A complete and comphrehensive guide to the entire game made by Stoin#6694, pre-Steam @Veteran. Includes the following sections: game description, settings and controls, playable genera, planned genera, character customization, character stats, shrines and deities, talents, inherits, world mechanics (i.e. weather, elevation), combat mechanics, social mechanics, growth, and nesting.
Stoin is the creator of the TITANHEIMR server, data was collected with the help of some members from this server!
Beasts of Bermuda is an early access multiplayer game where you survive as a dinosaur or extinct, prehistoric reptile with many mechanics at play! In TITANHEIMR specifically, we take great care of our ecosystem to be certain there is always some player population – and in a healthy amount – of each creature. We do this through nesting events and extremely complex group limit calculations. In short, we have essentially modified the game experience with the work we put into our server to be more enjoyable. The ultimate objective is to survive and continue growing in our Life Cycle (Growth enabled) server.
You can play as terrestrial, semi-aquatic, aquatic, and aerial creatures in Beasts of Bermuda! As of late, the game has been improving its graphics through remodels and progress made on an upcoming map called “Titania”. Use your abilities to your advantage to secure your survival and beware of powerful natural disasters.
If you have a bug to report, Google the official Beasts of Bermuda server to report it! The development team has no prior project experience, but this game is clearly a pa*sion project with a lot of love and dedication behind it.
Minimum system requirements
Operating system Windows 7 or later, 64-bit only
Core Intel Core i5 or equivalent
Memory 8GB RAM
GPU NVIDIA GeForce GTX 670 or equivalent
Direct X Version 10
Network Broadband Internet connection
Storage 10 GB available space
Settings and Controls
On launch, you will be presented with a menu that allows you to select Multiplayer, Settings, and Exit Game. Select Settings! Beasts of Bermuda even has support for colorblindness, as you will see in the first tab. Make sure, under Gameplay Settings, “Interaction prompt” is set to “On”. This will give you helpful hints when you use your Scent keybind.
Make sure to check out your Controls! The “Use” keybind is what you will use to pick up another player, pick up an object, eat, drink, or as an aquatic, breathe. Your “Creature Ability” keybind is also important for combat! The “Creature Special” key is only used by Elasmosaurus, Kronosaurus, and Oryctodromeus. Check out the next section for more information about any one of those creatures! Your “Talents Screen” lets you unlock specific skills for your creature, and “Character Menu” lets you check your stats!
As to not be at a disadvantage, you should also set your Field of View slider all the way up to 110 to see immediate dangers. Veteran players usually have this set to 110! You should also open the console key (F12 by default) and use Gamma 3 to brighten your game if you can’t see! Using Gamma restores it to default, and you can go higher than 3. The older veteran players typically have View Distance set to the lowest option, which makes smelling scents in the distance easier as they are unobstructed. View Distance does not affect scent ranges (475m or 19 1.0 Apatosaurus in distance), creature render ranges (250m or 10 1.0 Apatosaurus in distance), or carca*s render ranges (200m or 8 1.0 Apatosaurus in distance).
Check out the full guide – [google.com] for optimization tips! The full guide does not fit on Steam.
Playable and Planned Genera
Playable creatures list
Acrocanthosaurus (terrestrial carnivore)
Apatosaurus (terrestrial herbivore)
Coahuilaceratops (terrestrial omnivore)
Elasmosaurus (aquatic piscivore)
Ichthyovenator (semi-aquatic piscivore)
Kronosaurus (aquatic carnivore)
Lurdusaurus (semi-aquatic herbivore)
Megalosaurus (terrestrial carnivore)
Megaraptor (terrestrial carnivore)
Mosasaurus (aquatic carnivore)
Oryctodromeus (terrestrial, burrowing herbivore)
Pachycephalosaurus (terrestrial omnivore)
Parasaurolophus (terrestrial herbivore)
Pteranodon (flying piscivore)
Saichania (terrestrial herbivore)
Tropeognathus (flying piscivore)
Tyrannosaurus (terrestrial carnivore)
Velociraptor (terrestrial carnivore)
Planned creatures list
Archelon (aquatic omnivore)
Kaprosuchus (semi-aquatic carnivore)
Palaeophis (??? carnivore or piscivore)
Tapejara (flying frugivore/herbivore)
Utahraptor (terrestrial carnivore)
Zupaysaurus (terrestrial carnivore)
Omnivores and piscivores need meat, so in TITANHEIMR we consider them predators and allow our omnivores to hunt. There are 18 meat-eating playables and only 6 herbivorous playables.
Check out the full guide – [google.com] for a tier list, physical descriptions, health, damage, Growth rates, attack speeds, locomotion speeds, abilities, counterplay, and TITANHEIMR percent limits! The full guide does not fit on Steam.
Customization section made with the help of thechaosapex.
