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  • Anti-Climax Boss: Erim, when fought at the Tower of Twilight. Although it's undoubtedly the most emotionally intense fight in the game according to the story, the boss has unexceptional stats and few dangerous attacks other than an instant-death move or two. Of course, given that this boss follows up a difficult dungeon and another much more deadly boss directly beforehand, along with the plot significance and killer theme music, nobody seems to mind much.
  • Awesome Music: Whether 8-bit or beyond, Lufia always delivers in the soundtrack department.
  • Breather Boss: After having to complete That One Level Leydock's Mansion with just two party members, Leydock is a breeze. You get your whole party back, and neither the boss nor his flunkies have any especially nasty attacks and go down easily.
  • Complete Monster: Daos, for fun, crashes a wedding by casting a spell on the bridenote  so she sees the groomnote  and the other attendants at the wedding as monsters. Worse, Daos makes her as strong as himself, explaining the spell will only break until she or a victim is dead. This forces the groom to kill himself to stop the bride from killing her little sister. When Erim, unable to live with the atrocities she, and the Sinistrals, have committed, arranges for the death of herself and the Sinistrals, a wounded Daos summons Zalbak, a Animalistic Abomination with the last of his power. Having the Monster fuse with Erim, Daos reveals that Zalbak won’t stop until the world is ashes, while Erim will be Forced to Watch the world she loved be destroyed before she dies. While all the Sinistrals minus Erim have little in the way of redeeming qualities, Daos is not only the most threatening but also the one who goes out of his way to enjoy the suffering he inflicts.
  • Demonic Spiders:
    • Sprites and Elves are fast as hell, making it unlikely that you'll put them down before they unleash powerful spells. Dark Elves can even cast the multi-target instant-death Destroy. They also have a special movement pattern on the dungeon floor that makes it difficult to stun them and more likely than not that they'll get the drop on you.
    • Even worse are the Medusae line of enemies, especially the ones that start to appear around Amon's tower and parts of the Ancient Cave. They love to debilitate the party and are damn good at it before raining instant death spells on you, they're fast, and when they aren't raining instant death or debilitating spells, they're using Absorb to drain your mages of their magic; this is especially bad because X-Absorb, a magic spell Melphis and Seena can use, is basically the de facto method of killing them, since they're also incredibly resilient but have a weakness to that spell. About the only saving grace is that X-Absorb is almost certain to kill them due to their piss-poor HP, but you'll need the Cat Ring to make Melphis or Seena anywhere near fast enough to use the spell before the status effects start coming. The only other good method is X-Bombs, at a point in time where they aren't available in stores, meaning you'll run out of them fast.
    • MageGoblins can hit the entire party with Fireball, subvert Squishy Wizard by having a surprisingly high amount of health, and will cast Stronger when they or the other enemies in battle are low on HP. It doesn't help that they often appear with a group of 3 regular Goblins, which themselves are Goddamned Bats.
  • Ensemble Dark Horse: Deckard, naturally.
    • Gades's reactions to Wain's stupidity make him quite popular in this game.
    • Aima is also incredibly popular for being one of the first Lufia females to be the main damage dealer in the party.
    • Melphis isn't far behind, creating a subversion apocalypse of royalty stereotypes; she's not some distressed damsel who needs help, she's a pissed-off princess whose father was murdered by their advisor and she will have her vengeance. And the best part is, Wain and his gang don't do it for her; she joins the party and proves just how much ass she can kick.
  • Game-Breaker:
    • Goddess Tears restore 200 HP to the entire party and can be found in random chests inside of dungeons. Your dedicated healer won't be able to heal that much with Champion X until late in the game.
    • PercentDamageAttacks are not resisted by bosses, meaning that the humble Head Crush IP can significantly outdamage other abilities at the beginning of battle.
    • Ruby's Double Up IP ability—a Fixed Damage Attack that, with a little luck, can do thousands of damage when the rest of your party can only break 1000 with high-multiplier IP attacks. Heck, if you're lucky enough you can even one-shot the final boss!
    • It's possible for Zombies to drop the Alumina Sword, a sword that outclasses almost all end-game weapons (+480 ATP, higher than the Dual Blade!). Zombies first appear in the fourth dungeon of the game. If you get one, Wain will 1-shot every single enemy you encounter for at least half the game and make bosses a joke as his attack damage shoots up from about 50 per hit to 300 or so.
    • Here's a fun trick. There are some rings that grant their holders the ability to use certain spells. Now, mages can equip them too, but at first glance, that seems useless; why give Melphis a ring that gives her ice magic when she can already do ice magic? Well, whether by glitch or by intention, wearing a ring that grants a character magic they already have doubles the damage of the element associated with that spell. Giving one of these rings to Melphis, who has the highest natural magical power in the game, means you can rip through pretty much any enemy with her ice spells.
  • Memetic Mutation:
  • That One Attack:
    • Any ability that can cause confusion on multiple party members, since only up to three characters can be commanded per turn and the only item that can cure confusion from multiple characters is rare and hidden.
    • Also Divine Weapon, which hits the party no less than seven times for heavy damage. Good news, it's exclusive to the Ancient Cave's final boss, and it's only used the moment the boss Turns Red. Bad news, said boss can alternate between her regular and powered forms every few turns.
  • That One Boss:
    • The Pirate Head and the Pirate Boss, due to being accompanied by two effectively-immortal Pirate mooks (as they're dismissed after acting and a fresh pair is summoned by the Head/Boss on his turn).
    • General Gohl loves to spam Confuse Powder on your entire front row, leaving who are likely your strongest attackers liable to wipe out the rest of your party. The battle becomes much easier if you only leave one character in the front row.
    • The Battleship. While it frequently wastes turns, its extremely high defense is a problem without defense-piercing IP abilities or defense-down debuffs and it hits extremely hard.
    • Amon, for his Spiritual Force of Chaos attack—hits every party member and has a chance to confuse. There's only three items that can prevent confusion at this point, with one of them being exclusive to Seena.
    • Guard Daos can also use Spiritual Force of Chaos, alongside other status effects, high damage, and boosting its own attack and defense to astronomical levels.
  • That One Level: Leydock's Mansion. You lose all but two of your party members (Wain and Dei) while fighting the enemies from the previous dungeon. Including Dark Elves, who can cast the aforementioned Destroy—and with only two party members on the receiving end instead of up to nine, there's a very good chance that it'll kill both characters together. Fortunately, Leydock himself is a solid Breather Boss.

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