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** The Mage class in ''III'' seems to be PurposelyOverpowered, given the class's incredible versatility that makes some other classes redundant. They have elemental spells like the Duelist, but they don't require secondary resources and there's only two of each spell (one single-target spell and one [=AoE=] spell), a high-damage non-elemental attack, and a charging skill (Mage's Consent) that sends the damage output of their next magic attack up to unholy levels, making them great attackers. They also make great {{Support Party Member}}s too: a max-level Cure recovers a ridiculous amount of LF for either one person or the entire party for only ''three mana'' and their Recovery skill at max level removes all status ailments from the party ''at no cost''. And should there be a risk of teammates getting killed off, they can cast Dead Man's React to give themselves an extra turn if a teammate is slain, allowing them to get the victim back up and running in time for the next turn.

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** The Mage class in ''III'' seems to be PurposelyOverpowered, given the class's incredible versatility that makes some other classes redundant. They have elemental spells like the Duelist, but they don't require secondary resources and there's only two of each spell (one single-target spell and one [=AoE=] spell), spell) rather than the Duelist's four (three single-target spells, each one requiring more cards than the last, and an all-targeting spell) thus simplifying SP management, a high-damage non-elemental attack, and a charging skill (Mage's Consent) that sends the damage output of their next magic attack up to unholy levels, making them great attackers. They also make great {{Support Party Member}}s too: a max-level Cure recovers a ridiculous amount of LF for either one person or the entire party for only ''three mana'' and their Recovery skill at max level removes all status ailments from the party ''at no cost''. And should there be a risk of teammates getting killed off, they can cast Dead Man's React to give themselves an extra turn if a teammate is slain, allowing them to get the victim back up and running in time for the next turn.
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** The Mage's Cure skill makes every other class's LF-restoring skill look like jokes. At maximum level, it restores 300 LF to a single party member, and it can also target the entire party to restore a still-amazing 200 LF per person. For only ''three Mana''. It's also way, way more efficient than using a Healing Aloe V (the best possible party healing item you can purchase), which restores 100 LF and costs 10,000 Az to purchase.

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** The Mage's Cure skill makes every other Mage class in ''III'' seems to be PurposelyOverpowered, given the class's LF-restoring incredible versatility that makes some other classes redundant. They have elemental spells like the Duelist, but they don't require secondary resources and there's only two of each spell (one single-target spell and one [=AoE=] spell), a high-damage non-elemental attack, and a charging skill look like jokes. At maximum level, it restores 300 LF (Mage's Consent) that sends the damage output of their next magic attack up to a single party member, and it can unholy levels, making them great attackers. They also target make great {{Support Party Member}}s too: a max-level Cure recovers a ridiculous amount of LF for either one person or the entire party to restore a still-amazing 200 LF per person. For for only ''three Mana''. It's also way, way more efficient than using a Healing Aloe V (the best possible mana'' and their Recovery skill at max level removes all status ailments from the party healing item you ''at no cost''. And should there be a risk of teammates getting killed off, they can purchase), which restores 100 LF cast Dead Man's React to give themselves an extra turn if a teammate is slain, allowing them to get the victim back up and costs 10,000 Az to purchase.running in time for the next turn.
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** The penultimate boss of Chapter 6 needs to have all 10,000 of his LF depleted in one turn; if he gets to act, he'll just refill it back up, effectively restarting the battle. And just to make it hard to wipe him out, his attacks can cause either massive damage or inflict Null Action, wrecking your setup.

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** The penultimate boss of Chapter 6 needs to have all 10,000 of his LF depleted in one turn; if he gets to act, he'll just refill fill it back up, effectively restarting the battle. And just to make it hard harder to wipe him out, his attacks can cause either massive damage or inflict Null Action, wrecking your setup.



* ThatOneLevel: Chapter 5 in ''III''. It requires you to spend a good chunk of the chapter with your parties split, leaving you without access to rear-team specials, ''and'' fight three bosses like this, one of which can cause [[OneHitKill One-Hit Kills]] and the other of which likes to buff its defenses and use ice attacks with instant priority. The chapter is topped off by the hardest boss in the game up to this point despite having your three times finally back together when you fight it.

