The Bestiary is a recurring feature in the Epic Battle Fantasy series, making its first appearance in Epic Battle Fantasy 2. It holds records about all foes you have scanned throughout the journey. Each entry consists of information about foe's elemental, status, and stats weaknesses and resistances, and a small description which may include their special abilities, used attacks, and a flavor text. It also displays a picture of the foe (in EBF2) or the foe itself (since EBF3). In the latter case, foes with multiple possible appearances choose their variant at random.
Bestiary can be accessed at any time by opening it from the respective game menu, and, in later installments, also by hovering over the question mark (?) icon which appears in the battle screen right next to every foe.
See also: List of Foes in Epic Battle Fantasy 2
It the first game featuring bestiary a total of 27 pages can be added onto it, which can be filled by using the Scanbot summon available to Natalie on different foes as they are encountered in the game. Due to this being its first appearance in the series, the Bestiary is somewhat unrefined; the foes' pictures are little more than hasty scribbles, and players must manually scroll through the entries to find a specific file.
An in-game medal Beast Master can be awarded by scanning all 27 foes and completing the bestiary.
See also: List of Foes in Epic Battle Fantasy 3
There are a total of 75 creatures in EBF3´s Bestiary, which are added to the compendium by being scanned by Lance. Compared to the previous game, the Bestiary has been substantially improved, with a full-screen profile for each foe that shows their elemental weaknesses, resistances, and status resistances, along with general information on their combat capabilities.
A total of three medals can be awarded in-game by filling the Bestiary:
- Beast Tamer — Scan 25 different foes.
- Beast Hunter — Scan 50 different foes.
- Beast Scholar — Complete the Bestiary by scanning all 75 foes.
The fourth installment of the series features the largest and most comprehensive Bestiary yet, with 124 entries at game's release, increasing up to 147 entries after the Battle Mountain update. The entries themselves have been updated into a more professional form, with a standard background and highly detailed information about each foe, including:
- Elemental, status and debuff weaknesses and resistances with exact percentages.
- Which items they may drop on defeat, including the percent chance of them dropping each item.
A total of two medals can be awarded in-game by filling the Bestiary:
- Zoology Student — Scan a foe and begin filling in the bestiary.
- Zoology Expert — Scan all foes and complete the bestiary.
See also: List of Foes in Epic Battle Fantasy 5
EBF5 features 149 foes in the free version and 164 in the premium one. The bestiary is very similar to the one of EBF4 but it includes also an icon on the foe's picture about the captured status as a summon.
In EBF5 the ability to scan foes changes again from the previous installment and it becomes a tactical ability, which allows every character to perform it and it costs nothing, neither mana points nor summon points.
The related medals shifted from just scanning foes to capturing them. Only one medal is related to scan foes (X-Ray Goggles), while there are other six medals related to capturing them.
- Slave Trader — Enslave a beast, later to be forced into combat against its will.
- Beast Tamer — Tame a strong monster as you work your way up the food chain.
- Not Pok*mon — Equip more than 6 summons, but no more than 18, as that would be simply unfair.
- None Are Safe — Capture 50 different foes. No living creature can escape the completionist's snare.
- None Are Free — Capture 100 different foes. Leave no free animals to graze the fields - all bow before their master.
- Boss's Boss — Imprison your boss in a shipping container, for later use.
- X-Ray Goggles — Scan 125 different foes.
In EBF5, foes' artificial intelligence became slightly more complex than just "use a random attack on a random player", e.g., some will try to aim elemental attacks at players weaker to that element, focus attacks on whoever dealt damage to them most recently, or use a different spell when the originally planned one would be resisted. The following lists how are certain aspects calculated.
- "Intimidates or angers (group) enemies."
- ―Equips with this effect
Certain equips can "scare" certain foes if equipped by a player in the front row. This ability never has to be unlocked through upgrading.
|Dog Sausage||Toy||Dogs, Bears, Mammoths|
|Pope Hat||Female Hat||Ghosts|
|Big Chocolate Slime||2x||Slimes|
|Big Sand Slime|
|Big Icecream Slime|
|Big Lava Slime|
|Big Mud Slime|
|Burned Fallen|| HP ≥49%: 1x |
HP <49%: Flee
Most/least damaged entity
Remaining HP % rounded down + 1 for every player or foe, from top to bottom; when several entities score the same amount of points, the last one takes priority. For players, it respects Lovable and Target unless specified otherwise; for foes, both statuses are ignored. When all entities of the side have full health, targets a random one instead, ignoring Lovable but considering Target.
