Mounts are noble companions that can help you carry things, you can ride them and they can help to fight.
Currently the only mounts in the game are horses. Camels are not yet in the game, but they are in the help files as mounts, so they should come in later, on Thursday.
- Horses as the first mounts were added on April 2, 2021.
Mount is also a command used to mount the various animal mounts.
The skillchecks for assessing and grooming horses are now affected by docility, like the others. If your horse has more than 60 docility, they will now be easier compared to before; if it has less, they will be harder.
- 1 Horse handling
- 2 How to obtain a mount
- 3 Stables & facilities
- 4 Item information
- 5 Armour
- 6 Upkeep
- 7 Needs
- 8 Illnesses
- 9 Death
- 10 Traits
- 11 Breeds
- 12 Trait limits
- 13 Appearance Colour
- 14 Assess
- 15 Help files
- 16 See also
Horses can be used for riding, carrying equipment, and combat.
- You do not need to be able to mount a horse to use it for carrying equipment, but you still need adventuring.movement.riding to lead it.
Horses provide a fast travel system using the ride command, traversing routes between locations they have been taught at much faster speed than normal travel.
- Note however that, unlike magical & divine methods of travel, they do actually traverse the intervening space and the trip can be interrupted mid-way (e.g. due to the horse running out of stamina).
- Horses can also be ridden or led through magic & divine portals, though they cannot remember routes that involve them.
- This consumes stamina.
Riding locations need to be taught by riding your horse between places they remember (you can remember the destination when getting there).
- You need to stay mounted while teaching a new route.
- It might fail if it's too long, so you can put a remembered place in between.
- With more intuition the horse can remember more locations and routes.
- Locations learned by horses are case insensitive.
- The list of locations in "ask my horse to remember" is alphabetized.
When mounted, you can also
journey <direction>, this will automatically continue to journey in that direction every few seconds until you stop or it is no longer possible.
- This does not consume stamina.
- This consumes stamina.
There are many things you cannot do while mounted. Usually you can dismount, do those things, then mount again. However it is harder to mount while fighting in the same room.
- Casting spells
- Performing rituals
- Fly on a broomstick (but when you fly your mount will gallop to your new location if it was following you)
Riding & leading a horse requires adventuring Guild Points. If you run out, it becomes likely that you'll be thrown from the horse, or that it will stop following you. This can also happen even with full GP if your riding skill is too low.
You need to get off your horse to pass through doors.
- If you ride through a doorway (including portals) while mounted, you will be knocked off the horse and incur minor damage (~200 HP).
- A riding skillcheck will then be performed to determine if you at least automatically start leading your horse.
- If you do not, you will silently leave your horse behind (though at least on the exit side of the door / portal).
- Note that if you have insufficient adventuring GP available, you will likely auto-fail the skillcheck.
You can follow along on a ride if both of you are mounted.
"Stash" and "retrieve" are used for getting things in and out of saddlebags/pack saddles that are equipped on your horse (respectively). This can be done covertly using "stash covert". Non-covert these use ad.mo.ri.ho. Covertly they use both riding and co.ma.passing (both skills confirmed by tms). These appear harder to do while mounted. Failure will result in being kicked, which does a significant amount of damage (protected by TPA).
Horses located in a different room can be summoned to the room you are in, either by playing a "cracked ocarina", or (after using the ocarina enough times), by simply "shout" or "lsay"ing the horse's name. The is checked against ad.mo.ri.ho and uses ad gp (confirmed by tm).
Dressing the horse uses the syntax "put <object> on horse". This is also checked against ad.mo.ri.ho.
Mounting, stash, and retrieve, dressing and undressing, and possibly lead all appear to be more difficult during combat.
How to obtain a mount
- Horses can be rented & purchased from Prinscilla at the stable on King's Down (northern Ankh-Morpork).
- Rentals are only available during April 2021.
- You can only own one horse per character.
- Default prices before haggling range between &&&&&&&&&+120000 and &&&&&&&&&+360000 .
- You can haggle to lower the price when buying a horse, this involves a people.trading.buying skill check.
- Essential equipment (saddles, shoes, ever-stylish jodhpurs, etc) can be purchased around the corner from the King’s Down stable, in the Ridings Bit Shop on The Ridings (northern Ankh-Morpork).
- You need some crafts.husbandry.animal.grooming to dress your horse.
- You need to dress your horse yourself with equipment (like the important horseshoes) / clothing. The command is not available to others.
- You can name your horse.
name my horse as Your Horse NameNote the as bit.
