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    Pet Guide by Robo_Mike

    Version: 1.1 | Updated: 09/11/05 | Search Guide | Bookmark Guide

    Pets Guide for Dungeon Siege II (PC-Windows version)
    by Robo-Mike "Numbuh T"
    Latest update:
    v1.1   Pack mule info and feeding
           Naiads' Duskbeam info
           Fixed feeding stat gains for potions and miscellaneous
    Base damage/spell formulas for pets
    Base armor formulas for pets (I believe this is pet-specific)
    Confirmation about pet experience sharing
    Section -1: Disclaimers (DISC)
    You may download and print this file for your personal use but you
    may not profit in any way.
    Because I am lazy, only gamefaqs.com is allowed to "host" this guide.
    And no, please don't offer me to let your site host it. Unless I know
    you personally, you're most likely going to get "no" for an answer.
    Because I'm lazy. No, I don't hate your gaming site. I'm just lazy.
    If I find this on a gaming site that is not listed above, I will ask
    for it to be removed. Readers, please email me about if you see this
    guide elsewhere.
    This document is best viewed with a monospace font (e.g. Courier).
    Your standard web browser will do, but just in case your browser's
    settings are weird, here's a line of 70 numbers followed by a line of
    70 hyphens.
    If they're not aligned, then you better change some settings. Now.
    Section 0: TABLE OF CONTENTS
    s#  code   title
    -- ------ ---------------------
    -1 (DISC) Disclaimers
     0 (    ) Table of Contents
     1 (INTR) Introduction / Viewing This Guide
     2 (PETS) Introdution to Pets
     3 (LIST) Pet List
     4 (FEED) Pet Feeding, Growth, and Statistics
     5 (COMP) Comparison: Pets vs Summons vs Party Members
     6 (FAQ-) Question and Answer Portion
     7 (ABOU) About the Author
     8 (MAIL) Contact Info
     9 (ENDC) Contributors / Special Thanks
    10 (HIST) Revision History
       (    ) Final Words
    Section 1: Introduction / Viewing This Guide (INTR)
    Thank you for reading the Pets Guide for Dungeon Siege 2.
    The purpose of this guide is to provide a list of pets and their
    abilities while giving a very opinionated comparison of the pets
    against each other, and the pets against other party members.
    While I try to avoid spilling my guts about plot details, I'd like to
    warn you anyway that the guide MIGHT contain spoilers. So don't sue
    me, okay?
    This guide is a maximum 70 characters per line, so you'll be able to
    see it properly on MS-DOS Edit or some antique word processor.
    It's best viewed with Courier or Lucida Console or some other font
    whose characters are evenly spaced.
    Every section has a four-letter code which allows you to quickly jump
    by using the Find function on your Notepad or whatever. Simply key in
    the code including the parenthesis and "find" it to jump to a specific
    e.g. Find (FEED) to go directly to the pet feeding tips section.
    Finally, this guide uses some abbreviations and acronyms. Don't
    worry, I won't go overboard with them:
    DS2 - Dungeon Siege 2
    GPG - Gas Powered Games, makers of Dungeon Siege
    PC - Player Character/Hero, the only party member you actually pick
         a name/race for; the only party member you can't disband
    dex - dexterity
    int - intelligence
    lvl - Level, usually refers to Character Level
    str - strength
    Section 2: Introduction to Pets (PETS)
    A new feature in DS2 is the ability to add Pets to your party.
    They are obtained by going to the pet shop available in every town in
    the game, marked on the map by a horse-head icon. Talk to the trainer,
    select a pet you like, cough up an amount of gold, and it will be
    immediately added to your party (that is, if you don't have too many
    party members).
    Pets join at the same level as your PC, and level up with her or him.
    They initially come with a normal attack and sometimes, a spell.
    Pets "grow up" when you feed them inventory items such as potions and
    armor. They learn their Powers when they reach Juvenile level, and
    gain their Emanations (auras) when they reach maturity. (More on
    feeding later.)
    Pets come in three flavors: Melee fighters, Ranged attackers, and
    Spellcasters. Different spellcasting pets also have different
    elements for their attacks.
    Unlike human, elf, dryad, or half-giant party members, pets do not
    split experience gain from kills.
    Section 3: Pet List (LIST)
    The pets here are listed in alphabetical order.
    If a pet has multiple spells or attacks listed, then it has different
    spells or attacks at various stages of its growth. I will list the
    weakest spell or attack first followed by the versions the pet gains
    as it grows up.
