Part One - Understanding how Taming gains work
(If you just want the "bare bones guide" to what to tame at what
skill, skip to "Part Two")
The implementation of the Guaranteed Gain System (GGS) has eliminated skill
gains from failed attempts, so it is important to understand that you need to
tame animals that are challenging enough to tame and faciliate a skill gain but
don't let you fail too often.
The most critical change in taming skill gain probably are the control
slots. With the implementation of publish 16 you will only be able to tame and
command as many creatures as you have control slots for, so people will
have to release their tames in order to tame more. All those players who
were too lazy to release their tames in the past will now be forced to learn a
lesson or slow down their own skill advancement drastically.
In order to optimize your chances for skill gains you will have to focus on
taming creatures that won't let you fail too often but are still challenging
enough to tame. The "sweet spot" for gains is at the point where you
have a chance of about 50% of successfully taming a creature, which is about 25
points below your current skill level. You can gain from slightly harder and
easier creatures as well, but the more often you fail the more time you waste,
and creatures that are too easy require a lot of volume for decent gains. Most
people find they get the best gains if they tame a variety of creatures while
staying within the range of 40-60% of success chance.
Use the Taming and Control Calculator to determine what you should be taming
at your level.
Part Two - The "bare bones" guide to raising Taming
(If you want to understand why the method below works, read "Part
One")
The main key to great taming gains is quantity, so do not, I repeat do
not bother with wandering around different areas taming, renaming and
releasing animals - you will only be slowing yourself down. If you have no
intention forgetting about that old routine, don't even bother reading on,
since it won't help you.
Tame, release and kill, so you will have a steady supply of fresh spawned
creatures with a known taming difficulty without wasting time on finding
the next animal to tame. You can tame one creature and kill the previously
tamed one at the same time, so by the time you are done with both, a new one
will have spawned close by. With this method you will easily be able to tame at
least twice as many creatures as someone who just roams around doing the old,
ineffective tame-rename-release routine. Twice as many tames means twice as
many successful skill checks, which also means more chances to gain!
Buy your skill from an NPC up to the 30s, or start a new character with 50
taming. Alternatively make use of any taming increase jewelry you may have. The
numbers below refer to your skill level regardless if you are wearing
jewelry or not, the game doesn't care if you have for example 60
"real" skill or reach that level by putting on jewelry - your success
chance is the same, and that is what counts for taming gains.
I have only listed animals that spawn in plentiful numbers and their
spawn locations, since you want the fast and simple version. For any more
in-depth explanations, go back and read "Part One".
Current Skill Level |
Creature to tame |
Convenient spawn locations |
0-30 |
dog, gorilla, rabbit, jack
rabbit, weak mongbat, skittering hopper, all small birds, cat, chicken,
mountain goat, rat & sewer rat |
Most towns, Jhelom bull pen,
Delucia |
30-42 |
cow, goat, pig, sheep |
Moonglow, Jhelom bull pen,
Delucia, Yew sheep pens |
42-60 |
hind, timber wolf |
Delucia area, plains north of the
City of the Dead in T2A, "Healer's Grove" NW of Lakeshire in
Ilshenar, Barrier Isle in Trinsic |
60-85 |
polar bear, walrus
* optional: in the mid/high 60s you can start adding brown bears
* optional: in the mid/high 70s you can start adding panthers and
snow leopards |
Ice Island, Arctic Areas of
T2A
* optional: Moonglow, Damwin Thicket in T2A
* optional: Temple Island (passage to T2A) & Trinsic Jungle, Ice
Island |
85 to 105ish
(works to 109) |
great harts
and
grizzlies
* optional: at 90 you can start adding white wolves
* optional: in the mid/high 90s you can start adding bulls |
Delucia area, plains north of the
City of the Dead in T2A, "Healer's Grove" NW of Lakeshire in
Ilshenar, Barrier Isle in Trinsic
Unicorn spawn area by the Spirituality Moongate, Damwin Thicket
* optional: Ice Island, Arctic Areas of T2A
* optional: Jhelom bull pen, Delucia |
105ish to 120 |
Your best bet are
ridgebacks, but even fresh bulls in sufficient quantity will take
you there.
* optional: giant toads and dire wolves are a nice,
plentiful, rarely camped alternative. |
Savage territory near
Blackthorn's Castle in Ilshenar, pen in the far corner of the Savage
village
* optional: toads at Hopper's Bog, dire wolves near "Healer's
Grove" NW of Lakeshire in Ilshenar or at the Savage territorry with the
ridgebacks. |
Happy Taming!
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