recursal/Fanatic-Fandom huggingface dataset:
Axes Treatise II

## Effect

Teaches :

* Cut Through
* Massacre
* Tormenting Swings

## Acquired From

* Sometimes sold by Gerlot, merchant in Mannshire.
* Sometimes sold by Bert, merchant in Osbrook.
* Always sold by Unar, scribe in Mannshire.

## Book content

( . . . )

Entry number seventeen: regarding the fearsome warriors known as berserks.

The dwarves are simple, rough and somewhat savage people. Aldorian fighters, or at least the knightly estate, abide by combat etiquette, yet to the dwarves the very idea appears preposterous and meaningless. They aren't above using the dirtiest of tricks if it ensures their victory in battle. Berserks (or berserkers) are the embodiment of this sentiment. They are the most reckless and ferocious among the dwarves, inspiring fear even among their own brethren.

Clad only in bear pelts, the berserkers don't feel shame, pain, or cold. They prefer to fight with two axes, wielding them with surprising dexterity. Some of them even treat their weapons as some kind of gods, offering them prayers and revelling in idolatry.

Before combat berserkers consume a special brew which lets them enter a state of destructive fury. Its recipe is strictly guarded, but I can say with certainty that it includes henbane and some kind of mushrooms.

This drink is extremely toxic for most humans and dwarves, leaving them writhing in agony. At the same time, berserkers are always happy to take a sip. When a warrior consumes the potion, it's a truly terrifying sight: their bloodshot eyes dart all over the place, searching for victims, the body shudders with tremors, the foam drips down their disheveled beard.

I had a chance to witness a berserker losing both his hands in combat - wasting not time he pounced at his opponent. Bleeding all over, he tore the enemy's throat out with his teeth. Only then I fully understood why our Northern Guard always checks whether there's a berserker among the Fjall brigands which they plan to launch an attack against...

( . . . )

## See also

* Treatises
* Axes Treatise I
* Axes Treatise III
Attributes

**Attributes** are the data that represents various statistics of player Characters, NPCs and certain objects like Containers. There are two distinctive groups of Attributes:

## Primary Attributes

Primary Attributes represent the main features of the player character and are only available for the player characters. Primary Attributes have two categories:

### Stat Scores

These are:

* Strength
* Agility
* Perception
* Vitality
* Willpower

### Character Statistics

These are:

* Level
* Experience
* Stat Points
* Ability Points

## Secondary Attributes

Secondary Attributes represent many different aspects of Stoneshard and are used both by player characters and by NPCs. Secondary Attributes are further split into five categories:

### Combat

These are:

* Total Main Hand Damage and Off-Hand Damage.
* Weapon Damage modifier.
* All weapon stats modifiers: Main Hand Efficiency and Off-Hand Efficiency.
* Bodypart Damage which affects Injuries.
* Armor Damage which affects Durability.
* Offense: Armor Penetration, Accuracy, Crit Chance, Crit Efficiency, Counter Chance and Fumble Chance.
* Expertise: Skills Energy Cost and Spells Energy Cost, Cooldowns Duration and Bonus Range.
* Secondary effects: Bleed Chance, Daze Chance, Stun Chance, Knockback Chance, Immobilization Chance, Stagger Chance, Life Drain and Energy Drain.
* Experience Gain modifier.

### Survival

These are:

* Health and healing: Health Restoration and Healing Efficiency.
* Energy and Energy Restoration.
* Defense: Protection, Block Chance and Block Power.
* Avoidance stats: Dodge Chance, Stealth, Noise Produced, Lock-picking & Disarming and Vision.
* Endurance stats: Fortitude, Damage Reflection, Bleed Resistance, Control Resistance, Move Resistance, Hunger Resistance, Intoxication Resistance and Pain Resistance.

### Damage Resistance

These are:

* Total Damage Taken.
* Physical Resistance which consists of Slashing Resistance, Piercing Resistance, Crushing Resistance and Rending Resistance.
* Nature Resistance which consists of Fire Resistance, Frost Resistance, Shock Resistance, Poison Resistance and Caustic Resistance.
* Magic Resistance which consists of Arcane Resistance, Unholy Resistance, Sacred Resistance and Psionic Resistance.

See Damage for more info about damage types.

### Magic

These are:

* Total Magic Power.
* Nature-based Sorcery powers: Pyromantic Power, Geomantic Power, Venomantic Power, Cryomantic Power, Electromantic Power
* Magic-based Sorcery powers: Arcanistic Power, Astromantic Power, Psionic Power and Chronomantic Power.

### Health System

These are:

* Health stats: Hunger, Thirst, Intoxication, Pain and Immunity.
* Psyche stats: Morale and Sanity.
* Per-turn adjustments: Hunger Change, Thirst Change, Intoxication Change, Pain Change, Morale Change and Sanity Change.
* Limits: Pain Limit and Max Health Threshold.
* Injury Treatment
Arno di Berro

Poet. Warrior. Strategist. Leader. Duke Arno di Berro is an embodiment of true aristocracy, making it even more remarkable that he found himself a part of the republican Magistrate.

A scion of a noble family, which fled from the Bronze Isles, Arno di Berro was born and raised in Aldor. At the same time, he still feels like an outsider, making him as demanding to himself as he is to others. Some ill-wishers claim that Duke di Berro’s main goal in life is to become a better Aldorian than actual Aldorians – although one has to admit that if that is true, he has been quite successful so far.

Until recently, very few people knew the name of di Berro: he had an excellent education in the University and participated in many of King Etbert’s wars, but otherwise he was a completely unremarkable Brynn nobleman. After the monarch’s death, he became a major player in the Magistrate – the sudden cooperation between the haughty Duke and merchants and craftsmen, whom he had previously openly despised, came as a surprise to many, even his new allies. At the same time, no one in Brynn can deny that upon taking control over one of the city’s armies, Arno proved his loyalty to the Magistrate with his actions.

Under the skillful leadership of their decisive and fearless commander, the Magistrate forces successfully captured pro-royalist Maen and, after the Council launched an attack on the Southern front, marched back to Brynn, breaking the siege. All this earned the Duke a reputation of a war hero and the savior of the Magistrate. During the truce Arno also made great strides in reforming the military: under his command a ragtag army of mercenaries and militia transformed into a powerful force, ready to follow their leader to the end of the world.

Unsurprisingly, both the League and the Guild wish to garner Arno’s favor, however he believes himself to deserve much more than that. Too prideful to compromise and share power, the Duke doesn’t want to join forces with other Magistrate leaders, counting only on himself and his soldiers. At the same time, there is an increasing number of mysterious ships being met in the Docs by the Vanguard troops under the cover of night, so perhaps the usually straightforward Duke plays his own game, just like everyone else in Brynn.

Arno continues to proclaim his unwavering support for the Magistrate, and yet, judging by the fiery speeches he gives to his soldiers, his vision for the realm is much more different than what the Guild or the League have in mind. Proud and power-hungry, the Duke wishes to unite the land under a single banner, with him leading Aldor towards great victories. And even though Arno di Berro continues calling this new order a republic, will it actually be any different from the monarchy, which so many in the Magistrate died fighting against?
Agility

Agility influences your finesse in combat. It affects *Dodge Chance*, *Counter Chance*, *Crit Chance*, *Fumble Chance*, *Armor Penetration* and *Lock-picking & Disarming*.

Each point gives you:

* +0.5% Dodge Chance
* +0.75% Counter Chance
* +0.5% Crit Chance
* -0.5% Fumble Chance
* +0.5% Armor Penetration
* +1% Lock-picking & Disarming
Athletics Treatise IV

## Effect

Teaches :

* Adrenaline Rush
* Never Again
* Invigorating Violence
* Inner Reserves

## Acquired From

* Sometimes sold by Gerlot, merchant in Mannshire.
* Sometimes sold by Bert, merchant in Osbrook.

* Bookshelves

## Book content

It only took me a week to learn meditation, a common exercise practiced among the people of Sundanar and Bhadjarath. Don't let the seemingly straightforward nature of this exercise trick you - noticeable results only come with experience.

Unfortunately, I never had the patience for hours-long training sessions, a vital prerequisite for reaching the true mastery. Each person has to decide for themselves how much effort they are willing to put into untapping their full potential. I personally found the prospect of sacrificing a few years of my life too bothersome.

Health is strengthened by tempering, tendons - by running, and muscles - by lifting weights. These exercises unquestionably prepare a warrior for hardships. However, they, as all things corporeal, have their limit. This final obstacle, which prevents the full extent of inner power from manifesting, lies within the mind. Once this limit is broken, the warrior is no longer a slave to their body, instead putting it at the service of pure Willpower.

To walk off paralyzing pain, to break shackles of fear, to find strength where there was none, to understand your place on the battlefield with crystal clarity - it's all just a tiny fraction of what can be achieved if you train your mind alongside your muscles.

( . . . )

## See also

* Treatises
* Athletics Treatise I
* Athletics Treatise II
* Athletics Treatise III
Black Boar Head

*This article is a stub. You can help Stoneshard Wiki by expanding it.*

## Acquired From

The Ruined Manor, it's hanging on the wall next to the bookcase in the bedroom.

## Hidden quest

The Black Boar Head can be returned to its owner, Brukk, inside The Black Boar Tavern. You will be rewarded with a discount when renting a room and +100 reputation in Osbrook. You will be also able to request a free mug of Dark Ale from Brukk once a day.
Attributes & Stats

**Attributes** are the data that represents various statistics of player Characters, NPCs and certain objects like Containers. There are two distinctive groups of Attributes:

## Primary Attributes

Primary Attributes represent the main features of the player character and are only visible for the player characters. Primary Attributes have two categories:

### Stat Scores

Also called Stats, these are:

* Strength
* Agility
* Perception
* Vitality
* Willpower

### Character Statistics

These are:

* Level
* Experience
* Stat Points
* Ability Points

## Secondary Attributes

Secondary Attributes represent many different aspects of Stoneshard and are used both by player characters and by NPCs. Secondary Attributes are further split into five categories:

### Combat

These are:

* Total Main Hand Damage and Off-Hand Damage.
* Weapon Damage modifier.
* All weapon stats modifiers: Main Hand Efficiency and Off-Hand Efficiency.
* Bodypart Damage which affects Injuries.
* Armor Damage which affects Durability.
* Offense: Armor Penetration, Accuracy, Crit Chance, Crit Efficiency, Counter Chance and Fumble Chance.
* Expertise: Skills Energy Cost and Spells Energy Cost, Cooldowns Duration and Bonus Range.
* Secondary effects: Bleed Chance, Daze Chance, Stun Chance, Knockback Chance, Immobilization Chance, Stagger Chance, Life Drain and Energy Drain.
* Experience Gain modifier.

### Survival

These are:

* Health and healing: Health Restoration and Healing Efficiency.
* Energy and Energy Restoration.
* Defense: Protection, Block Chance and Block Power.
* Avoidance stats: Dodge Chance, Stealth, Noise Produced, Lock-picking & Disarming and Vision.
* Endurance stats: Fortitude, Damage Reflection, Bleed Resistance, Control Resistance, Move Resistance, Hunger Resistance, Intoxication Resistance and Pain Resistance.

