I’m working on a guide for prioritizing which enemy spells to dispel. I’m open to feedback on these ratings. I’m using a modified color scheme similar to the up and coming 8E handbook. I’m open to changing this if someone disagrees with my rating or assessment. If you believe this is suspiciously similar to the one I wrote for Lustria-Online you are correct. I don’t like to reinvent the wheel. I invented my own color coding system for ranking OTHER PEOPLE’S spells. Feel free to (politely) bring up disagreements with categorization or descriptions regarding spells. Of course if this gets posted to the Tactica Index here I'll feel warm and fuzzy.
Red means “stop this spell at all costs.” This is a choice that’s a no-brainer to dispel. If they even have this spell in reserve you should probably save enough dispel dice (or a Dispel Scroll or something similar) to shut it down until you are sure they are not going to cast it.
Orange is bad. You usually should try to dispel this when you can.
Yellow is conditionally a threat. Unless individual circumstances dictate this spell as being extra important, you generally don’t want to try to dispel this spell unless there aren’t any greater threats.
Green the spell is so weak that you should almost never bother dispelling it unless this spell is using the last of your enemy’s power dice and you still have dice left.
Part One: Big Red Book Lores
Lore of Beasts
This is available to Empire, all three Elf armies, Ogres, Vampire Counts (costs extra), Brettonians, and Demons (through special characters only). This is more popular to give to low level casters than high level casters. The lore attribute should not factor into your decisions to dispel something or not.
Wyssan's Wildform (Unit is in Close Combat)
Wyssan's Wildform (Unit is not in Close Combat): The close combat swinging ability here is obvious. The relative lack of ranged attacks undead enjoy means this does next to nothing to things you aren’t fighting.
The Flock of Doom: The hits are so low strength the damage is negligible, especially to troops with access to lore of Vampires for healing.
Pann's Impenetrable Pelt: When it’s that important to kill the enemy character, said character is probably not using the Lore of Beasts as their main line of defense.
The Amber Spear: It all depends on how important the target is to you. If this pointed at the flank of Black Knights or Blood Knights, this is dangerous. Most units aren’t that threatened by this.
The Curse of Anraheir: It hits our units in every stat that counts AND makes it hard to move.
The Savage Beast of Horros: The threat of this depends in part on how dangerous the enemy character is to the first place. If you think your Quickblood Vampire can strike the enemy down before they get the attacks, let this slide. Beware the augmented version of this.
Transformation of Kadon (wizard is in close combat right now)
Transformation of Kadon (wizard is currently unengaged in close combat): This turns a wizard in combat from being a vulnerable source of easy points for you into a deadly threat. If the transformed wizard in question is not in close combat, you have plenty of time to dispel this later if you feel the need to. Sometimes the other player may drop the spell themselves (especially if it’s tying the hands of a level 4 caster).
Lore of Heavens
This is available to Lizardmen Empire, all three Elf armies, Ogres Brettonians (Lord only), Vampire Counts (but it costs extra), Demons (through special characters only). This is roughly equally popular between Hero level and Lord level casters. The lore attribute should be kept in mind whenever flyers are the target since even a lowly hex can half kill some Vargheists. Terrorgheists will barely notice the extra hits though.
Iceshard Blizzard: Depends how important this unit’s fighting ability is to you.
Harmonic Convergence: Depends how important this unit’s fighting ability is to you.
Wind Blast: Unless your opponent has a one-in-thousand rare line up and/or the target is a flyer, you can generally afford to let this one slide.
Curse of the Midnight Wind: Depends how important this unit’s fighting ability is to you.
Uranon's Thunderbolt: A big block of Core won’t lose much, but it’s nasty on small expensive units, especially flyers or units that are vampiric or ethereal (hard to bounce back from the damage with magic).
Comet of Cassandora: A lot of damaging power here and most undead don’t have the requisite mobility to avoid Comet markers. It’s more dangerous when it’s likely to hit a lot of small units as opposed to a few big ones. This is a great spell to use a Scroll of Shielding on since it will help every unit you that gets hit, no matter when the Comet strikes.
Chain Lightning: The ability to jump around makes this dangerous if you got a bunch of dire wolves, Vargheists, Spirit Hosts, and other small units in the advance of your troops. Hits on blocks of Core don’t matter much except as a stepping stone to hitting more valuable units. Fortunately the spell doesn’t always jump around.
