Taming is one of SotA's most loved and most argued-about schools. The engine under it is genuinely strong: 199 tamable creatures across 14 families, per-family stat templates that scale from their owner's skills, a real focus commitment for fielding a pet, pet gear slots, and a full command set. But nearly all of a pet's power is passive, the handler's rotation is three buttons, and the balance targets we publish say plainly that the pet should not be most of the tamer. This document measures the school against the genre that invented it, and proposes twenty-eight changes built on one deal: less power that plays itself, more power in the handler's hands.
Ultima Online shipped the ancestor in 1997: Animal Taming with loyalty and feeding, Veterinary as its own craft, the dragon-tamer power problem, and then twenty years of retrofits ending in the 2017 pet revamp that priced pet power in training points and choices. WoW ran the same arc faster — happiness, family abilities, talent trees, Bestial Wrath's burst window, taming challenges. FFXI put pet abilities on the owner's hotbar. Guild Wars 2 made the pet a swappable second half of its ranger. City of Heroes built a whole archetype out of paying upkeep for henchmen you actively command. The genre's verdict is consistent: a pet class is interesting exactly in proportion to what the owner does per fight.
Measured against that bar, SotA's taming has a strong skeleton and an inverted power budget. The community's own headline thread says both halves out loud: pets are too strong, and taming is too low-interaction — "solo dungeons with a click every ~90 seconds." Our published balance targets already draw the line this page designs to: a tamer's solo clear rate at most 1.25x the median solo school, and the pet at most 60% of the tamer's total damage — the tamer must matter. The gaps cluster in three places:
The deal that runs through all twenty-eight proposals: Tier 1 removes a slice of the always-on power, in the open, with the math shown. Tier 2 sells roughly half of it back as active play — a pet ability bar, real stances, positioning commands, a revived Veterinarian, sidegrade gear in the two empty gear tiers that are already sitting in the data. Tier 3 adds the keystone: Bond, the system that routes the top of a pet's performance through actually handling it. A tamer who plays their pet lands inside the published bands and feels stronger than today in the moments that matter. A pet left to play itself simply isn't very good anymore.
| # | Proposal | Tier | Size | Server | One-line pitch |
|---|---|---|---|---|---|
| S1 | One cap to rule them | 1 | S | none | bug fix: the pet level cap finally caps; level-114 pets end |
| S2 | Mastery deepens, not multiplies | 1 | S | none | bend the mastery curve; skill 100 barely feels it, the 100–200 runaway ends |
| S3 | Less always-on armor | 1 | S | none | trim passive absorption; the difference returns as the Guard stance |
| S4 | Family bonuses at half weight | 1 | S | none | tank families stop being tanky twice |
| S5 | Frenzy: burst, not maintenance | 1 | S | none | a real window on a real cooldown; the bard cross-stack ends |
| S6 | The focus commitment restored | 1 | S | none | fielding a top pet reserves real focus again |
| S7 | Collar economics fixed | 1 | S | none | failed tames cost collars again; recovery can apply on success too |
| S8 | Fourteen families, fourteen jobs | 1 | M | none | bears tank, wolves rend, spiders slow, drakes breathe |
| S9 | Every pet can hold the line | 1 | S | none | Taunt Training works for every family, not ten of fourteen |
| S10 | The pet ability bar | 2 | L | none | 2–3 commandable pet abilities per family on your hotbar |
| S11 | Real stances | 2 | M | none | Guard / Frenzy / Harry, each with teeth and tradeoffs |
| S12 | Send and guard commands | 2 | M | none | send-to-point and guard-ally; positioning becomes play |
| S13 | Coordinated strike | 2 | L | none | your attack + your pet's ability inside 2 s = a bonus effect |
| S14 | The Veterinarian returns | 2 | M | none | the dormant skill wakes: bandages, cheaper rezzes, Wounded care |
| S15 | Wounded | 2 | M | none | a resurrected pet needs care before it fights at full strength |
