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Glossary

Glossary

The visual aspect of Dark Harvest takes as reference some races of the Forgotten Realms, as well as its medieval fantasy scenarios and its magical atmosphere. However, everything related to character sheets, attributes, skills and spells is original. As well as the technological background that will be revealed over time. At first, this background is only visible in the chapters of the protagonist Emhe.

All of the adventurers who will star in this story are half-human, and all have come to this new world from Earth. The "how" is a spoiler. The human miscegenation includes typical races such as giants, elves, orcs, gnomes, elementals and others of my own creation.

The story begins with the level 1 adventurer Emhe waking up with no recollection of her life on Earth. This is something abnormal. The common thing is that each adventurer remembers some fragments of their past at level 1, and as they level up, the memories surface.

The awakening of each adventurer to this new world is after a dream with which each one configures themselves as they wish. Always based on rules implicit in the dream itself and specific to this new world.

In the particular case of the young adventurer Emhe, the information she possesses and finds flows to her differently from the rest. So, in her chapters, a kind of AI that assists her is included. What this AI really is will be discovered in the course of the story.

In this new world there are infinite planes with very particular characteristics, but all subject to the real plane. Creatures such as the undead, demons or ghosts inhabit these parallel planes. In order for an adventurer to travel to any of these planes, he must possess many mana-related gifts and skills.

Every living being has a character sheet with all their variables recorded, courtesy of what brings them to this world. Emhe can see her character sheet at will, this is very unique, the rest of the adventurers can't see their own sheet so easily.

The character sheets that you can see in the chapters are basic and very brief. I have done it this way so as not to overwhelm those who don't like so much data. The original (with all the data that I was going to include from the beginning) are exclusive of my Patreon. Those are detailed enough to see what each character excels at.

If the character sheets interest you little or not at all, no problem, you can ignore them. I will generally include highlights of them in the story if they are important to the chapter.

Name: Each name is unique in this world and is chosen shortly before awakening. Appearance, gender and blessings can also be chosen.

Age: The age of new adventurers goes from 16 onwards, although almost everyone decides to appear at 18 or 19. There are certain individuals who can become eternally young and others immortal. Both are different and very rare.

Level: Normal levels range from 1 to 90. After that, everything changes. Some concepts of leveling up will be explained in chapters 6 and 13.

Class: In this story the class is not rigid. That is, here an adventurer is not a warrior or a mage that can only learn warrior or mage skills. Each adventurer will get an initial Technique Skill that will mark his combat style. With this, he will get a class name according to that combat style. Subsequently, the adventurer can learn all the skills he wants, thus varying the name of the class. However, the more different styles he covers, the less he will focus on one fighting style and the less he will be able to improve those skills, as skills get better with use and it takes a lot to improve them the higher they are.

It may appear that the class just gives a name and nothing else. However, that name gives access to specific mentors that won’t teach their knowledge to non-specialists. Initial technique skills are not exclusive, but if the adventurer specializes, he will have access to exclusive skills that others will not be able to get.

Paths: Adventurers can choose between 4 paths each time they level up. The path of Power, the path of Dexterity, the path of Intelligence and the path of Willpower. Each time a path is chosen, a permanent 1% increase is granted to the chosen attribute.

Blessings: All adventurers possess at least two blessings. Each one granted by a God. The first God configures the 25% of blood other than humans. The second God gives you something to excel at. Both blessings have advantages and disadvantages.

Race: All adventurers are humans with 25% blood of the God of their first blessing. This makes them half-elves, half-orcs, half-dwarves... and grants them advantages and disadvantages. Physical changes may be slight or noticeable depending on the miscegenation.

Main attributes: Each living being has 4 basic main attributes with base values that vary by race. In the case of human adventurers, it's 100 and the increase limit per level is 10% of the base. That is, at level 1 the limit will be 110, at level 2 the limit will be 120 and so on. Every time adventurers level up, they gain 5 points to distribute freely among the main attributes (Half of the increase per level).

Regardless of the adventurer's level, the advantages and disadvantages of the blessings are always applied on the base values of their main attributes.

The main attributes increase by performing certain actions. This means that each adventurer within the same level will be very different depending on how trained he is. The four main attributes are:

Power: Power is the essence of muscles, bones and some organs. Influences damage dealt, the Strength, Mass, HP, Energy, Mana and Stamina. Increases with physical efforts of medium and strong intensity.

