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* AfterCombatRecovery: All allies recover their Physical Defense and Magic Defense after every fight. HP, however, does not heal after battles and must be healed at a shrine.
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** Multiple weapons in the game are named after ''Final Fantasy'' staples, such as Save the Queen and the Chirijisayagata (after the Chirijiraden).

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** Multiple weapons in the game are named after ''Final Fantasy'' staples, such as Save the Queen and the Chirijisayagata (after the Chirijiraden).Chirijiraden from the Ivalice games).
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** You can get Save the Queen and Excalibur as Sword-type weapons. Unlike their ''Final Fantasy'' appearances, they aren't considered special by any means and are merely "strong" mid-game drops.

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** You can get Save Multiple weapons in the Queen and Excalibur as Sword-type weapons. Unlike their game are named after ''Final Fantasy'' appearances, they aren't considered special by any means staples, such as Save the Queen and are merely "strong" mid-game drops.the Chirijisayagata (after the Chirijiraden).
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** The game has a Javelin weapon and an Escutcheon shield that are ranked the weakest in their class but have extremely overpowered variants with the same name, alluding to the Javelin II and Escutcheon II in ''VideoGame/FinalFantasyTactics''.
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* PreexistingEncounters: All battles are marked as black hexadecimal values located on the map. Each hexadecimal value corresponds to a specific enemy encounter spread, which can be checked in the Battle Log. Rule of thumb is that higher hexadecimal numbers correspond to tougher battles.

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* PreexistingEncounters: All battles are marked as black hexadecimal values located on the map. Each hexadecimal value corresponds to a specific enemy encounter spread, which can be checked in the Battle Log. Rule of thumb is that higher hexadecimal numbers correspond to tougher battles.battles - and the game is not afraid to plonk very high black numbers very early in the dungeon to tempt the suicidally curious.
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''Dungeon Encounters'' is a DungeonCrawling EasternRPG co-developed by Creator/SquareEnix and Cattle Call Inc. and released for the UsefulNotes/Playstation4, UsefulNotes/NintendoSwitch, and PC via Steam on October 14th, 2021. It is directed by acclaimed ''Franchise/FinalFantasy'' director Hiroyuki Ito, credited with the invention of the franchise's signature [[CombatantCooldownSystem "Active Time Battle"]] system, with music supervised by Nobuo Uematsu.

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''Dungeon Encounters'' is a DungeonCrawling EasternRPG co-developed by Creator/SquareEnix and Cattle Call Inc. and released for the UsefulNotes/Playstation4, UsefulNotes/NintendoSwitch, and PC via Steam on October 14th, 2021. It is directed by acclaimed ''Franchise/FinalFantasy'' director Hiroyuki Ito, credited with the invention of the franchise's signature [[CombatantCooldownSystem "Active Time Battle"]] system, with music supervised by Nobuo Uematsu.
Creator/NobuoUematsu.
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* SwallowedWhole:
** A possible fate for your party members is the Consumption status, in which an enemy literally ''eats'' a character and removes them from the party. They won't come back unless you beat up the same type of enemy that consumed your ally, which has a chance of regurgitaing your character.
** Sir Cat can do this to enemies with the Cutlery Set. Unlike when enemies do it, it's just a flat-out OneHitKill on enemies.
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* BossInMookClothing: The Treasure Hunter fiend is a cross between this and a MetalSlime. They appear on hexadecimal value FC and are Lv. 1 enemies that drop 50,000 Gold on defeat and are only actually present on their tiles a portion of the time. If you ''do'' encounter one, you'll find that they have a whopping '''10,000 PD/MD/HP each'''. While they don't attack, they only ever steal your Gold in either 100 or ''10,000'' Gold increments. For the record, if your Gold is stolen it is possible to have ''negative money'', preventing you from buying anything until you earn all that lost cash back. You also can't defeat it in a war of attrition since it will run away after a while.