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* ThatOneLevel: Chapter 5 in ''III''. It requires you to spend a good chunk of the chapter with your parties split, leaving you without access to rear-team specials, ''and'' fight three bosses like this, one of which can cause [[OneHitKill One-Hit Kills]] and the other of which likes to buff its defenses and use ice attacks with instant priority. The chapter is topped off by the hardest boss in the game up to this point despite having your three times teams finally back together when you fight it.

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* ScrappyMechanic: Changing a character's class in ''7th Dragon III'' resets all relationship values they had with other party members. It affects very little, but it's annoying if you want to build them back up.

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* ScrappyMechanic: ScrappyMechanic:
**
Changing a character's class in ''7th Dragon III'' resets all relationship values they had with other party members. It affects very little, but it's annoying if you want to build them back up.up.
** Cutscenes cannot be completely skipped. Most of them can be fast-forwarded by mashing the A button to instant-render dialogue and then advance it, but some cutscenes are fixed-pace and don't let you skip at all. This becomes problematic for pre-boss cutscenes; while you can retry a battle if you lose, it will dump you back at the very start of the fight and doesn't let you reconfigure your parties.
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* ThatOneLevel: Chapter 5 in ''III''. It requires you to spend a good chunk of the chapter with your parties split, leaving you without access to rear-team specials, ''and'' fight three bosses like this, one of which can cause [[OneHitKill One-Hit Kills]] and the other of which likes to buff its defenses and use ice attacks with instant priority. The chapter is topped off by the hardest boss in the game up to this point.

to:

* ThatOneLevel: Chapter 5 in ''III''. It requires you to spend a good chunk of the chapter with your parties split, leaving you without access to rear-team specials, ''and'' fight three bosses like this, one of which can cause [[OneHitKill One-Hit Kills]] and the other of which likes to buff its defenses and use ice attacks with instant priority. The chapter is topped off by the hardest boss in the game up to this point.point despite having your three times finally back together when you fight it.
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** The penultimate boss of Chapter 6 needs to have all 10,000 of his LF depleted in one turn; if he gets to act, he'll just refill it back up, effectively restarting the battle. And just to make it hard to wipe him out, his attacks can cause either massive damage or inflict Null Action, wrecking your setup.
Is there an issue? Send a MessageReason:
None


** The Mage's Cure skill makes every other class's LF-restoring skill look like jokes. At maximum level, it restores 300 LF to a single party member, and it can also target the entire party to restore a still-amazing 200 LF. For only ''three Mana''. It's also way, way more efficient than using a Healing Aloe V (the best possible party healing item you can purchase), which restores 100 LF and costs 10,000 Az to purchase.

to:

** The Mage's Cure skill makes every other class's LF-restoring skill look like jokes. At maximum level, it restores 300 LF to a single party member, and it can also target the entire party to restore a still-amazing 200 LF.LF per person. For only ''three Mana''. It's also way, way more efficient than using a Healing Aloe V (the best possible party healing item you can purchase), which restores 100 LF and costs 10,000 Az to purchase.
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None

Added DiffLines:

** The Mage's Cure skill makes every other class's LF-restoring skill look like jokes. At maximum level, it restores 300 LF to a single party member, and it can also target the entire party to restore a still-amazing 200 LF. For only ''three Mana''. It's also way, way more efficient than using a Healing Aloe V (the best possible party healing item you can purchase), which restores 100 LF and costs 10,000 Az to purchase.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* ThatOneLevel: Chapter 5 in ''III''. It requires you to spend a good chunk of the chapter with your parties split, leaving you without access to rear-team specials, ''and'' fight three bosses like this, one of which can cause [[OneHitKill One-Hit Kills]] and the other of which likes to buff its defenses and use ice attacks with instant priority. The chapter is topped off by the hardest boss in the game up to this point.
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** Within the same chapter as Insomnia, there's Zero Blue α. If you came in with double Freeze Guards on each member and fire-based attacks at the ready thinking you'll steamroll it, Zero Blue will simply laugh in your face. To elaborate: Its regular physical attack will take off ''at least'' half of the Life of a character with on-par level (in other words, if it uses its two moves per turn to attack the same character, they're dead), it can cast Blizzard which inflicts ice damage every turn for several turns and the damage takes priority over even instant and Exhaust, and it pairs up Blizzard with Cold Compression which removes its weakness to fire and makes its defenses shoot through the roof. And like with Insomnia, your three teams are split up which means you can't remove its buffs through Buddy skills. Good luck and don't snap your 3DS too hard!

