Bestiary: Difference between revisions
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== | == Charms == | ||
Each charm can only have 1 monster activated at a time. | Each charm can only have 1 monster activated at a time. | ||
Each monster can only be selected for 1 charm. | Each monster can only be selected for 1 charm. | ||
Charms only work against the selected monster. | |||
A Charm can be reassigned to a different monster by paying a gold fee based on level * 100 (Minimum 4000 Gold) | |||
The following table lists the available Charms, their effects, and the Charm Points required to unlock each one. | The following table lists the available Charms, their effects, and the Charm Points required to unlock each one. | ||
| Line 84: | Line 88: | ||
|- | |- | ||
| Vital Blow | | Vital Blow | ||
| Increases critical hit chance by 3% | | Increases critical hit chance by 3% when the character has the critical damage attribute. | ||
| 300 | | 300 | ||
|- | |- | ||
Latest revision as of 22:56, 28 October 2026
Bestiary Overview
The Bestiary can be accessed in-game through the action bar. It allows players to track their progress in discovering and defeating monsters throughout the world of Malvera.
Most monsters have an associated Bestiary entry. As players defeat monsters and reach specific completion thresholds, additional information about each monster is unlocked.
Completing Bestiary entries provides Charm Points, which can be spent to unlock powerful passive effects known as Charms.
Charm Points
- Charm Points are awarded upon completing a monster's Bestiary entry.
- Stronger monsters provide more charm points upon completion.
- Charm Points can be spent in the Charms section of the Bestiary window.
- Each Charm has a specific unlocking cost.
- Once unlocked, a Charm is permanently available to the character.
- IMPORTANT Unlocking a Charm is irreversible, so choose carefully when deciding which Charms to purchase.
Charm Upgrades
Charms can be upgraded to increase their effectiveness. Each upgrade requires additional Charm Points and increases the chance of activation for the specific charm.
| Upgrade Level | Charm Point Cost | Effectiveness |
|---|---|---|
| Level 2 | 150% | 150% |
| Level 3 | 225% | 200% |
Charms
Each charm can only have 1 monster activated at a time.
Each monster can only be selected for 1 charm.
Charms only work against the selected monster.
A Charm can be reassigned to a different monster by paying a gold fee based on level * 100 (Minimum 4000 Gold)
The following table lists the available Charms, their effects, and the Charm Points required to unlock each one.
| Charm Name | Effect | Charm Points Cost |
|---|---|---|
| Adrenaline Burst | 5% chance upon being hit to increase movement speed by 10% for 10 seconds. | 100 |
| Freeze | 3% chance on hit to paralyze the target for 6 seconds. | 120 |
| Dodge | 3% chance to dodge any attack. | 200 |
| Enflame | 3% chance on hit to deal fire damage equal to 5% of the target's maximum HP. | 300 |
| Permafrost | 3% chance on hit to deal ice damage equal to 5% of the target's maximum HP. | 300 |
| Overgrowth | 3% chance on hit to deal poison damage equal to 5% of the target's maximum HP. | 300 |
| Wound | 3% chance on hit to deal physical damage equal to 5% of the target's maximum HP. | 300 |
| Zap | 3% chance on hit to deal energy damage equal to 5% of the target's maximum HP. | 300 |
| Twin Strike | 5% chance for a weapon attack to deal 10% additional damage. | 300 |
| Vital Blow | Increases critical hit chance by 3% when the character has the critical damage attribute. | 300 |
| Parry | 2% chance to reflect an attack back at the aggressor. | 200 |
| Vampiric Embrace | Adds 3% Life Leech when the character has the Life Leech attribute. | 300 |
| Void's Call | Adds 2% Mana Leech when the character has the Mana Leech attribute. | 300 |
| Siphon | Adds 2% Spell Leech when the character has the Spell Leech attribute. | 300 |
| Execute | Deals 3% additional damage to monsters below 50% health. | 300 |
| Penetrate | Adds a 3% chance to ignore target armor on the next hit. | 200 |
| Disarm | Adds a 3% chance to ignore target defense on the next hit. | 200 |
| Spellweaver | 5% chance for a damaging spell or rune to deal 10% additional damage. | 300 |
| Mana Ward | Reduces the effectiveness of mana drain effects by 15%. | 200 |
| Vibrancy | 10% chance to ignore a paralyze effect. | 120 |
| Regeneration | 2% chance upon being hit to restore 2% of maximum HP. | 100 |
