Part 132: Bonus: The Eldritch Hound
Bonus: The Eldritch Hound
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Okay, this update will be covering this piece of DLC. And since Ragnar Homsar won't be covering it in his LP, I'll go into detail on it myself.
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Incidentally, Ryle shares a voice actor with a character from EOU. I'll go more into detail on that later.
Also yes, that is indeed a reference to one of H.P. Lovecraft's works. Not the first time this series has done something like that either (See EO3.)
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With Flavio urging you on, you resume your exploration towards your objective.
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Chloe wrinkles her nose in disgust, and you suddenly become aware of an unpleasant, pungent odor.
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You concur with Flavio - absolute caution should be the order of the day if you are to progress further on this path. If you are fully prepared to face a vicious monster, then go forth!
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You begin searching through the hidden area in order to locate the missing fragment of the seal.
Spoiler alert: It's at the very end. But take the time to familiarize yourself with the area and make a good map of it first before heading there. Oh and the random encounters in this area are the same as the rest of this floor, so don't worry too much about them.
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Indeed, the fragment at its feet appears to be the missing piece of the spherical seal! To make matters worse, the monster is carefully poised before the shard, as if protecting it... It seems that if you wish to acquire the missing seal fragment, you will have to defeat this creature first. You can challenge the Hound of Tindalos to a fight immediately, or you can wait and simply observe.
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Interesting, it has a yellow aura instead of the purple one used to denote bosses.
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Here's my food and party setup for this fight. If you aren't at level 99, don't bother engaging it.
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Here we go.
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Tindalos
Level: 99
HP: 135000
STR: 95
TEC: 90
VIT: 70
AGI: 58
LUC: 63
Exp: 666666
Skills:
- Power Needle: Cannot be disabled. Deals 130% melee STR-based Stab damage to one target. Reduces the target's physical/elemental attack by 50% for 4 turns. Permanently increases Tindalos's physical/elemental damage by (35 * NumberOfTimesCasted)%. Has a 120% speed modifier and 99 base accuracy.
Tentacle Rage: Uses the head. Deals 3-6 instances of 90% melee STR-based Stab damage to random targets. Can hit the same target multiple times. Has an 80% speed modifier and 99 base accuracy.
- Shock Swing: Uses the head. Deals 80% melee STR-based Bash damage to each party member. Attempts to inflict paralysis on hit targets, with a 50% base chance. Has an 80% speed modifier and 99 base accuracy.
Venom Claw: Uses the arms. Deals 110% melee STR-based Cut damage to one row. Attempts to inflict poison and curse on hit targets, with a 25% base chance and 60 base poison damage (around 150 adjusted for level). Has an 80% speed modifier and 99 base accuracy.
Chaos Slash: Uses the arms. Deals 150% melee STR-based Cut damage to one party member, with splash damage. Attempts to inflict blind and panic on hit targets, with a 25% base chance. Has a 60% speed modifier and 99 base accuracy.
- Normal:
Odd Purple Hide. 100% chance. Sells for 44444 en. 1 needed to make
Toxic Gage (+5 DEF, +5 AGI, Increases Instant Death, Petrification, Sleep, Panic, Poison, Blind, Curse, Paralysis, and Fear resistances by 5%).
"Spongy skin from a toxic monster. Repels poison, but not so much as armor."
- Conditional:
Bound Talon (Kill while Leg bound). 100% chance. Sells for 88000 en. 1 needed to make
Toxic Cannon (+180 ATK, 5% chance to inflict Petrification, Sleep, Panic, Poison, Blind, Curse, Paralysis, and Fear).
"Thin, leglike talon Tindalos' body. The dripping poison is unlike anything known."
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Disable resistances:
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Description: A monster that pursues its quarry like any hunting hound. No one has outsmarted it!
Oh boy, look at that HP count, EO2U broke 6 digits at last, something no other game in the series has accomplished! Anyways, here's the thing with this fight, Tindalos isn't a boss, it's actually an FOE. And yes, there is a reason behind that distinction. As such, it doesn't really have an attack pattern, and doesn't have a wide variety of skills. It's not really an interesting fight, but it has almost as much HP as the post-game final boss! So it's kind of a slog.
A funny thing that can happen in the fight is that Tindalos has the ability to permanently power itself up by draining power from your party members. Now if you let the fight go on too long, Tindalos will absorb so much power to the point where the damage overflows back to 0%, and it ends up doing single digit damage for a good while. (What is it with EO2 and damage overflow?)
Tindalos is susceptible to leg binds, but it really doesn't serve a purpose other than getting its conditional drop. None of its skills use the legs, and it's not particularly evasive.
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Oh and Tindalos starts out the fight with an add, because of course it does.
Toxin Gland
Level: 99
HP: 15000
STR: 95
TEC: 90
VIT: 70
AGI: 58
LUC: 63
Exp: 0
Skills:
- Toxic Gas: Cannot be disabled. Used at the end of Tindalos's turn. Reduces the effectiveness of HP restoration on the party by 10%, with each successive cast multiplying the reduction further by 10%. The effect stops when the Toxin Gland dies.
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Disable resistances:
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All the Toxin Gland will do is place an environmental effect that lowers how effective all forms of healing are. If you don't find the need to do so, feel free to ignore it, as that's all it will do. Fortunately, the Toxin Gland will never respawn once you kill it, so feel free to go after it first.
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Which is what I'll be doing first after I prep up my party.
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Bah. Not that I really expected him to land the Blind that easily with Tindalos' 25% resistance to it.
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Okay, kind of off to a bad start here.
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...That was only 0.5% of Tindalos' max HP. We're gonna be in for a loooooong fight.
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This is the Toxin Gland placing an environmental effect that lowers how effective our healing is. It's not much at first, but it'll keep doing so for every turn it's alive. After 10 turns pass, healing is pretty much gonna do nothing. But once that thing dies, the environmental effect will disappear. Now I kinda need to make use of healing here, so I'm gonna focus on that first.
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Sheesh, I'm already being put into a bad position.
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I've got Force Reset and Force Charge, so I'm not too worried about Knight's Force in this battle. So...
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Let's get going!
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Gonna dispel that Poison first.
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The first thing I probably should have done is set up Prevent Order, as Tindalos likes to inflict statuses.
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Venom claw again. Good thing I had Prevent Order up.
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You know, that would be a lot of damage in other cases. But as it stands, Knight has barely scratched Tindalos.
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And the Toxin Gland is gonna make it even harder to heal.
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Might as well finish up the combo.
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I don't like wasting time healing up in fights, but I have to play defensively here since Flavio's having a hard time landing his ailments.
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I'll have Arianna chip in some damage.
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Yeah, she normally heals for around 200ish.
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I'm pretty sure I can take down the Toxin Gland in a timely manner. Tindalos, not so much.
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Well, that kinda sucks. But Knight is Transformed right now, and doesn't really care about losing 150 per turn.
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You know the drill.
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Ha ha! That'll make things easier. Though I'm not using the Blind food at the moment, so Tindalos isn't really a sitting duck. I'll still have to watch out for its attacks.
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Ready to see some fireworks?
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That was Shock Swing, which only missed the front row. Thankfully Bertrand and Arianna didn't get inflicted with anything.
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For the record, Toxic Gas affects all forms of healing, including Vampire. Fortunately Chloe deals enough damage that it still fully heals the front row.
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Okay, time to get rid of that gland.
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I was tempted to hit Tindalos with Hazy Arrow, but I think I'll use that on the gland, since I want it gone as soon as possible.
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Unfortunately, that wasn't enough to kill the Toxin Gland.
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Though it got it close enough to death.
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This fight is nowhere close to being done, so I'll just cancel Knight's Force Boost for now.
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Flavio will finish off the Toxin Gland.
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Oh hey, there's Sagittarius Shot.
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Don't expect this to last for long. Once your Fafnir knight is in the post-game, they should be spending as little time in the untransformed state as possible.
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Alright, that takes off a lot of pressure in this fight. Now I can just focus down Tindalos.
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Unfortunately, Arianna got Paralyzed, but whatever. I still have Barrier.
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Gonna work on building Knight's Force back up first.
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The Blind wore off, so I'm gonna Paralyze Tindalos now. Now I have the Paralysis food in effect, so if it lands, it'll be a sitting duck.
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It'll probably take a while for that to happen, but I'm not too worried.
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This should get Knight past 100 Force.
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Flavio has Hazy Arrow up, so I wanna make use of that. I'll have Chloe protect the team from ailments in the meantime.
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Just in case Force Charge decides not to boost Knight's Force all that much, I'll have Bertrand boost his Force with an Axcela.
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Oh wow, look at that sweet damage! Flavio is doing as much as Chloe's Ailing Slashes!
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Oh uh, this move is something to be mindful of.
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First of all, it hits pretty hard if you neglected to use Front Guard like I did. But it places a 50% damage debuff on the target. However, every time Tindalos successfully lands the debuff, its damage output permanently increases by 35%. And no, that's not a buff, so you can't purge it off. So letting the fight run on too long isn't advisable.
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Oh wow, just look at all that Force Knight gained! I'll be able to do (almost) back to back Transforms with that!
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Okay, now it's time to focus down Tindalos.
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Better revive Flavio.
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...That was only less than 3% of Tindalos' HP.
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But, might as well finish up the combo. Again.
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Ha ha! Well now, this is a nice turn of events!
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...That, wasn't much better than a Fire Wave.
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Everyone who's name isn't Knight is starting to run low on TP. (I love Force Energy.
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I'm planning on using Flavio's Force Break in a bit, so I also prep his Force Boost.
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I want Arianna to use Link Order when Knight attacks, so I'm burning her Force Break a turn early.
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1700 damage is decent, I suppose.
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Everyone should be able to last a little longer in this fight now.
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Okay, here we go!
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You know, that was a nice chunk of damage right there. I wonder how much more of the fight we have left to go?
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...We are 14 turns in, and we aren't even close to the halfway point!