### Damage Resistance

These are:

* Total Damage Taken.
* Physical Resistance which consists of Slashing Resistance, Piercing Resistance, Crushing Resistance and Rending Resistance.
* Nature Resistance which consists of Fire Resistance, Frost Resistance, Shock Resistance, Poison Resistance and Caustic Resistance.
* Magic Resistance which consists of Arcane Resistance, Unholy Resistance, Sacred Resistance and Psionic Resistance.

See Damage for more info about damage types.

### Magic

These are:

* Total Magic Power.
* Nature-based Sorcery powers: Pyromantic Power, Geomantic Power, Venomantic Power, Cryomantic Power, Electromantic Power
* Magic-based Sorcery powers: Arcanistic Power, Astromantic Power, Psionic Power and Chronomantic Power.

### Health System

These are:

* Health stats: Hunger, Thirst, Intoxication, Pain and Immunity.
* Psyche stats: Morale and Sanity.
* Per-turn adjustments: Hunger Change, Thirst Change, Intoxication Change, Pain Change, Morale Change and Sanity Change.
* Limits: Pain Limit and Max Health Threshold.
* Injury Treatment

*Page last edited during patch:* 0.6.1.10
Backpack

The **backpack** is an item that can be found in the overworld of the game.
Known spawn locations include a wooden cabin next to the entrance for one of the castles and the Hermit's Hut.

The backpack can be carried in the inventory, taking up 3 by 4 slots of space, or it can be worn in the cloak slot.
When the player interacts with the backpack, they are given the option to use it, which opens up a small secondary inventory of 3 by 4 slots.
Since the internal inventory of the backpack is the same as the space it takes up, it offers no value unless carried in the cloak slot.
For the same reason, one backpack can be put into another, but in this case the contents of the inner backpack cannot be accessed or altered unless it gets equipped or put into the character's main inventory.

Opening the backpack takes a turn, so it is not advisable to keep any items you may need to use in combat stored within it.

## Acquired from

* Hermit's Hut
* Bastion near Mannshire.
Athletics (skill tree)

This page shows all Athletics skills.

Dirwin and Jonna both start with all Athletics skills that would normally require a Tier I Treatise already unlocked.

## Treaties List:

**Treatise I:**

Mighty Kick

Elusiveness

Sudden Lunge

**Treatise II:**

Dash

Leg Sweep

No Time to Linger

**Treatise III:**

Sprint Training

Peak Performance

Disengage

**Treatise IV:**

Adrenaline Rush

Never Again

Invigorating Violence

Inner Reserves

*Page last edited during patch:* 0.6.1.10
Daggers Treatise III

## Effect

Teaches :

* Coup de Grace
* Weakening Jabs
* Danse Macabre
* Counterattack Mastery

## Acquired From

* Sometimes sold by Gerlot, merchant in Mannshire.
* Sometimes sold by Bert, merchant in Osbrook.
* Always sold by Unar, scribe in Mannshire.

## Book content

( . . . )

Lady Avinna (scared):
Ah, couldn't we do without a fight!

Sir Urgen (indolently):
This insult can only be washed off with blood. What's said is said. Things done cannot be reversed. The duel must solve our argument.

Lady Avinna:
Perhaps...

Sir Urgen:
No, no and no! I demand this duel and won't settle for less.

Unfred the Rogue (humbly):
Very well, so be it.

Act two

Scene two

The duel. Sir Urgen is armed with sword and buckler. Unfred is armed with sword and dagger. Opponents come to blows and exchange a few attacks. Unfred skillfully dodges charging Sir Urgen.

Sir Urgen(out of breath);
Curses, you are stronger opponent than I thought!

Unfred the Rogue(boastfully):
It is what it is. What you lack is finesse.

Sir Urgen:
The Codex demands...

Unfred disarms Sir Urgen with a sudden lunge.

Unfred the Rogue (mockingly):
The Codex? First time I've heard about such a thing. And what does it demand?

Sir Urgen:
How?! It can't be! Well then, the victory is yours. And now...

Unfred the Rogue (interrupts him):
And now, my friend, you are done.

Unfred stabs helpless Sir Urgen with the dagger. The nobleman crumples to the floor, choking on his own blood.

Sir Urgen:
But why? You scoundrel... But the Codex...

Unfred (carelessly cleans blood of his dagger):
No one cares about your Codex.

( . . . )

## See also

* Treatises
* Daggers Treatise I
* Daggers Treatise II
Despair

*This article is a stub. You can help Stoneshard Wiki by expanding it.*

**Despair** is a **State** of mind.

**Trigger:**

* Requires Anxiety.
* The activation chance depends on health, morale, hunger, intoxication, pain and thirst levels. The worse your character feels in general, the faster he will fall into despair.
Camp

**Camp** is a Point of Interest that is always present on the Local Map. The location and amount of camps is randomly selected when creating a New Game.

* Always spawns a certain distance from Towns and Dungeons.
* Can spawn in any biome.
* Usually spawns with 2-3 Bandit-type Enemies.
* Always contains one Bed which can be used to sleep.
* Always contains a Campfire and a pot that can be used for Cooking.

### Loot

* Always contains one lootable Chest and other 1-2 lootable objects.
Daggers Treatise II

## Effect

Allows you to learn the following dagger abilities:

* Painful Stabs
* Gaping Wound
* Deadly Trick

## Acquired From

* Sometimes sold by Gerlot, merchant in Mannshire.
* Sometimes sold by Bert, merchant in Osbrook.
* Always sold by Unar, scribe in Mannshire.

## Book content

( . . . )

The first figure is clad in white and blue, its chin and lips are colored in red, the hands are wrapped in red ribbon.

Priest (solemnly):

-Tell me, o wretch, why were you murdered?

Dead man (monotonously):

-Because of my slander and greed. My tongue was ripped out and my fingers were chopped off.