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* BossInMookClothing: The Treasure Hunter fiend is a cross between this and a MetalSlime. They appear on hexadecimal value FC and are Lv. 1 enemies that drop 50,000 Gold on defeat and are only actually present on their tiles a portion of the time. If you ''do'' encounter one, you'll find that they have a whopping '''10,000 PD/MD/HP each'''. 10,000 PD/MD/HP, values that you most likely can't (and shouldn't) overcome for how early you can fight them. While they don't attack, deal damage, they only ever steal your Gold in either 100 100, 10,000, or ''10,000'' (if you're really unlucky) ''500,000'' Gold increments. For the record, if your Gold is stolen it is possible to have ''negative money'', preventing you from buying anything until you earn all that lost cash back. You also can't defeat it in a war of attrition since it will run away after a while.
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* {{Ronin}}: Houk Gau is more or less a samurai without a master who resorted to WalkingTheEarth after the death of his previous master left him without a purpose in life, leading to him coming to the Academy. His unique character gimmick is that he can equip the two Katana weapons in the game that give him piercing damage attacks.
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Directly contrasting the grand, sweeping adventures that eastern [=RPGs=] have been commonly known for, ''Dungeon Encounters'' aims to boil down the JRPG genre into its purest form: dungeon crawling, fighting, and prevailing against all odds. Players assemble a team of up to four characters and dive into a 100-floor dungeon represented as a grid of squares, filled with various kinds of enemies. As you chart your way through the dungeon, you will encounter events and foes, represented by hexadecimal values on the floor, each corresponding to specific battles and events. Battling foes allows the player to level up their characters, gaining HP and Proficiency Points that allows them to equip stronger gear. Charting enough of the dungeon allows the player to equip Skills that they find while exploring to make combat and exploration easier. A key element of the game is the enforcement of UnexpectedlyRealisticGameplay; for example, Petrified characters must be left behind, and if the party wipes, they will be stuck and the player will have to deploy another party from the village to rescue them. If the player runs out of usable characters, it's GameOver!

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Directly contrasting the grand, sweeping adventures that eastern [=RPGs=] have been commonly known for, ''Dungeon Encounters'' aims to boil down the JRPG genre and dungeon-crawling genres into its purest form: dungeon crawling, fighting, and prevailing against all odds.what is effectively a literal numbers game. Players assemble a team of up to four characters and dive into a 100-floor dungeon represented as a grid of squares, filled with various kinds of enemies. As you chart your way through the dungeon, you will encounter events and foes, represented by hexadecimal values on the floor, each corresponding to specific battles and events. Battling foes allows the player to level up their characters, gaining HP and Proficiency Points that allows them to equip stronger gear. Charting enough of the dungeon allows the player to equip Skills that they find while exploring to make combat and exploration easier. A key element of the game is the enforcement of UnexpectedlyRealisticGameplay; for example, Petrified characters must be left behind, and if the party wipes, they will be stuck and the player will have to deploy another party from the village to rescue them. If the player runs out of usable characters, it's GameOver!
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* InterfaceSpoiler: The game outright tells you the name of every single event in the game from the outset in the Event Log. This lets you check for items and abilities that you potentially have yet to claim and see the existence of things that you would otherwise not know about since the game never tells you.
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** The location of the Perfect Camouflage ability, which allows you to completely ignore enemy encounters unless you interact with their tile. The game tells you that it exists, but never tells you how you're supposed to find it. Even worse, it's on a tile that is otherwise blank until you specifically interact with it. [[spoiler:It's on 98.69.31, a hidden tile segregated completely from the rest of the floor. The only possible way you could see it is with Illusion Clairvoyance and Eagle Eye, and only if you stand in one specific spot on the main floor and check the bottom left corner of your screen hard enough to see the black outline of the tile against the red-and-black floor. Even then, if you aren't using Teleport to warp to the tile directly, you'll have to guess it's location from a higher floor and use Greater Descension to drop down since there's no floor directly above it and there's no floor below, and it's far enough from the main floor that estimating where exactly you need to drop can be very challenging.]]

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** The location of the Perfect Camouflage ability, which allows you to completely ignore enemy encounters unless you interact with their tile. The game tells you that it exists, but never tells you how you're supposed to find it. Even worse, it's on a tile that is otherwise blank until you specifically interact with it. [[spoiler:It's on 98.69.31, a hidden tile segregated completely from the rest of the floor. The only way you'll know that there's something off about Floor 98 is noticing that it is a copy of the HubLevel but with one extra tile, and the only possible way you could see it the hidden tile is with Illusion Clairvoyance and Eagle Eye, and only if you stand in one specific spot on the main floor (where Two-Way Teleporter 9 would be) and check the bottom left corner of your screen hard enough to see the black outline of the tile against the red-and-black floor. Even then, if you aren't using Teleport to warp to the tile directly, you'll have to guess it's its location from a higher floor and use Greater Descension to drop down since there's no floor directly above it and there's no floor below, and it's far enough from the main floor that estimating where exactly you need to drop can be very challenging.]]
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* RareCandy: Mystery Compounds are the only consumable items in the game and permanently raise a character's maximum HP or PP, which can otherwise only be raised by leveling up. Mystery Compounds A, B, and C raise a character's HP by 10, 25, and 50 points respectively, while Mystery Compounds D and E raise a character's PP by 1 and 5 points respectively.
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* AdvertisedExtra: Valtoro is actually on the game's cover art; he can be seen as a tail and a shadow. Too bad they're so far down in the dungeon and when you get them [[AwesomeButImpractical they're of limited use]].