- The name works with a space.
- If you're getting something like
You cannot name a buckskin horse Buttercup.it means you did not put the as before the name.
name already takenthere might already be a player with the same name.
- Only the owner can refer to the horse with that name.
- Anyone can see the name by looking at your horse.
- You cannot put two saddles on one horse.
Stables & facilities
This table lists stables and horse equipment shops.
|Area||Location||Stable?||Facilities||Horse supplies sold (unless otherwise noted all clothing are for horses)|
|Bes Pelargic||Highe Redge Street, near the McSweeney estate||Yes||Horse supplies shop||hay, oats, grooming kit, huge brown towel|
|Ankh-Morpork||King's Down stable, 6 s,w from Deosil Gate||Yes||Horse dealer Prinscilla, Supplies in stable, Horsepital||hay, oats, grooming kit, huge brown towel|
|Ankh-Morpork||Ridings Bit Shop, on The Ridings, 2 east of King's Down & King's Way||No||Horse supplies||iron horseshoes, Lancrastian saddle (riding), Genuan saddle (combat), pack saddle (transport stuff, no riding), pair of brown leather saddlebags (transport stuff behind saddle)|
|Ankh-Morpork||sulphurous showroom, on the Street of Cunning Artificers near Bitwash Street (in front of the T-shop stop)||No||Horse supplies||horse ball|
|Ankh-Morpork||Emerald Necklace coaching inn, nw,w from Hubwards Gate||Yes||Supplies in stable, souvenirs shop, Eaterie||hay, oats, grooming kit, huge brown towel,, ,|
|Ankh-Morpork||Cattle Market stables, Chittling Street, south of Shades||Yes||Horse supplies shop||hay, oats, grooming kit, huge brown towel|
|Djelibeybi||Barracks on Ibis Parade||Yes||Horse supplies shop||hay, oats, grooming kit, huge brown towel|
|Sto Lat||The Palace Inn Stables, Wall Street, from intersection with Heritage Hill 2 e,s||Yes||Horse supplies shop, Eaterie, frog board||hay, oats, grooming kit, huge brown towel|
|Nowhere||Joe's Livery Stable, southwest of the crossroads||Yes||Horse supplies shop, Freesia the
||hay, oats, grooming kit, huge brown towel|
|Bleak Prospect||Stables, from southeast end nw,w,nw,w||Yes||Horse supplies shop||hay, oats, grooming kit, huge brown towel|
|Genua||Musketeers, east end of the courtyard||Yes||Horse supplies shop||hay, oats, grooming kit, huge brown towel|
|Lancre Town||feed merchant, north of Jason Ogg's smithy||No||Feed shop||hay, oats|
|Ohulan-Cutash||Lancre street, just east of the market||Yes||Horse supplies shop||hay, oats, grooming kit, huge brown towel|
|Uberwald||Harvest of Thorns, journey nw,w from Escrow's west exit||Yes||Horse supplies shop, Misc Shop, Eaterie, Bath, Water, Fire, Lemonery, Tannery, Wood workshop||hay, oats, grooming kit, huge brown towel,,|
|Ephebe||Stables (3), in the outer part of the citadel, before the maze||Yes||None||None|
|Tsortean Desert||Lower Djel Trading Post, from Djelibeybi north across the Djel and then west||Yes||Eaterie, traders, shop||None|
|Feed to mounts to increases fibre.||+Expression error: Unrecognized word "lb". 11 2/9 lb||20 handfuls of hay, sack weighs 1/9 lb|
|Feed to mounts to increases vitamins.||+Expression error: Unrecognized word "lb". 11 2/9 lb||20 handfuls of oats, sack weighs 1/9 lb|
|Needed to groom.||&&&+1700 1 8/9||Gets damaged when grooming. Need to fix / repair / mend the tools.|
|Dry a mount faster than regular-sized towels.||+Expression error: Unrecognized word "lb". 2 lb|
|Protects horse hooves when worn.||+Expression error: Unrecognized word "lb". 1 7/9 lb|
|(riding)||Slightly reduces stamina consumption from riding.||+Expression error: Unrecognized word "lb". 7 lb|
|(combat)||Slightly reduces stamina consumption from fighting.||+Expression error: Unrecognized word "lb". 5 lb|
|Transport big heavy things on the mount, but cannot ride.||+Expression error: Unrecognized word "lb". 10 lb||Allows your horse to be given or get things from the room to hold in its own inventory. You cannot stash/retrieve from a held saddlebag, only a dressed one.|
|Transport stuff behind saddle.||+Expression error: Unrecognized word "lb". 10 lb||It can hold about 35 pounds, or about seventy items. Horse must have a saddle in order to dress with saddlebags, and the saddlebag must be in your own inventory.|
|Training aid to increase your mount's intuition.||+Expression error: Unrecognized word "lb". 3 lb||Other mounts will not touch it. Can be inflated and deflated.|
|Summon your horse from anywhere.||+Expression error: Unrecognized word "lb". 5/9 lb||You need to pass skillcheck(s) for your horse to come to you. Very rarely found on knights in Genua.|
See: Horse Armours
You need to dress, feed, and groom horses to keep them healthy & functional. If you are careless or inattentive, you will also need to get their ailments treated regularly.
