The adventurer’s library

Forgotten Stories Inheritances: All 8 Paths Compared

Pick how you want your next run to feel. Forgotten Stories inheritances shape your starting gear, passive bonuses, and early strengths: build a bigger library as the Historian, chase spellcasting surprises as the Dreamer, or try the Damned’s three bloodlines. Compare all eight paths here, then choose the upgrades that suit your playstyle.

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Choose your start8 Forgotten Stories inheritances

Match your starting gear, passives, and Forgotten Stories inheritances to how you play.

Plan your upgrades3 levels each

Compare every level and Ink Shard cost across Forgotten Stories inheritances in the table.

The Damned3 bloodlines

Within Forgotten Stories inheritances, the Damned offers Feral, Seraph, and Dragonic bloodlines.

The Historian: an early Book-centric path among Forgotten Stories inheritances.Click to enlarge
The Historian
The Dreamer: a high-magic option among Forgotten Stories inheritances.Click to enlarge
The Dreamer
The Damned: choose between three bloodlines.Click to enlarge
The Damned

Forgotten Stories inheritances each feature three unlockable tiers funded by Ink Shards. Two beginner-friendly paths—The Historian and The Jeweler—are unlocked right out of the gate for zero cost. The remaining six paths require an initial unlock of 100 to 500 Ink Shards. Upgrading an Inheritance to Level 2 and Level 3 permanently expands your baseline stats and unlocks build-defining perks, such as free-turn skills, true damage conversions, extra accessory capacity, and automatic reaction maneuvers.


Quick Comparison: All 8 Forgotten Stories Inheritances

Inheritance Starting Gear Playstyle Focus Unlock Cost (L1) Key Strengths & Tradeoffs
The Historian Quill Book stats & library utility Free (Starter) Safe, reliable utility and bonus camp enhancements; modest baseline stats without burst multipliers.
The Jeweler Extra Artifact Slot Trinket stacking & mining fortune Free (Starter) Starts with 3 artifact slots; later tiers add slot capacity; gains duplicate equip at L3; lacks native defensive bulk.
The Brawler Bruiser Bands QTE escape, melee bulk & boss slaying 100 Ink Shards Solid Physique (+2 to +8) boosts general physical damage; extra situational bonus against large foes.
The Hunter Rabbit's Foot Mob drop farming, Luck crits & speed 100 Ink Shards Converts Luck-scaled crits to true damage at L3; extra loot drop passive does not apply to bosses.
The Wagerer Coin of Judgment High-risk boss burst & gold swing 250 Ink Shards Coin flips deal up to 80% HP burst (15% on bosses); Tails inflicts lethal true self-damage bypassing Barrier.
The Cook The Pan Team sustain, crafting thrift & tri-element 250 Ink Shards Saves cooking/crafting resources; wide Fire/Water/Order affinities; The Pan carries a -0.65 Speed penalty.
The Dreamer Tome of Dreams Pure spellcasting & massive mana cuts 500 Ink Shards Halves mana on Tome spells with passive mana discounts and huge Rune Sight; incurs -25% to -30% Physical DMG and -6 to -8 HP.
The Damned Crimson Talisman Bloodlines: Feral, Seraphic, or Dragonic 500 Ink Shards Powerful specialization (unarmed claws, auto-dodge, or Wrath bruiser); suffers universal healing and Order penalties.

Watch & try it

Meet the Forgotten Stories Inheritances

Forgotten Stories Class/Inheritance Showcase thumbnail
By steeb6:39
Inheritances

Forgotten Stories Class/Inheritance Showcase

Get a feel for Forgotten Stories inheritances in action, then use the detailed profiles to compare bonuses.

How to Upgrade Forgotten Stories Inheritances

Compare Forgotten Stories inheritances at the level you can afford: starting gear helps immediately, while later upgrades can change how a path plays.

