Difference between revisions of "Fatigue"

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(In 1.6, pos and neg are no longer affected by fatigue)
(Insanity not affected by fatigue either)
 
(One intermediate revision by one other user not shown)
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* [[Equilibrium]]
 
* [[Equilibrium]]
 
* [[Vim]]
 
* [[Vim]]
 +
* [[Insanity]]
 
* [[Steam]]
 
* [[Steam]]
* [[Negative energy]]
 
* [[Positive energy]]
 
  
 
'''Resources with normal fatigue penalties:'''
 
'''Resources with normal fatigue penalties:'''
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* [[Hate]]
 
* [[Hate]]
 
* [[Stamina]]
 
* [[Stamina]]
 +
* [[Negative energy]] (only cost, not gain)
 +
* [[Positive energy]] (only cost, not gain)
  
 
'''Resources with double fatigue penalties:'''
 
'''Resources with double fatigue penalties:'''

Latest revision as of 22:01, 15 October 2021

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 will cost 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 cannot go below 0%. Fatigue does not affect sustain resource costs.

Resources unaffected by fatigue:

Resources with normal fatigue penalties:

Resources with double fatigue penalties:

  • Feedback
  • Mana
  • Paradox (increases the failure/anomaly/backfire chance by twice the fatigue percentage after paradox exceeds 200/300/400 respectively, but does not affect spell costs)
  • Psi