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* SadisticChoice: At very end of Act 4/beginning of Act 5, you [[spoiler:return to Drezen. You have to decide whether or not to save Hilor and some NPC Crusaders in the prison, save Fye, One Eyed Devil, and Yaker in the Half Measure, or go to the Citadel to save Irabeth and the Storyteller. Whichever of the first two you go to first results in the other failing, and doing the third one first results in both of the others failing. So you either lose two merchants and a minor character, the questgiver who lets you respec and buy custom companions, or all four of them; you can't lose Irabeth and the Storyteller.]] It's possible to mostly subvert this by [[spoiler:unlocking the Gold Dragon path from Hal, resulting in him saving Irabeth, then visiting Hilor first and taking the Evil option telling him to forget about the prisoners, before finally saving the others in the tavern; all the plot [=NPCs=] survive and there's no mechanical consequence for the prisoners' deaths beyond a small Evil shift.]]

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* SadisticChoice: At very end of Act 4/beginning of Act 5, you [[spoiler:return to Drezen. You have to decide whether or not to save Hilor and some NPC Crusaders in the prison, save Fye, One Eyed Devil, and Yaker in the Half Measure, or go to the Citadel to save Irabeth and the Storyteller. Whichever of the first two you go to first results in the other failing, and doing the third one first results in both of the others failing. So you either lose two merchants and a minor character, the questgiver who lets you respec and buy custom companions, or all four of them; you can't lose Irabeth and the Storyteller.]] It's possible to mostly subvert this by [[spoiler:unlocking the Gold Dragon path from Hal, resulting in him saving Irabeth, then visiting Hilor first and taking the Evil option telling him to forget about the prisoners, before finally saving the others in the tavern; all the plot [=NPCs=] survive and there's no mechanical consequence for the prisoners' deaths beyond a small Evil shift. The choice between Hilor + prisoners and the Half Measure is also avoided entirely if you both resolved the conflict between Hulrun and Ramien peacefully ''and'' did not destroy the Wardstone back in Act 1. In this case, enough Crusaders will remain in Drezen to defend it, and the npc's in both locations are fine.]]
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* SellWhatYouLove: It's revealed that the half orc paladin Irabeth Tirablade sold her beloved sword to buy an Elixir of Sex Shift for her transgender wife Anevia. The player can find it early in the game and give it back to her, which can help restore her resolve after the vents of the Lost Chapel.

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* SellWhatYouLove: It's revealed that the half orc paladin Irabeth Tirablade sold her beloved sword to buy an Elixir of Sex Shift for her transgender wife Anevia. The player can find it early in the game and give it back to her, which can help restore her resolve after the vents events of the Lost Chapel.
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* SellWhatYouLove: It's revealed that the half orc paladin Irabeth Tirablade sold her beloved sword to buy an Elixir of Sex Shift for her transgender wife Anevia.

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* SellWhatYouLove: It's revealed that the half orc paladin Irabeth Tirablade sold her beloved sword to buy an Elixir of Sex Shift for her transgender wife Anevia. The player can find it early in the game and give it back to her, which can help restore her resolve after the vents of the Lost Chapel.
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** Averted with Ulbrig only, who will shift back to his human form to interact with NPCs in cutscenes and scripted dialogue. Fortunately he will shift back to griffon form afterwards if he was already in it and it won't count towards his daily limit of transformations.

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** Averted with Ulbrig only, who will shift back to his human form to interact with NPCs [=NPCs=] in cutscenes and scripted dialogue. Fortunately he will shift back to griffon form afterwards if he was already in it and it won't count towards his daily limit of transformations.

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At the start of the game, she's so strong that she can one-shot the player and party without trouble. The second fight against her normally wouldn't change, but the player's Mythic powers



* TheWormThatWalks: One of the mythic path options is the Swarm-that-Walks, which entails your character becoming a ravenous humanoid swarm of locusts.

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* TheWormThatWalks: TheWormThatWalks:
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One of the mythic path options is the Swarm-that-Walks, which entails your character becoming a ravenous humanoid swarm of locusts.