Dexterity: It’s the connection between the mind and the body. Indicates how an adventurer moves. Therefore, determines technique skills, weapon skills and many of the masteries. Increases when using weapon-type skills and improving professions.

Intelligence: It's the knowledge and its management. Determines mostly the Cleverness and Astuteness, but also the Mana. Increases with the acquisition of knowledge.

Willpower: It's essentially your determination and influences practically everything. Increases with any physical or mental effort of medium to strong intensity.

Secondary attributes, masteries and other attributes are only visible to my patrons.

Secondary Attributes: They depend directly on the first ones and establish a measure of the aptitudes of each adventurer in more specific fields.

Strength: Mainly determines the Maximum Loadable Weight and influences the damage applied with a weapon or with the body itself.

Accuracy: It's the value of Dexterity. It mainly influences technique and weapon masteries.

Endurance: It's the physical ability to resist damage.

Cleverness: It's the speed at which you learn new concepts.

Speed: Determines how fast you can move each part of your body.

Reflexes: Speed to detect and counterattack in the face of danger.

Tenacity: The mental endurance of an individual.

Astuteness: Ability to create strategies of any kind and to prevent dangers of any kind.

Charisma: Attraction you exert on others based on all the attributes of an adventurer.

Perception: It's the average of Sight, Hearing, Smell, Taste and Touch. Any value that directly affects it, will also affect the other 5.

Vitality: Consisting of 9 values that influence the adventurer's health. Although, as long as the adventurer does not possess Mana, they are only 7.

HP: Maximum damage you can withstand in each area of your body (Each body part has its own)**. If this value is exceeded, it can lead to death depending on which part is damaged. Determined by the value [(Base value)* + Power].

Energy: The matter that composes and houses your whole being. Necessary to perform any action, skill or spell. Determined by the value [10x(Base Attribute)xPower].

Stamina: The immediate Energy to perform any physical action. It flows from Energy. If depleted, no action can be performed temporarily. Determined by the value [Power + Dexterity + Willpower].

Stamina Consumption: The normal is 100%. The passive traits [High], [Short], [Robust] and [Fragile] will modify this value.

Stamina Transition: It's the transition from Energy to Stamina and will normally be 1 per second. Although with levels, certain technique or special skills, as well as gifts, this initial transition can change.

Mana: Energy that comes from Aether and can be found on the planes. It won't be covered in detail in the story until later, as certain requirements are needed. Determined by the value [Power + Intelligence + Willpower].

Mana Transition: It will be 0 per second until the necessary skill is acquired. Certain special skills and gifts can modify it.

Blood: Determines the current blood percentage.

Water: Determines the current water percentage.

Health: Determines the aseptic percentage of the body.

*(In the case of adventurers it's 100, but it varies according to race)

**(There are many parts, but the vital ones are brain, heart and lungs. If the HP of one of these important parts reaches 0, the adventurer will die irretrievably).

Constitution: Consisting of 3 values. Weight, Height and Encumbrance.

Weight: The base is 60 kilograms. Changes with Power.

Height: The base is 1.65 meters. Influences Stamina Consumption.

Encumbrance: The maximum weight an adventurer can carry. Equivalent to Strength. Not including the obvious Stamina Consumption, if exceeded:

If 25% is reached, -20% to Speed.

If 50% is reached, -30% to Speed.

If 75% is reached, -40% to Speed.

If 100% is reached, -60% to Speed.

If 125% is reached, -70% to Speed.

If 150% is reached, -80% to Speed.

If 175% is reached, -90% to Speed.

If 200% is reached, -95% to Speed.

If 225% is reached, -99% to Speed.

If 250% is reached, you won't be able to move.

Others: These attributes influence interaction masteries. That is, in the relationships with other characters.

Attraction: Influences Appearance, Reputation and how desirable an adventurer is. The normal and minimum to not start being rejected is 250.

Appearance: Highly influenced by physical features, tattoos or paintings (make-up) and personal grooming. Same, 250 is the minimum desirable.

Reputation: Influenced mainly by the status achieved in the Adventurer’s Guild.

Notoriety: Comes from characteristics such as selfishness, contempt and malice. It negatively influences relationships.

Charm: The combination of the previous 4.

Aggro: Indicates how inviting you are as a target for your enemies or bad intentions of other adventurers.

