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The sixth game in the Dokapon series, Dokapon Kingdom is a turn-based RPG/board game hybrid developed by Sting Entertainment and released for the PlayStation 2 and Nintendo Wii, with an English localization released by Atlus USA for the PS2 the same year and on the Wii in 2010. It is a Video Game Remake of the second Super Famicom game, Dokapon 3-2-1, and thus features a similar structure and Excuse Plot while significantly overhauling the gameplay to its modern incarnation.

Like most other Dokapon games, the goal of the game is to win the rights to rule the titular Dokapon Kingdom (and Princess Penny's hand in marriage, potentially) by getting rich enough to out-value your companions/competitors. How do you do that exactly? Work your way across the continents beating the everloving crap out of any monster who dares stand in your way, with any town and castle you rescue being added to your total value. Given that this is Dokapon, you're also actively encouraged to beat up, cheat, steal from, and all-in-all backstab your "companions" to gain an advantage and fight tooth-and-nail to come out on top. There's also something about a dark overlord trying to conquer Dokapon, but who cares when you can get abducted by aliens and beat up adorable rabbits for fun and profit?

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"What do ya wanna trope?"

  • Action Girl: Any female adventurer, who can slay several monsters (and even other adventurers).
  • Adam Smith Hates Your Guts: While items cost the same everywhere, and stays at an inn are based on the town's level and are only a small fraction of even towns on the starting continent. The end-game weapons' costs are comparable to an entire town's income.
  • Afro Asskicker: You can turn your character into one by purchasing the appropriate hairstyle magazine from Kira and returning it to the barber at Dokapon Castle. The male version even includes a stylish headband.
  • Alien Abduction: One of several random events involves a UFO transporting a player aboard, removing them from the board until their next turn. When returned, all of the player's stats will permanently be either increased or decreased slightly.
  • Advertisement:
  • All or Nothing: The Gold Bug item will double or take your money on hand.
  • And Your Reward Is Clothes: A few of the possible prizes in the Casino are several hairstyles that can't otherwise be obtained. Aside from an exceedingly rare hairstyle contest that gives some money, they don't do anything aside from giving your character a unique look.
  • Armor and Magic Don't Mix: Downplayed. Magicians don’t wear armor but they can equip shields.
  • Armor-Piercing Attack: The Spellsword's aptly named offensive battle skill, Pierce, spends a turn in exchange for negating an opponent's defense on their next attack.
  • Artificial Brilliance: The AI (on any difficulty, see below) not only know how and when to use their field magic, they also know that just because you're a Darkling, doesn't mean it's not a bad idea to pick a fight with the guy with three Deathblocks, and Soul Fire active with >500 attack.
  • Attack Reflector: For magic, Mirror and (Super) Bounce. For physical attacks, choosing Counter.
  • Awesome, but Impractical: Strike. Using it successfully causes lots of damage, but the relevant counter, Counter, not only causes your target to totally avoid the attack, no questions asked, but hit you for massive damage at the same time. Comparatively, Attack does less damage, but the relevant counter, Defend, only reduces the damage, and they don't get to strike back at you. High-level monsters like to Counter a lot, so Strike is difficult to use on them. It doesn't help that your strongest opponents, like Wabbits, Rico Jr., Wallace, and especially AI players on any difficulty setting above easy, will always use Counter when you use Strike. And against Darklings? Don't even think about it; Darklings are coded in such a way that if their opponent uses Strike, no matter what their command is (in the case of other players), it will automatically be Countered. However, in the early game, a "Strike or Die" strategy can be very useful in quickly obtaining towns/levels/etc. And against (human) players, the psychological aspect of it usually breaks those high-defense stalemates.
  • Back from the Dead:
    • Adventurers always revive between 1-3 turns after dying.
    • Revival brings an adventurer back to life with half of their max HP. The same applies to the Acrobat's field skill, Play Dead.
  • Background Music Override: During the Darkling's turns, their theme replaces the theme of the over-world/dungeon they're in.
  • Badass Adorable: The player-controlled characters are cute anime-looking heroes who defeat monsters by the dozens.
  • Bad Luck Mitigation Mechanic: When Rico Jr. is defeated in Chapter 4, they have a 60% chance of dropping the Angel Wings, which are needed to unlock the Hero class. When they become a random encounter from Chapter 5 onward, they have an 87.5% chance of dropping the Angel Wings.
  • Bare-Fisted Monk: Mostly subverted. It's possible for a player with the Monk class (or any other) to fight without weapons, but monks tend to get the greatest bonuses from fist weapons.
  • Bloodless Carnage: Adventurers use bladed weapons and crossbows while monsters use claws and fangs to kill each other, yet not a drop of blood is spilled. Justified in that the game is rated E10+.
  • Bonus Boss: Do all of the king's side quests and he'll receive a piece of inflammatory mail from an imp named Wallace. Not ready to put up with this, he tasks you with finding Wallace and teaching him a lesson, failing to mention that he's perpetually several levels above you and reads inputs nearly as blatantly as Rico Jr.
