
r/stoneshard

Utility Skill Tierlist by u/Er4din
This tierlist was created by Slim Java, posted on Discord.
I am the one who arranged this screenshot.
The placements are determined by my 1000 hours of gameplay and buildcrafting experience, in the context of builds that aim to comfortably clear all game content by level 24, without repeating any dungeons, or otherwise grinding for gold and exp.
Skills within the same tier are NOT ordered relative to each other.
When ranking each individual skill, i consider only the skill itself, and what it offers. I do not consider the cost associated with unlocking the skill, such as the need to take mediocre skills earlier in the tree, or vice versa.
Disclaimer: All skills provide a net benefit to the character, but every skill has an opportunity cost, which is the value that you miss out on by not taking something better, or more immediately helpful. No skill is bad, but there are many which rarely make the cut on optimised builds. Whenever i talk about a skill being "worth" taking, im referring to its opportunity cost.
Tier definitions are as follows:
- Powerspike: Transformative skills, often allowing a build to break into the next tier of content. Many builds plan their skill order and stat allocation around picking these skills as early as possible.
- Versatile and Helpful: Skills that provide a great amount of value for the builds where it makes even the slightest sense to take them. Many of these skills enable builds to overcome common problems faced in combat.
- Easy Pick: Good skills that help improve the primary gameplan on the builds that make use of them. They are not as gamechanging as the skills in higher tiers, but you never feel bad when taking any of these.
- Build Dependent: Situational skills, which are only worth taking on certain builds, and not on others. They can be good on builds where they make sense, but its worth pausing to ask yourself if you really need this.
- Hard to Justify: These are skills whose opportunity cost is very high for the benefit that they provide, such that they rarely make the cut even on builds that could otherwise use them. I would hesitate to take these skills as part of my core 24 levels, and if I do, its likely because they are a prerequisite to something more important.
Tierlist Link:
https://tiermaker.com/create/stoneshard-abilities-946-19449517
Full list of skills in every tier is in the comments.
I MAXED OUT THE SURVIVAL SKILL TREE AT LVL 10! its so comfy to play as dirwin
Gunda the wine seller in mannshire is the elders wife or something?
I came in the elders house about 4 to 5am to get my money from a contract when i see her leaving and outside she is screaming to sell wine.
what other things you guys found about the people of aldor??
That's it for the main story?
Hey guys!
First run, level 19, Arna Sword and Board, block build, mix of heavy/meidum armor T3/T4. I will try my first T5 dungeon , Old Castle(i will die a lot).
I did pick contracts in all villages like Verren told me to do.
Is that is for the main story atm?
Are there any plans for a different game mode?
Are there any plans to introduce a game mode more akin to the prologue?
When I first started playing this game I was under the impression that it was going to be a roguelike experience more akin to the modern conception of the genre (think hades or slay the spire, but with no meta-progression, hence the roguelike and not roguelite).
Instead after the prologue I got served an open world rpg that shares with the original Rogue the combat and the procedurally generated aspect of the map and dungeons but not the permadeath and run length elements.
Admittedly I'm still loving it but I can't help but wonder how would a game mode with shorter runs, faster character progression, and the classic act/floor structure would be. I'd probably play the fuck out of that tbh.
As it stands i'll probably only ever play 2 runs of this game, the one I'm currently doing and one when the game is actually finished. The amount of time invested in each run is too much to start a new run just to play around with different builds imho.
Playing Dirwin and sling hunting for money and getting the stat points, while raising survival and living healthy via foraging is such a good slinger fantasy.
So, how are mage builds *actually* supposed to work/build?
Back when i first got this game i went for the sorceress, tried a pyromancy build and found the loop of 'cast fire missiles, run away from everything until its off cooldown, repeat' to be.. kinda mid? got to the second town but i dont remember much else for it as i eventually dropped it for a melee build that was alot more straightforward and fun.
I can only imagine i was doing soomething wrong but, what? trying to maintain a primarily pyromancy based build, though not against dipping into other trees.
Perception Heavy Armour 2-H Mace
Hey team. I'm thinking about starting a heavy armour 2h Mace build with limited vitality investiture. Have picked leothenes and plan to invest in utility pretty heavily to capitalise on his trait. I'm thinking I'll end up with 15 vit, and put all of the rest into perception for reduced fumble n boosted crit chance. As we know, 2h Mace lives and dies by fumble chance (if you are aiming to use the Flail weapon class). What do we think? Could this be an effective strategy? I'm thinking of almost completing armoured combat, left side of athletics and maybe a dip into geo for stone armor and runic boulder. The rest will go into right side survival and 2h Mace skills. Let me know!
