recursal/Fanatic-Fandom huggingface dataset:
Warmsuit

Max. Stack | 1

The **warmsuit** is a craftable wearable cold armor item that was added in update v1.0 to ***The Forest***.

## Gameplay

The **warmsuit** works as a complete outfit for preventing cold damage, even from swimming in cold water. Deer skin can no longer be used as cold armor as of v1.0 and was replaced with the warmsuit. Ironically, it requires 6 deer skin to craft. It provides full cold armor, but it has two main downsides: it takes up all armor bar slots which means that the player can't equip additional armor over it, and it provides no actual armor value at all even when it takes up the entire armor bar.

When worn, the current armor that the player is wearing will be unequipped and stored back into the inventory. If that armor is at the maximum amount stackable in the inventory, the extra armor will be dropped on the ground. Additionally, it replaces the current outfit that the player is wearing. When unequipped, the last outfit that was worn beforehand is automatically put back on.

## Known bugs

* When wearing a full set of other armor and having max stack of armor in the inventory, wearing the warmsuit causes all your armor that you were wearing beforehand to drop close to each other, sometimes messing up collision when it hits the ground with them glitching out, making some of the dropped armor disappear.

## Gallery

* Full body warmsuit appearance
* Warmsuit on body
* Warmsuit in inventory
* wearing the Warmsuit

## Update History

Items that cannot be crafted due to being at max capacity in inventory now show up in recipe list with an icon showing it cannot be carried
You can now craft a warm suit! Wearing a warm suit replaces all of your current armor forcing you to choose between warmth and damage protection.
V0.68d

A hotfix released October 10, 2017.

## Dev Notes

Hey Everyone,

Here is a hotfix to a couple new issues that were reported yesterday.

## Additions, Changes, & Fixes

* Fixed issues with dropping items when maximum were already held
* Fixed some issues with items not appearing correctly on weapon racks or holders or in the catapult
* Fixed hotkeyed items not appearing in player shadow

**Versions**
V0.50b

**v0.50b** was a small patch for v0.50, and was released on November 17, 2016.

## Dev Notes

V0.50b – hotfix
Posted on 17 November, 2016 by Anna

Hey Everyone,

Here’s a small hotfix, fixing some issues with clients loading into multiplayer games.

## Additions / Changes / Fixes

* (Multiplayer) Fixed bug when attempting to load and play an old saved game with more than 20 holes in a floor
* (Multiplayer) Fixed a specific race condition when launching game causing client to fail to joining saved games

**Versions**
V0.56c

**v0.56c** Was the second small hotfix for update v0.56 and was released on 13 March, 2017.

## Dev Notes

V56c – hotfix
Posted on 13 March, 2017 by Anna

Hey Everyone,

Here is another small memory fix. This time lowering the amount of memory used by initializing the save game screen.

As a result of this change, old save games will no longer display the difficulty text, until you open and re-save them.

## Additions / Changes / Fixes

* Fixed excessive memory when opening save menu which could often result in out of memory crashes when saving.

**Versions**
V0.67b

Released September 21st, 2017.

## Dev Notes

Hey Everyone,

For the full list of today’s v0.67 patch notes, please visit:

http://steamcommunity.com/games/242760/announcements/detail/1473097867082161532

In addition, here is a small hotfix for an issue that was found tonight.

## Additions, Changes, & Fixes

* Fixed issue with players being unable to let go of log sled unless hit or taking damage.

**Versions**
V0.61b

Released May 19th, 2017.

## Dev Notes

Hey Everyone,

Here is a small patch that fixes some issues in today's 0.61 release.

If you are running a dedicated server, you will need to restart your server with the latest version to be compatible with this patch release.

## Patchnotes

* Fixed issue with regrowing trees in MP games causes them in some saves to not be cuttable on load
* Fixed issue with foundation ghosts not working correctly for clients
* Fixed some issues with storage and water holders for clients in some saves
* Fixed a bunch of MP related issue due to a bug with itemID numbers that broke in the 0.61 patch release

**Versions**
V0.21c

**v0.21c** was the second hotfix for the v0.21 update and it was released on July 29, 2015.

## Dev Notes

v0.21c hotfix
Posted on 29 July, 2015 by Anna

Hey Everyone,

Here’s another small hotfix solving some issues players were having with old saved games. Thanks to everyone who sent us save games to help solve these issues!

## Additions / Changes / Fixes

* Fixed bug where some old saved games wouldn’t load
* Fixed bug where equipping some items in left hand in old saved games could break items/cause items to vanish
* Fixed bug when equipping battery based left hand item while out of battery
* Fixed bug where climbing down rope player hands would be offset
* Fixed flags/markers action icon visible by default
* **(multiplayer)** Fixed issue where players could be teleported to log sled across map in some cases

**Versions**
Wrist Watch

**Wrist Watches** are material items used for crafting bombs, they were added in update v0.11 of *The Forest*.

## Gameplay

**Wrist watches** can be found on dead passengers, in caves, or in suitcases. The player can carry a maximum of 5. Wristwatches cannot be worn or used to tell the time. The only use **wrist watches** have is to craft bombs, they have no other uses other than this.
Be careful collecting **wrist watches** in caves. If you are at full capacity (5) and you collect one, it may fall through the cave floor and disappear. There is a high chance of this happening. Use the **wrist watches** you have before collecting more to prevent this from occurring.

## Locations

**Wristwatches** are found in specific locations in larger quanitities, here are the known locations for large amounts of them with *The Forest Map links*:

 - On the dead passengers outside of Cave 1 entrance, around 4-6.

 - As soon as you enter Cave 7, there are passengers hanging up that watches, around 5-6.

 - Largest collection of watches in the game, over 10 in a case. It is location in Cave 1, right next to the katana.

## Known Bugs

* When in caves, collecting watches with a full carrying capacity will cause the watches to fall. Very often they will glitch through the cave floor and disappear.

## Gallery

* Wrist watch can be found in luggage or caves.
* Wrist Watch game icon

## Update history

 v0.11 | New item added : Wrist watch (can be found in luggage, or on some dead passengers) – use as crafting ingredient (such as on timed explosive)
Changed recipe for timed explosive to include watch
Weak Spear

The **Weak Spear** is a tool, melee and ranged weapon in ***The Forest***. **Weak Spears** can often be found around water spots and it was made craftable in update v0.37.

