Taming Bestiary

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Summary

  • The Taming Bestiary is an item which lets tamers earn experience to unlock various upgrades which apply to creatures of the various tamed classes.
  • The Taming Bestiary is crafted by players using the Inscription skill and is Blessed


Earning Experience

  • Players require a minimum of 80 Animal Taming and Animal Lore skill in order to earn experience toward their Taming Bestiary.
  • Players earn experience towards their Taming Bestiary by killing creatures while using tamed creatures.
  • Players can use any type of tamed creatures in order to earn taming bestiary experience.
  • While experience gains are not tied to creature-based damage, they will be scaled based on how many slots of tamed creatures the player is using (i.e. players should utilize all 5 of their control slots in order to maximize their experience gain).

Upgrade Points

  • When players reach enough experience earned, they will unlock an "upgrade point" they can use to spend in the taming bestiary for all the classes.
  • Players can earn up to 20 upgrade points for their taming bestiary.
  • Each upgrade point earned raises the amount of upgrade points spendable for each class (attack, utility, tank).
  • Each class has their own pool of points to spend that does not count against the other classes points spent.


Overview Page

  • The first page of the Taming Bestiary is the overview page.
  • On the overview page players can see their progress towards unlocking upgrade points, and how much their of upgrade points they've spent within each class.
  • If the player currently has any Tamed Creatures under their control, the Names and Slot Counts of each creature they control will be displayed under their respective Class in green text.
  • At the bottom of the Taming Bestiary are buttons to navigate to the individual pages for each Class type
  • The number below each Class Icon lists how many creatures the player is currently controlling that belongs to that Class


Class Pages

  • Each Class has their own individual Page in the Taming Bestiary and their own collection of Upgrades
  • Players can click the corresponding button at the bottom of the Taming Bestiary to navigate to that Class page


Class Upgrades

  • Each Class has their own set of Upgrades that only apply to the player's Tamed Creatures of that Class type (i.e. Attack Upgrades will not apply to Utility Class creatures)
  • Each Class also has their own set of Upgrade Points to spend that do not count against the points spent in other classes
  • There are 3 Tier Levels possible for each Upgrade
  • The Point Costs to increase Tier Levels of Upgrades are 1 Point, 2 Points, and 3 Points respectively (i.e. Tier 3 costs 1 + 2 + 3 = 6 Points total spent)
  • Players can Reset all their Points Spent for a class, once every 5 minutes, by clicking the "Reset Points" button
  • Players can click the Info button next to each upgrade to view a description of it, and see what bonuses it provides at (Tier 1 / Tier 2 / Tier 3)


Class Upgrade Effects

  • The bonuses from Upgrades will only ever apply in PvM (will never apply in PvP)
  • By default, the bonuses of Upgrades will only apply to creature's belonging to that Class type (i.e Attack Class bonuses only apply to Attack Class creatures)
  • Note: The are a few exceptions where certain Upgrades will explicitly mention that the bonus will apply to tamed creatures of other class types or even the potentially Tamer player themself

Attack Class Upgrades


Attack Class Upgrades
Ability Name Ability Description (Tier 1, Tier 2, Tier 3)
Ambush Damage Dealt increased by (10%, 20%, 30%) and Damage Resistance by (5% / 10% / 15%) for 10 seconds after exiting Stealth (including on Backstab)
Damage Dealt increased by (4% / 8% / 12%) if creature does not have Stealth
Cornered Damage Dealt increased by (10%, 20%, 30%) if follower has taken damage from another creature within the last 10 seconds
Damage Dealt increased by (4% / 8% / 12%) if follower has not taken damage from another creature within the last 10 seconds
Feed If creature has a Bleed effect on target, Melee Attacks have a (10% / 20% / 30%) chance to restore 10% of Max Health (up to once every 15 seconds)
Damage Dealt increased by (4%, 8%, 12%) if target cannot inflict Bleed effects
Feral While Frenzied or Enraged, creature's first non-backstab Melee Attack every 15 seconds has its Damage increased by (80% / 160% / 240%)
Damage Dealt increased by (4%, 8%, 12%) if creature does not have either of those abilities
Hunting Party Damage Dealt increased by (10% / 20% / 30%) if creature and Tamer are both within 1 tile of target
Damage Dealt increased by (4% / 8% / 12%) if creature or Tamer are more than 1 tile from target
Immolate Flamestrike and Spellburn abilities now have Damage increased by (50% / 100% / 150%)
Damage Dealt increased by (4% / 8% / 12%) if creature does not have either of those abilities
Lethality Melee Attacks and Spellcasts have a (10% / 20% / 30%) chance to inflict +100% Damage, otherwise will inflict (4% / 8% / 12%) additional Damage
Menagerie Damage Dealt increased by ((2% / 4% / 6%) * Different Types of Followers Controlled By Player)
Healing Amounts increased by ((2% / 4% / 6%) * Different Types of Followers Controlled By Player)
Mutation Reduces cooldown length of Cooldown Abilities by (2 / 4 / 6) seconds
Damage Dealt increased by (4% / 8% / 12%) if creature does not have a Cooldown Ability
Pelt Damage Dealt increased by (8% / 16% / 24%) if target is 4 tiles away or more
Damage Dealt increased by (4% / 8% / 12%) if target is within 3 tiles
Primal Chance to trigger Passive Abilities increased by (33% / 66% / 100%) of normal
Damage Dealt increased by (4% / 8% / 12%) if creature does not have a Passive Ability
Swarm Damage Dealt increased by ((2% / 4% / 6%) * Total Followers Controlled By Player)
Healing Amounts increased by ((2% / 4% / 6%) * Total Followers Controlled By Player)

