Green_Hilltop: Awesome, thanks for the reply! Good to hear you're enjoying it!
Speaking of spells, maybe this can help you with the Samurai spells - I recommend Gamefaqs when you want to compare the differences and find out about how the spells work.
https://gamefaqs.gamespot.com/ps3/981422-wizardry-labyrinth-of-lost-souls There's actually some mistakes in the FAQs that I've noticed.
For example, if we look at the first FAQ listed, and the spell descriptions, here are some parts that aren't accurate:
* Steel Skin: Only targets the caster (not one party member), and actually works similarly to the Bishop's Magic Wall, negating damage to the caster until it shatters.
* Graupel Hail: Only hits one enemy (and is actually weaker than Flame Arrow, for whatever reason).
* Thunder Arrow: Is not "much more powerful than Flame Arrow"; it's actually the same strength despite being a higher level.
* Ice burst: Weaker than Graupel Hail, but at least it hits all enemies (not just a group).
* Ice Field: It *is* stronger than Ice Burst, but doesn't make it obsolete, and it's worth mentioning that Flame Field is still stronger. Cold Snap, just one level higher, is much stronger and still hits a group.
* Iceberg Rain: Also inflicts paralysis.
* Volcanic Field: Also inflicts fear (as well as doing good damage).
* Thunder Burst: Damage is low (but still better than Ice Burst).
* Cloud of Death: I believe this is a pure instant death spell, and that enemies that survive won't take damage at all.
* Lightning Arrow: Also inflicts paralysis.
* Torch Light: Is not extinguished by dark fields, though the spell won't let you see in them.
* Battle Aura: Affects the whole party, can be used outside of combat, and lasts until you leave the dungeon or enter an anti-magic zone.
* Ball of Light: See Torch Light.
* Advanced Reflex: Like Battle Aura, can be used outside of combat and lasts until you return to town or enter an anti-spell zone.
* Escape: Actually takes you to the stairs that lead back up to the previous level (so on B5F the stairs to B4F), regardless of how you entered the floor. Will not work if you haven't yet found that staircase (for example, if you entered via the elevator, though if you *have* reached the floor via staircase, using it from the elevator is a nice shortcut if you haven't found the control switch)
* Break Curse: I believe this just removes (and possibly destroys, haven't actually tried this) cursed items (thost that your alignment or gender doesn't allow); don't know if there's anything else it does.
* [Haven't tried Plague Cloud; maybe I should see how that spell works?] Edit: Plague Cloud only hits one enemy, and if successful I believe it lowers the target to single-digit HP without displaying a damage amount. (Think MABADI from Wizardry 1-3, but less reliable.)
* [Haven't tried Mirror Shield either]
* Smite: Only hits a group.
Green_Hilltop: Do you think the dungeon layout/structure is simplified and not as interesting as Tales of the Forsaken Lands? I really wanted to jump into this one until I read in the reviews that TotFL has better mechanics and dungeons, so now I'm thinking it might be better to go for the PS2 game as my first Japanese Wizardry.
I haven't played Tales of the Forsaken Land, so I can't compare, though to be honest, the dungeon layout is a bit lacking. Of the game's two main dungeons, the Dungeon of Trials is actually better in this respect, but Shiin's Dungeon has more interesting (and more rewarding) combat encounters. It also doesn't help that many of the events on the mid-levels won't trigger until you do a certain quest that you might not do until you've mapped those levels.
If you're looking for Japanese Wizardry, another option is Elminage Gothic; the dungeon design is more interesting there, but be warned that the game can get quite brutal after the first dungeon. (The game may not have the Wizardry name, but it plays just like a Japanese Wizardry game would play.)
Edit: Added detail to Plague Cloud, having tested it.