Animal Tamer
A companion who fights at your side, carries your load and lets you ride on its back. Taming takes patience: finding the animal, taming it, feeding it and not losing it are each a job of their own.
Three skills work together
| Skill | What it does |
|---|---|
| Animal Taming | Binds a wild animal to you. The higher the animal's threshold, the harder it is. |
| Animal Lore | Shows the animal's strength, loyalty and bond status. Without it you go in blind. |
| Veterinary | You heal and resurrect your animal. It needs bandages. |
Their total decides how many animals you can keep in the stable — see below.
Where to start: the "First Companion" lessons
If you have never trained an animal, left-click a stablemaster → Ask for a Quest. They give you a chain of three lessons of their own; this chain is not a branch of the Traveler's Road, and you can take it whichever road you chose. If Ask for a Quest is grayed out in the menu, the stablemaster has no lesson for you right now; it says Quest Status to see your running lesson and Turn In Quest to hand in a finished one.
| Lesson | What you do |
|---|---|
| Patience, Not the Whip | Buy a piece of raw meat from a butcher; tame a dog wandering the town; drag the meat onto it to feed it. This feeding starts the bonding clock. Reward: a horse — whatever profession you chose, this lesson gives you an animal you can ride. |
| The Stable Door | Put your animal in the stable (30 gold). Go to the countryside west of Britain and tame a goat, sheep, pig or cow there (threshold 11.1 — buy skill from the stablemaster if needed). |
| The Zoologist's Ledger | Left-click the stablemaster → Zoologist's Order. This first order is easy: it asks for an animal living in a harmless place around Britain that needs no weakening; the window says where it is found. Accept, then tame the animal anew and deliver it. |
⚠️ Do not burn your money when buying skill. First left-click the stablemaster → choose Train Animal Taming, then drag the gold onto them as a single stack. If you drop gold without choosing the skill, it counts as a "donation": the money is gone and no skill comes. Likewise, if you split the payment as 150+150, the second stack is lost too. The whole stack you drop is taken; change is not given back.
The horse (the first lesson's reward): it comes to you and you can ride it. It comes unbonded: bonding with it is your job; feed it as the lesson taught, and seven days later the second feeding bonds it. If it dies before bonding, it does not come back. If you have no room (your follower limit is full), the stablemaster puts the horse in the stable; say "claim" next to them to take it. If your stable is full too, the horse is not lost and waits for you: make room for one animal and say "claim" next to any stablemaster and it comes. The horse is given once per person: if you finish the lesson with another character linked to the same web account, no horse comes.
At the end of the chain: the "Rein Holder" title and the Rein Holder's Halter. The halter stays in your backpack; double-clicking it shows the bond and loyalty status of your animals (the same as [dostum).
The chain pays no gold — because the real earnings come from zoologist's orders, and these three lessons teach you where to spend your money. If you get stuck on the second lesson, the problem is missing skill: get training from the stablemaster, then carry on. If the third lesson says there is no suitable work, your skill is below 21.1 or you have used your 3 daily orders; the quest is not lost and continues tomorrow.
Your first animal
- You can choose Animal Taming up to 50 at character creation. The animal trainer (stablemaster), however, only teaches up to about 30 — an NPC can teach up to a third of their own skill. Price: 1 gold = 0.1 skill, so 0 to 30 is about 300 gold.
- ⚠️ The whole stack of gold you drop on the trainer is taken; the excess is not given back. Make a separate stack of the exact amount before paying.
- Pick targets whose threshold is 20–40 points below your own skill; trying animals that are too hard wastes time.
- Your first animal: the thresholds of dogs, cats, birds, rabbits and rats are below zero — they can be tamed even with no skill at all (about a 31% chance for a dog, about 38% for a rabbit; about 2% for cats and chickens, so do not pick them for your first tries). The next step is cows, sheep, pigs, goats: threshold 11.1, about 38% with 30 skill.
- The horse's threshold is 29.1. Even someone with 30 skill tames a horse with only about a 2% chance; raise your skill above 40 with cows before getting your first mount.
