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Acrobatics Acrobatics

The Acrobatics line is unique in that its effects are all active while the line's dice are placed in your cooldown trackCooldown TrackDice are placed here as the adventurer exhausts their skill dice or gains fatigue and status effect dice. The Cooldown stat determines the number of dice that are removed from the track each turn.. When exhausting Acrobatics skill dice outside of your engageEngageAdventurers may engage multiple times per turn but are limited by the dice they can roll and fatigue they can gain. You may perform a move action before or after you perform an engage action, but not both. actions, place them in your cooldown track with a Tenacity IconTenacityA resource tracked using the peg slots at the bottom right side of your adventurer mat. Accumulated tenacity remains until it is spent to trigger a class ability or reduced by another effect. result showing.

Associated Stat: StaminaStaminaRepresents an adventurer's capacity to move and roll dice for physical skills.

Required Battle Form: None

Level 1

Fleet Phantom

Dice Supply: 2

IconAbility
Cooldown Track IconCooldown TrackDice are placed here as the adventurer exhausts their skill dice or gains fatigue and status effect dice. The Cooldown stat determines the number of dice that are removed from the track each turn.: While this die is in your cooldown track, you mayMayThe word may always indicates a choice. move up to X hexes at the start of your turnAdventurer TurnDuring your turn, you can take a number of actions, including moving, engaging, resolving class abilities, or exploring at a distance..
FAQ

Can I use Fleet Phantom to get adjacent to an Elusive enemy and be eligible to damage it?

Fleet Phantom specifically grants its movement during start of turn. If a unit uses Fleet Phantom to get adjacentAdjacentHexes are adjacent to each other when they share a common edge. Units, overland tokens, chips, or features in adjacent hexes are adjacent to each other. Battle map tiles are adjacent when at least 1 hex on a tile is adjacent to at least 1 on the other tile. to an enemy with ElusiveElusiveThis unit prevents all damage (including true damage) dealt by units that were not adjacent to it at the start of the current turn., it is considered to have been adjacent at the start of turn and any damage the adventurer deals is not prevented by Elusive.

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Level 2

Rapid Maneuver

Dice Supply: 1

IconAbility
Cooldown Track IconCooldown TrackDice are placed here as the adventurer exhausts their skill dice or gains fatigue and status effect dice. The Cooldown stat determines the number of dice that are removed from the track each turn.: While this die is in your cooldown track, you may move through enemiesEnemyAll opposing units to the party are considered enemies, regardless of their level.. After moving, deal 2 damage to each enemy you moved through.
Cooldown Track IconCooldown TrackDice are placed here as the adventurer exhausts their skill dice or gains fatigue and status effect dice. The Cooldown stat determines the number of dice that are removed from the track each turn.: While this die is in your cooldown track, you may move through enemiesEnemyAll opposing units to the party are considered enemies, regardless of their level.. After moving, healHealingHealing a unit allows it to recover the specified amount of HP chips. A unit cannot heal in excess of its Health stat. 1 HP for each enemy you moved through.
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You occupy every hex you move into. When you move through already occupiedOccupied/UnoccupiedA hex is occupied when it contains a unit (or overland token) and unoccupied when it does not. hexes, you occupy those hexes, you just can't end your movement in them. You are able to explore an occupied hex if an ability allows you to move into that hex.

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FAQ

If you move through the same enemy multiple times during a single move action, does this deal damage per occurrence?

The wording of this skill intentionally leaves the damage/healing until after you finish your movement, and you get the damage/healing based on how many enemies you moved through. If you moved through an enemy multiple times, you would only count it once.

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Relentlessness

Dice Supply: 1

IconAbility
Cooldown Track IconCooldown TrackDice are placed here as the adventurer exhausts their skill dice or gains fatigue and status effect dice. The Cooldown stat determines the number of dice that are removed from the track each turn.: While this die is in your cooldown track, if you are in Light Weapon IconLight WeaponRange: Adjacent only. This form represents melee engages using single-handed skills, such as One Hand and Shield. or Heavy Weapon IconHeavy WeaponRange: Adjacent only. This form represents melee engages using double-handed skills, such as Two Handed. at the end of your turn, you may roll 1 enemy Combat die against each adjacentAdjacentHexes are adjacent to each other when they share a common edge. Units, overland tokens, chips, or features in adjacent hexes are adjacent to each other. Battle map tiles are adjacent when at least 1 hex on a tile is adjacent to at least 1 on the other tile. enemyEnemyAll opposing units to the party are considered enemies, regardless of their level. individually. Rolled damage is true damageTrue DamageTrue damage cannot be prevented or reduced by abilities unless they specifically affect true damage. True damage ignores any bonus HP and reduces the unit's HP instead..

