"Revels in the proximity of their own end." -3 Affinity pips with all other team members.-15% Death Blow Resistance (until next Inn).When the hero reaches 10 stress and is in combat there is an 80% base chance that the hero will suffer a Meltdown. The player should try to keep the stress as low as possible to avoid these problems. Negative banter will cause stress and cause the heroes to lose Relationship pips to each other causing a snowball effect. Low levels of stress will not cause a problem for the player, however high levels of stress will start to affect the heroes through Negative Banter. +/- "Stress Skills while Camping (stress-abilities usable while camping).Stress is divided from 0-10. +/- Stress (generic, applies to all sources). Jester will take +15% more stress if Torch is below 51. Jester will take -25% stress when the Torch is at 75 or higher. Jester will always have 20% more effective stress-healing from his stress-heal (on himself and others). Transform inflicts stress on the abomination as well as the group, so equipping this simply reduces the numbers by 40% whenever you use transform. This effects a very specific ability and has no bearing on generic stress intake. Transform: -40% Stress Inflicted on Party // -40% Transformation Stress This will improve the effectiveness of stress-related camping skills, and those only. If not in position 4, you will take +10% stress in general. +10% -15% = You will take -5% stress in general when in position 4. The wearer takes +10% additional stress from stress-effects in general.Īll of the above can be stacked and countered/improved by other trinkets, so for example, if you wore that Scroll as well as a. The wearer heals/reduces stress via stress-healing abilities in combat 25% more effectively. The wearer gains +25% more effective (health) healing skills (which has no bearing on stress-healing).
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