Utility Class Upgrades


Utility Class Upgrades
Ability Name Ability Description (Tier 1, Tier 2, Tier 3)
Beast Sting If any of your creatures has Poison or Disease active on target, increases Damage of Melee Attacks by (10% / 20% / 30%) if creature can inflict Poison or Disease effects
Damage Dealt increased by (4% / 8% / 12%) if creature cannot inflict Poison or Disease effects
Breaker Melee Attacks and Spellcasts ignore (22% / 44% / 66%) of target's Armor and Magic Resist
Carrion If creature has Disease active on target, Melee Attacks have a (10% / 20% / 30%) chance to restore 12.5% of Max Health (up to once every 15 seconds)
Damage Dealt increased by (4% / 8% / 12%) if creature cannot inflict Disease effects
Contagion Increases the Damage of Disease effects by (33% / 66% / 100%)
Damage Dealt increased by (4% / 8% / 12%) if creature cannot inflict Disease effects
Debilitate If any of your creatures has Poison or Disease active on target, the target will receive a stackable (1% / 2% / 3%) Damage Penalty against the Tamer and their Followers for each Control Slot worth of Utility-class creatures that can inflict Poison or Disease effects
Damage Dealt increased by (4% / 8% / 12%) if creature cannot inflict Poison or Disease effects
Frostbite Damage of Chill Abilities increased by (15% / 30% / 45%) and amount of Chill effect applied increased by (33% / 66% / 100%) of normal
Damage Dealt increased by (4% / 8% / 12%) if creature cannot inflict Chill effects
Metabolism Successful Melee Attacks will restore (0.66% / 1.33% / 2.0%) of Max Health
Damage Dealt increased by (4% / 8% / 12%) if already at Max Health
Opportunity Melee and Spell Damage increased by (20%, 40%, 60%) if creature has applied an Entangle or Hinder effect to the target within last 10 seconds
Damage Dealt increased by (4% / 8% / 12%) if creature cannot inflict Entangle or Hinder effects
Punishment When creature's Pierce or Hex effects expire on a target, will inflict (DamageMax * (0.5 / 1.0 / 1.5)) Damage onto them which ignores Armor
Damage Dealt increased by (4% / 8% / 12%) if creature cannot inflict Pierce or Hex effects
Scour If creature has a Weaken or Cripple effect on target, their Tamer will receive a ((1.5% / 3% / 4.5%) * Control Slots) Damage Bonus (stackable) against the target
Damage Dealt increased by (4% / 8% / 12%) if creature cannot inflict these effects
Swoop The next Melee Attack or Spellcast within 10 seconds after using a Cooldown Ability will have its Damage increased by (33% / 66% / 100%)
Damage Dealt increased by (4% / 8% / 12%) if creature does not have a Cooldown Ability
Toxic If any of your creatures has Poison or Disease active on target, their Tamer will receive a stackable (1% / 2% / 3%) Damage Bonus against the target for each Control Slot worth of Utility-class creatures that can inflict Poison or Disease effects
Damage Dealt increased by (4% / 8% / 12%) if creature cannot inflict Poison or Disease effects

Tank Class Upgrades


Tank Class Upgrades
Ability Name Ability Description (Tier 1, Tier 2, Tier 3)
Adrenaline Creature has a (15% / 30% / 45%) chance on any Damage Taken that would kill it, to instead take 1 Damage and receive 50% Damage Resistance for the next 5 seconds
Aggression Melee Damage increased by (5% / 10% / 15%) for each target within 2 tiles that is Aggroed against them (up to 3 targets)
Damage Dealt increased by (4% / 8% / 12%) if no targets within 2 tiles are Aggroed against them
Behemoth Melee and Spell Damage increased by (10% / 20% / 30%) and Damage Resistance by (2% / 4% / 6%) if creature takes 3 or more Control Slots
Damage Resistance increased by (1.33% / 2.66% / 4%) if creature takes 1 or 2 Control Slots
Critical Care Veterinary Resurrection chances increased by (33% / 66% / 100%) of normal and creature will Resurrect with an additional (10% / 20% / 30%) of Max Health [will not work if PvP Flagged]
Deflection Grants Damage Resistance of ((1.5% / 3% / 4.5%) * Control Slots) to non-Tank Followers and ((0.75% / 1.5% / 2.25%) * Control Slots) to the Tamer if they are within 2 tiles
Guardian ((3% / 6% / 9%) * Control Slots) of Damage Taken by non-Tank Class Followers and ((1.5% / 3% / 4.5%) * Control Slots) of Damage Taken by Tamer within 2 tiles will be redirected amongst Tank Class followers (divided equally) as a direct health loss
Hearty Damage Dealt increased by (10% / 20% / 30%) when above 75% Health
Damage Dealt increased by (4% / 8% / 12%) when below 75% Health
Mending Healing Amounts increased by (12% / 24% / 36%) and Curing chances by (20% / 40% / 60%)

Damage Dealt increased by (4% / 8% / 12%) when at Max Health and not Poisoned

Stalwart Damage Resistance increased by (3% / 6% / 9%) and has a (25% / 50% / 75%) chance to ignore any non-movement Debuff effects (such as Cripple, Pierce, Hex, etc)
Survival Damage Resistance increased by (4% / 8% / 12%)
Tolerance Has a (11% / 22% / 33%) chance to ignore any Bleed, Disease, or Poison tick
Damage Resistance increased by (1.33% / 2.66% / 4.0%) while not under the effect of Bleed, Disease, or Poison
Trample Melee Attacks inflict an additional (DamageMax * (8% / 16% / 24%)) to 2 random targets within 1 tile of defender