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	<id>https://stoneshard.com/wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=RyanEveleigh</id>
	<title>Stoneshard wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://stoneshard.com/wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=RyanEveleigh"/>
	<link rel="alternate" type="text/html" href="https://stoneshard.com/wiki/Special:Contributions/RyanEveleigh"/>
	<updated>2026-05-13T14:49:33Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://stoneshard.com/wiki/index.php?title=Template:ES_WikiNavigation&amp;diff=76355</id>
		<title>Template:ES WikiNavigation</title>
		<link rel="alternate" type="text/html" href="https://stoneshard.com/wiki/index.php?title=Template:ES_WikiNavigation&amp;diff=76355"/>
		<updated>2026-04-29T21:24:53Z</updated>

		<summary type="html">&lt;p&gt;RyanEveleigh: Translated Terms for ES WikiNavigation (Better Understanding and Guidance)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;{{#switch: {{{1}}}&lt;br /&gt;
|Languages = Idiomas&lt;br /&gt;
|Main page = Página Principal&lt;br /&gt;
|Community portal = Portal de la Comunidad&lt;br /&gt;
|Recent changes = Cambios Recientes&lt;br /&gt;
|Random page = Página Aleatoria&lt;br /&gt;
|Tools = Herramientas&lt;br /&gt;
|What links here = Lo Que Enlaza Aqui&lt;br /&gt;
|Related changes = Cambios Relacionados&lt;br /&gt;
|Upload file = Subir Archivo&lt;br /&gt;
|Special pages = Páginas Especiales&lt;br /&gt;
|Printable version = Versión Para Imprimir&lt;br /&gt;
|Permanent Link = Link Permanente&lt;br /&gt;
|Page information = Información De La Página&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- ITEMS navbox --&amp;gt;&lt;br /&gt;
|Items = Objetos&lt;br /&gt;
|Headgear = Cascos&lt;br /&gt;
|Chestpieces = Pecheras&lt;br /&gt;
|Gloves = Guantes&lt;br /&gt;
|Belts = Cinturones&lt;br /&gt;
|Boots = Botas&lt;br /&gt;
|Cloaks = Capas&lt;br /&gt;
|Backpack = Mochilas&lt;br /&gt;
&lt;br /&gt;
|Amulets = Amuletos&lt;br /&gt;
|Rings = Anillos&lt;br /&gt;
&lt;br /&gt;
|Staves = Bastones&lt;br /&gt;
|Bows = Arcos&lt;br /&gt;
|Crossbows = Ballestas&lt;br /&gt;
|Quivers  = Carcajs&lt;br /&gt;
&lt;br /&gt;
|Ingredients = Ingredientes&lt;br /&gt;
|Materials = Materiales&lt;br /&gt;
|Tools = Herramientas&lt;br /&gt;
|Traps =Trampas&lt;br /&gt;
|Quest items = Objetos De Misión&lt;br /&gt;
|Valuables = Objetos De Valor&lt;br /&gt;
|Books &amp;amp; Notes= Libros &amp;amp; Notas&lt;br /&gt;
|Junk = Basura&lt;br /&gt;
|Crowns = Coronas&lt;br /&gt;
|Purse = Monederos&lt;br /&gt;
&lt;br /&gt;
|Item mechanics = Mecánica de los Objetos&lt;br /&gt;
&lt;br /&gt;
|Durability = Durabilidad&lt;br /&gt;
|Cursed items = Objetos Malditos&lt;br /&gt;
|Item Rarity = Rareza del Objeto&lt;br /&gt;
&lt;br /&gt;
|Containers = Contenedores&lt;br /&gt;
&lt;br /&gt;
|Bags = Mochilas&lt;br /&gt;
|Barrels = Barriles&lt;br /&gt;
|Bookshelves = Estanterías de Libros&lt;br /&gt;
|Carts = Carruajes&lt;br /&gt;
|Chests = Baules&lt;br /&gt;
|Coffins = Ataúdes&lt;br /&gt;
|Corpses = Cadáveres&lt;br /&gt;
|Crates = Cajas&lt;br /&gt;
|Cupboards = Armarios&lt;br /&gt;
|Graves = Tumbas&lt;br /&gt;
|Hero Sarcophagus = Sarcófago del Héroe&lt;br /&gt;
|Nightstands = Mesitas de Noche&lt;br /&gt;
|Racks = Estantes de Armas&lt;br /&gt;
|Sarcophagi = Sarcófago&lt;br /&gt;
|Shelves = Estantes&lt;br /&gt;
|Vases = Jarrones&lt;br /&gt;
|Wardrobes = Roperos&lt;br /&gt;
&lt;br /&gt;
|Page last edited during patch = Última edición de la página durante la actualización&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- NPCs --&amp;gt;&lt;br /&gt;
|Osbrook NPCs = NPCs de Osbrook&lt;br /&gt;
|Ormond (Butcher) = Ormond (Carnicero)&lt;br /&gt;
|Jurg (Carpenter) = Jurg (Carpinteiro)&lt;br /&gt;
|Ram (Drunkard) = Ram (Borrachín)&lt;br /&gt;
|Rickerd (Emissary) = Rickerd (Emisario)&lt;br /&gt;
|Margyt (Food Trader) = Margyt (Comerciante de Alimentos)&lt;br /&gt;
|Gina (Fruit Trader) = Gina (Comerciante de Frutas)&lt;br /&gt;
|Frid (Herbalist) = Frid (Herbolario)&lt;br /&gt;
|Brukk (Innkeeper) = Brukk (Posadero)&lt;br /&gt;
|Elsbeth (Innkeeper (Night Time)) = Elsbeth (Posadera (Nocturno))&lt;br /&gt;
|Bert (Merchant) = Bert (Comerciante)&lt;br /&gt;
|Rona (Peasant) = Rona (Campesina)&lt;br /&gt;
|Ursa (Peasant) = Ursa (Campesina)&lt;br /&gt;
|Jebar (Smith) = Jebar (Herrero)&lt;br /&gt;
|Anselm (Stableman) = Anselm (Mozo del Establo)&lt;br /&gt;
|Hold (Tailor) = Hold (Sastre)&lt;br /&gt;
|Odar (Village Elder) = Odar (Anciano de la Villa)&lt;br /&gt;
&lt;br /&gt;
|Mannshire NPCs = NPCs de Mannshire&lt;br /&gt;
|Knud (Elder) = Knud (Anciano)&lt;br /&gt;
|Weber vir Lecri (Governor) = Weber vir Lecri (Gobernador)&lt;br /&gt;
|Unar (Scribe) = Unar (Escriba)&lt;br /&gt;
|Josh (Priest) = Josh (Sacerdote)&lt;br /&gt;
|Dietrich (Smith) = Dietrich (Herrero)&lt;br /&gt;
|Lynd (the Blacksmith&#039;s Son &amp;amp; Apprentice) = Lynd (El hijo y Aprendiz del Herrero)&lt;br /&gt;
|Dirk (NPC) = Dirk (NPC)&lt;br /&gt;
|Dirk (Carpenter) = Dirk (Carpintero)&lt;br /&gt;
|Arenn (Innkeeper) = Arenn (Posadero)&lt;br /&gt;
|Selma (Hostess) = Selma (Anfitriona)&lt;br /&gt;
|Gerolt (Merchant) = Gerolt (Comerciante)&lt;br /&gt;
|Irma (Vegetable Trader) = Irma (Comerciante de Vegetales)&lt;br /&gt;
|Agna (Food Trader) = Agna (Comerciante de Alimentos)&lt;br /&gt;
|Gunda (Food Trader) = Gunda (Comerciante de Alimentos)&lt;br /&gt;
|Rald (Shepherd) = Rald (Pastor)&lt;br /&gt;
|Uta (Merchant&#039;s Daughter) = Uta (Hija del Comerciante)&lt;br /&gt;
|Hilda (Old Woman) = Hilda (Anciana)&lt;br /&gt;
|Frida (Drunkard) = Frida (Borrachina)&lt;br /&gt;
|Lotar (Drunkard) = Lotar (Borrachin)&lt;br /&gt;
|Alba (Peasant) = Alba (Campesina)&lt;br /&gt;
|Celz (Peasant) = Celz (Campesino)&lt;br /&gt;
&lt;br /&gt;
|Brynn NPCs = NPCs de Brynn&lt;br /&gt;
|Alviso (Banker) = Alviso (Banquero)&lt;br /&gt;
|Erwurt vir Lecri (Professor) = Erwurt vir Lecri (Profesor)&lt;br /&gt;
|Zeremee Lavar (Professor) = Zeremee Lavar (Profesor)&lt;br /&gt;
|Armuz (Merchant) = Armuz (Comerciante)&lt;br /&gt;
|Valden vir Krenn (Printing House Owner) = Valden vir Krenn (Propietario de la Imprenta)&lt;br /&gt;
|Vegetable Trader = Comerciante de Vegetales&lt;br /&gt;
|Butcher (Trader) = Carnicero (Comerciante)&lt;br /&gt;
|General Merchant (Trader) = Comerciante General (Comerciante)&lt;br /&gt;
|Herbalist (Trader) = Herbolario (Comerciante)&lt;br /&gt;
|Food Trader (Food Trader) = Comerciante de Alimentos (Comerciante de Alimentos)&lt;br /&gt;
|Fruit Trader (Food Trader) = Comerciante de Frutas (Comerciante de Alimentos)&lt;br /&gt;
|Skinflint Homs (Innkeeper) = Skinflint Homs (Posadero)&lt;br /&gt;
|Eric (Baker) = Eric (Panader)&lt;br /&gt;
|Fat Yann (Merchant) = Yann El Gordo (Comerciante)&lt;br /&gt;
|Shea (Merchant) = Shea (Comerciante)&lt;br /&gt;
|Bern (Quartermaster of the Vanguard) = Bern (Intendente de la Vanguardia)&lt;br /&gt;
|Rixa (Hostesses) = Rixa (Anfitriona)&lt;br /&gt;
|Maud (Hostesses) = Maud (Anfitriona)&lt;br /&gt;
|Letar (Jewelery Trader) = Letar (Comerciante de Joyas)&lt;br /&gt;
|Giles vir Ivet (Baliff) = Giles vir Ivet (Alguacil)&lt;br /&gt;
|Noel vir Roan (Baliff) = Noel vir Roan (Alguacil)&lt;br /&gt;
|Keremit Lawe (Baliff) = Keremit Lawe (Alguacil)&lt;br /&gt;
|Renod Kann (Merchant) = Renod Kann (Comerciante)&lt;br /&gt;
|Elven (Merchant) = Elfo (Comerciante)&lt;br /&gt;
|Dwarven (Merchant) = Anão (Comerciante)&lt;br /&gt;
|Nistrian (Merchant) = Nistriano (Comerciante)&lt;br /&gt;
|Skadian (Merchant) = Skadiano (Comerciante)&lt;br /&gt;
&lt;br /&gt;
|Denbrie NPCs = NPCs de Denbrie&lt;br /&gt;
|Reynold (Sergeant) = Reynold (Sargento)&lt;br /&gt;
|Mathis (Merchant) = Mathis (Comerciante)&lt;br /&gt;
|Wystan (Fisherman) = Wystan (Pescador)&lt;br /&gt;
|Salt Workers = Trabajadores de la Sal&lt;br /&gt;
|Fisherman = Pescador&lt;br /&gt;
|Peasants = Campesinos&lt;br /&gt;
|Guards = Guardias&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Location --&amp;gt;&lt;br /&gt;
|Locations = Ubicaciones&lt;br /&gt;
&lt;br /&gt;
|Generic Points of Interest = Puntos de Interés Genéricos&lt;br /&gt;
|Bear Territory = Territorio de Osos&lt;br /&gt;
|Bison Grassland = Pradera de Bisontes&lt;br /&gt;
|Boar TrailCamp = Campo de Rastros de Jabalí&lt;br /&gt;
|Crawler Burrow = Madriguera de Reptadores&lt;br /&gt;
|Deathstinger Hive = Colmena de Aguijo Muertes&lt;br /&gt;
|Deer Trail = Rastro de Venados&lt;br /&gt;
|Ghoul Den = Guarida de Necrófagos&lt;br /&gt;
|Gulon Den = Guarida de Gulons&lt;br /&gt;
|Harpies Nest = Nido de Arpías&lt;br /&gt;
|Moose Trail = Rastro de Alces&lt;br /&gt;
|Saiga Grassland = Pradera de Saigas&lt;br /&gt;
|Wolf Trail = Rastro de Lobos&lt;br /&gt;
&lt;br /&gt;
|Unique Points of Interest = Puntos de Interés Únicos&lt;br /&gt;
|Abandoned Homestead = Granja Abandonada&lt;br /&gt;
|Abandoned Siege Camp = Campamento de Asedio Abandonado&lt;br /&gt;
|Abbey of the Holy Revelation = Abadía de la Santa Revelación&lt;br /&gt;
|Boulder Circle = Círculo de Piedras&lt;br /&gt;
|Bran&#039;s Cabin = Cabaña de Bran&lt;br /&gt;
|Burial Cave = Cueva Funeraria&lt;br /&gt;
|Burned Watermill = Molino de Agua Quemado&lt;br /&gt;
|Desolate Quarry = Cantera Abandonada&lt;br /&gt;
|Hermit&#039;s Hut = Cabaña del Ermitaño&lt;br /&gt;
|Leprosarium = Leprosería&lt;br /&gt;
|Lone Farmstead = Granja Aislada&lt;br /&gt;
|Order&#039;s Prison = Prisión del Orden&lt;br /&gt;
|Plague Village = Aldea de la Peste&lt;br /&gt;
|Ransacked Homestead = Granja Saqueada&lt;br /&gt;
|Ruined Manor = Mansión en Ruinas&lt;br /&gt;
|Signal Tower = Torre de Señales&lt;br /&gt;
|Venemist&#039;s Camp = Campamento de Venemist&lt;br /&gt;
|Witch&#039;s Hut = Cabaña de la Bruja&lt;br /&gt;
&lt;br /&gt;
|Minor Settlements = Asentamientos Menores&lt;br /&gt;
|Distant Homestead = Granja Lejana&lt;br /&gt;
|Oaken Barrel Brewery = Cervecería Oaken Barrel&lt;br /&gt;
|Ralph &amp;amp; Sons Inn =  Posada Ralph e Hijos&lt;br /&gt;
|Rotten Willow Tavern = Taberna del Sauce Podrido&lt;br /&gt;
&lt;br /&gt;
|Osbrook Locations = Ubicaciones de Osbrook&lt;br /&gt;
|Black Boar Inn = Posada del Jabalí Negro&lt;br /&gt;
|Herbalist&#039;s House = Casa del Herbolario&lt;br /&gt;
|Tailor&#039;s Workshop = Taller de Sastrería&lt;br /&gt;
&lt;br /&gt;
|Mannshire Locations = Lugares de Mannshire&lt;br /&gt;
|Ivy and Vine Inn = Posada Ivy y Vine&lt;br /&gt;
|Mannshire Chapel = Capilla de Mannshire&lt;br /&gt;
&lt;br /&gt;
|Brynn Locations = Ubicaciones de Brynn&lt;br /&gt;
|Golden Grain Inn = Posada Grano Dorado&lt;br /&gt;
|The Bank of Brynn = Banco de Brynn&lt;br /&gt;
|Trading House of the Azure Thread = Casa Comercial del Hilo Azul&lt;br /&gt;
|Vir Krenn&#039;s Printing House = Imprenta de Vir Krenn&lt;br /&gt;
|Watchtower Tavern = Taberna del Centinela&lt;br /&gt;
|Bakery = Panadería&lt;br /&gt;
|Fat Yann&#039;s Grocery Store = Tienda de Comestibles del Gordo Yann&lt;br /&gt;
|Vir Noms&#039; Family Pawnshop = Casa de empeños de la familia Vir Noms&lt;br /&gt;
|Blacksmithing Workshop = Taller de Herrería&lt;br /&gt;
|Carpentry Workshop = Taller de Carpintería&lt;br /&gt;
|Leatherworking Workshop = Taller de Cuero&lt;br /&gt;
|Jewelry Shop = Joyería&lt;br /&gt;
|Three Pots Tavern = Taberna de las Tres Tazas&lt;br /&gt;
|Close Harbor Tavern = Taberna Cerca del Puerto&lt;br /&gt;
|Alchemical Emporium of Curious Goods = Emporio Alquímico de Artículos Curiosos&lt;br /&gt;
|Dockside Store = Tienda del Muelle&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Navigation --&amp;gt;&lt;br /&gt;
|Character = Personaje&lt;br /&gt;
&lt;br /&gt;
|Preset Characters = Personajes Predefinidos&lt;br /&gt;
|Attributes &amp;amp; Stats = Atributos y Estadísticas&lt;br /&gt;
|Traits = Rasgos&lt;br /&gt;
|Injuries &amp;amp; Pain = Heridas y Dolor&lt;br /&gt;
|Hunger, Thirst &amp;amp; Intoxication = Hambre, Sed e Intoxicación&lt;br /&gt;
|Psyche = Psique&lt;br /&gt;
|Maladies = Afecciones&lt;br /&gt;
|Fatigue &amp;amp; Resting = Fatiga y Descanso&lt;br /&gt;
|Faith System = Sistema de Fé&lt;br /&gt;
|Character Creation = Creación de Personajes&lt;br /&gt;
&lt;br /&gt;
|Combat &amp;amp; Survival = Combate y Supervivencia&lt;br /&gt;
&lt;br /&gt;
|Enemies = Enemigos&lt;br /&gt;
|Combat Formulas = Fórmulas de combate&lt;br /&gt;
|Damage Types = Tipos de Daño&lt;br /&gt;
|Status Effects = Efectos de Estado&lt;br /&gt;
|Noise &amp;amp; Stealth = Ruido y Sigilo&lt;br /&gt;
|Lockpicking &amp;amp; Trap Mechanics = Apertura De Cerraduras y Mecanismo De Trampas&lt;br /&gt;
|Dual Wielding = Lucha con Dos Armas&lt;br /&gt;
|Throwing = Arremesso&lt;br /&gt;
|Crafting = Crafting&lt;br /&gt;
|Biomes &amp;amp; Weather = Biomas &amp;amp; Clima&lt;br /&gt;
&lt;br /&gt;
|Exploration = Exploração&lt;br /&gt;
&lt;br /&gt;
|NPCs = NPCs&lt;br /&gt;
|Factions &amp;amp; Settlements = Facções e Assentamentos&lt;br /&gt;
|Contracts &amp;amp; Tasks = Contratos &amp;amp; Pedidos&lt;br /&gt;
|Global Map = Mapa Mundial&lt;br /&gt;
|Points of Interest = Pontos de Interesse&lt;br /&gt;
|Random Encounters = Encontros Randômicos&lt;br /&gt;
|Reputation = Reputação&lt;br /&gt;
|Crime &amp;amp; Punishment = Crime &amp;amp; Punição&lt;br /&gt;
|Caravan &amp;amp; Followers = Caravana &amp;amp; Seguidores&lt;br /&gt;
|Dungeons = Masmorras&lt;br /&gt;
|Story &amp;amp; Lore = História &amp;amp; Conhecimentos&lt;br /&gt;
&lt;br /&gt;
|Gear = Armamento&lt;br /&gt;
&lt;br /&gt;
|Weapons = Armas&lt;br /&gt;
|Armor = Armaduras&lt;br /&gt;
|Jewelry = Joias&lt;br /&gt;
|Artifacts = Artefatos&lt;br /&gt;
|Treatises = Tratados&lt;br /&gt;
|Loot = Saque&lt;br /&gt;
|Quest Items = Itens de Quest&lt;br /&gt;
|Enchantments = Encantamentos&lt;br /&gt;
|Blessings &amp;amp; Curses = Bençãos &amp;amp; Maldições&lt;br /&gt;
|Quality &amp;amp; Durability = Qualidade &amp;amp; Durabilidade&lt;br /&gt;
&lt;br /&gt;
|Consumables = Consumíveis&lt;br /&gt;
&lt;br /&gt;
|Food = Comida&lt;br /&gt;
|Beverages = Bebidas&lt;br /&gt;
|Potions = Poções&lt;br /&gt;
|Ingredients = Ingredientes&lt;br /&gt;
|Drugs = Drogas&lt;br /&gt;
|Medicine = Medicamentos&lt;br /&gt;
|Scrolls = Pergaminhos&lt;br /&gt;
|Ammunition = Munições&lt;br /&gt;
|Tools &amp;amp; Traps = Ferramentas &amp;amp; Armadilhas&lt;br /&gt;
&lt;br /&gt;
|Weapon Abilities = Habilidades de Arma&lt;br /&gt;
&lt;br /&gt;
|Swords = Espadas&lt;br /&gt;
|Axes = Machados&lt;br /&gt;
|Maces = Maças&lt;br /&gt;
|Daggers = Adagas&lt;br /&gt;
|Two-Handed Swords = Espadas de Duas Mãos&lt;br /&gt;
|Two-Handed Axes = Machados de Duas Mãos&lt;br /&gt;
|Two-Handed Maces = Maças de Duas Mãos&lt;br /&gt;
|Spears = Lanças&lt;br /&gt;
|Ranged Weapons = Armas de Longo Alcance&lt;br /&gt;
|Shields = Escudos&lt;br /&gt;
|Wands = Varinhas&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Skill navbox --&amp;gt;&lt;br /&gt;
|Skills = Habilidades&lt;br /&gt;
|Weapons = Armas&lt;br /&gt;
|Swords = Espadas&lt;br /&gt;
|Axes = Machados&lt;br /&gt;
|Maces = Maças&lt;br /&gt;
|Daggers = Adagas&lt;br /&gt;
|Two-Handed Swords = Espadas de Duas Mãos&lt;br /&gt;
|Two-Handed Axes = Machados de Duas Mãos&lt;br /&gt;
|Two-Handed Maces = Maças de Duas Mãos&lt;br /&gt;
|Spears = Lanças&lt;br /&gt;
|Ranged Weapons = Armas de Longo Alcance&lt;br /&gt;
|Shields = Escudos&lt;br /&gt;
|Staves = Bastões&lt;br /&gt;
|Utility = Utilidade&lt;br /&gt;
|Basic Skills = Habilidades Básicas&lt;br /&gt;
|Dual Wielding = Empunhadura Dupla&lt;br /&gt;
|Survival = Sobrevivência&lt;br /&gt;
|Warfare = Guerra&lt;br /&gt;
|Athletics = Atletismo&lt;br /&gt;
|Magic Mastery = Maestria em Mágica&lt;br /&gt;
|Armored Combat = Combate Blindado&lt;br /&gt;
|Sorcery = Feitiçaria&lt;br /&gt;
|Pyromancy = Piromancia&lt;br /&gt;
|Geomancy = Geomancia&lt;br /&gt;
|Electromancy = Eletromancia&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Utility Abilities--&amp;gt;&lt;br /&gt;
|Utility Abilities = Habilidades de Utilidade&lt;br /&gt;
|Basic Skills = Habilidades Básicas&lt;br /&gt;
|Dual Wielding = Empunhadura Dupla&lt;br /&gt;
|Survival = Sobrevivência&lt;br /&gt;
|Warfare = Guerra&lt;br /&gt;
|Athletics = Atletismo&lt;br /&gt;
|Magic Mastery = Maestria em Mágica&lt;br /&gt;
|Armored Combat = Combate Blindado&lt;br /&gt;
|Combat Mastery = Maestria em Combate&lt;br /&gt;
|Sorcery Abilities = Habilidades de Feitiço&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Utility --&amp;gt;&lt;br /&gt;
|Basic Skills (skill tree) = Habilidades Básicas (árvore de habilidades)&lt;br /&gt;
|Dual Wielding (skill tree) = Empunhadura Dupla (árvore de habilidades)&lt;br /&gt;
|Survival (skill tree) = Sobrevivência (árvore de habilidades)&lt;br /&gt;
|Warfare (skill tree) = Guerra (árvore de habilidades)&lt;br /&gt;
|Athletics (skill tree) = Atletismo (árvore de habilidades)&lt;br /&gt;
|Magic Mastery (skill tree) = Maestria em Mágica (árvore de habilidades)&lt;br /&gt;
|Armored Combat (skill tree) = Combate Blindado (árvore de habilidades)&lt;br /&gt;
|Alchemy (skill tree) = Alquimia (árvore de habilidades)&lt;br /&gt;
|Sabotage (skill tree) = Sabotagem (árvore de habilidades)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Weapons --&amp;gt;&lt;br /&gt;
|Weapon Abilities = Habilidades de Arma&lt;br /&gt;
|Swords (skill tree) = Espadas (árvore de habilidades)&lt;br /&gt;
|Axes (skill tree) = Machados (árvore de habilidades)&lt;br /&gt;
|Maces (skill tree) = Maças (árvore de habilidades)&lt;br /&gt;
|Daggers (skill tree) = Adagas (árvore de habilidades)&lt;br /&gt;
|Two-Handed Swords (skill tree) = Espadas de Duas Mãos (árvore de habilidades)&lt;br /&gt;
|Two-Handed Axes (skill tree) = Machados de Duas Mãos (árvore de habilidades)&lt;br /&gt;
|Two-Handed Maces (skill tree) = Maças de Duas Mãos (árvore de habilidades)&lt;br /&gt;
|Spears (skill tree) = Lanças (árvore de habilidades)&lt;br /&gt;
|Ranged Weapons (skill tree) = Armas de Longo Alcance (árvore de habilidades)&lt;br /&gt;
|Shields (skill tree) = Escudos (árvore de habilidades)&lt;br /&gt;
|Staves (skill tree) = Bastões (árvore de habilidades)&lt;br /&gt;
|Wands (skill tree) = Varinhas (árvore de habilidades)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Sorcery --&amp;gt;&lt;br /&gt;
|Pyromancy = Piromancia&lt;br /&gt;
|Geomancy = Geomancia&lt;br /&gt;
|Electromancy = Eletromancia&lt;br /&gt;
|Venomancy = Venomancia&lt;br /&gt;
|Cryomancy = Criomancia&lt;br /&gt;
|Astromancy = Astromancia&lt;br /&gt;
|Chronomancy = Chronomancia&lt;br /&gt;
|Psymancy = Psicomancia&lt;br /&gt;
|Arcanistics = Arcanística&lt;br /&gt;
&lt;br /&gt;
|Pyromancy (skill tree) = Piromancia (árvore de habilidades)&lt;br /&gt;
|Geomancy (skill tree) = Geomancia (árvore de habilidades)&lt;br /&gt;
|Electromancy (skill tree) = Eletromancia (árvore de habilidades)&lt;br /&gt;
|Venomancy (skill tree) = Venomancia (árvore de habilidades)&lt;br /&gt;
|Cryomancy (skill tree) = Criomancia (árvore de habilidades)&lt;br /&gt;
|Astromancy (skill tree) = Astromancia (árvore de habilidades)&lt;br /&gt;
|Chronomancy (skill tree) = Chronomancia (árvore de habilidades)&lt;br /&gt;
|Psymancy (skill tree) = Psicomancia (árvore de habilidades)&lt;br /&gt;
|Arcanistics (skill tree) = Arcanística (árvore de habilidades)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Enemies --&amp;gt;&lt;br /&gt;
|Enemies = Inimigos&lt;br /&gt;
|Undead	 = Mortos-vivos&lt;br /&gt;
|Accursed Ghast = Fantasma Amaldiçoado&lt;br /&gt;
|Ancient Ghast = Fantasma Antigo&lt;br /&gt;
|Ghast = Fantasma&lt;br /&gt;
|Ghoul = Carniçal&lt;br /&gt;
|Large Ghoul = Carniçal Grande&lt;br /&gt;
|Necromancer (Staff) = Necromante (Cajado)&lt;br /&gt;
|Occultist = Ocultista&lt;br /&gt;
|Putrid Restless Soldier (Halberd) = Soldado Putrido Inquieto (Alabarda)&lt;br /&gt;
|Putrid Restless Soldier (Two-Handed Axe) = Soldado Putrido Inquieto (Machado de Duas Mãos)&lt;br /&gt;
|Putrid Restless Soldier (Two-Handed Mace) = Soldado Putrido Inquieto (Maça de Duas Mãos)&lt;br /&gt;
|Risen Axonian = Axoniano Ressuscitado&lt;br /&gt;
|Ritual Restless = Ritual Inquieto&lt;br /&gt;
|Restless = Inquieto&lt;br /&gt;
|Restless Peasant (Axe) = Camponês Inquieto (Machado)&lt;br /&gt;
|Restless Peasant (Dagger) = Camponês Inquieto (Adaga)&lt;br /&gt;
|Restless Peasant (Pitchfork) = Camponês Inquieto (Forcado)&lt;br /&gt;
|Restless Guard (Halberd) = Guarda Inquieto (Alabarda)&lt;br /&gt;
|Restless Guard (Sword) = Guarda Inquieto (Espada)&lt;br /&gt;
|Restless Guard (Spear) = Guarda Inquieto (Lança)&lt;br /&gt;
|Restless Brigand = Brigante Inquieto&lt;br /&gt;
|Restless Soldier (Mace) = Soldado Inquieto (Maça)&lt;br /&gt;
|Restless Soldier (Axe) = Soldado Inquieto (Machado)&lt;br /&gt;
|Restless Soldier (Halberd) = Soldado Inquieto (Alabarda)&lt;br /&gt;
|Revenant Commander = Comandante Revenant&lt;br /&gt;
|Ritualist = Ritualista&lt;br /&gt;
|Small Ghoul = Carniçal Pequeno&lt;br /&gt;
|Skeleton Archer = Arqueiro Esqueleto&lt;br /&gt;
|Skeleton Armorbreaker = Quebra-armaduras Esqueleto&lt;br /&gt;
|Skeleton Axeman = Machado Esqueleto&lt;br /&gt;
|Skeleton Bowman = Arqueiro Esqueleto&lt;br /&gt;
|Skeleton Crossbowman = Besteiro Esqueleto&lt;br /&gt;
|Skeleton Defender = Defensor Esqueleto&lt;br /&gt;
|Skeleton Footman = Soldado de Infantaria Esqueleto&lt;br /&gt;
|Skeleton Guard = Guarda Esqueleto&lt;br /&gt;
|Skeleton Kingsguard (Spear) = Guarda Real Esqueleto (Lança)&lt;br /&gt;
|Skeleton Kingsguard (Sword) = Guarda Real Esqueleto (Espada)&lt;br /&gt;
|Skeleton Kingsguard (Mace) = Guarda Real Esqueleto (Maça)&lt;br /&gt;
|Skeleton Kingsguard (Two-Handed Axe) = Guarda Real Esqueleto (Machado de Duas Mãos)&lt;br /&gt;
|Skeleton Halberdier = Alabardeiro Esqueleto&lt;br /&gt;
|Skeleton High Priest = Sumo Sacerdote Esqueleto&lt;br /&gt;
|Skeleton Knight (Two-Handed Axe) = Cavaleiro Esqueleto (Machado de Duas Mãos)&lt;br /&gt;
|Skeleton Knight (Two-Handed Sword) = Cavaleiro Esqueleto (Espada de Duas Mãos)&lt;br /&gt;
|Skeleton Knight (Two-Handed Mace) = Cavaleiro Esqueleto (Maça de Duas Mãos)&lt;br /&gt;
|Skeleton Maceman = Maçador Esqueleto&lt;br /&gt;
|Skeleton Mage = Mago Esqueleto&lt;br /&gt;
|Skeleton Militiaman = Miliciano Esqueleto&lt;br /&gt;
|Skeleton Monk = Monge Esqueleto&lt;br /&gt;
|Skeleton Priest = Sacerdote Esqueleto&lt;br /&gt;
|Skeleton Soldier = Soldado Esqueleto&lt;br /&gt;
|Skeleton Spearman = Lanceiro Esqueleto&lt;br /&gt;
|Skeleton Swordsman = Espadachim Esqueleto&lt;br /&gt;
|Skeleton Templar = Templário Esqueleto&lt;br /&gt;
|Wraith = Aparição&lt;br /&gt;
|Wraithbinder = Vinculador de Aparições&lt;br /&gt;
|Wraith Cleric = Clérigo Aparição&lt;br /&gt;
|Wraith Commander = Comandante Aparição&lt;br /&gt;
|Wraith Monk = Monge Aparição&lt;br /&gt;
|Wraith Seer = Vidente Aparição&lt;br /&gt;
|Wraith Squire = Escudeiro Aparição&lt;br /&gt;
|Wraith Sergeant = Sargento Aparição&lt;br /&gt;
|Wraith Templar = Templário Aparição&lt;br /&gt;
|Wraith Warrior = Guerreiro Aparição&lt;br /&gt;
&lt;br /&gt;
|Proselytes = Prosélitos&lt;br /&gt;
|Abomination = Abominação&lt;br /&gt;
|Adept = Adepto&lt;br /&gt;
|Anmarrak = Anmarrak&lt;br /&gt;
|Apostate = Apóstata&lt;br /&gt;
|Ascended Archon = Arconte Ascendido&lt;br /&gt;
|Blood Golem = Golem de Sangue&lt;br /&gt;
|Brander = Marcador&lt;br /&gt;
|Chosen = Escolhido&lt;br /&gt;
|Cultist = Cultista&lt;br /&gt;
|Dead Martyr = Mártir Morto&lt;br /&gt;
|Flagellant = Flagelante&lt;br /&gt;
|Fiend (Two-Handed Axe) = Demônio (Machado de Duas Mãos)&lt;br /&gt;
|Fiend (Two-Handed Mace) = Demônio (Maça de Duas Mãos)&lt;br /&gt;
|Girrud = Girrud&lt;br /&gt;
|Harbinger = Arauto&lt;br /&gt;
|Immolated = Imolado&lt;br /&gt;
|Impaler = Empalador&lt;br /&gt;
|Juggernaut = Juggernaut&lt;br /&gt;
|Leechworm = Verme Sanguessuga&lt;br /&gt;
|Martyr = Mártir&lt;br /&gt;
|Matriarch = Matriarca&lt;br /&gt;
|Murkstalker = Perseguidor das Sombras&lt;br /&gt;
|Outcast = Pária&lt;br /&gt;
|Saggul = Saggul&lt;br /&gt;
|Sanguimage = Sanguimago&lt;br /&gt;
|Tentacle Arm = Braço Tentáculo&lt;br /&gt;
|Toller = Toller&lt;br /&gt;
|Tormentor = Tormentador&lt;br /&gt;
|Wormbearer = Portador de Vermes&lt;br /&gt;
|Yagram = Yagram&lt;br /&gt;
&lt;br /&gt;
|Brigands = Brigantes&lt;br /&gt;
|Ambusher = Emboscador&lt;br /&gt;
|Bonebreaker (Two-Handed Axe) = Quebra-ossos (Machado de Duas Mãos)&lt;br /&gt;
|Bonebreaker (Two-Handed Mace) = Quebra-ossos (Maça de Duas Mãos)&lt;br /&gt;
|Beast Trapper = Caçador de Bestas&lt;br /&gt;
|Brigand Banneret = Bandeirante Brigante&lt;br /&gt;
|Brigand Electromancer = Eletromante Brigante&lt;br /&gt;
|Brigand Geomancer = Geomante Brigante&lt;br /&gt;
|Brigand Pyromancer = Piromante Brigante&lt;br /&gt;
|Brigand Warlock = Bruxo Brigante&lt;br /&gt;
|Brute = Bruto&lt;br /&gt;
|Enforcer (Two-Handed Axe) = Executor (Machado de Duas Mãos)&lt;br /&gt;
|Enforcer (Two-Handed Mace) = Executor (Maça de Duas Mãos)&lt;br /&gt;
|Enforcer (Two-Handed Sword) = Executor (Espada de Duas Mãos)&lt;br /&gt;
|Crook = Trapaceiro&lt;br /&gt;
|Cutthroat = Degolador&lt;br /&gt;
|Duelist = Duelista&lt;br /&gt;
|Deserter (Sword) = Desertor (Espada)&lt;br /&gt;
|Deserter (Axe) = Desertor (Machado)&lt;br /&gt;
|Deserter (Mace) = Desertor (Maça)&lt;br /&gt;
|Goon = Capanga&lt;br /&gt;
|Goon (Cleaver) = Capanga (Cutelo)&lt;br /&gt;
|Heavy Crossbowman = Besteiro Pesado&lt;br /&gt;
|Henchman = Capanga&lt;br /&gt;
|Henchman (Mace) = Capanga (Maça)&lt;br /&gt;
|Hired Sorcerer = Feiticeiro Contratado&lt;br /&gt;
|Madman = Louco&lt;br /&gt;
|Magehunter = Caçador de Magos&lt;br /&gt;
|Magistrate Renegade (Spear) = Magistrado Renegado (Lança)&lt;br /&gt;
|Magistrate Renegade (Two-Handed Axe) = Magistrado Renegado (Machado de Duas Mãos)&lt;br /&gt;
|Magistrate Renegade (Two-Handed Mace) = Magistrado Renegado (Maça de Duas Mãos)&lt;br /&gt;
|Mancatcher = Caçador de Homens&lt;br /&gt;
|Marauder (Two-Handed Axe) = Saqueador (Machado de Duas Mãos)&lt;br /&gt;
|Marauder (Two-Handed Mace) = Saqueador (Maça de Duas Mãos)&lt;br /&gt;
|Marauder (Two-Handed Sword) = Saqueador (Espada de Duas Mãos)&lt;br /&gt;
|Marksman = Atirador&lt;br /&gt;
|Outlaw = Fora da Lei&lt;br /&gt;
|Paymaster = Tesoureiro&lt;br /&gt;
|Poacher = Caçador Furtivo&lt;br /&gt;
|Rebel = Rebelde&lt;br /&gt;
|Renegade = Renegado&lt;br /&gt;
|Ringleader (Mace) = Líder (Maça)&lt;br /&gt;
|Ringleader (Sword) = Líder (Espada)&lt;br /&gt;
|Ringleader (Two-Handed Axe) = Líder (Machado de Duas Mãos)&lt;br /&gt;
|Ringleader (Two-Handed Sword) = Líder (Espada de Duas Mãos)&lt;br /&gt;
|Robber Baron (Mace) = Barão Ladrão (Maça)&lt;br /&gt;
|Robber Baron (Two-Handed Mace) = Barão Ladrão (Maça de Duas Mãos)&lt;br /&gt;
|Robber Baron (Two-Handed Sword) = Barão Ladrão (Espada de Duas Mãos)&lt;br /&gt;
|Rogue Knight (Sword) = Cavaleiro Renegado (Espada)&lt;br /&gt;
|Rogue Knight (Two-Handed Sword) = Cavaleiro Renegado (Espada de Duas Mãos)&lt;br /&gt;
|Thug = Bandido&lt;br /&gt;
|Turncoat (Spear) = Traidor (Lança)&lt;br /&gt;
|Turncoat (Two-Handed Axe) = Traidor (Machado de Duas Mãos)&lt;br /&gt;
|Turncoat (Two-Handed Mace) = Traidor (Maça de Duas Mãos)&lt;br /&gt;
|Turncoat (Two-Handed Sword) = Traidor (Espada de Duas Mãos)&lt;br /&gt;
|War Dog = Cão de Guerra&lt;br /&gt;
|Wolfhound = Cão Lobo&lt;br /&gt;
&lt;br /&gt;
|Beasts	= Bestas&lt;br /&gt;
|Ancient Troll = Troll Antigo&lt;br /&gt;
|Bear = Urso&lt;br /&gt;
|Boar = Javali&lt;br /&gt;
|Bunting = Pica-pau&lt;br /&gt;
|Chicken = Galinha&lt;br /&gt;
|Bison = Bisão&lt;br /&gt;
|Crawler = Rastejador&lt;br /&gt;
|Deathstinger Swarm = Enxame de Ferrão da Morte&lt;br /&gt;
|Deer = Veado&lt;br /&gt;
|Dungeon Bat = Morcego de Masmorra&lt;br /&gt;
|Forest Viper = Víbora da Floresta&lt;br /&gt;
|Fox = Raposa&lt;br /&gt;
|Giant Rat = Rato Gigante&lt;br /&gt;
|Gulon = Gulon&lt;br /&gt;
|Harpy = Harpia&lt;br /&gt;
|Hedgehog = Ouriço&lt;br /&gt;
|Horse = Cavalo&lt;br /&gt;
|Jay = Gaio&lt;br /&gt;
|Manticore = Mantícora&lt;br /&gt;
|Moose = Alce&lt;br /&gt;
|Pig = Porco&lt;br /&gt;
|Rabbit = Coelho&lt;br /&gt;
|Raven = Corvo&lt;br /&gt;
|Rooster = Galo&lt;br /&gt;
|Saiga = Saiga&lt;br /&gt;
|Seagull = Gaivota&lt;br /&gt;
|Sheep = Ovelha&lt;br /&gt;
|Sparrow = Pardal&lt;br /&gt;
|Squirrel = Esquilo&lt;br /&gt;
|Swallow = Andorinha&lt;br /&gt;
|Tit = Chapim&lt;br /&gt;
|Thrush = Tordo&lt;br /&gt;
|Wolf = Lobo&lt;br /&gt;
|Wren = Carruíra&lt;br /&gt;
|Young Troll = Troll Jovem&lt;br /&gt;
&lt;br /&gt;
|Nests &amp;amp; Hives = Ninhos &amp;amp; Colmeias&lt;br /&gt;
|Crawler Burrow = Toca de Rastejadores&lt;br /&gt;
|Deathstinger Hive = Colmeia de Ferrão da Morte&lt;br /&gt;
|Harpies Nest = Ninho de Harpias&lt;br /&gt;
&lt;br /&gt;
|#default = Property or translation missing.}}&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;{{Doc}}[[Category:ES Language templates]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>RyanEveleigh</name></author>
	</entry>
	<entry>
		<id>https://stoneshard.com/wiki/index.php?title=Brynn&amp;diff=76352</id>
		<title>Brynn</title>
		<link rel="alternate" type="text/html" href="https://stoneshard.com/wiki/index.php?title=Brynn&amp;diff=76352"/>
		<updated>2026-04-29T19:48:40Z</updated>

