Part 15: Snake Joke
Update 10: Snake Joke
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I grinded for a bit to get some Gel Cores to get unlocks I was missing. If you want an idea of how painful that was, not only did nearly everyone gain a level, but:
* Out of roughly 30 battles or so, I had TWO CUBE GEL ENCOUNTERS, and only ONE gave a Gel Core drop.
* I ran out of hard drive space on my SSD trying to record it and didn't notice until I'd distributed everyone's skill points.
So I lost the footage of the level ups. They were all uninteresting anyway.
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The results of the latest ad campaign.
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I also upgraded the East Ward to the point where the Clinic Medics moved in. I have my reasons for this.
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And before we go, I set up some new ad campaigns.
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If you'll remember last time, we absolutely trounced the Boar Captain that's supposed to be the backbone of a puzzle in the lower left section over there. We'll be going through the area you're intended to go through before proceeding.
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Oh yeah, I didn't post the Wereboar profile last update since we didn't really fight them.
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Wereboar
HP: 204, STR: 15, VIT: 12
Skills:
- (G) Charge
- Normal: Chipped Blade
- Normal: Cut, Stab, Bash, Fire, Ice, Volt
- Normal: Poison, Paralysis, Panic, Curse, Fear, Petrification, Instant Death, Stun, Head bind, Arm bind, Leg bind
- Weak: Blind
- Resist: Sleep
A boar that wanders Ginnungagap. It prefers to stampede first and ask questions later.
Pretty unremarkable enemies. They don't hit that hard and go down pretty easily. Be wary of them when they're summoned by a Boar Captain, though, since Boar Captains use them for Command Boars.
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The Wereboar didn't even get a chance to hit me.
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There really is nothing interesting about this area, it's just a bunch of dead ends you have to go through to set up the puzzle.
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Ah, something interesting.
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Dread Hydra
HP: 381, STR: 17, VIT: 15
Skills:
- (G) Horror Banquet
- Normal: Bony Scale
- Normal: Cut, Bash, Fire, Ice
- Weak: Volt
- Resist: Stab
- Normal: Blind, Poison, Paralysis, Panic, Sleep, Curse, Fear, Petrification, Instant Death, Arm bind, Leg bind
- Weak: Head bind
- Resist: Stun
The central head directs all the others, with their sharp, fearsome fangs.
Dread Hydras got demoted from being lategame FOEs in EO2 to a normal Ginnungagap B1F encounter here. Horror Banquet can pretty easily kill one or even two people if you get unlucky with the random-target RNG, but the Dread Hydra's weakness to head binds will make them completely worthless. These things shouldn't give you too much trouble.
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You can see how much damage Horror Banquet normally does here. Ursa would be pretty seriously hurt if the Dread Hydra wasn't blinded.
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If the Boar Captain were still alive, we'd be able to bolt for the door before it could catch us once the bridge is lowered.
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If Hit-Taker was one level higher, Ursa would've died from tanking that last hit. That's something you have to be very careful with when using a Beast: they're effective tanks, and have lots of HP, but they can still only take so much damage.
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Dread Hydras pretty much only ever show up in battles alone, though, so while Horror Banquet can hurt pretty badly, they generally don't have any follow-up to capitalize on the damage.
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I could just kill every Boar Captain we come across, but having to go back to town for every single one would get really annoying, really fast.
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So here's the puzzle for this boar. You remember how we could get around the Raptors by just circling around piles of rubble?
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Same principle here. If a Boar Captain doesn't have a path to chase you with, due to drawbridges being raised, it'll de-aggro and just walk to a certain spot.
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Can never have too many of these.
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It's kind of hard to see here, but there's anther 3x3 tile area with a hollow center to the south of where we're standing. The goal here is to lure the boar we're looking at right now to that area, then lure the other one near the door to where we are right now. Seems simple enough, right?
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One down.
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And we can proceed now. This is why I'm opting to do the puzzle instead of killing every Boar Captain--my strategy of using everyone's Force to guarantee they die would mean I'd have to go back to town for every single boar.
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Ginnungagap B1F has no shortcuts aside from the one at the very start, but the bridges are pretty much half parts of puzzles, half shortcuts. Given that we now have easy access to here, I head back to town.