  1. Permanent Lobby Progression: Level 1 unlocks the baseline archetype and starting gear. Level 2 generally costs 100 Ink Shards (150 for The Damned), while Level 3 costs 200 Ink Shards (300 for The Damned). Once purchased in the lobby, these upgrades remain active across all future expeditions.
  2. Stat Growth & Attribute Caps: Forgotten Stories inheritances give you starting bonuses to consider alongside the attributes you train during a run. In Forgotten Stories, weapon affinities and elemental affinities share a combined growth pool capped at 35, while Physique and Runesight share an independent combined pool capped at 30 (with individual caps of 20). Check our guide to Stats and Skill Points to see how stat caps and stat locks keep your points focused.
  3. Physique Scaling: Physique is not merely a defensive buffer. Every 1 point of Physique provides +1 Max Health, every 5 points adds +2% Physical Damage, and every 10 points adds +1 Max Stamina. This means paths granting flat Physique—such as The Brawler and Feral Damned—passively raise baseline physical strike power across all combat encounters.
  4. Survival & Resistance Checks: Penalties to incoming healing, maximum health, or elemental resistances directly influence which zones and encounters you can safely navigate. For strategies on mitigating negative statuses and maximizing recovery, consult our guide to Healing and Status Effects.
  5. Meta Placement: For more recommendations on choosing an Inheritance for solo or group play, visit our Tier List.

Forgotten Stories Inheritances: All Levels and Upgrade Costs

Below is the complete reference table for all 8 Forgotten Stories inheritances across all three unlock tiers (24 level rows in total):

Compare all 24 Inheritance levels and their upgrade costs
Inheritance Level Ink Shard Cost Stat Bonuses Passive Perks & Milestone Unlocks
The Historian Level 1 Free (Starter) Max Health +3 Starts with Quill, 30 Ink, 1 Quill. Double an owned book's stats once at camp.
The Historian Level 2 100 Shards Max Health +3, Max Mana +1 Starts with 60 Ink, 3 Quills.
The Historian Level 3 200 Shards Max Health +3, Max Mana +1, Max Stamina +1 Starts with 100 Ink, 5 Quills; inventory capacity expands by +5 books.
The Jeweler Level 1 Free (Starter) Luck +2.5%, Max Mana +1 Starts with 3 artifact slots (1 extra slot); +25% gem mining chance.
The Jeweler Level 2 100 Shards Luck +5%, Max Mana +1 +1 extra artifact slot; +50% gem mining chance.
The Jeweler Level 3 200 Shards Luck +10%, Max Mana +1, Max Runes +1 +1 extra artifact slot; +100% gem mining chance; can equip 2 identical artifacts.
The Brawler Level 1 100 Shards Physique +2, Blunt Res +5%, Max Health +3, Max Stamina +1 Starts with Bruiser Bands (-2 keys when restraint QTE > 3; +2 Empower on escape); +5% physical DMG to large foes.
The Brawler Level 2 100 Shards Physique +5, Blunt Res +7.5%, Max Health +5, Max Stamina +1 +7.5% physical DMG to large foes.
The Brawler Level 3 200 Shards Physique +8, Blunt Res +7.5%, Max Health +7, Max Stamina +2, Resilience +10% +10% physical DMG to large foes; Bruiser Bands trigger on any key count (<=0 keys breaks free instantly); 7 parries grant +1 Empower.
The Hunter Level 1 100 Shards Max Stamina +1, Physical DMG +2.5% Starts with Rabbit's Foot (2.5% base + 1.25% per 10% Luck for +75% crit DMG); +25% extra drop chance on slain regular mobs.
The Hunter Level 2 100 Shards Max Stamina +1, Physical DMG +5% +40% extra drop chance on slain regular mobs.
The Hunter Level 3 200 Shards Max Stamina +2, Physical DMG +5%, Speed +0.05, Luck +10% +70% extra drop chance on slain regular mobs; Rabbit's Foot bonus critical damage converts into True damage.
The Wagerer Level 1 250 Shards Order Affinity +1, Rune Sight +1, Luck +5% Starts with Coin of Judgment (Flip skill; 3 uses/battle across party); quest/sell payouts swing between +10% and -10%.
The Wagerer Level 2 100 Shards Order Affinity +2, Rune Sight +2, Luck +10% Quest and shop selling payouts swing between +15% and -10%.
The Wagerer Level 3 200 Shards Order Affinity +5, Rune Sight +5, Luck +15% Quest and shop selling payouts swing between +25% and -10%; Flip skill no longer consumes an action turn.
The Cook Level 1 250 Shards Fire Affinity +1, Water Affinity +1, Order Affinity +1 Starts with The Pan (unlocks camp culinary recipes); 10% chance to save ingredients during cooking/crafting.
The Cook Level 2 100 Shards Fire Affinity +2, Water Affinity +2, Order Affinity +2 25% chance to save ingredients during cooking/crafting.
The Cook Level 3 200 Shards Fire Affinity +3, Water Affinity +3, Order Affinity +3, Outgoing Healing +5% 50% chance to save ingredients during cooking/crafting; slain enemies have an extra 40% chance to drop cooking ingredients.
The Dreamer Level 1 500 Shards Rune Sight +3, Max Runes +1, Max Mana +1, Physical DMG -30%, Max Health -8 Starts with Tome of Dreams (spells cast through it cost 50% less mana); all spells cost -1 Mana, plus 20% chance for an additional -1 Mana.
The Dreamer Level 2 100 Shards Rune Sight +5, Max Runes +1, Max Mana +2, Physical DMG -27.5%, Max Health -7 Spells cost -1 Mana, plus 30% chance for an additional -1 Mana.
The Dreamer Level 3 200 Shards Rune Sight +10, Max Runes +2, Max Mana +3, Physical DMG -25%, Max Health -6 Spells cost -1 Mana, plus 50% chance for an additional -1 Mana; Tome of Dreams max rune scope expands to 3–9 runes.
The Damned Level 1 500 Shards Order Res -50%, Max Mana -3, Incoming Healing -50% Starts with Crimson Talisman (cannot unequip); choose Feral, Seraphic, or Dragonic bloodline.
The Damned Level 2 150 Shards Order Res -45%, Max Mana -3, Incoming Healing -45% Universal bloodline penalties soften slightly.
The Damned Level 3 300 Shards Order Res -40%, Max Mana -3, Incoming Healing -40% Universal bloodline penalties soften further; unlocks bloodline active skill.

Reading Forgotten Stories Inheritance Tradeoffs

Each of the eight Forgotten Stories inheritances pairs a starting item with its own upgrade path. Compare the Ink Shard cost, level bonuses, and penalties together: a useful Level 3 benefit may come with a tradeoff that affects the rest of your build.

The Dreamer, for example, brings spellcasting benefits alongside physical-damage and health penalties. The Damned adds another decision through its three bloodlines. Their profiles below keep those benefits and costs together so you can check the full package.

Still deciding which role to play? Use the Forgotten Stories tier list by play style for the quick choice, then return to these Forgotten Stories inheritances profiles for equipment, upgrade levels, and bloodline details.


Forgotten Stories Inheritances: The Historian

Forgotten Stories inheritances: The Historian offers a Book-focused route with extra Ink and Quills.

The Historian

The HistorianClick to enlarge
The Historian

“History begins with its first historian...”
Among Forgotten Stories inheritances, the Historian is a free starting point for a Book-focused build. It is tailored for adventurers who want to build their expeditions around discovered literature, expanding their active library and extracting double value from their favorite grimoires.

Starting Gear & Core Mechanics

  • Starting Gear: Begins each run with a Quill.
  • Quill Enhancement: You can use a Quill while resting at camp to enhance an owned book, doubling its listed stat increases. Each owned book can only be enhanced once.
  • Ink & Quill Scaling: You start each run with bonus resources based on your level:
    • Level 1: 30 Ink, 1 Quill
    • Level 2: 60 Ink, 3 Quills
    • Level 3: 100 Ink, 5 Quills
  • Level 3 Milestone: At Level 3, your inventory capacity expands, allowing you to hold 5 extra books. To review how books are discovered, written, and signed, check our guide to Books.

Progression & Stat Bonuses

  • Level 1 (Starter - Free): Max Health +3
  • Level 2 (100 Ink Shards): Max Health +3, Max Mana +1
  • Level 3 (200 Ink Shards): Max Health +3, Max Mana +1, Max Stamina +1

Tactical Assessment

Players choosing Forgotten Stories inheritances for Book utility can get value from the Historian without taking a stat penalty. However, its combat stat boosts are humble (+3 Health, +1 Mana, +1 Stamina at Level 3), and it provides no direct offensive multipliers. Its true strength lies in campfire book doubling, making it an excellent utility pick if your route targets high-impact grimoires.


The Jeweler Inheritance

Forgotten Stories inheritances: The Jeweler provides zero-cost access to mining fortune and accessory synergy.

The Jeweler

The JewelerClick to enlarge
The Jeweler

“Gems shine brighter the longer they live...”
The Jeweler is the other free option among Forgotten Stories inheritances. It focuses on accessory customization and mining fortune, giving players who love trinket synergies a massive edge in accessory capacity.

