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HEROES. LIGHT and DARK

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3. Elven Archers
Health 14
Damage 4-7
Attack 4
Defense 4
Speed 5
Initiative 9
Special Abilities: Ranged, Double Shot
Growth +7
3A. Rangers
Health 24
Damage 7-9
Attack 7
Defense 7
Speed 6
Initiative 9
Special Abilities: Ranged, Accuracy, Enchanted Arrows*, Beast Speech*, Cannot be Slowed or Weakened
Growth +9
Enchanted Arrows - the creature's shots pierce the enemy, reducing their defense by 50% and initiative by 25% for the entire battle; this effect cannot be dispelled.
Beast Speech - the creature can control a non-mounted animal unit for 2 turns once per battle (wolves, unicorns, griffins, cerberuses, nightmares, etc.).
3B. Hunters
Health 18
Damage 5-8
Attack 8
Defense 5
Speed 6
Initiative 10
Special Abilities: Ranged, Double Shot, Trap*, Maim, Camouflage
Growth +9
Trap - a creature caught in the trap stops and takes damage; its initiative and defense are reduced by 50% for 2 turns. Hunters set traps.
Camouflage - on grassy terrain, the unit receives only 50% damage from ranged attacks; a miss is possible.
Стрелы истинного рейнджера не знают промаха
и разят ненавистных врагов королевства...:smile13: