Dungeon Siege II Walkthrough

==========
[7.2] Pets
==========

Dark Naiad
---------
Cost:      1,375 gold
Class:     Nature Mage
Weapon:    Duskbeam, "night energy" beam (death magic?), costs mana
Spell:     Fade Wounds
Power:     Arboreal Rejuvenation, casts healing/resurrecting magic in
           radius around naiad
Emanation: Regeneration, increases health regeneration of companions
Acquired:  Purchase from Aman'lu and Kalrathia pet stores

The dark naiad (and its cousin, the light naiad) are the only healing pets in 
the game. Dark naiads are small, fairy-like creatures with OK attacks, a 
healing spell that bounces from target-to-target and a healing power and 
emanation. They make a capable replacement for a nature mage, but you lose 
out on the summoning/buffing ability of the mage. (The dark naiad and light 
naiad are identical in everything except appearance.)


Dire Wolf
---------
Cost:      500 gold
Class:     Fighter
Weapon:    Bite
Spell:     n/a
Power:     Furious Howl, cone-effect sonic damage
Emanation: Vicious Counter, 60% physical damage reflected to enemy
Acquired:  Complete the Dire Wolf quest in Act I (Secondary Quest #9), then
           purchase from any pet seller

The dire wolf is your first really good pet, and makes an excellent addition 
to your team. It's at least as good as any tank character, and can hold its 
own in the thick of battle. If you're looking for a pet, this one is hard to 
beat until you get much later in the game.


Fire Elemental
--------------
Cost:      1,000 gold
Class:     Combat Mage
Weapon:    Firestrike, costs mana
Spell:     n/a
Power:     Inferno, cone effect fire attack
Emanation: Fire Resistance, increases fire and magic damage resistance
           of companions
Acquired:  Purchase from Aman'lu and Kalrathia pet stores

The fire elemental is similar to its cousin, the ice elemental. Very good 
when facing enemies that are not resistant to fire, not so good otherwise. 
Their powers duplicate combat mages specializing in fire, but they are less 
versatile than such mages.


Ice Elemental
-------------
Cost:      500 gold
Class:     Nature Mage
Weapon:    Icestrike, costs mana
Spell:     n/a
Power:     Frost Aura, ice damage + freezing to nearby enemies
Emanation: Ice Resistance, increases ice resistance and mana regeneration
           of companions
Acquired:  Purchase at any pet seller

Ice elementals are the combat side of the nature mage. Their attacks are 
focused on ice damage and freezing enemies. Even though nature mage is their 
class, they aren't really a replacement for a nature mage because they have 
no healing, buffing or summoning magic.


Lap Dragon
----------
Cost:      2,250 gold
Class:     Nature Mage
Weapon:    Dragon Fire, fireball, costs mana
Spell:     Dragon Scales, party buff: protection from curses, lightning
           resistance, death resistance, increased power recharge rate
Power:     Draconic Inspiration, increases damage of powers
Emanation: Dragon Vitality, increases all ability scores
Acquired:  Purchase from Kalrathia pet store

Don't be fooled by its name. A fully mature "lap" dragon is as big as a Half-
giant. Their power, spell and emanation are focused on buffing their 
companions, making them a very good pet. You could build a very good party 
around a naiad (either light or dark), a lap dragon and a mix of rangers and 
fighters. You'll need plenty of mana potions, though, to keep their weapons 
active.


Light Naiad
-----------
Cost:      1,375 gold
Class:     Nature Mage
Weapon:    Duskbeam, "night energy" beam (death magic?), costs mana
Spell:     Fade Wounds
Power:     Arboreal Rejuvenation, casts healing/resurrecting magic in
           radius around naiad
Emanation: Regeneration, increases health regeneration of companions
Acquired:  Purchase from Daesthai after beating the tenth, and final, round
           of the Aman'lu Arena

The light naiad (and its cousin, the dark naiad) are the only healing pets in 
the game. Light naiads are small, fairy-like creatures with OK attacks, a 
healing spell that bounces from target-to-target and a healing power and 
emanation. They make a capable replacement for a nature mage, but you lose 
out on the summoning/buffing ability of the mage. (The light naiad and dark 
naiad are identical in everything except appearance.)


Mythrilhorn
-----------
Cost:      1,750 gold
Class:     Fighter
Weapon:    Claw Strike
Spell:     n/a
Power:     Enrage, works like fighter power Provoke
Emanation: Defense Aura, increases party's armor ratings
Acquired:  Purchase from Aman'lu or Kalrathia pet seller after completing
           Mythrilhorn quest (Act II, Secondary Quest #7)

The mythrilhorn takes the place of a shield tank. It has heavy armor (that 
can be increased by feeding it fighter armor) and lot of health and a power 
similar to Provoke. If you're building pet-heavy party, the mythrilhorn is 
indispensable; however, a weapon + shield fighter NPC will be more versatile 
as a tank.


Necrolithid
-----------
Cost:      2,250 gold
Class:     Combat Mage
Weapon:    Deathstrike, death energy attack, costs mana
Spell:     Necrosis, curse causes enemy armor to weaken
Power:     Decompose, infects enemies, when enemies die, some of their
           essence heals party members
Emanation: Mana Steal, party members regenerate mana when they damage enemies
Acquired:  Purchase from Aman'lu and Kalrathia pet stores

The necrolithid is a particularly ugly pet, but has a wide range of useful 
abilities: death magic attack, curse, healing power and mana regeneration 
aura. This pet would be especially handy for a mage-heavy party.


Pack Mule
---------
Cost:      300 gold
Class:     Fighter
Weapon:    Strong kick
Spell:     n/a
Power:     Staggering Kick, extra damage and a stunning effect
Emanation: Reveal Treasure, opens all chests and boxes and breaks all
           containers around mule
Acquired:  Purchase from any pet seller

The pack mule's biggest advantage is its ability to carry stuff. At juvenile 
level, the mule gets an additional page of Inventory (i.e. inventory space 
doubles). At young adult level, the mule gets a third page (inventory space 
triples). Add to that the fact the mule can fight pretty well, and it becomes 
a valuable resource for pack rats.

You can even use a mule (or mules) as storage vaults--filling up their 
inventories and then disbanding them to the Inn, waiting to be re-added to 
the party whenever you need your stuff. However, the mule's emanation is 
pretty weak, unless you're lazy, and...well, they just don't look as cool as 
the other pets.


Scorpion Queen
--------------
Cost:      350 gold
Class:     Ranger
Weapon:    Scorpion Sting
Spell:     n/a
Power:     Explosive Sting, an AoE ranged attack
Emanation: Evasion Aura, increase companions' chance to dodge attacks
Acquired:  Purchase from any pet seller

The scorpion queen is the only ranger pet, as such it has a special place. 
Its thunderous power can be very handy, as is Evasion Aura. As a replacement 
for a ranger, the scorpion lacks a bit in versatility, but makes up for this 
with its emanation and lack of requirement for equipment.
 

Walkthrough


Quest Walkthrough


Lore


Characters


Companions