Beasts of Bermuda has one of the most advanced skin customization systems in Steam. Through the nesting system, you can also mix generation upon generation of skins together! Beasts of Bermuda also has tons of unique skin patterns per genus, too!
Creating a character from the Creature Creation screen
While you are in the character selection menu, and after you click on a creature, a selection of skin patterns will appear to the right of your screen after you click “Choose Pattern”. Once you select a skin pattern, the default colors for that skin will load over your creature’s model! Make sure you move the “Global density” slider all the way to the right, or else the default colors will show halfway through your custom skin. You can also select whether your creature is male or female in this screen. If you chose the wrong option on accident or receive a s*x you want the opposite of upon being nested in, you can request to change your s*x through a “res*x” to the opposite once per week (user-wide, so you can’t get one on your main and one on your alt) in TITANHEIMR in our #get-support channel on our Discord. Other servers charge real money or points obtained with money for this, we do not and find this predatory. This behavior, when involving legal tender, also breaches the Steam Subscriber Agreement.
Once you reach 0.7 Growth, you will be unable to change your skin any further. However, in TITANHEIMR, this threshold is instead at 1.21 Growth. You can also request to change your skin through a “reskin” every 24 hours in TITANHEIMR in our #get-support channel on our Discord. Other servers charge real money or points obtained with money for this, we do not and find this predatory. This behavior, when involving legal tender, also breaches the Steam Subscriber Agreement. You may not change your skin while in combat in TITANHEIMR, which could confuse your attackers into losing their target they have already damaged.
Check out the full guide – [google.com] for skin customization help, as well as information on skins with a Glow layer! The full guide does not fit on Steam.
Your creature’s health is represented by how full the HUD circle with the skeleton is.
World items such as crystals and tall, pink Ivan flowers, also called “health flowers”, heal you. Red flowers and purple flowers on our map also heal you! Crystals heal you much more than flowers! On our map, we also have beehives which will restore your entire health pool. We do not use crystals on our map as they take away from our map’s realistic themes.
Your creature’s Comfort is represented by the color of the HUD circle with the skeleton. How full this circle is your health, and your Comfort can start to give you health damage if it falls below 30. Stressful weather can make your creature more sensitive, and start taking damage under 40 Comfort. 50 Comfort is the base, neutral Comfort level of all creatures. However, Oryctodromeus outside their burrow default to 47.3 Comfort. The Resilience Talent at 3/3 raises this to 65! Your Comfort directly influences your healing rate, aside from the Healing Talent. Unlike other mechanics, Comfort ticks are every 1 second rather than 15 seconds. Resting allows you to recover lost Comfort faster.
Your creature’s Stamina is represented by the footprint HUD icon. Your Stamina allows you to sprint, jump, climb altitude (fliers), and take off (fliers). The Dart and Lunge abilities also cost Stamina, Tyrannosaurus uses Stamina during its Devastating Ambush, and Pachycephalosaurus uses Stamina during its Charge. Stamina can be drained through the Intimidating Roar of Acrocanthosaurus, Venom of Palaeophis and Zupaysaurus, drowning (except for aquatics), and the Exhausting Bite Talent. You will be unable to sprint, jump, climb altitude (fliers), and take off (fliers) with enough Injury, too. For more information on Injury, check out the Combat Mechanics section!
Your creature’s Ability Power is represented by the red circle HUD icon. It allows you to perform attacks, use abilities, and use creature special abilities! You are unable to defend yourself with low Ability Power! Ability Power can be drained by the Venom of Palaeophis and Zupaysaurus at high dosages (45+ Venom, drains extremely fast at 75+ Venom).
Salt is an extremely difficult resource to maintain as a herbivore. It is found along coasts. Carnivores, omnivores, and piscivores naturally obtain salt from the meat they eat and do not need to eat salt deposits. The salt bar is equal to 240 Salt. Small salt crystals grant +6.0 Salt, medium +12.0 Salt, and large +18.0 Salt. If a smaller bar appears to be 1/4 of the whole meter, it is equal to 60 Salt, 1/4 of 240. The end bar on the meter for Apatosaurus takes up 1/2 of the meter, or 120 Salt. On our map, salt is also found around the shores of water sources that connect to the ocean and the base of some mountains in smaller amounts. We also have much more salt on our map, opposed to default maps.
Upon opening your character screen, you will see your diet. You must aim to get the marker on each meter over the large bars for a proper diet. Having an Unhealthy Diet results in slower Stamina regeneration, slower sprinting speed, and faster Stamina drain. Having a Poor Diet has no negative effect and is a warning debuff notifying you that you will have the Unhealthy Diet debuff soon. A Balanced Diet is a neutral, good diet with no effect. A Superb Diet grants faster egg gestation and reduces the movement speed penalty when carrying items.
