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  • Awesome Music: Rimsala's second phase comes with arguably the most well known and empowering song in the game, Second Armageddon.
  • Better Off Sold: The Golden Sword and Rococo Armor (a suit of armor made up of precious gems and metals) are pretty much useless in combat, but can be sold for a fair amount of coin at the weapons shops.
  • Complacent Gaming Syndrome: Until the final party of Teefa and Darwin forms, all that honey you are collecting is going down one mouth. Both casual and veteran players will largely gravitate towards filling Rooks up with the honey being collected because Rooks is never not in the party. Because Arcana is a rather short RPG with the other four party members falling in and out of the core team as they please, a rookie player won't know who to kit out for the adventures ahead, whereas a veteran will know Salah spends the most time in the party and Teefa and Darwin are the ones brought to the final dungeon, so they'll plan accordingly and give the majority of the honeys to the mainstay and maybe pass on a few to Salah and Darwin. The worst part of this is that if characters ever leave your party, the stat boosts they get from honey are rendered null and void, meaning that you can fall into the trap of giving Darwin honey in the penultimate chapter and then lose everything you gave him in the transition to the final chapter because you gave him honeys too early.
  • Demonic Spiders: With sufficiently powerful spells, a group of spellcasters will tear your party apart in a single turn.
  • Goddamn Bats: Spellcasters. Any spellcasters. Especially if they attack in groups. Except for some Attribute spells, all spells attack the entire party one at a time, and if a ton of them decide to start spamming spells, it could be a long time before you can act again.
    • Similarly, any enemies that can inflict status ailments (usually Sleep.) It's so much fun when your entire party is put to sleep and you're only left with your spirit (who's immune) trying to cast spells or just chip away at them with your puny physical attacks to get rid of them.
  • That One Level: The Ice Mine. Absolutely massive and labyrinthine, full of staircases to take you to different floors, (making it hard to keep track of where you are even with the in-game map), and chock full of tough enemy encounters that usually group up in mobs of 5 or more (and lots of them are spellcasters.) Rooks also has to solo the beginning of the dungeon until he can track down Axs. To add insult to injury, the boss is That One Boss because you don't have any reliable source of water attacks (the boss is fire-aligned)... and right after you beat him and finish the level, Axs reveals that he had the water spirit's card with him all along and gives it to you. Gee, thanks.
  • The Scrappy: Axs doesn't endear himself much to fans. He has the shortest run time of any party member, meaning people spreading out their honeys are going to gnash their teeth upon seeing him leave the party when there's still quite a bit of game left, and that's not getting into his contribution to That One Level. Axs hits hard but has nothing else going for him in a game where the Black Mage (Teefa, Salah) and the Jack of All Trades (Darwin) already hit around the same weight class and distinguish themselves with the spells they get... whereas Axs gets four spells total, none of them especially groundbreaking. As for his contribution to That One Level, he makes the boss fight so much more difficult because he doesn't just give Rooks Marid as soon as the two meet up; Rooks has to prove himself a 'man' for Axs to fork the card over. Not only would it have made the boss fight far easier, Marid also has the only spirit-exclusive group heal spell, which would have been perfect for the log slog the Ice Maze was to get to the boss in the first place.

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