## Gameplay

All **spears** have three modes for combat:

1. Standard attack - Where you attack in front of you. Aim the **spear** in front of you, not too high or too low. This uses 10 stamina per attack.
2. Stab ground attack - Where you stab the ground. Aim the **spear** downwards to enter this mode. This doesn't use any **stamina** what so ever, so it is great for opening suit cases, finishing off cannibals on the ground, or destroying tree stumps. The **spear** can get stuck in this mode. To fix it, move the mouse up and down and it should correct itself.
3. Thrown attack - Where you throw the **spear**. Hold down `Right Mouse button` to enter this mode, letting go of `Right Mouse Button` will leave this mode. Hold down `Right Mouse Button` and then press `Left Mouse Button` to throw the **spear**. For an accurate, but short distance throw, aim at your target so that the index finger is right below them. Throwing **spears** of any kind uses 22 **stamina**.

* The **spear** can be thrown, and can also be used in a thrusting fashion in all directions. It is a useful alternative to the crafted bow or modern bow for fishing from land if you wish to preserve arrows. It cannot be used while swimming, however, so it's limited thrusting range from the shoreline can make spearfishing a bit time-consuming.
* Because you can thrust the **spear** at a low angle and run at the same time it is very well suited for hunting lizards, rabbits, and birds, unlike **weapons** like axes which force the player to stop completely while swinging them towards the ground.
* **Weak spears** are one the best items in the game for killing deer. They can kill **deer** in one hit when thrown.
* Throwing a **weak spear** does the same damage regardless of strength. If does not matter if your strength is 10 or 99, it will do the same amount of damage.
* Throwing a **weak spear** or an upgraded spear will both do the same amount of damage.
* The upgraded spear has slightly longer range than the **weak spear** when used in melee attacks.
* **Weak spears** can be found in **ponds**.
* You can carry both the upgraded spear and **weak spear** at once.
* Strength doesn't affect spear throw range.

## Gallery

* Weak Spear Icon
* Spear location near a small pond
* A fish that has been caught by a spear.
V0.72b

**v0.72b** was a hotfix released January 19, 2018.

## Dev Notes

Hey Everyone,

Here’s a hotfix to address to some issues that came up in last nights v0.72 release.

## Additions, Changes, & Fixes

* Fixed missing plane axe speed upgrade
* Fixed water collector’s water not visible
* Fixed an issue with robot toy crafting
* Fixed save system not always initializing correctly, possibly causing some player made structures to go missing such as log holders
* Fixed players sometimes being removed from the game if rafts are destroyed while being used
* Fixed an issue with having multiple ghost basic walls in game causing parts of the game to not work correctly

**Versions**
V0.33d

**v0.33d** was a hotfix update for v0.33 that released on February 19, 2016.

## Dev Notes

0.33d – hotfix
Posted on 19 February, 2016 by Anna

Hey Everyone,

Here’s another small fix for yesterday’s patch, fixing an issue with the log sled in MP games.

## Additions / Changes / Fixes

* (Multiplayer) Fixed log sled not working correctly for host player

**Versions**
Wooden Path

Stackable | Yes

The **Wooden Path**, also known as *walkway*, was a building that consisted of wooden planks in a square shape. It was added in v0.08 though was merged with the custom floor in update v0.38. In the v0.38 update it was removed from the survival guide. It technically has its own system as it can be added to the game through console commands using `PlaceBuiltObjects WalkwayStraightBuilt 1`. It is difficult to place using this command as it doesn't give you control of where it is going to go.

## Gameplay

You can still place wooden paths using the custom floor. Select the custom floor in the survival guide and aim at the ground, then press `E` to make a wooden path. It can be difficult to make these into pathways as you can get caught on them quite easily.

Wooden paths can also be found in some caves, they are exactly the same as the ones that the player can build. These ones can also be destroyed.

## Update history

 v0.38 | **Wooden Path/Walk Way merged with Custom Floor**
 v0.08 | **Wooden Path/Walk way added to the game**
New buildable item: WalkWay
V0.24b

**v0.24b** was the first bugfix update released for the v0.24 version and it came out a day later, on September 18, 2015.

## Dev Notes

v0.24b – hotfix
Posted on 18 September, 2015 by Anna

Hey Everyone,

Here’s a small hotfix to last night’s patch, fixing some small bugs found last night/this morning

## Additions / Changes / Fixes

* Fixed bug where logs could not be added to sled unless you were also carrying a rock along with some other issues related to this and also issues related to sled and saving/loading
* (multiplayer) Fixed issue with lighter behaving strangely if other players had molotovs out
* Fixed new laptop art missing rigidbody and not able to be pushed around
* (multiplayer) Fixed dropped decaying meat missing reference on rabbit
* Fixed small bug with deer decoration rendering on top of inventory
* Fixed arrow getting consumed on crafting mat when used with bow to set ammo type (it now properly goes back in the arrow stack)
* Fixed issue with lighting arrows when having more than 12 arrows in a saved game

**Versions**
Ancestral Legacy/Restorative Aura

*This article is a stub. You can help Survived By Wiki by expanding it.*

* Restorative Aura 2 (Uncommon)
* Restorative Aura 3 (Rare)
* Restorative Aura 4 (Legendary)

**Restorative Aura**

Sentinel aura health regen is increased by 2.16%
1

**Restorative Aura**

Sentinel aura health regen is increased by 10%
50

**Restorative Aura**

Sentinel aura health regen is increased by 3.24%
1

**Restorative Aura**

Sentinel aura health regen is increased by 15%
50

**Restorative Aura**

Sentinel aura health regen is increased by 5.5%
1

**Restorative Aura**

Sentinel aura health regen is increased by 30%
50
Ancestral Legacy/Fractal Obsidian

*This article is a stub. You can help Survived By Wiki by expanding it.*

* Fractal Obsidian 2 (Uncommon)
* Fractal Obsidian 3 (Rare)
* Fractal Obsidian 4 (Legendary)

**Fractal Obsidian**

Enemies hit by a Geomancer's turret do 2.16% of the turrets damage to all nearby enemies
1

