ATM if oyu leave it as it is oyu might as well just delet the whole tree. If any new player starts this and figures out what it is really all about they are going to just - well you can guess. We have been told "do not like it unlearn it . . " but taming is actually one of the things that some players really want to have as part of their template. SO here is my suggestions, Taming Tree is in need of a overhaul - Here is my Ideas Counter Clockwise from Tame Tame Creature - is fine as the Main Skill and seems to work as intended - just needs some major adjusting on the % and range. Heal - Fine as is, the Healing targeting thow needs adjusting. It would be really nice if we could have a button like UO had next to the pets Health Bar Cure (Purify) (this needs to be added) (and a quick button just like healing)- Need to add this for pets that could remove Poison / Roots / Debuffs . . . . Resurrection - GtG as a sub skill from Healing and the ability to resurrect while in the scene on a timer is working ok. I would however add that if you are resurrecting a pet out of range, once it is resurrected it is sent to the stables. This would give meaning to the Summoning (changing) skill. You should suffer more from ressing a pet that is on the other side of the scene. Now if oyu res from long away the pet runs to you if semi close. If really far away it just spawns at you feet. Obedience - This is nice but generally pointless, if the pet runs away it should go home to stable not just out of range. Tie this to pet efficiency and special move use and it sure would be nicer. As pet gets more and more beat up it loses its special abilities and eventually just runs away. At some point tie with the Creature Control and pet will just head back to stables (the two next skills could be made subskills of this to give it more purpose) Also this could work with effectiness of commands. If close and fighting lower tier mobs easy but as you get higher and are commanding oyu pet to attack critter that are much higher levels than it or you you need this to make the pet do what you want Concentration - which is the focus reduction - this needs a MAJOR overhaul. Needs to be brought more in line with pet and effectiveness combined with skill. I know in works but this is one of the major setback compared to plain old summons. Just need to work on the numbers to make it viable. Concept is solid, just numbers. Combat Training - just need to know how it works. This is great for low end tames but if the same effect goes to higher levels this would create utter monsters. Possibly look at tier of tame - then this skill could boost pet effectiveness a certain percentage per tier. So this skill would give a % Boost to the Pet BUT it would work like this % Boost = Level % x a pet tier modification (Tier 1 - 10 = tier 1 100% effective / tier 10 10% effective) SO a GM in this skill with a tier 10 would only be a 10% boost I know seems a pittance but 10% stronger FRS would be insane) Spit balling and of course massive balancing, just an idea to make skill viable Summoning gets completely changed (renamed) - Creature Control - It could still be a summoning skill that you would have to have to bring pet out of stables, but it would also work as to how long pet would be able to stay available, tie it with obedience. Stronger the control the more the pet could use its special moves. Or even a drop down for it Aggressive / Defensive / Passive Add - Offensive Spells / Defensive Spells / Offensive Attacks The strong control you have you could have the pet stand back and cast attacks / If it can use defensive spells / or just outright bash away. Timer to control for how often and how fast you can summon / resummons pet. This would come in handy if the resurrection from distance sends pet back to stable. Success (actually more like Effectiveness) - this would boost the Control abilities tied directly to how the pet fights / defends. Tie it with obedience to determine when the pet just give up and runs home. Collar recovery - GtG but needs number adjusting - since at too low a level you get 100%. yes I know it is also tied to target level but that information needs to be in the tool tip then. Collars - another idea to add to them is the need for more elaborate collars for higher tier creatures. I know this could cause a huge issue with people who already tamed things but look like this. Hardened for higher tiers. Supple for crittes with more dexterity. Add ore types for Obsidian critters. Add gems this could give them abilities like Spiders need Green gems on collars to poison. Add Fire Gem to a Wolf Collar make them a Hell hound. Add a Earth Gem to a Bear to make the a Stone Bear. Add Air to Stag Collar = Lightning horns . . . . You get the idea. I know this is far reaching but would give crafting something to add to them for taming. In the instructions a whole new area just for taming needs to be introduced. I would give numbers and reason for tiers of pets vs taming ability / control(summoning) / special abilities . . . . . I know I have added some very deep abilities to some of the skill but just the basic changes could be made and more intricacies later on. How taming works in general needs an overhaul. By adding the creature control (rewording it) would go along way to give the summoning skill meaning. I know how the change made and how / why it was intended (to make it so a new player could not just have a FRS) but as it stands now taming is completely useless since a normal summons is 1000% more effective. The hot command keys need to work. The pets themselves need to be tweaked, a FRS has the ability to poison and root so do all spiders but like them any other pet needs some abilities tied to it. Bears can Knock back - great but needs to be there for defense or offense, they could also lower range or speed since they are soo large ranged critters should have more issues firing around them . . . . .. Wolves are pack animals, since that is hard ( but you could work it so you can have 2 pets according to tier (tier 1 = ability for 3 pets i.e. 3 grey wolves, but as you move up less only ONE obs Wolf but possible an elder and a grey (again just ideas))) then give them a Bleed ability, they can also lower dex and movement speed this is due to their ability to move around the target quickly. An Obsidian Stag would be nice as it should be able to Skewer with Multiple Skewer (puncture) hits, tie this to combat effectiveness the more effective (older wiser the deer = more points) It really does not matter what / how it is done but they need work.