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Didn't unlock anything at Sitoth. Just bought a bunch of Medica IIs since Ursa's been tanking a lot.
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We're nearly done with Ginnungagap B1F--just one more puzzle to go through before the end. Ginnungagap floors tend to be much, much longer than your standard Yggdrasil Labyrinth floor.
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I'm skipping pretty much every random encounter because they're all really, really boring. They're either a single Dread Hydra, or some combination of Wereboars and Haggises.
Nadia got a level up from one of said unremarkable battles. Another level into Paralysis Arrow, which increases the damage a slight amount.
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Encounters like this are kind of a pain, given that you want to kill the Haggises really quickly, but they're positioned in the back row.
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Therica As purge all binds from one party member. There's a food at FOEbucks that increases the range to line-target, as well.
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I'd like to take this time to comment on how FOE vision works on the map. Notice how we can see a Boar Captain on the map, despite the fact that we haven't entered the room it's in yet. This is because any given map tile is considered "undiscovered" until the player walks within a certain distance of it, with the player's vision field being a 4-tile radius circle around them. Once a tile is within that vision range, it is considered "discovered," and outside of a few specific FOEs later on, will always show where an FOE is and what direction they are facing.
This system was introduced in EO4, although actually seeing what tiles would display FOEs and what wouldn't was introduced in EOU.
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So we have a couple Boar Captains to deal with in this room. The idea is to lure the boar in this area over to the area in front of us...
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But what actually happened was I fucked up and got sandwiched between two Boar Captains.
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Good thing Boar Captains are easy fights. Still came pretty close to disaster here; if that other Boar Captain had joined in on the fight, I would've been forced to try to run, since everyone's Force was expended by that point.
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Unfortunately, taking that long with the fight poses an issue. The Boar Captain is now one tile behind me, which means I can't close the drawbridge on it.
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What follows for a solid two minutes of raw footage is me being an idiot and not understanding how to get out of this situation to proceed.
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I finally realize that I just had to let the boar return to its original position before luring it over here, which means we can finally proceed.
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So. This boar.
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You might think it's as easy as luring it down to this area and bolting for the treasure chest, followed by the door.
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Until you remember that drawbridges can only be raised from one side. I probably could've just raised the drawbridge from inside the loop and then made for the door, but the thought didn't occur to me while recording.
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Somas restore the entire party's HP for a bit more than a Medica. Very, very useful items, especially if you don't have a Medic, support-oriented War Magus, or Sovereign on hand.
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Even with Floor Jump making Ariadne Threads not as ueful in some situations, you still always want to have one on you just in case something like this happens.
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Dragonscale Bow is unlocked by selling 1 Bony Scale. It gives +2 ATK compared to the Kagenui, at the cost of lacking the TP and VIT bonuses. No thanks.
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Ad campaign results. I didn't start a new one after this because most of the food we have is out of ingredients.
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Anyway, beyond the door...
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Another door, as well as a drawbridge shortcut. When we approach the door, this happens:
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SYSTEM: Check your current status. If you think you are prepared to take on a powerful enemy, then enter with weapons drawn!
Well, I just rested up at the inn. Charge!
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You might be wondering, shouldn't there be a boss video link here? Well, uh, funny story about that. See, I didn't actually go into the Basilisk fight here expecting to win, so I didn't have audio recording set up. And, not to spoil anything, but after I won, I overwrote the save file I made right before the fight. Whoops. Oh well, a video would be kind of extraneous for this fight, for reasons you'll see shortly.
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Basilisk
HP: 4320, STR: 19, VIT: 18
Normal attack type: Cut
Skills:
- Dark Moon: Uses the head. Single-target Bash attack with splash damage. Has a chance to bind both the primary and splash damage targets' arms.
- Impairing Claws: Uses the arms. Four random-target Cut attacks. Can hit the same target any amount of times.
- Pound: Uses the legs. All-target Bash attack. Has a chance to paralyze hit targets.
- Doom Breath: Uses the head. Reduces one row's maximum HP by 50% for 3 turns.