**Fractal Obsidian**

Enemies hit by a Geomancer's turret do 10% of the turrets damage to all nearby enemies
50

 Action | ApplyStatusEffectToEnemiesNearTarget

**Fractal Obsidian**

Enemies hit by a Geomancer's turret do 3.24% of the turrets damage to all nearby enemies
1

**Fractal Obsidian**

Enemies hit by a Geomancer's turret do 15% of the turrets damage to all nearby enemies
50

 Action | ApplyStatusEffectToEnemiesNearTarget

**Fractal Obsidian**

Enemies hit by a Geomancer's turret do 5.5% of the turrets damage to all nearby enemies
1

**Fractal Obsidian**

Enemies hit by a Geomancer's turret do 30% of the turrets damage to all nearby enemies
50

 Action | ApplyStatusEffectToEnemiesNearTarget
Ancestral Legacy/Target Artery

*This article is a stub. You can help Survived By Wiki by expanding it.*

* Target Artery 2 (Uncommon)
* Target Artery 3 (Rare)
* Target Artery 4 (Legendary)

**Target Artery**

Enemies hit by a Harbinger special attack continue to take 5.4% of the attack's damage over 5 seconds
1

**Target Artery**

Enemies hit by a Harbinger special attack continue to take 25% of the attack's damage over 5 seconds
50

 Action | ApplyStatusEffectToTarget

**Target Artery**

Enemies hit by a Harbinger special attack continue to take 10.8% of the attack's damage over 5 seconds
1

**Target Artery**

Enemies hit by a Harbinger special attack continue to take 50% of the attack's damage over 5 seconds
50

 Action | ApplyStatusEffectToTarget

**Target Artery**

Enemies hit by a Harbinger special attack continue to take 21.6% of the attack's damage over 5 seconds
1

**Target Artery**

Enemies hit by a Harbinger special attack continue to take 100% of the attack's damage over 5 seconds
50

 Action | ApplyStatusEffectToTarget
Ancestral Legacy/Unbreakable Aura

*This article is a stub. You can help Survived By Wiki by expanding it.*

* Unbreakable Aura 2 (Uncommon)
* Unbreakable Aura 3 (Rare)
* Unbreakable Aura 4 (Legendary)

**Unbreakable Aura**

There is a 2.16% chance that a projectile blocked by the Sentinel aura will not cost Energy
1

**Unbreakable Aura**

There is a 10% chance that a projectile blocked by the Sentinel aura will not cost Energy
50

 Action | ApplyStatusEffect

**Unbreakable Aura**

There is a 5.4% chance that a projectile blocked by the Sentinel aura will not cost Energy
1

**Unbreakable Aura**

There is a 25% chance that a projectile blocked by the Sentinel aura will not cost Energy
50

 Action | ApplyStatusEffect

**Unbreakable Aura**

There is a 10.8% chance that a projectile blocked by the Sentinel aura will not cost Energy
1

**Unbreakable Aura**

There is a 50% chance that a projectile blocked by the Sentinel aura will not cost Energy
50

 Action | ApplyStatusEffect
Abandoned Storage Cave

**Abandoned Storage Cave** is a dungeon located in the Tower Steppes area. It is the first and lowest-tier dungeon in the game. It usually serves as the first dungeon experience for new players.

## Normal-Mode Rewards

* Silver
* Spawning Nest Key
* Tier-1 Weapons and Equipment:

Conduit of Fire • Paradise Undone • The Space Between • The Well
Ancestral Legacy/Last Hit

*This article is a stub. You can help Survived By Wiki by expanding it.*

* Last Hit 2 (Uncommon)
* Last Hit 3 (Rare)

**Last Hit**

When below 20% health, Focus is increased by 0.5%
1

**Last Hit**

When below 20% health, Focus is increased by 25%
50

 Action | RemoveStatusEffect

**Last Hit**

When below 20% health, Focus is increased by 1%
1

**Last Hit**

When below 20% health, Focus is increased by 50%
50

 Action | RemoveStatusEffect
Ancestral Legacy/Beast Veteran

*This article is a stub. You can help Survived By Wiki by expanding it.*

* Beast Veteran 1 (Common)
* Beast Veteran 2 (Uncommon)

**Beast Veteran**

Damage reduction against Beasts is increased by 2.16%
1

**Beast Veteran**

Damage reduction against Beasts is increased by 10%
50

**Beast Veteran**

Damage reduction against Beasts is increased by 5.4%
1

**Beast Veteran**

Damage reduction against Beasts is increased by 25%
50
Ancestral Legacy/Last Stand

*This article is a stub. You can help Survived By Wiki by expanding it.*

* Last Stand 2 (Uncommon)
* Last Stand 3 (Rare)

**Last Stand**

When below 20% health, Endurance is increased by 0.5%
1

**Last Stand**

When below 20% health, Endurance is increased by 25%
50

 Action | RemoveStatusEffect

**Last Stand**

When below 20% health, Endurance is increased by 1%
1

**Last Stand**

When below 20% health, Endurance is increased by 50%
50

 Action | RemoveStatusEffect
Ancestral Legacy/Cylinder Nemesis

*This article is a stub. You can help Survived By Wiki by expanding it.*

* Cylinder Nemesis 1 (Common)
* Cylinder Nemesis 2 (Uncommon)

**Cylinder Nemesis**

Damage against Cylinder Men is increased by 5.4%
1

**Cylinder Nemesis**

Damage against Cylinder Men is increased by 25%
50

**Cylinder Nemesis**

Damage against Cylinder Men is increased by 10.8%
1

**Cylinder Nemesis**

Damage against Cylinder Men is increased by 50%
50
Ancestral Legacy/Target Vitals

*This article is a stub. You can help Survived By Wiki by expanding it.*

* Target Vitals 2 (Uncommon)
* Target Vitals 3 (Rare)
* Target Vitals 4 (Legendary)

**Target Vitals**

Harbinger special attack critical damage is increased by 2.16%
1

**Target Vitals**

Harbinger special attack critical damage is increased by 10%
50

**Target Vitals**

Harbinger special attack critical damage is increased by 3.24%
1

**Target Vitals**

Harbinger special attack critical damage is increased by 15%
50

**Target Vitals**

Harbinger special attack critical damage is increased by 5.5%
1

**Target Vitals**

Harbinger special attack critical damage is increased by 30%
50
Rabbit Meat

**Rabbit Meat** is a food item that is obtained by picking up a dead rabbit that has been skinned.

## Gameplay

The meat cannot be eaten raw and must be cooked on a fire, stewed or dried on a drying rack.
In order to be eaten the meat must be cooked on a fire or dried on a drying rack. When eaten, it restores hunger, energy, and health depending on it state.