    Specific statistics for attacks and spells are listed, but the
    damages/spell durations/etc. really vary with pet level and
    statistics. They are only listed here to give you an idea on how
    strong (or weak) the pet might be at certain levels.
    I chose to show pet stats at about level 45+ to show how good they
    can be around the start of Veteran level.
    The pros/cons/tips sections are my opinion, so you don't have to go
    by it. Do your own thing, if you must.
    Dark Naiad
    (see Naiad)
    Dire Wolf
    *available at the shops after completion of the 'Dire Wolf' subquest
     in Act I
    COST: 500 gold
    ATTACK: Devastating Bite (Melee Damage)
       A vicious bite from its powerful jaws.
          > Damage: 135-225 (at lvl 36 stats 256/46/46)
    SPELL: None
    POWER: Furious Howl
       Dire Wolves possess abilities beyond the ken of normal wolves and
       the greatest is the ability to release a furious howl that has the
       power to push away and tear apart enemies with its sonic force.
          > Cone effect targets an enemy or terrain
          > Normal Recharge
          > Damage: 1709.6 (at lvl 36 stats 256/46/46)
    EMANATION: Vicious Counter
       The Dire Wolf's influence reflect a percentage of the damage
       inflicted upon its companions back at the enemy.
          > Range: 4
          > 60% of Physical damage reflected
    1. When you first get them, Dire Wolves will be stronger than your
       melee party members for a while.
    1. Furious Howl has poor attack range and area.
    2. 60% physical reflect sounds good on paper, but by the time enemies
       deal enough damage they will have too much life for the reflected
       damage to matter.
    3. No melee skills means that its hard to compare its raw damage with
       higher level melee fighters. Surely loses in dealing damage to a
    4. No support spell.
    The Dire Wolf is great if you prefer a pet over Lothar. Use it if you
    must, but I'd swap it out for the Mythrilhorn as early as possible.
    Fire Elemental
    *available at the start of Act II
    COST: 1000 gold
    ATTACK: Firestrike (Fire Damage/Area Effect)
       Throws a small fireball which explodes on contact with an enemy,
       dealing fire damage to nearby enemies.
          > Damage: 168-280 (at Level 48, int 313)
          > Range: 10
          > Mana Cost: 76 (at Level 48, int 313)
    SPELL: None
    POWER: Inferno
       Fire Elementals are feared for their ability to direct some of
       their fiery essence into a blazing cone* that burns enemies as
       long as they are caught inside it.
          > Cone* Effect Targets an Enemy or Terrain
          > Normal Recharge
          > Fire Damage per Second: 985.5 (at Level 48, int 313)
          > Power Duration: 5 seconds
       * It's more like a short beam than a cone. Don't believe them.
    EMANATION: Fire Resistance
       The Fire Elemental's influence increases the fire resistance and
       magic damage of its companions.
          > Range: 4
          > +40% Fire Resistance
          > +8% Magic Damage
    1. Special power deals the most damage of all pet powers.
    2. +40% fire resistance aura means you have nothing to fear from the
       boss of Act II.
    3. Area effect normal attack.
    1. No support spell.
    2. +8% magic damage bonus can be gotten easily from equipment or
    3. Special power takes time to deal all the damage. During that time,
       the Fire Elemental will be a sitting duck and a magnet for enemies.
    4. Low normal attack damage.
    5. Very limited use, in my opinion, the worst pet in the game.
    Like I said, it's great against the Act II boss, so feed one of them
    if you want, so you can play with fire without getting burned. You're
    going to waste money though.
    Ice Elemental
    *available in Act I or later
    COST: 500 gold
    ATTACK: Icestrike (Ice Damage/Single Target)
       Throws a small ball of ice which does damage.
    ATTACK: Greater Icestrike (Ice Damage/Single Target)
       Throws a small ball of ice which does damage and has a chance of
       freezing enemies it strikes.
          > Mana Cost: 45 (at level 36 stats 46/46/253)
          > Damage: 213 to 355 (at level 36 stats 46/46/253)
          > Range: 10
    SPELL: None
    POWER: Frost Aura
       Ice Elementals are feared for their ability to direct some of their
       freezing essence into waves of cold that damage and briefly freeze
       any enemies who draw near.
          > Automaticall targets self
          > Normal Recharge
          > Ice Damage per wave: 50.4 (at lvl 36 stats 46/46/253)
          > Radius: 2.0 meters
          > Power Duration: 20 secs
    EMANATION: Ice Resistance
       The Ice Elemental's influence increases the ice resistance and
       regeneration of its companions.