| S16 | Loyal, not suicidal | 2 | S | none | a critically hurt, unhandled pet runs to you instead of dying |
| S17 | Quick swap | 2 | S | none | bring the tank for the boss, the striker for the hall |
| S18 | Sidegrade pet gear | 2 | M | none | the two empty gear tiers fill with choices, not levels |
| S19 | Rare and named tames | 2 | M | none | the midnight wolf exists and the hunt for it is content |
| S20 | Taming is a fight | 2 | M-L | none | capturing a great beast becomes a contest, not a cast bar |
| S21 | Pets with personality | 2 | S | none | pets visibly react to being handled; purely cosmetic |
| S22 | The handler's vanity line | 2 | M | none | size tonics, dyes, skins, tricks; strictly vanity |
| S23 | Fix the floor | 2 | M-L | none | the stuck-pet and pathing bug cluster gets a dedicated pass |
| S24 | Bond & Obedience | 3 | L | pet options | the keystone: the pet's top edge comes from being handled |
| S25 | Fight alongside your pet | 3 | M-L | protocol | full kill experience when the tamer took part in the fight |
| S26 | Wary prey | 3 | M | spawner | hunting grounds deplete under camping; ranging hunters prosper |
| S27 | Training points | 3 | XL | storage | per-pet perks at Bond milestones; deferred until Bond proves out |
| S28 | Pack animals | 3 | XL | direction | Episode 2 decision card: honor or retire, with vote evidence |
The pieces in place are real: taming necklaces that carry a stored creature, a 10-second field tame with collars as the consumable, a summon gate by creature power, a pet status panel, a pet character sheet with three gear slots, persistent per-pet command preferences, chat commands (/pet, /petstate), and three owner actives. The pet fights from a behavior tree that follows, leashes, teleports to you when stranded, defends you when you're 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 runs in four stages, and understanding it is understanding every Tier 1 card:
flowchart LR A["Species template\n178 tamed prefabs\nstat formulas + base level"] --> B["Level assembly\ncap applied FIRST,\nbonuses added AFTER"] B --> C["Innate layer\nall-pets package\n+ family package"] C --> D["Owner transfer\ntraining skills + 3 gear slots\n+ focus reservation"] D --> E["The pet that fights"] style B stroke:#a33d2e,stroke-width:2.5px style E stroke:#c9a55a,stroke-width:2px
Stage two is the bug: the cap from Summon Tamed is applied to the template level first, and then Combat Training's +25 and the collar's +5 are added on top, so at grandmaster the "cap" of 89 produces level 114–119 pets — and stages three and four both scale off that escaped level. Stage three is the layer most players never see: every tamed pet carries a hidden package (+2 health per level, rising damage resistance, a flat 45 damage absorption), and tank families add the same shapes again on top. The Tier 1 cards operate on exactly these stages, in the open, with before/after tables.
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 — a grandmaster tamer with a pair of white wyrms had visibly earned them and visibly worked to keep them. 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 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 — the pet you built, not the pet you found.
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; Bestial Wrath is the model burst window — enormous, brief, and yours to time. EverQuest: the deepest command vocabulary in the genre; a mage's pet is an instrument you play. FFXI Beastmaster: Ready moves are the direct precedent for our flagship — pet abilities the owner triggers off a charge economy. GW2: the F2 beast skill and mid-fight pet swap; also the cautionary tale, because for years the pet mostly played itself and rangers asked for exactly the control we're proposing. City of Heroes: Masterminds pay endurance upkeep and get bodyguard mode and tiered commands in exchange — power rented through attention. ARK: capture as gameplay (weaken, then commit) and imprinting — bond built by interaction; also the proof that full breeding is an entire game's worth of scope. UO freeshards (Outlands above all): pet ability trees, affinity depth, named rares — the community's living answer to "what would UO taming look like done today."
| Capability | UO | UO shards* | WoW | EQ / FFXI | GW2 | CoH | ARK | SotA today | SotA proposed |
|---|---|---|---|---|---|---|---|---|---|
| Owner-triggered pet abilities | ○ | ◐ | ● | ● | ● | ◐ | ○ | ○ | ● S10 |
| Stances / modes with tradeoffs | ◐ | ◐ | ● | ◐ | ◐ | ● | ◐ | ◐ free | ● S11 |
| Bond / loyalty / engagement | ● | ● | ◐ removed | ○ | ○ | ○ | ● imprint | ○ | ● S24 |
| Positioning commands | ◐ | ◐ | ◐ | ● | ◐ | ● | ◐ | ◐ stay/follow | ● S12 |
| Pet gear / itemization depth | ○ | ◐ | ○ | ◐ foci | ○ | ● | ● saddles | ◐ 3 slots | ● S18 |
| Capture as gameplay | ◐ | ◐ | ◐ MoP | ● charm | ○ | ○ | ● | ◐ cast+roll | ● S20 |
| Family / species identity | ◐ | ● | ● | ◐ | ● | ● tiers | ● | ◐ stats only | ● S8 |
| Pet ability trees / specs | ● 2017 | ● | ● | ○ | ◐ | ○ | ◐ | ○ | ◐ S27 |
| Swap agility / stable | ● stable | ● | ● | ◐ | ● in-fight | ○ | ◐ | ◐ slow | ● S17 |
| Utility / husbandry pets | ● pack | ● | ○ | ○ | ○ | ○ | ● | ○ | ◐ S28 |
| Vanity / cosmetic pet economy | ◐ hues | ● | ◐ | ○ | ◐ | ○ | ● dyes | ◐ store pets | ● S19/S22 |
| Engagement-scaled rewards | ● loyalty | ● | ◐ era | ○ | ○ | ◐ upkeep | ● | ○ | ● S24/S25 |
● native · ◐ partial or era-limited · ○ absent. *UO shards = the modern freeshard canon, Outlands above all. "SotA today" = the unity-6.5 branch, 2026-07.
Tier 1 is the rebalance, published with its math. Tier 2 is the toolkit that hands the removed power back as things you do. Tier 3 is the keystone systems and the Episode 2 decision card. Every tuning number on this page is an illustrative starting point: final values ship through the combat balance program's test-shard changesets and its weekly measurement windows, against the published bands (pet at most 60% of the tamer's damage; solo clear at most 1.25x the median school).
Summon Tamed grants a pet level cap that today does not cap: the cap is applied to the creature's base level first, and then Combat Training's +25 and the collar's +5 are added on top of the capped value. At grandmaster that turns a cap of 89 into pets of level 114 to 119, and the entire stat stack — health per level, resistance per level, strength per level — scales off the escaped number. The fix is to apply the cap last: level = min(template + bonuses, cap). Combat Training and collars keep their full value for every pet below the cap, which is most of the 178 templates; what ends is the apex pet living 25 levels above its own ceiling.
Seen in: WoW (pets hard-capped at owner level), UO (control-slot and skill caps as true ceilings).
| Today | Proposed | |
|---|---|---|
| Cap at grandmaster taming | 89 | 89 |
| Combat Training bonus (+25) | added after the cap | counts toward the cap |
| Collar level bonus (+5) | added after the cap | counts toward the cap |
| Apex pet level | 114–119 | 89 |
| Mid-journey example: level-33 bear, mid skills | ~48 | ~48 (unchanged) |
A statement-ordering change in the tamed branch of the pet's stat assembly (NPCController.ResetCharacterState): fold the level bonus into the value before the cap comparison instead of after it. One side effect to budget deliberately: the owner's focus reservation is computed from the pet's final level, so capping the level also lowers the focus cost by roughly a third — S6 retunes that in the same changeset so the two land as one coherent number.
Every tamed template scales from its owner's Taming Mastery with straight lines: a top bear's strength is 25 + (level × 1.5) + (mastery × 80) and its health 50 + (level × 0.25) + (mastery × 200). Mastery is 1.25 at skill 100 and 2.5 at skill 200, so the second hundred skill points simply double the mastery term. Bend those lines to a square-root form (illustratively 75 × √mastery and 190 × √mastery): a grandmaster feels roughly −15% on the mastery term, the skill-200 runaway takes −40%, and everyone below grandmaster barely moves. The removed budget is exactly what funds the ability bar (S10) and Bond (S24).
