In areas of high mana concentration, so-called mini rift events form. At these neuralgic points Bestia materialise and enter the respective world. Bestia therefore spawn on the map on their own, and they do so more often where the mana concentration is higher.

Which species spawns is decided by the surrounding environment: every Bestia has an affinity for certain biomes and spawns with the corresponding probability in each of them.

Boss dens

A boss lives alone in a boss den. Boss dens appear only in wild country, where the ordinary dens are above level 40, and never near the home towns. They are rare in the open wilds (about one den in a hundred) and more common on corrupted land (about one in forty). A boss den covers the level of the country around it plus up to 20 levels more, so a boss is always harder than the packs nearby. The wilds hold the softer bosses (from about level 42), and only the deepest corruption holds bosses up to level 120. Which boss a den holds is decided by its biome, like any other Bestia; a boss that needs corruption never appears in clean wilds.

Catching Bestias

To catch a Bestia you need a Magic Bestia Trap. These are manufactured with the Craftsman’s Carpentry skill and empowered with Mana Dust. Four tiers exist, each one better than the last at holding a high-level Bestia.

The base catch chance depends only on the trap tier and the target’s level:

TrapLv. 1 - 20Lv. 21 - 40Lv. 41 - 60Lv. 61 - 100Lv. 101+
Bestia Trap+60%+20%-20%-60%-60% - 3(LV-100)
Super Trap+100%+60%+20%-20%-20% - 3(LV-100)
Mega Trap+140%+100%+60%+20%+20% - 3(LV-100)
Master Trap+180%+140%+100%+60%+60% - 3(LV-100)

The Lv. 101+ column continues the Lv. 61 - 100 column without a jump: at exactly Lv. 100 the penalty term is zero.

On top of the base chance, every bonus below contributes percentage points:

SourceBonus
Reducing the target’s HP before throwing the trapup to +30
The trap user’s Willpower+ WIL / 50
Trapping Lv. 1 - 5+6 … +30
Beastfriend Lv. 1 - 5+5 … +25
Buffs on the trap user, debuffs on the targetvaries

The HP bonus scales linearly with how far the target has been worn down, reaching its full +30 when the Bestia is at 1% HP:

bonus_{HP} = 30 \cdot \left(1 - \frac{HP_{current}}{HP_{max}}\right)

Everything is then summed and clamped once:

P_{catch} = \mathrm{clamp}\big(0\%,\ 95\%,\ base_{trap} + \textstyle\sum bonus\big)

A result of 0% means the Bestia cannot be caught with that setup at all — the player has to bring a better trap, better skills or better buffs. The 95% ceiling means even a perfect setup can always fail.

Because the Lv. 101+ penalty is steep, the level at which catching becomes hopeless is set by how much bonus a player can assemble. Both rows below assume the target has been worn down to 1% HP:

SetupLv. 100Lv. 110Lv. 120Lv. 140Lv. 150
Mega Trap, no Forester skills, WIL 100 (+32 total)52%22%0%0%0%
Master Trap, maxed Forester, WIL 150 (+88 total)95%95%88%28%0%

Bestia above Lv. 100 are meant to be rare and Bestia above Lv. 120 close to legendary — but they always stay reachable for a master who has actually specialised in catching them.

Attacks

In Bestia, there are two main types of magical actions:

  1. Skills – Learned by a Bestia Master. Skills have levels and can be upgraded in a skill tree as the Master levels up. These are controlled by the player using skill points. See Bestia Master for the full skill tree.
  2. Attacks – Learned by a Bestia as it levels up, at fixed, predefined levels. These can be battle-related or utility magic.

Each skill or attack is characterized by its level and elemental aspect.

Some magical actions are both at once. Many offensive spells—the elemental bolts, for example—exist as a Master skill and as a Bestia attack. A Master learns such a spell in their skill tree and raises its power by investing skill points, while a Bestia learns the very same spell as an attack at a fixed level and is locked to the strength of that level. In short: the Master keeps levelling the spell up, whereas a Bestia’s version never grows beyond the level it was learned at.

Bestias can learn attacks in two ways:

  1. Level Up – Each Bestia has an internal list of attacks it will learn as it gains levels. The same attack may be learned at different levels by different Bestias.
  2. Spell Scrolls – Players can inscribe attacks onto spell scrolls with the Sage’s Spell Inscription skill (or find them as loot). These spells can be used directly from the scroll or taught to a Bestia.

General guidelines when Bestia are learning attacks from level ups:

  • From Lv. 1–100, a Bestia should learn about 20 attacks.
  • Around 15 attacks are learned between Lv. 1–70, and the last 5 (the most powerful ones) between Lv. 71–100.

An overview of the attacks themselves lives on the Attack List page.

