Encounter 2, Turn 1
Frame 1
Swift Actions[Empty]
Movement/DodgesMiles moves NE
Gotz moves N
Gwyn moves N
Orcish Fighter 1 moves S
Orcish Fighter 2 moves S
Orcish Fighter 3 moves S
Orcish Fighter 4 moves S
Orcish Fighter 5 moves S
Goblin Conscript 1 moves SW
Goblin Conscript 2 moves SW
Goblin Conscript 3 moves SW
Goblin Warrior moves SW
Attacks/Blocks/AbilitiesDunnel Throws a Cross N.
Warm-Up/Cooldowns[None]
Dead/Disabled[None]
OtherOrcish Archer 1 Does Nothing
Orcish Archer 2 Does Nothing
Orcish Archer 3 Does Nothing
Orcish Archer 4 Does Nothing
Ogre Does Nothing
Orc Veteran 1 Does Nothing
Orc Veteran 2 Does Nothing
Frame 2
Swift ActionsDunnel uses a lesser resurgence and gains 2 precision.
Movement/DodgesMiles Moves NE
Dunnel Moves NE
Gwyn Moves N
Orcish Fighter 1 moves S
Orcish Fighter 2 moves S
Orcish Fighter 3 moves S
Orcish Fighter 4 moves S
Orcish Fighter 5 moves S
Goblin Conscript 1 moves SW
Goblin Conscript 2 moves SW
Goblin Conscript 3 moves SW
Goblin Warrior moves SW
Attacks/Blocks/AbilitiesDunnels Cross flies NW.
Warm-Up/CooldownsDunnel Winds up
Dead/Disabled[None]
OtherOrcish Archer 1 Does Nothing
Orcish Archer 2 Does Nothing
Orcish Archer 3 Does Nothing
Orcish Archer 4 Does Nothing
Ogre Does Nothing
Orc Veteran 1 Does Nothing
Orc Veteran 2 Does Nothing
Frame 3
Swift Actions[Empty]
Movement/DodgesMiles moves NE
Dunnel Dodge Rolls N
Gwyn Moves N
Orcish Fighter 1 moves S
Orcish Fighter 2 moves S
Orcish Fighter 3 moves SE
Orcish Fighter 4 moves SE
Orcish Fighter 5 moves SE
Goblin Conscript 1 moves SW
Goblin Conscript 2 moves SW
Goblin Conscript 3 moves SW
Goblin Warrior moves SW
Attacks/Blocks/AbilitiesGwyn uses Grand Division, N, hitting Orcish Fighter 2 and grazing orcish fighter 1.
Orcish Fighter 2 takes
169*0.85 = 144 Damage
Orcish Fighter 1 takes
169*0.5*0.85 = 72 Damage
Gotz' Angelic blade flashes downwards in an arc, slicing one Orc's arm open as it falls and slashing a long and bloody furrow down the chest of another.
Warm-Up/Cooldowns[None]
Dead/Disabled[None]
OtherOrcish Archer 1 Does Nothing
Orcish Archer 2 Does Nothing
Orcish Archer 3 Does Nothing
Orcish Archer 4 Does Nothing
Ogre Does Nothing
Orc Veteran 1 Does Nothing
Orc Veteran 2 Does Nothing
Frame 4
Swift Actions[Empty]
Movement/DodgesMiles moves NE
Dunnel Completes his dodge roll
Gwyn Moves N
Orcish Fighter 1 moves S
Orcish Fighter 2 moves S
Orcish Fighter 3 moves SE
Orcish Fighter 4 moves SE
Orcish Fighter 5 moves SE
Goblin Conscript 1 moves SW
Goblin Conscript 2 moves SW
Goblin Conscript 3 moves SW
Goblin Warrior moves SW
Ogre moves S
Attacks/Blocks/AbilitiesDunnel parries
Warm-Up/CooldownsGotz cools down
Dead/Disabled[None]
OtherOrcish Archer 1 Does Nothing
Orcish Archer 2 Does Nothing
Orcish Archer 3 Does Nothing
Orcish Archer 4 Does Nothing
Orc Veteran 1 Does Nothing
Orc Veteran 2 Does Nothing
Frame 5
Swift Actions[None]
Movement/DodgesMiles moves NE
Gotz moves N
Gwyn moves N
Orcish Fighter 3 moves S
Orcish Fighter 4 moves S
Orcish Fighter 5 moves SE
Goblin Conscript 1 moves SW
Goblin Conscript 2 moves SW
Goblin Conscript 3 moves SW
Goblin Warrior moves SW
Ogre moves S
Attacks/Blocks/AbilitiesOrcish Fighter 1 uses War Cry
Orcish Fighter 2 uses Accelerated strike x3
Orcish Fighter 2 uses greatslash, S, but misses.
