Stoneshard Skills Guide

Being a turn-based RPG, Stoneshard offers players diversity in combat and character builds. This Stoneshard Skills guide will focus on creating your characters and how you can change their actions in combat of the game as they level up.

Stoneshard Skills

In Stoneshard, you earn 1 skill point (SP) per level. Each skill point allows you to unlock a new skill.

Each skill you unlock has two states, an active and a passive. The active of a skill need to be matched down to the hot bar to be used.

Active of the skill costs mana and gives you a buff. The buffs will run out so you will have to time your attacks correctly.

The passive is different for every skill just like the active, the passive can give you a bonus like a 100% critical on unaware enemies and some even an extra stat bonus like +3 mana.  In this guide, we will explain all the skills.

Weapon Mastery

These skills require certain item to work and have cooldowns.

Tier 1 Sword
This skill requires one-handed sword.

Active: Chopping Cleave: Deals damage to all enemies in melee zone in front of you. 100% chance to cause bleeding for 3-4 turns. (Damage: 57%).

Type: Target area, Range: 1, Cooldown: 6 turns and Cast time: 1 turn.

Passive: Blade Care: Swords lose durability 50% slower. Accuracy +1.

Tier 1 Axe
This skill requires an axe.

Active: Interrupting Lunge: Interrupts spells and silences the target for three turns. 50% chance to stun for 1 turn (Damage: 57%)

Type: Target object, Range: 1, Cooldown: 6 turns and Cast time: 1 turn.

Passive: Sharp Edge: Axe critical attack inflicts bleeding for 4 turns . +15% Critical damage.

Tier 1 Maces
This skill requires mace.

Active: Knockout: 125% chance to stun the target for 2 turns (Damage: 32%).

Type: Target object, Range: 1, Cooldown: 10 turns and Cast time: 1 turn.

Passive: Staggering Blows: Each mace attack has 8% chance to stun target for 2 turns. Accuracy +1.

Tier 1 Daggers
This skill requires daggers.

Active: Hamstring: Deals damage and inflicts severe injury on the target’s legs (Damage: 57%).

Type: Target object, Range: 1, Cooldown: 6 turns and Cast time: 1 turn.

Passive: Skilled Strikes: Dagger criticals gain 75% armour piercing. Critical chance +1%.

Tier 1 Greatswords
This skill requires Greatsword.

Active: Heroic Dash: Dashes to the target and deals damage. Gain increased 10% weapon damage and 1.5% critical chance for each tile crossed.

Type: Target object, Range: 5, Cooldown: 20 turns and Cast time: 1 turn.

Passive: Sinister Strike: Sword criticals gain 25% armour piercing. +3% Weapon damage.

Tier 1 Bows
This skill requires a bow and arrows.

Active: Powershot: Shoot the selected target with 50% increased range. Gain 6% weapon damage and +10% armor piercing for each tile crossed by the Arrow.

Type: Target tile Range: 1, Cooldown: 15 turns and Cast time: 1 turn.

Passive: Arrow Recovery: 10% chance not to consume an arrow upon shot.

Tier 1 Shields
This skill requires a shield.

Active: Shield Up: Gain 50% increased block chance, -25% damage received and -30% evasion for 3 turns.

Type: No Target Range: 1, Cooldown: 15 turns and Cast time: 1 turn.

Passive: Not Today: Taking fatal damage has 20% chance to restore 10% health and activate shield up. +1% block chance.

Utility Skills

Utility skills require certain items to work and have long cooldowns.

Tier 1 Class Skill
This skill is free.

Active: Against the Odds: Your health can’t drop below 30%, you gain 30% increased weapon damage returned for 4 turns.

Type: No Target, Cooldown: 90 turns and Cast time: 1 turn.

Passive: Showdown: Increased 15% weapon damage and 2,5% critical chance when attacking lone enemy in line of sight.

Tier 1 Armor
Active: Emergency Repair: Restores 20% durability to the selected equipment piece.

Type: Target Object, Cooldown: 124 turns and Cast time: 1 turn.

Passive: Equipment Care: 20% Decreased wearout rate for all equipment. +1 savvy.

Tier 1 Dual Wielding
Active: Consecutive Blows: Deals three attacks in 1 turn with 25% decreased weapon damage, +-26 accuracy and +5% fumble chance.

Type: Target Object, Range: 1, Cooldown: 20 turns and Cast time: 1 turn.

Passive: Dual Weapon Practice: Decreases dual wielding penalty. +2 Finesse.

Tier 1 Sabotage
Active: Takedown: Puts target a sleep for 5 turns, enemy becomes unaware. Or puts target a sleep for 20 turns if it already was unaware.

Type: Target Object, Range: 1, Cooldown: 30 turns and Cast time: 1 turn.

Passive: Silent Steps: 25% decreased noise production. 15% Increased base trap avoid chance. +4 stealth.

Tier 1 Basic Skill
Active: Search Surrounding: Helps spot hidden traps and secrets.

Type: No Target, Cooldown: none Cast time: 1 Turn

Passive: Sudden Attack: Successful hits against unaware targets always deal critical damage.

Tier 1 Medicine
Active: Cauterize Wounds

Type: No target and Cast time: 1 turn.

Passive: Anatomy Studies: You can see the amount of turns left for stabilized injuries to heal. +2% Critical chance.

Sorcery Tricks

Sorcery tricks’ active skills cost mana but don’t have a cooldown period.

Tier 1 Pyromancy
Active: Flameware: Deals fire damage to all tagets in the affect area.

Type: Target area, Range: 2, Mana: 12 and Cast time: 1 turn.

Passive: Overheat: 15% chance to ignite an enemy for 5 turns after casting any Pyromantic spell. +1 mana regeneration.

Tier 1 Electromancy
Active: Flameware: Deals fire damage to all tagets in the affect area.

Type: No Target, Mana: 12 and Cast time: 1 turn.

Passive: Electric Potential: 3% Spell power increase for every 10% of your current mana pool. +2 Mana