Part 37: Food and Fakes
Update 29: Food and Fakes
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Monster Fish Panino increases EXP gain from battles by 20%. Kind of a crappy effect, but it's one way to speed up grinding if you don't have the Yggdrasil Clover DLC.
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Crab Cream Croquette increases all party members' LUC by 10. Unlike the other two foods, this one is really, really good. Having 10 more LUC makes a really serious difference when trying to inflict ailments and binds.
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Forest Paella recovers 2% of each party member's max TP per turn. I prefer the Walnut Rye Bread, honestly.
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Apple Sauce Bison Steak disables preemptive attacks and blindsides, aside from scripted encounters, walking into an FOE's back, and an FOE walking into your back. Not a fan of it--in fact, I'd call it "a complete waste of the food slot."
You might've noticed that I just cooked all the Western Food 3 foods.
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Let's talk to this guy again, because of it.
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The Hit-Taker Grimoire is pointless, as are these level ups, because...
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Meet the new party for the first half of the 4th Stratum. It's honestly decently well-balanced, if a little support-heavy. Then again, Realga'll make sure the enemies will have to work to bring down Ursa, and Freyja has insanely easy setup for Ecstasy now that Sophie's here.
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As for skill builds, I had Freyja max out Gag and Cuffs just for the extra bind chance and damage. I left Shackles at 7 since leg binds, honestly, just aren't as useful in most situations as head and arm binds are.
She also has some points in Phys ATK Up, giving her a 9% boost to her physical damage. No, I'm not investing in Phys ATK Up for the Bait skills, they're really goddamn terrible. Honestly, Freyja's just going to be getting a lot of passives from here on out.
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Asriel's actives haven't changed at all. All he's done is max out Phys ATK Up, giving him a 15% boost to his physical damage. At level 8, Phys ATK Up unlocked Pre-Initiative, which passively increases damage and accuracy when the user attacks before their target. Aside from level 9 (13% on Pre-Initiative vs. 14% on Phys ATK Up), its scaling is identical to Phys ATK Up.
Asriel will probably be taking a Rest before the end of the Stratum, since Horse Slash is starting to drop off in usefulness.
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Leveling up Protect and Hit-Taker both to 3 unlocks Protection Vow, which decreases all damage the user takes and will automatically shield any party member under 50% HP from any attack for a certain amount of times per turn. At level 7, it reduces all damage by 27%, can protect a maximum of 4 times per turn, loses 12% chance to block per activation, and lasts 5 turns.
The important parts about Protection Vow are that:
a) The damage reduction applies even if the user isn't actually activating Protection Vow.
b) The user can still act fully while under the effects of Protection Vow.
This means that, for now, I can just use Protection Vow to cut Ursa's damage and then have her spam Hit-Taker.
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I had Realga put one more point into Revive, which unlocked High Regen. High Regen places a buff on one party member that restores their HP at the end of the turn, reduces the amount of time they need to naturally recover from ailments/binds, and supposedly reduces the chance of the user being inflicted with ailments/binds, but hell if I can reliably test that. It's a very situational skill--however, it's useful with a Beast.
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Sophie took a Rest, and I shuffled around her skillset a LOT. Venom Curse was useful for a while, but I want her to actually disable enemies now. We're also at the point where taking the chance on enemies hitting through Blind isn't something I'm comfortable with.
Instead, she has maxed out Curse Mastery, 5 points each in the binding Curses (for setting up Ecstasy), 6 points in Torpor Curse (the Sleep Curse, if you forgot), and a maxed out Evil Eye.
Evil Eye attempts to inflict Fear on a row of enemies, but more importantly, has its own small skill tree. Each of the Word skills only work on afraid enemies, and will completely override their action for the turn. Shielding Word tells one enemy to tank a certain amount of damage instances at the party for one turn--worthless in boss fights. Conflict Word tells an afraid enemy to attack other enemies--again, useless in boss fights, but a roundabout way of having Sophie contribute to random encounters.
Suicide Word is definitely the most useful of the Evil Eye tree. It targets one afraid enemy, and has that enemy attack itself a certain amount of times with a damage boost. It was more useful in EOU since enemy HP totals relative to their auto-attack damage were much lower, but it still has its place in EO2U.
Before we get to the main event, Regina has some things to tell us.
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One more thing.
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Regina basically told you everything you need to know. The Gourmet King will randomly show up in a certain ward, and whenever he shows up, the ward will buy every type of food, and at basically the maximum amount.
I'm really bad at remembering to take advantage of advertising, so we'll see him the next time I remember.
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Also, our maximum number of campaigns got bumped up again. Same conversation as before.
