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= Bestiary & Charms =
== Bestiary Overview ==
== Bestiary Overview ==



Revision as of 22:27, 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%


Charm List

Each charm can only have 1 monster activated at a time.

Each monster can only be selected for 1 charm.

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%. This Charm works without 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