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* CharacterSelectForcing: While the player would be able to get through most of the games with a competently-constructed party, several postgame bosses (or even postgame ''encounters'') become near-impossible without access to specific skills. For instance, the first game mandates you have a Protector around to NoSell the elemental dragons' [[BreathWeapon Elemental Torrents]] and no amount of defensive buff stacking can guarantee your party's survival. The trope is at its worst in the first two games; the others offer solutions with subclassing or Grimoire Stones so that you don't have to train up a new party member with the required skills from scratch.

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* CharacterSelectForcing: CharacterSelectForcing:
**
While the player would be able to get through most of the games with a competently-constructed party, several postgame bosses (or even postgame ''encounters'') become near-impossible without access to specific skills. For instance, the first game mandates you have a Protector around to NoSell the elemental dragons' [[BreathWeapon Elemental Torrents]] and no amount of defensive buff stacking can guarantee your party's survival. The trope is at its worst in the first two games; the others offer solutions with subclassing or Grimoire Stones so that you don't have to train up a new party member with the required skills from scratch.scratch.
** Some sidequests (most visible in the first two games) require that you have a specific class in the party to complete it. You can't just create a fresh recruit solely for the purpose of this sidequest, either; you must have raised that party member to a level threshold. Later games do away with this, or in the case of the Untold remakes, provide alternative ways to finish the quest.
** Downplayed with regards to dungeon events. Some events have additional interactions with specific classes in the party to either improve an already positive outcome or automatically save you from a negative outcome. A single event can have checks for multiple different classes as well. If you don't satisfy those conditions, you can still get a positive outcome yourself, though it may take a little trial-and-error.

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** The TEC stat, which governed magic offense and defense, is split into INT and WIS for magic attack and defense individually.
** Stats now cap at 255 instead of 99.
** Weapons now have a Magic Attack stat which affects your spell offense, and has equal weightage to your INT bonus. This means that upgrading your mages' weapons has significant battle performance, instead of just comparing the bonus of your StatSticks.
** Not only do armors now have a Magic Defense stat, armor defense has equal weightage to the VIT and WIS stat in the damage formula, so armor is as important as your characters' innate defense stats.

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** The game uses a new damage formula that puts equal weightage on your equipment as well as your character's stats. This means that every weapon now has a Magic Attack stat, and every armor has a Magic Defense stat. The TEC stat, which governed used to govern both magic offense attack and defense, is split into INT and WIS for magic attack those respectively, and defense individually.
** Stats
character stats now cap at 255 instead of 99.
** Weapons
to make them comparable to your equipment's numbers. What this means is that you are heavily encouraged to keep your equipment up-to-date, and your mages now have a Magic Attack stat which affects your spell offense, and has equal weightage bigger benefit to your INT bonus. This means that upgrading your mages' weapons has significant battle performance, their weaponry instead of just comparing the stat bonus of your StatSticks.
** On a cosmetic level, the gameplay interface eschews the style used in all past games in favor of one that would not look out of place in a science fiction or SolarPunk game, with heavy use of rounded edges and sans-serif fonts.
** Character customization has been greatly expanded on.
Not only do armors now can you choose eye, hair, and skin color, but you can choose the former two color categories with RGB sliders, unlike in past games where each character design has only one alternate palette. You can also assign voices to characters; while the Untold games also have a Magic Defense stat, armor defense has equal weightage to the VIT voices, they are only for Story Mode characters and WIS stat in the damage formula, so armor is as important as not your characters' innate defense stats.made-from-scratch Classic Mode characters. ''Nexus'' preserved this degree of customization, but only for returning class portraits; if you wanted to use the non-returning class' portraits from DLC, you are still restricted to their fixed color palettes.
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* LaterInstallmentWeirdness: ''Beyond the Myth'' significantly changes up the formula, not just with a new HUD, but also with several changes to the battle system. These changed mechanics would also be used in ''Nexus''.
** The TEC stat, which governed magic offense and defense, is split into INT and WIS for magic attack and defense individually.
** Stats now cap at 255 instead of 99.
** Weapons now have a Magic Attack stat which affects your spell offense, and has equal weightage to your INT bonus. This means that upgrading your mages' weapons has significant battle performance, instead of just comparing the bonus of your StatSticks.
** Not only do armors now have a Magic Defense stat, armor defense has equal weightage to the VIT and WIS stat in the damage formula, so armor is as important as your characters' innate defense stats.
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** Most classes have different names in Japanese, which are changed to in localization in an attempt to make them more "distinctive". Some of the renames, however, are due to a rename of one class necessitating a rename of another class so as to avoid having multiple classes with the same first letter (for example in ''Beyond the Myth'', Hounds got renamed to '''R'''overs, which in turn led to '''R'''eapers being renamed to Harbingers), in order to keep interface elements that rely on representing each class with a single letter from having to use workarounds like using two letters for some classes.

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** Most classes have different names in Japanese, which are changed to something else in localization localization, in an attempt to make them more "distinctive". Some of the renames, however, are due to a rename of one class necessitating a rename of another class so as to avoid having multiple classes with the same first letter (for example in ''Beyond the Myth'', Hounds got renamed to '''R'''overs, which in turn led to '''R'''eapers being renamed to Harbingers), in order to keep interface elements that rely on representing each class with a single letter from having to use workarounds like using two letters for some classes.
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** The HD remasters fall into the InconsistentDub category; while these attempt to keep the localization changes made for the 3DS games (and correcting some misspellings, like "Cernunos" to "Cernunnos"), these still kept some mistranslations from the DS games' localizations that were later corrected for the 3DS entries (such as Queen Ant and Hecatoncheires still being called Royalant and Briaerus).

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** The HD remasters ''Origins Collection'' fall into the InconsistentDub category; while these attempt to keep the localization changes made for the 3DS games (and correcting some misspellings, like "Cernunos" to "Cernunnos"), these still kept some mistranslations from the DS games' localizations that were later corrected for the 3DS entries (such as Queen Ant and Hecatoncheires still being called Royalant and Briaerus).

