In July this page proposed a deal: take away the pet power that plays itself, and sell it back as things a handler actually does. In August the team shipped the first half and the machinery for the second. The taming tree was rebuilt, three passive trainings became castable pet commands, the pet got a tether, a real cooldown, and honest readouts, and around forty fixes landed behind them. The census says why this school earns a second edition: taming is the most-played specialization in the game, first by a wide margin, and the definitive meta build is a bard-buffed tamer. This is the July page rewritten against the tamer that exists now: six cards graduated, four retired, the survivors renumbered and re-argued, and five new cards from what the rebalance uncovered.
The first edition measured SotA's taming against the genre that invented it and found a strong skeleton with an inverted power budget: nearly all of a pet's strength was passive, and the handler's rotation was three buttons. It proposed twenty-eight changes built on one deal, less power that plays itself, more power in the handler's hands. Then the deal started being honored for real. The August 2 tamer rebalance restructured the school: passive trainings became pet commands you cast, the one permanent burst skill was retired with a refund, six skills were repriced at four times the experience, a Pet Range skill tethered the pet to its handler, and all 178 tameable creatures were rebanded onto seven summoning tiers. Two weeks of fixes followed, several of them straight off this page's own catalog.
So this second edition starts from a different place than most proposal pages: a third of the original catalog is already built, refuted, or retired, and the page says so card by card in the Graduated section, final vote tallies included. What remains, and what the rebalance uncovered, is twenty-two cards in three clusters:
One honest note on the votes. The first edition's most-disliked card was its headline bug fix, the level cap, at four up and ten down. That card returns anyway, because a cap that does not cap is a defect, not a preference. But it returns rebuilt around the counter-proposal its own top critic posted: a cap that grows with the handler, not just the skill. Where votes argued against whole cards, the cards are gone. Where they argued against details, the details changed. The Graduated section is the receipt.
| # | Proposal | Tier | Size | Server | Formerly | One-line pitch |
|---|---|---|---|---|---|---|
| S1 | Loyal, not suicidal | quick | S | none | S16 | bug fix: the pet's survival instinct fires for the first time, and Obedience trains it |
| S2 | Truth in the trainer | quick | S | none | new | the trainer stops selling skills that do not exist |
| S3 | Stow and carry on | quick | S | none | new | a pet put away to rest comes back rested; buff timers stop burning in the bag |
| S4 | No taming from the grave | quick | S | none | new | bug fix: dying mid-tame stops stranding the new pet |
| S5 | A cap that grows with you | quick | S-M | none | S1 | the pet level cap finally caps, and it scales with the tamer |
| S6 | Mastery deepens, not multiplies | quick | S | none | S2 | skill 100 barely feels it; the 100 to 200 runaway ends |
| S7 | The armor budget, paid once | quick | S | none | S3+S4 | tanky families stop being tanky twice; the new resistance layer is priced in |
| S8 | Rare and named tames | core | M | none | S19 | the midnight wolf exists, and the hunt for it is content |
| S9 | Send and guard | core | M | none | S12 | send your pet to a point; set it to guard an ally |
| S10 | Nine innates, fourteen jobs | core | M | none | S8 | bears tank, wolves rend, spiders slow; every family gets a job |
| S11 | Family kits on the bar | core | M | none | S10 | the rune bar shipped; now each family earns a rune to put on it |
| S12 | Real stances | core | M | none | S11 | Guard, Frenzy, Harry: postures with teeth and tradeoffs |
| S13 | The Veterinarian, for real this time | core | L | none | S14 | your pet no longer heals itself; the Veterinarian is the job description |
| S14 | Taming is a fight | core | M-L | none | S20 | capturing a great beast is a contest, not a cast bar |
| S15 | Sidegrade pet gear | core | M | none | S18 | the pet gear slots fill with choices, not levels |
| S16 | The focus commitment | core | S | none | S6 | fielding a top pet reserves real focus again |
| S17 | One law for every summon | core | M | none | new | elementals pay upkeep, wisps pay a token, skeletons pay nothing; one rule for all |
| S18 | Pets with personality | core | S | none | S21 | your pet visibly reacts to being handled; purely charm |
| S19 | The handler's vanity line | core | M | none | S22 | size tonics, dyes, skins, tricks; strictly vanity |
| S20 | Bond | server | L | pet storage | S24 | the keystone: the top of a pet's performance comes from handling it |
| S21 | Fight alongside your pet | server | M-L | protocol | S25 | full kill experience when the tamer took part in the fight |
| S22 | Watch the dials | decide | S | telemetry | new | three questions the rebalance opened that numbers should close |
Two weeks after the first edition went up, the design lead's tamer rebalance shipped, five waves in one day, and a fix wave followed it for twelve days straight. This section is the receipt: what changed, what it means for the cards, and what is on the test shard right now.
