Bestiary & Charms
Hunt creatures, complete the bestiary, earn charm points, and unlock powerful combat bonuses.
The Bestiary tracks every creature you hunt. Complete entries to earn Charm Points, then spend them on Charms — passive bonuses that trigger only against the creature you assign each charm to.
How the Bestiary Works
- Open the Bestiary window in-game to browse creatures by category (demons, dragons, amphibians, etc.).
- Every kill advances your progress through three stages: Prowess, Expertise, and Mastery.
- When you reach Mastery on a creature, that entry is complete and you receive a one-time Charm Point reward based on creature difficulty.
- Elite monsters (★, ★★, ★★★) grant extra Charm Points on kill and can drop improved loot.
- Bestiary progress raises your elite odds: with any progress on a creature, 2% of its spawns can be elite (only 0.3% without progress), and higher stages roll more stars.
Charm Points
Charm Points are earned automatically while hunting:
| Source |
Charm Points |
| Complete bestiary — Easy creature | 30 |
| Complete bestiary — Medium creature | 60 |
| Complete bestiary — Hard creature | 180 |
| Complete bestiary — Very hard creature | 520 |
| Complete bestiary — Boss-level creature | 1,560 |
| Kill Elite ★ | 5 |
| Kill Elite ★★ | 10 |
| Kill Elite ★★★ | 15 |
Charms — How They Work
- You must fully complete a creature's bestiary before you can assign a charm to it.
- Each charm costs Charm Points plus 2,500 gold to assign.
- A charm only works against the one creature you assigned it to.
- You can reset all charm assignments for 50 Charm Points.
All 17 Charms
| Charm |
Cost |
Effect |
| Wound | 120 pts | 10% chance: +5% of the creature's max HP as physical damage |
| Enflame | 80 pts | 10% chance: +5% of the creature's max HP as fire damage |
| Poison | 80 pts | 10% chance: +5% of the creature's max HP as earth damage |
| Freeze | 80 pts | 10% chance: +5% of the creature's max HP as ice damage |
| Zap | 80 pts | 10% chance: +5% of the creature's max HP as energy damage |
| Scald | 80 pts | 10% chance: +5% of the creature's max HP as fire damage |
| Divine Wrath | 80 pts | 10% chance: +5% of the creature's max HP as holy damage |
| Low Blow | 120 pts | 10% chance to land a critical hit: +50% damage on that hit |
| Curse | 200 pts | 10% chance: the creature takes +10% damage from everyone for 4 seconds |
| Vampiric Embrace | 200 pts | 10% chance: heal 25% of the damage you just dealt |
| Cripple | 160 pts | 12% chance: paralyzes the creature for 8 seconds |
| Parry | 120 pts | 10% chance: reflects 25% of the damage the creature deals to you |
| Dodge | 200 pts | 10% chance to fully avoid a physical attack from the creature |
| Adrenaline | 200 pts | 12% chance: haste (movement speed) for 8 seconds |
| Cleanse | 200 pts | 12% chance: removes poison, fire, energy, drowning or paralysis from you |
| Numb | 200 pts | The creature receives 20% less healing |
| Bless | 200 pts | You receive 10% more healing |
Rules for damage charms (Wound, Enflame, Poison, Freeze, Zap, Scald, Divine Wrath): they can trigger at most once every 2 seconds, a single proc deals at most 3,000 damage, and they do not work on bosses. Low Blow, Curse, Vampiric Embrace, Parry and Dodge scale with your own hits, so they work everywhere — including bosses. Damage over time (fire, poison ticks) does not trigger charms.
Tip: Use damage charms (Wound, Enflame...) on creatures you farm often. Against bosses, pick Low Blow, Curse or Vampiric Embrace. Dodge, Parry and Bless shine on dangerous hunts.
Elite Monsters & Bestiary
Elite creatures marked with stars are tied to the bestiary system. They hit harder, have more HP, and drop better loot — but also grant Charm Points and help you complete entries faster. See Elite Monsters for the exact multipliers.