ATTRIBUTES — reset to base, refund into stat points
{{ a.k }} (now {{ a.cur }})
Base values prefilled from the character's level-1 stats where known — points above base are refunded; nothing is lost.
LEARNED SKILLS — select the ones to unlearn (1 skill point refunded each). Innate skills (Butchering, character trait skills) aren't listed — they can't be unlearned.
{{ sk.icon }}{{ sk.name }}{{ sk.markTxt }}
EQUIPMENT & INVENTORY — repair item durability
{{ it.name }}{{ it.durTxt }}
{{ seLog }}
{{ seStatus }}
CHARACTER CLONER
duplicates a whole character into a free slot — everything stays in your browser.
Select your whole characters_v1 folder (%LOCALAPPDATA%\StoneShard\characters_v1). Everything stays in your browser.
SOURCE
CLONE INTO
{{ clMsg }}
{{ seStatus }}
{{ seStatus }}
BUILD FINDER
deterministic search over verbatim wiki data — weapon-tree skills require the matching weapon; utility & spell passives are global
WEAPON
OFF-HAND
— two-handed
LEVEL
FOCUS — pick 1 to 5
{{ finderStatus }}
{{ fb.name }}
OFF-META
score {{ fb.score }}
{{ fb.treesLine }}
SKILLS — learn in this order (tier = treatise needed)
Scores are relative, computed only from published wiki numbers at your level ({{ finderLevel }}) and recommended attributes. Applying replaces current gear, skills, and attribute allocation.
Thresholds at 15 / 20 / 25 / 30 grant bonus effects.
BUFFS & CONSUMABLES
Effects are approximations of the in-game buffs (Satiety, Tipsy, drugs).
HP OVER TIME
Damage-over-time debuffs. Set stacks — the character sheet nets them against your passive regen (DoTs are reduced by the matching Resistance & Damage Taken).
{{ h.name }}
{{ h.desc }}
{{ h.cur }}
EQUIPMENT
{{ s.icon }}
{{ s.label }}
{{ s.sub }}
Item art loads straight from the wiki — nothing is hosted here. Two-handed weapons occupy both hands.
ABILITIES
{{ apPool }} ability points left
🔒
learned able to learn 🔒 locked
{{ tr.label }}
{{ k.icon }}
{{ selSkill.icon }}
{{ selSkill.name }}
{{ selSkill.meta }}
{{ selSkill.modBy }}
{{ selSkill.unlockLine }}
✦ {{ selSkill.spellLine }}
{{ selSkill.desc }}
{{ sb.icon }}
{{ sb.name }}
{{ sb.cur }} / {{ sb.max }}
Stacks of learned stances & stacking passives applied to the stat sheet.
CHARACTER SHEET
Comparing against pinned build — deltas show change vs pin.
HEALTH
{{ hp }}
ENERGY
{{ en }}
HP OVER TIME
+{{ regen.tick }}HP every {{ regen.interval }} turns · passive, out of combat
≈ {{ regen.rate }} HP/turn · full heal in ~{{ regen.full }} turns
Healing Efficiency {{ regen.heff }}% applied to each tick
No passive regeneration (Health Restoration or Healing Efficiency at 0%).
{{ r.name }}{{ r.sign }}{{ r.amt }} HP/turn
Net · out of combat{{ regen.netOut }} HP/turn
Net · in combat{{ regen.netIn }} HP/turn
{{ g.name }}
{{ r.label }}{{ r.delta }}{{ r.val }}
DAMAGE VS ENEMY
{{ enemyIcon }}
HIT CHANCE
{{ dmgHit }}
CRIT CHANCE
{{ dmgCrit }}
ENEMY HP
{{ enemyHp }}
XP FOR KILL
{{ enemyXp }}
TARGET ARMOR
Effective protection {{ enemyProtEff }} · normal(crit) damage per strike
Enemy hit → random bodypart (torso 40%, arms/legs 25%, head 10%); block absorbs Block Power on {{ dmgBlockPct }} of hits. Physical damage assumed.
{{ dmgNote }}
Calculator v{{ appVersion }} · game data {{ gameVersion }} · Formulas per the official wiki (Combat Formulas, attribute pages). Base HP/Energy growth uses documented community calibration — see data/mechanics.json. Not affiliated with Ink Stains Games.