Items can be obtained by the player and carried around. The number of items each entity can carry is determined by its Inventory. Each Bestia (and many other entities) has its own inventory with a different size.

Items are mostly crafted by the players. It’s quite rare to obtain direct item drops from killed enemies. Instead it’s very common to loot resources when enemies are killed.

Item Level

Each item has a level assigned. This level is important to determine how hard or easy it is to forge this item, upgrade it and so on. It also affects how spells interact with the item entity.

The level of a forged item is not fixed. A copy starts at its item’s base level, and its stats and sockets raise it - see Forging. A character needs this level to wear the copy.

Item LevelCategory
1 - 20Mundane
21 - 50Superior
51 - 80Rare
81 - 100Legendary
101+Epic

Armor Type

Each piece of armor has a weight class. A master wears the classes their professions allow. A bestia can only wear the classes its species lists, see Designing a Bestia. A blob has no rigid body, so plate slides off it.

Armor typeTypical pieces
ClothRobes, tunics, hats and capes. No metal.
LightLeather and hide: shoes, jerkins, bucklers.
MediumMail, scale and iron-shod leather.
HeavyPlate. Only a strong, rigid body holds it.

Weapons have a weapon type instead. Accessories have neither, so anyone with the free slot can wear them. The server sets the type with armor-type in items.yml.

Weapon Type

Each weapon has a weapon type. A master can only use the types their professions allow. A bestia is not limited by weapon type, only by the slots of its species.

GroupWeapon typeHandsTypical pieces
LightDaggerOneKnife, dirk, stiletto
FistOneKnuckles, claws, cestus
WhipOneWhip, chain whip
BladeSwordOneSabre, rapier, longsword
GreatswordTwoClaymore, zweihander
AxeAxeOneBattle axe, broad axe
GreataxeTwoBardiche, war axe
BluntMaceOneClub, flail, morning star
HammerTwoWarhammer, sledgehammer
ReachSpearOneShort spear, boar spear
PolearmTwoHalberd, glaive, lance
MagicWandOneWand, rod
StaffTwoQuarterstaff, mage staff
TomeOff-handGrimoire, prayer book
RangedBowTwoShort bow, long bow. Shoots arrows.
CrossbowTwoLight and heavy crossbow. Shoots bolts.
SlingOneSling. Shoots stones.
ThrownOneThrowing knife, shuriken, javelin, bomb flask
SongInstrumentTwoLute, harp, flute
WorkToolOnePickaxe, hatchet, shovel, fishing rod
  • A two-handed weapon leaves no room for anything in the left hand.
  • The left hand holds a shield or a tome. A second weapon in the left hand needs Dual Wield.
  • Bows, crossbows and slings shoot from the quiver. A thrown weapon is its own ammunition: each throw uses up one piece of the stack in hand.
  • Tools hit weakly. Their real job is gathering, which is why every master can hold one.
  • There are no firearms in the world of Bestia.

Weapon Refinement

Weapons and armor can be refined, which translates into extra damage dealt when the weapon is used. Each upgrade step can result in the destruction of the equipment.

A refined weapon has increased base damage per level:

Weapon CategoryBase Damage Bonus / Upgrade Level
Mundane2
Superior4
Rare5
Legendary6
Epic10

Upgrade Chances

These are the base upgrade chances. The chances can be altered via skills, buffs or equipments. If an upgrade fails the weapon is destroyed. It is then completely unusable and also the resources are lost. As you can see the chance of success gets lower and lower the higher the weapon is upgraded, and then caps (depending on the weapon level, between 5% and 15%).

Example: You upgrade a superior weapon to level 12. Until level 7 the chance of success is at 100%. Then it drops for every level: 0.9 * 0.81 * 0.72 * 0.63 * 0.53 = 0.17, so the total chance of success for this upgrade chain is 17%.

The refine level is not capped but each higher refinement process can destroy the weapon/equipment with an increasing chance. The upgrade chances can be increased by leveling up the relevant Master Skill (e.g. Weaponry Research).

Armor Refinement

A refined armor grants increased hard defense. Each refinement level adds 10 defense points. All defense points from equipment, refinement, buffs and skills are summed up and then converted into a hard-defense percentage:

  val dp = defensePoints
hardDefense = (dp * dp) / (dp * dp + 50 * dp + 60000)
  

The curve deliberately starts out shallow. While defense points are low the constant 60000 dominates the denominator, so hard defense grows roughly quadratically out of zero: 50 points are worth about 4%, 100 points about 13%. That leaves room to hand out defense points in readable amounts — starter gear in the double digits, mid-game sets in the low hundreds, a fully refined endgame set somewhere around 1000 points — without a single early piece already being decisive.

The curve is at its steepest around 140 defense points and flattens continuously from there. The 50 * dp term overtakes the constant at 1200 points and governs the entire top end, so hard defense approaches 100% asymptotically but never reaches it. There is no hard cap: extremely high defense remains possible in theory, just increasingly expensive.

