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Taming

Lyonspyre's taming runs on 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

Pick the Tamer path and you also choose one secondary combat skill, granted at 50 and handed over with just the one matching weapon - enough to 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 simple: tame what you can, farm it until your skill plateaus, and that plateau always lands 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 near a pet's ceiling, nudging you to upgrade. Once you reach the hardest tameables - nightmares, hiryus, reptalons - hunting with one carries your Animal Taming and Animal Lore all the way to your own skill cap, up to 150 with Scrolls of Mastery.

Which beasts at which skill?

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

Taming in The Depths

The Depths carries the ladder past the surface. The beasts of its first level tame at moderate skill (mid 80s), and the second level holds the hardest tames on the shard at 120 and up:

Creature Where Required taming Slots
Lava lizard The gate 80.7 1
Magma scorpion Level one 82.1 1
Ash serpent Level one 85.1 1
Ember imp Level one 86.1 1
Cinder hound Level one 89.1 2
Pyre hound Level two 120.1 3
Cinderscale drake Level two 125.1 3

The chain works exactly like the rest of the ladder: farm with a cinder hound and your skill climbs to roughly 124, enough to tame a pyre hound; farm the pyre hound and the cinderscale drake, the trophy tame of the dungeon, comes into reach on your way to the 150 cap. The ember imp is a caster and fights with spells, the hounds breathe fire, and the drake is a 3-slot heavyweight that does both. The cinder lizardman and the molten elemental cannot be tamed at any skill.

Inspecting a creature

Single-click a tameable creature and choose View Stats (or use your Animal Lore skill on it) to open its inspect panel. It shows the creature's rolled stats against its species baseline, any abilities, and - most importantly - 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 never the same wolf - a well-rolled one is worth chasing. You can inspect a stabled pet the same way: open the stable panel and hit Inspect on it.

Each stat has one quality card. The center line marks that species' average, the marker shows where the creature landed, and the rolled value at the far right changes color from poor through exceptional. Because every marker uses the same roll scale, you can scan a creature's health, damage, attributes, and resistances without comparing extra numbers or working out percentages.

Taming

To tame, single-click the creature and choose Tame (or use your Animal Taming skill on it). Your odds match the 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 climbs. A pet earns its share of a kill's experience by dealing damage to what dies - and your own damage counts toward your pet's share too, so fighting alongside your pet rewards it the same as letting it solo the kill. You never starve your pet's experience by helping it finish a fight. 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 stay 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 its 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. Stack that with the above (and any talents) and a leveled, well-tamed pet becomes 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, won't retaliate even when something hits it, and won't guard. It holds that order until you explicitly tell it to guard ("all guard me") or attack ("all kill"). That lets you 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, so the elementals, the daemon, and summoned animals come out trailing you instead of standing where they were cast, keeping 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, and it won't get left behind anymore. (Use "all follow me" if you want a pure escort that doesn't fight.)

The whole pack defends you, not just one pet. When a creature damages you, every pet you have on "all guard me" engages it at once - no more one wolf fighting while the rest of the pack watches. This never targets players or other tamers' pets (your consent rules stay yours), it won't pull a pet out of a fight it's already in, and a pet set to the Passive threat profile keeps holding back as you asked.

Commanding takes know-how. Every pet command except "follow me" requires your Animal Lore to be at least the creature's required taming skill. Fall short and 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.

"All follow me" always works, the first time, for every pet. Follow-me from a pet's own master skips the obedience roll entirely - no more repeating the command until the last straggler complies. Pets also hear their master's commands at full shout range now, so one trailing at the edge of its leash is no longer deaf to the order. A hurt pet on follow moves at full speed too: even at 1 HP it keeps pace with you (the wounded slowdown still applies when it's fighting or wandering, and the PvP-flag speed rules are unchanged).

Follower slots and combat control are separate. Every character can still own up to 5 follower slots at once. That ownership pool includes tamed pets and summons, and it is not reduced for non-tamers. A player with no taming skill can own and ride a horse, and "all follow me" still works.

Giving a tameable creature Guard or Attack orders uses a second combat-only budget. Its size is based on the lower of your base Animal Taming and base Animal Lore:

Lower skill Tamed combat slots
Below 50 0
50 to 69.9 1
70 to 89.9 2
90 to 109.9 3
110 to 119.9 4
120 or higher 5

The creature uses its normal slot cost while it is on Guard or Attack. A one-slot horse can fight at 50 Taming and 50 Lore, while a three-slot beast needs at least 90 in both. The command must also pass the creature's existing Animal Lore requirement described above. Follow, Stay, Stop, Come, riding, ownership, and stabling do not use this combat budget.