Lore of Death
This is available to Empire, Tomb Kings, Vampire Counts, all three Elf armies, Ogres, Daemons, Warriors of Chaos, Chaos Dwarfs, Lizardmen (Lord only), and Orcs and Goblins (with Azhag). Most players who run with Death prefer to run these Wizards as Lords rather than Heroes.
Usually, you don’t have to stop all the hero snipe spells, just MOST of them. Vampires have good statlines and your general should be packing a Ward save. It’s not fun to lose even support characters.
Life Leeching matters a lot with Purple Sun, but is not a serious concern for the other spells.
Spirit Leech (on our characters)
Spirit Leech (on our heavy units): Most important VC characters have enough leadership to stand a pretty good chance of weathering this attack. Terrogheists, Vargulfs, Black Coaches and the like have pretty weak Ld scores relative to their high points cost making this spell dangerous.
Aspect of the Dreadknight: All this does is makes one enemy unit immune to Fear. Not a huge problem unless you are setting up a Fear Bomb.
Caress of Laniph: You can’t ignore character snipes all the time, but you should be able to weather ONE if need be.
Soulblight (unit is in close combat)
Soulblight (unit is not in close combat): Basically as important as Wyssans.
Doom and Darkness: Apart from a few Frenzied units restraining themselves, VC rarely need to take leadership tests.
The Fate of Bjuna: This is the best character killer, but it’s hampered by its high casting cost. If you can only dispel one character-snipe spell, prioritize this one.
The Purple Sun of Xereus: This will obliterate our lines and THEN give the opponent extra power dice to hit us with something else! Don’t let this through.
Lore of Fire
Available to Empire, all three Elf armies, Warriors of Chaos, Chaos Dwarfs, Vampire Counts (but it costs extra), Slann (Lord only), Ogres (Heroes only), and Daemons (through special characters only). It’s generally seen more with Hero level casters than Lord level casters.
Kindleflame rarely has any worthwhile effect and isn’t worth factoring into your dispel decisions.
Fireball: Is it likely to wipe out a near dead unit? Is it your enemy’s best or only anti-ethereal option? If yes, you should probably should dispel it. Is it just there to nickel and dime a big unit down, you can probably let it go. Augmented Fireballs warrant additional consideration though, assuming they are cast without Irresistible Force at least.
Cascading Fire-Cloak: The hits don’t apply to CR which softens the sting of this spell a bit. There aren’t enough hits to matter against most Core and the hits aren’t strong enough to matter against most of our tougher units. It’s nasty against regenerating troops or troops occupying buildings though.
Flaming Sword of Rhuin: Negating regeneration and upping the number of wounds inflicted? Not good.
The Burning Head: This spell is intended primarily to cause panic tests rather than cause direct casualties. Since undead are immune to psychology you can nearly always let this one go.
Piercing Bolts of Burning: Potentially a lot of hits or practically no hits. deep tarpit units hate this spell, but smaller units don’t care a whole lot about this spell.
Fulminating Flame Cage: You either open up a unit to A LOT of hits or you allow your opponent to dictate your movement phase. Nasty spell.
Flame Storm The hits are neither concentrated nor potent enough to do serious damage. This is probably the weakest template spell in the BRB.
Lore of Shadow
This is available to Empire, all three Elf armies, Empire, Warriors of Chaos, Daemons, Vampire Counts, and Lizardmen (Lord only). This lore is used frequently with both high and low level casters.
If your opponent is clearly planning to use Smoke and Mirrors lore attribute pulls an enemy wizard lord of danger, but it is very hard to prevent this unless you are dealing with a low level caster (since it’s hard to dispel four spells but one or two spells is doable).
Melkoth's Mystifying Miasma: Nobody likes being on the receiving end of this spell, but undead rank and file are usually are usually outclassed in terms of WS and I by the other side anyway. It takes a very close matchup for this to matter much. It’s most dangerous on whatever units have your combat vampires in them since their stats DO matter.
Steed of Shadows: Every use of this spell is different, so I can’t make a broad ruling. Does the unit moving from A to B scare you a lot or not?
The Enfeebling Foe: This will probably be targeted on your main killing unit, so this is pretty bad.
The Withering: This will hit you twice. First by making your troops die more, than a second hit from crumble.
