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* SuspiciouslySimilarSong: The shopping theme [[https://www.youtube.com/watch?v=l_L62Qj072Y Choice]] sounds quite similar to ''another'' shopping [[https://www.youtube.com/watch?v=_s67iNWk7MI theme]] from an obscure [[UsefulNotes/SuperNintendoEntertainmentSystem Super Nintendo]] RPG, Nekketsu Tairiku Burning Heroes.


* 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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* ItsEasySoItSucks: ''7th Dragon III'' is regarded to be much easier than previous games in the series, largely because of the presence of numerous game-breaking skills.

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* ItsEasySoItSucks: ''7th Dragon III'' is regarded to be much easier than previous games in the series, largely because of the presence of numerous game-breaking skills. Even on Standard difficulty (as opposed to Casual), many players feel that the game's challenge falls apart once they unlock the second back row and the final two classes (especially the Mage class).
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* SlowPacedBeginning: ''III'' is slow to get you into the fun due to the lack of initial classes available (you start with only four), lack of reliable elemental damage options, and limited support skills; the game isn't terribly difficult but it quickly gets monotonous. Once you unlock back-row teams and the Atlantis classes, your combat options start to diversify.


* CounterpartComparison: A low-speed class that uses a unique explosive lance to inflict massive damage, occasionally needing to take time to reload its ammo, that comes with an extremely powerful attack that uses up all remaining ammo? Is this the Banisher class or the [[VideoGame/MonsterHunter Gunlance]]?
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* {{Moe}}: Everyone and everything have the appearance of Nendoroid! Even big burly men like Gatou and Daigo looks like plush dolls.

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* {{Moe}}: Everyone and everything have has the appearance of a Nendoroid! Even big burly men like Gatou and Daigo looks look like plush dolls.
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* AwesomeMusic: Creator/YuzoKoshiro was the composer, so there are several awesome tracks.

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* AwesomeMusic: SugarWiki/AwesomeMusic: Creator/YuzoKoshiro was the composer, so there are several awesome tracks.
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** [[https://www.youtube.com/watch?v=vuQ11SW60pw The second dragon battle theme]] in ''III'', which plays for dragon encounters in chapters 6 and 7 to remind you of the threat these dragons pose to humanity. It also plays for ''every random encounter in [[BrutalBonusLevel chapter 8]]'' to warn you that every single enemy in the dungeon ''will'' brutally murder an unprepared party.

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** [[https://www.youtube.com/watch?v=vuQ11SW60pw The second dragon battle theme]] in ''III'', which plays for dragon encounters in chapters 6 and 7 to remind you of the threat these dragons pose to humanity. It also plays for ''every random encounter in [[BrutalBonusLevel chapter 8]]'' to warn you that every single enemy in the dungeon is a dragon-class enemy that ''will'' brutally murder an unprepared party.
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** [[https://www.youtube.com/watch?v=vuQ11SW60pw The second dragon battle theme]] in ''III', which plays for dragon encounters in chapters 6 and 7 to remind you of the threat these dragons pose to humanity. It also plays for ''every random encounter in [[BrutalBonusLevel chapter 8]]'' to warn you that every single enemy in the dungeon ''will'' brutally murder an unprepared party.

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** [[https://www.youtube.com/watch?v=vuQ11SW60pw The second dragon battle theme]] in ''III', ''III'', which plays for dragon encounters in chapters 6 and 7 to remind you of the threat these dragons pose to humanity. It also plays for ''every random encounter in [[BrutalBonusLevel chapter 8]]'' to warn you that every single enemy in the dungeon ''will'' brutally murder an unprepared party.
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** [[https://www.youtube.com/watch?v=vuQ11SW60pw The second dragon battle theme]] in ''III', which plays for dragon encounters in chapters 6 and 7 to remind you of the threat these dragons pose to humanity. It also plays for ''every random encounter in [[BrutalBonusLevel chapter 8]]'' to warn you that every single enemy in the dungeon ''will'' brutally murder an unprepared party.

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*** The Trickster's EX skill does massive damage to its target but also has a high chance of inflicting ''every ailment in the game at the same time''. Poison, Bleed, Curse, Sleep, Null Action; nothing is spared.



** Insomnia &#945 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.

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** Insomnia &#945 α 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.



** Insomnia &#945 has a party-wide attack that inflicts [[OneHitKill Dead]]. While the game is nice enough to warn you of this threat, it's unlikely that you have anything that can perfectly nullify Dead. Also, your three teams are split up, so you don't have backup or Buddy skills to fall back on. [[LuckBasedMission All that we can say is 'good luck with the fight'.]]
** Within the same chapter as Insomnia &#945, 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!

