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Card Survival Fantasy Forest Guide: Maps, survival tips, quest progression and more.
Card Survival Fantasy Forest: Complete Guide
Source: fuyuneko
Overworld Map
The following is a map of the Overworld.

Underground Map
This is the map of the Underground, accessable through the Fairy Hole.

Progression Map
Here be the actual map of quest progression.
You can currently “turn off” quest unlocks by choosing the “All Knowing” trait upon character creation. You can also skip the initial quests (up until and including “Improvised Shelter”) by selecting to skip the Tutorial upon starting the game (right after selecting your save mode).

Useful Survival Tips
Traits
While the game currently does not have pre-made characters, here’s some tips to get you started!
Important
- “Down to Earth” trait completely blocks you off the metaphysical & magic
- “All Knowing” trait unlocks all blueprints from the start
- “Infinite Bowels/ Bladder” removes these needs – you only lose an easy fertilizer, nothing more
Difficulty
If you’d like an easier start, try some of the following traits. A completely blank character is in actuallity playing on hard mode, so don’t feel like you have to play traitless – the devs offered traits so they can be used.
- “Light Eyes” let’s you see for longer, even past the normal darkness hours
- “Athletic” makes you lose less stamina from moving & being active
- “Low Thirst” reduces need for drinking
- “Strong Immune System” makes you less likely to fall sick, and means you wont have to micromanage vitamins and immune system as much
- “Pain tolerance” makes you more resistant to pain
- “Singular Focus” makes it easier to repeat actions without losing focus and thus skill gain & morale
- “Feral” means you don’t care for filth so much & it’s easier to handle wellbeing
- “Physical” gain wellbeing by doing physical activities. win win!
- “Creative” gain more wellbeing by doing creative activities
- “Optimistic” makes it easier to keep morale up
Random Tips
- You can repair reed clothing with reed & hide/leather clothing with a threaded needle – any repair action can be done even in darkness!
- You have to wash tannins off (in the river for the quest) before putting the leather on the stretching rack
- 1 charcoal in the oven keeps fuel high enough to dry stuff for the length of a nap
- Attach a rope to a basket to make a backpack – currently disabled!
- The game remembers the weapon you used in your last fight and will start you with that one, if still available
- Fishing bait lasts for a very long time in baskets and can be used for fishing & trapping, make bait out of meat in danger of spoiling!
- Fur mittens have a +15min malus to precision tasks
- Acorns can be gathered in early autumn, there will be less/ none in late autumn!
Daylight Hours
Daylight and therefore movement around the map varies per season, be aware and have a torch, firestarter and some kind of tinder with you when venturing out late in the day.
Movement along the river is possible even in darkness! The Light Eyes trait influences visibility and thus the time darkness falls for your character.
- Spring: 6:00 – 20:00
- Summer: 4:00 – 22:00
- Autumn: 6:00 – 20:00
- Winter: 7:00 – 17:00
Hunting & Fishing
Fishing is less of a base survival skill than it was in CS:TI, do not try to survive by just fishing. Depending on location, time of day and season, fish type and amount – and thus chance to get a catch – vary. On the starting tile, a skill of ~30% is required to have moderate success.
Hunting is an important survival aspect and should be started as soon as possible. It relies mainly on two skill sets: whatever weapon you prefer using (thrown stones, spear, knife) and your tracking skill.
Also keep in mind food spoilage: it isn’t advised to hunt any big game (doe/stag, boar) before you have at least an oven – stags for instance drop over 30 meat, which might require several ovens or smoke houses to manage.
Weapon Skill
Weapon skills can be trained by selecting the weapon and the button “Train”. Be aware of diminishing focus, it is reccommended not to train several times repeatedly. However, training can be done in darkness!
Higher weapon skill influences both your chance to hit with any of your available moves, as well as the amount of different combat moves you have.
Specific animals and their moves may be countered by specific moves:
- spear “Brace” move should be used against charging animals and can be used on fleeing ones for a lower hit chance but higher damage
- spear “Poke” move has higher hit chances and higher damage on small to mid sized animals (squirrel, badger, fox)
- spear “Throw” move has high hit chance and damage on Partridges
Tracking Skill
This skill influences what you see when clicking on animal tracks cards. In the beginning, doing so will feel basically useless – and the action of inspecting tracks like this does not seem to actually influence the skill.
It does, instead, raise while chasing animals that flee from you in combat encounters.
With higher skill, tracks will display their age, size of animal and even direction they fled in, thus making them actually helpful for actively hunting pray.
The skill can be artificially boosted by certain spirit blessings, such as the Fox blessing.
So – how does one actually hunt?
In the beginning, you don’t.
Instead, simply walk around foraging and exploring, animals will run into you. Try taking them down, and if you have enough stamina & daylight, definitely try to give chase, even if you are certain you wont be able to kill it!
With time, your tracking skill will rise and you will be able to actually bring the hunt to them instead of the other way round. You can however try to access track freshness and roll the dice – if the tracks are very fresh, try going in a likely direction to see if you will run into an animal.
Check out the map guide, it includes animal territories.
As an example, you will be more likely to encounter foxes if you wander around Green Tangle after 20:00 o’clock.
Be aware of aggressive animals:
- boars roam the southern reaches of the map – similar to lizards in CS:TI, they will first spawn after a grace period of up to 5 days
- stags are normally not aggressive, however in their mating season – autumn – they will attack and hunt you if you don’t flee the encounter fast enough; deers roam the northern reaches of the map
Winter Survival
Winter is cold!
And will kill you if not prepared. Do not take it lightly.
Here’s some general TLDR tips for winter survival, read on for even more detailed tips:
- Try to get some turnroots in a garden bed before summer ends – they are easy to grow and do so almost everywhere without issues. They also keep very long even if not dried.
- Do not disregard clothing! Reed clothes can get you through winter but it will be painful, try finishing at least the Basic Leather Clothing quest by end of autumn.
- Having a hut is a must to get through the winter. If possible, improve with at least earthen floors. Placing your first oven inside the hut gives you an easy way to keep up the temperature AND dry food at the same time.
- Keep some medicinal herbs, mainly appleweed and frostleaf, on hand – you can poweder them for longer shelf life, be aware that you can store only one kind of powder per container (that’s what jars are for!). You’ll need frostleaf for wounds and appleweed for vitamins/ your immune system, especially if you didn’t manage to get enough veggies before winter.
Frost Injuries
Below 50% body temperature you will have a chance to develop frostnip (an injury) which gives pain and requires cleaning to avoid infection.
If you stay below 50% body temperature with frostnip, it progresses into frostbite.. which gives more pain and is slower to heal.
Stay Warm
Best way to survive winter is to stay warm! Some tips:
- Prioritize getting clothing and doing leatherworking quests, even if they don’t immediately give you good clothes – winter can be survived with reed clothes, but it means less time spend outside and more fuel burned to keep warm
- Leather is going to be a bottleneck! Prioritize hunting (preferably deer), it is recommended to either set up a camp in the shady bank, or setting some log traps baited with meadowgrass in the same area
- Unlock hut upgrades through the Basic Woodworking quest, these upgrades – like the earthen floor, door and fireplace – are comparatively cheap for the extra indoors warmth they give
- Fur won’t arrive in large quantities until the winter, unless you have a plan to really hunt foxes. Wolves only show up in winter and give 3 fur each: however, be aware that wolves turn up in groups and can be highly dangerous to an unprepared traveller
- Use fire enchantments on clothing for free warmth! The tar requirement for the ritual is annoying, so try to work towards the kiln if possible (that also comes with better storage vessels)
Food & Resources in winter
- Nettles start dying in winter, so stock up on fibres for clothes. Nettle leaves can be dried and keep about a day, don’t forget to boil the dried leaves before eating.
- Crops will start to go dormant during winter, harvest as much as you can during fall; some root vegetables like fireroot may survive a while into the winter however
- The river freezes in winter, but you can cut a hole using a hammering tool (rock) to get water and fish (15 minutes).
- Hunting is still viable, deer are still quite plentiful, along with wolves appearing – be careful of wolf packs
- Gather acorns during early fall for a long-lasting food source – turning them into flour completely resets their spoilage meter to 100%, so to keep them longer leave them raw for as long as you can/ need before actually boiling them
- Mud harvesting is replaced with dirt digging from the river, but mud can still be made by combining a water container with dirt
Snow
- Snow accumulates over winter, the amount can be checked by clicking the icon
- Once snow gets to high, movement between locations takes 45 min
- Shovelling snow currently does not reduce the snow meter
- Snow melts very slowly, so the beginning of spring will still be very snowy (and cold)
Health, Sickness & Weight
Keep your immune system and weight up by eating regularly and diverse: you need to keep both protein and vitamins up!