  • Boring, but Practical:
    • While the Ninja's field skill to use double items isn't particularly Ninja-like, nor is it flashy like some of the other field skills, it's an incredibly versatile skill that works well with the Ninja's large 12-slot item inventory. Being able to heal off status/lost health while still being able to use your spinner in the same turn is pretty useful.
    • Fighting low-level monsters is a good way to earn job levels, since job progression is based on the number of battles won. You will still get progress towards a job even if the opponent gives up.
    • Of all the Dark Arts that the Darkling gets access to, Castle Panic is fairly tame. It allows you to pay 160 Dark Art points to take control of a random castle. The thing is, this is the only way to steal castles in the game, so other players can't steal the castle back unless they also become a Darkling. Also, unless the castle had a value of 0 at the time, this is the only option Darklings have to add to their value instead of removing everyone elses. The only problem is that Castle Panic is the second-most expensive Dark Art, so if they have bad luck getting Dark Art points, they might not get enough points in 2 weeks to use it.
  • Boss in Mook's Clothing: Rico Jr. after they become a Degraded Boss after Chapter 4. Their stats are equal to the average of all the players, so they level up as players level up and get stronger as they get better items. They can be as strong or stronger than the actual bosses.
  • Bottomless Magazines: Crossbows have infinite ammo.
  • Bragging Rights Reward:
    • For how much time, effort, and luck it takes to get the Hero class, its usefulness will have run out by the time you can reasonably gain access to it. 5 stat points per level instead of 4 isn't too great when you're at level 60+ with the game near ending, and while Glory can net you some good items from monsters, you'll have the best items from having worked your way to getting to Hero. The same concept applies to the Robo Knight class, though its requirements are a little bit easier to fulfill than the Hero's.
    • Pranking an adventurer by changing their name or hairstyle has no gameplay effect and just serves as proof that they lost a fight.
  • Breaking the Fourth Wall: Overlord Rico's last words:
    Overlord Rico: Gruh... Not... again! I cannot lose to humans! Oh... No! Wait...! I-I need... more... (Beat) I need more voice lines!
  • Build Like an Egyptian: The pyramid dungeon in the Aphrike region.
  • Cap:
    • Job levels go up to 6.
    • Depending on the job, adventurers can carry between 6-12 items and 4-12 field magics.
  • Card-Carrying Villain: Overlord Rico, who outright stated that he wanted to Take Over the World because that's what Evil Overlords do.
  • Cast from Hit Points: The Banish offensive magic spell, which lowers its user's HP to 1 in exchange for instantly killing their opponent.
  • Catch and Return: If someone with a bow Strikes and is Countered, the opponent catches an arrow and hurls it back at their would-be attacker.
  • Class Change Level Reset: Players' character levels stay the same upon changing jobs, but their job level resets to 1.
  • Color-Coded Elements: Fire is red, lightning is yellow, and Ice is blue.
  • Combat Medic: The Cleric job, which has the Holy Aura field skill, which sometimes heals up to half of their max HP at the start of their turn. Their battle skills are Heal, which fully heals their HP, and Prayer, which heals half their HP and cures some status effects.
  • The Computer Is a Cheating Bastard:
    • On Easy, this doesn't apply, and the AI is outright predictable in battle. On Hard, they know exactly what they're going to do 35 weeks from the current turn, and no amount of bad luck is going to affect them.
    • The "press to stop the spinner" is fake; no matter when you hit it, it will land on a pre-determined number or item. The computer on Normal or Hard have an increased chance of landing on whatever number they want (i.e. the exact number of spaces it takes to reach the next town). In an amusing In-Universe example, the Robo-Knight (an AI-themed class) has the field ability "GOTO", which (albeit randomly) allows you to do the same thing.
    • The computer (including NPC monsters) can also change what defense move they are using based on your offense move. Against higher-level monsters or Hard opponents, they will always use defend or magic, but if you use Strike, they will use Counter.
    • In fact, the only difference between difficulties is actually "how much this AI player will cheat."
    • The only solace is that the computer don't collude against you, and will screw each other over just as much as they do you.
  • Continuing is Painful: You lose a lot of money and/or items when you die. Alternatively, you can end up losing a piece of equipment, which is even more painful if said equipment is rare and powerful. And if you want to come back faster, you've got to fork over even more cash.
    • This is half the reason you give up if you know you can't take another hit; you'll still lose some money or items, but not nearly as much as you'd lose by getting killed. The other half is because you can lose TOWNS if you are defeated by anyone, even especially another player.
  • Cool and Unusual Punishment: One option to punish the loser in a PVP duel is doodling on their character's face. While most of the randomly chosen doodles look suitably embarrassing, one places a giant X in the middle of their face, resembling a badass scar more than anything.
  • Cool, but Inefficient:
    • Super Bounce, the Darkling defensive magic. It reflects back magic attacks for 4 times what it would deal to you. The problem is that your stats are so high with all the Darkling equipment that it'll usually reflect back nothing, since you're either not going to get hurt anyway, or are going to be one-shotted regardless by a Crazy-Prepared rival. It can be practical if stolen by a normal player, but the Darkling's other equipment is arguably better.
