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Like Pet Stats, these skill levels are subject to no overall cap - Some creatures, such as the Rune Beetle, can be trained to have over 800 points amongst all their skills. | Like Pet Stats, these skill levels are subject to no overall cap - Some creatures, such as the Rune Beetle, can be trained to have over 800 points amongst all their skills. | ||
===Wrestling, Tactics & Anatomy=== | ====Wrestling, Tactics & Anatomy==== | ||
A pet's ability to Wrestle improves its chance to hit a target, while Tactics improves the amount of damage it can actually deal. To improve in these two skills your pet must fight something within about 25 points of its own skill ranges. | A pet's ability to Wrestle improves its chance to hit a target, while Tactics improves the amount of damage it can actually deal. To improve in these two skills your pet must fight something within about 25 points of its own skill ranges. | ||
Anatomy on the other hand can be trained by fighting against a target of any skill level. It tends to raise at a much slower rate, however. It improves your pet's chance of dealing critical hits. | Anatomy on the other hand can be trained by fighting against a target of any skill level. It tends to raise at a much slower rate, however. It improves your pet's chance of dealing critical hits. | ||
===Magery, Evaluating Intelligence & Meditation=== | ====Magery, Evaluating Intelligence & Meditation==== | ||
Characters mostly rely on their Magery skill to determine their chance to cast a spell, however a magic capable pet is only limited by the amount of mana it has in reserve. A wild Nightmare, for example, will quite happily open up with Flamestrikes despite only spawning with a maximum of about 50 Magery. | Characters mostly rely on their Magery skill to determine their chance to cast a spell, however a magic capable pet is only limited by the amount of mana it has in reserve. A wild Nightmare, for example, will quite happily open up with Flamestrikes despite only spawning with a maximum of about 50 Magery. | ||
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It doesn't really matter what you fight for the purpose of improving these skills, as pets cast spells automatically in combat and do so whenever they find themselves with a shred of mana to spare. However a pet which has used up all it's mana will mostly cast lower level spells, hence reducing their chances of gaining Magery when they hit the higher skill levels. One solution to this is to fight creatures that spawn solo, hence allowing for some recuperation between kills. | It doesn't really matter what you fight for the purpose of improving these skills, as pets cast spells automatically in combat and do so whenever they find themselves with a shred of mana to spare. However a pet which has used up all it's mana will mostly cast lower level spells, hence reducing their chances of gaining Magery when they hit the higher skill levels. One solution to this is to fight creatures that spawn solo, hence allowing for some recuperation between kills. | ||
====Resisting Spells==== | |||
===Resisting Spells=== | |||
A pet's ability to resist spells essentially makes it harder to inflict a debuff upon it. For example, at 100 skill, you will require over 110 points in Magery to inflict a Curse on your pet - and even if you manage it, it won't last anywhere near as long or lower it's abilities by anywhere near as much as if it lacked spell resist altogether. | A pet's ability to resist spells essentially makes it harder to inflict a debuff upon it. For example, at 100 skill, you will require over 110 points in Magery to inflict a Curse on your pet - and even if you manage it, it won't last anywhere near as long or lower it's abilities by anywhere near as much as if it lacked spell resist altogether. | ||
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Once you've got as many Spellbinders as possible simply sit back and let them cast away. While their spells do no damage at all, the eight closest to your pet will be able to deal melee attacks, so you might like to take advantage and practise your Veterinary skill while you wait. Depending on the amount of monsters you attracted you should be done within an hour, perhaps a little longer should you wish to cap your pet's Stats while you're at it. | Once you've got as many Spellbinders as possible simply sit back and let them cast away. While their spells do no damage at all, the eight closest to your pet will be able to deal melee attacks, so you might like to take advantage and practise your Veterinary skill while you wait. Depending on the amount of monsters you attracted you should be done within an hour, perhaps a little longer should you wish to cap your pet's Stats while you're at it. | ||
====Poisoning==== | |||
===Poisoning=== | |||
Guess Poisoning is a lot like Anatomy, target any type of enemy you wish and just keep belting them. | Guess Poisoning is a lot like Anatomy, target any type of enemy you wish and just keep belting them. | ||
====Healing==== | |||
===Healing=== | |||
The only pet with the Healing skill is the Cu Sidhe. It will not only use the skill to aid itself but its master as well, assuming you're in range. | The only pet with the Healing skill is the Cu Sidhe. It will not only use the skill to aid itself but its master as well, assuming you're in range. | ||
Revision as of 00:10, 16 September 2024
Info
Training your pet well is important for a number of reasons:
Even a highly scored pet that has just been tamed is relatively weak and can die a lot without training. Your Veterinary skill will go up while you are training your pets which in turn raises your Animal Lore skill. This effects (among other things) how much control you have over you pets and which pets you can control - That is to say, raise your Animal Lore through Vetting your pet while training and you will quickly be able to other control higher level pets! Notes:
You should always use jewelry for hunting and to control your pets, get a ring and bracelet that give you as high Animal Taming and Animal Lore as possible (max 15) in order to control higher level pets earlier. The Taming skill is the more important of the two. Fighting higher level monsters causes more damage to your pets and thus raises your Vet skill (and thus Animal Lore) faster; besides this they also provide better loot drops, money and you will develop better hunting skills. However, your targets combat skills must be relatively close to your pets - too strong (or weak) and your pet won't gain. You will find it very difficult to tame your first hunting pets so get a guild mate or friend to tame one for you.
