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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/EtrianOdysseyI the first game]] 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]], lacking ''2 Untold''[='=]s Story Mode content, and some -- but not all -- of the quality-of-life touches from ''2 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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* KingMook: The SkippableBoss Salamander is the large parent of the Baby Salamanders, and can be found in Auburn Thicket.



* OneHitKill: Dark Hunters can use whips like in the first game, and this time they are a favorite for their ability to instantly kill most enemies, including some ''bosses'', once said enemies are at 55% HP or lower.



* SheathStrike: The Ronin's Sayageki ability allows its user to bash an enemy with the sheath of a katana.
* SkippableBoss: The Salamander in Auburn Thicket can be skipped. In fact, it's highly advised to do so at first, due to its exceptional power and defense. The earliest moment to consider fighting it is during the postgame.



* {{Superboss}}: Briareus, renamed Hecatoncheires in the remake, is a chimera-like amalgamation of several other beasts. It can be unlocked by accepting a quest involving a part of the BonusDungeon where the party has to travel across certain teleporters and answer questions correctly (answering incorrectly will inflict them damage); in the remake, this is changed in favor of a straightforward navigation puzzle to approach the boss without it noticing. In both cases, the boss offers a very difficult battle with nasty attacks, including a skill that ''halves the party's maximum HP''.



* ThereIsNoKillLikeOverkill: The TrueFinalBoss has an attack called Begone that it uses after [[ThirteenIsUnlucky 13 turns]] that [[TotalPartyKill deals around]] ''[[TotalPartyKill ten thousand damage]]'' [[TotalPartyKill to the whole party]]. For reference, the HP cap is 999. It can, however, be survived with timely use of the Protector's LimitBreak, which negates all damage for a turn.
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* DiminishingReturnsForBalance: Buffs and debuffs are counterbalanced in ''The Fafnir Knight'' by reducing the potency of similar buffs should the player try to stack them. For instance, if a 30% defense debuff is applied on an enemy while the party has a 30% attack buff, the net increase in damage is remarkably lower than the expected 69%. That said, there are workarounds, especially with the large variety of buffs on a Troubadour.
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* LethalJokeItem: The Bikini Armor offers a paltry 1 Defense but gives a fantastic +75% elemental resistance. It does have its use in certain fights to mitigate elemental damage. What's not immediately noticeable is that it can also be equipped to Beasts alongside their normal collar armor -- the combination makes them outstandingly tanky.

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* DownloadableContent: This is the first game in the series to receive small pieces of DLC based on extra customization options, quests and other small features. However, compared to ''V'' and ''Nexus'', ''The Fafnir Knight'' went a little further by also adding an extra floor to the BonusDungeon, which features {{Legacy Boss Battle}}s against series-veteran opponents and a new {{Superboss}} called Ur-Devil.

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* DownloadableContent: This is the first game in the series to receive small pieces of DLC based on extra customization options, quests and other small features. However, compared to ''V'' and ''Nexus'', ''The Fafnir Knight'' went a little further by also adding an extra floor to the BonusDungeon, which features DLC quests that feature {{Legacy Boss Battle}}s against series-veteran opponents bosses from the previous ''Untold'', new postgame-strength boss fights, and an extra floor to the BonusDungeon featuring a new {{Superboss}} called Ur-Devil.


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* FlunkyBoss: Almost every boss in ''The Fafnir Knight'' calls in adds that threaten to augment one of the boss's deadliest attacks if not dealt with quickly. Combined with the HP bloat in this game, it drags out some fights. It's easy to count the number of bosses here that ''don't'' do this!

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* ExcaliburInTheRust: In the postgame sidequest, the party retrieves a rusty sword known as "God's Key" in order to open up the rest of the BonusDungeon for exploration. This event is followed by a chain of {{Side Quest}}s involving sharpening the sword to restore its power, culminating in the unlocking of a {{Superboss}} at the end and finally gaining the sword as an equippable item for yourself.




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* {{Yandere}}: The sidequest "Dinner for one" is from an NPC, asking the party to fetch ingredients to cook up a meal for her husband. Cass eventually discovers that these are all highly poisonous and rushes off to stop the woman. Turns out she saw her husband with another woman and wanted to poison him.



** Beasts were built around TakingTheBullet for the party, but there were a few pitfalls in the programming: First, their Loyalty made them tank hits automatically, and second, they would take the damage the defended member would have taken, without taking into account the Beast's own defense. This meant that instead of a party surviving a non-lethal HerdHittingAttack, the Beast would take all hits that are destined for its allies and die as a consequence. Also, when it moves to defend a GlassCannon or SquishyWizard, the Beast would take damage higher than it would if it were attacked directly. ''The Fafnir Knight'' reworked the Loyalty skill tree -- Loyalty Mastery now gives the Beast a chance to halve incoming damage, any damage it would take now correctly uses the Beasts's own defense stats, and any tanking actions from the Beast are player-controlled rather than automatic.

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** Beasts were built around TakingTheBullet for the party, but there were a few pitfalls in the programming: First, their Loyalty made them tank hits automatically, and second, they would take the damage the defended member would have taken, without taking into account the Beast's own defense. This meant that instead of a party surviving a non-lethal HerdHittingAttack, the Beast would could take all hits that are destined for its allies and die as a consequence. Also, when it moves to defend a GlassCannon or SquishyWizard, the Beast would take damage higher than it would if it were attacked directly. ''The Fafnir Knight'' reworked the Loyalty skill tree -- Loyalty Mastery now gives the Beast a chance to halve incoming damage, any damage it would take now correctly uses the Beasts's own defense stats, and any tanking actions from the Beast are player-controlled rather than automatic.


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* BossRush: The "Treasures Untold" DLC quest requires you to fight the King Grimoire bosses from ''The Millennium Girl'' in sequence, with no chance to heal in between.


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* FightingYourFriend: Halfway through the Story Mode plot, you have to face the [[spoiler:Demi-Fafnir, aka Bertrand]]. This also means that you have only four party members for this fight.