    • The final continent's Magic Shop does sell Super Bounce (and Giga Blaze, the Darkling offensive magic). However, it's just as expensive as you'd expect an Infinity +1 Sword to be.
    • The Robo Knight's Copy skill. It copies the stats of an opponent if they are higher than yours. This sounds useful on paper, but by the time you get access to the Robo Knight, you'll be at such a high level it's unlikely you'll ever use it.
  • Cool Shades: The Punk hairdo gives your character over-the-top shades.
  • Comeback Mechanic: The Darkling class, which is only given to an adventurer who has been in last place for two weeks. Said class has absurdly high stats and can potentially take away their opponents’ towns and castles.
  • Curb-Stomp Battle: The Darkling against any adventurer lacking the best late-game equipment and several Revives and/or Deathblocks.
  • Damage Over Time: The Poison and Z Plague status effects. The former can lower a player's HP to 1 at most, the latter can kill them.
  • Damage Reduction: Defend and Harden reduce physical damage and most defensive magic spells reduce magical damage.
  • Dark Action Girl: The female Darkling.
  • Deal with the Devil: Extradimensional troublemaking demon-thing Weber can give you a Contract that will warp you to a "Dark Space" and transform you into the Darkling in exchange for all your items, field magic, gold, and towns, though this is the only thing he can give you that isn't horribly detrimental. He will only do this, however, if you're in dead last and have the Darkling Bat above you.
  • Death Is a Slap on the Wrist: Downplayed. Getting Cherubs upon dying, while not as punishing as the Dark Angels or the Grim Reaper, will still take away 1/4 of a player's on-hand money or 1 item. Played straight if the player loses an item that is unimportant to them.
  • Death Is Cheap: Revivals, Angel Chokers, and the Acrobat's Play Dead field skill can all bring an adventurer and Rico Jr. back to life immediately after being killed with half of their max HP. Regardless, adventurers will automatically revive within 1-3 days after being killed, depending on what comes for their corpse:
    • Cherubs equals reviving after 1 day.
    • Dark Angels equals reviving after 2 days.
    • Grim Reaper equals reviving after 3 days.
  • Death Is Not Permanent: See Death Is Cheap above.
  • Death-or-Glory Attack: The standard Strike command. Much more damage than the basic Attack, but if the enemy uses Counter, then it misses completely and earns you a smack in the face. Even worse, some enemies are guaranteed to Counter if you Strike.
  • Defend Command: Using the Defend command drastically decreases damage received from an opponent using Attack. It also reduces damage from Offensive Magic and Strike but not as effectively.
  • Degraded Boss:
    • All the boss monsters you fight in towns show up later as normal enemies. There are very few "unique" bosses.
    • Rico Jr. becomes a Boss in Mook's Clothing after their first defeat at the end of Chapter 4.
  • Delinquent Hair: One of the hairstyles is "Punk", which will give the character a mohawk.
  • Desecrating the Dead: Monsters and adventurers can change the hair style of the adventurer that they just killed in a fight.
  • Difficult, but Awesome: More like "luck/prediction-based but awesome", but if you get into a fight that you know you are going to lose in one hit, and you can't just give up, the best thing to do is just hit counter and pray it works. If it does work, then the enemy misses and you counterattack. If you don't have anything else to do, then it may just save your life.
  • Dracolich: The Zombie Dragons, which are mainly encountered from Chapter 7 onward.
  • Dump Stat: The defense (DF) stat is pretty much outclassed by the HP stat in terms of increasing your effective health. While it may serve some use early on, you can alleviate a low DF value easily with a good shield. Even having next to 0 DF (for example, if your shield gets broken) does not tend to be as much of a problem as one would think and a modestly high HP total can make up for it.
  • Easter Egg: There's an island with a tree near the bottom-right of Llano with a tree. If a player checks it then the credits start rolling.
  • Epic Fail:
    • Using an Item Trickster or Money Trickster... which then steals your own item, field magic, or money.
    • Using Strike and then getting Countered, which almost always guarantees death for the Striker unless their opponent is extremely weak.
  • Escape Rope: The Field Warp, which lets an adventurer immediately exit the dungeon they’re currently in.
  • Escort Mission: The end of Chapters 4 and 6, where adventurers must get the designated NPC to Dokapon Castle (Chapter 4) or to the second floor of the Pyramid dungeon in Aphrike (Chapter 6). Adventurers can steal the NPC by beating whoever has them or by stopping on the space they're on if the adventurer holding them dies from other means.
  • Everything Sounds Sexier in French: Chance Boutique has a French accent and drops the below mentioned Gratuitous French.
  • Evil Tower of Ominousness: The Tower of Rabble, where the player first fights Overlord Rico.
  • Existential Horror: Downplayed. One of the AI quotes at the start of their turn if they're in last place is “This world doesn’t make any sense!”
  • Experience Points: Adventurers level up after earning a certain amount of experience points. Said amount needed to level up increases per level up.
  • Face–Heel Turn: Players will invoke this upon accepting the Darkling Class.
  • Failure Gambit:
    • While luck-based, Roche will erase an adventurer's debt if they lose to him.
