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
14
DWARF
DEXTERITY
POWER
EVASION
ARMOR
ENDURANCE
3
3
2
3
12
ELF
DEXTERITY
POWER (arc)
EVASION
ARMOR
ENDURANCE
2
2
5
5
RANGED ATTACK: The Elf remains constantly out of lee range and attacks during the ranged attack turn. During lee 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
5
Magician: The Magician remains constantly out of range of lee attacks and only attacks on even-numbered turns (including during ranged turns).
If you are victorious, go to 265.
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