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Manuals for playing as Dungeon

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First of all, Rean, thank you for the material!

Of course, there are some inaccuracies in the translation (for example, "knowledge" instead of "spell power"), but overall it's not bad... I would call it more of a review than a manual. ;)

Because there are things to argue about. For example, the statement that Light and Darkness magic is not needed... I wouldn't say that. On large maps, combat spells gradually and exponentially weaken..., but +10 to the initiative of Furies after Haste, and even a mass Haste, or a mass Slow, is very serious! You can't even see the enemies on the ATB scale :) + mass Forgetfulness... I feel sorry for those who underestimate it. After expert mass Forgetfulness, the enemy doesn't have any archers left! And all friendly units have retaliatory strike! What more could you need? Regarding the fact that Warlocks have strong spell power, and curses/blessings are not for them, I can say that my friend couldn't remove my mass Forgetfulness with four attempts, after which he gave up, but it was already too late... This is to say that curses/blessings cast by Warlocks are practically impossible to remove, and those who try to do so lose!

Besides, the "manual" says that it is difficult to play, especially at the beginning... I disagree!!! At the beginning, Dungeon crushes neutrals like no other!

And there are a number of other inaccuracies regarding skills... Maybe I'll write more about it later. ;)

P.S. Phoenix dies from one Implosion attack ;) although summoning magic is also not useless for Dungeon!

Does anyone know exactly in numbers how Retaliation Strike is affected by morale?
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