The Taming Bestiary is a powerful tool for tamers that allows them to earn experience and unlock various upgrades that enhance creatures within different tamed classes. Crafted using the Inscription skill, the Taming Bestiary is a Blessed item.
Earning Experience
Players must have a minimum of 80 Animal Taming and 80 Animal Lore to earn experience toward their Taming Bestiary. Experience is gained by defeating creatures while using tamed pets. Any type of tamed creature can be used to accumulate Taming Bestiary experience.
Although experience gains are not tied to damage dealt by pets, the rate at which experience is earned scales based on the number of active control slots in use. To maximize experience gain, players should utilize all five control slots.
Upgrade Points
When enough experience is accumulated, players unlock an Upgrade Point that can be spent in the Taming Bestiary. Players can earn up to 20 Upgrade Points in total. Each upgrade point contributes to the spendable points across all three creature classes: Attack, Utility, and Tank.
Each class has its own pool of points that do not interfere with the points spent in other classes.
Overview Page
The first page of the Taming Bestiary is the Overview Page, where players can track their progress toward unlocking upgrade points and review their spent points in each creature class.
If a player currently controls tamed creatures, their Names and Slot Counts will be displayed in green text under their respective class. The number below each class icon indicates how many creatures of that class type are currently under the player's control.
At the bottom of the Taming Bestiary, navigation buttons allow players to access the individual pages for each creature class.
Class Pages
Each class—Attack, Utility, and Tank—has a dedicated page within the Taming Bestiary, containing its respective set of available upgrades. Players can navigate between class pages using the corresponding buttons at the bottom of the Taming Bestiary.
Class Upgrades
Each class features unique upgrades that apply only to tamed creatures within that class. Attack Upgrades will not apply to Utility or Tank creatures, and vice versa.
Each class has an independent pool of Upgrade Points that do not count toward other classes. Upgrades are available at three tier levels, with increasing costs:
- Tier 1 costs 1 Upgrade Point
- Tier 2 costs 2 Upgrade Points (cumulative cost: 3 Points)
- Tier 3 costs 3 Upgrade Points (cumulative cost: 6 Points)
Players can reset all spent points for a class by clicking the Reset Points button, available once every five minutes. To view upgrade descriptions and bonuses, players can click the Info button next to each upgrade. Bonuses are displayed in a (Tier 1 / Tier 2 / Tier 3) format.
Class Upgrade Effects
The benefits of these upgrades apply only in PvM. They do not impact PvP combat.
By default, upgrades only affect creatures belonging to their respective class type. However, some exceptions exist where specific upgrades explicitly state that they affect pets from other classes—or even the Tamer themselves.
Attack Class Upgrades
 Attack Class Upgrades
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Ability Name
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Ability Description (Tier 1, Tier 2, Tier 3)
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Ambush
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Damage Dealt increased by (10%, 20%, 30%) and Damage Resistance by (5% / 10% / 15%) for 10 seconds after exiting Stealth (including on Backstab) Damage Dealt increased by (4% / 8% / 12%) if creature does not have Stealth
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Cornered
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Damage Dealt increased by (10%, 20%, 30%) if follower has taken damage from another creature within the last 10 seconds Damage Dealt increased by (4% / 8% / 12%) if follower has not taken damage from another creature within the last 10 seconds
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Feed
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If creature has a Bleed effect on target, Melee Attacks have a (10% / 20% / 30%) chance to restore 10% of Max Health (up to once every 15 seconds) Damage Dealt increased by (4%, 8%, 12%) if target cannot inflict Bleed effects
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Feral
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While Frenzied or Enraged, creature's first non-backstab Melee Attack every 15 seconds has its Damage increased by (80% / 160% / 240%) Damage Dealt increased by (4%, 8%, 12%) if creature does not have either of those abilities
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Hunting Party
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Damage Dealt increased by (10% / 20% / 30%) if creature and Tamer are both within 1 tile of target Damage Dealt increased by (4% / 8% / 12%) if creature or Tamer are more than 1 tile from target
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Immolate
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Flamestrike and Spellburn abilities now have Damage increased by (50% / 100% / 150%) Damage Dealt increased by (4% / 8% / 12%) if creature does not have either of those abilities
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Lethality
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Melee Attacks and Spellcasts have a (10% / 20% / 30%) chance to inflict +100% Damage, otherwise will inflict (4% / 8% / 12%) additional Damage
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Menagerie
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Damage Dealt increased by ((2% / 4% / 6%) * Different Types of Followers Controlled By Player) Healing Amounts increased by ((2% / 4% / 6%) * Different Types of Followers Controlled By Player)
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Mutation
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Reduces cooldown length of Cooldown Abilities by (2 / 4 / 6) seconds Damage Dealt increased by (4% / 8% / 12%) if creature does not have a Cooldown Ability
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Pelt
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Damage Dealt increased by (8% / 16% / 24%) if target is 4 tiles away or more Damage Dealt increased by (4% / 8% / 12%) if target is within 3 tiles
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Primal
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Chance to trigger Passive Abilities increased by (33% / 66% / 100%) of normal Damage Dealt increased by (4% / 8% / 12%) if creature does not have a Passive Ability
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Swarm
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Damage Dealt increased by ((2% / 4% / 6%) * Total Followers Controlled By Player) Healing Amounts increased by ((2% / 4% / 6%) * Total Followers Controlled By Player)
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Utility Class Upgrades
 Utility Class Upgrades
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Ability Name
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Ability Description (Tier 1, Tier 2, Tier 3)
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Beast Sting
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If any of your creatures has Poison or Disease active on target, increases Damage of Melee Attacks by (10% / 20% / 30%) if creature can inflict Poison or Disease effects Damage Dealt increased by (4% / 8% / 12%) if creature cannot inflict Poison or Disease effects