The school split into two honest branches: keeping the pet alive, and making the pet fight. Six skills were repriced at four times the base experience, because their rewards are the school's real power. Frenzy and Refresh were retired outright, with every point of spent experience refunded at the full unlearn rate. Three passive trainings became castable commands. And a new skill, Pet Range, extends the tether that now binds a pet to its handler.
flowchart TD TC["Tame Creature\n4x XP"] --> CR["Collar Recovery"] TC --> SU["Summoning\n4x XP · pet level cap"] CR --> RZ["Resurrect Creature\n10%/50%/75% health by skill"] CR --> HL["Heal Creature"] SU --> MA["Taming Specialization\nat Summoning 80"] SU --> SP["Pet Speed Training\nnow a castable command"] SU --> TA["Pet Taunting Training\nnow a castable command"] SU --> ST["Pet Strength Training\nnow a castable command"] SU --> CT["Combat Training\n4x XP · +25 pet levels"] SU --> PR["Pet Range\n4x XP · new skill\ntether 15 m to 20 m"] CT --> PP["Attack Precision\n4x XP"] CT --> PH["Hide Toughness\n4x XP"] PP --> CO["Concentration"] PH --> OB["Obedience"] RET["Frenzy + Refresh\nretired, XP refunded"] style SP stroke:#c9a55a,stroke-width:2px style TA stroke:#c9a55a,stroke-width:2px style ST stroke:#c9a55a,stroke-width:2px style PR stroke:#c9a55a,stroke-width:2px style RET stroke-dasharray: 5 5
Credit where it is due: Vesper X verified the tether fix and the leash ranges on the test shard. knightrider0070 caught the standing-still health bleed with screenshots and numbers, verified the wound-persistence work, and asked the question that became card S3: why does a pet put away to rest come back tired? garfunkelhumperdinck ran the pet recall commands through all six of their cases. This loop working is why the balance program can move as fast as it does.
The pieces in place after the rebalance: taming necklaces that carry a stored creature, collars as the consumable with an honest protection readout, a summon gate by tier, three castable pet commands on a two-slot channel, a tether with trained range, a pet status panel, a pet sheet with three gear slots whose owner-side stats now actually transfer, persistent per-pet preferences, chat commands, and pets that remember their health and buffs when stowed. The pet fights from a behavior tree that follows, leashes, defends you when hit, and picks its own targets when set to aggressive.
Every tamed creature is rebuilt from a per-species template whose stats scale from its owner. The pipeline still runs in four stages, and stage two still carries the bug:
flowchart LR A["Species template\n178 tamed prefabs\n7 summoning tiers"] --> B["Level assembly\ncap applied FIRST,\nbonuses added AFTER"] B --> C["Innate layer\nall-pets package\n+ family package"] C --> D["Owner transfer\ntraining innates + gear stats\n+ command runes + tether"] D --> E["The pet that fights"] style B stroke:#a33d2e,stroke-width:2.5px style E stroke:#c9a55a,stroke-width:2px
Stage two: Summoning grants a pet level cap of about 90 at skill 100, and about 125 at 200. The cap is applied to the creature's level first, and then Combat Training's bonus (+25 at 100, +50 at 200) and the collar's +5 are added on top of the capped value, so the "cap" produces level 120 pets at grandmaster and the whole stat stack scales off the escaped number. Stage four is where the rebalance did its work, and it is much bigger than it was in July: training innates, command runes, the tether, and, as of this month, the taming stats on gear. The tuning surface behind stages two and four is now a live dial catalog the test shard can adjust without a build, which is what makes the S22 measurement card possible.
UO's Animal Taming was the genre's first real pet class, and it shipped with real friction: taming was slow and failure-prone, pets had loyalty that decayed and demanded feeding, a disloyal pet simply ignored orders or went wild, dead pets lost skills, and Veterinary was its own craft for keeping the beast alive. The friction was the identity. UO also invented the problem every successor inherited: the best pets trivialized content, and the tamer's own contribution shrank toward walking. UO's eventual answer, the 2017 pet revamp, is still the most instructive single change in the genre: every pet got a training budget, power got priced in points, and taking more power meant choosing it.
One lesson graduated from theory to practice between editions: the first edition argued from FFXI's Ready moves that pet abilities belong on the owner's bar, costing the owner's resources. That is now how SotA's three pet commands work. The genre canon called it, and the remaining catalog leans on the canon harder for it.
Ultima Online: loyalty and feeding made neglect visible; Veterinary made pet care a skill; control slots priced power in capacity; bonding made the individual animal the investment; the 2017 revamp turned raw pet power into a spendable budget. WoW: the happiness era proved engagement scaling works (and its removal proved players notice when a pet class stops asking anything of them); family abilities and specs gave every species a job; the silver-dragon rares and spirit beasts made finding a pet the story hunters tell for years. EverQuest: the deepest command vocabulary in the genre. FFXI Beastmaster: Ready moves, the precedent our shipped command runes now vindicate. GW2: the F2 beast skill and mid-fight pet swap; also the cautionary tale, because for years the pet mostly played itself. City of Heroes: Masterminds pay endurance upkeep for henchmen they actively command, power rented through attention. ARK: capture as gameplay and imprinting, bond built by interaction. UO freeshards (Outlands above all): pet ability trees, named rares, the living answer to "what would UO taming look like done today."