- Basic feed (hay & oats) are available for purchase in the King’s Down stable. Horses have also been known to eat other things, if offered them.
- Feeding hay raises +20% fibre for one handful of hay. If this raises fibre above 100%, nothing wrong seems to happen.
- Feeding oats raises +20% calories for one handful of oats. If this raises vitamins above 100%, then it becomes overweight.
- Feeding sugar lumps (cubes) raise calories, about 10% for 20 lumps, but it gives the illness toothache after around 40 lumps.
- Feeding an apple added between 3% and 6% fibre, 6% calories and between 1% and 2% toothache.
- Your mount needs to be groomed regularly to prevent skin lice.
- You need a grooming kit. Having the tools in component pouches does not work.
- The tools in the grooming kit lose condition as they are used. You can repair the brushes, fix the combs & pick and mend the towel. Or just buy another one, they're cheap.
- Grooming your horses is easier with high docility and harder with low docility, especially below 60.
- Grooming costs 50 gp, takes 2 minutes and 22 seconds, and must be fully completed in order to restore your mount's cleanliness. Stopping partway through results in no cleanliness increase.
- See the #Illnesses section for details.
- Witches can treat most diseases using turpentine. Witches can fly to you as long as you're outside and not in no-fly zones.
- There is a horsespital in the south corner of the King’s Down stable, where Doughnut Jimmy offers treatment for ill horses, except for Resurrection sickness. Typically this costs &&&&&&&&&&+20000 to &&&&&&&&&&+24000 .
- Horses must be properly shoed, otherwise they will rapidly become injured (cracked hooves).
- Camels will not require shoes, per the help files, though there is currently no known way to rent or buy a camel mount.
- Hit points
- Horses have finite hit points, and just like players & NPCs their current HP level can be evaluated using the health command.
- Horses may be healed using most normal means, such as rituals (e.g. Cure Light Wounds) and bandages.
- Knowing what's wrong
Since you cannot really ascertain the status, needs, & diseases of your horse until you can assess them successfully, it is recommended you do not buy a horse before developing substantial bonuses in the relevant skills:
- adventuring.movement.riding.horse at least a bonus of 190 (for very high docility horse) or more like 250 (for a high docility horse), used to assess traits and to reliably lead your horse. Possibly higher if you wish to ride the horse frequently.
- crafts.husbandry.animal.grooming to assess needs, no matter what uses your are looking for, at least a 215 bonus.
- crafts.medicine.diagnosis to assess health, strongly recommended in order to detect diseases early, to minimise expense and inconvenience. (210 bonus gives around 20% success rate)
- fighting.special.mounted to ride the mount into combat and increase your mount's fighting skills.
See the Assess section for more details.
You can practice on any horses you find, such as those sold by Prinscilla. You can use assess on all mounts in the room (assess mounts).
Without sufficient skills, you're unlikely to be able to care for your horse. It will become at first disobedient (walking off on its own, and refusing to follow you or let you ride it) and then ill, eventually leading to the death of the horse. At the very least it will require frequent trips to the horsepital, at significant expense.
Note: horses emit room chats that seem like they might be conveying its needs, such as that their tummy rumbles or they poke around at you for food, but they can be difficult to interpret (and it’s not yet proven that these horse emotes are actually conveying the horse’s needs, it could for example be indicating that the environment of the horse is likely to increase some disease).
Stabling a horse will slowly restore their fibre and calories, but will NOT restore their cleanliness. Stabling costs $1 per hour logged on.
To be healthy, a horse needs certain things. You can see most of those things with
assess <mount> needs.
- Burden: Must not be too high from stuff on the horse.
- Fibre: Feed hay, but not too much or it could become sick.
- Calories: Feed oats, but not too much or it could become sick.
- Cleanliness: Groom the horse to keep this up.
- Stamina: Regenerates over time. (sickness probably reduces this)
Illnesses reduce the traits of the mount until it is treated.
- This often reduces docility, doing anything to the horse including treat becomes harder.
See the notes below the table for more information.
|Disease||Cause||Cured by||Not cured by|
|Overweight||Feeding too much oats. Feeding too much hay does not seem to do anything.||Treat, Diet (let calories fall to 50%)|
|Toothache||Feeding too much sugar lumps or feeding an apple.||Treat, waiting a bit|
|Colic||Probably not enough fibre.||Treat|
|Malnutrition||Probably not enough vitamins.||Treat|
|Skin lice||Not enough grooming.||Treat|
|Pneumonia||Wet + cold for too long? There's now a big towel sold at the stable to dry horses.||Treat|
|Cracked hooves||Lack of iron horseshoes.||Treat|
|Concussion||Using the horse retrophrenologist (lower docility and raise other stats or the reverse).||Treat, Time (wait ~5 mins for -3 to -2 and ~10 mins for -2 to normal)|
|Exhaustion||Stamina at 0?||NOT cured by Treat.|
|Resurrection sickness||(Dead) ghost horse returned to corporeality.||Pale horse's balm or very slowly over time||Treat, horse doctor, Soothing Rain, Restore.|
- Feeding an apple gave 1% toothache, feeding another apple put it at 3%, but after a couple of minutes it went away on its own.
- After riding, it is important to rub your mount dry with a towel so that it does not get pneumonia. (from mount riding help file)
- There's a big towel sold at the stables to dry horses.
- The rate at which pneumonia progresses has been tweaked. (from horse changes)
- Horses will now be dried off by the blessing of Fish after passing through His passage room. Additionally, they will not get pneumonia until they leave the water. (from horse changes)
- The horse recovers progressively very slowly over time.
- It took between ~2.5 and 3 hours to be fully cured but improvement is gradual.
- Pale horse's balm has to be purchased from the T-shop, which means it is very difficult or very expensive to obtain.
Unfortunately mounts can meet the grim Reaper.
Ghost horses will still follow you around until you get them into more corporeal form.
- You can get your horse raised in a stable.
- You can also ask a priest to perform one of Raise dead or Resurrect rituals on the ghost horse.
- After returning to life it will have Resurrection sickness. If the horse was returned using Raise dead or a stable, the sickness will result in -9 to all stat points. If the horse was returned using Resurrect, then the sickness will only result in -4 to all stat points.
- The Raise Dead Pet ritual does not work on the ghost nor on the player for mounts.
Otherwise you can try to sell your dead mount, but that's unlikely to give you much money in return.
- Dead horses will now be taken by Death immediately after being sold, to prevent shenanigans.
There are five traits:
- Vitality determines the stamina of the horse. Stamina is consumed during fast travel, regular travel while burdened, and combat - if it runs out, the horse may stop mid-travel, or be less effective in combat.
- Stamina is not consumed during unburdened regular room-by-room travel (including journeying in terrain using “journey <direction>”).
- Docility determines how easy the horse is to use (i.e. adjusts the skillchecks up or down).
- At least one player has reported that docility lowered and another trait increased while doing things with a horse. This made doing everything harder and the player could no longer ride their horse.
- You can visit a stable to retro your mount to be more docile, adding to docility and reducing another trait, or less docile, reducing docility and increasing another trait.
- Speed determines how much the horse can carry, how quickly it travels, and how far it can travel before becoming exhausted (in concert with vitality - faster horses cover more distance per unit of stamina).
- Strength determines the horse’s effectiveness in combat (in combination with your fighting.special.mounted), and how much it can carry.
- Intuition determines how many routes & places the horse can remember, and how engaged it can be in combat (from weakly fighting beside you at low intuition, to being a powerful warhorse upon which you trample your enemies, at high intuition).
- A riding skillcheck opposed by the (inverse of the) horse's intuition is required to engage the horse in combat (and perform specials like charge and storm).
- At 60 intuition and above the rider will get slightly increased attack speed, and both rider and mount will get a chance to avoid some attacks
The scruffy shopper kicks out at you but the attack goes wide due to the blood bay horse's movements.
The flustered civil servant kicks out at the blood bay horse but the attack goes wide due to the blood bay horse's movements.
- At 80(? seen at 81) intuition and above the mount will sometimes perform a charge attack of it's own, knocking the victim to the floor, and possibly going on to trample them too.