to:

** Within the same chapter as Insomnia, there's Zero Blue α. If you came in with double Freeze Guards on each member and fire-based attacks at the ready thinking you'll steamroll it, Zero Blue will simply laugh in your face. To elaborate: Its regular physical attack will take off ''at least'' half of the Life of a character with on-par level (in other words, if it uses its two moves per turn to attack the same character, they're dead), it can cast Blizzard which inflicts party-wide ice damage every turn for several turns and the damage takes priority over even instant and Exhaust, and it pairs up Blizzard with Cold Compression which removes its weakness to fire and makes its defenses shoot through the roof. And like with Insomnia, your three teams are split up which means you can't remove its buffs through Buddy skills. Good luck and don't snap your 3DS too hard!
Is there an issue? Send a MessageReason:
None


** Within the same chapter as Insomnia, there's Zero Blue α. If you came in with double Freeze Guards on each member and fire-based attacks at the ready thinking you'll steamroll it, Zero Blue will simply laugh in your face. To elaborate: Its regular physical attack will take off ''at least'' half of the Life of a character with on-par level (in other words, if it uses their two moves per turn to attack the same character, they're dead), it can cast Blizzard which inflicts ice damage every turn for several turns and the damage takes priority over even instant and Exhaust, and it pairs up Blizzard with Cold Compression which removes its weakness to fire and makes its defenses shoot through the roof. And like with Insomnia, your three teams are split up which means you can't remove its buffs through Buddy skills. Good luck and don't snap your 3DS too hard!

to:

** Within the same chapter as Insomnia, there's Zero Blue α. If you came in with double Freeze Guards on each member and fire-based attacks at the ready thinking you'll steamroll it, Zero Blue will simply laugh in your face. To elaborate: Its regular physical attack will take off ''at least'' half of the Life of a character with on-par level (in other words, if it uses their its two moves per turn to attack the same character, they're dead), it can cast Blizzard which inflicts ice damage every turn for several turns and the damage takes priority over even instant and Exhaust, and it pairs up Blizzard with Cold Compression which removes its weakness to fire and makes its defenses shoot through the roof. And like with Insomnia, your three teams are split up which means you can't remove its buffs through Buddy skills. Good luck and don't snap your 3DS too hard!
Is there an issue? Send a MessageReason:
None


** Within the same chapter as Insomnia, there's Zero Blue α. If you came in with double Freeze Guards on each member and fire-based attacks at the ready thinking you'll steamroll it, Zero Blue will simply laugh in your face. To elaborate: Its regular physical attack will take off ''at least'' half of the Life of a character with on-par level (in other words, if they use their two moves per turn to attack the same character, they're dead), it can cast Blizzard which inflicts ice damage every turn for several turns and the damage takes priority over even instant and Exhaust, and it pairs up Blizzard with Cold Compression which removes its weakness to fire and makes its defenses shoot through the roof. And like with Insomnia, your three teams are split up which means you can't remove its buffs through Buddy skills. Good luck and don't snap your 3DS too hard!

to:

** Within the same chapter as Insomnia, there's Zero Blue α. If you came in with double Freeze Guards on each member and fire-based attacks at the ready thinking you'll steamroll it, Zero Blue will simply laugh in your face. To elaborate: Its regular physical attack will take off ''at least'' half of the Life of a character with on-par level (in other words, if they use it uses their two moves per turn to attack the same character, they're dead), it can cast Blizzard which inflicts ice damage every turn for several turns and the damage takes priority over even instant and Exhaust, and it pairs up Blizzard with Cold Compression which removes its weakness to fire and makes its defenses shoot through the roof. And like with Insomnia, your three teams are split up which means you can't remove its buffs through Buddy skills. Good luck and don't snap your 3DS too hard!
Is there an issue? Send a MessageReason:
None


