Difference between revisions of "Survival (skill tree)"

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==Skill List==
==Skill List==
{{SkillTable/head|hidden bonus=1|passive bonus=1}}
{{SkillTable/head}}
{{SkillTable/subtitle|Unlocked for all characters}}
{{SkillTable/subtitle|Unlocked for all characters}}
{{SkillTable/row|Campfire}}
{{SkillTable/row|Campfire}}

Revision as of 20:45, 5 June 2023

Hover over the skill icons to view the detailed descriptions.
Hover over the skill icons to view the detailed descriptions.

This page shows all Survival skills.

Get a full grasp of the intricacies of the hunt and become proficient at getting out of even the most hopeless situations.

Those skills are unlocked for all characters:

Campfire
Make a Halt
Skinning
Cauterize Wounds

Campfire skill is learned from the beginning.

Main focus:
Support, Survivability

Skill List

SkillBasic StatsDescription
Unlocked for all characters
Campfire
Campfire
Maneuver
Type:
Target Tile
Range:
1
Energy:
1
- Requires specific materials
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 20%.
Make a Halt
Make a Halt
Maneuver
Type:
No Target
Cooldown:
1
- Requires specific materials
Each turn of Resting near a campfire grants 4 turns of Vigor.

Doubles the restorative effectiveness of sleeping in bedrolls and camp beds, allows bedrolls to replenish Sanity and Morale, and lets them grant "Vigor". Also completely removes the possibility of being ambushed when using a bedroll.

Allows to craft bedrolls that can be used to sleep and save your progress outside of dungeons.
Skinning
Skinning
Active
Type:
Target Object
Range:
1
Energy:
5
- Requires a sword, an axe, a dagger, a two-handed sword, or a two-handed axe.
Allows carving a targeted animal carcass to harvest meat, pelt, and other hunting trophies.

The chance of successful skinning depends on the type of damage used to kill the animal.
Piercing and Crushing Damage harm pelts the least.
Cauterize Wounds
Cauterize Wounds
Maneuver
Type:
No Target
Range:
1
Energy:
2
Cooldown:
1
- Requires a bleeding body part
Stops all Bleedings and removes the effect of Gaping Wound.

Worsens the condition of every affected body part by 5%.
Grants +10% Pain and +30% Bleed Resistance for 240 turns for each stopped Bleeding.

While affected by "Vigor" reduces Pain from stopped Bleedings to +5%.
Treatise I
Adaptability
Adaptability
Passive
Grants +10% Fatigue Resistance.

Reduces the duration of Poisoning, Hangover, Bad Trip, and Aftermaths by 50%.

Reduces the effect of damaged body parts on Max Health Threshold by 25% and increases the effectiveness of Immunity when recovering from Intoxication by +33%.

While affected by "Vigor" grants +10% Health Restoration and +0.01 Morale Change.
Pathfinder
Pathfinder
Passive
Using "Examine Surroundings" on the surface reveals tracks of creatures located on the same map tile.

Also allows "Examine Surroundings" to hear every creature within the 150% Vision radius.

Grants +1 Vision and increases the passive chance hearing nearby creatures by 50%.

Hearing a creature permanently applies it with +10% Damage Taken and -5% Dodge Chance.

The effect doesn't stack.
First Aid
First Aid
Maneuver
Type:
No Target
Range:
1
Energy:
10
Cooldown:
120
- Requires an Injury or damaged Health
Stabilizes all Injuries and grants +50% Healing Efficiency and +10% Health Restoration for 60 turns. Grants +4% Pain for each degree of stabilized Injuries.

Replenishes 10% Max Health.

If affected by "Vigor", the skill also improves the Condition of all body parts by 5% and doesn't increase Pain.
Treatise II
Austerity
Austerity
Passive
Grants +10% Pain Resistance.

Increases the threshold for negative Conditions caused by Hunger, Thirst, Pain, and Fatigue by 5% (up to 30% / 55% / 80% ).

Reduces Hunger and Thirst gain by 20%.

While affected by "Vigor", grants +0.01 Sanity Change, -0.01 Pain Change, and -0.01 Intoxication Change.
Ever Vigilant
Ever Vigilant
Passive
Grants all received strikes -5% Accuracy and halves their Crit Chance. Grants +5% Dodge Chance and doubles the chance of evading traps.

Reduces the Vision penalty applied by the Rest Mode to 50%.
Huntmaster
Huntmaster
Passive
Grants -5% Fumble Chance and increases the chance of successfully harvesting pelts with "Skinning" by 50%.

Allows "Skinning" to harvest rare ingredients (Bear Fat, Harpy Stomach, Crawler Eye, Ghoul Heart).

Grants +15% Accuracy and +15% Weapon Damage when fighting beasts.
Will to Survive
Will to Survive
Maneuver
Type:
No Target
Range:
1
Energy:
20
Cooldown:
90
- Requires a negative effect or damaged Health
Removes all negative Conditions (effects caused by Injuries, Pain, Hunger, Intoxication, Fatigue, and deteriorating Psyche) as well as negative physical (except Bleeding) and mental effects for 15 turns.

Grants -10% Damage Taken for 15 turns for each effect removed by the skill.

If affected by "Vigor", also replenishes 5% Max Health for each effect removed by the skill.

Page last edited during patch: 0.8.1.8