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* GameBreakingBug: On [=B10F=] while playing on a file with the OldSaveBonus applied, a guard will appear and offer the party an overpriced Ariadne Thread as a form of expensive insurance if they fall for the nearby squirrel. The event is so obscure that the English version of game (and no others) has some bits of improper color formatting present in the narration. This is just a funny oversight in the DS original... but it wasn't fixed in the ''Origins Collection'' remaster, and talking to the guard in that version causes the game to hang and forces a restart.

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* GameBreakingBug: On [=B10F=] while playing on a file with the OldSaveBonus applied, a guard will appear and offer appears on a tile and, if talked to, offers the party an overpriced Ariadne Thread as a form of expensive insurance if they fall for the nearby squirrel. The event is so obscure that the English version of game (and no others) has some bits of improper color formatting present in the narration. This is just a funny oversight in the DS original... but it wasn't fixed in the ''Origins Collection'' remaster, and talking to the guard in that version causes the game to hang and forces a restart.


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* LostInTranslation: The path to Briareus in the Forbidden Wood is preceded by brief questions that, if answered incorrectly, will reduce a party member's health to one point. The last question asks if the monster's name is Briareus; the answer is actually "No", because the boss's name is misspelled in the Japanese-language prompt. However, the question didn't have a failure state due to an error, so when the puzzle was translated, the misspelling was assumed to be accidental and got "fixed". While ''The Fafnir Knight'' gives Briareus (now Hecatoncheires) a different puzzle, the ''Origins Collection'' remaster of the original fixes the question and also misspells Briareus's name in English.
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''Etrian Odyssey II: Heroes of Lagaard'' is the second installment in the ''VideoGame/EtrianOdyssey'' series, following up [[VideoGame/EtrianOdysseyI the first game]]. It was released in 2008, slightly one year after its predecessor.

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''Etrian Odyssey II: Heroes of Lagaard'' (世界樹の迷宮II 諸王の聖杯, ''Labyrinth of Yggdrasil II: Holy Grail of Kings'') is the second installment in the ''VideoGame/EtrianOdyssey'' series, following up [[VideoGame/EtrianOdysseyI the first game]]. It was released in 2008, slightly one year after its predecessor.
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* GameBreakingBug: On [=B10F=] while playing on a file with the OldSaveBonus applied, a guard will appear and offer the party an overpriced Ariadne Thread as a form of expensive insurance if they fall for the nearby squirrel. The event is so obscure that the English version of game (and no others) has some bits of improper color formatting present in the narration. This is just a funny oversight in the DS original... but it wasn't fixed in the ''Origins Collection'' remaster, and talking to the guard in that version causes the game to hang and forces a restart.

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By TRS decision Whip It Good is now a disambiguation page. Moving entries to appropriate tropes when possible.


* OneHitKill: Dark Hunters can use whips like in the first game, and this time they are a favorite for their ability to instantly kill most enemies, including some ''bosses'', once said enemies are at 55% HP or lower.



* WhipItGood: Dark Hunters can use whips like in the first game, and this time they are a favorite for their ability to [[OneHitKill instantly kill]] most enemies, including some ''bosses'', once said enemies are at 55% HP or lower.

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* WhipItGood: Dark Hunters can use whips like in the first game, and this time they are a favorite for their ability to [[OneHitKill instantly kill]] most enemies, including some ''bosses'', once said enemies are at 55% HP or lower.
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Some tropes moved to the character page.


* AIRoulette: The Ur Child has a randomized attack pattern if you attack him at night, and averts the trope if you do so during day.



* TheDragon: Colossus/Juggernaut, located in Heavenly Keep, fits this role for being the Overlord's guardian.



* FantasyGunControl: The game introduces Gunners in its series, characters that have above-average attack and technical power, but are slow as rocks.
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* MaximumHPReduction: One of the most powerful skills Hecatoncheires, a {{Superboss}} fought during the PlayableEpilogue, has is one which halves the party's maximum HP.
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* TrialAndErrorGameplay: ''The Fafnir Knight'' exaggerates this trope among the whole series by making almost ''every'' major boss follow a strict pattern, and some of them threaten to punish the party with a deadly attack if they don't prepare the correct defenses or find a way to stop it. Without a guide you may end up scrutinizing boss behaviour over multiple attempts to figure out a step-by-step strategy to defeat it.

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Many of the gameplay mechanics, features and perks from the first game are retained in this sequel, without much being altered or replaced. However, it does present some novelties to keep the formula fresh. For example, in addition to retaining the original nine classes, the game adds three to raise the total of twelve: Beasts (animals loyal to their human companions), Gunners (hunters who use firearms), and War Magi (sorcerers capable of performing magical actions during battle). Secondly, some frustrating elements from the first game have been alleviated here: The level penalty for resting a character was reduced from 10 to 5, the number of unlockable shortcuts in the strata's floors has increased, the difficulty progression is slightly more forgiving, a more effective LimitBreak mechanic is implemented, a SuspendSave option is added, and the UI and graphics have been polished for a prettier presentation. It also introduces the option to retire a character to replace it with another who, despite not sharing the other's level, does inherit their stats and has the default level cap of 70 increased by one. It's theoretically possible to repeat the process to raise the cap to 99, but it's extremely time-consuming.


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In the story mode, fellow Midgard Library childhood friends the Fafnir Knight (the protagonist) and Flavio are sent to High Lagaard to escort Princess Arianna to the Ginnugagap for an important ritual, while the little group is also tasked in exploring the Yggdrasil labyrinth. During their ritual trip, they happen to stumble upon an old knight Bertrand and her quiet companion Chloe within the mysterious dungeon. Together, the five become an exploration team and decide to uncover the secrets for both the Yggdrasil labyrinth and Ginnugagap. However, what relations does Arianna have with the Fafnir Knight, and is there a reason Bertrand is interested in tagging along?

