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.

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

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.

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.

Item Crafting

Bestia uses a flexible, discovery-driven crafting system. Every player can attempt to craft anything, but crafting always happens in two distinct phases:

  1. Discovery – you experiment with raw materials to learn a blueprint. This is the risky part: it consumes the materials and can fail.
  2. Production – once a blueprint is learned, you (or your Bestia) can produce that item repeatedly and reliably.

What you are even allowed to attempt depends on the crafting school you use — each tied to a Master Skill. There are six domains of craftable, user-generated content:

  • Weapons (Blacksmith)
  • Armor (Blacksmith)
  • Magical Artifacts (Magic Artisan)
  • Potions and Usables (Alchemy)
  • Meals (Cooking)
  • Buildings, Traps, non-magical Devices (Craftsmanship)

Some materials are exclusive to certain schools (a grape is useless for forging, and a Craftsman cannot forge a blade). The school is the only “category” you actively choose — and you choose it just by picking the craft action, never by typing a keyword.

Discovery: Learning a Blueprint

Every craftable item lives at a point in a shared feature space. Each raw material carries its own coordinates in that space; when you combine materials their vectors sum into a single point, so the proportion of materials is the “shape” you are aiming for — far more flexible than a rigid grid pattern.

Your crafting skill defines a radius around that point. Every known blueprint that falls inside this sphere is a candidate. Starting from the lowest-level candidate, the game rolls against your skill and the item’s difficulty to see whether you learn it. A discovery attempt always consumes the materials and ends in one of three ways:

OutcomeConditionIn-game feedback
Learnedin range, roll succeeded“You grasp the pattern — blueprint learned!”
Slippedin range, roll failed“A pattern resonates here but slips away…”
Nothingnothing in range“These materials resonate with nothing.”

This resonance feedback removes the classic frustration of not knowing whether a combination is impossible or merely unlucky: a Slipped result means the blueprint exists — keep trying with the same materials, while Nothing means you should swap materials. If a blueprint sits just outside your radius, the game instead hints “something faint lies beyond your skill” — telling you to level up rather than swap materials, since the radius grows with skill.

The chance to learn drops with item level and rises with skill. It is floored at 0.1% for items up to Lv. 100 and 0.01% above Lv. 100, so in theory every blueprint is discoverable given enough attempts.

Example — telling a Health Potion from a Minor Poison. Both are light fluids with almost identical coordinates; the only meaningful difference is the Vitality axis, and that difference comes entirely from the ingredients, never from a label you pick:

                  State   Vitality   Arcane    (other axes ~0)
Health Potion   -0.9     +0.6       +0.3
Minor Poison    -0.9     -0.5        0.0
  

Drop a healing herb into your mix and it lands at positive Vitality (Health Potion territory); drop a deathcap in and the very same recipe lands at negative Vitality (Poison territory). Same skill, same station — a different mushroom.

Production: Crafting a Known Item

Once a blueprint is learned it is saved to your blueprint list, and you or your Bestia can produce the item on demand. Production success is determined by the level and quality of the raw materials used — higher-level materials mean a higher success chance. On a failed production the materials are lost.

A learned blueprint can be inscribed onto paper as a shareable recipe and handed to other players, who consume the recipe to learn the blueprint themselves. Learning from a recipe takes time depending on the item level.

Some properties are not baked into the blueprint but inherited from the materials at production time. A single “elemental flask” blueprint yields a fire flask if you load embercoal or a frost flask if you load frost shard; a magical draught takes its school from the magical reagent you feed it. Some blueprints also demand a special ingredient that cannot be substituted. This keeps the feature space small while letting one blueprint cover a whole family of variants.

Construction Crafting Success Chance

For the Craftsmanship domain specifically — workbenches, structures, traps and other non-magical devices built with Carpentry — the Production roll above is shaped by skill rank and status values, not material quality alone, much like Item Customization’s slot-cutting chance. A base chance falls off with the item level being attempted, on top of which Carpentry, Master Craftsman, temporary buffs and the Craftsman’s own status values are added:

  baseChance = 0.90 - max(0, itemLevel - 10) * 0.015
chance = clamp(baseChance + carpentryBonus + masterCraftsmanBonus + buffBonus + circleBonus + floor(DEX / 10) * 0.02 + floor(WIL / 10) * 0.01, 0.01, 1.0)
  

Levels 1-10 all share the same 90% base chance, so Carpentry alone gets you the rest of the way there: Lv. 1 (+5%) reaches 95%, Lv. 2 (+10%) already caps out at 100%. Every level above 10 removes another 1.5%, reaching 0% at level 70 and -30% at level 90 - firmly negative, meaning a level 90 build needs real investment across skill, buffs and stats to be worth attempting at all. Bonus sources:

  • Carpentry rank — up to +50% at Lv. 10.
  • Master Craftsman rank — up to +10% at Lv. 5.
  • Temporary buffs (a support consumable, an ally’s blessing, …) — typically +5% to +10% while active.
  • A Mana Circle — up to +45% with six participants on mana-rich ground.
  • DEX+2% per 10 points (see Status Values).
  • WIL+1% per 10 points (see Status Values).