Build to Unlock Every Mastery Achievement in a Single Playthrough
I've been testing a build to unlock every mastery achievement in Stoneshard (21 achievements total) in a single playthrough. I used Jorgrim with a Dual Wielding (Sword/Dagger) build, light armor, and intentionally saved 14 skill points from level 16 to 30. You can see the skills and gear I used in the images.
How to do it:
- Level 1–16: Play normally and spend your skill points wisely.
- Level 16–30: Stop spending skill points completely and save every point until level 30. Clear only Tier 3 and Tier 4 dungeons while leveling up to level 30. By then, you should have 14 saved skill points.
Once you have all 14 points, you can spend them to unlock a mastery achievement. After unlocking it, simply reload your save to get the skill points back, then repeat the process for the remaining mastery achievements.
For now, I call this the "14 Point Run" since saving 14 skill points is required to unlock every mastery achievement in a single run. The build was still strong enough to defeat both >!the Troll!< and >!the Manticore!<.
I also made a video about the run if anyone wants to check it out:
https://www.youtube.com/watch?v=xm-Obx-6d-w
What do you think? Has anyone found a better build or a better way to unlock all mastery achievements?
How to deal with axe enemies?
I usually run heavy or medium armor, but I've been thinking about giving light armor sword and board build a shot, but I feel like any axe enemies are going to destroy me since axes are a counter to shields.
New teaser!
Seen this today. Looks like holy magic but let's be honest, it's probably just the new wand tree. Hope this means the update isn't far off.
Wand skill tree theorycrafting here
My theory like this with some of the active are either shooting magic bullet with spell an buffing magic output.
I branch the skill tree to be 3 paths:
- Path to hybrid the wand skill tree with spell tree. This probably like pew pew wands with whatever spell tree you use. Like cast Jolt, then your pew pew can contain shock.
- Wand focus path, this is like the usual weapon trees, who have stance, and passives/actives that increase the output damage from the wand.
- Passive path. My theory the 3rd path can be used by build that focus more on other skill/spell tree, so the wand investment is only for the passive only. It might be melee build, but imo wand should not have huge melee capabilities or it will overshadow staff.
For the skills theory I can say that 2 of the active skills will shoot something from the wand. One probably a stance, and one is AoE either damage AoE or self-buff AoE. For the passives I'm still writing in a blank because it has image but I don't know the true mechanic of the wand, what is their specialty, what is the crit/miracle effect, so I cannot tell much than random guessing that will either buff the wand output or debuffing the enemy for the wand damage/spell tree damage.
Tell me your prediction while waiting for any news and new teaser for upcoming update.
Build guide Arna Sword & Shield the Libra
1. Introduction
This is a full level 30 Sword & Shield Arna. suitable for beginner to give it a try and permadeath.
Like Libra's symbol scale, the Build highly focus on high block , counter dodge and protection with a very highly customized gear option from light to heavy , from head to toe. solely depending how you balance the scale. you can have a balanced scale or topple the scale to one end with how much weight(protection) you put in or take out.
Arna was chosen for her ideal starting equip and stats + skill tree starts to give us a very advantageous early game. her heroism and second wind is the strongest in the game.
we will be wearing medium for leveling for T2 and T3 and start to do armor mix conversion from T4 onwards and full libra custom once unlock T5
the whole build guide will based on heavy gear setup with dodge centric as the primary / benchmark for comparison with other scaling
guide will use this as primary loadout
Objective:
Objective is to capitalize all our resources fully , taking our time and explore poi and Aldor. lowering our variance and raising our odds and still have some challenge with the content at respective level range for beginner and perma run.
Skill Tree and Stats
Final Stats : 20Str 20Agi 10Per 20Vit 10Wil
3 point(+boulder) either in Per to wear hermit ring, str for more block or Wil for cdr and abilities cost reduction
STI VS Breakthrough
Seize the Initiative (STI) was chosen due to strong early game and still useful in late game.
break through is a very strong skill and help to cycle the shield skill and debuff enemy. however whats suppose to be the advantage become disadvantage and hurt your action economy. your shield skill cd is so fast that its unnecessarily , keep pressing shield skill will hurt your action economy you should use sword skill to stack stance which is much stronger. causing poor action turn.
sudden lunge 2cd is more than enough for the whole build.
passive after level 26 is pure optional you may pick whatever you like opportune moment is not needed for the build its purely to pair with peak performance to ensure and keep the energy always above 50%.
skill order are taken in such order that the recommendation to attempt for Dungeon tier as below:
T1 to T2 under Level 10
T3 Level 13
T4 Level 18
T5 Level 25+ onwards + fully T5 Geared
we will not do it at the game recommended level to put ourself in a more advantageous position.
