Guide
Everything you need to know about playing Caladria.
Welcome to Caladria
Caladria is a RedM survival server where you play as the wild animals of the Red Dead Redemption 2 world. Not as a cowboy, and not as a hunter. Wolf, bear, cougar, panther, deer; the ambient bestiary of the frontier is yours to inhabit.
The gameplay loop
Every session follows the same rhythm. You survive by managing hunger, thirst, stamina, and health. Stats that decay as you play and that you refill by eating carcasses and drinking from water. Let any of them hit zero and you start taking damage.
You hunt to eat, to earn experience, and to assert dominance. Kills award XP; eating and drinking award a small bit too. As your XP rises, your character literally grows. A level-one cub is small and fragile; a level-seventy apex predator hits much harder.
And you risk it all against other players and townsfolk. A kill landed by another player sends your character to the Graveyard, and so does a kill landed by a human NPC. Lose honor, and the townsfolk and bounty hunters who come after you carry the same stakes a hostile player does. Dying to animals, falls, starvation, thirst, drowning, fire, or a rough landing mid-flight revives your character in place with full health and no lost progress.
When a permadeath does happen you keep your account's gold and slot quota, and the character can be resurrected for gold within a 90-day window from the Graveyard panel on the character-select screen. The resurrect cost is the class's gold cost plus the outfit skin cost plus a small per-level fee, all previewed on the Character Overview panel (press Q) so you can weigh the risk before you engage. After 90 days the grave is permanently lost and the character can no longer be brought back.
Build & spend
Between deaths you accrue gold, Caladria's account-scoped currency. It drips slowly while you play, and on each paid subscription tier also lands as a weekly stipend. It can also be purchased on the store. When you create a new character, priced classes (like Bear or Cougar) cost gold. Paid every time you make one, not a permanent unlock. Free classes are always available.
The cycle of live, die, and respawn with what you've saved up is the heart of the server. Play carefully when you're invested, or take the risk and push for a bigger payoff.
Chat & channels
Press T to open chat. Tab cycles between channels; the active one is shown in the gold chip on the left of the input.
- Local: in-character speech heard by players within 75m (the same distance that keeps a spotted nametag visible).
- LOOC: local out-of-character (75m), for quick side notes without breaking the scene.
- Global: server-wide chat, out-of-character. Pairs with Local.
- All: the read-only view that shows everything, including command output and system messages.
Use /me <action> for a proximity emote and /roll for a fair 0-100 dice shown to everyone nearby. Slash-commands that aren't channel-specific (like /help or /gold) auto-switch you to All so you see the reply.
Resizing the chat window
Chat defaults to 38vw wide and 30vh tall (roughly a third of the screen, lower-left). Resize it any time with:
- /chatwidth <19-76> -- viewport-width percent.
- /chatheight <15-60> -- viewport-height percent.
- /chatreset -- back to the defaults.
The lower bound on each axis is half the default; the upper bound is roughly twice the default before chat starts crowding the rest of the HUD. Values are clamped server-side and persist on your account, so the size you pick auto-applies on every subsequent login.
Other things to know
- Honor drops when you kill humans. Low enough and every NPC hates you on sight, including ones you're not currently attacking.
- Pack play pays: every player who landed an attack within 15 seconds of a kill shares full XP credit.
- Spawn grace gives fresh characters ten seconds of invulnerability so you can orient yourself safely.
- Skins & customization. Every class's default fur variation is free. Picking any non-default skin costs gold on top of the class's own creation cost (most skins are 5
; rarer variants can cost more). - Subscription tiers unlock more character slots and a weekly gold stipend. Global chat is free for everyone including Runts. See the Shop section.
- Priority queue. When the server is full, your Discord role controls where you land in line. Staff and higher-tier subscribers join ahead of Runts.
Browse the sidebar for details on each system, and the Commands section for a role-filtered command reference.
Survival
Four meters sit in the bottom-left of the HUD: Health, Stamina, Hunger, and Thirst. They turn bright red and pulse when critical.
Hunger & thirst
- Both decay every few minutes while you're playing.
- Hunger scales with body weight. Heavier classes burn through food faster, smaller classes drain slowly. A Bat or Parakeet sits near the floor multiplier; a wolf-sized class drains at the base rate; a Grizzly Bear hits the per-tick ceiling and has to hunt within the hour or starve. The cap is 10% of max hunger per survival tick by default. Body weight grows with your level (cubic on growth), so the heaviest classes feel the food-cost ramp the most as they mature.
- Thirst is flat across all classes and levels. Water is universal. Find a stream, drink at the river, or stand in the rain (see below).
- Low-stamina decay penalty. While stamina is at or below the 20% red zone, hunger and thirst decay 90% faster. Spamming sprint at zero will drain food and water fast on top of the combat damage penalty.
- Below 20% on one stat, stamina regen still runs but at 40% of normal. When both meters are in the red, regen still runs at the 40% rate but caps at 30% stamina so you can crawl back to enough stamina to find food or water without being completely locked out.
- At 0, you take damage on each survival tick from starvation or dehydration until you restore the stat or die.
- Rain hydrates. While it's raining (drizzle, shower, rain, thunder, thunderstorm, hurricane) thirst stops decaying and slowly climbs back up on each survival tick. Standing in a storm is a legitimate strategy without trivialising the loop.
Eating
What you can eat depends on your species. Classes are carnivores, herbivores, or omnivores. The Eat prompt only appears when something nearby is actually food for you.
- Carnivores (wolf, cougar, bear, etc.) eat dead bodies. Hold the interact key on a fresh carcass, animal or human, to feed. Carcasses have weight (see Corpses & food under Gameplay) so a small predator gets multiple meals from a large kill, and a pack can share.
- Herbivores (deer, elk, pronghorn, etc.) graze on vegetation. Look for grass clumps, sage, cattails, yucca, prickly pear, wild ivy, ferns, sumac, and bramble bushes. The prompt appears when you're standing next to one. Grazing consumes the plant.
- Omnivores (boar, raccoon, badger, etc.) can do either.
Either path restores +25 hunger and +15 stamina, and awards a small XP bonus.