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* CripplingOverspecialization: Using the auto level feature will tend to create a party which is heavy on healers, archers, and dual-wielders, discouraging tanky defensive playstyles in favor of [[AttackAttackAttack charging in and piling on damage]] while heavily buffed. A few companions also come pre-specialized in extremely exotic weapon types. Surprisingly, Regill's specialization in the gnomish hooked hammer DoubleWeapon is well-provided for with several strategic drops, despite normally being very uncommon. Greybor gets hit hard, however, with dwarven waraxes being rare, and Woljif's favored magic daggers are unusually sparse compared to ''Kingmaker''. This can mean you're faced with the choice of either having the companion run around with an inferior weapon that fits their specialization or losing access to the specialization benefits but giving them a more up-to-snuff weapon which wastes their feat choices.

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* CripplingOverspecialization: Using the auto level feature will tend to create a party which is heavy on healers, archers, and dual-wielders, discouraging tanky defensive playstyles in favor of [[AttackAttackAttack charging in and piling on damage]] while heavily buffed. A few companions also come pre-specialized in extremely exotic weapon types. Surprisingly, Regill's specialization in the gnomish hooked hammer DoubleWeapon is well-provided for with several strategic drops, despite normally being very uncommon. Greybor gets hit hard, however, with dwarven waraxes being rare, and Woljif's favored magic daggers are unusually sparse compared to ''Kingmaker''.''Kingmaker'', meaning you'll likely end up having him stick with generic options. This can mean you're faced with the choice of either having the companion run around with an inferior weapon that fits their specialization or losing access to the specialization benefits but giving them a more up-to-snuff weapon which wastes their feat choices.



** Even an evil-aligned player character will be pitted against the demonic horde invading Mendev. This is especially pronounced if you choose the Lich, Swarm, or Demon Mythic Paths.

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** Even an evil-aligned player character will be pitted against the demonic horde invading Mendev. This is especially pronounced if you choose the Lich, Swarm, or Demon Mythic Paths.Paths, the former and later allowing some degree of freedom to roleplay as someone who uses evil powers, but aiming at the demonic army.



* FightingAShadow: Killing a Demon Lord does not destroy them permanently, but rather sends them to the Abyss for one year. If they are killed during this time, they die permanently. This can lead to great loss of status as they will stay in their fortresses and not lead their armies against other Demon Lords who challenge them.

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* FightingAShadow: FightingAShadow:
**
Killing a Demon Lord does not destroy them permanently, but rather sends them to the Abyss for one year. If they are killed during this time, they die permanently. This can lead to great loss of status as they will stay in their fortresses and not lead their armies against other Demon Lords who challenge them.



** The inquisitor Hulrun, a KnightTemplar who has killed many innocents, yet is also genuinely a great warrior who has saved the city from demons countless times. Nobody in your party likes him save for the idealistic Ember, and multiple characters comment how if he wasn't such a capable fighter, they'd likely do something about his actions.
** Wenduag, as in addition to being a power-hungry sadistic cannibal, she's a tactless braggart and bully.
** Regill. The Hellknights have such a poor reputation that it's entirely possible for your entire party to suggest not rescuing them when Taker comes for help, save for Ember who would literally help demons. After joining the Party Refill hardly gets more friends.

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** The inquisitor Hulrun, a KnightTemplar who has killed many innocents, yet is also genuinely a great warrior who has saved the city from demons countless times. Nobody in your party likes him save for the idealistic Ember, and multiple characters comment how if he wasn't such a capable fighter, they'd likely do something about his extreme actions.
** Wenduag, as in addition to being a power-hungry sadistic cannibal, she's a tactless braggart and bully. \n Very few characters like her because of her personality, which she doesn't care to change.
** Regill. The Hellknights have such a poor reputation that it's entirely possible for your entire party to suggest not rescuing them when Taker comes for help, save for Ember who would literally help demons. After joining the Party Refill hardly gets more friends.friends, only really gaining "respect" from some of your party for his dedication.



** If Arushelae is fully redeemed, she says that Desna has severed her connection with the Abyss and removed her demonic powers so she can finally have a physical relationship with the Commander. But a quick glance at her character sheet shows that she still has her Vampiric Touch and other racial features.

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** If Arushelae is fully redeemed, she says that Desna has severed her connection with the Abyss and removed her demonic powers so she can finally have a physical relationship with the Commander. But a quick glance at her character sheet shows that she still has her Vampiric Touch and other racial features.features, likely because it would require changing Arushelae's sheet drastically.



