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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:
- Stamina
- Mana (Receives double penalties)
- Hate
- Positive energy
- Negative energy
- Psi (Receives double penalties)
And the following are not:
Paradox is a special case. Fatigue increases the failure, anomaly, and backfire rates rather than the paradox cost of chronomancy.