Going North

Augments · the full list

You get stronger on the way north.

Chests and level-ups offer you augments to choose from, and you keep one. Offers are rolled per player, so two people at the same chest see different choices. Taking the same augment again pays more each time, and spreading your picks leaves you weak at everything.

This page is built from the game's own augment table, so it always matches the game.

Where they come from

Chests at safe spots and in ruins, and you can open each one once per match. Every kill gives experience, and each level gives you a pick you can spend anywhere, even mid-fight.

Helping other players

Some augments help others: a whistle that heals everyone near you, a ward of extra health on an ally, reviving someone who is down. Nobody can take everything, so two allies with different builds help each other more than two with the same one.

Medieval weapons, no guns

You start with a stick off a bush, then find bows, swords and shields. Arrows arc and drop, and a fired arrow stays where it lands for anyone to pick up. A melee hit from behind does double damage.

Common augments can turn up anywhere. Rare ones can shape a whole run (an extra arrow, for example). Only normal and large chests offer them, more often the further north you are.

Found says where an augment can be offered: chests, level-ups, or both.

Stacking shows what the second and third pick of the same augment give. Most get stronger with each pick. Ones that count whole things (an arrow, a body, a metre) add the same amount each time, and some have a maximum.

A chain augment is only offered once you have the one it needs. Some close off another augment for the rest of that life, though what you already have keeps working.

AugmentEach pickStackingRarityFoundChain

The base set31

Anyone can be offered these, with nothing to unlock first. Chests lean toward gear, level-ups toward fighting.

Sprint Speedrun faster while sprinting
+12 % sprint speed+18 %, then +24 %, 5 picks maxCommonBothNone
Sprint Durationsprint for longer
+30 % sprint stamina+45 %, then +60 %CommonBothNone
Jump Heightjump higher
+6 % jump height+9 %, then +12 %CommonBothNone
Attack Damagehit harder with any weapon
+15 % damage+22 %, then +30 %CommonLevelsNone
Attack Speedswing and draw faster
+12 % attack speed+18 %, then +24 %CommonLevelsNone
Nimblequieter footsteps
+15 % quieter footsteps+22 %, then +30 %CommonBothNone
Health Regenerationregain health over time
+0.15 hp/s +0.22 hp/s, then +0.3 hp/sCommonLevelsNone
Max Healthmore health
+30 hp +45 hp, then +60 hpRareBothNone
Quiver Sizemore arrows
+8 arrows +12 arrows, then +16 arrowsCommonChestsNone
Armortake less damage from hits
+14 % less damage taken+21 %, then +28 %RareBothNone
Multishotone more arrow per shot
+1 arrow per shot+1 arrow again every pickRareChestsNone
Stamina Regenerationsprint stamina refills faster
+25 % stamina regen+38 %, then +50 %CommonBothNone
Fall Resistancetake less fall damage
+20 % less fall damage+30 %, then +40 %CommonChestsNone
Knockback Resistancehits push you less
+20 % less knockback+30 %, then +40 %CommonBothNone
Melee Reachhit from farther away
+8 % melee reach+12 %, then +16 %CommonLevelsNone
Knockback Powerknock enemies farther back
+25 % knockback+38 %, then +50 %CommonLevelsNone
Arrow Velocityfaster, flatter arrows
+15 % arrow speed+22 %, then +30 %CommonBothNone
Bow Handlingwalk faster while drawing
+25 % less bow slowdown+38 %, then +50 %CommonChestsNone
Critical Chancemore critical hits
+8 % crit chance+12 %, then +16 %CommonLevelsNone
Critical Damagebigger critical hits
+25 % crit damage+38 %, then +50 %RareLevelsNone
Arrow Recoverymissed arrows break less often
+25 % misses recovered+38 %, then +50 %CommonChestsNone
Healing Efficiencyall healing is stronger
+25 % all healing+38 %, then +50 %CommonBothNone
Interaction Speedopen chests and light lamps faster
+25 % interaction speed+38 %, then +50 %CommonChestsNone
Weapon Swap Speedswitch weapons faster
+30 % swap speed+45 %, then +60 %CommonChestsNone
Fading Corruptiondimmer eyes after kills
+35 % off the eye glow+52 %, then +70 %CommonLevelsNone
Detection Resistanceshorter zombie hearing range
+15 % off zombie hearing+22 %, then +30 %RareLevelsNone
Revealshows loot and players nearby
+40 m range+40 m again every pickRareChestsNone
Magnetic Arrowsarrows curve toward targets
+1.5 m of arrow pull+1.5 m again every pickRareChestsNone
Piercing Shotarrows pass through enemies
+1 body passed per arrow+1 body again every pickRareChestsNone
Pickup Distancepick things up from farther away
+0.6 m of pickup reach+0.6 m again every pickCommonChestsNone
Second Lookone more reroll per offer
+1 reroll per chest and level+1 reroll again every pickCommonBothNone

The first chains3

Each needs an augment you already have. Two of them close off another augment, so the order you pick in matters.

