The animal lore skill has 3 distinct functions. Used actively through the skill gump (or a macro) it will give detailed information about a pet, or if the character’s skill is high enough, a tameable or wild creature. Used passively in conjunction with veterinary skill it contributes to determining amount healed and the chance to cure or resurrect the pet. Used passively in conjunction with taming skill it contributes to determining the level of control the tamer character has over his pet. All formulas, examples and statics given here are from official documentation.
Active Use of Animal Lore
With the animal lore skill you can see your pet’s statistics, skills, happiness, and some basic info. Using this information it is possible to monitor your pet’s progress and trigger Animal Training.
- Characters with less than 100.0 skill points can view the statistics of any tamed creature – low skill may require several attempts.
- Characters with between 100.0 and 109.9 skill can view the statistics of any tameable creature.
- Characters with 110.00 skill or above can view the statistics of any creature.
To obtain information about a creature click the blue button in the skills list and target the creature, or set a macro ‘use skill, animal lore’ The following information is revealed via a gump:
- Hit points – current and maximum
- Stamina – current and maximum
- Mana – current and maximum
- Barding Difficulty
- Loyalty Rating – see the chart below
- Hit Point Regeneration
- Stamina Regeneration
- Mana Regeneration
- Resitances – percentage of incoming damage blocked, by damage type
- Damage type – percentage of each attack that is dealt to the opponent’s resistances
- Base Damage
- Combat Ratings – competency in combat skills: Wrestling, Tactics, Resisting Spells, Anatomy, Poisoning, Detecting Hidden, Hiding, Parrying
- Lore and Knowledge – competency in the magic related skills, Magery, Evaluate Intelligence, Meditation, Necromancy, Spirit Speak, Mysticism, Focus, Spellweaving, Discordance, Bushido, Ninjitsu, Chivalry
- Preferred Food
- Pack Instinct
- Pet Slots (2 figures are shown here, the first is the pet’s current requirement, the second is the potential maximum if Animal Training is undertaken)
- Taming Requirement – this is shown to the next highest whole number, for example the minimum taming requirement for a horse is 29.1, this is shown on the lore gump as 30.
Linked here is an example of the lore screens of a wild drake
At the foot of each page of the Animal Lore gump of a pet which has not undergone Animal Training is a blue button and the words ‘Begin Animal Training’. This training is totally distinct from the simpler ‘pet training’ through which a pet gains its skills, though both training types may run concurrently. Once training has begun this area will contain a progress bar, a percentage rating and a small arrow. Clicking this arrow will close the lore gump and open the ‘live update’ screen pictured on the Animal Training page. Full details of the Animal Training process can be found on that dedicated page
Using animal lore skill after completion of the initial stage of Animal Training shows the button through which the options available to customise the pet is accessed. Undertaking this training will cause an additional page to be added to the Animal Lore gump, Pet Advancements. This page will list any Special Abilities, Special Moves, Area Effects, Added Skills or Skill advancements through power scrolls.
Animal lore works in conjunction with veterinary in the same way as anatomy works with healing. It contributes to determining the number of hit points healed:
Min_Healed=(lore / 5) + (vet / 5) + 3
Max_Healed=(lore / 5) + (vet / 2) + 10
Amount Healed=random (Min_Healed, Max_Healed) + (pet’s max HP / 100)
A tamer with over 60 skill in both Animal Lore and Veterinary has a chance to cure poison. A tamer with over 80 skill points in both skills has a chance to resurrect a bonded pet.
Animal lore works in conjunction with taming to determine the tamer’s chance to control his/her pets and to maintain its loyalty level. Commands that are obeyed raise loyalty level, commands that are ignored lower it. It is a wise tamer who learns to recognise the refusal ‘bark’ of his pet. Feeding the pet immediately raises its loyalty level to maximum and is the recommended method of restoring loyalty if there is any danger of further commands being ignored, thus lowering loyalty further.
|Wonderfully happy||Extremely high|
|Extremely happy||Very high|
|Content, I suppose||Neutral|
|Extremely Unhappy||Very low|
|Note: A confused pet is in imminent danger of becoming wild|
The tamer’s chance to control his/her pet is calculated as follows:
1. tamingBonus = difficultyModifier * (taming skill – pet difficulty)
2. loreBonus = difficultyModifier * (taming skill – pet difficulty)
3. skillBonus = (tamingBonus + loreBonus) / 2
Final control chance % = 70 + skillBonus;
The difficulty Modifier above depends on the difference between your skill and the pet’s difficulty. The difficulty modifier is applied independently to each skill and then that result is averaged. Thus more importance is given to taming than lore, while still requiring you to have a significant investment in both skills to control high level pets. The way that modifiers are picked is as follows:
6 – if (taming/lore skill – pet difficulty) is positive (i.e. if taming/lore skill is greater than the pet’s difficulty)
28 – if (taming skill – pet difficulty) is negative (i.e. if your taming is less than the pet’s difficulty)
14 – if (lore skill – pet difficulty) is negative (i.e. if your lore is less than the pet’s difficulty)
Example: A player with 93 taming and 100 lore trying to control a dragon which has a difficulty of 93.9:
- Step 1 – Finding the skill / pet difficulty difference for each skill:
- Taming – Pet Difficulty = 93 – 93.9 = -0.9
- Lore – Pet Difficulty = 100 – 93.9 = 6.1
- Step 2 – Finding the modifiers for both skills
- Taming difference is negative, so the taming modifier is 28 (would be 6 if it were positive)
- Lore difference is positive, so the Lore modifier is 6 (would have been 14 if it were negative)
- Step 3 – Applying the modifiers to each skill bonus
- Taming bonus = 28 * -0.9 = -25.2
- Lore bonus = 6 * 6.1 = 36.6
- Step 4 – Averaging the two bonuses:
- skillBonus = (-25.2 + 36.6) / 2 = 5.7
- Step 5 – Finding the control chance
- Control Chance = 70 + 5.7 = 75.7%
This, of course, assumes that the dragon is at max loyalty.
In essence this means that the tamer needs to have both taming and lore very close to the pet’s difficulty in order to control it. However, there is more room for having slightly lower lore than there is for having less taming.
Feeding your pet is an excellent way to maintain its loyalty level and the animal lore gump will tell you what to feed it. Here is a rough guide on what to feed some of the most popular pets.
|Fish||fish steaks (uncooked), whole fish, big fish, small fish, magic fish
*fish steaks carved from sea serpents are considered to be ‘meat’
|Polar Bear, Walrus, Bake Kitsune|
|Fruit & Vegetables||All fruits and vegetables||Horse, llama, ostard, ridgeback, rune beetle, cu sidhe, unicorn, ki-rin|
|Hay & Grain||sheaves of hay (not wheat)||chicken, chicken lizard, bull, gaman|
|Metal||all metal items||Lava Lizard, all 3 varieties of Slith|
|Meat||All cooked and uncooked meat (except cooked ribs), also body parts.
*fish steaks carved from sea serpents are considered to be meat
|Giant beetle, fire beetle, swamp dragon, dragon, white wyrm, nightmare, reptalon, hiryu.|