Spoilt Meat of any kind has a 20% chance of causing food poisoning to the player. If this occurs, use aloe to heal.

## Meat mechanics

Meat can be dried, cooked, and stewed. They also have different states being fresh, edible, spoiled, and burnt. The meat can be selected from the inventory (except stews) or cycling through on the fire or drying rack, here is what each icon represents for each meat:

* Meat and Small Meat have the same icon
* **Rabbit Meat**
* Lizard Meat
* Fish Meat
* Arms
* Leg
* Head
* Ready to consume
* Fire needs to be rebuilt

### Cooking

* All meats can be cooked on basic fires and fire pits
* Meat on a fire will burn if it is left for 90 seconds or longer
* Burnt meat has only one state, regardless if it was spoiled or fresh it will have the same value. This can make spoiled meat more viable. However, burned meat will reduce hydration by 10 in normal and hard mode
* If a fire dies while cooking meat, the meat will respawn as fresh
* Legs and Arms won't burn, they will turn into bones instead
* Heads can be placed on a fire though it cannot be consumed and it will turn into a skull

### Drying

* All meats can be dried with the exception of small meat
* It takes 8 minutes and 20 seconds for meat to dry once placed. If it is removed, it will reset the timer
* Dried meat can be removed from the rack and placed in the inventory by pressing the `E` key
* Dried meat can be eaten from the rack by holding down the `E` key
* The meat can sometimes appear 'black' in color on the rack. If this is eaten from the rack, it will have very minimal benefit. This appears to be a bug. To prevent this, place it in your inventory first
* Dried meat can not be assigned to a quick select slot, this can catch players off guard and they can accidentally eat the meat instead
* Dried meat will reduce hydration by 5 in normal and hard mode. In hard survival it will reduce it by 20.

### Stewing

* All meats can be placed in stews
* Meats are classed as a meat ingredient, out of the three known ingredients for stews. Oysters aren't classed as meat
* All meats have their current state properties removed when stewing, this means that spoiled meat is exactly the same as fresh meat
* Calories of meat are exactly the same in stews as they are normally

## Known Bugs and Exploits

* In Multiplayer mode, **Rabbit Meat**, Fish Meat, Meat, and Lizard Meat that has spoiled can be dropped and picked up by another player to reset its spoil timer, allowing the meat to be cooked or dried once again.
* In Multiplayer mode, dropping **Rabbit Meat** causes the rabbit to be reset, allowing it to be skinned again for unlimited fur.
Ancestral Legacy/Caustic Brew

*This article is a stub. You can help Survived By Wiki by expanding it.*

* Caustic Brew 2 (Uncommon)
* Caustic Brew 3 (Rare)
* Caustic Brew 4 (Legendary)

**Caustic Brew**

Alchemist special attack deals 2.16% additional damage
1

**Caustic Brew**

Alchemist special attack deals 10% additional damage
50

**Caustic Brew**

Alchemist special attack deals 3.24% additional damage
1

**Caustic Brew**

Alchemist special attack deals 15% additional damage
50

**Caustic Brew**

Alchemist special attack deals 5.4% additional damage
1

**Caustic Brew**

Alchemist special attack deals 25% additional damage
50
Ancestral Legacy/Infernal Veteran

*This article is a stub. You can help Survived By Wiki by expanding it.*

* Infernal Veteran 1 (Common)
* Infernal Veteran 2 (Uncommon)

**Infernal Veteran**

Damage reduction against Infernals is increased by 2.16%
1

**Infernal Veteran**

Damage reduction against Infernals is increased by 10%
50

**Infernal Veteran**

Damage reduction against Infernals is increased by 5.4%
1

**Infernal Veteran**

Damage reduction against Infernals is increased by 25%
50
V0.23c

**v0.23c** was the second bugfix version for the v0.23 update. It was the second in a series of 3 bugfixes released on September 1, 2015. Like the subsequent update, it contained a single change note.

## Dev Notes

V0.23C Hotfix
Posted on 2 September, 2015 by Anna

Hey Everyone,

Here’s another small issue we found with wall upgrades. When destroyed they could kick all clients from multiplayer game.

## Additions / Changes / Fixes

* Fixed bug where upgraded walls could kick players when destroyed

**Versions**
Ancestral Legacy/Infernal Nemesis

*This article is a stub. You can help Survived By Wiki by expanding it.*

* Infernal Nemesis 1 (Common)
* Infernal Nemesis 2 (Uncommon)

**Infernal Nemesis**

Damage against Infernals is increased by 5.4%
1

**Infernal Nemesis**

Damage against Infernals is increased by 25%
50

**Infernal Nemesis**

Damage against Infernals is increased by 10.8%
1

**Infernal Nemesis**

Damage against Infernals is increased by 50%
50
Ancestral Legacy/Thick Hide

*This article is a stub. You can help Survived By Wiki by expanding it.*

* Thick Hide 2 (Uncommon)
* Thick Hide 3 (Rare)
* Thick Hide 4 (Legendary)

**Thick Hide**

Druid bear form increases the Druid's Damage Reduction by an additional 0.4%
1

**Thick Hide**

Druid bear form increases the Druid's Damage Reduction by an additional 20%
50

 Action | RemoveStatusEffect

**Thick Hide**

Druid bear form increases the Druid's Damage Reduction by an additional 2.16%
1

**Thick Hide**

Druid bear form increases the Druid's Damage Reduction by an additional 10%
50

 Action | RemoveStatusEffect

**Thick Hide**

Druid bear form increases the Druid's Damage Reduction by an additional 5.5%
1

**Thick Hide**

Druid bear form increases the Druid's Damage Reduction by an additional 30%
50

 Action | RemoveStatusEffect
Ancestral Legacy/Spirit Nemesis

*This article is a stub. You can help Survived By Wiki by expanding it.*

* Spirit Nemesis 1 (Common)
* Spirit Nemesis 2 (Uncommon)