		<summary type="html">&lt;p&gt;RyanEveleigh: Minor changes /Baliff to Bailiff /&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:BrynnIcon.png|thumb|Coat of arms of Brynn]]&lt;br /&gt;
__TOC__&lt;br /&gt;
&#039;&#039;&#039;Brynn.&#039;&#039;&#039; The mere mention of it invokes images of freedom and affluence. Some people see it as a city of skilled craftsmen and industrious merchants, while others - a den of petty hagglers and crooks, where a purse full of gold is more valuable than a person’s life. Either way, there can be little argument about one thing - Brynn is the wealthiest [[Aldor|Aldorian]] city and one of the most prosperous places on the western side of the Continent.&lt;br /&gt;
&lt;br /&gt;
There’s a saying that the very air of &#039;&#039;&#039;Brynn&#039;&#039;&#039; makes people free: according to an ancient custom, anyone can become its citizen after living there for a year. As a result, the city has always been attracting people fleeing from serfdom, poverty, and hunger, many of them becoming permanent residents. After the recent war these streams of refugees turned into rivers, which flooded the city’s streets with peasants hoping to earn some coin for themselves and their families.&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
[[File:F2wdon10ax481.webp|thumb|433x433px|City Map of Brynn (click to enlarge)]]&lt;br /&gt;
{{quote|The capital of the Grand Magistrate, a large seaport, and one of the wealthiest cities on the western side of the Continent. Thanks to the abundance of available goods and its flourishing trade, Brynn is also frequently called the &amp;quot;Golden City&amp;quot;.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;During the war, Brynn was besieged by the Royal Council armies, but remained uncaptured.}}&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
It wouldn’t be true to say that &#039;&#039;&#039;Brynn&#039;&#039;&#039; survived the Strife unscathed - after all, the war actually started because of it. During his rule, the late King Etbert stripped Brynn of its status as a free city, making quite a lot of enemies in the process. The monarch’s death and the succession crisis, which followed afterwards, created a perfect opportunity for overturning this decision, and the &#039;&#039;&#039;Brynn&#039;&#039;&#039; elites did just that.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Brynn&#039;&#039;&#039; refused to recognize the authority of the Regent Queen, who became the next ruler, instead opting for an open rebellion. The royal governor was apprehended and executed without a trial, and the control was once again seized by the richest merchant families of the city - the Silver League. The age-long dispute between the local merchants and the nobility was temporarily set aside: they united against the common enemy, creating the Great Magistrate. They plan to settle for no less than overthrowing the existing order and rebuilding Aldor as an alliance of free cities, where kings exist only in fairy tales.&lt;br /&gt;
&lt;br /&gt;
The Royal Council, which rallied around the Regent Queen, decided to take &#039;&#039;&#039;Brynn&#039;&#039;&#039; back by force. At first, luck was on the Council&#039;s side: the royal army managed to come out victorious in a few important battles and even reached the walls of &#039;&#039;&#039;Brynn&#039;&#039;&#039;. It seemed that the city was doomed, but the skillful leadership of Duke di Berro allowed the Magistrate to turn the tide and send the enemy fleeing.&lt;br /&gt;
&lt;br /&gt;
The Magistrate got a decisive advantage, and only a sudden outbreak of the Crimson Plague prevented it from launching a counterattack. This never-before-seen disease gave a proper scare to both sides of the conflict and forced them into signing a truce. Soon the Plague ended as inexplicably as it began, but both the Council and the Magistrate decided to maintain the shaky peace and lick their wounds.&lt;br /&gt;
&lt;br /&gt;
This moment of respite was used by the Magistrate to great effect: it invested a huge amount of resources into restoring &#039;&#039;&#039;Brynn&#039;&#039;&#039;, so now the only thing reminding of the brutal siege is scaffolding next to a few remaining breaches in the city’s walls. And yet, even though &#039;&#039;&#039;Brynn&#039;&#039;&#039; is well-prepared to repel external enemies, internal struggles can often be much more unpredictable and insidious...&lt;br /&gt;
&lt;br /&gt;
== Locations in Brynn ==&lt;br /&gt;
[[File:Brynn Elven Quarter.png|alt=Brynn Elven Quarter|thumb|the Elven Quarter]]&lt;br /&gt;
Brynn is split into four parts:&lt;br /&gt;
&lt;br /&gt;
* Northwest - Mint Square&lt;br /&gt;
* Northeast - Old Towers&lt;br /&gt;
* Southwest - Guild Quarter&lt;br /&gt;
* Southeast - Docks&lt;br /&gt;
&lt;br /&gt;
Various establishments are located in different quarters of Brynn, and most are unique to that quarter.&lt;br /&gt;
&lt;br /&gt;
North of the city is a small homestead - the Brynn Outskirts.&lt;br /&gt;
&lt;br /&gt;
=== Mint Square ===&lt;br /&gt;
&lt;br /&gt;
* Brynn&#039;s main square with its town crier&lt;br /&gt;
* The [[Brynn Cathedral|the Cathedral]] with it&#039;s adjoining [[Brynn University|University]] and [[Brynn Hospital|Hospital]], and a well&lt;br /&gt;
* [[The Bank of Brynn]] &amp;amp; the ajoining Mint&lt;br /&gt;
* The [[Trading House of the Azure Thread]] in the Elven Quarter&lt;br /&gt;
* [[Vir Krenn&#039;s Printing House]]&lt;br /&gt;
* The [[Golden Grain Inn]]&lt;br /&gt;
* a vegetable, fruit, butcher, dairy, herbalist and general trader stall&lt;br /&gt;
* the Silver League House&lt;br /&gt;
* a north and west facing gatehouse&lt;br /&gt;
&lt;br /&gt;
=== Old Towers ===&lt;br /&gt;
&lt;br /&gt;
* Brynn&#039;s citadel, its well and shrine&lt;br /&gt;
* [[Bern|Bern the Quartermaster&#039;s]] post&lt;br /&gt;
* The [[Watchtower Tavern]]&lt;br /&gt;
* The [[Bakery (Brynn)|Bakery]]&lt;br /&gt;
* [[Fat Yann&#039;s Grocery Store]]&lt;br /&gt;
* [[Vir Noms&#039; Family Pawnshop]]&lt;br /&gt;
* a Ruined Manor&lt;br /&gt;
* an east facing gatehouse&lt;br /&gt;
&lt;br /&gt;
=== Guild Quarter ===&lt;br /&gt;
&lt;br /&gt;
* Brynn&#039;s New Guild house&lt;br /&gt;
* The [[Blacksmithing Workshop (Brynn)|Blacksmithing Workshop]]&lt;br /&gt;
* The [[Carpentry Workshop (Brynn)|Carpentry Workshop]]&lt;br /&gt;
* The [[Leatherworking Workshop (Brynn)|Leatherworking Workshop]]&lt;br /&gt;
* The [[Jewelry Shop (Brynn)|Jewelry Shop]]&lt;br /&gt;
* The [[Three Pots Tavern]]&lt;br /&gt;
* a well&lt;br /&gt;
&lt;br /&gt;
=== Docks ===&lt;br /&gt;
&lt;br /&gt;
* Brynn&#039;s docks&lt;br /&gt;
* The [[Close Harbor Tavern]]&lt;br /&gt;
* The [[Alchemical Emporium of Curious Goods]]&lt;br /&gt;
* The [[Dockside Store]]&lt;br /&gt;
* General Merchant&#039;s Stall&lt;br /&gt;
* Fishmonger&#039;s Stall&lt;br /&gt;
* the Barbershop&lt;br /&gt;
* the Brothel&lt;br /&gt;
* the Bathhouse&lt;br /&gt;
* [[Gwynnel&#039;s House]]&lt;br /&gt;
* [[Giselbert&#039;s Tools]]&lt;br /&gt;
* a well&lt;br /&gt;
&lt;br /&gt;
== Settlement&#039;s Perks ==&lt;br /&gt;
See - [[Settlement&#039;s Perks]].&lt;br /&gt;
* &#039;&#039;&#039;Magistrate&#039;s Capital&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;City of Opportunities&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Wide Selection I - III&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Favorable Prices I&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Specialty Goods&#039;&#039;&#039;&lt;br /&gt;
** [[Harpy Omelette a la Brynn (Recipe)]]&lt;br /&gt;
&lt;br /&gt;
== NPCs ==&lt;br /&gt;
&lt;br /&gt;
=== Mint Square ===&lt;br /&gt;
&lt;br /&gt;
* [[Alviso]] - Main Banker at [[The Bank of Brynn|The Bank of Brynn]]&lt;br /&gt;
* [[Erwurt vir Lecri]] - Professor at [[Brynn University]]&lt;br /&gt;
* [[Zeremee Lavar]] - Professor at [[Brynn University]]&lt;br /&gt;
==== Traders ====&lt;br /&gt;
* [[Armuz]] - [[Trading House of the Azure Thread]]&lt;br /&gt;
* [[Valden vir Krenn]] - Owner of [[Vir Krenn&#039;s Printing House]]&lt;br /&gt;
* [[Vegetable Trader (Brynn Mint Square)|Vegetable Trader]] - Near Front Gate&lt;br /&gt;
* ___ - Innkeeper of [[Golden Grain Inn]]&lt;br /&gt;
* [[Butcher (Brynn Mint Square)|Butcher]] - Main Square&lt;br /&gt;
* [[General_Merchant_(Brynn_Mint_Square)|General Merchant]] - Main Square&lt;br /&gt;
* [[Herbalist (Brynn Mint Square)|Herbalist]] - Main Square&lt;br /&gt;
* [[Food Trader (Brynn Mint Square)|Food Trader]] - Main Square&lt;br /&gt;
* [[Fruit Trader (Brynn Mint Square)|Fruit Trader]] - Main Square&lt;br /&gt;
&lt;br /&gt;
=== Old Towers ===&lt;br /&gt;
==== Traders ====&lt;br /&gt;
* [[Jervey vir Noms]] - Owner of [[Vir Noms&#039; Family Pawnshop]]&lt;br /&gt;
* ___ - Innkeeper of [[Watchtower Tavern]]&lt;br /&gt;
* [[Eric]] - [[Bakery (Brynn)|Bakery]]&lt;br /&gt;
* [[Fat Yann]] - [[Fat Yann&#039;s Grocery Store]]&lt;br /&gt;
* [[Shea]] - Vegetable Stall outside [[Fat Yann&#039;s Grocery Store|Fat Yann&#039;s]]&lt;br /&gt;
* [[Bern]] - Quartermaster of the Vanguard&lt;br /&gt;
&lt;br /&gt;
=== Guild Quarter ===&lt;br /&gt;
==== Traders ====&lt;br /&gt;
* [[Rixa]] &amp;amp; [[Maud]] - Hostesses of [[Three Pots Tavern]]&lt;br /&gt;
* [[Letar]] - Owner of [[Jewelry Shop (Brynn)|Jewelry Shop]]&lt;br /&gt;
* [[Giles vir Ivet]] - Bailiff of [[Blacksmithing Workshop (Brynn)|Blacksmithing Workshop]]&lt;br /&gt;
* [[Noel vir Roan]] - Bailiff of [[Carpentry Workshop (Brynn)|Carpentry Workshop]]&lt;br /&gt;
* [[Keremit Lawe]] - Bailiff of [[Leatherworking Workshop (Brynn)|Leatherworking Workshop]]&lt;br /&gt;
&lt;br /&gt;
=== Docks ===&lt;br /&gt;
==== Traders ====&lt;br /&gt;
* [[Skinflint Homs]]&lt;br /&gt;
* [[Kred]] - Innkeeper of [[Close Harbor Tavern]]&lt;br /&gt;
* [[Renod Kann]] - [[Alchemical Emporium of Curious Goods]]&lt;br /&gt;
* [[General Merchant (Brynn Docks)|General Merchant]] - Docks&lt;br /&gt;
* [[Esfah]] - Elven Merchant at the [[Dockside Store]]&lt;br /&gt;
* [[Ormi]] - Dwarven Merchant at the [[Dockside Store]]&lt;br /&gt;
* [[Rigo Nevic]] - Nistrian Merchant at the [[Dockside Store]]&lt;br /&gt;
* [[Zdenebrad]] - Skadian Merchant at the [[Dockside Store]]&lt;br /&gt;
* [[Giselbert]] - [[Giselbert&#039;s Tools]]&lt;br /&gt;
&lt;br /&gt;
== Politics ==&lt;br /&gt;
Brynn is the Great Magistrate in miniature, its political conflicts being most evident in the city’s day-to-day life. There are three major factions competing for control over Brynn:&lt;br /&gt;
[[File:9a736096e3198d9b0f5d59b4d70b6ff02c3f752a.png|frameless|760x760px]]&lt;br /&gt;
&lt;br /&gt;
=== The Silver League ===&lt;br /&gt;
The Silver League used to be a mid-tier merchant guild. However, over the centuries it amassed great amounts of wealth and political power. The independence of Brynn, the creation of the Magistrate and the civil war which followed - these events were engineered and set in motion mainly by the highest circles of the League. The League’s cumbersome bureaucracy, although still effective, has lately begun to struggle with its responsibilities. To many of the League’s members it came as a surprise that not every war can be won with money alone, but this realization was long overdue. Ever since the previous burgomaster’s unsolved murder, the League has been led by [[Jeon Ballar]] - a descendant of the richest Brynn family, which made its fortune by trading in elven silk. His enemies often accuse him of currying favors with the Jacinth Kingdoms, and perhaps rightfully so, but no one can rival [[Jeon Ballar|Jeon]] in achieving compromises and forming unlikely alliances. The existing status quo between the city factions can be attributed entirely to his efforts.&lt;br /&gt;
&lt;br /&gt;
=== The Vanguard ===&lt;br /&gt;
The Vanguard is a large army consisting of the local nobility’s troops, mercenary bands, and the city’s militia. Created by the League in an effort to reorganize the army, the Vanguard quickly became a government within a government, deeply discontent about the overwhelming influence that the mechant estate has over the Magistrate. The competent and decisive actions of the Vanguard protected Brynn from being captured by the royalists, so now its military leaders firmly believe that their sacrifice and valor earned them the right to rule the country. The only thing preventing them from openly confronting the League is the money it supports the army with. The leader of the Vanguard is Duke [[Arno di Berro]], a scion of an old family from the Bronze Isles, who happened to settle down in Aldor. [[Arno di Berro]] is an aristocrat in a true sense of this word, and, as expected of an aristocrat, he shows open disdain for republican ideals. Despite all that, he’s still ready to fight for the Magistrate with all the ferocity and courage he can muster...&lt;br /&gt;
&lt;br /&gt;
=== The New Guild ===&lt;br /&gt;
The New Guild are the artisans of Brynn, its sweat and blood. Initially the city had numerous guilds for various crafts. Their influence was so great that over the years at least a dozen craftsmen assumed the post of Brynn burgomaster. This fact had been greatly annoying the merchant estate, so not long after the war began, they attempted to deal with the guilds once and for all. Using wartime needs as an excuse, the League merged all guilds into one, placing it under its direct control. This violation of the free craftsmen’s ancient traditions provoked an unrest bordering on revolt. The League was forced to concede, granting the Guild a certain freedom of action, which resulted in the artisan estate gaining more power than it had originally. The Guild is led by Grandmaster [[Denvar Brie]] - one of the best weaponsmiths in the city, a stern and overbearing person. He regards the League in its current state as a crowd of freeloaders living off the working people. All it takes is a snap of his fingers to put all city business on halt, something which he most likely plans to leverage for his own gain.&lt;br /&gt;
&lt;br /&gt;
==Interesting Facts==&lt;br /&gt;
* The prototype of Brynn is Marseille, city in France from the real world.&lt;br /&gt;
*In Rags and Riches, Brynn now won&#039;t give you contracts or quests, to depict how secure the defense and wall of Brynn that managed to repel The Council&#039;s army. While other settlements in Magistrate&#039;s territory still terrorized by many bandits, proselytes, and undead. Thus helping other settlements are the only thing that will give you reputation boost to Brynn.&lt;br /&gt;
&lt;br /&gt;
[[Category:Settlements]]&lt;br /&gt;
[[Category:Brynn|*]]&lt;/div&gt;</summary>
		<author><name>RyanEveleigh</name></author>
	</entry>
	<entry>
		<id>https://stoneshard.com/wiki/index.php?title=Attributes_%26_Stats/es&amp;diff=76351</id>
		<title>Attributes &amp; Stats/es</title>
		<link rel="alternate" type="text/html" href="https://stoneshard.com/wiki/index.php?title=Attributes_%26_Stats/es&amp;diff=76351"/>
		<updated>2026-04-29T16:54:41Z</updated>

		<summary type="html">&lt;p&gt;RyanEveleigh: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
[[Category:ES Language]]&lt;/div&gt;</summary>
		<author><name>RyanEveleigh</name></author>
	</entry>
	<entry>
		<id>https://stoneshard.com/wiki/index.php?title=Traits/es&amp;diff=76350</id>
		<title>Traits/es</title>
		<link rel="alternate" type="text/html" href="https://stoneshard.com/wiki/index.php?title=Traits/es&amp;diff=76350"/>
		<updated>2026-04-29T16:54:39Z</updated>

		<summary type="html">&lt;p&gt;RyanEveleigh: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
[[Category:ES Language]]&lt;/div&gt;</summary>
		<author><name>RyanEveleigh</name></author>
	</entry>
	<entry>
		<id>https://stoneshard.com/wiki/index.php?title=Characters/es&amp;diff=76349</id>
		<title>Characters/es</title>
		<link rel="alternate" type="text/html" href="https://stoneshard.com/wiki/index.php?title=Characters/es&amp;diff=76349"/>
		<updated>2026-04-29T16:30:23Z</updated>

		<summary type="html">&lt;p&gt;RyanEveleigh: /* Characters/es */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;text-align:center;&amp;quot;&amp;gt;Los jugadores pueden elegir entre cinco mercenarios diferentes, cada uno con sus propios [[Attributes &amp;amp; Stats/es|atributos y estadísticas]], historia, objetos iniciales y [[Traits/es|rasgos]].&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;stoneshard valign-bottom&amp;quot; style=&amp;quot;margin: auto; text-align: center;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | [[File:Characters.png|center]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | Historia Principal&lt;br /&gt;
! Prólogo&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Velmir]]&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;[[Jorgrim]]&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;[[Arna]]&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;[[Dirwin]]&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;[[Jonna]]&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;[[Verren]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Velmir.png|alt=|center|100px|link=Velmir]]&lt;br /&gt;
|[[File:Jorgrim.png|alt=|center|100px|link=Jorgrim]]&lt;br /&gt;
|[[File:Arna.png|alt=|center|100px|link=Arna]]&lt;br /&gt;
|[[File:Dirwin.png|alt=|center|100px|link=Dirwin]]&lt;br /&gt;
|[[File:Jonna.png|alt=|center|100px|link=Jonna]]&lt;br /&gt;
|[[File:Verren.png|alt=|center|100px|link=Verren]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:center;&amp;quot;&amp;gt;Los personajes que aparecen a continuación solo están disponibles en el DLC gratuito de [https://store.steampowered.com/app/3423690/Stoneshard__Character_Pack/|&#039;&#039;&#039;Pack de personajes&#039;&#039;&#039;].&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;stoneshard valign-bottom&amp;quot; style=&amp;quot;margin: auto; text-align: center;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | [[File:Character Pack.webp|616px]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Pack de personajes&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Mahir]]&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;[[Leosthenes]]&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;[[Hilda]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Mahir.png|alt=|center|100px|link=Mahir]]&lt;br /&gt;
|[[File:Leosthenes.png|alt=|center|100px|link=Leosthenes]]&lt;br /&gt;
|[[File:Hilda.png|alt=|center|100px|link=Hilda]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:center;&amp;quot;&amp;gt;La creación personalizada de personajes se añadirá más adelante. Echa un vistazo a la hoja de [[Development roadmap|ruta oficial de desarrollo]] de Stoneshard para obtener más información.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Template:Navigation||plain}}&lt;br /&gt;
[[Category:Characters|*]]&lt;br /&gt;
&lt;br /&gt;
[[Category:ES Language]]&lt;/div&gt;</summary>
		<author><name>RyanEveleigh</name></author>
	</entry>
	<entry>
		<id>https://stoneshard.com/wiki/index.php?title=Characters/es&amp;diff=76348</id>
		<title>Characters/es</title>
		<link rel="alternate" type="text/html" href="https://stoneshard.com/wiki/index.php?title=Characters/es&amp;diff=76348"/>
		<updated>2026-04-29T16:27:47Z</updated>

		<summary type="html">&lt;p&gt;RyanEveleigh: Created page with &amp;quot; Category:ES Language&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
[[Category:ES Language]]&lt;/div&gt;</summary>
		<author><name>RyanEveleigh</name></author>
	</entry>
	<entry>
		<id>https://stoneshard.com/wiki/index.php?title=Traits/es&amp;diff=76347</id>
		<title>Traits/es</title>
		<link rel="alternate" type="text/html" href="https://stoneshard.com/wiki/index.php?title=Traits/es&amp;diff=76347"/>
		<updated>2026-04-29T15:12:24Z</updated>

		<summary type="html">&lt;p&gt;RyanEveleigh: /* Traits/es */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>RyanEveleigh</name></author>
	</entry>
	<entry>
		<id>https://stoneshard.com/wiki/index.php?title=Attributes_%26_Stats/es&amp;diff=76346</id>
		<title>Attributes &amp; Stats/es</title>
		<link rel="alternate" type="text/html" href="https://stoneshard.com/wiki/index.php?title=Attributes_%26_Stats/es&amp;diff=76346"/>
		<updated>2026-04-29T15:07:11Z</updated>

		<summary type="html">&lt;p&gt;RyanEveleigh: /* Attributes &amp;amp; Stats/es */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>RyanEveleigh</name></author>
	</entry>
	<entry>
		<id>https://stoneshard.com/wiki/index.php?title=Margyt&amp;diff=76319</id>
		<title>Margyt</title>
		<link rel="alternate" type="text/html" href="https://stoneshard.com/wiki/index.php?title=Margyt&amp;diff=76319"/>
		<updated>2026-04-28T17:22:14Z</updated>

		<summary type="html">&lt;p&gt;RyanEveleigh: /* Margyt */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;{{#switch: {{{1}}}&lt;br /&gt;
|Occupation = Merchant&lt;br /&gt;
|Residence = [[Osbrook]]&lt;br /&gt;
|Goods = &lt;br /&gt;
|Sells = Foods &amp;amp; Vegetables&lt;br /&gt;
|#default = &lt;br /&gt;
}}&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;{{Quote|Bread, meat, greens}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right&amp;quot;&amp;gt;{{ {{{1|Tooltip hover box}}}|title= {{Friendly}}}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Margyt&#039;&#039;&#039; is a food trader in [[Osbrook]].&lt;br /&gt;
&lt;br /&gt;
== Location ==&lt;br /&gt;
[[File:Margyt Osbrook market environ.png|thumb|Margyt at her stall in [[Osbrook]] market]]&lt;br /&gt;
Margyt can be found standing beside her stall in the [[Osbrook]] market.&lt;br /&gt;
&lt;br /&gt;
== Shop ==&lt;br /&gt;
&lt;br /&gt;
==== Beverage ====&lt;br /&gt;
&lt;br /&gt;
* [[Dark Ale]]&lt;br /&gt;
* [[Spirit]]&lt;br /&gt;
&lt;br /&gt;
==== Food ====&lt;br /&gt;
&lt;br /&gt;
* [[Cheese]]&lt;br /&gt;
* [[Cooked Carp]]&lt;br /&gt;
* [[Grape]]&lt;br /&gt;
* [[Lentil Soup]]&lt;br /&gt;
* [[Pancakes]]&lt;br /&gt;
* [[Peasant Stew]]&lt;br /&gt;
* [[Pinecap]]&lt;br /&gt;
* [[Smoked Ham]]&lt;br /&gt;
* [[Tomato]]&lt;br /&gt;
&lt;br /&gt;
[[Category:NPCs]]&lt;/div&gt;</summary>
		<author><name>RyanEveleigh</name></author>
	</entry>
	<entry>
		<id>https://stoneshard.com/wiki/index.php?title=Gina&amp;diff=76318</id>
		<title>Gina</title>
		<link rel="alternate" type="text/html" href="https://stoneshard.com/wiki/index.php?title=Gina&amp;diff=76318"/>
		<updated>2026-04-28T17:13:24Z</updated>

		<summary type="html">&lt;p&gt;RyanEveleigh: /* Gina */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;{{#switch: {{{1}}}&lt;br /&gt;
|Occupation = Merchant&lt;br /&gt;
|Residence = [[Osbrook]]&lt;br /&gt;
|Goods = &lt;br /&gt;
|Sells = Fruits&lt;br /&gt;
|#default = &lt;br /&gt;
}}&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;{{Quote|UNDER CONSTRUCTION}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right&amp;quot;&amp;gt;{{ {{{1|Tooltip hover box}}}|title= {{Friendly}}}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Location ==&lt;br /&gt;
Gina can be found standing beside his stall in the [[Osbrook]] market.&lt;br /&gt;
&lt;br /&gt;
== Shop ==&lt;br /&gt;
&lt;br /&gt;
[[Category:NPCs]]&lt;/div&gt;</summary>
		<author><name>RyanEveleigh</name></author>
	</entry>
	<entry>
		<id>https://stoneshard.com/wiki/index.php?title=Black_Boar_Inn&amp;diff=76317</id>
		<title>Black Boar Inn</title>
		<link rel="alternate" type="text/html" href="https://stoneshard.com/wiki/index.php?title=Black_Boar_Inn&amp;diff=76317"/>
		<updated>2026-04-28T17:06:10Z</updated>

		<summary type="html">&lt;p&gt;RyanEveleigh: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:BlackBoarInn2.png|thumb|&#039;&#039;&#039;Black Boar Inn&#039;&#039;&#039;]]&lt;br /&gt;
&#039;&#039;&#039;The Black Boar&#039;&#039;&#039; is an inn located in the village of [[Osbrook]]. It is owned and run by [[Brukk]], the [[Innkeeper]] and his wife. The mercenary&#039;s adventures in [[Aldor]] start here. [[Verren]] can be found drinking at the bottom right table until the player obtains the carriage.&lt;br /&gt;
&lt;br /&gt;
=== Inn Prices ===&lt;br /&gt;
Renting a room to use the bed costs varying amounts depening on your stay:&lt;br /&gt;
* 15 crowns / day&lt;br /&gt;
* 90 crowns / week [12.85 cr/d]&lt;br /&gt;
* 150 crowns / 2 weeks [10.71 cr/d]&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{Quote|Now that&#039;s a long story! A century ago there was a wild boar that kept the entire village in fear. A vicious beast it was: some folks even believed that it wasn&#039;t a boar at all, but an evil spirit in hog&#039;s skin. The then lord of the land was a bit of a coward who almost stopped hunting because of it. He holed up in his castle for a week or two, but what&#039;s life without hunts? So he put a handsome bounty on the boar&#039;s head. As a result, dozens of folks ventured into the woods: half of them returned empty-handed, the other half got mauled by the beast. Of course, none of them had my great great great grandfather&#039;s skill with a bow. In fact, he put the boar down with a single arrow - hit it right in the eye and dropped it where it stood. The lord himself granted him a title of a gamekeeper for this heroic deed, making him quite a catch for the lasses. My great great great grandfather, being a smart fellow that he was, married the miller&#039;s daughter and opened this tavern with her dowry. As for the boar&#039;s head, he hung it above the fireplace - people from the nearby villages would flock over just to catch a glance at the beast. Alas, a couple years ago some scoundrel stole it... I looked for him everywhere, but that scumbag disappeared without a trace...}}&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
* From time to time, the poacher [[Bran]] sits at the table in front of the inn.&lt;br /&gt;
* There is a hidden quest associated with the inn to return [[Brukk|Brukk&#039;s]] missing [[Black Boar Head]]. As a reward the room prices become cheaper:&lt;br /&gt;
** 10 crowns / day&lt;br /&gt;
** 60 crowns / week [8.57 cr/d]&lt;br /&gt;
** 100 crowns / 2 weeks [7.14 cr/d]&lt;br /&gt;
* In day of the anniversary of the game, the inn was transformed: decorations appeared, flower petals covered the floor and [[Brukk]] is handing out [[Bilberry Pie|Pies]]. He reasons this on the anniversary of the inn.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:BlackBoarInn.png|thumb|First floor&lt;br /&gt;
File:BlackBoarInn3.png|thumb|Second floor&lt;br /&gt;
File:BlackBoarInn4.png|thumb|Third floor&lt;br /&gt;
File:TheBlackBoar outside.png|thumb|Old inn exterior&lt;br /&gt;
File:TheBlackBoar.png|thumb|Old inn interior&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Location navbox}}&lt;br /&gt;
[[Category:Locations]]&lt;br /&gt;
[[Category:Inns]]&lt;/div&gt;</summary>
		<author><name>RyanEveleigh</name></author>
	</entry>
	<entry>
		<id>https://stoneshard.com/wiki/index.php?title=Osbrook&amp;diff=76316</id>
		<title>Osbrook</title>
		<link rel="alternate" type="text/html" href="https://stoneshard.com/wiki/index.php?title=Osbrook&amp;diff=76316"/>
		<updated>2026-04-28T16:52:38Z</updated>

