Companion Gear

GUIDECOMPANIONS

Each kind of companion has its own piece of gear: armour, riding tack or a mage's robe made for that animal. Your companion wears it and fights, casts or keeps up better. Gear is made at the Companion Workshop, comes in five tiers by material, and can be given spirits and traits like your own tools and coats.

CONTENTS
  1. The Companion Workshop
  2. Wearing it
  3. What the numbers mean
  4. The eleven pieces
  5. Perks from spirits

The Companion Workshop

The Companion Workshop is a low bench with a dress form, a spool and shears, built from the build menu (B) for 6 Wood, 2 Hide, 4 any grass, 3 Water spirits and 1 Earth spirit. Press E at it to sew. Every animal's gear is on one page, COMPANION GEAR.

Before you make a piece you choose its colour, one of eight: Azure, Crimson, Violet, Emerald, Midnight, Rose, Snow or Saffron. The colour is kept: another colour means making the piece again.

Upgrading the workshop

Like the other making tables, the workshop has three tiers (see Table Upgrades). A finer workshop takes less to make each piece, and what it makes comes out finer: each of the piece's numbers is rolled higher.

TierUpgrade costMaterials usedPieces come out
Companion Workshop(built)100%as listed
Tailor's Workshop8 Wood, 4 Leather, 4 Woolen Cloth, 2 Bronze Ingots85%5% to 10% finer
Master Kennel6 Linen, 6 Leather, 2 Oilskin70%10% to 15% finer

Wearing it

Gear goes on your companion from your pack. A piece only works while your companion is the animal it was made for: a fox's rig does nothing on a rabbit. The pictures of your companion everywhere (its page, HOME, the pack) show it dressed, and a ridden deer, cow, wolf or bear carries you in its armour.

What the numbers mean

  • Attack (called Bite, Swoop, Tongue, Pecks, Butt, Charge, Maul or Spells): this much is added to the strength of its blows or spells.
  • Speed (or Cast speed): it acts again this much sooner. At most 60%.
  • Defense: blows on it land this much softer. At most 60%.
  • Health: this much more health.
  • Pace (the deer's tack): it keeps up this much faster.

The tables below give each piece's base numbers, before spirits and traits, and what each tier costs. Spirits are paid from your own spirits as you make it.

The eleven pieces

Moonwell Cleric's Vestments (rabbit)

TierMaterialsSpiritsBase numbers
Stone2 Hide, 6 any grass2 Water, 1 Earthspells +5%, cast speed 2.5%, defense 2.5%, health +5%
Bronze8 any grass, 2 Bronze Ingot, 2 any feathers2 Water, 2 Earth, 1 Windspells +10%, cast speed 5%, defense 5%, health +10%
Iron2 Leather, 2 Iron Ingot, 2 Woolen Cloth, 3 any feathers3 Water, 1 Earth, 2 Windspells +16%, cast speed 8%, defense 8%, health +16%
Steel3 Leather, 3 Steel Ingot, 2 Oilskin1 Fire, 4 Water, 1 Earth, 1 Windspells +24%, cast speed 12%, defense 12%, health +24%
Endurium2 Leather, 1 Iron Ingot, 2 Endurium Ingot, 2 Spirit Silk1 Fire, 5 Water, 1 Earth, 1 Windspells +35%, cast speed 17.5%, defense 17.5%, health +35%

Wayfarer's Tack (deer)

TierMaterialsSpiritsBase numbers
Stone4 Hide, 6 Stone1 Water, 2 Earthdefense 5%, health +5%, pace +2%
Bronze2 Leather, 4 Bronze Ingot1 Fire, 2 Earthdefense 10%, health +10%, pace +4%
Iron2 Leather, 4 Iron Ingot, 2 Woolen Cloth1 Fire, 1 Water, 3 Earthdefense 16%, health +16%, pace +6.4%
Steel3 Leather, 5 Steel Ingot, 2 Oilskin1 Fire, 1 Water, 4 Earth, 1 Winddefense 24%, health +24%, pace +9.6%
Endurium2 Leather, 2 Iron Ingot, 3 Endurium Ingot, 2 Spirit Silk2 Fire, 2 Water, 5 Earth, 1 Winddefense 35%, health +35%, pace +14%