**Spirit Nemesis**

Damage against Spirits is increased by 5.4%
1

**Spirit Nemesis**

Damage against Spirits is increased by 25%
50

**Spirit Nemesis**

Damage against Spirits is increased by 10.8%
1

**Spirit Nemesis**

Damage against Spirits is increased by 50%
50
Ancestral Legacy/Adaptive

*This article is a stub. You can help Survived By Wiki by expanding it.*

* Adaptive 1 (Common)
* Adaptive 2 (Uncommon)
* Adaptive 3 (Rare)

**Adaptive**

On Hit, gain 1.04% Crit Chance. Once a critical hit is landed, this bonus resets to zero
1

**Adaptive**

On Hit, gain 3% Crit Chance. Once a critical hit is landed, this bonus resets to zero
50

 Action | ResetProcCounter

**Adaptive**

On Hit, gain 2.08% Crit Chance. Once a critical hit is landed, this bonus resets to zero
1

**Adaptive**

On Hit, gain 6% Crit Chance. Once a critical hit is landed, this bonus resets to zero
50

 Action | ResetProcCounter

**Adaptive**

On Hit, gain 3.14% Crit Chance. Once a critical hit is landed, this bonus resets to zero
1

**Adaptive**

On Hit, gain 10% Crit Chance. Once a critical hit is landed, this bonus resets to zero
50

 Action | ResetProcCounter
Ancestral Legacy/Chimera Veteran

*This article is a stub. You can help Survived By Wiki by expanding it.*

* Chimera Veteran 1 (Common)
* Chimera Veteran 2 (Uncommon)

**Chimera Veteran**

Damage reduction against Chimera is increased by 2.16%
1

**Chimera Veteran**

Damage reduction against Chimera is increased by 10%
50

**Chimera Veteran**

Damage reduction against Chimera is increased by 5.4%
1

**Chimera Veteran**

Damage reduction against Chimera is increased by 25%
50
Bramble Tree

*This article is a stub. You can help Survived By Wiki by expanding it.*

* monster bramble tree2 quest
* monster bramble tree1 quest

* monster\_bramble\_tree2\_quest 1
* monster\_bramble\_tree2\_quest 2
(**Quest loot table**) **Loot table: (monster\_bramble\_tree2\_quest)**

* monster\_bramble\_tree1\_quest 1
* monster\_bramble\_tree1\_quest 2
(**Quest loot table**) **Loot table: (monster\_bramble\_tree1\_quest)**

**Bramble Tree**
Ancestral Legacy/Restorative Shift

*This article is a stub. You can help Survived By Wiki by expanding it.*

* Restorative Shift 2 (Uncommon)
* Restorative Shift 3 (Rare)
* Restorative Shift 4 (Legendary)

**Restorative Shift**

A Druid taking bear form is immediately healed for 3.14% of their maximum health
1

**Restorative Shift**

A Druid taking bear form is immediately healed for 10% of their maximum health
50

 Action | ApplyStatusEffect

**Restorative Shift**

A Druid taking bear form is immediately healed for 5.4% of their maximum health
1

**Restorative Shift**

A Druid taking bear form is immediately healed for 25% of their maximum health
50

 Action | ApplyStatusEffect

**Restorative Shift**

A Druid taking bear form is immediately healed for 10.8% of their maximum health
1

**Restorative Shift**

A Druid taking bear form is immediately healed for 50% of their maximum health
50

 Action | ApplyStatusEffect
Ancestral Legacy/Regeneration Affinity

*This article is a stub. You can help Survived By Wiki by expanding it.*

* Regeneration Affinity 1 (Common)
* Regeneration Affinity 2 (Uncommon)

**Regeneration Affinity**

Health potions restore 5.4% additional health
1

**Regeneration Affinity**

Health potions restore 25% additional health
50

**Regeneration Affinity**

Health potions restore 10.8% additional health
1

**Regeneration Affinity**

Health potions restore 50% additional health
50
Ancestral Legacy/Vital Damage

*This article is a stub. You can help Survived By Wiki by expanding it.*

* Vital Damage 3 (Rare)
* Vital Damage 4 (Legendary)

**Vital Damage**

Critical damage is increased by 4.08%
1

**Vital Damage**

Critical damage is increased by 8%
50

**Vital Damage**

Critical damage is increased by 3.24%
1

**Vital Damage**

Critical damage is increased by 15%
50
Ancestral Legacy/Ensnaring Brew

*This article is a stub. You can help Survived By Wiki by expanding it.*

* Ensnaring Brew 2 (Uncommon)
* Ensnaring Brew 3 (Rare)
* Ensnaring Brew 4 (Legendary)

**Ensnaring Brew**

Alchemist special attack applies a debuff to enemies hit that reduces movement speed by 2.16% for 3 seconds
1

**Ensnaring Brew**

Alchemist special attack applies a debuff to enemies hit that reduces movement speed by 10% for 3 seconds
50

 Action | ApplyStatusEffectToTarget

**Ensnaring Brew**

Alchemist special attack applies a debuff to enemies hit that reduces movement speed by 3.24% for 3 seconds
1

**Ensnaring Brew**

Alchemist special attack applies a debuff to enemies hit that reduces movement speed by 15% for 3 seconds
50

 Action | ApplyStatusEffectToTarget

**Ensnaring Brew**

Alchemist special attack applies a debuff to enemies hit that reduces movement speed by 5.5% for 3 seconds
1

**Ensnaring Brew**

Alchemist special attack applies a debuff to enemies hit that reduces movement speed by 30% for 3 seconds
50

 Action | ApplyStatusEffectToTarget
Ancestral Legacy/Debilitating Shot

*This article is a stub. You can help Survived By Wiki by expanding it.*

* Debilitating Shot 1 (Common)
* Debilitating Shot 2 (Uncommon)
* Debilitating Shot 3 (Rare)

**Debilitating Shot**

On Hit, reduce the target's movement speed by 1.18%. If the target does not take damage from you for 2+ seconds the debuff resets
1

**Debilitating Shot**

On Hit, reduce the target's movement speed by 10%. If the target does not take damage from you for 2+ seconds the debuff resets
50

