Bestiary

In To Be A, the bestiary is a system that tracks your progress in defeating creatures during hunts. Completing bestiary entries rewards points, which can be exchanged for spells in the quests section. This page covers how to progress in the bestiary, earn points, and use them to acquire and enhance spells.

Overview

The bestiary tracks the number of creatures you defeat during solo or party hunts. Each creature has its own entry, and defeating 10,000 of a specific creature completes its entry, granting 1 bestiary point. You can view your progress in the bestiary modal, accessible via the "Bestiary" button in the hunt interface.

  • Progress: Each creature defeated is recorded in the bestiary modal, showing your total kills per creature.
  • Completion: Defeating 10,000 of a specific creature completes its bestiary entry, awarding 1 bestiary point.

Earning Bestiary Points

Bestiary points are earned by completing bestiary entries. Each completed entry (10,000 kills of a specific creature) grants 1 point. These points can be used in the quests section to exchange for spells.

Exchanging Bestiary Points for Spells

Bestiary points can be traded in the quests section for spells, which are added directly to your character. To equip a spell, you must visit the Depot. Each spell starts with a 1% chance of activation per turn during hunts, providing unique effects (see Hunts - Spells for details).

Quest Name Bestiary Points Required Spell Rewarded Image
Change 15 Bestiary Points for Fire Power 15 Fire Power Fire Power
Change 15 Bestiary Points for Ice Power 15 Ice Power Ice Power
Change 15 Bestiary Points for Poison Power 15 Poison Power Poison Power
Change 15 Bestiary Points for Energy Power 15 Energy Power Energy Power
Change 10 Bestiary Points for Dodge 10 Dodge Dodge
Change 10 Bestiary Points for Light Heal 10 Light Heal Light Heal
Change 10 Bestiary Points for Critical 10 Critical Critical
Change 10 Bestiary Points for Reflect 10 Reflect Reflect

Enchanting Spells

Spells acquired through bestiary points start with a 1% chance of activation per turn during hunts. You can enchant them to increase this chance up to 30%. Enchanting requires a Runic Circle installed at your farm and the use of a Mana Orb. Each enchantment attempt consumes 1 Mana and 1 Gem, and you need 3 consecutive successful attempts to increase the spell's activation chance. A single failure resets the progress.

  • Gem Requirements:
    • Green Gem: Used for attack spells (Fire Power, Ice Power, Poison Power, Energy Power, Critical, Reflect).
    • Blue Gem: Used for defense spells (Dodge).
    • Red Gem: Used for healing spells (Light Heal).
  • Success Chance: The likelihood of a successful enchantment depends on your character's farming level.
  • Mana Restoration: To fully restore mana, you need a Mana Restorer installed at your farm and use a Mana Orb.

Last updated: July 6, 2025, 4:37 PM