Many of the gameplay mechanics, features and perks from the first game are retained in this sequel, without much being altered or replaced. However, it does present some novelties to keep the formula fresh. For example, in addition to retaining the original nine classes, the game adds three to raise the total of twelve: Beasts (animals loyal to their human companions), Gunners (hunters who use firearms), and War Magi (sorcerers capable of performing magical actions during battle). Secondly, some frustrating elements from the first game have been alleviated here: The level penalty for resting a character was reduced from 10 to 5, the number of unlockable shortcuts in the strata's floors has increased, the difficulty progression is slightly more forgiving, a more effective LimitBreak mechanic is implemented, a SuspendSave option is added, and the UI and graphics have been polished for a prettier presentation. It also introduces the option to retire a character to replace it with another who, despite not sharing the other's level, does inherit their stats and has the default level cap of 70 increased by one. It's theoretically possible to repeat the process to raise the cap to 99, but it's extremely time-consuming.
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** Beasts were built around TakingTheBullet for the party, but there were a few pitfalls in the programming: First, their Loyalty made them tank hits automatically, and second, they would take the damage the defended member would have taken, without taking into account the Beast's own defense. This meant that sometimes they would take several amounts non-lethal damage that the rest of the party would take and die, and any instance of protecting a GlassCannon or SquishyWizard would be very dangerous to the Beast. ''The Fafnir Knight'' reworked the Loyalty skill tree, and now any tanking skills are player-controlled, while Loyalty Mastery now gives the Beast a chance to reduce any incoming damage, making tanking a lot more effective.

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** Beasts were built around TakingTheBullet for the party, but there were a few pitfalls in the programming: First, their Loyalty made them tank hits automatically, and second, they would take the damage the defended member would have taken, without taking into account the Beast's own defense. This meant that sometimes they instead of a party surviving a non-lethal HerdHittingAttack, the Beast would take several amounts non-lethal damage all hits that the rest of the party would take are destined for its allies and die, and any instance of protecting die as a consequence. Also, when it moves to defend a GlassCannon or SquishyWizard SquishyWizard, the Beast would be very dangerous to the Beast. take damage higher than it would if it were attacked directly. ''The Fafnir Knight'' reworked the Loyalty skill tree, and now any tanking skills are player-controlled, while tree -- Loyalty Mastery now gives the Beast a chance to reduce any halve incoming damage, making any damage it would take now correctly uses the Beasts's own defense stats, and any tanking a lot more effective.actions from the Beast are player-controlled rather than automatic.



* InterfaceScrew: The bonus stratum, unlike in the original, presents F.O.E.s that emit fog so dense that visibility for both the player and other F.O.E.s are drastically hindered, and the map is also turned off. And some of these rooms are damage tile mazes.
* LimitBreak: Compared to the original version, the Force mecnahic now comes in two versions: A Force Boost which adds or enhances a certain attribute for three turns, and a Force Break that applies a very powerful skill but at the cost of disabling the Force gauge until the character returns to the HubCity (there are certain perks and skills that can restore it without leaving the Yggdrasil, but they're difficult to pull off).

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* InterfaceScrew: The bonus stratum, unlike in the original, presents F.O.E.s that emit fog so dense that visibility it obscures line of sight for both the player and other any F.O.E.s are drastically hindered, and in the map is also turned off. And some room, on top of disabling automapping. Some of these rooms are also damage tile mazes.
* LimitBreak: Compared to the original version, the Force mecnahic mechanic now comes in two versions: A Force Boost which adds or enhances a certain attribute for three turns, and a Force Break that applies a very powerful skill but at the cost of disabling the Force gauge until the character returns to the HubCity (there are certain perks and skills that can restore it without leaving the Yggdrasil, but they're difficult to pull off).
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Moved from the parent EO page

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* EleventhHourSuperpower: At the climax of Story Mode, the protagonist uses the Holy Grail to become strong enough to beat the final boss ''on his own''.
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* HelpfulMook: Axolotls can potentially be these: when encountered in battle, they won't do anything except watch. Leave them alone for long enough, and they'll use a move that completely fills the party's Force gauges - even if they used their Force Breaks! Attack them, on the other hand, accidental or not, and they will instead drain your characters' Force gauges.
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* GuestStarPartyMember: [[spoiler:Wulfgar]] hops aboard for your first time through the first floor in story mode. At level 12, he's [[ATasteOfPower stronger than the rest of the party]], but not as strong as the examples above. [[spoiler:Hrothgar]] also joins for the fight against the Chimaera in story mode. He's level 16, about equal level with the recommended level to fight the boss. [[spoiler:Marion]] also serves as a guest party member for the first fight against the Great Dragon in the postgame, but unlike the former two examples, by this point it's already likely your party is on par with, or even stronger than her.
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* BittersweetEnding: [[spoiler:The Overlord is defeated, thus freeing High Lagaard from his insane experiments, but the Birdmen are now left with the reality that their "god" was in fact a fraud, and their leader admits that his people's future is uncertain. Also, the Overlord's death unleashes the [[EldritchAbomination Ur Child]], but the Guild deals with that in the postgame.]]
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* ThereIsNoKillLikeOverkill: The TrueFinalBoss has an attack called Begone that it uses after [[ThirteenIsUnlucky 13 turns]] that [[TotalPartyKill deals around]] ''[[TotalPartyKill ten thousand damage]]'' [[TotalPartyKill to the whole party]]. For reference, the HP cap is 999. It can, however, be survived with timely use of the Protector's LimitBreak, which negates all damage for a turn.
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* SadBattleMusic: [[https://www.youtube.com/watch?v=AjorkiKh8G0 "Guardians Of The Sorrowful Ice"]], further reinforced with its remix in the ''Fafnir Knight'' remake. It stands out from the other boss themes in the game for having a more melancholic tone, especially during the first half (it then gradually transitions into a foreboding tone). It symbolizes the suddenly somber reveal about the opponents you're facing: [[spoiler:Artelinde and Wilhem have killed several explorers that got into near the end of Frozen Grounds, because letting them advance would led them to fight Scylla, originally the founder of the guild Artelinde and Wilhem are now part of and now turned into a monster due to the Overlord's actions]].
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Last edit for now, I promise

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* InterfaceScrew: The bonus stratum, unlike in the original, presents F.O.E.s that emit fog so dense that visibility for both the player and other F.O.E.s are drastically hindered, and the map is also turned off. And some of these rooms are damage tile mazes.
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Same as the previous edit

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* InsurmountableWaistHighFence: The game introduces a special type of wall that looks more or less like a waist-high pile of rubble. You easily look over the rubble-walls and see everything on the other side, but they still count as walls, and you absolutely cannot pass. The only actual gameplay-related difference is that blue F.O.E.s can walk on/through them.
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Importing from the series-wide EO page

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* HotSpringsEpisode: Part of the DLC, and it's exactly as pervy as you'd expect. Especially when the girls' bath is interrupted by an FOE.