Herbivore XP boost. Herbivores can't hunt for the big kill XP rewards, so every XP source they earn (eating, drinking, surviving, the rare kill) is boosted by +25%. Achievement payouts stay flat across diets and aren't affected.
Drinking
Stand in water and the drink prompt appears. Like eating, it restores the stat (+25 thirst, +15 stamina) and gives a small XP bump.
Stamina
Sprinting drains stamina; standing still or walking regenerates it. At 0 you can't sprint until you recover above 20%.
- Drain scales with level. Sprinting uses less stamina per second as you level up. At level 1 drain is full-rate; by level 70 it's reduced to 1/3. Levels 71-100 stay at 1/3, prestige levels don't keep extending sprint duration past the gameplay cap. A capped character sprints roughly 3x longer on the same bar than a fresh L1.
- Regen scales with level. A level-1 character regenerates at 10% of base speed; by level 70 you're at 12.5%. Levels 71-100 sit at the same plateau. The regen rate is intentionally a fraction of base speed: the stamina meter is designed as an active gameplay loop, not something that auto-refills between fights, so even a maxed character has to weigh their next sprint against what's left in the bar.
- Well-fed bonus. Keep hunger AND thirst at or above 90% for a +25% regen speed boost on top of level scaling. The meters reward actually topping up instead of idling half-full.
- Survival-low regen penalty. One stat in the red drops regen to 40%. Both in the red stops regen entirely.
- Low-stamina damage penalty. While stamina is at or below 20%, attacks deal 30% less damage. Manage stamina during a fight; running in swinging at zero is a good way to lose.
Gameplay
Character panel
In-game press Q (or type /character) to open your Character Overview. It is the authoritative sheet for your current animal: class, tier, level + XP, honor, diet, growth (with ped scale in parentheses), weight in kg, base and effective attack damage, comfortable temperature range, stamina and survival multipliers, and a progression preview that shows what you unlock at the next level.
Weight scales with the cube of your growth because mass scales with volume. A cub at growth 0.45 weighs roughly 9% of its adult mass; an adult at the L70 growth cap carries the class's full base weight. Classes without a bespoke base weight default to 9 kg.
Actions
Every class has its own list of Actions: emotes and behaviours your animal can perform on command. A wolf might howl and rest; a deer might graze and sleep; a bear might roar and scratch a tree. The list is authored per class, so two characters in the same scene will often have different things they can do.
Hold G to fade the panel in without losing camera control. While held, press a number key 1 through 9 for the matching row and the action fires instantly. Release G to put the panel away.
Some actions affect gameplay, others are pure roleplay. Resting and sleeping double your stamina regen AND cut hunger and thirst decay to 75% of the normal rate while the action is running, so a wolf that finds a quiet patch of woods recovers faster between fights and burns through food and water slower while it does. A roar, a stretch, or a preening animation does not change any number on your sheet; it is there for scenes and screenshots. Check your own panel to see which is which on your class.
Movement breaks the action. The moment you press W A S D the ped stands up and any gameplay buff drops with it. Camera and mouse-look do not interrupt, so you can look around while resting. Taking damage, death, character switch, and selecting a new action also stop the current one. Eat and Drink are handled by the survival loop and do not appear in the Actions panel.
Identity & Spotting
Nametags are hidden by default. From a distance, every animal in the world looks the same: prey, predator, and player all read as wildlife. To learn a name, you have to spot them.
Spotting works the same way for everything in the world, players and wildlife alike. Hold the aim input (or the in-air aim while flying) for one full second to arm the scan, then keep the target inside your cone for one more second to land the spot. The cone is narrow, so a target on the corner of your screen does not count; you have to actually centre them. Cover breaks acquisition, so a wall, tree, or rock between you and the target keeps you from spotting them. Releasing the aim wipes any in-flight progress.
Active scanning costs you the Spotting meter (eye icon, far right of your status row). It starts at 100, drains 5 per second while you are armed and aiming, and refills 1.5 per second whenever you are not. Once a scan is engaged it drains all the way to zero if you keep holding aim, and once empty the scan cuts out: you have to release aim and let the meter climb back out of the red (above 20) before you can engage again. Refreshing a tag you already have, and the combat shortcut below, are both free.
Bad weather degrades the scan. Rain, drizzle, thunder, snow, blizzards, whiteouts, sleet, and hail all halve the acquisition and leash ranges, push drain to 6 per second, and slow regen to 0.5 per second. You have to get closer and pick your moments when the weather turns.
Once the scan engages, your animal senses sharpen with it: footprints, scent trails, and recent tracks from nearby creatures light up across the world out to the cone-scan range. You can read where prey passed an hour ago and follow it back to where it bedded down, or pick up the trail of something stalking you.
Bird classes do not get the trail vision. It destabilises a bird in flight, so it stays off for them. To compensate, every bird class spots and leashes targets at +30% range compared to a ground class. A hawk overhead sees further across the canopy than a wolf can across the brush, even without the glowing tracks below.
Once spotted, the nametag is yours for one minute. While the timer is alive you can track the target out to a longer leash distance, and as long as you keep them in your cone the timer refreshes automatically. You do not have to stay aimed once the spot lands, so a chase or fight keeps the tag alive without forcing you to hold the aim through the whole pursuit.
Spotting is unilateral: you seeing someone does not reveal you to them. A patient stalker can shadow a target without ever announcing themselves.
Combat is the shortcut. The first hit between two players counts as a shared introduction: attacker and victim both get each other's nametag for the same one-minute window, no aim-hold or sustained-look gate. The same applies to wildlife: the moment you land a hit on an animal or NPC its tag pops instantly.
Once a player tag is visible, its colour reads the target's honor: red for the dishonored, white for neutral, and gold for high honor. Animal and NPC tags always render in grey, which never collides with a player tier.
Combat & weight
Press the attack input with a target in range to swing. Species have different attack ranges, damage, and force multipliers. Kills award XP based on target type: predators and humans give the most, prey slightly less.
