Augments · the full list
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.
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.
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.
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.
| Augment | Each pick | Stacking | Rarity | Found | Chain |
|---|---|---|---|---|---|
The base set31Anyone 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 max | Common | Both | None |
Sprint Durationsprint for longer | +30 % sprint stamina | +45 %, then +60 % | Common | Both | None |
Jump Heightjump higher | +6 % jump height | +9 %, then +12 % | Common | Both | None |
Attack Damagehit harder with any weapon | +15 % damage | +22 %, then +30 % | Common | Levels | None |
Attack Speedswing and draw faster | +12 % attack speed | +18 %, then +24 % | Common | Levels | None |
Nimblequieter footsteps | +15 % quieter footsteps | +22 %, then +30 % | Common | Both | None |
Health Regenerationregain health over time | +0.15 hp/s | +0.22 hp/s, then +0.3 hp/s | Common | Levels | None |
Max Healthmore health | +30 hp | +45 hp, then +60 hp | Rare | Both | None |
Quiver Sizemore arrows | +8 arrows | +12 arrows, then +16 arrows | Common | Chests | None |
Armortake less damage from hits | +14 % less damage taken | +21 %, then +28 % | Rare | Both | None |
Multishotone more arrow per shot | +1 arrow per shot | +1 arrow again every pick | Rare | Chests | None |
Stamina Regenerationsprint stamina refills faster | +25 % stamina regen | +38 %, then +50 % | Common | Both | None |
Fall Resistancetake less fall damage | +20 % less fall damage | +30 %, then +40 % | Common | Chests | None |
Knockback Resistancehits push you less | +20 % less knockback | +30 %, then +40 % | Common | Both | None |
Melee Reachhit from farther away | +8 % melee reach | +12 %, then +16 % | Common | Levels | None |
Knockback Powerknock enemies farther back | +25 % knockback | +38 %, then +50 % | Common | Levels | None |
Arrow Velocityfaster, flatter arrows | +15 % arrow speed | +22 %, then +30 % | Common | Both | None |
Bow Handlingwalk faster while drawing | +25 % less bow slowdown | +38 %, then +50 % | Common | Chests | None |
Critical Chancemore critical hits | +8 % crit chance | +12 %, then +16 % | Common | Levels | None |
Critical Damagebigger critical hits | +25 % crit damage | +38 %, then +50 % | Rare | Levels | None |
Arrow Recoverymissed arrows break less often | +25 % misses recovered | +38 %, then +50 % | Common | Chests | None |
Healing Efficiencyall healing is stronger | +25 % all healing | +38 %, then +50 % | Common | Both | None |
Interaction Speedopen chests and light lamps faster | +25 % interaction speed | +38 %, then +50 % | Common | Chests | None |
Weapon Swap Speedswitch weapons faster | +30 % swap speed | +45 %, then +60 % | Common | Chests | None |
Fading Corruptiondimmer eyes after kills | +35 % off the eye glow | +52 %, then +70 % | Common | Levels | None |
Detection Resistanceshorter zombie hearing range | +15 % off zombie hearing | +22 %, then +30 % | Rare | Levels | None |
Revealshows loot and players nearby | +40 m range | +40 m again every pick | Rare | Chests | None |
Magnetic Arrowsarrows curve toward targets | +1.5 m of arrow pull | +1.5 m again every pick | Rare | Chests | None |
Piercing Shotarrows pass through enemies | +1 body passed per arrow | +1 body again every pick | Rare | Chests | None |
Pickup Distancepick things up from farther away | +0.6 m of pickup reach | +0.6 m again every pick | Common | Chests | None |
Second Lookone more reroll per offer | +1 reroll per chest and level | +1 reroll again every pick | Common | Both | None |
The first chains3Each 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 % | Rare | Chests | Needs Attack DamageCloses Multishot |
Bulwarkarmor; ends Sprint Speed offers | +20 % less damage taken | +30 %, then +40 % | Rare | Chests | Needs ArmorCloses Sprint Speed |
Unseeneven quieter footsteps | +30 % quieter footsteps | +45 %, then +60 % | Rare | Chests | Needs both Nimble and Detection Resistance |
The Mark line4Triggered 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 % | Common | Both | None |
Marked Mendingyou heal while your mark lasts | +2 hp/s while your mark lasts | +3 hp/s, then +4 hp/s | Common | Chests | Needs Marked |
Marked Rotmarked enemies lose health over time | +3 hp/s off whatever you marked | +4.5 hp/s, then +6 hp/s | Common | Chests | Needs Marked |
Last Breathwhen downed, press E to get up at 30% health | get yourself up once per safe spot | One pick only | Rare | Chests | Needs Marked |
The Raise line3The 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 ally | One pick only | Common | Both | None |
