I actually liked that feature: it gave you a tiny bit of control over what stats would be boosted and what abilities (spells) would be learned, sort of like a rudimentary multiclassing. You had to decide ahead of time which characters needed which statboosts, and it made you prioritize the recovery of certain magicite shards over others. By swapping magicite around and farming levels, you could come up with some interesting builds.Having recently gone back to re-play that game, since I now have access to a version of the game which isn't crippled by bugs, I have to say that the playability is not all it's cracked up to be. The fact that permanent stat boosts are assigned based on which specific magicite you have equipped at the time of level-up means that there's a lot of XP-countdown-watching and magicite shuffling between fights, which could have been easily avoided if the magicite simply gave a stat bonus while it remained equipped.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.