** Although RelationshipValues exist in the game, how it works and what influences it does not get shown to the player. This can lead to accidentally romancing someone due to lack of signposting for less obvious choices, or cause characters to dislike the player character, and there isn't a way to know what the status of their views on your character are, unless you use a guide to see what choices cause certain things.

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** Although RelationshipValues exist in the game, how it works and what influences it does not get shown to the player. This can lead to accidentally romancing someone due to lack of signposting for less obvious choices, or cause characters to dislike the player character, character over something that on paper seems odd, and there isn't a way to know what the status of their views on your character are, unless you use a guide to see what choices cause certain things.things. Players wanting to romance Queen Galfrey for example have to make specific choices from as early as your first meeting with her, or else she never begins developing feelings for the Commander, while someone such as Lann can be accidentally romanced very early by simply picking the wrong option.



* HorrifyingTheHorror: Repeatedly. The player character is something so unusual and so far outside the boundaries of what the world is used to that nobody knows what to make of them, and that terrifies many of them. Minagho is the first one to be on the receiving end, but far from the last, and a high-Persuasion character gets plenty of chances to intimidate demons into not fighting. [[spoiler:This escalates to both Mephistopheles and Baphomet being 'concerned' about the player's power.]]

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* HorrifyingTheHorror: Repeatedly. The player character is something so unusual and so far outside the boundaries of what the world is used to that nobody knows what to make of them, and that terrifies many of them. Minagho is the first one to be on the receiving end, but far from the last, and a high-Persuasion character gets plenty of chances to intimidate demons into not fighting. [[spoiler:This escalates to both Mephistopheles and Baphomet being 'concerned' about the player's power.power; an Angel Commander can shock Baphomet so badly by killing him, that he compares them to [[SatanicArchetype Asmodeus]].]]



** [[invoked]]Camellia's [[spoiler:amulet of undetectable alignment]] doesn't hide the fact that she's [[spoiler:able to use the Scrolls of Protection from Good/Law, making her ChaoticEvil]]. Additionally, whenever you level her up, [[spoiler:if you select any class that has an alignment prerequisite, the game outright states her current alignment is ChaoticEvil]]. Not that it's hard to figure out otherwise based on her banter.

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** [[invoked]]Camellia's [[spoiler:amulet of undetectable alignment]] doesn't hide the fact that she's [[spoiler:able to use the Scrolls of Protection from Good/Law, making her ChaoticEvil]]. Additionally, whenever you level her up, [[spoiler:if you select any class that has an alignment prerequisite, the game outright states her current alignment is ChaoticEvil]]. Not that it's hard to figure out otherwise based on her banter.banter, but it makes the reveal less shocking.



* InvisibleWall: In Crusade Mode during Act 3, you'll eventually hit a point where roads no longer continue into the Worldwound. No in-universe reason is given for this. Come Act 5 you'll suddenly be able to continue down those roads to Iz and the fortress of Threshold.

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* InvisibleWall: In Crusade Mode during Act 3, you'll eventually hit a point where roads no longer continue into the Worldwound. No in-universe reason is given for this.this; you, the player, have simply done everything and cannot continue. Come Act 5 you'll suddenly be able to continue down those roads to Iz and the fortress of Threshold.



* KnightTemplar: The veteran inquisitor Hulrun has been fighting for Kenabres for decades, determined to keep Kenabres safe from spies and cultists at all costs -- including rounding up suspects and hanging them or burning them at the stake with very little evidence, claiming to derive an infallible "all-seeing eye" from his goddess Iomedae. It's made clear by his fellow citizens, even those who sympathize with him, that he is paranoid and dangerous, and has killed many innocents -- and even then, they are hesitant to write him off, as he has genuinely saved the city from demons on numerous occasions as well. The player can make him their ally or murder him -- if they manage not to provoke him into branding them as heretics. Displaying your Angelic power alleviates some of his suspicions, though you're only given the chance to do so the first time you speak with him.

