

Drawing magic was boring, but out-of-combat ways to get magic were too easily broken and exploitable. That said, it's hard to recommend trying to emulate the Junction System since it failed on so many levels. So you basically had to abuse the system to stay ahead. But monsters out-scaled the player because they were balanced on the assumption that the player would be using the Junction System to boost their stats. A lot of the tedium could have been avoided if playing normally was still a good option. Monsters scaling with the player's level was probably what broke the Junction System. Maybe another day I'll go over how monumentally dumb it is that every time you cast magic, you lower your equipped number of spells and thus actively and semi-permanently lose stats.

Unless you want to play cards with everyone for 20 hours at the beginning of the game, then up and downconvert items until you've got literally maxed out stats before the tutorial is over. Sometimes against bosses since they have higher/rare spells earlier. There are niche benefits for elemental/status spells, but usually better spell = more raw stat. Only specific monsters and location hold specific spells.Įquipping a spell lets you use it in combat, but more importantly it becomes linked to one of your stats(HP, STR, LUK, status resistance, etc.) Different spells have their own compatibility with a stat, with only a few maxing out benefits even at the item cap of 99. There is no limit, aside from tedium and bad rng, and noncombat sources are either nonrenewable, just as tedious as they run on IRL timers, or rely on midgame abilities and lategame knowledge of what items convert to what. Instead, you can spend a (relatively slow) action to Draw 1-10 uses of a spell from a monster. The Spell Junction system lets you store and equip spells as consumables. Click to expand.I assume you know that Final Fantasies have the basic colored damage juice spells: Fire, Fira, Blizzaga, etc.
