There are so many possibilities for useful Tamer templates that only the
most popular ones for fully developed Tamers are listed here, but you can add
taming and animal lore to your Mage if you like, to your Fisherman, Blacksmith
or to your Treasure Hunter. Maybe you will get your own idea for a template you
like by reading the following suggestions, or maybe one of them suits your
needs perfectly!
In the paragraphs below you will find information and suggestions on the
three basic "branches" of Tamer templates. I have made an effort to
keep them as generalized as possible, and you may want to adjust stat and skill
levels up or down as you see fit. They are by no means to be seen as the only
way to play a Tamer but should only serve as a general guidesline to make
choices easier for you.
The Mage-Tamer |
The Mage-Tamer is probably the most popular template.
Its main advantage is that you can be effective with and without a pet, which
is not always the case for other skill sets.
- Stats
The Mage-Tamer will obviously want strength and intelligence as high as
possible for the best chance of survival and spellcasting/mana regeneration,
while dexterity is negligible.
- Magery
This is obviously the essential skill for a Mage. Not only your spellcasting
ability is skill based, but also the effectivity of all the skills you cast:
not only will the GM Mage have a better chance at successfully casting a
flamestrike than a lower level Mage for example, but his will also do more
damage.
Additional information.
- Evaluating Intelligence (Eval Int)
This skill basically adds a damage bonus to all offensive spells. The game
checks a player's (or creature's) eval int skill against the magic resist of
the target and applies a bonus depending on both skill levels. The chance to
resist the spell is checked after this calculation. Side note: contrary
to a common misconception, eval int does not help your resist and also does not
give a bonus on non-offensive spells!
Additional information.
- Resisting Spells
Pretty self explanatory. This skill helps you resist spell damage depending on
your skill level compared to your opponent's eval int skill.
Additional information.
- Wrestling
Wrestling decreases the chance of a Mage getting hit (and thus interrupting his
attempt to cast a spell) while engaged in combat. For example a Mage with 0
wrestling skill will get interrupted every single time a creature with higher
wrestling or weapon skill hits him, even if the opponent does next to no
damage. This is especially dangerous in Felucca, where you can not simply push
through a crowd of monsters or peopel at any given time.
Additional information.
With room for all 3 magery related skills (magery, meditation, eval int) you
have the full potential of the Mage combined with the full potential of the
Tamer (taming, animal lore, veterinary) and enough skill points left over to
either take up wrestling or resist or specialize in some of your
skills by using power scrolls.
The drawbacks of this template include poor defensive capabilities if you
choose to leave out wrestling and resist. Especially wrestling is absolutely
necessary if you want to adventure in Felucca at any point, since there you can
not just push through all the monsters and players like in Trammel. Depending
on your playstyle and understanding of the game mechanics you might do okay,
but I wouldn't recommend it personally.
If you absolutely need to save skill points in order to specialize, I would
recommend cutting down on eval int and meditation before considering anything
else. With the new control requirements it is not feasible to have less than
100.0 animal lore anymore if you want to control high-end pets reliably, and
unless you plan on relying on expendable pets you will need at least a minimum
of 80.0 veterinary in order to be able to resurrect them.
The Mage-Tamer
(PvM oriented) |
100 str / 100 int / 25 dex
100 Animal Taming
100 Animal Lore
100 Veterinary
100 Magery
100 Eval. Intelligence
100 Meditation
100 Wrestling or Resisting Spells
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The Mage-Tamer
(PvP oriented) |
100 str / 100 int / 25 dex
100 Animal Taming
100 Animal Lore
100 Magery
100 Eval. Intelligence
100 Meditation
100 Wrestling
100 Resisting Spells
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Specialization
recommendations |
90-100 str / 50-110 int / 20-80 dex
100-120 Animal Taming
100-120 Animal Lore
80-120 Veterinary
90-100 Magery
80-100 Meditation
100 Wrestling
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The Bard-Tamer |
Depending on which template you choose for your bardic
Tamer, you can be quite effective without pets as well or truly specialize in
optimized pet training and combat. Here is a short description of the music
related skills and their benefits:
- Stats
The Bard-Tamer can make a choice between keeping magery (and possibly
meditation) as effective as possible with high intelligence or may cut down on
intelligence in favor of dexterity for shorter bandage timers with veterinary.
- Musicianship
An absolute must-have in order to be an effective Bard, anything less
than 100.0 in this skill is a waste of time, since below that level it is
possible to fail the first of the two required skill checks.
Additional Information.
- Discordance
With publish 16 the enticement skill was converted to discordance. The effect
of this skill is that the targeted creature will lose a percentage of its stats
and skills, depending on the Bard's proficiency. This skill is difficulty based
depending on the barding difficulty of the monster.
Additional Information..
- Peacemaking
Can be used in two different modes, area-based and target-based. The area-based
effect is activated by targeting yourself and still works much like before
publish 16. The radius of effectivity is based on your peacemaking skill. The
target-based mode allows you to target a single creature and "calm"
it - which results in a monster you can tame without being attacked
(only if it does not use the angering cycle) or kill with only a small
chance of it fighting back. This mode is difficulty based depending on the
barding difficulty of the monster. More detailed information can be found
Additional Information.
- Provocation
Allows you to provoke creatures to attack each other. Since the publish 16
changes to the bardic profession this skill is not only difficulty based but
also a number of other restrictions and special rules apply.
Additional Information.