Body weight matters in a fight. Every animal carries a weight derived from its class plus how grown its body is, and the gap between attacker and defender weight bends three things on every swing:
- Damage. Punching above your weight class hits softer; punching below it hits harder. The bend is gentle on purpose, so similar weight classes still settle fights with timing and positioning.
- Knockback. A hit only tips the target off its feet when the attacker is in roughly the same weight class or heavier. An eagle pecking a bear isn't going to knock the bear over.
- Stamina cost. Swinging at something much larger drains stamina faster, so a small attacker has to play hit-and-run instead of standing on top of a big target and chipping forever.
How weight grows. A cub at the smallest growth weighs roughly 9% of its adult mass; a fully grown adult carries the class's full base weight. Two characters of the same class will not feel evenly matched until they're both close to adult size, and a tiny cub can still bite, just not move anything bigger around.
Your current weight reads on the Character Overview's growth panel (Q); the same kg value drives the corpse-weight ledger (Corpses & food, below) so the same mass that decides combat decides how much you eat per bite.
Stamina-gated damage. Swinging while your stamina is in the red zone (at or below 20%) deals 30% less damage. Watch the bar. Dump sprints strategically so you don't engage an opponent at zero.
Progression bonuses
Leveling drives two separate combat curves:
- +10 max health every 10 levels. A fresh level-1 character spawns with 100 HP; at level 70 they're sitting on 170 HP and that's the gameplay ceiling. Levels 71-100 are pure prestige and don't add more HP.
- Combat scale grows linearly from 16% of authored damage at level 1 to 100% at level 70. Levels 71-100 stay at full damage. The prestige levels are for achievements, gold rewards, and bragging rights, not extra power. A class with 50 base damage lands 8 HP at L1, ~15 HP by L17, and the full 50 from L70 on. Two capped characters meeting in a fight need roughly two clean hits to drop each other against the 170 HP ceiling.
Both curves show live on the Character Overview panel (press Q): the Vitals row labels the extra HP as "+N bonus", and the Combat row surfaces the current combat scale percent alongside base / effective damage.
Corpses & food
When something dies it leaves a corpse with edible weight. Each bite a carnivore takes deducts the eater's body weight from the corpse, and the corpse only disappears once its weight runs out. A 30 kg coyote can take three bites out of a 100 kg elk; a 200 kg bear strips the same elk in one pass.
This is what enables pack feeding: a small predator can take down something twice its size with help, and every animal that gets a bite in actually gets fed.
Corpses also decay: a body loses 1/4 of its starting weight every five minutes, so a kill nobody touches is gone in 20 minutes. If you're hunting for a pack, drag the kill close before the meat starts spoiling.
Initial corpse weight comes from the class's authored base weight (so a deer is heavier than a rabbit by design). Human NPCs don't have a class entry; they spawn between 170 and 220 lb per body. Eating consumes the same +25 hunger / +15 stamina / 25% HP heal it always did, every bite, regardless of how much corpse is left.
Honor
- Killing a human drops honor by 1.
- Honor regenerates by 1 per hour of online time.
- At or below 6 honor, NPCs treat you as dishonored and are permanently hostile on sight.
- When you kill a human, nearby NPCs go hostile in a radius scaled by your honor. The lower your honor, the wider the mob that reacts.
Pack kills
Every player whose last attack on a target landed within 15 seconds of the kill shares full XP credit. Honor penalties for human kills apply to every contributor. Participating in the kill is the morally relevant act.
PvP
PvP is server-controlled by admins. When enabled, player-vs-player attacks resolve normally; when disabled, such attacks are rejected server-side.
Honor on PvP kills. Killing another player drops your honor by 2. If that player attacked you first within the last 10 minutes, the kill reads as self-defense instead and you gain 2 honor. Landing the first hit is what makes someone the aggressor. Pack-kill rules apply: every contributor's honor shifts on the same window.
Both players get a toast the moment a valid engagement begins (the first attack between you and someone else) and another toast when the 10-minute window lapses without another exchange.
Bullying penalty. Unprovoked kills against a victim 20+ levels below you cost 5 honor instead of 2. Self-defense kills are unaffected by the level gap.
Honorable and dishonorable PvP kills each feed their own achievement track in the Honor category (Defender / Vindicated / Guardian / Paragon for self-defense; Provoker / Bandit / Outlaw / Infamous for aggression). The self-defense track pays materially more gold per tier.
Flyers
Flying species get a few built-in accommodations so flight stays playable despite RedM's habit of one-shotting anything that clips a branch mid-air.
- Collision safety. While airborne you are invincible, and invincibility stays on for 8 seconds after you touch down so a rough landing doesn't one-shot you either.
- Dogfighting. Enemy players who are also flying species can knock you out of flight to force a ground engagement or chase, so be careful who you let near you while flying.
- Lower stamina cost. Flapping burns stamina at 1/10 the ground rate in clear weather. In rain, thunderstorms, blizzards, or hurricanes the drain rises to 1/3.
- Killing townsfolk carries a burden. Land a kill on a human NPC and your flight invincibility is stripped for 5 minutes. No airborne invulnerability, no landing grace, no takeoff grace.
Flight controls. Space takes off or lands. W gains altitude. S descends.
Spawn grace
Fresh spawns are invincible for 10 seconds to prevent instant death on loading in. Resets after a respawn.
Logging out
Type /logout to return to the character select screen. A dialog appears with a 60-second countdown; when it hits zero your character is saved and the menu opens. Cancel aborts the logout at any time.
The delay is an anti-combat-log measure. You can always walk away from a session, but not instantly. A minute is enough for whoever is after you to land a hit if the fight was going to end poorly. Dying during the countdown automatically cancels the dialog.
Groups
Up to four players who share a species family can form a Group. The flavor noun depends on the family (a Pack of Canine, a Pride of Panthera, a Sleuth of Ursus, a Coalition of Puma, and so on), and the leader gets a title to match (Alpha, King, Patriarch). Groups are session-only: dying, switching characters, or disconnecting drops you out and you'll need a fresh invite to rejoin.