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* AdvertisedExtra: Valtoro is actually on the game's cover art; he they can be seen as a tail and a shadow. Too bad they're so far down in the dungeon and when you get them [[AwesomeButImpractical they're of limited use]].
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* AdvertisedExtra: Valtoro is actually on the game's cover art; he can be seen as a tail and a shadow. Too bad they're so far down in the dungeon and when you get them [[AwesomeButImpractical they're of limited use]].
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** The location of the Perfect Camouflage ability, which allows you to completely ignore enemy encounters unless you interact with their tile. The game tells you that it exists, but never tells you how you're supposed to find it. Even worse, it's on a tile that is otherwise blank until you specifically interact with it. [[spoiler:It's on 98.69.31, a hidden tile segregated completely from the rest of the floor. The only possible way you could see it is with Illusion Clairvoyance and Eagle Eye, and only if you stand in one specific spot on the main floor and check the bottom left corner of your screen. Even then, you'll have to guess where to use Greater Descension from a higher floor and drop down since it's so far away that guessing its exact location can be very challenging.]]

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** The location of the Perfect Camouflage ability, which allows you to completely ignore enemy encounters unless you interact with their tile. The game tells you that it exists, but never tells you how you're supposed to find it. Even worse, it's on a tile that is otherwise blank until you specifically interact with it. [[spoiler:It's on 98.69.31, a hidden tile segregated completely from the rest of the floor. The only possible way you could see it is with Illusion Clairvoyance and Eagle Eye, and only if you stand in one specific spot on the main floor and check the bottom left corner of your screen. screen hard enough to see the black outline of the tile against the red-and-black floor. Even then, if you aren't using Teleport to warp to the tile directly, you'll have to guess where to use Greater Descension it's location from a higher floor and use Greater Descension to drop down since there's no floor directly above it and there's no floor below, and it's so far away enough from the main floor that guessing its exact location estimating where exactly you need to drop can be very challenging.]]
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** The location of the Perfect Camouflage ability, which allows you to completely ignore enemy encounters unless you interact with their tile. [[spoiler:It's on 98.69.31, a hidden tile segregated completely from the rest of the floor. Illusion Clairvoyance won't help you either since it's a black outline on red-and-black flooring.]]

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** The location of the Perfect Camouflage ability, which allows you to completely ignore enemy encounters unless you interact with their tile. The game tells you that it exists, but never tells you how you're supposed to find it. Even worse, it's on a tile that is otherwise blank until you specifically interact with it. [[spoiler:It's on 98.69.31, a hidden tile segregated completely from the rest of the floor. The only possible way you could see it is with Illusion Clairvoyance won't help and Eagle Eye, and only if you either stand in one specific spot on the main floor and check the bottom left corner of your screen. Even then, you'll have to guess where to use Greater Descension from a higher floor and drop down since it's a black outline on red-and-black flooring.so far away that guessing its exact location can be very challenging.]]

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* AwesomeButImpractical: Valtoro is acquired at Level 80, gets some really powerful equipment, and has a huge HP pool on acquisition, but its inability to use normal gear makes it very difficult to slot in since it's essentially just a sandbag that knows magic for essentially the entire main campaign. Its specialized gear is also only found only from GuideDangIt rewards until endgame and post-game, and its own gear has such prohibitively high PP costs that by the time you're able to actually equip all of its gear at once, you'll likely have access to multiple copies of the Javelin (not to be confused with the cheap starter Javelin), a Physical weapon that hits all targets for 350,000 damage and virtually outclasses all of Valtoro's offense.



* MechanicallyUnusualFighter: [[spoiler:Valtoro, the dragon that you can find petrified on Floor 78. It has the second-highest starting level of any character in the game, but due to being a dragon it is unable to equip conventional weapons or armor. In return, it has access to four items that only it can equip: the ultimate weapon Dragon Whisker, the ultimate magic Megamalafluxare, and the powerful Dragon Scale and Graphene Webbing armors.]]