A crude slash, born of ferocity and momentum but without skill, splits the air where Gotz had been- but the bearer of the angel-blade stands, unharmed, behind the orc
Warm-Up/Cooldowns[None]
Dead/Disabled[None]
OtherOrcish Archer 1 Does Nothing
Orcish Archer 2 Does Nothing
Orcish Archer 3 Does Nothing
Orcish Archer 4 Does Nothing
Orc Veteran 1 Does Nothing
Orc Veteran 2 Does Nothing
Orcish Fighter 1 (8,31)
128/200
Pot: 3/3 | Pre: 0/0 | Vig: 1/2 | Wil: 1/1 | Agi: 0/0
Frenzy (5)
Orcish Fighter 2 (9,31)
56/200
Pot: 0/3 | Pre: 0/0 | Vig: 2/2 | Wil: 1/1 | Agi: 0/0
Orcish Fighter 3 (12,22)
200/200
Pot: 3/3 | Pre: 0/0 | Vig: 2/2 | Wil: 1/1 | Agi: 0/0
Orcish Fighter 4 (12,24)
200/200
Pot: 3/3 | Pre: 0/0 | Vig: 2/2 | Wil: 1/1 | Agi: 0/0
Orcish Fighter 5 (12,23)
200/200
Pot: 3/3 | Pre: 0/0 | Vig: 2/2 | Wil: 1/1 | Agi: 0/0
Goblin Conscript 1 (15,19)
75/75
Pot: 0/0 | Pre: 1/1 | Vig: 1/1 | Wil: 0/0 | Agi: 2/2
Goblin Conscript 1 (16,21)
75/75
Pot: 0/0 | Pre: 1/1 | Vig: 1/1 | Wil: 0/0 | Agi: 2/2
Goblin Conscript 1 (17,20)
75/75
Pot: 0/0 | Pre: 1/1 | Vig: 1/1 | Wil: 0/0 | Agi: 2/2
Goblin Warrior (15,20)
125/125
Pot: 1/1 | Pre: 1/1 | Vig: 2/2 | Wil: 0/0 | Agi: 2/2
Orcish Archer 1 (4,24)
100/100
Pot: 0/0 | Pre: 3/3 | Vig: 1/1 | Wil: 0/0 | Agi: 2/2
Orcish Archer 2 (5,25)
100/100
Pot: 0/0 | Pre: 3/3 | Vig: 1/1 | Wil: 0/0 | Agi: 2/2
Orcish Archer 3 (22,30)
100/100
Pot: 0/0 | Pre: 3/3 | Vig: 1/1 | Wil: 0/0 | Agi: 2/2
Orcish Archer 4 (23,29)
100/100
Pot: 0/0 | Pre: 3/3 | Vig: 1/1 | Wil: 0/0 | Agi: 2/2
Ogre (20,24)
1000/1000
Pot: 6/6 | Pre: 0/0 | Vig: 5/5 | Wil: 5/5 | Agi: 0/0
Orc Veteran 1 (16,13)
400/400
Pot: 4/4 | Pre: 1/1 | Vig: 2/2 | Wil: 1/1 | Agi: 1/1
Orc Veteran 2 (20,13)
400/400
Pot: 4/4 | Pre: 1/1 | Vig: 2/2 | Wil: 1/1 | Agi: 1/1
Name: Miles Kristofferson
HP: 200/200
Hope: 8/15
Desperation: 0/1
Essence: 13/34
Class: Assassin
+Attributes+Potency: 1/1 [1]
Precision: 5/5 [1+1]
Vigor: 1/1 [1]
Will: 1/1 [1]
Agility: 4/5 [2+2]
+Equipment+Hand 1:Skirmisher’s Bow
L:1 | H: 3 | DR: 0% | Dam: 30+6 | Ra: 4
Moveset: Sniper Shot | 1 hand
POT: D | PRE: - | WIL: - | VIG: - | AGI: 2/C
Hand 2:-
Armor:Spy’s Rags
DR: 10% | Light Armor
POT: - | PRE: 1 | WIL: - | VIG: - | AGI: 2
Charm 1:Sleepy Kitten "fluffy"
POT: - | PRE: - | WIL: 1 | VIG: 1 | AGI: -
Charm 2:Deathball
U: 2/2
POT: 1 | PRE: 1 | WIL: - | VIG: - | AGI: -
Inventory:Guardian Hourglass
POT: - | PRE: - | WIL: 1 | VIG: - | AGI: -
Seakeeper’s Katana
L:2 | H:3 | DR: 20% | Dam: 55
Moveset: Straight Sword | 1 Hand
