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Elven Chainmail
Fighter and rogue only. Elves equip this as a 3rd level item.
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Fighter and rogue only. Elves equip this as a 3rd level item.
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Fighter or rogue only. Order: This character gains Marksmanship +5 until the end of the turn.
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After Elwyn enters play, choose a class, Elwyn becomes that class permanently. Order: Spend two characters with different classes in this rank: All opposing characters have -2 skill and -2 AC until the end of the turn.
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Paladins have +1 Level for equipping Embersmane. Order: Spend Embersmane: Move forward or backward one rank. If no dungeons are in play, this card gives no ATK or AC bonus.
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Spend Order: Discard X cards: Target X+1 characters within two ranks who succeed with a magic save (DC 16) or stun. For each failure, you may remove a wound from a character in play.
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React: After Emil Tzin targets or is targeted by a melee strike: All items on the opposing character are considered blank for the duration of the strike.
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React: After this character spends to pay the cost for a spell: Magic saves from this spell have a bonus to the DC equal to this character's current Skill.
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Order: Spend a character with a number of items equipped equal to or greater than his or her level. If the character was already spent, he or she is stunned.
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Spend Order: Until the end of the turn, all fighters in play have the ability: "Order: Once per turn, stun this character: Perform an attack without spending."
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React: Once per turn, after an action which readied an adjacent Dwarf: Ready Endure.
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Rogue and wizard only. This is a spell. React: After this character chooses the target of a ranged strike: Make a Marksmanship check (DC 20). If successful and this character is a rogue, the target is considered stunned for the duration of the ranged strike (overriding other card effects). If successful and this character is a wizard, spend the target.
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Spend Order: Target a character. Until the end of the turn, while the target is in your first rank, characters may not move into opposing first ranks and opposing second ranks are never considered to be illegal.
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Rogue and wizard only. If this character is a rogue, he gains Marksmanship +5. Order: Once per turn: If this character is a wizard, perform a +4 ranged strike.
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React: Play before this character declares the target of a ranged strike. If your army's 1st rank has more characters than the target's army's 1st rank, your character has Marksmanship +10 until the end of the turn.
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React: Before Enhe is killed with an action by a character you control: Target non-Thrall permanently gains +1 ATK and AC. Remove Enhe from the game after he dies.
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May not equip items. React: Once per turn, after another Monster in your army suffers wounds: Move forward one rank.
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May not equip a Steed. Order: Once per turn: Move Enkida forward up to two ranks. Order: Once per turn: Move Enkida backward one rank.
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React: After a melee strike targets Enokki: Look at the hand of targeting character's player.
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Order: Target a character within 2 ranks (up to two characters if it is not the first turn): If you have 5 or more characters in your discard pile, perform a +3 ranged strike against each target. Each target must succeed with a dexterity save (DC 19) or become spent.
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May not equip items. Spend Order: Target a rank in your army. Rearrange the positions of all the characters in that rank.
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Druids perform this action without spending. Spend Order: Target an opposing character within two ranks: Until end of turn, items that give the character bonuses to ATK, AC, or Skill instead give equal penalties.
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Bards may cast this spell as if they were clerics. Spend Order: Target all characters in an adjacent rank. Each target must succeed with a magic save (DC 10) or be unable to perform melee strikes until the end of the turn.
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Envy is a cleric and a rogue. Envy enters play as if he were level 5. React: Before making a melee strike against a spent character: The target has -3 AC.
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React: After a melee strike targets a character in this rank, destroy Envy's Snare: The attacking character must succeed with a dexterity save (DC 19) or suffer one wound and this character may destroy two of the attacking character's items.