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* KnightTemplar: The veteran inquisitor Hulrun has been fighting for Kenabres for decades, determined to keep Kenabres safe from spies and cultists at all costs -- including rounding up suspects and hanging them or burning them at the stake with very little evidence, claiming to derive an infallible "all-seeing eye" from his goddess Iomedae. It's made clear by his fellow citizens, even those who sympathize with him, that he is paranoid and dangerous, and has killed many innocents -- and even then, they are hesitant to write him off, as he has genuinely saved the city from demons on numerous occasions as well.well, and he's simply too strong of a warrior to arrest or execute. The player can make him their ally or murder him -- if they manage not to provoke him into branding them as heretics. Displaying your Angelic power alleviates some of his suspicions, though you're only given the chance to do so the first time you speak with him, as he is so sure of himself, that he'll push back even if you invoke the Light of Heaven again on him.



* VillainForgotToLevelGrind: The Glabrezu Voetiel from Woljif's questline first confronts you early in Act 3 and is a fairly credible miniboss fight at that point. When you meet him again in Woljif's Act 4 quest he's still exactly the same upgraded Glabrezu he was the last time you kicked his ass while your party has gained significantly both in experience and mythic power, very likely turning the rematch into a CurbStompBattle.

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* VillainForgotToLevelGrind: VillainForgotToLevelGrind:
**
The Glabrezu Voetiel from Woljif's questline first confronts you early in Act 3 and is a fairly credible miniboss fight at that point. When you meet him again in Woljif's Act 4 quest he's still exactly the same upgraded Glabrezu he was the last time you kicked his ass while your party has gained significantly both in experience and mythic power, very likely turning the rematch into a CurbStompBattle.CurbStompBattle.
** Minagho, though she is a [[JustifiedTrope justified]] case. Minagho is outright one of the strongest types of demon's that exist, but after she utterly trounces the player in their first meeting, the player character awakens their Mythic powers, which give them such a boost, that Minagho can't stop them and has to flee. By the time you can properly corner and kill her, she's been weakened by outside factors to the point that, with the players increasing Mythic powers, she is too weak to stand a chance.
At the start of the game, she's so strong that she can one-shot the player and party without trouble. The second fight against her normally wouldn't change, but the player's Mythic powers



* ViolationOfCommonSense: Due to events at the beginning of Act 5, which you won't know about until you get there, the Crusade side suffers from a good deal of this. [[spoiler:Galfrey assumes command of your armies while you're away in the Abyss and will always lose them, making building up your army beyond what's needed pointless. Instead of focusing on your armies, level up your generals as high as possible, capture all the forts you can, and build and develop those as far as you can, since forts are unaffected.]] Furthermore, [[spoiler:available resources do carry over, meaning it makes sense to stall as long as possible before going to the Midnight Fane.]] Knowing this ahead of time can save you a lot of headaches and give you a head start going into Act 5. The only time this isn't true is if you're going for the secret ending, as that's on a time limit.

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* ViolationOfCommonSense: ViolationOfCommonSense:
**
Due to events at the beginning of Act 5, which you won't know about until you get there, the Crusade side suffers from a good deal of this. [[spoiler:Galfrey assumes command of your armies while you're away in the Abyss and will always lose them, making building up your army beyond what's needed pointless. Instead of focusing on your armies, level up your generals as high as possible, capture all the forts you can, and build and develop those as far as you can, since forts are unaffected.]] Furthermore, [[spoiler:available resources do carry over, meaning it makes sense to stall as long as possible before going to the Midnight Fane.]] Knowing this ahead of time can save you a lot of headaches and give you a head start going into Act 5. The only time this isn't true is if you're going for the secret ending, as that's on a time limit.



* WeCannotGoOnWithoutYou: Since the PC is the source of mythic power for the party, if the main character dies, the game ends. It's not yet clear why the main character cannot be revived, but it likely has to do with being the source of Mythic power.
* WithThisHerring: Present in the main game and exageratted in the second DLC. The player at least starts out with regular weapons and armor in the main campaign but in the latter they have to make do with torches and ''prop weapons'' for a while before actually finding a decent weapon. Armor meanwhile will either be damaged or has to be bought at exorbitant prices from rare NPC's, leaving most of the party to run around practically naked till they start killing human enemies in the graveyard area.