The Penumbral Pendulum: This spell requires perfect positioning to be a big threat.
Pit of Shades: No one likes being hit by this. This will take significant chunks out of skeletons or zombie blocks and it can potentially erase heavy hitters like Terrorgheists or Black coaches.
Okkam's Mindrazor: Too much power to let the other side have, especially when they are fighting your general.
Lore of Life
Available to Empire, Brettonains, all three Elf armies, Lizardmen (Lord only), and Daemons (through special characters). This is usually given to wizard lords instead of heroes.
Lifebloom is a concern especially if you are very slowly killing an enemy monster or character, but it’s very hard to prevent the healing altogether.
Earth Blood Ask yourself, will this swing a critical combat away from you or does your opponent just want an easy Lifebloom?
Awakening of the Wood If your opponent rolls this spell, keep your wolves and light flyers out of the woods and you should be in the clear. Units with a large model count or high Toughness can weather a lot of hits with this spell even in a forest.
Flesh to Stone It’s hard to win CR when the other side has this, but it usually won’t result in you yourself being beaten by a highly crumbling margin.
Throne of Vines: This makes everything else the Life casters do better. You can try to dispel it out the gate, or you dispel whatever spells follow this up.
Shield of Thorns: The hits are fairly light and they don’t contribute to CR.
Regrowth: This spell gets more annoying the more evenly matched the two sides are. If the enemy is relying on feeding your blender sacrificial unit champions then raising them, this spell becomes more problematic. You know you probably annoyed someone with that trick in the past with Invocation of Nehek.
The Dwellers Below: Hitting every model in the unit and no look out sir? Possibly the reddest spell ever published.
Lore of Metal
Available to Empire, all three Elf armies, Warriors of Chaos, Daemons, Chaos Dwarfs, Vampire Counts (but it costs extra), and Slann (Lord only). Metalshifting is mostly irrelevant since it only applies to two spells so it’s basically lumped into the spell descriptions there.
Searing Doom If this isn’t your opponent’s first Warhammer game, they will be targeting your knights or Rare chariots with this. Other units have less to be concerned with.
Plague of Rust: It’s permanent, but one point rarely makes a huge difference. Also, because it’s permanent, a unit hit by Plague of Rust can weather Metal direct damage spells easier.
Enchanted Blades of Aiban: Our Core cares very little about fighting enemies with this spell, but most opponents will target this on whatever is fighting your best armored unit.
Glittering Robe: This stacks with armor making soft skinned elves, humans or whatever much harder for us to wound.
Gehenna's Golden Hounds: Basically the same as Searing Doom. The spell has less range, but if your opponent is casting this at you, then it’s a safe bet they are in range.
Transmutation of Lead: Docking our WS isn’t nearly as bad as a straight penalty to hit, but this spell is bad in an otherwise close to even matchup. This does not have a minimum WS1, so this can knock zombies or pre-hexed units to WS0.
Final Transmutation: This is almost as damaging in raw terms as Dwellers. To add insult to injury, most undead don’t have the Leadership scores to handle Stupidity tests, especially considering many VC players don’t take BSBs.
Lore of Light
Available to Empire, all three Elf armies, Tomb Kings, Daemons (through special characters), Vampire Counts (but it costs extra), and Lizardmen (Lord only). It’s about equally popular for Hero and Lord level casters. Sometimes Empire or Elves will go for a “Council of Light” and really load up on several Light casters making Banishment more deadly. The Lore Attribute is tailor designed to hurt undead.
Shem's Burning Gaze: Backed by Exorcism, this is quite a few nasty hits that negate Regeneration.
Pha's Protection: It depends how important the unit receiving the buff is to your plans. The bubble version should generally be treated as a higher priority threat.
Speed of Light: We are usually outclassed in terms of WS and I anyway, so this isn’t a huge deal for us most of the time but it’s highly inconvenient when cast on units fighting your blenders and mini-blenders.
Light of Battle: Annoying if a unit you are on the verge of breaking becomes unbreakable. Also this is the bane of Fear bomb combos. Otherwise this spell is a non-issue.
Net of Amnytok: The damage isn’t that big a deal, but this essentially translates into a 50/50 chance for an infantry unit to lose their action for a turn and that’s generally unacceptable.
Banishment: This spell will brutalize almost anything it hits. Fortunately it doesn’t negate Regeneration though it’s anti-Ward save effect stings against Black Coaches and most unbunkered vampires.
Birona's Timewarp: Extra attacks for the enemy are bad. Always Strikes First is worse because it usually translates into re-rolls against most undead units and it negates Quickblood on vampires.
Red means “stop this spell at all costs.” This is a choice that’s a no-brainer to dispel. If they even have this spell in reserve you should probably save enough dispel dice (or a Dispel Scroll or something similar) to shut it down until you are sure they are not going to cast it.
Orange is bad. You usually should try to dispel this when you can.
Yellow is conditionally a threat. Unless individual circumstances dictate this spell as being extra important, you generally don’t want to try to dispel this spell unless there aren’t any greater threats.
Green the spell is so weak that you should almost never bother dispelling it unless this spell is using the last of your enemy’s power dice and you still have dice left.
Part One: Big Red Book Lores
Lore of Beasts
This is available to Empire, all three Elf armies, Ogres, Vampire Counts (costs extra), Brettonians, and Demons (through special characters only). This is more popular to give to low level casters than high level casters. The lore attribute should not factor into your decisions to dispel something or not.
Wyssan's Wildform (Unit is in Close Combat)
Wyssan's Wildform (Unit is not in Close Combat): The close combat swinging ability here is obvious. The relative lack of ranged attacks undead enjoy means this does next to nothing to things you aren’t fighting.
The Flock of Doom: The hits are so low strength the damage is negligible, especially to troops with access to lore of Vampires for healing.
Pann's Impenetrable Pelt: When it’s that important to kill the enemy character, said character is probably not using the Lore of Beasts as their main line of defense.
The Amber Spear: It all depends on how important the target is to you. If this pointed at the flank of Black Knights or Blood Knights, this is dangerous. Most units aren’t that threatened by this.
The Curse of Anraheir: It hits our units in every stat that counts AND makes it hard to move.
The Savage Beast of Horros: The threat of this depends in part on how dangerous the enemy character is to the first place. If you think your Quickblood Vampire can strike the enemy down before they get the attacks, let this slide. Beware the augmented version of this.
Transformation of Kadon (wizard is in close combat right now)
Transformation of Kadon (wizard is currently unengaged in close combat): This turns a wizard in combat from being a vulnerable source of easy points for you into a deadly threat. If the transformed wizard in question is not in close combat, you have plenty of time to dispel this later if you feel the need to. Sometimes the other player may drop the spell themselves (especially if it’s tying the hands of a level 4 caster).
Lore of Heavens
This is available to Lizardmen Empire, all three Elf armies, Ogres Brettonians (Lord only), Vampire Counts (but it costs extra), Demons (through special characters only). This is roughly equally popular between Hero level and Lord level casters. The lore attribute should be kept in mind whenever flyers are the target since even a lowly hex can half kill some Vargheists. Terrorgheists will barely notice the extra hits though.
Iceshard Blizzard: Depends how important this unit’s fighting ability is to you.
Harmonic Convergence: Depends how important this unit’s fighting ability is to you.
Wind Blast: Unless your opponent has a one-in-thousand rare line up and/or the target is a flyer, you can generally afford to let this one slide.
Curse of the Midnight Wind: Depends how important this unit’s fighting ability is to you.
Uranon's Thunderbolt: A big block of Core won’t lose much, but it’s nasty on small expensive units, especially flyers or units that are vampiric or ethereal (hard to bounce back from the damage with magic).
Comet of Cassandora: A lot of damaging power here and most undead don’t have the requisite mobility to avoid Comet markers. It’s more dangerous when it’s likely to hit a lot of small units as opposed to a few big ones. This is a great spell to use a Scroll of Shielding on since it will help every unit you that gets hit, no matter when the Comet strikes.
Chain Lightning: The ability to jump around makes this dangerous if you got a bunch of dire wolves, Vargheists, Spirit Hosts, and other small units in the advance of your troops. Hits on blocks of Core don’t matter much except as a stepping stone to hitting more valuable units. Fortunately the spell doesn’t always jump around.
Lore of Death
This is available to Empire, Tomb Kings, Vampire Counts, all three Elf armies, Ogres, Daemons, Warriors of Chaos, Chaos Dwarfs, Lizardmen (Lord only), and Orcs and Goblins (with Azhag). Most players who run with Death prefer to run these Wizards as Lords rather than Heroes.
