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* WhyFandomCantHaveNiceThings: The Arena. Check the page for details.
** A bit of {{Irony}} because the Arena would seem to be perfect for PVP which is the most popular mode in the game.

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* CompetitiveBalance: Due to the stat system, you never peg down a weapon to just one class, and the way you build your weapons can easily change it, but there are a few examples of unmodified weapons for each class.
** JackOfAllStats: Iron sword. All stats, aside from Musou, have a chance to surpass each other, meaning you can use it for whatever you want.
** FragileSpeedster: Twin Sabers. They are fast, but their focus is on aggressive fighting rather than defence.
** GlassCannon: Iron Rod. Its focus is in attack and Musou, meaning it can deal a lot of damage if used well, but its defensive stats aren't too good.
** LightningBruiser: Twin Maces. They're fast, focus on HP and attack, and hit a lot. However, their range is pitiful so you generally have to close a small gap in melee to hit somebody.
** MightyGlacier: Hand Axe. This weapon has a strong natural attack even with low upgrades, but attack and move speed are slow.
** StoneWall: Buckler Blade. This has high defense and life, meaning that you can take quite a few hits, but don't expect to be dealing much damage with it.
** SquishyWizard: Cursed Deck. The highest stat boost, Attack, is lower than a medium boost for most, but despite that this weapon can use plenty of abilities in battle, from fire to range to healing allies at the cost of more of your own power, and is more of a utility rather than a weapon.

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* %%* CompetitiveBalance: Due to the stat system, you never peg down a weapon to just one class, and the way you build your weapons can easily change it, but there are a few examples of unmodified weapons for each class.
** JackOfAllStats: Iron sword. All stats, aside from Musou, have a chance to surpass each other, meaning you can use it for whatever you want.
** FragileSpeedster: Twin Sabers. They are fast, but their focus is on aggressive fighting rather than defence.
** GlassCannon: Iron Rod. Its focus is in attack and Musou, meaning it can deal a lot of damage if used well, but its defensive stats aren't too good.
** LightningBruiser: Twin Maces. They're fast, focus on HP and attack, and hit a lot. However, their range is pitiful so you generally have to close a small gap in melee to hit somebody.
** MightyGlacier: Hand Axe. This weapon has a strong natural attack even with low upgrades, but attack and move speed are slow.
** StoneWall: Buckler Blade. This has high defense and life, meaning that you can take quite a few hits, but don't expect to be dealing much damage with it.
** SquishyWizard: Cursed Deck. The highest stat boost, Attack, is lower than a medium boost for most, but despite that this weapon can use plenty of abilities in battle, from fire to range to healing allies at the cost of more of your own power, and is more of a utility rather than a weapon.
class.



* FragileSpeedster: Twin Sabers. They are fast, but their focus is on aggressive fighting rather than defence.



* GlassCannon: Iron Rod. Its focus is in attack and Musou, meaning it can deal a lot of damage if used well, but its defensive stats aren't too good.



* JackOfAllStats: Iron sword. All stats, aside from Musou, have a chance to surpass each other, meaning you can use it for whatever you want.



** LethalJokeCharacter: Of course, this being Dynasty Warriors, any weapon can easily be overpowered in the right hands. For example, The stats on tonfas aren't too useful, but it's one of the few weapons that can set enemies on fire at will, making it VERY useful for taking out tank based builds. The fact that they're essentially joke weapons according to the community also work in their favor, as it makes them VERY easy to underestimate.

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** * LethalJokeCharacter: Of course, this being Dynasty Warriors, any weapon can easily be overpowered in the right hands. For example, The stats on tonfas aren't too useful, but it's one of the few weapons that can set enemies on fire at will, making it VERY useful for taking out tank based builds. The fact that they're essentially joke weapons according to the community also work in their favor, as it makes them VERY easy to underestimate.


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* MightyGlacier: Hand Axe. This weapon has a strong natural attack even with low upgrades, but attack and move speed are slow.


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* SquishyWizard: Cursed Deck. The highest stat boost, Attack, is lower than a medium boost for most, but despite that this weapon can use plenty of abilities in battle, from fire to range to healing allies at the cost of more of your own power, and is more of a utility rather than a weapon.


