Survival (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 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:

Butchering
Make a Halt
Cauterize Wounds

Campfire ability was converted into an Brushwood Bundle which can be crafted and then used to place down a campfire.

Main focus:
Support, Survivability

Skill List

SkillBasic StatsDescription
Unlocked for all characters
Butchering
Butchering
Active
Type:
Target Object
Range:
1
- Requires a sword, an axe, a dagger, a two-handed sword, or a two-handed axe.
Carves the targeted animal carcass for meat
Make a Halt
Make a Halt
Passive
Using the Rest Mode doesn't reduce the duration of "Vigor".

Removes the Rest Mode's penalties to restoration from active negative effects.

Sleeping in bedrolls and camps activates "Vigor" and is 25% more effective at restoring Health, Psyche, and Fatigue.

Grants +10% Max Energy, +10% Fatigue Resistance, and -0.01% Fatigue Change to "Vigor".
Cauterize Wounds
Cauterize Wounds
Maneuver
Type:
No Target
Range:
1
Cooldown:
10
- Requires a bleeding body part
Stops all Bleedings and removes the effect of "Gaping Wound".

Worsens the condition of each affected body part by 5%.

Grants +10% Pain and +30% Bleed Resistance for 240 turns for each stopped Bleeding.

If affected by "Vigor", halves the Pain from stopped Bleedings.
Treatise I
Resourcefulness
Resourcefulness
Passive
"Butchering" allows to harvest pelts and has a 50% chance to collect special hunting trophies from some animals.

The chance to harvest a pelt depends on the type of damage used to kill the animal. Piercing and Crushing damage types harm pelts the least.

With 33% allows to find an additional mushroom, berry, or herb when gathering them.

Doubles the amount of Experience received for crafting items.

Grants +10% Fatigue Resistance.

Grants +5% Experience Gain to "Vigor"
Pathfinder
Pathfinder
Passive
"Examine Surroundings" allows to hear all creatures within 150% of the Vision radius.

Grants +1 Vision and increases the passive chance to hear other creatures by 50%.

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

The effect doesn't stack.

Grants -5% Fumble Chance to "Vigor".
Austerity
Austerity
Passive
Increases the threshold for activating the negative effects caused by Hunger, Thirst, Pain, and Fatigue by 5% (up to 30% / 55% / 80% ).

Reduces the speed of gaining Hunger and Thirst by 20%.

Grants +10% Pain Resistance.

Grants +0.01 Sanity Change, +0.01 Morale Change, and -0.01 Pain Change to "Vigor".
First Aid
First Aid
Maneuver
Type:
No Target
Range:
1
Cooldown:
120
Modified by:
Agility, Perception, Vitality, Willpower
- Requires an Injury or damaged Health
Stabilizes all Injuries.

Grants +60% Healing Efficiency and +10% Health Restoration for 60 turns.

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.
Treatise II
Huntmaster
Huntmaster
Passive
Grants "Butchering" 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.

Grants strikes and shots against animals +15% Accuracy and +15% Weapon Damage.

Grants -5% Fumble Chance.

Grants +4% Crit Chance to "Vigor".
Ever Vigilant
Ever Vigilant
Passive
Grants all received strikes and shots -5% Accuracy and -5% Crit Chance. Also grants them -1% Crit Efficiency for each 2% of the character's Crit Avoidance.

Grants +5% Dodge Chance and doubles the chance of evading traps.

Removes the Rest Mode's penalty to Vision.

If affected by "Vigor", killing enemies prolongs the effect's duration by 20 turns.
Adaptability
Adaptability
Passive
Reduces the duration of received Poisonings, Hangovers, Bad Trips, and Aftermaths by 50%.

Reduces the effect of damaged body parts on Max Health Treshold by 25% and increase the effectivness of Immunity when recovering from Intoxication by 50%.

Grants +10 Max Health.

Grants +10% Health Restoration and -0.01% Intoxication Change to "Vigor".
Will to Survive
Will to Survive
Maneuver
Type:
No Target
Range:
1
Cooldown:
90
Modified by:
Vitality, Willpower
- Requires a negative effect or damaged Health
Removes all Injuries, negative physical and mental effects, as well as negative Conditions, such as the ones caused by Pain and Fatigue, for 15 turns.

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

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

Page last edited during patch: 0.9.1.11