- Normal: Stiff Skin
- Normal: Cut, Stab, Bash, Fire, Ive
- Weak: Volt
- Normal: Blind, Curse, Arm bind
- Weak: Poison
- Resist: Stun, Leg bind
- Nullify: Paralysis, Panic, Sleep, Fear, Petrification, Instant Death, Head bind
A snake-like monster guarding Ginnungagap with its awesome power of petrification.
Basilisk is a really annoying boss. It has less HP than Chimaera did, even after the pits, yeah, but Basilisk has an extra annoying thing it'll show off in a few turns that makes it a shit-ton more annoying to deal with.
Dark Moon is very annoying, as arm binds shut down pretty much every front-row damage dealer class.
Impairing Claws is pretty much a roulette: it'll either leave a good portion of your party injured but alive, or leave one or two characters dead.
Pound is very dangerous. It already hits quite hard, and is all-target, but the killer part is the high-chance paralysis. I've had quite a few Basilisk attempts in other runs ended when it was so close to dying through Pound paralyzing a majority (or, in a few cases, ALL) of my party.
If you're using a Beast, you may want to keep them in the back row so that Doom Breath probably won't hit it--in my experience, Basilisk targets the back row with Doom Breath very rarely.
Basilisk's pattern roughly goes as follows:
100% HP to 80%: Attack or Dark Moon.
80% to 50%: Attack, Dark Moon, or Impairing Claws. Prioritizes Impairing Claw after destroying the first Eyes.
50% to 40%: Opens the phase with Doom Breath. Then, Attack and Impairing Claws. Will re-use Doom Breath every 5 to 7 turns or so.
40% to 20%: Attack, Dark Moon, Impairing Claws, Pound, Doom Breath. Doom Breath is used rarely. Begins prioritizing Impairing Claw and Pound over Attack and Dark Moon.
20% to death: Starts using everything pretty equally.
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I opt to believe in the RNG being on my side, so I don't enable War Edge Power on Colette yet.
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I...don't entirely know why I casted Self-Defense, in retrospect. It's a very minor defense buff at its current level.
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Ranger prepares to end games.
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Basilisk nulls paralysis and sleep, so Nadia's only disable option is blinding it.
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And Milly will open, as usual, with Warrior Song.
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Sometimes, the RNG blesses you with the holiest of gifts.
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With Colette outputting this much damage, and not having used War Edge Power yet, along with Ranger, the fight should be over pretty soon, right?
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And the demolition derby begins.
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I'll hold off on Shelter Song, given that Basilisk is blinded. I'll give a minor buff to Ranger's damage, instead.
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Around 260 damage or so from Thunder Wave...
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Plus that.
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And say hi to Basilisk's main gimmick: the Basilisk Eye.
[NO IMAGE]
Basilisk Eye
HP: 680, STR: 0, VIT: 16
Skills:
- Stone Gleam: Casted 3 turns after appearing, then every turn after one turn from the initial cast. Attempts to petrify one row. Very high infliction chance.
- None
- Normal: Cut, Stab, Bash, Fire, Ive
- Weak: Volt
- Nullify: All ailments and binds
When Basilisk drops to 80%, and later 40% HP, these things will appear. Kill them immediately, even if you don't have good multi-target damage. Petrification is, for all intents and purposes, death that can be treated with Therica Bs and Refresh--this includes causing the row swap that normally happens when one row dies, and if your party is either all dead, petrified, or some combination of the two, it's game over. You basically have no time to treat the Stone Gleam petrification; even if you get a line-target Refresh or Medical Miracle off, your back line will probably die before you can swap the rows back to normal.
If you have a Sovereign, Prevent Order does block petrification, so it can buy you two extra turns to deal with the Eye, or, if your Sovereign is fast enough, basically trap the Eyes in an infinite loop of casting Stone Gleam on a Prevent Ordered row. Beware that the Eye can cast Stone Gleam on the back row, though, and Pound can fuck up this strategy if it tries to inflict paralysis.
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Given that we have Ranger and Nadia, I'm taking a bit of a gamble. I'll have Colette keep hitting Basilisk with Ailing Slash to damage it as much as possible, instead of going for the Eyes.
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Ranger will prepare to destroy the Basilisk.
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And Nadia'll use Summer Rain to damage the Basilisk and the Eye.
