Mounts
Ride instead of walking: every step goes farther.
The mounts | The Stables | Food, stamina and injury | Taming and finding | The Dragon Hatchling | Losing a mount
The mounts
You ride one mount at a time. A mount makes each of your steps longer, with the compass and with Move To, and a few have a gift of their own. Only the Dragon Hatchling fights.
| Mount | Where from | Steps | Its gift |
|---|---|---|---|
| Pony | Stables, 500 gold | ×1.5 | |
| Pack Mule | Stables, 800 gold | ×1.25 | carries 50% more gold before it slows you |
| Riding Horse | Stables at rank 2 posts and up, 3,000 gold | ×2 | no faster than on foot in circles 20 to 35 |
| Warhorse | Stables at rank 4 posts and up, 15,000 gold | ×2 | carries 25% more gold, and is half as likely to be injured |
| Marsh Strider | tamed from a water monster in circles 20 to 24 | ×2 | full speed in circles 20 to 35, where everyone else is slowed |
| Great Eagle | sometimes when you free Gwaihir, or for a great deed | ×2 | monsters find you 75% less often on a Move To walk |
| Warg | tamed from a Warg | ×2 | wargs and wolves leave you alone; shops charge you 10% more |
| Nightmare | rarely, after slaying a Nazgûl or the Dark Lord | ×2.5 | the night brings you no more monsters than the day; it slowly adds sin |
| Dragon Hatchling | rarely, after slaying a dragon champion or nemesis; only one in the realm | ×3 | breathes fire on your foes |
| Flame Steed | a chance for those who help slay the Balrog | ×2.5 | carries 25% more gold |
| Drake | a chance for those who help slay the Great Dragon | ×3 | carries 50% more gold |
| Fell Beast | a chance for those who help slay the Witch-king | ×3 | monsters find you half as often on a Move To walk |
| Kelpie | a chance for those who help slay the Kraken | ×2 | full speed in circles 20 to 35 |
Prices change from town to town, like everything else in the shops. Type /mount in the chat to see your mount, its stamina and how long its food lasts. In the browser client it is shown under your gear.
Gwaihir's Feather works like an eagle: worn, your steps go three times as far and monsters find you 75% less often on a Move To walk. It doesn't add to a mount: you get the better of the two.
The Stables
Every trading post has a Stables counter. There you can:
- Buy a mount. Your old one, if the Stables sell its kind, is taken in part exchange for half its price. A mount you tamed or found has to be released first.
- Feed it: three days of food, at its daily cost (a Pony eats 10 gold a day, a Warhorse 60, a Dragon Hatchling 100).
- Heal it: mends any injury and restores all its stamina, for 10% of its price plus 50 gold per level of yours (at least 100 gold).
- Sell a bought mount for half its price, or release one you tamed or found.
Food, stamina and injury
| Hungry | A new mount comes with three days of food. When it runs out, the mount gives only half its extra distance until you feed it at any Stables. |
| Tired | Each step you take tires it a little (a Pony manages 80 steps, a Dragon Hatchling 200). Exhausted, it carries you no farther than your own feet. Each rest gives it back 25 steps. |
| Injured | A hard blow from a monster (more than a tenth of your energy) can injure it. An injured mount gives no extra distance until six rests have healed it, or the Stables heal it. |
| Killed | A crushing blow (more than 40% of your energy) can, rarely, kill it outright. |
A Pack Mule or Warhorse carries its extra gold even when tired, hungry or hurt.
Taming and finding
Beat a Warg, or a water monster of the Dead Marshes (circles 20 to 24), down to a quarter of its energy and a Tame button appears in the fight (where Use Ring would be). Whether it lets you climb on depends on your brains against the monster's: half your luckout odds. A failed try gives the monster its turn. Taming is offered only when the beast would be swifter than what you ride, and a bought mount you give up for it fetches half its price. Champions and nemeses can't be tamed.
The Great Eagle comes to those who free Gwaihir (sometimes one of his kin stays behind) and to those who do great deeds, the same deeds that can earn an artifact. A Nightmare is the riderless steed of a slain Nazgûl or Dark Lord, one time in ten.
The Dragon Hatchling
There is only one. Slay a dragon champion or a dragon nemesis and, one time in twenty, an egg among its hoard cracks open, if no one else rides the hatchling. The whole realm hears of it.
After each of your blows it breathes fire on your foe for a share of the damage you dealt: a fifth at first, growing with your level up to three fifths at level 400. It doesn't fight other players.
Losing a mount
Your mount is lost with your character. A Dragon Hatchling goes back into the world for another dragon-slayer to find.