Pet Training - Abilities
Written by: Yanaz
In this document we will go over pet training, which arrived with the Stygian Abyss version, and the abilities we can teach our pets.
The abilities your pets can learn fall into 4 groups.
Your pet can learn at most 1 Magical Ability and 1 Special Ability. On top of that it can take 2 Special Moves and 2 AoE Abilities, but never more than 3 abilities in total.
Not every pet can learn every ability, but from the 4 groups above a pet can learn:
1 Magical Ability
1 Special Ability
1 Special Move or 1 AoE Ability
Separately, some pets have hidden abilities, namely Healing and Rage, and these two cannot be taught later on.
Pets with the Healing Ability:
Healing is the same healing skill players use. It lets your pet apply bandages to itself or to you.
Pets with the Rage Ability:
The Rage ability is not very important; it gives a small damage increase for a set time, and 2-3 damage is not really worth much.
Magical Abilities:
From the Magical Abilities section we pick one of these 15, but which Magical Abilities a pet can learn varies by pet type.
For example;
Cu Sidhe: can learn Chivalry, Discordance, Magery Mastery, Mysticism, Poisoning, Spell Weaving and Wrestle Mastery, but none of the others.
Magical Abilities split into two kinds: group abilities and single abilities.
Group Abilities
When we pick any one of these Magical Abilities, it automatically grants a whole group of abilities, and changing it later forces us to pick a different Magical Ability all over again. Since every ability we teach our pet costs Train Points, that means wasted points.
Bashing : We teach our pet this ability for (500 Points), and in return the pet gets
The only way to change these later is to pick a different Magical Ability again, which means spending points again.
Battle Defense : We teach our pet this ability for (500 Points), and in return the pet gets
Piercing : We teach our pet this ability for (500 Points), and in return the pet gets
The only way to change these later is to pick a different Magical Ability again, which means spending points again.
Slashing : We teach our pet this ability for (500 Points), and in return the pet gets
The only way to change these later is to pick a different Magical Ability again, which means spending points again.
Wrestle Mastery : We teach our pet this ability for (500 Points), and in return the pet gets
The only way to change these later is to pick a different Magical Ability again, which means spending points again.
Single Abilities
Bushido : We teach our pet this ability for (500 Points + 100 Points Whirlwind Attack), and in return the pet can cast Bushido spells and also gain the Parry bonus Bushido provides. Only pets found on the island of Tokuno can truly make use of the Bushido skill.
As we will mention in the Special Moves section, when we take the Whirlwind ability it needs the Bushido skill for its damage bonus, which is why Bushido comes automatically with that ability on any pet; but if the pet was not born on the island of Tokuno it cannot cast Bushido spells.
Ninjitsu : We teach our pet this ability for (500 Points + 100 Hiding + 100 Points Frenzy Whirlwind), and in return the pet can cast Ninjitsu spells and also gets the Hiding and Stealth skills Ninjitsu provides as a bonus. Only pets found on the island of Tokuno can truly make use of the Ninjitsu skill.
As we will mention in the Special Moves section, using the Frenzy Whirlwind ability requires the Ninjitsu skill, which is why Ninjitsu comes automatically with that ability on any pet; but if the pet was not born on the island of Tokuno it cannot cast Ninjitsu spells.
Chivalry : We teach our pet this ability for (500 Points) and it can cast Chivalry spells.
Discordance : We teach our pet this ability for (500 Points) and it can use the Discordance skill and the Discordance Mastery abilities.
Mage Mastery : We teach our pet this ability for (500 Points) and it can cast Mage spells and use the Mage Mastery abilities.
Mysticism : We teach our pet this ability for (500 Points) and it can cast Mysticism spells.
Necro-Mage : We teach our pet this ability for (500 Points Mage - 500 Points Necromancy) and it can cast both mage and necromancy spells. If our pet already has either of these skills passively, the points for it are not required. To be able to teach a pet Necromancy, we have to push our character's karma into the negative, otherwise this ability will not appear in the magic section.
Necromancy : We teach our pet this ability for (500 Points) and it can cast necromancy spells. To be able to teach a pet Necromancy, we have to push our character's karma into the negative, otherwise this ability will not appear in the magic section.
Poisoning : We teach this ability for (100 Points) and our pet's normal hits will apply poison, and it will also be able to use the poison special and area abilities.
Spellweaving : We teach our pet this ability for (500 Points) and it can cast spellweaving spells.
Those are the magic-type abilities. You need to find a pet that suits the ability you want and train it, since not every pet can use every ability.
Special Abilities
There are 17 abilities in this group and we can teach our pet only 1 of them, which cannot be changed afterwards. Some pets are born with one of these abilities and it cannot be changed. Like the magic abilities, the ones in this group vary by pet type; not every pet can learn every ability.
Angry Fire (30 Mana) : Deals 51-81 Fire damage. Single Target
Conductive Blast (30 Mana) : Deals 10 Energy damage and applies a 50% energy resistance debuff for 4 seconds. Single Target
Dragon Breath (30 Mana) : Deals fire damage equal to the pet's hit points / 5. Single Target
Grasping Claw (30 Mana) : Deals 32-70 physical damage and applies a 15% physical resistance debuff for 5 seconds. Single Target
Inferno (30 Mana) : Deals 46-79 Fire damage and applies a 25% fire resistance debuff for 6 seconds. Single Target
Life Leech (5 Mana) : When used, it adds 40-50% of the damage the pet takes back to its hit points. Single Target
Lightning Force (30 Mana) : Deals 44-59 Energy damage with a chance to stun for 4 seconds. Single Target
Mana Drain (30 Mana) : Reduces the mana of all creatures around it (it does not gain that mana itself). Area Target
Raging Breath (30 Mana) : 20 initial damage - 10x10 as damage over time, for a total of 120 fire damage. Single Target
Repel (30 Mana) : When used, it cuts a single incoming hit on our pet by 50% and sends that 50% back to the creature that dealt it.
Rune Corruption (30 Mana) : Lowers all of the enemy's resistances by 50% for 5 seconds (only insect-type pets can use it). Single target
Searing Wounds (30 Mana) : Deals 3-8 Fire damage and reduces the healing of the enemy it damages (e.g. a creature casting In Vas Mani under this debuff heals 20 hp instead of 40). Single Target
Steal Life (30 Mana) : Deals an initial hit based on the pet's base damage, then 5x5 for 25 energy damage, and returns all of the damage dealt as hit points. Single Target
Sticky Skin (5 Mana) : Only the Triton can use it; as it takes damage it lowers the attack speed of the enemy dealing that damage.
Tail Swipe (30 Mana) : Applies 10 direct damage with a chance to paralyze and a chance to lower the enemy's intelligence and dexterity by 20, as a debuff lasting 5 seconds. Single Target
Venomous Bite (30 Mana) : Applies poison to all enemies around, at a level based on the poisoning skill. (To use it, Poisoning must be picked in the magical ability section.) Area Target
Vicious Bite (20 Mana) : It starts dealing its first damage 60 seconds after the ability is used; 5 damage every 20 seconds up to 5 + 50 damage, for a total of 275 damage over 200 seconds. Single Target
Those are the abilities in the Special Abilities section, and we can only pick 1 of them.
Special Moves
There are 17 abilities here, and they are the same as the weapon abilities our characters use, so I will not explain them one by one.
Armor Ignore
Armor Pierce
Bladeweave
Bleed
Block
Cold Wind
Concussion Blow
Crushing Blow
Dismount
Fenint
Force of Nature
Frenzied Whirlwind
Mortal Strike
Nerve Strike
Paralize
Psychic Attack
Talon Strike
Those are the Special Moves, and we can pick 1 or 2 of them, but our pet can never take more than 3 abilities in total.
AoE Area Abilities
Aura Of Energy (20 Mana) : Deals energy damage to nearby enemies
Explosive Goo (30 Mana) : Deals fire damage to nearby enemies
Essence Of Earth (20 Mana) : Deals physical damage to nearby enemies
Aura of Nausea (100 Mana) : Lowers the attack speed, hit chance and faster casting of nearby enemies
Poison Breath (50 mana) : Applies high level poison to nearby enemies
Essence of Disease (20 Mana) : Deals poison damage to nearby enemies (it does not apply poison)
These, in short, are the magical, special, special move and aoe abilities our pets can learn. You can build whatever type of pet you want, however you want.
Special Abilities, Special Moves and AoE Abilities all cost 100 Points.
In this document we will go over pet training, which arrived with the Stygian Abyss version, and the abilities we can teach our pets.
The abilities your pets can learn fall into 4 groups.
- Magical Abilities
- Special Abilities
- Special Moves
- AoE Abilities
Your pet can learn at most 1 Magical Ability and 1 Special Ability. On top of that it can take 2 Special Moves and 2 AoE Abilities, but never more than 3 abilities in total.
Not every pet can learn every ability, but from the 4 groups above a pet can learn:
1 Magical Ability
1 Special Ability
1 Special Move or 1 AoE Ability
Separately, some pets have hidden abilities, namely Healing and Rage, and these two cannot be taught later on.
Pets with the Healing Ability:
Healing is the same healing skill players use. It lets your pet apply bandages to itself or to you.
- Cu Sidhe
- Lion (not every Lion has the Healing ability; before taming you can check with Animal Lore to find one that has it)
- Sabre-Toothed Tiger
- Triceratops
- Triton (this pet cannot be tamed in the wild and is obtained as a reward with pirate currency.)
Pets with the Rage Ability:
The Rage ability is not very important; it gives a small damage increase for a set time, and 2-3 damage is not really worth much.
- Bake Kitsune
- Tsuki Wolf
Magical Abilities:
- Bashing
- Battle Defense
- Bushido
- Chivalry
- Discordance
- Magery Mastery
- Mysticism
- Necromage
- Necromancy
- Ninjitsu
- Piercing
- Poisoning
- Slashing
- Spellweaving
- Wrestle Mastery
From the Magical Abilities section we pick one of these 15, but which Magical Abilities a pet can learn varies by pet type.
For example;
Cu Sidhe: can learn Chivalry, Discordance, Magery Mastery, Mysticism, Poisoning, Spell Weaving and Wrestle Mastery, but none of the others.
Magical Abilities split into two kinds: group abilities and single abilities.
Group Abilities
- Bashing
- Battle Defense
- Piercing
- Slashing
- Wrestle Mastery
When we pick any one of these Magical Abilities, it automatically grants a whole group of abilities, and changing it later forces us to pick a different Magical Ability all over again. Since every ability we teach our pet costs Train Points, that means wasted points.
Bashing : We teach our pet this ability for (500 Points), and in return the pet gets
- Mortal Strike
- Disarm
- Conscussion Bash
- Toughness and Stagger Master Abilities (Mace Fighting's Master Abilities)
The only way to change these later is to pick a different Magical Ability again, which means spending points again.
Battle Defense : We teach our pet this ability for (500 Points), and in return the pet gets
- Disarm
- Paralyze
- Heightened Senses and Shield Bash Master Abilities (Parry's Master Abilities)
Piercing : We teach our pet this ability for (500 Points), and in return the pet gets
- Bleed
- Armor Ignore
- Paralyze
- Pierce and Thrust Master Abilities (Fencing's Master Abilities)
The only way to change these later is to pick a different Magical Ability again, which means spending points again.
Slashing : We teach our pet this ability for (500 Points), and in return the pet gets
- Nerve Strike
- Armor Ignore
- Disarm
- Focused Eye and Onslaught Master Abilities (Swordsmanship's Master Abilities)
The only way to change these later is to pick a different Magical Ability again, which means spending points again.
Wrestle Mastery : We teach our pet this ability for (500 Points), and in return the pet gets
- Disarm
- Paralyze
- Knockout and Rampage Master Abilities (Wrestling's Master Abilities)
The only way to change these later is to pick a different Magical Ability again, which means spending points again.
Single Abilities
Bushido : We teach our pet this ability for (500 Points + 100 Points Whirlwind Attack), and in return the pet can cast Bushido spells and also gain the Parry bonus Bushido provides. Only pets found on the island of Tokuno can truly make use of the Bushido skill.
As we will mention in the Special Moves section, when we take the Whirlwind ability it needs the Bushido skill for its damage bonus, which is why Bushido comes automatically with that ability on any pet; but if the pet was not born on the island of Tokuno it cannot cast Bushido spells.
Ninjitsu : We teach our pet this ability for (500 Points + 100 Hiding + 100 Points Frenzy Whirlwind), and in return the pet can cast Ninjitsu spells and also gets the Hiding and Stealth skills Ninjitsu provides as a bonus. Only pets found on the island of Tokuno can truly make use of the Ninjitsu skill.
As we will mention in the Special Moves section, using the Frenzy Whirlwind ability requires the Ninjitsu skill, which is why Ninjitsu comes automatically with that ability on any pet; but if the pet was not born on the island of Tokuno it cannot cast Ninjitsu spells.
Chivalry : We teach our pet this ability for (500 Points) and it can cast Chivalry spells.
Discordance : We teach our pet this ability for (500 Points) and it can use the Discordance skill and the Discordance Mastery abilities.
Mage Mastery : We teach our pet this ability for (500 Points) and it can cast Mage spells and use the Mage Mastery abilities.
Mysticism : We teach our pet this ability for (500 Points) and it can cast Mysticism spells.
Necro-Mage : We teach our pet this ability for (500 Points Mage - 500 Points Necromancy) and it can cast both mage and necromancy spells. If our pet already has either of these skills passively, the points for it are not required. To be able to teach a pet Necromancy, we have to push our character's karma into the negative, otherwise this ability will not appear in the magic section.
Necromancy : We teach our pet this ability for (500 Points) and it can cast necromancy spells. To be able to teach a pet Necromancy, we have to push our character's karma into the negative, otherwise this ability will not appear in the magic section.
Poisoning : We teach this ability for (100 Points) and our pet's normal hits will apply poison, and it will also be able to use the poison special and area abilities.
Spellweaving : We teach our pet this ability for (500 Points) and it can cast spellweaving spells.
Those are the magic-type abilities. You need to find a pet that suits the ability you want and train it, since not every pet can use every ability.
Special Abilities
There are 17 abilities in this group and we can teach our pet only 1 of them, which cannot be changed afterwards. Some pets are born with one of these abilities and it cannot be changed. Like the magic abilities, the ones in this group vary by pet type; not every pet can learn every ability.
Angry Fire (30 Mana) : Deals 51-81 Fire damage. Single Target
Conductive Blast (30 Mana) : Deals 10 Energy damage and applies a 50% energy resistance debuff for 4 seconds. Single Target
Dragon Breath (30 Mana) : Deals fire damage equal to the pet's hit points / 5. Single Target
Grasping Claw (30 Mana) : Deals 32-70 physical damage and applies a 15% physical resistance debuff for 5 seconds. Single Target
Inferno (30 Mana) : Deals 46-79 Fire damage and applies a 25% fire resistance debuff for 6 seconds. Single Target
Life Leech (5 Mana) : When used, it adds 40-50% of the damage the pet takes back to its hit points. Single Target
Lightning Force (30 Mana) : Deals 44-59 Energy damage with a chance to stun for 4 seconds. Single Target
Mana Drain (30 Mana) : Reduces the mana of all creatures around it (it does not gain that mana itself). Area Target
Raging Breath (30 Mana) : 20 initial damage - 10x10 as damage over time, for a total of 120 fire damage. Single Target
Repel (30 Mana) : When used, it cuts a single incoming hit on our pet by 50% and sends that 50% back to the creature that dealt it.
Rune Corruption (30 Mana) : Lowers all of the enemy's resistances by 50% for 5 seconds (only insect-type pets can use it). Single target
Searing Wounds (30 Mana) : Deals 3-8 Fire damage and reduces the healing of the enemy it damages (e.g. a creature casting In Vas Mani under this debuff heals 20 hp instead of 40). Single Target
Steal Life (30 Mana) : Deals an initial hit based on the pet's base damage, then 5x5 for 25 energy damage, and returns all of the damage dealt as hit points. Single Target
Sticky Skin (5 Mana) : Only the Triton can use it; as it takes damage it lowers the attack speed of the enemy dealing that damage.
Tail Swipe (30 Mana) : Applies 10 direct damage with a chance to paralyze and a chance to lower the enemy's intelligence and dexterity by 20, as a debuff lasting 5 seconds. Single Target
Venomous Bite (30 Mana) : Applies poison to all enemies around, at a level based on the poisoning skill. (To use it, Poisoning must be picked in the magical ability section.) Area Target
Vicious Bite (20 Mana) : It starts dealing its first damage 60 seconds after the ability is used; 5 damage every 20 seconds up to 5 + 50 damage, for a total of 275 damage over 200 seconds. Single Target
Those are the abilities in the Special Abilities section, and we can only pick 1 of them.
Special Moves
There are 17 abilities here, and they are the same as the weapon abilities our characters use, so I will not explain them one by one.
Armor Ignore
Armor Pierce
Bladeweave
Bleed
Block
Cold Wind
Concussion Blow
Crushing Blow
Dismount
Fenint
Force of Nature
Frenzied Whirlwind
Mortal Strike
Nerve Strike
Paralize
Psychic Attack
Talon Strike
Those are the Special Moves, and we can pick 1 or 2 of them, but our pet can never take more than 3 abilities in total.
AoE Area Abilities
Aura Of Energy (20 Mana) : Deals energy damage to nearby enemies
Explosive Goo (30 Mana) : Deals fire damage to nearby enemies
Essence Of Earth (20 Mana) : Deals physical damage to nearby enemies
Aura of Nausea (100 Mana) : Lowers the attack speed, hit chance and faster casting of nearby enemies
Poison Breath (50 mana) : Applies high level poison to nearby enemies
Essence of Disease (20 Mana) : Deals poison damage to nearby enemies (it does not apply poison)
These, in short, are the magical, special, special move and aoe abilities our pets can learn. You can build whatever type of pet you want, however you want.
Special Abilities, Special Moves and AoE Abilities all cost 100 Points.
Source: Quingis UO