Example: A Craftsman attempts a level 90 item with maxed Carpentry (Lv. 10, +50%), maxed Master Craftsman (Lv. 5, +10%), a +10% buff active, 150 DEX (+30%) and 50 WIL (+5%). baseChance = 0.90 - 80 * 0.015 = -0.30, so chance = -0.30 + 0.50 + 0.10 + 0.10 + 0.30 + 0.05 = 0.75 — a 75% success chance. Push the same fully-maxed build to a level 100 item and baseChance drops to -0.45, bringing the total down to 60%: raising skill and stats raises the ceiling, it never flattens the curve, so the chance keeps eroding the higher the item level climbs.

Ore Refinement Success Chance

Raw ore is dead weight until it has been through a Furnace. Smelting is deliberately not blueprint-driven — there is nothing to discover, every ore has exactly one refined form — but each charge still rolls against a success chance, and a failed smelt turns the whole batch into slag: the ore and the fuel are lost.

The roll is governed by the Blacksmith’s Ore Refinement skill and, like Item Customization and Construction Crafting, starts from a base chance that falls with the level of the ore being worked:

  baseChance = 0.30 - max(0, oreLevel - 10) * 0.01
chance = clamp(baseChance + oreRefinementBonus + fuelBonus + circleBonus + floor(STR / 10) * 0.02 + floor(WIL / 10) * 0.01, 0.01, 1.0)
  

The two simplest ores — Tin and Copper — sit at or below Lv. 10 and therefore share the same 30% base chance, which a single rank of Ore Refinement already doubles. Every ore level above 10 removes another 1%, so the base reaches 0% at ore level 40, -30% at level 70 and -60% at Adamantium Ore’s level 100. See Refining for the level and base chance of every ore. Bonus sources:

  • Ore Refinement rank — up to +90% at Lv. 3.
  • FuelCoal is the reference fuel at ±0%; Charcoal burns cooler and costs -10%.
  • A Mana Circle — up to +45% with six participants on mana-rich ground.
  • STR+2% per 10 points; working the bellows and turning a heavy charge is physical labour (see Status Values).
  • WIL+1% per 10 points; holding a furnace at temperature for hours is a matter of patience (see Status Values).

Example: A Blacksmith with maxed Ore Refinement (Lv. 3, +90%) burning coal, at 60 STR (+12%) and 30 WIL (+3%), attempts Adamantium Ore (Lv. 100): baseChance = 0.30 - 90 * 0.01 = -0.60, so chance = -0.60 + 0.90 + 0.00 + 0.12 + 0.03 = 0.45 — a 45% success chance on the hardest ore in the world, meaning even a maxed smith loses roughly every second batch. The same smith at 80 STR / 40 WIL reaches 50%; feeding the furnace charcoal instead of coal costs a flat 10 points off either figure.

Ore level 100 is a landmark, not a ceiling — the base chance is never capped and keeps falling by 1% per level beyond it, so an Epic-tier ore at Lv. 130 leaves the 60 STR / 30 WIL smith above at just 15%. Only the total is clamped, so an attempt is never above 100% nor entirely impossible.

The Feature Space Axes

The feature space uses a handful of bipolar axes. Each runs from a negative pole through a neutral 0 to a positive pole, so an axis that is irrelevant to an item simply sits near 0 (a potion has no Edge, a sword has no Vitality).

Axis− Pole ⟷ + PoleCaptures
StateFluid ⟷ Solidconsumables vs. solid goods
IntegrityBrittle ⟷ Resilientfragile vs. durable (independent of hardness)
HeftLight ⟷ Massivedaggers vs. warhammers, trinkets vs. buildings
EdgeBlunt ⟷ Keencrushing vs. cutting weapons
VitalityNecrotic ⟷ Restorativepoisons vs. healing food & potions
ArcaneWarding ⟷ Chargedanti-magic vs. mana-dense items (mundane = 0)
ComplexityCrude ⟷ Intricateclubs & walls vs. artifacts & devices

Element type (fire/ice/…) and magic school (restoration/illusion/…) are deliberately not axes — they are the production-inherited facets described above. Forcing every element and school onto its own axis would explode the dimensionality; letting the dominant reagent decide keeps the space small and flexible.

Example — Mace vs. Sword vs. Hammer. All three are solid, resilient, mundane metal weapons, so they sit at the same place on every material axis. What separates them is pure geometry — exactly the Heft and Edge axes:

           Heft    Edge
Sword    -0.1    +0.7     light and keen
Mace     +0.4    -0.4     heavier, blunt
Hammer   +0.8    -0.6     massive, blunt
  

Without Heft and Edge these three would collapse onto a single point — which is why material properties alone were not enough to describe every item.

Craft Duration

Craft duration is determined by the item level which the player is crafting. Skill points in the suitable skill tree (weapon, equipment, construction or alchemy, artifacts) reduces the build time. The baseDuration is given in real time seconds.

  baseDurationSeconds = 1.2 * itemLevel * itemLevel
baseDurationConsumablesSeconds = .3 * baseDurationSeconds
  

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

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 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.

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 19 Sep 2026, 01:24 +0200 . history