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** Taking cues from Slantwise Cut in ''The Millennium Girl'', the Ronin in this game now enable their stances with attack skills so that they can maintain their usual role in battle without spending turns not dealing damage. Their stances also no longer take up a buff slot so they don't interfere with the three-buffs cap and are not rendered powerless by a StatusBuffDispel.



** Beasts were built around TakingTheBullet for the party, but there were a few pitfalls in the programming: First, their Loyalty made them tank hits automatically, and second, they would take the damage the defended member would have taken, without taking into account the Beast's own defense. This meant that sometimes they would take several amounts non-lethal damage that the rest of the party would take and die, and any instance of protecting a GlassCannon or SquishyWizard would be very dangerous to the Beast. ''The Fafnir Knight'' reworked the Loyalty skill tree, and now any tanking skills are player-controlled, and Loyalty Mastery now gives the Beast a chance to reduce any incoming damage, making tanking a lot more effective.

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** Beasts were built around TakingTheBullet for the party, but there were a few pitfalls in the programming: First, their Loyalty made them tank hits automatically, and second, they would take the damage the defended member would have taken, without taking into account the Beast's own defense. This meant that sometimes they would take several amounts non-lethal damage that the rest of the party would take and die, and any instance of protecting a GlassCannon or SquishyWizard would be very dangerous to the Beast. ''The Fafnir Knight'' reworked the Loyalty skill tree, and now any tanking skills are player-controlled, and while Loyalty Mastery now gives the Beast a chance to reduce any incoming damage, making tanking a lot more effective.



* PowersAsPrograms: Like in the first game's remake, Grimoire Stones allow the equipping characters to access skills outside their normal skill set. These stones are normally generated in combat and can feature a mixture of skills from the one who created the stone on top of any enemy skills. They also can be equipped and swapped around your party outside the dungeon.

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* PowersAsPrograms: Like in the first game's remake, Grimoire Stones allow the equipping characters to access skills outside their normal skill set. These stones are normally generated in combat and can feature a mixture of skills each stone only carries one skill, which is usually drawn from the one who created generating the stone on top of any Stone or may contain an enemy skills. skill. They also can be equipped and swapped around your party outside the dungeon.dungeon, and Grimoire Stones can even enhance a party member's innate skills beyond the usual cap of 10.

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Removing some YMMV links, and relocating tropes that apply to both versions of the game


* ItsAllUpstairsFromHere: Unlike in the first game, where the Yggdrasil Labyrinth aimed downward, the one from High Lagaard is explored in the opposite direction, as the explorers have to climb it steadily upward to conquer it.



* JourneyToTheSky: After the player's character party defeats the Overlord in the last standard stratum (Heavenly Keep, which is itself placed at the top of the Yggdrasil), they can continue climbing further and discover a beautiful, yet deadly location in the high skies: the Forbidden Wood. Serving as the game's BonusDungeon, it is a sacred forest where the Overlord (the then-defeated BigBad) encased his deadliest creations; it takes cues from the biblical Eden, and there are floating islands one can reach by using warp points.



* MagicKnight: The War Magus, described in-game as a hybrid of TheMedic and [[JackOfAllTrades the Landsknecht]]. Their War Lore gives them access to healing spells and buffs, while their War Edge lets them learn specialized sword slashes which have extra effects on enemies [[SituationalDamageAttack under certain status effects]]... including Cursecut, which can be combined with their unique Transfer skill to become a bit of a GameBreaker when used properly.

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* MagicKnight: The War Magus, described in-game as a hybrid of TheMedic and [[JackOfAllTrades the Landsknecht]]. Their War Lore gives them access to healing spells and buffs, while their War Edge lets them learn specialized sword slashes which have extra effects on enemies [[SituationalDamageAttack under certain status effects]]... including Cursecut, which can be combined with their unique Transfer skill to become a bit of a GameBreaker game-breaking when used properly.



* ItsAllUpstairsFromHere: Unlike in the first game, where the Yggdrasil Labyrinth aimed downward, the one from High Lagaard is explored in the opposite direction, as the explorers have to climb it steadily upward to conquer it.
* JourneyToTheSky: After the player's character party defeats the Overlord in the last standard stratum (Heavenly Keep, which is itself placed at the top of the Yggdrasil), they can continue climbing further and discover a beautiful, yet deadly location in the high skies: the Forbidden Wood. Serving as the game's BonusDungeon, it is a sacred forest where the Overlord (the then-defeated BigBad) encased his deadliest creations; it takes cues from the biblical Eden, and there are floating islands one can reach by using warp points.



* UnwinnableByDesign: There's a floor in its second dungeon - Ginunngagap - that tells you beforehand that you can't leave, and any attempts to do so will do nothing. What it doesn't tell you, however, is that the area is also full of moving walls that are actually overpowered [[DemonicSpider [=F.O.E.s=]]]. Considering that they're able to trap you between walls where your only way out is through them, and that [=F.O.E.s=] are already extremely overpowered to begin with, your only choice is death if you take a wrong turn. However, the game does place three treasure chests in the first room of this floor, each with an item that allows the player to escape from almost any battle - including F.O.E.s - to the entry point of the floor. There are also one-way shortcuts that can aid a player in escaping a situation before it becomes hopeless, and the F.O.E.s will walk back to their neutral positions when the player leaves the room, allowing the player to make a different attempt at passing through the rooms.

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* UnwinnableByDesign: There's a floor in its second dungeon - Ginunngagap - that tells you beforehand that you can't leave, and any attempts to do so will do nothing. What it doesn't tell you, however, is that the area is also full of moving walls that are actually overpowered [[DemonicSpider [=F.O.E.s=]]].s=]. Considering that they're able to trap you between walls where your only way out is through them, and that [=F.O.E.s=] are already extremely overpowered to begin with, your only choice is death if you take a wrong turn. However, the game does place three treasure chests in the first room of this floor, each with an item that allows the player to escape from almost any battle - including F.O.E.s - to the entry point of the floor. There are also one-way shortcuts that can aid a player in escaping a situation before it becomes hopeless, and the F.O.E.s will walk back to their neutral positions when the player leaves the room, allowing the player to make a different attempt at passing through the rooms.
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Crosswicking

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* SameContentDifferentRating: Unlike the first game, which was rated T by the ESRB, this one was rated E10+, even though the kind of content remains unchanged. Most intriguingly, the remake of the second game ''was'' rated T, like the majority of games. The only other games to be rated E10+ in the series is the third.

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Massive example crosswicking


Many of the gameplay mechanics, features and perks from the first game are retained in this sequel, without much being altered or replaced. However, it does present some novelties to keep the formula fresh. For example, in addition to retaining the original nine classes, the game adds three to raise the total of twelve: Beasts (animals loyal to their human companions), Gunners (hunters who use firearms), and War Magi (sorcerers capable of performing magical actions during battle). Secondly, some frustrating elements from the first game have been alleviated here: The level penalty for resting a character was reduced from 10 to 5, the number of unlockable shortcuts in the strata's floors has increased, the difficulty progression is slightly more forgiving, a more effective LimitBreak mechanic is implemented, and the UI and graphics have been polished for a prettier presentation. It also introduces the option to retire a character to replace it with another who, despite not sharing the other's level, does inherit their stats and has the default level cap of 70 increased by one. It's theoretically possible to repeat the process to raise the cap to 99, but it's extremely time-consuming.

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Many of the gameplay mechanics, features and perks from the first game are retained in this sequel, without much being altered or replaced. However, it does present some novelties to keep the formula fresh. For example, in addition to retaining the original nine classes, the game adds three to raise the total of twelve: Beasts (animals loyal to their human companions), Gunners (hunters who use firearms), and War Magi (sorcerers capable of performing magical actions during battle). Secondly, some frustrating elements from the first game have been alleviated here: The level penalty for resting a character was reduced from 10 to 5, the number of unlockable shortcuts in the strata's floors has increased, the difficulty progression is slightly more forgiving, a more effective LimitBreak mechanic is implemented, a SuspendSave option is added, and the UI and graphics have been polished for a prettier presentation. It also introduces the option to retire a character to replace it with another who, despite not sharing the other's level, does inherit their stats and has the default level cap of 70 increased by one. It's theoretically possible to repeat the process to raise the cap to 99, but it's extremely time-consuming.



!!Tropes present in both versions of the game:

to:

!!Tropes present in both versions of the game:
game (or exclusively to the original):



* AIRoulette: The Ur Child has a randomized attack pattern if you attack him at night, and averts the trope if you do so during day.
* BaitAndSwitch: There is an event on the first floor that is a callback to the original game. Where the cruel switch comes is this: A "new" guild will find the exact same choices/consequences as in the original event (resting starts a fight, not resting avoids the fight), but if you are playing an OldSaveBonus guild with data inherited from the first game, you will find that the consequences for the choices in the event have been ''swapped'' around (so that opting ''not'' to rest will cause the fight to trigger instead).



* CatchPhrase: The guildmaster ends most conversations with you with "Never underestimate the Labrynth." [[NintendoHard You really shouldn't.]] ''[[UpdatedRerelease 2 Untold]]'' changes this to "Try to avoid any unnecessary risks." Still good advice.



* EternalEngine: The fifth stratum, Heavenly Keep. It's a highly advanced building run by the Overlord (the game's BigBad), and has features like conveyor belts, food dispensers and (in the remake) remote bombs that are harmful to the explorers but can be lured into F.O.E. to kill them. What makes this dungeon stand out, besides its SchizoTech nature, is that all other strata in the game are TheLostWoods [[SeasonalBaggage in different seasons]].
* FantasyGunControl: The game introduces Gunners in its series, characters that have above-average attack and technical power, but are slow as rocks.
* FeaturelessProtagonist: Strangely, while the game usually plays it straight like all non-''Untold'' installments, the guild officer here invites you to register yourself as a member (i.e. name a character after yourself), but the system isn't designed to recognize which character is "you." If you take her up on her suggestion, the narrator will refer to you and your avatar as separate people for the rest of the game.
* FireIceLightning: Besides bringing back the classes from the first game that have access to these three elements and, among the bosses, the three Elemental Dragons, this game also adds the Gunner class. They can shoot projectiles (bullets from the former, arrows from the latter) imbued with fire, ice or volt; the former also has a second trio of elemental stab skills.



* ForestOfPerpetualAutumn: The second dungeon, Auburn Thicket, a forest that never got past autumn (the other forest dungeons are encased respectively within the other seasons). It is filled with harmful floor tiles, and is home to a species of Salamanders who attack explorers with fire breath (this also applies to their mother, who is luckily a SkippableBoss), so it's not an easy place to be in.
* FrictionlessIce: There's an entire stratum dedicated to this (Frozen Grounds), including the obligatory "bounce from obstacle to obstacle in a convoluted path to reach the other side" movement puzzles.
* GiveMeYourInventoryItem: At one point, you can find an exhausted, stranded guard who begs you for a Warp Wire.



* HealingShiv: The Gunner class can learn a skill called Medi-Shot, which can cure status effects.
* InconvenientlyPlacedConveyorBelt: Conveyor belts are present in the fifth stratum (Heavenly Keep). The player's party characters are forced to work around these things to navigate through a dungeon that is already made difficult by the tough enemies present.



* KukrisAreKool: Kukris are available for your use in the game, although they are quickly outclassed. One NPC in the same game has one attached to the end of her staff.



