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Animal Details: Special Traits
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Angering cycle |
(Tamable: dragon, nightmare, swamp dragon, white wyrm, fire steed)
The creatures mentioned above have an additional difficulty level tied into their taming requirement: as soon as you attempt to tame them, you will receive the message "you seem to anger the beast", and they (even the otherwise non-aggressive swamp dragon) will start to attack. Target peace does not help, each time the peaced creature is angered, it will still attack, but stop as soon as you manage to start taming. Finally starting a taming attempt does not automatically guarantee success, the chance of successfully taming the creature is still calculated by checking your taming skill against the creature's difficulty. To determine your success chance, please refer to the Taming and Control calculator linked above. The frequency with which this message occurs is completely random and not skill related, and it does not decrease as your taming skill goes up.
It is possible but rare to be able to start a taming attempt without getting an angering message, just like it is possible to go through 30 angering messages before finally getting an attempt in. Your chance of actually being able to attempt taming the creature is about 1 in 20.
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Fire breath |
(Tamable: small hellcat, large hellcat and leader
variety, hellhound and leader variety, lava lizard, drake, dragon, nightmare
and fire steed)
Some creatures have the ability to breathe fire. This fire breath can not be
countered by magical means, neither magic resist nor spell reflection. Dragon
scale armor (made from red dragon scales) however does offer some protection
against fire breath if you are wearing a full suit. On the other hand, you will
be a lot more vulnerable to poison while wearing such armor. The power of the
breath weapon is directly linked to a creature's hitpoints (5% of the creatures
remaining hitpoints) - the lower on life it is, the less damage it does. This
is one of the reasons why many people choose to beat down a dragon's health
before taming it.
Fire breathers are of an especially aggressive nature and even tame ones
will often attack hostile creatures where pets without breath attack will wait
patiently until ordered to attack, unless their opponent targets them first of
course. A firebreather's preferred targets are poisonous creatures, which they
will attack before anything else, so it is always a wise decision to pay
special attention to your pet's health bar if you are in an environment with
high-level poisonous creatures (best example: the higher levels of the arachnid
champion spawn in Felucca and Ilshenar). A second trait of their aggressive
nature is their "target switching" behavior when wild. They may be
engaged in combat with another opponent, but every time the game screen is
refreshed (by various actions: casting a spell, mounting/dismounting,
resurrecting a player etc.) or you move within a certain radius of the
firebreather, it will redirect its attack.
Upon being tamed, firebreathers lose their "target switching"
behavior, but will still be aggressive towards poisonous creatures. This does
not include poisonous pets though - a bug that caused tame firebreathers to
attack tame poisonous creatures thus possibly getting them guard killed was
fixed over two years ago.
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Good alignment |
(Tamable: kirin and unicorn)
There are some creatures in the game that are not aggressive to creatures
with a positive karma status, but will attack anything with negative karma on
sight. Pets inherit the karma level of their owner, so depending on your status
you and your pet(s) may or may not be attacked by creatures of good alignment.
With two exceptions (centaur and serpentine dragon), these creatures
highlight blue unless they attack or are attacked. Serpentine dragons, while of
good alignment, still have the nature of firebreathers and will attack even
positive karma players. If players retaliate and kill the serpentine dragon,
they will lose karma depending on their karma level.
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Spellcasting ability |
(Tamable: imp, unicorn, kirin, nightmare, dragon, white wyrm)
Unlike players, creatures with magical abilities are not limited by skill
level in what spells they can cast but only by their available mana pool - a
nightmare with magery in the 40s will flamestrike just as well as a white wyrm
that has grandmastered this skill, but the spell cast by the wyrm has a higher
damage potential. These differences can be overcome by training your pet's
magery skill.
Another difference between the game AI and player spellcasting ability is
that NPCs do not "fizzle" spells and can still cast while paralyzed.
They will also try to break paralyzation by casting on themselves.
Magical creatures can not cast all the spells "in the book". They
are restricted by a hard coded list, so for example no matter how well trained
your dragon is, he will never be able to resurrect you.
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Ridable |
(Tamable: horse, ridable llama, forest- desert- and frenzied ostard,
ridgeback, swamp dragon, unicorn, kirin, nightmare, fire steed, giant beetle)
There is a wide variety of mounts available for all players, and in regards
to their properties as mounts they all follow the same rules.
- Neither of them moves faster than any other while mounted, so the belief
of some people that you arefaster riding a llama than riding a horse is just a
superstition.
- All of them lose stamina at the same rate and need to be fed or to rest for
a while to restore it. Stamina is restored by feeding your mount a stack of
food as opposed to only one piece which is enough to restore loyalty to the
maximum level. (For more details see Pet Handling > Diet & Preferred
Food)
- Ridable pets can be mounted while engaged in combat. Attempting to do so
performs a command check with a 25% penalty which has to be successful in order
to allow you to mount, although, it will not reduce loyalty if you fail. This
means anyone has a 75% chance of mounting a horse (no control requirements),
but someone with 70% control over their nightmare only has a 45% chance. The
alternative is to use the "stop" command (which also requires a
successful skill check but has no penalty) and mount instead of double-clicking
repeatedly.
- A mount that is not commanded needs to be fed every so often to keep it
from going wild. If you don't have the animal lore skill, it is a good practice
to feed your pet about every 5 hours.