Controllable summoned creatures have their own combat budget based on Spirit Speak, so Animal Taming and Animal Lore never grant summon combat capacity. See Spirit Speak.

Riding frees a slot. A mount doesn't count against your 5 while you're riding it. A tamed mount you're on costs 0 slots and counts as 1 only once you dismount, and an ethereal mount is a token that never counts, ridden or stowed. So you can ride your warhorse and still command a full five pets.

Over the cap, pets follow but won't fight. If you end up over five followers (say you dismount a tamed mount back onto a full pack), your pets still answer "all follow me", but guard and attack orders are refused until you're back at five or fewer. Stable, release, or remount to drop under the cap.

Skill loss safely stands down excess pets. If your Taming or Lore falls and your active combat pets no longer fit, the excess pets immediately return to Follow. They remain yours and can still travel with you.

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. 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.

Pets break off if you leave them behind. A pet only keeps fighting while you're within 18 tiles of it. Walk - or recall - farther than that and your pets, whether they're on attack or guard, drop the fight and come back to you instead of brawling on alone across the map. Get back within 18 tiles and re-issue "all kill" / "all guard me" to send them in again.

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.

Or click yourself: Release Followers. The same batch release lives on your own single-click menu as a Release Followers entry whenever you have at least one follower. It runs the identical flow: summons vanish at once, tamed pets get the one confirmation prompt.

Keeping your pets close

  • They follow at 18 tiles - and catch up if they fall behind. Tamed pets keep up across a wide leash, and a tamed pet won't flee when it's hurt - it holds its ground. If a pet on follow (or come) ever falls farther behind than the leash, or you cross to another map, it snaps back to your side within a couple of seconds instead of standing there stranded. The catch-up never yanks a pet out of a fight, and it's disabled while you're flagged for combat, criminal, or a murderer.
  • They use full follow speed during ordinary travel. A pet following you moves at a quicker, player-scale cadence while you are clear of PvP. Recent combat with another player, a criminal flag, or murderer status slows that cadence below the old rate; full speed returns automatically when the 30-second PvP heat and criminal flag clear. Fighting creatures does not trigger the slowdown.
  • They travel with you. Recall or gate while your pets are nearby and they come along automatically, so a hearthstone hop won't leave them behind. 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. Log off and all your controlled pets are tucked safely away no matter where they are, then 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 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, which earns its keep 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 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.

Retrieve All recovers dead bonded pets. A bonded pet leaves a ghost in the world instead of entering the stable automatically, so it does not appear as an ordinary stabled row. At a stablemaster, press Retrieve All and the trainer searches for every fallen bonded pet you still own, stables it, resurrects and fully heals it, then returns it to your side. This also repairs recovery when an unusual map transition left the follower list out of sync. The normal 30 gold stable fee per pet, stable capacity, and combat restrictions still apply.

Healing your pets

The Resurrection spell revives pets too. A spellcaster can target a fallen bonded pet with Resurrection (8th circle) and bring it back on the spot, the same as resurrecting a player. Bandages, the veterinary kit, and stabling still work as below.

Your bandages heal your pets - and one bandage can tend you both. Double-click a bandage and it picks the right patient on its own, no targeting needed:

  1. A dead pet within 2 tiles always comes first: the bandage goes to resurrecting it.
  2. Otherwise, if you are hurt or poisoned, the bandage starts on you - and when it finishes, it also mends your most-wounded living pet within 2 tiles at that moment. Your own heal is trimmed a little for the split attention, and the pet gets a separate, never-fail Veterinary-scaled mend. The pet does not need to be near you when you start the bandage - only when it lands - so you can start wrapping while your pet is running back to you.
  3. Otherwise, a hurt or poisoned pet within 2 tiles gets the full pet bandage (poison cure included).
  4. With nobody to tend, you get the classic target cursor for healing an ally.

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. Auto-bandage ([autobandage) mends a hurt pet too: it patches you up first, then tends your most-wounded nearby pet.

The Veterinary talent tree widens this further. Pack Mender adds one extra pet per rank, up to four ranks, so a maxed field medic can tend five pets with one bandage.

The Veterinary Kit

The veterinary kit remains the 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 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.