* MagicKnight: The War Magus, described in-game as a hybrid of TheMedic and [[JackOfAllTrades the Landsknecht]]. Their War Lore gives them access to healing spells and buffs, while their War Edge lets them learn specialized sword slashes which have extra effects on enemies [[SituationalDamageAttack under certain status effects]]... including Cursecut, which can be combined with their unique Transfer skill to become a bit of a GameBreaker when used properly.
* MasterOfNone: Two of the classes suffer from this. Thankfully, the game's remake makes major improvements to both classes' abilities to make them viable choices for your party.
** War Magi can use healing and support magic as well as sword-based attack skills, but their healing doesn't stack up next to that of a dedicated Medic (though since they can use swords instead of staves, they are ''significantly'' faster, at least), their buffs are less useful than a Troubadour's, and their attack skills are woefully situational (stunning an enemy afflicted with Sleep?). Add to that their overall unimpressive stats and there's no real reason to use a War Magus over one of the specialists.
** Beasts have a variety of defensive abilities and strong offense, but due to a number of flaws with their skills as well as a lack of decent armor they usually end up being more of a liability than anything else.
* MechaMooks: Befitting its EternalEngine setting, the Heavenly Keep features robotic enemies and FOE, with the latter having to be avoided unless the player's character party is very prepared to face them. These include the Sky Metal Knight (which attacks with {{Laser Blade}}s), the Silver Sentinel, and the Silver Gunman.
* MentorOccupationalHazard: Players meet [[spoiler:Hrothgar and Wulfgar]] early on and learn several important things about the Labyrinth from them. Once the player learns of [[DeathByOriginStory their tragic history]], alarm bells should be going off... [[spoiler:the ill-fated moment comes upon finding an injured Wulfgar and learning of Hrothgar's fate. Wulfgar hangs on just long enough for the player to take revenge.]]



* MissionPackSequel: In many ways, the game feels like an encore of the first game, as it doesn't change or add too many elements from it aside from a few new classes, new stratum themes and other quality-of-life features. In comparison, the subsequent installments would present changes and/or additions that were more impactful and significant (like a subclassing and MultipleEndings in the third game, an overworld in the third and fourth, or PrestigeClass and stratum events in the fifth).
* OldSaveBonus: There are some minor bonuses if you entered a password obtained by beating the original game. While no characters transfer over, people recognize the name of your Guild and that you are "experienced adventurers", and several password-exclusive secrets are unlocked. However, this also has some ''disadvantages'', such as the tutorial guard not giving your group free Medicas because he assumes your "experienced" Level 1 heroes are strong enough to make it back without any help.
* OminousFloatingCastle: The [[TheVeryDefinitelyFinalDungeon fifth Stratum]] of the game, the Heavenly Keep, is a legendary flying castle hidden within the highest reaches of Yggdrasil.
* PandaingToTheAudience: There's a blue-eyed panda as one of the four options for the Beast class. The other choices being a brown bear, a wolf, and a sabertoothed white tiger... which are all functionally the same.
* PowerfulButInaccurate: The third major boss, Scylla, has Cry Soul, an attack that deals several blows that are powerful enough to one-shot all but the tankiest party members but so terribly inaccurate that usually none of them will actually hit. Unfortunately, she also possesses skills that inflict [[StatusEffects sleep and paralysis]], and summons [[FlunkyBoss flunkies]] that attempt to bind your characters' legs -- all of which prevent dodging attacks...
* SacrificialRevivalSpell: TheMedic can learn Phoenix, which fully revives their team at the cost of their own life.
* SchizoTech: The Heavenly Keep in the game and its remake ''Fafnir Knight'' is less like a regal ark as implied by the lore, and more like a colorful ''spaceship'' with functional conveyor belts and bombs.
* SeasonalBaggage: The first four dungeons are respectively modeled after the four seasons, symbolizing the time the player's characters have invested in exploring the Yggdrasil: Ancient Forest is summer, Auburn Thicket is autumn, Frozen Grounds is winter, and Petal Bridge is spring. The Ancient Forest and Petal Bridge return in ''VideoGame/EtrianOdysseyNexus'' as {{Nostalgia Level}}s, but the other two don't, so their association with this trope is lost.
* SheathStrike: The Ronin's Sayageki ability allows its user to bash an enemy with the sheath of a katana.



* SlippySlideyIceWorld: The game, true to its season-themed strata, boasts this for its winter floors (Frozen Grounds). The highest floor in the strata adds to it by making the ice too thin to cross except at night when the temperature drops. You are also given the chance to take a nice rest on one of the floors. [[spoiler:Bad idea. The very first paragraph of this trope description should suggest why]]. The remake ''Fafnir Knight'' removes the thin ice but adds ice blocks that can be pushed through the icy tiles, useful to solve navigation puzzles.



* SuspendSave: Starting with this game, the ''Etrian Odyssey'' series features this as the only way to save while in a dungeon. The player can hard-save in town or next to a Geomagnetic Pole, but can only use the suspended save while exploring.



* ArrangeMode: As with the remake of the first game, Story Mode gives you a fixed set of five canon characters who are pre-named except for the protagonist, there are a fair bit more cutscenes and dialogue, and areas and bosses have many distinct differences including content that is not available in Classic Mode. As compensation for having five fixed characters in your guild and not being allowed to add more, you are given the option to change their classes.



* BraggingRightsReward: Defeating the toughest DLC {{Superboss}} on Expert difficulty awards the Ragnarok, a sword that grants a massive HP and TP bonus and is usable by all classes, while outstripping the ultimate katana. But because you've defeated the toughest boss the game has to offer [[FakeDifficulty complete with all its unfair gimmicks]], you've nothing left to use it on. '''(TFF)'''

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* BlockPuzzle: Though absent in the original version, the remake adds ice blocks in the Frozen Grounds, and they have to be pushed across their icy ponds in order to reach key places (the FrictionlessIce would make navigation impossible otherwise).
* BraggingRightsReward: Defeating the toughest DLC {{Superboss}} on Expert difficulty awards the Ragnarok, a sword that grants a massive HP and TP bonus and is usable by all classes, while outstripping the ultimate katana. But because you've defeated the toughest boss the game has to offer [[FakeDifficulty complete with all its unfair gimmicks]], you've nothing left to use it on. '''(TFF)'''on.
* ButtMonkey: Flavio is constantly made the butt of many, many jokes through the game by almost the entire cast, be they seniors, children, and many times indirectly from Arianna. This is probably retribution for all those years as a kid when he used to be an annoying CryingWolf to the Midgard Library.
* ChainLethalityEnabler: The eponymous Fafnir Knight's Overkill skill is a single-target attack, but will attack all enemies if the initial target dies.
* DamageSpongeBoss: Every FOE and boss (except for the second stratum's, oddly enough). Your biggest threat against them isn't their dangerous attacks killing you, but being worn down enough that you aren't able to put up with their attacks for 40+ turns.
* DownloadableContent: This is the first game in the series to receive small pieces of DLC based on extra customization options, quests and other small features. However, compared to ''V'' and ''Nexus'', ''The Fafnir Knight'' went a little further by also adding an extra floor to the BonusDungeon, which features {{Legacy Boss Battle}}s against series-veteran opponents and a new {{Superboss}} called Ur-Devil.


Added DiffLines:

* EasierThanEasy: Picnic difficulty. While other games in the series do have their own "easy" difficulty, none are as easy as this entry. The game might as well be playing itself with how much damage everything takes and how little your party receives. In this mode, the game only starts to become difficult when you reach the 6th Stratum, and by extension, the DLC 31st floor with its own challenging superboss.


Added DiffLines:

* HeWasRightThereAllAlong: At one point, you wander around Ginnungagap when all of a sudden the FOE alert sounds, notifying you one of the floor's wandering superpowered enemies has noticed you. You may be tempted to turn around and see where it's coming from, only to find nothing at all as you look... [[spoiler:and then the instant you take your eyes off the ''wall'' in front of you, the damn thing will reveal it's hiding ''inside the wall, and using part of the brickwork as a cover''.]]
* IncrediblyDurableEnemies: The remake massively inflates everything's HP to offset the absurd damage the MC of story mode -- the titular Fafnir Knight -- deals while in his install form. This ultimately causes a few issues: first, the install requires a full meter bar to enter, meaning it's not a matter of keeping his MP high and can only be used every so often instead of constantly. Second, none of the other classes can keep up with him at all outside of [[EasierThanEasy Picnic difficulty]], making most battles a slog in story mode, or ''all'' battles in classic mode.
* ItsAllUpstairsFromHere: Unlike in the first game, where the Yggdrasil Labyrinth aimed downward, the one from High Lagaard is explored in the opposite direction, as the explorers have to climb it steadily upward to conquer it.
* JourneyToTheSky: After the player's character party defeats the Overlord in the last standard stratum (Heavenly Keep, which is itself placed at the top of the Yggdrasil), they can continue climbing further and discover a beautiful, yet deadly location in the high skies: the Forbidden Wood. Serving as the game's BonusDungeon, it is a sacred forest where the Overlord (the then-defeated BigBad) encased his deadliest creations; it takes cues from the biblical Eden, and there are floating islands one can reach by using warp points.


Added DiffLines:

* TheNicknamer: Chloe. She calls the PlayerCharacter 'Mr. Sword', Flavio 'Mr. Bow', and Bertrand 'Trand'.
* PowersAsPrograms: Like in the first game's remake, Grimoire Stones allow the equipping characters to access skills outside their normal skill set. These stones are normally generated in combat and can feature a mixture of skills from the one who created the stone on top of any enemy skills. They also can be equipped and swapped around your party outside the dungeon.
* PrettyPrincessPowerhouse: Arianna, who is part of the Prince(ss) class, and is explicitly ''expected'' by royal tradition to take on dangerous monsters themselves with little support.
* RoyalsWhoActuallyDoSomething: Arianna is the Princess of Caledonia, having turned up in High Lagaard to participate in a ritual at the nearby ruins.
* ThreePlusTwo: The remake features this with the main cast of its Story Mode. The Fafnir Knight and his best friend Flavio join Princess Arianna as her bodyguards to make up a party of three, and they later meet the duo of Bertrand and Chloe while exploring Ginnungagap.
* UnwinnableByDesign: There's a floor in its second dungeon - Ginunngagap - that tells you beforehand that you can't leave, and any attempts to do so will do nothing. What it doesn't tell you, however, is that the area is also full of moving walls that are actually overpowered [[DemonicSpider [=F.O.E.s=]]]. Considering that they're able to trap you between walls where your only way out is through them, and that [=F.O.E.s=] are already extremely overpowered to begin with, your only choice is death if you take a wrong turn. However, the game does place three treasure chests in the first room of this floor, each with an item that allows the player to escape from almost any battle - including F.O.E.s - to the entry point of the floor. There are also one-way shortcuts that can aid a player in escaping a situation before it becomes hopeless, and the F.O.E.s will walk back to their neutral positions when the player leaves the room, allowing the player to make a different attempt at passing through the rooms.

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[[redirect:VideoGame/EtrianOdyssey]][[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/eo2.jpg]]
[[caption-width-right:350:Now it's time to go up!]]

''Etrian Odyssey II: Heroes of Lagaard'' is the second installment in the ''VideoGame/EtrianOdyssey'' series, following up [[VideoGame/EtrianOdysseyI the first game]]. It was released in 2008, slightly one year after its predecessor.

The game's premise is very similar to that of its predecessor, but now taken to a new setting. A new Yggdrasil with its own labyrinth is awaiting to be explored, and is located next to the idyllic, wealthy city of High Lagaard. The city's governing body, the Grand Duchy of High Lagaard, invites adventurers to come and explore the labyrinth within the tree, while reminding them of the numerous dangers that lie there in the form of vicious monsters and environmental hazards. The main difference this labyrinth has in relation to that of Etria's Yggdrasil is that its main path goes upward instead of downward. How high, though? So far nobody has dared (or survived for long enough) to find out, so it's up to the player's character party to be the first to do so.

Many of the gameplay mechanics, features and perks from the first game are retained in this sequel, without much being altered or replaced. However, it does present some novelties to keep the formula fresh. For example, in addition to retaining the original nine classes, the game adds three to raise the total of twelve: Beasts (animals loyal to their human companions), Gunners (hunters who use firearms), and War Magi (sorcerers capable of performing magical actions during battle). Secondly, some frustrating elements from the first game have been alleviated here: The level penalty for resting a character was reduced from 10 to 5, the number of unlockable shortcuts in the strata's floors has increased, the difficulty progression is slightly more forgiving, a more effective LimitBreak mechanic is implemented, and the UI and graphics have been polished for a prettier presentation. It also introduces the option to retire a character to replace it with another who, despite not sharing the other's level, does inherit their stats and has the default level cap of 70 increased by one. It's theoretically possible to repeat the process to raise the cap to 99, but it's extremely time-consuming.