Warding Whistleyour whistle gives allies a ward | +25 hp ward to nearby allies | +37.5 hp, then +50 hp | Common | Chests | Needs Raise the Fallen |
Whole Againalso works on your Last Breath | raised allies get up full | One pick only | Rare | Chests | Needs Raise the Fallen |
The Ward line4A 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 % | Common | Both | None |
Steady Wardno matter how big the hit | a full ward blocks one whole hit | One pick only | Common | Chests | Needs Ward |
Sure Footingwhile warded, you can't be pushed or slowed | while warded: no knockback or slows | One pick only | Common | Chests | Needs Ward |
Bursting Wardyour ward explodes when it ends | +30 damage nearby when a ward breaks | +45 damage, then +60 damage | Rare | Chests | Needs Ward |
The Hardened line5Hardened 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 pick | Common | Both | None |
Armored Wardwards grow by your armor % | armor makes every ward bigger | One pick only | Common | Chests | Needs Hardened |
Armored Mendingregen grows by your armor % | armor speeds up your regen | One pick only | Common | Chests | Needs Hardened |
Last Wardbelow 30% health, gain a ward (60 s cooldown) | +25 % of max health as a ward at low health | +38 %, then +50 % | Common | Chests | Needs Hardened |
Warded Mendingdouble health regen while warded | regen doubles while warded | One pick only | Common | Chests | Needs Hardened |
The Mending line2Its 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/s | Common | Chests | Needs Health Regeneration |
Witheringenemies near you lose hp at your regen | +4 m damage aura radius | +4 m again every pick, 3 picks max | Common | Chests | Needs Health Regeneration |
Triggered by what you already do12Twelve 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 max | Common | Levels | None |
Guarded Strikeeach hit you land gives 4 s of armor | +10 % less damage taken after you hit | +15 %, then +20 %, 3 picks max | Common | Levels | None |
Mending Blowheal a little on every melee hit | +2 hp per hit you land | +3 hp, then +4 hp | Common | Levels | None |
Leaping Blowmelee hits in mid-air hit harder | +30 % damage on hits while airborne | +45 %, then +60 %, 2 picks max | Rare | Chests | Needs Jump Height |
Parting Shotfor shots taken jumping backward | +30 % damage when jumping backward | +45 %, then +60 %, 2 picks max | Rare | Chests | Needs Jump Height |
Marking Shotarrow hits can mark enemies | +15 % to mark whatever your arrows hit | +22 %, then +30 % | Common | Chests | Needs Marked |
Splintering Shotarrow hits splash to nearby enemies | +25 % of the hit to enemies nearby | +38 %, then +50 % | Rare | Chests | None |
Returning Shaftlost arrows come back to your quiver | unclaimed arrows return after 10 s | One pick only | Rare | Chests | Needs Arrow Recovery |
Temperedweapons and shields last longer | +20 % less weapon wear | +30 %, then +40 % | Common | Chests | None |
Steady Handshits don't stop chests or raises | hits don't interrupt you | One pick only | Common | Chests | Needs Interaction Speed |
Quick Raiseraise downed allies faster | +30 % off raise time | +45 %, then +60 % | Common | Chests | Needs Raise the Fallen |
Wayfindingalways know the way to a safe spot | nearest safe spot shown on compass | One pick only | Common | Chests | None |
The Shade line4Stand 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 max | Rare | Both | None |
Hushin shade, zombies hear you less | +20 % quieter in shade | +30 %, then +40 %, 2 picks max | Common | Chests | Needs Shade |
Shroudin shade, Reveal can't find you | Reveal can't find you in shade | One pick only | Common | Chests | Needs Shade |
Ambushyour first hit out of shade hits harder | +20 % damage on your first hit out of shade | +30 %, then +40 %, 2 picks max | Rare | Chests | Needs Shade |
The whistle: Freeze6Your 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 zombies | One pick only | Common | Both | None |
Wider Freezefreeze zombies farther away | +3 m freeze radius | +3 m again every pick, 3 picks max | Common | Chests | Needs Freeze |
Longer Freezezombies stay frozen longer | +0.3 s freeze time | +0.3 s again every pick, 3 picks max | Common | Chests | Needs Freeze |
Quicker Freezefreeze more often | +1.5 s off freeze cooldown | +1.5 s again every pick, 2 picks max | Common | Chests | Needs Freeze |
Brittleany hit of yours, whoever froze them | +15 damage to frozen zombies | One pick only | Common | Chests | Needs Freeze |
Standing Orderzombies that walk into it freeze too | +3 s freeze left on the ground | One pick only | Rare | Chests | Needs Freeze |
The whistle: Shockwave7Your 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 back | One pick only | Common | Both | None |