** Within the same chapter as Insomnia, there's Zero Blue α. If you came in with double Freeze Guards on each member and fire-based attacks at the ready thinking you'll steamroll it, Zero Blue will simply laugh in your face. To elaborate: Its regular physical attack will take off ''at least'' half of the Life of a character with on-par level (in other words, if they use their two moves to attack the same character, they're dead), it can cast Blizzard which inflicts ice damage every turn for several turns and the damage takes priority over even instant and Exhaust, and it pairs up Blizzard with Cold Compression which removes its weakness to fire and makes its defenses shoot through the roof. And like with Insomnia, your three teams are split up which means you can't remove its buffs through Buddy skills. Good luck and don't snap your 3DS too hard!

to:

** Within the same chapter as Insomnia, there's Zero Blue α. If you came in with double Freeze Guards on each member and fire-based attacks at the ready thinking you'll steamroll it, Zero Blue will simply laugh in your face. To elaborate: Its regular physical attack will take off ''at least'' half of the Life of a character with on-par level (in other words, if they use their two moves per turn to attack the same character, they're dead), it can cast Blizzard which inflicts ice damage every turn for several turns and the damage takes priority over even instant and Exhaust, and it pairs up Blizzard with Cold Compression which removes its weakness to fire and makes its defenses shoot through the roof. And like with Insomnia, your three teams are split up which means you can't remove its buffs through Buddy skills. Good luck and don't snap your 3DS too hard!
Is there an issue? Send a MessageReason:
None


** Within the same chapter as Insomnia, there's Zero Blue α. If you came in with double Freeze Guards on each member and fire-based attacks at the ready thinking you'll steamroll it, Zero Blue will simply laugh in your face. To elaborate: Its regular physical attack will take off ''at least'' half of the Life of a character with on-par level, it can cast Blizzard which inflicts ice damage every turn for several turns and the damage takes priority over even instant and Exhaust, and it pairs up Blizzard with Cold Compression which removes its weakness to fire and makes its defenses shoot through the roof. And like with Insomnia, your three teams are split up which means you can't remove its buffs through Buddy skills. Good luck and don't snap your 3DS too hard!

to:

** Within the same chapter as Insomnia, there's Zero Blue α. If you came in with double Freeze Guards on each member and fire-based attacks at the ready thinking you'll steamroll it, Zero Blue will simply laugh in your face. To elaborate: Its regular physical attack will take off ''at least'' half of the Life of a character with on-par level, level (in other words, if they use their two moves to attack the same character, they're dead), it can cast Blizzard which inflicts ice damage every turn for several turns and the damage takes priority over even instant and Exhaust, and it pairs up Blizzard with Cold Compression which removes its weakness to fire and makes its defenses shoot through the roof. And like with Insomnia, your three teams are split up which means you can't remove its buffs through Buddy skills. Good luck and don't snap your 3DS too hard!
Is there an issue? Send a MessageReason:
None


** Within the same chapter as Insomnia, there's Zero Blue α. If you came in with double Freeze Guards on each member and fire-based attacks at the ready thinking you'll steamroll it, Zero Blue will simply laugh in your face. To elaborate: Its regular physical attack will take off ''at least'' half of the Life of a character with on-par level, it can cast Blizzard which inflicts ice damage every turn for several turns and the damage takes priority over even instant and Exhaust, and it pairs up Blizzard with Cold Compression which removes its weakness to fire and makes its defenses shoot through the roof. And like with Insomnia, your three teams are split up which means you can't remove its buffs. Good luck and don't snap your 3DS too hard!

to:

