Bioengineering is a custom crafting and pet-progression system. Harvest DNA from creatures you kill, culture it in a Petri Dish, hatch a bonded pet egg, and then level that pet across up to five breeding generations.
DNA Samples drop from creature corpses when you kill them. Each non-summoned kill has a 10% chance to produce a DNA Sample, but the following kills never produce one:
[Hell Spawn], (Champ Bash), or [Daemonic Lord].Standard champion spawns do drop DNA unless they have been specifically flagged not to.
When a DNA Sample is created, its sub-type is rolled at random:
| Sub-type | Probability | Petri value |
|---|---|---|
| Semen | 0.1% | 50 samples |
| Bodily Fluids | 9.9% | 2 samples |
| Skin Flaking | 90.0% | 1 sample |
Each sample remembers the creature it came from. Once you've committed a sample to a Petri Dish, that dish is locked to that creature type — samples from any other creature cannot be added.
The Petri Dish is the vessel you use to culture DNA. A fresh dish has:
Examining the dish shows: Creature Type, samples committed and needed, healthy/contaminated/neutral status, the four augment flags (Enhanced, Fortified, Precise, Agile), Power, Disease Resistance %, Estrogen %, and Testosterone %. The Creature Type is set by the first DNA sample committed.
Double-click a DNA Sample and target the dish. If the sample is the same creature type and the dish isn't full yet, its petri value is added to the dish's running total. Once committed value reaches 100, the dish becomes Ready and changes colour.
Every sample committed after the first rolls against the dish's Disease Resistance to contaminate it. A 40% Disease Resistance dish will be contaminated roughly 60% of the time on each subsequent commit, so high resistance is valuable and large-value samples (Semen, Bodily Fluids) are heavily preferred.
A contaminated dish loses 1 committed sample every minute. It also stops counting as Ready. If the committed total reaches 0, the dish is destroyed. Cure contamination with Antibiotics before it eats the whole culture.
Antibiotics are stackable. Double-click one and target a contaminated dish to clear the contamination and stop the decay timer. Using one on a healthy dish wastes nothing but tells you “This Petri Dish is not contaminated.”
Antibiotics are crafted with the Bioengineering Kit — see the crafting section below.
Augments are applied to a Petri Dish before hatching to shape the resulting pet. Rules:
| Augment | Effect |
|---|---|
| Enhanced | Pet gains XP twice as fast. |
| Fortified | Pet gets a boost in Strength, Parrying, and Wrestling. |
| Agile | Pet gets a boost in Dexterity, Tactics, and Anatomy. |
| Precise | Pet gets a boost in Intelligence, Evaluating Intelligence, and Meditation. |
| Power | Pet receives greater stats and skills at each level up. |
Power Augments only drop from Demigod-tier Random Dungeon Bosses. When a Random Dungeon Boss spawns as a Demigod, it is guaranteed to drop one Power Augment on its corpse. There is no other source — they cannot be crafted, bought, or otherwise farmed.
When the dish is Ready and not contaminated, double-click it to hatch. This creates a Bioengineered Egg matching the dish's creature type, at Generation 1, carrying the dish's Power, the four augment flags, and the Estrogen/Testosterone split. The dish is consumed.
Hatching cannot fail. (Older guides claimed a failed hatch could contaminate the dish — that is not the case.)
Double-click the egg to release the pet. The new creature comes out:
Power dictates a flat stat multiplier applied at hatch:
| Power | Multiplier |
|---|---|
| 1 | 1.1x |
| 2 | 1.2x |
| 3 | 1.3x |
| 4 | 1.4x |
| 5 | 1.5x |
The multiplier is applied to the relevant stat(s) for each augment flag the pet carries.
Power × 5.Power × 5 to caps and base.Power × 5 to caps and base.0.1 × Power multiplier (floored at 0.01). This is the only direct movement-speed effect of any augment, so Agile is your option for a faster pet.
At hatch the pet receives Generation − 1 Ability Points. A Generation 1 pet therefore starts with 0.
