Potentially Disable monsters and make them much more likely to drop atmaliths once defeated. (If this ability kills a monster an atmalith will always drop.)
Calm magic beasts.
Calm, known as Tame in previous versions, is a level 1 ability for the Beastmaster class. The ability is learned after gaining 10 ABP. It attempts to inflict Stop on a creature-type enemy. Only works against monsters and misses against humans/mechanical enemies.
Tame is available to Beastmasters starting at level 30 and has a recast time of 10 minutes. The ability, when used, will greatly reduce the total enmity one creatures has versus a Beastmaster, possibly eliminating it. If the enmity is eliminated, then the creature will go back to its normal routine and stop attacking the player.
The /soothe (/なだめる, Nadameru?) emote is used in Resolve Guildleves on enemies that have been reduced to low HP in order to inflict a special form of Pacification on them. Unlike normal Pacification, this special Pacification has a different icon, Japanese translation (懐柔状態, Kaijū Joutai?, lit. placation state), and effect, causing the monster to stop attacking entirely so that it may be captured.
Calm is an 8 CP special ability. During Field Music Sequences, first Bad or worse on a Trigger will not decrease chocobo speed.
Calm is a 6 CP reactive ability. It is activated just once in FMS if one receives Bad or worse on a Trigger while riding a chocobo and skirts the damage and maintains speed.
Tame is the Unique Ability of the Beastmaster job. It is a physical attack with the Strike element, a power of 55 and a cooldown time of 15.0 seconds, and has a chance of adding the disable status to the target. If the target is killed by Tame, it will drop an atmalith. This atmalith will be available for all players in multiplayer, unlike regular atmalith drops which can be normal loot for other players. Adding the Death mutation can make it easier to gather atmaliths.