Injuries & Pain

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Injuries and Pain are an important part of the character's health system. Unlike many RPG games where healing fully recovers your character, Stoneshard characters feel Pain from taking damage and healing, and when subjected to heavy blows or strong abilities, the character's body can suffer lasting Injuries. Both of these effects create a sense of danger from taking hits and affect the character's combat capabilities.



Pain

Pain is one of the Attributes of character's Health System. It rises from taking damage and having unstabilized injuries. The maximum pain level depends on your character's Health and Pain Limit. When reaching certain levels, it produces the following negative effects:

Debuff Debuff Properties Additional notes
Pain

Fumble Chance +5%
Damage Taken +5%
Backfire Chance +5%
Healing Efficiency -10%
Sanity Change -0.03%
Morale Change -0.05%

Appear when your Pain reach 25%
Strong Pain

Fumble Chance +15%
Damage Taken +15%
Backfire Chance +15%
Healing Efficiency -20%
Sanity Change -0.05%
Morale Change -0.10%

Appear when your Pain reach 50%
Pain Shock

Fumble Chance +33%
Damage Taken +25%
Backfire Chance +33%
Healing Efficiency -35%
Sanity Change -0.10%
Morale Change -0.20%

Appear when your Pain reach 75%

Stumbling: has a chance to walk to a random tile when moving.
Near Death: the character's Max Health is reduced every few turns.

Injuries

Injuries are special Conditions that affect a certain part of the character's body.

It's one thing to watch your hero being a potion-consuming damage sponge, and the other – to watch your hero getting gameplay-affecting injuries, while also suffering from pain and nasty side effects.
~ Stoneshard Devlog


Body parts

Health tab shows all important information about your character's health. It can be found as the second tab under the Character menu. The body model on the left side represents your character's bodyparts. Each bodypart has its own health, shown by the appropriate green bars.

Upon receiving damage, some of the attack's damage is dealt to your health and some is also dealt to a part of your body. Which bodypart gets damaged is selected randomly. Both the player and the NPCs can have passive bonuses or use Skills that increase Bodypart Damage dealt.


Character Screen, Health Tab

Injury

When you reach 50% health on any bodypart, you will receive a Mild Injury, a negative condition. At 25% bodypart health, the Mild Injury will change into an Injury with increased negative effects. If you reach 0% bodypart health or less, the Injury will become a Severe Injury with further increased negative effects and one special negative effect.


Special negative effects are:

  • Severely Injured hands will cause you to drop held items (unless you're holding a Cursed item).
  • Severely Injured legs give you a chance to become Immobilized every turn.
  • Severely Injured head prevents you from casting any spells, disables energy regeneration and has a chance to cause Coma.
  • Severely Injured torso has a chance to start Bleeding every turn.


An injured right leg


Healing Injuries

Your character's Health Restoration is applied to body parts aswell. First, you heal your overall HP until you reach your current Health Threshold. Then, any further healing is distributed evenly to your damaged bodyparts health. This makes healing possible even if you run out of healing items, and it also makes Vitality builds more viable.

At a certain bodypart health threshold, any injuries you have received will automatically stabilize.

  • Minor Injuries will stabilize at 60% bodypart health.
  • Medium Injuries will stabilize at 35% bodypart health.
  • Severe Injuries will stabilize at 10% bodypart health.

At a certain bodypart health treshold, any stabilized Injuries will automatically become a less severe stabilized variant.

  • Stabilized Severe Injuries automatically change to Stabilized Injuries at 25% bodypart health.
  • Stabilized Injuries automatically change to Mild Injuries at 50% bodypart health.
  • Injuries disappear when bodypart health reaches 90%.

While Injuries can heal naturally from your Health Restoration, it's better to greatly speed up the process by using different Medicine consumables like Splints or Healing Salves.

Secondary Effects

There are two secondary effects related to damaged bodyparts. If any Injured bodypart takes damage, there's a chance to cause Bleeding on that bodypart. This applies both to the player and the enemies. Bleed Resistance helps to combat this effect.

Having damaged bodyparts also lowers your Max Health Threshold. You can mouseover each bodypart to see by how much is your Health Threshold reduced, or you can mouseover your HP bar to see the total Max Health Threshold reduction.

Injury lowered the Max Health Threshold


This means that just drinking a healing potion isn't enough to fully heal. Your damaged bodyparts need to be healed too before you can reach your Max HP again.

Using a Vivifying Essence cannot heal over 83 HP in this case due to Max Health Threshold being reduced

List of Injuries

You can only have one injury for every human bodypart - two hand injuries, two leg injuries, one head injury and one torso injury.
The amount of body parts varies per animal, for example wolves have no hands, but they can have up to 4 paw injuries.

Clicking an icon will take you to the respective Injury condition. Animal injuries are identical to human injuries in every way except icon, which is why the animal injury gallery links to the humanoid version of the debuffs.

Untreated human injuries
Debuff Debuff Properties Additional notes
Minor Leg Injury

Move Resistance -10%
Dodge Chance -7.50%
Energy -0.07*Max Energy
Healing Efficiency -5%
Pain Limit +15
Pain Change +0.5%
Morale Change -0.05%
Swimming Cost +1

-
Medium Leg Injury

Move Resistance -20%
Dodge Chance -15%
Energy -0.15*Max Energy
Healing Efficiency -10%
Pain Limit +25
Pain Change +0.5%
Morale Change -0.1%
Swimming Cost +2

-
Severe Leg Injury

Move Resistance -35%
Dodge Chance -30%
Energy -0.25*Max Energy
Healing Efficiency -15%
Pain Limit +35
Pain Change +1%
Morale Change -0.15%
Swimming Cost +3

A severy injury prevents you from unequipping armor on this body part.

25% to receive Immobilization

Minor Hand Injury

Accuracy -10%
Counter Chance -10%
Fumble Chance +10%
Healing Efficiency -5%
Pain Limit +10
Pain Change +0.25%
Morale Change -0.05%
Swimming Cost +1

-
Medium Hand Injury

Accuracy -20%
Counter Chance -20%
Fumble Chance +20%
Healing Efficiency -10%
Pain Limit +15
Pain Change +0.5%
Morale Change -0.1%
Swimming Cost +2

-
Severe Hand Injury

Accuracy -30%
Counter Chance -30%
Fumble Chance +30%
Healing Efficiency -15%
Pain Limit +25
Pain Change +0.75%
Morale Change -0.15%
Swimming Cost +3

Unable to equip weapons or tools in injured arm.
Already equipped items will be dropped
Untreated human injuries

Stabilized human injuries

Mild Leg Injury (Stabilized).png Leg Injury (Stabilized).png Severe Leg Injury (Stabilized).png Mild Hand Injury (Stabilized).png Hand Injury (Stabilized).png Severe Hand Injury (Stabilized).png Mild Head Injury (Stabilized).png Head Injury (Stabilized).png Severe Head Injury (Stabilized).png Mild Torso Injury (Stabilized).png Torso Injury (Stabilized).png Severe Torso Injury (Stabilized).png

Untreated animal injuries

Mild Paw Injury.png Paw Injury.png Severe Paw Injury.png Mild Animal Head Injury.png Animal Head Injury.png Severe Animal Head Injury.png Mild Animal Torso Injury.png Animal Torso Injury.png Severe Animal Torso Injury.png

Stabilized animal injuries

Mild Paw Injury (Stabilized).png Paw Injury (Stabilized).png Severe Paw Injury (Stabilized).png Mild Animal Head Injury (Stabilized).png Animal Head Injury (Stabilized).png Severe Animal Head Injury (Stabilized).png Mild Animal Torso Injury (Stabilized).png Animal Torso Injury (Stabilized).png Severe Animal Torso Injury (Stabilized).png

Pain Limit

Pain Limit is an invisible attribute that limits the maximum amount of Pain you can accumulate. The Pain Limit changes depending on your character's HP percentage. The less HP you have, the higher amount of Pain you can accumulate. By limiting your Max Health Threshold, injuries make you more susceptible to Pain.

  • At full Health, your Pain Limit starts at 25%.
  • Each missing HP percentage raises your Pain Limit by 0.75%.
  • Certain effects can change your Pain Limit, for example the Paregoric drug.

Related Skills

Weapon Abilities

Axes

  • Ferocity.png Ferocity - Passive - Causing Injuries with axe strikes reduces the ability tree's cooldowns by 1 turns and replenishes 4% Max Energy.
  • Cut Through.png Cut Through - Attack - Each degree of Injuries affecting the target grants the strike additional +15% Weapon Damage.
  • Reprisal.png Reprisal - Passive - If the target isn't Injured, axe strikes against it grant +8% Bodypart Damage for 4 turns, stacks up to 3 times. Grants axe strikes +4% Accuracy and -4% Fumble Chance for each degree of Injury affecting the target.
  • Execution.png Execution - Attack - +4% Crit Chance for each degree of Injury affecting the target.


Maces

  • Moment of Weakness.png Moment of Weakness - Passive - +5% Daze Chance and +5% Stagger Chance for each degree of Injury affecting the target.


Daggers

  • Gaping Wound.png Gaping Wound - Attack - If the target is Injured, applies it with "Gaping Wound" for 10 turns.


Two-Handed Axes

  • Dismember.png Dismember - Attack - +50% Bodypart Damage one of the target's body parts with a minor or medium Injury. If the target has no Injuries, delivers the strike to one of its limbs. If the strike worsens an Injury or causes a new one, the target loses 10% Max Health, and the affected body part has 120% chance to start Bleeding.
  • Reign in Blood.png Reign in Blood - Attack - 50% chance causes the target's Injured body parts to start bleeding. Replenishes 5% Max Energy for each Bleeding and degree of Injury affecting the target.
  • Make Space.png Make Space - Attack - Delivers a strike to a 3x2 tile area with -200% Knockback Chance as well as +10% Weapon Damage and +10% Armor Penetration for each degree of Injury affecting the targets within the skill's area of effect.
  • Maim and Kill.png Maim and Kill - Passive - Causing Injuries and Bleedings with two-handed axe strikes grants +5% Weapon Damage and +4% Crit Chance for 5 turns, stacks up to 3 times. Strikes against targets affected by two or more Injuries replenish 5% Max Energy.


Ranged Weapon

  • Shoot to Kill.png Shoot to Kill - Passive - +3% Crit Chance for each degree of Injury affecting the target.


Utility Abilities

Dual Wielding

  • Berserk Tradition.png Berserk Tradition - Passive - +1% Weapon Damage for each percent of Pain. +10% Dodge Chance for each degree of Injury.


Survival

  • Cauterize Wounds.png Cauterize Wounds - Manuver - Worsens the condition of each affected body part by 5%. Grants +10% pain for 240 turns for each stopped Bleeding. If affected by "Vigor", halves the Pain from stopped Bleedings.
  • Austerity.png Austerity - Passive - Increases the threshold for activating the negative effects caused by Pain by 5% (up to 30% / 55% / 80% ). Grants +10% Pain Resistance. Grants -0.01 Pain Change to "Vigor".
  • First Aid.png First Aid - Manuver - Stabilizes all Injuries. Grants +4% Pain for each degree of stabilized Injuries and replenishes 10% Max Health. If affected by "Vigor", improves the Condition of all body parts by 10% and doesn't increase Pain.
  • Adaptability.png Adaptability - Passive - Reduces the effect of damaged body parts on Max Health Treshold by 25%.
  • Will to Survive.png Will to Survive - Manuver - Removes all Injuries, as well as negative Conditions, such as the ones caused by Pain, for 15 turns.


Athletics

  • Adrenaline Rush - Manuver - Grants -20% Pain, and activates "Adrenaline Rush" for 5 turns: +10% Pain Resistance, stacks up to VI.


Page last edited during patch: 0.9.2.3