Athletics (skill tree)

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Revision as of 13:44, 21 October 2022 by Dunebug (talk | contribs) (Adjusted list to match order of tree, like other pages.)
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Hover over the skill icons to view the detailed descriptions.
Hover over the skill icons to view the detailed descriptions.

This page shows all Athletics skills.


Master your own body by learning a varied arsenal of mobility and hand-to-hand techniques

Main focus:
Mobility, Support, Weakening Effects

Skill List

SkillBasic StatsDescriptionPassive bonusHidden bonus
Treatise I
Disengage
Disengage
Passive
Reduces the chance of triggering attacks of opportunity (from 50% to 25%).

Applies all adjacent enemies with +5% Fumble Chance and -5% Accuracy.
Leg Sweep
Leg Sweep
Attack / Maneuver
Type:
Target Area
Range:
1
Energy:
12
Cooldown:
10
Modified by:
Strength, Agility
Deals 10 Crushing Damage to three adjacent tiles with 85% Immobilization Chance (the damage is affect by the equipped boots' Protection). Then allows to Reposition to an adjacent tile.

Applies all targets within the skills' area of effect with +10% Fumble Chance, -10% Crit Chance, and -10% Weapon Damage for 3 turns.

The effect stacks up to 2 times.

If the targets are adjacent after using the skill, with 125% chance applies them with Stagger.
Not This Time
Not This Time
Passive
Grants +20% Fortitude for 5 turns upon receiving a negative Mental or Physical effect.

Once per 90 turns removes Stun, Daze, Stagger or Immobilization upon receiving them.
Mighty Kick
Mighty Kick
Attack
Type:
Target Object
Range:
1
Energy:
8
Cooldown:
5
Modified by:
Strength, Agility
Deals 11 Crushing Damage with +115% Stagger Chance and 60% Knockback Chance (the damage is affected by the equipped boots' protection).

Applies the target with -30% Max Block Power, -15% Control Resistance and -15% Move Resistance for the 3 turns.

The effect stacks up to 2 times.
Treatise II
Dash
Dash
Charge
Type:
Target Tile
Range:
3
Energy:
20
Cooldown:
20
Performs a charge towards the targeted tile.

Grants the skill +50% Energy Cost for each enemy adjacent.

If there are adjacent enemies after using the skill, grants +15% Counter Chance and +15% Dodge Chance for 2 turns.
Inner Reserves
Inner Reserves
Passive
Once per 30 turns replenishes 20% Max Energy when Energy drops below 15%.
Sudden Lunge
Sudden Lunge
Attack / Maneuver
Type:
Target Object
Range:
1
Energy:
16
Cooldown:
12
Modified by:
Agility, Perception
Delivers a strike with -50% Weapon Damage and 75% Stagger Chance.

Reduces all cooldowns by 2 turns.

If the strike does damage, puts the target's abilities on a 2 turn Cooldown.

If equipped with a spear, grants the skill +1 range.
Push the Falling
Push the Falling
Passive
Dazing, Stunning, Staggering, Confusing, Immobilizing, and causing Bleeding with melee strikes replenishes 4% Max Energy.

Using "Mighty Kick" against targets with these effects prolongs their duration by 1-2 turns, depending on each individual effect's duration cap.
Treatise III
Elusiveness
Elusiveness
Maneuver
Type:
No Target
Energy:
20
Cooldown:
20
Modified by:
Agility, Vitality, Perception, Max Energy
Activates 5 stacks of "Elusiveness" for 8 turns:

+5% Dodge Chance
-5% Damage Taken

Each dodge or received fumbled strike reduces the number of stacks.

Moving to other tiles (Charges and Maneuvers count as well) grants an extra stack of the effect for each traveled tile (up to V).

Applies all adjacent enemies with +5% Fumble Chance for 4 turns.
No Time to Linger
No Time to Linger
Passive
Grants melee strikes against Dazed, Stunned, Staggered, Confused, Immobilized, or Bleeding targets +10% Accuracy and +10% Crit Chance.

Using "Sudden Lunge" against targets affected with these effects grants the strike+25% Weapon Damage and doesn't take a turn.
Treatise IV
Sprint Training
Sprint Training
Passive
Grants +1 Range and -50% Energy Cost to all Charge skills.
Adrenaline Rush
Adrenaline Rush
Maneuver
Type:
No Target
Energy:
10
Cooldown:
60
Modified by:
Vitality
Replenishes 13% Max Energy, decreases Pain by -15%, and activates "Adrenaline Rush" for 3 turns(+2 turns for each enemy within 3 tiles):

-30% Damage Taken
-50% Skills Energy Cost
+50% Energy Restoration
+25% Crit Chance
+50% Pain Resistance
Each turn reduces all Cooldowns by 1 turn.

The effect's duration and the amount of reduced pain increase with missing Health.
Peak Performance
Peak Performance
Passive
Grants +15% Weapon Damage, +15% Dodge Chance and -15% Skills Cooldowns Duration when Energy is above 50%.


Page last edited during patch: 0.8.0.17