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* TwentyBearAssess: Most of the hunting quests are to kill a certain amount of monsters or fetch quests requiring the party to kill monsters and collect their drops.

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* TwentyBearAssess: TwentyBearAsses: Most of the hunting quests are to kill a certain amount of monsters or fetch quests requiring the party to kill monsters and collect their drops.

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* TwentyBearAssess: Most of the hunting quests are to kill a certain amount of monsters or fetch quests requiring the party to kill monsters and collect their drops.



* FreeSamplePlotCoupon: In chapter 2, Cor leads the party to the Tomb of the Kings to pick up a royal arm then leads the party to another dungeon with a tomb close by. The rest are scattered all over Lucis just waiting to be discovered, with one even on another continent.



* FromBadToWorse: Niflheim attacks Insomia, steals the Lucian PowerCrystal and kills Regis. Then Leviathan causes the destruction of Altissia. ''Then'' Ardyn [[spoiler:kills Luna and initiates the Starscourge, plunging the entirety of Eos into darkness and tricks Noctis into entering the Lucian Crystal]]. And all of this happens ten years before the FinalBattle.

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* FromBadToWorse: Niflheim attacks Insomia, Insomnia, steals the Lucian PowerCrystal PowerCrystal, and kills Regis. Then Leviathan causes the destruction of Altissia. ''Then'' Ardyn [[spoiler:kills Luna and initiates the Starscourge, plunging the entirety of Eos into darkness and tricks Noctis into entering the Lucian Crystal]]. And all of this happens ten years before the FinalBattle.



* BossOnlyLevel: The INGEM system can let players test their skills against some superbosses from the main game, like Melusine and Omega, to new ones like Deathgaze and even [[spoiler:Kenny Crow]]!



* CreatorCameo: Marketing Manager Mat Kishimoto, or the guy who did the infamous Titan fight in E3, is one of the AI's joining the glaive in parties.



* DualBoss: The Dastardly Duo quest puts the glaive against [[spoiler:Ardyn and Ravus]]



** What the game doesn't tell is that the AI partners it assigns to a party is not random (except for Kenny Crow), but will assign partners depending on the Sigils equipped. The AI's are also grouped into 3 categories based on their sigils: Offensive, Support, and Buff/Healing. So if the player is wearing a support sigil, the game will assign two AI partners with offensive Sigils to balance the party and if wearing an offensive one, it will assign one of each category.
* LoadsAndLoadsOfLoading: Unlike in the main game where it's possible to travel everywhere and do quests without facing a loading screen, ''Comrades'' is instanced and the game needs to load if traveling to quest locations and other safe harbors. It's usually the norm to face '''four''' loading screens on just one quest, which gets annoying if trying to grind for materials, gil, or power.

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** What the game doesn't tell is that the AI partners it assigns to a party is not random (except for Kenny Crow), but will assign partners depending on the Sigils equipped. The AI's AI are also grouped into 3 categories based on their sigils: Offensive, Support, and Buff/Healing. So if What the player game doesn't tell is wearing that the AI partners it assigns to a support sigil, party are not random (except for Kenny Crow) but will depend on the Sigils equipped, and equipping a sigil on one category will raise the chances of the desired AI/sigil appearing[[note]] the game will assign two AI partners with offensive Sigils if equipping a support one to balance the party and if wearing an offensive one, sigil, it will assign one of each category.
category.[[/note]], and prevent the AI wearing the same sigil from appearing.
* LoadsAndLoadsOfLoading: Unlike in the main game where it's possible to travel everywhere and do quests without facing a loading screen, ''Comrades'' is instanced and the game needs to load if traveling to quest locations and other safe harbors. It's usually the norm to face '''four''' loading screens on just one quest, which gets annoying if trying to grind for materials, gil, Gil, or power.

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* DeconstructedTrope: You're not a main character who has TheGift, able to become a MultiMeleeMaster with ease, but instead are just a [[MauveShirt regular person]] who has to fight their way tooth and claw for every advantage, every boost that they can get. In the beginning hunts especially, your performance against low-level daemons is as evenly-matched as can be.


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* DeconstructedTrope: You're not a main character who has TheGift, able to become a MultiMeleeMaster with ease, but instead are just a [[MauveShirt regular person]] who has to fight their way tooth and claw for every advantage, every boost that they can get. In the beginning hunts especially, your performance against low-level daemons is as evenly-matched as can be.

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** Weapons have max levels that, once reached, won't let you pour any more upgrade materials into them. Each weapon has a natural level cap, based on entirely on the weapon and its tier, that can be increased via meteor shards, only available in the post game where dismantling becomes available, which are the only upgrade material you can apply to a maxed out weapon, but there's a hard cap of 120 levels for any weapon even with meteor shards.

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** Weapons have max levels that, once reached, won't let you pour any more upgrade materials into them. Each weapon has a natural level cap, based on entirely on the weapon and its tier, that can be increased via meteor shards, only available in the post game post-game where dismantling becomes available, which are is the only upgrade material you can apply to a maxed out maxed-out weapon, but there's a hard cap of 120 levels for any weapon even with meteor shards.



* EscortMission: There are 3 types of normal missions. Hunt, the most common, is just kill a specified monster without dying. Defend and Escort missions are both a form of this trope. Escort will have a moving vehicle as your VIP while Defend will be a stationary object. These missions aren't too bad on their own if you can keep aggro upon yourself, because normal enemies will (usually) focus on taking out the character instead of the escorted (except for bombs and flans). So long as you don't battle right next to the target, you're basically good... but if you can't, [[FakeDifficulty then it's a different story]].
* EquipmentBasedProgression: There are some stats given from level ups, but a significant majority are going to come from your equipment, which is more or less the main focus of the game. All the items that were vendor trash, quest rewards, or spell components are all combined into "Equipment upgrades", with each having stats or abilities to add to your weapon, with a few exceptions that can still be used but are more pointless. You instead have an equipment stat and upgrade system which requires strategic use of materials to produce the weapons you want, including things like EXP management [[note]] each weapon has an EXP bar and each material gives a set amount of EXP in addition to its stat upgrades. In general, more EXP is bad because each weapon has a level cap and once you hit it you can no longer add stats of any kind. [[/note]] weapon abilities [[note]] things like giving you elemental spells such as fire, or the upgrade versions or making it so each strike has a chance of giving a status effect that - barring a few exceptions - you can have one free space (per weapon) that can be given an ability from an upgrade material, and one that comes with the weapon, though in some cases weapons either have no/a second ability on them, meaning you can't customize them. Like the stats, once you hit the cap you cannot add any more abilities.[[/note]] and weapon tiers [[note]] some weapons will have bars beneath one or more stats, or in a few cases under the level bar, that if you get enough points in the assigned stat(s), the bar will fill up as more stats are added to show you how close you are, will add more levels and unlock a new ability for the secondary slot[[/note]] that play huge factors in your combat effectiveness. Equipment is heavily customization-based and if you want to stand a chance against later enemies, you're basically going to ''have'' to MinMax your weapons into the setups that you want.

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* EscortMission: There are 3 types of normal missions. Hunt, the most common, is just kill killing a specified monster without dying. Defend and Escort missions are both a form of this trope. Escort will have a moving vehicle as your VIP while Defend will be a stationary object. These missions aren't too bad on their own if you can keep aggro upon yourself, because normal enemies will (usually) focus on taking out the character instead of the escorted (except for bombs and flans). So long as you don't battle right next to the target, you're basically good... but if you can't, [[FakeDifficulty then it's a different story]].
* EquipmentBasedProgression: There are some stats given from level ups, level-ups, but a significant majority are is going to come from your equipment, which is more or less the main focus of the game. All the items that were vendor trash, quest rewards, or spell components are all combined into "Equipment upgrades", with each having stats or abilities to add to your weapon, with a few exceptions that can still be used but are more pointless. You instead have an equipment stat and upgrade system which requires strategic use of materials to produce the weapons you want, including things like EXP management [[note]] each weapon has an EXP bar and each material gives a set amount of EXP in addition to its stat upgrades. In general, more EXP is bad because each weapon has a level cap and once you hit it you can no longer add stats of any kind. [[/note]] weapon abilities [[note]] things like giving you elemental spells such as fire, or the upgrade versions or making it so each strike has a chance of giving a status effect that - barring a few exceptions - you can have one free space (per weapon) that can be given an ability from an upgrade material, and one that comes with the weapon, though in some cases weapons either have no/a second ability on them, meaning you can't customize them. Like the stats, once you hit the cap you cannot add any more abilities.[[/note]] and weapon tiers [[note]] some weapons will have bars beneath one or more stats, or in a few cases under the level bar, that if you get enough points in the assigned stat(s), the bar will fill up as more stats are added to show you how close you are, will add more levels and unlock a new ability for the secondary slot[[/note]] that play huge factors in your combat effectiveness. Equipment is heavily customization-based and if you want to stand a chance against later enemies, you're basically going to ''have'' to MinMax your weapons into the setups that you want.want.
* GuideDangIt:
** Unlike the main game, the food buffs a player gets after a mission is completely random. It's actually possible to influence the RNG by getting certain ingredients for the desired food buff or chef to appear, but good luck trying to find accurate guides online since everything is, well, random.
** Another rarely known fact if trying to get certain food buffs with AI partners is the AI will only pick up '''dropped''' (they won't pick up food already lying around at the start of the quest) food if the player does two things: pick up food not from the camp and if the quality is equal or higher than the one before.
** What the game doesn't tell is that the AI partners it assigns to a party is not random (except for Kenny Crow), but will assign partners depending on the Sigils equipped. The AI's are also grouped into 3 categories based on their sigils: Offensive, Support, and Buff/Healing. So if the player is wearing a support sigil, the game will assign two AI partners with offensive Sigils to balance the party and if wearing an offensive one, it will assign one of each category.
* LoadsAndLoadsOfLoading: Unlike in the main game where it's possible to travel everywhere and do quests without facing a loading screen, ''Comrades'' is instanced and the game needs to load if traveling to quest locations and other safe harbors. It's usually the norm to face '''four''' loading screens on just one quest, which gets annoying if trying to grind for materials, gil, or power.



* ResourcesManagementGameplay: Due to the weapon level system assigning stats . You can get as many upgrade materials as you have the time to grind for, but you can only apply them to a weapon if it has the room for the EXP the materials give it. Once it hits max level, what you have is what you stick with. You can buy another weapon (early game) or dismantle it (late game) to try again, and have as many tries as you like, but you still have those EXP limits that will determine how strong the end result is.

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* ResourcesManagementGameplay: Due to the weapon level system assigning stats .stats. You can get as many upgrade materials as you have the time to grind for, but you can only apply them to a weapon if it has the room for the EXP the materials give it. Once it hits max level, what you have is what you stick with. You can buy another weapon (early game) or dismantle it (late game) to try again, and have as many tries as you like, but you still have those EXP limits that will determine how strong the end result is.
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** ''VideoGame/FinalFantasyXV'' ends with the reveal that Luna is the woman in the game's logo, showing [[spoiler:Noctis flashing into place alongside her]]. This is pretty baffling, as [[AdvertisedExtra Luna's really not a particularly major character]] (she appears for about a half hour in cutscenes [[spoiler:and she's dead in some of them]]), and [[StrangledByTheRedString her romance with Noctis is reserved to a few short scenes that don't exactly sell them as a love for the ages]]. Compare that to ''VIII'', where Rinoa and Squall embracing is the logo, but their love story is the focus of a good chunk of the game, so it makes sense. But when the game started life as ''Versus XIII'' and part of the Franchise/FabulaNovaCrystallisFinalFantasy series, Amano and Tabata stated the woman would be a goddess called "Goddess of the Dawn" and important to the plot, though [[CommonKnowledge many still believe]] that she is Etro, the Goddess of Death and the deity the Lucians would worship. Since the series was rewritten and divorced from the ''FNC'' franchise so the deities like Etro are gone, Luna was used as a substitute for the removed goddess on the logo.

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** As the game originated as ''Versus XIII'' and was to share the same basic mythos with ''XIII'' and ''Type-0'', a few basic similarities between this title and those ones can be seen if you squint a little. The Lucii are a fairly on-the-nose parallel to the l'Cie, warriors chosen by the Crystal to wield magical powers and are rewarded with a kind of "eternal life" for their service. The Astrals are comparable to fal'Cie as powerful god-like beings that watch over the world, and the ability to forms a Pact with them for power and the right to summon them is similar to the idea of fal'Cie giving a Focus to someone and with it the ability to summon an Eidolon. The Daemons are comparable to [[spoiler:cie'th, human beings that were twisted into monsters. Ardyn in particular is very similar in his power and how it manifests to partially formed cie'th like Cid Raines and Snow Villiers.]]