** Within the same chapter as Insomnia, there's Zero Blue α. If you came in with double Freeze Guards on each member and fire-based attacks at the ready thinking you'll steamroll it, Zero Blue will simply laugh in your face. To elaborate: Its regular physical attack will take off ''at least'' half of the Life of a character with on-par level, it can cast Blizzard which inflicts ice damage every turn for several turns and the damage takes priority over even instant and Exhaust, and it pairs up Blizzard with Cold Compression which removes its weakness to fire and makes its defenses shoot through the roof. And like with Insomnia, your three teams are split up which means you can't remove its buffs.buffs through Buddy skills. Good luck and don't snap your 3DS too hard!
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** Within the same chapter as Insomnia, there's Zero Blue α. If you came in with double Freeze Guards on each member and fire-based attacks at the ready thinking you'll steamroll it, Zero Blue will simply laugh in your face. To elaborate: Its regular physical attack will take off ''at least'' half of the Life of a character with on-par level, it can cast Blizzard which inflicts ice damage every turn for several turns and the damage takes priority over even instant and Exhaust, and it pairs up Blizzard with Cold Compression which removes its weakness to fire and makes its defenses shoot through the roof. And like with Insomnia, your three teams are split up which means you can't remove its buffs. Good luck and don't snap your 3DS too hard!
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* MostAnnoyingSound: Shopping in ''III'' can have you muting your 3DS or setting the voice volume to off due to Rika screaming "Arigatou gozaimasu!!" ("Thank you very much!") every time you buy or sell anything.
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* GoddamnBats: Poison Frogs will spam Poison status, causing your party members to lose small amounts of LF per turn unless you cure it, as well as continue to lose HP on the map if you don't. Considering that they often drop Poison-Aids and that the per-turn life loss is pretty minor, they most likely exist to teach you to figure out how to prevent Poison from happening, because if you don't figure out how, there's a boss after the area they appear in that inflicts higher-damaging poison and will make you learn the harder way.
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** Mayhem in Chapter 2 of ''7th Dragon III'' is meant to be a WakeUpCallBoss that teaches you the value of using Buddy attacks to inflict Break and dispel its defense-raising buffs that reduce all damage sustained to [[ScratchDamage 1]]. What the game ''doesn't'' explicitly teach you is that Mayhem also has Dragon Breath, a party-hitting attack that inflicts a strong form of Poison that takes off ''30 LF'' per turn at a point where your party members will maybe have 100-110 LF tops, ''while'' still pelting you with other attacks, and at this point in the game the only means of curing Poison only cure one party member at a time. Stacking two of the Venom Guard accessory (50% chance to prevent Poison) on one character will [[NoSell immunize them to Poison]], but [[NoobBridge you are not likely to know this without getting help]].

to:

** Mayhem in Chapter 2 of ''7th Dragon III'' is meant to be a WakeUpCallBoss that teaches you the value of using Buddy attacks to inflict Break and dispel its defense-raising buffs that reduce all damage sustained to [[ScratchDamage 1]]. What the game ''doesn't'' explicitly teach you is that Mayhem also has Dragon Breath, a party-hitting attack that inflicts a strong form of Poison that takes off ''30 LF'' per turn at a point where your party members will maybe have 100-110 LF tops, ''while'' still pelting you with other attacks, and at this point in the game the only means of curing Poison only cure one party member at a time. Stacking two of the Venom Guard accessory (50% chance to prevent Poison) on one character will [[NoSell immunize them to Poison]], but [[NoobBridge [[GuideDangIt you are not likely to know this without getting help]].
Is there an issue? Send a MessageReason:
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** Mayhem in Chapter 2 of ''7th Dragon III'' is meant to be a WakeUpCallBoss that teaches you the value of using Buddy attacks to inflict Break and dispel its defense-raising buffs that reduce all damage sustained to [[ScratchDamage 1]]. What the game ''doesn't'' explicitly teach you is that Mayhem also has Dragon Breath, a party-hitting attack that inflicts a strong form of Poison that takes off ''30 LF'' per turn at a point where your party members will maybe have 100-110 LF tops, ''while'' still pelting you with other attacks, and at this point in the game the only means of curing Poison only cure one party member at a time. Stacking two of the Venom Guard accessory (50% chance to prevent Poison) on one character will [[NoSell immunize them to Poison]], but [[GuideDangIt you are not likely to know this without getting help]].