Let's take care of An outing in the forest. From the inn (no screenshot):
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SYSTEM: Her voice is shaking slightly. She may be nervous at the unfamiliar surroundings, or scared for her safety--or yours.
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SYSTEM: At your words, her hesitant smile returns. For the sake of her peace of mind, you should likely proceed more cautiously than usual as you move forward. You sternly repeat this thought in your mind as you start on your path.
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SYSTEM: You briefly chat with the girl, walking towards your destination: the room with the pure, clean air.
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SYSTEM: The sparkle in her eyes fades as she drops the subject. Focusing on the task at hand, she seems to be back to her shy self. You agree that now is not the time for chit-chat, and resume your exploration.
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The nature of the Blue Gel's patrol pattern makes it easy to get a preemptive on.
I already posted the Blue Gel's info in update 25, so let's just get a reminder of its stats.
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Blue Gel
HP: 7197, STR: 39, TEC: 37, VIT: 29, AGI: 22, LUC: 35
Damage resistances:
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Disable resistances:
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Let's fight this thing for real. All the Blue Gel will do is either attack us, or cast Elemental Gel. Ursa makes the attacks a non-issue--the real challenge comes from not running out of TP, since this stupid thing halves all physical damage.
It's worth noting, by the way, that I had the party consume the LUC +10 food before the fight, to give Freyja and especially Sophie greater chances of inflicting disables.
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The Blue Gel has less resistance to head binds than arm binds or leg binds, so I'll let Freyja handle it instead of Sophie.
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Asriel needs to set up Upper Stance.
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Just making Ursa's job even easier.
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This Warrior Song Grimoire has served Realga very well.
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I haven't gotten a chance to actually explain what Creeping Curse does between when Sophie was last in the party and when Dr. Fetus and I started prying EO2U's internals apart. It's actually one of the best Force Boosts in the game: it triples the base chance for any ailment or bind, and is then applied alongside the Curse Mastery (and potentially Curb ATK Up) bonuses. Even against enemies with heavy resistances, a boost that big will make inflicting things incredibly easy.
Abdomen Curse, for example, has a 48% base chance at level 5. Curse Mastery is currently leveled up to 10, and provides a 20% boost to base chances. With Creeping Curse, the base chance becomes (.48 * 1.2 * 3.0) = 172% base chance. This doesn't account for any LUC differences, but Sophie has the advantage here thanks to the LUC +10 food. If Sophie had equivalent LUC to the Blue Gel, she'd still have a whopping 43% chance to bind the thing.
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Two binds down. This'll be fun!
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Let's fucking go.
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Horse Slash will be counted as a Fire attack for the purposes of being compared to the Blue Gel's resistances.
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Easiest tanking job of Ursa's life.
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Made even easier by this.
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Okay, can we get a 3-bind Ecstasy this time?
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Well, it helps.
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Oh man, watch out, that was over 10% of Ursa's HP!
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Oh boy, here we go!
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Everyone repeats their actions from last turn, except for Sophie, who instead uses Black Mist.
I also wasn't very specific about Black Mist before. If you've played EO4, you'll probably remember that the Black Mist Burst skill forced all ailments/binds on every enemy to last 1 extra turn. Black Mist in EO2U is literally that exact same skill. It might not sound like much, but believe me, sometimes 1 extra turn is also you need, especially when dealing with Ecstasy.
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It's...beautiful. And consider that the Blue Gel halves all of Freyja's damage.
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Accumulative resistance means that the Blue Gel is now immune to arm/leg binds, and has 20% resistance to head binds. I'm instead gonna have Sophie try to inflict Fear on the Gel.
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Damn.
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Welp. Trance ran out at the same time the head bind did.
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Freyja's damage is now much less impressive.
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It's just slightly above Asriel.
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The arm and leg binds fell off, so now Freyja's basically only damage option are Gag and Cuffs.
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The thing's nearly dead, but getting there now is gonna be an exercise in frustration.
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Conflict Word's pretty bad when there's no other monsters in the battle, but it keeps the Blue Gel from acting, so...
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Ick.
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If you use Conflict Word on a solo enemy, it just hits itself once.
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I should've brought some Jars that Realga and Sophie could've just chucked at the thing.
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Please just let it be over already
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Take stock of what happened there: Ursa halved the damage from the first Freezing Fluid instance, and then procced Aegis on the last hit.
Oh yeah, Freezing Fluid. Blue Gels use it upon dying, and it deals 300% ranged TEC-based Ice damage to the entire party. Didn't know about that beforehand? Too bad, enjoy your game over.
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SYSTEM: Her words are heartfelt. She watches you in awe as you gather yourselves back up, her eyes shining. This must be quite a burden on her. With her condition, she must have been frail since birth.
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SYSTEM: The girl's words are somewhat more confident, and stronger. You resolve to protect her as you continue onward.
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SYSTEM: The air here is somehow cleaner and fresher than anywhere else in the forest. Just breathing in makes you feel cleansed. It seems the girl is well aware of its refreshing nature. She breathes in deeply, opening her arms wide as she steps slowly forward--slow, clear inhales followed by gentle exhales. You decide to spend some time with the girl here.
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SYSTEM: Embarrassed, you look down at the girl's hands and find a Flower Pin made from the white clover of the forest.
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SYSTEM: It isn't common knowledge, but a flower pin made of white clover is used for wishing someone a safe journey. You accept the charm from her. You can say something in return...
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SYSTEM: The girl is nearly glowing with happiness. The quest is done! All that remains is to take her back to town!
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The Fortune Necklace is VERY worth our time. It gives +7 LUC to whoever has it equipped--with how EO2U handles its stats, that is an incredibly big boost to a character's chance of inflicting ailments/binds. I immediately put this on Sophie.
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Isn't it beautiful? With the LUC +10 food and the Fortune Necklace, Sophie actually has 9 more LUC than the 4th Stratum boss, and is only 1 shy of the main story final boss's LUC.
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High Regen now lasts 5 turns instead of 4.
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Now that we have the last 3rd Stratum ingredient, let's cook some food.
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Traditional Kabutoyaki is an...interesting food. The game's description is that "When an enemy is inflicted with sleep, the chance of waking it with an attack has decreased!" This description badly undersells it--this thing makes it so that there's a 75% chance that an asleep enemy won't be woken up when attacked. You still get the 1.5x damage bonus on STR-based attacks, for the record!
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Snow Egg Oden gives all party members' normal attacks a Fire element for the first turn of a fight. Meh!
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Crab Chazuke makes it so that Grimoire Chances have a 40% chance of becoming an Enemy Grimoire Chance. Pointless.
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Hoo hoo hoo, the Apple Matcha Shaved Ice. If you thought the Traditional Kabutoyaki's description undersold it, the Apple Matcha Shaved Ice's is "When inflicted with blind, the enemy's hit rate will decrease even more!" What it actually means is that blinded enemies have an extra -2000 non-base accuracy penalty applied--basically, blinded enemies have an incredibly tiny, almost 0%, chance of hitting you.
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Apple Blue Aiyu Jelly increases the range of Therica As and Bs (not Theriaca, that's from previous EOs) to row-target. I'm not the biggest fan of it, since I'm more a "neutralize ailments/binds before they land" kinda guy.
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Bison Lamian makes it so that, when a party member is inflicted with an ailment/bind, they will recover 25% of their max HP at the end of the turn. Being hit with multiple binds or an ailment + binds does not increase the heal amount. Among all of the terrible foods, this one stands out as especially bad.
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Horse Bao gives every party member +80% resistance to Sleep. There's a few instances in the game where this is useful--namely Scylla, if you're having issues dealing with Lullaby.
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Snow Crab Foo Young gives every party member +80% resistance to arm binds. There's not a ton of bosses where this is useful, to be honest.
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And right about here is where I realized Regina's conversations meant everyone in town has new dialogue about her.
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This patron's also shown up again.
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Dubois starts talking to us about the third Ginnungagap quest, which I took off-screen due to recording issues, as soon as we enter the Grand Duchy.
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We have to go to the sealed room in Ginnungagap B2F between 7 PM and 6 AM to start this.
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And his Regina dialogue.
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One quick rest at the inn later, and we're ready to start A clever ruse.
SYSTEM: You can see a large gap in the bushes ahead... likely where the original requester fell through. If the requester's story is true, then there must be a treasure chest just beyond these bushes... There is a crack before you that you may be able to fit through.
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SYSTEM: When you pass through the gap, you find a small room. Just as reported, there is a treasure chest here! However, exercise caution! If the story is true, then you have no idea what may occur...
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Mimic
HP: 6890, STR: 39, TEC: 22, VIT: 27, AGI: 37, LUC: 36
Skills:
Glutton: Uses the head. Deals 400% melee STR-based Bash damage to one target. Has an 80% speed modifier and 60 base accuracy.
- Normal:
Deceptive Jaw. 100% chance. Sells for 1720 en. 1 needed to make
Slaughter Shield (+100 DEF, -156% resistance to all types of damage, ailments, and binds).