Seen in: WoW (pet stats as a fixed fraction of owner stats), UO 2017 (power priced, not multiplied).
Data only: the stat expressions live in the 178 tamed species templates and are mass-editable by script, with the change shipped as one balance changeset so every expression regenerates through the real formula tokenizer and gets a per-family pin test. The skill sheet's mastery-per-level value stays untouched — it also feeds Frenzy and the innate layer, and keeping the levers independent is what makes each card measurable on its own.
Beyond its template, every tamed pet carries a hidden all-pets package: +2 health per level, damage resistance that rises with level, and a flat 45 damage absorption that is a large part of why a watched pet simply does not die. Trim the flat absorption to 25 and move the removed 20 into the Guard stance (S11), where it becomes something a handler turns on when the pet is actually tanking. The review also found one resistance line applied through two different stats at once; if that turns out to be double-counted mitigation it becomes this program's second flagged bug fix.
Seen in: WoW Tenacity (survivability as a spec choice, not a default).
Family packages stack additively on the all-pets package, so a bear gets +2 health per level twice and rising resistance twice — the tankiest family is tanky squared, and the answer to "which pet?" has been "a bear" for years. Where a family bonus repeats a stat the base layer already grants, it now contributes at half weight. Bears land closer to the pack; mid families barely move; the family comparison table ships with the patch notes so nobody has to take our word for it.
Seen in: WoW family normalization passes; every game that ever had a "best pet" problem.
Tame Frenzy lasts 30 seconds on a 15-second cooldown: it is not a burst, it is a chore with a 100% duty cycle that adds about +112 strength permanently at grandmaster — more when a bard's mastery stacks in, which is a filed bug (#1296). Proposed: roughly 12 seconds on a 45-second cooldown with a higher peak, so the moment you call it is stronger than anything today, and the −20 resistance drawback finally exists because the buff finally drops. The bard cross-stack term goes away in the same change: a taming skill scales on taming.
Seen in: WoW Bestial Wrath — enormous, brief, and yours to time.
| Today | Proposed | |
|---|---|---|
| Duration / cooldown | 30 s / 15 s | ~12 s / ~45 s |
| Uptime | 100% | ~27% |
| Peak strength bonus (grandmaster) | ~112, permanent | higher, for the window |
| Drawback (−20 resistance) | never binds | real for the window |
| Bard mastery cross-stack | yes (bug #1296) | removed |
Fielding a summoned pet reserves part of the owner's focus — the opportunity cost that justifies fighting alongside a second combatant. At grandmaster that reservation should be around 490; Tame Concentration's curve cuts it to about 246. Proposed: Concentration becomes a linear reduction with a hard design ceiling (about −30% at most), tuned jointly with S1 (which lowers the reservation on its own by capping the level) so the net commitment at grandmaster lands modestly above today's number rather than doubling it. The pet is a build choice again, not a free ally.
Seen in: UO control slots, City of Heroes Mastermind endurance economy.
Collar Recovery's chance to save a taming collar exceeds 100% at skill 50, so failed tames stopped costing anything years ago — while successful tames always consume the collar, which is backwards twice. Proposed: recovery caps below 100% (about 65% at grandmaster) so failure has a price again, and recovery applies to successful tames too, so the skill reads as collar craftsmanship in both directions and the change carries a visible upside.
Seen in: UO (insurance never pays more than the thing was worth).
Fourteen families, and for most players one question: which is strongest. A family identity pass over the innate and attack data gives each 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, and becomes the chassis the ability bar (S10) mounts onto.
Seen in: WoW family abilities, ARK species roles, UO Outlands family niches.
Taunt Training raises a stat that only about ten of the fourteen families' attacks actually read — train it as a lion tamer and it does nothing at all. Extend the taunt hookup to every family's attack data so the skill works regardless of species, and Guard-stance tanking (S11) has a foundation everywhere.