 Action | ApplyStatusEffectToTarget

**Debilitating Shot**

On Hit, reduce the target's movement speed by 2.36%. If the target does not take damage from you for 2+ seconds the debuff resets
1

**Debilitating Shot**

On Hit, reduce the target's movement speed by 20%. If the target does not take damage from you for 2+ seconds the debuff resets
50

 Action | ApplyStatusEffectToTarget

**Debilitating Shot**

On Hit, reduce the target's movement speed by 4.72%. If the target does not take damage from you for 2+ seconds the debuff resets
1

**Debilitating Shot**

On Hit, reduce the target's movement speed by 40%. If the target does not take damage from you for 2+ seconds the debuff resets
50

 Action | ApplyStatusEffectToTarget
Ancestral Legacy/Target Weakness

*This article is a stub. You can help Survived By Wiki by expanding it.*

* Target Weakness 2 (Uncommon)
* Target Weakness 3 (Rare)
* Target Weakness 4 (Legendary)

**Target Weakness**

Harbinger special attack deals 3.06% additional damage
1

**Target Weakness**

Harbinger special attack deals 6% additional damage
50

**Target Weakness**

Harbinger special attack deals 3.24% additional damage
1

**Target Weakness**

Harbinger special attack deals 15% additional damage
50

**Target Weakness**

Harbinger special attack deals 5.4% additional damage
1

**Target Weakness**

Harbinger special attack deals 25% additional damage
50
Ancestral Legacy/Chimera Nemesis

*This article is a stub. You can help Survived By Wiki by expanding it.*

* Chimera Nemesis 1 (Common)
* Chimera Nemesis 2 (Uncommon)

**Chimera Nemesis**

Damage against Chimera is increased by 5.4%
1

**Chimera Nemesis**

Damage against Chimera is increased by 25%
50

**Chimera Nemesis**

Damage against Chimera is increased by 10.8%
1

**Chimera Nemesis**

Damage against Chimera is increased by 50%
50
Ancestral Legacy/Pursuit

*This article is a stub. You can help Survived By Wiki by expanding it.*

* Pursuit 1 (Common)
* Pursuit 2 (Uncommon)
* Pursuit 3 (Rare)

**Pursuit**

1.04% chance when killing an enemy to receive Movement Speed buff for 10 seconds. This benefit can only occur once every 30 seconds
1

**Pursuit**

3% chance when killing an enemy to receive Movement Speed buff for 10 seconds. This benefit can only occur once every 30 seconds
50

 Action | ApplyStatusEffect

**Pursuit**

2.08% chance when killing an enemy to receive Movement Speed buff for 10 seconds. This benefit can only occur once every 30 seconds
1

**Pursuit**

6% chance when killing an enemy to receive Movement Speed buff for 10 seconds. This benefit can only occur once every 30 seconds
50

 Action | ApplyStatusEffect

**Pursuit**

3.14% chance when killing an enemy to receive Movement Speed buff for 10 seconds. This benefit can only occur once every 30 seconds
1

**Pursuit**

10% chance when killing an enemy to receive Movement Speed buff for 10 seconds. This benefit can only occur once every 30 seconds
50

 Action | ApplyStatusEffect
Ancestral Legacy/Geomancer Master

*This article is a stub. You can help Survived By Wiki by expanding it.*

* Geomancer Master 3 (Rare)
* Geomancer Master 4 (Legendary)

**Geomancer Master**

All Geomancer attributes are increased by 2.16%
1

**Geomancer Master**

All Geomancer attributes are increased by 10%
50

**Geomancer Master**

All Geomancer attributes are increased by 5.4%
1

**Geomancer Master**

All Geomancer attributes are increased by 25%
50
Ancestral Legacy/Veteran

*This article is a stub. You can help Survived By Wiki by expanding it.*

* Veteran 3 (Rare)
* Veteran 4 (Legendary)

**Veteran**

Damage reduction is increased by 2.08%
1

**Veteran**

Damage reduction is increased by 6%
50

**Veteran**

Damage reduction is increased by 3.24%
1

**Veteran**

Damage reduction is increased by 15%
50
Bloodstone

Bloodstone is a limited premium currency that can only be earned in small amounts each day.

## Acquiring Bloodstone

Bloodstone can be acquired in the following ways.

* Completing Daily Challenges from the Daily Challenge Board saand the quest giver in the Demesne of the Unseen.
* Completing Daily Quests.
* Trading  Electrum for  Bloodstone at The Exchange.
* Selling items to other players on the Auction House.

## Spending Bloodstone

Bloodstone can be spent in the following ways.

* Trading  Bloodstone for  Electrum at The Exchange.
* Resetting your Ancestral Legacies costs 3 the first time per character, and 3 more each subsequent time.
* The Auction House allows you to purchase gear listed by other players for  Bloodstone.
* The Treasure Hunter sells Weapons, Equipment, Consumables, Tempering Oil, and Dungeon Keys for  Bloodstone.
* The Crafting Vendor sells Catalysts for  Bloodstone.
Ancestral Legacy/Alchemist Master

*This article is a stub. You can help Survived By Wiki by expanding it.*

* Alchemist Master 3 (Rare)
* Alchemist Master 4 (Legendary)

**Alchemist Master**

All Alchemist attributes are increased by 2.16%
1

**Alchemist Master**

All Alchemist attributes are increased by 10%
50

**Alchemist Master**

All Alchemist attributes are increased by 5.4%
1

**Alchemist Master**

All Alchemist attributes are increased by 25%
50
Schematic 4

**Schematic 4** is an unique story item that allows the player to build the Coaster, it was added to ***The Forest*** in v1.10.

## Gameplay

The schematic can be accessed in the back pages of the survival guide, where all the story items you find are located.
It is implied by the sketch that the structure is useful for traveling via riding the turtle shell.

