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:

  • Creatures flagged to never drop DNA (such as Bounty Criminals and Hell Gate Bosses).
  • Kills where the killing blow came from your pet rather than from you.
  • Peerless bosses, Random Dungeon Bosses, and other Base Dungeon Bosses.
  • Creatures titled [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:

  • DNA Samples Needed: 100 (totalled by petri value, not by item count).
  • Power: 1 (max 5).
  • Estrogen / Testosterone: Estrogen is rolled at 0.1, 0.2, or 0.3; Testosterone is whatever's left to total 1.0.
  • Disease Resistance: rolled uniformly from 15%, 20%, 25%, 30%, 35%, or 40%.
  • Visual: starts at the standard dish hue, shifts to a sickly hue when contaminated, and to a “ready” hue when fully filled.

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:

  • Stat augments (Enhanced, Fortified, Agile, Precise): each one can be applied to a dish only once. Across all four, a dish can hold a maximum of 2 stat augments.
  • Power augments: raise the dish's Power by 1 each. Max Power is 5, after which further Power augments are rejected.
  • A successful application consumes the augment.
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:

  • Tamable, with a 120.0 minimum taming skill requirement (but already tamed to you).
  • Bonded to you immediately, set to Follow, Loyalty 100, Hunger 30.
  • Sex: Estrogen biases the roll toward female, and there is an additional flat 20% chance of being female on top of that, so female outcomes are more common overall.
  • Control Slots: 1, except champion-type pets which are clamped to 3 slots.
  • AI: uses the species' default AI unless an inherited AI was carried over from breeding (in which case you'll be notified).

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.

  • Generation 1: Strength and Max Hit Points are scaled by the Power multiplier.
  • Generation 2+: Strength inherits the parent's value (capped at 60,000); Max Hit Points inherit the parent's hit point seed, falling back to parent Strength.
  • Stat caps are raised to accommodate the boosted values; current Hit Points are filled to max.
  • Wrestling, Parry, and Bushido caps and base skill all gain Power × 5.
  • Same inherit-or-scale rule applied to Intelligence and Max Mana.
  • Caps adjusted; Mana filled to max.
  • Evaluating Intelligence, Spirit Speak, Focus, and Meditation gain Power × 5 to caps and base.
  • Same inherit-or-scale rule applied to Dexterity and Max Stamina.
  • Caps adjusted; Stamina filled to max.
  • Tactics and Anatomy gain Power × 5 to caps and base.
  • Move speed: Active speed is reduced by 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.

  • Generation < 5: Ability Points +1, Ready To Breed becomes true, and you're told to find another pet to breed with. XP and XP Max reset to 0.
  • Generation 5: Ability Points +1, Control Slots set to 1, Ready To Breed stays false, and you're told the pet has reached full maturity.

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:

  • Both pets must be tamed bioengineered pets — the first must be tamed by you; the second can be tamed by any player.
  • Both must be Level 100 and Ready To Breed.
  • Both must be the same underlying creature type.
  • Both must be the same Generation.
  • They must be of opposite sex.
  • Both owners must be alive.

When breeding succeeds:

  • Both pets lose Ready To Breed (they can't breed again), but they keep Level 100.
  • A Bioengineered Egg is produced for each owner. If one player owns both pets, that player gets both eggs.
  • The new egg's Power is inherited (capped at 5); its Generation is parent Generation + 1.
  • Estrogen/Testosterone for the new egg is 0.7/0.3 from the female side and 0.3/0.7 from the male side.
  • The female parent's AI type is passed to the egg.
  • Parent stats are recorded on the egg: parent's Raw Strength, Dexterity, and Intelligence (each capped at 60,000), and parent's Hit Point, Stamina, and Mana seeds — these become the new pet's starting stats at hatch (instead of the Power multiplier path used at Gen 1).
  • Two DNA Samples of the parents' creature type drop on the ground, and both owners see the message “Some semen was spilled upon the ground.” Despite the flavour text, those samples re-roll their sub-type using the normal probability table — they're usually Skin Flakings.

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.