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Taming

Lyonspyre's taming is built around one idea: you raise Animal Taming by hunting with your pet, not by grinding tames. Tame a beast, farm with it until your skill climbs, then tame something stronger — and repeat your way up the ladder.

Your own weapon, too — pick a secondary combat skill

When you choose the Tamer path, you also pick one secondary combat skill, granted at 50 and handed over with just the one matching weapon — so you can hold your own while your pet does the heavy lifting:

Pick You start with
Swords a Viking sword
Fencing a kryss
Macing a club
Archery a bow + 200 arrows
Magery a spellbook (first three circles) + a casting focus

You get the one armament that matches your choice — not a bundle of every weapon type. (Re-picking your path later still raises the skill, but the starter weapon is a one-time grant for a brand-new character.)

Raising the skill — farm, don't grind

Every time your controlled pet lands a blow on a wild creature, you have a chance to gain Animal Taming and Animal Lore — no re-taming loop, no swapping between half-tamed animals. Just go hunting.

Each beast can only carry you so far, though. Farming a pet raises you toward a ceiling set by that pet's required taming skill plus about 35:

Farm a pet needing… …and you can reach about
0 skill (a starter beast) 35
30 skill 65
60 skill 95
90 skill 125

So the loop is: tame what you can, farm it until your skill plateaus, and that plateau is always just high enough to tame the next tier of beast. Hunt that one to push higher, and on up the chain. Gains slow as you approach a pet's ceiling, nudging you to upgrade.

Which beasts at which skill?

Creatures are tameable across the whole 0–100+ range. Pick a beast whose required taming is at or just below your current skill, tame it, and farm up.

Inspecting a creature

Single-click a tameable creature and choose View Stats to open its inspect panel. It shows the creature's rolled stats versus its species baseline, any abilities, and — crucially — your chance to tame it right now, colour-coded:

  • Gold/green — a sure or strong bet.
  • Yellow — a coin-flip.
  • Orange — long odds; come back with more skill.

Every wild creature's stats are rolled when it spawns (a little above or below its species base), so two wolves are not the same wolf — a well-rolled one is worth chasing. You can also inspect a pet you have stabled — open the stable panel and hit Inspect on it.

Taming

To tame, single-click the creature and choose Tame (or use your Animal Taming skill on it). Your odds are the same percentage the inspect panel shows.

Your pet grows with you

Once tamed, a pet earns levels by contributing to your kills, rolling stat gains as it levels. Reaching Level 1 bonds the pet to you — bonded pets aren't lost on death (they can be resurrected) and obey you reliably. A pet stays at full strength as you outgrow its required taming skill, so a beloved starter beast can remain viable far longer than its tier suggests. See the Pet / Taming talent tree for the boons a taming specialist can stack on top.

Pets in combat

A pet is meant to pull its weight, not be a liability. Three things scale a pet's damage:

  • A baseline that punches. Even a starter beast hits hard enough to matter from the first fight.
  • Your skill over its requirement. The further your Animal Taming sits above the pet's required taming, the harder it swings — so a high-skill tamer keeps a low-tier favourite relevant.
  • Its level. Each level adds +5% damage, up to +100% at Level 20. Combined with the above (and any talents), a leveled, well-tamed pet is a real damage source — a starting Tamer and their bonded wolf reach roughly the footing of a starting Warrior by about pet Level 5.

Follow is passive — it won't fight until you say so. A pet told "all follow me" (the default order) is a pure escort: it stays at your side and won't retaliate even when something hits it, and it won't guard. It holds that order until you explicitly tell it to guard ("all guard me") or attack ("all kill"). So you can walk a pet through a dangerous area without it peeling off to brawl — but don't expect it to defend itself on follow, either. Summoned creatures now start on this same follow me order — the elementals, the daemon, and summoned animals come out trailing you instead of standing where they were cast, so they keep up the instant they appear (tell them to guard or kill to make them fight).

Guarding pulls aggro. Set a pet to guard you ("all guard me") and it doesn't just trade blows with one attacker — it actively drags nearby trash off you and onto itself, so an aggressive guarding pet can tank the mobs you'd otherwise be soaking while you farm. (Pets won't taunt other players' pets, summons, or players, and the pull is gated so it can't be abused in player-vs-player.)

A guarding pet keeps formation with you. A pet (or a summoned creature like a daemon) on "all guard me" now stays with you as you move — it trails at your side when there's no threat and snaps to defend the moment something attacks. It won't wander off on its own; it just won't get left behind anymore. (Use "all follow me" if you want a pure escort that doesn't fight.)

Commanding takes know-how. Every pet command except "follow me" requires your Animal Lore to be at least the creature's required taming skill. If it isn't, the pet won't obey — "You don't have enough Animal Lore to control that creature." You can always tell a pet to follow you (so you'll never be stranded from it), but guarding, attacking, stopping, and the rest are gated on knowing the animal well enough to handle it.