Trickster's Rig (fox)

TierMaterialsSpiritsBase numbers
Stone3 Hide, 1 any feathers1 Wind, 1 Firebite +5%, speed 3%, defense 2%, health +3.5%
Bronze3 Leather, 2 Bronze Ingot, 2 any feathers1 Water, 1 Wind, 1 Firebite +10%, speed 6%, defense 4%, health +7%
Iron3 Leather, 2 Iron Ingot, 2 Woolen Cloth, 2 any feathers1 Water, 1 Earth, 2 Wind, 2 Firebite +16%, speed 9.6%, defense 6.4%, health +11.2%
Steel4 Leather, 2 Steel Ingot, 2 Oilskin2 Water, 1 Earth, 2 Wind, 2 Firebite +24%, speed 14.4%, defense 9.6%, health +16.8%
Endurium3 Leather, 1 Iron Ingot, 1 Endurium Ingot, 2 Spirit Silk2 Water, 1 Earth, 2 Wind, 3 Firebite +35%, speed 21%, defense 14%, health +24.5%

Skyguard Knight's Harness (bird)

TierMaterialsSpiritsBase numbers
Stone1 Hide, 3 Stone, 2 any feathers1 Earth, 2 Windswoop +5%, speed 2.5%, defense 2.5%, health +3.5%
Bronze2 Bronze Ingot, 2 any feathers2 Windswoop +10%, speed 5%, defense 5%, health +7%
Iron2 Iron Ingot, 2 Woolen Cloth, 2 any feathers1 Fire, 1 Earth, 3 Windswoop +16%, speed 8%, defense 8%, health +11.2%
Steel3 Steel Ingot, 2 Oilskin1 Fire, 1 Water, 1 Earth, 2 Windswoop +24%, speed 12%, defense 12%, health +16.8%
Endurium1 Iron Ingot, 1 Endurium Ingot, 2 Spirit Silk1 Fire, 1 Water, 1 Earth, 3 Windswoop +35%, speed 17.5%, defense 17.5%, health +24.5%

Alchemist's Kit (frog)

TierMaterialsSpiritsBase numbers
Stone2 Hide, 4 any grass, 2 Stone2 Water, 1 Earthtongue +4%, speed 2.5%, defense 3%, health +5%
Bronze4 any grass, 2 Bronze Ingot2 Water, 1 Earthtongue +8%, speed 5%, defense 6%, health +10%
Iron2 Leather, 2 Iron Ingot, 2 Woolen Cloth3 Water, 1 Earth, 1 Windtongue +12.8%, speed 8%, defense 9.6%, health +16%
Steel2 Leather, 2 Steel Ingot, 2 Oilskin1 Fire, 3 Water, 1 Earth, 1 Windtongue +19.2%, speed 12%, defense 14.4%, health +24%
Endurium2 Leather, 1 Iron Ingot, 1 Endurium Ingot, 2 Spirit Silk1 Fire, 5 Water, 1 Earth, 1 Windtongue +28%, speed 17.5%, defense 21%, health +35%

Stormcaller's Regalia (raven)

TierMaterialsSpiritsBase numbers
Stone2 Hide, 2 Black Feathers1 Wind, 1 Firespells +5%, cast speed 2.5%, defense 1.5%, health +3%
Bronze2 Leather, 2 Black Feathers, 2 Bronze Ingot1 Earth, 1 Wind, 1 Firespells +10%, cast speed 5%, defense 3%, health +6%
Iron2 Leather, 3 Black Feathers, 2 Iron Ingot, 1 Pearl, 2 Woolen Cloth1 Water, 1 Earth, 2 Wind, 2 Firespells +16%, cast speed 8%, defense 4.8%, health +9.6%
Steel3 Leather, 3 Black Feathers, 2 Steel Ingot, 2 Oilskin1 Water, 1 Earth, 3 Wind, 2 Firespells +24%, cast speed 12%, defense 7.2%, health +14.4%
Endurium2 Leather, 4 Black Feathers, 2 Endurium Ingot, 2 Spirit Silk4 Fire, 1 Water, 1 Earth, 4 Windspells +35%, cast speed 17.5%, defense 10.5%, health +21%

