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** Played straight with Chefs. Chefs have the distinction of doubling the effects of consumed food items and if equipped with them, can feed these to anybody to improve experience gains...without consuming their turn.

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** Played straight with Chefs. Any character can equip food items and feed them to anybody without consuming their turn (which increases the diner's Experience gains/handouts), but Chefs have the distinction of doubling the effects of consumed food said items and if equipped with them, can feed these to anybody to improve experience gains...without consuming they're the feeder; making this their turn.primary role in an army.
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* ItemCaddy:
** Downplayed with Thieves. A Thief's primary function is ''technically'' to steal from enemies with [=UFOs=]. However, their extraordinary movement range and impressive number of item slots make them one of the best characters to ferry people and supplies around the maps. It doesn't help either that post-game dungeons and maps are very generous with Bonus List item-handouts, which will eventually include elite weapons and gear - thus, even the act of stealing stops mattering.
** Played straight with Chefs. Chefs have the distinction of doubling the effects of consumed food items and if equipped with them, can feed these to anybody to improve experience gains...without consuming their turn.

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* AlternateTimeline: The PSP Petta storyline. The Petta storyline takes place in a universe where Zetta bites his tongue when he tries to confine himself into the Sacred Tome. Salome ends up saving him, but it takes Zetta 1000 years to recover...and he ''still'' gets stuck in the Sacred Tome. When Zetta finally wakes up, he finds that [[spoiler: ''Alex'' has taken over all the other Netherworlds as the "Great Overlord". [[ArsonMurderAndJaywalking Oh and he has a daughter]]]].

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* AlternateTimeline: The PSP Petta storyline. The Petta storyline takes place in a universe where Zetta bites his tongue when he tries to confine himself into the Sacred Tome. Salome ends up saving him, but it takes Zetta 1000 years to recover...and he ''still'' gets stuck in the Sacred Tome. When Zetta finally wakes up, he finds that [[spoiler: ''Alex'' [[spoiler:''Alex'' has taken over all the other Netherworlds as the "Great Overlord". [[ArsonMurderAndJaywalking Oh and he has a daughter]]]].


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* AntiWastageFeatures: Attempting to delete a unit/vehicle/facility equipped with items (or holding characters) will yield an error message, preventing the player from deleting the items they're holding too. This also applies to trying to delete equippable items - a confirmation pop-up will remind you that someone's using it then sending you back to choose another item, if you want.
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General clarification on works content


* HardModePerks: In both the PSP and the ''Reclaimed & Rebound'' ports of the game, choosing to play Petta Mode from the beginning unlocks almost every tier of every generic unit from the start. Petta Mode isn't that much harder than the main story, but it expects you to be savvy about the game's mechanics and enemy levels shoot into the stratosphere faster since the Mode is only four episodes long. You'll be using its generously-provided LevelGrinding maps a lot.

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* HardModePerks: In both the PSP and the ''Reclaimed & Rebound'' ports of the game, choosing to play Petta Mode from the beginning unlocks almost every tier of every generic unit from the start.start and give you three-or-so of their tiers for free. Petta Mode isn't that much harder than the main story, but it expects you to be savvy about the game's mechanics and enemy levels shoot into the stratosphere faster since the Mode is only four episodes long. You'll be using its generously-provided LevelGrinding maps a lot.
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* AggressivePlayIncentive: With few exceptions, Nippon Ichi games favor the bold players that pump their own stats and cruise past Mooks. In fact, ''Makai Kingdom'' is probably the brand's most blatant example - Enemies (particularly casters) almost always have the ability advantage over the player and can wreck even a well-planned party if they unleash the right attacks, particularly if CosmicKeystone Zetta is caught in the crossfire. Between that and the inability to block enemy units or influence their movement, it's much safer to pump stats as high as possible and demolish high-Point enemies for easy map-clears than it is to participate in long, drawn-out sieges that give enemies attack opportunities. Hitting "End Turn" with enemies around almost always guarantees a party pulverized with HerdHittingAttack combos.

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Not enough context (ZCE), Trope was cut/disambiguated due to cleanup


* BonusBoss: Like all Nippon Ichi games by this point, it's Baal (plus [[VideoGame/PhantomBrave Castille]] and the ''Franchise/{{Disgaea}}'' crew). Zetta even [[BreakingTheFourthWall Breaks The Fourth Wall]] by calling him out, knowing the trend.
** This is also the first appearance of Asagi.



* CoolStarship: The battleship Yoshitsuna, piloted by BonusBoss Prinny Baal, which can be yours if you can defeat it.

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* CoolStarship: The battleship Yoshitsuna, piloted by BonusBoss OptionalBoss Prinny Baal, which can be yours if you can defeat it.



* CutscenePowerToTheMax: Zetta, even in book form, is still the most powerful overlord in the cosmos. In his appearances as a BonusBoss in later games, as well as in one cutscene here, he still has the power to obliterate things with tremendously powerful eye beams. He does not use this power in this game's gameplay, however.

