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How to Play — Taming and Pets

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This guide walks a new player or AI agent through the full life cycle of a tamed pet: finding a creature you can tame, taming it, taking control of it, commanding it in and out of combat, keeping it loyal and alive, and handling its death or transfer. The three skills that make a tamer are Animal Taming (acquiring pets), Animal Lore (controlling and inspecting them), and Veterinary (healing them). For a complete starting build see the Animal Tamer template.

Definitions used on this page:

  • Tamable — a creature the game allows you to attempt to tame. Most wild animals are tamable; most undead, humanoids and elementals are not.
  • MinTameSkill — the minimum Animal Taming value that gives any chance to tame a given creature. Every creature’s value is listed on its bestiary page.
  • Control slot — a unit of “follower capacity.” Each pet costs one or more slots; you can only control as many slots’ worth of pets as your follower cap allows.
  • Loyalty — a hidden 0–100 happiness value (MaxLoyalty = 100, per BaseCreature.cs) that drops over time and rises when you feed the pet. Low loyalty makes a pet disobey and eventually go wild.

Not every creature can be tamed. Tamable beasts are mostly the animals in the bestiary — horses, llamas, bulls, big cats, bears, dragons, and so on — plus some reptiles and birds.

To find a target you can actually handle:

  1. Open the creature’s bestiary page and read its MinTameSkill.
  2. Compare it to your current Animal Taming skill. You need at least that much skill for any chance, and a comfortable margin above it for a reliable chance.
  3. Check its control-slot cost (see Control slots below). A creature that costs more slots than you have free cannot be controlled even if you tame it.

New tamers start on low-MinTameSkill animals (the common farm and forest animals) and work upward as their skill climbs. See Skill gain for how training works in general.

To tame a wild creature:

  1. Make sure the creature is not already someone’s pet and is not in combat with you if you want it peaceful (some tamers tame mid-fight, but it is harder).
  2. Double-click your Animal Taming skill in the skill list (or use a skill macro) to get a target cursor.
  3. Target the creature. Your character begins a taming attempt and may say a calming line. The attempt takes a few seconds.
  4. Watch the result message. Success tames the creature and it becomes yours (its name bar turns to your control). Failure simply means try again — re-target and repeat.

Repeated attempts are normal. A single tame on a tougher creature often takes many tries. Higher Animal Taming and Animal Lore relative to the creature’s MinTameSkill raise your per-attempt chance (the chance formula in BaseCreature.cs rewards skill above the creature’s difficulty). Some powerful creatures can become temporarily enraged while you tame and attack you — be ready to back off or have a way to survive.

Warning: once you start taming a difficult creature, other players can sometimes tame it out from under you. Tame in a safe spot when possible.

Animal Lore does two jobs:

  • It reveals the creature’s stats — hit points, resistances, str/dex/int, damage, and (for tamers shopping for pets) its taming difficulty. To inspect: double-click the Animal Lore skill and target the creature.
  • It improves control. Your effective control over a pet — the chance each command actually obeys — scales with your Animal Taming + Animal Lore. A tamer with high Taming but no Lore will be disobeyed frequently.

Every command you issue runs a control check (CheckControlChance in BaseAI.cs). If the check fails the pet ignores that order — you simply repeat the command. Low loyalty further lowers the control chance, so keep your pet fed.

Pets obey typed speech commands. You say the command out loud (type it in the chat bar) and the pet parses it. There are two forms:

  • “all <command>” — every pet you control that hears you obeys.
  • “<pet name> <command>” — only the named pet obeys (you must include the pet’s exact name).

The following command set is confirmed from Scripts/Mobiles/AI/BaseAI.cs:

CommandWhat it does
all follow me / <name> follow meThe pet follows you, staying at your side as you move.
all follow / <name> followPrompts a target; the pet follows whatever (or whoever) you target.
all come / <name> comeThe pet moves to your current location once.
all stay / <name> stayThe pet holds position and stops following until ordered otherwise.
all stop / <name> stopThe pet cancels its current order and stands down.
all kill / all attack / <name> kill / <name> attackPrompts a target; the pet attacks it (see Combat with pets).
all guard / all guard me / <name> guardThe pet guards you, attacking things that attack you.
<name> patrolThe pet patrols between marked points (advanced; single-pet only).
<name> friendPrompts a target; grants another player limited control of this pet (cannot friend a summoned pet or during a pending trade).
<name> dropThe pet drops what it is carrying (pack animals; not for dead or summoned pets).
<name> releaseReleases the pet — it becomes wild again and is no longer yours. Opens a confirmation for non-summoned pets.
<name> transferPrompts a target player to transfer ownership of the pet to them (not for summoned pets or during a pending trade).

Notes confirmed from source:

  • kill/attack, follow, friend and transfer first ask you to pick a target (BeginPickTarget), so after the command you get a target cursor.
  • Most owner-only orders (guard, release, transfer, drop, patrol, come) work only for the owner; a “friended” player gets a reduced set.
  • Every order is gated by the control check, so a low-skill or unhappy pet may not comply on the first try — just repeat the command.

Bonding ties a pet permanently to you so it is not lost on death and can be resurrected. A bonded pet that dies leaves a corpse and a ghost you can revive rather than vanishing forever.

  • A newly tamed pet is not bonded. It becomes eligible after a bonding period spent in your care: BondingDelay = 7 days (BaseCreature.cs). Keep the pet with you, fed and loyal during that window.
  • A bonded pet that dies and is left abandoned can still be lost: BondingAbandonDelay = 1 day (BaseCreature.cs) — resurrect it before that window expires.

Always bond pets you intend to keep. The difference between a bonded and unbonded pet at the moment of death is the difference between a quick resurrection and a total loss.

Each pet costs a number of control slots (the default is ControlSlots = 1 in BaseCreature.cs; stronger creatures cost more — check the bestiary page). You can only control pets whose slot costs sum to your follower cap. The control check in PlayerMobile.cs confirms a pet is only accepted when Followers + pet.ControlSlots <= FollowersMax.

To stay under your cap:

  • Add up the slot cost of every pet currently following or guarding you.
  • If a new pet would push you over, stable an existing pet first (see Stabling).
  • Pets you stay somewhere still count against your cap until stabled or released.

A pet’s loyalty is its happiness (0–100). It decays over time and falls when the pet is hurt or neglected; it rises when you feed it. An unfed pet grows disloyal, disobeys commands more often, and if loyalty bottoms out it goes wild and is lost.

To feed a pet:

  1. Carry the right food for its diet (carnivores eat meat/fish; herbivores eat grains, fruit and vegetables; see the bestiary page for diet).
  2. Drag the food onto the pet, or in some clients target the pet with the food.
  3. A successful feed raises loyalty (per BaseCreature.cs, a feed nudges loyalty up; a newly tamed/claimed pet starts at the top, “Wonderfully Happy”).

Feed pets regularly — especially before long trips or when you notice commands being ignored.

An Animal Trainer NPC (found in most towns) stores pets safely so they do not count against your follower cap and cannot wander, starve, or be killed.

To stable a pet:

  1. Bring the pet to an Animal Trainer NPC.
  2. Say “stable” (or use the NPC’s context menu).
  3. Target the pet. It is stored. Per AnimalTrainer.cs, the trainer charges 30 gold per pet per real week of stable time.

To get a pet back:

  1. Say “claim” to the trainer (or use the context menu).
  2. The pet is returned to your control — but only if you have enough free control slots; a pet that would exceed your cap stays in the stable (the trainer warns “…remained in the stables because you have too many followers.”).

Stable capacity is limited and scales with your animal skills. Per AnimalTrainer.GetMaxStabled, your maximum stabled pets grows with your combined Animal Taming + Animal Lore + Veterinary (and certain reward bonuses): base capacity of about 2 slots rises to 3, 4, then 5 as that skill sum passes the 160 / 200 / 240 thresholds, with extra slots at very high Taming. (Exact totals depend on shard expansion/reward settings — pending in-game verification.)

Veterinary is the pet-healing skill — it is to pets what Healing is to players. You heal pets with bandages:

  1. Have bandages in your pack.
  2. Double-click a bandage to get a target cursor.
  3. Target your pet. After a short delay your Veterinary skill applies, restoring hit points and curing poison/raising the dead pet depending on skill.

A bandage on a pet completes in roughly 2 seconds (per our Veterinary and Combat Basics pages; the exact delay scales with skill and dexterity). Animal Lore boosts your healing the way Anatomy boosts player healing. Keep bandages stocked before any fight where your pet tanks.

When a pet’s hit points hit zero it dies:

  • A bonded pet leaves a corpse and a ghost. Resurrect it with high Veterinary (bandage the dead pet) or have a healer/NPC resurrect it, then bandage it back to health. Do this before the BondingAbandonDelay (1 day) abandons it.
  • An unbonded pet that dies is gone — another reason to bond every keeper.

After resurrection the pet returns with low health; bandage it back up and feed it to restore loyalty before fighting again.

  • Release (<name> release) makes the pet wild again and removes it from your control — used to free a pet you no longer want or to clear a control slot. Non-summoned pets prompt a confirmation gump.
  • Transfer (<name> transfer) hands ownership to another player you target. You cannot transfer a summoned creature or a pet with a pending trade. Use this to sell or gift tamed pets.

Many tamed creatures — horses, llamas, ostards, beetles, and others — can be ridden. Once tamed and controlled, double-click the mount to ride it; double-click again to dismount. Riding lets you move at mount speed and the creature still obeys commands. Full mount and travel mechanics (mount speed, dismounting in combat, sailing, recall) are covered in Movement & travel.

Pets are a tamer’s main weapon. To fight with a pet:

  1. Make sure the pet is following or guarding you and is fed/loyal (low loyalty = it may refuse the order).
  2. Say all kill (or <name> kill) and target the enemy. The pet engages.
  3. Use all guard me to make pets defend you automatically, or all stop / all stay to pull them off a fight.
  4. Heal the pet with Veterinary bandages while it tanks, and re-issue all kill if it loses its target.

You do not have to fight alongside the pet, but doing so (with your own weapon — see Combat Basics) kills faster. Re-target with all kill whenever you want the pet to switch enemies. Pull pets back with all stop before they chase into danger or aggro extra monsters.