    • If an adventurer is in danger of having to fight a Darkling or Robo-sassin, a legitimate strategy is to get into a fight with another player or monster and then give up. This puts whoever gave up in time out, which prevents them from getting into fights for a whole turn, thus saving the adventurer from fighting them. Plus, giving up against a player is much less punishing than dying to a Darkling or Robo-sassin.
  • Faking the Dead: When a player with the Acrobat class is killed, it will sometimes turn out to be fake, and they will revive with half their health.
  • Fashion Show: One of the random weekly events. Any players who are not in the middle of a battle at the end of the week are called back to the castle and judged on their hairstyle. The winner gets a hefty cash prize.
  • Fighter, Mage, Thief: The three base classes. The Warrior is the strongest physically and randomly gets strength boosts, the Magician is the strongest magically and can dualcast field magic, and the Thief is the fastest (dodge bonus) and steals an item every time he passes by an opposing player.
  • Fight Woosh: Happens before every fight.
  • Fire, Ice, Lightning: Both the in-battle offensive magic and field magic contain this trio of elements (Scorch, Chill, and Zap for offensive magic, Magma, Ice, and Volt for field magic). In-battle magic also has wind (Gust).
  • Gangplank Galleon: Battles that happen on an ocean space take place on the adventurer's ship.
  • Game Gourmet: There are 72 different food items for adventurers to consume, including soup, fruit, pizza, blue cheese, and beverages. Consuming some of these items does nothing, but otherwise they'll either heal half an adventurer's max HP, heal all of their HP, or raise one of their stats temporarily.
  • Geo Effects:
    • Landing on snow spaces paralyzes adventurers who don't have the Warm Gloves accessory, preventing them from moving for 1 turn.
    • Poison swamp spaces poison anyone who lands on them and doesn't have the Galoshes accessory, inflicting damage to them equal to their level at the start of their turn.
  • Getting Crap Past the Radar: The game is rated a mere E10+, and yet it still manages to get away with the King saying, "assolutely flabulous." The fact that this line is used in the very last cutscene of a game that approximates 30+ hours makes it rather easy for ratings boards to not find out about it.
  • Get on the Boat: Downplayed. Players travel between Hallstatt and Clovis and between Clovis and Gunnbjorn via a boat, but its purely cosmetic and players move the same as they do on land. It's also possible to get to the continents via a Town Warp, Store Warp, or Guided Warp.
  • Gentleman Thief: Risque the Bandit fits this to a tee, though his self-professed status as "bandit extraordinaire" is called into question by his somewhat dubious success rate.
  • Gladiator Subquest: The Coliseum Battle weekly event.
  • Glass Cannon: The Ninja Class's stat growths give a large boost to AT and SP, meaning a player that becomes one will gain an increase in hitting power, accuracy, and evasion, but nothing that helps with actually taking damage if they get hit.
  • Global Currency: Every nation uses gold coins as currency.
  • Good Old Fisticuffs: If a player has no weapon, they'll simply punch when attacking. Not recommended unless the player wants to challenge themselves, as there is no attack bonus for going barehanded.
  • Gosh Dang It to Heck!: Parodied to heck and back. Every instance of the word "hell" is replaced with "heck", but it's clearly Played for Laughs. Overlord Rico is the ruler of Heck, there are fiery canine enemies called Heckhounds, one enemy battle skill is named Heckfire...
  • Gotta Catch 'Em All: The game logs every equipment piece, job, and hairstyle obtained along with every enemy encountered.
  • Gratuitous French: The Item Store shopkeeper Chance Boutique
    "Thanks, mon cheri!"
  • Grenade Hot Potato: An interesting example with the Blackmail cursed item, which will kill its holder in an unspecified amount of turns unless they pay half of their on-hand money to pass it on to someone else or force it upon someone by beating them in a fight.
  • Grim Reaper: One will sometimes appear to drag an adventurer into the ground when they die, meaning that they'll be "resting" for 3 turns.
  • Heal Thyself: Potions and some local items will heal half of an adventurer's max HP when consumed, while Elixirs and other local items will fully heal an adventurer's HP.
  • Healing Factor: The Cleric job has the Holy Aura field skill, which has a random chance of healing up to half of an adventurer's health.
  • Healing Potion: Potions, Elixirs, and some local items.
  • Hello, [Insert Name Here]: Players can name themselves on top of renaming players who they've defeated in battle.
  • Hell Hound: The Heckhound monster. Its Breath battle skill lowers an adventurer's HP by 1/6 and sometimes break their shield and their Refresh defensive magic can heal them. Ironically, their offensive magic spell is Chill.
  • Heroic Comedic Sociopath:
    • The default setting for all players; sure, you're trying to save the kingdom, but you are allowed, nay, encouraged, to: cheat your fellow adventurers, beat up your fellow adventurers, steal from your fellow adventurers, steal from the kingdom you're trying to save, and just generally be a heroic jerk as you get as much money as you can any way you can.
    • The computer's taunts emphasize this as well. Count the number of times they say something not particularly nice at the beginning of their turn, and compare it to...well, anything else.