		<summary type="html">&lt;p&gt;RyanEveleigh: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:OsbrookIcon.png|thumb|Coat of arms of Osbrook]]&lt;br /&gt;
The village of &#039;&#039;&#039;Osbrook&#039;&#039;&#039; is a small rural community in the kingdom of [[Aldor]]. It has been under the protection of the [[Grand Magistrate]] in recent times, resulting in relative peace for the populace. Nevertheless, frequent bandit attacks make life perilous for travelers in the dense forests around town and rumours about skulking undead circulate among the locals. The woodlands surrounding Osbrook are rich in game of all breeds and sizes, and ruins of once proud strongholds dot the landscape, providing perfect hideouts for brigands.&lt;br /&gt;
[[File:Osbrook full map.png|thumb|right|Town Map of Osbrook (click to enlarge)]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
{{quote|A thoroughly unassuming village which lives off its mill and wheat fields. The war went past these hinterlands, leaving almost no traces in its wake -and the local folks wouldn&#039;t take it any other way.}}&lt;br /&gt;
&lt;br /&gt;
== Outskirts ==&lt;br /&gt;
* [[Mill]]&lt;br /&gt;
* [[Oaken Barrel Brewery]]&lt;br /&gt;
* [[Roadside Tower]]&lt;br /&gt;
* [[Drunken Woodsman Inn]]&lt;br /&gt;
&lt;br /&gt;
== Nearby Dungeons ==&lt;br /&gt;
* Fort-At-The-Outskirts ([[Dungeons#The Bastion|Bastion]])&lt;br /&gt;
* Old Grave ([[Dungeons#The Crypt|Crypt]])&lt;br /&gt;
* Pilgrim&#039;s Rest ([[Dungeons#The Catacombs|Catacombs]])&lt;br /&gt;
&lt;br /&gt;
== Places of Interest ==&lt;br /&gt;
[[File:TheBlackBoar outside.png|thumb|[[Black Boar Inn]]]]&lt;br /&gt;
[[File:Osbrook market.png|thumb|Market stalls in the village center]]&lt;br /&gt;
[[File:Osbrook village hall.png|thumb|Home of [[Odar]], the village elder|alt=]]&lt;br /&gt;
&lt;br /&gt;
* Carpenter&#039;s workshop&lt;br /&gt;
* [[Herbalist&#039;s House]]&lt;br /&gt;
* Market Square&lt;br /&gt;
* Smithy&lt;br /&gt;
* [[Tailor&#039;s Workshop]]&lt;br /&gt;
* [[Black Boar Inn]] &lt;br /&gt;
* Village hall / guard barracks&lt;br /&gt;
&lt;br /&gt;
== Settlement&#039;s Perks ==&lt;br /&gt;
See - [[Settlement&#039;s Perks]].&lt;br /&gt;
* &#039;&#039;&#039;Common Cause&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Favorable Prices I - II&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Advance Payments&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Wide Selection I&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Specialty Goods&#039;&#039;&#039;&lt;br /&gt;
** [[Map of the Free Vale]]&lt;br /&gt;
** [[Osbrook Bread Bowl Stew (Recipe)]]&lt;br /&gt;
&lt;br /&gt;
== NPCs ==&lt;br /&gt;
* [[Ormond]], Butcher&lt;br /&gt;
* [[Jurg]], Carpenter&lt;br /&gt;
* [[Ram]], Drunkard&lt;br /&gt;
* [[Rickerd]], Emissary&lt;br /&gt;
* [[Margyt]], Food Trader&lt;br /&gt;
* [[Gina]], Fruit Trader&lt;br /&gt;
* [[Frid]], Herbalist&lt;br /&gt;
* [[Brukk]], Innkeeper&lt;br /&gt;
* [[Elsbeth]], Innkeeper (Night Time)&lt;br /&gt;
* [[Bert]], Merchant&lt;br /&gt;
* [[Rona]], Peasant&lt;br /&gt;
* [[Ursa]], Peasant&lt;br /&gt;
* [[Jebar]], Smith&lt;br /&gt;
* [[Anselm]], Stableman&lt;br /&gt;
* [[Hold]], Tailor&lt;br /&gt;
* [[Odar]], Village Elder - See [[Contracts]]&lt;br /&gt;
Some of these NPCs can be missing due to an incomplete contract.&lt;br /&gt;
&lt;br /&gt;
In addition to named NPCs above, there are also randomized NPCs:&lt;br /&gt;
* 1 Sergeant (sitting in the Village Hall)&lt;br /&gt;
* 6 Guards (3 guarding and 3 sleeping)&lt;br /&gt;
* 4 Peasants (3 working in the fields, 1 at the market)&lt;br /&gt;
* 1 Female Innkeeper (cleaning at the inn)&lt;br /&gt;
Their names are selected randomly for each playthrough.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&amp;lt;gallery style=&amp;quot;text-align:center;&amp;quot; widths=&amp;quot;74&amp;quot;&amp;gt;&lt;br /&gt;
File:Anselm.png|[[Anselm]]&lt;br /&gt;
File:Brukk.png|[[Brukk]]&lt;br /&gt;
File:Bert.png|[[Bert]]&lt;br /&gt;
File:Frid.png|[[Frid]]&lt;br /&gt;
File:Gina.png|[[Gina]]&lt;br /&gt;
File:Hold.png|[[Hold]]&lt;br /&gt;
File:Jebar.png|[[Jebar]]&lt;br /&gt;
File:Jurg.png|[[Jurg]]&lt;br /&gt;
File:Margyt.png|[[Margyt]]&lt;br /&gt;
File:Odar.png|[[Odar]]&lt;br /&gt;
File:Ormond.png|[[Ormond]]&lt;br /&gt;
File:Ram.png|[[Ram]]&lt;br /&gt;
File:Rickerd.png|[[Rickerd]]&lt;br /&gt;
File:Peasant female4.png|[[Rona]]&lt;br /&gt;
File:Peasant female2.png|[[Ursa]]&lt;br /&gt;
File:Innkeeper female1.png|Elsbeth&lt;br /&gt;
File:Peasant female1.png|Peasant Female&lt;br /&gt;
File:Peasant female3.png|Peasant Female&lt;br /&gt;
File:Peasant male1.png|Peasant Male&lt;br /&gt;
File:Peasant male2.png|Peasant Male&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Hints ==&lt;br /&gt;
&lt;br /&gt;
* The well at the market square can be used for drinking and filling up the waterskin&lt;br /&gt;
* After each game reload, an apple appears on the table on the top story of the [[Black Boar Inn]], outside the player&#039;s room&lt;br /&gt;
*Upon completing the &amp;quot;Captured Merchant&amp;quot; contract, [[Bert]] opens up a new stall on the market square, offering a rich variety of goods including [[Treatises]]&lt;br /&gt;
*The meadow near Osbrook mill is dotted with medicinal herbs&lt;br /&gt;
&lt;br /&gt;
== Contracts ==&lt;br /&gt;
&lt;br /&gt;
* Hapless Peasant&lt;br /&gt;
* Captured Merchant&lt;br /&gt;
* Captive Emissary&lt;br /&gt;
* Return of the Necromancer&lt;br /&gt;
* Stolen Grimoire&lt;br /&gt;
* Lost Relic&lt;br /&gt;
* Source of Corruption&lt;br /&gt;
* Mysterious Glow&lt;br /&gt;
* Unholy Ritual&lt;br /&gt;
* Bandit&#039;s Den&lt;br /&gt;
* Mysterious Disappearances&lt;br /&gt;
* Stolen Goods&lt;br /&gt;
* Intercepted Reports&lt;br /&gt;
* Alchemy Kit&lt;br /&gt;
* Fugitive&#039;s Hand&lt;br /&gt;
* Stolen Reliquary&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Settlements]]&lt;br /&gt;
[[Category:Osbrook|*]]&lt;br /&gt;
{{Item navbox}}&lt;/div&gt;</summary>
		<author><name>RyanEveleigh</name></author>
	</entry>
	<entry>
		<id>https://stoneshard.com/wiki/index.php?title=Anselm&amp;diff=76315</id>
		<title>Anselm</title>
		<link rel="alternate" type="text/html" href="https://stoneshard.com/wiki/index.php?title=Anselm&amp;diff=76315"/>
		<updated>2026-04-28T16:52:26Z</updated>

		<summary type="html">&lt;p&gt;RyanEveleigh: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;{{#switch: {{{1}}}&lt;br /&gt;
|Occupation = Stableman&lt;br /&gt;
|Residence = Osbrook&lt;br /&gt;
|Goods = Food (Various), Beverages&lt;br /&gt;
|#default = &lt;br /&gt;
}}&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;{{Quote|UNDER CONSTRUCTION}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right&amp;quot;&amp;gt;{{ {{{1|Tooltip hover box}}}|title= {{Friendly}}}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
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&lt;br /&gt;
== Location ==&lt;br /&gt;
Anselm runs [[Osbrook Stable]] in [[Osbrook]]&lt;br /&gt;
&lt;br /&gt;
== Shop ==&lt;br /&gt;
[[Category:NPCs]]&lt;/div&gt;</summary>
		<author><name>RyanEveleigh</name></author>
	</entry>
	<entry>
		<id>https://stoneshard.com/wiki/index.php?title=Anselm&amp;diff=76314</id>
		<title>Anselm</title>
		<link rel="alternate" type="text/html" href="https://stoneshard.com/wiki/index.php?title=Anselm&amp;diff=76314"/>
		<updated>2026-04-28T15:04:26Z</updated>

		<summary type="html">&lt;p&gt;RyanEveleigh: Created page with &amp;quot;&amp;lt;includeonly&amp;gt;{{#switch: {{{1}}} |Occupation = Stable Master |Residence = Osbrook |Goods = Food (Various), Beverages |#default =  }}&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;{{Quote|UNDER CONSTRUCTION}} &amp;lt;div style=&amp;quot;float: right&amp;quot;&amp;gt;{{ {{{1|Tooltip hover box}}}|title= {{Friendly}}}}&amp;lt;/div&amp;gt;           == Location == Anselm runs Osbrook Stable in Osbrook  == Shop == Category:NPCs&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;{{#switch: {{{1}}}&lt;br /&gt;
|Occupation = Stable Master&lt;br /&gt;
|Residence = Osbrook&lt;br /&gt;
|Goods = Food (Various), Beverages&lt;br /&gt;
|#default = &lt;br /&gt;
}}&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;{{Quote|UNDER CONSTRUCTION}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right&amp;quot;&amp;gt;{{ {{{1|Tooltip hover box}}}|title= {{Friendly}}}}&amp;lt;/div&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
== Location ==&lt;br /&gt;
Anselm runs [[Osbrook Stable]] in [[Osbrook]]&lt;br /&gt;
&lt;br /&gt;
== Shop ==&lt;br /&gt;
[[Category:NPCs]]&lt;/div&gt;</summary>
		<author><name>RyanEveleigh</name></author>
	</entry>
	<entry>
		<id>https://stoneshard.com/wiki/index.php?title=File:Osbrook_full_map.png&amp;diff=76313</id>
		<title>File:Osbrook full map.png</title>
		<link rel="alternate" type="text/html" href="https://stoneshard.com/wiki/index.php?title=File:Osbrook_full_map.png&amp;diff=76313"/>
		<updated>2026-04-28T14:45:38Z</updated>

		<summary type="html">&lt;p&gt;RyanEveleigh: RyanEveleigh uploaded a new version of File:Osbrook full map.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Copyright game}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Location images]]&lt;/div&gt;</summary>
		<author><name>RyanEveleigh</name></author>
	</entry>
	<entry>
		<id>https://stoneshard.com/wiki/index.php?title=Combat_Formulas&amp;diff=76312</id>
		<title>Combat Formulas</title>
		<link rel="alternate" type="text/html" href="https://stoneshard.com/wiki/index.php?title=Combat_Formulas&amp;diff=76312"/>
		<updated>2026-04-28T13:57:52Z</updated>