See the Pets section for more detailed information on your pets and how to control them
See Best Pets Guide for a comparison of high level hunting pets
Initial Selection
Pet training begins by getting a pet worth training. If you're going to invest time in making your creatures more powerful, it stands to reason that you should first spend some time making sure the initial specimen is as powerful as possible.
There are a few aspects of your minions that you need to take heed of. First off, choose a species that has potential. There's not much point in spending days, weeks or even months maxing out an Imp only to find that it's still rubbish.
Set yourself up a macro to activate the Animal Lore skill (as a tamer you should already have a fair bit of this, but if not, remember that humans get an inferred minimum of 20 points in every skill). Using this on your pets will grant you a detailed window which goes through their strengths and weaknesses.
However, to lore a non-tame creature requires very high levels of skill - 100 for animals, 110 for monsters. Once a creature has been tamed it will lose at least 10% from all its attributes. Some values will in fact halve. Tame a random sample first so you've some idea as to what the losses will be. Note that taming a creature under the effects of the Paralyze spell results in even greater penalties.
A good way to find out how powerful a pet is likely to be once it is fully trained is to tame it and enter the post tamed values into the UOCraft Pet Power Calculator.
You can also work out your chance of controlling a given species here. If you do not have enough skill to control a given creature, it will ignore you in battle and you will be unable to bond with it.
Skills
Any skill a creature has can be trained to either 90% of what it was before taming, or 100.0 points (which ever is higher). For example, a creature tamed with 144 Wrestling will have a training cap of 129.6 (144 - 14.4), while a creature tamed with 50 Tactics can only be trained to GM level.
Like Pet Stats, these skill levels are subject to no overall cap - Some creatures, such as the Rune Beetle, can be trained to have over 800 points amongst all their skills.
Wrestling, Tactics & Anatomy
A pet's ability to Wrestle improves its chance to hit a target, while Tactics improves the amount of damage it can actually deal. To improve in these two skills your pet must fight something within about 25 points of its own skill ranges.
Anatomy on the other hand can be trained by fighting against a target of any skill level. It tends to raise at a much slower rate, however. It improves your pet's chance of dealing critical hits.
Magery, Evaluating Intelligence & Meditation
Characters mostly rely on their Magery skill to determine their chance to cast a spell, however a magic capable pet is only limited by the amount of mana it has in reserve. A wild Nightmare, for example, will quite happily open up with Flamestrikes despite only spawning with a maximum of about 50 Magery.
Nevertheless, Magery does serve to improve the effects of some spells. For example, a pet with more skill is more likely to succeed when casting Cure or Arch Cure, and will be able to repair more damage with Heal or Greater Heal.
Evaluating Intelligence serves to boost the effects of most combat-orientated spells, improving damage dealt along with the duration of buffs or debuffs. The Meditation skill serves to improve mana regeneration, hence helping your pets to remain effective for prolonged periods of time.
It doesn't really matter what you fight for the purpose of improving these skills, as pets cast spells automatically in combat and do so whenever they find themselves with a shred of mana to spare. However a pet which has used up all it's mana will mostly cast lower level spells, hence reducing their chances of gaining Magery when they hit the higher skill levels. One solution to this is to fight creatures that spawn solo, hence allowing for some recuperation between kills.
Resisting Spells
A pet's ability to resist spells essentially makes it harder to inflict a debuff upon it. For example, at 100 skill, you will require over 110 points in Magery to inflict a Curse on your pet - and even if you manage it, it won't last anywhere near as long or lower it's abilities by anywhere near as much as if it lacked spell resist altogether.
This skill was traditionally very hard to raise until the destruction of the original Haven introduced Spectral Spellbinders. These are unique in that they only cast the types of spells which trigger spell resist checks (debuffs), and of those they only cast the spells that deal no damage. In terms of physical combat they are also extremely weak.
To train in this manner, simply wander the streets of Old Haven ordering your pets to "kill" the Spellbinders you see. As soon as you can, tell them to "follow" you again and the undead spirit will follow your pet blasting it with spells.
If you cannot find any Spellbinders, simply kill all the undead spawn in the area and a fresh wave will appear in short order. If you have a particularly weak pet you'll need to keep a close eye on it's health bar, a full Lower Reagent Cost suit helps maintain a lengthy session of Greater Heal spells (but be careful to conserve your mana as much as possible).
Once you've got as many Spellbinders as possible simply sit back and let them cast away. While their spells do no damage at all, the eight closest to your pet will be able to deal melee attacks, so you might like to take advantage and practise your Veterinary skill while you wait. Depending on the amount of monsters you attracted you should be done within an hour, perhaps a little longer should you wish to cap your pet's Stats while you're at it.
Poisoning
Guess Poisoning is a lot like Anatomy, target any type of enemy you wish and just keep belting them.
Healing
The only pet with the Healing skill is the Cu Sidhe. It will not only use the skill to aid itself but its master as well, assuming you're in range.
It'll automatically use the skill whenever its health level is below a certain amount (90%?), and continue until fully repaired. However, in order to train past 90.0 points, it must cure deadly poison.
An otherwise well trained Cu is quite capable of killing single Rotting Corpses indefinitely without intervention from its master. Be warned that because the process of getting poisoned and then curing itself is very slow, it can potentially take months to reach Grand Master level. Many players choose not to bother, more still now that the Greater Dragon is a far more effective pet then the Cu Sidhe in terms of both giving as well as taking damage.