Seen in: WoW (Growl on every pet), EQ pet taunt toggles.
Each family archetype grants two or three pet abilities that appear on your hotbar and cost your focus: the bear's Maul, the wolf's Fear Howl, the spider's Web, the drake's Wing Buffet. Your pet's best moments stop being things it decides and start being things you call. This is where a large share of the stat power removed in Tier 1 comes back — as throughput that exists only while a handler is playing.
Seen in: FFXI Beastmaster Ready moves (the direct precedent), WoW Kill Command, GW2 F2 beast skills.
The pattern already exists: Tame Heal and Tame Frenzy are owner-cast runes that target and buff the pet, and pet attacks are themselves rune assets. A commandable ability is an owner-cast rune whose effect orders the pet's next action through the existing command dispatch, with the animation drawn from the family's existing attack set — the honest cost of this card is ability design and effects polish, not new machinery. Ability sets attach to the S8 archetypes (five kits), not to 178 species. New actives join the once-per-use skill-training exclusion list so command spam can never become a training loop.
Today's postures are free: aggressive is simply the strongest setting. Replace them with stances that trade: Guard — more taunt and resistance, less damage, and the absorption S3 removed from the passive layer; Frenzy — more damage, fewer resistances, the pet visibly enraged (the never-used Enrage stat finally earns its keep); Harry — low damage, slows and interrupts. Hunting unsupervised has a cost: while the pet picks its own targets its focus reservation on you rises, and after several consecutive self-chosen kills it tires; a single command resets the chain and costs nothing.
Seen in: WoW Ferocity/Tenacity/Cunning, EQ stances, City of Heroes Mastermind modes.
Extends the existing posture system and its per-pet persistence (one more saved key per pet in the pet-options bag). Stance effects are innate-style stat packages toggled by state, which keeps them data-tunable. The self-chosen-kill counter lives on the pet's controller; only literal zero-command play ever accumulates it.
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.
Seen in: EQ's command vocabulary, City of Heroes goto/bodyguard, UO "all guard".
Land your own attack within about two seconds of a commanded pet ability and the pair triggers a bonus: the bear's Maul plus your blade is a knockdown; the spider's Web plus your bolt is an armor shred. Generous timing, no penalty for missing the window — just a reason for the tamer and the pet to fight as one animal.
Seen in: FFXI skillchains, GW2 soulbeast's merged-fighting fantasy.
A Veterinarian skill has existed in the game's data for years — unbuyable, its rank quietly computed and never used. Wake it: field bandages that heal your pet out of combat, faster and cheaper pet resurrection, and treatment of the Wounded state (S15). The tamer who keeps their beast alive with skill instead of stats is one of the oldest fantasies in the genre, and we already own the skill slot.
Seen in: UO Veterinary — bandage heals and vet resurrection, the exact precedent; WoW Mend Pet.
A resurrected pet comes back Wounded: reduced stats for about ten minutes, unless a Veterinarian treats it. Pet death stops being a five-minute formality and starts being a moment the handler manages — retreat, treat, re-engage. Ships together with S14 (the mitigation) and S7 as one "death matters again" package.
Seen in: WoW Classic revive weakness, ARK creature recovery.
The game already contains a behavior where a badly injured, poorly-obeyed pet should break off and run to its owner — and it has never fired, because of a sign inversion in the check. Fix it, with conservative thresholds: only below roughly 15% health, and only when the handler has given no recent orders. A watched pet fights to the last; an ignored one saves its own life.
Seen in: UO loyalty disobedience, WoW Classic unhappy pets.
Swapping pets mid-dungeon today means a long resummon lockout tuned for a different era. Proposed: a short handler's cooldown for out-of-combat swaps — bring the bear for the boss door, the wolf for the halls. The summoning-sickness debuff on combat swaps stays exactly as it is, so a fresh pet can never be a mid-fight heal. One pet out at a time, as always.
Seen in: WoW Call Pet, GW2 pet swap, UO stables.
