Athletics (skill tree)

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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 StatsDescription
Treatise I
Disengage
Disengage
Passive
Reduces the chance of triggering attacks of opportunity (from 50% to 25%).

Grants +0.2% Magic Resistance and +0.2 Nature Resistance for each 1% Dodge Chance

Applies all adjacent enemies with +3% Fumble Chance, -3% Accuracy, and -3% Crit Chance.
Leg Sweep
Leg Sweep
Maneuver
Type:
Target Area
Range:
1
Energy:
10
Cooldown:
8
Modified by:
Strength, Agility, Perception
Deals 7 Crushing Damage to three adjacent tiles with 100% Accuracy and 85% Immobilization Chance.
Then allows to Reposition to an adjacent tile.

The damage dealt depends on the equipped boots' Protection.

Hitting a target applies it with +10% Fumble Chance, -10% Crit Chance, and -10% Weapon Damage for 3 turns.

The effect stacks up to 2 times.

If the target was hit by the strike and is adjacent after using the skill, with 125% chance applies it with Stagger.
Not This Time
Not This Time
Passive
Full blocks and dodges grant +5% Control Resistance and +5% Move Resistance for 5 turns.

The effect stacks up to 2 times.

Once per 90 turns removes Stun, Daze, Stagger or Immobilization upon receiving them.
Mighty Kick
Mighty Kick
Maneuver
Type:
Target Object
Range:
1
Energy:
6
Cooldown:
6
Modified by:
Strength, Agility, Perception
Deals 10 Crushing Damage with 120% Accuracy, 100% Stagger Chance, and 80% Knockback Chance.

The damage dealt depends on the equipped boots' Protection.

Hitting the target applies it with -30% Max Block Power, -20% Control Resistance, -20% Move Resistance, and -15% Crit Avoidance for 4 turns.

The effect stacks up to 2 times.
Treatise II
Dash
Dash
Charge
Type:
Target Tile
Range:
4
Energy:
26
Cooldown:
20
Performs a charge towards the targeted tile.

Grants the skill -1 Range for each adjacent enemy(down to 2 range.

If there are adjacent enemies after using the skill, grants +15% Dodge Chance and +15% Counter Chance for 2 turns.
Inner Reserves
Inner Reserves
Passive
Modified by:
Willpower
Once per 30 turns replenishes 15% Max Energy when Energy drops below 33%.
Sudden Lunge
Sudden Lunge
Attack
Type:
Target Object
Range:
1
Energy:
14
Cooldown:
12
Modified by:
Agility, Perception
Delivers a strike with -50% Weapon Damage and 80% Stagger Chance.

Reduces all cooldowns by 2 turns.

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

If equipped with a spear, grants the skill +1 range.
Push the Falling
Push the Falling
Passive
Modified by:
Willpower
Dazing, Stunning, Staggering, Confusing, Immobilizing, and causing Bleeding with 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:
16
Cooldown:
24
Modified by:
Agility, Vitality, Perception
Activates 5 stacks of "Elusiveness" for 6 turns:

+6% Dodge Chance
-3% Damage Taken

Each dodge as well as recieved fumbled strikes and shots prelong the effect's duration by 1 turn (up to 6) but reduce its 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 +10% Fumble Chance for 4 turns.

The effect doesn't stack.
No Time to Linger
No Time to Linger
Passive
Grants strikes and shots against Dazed, Stunned, Staggered, Confused, Immobilized, or Bleeding targets +5% Accuracy, -5% Fumble Chance, and +5% Crit Chance.

Using "Sudden Lunge" against targets 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, -30% Energy Cost, and -30% Cooldown Duration to all Charge skills.
Adrenaline Rush
Adrenaline Rush
Maneuver
Type:
No Target
Energy:
20
Cooldown:
60
Modified by:
Vitality, Willpower
Replenishes 10% Max Energy, grants -20% Pain, and activates "Adrenaline Rush" for 5 turns:

-5% Damage Taken
-10% Skills Energy Cost
+10% Energy Restoration
+5% Crit Chance
+10% Pain Resistance
III stacks: reduces all Cooldowns by 1 turn.
VI stacks: replenishes 4% Max Health if the current Health is below 40%

Grants and extra stack of the effect (up to VI) for each enemy within Vision upon activating it.
Adjacent enemies are counted twice.

The effect's duration and the amount of reduced Pain and replenished Energy increase with missing Health.
Peak Performance
Peak Performance
Passive
Grants +10% Weapon Damage, +10% Dodge Chance and -10% Cooldowns Duration if Energy is above 50%.


Page last edited during patch: 0.8.1.8