  • Hide Your Lesbians: If a female character wins, the King states that he can't publicly marry two women. He has a... creative solution to this. He wants an heir, after all.
  • Highly Visible Ninja: The Ninja prestige class, whose color remains just as vibrant as any other class you'd choose and whose class specialty (using 2 items in a single turn) has nothing to do with stealth.
  • Hoist by Their Own Petard: This can happen if one adventurer tries to assassinate one of the other adventurers by hiring the Robo-Sassin, woe to them if their target has at least twice the amount of money he was offered as the Robo-Sassin will offer to betray his boss and go after the hiree instead.
  • Honest John's Dealership: Dr. Exiles will randomly appear on an empty space to heal an adventurer’s HP and/or cure their status ailments. Regardless of the adventurer’s condition, he forces them to pay him money equal to 2,500G multiplied by the number of the current week, which is far too expensive and will likely put any player in debt.
  • Hopeless Boss Fight: For the most part, the Darkling, thanks to its powerful equipment, the Robo-sassin, whose stats are 1.5 times the highest stats of the players, or the Coliseum monsters, which includes an enemy called Comacho whose stats are double the highest of the players. They can be won with plenty of Deathblocks/Revivals and certain skills (like Soul Fire), though.
  • HP To One:
    • The Nitroglycerin cursed item will do this if it explodes (which it has a random chance to every time the holder gets hit).
    • The Alchemist battle skill Debug, although it can fail.
    • The offensive magic spell Banish does this to its user in exchange for instantly killing its target should it succeed.
  • Hyperactive Metabolism: Some local food items can heal up to half or all of an adventurer's health.
  • Infinity -1 Sword: The Wabbit Shield is a defensive equivalent. Only obtainable from Wabbits, which only show up during once-in-a-blue-moon outbreaks. Its Defense boost is outclassed by pretty much every shield obtainable outside the continent of Asiana, but it offsets this by buffing every other stat ridiculously.
  • Infinity +1 Sword: The No-Recoil Cannon, which is not only the best weapon stat-wise for the Robo Knight class, but transforms them into a tripod-mounted cannon when used to attack.
  • Inventory Management Puzzle: The different classes have different inventory sizes for both their items and spells, ranging from the maxed out at 12 to the pitifully tiny 4.
  • Insta Kill Mook: Any monster with the Banish offensive magic spell or the enemy-exclusive Wail or Power Poke skills.
  • Instant Sedation: The Sleepy offensive magic spell and monster skill and the Sleepy Time field magic does this to its target.
  • Item Caddy:
    • The Magician (field magic) and the Prestige Class Ninja (regular items) are the jobs built around this, able to use two items in their select category per turn.
    • The Hero, the game's Infinity Plus One Class, can use one item and one Field Magic in a single turn (which is helped out by having 12 slots for both), though it can't use 2 of the same category per turn.
    • The Alchmeist class could be considered a variation on this, as their field skill will randomly duplicate an item or field magic at the beginning of their turn. The Alchemy ability is great for making money quickly as well.
  • Item-Drop Mechanic: Monsters have a chance of dropping an item when killed and will always drop an item if they give up.
  • Job System: A pretty straight example of one. Each job gains skills specific to their class, and has an innate passive field ability. Stat gains upon leveling up are tied to the class. Job levels are gained by winning a certain number of battles as the class, and mastery of the job provides a permanent bonus point to a stat upon level up, no matter what class the player is. Prestige Classes can be unlocked by mastering other jobs and/or getting items from dungeons.
  • Kill Steal: Enemy trying to capture a town you've got your eye on liberating? Just swoop in and finish off the enemy yourself, and "thank" the other player for "softening them up for you"... by attacking them, too.
  • Kingmaker Scenario: If someone turns Darkling near the endgame, they probably had no chance to win anyway, but they're in a good position to bomb the people in the lead and decide the final winner.
  • Kleptomaniac Hero: Adventurers can attempt to steal from any store, freed town, or even Kira the Merchant to get equipment, items, field magic, etc. This can backfire though and make said adventurer wanted for a whole week.
  • Level-Up Fill-Up: Leveling up fully heals an adventurer's HP.
  • Linear Warriors, Quadratic Wizards: Zig-zagged. Magicians start with Pickpocket (as do Warriors and Thieves), which has a measly power multiplier of 1.5. Combining this with them only having 3 MG at level 1 means that they can't do much damage at the start. But then, after some level-ups and gaining better offensive magic, they start to dish out large amounts of damage, especially with enemies lacking defensive magic prior to Chapter 3. However, they start suffering again in later chapters due to enemies (and most likely other players) having defensive magic that drastically reduces their damage, seals their magic commands, or even reflect all of their damage back at them. Warriors meanwhile do stay consistently good throughout the game due to physical damage being more reliable.
  • Lions and Tigers and Humans... Oh, My!: Several of the NPCs, including an excavating mole, a cat wizard shopkeeper, and dog clergymen.
  • The Lost Woods: The dungeon between Clovis and Llano, which is aptly called Lost Forest.
  • Luck-Based Mission: Oh, where to start on this one...
