Difference between revisions of "Survival skill data"

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m (Update to 0.8.1.9)
(Add missing plus signs in First Aid formula description)
 
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|First Aid= {{#switch: {{{2}}}
|First Aid= {{#switch: {{{2}}}
|Active=active
|Active=maneuver
|Type=No Target
|Type=No Target
|Range=1
|Range=1
|Energy=10
|Cooldown=120
|Cooldown=60
|Modifiers=Agility, Perception, Vitality, Willpower
|Modifiers=
|Requirements=- Requires an Injury or damaged Health
|Requirements=- Requires an Injury or damaged Health
|Description={{pos|Stabilizes}} all {{neg|Injuries}} and grants {{pos|+100%}} Healing Efficiency and {{Pos|+10%}} Health Restoration for 90 turns. Grants {{neg|+4%}} for each degree of stabilized {{Neg|Injuries}}.<br><br>Replenishes {{Pos|10%}} Max Health. <br><br>If affected by {{Pos|"Vigor"}}, the skill also improves the Condition of all body parts by {{Pos|5%}} and doesn't increase Pain.
|Description=Stabilizes all {{neg|Injuries}}.<br><br>Grants {{pos|+60%}} Healing Efficiency and {{Pos|+10%}} Health Restoration for {{W|60}} turns.<br><br>Grants {{neg|+4%}} Pain for each degree of stabilized {{Neg|Injuries}} and replenishes {{Pos|10%}} Max Health.<br><br>If affected by {{Pos|"Vigor"}}, improves the Condition of all body parts by {{Pos|10%}} and doesn't increase Pain.
|Formuladesc={{pos|Stabilizes}} all {{neg|Injuries}} and grants {{pos|+100%}} Healing Efficiency and {{Pos|+10%}} Health Restoration for 90 turns. Grants {{neg|+4%}} for each degree of stabilized {{Neg|Injuries}}.<br><br>Replenishes {{Pos|(VIT)%}} Max Health. <br><br>If affected by {{Pos|Vigor}}, the skill also improves the Condition of all body parts by {{Pos|5%}} and doesn't increase Pain.
|Formuladesc=Stabilizes all {{neg|Injuries}}.<br><br>Grants {{pos|+(30 + (3 * PRC))%}} Healing Efficiency and {{Pos|+(5 + (0.5 * AGL))%}} Health Restoration for {{W|(6 * WIL)}} turns.<br><br>Grants {{neg|+4%}} Pain for each degree of stabilized {{Neg|Injuries}} and replenishes {{Pos|(VIT)%}} Max Health.<br><br>If affected by {{Pos|"Vigor"}}, improves the Condition of all body parts by {{Pos|(0.5 * PRC) + (0.5 * VIT)%}} and doesn't increase Pain.
|#default = }}
|#default = }}


|Adaptability= {{#switch: {{{2}}}
|Active=passive
|Requirements=
|Description=Grants {{pos|+10%}} Fatigue Resistance.<br><br>Reduces the duration of {{neg|Poisoning}}, {{Neg|Hangover}}, {{neg|Bad Trip}}, and {{neg|Aftermaths}} by {{pos|50%}}.<br><br>Reduces the effect of damaged body parts on Max Health Threshold by {{pos|25%}} and increases the effectiveness of Immunity when recovering from Intoxication by {{Pos|+33%}}.<br><br>While affected by {{Pos|"Vigor"}} grants {{pos|+10%}} Health Restoration and {{pos|+0.01}} Morale Change.
|#default = }}


