Animal Taming is used to tame animals and even some monsters. Tamed creatures are referred to as pets. Summoned creatures like blade spirits and elementals are also considered pets although they are not tamed.
Animal Lore will affect your success with Animal Taming. Animal Taming is influenced by your intelligence and strength.
Taming and Skill Gain
To tame a creature, click the blue diamond beside animal taming in the skill gump and target a creature with the resulting target cursor. In order to tame you will need to have at least the minimum required skill to tame and control the creature. If you are successful, you will become the creature’s master.
You must stand close enough to tame, within three tiles from the creature, and you must remain in line of sight. Some creatures, like beetles and swamp dragons must be beaten into submission before they can be tamed. This is done by attacking them until they are almost dead and running away from you. Other creatures like dragons and nightmares are harder. They will attack you on sight and need to be peaced or paralyzed in order to tame them. A creature will not tame while it is being attacked.
All animals can be tamed, the required skill level varies animal to animal. Monsters and other creatures that can be tamed include Frost Spiders, Giant Spiders, Giant Beetles, Giant Scorpions, Giant Toads, Ki-rins, Unicorns, Ridgebacks, Nightmares, White Wyrms, Swamp Dragons, Dragons and Drakes.
To gain skill, tame creatures that challenge your skill level but are still within your grasp. Your chance to successfully tame a creature is 1% at the minimum skill level required for that creature. Creatures that have been successfully tamed by your character will not give further gain if released to be tamed again.
Tamed creatures become pets. Pets can be renamed, given commands and used for fighting. To rename your pet, single-click the pet and drag the status bar from them. By clicking at the end of the name on the status bar, you can backspace and enter a name of your choosing.
Feeding pets is important to keep their loyalty. A starving pet will eventually become wild. To view their level of loyalty, use Animal Lore on the creature. If the loyalty is low, it’s time to feed. Creatures will require more food when you are actively using them (transporting items in their pack or hunting). Pets that are stabled do not require feeding, the stable will take care of it.
Commands are used to control a pet. Commands should be preceded by the animal’s name. Alternatively, ‘all’ can be used instead of the name and will command more than one animal at a time.
beetle come, all attack, dog stay, etc
These commands are also available by single-clicking the pet to access the pet gump.
|Come||Calls the pet to you. Players having trouble with pets being herded away may find come works better than follow|
|Drop||The pet drops any items it may have to the ground.|
|Follow||Follow – Targeting cursor; target the player/creature to be followed.|
|Follow Me||Pets will follow their owner|
|Guard||Commands the pet to guard its master. You cannot guard another character or creature.|
|Kill, Attack||Targeting cursor; target the creature/player to be attacked.|
|Release||Set your pet free. A gump pops up for confirmation before releasing the pet.|
|Stay||Commands the pet to stay where they are.|
|Stop||Commands the pet to stop what they are doing. If the pet is standing still, it will move one tile.|
|Transfer||Transfer or sell a pet. A target appears to target the player to receive the pet. Upon targeting, a trade window appears between the two parties. Gold, items or nothing may be exchanged for the pet depending on the two players agreement.|
Karma, Fame, Reputation and Battle
When an animal becomes a pet, it becomes blue. It is subject to karma rules and criminal tags, when applicable.
For example, pets ordered to attack a blue character will become criminal upon commencing the attack. If the character is an innocent and dies, you can be reported as a Murderer. If the target is criminal or red, you and your pet are flagged as aggressors only.
Pets will have the same identifying tags as their owners including chaos/order, guild, faction. This shows when an animal has been ordered to attack (guild mates will see the animal with a green stat bar, for example).
While pets take on identifying tags from their master, they do not take aggressor, or criminal tags. If you order your pet to attack a player that is grey to you, that same player might not be grey to your pet. The pet will be committing a criminal act and you will take the consequences as master (guard whacked, criminal timer, etc).
In other words, you are responsible for your pet’s actions; your pet is not responsible for yours.