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* WeCannotGoOnWithoutYou: Since the PC is the source of mythic power for the party, if the main character dies, the game ends. It's not yet clear why the main character cannot be revived, but it likely has to do with being the source of Mythic power.
ends.
* WithThisHerring: Present in the main game and exageratted exaggerated in the second DLC. The player at least starts out with regular weapons and armor in the main campaign but in the latter they have to make do with torches and ''prop weapons'' for a while before actually finding a decent weapon. Armor meanwhile will either be damaged or has to be bought at exorbitant prices from rare NPC's, leaving most of the party to run around practically naked till they start killing human enemies in the graveyard area.



* WhenThePlanetsAlign: The Third Week of Gozran, year 4717, between the 16th and 21st is ''significant.''

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* WhenThePlanetsAlign: The Third Week of Gozran, year 4717, between the 16th and 21st is ''significant.''''significant'' to get the secret ending.
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** Right before the final battle in the ''Inevitable Excess'' DLC [[spoiler:you regain the temporary powers you wielded against Minagho at the end of Act I such as the extra attacks that unleash divine energy. This is fitting since the Excess '''is''' that surge of power separated from the Knight Commander and given form and life.]]
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** At the start of the game, Hulrun will normally cast Cure Wounds to try and heal the player character. If you are playing a damphir however, since dhampir take damage from Positive Energy but are healed by Negative Energy, he instead casts Inflict Wounds.
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* YouShouldntKnowThisAlready: At several parts the game prevents you from discovering certain items or places until you've heard of them, such as not being able to open the secret passage in the Shield Maze until you pick up (reading alone strangely enough doesn't work) a note pointing it our, and Woljif stopping you from accusing the thiefling traitor (who is always the same in every playthrough) until you have at least spoken to Irabeth to get one of the clues.
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** Regill. The Hellknights have such a poor reputation that it's entirely possible for your entire party to suggest not rescuing them when Taker comes for help, save for Ember who would literally help demons. After joining the Party Refill hardly gets more friends.
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* OurAngelsAreDifferent: The game is somewhat vague on what "Angels" are, seemingly specifying them as LawfulGood exclusively. In the original ''{{TabletopGame/Pathfinder}}'', "Angel" refers to several variants of Good Celestials; Archons (LawfulGood) Devas (NeutralGood), etc. among others. The Angel Mythic Path would be better defined as the Archon Mythic Path. It was likely boiled down to TheThemeParkVersion for people new to Pathfinder.

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* OurAngelsAreDifferent: The game is somewhat vague on what "Angels" are, seemingly specifying them as LawfulGood exclusively. In the original ''{{TabletopGame/Pathfinder}}'', "Angel" refers to several variants of Good Celestials; Archons or Planetars (LawfulGood) Devas (NeutralGood), etc. among others. The Angel Mythic Path would be better defined as the Archon Mythic Path. It was likely boiled down to TheThemeParkVersion for people new to Pathfinder.

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* TheFriendNobodyLikes: The inquisitor Hulrun, a KnightTemplar who has killed many innocents, yet is also genuinely a great warrior who has saved the city from demons countless times. Among party members, Wenduag also counts, as in addition to being a power-hungry sadistic cannibal, she's a tactless braggart and bully.

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* TheFriendNobodyLikes: TheFriendNobodyLikes:
**
The inquisitor Hulrun, a KnightTemplar who has killed many innocents, yet is also genuinely a great warrior who has saved the city from demons countless times. Among Nobody in your party members, Wenduag also counts, likes him save for the idealistic Ember, and multiple characters comment how if he wasn't such a capable fighter, they'd likely do something about his actions.
** Wenduag,
as in addition to being a power-hungry sadistic cannibal, she's a tactless braggart and bully.
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* SentencedWithoutTrial: Hulrun Shappok runs the inquisition hunting demons and their cultists in Kenabres at the start of the game, and acts as JudgeJuryAndExecutioner in the city's martial law system. He's prone to unilaterally sentencing people to [[BurnTheWitch burn at the stake]] on the mere suspicion of demon-worship, including party member Ember and her DisappearedDad, who were completely innocent and had just arrived in town. Ember was rescued from her pyre by an unnamed knight who had a HeelRealization; her father burned to death.
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** Likewise, if you trigger an event that unlocks a decree to spawn free powerful units like paladins or marksmen, it is better to let them sit in the queue and never enacting them until Act 5, as they will carry over also.
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** Averted with Ulbrig only, who will shift back to his human form to interact with NPCs in cutscenes and scripted dialogue. Fortunately he will shift back to griffon form afterwards if he was already in it and it won't count towards his daily limit of transformations.

