Stoneshard Wiki

Mechanics

Browse game mechanics, their conditions and interactions.

Contents

Mechanics

Mechanics
NameOverview
Dungeon ConditionsDungeon conditions change environmental risks, enemy abilities or entrance mechanisms during exploration. Find the condition by dungeon type, then check how it applies and its limitations. Conditions are distinct from contract requirements and do not all apply on every visit.
Reputation and trading modifiersEach settlement tracks its own reputation: six tiers affect trade favorability with its merchants, and settlement situations further modify contract reputation gains. This page summarises the verified tier tables and the contract reputation formula, and records unclosed values as gaps.
Tasks and contractsTasks and contracts are different kinds of commissions: contracts revolve around dungeon objectives and conditions, while tasks are narrative commissions with contacts, stages and outcomes. This page separates them using same-release data and explains contract condition selection, situation modifiers and common entry points.
Item pricing and supply/demandBuying and selling prices stack several verified inputs: a person's own base markup and buying demand, per-category supply/demand values, settlement trade favorability, and in some people, personal quest price modifiers. This page explains the composition and the bucket accounting; use the trading tool to compare final prices.
Stolen goods and buying thresholdsSame-release trading profiles fix two buying boundaries: every documented merchant refuses stolen goods, and each person sets a durability threshold (mostly 50%, with a few at 25% or 100%). This page summarises the rules and records what remains unverified.
Terrain and roadsThe world map is a layered base: landforms, woodland, mountains and water form the environment, with roads and markers on top. Read the layers first, then plan travel against the road connections; individual road bends and the terrain of a fresh save differ.
Wilderness · In developmentThis page is being revised with practical rules, values and guidance. It will reopen after content review.
Map discovery · In developmentThis page is being revised with practical rules, values and guidance. It will reopen after content review.
Rest and savingSleeping is the verified save touchpoint: interacting with a bed runs four checks first - an unpaid room fee, guards looking for you, enemies nearby, deadly effects - and only when none of them applies does the duration panel open, where confirming sleep follows the default sleep-and-save flow. At the shortest, 0-hour setting the confirm button becomes "REST", which still saves the game without advancing time. This page quotes the same-release official "Save System" tutorial verbatim and covers the sleeping places it names, how recovery differs between them, the bedroll rules and the save model; campfires are not save points.
Rest Mode · In developmentThis page is being revised with practical rules, values and guidance. It will reopen after content review.
Hunger and Thirst · In developmentThis page is being revised with practical rules, values and guidance. It will reopen after content review.
Pain and IntoxicationDamage and injuries cause pain, weakening healing and combat. Some pain relief also increases intoxication. Pain relief, stabilising injuries, lowering intoxication and restoring Health address different problems and cannot replace one another.
Helmet VisorsA visor is a switchable state on some heavy helmets. Raising it lowers the helmet's Protection but reduces the penalties to Vision, Accuracy and Energy Restoration; lowering it does the opposite. This page explains when the switch is available and where to use it before laying out the two trade-offs.
Locks and LockpickingWhen a door, chest or other object is locked, check which route its context menu offers: a fitting key, lockpicks or a crowbar. The lockpick route makes one roll from the character's attributes and the lock level; quest locks and some hard locks do not use the ordinary success chance.
Equipment Weight and Carrying Load · In developmentThis page is being revised with practical rules, values and guidance. It will reopen after content review.
Injuries and Body PartsThe character's body condition is tracked across the head, torso, both hands and both legs. A hit lowers the affected part's condition; entering the minor, moderate or severe range creates the corresponding injury state. Bleeding, stabilising an injury, restoring health and pain are related but separate steps.
Damage and Resistances · In developmentThis page is being revised with practical rules, values and guidance. It will reopen after content review.
Cooking and processingRead the two data layers from the same release separately: the 0.9.4.25 food compendium supplies food entries, processing states and variant classification; recipe definitions supply the recipe-slot and source quick reference. The statistics are not added together, and dish-classified compendium entries are not a recipe count.
