Bridle - absolutely critical item, as you need these for leading. Joribund sells cheap rope ones, but you want to eventually buy a black leather bridle for your main mount.Saddle - for riding. Merch made, or you can buy a military saddle.Saddlebags - merch made, usually with a good rig material like bamboo. You can then store your loot on your mount. You can use handling with these, such as get noeq from mount (to prevent grabbing mount gear). You can't grab stuff during combat.Barding - protective gear. Ideally your main mount has pr and a tonne of hp anyway. I don't normally use any barding as these take damage; there's a magic barding from Fae Forest which I've had dested, and then merch bardings take stupid amounts of material.
Riding - determines what you can ride. Only beastmasters can max this. Always keep this at 100.Combat Riding - determines how often your mount tanks for you, and the bonus you get. Only cavaliers can max this. Get this to 100.
Heel - absolutely vital skill for bringing your mount with you. Use once at your mount per boot to get the alias for that animal, then you can call it to your side by using heel at that alias. Vital because mounts can't follow you through syntaxes. Heel can fail even at high levels so get to 100. Heel does not work in nosums, which is a dealbreaker/extremely anxiety inducing in certain areas. Otherwise, heel will summon your mount to you anywhere in the same continent.
Evaluate mount - gives you info about a mount including indoors capability, race, indicator of ridden bonus and flying status. Cheap, so get it to 100 when you can. Nomads are dumb, so my command for this skill is set to repeat 10 - you will eventually get an evaluate that gives you additional, useful info such as the mount's resists and ep.Tame mount - obviously vital. Overworld animals have a certain % of tame mount you need in order to tame them. This is expensive, so train as much as you might expect to be taming. For everyday taming purposes, 80-85 will be fine (you can buff the rest with some quests and eq). If you're looking to get capital letter mounts or tame a lot, then obviously get this high - I usually sit at about 102-105 total.
Herding - this is trained in the squire guild, and is for leading mounts. You need around 80 to be able to ride a mount AND lead another. This skill is counted per 10%. At 100 herding you can ride a mount while leading 6 others.
Guided strike - this is the beastmaster attack skill. Guided strike uses your animal's natural attack, which changes from mount to mount; the strike can be quite low damage, or it can be a gigantic hit for 500+ damage. The skill's low epcost and fast speed, and potential huge damage, are offset by the need to wield a whip, have a high cha (100-120+), and its famous, frequent inaccuracy. For this reason, most beastmasters will opt to use their regular weapons.
Feral attack - this is the version of guided strike for led (not ridden) animals. If you need it for something, you'll know. Otherwise, skip.
Ride Underground - most mounts do not like to go indoors (ie. anywhere you can't see the sky, ie. most areas) by default. This obviously is extremely limiting. Ride underground will allow them to ignore this and enter indoors for a period (30-75min depending on skill). In order to train this skill, you need to already have trained ride through flame, ride through frost, and ride through pain - skills that raise the mount's fire, cold and pr respectively. You can get a permanent success (aka perma rug) which renders that mount able to go indoors forever - this is the holy grail for beastmasters using powerful outdoors mounts, and is extremely rare and requires a hefty dose of luck for you.
A fail on this skill can make the animal aggro to you for a round or two - you should leave the room and come back if so.
Calm animal - this allows you to calm down an aggro animal. If you intend to do a lot of difficult taming, then get this to a decent level. To train this, you need to train butchering, so you can butcher corpses for skulls - bring these skulls to Joribund to enable access to train calm animal. The helpfile suggests you might not want to wield weapons, though I always still had a shield.
Make Mount Feed - this allows you to make feed to keep your mount satiated. A good skill level is convenient so you can make and carry ~5-10 feeds in a featherweighted feed bag with you (no more than this, due to the weight). A good feeding lasts a very long time, but I default to feeding once an hour anyway. For normal exp I often feed my carnivorous mounts fish from my ship's nets, but when deep in an area it's important to be able to feed quickly. You can also use this to make food for mounts you run into in the overworld that might be hungry (I carry a herb jar for this).
Assault/Battery/Charge/Decimate - these are the cavalier, mounted version of slash/pound/impale/cleave. You can't use the standard versions mounted, so train as needed for your build.Mastery of Mounted Combat - the mastery for above, like a combination of decapitate/mangle/etc.
On top of this, obviously max out your dodge/parry/cs/throw weight and so on, as usual. Cavalier gets decent combat ability,
Make commands and triggers to ensure they're following you - Esiris dismounts you, ship rescue dismounts you, lots of room specials dismount you, even summoning your ship from dock will dismount you. Have lead triggers.
Griffons - griffons can fly and have pretty good stats. The regular griffon (a ferocious griffon is hunting here) is the only griffon capable of going indoors, so it's the most party-ready mount out of all the griffons. Hoar frost and solar flare griffons are very powerful and have good specials. These are a really good all rounder mount, and can easily be found in hills (h and H).Chimera - chimeras are indoors capable but can't fly. They do not have a special, but are very beefy and the ancient three-headed chimera's guided strike can do 500+ damage. They are one of the types of animals that can 'devour' an enemy at low hp with a guided strike, which destroys the corpse and messes with your ripaction. Extremely powerful mounts. The lack of flight is quite annoying so it depends on how you play. Carry floating potions. You can find these in hills, ruins (#) and some other dangerous terrain (I think).Drakes - ancient drakes have specials depending on their element, and can fly. These are really tough customers but they can't go indoors, so make sure you are ready to use ride underground regularly. Very strong. Chaos drake specials will do high asphyx damage and stun the enemy. Fire drake and ice drakes will do their respective damage with specials. You can find drakes in quite a wide variety of locations (ruins, badlands, some others), but for ease I usually look for chaos in Furn swamps, fire in the Luce desert, and ice in the Roth tundra.Dreadnaut Scorpions - described by Shinarae in a newspost as being like a walking Tmaker. These do a really powerful guided strike. I only tested one for a short while in outerworld, so don't have much data to share. I prefer flying mounts anyway. Zerks has a really interesting news post about this in guilds.squire, search it up. If trying to spawn a dreadnaut, you might want to kill and note down coords of various scorpions in the Luce desert, then haunt the repops.Mind Owls - these owls are prized for their special, which can stun the enemy. This is obviously useful for everyone, but especially for barb-bms and other hitters. It's not uncommon to see an offtank bm leading around 5 or 6 owls. They can fly and go indoors, but are a terrible riding mount and have low hp - keep an eye on them, as they might flee to an adjoining room if they cop a blast from the enemy. These aren't too hard to find - I've captured a few in the forests around Rothikgen ferry.Monstrous Shadowbats - these cute bats have a bite special and can fly and go indoors. Elite griffons will bite harder but are obviously much harder to handle and require ride underground. You can find all bats easily on lakes - use the big ones on Roth or north of Crimson guild on Laenor. Do not kill any bats if you can help it.
- damtypes are involved for many. Chimeras have poison in some of their attacks, and drakes have their element (chaos = asphyx, fire = fire, ice = cold) in some, though most will be mixed with phys.
- some attacks can hit aoe (multiple), which I suspect is based on level of enemy. I've hit up to 10 low level enemies before, but usually this will be something like beating up 4 drawbridge guards at once, all 5 raven jail guards, and so on. This attack isn't the strongest type, but it's a great one
- devour (destroying corpse) can't be controlled and can be annoying. This happens with at least chimera and worgs (max standard wolf) that I've seen
- some animals can have really interesting mixes, eg. adult whale has a big guided strike but also a 'bash' incorporated into most of them
- accuracy can be extremely frustrating, literally failing so much that you drag out a fight by many, many extra rounds.
- a good guided strike with very high leadership, charisma, level, riding skills etc. can be hitting every 2rd. Whether this suits your build is up to you.
- Kharim, Ranger and Barb each have a mastery in their guilds that benefit guided strike and feral attack. Kharim's is to convert part of the strike to unholy dam, ranger's is to be able to use the skill with whip in offhand, and barb's is to increase overall accuracy. These are supremely expensive. As an example, I took the Kharim skill to 100 on troll (with skillmax 100) for 56m exp, but didn't see too much effect on chaos drake guided strike. Your mileage may vary.
- if you're going to use this, get a Moonrind whip, whip made of thorny vine. This adds +10 guided strike and has a beautiful special that heals you up to 70/70/70 on a crit. On certain builds, this means you might run simple exp without ever stopping for regen.