Two columns changed since July: "SotA today" is the shard after the rebalance, and two new rows track the fronts this edition opens, care depth and the rare hunt.
| Capability | UO | UO shards* | WoW | EQ / FFXI | GW2 | CoH | ARK | SotA July | SotA today | SotA proposed |
|---|---|---|---|---|---|---|---|---|---|---|
| Owner-triggered pet abilities | ○ | ◔ | ● | ● | ● | ◔ | ○ | ○ | ◔ 3 commands | ● S11 |
| Stances / modes with tradeoffs | ◔ | ◔ | ● | ◔ | ◔ | ● | ◔ | ◔ free | ◔ free | ● S12 |
| Bond / loyalty / engagement | ● | ● | ◔ removed | ○ | ○ | ○ | ● imprint | ○ | ○ | ● S20 |
| Positioning commands | ◔ | ◔ | ◔ | ● | ◔ | ● | ◔ | ◔ | ◔ stay/follow | ● S9 |
| Pet gear / itemization depth | ○ | ◔ | ○ | ◔ foci | ○ | ● | ● saddles | ◔ 3 slots | ◔ stats transfer now | ● S15 |
| Capture as gameplay | ◔ | ◔ | ◔ MoP | ● charm | ○ | ○ | ● | ◔ cast+roll | ◔ cast+roll | ● S14 |
| Family / species identity | ◔ | ● | ● | ◔ | ● | ● tiers | ● | ◔ stats only | ◔ 7 tiers | ● S10 |
| Pet care / veterinary depth | ● Veterinary | ● | ◔ Mend Pet | ◔ reward | ○ | ○ | ● imprint care | ○ | ◔ care is mandatory, line is missing | ● S13 |
| Rare-spawn hunting | ● rare hues | ● named | ● rares | ◔ NMs | ◔ skins | ○ | ◔ colors | ○ | ○ | ● S8 |
| Swap agility / stable | ● stable | ● | ● | ◔ | ● in-fight | ○ | ◔ | ◔ slow | ● 3 s at 150 | ● kept |
| Vanity / cosmetic pet economy | ◔ hues | ● | ◔ | ○ | ◔ | ○ | ● dyes | ◔ store pets | ◔ store pets | ● S8/S19 |
| Engagement-scaled rewards | ● loyalty | ● | ◔ era | ○ | ○ | ◔ upkeep | ● | ○ | ○ | ● S20/S21 |
● native · ◔ partial or era-limited · ○ absent. *UO shards = the modern freeshard canon, Outlands above all. "SotA July" = the first edition's snapshot; "SotA today" = the unity-6.5 branch, 2026-08.
Quick wins finish what the rebalance started, and most of them are gives. Core is the handler's craft, the content the new machinery exists to carry. Server-backed is the keystone pair. The decision card watches the dials the rebalance opened. Every tuning number remains an illustrative starting point: final values ship through the combat balance program's test-shard changesets against the published bands (pet at most 60% of the tamer's damage; solo clear at most 1.25x the median school).
The game contains a behavior where a badly injured, unhandled pet should break off and run to its owner. It has never fired once, for two independent reasons: the skill value that feeds the check can only ever be negative, so the gate never opens, and if it did open, the math clamps the flee chance to zero, the exact opposite of the intent. The rebalance made this worse in an interesting way: the check is fed by Obedience, a skill players now buy ranks in, which means players are paying experience into a dead switch. Fix both inversions, with conservative thresholds: only below roughly 15 percent health, and only when the handler has given no recent orders. Obedience then earns its name, trained ranks lower the panic threshold, so a well-trained pet holds the line longer before instinct takes over. A watched pet fights to the last; an ignored one saves its own life.
Seen in: UO loyalty disobedience, WoW Classic unhappy pets.
The taming trainer currently sells fiction. Animal Handling is listed with a real description, "Increases chance to tame a creature," and does not exist: no skill data behind the entry, nothing to learn, nothing it could ever do. Veterinarian is listed and equally hollow. Frenzy and Refresh were retired in August, with refunds, and are still in the trainer's catalog. And the purchase path itself never checks whether a listed skill is actually implemented, which is how all four ghosts survive. Clean it up: the trainer lists what exists, the purchase path refuses what does not, and while we are in the skills window, the displayed taming bonuses stop rounding to whole numbers while the underlying math truncates, a small honesty bug players have already filed. The two ghost names do not disappear from the game's future, Veterinarian in particular is card S13, but a trainer is a shop, not a wishlist.
Seen in: every game whose trainers survived an expansion; UO's trainer lists track published skills.
Since August, pets remember their wounds: stow a bear at half health and it comes back at half health, even across a zone line. That is the right foundation and the wrong resting place, and the tester who verified it said so in the same breath: a pet put away to rest should rest. Proposed, with the genre's guardrails: a stowed pet recovers health slowly, on the order of ten minutes from empty to full, out of combat only, so stowing is convalescence and never a mid-fight reset button. A dead pet does not rest in the bag; it waits for a resurrection, you cannot stow your way out of a vet bill. Second half, same principle: buff timers stop burning while stowed. Today a two-hour pet food buff keeps counting down inside the necklace, so swapping pets taxes the buff you paid for. Freeze buff durations on stow, resume them on summon, never refresh them. Together the two halves answer the real cost the quick-swap thread named: swapping pets stops meaning re-buying and re-buffing your way back to where you were.
Seen in: the genre keeps the hospital at the stable (WoW's stable is pure stasis; BDO and ArcheAge heal at the stable keeper, for a fee), and the one game that healed companions in the pocket, Pokemon, walked it back the moment the pocket became reachable anywhere. Slow rest with the fast path elsewhere is the configuration that survives.
Die at the wrong moment of a tame, while your current pet is dying alongside you, and the game wedges: the freshly tamed creature is stranded in the necklace behind a resurrection timer that reads negative, the old pet is gone, and nothing can be summoned until a zone change clears the jam. Players reproduced this years ago and it has survived every fix wave since, including this month's. The tame and the death each clean up correctly alone; it is the overlap that corrupts the state. Untangle the ordering so a tame that completes as you fall either lands cleanly or fails cleanly, and a negative death timer can never be written at all.
Seen in: nothing, this one is ours. Filed from player reproduction on the tracker.
The one July bug still standing, and the page's obligatory unpopular card. Summoning grants a pet level cap that does not cap: the cap is applied to the creature's level first, and then Combat Training's bonus and the collar's +5 are added on top. At skill 100 a cap of 90 produces level 120 pets; at skill 200 a cap of about 125 can produce pets around 180. Every downstream stat scales off the escaped number. The July card proposing the fix went four votes up, ten down, the worst score on the page, and its top comment argued for a different cap entirely. This rewrite adopts that comment. The minimum ship is unchanged, apply the cap last, level = min(template + bonuses, cap). The design on top is the critic's: the cap also tracks the handler, something like the tamer's own adventurer level plus a margin, so a fresh account cannot pilot an endgame pet through low-level content while the veteran who earned both halves of the pair feels nothing. That was the actual complaint under the votes, not "leave my pet alone" but "the wrong people have the strong pets."
| Today | Proposed | |
|---|---|---|
| Cap at Summoning 100 / 200 | 90 / 125 | 90 / 125, and never above handler level + margin |
| Combat Training and collar bonuses | added after the cap | count toward the cap |
| Apex pet at skill 100 / 200 | ~120 / ~180 | 90 / 125 |
| Mid-journey pets under the cap | unchanged | unchanged, bonuses keep full value |
A statement-ordering change in the tamed branch of the pet's stat assembly, plus one extra term in the cap expression for the handler link. The owner's focus reservation is computed from the pet's final level, so capping the level also lowers the reservation by roughly a third; S16 retunes that in the same changeset so the two land as one coherent number. Ships only after its S22 dial confirms how many live pets sit above their cap and by how much.
The rebalance rebuilt the tree and left the species templates alone, so this card survives with its numbers intact: a top bear's strength is 25 + (level x 1.5) + (mastery x 80) and its health 50 + (level x 0.25) + (mastery x 200), with mastery at 1.25 at skill 100 and 2.5 at 200. The second hundred skill points simply double the mastery term. Bend those lines to a square-root form: a grandmaster feels roughly minus 15 percent on the mastery term, the skill-200 runaway takes minus 40, and everyone below grandmaster barely moves. Waits on its S22 dial like every take.
Seen in: WoW (pet stats as a fixed fraction of owner stats), UO 2017 (power priced, not multiplied).
Two July cards, one budget, so they merge. Every tamed pet carries a hidden all-pets package: health per level, rising damage resistance, and a flat 45 damage absorption that is a large part of why a watched pet simply does not die. Family packages then repeat several of the same stats on top, so the tankiest families are tanky twice; only nine of the fourteen families even have a family package, which is its own oddity, and card S10's opportunity. Meanwhile the rebalance quietly raised the passive total: Hide Toughness's resistance now actually reaches the pet (it did not always), and as of this month so does the resistance on tamer gear. Each of those is correct alone; together they mean the passive layer has grown while the plan of record says it should shrink. Trim the flat absorption and halve family bonuses where they repeat the base layer, and move the trimmed armor into the Guard stance (S12), where it becomes something a handler turns on when the pet is actually tanking. One correction from July, on the record: the first edition flagged a resistance line applied through two stats at once as a possible double-count. It is not one; the skill grants physical and magical resistance by design, and the card's math no longer claims otherwise.
Seen in: WoW Tenacity (survivability as a spec choice, not a default).
Seventeen votes up, zero down, the most wanted card on the July page, and the rebalance quietly built its rails: the seven-tier reband gives every creature a place, and the new taming collection tracks 177 pets across fourteen families with per-species counters. What is missing is the reason to check the far end of the map: the midnight wolf that only prowls the northern woods at night, the scarred old bear with a name and a story. Two layers, both proven elsewhere. Rare hue rolls on ordinary spawns turn all 178 creatures into lottery tickets and make the whole existing world re-huntable overnight. Named beasts, one per family, walk a pool of spawn points across two or three scenes on long windows, a patrol circuit to learn, never a single spot to camp, some gated on world state worth discovering: night, weather, the moons. Strictly cosmetic or sidegrade, a rare is a trophy, never a stat stick, because the moment rares are stronger the hunt becomes homework. Taming a named counts as the kill for every ledger that cares, so the hunter camping it to slay and the tamer waiting to calm it are never at war. The collection page gets a shadowed silhouette row for the named you have heard of and not yet found.
