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  • Accidental Innuendo: Larielle's favorite human food is "nice cream balls". She also is the one Aegle that romances the player.
  • Anti-Climax Boss:
    • The Hooligan Chieftain, final boss of Fractured Forest, is a joke if you know how to time your attacks. He has a lot of health and can poison you, but you can just block his attacks, stopping the poison, and chase him like most other bosses. You also have plenty of breathing room to heal.
    • The Guardian Golem, while it is the final challenge of Kurestal in the sequel and has many dangerous attacks, becomes progressively weaker. Once you destroy both of its arms, try to stun it and it becomes completely helpless if you succeed. Until a patch rectified it, making it harder.
    • The Great Coral Crab. It's massive, it's out of your reach most of the time, it has elemental attacks, and it heals when it's stunned, but is still relatively easy if you are skilled: just use any skill to reflect its bombs at it for fixed damage, hit it three times with elemental attacks for a stun and remember to defend against its own elemental attacks. Its second phase is actually easier than the first, because it throws more bombs that can be reflected and harmlessly destroys itself at low health, even if you don't get its life to zero.
  • Breather Boss:
    • Pirate Darkbeard is a quite easy foe, since you can time your shield right and deflect all his shots, the last of which will easily stun him.
    • Haman is surprisingly unthreatening considering how troublesome his cultists can be. His only move is a three-fireball barrage, and while they hurt quite a bit, the break between barrages is long enough that you can heal up for the next one fairly easily. As long as you reach him with enough health to survive the first barrage, the fight is all but won. He is also very easy to combat if the player has any experience with the first game, fighting like the bosses there.
    • Nestor is also quite easy compared to the grueling Sagacia enemies. His attacks don't deal too much damage, and he gives you a lot of breaks to heal up. Pretty much the only threatening move in his arsenal is the half-health gambit, and even then, the margin to make mistakes is quite large, compared to the aforementioned Guardian Golem, which, while otherwise easy, has gambits that are pretty much lethal if you fail to respond to them correctly.
  • Demonic Spiders:
    • The first game has the ninjas of the S-rank division quests. They hit hard, take a lot of punishment and work as a team, so they are the toughest foes in the game.
    • Cowardly Anti-Knights in Caldemount in the second game use ranged attacks that can take off large chunks of health at once, and retreat when you get close to them. They also tend to be shielded by tanky enemies, letting them shoot at you for longer. If you use a set that specializes in magical defense instead of physical ranged, they end up being harder than enemies encountered several areas later.
    • Sabrequeens in Aldor have a massive health pool and extremely high damage output, even for an area where the enemies have a huge increase in stats compared to the previous area. While they have no special gimmicks, their sheer stats allow them to quickly tear through players' health.
    • Venti in Regalle constantly use a wind attack to push players back until they get hit, at which point they start spawning high-damaging tornadoes. While it's possible to quickly blitz through them once you get close, the constant pushback makes it hard to do so in the first place. While being pushed back, you're unable to use skills, which can massively disrupt your rhythm. It's even worse when they're paired with the Ranger archers and mages, or the Mind Hives, making it take much longer to close in on them, and in many cases the pushback happens just when they launch their attacks, leaving you defenseless.
    • Also from Regalle, Ranger Mages have a highly damaging laser with a long windup. It's a matter of timing a block correctly to reduce the damage from it - however, it has inconsistent timing, and may fire early if you get too close. Once the laser starts charging, they'll teleport away once you get close enough. If they're shielded by other enemies, they'll get even more chances to take off chunks of your health. Since it's a magic attack, it can be made to hit even more times by the Daze status effect from the same area, and with enough stacks, it may deal enough damage to bring you down to zero health from full.
  • Even Better Sequel: The first game is full of great lore, lovable characters and addictive gameplay, but the second one added far more variety in mechanics and challenges, and it worked in its favor, as the gameplay is even more engaging. The bosses also improved greatly.
  • Funny Moments:
    • In Larielle's 5-heart event, she requests to go out with the Postknight.