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** As the game originated as ''Versus XIII'' and was to share the same basic mythos with ''XIII'' and ''Type-0'', a few basic similarities between this title and those ones can be seen if you squint a little. The Lucii are a fairly on-the-nose parallel to the l'Cie, warriors chosen by the Crystal to wield magical powers and are rewarded with a kind of "eternal life" for their service. The Astrals are comparable to fal'Cie as powerful god-like beings that watch over the world, and the ability to forms form a Pact with them for power and the right to summon them is similar to the idea of fal'Cie giving a Focus to someone and with it the ability to summon an Eidolon. The Daemons are comparable to [[spoiler:cie'th, human beings that were twisted into monsters. Ardyn in particular is very similar in his power and how it manifests to partially formed cie'th like Cid Raines and Snow Villiers.]]]]
** In ''Versus XIII trailers'', death motifs and black colors are prominent throughout each scene and the Lucians are stated to worship Etro, the goddess of death. Due to Square Enix wanting to sell the game to global audiences and this would have clashed the age ratings of some countries, most of the ''Fabula Nova Crystallis'' lore and death motifs are either removed or toned down from the shift to XV. The black motif remains with the excuse of being the official Lucian color and there are still remnants of the death motifs all over the game like the skull decors all over Insomnia, the Lucian royal insignia is literally a skull with a wing, the official party garb is black with little skull motifs[[note]]this is also an official collaboration for the brand Roen, which is another reason why it can't be changed.[[/note]], and the Ring of the Lucii being an instant death spell.
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Up To Eleven is a defunct trope


** UpToEleven in the novel ''Dawn of the Future'' where it's revealed that [[spoiler: Bahamut reveals that he wants to purge all humanity in order to cleanse Eos from the Starscourge, thus literally killing all.]]

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** UpToEleven in In the novel ''Dawn of the Future'' where it's revealed that [[spoiler: Bahamut reveals that he wants to purge all humanity in order to cleanse Eos from the Starscourge, thus literally killing all.]]
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Fleshed out the Lower Deck example per-request.


%%* LowerDeckEpisode: The multiplayer expansion, Comrades, is one.%%How?

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%%* * LowerDeckEpisode: The multiplayer expansion, Comrades, Comrades is one.%%How?one compared to the rest of the game and it's expansions. Rather than focusing on the main protagonists and/or antagonists, it is instead about the glaives-who up until this point were just background characters outside of Kingsglaive-and their struggles to keep the peace [[spoiler: during the ten years of darkness]] with the player being cast as a random MauveShirt glaive amongst a group of MauveShirt glaives with the supporting cast being made up of mostly the side characters from the main quest with the occasional appearance from the main and secondary characters.
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* LowerDeckEpisode: The multiplayer expansion, Comrades, is one.

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* LoreCodex:
** The Compendium is a resource in the pause menu that lets you look at the models of each character and monster you've met. Each one also comes with a little blurb about the subject's backstory.
** The game was patched after its initial release to add an Archives section in the main menu, which acts as a more traditional codex in that it collects all sorts of information. There were also archives added for each of the Episode [=DLCs=].
%%*
LowerDeckEpisode: The multiplayer expansion, Comrades, is one.%%How?
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Dewicked trope


** Ignis can choose between [[BladeOnAStick spears/polearms]] and DualWielding [[KnifeNut daggers]].

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** Ignis can choose between [[BladeOnAStick spears/polearms]] and DualWielding [[KnifeNut daggers]].daggers.
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* SeriousWorkComedicScene: The game overall is very serious and grim with a BittersweetEnding at best that includes stuff such as [[DemonOfHumanOrigin demonic transformations]], human experimentation, {{Heroic Sacrifice}}s, war and more. The cutscene right after the opening? The main character and his buddies having to push their broken car while grumbling all the way about it.
-->'''Noctis:''' Gladio, do me a favour.
-->'''Gladio:''' What?
-->'''Noctis:''' Push this thing ''yourself''.
-->'''Gladio:''' You want me to push it by myself!?
-->'''Prompto:''' You won't even notice if we just let go...
-->'''Gladio:''' Prompto, don't even ''think'' about it.
-->'''Ignis:''' ''[sitting in the driver's seat]'' Save your breath for ''pushing''...
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* CorrallingVacuum: One of Prompto's unlockable specials lets him shoot a black hole from his gun that pulls every sufficiently weak enemy into it. It combines great with spells, which are big enough to hit every enemy sucked into the area of the black hole.
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Vendor Trash is being disambiguated


** Completing the Scraps of Mystery sidequest gives you to a Mythril Ingot, which can either be sold for 20k gil (meager by the time you're able to complete this sidequest), or be used in Elemancy to make a spell have a chance to cast without using a charge (which isn't exclusive to Mythril Ingot; multiple other VendorTrash items give the same effect. The note given to the player at the end of the quest lampshades this to some degree, stating that it was more about the journey and less about the reward.

