Reinforcements

Whenever the player takes too long to defeat the opposing enemies in either a hallway battle or a room battle, they will suffer Stall Penalty. The Stall Penalty can be either increased stress across the party, or enemy reinforcements. The reinforcements can be composed of any enemies that may appear in the current dungeon, although the pairs always seem to carry a theme (e.g. both having the same prefix, such as "Fungal" or "Cultist"). The purpose of the penalties is to prevent the player from stalling to heal both health and destress before continuing on with the rest of the dungeon.

Reinforcements can be disabled in the gameplay settings under Combat Delay Penalties, however these settings cannot be altered within Stygian or Blood Moon game modes. If you disable reinforcements, then you will not receive the below achievement:

Stalling Mechanics

 * The Stall Penalty is increased stress across the party, and next turn enemy reinforcements if the player continues to stall.
 * Enemies spawned by the Stall Penalty penalty will not award additional loot.

Conditions

 * Stall Penalties will not occur if the remaining enemy is a 'large' creature (takes up 2 spaces or more), or the battle is a boss battle. There is also no Stall Penalty during Shieldbreaker's flashback battle.
 * Stall Penalties will not occur if there's only two or less remaining heroes in the party.
 * Stall Penalties will occur if both of the following conditions are met:
 * Two full rounds have elapsed with only 2 or fewer enemies remaining.
 * The player has not used 2 or more damaging skills (skills capable of dealing damage, not counting the Occultist's Vulnerability Hex but counting the Jester's Solo) when there are only 2 or fewer enemies remaining.
 * By using any skill which inflicts damage against any enemy target (Occultist's Vulnerability Hex, despite dealing damage, does not count as a damaging skill), including corpses, hit or miss, twice in a round, the Stall Penalty Conditions will be reset. This means you may stall as much as you like in the remaining current round and the next round, without any Stall Penalties.
 * If both remaining enemies are any of the enemies listed below, then a warning bark (but no actual penalty) will occur after only 1 round and next round reinforcements will be summoned (but no stress dealt) if the player continues to stall.