          > Range: 4
          > +150% Mana Regeneration Rate
          > +40% Ice Resistance
    1. Normal attack has a chance to freeze? You bet.
    2. Its godly mana regeneration aura ensures a steady supply of mana
       for all characters.
    3. With its ice resistance, you can have a sightseeing tour around
       Act II.
    1. Power isn't that great. It can help immobilize mobs of enemies,
       but takes too long to deal good damge.
    2. No support spell (not that it needs one).
    Icey is indispensable for mage parties with its support aura and
    freezing abilities. If you have at least one mage and you have an
    empty slot, get one... now!
    Lap Dragon
    *available in Act III
    COST: 1750 gold
    ATTACK: Dragon Breath (Fire Damage, Single Target)
       Breathes an attack of natural force at target enemy.
    ATTACK: Dragon Fire (Fire Damage, Area Effect)
       Spits a fireball that explodes on contact.
          > Mana Cost: 47 (at lvl 45, int 210)
          > Damage: 102-170 (at lvl 45, int 210)
          > Range: 10
    SPELL: Baby Dragon Scales
       Protects the party with baby dragon scales, protecting them from
       harmful enchantments.
          > Immune to Curses
    SPELL: Dragon Scales
       Protects the party with dragon scales, protecting them from
       harmful enchantments and increasing resistance to lightning and
       death magic.
          > Immune to Curses
          > +37% Lightning Resistance (at lvl 42)
          > +37% Lightning Resistance (at lvl 42)
    SPELL: Infused Dragon Scales
       Protects the party with dragon scales, protecting them from
       harmful enchantments, increasing resistance to lightning and
       death magic, and hastens power regeneration rate.
          > Immune to Curses
          > +38% Lightning Resistance (at lvl 45)
          > +38% Lightning Resistance (at lvl 45)
          > +57% Power Recharge Rate (at lvl 45)
    POWER: Draconic Inspiration
       Despite their small size, Lap Dragons are able to draw upon the
       ancient powers of dragons to magically inspire morale and
       temporarily increase the potency of nearby allies' special attacks.
          > Automatically targets allies around self
          > Slow Recharge
          > Radius: 5 Meters
          > Power Damage Bonus: +35%
          > Power Duration: 20 seconds
    EMANATION: Dragon Vitality
       The Dragon's influence increases the strength, dexterity, and
       intelligence of its companions.
          > Requires Nature Magic: Level 41
          > Range: 4
          > +18 Dexterity, +10 Intelligence, +11 Strength (at lvl 45)
          *note: stat gains vary with level up
    1. The Lap Dragon's spell alone makes this baby an excellent
       choice in any party, especially in Act III when almost every mob
       has cursing abilities and/or death magic attacks.
    2. Area effect attack.
    3. Increased power regen rate (via the spell) and power damage (via
       the Lap Dragon's power) is just crazy.
    4. Emanation bestows a variety of useful stat bonuses (those bonuses
       grow with level up).
    1. Its spell is autocast. Since you're limited to two buffs, this may
       or may not be a good thing.
    2. Stat bonus from emanation may become less useful as your characters
       level up.
    3. Low normal attack damage.
    The Lap Dragon is the pet GPG was advertising on their site and during
    the installation process, and for a good reason: it's just too good.
    Light Naiad
    (see Naiad)
    *available after completion of the 'Mythrilhorn' subquest in Act III
     (you get the subquest in Act II)
    COST: 3000 gold
    ATTACK: Grievous Claw Strike (Melee Damage)
       The Mythrilhorn's claws rake into enemies, enraging them.
          > Damage: 148 to 246 (level 47)
          > Range: 2
          > (causes anger against the Mythrilhorn)
    POWER: Enrage
       The strongest Mythrilhorns have evolved the ability to stir an
       enemy's blood so that they cannot resist attacking it. This allows
       the Mythrilhorn to distract attention from weaker members of the
          > Automatically targets enemies around self
          > Fast Recharge
          > Radius: 10 meters
    EMANATION: Defense Aura
       The Mythrilhorn's influence hardens the armor of its companions.
          > Range: 4
          > +12% Armor
    1. +12% armor is nothing to laugh about. It makes your melee fighters
       invincible tanks (at least against non-magic mobs).
    2. Its power is great for gathering mobs for that huge power spamming
    3. Also provokes enemies using its normal attack, therefore making it
       a good bodyguard for weaker party members.