Defense PointsHard Defense
503.8%
10013.3%
20036.4%
27150.0%
50074.6%
100090.1%
200096.2%

Upgrade Chances

The refine level is not capped but each higher refinement process can destroy the weapon/equipment with an increasing chance. The upgrade chances can be increased by leveling up the relevant Master Skill or by buffs and items.

Item Customization

An item can be reworked to cut rune slots into it, which Runic Etching can later fill. This is governed by the Craftsman’s Item Customization skill and consumes an Engraving Set per attempt, whether it succeeds or not. A failed attempt can destroy the item outright - see the skill’s Destroy Chance column.

The chance of successfully cutting a slot has a base chance that depends purely on the item’s own level - higher-level gear is tougher to rework - on top of which the skill’s flat Success Chance bonus and the crafter’s DEX are added:

  baseChance = 0.4 - max(0, itemLevel - 10) * 0.01
chance = clamp(baseChance + skillSuccessChance + floor(DEX / 10) * 0.01, 0.01, 1.0)
  

Levels 1-10 all share the same 40% base chance; every level above that removes another 1%, so it reaches 0% at level 50 and -50% at level 100 - firmly negative, meaning a Craftsman needs a near-maxed Item Customization rank (and preferably some DEX) just to bring a level 100 item back up to a coin flip. Level 100 is only a landmark, not a ceiling - the base chance keeps falling by 1% per level for anything higher. The total is clamped so an attempt is never above 100% nor entirely impossible.

Example: A crafter with Item Customization Lv. 1 (+10% Success Chance) and no notable DEX attempts a single slot on a level 10 item: 40% (base) - 0% (dex) + 10% (skill) - 0% (1 slot) = 50%. The same crafter at Item Customization Lv. 10 (+100%) attempting a level 100 item instead: -50% (base) + 100% (skill) = 50% - the item level penalty has eaten the entire skill bonus, leaving the same coin-flip odds despite the enormous gap in both item and skill level.

Every slot that is cut raises the item level, like a socket rolled at the forge - see Sockets and Essences. So the next slot is harder to cut.

Putting more than one slot into an item costs further chance on top: every extra slot above the first subtracts another 40 percentage points, i.e. chance(n slots) = clamp(chance(1 slot) - 0.4 * (n - 1), 0.01, 1.0). So an item and skill combination that would land on 80% for a single slot drops to 40% once you ask for two.

Enchantments

A status effect sits on a creature. An enchantment is a spell bound to one item instead. It stays with the item wherever the item goes: in a hand, in a bag, in a chest, on the ground or in a parcel. Give an enchanted sword to a friend, and the enchantment goes with it.

  • Only items with an identity hold one. Gear and parcels do. A pile of apples does not.
  • Its time runs in real time, whether the item is used, stored or lying on the ground.
  • It does not stack. The same enchantment again refreshes its time. An item holds one element at a time, so a new endow replaces the old one.
  • It has a strength. The strength makes it harder to dispel.
EnchantmentBound byWhat it doesLastsDispellable
Endow Fire, Ice, Wind, EarthThe Sage’s Endow skillsThe weapon strikes with the element while somebody wields it60 to 180 sOnly on the ground
Postal SealThe post officeThe parcel cannot be opened. When it falls to the ground, it sends itself onUntil deliveredOnly on the ground, strength 350

Endow binds to the weapon. A master’s endow sits on the weapon in their hand, not on the master. Putting the weapon away keeps the element on the weapon, and drawing another weapon does not carry it over. A creature that fights without a weapon, like most Bestia, carries the endow on its body as a status effect, as before.

Permanent enchantments use the same rules. The enchantments that the parked Artificer skill Magic Artisan binds at an altar are enchantments without an end time. They cannot be dispelled. Essences in a socket are not enchantments: they are part of the item.

Dispelling an Enchantment

Dispel reaches an enchantment only when it is cast at the item itself, lying on the ground. Cast at a creature, it lifts the creature’s status effects and leaves every item alone, worn or carried. Otherwise one Dispel would strip a fighter’s whole gear, and that would make it too strong.

Against an enchantment, the target’s SMDEF does not count. The strength does. It is the Potency of whoever bound the enchantment:

  chance = Dispel base chance × min(1, P dispel / strength)
  

A Dispel Lv. 5 (100%, P 80) against a Postal Seal (350) succeeds 23% of the time. A Dispel Lv. 2 (70%, P 33) succeeds 7% of the time. No enchantment is out of reach, but a strong one is a long shot. A dropped endowed weapon keeps the Potency of the one who endowed it as its strength, so a master’s endow is hard to lift and a dabbler’s falls easily. An endow on a Bestia’s body is a status effect, so Dispel lifts it like any buff.

Damaging of Items

As with any item in Bestia, it can be damaged. There will be professions capable of repairing items. The durability of an item is given via a percentage. Items will function normally within a wide range of their condition. At a certain level, they slowly lose their properties (armor loses its defense value, weapons hit less often, magic staffs suffer a damage penalty, etc.), until the items become unusable. If you then inflict further damage on them, they can be completely and irretrievably destroyed.

