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Bem-vindo aos nossos novos jogadores brasileiros. Por favor leia
Talk:Animal Taming
From Sanctuary Shard
This is Lyrrin's sandbox page, for detailing how the new taming system works and finding places that need tweaking.
One question: current skill to tame is 62, 72, 82, 92, 98. This means there is no point in taking 60 taming and you have to have it as at least a secondary skill to tame any of these pets. Should we lower taming skill needed to something like 55, 65, 75, 85, 95?
- Stable Slots
- Everyone, regardless of skill gets 5 stable slots
- Number of stable slots increases by 2 for each level of pet you have enough skill to tame
- Maximum 15 stable slots: 5 base + 2*5 levels of pets
Contents
Legacy Pets and Mounts
When the new taming system with Baby Pets are introduced all previously existing tamables will be known as Legacy Pets.
- Normal mounts; horses, ostards, llamas, swamp dragons, (lyrrin insert list), will be tamable with little or no taming skill and will take up one slot.
- Low end tamables, such as chickens, cats, rats, sheep, etc will still be tamable, but they are intended to be used for role-play purposes only, not as combat pets.
- High-end tamables, currently in the wild, will no longer be tamable.
- All currently owned tamables will not be removed from your stable, but they will no longer be ressurectable. You may keep them for the sake of <insert word that means memory>.
- Staff are able to convert one or two of your favorite pets into the new form.
New Pets and Mounts
Stats and Skills
- General idea
- Level 1 (AOE)
- Lowest hit points, stats, and skills, but you can have up to 5 of them
- All combat skills
- Balanced str and dex, low int
- Level 2 (Ranged)
- Heavy emphasis on magic skills, but can train melee skills
- Moderate str, low dex, high int
- Level 3 (Healer)
- Emphasis on combat skills, weak magery for healing/cure. Adult gets boosted to a moderate amount of magery.
- Mostly balanced stats, str > dex and int
- Level 4 (High damage)
- All combat skills. Slightly higher HP than L3, much lower HP than L4
- Highest stat total of all levels. High str, moderate dex, low int, for high damage combat
- Level 5 (Tank)
- All combat skills. Highest HP, but lower stats than L4.
- Stat total equivalent to L3 but distributed differently. High str, moderate dex, low int.
All special attacks will use stamina. This leaves L2 and L3 able to do fewer special attacks, as a trade-off for being able to cast spells or heal while still doing melee combat.
Baby Pets
Level 1 | Level 2 | Level 3 | Level 4 | Level 5 | |
---|---|---|---|---|---|
Hit Points | 50 | 70 | 80 | 90 | 120 |
Str | 100 | 75 | 100 | 140 | 120 |
Dex | 100 | 50 | 75 | 100 | 100 |
Int | 25 | 110 | 70 | 25 | 25 |
Stat Total | 225 | 235 | 245 | 265 | 245 |
Level 1 | Level 2 | Level 3 | Level 4 | Level 5 | |
---|---|---|---|---|---|
Wrestling | 50 | 0 | 60 | 65 | 70 |
Tactics | 50 | 0 | 60 | 65 | 70 |
Anatomy | 50 | 0 | 0 | 65 | 70 |
Magic Resist | 50 | 55 | 60 | 65 | 70 |
Magery | 0 | 55 | 30 | 0 | 0 |
Meditation | 0 | 55 | 30 | 0 | 0 |
Eval Int | 0 | 55 | 0 | 0 | 0 |
Skill Total | 200 | 220 | 240 | 260 | 280 |
Skill Caps | 80 | 80 | 80 | 80 | 80 |
A baby pet will grow up into an adult as soon as any of its skills reaches 80. With the current setup this means it will take longer to train a level 1 than it will take to train a level 5. I actually like this, since you can simultaneously train 5 L1's together but can only train one L5 at a time. Having L5 need less time to get to adult sounds like a fair tradeoff to me and a "benefit" of GM-ing taming. Open to changing though.
IDEA: Higher taming = faster pet skill gain?
Adult Pets
Level 1 | Level 2 | Level 3 | Level 4 | Level 5 | |
---|---|---|---|---|---|
Hit Points | 100 | 150 | 200 | 225 | 300 |
Str | 125 | 75 | 125 | 175 | 155 |
Dex | 125 | 50 | 90 | 125 | 125 |
Int | 25 | 170 | 90 | 25 | 25 |
Stat Total | 275 | 295 | 305 | 325 | 305 |
Level 1 | Level 2 | Level 3 | Level 4 | Level 5 | |
---|---|---|---|---|---|
Wrestling | 80 | * | 80 | 85 | 90 |
Tactics | 80 | * | 80 | 85 | 90 |
Anatomy | 80 | * | * | 85 | 90 |
Magic Resist | 80 | 80 | 80 | 85 | 90 |
Magery | 0 | 80 | 60 | 0 | 0 |
Meditation | 0 | 80 | * | 0 | 0 |
Eval Int | 0 | 80 | 0 | 0 | 0 |
Skill Total | 320 | >350 | >330 | 340 | 360 |
Skill Caps | 110 | 120 | 130 | 140 | 150 |
- "*" denotes that these skills are left at the pet's current skill level.
