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229

Your six opponents have different fighting styles. Pay close attention to their special abilities (if only the Ranger, the Sorceress, and the Elf remain, the battle is won).

RANGER

DEXTERITY

POWER

EVASION

ARMOR

ENDURANCE

2

2

3

1

6

Leader: If he loses half of his Endurance, he is considered out of action as he only gives orders remotely until the end of the confrontation.

BARBARIAN

DEXTERITY

POWER

EVASION

ARMOR

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ENDURANCE

3

6

4

0

14

DWARF

DEXTERITY

POWER

EVASION

ARMOR

ENDURANCE

3

3

2

3

12

ELF

DEXTERITY

POWER (arc)

EVASION

ARMOR

ENDURANCE

2

2

5

0

5

RANGED ATTACK: The Elf remains constantly out of melee range and attacks during the ranged attack turn. During melee combat, she continues to attack but has a 3 in 6 chance of hitting one of her allies.

TROLL

DEXTERITY

POWER

EVASION

ARMOR

ENDURANCE

2

8

2

1

16

Group: -1 Dexterity for every 6 Endurance points lost by the mob

SORCERESS

DEXTERITY

POWER

EVASION

ARMOR

ENDURANCE

3

2d6

0

0

5

Magician: The Magician remains constantly out of range of melee attacks and only attacks on even-numbered turns (including during ranged turns).

If you are victorious, go to 265.

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