Starting Gear & Core Mechanics

  • Starting Gear: Begins with an Extra Artifact Slot, allowing you to equip 3 different artifacts right from the start instead of the default 2.
  • Mining Fortune & Slot Scaling:
    • Increases your chance to find gems while mining ore by 25% (Level 1), 50% (Level 2), and 100% (Level 3).
    • Grants +0 (Level 1), +1 (Level 2), and +1 (Level 3) additional artifact slots.
  • Level 3 Duplicate Artifact Equipping: Upon reaching Level 3, you gain the rare ability to equip two copies of the same artifact.
    • Compatibility Note: Certain artifacts carry incompatible passives when duplicated. Equipping two copies of an accessory will not double effects that are tagged as non-stacking.

Progression & Stat Bonuses

  • Level 1 (Starter - Free): Luck +2.5%, Max Mana +1
  • Level 2 (100 Ink Shards): Luck +5%, Max Mana +1
  • Level 3 (200 Ink Shards): Luck +10%, Max Mana +1, Max Runes +1

Tactical Assessment

The Jeweler offers unmatched late-game accessory flexibility. Its extra artifact capacity allows you to layer defensive wards, critical strike trinkets, and mana regeneration items simultaneously. However, it offers no baseline health or physical defense increases, requiring you to source survivability directly through your equipped gear.


The Brawler Inheritance

Forgotten Stories inheritances: The Brawler counters restraint mechanics and punishes large foes.

The Brawler

The BrawlerClick to enlarge
The Brawler

Bruiser Bands

Bruiser BandsClick to enlarge
Bruiser Bands

“We might be the same height, but our techniques are unique...”
The Brawler brings a practical advantage to Forgotten Stories inheritances: easier restraint QTEs and bonuses against large enemies. It turns hostile grab mechanics into offensive damage spikes.

Starting Gear & Core Mechanics

  • Starting Gear: Starts with Bruiser Bands.
    • Restraint Reduction: Reduces the number of Restrain Keys by 2 whenever a grab or restraint QTE requires more than 3 keys (such as Leper's Corrosive Bite or Assassin Bandit's Assassinate).
    • Empower on Escape: Breaking free from a restraint grants +2 Empower if you have fewer than 2 Empower stacks. Empower directly amplifies physical strike potency.
    • Practice key press timings with our Controls and QTE Guide.
  • Situational Large Foe Bonus: Deals an extra +5% (Level 1), +7.5% (Level 2), or +10% (Level 3) physical damage specifically against large foes.
  • General Physical Damage Through Physique: In addition to its large foe bonus, The Brawler's generous Physique pool (+2 at L1, +5 at L2, +8 at L3) permanently boosts baseline physical damage across all enemy types (since every 5 Physique adds +2% Physical Damage).
  • Level 3 Mastery:
    • Bruiser Bands can activate regardless of the initial key count. If required keys drop to 0 or below, you instantly break free.
    • Successfully parrying 7 enemy attacks automatically generates +1 Empower.

Progression & Stat Bonuses

  • Level 1 (100 Ink Shards): Physique +2, Blunt Resistance +5%, Max Health +3, Max Stamina +1
  • Level 2 (100 Ink Shards): Physique +5, Blunt Resistance +7.5%, Max Health +5, Max Stamina +1
  • Level 3 (200 Ink Shards): Physique +8, Blunt Resistance +7.5%, Max Health +7, Max Stamina +2, Resilience +10%

Tactical Assessment

The Brawler is among the sturdiest melee archetypes in Forgotten Stories. Between flat health, stamina, blunt resistance, and resilience to shrug off status debuffs, it excels in close-quarters brawling. Its extra percentage damage bonus is restricted specifically to large foes, but its overall physical attack output remains strong across all encounters thanks to steady Physique scaling.


The Hunter Inheritance

Forgotten Stories inheritances: The Hunter boosts gathering, Stamina, Luck, and critical hit payoffs.

The Hunter

The HunterClick to enlarge
The Hunter

Rabbits Foot

Rabbits FootClick to enlarge
Rabbits Foot

“The sacrifices will never go to waste...”
For loot-focused Forgotten Stories inheritances, look at the Hunter. Its gathering, Stamina, and Luck bonuses support long runs, while later upgrades reward critical hits.