Your creature’s Food is represented by either a seaweed HUD icon (Archelon and Lurdusaurus), leaves HUD icon (all herbivores except Archelon and Lurdusaurus), meat HUD icon (all carnivores), or fish HUD icon (all piscivores). Your Food at 100% increases your Growth rate, or decreases your Growth rate if below 100%. Being Well Fed or having Food Satiation does not impact your Growth rate, and is considered 100% Food in the Growth rate equation. By eating the food you are supposed to eat according to your HUD icon, you gain Food Satiation. Eating rotten meat as a carnivore or piscivore without the Scavenger Talent can result in negative Comfort Bias! If you turned “Interaction prompt” to “On” under Gameplay Settings, smelling meat will tell you if it is rotten. If the tooltip says “It’s likely to make you sick” or “It will make you very sick to eat”, it does not count as food, and you may hunt.
Water and Air
Terrestrial, semi-aquatic, and aerial creatures have a Water mechanic symbolized by a droplet HUD icon. Aquatics have an Air mechanic symbolized by a bubbles HUD icon. Water and Air both affect your Growth rate! Water Satiation also increases your Growth rate as a terrestrial, semi-aquatic, or aerial creature.
Check out the full guide – [google.com] for an expanded version of this section! The full guide does not fit on Steam.
Shrines and Deities
There are 6 shrines total on each map! There are 3 in the ocean and 3 on land. The green shrines are for the Mobility “Speed” deity, the blue for the Survival deity, and the red for the Power “Combat” deity. Being near a shrine prevents you from growing. TITANHEIMR Shrines have been remade into more natural graveyard scenes.
A character that has been “dirtied” through console commands (can include SetFriendship, MatePlayers, GiveEgg, SetGrowthLevel, etc.) cannot gain further Trials. Trials determine how much your character is worth or costs for the resurrection system, or the amount of inherits received when reincarnating. Trials do not change according to the following server configuration: Growth Rate, Food Drain, Water Drain, and Water Dirtying which can negatively affect Trials if set above Normal. The Food Eaten Trial will a*sume you are not eating enough with a VeryEasy Food Drain configuration setting.
Terrestrials have the Travel Distance (Mobility), Water Sources Visited (Mobility), Water Quality (Mobility), Water Satiation Drank (Mobility), Shrines visited (Mobility), Water Drank (Survival), Comfort Bias Consumed (Survival), Total Offspring (Survival), Storm Time Weathered without Shelter (Survival), Age in minutes (Survival), the highest Friendship Grade (Survival), Food Satiation Eaten (Power), Food Eaten (Power), Hunt points (Power), and Scents Identified (Power) Trials.
Fliers lack the Travel Distance (Mobility) Trial, with no flight speed cap. They are somewhat easier to accumulate good Trial Scores with, namely in Mobility.
Aquatics lack the Water Sources Visited (Mobility), Water Quality (Mobility), Water Satiation Drank (Mobility), and Water Drank (Survival). Despite their very high speeds and little to no Comfort damage taken during storms, aquatics still have the Travel Distance (Mobility) and Storm Time Weathered without Shelter (Survival) Trials. Aquatics are the easiest to accumulate good Trial scores with, namely in Mobility and Survival.
Semi-aquatics have the same Trials as terrestrials, but must visit all 6 shrines instead of 3. Semi-aquatics are therefore the most difficult (barely so) to accumulate good Trial scores with, namely in Mobility.
Resurrection and reincarnation
If a player desires to use an in-game system, dead characters cost a certain score to resurrect. Another creature must be sacrificed to resurrect this dead creature. Creatures also lose growth upon being resurrected, following an exponential formula; larger creatures have more Growth subtracted. You will not lose Growth if below 1.0 Growth. You can select to sacrifice other, living creatures to resurrect a dead one. If the sacrificed creature was not enough, it will subtract from the cost and another creature or multiple will also be required to resurrect.
Worth is calculated as PointValue = NumMinutesPlayed * TrialCategoryScore, where TrialCategoryScore ranges from 0 to 1.0 based on the average scores of the Trials in that category. If you have a Mobility score of 105, its Category Score is 0.7 as 105 is 70% of the 150/150 score. If dead and neither sacrificed nor pledged, PointValue = (NumMinutesPlayed * TrialCategoryScore) * 0.75.
If your creature is under 1.1 Growth, the cost is calculated as Cost = (30 * [Growth/1.1]²).
If your creature is 1.1 Growth or higher, the cost is calculated as Cost = (30 * [Growth/1.1]⁵).