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* MechanicallyUnusualFighter: [[spoiler:Valtoro, Valtoro, the dragon that you can find petrified on Floor 78. It has the second-highest starting level of any character in the game, but due to being a dragon it is unable to equip conventional weapons or armor. In return, it has access to four items that only it can equip: the ultimate weapon Dragon Whisker, the ultimate magic Megamalafluxare, and the powerful Dragon Scale and Graphene Webbing armors.]]
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''Dungeon Encounters'' is a DungeonCrawling EasternRPG co-developed by Creator/SquareEnix and Cattle Call Inc. and released for the UsefulNotes/Playstation4, UsefulNotes/NintendoSwitch, and PC via Steam on October 14th, 2021. It is directed by acclaimed ''Franchise/FinalFantasy'' director Hiroyuki Ito, credited with the invention of the franchise's signature [[CombatantCooldownSystem "Active Time Battle"]] system, with music composed by Nobuo Uematsu.

The plot of the game is as follows: one day, an utterly massive labyrinth from deep underground appears near a village and begins to spawn all sorts of fiends, causing havoc in the surrounding area. When the kingdom's attempts to enter the dungeon and stop the spread of the monsters fails, the local village, desperate to put an end to the terror, establishes the Academy to train civilians in the art of battle and sends out a call to the best and brightest adventurers in the land to conquer the dungeon once and for all.

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''Dungeon Encounters'' is a DungeonCrawling EasternRPG co-developed by Creator/SquareEnix and Cattle Call Inc. and released for the UsefulNotes/Playstation4, UsefulNotes/NintendoSwitch, and PC via Steam on October 14th, 2021. It is directed by acclaimed ''Franchise/FinalFantasy'' director Hiroyuki Ito, credited with the invention of the franchise's signature [[CombatantCooldownSystem "Active Time Battle"]] system, with music composed supervised by Nobuo Uematsu.

The plot of the game is as follows: one One day, an utterly massive labyrinth from deep underground appears near a village and begins to spawn all sorts of fiends, causing havoc in the surrounding area. When the kingdom's attempts to enter the dungeon and stop the spread of the monsters fails, the local village, desperate to put an end to the terror, establishes the Academy to train civilians in the art of battle and sends out a call to the best and brightest adventurers in the land to conquer the dungeon once and for all.



** There are a handful of unique shops scattered throughout the game that sell items that you can't find anywhere else, such as a shop that only deals in RareCandy potions or a shop that only sells "secret" items.

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** There are a handful of unique shops scattered throughout the game that sell items that you can't find anywhere else, such as a shop that only deals in RareCandy potions or a shop that only sells "secret" items. There is also a shop in the game that doesn't sell anything but buys items you sell to it for thrice its normal value.



* InstructiveLevelDesign: The game's first attempt to outright teach the player that exploration skills are more versatile than they first appear when used in tandem with each other shows up in the fourth stratum, at Floor 45. In this area, it's very likely that you'll meet enemies who will Cavy your characters. Luckily, there's a teleporter that will take you to a Cavy Shrine to cure them... in ''Floor 97''. The entirety of Floor 97 is a single straight path to the Cavy Shrine populated by enemies you have absolutely no business getting anywhere close to, much less challenging to battle. This clues the player in to the fact that they have ways to navigate the map without ever getting into a fight, and that with creative skill usage the game isn't as linear as it initially appears.

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* InstructiveLevelDesign: The game's first attempt to outright teach the player that exploration skills are more versatile than they first appear when used in tandem with each other shows up in the fourth stratum, at Floor 45. In this area, it's very likely that you'll meet enemies who will Cavy your characters. Luckily, there's a teleporter that will take you to a Cavy Shrine to cure them... in ''Floor 97''. The entirety of Floor 97 is a single straight path to the Cavy Shrine populated by enemies that (at the time) you have absolutely no business getting anywhere close to, much less challenging to battle. This clues the player in to the fact that they have ways to navigate the map without ever getting into a fight, and that with creative skill usage the game isn't as linear as it initially appears.



* NecessaryDrawback: You can get the Teleport skill near the bottom of the dungeon, which allows you to manually teleport to any tile in the dungeon if you have its coordinates. This would normally make it better than Ascension/Decension skills, so it comes with a pretty nasty caveat: specifying a tile that doesn't exist will cause the game to throw an error message before plunking you on a random tile anywhere in the dungeon as if you had used Gambler's Teleport, and if you had any party members with you you'll ''lose them'' and need to relocate them with Wanderer Tracking. By comparison Ascension and Descension skills are safer and more reliable since they can't backfire on you, but if you're exploring with a single character and know exactly where you need to go, Teleport is the more viable option.

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* NecessaryDrawback: You can get the Teleport skill near the bottom of the dungeon, which allows you to manually teleport to any tile in the dungeon if you have its coordinates. This would normally make it better than Ascension/Decension Ascension/Descension skills, so it comes with a pretty nasty caveat: specifying a tile that doesn't exist will cause the game to throw an error message before plunking you on a random tile anywhere in the dungeon as if you had used Gambler's Teleport, and if you had any party members with you you'll ''lose them'' and need to relocate them with Wanderer Tracking. By comparison Ascension and Descension skills are safer and more reliable since they can't backfire on you, but if you're exploring with a single character and know exactly where you need to go, Teleport is the more viable option.



* OnlySmartPeopleMayPass: It is possible to find events called Math Riddles, which are clues to finding unique treasures hidden in the dungeon. With each Math Riddle, you are given a card with a series of digits with a specific pattern to their incrementation, with three empty spaces on the card. To solve the Riddle, you must decipher the number pattern and use that knowledge to fill in the empty numbers, which will give you an address where a treasure is located.

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* OnlySmartPeopleMayPass: It is possible to find events called Math Riddles, which are clues to finding unique treasures hidden in the dungeon. With each Math Riddle, you are given a hint card with a series of digits with puzzle that is designed to lead you to a specific pattern address in the dungeon to get a reward. The Math Riddles, compared to their incrementation, with three empty spaces on the card. To solve the Riddle, you must decipher the number pattern Map Riddle counterparts, tends to test your ability to recognize patterns and use that knowledge to fill in the empty numbers, which will give you an address where relationships between a treasure is located.specific group of numbers.
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* NecessaryDrawback: You can get the Teleport skill near the bottom of the dungeon, which allows you to manually teleport to any tile in the dungeon if you have its coordinates. This would normally make it better than Ascension/Decension skills, so it comes with a pretty nasty caveat: specifying a tile that doesn't exist will cause the game to throw an error message before throwing you somewhere random as if you had used Gambler's Teleport, and if you had any party members with you you'll ''lose them'' and need to relocate them with Wanderer Tracking. By comparison Ascension and Descension skills are safer and more reliable since they can't backfire on you, but if you're exploring with a single character and know exactly where you need to go, Teleport is the more viable option.

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* NecessaryDrawback: You can get the Teleport skill near the bottom of the dungeon, which allows you to manually teleport to any tile in the dungeon if you have its coordinates. This would normally make it better than Ascension/Decension skills, so it comes with a pretty nasty caveat: specifying a tile that doesn't exist will cause the game to throw an error message before throwing plunking you somewhere on a random tile anywhere in the dungeon as if you had used Gambler's Teleport, and if you had any party members with you you'll ''lose them'' and need to relocate them with Wanderer Tracking. By comparison Ascension and Descension skills are safer and more reliable since they can't backfire on you, but if you're exploring with a single character and know exactly where you need to go, Teleport is the more viable option.
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* NecessaryDrawback: You can get the Teleport skill near the bottom of the dungeon, which allows you to manually teleport to any tile in the dungeon if you have its coordinates. This would normally make it better than Ascension/Decension skills, so it comes with a pretty nasty caveat: specifying a tile that doesn't exist will cause the game to throw an error message before throwing you somewhere random as if you had used Gambler's Teleport, and if you had any party members with you you'll ''lose them'' and need to relocate them with Wanderer Tracking. By comparison Ascension and Descension skills are safer and more reliable since they can't backfire on you, but if you're exploring with a single character and know exactly where you need to go, Teleport is the more viable option.
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** The game always shows your address in battle. This doesn't seem helpful at first, but it makes sense after acquiring the Address Blade, which [[spoiler: always deals damage equal to the floor, Y coordinate, and X coordinate of the tile you're standing on multiplied together]], so getting into a fight and not knowing the address beforehand would otherwise force the player to waste a turn checking if it's a viable combat option for the given fight.
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* InstructiveLevelDesign: The game's first attempt to outright teach the player that exploration skills are more versatile than they first appear when used in tandem with each other shows up in the fourth stratum, at Floor 45. In this area, it's very likely that you'll meet enemies who will Cavy your characters. Luckily, there's a teleporter that will take you to a Cavy Shrine to cure them... in ''Floor 97''. The entirety of Floor 97 is a single straight path to the Cavy Shrine populated by enemies you have absolutely no business getting anywhere close to, much less challenging to battle. This clues the player in to the fact that they have ways to navigate the map without ever getting into a fight, and that with creative skill usage the game isn't as linear as it initially appears.
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* NothingIsScarier: The fact that there is no music of any kind and only ambient noise in the dungeon overworld lends itself to the alien feeling of the dungeon, which only increases the farther down you go. It gets to the point where the last ten floors are accompanied by what can only be described as a otherworldly droning noise, making the place seem even creepier than it already is.
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* BalefulPolymorph: Your characters can get "cavied", in which they transform into guinea pigs. A cavied character has a much higher chance of missing their attacks.

