====== Beast Mastery ====== Beast Mastery is an advanced discipline in UO-Sagas that builds upon the core skills of [[character:skills:taming|Animal Taming]], [[character:skills:animallore|Animal Lore]], and [[character:skills:veterinary|Veterinary]]. It allows players to not only tame but also form strong bonds with powerful creatures, training them to become loyal companions in both battle and exploration. Beast Masters excel in controlling multiple pets, managing their abilities, and unleashing devastating coordinated attacks. In UO-Sagas, Beast Mastery is seen as the pinnacle of taming prowess, allowing skilled players to harness the strength of some of the fiercest beasts in the world while ensuring their loyalty and effectiveness in combat. Success in Beast Mastery relies on proper training, understanding of creature strengths, and strategic use of bonded pets. Whether you seek to command a pack of Frenzied Ostards or ride into battle on the back of a Nightmare, mastering this path will elevate your playstyle and make you a force to be reckoned with. ---- ===== Taming Creatures ===== Before you can train a creature, you must first tame it. The taming process requires meeting several conditions: ==== Taming Requirements ==== * **Skill Requirement:** Your Animal Taming skill must be equal to or greater than the creature's minimum taming skill. * **Follower Slots:** You must have enough available follower slots (maximum 5 total). * **Maximum Owners:** A creature can only have up to 5 different owners in its lifetime. Each new owner makes the creature harder to tame. * **Subduing:** Some powerful creatures must be reduced below 10% health before taming can begin. * **Gender/Race Restrictions:** Certain creatures may only be tamed by specific genders or races (e.g., CuSidhe requires an Elf tamer). ==== Taming Process ==== * Taming takes 9-15 seconds (3-5 attempts at 3 seconds each). * During taming, stay within 8 tiles of the creature and maintain line of sight. * The creature must not take damage during the taming process. * Failed attempts may anger the creature, causing it to attack you. * Each previous owner adds +6 to the minimum skill requirement. ==== Post-Taming Stat Changes ==== When tamed, a creature's stats and skills and other values are adjusted. These reductions are compensated by leveling, which significantly increases damage and armor. ---- ===== Creature Levels ===== In UO-Sagas, every tameable creature has a leveling system that determines its progression and strength. * **Regular Pets:** Can level from 0 to 8. * **Evolving Pets (EvoPets):** Can level from 0 to 10, and their appearance changes as they grow. ==== Experience Points (XP) ==== Creatures gain XP through combat: * **Dealing Damage:** 25% of damage dealt is converted to XP. * **Receiving Damage:** 25% of damage received is converted to XP. * **Distance Requirement:** You must be within 16 tiles of your pet for it to gain XP. * **XP Cap:** XP gained from a single opponent is capped at that opponent's maximum health. \\ **Note:** Pets do not gain XP in Newbie Dungeon or Newbie Heaven regions. ==== XP Thresholds ==== ^ Level ^ Total XP Required ^ | 1 | 15,000 | | 2 | 40,000 | | 3 | 100,000 | | 4 | 200,000 | | 5 | 350,000 | | 6 | 550,000 | | 7 | 800,000 | | 8 | 1,100,000 | | 9 | 1,450,000 (EvoPets only) | | 10 | 1,850,000 (EvoPets only) | ==== Level-Up Bonuses ==== Each level provides: * **+10% Damage** (cumulative, based on original damage) * **+10% Virtual Armor** (cumulative, based on original armor, max 95) * Abilities scale with level, becoming more powerful At maximum level (8 for regular pets, 10 for EvoPets), pets become significantly stronger than their wild counterparts. ---- ===== Feeding System ===== Pets require feeding to maintain their loyalty and recover stamina. ==== Food Types ==== Each creature has preferred food types: ^ Food Type ^ Examples ^ | Meat | Raw steaks, raw ribs, raw bird | | Fruits & Veggies | Apples, carrots, lettuce | | Grains & Hay | Wheat sheaves, hay | | Fish | Raw fish steaks | | Eggs | Eggs | | Gold | Gold coins (some creatures) | | Leather | Leather hides | | Metal | Ingots (some golems) | ==== Feeding Benefits ==== * **Stamina