Breeding

Bestia can be bred in order to improve their individual values and to pass powerful attacks down a bloodline. Breeding takes two buildings, and each does one job at a time:

  1. A Breeding Farm pairs two Bestia and lays an egg.
  2. An Incubator hatches the egg into a new Bestia.

Both are put down from a kit, like a crafting station. The kits are made at a Workbench with Carpentry:

KitCarpentryMaterials
Breeding FarmLv. 212 plank, 6 reed stalk, 4 soft fur
IncubatorLv. 36 plank, 4 brick, 2 ember core

Any master can breed. A Forester’s Bloodline Study makes it faster and better, but it is not needed.

The Pair

Every Bestia is male or female, half and half. The sex is rolled when the Bestia is caught or hatched and never changes. To breed a pair:

  • One is male and one is female.
  • Both are of the same kind (humanoid, formless, etc.).
  • Both are at least Lv. 10.
  • Both belong to the owner of the farm.

Laying an Egg

The owner opens the farm, picks the two parents and puts in one Nesting Bundle. The bundle is made at a Workbench with Carpentry Lv. 1 from a reed stalk, a soft fur and a feather.

  1. Travel. The parents walk to the farm on their own, from wherever they are, like a Bestia sent somewhere. Nothing is used up yet.
  2. Breeding. When both have arrived, the bundle is used up and the timer starts. The parents stay near the farm. They can still be attacked.
  3. Egg. When the timer ends, the farm holds an egg. It holds it until the owner takes it out. While an egg waits, no new clutch can start.

If a parent is called away, sent off or dies before the egg is laid, the clutch fails. The timer is lost and so is the bundle.

After the egg is taken, the pair stays at the farm. One more bundle starts the next clutch with the same pair. There is no cooldown: the breeding time and the bundles are the only limits on how fast a bloodline can be pushed forward.

The breeding time depends on both parents’ levels:

t_{breed} = 25 \cdot (lv_1 \cdot lv_2)^{1.3}\ [s_{real}]

This is the same as \(25 \cdot \bar{L}^{2.6}\) with \(\bar{L} = \sqrt{lv_1 \cdot lv_2}\), the geometric mean of the two parents’ levels. An unevenly matched pair breeds at the pace of its average.

Hatching the Egg

An egg is an item. It can be carried, stored, sold and traded. It knows its species, its sex and its individual values already, and the IV grades show on it.

An egg only hatches inside an Incubator. The owner of the incubator puts it in, and the hatch timer runs:

t_{hatch} = rand(0.9,\ 1.0) \cdot 18 \cdot lv_1 \cdot lv_2\ [s_{real}]

The random factor is rolled when the egg is laid, so the time does not change when it moves. An egg that is taken out early keeps its progress. Another incubator continues where the first one stopped, so a half-hatched egg can be traded.

When the timer ends, the Bestia hatches next to the incubator at Lv. 1 and belongs to the incubator’s owner. If the owner has no free Bestia slot, the egg waits in the incubator, ready, until a slot is free.

The offspring is always of the female’s species, so every generation has to be raised to Lv. 10 again before it can breed in turn.

Timers

Both timers are given in real time, not Bestia time. They run while the owner is logged out.

Parent levelsBreeding timeHatch time
10 & 10~2 h 45 min~30 min
20 & 20~17 h~2 h
30 & 30~2 days~4.5 h
50 & 50~7.5 days~12.5 h
75 & 75~21.5 days~28 h
100 & 100~46 days (~1.5 mo)~2 days
120 & 120~73 days (~2.4 mo)~3 days

The owner’s Bloodline Study shortens both timers: the farm owner’s for breeding, the incubator owner’s for hatching. Upgrades, feed and buffs are planned to shorten them too. All of it counts against one cap: a timer is never shorter than 50% of its base.

Individual Values

A Bestia has nine individual values: one for each of the six status values (INT, WIL, STR, VIT, DEX, AGI) and one each for HP, Mana and Stamina — the ivHp, ivMana and ivSta terms in the status based value formulas. Each one ranges from 0 to 100. A caught Bestia rolls each of its nine IVs evenly between 0 and 100.

Players see a grade for each IV. A master with Bloodline Study Lv. 1 or more sees the exact numbers instead.

IVGrade
0 - 19Poor
20 - 39Fair
40 - 59Good
60 - 79Great
80 - 94Excellent
95 - 100Perfect

Individual Value Evolution

The offspring’s IVs are rolled per IV, independently:

  1. Seed — three of the nine IVs are drawn at random as dominant. For a dominant IV the seed is the higher of the two parents’ values; for the remaining six the seed is taken from one randomly chosen parent.
  2. Variance — roll once per IV: with 70% the seed is raised by 10%, with 20% it stays as it is, and with 10% it is lowered by 10%.
  3. Clamp — round to the nearest integer and clamp into [0, 100].