    • Trying to level up? Even if the opponent is the same level (OR HIGHER) as you, they'll randomly give up, denying you any experience.
      • When an AI player does this to you, though, it's a good sign. You know that debt that Dr. Exiles forced on you? It's not your debt anymore. If you don't have a debt, slamming them with two random status ailments works just fine.
      • You also still will be credited with experience towards your job class even if the opponent gives up.
    • Trying to keep out of debt? The moment the game decides to screw you over, expect a visit from Dr. Exiles, who will take a random amount of money, possibly forcing you into debt. Good luck with that if you have the least experience.
    • Evasion is random. It's fairly common to see town monsters evade your normal attack and then kill you immediately afterwards. Not even the computers can avoid this.
    • Roche is a double-whammy. If you have debt, he'll actually take it off of you, provided he ever appears for you. If you don't, expect to lose big.
  • Magic Knight: The Spellsword job, which gets +2 points in Attack and Magic per level up.
  • Mercy Mode: The game will sometimes take pity on players who are in debt, or who have neither a weapon or shield note . The Darkling class entirely might be considered an example of this, as a player must be in last place for two consecutive weeks to be able to become the Darkling.
  • Metal Slime:
    • The Wabbits — they've got extremely high defense and a lot of life, they run easily, and they only appear during a special event. Be vewwy vewwy quiet when hunting them.
    • Gel Splatter, a slime creature with ridiculously high defense and speed, appears in the Tower of Rabble. It drops an equally ridiculous amount of gold on defeat.
  • Mini Dress Of Power: The female Monk sports the miniskirt and top variety.
  • Minigame Zone: The Casino Cave. The easiest way to get the item necessary to unlock the Acrobat Prestige Class is to win it at the slot machine here, making it easy to get sidetracked.
  • Mirror Boss:
    • The Doppelganger enemies which can turn themselves into a copy of a character, with their stats and abilities.
    • The beginning of the final dungeon pits the players against clones of themselves. The players must deduce which clone is them and defeat it, to advance deeper into the final dungeon. note 
  • Money for Nothing: While the main goal of a game is to have the most money at the end, some games can get like this, where money accumulates really quick, really soon, to the point where you have enough to buy the most expensive spells and equipment several levels before you can reasonably traverse to their respective shops. Equipment not available in stores also tends to be far stronger while being easy to get. Even early on, the first big boss monsters will give more than enough gold to basically nullify the costs of the most frequent shops you'll visit. The only real money dumps that exist are castle investments (which act as a win condition in the form of end-game score that cannot be removed) and the Casino, which has a strong enough success rate that it'll just continue to multiply your money.
  • Ms. Fanservice:
    • A good number of the female versions of the character classes (Warrior, Thief, Monk, Darkling) show off revealing skirts and a good amount of skin. The Acrobat female appears more how a dancer would dress in-game.
    • Also Chance Boutique, with her revealing corset.
  • National Stereotypes:
    • The world map is a barely-modified map of Earth, and the mayors of the towns in each continent match up roughly with stereotypes from their real-world counterparts.
    • Chance Boutique is a lusty, heavily-accented French stereotype.
  • News Travels Fast: In Adventure, the King always finds out that the last big boss monster of the chapter has been defeated immediately after the fact.
  • No Experience Points for Medic: Using Heal or Prayer does not give any experience points.
  • No Hero Discount:
    • Played straight with shops except on Saturdays, when every shop has a sale.
    • Subverted in that you do not need to pay to rest at your towns/castles. Other players do.
  • No-Sell: The Robo Knight's Harden offensive battle skill has a chance to nullify a physical attack.
  • Noob Cave: In Story Mode, the players start on a mini-board in the Prologue. The players will start at the south end of the board, with the goal being to get to Dokapon Castle at the north end. The lower part of the board is all item, equipment, and money spaces, and the upper part of the board has some easy monsters.
  • Not Quite Dead: Justified with Rico Jr., who always carries a Revival and thus never stays dead.
  • NPC Roadblock: The knights in Story Mode. From chapters 2-7, one will go away at the start of each chapter so that players can go to the next continent.
  • Number of the Beast: The Darkling's Draco Blade and Demon Shield each provide 333 of their respective stat. Defeating Overlord Rico the first time earns you 6666 EXP.
  • Old Beggar Test: There is a random event that has an old beggar ask for money; there is a chance it's actually the Goddess of Generosity in disguise. If it is the Goddess of Generosity and you gave money, you are rewarded with a rare item, otherwise you are punished with a status ailment.
  • One Stat to Rule Them All: SP and HP. SP increases hit rate and evasion rate for physical attacks in battle, as well as for field magic. A moderately high HP total can make up for a low, even almost 0 DF stat. These are also both stats that most pieces of equipment will not raise, so it can be especially important to invest in them.
  • One-Hit Kill:
    • The offensive magic Banish, unless the defender uses defensive magic.
    • The Ninja battle skill Sneak Hit sometimes instantly kills their target.
    • The enemy-only Wail and Power Poke skills also sometimes one-shot their target.