It is pretty obvious that you will not be able to combine the full power of
a Bard with the full potential of a Tamer - there are just not enough skill
points available on a single character. If the bardic skills are most important
to you, I suggest you choose a Bard-Mage over a Bard-Tamer. Still you have two
choices: either focus on the bardic aspect and only take up magery, taming and
animal lore or pick one bardic skill (discordance, peacemaking or provocation)
plus musicianship in addition to a full Tamer template with taming, animal lore
and veterinary. This leaves you enough skill points for magery and meditation
to keep yourself alive.
From my personal experience, peacemaking is definitely the best
complementary skill in a Tamer template, magery aside of course. You can break
up and redirect fights on a whim and always have a chance of making a quick
escape, saving your pet and yourself from certain death. You can venture into
areas other players will have trouble navigating, and last but not least, with
high peacemaking skill the target-based option will help you to defeat
difficult opponents with only one medium to high level pet. Peacemaking can be
used for defensive purposes as well as for offense, while provocation and
discordance lack this potential and thus are somewhat one-sided as support
skills.
The only drawback to the Peace Tamer template is that it is not very
effective in situations where you don't have a pet with you. But after all
you're a tamer, no?
If you want to specialize your Bard-Tamer, the suggested skills to save
points in are meditation and magery, veterinary would be the last choice. I
would definitely not recommend giving up points in animal lore or any bard
skill if you want an effective character. Keep in mind that you will not be
able to resurect your bonded pets if your veterinary skill is below 80.0.
The Bard-Tamer
(Bard oriented) |
100 str / 100 int / 25 dex
100 Animal Taming
100 Animal Lore
100 Magery
100 Musicianship
100 Peacemaking or Veterinary
100 Discordance
100 Provocation
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The Bard-Tamer
(Tamer oriented) |
100 str / 100 int / 25 dex
100 Animal Taming
100 Animal Lore
100 Veterinary
100 Magery
100 Meditation
100 Musicianship
100 secondary Bard skill*
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Specialization
recommendations |
90-100 str / 50-110 int / 20-80 dex
100-115 secondary Bard skill*
100-110 Animal Taming
100-110 Animal Lore
80-120 Veterinary
80-100 Magery
40-100 Meditation
100 Musicianship
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*either Peacemaking or Discordance or Provocation |
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The Warrior-Tamer, or Ranger |
This is definitely a choice template for people who are
looking more for having fun than being highly effective. The lack of magery is
possibly the main reason why only very few people enjoy playing a Tamer with
weapon skills. The possibility of recalling with bonded pets along with the use
of charged runebooks has taken the sting out of a "magery free"
template quite a bit. With no base magery skill recall is not reliable for
emergency situations, but you can still use it to get around.
- Stats
The Warrior-Tamer needs high strength and dexterity for maximum weapon
proficiency and chance of survival, intelligence is negligible, especially if
the template does not include magery. In this case you might even want to drop
intelligence to 10.
- AnatomyThis skill is required as a secondary skill for healing in
order to cure poison and resurrect, but it also adds a damage bonus of up to
30% at 100.0 to your weapon's damage potential.
Additional Information.
- Healing
Absolutely required to keep yourself alive. You can't really play a character
that uses a weapon skill effectively if you want to rely on healing through
magery since you have to unequip your weapon to cast a spell.
Additional Information.
- Weapon skill of choice
The core complementary skill for this template, your defense and damage
potential when adventuring without a pet. Which weapon skill you choose is
completely up to you and depends if you prefer a ranged attack or close combat.
Archery is the traditional skill for the Ranger, but
mace fighting also fits nicely - it supports staves, and a
quarter staff just looks very "in character" on a tamer. Of course
fencing and
swordsmanship are also possible.
- Tactics
The sole purpose of the tactics skill is functioning as a damage modifier,
increasing the damage you can inflict with your weapon. Without any tactics
skill, you will only be doing 50% of the base damage possible (without added
anatomy bonus).
Additional Information.
The variety of required skills to keep yourself and your pets alive as well
as those needed to effectively wield a weapon are quite a challenge to squeeze
into 700 skill points and make specialization nearly impossible. Nevertheless,
if you decide to go with this template, I assure you that you will have a lot
of fun. High dexterity means an extremely short bandage timer (about 3 seconds
per bandage at 100 dex) for your veterinary healing and will allow you to take
on high-end monsters just as well as a Mage-Tamer or Bard-Tamer.
The drawbacks include a longer bandage timer for healing yourself (about 10
seconds at 100 dex), which you can efficiently support with greater heal and
cure potions, the fact that you can only apply a bandage to either yourself,
another person or a pet at one time, the inability to use gate travel, having
to rely on charged runebooks to recall and a very high maintenance requirement
for all your weapons, armor and arrows/bolts if you choose archery.
The Warrior-Tamer
or Ranger |
100-115 str / 10-25 int / 100-115 dex
100 Animal Taming
100 Animal Lore
100 Veterinary
100 Weapon skill of choice
100 Tactics
100 Healing
100 Anatomy
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The Warrior-Tamer,
Hybrid suggestion |
100 str / 40 int / 85 dex
100 Animal Taming
90 Animal Lore
80 Veterinary
100 Weapon skill of choice
100 Tactics
80 Healing
80 Anatomy
70 Magery (gate travel with scrolls, some magery for support)
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The hybrid suggestion for the warrior tamer is also an excellent way to
start out and gradually "wean" yourself from the use of magery as a
supportive skill as you learn to play without it. As long as you are raising
your taming skill you might want to consider to keep some magery so you have an
easier time of travelling between taming areas.
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