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** There's no way to store your items -- this feature was only established in the second game, and then back-ported into the HD remaster.

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** There's no way to store your items -- this feature was only established in the second game, and then back-ported into the HD remaster. Quest items also took up inventory space, and the second game onwards split them into a separate tab, and this feature was ported into the remaster.
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* EarlyInstallmentWeirdness:

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* EarlyInstallmentWeirdness:EarlyInstallmentWeirdness: As the first game of the series, it has a ''lot'' of oddities that subsequent games would iron out or refine. The HD remaster would retain some of these while backporting some quality-of-life changes from the later games.



** This game is the only one that incorporates a system where lower-level combatants will deal less and take more damage in addition to those done by stat disparities. This makes it difficult to bring your weaker characters up to speed.

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** This game is the only one that incorporates a system where lower-level combatants will deal less and take more damage in addition to those done by stat disparities. This makes it difficult to bring your weaker characters up to speed.speed, and it also emphasizes LevelGrinding more than the other games.
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** In the DS games and their ''HD'' remakes, magic-based elemental skills come in single- and AreaOfEffect flavors, with the first two games having skills that are basically just an existing single-target elemental attack but more powerful. The 3DS games, including the remakes of the first two games, introduce spells with element-specific multi-hit properties: Fire spells inflict SplashDamage to adjacent enemies, ice spells hit two enemies that are on two different lines, and thunder spells inflict damage to all enemies in the same row.
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Crosswicking

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* TourismDerailingEvent: The main attraction of the city of Etria is the enormous Yggdrasil that lies next to it, and many explorers and researchers have visited the city to explore its downward labyrinth and uncover its secrets. Problem is, the chieftain Visil knows that [[spoiler:if that secret is unveiled, then the sense of mystery will be lost and Etria will lose its touristic appeal]]. The player's character party manages to reach deep enough to realize that the secret in question is: [[spoiler:the Yggdrasil grew over a defunct city that existed in Earth until an apocalypse, and Visil was the one who engineered it in an attempt to save humanity; and upon realizing that the party [[HeKnowsTooMuch knows the truth]], he tries to kill them in a FinalBoss battle]]. During the postgame, it's admitted by certain supporting characters that Etria is likely going to become a GhostTown after the incidents come to light.
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** In the DS games and their ''HD'' remakes, magic-based elemental skills come in single- and AreaOfEffect flavors, with the first two games having skills that are basically just an existing single-target elemental attack but more powerful. The 3DS games, including the remakes of the first two games, introduce spells with element-specific multi-hit properties: Fire spells inflict SplashDamage to adjacent enemies, ice spells hit two enemies that are on two different lines, and thunder spells inflict damage to all enemies in the same row.

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** The Medic's H. Touch used to restore a party up to 40% of their max HP at best, making it really weak. The HD remaster condenses it to a five-point skill that provides a full heal.



* BellyDancer: They use their dancing talents to empower their allies in combat as well as weaken the enemies, though their defense is low and thus are best placed in the backside.

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* BellyDancer: They use their dancing talents to empower their allies in combat as well as weaken the enemies, though their defense is low and thus are best placed in the backside.The female Troubadours have this aesthetic.



** There's no way to store your items -- this feature was only established in the second game, and then back-ported into the HD remaster.



** The passageways that [[DoorToBefore shorten return trips and can only be made two-way once they have been opened from the later-reached side]] do not have any sort of visual indicator in the wall geometry; they look just like the normal completely-impassable walls, and you only find out they are shortcuts when you face the wall and the "Inspect" prompt appears. Later games introduce subtle differences like a patch of flowers so that you can see them from more than a tile away, with markerless shortcuts only showing up in late strata.

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** The passageways that [[DoorToBefore shorten return trips and can only be made two-way once they have been opened from the later-reached side]] do not have any sort of visual indicator in the wall geometry; they look just like the normal completely-impassable walls, and you only find out they are shortcuts when you face the wall and the "Inspect" prompt appears. Later games introduce subtle differences visual cues like a patch of flowers so that you can see them from more than a tile away, with markerless shortcuts only showing up in late strata.becoming much less frequent.



* FlyingSeafoodSpecial: Corotrangul, a higly evolved manta ray that can hover in the air and take control of water as well as wind; it serves as the boss of Azure Rainforest. There's also an orange clownfish-like creature with blue fins that appears in Sandy Barrens, but it's just a regular enemy.