Seen in: WoW's silver-dragon rares and spirit beasts (Loque'nahak's eight spawn points and the hunt culture around them), UO's rare-hued nightmares, frenzied ostards and white wyrms and the bank-front pet trade they fed, Outlands named beasts, GW2's unique juvenile skins.
Sixteen up, zero down in July, and untouched by the rebalance, so the ask stands: two commands the kit is missing. Send, point at the ground, the pet goes there and holds. Guard ally, assign the pet to a party member, and it defends them the way it defends you. Pulling a patrol with your bear parked on the far door, or assigning the wolf to the healer, is the difference between owning a pet and playing one. The rebalance strengthened the case: the command plumbing demonstrably works (three runes ship on it today), and the new tether means a sent pet has an honest maximum range, which July's version of this card had to hand-wave.
Seen in: EQ's command vocabulary, City of Heroes goto and bodyguard, UO "all guard".
Fourteen families, nine family stat packages, and for most players one question: which is strongest. A family identity pass gives every group a job: bears hold the line, wolves bleed fleeing targets, spiders slow, boars knock down, crocodiles crush armor, drakes strafe. The first pass ships four or five archetype groups (tank, striker, controller, skirmisher, breath) rather than fourteen bespoke kits, fills in the five families that today have no package at all, and becomes the chassis the family kits (S11) mount onto. The seven-tier reband makes the audit tractable in a way it was not in July: every family's spread across the tiers is now a table you can read.
Seen in: WoW family abilities, ARK species roles, UO Outlands family niches.
July's flagship asked for a pet ability bar: family abilities on your hotbar, costing your focus, yours to time. The rebalance built the bar. Three owner-cast pet commands ship today on a two-slot channel with real costs, real windows, and charge rules that extend duration without power. What did not ship is the content: the same three commands serve a bear, a spider, and a drake identically. This card is the second half: each archetype from S10 earns one signature rune on the same channel, the bear's Maul, the wolf's Fear Howl, the spider's Web, the drake's Wing Buffet, built exactly the way the shipped three are built. July priced this Large when it included inventing the machinery; the machinery exists, so the honest price is Medium, and the pattern to copy is in the data.
Seen in: FFXI Beastmaster Ready moves (the precedent the shipped runes vindicate), WoW Kill Command, GW2 F2 beast skills.
A family kit rune is authored like the three shipped commands: owner-cast, gated on having a tamed pet out, on the shared two-slot channel, drawback included, charge extending duration only. The kit rune checks the pet's archetype so one skill serves all families with per-archetype effects. New actives join the once-per-use training exclusion list so command spam can never become a training loop. Depends on S10 for the archetype grouping.
The shipped commands are moments you cast. Stances are postures you set, and today's postures are still free: aggressive is simply the strongest setting, at no cost, forever. Replace them with stances that trade. Guard: more taunt and resistance, less damage, and the armor S7 trims from the passive layer lands here. Frenzy: more damage, fewer resistances, the pet visibly enraged (the never-used Enrage stat finally earns its keep). Harry: low damage, slows and interrupts. The card draws a clean line against the rune channel: runes are seconds-long calls with cooldowns, stances are standing orders with permanent tradeoffs, and both layers read the same archetype data so they compose instead of competing.
Seen in: WoW Ferocity/Tenacity/Cunning, EQ stances, City of Heroes Mastermind modes.
July's version said "we already own the skill slot." That is no longer true, and the card is stronger for the loss. The rebalanced tree has no Veterinarian row and no Animal Handling row; what survives is a rank stat the game still computes, an icon, and the trainer's ghost listing (S2). So this card now asks for what it always meant: a real skill line, built new, on the branch that keeps pets alive. And the rebalance handed it the strongest argument a care line has ever had here: pets no longer heal themselves, at all. Every point of pet health is now the owner's work, and the school offers exactly one heal and one resurrect to do it with. The Veterinarian is the job description: field bandages that heal out of combat, cheaper and faster resurrection, and, adopting the best comment on the July page, rez-window insurance, a trained veterinarian's pet cannot be lost outright to the death timer while its handler is fighting to reach it. The same comment asked to heal injured wild animals found in the world, with the Love virtue answering; that ships in this card's second stage, because it is exactly the kind of thing this game does that no other game bothers to.
Seen in: UO Veterinary (bandage heals and vet resurrection, the exact precedent), WoW Mend Pet, ArcheAge's stable-hand recovery.
Honestly sized Large: a new skill row on the Collar Recovery branch, two or three rune assets in the shipped command pattern, and the rez-insurance rule as a timer extension gated on the skill. The dormant rank stat gets retired or wired, not left half-alive. Sequenced after S3 so stow-rest and vet care land as one coherent care story instead of two overlapping answers.
Capturing a great beast becomes a contest instead of a ten-second cast bar: weaken it into a band, begin the calming channel, ride out its attempts to break your concentration, and commit the collar at the right moment. Everyday tames stay quick, the contest scales with the creature's power, so the drama is reserved for the beasts worth bragging about. New in this edition, promoted from the July thread to the card body as a design option: the purist rule, a tame only succeeds if the fight was yours, any outside help, damage, healing, or crowd control from another player voids the attempt on the great beasts. It reads harsh and it is exactly how the people who most want this card want it.
