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Equipment
Home · Weapons · Inventory · Game-Systems
Forest Survival does not use a conventional equipment screen. Combat utility comes from a single held loot-power slot, killstreak airdrops, character abilities, and map hazards.
The game creates loot in code, not from image assets. This reference capture stages the exact silhouette and colour branches used by the implemented pickup factory, with one uniformly spaced cell for each pickup. It is a source-faithful test capture rather than a live-drop photograph; the temporary capture scene was deleted after the image was saved.

Walk over a dropped crate to store one random power. It is not applied automatically. Press the bound Power key (E by default) to consume it. A second normal crate cannot be collected while a power is held.
| Power | Confirmed effect |
|---|---|
| Ammo | Refills the current effective magazine. |
| Health | Restores up to 50 HP, capped at maximum health. |
| Speed | 1.75× movement speed for 10 seconds. |
| Damage | 2× weapon damage for 15 seconds. |
| Riot Shield | Blocks frontal damage for 12 seconds or until it absorbs 160 damage. |
| Infinite Ammo | Stops normal ammo consumption for 10 seconds. |
| Overcharge | 1.6× damage and 1.8× fire-rate multiplier for 8 seconds. |
| Phantom | Enemies lose tracking and the player phases through them for 5 seconds; the Phantom class passive extends this by 15%. |
| Cryo Freeze | 14-unit blast, 55 cast damage; non-boss enemies freeze for 4 seconds, bosses only stagger for 0.9 seconds. |
| Shockwave | 16-unit blast, 95 center damage with falloff, knockback, and 1.6-second stun for non-boss enemies; bosses receive a 0.6-second stun. |
| Tesla Coil | Eight-second aura that arcs every 165 ms, reaches 22 units per hop, chains up to three targets, and starts at 24 damage per hit. |
| Tactical Nuke | Rare normal-loot roll (5%). A 55-unit blast with 650 center damage, falloff, barrel triggering, and brief self-protection. |
Timed held powers do not stack with another active timed held power. Cryo, Shockwave, Ammo, Health, and Nuke are treated as instant; the other listed timed powers must wait for the current timed effect to end. Character abilities are also blocked while a timed loot effect is active.
- Wave 1 permits one normal power drop; wave 2 permits two; wave 3 onward permits three with a 40% chance of a fourth.
- Every third non-tutorial wave seeds one additional crate at the start.
- Enemy drops require at least three kills since the prior drop and roll at 22%, multiplied by the Scavenger skill bonus.
- Tutorial mode removes the normal per-wave cap for practice pacing.
- The Nuke is excluded from the normal uniform pool and receives its separate 5% roll.
These parachute crates apply immediately on collection; they bypass the held-slot restriction and can stack with regular timed powers. Airdrops have a 60-second shared cooldown, except Health crates which use a 30-second cooldown.
| Streak | Reward |
|---|---|
| 8 | Health Pack (+75 HP, capped) |
| 14 | Rapid Fire: 3× fire rate for 15 s |
| 20 | Invincibility for 5 s |
| 26 | Health Pack |
| 32 | Mystery Box: random weapon upgrade; becomes Health if no useful upgrade remains |
| 40 | Tactical Nuke; the streak version also performs a global enemy cleanup |
| 48 | Frenzy: Rapid Fire plus 2× damage for 15 s |
| 58 | Juggernaut: shield, speed, and Overcharge for 15 s |
| System | Behavior |
|---|---|
| Explosive barrels | Solid red barrels with 28 HP. At 7.5-unit blast radius they deal 150 center damage to enemies and reduced self-damage to the player; nearby barrels chain-react. See World. |
| Engineer Demolition | The Engineer can wire one nearby barrel within 5.5 units. The first cast takes 1 second to arm; the next cast detonates it as a 9.5-unit, 220-damage remote bomb. |
| Riot shields | The Heavy ability and shield pickup use the same front-arc, damage-pool system. Shield use is blocked while the Engineer holds a detonator. |
No grenade inventory, melee weapon, armor item slot, crafting tool, building tool, or consumable stack system was found. Armor exists only as a skill/perk-style damage reduction and as character/enemy presentation, not as collectible gear.
Implementation references: src/App.tsx, src/utils/EnhancedPowerUps.ts, src/utils/HazardSystem.ts.