POT: - | PRE: D | WIL: - | VIG: - | AGI: 3/C
+Modifiers and Abilities+Modifiers:[Assassin] You automatically gain a minor resurgence to your least full attribute when you kill an enemy using a parry.
[Firstborn of Steel] Whiffed parries count as standard blocks.
[Sleepy Kitten] Least Regeneration: If you take no action during a frame, you regain 5hp.
Abilities:[Seakeeper’s Katana] Rushing Wave: 2 Agility | 1 Frame Cost | 10 Cooldown | Teleport to any tile within radius 3. Deal light attack damage to any intervening unit.
[Spy’s Rags] Stalk: 2 Agi | 1 Frame Cost | 35 Cooldown | For three rounds, or until you attack or enter a tile adjacent to any enemy, enemies will not react to you in any way.
[Deathball] Throw Deathball: No Cost | 0 Frame Cost, 5 cooldown | Make a linear attack with 10 damage, with length 2. If the ball is hit at the endpoint by a melee attack, it adds the damage of that attack to its own and is propelled X+2 spaces, where x is the spaces it moved before the hit. This process may be repeated until the ball reaches 1000 damage, at which point it disintegrates.
[Skirmisher’s Bow] Rolling Shot: 1 Agi | 2 Frames | 10 Cooldown | You can make a dodge roll and make a light ranged attack on either frame of the roll, but not both. This does not exhaust your standard dodge roll.[Guardian Hourglass] Time-Stitch: 1 Will | 1 Frame Cost, 20 cooldown | Prevent up to 100 damage that occurred on any one frame last round. Surge: For two additional will, you can affect another frame, or prevent 100 more damage. Name: Dunnel Forge
HP: 200/200
Hope: 8/15
Desperation: 0/1
Essence: 22/34
Class: Warder
+Attributes+Potency: 2/2 [1+1]
Precision: 2/2 [1+1]
Vigor:2/2 [1+1]
Will: 5/5 [2+3]
Agility: 1/2 [1+1]
+Equipment+Hand 1: Steel Broadsword
L:2 | H:4 | DR: 35% | Dam: 65+0
Moveset: Straight Sword | 1 hand
POT: 1/D | PRE: - | WIL: 2/C | VIG: - | AGI: -
Hand 2: Sloped Buckler
L: 1 | DR: 35% | Dam: 10+0
Moveset: Small Shield | 1 hand
POT: - | PRE: 1/D | WIL: - | VIG: - | AGI: -
Armor:Monster Hunter's Garb
DR: 20% | Medium Armor
POT: - | PRE: - | WIL: 3 | VIG: 1 | AGI: 1
Charm 1: Throwing Crosses
U: 5/-
POT: - | PRE: 1 | WIL: - | VIG: - | AGI: 1
Charm 2: Witch Ashes
U: 1/1
POT: 1 | PRE: - | WIL: - | VIG: 1 | AGI: -
Inventory: Slayer's Greatspear
L:3 | H: 4 | DR: 20% | Dam: 85
Moveset: Spear | 2 hands
POT: - | PRE: 2/C | WIL: - | VIG: - | AGI: 1/D
+Modifiers and Abilities+Modifiers Firstborn of the Wyrdtree: +20% Innate DR
Warder: Second frame of Dodge roll is a block.