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Just short of half of the Eyes' HP, and around 320 damage to Basilisk. Not bad.
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The blind on Basilisk wore off, so I have Colette enable War Edge Power.
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This is gonna be fun.
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And Milly will demonstrate why Troubadors are amazingly broken supports.
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Around 400 damage to open Accelerate...
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We are up to around 1000 damage from Accelerate now...
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And Ranger dealt around 1800 damage in one turn. Accelerate is already really goddamn powerful, but Crusade + other buffs pushes it into "obscenely broken" territory.
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Basilisk normally gives me fits in my other EO2U playthroughs, so trashing it in 4 turns gave me a very good feeling, to say the least.
I should note, by the way, that Ginnungagap bosses are one-time fights only. You can't ever fight them again after killing them the first time.
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SYSTEM: You have successfully defeated the cruel monster known as the Basilisk! ...Catching your breath, you survey the remains of the creature, and determine it to be the beast you were ordered to slay. All that remains is to report your success to the bar, and draw this mission to a close.
Before we ditch Ginnungagap, there's two more doors left in this room.
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And in this treasure chest: garbage! Wisdom Horns mean that you will always spawn a Grimoire during a Grimoire Chance. You have no control over the skill the Grimoire has, though, which makes the Wisdom Horn pretty much just vendor trash. It sells for a nice amount, at least. And through the other door:
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SYSTEM: Perhaps later, once you have taken a new request and it becomes necessary, you may have some interest in exploring further.
Yeah, the game just kinda arbitrarily limits us from going further here. Oh well, back to town.
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A minor damage boost for Ailing Slash.
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A minor debuff increase for Beast Roar. In some ways, Self-Defense is the better skill for reducing the damage your Beast takes, but Beast Roar has the advantage of having Preemptive Roar alongside it, which I'll explain once we get it.
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Maxing out Delayed Chase/Blade Recoil would bump the TP cost pretty significantly, so I opt for investing in Freeze Saber instead.
For the record, Fafnir's Custom screen is a little special. Any skills that give extra skills while Transformed have the Transform skill to the right of the original.
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And a minor boost to Shelter Song. If Ursa's in the party, it's kind of redundant due to Beast Roar, but oh well.
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Alright, let's take on those other 6F quests now.
Medicinal research:
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Urban planning:
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Man down:
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I'll talk to the other bar patrons in a bit. Firstly, the quest patron:
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So this quest has two options, and is the first in a series of reworks of a certain type of quest from EO2. EO2 had a bunch of quests that required you have a guild member of a certain level, or with a certain skill leveled up. Here, the quests either give you the option to dispatch a guild member with very general and low-level requirements (all we need here, I'm pretty sure, is an Alchemist that knows Fire Formula), or do an alternate task--in this case, giving the man a Fire Jar.
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I opted for the former. (Look at the bottom right.)
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Oh yeah, that East Ward development quest. I already fulfilled it at the start of the update.
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Another status ailment weapon. This time it inflicts sleep, and is an axe. ~ w o w ~
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Fire Mists considerably reduce Fire damage taken by the party and all enemies. It has a use at the end of the 2nd Stratum.
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NOW we talk to the bar patrons.
Adventurers in matching gear:
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Well-informed man:
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Ostentatious woman:
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One-eyed gunner (couldn't find an appropriate portrait):
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I always wonder if the guilds that have members die permanently in the forest just lack Nectars or a sufficiently-advanced Medic. It's not like we have any issues cheating death.
Girl in a white sundress:
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Also, everyone in town has new Cafe dialogue now that we finished all the 1st Stratum recipes. Here's Cass's:
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Over to Regina.
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I wanted to get Abigail's cafe dialogue, but taking Medicinal research overrides her dialogue.
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Easy enough. Mint Leaves are pretty common takes from 6F.
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Snakeskin Shield is unlocked by selling 1 Stiff Skin. It provides a pretty decent DEF bonus, but also provides 25% resistance to petrification. Which would be nice if petrification ever showed up again before the 4th Stratum.
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Marion's cafe dialogue.
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Dubois's cafe dialogue.
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Hanna's cafe dialogue.
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And lastly, Quona.
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