    1. No melee skills means that its hard to compare its raw damage with
       higher level melee fighters. Surely loses in dealing damage to a
    2. No support spell.
    The Mythrilhorn is here for one thing: as the perfect meat shield,
    thanks to its provoking normal attack and power. Who cares if the
    Mythrilhorn goes down if you use its power, at least you have all
    the enemies in one place, ready to be vaporized by your other party
    members. For best results feed it a ton of fighter armor.
    Naiad, Dark and Light
    *Dark version available at the start of Act II, while Light version is
     available at the arena premises after completion of the "Aman'lu
     Arena" subquest  (you get the subquest in Act II)
    COST: 1375 gold
    ATTACK: Duskbeam (Single Target, Ice Damage)
       Damages target enemy with a beam of night energy.
          > Damage: 239-398 (at level 48, int 250)
          > Range: 10
          > Mana Cost: 56
    SPELL: Fade Wounds (Dark Naiad only)
       Soothing magic eases pain and closes wounds, then jumps to
       additional characters, healing less each jump.
          > Range: 10
          > Mana Cost: 76 (at level 48, int 250)
          > Restores 122 Life to First Target (at level 48, int 250)
          > Heals 1-3 Targets (more targets as pet grows)
    SPELL: Abolish Wounds (Light Naiad only)
       Soothing magic eases pain and closes wounds, then jumps to
       additional characters, healing less each jump.
          > Range: 10
          > Mana Cost: 76 (at level 48, int 250)
          > Restores 162 Life to First Target (at level 48, int 250)
          > Heals 1-3 Targets (more targets as pet grows)
    POWER: Arobreal Rejuvenation
       Channeling healing power beyond the ability of even the greatest
       Nature Mages, the Naiad calls on the spirits of the wild to heal
       and resurrect all allies around her.
          > Automatically Targets Allies around Self
          > Normal Recharge
          > Amount Healed: 292.9 (at level 48, int 250)
          > Radius: 10 meters
    EMANATION: Regeneration
       The Naiad's influence increases the regeneration rate of her
          > Range: 4
          > +200% Health Regeneration Rate
    1. The Naiads are a dedicated healing machines with their killer
       health regeneration aura and autocast multitarget healing spell.
    2. Light Naiad gains useful resistances against all magic.
    3. Special power can save dying or dead party members in a pinch,
       with its instantaneous heal.
    1. Runs out of mana especially quickly during long fights with mobs
       as it gets to heal and attack at the same time.
    2. Special power heal is rather useless considering the amount
       of healing its spell provides.
    3. Light Naiad can't be fed beyond Fledgling phase until level 43,
       and can't be fed past Young Adult phase until level 46.
    The Light Naiad heals better and gains overall magic resistance, so
    there is practically no reason to get the Dark Naiad (except that you
    can get the Dark Naiad earlier). If you don't have a nature mage,
    adding a Light Naiad will be great for your party.
    *available in Act II or later
    COST: 2250 gold
    ATTACK: Deathstrike (Death Damage, Single Target)
       Damages target enemy with a beam of concentrated death energy.
          > Mana Cost: 43 (at lvl 47, int 192)
          > Damage: 191-319 (at lvl 47, int 192)
          > Range: 10
    SPELL: Necrosis
       This curse causes each enemy's body to break down and rot, reducing
       attack speed and increasing vulnerability to non-magical attacks.
          > Range: 8
          > Duration: 57 (at lvl 47)
          > Mana Cost: 75 (at lvl 47)
          > Armor Reduced by 49% (at lvl 47)
    SPELL: Dissolution
       This curse is a massive attack on an enemy's body, reducing attack
       speed and increasing vulnerability to non-magical attacks, ice, and
       death magic.
          > Range: 8
          > Duration: 61 (at lvl 51)
          > Mana Cost: 97 (at lvl 51)
          > Armor Reduced by 51% (at lvl 51)
          > +45% Death and Ice Vulnerability (at lvl 51)
    POWER: Decompose
       When the Necrolithid activates this ability, it exudes noxious
       gasses that infect any creatures that draw near. When infected
       enemies die, the gasses break down their bodies and heal all party
          > Automatically targets self
          > Normal Recharge
          > Radius: 3 Meters
          > Health Restored: 2.5% Maximum Enemy Health
          > Power Duration: 20 seconds
    EMANATION: Mana Steal
       The Necrolithid's influence restores its companions' mana when they
       damage enemies.
    1. Fully-grown curse spell excellent for all party members...
       including itself.