You can also choose to reincarnate a dead creature if it is 0.8 Growth or higher. It will start back out at 0.4 Growth, but will receive nesting inherits as if your character mated with itself (not incest) that are improved by Trial scores. You will receive a skin that would result from the reincarnated character breeding with itself, and yes, you can get albinism and other mutations. Currently, you can reincarnate at 1.0 or 1.2 Growth, with somewhat below average or average Trial scores for many +2s. A good Power score will result in an increased likelihood of receiving Power tree inherits. Deity pledges and sacrifices apply to these inherit calculations exactly as they do when computing resurrection point values. Your creature will maintain the same s*x. Reincarnation, in TITANHEIMR’s extensive testing, is simply much better than nesting at the moment.
Sacrificing or pledging can be done at a shrine. Sacrificing at a shrine is a good way to respawn without leaving a ma*sive, free player carca*s behind. If killed too close to a shrine, this kill constitutes a shrine sacrifice. A character that is neither pledged nor sacrificed is only worth 75% value when used to resurrect another. The cost or worth of your character depends on your Mobility, Power, and Survival Trial scores. You should pledge to the deity you have the lowest score in, and upon sacrificing, your lowest score changes to your second-highest score. The highest possible score is 150. For example, if you have 40 in Power, 110 in Mobility, and 140 in Survival, you should pledge to the Power deity. Your character is worth 110 Power, 110 Mobility, and 140 Survival when used to resurrect another. If a creature sacrifices themselves at a shrine to a specific deity, the corresponding point value in that Trials category is instead set to the maximum of the three Trials categories (150/150). You can change your pledge at any time by visiting the appropriate deity shrine. The previous pledge is overwritten by the new pledge.
Talents and Inherits
Talents are skills that improve a natural creature ability, mobility, defense, Growth rate (indirectly), and attack power. In order to put a point into a Talent further from the center, you will need to get the Talents connecting it to the center first. There are 10 Talents per each “tree”. In the bottom left corner is the Combat tree. In the bottom right corner is the Survival tree. At the top of the screen is the Speed tree.
If nested in, you receive your first Talent point at 0.24 Growth. At 0.4 Growth, which is where fresh-spawn creatures start, you have 5 Talent points to spend. At 0.8 Growth, you have 15 Talent points. 1.0 Growth: 20 Talent points, 1.2 Growth:25 Talent points, 1.4 Growth: 30 Talent points (enough to completely fill out 1 tree), 2.0 Growth:45 Talent points (enough to fill out 1.5 trees), 2.6 Growth:60 Talent points (enough to fill out 2 trees), 3.0 Growth:70 Talent points, 3.2 Growth:75 Talent points (enough to fill out 2.5 trees), and finally at 3.8 Growth you have 90 Talent points which is enough to fill all Talent trees. You gain one Talent point every 0.04 Growth from 0.2 Growth.
Smelling the body of a creature directly can tell you what points they have spent. As for Velociraptor, presently their feathers light up red regardless of their build, so ignore their wings and tail. Survival results in a deep blue color, Combat a hot pink color, and Speed a neon green color. A Speed-Survival build is cyan, a Survival-Combat build is pink-purple, and a Combat-Speed build is yellow. A creature with mostly Combat and some Speed is orange, Speed>Combat is bright lime green (the Speed color is very dominant), Speed>Survival is sea foam green, Survival>Speed is very light purple, Combat>Survival is pink, and Survival>Combat is purple.
Check out the full guide – [google.com] for the exact numeric values 3/3 points in all Talents provide (example: Brawler 3/3 = 120% damage)! The full guide does not fit on Steam.
An inherit is a Talent point that does not cost 0.04 Growth. A +1 means you typically receive 1 Talent point of value in a Talent without needing to spend that 1 point. A +2 is typically 2 Talent points of value. Currently, +1 is often stronger than 1 Talent point, and +2 is often stronger than 2 Talent points. This is because most Talent points/inherits are multiplicative. Instead of multiplying off of base damage, 3/3 +1 multiplies off of your damage at 3/3 and 3/3 +2 multiplies off of your damage at 3/3 +1. You cannot receive a +3 but can receive a -3 from incest and/or damage to the gravid mother. You have the chance to receive inherits at 0.45, 0.60, 0.80, 1.00, and 1.20 Growth!
As a fresh-spawn creature that started at 0.4 Growth, you are guaranteed 3 positive inherits. You can receive 5 inherits total as a fresh-spawn. A +2 does not take up 2 of these possible inherit slots. You could receive, for example, 2 +2s and 3 +1s on a fresh-spawn! You cannot raise the chances of receiving a certain inherit as a fresh-spawn. You cannot receive a negative inherit on a fresh-spawn (this is a bug if you do).
For information on nesting, where you can receive many more inherits with the risk of receiving a negative, check out our Growth and Nesting section! Receiving a negative is natural, as inherits are random-number-generated with certain variables increasing the chance of positives, chance of inherits in a certain tree/Talent, +2 inherits, and so on. You can also reincarnate your dead creature and the game will consider your creature x2 as the parents. Currently, reincarnation proves more fruitful for inherits than nesting does.
Beasts of Bermuda is very attractive due to its extreme weather system with natural disasters! There are other world mechanics to be aware of too! Beasts of Bermuda also has many maps! You can see map guides for them all linked on our website at https://titanheimr.boards.net/ – [boards.net] under the “INFO AND ROLEPLAY” tab.
Our custom Forest Island Canvas map – [dropboxusercontent.com]
Titania map (rough) – [dropboxusercontent.com]
Ancestral Plains map – [dropboxusercontent.com]
Rival Shores map – [dropboxusercontent.com]
Forest Island map – [dropboxusercontent.com]
Weather can be both beautiful and dangerous, all depending on whether you have a front row seat or a safe, back row seat in shelter or with friends.
Fog makes it difficult to see distant islands, features, and food. Fog is especially detrimental to carnivores looking for meat. A rain value also has natural fog, even if the fog value is at 0.
Light rain is rain ranging from a value of 0.01 to 1.99. Light rain typically does not make creatures uncomfortable, but all hatchlings should immediately be provided shelter. Being over 1.0 Growth does not increase natural weather resistance. Upon logging in to a creature, you have a few moments of no Comfort loss at all to seek shelter. Being under the surface of water as Ichthyovenator or Lurdusaurus, or flying as an aerial creature, does not affect natural weather resistance.
An Enhanced Growth storm or “Growth storm” is caused by a rain value of 2.00 or higher, 3.00 seems to be the intensity cap of rain. Your Growth rate is increased in such a storm, but being out in the weather typically causes great stress.
Wind Intensity, or just wind, affects characters at the same intensity a rain value does.
A tornado cannot pick up an Apatosaurus 0.8/+ Growth, Kronosaurus 1.38/+ Growth, Mosasaurus 1.213/+ Growth, Parasaurolophus 3.08/+ Growth, or Saichania 3.637/+ Growth. Otherwise, a tornado picks up and launches players through Knockback! They spawn during high wind storms. A maximum of 3 tornadoes are able to co-exist at any one time unless console commands are involved. Tornadoes are disabled in TITANHEIMR due to an uncommon, not rare, bug where if one player is lagging all players will be kicked because the server depends on the lagging player for tornado movement code. This was last labeled as a “non-issue”. TITANHEIMR provided logs detailing this occurrence multiple times, so the team has what they need to fix it. We should hopefully see a fix in the near future.
Lightning typically occurs in Enhanced Growth storms! If there is any lightning at all while it is raining, regardless of if that buff appears, Growth rates are increased. Past a rain value of 1, your Growth rate is increased. With a rain value of 2, your Growth rate is 125.255102%. With a rain value of 3, your Growth rate is 150.64%. Lightning deals 2,400 damage and a player only becomes immune to lightning damage with 3 points invested (2/3 +1 or 1/3 +2 work too) in the Weather Resistance Talent! They can still be struck, but this will not deal any damage. However, Weather Resistance means nothing when fire spawns near you or under you. Dry Lightning is revivable in TITANHEIMR due to these storms lasting longer than Enhanced Growth storms and sometimes having no warning at all besides minor cumulus.
Cumulus is defined by overcast, or dense cloud cover. Cumulus can mean you’re about to combust into flames if it’s a dry lightning storm, that a tornado may spawn if wind is high (high wind can easily accompany another storm though), or that it will rain soon.
Forest Fires, which are enabled in TITANHEIMR, start from lightning or severe droughts and take 90 seconds to gain full spread speed. Fires cannot spawn within 100 meters of players. Fire in a drought does not require lightning to spawn. Touching a small flame lights you on fire, which deals percentages of your health pool. Touching a large flame, such as one igniting the bottom of a tree, is near instant death. Entering the water removes the On Fire debuff and standing in it prevents you from lighting on fire. Wind direction and available fuel affect the path of a forest fire as well as its spread speed. Being too close to a lot of fire, smoke, or ashy turf will give you the Stressful Scene debuff. This debuff applies ma*sive Comfort loss. If close to even higher amounts of fire, smoke, or ash, you will receive the Suffocation debuff. This starts the air timer as though you were underwater, and depending on what you are can be very fast. Check out the Your Character \ Air section for your breath timer! You can spot a fire from a distance from the large puffs of smoke released from it up into the sky sphere.
Shelter is sought to remove the negative Comfort effects of rain and/or wind. Shelter does not influence meat rot rate. If you have 100% Shelter and a predator also has 100% Shelter, the cave filter makes your scent cloud much more difficult to see.
Elevation can cause the High Pressure debuff or Thin Air debuff. Both debuffs chip away at your health. High Pressure is caused by being too deep in the ocean, and the Thin Air debuff is caused by being too high in the sky. The Thin Air debuff is not determined by the limit of the skybox, but rather your distance in elevation from the terrain. This is why the Thin Air debuff may appear when flying over the ocean but not when pa*sing over land despite not changing your elevation.
Burrowing is exclusive to Oryctodromeus. A burrow offers 100% shelter, protection from most predators, and is weatherproof, aside from floods and wildfire smoke! If an entrance was recently entered, it has a purple scent. While in a burrow as an Oryctodromeus in the default dig stance, you can dig with LMB and cover a block with RMB. You can generate an item by re-digging a block over and over! Digging in a burrow has a chance to spawn pebbles, a rock, ruins, a pot, a log, a bone, an Apatosaurus skull, large ribs, large vertebrae column, Acrocanthosaurus statue, large boulder, roots, leaves, crystals (both edible and large, decorative), fog, water droplets, various foods, and “haunted” audio. Careful not to block air with a spawned object! Use the Creature Ability key to pick up objects in order to move them. The Burrow Master Talent improves this ability and allows the moving of more rare objects.
Check out the full guide – [google.com] for the full version of this section, which includes natural weather immunity! The full guide does not fit on Steam.
Stress defines the Comfort loss experienced from the Intimidation debuff and Enemyship.
The effect of Intimidation turns negative for ungrouped players. If a player has invested Talent points in the Intimidation Talent, this negative effect is almost immediately noticed by others near them in the form of rapid Comfort loss. The debuff is only visible when the Comfort loss is substantial enough.
Enemyship is the opposite of a Friendship Grade, and is gained by remaining near an ungrouped creature for too long. Enemyship is character-unique, like Friendship. Enemyship increases the effect of Intimidation but degrades over time so long as the two players get some space. At -601 or more total Friendship, you receive X Grade Enemyship. At -1201 or more total Friendship, XX or x2 Grade Enemyship. At -1801 or more total Friendship, XXX or x3 Grade Enemyship. You deal 300 Enemyship if you hit someone for exactly 100% of their health. You deal 225 Enemyship if you hit someone for exactly 75% of their health, 150 for 50%, 75 for 25%, or 15 for 5%. Enemyship above 300 is only gained in one hit if a creature was hit for more than their maximum health, where Sturdy was needed to survive.
Injury coincides fall damage and can be applied by other players! With 25 Injury you walk at 83% your normal speed, at 50 Injury 65%, at 75 Injury 47%, and at 100 Injury you walk at 30% your normal speed. With 25 Injury you sprint at 80% your normal speed, at 50 Injury 60%, at 75 Injury 40%, and at 100 Injury you run at 20% your normal speed. You know you have Injury when white cracks appear at the corners of your screen. The visual has a faint red background, so how red the corners of your screen are is not a good indicator of how much health you have left if you also have Injury. An old graphic bug is still in the game, where a very faint, red Injury line is visible in the top left corner. You do not have Injury, this is a visual bug! If you have above 45 Injury, the debuff will appear in the top left corner of your screen!
Venom is in very early development and subject to change. Venom is inflicted by a bite from a Zupaysaurus or Palaeophis! Venom at a value of 1-44 drains Stamina, and at 45-100 drains Stamina and Ability Power. At the 75 Venom Mark, the Ability Power drain is very fast! Venom causes purple veins at the corner of your screen and also reskins your HUD. At 25 Venom, your Health, Stamina, and Ability icons appear slightly discolored. The heart in the Health icon is more pink, and the skeleton changes from white to a faded green-grey color. At 45 Venom, your Health, Stamina, and Ability icons have a very noticeable pink tint. The heart in the Health icon is pink and the darkest color in the icon, and the skeleton is dark grey. At 75 Venom, your Health, Stamina, and Ability Pool icons are hot pink. The heart in the Health icon is black, along with the skeleton. At 100 Venom, your Stamina icon is a deep purple and your Ability Pool icon has a purple ring. The purple vein vector in the bottom right corner of the screen reaches the middle of your screen at 100 Venom, too.
Bleed prevents you from recovering health (30/+ Bleed), healing Injury (30/+ Bleed), healing Venom (30/+ Bleed), or raising your Comfort. Bleed also reduces your damage to 91.29607568627452% if you have 50 Bleed and 81.67019725490196% if you have 100 Bleed. Bleed appears as blood drops over your Health UI icon. Walking neither worsens nor heals it, but sprinting will add more Bleed. Standing still, sitting, or sleeping will remove Bleed. Healing ticks are every 15 seconds, so you can move freely in between the ticks. Bleed does not deal damage unless you are at very low Comfort, where it may pose a threat. Having low Comfort causes health loss over time. It is deadly combined with Intimidation and allows long persistence hunts. Acrocanthosaurus applies an average of 20.91 Bleed per bite and Megalosaurus 5.56 Bleed (26.6% of the amount Acrocanthosaurus deals). Regardless, any amount of Bleed carries with it the negative effects. The Clotting Talent increases how much Bleed you heal per tick, allows you to heal Bleed while walking, and reduces how much Bleed damage a player can inflict by attacking you while you are sprinting. Growth does not change the amount of Bleed you heal.
Check out the full guide – [google.com] for the full version of this section! The full guide does not fit on Steam.
In order to join a group, ask in #looking-for… on our Discord or Global chat in-game if a group exists for your creature. In TITANHEIMR, a player is not allowed to invite you to discover your location to hunt you or hunt you while you are grouped. Upon leaving a group, the group cannot hunt for you 40 minutes or stalk you as you leave the area. Being in a group allows you to fight together, feed each other, and gain Comfort from each other.
The “Chat” key allows you to type in the chat. Replace x in the following commands with the message you want to send. Using /A x or /all x lets you type in Global to everyone in-game, /L x or /local x lets you type in Local chat which is to players near you, /P x or /pack x lets you type in Group chat or “pack chat”, /M name x or /message name x lets you send a private message to someone, and /R x or /reply x lets you respond to the most recent private message you received. The /nest name command allows you to invite someone to enter your egg, /mate name allows you to mate with someone, /friend name invites someone in-game to be your Steam friend, /invite name invites someone to your group, and /kick name kicks someone from a group you are the group leader of.
Upon joining a group, you start to accumulate Friendship with all group members over time (+30.0 Friendship per 30 seconds). This Friendship translates into Friendship Grade which goes from E, D, C, B, A, and finally S. Depending on the ‘Grade you have, friendly fire is reduced so long as you are grouped! This friendly fire reduction does not work if a player is ungrouped, even if you have a high Friendship Grade. Friendship Grade is character specific, not player specific. The SetFriendship command can set a specific Friendship Grade but dirties both characters. Here is how much different Grades reduce friendly fire by:
E Grade takes 10 minutes (600 Friendship points or seconds), grants 0% friendly fire, reduction and provides no extra Comfort (Near Friends however, even with no Friendship points, provides a flat 66.5 up from 50 at equal Growths)
D Grade takes 20 minutes (1,200 Friendship points or seconds), grants 0% friendly fire reduction, and provides 70 Comfort up from 66.5 (Near Friends buff)
C Grade takes 45 minutes (2,700 Friendship points or seconds), grants 20% friendly fire reduction, and provides 73.5 Comfort up from 66.5 (Near Friends buff)
B Grade takes 2.5 hours (9,000 Friendship points or seconds), grants 40% friendly fire reduction, and provides 77.3 Comfort up from 66.5 (Near Friends buff)
A Grade takes 5 hours (18,000 Friendship points or seconds), grants 60% friendly fire reduction, and provides 80.6 Comfort up from 66.5 (Near Friends buff)
S Grade takes 18 hours (64,800 Friendship points or seconds), grants 75% friendly fire reduction, and provides 84.3 Comfort up from 66.5 (Near Friends buff)
At equal Growths the Near Friends buff appears with 0 Friendship and provides 66.5 Comfort, up from 50. If there is a great size difference, it may not appear until a higher Friendship Grade for the larger creature. This buff scales in power up until S Grade where it is at its strongest. Near Friends increases Comfort! S Grade combined with mutual Intimidation allows you to receive 100 Comfort!
Intimidation, which depends on your size, natural Intimidation, and points invested in the Intimidation Talent, increases the range of Near Friends for grouped players. It also acts as a constant, extra “Near Friends” buff for grouped players. Intimidation allows you to receive more comfort from grouped players without needing a Friendship Grade.
Growth and Nesting
Growth is “infinite” in Beasts of Bermuda, where creatures ultimately become so large their Growth rate is too small to be considered growing. While you are below 1.0 Growth, you are vulnerable – especially if the genus you chose would mature into a powerful character. Your Ability Power pool does not change regarding your Growth level. Intimidation dealt in the form of Comfort damage or range is not affected by Growth. Your turn rate also does not scale up with Growth, but effectively becomes sharper the larger you get. Note you cannot grow if you have no Food, Water, Comfort, or Water Satiation, as all of these are used in the Growth equation.
Check out the full guide – [google.com] to see how health, damage, stamina, weight, and speed scale with Growth! The full guide does not fit on Steam.
Nesting is a means of pa*sing down both parents’ genes in the form of inherits and skins.
Mating In order to mate without the MatePlayers command (which dirties both parrents), a creature needs to be 0.8 Growth or higher. Mating requires being near each other, having full Stamina, and having full Ability Power. It will drain all of your Ability Power and Stamina, as well as trigger the Rest key. An egg icon depicting how far along the egg is will appear on the female’s HUD. If both parents are aquatic, complete eggs will show for both parents.
Gestation The female will lose Food and Water 140% faster with no Good Parent while carrying 1 egg. Her sprint speed is also reduced to 94% with 1 egg. Once ready to birth or lay, a number of how many eggs are ready to be laid will appear over the egg HUD icon. The GiveEgg command allows for instant gestation, and dirties both parents.
Incubation Aquatics, who give live birth, do not need to incubate their eggs. Aquatic offspring are born with no Air and must go to or be brought to the surface to use the Use key to breathe. Other creatures do incubate! The male must create a nest on flat terrain with the Place Nest key, which requires and drains full Ability Power and Stamina. The female can lay the eggs in a nest of her mate’s with the Use key. Eggs that receive damage upon already being laid will not receive a negative inherit penalty. An egg will not begin incubation if no player entity is inside it. All eggs are currently public and can receive requests. Parents can also use /nest player to send the invitations themselves. An egg takes 9 minutes and 49.1 seconds, often shortened to “10 minutes”, to incubate. If an egg is rested on for the whole duration, it takes half the amount of time at 4 minutes and 54.6 seconds “5 minutes” and players inside the eggs receive the Incubated buff as confirmation. While carried by a parent, a player in an egg can press the keybind to hide their HUD and sniff for their parent! To hatch, a player needs to use the Creature Ability key once their egg Growth reads 1.000. Players can instantly incubate themselves by using SetGrowthLevel, which will dirty their hatchling. Eggs can attack, and deal 0.001 damage somehow!
Parenting is continued from nesting and involves the raising of hatchlings until they become a subadult. You cannot hunt those grouped with you in TITANHEIMR, and upon them leaving the group they should be given 40 minutes before you may hunt them (note hunting includes behavior such as stalking or otherwise keeping updated on their position). The Near Children buff will not appear if your offspring has 0 Food or 0 Water. The Near Children Growth buff does not change based on the offspring’s Growth, Satiation, or Comfort. The Near Children Growth buff loses potency if the offspring is under 50% Food or Water. Near Children boosts Growth by 120% if the offspring is above both 50% Food and Water, Food and Water affect the rate +10% respectively.
Nestling is a TITANHEIMR label and refers to creatures 0.100 to 0.399 in Growth. Such creatures are small and not very mobile. They will either need to stay in a safe area or be carried by their parents. While at 0.100 Growth, most creatures deal 10% the damage they would at 1.000 Growth or less if they are a powerful/abusable (i.e. aerial) creature. Nestlings provide the Near Children buff. If a parent is 1.000 Growth, typically nestlings receive the Near Friends buff upon hatching up until they are a little over 1.100 Growth.
Juvenile refers to creatures 0.400 to 0.799 Growth. Depending on the genus, these creatures are somewhat mobile and may be able to keep up with the parents and thus not rely on being carried. Juveniles up until 0.700 Growth provide the Near Children buff. Juveniles 0.700 or higher Growth tend to be large enough to moderately a*sist their parents in combat. The offspring receive inherits at 0.450 and 0.600 Growth.
Subadult refers to creatures 0.800 to 0.999 Growth. The offspring receive inherits at 0.800, 1.000, and 1.200 Growth.
Nesting system inherits are similar to inherits you can receive spawning in normally, but you can receive many more at the cost of RNG negative inherits. A few negative inherits do not infer incest or gestation damage taken; you will know when you have received such an egg. In order for offspring to receive a +2 in a Talent, they must receive a +1 from both parents in that Talent. This is what makes synchronized builds so powerful. If you did not receive a +1 from a parent in a Talent, but the other parent has that Talent, you still have a chance to get a +1 from the other parent. Inherits are generated upon the eggs being laid. The inherits of parents have no effect on whether or nor their offspring receive the Talent, only Talent points invested do. Inherits are calculated based on: (i) the Growth of the parents; (ii) whether both parents have the Talent; and (iii) how many points each parent has invested in the Talent. In a study, a 1.200 Growth pair with 3/3 points invested in 5 Talents provided 115% more inherits than a 0.4 pair with 3/3 points invested in the same 5 Talents.
Incest or damaging a gravid female negatively affects inherits. The following pairings count as incest according to the Beasts of Bermuda nesting system:
(i) sibling + sibling;
(ii) half-sibling + half-sibling: or
(iii) child + parent.
Incest, according to the Beasts of Bermuda nesting system, does not count when paired with an aunt, uncle, niece, nephew, grandparent, grandchild, or another individual further distanced in the familial tree than a grandparent or grandchild.
This is all we can share for A complete and comprehensive guide to the entire game – Beasts of Bermuda for today. I hope you enjoy the guide! If you have anything to add to this guide or we forget something please let us know via comment! We check each comment! Don’t forget to check SteamClue.com for MORE!
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