Difference between revisions of "Fatigue"
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Draknodred (Talk | contribs) (Created page with "Category:Game Mechanics Fatigue increases the costs of some talents, depending on the resource they use. Fatigue depends directly on the armour and equi...") |
Draknodred (Talk | contribs) |
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The following resources are influenced by fatigue: | The following resources are influenced by fatigue: | ||
− | |||
− | |||
* [[Hate]] | * [[Hate]] | ||
− | * [[ | + | * [[Mana]] (Receives double penalties) |
* [[Negative energy]] | * [[Negative energy]] | ||
* [[Paradox]] (Increases the failure, anomaly, and backfire rates but not spell cost) | * [[Paradox]] (Increases the failure, anomaly, and backfire rates but not spell cost) | ||
+ | * [[Positive energy]] | ||
* [[Psi]] (Receives double penalties) | * [[Psi]] (Receives double penalties) | ||
+ | * [[Stamina]] | ||
And the following are not: | And the following are not: |
Revision as of 02:00, 25 March 2013
Fatigue increases the costs of some talents, depending on the resource they use. Fatigue depends directly on the armour and equipment worn and is expressed as a percentage. This percentage is the amount that resource costs are increased by, with some resource types having double fatigue penalties. For example, at 21% fatigue a combat talent costs 1.21 times as much Stamina and a spell 1.42 times as much Mana.
Obviously, less is better. Although there are some ways to reduce fatigue, it can't go below 0%.
The following resources are influenced by fatigue:
- Hate
- Mana (Receives double penalties)
- Negative energy
- Paradox (Increases the failure, anomaly, and backfire rates but not spell cost)
- Positive energy
- Psi (Receives double penalties)
- Stamina
And the following are not: