>with identification, items and herbs with different effects etc.
Are you talking about item identification? Aren't these the MD traits present in all MD games?
Chocobo has these too. When in a dungeon, most items will be labeled as ???????. You identify them with the Appraisal Glasses item, or they are automatically identified when outside a dungeon. The Scholar job has a skill that appraises, and there's a piece of equipment that automatically appraises whatever you pick up.
There are items with all kinds of effects too.
I've reached the post game now and have access to the ultimate dungeon. Just building up my equipment.
I love how you can attach attributes to slots to make your equipment do what you want. I originally had poison, blind, silence, confuse, sleep on my attack. I was almost always inflicting one of these. Sadly, only one can be inflicted per hit and you never know which.
I've swapped out a few of these now that I've come across more options. I've removed sleep, blind and silence in favor of slow and all.
Sleep isn't really that useful. You get a free attack but then they're awake again. Silence is good because it shuts off their special moves, but it doesn't work that well with confuse which is my favorite. If I silenced, then confused or vice versa, I end up with an enemy that can attack its pals, but only with its basic physical attack.
Similar issue with blind though not as bad. In this case blind doesn't effect special moves, and physicals still have a chance of connecting, but it's still limiting confusion.
Blind is still ok if you aren't running confusion because in some cases it almost works the same way. When blinded, an enemy can move the wrong way, or use its basic attack or special on nearby enemies by accident.
I had this cool situation develop when I was in a hallway. Just quickly regarding hallways, these are single paths so you can't be surrounded. Perfect places for funneling large groups. So what happened was I had like 6 enemies in the large room ahead. Blinded the one at the entrance with Thief's Blinding Needle, then this enemy, who has a move where it can blind everything within 1 tile range, did so on all the enemies clustered around the hallway entrance. This resulted in them launching attacks on each other or wasting their turn moving while I sat back giggling and throwing out attacks at whoever came near the entrance.
Some of their physicals missed and they didn't always use their specials. If they were confused this wouldn't have been an issue, which is why I decided to remove blind in favor of the other stuff. Not only is the other stuff more constantly useful, but it also ups the chance of confusion being inflicted.
Also, if I'm using Thief, I have Blinding Needles. I haven't upgraded all jobs yet and I'm wondering if any get confuse as a spell. I still need to fully level black, red and white mage so hopefully one of them has it. That would be great because all basic attack spells have a 3 square range in a straight line so I hope it's like that. This let's you use stuff from a distance or from behind your buddy.
Other ways I inflict confuse is with a Lamia buddy. She only has 1 square range but it's cheap to cast. You can also find spellbook items that let you cast no matter what class you are.
Confusion works on every enemy, but not every boss. No idea why. In those cases Lamia isn't that useful other than to provide another target for the boss and extra damage with its normal attack.
I kept poison because it's always useful and works on bosses. They get ticked every time they move or attack.
Slow is insanely good. You just can't argue with getting extra turns. Only downside would be you get a slow enemy when confused but it works on every boss.
All is very interesting. First, you can attach elements to you weapon or armor, and gain them in attack or defense. To get All, you have to equip a piece of equipment with one of each element. When you are about to fuse in your final element, it will combine all of them into one slot. Fantastic.
So you save on like 6 slots and have every element in attack and defense, with the exception of light and dark for some reason. Better to have two pieces of equipment with 6 slots to create your All, then fuse it to your main.
On my weapon I also have gold and trident. Gold prevents rust status which I believe is an MD staple. Not all weapons can be rusted so you save on wasting a slot on gold but those ones aren't as powerful. Max slots is 7, so you have more than enough even with gold.
Trident is super great. If enemies are in a horizontal line in front of you, you can hit all of them with one kick. Normally you have to turn and face the enemy. Trident becomes even better when inflicting confusion, slow or anything.
The last slot has Critical, but I'm thinking of swapping it out for Rage, which is a basic attack boost. It would probably be more consistent damage-wise. Critical and Rage would be pretty strong, but I don't want to lose trident.
My armor used to have a lot of negative status protection, but I removed all of them since I got the Ribbon accessory which prevents almost all of them. The ones it doesn't prevent are curse and stun, so I have those on now along with some other stuff like health regen while walking, decrease hunger rate, stealthstep (won't wake sleeping enemies) and mirage which ups evasion.
FUN.