Animal Taming

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Summary

The path of an Animal Tamer is a long, oft times frustrating one, but with the ability to control animals and monsters, becoming a Tamer is a lucrative profession if given the time and patience it needs to be raised and mastered.

  • Taming a creature requires both the Animal Taming and Animal Lore skills
  • You must stand within 3 tiles of the creature to begin taming it, and within 6 tiles to continue taming. patch April 2, 2020
  • You will never gain from a creature released after being tamed, by yourself or anyone else
  • You do NOT need to feed pets to keep their loyalty up... they are self sufficient
  • Taming skill gain cannot occur whilst standing within a house, Creatures can be tamed however. Patched June 2019
  • Tamed Creatures who are teleported (via Recall/Gate/Moongate) will default to "Follow" mode
  • Tamed and Summoned followers cannot have their damage reduced by more than 90% for any damage they take (unless specifically for an ability or effect that reduces damage to 1)


Pet Bonding

  • Pets will Bond after reaching level 1
  • Pack animals can NOT be Bonded
  • Pets will Recall/Hike with the owner
  • Bonded pets will turn into ghosts upon death
  • Pets can be resurrected with 80 Veterinary skill, the resurrection spell, or by any NPC Healer
  • Pets will become untamed, unbonded and deleted after 24 hours if they are left out in the world without being given a command from their owner

Abandoned and Released Pets

  • In order for a pet to not "become abandoned" they must have their Tamer approach them within Speech distance at least once every 24 hours
  • If players are in game for 24 hours (i.e. not logging out) and away (more than speech distance) from their pets for a long period of time, we recommend they either use the Stables for them, or return to their pets to "refresh" their abandonment timer
  • When a player releases a tamed creature, they will no longer be Pacified for 60 minutes, and will now instead be Hindered for 60 minutes until retamed by a player
  • Recently released creatures that are Hindered will have a "*released*" text above their head
  • Visit the Prevalia or Corpse Creek Stables or the Prevalia Zoo and speak to the Animal Wrangler to recover abandoned pets



Stables and Control Slots

  • Players can speak with a Stablemaster to view their Stables
  • A ridable pet does not contribute to your Control Slots tally whilst mounted. More info in Mounts
  • Creatures that are stabled will not accrue stable fees after 60 days

More Options

  • Retrieve Lost Followers: Behaves the same as the old mechanic, which is used to pay a fee to retrieve followers that are currently sitting anywhere in the game world and warp the to the player
  • Reset Follower Level Selections: Players may click the "Reset Follower Level Selections" button and target one of their tamed creatures to allow them to redo all Stat/Skill and Trait Selections they have previously made with this creature during previous "level-ups"
    • Players may use this mechanic as often as they with on their Tamed creatures, so long as they are not in combat
  • Reset Follower Name: Players may click the "Reset Follower Name" button and target one of their tamed creature's to reset it's name to the default "untamed" name for that creature
    • For instance, a player could have a Mongbat named "Michael", and this mechanic would reset the creature's name back to "a mongbat"

Pull Followers

  • Players can now use a "Pull Followers" mechanic to retrieve any of their followers within 5 tiles (if they get stuck) once every 5 minutes
  • Players cannot use the Pull Followers mechanic if they have recently been in PvP
  • To activate the Pull Followers mechanic, players can type [pullfollowers or use shift-click themselves and in the context menu select "Followers" (we will be updating this context menu text to "Pull Followers" on our next server patch)


Taming Creatures with Shepherd's Crooks

When players tame creatures they will receive a bonus to Taming Success chance (scalar) equal to the combined PvM bonus from Accuracy and Damage (Tactics as %) of their equipped Shepherd's Crook or the best Shepherd's Crook in their backpack. For example:

  • An Exceedingly Accurate (+20% Accuracy) Shepherd's Crook of Power (+20% Damage) will increase the taming success chance by +40% of normal (i.e. a 50% base success chance becomes 50% * 1.4 = 70% success chance)


Tamed Stats and Skills

  • Tamed Creatures will automatically receive scalar bonuses to Stats and Skills applied at each level.
  • The player do not need to make any selections for stats or skills for tamed creatures when reaching a new level.
  • Followers are either Melee or Spellcasting, the follower's damage stat is labeled either "Melee Damage" or "Spell Damage" in their Animal Lore page to indicate their combat type.
  • A full list of tameables stats and skills can be found via this link
Increment per level Stat Up to a maximum of
+10% Hit Points +100%
+2,5% Attack Speed +25%
+5,0% Wrestling Skill +50%
+2,5 Armor Rating +25
+5,0 Magic Resist +50
+2,5% Poisoning Skill +25%

Tamed Abilities

  • Creatures have specific abilities linked to that creature type.
  • The abilities can be viewed by using Animal Lore on the creature.
  • Abilities can be one of three categories:
    • Innate - innate abilities are always active for that creature.
    • Passive - passive abilities often have a procentual chance to trigger on each hit or on damage taken.
    • Cooldown - cooldown abilities can be triggered once and then only again after the cooldown period.

Tamed Classes

  • All tameable creatures are categorized into one of three classes.
    • Attack class - creatures that focus primarily on dealing Damage.
    • Utility class - creatures that utilize Poison, Disease or apply Debuffing effects onto targets.
    • Tank class - creatures that focus on Survival and maintaining Aggro to keep their tamer and other followers shielded from damage.
  • Players can see which class a creature belongs to under the details page of its Animal Lore menu.


Taming Bestiary

  • 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 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

Taming Notes

Passive Taming Gains

For every 0.1 skill you gain from taming creatures, you bank 0.5 passive taming points, to a maximum of 5 points banked at one time. You use these gains by killing monsters with your pets. You have a chance to get a gain from anything your pets kill, but harder monsters have a higher chance to give you a gain. You can help your pets kill the monster, they just need to do damage. (raised with Patch from June 7, 2022

Direct Taming Gain limits per creature

Each creature contains a maximum pool of available points which can be cumulatively earned as skill gain to the totals shown below:

Skill Points Per Creature
0-50 5.0
50-70 1.0
70-90 0.5
90-119.9 0.2


Tamed and Summoned Creature Specifics

  • Player pets can be pushed through freely for movement by all players
  • Player pets move at 80% speed while attacking a player target
  • Tamed pets will no longer use abilities within 1 second of performing a melee attack against a player. The behavior of special abilities is unchanged when fighting other creatures.
  • When a player dies in a dungeon, their Pack Animals and creatures with the Mule trait will now drop their backpack's contents into the player's corpse (rather than onto the ground) - Patch notes 20191111


The following tweaks were implemented per patch notes Sept 23, 2019

  • Tamed/Summoned follower PvP damage scalar has been increased to 30% (previously was 25%)
  • Tamed/Summoned follower maximum melee hit chance in PvP is now 66%. (previously was 50%) They may get up to 100% chance to hit other creatures
  • Tamed/Summoned followers now have a 60% reduced chance in PvP to trigger abilities against players (previously was 90% reduction) For example, an untamed ember drake has a 25% chance to trigger a flamestrike against any target after a melee attack. A tamed ember drake has a 15% chance to trigger a flamestrike against a creature. A tamed ember drake has a 6% chance to trigger a flamestrike against a player.
  • Tamed/Summoned followers now have a 25% reduced chance in PvP to use a special ability when attacking a player (previously was 40% reduction)
  • Tamed/Summoned follower ability cooldowns in PvP are now only increased by 50% (previously were increased by 100%)


Tamed/Summoned Creatures PvP Damage Caps

Damage Type Description
Melee Capped at inflicting at most 10 Damage Per Control Slot over a 3 second window to individual players in PvP
Range/Spellcasting Capped at inflicting at most 7 Damage Per Control Slot over a 3 second window to individual players in PvP. Capped at 8 tiles distance.


Player Made Guides

Training

Skill Activity
0-50 Train from NPC
50-60 Colossal Frog in New Player Dungeon
60-80 Cave Bear in New Player Dungeon
80-85 Deep Crawler
85-90 Drake
90-95 Husk Crab
95-100 Dragon
100-105 Snowdrift
105-110 Earth Drake
110-115 Sphinx
115-120 Earth Dragon