The second figure is clad in gray, its eyes and neck are tied with red ribbon:

Priest (solemnly):

-Tell me, o wretch, why were you murdered?

Dead man (monotonously):

-Because of my blindness to lies and betrayal. My eyes were gouged out, and my head was taken off my shoulders.

The third figure is clad in red and gold, its chest is marred with red.

Priest (solemnly):

-Tell me, o wretch, why were you murdered?

Dead man (monotonously):

-Because of my loyalty to the throne and the crown. My heart was ripped from my chest.

The priest flicks his fingers. All three figures drop to the floor.

Priest (addresses the guards behind him):

-It's clear as day. The murderer is the one in red. He punished the other two for cowardice and treason.

Guardsman (pensively):

-If this is true... Then who killed the man himself?

The priest turns to the audience and opens his white vestment, revealing black robes underneath. He brandishes a bloodied dagger and a human heart.

Priest (mockingly):

-I'm afraid it will forever remain a secret!

( . . . )

## See also

* Treatises
* Daggers Treatise I
* Daggers Treatise III
Apprentice Heels

DEF +754;
STR +112;
AGI +45;
INT +150;
WIL +45;
HP +27;
Stamina +4;

## How to Obtain

Crafted with the Armorsmithing expertise. Recommended Proficiency: 340.

  Superior Iron Ore x 10

  Fobellow Tin x 25

  Red Pigment (Journeyman) x 10

## Image Gallery

Want to add your own image? Upload your Image and Edit the Gallery. For help, view Gallery Help and Guidelines.

* Apprentice Heels (Delia 1).png
* Apprentice Heels (Delia 2).png
Deadly Dehydration

*This article is a stub. You can help Stoneshard Wiki by expanding it.*

**Deadly Dehydration** is a **Condition** that applied to a character when their level of thirst reaches 75%.

* The reduction of Max HP happens once every 5 turns and reduces Max HP by 5%.
* Removing the condition causes lost Max HP to recover instantly.
Consumables

A tasty chunk of meat, a soothing drink, a mixture to help your hangover, a bandage to close your wounds, or herbs that help you stay sane. Welcome to the enormous world of consumables.

Consumables are important to your survival. Depending on your next journey, you should carry sufficient amounts of consumables. A proper adventurer should always have some food, water, bandages and several other items for various circumstances. Striking the right balance between what you bring to the dungeon and what you bring back is what makes an experienced adventurer. If you're low on money, collecting Herbs is a free option to cover multiple conditions like Pain and Intoxication. On the other hand, investing into healing salves and antitoxins may help save inventory space.

Your primary source of all types of consumables is the town and its various NPCs. Some consumables can drop in the dungeon, and some can be found out in the wilderness. Choose a specific consumable type from the table above for more information.
Caravan of Companions

*This article is a stub. You can help Stoneshard Wiki by expanding it.*

*This article has been marked as Outdated. You can help Stoneshard Wiki by updating it.*

The **Caravan of Companions** is the Caravan that the player leads in Stoneshard. The Caravan acquires and loses members over the course of the game depending on the player's decisions.
Denvar Brie

Unlike the rest of the Brynn elites, Denvar Brie is neither of noble birth nor possesses incredible riches. He was born in the family of a successful, yet common artisan, which makes the journey to his current standing even more remarkable.

Denvar has always been energetic and assertive. These qualities, in addition to his reputation as an outstanding weaponsmith, allowed him to claim the venerable title of the Grandmaster in the Blacksmith Guild, one of the most influential guilds in Brynn.

Despite his position of power, Denvar never forgot his roots. Although his lavish spending habits set him apart from simple craftsmen, he put a lot of effort into making their lot easier, something which no one in Brynn had ever done before. As a result, he gathered widespread support among common citizens.

The events of spring 427, when the freshly-formed Magistrate attempted to subjugate independent guilds by merging them into a single, easily controllable entity, only increased Denvar’s popularity, solidifying his place among the city leaders. Right now he’s the man representing the interests of every craftsman in the city, so both the local merchants and the nobility have to reckon with him.

Denvar is well-aware that he’s surrounded by enemies, and he’s also not too eager to openly confront other factions. No one knows what plans are brewing in his ambitious mind, but one thing is certain: he’s waiting for an opportune moment to strike a painful blow against his opponents, leaving them no chance to recover. For now his main weapon is a threat of mass strike, which he uses to gain further influence.

An otherwise enlightened man, Denvar has an open distaste for elves, whom he sees as the main threat to both his position and the prosperity of Brynn. Thanks to Jeon Ballar’s protection, elven goods recently took the city’s market by storm – there isn’t much that can rival their quality, and their price, while still fairly high, continues to drop with every weekly shipment of Ahjat weapons and Jibean jewelry unloaded in the Docs. If nothing changes in the next few months, many of the Guild’s craftsmen might lose their job.

Therefore, Denvar considers the House of the Azure Thread, the trade representative of the Jacinth Kingdoms in Brynn, his personal enemy. Many are afraid that if he ever becomes a ruler, he will not rest until Aldor is free from all traces of elven influence, even if it unleashes Jacinth armies upon the realm...
Alchemy: Create Golem

**Alchemy: Create Golem**

**MAX RANK:** **A**
Uses a Golem Kit, provided it is assigned to an alchemy box quick slot, to create golems. Golems attack enemies for a fixed period of time, but be warned you take damage in its stead.

The Golem will die if you become incapacitated.