    Larielle: N-no, FATHER!
  • Goddamned Bats:
    • Cricicles in Aldor go down quickly and don't hurt too much, but they leave behind a snowstorm that quickly freezes players, leaving them unable to do anything as enemies get free hits on them.
    • Churrels in Sagacia charge up for a short while, and if not interrupted by hitting them, shoot projectiles at a rapid rate that shred through players' health quickly. They're fine on their own, but when paired with tanky enemies, it's going to be hard to land the hit while they demolish you.
    • Surprisingly enough for the small version of the basic enemy, Dheep in Regalle can be a nuisance to deal with. They gain a damaging aura at low health, and if many of them stack together, it can quickly drain your health.
    • Mischimps, also in Regalle, drop banana peels that make you unsteady, forcing you to do a quick-time event where you must keep a gauge centered for about a second, which stuns you for a fairly long time if the arrow is allowed to reach either end. If you don't give it your full focus, or some other enemy decides to attack you, it's very easy to get put in a difficult position where failing is all but guaranteed.
    • The Mind Hives, while they only have to get hit thrice and are easy on their own, are a very annoying distraction when you face other enemies. You have to guard to damage them at all the first two times, and if you don't, you will suffer multiple hits at once. This can make you risk getting blown away by Venti or snared by elite Rangers.
  • Moral Event Horizon:
    • The Hooligan Chieftain crosses it by willingly helping spreading the plague in Fractured Forest. Even if he is the same person as the previous bosses in the first game, this is far more reprehensible than the simple thievery and piracy he did before.
    • Dark Knight Kraig crosses it by being the mastermind that spread the plague and hiring the Hooligans to help him.
    • Haman crosses it by kidnapping Magnolia to sacrifice her and blackmailing the village with destruction if he doesn't become the new chief.
    • Osric starts as someone who doesn't trust the Postknights and sees them as a threat to Kurestal, moreso after Kraig frames them. His actions are understandable until he makes the Guardian Golem hostile and frames the Postknights, just like Kraig, all to ruin their public image.
  • Obvious Judas:
    • Haman hides his intentions very well from several civilians, but his name, his attire, his shady deliveries and the fact he looks very similar to the bosses from the first game all but spoil he is a bad guy.
    • Zigzagged with Reviver Nestor. He tries to be on good terms with the Postknight, but the menacing look all but give away that he's the Evil Demon. However, the actual twist is that he has a good reason for his actions, and is also the Kind Spirit.
  • Ron the Death Eater: Lumero Felicity is a bad person for an NPC, but often fans joke she is as bad as Haman and Kraig.
  • That One Boss:
    • The Miner Chieftain from the first game. He doesn't retreat, so he gives you next to no breathing room, and he has a devastating melee attack that hits you several times. He is by far the hardest boss of the first game unless you focus on perfecting your dodge.
    • Captain Reinhilde is a pain to deal with. She starts the battle on her steed, which does not force you and her to trade blows like everything else in the game, either you or her get hit depending on your skills alone. So, you can lose the fight without landing a single hit on paper. On foot, she is a grueling Final-Exam Boss, who is still invincible half of the time, can attack with very fast and vicious combos, try to knock you off-balance which will stun you, has a kick that will definitely stun you, and follows with attacks worse than Nestor, the previous boss. She is also hard to stun, and can inflict the dreaded Daze, which allows her attacks to hit more times, dealing magic damage, and unlike the other negative status effects, it extends with potions, which you will definitely need.
  • That One Level: Regalle, the seventh area of the second game, contains extremely gimmicky enemies that synergize well with each other to make it hard to clear. It has an enemy that knocks you off balance, requiring you to complete a quick time event or get hit with a long stun, with the quick-time event itself being easily disrupted by attacks from other enemies, another one that periodically knocks you back, another one that is invincible until you defend against them twice, and one that makes magic attacks hit multiple times - in an area with a lot of them. Notice how many Goddamned Bats and Demonic Spiders entries there are from here. It's also home to That One Boss, which requires a lot of technique to get through.

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