Farther Throwzombies fly farther | +1.5 m throw distance | +1.5 m again every pick, 3 picks max | Common | Chests | Needs Shockwave |
Wider Wavereaches zombies and players farther out | +2 m shockwave radius | +2 m again every pick, 3 picks max | Common | Chests | Needs Shockwave |
Quicker Wavethrow more often | +2 s off shockwave cooldown | +2 s again every pick, 2 picks max | Common | Chests | Needs Shockwave |
Skittlesand they get knocked down | +10 damage to zombies just past the wave | One pick only | Common | Chests | Needs Shockwave |
Long Notetwice the reach and throw, twice the cooldown | hold the whistle for a bigger wave | One pick only | Common | Chests | Needs Shockwave |
Gustafter your shockwave, from the front | +0.6 s of arrows blown aside | One pick only | Rare | Chests | Needs Shockwave |
The yell: Quake7Your 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 15 | One pick only | Common | Both | None |
Harder Quakezombies and players alike | +8 damage per quake | +8 damage again every pick, 3 picks max | Common | Chests | Needs Quake |
Wider Quakeyour quake reaches farther | +2 m quake radius | +2 m again every pick, 3 picks max | Common | Chests | Needs Quake |
Quicker Quakequake more often | +2.5 s off quake cooldown | +2.5 s again every pick, 2 picks max | Common | Chests | Needs Quake |
Aftershocksame spot; ends Fault Line offers | +50 % of the quake again 1.5 s later | One pick only | Common | Chests | Needs QuakeCloses Fault Line |
Fault Lineinstead of a ring; ends Aftershock offers | +16 m quake line ahead of you | One pick only | Common | Chests | Needs QuakeCloses Aftershock |
Hammerfallyell in the air, quake where you land, up to +30 | +5 damage per metre you fall | One pick only | Rare | Chests | Needs Quake |
The whistle: Rot6Your 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 enemies | One pick only | Common | Both | None |
Deeper Rotyour whistle's rot hurts more | +1 hp/s rot damage | +1 hp/s again every pick, 3 picks max | Common | Chests | Needs Withering Whistle |
Lasting Rotyour whistle's rot lasts longer | +4 s rot time | +4 s again every pick, 2 picks max | Common | Chests | Needs Withering Whistle |
Quicker Rotrot more often | +8 s off rot cooldown | +8 s again every pick, 2 picks max | Common | Chests | Needs Withering Whistle |
Spreading Rota zombie that dies rotting passes it on | +4 m rot spread on death | One pick only | Common | Chests | Needs Withering Whistle |
Feeding Rotyour rot heals you, up to 4 hp/s | +1 hp/s per enemy rotting near you | One pick only | Rare | Chests | Needs Withering Whistle |
The yell: War Cry7Your 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 allies | One pick only | Common | Both | None |
Louder Cryevery cry but Stand Up reaches farther | +10 m cry radius | +10 m again every pick, 2 picks max | Common | Chests | Needs Rallying Cry |
Quicker Cryhelp allies more often | +8 s off cry cooldown | +8 s again every pick, 2 picks max | Common | Chests | Needs Rallying Cry |
Healing Yellyour yell heals nearby allies | +20 hp to nearby allies | +30 hp, then +40 hp | Common | Chests | Needs Rallying Cry or Raise the Fallen |
Battle Cryends Second Wind offers | +15 % ally damage for 6 s | One pick only | Rare | Chests | Needs Rallying CryCloses Second Wind |
Second Windends Battle Cry offers | +4 s of free sprint for allies | One pick only | Common | Chests | Needs Rallying CryCloses Battle Cry |
Stand Upwithin 12 m, 90 s cooldown | +20 % health: your yell stands downed allies up | One pick only | Rare | Chests | Needs both Rallying Cry and Raise the Fallen |
The yell: Dread5Your 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 running | One pick only | Common | Both | None |
Wider Dreadscare zombies farther away | +3 m dread radius | +3 m again every pick, 2 picks max | Common | Chests | Needs Dread |
Longer Dreadzombies run for longer | +1 s dread time | +1 s again every pick, 2 picks max | Common | Chests | Needs Dread |
Unseatwithin 15 m of your yell, their packs drift | +6 s captains stop leading | One pick only | Rare | Chests | Needs Dread |
Startleplayers within 10 m, no arrow lost | your yell spoils enemy draws and swings | One pick only | Common | Chests | Needs Dread |
Whistle and yell together2Two augments that need a root on each call at once. | |||||
Shatterfreeze them, then quake | +25 damage to frozen zombies your quake hits | One pick only | Rare | Chests | Needs both Freeze and Quake |
Thunderclapwithin 3 s of your own shockwave | +25 damage to zombies your quake hits | One pick only | Rare | Chests | Needs both Shockwave and Quake |
No augments match.