Cavalier's Finery (hen)

TierMaterialsSpiritsBase numbers
Stone1 Hide, 2 Stone, 2 any feathers2 Windpecks +5%, speed 3%, defense 3%, health +4%
Bronze1 Leather, 2 Bronze Ingot, 2 any feathers1 Earth, 2 Windpecks +10%, speed 6%, defense 6%, health +8%
Iron1 Leather, 2 Iron Ingot, 2 Woolen Cloth, 2 any feathers1 Water, 4 Windpecks +16%, speed 9.6%, defense 9.6%, health +12.8%
Steel1 Leather, 2 Steel Ingot, 2 Oilskin1 Water, 1 Earth, 3 Windpecks +24%, speed 14.4%, defense 14.4%, health +19.2%
Endurium1 Leather, 1 Iron Ingot, 1 Endurium Ingot, 2 Spirit Silk1 Fire, 1 Water, 1 Earth, 4 Windpecks +35%, speed 21%, defense 21%, health +28%

Bulwark (sheep)

TierMaterialsSpiritsBase numbers
Stone3 Hide, 4 Stone1 Water, 2 Earthbutt +3.5%, speed 2%, defense 5%, health +5%
Bronze2 Leather, 3 Bronze Ingot1 Fire, 2 Earthbutt +7%, speed 4%, defense 10%, health +10%
Iron2 Leather, 3 Iron Ingot, 2 Woolen Cloth1 Water, 3 Earth, 1 Windbutt +11.2%, speed 6.4%, defense 16%, health +16%
Steel2 Leather, 4 Steel Ingot, 2 Oilskin1 Fire, 1 Water, 4 Earth, 1 Windbutt +16.8%, speed 9.6%, defense 24%, health +24%
Endurium2 Leather, 2 Iron Ingot, 2 Endurium Ingot, 2 Spirit Silk2 Fire, 1 Water, 5 Earth, 1 Windbutt +24.5%, speed 14%, defense 35%, health +35%

Juggernaut's Plate (cow)

TierMaterialsSpiritsBase numbers
Stone4 Hide, 6 Stone1 Water, 2 Earthcharge +5%, speed 2.5%, defense 4%, health +5%
Bronze3 Leather, 4 Bronze Ingot1 Fire, 2 Earthcharge +10%, speed 5%, defense 8%, health +10%
Iron3 Leather, 4 Iron Ingot, 2 Woolen Cloth1 Fire, 1 Water, 3 Earth, 1 Windcharge +16%, speed 8%, defense 12.8%, health +16%
Steel3 Leather, 5 Steel Ingot, 2 Oilskin1 Fire, 1 Water, 4 Earth, 1 Windcharge +24%, speed 12%, defense 19.2%, health +24%
Endurium3 Leather, 2 Iron Ingot, 3 Endurium Ingot, 2 Spirit Silk2 Fire, 2 Water, 5 Earth, 1 Windcharge +35%, speed 17.5%, defense 28%, health +35%

Warg-Rider's Harness (wolf)

TierMaterialsSpiritsBase numbers
Stone3 Hide, 1 Wolf Pelt, 4 Stone1 Water, 1 Earth, 1 Firebite +5.5%, speed 3.5%, defense 2.5%, health +3.5%
Bronze3 Leather, 3 Bronze Ingot2 Fire, 1 Earthbite +11%, speed 7%, defense 5%, health +7%
Iron3 Leather, 3 Iron Ingot, 2 Woolen Cloth1 Water, 1 Earth, 1 Wind, 2 Firebite +17.6%, speed 11.2%, defense 8%, health +11.2%
Steel3 Leather, 3 Steel Ingot, 2 Oilskin3 Fire, 2 Water, 1 Earth, 1 Windbite +26.4%, speed 16.8%, defense 12%, health +16.8%
Endurium2 Leather, 2 Endurium Ingot, 2 Spirit Silk4 Fire, 2 Water, 1 Earth, 1 Windbite +38.5%, speed 24.5%, defense 17.5%, health +24.5%