Starting Gear & Core Mechanics

  • Starting Gear: Starts with a Rabbit's Foot.
    • Hunter Criticals: Grants a chance to execute an additional critical strike dealing 75% extra damage.
    • Luck Scaling: The base critical chance is 2.5%. Every 10% Luck increases your Hunter Critical Chance by an additional 1.25%.
  • Extra Slain Enemy Drops: Defeated standard foes have a 25% (Level 1), 40% (Level 2), or 70% (Level 3) chance to drop an extra item.
    • Crucial Restriction: This extra loot drop chance does not apply to bosses.
  • Level 3 True Damage Conversion: At Level 3, the bonus critical damage dealt by the Rabbit's Foot converts into True damage, punching straight through enemy armor and defense ratings.

Progression & Stat Bonuses

  • Level 1 (100 Ink Shards): Max Stamina +1, Physical Damage +2.5%
  • Level 2 (100 Ink Shards): Max Stamina +1, Physical Damage +5%
  • Level 3 (200 Ink Shards): Max Stamina +2, Physical Damage +5%, Speed +0.05, Luck +10%

Tactical Assessment

The Hunter’s extra item-drop passive distinguishes it from other Forgotten Stories inheritances when clearing regular rooms. While its extra item drop passive is disabled during boss battles, its combat scaling remains formidable: combining high Luck with Level 3 true damage criticals allows rapid strikes to melt through armored foes.


The Wagerer Inheritance

Forgotten Stories inheritances: The Wagerer introduces high-risk swing turns with coin flip damage spikes.

The Wagerer

The WagererClick to enlarge
The Wagerer

Coin of Judgment

Coin of JudgmentClick to enlarge
Coin of Judgment

“Things may turn against you or in your favor...”
Few Forgotten Stories inheritances swing a turn as sharply as the Wagerer. It is built around dramatic swing turns that can obliterate high-health targets or severely punish careless flips.

Starting Gear & Core Mechanics

  • Starting Gear: Starts with the Coin of Judgment, unlocking the active skill Flip.
  • The Flip Mechanic (Standard Targets):
    • Heads: The target takes damage equal to 80% of its maximum health.
    • Tails: You take true damage equal to 45% of your maximum health.
  • The Flip Mechanic (Boss Battles):
    • Against bosses, the numbers adjust: Heads deals damage equal to 15% of the boss's maximum health, while Tails inflicts true damage equal to 65% of your maximum health onto yourself.
  • Flip Rules & Risk Factors:
    • Team Limit: Flip can only be used a total of three times per battle across all party members combined.
    • True Damage & Barrier Bypass: Self-damage from a failed Tails flip is true damage that ignores all forms of defense, protection, and Barrier.
    • Fixed Damage Formula: Flip damage is calculated directly from maximum health percentages and is not amplified by outgoing or incoming damage modifiers.
    • Luck Scaling: Every 10% Luck increases your Heads chance by 2.5%, up to a hard cap of 65%.
  • Economic Volatility: Silver earned from quest rewards and shop sales fluctuates unpredictably, ranging from +10% to -10% (Level 1), +15% to -10% (Level 2), and +25% to -10% (Level 3).
  • Level 3 Milestone: At Level 3, Flip no longer consumes an action turn, allowing you to toss the coin and immediately follow up with attacks or spells.

Progression & Stat Bonuses

  • Level 1 (250 Ink Shards): Order Affinity +1, Rune Sight +1, Luck +5%
  • Level 2 (100 Ink Shards): Order Affinity +2, Rune Sight +2, Luck +10%
  • Level 3 (200 Ink Shards): Order Affinity +5, Rune Sight +5, Luck +15%

Tactical Assessment

The Wagerer offers the fastest single-action burst against non-boss juggernauts in Forgotten Stories. However, taking 45% (or 65% on bosses) true damage from an unlucky toss can immediately put you within lethal range of enemy attacks. Stacking Luck gear to reach the 65% Heads cap is essential before making risky flips.


The Cook Inheritance in Forgotten Stories

Forgotten Stories inheritances: The Cook brings party sustain, ingredient economy, and elemental bonuses.

The Cook

The CookClick to enlarge
The Cook

The Pan

The PanClick to enlarge
The Pan

“Life isn't always sweet...”
The Cook is a support pick among Forgotten Stories inheritances, with ingredient gathering, resource conservation, and Fire, Water, and Order bonuses.