Built from the game's own table, so it always matches the game.
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.
| Trait | Kind | How to unlock | Comes with |
|---|---|---|---|
Yours from the start9Anyone 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. | Travel | Unlocked from the start | Donkey |
SwimmerSwim 40% faster, and quietly. | Travel | Unlocked from the start | Wanderer |
BrawlerYour fists hit twice as hard. | Combat | Unlocked from the start | Peasant, Troll, Butcher |
FiresideHeal twice as fast by a fire. | Survival | Unlocked from the start | Peasant, Lamplighter |
WhistlerWhistle effects come back 25% sooner. | Survival | Unlocked from the start | Arcanist |
FletcherBow cards come up twice as often. | Offers15 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 start | Hunter, Spider hunter |
SwordhandMelee cards come up twice as often. | Offers12 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 start | Gravedigger, Captain, Butcher |
StalwartSurvival cards come up twice as often. | Offers27 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 start | Arcanist, Warlord, Knight |
FleetMovement cards come up twice as often. | Offers12 augmentsSprint Speed, Sprint Duration, Jump Height, Nimble, Stamina Regeneration, Fall Resistance, Detection Resistance, Unseen, Reveal, Pickup Distance, Interaction Speed, Wayfinding | Unlocked from the start | Bandit, Duelist |
Earned by playing15Each 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. | Travel | Reach the desert | Pilgrim, Cartographer, Champion |
ScholarLevel-ups show 4 cards. Kills give 15% less exp. | Trade | Play 3 matches | Philosopher |
Quiet HandsTents and ropes make half the noise. | Stealth | Pitch 3 tents | Scavenger, Wanderer |
Sure-footedYou never slip on ice. | Travel | Reach the cold lands | Cartographer, Mountaineer |
BonesetterRaise allies without Raise the Fallen. With it, they get up stronger. | Survival | Shake hands with 3 different players | Pilgrim, Envoy |
Steady DrawHold a full draw three times longer. Let it down silently. | Combat | Kill 50 zombies with the bow | Hunter |
HagglerTraders charge you a quarter less. | Trade | Buy 10 things from traders | Philosopher, Envoy |
Night Owl20% quieter at night, 10% louder by day. | Stealth | Kill 100 zombies | Lamplighter, Gravedigger, Zombie, Ghost |
ClimberClimb ropes faster for half the stamina. Ziplines are faster. | Travel | String 10 ropes | Mountaineer |
Big VoiceYour yell is louder, comes back sooner, and its effects reach 50% farther. | Combat | Kill 10 captains | Captain, Warlord |
Deep PocketsKeep half your souls when you die. | Trade | Play 10 matches | Scavenger, Bandit |
Quick GuardWider parry window. Shield blocks cost a bit more stamina. | Combat | Kill 10 players | Duelist, Knight |
StubbornWhen down, hold on longer and crawl faster. | Survival | Kill 300 zombies | Donkey, Zombie, Troll |
Silk-cutterBreak out of silk faster. Sleeping spiders notice you later. | Survival | Kill a spider | Spider hunter |
Faint GlowCarrying the ladle, you are harder to pin down and quieter. | Stealth | Fill a ladle at the volcano | Champion, Ghost |
Built from the game's own trait table, so it always matches the game.