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* FlyingSeafoodSpecial: Corotrangul, a higly evolved giant manta ray that can hover in the air and take control of water as well as wind; it serves as the boss of Azure Rainforest. There's also an orange clownfish-like creature with blue fins that appears in Sandy Barrens, but it's just a regular enemy.



* LateCharacterSyndrome: In the original, you unlock the Ronin and Hexer classes after reaching the third and fourth stratum respectively, but without any way to jumpstart a new recruit, you have to take the laborious task of grinding them up from scratch, which doesn't play nicely with the game's level-based mechanics. The remake remedies this by letting you create Ronin or Hexers from the get-go.

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* LateCharacterSyndrome: In the original, you unlock the Ronin and Hexer classes after reaching the third and fourth stratum respectively, but without any way to jumpstart a new recruit, you have to take the laborious task of grinding them up from scratch, which doesn't play nicely with the game's level-based mechanics. The ''Untold'' remake remedies this by letting you create Ronin or Hexers from the get-go.get-go, but this issue persists in the HD remaster.
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* ApocalypticLog: In the 5th Stratum, you'll find notes detailing [[spoiler:the apocalypse that killed off humanity and the desperate last-ditch efforts to restore the planet with the Yggdrasil Project. It's implied that they're written by Visil.]]
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** The series-traditional AlternativeCalendar isn't present in this game.
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* SoloCharacterRun: [[invoked]] There's a quest line in which you have to kill particular [=FOEs=] with only a single character in your party.
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** {{Palette Swap}}s are more common here than later in the series. For one, there are some "FOE-lite" enemies that are just renamed, weaker [=FOEs=] fought in normal battles, and aren't reskinned at all; later games do this for quest enemies but otherwise not at all, and ''The Millenium Girl'' adds new enemies to replace these. For another, one boss (Fenrir) is sprite-recycled as a normal enemy later on, which would never happen for later games' bosses, and so Fenrir was given a new design when the series moved to 3D models for enemies.

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** {{Palette Swap}}s are more common here than later in the series. For one, there are some "FOE-lite" enemies that are just renamed, weaker [=FOEs=] fought in normal battles, and aren't reskinned at all; later games do this for quest enemies but otherwise not at all, and ''The Millenium Girl'' adds new enemies to replace these. For another, one boss (Fenrir) is sprite-recycled as a normal enemy later on, which would never happen for later games' bosses, bosses (except in the mobile game, which features recolored versions of Manticore and Alraune under different names), and so Fenrir was given a new design when the series moved to 3D models for enemies.
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* UnexpectedlyRealisticGameplay: There is only a single through-the-wall shortcut in the 5th Stratum, when other strata have at least four each. Of course this stratum is barren of such shortcuts, [[spoiler:you're inside buildings with solid walls, not a forest or a jungle with trees for walls anymore]].

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* UnexpectedlyRealisticGameplay: There is only a single through-the-wall shortcut in the 5th Stratum, when other strata have at least four each. Of course this stratum is barren of such shortcuts, [[spoiler:you're inside buildings with solid walls, not a forest or a jungle with trees for walls anymore]]. Instead, your main means of skipping floors for return trips are [[spoiler:elevators, which have to be unlocked first]].
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* UnexpectedlyRealisticGameplay: There is only a single through-the-wall shortcut in the 5th Stratum, when other strata have at least four each. Of course this stratum is barren of such shortcuts, [[spoiler:you're inside buildings with solid walls, not a forest or a jungle anymore]].

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* UnexpectedlyRealisticGameplay: There is only a single through-the-wall shortcut in the 5th Stratum, when other strata have at least four each. Of course this stratum is barren of such shortcuts, [[spoiler:you're inside buildings with solid walls, not a forest or a jungle with trees for walls anymore]].
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* UnexpectedlyRealisticGameplay: There is only a single through-the-wall shortcut in the 5th Stratum. Of course this stratum is barren of such shortcuts, [[spoiler:you're inside buildings with solid walls, not a forest or a jungle anymore]].

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* UnexpectedlyRealisticGameplay: There is only a single through-the-wall shortcut in the 5th Stratum.Stratum, when other strata have at least four each. Of course this stratum is barren of such shortcuts, [[spoiler:you're inside buildings with solid walls, not a forest or a jungle anymore]].
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* UnexpectedlyRealisticGameplay: There is only a single through-the-wall shortcut in [[spoiler:Lost Shinjuku]]. Of course this stratum is barren of such shortcuts, [[spoiler:you're inside buildings with solid walls, not a forest or a jungle anymore]].