Recovery:** Restores pet stamina based on amount fed. * **Loyalty Increase:** Each successful feeding gives approximately 10 loyalty points. * **Bonding Progress:** Feeding is required to bond with your pet. To feed your pet, simply drop the appropriate food item onto it. ---- ===== Bonding System ===== Bonding creates a permanent link between you and your pet, providing significant benefits. ==== Bonding Requirements ==== * You must be the pet's control master (not just a friend). * For pets requiring over 29.1 taming skill, your base Animal Taming must meet the requirement. * The pet must not already be bonded. ==== Bonding Process ==== - **First Feeding:** Start the bonding process by feeding your pet. You'll see the message: //"Your pet has started to bond with you."// - **Wait Period:** Wait at least 3 hours. - **Complete Bonding:** Feed your pet again after the waiting period. You'll see: //"Your pet has bonded with you!"// ==== Bonded Pet Benefits ==== * **Resurrection:** Bonded pets can be resurrected by players with Veterinary skill. Non-bonded pets cannot be resurrected. * **Slower Loyalty Decay:** Bonded pets lose loyalty 2x slower than non-bonded pets. * **Release Protection:** Only bonded pets can be intentionally released by their owner. ---- ===== Loyalty System ===== Loyalty represents your pet's happiness and willingness to obey commands. ==== Loyalty Scale ==== ^ Loyalty % ^ Status Message ^ | 100% | Wonderfully Happy | | 75-99% | Very Happy | | 50-74% | Happy | | 25-49% | Content | | 10-24% | Somewhat Content | | 1-9% | Unhappy | | 0% | **Goes Wild!** | ==== Loyalty Decay ==== Loyalty decays over time when your pet is active in the world: * **Bonded Pets:** ~48 hours from 100% to 0% (approximately 2% per hour) * **Non-Bonded Pets:** ~24 hours from 100% to 0% (approximately 4% per hour) **Loyalty does NOT decay when:** * Pet is stabled * Pet is being ridden (mounts) ==== Low Loyalty Warning ==== When loyalty falls below 25%, your pet will show distress: //"* [Name] looks around desperately *"// ==== Going Wild ==== If loyalty reaches 0%, your pet will go wild: * The bond is broken * The pet becomes untamed * You lose control of the pet \\ **Tip:** Always feed your pets before logging off or engaging in extended activities! ---- ===== Follower Slots ===== Each pet requires a certain number of follower slots. Players have a maximum of 5 follower slots. ==== Typical Slot Requirements ==== ^ Pet Type ^ Follower Slots ^ | Pack Horse, Pack Llama | 1 | | Most normal animals | 1-2 | | Dragons, Nightmares | 2-3 | | EvoPets (Level 0-4) | 2 | | EvoPets (Level 5-8) | 3 | | EvoPets (Level 9+) | 4 | ---- ===== Stabling System ===== Animal Trainers (Stable Masters) allow you to safely store your pets. ==== Stabling Costs ==== * **30 gold per week** per pet ==== Stabling Requirements ==== * Pet must be alive and under your control * Pet cannot be in active combat (within 12 tiles of an enemy) * Pack animals must have empty backpacks before stabling ==== Claiming Pets ==== * Say "stable" to an Animal Trainer to stable a pet * Say "claim" to claim all your stabled pets * Say "claim [petname]" to claim a specific pet * When claimed, pet loyalty is restored to 100% ==== Stable Slot Calculation ==== Your maximum stable slots depend on your taming-related skills: **Base Slots (Animal Taming + Animal Lore + Veterinary):** ^ Skill Sum ^ Base Slots ^ | Less than 160 | 2 | | 160 or higher | 3 | | 200 or higher | 4 | | 240 or higher | 5 | **High Skill Bonus:** For each skill (Taming, Lore, Veterinary) at 100 or higher, you gain additional slots: * +1 slot per 10 skill points above 90 **Example:** With 100 Taming, 100 Lore, 100 Veterinary (300 total): * Base: 5 slots (sum >= 240) * Taming bonus: +1 (100-90)/10 * Lore bonus: +1 * Vet bonus: +1 * **Total: 8 stable slots** ==== House Stable Module ==== Players with houses can rent a Stable Module for additional stable capacity: * **+10 stable slots** per module * **Weekly rental fee:** 35,000 gold (withdrawn from house owner's bank) ---- ===== Pack Animals ===== Pack animals are special pets that can carry items for you. ==== Available Pack Animals ==== ^ Animal ^ Min Taming Skill ^ Follower Slots ^ | Pack Horse | 