## Additional Details

* Evie-only skill.
* Summons a Golem using environmental objects.
	+ **Note:** If a golem is summoned without sufficient items from the environment, it will be limp on the ground, or crawl after the summoner until it has sufficient mass to stand up.
	+ **Warning:** Because the golem is made out of the environment, the objects that fly to or from the golem when assembled or disassembled **will** hit and/or incapacitate anyone, including allies.
* Rank of **Alchemy: Create Golem** influences the Golem's level, maximum health, defense, and attack.
* Rank of Alchemy: Golem Mastery influences the Golem's damage resistance, duration, movement and attack speed.
* Once the Golem is summoned, Keys F1 through F4 turn into commands for it. F1 (Attack!), F2 (Follow!), F3 (Wait!), F4 (Disappear!)
	+ **Note:** Using the F4 (Disappear!) Command will have the golem's spirit hide, dropping the objects it's collected. Once used again it will reappear near you in it's bare form.
* At rank A the Golem's soul turns blue.
* Your Golem's soul can follow you across maps.
* Only the caster can walk through her Golem. Other party members cannot do so and such *may inhibit survival*.
* Golem's stats increase in Hero Mode.

## How to Obtain

* Complete the story Alchemy: Create Golem (level 42).
* Purchased for 1,000  when at least level 42.

## Ranks

 E
 D
 C
 B
 A
Data

Page for all Stoneshard data.

The plan is to use our Bulk Parser to convert game data into the switch format we use on the wiki. Different templates then transclude data from this page and display it elsewhere on the wiki.

Currently this is in testing phase with templates `{{Skill test}}` and `{{Armor test}}`.

```
Option 1 - Keeping the Switch, transcluding individual attributes. {{:Data|Ornate Sallet|ArmorType}} produces:

```

Headgear
Axes Treatise III

## Effect

Teaches :

* Execution
* No Mercy

## Acquired From

* Sometimes sold by Gerlot, merchant in Mannshire.
* Sometimes sold by Bert, merchant in Osbrook.
* Always sold by Unar, scribe in Mannshire.

## Book content

( . . . )

A song about the Headsman of Brynn

A story of a headsman

Who had a house in Brynn.

Fat bellied, petty villain

He swung his axe with glee.

And then one day a peasant came

To hint at lack of grind:

"There's no sharpness to the blade

With only strength behind!"

The headsman laid his head on block:

"I'll prove this axe is right,

How dare you over here walk

And say it's just my might?"

The peasant chopped at villain's neck

The bloodied edge was true

This hardly was the strongest hack,

But through the spine it blew.

"Now would you look at that,

This fellow wasn't wrong!

His axe is nothing to scoff at,

It cuts for weak and strong!"

( . . . )

## See also

* Treatises
* Axes Treatise I
* Axes Treatise II
Deafening Roar

**Deafening Roar** is one of the skills utilized by the Ancient Troll.

* The description is slightly misleading, the actual effect chances are: 25% chance to Disarm, 75% chance to Stun and 100% chance to Daze.
* The checks for each effect are done when the previous check fails - if you get Disarmed, you will not get Stunned or Dazed from a single Deafening Roar use.
Crippled Sergeant

*This article is a stub. You can help Stoneshard Wiki by expanding it.*

The **Crippled Sergeant** is a warmonger who acquired lifelong injuries in battle against a mage. In this, he developed a strong hatred for mages (and magic) and sorcerers (and sorcery). Because of his injury, he moved from active combat to training.
Brukk

**Brukk** is the innkeeper in Osbrook.

## Location

Brukk runs The Black Boar tavern with his wife in Osbrook

## Shop

##### Beverage

* Brandy
* Dark Ale
* Jug of Milk
* Mead
* Spirit
* Waterskin

#### Food

* Bread
* Cheese
* Cooked Carp
* Cooked Venison
* Dumpling
* Garlic
* Goat Cheese
* Lentil Soup
* Pancakes
* Peasant Stew
* Roasted Drumstick
* Sausage
* Smoked Ham
* Tomato
Combat Mastery Treatise II

## Effect

Teaches :

* Setup
* Armor Crusher
* Stance Training

## Acquired From

* Sometimes sold by Gerlot, merchant in Mannshire.
* Sometimes sold by Bert, merchant in Osbrook.
* Always sold by Unar, scribe in Mannshire.

* Bookshelves

## Book content

( . . . )

-In order to keep peace, the ruler shall never forget about war.

-A poorly trained soldier can cause just as much harm on the battlefield as enemy spies and saboteurs outside of it.

-If there's a possibility of forcing your choice of battlefield upon the enemy, it shall be pursued by all means.

-Exploit every available opening. The ends justify the means.

-Know your enemy. Even the bravest knight will perish if he charges blindly into a pikemen line.

-Battles can often be won before they even begin. Starve your enemy out, break their morale, sow the uncertainty among their soldiers. A good fight is never clean.

-Numerical superiority is not always an advantage. Without proper guidance it might crumble upon itself. A single soldier can defeat a hundred enemies if they approach him one by one.

( . . . )

## See also

* Treatises
* Combat Mastery Treatise I
* Combat Mastery Treatise III
* Combat Mastery Treatise IV
Burning

*This article is a stub. You can help Stoneshard Wiki by expanding it.*

**Burning** is a **Physical** condition applied when you walk into a burning tile or sometimes also when taking Fire Damage. The duration stacks with itself when receiving this effect while already having one.

* When Burning, there is a small chance to have more of your body catch on fire, prolonging the duration of this effect.
* Burning condition is removed when you step into tiles affected by Rain.
Daggers Treatise I

## Effect

Allows you to learn the following dagger abilities:

* Double Lunge
* From the Shadows
* Quick Hands

## Acquired From

* Sometimes sold by Gerlot, merchant in Mannshire.
* Sometimes sold by Bert, merchant in Osbrook.
* Always sold by Unar, scribe in Mannshire.