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* StoneWall: Buckler Blade. This has high defense and life, meaning that you can take quite a few hits, but don't expect to be dealing much damage with it.
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Dynasty Warriors Online is an MMO in the ''DynastyWarriors'' series, and once again tells the [[RomanceOfTheThreeKingdoms tale of the Three Kingdoms of Wu, Shu, and Wei]], this time from the perspective of a player-created commander. It has the controls and movesets (with a few extras) of ''DynastyWarriors 5'' and a character customization system similar to that of the ''Empires'' games. Each battle works like the main games: you choose a battle and go into the field to fulfill the objective. It deviates in that you can be joined by up to 3 other friends and 4 other enemies, and that once you start, you need to upgrade your weapon in mid-battle through picking up flasks.

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Dynasty Warriors Online is an MMO in the ''DynastyWarriors'' ''VideoGame/DynastyWarriors'' series, and once again tells the [[RomanceOfTheThreeKingdoms tale of the Three Kingdoms of Wu, Shu, and Wei]], this time from the perspective of a player-created commander. It has the controls and movesets (with a few extras) of ''DynastyWarriors ''VideoGame/DynastyWarriors 5'' and a character customization system similar to that of the ''Empires'' games. Each battle works like the main games: you choose a battle and go into the field to fulfill the objective. It deviates in that you can be joined by up to 3 other friends and 4 other enemies, and that once you start, you need to upgrade your weapon in mid-battle through picking up flasks.



* CutscenePowerToTheMax: As expected of ''DynastyWarriors''. About the only accurate thing from the opening cutscene is that you fight people. [[AndZoidberg And sometimes Lu Bu.]]

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* CutscenePowerToTheMax: As expected of ''DynastyWarriors''.''VideoGame/DynastyWarriors''. About the only accurate thing from the opening cutscene is that you fight people. [[AndZoidberg And sometimes Lu Bu.]]



* [[NoobCave Noob Quest]]: The first couple of quests when you first log into the game - no matter what, you have to do the first one, but the rest can easily be skipped by anyone who's played a ''DynastyWarriors'' game before. Any quest with an E ranking in difficulty also qualifies.

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* [[NoobCave Noob Quest]]: The first couple of quests when you first log into the game - no matter what, you have to do the first one, but the rest can easily be skipped by anyone who's played a ''DynastyWarriors'' ''VideoGame/DynastyWarriors'' game before. Any quest with an E ranking in difficulty also qualifies.



* NoobBridge: Because of the unique level and stat system, some people can easily be overtaken in a real match because they don't know how to get better stats, which is particularly problematic for players familiar with ''DynastyWarriors'', {{MMORPG}}s, or both. What's the difference? [[spoiler: All the power is in the weapon, not the character. You have to both upgrade the weapon with gems and then you have to use flasks in battle to activate the upgrades in battle.]] Anybody who can beat the opening mission can miss out on this fact easily if they don't talk to other players, and most likely will if they don't [[ReadTheFreakingManual read the instructions in games because they expect to learn this in-game]].

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* NoobBridge: Because of the unique level and stat system, some people can easily be overtaken in a real match because they don't know how to get better stats, which is particularly problematic for players familiar with ''DynastyWarriors'', ''VideoGame/DynastyWarriors'', {{MMORPG}}s, or both. What's the difference? [[spoiler: All the power is in the weapon, not the character. You have to both upgrade the weapon with gems and then you have to use flasks in battle to activate the upgrades in battle.]] Anybody who can beat the opening mission can miss out on this fact easily if they don't talk to other players, and most likely will if they don't [[ReadTheFreakingManual read the instructions in games because they expect to learn this in-game]].



* PlayerVersusEnvironment / PlayerVersusPlayer: For a DynastyWarriors game, it has plenty of both. It's almost an EnforcedTrope for both. Almost. Aside from quests and Kunlun, there will be a commander type enemy somewhere. In order to upgrade your weapon you have to beat enough mooks senseless in order to get flasks (hollowed gourds)that allow upgrades, and then you can use those upgrades to beat the commanders (the player character type enemy but it may be computer controlled) senseless next. Commander don't have to be faced directly, but in challenges of skill, who can beat the most mooks fastest, as well.