The liver chestnut horse charges at the tricky monk, knocking him to the ground with a lash of her hooves.
Before the tricky monk can get up, the liver chestnut horse tramples over him with her hooves.
- Any ailments of the horse - including simply exhaustion (low stamina) - reduce its effective intuition, potentially making the horse unexpectedly unwilling to fight.
- Horses roll to trample opponents every round.
- If your horse is attacked and set to assist you, you will assist your horse automatically (regardless of its intuition).
Thus while vitality & docility apply universally, only two of the other three matter for each of the horse’s three uses:
- Speed and strength are important for carrying.
- Speed and intuition are important for riding / fast travel.
- Strength and intuition are important for combat.
Traits are (temporarily) reduced while a horse is sick. The most obvious manifestation of this is increased difficulty getting the horse to do what you want (i.e. reduced docility).
Horses’ traits change only through use, or (in a limited fashion) through a horse retrophrenologist.
- For a change through exercise to occur the horse needs to have exercised enough, for example fought a couple of opponents, this is indicated when you see ++ and -- with accurate
- Trait change through exercise seems to only happen a roundworld hour of playing after the last change.
Horses have a fixed amount of points to spread amongst the five traits (similar to the 65 point system for player stats).
- Increasing one trait requires taking points from another trait. Thus if you e.g. take a horse bred for riding, and use it instead mostly in combat, it will over time increase its strength trait at expense of its speed trait (potentially among others) until reaching the trait limit for the breed.
- The less expensive, high docility horse breeds have 220 trait points.
- The more expensive, decent docility horse breeds have 230 trait points.
The dapple grey horse puffs a breath out of her nose and gazes at you. Somehow, you can tell that she has more strength and less intuition now.
The horse retrophrenologist can adjust only the horse's docility trait directly, lowering it - and thus adding a point into one of the other four traits - or increasing it (by reducing one of the other four traits). Consequently, your riding skill is crucial in determining the ultimate capabilities of your horse, as a higher riding skill allows you to work with less docile horses, freeing up trait points from docility to be spent elsewhere.
Each application of the retrophronologist's skills moves 1-5 trait points, and costs &&&&&&&&&&&&+200 . It results in a concussion to the horse (or, if the horse is already concussed, increases the severity by approximately 13 percentage points). Horsepitals & witches can treat concussions.
- Furthermore, you can only retro a limited amount of docility into the other traits. The breeds that naturally have high docility cannot have it lowered as low as horses that naturally have decent docility.
- There are no known stat modifiers for horses. Bless, for example, gives the appearance of succeeding but has no actual effect.
The following table uses the information from the breed that can be seen by looking at the mount.
- The variability of "new" mounts is displayed in the table.
- This will not be representative of mounts that have had traits change through the normal course of being a mount to a player.
- Mounts are checked for signs of previous ownership, but this cannot be 100% foolproof.
- When there is a best task, marked with a "+", this means that the two skills for that task are decent or high.
- When there is no best task (only one or zero skills above poor for all 3 tasks), but rather a worse task, marked with a "-", for which the two skills are poor. This means higher vitality and/or higher docility, since the sum of traits is constant at 220 points.
- If the mount also has decent or better vitality, this is marked with (+Stamina) for decent and (++Stamina) for high.
- Some don't have two skills at decent or high, those are marked "- All".
By default, the table is sorted first by putting higher breeds with higher initial and potential docility, then secondly by putting higher breeds with a smaller number of skills above poor.
|Breed||!Best (+) / worse (-) task
(for default traits)
|Vitality||Speed||Intuition||Strength||Docility||Price range (before haggling)|
|215||April foal||- All (++Stamina)||3high||1poor||1poor||1poor||3high 100||&&&&&&&&&&+47624|
|220||Pseudopolis pony||- All (++Stamina)||3high 71-89||1poor 12-33||1poor 10-28||1poor 12-34||3high 70-87||&&&&&&&&&+120000|
|220||Pumpkin pony||- Carrying||1poor 12-29||1poor 11-29||3high 67-87||1poor 10-28||3high 67-90||&&&&&&&&&+120000|
|220||Copperhead mining pony||- Carrying (+Stamina)||2decent 43-56||1poor 13-32||2decent 42-63||1poor 11-31||3high 73-92||&&&&&&&&&+120000|
|220||Llamedos pony||- Riding (+Stamina)||2decent 40-59||1poor 13-28||1poor 12-27||2decent 38-59||3high 70-94||&&&&&&&&&+120000|
|220||Chalk pony||+ Carrying||1poor 12-31||2decent 41-60||1poor 9-32||2decent 38-59||3high 72-89||&&&&&&&&&+120000|
|220||D'reg warpony||+ Combat||1poor 14-30||1poor 12-26||2decent 44-59||2decent 42-58||3high 72-92||&&&&&&&&&+120000|
|230||Tsortean horse||- Riding (++Stamina)||3high 76-84||1poor 19-22||1poor 17-20||2decent 55||2decent 52-60||&&&&&&&&&+380976|
|230||Hillshire horse||- Riding (+Stamina)||2decent 44-54||1poor 18-22||1poor 25-29||3high 80-82||2decent 49-59||&&&&&&&&&+380976|
|230||Ephebian horse||- Carrying (++Stamina)||3high 80-84||1poor 15-20||2decent 49-59||1poor 18-21||2decent 51-60||&&&&&&&&&+380976|
|230||Sum Dim horse||- Combat (++Stamina)||3high 73-91||2decent 48-60||1poor 14-18||1poor 13-32||2decent 51-60||&&&&&&&&&+380976|
|230||Morporkian puller||- Combat (+Stamina)||2decent 51-55||3high 73-82||1poor 21-25||1poor 19-25||2decent 50-58||&&&&&&&&&+380976|
|230||Sto Plains charger||+ Combat||1poor 16-28||1poor 21-28||2decent 51-57||3high 74-84||2decent 46-56||&&&&&&&&&+380976|
|230||Munz charger||+ Combat||1poor 18-30||1poor 17-31||3high 75-86||2decent 47-54||2decent 49-54||&&&&&&&&&+380976|
|230||Il Drim dreamhorse||+ Riding||1poor 13||3high 83||2decent 52||1poor 26||2decent 56||&&&&&&&&&+380976|
|230||Hunghungese golden horse||+ Riding||1poor 17-25||2decent 49-53||3high 72-84||1poor 23-33||2decent 47-58||&&&&&&&&&+380976|
|230||Bad Ass horse||+ Riding (+Stamina)||2decent 42-55||2decent 49-55||2decent 49-67||1poor 2-23||2decent 49-61||&&&&&&&&&+380976|
|230||Al-Khalian horse||+ Carrying (+Stamina)||2decent 47-57||2decent 46-57||1poor 13-18||2decent 48-59||2decent 51-60||&&&&&&&&&+380976|
|Breed||!Best (+) / worse (-) task
(for default traits)
|Vitality||Speed||Intuition||Strength||Docility||Price range (before haggling)|
While there are only three trait categories shown connected to each breed when looking at horses, the traits actually have numeric values that are much more detailed.
- Trait values seen: poor (2-34), decent (38-67) and high (67-94)
- Traits often have values close to the median for each category, but more extreme values are regularly seen for all traits.
- Please only add traits from mounts at the horse seller without indicators of changed stats such as -- / ++ after treating any illnesses. (This might indicate that the mount was previously owned.)
- Complete success with assess traits prove that traits can go up to at least 111 and as low as -1.
- The MUD help files for charge and storm indicate that intuition can go above 40.
- The mount fighting help file refers to the levels: basic, low, moderate and high, but those do not seem to correspond to the look breed levels. It does fit to vague assess values, with basic = very low.
The breed's known trait categories are used for more than the starting traits. There are limits to which you can modify each trait according to the breed trait category.
There limits prevent you from changing docility with
retro as well as trait changes due to doing activities with your mount.
The high docility breeds are called ponies. They have a total of 220 trait points. Their trait limits are:
- High - stay within a minimum of 60 and a maximum of 100.
- Decent - stay within a minimum of 30 and a maximum of 70.
- Poor - stay within a minimum of 0 and a maximum of 40.
The decent docility breeds are called horses, pullers or chargers. They have a total of 230 trait points. Their trait limits are:
- High - stay above or at a minimum of 62. (Maximum to be determined.)
- Decent - stay within a minimum of 32 and a maximum of 72.
- Poor - stay within a minimum of 2 and a maximum of 42.
Once a trait is at its minimum, it will not schedule a change to lower it. Same thing for a trait at its maximum, it will not schedule a change to increase it.
Theoretical example Morporkian puller (decent docility - 230 trait points):
This brindle mare's copper brown coat has faint yellow stripe-like markings across her body and legs. She is of the Morporkian puller breed, which is known for high speed, decent vitality and docility and poor intuition and strength.
It has the following starting traits, which are within 1/3 of the 0-100 range, according to the categories of its traits.
The brindle horse (Morporkian puller): Vitality .................. 54 (decent) Speed ..................... 78 (high) Intuition ................. 21 (poor) Strength .................. 19 (poor) Docility .................. 58 (decent)
It also has maximum and minimum based on its known trait categories.
- Vitality (decent) stays within a minimum of 32 and a maximum of 72.
- Speed (high) stays above or at a minimum of 62.
- Intuition (poor) stays within a minimum of 2 and a maximum of 42.
- Strength (poor) stays within a minimum of 2 and a maximum of 42.
- Docility (decent) stays within a minimum of 32 and a maximum of 72.
If you retro the Morporkian puller's docility to 52 and do lots of combat, then it will eventually reach this state:
The brindle horse: Vitality .................. 32 (decent - at minimim) Speed ..................... 62 (high - at minimum) Intuition ................. 42 (poor - at maximum) Strength .................. 42 (poor - at maximum) Docility .................. 52 (decent)
- If you retro the horse to have higher docility, then the points for it will be taken from the traits that are not at their minimum.
- Conversely, if you retro the horse to have lower docility, then some of the traits that are not at their maximum will increase.
Another (real this time) example with a Bad Ass horse (decent docility - 230 trait points):
Frazyl's Hon the bay dun gelding's coat is a creamy tan all over with a black mane and tail and faint black striped markings on its legs. It is of the Bad Ass horse breed, which is known for decent vitality, speed, intuition and docility and poor strength. Frazyl's Hon the bay dun horse (Bad Ass horse): Vitality .................. 32 (decent - at minimum) Speed ..................... 32 (decent - at minimum) Intuition ................. 72 (decent - at maximum) Strength .................. 31 (poor, near maximum) Docility .................. 63 (decent)
- Even when doing mounted combat, strength does not increase, even though it is not yet at the maximum, because vitality and speed are at their minimum, docility does not decrease when performing activities [*] and intuition is also used in combat, so it does not decrease. To increaes strength further one would have to lower docility to have more points available or lower intuition.
- Even when using the horse ball intuition does not increase, even when vitality and speed were higher, because it is already at the maximum.
[*] There was a report that docility did lower when doing activities. It might have been a bug. Cannot reproduce.
The types of horses are mare (her), gelding (it/its) and stallion (him/his).
|bay||This bay <type> has a chocolate brown body with a black muzzle, eartips, mane, legs and tail, like the markings of a fox.|
|bay dun||This bay dun <type>'s coat is a creamy tan all over with a black mane and tail and faint black striped markings on <possessive> legs.|
|black||While called black, this black <type>'s coat is actually a deep, dark brown, bleached by exposure to the sun.|
|blood bay||This blood bay <type> has a rich red body with a black muzzle, eartips, mane, legs and tail, like the markings of a fox.|
|blue roan||This blue roan <type>'s deep brown, almost black, coat is intermixed with a speckling of white hairs around <possessive> body, giving <pronoun> a silvery brown appearance.|
|brindle||This brindle <type>'s copper brown coat has faint yellow stripe-like markings across <possessive> body and legs.|
|brown||This brown <type> has a dark brown body with a black muzzle, eartips, mane, legs and tail, like the markings of a fox.|
|buckskin||This buckskin <type>'s coat is a cream yellow all over with a black mane and tail.|
|chestnut||This chestnut <type>'s coat is a coppery brown all over with a slightly lighter shade on <possessive> mane and tail.|
|dapple grey||This dapple grey <type>'s copper brown coat is dappled with starry white spots around <possessive> body and legs.|
|dark||This dark <type> has a deep brown, almost black coat with white "socks" on <possessive> feet and white markings around <possessive> muzzle.|
|dun||This dun <type>'s coat is a creamy tan all over with a slightly darker shade on <possessive> mane and tail and faint striped markings on <possessive> legs.|
|grey||While called grey, this grey <type> is actually what most people would call a white horse. However, <possessive> skin under the white coat, visible around <possessive> eyes and muzzle, is black.|
|piebald||This piebald <type> has a deep brown, almost black coat with large white patches around <possessive> body and legs.|
|liver chestnut||This liver chestnut <type> is a dark brown all over with a slightly lighter shade on <possessive> mane and tail.|
|red roan||This red roan <type>'s copper brown coat is intermixed with a speckling of white hairs around <possessive> body, giving <pronoun> a silvery brown appearance.|
|rose grey||This rose grey <type> has a grey coat with a slight pinkish tinge and a mane and tail in a dark shade of chocolate brown.|
|skewbald||This skewbald <type> has a chocolate brown coat with large white patches around <possessive> body and legs.|
|sorrel||This sorrel <type>'s coat is a reddish tan all over with a slightly lighter shade on <possessive> mane and tail.|
GP cost: 25 gp.