|Pathfinder= {{#switch: {{{2}}}
|Pathfinder= {{#switch: {{{2}}}
|Active=passive
|Active=passive
|Requirements=
|Requirements=
|Description=Using {{W|"Examine Surroundings"}} on the surface reveals tracks of creatures located on the same map tile.<br><br>Also allows {{pos|"Examine Surroundings"}} to {{pos|hear}} every creature within the {{W|150%}} Vision radius. <br><br>Grants {{Pos|+1}} Vision and increases the passive chance hearing nearby creatures by {{pos|50%}}. <br><br>Hearing a creature permanently applies it with {{Neg|-10%}} Damage Taken and {{Neg|-5%}} Dodge Chance. <br><br>The effect doesn't stack.
|Description={{W|"Examine Surroundings"}} allows to {{W|hear}} all creatures within {{W|150%}} of the Vision radius.<br><br>Grants {{Pos|+1}} Vision and increases the passive chance to {{W|hear}} other creatures by {{pos|50%}}.<br><br>{{W|Hearing}} a creature permanently applies it with {{Neg|+10%}} Damage Taken and {{Neg|-5%}} Dodge Chance.<br><br>The effect doesn't stack.<br><br>Grants {{pos|-5%}} Fumble Chance to {{pos|"Vigor"}}.
|#default = }}
|#default = }}


|Will to Survive= {{#switch: {{{2}}}
|Active=active
|Type=No Target
|Range=1
|Energy=20
|Cooldown=120
|Modifiers=
|Requirements=- Requires a negative effect or damaged Health
|Description=Removes all negative {{W|Conditions}} (effects caused by Injuries, Pain, Hunger, Intoxication, Fatigue, and deteriorating Psyche) as well as negative physical (except {{Neg|Bleeding}}) and mental effects for {{W|15}} turns. <br><br>Grants {{Pos|-10%}} Damage Taken for {{W|15}} turns for each effect removed by the skill. <br><br>If affected by {{Pos|"Vigor"}}, also replenishes {{Pos|5%}} Max Health for each effect removed by the skill.
|Formuladesc=Removes all negative {{W|Conditions}} (effects caused by Injuries, Pain, Hunger, Intoxication, Fatigue, and deteriorating Psyche) as well as negative physical (except {{Neg|Bleeding}}) and mental effects for {{W|15}} turns. <br><br>Grants {{Pos|-(VIT)%}} Damage Taken for {{W|15}} turns for each effect removed by the skill. <br><br>If affected by {{Pos|"Vigor"}}, also replenishes {{Pos|(0.5 * WIL)%}} Max Health for each effect removed by the skill.
|#default = }}


|Austerity= {{#switch: {{{2}}}
|Austerity= {{#switch: {{{2}}}
|Active=passive
|Active=passive
|Requirements=
|Requirements=
|Description=Grants {{Pos|+10%}} Pain Resistance. <br><br>Increases the threshold for negative Conditions caused by Hunger, Thirst, Pain, and Fatigue by {{pos|5%}} (up to {{w|30%}} / {{w|55%}} / {{w|80%}} ). <br><br>Reduces Hunger and Thirst gain by {{pos|20%}}.<br><br>While affected by {{pos|"Vigor"}}, grants {{pos|+0.01}} Sanity Change, {{pos|-0.01}} Pain Change, and {{pos|-0.01}} Intoxication Change.
|Description=Increases the threshold for activating the negative effects caused by Hunger, Thirst, Pain, and Fatigue by {{pos|5%}} (up to {{w|30%}} / {{w|55%}} / {{w|80%}} ).<br><br>Reduces the speed of gaining Hunger and Thirst by {{pos|20%}}.<br><br>Grants {{pos|+10%}} Pain Resistance.<br><br>Grants {{pos|+0.01}} Sanity Change, {{pos|+0.01}} Morale Change, and {{pos|-0.01}} Pain Change to {{pos|"Vigor"}}.
|#default = }}
|#default = }}


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|Active=passive
|Active=passive
|Requirements=
|Requirements=
|Description=Grants all received strikes {{neg|-5%}} Accuracy and {{neg|halves}} their Crit Chance. Grants {{Pos|+5%}} Dodge Chance and {{pos|doubles}} the chance of evading traps. <br><br>Reduces the Vision penalty applied by the Rest Mode to {{neg|50%}}.
|Description=Grants all received strikes and shots {{neg|-5%}} Accuracy and {{neg|-5%}} Crit Chance. Also grants them {{neg|-1%}} Crit Efficiency for each {{pos|2%}} of the character's Crit Avoidance.<br><br>Grants {{Pos|+5%}} Dodge Chance and {{pos|doubles}} the chance of evading traps.<br><br>Removes the {{W|Rest Mode's}} penalty to Vision.<br><br>If affected by {{pos|"Vigor"}}, killing enemies prolongs the effect's duration by {{pos|20}} turns.
|#default = }}
|#default = }}


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|Active=passive
|Active=passive
|Requirements=
|Requirements=
|Description=Grants {{Pos|-5%}} Fumble Chance and increases the chance of successfully harvesting pelts with {{pos|"Skinning"}} by {{pos|50%}}.<br><br>Allows {{pos|"Skinning"}} to harvest rare ingredients ({{w|Bear Fat}}, {{w|Harpy Stomach}}, {{w|Crawler Eye}}, {{W|Ghoul Heart}}).<br><br>Grants {{pos|+15%}} Accuracy and {{pos|+15%}} Weapon Damage when fighting beasts.
|Description=Grants {{W|"Butchering"}} {{pos|25%}} chance to harvest pelts, regardless of the damage type used to kill the animal, and allows it always succeed at collecting special hunting trophies.<br><br>Grants strikes and shots against animals {{pos|+15%}} Accuracy and {{pos|+15%}} Weapon Damage.<br><br>Grants {{Pos|-5%}} Fumble Chance.<br><br>Grants {{pos|+4%}} Crit Chance to {{pos|"Vigor"}}.
|#default = }}
|#default = }}


|Campfire= {{#switch: {{{2}}}
|Resourcefulness= {{#switch: {{{2}}}
|Active=active
|Active=passive
|Type=Target Tile
|Requirements=
|Range=1
|Description={{w|"Butchering"}} allows to harvest pelts and has a {{w|50%}} chance to collect special hunting trophies from some animals.<br><br>The chance to harvest a pelt depends on the type of damage used to kill the animal. {{w|Piercing}} and {{w|Crushing}} damage types harm pelts the least.<br><br>With {{w|33%}} allows to find an additional mushroom, berry, or herb when gathering them.<br><br>{{Pos|Doubles}} the amount of Experience received for {{w|crafting items}}.<br><br>Grants {{Pos|+10%}} Fatigue Resistance.<br><br>Grants {{Pos|+5%}} Experience Gain to {{Pos|"Vigor"}}
|Energy=1
|Cooldown=
|Modifiers=
|Requirements=- Requires specific materials
|Description=Allows to start a campfire that can be used to cook food.  
When using a bedroll, sleeping next to a lit campfire reduces the chance of being ambushed by {{pos|20%}}.
|Reqvalue1={{W|Stick}} [х4]
|#default = }}
|#default = }}


|Make a Halt= {{#switch: {{{2}}}
|Make a Halt= {{#switch: {{{2}}}
|Active=active
|Active=passive
|Type=No Target
|Description=Using the {{W|Rest Mode}} doesn't reduce the duration of {{pos|"Vigor"}}.<br><br>Removes the {{W|Rest Mode's}} penalties to restoration from active negative effects.<br><br>Sleeping in {{W|bedrolls}} and camps activates {{pos|"Vigor"}} and is {{W|25%}} more effective at restoring Health, Psyche, and Fatigue.<br><br>Grants {{pos|+10%}} Max Energy, {{pos|+10%}} Fatigue Resistance, and {{pos|-0.01%}} Fatigue Change to {{pos|"Vigor"}}.
|Range=
|Energy=
|Cooldown=1
|Modifiers=
|Requirements=- Requires specific materials
|Description=Each turn of Resting near a campfire grants {{w|4}} turns of {{pos|Vigor}}. <br><br>Doubles the restorative effectiveness of sleeping in bedrolls and camp beds, allows bedrolls to replenish Sanity and Morale, and lets them grant {{Pos|"Vigor"}}. Also completely removes the possibility of being ambushed when using a bedroll. <br><br> Allows to craft bedrolls that can be used to sleep and save your progress outside of dungeons.
|Reqvalue1=Medium or large {{W|Pelt}}
|Reqvalue2={{W|Rope}}
|Reqvalue3={{W|Straw}}
|#default = }}
|#default = }}