Forming a group
Sending an invite. Type /invite <name> in chat, or open the scoreboard (TAB), click the Actions chip on a player's row, and pick + Invite. The Actions chip only appears on rows the rules allow (same species, target not already in a group, you're leader or solo, and your group has space).
Receiving an invite. A toast appears at the bottom of the screen for 30 seconds. Press 1 to accept, 2 to decline. Let the timer run out and the invite quietly dismisses.
The Group Window. Type /group any time to open it. You can also click the group chip on the Character Overview (press Q) to jump straight from your sheet into the roster. The window lists every member with their class and level, sorted with the leader at the top and the rest by how long they've been in the group (the player at the top after the leader is next in line for promotion if the leader leaves). Leaders get Promote / Kick / Disband controls and an Update Name button. Members get a Leave button.
Renaming. The leader can pick a custom prefix (up to 16 characters) that sits in front of the species name. Type "Dakota" for a Pronghorn group and the resolved name becomes "Dakota Band"; the species suffix never disappears. The prefix flows into the posse string above every member's nametag, the Group Window header, and any chat or notification that mentions the group. Members get a chat line and a toast when the leader renames. Submitting a blank prefix clears it and falls back to the bare species default.
While grouped
- Group members are always spotted for each other within the spotting leash range. Their nametags and a small map blip appear automatically. Out of range, both fade per the normal spotting rules.
- Attacks prefer non-group targets when multiple peds are in range. If a hit does land on a packmate, damage scales to 10% of normal.
- Group nametags read "<group> - <role>" (e.g. Pack - Alpha for the leader, Pack - Member for everyone else).
- Kills earn an XP bonus share for non-contributing group members within leash range of the kill. The killer still gets full XP, the bonus is purely additive on top.
- PvP honor is shared. When a group member's PvP kill triggers an honor change, every other member of their group takes the same delta. The pack is judged together.
- Groups travel together across layer transitions. If your group is on layer 128 and it fills, the whole group jumps to whatever layer has room for all four members at once. When a closer layer reopens enough slots, the group migrates back. You won't get split up by layering.
Species
Every playable class belongs to a Genus-level species. Members of the same species can group together; different species can't. The table below lists every species in Caladria and the flavor copy each carries.
| Genus | Group | Leader (M) | Leader (F) | Offspring | Classes |
|---|---|---|---|---|---|
| Puma | Coalition | Patriarch | Matriarch | Cub | Cougar, Legendary Cougar |
| Panthera | Pride | King | Queen | Cub | African Lion, Panther, Legendary Panther, Legendary Jaguar |
| Felis | Clowder | Tom | Queen | Kitten | Cat |
| Canis | Pack | Alpha | Luna | Pup | Wolves, Coyotes, all dog breeds |
| Vulpes | Skulk | Tod | Vixen | Kit | Fox, Legendary Fox |
| Ursus | Sleuth | Patriarch | Matriarch | Cub | Black Bear, Grizzly Bear, Legendary Grizzly Bear |
| Taxidea | Cete | Boar | Sow | Kit | Badger |
| Mephitis | Surfeit | Boar | Sow | Kit | Skunk |
| Procyon | Gaze | Boar | Sow | Kit | Raccoon |
| Odocoileus | Herd | Stag | Doe | Fawn | Whitetail Buck, Whitetail Doe, Legendary Whitetail Buck |
| Antilocapra | Herd | Buck | Doe | Fawn | Pronghorn, Legendary Pronghorn |
| Cervus | Gang | Bull | Cow | Calf | Elk, Legendary Elk |
| Alces | Herd | Bull | Cow | Calf | Moose, Legendary Moose |
| Bison | Herd | Bull | Cow | Calf | Bison, Bison Tatanka, Legendary Bison |
| Bos | Drove | Bull | Cow | Calf | Bull, Cow, Ox |
| Ovis | Flock | Ram | Ewe | Lamb | Domestic Sheep, Big Horn Ram, Legendary Bighorn Ram, Legendary Sheep |
| Capra | Tribe | Billy | Nanny | Kid | Goat |
| Equus | Band | Stallion | Mare | Foal | All horse coats, Donkey, Mule, Painted Zebra Mule |
| Sus | Sounder | Boar | Sow | Piglet | Domestic Pig, Wild Boar, Giant Boar, Legendary Boar |
| Pecari | Squadron | Boar | Sow | Piglet | Wild Pig (Javelina) |
| Castor | Colony | Patriarch | Matriarch | Kit | Beaver, Legendary Beaver |
| Ondatra | Family | Sire | Dam | Kit | Muskrat |
| Sciurus | Dray | Sire | Dam | Kit | Squirrel, Chipmunk |
| Rattus | Mischief | Sire | Dam | Pup | Rat |
| Lepus | Warren | Buck | Doe | Kit | Rabbit, Legendary Rabbit |
| Didelphis | Passel | Jack | Jill | Joey | Opossum, Legendary Possum |
| Dasypus | Roll | Patriarch | Matriarch | Pup | Armadillo |
| Chiroptera | Cloud | Patriarch | Matriarch | Pup | Bat |
| Alligator | Congregation | Bull | Cow | Hatchling | Alligator, Legendary Alligator |
| Serpentes | Pit | Patriarch | Matriarch | Hatchling | All snakes |
| Iguana | Mess | Patriarch | Matriarch | Hatchling | Iguana, Desert Iguana |
| Heloderma | Lounge | Patriarch | Matriarch | Hatchling | Gila Monster |
| Anura | Army | Patriarch | Matriarch | Tadpole | Bullfrog, Toad |
| Aquila | Convocation | Patriarch | Matriarch | Eaglet | Eagle, Hawk |
| Cathartes | Wake | Patriarch | Matriarch | Chick | Vulture, California Condor |
| Strix | Parliament | Sire | Dame | Owlet | Owl, Legendary Owl |
| Corvus | Murder | Lord | Lady | Chick | Crow, Raven |
| Anas | Raft | Drake | Hen | Duckling | Duck |
| Branta | Skein | Gander | Goose | Gosling | Canadian Goose |
| Pelecanus | Squadron | Patriarch | Matriarch | Chick | Pelican |
| Ardea | Siege | Patriarch | Matriarch | Chick | Egret, Heron, Roseate Spoonbill, Whooping Crane |
| Larus | Colony | Patriarch | Matriarch | Chick | Seagull |
| Gavia | Asylum | Patriarch | Matriarch | Chick | Loon |
| Phalacrocorax | Flight | Patriarch | Matriarch | Chick | Cormorant |
| Gallus | Brood | Cock | Hen | Chick | Chicken, Rooster |
| Meleagris | Rafter | Tom | Hen | Poult | Turkey, Wild Turkey |
| Phasianus | Bouquet | Cock | Hen | Chick | Pheasant |
| Colinus | Covey | Cock | Hen | Chick | Quail |
| Tympanuchus | Lek | Cock | Hen | Chick | Prairie Chicken |
| Columba | Flock | Patriarch | Matriarch | Squab | Pigeon |
| Amazona | Pandemonium | Patriarch | Matriarch | Chick | Parrot |
Species names are taken from real biological Genus where possible (Puma, Panthera, Canis), with collective nouns like "Convocation of Eagles" or "Pandemonium of Parrots" pulled from English where the natural term fits.