- Each additional target uses 25 gp.
- The type of gp used is the same as the skill, crafts gp for needs & health, adventuring gp for traits.
- If you are out of GP, then you can still get good results if you have enough skill to always succeed for that type of assess.
- Assess is easier with high docility and harder with low docility, especially below 60.
- Sick horses have lower traits, lower docility makes assessing them harder.
- All the tiers of assess moved result down by one rank - if you could get a vague result before, you will be able to get a semi-vague result now, and if you could get a semi-vague result you will now get an accurate one. It is now impossible to get the unknown result, regardless of how ferocious your horse is.
The values in numbers format (e.g. 10) in the table also apply to percentages (e.g. 10%).
|Value Range||Name||Used in assess <type>||Comment|
|80 - 99||Very high||all|
|60 - 79||High||all|
|40 - 59||Moderate||all|
|20 - 39||Low||all|
|1 - 19||Very low||all|
|... -1||Negative||traits||Below zero|
What's shown is basically the rounded up value.
- For 60 docility, getting a semi-vague result starts around a 215 bonus.
- For 60 docility, getting an accurate result succeeds with a 276 bonus without gp.
- For "low" docility, a 299 bonus is not enough to see above vague.
- For "low" docility, a 329 bonus is enough to always see semi-vague result, but not accurate results.
Vague result (if you fail)
The sorrel horse: Burden ..................... Empty Fibre ................... Very low Calories ............... Very high Cleanliness ................. High Stamina .................... Empty
The dark horse: Burden ....................... ~0% Fibre ....................... ~90% Calories ................... ~100% Cleanliness ................. ~90% Stamina .................... ~100%
The liver chestnut horse: Burden ........................ 0% Fibre ........................ 89% Calories ..................... 50% Cleanliness .................. 65% Stamina ...................... 20%
- For 60 docility a 210 bonus gives 9/44 ~20% success rate to see semi-vague, a 226 bonus always works.
- For 71-76 docility, a 273-289 bonus usually succeeds to see accurate results, but returns semi-vague results without enough gp.
- For "low" docility, A 294 bonus is not enough to see accurate semi-vague results.
Vague result (if you fail)
The dark horse: She is in good health. The bay horse: It has the following illnesses: - Overweight
The dun horse: He is in good health. The brindle horse: He has the following illnesses: - Concussion ................... Low The red roan horse: He has the following illnesses: - Concussion .............. Very low The rose grey horse: He is in good health. The red roan horse: She has the following illnesses: - Concussion ................... Low - Malnutrition ............ Very low
The dark horse: She is in good health. The liver chestnut horse: She has the following illnesses: - Colic ........................ 20% - Skin lice .................... 20% The blood bay horse: It has the following illnesses: - Pneumonia .................... 23% The bay dun horse: She has the following illnesses: - Cracked hooves ............... 18% The buckskin horse: She has the following illnesses: - Toothache .................... 18% - Malnutrition ................. 17%
- With a 243 bonus you can always see at least semi-vague results and often accurate results for horses with 71 or more docility, but fails all the time for horse with "low" docility.
- For horses of "low" docility, more than a 277 bonus is required to see accurate results.
Vague result (if you fail)
The red roan horse: Vitality ............. Very high Speed ................ Very low Intuition ............ Very low Strength ............. Very low Docility ............. Very high
The blue roan horse: Vitality ................. ~20 Speed .................... ~50 Intuition ................. ~0 Strength ................. ~50 Docility ................. ~90
Horsey McHorseface the bay dun horse: Vitality .................. 38 (-2) Speed ...................... 1 (-2) -- Intuition ................. 40 (-2) Strength .................. 53 (-2) ++ Docility .................. 78 (-2)
The numbers in parenthesis show the temporary modifiers that are in effect, usually from diseases (in the above example, a mild concussion from recently being retro'd).
- This is similar to how
score statsshow temporary modifiers for player stats.
- In the above example, vitality is going to be 40 when the concussion is treated.
- In the example the -- indicates that the next stat change will include a decrease from speed and the ++ an increase for strength. (This can change via exercise before the stat change occurs.)