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** Completing the Scraps of Mystery sidequest gives you to a Mythril Ingot, which can either be sold for 20k gil (meager by the time you're able to complete this sidequest), or be used in Elemancy to make a spell have a chance to cast without using a charge (which isn't exclusive to Mythril Ingot; multiple other VendorTrash items give the same effect. The note given to the player at the end of the quest lampshades this to some degree, stating that it was more about the journey and less about the reward.



** Once you have the beast whistle, you can repeatedly call and slaughter sabertusks in the Three Valleys to amass thousands of AP (and sellable VendorTrash) per hour.

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** Once you have the beast whistle, you can repeatedly call and slaughter sabertusks in the Three Valleys to amass thousands of AP (and sellable VendorTrash) loot) per hour.
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* TraumaInn: Inns and hotels in offer many of the same benefits as campsites, including regaining HP and leveling up your characters. The advantage of inns is that they have multipliers that increase your experience points when you stay, making them ideal for after you fight big bosses that lots of XP. There's also a chance for an interactive cutscene to play where Noctis and Prompto chat on the roof, with the player picking the Noctis's dialogue from a few options and gaining experience for how well they fit the scene.

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* TraumaInn: Inns Inns, caravans and hotels in offer many of the same benefits as campsites, including regaining HP and leveling up your characters. The advantage Caravans and Inns are typically found within a rest stop or somewhere closeby, making them handy for if just want an easy means of inns is that they getting some rest. Hotels also have multipliers that increase your experience points when you stay, making them ideal for after you fight big bosses that lots of XP. There's also or have been using the Nixperience Badge to stockpile EXP for a while. They have their drawbacks though. Ignis doesn't cook dinner when you use an inn meaning you miss out on the stat bonuses gained from them and lose out on the chance for an interactive to feed your chocobo to boost their stats as well. Additionally, you can't directly change the time of day, engage in training or trigger sidequest tours with one the other party members outside of one optional cutscene to play where Noctis and Prompto chat on the roof, with the player picking the Noctis's dialogue from a few options and gaining experience for how well they fit the scene.Prompto.

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* AndNowForSomethingCompletelyDifferent:

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* AndNowForSomethingCompletelyDifferent: UnexpectedGameplayChange:



*** Ignis can switch the elemental affinity of his daggers to give his attacks and Limit Break different effects, and the world area is based on control of a region, with Ignis being required to clear out a particular area of enemies in order to liberate it and progress in the DLC story.
* UselessUsefulSpell: Averted. Poison is an annoyance to you, but on enemies it's a godsend.

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*** Ignis can switch the elemental affinity of his daggers to give his attacks and Limit Break different effects, and the world area is based on control of a region, with Ignis being required to clear out a particular area of enemies in order to liberate it and progress in the DLC story.
story.* UselessUsefulSpell: Averted. Poison is an annoyance to you, but on enemies it's a godsend.

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Something Comepletely Different is now an index. Examples that don't fit the tropes listed on the index will be removed.


* AndNowForSomethingCompletelyDifferent:
** The game's {{Brutal Bonus Level}}s usually throw armies of high-level enemies at Noctis' party and finish with a suitably difficult BossBattle... until you get to the Pitioss Ruins, a ''massive'' dungeon without a single enemy anywhere. It consists entirely of Noctis platforming his way through one of the most extreme examples of {{Bizarrchitecture}} in recent gaming history. Completing the dungeon can take anywhere from 4 to 12 hours for your first run, depending on your platforming skills and [[GuideDangIt the quality of your online guide]].
** All three DLC packs in the first wave change things up with the three comrades having different playstyles. The update that made them playable in the main game lets them bring their unique gimmicks with them.
*** Gladio forgos most RPG elements in favor of a more traditional HackAndSlash style, where he racks up hits with a combo meter and boosts a "Rage" gauge by blocking attacks, both powering up his attacks.
*** Prompto turns the game from an RPG into a ''VideoGame/MetalGearSolid''-style ThirdPersonShooter, with him using firearms he finds around the environment to combat enemies from range in various tactical options.
*** Ignis can switch the elemental affinity of his daggers to give his attacks and Limit Break different effects, and the world area is based on control of a region, with Ignis being required to clear out a particular area of enemies in order to liberate it and progress in the DLC story.



