Basic mounts are available to any player at level 35 for 250 gold. A voucher can be purchased from a Horse Merchant in each realm's capital and then given to the Royal Stable Master - after a very short quest to get a saddle, you'll get a Standard Chestnut Horse. Basic horses move at 135% of normal speed, cannot be equipped with armor, barding or saddlebags, and cannot be named. Basic horses also cannot be summoned in New Frontiers zones.


Advanced mounts are available only to those with the Darkness Rising expansion. Advanced mounts can be customized with special armor and barding, move at 150% normal speed, can be named, and can use saddlebags.
One advanced mount, the chestnut horse, is available at level 45 for 1 platinum at the Quartermaster's Aide in the Throne Room. The others, however, require you to be level 50 and also have a CL requirement to purchase from the Quartermaster:

CL1 (3 plat): Grey Horse, Spotted Horse, Chocolate Horse, Bay Horse
CL2 (4 plat): Palomino Horse, Black Horse, Silver Horse
CL3 (6 plat): Chestnut Warhorse, Spotted Warhorse, Bay Warhorse, Grey Warhorse
CL4 (8 plat): Palomino Warhorse, Black Warhorse, Chocolate Warhorse, Silver Warhorse

Beyond the warhorses are special horses, which require not only CL5 to purchase the voucher (for 15 plat), but also a small quest. These horses are:

Undead
Unicorn (Grey, Silver, Black, and Rainbow)
Nightmare
Earth
Fire
Ice
Storm

Summoning Your Horse

Once you've acquired a horse - any horse - use /mount to open the mount window (in Mythic UIs there's also a button for it on the main character stat window). To choose your active horse, you move it from your inventory to the spot on the mount window. To be able to summon your horse, shift-click the horse's icon in the mount window to create a shortcut and place it on a hotbar. Using that shortcut will summon your active mount. Summoning takes about 5 seconds.

Moving Your Horse

Horses cannot be summoned indoors or in certain other locations, such as on the rope bridges or the relic gates of NF. If you are mounted and move into these areas, you will be dismounted. You will also be dismounted upon entering combat.

If a group member is playing a speed song that is faster than your mount's base speed, the mount will move at the same speed as the speed song. Sprinting on a horse increases your movement by the same % as when spriting on foot, and takes the same amount of endurance.

Horses cannot dive underwater, although they can swim at full speed.

Equipping your Mount

In the mount window you can also equip your horse with armor and barding - assuming you meet the CL requirements:
Barding requires CL1.
Saddles require CL1.
Heavy armor requires CL5.

Click here to view pictures of the various types of armor and barding.

When you put armor or barding on a horse, it remains attached to that horse until you move it. If you have a horse equipped with a saddle and barding and move that horse into your inventory, the saddle and barding will not reappear in your inventory nor remain in the /mount window. They will still be attached to that horse item, and will still be equipped if you move that horse back to the active slot.

Armors can be dyed using enamels; bardings can be dyed using cloth dyes or can have a guild emblem attached.

Most armors and all bardings are crafted; click here to see a list of recipes and costs. Armors require 1000 metalworking to create, and bardings require 1000 clothworking.

Saddlebags

Starting at CL2, you also get access to saddlebags - one for every CL beginning with 2. Each saddlebag holds four items, for a total of 16 by CL5. Your saddlebags can carry a total of 200 pounds no matter what horse you're riding or what your character's stats are.

You activate saddlebags by having one crafted for you (they require 1000 leatherworking), selecting it, and typing /use. At that point the saddlebag will disappear from your inventory and your horse will have a page of slots activated.

You can only use your saddlebags when mounted - which makes no sense, but is presumably to stop people from having a mini-vault available to them at a moment's notice. Saddlebags move between horses, unlike armor and barding; you only need to activate each saddlebag once, but you are limited to just those four saddlebags - no horse-switching to access different ones.

Naming Your Mount

You can use /namemount to name the currently active horse, but this name will be visible only to you and only in the /mount window. Mythic was concerned about the obvious CS issues if they allowed names to be visible to all, i.e. "You examine Adood mounted on Urmom."

Horse Emotes

/horse courbette
/horse pet
/horse rear
/horse startle
/horse trick
/horse graze
/horse nod
/horse halt
/dance
/lookfar
/stench


Albion

All quests start with the Royal Stable Master, who you hand the Voucher to.

Undead Horse:
Talk to Atha'an in Camelot. He is located under the church, near the Necromancer trainer. Atha'an will send you to kill Leorcelis Grant. Grant is located at about 11k, 41k in the North Black Mountains. He cons orange to a 50. Upon death you will receive Leorcelis Grant's Phylactery. When you take the Phylactery to Atha'an, you will be given the Undead Horse.

Earth Horse:
You are sent first to speak with Kelin, the Stable Master of Llyn Barfog. You can find him at 61k, 24k (in Llyn Barfog, naturally). He sends you to find the Carn Mach Arthur - supposedly a mark in the stone left by King Arthur's horse. It is located in the southwestern end of the zone, at 6.5k, 49k; it is among orange, red, and purples mobs, a couple of which you might need to kill. When you get close enough, you will get a message in your chat window and should /listen. When that is finished, /dig. When you are finished digging, you will take the Preseli Stone - which you give back to the Royal Stable Master in Camelot to get your Earth Horse.

Fire Horse:
The Stable Master sends you to visit Pethos (another stable master) at Cornwall Station. Pethos then asks you to get one of Golestandt's scales from which to fashion a saddle. But before you start worrying, note that you don't have to kill Gole himself... you can kill giants who have collected his scales (apparently dragons shed). Pethos recommends stoneshapers, outlookers, pounders, or stonelords, but hints that other giants may drop the scale as well. Stonelords can be found around 45k, 23k in Dartmoor, but con red and purple.

Ice Horse:
The Stable Master sends you to speak with Trachon, the stable master up at Snowdonia Station. Trachon tells you of trouble the locals have been having with the "Cauld Lad", and wants you to go put the lad to rest. The Cauld Lad wanders around the hills nearby - I found him at 48k, 46k.

Nightmare Horse:
You are sent first to Librarian Pelan. He is upstairs in the left wing (left as you enter the main entrance) and to the right once you get up the stairs. He then sends you to kill, of all things, a Nightmare - which are running loose in Salisbury Plains and Avalon Marsh. They con orange to a 50 - one can be found at 12k, 36k in Salisbury Plains. Once you've killed the Nightmare, return to Librarian Pelan, and he will transform the captured Nightmare into a Nightmare Steed.

Storm Horse:
Like the Fire Horse quest, he sends you to visit Cornwall Station - specifically Eugene Aldar. He's upstairs in the building. He has a riding crop for you, but wants a favor in return - a named bucca has been using magic to enslave peasants... and then make them give him fish and beer. If you kill the bucca, named Gwidden, and give Eugene the magical item being used, he'll give you your crop. Gwidden is located west of the station close to the Lyonesse border, at about 4.5k, 29k. He, like the other horse quest mobs, cons orange - but was a close fight for me. When you kill Gwidden, return to Eugene Aldar and then to the Royal Stable Master in Camelot to get your horse.

Unicorns:
Unicorns can supposedly only be caught by those of pure heart - but you can try anyway. You're sent first to talk with Gwethiel, a woman who has befriended unicorns in the past. Gwethiel informs you that all you really have to do to persuade a unicorn to follow you is be nice to it... so first off, find a unicorn and give it the apple Gwethiel gave you. Then play nice with the unicorn by using friendly emotes - /hug and /kiss being the ones I found that worked. After using a few of those, right click on the unicorn, and if it has become enamored enough of you, it will "form a bond" with you and appear in your backpack.

Hibernia

I haven't done the quests for these, so these are just the locs I've seen posted for the part of the quest that involves searching for something:

Nightmare: 25k, 25k Connacht
Earth: 55k, 25k Silvermine Mountains
Storm: 5k, 46k Cliffs of Moher

Midgard

I haven't done the quests for these, so these are just the locs I've seen posted for the part of the quest that involves searching for something:

Unicorns: 6k, 57k Myrwood
Nightmare: 20k, 40k, Gotor
Ice: 23k, 35k or 47k, 30k Raumarik
Undead: 32k, 29k Vanern


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