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* AwesomeYetPractical: The Magic-oriented generals. They quickly gain spells they can use once per battle phase to directly damage enemy troops, and eventually gain more powerful ones that can annihilate the entire opposing side of the battlefield in one blow. And since the power of those spells solely scales off the general's Power (squared) those generals can technically defeat any enemy by bringing a tiny contingent of tanky soldiers like Shieldbearers to stall the opponent until they can pop off enough spells to destroy them. It says something that in the community Setsuna Shy (who gets the widest area spell at the lowest level) has risen to such a status of MemeticBadass that not picking him as your first General is seen as putting the crusade in hard mode.


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* SimpleYetAwesome: The Magic-oriented generals. Contrasting other generals who learn an array of skills that lay traps or focus on boosting certain types of units, they simply gain spells they can use once per turn in battle to directly damage enemy troops, and eventually gain more powerful ones that can annihilate the entire opposing side of the battlefield in one blow. And since the power of those spells solely scales off the general's Power (squared) those generals can technically defeat any enemy by bringing a tiny contingent of tanky soldiers like Shieldbearers to stall the opponent until they can pop off enough spells to destroy them. It says something that in the community Setsuna Shy (who gets the widest area spell at the lowest level) has risen to such a status of MemeticBadass that not picking him as your first General is seen as putting the crusade in hard mode.
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* AwesomeYetPractical: The Magic-oriented generals. They quickly gain spells they can use once per battle phase to directly damage enemy troops, and eventually gain more powerful ones that can annihilate the entire opposing side of the battlefield in one blow. And since the power of those spells solely scales off the general's Power (squared) those generals can technically defeat any enemy by bringing a tiny contingent of tanky soldiers like Shieldbearers to stall the opponent until they can pop off enough spells to destroy them. It says something that in the community Setsuna Shy (who gets the widest area spell at the lowest level) has risen to such a status of MemeticBadass that not picking him as your first General is seen as putting the crusade in hard mode.
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** Likewise, lingering spells such as clouds or walls cast by enemies are automatically dispelled when the encounter has been defeated, saving up on time and dispel magic slots.
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* LastSecondEndingChoice: At the very end of the game, the Commander can choose whether to [[spoiler: sacrifice themselves to close the Worldwound, persuade/force Areelu to do so, leave the Worldwound as is, or use their full Mythic power to attain their path-specific ending, with the added option to attain the Ascension ending if they gained Areelu's trust and gathered all the requisites for it]]. Downplayed in that it only determines the fate of the Commander, Areelu and the Worldwound, with every other ending slide depending on choices that span the rest of the game.
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* ExplainExplainOhCrap: The Commander can end up doing it when talking to Xanthir Vang, realizing [[spoiler: the Midnight Fane, a demon fortress and portal to the Abyss, is right beneath Drezen]].
-->'''Xanthir Vang:'''Name the location of my laboratory before I was forced to relocate to the inhospitable Ivory Sanctum.'''
-->'''Commander:''' "Drezen."
-->'''Xanthir Vang:'''"Correct. [...] And now answer me this: why was my laboratory located there specifically? Why was Drezen chosen for my residence in the Worldwound?"
-->'''Commander:''' "That's where the Nahyndrian crystals were being sent?"
-->'''Xanthir Vang:''' "[[LampshadeHanging Oh, that sweet moment of insight - the moment when the final layers shrouding the mystery suddenly fall away.]]"
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* {{Hypocrite}}: During the defense of Kenabres, you can find someone looting a body. You can tell him off for it. But there is nothing stopping you from looting the body yourself immediately after and no repercussions for it. And that's not even counting all the empty houses and dead bodies you undoubtedly looted before that point.