## Book content

Sir Elrich! Hubris suits you
Poorly, the ringleader speaks,
His dagger is at the girl's neck.
"Where is your company?
Your brothers in arms ran
In fear from the Aeberholt's Scourge?"
Sir Elrich draws his sword,
Tosses the scabbard aside.
He measures his foes up,
And replies with a smirk:

"My company is finishing off
The rest of your godless band.
Put down your weapon,
Or the Host be my witness,
I'll end you." The leader laughs
In his arrogance: "For your impudence

The first one to pay is the innocent.вЂќ

One slice, and the blood gushes out
From the cut in the neck. The knight is blinded
With fury, thirsting for payback. A bow
Is barely drawn when sir Elrich
Sends the archer's head flying
WIth one swing. He charges at another.
One by one in the chaos of battle
The villains are bested.

Terror and fear. The Death is
Approaching. The ringleader,
Dastardly Treban, the Aeberholt's Scourge,
In vain he raises his shield.
With a short, feinted swing
Sir Elrich's blade cuts at his arm,
Then chops off his head.

At last the soldiers
Arrive only to witness their lord
Surrounded by corpses. And no
Living soul has remained.
Everything's still but the dying campfire.

( . . . )

## See also

* Treatises
* Daggers Treatise II
* Daggers Treatise III
Damage

Damage represents the amount of harm your Weapons and Skills deal to your enemies. Direct damage is dealt directly to an enemy's HP, this is always visible in the Combat Log.

### Melee & Ranged Damage

Melee & Ranged Damage is dependent on your equipped weapon's base damage and your damage stats: Weapon Damage, Main Hand Damage, Off-Hand Damage and Crit Efficiency. Strength increases your Weapon Damage only in Hand to Hand combat and Perception increases your Weapon Damage when shooting Bows and Crossbows. Finally, both active and passive abilities can also increase your damage, like Blade Maintenance.

### Elemental & Magic Damage

Abilities from the sorcery trees (for example Pyromancy) and some abilities that aren't sorceries (for example War Cry) do not rely on your equipped weapon. Instead, they always have their damage listed in the ability itself. Damage of these abilities and any Magic or Nature damage on weapons (like Wizard Staff) is increased by your Magic Power and your Crit Efficiency. In case of sorceries, damage is also increased by the respective sorcery power (for example, Pyromantic Power).

### Damage Types

The damage types are as follows:

* Physical damage can be reduced by using items with Protection.
* Physical, Magical and Nature damage types can be further reduced by having the appropriate **Resistances**. For example, if you equip items with Physical Resistance %, it will work against all these damage types: Slashing, Crushing, Piercing and Rending.

See Combat#Defending for more in-depth explanation.

### Damage over Time effects

Damage over time effects (DoTs) are a group of Conditions (Bleeding, Burning, Poisoned, ..) that deal damage every turn until removed. DoTs usually last only for a few turns and might dissipate on their own. Known DoT effects:

* Using Physical attacks can inflict Bleeding depending on your Bleed Chance stat. Attacking targets with Injuries can also cause Bleeding, regardless of your Bleed Chance.
* Pyromancies and stepping into burning tiles can ignite both enemies and yourself.
* Getting hit by the Forest Snake or eating the Death Cap will make you Poisoned.

### Other Damage Types

A special type of damage is Returned damage. Returned damage has no damage type and ignores Protection (need confirmation!). Returned damage is only dealt to you when you hit a target that has the Damage Reflection attribute.

Another type of damage is Bodypart Damage. It represents the damage you deal to a given bodypart of an enemy when you hit them with any attack. Bodypart Damage isn't visible in the Combat Log, but when you deal enough Bodypart Damage to an arm, leg, torso or the head, the target receives an Injury for the specific bodypart. Receiving an injury is visible in the Combat Log. Injuries do not deal direct damage to enemy HP, but instead reduce their combat effectiveness. Further damage dealt to an injured bodypart can cause Bleeding, which makes Bodypart Damage a very powerful attribute.
Curse

*This **disambiguation** page lists articles associated with the same title. If an internal link referred you here, you may wish to change the link to point directly to the intended article.*

**Curse** may refer to:

* Curse, a skill used by enemies.
	+ Cursed, a status effect applied by that skill.
* Curse of Weakness, a skill used by enemies.
* List of Curses that can be found on cursed items.
Crowns

Crowns  are the currency used in the world of Stoneshard.

* Crowns can be obtained by selling items, completing contracts, from looting chests, graves or sarcophagi, or as drop from enemies, crates and barrels.
* Crowns are stored as 1×1 pile in your inventory. One pile of Crowns can hold up to 100 Crowns.
* If there is an unfilled Purse in your inventory, any Crowns you obtain will be placed into the Purse rather than into a pile of Crowns.
* Crowns are also visible as piles in the merchant inventories. If any merchant runs out of Crowns, he won't purchase any goods from you until he has enough Crowns.
Combat Mastery (skill tree)

This page shows all Combat Mastery Skills.

Combat Mastery skills do not scale with Attributes or Equipment, although their Energy cost and Cooldowns Duration are still affected by Willpower and other global modifiers.

Arna and Jorgrim both start with all Combat Mastery skills that would normally require a Tier I Treatise already unlocked.

## Treatise List:

**Treatise I:**

Seize the Initiative

Offensive Tactic

Defensive Tactic

**Treatise II:**

Armor Crusher

Stance Training

Setup

**Treatise III:**

War Cry

Thirst for Battle

Intimidation

Opportune Moment

**Treatise IV:**

Against the Odds

Finisher

Final Push

Right on Target

*Page last edited during patch:* 0.6.1.10
Cook

*This article is a stub. You can help Stoneshard Wiki by expanding it.*

**Cook** is a dwarf from Aldor (as opposed to the native dwarven mountainlands). He is a passionate chef. He worked as a sea merchant for some years before returning to his life as a cook. He had a failed attempt to open a tavern. He prefers to keep his past unknown.
Combat Mastery Treatise IV

## Effect

Teaches :

* Against the Odds
* Finisher
* Final Push
* Right on Target

## Acquired From

* Sometimes sold by Gerlot, merchant in Mannshire.
* Sometimes sold by Bert, merchant in Osbrook.