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* UnexpectedlyRealisticGameplay: There is only a single through-the-wall shortcut in [[spoiler:Lost Shinjuku]].the 5th Stratum. Of course this stratum is barren of such shortcuts, [[spoiler:you're inside buildings with solid walls, not a forest or a jungle anymore]].
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* UnexpectedlyRealisticGameplay: There is only a single through-the-wall shortcut in [[spoiler:Lost Shinjuku]]. Of course this stratum is barren of such shortcuts, [[spoiler:you're inside buildings with solid walls, not a forest or a jungle anymore]].
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* GameplayAndStorySegregation: After completing the 4th Stratum mission [[spoiler:"Annihilate the Forest Folk"]], you can still find [[spoiler:Forest Folk]] as part of random encounters as if you never actually [[spoiler:committed genocide of them]]. The [[spoiler:Forest Folk]] F.O.E.s will also respawn as usual. This is in order to facilitate getting materials dropped from them, as a lot of items needed for equipment and some sidequests would become [[PermanentlyMissableContent permanently unobtainable]] otherwise.

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* ContractualBossImmunity: Manticore in Sandy Barrens is only vulnerable to brute force, being immune to ailments and binds.

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* ContractualBossImmunity: ContractualBossImmunity:
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Manticore in Sandy Barrens is only vulnerable to brute force, being immune to ailments and binds.binds.
** The ultimate {{superboss}} in the depths of the labyrinth is immune to all ailments and binds, barring stun.



* DeadlyDoctor: The Medics can be powerful front-line fighters, the exact opposite of their intended role as fragile healers. This requires very deliberate skill-tree setups but is surprisingly practical.


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* DeadlyDoctor: Medics in ''The Millennium Girl'' can weaponize their medical knowledge to inflict StatusEffects -- poison, sleep, or paralysis.
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** Protector's Anti(element) skills will ''completely'' block attacks of the corresponding element at level 5. If you upgrade them to 6 or higher, you will absorb the attack's damage and recover health, but this also lets through any [[StatusEffects secondary effects]]. This has been fixed in various ways in other games: in ''2'' and ''[[VideoGameRemake Millennium Girl]]'' absorption prevents status effects and ''3'' required mastery just to completely nullify the damage.

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** Protector's Anti(element) skills will ''completely'' block attacks of the corresponding element at level 5. If you upgrade them to 6 or higher, you will absorb the attack's damage and recover health, but this also lets through any [[StatusEffects secondary effects]]. This has been fixed afterwards: in various ways in other games: in ''2'' and ''2'', ''[[VideoGameRemake The Millennium Girl]]'' absorption prevents status effects Girl]]'', and ''3'' required mastery just to completely nullify the damage.HD remake, absorbing attacks now negates their secondary effects.



* RareRandomDrop: The [[InfinityPlusOneSword Shinryu Sword]]. The sword itself is forged and not dropped by enemies, but the materials used to make the sword (the Fire Scale, the Volt Scale, and the Ice Scale) are dropped by the [[{{Superboss}} three elemental dragons]] ''only'' when they are killed by an attack of the element they resist the ''most''. In the first and second games' remakes, the Shinryu sword instead requires non-conditional but rare drops from the Dragons, which may force many a player to break out the Formaldehyde to obtain them.

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* RareRandomDrop: The [[InfinityPlusOneSword Shinryu Sword]]. The sword itself Sword]] is forged incredibly powerful and not dropped by enemies, confers amazing stat boosts, but the materials used to make the sword (the Fire Scale, the Volt Scale, and the Ice Scale) are dropped by it's crafted from drops from the [[{{Superboss}} three elemental dragons]] ''only'' when and they are killed by an attack of the element they resist the ''most''. In the first and second games' remakes, the Shinryu sword instead requires non-conditional but rare drops from the Dragons, which may force many have a player measly ''5%'' drop rate. You also don't have any way to break out the Formaldehyde to obtain them.boost that rate.
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* AIIsACrapshoot: [[spoiler:M.I.K.E. goes insane after the party confronts him about activating Gungnir. It eventually leads to him trying to activate Gungnir anyway despite not meeting the requirements to actually kill the core. However, after he is defeated and talks to Frederica, he believes in the party and uses all spare energy he has to assist them.]]