More info required

## Location

The fourth schematic can be found in the cave to the southeast of the map, near the two small islands. Once unlocked the player gains the ability to create the Log Track. It also has images related to turtles, as well as a Cross embedded into a turtle's shell.
Ancestral Legacy/Retributive Aura

*This article is a stub. You can help Survived By Wiki by expanding it.*

* Retributive Aura 2 (Uncommon)
* Retributive Aura 3 (Rare)
* Retributive Aura 4 (Legendary)

**Retributive Aura**

Sentinel aura damage is increased by 2.16%
1

**Retributive Aura**

Sentinel aura damage is increased by 10%
50

**Retributive Aura**

Sentinel aura damage is increased by 3.24%
1

**Retributive Aura**

Sentinel aura damage is increased by 15%
50

**Retributive Aura**

Sentinel aura damage is increased by 5.5%
1

**Retributive Aura**

Sentinel aura damage is increased by 30%
50
Ancestral Legacy/Jagged Obsidian

*This article is a stub. You can help Survived By Wiki by expanding it.*

* Jagged Obsidian 2 (Uncommon)
* Jagged Obsidian 3 (Rare)
* Jagged Obsidian 4 (Legendary)

**Jagged Obsidian**

Enemies hit by a Geomancer's turret continue to take 5.4% of the turrets damage over 5 seconds
1

**Jagged Obsidian**

Enemies hit by a Geomancer's turret continue to take 25% of the turrets damage over 5 seconds
50

 Action | ApplyStatusEffectToTarget

**Jagged Obsidian**

Enemies hit by a Geomancer's turret continue to take 10.8% of the turrets damage over 5 seconds
1

**Jagged Obsidian**

Enemies hit by a Geomancer's turret continue to take 50% of the turrets damage over 5 seconds
50

 Action | ApplyStatusEffectToTarget

**Jagged Obsidian**

Enemies hit by a Geomancer's turret continue to take 21.6% of the turrets damage over 5 seconds
1

**Jagged Obsidian**

Enemies hit by a Geomancer's turret continue to take 100% of the turrets damage over 5 seconds
50

 Action | ApplyStatusEffectToTarget
Borderlands

*This article is a stub. You can help Survived By Wiki by expanding it.*

## History

*The Borderlands have long been home to those that found solace living simple lives off of the land, and the temperate forests of the Borderlands were an ideal home for those wild souls. Most of the inhabitants lived in small communities of no more than a dozen, but those communities would come together for the seasonal rendezvous to trade with their fellows and a few adventurous merchants from the more established populations.*

*When the refugees of Harsa arrived, the people of the Borderlands offered some aid, but stirred little at their stories of unstoppable invaders. In their eyes the people of Harsa and Sagila were soft, and if these invaders pursued them they would not find the people of the Borderlands easy prey. To their credit, the rugged people of this land did put up a good fight, but the Chimera and their Fury were barely slowed. Now their once proud settlements are encased in resin and those not too stubborn to flee have joined the ragged remnants of humanity at the Tower.*

## Geography

*The Borderlands is a temperate forest that was largely unsettled before the Keening given the density of trees and limited river system. The woods also served as a geographical barrier between the Cinder Valley and the other human settled lands.*
Ancestral Legacy/Followup

*This article is a stub. You can help Survived By Wiki by expanding it.*

* Followup 1 (Common)
* Followup 2 (Uncommon)
* Followup 3 (Rare)

**Followup**

On Crit, gain 1.18 energy
1

**Followup**

On Crit, gain 10 energy
50

 Action | ApplyStatusEffect

**Followup**

On Crit, gain 2.36 energy
1

**Followup**

On Crit, gain 20 energy
50

 Action | ApplyStatusEffect

**Followup**

On Crit, gain 4.72 energy
1

**Followup**

On Crit, gain 40 energy
50

 Action | ApplyStatusEffect
Bramble Tree/info

* monster bramble tree2 quest
* monster bramble tree1 quest

* monster\_bramble\_tree2\_quest 1
* monster\_bramble\_tree2\_quest 2
(**Quest loot table**) **Loot table: (monster\_bramble\_tree2\_quest)**

* monster\_bramble\_tree1\_quest 1
* monster\_bramble\_tree1\_quest 2
(**Quest loot table**) **Loot table: (monster\_bramble\_tree1\_quest)**
Ancestral Legacy/Infiltrator Master

*This article is a stub. You can help Survived By Wiki by expanding it.*

* Infiltrator Master 3 (Rare)
* Infiltrator Master 4 (Legendary)

**Infiltrator Master**

All Infiltrator attributes are increased by 2.16%
1

**Infiltrator Master**

All Infiltrator attributes are increased by 10%
50

**Infiltrator Master**

All Infiltrator attributes are increased by 5.4%
1

**Infiltrator Master**

All Infiltrator attributes are increased by 25%
50
Ancestral Legacy/Healing Response

*This article is a stub. You can help Survived By Wiki by expanding it.*

* Healing Response 1 (Common)
* Healing Response 2 (Uncommon)
* Healing Response 3 (Rare)

**Healing Response**

1.04% chance when taking damage while below 30% health to receive the benefits of a healing potion
1

**Healing Response**

3% chance when taking damage while below 30% health to receive the benefits of a healing potion
50

 Action | ApplyStatusEffect

**Healing Response**

2.08% chance when taking damage while below 30% health to receive the benefits of a healing potion
1

**Healing Response**

6% chance when taking damage while below 30% health to receive the benefits of a healing potion
50

 Action | ApplyStatusEffect

**Healing Response**

3.14% chance when taking damage while below 30% health to receive the benefits of a healing potion
1

**Healing Response**

10% chance when taking damage while below 30% health to receive the benefits of a healing potion
50

 Action | ApplyStatusEffect
Ancestral Legacy/Vital Strike

*This article is a stub. You can help Survived By Wiki by expanding it.*

* Vital Strike 3 (Rare)
* Vital Strike 4 (Legendary)

**Vital Strike**

Critical hit chance is increased by 4.08%
1

**Vital Strike**

Critical hit chance is increased by 8%
50

**Vital Strike**

Critical hit chance is increased by 3.24%
1

**Vital Strike**

Critical hit chance is increased by 15%
50

## Notes

The percent bonus from Vital strike is applied as an additive percent chance to your crit chance, not as a multiplier to your crit chance as can be seen under Stats, CriticalScore, equation.
Ancestral Legacy/Eruption

*This article is a stub. You can help Survived By Wiki by expanding it.*

* Eruption 2 (Uncommon)
* Eruption 3 (Rare)
* Eruption 4 (Legendary)