Notes:
a. Shield Choices
any light shield with counter chance until late game when we go full libra you may pick any light shield of your liking
b. Sword Choice
we will use sword that give accuracy, counter and block chance + power from t3 like norse blade and t4 like skonfert. T5 we will use knight blade
2.Strength
a. High Survivability
b. Very strong Combo of offense and defense
c. High counter block and dodge
d. Low to none fatigue
e. Low ability cost
f. multiple layer of defense from dodge block ,protection and skills
3.Weakness
a. require practice to bring out the potential
b. may not be the best build when compare to niche dodge or block build variant.
4. Early game lvl 1 to 10
Stats allocated Agi to 15 then Vit to 20
a.highly recommend to visit a few bandit camp and do the carpenter plane quest for the initial fund and level before going to first dungeon for set up.
b.always carry net and smoke bomb from game start , net can be bought from tailor shop and smoke bomb from Drunkman inn. both item can be bought from merchant.
c.athletics can be learn from bran or buy the treatise at level 1 of the manshire castle.
d. by level 10 you will have a a very balanced of attacks , utility and defense skills.
fumble and accuracy should be in good shape with the help of early agi investment and set up from warfare. use fumble rings and belt if you need further reduction
5. Mid game Lvl 10 to 20
stats allocate Vit to 20 then Str to 15 then Agi to 20
a. once T3 unlock wear wanderer cloak for more fatigue resist + make a halt you should not have any fatigue issue at all.
optional: you may use heavy gear for T3 and T4 as we have surplus energy however i feel medium is more than enough.
b. dash + ever vigilant+ elusive by lvl 13 for T3 and stance + on rush and BFI at lv 18 for T4.
c. you should not have energy issue with Embodiments of Resilience and low energy cost of sword , wear pagan amulet if you need more.
d. we will do heavy gear conversion for head starting T4 and the rest will remain medium , self repair with custom adjustment by lvl 21 is to start and assist with the conversion for heavy in T5.
e. Choose pagan amulet for matter of faith quest, very helpful for manticore fight. you may take the blessing buff instead if you feel confident.
T3 Gear Sample
T4 Gear Sample
T4 Sample , take note glove and boot is T3, use T4 medium or heavy if you wish.
6. Late Game Lv 20 to 30
Stats allocate Agi to 20 then Str to 20 , last 3 point(+ boulder) to per(hermit) , str(blk) or wil(more cdr)
we will do our actual T5 Libra custom once T5 unlock I will use the heavy gear dodge centric version for the guide. change your gear to T5 Heavy for chest use knight brigandine or elven.
a. always try to layer elusive with hold the line and stance
b. recommend to do T5 after level 25+ with T5 Gear i did my first T5 at Lv 23
c. farm T4 and T3 for $$$ to buy T5 Gear
d. use sudden lunge to cd your skill or as opener for mage.
f. simple rotation: start with stance , hold the line elusive and raise shield as prebuff and do your thing. you can open with sudden or press all your sword skill then sudden and all your skill will be active again.
Note: No time to Linger Passive give 4% to fumble reduction and Accuracy so technically we have over 100% acc and 0 fumble.
done falcon at lvl 23 with heavy
7.Gear Selection
this is the fun part once T5 unlock, you can go light and any unique meidum heavy found can be use too instead of a waste unique. we mainly scale protection for more dodge counter /block or both or vice versa.
the whole buide guide will based on heavy gear setup with dodge centric as the primary / benchmark for comparison with other scaling
Weapon: Knight blade
Shield: Any light shield, I prefer shield with counter like maaf and aristocat.