Try using a plate or bread to eat more than two things at the same time – this will also allow for tasty food combinations, like cooked forest cap with either blanched nettle or cooked garlic. If something tastes good, it raises wellbeing!
Be aware that this game does not have pre-made food recipes, instead you can combine as you please with different taste modifiers. Rule of thumb: the more you eat combined, the more it fills the stomach, but only specific combinations taste good.
Weight
Weight is currently affted by:
- Amount of exercise you do
- Calories from the food you eat (meat, fat and bread have the most)
- Being cold
- Having fever
- Being wounded (the more serious the wound the worse the effect)
- Having gut parasites
If unsure, try pinning both the Stomach and Intestines stats additionally to the satiation stat:
- Satiation: shows how hungry the character is and if they are ready to eat something. Keep above 100% as long as possible for weight gain – will only lead to nausea above 200%
- Stomach: shows how full the character *actually* is, from here food gets transported into the Intestines
- Intestines: converts food into weight, try to keep something in here at all times to gain weight
Health
The immune system is vital for staying healthy. Keep it up with varied eating or boost it with specific teas & brews (appleweed tea and firewater) or with magic – many of the spirit blessings boost the immune system
Other tips specifically to keep up or restore health:
- Eat or drink garlic, fireroot and appleweed, they all boost your immune system
- If you’re brewing Firewater (in a cauldron), add a little bit of appleweed in to decrease toxidity!
- Get an amulet or enchanted clothing item with the blessing of fire, badger, deer or boar – they all boost your immune system to varying degrees
Gardening & Farming
Firstly, yes: there is a difference between Garden Plots and Fields!
While garden plots are influenced by the location they are build in, this matters far more for fields – be careful where you put them. Plants should now have info tabs giving some clues as to where they thrive.
Garden plots don’t need to be kept with just one plant – different plants have similar requirements. For instance, appleweed & fairyweed can be grown together, garlic & frostleaf have similar requirements and both like river tiles, and both forest caps and spirit mushrooms like it shady.
How does it actually work?
Raisng plants can feel a bit confusing, here’s some important points to keep in mind:
- The information about nutrition, acidity and hydration can be used as a guideline on how high the % of the garden plot/field need to be. If the plot statistics leave the range acceptable for the plant, it will start to slowly lose health. If the stat is corrected, the plant will sowly regain health.
- Mite (high nutrition) and Fungus (high humity) infestation is tied to the stat – this means that even if your plant wants high nutrition, it will still get infected by mites if you give it what it wants. However, infestations aren’t harmful for the plant right away and should only be worrying over a certain percentage.
- You can combat mites with overwatering the plot for a bit to balance out the nutrients or, in severe cases, use firewater as a pesticide.
- You can combat fungus by letting the plot dry out for a bit or, in severe cases, using garlic water as a fungicide.
- If a plant falls to dormancy due to mismanagement of stats or winter, it will awaken again at 23-30% health and once temperatures are high enough again
- The “Inspect” button on the garden plots gives “Care” to the plants, this helps to boost growing speed but also regenerates health and lowers infestations! Try getting an earth spirit blessing or even some of the earth mana spells for greater plant care!
- You can raise acidity with dry leaves and nutrition with fish scraps, bait, rotten remains etc. – you can lower acidity with ash.
Here’s a list of all known plants and their requirements, though some of these might be currently disabled or unavailable (as the trader is currently disabled).
Season describes not the season they can be found in, but the one in which they grow best.
Location is taken from the ingame information and testing both, and describes where they can be found and grow best.
Perennial means the plant can be harvested and does not need to be planted again – a dormant version of the plant will stay in the plot.
Some plants, like clover and meadowgrass, can only be planted in fields, not gardens.
A “Low” requirement does not mean 0% currently. Keep stats with low requirement at around 15%, medium at around 50% and high above 90%.