Families
Once you reach Level 40, you can pair off with another animal of your kind and start raising offspring. A Family is a separate social layer from a Group: it tracks your mate, your children, and the lineage that comes from them. Open the panel any time with /family.
Bonding with a mate
Bonds always pair across the gender axis: a male Stallion can only bond with a female Mare, an Alpha can only bond with a Luna, and so on. The target of any Bond, player or ambient, must be the opposite gender of you. Same-gender attempts get a friendly chat + toast and the bond doesn't take.
Bond shows up in the Actions panel (G) once you hit Level 40. Aim at another player or a wild ambient of your species and pick the action, or type /bond with the same target in your reticle. The system picks the closest valid candidate (player first, then ambient ped) and sends an invite.
Player mate. The target gets the same 1 / 2 accept / decline toast that group invites use, with a 30 second timer. Both parties keep their own characters, classes, and gold; the bond is purely a family-tree link. Both players have to be Level 40 or higher; the inviter sees a clear chat + toast if the target hasn't reached the level yet.
Wild mate. Bonding with an ambient ped claims that animal as your partner. The ambient is despawned and replaced by a named companion ped that follows you around the world. Wild mates don't have hunger or stamina of their own, they're there for the role-play and to let you start a family solo. Horses ship a visible gender on the ambient ped so the opposite-gender rule applies the same way it does for player bonds; for species without a visible gender the wild mate is automatically assigned the opposite of yours so the bond always pairs cleanly.
The Family Window
/family opens the panel: a YOU row with your gendered species title, the MATE card with theirs (a Stallion's bonded Mare, a male Wolf's bonded Luna, etc.), and an OFFSPRING list with a Growth bar plus Hunger and Thirst meters per pup. The header shows your family name, current group prefix, and the active XP bonus.
Mating + offspring
Once bonded, the Mate action appears in the Actions panel when you're standing next to your partner (auto-near for wild mates, within 3m for player mates). One Mate action makes one new offspring. The pup is born at Growth 0% at a scaled-down size, and you take custody by default.
Offspring grow as you earn XP: every gain pushes their Growth bar a touch, and crossing a level bumps it harder. They reach Coming-of-Age when Growth fills, at which point they leave the family as an independent ambient of their species and both parents earn 3 gold for raising them. The adult cap on a foal's size is always a hair below your own so a fully-grown pup still reads as smaller than the parent who raised them.
Needs + foraging
Offspring drain Hunger and Thirst slowly while in your custody. While both meters are healthy they regenerate HP; while either is at zero they bleed HP, and the parent gets escalating warnings. Letting a pup's HP hit zero closes the lineage as starved, just like any other death.
Eat or drink as the parent and your offspring (and bonded mate) come over to share the meal: the parent-mimic top-up. It loops back-to-back until they're full. If a meter slips below 30% the foal switches to autonomous foraging and walks off to find food or water on their own. The parent acts as a scout: water you wade through and food sources you pass by are remembered, and the foal will route to the closest known spot before they fall back to scanning their immediate surroundings.
Fulfill Needs is a Commands UI option (hold Z) that pins the foal to active foraging until both meters are full. Handy if you want to top them off before a long ride. The override clears itself when they're done.
Custody + the other parent
Player-mate families share custody: only one parent carries the offspring ped at a time. The Family Window's Bring with me button on the offspring row hands custody to your client (the other parent's foal despawns). This works across shards too: if your mate is on US-East-1 and you're on US-East-2, taking custody despawns their foal on the other shard and you both get a chat + toast about the hand-off.
Your mate also looks after the pup. While the foal is wandering, foraging, or returning to you, the mate trails the pup as their bodyguard. If anything hostile picks a fight with either of them, you'll get a red Family line in chat saying who's being attacked.
Commanding your family
The Family Window manages identity; Commands control your companions' behaviour in the moment. Hold Z to fade the panel in without losing camera control. While held, press a number key 1 through 9 for the matching row and the command fires instantly on every live companion (mate + offspring) at once. Release Z to put the panel away.
| Slot | Command | Effect |
|---|---|---|
| 1 | Follow Me | Heel position behind you. Default behaviour. |
| 2 | Wander | Roams a small area around the spot you issued the command. |
| 3 | Guard | Holds position at the spot you issued the command. Won't follow until you say so. |
| 4 | Rest | Settles in next to you, same body language as the parent-Rest mimic. |
| 5 | Flee | Panic-scatters away from the nearest hostile. Auto-clears after 60s so they re-join you naturally. |
| 6 | Fulfill Needs | Pins your foal to active foraging until both Hunger and Thirst are full. Auto-clears when satisfied. |
| 9 | Auto | Clears the pinned command and lets the AI decide what to do next. |
How companions decide what to do
With Auto on (or no command pinned), companions follow a layered AI priority. Anything higher in the list always wins:
- Pinned command. Whatever you picked from the Z menu.
- Mimic. When you Rest, Sleep, Eat, or Drink, mate and offspring come over to share the action and play the matching emote. Eat / Drink loops back-to-back until the foal's full.