    2. Mana steal good for all mages... including itself.
    1. Its curse spell is autocast. Since enemies are limited to one
       debuff, you can't put anything else like stun or freeze. Autocast
       can also lead to the poor pet running out of mana very fast.
    2. Power isn't that great. Sure enemies are everywhere and healing
       can be handy, but a mass damage attack would've been better since
       mana steal does work with powers.
    3. Spell is useless for combat mages focused on fire or lightning.
    Its spell helps your party damage the enemy. But if you have a combat
    mage using curses, or a two-hand-weapon melee warrior, the Necrolithid
    may not be the best for your party. Even with mana steal, I highly
    recommend having the Ice Elemental along if you plan to use a
    Pack Mule
    *available in Act I or later
    COST: 300 gold
    ATTACK: Kick
       A surprisingly potent kick attack.
          > Damage: 198 to 330 (at level 51)
    SPELL: None
    POWER: Staggering Kick
       A cornered Pack Mule is deadly prey (sic), and when it activates
       this ability, its next attack will be a Staggering Kick. It slams
       its hooves into its next target, creating a shockwave that stuns
       any enemies caught within it.
          > Automatically Enhances Next Kick
          > Normal Recharge
          > 1790.8% Normal Damage to Enemies (at level 51)
          > Stun Duration: 8 seconds
          > Stun Radius: 3.5 meters
    EMANATION: Reveal Treasure
       Opens all chests and boxes and breaks all containers around the
          > Range: 4
    1. Never run out of space thanks to its immense storage capacity for
       only 300 gold. Need even more space? Feed it, or buy another mule!
       Perfect for item collectors.
    2. Very damaging special power.
    1. No support spell.
    2. Special power damages only a single target (stuns many though)
    2. Emanation is really worthless. (Except for lazy people... I mean,
       it's not as if it takes a lot of effort to open barrels and chests)
    I keep three pack mules, named "Uniques", "Sets", and "Keepsakes",
    Scorpion Queen
    *available in Act I or later
    COST: 350 gold
    ATTACK: Scorpion Sting
       Scorpion Queen shoots a deadly stinger at target enemy.
          > Damage: 179-299 (at level 47)
          > Range: 12
    POWER: Explosive Sting
       A properly trained Scorpion Queen can unleash an attack no other
       scorpion is capable of: a special sting that shakes the earth and
       damages nearby enemies.
          > Area of effect targets an enemy or terrain
          > Normal Recharge
          > Damage: 2577.5 (at lvl 47)
          > Radius: 3.5 meters
    EMANATION: Evasion Aura
       The Scorpion Queen's influence increases her companions' abilities
       to dodge attacks.
          > Range: 4
          > +20% Chance to Dodge Attacks
    1. The only ranger pet available in the entire game, and rightfully
       so, with good range in its normal attack which doesn't cost any
    2. 20% additional dodge for your party can be handy.
    3. It has a decent area effect skill.
    4. It possesses one of the more effective and damaging pet special
    1. Lack of ranged specialties like Penetrate or Shockwave or
    2. Area effect power has about one second cast delay, making it
       quite hard to aim.
    3. No support spell.
    If you have an empty party slot, stick a Scorpion Queen in for extra
    damage--you don't need to split experience with them either. Scorpion
    Queen is probably the only pet you won't want to feed armor to...
    since they usually stay out of the way of enemies.
    Section 4: Pet Feeding, Growth, and Statistics (FEED)
    A. Statistics Basics
    Disregarding feeding bonuses, pets always have their strongest stat
    around thrice their level while the other two stats are equal to their
    level plus 10.
    Stats gained from feeding and growth stages are not fixed, they vary
    per level (usually rounded to nearest integer).
    Finally, the amount of armor you see listed on the stats screen
    includes all the % armor bonuses the pet has gained. If it is ever
    color blue, it also includes gains from spells or emanations
    (e.g. Mythrilhorn's +12% armor aura).
    B. Stat Gains from Feeding
    You probably already know this: drag an item onto the pet's portrait
    to feed it.