- L2 combat skills are capped at 80.
- L3 magery and meditation are capped at 80.
Behavior
The following rules apply to all pets | |
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Attack |
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Guard |
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Follow |
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Each level of pet has special behaviors during attack and guard:
Level 1 - Split up to attack multiple targets | |
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Attack |
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Guard |
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Level 2 - Ranged (magery) attack | |
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Attack |
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Guard |
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Level 3 - Healer | |
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Attack |
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Guard |
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Level 4 - High Damage | |
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Attack |
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Guard |
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Level 5 - Tank | |
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Attack |
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Guard |
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Feeding, Bonding, and Loyalty
To keep your pet's spirits up, you can feed them normal food, of course. However if you want to give them a boost, you can feed them special pet food, which is made with the Cooking skill. Pet food will cheer your pet up more than normal food, and as a bonus, your pet's passive and active skill gains are doubled for two minutes. This timed effect stacks, so if you feed them 5 pet food at once, their skill gain will be doubled for 10 minutes total, unless you stable the pet or log off before then.
Bonding your pet
A "bonded" pet can be resurrected if it dies, while an unbonded pet is gone for good on death. Babies bond easily to their new handlers. To bond a baby, feed it pet food immediately after taming it. Adult pets, aka original OSI "legacy" pets, still need to be put in the stable for a week before they will bond.
Sulking pets
One significant change from OSI is that our custom tamables will not go wild if you forget to feed them. Instead, they will start to sulk. They will refuse any commands from you, and will instead wander around looking pitiful. They will not teleport to you automatically if you get too far away from them (but the Call Home spell will still work on them), and they cannot be appeased with normal food.
To make them happy again, you or another person has to feed them pet food. If you feed them, they will start listening to you again immediately. If someone else feeds them, the pet will follow them to the stable and go into one of your open stable slot. If you don't have open stable slots, the pet will either 1) teleport to you if you are logged in, or 2) wander around the same area until you log in again, at which point it should teleport to you. Note that it can go hungry again if it waits too long for you to log in.
While your pet is sulking, it is no longer bonded to you! If it dies while sulking, it cannot be resurrected. Feeding it pet food will re-bond it as well as make it happy again.
Special Attacks
Pet special attacks can be triggered from the taming book or with .cast <Spell ID>. Attacks will drain a small amount of mana and stamina from the owner, and a larger amount of stamina from the pet. Attacks are done by pet level, i.e. casting "Level 1" special attack will cause all level 1 pets in range to do their special attacks. All pets doing a special attack will pay the stamina cost, but the owner only pays the mana/stamina cost once per cast regardless of number of pets.
Your Animal Lore skill determines how close to the pet you need to be for it to do a special attack. At 60 Lore, you need to be within 2 tiles. This increases with skill, up to 6 tiles at GM Lore.
Pet Level | Icon | Owner Cost | Pet Cost | Cooldown | Spell ID |
---|---|---|---|---|---|
Level 1 | Image here | 2 mana + 2 stamina | 20 stamina | 2 minutes | 901 |
Level 2 | Image here | 3 mana + 3 stamina | 20 stamina | 2 minutes | 902 |
Level 3 | Image here | 4 mana + 4 stamina | 20 stamina | 2 minutes | 903 |
Level 4 | Image here | 5 mana + 5 stamina | 20 stamina | 2 minutes | 904 |
Level 5 | Image here | 6 mana + 6 stamina | 20 stamina | 2 minutes | 905 |
Attacks by Pet Category
Each pet category has a special attack. All pets in the same category will perform the same special attack, regardless of pet level.
- Birds - Peck
- "Peck" is the weapon ability Bleed Attack. Mobs will take damage regularly for 10 seconds.
- Canines - Howl
- This is a modified version of Necromancy's "Evil Omen" spell. Each mob within a 5 tile radius of the pet will receive 25% increased damage and increased poison level (if poisoned), the next time the mob is harmed.
- Felines - Sneak Attack
- This is a modified version of Deception's "Backstab". The pet will temporarily hide, then strike with a bonus to damage, and unhide. Bonus scales with the pet's wrestling skill, to 1.5x damage at GM wrestling.
- Reptiles - Fire Breath
- Modified version of fire field. Pet breathes out field of fire centered on mob. Duration scales with wrestling skill, to 10 seconds at GM wrestling.
- Ursines/Bovines - Berserk
- This is the weapon ability Whirlwind Attack. The next hit will also strike all enemies within 1 tile of the pet, with a damage bonus. Bonus increases with number of nearby enemies and with wrestling skill.
- Arachnids/Beetles - Poison
- Will cause poison on next hit as long as mob is not immune to poisoning. Level of poison ranges from Lesser at 30 wrestling, Regular at 60, to Greater at 90+ wrestling. Pets whose caps go high enough can inflict deadly poison at 120 skill and lethal poison at 150.
- Plants/Earth - Thorn Strike
- This is the weapon ability Double Strike. Pet will attempt to strike twice on one swing.