Survivalism

The Survivalism skill is leveled through three methods:


 * 1) Killing animals and monsters (available from Survivalism level 0 to Survivalism level 100).
 * 2) using the /camp command (available from Survivalism level 25 to Survivalism level 100).
 * 3) Tracking animals and monsters (available from Survivalism level 50 to Survivalism level 100).


 * Survivalism level 0:
 * Can only be leveled by killing animals and monsters until Survivalism level 25.


 * Survivalism level 25:
 * /camp command is unlocked.
 * /camp command summons a wooden log with a fire on top.
 * /camp requires 40 stamina and requires no materials.
 * /camp regenerates 0.5 hearts per second for a total of 15 seconds. This would mean that a player can potentially regenerate a maximum of 7.5 hearts using this method.
 * the wooden log from /camp can be broken with an axe to yield a wooden log. This may be a useful tip when you are in need of wooden logs.


 * Survivalism level 50:
 * Instant-eat foods recovers more hunger. However, the health they replenish remains the same. (View Table 1 for food values).
 * Rotten flesh does not induce hunger de-buff like is Vanilla Minecraft
 * /track (mobname) command is unlocked.
 * By using this command, it allows the player to know the general direction (NORTH, EAST, SOUTH, WEST) of the mob the player is trying to track.
 * Tracking animals or monsters is guaranteed to succeed.
 * /track requires 25 mana and requires no materials.
 * /track also reveals the distance based on certain text queues:
 * Very Fresh: less than 200 blocks away in the given direction.
 * Somewhat Fresh: between 200 blocks and 500 blocks away in the given direction.
 * Not Very Fresh: between 500 blocks and 1000 blocks away in the given direction.
 * Very Faint: more than 1000 blocks away in the given direction.


 * Survivalism level 75:
 * The drop-rate of loot from animals and monsters is increased by approximately double.


 * Survivalism level 100:
 * /track (playername) command is unlocked.
 * By using this command, it allows the player to know the general direction (NORTH, EAST, SOUTH, WEST) of the player they are trying to track.
 * Tracking players is NOT guaranteed to succeed.
 * Tracking another player with Survivalism level 100 is possible with a 25% chance of successfully determining the general direction and distance of the targeted player. Thresholds are listed below presuming that Player A has Survivalism level 100.
 * Scenario 1: Player A: Survivalism level 100, Player B: Survivalism level 0:
 * Player A will have a 75% chance to successfully track Player B.
 * Scenario 2: Player A: Survivalism level 100, Player B: Survivalism level 25:
 * Player A will have a 60% chance to successfully track Player B.
 * Scenario 3: Player A: Survivalism level 100, Player B: Survivalism level 50:
 * Player A will have a 45% chance to successfully track Player B.
 * Scenario 4: Player A: Survivalism level 100, Player B: Survivalism level 75:
 * Player A will have a 35% chance to successfully track Player B.
 * Scenario 5: Player A: Survivalism level 100, Player B: Survivalism level 100:
 * Player A will have a 25% chance to successfully track Player B.




 * /track requires 25 mana and requires no materials.
 * By increasing Survivalism, it makes it harder for other players to track you. The player being tracked will also have a chance to receive a tracking notification based on 4 different thresholds. The notification will be "The hairs on the back of your neck stand up." (View Table 2 for percentages per threshold).
 * /track also reveals the distance based on certain text queues:
 * Very Fresh: less than 200 blocks away in the given direction.
 * Somewhat Fresh: between 200 blocks and 500 blocks away in the given direction.
 * Not Very Fresh: between 500 blocks and 1000 blocks away in the given direction.
 * Very Faint: more than 1000 blocks away in the given direction.



Table 1: Instant-Eat Food Values Before and After Modified by Survivalism

Table 2: Notification thresholds upon being tracked