|Skinning= {{#switch: {{{2}}}
|Butchering= {{#switch: {{{2}}}
|Active=Active
|Active=active
|Type=Target Object
|Type=Target Object
|Range=1
|Range=1
|Energy=5
|Requirements=- Requires a sword, an axe, a dagger, a two-handed sword, or a two-handed axe.
|Requirements=- Requires a sword, an axe, a dagger, a two-handed sword, or a two-handed axe.
|Description=Allows carving a targeted animal carcass to harvest meat, pelt, and other hunting trophies. <br><br>The chance of successful skinning depends on the type of damage used to kill the animal.<br>{{c|white|Piercing}} and {{c|white|Crushing}} Damage harm pelts the least.
|Description=Carves the targeted animal carcass for meat
|#default = }}
|#default = }}


|Cauterize Wounds= {{#switch: {{{2}}}
|Cauterize Wounds= {{#switch: {{{2}}}
|Active=active
|Active=maneuver
|Type=No Target
|Type=No Target
|Range=1
|Range=1
|Energy=2
|Cooldown=10
|Cooldown=1
|Modifiers=
|Modifiers=
|Requirements=- Requires a bleeding body part
|Requirements=- Requires a bleeding body part
|Description=Stops all {{neg|Bleedings}} and removes the effect of {{neg|Gaping Wound}}. <br><br>Worsens the condition of every affected body part by {{neg|5%}}. <br>Grants {{neg|+10%}} Pain and {{pos|+30%}} Bleed Resistance for {{w|240}} turns for each stopped Bleeding. <br><br>While affected by {{pos|"Vigor"}} reduces Pain from stopped {{Neg|Bleedings}} to {{neg|+5%}}.
|Description=Stops all {{neg|Bleedings}} and removes the effect of {{neg|"Gaping Wound"}}.<br><br>Worsens the condition of each affected body part by {{neg|5%}}.<br><br>Grants {{neg|+10%}} Pain and {{pos|+30%}} Bleed Resistance for {{w|240}} turns for each stopped Bleeding.<br><br>If affected by {{pos|"Vigor"}}, {{pos|halves}} the Pain from stopped {{Neg|Bleedings}}.
|#default = }}
 
|Adaptability= {{#switch: {{{2}}}
|Active=passive
|Requirements=
|Description=Reduces the duration of received {{Neg|Poisonings}}, {{Neg|Hangovers}}, {{Neg|Bad Trips}}, and {{Neg|Aftermaths}} by {{Pos|50%}}.<br><br>Reduces the effect of damaged body parts on Max Health Treshold by {{Pos|25%}} and increase the effectivness of Immunity when recovering from Intoxication by {{Pos|50%}}.<br><br>Grants {{Pos|+10}} Max Health.<br><br>Grants {{Pos|+10%}} Health Restoration and {{Pos|-0.01%}} Intoxication Change to {{Pos|"Vigor"}}.
|#default = }}
 
|Will to Survive= {{#switch: {{{2}}}
|Active=maneuver
|Type=No Target
|Range=1
|Energy=
|Cooldown=90
|Modifiers=Vitality, Willpower
|Requirements=- Requires a negative effect or damaged Health
|Description=Removes all {{Neg|Injuries}}, negative physical and mental effects, as well as negative {{W|Conditions}}, such as the ones caused by Pain and Fatigue, for {{W|15}} turns.<br><br>Grants {{Pos|-10%}} Damage Taken for {{W|15}} turns for each effect removed by the skill.<br><br>If affected by {{Pos|"Vigor"}}, replenishes {{Pos|5%}} Max Health for each effect removed by the skill.
|Formuladesc=Removes all {{Neg|Injuries}}, negative physical and mental effects, as well as negative {{W|Conditions}}, such as the ones caused by Pain and Fatigue, for {{W|15}} turns.<br><br>Grants {{Pos|(-1 * VIT}%}} Damage Taken for {{W|15}} turns for each effect removed by the skill.<br><br>If affected by {{Pos|"Vigor"}}, replenishes {{Pos|(0.5 * VIL)%}} Max Health for each effect removed by the skill.
|#default = }}
|#default = }}


|#default = Data does not exist.}}</includeonly>
|#default = Data does not exist.}}</includeonly>

Latest revision as of 03:31, 28 February 2025

Page for all Stoneshard Survival skill data.