Usage example: Cutie Worm#Battle logic
Player weakness points
Counts how much are the players (or one player, if specified so) weak to an element, summing up the points from each alive player. Considers Lovable unless specified otherwise, but always ignores Target. Resistances are taken in format: -30% → 1.3, 60% → 0.4, 100% → 0, → 150% → -0.5 and so on; then it's multiplied by 1.5 for every status effect inflicted on the player that boost this element's damage, and by 0.5 for those that reduce it. Depending on the result, a player is worth:
- ≥1.6 (≤-60% resistance without element-affecting statuses) → 8 points.
- ≥1.3 (≤-30%) → 4 points.
- ≥1 (≤0%) → 2 points.
- ≥0.7 (≤30%) → 1 point.
- <0.7 (>30%) → 0 points.
Usage example: Cosmic Monolith#Battle logic
Counts player weakness points for every element to choose the most effective spell to use. Ignores Lovable. Counts them in the order entered, and when several elements score the same amount of points, the first one takes priority.
Usage example: Drowned Fallen#Battle logic
Counts how much is an entity buffed or debuffed, summing up the points from every stat (HP, Attack, Magic Attack, Defence, Magic Defence, Accuracy and Evade). Standard formula simply returns points scored, in format: no buffs or debuffs → 100 points, +70% → 170, -20% → 80 and so on. Alternative formula:
200 - points for each stat. Without any (de)buffs, both result in 700.
Best Reverse target
Counts (de)buff points for every player by the standard formula, and then for every foe by the alternative formula, ignoring Lovable and Target. An entity has to score over 800 points to be considered an appropriate target; both sides are checked from top to bottom, and when several entities score the same amount of points, the first one takes priority — e.g., when the choice is between a player with +60% Defence and +60% Magic Defence and a foe with -40% Attack, -40% Magic Attack and -40% Accuracy, it'll choose the player.
Usage example: Yellow Flybot#Battle logic
In EBF5, most foes (including bosses) can be captured/caught to be later used as summons. It is done through the new Capture Foe tactic, which throws a box at the enemy chosen. Unlike the Pokemon franchise it's inspired by, very little randomness is involved (and boxes' visual appearance has no impact on it); instead, the focus is on debilitating the foe — the stronger is the foe considered, the more negative status effects and debuffs have to be inflicted onto it to capture it.
Once captured, you can choose a nickname for the summon (except when Chinese, Japanese or Korean language is chosen in the game's options, to reduce the amount of different characters needed), which can be renamed by dragging a summon to the "Rename Summon" box in the summons menu. The summon can be used indefinitely, unless given to an NPC for a quest or sacrificed to upgrade an equipment piece, which would require the enemy to be captured again in order to use it, even if it was captured more than once previously — i.e., captured monsters don't stack.
Battle rewards are unaffected, meaning the foe would still drop loot and everything else as if it died. Capturing also unlocks the Bestiary entry for the foe, if it wasn't scanned yet. Capturing the same foe several times doesn't improve the summon in any way, but can still be used as an alternative for killing, primarily to avoid on-death abilities like Fishes' missiles.
- Slave Trader — capture any foe.
- None Are Safe — capture 50 different foes.
- None Are Free — capture 100 different foes.
- Beast Tamer — capture a foe with ≤20 base score.
- Boss's Boss — capture Jotun or a foe with ≤4 base score.
- Not Pok*mon — equip >6 summons.
- Unusual Torture — use a summon as a material to upgrade an equip.
Additionally, the same formula is used to determine whether a foe should ignore the Lovable status if all front players have it, requiring to score >55 points to respect the status. In other words, stronger foes must first be weakened for their Lovable-reserved patterns to take effect, and weaker ones can also fall under the mark if buffed up enough.
Equipment that boosts capturing
- "Improves chances of catching foes."
- ―Equips with this effect
One player can take up to 3 equips with this bonus; all contribute equally and appear to stack. The strength of the boost is not increased with equip's level, but some must first be upgraded to a certain level in order to unlock this effect.
|Icon||Name||Type|| The boost is|
| Puppy Hat|
|Male Hat||Level 1|
|Spelunking Hat||Level 3|
| Bunny Ears|
|Female Hat||Level 5|
|Curly Horns||Level 5|
|Explorer's Jacket||Male Armor||Level 3|
|Viking Fur||Level 5|
|Fur Dress||Female Armor||Level 5|
|Ranger Skirt||Level 5|
|Mini Drone||Flair||Level 1|
Each type of multipliers is stored separately.
