Battle Reports
“Listen if you must. But then come home and write it down.” — The Seamkeeper’s Codex, incident report: the whisper
Every combat march produces a battle report the moment it resolves. Most players skim the win/loss banner; the report holds much more, and ten seconds of reading it properly will improve your next fight.
What’s in a report
Section titled “What’s in a report”The header — outcome, the enemy (which snarl, which tier), and your force as it marched.
The round log — the fight round by round: damage dealt and taken by each side, rear-line specials landing on their every-third-round cadence, and — if it happened — the moment one side broke below the 15% rout threshold and ran.
The casualty block — your losses split into dead and wounded. This is the number that matters (why: wounded vs dead).
Rewards & XP — resources looted and Guardian XP earned, per Guardian.
How to actually read one
Section titled “How to actually read one”- Which round did it end? Round 2–3 rout in your favor: you overmatched them — go a tier deeper next time. Round 7–8 decision: you’re at your ceiling — same tier, better formation, or wait on troop upgrades.
- Whose damage carried? If your troop stack out-damaged your Guardians by a mile, synergy is working; if your Guardians carried, your troop tier or element choice lagged — check the enemy’s dominant element against yours.
- Was the preview right? It’s the same engine, so yes — if the outcome surprised you, you mis-read the preview, and the report shows exactly where.
The heal-wounded flow
Section titled “The heal-wounded flow”The report’s real call to action is the wounded number. The flow, every time:
- Close the report → open the Healing Font → Heal Wounded tab.
- Everything recoverable from the battle is queued there; start the heal (25 Essence and ~60 s per troop at base, cheaper with Font levels and Battle Medic research).
- Watch capacity: wounded from your next fight need room too — if the Font is near full, heal out before marching again.
That loop — fight, read, heal, repeat — is the entire rhythm of the combat game. Overseers who keep it never bleed; Overseers who skip step 3 donate armies to the Fog in installments.
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