Ironclad Battle Plate (bear)

TierMaterialsSpiritsBase numbers
Stone5 Hide, 1 Bear Claw, 6 Stone1 Water, 2 Earth, 1 Firemaul +5%, speed 2%, defense 5%, health +5%
Bronze4 Leather, 5 Bronze Ingot2 Fire, 1 Water, 1 Earthmaul +10%, speed 4%, defense 10%, health +10%
Iron4 Leather, 5 Iron Ingot, 3 Woolen Cloth3 Fire, 2 Water, 1 Earth, 1 Windmaul +16%, speed 6.4%, defense 16%, health +16%
Steel4 Leather, 5 Steel Ingot, 3 Oilskin3 Fire, 2 Water, 1 Earth, 2 Windmaul +24%, speed 9.6%, defense 24%, health +24%
Endurium3 Leather, 3 Endurium Ingot, 3 Spirit Silk4 Fire, 3 Water, 1 Earth, 2 Windmaul +35%, speed 14%, defense 35%, health +35%

Perks from spirits

Like a coat or a tool, a piece of companion gear can be given spirits at the Spiriting Table. Each element awakens perks in the gear by its tier, I to V, and for each tier you get one of three choices. Two elements together add a pairing too. See Spiriting Table and Traits for how tiers and traits are won; traits are added at the Augmentation table.

Which list a piece uses:

  • Armour: the fox, bird, frog, hen, sheep, cow, wolf and bear's gear. "Power" is its attack, "speed" how soon it acts again.
  • Robes: the rabbit's Moonwell Cleric's Vestments (spells, mending, steadying, sharpening).
  • Mantle: the raven's Stormcaller's Regalia (spells, burning, chill and lightning, casts and rest).
  • Tack: the deer's Wayfarer's Tack (health, pace, learning).

Armour perks

SpiritTierChoiceChoiceChoice
FireIEmber Studs: +6% powerBattle Heart: it learns 5% fasterWarm Lining: +5% health
FireIIFirebrand: +12% powerFierce Crest: +8% power, +4% speedBright Mind: it learns 12% faster
FireIIIBlazing Plates: +20% powerHot Blood: +12% power; it heals 0.5% of its health a secondWar Spirit: +10% power, +10% speed
FireIVPyre Harness: +30% power; it learns 10% fasterChampion's Crest: +20% power, +12% speedKindled Hide: +22% power, +15% health
FireVPhoenix Panoply: +45% power; gets up twice as fast when knocked outSun Knight: +35% power, +20% speedHeart of Flame: +30% power; it heals 1.5% of its health a second
WaterIDewdrop Hem: it heals 0.5% of its health a secondSoft Lining: +6% healthCalm Waters: it learns 6% faster
WaterIIRainweave: it heals 1% of its health a secondBrookguard: +12% healthFlowing Step: +10% pace
WaterIIISpringhide: +18% health; it heals 0.5% of its health a secondTidecaller: +12% speedRipple Guard: it takes 10% less damage; +8% health
WaterIVRiverborn: +25% healthWellspring: it heals 2% of its health a secondUndertow: +18% speed, +10% pace
WaterVLifewater Panoply: +35% health; it heals 2% of its health a secondOcean Heart: +20% speed, +20% healthEndless Tide: it heals 3% of its health a second
EarthIFelted Padding: it takes 5% less damageStout Plate: +5% healthSteady Feet: it takes 3% less damage; +3% health
EarthIIBarkweave: it takes 10% less damageThick Hide: +12% healthRooted: +10% health; it takes 5% less damage
EarthIIIMossmantle: it takes 16% less damageBulwark: +20% healthSpiked Plates: whatever strikes it is knocked dizzy
EarthIVGranite Plates: it takes 24% less damageLast Ward: gets up twice as fast when knocked outMountain Guard: it takes 15% less damage; +15% health
EarthVWorldroot Panoply: it takes 35% less damage; +20% healthUnbroken: gets up 75% sooner when knocked out; +15% healthAegis: it takes 28% less damage; whatever strikes it is knocked dizzy
WindILight Straps: +5% speedLight Step: +6% paceQuick Wits: it learns 5% faster
WindIIGaleweave: +10% speedQuickfoot: +12% paceKeen Edge: +8% power, +4% speed
WindIIIWhirlwind Crest: +16% speedUpdraft: +18% pace, +6% speedEdge of Wind: +14% power, +8% speed
WindIVStorm Harness: +24% speedTempest: +20% speed, +10% powerZephyr: +25% pace, +10% speed
WindVSkyborne Panoply: +35% speed, +20% paceHurricane: +30% speed, +20% powerThousand Gusts: +40% speed
PairingSpiritsWhat it adds
Steam GuardFire + WaterIt heals 1% of its health a second; +10% power
Forged FuryFire + Earth+15% power; it takes 10% less damage
WildfireFire + Wind+15% power, +10% speed
MossplateWater + EarthIt heals 1.5% of its health a second
MistweaveWater + Wind+15% speed, +15% pace
SandstormEarth + WindWhatever strikes it is knocked dizzy