Wind Walker

Dice Supply: 1

IconAbility
Cooldown Track IconCooldown TrackDice are placed here as the adventurer exhausts their skill dice or gains fatigue and status effect dice. The Cooldown stat determines the number of dice that are removed from the track each turn.: While this die is in your cooldown track, your non-enduringEnduringDoes not require tenacity to be spent. Instead, it is active while your tenacity is equal to or greater than the required value. The ability is no longer in effect if your tenacity drops below this number. class abilitiesClass AbilitySpend the required amount of tenacity to trigger a class ability. You may gain 1 light fatigue to change battle form before resolving the ability. cost X fewer tenacityTenacityA resource tracked using the peg slots at the bottom right side of your adventurer mat. Accumulated tenacity remains until it is spent to trigger a class ability or reduced by another effect. (to a minimum of 1).
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How does Wind Walker interact with the item Wood Elf Breeches?

Wind Walker allows you to trigger Wood Elf Breeches for 1 tenacity, but it does not then also allow you to trigger 3-tenacity class abilities as if they were 1-tenacity class abilities. The abilities it triggers need to be 1-tenacity abilities. A 3-tenacity ability is still a 3-tenacity ability, just one that you can spend less tenacity to trigger via Wind Walker.

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Level 3

Expert Evasion

Dice Supply: 1

IconAbility
Cooldown Track IconCooldown TrackDice are placed here as the adventurer exhausts their skill dice or gains fatigue and status effect dice. The Cooldown stat determines the number of dice that are removed from the track each turn.: While this die is in your cooldown track, if you are dealt damage, you mayMayThe word may always indicates a choice. prevent all of that damage and immediately recoverRecoverAn adventurer may only recover a die from their cooldown track. A drained die can only be recovered by an ability that specifically affects drained dice. this die.
Cooldown Track IconCooldown TrackDice are placed here as the adventurer exhausts their skill dice or gains fatigue and status effect dice. The Cooldown stat determines the number of dice that are removed from the track each turn.: While this die is in your cooldown track, when you are engagedEnemy TurnAfter all adventurer turns (and any companion turns), each enemy takes a turn in order from highest to lowest level value. by an enemyEnemyAll opposing units to the party are considered enemies, regardless of their level., you mayMayThe word may always indicates a choice. gain up to 3 light fatigueFatigueThese dice are placed in your adventurer's cooldown track when they gain fatigue. There are 2 types of fatigue (light fatigue and overfatigue).. For each fatigue gained, you may treat 1 enemy Combat die as a miss.

Duelist's Rebuff

Dice Supply: 1

IconAbility
Cooldown Track IconCooldown TrackDice are placed here as the adventurer exhausts their skill dice or gains fatigue and status effect dice. The Cooldown stat determines the number of dice that are removed from the track each turn.: While this die is in your cooldown track, if you are dealt damage by an adjacentAdjacentHexes are adjacent to each other when they share a common edge. Units, overland tokens, chips, or features in adjacent hexes are adjacent to each other. Battle map tiles are adjacent when at least 1 hex on a tile is adjacent to at least 1 on the other tile. enemyEnemyAll opposing units to the party are considered enemies, regardless of their level., you may prevent that damage and force the enemy to deal the damage to a different enemy adjacent to you instead. When this die would be recoveredRecoverAn adventurer may only recover a die from their cooldown track. A drained die can only be recovered by an ability that specifically affects drained dice., drainDrainedThe ability is resolved instantly as described in its entry. Then, that die is placed on the adventurer's race sheet. It is unavailable for the remainder of the battle and is considered drained. it instead.
Cooldown Track IconCooldown TrackDice are placed here as the adventurer exhausts their skill dice or gains fatigue and status effect dice. The Cooldown stat determines the number of dice that are removed from the track each turn.: While this die is in your cooldown track, if you take damage from an enemy engageEnemy TurnAfter all adventurer turns (and any companion turns), each enemy takes a turn in order from highest to lowest level value., you may deal the amount of damage taken to an adjacentAdjacentHexes are adjacent to each other when they share a common edge. Units, overland tokens, chips, or features in adjacent hexes are adjacent to each other. Battle map tiles are adjacent when at least 1 hex on a tile is adjacent to at least 1 on the other tile. enemyEnemyAll opposing units to the party are considered enemies, regardless of their level. and immediately recoverRecoverAn adventurer may only recover a die from their cooldown track. A drained die can only be recovered by an ability that specifically affects drained dice. this die.
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Can you resolve Duelist's Rebuff without an adjacent enemy to redirect the damage to?

Yes, you can prevent the damage without having an adjacent enemy.

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Level 4

Defiance

Dice Supply: 1

IconAbility
Cooldown Track IconCooldown TrackDice are placed here as the adventurer exhausts their skill dice or gains fatigue and status effect dice. The Cooldown stat determines the number of dice that are removed from the track each turn.: While this die is in your cooldown track, once per engageEngageAdventurers may engage multiple times per turn but are limited by the dice they can roll and fatigue they can gain. You may perform a move action before or after you perform an engage action, but not both., you may reroll any 1 of your skill dice that results in a Tenacity IconTenacityA resource tracked using the peg slots at the bottom right side of your adventurer mat. Accumulated tenacity remains until it is spent to trigger a class ability or reduced by another effect.. You still gain the tenacity from the initial result.
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Can I benefit from the reroll Defiance provides during the same engage that it has been placed into the cooldown track?

Yes, you are allowed to use the reroll the same turn, as long as you do it before resolving any more dice.

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