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** Insomnia &#945 α has a party-wide attack that inflicts [[OneHitKill Dead]]. While the game is nice enough to warn you of this threat, it's unlikely that you have anything that can perfectly nullify Dead. Also, your three teams are split up, so you don't have backup or Buddy skills to fall back on. [[LuckBasedMission All that we can say is 'good luck with the fight'.]]
** Within the same chapter as Insomnia &#945, α, 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!
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*** The Agent's EX skill, Indra Flames, ''will'' Hack anything that isn't outright immune to hacking, including many bosses. Combo this with madstrife.exe to guarantee at least two turns of safety.

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*** The Agent's EX skill, Indra Flames, ''will'' Hack anything that isn't outright immune to hacking, including many bosses. Combo this with madstrife.exe to guarantee at least two turns of safety.safety, or with sleepmode.exe to buy yourself free turns to set up.



* 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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* GoddamnBats: GoddamnedBats: 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.



** 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.

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** Insomnia &#945 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.



** Insomnia has a party-wide attack that inflicts [[OneHitKill Dead]]. While the game is nice enough to warn you of this threat, it's unlikely that you have anything that can perfectly nullify Dead. Also, your three teams are split up, so you don't have backup or Buddy skills to fall back on. [[LuckBasedMission All that we can say is 'good luck with the fight'.]]
** 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!

to:

** Insomnia &#945 has a party-wide attack that inflicts [[OneHitKill Dead]]. While the game is nice enough to warn you of this threat, it's unlikely that you have anything that can perfectly nullify Dead. Also, your three teams are split up, so you don't have backup or Buddy skills to fall back on. [[LuckBasedMission All that we can say is 'good luck with the fight'.]]
** Within the same chapter as Insomnia, Insomnia &#945, 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!
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* PowerupLetdown: The Fortuner's Sacrifice skill. It deals magic damage to all enemies at the cost of removing the user from the battle. The damage dealt is usually not enough to justify losing a party member.

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Unfortunately, the low damage output of Agents, even with crits, offsets the benefits of Assassin's React. Also, Brave Sword still removes the user's HP if the user is a back team member in a Unison attack; you're most likely to notice this during the Final Boss if you switch to the user's team in a later phase of the fight.


** Assassin's React grants the Agent a free turn whenever they land a critical hit. Stack up enough crit-boosting items and/or buffs, and the Agent can potentially get a long chain of free turns with their basic attack alone.



** Co-op de grace, which is usable when the backup parties in ''III'' have their support meters completely filled. This allows ''everyone'' - your active party included - to attack at once. What ''really'' does this, however, is that ''all of the attacks are free''. Aside from everything costing zero MN, the only resources that matter are whether the enemy is hacked and how much HP the Rune Knight(s) currently have. Duelists cast spells without needing cards and Banishers attack without needing bombs. Unless you choose to avoid using it, bosses go from being slightly threatening to a question of how many turns are left until your party either kills it or renders it a non-threat. Its only drawbacks are that it can take a lot of time to charge depending on your team composition, and it isn't usable before you get a third party or in dungeons where the team is forced to split up, [[spoiler:such as the final dungeon.]]
*** 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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** Co-op de grace, which is usable when the backup parties in ''III'' have their support meters completely filled. This allows ''everyone'' - your active party included - to attack at once. What ''really'' does this, however, is that ''all of the attacks are free''. Aside from everything costing zero MN, the only resources that matter are whether the enemy is hacked and how much HP the Rune Knight(s) currently have. Duelists cast spells without needing cards and Banishers attack without needing bombs. Unless you choose to avoid using it, bosses go from being slightly threatening to a question of how many turns are left until your party either kills it or renders it a non-threat. Its only drawbacks are that it can take a lot of time to charge depending on your team composition, and it isn't usable before you get a third party or in dungeons where the team is forced to split up, [[spoiler:such as the final dungeon.]]
***
]] \\
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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.and most bosses won't stand any further chance.
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** Duelists are a cool class conceptually, but as the other classes become unlocked they become outclassed. Their best strategies take several turns at best to set up, when other classes can deal massive damage starting on turn two. It doesn't help that they can get screwed over if they don't get the needed cards in their hands, though they have skills to search for specific cards and can begin battles with many cards once their skills are leveled up. And they become redundant once you gain access to the Mage class, as Mages can also cast elemental spells but without needing to pray to the RandomNumberGod to give them the correct cards, plus Duelists have to manage SP for ''fifteen'' different elemental attacks (each of their three attack elements has 3 tiers of single-target spells and one all-target spell). This only applies to them as an active combatant, though, as their backup skill -- cleansing the active party of all ailments -- is invaluable.