A dominant IV therefore drifts upward by about 6% per generation on average (0.7 · 1.1 + 0.2 · 1.0 + 0.1 · 0.9 = 1.06), so a line seeded around IV 50 needs roughly a dozen generations to approach the cap of 100. Because only three IVs are dominant per clutch, the player has to decide which stats a bloodline is being bred for rather than improving everything at once. A Forester with Bloodline Study Lv. 4 draws a fourth dominant IV, which is the only way to widen that choice. The farm owner’s skill counts.

How much is an IV actually worth? The answer is defined once, on the Status Values page, and follows directly from the status value formula:

  statusValue = (baseValue + individualValue) * level / 100 + effortValue
  

The IV is scaled by level, so it is nearly irrelevant on a fresh Lv. 1 hatchling and worth its full value at Lv. 100. A perfect IV of 100 instead of 0 is worth +50 to that status value at Lv. 50 and +100 at Lv. 100. This is what makes breeding a long-term investment: the payoff only materialises once the offspring has been levelled.

Learnable Attacks

Breeding can give the offspring up to three inherited attacks on top of the ~20 attacks its species learns naturally. Only the father passes attacks on; the mother decides the species.

The player influences the outcome on three levels.

1. Season — which attacks are eligible

Only attacks whose learn level falls inside the current Bestia season’s band are eligible. The season is the one at the farm when the egg is laid:

Attack Lv. RangeSeason Of Breeding
1 - 25Spring
26 - 50Summer
51 - 75Fall
76 - 100Winter

A season lasts one real-time month, and a Bestia knows about 20 attacks spread over Lv. 1 - 100, so a band typically leaves about five of the father’s attacks eligible. Waiting for the right season is the coarse, free control.

2. Priming — which eligible attacks are attempted

Up to three eligible attacks are drawn at random. These are the candidates.

3. Investment — how likely each candidate is to land

Each candidate rolls independently. All terms are percentage points:

P_{transfer} = 30\% + \min\big(30,\ lv_{father} - lv_{attack}\big) + 2 \cdot Beastfriend_{Lv}

A father can only pass on an attack he has learned, so the middle term is never negative. It rewards levelling a stud well past the attack you actually want from him: the chance runs from 30% for a father who has only just learned the attack up to 70% for one who is 30 levels past it and backed by Beastfriend Lv. 5.

A successful roll resolves like this:

  • The offspring’s species cannot learn the attack naturally → it is added as an inherited attack, learnable at the level the father learned it. This is the valuable case, and the only way to get an attack onto a species with no natural access to it.
  • The offspring can learn it naturally, but later than the father did → its learn level is pulled down to the father’s.
  • The offspring already learns it at the same level or earlier → no effect.

On top of that, each transferred attack has a 30% chance to be learned one further level earlier.

Bestia Compendium

Every master keeps a Bestia Compendium, a book of every bestia species. It fills up as the master and their bestias explore the world. It is the place to look up what a species is, where it lives and whether you have caught one yet.

What the book lists

The compendium lists every species number, from the first to the last. The game is open source, so hiding which numbers exist would protect nothing. What a master has not seen yet stays blacked out:

StateWhat the entry shows
UnseenThe number, a black silhouette and ???
SeenPortrait, live model, name, kind, habitat, the description and when it was first seen
CaughtEverything a seen entry shows, plus a caught mark

Townsfolk and creatures made for game masters are not bestias a master would study. A mob YAML with compendium: false keeps a species out of the book entirely.

Seeing a species

A species counts as seen when a wild bestia of it comes within 24 m of the master or of any bestia the master owns. A bestia left standing somewhere else keeps watching for its master. This makes it worth sending bestias ahead into new ground.

24 m is about what is clearly visible on screen. The terrain a client loads reaches much further, and loading a creature is not the same as seeing it.

Only living, wild bestias count. A body on the ground or somebody else’s bestia does not.

Catching a species

A species counts as caught the first time a trap catches one. It stays caught when the master has no free slot and the creature is released again, or when the bestia is later given away.

A master who owned bestias before the compendium existed finds those species already marked as caught.

The entry

  • Portrait. A hand-drawn picture of the species. Species without art yet show a placeholder.
  • Live model. The species’ 3D model on neutral ground, seen at an angle from above. It turns slowly and can be dragged to turn it. Only the game client shows it; the companion app shows the portrait alone.
  • Name, kind and description. The translated text from the mob YAML, see Where the text lives.
  • Habitat. The biomes the species spawns in. An empty habitat means anywhere on land.