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* BlingOfWar: A quest giver is obsessed with gold, and has you fetch him golden horns (to decorate his house) and hide (to make himself a gold coat), and rewards you with literal gold armor - which has terrible defense (as can be expected of armor made of soft metal) but offers other bonuses when worn.
* BlushSticker: The Raquna and Frederica have this in the cutscenes. It's otherwise absent, however.


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* BrainwashedAndCrazy: [[spoiler:Towards the end of the plot, Visil is taken over by the Yggdrasil Core to set up the fight with the Etreant, though he manages to snap out of it shortly before his death.]]


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* CanadaEh: ''The Millennium Girl'' doesn't try to hide that Raquna is Canadian. She comes from a cold area north of Etria that has wonderful maple syrup, and adds "eh?" to some of her sentences. Her home city? [[spoiler: Ontario]].


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* DecoyProtagonist: It's clear that ''The Millennium Girl'' refers to Frederica rather than the Highlander.


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* GeniusBruiser: Fredrica: Badass gunslinger. [[spoiler:Also one of the scientists of the Yggdrasil Project]]


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* LifeDrain: The Black Sabbath skill in ''The Millennium Girl''. Though its power depends on the skill level and current party HP, rather than a fixed percentage.


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* XanatosGambit: [[spoiler:Visil]] pulls one in ''The Millennium Girl''. [[spoiler:If he beats the party, the labyrinth's secrets are protected. If the party beats him, he finally found someone strong enough to kill the Core.]]
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''Etrian Odyssey'' is the first game in the [[VideoGame/EtrianOdyssey series of the same name]], originally released on UsefulNotes/NintendoDS in 2007. It was developed by Creator/{{Atlus}}, as a homage to the old-school era of role-playing games like ''VideoGame/{{Wizardry}}''.

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''Etrian Odyssey'' (世界樹の迷宮, ''Labyrinth of Yggdrasil'') is the first game in the [[VideoGame/EtrianOdyssey series of the same name]], originally released on UsefulNotes/NintendoDS in 2007. It was developed by Creator/{{Atlus}}, as a homage to the old-school era of role-playing games like ''VideoGame/{{Wizardry}}''.

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** The passageways that [[DoorToBefore shorten return trips and can only be made two-way once they have been opened from the later-reached side]] do not have any sort of visual indicator in the wall geometry; they look just like the normal completely-impassable walls, and you only find out they are shortcuts when you face the wall and the "Inspect" prompt appears. Later games introduce subtle differences like a patch of flowers so that you can see them from more than a tile away.

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** The passageways that [[DoorToBefore shorten return trips and can only be made two-way once they have been opened from the later-reached side]] do not have any sort of visual indicator in the wall geometry; they look just like the normal completely-impassable walls, and you only find out they are shortcuts when you face the wall and the "Inspect" prompt appears. Later games introduce subtle differences like a patch of flowers so that you can see them from more than a tile away.away, with markerless shortcuts only showing up in late strata.
** [=FOEs=] don't exactly have their "overpowered miniboss intended to deter fighting" status yet. Some of them aren't all that stronger than normal enemies, and others (most prominently in the fourth stratum) are outright required fights. FOE movement also isn't very complex or even standardized; there are times when two of the same FOE will have entirely different movement habits.
** {{Palette Swap}}s are more common here than later in the series. For one, there are some "FOE-lite" enemies that are just renamed, weaker [=FOEs=] fought in normal battles, and aren't reskinned at all; later games do this for quest enemies but otherwise not at all, and ''The Millenium Girl'' adds new enemies to replace these. For another, one boss (Fenrir) is sprite-recycled as a normal enemy later on, which would never happen for later games' bosses, and so Fenrir was given a new design when the series moved to 3D models for enemies.
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** The passageways that shorten return trips and can only be made two-way once they have been opened from the later-reached side do not have any sort of visual indicator in the wall geometry; they look just like the normal completely-impassable walls, and you only find out they are shortcuts when you face the wall and the "Inspect" prompt appears. Later games introduce subtle differences like a patch of flowers so that you can see them from more than a tile away.