    There are several categories of items you can feed your pet:
       * Fighter weapons - adds strength around 2/3 of pet level
       * Fighter armor - adds strength around 22-25% of pet level
                       - adds 20% armor
       * Ranger weapons - adds dexterity about 105% of pet level
       * Ranger armor - adds dexterity around 35% of pet level
                      - adds 20% armor
       * Mage weapons - adds intelligence about 60% of pet level
           (includes staves, cestuses, spells, spellbooks)
       * Mage armor - adds int around 20% of pet level
                    - 20% armor
       * Potions
          (fighters) - adds maximum health around 2.33x pet level
                     - add maximum mana around 2/3 of pet level
          (rangers) - adds maximum health around 1.5x pet level
                    - add maximum mana around 0.8x pet level
          (mages) - adds maximum health around 0.7x pet level
                  - add maximum mana around 1.6x pet level
       * Miscellaneous - adds 12.5% of pet level in strength
                       - 17.5% of pet level in dexterity
                       - 10% of pet level in intelligence
                       - health and mana: 1/2 of what the pet would have
                            gained from eating potions (see above)
                       - +5% armor
           (includes amulets, reagents, rings, and quest items
            that are not themselves weapons)
    Stat gains from items are the same formula for all pets, fighter or
    mage--and are all rounded to the nearest integer.
    What determines the added bonus you get at the end of every stage of
    growth is what type of item you fed it most. No matter how many
    hamburgers you feed Wolfy, as long as you feed 'em more axes and maces
    than burgers you will get the bonus for fighter weapons and not for
    The amount of growth a pet gets when it eats an item is determined
    by the gold cost of the object. Feeding your scorpion a unique
    Siegebolt crossbow will of course provide more growth than a regular
    Exceptional Crossbow.
    But! Before you overlook those 5 gold daggers available at the bargain
    basement, they still count as ONE item if you give them to your pet.
    So if you're worried about Wolfy eating too many rings and reagents,
    just feed him many cheap melee weapons before his next growth stage
    to ensure that he will get the right stats.
    C. Stat Gains from Passing Growth Stages
    In addition to gains based on items, pets gain an additional bonus for
    simply growing up. This is usually the first stat gain on the list,
    excluding resistance gains which are, like the growth stage bonuses,
    +health = adds around 0.9x pet level of health
    +mana = add around 1.6x pet level of mana
    low +str = adds around 25% pet level of strength
    low +dex = adds around 35% pet level of dexterity
    low +int = adds around 20% pet level of intelligence
    +n% element = adds that amount of resistance to the element
    +10% armor = adds... what else, 10% armor
    +inv. page = additional inventory page
                 |  Baby    |Fledgling |Juvenile  |Adolescent|Young Adult|
     Dark Naiad  |low +int  |+10% armor|+mana     |+health   |+10% armor |
                 |          |          |          |          |           |
     Dire Wolf   |low +str  |+health   |low +str  |+10% armor|low +str   |
                 |          |          |          |          |           |
     Fire Elem.  |low +int  |+mana     |low +int  |+health   |+mana      |
                 |+5% fire  |          |+5% fire  |+5% fire  |+5% fire   |
     Ice Elem.   |+mana     |low +int  |+10% armor|+mana     |+10% armor |
                 |+5% ice   |          |+5% ice   |+5% ice   |+5% ice    |
     Lap Dragon  |+10% armor|low +int  |+mana     |+health   |+10% armor |
                 |          |          |          |          |           |
     Light Naiad |low +int  |+10% armor|+mana     |+health   |+10% armor |
                 |+5% magic |          |+5% magic |+5% magic |+5% magic  |
     Mythrilhorn |+10% armor|+health   |+10% armor|+health   |low +str   |
                 |          |          |          |          |           |
     Necrolithid |low +int  |+mana     |+health   |+10% armor|+health    |
                 |+5% death |          |+5% death |+5% death |+5% death  |
     Pack Mule   |          |+10% armor|low +str  |          |low +str   |
                 |+inv. page|          |+inv. page|          |           |
     Scorpion    |low +dex  |+10% armor|low +dex  |+health   |low +dex   |
           Queen |          |          |          |          |           |
    Sometimes a growth stage bonus does not appear! I don't know why this
    happens, but I hope to find out someday. (Could be a glitch?)
    D. Tips
    1. It is obviously pointless to give melee and ranged pets a boost in
       intelligence as they don't need mana anyway. It's also a waste to
       feed them potions since the plus to mana is wasted. If you wish to
       increase their health total, feeding them fighter or ranger weapons
       or armor is more efficient - they will get a damage boost and an
       increase in health at the same time.
    2. Since magic-based pets don't deal that much damage anyway, I'd
       recommend feeding mage armor to help them survive. Potions are also
    3. Feeding armor to the Scorpion Queen is rather inefficient. I'd
       give her ranger weapons all the way to boost damage.