  • Only in It for the Money: The players to some extent, but really the entire kingdom of Dokapon falls under this. The game states very plainly that the kingdom's inhabitants, from commoners up to the king himself, love money above all things.
  • Prayer Pose: Adventurers in the Cleric job do this after winning a fight.
  • Poor, Predictable Rock: Any AI opponent who doesn't cheat will usually play to their best stat and your weakest when deciding to use a physical or magical attack, and will rarely Strike or Counter. That doesn't mean "never", though...
  • Purposely Over Powered: The Darkling Class. There's a reason only players in last place for a prolonged period are given the option of using it. They are given the best weapon and shield in the game, and it will take a very long time before other players get access to anything that comes close to their strength. Even then, the Darkling still has the Overlord's Crown, by far the best accessory in the game, which gives them a massive stat boost way above the closest-second, the Dokapon Crown. And if a player is fought by a Darkling, the Give Up option is removed. meaning odds are the non-Darkling is going to die and lose something important. Along with this, the Darkling rolls 2 to 5 spinners each turn, making them much more mobile, and each turn, a Darkling gets points for their Dark Arts, which can screw over the other players in several ways (ranging from yanking them into combat to completely resetting their progress).
  • Precursors: Implied by the existence of the Lost Technology.
  • Prestige Class: Eight of the eleven classes are, with requirements ranging anywhere from just mastering any one basic class, to mastering three other prestige classes and retrieving a MacGuffin from dungeon-within-a-dungeon that can only be entered by first getting an uncommon Random Drop from a none-too-easy enemy.
  • Pun: Krysta is full of these, all (appropriately) cat-related:
    • "Which one do you purrfer?"
    • "HSSSSSS! Meow I'm mad!"
    • "Thank mew!"
  • Purely Aesthetic Gender: The king states at the beginning that the one who weds Penny will be the next king, not the next ruler. Played for Laughs in the form of a Brick Joke. Apparently the King never thought there'd be any females who'd answer the call, realizing only at the very end.
  • Rain of Arrows: Downplayed. When an adventurer Strikes with a crossbow, they shoot three arrows at their target in succession.
  • Random Event:
    • When landing on Yellow Spaces, which usually initiate battle with an enemy, you may sometimes instead encounter an NPC.
    • At the start of the week, there's a rare chance that an event may occur that either produces an immediate effect such as all towns get their value raised, or lasts until the end of the week. Unfortunately, it's the Boring, but Practical events, such as a 40% Store Sales, that you'll encounter the most, with the more interesting events such as Wabbit Season, Green Jr.'s card minigames, or the Coliseum Battle, only popping up once in a blue moon.
  • Recurring Extra: The random event NPCs like Risque the Bandit, Gutz the Blacksmith, Kira the Merchant, etc.
  • Red Eyes, Take Warning: Overlord Rico and Rico Jr. both have red eyes; the former also has Black Eyes of Crazy while his son's are otherwise normal. Darklings have red pupils and irises with a golden outer ring.
  • Rouge Angles of Satin: Subverted with the Wear Tigers. They appear to be feline therianthropes in full plate, but examination of the flavor text reveals that they are human warriors who wear the skins of tigers on their heads to intimidate enemies, turning this into a pun.
  • Saintly Church: The temples, which cures you of status ailments by praying to the Holy Spirit and serves as a checkpoint in case you die.
  • Serious Business: You want to rob the item store, or anyone else? You gotta win at Ro-Sham-Bo! And no, not that kind. I mean rock-paper-scissors.
  • Sequel Number Snarl: The first game in this series is called Dokapon Oukoku IV. The next is Dokapon 3・2・1. The "IV" in the first game refers to the fact that up to 4 players can play.
  • Shoplift and Die: Downplayed. Failing to rob a store, freed town, or Kira makes an adventurer wanted for a week, meaning they have a bounty and can't land on towns, shops, temples, or castles.
  • Shout-Out: The drink items that temporarily boost a particular stat when consumed appear to be named after real-life soft drinks. Invigorade is likely based on Gatorade (or Powerade), Stl-Bru on Irn-Bru, Jesta on Josta, and Phyoose on Fuze.
  • Side Quest:
    • In the form of several fetch quests, ranging from tracking down a certain local food the king has a sudden hankering for to what is essentially gathering puppy porn for the princess's dog.
    • While unrelated, these jobs actually serve as a quest chain to earn your way up to the Bonus Boss.
    • Three of the classes require going into dungeons (or dungeons-within-a-dungeon) and getting an item from them (sometimes in addition to mastering several other classes).
  • Sorting Algorithm of Evil: In Adventure, the monsters that players fight increase in level throughout the game.
  • Snake People: The Medusa monster, which is half woman, half snake.
  • Standard RPG Items: Potions and elixers for healing, Panacea, Soul Mop, and Miracle Serum for curing status ailments, Revivals for reviving, several temporary stat boosters, and Vanish for avoiding fights.
  • Status Effects: There are 12 status ailments that can be inflicted on adventurers and some on monsters.
    • Confusion: Causes the afflicted character to randomly select a different Battle Command than the one selected by the player.
    • Curse: Causes the afflicted character to randomly hurt themselves instead of their target.