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** The passageways that [[DoorToBefore shorten return trips and can only be made two-way once they have been opened from the later-reached side side]] do not have any sort of visual indicator in the wall geometry; they look just like the normal completely-impassable walls, and you only find out they are shortcuts when you face the wall and the "Inspect" prompt appears. Later games introduce subtle differences like a patch of flowers so that you can see them from more than a tile away.
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** The passageways that shorten return trips and can only be made two-way once they have been opened from the later-reached side do not have any sort of visual indicator in the wall geometry; they look just like the normal completely-impassable walls, and you only find out they are shortcuts when you face the wall and the "Inspect" prompt appears. Later games introduce subtle differences like a patch of flowers so that you can see them from more than a tile away.
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The game received another remaster in 2023 for Windows PC via UsefulNotes/{{Steam}} and for UsefulNotes/NintendoSwitch, along with remasters of ''VideOGame/EtrianOdysseyIIHeroesOfLagaard'' and ''VideoGame/EtrianOdysseyIIITheDrownedCity''; it can be bought by itself or with the other two games as well as part of the ''Etrian Odyssey Origins Collection''. It is based on the DS original, lacking ''Untold''[='=]s Story Mode content, and some -- but not all -- of the quality-of-life touches from ''Untold'' and other newer games are kept, such as skill flowcharts, multiple difficulty levels, the option to choose character portraits other than ones specific to their class, and the upgraded map interface. Both versions of the game modify the cartography interface to accommodate a single 16:9 screen, and mapping can be done with keyboard, game controller, or mouse controls on PC, the touchscreen on Switch when in Handheld or Tabletop Mode (with options to accommodate both stylus and finger touches), or a controller on Switch in any mode (including TV Mode, which does not allow use of the Switch's touchscreen).

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The game received another remaster in 2023 for Windows PC via UsefulNotes/{{Steam}} and for UsefulNotes/NintendoSwitch, along with remasters of ''VideOGame/EtrianOdysseyIIHeroesOfLagaard'' and ''VideoGame/EtrianOdysseyIIITheDrownedCity''; it can be bought by itself or with the other two games as well as part of the ''Etrian Odyssey Origins Collection''. [[TruerToTheText It is based on the DS original, original]], lacking ''Untold''[='=]s Story Mode content, and some -- but not all -- of the quality-of-life touches from ''Untold'' and other newer games are kept, such as skill flowcharts, multiple difficulty levels, the option to choose character portraits other than ones specific to their class, and the upgraded map interface. Both versions of the game modify the cartography interface to accommodate a single 16:9 screen, and mapping can be done with keyboard, game controller, or mouse controls on PC, the touchscreen on Switch when in Handheld or Tabletop Mode (with options to accommodate both stylus and finger touches), or a controller on Switch in any mode (including TV Mode, which does not allow use of the Switch's touchscreen).
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* ATasteOfPower: In Story Mode, solely through the [[GuestStarPartyMember Guest-Star Party Members]] Ren and Tlachtga, both of which have their levels at 33 and 31 respectively, and both have powerful skills. Naturally, this only applies during the initiation mission and both will leave after that, but this allows a good opportunity for the protagonist to level grind for a while without requiring much effort.
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The game received another remaster in 2023 for Windows PC via UsefulNotes/{{Steam}} and for UsefulNotes/NintendoSwitch, along with remasters of ''VideOGame/EtrianOdysseyIIHeroesOfLagaard'' and ''VideoGame/EtrianOdysseyIIITheDrownedCity''. It is based on the DS original, lacking ''Untold''[='=]s Story Mode content, and some -- but not all -- of the quality-of-life touches from ''Untold'' and other newer games are kept, such as skill flowcharts, multiple difficulty levels, the option to choose character portraits other than ones specific to their class, and the upgraded map interface. Both versions of the game modify the cartography interface to accommodate a single 16:9 screen, and mapping can be done with keyboard, game controller, or mouse controls on PC, the touchscreen on Switch when in Handheld or Tabletop Mode (with options to accommodate both stylus and finger touches), or a controller on Switch in any mode (including TV Mode, which does not allow use of the Switch's touchscreen).

