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.


Cross-Class Upgrades

When selecting upgrades for each Class (Attack / Utility / Tank) in the Taming Bestiary, players now can optionally spend up to 5 of their Points on upgrades coming from other classes, which become referred to as [Cross-Class] upgrades selections

  • For example, in a player's Attack Class selections, they could take the "Critical Care" upgrade from the Utility class, which would become a [Cross-Class] upgrade for them
  • [Cross-Class] selections are entirely optional, and will count towards the player's normal "Points Spent" limit of 20 points
  • Normal class upgrades will appear in light green text if unselected and green text if selected
  • [Cross Class] upgrades will appear in grey text if unselected and in orange text if selected


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
  • 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.


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 2 Points respectively (i.e. Tier 3 costs 1 + 2 + 2 = 5 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 Follower Damage increased by (7%, 21%, 35%) and Damage Resistance by (4% / 12% / 20%) for 10 seconds after exiting Stealth (including on Backstab). Follower Damage increased by (5% / 15% / 25%) if follower does not have Stealth
Cornered Follower Damage increased by (7%, 21%, 35%) if follower has taken damage from another creature within the last 10 seconds. Follower Damage increased by (4% / 20% / 25%) if follower has not taken damage from another creature within the last 10 seconds
Feed If follower has a Bleed effect on target, Follower Damage is increased by (5% / 15% / 25%) and Melee Attacks within 2 tiles of target restore (0.5% / 1.5% / 2.5%) of Max Health. Follower Damage increased by (5% / 15% / 25%) if target cannot inflict Bleed effects
Feral While Frenzied or Enraged, follower's first non-backstab Melee Attack every 15 seconds has its Damage increased by (60% / 180% / 300%). Follower Damage increased by (5% / 15% / 25%) if follower does not have either of those abilities
Giant Killer Melee Accuracy increased by (2% / 6% / 10%), with bonus amount doubled against a creature if chance to hit is still below 66% after applying bonus
Heavy Breathing Damage inflicted by Passive and Cooldown abilities that can hit multiple targets increased by (15% / 45% / 75%). Follower Damage increased by (5% / 15% / 25%) if follower does not have a Cooldown ability that can hit multiple targets
Hunting Party Follower Damage increased by (7% / 21% / 35%) if both follower and tamer are both within 2 tiles of target. Follower Damage increased by (4% / 12% / 20%) if either follower or tamer are more than 2 tiles from target
Immolate Flamestrike and Spellburn abilities now have Damage increased by (40% / 120% / 200%). Follower Damage increased by (5% / 15% / 25%) if follower does not have either or those abilities
Lethality Follower Damage have a (6% / 18% / 30%) chance to inflict +100% Damage, otherwise will inflict (4% / 12% / 20%) additional Damage
Menagerie Follower Damage increased by ((1.5% / 4.5% / 7.5%) * Different Types of Followers Controlled By Player). Healing Amounts increased by ((1% / 3% / 5%) * Different Types of Followers Controlled By Player)
Mutation Reduces cooldown length of Cooldown Abilities by (1.5 / 4.5 / 7.5) seconds. Follower Damage increased by (5% / 15% / 25%) if follower does not have a Cooldown Ability
Pelt Follower Damage increased by (7% / 21% / 35%) if target is 4 tiles away or more. Follower Damage increased by (4% / 12% / 20%) if target is within 3 tiles
Primal Chance to trigger Passive Abilities increased by (20% / 60% / 100%) of normal. Follower Damage increased by (5% / 15% / 25%) if follower does not have a Passive Ability
Swarm Follower Damage increased by ((1.5% / 4.5% / 7.5%) * Total Followers Controlled By Player). Healing Amounts increased by ((1% / 3% / 5%) * Total Followers Controlled By Player)