    • Doom: Sends the Reaper to kill the afflicted player after 7-10 days. They can only remove the effect if they kill the player that cast it on them.
    • Fear: The afflicted player is not allowed to land on spaces that guarantee a battle.
    • Footsore: The player can only move exactly one space per turn. Spinners cannot be used to circumvent this.
    • Paralysis: The afflicted player cannot move and is forced to land on their current space again. Tends to occur when landing on Battle spaces in the snowy regions.
    • Poison: The afflicted player loses HP equal to their current HP each turn.
    • Seal: The afflicted player cannot access their items or field magic.
    • Sleep: The afflicted player is not able to perform any actions. This includes defending themselves in battle.
    • Stun: Same as Sleep.
    • Wanted: Earned if the player fails to rob a shop or town. They cannot land on any shops, towns, or Dokapon Castle, and if another player defeats them in battle, they are awarded a bounty.
    • Z Plague: Can only be gotten by encountering a Chimpy. Causes players to lose HP equal to twice their current level each turn, and can be passed to other players by passing them.
  • Stripperiffic: Would it kill those female fighters to put on something besides a Chainmail Bikini? Not that it'd help them in any way regardless...
  • Standard Hero Reward: The king offers Princess Penny's hand in marriage, but only to the hero that brings him the most money at the adventure's end. This kicks off a lot of heroic sociopathy.
  • Sweat Drop: In the NA region versions of the game, the pink female Alchemist does this in the game’s intro.
  • Tactical Rock–Paper–Scissors: Battles basically boil down to this. Defend beats Attack by reducing damage. Defensive magic beats offensive magic by reducing damage (or some higher-level defensive magic straight-up reflects it back to the caster). Counter beats the high-risk Strike option by returning the massive amount of damage Strike would deal back to the attacker, often being enough to kill them.
  • Throwing the Fight: A strategy that the AI will employ when the Darkling is about. They might intentionally Give Up on a fight, to avoid getting killed by the Darkling.note 
  • Title Scream: By one of a few characters at the title screen. The king's is especially silly.
  • Tom the Dark Lord:
    • The ultimate evil is named... "Rico." Make "Suave" jokes at your own expense.
    • And his son is "Rico Jr."
  • Trauma Inn: Played with. Resting at towns and castles only heals HP while visiting temples can only cure status effects. Visiting Dokapon Castle can heal both, though.
  • Turn-Based Combat: At the start of combat, the adventurer initiating combat chooses between two face-down cards, one which will let them go first, the other making them go second. Whoever goes first chooses an offensive command while their opponent chooses a defensive command and then vice versa. If the fight doesn't conclude, then it continues on the next player participant's turn.
  • 20 Bear Asses: At the end of Chapter 3, players must get five of a random item to the King.
  • "Uh-Oh" Eyes: The Darkling, Rico Jr., and Overlord Rico.
  • Unbreakable Weapons: Played with. While weapons don't break under normal circumstances, there are a few monster-only battle skills that will instantly break an adventurer's weapon. The Rust magical spell can also do this.
  • Universal Poison: The basic version does your level in damage each turn, and the Z Plague, transmitted by chimpies, does double that. The former can be healed at temples or with Panaceas, but the latter is contagious and can only be cured by the Miracle Serum or at Dokapon Castle.
  • Verbal Tic: Krysta, the anthropomorphic cat wizard who runs the magic shop, speaks normally save for the occasional, unenthusiastic "meow" or cat pun.
    Krysta: Welcome!...meow.
  • Versus Character Splash: Happens before every fight.
  • Victory Pose: Each job has a unique pose for both males and females (except for male Robo Knight, which copies the male Warrior pose) when they win a fight.
  • Video Game Remake: The PS2/Wii version of the game that has been localized in the West is a remake of Dokapon 3・2・1 for the Super Famicom. Similarly, Dokapon Journey is a remake of Dokapon Oukoku IV.
  • Villainous Crush: Rico Jr. has one on Penny. This eventually leads to him kidnapping her (or as he calls it, taking her on a date), forcing the player to rescue her from him.
  • Villain: Exit, Stage Left: Justified with Rico Jr., who always uses a Revival and then teleports when an adventurer kills them.
  • Villain Teleportation: Rico Jr. does this.
  • Warp Whistle: The Town Warp and Store Warp, which aren't exactly predictable, and the Guided Warp, which lets you actually choose where you'll end up.
  • Warp Zone: The Spring Cave on the first continent has a space at the end where players can pay money to be warped to other continents.
  • What Happened to the Mouse?: It's never revealed what happens to Rico Jr. after the death of his father.
  • Whammy: Some events can force players into debt.
  • Wrecked Weapon: There are several ways that a piece of equipment can be broken. Numerous enemy skills (like Waterfall and Thunder) have a small chance of this, the Rust spell, from dying (especially to the Darkling)...
  • You All Look Familiar: The shop and temple NPCs look the same throughout the game, while the castle NPCs have different clothing depending on the region but otherwise still look the same.
  • Zip Mode: Players can increase the speed of their characters and the speed of CPU players’ entire turns even further.

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