Seen in: WoW's Molten Front and Mists taming challenges (Deth'tilac, kited below his own strength before the tame is even allowed; Ban'thalos, tagged out of the sky), ARK's weaken-then-commit, FFXI charm risk.
The contest's conditions key off the creature's own scripted phases, an enrage that must expire, adds that must fall, a channel that must be stood through, rather than a bare health threshold, so the great-beast tames read as puzzle bosses with a permanent trophy, the shape the genre's best capture content converged on. Scales by tier: tier F stays a ten-second calm; the S tier is the story you tell.
July's version leaned on two "empty gear tiers already sitting in the data." Checked again for this edition: those folders are empty because the idea was abandoned, the handful of assets that exist are marked obsolete, and no shipping item uses them. So the card drops the archaeology and targets what is real: the pet sheet's three live gear slots, whose owner-side stats, as of this month, finally transfer to the pet. Fill the slot pool with choices instead of levels: a collar that removes the Strength command's drawback but lengthens its cooldown; a relic that turns the bear's Maul into a cleave; a charm that widens the tether but thins the pet's threat at range. Mutually exclusive, ability-modifying, never raw levels, and one anti-goal named out loud: the +5 pet levels on collar gear is exactly the shape this card exists to replace, and the S22 dial on collar-gear bypass will say how urgent that is.
Seen in: WoW glyphs, ArcheAge battle-pet gear done as sidegrades.
Fielding a top pet reserves part of the owner's focus, the opportunity cost that justifies fighting beside a second combatant, and Concentration's curve still cuts that reservation by 62.6 percent at skill 170. The July thread's one comment on this card deserves a direct answer, because it read the proposal backwards, and if a card can be read backwards it was written badly. Plainly: this card makes the commitment bigger, not smaller. Concentration would reduce the reservation by at most about 30 percent at grandmaster, instead of the 60-plus it reduces today, so the net focus a top tamer sets aside goes up. The commenter's own numbers, a 497-focus reservation from a 1040 pool, verified the current curve exactly; under this card that reservation grows modestly rather than shrinking. The pet is a build choice again, not a free ally. Tuned jointly with S5, which lowers the reservation on its own by capping the level, and gated on its S22 dial like every take.
Seen in: UO control slots, City of Heroes Mastermind endurance economy.
Summons are pets without a tamer, they share the machinery, and the rebalance did not touch them, so their books never got audited. They do not balance. Upkeep runs three ways: elementals, the daemon, and the phoenix reserve twice their level in max focus; the wisp falls through to a flat token ten; skeletons and liches reserve nothing at all. The level formulas run three ways too: elementals scale with their school's specialization, most other summons scale with the caster's level instead, and the daemon uses the same formula at half rate, so identical investment buys visibly different pets depending on school. One law: every summon pays the same shaped upkeep, every summon levels by the same shaped formula, tuned per school by data rather than by accident. The give riding along comes straight off the wishlist: each school's summon in two casts, the single strong companion and the cheaper swarm variant, sharing one food and gear pool, which is the most-asked summon feature on the tracker this month.
Seen in: EQ magician pet lines (one law, many elements), the wishlist's own summon-variant thread.
An Excitement stat has sat unused in the data with a design note about pets celebrating, and it survived the rebalance untouched. Use it: pets that are actively handled emote more, the bear rears after a commanded Maul, the wolf circles you after a win, the drake preens when fed a treat. One hundred percent cosmetic, zero power, and the cheapest warmth this program can buy.
Seen in: FFXIV minion behaviors, WoW pet interactions.
The community's monetize-taming thread asked for exactly this and it costs the balance budget nothing: size tonics (the Growth and Reduction stats already exist in the data, unused), pet dyes, skin variants, trick and emote packs, and the thread's own best idea, a crown-shop pet resurrection service for the tamer stranded far from a healer. Strictly vanity and convenience, the day a store item carries a pet stat, every other card on this page loses its credibility. This is the card that helps pay for the rest.
Seen in: ESO and WoW pet cosmetics, ARK dyes; requested in our own wishlist thread.
The card the rest of the page builds toward, renamed for a good reason: July called this "Bond & Obedience," and Obedience is now the name of a shipped skill players buy, so the meter is Bond, one word, and the shipped Obedience skill becomes one of its inputs rather than a naming collision. Each pet carries a long-term Bond grown by real handling: commands cast, heals landed, fights survived together, veterinary care given. Bond is worth the top slice, about 15 percent, of the pet's performance, fades only slowly with neglect, and never drops below a floor. Under it, a short-term attention layer drains only when the pet fights with literally no input from its handler and refills instantly on any order. A handled pet is the strongest a pet has ever been at your side. A pet parked to play the game for you sinks to the floor and stays there. Every signal Bond reads is one the server can verify on its own, commands, casts, and kills it already sees, which is both the anti-cheat posture and the reason this card sequences after the command surface (S9, S11, S12): Bond needs verbs worth watching.
Seen in: UO loyalty and bonding, WoW Classic happiness, ARK imprinting.
Per-pet state (bond value, attention, last-command time) rides the existing bounded per-pet storage at roughly 50 bytes per pet, stated up front. Rollout in three stages: meters visible but inert, then effects on the test shard, then live, with thresholds tuned so that any real play, including a support tamer who only heals and repositions, never touches them. The July card's storage-trust caveat stands: per-pet values are client-authored today, so Bond's accounting is built server-side from events the server witnesses, not from a number the client reports.