The most common mistake: an animal you have just tamed is not bonded. An unbonded animal that dies does not come back. Do not take a valuable animal into danger before reading the bonding section below.
Control slots: how many animals at once
Every character has 5 control slots. Most animals take 1 slot; strong ones take more:
| Animal | Slots |
|---|---|
| Most animals (horses, wolves, bears, bulls) | 1 |
| Unicorn, ki-rin, nightmare, drake | 2 |
| White wyrm, dragon | 3 |
| Cu sidhe, reptalon | 4 |
| Greater dragon | 5 — fills all your slots on its own |
Bonding — the most important topic
A bonded animal does not vanish when it dies; it stays with you as a ghost and you can have it resurrected. It also teleports with you and goes through gates.
How bonding works:
- Tame the animal and feed it.
- Remain its owner for one week (real time).
- At the end of that time, feed it again — it bonds.
Type [dostum to see the status of the animals with you: whether they are bonded, and if not when they will bond, how their loyalty is, how many control slots you use and where the animal is (directions and how many steps away if it is not with you); the names of your animals in the stable are listed at the bottom. You also get a warning when an unbonded animal's health drops.
Loyalty and feeding
Animals do not get hungry, but their loyalty drops over time: a little every hour. If loyalty reaches zero, the animal turns wild and runs away — an animal that is never fed leaves in about half a day. Feeding now and then is enough. If your animal runs away, a notification card appears on screen (so it is not lost among combat messages): which animal, and where it was left. A runaway animal is wild; you have to tame it again.
The stable
You can leave your animal with an animal trainer. The fee is 30 gold per animal.
Left-click the animal trainer:
- Stable Pet → choose one of the animals with you and leave it.
- Claim Pet from Stable → a list of your animals in the stable opens; only the one you click comes. If you have no animals in the stable, this option is grayed out.
- Claim All Pets → take them all at once, as far as your follower slots allow.
How many animals you can leave depends on the total of the three skills: 2 slots below 160, 3 from 160–200, 4 from 200–240, 5 at 240 and above. You gain extra slots as your skills pass 100/110/120.
If you are sent to jail, your mount and all the animals with you (pack animals with their bags) are put in the stable for free; the slot limit is ignored. When you are released, say claim next to any stablemaster to take them.
If your animal dies
- If it is bonded: it becomes a ghost. You can resurrect it with 80 Veterinary + 80 Animal Lore, or have an NPC veterinarian do it.
- If it is not bonded: it is lost for good.
- Every death leaves a permanent −0.1 loss in all of the animal's skills (−0.2 if an NPC resurrects it). So driving your animal to its death weakens it over time.
Changing hands
You can hand your animal over to another player: say <name> transfer with the animal's name and target the receiver (Commands); a trade window opens between you, and when the other side accepts, the animal is theirs. The transfer does not happen if:
- The receiver cannot control the animal (their Animal Taming and Animal Lore are not enough for the animal's kind): it says the animal does not trust them.
- The receiver does not have enough control slots.
- The animal is in combat.
- Between a Young player and an older player (either way).
The bond is reset on transfer; the new owner bonds it themselves. A transfer does not raise the animal's owner count.
Released animals: if someone re-tames an animal you released, the skill needed rises by 6 points for each previous owner; an animal that has had 5 owners cannot be tamed again (except by its previous owners).
Pet statuettes: selling your animal
To sell or store your animal, you can turn it into a statuette. Left-click the Animal Trainer → Turn into Statuette, then target your animal. The fee is 1,200 gold (from your backpack, or your bank if that is short). The animal must be with you (within 10 tiles); dead, fighting, ridden, summoned or hired creatures cannot be turned; you cannot do it while casting. Empty a pack animal's bag first (pack horse, llama, beetle). If you have no suitable animal, the option is grayed out in the menu.
- The statuette is a miniature of the animal and carries its color. Its name shows as "Pet + kind" (e.g. Pet giant beetle), and below it is written "Sleeping in the statuette · double-click to bring it to life". Its tooltip also shows the animal's name, its rare color if any, strength/dexterity/intelligence, health, control slots and the skill required.
- The statuette is an item: you can sell it at a Bazaar stall or a vendor in your house, trade it, and store it in your chest. It appears in the Animals category of the market.
- Bringing it to life: double-click the statuette while it is in your backpack; the animal appears next to you and follows you. You cannot do this in the middle of a fight or in jail.
- Who can bring it to life: Animal Taming and Animal Lore must be as high as the skill needed to tame that kind (the "Required" in the tooltip), and you must have enough control slots. A Young player cannot take an older player's animal, nor an older player a Young player's.
- It is checked when buying too: if your skill is not enough, the vendor will not sell you the statuette; you do not pay for nothing.
- Bonding: no bond is needed to make a statuette. If the animal passes to someone else, the bond resets and the new owner bonds it; if you open your own statuette, the bond stays.
- Legendary mounts and rare-colored animals can also be turned into statuettes.
- If the statuette is destroyed (dropped items do not decay; but if it is deleted), the animal inside is gone too.
- A statuette looks small in a backpack (at most one item's size); placed on the ground it is full size.
Animal register
Every kind you tame for the first time builds up in your register — taming a hundred of the same kind adds nothing; what matters is how many different kinds you have seen.
| Different kinds | Achievement |
|---|---|
| 20 | Friend of Animals |
| 40 | Herd Keeper (title: Friend of Animals) |
| 60 | Voice of the Wild (title: Voice of the Wild) |
See your status with [hayvanlarim. If you link your web account later, your register stays as it is: the kinds you tamed before and after linking merge into one list.
Zoologist's orders
If you left-click a stablemaster and choose Zoologist's Order, they give you a job: "tame me an animal of this kind and bring it." Every order asks for a single animal and the reward is for that animal.
The window shows:
- Where: the place where the kind is found most safely — a dungeon name ("in Destard"), a town ("in Yew") or a direction from the nearest town ("west of Britain"). The kind may spawn elsewhere too; what is written is the least dangerous place for someone heading there.
- Weakening warning: some animals (e.g. the giant beetle) cannot be tamed until their health drops below a tenth. Wear it down without killing it, then tame it.
- Duration: the delivery time from the moment you accept.
If you turn the job down in the window, you get a new job after 10 minutes. Dropping an order you accepted asks for confirmation: the registration fee is not refunded, and you cannot take new work for 10 minutes. If your bank is full, the stablemaster does not take the animal; make room in your bank first.
An accepted order appears in the Quest Tracker: it says which animal to bring and how much time you have, and the arrow shows where the animal is found. When the animal is with you, the arrow turns back to the stablemaster.
| Reward | Depends on the animal's difficulty and risk (below). |
| Registration fee | 10% of the reward is taken when you accept — taking a job and dropping it is not free. |
| Duration | 2 hours for kinds that need weakening or live in a dangerous area, 24 hours for others. If time runs out, the job lapses and the fee is not refunded. |
| Who can take them | Animal Taming at least 30. Below that, "Zoologist's Order" is grayed out in the menu; the stablemaster can teach you up to 30 (left-click → Train Animal Taming). |
| Cooldown | After delivering an order, for 60 minutes you cannot take a new order or deliver (shared by all your characters); 10 minutes if you turn a job down or drop an accepted order. The time left is shown in the window and the Quest Tracker. |
| Daily | 3 deliveries per person. Characters linked to the same web account count together. If your open orders plus today's deliveries reach 3, you cannot accept a new order (and no fee is taken). |
| Which kind | A random kind with a threshold 10–50 points below your skill that spawns in the Felucca countryside; a kind asked for in the last three orders is not asked again (refused ones count too). Kinds that spawn in the sewers, in dungeons or in the Lost Lands do not come up. Orders are only taken from stablemasters in Felucca. Animals sold by NPCs, legendary mounts (nightmare, unicorn, ki-rin, cu sidhe, reptalon), dragons, white wyrms, greater dragons and very rarely spawning kinds are never ordered — the delivered animal stays with the stablemaster, so no hard-to-find animal comes up in orders. |
| Reputation | 1 + the animal's taming threshold ÷ 25 per delivery (2–5). 30 → Zoologist's Assistant, 120 → Respected Zoologist (title: Zoologist), 300 → Master Zoologist. Deliveries count per person: all characters linked to the same web account add to the same counter. |
How the reward is calculated
The reward pays for how hard and dangerous it is to catch the animal:
- 150 gold base
- + 4 × the taming threshold
- + 10% of the animal's fame (stronger animals pay more)
- + its health, if the animal needs weakening
- + 100 for each extra slot, if it takes several control slots
- + danger of the area: 15% of the total fame of the aggressive creatures roaming near the place where the animal is found most safely
Current examples on the server:
| Animal | Reward | Duration |
|---|---|---|
| Sheep, cow | 224 | 24 hours |
| Black bear | 335 | 24 hours |
| Scorpion | 628 | 24 hours |
| Hell hound | 1,394 | 2 hours |
| Drake | 1,542 | 2 hours |
| Giant beetle (in the Solen Hive, among the giant ants) | 1,966 | 2 hours |
The figures are calculated at server start from the creature placement in the world; if placement changes, the rewards may shift by a few hundred gold.