    4. Because pets have no resistances (save for a maximum of one type
       of resistance during growth) pumping their health total to help
       them survive spells could be the next best thing.
    Section 5: Comparison: Pets vs Summons vs Party Members (COMP)
    I will now show the pros and cons for pets, summons and party members
    so you can compare them. Note that while I am biased towards pets,
    I am quite aware of their disadvantages.        (:
    1. Doesn't participate in experience sharing.
    2. Spells and emanations are unique to the pets.
    3. Most Emanations are difficult to match using party equipment or
       specialties. Some pet abilities are not even available to
       party members!
    4. High HP and raw damage totals.
    5. You can have as many as you want in the inn.
    6. When fully grown, pets cost nothing to equip and maintain.
    1. Magic-using pets tend to run out of mana quickly. (Although
       seriously, by the time this happens blue potions are large and
    2. Generally weaker than party members in terms of damage especially
       during Veteran and Elite difficulty.
    3. Most pet powers have an equivalent power that party members can
       use. Those equivalent party member powers are usually more
       effective and damaging.
    4. Lack of variety with up to one spell and only one power and
       emanation. Pet builds also tend to be limited to customizing
       various stat gains only at certain points during its growth.
    5. No magic resistance unless the pet is supposed to add resistance
       during stat growth.
    6. To feed your pets, you will have to sacrifice the gold value of
       the item you're feeding. (However you can feed them items which
       aren't so good to begin with, such as crappy rares or low-level
       uniques that have outlived their usefulness.)
    1. If they die, they can simply be summoned again.
    2. Doesn't take up space in the party.
    3. Doesn't participate in experience sharing.
    4. They never run out of mana. In fact, they don't need it.
    5. No cost. If you have a mage, you can get one for free.
    1. Summons make poor tanks. Enemies would rather attack your party
       members, especially the PC.
    2. Tend to lose life quickly when attacked, especially melee summons.
    3. Requires a mage party member to cast. Takes time to cast, uses up
       a lot of mana.
    4. Has no inventory, thus cannot store items or drink health potions.
    5. No specialties, support spells or powers.
    Party Members
    1. With a multitude of specialties, spells and powers there is a
       great variety in builds. They can choose from various spells and
       powers for the right situation.
    2. Using specialties, player characters can add special properties to
       normal attacks.
    3. Can gain resistance to magic, life and mana steal, or increased
       life and mana regeneration rate via specialties or equipment.
    4. Can equip powerful rare, unique, and set items.
    1. Takes a cut from total experience points.
    2. In terms of defense, mage party members are generally weaker than
       even magic-using pets.
    3. Party members are very costly to equip and maintain, mostly in
       buying or searching for needed equipment.
    Bottom Line:
    * Adding a pet will instantly make your party much more effective
      without great cost and without slowing down the leveling process.
      However, it does take some time (and money) to feed them to
      maturity. Once fully grown, they only need potions for maintenance
      and get stronger with the PC.
    * Summons are limited to one per mage party member and make poor
    * Party members deal more damage and have more variety, but are
      costly to equip when they first join, and require getting new
      equipment during the course of the adventure. More effort to equip
      unlike pets which can be fed crappy rares.
    Section 6: Question and Answer Portion (FAQ-)
    Q1: Help! I just loaded my game and my pet's spell is gone!
        Simply disband the pet to the inn and add it to the party again.
        The spell will return, good as new.
        Gas Powered Games, please fix this damn annoying glitch!
    Q2: Your info is wrong.
        So send me an email with a correction already! Next time, be
        polite. Don't waste your time by emailing me that I am wrong
        WITHOUT including the correction.
        As far as I know, what I've written on this guide is correct, so
        if you email me that I'm wrong, chances are that I'm not wrong,
        unless you send proof.
    Q3: Can you recommend me some good party combinations with pets?
        Here are some four-character parties I can think of offhand:
        Mage Parties
        1. Nature Mage, Combat Mage, Ice Elemental, Dragon/Necro
        2. Combat Mage, Ice Elemental, Naiad, Mythril/Necro
        No Mage Parties
        1. 2 Rangers, Scorpion Queen, Naiad
        2. 2-3 Melee/Rangers, Mythrilhorn and/or Scorpion Queen
        3. 2 Melee/Rangers, Mythrilhorn/Scorpion Queen, Naiad
        4. 1 Melee, Ice Elemental, 2 from Naiad/Necro/Dragon
        Variety Parties
        1. 2 Rangers, Nature Mage, Scorpion Queen/Necrolithid
        2. Melee, Ranger, Nature Mage, Mythrilhorn/Lap Dragon
        3. Melee, Ranger, Combat Mage, Mythrilhorn/Naiad/Dragon
        Remember, the more pets you have, the faster your PC will level
        since they deal additional damage without taking a slice out of
        the experience pie.