Usually, you don’t have to stop all the hero snipe spells, just MOST of them. Vampires have good statlines and your general should be packing a Ward save. It’s not fun to lose even support characters.
Life Leeching matters a lot with Purple Sun, but is not a serious concern for the other spells.
Spirit Leech (on our characters)
Spirit Leech (on our heavy units): Most important VC characters have enough leadership to stand a pretty good chance of weathering this attack. Terrogheists, Vargulfs, Black Coaches and the like have pretty weak Ld scores relative to their high points cost making this spell dangerous.
Aspect of the Dreadknight: All this does is makes one enemy unit immune to Fear. Not a huge problem unless you are setting up a Fear Bomb.
Caress of Laniph: You can’t ignore character snipes all the time, but you should be able to weather ONE if need be.
Soulblight (unit is in close combat)
Soulblight (unit is not in close combat): Basically as important as Wyssans.
Doom and Darkness: Apart from a few Frenzied units restraining themselves, VC rarely need to take leadership tests.
The Fate of Bjuna: This is the best character killer, but it’s hampered by its high casting cost. If you can only dispel one character-snipe spell, prioritize this one.
The Purple Sun of Xereus: This will obliterate our lines and THEN give the opponent extra power dice to hit us with something else! Don’t let this through.
Lore of Fire
Available to Empire, all three Elf armies, Warriors of Chaos, Chaos Dwarfs, Vampire Counts (but it costs extra), Slann (Lord only), Ogres (Heroes only), and Daemons (through special characters only). It’s generally seen more with Hero level casters than Lord level casters.
Kindleflame rarely has any worthwhile effect and isn’t worth factoring into your dispel decisions.
Fireball: Is it likely to wipe out a near dead unit? Is it your enemy’s best or only anti-ethereal option? If yes, you should probably should dispel it. Is it just there to nickel and dime a big unit down, you can probably let it go. Augmented Fireballs warrant additional consideration though, assuming they are cast without Irresistible Force at least.
Cascading Fire-Cloak: The hits don’t apply to CR which softens the sting of this spell a bit. There aren’t enough hits to matter against most Core and the hits aren’t strong enough to matter against most of our tougher units. It’s nasty against regenerating troops or troops occupying buildings though.
Flaming Sword of Rhuin: Negating regeneration and upping the number of wounds inflicted? Not good.
The Burning Head: This spell is intended primarily to cause panic tests rather than cause direct casualties. Since undead are immune to psychology you can nearly always let this one go.
Piercing Bolts of Burning: Potentially a lot of hits or practically no hits. deep tarpit units hate this spell, but smaller units don’t care a whole lot about this spell.
Fulminating Flame Cage: You either open up a unit to A LOT of hits or you allow your opponent to dictate your movement phase. Nasty spell.
Flame Storm The hits are neither concentrated nor potent enough to do serious damage. This is probably the weakest template spell in the BRB.
Lore of Shadow
This is available to Empire, all three Elf armies, Empire, Warriors of Chaos, Daemons, Vampire Counts, and Lizardmen (Lord only). This lore is used frequently with both high and low level casters.
If your opponent is clearly planning to use Smoke and Mirrors lore attribute pulls an enemy wizard lord of danger, but it is very hard to prevent this unless you are dealing with a low level caster (since it’s hard to dispel four spells but one or two spells is doable).
Melkoth's Mystifying Miasma: Nobody likes being on the receiving end of this spell, but undead rank and file are usually are usually outclassed in terms of WS and I by the other side anyway. It takes a very close matchup for this to matter much. It’s most dangerous on whatever units have your combat vampires in them since their stats DO matter.
Steed of Shadows: Every use of this spell is different, so I can’t make a broad ruling. Does the unit moving from A to B scare you a lot or not?
The Enfeebling Foe: This will probably be targeted on your main killing unit, so this is pretty bad.
The Withering: This will hit you twice. First by making your troops die more, than a second hit from crumble.
The Penumbral Pendulum: This spell requires perfect positioning to be a big threat.
Pit of Shades: No one likes being hit by this. This will take significant chunks out of skeletons or zombie blocks and it can potentially erase heavy hitters like Terrorgheists or Black coaches.