Our published balance target says the pet should be at most 60 percent of a tamer's damage, the tamer must matter. This card makes that personal: full kill experience when the handler took part in the fight, where taking part is generous by design, meaningful damage or any support action at all, a heal on the pet, a command, a buff. A handler who did none of those earns a reduced share, never less than 30 percent. And to answer the question asked directly on the July thread, in the card body where it belongs this time: yes, a bard-tamer playing songs and steering the pet is taking part, every song counts as support, full credit. This is not experience by distance, which was reviewed and declined; participation is about what you did, not where you stood.
Seen in: EQ and WoW group participation rules, GW2 event credit.
The rebalance opened three questions its own change log says should be answered by numbers, not opinions, and this card is the public commitment to answer them before any take on this page tunes anything. One: is the three-second resummon at Summoning 150 short enough that pet death stops mattering again? Two: with two command slots and three commands, does Taunt plus a damage command become the only pair anyone runs, making the choice a false one, especially once family kits (S11) widen the menu? Three: does pricing the training skills at four times experience push players to skip Combat Training and buy pet level from collar gear instead? Each question gets a dial, usage and outcome numbers from the shard, published in the balance change log the way the census and the band measurements already are. The takes (S5, S6, S7, S16) wait for readings. Votes on this card mean: yes, hold them to that.
Seen in: our own balance program's band measurements, applied to the school that needs them most.
Ten July cards do not return, six because they are built or settled, four because the votes and the arguments said no. Final tallies preserved; the July page, with every original thread and vote intact, is archived at the first edition.
Resolved more thoroughly than the card asked: Frenzy was retired outright, with every spent point refunded, and its principle, windows with real cooldowns and drawbacks that actually bind, shipped inside all three new pet commands. The bard cross-stack died with it. To the commenter who wrote "bring back Frenzy!!": its strength lives in the Strength command, and the Frenzy name is reserved by the stance card (S12).
The July card claimed collar recovery breaks past 100 percent at skill 50 and failed tames stopped costing anything. A commenter pushed back: the real chance depends on the creature's level, fine for chickens, not for red snarlers. The commenter was right and the card was wrong. The audit re-derived the formula three weeks later and found recovery is protection against creature level, not a flat percentage, exactly as the comment described. What did ship: the roll is now bounded at both ends, the readout stopped claiming 184 percent and now shows the creature level your collar is safe against, failed hand-offs stopped eating collars, and permanently bricked collars were un-bricked. This entry is deliberately the centerpiece of the section: the threads steer this page, and when a player out-argues the audit, the page says so.
Built in August, and the real story was better than the card: it was not four families' taunts that were broken but nine of ten pet basic attacks, all reading a stat nothing fills. The same fix gave the taunt an actual threat move on cast (there was one for the buff ending and none for it starting), and repaired a falloff bug that cut every pet's threat to a tenth at ordinary fighting distance. Gear taunt values were rescaled a hundredfold to match. If your pet could not hold aggro in July, this is why.
The votes leaned no on a ten-minute stat debuff, and the shipped design listened: instead of a punishment window, resurrection now returns pets at 10, 50, or 75 percent health by skill, and pets remember their wounds and buffs across stow, zone, and resummon. Death interrupts the loop without a timer nobody asked for. The stow-rest question the testers raised in response became card S3.
The third-most-wanted card on the page shipped in the rebalance's cooldown wave: two minutes at Summoning 20, ten seconds at 80, three at 150, never zero. The thread's remaining complaint, that the real cost of swapping is re-food and re-buffs, is card S3 now. Whether three seconds is too generous is dial one on S22.
The pathing burn-down happened without waiting for the page: pets ride into Adobe and Upscale stables, recall lands the pet on its owner, other players' pets animate instead of sliding, the leash loop that reset pet threat several times a second is gone, dismissed creatures dissolve, idle players only lose a pet that is actually fighting, and a leash that never finishes no longer parks a creature invulnerable. New since July, and better than anything the card asked for: /verbose pet makes the pet explain its refusals in plain chat. The cluster is not empty, pets still cannot ride elevators or moving platforms, but it is a different landscape than the one the card was written against.
The combo-window card never found its audience, and its dependency (family kits) has not shipped. Retired; if the kits land and players ask for a skill ceiling on top, it can return on its own merits.
Camped spawns growing wary was the page's least-loved take, and its one defender argued it as an idle-farming counter, which the idle-pet dismissal fix now handles more directly. Retired.
The votes were friendly; the argument was not, and it was right. "SotA is a skill-based game, its core design. You can add new skills to train, but adding perks is illogical," wrote Akandriel, and the second commenter co-signed. The rebalance then answered the same way: it added and converted skills, not perks. Depth per pet, if it comes, comes through Bond (S20) and skills, not a parallel point system. Retired as designed, with respect to the ten who voted for it.
The card existed to force an honest decision on an Episode 2 stretch goal with vote evidence, and it worked: thirteen to two in favor of a pure-utility pack animal. The decision now sits with Episode 2 planning carrying that number; the foal-growth question that rode beside it was already resolved (foals shipped, goal called done). Not re-proposed here because the card's job, producing the evidence, is complete.
Every approved card composes into one surface, and for the first time part of this mockup is real. Solid elements are on the shard today; dashed elements are what this page proposes. No new windows: the pet status panel grows a meter and a stance row, the family kit joins the command bar that already exists, and everything else is the same game with more verbs.
| Phase | Ships | Rule |
|---|---|---|
| P0 · Verify and measure | The August waves get their tester verdicts; S22's three dials start recording. | No take tunes anything until its dial has data. The five open verification tasks come first. |
| P1 · Quick-win gives | S1 flee gate, S2 trainer truth, S3 stow and rest, S4 tame-while-dying. | All gives or give-shaped bug fixes; ships fast, no balance gate needed. |
| P2 · Dial-gated takes | S5 cap, then S6, S7, S16 as their dials confirm, each wave carrying at least two toys from the core tier. S17's summons audit rides here as a data pass with its variant give. | Test shard first; two consecutive weekly in-band windows per change; no take wave without two toys. |
| P3 · Identity, kits, commands | S10 family jobs, then S11 kits, S9 send and guard, S12 stances. S18 personality and S19 vanity ride along. | Jobs before kits; kits and commands before stances lock their tradeoffs. |
| P4 · Care, hunt, keystone | S13 Veterinarian (after S3 defines rest), S8 rare tames, S14 taming as a fight, S15 gear; then S20 Bond and S21 participation. | Bond waits for the command surface so it has signals worth reading; participation waits for its dial. |
flowchart LR S22["S22 dials"] --> S5["S5 cap"] S22 --> S6["S6 mastery"] S22 --> S7["S7 armor"] S22 --> S16["S16 focus"] S22 --> S21["S21 participation"] S10["S10 family jobs"] --> S11["S11 family kits"] S11 --> S20["S20 Bond"] S9["S9 send + guard"] --> S20 S12["S12 stances"] --> S20 S3["S3 stow + rest"] --> S13["S13 veterinarian"] S7 --> S12 style S5 stroke:#a33d2e,stroke-width:2px style S11 stroke:#c9a55a,stroke-width:2px style S20 stroke:#c9a55a,stroke-width:2px
The full ledger is Section 1; in brief: the tree split with refunds, three castable pet commands on a two-slot channel, the tether and its three tuning passes, the summon cooldown and rez-health curves, seven summoning tiers across 178 creatures, the taunt and threat repairs, the end of pet self-healing with wound and buff persistence, taming gear stats reaching the pet, honest collar readouts, the taming jewel fix, the Summon Party Scroll, the taming achievement collection, and the pet-refusal chat explainer. If you asked for one of those in July: it exists, go enjoy it.
| Claim | Source surface |
|---|---|
| Cap applied before bonuses; level 120 pets at a 90 cap | The pet stat assembly code and the summon skill's cap curve, re-verified this week |
| The flee gate that never fires, twice over | The retreat check's skill feed (always negative) and its clamp direction |
| Ghost trainer entries and retired skills still listed | The trainer's catalog data against the skill sheet's implemented rows |
| Tether 15 / 17.5 / 20 m; command windows and drawbacks | The shipped tuning catalog and the three command rune assets |
| Summon upkeep three ways; level formulas three ways | The summon innate packages and each school's level expression |
| Mastery multipliers unchanged by the rebalance | The 178 species templates, spot-checked top-tier bear and dragon |
| Concentration at -62.6% at skill 170 | The skill curve, independently confirmed by a player's posted numbers |
| Pets no longer self-heal; wounds and buffs persist | The August ship notes and the tester verification thread |
| Taming is the #1 specialization; bard-tamer the #1 pair | The August 14 census of 120,337 characters, published in the research notes |
| The 60% / 1.25x bands | Our published balance targets document |
The rebalance ships with a pin suite that locks the tree shape, the four-times pricing, the command drawbacks and channel rules, the tether anchors and release hysteresis, the threat falloff, and the tier counts, some seventy cases, plus sibling suites for the collar math, gear stat wiring, stored pet health, regen innates, and the party scroll. Each shipping card adds its own pin in the same style: S1's threshold and sign, S5's cap order and handler link, S3's stow recovery and frozen timers, S2's trainer-versus-data sweep, S17's per-school upkeep table, S20's meter transitions, S21's share and floor.
Shipping game data (the skill sheet, species templates, innate and rune assets, the trainer catalogs, the tuning dial catalog, the pet manifest); the August rebalance's changeset reports and the balance change log; our published balance targets; the August 14 specialization census; the public tracker's taming and pet reports and the tester verification threads; the first edition's own comment threads and vote tallies; and the genre record, UO's publish history and 2017 pet revamp notes, UO Outlands' wiki, WoW's hunter-pet history from Classic happiness through Mists taming challenges and the rare-tame culture, EverQuest and FFXI Beastmaster references, GW2's ranger documentation, City of Heroes Mastermind guides, and ARK's taming and imprinting documentation.
No account needed. Every proposal above also has its own Discussion box for talking about that one alone; this thread is for the plan as a whole. Comments are plain text, held to basic decency, and may be trimmed.