0.98 + ((Missing HP % rounded up) / 100%) ^ 2 * 10)
- Status effects
- How far one status is stacked does not matter, only whether it's inflicted at all.
- Starts from 1
- Specified as displayed by in-battle icons, red color meaning positive value and gray meaning negative.
- Starts from 1
|Defence||- Condition / 100|
|Magic Defence||- Condition / 100|
|Evade||- Condition / 50|
- This player's luck and equips
- How far one status is stacked does not matter, only whether it's inflicted at all.
- Neither does the upgrade level of equipment.
- Starts from 1
| Equipment pieces|
that boost catching
- Mixing together
Base catch score * HP bonus * status bonus * debuff bonus * luck and equips bonus, with the result randomized by ±10%.
- Surrender: +120 (sic)
At least 100 points must be scored for the capture attempt to be successful. Considering randomization, guaranteed capturing requires 111.(1)2 points, though 112 is simpler to remember, and the minimum required for very small capture chance is 90.(90)1 or 91.
Box shaking provides a visual indicator on how close you were to scoring 100 points.
- ≥175 → 0 shakes
- <175 to ≥150 → 1
- <150 to ≥120 → 2
- <120 to ≥80 → 3
- <80 to ≥60 → 2
- <60 to ≥40 → 1
- <40 → 0
Additionally, escaping the box counts as "forced movement" and thus cures the Freeze status from the foe.
- As seen from the formulas above, when the capture fails, it is a sign of bad preparation, not bad luck. Add in more things that have an effect, and keep in mind that low health alone won't do it for stronger foes.
- Avoid putting foes very low on health. There usually isn't a huge difference between 1% and 10% HP (10.98 HP bonus VS 9.08), and the more health they have, the less likely they are to get killed by a random event like a weather attack, a critical hit, counterattack or a between-turn summon. (Ideally, equipment that features the latter two should be swapped for something else, and attacking weather should be changed to something neutral with a summon, such as Cat Ninja as one can get extra turns from Cherry Blossom.)
- While making the enemy Surrender (Bow Whack, Fireworks, and Screamer are good at that) guarantees the capture unless they are buffed up, make sure to capture it in the same turn, or else it will run away.
- Some bosses will try to clear bad effects from themselves, ruining the setup for capture. Try to inflict as much as you can and then capture it the same turn. The Viking Monolith summon grants every player an extra turn, useful in case three actions before the enemy turn are not enough. This is particularly important for Laurelin, as the Breezy weather needs to be cleared for statuses to be put into play and will come back after a few turns.
- On free versions of the game, bosses can only be fought once, thus there is only one chance to capture them. Otherwise, they can be fought again in respawnable boss rushes as an endgame challenge in the Temple of Trials, or in New Game+.
- Most non-boss foes can be found in respawnable battles in the Grand Gallery.
- Get the Putrid Worm summon, accessible within the first minutes of gameplay. Its 80% Evade debuff will work wonders (without resistances and other debuffs, that raises debuff bonus to 2.6, already enough to capture everything weaker than Sprites), and its low damage is unlikely to kill the target.
- Later in the game, the NoLegs Doll summon inflicts Bad Luck and 50% Evade debuff (for 1.3 status bonus and 2 debuff bonus, totalling to 2.6 again) on all foes without dealing any damage. The Fireworks skill obtained from the Chinese New Year quest also inflicts Bad Luck on all foes and also gives all players Good Luck; it may also force enemies to surrender, guaranteeing their capture.
- Matt's Steal Item or Water Slime summon, having just 1 power, can be helpful late in the game to capture missed foes in earlier locations, if the party is over-leveled to the point where other damaging attacks kill the foes.You also can raise the difficulty, which gives them more health and thus makes them less prone to dying. Do keep in mind that on Hard and Epic certain foes adopt more potent and diverse battle strategies, meaning that they might be much more difficult to capture than on Normal.
(foes can also decide to surrender on their own if they consider themselves in a very bad position)
- In EBF4, Bestiary info is tied to a specific save file and has to be collected again when starting a new game, while in EBF2 and 3 it is saved into a separate file and can be accessed to from all saves.
- In earlier version of EBF4 there was an empty slot between Evil Worm and Drill Bot, which was probably a bug caused by the Glitch occupying this slot even though it could not be scanned and its data could not be added into the bestiary.