For this reason, if your pet kills a character, it counts towards you the same as if you had killed them yourself. If you release your pet before the innocent is dead, you will still be considered responsible for that kill and take applicable consequences (kill count, karma loss). If your pet kills a monster you receive both karma and fame (if warranted).
Killing a pet cannot result in a murder count however you will be flagged as a criminal. Karma loss applies, as does Fame gain if warranted.
Buying, Selling and Transferring
Pets may be tamed, purchased from a player or purchased at a town stable. Town stables will carry eagles, cats, panthers, dogs, wolves, rabbits, bears, horses and pack animals. Some towns are controlled by factions and as such, subject to taxation and fluctuating prices. Shop around if the prices seem high. Standard cost of a horse at the stable is 602g but this can go as low as 421gp, or as high as 2408gp.
When buying a pet from another player, the owner of the pet must start the trade by transferring the pet to the purchasing player. The receiving player must have the minimum required taming skill and animal lore required to own the pet. Upon targeting the receiver, both characters will see a standard trade gump.
Mounts and Pack Creatures
Horses, ridable llamas, ostards, ridgebacks, giant beetles, swamp dragons, unicorns, nightmares, and ki-rin are all mounts. To ride a mount, double-click on the animal. Your character appears astride and your normal walking/running movement controls that of your mount. Like players, mounts are subject to stamina rules.To dismount, double-click your character.
Pack Creatures include Giant Beetles, Pack Horses and Pack Llamas. Of these three, only Giant Beetles can be mounted. Pack creatures allow players to move heavy items. To access the pack, single click the creature and pick open backpack from the pet gump. You must be within two tiles of the creature to put items in the pack. If the creature is killed, the items in the backpack are lootable. The pack must be empty to stable the creature.
You are limited in the number of pets you may own and control at one time. Every player has five slots for pets under their control. Most creatures take up only one slot, however there are exceptions. Unicorns, Ki-rin, Nightmares, Drakes, and Imps take two slots. White Wyrms, Dragons, Golems and Beetles take three slots. Ethereal Mounts require one slot. Further pet room is available by making use of the stable (see below).
Pets have the ability to bond to their owner. This means the pet will not disappear upon its death, but instead appear as a ghost that can be resurrected (veterinary skill). The pet will lose one whole point from each skill each time it dies. Bonded pets also have the ability to recall with their owner. A handy trick when hunting.
To start the bonding process, feed your pet. You will need to keep the pet’s loyalty at happy or better for an entire week. This means keeping it alive and fed.
You can stable it for the entire week but it is not required. Only that the animal stays alive and at the loyalty level of happy or better is required.
Feeding the pet starts the bonding process. One week later it is ready to bond upon its next feeding (provided it has remained happy). Feed the creature and you will get a server message stating the pet has bonded. As mentioned, although you can use your pet during the week of bonding, standard procedure is to stable the creature until the week is up, ensuring its safety.
Tip: before bonding, name the pet with the date. In this way you can easily keep track of when your pet should be ready to bond. The creature can be renamed after bonding with no consequences.
Resurrection and Training
When a bonded pet dies, it turns into a pet ghost over a carcass. The pet ghost will still obey movement commands (follow, come, etc). The pet ghost will lose loyalty and eventually disappear if left alone too long. A ghost cannot be stabled.
Any player can attempt to resurrect the pet with bandages if they have minimum 80.0 Veterinary and 80.0 Animal Lore. The pet owner must be nearby to confirm they want the pet to be resurrected.
Pets can be trained to increase their skill levels. Pets gain the same way player characters do; use the skill to gain. Bonded pets are often trained to gm level skills since they wont be lost when they die.
Stables and Slots
All players have room for two animals in the stable (four slots). These two creatures do not count towards your pet limit. If you have gm animal lore, gm taming, and/or gm vet, the number of creatures you can stable increases up to a maximum of 5 pets (one more slot per gm’d skill).
Pets may be stabled by commanding ‘stable’ near a stable master. You will need 30 gp in your bank for the stabler to take the animal. To retrieve use ‘claim list’ by a stable master. Pack animals must have their packs emptied before stabling.