed NPC's actual classes and abilities. |
Pet evaluation should separate the summon itself from the owner's inventory and support package.
Raise the summon spell when the resulting level, HP, base damage, skills, and spell level provide more value than upgrading another active spell.
Choose pet classes not only for the summon but also for how many equipment slots the active combination supplies.
The owner's three classes broaden the pet's legal item pool; compare armor, statistics, haste, weapons, procs, and regeneration under the pet's actual AI.
Buffs, heals, slows, threat control, positioning, and pet-targeting invocation behavior can exceed the value of a small raw gear upgrade.
| Question | Current tier | Best verification method |
|---|---|---|
| Exact pet base delay and equipped-weapon scoring by pet family | T3/T4 | Timestamped logs with controlled weapon swaps |
| Complete pet spell lists and casting priorities by upgraded level | T2/T3 | Long combat parses by summon rank |
| Item-stat caps, haste caps, and proc rules for pets | T4 | Single-stat equipment matrix |
| Pet and owner hate attribution | T4 | Three-actor target-switch testing |
| Charm-break inventory behavior for every item type | T1/T3 | Weapons, armor, temporary items, and no-drop test set |