The list can be searched by name and number, and filtered to all, seen or caught species.

Habitat on the map

A seen species can be shown on the map, to help hunt it. The overlay only covers ground the master’s charts show: it never reveals uncharted land.

It has two layers:

  1. Biome tint. A light wash over every charted pixel whose biome is in the species’ habitat. It says where the species may live.
  2. Heat haze. A stronger, blurred glow around each den of the species. A large biome may hold only a few dens, and the tint alone would send a player across half a continent.

The haze must narrow the search without marking the den. Each den’s glow is a soft blob about 800 m across, and its centre is moved 100 to 250 m away from the den. The den is inside the warm area, but never at its hottest point. Where many dens sit close together, their blobs merge into one warm area. The haze stays off water. The offset is fixed per den, so asking for the same tile again gives the same picture: there is nothing to average away.

Creature dens are otherwise never shown on the map. The haze is the one deliberate exception, and it is blurred on purpose.

Companion app

The companion app has a Compendium tab with the same list, search and filters. Its map can show the same habitat overlay. Both only show what the master already knows, so the app stays a report of the player’s own knowledge and not a lookup of the world.

Experience

The primary way to gain experience is fighting enemy Bestia. More pacifistic players can earn experience through skill use and interaction with the world instead. To keep combat the fastest route without making the alternatives pointless, skill-based experience is deliberately pegged at roughly half of what defeating a Bestia of the same level yields, and it is additionally rate-limited by materials, resource node respawns and crafting times.

The experience a Bestia needs for its next level grows cubically, so every route gets slower as the level rises:

exp_{req} = \frac{lv^3}{3} + 1.5 \cdot lv + 15
Bestia Lv.EXP for next level≈ same-level kills
103638
255,26150
5041,757204
75140,753462
100333,498823

The kill counts are before any of the modifiers below, which in practice cut them down considerably.

Killing Enemies

When an enemy is defeated the base experience of the kill is:

exp_{gain} = 4 \cdot lv + 5

where lv is the level of the defeated entity. The following modifiers are then summed and applied once to that base:

ModifierEffect
Each player involved in the attack beyond the first+15%, at most +150%
The target was flagged as a boss+200%
Each elemental level of the target (e.g. FIRE_2 gives +20%)+10%
The target was a player-controlled Bestia+80%
The target was a structure-80%
Buffs and equipmentvaries

Players are counted by account, so a master and its own Bestia fighting together are one player. The +15% per additional player grows the pool before it is split, so bringing more players into a fight is not a straight loss for each of them — but it is still less per head than soloing the same enemy.

After the killing blow is delivered, the resulting pool is distributed among the damage dealers in proportion to the damage each of them contributed. Where each portion then goes:

  1. Party. In a party set to Even share, a portion gets +30% and is split evenly between the members near the kill; see Parties. This bonus is separate from, and on top of, the one for several players above. In a party set to Each take, or outside a party, the attacker keeps its portion.
  2. Guild. A guild member pays its rank’s tax on what it receives; see Guild Tax.
  3. What is left is credited to whoever received it - the attacker itself, or a member’s master when the portion was shared.

Environment Interaction

Experience is also earned by working with the world rather than fighting it:

ActivityEXP gained
Travelling3 per km travelled
Gathering a resource (mining, lumberjacking, herbalism, fishing)2 * resource_level + 5
Crafting an item (forging, brewing, transmuting, …)2 * item_level + 5
Constructing a structure3 * item_level + 10

Gathering and crafting sit at about half of 4 * lv + 5, the base experience for defeating a Bestia of the same level. A Craftsman or Miner therefore progresses at roughly half the pace of a fighter — a genuine route, just a slower one.

Travel experience is deliberately tiny: at Lv. 50 a single level would take almost 14,000 km on foot. It is a top-up for players who are out exploring anyway, never a progression route of its own.

Death Penalty

A Bestia Master cannot die. Instead they are reborn on the spot with a temporary malus that reduces all of their status values by 15% for 15 minutes.

A Bestia or Master that is defeated loses 1% of its current experience points. Carried items are protected by a spell which tries to teleport them back to a secure storage shortly after death — but remember: spells can be dispelled.

In every case, carried items suffer a durability penalty.

Permanent Death

Bestia, unlike their Master, can be lost for good. A killing blow is fatal in the permanent sense when its overkill damage — the damage dealt in excess of the Bestia’s remaining HP — is at least equal to the Bestia’s maximum HP.

This keeps the risk legible: a Bestia is only ever permanently lost to something that could have killed it twice over. Being badly outmatched by a boss, or ambushed at full HP by something far stronger, is genuinely dangerous, while ordinary attrition in a fair fight is not.

Last updated 11 Nov 2026, 22:27 +0100 . history