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* DubNameChange:
** Most classes have relatively mundane and plain names in Japanese, which are changed to something more distinctive in localization. Some of the renames, however, are due to a rename of one class necessitating a rename of another class so as to avoid having multiple classes with the same first letter (for example in ''Beyond the Myth'', Hounds got renamed to '''R'''overs, which in turn led to '''R'''eapers being renamed to Harbingers), in order to keep interface elements that rely on representing each class with a single letter from having to use workarounds like using two letters for some classes.

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* DubNameChange:
DubNameChange: ''Boy'', does this franchise have a problem with this.
** Most classes have relatively mundane and plain different names in Japanese, which are changed to something in localization in an attempt to make them more distinctive in localization."distinctive". Some of the renames, however, are due to a rename of one class necessitating a rename of another class so as to avoid having multiple classes with the same first letter (for example in ''Beyond the Myth'', Hounds got renamed to '''R'''overs, which in turn led to '''R'''eapers being renamed to Harbingers), in order to keep interface elements that rely on representing each class with a single letter from having to use workarounds like using two letters for some classes.


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** The HD remasters fall into the InconsistentDub category; while these attempt to keep the localization changes made for the 3DS games (and correcting some misspellings, like "Cernunos" to "Cernunnos"), these still kept some mistranslations from the DS games' localizations that were later corrected for the 3DS entries (such as Queen Ant and Hecatoncheires still being called Royalant and Briaerus).
** Tthe HD remaster of ''The Drowned City'' changed the Princs/Princess' name to Sovereign (to match the 3DS entries' localization), which defeats the whole purpose of the first example listed, because there is already another class whose name starts with an "S"; the Shoguns.
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* EasierThanEasy: Picnic. ''The Fafnir Knight'' in particular, to the point where the game might as well be playing itself.[[note]]Fafnir Knight's Picnic difficulty has you do '''300%''' damage to enemies (compared to Standard difficulty) and take only 25% damage from them. In comparison, Millennium Girl's Picnic difficulty damage modifiers are 133% and 33%.[[/note]]

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* EasierThanEasy: Picnic. ''The Fafnir Knight'' in particular, to the point where the game might as well be playing itself.[[note]]Fafnir Knight's The HD remakes of the first trilogy have their own Picnic difficulty, which skews the numbers ''even harder'' in the player's favor.[[note]]''Fafnir Knight'' on Picnic difficulty has you do '''300%''' damage to enemies (compared to Standard difficulty) and take only 25% damage from them. The HD Trilogy gives you a '''500%''' damage bonus, take '''10%''' damage from enemies, and doubles your odds of landing ailments, in addition to other things. In comparison, Millennium Girl's ''Millennium Girl'' on Picnic difficulty has much milder damage modifiers are modifiers, giving you 133% damage dealt and 33%.33% damage taken.[[/note]]
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** Buffs and debuffs are counterbalanced by increasingly reducing the potency of similar buffs should the player try to stack them. For instance, if a 30% defense debuff is applied on an enemy while the party has a 30% attack buff, the net increase in damage is remarkably lower than the expected 69%.

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* DubNameChange: Most classes have relatively mundane and plain names in Japanese, which are changed to something more distinctive in localization. Some of the renames, however, are due to a rename of one class necessitating a rename of another class so as to avoid having multiple classes with the same first letter (for example in ''Beyond the Myth'', Hounds got renamed to '''R'''overs, which in turn led to '''R'''eapers being renamed to Harbingers), in order to keep interface elements that rely on representing each class with a single letter from having to use workarounds like using two letters for some classes.

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* DubNameChange: DubNameChange:
**
Most classes have relatively mundane and plain names in Japanese, which are changed to something more distinctive in localization. Some of the renames, however, are due to a rename of one class necessitating a rename of another class so as to avoid having multiple classes with the same first letter (for example in ''Beyond the Myth'', Hounds got renamed to '''R'''overs, which in turn led to '''R'''eapers being renamed to Harbingers), in order to keep interface elements that rely on representing each class with a single letter from having to use workarounds like using two letters for some classes.
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** If there is a character with a slightly Japanese-sounding name (such as Kurogane, or Furube), expect the localization to change it completely... Unless the character in question oozes JapaneseVisualArtsTropes (like Ren or Agata).

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** If there is a character with a slightly Japanese-sounding name (such as Kurogane, or Furube), expect the localization to change it completely... Unless the character in question oozes JapaneseVisualArtsTropes explicitly looks like a Japanese warrior (like Ren or Agata).Agata), in which case it will be kept intact.
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* Some [=NPCs=] and enemies also tend to get their names changed, either completely or [[BarelyChangedDubName just by one or two letters]].
* If there is a character with a slightly Japanese-sounding name (such as Kurogane, or Furube), expect the localization to change it completely... Unless the character in question oozes JapaneseVisualArtsTropes (like Ren or Agata).

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* ** Some [=NPCs=] and enemies also tend to get their names changed, either completely or [[BarelyChangedDubName just by one or two letters]].
* ** If there is a character with a slightly Japanese-sounding name (such as Kurogane, or Furube), expect the localization to change it completely... Unless the character in question oozes JapaneseVisualArtsTropes (like Ren or Agata).

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* DubNameChange: Most classes have relatively mundane and plain names in Japanese, which are changed to something more distinctive in localization. Some of the renames, however, are due to a rename of one class necessitating a rename of another class so as to avoid having multiple classes with the same first letter (for example in ''Beyond the Myth'', Hounds got renamed to '''R'''overs, which in turn led to '''R'''eapers being renamed to Harbingers), in order to keep interface elements that rely on representing each class with a single letter from having to use workarounds like using two letters for some classes. Some [=NPCs=]s also tend to get their names changed, either completely or [[BarelyChangedDubName just one or two letters]].