Two pet gear tiers — Artifacts and Enduring Relics — have existed as empty folders in the game data since the slots shipped. Fill them with choices: a collar that removes Frenzy's drawback but lengthens its cooldown; a relic that turns Maul into a cleave; an artifact that adds a second Send command. Mutually exclusive, ability-modifying, never raw levels. This is the give-back card: a planned share of the power Tier 1 removes returns here as itemization, in two stages, one per tuning patch. Ships only after S1 — today, extra gear levels ride above the cap.
Seen in: WoW glyphs, ArcheAge battle-pet gear done as sidegrades.
Rare color morphs and named spawns across the 199-creature taming matrix: the midnight wolf that only prowls the northern woods at night, the scarred old bear with a name. Strictly cosmetic or sidegrade — a rare is a trophy and a story, never a stat stick — because the moment rares are stronger, the hunt becomes homework.
Seen in: WoW rare hunter tames (Loque'nahak and kin), UO rare-hued mounts, Outlands named beasts.
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.
Seen in: WoW Mists taming challenges, ARK's weaken-then-commit, FFXI charm risk.
An Excitement stat has sat unused in the data with a design note about pets celebrating. 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 (a Growth stat already exists in the data, unused), pet dyes, skin variants, trick and emote packs. Strictly vanity — 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.
Fourteen of the forty-six open taming and pet reports are the same story: pets stuck in barn walls, warping onto furniture, refusing elevators and docks, escaping to the neighbor's lot. A timeboxed burn-down of that cluster is unglamorous and non-optional — every command card above is only as good as the pet's ability to actually arrive.
Seen in: every pet game's least-thanked, most-necessary patch.
The card the rest of the page has been building toward. Each pet carries a long-term Bond — grown by real handling: commands issued, abilities called, heals landed, fights survived together — worth the top slice (about 15%) of the pet's performance, fading only slowly with neglect and never below a floor. Layered under it, a short-term Obedience meter that drains only when the pet fights with literally no input from its handler and refills instantly on any order: below the first threshold the pet loses damage; below the second it stops picking its own targets. 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.
Seen in: UO loyalty and bonding, WoW Classic happiness, ARK imprinting; the Animal Handling skill slot has been waiting in our data for years.
Vehicle: the dormant Animal Handling skill becomes the Bond skill line. Per-pet state (bond value, obedience, last-command time) rides the existing per-pet options storage at roughly 40–60 bytes per pet against its bounded budget — small, but stated. The activity signals are the S10–S12 command events, which is why this card sequences after them. Rollout in three stages: the meters ship visible but changing nothing, then the effects turn on on the test shard, then live — with the thresholds tuned so that any real play, including a support tamer who only heals and repositions, never touches them.
Our published balance target says the pet should be at most 60% 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%. This is not the old "experience by distance" suggestion, 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 client already books every point of pet damage to the owner per kill; the same ledger, split by source, yields the participation share, and the support-action clause is a flag any command or beneficial cast sets for the encounter. The share travels with the experience award so it can be verified, which is the card's protocol cost. Support tamers are covered by construction: one heal is full credit.
Creatures are not vending machines. When the same party farms the identical spawn point without moving on, the local prey grows wary: respawns slow (stretching from two minutes toward six) and yields thin (never below 40%), recovering after about ten minutes of being left alone. A hunter who ranges — a few kills here, then onward — never sees any of it. Boss rooms, sieges, and control points are exempt by scene type.
Seen in: DAoC camp bonuses (inverted), dynamic respawn tuning in modern MMOs.
Per-spawner counters (party, streak, window) with constant-time updates on kill and respawn — no per-player scans, nothing that grows with population. Thresholds start generous and are tuned from test-shard observation before any live effect. General-purpose by design: this card is about hunting grounds behaving like places, for every class.
At Bond milestones, choose small permanent perks per pet — a taunt spec, a resistance spec, a sprint, a longer Web. This is UO 2017 and the freeshard depth our genre comparison flags as the gap, and it is deliberately last: it needs Bond proven, and it is the largest consumer of per-pet storage, likely forcing a storage-format pass first. A direction commitment, not a next-quarter promise.