Heavy Drawbig damage; ends Multishot offers
+35 % damage+52 %, then +70 %RareChestsNeeds Attack DamageCloses Multishot
Bulwarkarmor; ends Sprint Speed offers
+20 % less damage taken+30 %, then +40 %RareChestsNeeds ArmorCloses Sprint Speed
Unseeneven quieter footsteps
+30 % quieter footsteps+45 %, then +60 %RareChestsNeeds both Nimble and Detection Resistance

The Mark line4

Triggered by getting hit. A hit on you may mark the attacker, and a marked target moves slower. The rest of the line builds on the mark.

Markedmarked enemies move 30% slower
+20 % to mark whoever hits you+30 %, then +40 %CommonBothNone
Marked Mendingyou heal while your mark lasts
+2 hp/s while your mark lasts+3 hp/s, then +4 hp/sCommonChestsNeeds Marked
Marked Rotmarked enemies lose health over time
+3 hp/s off whatever you marked+4.5 hp/s, then +6 hp/sCommonChestsNeeds Marked
Last Breathwhen downed, press E to get up at 30% health
get yourself up once per safe spotOne pick onlyRareChestsNeeds Marked

The Raise line3

The core does nothing on its own: it lets you revive another player. Its branches are a whistle that gives every ally in earshot a ward, and raises that bring them back at full health.

Raise the Fallenallies you raise get up at 30% health
raise a downed allyOne pick onlyCommonBothNone
Warding Whistleyour whistle gives allies a ward
+25 hp ward to nearby allies+37.5 hp, then +50 hpCommonChestsNeeds Raise the Fallen
Whole Againalso works on your Last Breath
raised allies get up fullOne pick onlyRareChestsNeeds Raise the Fallen

The Ward line4

A ward is extra health on top of your own that refills on a timer. Each branch changes every ward you get, your own or one an ally gives you.

Wardextra health on top, refills every 2 min
+15 % of max health as a ward+22 %, then +30 %CommonBothNone
Steady Wardno matter how big the hit
a full ward blocks one whole hitOne pick onlyCommonChestsNeeds Ward
Sure Footingwhile warded, you can't be pushed or slowed
while warded: no knockback or slowsOne pick onlyCommonChestsNeeds Ward
Bursting Wardyour ward explodes when it ends
+30 damage nearby when a ward breaks+45 damage, then +60 damageRareChestsNeeds Ward

The Hardened line5

Hardened multiplies the armour you have, and its branches turn that armour into wards and healing.

Hardenedyour armor augments work better
+50 % more from your armor augments+50 % again every pickCommonBothNone
Armored Wardwards grow by your armor %
armor makes every ward biggerOne pick onlyCommonChestsNeeds Hardened
Armored Mendingregen grows by your armor %
armor speeds up your regenOne pick onlyCommonChestsNeeds Hardened
Last Wardbelow 30% health, gain a ward (60 s cooldown)
+25 % of max health as a ward at low health+38 %, then +50 %CommonChestsNeeds Hardened
Warded Mendingdouble health regen while warded
regen doubles while wardedOne pick onlyCommonChestsNeeds Hardened

The Mending line2

Its core is Health Regeneration, so this is the one line you can start from level-ups alone. Its whistle heals every ally in earshot.

Mending Whistlewhistle to heal allies for 10 s
+2 hp/s to nearby allies+3 hp/s, then +4 hp/sCommonChestsNeeds Health Regeneration
Witheringenemies near you lose hp at your regen
+4 m damage aura radius+4 m again every pick, 3 picks maxCommonChestsNeeds Health Regeneration

Triggered by what you already do12

Twelve augments that trigger off landing a hit, hitting from the air, shooting an arrow or opening a chest. None of them adds a new action.

Rhythmkeep hitting and you hit faster
+3 % attack speed per hit in a combo+4 %, then +6 %, 3 picks maxCommonLevelsNone
Guarded Strikeeach hit you land gives 4 s of armor
+10 % less damage taken after you hit+15 %, then +20 %, 3 picks maxCommonLevelsNone
Mending Blowheal a little on every melee hit
+2 hp per hit you land+3 hp, then +4 hpCommonLevelsNone
Leaping Blowmelee hits in mid-air hit harder
+30 % damage on hits while airborne+45 %, then +60 %, 2 picks maxRareChestsNeeds Jump Height
Parting Shotfor shots taken jumping backward
+30 % damage when jumping backward+45 %, then +60 %, 2 picks maxRareChestsNeeds Jump Height
Marking Shotarrow hits can mark enemies
+15 % to mark whatever your arrows hit+22 %, then +30 %CommonChestsNeeds Marked
Splintering Shotarrow hits splash to nearby enemies
+25 % of the hit to enemies nearby+38 %, then +50 %RareChestsNone
Returning Shaftlost arrows come back to your quiver
unclaimed arrows return after 10 sOne pick onlyRareChestsNeeds Arrow Recovery
Temperedweapons and shields last longer
+20 % less weapon wear+30 %, then +40 %CommonChestsNone
Steady Handshits don't stop chests or raises
hits don't interrupt youOne pick onlyCommonChestsNeeds Interaction Speed
Quick Raiseraise downed allies faster
+30 % off raise time+45 %, then +60 %CommonChestsNeeds Raise the Fallen
Wayfindingalways know the way to a safe spot
nearest safe spot shown on compassOne pick onlyCommonChestsNone

The Shade line4

Stand still or sneak and you fade for other players who are far away. Never fully, never up close, and never while carrying the ladle. Anything loud ends it. The rest of the line builds on that.

Shadecrouch 2 s: melt into shade and sneak faster
+1 level of fade at range+1 level again every pick, 3 picks maxRareBothNone
Hushin shade, zombies hear you less
+20 % quieter in shade+30 %, then +40 %, 2 picks maxCommonChestsNeeds Shade
Shroudin shade, Reveal can't find you
Reveal can't find you in shadeOne pick onlyCommonChestsNeeds Shade
Ambushyour first hit out of shade hits harder
+20 % damage on your first hit out of shade+30 %, then +40 %, 2 picks maxRareChestsNeeds Shade

The whistle: Freeze6

Your whistle stops nearby zombies where they stand for a moment. The rest of the tree makes the freeze wider, longer or more often, or leaves it on the ground as a trap.

Freezefor 1 s within 12 m, 6 s cooldown
your whistle freezes zombiesOne pick onlyCommonBothNone
Wider Freezefreeze zombies farther away
+3 m freeze radius+3 m again every pick, 3 picks maxCommonChestsNeeds Freeze
Longer Freezezombies stay frozen longer
+0.3 s freeze time+0.3 s again every pick, 3 picks maxCommonChestsNeeds Freeze
Quicker Freezefreeze more often
+1.5 s off freeze cooldown+1.5 s again every pick, 2 picks maxCommonChestsNeeds Freeze
Brittleany hit of yours, whoever froze them
+15 damage to frozen zombiesOne pick onlyCommonChestsNeeds Freeze
Standing Orderzombies that walk into it freeze too
+3 s freeze left on the groundOne pick onlyRareChestsNeeds Freeze

The whistle: Shockwave7

Your whistle throws nearby zombies back and shoves enemy players off their guard. The tree throws them farther, wider and more often.

Shockwavewithin 8 m, shoves players, 8 s cooldown
your whistle throws zombies backOne pick onlyCommonBothNone
Farther Throwzombies fly farther
+1.5 m throw distance+1.5 m again every pick, 3 picks maxCommonChestsNeeds Shockwave
Wider Wavereaches zombies and players farther out
+2 m shockwave radius+2 m again every pick, 3 picks maxCommonChestsNeeds Shockwave
Quicker Wavethrow more often
+2 s off shockwave cooldown+2 s again every pick, 2 picks maxCommonChestsNeeds Shockwave
Skittlesand they get knocked down
+10 damage to zombies just past the waveOne pick onlyCommonChestsNeeds Shockwave
Long Notetwice the reach and throw, twice the cooldown
hold the whistle for a bigger waveOne pick onlyCommonChestsNeeds Shockwave
Gustafter your shockwave, from the front
+0.6 s of arrows blown asideOne pick onlyRareChestsNeeds Shockwave

The yell: Quake7

Your yell hits everything close to you. The tree hits harder and wider, then splits: a second shake, or a line that runs ahead of you.