* Bookshelves

## Book content

( . . . )

Other than horse archers and the ever-present threat of ambushes, the Maafian Empire has prepared yet another nasty surprise for us. Akin to venomous beasts which crawl into tents of careless soldiers, Maafian assassins prey on careless commanders.

Locals call these thugs Shadows, the name perfectly reflecting their dastardly nature. Just like shadows they stalk their targets - high-ranking military leaders and garrison commanders.

Shadows strike only upon gathering full information about their target's routine. Unlike common spies and assassins who are fond of poisons and crossbows, Maafian Shadows always get close and personal.

More often than not they disguise themselves as commoners or merchants in order to attack in the middle of a busy street. Once they get close to their victim, they kill it with a single well-placed strike and then disappear in the resulting commotion. The only protection against such tactics is a sizable escort and the utmost vigilance.

Even if discovered in time, Shadows remain extremely dangerous. They charge towards their target, attempting to fight their way through the guards quickly disposing of the unwary in a whirlwind of steel and magic. Even when mortally wounded, they sometimes manage to reach their mark and, upon murdering it, proceed sowing death among the remaining retinue...

( . . . )

## See also

* Treatises
* Combat Mastery Treatise I
* Combat Mastery Treatise II
* Combat Mastery Treatise III
Caravan & Followers

Caravan is a feature that will be added in the next big update City of Gold. See Development roadmap and have a look at the planned updates.

## The Caravan

In the current game version, the first Caravan cart can be obtained in Osbrook after you complete three contracts, which is also part of the main quest: Gathering the Caravan. After you obtain the first Caravan cart, Verren acts as the driver and allows quick transportation between Osbrook and Mannshire.

## City of Gold

There were several features hinted as possible new additions for the updated Caravan system:

* Ability to quickly traverse the new World Map that will be added with the City of Gold update
* Ability to use Caravan as a "mobile home", offering a saving point in the wilderness
* Ability to hire certain trainers and take them with you as followers
* Ability to store items in the Caravan
* Ability to (somehow) upgrade your Caravan

## Trivia

* Formerly the Caravan was called Caravan of Companions.
* It is assumed that the player leads the Caravan in Stoneshard instead of Verren.

*Page last edited during patch:* 0.6.1.10
Combat mechanics

**Knock back:**

Knock back can cause the victim to stun if the tile behind them is occupied.This mechanic works even if the tile is occupied by character or mob, but the only one that has been knocked back is subjected to stun while the other taken additional damage.

Knock back can be resisted with %knockback resistance
Combat Mastery Treatise III

## Effect

Teaches :

* Thirst for Battle
* War Cry
* Intimidation
* Opportune Moment

## Acquired From

* Sometimes sold by Gerlot, merchant in Mannshire.
* Sometimes sold by Bert, merchant in Osbrook.
* Always sold by Unar, scribe in Mannshire.

* Bookshelves

## Book content

( . . . )

Despite what many Aldorians tend to believe, the unbridled nature of dwarves and their remarkable resilience on the battlefield don't really stem from their love for mushroom infusions and mead (even though there's a grain of truth to it).

Many humans are openly wary of having any dealings with the dwarves. The exception is some particularly avaricious merchants who are willing to travel to Fjall in hopes of getting rich.. Upon returning from the seaside settlements of the Ska'ar clan, they usually share tales about sea leviathans before eventually mentioning peculiar dwarven customs.

All dwarves, be it whalers or berserkers, live by a simple principle - "all or nothing". Freedom or death, wealth or ruin, glory or dishonor... Their distaste for compromises comes with mother's milk, and once combined with a cult of weaponry and warfare, makes Fjall rather troublesome for its more civilized neighbors.

When dwarves loot and raid, they do it with bestial greed. When they protect their homes - it's bestial fury. This primal savagery unsettles even the seasoned veterans, and only a well organized line of defense can stand up against the dwarven onslaught.

Fully aware of the aforementioned fact, the dwarves tend to attack only when they know that their victim can't offer much resistance. For instance, when a neighboring country is weakened by war and can no longer afford the necessary number of patrols.

( . . . )

## See also

* Treatises
* Combat Mastery Treatise I
* Combat Mastery Treatise II
* Combat Mastery Treatise IV
Cut Through

*This article is a stub. You can help Stoneshard Wiki by expanding it.*

~~This skill is currently bugged, damage increase is not as mentioned in the tooltip, but:
+ [ 0.75\*STR + 0.25\*AGI + 0.25\*AGI ] % Damage - basic
+ [ 0.75\*STR ] % Damage - bonus, for Injured targets~~
Fixed in **Bold Thrower Update**
https://stoneshard.gamepedia.com/Development\_roadmap
Chapel (Mannshire)

## Chapel

Located at the center of Mannshire. The chapel is run by a priest named Josh. Just outside of the chapel a well can be found. Inside the chapel is a permanent Shrine. During daylight hours, Josh will be found here.

## Josh

A priest of Mannshire. Josh sells medicine (typically surgeon's kits, ether inhalers, splints, healing salve, bandages and antitoxin), and scrolls (typically enchantment, disenchantment and identify).

* Medicine
* Scrolls

Josh is also knowledgable with staves and will offer a beginner lesson in Staffs for 250 crowns.
Damage Types

Damage represents the amount of harm your Weapons and Skills deal to your enemies. Direct damage is dealt directly to an enemy's HP, this is always visible in the Combat Log.

