Stoneshard Wiki

Darkness and Lighting

Este artículo aún no está traducido al idioma elegido. Se muestra el texto en inglés; los nombres oficiales disponibles conservan el idioma seleccionado.

At night or in a dungeon, make staying inside a lit area your first priority: the torch and both lantern descriptions say they illuminate the surroundings within 9 tiles and that light removes darkness penalties. This is the item text's coverage wording, not a claim of a 9-tile radius. A torch occupies one hand, while a candle lantern can hang from the belt; the exact Vision, accuracy, fumble and trap-detection costs of darkness are below.

Contenido

How darkness affects you

Darkness reduces your character's Vision range, leaving them more vulnerable to ambushes and traps.

The darkness effect is active in dungeons or from 22:00 to 06:00. The lighter stage applies outdoors from 22:00–00:00 and 04:00–06:00 and gives -3 Vision; dungeons and 00:00–04:00 use the deeper stage at -6 Vision. A target without night vision enables the attack modifier only in the deeper stage while outside light. A target with night vision avoids the Vision penalty but enables that modifier whenever outside light. The modifier changes the attacker: an attacker without night vision receives -5% Accuracy and +5% Fumble Chance.

The Perception coefficient fed into ordinary trap discovery falls with darkness stage from 0.75 to 0.50 and 0.25, then is divided by distance. At equal Perception and distance, stage one retains two thirds of the no-darkness input and stage two retains one third. This value is input to the random check, not a literal percentage; net traps use a separate formula. See the trap article for rounding and exceptions.

Torch

To drive back the shadows, equip and ignite a torch. Torches can also be ignited and thrown from the inventory to create a stationary light source at a distance.

A torch is useful in combat as well, allowing you to use the "Set Aflame" skill.

A torch occupies one hand and its item description says it illuminates within 9 tiles. It has 50 durability and consumes 0.05 per turn while lit, for 1,000 turns from full; it goes out automatically at zero. Light it just before entering darkness, or ignite and throw it from the inventory to place a stationary source where you expect to fight. This page has not verified whether thrown coverage exactly matches the held-item description.

The combat skill the official English text names, "Set Aflame", does exist in the same-release skill name table: the Chinese hint renders it as 「放火」 while the table's name section gives 「点燃」 for that entry. Both share the same English name and point at one entry. This page verifies the name only and does not restate the skill's effect text or values - those belong to the skill compendium, and per-rank values are not checked here. See documented gaps.

Lantern

Another reliable light source is a Lantern - it can be fastened to the belt through the context menu, freeing your hands for weapons.

The descriptions of both the Candle Lantern and Axonian Lantern say they illuminate within 9 tiles, and they can be ignited only while held or fastened to the belt. A belt lantern still counts as a carried lit source while freeing both hands, making it the practical choice for two-handed weapons or weapon-and-shield setups. Both hold 800 charge and consume 1 per lit turn, giving 800 turns from full.

A full church candle refills the Candle Lantern to 100%, while a candle end restores 20%. The Axonian Lantern regenerates only while unlit, and ordinary turn updates differ from bulk time skips: the first ordinary update immediately restores 1 charge and resets a counter to 3, then another point is restored every fourth update; sleep and other bulk-time updates instead add elapsed turns divided by 3, rounded to the nearest integer. Empty to full through bulk settlement takes 2,400 turns, or 20 in-game hours; this bulk recovery also requires a valid owning container and skips shop trade inventories.

Light sources and the light grid

The useful question is whether your current tile is lit. The item descriptions explicitly say that remaining in a lit area removes darkness penalties; after leaving it, the stage for the current time or dungeon applies again. A thrown torch can place light beyond a doorway, down a corridor or over a trap-prone route, while a belt lantern keeps the light with you.

Light sources and the light grid
SourceUnlitLitCarry and ignitionFull resourceLit costFull durationReplenishment
TorchUnlitLitUses 1 hand when held; can also be lit in inventory and thrown50 durability0.05 per turn1,000 turnsReplenishment not verified here
Candle LanternUnlitLitHeld or fastened to the belt800 charge1 per turn800 turnsChurch candle 100%; candle end 20%
Axonian LanternUnlitLitHeld or fastened to the belt800 charge1 per turn800 turnsWhile unlit: first ordinary update +1, then +1 every 4 updates; bulk time is calculated separately

Night vision and enemy torches

Night vision is a per-unit attribute rather than a global switch: units start with it off, and reading that unit's parameters decides whether it turns on; when it does, the unit registers a matching passive effect.

A night-vision unit still checks whether it is standing in light, but its own Vision avoids the -3/-6 penalty. The attack modifier ultimately checks the attacker: an attacker with night vision avoids the -5% Accuracy and +5% Fumble Chance. Against a night-vision enemy, light still helps the player see and find traps, but darkness will not lower that enemy's accuracy for you.

Enemy units can toggle a carried torch: lighting it swaps in the torch appearance, appends a torch marker to the unit's parameters and switches to the matching skill set; extinguishing removes the marker, restores the original appearance and drops that skill set. Unit objects also keep a light-source flag that starts off, so units carrying light is a state the data explicitly supports.

Which creatures carry torches, when they light them, and how other units react to one lit up are not asserted here; see documented gaps.

Documented gaps

This page has not verified the following points and makes no claim about them (documented gaps): a separate numeric rule for ambushes; whether held and thrown torch coverage exactly matches the item description; whether light changes stealth or enemy detection; the complete weather and indoor safe-area exceptions; a complete list of creatures with night vision; a complete list of enemy torch carriers and ignition timing; fire damage and pyrophobia effects; and the cost and complete effect of Set Aflame.

Fuentes

Versión del juego 0.9.4.25

  1. Archived 0.9.4.25 darkness-effect and unit-light scripts (22:00–06:00/dungeon trigger, -3/-6 Vision, attacker -5% Accuracy and +5% Fumble Chance, morale and night-vision conditions)
  2. Archived 0.9.4.25 torch and lantern object scripts (one-hand use, torch 50 durability at 0.05 per turn, lantern 800 charge at 1 per turn, Axonian ordinary-turn counter and bulk-time recovery)
Volver arriba ↑