* UnexpectedGameplayChange: The hidden dungeon, [[spoiler:Pitioss Ruins]], is entirely devoid of enemies and consists purely of an enormous puzzle platforming stage.

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* UnexpectedGameplayChange: AndNowForSomethingCompletelyDifferent:
**
The hidden dungeon, [[spoiler:Pitioss Ruins]], is game's {{Brutal Bonus Level}}s usually throw armies of high-level enemies at Noctis' party and finish with a suitably difficult BossBattle... until you get to the Pitioss Ruins, a ''massive'' dungeon without a single enemy anywhere. It consists entirely devoid of enemies and consists purely of an enormous puzzle Noctis platforming stage.his way through one of the most extreme examples of {{Bizarrchitecture}} in recent gaming history. Completing the dungeon can take anywhere from 4 to 12 hours for your first run, depending on your platforming skills and [[GuideDangIt the quality of your online guide]].
** All three DLC packs in the first wave change things up with the three comrades having different playstyles. The update that made them playable in the main game lets them bring their unique gimmicks with them.
*** Gladio forgos most RPG elements in favor of a more traditional HackAndSlash style, where he racks up hits with a combo meter and boosts a "Rage" gauge by blocking attacks, both powering up his attacks.
*** Prompto turns the game from an RPG into a ''VideoGame/MetalGearSolid''-style ThirdPersonShooter, with him using firearms he finds around the environment to combat enemies from range in various tactical options.
*** Ignis can switch the elemental affinity of his daggers to give his attacks and Limit Break different effects, and the world area is based on control of a region, with Ignis being required to clear out a particular area of enemies in order to liberate it and progress in the DLC story.
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* GunsAreWorthless: Guns generally go less damage than swords and lances and always do less damage than greatswords. They also do pitiful damage at range (sometimes just 1 or 0 damage), so it counterbalances their advantage there. They are also the only primary weapon type without a corresponding Royal Arm.

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* GunsAreWorthless: Guns generally go do less damage than swords and lances and always do less damage than greatswords. They also do pitiful damage at range (sometimes just 1 or 0 damage), so it counterbalances their advantage there. They are also the only primary weapon type without a corresponding Royal Arm.
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* GunsAreWorthless: Guns generally go less damage than swords and lances and always do less damage than greatswords. They also do pitiful damage at range (sometimes just 1 or 0 damage), so it counterbalances their advantage there. They are also the only primary weapon type without a corresponding Royal Arm.
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* GrapplingHookPistol: Following the popular trend in open-world games, ''Episode Ignis'' gives Ignis a grappling-hook pistol that lets him quickly climb up the tall building and lampposts of Altissia from the very bottom of its canals. It can also be used to start special finishing moves against large enemies.
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* TraumaInn: Inns and hotels in offer many of the same benefits as campsites, including regaining HP and leveling up your characters. The advantage of inns is that they have multipliers that increase your experience points when you stay, making them ideal for after you fight big bosses that lots of XP. There's also a chance for an interactive cutscene to play where Noctis and Prompto chat on the roof, with the player picking the Noctis's dialogue from a few options and gaining experience for how well they fit the scene.

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* RestingRecovery: Noctis and his friends can only level up by sleeping and relaxing for a couple hours at a designated campsite, motel, or hotel. Doing so also fully heals you and allows Ignis to cook a meal that can give buffs to just about any of your character attributes for one day, at which point you'll need to rest or snack at a restaurant to regain the buffs. Characters will remark about being tired if you go a day without sleep and they'll even begin pestering you into the car to pull over by nearby hotels.



* RefiningResources: A variation. All upgrade materials give stats and EXP, but once you unlock dismantling you'll be given items back based on the status given to the dismantled weapon. The items you get from this are exceptionally efficient for stat point-to-EXP cost, but only work in one stat, except for meteor shards which are needed to maximize a weapon's level. A common end game goal is to dump all your upgrade materials into a weapon with a naturally high level and dismantle them for the materials, in order to build efficiently and specifically around the strengths you want for your character.