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* DubNameChange: Most classes have relatively mundane and plain names in Japanese, which are changed to something more distinctive in localization. Some of the renames, however, are due to a rename of one class necessitating a rename of another class so as to avoid having multiple classes with the same first letter (for example in ''Beyond the Myth'', Hounds got renamed to '''R'''overs, which in turn led to '''R'''eapers being renamed to Harbingers), in order to keep interface elements that rely on representing each class with a single letter from having to use workarounds like using two letters for some classes. Some [=NPCs=]s classes.
*Some [=NPCs=] and enemies
also tend to get their names changed, either completely or [[BarelyChangedDubName just by one or two letters]]. letters]].
*If there is a character with a slightly Japanese-sounding name (such as Kurogane, or Furube), expect the localization to change it completely... Unless the character in question oozes JapaneseVisualArtsTropes (like Ren or Agata).
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* OneCurseLimit: Combatants can each be only affected by one status ailment at a time. This does not apply to binds, and furthermore, a combatant can have multiple binds.
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* StatSticks:
** Prior to ''Beyond the Myth'', only physical attackers really cared about the direct power of their weapons. Healers and elemental attackers instead benefit most from weapons that come with Technique stat boosts, which powered up their skills, while pure status inflictors prefer Luck boosts. This lessened starting with ''Beyond the Myth'' when weapons were given magic attack values alongside stat rebalancing, though there are still occasional class builds that will greatly prefer certain attached stats (or a unique skill attached to a weapon) over raw power.
** Weapons in ''The Drowned City'' and ''Legends of the Titan'' can be forged to [[SocketedEquipment add stat boosts and modifiers to however many slots they have]]. Classes who don't benefit from weapon strength much will end up sticking with weapons with lots of empty forge slots to enhance the stats they do use. Add in DualWielding available with certain classes or subclassing, and some characters may wind up carrying two weapons at once for extra forges in place of an armor piece, even if they don't plan on using weapon skills offered by one or either of them.
** A common MinMaxing tactic is to give a class a weapon they don't have weapon skills for purely for the action speed boost that type of weapon provides. Giving daggers (the only weapon anyone can equip without subclassing) to magic users/supports is the most common example.
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** Forging in ''The Drowned City'' and ''Legends of the Titan'' can bestow a weapon with special traits, like inflicting ailments, bestowing splash damage, or imbuing the weapon with an ailment. However, these traits only affect the user's ''basic attack'', and become pointless at a stage when characters start using their skills more often. Past that point, barring any setup that exploits multiple basic attacks, it would be more practical to simply stack bonuses to the user's attacking stat.

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** Forging in ''The Drowned City'' and ''Legends of the Titan'' can bestow a weapon with special traits, like inflicting ailments, bestowing splash damage, or imbuing the weapon with an ailment.element. However, these traits only affect the user's ''basic attack'', and become pointless at a stage when characters start using their skills more often. Past that point, barring any setup that exploits multiple basic attacks, it would be more practical to simply stack bonuses to the user's attacking stat.
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** When killing a boss that is part of the main story, it's treated in dialogue and cutscenes as if that boss is permanently gone, and it's often established that the boss was blocking further exploration and investigation of the labyrinth. However, bosses will eventually respawn, with no effect on the story. If they remained gone permanently, [[PermanentlyMissableContent you wouldn't be able to get any more materials from them]], which would be especially problematic if you were trying to get a conditional drop from the boss and failed to do so.

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** When killing a boss that is part of the main story, it's treated in dialogue and cutscenes as if that boss is permanently gone, and it's often established that the boss was blocking further exploration and investigation of the labyrinth. However, bosses will eventually respawn, with no effect on the story. If they remained gone permanently, [[PermanentlyMissableContent you wouldn't be able to get any more materials from them]], which would be especially problematic if you were trying to get a conditional drop from the boss and failed to do so. Boss respawning was acknowledged in dialogue in ''Heroes of Lagaard'', wherein the Duchy describes the Hellion/Flame Demon as having mysteriously revived itself after being killed offscreen, but outside of that it's remained purely a gameplay mechanic.
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** When killing a boss that is part of the main story, it's treated in dialogue and cutscenes as if that boss is permanently gone, and it's often established that the boss was blocking further exploration and investigation of the labyrinth. However, bosses will eventually respawn, with no effect on the story. If they remained gone permanently, you wouldn't be able to get any more materials from them, which would be especially problematic if you were trying to get a conditional drop from the boss and failed to do so.

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** When killing a boss that is part of the main story, it's treated in dialogue and cutscenes as if that boss is permanently gone, and it's often established that the boss was blocking further exploration and investigation of the labyrinth. However, bosses will eventually respawn, with no effect on the story. If they remained gone permanently, [[PermanentlyMissableContent you wouldn't be able to get any more materials from them, them]], which would be especially problematic if you were trying to get a conditional drop from the boss and failed to do so.
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** When killing a boss that is part of the main story, it's treated in dialogue and cutscenes as if that boss is permanently gone, and it's often established that the boss was blocking further exploration and investigation of the labyrinth. However, bosses will eventually respawn, with no effect on the story. If they remained gone permanently, you wouldn't be able to get any more materials from them, which would be especially problematic if you were trying to get a conditional drop from the boss and failed to do so.
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* The way [=FOEs=] interact with map tiles is different between the DS games and the 3DS games. In the DS games, when you are in combat with an FOE, both your party and the FOE occupy the same space. However, in the 3DS games, you and the FOE remain on separate tiles. This also creates a quirk wherein additional [=FOEs=] trying to join the fight can be potentially blocked by [=FOEs=] already in combat with you.
* In the DS games, enemies all share a single row. Starting in ''Legends of the Titan'', enemies can have front and back rows much like the party.

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* ** The way [=FOEs=] interact with map tiles is different between the DS games and the 3DS games. In the DS games, when you are in combat with an FOE, both your party and the FOE occupy the same space. However, in the 3DS games, you and the FOE remain on separate tiles. This also creates a quirk wherein additional [=FOEs=] trying to join the fight can be potentially blocked by [=FOEs=] already in combat with you.
* ** In the DS games, enemies all share a single row. Starting in ''Legends of the Titan'', enemies can have front and back rows much like the party.

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* The way [=FOEs=] interact with map tiles is different between the DS games and the 3DS games. In the DS games, when you are in combat with an FOE, both your party and the FOE occupy the same space. However, in the 3DS games, you and the FOE remain on separate tiles. This also creates a quirk wherein additional [=FOEs=] trying to join the fight can be potentially blocked by [=FOEs=] already in combat with you.



** In ''Nexus'' there is one FOE that does play this trope a bit straighter: Sea Wanderers in the eighth Labyrinth are found in schools of four, but if you fight one, the rest of the pack will wait until battle ends to resume movement. [[AntiFrustrationFeatures This is notably different]] from their behavior in ''The Drowned City'', where their mates are more than happy to join in on the fight as usual.

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** In ''Nexus'' there is one FOE that does play this trope a bit straighter: Sea Wanderers in the eighth Labyrinth are found in schools of four, but if you fight one, the rest of the pack will wait until battle ends to resume movement. [[AntiFrustrationFeatures This is notably different]] from their behavior in ''The Drowned City'', where their mates are more than happy to join in on the fight as usual. This is because in ''Nexus'' (and the rest of the 3DS games), [=FOEs=] you are in combat with remain on separate tiles instead of occupying the same tile as yours, while in the DS games including ''The Drowned City'', any [=FOEs=] you are in combat with occupy the same tile as you; as a result, FOE gang-ups are less likely in the 3DS games.

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Moving examples applicable to just a single game to the individual game subpage.


* AIIsACrapshoot: [[spoiler:M.I.K.E. goes insane after the party confronts him about activating Gungnir. It eventually leads to him trying to activate Gungnir anyway despite not meeting the requirements to actually kill the core. However, after he is defeated and talks to Frederica, he believes in the party and uses all spare energy he has to assist them.]]



* ArmorIsUseless: Played with throughout the series. In the original DS games every three points of DEF added by armor reduced physical damage taken by one point, which is acceptable in the early game. Later on, with helmets and gloves only giving 30-40 points of DEF and enemies hitting for up to a couple hundreds of damage, you're better off wearing accessoires that reduce damage by a fixed percentage instead. The 3DS games fix this to some extent by allowing characters to only equip one accesory, as well as having DEF play a much bigger role in reducing magical damage. Stats bonuses on equipment still tend to trump straight DEF upgrades though.

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* ArmorIsUseless: Played with throughout the series. In the original DS games every three points of DEF added by armor reduced physical damage taken by one point, which is acceptable in the early game. Later on, with helmets and gloves only giving 30-40 points of DEF and enemies hitting for up to a couple hundreds of damage, you're better off wearing accessoires accessories that reduce damage by a fixed percentage instead. The 3DS games fix this to some extent by allowing characters to only equip one accesory, accessory, as well as having DEF play a much bigger role in reducing magical damage. Stats bonuses on equipment still tend to trump straight DEF upgrades though.



* ArtEvolution: The character designs have grown increasingly complex over time, going from what might be described as "generically anime" and not involving a lot of detail or complex colors, to having a very distinct, detailed kind of "PuniPlush" style that involves a lot of complex use of color and gradients, with very elaborate clothing that is usually European-inspired. This is most easily seen in the ''Untold'' games, where the original art from the DS games and the new art can be compared side-by-side.

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* ArtEvolution: The character designs have grown increasingly complex over time, going from what might be described as "generically anime" and not involving a lot of detail or complex colors, to having a very distinct, detailed kind of "PuniPlush" style that involves a lot of complex use of color and gradients, with very elaborate clothing that is usually European-inspired. This is most easily seen in the ''Untold'' games, where the original art from the DS games and the new art can be compared side-by-side.side-by-side, or in the ''Origins Collection'' HD remakes, where you can compare the fifth new portrait for each class alongside the original four.



* AwesomeByAnalysis:
** Alchemists have the skill Analysis, which increases their damage when they attack enemies' weak points. The Zodiac class supposedly uses the power of math to manipulate the ether.
** Analysis became a Burst skill in ''Legends of the Titan'', where it reveals all information of the scanned target.

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* AwesomeByAnalysis:
**
AwesomenessByAnalysis: Alchemists have the skill Analysis, which increases their damage when they attack enemies' weak points. The Zodiac class supposedly uses the power of math to manipulate the ether.
** Analysis became a Burst skill in ''Legends of the Titan'', where it reveals all information of the scanned target.
ether.



* BizarreSexualDimorphism: In ''The Drowned City'', female Deep Ones are far more humanoid (basically resembling mermaids with claws and inhuman skin colors) than the males (FishPeople).

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* BizarreSexualDimorphism: In ''The Drowned City'', female Deep Ones are far more humanoid (basically resembling mermaids with claws and inhuman skin colors) than the males (FishPeople).



* BlingOfWar: A quest giver in ''The Millennium Girl'' is obsessed with gold, and has you fetch him golden horns (to decorate his house) and hide (to make himself a gold coat), and rewards you with literal gold armor - which has terrible defense (as can be expected of armor made of soft metal) but offers other bonuses when worn.
* BlushSticker: The girls in ''The Millennium Girl'' have this in the cutscenes. It's otherwise absent, however.



* BossRush: The "Treasures Untold" DLC quest of ''The Fafnir Knight'' requires you to fight the Seven Kings from the previous game in sequence, with no chance to heal in between.



** AfterCombatRecovery skills like the Medic's Patch Up, restoring some HP to the party after every battle. This can save up greatly on TP and healing items, and can be abused, albeit in a somewhat tedious manner, by autobattling a bunch of lower-level random encounters to top up your party's HP while minimizing resource use.

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** AfterCombatRecovery skills like the Medic's Patch Up, restoring Up restores some HP to the party after every battle. This can save up greatly on TP and healing items, and can be abused, albeit especially in a somewhat tedious manner, by autobattling a bunch of lower-level random encounters to top up your party's HP while minimizing resource use.the early game when TP is scarce.



* BrainwashedAndCrazy: In ''The Millennium Girl'', [[spoiler:Visil is taken over by the Yggdrasil Core, though he manages to snap out of it shortly before his death.]]



* CanadaEh: ''The Millennium Girl'' doesn't try to hide that Raquna is Canadian. She comes from a cold area north of Etria that has wonderful maple syrup, and adds "eh?" to some of her sentences. Her home city? [[spoiler: Ontario]].
* CantCatchUp: Very much in effect in the first ''Etrian Odyssey '' game, where two of the classes are not available until you advance pretty far in the labyrinth, and if you want one in your party you have no choice but to train them up from level one. Averted in ''Legends of the Titan'', where you unlock three classes while progressing through the story. Each time you unlock a new one you get a couple of scrolls allowing you to train a member of that class up to an at that point appropriate level, as well as getting a GuestStarPartyMember of that class as a permanent party member if you choose the right dialogue options.

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* CanadaEh: ''The Millennium Girl'' doesn't try to hide that Raquna is Canadian. She comes from a cold area north of Etria that has wonderful maple syrup, and adds "eh?" to some of her sentences. Her home city? [[spoiler: Ontario]].
* CantCatchUp: Very much in effect in the first ''Etrian Odyssey '' Odyssey'' game, where two of the classes are not available until you advance pretty far in the labyrinth, and if you want one in your party you have no choice but to train them up from level one. Averted in ''Legends of the Titan'', where you unlock three classes while progressing through the story. Each time you unlock a new one you get a couple of scrolls allowing you to train a member of that class up to an at that point appropriate level, as well as getting a GuestStarPartyMember of that class as a permanent party member if you choose the right dialogue options.



* CharacterCustomization: ''Beyond the Myth'' goes [[{{Pun}} beyond]] simply giving you a set of four portraits for each class to choose from: you're also able to change each character's hair, eye and skin colors, as well as assign them a voice.

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* CharacterCustomization: ''Beyond the Myth'' goes [[{{Pun}} beyond]] simply giving you a set of four portraits for each class to choose from: you're also able to change each character's hair, eye and skin colors, as well as assign them a voice. This feature is also carried over to ''Nexus'', though you can only recolor portraits native to the classes that are returning to the game.



* CoOpMultiplayer: ''The Drowned City'' allows up to five players to take on the {{Optional Boss}}es that are fought at sea. Each player contributes one character from their guild, and controls only their character. Each of the boss fights has variations with up to three NPC allies (just like in single-player) to accomodate varying group sizes.



** There are certain types of enemies that are weak to all manner of attacks but have a massive amount of HP so that they don't die too quickly. These same enemies like to inflict Curse on the party, punishing the player with massive Curse backlash damage (which is always half the amount of damage the attacker dealt).



* DecoyProtagonist: Even ''The Millennium Girl'''s title tells you that the hero isn't the Highlander. Instead, it's Frederica.



* DoubleEntendre: Giving a character in ''Beyond the Myth'' the "Sultry" voice option leads to some...''interesting'' lines that may necessitate putting on headphones if playing in public.
--> ''(when all enemes in battle have been defeated)'' "Ready for another round?" \\
''(when the party is low on HP and/or dying)'' "Things are getting ''steamy!''" \\
''(when leveling up one of their skills)'' "SOOOOO GOOOOOD~!"



* DubInducedPlotHole: The English version of ''Beyond the Myth'' refers to the world as Earth a couple of times and outright removes a line where the world was described as [[spoiler: a formerly red planet, a detail that paired with several location names was supporting the idea that the planet is actually ''Mars''. Regardless of where it really is, going from "Earth" to Earth throws things off about the ending as well. All together the English version loses the implications of the game being a StealthPrequel to the rest of the series.]]



* EarlyGameHell: EO is especially difficult when your party is low level. In ''Beyond the Myth'', a single attack from an enemy in the very first area can take half or all of a character's HP. The difficulty curve flattens out as your battle options expand. ''Nexus'' is particularly bad at this, throwing you into a large and maze-like one-floor dungeon teeming with annoying enemies, barely enough income or upgrade options, and a lack of Ariadne Threads until you beat this floor boss.

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* EarlyGameHell: EO is especially difficult The games are really tough when your party is low level. In ''Beyond the Myth'', a single attack from an enemy in the very first area low-level -- enemies can take half or all of a character's HP. The difficulty curve flattens out as seriously injure your battle options expand. ''Nexus'' is particularly bad at this, throwing you into a large party members, your skills are generally weak, your healers and maze-like one-floor dungeon teeming with annoying enemies, mages barely have enough income or upgrade options, TP to cast their spells with regularity, revival is costly, and a lack of Ariadne Threads until you beat this floor boss.equipment upgrades or replacement supplies can drain your funds quickly.



* EmptyEyes: For some reason, the party members from the first 4 entries and the Mystery Dungeon games are depicted with no light reflection on their eyes (The Prince/ss class and the Non-player characters were the exceptions). This was dropped by Etrian Odyssey 5.

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* EmptyEyes: For some reason, the party Your guild members from the first 4 entries and the Mystery Dungeon games are depicted with no light reflection on their eyes (The Prince/ss class and the Non-player characters were the exceptions). This was dropped ArtEvolution leads to this trend vanishing by Etrian Odyssey 5.the fifth game.