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* PlayerVersusEnvironment / PlayerVersusPlayer: For a DynastyWarriors ''VideoGame/DynastyWarriors'' game, it has plenty of both. It's almost an EnforcedTrope for both. Almost. Aside from quests and Kunlun, there will be a commander type enemy somewhere. In order to upgrade your weapon you have to beat enough mooks senseless in order to get flasks (hollowed gourds)that allow upgrades, and then you can use those upgrades to beat the commanders (the player character type enemy but it may be computer controlled) senseless next. Commander don't have to be faced directly, but in challenges of skill, who can beat the most mooks fastest, as well.

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* TheComputerIsACheatingBastard: AI-controlled commanders have two automatic advantages: 1. They collect flasks from no source, just slowly gain them, but can still pick flasks on the ground. Even if they are in the middle of a base touching nothing they will gain flasks. 2. They automatically rack up K.O.s. If you keep killing an enemy at their spawn and keep them from doing anything, they will still get the 300 K.O. announcement. This is to compensate for the A.I.'s skewed priorities, as they will always try to take bases, even if it's not the intended game mode, meaning they won't grind any other way. Both collections are so slow that regular grinding by a human will leaving a blazing gap between them and the A.I.* TheEnd: What makes this game interesting among {{MMORPG}}s is that it's divided into scenarios, each of which last for a limited amount of time (roughly 9 months in real time).

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* TheComputerIsACheatingBastard: AI-controlled commanders have two automatic advantages: 1. They collect flasks from no source, just slowly gain them, but can still pick flasks on the ground. Even if they are in the middle of a base touching nothing they will gain flasks. 2. They automatically rack up K.O.s. If you keep killing an enemy at their spawn and keep them from doing anything, they will still get the 300 K.O. announcement. This is to compensate for the A.I.'s skewed priorities, as they will always try to take bases, even if it's not the intended game mode, meaning they won't grind any other way. Both collections are so slow that regular grinding by a human will leaving a blazing gap between them and the A.I.* TheEnd: What makes this game interesting among {{MMORPG}}s is that it's divided into scenarios, each of which last for a limited amount of time (roughly 9 months in real time).


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* TheEnd: What makes this game interesting among {{MMORPG}}s is that it's divided into scenarios, each of which last for a limited amount of time (roughly 9 months in real time).
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** That being said, the game makes no attempt to hide that if you join Dong Zhuo, you're one of the bad guys.
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* AwesomeButPractical: The iron halberd. The weapon that Lu Bu uses. The stats are good for PVP, making you close to a LightningBruiser, but the speed makes you a MightyGlacier.
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The English servers will be closed on January 10th, 2014.

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The English servers will be were closed on January 10th, 2014.
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The Japanese and English versions have a gap in available weapons and armor, but they keep scenarios close together, with a delay of a few months between the Japanese and English server updates.

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The Japanese and English versions have a gap in available weapons and armor, but they keep scenarios close together, with a delay of a few months between the Japanese and English server updates.
servers will be closed on January 10th, 2014.
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* GenraBusting: [[DownplayedTrope while closer to]] [[XMeetsY another trope]], if you think about it, it's MOBA meets hack and slash meets RPG, and while the core gameplay is undeniably hack and slash, the other two genera still make a pretty large difference in that aspect.

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* GenraBusting: GenreBusting: [[DownplayedTrope while closer to]] [[XMeetsY another trope]], if you think about it, it's MOBA meets hack and slash meets RPG, and while the core gameplay is undeniably hack and slash, the other two genera still make a pretty large difference in that aspect.
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* GeneraBusting: [[DownplayedTrope while closer to]] [[XMeetsY another trope]], if you think about it, it's MOBA meets hack and slash meets RPG, and while the core gameplay is undeniably hack and slash, the other two genera still make a pretty large difference in that aspect.

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* GeneraBusting: GenraBusting: [[DownplayedTrope while closer to]] [[XMeetsY another trope]], if you think about it, it's MOBA meets hack and slash meets RPG, and while the core gameplay is undeniably hack and slash, the other two genera still make a pretty large difference in that aspect.
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* GeneraBusting: [[DownplayedTrope while closer to]] [[XMeetsY another trope]], if you think about it, it's MOBA meets hack and slash meets RPG, and while the core gameplay is undeniably hack and slash, the other two genera still make a pretty large difference in that aspect.
** The MOBA aspects are not readily visible because it doesn't follow the exact formula. Rather than champions you have weapons, but each weapon is basically its own unique character with their own moveset and boosts. Armor also boosts specific stats, much like the skill and rune system in LeagueOfLegends. Finally flasks pull double duty as gold and experience, being the way you upgrade your character, and you obtain it by beating up creeps, in this case mooks.
** The RPG element is that each weapon must be leveled up on its own, through battle as well as using items to improve it. Items are also found through battles, rather than in the middle of it like a MOBA, and they're used at the beginning and last the whole fight.
** Hack and slash is the most obvious, being the main action of the game.
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** The AI also always has their attacks as if their combo was maxed. This is most noticeable when they're using a sixth attack with no flask upgrades whatsoever.

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* GuestFighter: the (currently Japanese only) Small sword and large sword, movesets of Nu Wa and Fu Xi. They are Physical Gods, and their weapons show it. Compared to what the commanders usually, the moves from the weapons are odd, ranging from summoning pillars of fire to spikes of ice, and the closest thing you can do to that with a "normal" weapon is to summon a shockwave.

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* GuestFighter: the (currently Japanese only) Small sword and large sword, movesets of Nu Wa and Fu Xi.Xi (Fu Xis sword is currently unavailable on the english server). They are Physical Gods, and their weapons show it. Compared to what the commanders usually, the moves from the weapons are odd, ranging from summoning pillars of fire to spikes of ice, and the closest thing you can do to that with a "normal" weapon is to summon a shockwave.
** [[WarriorsOrochi Da Jis marbles]] are a weapon you can get in the game (currently available to the japanese server only).
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** Some attacks may be this too. The unique C6 emblems are most prone. The war blade's "eclipse" emblem is one of the better examples. It's a multi-hit AoE attack with elemental use. The charge up takes so long you are likely to be interrupted.

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** Some attacks may be this too. The unique C6 emblems are most prone. The war blade's "eclipse" emblem is one of the better examples. It's a multi-hit AoE [=AoE=] attack with elemental use. The charge up takes so long you are likely to be interrupted.

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Fake Skill was merged into Not The Intended Use per TRS thread.


* FakeSkill / GameBreakingBug: There used to be a bug, it has long since been patched out, that was this. In confront, you could negate a commander kill from adding to the score by spamming the vocal messages. This used to be spammed during a match, preventing an enemy from ever scoring a point no matter how skilled they were. Needless to say it was quickly removed when found.


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* NotTheIntendedUse / GameBreakingBug: There used to be a bug, it has long since been patched out, that was this. In confront, you could negate a commander kill from adding to the score by spamming the vocal messages. This used to be spammed during a match, preventing an enemy from ever scoring a point no matter how skilled they were. Needless to say it was quickly removed when found.

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Ryu And Ken is now Moveset Clone. Misuse is being deleted.


* MovesetClone: Subverted. The movesets of the kings/leaders seem to be this. Each leader's weapon appears to be pretty similar for the first 4 combos, but once you unlock their 5th and 6th combo the change really branches out. Not only that, but the charge 1 of each combo will almost always be different between leader's weapons.



* RyuAndKen: Subverted. The movesets of the kings/leaders seem to be this. Each leader's weapon appears to be pretty similar for the first 4 combos, but once you unlock their 5th and 6th combo the change really branches out. Not only that, but the charge 1 of each combo will almost always be different between leader's weapons.

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* MetaGame: It's there. On the English server it's more limited, see YMMV for the reasons why.



* Munchkin / MinMaxing: This is the basis of Confront, PVP mode, and Weapon Making, where the end goal is to dish out as much damage as possible. See ComplacentGamingSyndrome for the effects of this.

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* Munchkin {{Munchkin}} / MinMaxing: This is the basis of Confront, PVP mode, and Weapon Making, where the end goal is to dish out as much damage as possible. See ComplacentGamingSyndrome for the effects of this.
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* [[Irony]]: Ghosts of the battlefield has three bandits who rob people passing by under the guise of being ghosts (or demons if you go by their names). Guess what attacks them after [[DefeatMeansFriendship you reform them?]]

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* [[Irony]]: {{Irony}}: Ghosts of the battlefield has three bandits who rob people passing by under the guise of being ghosts (or demons if you go by their names). Guess what attacks them after [[DefeatMeansFriendship you reform them?]]
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* Irony: Ghosts of the battlefield has three bandits who rob people passing by under the guise of being ghosts (or demons if you go by their names). Guess what attacks them after [[DefeatMeansFriendship you reform them?]]

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* Irony: [[Irony]]: Ghosts of the battlefield has three bandits who rob people passing by under the guise of being ghosts (or demons if you go by their names). Guess what attacks them after [[DefeatMeansFriendship you reform them?]]
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* Irony: Ghosts of the battlefield has three bandits who rob people passing by under the guise of being ghosts (or demons if you go by their names). Guess what attacks them after [[DefeatMeansFriendship you reform them?]]

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Moving from YMMV.


* Munchkin / MinMaxing: This is the basis of Confront, PVP mode, and Weapon Making, where the end goal is to dish out as much damage as possible. See ComplacentGamingSyndrome for the effects of this.



* StopHelpingMe: Your lieutenant can become very, very annoying. Not only do they have a chance of knocking enemies about, meaning it's harder to combo, but sometimes their kills can ruin your game. (A lieutenant kill doesn't count for you, so if they end up killing a commander, you're deprived of a point). There are two saving graces that might make them considerably less annoying: One is that you can prevent them from attacking, either by calling them (causing them to charge) or making them get sidetracked and keeping them away, and the second is that there is a quest where their inability to add to your kill count is a great aid. They would be less annoying if PVP was not the predominant game mode, as any base captured goes to the other team's side, so they only help with bases.



* SuffersNewbiesPoorly: It's hard to get a match in the game once you get out of the novice game modes due to pretty much everyone having this, but once you do, you're pretty much set for life.



* TheComputerIsACheatingBastard: The computer has no problem teleporting over mountains and rivers, except during Treasure. [[ArtificialStupidity Not that it stops them from trying.]]
* TheEnd: What makes this game interesting among {{MMORPG}}s is that it's divided into scenarios, each of which last for a limited amount of time (roughly 9 months in real time).

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* TheComputerIsACheatingBastard: The computer has AI-controlled commanders have two automatic advantages: 1. They collect flasks from no problem teleporting over mountains source, just slowly gain them, but can still pick flasks on the ground. Even if they are in the middle of a base touching nothing they will gain flasks. 2. They automatically rack up K.O.s. If you keep killing an enemy at their spawn and rivers, except during Treasure. [[ArtificialStupidity Not that it stops keep them from trying.]]
doing anything, they will still get the 300 K.O. announcement. This is to compensate for the A.I.'s skewed priorities, as they will always try to take bases, even if it's not the intended game mode, meaning they won't grind any other way. Both collections are so slow that regular grinding by a human will leaving a blazing gap between them and the A.I.* TheEnd: What makes this game interesting among {{MMORPG}}s is that it's divided into scenarios, each of which last for a limited amount of time (roughly 9 months in real time).


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* {{Whoring}}: One of the worst reasons as to why Confront is the only mode played. The 5-6 weapons that are used by the majority of players are all capable of this in some respect. One example is in the use of Musou, the LimitBreak that makes you invincible and is impossible to get out of once caught in a juggle by it. Some weapons are just devoted to getting this out fast and as much as possible, avoiding combat at all other times.
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* BoringButPractical: Certain stat spreads on certain weapons. The war blade, for example, is a good PVP weapon, giving the user durability and attack. They may not be flashy or one hit killers, but they can get the job done well.
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** The weapons who's ability gives you "Attack X3", three times your current attack stat, in PVP in any [[LeroyJenkens event short of]] team coordination, See BashBrothers below. The axe is powerful, but it's slow as all hell and despite good combos, it's easy to bolt away from, making the bonus useless if you can't get to your target. The twin picks have wide range, good attack stat, and the Attack X3 only increases this further, but the combos are detrimentally slow and trying to take on a team with it, which players may be tempted to do, will get you offed very quickly.
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* LevelUpAtIntimacy5: A non-romantic version. The more you interact with your lieutenant, by bringing it to battle and feeding it, the more skills it builds up. These skills are released when it uses a LimitBreak and can tactically affect both you and the enemy, ranging from useless skills that don't seem to do anything to something that is most useful when your lt is lined up to use the limit break.

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* LevelUpAtIntimacy5: A non-romantic version.version, [[BodyguardCrush most of the time, anyway]]. The more you interact with your lieutenant, by bringing it to battle and feeding it, the more skills it builds up. These skills are released when it uses a LimitBreak and can tactically affect both you and the enemy, ranging from useless skills that don't seem to do anything to something that is most useful when your lt is lined up to use the limit break.
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** LethalJokeCharacter: Of course, this being Dynasty Warriors, any weapon can easily be overpowered in the right hands. For example, The stats on tonfas aren't too useful, but it's one of the few weapons that can set enemies on fire at will, making it VERY useful for taking out tank based builds. The fact that they're essentially joke weapons according to the community also work in their favor, as it makes them VERY easy to underestimate.
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Disambiguating


* NewGamePlus: A variation. Each time a new scenario begins, [[RestartAtLevelOne you are back at Guard with everything from the old scenario]], meaning you have to rank up to use any weapon above level 2. The bonus is that not only do all quests reset, aside from the intro, you can get that faction's capes as you complete promotion quests. You also receive the high quality rewards from the promotions.

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* NewGamePlus: A variation. Each time a new scenario begins, [[RestartAtLevelOne [[LevelDrain you are back at Guard with everything from the old scenario]], meaning you have to rank up to use any weapon above level 2. The bonus is that not only do all quests reset, aside from the intro, you can get that faction's capes as you complete promotion quests. You also receive the high quality rewards from the promotions.
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* ElementalPowers: There are 5 differnt "elements" that can be in certain attacks or attached to a weapon.
** PlayingWithFire: One of the more damaging elements. Oppents will remain on fire as long as they are subjected to the attack or remain in the air. KillItWithFire is averted, as fire can't be the cause of of a death, the final attack must be a hit.
** BlowYouAway: Wind has to be equipped to a weapon. Any attack that is enhanced by wind will have increased knockback and, if they hit a commander, will inflict a status debuff that makes running slower.
** ShockAndAwe: Another equip one. This will inflict stunned, not unique to the weapon, but it will also provide a damage bonus and make it impossible to recover for a set number of hits.
** AnIcePerson: Ice attacks have a chance on each hit to freeze the target solid. this prevents movement and knockback.
** CastingAShadow: a more YMMV but "Vorpal" seems to fit the bill for this trope. It's [[PurpleIsTheNewBlack purple]], looks distinctively darker in the attack visual than any other element, and is mostly effects. The most important effect is ManaBurn, which affects both the target of the attack and the one using the element, but it also has a chance to be a FixedDamageAttack but with a fixed minimum amount of damage, and if you do more damage than that then nothing gets removed.
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* ActuallyFourMooks: Not a gameplay feature, but as a result of a glitch sometimes more than one group of mooks will spawn in the same place, making them stand in the almost exact same place.
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* PlayerVersusEnvironment / PlayerVersusPlayer: For a DynastyWarriors game, it has plenty of both. It's almost an EnforcedTrope for both. Almost. Aside from quests and Kunlun, there will be a commander type enemy somewhere. In order to upgrade your weapon you have to beat enough mooks senseless in order to get flasks (hollowed gourds)that allow upgrades, and then you can use those upgrades to beat the commanders (the player character type enemy but it may be computer controlled) senseless next. Commander don't have to be faced directly, but in challenges of skill, who can beat the most mooks fastest, as well.
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* BackStab / AttackItsWeakPoint: getting around guarding. Aside from a special weapon ability, guarding only works from the front, so attacking from the back will do normal damage but will not be guarded.
* BagOfSharing: A weapon ability for in combat. Getting a healing or buffing item will share the effects with all members of your team when the ability is active, at the cost of reducing the effectiveness. On buffs, it reduces how long you have it and not how effective it is.

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