* RefiningResources: A variation. All upgrade materials give stats and EXP, but once you unlock dismantling you'll be given items back based on the status given to the dismantled weapon. The items you get from this are exceptionally efficient for stat point-to-EXP cost, but only work in one stat, except for meteor shards which are needed to maximize a weapon's level. A common end game goal is to dump all your upgrade materials into a weapon with a naturally high level and dismantle them for the materials, in order to build efficiently and specifically around the strengths you want for your character.

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* DeathFromAbove: In ''Platinum Demo'', the spell Meteorain summons a bunch of orange, glowing balls that rain from the sky and OneHitKill everything on the field.

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* DeathFromAbove: DeathFromAbove:
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In ''Platinum Demo'', the spell Meteorain summons a bunch of orange, glowing balls that rain from the sky and OneHitKill everything on the field.


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* SummonToHand: The default attack for the Star of the Rogue is just Notcis throwing the massive ninja star at an enemy, teleporting it back to his hand almost immediately, and throwing it again. The pace of this attack cycle is as quick as his normal swords and even faster than greatswords and shields.

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* FuumaShuriken: The Star of the Rogue is a ninja star the size of Noctis torso which he can throw at enemies as easily as he'd pitch a baseball.



* IaijutsuPractitioner: The Katana of the Warrior is the only weapon in the game to come with a sheathe and it's powerful warp strike involves Noct slowly pulling it out of the sheathe, and teleporting right next to the target for a deadly strike. The funny thing about this is that Noctis teleports all of his weapons into his hand, so each time he uses the katana he deliberately summons it in the sheathe instead of just calling the sword alone.



* SwordBeam: {{Exaggerated}} Ignis can shoot a beam so strong that it is effectively a PillarOfLight that he can ''then'' bring down on a given target.

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* SwordBeam: SwordBeam:
** Whenever you warp-strike with the Blade of the Mystic, Noctis fires three swords made of light at his enemy before teleporting over to them.
**
{{Exaggerated}} Ignis can shoot a beam so strong that it is effectively a PillarOfLight that he can ''then'' bring down on a given target.
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!!All spoilers for ''Anime/KingsglaiveFinalFantasyXV'' are unmarked. Administrivia/YouHaveBeenScrewWarned!

to:

!!All spoilers for ''Anime/KingsglaiveFinalFantasyXV'' are unmarked. Administrivia/YouHaveBeenScrewWarned!Administrivia/YouHaveBeenWarned!
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!!All spoilers for ''Anime/KingsglaiveFinalFantasyXV'' are unmarked. Administrivia/YouHaveBeenScrewYou

to:

!!All spoilers for ''Anime/KingsglaiveFinalFantasyXV'' are unmarked. Administrivia/YouHaveBeenScrewYouAdministrivia/YouHaveBeenScrewWarned!
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!!All spoilers for ''Anime/KingsglaiveFinalFantasyXV'' are unmarked. Administrivia/YouHaveBeenWarned!

to:

!!All spoilers for ''Anime/KingsglaiveFinalFantasyXV'' are unmarked. Administrivia/YouHaveBeenWarned!Administrivia/YouHaveBeenScrewYou

Added: 338

Changed: 145

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Copying from Ability Depletion Penalty page.


* AbilityDepletionPenalty: Completely draining the [[SprintMeter stamina meter]] by running too much will cause Noctis to walk slower than normal until it fully recharges.

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* AbilityDepletionPenalty: AbilityDepletionPenalty:
**
Completely draining the [[SprintMeter stamina meter]] by running too much will cause Noctis to walk slower than normal until it fully recharges.recharges.
** Using up all of Noctis' MP sends him into "Stasis", where he loses the ability to link combos and any attempt at using warping techniques results in him staggering with a headache instead.
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Added DiffLines:

* SavedByTheChurchBell: The HappyEnding is marked by the ringing of church bells that strike as the game cuts to its logo. [[spoiler:Specifically, they're wedding bells that marked the hero's reunion with his dead fiancee in the afterlife.]]
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Crosswicking from Ability Depletion Penalty trope page.

Added DiffLines:

* AbilityDepletionPenalty: Completely draining the [[SprintMeter stamina meter]] by running too much will cause Noctis to walk slower than normal until it fully recharges.

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