* ExcaliburInTheRust: In the ''Heroes of Lagaard'' and its remake, the party retrieves a rusty sword known as "God's Key" in order to open up the rest of the BonusDungeon for exploration. This event is followed by a chain of {{Side Quest}}s involving sharpening the sword to restore its power, culminating in the unlocking of a {{Superboss}} at the end and finally gaining the sword as an equippable item for yourself.



* FightingYourFriend: The [[spoiler:Demi-Fafnir]], aka [[spoiler:Bertrand]] in ''The Fafnir Knight.''



* GardenOfEden: In ''Beyond the Myth'', [[spoiler:the fifth stratum is clearly based upon this, being a floating biodome in which Arken, an alien of a PrecursorRace planted the first seeds of life. Arken then kept watch over the planet until said life became strong and developed enough until someone could scale the labyrinth and learn the truth about it, as well as deal with the SealedEvilInACan that is present there.]]



* GeniusBruiser: Fredrica: Badass gunslinger. [[spoiler:Also one of the scientists of the Yggdrasil Project]]



** Narmer in ''The Drowned City'', probably the first boss that actually try to flee from the player instead of chasing the player as they usually do.

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** Narmer in ''The Drowned City'', probably City'' actively flees the first boss that actually try to flee from the player instead of chasing the player as player, so they usually do.have to use the terrain and a secret passage to be able to get the jump on it. Halfway through the battle, it escapes, and you have to chase it down again to finish it off.



* GreenHillZone: The first stratum in each game (and related side dungeons if applicable) is often associated with this trope.
* GreyAndGreyMorality: ''The Drowned City''. [[spoiler:On one side, you have Princess Gutrude, a fair minded ruler who just wants to see her brother again, but has resorted to consuming Deep One flesh to prolong her life, mutating her and putting her at risk of becoming a Deep One herself, and falling under the Abyssal God's control. On the other side, you have Abyssal King Seyfried, the aforementioned brother of Gutrune who is fanatically obsessed with killing her due to her Deep One taint, but genuinely believes that its the only way to stop the Deep Ones' advance, and genuinely seeks to protect his former city.]]

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* GreenHillZone: The first stratum in each game (and related side dungeons if applicable) is often associated with has this trope.
* GreyAndGreyMorality: ''The Drowned City''. [[spoiler:On one side, you have Princess Gutrude, a fair minded ruler who just wants to see her brother again, but has resorted to consuming Deep One flesh to prolong her life, mutating her and putting her at risk of becoming a Deep One herself, and falling under the Abyssal God's control. On the other side, you have Abyssal King Seyfried, the aforementioned brother of Gutrune who is fanatically obsessed with killing her due to her Deep One taint, but genuinely believes that its the only way to stop the Deep Ones' advance, and genuinely seeks to protect his former city.]]
aesthetic.



* HeroOfAnotherStory: You routinely encounter other guilds in the labyrinths doing their own adventures. In ''Beyond the Myth'' and ''Nexus'', if you have Guild Cards from other players, their highlighted guild members will appear in some labyrinth events.

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* HeroOfAnotherStory: You routinely encounter other guilds in the labyrinths doing their own adventures.adventures, or chat with bar patrons and learn from their advice or misadventures. In ''Beyond the Myth'' and ''Nexus'', if you have Guild Cards from other players, their highlighted guild members will appear in some labyrinth events.



* ItsAllUpstairsFromHere: The second and fifth games have the floors going up. The rest avert this trope, going downstairs instead.

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* ItsAllUpstairsFromHere: The second and fifth games have the floors going up. The rest avert invert this trope, going downstairs instead.



* LifeDrain: The Black Sabbath skill in ''The Millennium Girl''. Though its power depends on the skill level and current party HP, rather than a fixed percentage.



* LuckStat: Notable for being ''extremely'' useful in this game. Luck determines, among other things, the chances of landing status ailments and binds, both of which are practically mandatory to inflict on enemies to stand a chance in this game.
* LuminescentBlush: Raquna from ''The Millennium Girl'' gets this after drinking even a little. There are also a few moments where Frederica gets them.

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* LuckStat: Notable for being ''extremely'' useful in this game. Luck determines, among other things, the chances of landing status ailments and binds, both of which are practically mandatory to inflict on enemies to stand a chance can become lifesavers in this game.
* LuminescentBlush: Raquna from ''The Millennium Girl'' gets this after drinking even a little. There are also a few moments where Frederica gets them.
battle.



* MalignedMixedMarriage: One sidequest chain in ''Beyond the Myth'' concerns an engaged couple consisting of a Therian woman and a Celestrian man. The Therian's father won't allow it, because he feels that [[WomenAreDelicate her fiance is not strong enough to protect her]]. Eventually he does come around, with the caveat that the to-be husband trains under him to become stronger.
* MamaBear::

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* MalignedMixedMarriage: One sidequest chain in ''Beyond the Myth'' concerns an engaged couple consisting of a Therian woman and a Celestrian man. The Therian's father won't allow it, because he feels that [[WomenAreDelicate her fiance is not strong enough to protect her]]. Eventually he does come around, with the caveat that the to-be husband trains under him to become stronger.
* MamaBear::
MamaBear:



* NamesToRunAwayFromReallyFast: [[spoiler:The Eldest One and the Abyssal God]] from ''The Drowned City.''



* NeverMessWithGranny: Etrian Odyssey V would see a series first, the option to have one of your recruits be an elderly woman (as opposed to older men who've had representatives since the first entry). She's the second female portrait for the Rover class, which for added cool means that she's an old woman with [[TheBeastmaster a wolf or falcon at her beck and call]] (though official artwork pairs her with a falcon).