Armor : elven brigandine
Helmet: gryphon sallet or pig faced. any heavy with less than -5% acc
Glove : knight gauntlet
Boots : noble or aldwyn
Belt : Aristocat belt for the CDR and dodge or knight belt for block
Cape: Nistrian, high physical resist with -3% dmg taken or Jibean for counter and crit
Amulet: Sliver Ruby
rings : 2x sliver ruby or swap 1 for hermit ring if you have put the last 3 point in per
banner: Steed banner , you can swim over naked to the island when you have 14 to 15 vit
training: endurance
T5 Gear Sample
offense stats when buff with hold the line stance and elusive + raise shield
defense stats with the same buff
i have base 8% dodge with this heavy set up
other variation that we change boots and chest belt cape or shield
more block centric heavy gear set up
we scale protection for more blk and dodge by going medium chest and boots
we exchange even more by going light
a. counter will always be in high 80 to 100% no matter what we scale after buff,100% crit avoidance in heavy gear set up something that is very powerful. Can go to almost 100% dodge if go full light libra. Blk recovery rate of 45 to 55% is ensued.
b. highly recommend to keep helm and glove heavy as they bring immerse value however you may still change it besides, i don't find any good alternatives.
c. above is some example or my fav. this is not fully scale of what libra build is capable of. its up to individual to test for min maxing. personally anything more is just cherry on top.
d. this is a full level 30 build that is suitable for perma run and beginner friendly. we take things slow, safety first. this is not a push or normal build like many of my other build. you may attempt the dungeon at lower level at your own risk.
f. make a halt and STI is crucial to make the whole build smooth. you may opt for other option like breakthrough. if you wish to scrap it for more customize.
8.Gameplay footage for how its like in end game to see if you like it
currently overseas T5 gameplay will only be upload after 20 June
https://youtube.com/playlist?list=PL-OA4QuWN3V84Hgsuw5Q3077WLcnqb0bU&si=zmxzCJaWNCS3-ujK
HAHAHAHAHAH YESSSS holy crap this is peak fantasy, throwing lead missiles against mythical beasts with slings until they fall in a hour long battle
I love the duality of this game
in this moment is my cozy game and my hardcore game at the same time.
if you like being a mercenary in a cruel world, get jumped at night by a fantasy beast or a pack of wolfs or bandits, or you like to cook food that looks good and tasty, enjoy a rainy day near the beach, this game is amazing i just wish it had a bigger map and all the factions.
Ability Advice
How should I allocate my stat points for a heavy armor, sword, and shield build?
I know I should prioritize vitality to tank hits but I'm not sure if I should take it all the way to 30. What are yalls thoughts on this kind of build?
Is it better to have a cape or backpack
Optimally which would you say is better, I always wore a cape when doing my playthroughs and never really used the backpacks, was wondering if I was just making it harder for myself due to the missed loot I had to leave, thoughts?
Change to threshold? Opinion on rule of 4
I gave stat thresholds some thought.
tldr: Thresholds on 4 instead 5 might be way better and feel less wasteful.
Would it be better if we do not get big payouts at 15,20,25,30, but instead 20% weaker payouts at 14,18,22,26,30?
So for example:
Instead of 4 times 5%dodge,2,5%HandEff,7,5%MoveRes,
you would get 5 times 4%dodge,2%HandEff,6&MoveRes
The total if someone wants to max a stat would stay the same. Since we get a total of 33 stat points (3 at the start, 29 from levels, one secret) it would feel way less bad to always loose the 3 points. Imo wasting a single point instead would not feel that bad.
Some get extra stat points:
Velmir: 4, so 37 in total. He would have 1 left (currently 2).
Jorgrim: 5, so 38 in total. He would have 2 left (currently 3).
Dirwin: 3, so 36 in total. He would hit a threshold (currently left with 1)
The rest: 33 in total. They would have 1 left (currently 3)
So on the threshold power scale Arna,Jonna,Mahir,Leo,Hilda currently hit 6 thresholds -> with this change 6,4 (8*0.8)
Thus Velmir,Jorgrim,Dirwin currently hit 7 thresholds -> with this change 7,2 (9*0.8)
Cons:
-Less intuitive: counting in steps of 5 is easier, thus more intuitive.
-Breaks the base stats a bit: Since we start with 10 in each stat we never have number dividable by 4, but always odd ones at thresholds
-More implementation: It might be just a tiny change, but defs would have to argue about it and use time to implement. I am not the biggest fan of wasting their time on minor tweaks
Pros:
-Would give stats more power spikes
-Would waste less points for every single merc
-More tweakablity and variety
-Would imo feel better
Neutral/flavour:
-secret point a bit wasted: It would lower the incentive to find the secret point, since Velmir,Arna,Jonna,Mahir,Leo,Hilda on max level exactly reach a threshold without the secret
-It would be a bit stronger since we reach power spikes earlier and have in sum more power from thresholds
Thank you for coming to my stat talk.
What do you guys think?