Name | Season | Location | Acidity | Nutrients | Hydration | Harvest | Perennial? |
---|---|---|---|---|---|---|---|
Fairyweed | ? | Oaken groves | Medium | Medium | Medium | 5 | Yes |
Frostleaf | ? | Near Rivers | Medium | Medium | Medium-High | ? | ? |
Appleweed | ? | Clearings | Medium | Medium | Medium | ? | ? |
Wild Garlic | Spring, Summer | Near Rivers | Low | Medium-High | High | ? | ? |
Turnroot | Spring & Autumn | Oak Clearing & River | Medium | Medium | Medium | 3-6 | No |
Fireroot | Can grow in winter, best in autumn | Not too humid | Medium | Medium | Medium | 3-6 | No |
Forest Cap | Autumn | Shady moist areas | High | High | High | 4-6 | Yes |
Spirit Mushroom | Autumn | Oak Clearing | High | High | High | ? | ? |
Springberry | Spring | Pine Area | Medium | High | Medium | ? | ? |
Billberry | Summer | Pine Area | High | Low | High | ? | ? |
Clover | Year round | Oak clearings | ? | ? | ? | ? | ? |
Meadowgrass | Seeds in summer | Pine clearings | ? | ? | ? | ? | ? |
Rye | ? | Trader | High | Medium | Medium | ? | ? |
Peas | ? | Trader | Medium | Medium | Low | ? | ? |
Magic Overview
Tips for Magic
- You can equip up to 2 amulets.
- Enchantments on clothing seems to drop faster than on amulets.
- Boni from different spirit’s blessings (like Immune system from badger, deer and fire) stack.
- Summoning can fail and injure you (conditions unclear).
- A chance to summon a spirit can occur randomly when mind is altered and doing an activity that raises the affinity (conditions unclear).
Unlocking Magic
If you are playing with the “All Knowing” Trait or in Free Mode, Magic is automatically unlocked!
If you play on Quest Mode, Fantasy Forest allows you to never come in contact with magic at all if you so wish – in fact the trait “Down to Earth” allows you to completely block out any chance of encountering it from the start.
This also means there are some steps needed to unlock magic and spirits in the first place – mainly, it requires an Altered Mind State.
Altered Mind State
To alter your mind state, a couple different methods can be used, such as meditating, interacting with places of power or focusing on an amulet. Additionally, you can consume certain herbs for quicker mind altering.
The following table assumes no mind alteration affecting traits were picked on character chreation. For medicines, the list assumes one dose (one herb or one tea).
(This list is not yet complete, missing spirit mushroom numbers).
Method | Alteration Progress | Max Alteration |
---|---|---|
Sleep Deprivation | ~1% every 45 min | Up to 34% with serious sleep deprivation |
Dried Fairyweed Tea | 0.35% per 15 min | Capped at 3% |
Powdered Fairyweed Tea | 0.35% per 15 min | Capped at 4.5% |
Fresh Spirit Mushroom | ?? | Capped at 30% |
Unlock Magic Quest
To unlock an awareness of magic and the connected quest, an altered mind state of 25-32% has to be reached. If a shrine was visited before, 25-27% seem to be enough – without visiting a shrine, the quest triggers at around 30-32%.
Once unlocked, actual Magic can happen in three stages. Additionally, different spirits give different benefits, see the Places of Power and Animal Spirits lists for the details.
- Blessing: a short time boost.
- Enchantment: a temporary blessing ankered to an amulet or clothing item.
- Summoning: letting a spirit possess you, which grants all blessings and additional benefits until the spirit leaves – however the spirit requires it’s urges to be met or it will be unhappy.
Places of Power
There are a couple of shrines and places of power that can be found scattered around the map. Here powerful spirits of the land can be found and asked for blessings, enchantments or even posession.
An exception for this is the fire spirit, which does not have a permanent dwelling but rather visits ritual pyres build by the player. Another is the darkness spirit, which only appears every ~15min in the Ominous Tunnel if you linger there with an altered mind and only offers possession, no blessing or enchantment.
Spirit | Location | Benefits |
---|---|---|
Fire | Ritual Pire (player build) | Warmth, Immune System Boost, Help with starting and keeping fires |
Earth – Sacred Oak | Great Oak tile, far west of starting tile | Crop Care Boost, Heal Crops, Restore underbrush |
Water – Sacred Spring | Greenfalls Cave, far north of starting tile | Slows Thirst, Heals hand/feet damage & rashes, ??? |
Darkness | Ominous Tunnel (with altered mind state), in the Fairy Hole following South and then SW tunnels | Darkness Vision, Stealth Boost, Blinding Attack |
Flint – Flint Motherlode | Flint Sett, in the Fairy Hole following South and then SW tunnels past the Ominous Tunnel | Increased Knapping skill, Increase sharpness of flint weapons, Raise Flint Quality |
Animal Spirits
Different Animals roam the map, and each of them houses a spirit that, upon successful hunt, can be asked for a blessing, enchantment or even possession.