[Sloped Buckler] Sliding Parry: Can parry in second frame of Dodge roll, 25% damage penalty
[Monster Hunter's Garb] Hunter’s Stand: For every 10% higher the HP of the toughest monster in an encounter is compared to your own current HP, this armor gains 1% DR. This ability caps at a 40% increase, but can’t bring your total DR higher than 80%.
Abilities:[Steel Broadsword] Faith in Steel: 1 Will | 0 Frame Cost | 15 Cooldown | Set this weapon’s DR to 75% for the round.
[Throwing Crosses] Throw Cross: 1 Pre | 1 Frame Cost, 2 cooldown | Make a linear attack with 50 damage, with length 4, then specify a second direction. Next frame the cross will make a linear attack three spaces in that direction. If you occupy one of the spaces threatened by the second attack, you regain a charge of this ability.
[Witch's Ashes] Witchwarp: 2 Vig | 1 Frame Cost, 10 cooldown | One debuff on you, or an ally in radius 2, is converted into a buff of a similar, but inverted, nature.
[Slayer's Greatspear]Wild Hunt: 2 Pre 1 Agi | 0 Frame Cost | 100 Cooldown | Give any enemy the Mark of the Hunted. The cooldown of this ability is set to 15 when the marked target is killed. If the marked target is killed by you, the cooldown is set to 0.
Surge: For every additional 2 precision spent, an additional target can be marked. ALL marked targets must to be killed to reset the cooldown. Name: Gwynfor Lloyd
HP: 200/200
Hope: 10/15
Desperation: 0/1
Essence: 16/34
Starting Class: Conduit
+Attributes+Potency: 6/9 [2+2+2+1+1]
Precision: 3/3 [1+1]
Vigor: 1/1 [1]
Will: 0
Agility: 0
+Equipment+Hand 1: Bearded Axe
L:2 | H:4 | DR: 20% | Dam: 65+28
Moveset: One-Handed Axe | 1 hand
POT: 2/C(B) | PRE: 1/E(D) | WIL: - | VIG: - | AGI: -
Hand 2: Ebon Peltast
L:2 | DR: 45% | Dam: 20+12
Moveset: Medium Shield | 1 hand
POT: 2/D(C) | PRE: - | WIL: - | VIG: - | AGI: -
Armor: Lost Squire’s Armor
Lost Squire’s Armor: DR: 15% | Light Armor
POT: 2 | PRE: - | WIL: - | VIG: 1 | AGI: -
Charm 1: Thunderbreak Hymnal
U: 1/2
POT: 1 | PRE: - | WIL: - | VIG: - | AGI: -
Charm 2: Deathball
U: 2/2
POT: 1 | PRE: 1 | WIL: - | VIG: - | AGI: -
Inventory: Battered Sun pin
U: 1/-
POT: 1 | PRE: - | WIL: - | VIG: - | AGI: -
+Modifiers and Abilities+Modifiers: Firstborn of Flame: Damage scaling is always one rank higher if it had at least E scaling.
Conduit: All frame costs are reduced by one, to a minimum of 1.
Abilities:[Bearded Axe] Long-Handle Grip: 1 Precision, 1 Potency | 0 Frame Cost | 10 Cooldown | For the current round, change the Bearded Axe’s moveset from One-Handed Axe to Battleaxe.
[Lost Squire's Armor]Moment of Valor: 2 Pot, 1 Vig | 1 Frame Cost | 25 Cooldown | Reduce the frame costs for all attacks this turn by 3, down to 1.
