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Combat & companion — fighting at your side

A tamed pet is a real combatant. It joins your fights, keeps the tamed creature's own attributes, and can be taught signature skills. A native Companion tab in the character menu shows its full sheet.

How your pet fights

  • Auto-assist. When you engage an enemy, the pet engages it too, chasing and attacking what you fight. It falls back to following you when the fight ends.
  • Species-true stats. The pet keeps the tamed creature's own resistances, protection, health, natural attack, and movement speed — a Hyena hits and moves like a Hyena. Those stats are scaled by loyalty, so a Trusting pet is meaningfully tougher and stronger than a Broken one. (Species weaknesses carry over too — devotion shrinks them, neglect deepens them.)
  • Signature attack — "Hunt as One." A learnable skill that fires the pet's signature attack while you land a synced strike on the same target. Each species' signature is different: a status-inflicting bite, a bracing counterattack, a ranged bolt, and so on (see Creatures). A bracing species also taunts as the stance opens, pinning its current target's aggro onto the pet for between one and five seconds depending on loyalty — a deliberate way to pull a dangerous enemy off you.

Combat ranges (how far the pet will engage, its melee reach, and how far it leashes while fighting) are all tunable in the config reference ([Combat]).

Commanding your pet

The Command Pet skill cycles through three orders — Engage → Follow → Stay → Engage — and its quickslot icon always shows the order your next press gives:

  • Engage — send the pet at your locked target (at any range), or at the nearest enemy in a cone in front of you if you have no lock.
  • Follow — the pet stands down, stops scanning for targets, and returns to following you; the encounter actually ends (combat music stops).
  • Stay — the pet stays passive and holds the spot it is standing on. Passive here means it will not defend itself: attacked while staying, it does not retaliate and can be killed where it stands. That is the trade-off for telling it to hold — park a pet with Stay, do not post it as a guard. It stays put until you give another order, or until you walk far enough away (the normal leash distance, [Pet] LeashDistance) that it teleports to you — at which point it is following again and the icon updates on its own. Recalling it (F9) or changing area ends a Stay the same way.

A staying pet does not defend itself — it is as passive as a following one. In co-op, a guest's staying pet shows as following on other players' screens (a cosmetic limit of the current stance mirror).

Command Pet, Hunt as One, and the other pet abilities are learnable skills — see Skills.

The damage governor

By default, a pet only reaches its full damage once its owner has learned the Wild Unknown skill. Until then, every hit the pet deals is scaled down (to 50% by default) — a deliberate progression gate. Learning Wild Unknown removes the penalty. This is separate from, and stacks with, the global and per-species damage-scale settings used for balance tuning. It is a DAMAGE penalty only — it has nothing to do with travel: a pet follows its owner across every region regardless. See Skills and the config reference ([Combat]).

The Companion tab

Beastwhispering adds a Companion tab to the character menu, alongside Inventory, Skills, and the rest. It shows the pet's full sheet in one place:

  • Vitals — health, and any over-time recovery in progress.
  • Bond — loyalty, current tier, and how far to the next tier.
  • Needs — hunger, comfort (what it's wrapped in / sipping), and overall mood.
  • Combat — its damage and signature attack, its live resistances, and its current combat state.
  • Bond buffs — what the bond is currently granting you.

With no pet, the tab shows a styled empty state. Cycle to it with the menu's tab controls like any other tab.

Naming your companion

The header at the top of the tab — where your pet's species is shown — is the name field. Click it (or press the pad's top-right face button, Y on an Xbox layout) and type a name; Enter, or A on a pad, confirms it. Escape or B cancels and changes nothing. Clicking away elsewhere keeps what you typed.

Once named, your companion is called by that name everywhere: the tab header, the caption above its health bar, and every message about it — feeding, gifts, bandaging, crossing into a new region. Confirming an empty name removes it and the pet goes back to showing its species. Names are capped at 20 characters.

In co-op the name travels with your pet, so other players' game logs identify it the way you do.

Turn the whole thing off with [PetPanel] EnableRename = false in BepInEx/config/cobalt.beastwhispering.cfg — see the config reference.

Known issues & limitations

  • The pet is not a second character. It has no gear slots, no skills of its own to assign, and no inventory; everything it does comes from its species data and the skills you learn.
  • Ranged signature attacks are only reachable on species you can't yet tame. The tameable roster's signatures are all melee, Brace or hex bites — see Creatures.
  • Sigil synergies, worn-gear effects, the scavenge bonus and the damage-scale settings are newer, lightly-exercised systems. They are all data-driven and each has its own kill-switch in the config, so if one behaves oddly you can turn just that system off.
  • In co-op, some effects the host resolves show no floating damage numbers on a guest's screen, and a guest's Companion tab reads "no anchor" on the anchor-health rows. The damage itself lands.

See also