### Melee & Ranged Damage

Melee & Ranged Damage is dependent on your equipped weapon's base damage and your damage stats: Weapon Damage, Main Hand Damage, Off-Hand Damage and Crit Efficiency. Strength increases your Weapon Damage only in Hand to Hand combat and Perception increases your Weapon Damage when shooting Bows and Crossbows. Finally, both active and passive abilities can also increase your damage, like Blade Maintenance.

### Elemental & Magic Damage

Abilities from the sorcery trees (for example Pyromancy) and some abilities that aren't sorceries (for example War Cry) do not rely on your equipped weapon. Instead, they always have their damage listed in the ability itself. Damage of these abilities and any Magic or Nature damage on weapons (like Wizard Staff) is increased by your Magic Power and your Crit Efficiency. In case of sorceries, damage is also increased by the respective sorcery power (for example Pyromantic Power).

### Damage Types

The damage types are as follows:

* Physical damage can be reduced by using items with Protection.
* Physical, Magical and Nature damage types can be further reduced by having the appropriate **Resistances**. For example, if you equip items with Physical Resistance %, it will work against all these damage types: Slashing, Crushing, Piercing and Rending.

See Combat\_Formulas#Defending for more in-depth explanation.

### Damage over Time effects

Damage over time effects (DoTs) are a group of Status Effects (Bleeding, Burning, Poisoned, ..) that deal damage every turn until removed. DoTs usually last only for a few turns and might dissipate on their own. Known DoT effects:

* Using Physical attacks can inflict Bleeding depending on your Bleed Chance stat. Attacking targets with Injuries can also cause Bleeding, regardless of your Bleed Chance.
* Pyromancies and stepping into burning tiles can ignite both enemies and yourself and inflict Burning.
* Getting hit by the Forest Snake or eating the Death Cap will inflict Poisoning.

### Other Damage Types

A special type of damage is Returned damage. Returned damage has no damage type and ignores Protection (need confirmation!). Returned damage is only dealt to you when you hit a target that has the Damage Reflection attribute.

Another type of damage is Bodypart Damage. It represents the damage you deal to a given bodypart of an enemy when you hit them with any attack. Bodypart Damage isn't visible in the Combat Log, but when you deal enough Bodypart Damage to an arm, leg, torso or the head, the target receives an Injury for the specific bodypart. Receiving an injury is visible in the Combat Log. Injuries do not deal direct damage to enemy HP, but instead reduce their combat effectiveness. Further damage dealt to an injured bodypart can cause Bleeding, which makes Bodypart Damage a very powerful attribute.

*Page last edited during patch:* 0.6.1.10
Crafting

**Crafting** is the act of creating items from ingredients, materials or other items. Consumable Crafting is one of the crafting methods mentioned in the Development roadmap that will be added in the future updates. No specific information about crafting has been released yet.

## See Also

* Cooking
* Skinning
* Alchemy

*Page last edited during patch:* 0.6.1.10
Dirwin

*This article is a stub. You can help Stoneshard Wiki by expanding it.*

**Dirwin** the Woodward is one of the playable characters in the Adventure Mode.

## Story

Dirwin spent most of his life in loyal service to the late king, relentlessly patrolling the hunting grounds of his Majesty. He had great aim, knew the forest as the back of his hand and very few poachers, orcs and monsters survived their encounter with the royal ranger. Over his years of service, Dirwin eradicated countless dangers lurking in the woods, making one notch after another on his bow.

After King Etbert's death, the Royal Rangers disobeyed the Council's orders and refused to participate in the fratricidal war. As a punishment, the unit was disbanded, so Dirwin took his weapons and headed back into the woods.

During the war he continued to do what he always did: fulfill contracts and bounties, hunt dangerous monsters and help peasants. Common folks rightfully consider him their stalwart protector.

## Affinity

Daggers

Staffs

Ranged Weapons

Axes

Athletics

Two-Handed Axes

## Starting equipment

* Apprentice Cowl
* Dirwin's Vest
* Dirwin's Bow
* Leaf-Shaped Arrows (x20)
* Short Dagger
* Worn Cloak
* Leather Belt
* Travelling Shoes

## Starting inventory

* Lockpicks
* Healing Salve
* Bandage
* Bread (x2)
* Waterskin
* Purse
* Crowns (x350)
Dual Wielding Treatise III

## Effect

Teaches :

* Whirlwind
* Unstoppable
* Dying Fervor

## Acquired From

* Sometimes sold by Gerlot, merchant in Mannshire.
* Sometimes sold by Bert, merchant in Osbrook.
* Always sold by Unar, scribe in Mannshire.

## Book content

( . . . )

... I'm obviously aware of the existence of dwarven berserkers, elven dervishes, and the duelists from the Bronze Isles who prefer fighting with two blades instead of one. I even had a pleasure to personally meet one of them. Unfortunately, my memory isn't what it used to be, so I can't recall the name of that noble warrior. An old friend of my late tutor, he left the Bronze Isles just before it cut all ties with the outside world.

After losing his homeland, he decided to make a living by teaching youngsters like me swordsmanship. I was rather fortunate to get a couple lessons from him back in the day. He preferred to teach a bunch of students at the same time, sparring with five or six opponents simultaneously. It goes without saying, he gave us quite a thrashing - it felt as if his blades had a mind of their own, striking at every direction at once.

But what did it cost him? Years upon years of grueling practice, starting from early childhood and throughout his entire life, day after day... For this very reason I don't take dual wielding seriously. Even to an experienced fencer a buckler is a hundredfold more useful than a second blade. Unless you actually know what you're doing, dual wielding will only result in your quick demise...

## See also

* Treatises
* Dual Wielding Treatise I
* Dual Wielding Treatise II