Robe perks (rabbit)

The rabbit's spells are its mending (heals you), its steadying (makes blows on you glance off) and its sharpening (makes your blows harder).

SpiritTierChoiceChoiceChoice
FireIEmber Hem: +6% spell strengthWarm Weave: its spells last 8% longerKindled Hood: it learns 5% faster
FireIIFirethread: +12% spell strengthLingering Light: its spells last 18% longerBright Mind: it learns 12% faster
FireIIIBlazing Sleeves: +20% spell strengthTwin Flame: 1 cast in 6 is followed by a second spellSunthread: its spells last 30% longer
FireIVPyre Robes: +30% spell strength; it learns 10% fasterDouble Prayer: 1 cast in 4 is followed by a second spellEverflame: its spells last 45% longer
FireVPhoenix Vestments: +45% spell strength; its healing heals it tooTriune Flame: 1 cast in 3 is followed by a second spellSunmantle: +30% spell strength; its spells last 40% longer
WaterIDewdrop Hem: it heals 0.5% of its health a secondSoft Lining: +6% healthRinse: its mending clears your poison
WaterIIRainweave: it heals 1% of its health a secondBrookhood: +12% healthKind Hands: its healing heals it too
WaterIIISpringrobe: +18% health; it heals 0.5% of its health a secondTidecaller: +12% cast speedHealing Flow: its mending is 25% stronger
WaterIVRiverborn: +25% healthWellspring: it heals 2% of its health a secondDeep Tide: its mending is 40% stronger
WaterVLifewater Vestments: +35% health; it heals 2% of its health a secondFountain of Grace: its mending is 60% stronger and clears your poisonOcean Heart: +20% cast speed, +20% health
EarthIFelted Wool: it takes 5% less damageStout Hood: +5% healthGrounded: its steadying is 6% stronger
EarthIIBarkweave: it takes 10% less damageStoneward: its steadying is 15% strongerRooted: +10% health; it takes 5% less damage
EarthIIIMossmantle: it takes 16% less damageBulwark Prayer: its steadying is 25% strongerThick Hide: +20% health
EarthIVGranite Robes: it takes 24% less damageMountain Prayer: its steadying is 40% strongerLast Ward: gets up twice as fast when knocked out
EarthVWorldroot Vestments: it takes 35% less damage; +20% healthAegis: its steadying is 60% strongerUnbroken: gets up 75% sooner when knocked out; +15% health
WindIBreezy Sleeves: +5% cast speedLight Step: +6% paceSwift Words: its sharpening is 6% stronger
WindIIGaleweave: +10% cast speedQuickfoot: +12% paceKeen Prayer: its sharpening is 15% stronger
WindIIIWhirlwind Hood: +16% cast speedUpdraft: +18% pace, +6% cast speedEdge of Wind: its sharpening is 25% stronger
WindIVStormrobes: +24% cast speedTempest Prayer: its sharpening is 40% strongerZephyr: +25% pace; 1 cast in 8 is followed by a second spell
WindVSkyborne Vestments: +35% cast speed, +20% paceHurricane Prayer: its sharpening is 60% strongerThousand Whispers: +25% cast speed; 1 cast in 4 is followed by a second spell
PairingSpiritsWhat it adds
Steam BlessingFire + WaterIts mending steadies you too
HearthwardFire + Earth+15% spell strength; it takes 10% less damage
Wildfire PrayerFire + Wind1 cast in 5 is followed by a second spell
MossrobeWater + EarthIt heals 1.5% of its health a second
MistweaveWater + Wind+15% cast speed, +15% pace
Sandstorm RobesEarth + WindWhatever strikes it is knocked dizzy

Mantle perks (raven)

SpiritTierChoiceChoiceChoice
FireIEmber Stitch: +6% spell powerSmoulder Hem: its fireballs set things burning 1% more oftenKindled Hood: it learns 5% faster
FireIIFirethread: +12% spell powerCinder Lining: burns +0.3% health a second; chills and arcs +1.5%Splash Rune: its spells splash about 0.3 tiles wider
FireIIIBlazing Sigils: +20% spell powerThird Eye: one more cast before it restsWildfire Hem: its fireballs set things burning 4% more often
FireIVPyre Mantle: +30% spell power; it learns 10% fasterInferno Rune: burns +0.8% health a second, chills and arcs +4%; burning 3% more oftenBursting Sigil: its spells splash about 0.6 tiles wider
FireVPhoenix Mantle: +45% spell power; one more castSunfall: +30% spell power; its spells splash about 0.8 tiles widerEverburn: burning 8% more often; burns +1.2% health a second, chills and arcs +6%
WaterIDewdrop Hem: it heals 0.5% of its health a secondSoft Lining: +6% healthRestful Weave: it rests 0.5 s less
WaterIIRainweave: it heals 1% of its health a secondFrost Thread: chills and arcs +2%Quiet Wings: it rests 1 s less
WaterIIISpringmantle: +18% health; it heals 0.5% of its health a secondTidecaller: +12% cast speedDeep Breath: one more cast before it rests
WaterIVRiverborn: +25% healthWellspring: it heals 2% of its health a secondStill Waters: it rests 2 s less
WaterVLifewater Mantle: +35% health; it heals 2% of its health a secondOcean Mind: it rests 2.5 s less; one more castGlacial Rune: its burns, chills and arcs far stronger; +15% cast speed
EarthIFelted Padding: it takes 5% less damageStout Plate: +5% healthSteady Feet: it takes 3% less damage; +3% health
EarthIIBarkweave: it takes 10% less damageThick Hide: +12% healthRooted: +10% health; it takes 5% less damage
EarthIIIMossmantle: it takes 16% less damageBulwark: +20% healthSpiked Plates: whatever strikes it is knocked dizzy
EarthIVGranite Plates: it takes 24% less damageLast Ward: gets up twice as fast when knocked outMountain Guard: it takes 15% less damage; +15% health
EarthVWorldroot Panoply: it takes 35% less damage; +20% healthUnbroken: gets up 75% sooner when knocked out; +15% healthAegis: it takes 28% less damage; whatever strikes it is knocked dizzy
WindIBreezy Sleeves: +5% cast speedLight Wing: +6% paceStatic Hem: arcs and chills +1.5%
WindIIGaleweave: +10% cast speedQuickwing: +12% paceForked Rune: its lightning arcs to one more
WindIIIWhirlwind Hood: +16% cast speedUpdraft: +18% pace, +6% cast speedRestless Wings: it rests 1.5 s less
WindIVStorm Mantle: +24% cast speedChain Rune: its lightning arcs to two moreZephyr: +25% pace; one more cast
WindVSkyborne Mantle: +35% cast speed, +20% paceThunderhead: its lightning arcs to two more; its arcs far strongerThousand Wings: +25% cast speed; one more cast
PairingSpiritsWhat it adds
Steam SigilFire + WaterIts burns, chills and arcs stronger
Magma RuneFire + Earth+15% spell power; its spells splash about 0.5 tiles wider
FirestormFire + WindOne more cast before it rests; +10% cast speed
MossmantleWater + EarthIt heals 1.5% of its health a second
MistweaveWater + Wind+15% cast speed, +15% pace
StormfrontEarth + WindIts lightning arcs to one more; it rests 1 s less