Utility Class Upgrades


Utility Class Upgrades
Ability Name Ability Description (Tier 1, Tier 2, Tier 3)
Beast Sting If follower has a Poison effect on target, increases Follower Damage by (8% / 24% / 40%). Follower Damage increased by (5% / 15% / 25%) if follower cannot inflict Poison
Breaker Melee Attacks will ignore (5 / 15 / 25) Armor Rating of target and Spellcasts ignore (10 / 30 / 50) Magic Resist of target
Carrion If follower has a Disease effect on target, Follower Damage is increased by (4% / 12% / 20%) and Melee Attacks within 2 tiles of target restore (1% / 3% / 5%) of Max Health. Follower Damage increased by (5%, 15%, 25%) if follower cannot inflict Disease effects
Contagion Increases the Damage of Disease effects by (25% / 75% / 125%). Follower Damage increased by (4% / 12% / 20%) if follower cannot inflict Disease effects
Debilitate Poison effects created by follower have a (1% / 3% / 5%) chance on tick resolution to Hinder target for 3 seconds. Follower Damage increased by (4% / 12% / 20%) if follower cannot inflict Poison
Deep Lungs Passive and Cooldown abilities that hit multiple targets have a (20% / 60% / 100%) chance to increase the number of targets hit by 50% (rounded up). Follower Damage increased by (5% / 15% / 25%) if follower does not have a Cooldown Ability that can hit multiple targets
Dominance Melee Accuracy increased by (3% / 9% / 15%). Bonus against targets reduced to 0% after follower lands 5 hits against them (will reset against target after 15 seconds)
Frostbite Damage of Chill Abilities increased by (10% / 30% / 50%) and amount of Chill effect applied increased by (20% / 60% / 100%) of normal. Follower Damage increased by (5% / 15% / 25%) if follower cannot inflict Chill effects
Metabolism Successful Melee Attacks will restore (0.5% / 1.5% / 2.5%) of Max Health. Follower Damage increased by (4% / 12% / 20%) if already at Max Health
Opportunity Follower Damage increased by (20%, 60%, 100%) if follower has applied an Entangle or Hinder effect to the target within last 10 seconds. Follower Damage increased by (5% / 15% / 25%) if follower cannot inflict Entangle or Hinder effects with abilities
Punishment When follower's Pierce or Hex effects expire on a target, will inflict (DamageMax * (0.5 / 1.5 / 2.5)) Damage onto them. Follower Damage increased by (5% / 15% / 25%) if follower cannot inflict Pierce or Hex effects
Scour When applying Weaken, Cripple, Pierce, or Hex effects the amount of the effect is increased by (20% / 60% / 100%) of normal. Follower Damage increased by (5% / 15% / 25%) if follower cannot inflict any of these effects
Swoop The next Melee Attack or Spellcast within 10 seconds after using a Cooldown Ability will have its Damage increased by (20% / 60% / 100%). Follower Damage increased by (5% / 15% / 25%) if follower does not have a Cooldown Ability
Toxic When applying a Poison or Disease effect, has a (20% / 60% / 100%) chance to immediately resolve 2 ticks. Follower Damage increased by (5%, 15%, 25%) if follower cannot inflict Poison or Disease effects

Tank Class Upgrades


Tank Class Upgrades
Ability Name Ability Description (Tier 1, Tier 2, Tier 3)
Adrenaline For 15 seconds after being resurrected, Follower Damage increased by (10% / 30% / 50%) and Damage Resistance increased by (4% / 12% / 20%). Follower Damage is increased by (4% / 12% / 20%) and Damage Resistance is increased by (1% / 3% / 5%) if follower has not recently been resurrected
Aggression For each different enemy that has damaged follower within the last 10 seconds (up to 3 enemies), Melee and Spell Damage is increased by (3% / 9% / 15%) and Damage Resistance is increased by (1% / 3% / 5%). Follower Damage is increased by (4% / 12% / 20%) if no enemies have damaged follower within the last 10 seconds
Alpha Melee Accuracy increased by (2% / 6% / 10%) with bonus amount doubled against targets aggroed onto follower
Behemoth Follower Damage increased by (8% / 24% / 40%) and Damage Resistance by (1.5% / 4.5% / 7.5%) if follower takes 3 or more Control Slots. Follower Damage is increased by (3% / 9% / 15%) and Damage Resistance is increased by (1% / 3% / 5%) if follower takes 1 or 2 Control Slots
Bully If follower has any Cooldown abilities that can hit multiple targets, using a Cooldown ability will increase Damage Resistance by (6% / 18% / 30%) for (Cooldown Duration * 33%). Damage Resistance increased by (2% / 6% / 10%) if follower does not have a Cooldown ability that can hit multiple targets
Critical Care Resurrection chances increased by (20% / 60% / 100%) of normal and follower will Resurrect with an additional (7% / 21% / 35%) of Max Health [will not work if PvP Flagged]
Deflection Damage Resistance is increased by (4% / 12% / 20%) against environmental damage or enemies that are not aggroed onto follower. Damage Resistance is increased by (2% / 6% / 10%) against enemies aggroed onto follower
Guardians Damage Resistance increased by (4% / 12% / 20%) if tamer controls 2 or more Tank class followers (must be alive and controllable). Damage Resistance increased by (2% / 6% / 10%) if tamer controls less than 2 Tank class followers
Hearty Follower Damage increased by (7% / 21% / 35%) when above 75% Health. Follower Damage increased by (4% / 12% / 20%) when below 75% Health
Mending Healing Amounts increased by (7% / 21% / 35%) and Curing chances by (15% / 45% / 75%) of normal. Follower Damage increased by (4% / 12% / 20%) when at Max Health and not Poisoned
Stalwart Damage Resistance increased by (2% / 6% / 10%) and has a (15% / 75% / 75%) chance to ignore any non-movement Debuff effects (such as Cripple, Pierce, Hex, etc)
Survival Damage Resistance increased by (3% / 9% / 15%)
Tolerance Has a (8% / 24% / 40%) chance to ignore any Bleed, Disease, or Poison tick. Damage Resistance increased by (1% / 3% / 5%) while not under the effect of Bleed, Disease, or Poison
Trample Melee Attacks within 2 tiles of target inflict an additional (DamageMax * (6% / 18% / 30%)) to 2 additional targets within 2 tiles of target. Spell Damage increased by (5% / 15% / 25%)