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Breaker
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Melee Attacks and Spellcasts ignore (22% / 44% / 66%) of target's Armor and Magic Resist
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Carrion
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If creature has Disease active on target, Melee Attacks have a (10% / 20% / 30%) chance to restore 12.5% of Max Health (up to once every 15 seconds) Damage Dealt increased by (4% / 8% / 12%) if creature cannot inflict Disease effects
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Contagion
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Increases the Damage of Disease effects by (33% / 66% / 100%) Damage Dealt increased by (4% / 8% / 12%) if creature cannot inflict Disease effects
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Debilitate
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If any of your creatures has Poison or Disease active on target, the target will receive a stackable (1% / 2% / 3%) Damage Penalty against the Tamer and their Followers for each Control Slot worth of Utility-class creatures that can inflict Poison or Disease effects Damage Dealt increased by (4% / 8% / 12%) if creature cannot inflict Poison or Disease effects
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Frostbite
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Damage of Chill Abilities increased by (15% / 30% / 45%) and amount of Chill effect applied increased by (33% / 66% / 100%) of normal Damage Dealt increased by (4% / 8% / 12%) if creature cannot inflict Chill effects
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Metabolism
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Successful Melee Attacks will restore (0.66% / 1.33% / 2.0%) of Max Health Damage Dealt increased by (4% / 8% / 12%) if already at Max Health
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Opportunity
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Melee and Spell Damage increased by (20%, 40%, 60%) if creature has applied an Entangle or Hinder effect to the target within last 10 seconds Damage Dealt increased by (4% / 8% / 12%) if creature cannot inflict Entangle or Hinder effects
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Punishment
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When creature's Pierce or Hex effects expire on a target, will inflict (DamageMax * (0.5 / 1.0 / 1.5)) Damage onto them which ignores Armor Damage Dealt increased by (4% / 8% / 12%) if creature cannot inflict Pierce or Hex effects
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Scour
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If creature has a Weaken or Cripple effect on target, their Tamer will receive a ((1.5% / 3% / 4.5%) * Control Slots) Damage Bonus (stackable) against the target Damage Dealt increased by (4% / 8% / 12%) if creature cannot inflict these effects
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Swoop
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The next Melee Attack or Spellcast within 10 seconds after using a Cooldown Ability will have its Damage increased by (33% / 66% / 100%) Damage Dealt increased by (4% / 8% / 12%) if creature does not have a Cooldown Ability
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Toxic
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If any of your creatures has Poison or Disease active on target, their Tamer will receive a stackable (1% / 2% / 3%) Damage Bonus against the target for each Control Slot worth of Utility-class creatures that can inflict Poison or Disease effects Damage Dealt increased by (4% / 8% / 12%) if creature cannot inflict Poison or Disease effects
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Tank Class Upgrades
 Tank Class Upgrades
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Ability Name
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Ability Description (Tier 1, Tier 2, Tier 3)
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Adrenaline
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Creature has a (15% / 30% / 45%) chance on any Damage Taken that would kill it, to instead take 1 Damage and receive 50% Damage Resistance for the next 5 seconds
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Aggression
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Melee Damage increased by (5% / 10% / 15%) for each target within 2 tiles that is Aggroed against them (up to 3 targets) Damage Dealt increased by (4% / 8% / 12%) if no targets within 2 tiles are Aggroed against them
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Behemoth
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Melee and Spell Damage increased by (10% / 20% / 30%) and Damage Resistance by (2% / 4% / 6%) if creature takes 3 or more Control Slots Damage Resistance increased by (1.33% / 2.66% / 4%) if creature takes 1 or 2 Control Slots
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Critical Care
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Veterinary Resurrection chances increased by (33% / 66% / 100%) of normal and creature will Resurrect with an additional (10% / 20% / 30%) of Max Health [will not work if PvP Flagged]
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Deflection
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Grants Damage Resistance of ((1.5% / 3% / 4.5%) * Control Slots) to non-Tank Followers and ((0.75% / 1.5% / 2.25%) * Control Slots) to the Tamer if they are within 2 tiles
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Guardian
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((3% / 6% / 9%) * Control Slots) of Damage Taken by non-Tank Class Followers and ((1.5% / 3% / 4.5%) * Control Slots) of Damage Taken by Tamer within 2 tiles will be redirected amongst Tank Class followers (divided equally) as a direct health loss
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Hearty
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Damage Dealt increased by (10% / 20% / 30%) when above 75% Health Damage Dealt increased by (4% / 8% / 12%) when below 75% Health
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Mending
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Healing Amounts increased by (12% / 24% / 36%) and Curing chances by (20% / 40% / 60%)
Damage Dealt increased by (4% / 8% / 12%) when at Max Health and not Poisoned
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Stalwart
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Damage Resistance increased by (3% / 6% / 9%) and has a (25% / 50% / 75%) chance to ignore any non-movement Debuff effects (such as Cripple, Pierce, Hex, etc)
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Survival
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Damage Resistance increased by (4% / 8% / 12%)
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Tolerance
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Has a (11% / 22% / 33%) chance to ignore any Bleed, Disease, or Poison tick Damage Resistance increased by (1.33% / 2.66% / 4.0%) while not under the effect of Bleed, Disease, or Poison
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Trample
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Melee Attacks inflict an additional (DamageMax * (8% / 16% / 24%)) to 2 random targets within 1 tile of defender
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