What games are you playing atm?

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Wotan
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Polymorph unit is the worst possible unit in disciples. Low chance of succeeding and the effect can break anytime. That unit is fucking retarded. Also you will need the putrify guy cause of lack of potions and items that grant party overall defense or at least for the blister guy.
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suchbalance
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Bitch plz, get polymorphed :lol:
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Wotan
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Bitch pls Dwarf King has mind immunity.
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Anonymous:
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Your avatar is disgusting. Uninstall from internetz.

I installed Disciples 2 gold something... Done tutorial with some random hero. Still no idea how most of the stuff works, i just build random buildings, spread my green grass via some flying angels and "atack" units. Will do some research later obviously. For now i noticed enemy man at arms look similar to terra formars roaches :)
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cowking
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Wotan wrote:Keep in mind the less units in the party the more exp.


Cool, I was beginning to regret rolling mage (hero, not lord, although mage lord is weakest for legion I think), for the space thing since mage has to stay in the back row and only size 1 unit is the cruddy berserker that always takes a ton of damage even in defensive mode or just dies. Might still reroll though since I'm getting sick of insane healing times/costs.
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suchbalance
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The mage leader + warrior lord is always the best combo for the campaigns imo, no matter the race. Because eventually they can have good initiative, tankyness and one shot the entire enemy party (minus 2 slotters). OK maybe not for the empire, because there you can get that overpowered artifact that gives the melee dude paralysis on hit.

After mission 3-4 you usually have at least a 10 armor banner + ironskin potion (10 armor) + natural toughtness (20 armor) + at least 10 armor from artifacts on your mage, which allows you to frontline him. Then I like to put 2 fatties on either side (for legion especially this is great as their 2 space units are the best in the game, but the final upgrade is costly), and because of the low hp / high armor on the leader monsters will focus him and he is cheap to heal if you need to - 1 gold per damage regardless of lvl, also you can take a lvl up perk that regens him 15% extra hp per turn.
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cowking
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Yeah my mage is starting to be somewhat tanky, I'm sure he'll be able to take the front row seat in the next few levels.

I found a totally OP staff that gives +20% armor but operates on runestone mana, how common are these in the expansion (gallean's return) campaign?
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suchbalance
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You mean how common good loot is in the expansion missions? From what I've seen more common - I usually upgrade all the equipment slots on my leader when I'm done with it.
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cowking
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No I mean how common is it in the expansion campaign maps to actually get runestone mana nodes with legion? So far I've seen none in dark prophecy.

If you can only get runestone mana in a few missions and even then it's only towards the end of the map when you've already won, a staff like that won't be all that useful to hog around between 7 levels due to the 5 item transfer limit.

Also is there a level cap for your leader?
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suchbalance
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I'd say semi-common, should spawn in decent quantities whenever there are mountain clans on the map.

It's prevalent in the last two missions from the regular campaign from what I remember and on about half of the xpac's. But IMO it's not worth it to lug that staff around if you have viable alternatives. The reason for that is - in the later missions you can start clearing the capitals of the comps, so if there is an empire (it's an empire spell I think) you can just steal the spell from them after you conquer em + similar armour stuff can spawn on spell vendors which are usually 1-2 per map.

Level cap is 15 for the original campaign and 18 for the expansion, but you stop gaining perk points at 15 or so.