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* CutscenePowerToTheMax: Zetta, even in book form, is still the most powerful overlord in the cosmos. In his appearances as a BonusBoss {{Superboss}} in later games, as well as in one cutscene here, he still has the power to obliterate things with tremendously powerful eye beams. He does not use this power in this game's gameplay, however.



* LongSongShortScene: Devil's Descent, Valvoga's theme, only plays twice, during its introduction and as the BonusBoss music against him.

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* LongSongShortScene: Devil's Descent, Valvoga's theme, only plays twice, during its introduction and as the BonusBoss {{Superboss}} music against him.



* SuperRobot: The aptly named Robosuit is a BonusBoss that you gain control of after defeating it. Comes with RocketPunch and a V-shaped laser ChestBlaster.

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* {{Superboss}}:
** Like all Nippon Ichi games by this point, Baal is a difficult optional boss (plus [[VideoGame/PhantomBrave Castille]] and the ''Franchise/{{Disgaea}}'' crew). Zetta even [[BreakingTheFourthWall Breaks The Fourth Wall]] by calling him out, knowing the trend.
** This is also the first appearance of Asagi as a difficult optional boss.
* SuperRobot: The aptly named Robosuit is a BonusBoss an OptionalBoss that you gain control of after defeating it. Comes with RocketPunch and a V-shaped laser ChestBlaster.
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Misplaced, moving to the correct tab


* SissyVillain: Downplayed with Micky. Micky is conflict-averse and InTouchWithHisFeminineSide; only a "villain" by proxy of being an Overlord and having a side-gig as various games' FinalBoss. Ophelia and Dryzen both bully him for their less-moral gains and Zetta's opinion of him is bupkis. He gains [[spoiler: [[TookALevelInBadass the ability to assert himself if you beat him in the Post-Game]]]], gifting you his Phantom Double as thanks.
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** While the Corn Man's SP and INT are a notch smaller than Witches and Wizards', its HP outshines every other mage by a country mile. In a game where mages already put the "Cannon" in "GlassCannon," Corn Men mix the already-present devastation of elemental magic with deceptive sturdiness. This also makes them annoying to fight as enemies for the exact same reason.

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** While the Corn Man's SP and INT are a notch smaller than Witches and Wizards', its HP outshines every other mage by a country mile. In a game where mages already put the "Cannon" in "GlassCannon," Corn Men mix the already-present devastation of elemental magic with add deceptive sturdiness.sturdiness to that; effectively making them the best of both worlds. This also makes them annoying to fight as enemies for the exact same reason.

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** The Chef's stats are sub-par for a warrior class, but once the player learns about food's hidden utility[[note]]Food increases [=EXP=] Growth, with an extra percentage if a Chef is the one feeding the target.[[/note]], they'll become an essential toolkit for most of the player's post-game grinding.
** Downplayed with Carrots. They're mediocre warrior-types at the start of the game, but exist almost solely to be reincarnated into better classes that can benefit from their passive [=EXP=] bonuses come the post-game.

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** Merchants and Thieves have crud Aptitudes, but are designed for item collection. Merchants sell you stuff while Thieves are the only class in the game that use [=UFOs=] to steal Items from enemies; having the maximum chance they can to do so.
** Professors and Engineers are Vehicle-management classes - Profs make your vehicles stronger while Mechanics repair them and sell you vehicle parts. Amusingly, having a Professor in your party expands the Merchant's shop inventory too; thus it pays to have one of each.
** The Chef's stats are sub-par for a warrior class, but once the player learns about food's hidden utility[[note]]Food increases [=EXP=] Growth, Growth (for allies) and [=EXP=] payouts (for enemies), with an extra percentage if a Chef is the one feeding the target.[[/note]], they'll become an essential toolkit for most of the player's post-game grinding.
** Downplayed with Carrots. They're mediocre warrior-types at the start of the game, but exist almost solely to be reincarnated into better classes that can benefit from their passive [=EXP=] and Mana bonuses come the post-game.

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* ArmoredButFrail:
** Mimics have insanely high DEF and RES but horrible HP. A stray paper-cut is enough to take them down.
** Downplayed with Corn. While the Corn's SP and INT is a bit low for a mage class, its HP outshines every other mage by a country mile. In a game where mages already put the "Cannon" in "GlassCannon," Corn Men mix the already-present devastation of elemental magic with deceptive sturdiness. This also makes them annoying to fight as enemies for the exact same reason.

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* ArmoredButFrail:
**
ArmoredButFrail: Mimics have insanely high DEF and RES but horrible HP. A stray paper-cut is enough to take them down.
** Downplayed with Corn. While the Corn's SP and INT is a bit low for a mage class, its HP outshines every other mage by a country mile. In a game where mages already put the "Cannon" in "GlassCannon," Corn Men mix the already-present devastation of elemental magic with deceptive sturdiness. This also makes them annoying to fight as enemies for the exact same reason.
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* MightyGlacier:
** Morningstars invoke this by design - Increasing a character's HP and ATK at the expense of their movement range.
** While the Corn Man's SP and INT are a notch smaller than Witches and Wizards', its HP outshines every other mage by a country mile. In a game where mages already put the "Cannon" in "GlassCannon," Corn Men mix the already-present devastation of elemental magic with deceptive sturdiness. This also makes them annoying to fight as enemies for the exact same reason.

