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* UselessUsefulSpell: Generally subverted, in that every spell outside of single-target status ailment spells have a use case, since multi-target status ailment and instant-death spells have a good chance of actually working and screwing up some enemies in any given group. Where this is zigzagged, however, are the spirit spells each spirit starts with that changes the party's elemental alignment. On ''paper,'' this seems fantastic; since melee attacks actually scale, applying an elemental attribute ''on top'' of them would surely make these spells the ultimate boss mulchers, right? This ''would'' be correct... if the game wasn't ''incredibly'' cheeky about when it gives out each elemental spirit, and if your melee damage wasn't good enough already that you'd be wasting your time to use these spells in random encounters to overwhelm normal enemies. An observant player will notice that they get Marid and Dao ''immediately'' '''after''' the boss they'd be good against, and are forced to have Sylph in the fight against her elemental weakness, Efrite. The ''one'' time you can use the elemental change spell to get a type advantage against a boss is the DualBoss fight with Darah and Barah, and even ''that'' one is a kick in the teeth because you ''just'' learned Darah was masquerading as Dao - the spirit who is ''his weakness,'' meaning you ''don't'' have Darah's weakness. Where this is zigzagged is in the final dungeon. Because it's chock full of powerful enemies that cast powerful elemental spells, and you have the full assortment of spirits at your disposal, you can change your team's element to resist the powerful spells being cast against you, since outside of the Beelzebubs, all of the monster spellcasters predictably cast the elemental spells that match them. So, as offensive spells, they don't do much, but as defensive spells they can prove their use at the very end.
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** This is also present in the party. While physical damage will outstrip magical damage as a result of ''Arcana'' running off ''Franchise/DragonQuest'' logic with spells, where there isn't a spellcasting ''statistic'' but rather a flat range the magic can hit at, that damage always updates to be appropriate for the newest spell level gained in a given area - in other words, so long as Rooks is leveling up properly, his spirits will always deal great damage with their spells. Since magic alone can target multiple creatures, this gives Rooks' spirits a notable niche no matter the party configuration, and endgame spells shared between Rooks, [[spoiler:Teefa, and Darwin]] are likewise substantial in their own right, often finishing off opponents in a single hit while being held back solely by the fact the non-spirit party members don't regenerate magic power. Above all else, though, magic is a multiplicative force because even warriors benefit from having debuff and healing spells. The 'warrior' in the equation, Axs, is held back by the fact he only learns ''the'' most basic spells, making him a beatstick and not much else in a game that rewards avoiding damage by quickly dealing with crowds of enemies.

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** This is also present in the party. While physical damage will outstrip magical damage as a result of ''Arcana'' running off ''Franchise/DragonQuest'' logic with spells, where there isn't a spellcasting ''statistic'' but rather a flat range the magic can hit at, that damage always updates to be appropriate for the newest spell level gained in a given area - in other words, so long as Rooks is leveling up properly, his spirits will always deal great damage with their spells. Since magic alone can target multiple creatures, this gives Rooks' spirits a notable niche no matter the party configuration, and endgame spells shared between Rooks, [[spoiler:Teefa, and Darwin]] are likewise substantial in their own right, often finishing off opponents in a single hit while being held back solely by the fact the non-spirit party members don't regenerate magic power. Above all else, though, magic is a multiplicative force because even warriors weapon-users benefit from having debuff and healing spells. The 'warrior' in the equation, Axs, is held back by the fact he only learns ''the'' most basic spells, making him a beatstick and not much else in a game that rewards avoiding damage by quickly dealing with crowds of enemies.
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* HardLevelsEasyBosses: Boss fights are simple affairs; any DuelBoss that challenges Rooks mano-a-mano is easy because Rooks just needs to debuff his opponent, get a buff from his spirit, and continually hit the enemy until they die, only sometimes varying up tactics to heal himself. There's nothing more to that gameplay loop. Boss fights where the whole party participates [[CurbStompBattle make it clear why the game insists on having Rooks mostly fight by himself,]] since any given boss fight with a full party ''will'' get mobbed and overwhelmed by the fact the player is controlling three to four functions against a singular entity. It's the path getting to the boss that's typically the issue; maps can be brutally long, CheckPointStarvation is in full effect because you need to go back to town to save, two chapters prominently feature dungeons with mazelike structures, and enemies are more than happy to come at you in groups of five to overwhelm your party, especially once creatures that can cast magic get involved. No singular enemy encounter is ''difficult,'' but resource management means the player can get worn down over time as they explore; an integral aspect of the game's design, given the ''spirits'' regenerate [=MP=] but the humans, elf, and dwarf ''do not,'' making every spell cast by someone other than a spirit a judgment call on how necessary the resource expenditure is. This only softens up following the Ice Maze, where the player has access to two spirits with healing spells that make dungeon delving much less risky.


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* NamesToRunAwayFromReallyFast: Rimsala, the ''Evil Empress.'' Despite the foreboding moniker, Ariel is convinced he can use Rimsala's power to build a utopia. This is somewhat justified in the fact that Ariel seems to be under no illusion Rimsala is a ''benevolent'' being, merely that he thinks he can ''control'' her and use her overwhelming power to end all war.
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** This is also present in the party. While physical damage will outstrip magical damage as a result of ''Arcana'' running off ''Franchise/DragonQuest'' logic with spells, where there isn't a spellcasting ''statistic'' but rather a flat range the magic can hit at, that damage always updates to be appropriate for the newest spell level gained in a given area - in other words, so long as Rooks is leveling up properly, his spirits will always deal great damage with their spells. Since magic alone can target multiple creatures, this gives Rooks' spirits a notable niche no matter the party configuration, and endgame spells shared between Rooks, [[spoiler:Teefa, and Darwin]] are likewise substantial in their own right, often finishing off opponents in a single hit while being held back solely by the fact the non-spirit don't regenerate magic power. Above all else, though, magic is a multiplicative force because even warriors benefit from having debuff and healing spells. The 'warrior' in the equation, Axs, is held back by the fact he only learns ''the'' most basic spells, making him a beatstick and not much else in a game that rewards avoiding damage by quickly dealing with crowds of enemies.

to:

** This is also present in the party. While physical damage will outstrip magical damage as a result of ''Arcana'' running off ''Franchise/DragonQuest'' logic with spells, where there isn't a spellcasting ''statistic'' but rather a flat range the magic can hit at, that damage always updates to be appropriate for the newest spell level gained in a given area - in other words, so long as Rooks is leveling up properly, his spirits will always deal great damage with their spells. Since magic alone can target multiple creatures, this gives Rooks' spirits a notable niche no matter the party configuration, and endgame spells shared between Rooks, [[spoiler:Teefa, and Darwin]] are likewise substantial in their own right, often finishing off opponents in a single hit while being held back solely by the fact the non-spirit party members don't regenerate magic power. Above all else, though, magic is a multiplicative force because even warriors benefit from having debuff and healing spells. The 'warrior' in the equation, Axs, is held back by the fact he only learns ''the'' most basic spells, making him a beatstick and not much else in a game that rewards avoiding damage by quickly dealing with crowds of enemies.

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