Take care not to release the spirit – requirements for a successful interaction, apart from materials, are an altered mind state and a remaining spirit.
Animal | Benefits |
---|---|
Badger | Foraging Aid, Immune System Boost, Wound Healing |
Fox | Ambushing Aid, Tracking Aid, ??? |
Doe/Stag | Alertness Boost, Immune System Boost, Wound Healing |
Boar | Foraging Aid, Immune System Boost, ??? |
Wolf | Tracking Aid, Combat Efficiency Boost, ??? |
Flintclaw | Badger, Flint, and Darkness Benefits: Foraging Aid, Immune System Boost; Increase sharpness of flint weapons, Raise Knapping Skill; Darkness Vision, Stealth Boost, Blinding Attack |
The Flintclaw, specifically, is basically a boss fight in the tunnels under the fairy hole – it will respawn every 20-30 days. Also be aware there is no corpse – it’s a spirit, not an animal – the Flintclaw will simply ask you to bind it once beaten by you.
Blessings
Darkness and Flintclaw both can only posses you, and while there are no associated blessings for darkness, Flintclaw can bless you with both the Flint and Badger benefits while bound to you.
Land Spirit | Requirement | Effect |
---|---|---|
Fire | 1x Dry Reeds | Perceived Temperature Boost, Immune System Boost |
Earth | 1x Fertilizer (any kind) | Fertility Boon: 21% Care, Heal Crops, Restore Underbrush |
Water | 0.8 Units of Sacred Water | ??? |
Flint | 1x Flint, 1x Hammering Tool | Increased Knapping Skill (higher durability and quality of flint tools), Higher Sharpness |
Animal Spirit | Requirement | Effect |
---|---|---|
Badger | 1x Bugs | Foraging Aid, Immune System Boost |
Fox | 1x Small Mammal (Raw or Cooked) | Tracking Aid, Ambush Aid |
Doe/Stag | 1x Clover or Meadowgrass | Alertness Aid, Immune System Boost |
Boar | 1x Forest Cap or Turnroot | Foraging Aid, Immune System Boost |
Wolf | 1x Bone | Tracking Aid, Chasing Aid, Combat Efficiency Boost |
Enchantments
Darkness and Flintclaw both can only posses you, and while there are no associated enchants for darkness, Flintclaw can enchant items with both the Flint and Badger benefits while bound to you.
All enchantments require Fairyweed in fresh, dried or powdered form.
Land Spirit | Requirement | Effect |
---|---|---|
Fire | 1x Dry Reeds, 1x Heated Tar, 1x Fairyweed | Perceived Temperature Boost, Immune System Boost |
Earth | 6x Fertilizer (any kind), 1x Fairyweed | Fertility Boon: 21% Care, Heal Crops, Restore Underbrush |
Water | 5.8 Units of Sacred Water, 1x Fairyweed | Calming Flow: 12% (Less thirst, Heals rashes & hand/feet damage) |
Flint | 3x Flint, 1x Hammering Tool, 1x Fairyweed | Increased Knapping Skill (Higher durability and quality of flint tools), Higher Sharpness |
Animal Spirit | Requirement | Effect |
---|---|---|
Badger | 3x Bugs, 1x Fairyweed | Foraging Aid, Immune System Boost |
Fox | 1x Partridge, 1x Fairyweed | Tracking Aid, Ambush Aid |
Doe/Stag | 4x Clover or Meadowgrass, 1x Fairyweed | Alertness Aid, Immune System Boost |
Boar | 3x Forest Cap or Turnroot, 1x Fairyweed | Foraging Aid, Immune System Boost |
Wolf | 3x Bone, 1x Fairyweed | Tracking Aid, Chasing Aid, Combat Efficiency Boost |
Summoning
Summoning a spirit to posses you gives you all their blessings for as long as it stays with you. Additionally it allows you to:
- Cast spells via a Focus, cast spells in combat, cast spells while you’re running around via the magic tab (character screen) and also enables you to enchant several things without needing to kill the same animal multiple times.
- Spells can be cast by draging the focus onto the spirit, that fills the focus, then drag it on the interactable of that spell, in the case of a beast spirit for instance, a wound.
- All Beast spirits have a spell to increased wound healing factor.
- Summoning a spirit can fail, and a failure can have consequences, listed under “Failure Effect” below.
Spirits may approach you outside of their place of power if you have high affinity with them, a highly altered mind and perform some tasks connected to the spirit – these other summoning possibilities are listed under “Alternatives” in the table below.
Land Spirit | Requirement | Alternatives | Spells | Failure Effect |
---|---|---|---|---|
Fire | 24x Dry Reeds, 3x Heated Tar, 1x Fairyweed | Gaze into the Pyre | Refuel fire for 25% of wand, Lights tinder for 50% of wand | Burn Injury |
Earth | 12x Fertilizer (specifically), 3x Fairyweed, 3x Spirit Acorns | ??? | Add Care to plants, ??? | ??? |
Water | 47.8 Units of Sacred Water, 1x Fairyweed | ??? | ??? | ??? |
Darkness | Spend time in Ominous Tunnel | ??? | Darkness Vision, ??? | ??? |
Flint | ??? | ??? | 50% of wand to raise flint quality to 100% | ??? |
Animal Spirit | Requirement | Alternatives | Spells | Failure Effect |
---|---|---|---|---|
Badger | 3x Bugs, 1x Fairyweed | ??? | Foraging Aid, Immune System Boost, Increased Wound Healing Factor | ??? Wound |
Fox | 1x Partridge, 1x Fairyweed | ??? | Tracking Aid, Ambush Aid, Increased Wound Healing Factor | Bite Wound |
Doe/Stag | 12x Clover or Meadowgrass, 1x Fairyweed | ??? | Alertness Aid, Immune System Boost, Increased Wound Healing Factor | Bite Wound |
Boar | ??? | ??? | Foraging Aid, Immune System Boost, Increased Wound Healing Factor | ??? |
Wolf | 1x Large Animal, 1x Fairyweed | ??? | Tracking Aid, Chasing Aid, Combat Efficiency Boost, Increased Wound Healing Factor | ??? Wound |
Flintclaw | Defeat the Flintclaw | – | Darkness Vision, 50% of wand to raise flint quality to 100% | ??? Wound |
Affinity & Urges
To even consider getting assitance from a spirit, a certain affinity has to be reached with them. Different elements and spirits require different actions to raise affinity.
Spirits possessing the player have an urge that fits their nature.
This urge can be appeased with certain actions – failing to do so will have the spirit unhappy, influencing your wellbeing and morale.
The Flintclaw itself has no specific affinity but success may be influenced by darkness, beast and flint affinities – or the summoning success relies entirely on your ability to kill it.
While the Flintclaw offers many benefits, it also has more severe urges – while possessed by the Flintclaw, the player will have to take care of three different urges at the same time – they have separate meters and therefore need to be taken care of individually with their relevant actions.
Land Spirit | Affinity | Urge |
---|---|---|
Fire | Turn on campfire, Warm up/Wait at fire, Stay in area with pyre | Warm up or wait at fire, Light something on fire |
Earth | Spend time at & Commune with the Sacred Oak, Inspect gardens | ??? |
Water | Being wet, Spend time in the waterfall cave, Gaze at water | ??? |
Darkness | Spend time in darkness | Spend time in darkness |
Flint | Mine Flint Motherlode, Spend time at Flint Motherlode | Knap/Craft tools with flint, Mine flint, Spend time at Flint Motherlode |
Animal Spirit | Affinity | Urge |
---|---|---|
Badger | Release Animal Soul, Hunt animals | Forage, Dig, Spend time underground |
Fox | Release Animal Soul, Hunt animals | Hunt small animals, Butcher small animals, Eat meat |
Doe/Stag | Release Animal Soul, Hunt animals | Travel through the forest, Meet deer, Eat vegetables |
Boar | Release Animal Soul, Hunt animals | ??? |
Wolf | Release Animal Soul, Hunt animals | Probably: Hunt large animals, Butcher large animals, Eat meat |
Flintclaw | – | All the urges of Darkness, Badger, and Flint simultaneously |