Spell Power Increase Pet Dmg

Best Alchemy Potions. Positive effects only Negative effects only Mix of positive and negative effects. With Need Laboratory use for 3rd Reagent; Snakeblood. May 01, 2018  - 200 spelldmg will increase your dmg by 5% - 2k max mag will only give a 2,5% dmg increase. Exceptions: Skills that do dmg and heal (e.g. Funnel Health) r slightly different as they the dmg component scales by 0,6 w/ spelldmg and 0,4 with max magicka, while the healing component scales by 0,4 with spelldmg and 0,6 with max mag.

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Spell Power (also Ability power) Modification increases or decreases the Spell Damage, Healing and Shields done by a Hero's Abilities. Summoned creatures (Zagara Roaches, Azmodan Demons, etc.) deal ability damage which can be enhanced by the Hero’s Spell Power in real-time.

A Spell Power value greater than 0% effectively increases the damage dealt or healing provided by the same percentage (ex: An ability that deals 100 damage would deal 140 damage with 40% Spell Power, 100+100*40% = 140). Similarly, a Spell Power value less than 0% effectively decreases the damage dealt or healing provided by that percentage (ex: An ability that deals 100 damage would deal 60 damage with -40% Spell Power, 100+100*-40% = 60). Damage modified by Spell Power is calculated the moment the target is hit.

Spell Power modification is calculated after Scaling and flat damage bonuses from Talents.

Spell Power does not affect Healing gained through Lifesteal, though can alter lifesteal amount based on spell damage by altering this damage.

Abilities and Talents that affect self Spell Power[editedit source]

  • Chromie's level 1 talent, 'Timewalker's Pursuit', grants her 5% increased Spell Power after she completes the quest.
  • Chromie's level 14 talent, 'Shifting Sands', adds an additional effect to her 'Sand Blast' ability, granting her 8% increased Spell Power for 10 seconds for Hero hit, stacking up to 40%.
  • Chromie's level 14 talent, 'Quantum Overdrive', grants her 20% increased Spell Power for 10 seconds.
  • Deckard's level 1 talent 'Field Study', grants him 15% Spell Power for 14 seconds, stacking up to 40%.
  • Diablo's level 13 talent 'Hellfire', grants him 2% Spell Power for each enemy Hero hit by Fire Stomp for 10 seconds, stacking up to 30%.
  • Gul'dan's level 7 talent, 'Hunger for Power', permanently grants him 15% increased Spell Power, but reduces allied healing.
  • Gul'dan's level 16 talent, 'The Darkness Within', adds an additional effect to his 'Life Tap' trait, granting him 25% increased Spell Power for the next ability he casts.
  • Hanzo's level 7 talent, 'The Dragon Hungers', adds an additional effect to his 'Storm Bow' ability, granting him 5% increased Spell Power for 10 seconds for every Hero hit, stacking up to 20%.
  • Kael'thas's level 1 talent, 'Fel Infusion', permanently grants him 4% increased Spell Power.
  • Kael'thas's level 7 talent, 'Sunfire Enchantment', adds an additional effect to his 'Verdant Spheres' ability, granting him 15% increased Spell Power for 10 seconds if his next 2 basic attacks hit heroes.
  • Kel'Thuzad's trait, 'Master of the Cold Dark', grants him 75% increased Spell Power after he completes the quest.
  • Kel'Thuzad's level 16 talent, 'Power of Icecrown', grants him 6% increased Spell Power for 10 seconds for every enemy Hero he stuns, slows or roots, stacking up to 30%.
  • Kerrigan's level 16 talent, 'Mounting Potency', adds an additional effect to her 'Ravage' ability, granting her 5% Spell Power when she casts it, stacking up to 40% for 5 seconds.
  • Kerrigan's level 16 talent, 'Unbridled Energy', grants her 35% increased Spell Power for 4 seconds when she damages an enemy hero with a Heroic Ability.
  • Li Li's level 13 talent, 'Surging Winds', adds an additional effect to her 'Blinding Winds' ability, granting her 10% increased Spell Power for 10 seconds if the ability hits at least 2 Heroes.
  • Li-Ming's level 1 talent, 'Power Hungry', makes Regeneration Globes increase her Spell Power by 10% for 20 seconds.
  • Li-Ming's level 13 talent, 'Glass Cannon', permanently grants her 15% increased Spell Power, but reduces her maximum Health.
  • Li-Ming's level 20 talent, 'Tal Rasha's Elements', grants her 5% increased Spell Power for every Ability used until the use of the same Ability, stacking up to 20%.
  • Medivh's level 7 talent, 'Force of Magic', adds an additional effect to his 'Force of Will' ability, granting him 25% increased Spell Power for 15 seconds if it prevents a certain amount of damage, stacking up to 50%.
  • Murky's level 4 talent, 'Living the Dream', grants him 5% increased Spell Power for every 15 seconds he remains alive, stacking up to 20%.
  • Nazeebo's level 1 talent, 'Thing of the Deep', permanently grants him 5% increased Spell Power upon reaching 50 stacks of 'Voodoo Ritual', and an additional permanent 5% Spell Power upon reaching 100 stacks.
  • Nazeebo's level 16 talent, 'Soul Harvest', grants him 7% increased Spell Power for every nearby enemy, up to 35%, for 15 seconds.
  • Whitemane's level 7 talent, 'Fanatical Power', grants her 50% increased Spell Power for 5 seconds.
  • Yrel's level 13 talent, 'Velen's Chosen', grants her 10% increased Spell Power for 10 seconds if a Hero is hit by a basic ability at maximum charge, stacking up to 30%.
  • Zul'jin's level 1 talent, 'Recklessness', grants him 10% increased Spell Power as long as he is below 75% health.

Abilities and Talents that affect allied Spell Power[editedit source]

  • Ana's heroic ability, 'Nano Boost', increases target allied Hero's Spell Power by 30% for 8 seconds.
  • Probius' level 13 talent, 'Power Overflowing', adds an additional effect to his 'Warp In Pylon' trait, granting 10% increased Spell Power to the allied Heroes in his Pylon's Power Field.
  • Auriel's level 16 talent, 'Wrath of Heaven', adds an additional effect to her 'Bestow Hope' trait, granting 10% increased Spell Power to the allied Heroes affected by it.
  • Varian's level 16 talent, 'Banner of Dalaran', grants allied Heroes 20% increased Spell Power in its area of effect for up to 12 seconds.
  • Medivh's level 20 talent, 'Arcane Brilliance', grants nearby allied Heroes 10% increased Spell Power for 10 seconds.
  • Kharazim's level 4 talent, 'Air Ally', once placed grants nearby allied Heroes 15% Spell Power for its duration

Abilities and Talents that affect enemy Spell Power[editedit source]

  • Garrosh's level 7 talent, 'Oppressor', makes his basic attacks reduce target enemy Heroes' Spell Power by 40% for 2.5 seconds.
  • Ana's level 7 talent, 'Mind-Numbing Agent', adds an additional effect to her 'Shrike' trait, reducing enemy Heroes' Spell Power by 10% for every Dose active on them.
  • Blaze's level 13 talent, 'Suppressive Fire', adds an additional effect to his 'Flame Stream' ability, reducing the Spell Power of enemy Heroes hit by 25% for every stream for 4 seconds, stacking up to 50%.
  • Chen's level 4 talent, 'Withering Flames', adds an additional effect to his 'Breath of Fire' ability, reducing the Spell Power of enemy Heroes hit by 50% for 4 seconds.
  • Valeera's level 13 talent, 'Strangle', adds an additional effect to her 'Garrote' ability, reducing the Spell Power of target enemy Hero by 40% for 6 seconds.
  • Anub'arak's level 16 talent, 'Debilitation', adds an additional effect to his 'Burrow Charge' ability, reducing the Spell Power of enemy Heroes hit by 50% for 5 seconds.
  • Probius' level 16 talent, 'Interference', adds an additional effect to his 'Warp Rift' ability, reducing the Spell Power of enemy Heroes hit by its detonation by 35% for 5 seconds.
Statistics
Attack_Basic Attack (Attack Range • Attack Speed) • Ability (Resource (Mana) Spell Power • Cooldown)
Defense_Health • Health Regeneration • Healing (Healing modifier • Lifesteal) • Shield • Armor
Utility_
Buffs_Absorbing • Evade (Parry) • Healing • Invulnerable • Protected • Stasis • Stealth • Shields • Unkillable • Unstoppable • Untargetable
Debuffs_Attack Slow • Blind • Crowd control • Damage over Time • Knockback • Revealed • Root • Silence (Fear • Mind Control • Polymorph • Taunt) • Slow • Stun (Sleep) • Time Stopped
Retrieved from 'https://heroesofthestorm.gamepedia.com/index.php?title=Spell_Power&oldid=186724'
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  • 1General Pet Info
  • 3Magician Pets
    • 3.9Level Comparisons
  • 8Pet Commands

General Pet Info

Level Variance

All pets summoned on Project 1999 are subject to level variance, meaning that a level within the range specified is randomly selected when you summon a pet. Reagents are cheap and you should be carrying multiple stacks of them at all times, so invariably you want to re-summon until you get a max pet, whether soloing or in a group. The added damage and HPs of your max pet will be well worth while over the life of your group and especially if you're soloing. This is true for all pet classes.

The only way to be sure you have a max pet is to look at its damage output. At some levels you may be able to con the pet, but later on, your pet will always be blue, so its max hit is the only real clue to its level. If he's not hitting for max, recycle it. Spell: Reclaim Energy is your friend. There are numerous clicky items in game with this effect. The mage focus items can be clicked from inventory and as such used by all pet classes.

Pet Weapons

'Pet damage increases if high enough damage weapons are equipped.' Oct 23 2011 Patch.

In general this means that if a weapons damage is greater than the pets innate damage, the pets maximum hit will increase. This maximum hit follows the standard damage tables by level. For instance, capped at 21 for a DMG: 10 weapon at low levels.

Attack Delay

A pet's attack delay is not affected by the delay on a given weapon. However, weapon slot choice is determined by delay (i.e. lower delay item will replace one with a higher delay).

Increase

Dual Wielding

In classic, pets must be given two 1H weapons in order to dual wield. Pets gain innate dual wield at level 39 (based on forum reports, needs confirming). Dual wielding pets will eventually stop accepting 2H weapons or shields (reported to be in late 20s or 30s, needs confirming).

Pet Armor

Pets can equip items in these slots: primary weapon, secondary weapon, ranged weapon, shoulder, legs, chest, head, foot, hands, arms, back, face, and neck. Additionally, they can equip a single finger slot, a single wrist slot, and a single ear slot. Note: Pets cannot equip no drop items. Pets do not follow race or class restrictions on items. Pets will gain stats from items, but note that armor slot choice is determined by AC (i.e. 16 AC +0 HP item will overwrite a 14 AC +50 HP item).

Pets and Experience

In order to receive full experience for a kill solo, you need to do more than 50% of the damage to the mob. If your pet out-damages you, it will take 50% of the experience away from the kill. This is a major change from the previous system, in which you only needed to do a single point of damage to the mob in order to get full experience. If you are grouped, you and your group will get full experience from the kill, regardless of how much damage the pet does. (Implemented: Oct 23 2011 Patch)

When doing less damage to a mob than your pet, in solo play, the 50% experience penalty can be avoided by removing your pet from the mob's aggro list before delivering the finishing blow to the mob. For example, this can be achieved in the following ways:

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  • The pet dies or is otherwise removed from the game.
  • Enchanter: in case of a charmed pet, you can break charm on the pet before killing off the mob. No need to actually kill the formerly charmed pet, in this case, but it is a common practice among Enchanters to do so.
  • Enchanter: casting Memory Blur on the mob. However, it is not easy to make sure the spell has succeeded (one technique: wait for next tick and check how much HP the mob regenerates; a large HP regeneration indicates the mob is out of combat and thus the spell succeeded).

Pet tracking

The /pet attack <something> command can be used to check if there are NPCs up in the zone. If the NPC is up, the pet will emote 'Attacking <something> Master.' If the NPC isn't up, no message is emoted. It's good practice to put /pet back off in the last line of your macro, so that if the NPC comes into range of your pet, it won't actually attack it. This method won't necessarily tell you where an NPC is, or how many of them, just if they're up in the zone.

Enchanter Pets

Spell Level Pet Level Pet ~HP Melee Dmg Bash/ Kick Dmg Tiny Daggers Misc
Pendril's Animation 1 1-2 25-35 7-9 N/A 1
Juli's Animation 4 3-5 75-100 9-12 N/A 2
Mircyl's Animation 8 7-9 180-220 12-14 11-13 3
Kilan's Animation 12 9-12 200-300 14-17 13-15 1 Double Attack @ 11
Shalee's Animation 16 12-16 280-350 13-20 14-16 2
Sisna's Animation 20 16-20 325-450 16-22 15-16 3 Dual Wields (Lvl 19-20)
Sagar's Animation 24 19-23 450-700 19-26 15-17 1 Dual Wields
Uleen's Animation 29 22-26 675-850 22-28 16-18 2
Boltran's Animation 34 25-29 800-1000 26-34 17-19 3
Aanya's Animation 39 29-33 1100-1300 32-40 19-21 1 Fast Health Regen
Yegoreff's Animation 44 33-37 1300-1500 41-48 21-23 2
Kintaz's Animation 49 37-41 1800-2000 45-53* 22-24 3
Zumaik's Animation 55 44-48 2900-3200 50-56 23-25 3
* seems to be capping at 52 damage on Green/Teal in Classic
  1. Cast requires from 1-3 Tiny Daggers.
  2. Class is Warrior.
  3. Gains dual wield, kick, double attack, and similar abilities at higher levels.

Magician Pets

Reagents

Era/Server 1 4 8 12 16 20+
Classic/Green
Malachite

WT: 0.1 Size: TINY
Class: ALL
Race: ALL

Lapis Lazuli

WT: 0.1 Size: TINY
Class: ALL
Race: ALL

Malachite

WT: 0.1 Size: TINY
Class: ALL
Race: ALL

Velious/Blue
Malachite

WT: 0.1 Size: TINY
Class: ALL
Race: ALL
Os x el capitan 10.11 5 download dmg.

  • still uses Lapis Lazuli at Level 18 on Green

Pros and Cons of 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. (source)

  • Has the most hit points of any of the elementals for its level
  • Casts a root spell
  • Has a relatively high disease resistance
  • Considered the 'tank' pet
  • Good option for soloing due to its ability to root-tank while you nuke
  • Slightly fewer hit points than an earth elemental of the same level
  • Has a relatively high poison resistance
  • Casts an ice damage spell
  • Best DPS pet for grouping
  • Slightly fewer hit points than a water elemental of the same level
  • Casts a 3-5 second stun (ref)
  • Has a relatively high cold resistance
  • Goes invisible when idle
  • Good alternative for grouping due to stuns and less chance of accidental aggro when invisible
  • Has the fewest hit points of any elemental for its level
  • Casts a fire damage spell
  • Has a relatively high fire resistance
  • Casts a self-only damage shield that is far stronger than what you can cast for a given level
  • Excellent choice for soloing due to the damage shield
  • Slightly lower melee DPS due to lack of kick/bash
  • Summons a pet with the model of a random NPC from the zone you're currently in
  • High hit points, roughly on par with an earth pet of the same level
  • Unaffected by focus items
  • Does not gain unique attacks or abilities based on appearance
    • Monster Summoning I pets have an innate fire DD
  • You can summon a dragon named Gabartik. Who cares if you have to DS it yourself?!

Generally monster summoning has a chance to give you a pet model from any non-playable race mob in the zone. In Sol A, for example, you can summon a clockwork pet, but you can't summon a gnome. Some models are extremely rare and may take many attempts to successfully 'capture' them.There are also some easter egg type models that are quite unexpected. Dagnor's Cauldron has a Faydedar model buried in the zone file. Other expected models, such as Quillmane in South Karana or Terrorantual 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.

  • 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
  • Magician Epic Pets will no longer enrage at low health. Minor changes to runspeed and magic resistance. [1]

Chain Casting

At some point in a mage's life, fluffy will not take the hits like he used to. The pet heal spells, although great for soloing at lower levels, do not keep pace with fluffy's hps or the damage output of mobs. Therefore it becomes necessary for an alternate strategy: chain casting, which is the summoning of multiple pets in succession to kill a creature. At lower levels, the mana cost of pets and the cost of reagents makes this less feasible (and unnecessary due to your pet being strong enough to take the hits). However, at higher levels the mana cost of summoning pets drops (in addition to naturally dropping relative to your mana pool as you level), making it more cost effective to recast your pet rather than try and heal it.

Focus Items

The lesser focus items (Torch of Alna

MAGIC ITEM LORE ITEM NO DROP
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: HUM ERU HIE DEF GNM

, Shovel of Ponz

MAGIC ITEM LORE ITEM NO DROP
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: HUM ERU HIE DEF GNM

, Broom of Trilon

MAGIC ITEM LORE ITEM NO DROP
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: HUM ERU HIE DEF GNM

, and Stein of Ulissa

MAGIC ITEM LORE ITEM NO DROP
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: HUM ERU HIE DEF GNM

) are quested from the Temple of Solusek Ro, and provide the spell-level 4-49 pets with increased size and hit points. The rule of thumb is that a focus item will give a pet the hit points of the next-most durable pet (fire -> air -> water -> earth), or roughly a 25% increase.
The greater focus items (Staff of Elemental Mastery: Water

MAGIC ITEM LORE ITEM NO DROP
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

,

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Staff of Elemental Mastery: Fire