Tack perks (deer)

SpiritTierChoiceChoiceChoice
FireIWarhorse Heart: it learns 6% fasterWarm Caparison: +6% healthBold Step: +5% pace
FireIIBanner Bearer: it learns 12% fasterForge-Warmed: +12% healthProud Gait: +10% pace
FireIIIGilded Crest: +18% health; it learns 8% fasterCharger: +16% paceEmber Mail: it heals 1% of its health a second
FireIVPyre Barding: +25% health; it learns 10% fasterDestrier: +24% paceRekindled: gets up twice as fast when knocked out
FireVPhoenix Barding: +35% health; gets up 75% sooner when knocked outSunstrider: +35% pace; it learns 15% fasterHeart of Flame: it heals 2.5% of its health a second
WaterIDewdrop Hem: it heals 0.5% of its health a secondSoft Lining: +6% healthCalm Waters: it learns 6% faster
WaterIIRainweave: it heals 1% of its health a secondBrookguard: +12% healthFlowing Step: +10% pace
WaterIIISpringhide: +18% health; it heals 0.5% of its health a secondTidewalker: +14% paceRipple Guard: it takes 10% less damage; +8% health
WaterIVRiverborn: +25% healthWellspring: it heals 2% of its health a secondUndertow: +18% pace
WaterVLifewater Barding: +35% health; it heals 2% of its health a secondOcean Heart: +20% pace, +20% healthEndless Tide: it heals 3% of its health a second
EarthIFelted Padding: it takes 5% less damageStout Plate: +5% healthSteady Feet: it takes 3% less damage; +3% health
EarthIIBarkweave: it takes 10% less damageThick Hide: +12% healthRooted: +10% health; it takes 5% less damage
EarthIIIMossmantle: it takes 16% less damageBulwark: +20% healthSpiked Plates: whatever strikes it is knocked dizzy
EarthIVGranite Plates: it takes 24% less damageLast Ward: gets up twice as fast when knocked outMountain Guard: it takes 15% less damage; +15% health
EarthVWorldroot Panoply: it takes 35% less damage; +20% healthUnbroken: gets up 75% sooner when knocked out; +15% healthAegis: it takes 28% less damage; whatever strikes it is knocked dizzy
WindILight Straps: +5% paceFleet Hooves: +7% paceQuick Wits: it learns 5% faster
WindIIGaleweave: +12% paceWindward: it takes 6% less damage; +6% paceKeen Mind: it learns 10% faster
WindIIIWhirlwind Crest: +18% paceUpdraft: +12% pace; it learns 8% fasterSlipstream: it takes 10% less damage; +10% pace
WindIVStorm Barding: +26% paceTempest Mind: it learns 20% fasterZephyr: +20% pace, +10% health
WindVSkyborne Barding: +40% paceHurricane Stride: +30% pace; it takes 15% less damageThousand Gusts: +25% pace; it learns 25% faster
PairingSpiritsWhat it adds
Steam GuardFire + WaterIt heals 1% of its health a second; +10% health
Forged BulwarkFire + Earth+15% health; it takes 10% less damage
Wildfire StrideFire + Wind+20% pace
MossplateWater + EarthIt heals 1.5% of its health a second
MistweaveWater + Wind+15% speed, +15% pace
SandstormEarth + WindWhatever strikes it is knocked dizzy
"Gets up twice as fast when knocked out" halves the 30 seconds a companion lies knocked out; "gets up 75% sooner" leaves a quarter of it.
In online play, other players see your companion in its gear, in the same tier and colour.

See also