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15 RPGs I Almost SKIPPED... Now I Can't RECOMMEND Enough!

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What this video covers

This video highlights 15 deeply engaging role-playing and management games that captivate players far beyond initial expectations. It covers a diverse range of titles spanning turn-based tactical RPGs, dungeon crawlers, retro-inspired action adventures, and automation sims. Each game is examined for its compelling progression systems, player freedom, and dangerously addictive gameplay loops.

Key takeaways

  • Explores rich indie and tactical RPGs like Hero's Adventure: Road to Passion, Dread Delusion, and Expeditions: Rome that reward deep exploration and build experimentation.
  • Showcases immersive sims and unique dungeon crawlers such as Weird West, Potato Flowers in Full Bloom, and Labyrinth of Refrain: Coven of Dusk.
  • Highlights polished turn-based and monster-catching gems including Ruined King: A League of Legends Story, Nexomon: Extinction, and Beyond Galaxyland.
  • Covers long-in-development indie passion projects like Secrets of Grindea and Astlibra Revision, which boast massive progression loops and build depth.
  • Examines Gothic-inspired dark fantasy in Drova: Forsaken King and sandbox classics like Terraria, both offering expansive worlds and tough combat.
  • Features addictive hybrid and genre-bending entries like Dave the Diver (sushi management meets ocean exploration) and Factorio (industrial automation).
  • Emphasizes that deep progression loops, constant unlockables, and meaningful player agency are the primary drivers of time-stealing gameplay.

Topics covered

Tactical and Turn-Based RPG Depth
Titles such as Expeditions: Rome, Potato Flowers in Full Bloom, and Ruined King stand out for their strategic turn-based combat systems. They hook players through intricate mechanic interactions, timeline manipulation, positioning, and rewarding party customization.
Solo Developer Feats and Long-Term Indie Passions
Games like Astlibra Revision, Secrets of Grindea, and Beyond Galaxyland reflect years of meticulous solo or small-team development. They offer staggering depth in equipment mastery, monster cards, ability trees, and engaging retro aesthetics.
Exploration, Player Choice, and Sandbox Freedom
Games such as Hero's Adventure, Dread Delusion, Weird West, and Drova: Forsaken King grant immense agency. Whether navigating wuxia martial arts sects, immersive sim-style emergent physics, or unguided dark fantasy maps, exploration directly drives character power.
Compulsive Progression Loops Across Varied Genres
From monster collection in Nexomon and 40-puppet party management in Labyrinth of Refrain to base-building in Terraria, sushi-diving cycles in Dave the Diver, and industrial automation in Factorio, each game excels at creating an endless loop where resolving one task naturally unlocks the next.
“Every little detour gives you another reason to keep exploring.”
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FULL TRANSCRIPT

0:00

Ever picked up a game thinking, "I'll

0:02

give it an hour." and then looked at the

0:03

clock and realized your entire weekend

0:05

was gone?

0:06

Yeah, that's pretty much what happened

0:08

to me with these games. I went in

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expecting absolutely nothing

0:12

>> [music]

0:12

>> and somehow ended up completely hooked.

0:15

So, today we're talking about 15 RPGs

0:18

that caught me off guard and absolutely

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destroyed my free time. And honestly,

0:23

I'd do it all over again.

0:24

>> [snorts]

0:29

>> Hero's Adventure Road to Passion might

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be the only RPG where [music] getting

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beaten up by some random martial artist

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can lead to a 100-hour obsession with

0:37

becoming the greatest kung fu master

0:39

alive. And looking at its charming pixel

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art,

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>> [music]

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>> I had absolutely no idea how much

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trouble I was getting into. Inspired by

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classic Chinese wuxia stories, this

0:49

open-world RPG drops you into a world of

0:51

rival martial arts sects, legendary

0:53

masters, and enough [music] secrets to

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make following a walkthrough a full-time

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job. You start as a complete nobody,

1:01

barely capable of winning a fight. But

1:03

where things go from there is largely up

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to you. Join a powerful sect, make

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friends with influential characters,

1:10

learn forbidden techniques, or become

1:12

the kind of troublemaker every martial

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arts school wants dead. The turn-based

1:17

combat uses tactical positioning,

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different weapon styles, and a

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ridiculous number of martial arts

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techniques [music] to experiment with.

1:23

But the real addiction comes from

1:25

progression because finding a rare

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manual, convincing a master to teach you

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something powerful, or finally beating

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an enemy who humiliated you 10 hours

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earlier is incredibly satisfying. And

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there's always another technique worth

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chasing. What really caught me off guard

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though was the freedom. There are

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multiple endings, recruitable

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companions, faction storylines, and

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decisions that can completely change

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your adventure. Even fishing, crafting,

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and building relationships can send you

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down another rabbit hole.

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The replayability is also nuts,

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especially since accomplishments can

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unlock advantages for future

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playthroughs. Sure, the English

2:00

translation gets awkward and some quests

2:02

are so cryptic they practically demand a

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guide, but between the massive sandbox

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and expansions like Her Vanishing

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Silhouette, which even lets you create

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custom martial arts techniques, there's

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enough here to lose hundreds of hours

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without running out of things to try.

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Dread Delusion looks like somebody dug

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up a forgotten PS1 RPG, gave it a purple

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sky, and decided the world needed a

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little more existential horror.

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Developed by Lovely Hell Place, this

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bizarre open-world adventure takes a lot

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of inspiration from Morrowind with one

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of the strangest fantasy settings I've

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seen in years. The world was devastated

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by a war between gods and mortals,

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leaving humanity scattered across

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floating islands beneath a blood-red

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sky. You play as a prisoner sent to hunt

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down Vela Colosse, a mysterious

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mercenary who knows something that could

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threaten what's left of civilization,

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and [music] the deeper you dig, the

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weirder everything gets. Because every

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island has its own bizarre history. One

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kingdom is obsessed with machinery and

3:00

stolen memories, while another has

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people trapped in an existence where

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even death refuses to cooperate.

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And the side quests? They're fantastic.

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One village literally considers bringing

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back human sacrifice because its magical

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mushrooms are losing their ability to

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predict the future.

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Yeah, apparently the local farmers have

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bigger problems than bad weather.

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Exploration is where the addiction

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really kicks in because there are hidden

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buildings, strange characters, ancient

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ruins, and secrets tucked into places

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that practically beg to be investigated.

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And rather than grinding enemies for

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experience, you improve your four main

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attributes by collecting delusions

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scattered throughout the world. So,

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getting distracted by some

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suspicious-looking cave can genuinely

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make your character stronger. Combat is

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admittedly pretty basic with simple

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melee attacks, magic, and enemies that

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rarely put up much of a fight, but

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thankfully, the free creature island

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update also introduced a hard mode

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alongside a whole new area to explore.

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And once you unlock your own airship,

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those floating islands become a giant

4:02

invitation to abandon whatever important

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mission you were supposed to be doing 3

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hours ago.

4:10

Ancient Rome has plenty of stories about

4:12

conquest, betrayal, and politicians

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making terrible decisions. And

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Expeditions: Rome lets you participate

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in all three. And it turned out to be

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one of the biggest surprises I've had

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with a tactical RPG. You play as a young

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Roman noble forced to flee after your

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father's murder. What starts as a

4:29

personal revenge story eventually turns

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into a massive military campaign across

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Asia Minor, North Africa, and Gaul with

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political conspiracies, historical

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figures like Cleopatra, and decisions

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that can completely change the fate of

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Rome. The companions are fantastic, too,

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with their own personalities, personal

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quests, and have plenty to say about

4:50

your questionable leadership. But the

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tactical combat is what kept me glued to

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this thing.

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Battles play out on hex-based maps where

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positioning, flanking, shields, and

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armor all matter.

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You've got four main classes, each with

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three skill trees, and the freedom to

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mix abilities with different weapons

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opens up some nasty combinations.

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Watching a well-planned turn unfold with

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your archers picking off enemies while

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your front line holds the formation is

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ridiculously satisfying.

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And once those builds start coming

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together, good luck stopping after one

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more battle. Between missions, you're

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commanding an actual Roman legion,

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conquering territories, recruiting

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soldiers, upgrading your camp, and

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managing resources. It's a constant

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cycle of winning battles, improving

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equipment, unlocking abilities, and

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immediately wanting to test everything.

5:41

The legion battles themselves are a

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little underwhelming compared to the

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tactical combat, but thankfully, later

5:46

updates reduced some of the repetitive

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management. There's also the Death or

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Glory DLC, which adds gladiator arenas

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and a fifth playable class with three

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additional specializations.

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And with a campaign that can easily

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[music] eat up 50 hours, there's plenty

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of room to experiment with builds, mess

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with Roman politics, and make enemies

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who probably have very influential

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friends.

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Weird West comes from former Arkane

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developers, the people behind Dishonored

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and Prey. And honestly, that explains a

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lot about why this game is so damn

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addictive. Imagine a supernatural Wild

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West where bounty hunters, werewolves,

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cultists, and horrifying pigmen share

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the same dusty frontier. And almost

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everything around you is begging to be

6:30

messed with. The campaign follows five

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different protagonists, each with their

6:33

own story, abilities, and problems. One

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minute you're a retired bounty hunter

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searching for her missing husband.

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Later, you're playing a man who's been

6:40

turned into a pig monster. And [music]

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the cool part is how these stories

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connect. Characters remember your

6:46

decisions. People you've helped might

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show up to save your ass during a

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gunfight. And enemies you've crossed can

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come looking for revenge. But the real

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addiction comes from the freedom. Combat

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