Your squad's pets come along now
Squad summoners field their real avatars, dragoons their wyverns, beastmasters their jugs, and puppetmasters the automaton they actually built. Pets summon on their own, fight beside their owner, and answer the same typed commands everything else does.
Until today a squad member on a pet job left the best part of the job at home. A summoner alt was a support-job mage, a beastmaster was an axe with no menagerie, and the presets said so out loud: the pet stays home.
Not any more. All four pet jobs field their real pets.
What each job brings
- Summoner — casts their own summoning magic. The avatars an alt has actually learned are the ones it can call; it picks its best on its own, or you pin one with
!smn avatar shiva. Blood pacts fire automatically while it fights, on the real shared Rage/Ward timers, spending the member's real MP — and perpetuation drains MP exactly like it does for you, so an avatar is a commitment, not a free damage tap. - Dragoon — Call Wyvern, and the wyvern is theirs: if the character named its wyvern, that is the name over its head. Breaths and healing work the way wyverns work.
- Beastmaster — Call Beast reads the jug in the member's ammo slot, the same jug rules you play by. No jug equipped? The refusal tells you exactly that, and
!squad send+!squad equipfixes it. Ready moves fire on the Sic/Ready timer. - Puppetmaster — Activate fields the automaton the character really built: its frame, its head, its attachments, its name. Maneuvers are kept up to match the frame, attachments respond to them, and the automaton runs on the same controller a player's automaton does.
Nothing new to learn
Pets ride the systems you already use:
| You already know | So this works |
|---|---|
!drg callwyvern | Summon abilities are typed like any ability |
!smn shockstrike | Blood pacts and ready moves are typed like abilities too |
!smn assault / !smn retreat | Pet commands unlock the moment the pet is out |
!bst petskills | Lists what the current pet can be asked for |
!<tag> summon / !<tag> dismisspet | The direct handles |
!squad behavior defensive | The default profiles summon and drive the pet on their own |
Rule sets grew one word for it: `petout` — a canned pairing like waltz, one rule that means "summon your pet and keep it out". The four pet-job shipped sets (evoker, lancer, wrangler, artificer) now carry it and their summaries stopped apologising. The /gambits editor picked all of this up from the server's own vocabulary — no addon update needed.
The honest parts
- A pet answers to the member's synced level, like the member itself.
- Pets do not survive the member being dismissed, dying, or zoning — they go home with their owner, always.
- Battlefields refuse squad pets at the door (the engine would eject them anyway; we say it in words instead).
- Astral Flow blood pacts need a two-hour the squad does not have, so they stay off the list.
If a pet does something that reads as broken rather than merely modest, say so — the pet layer is new, and refusals are supposed to explain themselves.