Seen in: UO's 2017 pet training, WoW Burning Crusade pet talents, Outlands ability trees.
The pack llama that carries your ore home is one of Episode 2's unmet stretch goals, and the roadmap says such goals get honored or formally retired with a public note. This card exists to force that decision with evidence: vote it up if a working pack animal — pure utility, zero combat power — is something you would actually use. If the votes say otherwise, we will retire the promise honestly.
Seen in: UO pack horses and pack llamas, the exact precedent (1,600 stones of cargo on a bonded animal).
Every approved card composes into one surface. No new windows: the pet status panel grows two meters and a stance row, the ability bar joins the combat bar you already own, and everything else is the same game with more verbs.
| Phase | Ships | Rule |
|---|---|---|
| P1 · Rebalance with sweeteners | S1+S6+S18(stage 1) as one changeset, then S5, S2, S3, S4 — each wave carrying toys from S8, S9, S16, S17, S21. S23 starts. | Test shard first; two consecutive weekly in-band windows per change; no nerf wave without two toys. |
| P2 · The handler's toolkit | S10, then S18(stage 2), S11, S12, S14+S15, S19, S22, S25. | S10 is the flagship and goes first; S18's ability-modifiers need its hooks. |
| P3 · The systems | S24, then S13, S20, S26, S27. The S28 decision resolved from vote evidence. | Bond waits for the command surface so it has real signals to read. |
flowchart LR S1["S1 cap fix"] --> S18["S18 sidegrade gear"] S1 --> S6["S6 focus retune"] S10["S10 ability bar"] --> S13["S13 coordinated strike"] S10 --> S24["S24 Bond"] S11["S11 stances"] --> S24 S12["S12 commands"] --> S24 S24 --> S27["S27 training points"] S8["S8 family jobs"] --> S10 S14["S14 veterinarian"] --> S15["S15 wounded"] style S1 stroke:#a33d2e,stroke-width:2px style S10 stroke:#c9a55a,stroke-width:2px style S24 stroke:#c9a55a,stroke-width:2px
This page deliberately builds on what shipped recently rather than re-asking for it: the per-pet no-stun-attacks option, tamer credit stamped on filled taming necklaces, the pet damage panels in the combat analytics window, the pet sheet's real attack-damage display, and the deco-pet wander fix. If you have asked for one of those before: it exists, go enjoy it.
| Claim | Source surface |
|---|---|
| Level 114–119 apex pets; cap applied before bonuses | The pet stat assembly code and the summon skill's cap curve |
| Strength/health mastery expressions | The 178 tamed species templates (top-tier bear and dragon shown) |
| The hidden innate layer and family stacking | The all-pets and per-family innate effect assets |
| Frenzy uptime and bard stacking | The Frenzy rune asset; filed bug #1296 |
| Focus reservation halved | The focus penalty formula and Concentration's per-level values |
| Collar recovery over 100% at skill 50 | The recovery formula's per-level curve |
| Dormant skills, unused stats, empty gear tiers | The skill sheet, the shared stat registry, and the gear archetype folders |
| The 60% / 1.25x bands | Our published balance targets document |
| The pathing cluster (14 of 46 reports) | The public bug tracker, taming and pet reports, 2026-07 |
Existing pet suites cover the no-stun option, PvP disposition, the pet sheet's damage math, tamer credit, and wander leashing. Each shipping card adds its pin: the S1 cap-order test, S16's threshold-and-sign test, S5's duration-under-cooldown asset pin, S25's share-and-floor logic, S24's meter transitions, and S4's family sweep — pure-logic tests in the same style the school's recent fixes already use.
Shipping game data (species templates, skill sheet, innate and rune assets, gear archetypes, the taming matrix); our published balance targets and balance change log; the public bug tracker's taming and pet reports; the community wishlist survey, including the taming-redux and monetize-taming threads; 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, EverQuest and FFXI Beastmaster references, GW2's ranger and soulbeast 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.