"Through trickery, this jaw harmed many people. Its sharp teeth pierce through any material."
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Disable resistances:
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Creature that disguises itself as prized objects and devours passers-by. Keep your guard up!
Mimics are honestly kind of boring. Their normal attacks hit hard, and Glutton is basically instant death if it connects--then again, it'll miss more often than most skills do with its 60 base accuracy.
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Love it when the auto-activate for a stance kicks in.
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Even better!
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The Mimic has 50% resistance to all binds, so I'll just have Freyja focus on the arm bind while Sophie focuses on the head bind--the important one--and the leg bind.
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Asriel's going to do nothing but spam Horse Slash until Upper Stance runs out.
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This is a mistake, as you will see shortly.
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I should've just casted Warrior Song.
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Aw fuck.
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No bind. Damn.
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Alright, that's Glutton taken care of for now.
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Look how little damage Ursa takes with Protection Vow.
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Hee hee, here we--
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Oh come on, fucking really?
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Well, Asriel has to set up Upper Stance again.
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I should've just Black Misted this, since the Mimic now has effectively 20% resistance to head binds.
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Oh well, that's still almost 1/4 of the thing's HP.
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Yeah, that was kinda predictable.
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Realga finally has a chance to cast this thing.
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Alright, yeah, this isn't working.
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Even through multiple defense bonuses, that thing hurts.
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Ugh. At least the thing's at half HP.
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Switching to Evil Eye.
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Imagine if I had casted Warrior Song earlier. Sigh.
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Aaaaaaagh.
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And now the last bind fell off.
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Worth a shot.
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Okay, what.
That was...unlikely, to say the least.
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Timely, too!
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Getting impatient now.
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Freyja missing is usually pretty unlikely thanks to her above-average AGI and LUC, plus the fact that Ecstasy doesn't have an accuracy penalty.
When it happens, though, UUUUUGGGGGGHHHHHHHHH.
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Well, it's still more than Asriel's doing--around 380 per Horse Slash.
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Finally!
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...Right as the thing's about to die.
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SYSTEM: This monster must have caught the requester by surprise... You appear to have discovered the truth. You can go back to the bar to report, or you can continue to explore.
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So, yeah. That's the gimmick of A clever ruse: Mimics.
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I'll be honest, the only reason I know what chests are Mimics and which are real is just through prior playthroughs. Sometimes the glow effect on treasure chests differs from Mimics and treasure chests, sometimes it doesn't. Their textures might look slightly different, but hell if I can perceive it.
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I mean, yeah, the Mimic on the right had the FOE "noticed" exclamation point on it when we entered, but that's not reliable for every Mimic here.
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This is what I was talking about with the glow patterns--the left and center chests are Mimics, while the right one isn't.
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Piece of junk. This thing has a 30% base chance to inflict Fear on an attacked enemy. Zack and Phoebe are the only ones that can innately use this, and while Phoebe's LUC is middling, Zack's is terrible.
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As for this room: you can't see any of the chests when entering, and the Mimics and chests are in different parts of the room. So yeah, unless you know the difference in texture, this is guesswork!
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Don't think we've seen these things yet. Unihorns dispel all buffs and debuffs on the party, while Metopons dispel all buffs and debuffs on enemies. Both of these items ate nerfs in EO2U--in previous games, Unihorns just dispelled debuffs, while Metopons just dispelled buffs.
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These are Mimics, by the way.
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There's random encounters in this area, but they're all normal 4F enemies, who are absolutely no trouble now.
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And finally, one last room, full of Mimics.
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Except for this.
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SYSTEM: You may be able to use this key to open sealed doors. If you recall where you found any of these sealed doors previously, you might head there now to test it.
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For any of you playing along at home: the Yggdrasil Key is needed for two postgame bosses, including a very important one! It's in your best interests to do this quest.
In any case, we technically finished the quest once we killed a Mimic, so...
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Nectar IIs revive a dead party member at 200 HP--a massive nerf from EOU, where they fully restored the revive target's HP. They're still useful, mind you.
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Phys ATK Up now boosts Freyja's physical damage by 11%. Wow!
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Asriel now gets 2% extra damage and +100 non-base accuracy if he hits an enemy that hasn't taken its turn yet.
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Protection Vow now reduces all damage to Ursa by 29% when it's in effect.
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And, lastly, Torpor Curse now has a 45% base chance to put a row of enemies to sleep (up from 44%).
That's all for now. Next time: FIIIIIIIIIIIIIIISH (and a bear mauling).
...Ah crap, forgot to screenshot the Slaughter Shield store unlock. In any case:
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