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* BalefulPolymorph: Your characters can get "cavied", in which they transform into guinea pigs. A cavied character has a much higher chance of missing their attacks. The only way to cure Cavy is to teleport all the way down to Floor 97 and tiptoe around extremely high-level post-game enemies to activate the single Cavy Shrine in the game.
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''Dungeon Encounters'' is an EasternRPG co-developed by Creator/SquareEnix and Cattle Call Inc. and released for the UsefulNotes/Playstation4, UsefulNotes/NintendoSwitch, and PC via Steam on October 14th, 2021. It is directed by acclaimed ''Franchise/FinalFantasy'' director Hiroyuki Ito, credited with the invention of the franchise's signature [[CombatantCooldownSystem "Active Time Battle"]] system, with music composed by Nobuo Uematsu.

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''Dungeon Encounters'' is an a DungeonCrawling EasternRPG co-developed by Creator/SquareEnix and Cattle Call Inc. and released for the UsefulNotes/Playstation4, UsefulNotes/NintendoSwitch, and PC via Steam on October 14th, 2021. It is directed by acclaimed ''Franchise/FinalFantasy'' director Hiroyuki Ito, credited with the invention of the franchise's signature [[CombatantCooldownSystem "Active Time Battle"]] system, with music composed by Nobuo Uematsu.
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* DualWielding: By default, all characters have two weapon slots to work with. While you can slot in one weapon and one magic, you can just as easily slot in two weapons or two magic.
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* DiscOneNuke: The Cutlery Set. It's a Ranged weapon that has a 55% chance to OneHitKill the target via consumption, and it can be found on Floor 15. The catch is that only Sir Cat can use it, but once you get the ability to warp around more you can quickly pick him up and start gobbling down your foes with a super powerful fat cat.
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* ExcusePlot: A weird trope for a JRPG to have, but the plot of the game is virtually nonexistent. The only story the game has is the introduction that explains why adventurers are going into the dungeon. Characters have an "info" tab that gives a little FlavorText blurb explaining their backstory, but for all intents and purposes every character is interchangeable with one another.

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* ExcusePlot: A weird trope for a JRPG to have, but the plot of the game is virtually nonexistent. The only story the game has is the introduction that explains why adventurers are going into the dungeon.dungeon [[spoiler:and the single text box that appears after rescuing Everethe]]. Characters have an "info" tab that gives a little FlavorText blurb explaining their backstory, but for all intents and purposes every character is interchangeable with one another.
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* CompanyCrossReferences: Aside from the obvious use of ATB, the game contains a few ''Final Fantasy'' references of its own.

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* CompanyCrossReferences: Aside from the obvious use of ATB, the game contains a few other ''Final Fantasy'' references of its own.references.



* DefeatMeansFriendship: [[spoiler:Everethe, the final Wanderer, is actually not "wandering" but is being kept as a thrall by the final boss, Panoptica. Facing and defeating Everethe and Panoptica in combat frees Everethe, and sending him back to the Academy cues the credits.]]

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* DefeatMeansFriendship: [[spoiler:Everethe, the final Wanderer, is actually not "wandering" but is being kept as a thrall by the final boss, Panoptica. Facing and defeating Everethe and Panoptica in combat frees Everethe, Everethe and sending cues the credits, and after the credits roll you can pick up Everethe and send him back to the Academy cues the credits.like every other playable character.]]

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