Server Guides
Bestiary & Charms
“Knowing a beast’s anatomy is not academic scholarship. It is knowing exactly where the blade cuts deepest and where the gold is hidden.” — Edron combat instructor.
What is the Bestiary?
In Rubera, the Bestiary goes far beyond a simple record or interface decoration: it is a direct tool for maximizing your profit and permanently strengthening your character. Because your game time needs to be efficient, the system turns your hunting routine into real progression.
By hunting the server’s creatures and completing each species’ research stages, you are rewarded with Charm Points. These points are the system’s main currency, allowing you to unlock tactical advantages, damage improvements, and passive powers to use against enemies you have already mastered.
The progression cycle
- Hunt: Kill creatures until you reach the number of kills required for that species.
- Profit: Receive Charm Points when you complete that monster’s challenge.
- Strengthen: Use the points to unlock Charms and drastically increase the efficiency of your next hunts.
Tracking progress in the client
Track your progress directly in the client through the Bestiary button:
- Discovery
Before you encounter it, the monster is only a silhouette named “Unknown.” After your first kill, its name and appearance are revealed, and the counter begins.
- Three Knowledge Stages
Each creature requires a specific number of kills divided into three stages (progress bars). Weaker creatures require fewer kills; greater threats demand a longer hunt.
- The Kill Rule (Solo Credit)
Kill credit goes to whoever finishes the creature (or to the owner of the summon that killed it). Merely being in the same party and assisting does not grant automatic kills to the group. Progress is individual.
- The Reward
When you complete the third stage, the species is fully catalogued. You receive a number of Charm Points (a one-time reward per character) and unlock that species for Charm assignment.
Unlocking and assigning Charms
With accumulated Charm Points, you can purchase permanent passive powers. This is how the process works:
- Unlock: You spend Charm Points to buy a Charm. This purchase is made only once; the power is yours forever.
- Assign: This costs 600 gold. You attach an unlocked Charm to ONE species you have already completed in the Bestiary. That Charm’s effect will only work against that species.
- Unassign: This is completely free. Once removed, the Charm returns to your list and is available for use on another creature.
- Limits: By default, you can have 2 Charms assigned at the same time (this limit can be expanded to 4). You cannot place two different Charms on the same monster.
Available Charms
- Wound (120 pts)
5% chance to deal extra Physical Damage (1% of the target’s Maximum Health, minimum 1, maximum 100).
- Enflame (160 pts)
Extra Fire Damage (5% chance, 1% of maximum HP, from 1 to 100).
- Poison (160 pts)
IMMEDIATE Earth Damage (5% chance, 1% of maximum HP, from 1 to 100. It is not damage over time).
- Freeze (160 pts)
Extra Ice Damage (5% chance, 1% of maximum HP, from 1 to 100).
- Zap (160 pts)
Extra Energy Damage (5% chance, 1% of maximum HP, from 1 to 100).
- Curse (120 pts)
Extra Death Damage (5% chance, 0.8% of maximum HP, from 1 to 90).
- Cripple (120 pts)
3% chance to reduce the monster’s speed by 50% for 6 seconds.
- Low Blow (300 pts)
Adds +7% to your Critical Hit chance against the creature. Important: It only works if you are using equipment that already provides critical chance and bonus.
- Vampiric Embrace (300 pts)
5% chance to restore 10% of that hit’s damage as HP. Important: Requires equipment with Life Leech (Chance and Amount).
- Void's Call (300 pts)
5% chance to restore 10% of that hit’s damage as Mana. Important: Requires equipment with Mana Leech.
- Dodge (120 pts)
5% chance to COMPLETELY AVOID direct damage from that creature.
- Parry (200 pts)
5% chance to reflect 50% of the damage taken back to the monster.
- Adrenaline Burst (100 pts)
5% chance to gain +20% movement speed for 8 seconds.
- Cleanse (120 pts)
5% chance to remove ONE eligible negative condition (Poison, Fire, Energy, Paralyze, Bleeding, etc.) caused by that monster.
- Numb (160 pts)
5% chance to reduce the ATTACKER’s speed by 50% for 6 seconds.
- Perfuration (160 pts)
Grants +10% Perfuration on physical Weapon hits (Melee or Ranged) against the assigned monster. It ignores part of the enemy’s defense/armor. Important: Requires an item with the Perfuration attribute; it does not apply to physical spells.
Special items
- Charm Breaker Shard
A special crystal that resets all your unlocked Charms and assignments. It fully refunds the Charm Points spent (assignment gold is not refunded). Using it does not erase your Bestiary kill progress.
- Charm Expansion Scroll
A scroll that grants +1 permanent assigned Charm slot to your character, allowing you to increase the default limit of 2 up to a maximum of 4 slots.
Frequently asked questions
I was in a party healing the blocker. Do I receive Bestiary kill credit?
No. To preserve the merit of the hunt, kill credit only goes to whoever delivered the final blow (or to the owner of the summoned creature that delivered it).
Does killing a mutated monster (Monster Mutations) count toward the Bestiary?
Yes! A Gold Star Dragon or a Sword Dragon is still a dragon. Its kill counts normally toward the general “Dragon” entry in your catalogue.
Are there Charms that increase Loot, such as Scavenge or Gut?
No. To preserve the integrity of the server’s economy, no Charm generates extra loot or influences drop rolls in Rubera.
Can I use Charms on Bosses?
In practice, no. The vast majority of Charms have no effect against Bosses, which have their own mechanics and immunities. The focus of the Bestiary and Charms is optimizing your daily hunts on the open map.
If I remove a Charm from a monster, do I lose the power?
No. Removing an assignment (Unassign) is completely free. The Charm returns to your power inventory, and you can assign it to another completed monster by paying the 600 gold fee.