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The game received another remaster in 2023 for Windows PC via UsefulNotes/{{Steam}} and for UsefulNotes/NintendoSwitch, along with remasters of ''VideOGame/EtrianOdysseyIIHeroesOfLagaard'' and ''VideoGame/EtrianOdysseyIIITheDrownedCity''.''VideoGame/EtrianOdysseyIIITheDrownedCity''; it can be bought by itself or with the other two games as well as part of the ''Etrian Odyssey Origins Collection''. It is based on the DS original, lacking ''Untold''[='=]s Story Mode content, and some -- but not all -- of the quality-of-life touches from ''Untold'' and other newer games are kept, such as skill flowcharts, multiple difficulty levels, the option to choose character portraits other than ones specific to their class, and the upgraded map interface. Both versions of the game modify the cartography interface to accommodate a single 16:9 screen, and mapping can be done with keyboard, game controller, or mouse controls on PC, the touchscreen on Switch when in Handheld or Tabletop Mode (with options to accommodate both stylus and finger touches), or a controller on Switch in any mode (including TV Mode, which does not allow use of the Switch's touchscreen).
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* BalanceBuff: While most of the game's mechanical EarlyInstallmentWeirdness and overall balance was retained in the ''Origins Collection'' remaster, there are a few things altered that improve some weaker skills and builds:
** The Protector's [[DrawAggro Provoke]] was a minor target priority modifier in the original game, and barely noticeable compared to its stronger incarnations later in the series on classes like Hoplite and Fortress. ''Origins Collection'' changes it to a straight percentage chance to redirect single-target attacks to the Protector, becoming much more reliable and allowing a Provoke/Parry build to serve as an alternative to Front Guard.
** Enemies' vulnerability to each bind type originally increased by a small multiplier for every unsuccessful attempt to inflict that bind. ''Origins Collection'' changes this to a direct increase to the chance until the bind is inflicted, capping at 90%, making whip Dark Hunters and Hexers more reliable at locking down opponents. This also applies to the remaster of ''Heroes of Lagaard'', which used the same bind mechanics before the third game normalized it into accumulative resistance.
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* BossOnlyLevel: [=B15F=], the final floor of the Azure Rainforest, contains very little except Corotrangul and the stairs down to the Sandy Barrens, essentially making it a four-floor stratum (possibly as an breather given that the stratum already had a mid-boss). There is substantially more to the floor, but it's relegated to a DisconnectedSideArea reached much later.
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By TRS decision Whip It Good is now a disambiguation page. Moving entries to appropriate tropes when possible.


** The [[WhipItGood Dark Hunters]] can learn a skill named Climax, which can instantly kill any enemy on low health. If an enemy is at low health, you can just kill it the conventional way, and bosses with mountains of health are immune to instant kills. [=FOEs=], though, have both the health counts to warrant its use and aren't outright immune to instant kills. On the other hand, this last point is what turns Climax into an overpowered skill in the second game, as it always instantly kills an enemy and, as a result, dramatically shortens an FOE fight.

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** The [[WhipItGood Dark Hunters]] Hunters can learn a skill named Climax, which can instantly kill any enemy on low health. If an enemy is at low health, you can just kill it the conventional way, and bosses with mountains of health are immune to instant kills. [=FOEs=], though, have both the health counts to warrant its use and aren't outright immune to instant kills. On the other hand, this last point is what turns Climax into an overpowered skill in the second game, as it always instantly kills an enemy and, as a result, dramatically shortens an FOE fight.



* WhipItGood: The Dark Hunter class has the option to use whips. The females in particular like to dress in scant leather outfits, and they all sport skills such as Climax and Ecstasy. They even specialize in [[InstantKnots tying up enemies]] and their [[LimitBreak Dominate]] skill lets them [[{{fetish}} completely bind and gag]] an enemy without fail.

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* WhipItGood: WhipOfDominance: The Dark Hunter class has the option to use whips. whips, and the [[BondageIsBad class has a heavy BDSM theme]]. The females in particular like to dress in [[DressedLikeADominatrix scant leather outfits, outfits]], and they all sport their whip skills have [[DoesThisRemindYouOfAnything very suggestive names]], such as Climax Cuffs, Gag, Ecstasy, and Ecstasy. Climax. They even specialize in [[InstantKnots tying up enemies]] and their [[LimitBreak Dominate]] skill lets them [[{{fetish}} [[{{Fetish}} completely bind and gag]] an enemy without fail.fail. This was even acknowledged by the developer in the [[https://web.archive.org/web/20181019082532/https://www.atlus.com/etrian/img/comic3.gif Etrian Odyssey comic]].
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Spoiler tagged to be consistent with the rest of the page.


* WhamLine: Not a conversation line, but an area name (specifically, that of the fifth and final non-postgame stratum): ''Lost Shinjuku''. This establishes that not only does the game take place AfterTheEnd, but after the end of a ''modern [[EarthAllAlong Earth]]''.

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* WhamLine: Not a conversation line, but an area name (specifically, that of the fifth and final non-postgame stratum): ''Lost [[spoiler:''Lost Shinjuku''. This establishes that not only does the game take place AfterTheEnd, but after the end of a ''modern [[EarthAllAlong Earth]]''.]]

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