Taming Guide

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Tamer is one of, if not the strongest PvE template on Legends of Ultima.

It's taken straight from Ultima Online, and while it's sometimes riddled by pathing and AI problems, it beats every other skill line easily in PvE performance.

Tamers come in various flavors.

You need 3 skills as core:

You will want one way to heal yourself, be that Healing (with Anatomy) or Magery (good enough standalone). You might want to go full defence now with Parry and weapon skill. Or you choose support with bard skills: Musicianship and Peacemaking for easier taming, Discordance for a strong debuff, Provocation for additional crowd control. If you chose Healing as your self healing ability, you'll already have Healing/Anatomy in your build, which you can use for Archery or a melee skill with Tactics.

Here's what to tame and when (this list is not complete, there's much more out there):

For the custom macro use


Things to know:

- To get this skill up, you'd buy the book first (or start with the skill). Animal Lore is needed at Taming Difficulty level, and it's going up faster than Taming, so get that to GM immediately. Animal Lore also gives a bonus to Veterinary healing amounts.

Animal Lore does not give you a bonus to your Taming success chance, so nothing to worry.

- In many skill ranges, you will have to deal with aggro creatures. The easiest way to shut them down is Peacemaking - that's a solid 30 seconds, or 3 Taming attempts. It also doesn't cost mana or reagents, just one charge of your instrument.

An alternative would be the Paralyze spell, but it requires Eval Int and enough mana regen to be effective enough to be practical (and paralyzed pets will have lower stats in the future, so it may be best to not marry the idea), and you'll have to carry reagents around - putting you at risk of loss when in dangerous areas. It's also more expensive for a newbie to get Magery/EvalInt to the level needed than to go the Music/Peace route.

- It is generally better to do creatures slightly above your skill level, because failures give gains, too, and repeated failures on one mob means less running around.

- Tamed creatures will go wild after you release them. Their Taming requirement will go up, so someone with higher skill could get gains off of them (enabling you to run as a team), but a tamer will not gain off the same creature twice. A good way to deal with that is to have a trained pet to kill them (as long as you tame max 3-control-slot creatures). Peacemaking and a Blade Spirit or Energy Vortex will help when taming things like dragons.

- Your stable slots depend on your combined skill in Animal Taming, Animal Lore and Veterinary - the higher, the more slots.

- There's always a maximum of 5 control slots.

- Pets need to be fed, or their loyalty will go down - once it reaches 0, they will go wild.

- You can bond pets. This will enable you to resurrect them, should they fall in battle - the pet's ghost will follow you around. To do this, start the bonding process by right-clicking the pet and choose the appropriate option.

Bonding takes 10 days to complete, but you can give your pet affection (another right-click option) to shave off 1 day every day, reducing it to a minimum of 5 days.

- Pets can be trained up. Their skills will go up as they use them, just like a player's. However, they don't gain stats.

An exception to this is pets with stats lower than 225 combined Str/Dex/Int. In this case, they will gain stats up to 225 (100 max per individual stat).

- You can sell pets directly via trading them to another player, or by "deeding" them. A cached pet will be a trade-able deed you can sell via player vendor. The option is available at stable masters, for a moderate fee.

Guide by Andi

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