Starting Gear & Core Mechanics

  • Starting Gear: Starts with The Pan.
    • Camp Recipe Unlocks: Keeping The Pan in your inventory (or wielding it) unlocks special culinary recipes when cooking at camp.
    • Weapon Profile: If equipped as a one-handed bludgeon, The Pan provides Max Posture +2, Fire Damage +2.5%, and Fire Resistance +5.0%, but imposes a noticeable Speed penalty of -0.65. Its combat attacks include:
      • Maul: Costs 3 Energy. A heavy strike whose critical hits apply Dazed +1 and Exposed +2.
      • Double Strike: Costs 4 Energy with a 2-turn cooldown. Strikes twice, with critical hits applying Dazed +1 and Exposed +2.
      • Compare weapon stats in our Weapons Catalog.
  • Resource Preservation: Grants a 10% (Level 1), 25% (Level 2), or 50% (Level 3) chance to avoid consuming ingredients and crafting materials when cooking or crafting.
  • Level 3 Scavenging: At Level 3, defeated enemies gain an extra 40% chance to drop cooking ingredients.

Progression & Stat Bonuses

  • Level 1 (250 Ink Shards): Fire Affinity +1, Water Affinity +1, Order Affinity +1
  • Level 2 (100 Ink Shards): Fire Affinity +2, Water Affinity +2, Order Affinity +2
  • Level 3 (200 Ink Shards): Fire Affinity +3, Water Affinity +3, Order Affinity +3, Outgoing Healing +5%

Tactical Assessment

Among Forgotten Stories inheritances for longer party expeditions, the Cook supports both supplies and spell preparation. Tri-element affinity bonuses make it effortless to meet early casting requirements for support and elemental spells, while resource preservation doubles the mileage of rare ingredients. If you wield The Pan directly in combat, be mindful of its -0.65 Speed penalty by pairing it with initiative-boosting gear.


The Dreamer: A Spellcasting Inheritance in Forgotten Stories

Forgotten Stories inheritances: The Dreamer supports Runesight and early access to unpredictable magic.

The Dreamer

The DreamerClick to enlarge
The Dreamer

Tome of Dreams

Tome of DreamsClick to enlarge
Tome of Dreams

“Dreams go beyond reality...”
Comparing Forgotten Stories inheritances for a mage? The Dreamer offers extra casting capacity and the Tome of Dreams. It trades physical attack prowess and raw health for astronomical Rune Sight, expanded rune slots, and sweeping mana cost reductions.

Starting Gear & Core Mechanics

  • Starting Gear: Starts with the Tome of Dreams, granting the active skill Tome of Dreams.
  • Casting Through the Tome:
    • Activating the skill lets you pick from three spell categories:
      1. Offensive: Pulls from the pool of damage-dealing incantations.
      2. Defensive: Pulls from defensive shields and buffing spells (healing spells are automatically added if teammates are injured).
      3. Random: Pulls across all available spells in the current rune pool.
    • Spells cast via the Tome cost 50% less Mana.
    • Learning Restriction: Spells rolled from the Tome do not grant book discovery credit or permanently teach the spell to your character. To cast a spell normally outside the Tome, you must unlock and learn its corresponding Book during the run.
    • Rune Pool Scope: The Inheritance lists a 2–6 rune range, expanding to 3–9 at Level 3. The wider pool gives you access to more complex random spells, though the Tome does not guarantee a particular roll.
  • Passive Mana Discounts: All standard spells cost 1 less Mana, with an additional 20% (Level 1), 30% (Level 2), or 50% (Level 3) chance to reduce the cost by another 1 Mana.

Progression & Stat Bonuses

  • Level 1 (500 Ink Shards): Rune Sight +3, Max Runes +1, Max Mana +1, Physical Damage -30%, Max Health -8
  • Level 2 (100 Ink Shards): Rune Sight +5, Max Runes +1, Max Mana +2, Physical Damage -27.5%, Max Health -7
  • Level 3 (200 Ink Shards): Rune Sight +10, Max Runes +2, Max Mana +3, Physical Damage -25%, Max Health -6

Tactical Assessment

The Dreamer eases spellcasting with up to +10 Rune Sight, +2 Max Runes, +3 Max Mana, and two Mana discount effects. Its Max Health penalties are −8 / −7 / −6 at levels 1 / 2 / 3, alongside reduced Physical Damage. Build around spells, but keep recovery ready and practice defensive QTEs to protect that smaller health pool.


Forgotten Stories Inheritances: The Damned’s Three Bloodlines

Forgotten Stories inheritances: The Damned demands heavy stat penalties in exchange for three unique bloodlines.

The Damned

The DamnedClick to enlarge
The Damned

“A cursed bloodline...”
The Damned has the most branching choice among Forgotten Stories inheritances: three bloodlines with different strengths. Choosing it permanently binds you to the Crimson Talisman and inflicts heavy universal penalties across your character. In exchange, you select one of three distinct Bloodlines—Feral, Seraphic, or Dragonic—each granting a radical gameplay transformation.

Starting Gear & Universal Penalties

  • Starting Gear: Begins with the Crimson Talisman. This accessory cannot be unequipped, as it prevents your character from being consumed by the curse.
  • Shared Bloodline Penalties: Every Damned character suffers universal drawbacks that soften slightly with higher upgrade levels:
    • Level 1 (500 Ink Shards): Order Resistance -50%, Max Mana -3, Incoming Healing -50%
    • Level 2 (150 Ink Shards): Order Resistance -45%, Max Mana -3, Incoming Healing -45%
    • Level 3 (300 Ink Shards): Order Resistance -40%, Max Mana -3, Incoming Healing -40%

Complete Damned Bloodlines Progression Table (9 Level Rows)

Bloodline Level Stat Bonuses Core Mechanics & Level 3 Skills
Feral Level 1 Max Health +3, Physique +3, Light Weapons +3, PEN +1 Claws extend when entering battle unarmed; inflicts self with +2 Bleeding at start of combat.
Feral Level 2 Max Health +4, Physique +4, Light Weapons +5, Speed +0.05, PEN +1 Enhanced claw damage and armor penetration scaling.
Feral Level 3 Max Health +5, Max Stamina +1, Physique +5, Light Weapons +7, Speed +0.10, PEN +1 Unlocks exclusive active skill Mangle (vicious claw strike combo).
Seraphic Level 1 Max Health -5, Defense Points -1, Max Stamina +2, Speed +0.10 When stamina is strictly greater than 8, automatically consumes stamina to dodge unreacted incoming attacks.
Seraphic Level 2 Max Health -5, Defense Points -1, Max Stamina +2, Speed +0.15 Auto-dodge threshold lowers to strictly greater than 7 stamina.
Seraphic Level 3 Max Health -5, Max Stamina +3, Speed +0.15 Auto-dodge threshold remains strictly greater than 7 stamina; unlocks action Seraphic Chant (Charmed +2 to all enemies, Karma +2 to all allies).
Dragonic Level 1 Max Health +5, Defense Points +1, Fire Res +15%, Resilience +10% Taking damage generates Wrath stacks up to 3 (+5% outgoing DMG, -4% incoming DMG; drained on skill/spell hit).
Dragonic Level 2 Max Health +6, Defense Points +1, Fire Res +20%, Resilience +10% Maximum Wrath stacks increase to 4.
Dragonic Level 3 Max Health +7, Defense Points +2, Fire Res +25%, Resilience +15% Maximum Wrath stacks increase to 5; unlocks active skill Uproar (inflicts Fear to all enemies and Rage on self scaling with Wrath stacks).

Bloodline Breakdown: Feral

Forgotten Stories inheritances: The Feral bloodline grants natural claw combat; Mangle unlocks at Level 3.

Feral · Level 3

Focus: Unarmed Claw Combat, Armor Penetration, and Light Weapons

As one of the aggressive branches of Forgotten Stories inheritances, Feral turns your empty hands into deadly natural weapons with bonus armor penetration and light weapon scaling.

  • Claw Combat: Entering combat with no weapon equipped extends your claws. However, the feral frenzy inflicts +2 Bleeding onto yourself at the start of battle.
  • Physique Synergy: With +3 to +5 Physique and Light Weapon affinities, Feral strikes deliver strong base damage that cuts through defensive plating.
  • Level 3 Skill - Mangle: Unlocks the active skill Mangle, executing a devastating multi-hit claw combo.

Bloodline Breakdown: Seraphic

Forgotten Stories inheritances: The Seraphic bloodline provides automatic dodging and the Seraphic Chant aura.

Seraphic · Level 3

Focus: Automated Dodging, High Initiative, and Party Buffs

For evasion-focused builds exploring Forgotten Stories inheritances, Seraphic trades defensive points and health for top-tier agility and automatic dodging.