Masteries: Define the ability possessed for certain actions, professions and fighting techniques. Its value ranges from 0 to 1000 and each 100 units equals one of the 10 levels of the mastery.

Technique Masteries: These are a mixture of knowledge and competence in a specific field.

Sneaking: Determines your ability to remain undetected.

Lockpick: Determines your ability to open locks (With less than 250 you don't have the slightest idea of what you are doing, as that is the minimum required for any lock).

Athletics: Determines your ability to run, swim and move more efficiently.

Acrobatics: Determines your ability to dodge attacks and your ability to keep your balance while moving.

Block: Determines your ability to block the direct reach of an attack.

Mitigation: Determines your ability to absorb, diminish and dissipate the damage from a direct attack.

Deflection: Determines your ability to deflect the impact of a direct attack.

Poise: Determines your ability to keep your balance after receiving an attack.

Eloquence: Determines the effectiveness of interaction masteries.

Search: Determines your ability to find partially visible, camouflaged or even invisible objects.

Interaction Masteries: Determines the effectiveness of the following social actions.

Persuasion: Ability to convince others with words. It's a peaceful method without deception or threats.

Intimidation: Ability to convince others with fear. It’s an aggressive method but without deception.

Cunning: Ability to convince others through deception. It's a peaceful method with half-truths.

Weapon Masteries: These are a mixture of knowledge and proficiency in a specific weapon. General Weapon Masteries:

Sword Mastery: Short sword, long sword, broadsword, claymore, greatsword, katana, saber, swordbreaker…

Dagger Mastery: Dagger, knife, sai…

Lunge Mastery: Rapier, foil…

Polearm Mastery: Spear, pike, halberd, lance, woldo.…

Axe Mastery: Axe, viking axe, great axe…

Staff Mastery: Cane, heavy staff, rod…

Blunt Mastery: Mace, club, hammer, heavy hammer, flail, sansetsukon, nunchaku…

Shield Mastery: Small shield, heavy shield, tower shield, spiked shield…

Bow Mastery: Short bow, longbow, compound bow…

Crossbow Mastery: Light crossbow, heavy crossbow…

Blowgun Mastery: Blowgun, ninja blowgun…

Slingshot Mastery: Staff sling, slingshot, kestrosphendone…

Throw Mastery: Tomahawk, shuriken, throwing knife, javelin…

Hand-to-Hand Mastery: Fists, legs, arms, claws, spikes…

Firearm Mastery: Pistol, rifle, flamethrower…

Trap Mastery: Spike trap, poison trap, elemental trap...

Armor Mastery: These are a mixture of knowledge and proficiency needed to get the most out of using armor without losing efficiency with other masteries. In addition, the higher this mastery is, the more you will boost: Sneaking, Athletics, Acrobatics, Poise and Mitigation.

Unauthorized use: this story is on Amazon without permission from the author. Report any sightings.

Profession Masteries: Determines the skill and knowledge in a given field of work. Anything that has to do with creating weapons, armor and artifacts, as well as what is necessary for survival. Examples: Blacksmith, tanner, weaver, cabinetmaker, jeweler, alchemist, engineer, cook...

Basic Skills: Every living being possesses basic skills for existing and being part of this world.

[Tense] (Level 1): Skill that allows you to prepare for combat by sacrificing strategic capabilities.

+15% to Power and Dexterity.

-20% to Intelligence.

-10% to Perception.

+1 to Stamina Transition.

+100% to Stamina Consumption.

Costs 1 Stamina per second to maintain.

[Mentalized] (Level 1): Skill that allows you to clear your mind by sacrificing combat capabilities.

+10% to Intelligence and Willpower.

+100 to Cleverness.

-10% to Power and Dexterity.

+10% to Perception.

Costs 0,1 Stamina per second to maintain.

[Sprint] (Level 1): Skill that allows you to increase your movement speed.

+200 to Speed.

-10% to Accuracy.

+200% to Stamina Consumption.

Costs 1 Stamina per second to maintain.

[Stealth] (Level 1): Skill that allows you to go unnoticed by decreasing your breathing and sacrificing movement speed.

+200 to Sneaking.

-20% to Speed.

Costs 1 Stamina per second to maintain.

[Passive Regeneration] (Level 1): Skills that allows you to passively regenerate your body to keep you always healthy. It is always active and always consumes Stamina. Does not heal wounds.

+1 HP every hour.

Costs 1 Stamina per second to maintain.

[Passive Healing] (Level 1): Skill that allows you to heal the injuries of your body. Does not repair or rebuild to its original state. Remove Wounds Points (1 Wound Point equals 10 damaged grams of your being).

Removes 1 Wound Point every 10 minutes.

+100 Energy Consumption per Wound Point.

[Alive]: Passive skill. Generates the necessary heat to keep you between 36º and 37º. Consumes X Stamina points per hour. (X is your Weight)

Special Skills: Skills obtained by the blessings of the Gods, or by learning them from instructors. Example:

[See Beyond] (Level 1): Allows you to see more than meets the eye.

50% of the information on simple objects or living beings of a lower level than oneself.

Variable information from living beings of lesser level than oneself.

All main attributes.

HP, Energy, Stamina, Weight and Height.

Buffs, debuffs, traits…

25% of the information on magic items and individuals of similar level.

Variable information from living beings of similar level.

The highest main attribute.

Maximums such as HP, Energy, Stamina.

Weight and Height.

Some buffs, debuffs, traits…

1% of the information on legendary items or individuals over 20 levels above. You will know little more than the name.

Special Gifts: Capabilities linked to the absolute control of one's own being. Example:

[Daughter of the Ancient Gods]: Special Gift. Passive. You can assimilate essence.

Essence: Magical matter that harbors power, technology and information. It can be obtained from the living if you have been the one who has taken its life.

Experience: Low quality essence needed to level up.

Conditions: These are the buffs and debuffs linked to the body. Long and medium term transitory states. Examples:

[Weakness]: Condition. In this story, Energy is of extreme importance. Its decrease can lead to serious problems. After recovering from a state of Weakness, you will suffer its adverse effects for the same amount of time you have suffered them. In Emhe's chapters, you will discover its effects through 7 milestones announced by her inseparable companion.

[Weakness I]: Condition. You only have 90% of your Energy:

-10% to Power. You feel weak and tired.

+10% to Intelligence. Your mind begins to sharpen to search for food.

[Weakness II]: Condition. You only have 80% of your Energy:

-20% to Power. You feel a lot more weak and tired.

-10% to Dexterity. You feel clumsy.

+18% to Intelligence. Your mind sharpens.

If the decrease has occurred in combat, you may lose consciousness.

[Weakness III]: Condition. You only have 70% of your Energy:

-40% to Power and Willpower. You will move with difficulty.

-20% to Dexterity. You feel too clumsy.

+25% to Intelligence. Your mind is going faster than ever.

You have reached the state of [Malnutrition].

[Weakness IV]: Condition. You only have 60% of your Energy (Completely immobile):

-70% to Power and Willpower.

-40% to Dexterity.

+5% to Intelligence.

[Weakness V]: Condition. You only have 50% of your Energy (Comatose state):

In the event that you were able to recover your Energy, the damage will be so severe that it will take you months to recover.

-90% to Power and Willpower.

-70% to Dexterity.

-50% to Intelligence.

[Weakness VI]: Condition. You only have 40% of your Energy (Clinically dead):

99% to all your attributes.

[Malnutrition]: Condition. Your state of [Weakness] has begun to become extremely severe.

-1% to all your attributes per day.

It will take you twice as many days as you have been in this state to recover your normal state.

[Darkness]: Condition. Lack of light affects Sight. Usually it will not be announced, as it is illogical to announce the obvious.

[Darkness I]: You still see something. Generally, in the narration it's when night falls.

You only possess Sight at 30%.

[Darkness II]: You hardly see anything. In the narrative it's announced as darkness.

You only possess Sight at 5%.

[Darkness III]: You can't see anything. In the narrative it's announced as total darkness.

You only possess Sight at 0.001%.

[Bleeding]: Condition. Blood loss is of extreme importance. Its drop below 80% implies serious problems such as total loss of consciousness. Below 60%, the heart will not be able to pump blood to the organs. In Emhe's chapters, you will discover its effects through 6 milestones announced by her inseparable companion.

[Bleeding I]: Mild blood loss. 3% of total. You feel tired and short of breath.

-1% to all your attributes.

[Bleeding II]: Moderate blood loss. 9% of total. You feel dizzy.

-5% to all your attributes.

[Bleeding III]: Significant blood loss. 15% of total. You feel strong dizziness.

-25% to all your attributes.