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** Balloon weapons. They use the game's easiest-to-increase stat (SP) to attack, but fling the character using it out-of-bounds just for using it once; that's ignoring the fact that using their special attacks take SP away, thus making them weaker with every use. And if the enemies use Balloon attacks, [[FakeDifficulty they level their friends up upon being thrown Out-Of-Bounds]]. Unique units mitigate the Out of Bounds penalty, but since it still relies on SP it will still go down in damage unless you stick to its basic attack. Even worse, the only Unique unit that can learn balloon skills is [[JokeCharacter King Drake the Third]].
** The Hammer weapons also count. Not only are they the weakest weapon type in the game, but if an allied character takes a hit from an enemy hammer, it [[LevelDrain DECREASES THEIR LEVEL BY ONE]] as well as getting rid of any experience they have have acquired during the battle. [[TheComputerIsACheatingBastard Of course]], PlayerMooks using Hammers on enemies don't have this effect.

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** Balloon weapons. Balloons. They use the game's easiest-to-increase stat (SP) to attack, but [[RingOut fling the character using it out-of-bounds out-of-bounds]] just for using it once; that's ignoring the fact that using their special attacks take SP away, thus making them weaker with every use. And if the enemies use Balloon attacks, [[FakeDifficulty they level their friends up upon being thrown Out-Of-Bounds]]. Unique units mitigate the Out of Bounds penalty, but since it still relies on SP it will still go down in damage unless you stick to its basic attack. Even worse, the only Unique unit that can learn balloon skills is [[JokeCharacter King Drake the Third]].
** Remotes. They increase both INT and TEC, but only two (three in the ports) SquishyWizard units in the game can use them at all, learning their only skill requires a whopping '''ten levels of Weapon Mastery''' and both attacks require the user to be at close-range; guaranteeing that character's death if their targets aren't gone when it pops.
** The Hammer weapons also count. Not only are they the weakest weapon type in the game, but if an allied character takes a hit from an enemy hammer, it [[LevelDrain DECREASES THEIR LEVEL BY ONE]] with a Hammer '''[[LevelDrain gets a full Level Down]]''' as well as getting rid of losing any pending experience they have have they've acquired during the battle. [[TheComputerIsACheatingBastard Of course]], PlayerMooks using Hammers on enemies don't have this effect.



* LethalJokeCharacter:
** Idols and the Heaven's Bliss both seem like absolutely horrid classes with everything but their RES and their Healing spells working against them. And they are. Unless you've given them a Syringe through Reincarnation, that is.

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* LethalJokeCharacter:
**
LethalJokeCharacter: Idols and the Heaven's Bliss both seem like absolutely horrid classes with everything but their RES and their Healing spells working against them. And they are. Unless you've given them a Syringe through Reincarnation, that is.


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* MagikarpPower: More than a few of the game's weapons such as Morningstars and Bazookas compensate for their decent stats with weak attack ranges, a paltry number of abilities and a ''massive'' gap in the weapon levels needed to unlock said abilities. Reaching these levels however makes these weapons drastically more effective; usually through unlockable HerdHittingAttack[=s=]. Special mention goes to the Remote, which only has ''one ability'' after its default attack - but reaching Level 10 in its Mastery unlocks an ability that turns the character into a close-range KillSat.
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* LordBritishPostulate: A strong-enough character ''can'' in-fact destroy the Sacred Tome wholesale. It's an instant game over if you pull it off, whether one of your units survives the backlash or not.


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* TotalPartyKill: As the Sacred Tome, damage done to Zetta gets applied to everything else on the map. If a lucky enemy (or clumsy ally) gets a powerful shot on him, it's GameOver. This applies to healing and stat-altering spells too, which can have its uses.
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* HardModePerks: In both the PSP and the ''Reclaimed & Rebound'' ports of the game, choosing to play Petta Mode from the beginning unlocks almost every tier of every generic unit from the start. Petta Mode isn't that much harder than the main story, but it expects you to be savvy about the game's mechanics and enemy levels shoot into the stratosphere faster since the Mode is only four episode long.

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* HardModePerks: In both the PSP and the ''Reclaimed & Rebound'' ports of the game, choosing to play Petta Mode from the beginning unlocks almost every tier of every generic unit from the start. Petta Mode isn't that much harder than the main story, but it expects you to be savvy about the game's mechanics and enemy levels shoot into the stratosphere faster since the Mode is only four episode long.episodes long. You'll be using its generously-provided LevelGrinding maps a lot.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* HardModePerks: In both the PSP and the ''Reclaimed & Rebound'' ports of the game, choosing to play Petta Mode from the beginning unlocks almost every tier of every generic unit from the start. Petta Mode isn't that much harder than the main story, but it expects you to be savvy about the game's mechanics and enemy levels shoot into the stratosphere faster since the Mode is only four episode long.

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