Quakewithin 6 m, players take 10, 10 s cooldown
your yell hits nearby zombies for 15One pick onlyCommonBothNone
Harder Quakezombies and players alike
+8 damage per quake+8 damage again every pick, 3 picks maxCommonChestsNeeds Quake
Wider Quakeyour quake reaches farther
+2 m quake radius+2 m again every pick, 3 picks maxCommonChestsNeeds Quake
Quicker Quakequake more often
+2.5 s off quake cooldown+2.5 s again every pick, 2 picks maxCommonChestsNeeds Quake
Aftershocksame spot; ends Fault Line offers
+50 % of the quake again 1.5 s laterOne pick onlyCommonChestsNeeds QuakeCloses Fault Line
Fault Lineinstead of a ring; ends Aftershock offers
+16 m quake line ahead of youOne pick onlyCommonChestsNeeds QuakeCloses Aftershock
Hammerfallyell in the air, quake where you land, up to +30
+5 damage per metre you fallOne pick onlyRareChestsNeeds Quake

The whistle: Rot6

Your whistle rots every enemy near you for ten seconds. The tree makes the rot deeper and longer, passes it on when a body dies, or heals you while it eats.

Withering Whistlefor 10 s within 25 m, 30 s cooldown
+2 hp/s off nearby enemiesOne pick onlyCommonBothNone
Deeper Rotyour whistle's rot hurts more
+1 hp/s rot damage+1 hp/s again every pick, 3 picks maxCommonChestsNeeds Withering Whistle
Lasting Rotyour whistle's rot lasts longer
+4 s rot time+4 s again every pick, 2 picks maxCommonChestsNeeds Withering Whistle
Quicker Rotrot more often
+8 s off rot cooldown+8 s again every pick, 2 picks maxCommonChestsNeeds Withering Whistle
Spreading Rota zombie that dies rotting passes it on
+4 m rot spread on deathOne pick onlyCommonChestsNeeds Withering Whistle
Feeding Rotyour rot heals you, up to 4 hp/s
+1 hp/s per enemy rotting near youOne pick onlyRareChestsNeeds Withering Whistle

The yell: War Cry7

Your yell helps allies near you, never yourself: stamina back first, then healing, more damage or a free sprint, and a yell that stands downed allies up.

Rallying Cryon your yell, within 25 m, 30 s cooldown
+33 % of max stamina to alliesOne pick onlyCommonBothNone
Louder Cryevery cry but Stand Up reaches farther
+10 m cry radius+10 m again every pick, 2 picks maxCommonChestsNeeds Rallying Cry
Quicker Cryhelp allies more often
+8 s off cry cooldown+8 s again every pick, 2 picks maxCommonChestsNeeds Rallying Cry
Healing Yellyour yell heals nearby allies
+20 hp to nearby allies+30 hp, then +40 hpCommonChestsNeeds Rallying Cry or Raise the Fallen
Battle Cryends Second Wind offers
+15 % ally damage for 6 sOne pick onlyRareChestsNeeds Rallying CryCloses Second Wind
Second Windends Battle Cry offers
+4 s of free sprint for alliesOne pick onlyCommonChestsNeeds Rallying CryCloses Battle Cry
Stand Upwithin 12 m, 90 s cooldown
+20 % health: your yell stands downed allies upOne pick onlyRareChestsNeeds both Rallying Cry and Raise the Fallen

The yell: Dread5

Your yell sends nearby zombies running. The tree reaches farther, scares them longer, splits a captain from his pack and spoils an enemy player's shot.

Dreadfor 4 s within 10 m, 12 s cooldown
your yell sends zombies runningOne pick onlyCommonBothNone
Wider Dreadscare zombies farther away
+3 m dread radius+3 m again every pick, 2 picks maxCommonChestsNeeds Dread
Longer Dreadzombies run for longer
+1 s dread time+1 s again every pick, 2 picks maxCommonChestsNeeds Dread
Unseatwithin 15 m of your yell, their packs drift
+6 s captains stop leadingOne pick onlyRareChestsNeeds Dread
Startleplayers within 10 m, no arrow lost
your yell spoils enemy draws and swingsOne pick onlyCommonChestsNeeds Dread

Whistle and yell together2

Two augments that need a root on each call at once.

Shatterfreeze them, then quake
+25 damage to frozen zombies your quake hitsOne pick onlyRareChestsNeeds both Freeze and Quake
Thunderclapwithin 3 s of your own shockwave
+25 damage to zombies your quake hitsOne pick onlyRareChestsNeeds both Shockwave and Quake

No augments match.

Built from the game's own table, so it always matches the game.

Traits

Every body plays a little differently.

Every body brings two traits, and you choose a third from the ones you have unlocked. A trait bends one rule or opens an option: swim faster, hold a draw longer, raise an ally without the augment for it. Traits never stack like augments. You have one or you don't.