Every bioengineered pet carries a BioStats record that tracks its progression:
| Field | Notes |
|---|---|
| XP / XP Max | 0 / 50 at hatch |
| Level | 1, capped at 100 |
| Generation | from egg, max 5 |
| Power | from egg, max 5 |
| Stat Multiplier | 1 + Power × 0.1 |
| Enhanced / Fortified / Precise / Agile | inherited from egg |
| Ready To Breed | becomes true at Level 100 if Generation < 5 |
| Ability Points | Generation − 1 at hatch; +1 per Level-100 milestone |
| Ability Points Spent | 0 |
Your bioengineered pet earns XP from kills it personally lands while it is controlled by you. The XP earned from a kill is:
''XP gain = (target's Max HP ÷ 100) + 1''
If the pet has the Enhanced flag, that gain is doubled. A small floating “+N xp” message appears over the pet on each kill.
When XP reaches XP Max, the pet levels up. Any excess XP carries over. The new XP Max scales with both Generation and the pet's new Level:
''New XP Max = 100 × Generation × Level''
So at Generation 1, Level 2, XP Max becomes 200. At Generation 5, Level 50, XP Max becomes 25,000. Higher-generation pets need significantly more XP per level.
Each level-up plays a holy-explode effect and announces “Your bioengineered pet is now level N!”.
Per-level gains depend on the augment flags:
| Augment | Per-level gain |
|---|---|
| Fortified | Max Hit Points +1, Strength cap +1, Strength +1, Wrestling and Parry caps and base each +Power ÷ 5. |
| Precise | Max Mana +1, Intelligence cap +1, Intelligence +1, Evaluating Intelligence and Meditation caps and base each +Power ÷ 5. |
| Agile | Max Stamina +1, Dexterity cap +1, Dexterity +1, Tactics and Anatomy caps and base each +Power ÷ 5. |
Important: the skill gain is integer Power ÷ 5, so a pet with Power below 5 receives no per-level skill gain at all from level-ups — only the +1 stat. To get skill gains on level-up, you need Power 5.
Level is then capped at 100. A pet bred from Generation 1 all the way to Generation 5 and levelled to 100 ends up with 5 total Ability Points (0 starting + 1 from each of the four breedings + 1 from the Gen 5 cap).
Use the [BioBreed command to start breeding. It will ask you to target two pets in sequence. Requirements:
When breeding succeeds:
Ability Points accumulate on the pet's tooltip as it ages through generations, but there is currently no UI, gump, or command to spend them. As of this snapshot, the pet's combat behaviour is whatever its underlying creature type provides, modified only by the stat and skill bonuses from its augments. Stockpile points for now; nothing is lost.
Open the Bioengineering Kit to access the crafting menu. The primary skill is Alchemy, with a minimum success chance of 50% and a difficulty scaling of 1.25.
| Category | Item | Alchemy | Forensics | Resources |
|---|---|---|---|---|
| Augments | Augment (Enhanced) | 300.0 – 350.0 | 120.0 – 150.0 | 100 Rough Stone + 100 Greater Strength Potion |
| Augments | Augment (Fortified) | 300.0 – 350.0 | 120.0 – 150.0 | 100 Rough Stone + 100 Greater Strength Potion |
| Augments | Augment (Agile) | 300.0 – 350.0 | 120.0 – 150.0 | 100 Rough Stone + 100 Greater Agility Potion |
| Augments | Augment (Precise) | 300.0 – 350.0 | 120.0 – 150.0 | 100 Rough Stone + 100 Total Refresh Potion |
| Contamination | Antibiotics | 300.0 – 350.0 | 120.0 – 150.0 | 5 Rough Stone + 20 Greater Cure Potion + 20 Greater Heal Potion |
There is no recipe for Power Augments — those only come from Demigod Random Dungeon Bosses. The Bioengineering Kit, Petri Dish, and DNA Sample items are also not crafted.
A bioengineered pet's tooltip shows: Generation, Level, Gender, Power, the four augment flags, XP / XP Max (or “Completed” at Gen 5 Level 100), the ability list, Ready To Breed status, Loyalty, Hunger, and current control order.
If your pet looks wrong (HP, Mana, or Stamina noticeably out of step with its raw stats), most commonly after server restarts or stat resets, page a staff member to have it repaired.