Caravan camp and followersYour caravan camp is saved on the global map and can be upgraded; followers offer repair, supply, training and other services. This page explains camp positioning, the upgrade tree, travel modifiers and how followers and loyalty work; use the caravan planner to check exact materials and values per upgrade.
Caravan banner collectionThis page lists the nine banners in the Caravan collection, their confirmed effects and acquisition evidence, while keeping unresolved raising, switching and source details explicit.
Containers and equipment acquisitionContainers, bodies and stands across dungeons share one drop table: each row fixes a location kind, a container kind, a tier, candidate filters (slots, tags, quality, durability) and a chance value. This page explains the table's structure, the probability chain that is closed, and what stays open; per-item sources are listed on equipment detail pages.
Darkness and Lighting · In developmentThis page is being revised with practical rules, values and guidance. It will reopen after content review.
Official Tutorial TipsThe official tutorial tips are collected here verbatim, with Chinese and English side by side and a link from each entry to the matching encyclopedia page. Entries are grouped by theme so they can be read in the order players meet the mechanics. The tips explain intent only; concrete values live in the mechanic articles, which list what is still not closed.
Merchant Stock and RepairsA merchant's shelf is not a permanent list: each person has an assortment and a stock size, the goods of a batch are generated when that person restocks, and the batch only becomes visible when you open the trade window. The trade panel tells you which goods the merchant is interested in, which equipment tiers to expect, and how long until the next restock, while repairs are a separate paid service that only some merchants offer. This page covers stock, restocking and repairs themselves; price composition, reputation tiers, stolen goods rules and caravan upgrades belong to their own articles.
Morale and Sanity · In developmentThis page is being revised with practical rules, values and guidance. It will reopen after content review.
Traps · In developmentThis page is being revised with practical rules, values and guidance. It will reopen after content review.
Crafting recipesThe crafting table defines Basic, Advanced and Other entries. Standard recipes list up to six component slots, output quantity, XP and a source label. This article presents that table with the crafting menu's component-matching rules; special rows without components are not expanded into unverified recipes.
Gathering and materialsGathering turns interactive wild resources and animal corpses into food, pelts and other materials. This article puts the player-facing quantities, conditions and caravan output first, then lists verified examples from the same-release animal objects; the table is not a complete animal catalogue.
Combat formulas · In developmentThis page is being revised with practical rules, values and guidance. It will reopen after content review.
Enemy behaviour · In developmentThis page is being revised with practical rules, values and guidance. It will reopen after content review.
Encounter generationEncounter generation creates target requests for camps, monster sites and hunting grounds, filters candidate tiles and writes map markers during world generation. When candidates are scarce, the generator relaxes some conditions in stages; template selection and map discovery follow separately. This article separates what the generator tries from what a save actually receives.
Experience and progressionCharacter progression records level, experience, stat points and ability points together. The same-release sources confirm that each level grants 1 stat point and 1 ability point, with a level cap of 30. From level 1 onward, each next-level threshold is the current level multiplied by 250; the cumulative totals are listed in the per-level table.
Character TraitsThis page lists the 10 Character Traits in the same-release official skill table and presents each complete effect in a searchable English and Chinese reference. Traits describe a character's long-term starting or growth tendency; a complete same-release source for character backgrounds is still a documented gap.
Crime and punishmentCrime is tracked by faction: the same ledger determines your wanted state, the accumulated fine quoted by guards, and a jail term measured in game days. Paying or accepting jail clears that faction's record, but both paths confiscate anything the game still treats as stolen.
Witnesses and pursuitWitnesses and pursuit describes how a guard moves from a visible event to suspicion, approach and dialogue. The same-release sources confirm the guard trigger conditions, two-stage random checks, stolen-item inspection branch, low-reputation branch, and panic or hostility escalation; the guard's exact vision value, a complete pursuit distance and every case's decay rules are not closed.

References

Game version 0.9.4.25

  1. Official location descriptions and character names
  2. Game world map, location and road rules
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