		<summary type="html">&lt;p&gt;RyanEveleigh: /* Combat Formulas */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Stoneshard uses turn-based system with many supporting systems integrated into it and combined with each other. The basic premise is that for each turn your character takes, all enemies take a turn too. There is currently no way to gain extra turns and similarly, enemies also cannot gain extra turns. You can spend your turn by performing different actions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Player Character Modes==&lt;br /&gt;
As you explore the world of Stoneshard, you will find yourself in many different situations - walking through forests, villages, plains, talking with villagers, fighting and resting. To accomodate what&#039;s currently happening on your screen, the game has different modes that change how the game behaves. Some of these modes can be activated manually, some will be activated automatically.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Adventure Mode===&lt;br /&gt;
Adventure Mode is the default mode and your character will return to Adventure Mode when any other mode has been cancelled. When adventuring, you can make unlimited amount of turns. This can be observed when you click with your mouse to move across the screen, your character will move towards the designated tile without stopping. If you happen to see any other [[NPCs]], like people in Town or Deer in the Forest, they will move on their respective routes together with your movement, creating the illusion of fluid movement. In reality, they always only move as many turns as it took your character to move to the tile you clicked.&lt;br /&gt;
&lt;br /&gt;
If an NPC spots you and becomes Hostile during your movement, you will either continue moving or stop moving, depending on who spotted you.&lt;br /&gt;
&lt;br /&gt;
These NPCs don&#039;t interrupt your movement:&lt;br /&gt;
* Townspeople&lt;br /&gt;
* [[Deer]], [[Fox]]es, [[Moose]]s, [[Squirrel]]s, [[Rabbit]]s or [[Saiga]]s, these are neutral animals. When these animals become Hostile, they run away from you instead of attacking and don&#039;t interrupt your movement (though rarely, they can still attack you when cornered or immobilized).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Combat Mode===&lt;br /&gt;
Combat Mode begins automatically whenever there is a Hostile enemy nearby. All NPCs except the neutral ones mentioned in the previous section will make you enter Combat Mode upon becoming Hostile.&lt;br /&gt;
&lt;br /&gt;
When in Combat Mode, the unlimited amount of movement is no longer possible and you can only perform one action at a time. After each action, all NPCs on the same map will perform their turns before you can turn again. Combat Mode ends after you kill all nearby Hostile enemies, or after you run far away and they stop being Hostile. Due to the turn-based nature of combat, the only way to outrun enemies is by using Movement and Charge skills. Combat Mode stays active even if you try switch maps by moving to the edge of a map - most nearby Hostile enemies will follow you across maps. You can currently exit Combat Mode by leaving a [[Dungeons|Dungeon]], since enemies from inside the Dungeon will not follow you outside. However, enemies will follow you between Dungeon floors.&lt;br /&gt;
&lt;br /&gt;
While in Combat Mode, you also cannot enter Rest mode - the character will inform you that &#039;&#039;You cannot rest while the enemies are nearby.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Rest Mode===&lt;br /&gt;
Rest Mode is a mode when your character sits down and rests. Resting is identical to pressing Space to pass a turn repeatedly, but turns are passed automatically until you cancel Rest Mode and turns pass at an increased speed. Rest Mode stays active until cancelled or until a Hostile enemy NPC approaches. Entering Rest Mode increases your {{C|Light Brown|{{#tip-text: Health Restoration|{{:Health Restoration}}}}}}, {{C|Light Brown|{{#tip-text: Healing Efficiency|{{:Healing Efficiency}}}}}} and {{C|Light Brown|{{#tip-text: Energy Restoration|{{:Energy Restoration}}}}}}, but lowers your {{C|Light Brown|{{#tip-text: Vision|{{:Vision}}}}}} drastically, so be sure to find a safe spot before resting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tip: Closing the doors in a cleared room or moving up the stairs to a cleared dungeon level is usually a good way to stay safe while resting.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The default hotkey for rest mode is R.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Attack Mode===&lt;br /&gt;
By pressing CTRL you can activate and deactivate the Attack Mode. It can be activated both while in Adventure Mode or Combat Mode. The Attack Mode allows your character to attack any selected tile instead of interacting with it. This way, you can attack not just enemies, but also all decorative objects like benches, tables and statues and also all interactable objects like [[Containers]] or Doors.&lt;br /&gt;
&lt;br /&gt;
Using Attack Mode on an Enemy allows you to fire your ranged weapon without worrying about accidentally moving forward.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Stealth Mode===&lt;br /&gt;
Stealth Mode is currently not available in the game, and there is no information about the effects of Stealth Mode, but it is mentioned in the {{C|Light Brown|{{#tip-text: Stealth|{{:Stealth}}}}}} attribute description.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Actions that take a turn==&lt;br /&gt;
These actions cost one turn to perform:&lt;br /&gt;
* Moving&lt;br /&gt;
* Attacking&lt;br /&gt;
* Picking up an item from the ground&lt;br /&gt;
* Using a skill (like [[Examine Surroundings]])&lt;br /&gt;
* Using an item (applying [[Medicine]], eating, drinking, reading a book/scroll/note, enchanting an item, identifying an item, opening [[Backpack]], ..)&lt;br /&gt;
* Opening a [[Containers|Container]] (Corpse, Grave, Chest, Shelf, Sarcophagus, ..)&lt;br /&gt;
* Using an object (praying at a [[Shrine]], opening Doors, disarming traps, ..)&lt;br /&gt;
* Shouting&lt;br /&gt;
* [[Throwing]] items&lt;br /&gt;
&lt;br /&gt;
==Actions that do not take a turn==&lt;br /&gt;
These actions do not cost a turn:&lt;br /&gt;
* Switching between [[ammo]] types in a [[Quivers|quiver]].&lt;br /&gt;
* Switching from a Ranged Weapon loadout with the [[Dexterity]] passive skill learned.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Attacking==&lt;br /&gt;
Let&#039;s have a look at how Attacking works. A simplified explanation is that for each attack the game determines an outcome, which can be either a &#039;&#039;&#039;Hit&#039;&#039;&#039; or a &#039;&#039;&#039;Miss&#039;&#039;&#039;. When you score a &#039;&#039;&#039;Hit&#039;&#039;&#039;, you remove X Health from the target. The X is calculated by using your &#039;&#039;&#039;Damage&#039;&#039;&#039; and reducing it by applying the target&#039;s appropriate &#039;&#039;&#039;Defenses&#039;&#039;&#039;. However, the mechanics behind this calculation are much more complex than this.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Hit &amp;amp; Miss===&lt;br /&gt;
To determine if your Attacks overcome the target&#039;s Defenses, the game first checks the nature of your attack. Attacks can be &lt;br /&gt;
&lt;br /&gt;
* Weapon attacks - swinging a melee weapon or shooting a ranged weapon, or using a skill that requires an equipped weapon. This also includes weapon attacks that deal magical damage like {{c|arcane|Arcane damage}}.&lt;br /&gt;
* Spell attacks - using some kind of Sorcery or skill like [[War Cry]].&lt;br /&gt;
&lt;br /&gt;
Weapon attacks use your {{C|Light Brown|{{#tip-text: Accuracy|{{:Accuracy}}}}}} attribute to determine if an attack hits.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Example:&#039;&#039; Let&#039;s say I have a 90% Accuracy, that means I have a 90% chance to hit and 10% chance to miss. The game rolls a random number between 1-100 to determine the result and gets 47. Because 47 is lower than my 90, my attack will hit.&lt;br /&gt;
&lt;br /&gt;
Spell attacks that use projectiles, like [[Fire Barrage]], [[Jolt]] and [[Boulder Toss]] are the only Sorceries that use Accuracy for the purpose of Hit checking. These Sorceries only use your starting Accuracy and bonus Accuracy from Perception, but Accuracy from your items does not apply to Sorceries. All other Sorceries don&#039;t use Accuracy - they will always hit their target.&lt;br /&gt;
&lt;br /&gt;
In addition to Accuracy check, shooting from a bow/crossbow and using projectile spell attacks checks if there are other objects in the path of the missile, like doors, cupboards and other things. If there is an object in the way, your missile has a chance to be redirected and hit the object instead. The specifics of how this works is unknown.&lt;br /&gt;
&lt;br /&gt;
Finally, there are some special cases.&amp;lt;br&amp;gt;&lt;br /&gt;
For example the skill [[Melting Ray]] will damage everything the beam goes through, including doors, cupboards and other enemies.&lt;br /&gt;
&lt;br /&gt;
===Critical Hit &amp;amp; Fumbled Hit===&lt;br /&gt;
Now that our attack is a Hit, we need to figure out what kind of Hit it was. There are three possible outcomes, and they are tested in this order:&lt;br /&gt;
&lt;br /&gt;
* Fumbled Hit - is affected by {{C|Light Brown|{{#tip-text: Fumble Chance|{{:Fumble Chance}}}}}}. Fumbled means you got unlucky, grazed your target, or otherwise failed the attack or spell. In this case, the nature of your attack comes into play again.&lt;br /&gt;
* Critical Hit / Miracle - is affected by {{C|Light Brown|{{#tip-text: Crit Chance|{{:Crit Chance}}}}}} for melee and ranged attacks, and by {{C|Light Brown|{{#tip-text: Miracle Chance|{{:Miracle Chance}}}}}} for Sorceries. Critical Hit means you got lucky, hit a vital spot or penetrated target&#039;s armor, therefore dealing increased damage. Miracle means that your spellcast was more powerful than normal.&lt;br /&gt;
* Normal Hit - you got a clean hit and you deal full damage, same as in our simplified example.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Critical Hit / Miracle ====&lt;br /&gt;
Your normal damage gets multiplied by your {{C|Light Brown|{{#tip-text: Crit Efficiency|{{:Crit Efficiency}}}}}}. If your attack includes a magical component ({{c|Fire|+8 Fire Damage}}), the magical part is unaffected by Crit Efficiency.&lt;br /&gt;
&lt;br /&gt;
Your Sorceries damage and secondary effects get multiplied by your {{C|Light Brown|{{#tip-text: Miracle Potency|{{:Miracle Potency}}}}}}.&lt;br /&gt;
&lt;br /&gt;
In addition to dealing more damage, your melee and ranged attacks gain a bonus on this critical hit, based on the [[Weapons|Weapon]] type you&#039;re using:&lt;br /&gt;
&lt;br /&gt;
&amp;amp;bull;  Swords: +25% {{C|Light Brown|{{#tip-text: Bleed Chance|{{:Bleed Chance}}}}}}.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;bull;  Axes: +30% {{C|Light Brown|{{#tip-text: Bodypart Damage| {{:Bodypart Damage}}}}}}.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;bull;  Maces: +25% {{C|Light Brown|{{#tip-text: Daze Chance| {{:Daze Chance}}}}}}.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;bull;  Daggers: +50% {{C|Light Brown|{{#tip-text: Crit Efficiency| {{:Crit Efficiency}}}}}}. Burn {{C|Energy|10%}} of the target’s {{Cl|Energy|Max Energy}}.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;bull;  Two-Handed Swords: Cleave through 3 tiles. +50% {{C|Light Brown|{{#tip-text: Bleed Chance| {{:Bleed Chance}}}}}}.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;bull;  Two-Handed Axes: Cleave through 3 tiles. +60% {{C|Light Brown|{{#tip-text: Bodypart Damage| {{:Bodypart Damage}}}}}}.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;bull;  Two-Handed Maces: Cleave through 3 tiles. +50% {{C|Light Brown|{{#tip-text: Daze Chance| {{:Daze Chance}}}}}}.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;bull;  Staves: Cleave through 3 tiles. Attack receives +50% {{C|Light Brown|{{#tip-text: Energy Drain| {{:Energy Drain}}}}}}.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;bull;  Spears: +50% {{C|Light Brown|{{#tip-text: Immobilization Chance| {{:Immobilization Chance}}}}}}.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;bull;  Bows: +50% {{C|Light Brown|{{#tip-text: Knockback Chance| {{:Knockback Chance}}}}}}.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;bull;  Crossbows: +100% {{C|Light Brown|{{#tip-text: Immobilization Chance| {{:Immobilization Chance}}}}}}.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Miracles have different critical effects depending on the spell you cast. For example, critical [[Fire Barrage]] deals increased damage while critical [[Inferno]] creates Inferno with longer duration.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Fumbled Hit====&lt;br /&gt;
* Fumbled Weapon attacks deal half damage. If your attack includes a magical component ({{c|Fire|+8 Fire Damage}}), the magical part is unaffected by the fumble.&lt;br /&gt;
* Fumbled Sorcery attacks deal full damage, but cost more {{C|Light Brown|{{#tip-text: Energy| {{:Energy}}}}}} and receive longer {{C|Light Brown|{{#tip-text: Cooldowns Duration| {{:Cooldowns Duration}}}}}}.&lt;br /&gt;
* Fumbled attacks cannot inflict secondary effects such as [[Bleeding]], [[Stun]], etc.&lt;br /&gt;
&lt;br /&gt;
If your attack isn&#039;t a crit or a fumble, you will hit your enemy for your full damage.&lt;br /&gt;
&lt;br /&gt;
===Counterattack===&lt;br /&gt;
When receiving, dodging or blocking an enemy melee attack, there is a chance of automatically performing a single basic attack (if two weapons are equipped - with both) against the attacker, known as the counterattack. This chance is defined by the {{C|Light Brown|{{#tip-text: Counter Chance| {{:Counter Chance}}}}}} attribute. [[NPCs]] also have Counter Chance and can perform counterattacks. The counterattack triggers the same effects as the regular basic attack, for example, it can apply [[Bleeding]] etc.&lt;br /&gt;
&lt;br /&gt;
===Attack of Opportunity===&lt;br /&gt;
Attack of Opportunity is a basic attack that is triggered if an enemy is in melee range (occupying a tile next to you) and moves away. The player character can also trigger Attacks of Opportunity from enemies when walking away from melee range. The chance of triggering an Attack of Opportunity is 50% and can be reduced by learning the [[Disengage]] skill.&lt;br /&gt;
&lt;br /&gt;
New players often make the mistake of trying to run away from a bad melee fight, but this only worsens the situation, as they receive multiple Attacks of Opportunity from the enemy. To prevent taking multiple Attacks of Opportunity, always try to kill the nearest enemy, or at least [[Stun]] or [[Immobilization|Immobilize]] them before you try to run away. You can also use some terrain (corners) to your advantage. Finally, you can avoid triggering Attacks of Opportunity by using Maneuver or Charge skills such as [[Leg Sweep]], [[Unyielding Defense]], [[Dash]], [[Distracting Shot]] and others.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Main Hand damage vs. Off-Hand damage===&lt;br /&gt;
Your attacks and weapon skills will deal damage based on either &#039;&#039;&#039;Main Hand Damage&#039;&#039;&#039; or &#039;&#039;&#039;Off-Hand Damage&#039;&#039;&#039; that is displayed in your character screen. The amount of damage displayed comes from your equipped weapon(s) and is modified by your [[Main Hand Efficiency]] and [[Off-Hand Efficiency]] values. The type of attack you are using and the positioning of your weapons in your inventory slots decides which damage stat is used for the damage calculation. The game behaves as follows:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Weapons equipped in the left weapon inventory slot will display their damage as &#039;&#039;&#039;Main Hand Damage&#039;&#039;&#039; in the stat screen. Therefore, left weapon inventory slot will be referred to as &#039;&#039;&#039;Main Hand slot&#039;&#039;&#039;.&lt;br /&gt;
* Weapons equipped in the right weapon inventory slot will display their damage as &#039;&#039;&#039;Off-Hand Damage&#039;&#039;&#039; in the stat screen. Therefore, right weapon inventory slot will be referred to as &#039;&#039;&#039;Off-Hand slot&#039;&#039;&#039;.&lt;br /&gt;
* Using a weapon specific skill (like [[Double Lunge]]) always uses the weapon of the appropriate type, regardless of where you equipped the weapon. Therefore:&lt;br /&gt;
** Using skills with one Dagger in &#039;&#039;&#039;Main Hand slot&#039;&#039;&#039; will use your displayed &#039;&#039;&#039;Main Hand Damage&#039;&#039;&#039;.&lt;br /&gt;
** Using skills with one Dagger in &#039;&#039;&#039;Off-Hand slot&#039;&#039;&#039; will use your displayed &#039;&#039;&#039;Off-Hand Damage&#039;&#039;&#039;.&lt;br /&gt;
** Using skills with two weapons of the same type (two Daggers) will use your displayed &#039;&#039;&#039;Main Hand Damage&#039;&#039;&#039;.&lt;br /&gt;
** Using skills with two weapons of a different type (Sword + Dagger) will use either &#039;&#039;&#039;Main Hand Damage&#039;&#039;&#039; or &#039;&#039;&#039;Off-Hand Damage&#039;&#039;&#039;, depending on where the correct weapon type is equipped.&lt;br /&gt;
* Using non-weapon specific skills (like [[Seize the Initiative]]):&lt;br /&gt;
** If one weapon is equipped, it will use either &#039;&#039;&#039;Main Hand Damage&#039;&#039;&#039; or &#039;&#039;&#039;Off-Hand Damage&#039;&#039;&#039;, depending on where the weapon is equipped.&lt;br /&gt;
** If two weapons are equipped, it will prioritize the weapon in your &#039;&#039;&#039;Main Hand slot&#039;&#039;&#039; and use your &#039;&#039;&#039;Main Hand Damage&#039;&#039;&#039;.&lt;br /&gt;
* [[Dual Wielding Training]] skill (DWT) will use either &#039;&#039;&#039;Main Hand Damage&#039;&#039;&#039; or &#039;&#039;&#039;Off-Hand Damage&#039;&#039;&#039;, depending on which weapon was used for the skill that activates DWT.&lt;br /&gt;
** Using a weapon specific skill (like [[Double Lunge]]) with two weapons of the same type (two Daggers) will use your displayed &#039;&#039;&#039;Main Hand Damage&#039;&#039;&#039; for the skill and your &#039;&#039;&#039;Off-Hand Damage&#039;&#039;&#039; for the DWT attack.&lt;br /&gt;
** Using a weapon specific skill (like [[Double Lunge]]) with two weapons of a different type (Sword + Dagger), with &#039;&#039;&#039;Sword&#039;&#039;&#039; in the &#039;&#039;&#039;Main Hand slot&#039;&#039;&#039; will use &#039;&#039;&#039;Off-Hand Damage&#039;&#039;&#039; for the specific weapon skill, then it will use the &#039;&#039;&#039;Main Hand Damage&#039;&#039;&#039; for the DWT attack.&lt;br /&gt;
** Using a weapon specific skill (like [[Double Lunge]]) with two weapons of a different type (Sword + Dagger), with &#039;&#039;&#039;Dagger&#039;&#039;&#039; in the &#039;&#039;&#039;Main Hand slot&#039;&#039;&#039; will use &#039;&#039;&#039;Main Hand Damage&#039;&#039;&#039; for the specific weapon skill, then it will use the &#039;&#039;&#039;Off-Hand Damage&#039;&#039;&#039; for the DWT attack.&lt;br /&gt;
** Using a non-weapon specific skill (like [[Seize the Initiative]]) with two weapons of a different type (Sword + Dagger), it will prioritize the weapon in your &#039;&#039;&#039;Main Hand slot&#039;&#039;&#039; and use your &#039;&#039;&#039;Main Hand Damage&#039;&#039;&#039; for the non-weapon specific skill, then it will use the &#039;&#039;&#039;Off-Hand Damage&#039;&#039;&#039; for the DWT attack.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Defending==&lt;br /&gt;
With the final result from the attacker&#039;s side, we switch to the defender to see how much damage was caused. There are three types of defenses and these are applied in this order:&lt;br /&gt;
* Blocking - The defender blocks/deflects incoming attacks, lessening their impact. If the defender has a [[Shields|Shield]], they can also Block ranged attacks. Spells cannot be blocked.&lt;br /&gt;
* Protection - The defender receives the attack, but its effects are partially or completely negated thanks to the defender&#039;s [[Armor]]. &lt;br /&gt;
* Resistances - The defender is less susceptible to certain damage types, either thanks to Armor (Plate armor is harder to get through), naturally (Bears have thick hides, Fire is less effective if you&#039;re [[Wet]]) or magically (the Tutorial/Prologue boss was magically strenghtened from the ritual).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Blocking ===&lt;br /&gt;
{{C|Light Brown|{{#tip-text: Block Chance| {{:Block Chance}}}}}} affects whether an attack will be Blocked. If a Block occurs, the incoming damage is reduced by an amount of defender&#039;s [[Block Power]], depending on the damage type of the attack.&lt;br /&gt;
* If the attack deals Physical damage, 1 Block Power is used for every 1 point of incoming damage.&lt;br /&gt;
* If the attack deals Nature damage or Magic damage, 2 Block Power is used for every 1 point of incoming damage.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Example:&#039;&#039; A Necromancer attacks me with his staff. His attack deals &#039;&#039;&#039;{{c|w|10 Crushing damage}}&#039;&#039;&#039; and &#039;&#039;&#039;{{c|unholy|12 Unholy damage}}&#039;&#039;&#039;. I have Blocked the attack and my Block Power is full at &#039;&#039;&#039;{{c|w|30/30}}&#039;&#039;&#039;.&lt;br /&gt;
* I have enough Block Power to completely Block the &#039;&#039;&#039;{{c|w|10 Crushing damage}}&#039;&#039;&#039;, which leaves &#039;&#039;&#039;{{c|w|2=30-10 = 20}}&#039;&#039;&#039; Block Power remaining.&lt;br /&gt;
* Since &#039;&#039;&#039;{{c|Unholy}}&#039;&#039;&#039; is a Magic Damage type, my remaining Block Power is only 50% effective, therefore I Block &#039;&#039;&#039;{{c|w|2=20/2 = 10}}&#039;&#039;&#039; out of the &#039;&#039;&#039;{{c|unholy|12 Unholy damage}}&#039;&#039;&#039;.&lt;br /&gt;
Thanks to Blocking, I will take only &#039;&#039;&#039;{{c|unholy|2 Unholy damage}}&#039;&#039;&#039;. However, my [[Block Power]] is now depleted. If I were to take another attack right away, I would not be able to Block any damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Block Power]] automatically replenishes by your amount of {{C|Light Brown|{{#tip-text: Block Power Recovery| {{:Block Power Recovery}}}}}} %.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Example:&#039;&#039; I&#039;m at 0/30 Block Power. I have 20% Block Power Recovery, therefore I will recover &#039;&#039;&#039;{{c|w|2=30*0,2 = 6}}&#039;&#039;&#039; Block Power every turn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Blocking with a [[Shields|Shield]] causes [[Quality &amp;amp; Durability|Durability]] damage to the equipped Shield.&lt;br /&gt;
&lt;br /&gt;
Blocking without a Shield causes [[Quality &amp;amp; Durability|Durability]] damage to the equipped [[Weapons]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Protection ===&lt;br /&gt;
{{C|Light Brown|{{#tip-text: Protection| {{:Protection}}}}}} reduces attack damage by a flat amount each time damage is received. Protection is always active.&lt;br /&gt;
* If the attack deals Physical damage, every 1 point of Protection reduces the incoming damage by 1 point.&lt;br /&gt;
* If the attack deals Nature or Magic damage, every 2 points of Protection reduce the incoming damage by 1 point.&amp;lt;br&amp;gt;&lt;br /&gt;
[[Protection]] is separated into four different values that cover different [[Injuries_&amp;amp;_Pain#Body_parts|Body Parts]]:&lt;br /&gt;
* &#039;&#039;&#039;Head&#039;&#039;&#039;, which protects your Head bodypart and uses the Protection value from [[Helmets]].&lt;br /&gt;
* &#039;&#039;&#039;Chest&#039;&#039;&#039;, which protects your Torso bodypart and uses the Protection value from [[Chestpieces]].&lt;br /&gt;
* &#039;&#039;&#039;Arms&#039;&#039;&#039;, which protects your Left Arm and Right Arm bodyparts and uses the Protection value from [[Gloves]].&lt;br /&gt;
* &#039;&#039;&#039;Legs&#039;&#039;&#039;, which protects your Left Leg and Right Leg bodyparts and uses the Protection value from [[Boots]].&lt;br /&gt;
The bodypart that is targeted during an attack is chosen at random, therefore it is very important to protect all bodyparts from incoming damage.&lt;br /&gt;
&lt;br /&gt;
Certain skills will always target specific bodyparts, for example [[Nail Down]] or [[Headshot]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example 1:&#039;&#039; An attack targets my Right Leg and hits me for &#039;&#039;&#039;{{c|w|17 Crushing damage}}&#039;&#039;&#039;. I&#039;m wearing boots with 8 Protection, therefore I will take only &#039;&#039;&#039;{{c|w|2=17-8 = 9 Crushing damage}}&#039;&#039;&#039;.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Example 2:&#039;&#039; An attack targets my Right Leg and hits me for &#039;&#039;&#039;{{c|fire|10 Fire damage}}&#039;&#039;&#039;. I&#039;m wearing boots with 8 Protection, but &#039;&#039;&#039;{{c|Fire}}&#039;&#039;&#039; is Nature damage type, therefore I will take &#039;&#039;&#039;{{c|fire|2=10-(8/2) = 6 Fire damage}}&#039;&#039;&#039;.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Example 3:&#039;&#039; An attack targets my Right Leg and hits me for &#039;&#039;&#039;{{c|w|8 Crushing damage}}&#039;&#039;&#039; and &#039;&#039;&#039;{{c|fire|10 Fire damage}}&#039;&#039;&#039;. I&#039;m wearing boots with 8 Protection.&amp;lt;br&amp;gt;&lt;br /&gt;
From the Crushing damage type, I will take &#039;&#039;&#039;{{c|w|2=8-8 = 0 Crushing damage}}&#039;&#039;&#039;.&amp;lt;br&amp;gt;&lt;br /&gt;
From the Fire damage type, I will take &#039;&#039;&#039;{{c|fire|2=10-(8/2) = 6 Fire damage}}&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Resistances ==&lt;br /&gt;
Resistances are a type of defenses that is applied each time a corresponding effect is received. Resistances are always percentages.&lt;br /&gt;
&lt;br /&gt;
There are four types of Resistances:&lt;br /&gt;
* Resistance to a single damage type - For example, &#039;&#039;&#039;Rending Resistance&#039;&#039;&#039; will only reduce incoming Rending damage.&lt;br /&gt;
* Resistance to a group of damage types - For example, &#039;&#039;&#039;Physical Resistance&#039;&#039;&#039; will reduce incoming damage from these 4 [[Damage Types]]: Slashing, Piercing, Crushing and Rending damage.&lt;br /&gt;
* Resistance to harmful [[Status Effects]] - For example, &#039;&#039;&#039;Control Resistance&#039;&#039;&#039; will reduce the chance to receive Stun, Daze and Stagger effects as well as their duration.&lt;br /&gt;
* Resistance to negative health system effects - For example, &#039;&#039;&#039;Pain Resistance&#039;&#039;&#039; will cause your character to accumulate Pain slower.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example:&#039;&#039; An attack hits me for &#039;&#039;&#039;{{c|fire|10 Fire damage}}&#039;&#039;&#039;. I have the [[Wet]] condition from the [[Rain]], which gives me a total 50% &#039;&#039;&#039;{{c|fire|Fire Resistance}}&#039;&#039;&#039;, so I will only take &#039;&#039;&#039;{{c|fire|5 Fire damage}}&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
See [[Damage Types]] for all available damage types and their groups. See [[Attributes_%26_Stats#Secondary_Attributes|Attributes &amp;amp; Stats]] for all available Resistance attributes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Secondary Effects==&lt;br /&gt;
Attacks don&#039;t just reduce the target&#039;s health, but can also apply various other effects. These effects can come naturally from your attack, from having beneficial [[Status Effects]] active or from using Skills. Combining various secondary effects is key to mastering combat in Stoneshard.&lt;br /&gt;
&lt;br /&gt;
There are many various effects. Feel free to look through the different [[Skills]] descriptions.&lt;br /&gt;
&lt;br /&gt;
Secondary Effects can happen when:&lt;br /&gt;
* An attack hits or crits&lt;br /&gt;
* An attack meets certain criteria (target is affected by certain Conditions, attacking kills the target, ...)&lt;br /&gt;
* Your attributes meet certain criteria (when energy is below certain threshold, when weapon durability is above certain threshold, ...)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Summary ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block;&amp;quot;&amp;gt; [[File:Formula.png|thumb|480px|This image was given by developers to clarify how is Attack calculated]] &amp;lt;/li&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Throwing]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Template:Navigation||plain}}&lt;br /&gt;
[[Category:Stoneshard]]&lt;/div&gt;</summary>
		<author><name>RyanEveleigh</name></author>
	</entry>
	<entry>
		<id>https://stoneshard.com/wiki/index.php?title=Combat_Formulas&amp;diff=76310</id>
		<title>Combat Formulas</title>
		<link rel="alternate" type="text/html" href="https://stoneshard.com/wiki/index.php?title=Combat_Formulas&amp;diff=76310"/>
		<updated>2026-04-27T17:31:51Z</updated>