Control slots. You command up to 5 control slots of pets at once. Stronger beasts cost more slots; bring a pack of weak ones or a single powerhouse. (Summoned creatures count against this too — most summons cost 2 control slots and Summon Animal costs 1, so e.g. a Fire Elemental plus a small pet fit comfortably.)

Your own pets and summons never block you. You can walk straight through any creature you control — tamed pets and summoned creatures alike — at any stamina, with no stamina cost and no reveal. (Vanilla only let you push through at full stamina, and it drained stamina and revealed you.) This is owner-only: other players' pets and enemy creatures still body-block you normally.

Tamed pets hit reliably and never tire. A tamed creature gets a +25% bonus to hit over a wild one of the same kind, so it lands blows instead of whiffing, and its stamina never slows its swings — a tamed pet attacks at full speed no matter how worn down it is. Both apply only to tamed pets; wild creatures are unchanged.

Attack reaches 14 tiles. Order a pet to attack ("all kill") and it chases a target up to 14 tiles away. If the target is farther than that, the pet falls back to following you instead of freezing in place — so a too-far order never leaves your pet stranded.

Dismiss everything at once with "all release". Say "all release" and every creature you command nearby lets go in one breath — summoned creatures (the elementals, blade spirits, energy vortex, a summoned daemon) vanish on the spot, and any tamed pets are set loose only after a single confirmation prompt, so one stray click can't scatter your whole pack to the wild. It's the fast way to clear your summons before a recall, or to free a batch of pets at once without naming each one. Releasing your own creatures never needs Animal Lore.

Keeping your pets close

  • They follow at 18 tiles. Tamed pets keep up across a wide leash, and a tamed pet won't flee when it's hurt — it holds its ground.
  • They travel with you. Recall or gate while your pets are nearby and they come along automatically (you won't leave them behind on a hearthstone hop). This is disabled while you're flagged for player-vs-player so it can't be used to abandon a fight.
  • They log out — and back in — with you. When you log off, all your controlled pets are tucked safely away no matter where they are, and they rejoin you at your side the next time you log in. No more logging in to find a pet starved or wandered off.
  • Lost a pet? Summon it. If you and a pet get separated, open the stable panel and hit Summon Pets to teleport every in-world pet you control straight to your side. (Pets that are mid-fight stay put, and it's disabled while you're flagged for combat.)

The Stable

Left-click any animal trainer and choose View Stables to open the stable panel — your one stop for managing the pets you're not carrying. A search box at the top filters the list by name or species as you type (handy once you've filled a big stable):

  • Stable Nearby — stable every controlled pet around you in one click.
  • Retrieve / Retrieve All — bring a stabled pet (or all of them) back to your side.
  • Summon Pets — gather your in-world pets to you (see above).
  • Inspect — view a stabled pet's full stats without retrieving it first.

Each stabled pet shows a small portrait icon of the creature, its name, species, level, a BONDED badge, and its slot cost. (Stabled pets are always alive — see below — so there's no "dead" state to show in the list.)

Stable capacity is a 30-slot budget. Your stable holds up to 30 control slots of pets, and each pet takes up however many control slots it costs — so you can keep ~30 one-slot beasts, or fewer heavyweights (a 3-slot dragon eats 3 of the 30). The header shows your usage as USED n / 30.

You can stable a dead pet. If a bonded pet dies and you can't resurrect it on the spot, walk its body to a trainer and stable it — the moment it enters the stable it's resurrected and fully healed, so it's waiting alive and ready when you retrieve it. A wiped tamer never has to lose a bonded companion to a bad pull.

Healing your pets

Your bandages heal your pets. Double-click a bandage with a hurt (or dead) pet within 2 tiles and it automatically tends the closest, most-wounded pet you own — no targeting needed. Bandaging a pet never fails, even at low Veterinary — a beginner just heals less, not nothing — and it takes the same time as bandaging yourself (no more near-instant pet top-ups). It cures poison, resurrects a fallen bonded pet with enough skill, and raises your Veterinary skill as you go. If no hurt pet is in range, the bandage works as it always has (target yourself or an ally). Auto-bandage ([autobandage) mends a hurt pet too — it patches you up first, then tends your most-wounded nearby pet.

Future Veterinary talents will widen the range you can mend from and let a single bandage tend more than one pet at a time.

The Veterinary Kit

The veterinary kit remains a heavier field-medic option: double-click one to pulse a heal across every friendly pet within a few tiles at once — yours and your party's — curing poisons and dressing a share of your own wounds in the same motion. Where a bandage now tends your single most-wounded pet, the kit tops up the whole pack in a tick, which is what makes it worth carrying when you're running a full stable.