to:

** Mayhem in Chapter 2 of ''7th Dragon III'' is meant to be a WakeUpCallBoss that teaches you the value of using Buddy attacks to inflict Break and dispel its defense-raising buffs that reduce all damage sustained to [[ScratchDamage 1]]. What the game ''doesn't'' explicitly teach you is that Mayhem also has Dragon Breath, a party-hitting attack that inflicts a strong form of Poison that takes off ''30 LF'' per turn at a point where your party members will maybe have 100-110 LF tops, ''while'' still pelting you with other attacks, and at this point in the game the only means of curing Poison only cure one party member at a time. Stacking two of the Venom Guard accessory (50% chance to prevent Poison) on one character will [[NoSell immunize them to Poison]], but [[GuideDangIt [[NoobBridge you are not likely to know this without getting help]].
Is there an issue? Send a MessageReason:
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** Mayhem in Chapter 2 of ''7th Dragon III'' is meant to be a WakeUpCallBoss that teaches you the value of using Buddy attacks to inflict Break and dispel its defense-raising buffs that reduce all damage sustained to [[ScratchDamage 1]]. What the game ''doesn't'' explicitly teach you is that Mayhem also has Dragon Breath, a party-hitting attack that inflicts a strong form of Poison that takes off ''30 LF'' per turn at a point where your party members will maybe have 100-110 LF tops, ''while'' still pelting you with other attacks, and at this point in the game the only means of curing Poison only cure one party member at a time. Stacking two of the Venom Guard accessory (50% chance to prevent Poison) on one character will immunize them to Poison, but [[GuideDangIt you are not likely to know this without getting help]].

to:

** Mayhem in Chapter 2 of ''7th Dragon III'' is meant to be a WakeUpCallBoss that teaches you the value of using Buddy attacks to inflict Break and dispel its defense-raising buffs that reduce all damage sustained to [[ScratchDamage 1]]. What the game ''doesn't'' explicitly teach you is that Mayhem also has Dragon Breath, a party-hitting attack that inflicts a strong form of Poison that takes off ''30 LF'' per turn at a point where your party members will maybe have 100-110 LF tops, ''while'' still pelting you with other attacks, and at this point in the game the only means of curing Poison only cure one party member at a time. Stacking two of the Venom Guard accessory (50% chance to prevent Poison) on one character will [[NoSell immunize them to Poison, Poison]], but [[GuideDangIt you are not likely to know this without getting help]].
Is there an issue? Send a MessageReason:
None


** Mayhem in Chapter 2 of ''7th Dragon III'' is meant to be a WakeUpCallBoss that teaches you the value of using Buddy attacks to inflict Break and dispel its defense-raising buffs that reduce all damage sustained to [[ScratchDamage 1]]. What the game ''doesn't'' explicitly teach you is that Mayhem also has Dragon Breath, a party-hitting attack that inflicts a strong form of Poison that takes off ''30 LF'' per turn at a point where your party members will maybe have 100-110 LF tops, ''while'' still pelting you with other attacks. Stacking two of the Venom Guard accessory (50% chance to prevent Poison) on one character will immunize them to Poison, but [[GuideDangIt you are not likely to know this without getting help]].

to:

** Mayhem in Chapter 2 of ''7th Dragon III'' is meant to be a WakeUpCallBoss that teaches you the value of using Buddy attacks to inflict Break and dispel its defense-raising buffs that reduce all damage sustained to [[ScratchDamage 1]]. What the game ''doesn't'' explicitly teach you is that Mayhem also has Dragon Breath, a party-hitting attack that inflicts a strong form of Poison that takes off ''30 LF'' per turn at a point where your party members will maybe have 100-110 LF tops, ''while'' still pelting you with other attacks.attacks, and at this point in the game the only means of curing Poison only cure one party member at a time. Stacking two of the Venom Guard accessory (50% chance to prevent Poison) on one character will immunize them to Poison, but [[GuideDangIt you are not likely to know this without getting help]].
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** Mayhem in Chapter 2 of ''7th Dragon III'' is meant to be a WakeUpCallBoss that teaches you the value of using Buddy attacks to inflict Break and dispel its defense-raising buffs that reduce all damage sustained to [[ScratchDamage 1]]. What the game ''doesn't'' explicitly teach you is that Mayhem also has Dragon Breath, a party-hitting attack that inflicts a strong form of Poison that takes off ''30 LF'' per turn at a point where your party members will maybe have 100-110 LF tops, ''while'' still pelting you with other attacks. Stacking two of the Venom Guard accessory (50% chance to prevent Poison) on one character will immunize them to Poison, but [[GuideDangIt you are not likely to know this without getting help]].
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*** The God-Hand's EX skill, Earth Breaker, can inflict Null Action for 3 turns. Rendering a boss entirely helpless for that long gives you a lot of leeway to wail on them without paying heed to defenses.
*** The Banisher's EX skill, Ultimate Lance, completely refills their bomb stock, which opens up the possibility of another full-power Earthquake.
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* ScrappyMechanic: Changing a character's class in ''7th Dragon III''' resets all relationship values they had with other party members. It affects very little, but it's annoying if you want to build them back up.

to:

* ScrappyMechanic: Changing a character's class in ''7th Dragon III''' III'' resets all relationship values they had with other party members. It affects very little, but it's annoying if you want to build them back up.

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Changed: 868

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* ThatOneAttack: Solitary Sword, the attack used by ''7th Dragon III''[='=]s Chapter 5 boss. Not only does it strike your party for damage multiple times, it also inflicts bleed and seals skills. It has a pretty obvious tell, but if it decides to use the attack multiple times in quick succession, better pray you can survive the onslaught.

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* ThatOneAttack: ThatOneAttack:
** Insomnia of ''7th Dragon III'' has Death Sentence, which can inflict [[TotalPartyKill Dead on the entire party]]. While it is telegraphed, without protection and/or guarding this easily causes a GameOver on the spot. Even with protection, it can still take out one or two party members if you're unlucky.
**
Solitary Sword, the attack used by ''7th Dragon III''[='=]s Chapter 5 boss. Not only does it strike your party for damage multiple times, it also inflicts bleed and seals skills. It has a pretty obvious tell, but if it decides to use the attack multiple times in quick succession, better pray you can survive the onslaught.



** The Chapter 5 boss fight in ''7th Dragon III'' is brutal for an unprepared party. It frequently uses an ability that has a chance of paralyzing and confusing your party, and even normal attacks can shave off a lot of life. On top of that, it has another attack that hits numerous times, ''and'' inflicts bleed and skill seal. Even if you recognize the tell, you're going to have a rough time.
** The final boss's first phase has a very high chance of inflicting Charm, Paralyze, and Confusion, which can lock you down completely as it prepares a highly-damaging move to kill you.

to:

** The Chapter 5 boss fight in ''7th Dragon III'' is brutal for an unprepared party. It frequently uses an ability that has a chance of paralyzing and confusing your party, and even normal attacks can shave off a lot of life. On top of that, it has another attack that hits numerous times, ''and'' inflicts bleed and skill seal. Even if you recognize the tell, you're going to have a rough time.
time. At that point in the game, you may have ways to mitigate paralysis and confusion, but nothing you have reliably stops skill seal; the party is guaranteed to get shut down at any one point in the fight.
** The final boss's first phase has a very high chance boss of ''III'' is stocked to the brim with attacks that damage and shut down the party with ailments. It starts with inflicting Charm, Paralyze, and Confusion, which can lock you down completely as it prepares a highly-damaging move Charm on single party members, then Confusion to kill you.the entire party in its second form, culminating in Petrify, Null Action, or even instant death in its final form.



* UnderusedGameMechanic: In ''III'', yeventually find accessories that defend against Stop, but you'll never encounter an enemy that inflicts it.