		<summary type="html">&lt;p&gt;RyanEveleigh: /* Critical Hit &amp;amp; Fumbled Hit */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Stoneshard uses turn-based system with many supporting systems integrated into it and combined with each other. The basic premise is that for each turn your character takes, all enemies take a turn too. There is currently no way to gain extra turns and similarly, enemies also cannot gain extra turns. You can spend your turn by performing different actions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Player Character Modes==&lt;br /&gt;
As you explore the world of Stoneshard, you will find yourself in many different situations - walking through forests, villages, plains, talking with villagers, fighting and resting. To accomodate what&#039;s currently happening on your screen, the game has different modes that change how the game behaves. Some of these modes can be activated manually, some will be activated automatically.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Adventure Mode===&lt;br /&gt;
Adventure Mode is the default mode and your character will return to Adventure Mode when any other mode has been cancelled. When adventuring, you can make unlimited amount of turns. This can be observed when you click with your mouse to move across the screen, your character will move towards the designated tile without stopping. If you happen to see any other [[NPCs]], like people in Town or Deer in the Forest, they will move on their respective routes together with your movement, creating the illusion of fluid movement. In reality, they always only move as many turns as it took your character to move to the tile you clicked.&lt;br /&gt;
&lt;br /&gt;
If an NPC spots you and becomes Hostile during your movement, you will either continue moving or stop moving, depending on who spotted you.&lt;br /&gt;
&lt;br /&gt;
These NPCs don&#039;t interrupt your movement:&lt;br /&gt;
* Townspeople&lt;br /&gt;
* [[Deer]], [[Fox]]es, [[Moose]]s, [[Squirrel]]s, [[Rabbit]]s or [[Saiga]]s, these are neutral animals. When these animals become Hostile, they run away from you instead of attacking and don&#039;t interrupt your movement (though rarely, they can still attack you when cornered or immobilized).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Combat Mode===&lt;br /&gt;
Combat Mode begins automatically whenever there is a Hostile enemy nearby. All NPCs except the neutral ones mentioned in the previous section will make you enter Combat Mode upon becoming Hostile.&lt;br /&gt;
&lt;br /&gt;
When in Combat Mode, the unlimited amount of movement is no longer possible and you can only perform one action at a time. After each action, all NPCs on the same map will perform their turns before you can turn again. Combat Mode ends after you kill all nearby Hostile enemies, or after you run far away and they stop being Hostile. Due to the turn-based nature of combat, the only way to outrun enemies is by using Movement and Charge skills. Combat Mode stays active even if you try switch maps by moving to the edge of a map - most nearby Hostile enemies will follow you across maps. You can currently exit Combat Mode by leaving a [[Dungeons|Dungeon]], since enemies from inside the Dungeon will not follow you outside. However, enemies will follow you between Dungeon floors.&lt;br /&gt;
&lt;br /&gt;
While in Combat Mode, you also cannot enter Rest mode - the character will inform you that &#039;&#039;You cannot rest while the enemies are nearby.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Rest Mode===&lt;br /&gt;
Rest Mode is a mode when your character sits down and rests. Resting is identical to pressing Space to pass a turn repeatedly, but turns are passed automatically until you cancel Rest Mode and turns pass at an increased speed. Rest Mode stays active until cancelled or until a Hostile enemy NPC approaches. Entering Rest Mode increases your [[Health Restoration]], [[Healing Efficiency]] and [[Energy Restoration]], but lowers your [[Vision]] drastically, so be sure to find a safe spot before resting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tip: Closing the doors in a cleared room or moving up the stairs to a cleared dungeon level is usually a good way to stay safe while resting.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The default hotkey for rest mode is R.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Attack Mode===&lt;br /&gt;
By pressing CTRL you can activate and deactivate the Attack Mode. It can be activated both while in Adventure Mode or Combat Mode. The Attack Mode allows your character to attack any selected tile instead of interacting with it. This way, you can attack not just enemies, but also all decorative objects like benches, tables and statues and also all interactable objects like [[Containers]] or Doors.&lt;br /&gt;
&lt;br /&gt;
Using Attack Mode on an Enemy allows you to fire your ranged weapon without worrying about accidentally moving forward.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Stealth Mode===&lt;br /&gt;
Stealth Mode is currently not available in the game, and there is no information about the effects of Stealth Mode, but it is mentioned in the [[Stealth]] attribute description.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Actions that take a turn==&lt;br /&gt;
These actions cost one turn to perform:&lt;br /&gt;
* Moving&lt;br /&gt;
* Attacking&lt;br /&gt;
* Picking up an item from the ground&lt;br /&gt;
* Using a skill (like [[Examine Surroundings]])&lt;br /&gt;
* Using an item (applying [[Medicine]], eating, drinking, reading a book/scroll/note, enchanting an item, identifying an item, opening [[Backpack]], ..)&lt;br /&gt;
* Opening a [[Containers|Container]] (Corpse, Grave, Chest, Shelf, Sarcophagus, ..)&lt;br /&gt;
* Using an object (praying at a [[Shrine]], opening Doors, disarming traps, ..)&lt;br /&gt;
* Shouting&lt;br /&gt;
* [[Throwing]] items&lt;br /&gt;
&lt;br /&gt;
==Actions that do not take a turn==&lt;br /&gt;
These actions do not cost a turn:&lt;br /&gt;
* Switching between [[ammo]] types in a [[Quivers|quiver]].&lt;br /&gt;
* Switching from a Ranged Weapon loadout with the [[Dexterity]] passive skill learned.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Attacking==&lt;br /&gt;
Let&#039;s have a look at how Attacking works. A simplified explanation is that for each attack the game determines an outcome, which can be either a &#039;&#039;&#039;Hit&#039;&#039;&#039; or a &#039;&#039;&#039;Miss&#039;&#039;&#039;. When you score a &#039;&#039;&#039;Hit&#039;&#039;&#039;, you remove X Health from the target. The X is calculated by using your &#039;&#039;&#039;Damage&#039;&#039;&#039; and reducing it by applying the target&#039;s appropriate &#039;&#039;&#039;Defenses&#039;&#039;&#039;. However, the mechanics behind this calculation are much more complex than this.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Hit &amp;amp; Miss===&lt;br /&gt;
To determine if your Attacks overcome the target&#039;s Defenses, the game first checks the nature of your attack. Attacks can be &lt;br /&gt;
&lt;br /&gt;
* Weapon attacks - swinging a melee weapon or shooting a ranged weapon, or using a skill that requires an equipped weapon. This also includes weapon attacks that deal magical damage like {{c|arcane|Arcane damage}}.&lt;br /&gt;
* Spell attacks - using some kind of Sorcery or skill like [[War Cry]].&lt;br /&gt;
&lt;br /&gt;
Weapon attacks use your [[Accuracy]] attribute to determine if an attack hits.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Example:&#039;&#039; Let&#039;s say I have a 90% Accuracy, that means I have a 90% chance to hit and 10% chance to miss. The game rolls a random number between 1-100 to determine the result and gets 47. Because 47 is lower than my 90, my attack will hit.&lt;br /&gt;
&lt;br /&gt;
Spell attacks that use projectiles, like [[Fire Barrage]], [[Jolt]] and [[Boulder Toss]] are the only Sorceries that use Accuracy for the purpose of Hit checking. These Sorceries only use your starting Accuracy and bonus Accuracy from Perception, but Accuracy from your items does not apply to Sorceries. All other Sorceries don&#039;t use Accuracy - they will always hit their target.&lt;br /&gt;
&lt;br /&gt;
In addition to Accuracy check, shooting from a bow/crossbow and using projectile spell attacks checks if there are other objects in the path of the missile, like doors, cupboards and other things. If there is an object in the way, your missile has a chance to be redirected and hit the object instead. The specifics of how this works is unknown.&lt;br /&gt;
&lt;br /&gt;
Finally, there are some special cases.&amp;lt;br&amp;gt;&lt;br /&gt;
For example the skill [[Melting Ray]] will damage everything the beam goes through, including doors, cupboards and other enemies.&lt;br /&gt;
&lt;br /&gt;
===Critical Hit &amp;amp; Fumbled Hit===&lt;br /&gt;
Now that our attack is a Hit, we need to figure out what kind of Hit it was. There are three possible outcomes, and they are tested in this order:&lt;br /&gt;
&lt;br /&gt;
* Fumbled Hit - is affected by [[Fumble Chance]]. Fumbled means you got unlucky, grazed your target, or otherwise failed the attack or spell. In this case, the nature of your attack comes into play again.&lt;br /&gt;
* Critical Hit / Miracle - is affected by [[Crit Chance]] for melee and ranged attacks, and by [[Miracle Chance]] for Sorceries. Critical Hit means you got lucky, hit a vital spot or penetrated target&#039;s armor, therefore dealing increased damage. Miracle means that your spellcast was more powerful than normal.&lt;br /&gt;
* Normal Hit - you got a clean hit and you deal full damage, same as in our simplified example.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Critical Hit / Miracle ====&lt;br /&gt;
Your normal damage gets multiplied by your {{C|Light Brown|{{#tip-text: Crit Efficiency|{{:Crit Efficiency}}}}}}. If your attack includes a magical component ({{c|Fire|+8 Fire Damage}}), the magical part is unaffected by Crit Efficiency.&lt;br /&gt;
&lt;br /&gt;
Your Sorceries damage and secondary effects get multiplied by your [[Miracle Potency]].&lt;br /&gt;
&lt;br /&gt;
In addition to dealing more damage, your melee and ranged attacks gain a bonus on this critical hit, based on the [[Weapons|Weapon]] type you&#039;re using:&lt;br /&gt;
&lt;br /&gt;
&amp;amp;bull;  Swords: +25% {{C|Light Brown|{{#tip-text: Bleed Chance|{{:Bleed Chance}}}}}}.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;bull;  Axes: +30% {{C|Light Brown|{{#tip-text: Bodypart Damage| {{:Bodypart Damage}}}}}}.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;bull;  Maces: +25% {{C|Light Brown|{{#tip-text: Daze Chance| {{:Daze Chance}}}}}}.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;bull;  Daggers: +50% {{C|Light Brown|{{#tip-text: Crit Efficiency| {{:Crit Efficiency}}}}}}. Burn {{C|Energy|10%}} of the target’s {{Cl|Energy|Max Energy}}.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;bull;  Two-Handed Swords: Cleave through 3 tiles. +50% {{C|Light Brown|{{#tip-text: Bleed Chance| {{:Bleed Chance}}}}}}.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;bull;  Two-Handed Axes: Cleave through 3 tiles. +60% {{C|Light Brown|{{#tip-text: Bodypart Damage| {{:Bodypart Damage}}}}}}.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;bull;  Two-Handed Maces: Cleave through 3 tiles. +50% {{C|Light Brown|{{#tip-text: Daze Chance| {{:Daze Chance}}}}}}.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;bull;  Staves: Cleave through 3 tiles. Attack receives +50% {{C|Light Brown|{{#tip-text: Energy Drain| {{:Energy Drain}}}}}}.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;bull;  Spears: +50% {{C|Light Brown|{{#tip-text: Immobilization Chance| {{:Immobilization Chance}}}}}}.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;bull;  Bows: +50% {{C|Light Brown|{{#tip-text: Knockback Chance| {{:Knockback Chance}}}}}}.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;bull;  Crossbows: +100% {{C|Light Brown|{{#tip-text: Immobilization Chance| {{:Immobilization Chance}}}}}}.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Miracles have different critical effects depending on the spell you cast. For example, critical [[Fire Barrage]] deals increased damage while critical [[Inferno]] creates Inferno with longer duration.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Fumbled Hit====&lt;br /&gt;
* Fumbled Weapon attacks deal half damage. If your attack includes a magical component ({{c|Fire|+8 Fire Damage}}), the magical part is unaffected by the fumble.&lt;br /&gt;
* Fumbled Sorcery attacks deal full damage, but cost more [[Energy]] and receive longer [[Cooldowns Duration]].&lt;br /&gt;
* Fumbled attacks cannot inflict secondary effects such as [[Bleeding]], [[Stun]], etc.&lt;br /&gt;
&lt;br /&gt;
If your attack isn&#039;t a crit or a fumble, you will hit your enemy for your full damage.&lt;br /&gt;
&lt;br /&gt;
===Counterattack===&lt;br /&gt;
When receiving, dodging or blocking an enemy melee attack, there is a chance of automatically performing a single basic attack (if two weapons are equipped - with both) against the attacker, known as the counterattack. This chance is defined by the [[Counter Chance]] attribute. [[NPCs]] also have Counter Chance and can perform counterattacks. The counterattack triggers the same effects as the regular basic attack, for example, it can apply [[Bleeding]] etc.&lt;br /&gt;
&lt;br /&gt;
===Attack of Opportunity===&lt;br /&gt;
Attack of Opportunity is a basic attack that is triggered if an enemy is in melee range (occupying a tile next to you) and moves away. The player character can also trigger Attacks of Opportunity from enemies when walking away from melee range. The chance of triggering an Attack of Opportunity is 50% and can be reduced by learning the [[Disengage]] skill.&lt;br /&gt;
&lt;br /&gt;
New players often make the mistake of trying to run away from a bad melee fight, but this only worsens the situation, as they receive multiple Attacks of Opportunity from the enemy. To prevent taking multiple Attacks of Opportunity, always try to kill the nearest enemy, or at least [[Stun]] or [[Immobilization|Immobilize]] them before you try to run away. You can also use some terrain (corners) to your advantage. Finally, you can avoid triggering Attacks of Opportunity by using Maneuver or Charge skills such as [[Leg Sweep]], [[Unyielding Defense]], [[Dash]], [[Distracting Shot]] and others.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Main Hand damage vs. Off-Hand damage===&lt;br /&gt;
Your attacks and weapon skills will deal damage based on either &#039;&#039;&#039;Main Hand Damage&#039;&#039;&#039; or &#039;&#039;&#039;Off-Hand Damage&#039;&#039;&#039; that is displayed in your character screen. The amount of damage displayed comes from your equipped weapon(s) and is modified by your [[Main Hand Efficiency]] and [[Off-Hand Efficiency]] values. The type of attack you are using and the positioning of your weapons in your inventory slots decides which damage stat is used for the damage calculation. The game behaves as follows:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Weapons equipped in the left weapon inventory slot will display their damage as &#039;&#039;&#039;Main Hand Damage&#039;&#039;&#039; in the stat screen. Therefore, left weapon inventory slot will be referred to as &#039;&#039;&#039;Main Hand slot&#039;&#039;&#039;.&lt;br /&gt;
* Weapons equipped in the right weapon inventory slot will display their damage as &#039;&#039;&#039;Off-Hand Damage&#039;&#039;&#039; in the stat screen. Therefore, right weapon inventory slot will be referred to as &#039;&#039;&#039;Off-Hand slot&#039;&#039;&#039;.&lt;br /&gt;
* Using a weapon specific skill (like [[Double Lunge]]) always uses the weapon of the appropriate type, regardless of where you equipped the weapon. Therefore:&lt;br /&gt;
** Using skills with one Dagger in &#039;&#039;&#039;Main Hand slot&#039;&#039;&#039; will use your displayed &#039;&#039;&#039;Main Hand Damage&#039;&#039;&#039;.&lt;br /&gt;
** Using skills with one Dagger in &#039;&#039;&#039;Off-Hand slot&#039;&#039;&#039; will use your displayed &#039;&#039;&#039;Off-Hand Damage&#039;&#039;&#039;.&lt;br /&gt;
** Using skills with two weapons of the same type (two Daggers) will use your displayed &#039;&#039;&#039;Main Hand Damage&#039;&#039;&#039;.&lt;br /&gt;
** Using skills with two weapons of a different type (Sword + Dagger) will use either &#039;&#039;&#039;Main Hand Damage&#039;&#039;&#039; or &#039;&#039;&#039;Off-Hand Damage&#039;&#039;&#039;, depending on where the correct weapon type is equipped.&lt;br /&gt;
* Using non-weapon specific skills (like [[Seize the Initiative]]):&lt;br /&gt;
