The Woobie: The people of Bograth are almost nothing but Woobie-people. Poor folks.
Tropes found in the video game include:
Breather Boss: Korg the second time you fight him, who comes before Zet and Morag. He summons many more creatures than before, but all of them are more Stone Walls than anything else, and they still come out slowly.
If you have any decently trained Naroom dream creatures (or a Hyren), then Warrada is this as well.
Disappointing Last Level: The game's final dungeon is actually treated as a small overworld area - meaning you won't be plagued by random encounters at all. However, the game manages to keep the core looking scary, as you must pass by statues of magi. Including important Magi you saw "killed" in the game.
Good Bad Bug: Shopkeepers will sell you a variety of gems, that increase your monsters' stats in battle, for five animite. They'll happily buy it back from you for eighteen, permitting you to max out your money count within minutes of starting the game.
Scrappy Mechanic: Random encounters in the Shadow Geysers... and this applies to the shadow hold, too. Everywhere else you can actually see the encounters.
That One Boss: Zet actually proves to be one of the harder bosses in the game, with the ability to act twice in one turn and very high energy. This is especially surprising given how relatively easy Korg was, and funny considering that Korg spent the entire game bossing Zet around.
Morag is also pretty bad. Especially since, aside from Zet's Cunning Blow, Morag knows the most potent enemy spells in the entire game.
That One Level: The Shadow hold - easily one of THE most annoying levels in the entire game if not video game history. It's so bad, the dev team actually lets you skip it. But... skip it and you might lose your chance at the Golden Ending.
Iron Woobie: Strag, if he quit resisting at any point of his like to the outside pressures trying to get him to break his ethics, his life would have been significantly easier. Admittedly he probably would have ended up evil if he did.
Tear Jerker: Strag reconciling with his dad only to loose him to amnesia that Chur threatens to be permanent if he doesn't join him. Strom telling Strag not to give into Chur and that they can always make new memories.
Chur's backstory and heroic sacrifice to save Tony.