Difference between revisions of "Fatigue"
From Tales of Maj'Eyal
(In 1.6, pos and neg are no longer affected by fatigue) |
(Insanity not affected by fatigue either) |
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* [[Equilibrium]] | * [[Equilibrium]] | ||
* [[Vim]] | * [[Vim]] | ||
+ | * [[Insanity]] | ||
* [[Steam]] | * [[Steam]] | ||
− | |||
− | |||
'''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:
- Hate
- Stamina
- Negative energy (only cost, not gain)
- Positive energy (only cost, not gain)
Resources with double fatigue penalties: