Survival (skill tree)
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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
| Skill | Basic Stats | Description |
|---|---|---|
| Unlocked for all characters | ||
![]() | 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 |
![]() | 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 +5% Max Energy, +5% Fatigue Resistance, and -0.01% Fatigue Change to "Vigor". |
![]() | Active 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 3% and grants them +33% Bleed Resistance for 240 turns The effect doesn't stack. Grants +10% Pain for each stopped Bleeding. If affected by "Vigor", halves the Pain from stopped Bleedings and prolongs the duration of the Bleed Resistance bonus to 360 turns. |
| Treatise I | ||
![]() | Passive | Allows "Butchering" to harvest pelts and grants it 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 the character to find an additional mushroom, berry, or herb when gathering. Doubles the amount of Experience received for crafting items. Grants +10% Fatigue Resistance. Grants +5% Experience Gain to "Vigor" |
![]() | Passive | Allows "Examine Surroundings" to reliably hear all creatures within 120% of the Vision radius and also reveal their tracks while on the surface. Grants +1 Vision and increases the passive chance to hear other creatures by 50%. Hearing an enemy permanently applies them with +5% Damage Taken and -5% Dodge Chance. The effect doesn't stack. Grants -5% Fumble Chance to "Vigor". |
![]() | 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% Sit. Sanity Change, +0.01% Sit. Morale Change, and -0.01% Pain Change to "Vigor". |
![]() | Active 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 | ||
![]() | Passive | Grants "Butchering" 25% chance to harvest pelts, regardless of the damage type used to kill the animal, and allows it to 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". |
![]() | 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. |
![]() | Passive | Reduces the duration of received Poisonings, Hangovers, Bad Trips, and Aftermaths by 50%. Reduces the effect of damaged body parts on Max Health Threshold by 25% and increase the effectiveness of Immunity when recovering from Intoxication by 50%. Grants +10 Max Health. Grants +10% Health Restoration and -0.01% Intoxication Change to "Vigor". |
![]() | Active Type: No Target Range: 1 Cooldown: 90 Modified by: Vitality, Willpower - Requires a negative effect or damaged Health | Removes all negative physical and mental effects. Activates "Vigor" for 60 turns. Activates "Will to Survive" for 15 turns: +5% Fortitude Temporary immunity to Injuries and negative states (caused by Fatigue, Pain, low Morale, etc). -5% Damage Taken for each fully temporarily removed effect, Injury, or state (up to -25%). Replenishes 15% Max Health. |
Page last edited during patch: 0.9.1.11
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