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Oh well, let's get another Transform going. I'm gonna need it.
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And might as well get his Force Break off.
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One Delayed Chase, and Knight should be able to Transform again.
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And here we go. Again.
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Nice. It's been more than 8 turns since I first inflicted the blind, so I got another chance to land it again. I'll be alternating between using Blind and Paralysis.
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Okay, you know what? I'm gonna be honest, this fight is boring. Once the Toxin Gland goes down, any tension in this fight is gone and Tindalos becomes nothing more than an HP sponge. It's not a difficult fight at all, just really tedious. The difficult aspect of this fight is running out of resources. The worst part is, it was deliberately designed to be that way! Why? Oh, you'll see the reason for that soon enough.
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You know what? I think both the FOE and Transform themes are rather inappropriate for such a fight as intense and riveting as this. Here, why don't you listen to some music that's more fitting for this situation?
https://www.youtube.com/watch?v=Cvwlcr69FAI
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Transform Count: 4
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Transform Count: 5
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GOOD GRIEF, FINALLY!
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It took 37 turns just to kill that HP sponge! It would be nice if this is where the DLC ended. Sadly, there's more to go.
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You strike down the Hound of Tindalos, and obtain the barrier seal's shard laying at its feet.
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Chloe has been silent until now, but she tugs on your sleeve. She seems to have noticed something.
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Suspicious about where the stench is coming from, you stay on guard, surveying your surroundings. ...Could it be your imagination? You feel as if the air around you is starting to become oddly stagnant...
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The newly-appeared Hound of Tindalos locks eyes with you before giving an unearthly shriek of raw hatred! ...It seems the hound is after the piece of the seal you hold.
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You must keep the shard safe from the monsters' grasp as you head back to restore the seal!
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You cannot allow the seal's fragment to fall into the monster's hands. Now return to the room of the spherical seal!
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And here's the actual gimmick of this DLC. Oh, you thought the fight was the main point? No, that was a deterrent. Going through that fight once was awful and boring, and you don't want to go through that again, right? Because running into another Hound of Tindalos will start the exact same fight all over again!
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Could the Hound of Tindalos's foul miasma be preventing it from activating?
Yeah no, the thread is useless here.
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And Floor Jump is disabled as well. The objective of this DLC is figuring out how to get out of here while a bunch of FOEs pursue you. Oh, and killing it again is pointless unless you get cornered. It will just respawn again and do so indefinitely. I hope you made a good map of this area!
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You decide to head towards the perfect circle barrier in order to fix the seal there...
And if you use a Return Flute, this happens. So there is a way to reset the puzzle at least, if you screw up.
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I'll mark down the paths you need to take to get out of here. You'll need to use the ice tiles to get ahead of Tindalos. Though in some cases, you'll have to get closer to it, and then double back so it doesn't cut you off later. This room is one such example.
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Tindalos typically spawns in alcoves. Oh, and once you get out of a room, all the Tindalos' pursuing you disappear. You can use that trick to retry a room if you mess up the puzzle. I should hope this Hound of Tindalos would be easy to get past for you.
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For this Hound, you'll have to lead it around this pillar to get past it.
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You have to do the same thing here, but first you need to shorten the gap between you and Tindalos so it doesn't cut you off when you try to lead it around a pillar.
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And of course they also put in a few jump scares.
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For this room, you want to follow this path first.
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Then double back on the ice to give these Hounds the slip.
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For the next room, follow this path first.
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Then follow this route.
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Then use the ice to your advantage to get past this hound.
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Here's part one on how to get through this final room.
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And with that, we're out!
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As you press the shard against the small gap, the piece suddenly moves on its own, pressing against the chipped sphere! With some small popping sounds, the sphere seems to accept the shard, as if healing its damage...
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As the last fault disappears between shard and sphere, it takes on a strange, gentle flow... Almost instantly, the unpleasant smell fades from the room, and you sense no more monsters in the area. ...You appear to have successfully restored the seal!
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You have now completed the request. Return to the bar and report your findings to the researcher Ryle!
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...It would probably be best to console Flavio somewhat before you get back.
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Now we can use the Ariadne Thread.
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Not worth it.
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Though I suppose you can grind on this quest if you want to retire at 99, and then grind back up.
Anyways, once we leave the bar...
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So Ryle is actually Simon from EOU. He was the Medic in the player's party, and was also from the Midgard Library. If you want more details, play that game. Anyways, let's take a look at what Tindalos' drops unlock.
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The Odd Purple Hide unlocks the Toxic Gage, which increases the wearer's defense by a minor amount, and increases Increases Instant Death, Petrification, Sleep, Panic, Poison, Blind, Curse, Paralysis, and Fear resistances by 5%. Yeah, it's trash.
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The Bound Talon unlocks the Toxic Cannon, which has a 5% chance to inflict Petrification, Sleep, Panic, Poison, Blind, Curse, Paralysis, and Fear. Also trash, just like this DLC.
Anyways, next time...
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A trip down memory lane. Nostalgia, or
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