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* NeverMessWithGranny: Etrian Odyssey V ''Beyond the Myth'' would see a series first, the option to have one of your recruits be an elderly woman (as opposed to older men who've had representatives since the first entry). She's the second female portrait for the Rover class, which for added cool means that she's an old woman with [[TheBeastmaster a wolf or falcon at her beck and call]] (though official artwork pairs her with a falcon). The HD remaster of ''The Drowned City'' also adds old ladies as the fifth Farmer portrait.



* OneWingedAngel: [[spoiler:Visil]] in ''Etrian Odyssey''.
** Also [[spoiler:Princess Gutrune as the final boss]] in ''The Drowned City''.
** Also [[spoiler:Baldur]] in ''Legends of the Titan''. [[spoiler:[[NotQuiteDead He gets better]], and helps out against a TrueFinalBoss if you request his aid.]]

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* OneWingedAngel: [[spoiler:Visil]] in ''Etrian Odyssey''.
OneWingedAngel:
** Also [[spoiler:Princess Gutrune In the first game, [[spoiler:Visil merges with the Yggdrasil to fight your party as the final boss]] in Etreant.]]
** In
''The Drowned City''.
City'', [[spoiler:Gutrune succumbs to the Deep One's corruption and transforms into the Deep Princess at the end of the Deep City route.]]
** Also [[spoiler:Baldur]] in In ''Legends of the Titan''. [[spoiler:[[NotQuiteDead He gets better]], and helps out against a TrueFinalBoss if you request his aid.Titan'', [[spoiler:Prince Baldur transforms into the Cursed Prince as he opposes your party at the end of the fifth stratum.]]



* ReflectionlessUselessEyes: The designs of the potential guild members in the earlier games are waiting for you to breathe life into them. This trope starts to wear off in subsequent entries with the ensuing ArtEvolution.



* StarPower: Zodiacs from ''The Drowned City'' study the stars to learn magic.



* {{Sting}}: Many games will precede the random encounter battle theme with a riff if you get ambushed.

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* {{Sting}}: Many The 3DS games will precede the random encounter battle theme with a riff if you get ambushed.ambushed or if you gain a pre-emptive round.



* SuperMovePortraitAttack: In ''Beyond the Myth'', when a Union Skill is used, all participants' portraits flash on the screen momentarily before the skill animation takes place.



* TechTree: Each class has a rather elaborate one. The transition to the 3DS allows for a more graphical depiction of the skill trees.

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* TechTree: Each class has a rather elaborate one. The transition to the 3DS allows for a more graphical depiction of the skill trees.trees, and this aesthetic was reworked into the HD remakes of the first three games.



* ThemeMusicPowerUp: In ''The Fafnir Knight'', this happens in battle as long as the hero is transformed.



* XanatosGambit: [[spoiler:Visil]] pulls one in ''The Millennium Girl''. [[spoiler:If he beats the party, the labyrinth's secrets are protected. If the party beats him, he finally found someone strong enough to kill the Core.]]
* {{Yandere}}: An NPC who posts up a request in ''Heroes of Lagaard'' (and its remake) requests for ingredients to cook up a meal for her husband. The party is rather wary of the requested ingredients, and it is eventually discovered said NPC intended to poison her husband after seeing him with another woman.
* ZigZagPaperTassel: In the fifth stratum of ''The Drowned City''.
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* In the DS games, enemies all share a single row. Starting in ''Legends of the Titan'', enemies can have front and back rows much like the party.
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** ''Nexus'' reveals the existence of [[spoiler:Imperials]] as a recruitable class right from the start unlike in ''Legends of the Titan''. Keep in mind that in that game, Imperials were [[spoiler:part of the Empire of Yggdrassil, who were initially in opposition to Tharsis and your party but later underwent a collective HeelFaceTurn]].

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** ''Nexus'' reveals the existence of [[spoiler:Imperials]] as a recruitable class right from the start unlike in ''Legends of the Titan''. Keep in mind that in that game, Imperials were [[spoiler:part of the Empire of Yggdrassil, who were initially in opposition to Tharsis and your party but later underwent a collective HeelFaceTurn]]. Then again, the same could be said about other unlockable classes such as the Ronins, Shoguns and Bushis.
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** The third game introduces some side characters in sidequests to slay the three dragons. However, none of them are {{Guest Star Party Member}}s during the fight with the dragons (Wealh gets herself killed, Furube & Hiiragi are too coward to join the battle, and Lindwurm just stays in Armoroad until you are done). It wouldn't be until the fourth game that the designated side characters of the dragons' sidequests would actually help you out to kill them.

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** The third game introduces some side characters in the sidequests to slay the three dragons. elemental dragons (or the new trio of super bosses in ''V''). However, none of them are {{Guest Star Party Member}}s during the fight with the dragons (Wealh gets herself killed, Furube & Hiiragi are too coward to join the battle, and Lindwurm Lindworm just stays in Armoroad until you are done). It wouldn't be until the fourth game that the designated side characters of the dragons' sidequests would actually help you out to kill them.
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* AmbushingEnemy: Certain [=FOEs=] remain completely off the map until you pass by a certain tile nearby, at which point they materialize on the map and start to give chase.
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* AlwaysAccurateAttack: The vast majority of attack skills (OneHitKill attacks are usually the exception) will always hit targets that are panicking, asleep, leg-bound, blind, stunned, petrified[[note]]however petrified targets also gain a significant physical defense boost[[/note]], or immobilized for the current turn due to paralysis[[note]]this isn't guaranteed, paralyzed targets will sometimes be able to act, and if that happens they can still dodge[[/note]].

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* AlwaysAccurateAttack: The vast majority of attack skills (OneHitKill attacks are usually the exception) will always hit targets that are panicking, asleep, asleep[[note]]however hitting an asleep target will wake it back up unless the hit is lethal[[/note]], leg-bound, blind, stunned, petrified[[note]]however petrified targets also gain a significant physical defense boost[[/note]], or immobilized for the current turn due to paralysis[[note]]this isn't guaranteed, paralyzed targets will sometimes be able to act, and if that happens they can still dodge[[/note]].
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* StoneWall: The Protector, Hoplite, Fortress, and Dragoon. They have skills which increase their own defense and draw attacks to them. They also double as BarrierWarrior.