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** Duelists are a cool class conceptually, but as the other classes become unlocked they become outclassed. Their best strategies take several turns at best to set up, when other classes can deal massive damage starting on turn two. It doesn't help that they can get screwed over if they don't get the needed cards in their hands, though they have skills to search for specific cards and can begin battles with many cards once their skills are leveled up. And they become redundant once you gain access to the Mage class, as Mages can also cast elemental spells but without needing to pray to the RandomNumberGod to give them the correct cards, plus Duelists have to manage SP for ''fifteen'' ''twelve'' different elemental attacks (each of their three attack elements has 3 tiers of single-target spells and one all-target spell).spell) while Mages only have half as many to put SP into. This only applies to them as an active combatant, though, as their backup skill -- cleansing the active party of all ailments -- is invaluable.
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** Duelists are a cool class conceptually, but as the other classes become unlocked they become outclassed. Their best strategies take several turns at best to set up, when other classes can deal massive damage starting on turn two. It doesn't help that they can get screwed over if they don't get the needed cards in their hands, though they have skills to search for specific cards and can begin battles with many cards once their skills are leveled up. And they become redundant once you gain access to the Mage class, as Mages can also cast elemental spells buit without needing to pray to the RandomNumberGod to give them the correct cards. This only applies to them as an active combatant, though, as their backup skill -- cleansing the active party of all ailments -- is invaluable.

to:

** Duelists are a cool class conceptually, but as the other classes become unlocked they become outclassed. Their best strategies take several turns at best to set up, when other classes can deal massive damage starting on turn two. It doesn't help that they can get screwed over if they don't get the needed cards in their hands, though they have skills to search for specific cards and can begin battles with many cards once their skills are leveled up. And they become redundant once you gain access to the Mage class, as Mages can also cast elemental spells buit but without needing to pray to the RandomNumberGod to give them the correct cards.cards, plus Duelists have to manage SP for ''fifteen'' different elemental attacks (each of their three attack elements has 3 tiers of single-target spells and one all-target spell). This only applies to them as an active combatant, though, as their backup skill -- cleansing the active party of all ailments -- is invaluable.
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** Duelists are a cool class conceptually, but as the other classes become unlocked they become outclassed. Their best strategies take several turns at best to set up, when other classes can deal massive damage starting on turn two. It doesn't help that they can get screwed over if they don't get the needed cards in their hands, though they have skills to search for specific cards and can begin battles with many cards once their skills are leveled up. This only applies to them as an active combatant, though, as their backup skill -- cleansing the active party of all ailments -- is invaluable.

to:

** Duelists are a cool class conceptually, but as the other classes become unlocked they become outclassed. Their best strategies take several turns at best to set up, when other classes can deal massive damage starting on turn two. It doesn't help that they can get screwed over if they don't get the needed cards in their hands, though they have skills to search for specific cards and can begin battles with many cards once their skills are leveled up. And they become redundant once you gain access to the Mage class, as Mages can also cast elemental spells buit without needing to pray to the RandomNumberGod to give them the correct cards. This only applies to them as an active combatant, though, as their backup skill -- cleansing the active party of all ailments -- is invaluable.
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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 teams 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 teams finally back together when you fight it. The final chapter is this trope as well, featuring another party split with souped-up versions of two previous True Dragons.
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** 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. Which is ironic, as in-universe you're simply modifying a character without having them leave, whereas changing a character is explained as replacing a character with a new one of identical functional properties, ''including'' their relationship levels (mechanically, it's simply changing a character's cosmetic properties).

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** 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. Which is ironic, as in-universe you're simply modifying what a character does without having them leave, whereas changing a character is explained as replacing a character with a new one of identical functional properties, ''including'' their relationship levels (mechanically, it's simply changing a character's cosmetic properties).
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** 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:

** 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. Which is ironic, as in-universe you're simply modifying a character without having them leave, whereas changing a character is explained as replacing a character with a new one of identical functional properties, ''including'' their relationship levels (mechanically, it's simply changing a character's cosmetic properties).
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*** The Agent's EX skill, Indra Flames, ''will'' Hack anything that isn't outright immune to hacking, including many bosses. Combo this with madstrife.exe to guarantee at least two turns of safety.
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* CounterpartComparison: A low-speed class that uses a unique explosive lance to inflict massive damage, occasionally needing to take time to reload its ammo? Is this the Banisher class or the [[VideoGame/MonsterHunter Gunlance]]?

