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Adventuring Fellow

Your Adventuring Fellow is a personal companion ANY job can summon — not a pet you rent, but one you build. It levels from your kills and you spend the points on the stats you choose. Give it a name, pick its look, and bring it into every fight.

Summary

Use !fellow to open the Fellow menu — summon/dismiss, allocate stat points, choose a role, set a name and appearance. Your Fellow earns XP from kills while it is out, levels up, and hands you stat points to spend however you like.

Design Intent

  1. Fellows are designed as a long-term progression system. They intentionally start off weaker than Trusts and require a significant amount of time and investment to fully develop. Once fully upgraded, however, they become stronger than any Trust in the game and serve as your ultimate companion.
  2. A fully developed Fellow remains valuable when leveling other jobs. Rather than instantly performing at full strength on a low-level job, your Fellow's stats are scaled as a percentage of their maximum power based on your current level. This means they'll grow alongside you as you level, providing meaningful support without trivialising early-game progression.

Starting out

Type !fellow at any time to open the main menu. Your Fellow doesn't exist until you first interact with it — the menu walks you through creation.

Command What it does
!fellow Open the Fellow menu
!fellow summon Call your Fellow
!fellow dismiss Send it to rest
!fellow status Chat dump of level, XP, points, and allocation
!fellowname <name> Give your Fellow a custom name (letters and spaces, max 15 chars)

Works alongside your job pet (DRG / BST / SMN / PUP)

The Fellow is a trust-style ally, not a pet, so it can be out at the same time as your wyvern, jug pet, avatar, or automaton — call both, no conflict. It's a free extra: it doesn't use up one of your trust slots.

Leveling and stat points

Your Fellow earns XP from kills while it is summoned. XP per kill scales with the slain foe's level (a floor of 5, capped at 200).

It levels up to 120, and each level grants 3 stat points to spend. You start with 6 points when your Fellow is first created.

If you are in a party, every party member who has their Fellow out earns XP from every kill in the same zone — so grinding in a zone levels everyone's companion at once.

Spend points through the Allocate Points menu — pick the stat you want to grow. Allocation applies instantly to the live companion.

Each stat track adds its own bundle of bonuses per point:

Stat track Each point grants At max rank (100 pts)
STR +1 STR, +3 Attack +100 STR, +300 Attack
DEX +1 DEX, +3 Accuracy +100 DEX, +300 Accuracy
VIT +1 VIT, +3 Defense +100 VIT, +300 Defense
AGI +1 AGI, +3 Evasion +100 AGI, +300 Evasion
INT +1 INT, +3 Magic Attack +100 INT, +300 Magic Attack
MND +1 MND, +3 Magic Defense +100 MND, +300 Magic Defense
Ferocity +0.25% Attack +25% Attack
Critical +0.15% Critical Hit Rate +15% Critical Hit Rate
Frenzy +0.15% Double Attack +15% Double Attack
Onslaught +0.08% Triple Attack, +0.4 Store TP +8% Triple Attack, +40 Store TP
Sorcery +3 Magic Attack, +3 Magic Accuracy +300 Magic Attack, +300 Magic Accuracy
Celerity +0.25% Attack Speed (Haste) +25% Attack Speed (Haste)
Warding -0.15% Physical Damage Taken, -0.15% Magic Damage Taken -15% Physical Damage Taken, -15% Magic Damage Taken
Vigor +2.5 HP Regen +250 HP Regen

Roles

Each Fellow follows a combat role that shapes how it fights. Every role still melee-assists and uses its signature TP move; the role layers extra stats (and, for some, a battle behaviour) on top. Magical signature moves magic burst like a spell — time the Fellow's TP move into a matching skillchain window for bonus damage (this applies to all player-owned pets, jug pets included):

Role Behaviour
Vanguard Balanced melee damage dealer.
Berserker All-out melee offense; hits like a truck but fragile.
Bulwark Tank: huge HP, heavy mitigation, holds hate. The only real tank.
Oracle Primary healer: cures and cleanses first, then contributes light offense.
Magus Battle-mage: elemental power, but glass -- keep it off the tank spot.
Hunter Ranger: high accuracy and evasion; survives by dodging, not soaking.
Mastered PRESTIGE: the effects of every role combined. A flex, not an endgame weapon.

Switch roles at any time through the menu; the change takes effect when you next summon.

Name and appearance

Set your Fellow's displayed name with the !fellowname <name> command (letters and spaces, up to 15 characters, run through a language filter). Pick its look through Appearance — each form carries its own signature TP move. Apply an Outfit for a job-themed humanoid look; an outfit overrides the Appearance pick. Appearance and outfit changes apply the next time you summon; a name change applies instantly if your Fellow is out.

Names — set a custom name with the !fellowname <name> command (letters and spaces, up to 15 characters, run through a language filter). It applies instantly if your Fellow is out and persists across sessions.

Appearances12 forms to pick from, each with its own signature TP move:

Appearance Signature move
Moogle Meteorite
Mandragora Aero IV
Coeurl Charged Whisker
Sabotender Thousand Needles
Cardian Fire IV
Goblin Bomb Toss
Yagudo Dancing Edge
Tonberry Cursed Sphere
Antican Rock Buster
Boggart Blizzard IV
Goobbue Auroral Uppercut
Adventurer Crescent Fang

Outfits10 job-themed humanoid looks that override the chosen appearance when set: Thief, Monk, Red Mage, Ranger, Dark Knight, Warrior, Paladin, Black Mage, Scholar, Bard.

Party XP

With Party-wide XP enabled (the default), any party member who has their Fellow out earns Fellow XP from every kill in the same zone — not just the killing player. Running content in a group levels everyone's companion faster.


Last updated: 2026-09-05 11:15 PDT