Stamina
| Stamina | |
|---|---|
| Type | Attribute |
| Effect | Sets how many rounds a fight lasts |
| Starting value | 5 |
| Cost per point | ((current - 4) x (current - 4)) x 2 gold |
| Published range | 0 to 250 stamina, 3 to 65 rounds |
Stamina decides how many rounds a fight runs before it stops. It converts on a ladder of 63 bands, from 3 rounds at the bottom to 65 at the top.
Like strength and dexterity it begins at 5 and sits on the more expensive of the two cost curves, at double what martial arts or parry charge for the same value. The full price list belongs to skill points.
Stamina to combat rounds
The conversion is a ladder of bands rather than a smooth curve, so a trained point either changes nothing or buys a whole extra round. Everything from 0 to 8 stamina gives the same 3 rounds. From 9 to 29 every band is three points wide; above that the widths mix three and four, with four becoming the norm, and the first five point band starts at 130.
| Stamina | Combat Rounds |
|---|---|
| 0 to 8 | 3 |
| 9 to 11 | 4 |
| 12 to 14 | 5 |
| 15 to 17 | 6 |
| 18 to 20 | 7 |
| 21 to 23 | 8 |
| 24 to 26 | 9 |
| 27 to 29 | 10 |
| 30 to 33 | 11 |
| 34 to 36 | 12 |
| 37 to 39 | 13 |
| 40 to 43 | 14 |
| 44 to 46 | 15 |
| 47 to 49 | 16 |
| 50 to 53 | 17 |
| 54 to 57 | 18 |
| 58 to 60 | 19 |
| 61 to 64 | 20 |
| 65 to 67 | 21 |
| 68 to 71 | 22 |
| 72 to 75 | 23 |
| 76 to 79 | 24 |
| 80 to 82 | 25 |
| 83 to 86 | 26 |
| 87 to 90 | 27 |
| 91 to 94 | 28 |
| 95 to 98 | 29 |
| 99 to 102 | 30 |
| 103 to 105 | 31 |
| 106 to 109 | 32 |
| 110 to 113 | 33 |
| 114 to 117 | 34 |
| 118 to 121 | 35 |
| 122 to 125 | 36 |
| 126 to 129 | 37 |
| 130 to 134 | 38 |
| 135 to 138 | 39 |
| 139 to 142 | 40 |
| 143 to 146 | 41 |
| 147 to 150 | 42 |
| 151 to 154 | 43 |
| 155 to 159 | 44 |
| 160 to 163 | 45 |
| 164 to 167 | 46 |
| 168 to 171 | 47 |
| 172 to 176 | 48 |
| 177 to 180 | 49 |
| 181 to 184 | 50 |
| 185 to 189 | 51 |
| 190 to 193 | 52 |
| 194 to 197 | 53 |
| 198 to 202 | 54 |
| 203 to 206 | 55 |
| 207 to 210 | 56 |
| 211 to 215 | 57 |
| 216 to 219 | 58 |
| 220 to 224 | 59 |
| 225 to 228 | 60 |
| 229 to 233 | 61 |
| 234 to 237 | 62 |
| 238 to 242 | 63 |
| 243 to 246 | 64 |
| 247 to 250 | 65 |
Why heavy equipment costs more than it looks
Almost every item held in either hand or worn on the body takes stamina away. No two-handed weapon adds any and the four heaviest subtract 34, while armour reaches -15 and shields -14. Only rings and amulets hand stamina back, up to 30 on the best ring, and four one-handed weapons add between 1 and 4 rather than costing anything.
On the item table a penalty of 34 sits beside a damage range of 160 to 184 and reads like a rounding error. Read it against the ladder instead. A knight on 100 stamina fights 30 rounds; take 34 away and 66 stamina is 21 rounds. That is nine rounds gone before the first blow, and the battlefield notes spell out the consequence: fewer rounds means a smaller chance of landing good hits. A shorter fight is a smaller number of attempts.
The trade runs both ways. Fewer rounds also means less damage taken in total, and those same notes advise keeping stamina low on purpose against an opponent whose level outruns yours. That is player practice rather than settled mechanics.
Equipment Categories