DurabilityState
30 - 100%Normal Operation
1 - 29%Increasing Damage Effects
0%Item breaks unrecoverably

Stackable Gear

Most gear never stacks: every copy carries its own durability. A torch is different. Unlit torches are all the same, so they share one pile. Durability only matters once a torch burns.

  • Wearing one splits it off. Putting a torch into the light source slot takes one torch off the pile. That copy gets its own durability and burns down. The rest of the pile stays untouched.
  • A partly burnt torch stays a copy of its own. It shows its own wear bar in the bag and never merges back into the pile. It can be worn again later.
  • An unused torch goes back. A torch taken off before it ever burned folds back into its pile. A torch carried through the day therefore does not clutter the bag.
  • Burnt time cannot be repaired. Equipment repair, upgrades and rune slots refuse a partly burnt torch. A repair would turn a stub into a fresh torch.

Stackable gear cannot have random stats, because rolled copies are not interchangeable.

Ammunition is not worn at all. The quiver only points at it in the bag, and each shot takes one. See Ranged Combat.

Items on the ground can suffer damage from attacks. They are affected by Area Of Effect spells and can be targeted manually, although they are not auto-targeted like enemies.

Item Material

Every item is made of a material, and the material decides how a stack lying on the ground fares when something damages it. A pile of paper is gone in a flash of fire, while a pile of iron ingots shrugs the same flames off.

The server sets the material with material in items.yml. It is required: an item without one does not load. How each material behaves is described once, in item-materials.yml:

  • Integrity is how much damage a stack can take before it is destroyed. It belongs to the whole stack, not to a single item, so every unit in a pile burns alike and fifty apples are no sturdier than one.
  • Hardness comes off every hit. A hit at or below the hardness does nothing, however often it lands.
  • Element multipliers are the percentage of a hit that lands, per attack element. An element that is not listed lands in full. Water is listed already for floods, which do not exist yet.
  damage = max(0, hit * elementMultiplier / 100 - hardness)
  

The damage adds up over the time a stack lies on the ground, and the stack is destroyed once the total reaches its integrity. The values are shaped right rather than balanced, and will be tuned.

MaterialIntegrityHardnessFireWater
Paper100300%300%
Plant200200%100%
Food300150%150%
Cloth300200%50%
Leather802100%50%
Wood1003150%25%
Glass40550%0%
Crystal2001025%0%
Metal400150%0%
Stone500200%0%

Item Status Values

In order to let items participate in the battle system they need status values. An item’s status value distribution is based upon their type (weapon, potion, book etc) and the total amount of points to distribute is given by the item level. See Status Values for how these points translate into combat stats.

  availableItemStatPoints = itemLv
  

Inventory

The inventory is an important system for interaction between the player and the game mechanics. It must be easy to access and logically built. Each Bestia has its own inventory. So the player must be careful to exchange items between the Bestias in time. Trading must be fast to do to reduce the annoyance.

If a Bestia/Entity is killed and has had some items inside its inventory usually the items are dropped and can be looted. If a player killed a mob, the loot will be protected for 30 seconds so they can exclusively loot it.

Exchanging Items with Your Own Bestias

A Master and its Bestias hand items to each other without a trade window. Any two of them can do it: the Master and a Bestia, either way round, or two Bestias. Neither has to be the one the player is controlling.

  • Reach: the two have to stand within 5 m of each other, and at most 3 m apart in height. A Bestia on a ledge above the Master cannot pass anything down.
  • Opening it: the inventory window shows a button for each of the player’s other entities, greyed out while it stands too far away. Clicking one shows its bag beside the inventory. Right-clicking one of your own Bestias in the world and choosing Exchange items does the same. The bag stays chosen while the Bestia walks off and comes back by itself when it returns.
  • Moving items:
    • Drag an item from one bag to the other to move the whole stack.
    • Hold Ctrl when dropping it to choose how many.
    • Shift-click an item to move its whole stack.
    • Right-click an item to choose Move all, Move one or Move amount….
  • Limits: the receiver’s weight limit applies. Only as much as it can still carry is offered, and a move that would overload it is refused. Worn gear has to be taken off first, and a crafted stack keeps its maker.
  • Cost: moving items is instant and free.

A trade with another player is made by the Master alone, from the Master’s own bag. A Bestia hands its goods to the Master first.

Weight Limit

Items weight is given by units of about 1kg per unit. The smallest division is 0.1 units which approximates to 100gr. The maximum amount a Bestia can carry is dependent on its strength and its vitality. The Maximize Carry Capacity skill raises the carriable weight limit of the Master and of every Bestia alike. The formula is given as:

  weightLimit = STR / 2 + VIT / 5 + 15 + LEVEL / 5
  

Please note that depending on your used up weight limit regeneration of certain status values might be affected.

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