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* StoneWall: The Protector, Hoplite, Fortress, and Dragoon. They have skills which increase their own defense and draw attacks to them. They also double as BarrierWarrior. Most of them have negligible damage output so they'll just be doing nothing meaningful if the party doesn't need their protection; some of those classes have a skill that does inflict reasonable damage, but it tends to be deep in their respective {{Tech Tree}}s. The one exception is Dragoon, if they take on the "Cannon Bearer" Legendary Title, which elevates them to a MightyGlacier that can blast enemies as well as they can protect their allies.
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** Most games have a duo of experienced adventurers representing "new" classes (either unlockable or just new in concept) who meet the party throughout the story [[spoiler:and eventually fight them as bosses]]. There's Ren (Ronin) and Tlatcha (Hexer) in the first game, Artelinde (War Magus) and Wilhelm (Gunner) in ''Heroes of Lagaard'', Kujura (Shogun) and Olympia (Yggdroid) in ''The Drowned City'' (on opposing sides instead of being a duo), and for a solo example, [[spoiler:Blót (Hero)]] in ''Nexus''. A few games put twists on this:
*** ''Legends of the Titan'' features Wiglaf (Dancer) and Kirjonen (Fortress), who help the guild frequently [[spoiler:but are never fought]]. Meanwhile, of the three unlockable classes, [[spoiler:Kibagami the Bushi and Logre the Imperial are fought, but Wufan the Arcanist isn't]].

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** Most games have a duo of experienced adventurers representing "new" classes (either unlockable or just new in concept) who meet the party throughout the story [[spoiler:and eventually fight them as bosses]]. There's Ren (Ronin) and Tlatcha Tlachtga (Hexer) in the first game, Artelinde (War Magus) and Wilhelm (Gunner) in ''Heroes of Lagaard'', Kujura (Shogun) and Olympia (Yggdroid) in ''The Drowned City'' (on opposing sides instead of being a duo), and for a solo example, [[spoiler:Blót (Hero)]] in ''Nexus''. A few games put twists on this:
*** ''Legends of the Titan'' features Wiglaf (Dancer) and Kirjonen (Fortress), who help the guild frequently [[spoiler:but are never fought]]. Meanwhile, of the three unlockable classes, [[spoiler:Kibagami the Bushi (Bushi) and Logre the Imperial (Imperial) are fought, but Wufan the Arcanist (Arcanist) isn't]].
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* RecurringElement: The series has picked up a lot of returning ideas across its many games beyond just the unifying theme of [[WorldTree Yggdrasil]]:
** There are many recurring class archtypes:
*** [[HeroesPreferSwords Sword wielders]] who [[JackOfAllStats attack and take hits in equal measure]] (Landsknecht, Gladiator, Fencer, Hero)
*** [[MightyGlacier Heavily armored warriors]] who draw aggro, guard party lines, and take hits for their allies (Protector, Hoplite, Fortress, Dragoon)
*** {{Black Mage}}s who uses elemental attacks with a FireIceLightning theme (Alchemist, Zodiac, Runemaster, Warlock)
*** [[TheMedic Healers]] specializing in healing allies (Medic, Monk, Herbalist)
*** Buff-oriented classes who boost various stats of their allies (Troubadour, Sovereign, Dancer, Shaman)
*** [[KatanasAreJustBetter Katana users]] with [[GlassCannon paper-thin defenses but high attack power]] (Ronin, Shogun, Bushi, Masurao)
** The first stratum boss of every game calls [=FOEs=] near them into battle and forcing the party to either play quickly, focus down the minions, or find a way to circumvent their arrival. The first game has Fenrir and Skolls, ''Heroes of Lagaard'' has Chimaera and Slaveimps, ''Legends of the Titan'' has Berserker King and Bloodbears, and ''Beyond the Myth'' has Alamgolem and its mini-Golems. ''The Drowned City'' is a half-exception, as Narmer is a CowardlyBoss and only summons Bog Lurkers to make it harder for the party to chase it down.
** In three games, the halfway point of the second stratum features a {{superboss}} who serves as a field enemy, and is involved in a main quest to avoid them while accomplishing a goal on that floor. It's Wyvern in the first game, Salamander in ''Heroes of Lagaard'', and Primordiphant in ''Beyond the Myth''.
** Most games have a duo of experienced adventurers representing "new" classes (either unlockable or just new in concept) who meet the party throughout the story [[spoiler:and eventually fight them as bosses]]. There's Ren (Ronin) and Tlatcha (Hexer) in the first game, Artelinde (War Magus) and Wilhelm (Gunner) in ''Heroes of Lagaard'', Kujura (Shogun) and Olympia (Yggdroid) in ''The Drowned City'' (on opposing sides instead of being a duo), and for a solo example, [[spoiler:Blót (Hero)]] in ''Nexus''. A few games put twists on this:
*** ''Legends of the Titan'' features Wiglaf (Dancer) and Kirjonen (Fortress), who help the guild frequently [[spoiler:but are never fought]]. Meanwhile, of the three unlockable classes, [[spoiler:Kibagami the Bushi and Logre the Imperial are fought, but Wufan the Arcanist isn't]].
*** ''Beyond the Myth'' features Lili (Necromancer) and Solor (Harbinger), who [[spoiler:are also never fought; Lili assists with a main story boss while Solor joins the party for part of a dungeon crawl and a post-game boss]].
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* FictionalCurrency: This series has ''ental'', or ''en'' in abbreviated form, used for the many transactions you'll be conducting.[[note]]Notably, "en" (円) is what Japanese ''yen'' is called in Japanese.[[/note]]

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