MAGIC ITEM LORE ITEM NO DROP
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

, Staff of Elemental Mastery: Earth

MAGIC ITEM LORE ITEM NO DROP
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

, Staff of Elemental Mastery: Air

MAGIC ITEM LORE ITEM NO DROP
Slot: PRIMARY
Skill: 2H Blunt Atk Delay: 30
DMG: 15
Effect: Reclaim Energy (Any Slot/Can Equip, Casting Time: Instant) at Level 40
Focus Effect: Servant of Air
WT: 5.0 Size: LARGE
Class: MAG
Race: ALL

) are obtained from high-end mobs and quests. In addition to the same change in appearance and hit points as their lesser counterparts, these staves provide a +1 level bonus to all summoned pets from spell levels 4-60. This allows for pets that can exceed the hit points, melee, and spell damage listed in the tables. For example, a focused max level Greater Vocaration: Water pet will hit for 70 and backstab for 210.

Notes:

  • Data in the tables is mostly unreliable. New data is being contributed as it comes in. Updated sections contain ranges while the old sections do not.
  • All levels in the table besides spell level refer to the pet's actual level, not the caster's.
  • Ranges in the tables refer to minimum and maximum pet level for the column. For example: 85-95 HP for the Elementalkin: Earth means that a level 4 Earth pet will have 85 HP while a level 6 Earth pet will have 95.
  • All values and ranges are for unfocused pets.

Earth Pet

Earth Pet

Spell Spell Level Pet Levels Pet HP Melee Dmg Bash/ Kick Dmg Root Dmg Regen (HP per tick) Abilities
Elementalkin: Earth 4 4-6 85-95 8-12 6 0 6 Bash & Kick @ 6
Elementaling: Earth 8 6-9 235-275 10-16 7-14 0 6
Elemental: Earth 12 10-13 290-400 12-18 12-15 0 6 Magic Attk @ 11
Minor Summoning: Earth 16 13-17 400-550 13-20 13-16 0 6 Dodge, Parry/ Double Attack @ 17
Lesser Summoning: Earth 20 16-20 525-665 16-22 14-16 0 6 Double Attack/ Dual Wield with Weapons @ Pet level 20.
Summoning: Earth 24 19-23 650-820 18-26 15-17 0 6
Greater Summoning: Earth 29 22-26 800-1000 20-28 16-18 0 6
Minor Conjuration: Earth 34 25-29 950-1150 26-34 17-19 0 6
Lesser Conjuration: Earth 39 29-33 1150-1450 32-40 19-21 0 30
Conjuration: Earth 44 33-37 1450-1675 40-48 21-23 0 30 Innate Dual Wield
Greater Conjuration: Earth 49 37-41 2600-2900 48-56 23-25 0 30 Double kick/bash
Vocarate: Earth 51 41-45 2500-2800 50-58 23-25 51-55 30
Greater Vocaration: Earth 57 44-48 3000-3200 62-70 26-28 54-58 30

Water Pet

Water Pet

Spell Spell Level Pet Levels Pet HP Melee Dmg Bash/ Kick Dmg DD Dmg Regen (HP per tick) Abilities
Elementalkin: Water 4 4-6 62-72 8-12 6 5-7 6 Bash & Kick @ 6
Elementaling: Water 8 6-9 180-200 10-16 7-14 7-10 6
Elemental: Water 12 9-13 200-300 12-18 12-15 11-14 6 Magic Attk @ 11
Minor Summoning: Water 16 13-17 300-450 13-20 13-16 14-18 6 Dodge, Parry/ Double Attack @ 17
Lesser Summoning: Water 20 16-20 400-540 16-22 14-16 17-21 6 Double Attack/ Dual Wield with Weapons @ Pet level 20.
Summoning: Water 24 19-23 525-675 18-26 15-17 20-24 6
Greater Summoning: Water 29 22-26 650-800 20-28 16-18 23-27 6
Minor Conjuration: Water 34 25-29 775-920 26-34 17-19 26-30 6
Lesser Conjuration: Water 39 29-33 920-1200 32-40 19-21 30-34 30
Conjuration: Water 44 33-37 1200-1350 40-48 21-23 34-38 30 Innate Dual Wield
Greater Conjuration: Water 49 37-41 2350-2600 48-56 23-25 38-42 30 Double kick/bash
Vocarate: Water 54 41-45 2050-2350 48-56 144-168 (BS) 102-110 30 Backstabs
Greater Vocaration: Water 60 44-48 2300-2500 60-68 180-204 (BS) 108-116 30 Backstabs

Air Pet

Air Pet

Spell Spell Level Pet Levels Pet HP Melee Dmg Bash/ Kick Dmg Stun Dmg Regen (HP per tick) Abilities
Elementalkin: Air 4 4-6 65-75 8-12 6 0 6 Bash & Kick @ 6
Elementaling: Air 8 6-9 160-175 10-16 7-14 0 6
Elemental: Air 12 10-13 175-250 12-18 12-15 0 6 Magic Attk @ 11
Minor Summoning: Air 16 13-17 250-360 13-20 13-16 0 6 Dodge, Parry/ Double Attack @ 17
Lesser Summoning: Air 20 16-20 325-445 16-22 14-16 0 6 Double Attack/ Dual Wield with Weapons @ Pet level 20.
Summoning: Air 24 19-23 425-540 18-26 15-17 0 6
Greater Summoning: Air 29 22-26 525-700 20-28 16-18 0 6
Minor Conjuration: Air 34 25-29 675-800 26-34 17-19 0 6
Lesser Conjuration: Air 39 29-33 800-960 32-40 19-21 0 30
Conjuration: Air 44 33-37 960-1125 40-48 21-23 0 30 Innate Dual Wield
Greater Conjuration: Air 49 37-41 2200-2400 48-56 23-25 0 30 Double kick/bash
Vocarate: Air 53 41-45 1800-2100 48-56 63-70 (Kick) 51-55 30
Greater Vocaration: Air 59 44-48 2400-2600 60-68 70-76 (Kick) 54-58 30

Fire Pet

Fire Pet

Spell Spell Level Pet Levels Pet HP Melee Dmg Bash/ Kick Dmg DD Dmg DS Regen (HP per tick) Abilities (?)
Elementalkin: Fire 4 4-6 37-47 8-12 N/A 5-7 6-8 6
Elementaling: Fire 8 6-9 113-128 10-16 N/A 7-10 8-11 6
Elemental: Fire 12 10-13 130-185 12-18 N/A 11-14 12-15 6 Magic Attk @ 11
Minor Summoning: Fire 16 13-17 185-275 13-20 N/A 14-18 15-19 6 Dodge & Parry @ 13
Lesser Summoning: Fire 20 16-20 250-350 16-22 N/A 17-21 18-22 6 Dual Wield with Weapons @ Pet level 20.
Summoning: Fire 24 19-23 325-415 18-26 N/A 20-24 21-25 6
Greater Summoning: Fire 29 22-26 390-510 20-28 N/A 23-27 24-28 6 Double Attack @ 26
Minor Conjuration: Fire 34 25-29 500-575 26-34 N/A 26-30 27-31 6
Lesser Conjuration: Fire 39 29-33 575-760 32-40 N/A 30-34 31-35 30
Conjuration: Fire 44 33-37 760-880 40-48 N/A 34-38 35-39 30 Innate Dual Wield
Greater Conjuration: Fire 49 37-41 1550-1750 48-56 N/A 38-42 39-43 30
Vocarate: Fire 52 41-45 1400-1600 28-36 N/A O'Keils Radiation 30 Shieldskin
Greater Vocaration: Fire 58 44-48 1600-1800 40-48 N/A O'Keils Radiation 30 Shieldskin

Monster Pet

Monster Summoning Pet

Spell Spell Level Pet Levels Pet HP Melee Dmg Bash/ Kick Dmg DD Dmg Regen (HP per tick) Abilities
Monster Summoning I 34 25-29 900-1100 26-34 17-19 26-30 6 Random appearance, Fire DD
Monster Summoning II 50 37-41 2500-2800 48-56 23-25 N/A 30 Random appearance
Monster Summoning III 60 44-48 3200-3450 52-60 24-26 N/A 30 Random appearance

Dyzil's Deafening Decoy

Spell Level Pet Level Pet HP Melee Dmg Spell Dmg (AE) Damage Shield Regen (HP/tick) Details
Dyzil's Deafening Decoy 56 41-45 ~3100 38-45 39-46 43-47 30 Can't equip weapons; Can bash and kick

Epic Pet

Epic Pet

Spell Level Pet Level Pet HP Melee Dmg Bash/Kick Dmg Stun Dmg Proc Dmg Damage Shield Regen (HP/tick)
Manifest Elements 46 49 4000 81 31 84 143 50 30

Level Comparisons

Level 4

REGENERATION: All Magician pets start with 6 HP/tick regeneration.

