Turn wild mobs into pets — wild spawn rules, capture chance, taming items, the Taming skill and every tuning knob.
Taming
Taming lets a player turn a wild mob into a pet. A creature is only tameable when you have written a wild spawn rule for it: the rule links a mob to the pet species it becomes, sets how hard it is to catch, and can demand a Taming level or an item. Mobs without a rule show no Tame button and answer "This creature cannot be tamed."
Where to author it
| What | Where |
|---|---|
| Which mobs can be tamed, and into what | Database → Pets & Mounts → Pets → Wild Spawns |
| The pet item a tame hands the player | Database → Items → the item → Advanced → Pet Configuration |
| Taming items (optional catch bonuses) | Database → Items → type Taming Item → Skills & Effects → Taming Stats |
| Range, cooldown and the catch-chance caps | Database → Combat → Pet Battle |
Set up a tameable creature#
- Make sure the pet species exists under Pets & Mounts → Pets → Species.
- Create the pet item. In Database → Items, make an item of type Pet, open
Advanced → Pet Configuration and set Pet Definition to your species. This is the item a successful tame drops into the player's bag.
- Open Pets & Mounts → Pets → Wild Spawns and press + New Spawn Rule.
- Pick the Mob (wild creature) and the Pet Species (tames into), then set the
capture chance, level range and any requirements (fields below).
- Save. The rule reaches a running server straight away — no restart (or after your
next Publish on a hosted game).
- In game, select the creature and press Tame on its target panel (then confirm in
the taming prompt), or press T.
Wild spawn rule fields#
| Field | What it does |
|---|---|
| Mob (wild creature) | The mob players can tame. Required. |
| Pet Species (tames into) | The species the player gets. Required. |
| Capture Chance | The base chance of success, from 0 to 1 (0.3 = 30%), before the species' Catch Difficulty adjusts it — see the formula below. Default 0.3. |
| Min Level / Max Level | The new pet rolls a random level between these. Defaults 1 and 10. |
| Required Taming Level | Players below this Taming level are refused before anything is spent. Default 1 — which lets everyone try: a player who has never tamed anything counts as level 1. |
| Required Item (optional) | One of these is used up on every attempt. Players without one are refused. The taming prompt names the item, so players know what an attempt will cost. |
How the catch chance is worked out#
When the player presses Tame, the chance of success is:
Capture Chance × 2 × (1 − species Catch Difficulty) + Taming level × 0.5% (up to the Taming Skill Cap) + (1 − creature's current HP%) × Taming HP Bonus + the taming item's bonus — never more than Max Catch Chance.
Catch Difficulty is set on the pet species (Database → Pets & Mounts → Species, 0–1).
The default, 0.5, leaves the rule's Capture Chance unchanged; 0 doubles it; 0.75
halves it; 1 removes it entirely, so only skill, wounds and taming items can land the
catch.
With the defaults, a level-20 tamer (+10%) throwing at a creature on half health (+15%) with a rule of 0.3 has a 55% chance before any item. Wounding a creature first is the biggest lever players have.
Taming items#
A taming item is an optional booster. Create an item of type Taming Item and set
Skills & Effects → Taming Stats → Tame Rate Bonus (0 to 1, e.g. 0.15 = +15%).
- The player never picks one. On every attempt, the single best taming item in the
bag (highest bonus) is used up automatically and a chat line shows its bonus.
- It works on any tameable creature. To make a creature need a specific bait, use
the rule's Required Item instead.
- An item with a bonus of 0 is ignored and never consumed.
The attempt, step by step#
- The player must be within Tame Range of the creature. When the attempt starts from
the taming prompt, the character walks into range on its own first.
- The rule's checks run: Taming level, then the required item. A refusal costs nothing.
- The required item and the best taming item are spent, and the cooldown starts.
- A 3-second channel begins: the creature is held in place and a progress bar shows.
- If the player is still within range at the end, the roll happens.
| Outcome | What happens |
|---|---|
| Success | The creature leaves the world, a pet item arrives in the bag with a random level and random IVs (up to Max IV per Stat), the player earns 50 Taming XP, and any Tame Creature quest objective advances. |
| Failure | "Taming attempt failed! The creature is angry!" The creature stays where it is at the HP it had, and the player can try again after the cooldown. |
| Out of range at the end | "The creature slipped away." No roll — and the spent items are not returned. |
Tuning (Combat → Pet Battle)#
| Field | What it does |
|---|---|
| Taming Skill Cap | Most the Taming skill can add to the chance. Default 0.5 (reached at level 100). |
| Taming HP Bonus | How much a wounded creature helps: (1 − HP%) × this. Default 0.3. |
| Max Catch Chance | Hard ceiling on the chance. Default 95%. |
| Tame Cooldown (ms) | Wait between attempts, per player. Default 5000. |
| Tame Range (tiles) | How close the player must stand. Default 3. |
| Max IV per Stat | Highest IV a tamed pet can roll. Default 31. |
The Taming skill#
Taming is one of the engine's built-in skills — it always exists, even if you delete its row. Only successful tames earn Taming XP (50 each). Its level feeds the formula above and gates Required Taming Level. Until a player's first catch the skill is untrained and counts as level 1, so a rule that asks for level 2 or more needs another creature the player can tame first.
Gotchas#
- Link a pet item or the tame is wasted. If no item's Pet Definition points at
the species, the roll can succeed and remove the creature, but the player only gets "Taming succeeded, but no pet item mapping exists".
- A full bag sends the pet to the mail. A tamed pet arrives as a bag item; there is no separate
stable. With no free slot it is delivered to the player's mail instead, with its level and stats intact.
- Catch Difficulty multiplies, it doesn't add. A species at
1with a rule of0.3starts from 0% — a low-level tamer at a healthy creature can never catch it.
- One rule per mob. If two rules name the same mob, only one is used.
- Keep Max Level at or above Min Level — nothing stops you saving them the other way round.
- The "needs a …" refusal names the required item by its id, so give bait items readable ids.
- Items are spent when the channel starts. A creature that escapes range still costs them.
- Failure does not make the creature hostile, despite the wording — it behaves as it did before.
- Everything here needs the Pets feature flag (World Config → Features). With it
off, tame attempts are ignored and the Taming skill stops earning.