  • Auto-Dodge Mechanic: Whenever your current stamina is strictly greater than 8 (Level 1) or strictly greater than 7 (Levels 2 and 3), your character will automatically consume stamina to dodge an incoming attack if you fail to react in time.
  • Level 3 Action - Seraphic Chant: Unlocks Seraphic Chant, which fundamentally shifts battlefield dynamics:
    • Applies Charmed +2 to all enemies (reducing charmed foes' damage dealt to the caster by 10%).
    • Grants Karma +2 to all party members (+25% Incoming and Outgoing Healing, +10% Luck).

Bloodline Breakdown: Dragonic

Forgotten Stories inheritances: The Dragonic bloodline converts incoming hits into Wrath stacks and terrifying roar skills.

Dragonic · Level 3

Focus: Retaliatory Wrath, Heavy Fire Resistance, and Battlefield Control

The Dragonic path within Forgotten Stories inheritances transforms incoming punishment into offensive fury, building defensive resilience and ramping damage.

  • Wrath Stacks: Taking damage builds stacks of Wrath up to 3 (Level 1), 4 (Level 2), or 5 (Level 3). Wrath grants +5% outgoing damage and -4% incoming damage. Stacks drain when dealing damage with a skill or spell.
  • Level 3 Skill - Uproar: Unlocks the roar Uproar, which unleashes crowd control and personal fury tied directly to your built-up Wrath stacks:
    • Inflicts Fear onto all enemies, with the number of stacks matching your Wrath on use. Fear applies -0.2 Speed, -30% outgoing damage, and -20% dodge and parry frames.
    • Inflicts Rage onto yourself equal to your Wrath stacks (Rage gives +10% outgoing and incoming damage).

Forgotten Stories Inheritances FAQ

Which Forgotten Stories Inheritance gives you the Tome of Dreams?

Of the eight Forgotten Stories inheritances, the Dreamer starts with the Tome of Dreams, which lets you roll spells during combat. To cast a Book spell normally outside the Tome, you must unlock and learn the corresponding Book during the run. Spells rolled through the Tome of Dreams are temporary casts that do not grant book discovery credit or permanent spell access.

How does Bruiser Bands help against grab attacks and restraint QTEs?

Bruiser Bands reduces the required Restrain Keys by 2 whenever an enemy grab or restraint event demands more than 3 keys (such as the Leper's Corrosive Bite or Assassin Bandit's Assassinate). Furthermore, breaking free grants +2 Empower if you have fewer than 2 stacks. At Level 3, the bands activate on any key count; if the required keys reach 0 or fewer, you instantly break free without pressing a button.

Do I keep my Ink Shards if I die or leave an expedition early?

Yes. Ink Shards earned during your expedition are retained dead or alive upon returning to the lobby, allowing you to steadily fund permanent upgrades across Forgotten Stories inheritances regardless of run outcome.

How does The Historian's Quill enhancement work at camp?

For Historian builds among Forgotten Stories inheritances, using a Quill at camp enhances an owned Book to double its listed stat bonuses. Each Book can only be enhanced once, so prioritize a Book whose stats directly support your setup.

Does The Pan need to be equipped as a weapon to unlock special cooking recipes?

No. Having The Pan anywhere in your inventory is sufficient to unlock special camp cooking recipes. You only need to equip it if you wish to wield it in combat for its Maul and Double Strike bludgeoning attacks.

How does the Seraphic auto-dodge stamina condition work?

The auto-dodge passive requires your current stamina to be strictly greater than 8 points at Level 1, or strictly greater than 7 points at Levels 2 and 3. If your stamina is exactly 8 (at Level 1) or exactly 7 (at Levels 2 or 3), the passive will not trigger.

What happens if a Feral Damned character equips a weapon?

For Feral players comparing Forgotten Stories inheritances, equipping a weapon in your main hand sheathes claws, disables claw attacks, and prevents the starting +2 Bleed penalty. Self-bleed and feral attacks only engage when entering combat unarmed.

Does self-damage from The Wagerer's Coin of Judgment bypass Barrier?

Yes. Self-damage from a failed Tails flip is true damage that explicitly ignores all forms of defense, protection points, and Barrier. Always ensure your remaining health can absorb a 45% (or 65% on bosses) true damage hit before flipping.

Can an Inheritance revive a dead teammate in Forgotten Stories?

No. Across all Forgotten Stories inheritances, reviving fallen allies is listed in official FAQs as planned rather than currently implemented. Focus on defensive traits and healing items instead; our Forgotten Stories revive guide details survival strategies.


Sources & references
Game images & gameplay sources

Game art and animations: Forgotten Stories Trello. Video walkthroughs: steeb.