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* CounterpartComparison: A low-speed class that uses a unique explosive lance to inflict massive damage, occasionally needing to take time to reload its ammo, that comes with an extremely powerful attack that uses up all remaining ammo? Is this the Banisher class or the [[VideoGame/MonsterHunter Gunlance]]?
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Added DiffLines:

* CounterpartComparison: A low-speed class that uses a unique explosive lance to inflict massive damage, occasionally needing to take time to reload its ammo? Is this the Banisher class or the [[VideoGame/MonsterHunter Gunlance]]?
Is there an issue? Send a MessageReason:
None


** 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) 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 NonElemental 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.redundant and the class being one of the last two that are unlocked. 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) 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 NonElemental 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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* {{Narm}}: The final dungeon loses a bit of its oomph due to a couple of interface issues. First, the dungeon, despite being [[spoiler:a separate plane of existence from the rest of the world]], is listed as part of A.D. 2200 Tokyo. Second, as a result, the random encounter battle theme is the Tokyo battle theme which, given that Atlantis and Eden have their own random battle themes, is rather jarring as the Tokyo battle theme is the very first theme heard in the game and doesn't really convey the gravity of Unit 13's final mission.

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* {{Narm}}: The final dungeon loses a bit of its oomph due to a couple of interface issues. First, the dungeon, despite being [[spoiler:a separate space-time plane of existence from that paves the rest of the world]], way for a new universe]], is listed as part of A.D. 2200 Tokyo. Second, as a result, the random encounter battle theme is the Tokyo battle theme which, given that Atlantis and Eden have their own random battle themes, is rather jarring as the Tokyo battle theme is the very first theme heard in the game and doesn't really convey the gravity of Unit 13's final mission.
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* {{Narm}}: The final dungeon loses a bit of its oomph due to a couple of interface issues. First, the dungeon, despite being [[spoiler:a separate plane of existence from the rest of the world]], is listed as part of A.D. 2200 Tokyo. Second, as a result, the random encounter battle theme is the Tokyo battle theme which, given that Atlantis and Eden have their own random battle themes, is rather jarring given that the Tokyo battle theme is the very first theme heard in the game and doesn't really convey the gravity of Unit 13's final mission.

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* {{Narm}}: The final dungeon loses a bit of its oomph due to a couple of interface issues. First, the dungeon, despite being [[spoiler:a separate plane of existence from the rest of the world]], is listed as part of A.D. 2200 Tokyo. Second, as a result, the random encounter battle theme is the Tokyo battle theme which, given that Atlantis and Eden have their own random battle themes, is rather jarring given that as the Tokyo battle theme is the very first theme heard in the game and doesn't really convey the gravity of Unit 13's final mission.
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* {{Narm}}: The final dungeon loses a bit of its oomph due to a couple of interface issues. [[spoiler:First, the dungeon, despite being a separate plane of existence from the rest of the world, is listed as part of A.D. 2200 Tokyo. Second, as a result, the random encounter battle theme is the Tokyo battle theme which, given that Atlantis and Eden have their own random battle themes, is rather jarring given that the Tokyo battle theme is the very first theme heard in the game and doesn't really convey the gravity of Unit 13's current mission.]]

to:

* {{Narm}}: The final dungeon loses a bit of its oomph due to a couple of interface issues. [[spoiler:First, First, the dungeon, despite being a [[spoiler:a separate plane of existence from the rest of the world, world]], is listed as part of A.D. 2200 Tokyo. Second, as a result, the random encounter battle theme is the Tokyo battle theme which, given that Atlantis and Eden have their own random battle themes, is rather jarring given that the Tokyo battle theme is the very first theme heard in the game and doesn't really convey the gravity of Unit 13's current final mission.]]
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None

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* {{Narm}}: The final dungeon loses a bit of its oomph due to a couple of interface issues. [[spoiler:First, the dungeon, despite being a separate plane of existence from the rest of the world, is listed as part of A.D. 2200 Tokyo. Second, as a result, the random encounter battle theme is the Tokyo battle theme which, given that Atlantis and Eden have their own random battle themes, is rather jarring given that the Tokyo battle theme is the very first theme heard in the game and doesn't really convey the gravity of Unit 13's current mission.]]
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** Drain Sword is a ''very'' high damage magic drain move with a fairly low MN cost, turning your Rune Knight into a near-invincible tank. And if you do run short on MN, you can always refill with Aspir Sword which costs no MN.

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** Drain Sword is a ''very'' high damage magic drain move with a fairly low MN cost, turning your Rune Knight into a near-invincible tank. And if you do run short on MN, you can always refill with Aspir Sword which costs no MN.MN; a max-leveled Aspir Sword will recover significantly more MN than they can carry!
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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) 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 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) 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 NonElemental 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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