**Eruption**

When dealing Critical Damage enemies continue to take 5.4% of that damage over 5 seconds
1

**Eruption**

When dealing Critical Damage enemies continue to take 25% of that damage over 5 seconds
50

 Action | ApplyStatusEffectToTarget

**Eruption**

When dealing Critical Damage enemies continue to take 10.8% of that damage over 5 seconds
1

**Eruption**

When dealing Critical Damage enemies continue to take 50% of that damage over 5 seconds
50

 Action | ApplyStatusEffectToTarget

**Eruption**

When dealing Critical Damage enemies continue to take 21.6% of that damage over 5 seconds
1

**Eruption**

When dealing Critical Damage enemies continue to take 100% of that damage over 5 seconds
50

 Action | ApplyStatusEffectToTarget
Ancestral Legacy/Fury Nemesis

*This article is a stub. You can help Survived By Wiki by expanding it.*

* Fury Nemesis 1 (Common)
* Fury Nemesis 2 (Uncommon)

**Fury Nemesis**

Damage against Fury is increased by 5.4%
1

**Fury Nemesis**

Damage against Fury is increased by 25%
50

**Fury Nemesis**

Damage against Fury is increased by 10.8%
1

**Fury Nemesis**

Damage against Fury is increased by 50%
50
Ancestral Legacy/Berserker

*This article is a stub. You can help Survived By Wiki by expanding it.*

* Berserker 2 (Uncommon)
* Berserker 3 (Rare)

**Berserker**

When wearing no equipment, all attributes are increased by 11.8%
1

**Berserker**

When wearing no equipment, all attributes are increased by 100%
50

**Berserker**

When wearing no equipment, all attributes are increased by 28.5%
1

**Berserker**

When wearing no equipment, all attributes are increased by 200%
50
Ancestral Legacy/Last Wound

*This article is a stub. You can help Survived By Wiki by expanding it.*

* Last Wound 2 (Uncommon)
* Last Wound 3 (Rare)

**Last Wound**

When below 20% health, Willpower is increased by 0.5%
1

**Last Wound**

When below 20% health, Willpower is increased by 25%
50

 Action | RemoveStatusEffect

**Last Wound**

When below 20% health, Willpower is increased by 1%
1

**Last Wound**

When below 20% health, Willpower is increased by 50%
50

 Action | RemoveStatusEffect
Bulwark Fen

*This article is a stub. You can help Survived By Wiki by expanding it.*

## History

*The Bulwark Fen is a new formation upon the Heartland. It was once part of the Escalade Sea, where the rivers fanned out in great deltas before meeting the larger body of water. But when the Keening opened up a massive fissure on the southeast end of the Escalade Sea, the water level dropped dramatically over a short period of time. This left several shoals exposed, which trapped a portion of the water and most of the sediment that continued to flow towards the sea. This turned the area into a stagnant bog with several natural lagoons.*

*More importantly, the Bulwark Fen masked the movement of the Chimera and the Fury before they launched their devastating attack against Sagila.*

## Geography

*Once part of Escalade Sea to the East, it is now a stagnant lagoon.*

## Quest

**Island Fury** is a quest given by the Quest Giver at location [1316,1760].
You can reach this location quickly by teleporting to the top-most Shrine on the overworld map and moving down towards the up-most lake, bottom right. There should be a hut close-by with a Quest Giver.
Anima Queen

*This article is a stub. You can help Survived By Wiki by expanding it.*

**The Anima Queen** is a fusion of all the Animas.

She has the body type and facial features of the more feminine-looking Animas (e.g: Vapor Anima) as well as the hairstyle of the more masculine-looking counterparts (e.g: Ice Anima).

## Trivia

* The Anima Queen was referred to as **Captain Anima** in an official tweet.[1]
* The original concept of the Anima Queen was submitted by Rehtael on the Survived By forums [2] and voted to become official on a poll created on August 9, 2018.[3]
	+ The ending product is remarkably different from what was initially proposed.
Ancestral Legacy/Press The Offensive

*This article is a stub. You can help Survived By Wiki by expanding it.*

* Press The Offensive 2 (Uncommon)
* Press The Offensive 3 (Rare)
* Press The Offensive 4 (Legendary)

**Press The Offensive**

After leaving Stealth the Rate of Attack of the Infiltrator is increased by 2.16% for 3 seconds
1

**Press The Offensive**

After leaving Stealth the Rate of Attack of the Infiltrator is increased by 10% for 3 seconds
50

 Action | ApplyStatusEffect

**Press The Offensive**

After leaving Stealth the Rate of Attack of the Infiltrator is increased by 3.24% for 3 seconds
1

**Press The Offensive**

After leaving Stealth the Rate of Attack of the Infiltrator is increased by 15% for 3 seconds
50

 Action | ApplyStatusEffect

**Press The Offensive**

After leaving Stealth the Rate of Attack of the Infiltrator is increased by 5.5% for 3 seconds
1

**Press The Offensive**

After leaving Stealth the Rate of Attack of the Infiltrator is increased by 30% for 3 seconds
50

 Action | ApplyStatusEffect
Catalysts

*See Category: Catalysts*
**Catalysts** are a type of material used in the crafting of Equipment. Each belong to their own tier, and can only be used to craft items for that tier.

They are commonly obtained by looting fallen Enemies, purchasing them from the Crafting Vendor for Bloodstone, purchasing them from the Auction House for Silver, or by crafting them from other **Catalysts**.

## Tier 9

* Enriched Rosin Catalyst
* Enriched Jet Catalyst
* Enriched Deep Rime Catalyst
* Enriched Mercurial Catalyst
* Enriched Void Shard Catalyst
* Enriched Mythril Catalyst
* Enriched Eldritch Catalyst

## Tier 10

* Pyroclast Catalyst, Grade I
* Paradise Catalyst 1
* Void Catalyst 1
Burning Sands Key

Max Stack | 99

:*For the hard key, see Burning Sands Key (Hard).*

**Burning Sands Key** is a key used to gain access to the Burning Sands, a dungeon for level 11 to 15 characters.

This key can be obtained from quest monsters in Cinder Valley and Southern Expanse area, or brought from Treasure Hunter for 125 Silvers.