Conditions for the animal you deliver:
- You must have tamed the animal after the stablemaster showed you this job. An animal you kept in the stable, or tamed before the job was shown, is not accepted; releasing and re-taming does not count either. Once you have seen the job and caught the animal, accepting is enough, but you must accept before delivering.
- You must have tamed it yourself, and the animal must never have changed hands.
- It cannot ask for your bonded companion — bring a newly tamed animal.
- Rare-colored animals are not accepted; keep that one.
- A pack animal carrying items is not accepted (pack horse, pack llama, giant beetle) — empty its bag first, otherwise the items go with the animal. Loot other animals carry by nature (e.g. a scorpion's poison potion) does not block delivery.
Type [zoolog to see your status, the reward, the time left and the place.
Legendary mounts
Apart from the nightmare, the legendary mounts (unicorn, ki-rin, cu sidhe, reptalon) are found in the world only as legendary specimens: their ordinary, uncolored specimens no longer spawn. Ordinary nightmares keep spawning in dungeons. A single legendary specimen of each kind roams:
| Which kinds | Nightmare, unicorn, ki-rin, cu sidhe, reptalon |
| How many | One at a time in the world per kind (the nightmare also has ordinary specimens) |
| How often | A new one 12–24 hours after it is taken or dies |
| Where | Its place changes. Each kind has several spawn points, and which one it appears at is not known in advance — camping is pointless. |
| Guardians | It is surrounded by guardians who attack anyone approaching. They do not respawn when killed: you clear them first, then tame calmly. The moment the mount is tamed, any guardians left behind vanish. |
| Which guardians | Since the unicorn and ki-rin attack evil creatures, their guardians are good creatures (pixies, wisps, centaurs, treefellows, ethereal warriors) — the guardians do not attack the mount. Their karma is zero: killing them does not lower your karma. The guardians of the nightmare, cu sidhe and reptalon are hell hounds, dire wolves, gazers, fire elementals and daemons. |
| Rare colors | Only on these mounts. The rarer the color, the tougher the guardians — do not go alone after a legendary-colored one. |
When a rare-colored legendary mount is tamed it is announced to the server; where it was found is not in the announcement.
Rare colors
Some wild animals spawn in an unusual color: in three tiers, uncommon, rare and legendary. The color is only for looks — it does not make the animal stronger or change its taming threshold. But it is rare, and taming one is announced to the server.
Rare colors appear only on the legendary mounts: nightmare, unicorn, ki-rin, cu sidhe, reptalon. So if you see an animal of an unusual color, it really is special.
Which animal is where, and with what skill can it be tamed? → Tameable Animals (the full list)
The announcement does not say where you found it — nobody can learn where you hunt.
Rules
- Running macros while away from the keyboard is forbidden. Repeated attempts are limited in Animal Taming, Animal Lore, Veterinary and Herding: you cannot gain from the same target from the same place over and over. Look for different targets — that is the era's rule anyway.
- Blocking passages, doors or narrow roads with your animal is forbidden.