[Before Attack] Gain (highest Reson. + 1) <<((BoseProjektil))Torn Memory>> (max 7) - If it was an A-Reson., gain (highest Reson. +2) <<((BoseProjektil))Torn Memory>> instead [Before Attack] Gain 1 <<((Breath))Poise>> for every <<((BoseProjektil))Torn Memory>> (max 3) [After Attack] Lose every <<((BoseProjektil))Torn Memory>>
+7
+7
|
+5% Damage on Critical Hit for every <<((BoseProjektil))Torn Memory>> (max 35%)
[On Hit] Inflict 3 <<((Laceration))Bleed>>
[On Crit] Inflict 3 <<((Sinking))Sinking>>
[On Crit Kill] If this unit has the <<((Bullet))Ammo>> effect, gain 1 <<((Bullet))Ammo>> (2 times per Encounter)
Fell Bullet
7 - 21
[Before Attack] Gain (highest Reson. + 1) <<((BoseProjektil))Torn Memory>> (max 7) - If it was an A-Reson., gain (highest Reson. +2) <<((BoseProjektil))Torn Memory>> instead [Before Attack] Gain 1 <<((Breath))Poise>> for every <<((BoseProjektil))Torn Memory>> (max 3) [After Attack] Lose every <<((BoseProjektil))Torn Memory>>
+7
+7
|
+5% Damage on Critical Hit for every <<((BoseProjektil))Torn Memory>> (max 35%)
[On Hit] Inflict 3 <<((Laceration))Bleed>>
[On Crit] Inflict 3 <<((Sinking))Sinking>>
[On Crit Kill] If this unit has the <<((Bullet))Ammo>> effect, gain 1 <<((Bullet))Ammo>> (2 times per Encounter)
Fell Bullet
7 - 21
[Before Attack] Gain (highest Reson. + 1) <<((BoseProjektil))Torn Memory>> (max 7) - If it was an A-Reson., gain (highest Reson. + 2) <<((BoseProjektil))Torn Memory>> instead [Before Attack] Gain 1 <<((Breath))Poise>> for every <<((BoseProjektil))Torn Memory>> (max ) [After Attack] Lose every <<((BoseProjektil))Torn Memory>>
+7
+7
|
+% Damage on Critical Hit for every <<((BoseProjektil))Torn Memory>> (max %)
[On Hit] Inflict 4 <<((Laceration))Bleed>>
[On Crit] Inflict 3 <<((Sinking))Sinking>>
[On Crit Kill] If this unit has the <<((Bullet))Ammo>> effect, gain 1 <<((Bullet))Ammo>> (2 times per Encounter)
Fell Bullet
7 - 21
[Before Attack] Gain (highest Reson. + 1) <<((BoseProjektil))Torn Memory>> (max 7) - If it was an A-Reson., gain (highest Reson. + 2) <<((BoseProjektil))Torn Memory>> instead [Before Attack] Gain 1 <<((Breath))Poise>> for every <<((BoseProjektil))Torn Memory>> (max ) [Before Attack] Gain +1 <<((Breath))Poise>> Count [After Attack] Lose every <<((BoseProjektil))Torn Memory>>
+7
+7
|
+% Damage on Critical Hit for every <<((BoseProjektil))Torn Memory>> (max %)
[On Hit] Inflict 5 <<((Laceration))Bleed>>
[On Crit] Inflict 3 <<((Sinking))Sinking>>
[On Crit Kill] If this unit has the <<((Bullet))Ammo>> effect, gain 1 <<((Bullet))Ammo>> (3 times per Encounter)
Fell Bullet
28 - 16
[Indiscriminate] Targets randomly [Before Attack] Gain (highest Reson. + 1) <<((BoseProjektil))Torn Memory>> (max 7) - If it was an A-Reson., gain (highest Reson. + 2) <<((BoseProjektil))Torn Memory>> instead [Before Attack] Deal +2% damage for every <<((BoseProjektil))Torn Memory>> (max 14%) [Before Attack] Gain 1 <<((Breath))Poise>> for every <<((BoseProjektil))Torn Memory>> (max 3) [Before Attack] Deal +3% damage for every 5 <<((Breath))Poise>> on self (max 15%) [Before Attack] Consume 5 <<((Breath))Poise>> on self [After Attack] Lose every <<((BoseProjektil))Torn Memory>>
-12
|
[On Hit] Inflict 2 <<((Laceration))Bleed>> and 2 <<((Sinking))Sinking>>
Fell Bullet
28 - 16
[Indiscriminate] Targets randomly [Before Attack] Gain (highest Reson. + 1) <<((BoseProjektil))Torn Memory>> (max 7) - If it was an A-Reson., gain (highest Reson. + 2) <<((BoseProjektil))Torn Memory>> instead [Before Attack] Deal +2% damage for every <<((BoseProjektil))Torn Memory>> (max 14%) [Before Attack] Gain 1 <<((Breath))Poise>> for every <<((BoseProjektil))Torn Memory>> (max 3) [Before Attack] Deal +3% damage for every 5 <<((Breath))Poise>> on self (max 15%) [Before Attack] Consume 5 <<((Breath))Poise>> on self [After Attack] Lose every <<((BoseProjektil))Torn Memory>>
-12
|
[On Hit] Inflict 2 <<((Laceration))Bleed>> and 2 <<((Sinking))Sinking>>
Fell Bullet
28 - 16
[Indiscriminate] Targets randomly [Before Attack] Gain (highest Reson. + 1) <<((BoseProjektil))Torn Memory>> (max 7) - If it was an A-Reson., gain (highest Reson. + 2) <<((BoseProjektil))Torn Memory>> instead
[Before Attack] Deal +2% damage for every <<((BoseProjektil))Torn Memory>> (max 14%) [Before Attack] Gain 1 <<((Breath))Poise>> for every <<((BoseProjektil))Torn Memory>> (max ) [Before Attack] Deal +% damage for every 5 <<((Breath))Poise>> on self (max %) [Before Attack] Consume 5 <<((Breath))Poise>> on self [After Attack] Lose every <<((BoseProjektil))Torn Memory>>
-12
|
[On Hit] Inflict 3 <<((Laceration))Bleed>> and 3 <<((Sinking))Sinking>>
Fell Bullet
28 - 16
[Indiscriminate] Targets randomly [Before Attack] Gain (highest Reson. + 1) <<((BoseProjektil))Torn Memory>> (max 7) - If it was an A-Reson., gain (highest Reson. + 2) <<((BoseProjektil))Torn Memory>> instead [Before Attack] Gain 1 Atk Weight for [Before Attack] Deal +% damage for every <<((BoseProjektil))Torn Memory>> (max %) [Before Attack] Gain 1 <<((Breath))Poise>> for every <<((BoseProjektil))Torn Memory>> (max ) [Before Attack] Deal +% damage for every 5 <<((Breath))Poise>> on self (max %) [Before Attack] Consume 5 <<((Breath))Poise>> on self [After Attack] Lose every <<((BoseProjektil))Torn Memory>>
-12
|
[On Hit] Inflict 3 <<((Laceration))Bleed>> and 3 <<((Sinking))Sinking>>