29.1 | 1 | | Pack Llama | 35.1 | 1 | ==== Pack Animal Features ==== * **Storage:** Double-click the animal to access its backpack. * **Access Control:** Only you, your pet friends, and GMs can access the pack. * **Death:** Items drop to the corpse when the animal dies (unless bonded and resurrected). * **Stabling:** Pack animals must have empty backpacks before they can be stabled. ==== Mule Ability ==== Some pets have the **Mule** ability, which gives them a pack backpack like a pack horse. These pets also cannot be stabled while carrying items. ---- ===== Mount System ===== Mounts are rideable creatures that provide faster travel. ==== Mounting Requirements ==== * You must be the pet's control master * Cannot mount while polymorphed (unless in human form) * Cannot mount in no-mount regions * Cannot mount poisoned pets * Cannot mount while in a trade window ==== Mount Stamina ==== Mounts have a stamina system for riding: * **Maximum riding time:** ~64 minutes of continuous riding * **Recovery:** Stamina recovers when the mount is dismounted (1 unit per second) ==== Rideable Ability ==== Not all mounts are rideable by default. Some pets require the **Rideable** passive ability to be mountable. ---- ===== Pet Abilities ===== {{ :mechanics:abilities.png?400 |}} Tameable creatures can have up to 3 ability slots: **Active**, **Passive**, and **Ultimate**. Abilities are randomly assigned when the creature spawns and scale with the pet's level. ==== Ability Types ==== * **Active Abilities:** Triggered during combat (usually on melee attacks). Most have cooldowns of 100-150 seconds. * **Passive Abilities:** Always active or trigger when the pet takes damage. Provide ongoing benefits. * **Ultimate Abilities:** Powerful abilities triggered through the Animal Lore Skill Mastery system. ==== Ability Categories ==== * **Offensive:** Increase damage output or harm enemies * **Defensive:** Improve survivability or protect allies * **Utility:** Provide special non-combat functions ---- ===== Active Abilities ===== Active abilities trigger during combat, typically on melee attacks. ^ Icon ^ Ability ^ Category ^ Trigger ^ Cooldown ^ Effect ^ | {{:mechanics:tamingability_firebreath.jpg?40|}} | **Fire Breath** | Offensive | 10% on hit | 100-150s | Deals 20 + (Level x 6) fire damage. 10 tile range. 50% damage vs players. | | {{:mechanics:dragonbreath.jpg?40|}} | **Small Fire Breath** | Offensive | 10% on hit | 100-150s | Deals 15 + (Level x 5) fire damage. Weaker version of Fire Breath. | | | **Poison Breath** | Offensive | 10% on hit | 10-15s | Deals 10 + (Level x 3) poison damage and applies poison. 10 tile range. | | {{:mechanics:rage.jpg?40|}} | **Rage** | Offensive | On hit | 100-150s | Massively increases attack speed (+1000% Dex). Duration: 3 + (Level x 0.5) seconds. Changes pet's hue. | | | **Small Rage** | Offensive | On hit | 100-150s | Increases attack speed (+600% Dex). Weaker version of Rage. | | {{:mechanics:noxiousbite.jpg?40|}} | **Noxious Bite** | Offensive | 5% on hit | None | Applies poison based on level (Lesser at L0-2, Regular at L3-5, Greater at L6-8, Deadly at L9+). | | {{:mechanics:armorpenetration.jpg?40|}} | **Armor Piercing** | Offensive | 10% on hit | None | Reduces target's armor by 1 per level per hit. Armor recovers after 30 seconds. | | | **Mule** | Utility | N/A | N/A | Gives the pet a backpack for carrying items (like a pack horse). | ---- ===== Passive Abilities ===== Passive abilities are always active or trigger when the pet receives damage. ^ Icon ^ Ability ^ Category ^ Effect ^ | {{:mechanics:morearmor2.jpg?40|}} | **Iron Will** | Defensive | +2 Magic Resist skill per level (max +20 at level 10). | | | **Iron Hide** | Defensive | +5% Virtual Armor per level (max +50% at level 10). | | {{:mechanics:moredamage.jpg?40|}} | **Primal Might** | Offensive | +4% melee damage per level. | | {{:mechanics:tamingability_spellsurge.jpg?40|}} | **Spell Surge** | Offensive | +2 Eval Int skill per level (max +20 at level 10). | | {{:mechanics:poisonousblood.jpg?40|}} | **Poisonous Blood** | Offensive | 2% chance per level to poison melee attackers. | | | **Poison Immunity** | Defensive | Immune to poison up to level based on pet level (Lesser at L0-2, Regular at L3-5, etc.). | | | **Musical** | Offensive | +6% melee damage per level against barded targets (pacified, provoked, or discorded). | | | **Woundlicker** | Defensive | 10% chance when damaged: if below 50% health, heals 4% x Level of max HP. 1 minute cooldown. | | | **Detective** | Utility | Reveals hidden players and containers within 2 + (Level / 2) tiles. 20 second cooldown. | | | **Flee** | Defensive | When pet would die, teleports 6-9 tiles away, hides for 10 seconds, heals to 25% HP. 30 minute cooldown. | | | **Rideable** | Utility | Allows the pet to be mounted and ridden. | ---- ===== Ultimate Abilities ===== Ultimate abilities are powerful effects triggered through the Animal Lore Skill Mastery "Call for Blood" proc. ^ Icon ^ Ability ^ Category ^ Effect ^ | {{:mechanics:tamingability_wyrmfire.jpg?40|}} | **Wyrmfire** | Offensive | Unleashes a cone of dragon breath in front of the pet. Deals (Level x 30) damage per tile. Does not harm controlled creatures or dead bonded pets. | | | **Heart of the Pack** | Defensive | Fully heals, cures poison, and restores stamina for the pet, owner, all allied pets, and party members within 10 tiles. | | | **Venomfall** | Offensive | Rains poison on all enemies within 8 tiles. Poison level based on pet level. Visual meteor rain effect. | ---- ===== Bestiary Overview ===== ==== Dragons & Drakes ==== ^ Creature ^ Min Taming ^ Slots ^ Active Abilities ^ Passive Abilities ^ Ultimate ^ Notes ^ | Dragon | 93.9 | 3 | Fire Breath, Rage | Iron Will, Iron Hide, Primal Might, Spell Surge | Wyrmfire | | | Drake | 84.3 | 2 | Small Fire Breath, Small Rage | Iron Will, Iron Hide, Flee, Musical | - | | | Mire Dragon | 120.0 | 4 | Poison Breath, Noxious Bite | Rideable, Poison Immunity, Primal Might, Iron Hide | Venomfall | Mount | ==== Nightmares ==== Nightmares spawn in two variants - a stronger 3-slot version and a weaker 2-slot version. ^ Creature ^ Min Taming ^ Slots ^ Active Abilities ^ Passive Abilities ^ Ultimate ^ Notes ^ | Nightmare (3-slot) | 95.1 | 3 | Fire Breath, Rage | Rideable, Iron Will, Spell Surge, Musical | Wyrmfire | Mount | | Nightmare (2-slot) | 95.1 | 2 | Small Fire Breath, Small Rage | Rideable, Iron Will, Musical | - | Mount | ==== Undead Mounts ==== ^ Creature ^ Min Taming ^ Slots ^ Active Abilities ^ Passive Abilities ^ Ultimate ^ Notes ^ | Necrophorus | 80.0 | 2 | Mule, Rage | Rideable, Iron Hide, Woundlicker, Detective | - | Mount, Pack Animal | \\ **Note:** Necrophorus with the Rage ability requires full taming skill to control (like a Nightmare). Without Rage, it can be controlled like a horse. ==== Horses ==== ^ Creature ^ Min Taming ^ Slots ^ Active Abilities ^ Passive Abilities ^ Ultimate ^ Notes ^ | Horse | 29.1 | 1 | - | Rideable | - | Mount | | Pack Horse | 29.1 | 1 | Mule | - | - | Pack Animal | ==== Ostards ==== ^ Creature ^ Min Taming ^ Slots ^ Active Abilities ^ Passive Abilities ^ Ultimate ^ Notes ^ | Desert Ostard | 29.1 | 1 | - | Rideable | - | Mount | | Forest Ostard | 29.1 | 1 | - | Rideable | - | Mount | | Blizzard Ostard | 80.0 | 1 | - | Rideable | - | Mount | | Skadi Ostard | 80.0 | 1 | - | Rideable | - | Mount | ==== Llamas ==== ^ Creature ^ Min Taming ^ Slots ^ Active Abilities ^ Passive Abilities ^ Ultimate ^ Notes ^ | Llama | 35.1 | 1 | - | - | - | | | Ridable Llama | 29.1 | 1 | - | Rideable | - | Mount | | Pack Llama | 35.1 | 1 | Mule | Detective, Iron Hide, Flee | - | Pack Animal | ---- ===== Tips for Beast Masters ===== * **Feed regularly:** Keep loyalty high, especially before logging off. * **Stay close in combat:** Within 16 tiles for your pet to gain XP. * **Bond your pets:** The resurrection ability alone is worth the 3-hour wait. * **Check abilities before taming:** Use Animal Lore to see ability slots on wild creatures. * **Invest in skills:** Higher Taming, Lore, and Veterinary means more stable slots. * **Consider EvoPets:** They require more XP but reach higher power levels and change appearance. * **Stable Module:** If you have a house, the +10 slots are valuable for serious tamers. ---- ===== See Also ===== * [[character:skills:taming|Animal Taming]] * [[character:skills:animallore|Animal Lore]] * [[character:skills:veterinary|Veterinary]]