Okkam's Mindrazor: Too much power to let the other side have, especially when they are fighting your general.
Lore of Life
Available to Empire, Brettonains, all three Elf armies, Lizardmen (Lord only), and Daemons (through special characters). This is usually given to wizard lords instead of heroes.
Lifebloom is a concern especially if you are very slowly killing an enemy monster or character, but it’s very hard to prevent the healing altogether.
Earth Blood Ask yourself, will this swing a critical combat away from you or does your opponent just want an easy Lifebloom?
Awakening of the Wood If your opponent rolls this spell, keep your wolves and light flyers out of the woods and you should be in the clear. Units with a large model count or high Toughness can weather a lot of hits with this spell even in a forest.
Flesh to Stone It’s hard to win CR when the other side has this, but it usually won’t result in you yourself being beaten by a highly crumbling margin.
Throne of Vines: This makes everything else the Life casters do better. You can try to dispel it out the gate, or you dispel whatever spells follow this up.
Shield of Thorns: The hits are fairly light and they don’t contribute to CR.
Regrowth: This spell gets more annoying the more evenly matched the two sides are. If the enemy is relying on feeding your blender sacrificial unit champions then raising them, this spell becomes more problematic. You know you probably annoyed someone with that trick in the past with Invocation of Nehek.
The Dwellers Below: Hitting every model in the unit and no look out sir? Possibly the reddest spell ever published.
Lore of Metal
Available to Empire, all three Elf armies, Warriors of Chaos, Daemons, Chaos Dwarfs, Vampire Counts (but it costs extra), and Slann (Lord only). Metalshifting is mostly irrelevant since it only applies to two spells so it’s basically lumped into the spell descriptions there.
Searing Doom If this isn’t your opponent’s first Warhammer game, they will be targeting your knights or Rare chariots with this. Other units have less to be concerned with.
Plague of Rust: It’s permanent, but one point rarely makes a huge difference. Also, because it’s permanent, a unit hit by Plague of Rust can weather Metal direct damage spells easier.
Enchanted Blades of Aiban: Our Core cares very little about fighting enemies with this spell, but most opponents will target this on whatever is fighting your best armored unit.
Glittering Robe: This stacks with armor making soft skinned elves, humans or whatever much harder for us to wound.
Gehenna's Golden Hounds: Basically the same as Searing Doom. The spell has less range, but if your opponent is casting this at you, then it’s a safe bet they are in range.
Transmutation of Lead: Docking our WS isn’t nearly as bad as a straight penalty to hit, but this spell is bad in an otherwise close to even matchup. This does not have a minimum WS1, so this can knock zombies or pre-hexed units to WS0.
Final Transmutation: This is almost as damaging in raw terms as Dwellers. To add insult to injury, most undead don’t have the Leadership scores to handle Stupidity tests, especially considering many VC players don’t take BSBs.
Lore of Light
Available to Empire, all three Elf armies, Tomb Kings, Daemons (through special characters), Vampire Counts (but it costs extra), and Lizardmen (Lord only). It’s about equally popular for Hero and Lord level casters. Sometimes Empire or Elves will go for a “Council of Light” and really load up on several Light casters making Banishment more deadly. The Lore Attribute is tailor designed to hurt undead.
Shem's Burning Gaze: Backed by Exorcism, this is quite a few nasty hits that negate Regeneration.
Pha's Protection: It depends how important the unit receiving the buff is to your plans. The bubble version should generally be treated as a higher priority threat.
Speed of Light: We are usually outclassed in terms of WS and I anyway, so this isn’t a huge deal for us most of the time but it’s highly inconvenient when cast on units fighting your blenders and mini-blenders.
Light of Battle: Annoying if a unit you are on the verge of breaking becomes unbreakable. Also this is the bane of Fear bomb combos. Otherwise this spell is a non-issue.
Net of Amnytok: The damage isn’t that big a deal, but this essentially translates into a 50/50 chance for an infantry unit to lose their action for a turn and that’s generally unacceptable.
Banishment: This spell will brutalize almost anything it hits. Fortunately it doesn’t negate Regeneration though it’s anti-Ward save effect stings against Black Coaches and most unbunkered vampires.
Birona's Timewarp: Extra attacks for the enemy are bad. Always Strikes First is worse because it usually translates into re-rolls against most undead units and it negates Quickblood on vampires.
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