- The different types of mounts spawn with different stamina levels, but all
of them can be trained up to a maximum of 125. (For more details see Pet
Handling > Training)
- You don't have to stable a ridable pet when you log out. You can log out
while mounted, the pet will log out with you.
Mounts are grouped into four classes:
- No ownership requirements (horse, ridable llama, forest ostard, desert
ostard, giant beetle)
These do not have a control requirement and can be commanded and bonded by
anyone regardless of their taming and animal lore skills. Their minimum taming
requirement is 29.1, horses can also be bought from any stablemaster.
- Minimal ownership requirements (ridgeback, swamp dragon)
Ridgebacks and swamp dragons have a fairly high minimum taming requirement
(83.1 and 93.9 respectively), but can be transferred to and owned as well as
bonded by anyone regardless of skill. There is no real "ownership
requirement", but you will have to obtain one of these mounts from a tamer
skilled enough to tame them.
- Specific ownership requirements (war horse, kirin, unicorn)
War horses can only be mounted by members of their respective factions with a
status of at least tier 2, but do not require a skill requirement to own and
command. Only females can tame and mount unicorns and only males can tame and
mount kirins, but both genders can have either creature transferred to them and
can command them.Unicorns and kirins have a minimum taming and bonding
requirement of 95.1 and follow normal ownership and orneriness rules of
high-level pets in addition to the gender specific requirements.
- Skill level ownership requirements (frenzied ostard, nightmare, fire
steed)
These creaturs can only be controlled by and transferred to players with
sufficient skill levels in animal taming and animal lore. They follow normal
ownership and orneriness rules of high-level pets and require their owner to
have the respective minimum taming skill to bond.
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Pack animal |
(Bought from NPC: pack horse, pack llama. Tamable: giant beetle, 29.1
min. req.)
Pack animals have the ability to carry loads of up to 1600 stones and come
in two varieties: pack horses and pack llamas. They can not be found in the
wild but must be purchased from an NPC animal trainer or rancher.
Regular riding horses and llamas can not be turned into pack animals and
pack animals can not be ridden, but it is a popular scam to rename "a pack
horse" to "a ridable packhorse". Like any other low-level
mounts, they do not have a skill requirement for commanding, ownership or
bonding. In Trammel and Ilshenar only owners and people who are friended to the
animal can access its packs, but in Felucca it is possible to steal from any
pack animal, so be careful.
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Pack Instinct |
(Currently known types: arachnid, bear, bull, canine, demon, equine,
feline, ostard)
Pack Instinct is a new feature introduced with publish 16. It adds a damage
bonus to each creature of the same pack instinct type under your control. 2
pets get a bonus of 25%, 3 get 50%, 4 get 75% and 5 get 100%.You can add any
type of creature of the same pack instinct to your pack in order to get a
bonus, just be aware that they might require differing numbers of control
slots. A canine pack for example could include one hell hound, one dire wolf,
one white wolf, one grey wolf and one timber wolf. If you wanted a hell hound
leader in the pack, you would only have 3 more open control slots though, since
the leader takes up two.
Pack Instinct |
Creatures (required control slots) |
Arachnid |
giant spider (1), giant scorpion (1), frost spider (1)
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Bear |
black bear (1), brown bear (1), polar bear (1), grizzly
bear (1) |
Bull |
bull (1) |
Canine |
dog (1), timber wolf (1), grey wolf (1), white wolf (1),
dire wolf (1), hellhound (1) & leader variety (2) |
Demon |
imp (2), fire steed (2) |
Equine |
fire steed (2) |
Feline |
cat (1), cougar (1), panther (1), snow leopard (1), small
hellcat (1), large hellcat (1)& leader variety (1) |
Ostard |
desert ostard (1), forest ostard (1), frenzied ostard (1)
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Poison |
(Tamable: slime, snake, giant spider, giant scorpion, giant ice worm)
Some tamable creatures have a natural ability to poison. How frequently they
poison an opponent in combat is directly tied to their posioning skill level,
which improves through training along with the melee skills. Once they reach a
skill level of 99.0 they have a chance to inject poison of one level above
their normal ability, the chance to poison an opponent also receives an
additional boost at 100.0.
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Subjugation required |
The giant beetle and giant ice worm represent their own class of
tamable creatures with a special requirement: "You must subdue the
creature before you can tame it!" Once their hitpoints have been
dropped sufficiently, you will get a message telling you that "The
creature has been beaten into subjugation." and you can now proceed to
tame.
If their health regenerates past the point of subjugation, you will have to
repeat the process, but be careful not to kill the creature!
All creatures that require subjugation suffer an additional permanent loss
of 50% to all stats and skills as well as the normal skill loss after they have
been tamed. Please note that stats can only be trained up to 125, so your pet
will not be able to reach it's original stat level again.
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Unicorn & Kirin |
Unicorn and kirin are not only of good alignment, have spellcasting
ability and can be used as mounts, they each have one special trait that sets
them apart from all other creatures:
The unicorn is immune to all poison and thus a valuable asset in
battling any poisonous monsters. Also, if their rider becomes poisoned and
falls below 40 hit points, they will cure her (only while mounted, and only
once in a one-hour period). This cure is always successful, regardless of the
level of poison.
The kirin calls down the force of nature on any creature or player
that brings its rider below 30 hit points. This wrath is in the form of a
35-100 damage lightning bolt and cannot be resisted. (This is also limited to
occur only once in a one-hour period.)
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