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* UnderusedGameMechanic: In ''III'', yeventually you eventually find accessories that defend against Stop, but you'll never encounter an enemy that inflicts it.
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*** Want to kill a boss in three turns? Have your backup parties all be Rune Knights. They charge very quickly -- 1 bar per turn -- and the Co-op de grace will become available by the third turn. Execute it, then have each Rune Knight unleash Brave Sword, whose normal drawback of CastFromHitPoints does not apply to backup party members.
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* UnderusedGameMechanic: In ''III'', yeventually find accessories that defend against Stop, but you'll never encounter an enemy that inflicts it.

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** The upgraded Demon Dragon located in the depths of the BonusDungeon is a nightmare to handle, even for high-levelled parties. It is by far [[MightyGlacier the most resilient random encounter]] in the game, with health and defenses so high it can take a couple of EX skills (and even a full-power Earthquake!) and still be standing, while it hits hard enough to two-shot any one party member.

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** The upgraded Demon Dragon located in the depths of the BonusDungeon of ''III'' is a nightmare to handle, even for high-levelled parties. It is by far [[MightyGlacier the most resilient random encounter]] in the game, with health and defenses so high it can take a couple of EX skills (and even a full-power Earthquake!) and still be standing, while it hits hard enough to two-shot any one party member.



* UnderusedGameplayMechanic: You eventually find accessories that defend against Stop, but you'll never encounter an enemy that inflicts it.

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* DemonicSpiders: Any dragon in ''III'' that can jump is this, since jumping prevents the dragon from taking any sort of damage at all and allows them to fire surprisingly powerful attacks that cause poison. Considering how easy everything is compared to previous games, it comes as a surprise how easily they can wipe a party. After encountering the first dragon that behaves this way, a rescuable NPC notes that you can use a Buddy skill to cancel its jump status.

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* DemonicSpiders: DemonicSpiders:
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Any dragon in ''III'' that can jump is this, since jumping prevents the dragon from taking any sort of damage at all and allows them to fire surprisingly powerful attacks that cause poison. Considering how easy everything is compared to previous games, it comes as a surprise how easily they can wipe a party. After encountering the first dragon that behaves this way, a rescuable NPC notes that you can use a Buddy skill to cancel its jump status.status.
** The upgraded versions of Little Dragon and Micro Dragon of ''III'' are significantly dangerous, particularly because they are ''fast'', hit multiple times, and they appear in groups when encountered in the BonusDungeon. When the enemy takes up 8 total actions before your party can even move, you'd start reaching for the escape command or rely on ActionInitiative to stay alive.
** The upgraded Demon Dragon located in the depths of the BonusDungeon is a nightmare to handle, even for high-levelled parties. It is by far [[MightyGlacier the most resilient random encounter]] in the game, with health and defenses so high it can take a couple of EX skills (and even a full-power Earthquake!) and still be standing, while it hits hard enough to two-shot any one party member.



** The Banisher's Earthquake skill. There is barely any regular enemy that survive a hit from it, and it's still extremely powerful against bosses. The cost of all your bombs barely matters when you start a battle with a full stock of bombs.

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** The Banisher's Earthquake skill. There is barely any regular enemy that survive a hit from it, and it's still extremely powerful against bosses. The cost of all your bombs barely matters when you always start a battle with a full stock of bombs.bombs. The one drawback is the low innate speed of the Banisher, as by the time they've moved to unleash Earthquake, the rest of your party may have already cleaned up most of the mobs, but even that can be corrected with the Retreat Ring (earned by dating Julietta) which removes the Banishers' biggest weakness with a huge speed bonus.



** Drain Sword is a ''very'' high damage magic drain move with a fairly low MP cost, turning your Rune Knight into a near-invincible tank.

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** Drain Sword is a ''very'' high damage magic drain move with a fairly low MP MN cost, turning your Rune Knight into a near-invincible tank.tank. And if you do run short on MN, you can always refill with Aspir Sword which costs no MN.


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* UnderusedGameplayMechanic: You eventually find accessories that defend against Stop, but you'll never encounter an enemy that inflicts it.

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