- Mate guards the foal. Any time the foal is out doing their own thing (wandering, foraging, returning), the mate trails them as a bodyguard rather than sticking with you. The mate's the one who fights off anything that comes for the pup.
- Autonomous foraging. When the foal's Hunger or Thirst dips at or below 30%, they leave your heel and walk off to find food or water on their own. They use water you've waded through and food sources you've passed as scout points before they fall back to sniffing around their immediate surroundings. You'll get a chat line letting you know.
- Default loop. Following when you're moving; Wandering after you stay near one spot for around 30 seconds; Returning when you walk far enough from the wander anchor that they need to catch up.
If a companion ever falls more than 600 m behind, the engine gives up on natural pathing and teleports them back to your heel, unless they're in combat, in which case the teleport is suppressed so they can finish the fight. You'll see a red Family chat line the moment they get attacked.
Stowing + recalling
The Family Window's Stow button parks your mate and offspring out of the world for a while: their peds despawn but the family record stays. Recall brings them back. Both directions share a 5 minute cooldown so you can't loop stow and recall to spam companion spawns.
Both Stow and Recall are blocked while you're carrying a combat tag (set by every PvP hit, the same predicate the layer system uses to keep you in your shard during fights). Custody hand-off via Bring with me is gated the same way, so a player can't dump their offspring on another shard mid-fight.
Families and Groups
A Group can host at most one active family, and that family belongs to the leader. The trade-off:
- Group leaders keep full control of their family. Bond, Mate, Recall, and the Family Window all work normally.
- Non-leader members can't Bond, can't Mate, and can't Recall while grouped. The Mate action and the Bond invite both reject with a chat hint pointing at either leaving the group or asking the leader to pass leadership over. You can still Stow at any time, and your family record stays intact in stowed form until you're back to solo or promoted to leader.
- Joining a group requires no active unstowed family of your own. If you already own one, the invite is rejected ("target has a family"). Stow first, then accept.
- +5% per offspring on the leader's family applies to every group member's XP gains, so a group with a maxed family-of-three carries a +30% bonus across the whole pack.
- Promotion transfers the "leader's family slot" with the role: a newly-promoted leader's previously-stowed family becomes the active one (they still need to Recall to bring it into the world).
Released-mate / single-parent families count as active too. The offspring are still there even with no mate, and the same one-family-per-group rule applies.
Single-parent state + re-bonding
The break path is split: Release Mate for a wild partner sends them off into the world, Break Bond for a player partner is mutual. In both cases your offspring stay with you. The Family Window flips the Mate card to a single-parent prompt; you can bond a fresh wild mate at any time and the same family record gets re-bound to them, so your existing offspring carry over.
Once you're a single parent, the break button on the Family Window changes to Abandon Offspring. Confirming dissolves the family for good: every live offspring flees into the wild as abandoned, the lineage closes, and you take a -3 honor hit. Only use it when you're certain you want to walk away.
Permadeath of a single parent (no living bonded mate) collapses the family the same way. With both parents alive and bonded, the surviving parent keeps custody of any live offspring instead.
Inactive families expire too: if neither parent (or the surviving single parent) logs in for 30 days, the family is automatically dissolved and any live offspring close as abandoned. Keeps the records clean of lineages no one's around to raise. Active play, single sessions, even just passing through to spend gold all reset the clock.
Adoption: player offspring
Alongside the AI offspring you raise via the Mate action, you can also adopt other players as offspring once you're in an active family. Adoptions are a roleplay-driven extension of the same lineage: the adoptee shows up as one of your "Adopted Children" on the Family Window, the +5% XP bonus stacks alongside any AI offspring, and the bond carries the same break / mature semantics.
Adoptable players must be under Level 40 and not already adopted by anyone else. To invite someone, type /adopt <player> in chat or click the + Adopt button on their scoreboard row (Tab → row → button). They'll see a 1 / 2 prompt the same way bond + group invites work; pressing 1 accepts, 2 declines.
Adoption pays no gold (only the XP bonus matters), and a single parent can adopt without needing the co-parent's approval. When the adoptee reaches Level 40 they automatically come of age and leave the family with a toast on both sides. Parents can disown an adoptee from the Family Window at any time for a -3 honor cost; adoptees can leave their adoptive family voluntarily with no cost. A full family dissolution (Break Bond + Abandon Offspring) releases every adoptee cleanly.
Family XP bonus
Every live offspring on a family adds a flat +5% to the XP gains of every parent (and, if you're grouped, every member of your group). AI offspring and adopted players both count, so a family raising one foal plus one adoptee sees a +10% bonus. The header shows the active rate next to the family name. The bonus stops the moment a contributor matures, dies, gets disowned, or leaves.
Recruit a Friend
Bring a friend into Caladria and both of you earn gold. Each player account has a unique recruit URL you can share; if your friend signs in through it, you're linked as their recruiter and rewards trigger automatically as they level up.
Your recruit link
Sign in at your Account page to see your link. It's playcaladria.com/recruit/<your-discord-username> and you can copy it with one click. Share it on Discord, in voice with a friend, in a streaming chat, anywhere out-of-band you'd normally invite someone.
What your friend gets
When your friend clicks your link and signs in for the first time, they're immediately credited 25 gold on their Caladria account. They see the +25g pop the first time they connect to a shard, no claim step needed. The signup bonus is a one-time gift; if they were already a Caladria player, the link still records the link but doesn't pay out the gift unless their account is less than two days old.
What you get
You earn 5 gold every time your recruit crosses a level milestone: Level 10, 20, 30, all the way through 100. Ten milestones total, 50 gold maximum per friend you bring in. Each credit lands on your account the moment they level up, with a toast in-game and (unless you've silenced them) a Discord DM from the Caladria bot.
First-week bonus: if your friend reaches Level 40 within seven days of their account being created, the Level 40 milestone pays 10 gold instead of 5. That's a one-shot boost rewarding fast onboarding; it only applies to the L40 milestone, not the others.
Tracking your recruits
The Your Recruits page on your account shows every friend you've brought in: their character, their level progress, a milestone strip showing which payouts have landed and which are still ahead, and the gold each one has earned you so far. Pending credits (e.g. while a recruiter is briefly banned) surface there too so nothing slips through the cracks.
Notifications
When one of your recruits hits a milestone, you'll see an in-game toast on whichever shard you're on plus a Discord DM from the bot. If you'd rather not get the Discord DMs, run /raf-mute in the Discord guild or untick "Notify me on Discord" on your Account page. Either toggle silences the DMs without affecting the in-game toast or the gold credit.
Fine print
- You can recruit as many friends as you want -- no cap, no diminishing returns.
- You can't recruit yourself. The signup credit also won't pay if the recruit is on a different Discord account than yours but the same email -- Caladria identifies players by Discord ID.
- You can't change recruiters once linked. The first valid link a player signs in through is the one that sticks.
- If your friend's account is banned, no milestone credits pay until the ban lifts.
- The 25g signup bonus only applies to brand-new accounts (or accounts less than two days old as of program launch).
Layering
Caladria shards hold up to 128 players, but RedM itself can only render 32 players near you at once before the engine starts refusing to stream more. Layers are how we keep that 32-player budget honest: every player is placed in a layer, a separate copy of the world with its own set of players and ambient animals.
Think of it like Classic WoW sharding. Players in the same layer share the world. Players in a different layer are fully invisible to you and you to them, even if their character is standing on the exact same spot.
Most of the time, one shared world
Whenever the population fits, everyone on a shard sits in the same default layer. You'll see all the other players online and no layer notification on spawn. The world only splits when an area actually gets crowded enough that the engine can't render it cleanly.
When the world gets crowded
Caladria divides the world into roughly kilometre-wide grid cells. As long as a cell has fewer than 32 players, nothing changes. The moment a cell crosses that threshold, an extra layer is opened just for that area and some of its players are migrated into it. When the cell empties out, that extra layer collapses back into the default one. Quiet parts of the world stay quiet; only the busy parts split.
When you'll notice it
- On spawn. Clicking Play drops you into the default game layer. You'll only see a gold Layer chat line if the area is already busy enough that you got placed into an overflow layer.
- Character select. While you're on the character select or creation screen, you're in your own private layer. No one else can see you, and no animals spawn nearby.
- Layer migrations. When a cell heats up or cools off, you might get moved to keep population balanced. You'll see a gold chat line noting the move.
Combat protection
Fighting another player tags both of you as in combat for 10 minutes. While tagged you won't be moved between layers, so a fight is never interrupted by a swap. The tag refreshes on every hit.
Checking your layer
In-game type /layer in chat to see which layer you're in plus a live player count for every game layer. Your current layer is also shown on your Character Overview (press Q).
Roleplay
Caladria supports roleplay but doesn't require it. Players are welcome to play casually, stay fully in-character, or anything in between. Use the channels that fit what you're doing.
Chat channels
Default in-character chat. Heard by anyone close enough to your character. Use this for most interactions.
Local out-of-character. Same range as /say but signals you're talking as yourself, not your character. Good for clarifying mechanics mid-scene without breaking tone.
Server-wide chat (out-of-character). Available to everyone. Use for general chatter, questions, or finding other players to pack up with.
Performs a visible action in proximity chat. Describe what your character does in the third person. e.g. /me sniffs the air and circles the campfire warily.
Toggles the Caladria NUI HUD off and back on. Use it for clean screenshots or video capture. State is session-only and resets to visible when you reconnect.
Casual RP etiquette
- IC vs OOC. Treat /say and /me as in-character (your animal). Anything in /looc or /global is you, the player. Don't meta-game by acting on out-of-character information in-character.
- Powergaming. Don't write actions that force outcomes on other characters. /me bites the wolf's throat out isn't a valid auto-kill. Use the combat system for combat.
- Respect tone. If someone's clearly running a serious scene, match it or don't interrupt. If they're being casual, do the same.
- This isn't a strict RP server. You won't be punished for not roleplaying; just don't actively derail other people's scenes.
Names & identity
Your character's in-game name is whatever you set on the character creation screen. That's what shows up as the author of your /say and /me lines, and what appears on your nametag. Your Discord name is used for /global so it's clearer who's talking out of character. To rename a character, Edit them on the Select screen and pay a small gold fee.
Progression
Experience & leveling
- XP is earned from kills, eating, drinking, achievements, and time online.
- The XP curve scales with level; the ceiling is level 100. Gameplay-affecting stats (size, HP, damage, stamina) all hit their cap at level 70; levels 71-100 are prestige: they keep paying gold rewards and unlocking achievements but don't make your character stronger.
- Your ped grows with level. Characters start small and reach their species' adult size at level 70.
Build & spend
Caladria uses a Build & Spend class-progression model. You accumulate gold (account-scoped, shared across all your characters) from several sources:
- Achievements. Hit milestone counters (kills, meals, distance, levels) for one-off gold payouts. Progress resets every 90 days.
- Drip. A slow, steady stream awarded just for being online.
- Daily login. +0.25
base, paid out once every 24 hours per account. Claims automatically when you log in. Missing more than 48 hours between claims resets the streak back to day 1. - Consecutive-day streak bonus. Stacks on top of the base daily. Bonus per claim escalates every 5 days, climbing from +0.05
on days 1-5 to +0.25
on day 21+. A full 30-day streak pays out +5.00
in streak bonuses on top of the +7.50
base, for 12.50
total over the month. - Weekly slots. Every 7th consecutive streak day spawns a 3-reel slot machine popup the moment you spawn. Rolls are server-authoritative and pay out between 0
and a 30
jackpot. Free to spin; the stake is always zero. - Level rewards. Every level from 10 onwards awards +0.1
. Milestone levels through L50 pay a bonus +0.5
on top (so L20 / L30 / L40 / L50 each pay +0.6
). Past L50 the curve steps up sharply: each 10-level milestone adds +3
on top of the previous, climbing L60 to L100 with a +15
payout for hitting cap.