[Bleeding IV]: Severe blood loss. 20% of total. Loss of consciousness.

-99% to all your attributes.

[Bleeding V]: Critical blood loss. 30% of total. You are practically dead.

[Bleeding VI]: Deadly blood loss. 40% of total. You were not conscious at the previous warning and will never hear this one.

[Dehydration]: Condition. Water loss is of extreme importance. Its decrease below 4% implies problems, and below 10% implies death. In Emhe's chapters, you will discover its effects through 4 milestones announced by her inseparable companion.

[Dehydration I]: Mild water loss. 1% of total. You feel tired.

-10% to all your attributes.

[Dehydration II]: Severe water loss. 4% of total. You feel very tired and dizzy. Headache, irritability and drowsiness.

-30% to all your attributes.

[Dehydration III]: Deadly water loss. 6% of the total. It is very possible that you are not aware of this warning because you are about to die.

-99% to all your attributes.

[Rested]: Condition. State by which the last attribute improvements achieved by a living being are instantly updated.

Morale: These are the buffs and debuffs linked to the mind. They are generally short-lived, but in some cases their effects may last for a few seconds after wear off.

[Hunger]: Buff. Your Dexterity increases as soon as you see something edible.

Starts to take effect the moment you have only 90% of your Energy left and you see something edible.

Increase your Dexterity by 3% for every 1% of Energy you lack until 100%.

The Dexterity increase will never exceed 100%.

[Stress]: Debuff. Psychological exhaustion suffered by an adventurer when subjected to excessive physical or mental strain. It can be fought with Willpower. In Emhe's chapters, you will discover its effects through 6 milestones announced by her inseparable companion. With the rest of the characters it will be transmitted through the narrative.

[Stress I]: Debuff. State of nervousness that causes:

-1% to Power and Dexterity.

-5% to Perception.

-10% to Intelligence and Willpower.

[Stress II]: Debuff. State of anxiety that causes:

-2% to Power and Dexterity.

-10% to Perception.

-20% to Intelligence and Willpower.

[Stress III]: Debuff. State of fear that causes:

-4% to Power and Dexterity.

-20% to Perception.

-40% to Intelligence and Willpower.

[Stress IV]: Debuff. State of terror that causes:

-6% to Power and Dexterity.

-40% to Perception.

-60% to Intelligence and Willpower.

[Stress V]: Debuff. State of panic that causes:

-10% to Power and Dexterity.

-60% to Perception.

-80% to Intelligence and Willpower.

[Stress VI]: Debuff. This warning won’t be heard. Guaranteed fainting.

[Confusion]: Debuff. Temporary decreases in the Intelligence attribute cause effects that you will discover through 4 milestones announced by her inseparable companion.

[Confusion I]: Debuff. When you possess only 50% of your Intelligence.

Can provoke obstinacy, irrationality, misunderstanding.

-50% efficiency when learning skills, concepts and techniques.

[Confusion II]: Debuff. When you possess only 30% of your Intelligence.

Can provoke obstinacy, irrationality, misunderstanding and mild stuttering.

-70% efficiency when learning skills, concepts and techniques.

[Confusion III]: Debuff. When you possess only 10% of your Intelligence.

Can provoke obstinacy, irrationality, misunderstanding, stuttering and aggressiveness.

Unable to learn new skills, concepts and techniques.

[Confusion IV]: Debuff. When you possess only 1% of your Intelligence.

You stay awake, but you are unable to do anything coherent.

When you wake up, you will not remember anything that happened in that state

[Apathy]: Debuff. Temporary decreases in the Willpower attribute cause effects that you will discover through 4 milestones announced by her inseparable companion.

[Apathy I]: Debuff. When you possess only 50% of your Willpower.

Lack of enthusiasm and interest in any action.

-20% to all your Masteries.

-10% effectiveness to Weapon and Technique Skills.

[Apathy II]: Debuff. When you possess only 30% of your Willpower.

Lack of enthusiasm and interest in any action.

Tendency to obtain debuffs of [Stress].

-40% to all your Masteries.

-20% effectiveness to Weapon and Technique Skills.

[Apathy III]: Debuff. When you possess only 10% of your Willpower.

Lack of enthusiasm and interest in any action.

More tendency to obtain debuffs of [Stress].

-60% to all your Masteries.

-30% effectiveness to Weapon and Technique Skills.

[Apathy IV]: Debuff. When you possess only 1% of your Willpower.

You remain conscious, but hardly feel like moving. You may even lie down.

[Daze]: Debuff. Temporary decreases in Willpower and Intelligence at the same time cause effects that you will discover through 3 milestones announced by her inseparable companion.

[Daze I]: Debuff. When you possess only 50% of your Intelligence and Willpower.

Slowness and incoordination in combat.

-5% to Dexterity.

-5% to Weapon Mastery.

-5% to Weapon Skill Efficiency.

-2% to Technique Skill Efficiency.

[Daze II]: Debuff. When you possess only 30% of your Intelligence and Willpower.

Slowness, incoordination and instability in combat.

-10% to Dexterity.

-10% to Weapon Mastery.

-10% to Weapon Skill Efficiency.

-4% to Technique Skill Efficiency.

[Daze III]: Debuff. When you possess only 10% of your Intelligence and Willpower.

Slowness, incoordination, instability and paranoia in combat.

-15% to Dexterity.

-15% to Weapon Mastery.

-15% to Weapon Skill Efficiency.

-6% to Technique Skill Efficiency.

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[Unbreakable]: Special Gift. Passive. Your Willpower will tend to increase faster when faced with alienating effects such as terror, hypnosis or any effect that causes you to lose consciousness or control of yourself.

Requirements: You must possess 125 base Power and 175 base Willpower in order to properly use this Gift.

[Walking library]: Special Gift. Passive. Everything you see and read will be engraved in your mind. In addition, you will never forget anything. Therefore, your Intelligence increases faster.

Requirements: You must possess 200 base Intelligence in order to properly use this Gift.

[Muscle Density]: Special Gift. Passive. The density of your muscles increases much faster without increasing your volume so much. This way your Power will increase efficiently without affecting your Dexterity.

Requirements: You must possess 200 base Power in order to properly use this Gift.

[Imitator]: Special Gift. Passive. You can learn any weapon skill or technique, even those that are exclusive to the paths of Power, Dexterity, Intelligence and Willpower. Thus, Dexterity will improve faster.

Requirements: You must possess 200 base Intelligence and Dexterity in order to properly use this Gift.

[Home]: Special Gift. Passive. You now possess your own plane where you can store essence in any form (Essence Fragments, Ether or Mana). There, it will remain safe and ready to be used.

Requirements: You must possess 200 base Intelligence and Willpower.

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[Berserk] (Level 1): Technique Skill. Your combat capabilities improve at the cost of a severe decline in your mental faculties.

+30% to Power and Willpower.

-50% to Intelligence.

+1 to Stamina Transition.

+200% to Stamina Consumption,

Costs 1 Stamina per second to maintain.

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[War Dancer] (Level 1): Technique skill. Your combat capabilities improve at the cost of a decrease in your mental abilities.

+25% to Dexterity.

+100 to Acrobatics Mastery.

-17% to Intelligence.

+1 to Stamina Transition.

+100% to Stamina Consumption.

Costs 1 Stamina per second to maintain.

[Dancer] (Level 1): Special Technique Skill. Your dodging ability improves.

+20% to Dexterity.

+100 to Acrobatics Mastery.

-12% to Intelligence.

Costs 1 Stamina per second to maintain

[Low-light Vision]: Provides the following benefits:

Reductions due to [Darkness] are 30% less effective to the Sight sense.

+50 to Sight in [Darkness II]

[Remnant of lucidity]: Provides the following benefits:

The Intelligence decrease due to debuffs will never go below 10%.

The effects of [Confusion] are not that severe.

[Shaping metal] (Level 1): Profession skill. Improves your ability to shape metal as you wish.

+20 to Strength, Accuracy, Cleverness and Tenacity.

+50 to Blacksmithing Mastery.

Costs 1 Stamina per second to maintain

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[Tactician] (Level 1): Technique Skill. Increase your strategic ability at the cost of losing combat capability.

+30% to Intelligence.

+10% to Perception.

-15% to Willpower.

-5% to Power.

+1 to Stamina Transition.

+10% to Stamina Consumption,

Costs 1 Stamina per second to maintain

[Inventive] (Level 1): Special Technique Skill. Your intellectual capacity improves when you have any production process ahead of you.

+20% to Intelligence.

+10% to Cleverness.

-5% to Dexterity and Power.

Costs 1 Stamina per second to maintain

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