[Thunderbreak Hymnal] Stormhymn: 3 Pot | 5 Frame Cost, 15 cooldown | Choose a space within radius 6. This round, two lightning bolts per frame will strike either the central tile (20% chance) or any tile in radius one (10% chance per tile). Each lighting bolt deals 100 damage.
[Ebon Peltast] Shadow Javelin: 2 Pot | 0 Frame cost | 20 Cooldown | Whenever you make an attack or a block this round, you can also target any tile in radius 4 to receive 50 damage. This damage receives bonuses from the scaling of the shield/weapon that triggered it.
[Deathball] Throw Deathball: No Cost | 0 Frame Cost, 5 cooldown | Make a linear attack with 10 damage, with length 2. If the ball is hit at the endpoint by a melee
[Battered Sun Pin] Fiery Resurgence: No cost | 0 Frame Cost, - cooldown | Regain all lost potency, and all attacks on this turn will set enemies on fire for 3 frames. If you use this ability when average % exhausted of HP, hope, and all attributes is at or above 50%, the Battered Sun Pin regains a charge at the end of the encounter. Name: Götz von Berlichingen
HP: 200/200
Hope: 4/15
Desperation: 0/1
Essence: 26/34
Class: Conduit
+Attributes+Potency: 3/3 [1+1+1]
Precision: 3/3 [1+2]
Vigor: 4/4 [3+1]
Will: 0
Agility: 3/3 [2]
+Equipment+Hand 1: Angel's Greatblade
L:4 | H:7 | DR: 30% | Dam: 145+24
Moveset: Ultra-Greatsword | 2 hands
POT: 1/D(C) | PRE: 1/D(C) | WIL: - | VIG: - | AGI: 2/D(C)
Hand 2: Angel's Greatblade (Two Handed)
Armor: Visionary's chain
DR: 25% | Medium Armor
POT: 1 | PRE: - | WIL: - | VIG: 3 | AGI: -
Charm 1: Illuminator's powder
POT: - | PRE: 2 | WIL: - | VIG: - | AGI: -
Charm 2: Glass flute
POT: 1 | PRE: - | WIL: - | VIG: 1 | AGI: -
Inventory: Battered Sun pin
U: 1/-
POT: 1 | PRE: - | WIL: - | VIG: - | AGI: -
Healing Potion U: 3/-
U: 1/-
POT: - | PRE: - | WIL: - | VIG: 1 | AGI: -
+Modifiers and Abilities+Modifiers:Firstborn of Flame: Damage scaling is always one rank higher if it had at least E scaling.
Conduit: All frame costs are reduced by one, to a minimum of 1.
Abilities:[Angel's Greatblade] Glorious Charge: 1 Precision, 1 Potency, 1 Agility | 1 Frame Cost | 15 Cooldown | Move up to three spaces towards your nearest enemy. If you also make a light attack on this turn, the frame cost of your heavy attack is reduced by 2 next round.
[Visionary's Chain] Exhort: 1 Pot 1 Vig | 2 Frame Cost | 5 Cooldown | 3 allies in radius 1, OR 2 allies in radius 2, OR 1 ally at radius 3 receive a Frenzied buff. This frenzied buff has a duration of 10 frames, which resets to 10 when stacked.
[Illuminator's Powder] Targeting Fire: 1 Pre | 1 Frame Cost, 2 cooldown | Choose an enemy in radius 3. They gain the ‘targeted’ debuff for five frames
[Glass Flute] Piercing Tune: 1 Pot, 1 Vig | 1 Frame Cost, 15 cooldown | Enemies within radius 2 gain the Vulnerable debuff for 10 frames.
Shatter: If you choose to shatter the glass flute, it becomes unavailable until the next encounter, but it doubles the duration, effect, and range.
[Battered Sun Pin] Fiery Resurgence: No cost | 0 Frame Cost, - cooldown | Regain all lost potency, and all attacks on this turn will set enemies on fire for 3 frames. If you use this ability when average % exhausted of HP, hope, and all attributes is at or above 50%, the Battered Sun Pin regains a charge at the end of the encounter[Healing Potion] Heal Self: No cost | 2 Frame Cost, - cooldown | Regain 75 HP