Level reward ladder
each
(milestone)
(milestone)
(milestone)
(milestone)
(late milestone)
(late milestone)
(late milestone)
(late milestone)
(cap) Daily streak ladder
Bonus added on top of the +0.25
base each day. Break the streak and the ladder resets to day 1.
(0.25 tier)
(0.50 tier)
(0.75 tier)
(1.00 tier)
(2.50 tier)
(streak only) Weekly slot payouts
Fair-odds 3-reel machine; weights tuned so the average spin pays around 2.6
across the full distribution.
Where gold goes
- Character creation. Some classes are free; others cost gold every time you make a new one. Not a permanent unlock. Free classes are always available.
- Skins. Every class's default fur variation is free. Any non-default skin costs an extra 5
on top of the class cost; rarer skins may cost more. - Extra character slots. Buyable on the character-select screen. First two slots are cheap, later ones escalate.
- Edit a character. Change name, outfit, and gender (class is locked). Opening the editor is free; saving costs a flat 15
base fee plus the skin cost of the picked outfit. - Delete a character. Send a character you no longer want to your Graveyard from the Delete button on the character-select right sidebar. Priced classes refund half the class create cost, a non-default skin refunds half the skin cost, and any character past level 50 also refunds 0.25
per level over 50 as a time-investment credit. The character then sits in the Graveyard for the standard 90-day window before automatic permadelete; you can resurrect them in that window if you change your mind. - Resurrection. Bring a dead character back from the Graveyard. Cost is the same as creating that class + skin, plus 0.5
per level the character had when they died.
Graveyard & resurrection
Every character you've lost to permadeath lives on in your account's Graveyard. Each tile records the character's name, class, level at death, how long they lived, when they died, and the cause if one was recorded.
From the Graveyard you can Resurrect a fallen character for gold. The cost shown on each card is the class creation cost (if any), plus the skin cost for the outfit they were wearing, plus 0.5
per level the character reached.
You'll need a free character slot to resurrect. A revived character occupies a slot, same as a fresh creation.
Resurrection has a 90-day window. Each Graveyard tile shows how much time is left before the row is permanently removed. Past that point the character can no longer be resurrected.
Achievements
Caladria tracks a set of account-scoped achievements that persist across every character you play. Hit a threshold and you unlock the tier, pocket a one-off gold reward and a chunk of XP, and see an animated popup at the top of the screen with a gold-halo pulse.
Every 90 days (measured from January 1st) the cycle resets: progress counters go back to zero, your unlock log stays in history, and you can earn every gold and XP reward again.
In-game, open the screen with X (default hotkey), /achievements, or the button in the bottom-left of the character-select screen.
Categories
Reward scale
Rewards scale with difficulty. Entry tiers pay 0.1
to 0.25
each; middle tiers land around 0.5
; marathon goals like reaching Level 100, logging 500 PvP kills, or raising fifteen offspring to Adult reach 3
to 8
.
Each unlock also pays an XP bonus sized to your current level: a 0.25
achievement is worth about 25% of the XP you need to hit the next level, 0.5
is worth 50%, and so on. The XP bonus scales automatically, so the same achievement feels worth your time at level 5 and at level 50.
Bonds & Groups tracks
Bonding, raising offspring, and leading groups all feed their own tracks. The starters are easy: Pair Bond on your first bond, Wild Heart on your first wild mate, New Life on your first offspring, First Pack on your first group, Take Charge on your first companion command (hold Z), and Across the Continent the first time you bring offspring to a different shard.
The marathon goals reward real long-haul play. Soulmate at 15 bonds, Lineage at 10 offspring born and Heritage at 15 raised to Adult, Voice of the Pack at 250 companion commands, World-Crossed at 10 cross-shard custody hand-offs, plus Wolf of the Wilds at 25 groups led. Reconciled is a one-shot story moment: re-bond with a partner you previously released.
The Honor category also tracks the dark side of family play: Cradle Robber / Family Destroyer / Lineage Ender for killing other players' offspring, and Heart-Severer / Widowmaker for killing their bonded mates. Those are deliberate record-of-deeds tiers, low gold and high notoriety.
Shop
Caladria is free to play. Optional subscriptions keep the lights on and unlock weekly gold stipends; one-time Gold Bundles credit your account instantly. See the store for current prices.
Subscriptions
Cub
+4
/ week
Starter supporter tier.
- 3 character slots
- Priority queue during peak hours
- 4
stipend every week - Out-of-character chat access
- Cub role on our Discord
Hunter
+8
/ week
A step up from Cub with double the stipend.
- 5 character slots
- Priority queue during peak hours
- 8
stipend every week - Out-of-character chat access
- Hunter role on our Discord
Apex
+16
/ week
Deep-wilderness supporter tier.
- 10 character slots
- Priority queue during peak hours
- 16
stipend every week - Out-of-character chat access
- Apex role on our Discord
Legendary
+50
/ week
Top tier. Biggest weekly stipend and highest queue priority.
- 25 character slots
- Highest priority queue access
- 50
stipend every week - Out-of-character chat access
- Legendary role on our Discord
Character slots
Your subscription tier determines how many concurrent characters you can keep alive.
Permadeath. When a character dies the slot is freed. Admins can soft-restore on request if a death was caused by a bug or unfair circumstance, but it's not guaranteed.
Priority queue
When the server is full, joining players wait in a queue that orders people by their Discord role. Higher-tier subscribers and staff skip ahead of Runts. Within a tier it's first-come-first-served.
The queue only activates when the server is at capacity; joining a non-full server is instant regardless of role.
Gold bundles
One-time gold purchases that credit your account instantly. The per-gold rate gets better as the bundle gets larger. The Hoard is the best value if you want to stock up in one go.
A starter purse of gold added directly to your account.
A mid-size bundle of gold for your wallet.
A hefty gold bundle for long-haul play.
A sizable stash of gold for dedicated supporters.
If a purchase doesn't automatically apply for any reason, use /redeem <transaction-id> with the ID from your Tebex confirmation email to claim it manually.
Commands
Type commands in chat prefixed with /. The list below covers what every player can use; moderator and admin commands are documented in-game once your role allows them.