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* {{Hypocrite}}: During the defense of Kenabres, you can find someone looting a body. You can tell him off for it. But there is nothing stopping you from looting the body yourself immediately after and no repercussions for it. And that's not even counting all the empty houses and dead bodies you undoubtedly looted before that point.
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* {{Hypocrite}}: During the defense of Kenabres, you can find someone looting a body. You can tell him off for it. But there is nothing stopping you from looting the body yourself immediately after and no reprecussions for it.

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* {{Hypocrite}}: During the defense of Kenabres, you can find someone looting a body. You can tell him off for it. But there is nothing stopping you from looting the body yourself immediately after and no reprecussions repercussions for it.it. And that's not even counting all the empty houses and dead bodies you undoubtedly looted before that point.
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** Each army can only be made up of three battalions by default, with certain skills obtainable by generals increasing this limit.
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* AttackAttackRetreatRetreat: If your armies are strong enough it is possible for an invading army to reach them and attempt to engage them, only to then immediately rout (effectively giving you an instant win without need to begin the battle) because of the sheer power difference.
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* MedievalStasis: Played [[spoiler:mostly]] straight, despite the country of Numeria being right next door. [[spoiler:Until you reach the Blackwater dungeon, an underground technological laboratory that wouldn't look out of place in ''Franchise/{{Doom}}'' populated with augmented warriors and ''cyberdemons'', and unlocks the option to enroll the cyborgs in your own army upon completion]].

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* MedievalStasis: Played [[spoiler:mostly]] straight, straight and also [[JustifiedTrope justified]], despite the country of Numeria being right next door.door. Due to the Worldwound, Mendev has been in a state of war and crusading for nearly a hundred years, and almost all of the economics are focused on war, leaving the area underdeveloped as a result. [[spoiler:Until you reach the Blackwater dungeon, an underground technological laboratory that wouldn't look out of place in ''Franchise/{{Doom}}'' populated with augmented warriors and ''cyberdemons'', and unlocks the option to enroll the cyborgs in your own army upon completion]].
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** Although RelationshipValues exist in the game, how it works and what influences it does not get shown to the player. This can lead to accidentally romancing someone due to lack of signposting for less obvious choices, or cause characters to dislike the player character, and there isn't a way to know what the status of their views on your character are, unless you use a guide to see what choices cause certain things.
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* GoldenEnding: Subverted with the True Aeon ending. On one hand, [[spoiler:you go back in time and stop the Worldwound from ever being created, which means the demon invasion retroactively never occurred, meaning all the suffering that it caused also never occurs. Most of your party get to live simpler happy lives in peace.]] On the other hand, [[spoiler: ''most'' of your party is the operative word. While the demonic invasion caused a lot of suffering, it also allowed for many to find purpose and even redemption. In this new timeline, Anevia never found new purpose as a crusader and died unknown and unloved as a bandit and Arueshalae remains an unredeemed succubus since the events that led to her eventual redemption never happened. Oh, and the Commander is completely {{Retgone}} from existence.]] Taken further if [[spoiler:you let your party members keep their memories of the old timeline. While some, like Daeran, remember you fondly, others like Seelah wistfully think of what used to be, knowing nobody would believe her. And Arueshalae in particular becomes even more evil, embittered by the fact that she could have been better than she currently is in another life and that opportunity was taken away from her.]]
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Per TRS, this is YMMV


* CameraScrew: Maps with a lot of elevation changes like the Lost Chapel can wreak havoc with camera placement in turn-based mode.
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Blade On A Stick is now a disambig


* BladeOnAStick: A whole assortment are available: spears, scythes, glaives, etc. Of note is the fact that the major demon lords leading the Worldwound host, Deskari and Baphomet, hold scythe and glaives (respectively) as their favored weapons, meaning their followers use them religiously. (This can also make them a bit of a menace, since in the game system these weapons tend to have low crit chance but hit ''incredibly'' hard when they do.)
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* NiceJobBreakingItHero: In Chapter 4, Queen Galfrey sends you on a special mission and takes over the crusade in your absence. [[spoiler: By the time you get back, 6 months later, she's run the crusade straight into the ground -- your armies are gone, Drezen is sacked again, and she's led what remains of the crusaders into a dangerous area and disappeared.]] It's not hard to see why the previous crusades ended in failure.


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** Depending on your decisions, you might get the option to recruit some ninja pirate vampires for your army.

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