** If one weapon is equipped, it will use either &#039;&#039;&#039;Main Hand Damage&#039;&#039;&#039; or &#039;&#039;&#039;Off-Hand Damage&#039;&#039;&#039;, depending on where the weapon is equipped.&lt;br /&gt;
** If two weapons are equipped, it will prioritize the weapon in your &#039;&#039;&#039;Main Hand slot&#039;&#039;&#039; and use your &#039;&#039;&#039;Main Hand Damage&#039;&#039;&#039;.&lt;br /&gt;
* [[Dual Wielding Training]] skill (DWT) will use either &#039;&#039;&#039;Main Hand Damage&#039;&#039;&#039; or &#039;&#039;&#039;Off-Hand Damage&#039;&#039;&#039;, depending on which weapon was used for the skill that activates DWT.&lt;br /&gt;
** Using a weapon specific skill (like [[Double Lunge]]) with two weapons of the same type (two Daggers) will use your displayed &#039;&#039;&#039;Main Hand Damage&#039;&#039;&#039; for the skill and your &#039;&#039;&#039;Off-Hand Damage&#039;&#039;&#039; for the DWT attack.&lt;br /&gt;
** Using a weapon specific skill (like [[Double Lunge]]) with two weapons of a different type (Sword + Dagger), with &#039;&#039;&#039;Sword&#039;&#039;&#039; in the &#039;&#039;&#039;Main Hand slot&#039;&#039;&#039; will use &#039;&#039;&#039;Off-Hand Damage&#039;&#039;&#039; for the specific weapon skill, then it will use the &#039;&#039;&#039;Main Hand Damage&#039;&#039;&#039; for the DWT attack.&lt;br /&gt;
** Using a weapon specific skill (like [[Double Lunge]]) with two weapons of a different type (Sword + Dagger), with &#039;&#039;&#039;Dagger&#039;&#039;&#039; in the &#039;&#039;&#039;Main Hand slot&#039;&#039;&#039; will use &#039;&#039;&#039;Main Hand Damage&#039;&#039;&#039; for the specific weapon skill, then it will use the &#039;&#039;&#039;Off-Hand Damage&#039;&#039;&#039; for the DWT attack.&lt;br /&gt;
** Using a non-weapon specific skill (like [[Seize the Initiative]]) with two weapons of a different type (Sword + Dagger), it will prioritize the weapon in your &#039;&#039;&#039;Main Hand slot&#039;&#039;&#039; and use your &#039;&#039;&#039;Main Hand Damage&#039;&#039;&#039; for the non-weapon specific skill, then it will use the &#039;&#039;&#039;Off-Hand Damage&#039;&#039;&#039; for the DWT attack.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Defending==&lt;br /&gt;
With the final result from the attacker&#039;s side, we switch to the defender to see how much damage was caused. There are three types of defenses and these are applied in this order:&lt;br /&gt;
* Blocking - The defender blocks/deflects incoming attacks, lessening their impact. If the defender has a [[Shields|Shield]], they can also Block ranged attacks. Spells cannot be blocked.&lt;br /&gt;
* Protection - The defender receives the attack, but its effects are partially or completely negated thanks to the defender&#039;s [[Armor]]. &lt;br /&gt;
* Resistances - The defender is less susceptible to certain damage types, either thanks to Armor (Plate armor is harder to get through), naturally (Bears have thick hides, Fire is less effective if you&#039;re [[Wet]]) or magically (the Tutorial/Prologue boss was magically strenghtened from the ritual).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Blocking ===&lt;br /&gt;
[[Block Chance]] affects whether an attack will be Blocked. If a Block occurs, the incoming damage is reduced by an amount of defender&#039;s [[Block Power]], depending on the damage type of the attack.&lt;br /&gt;
* If the attack deals Physical damage, 1 Block Power is used for every 1 point of incoming damage.&lt;br /&gt;
* If the attack deals Nature damage or Magic damage, 2 Block Power is used for every 1 point of incoming damage.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Example:&#039;&#039; A Necromancer attacks me with his staff. His attack deals &#039;&#039;&#039;{{c|w|10 Crushing damage}}&#039;&#039;&#039; and &#039;&#039;&#039;{{c|unholy|12 Unholy damage}}&#039;&#039;&#039;. I have Blocked the attack and my Block Power is full at &#039;&#039;&#039;{{c|w|30/30}}&#039;&#039;&#039;.&lt;br /&gt;
* I have enough Block Power to completely Block the &#039;&#039;&#039;{{c|w|10 Crushing damage}}&#039;&#039;&#039;, which leaves &#039;&#039;&#039;{{c|w|2=30-10 = 20}}&#039;&#039;&#039; Block Power remaining.&lt;br /&gt;
* Since &#039;&#039;&#039;{{c|Unholy}}&#039;&#039;&#039; is a Magic Damage type, my remaining Block Power is only 50% effective, therefore I Block &#039;&#039;&#039;{{c|w|2=20/2 = 10}}&#039;&#039;&#039; out of the &#039;&#039;&#039;{{c|unholy|12 Unholy damage}}&#039;&#039;&#039;.&lt;br /&gt;
Thanks to Blocking, I will take only &#039;&#039;&#039;{{c|unholy|2 Unholy damage}}&#039;&#039;&#039;. However, my [[Block Power]] is now depleted. If I were to take another attack right away, I would not be able to Block any damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Block Power]] automatically replenishes by your amount of [[Block Power Recovery]] %.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Example:&#039;&#039; I&#039;m at 0/30 Block Power. I have 20% Block Power Recovery, therefore I will recover &#039;&#039;&#039;{{c|w|2=30*0,2 = 6}}&#039;&#039;&#039; Block Power every turn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Blocking with a [[Shields|Shield]] causes [[Quality &amp;amp; Durability|Durability]] damage to the equipped Shield.&lt;br /&gt;
&lt;br /&gt;
Blocking without a Shield causes [[Quality &amp;amp; Durability|Durability]] damage to the equipped [[Weapons]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Protection ===&lt;br /&gt;
[[Protection]] reduces attack damage by a flat amount each time damage is received. Protection is always active.&lt;br /&gt;
* If the attack deals Physical damage, every 1 point of Protection reduces the incoming damage by 1 point.&lt;br /&gt;
* If the attack deals Nature or Magic damage, every 2 points of Protection reduce the incoming damage by 1 point.&amp;lt;br&amp;gt;&lt;br /&gt;
[[Protection]] is separated into four different values that cover different [[Injuries_&amp;amp;_Pain#Body_parts|Body Parts]]:&lt;br /&gt;
* &#039;&#039;&#039;Head&#039;&#039;&#039;, which protects your Head bodypart and uses the Protection value from [[Helmets]].&lt;br /&gt;
* &#039;&#039;&#039;Chest&#039;&#039;&#039;, which protects your Torso bodypart and uses the Protection value from [[Chestpieces]].&lt;br /&gt;
* &#039;&#039;&#039;Arms&#039;&#039;&#039;, which protects your Left Arm and Right Arm bodyparts and uses the Protection value from [[Gloves]].&lt;br /&gt;
* &#039;&#039;&#039;Legs&#039;&#039;&#039;, which protects your Left Leg and Right Leg bodyparts and uses the Protection value from [[Boots]].&lt;br /&gt;
The bodypart that is targeted during an attack is chosen at random, therefore it is very important to protect all bodyparts from incoming damage.&lt;br /&gt;
&lt;br /&gt;
Certain skills will always target specific bodyparts, for example [[Nail Down]] or [[Headshot]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example 1:&#039;&#039; An attack targets my Right Leg and hits me for &#039;&#039;&#039;{{c|w|17 Crushing damage}}&#039;&#039;&#039;. I&#039;m wearing boots with 8 Protection, therefore I will take only &#039;&#039;&#039;{{c|w|2=17-8 = 9 Crushing damage}}&#039;&#039;&#039;.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Example 2:&#039;&#039; An attack targets my Right Leg and hits me for &#039;&#039;&#039;{{c|fire|10 Fire damage}}&#039;&#039;&#039;. I&#039;m wearing boots with 8 Protection, but &#039;&#039;&#039;{{c|Fire}}&#039;&#039;&#039; is Nature damage type, therefore I will take &#039;&#039;&#039;{{c|fire|2=10-(8/2) = 6 Fire damage}}&#039;&#039;&#039;.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Example 3:&#039;&#039; An attack targets my Right Leg and hits me for &#039;&#039;&#039;{{c|w|8 Crushing damage}}&#039;&#039;&#039; and &#039;&#039;&#039;{{c|fire|10 Fire damage}}&#039;&#039;&#039;. I&#039;m wearing boots with 8 Protection.&amp;lt;br&amp;gt;&lt;br /&gt;
From the Crushing damage type, I will take &#039;&#039;&#039;{{c|w|2=8-8 = 0 Crushing damage}}&#039;&#039;&#039;.&amp;lt;br&amp;gt;&lt;br /&gt;
From the Fire damage type, I will take &#039;&#039;&#039;{{c|fire|2=10-(8/2) = 6 Fire damage}}&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Resistances ==&lt;br /&gt;
Resistances are a type of defenses that is applied each time a corresponding effect is received. Resistances are always percentages.&lt;br /&gt;
&lt;br /&gt;
There are four types of Resistances:&lt;br /&gt;
* Resistance to a single damage type - For example, &#039;&#039;&#039;Rending Resistance&#039;&#039;&#039; will only reduce incoming Rending damage.&lt;br /&gt;
* Resistance to a group of damage types - For example, &#039;&#039;&#039;Physical Resistance&#039;&#039;&#039; will reduce incoming damage from these 4 [[Damage Types]]: Slashing, Piercing, Crushing and Rending damage.&lt;br /&gt;
* Resistance to harmful [[Status Effects]] - For example, &#039;&#039;&#039;Control Resistance&#039;&#039;&#039; will reduce the chance to receive Stun, Daze and Stagger effects as well as their duration.&lt;br /&gt;
* Resistance to negative health system effects - For example, &#039;&#039;&#039;Pain Resistance&#039;&#039;&#039; will cause your character to accumulate Pain slower.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example:&#039;&#039; An attack hits me for &#039;&#039;&#039;{{c|fire|10 Fire damage}}&#039;&#039;&#039;. I have the [[Wet]] condition from the [[Rain]], which gives me a total 50% &#039;&#039;&#039;{{c|fire|Fire Resistance}}&#039;&#039;&#039;, so I will only take &#039;&#039;&#039;{{c|fire|5 Fire damage}}&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
See [[Damage Types]] for all available damage types and their groups. See [[Attributes_%26_Stats#Secondary_Attributes|Attributes &amp;amp; Stats]] for all available Resistance attributes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Secondary Effects==&lt;br /&gt;
Attacks don&#039;t just reduce the target&#039;s health, but can also apply various other effects. These effects can come naturally from your attack, from having beneficial [[Status Effects]] active or from using Skills. Combining various secondary effects is key to mastering combat in Stoneshard.&lt;br /&gt;
&lt;br /&gt;
There are many various effects. Feel free to look through the different [[Skills]]&#039; descriptions.&lt;br /&gt;
&lt;br /&gt;
Secondary Effects can happen when:&lt;br /&gt;
* An attack hits or crits&lt;br /&gt;
* An attack meets certain criteria (target is affected by certain Conditions, attacking kills the target, ...)&lt;br /&gt;
* Your attributes meet certain criteria (when energy is below certain threshold, when weapon durability is above certain threshold, ...)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Summary ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block;&amp;quot;&amp;gt; [[File:Formula.png|thumb|480px|This image was given by developers to clarify how is Attack calculated]] &amp;lt;/li&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Throwing]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Template:Navigation||plain}}&lt;br /&gt;
[[Category:Stoneshard]]&lt;/div&gt;</summary>
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|ValuableNames = {{CZ ValuableNames|{{{1}}}}}&lt;br /&gt;
|ValuableDescriptions = {{CZ ValuableDescriptions|{{{1}}}}}&lt;br /&gt;
|Treatises = {{CZ Treatises|{{{1}}}}}&lt;br /&gt;
|WikiNavigation = {{CZ WikiNavigation|{{{1}}}}}&lt;br /&gt;
&amp;lt;!--|NPCNames = {{CZ NPCNames|{{{1}}}}}--&amp;gt;&lt;br /&gt;
|#default = Chybí překlad}}&lt;br /&gt;
|ru = {{#switch: {{{2}}}&lt;br /&gt;
|Properties = {{RU Properties|{{{1}}}}}&lt;br /&gt;
|ItemNames = {{RU ItemNames|{{{1}}}}}&lt;br /&gt;
|ItemDescriptions = {{RU ItemDescriptions|{{{1}}}}}&lt;br /&gt;
|ConditionNames = {{RU ConditionNames|{{{1}}}}}&lt;br /&gt;
|ConditionDescriptions = {{RU ConditionDescriptions|{{{1}}}}}&lt;br /&gt;
|ConsumableNames = {{RU ConsumableNames|{{{1}}}}}&lt;br /&gt;
|ConsumableDescriptions = {{RU ConsumableDescriptions|{{{1}}}}}&lt;br /&gt;
|ValuableNames = {{RU ValuableNames|{{{1}}}}}&lt;br /&gt;
|ValuableDescriptions = {{RU ValuableDescriptions|{{{1}}}}}&lt;br /&gt;
|Treatises = {{RU Treatises|{{{1}}}}}&lt;br /&gt;
|Translations-RU = {{Translations-RU|{{{1}}}}}&lt;br /&gt;
|WikiNavigation = {{RU WikiNavigation|{{{1}}}}}&lt;br /&gt;
&amp;lt;!--|NPCNames = {{RU NPCNames|{{{1}}}}}--&amp;gt;&lt;br /&gt;
|#default = Нет перевода}}&lt;br /&gt;
|zh = {{#switch: {{{2}}}&lt;br /&gt;
|Properties = {{ZH Properties|{{{1}}}}}&lt;br /&gt;
|ItemNames = {{ZH ItemNames|{{{1}}}}}&lt;br /&gt;
|ItemDescriptions = {{ZH ItemDescriptions|{{{1}}}}}&lt;br /&gt;
|ConditionNames = {{ZH ConditionNames|{{{1}}}}}&lt;br /&gt;
|ConditionDescriptions = {{ZH ConditionDescriptions|{{{1}}}}}&lt;br /&gt;
|ConsumableNames = {{ZH ConsumableNames|{{{1}}}}}&lt;br /&gt;
|ConsumableDescriptions = {{ZH ConsumableDescriptions|{{{1}}}}}&lt;br /&gt;
|ValuableNames = {{ZH ValuableNames|{{{1}}}}}&lt;br /&gt;
|ValuableDescriptions = {{ZH ValuableDescriptions|{{{1}}}}}&lt;br /&gt;
|Treatises = {{ZH Treatises|{{{1}}}}}&lt;br /&gt;
|WikiNavigation = {{ZH WikiNavigation|{{{1}}}}}&lt;br /&gt;
|NPCNames = {{ZH NPCNames|{{{1}}}}}&lt;br /&gt;
|SkillNames = {{ZH SkillNames|{{{1}}}}}&lt;br /&gt;
|SkillDescription = {{ZH SkillDescription|{{{1}}}}}&lt;br /&gt;
|SkillFormulaDescription = {{ZH SkillFormulaDescription|{{{1}}}}}&lt;br /&gt;
|#default = Missing Translation}}&lt;br /&gt;
|pt-br = {{#switch: {{{2}}}&lt;br /&gt;
|Properties = {{PT-BR Properties|{{{1}}}}}&lt;br /&gt;
|ItemNames = {{PT-BR ItemNames|{{{1}}}}}&lt;br /&gt;
|ItemDescriptions = {{PT-BR ItemDescriptions|{{{1}}}}}&lt;br /&gt;
|ConditionNames = {{PT-BR ConditionNames|{{{1}}}}}&lt;br /&gt;
|ConditionDescriptions = {{PT-BR ConditionDescriptions|{{{1}}}}}&lt;br /&gt;
|ConsumableNames = {{PT-BR ConsumableNames|{{{1}}}}}&lt;br /&gt;
|ConsumableDescriptions = {{PT-BR ConsumableDescriptions|{{{1}}}}}&lt;br /&gt;
|ValuableNames = {{PT-BR ValuableNames|{{{1}}}}}&lt;br /&gt;
|ValuableDescriptions = {{PT-BR ValuableDescriptions|{{{1}}}}}&lt;br /&gt;
|Treatises = {{PT-BR Treatises|{{{1}}}}}&lt;br /&gt;
|WikiNavigation = {{PT-BR WikiNavigation|{{{1}}}}}&lt;br /&gt;
|NPCNames = {{PT-BR NPCNames|{{{1}}}}}&lt;br /&gt;
|SkillNames = {{PT-BR SkillNames|{{{1}}}}}&lt;br /&gt;
|SkillDescription = {{PT-BR SkillDescription|{{{1}}}}}&lt;br /&gt;
|SkillFormulaDescription = {{PT-BR SkillFormulaDescription|{{{1}}}}}&lt;br /&gt;
|EnemySkillFormulaDescription = {{PT-BR EnemySkillFormulaDescription|{{{1}}}}}&lt;br /&gt;
|ArtifactNames = {{PT-BR ArtifactNames|{{{1}}}}}&lt;br /&gt;
|ArtifactDescriptions = {{PT-BR ArtifactDescriptions|{{{1}}}}}&lt;br /&gt;
|#default = Missing Translation}}&lt;br /&gt;
|#default = {{{1}}}}}&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;{{Doc}}[[Category:Language templates]]&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
|es = {{#switch: {{{2}}}&lt;br /&gt;
|Properties = {{ES Properties|{{{1}}}}}&lt;br /&gt;
|ItemNames = {{ES ItemNames|{{{1}}}}}&lt;br /&gt;
|ItemDescriptions = {{ES ItemDescriptions|{{{1}}}}}&lt;br /&gt;
|ConditionNames = {{ES ConditionNames|{{{1}}}}}&lt;br /&gt;
|ConditionDescriptions = {{ES ConditionDescriptions|{{{1}}}}}&lt;br /&gt;
|ConsumableNames = {{ES ConsumableNames|{{{1}}}}}&lt;br /&gt;
|ConsumableDescriptions = {{ES ConsumableDescriptions|{{{1}}}}}&lt;br /&gt;
|ValuableNames = {{ES ValuableNames|{{{1}}}}}&lt;br /&gt;
|ValuableDescriptions = {{ES ValuableDescriptions|{{{1}}}}}&lt;br /&gt;
|Treatises = {{ES Treatises|{{{1}}}}}&lt;br /&gt;
|WikiNavigation = {{ES WikiNavigation|{{{1}}}}}&lt;br /&gt;
|NPCNames = {{ES NPCNames|{{{1}}}}}&lt;br /&gt;
|SkillNames = {{ES SkillNames|{{{1}}}}}&lt;br /&gt;
|SkillDescription = {{ES SkillDescription|{{{1}}}}}&lt;br /&gt;
|SkillFormulaDescription = {{ES SkillFormulaDescription|{{{1}}}}}&lt;br /&gt;
|EnemySkillFormulaDescription = {{ES EnemySkillFormulaDescription|{{{1}}}}}&lt;br /&gt;
|ArtifactNames = {{ES ArtifactNames|{{{1}}}}}&lt;br /&gt;
|ArtifactDescriptions = {{ES ArtifactDescriptions|{{{1}}}}}&lt;br /&gt;
|#default = Falta traducción}}&lt;/div&gt;</summary>
		<author><name>RyanEveleigh</name></author>
	</entry>
	<entry>
		<id>https://stoneshard.com/wiki/index.php?title=User:RyanEveleigh&amp;diff=76307</id>
		<title>User:RyanEveleigh</title>
		<link rel="alternate" type="text/html" href="https://stoneshard.com/wiki/index.php?title=User:RyanEveleigh&amp;diff=76307"/>
		<updated>2026-04-27T15:10:24Z</updated>

		<summary type="html">&lt;p&gt;RyanEveleigh: Created page with &amp;quot;New user/ trying to help with Spanish Localitazion&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;New user/ trying to help with Spanish Localitazion&lt;/div&gt;</summary>
		<author><name>RyanEveleigh</name></author>
	</entry>
</feed>