Spell Pet Levels Pet HP Melee Dmg Bash/Kick Dmg Proc Dmg Damage Shield
Elementalkin: Air 4-6 65-75 8-12 6 (@6+) - -
Elementalkin: Earth 85-95 Root
Elementalkin: Fire 37-47 - 5-7 6-8
Elementalkin: Water 62-72 6 (@6+) -

Level 8

Spell Pet Levels Pet HP Melee Dmg Bash/Kick Dmg Proc Dmg Damage Shield
Elementaling: Air 6-9 160-175 10-16 7-14 - -
Elementaling: Earth 235-275 Root
Elementaling: Fire 113-128 - 7-10 8-11
Elementaling: Water 180-200 7-14 -

Level 12

MAGIC ATTACKS: Pets of level 11+ attack as if wielding magic weapons.

Spell Pet Levels Pet HP Melee Dmg Bash/Kick Dmg Proc Dmg Damage Shield
Elemental: Air 10-13 175-250 12-18 12-15 - -
Elemental: Earth 290-400 12-15 Root -
Elemental: Fire 130-185 - 11-14 12-15
Elemental: Water 9-13 200-300 12-15 11-14 -

Level 16

Spell Pet Levels Pet HP Melee Dmg Bash/Kick Dmg Proc Dmg Damage Shield Dodge/Parry Double Attack
Minor Summoning: Air 13-17 250-360 13-20 13-16 - - @17+? @17+
Minor Summoning: Earth 400-550 13-16 Root
Minor Summoning: Fire 185-275 - 14-18 15-19 @13+? No
Minor Summoning: Water 300-450 13-16 - @17+ @17+

Level 20

All 20+ pets have Dodge and Parry, and 20+ non-Fire pets also have Double Attack.

Spell Pet Levels Pet HP Melee Dmg Bash/Kick Dmg Proc Dmg Damage Shield Dual Wield Weapons Weapon Double Attack
Lesser Summoning: Air 16-20 325-445 16-22 14-16 - - @20 @20
Lesser Summoning: Earth 525-665 14-16 Root
Lesser Summoning: Fire 250-350 - 17-21 18-22 -
Lesser Summoning: Water 400-540 14-16 - @20

Level 24

Spell Pet Levels Pet HP Melee Dmg Bash/Kick Dmg Proc Dmg Damage Shield
Summoning: Air 19-23 425-540 18-26 15-17 0
Summoning: Earth 650-820 15-17 0
Summoning: Fire 325-415 N/A 20-24 21-25
Summoning: Water 525-675 15-17 20-24

Level 29

Spell Pet Levels Pet HP Melee Dmg Bash/Kick Dmg Proc Dmg Damage Shield Double Attack
Greater Summoning: Air 22-26 525-700 20-28 16-18 0 Yes
Greater Summoning: Earth 800-1000 16-18 0 Yes
Greater Summoning: Fire 390-510 N/A 23-27 24-28 @ 26
Greater Summoning: Water650-800 16-18 23-27 Yes

Level 34

Spell Pet Levels Pet HP Melee Dmg Bash/Kick Dmg Proc Dmg Damage Shield
Minor Conjuration: Air 25-29 675-800 26-34 17-19 0
Minor Conjuration: Earth 950-1150 17-19 0
Minor Conjuration: Fire 500-575 N/A 26-30 27-31
Minor Conjuration: Water 775-920 17-19 26-30

Level 39

At this level pets begin regenerating 30 HP/tick instead of 6.

Spell Pet Levels Pet HP Melee Dmg Bash/Kick Dmg Proc Dmg Damage Shield
Lesser Conjuration: Air29-33 800-960 32-40 19-21 0
Lesser Conjuration: Earth1150-1450 19-21 0
Lesser Conjuration: Fire 575-760 N/A 30-34 31-35
Lesser Conjuration: Water 920-1200 19-21 30-34