    Q4: Can you give me tips on the pet quests?
        To get the quest, simply talk to the Pet Shop keepers in Acts I and
        II. They will refer you to another NPC. who will tell you where the
        rift site is.
        Dire Wolf summoner: Rokhar, at the Eirulan Great Hall
        Mythrilhorn summoner: Khartos, at the Kalrathia pub
        Now proceed to the rift site.
        Dire Wolf rift site: Act I, after exiting the south gate, down
           the road on the left side there will be "a small cave", so
           enter it. It's actually a tunnel so you will emerge in a valley
           which is the rift site.
        Mythrilhorn rift site: Act III, approach the city of Darthrul,
           but before you enter the gate, turn left and go down some
           stairs into a canal. Follow the canal, go up the stairs and
           then follow that path until you get to the rift site.
        Talk to the guy to activate the rift. Enemies should come out.
        I hope you have multiple characters with area-effect powers. Try
        these tricks to easily beat the enemies:
        Method 1: Gravity Stone.
           Turn off auto-defend for best results. Stay away from the
           portal as a mob of enemies will appear. Cast Gravity Stone
           before they come out, it should move the enemies into ground
           zero. Now unload special powers to nuke them to kingdom come
           (Scorpion Queen's power is great for this). Kill any remaining
        Method 2: Provoke.
           Order your party to go into "WAIT" mode (see options->input->
           hotkeys). Move your melee fighter/s in front of the rift and
           your mages some distance away. A mob of enemies will appear,
           so wait then use Provoke once they're all on screen. They'll
           attack the melee fighter, so unload all powers the enemy.
           Switch into Mirror mode and mop up any survivors.
    Section 7: About the Author (ABOU)
        Project 8, Quezon City, Philippines
    Where I play:
        At home (of course)
    About me: I prefer the online alias Robo-Mike. Robo comes from
        Robo-Ky, a character in the fighting game Guilty Gear XX.
        I started this guide, because a lot of people ask about pets in
        the forums. Pets are also highly underrated, so here I am to
        promote them.
        Thank you for reading this guide.
    Section 8: Contact Info (MAIL)
    ...before you e-mail me any questions, please look through the guide
    first. If you send me a question that is already answered here, I
    think I have the right to get angry and throw your e-mail in the
    incinerator without reading it to the end. So, with that said...
    subject: Dungeon Siege 2 Pet Guide (you must use this or something
        similar or else I'll assume it's spam)
    Remember: use decent English. no 1337 speak. don't use all caps.
        your English doesn't have to be perfect, just decent.
    ...and don't expect a quick reply. I don't check my e-mail every
        minute. Dammit, I have a life and I have to work hard to play
    For contributors, I particularly need some stuff:
        * pet power and normal attack damage formulas
        * pet spell duration and bonus/penalty formulas
        * pet base armor formulas
        * party experience sharing info (THE REAL DEAL PLEASE, PROVE IT)
    Please include your online alias so I can credit you. Also mention
        if you wish your email address displayed (normally I don't list
        other people's email).
    VERY IMPORTANT: PLEASE include a link or information about where you
        got the info from, if quoting a strategy guide or forum post.
    VERY VERY IMPORTANT: For damage spell and experience sharing formulas
        I'd prefer that you send the proof along with your email.
    Section 9: Contributors/Special Thanks (ENDC)
    Special Thanks to:
        Thanks for adding a few more tips and making my guide even
    (coming soon)
        For FAQ hosting, a great interface and a big collection of cool
    my job
        For taking up most of my time and giving me money for my gaming
    s4.invisionfree.com/pinoyfighters - Pinoy Fighters Forum
        A great community of Filipino fighting game players.
    Section 10: Revision History (HIST)
    v1.1   Pack mule info and feeding
           Naiads' Duskbeam info
           Fixed feeding stat gains for potions and miscellaneous
    v1.0   First issue and possibly the last big update for a while
           Complete Descriptions for all pets
           Added comments for all pets
           Comparison sections
           Pet Growth sections
    Final Words
    I can't wait for the DS2 expansion. (I'm positive there will be one.)
    I love pets. I wish they'd have a giant badger or something, so we can
    all now "faer the badgar"!

    FAQ Display Options: Printable Version