Kind says what a trait is for: Travel gets you there, Stealth keeps the dead from hearing you, Combat changes a fight, Survival keeps you and your allies up, Trade is souls and level-ups.

Four Offers traits make certain augment cards come up twice as often in your offers. Nothing is taken out of your offers, and the trader's shelf is the same for everyone.

Comes with lists the bodies that have the trait built in. A trait a body brings needs no unlock.

TraitKindHow to unlockComes with

Yours from the start9

Anyone can pick these as their third trait from the first match.

Pack MuleCarry 8 coils of rope. 5 of your lines stay up at once.
TravelUnlocked from the startDonkey
SwimmerSwim 40% faster, and quietly.
TravelUnlocked from the startWanderer
BrawlerYour fists hit twice as hard.
CombatUnlocked from the startPeasant, Troll, Butcher
FiresideHeal twice as fast by a fire.
SurvivalUnlocked from the startPeasant, Lamplighter
WhistlerWhistle effects come back 25% sooner.
SurvivalUnlocked from the startArcanist
FletcherBow cards come up twice as often.
Offers
15 augmentsAttack Damage, Critical Chance, Critical Damage, Quiver Size, Multishot, Arrow Velocity, Bow Handling, Arrow Recovery, Magnetic Arrows, Piercing Shot, Heavy Draw, Parting Shot, Marking Shot, Splintering Shot, Returning Shaft
Unlocked from the startHunter, Spider hunter
SwordhandMelee cards come up twice as often.
Offers
12 augmentsAttack Damage, Critical Chance, Critical Damage, Attack Speed, Melee Reach, Knockback Power, Weapon Swap Speed, Rhythm, Guarded Strike, Mending Blow, Leaping Blow, Tempered
Unlocked from the startGravedigger, Captain, Butcher
StalwartSurvival cards come up twice as often.
Offers
27 augmentsHealth Regeneration, Max Health, Armor, Knockback Resistance, Healing Efficiency, Bulwark, Marked, Marked Mending, Marked Rot, Last Breath, Raise the Fallen, Healing Yell, Warding Whistle, Whole Again, Quick Raise, Ward, Steady Ward, Sure Footing, Bursting Ward, Hardened, Armored Ward, Armored Mending, Last Ward, Warded Mending, Mending Whistle, Withering Whistle, Withering
Unlocked from the startArcanist, Warlord, Knight
FleetMovement cards come up twice as often.
Offers
12 augmentsSprint Speed, Sprint Duration, Jump Height, Nimble, Stamina Regeneration, Fall Resistance, Detection Resistance, Unseen, Reveal, Pickup Distance, Interaction Speed, Wayfinding
Unlocked from the startBandit, Duelist

Earned by playing15

Each unlocks once you have done what it says, in any number of matches. After that you can pick it on any body.

RoadwiseSprinting on a trail costs a third less stamina.
TravelReach the desertPilgrim, Cartographer, Champion
ScholarLevel-ups show 4 cards. Kills give 15% less exp.
TradePlay 3 matchesPhilosopher
Quiet HandsTents and ropes make half the noise.
StealthPitch 3 tentsScavenger, Wanderer
Sure-footedYou never slip on ice.
TravelReach the cold landsCartographer, Mountaineer
BonesetterRaise allies without Raise the Fallen. With it, they get up stronger.
SurvivalShake hands with 3 different playersPilgrim, Envoy
Steady DrawHold a full draw three times longer. Let it down silently.
CombatKill 50 zombies with the bowHunter
HagglerTraders charge you a quarter less.
TradeBuy 10 things from tradersPhilosopher, Envoy
Night Owl20% quieter at night, 10% louder by day.
StealthKill 100 zombiesLamplighter, Gravedigger, Zombie, Ghost
ClimberClimb ropes faster for half the stamina. Ziplines are faster.
TravelString 10 ropesMountaineer
Big VoiceYour yell is louder, comes back sooner, and its effects reach 50% farther.
CombatKill 10 captainsCaptain, Warlord
Deep PocketsKeep half your souls when you die.
TradePlay 10 matchesScavenger, Bandit
Quick GuardWider parry window. Shield blocks cost a bit more stamina.
CombatKill 10 playersDuelist, Knight
StubbornWhen down, hold on longer and crawl faster.
SurvivalKill 300 zombiesDonkey, Zombie, Troll
Silk-cutterBreak out of silk faster. Sleeping spiders notice you later.
SurvivalKill a spiderSpider hunter
Faint GlowCarrying the ladle, you are harder to pin down and quieter.
StealthFill a ladle at the volcanoChampion, Ghost

Built from the game's own trait table, so it always matches the game.