Necromancer Pets

Spell Level Pet Level Pet Class Pet ~HP Melee Damage (Max) Bash/Kick Damage Backstab Damage Lifetap Damage Appearance Pet Skills
Cavorting Bones 1 1-2 Warrior 20-30 8-10 - - - Bleached Skeleton -
Leering Corpse 4 3-5 Warrior 70-90 8-12 - - - Bleached Skeleton -
Bone Walk 8 7-9 Warrior 180-200 9-14 7-12 - - Bleached Skeleton Bash, Kick
Convoke Shadow 12 7-11 Warrior 180-200 11-16 11-15 - - Bleached Skeleton Max level pet has magic hit
Restless Bones 16 12-16 Warrior 260-300 13-20 13-16 - - Bleached Skeleton
Animate Dead 20 15-19 Warrior 325-375 14-22 14-16 - - Bleached Skeleton Double Attack, Dual Wield @19 (requires weapons)
Haunting Corpse 24 18-22 Warrior 650-700 18-26 15-17 - - Bloody Skeleton Dual Wield (requires weapons)
Summon Dead 29 22-25 Warrior 675-775 20-28 16-18 - - Bloody Skeleton -
Invoke Shadow 34 25-29 Warrior 750-850 23-32 17-19 - - Bloody Skeleton -
Malignant Dead 39 29-33 Warrior 800-1000 31-39 18-20 - - Bloody Skeleton Dual Wield (innate @33), Fast regen
Cackling Bones 44 33-37 Warrior 1100-1400 39-47 20-22 - 11 Bloody Skeleton Dual Wield (innate), Lifetap
Invoke Death 49 37-41 Warrior 1900-2300 47-55 22-24 - 45 Bloody Skeleton -
Minion of Shadows 53 40-44 Rogue 1200-1400 49-56 (59*) - 147-171 (177*) 45 Bloody Skeleton Backstab, no kick/bash
Servant of Bones 56 41-43 (?) Monk 1700 59 (??*) 69 - 45 Bloody Skeleton Flying Kick, no bash
Emissary of Thule 59 43-47 (?) Warrior 2700 61(62*) 26 - 75 Spectre Immune to fear
  1. Abilities listed in the 'Pet Skills' column apply to all subsequent pets (all pets after level 8 will kick and bash, for example) unless otherwise noted.
  2. All ROGUE pets innately Backstab.
  3. All MONK pets innately Flying Kick.
  4. All WARRIOR pets level 19+ (starting with the highest level pet you can summon with Animate Dead) Dual Wield when given two 1 handed weapons.
  5. All WARRIOR pets from Bone Walk up have the ability to Bash (stun/interrupt) and Kick.
  6. ALL pets from Cackling Bones up innately Lifetap.
  7. Emmisary of Thule is innately immune to Fear. Note this was implemented post-Velious, pre-Luclin. (ref)
  8. Necromancers have access to one pet focus item, Encyclopedia Necrotheurgia. It adds +1 level to the 49, 53, 56 and 59 pets.
  9. * = Focused with Encyclopedia Necrotheurgia.

Shaman Pets

Spell Level Pet Level Pet ~HP Melee Damage Bash/Kick Damage
Companion Spirit 34 22-26 700-850 22-30 16-18
Vigilant Spirit 39 24-28 750-900 27-35 17-19
Guardian Spirit 44 28-32 1000-1200 35-43 20-21
Frenzied Spirit 49 32-36 1600-1800 43-51 21-23
Spirit of the Howler 55 ?-39 2050 45-52

Shadow Knight Pets

Spell Level Pet Level Pet Class Pet ~HP Max Hit Misc Necromancer Pet Level
Leering Corpse 9 3-5 Warrior 70-90 8-12 - 4
Bone Walk 15 7-9 Warrior 180-200 9-14 Gains Bash and Kick 8
Convoke Shadow 22 9-11 Warrior 180-200 12-16 - 12
Restless Bones 30 12-16 Warrior 260-300 13-20 Gains innate magic attacks (without wielding a magic weapon) 16
Animate Dead 39 15-19 Warrior 325-375 14-22 Gains Dual Wield @ pet level 19 (requires weapons) 20
Summon Dead 49 22-25 Warrior 675-775 20-28 - 29
Malignant Dead 52 29-33 Warrior 800-1000 31-39 Gains innate Dual Wield (no weapons needed) and fast regen 39
Cackling Bones 58 33-37 Warrior 1100-1400 39-47 Gains Lifetap proc 44

Druid Pets

Spell Level Pet Level Pet Class ~HP Max Hit Kick/Bash Dmg
Nature Walkers Behest 55 ? ? ? ? ?

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.

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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 killPvP 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.

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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

Special Note: Not available on P99. This command is only available to level 59 or higher pet classes who have obtained the Alternate Ability (aka an 'AA skill') in the Pet Discipline. AAs were introduced with the Shadows of Luclin expansion and is not on the P99 development timeline.

Effect: causes the pet to be Held, i.e. 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 pets 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. It is recommended you add the following line after /pet hold in a macro: /pet back off to ensure your pets hate list is clear. A pets hate list is frozen while it is 'held', which means it does not add anyone or MOB to its hate list even if attacked.

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