In 2014, a remake of this game called ''Etrian Odyssey 2 Untold: The Fafnir Knight'' was released in Japan, being available later in 2015 for the Americas and early 2016 in Europe and Australia. Much like the remake of the first game, it adds a Story Mode with pre-existing characters and a more elaborate narrative, as well as a brand-new dungeon to explore; notably, it also adds the Highlander class (which, in the first game's remake, only existed for the Story Mode's protagonist and didn't exist for Classic Mode). It was also the first game in the series to have DownloadableContent.

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!!Tropes present in both versions of the game:

* AbsurdlyHighLevelCap: The level cap has been increased to 99, but not only you should be able to beat the main game at 50-60s, your characters' level cap is also 70 at natural. It can be increased by retiring those characters which resets their levels but ultimately increases their level cap by ''1'' per retiring. Yes, you need to retire your characters '''29''' times ''plus one last time to give a maximum stat bonus'' to finally reach their level cap.[[note]]If you want to do the math, that means you need to raise your character to 69 + (29 x 55) + 69 levels... that's '''''1733''''' levels.[[/note]] ''The Fafnir Knight'' eschews this complication by simply having the Elemental Dragons raise the party's cap upon their defeat, like in all games from ''III'' onward.
* BonusDungeon: Forbidden Wood is a lush, seemingly-paradisial forest located far above the highest floors of Heavenly Keep. It's filled to the brim with dangerous monsters, and navigating across is is a big challenge on its own due to the high number of harmful ground areas, disorienting teleporters, and fog that reduces visibility. The boss is Ur Child, the ultimate creation of the Overlord and one of the strongest living beings in existence.
* BossInMookClothing: A specific random encounter in the final floor has 10,000 hit points, more than five times the number of hit points of the next strongest random encounter, and 3000 more than the strongest FOE the game has to offer. Said random encounter also has a multihit attack on your entire party what will usually OHKO any of the non-tank classes, as well as a skill that prevents you from using any of YOUR skills. Said random encounter also holds the dubious distinction of being the only FOE or random encounter in the game that is immune to Instadeath Skills (most Bosses are immune), and the ONLY enemy in the ENTIRE game that is immune to Stun. If you're particularly unlucky, this also appears as an ambush while harvesting. ''In pairs''. The ''Fafnir Knight'' remake retains this random encounter in all its overpowered glory, and made it ''stronger'', with over 30,000 HP, and a DesperationAttack that can destroy the party when it approaches death. A quest needs you to ''hunt one''. One of the guaranteed ways to get it to spawn also gives that enemy ridiculous ActionInitiative. And there's a ''conditional drop'' to boot.
* BrokenBridge: Like in the first game, you won't be allowed to proceed to the second floor of the labyrinth (in this case, the second floor of Ancient Forest) until you show a properly-drawn map of the first. It's justified this time: The guards explain that if you can't survive long enough to draw a map of the first floor, you're guaranteed to die if you go any further.
* TheDragon: Colossus/Juggernaut, located in Heavenly Keep, fits this role for being the Overlord's guardian.
* DualBoss: [[spoiler:Artelinde and Wilhem]] in Frozen Grounds. The paired characters use skills based on certain explorer classes, so they also qualify as {{Mirror Boss}}es; and by the time you face them you realize their intentions aren't as benevolent as you originally thought.
* EarlyGameHell: You can use a password obtained at the end of the original game to [[OldSaveBonus get recognized as the same guild]]. None of your ''characters'' transfer over; you're still going to be training up a new team of heroes, but you'll still be viewed as old pros. And while this lets you access some special encounters down the line, it ''also'' means that, because you're such experts, the guards at the start of the labyrinth won't bother giving you some Medicas to help you get started.
* FlunkyBoss:
** The first stratum boss is the Chimera, aptly subtitled "Lord of the Beasts". After a few turns, a massive flock of Slaveimps come to his cause, either casting Heal or Aura (an attack-up spell) on their master. If the Chimera dies, one still has to knock out any Slaveimps that made it into battle, but if there are any still trying to reach the battle, they disappear if the battle ends without them.
** The Salamander, from time to time, will summon Baby Salamanders to join the battle. The boss has a skill that redirects all of the party's attacks to the baby into itself in order to protect them, as well as to frustrate the player by not being able to get rid of the babies. However, a clever player can then launch a wide-scale attack that, instead of hitting each target once, hits the boss multiple times to deplete its HP faster.
* GlassCannon: The Gunner class can be considered a Glass Cannon, except Gunners are supposed to be back-row characters anyway, which mitigates their low defense, to an extent. A more proper example, however, would be a Hexer specialized in using Revenge: so long as its HP is low, they'll be able to deal huge damage (up to 255% the amount of damage they've taken). As long as you can keep them alive, of course.
* GuideDangIt: The TrueFinalBoss has a fixed attack pattern if fought during the day. At night, it acts completely randomly, with no indication to this change in behaviour, so it's entirely possible to immediately experience a TotalPartyKill.
* KingMook: The SkippableBoss Salamander is the large parent of the Baby Salamanders, and can be found in Auburn Thicket.
* LimitBreak: The game calls these "Force Skills", although not all of them are damaging: the Protector's "Painless" makes your party ''completely invincible'' for a turn.
* TheLostWoods: The first four strata in this game and the remake ''The Fafnir Knight'' (each based on a season, thus carrying over a SeasonalBaggage), as well as the BonusDungeon, are of this kind:
** Ancient Forest is Summer, and is rife with stone ruins of which only some pillars and walls have survived the test of time; there's a bat-like species of F.O.E capable of flying over those stone ruins, which makes escaping from them more difficult (especially since, this way, they can move through different rooms freely whereas explorers can only use the doors); lastly, the remake ''Fafnir Knight'' adds a second gimmick in the forms of thin floors the explorers can use to temporarily trap monsters.
** Auburn Thicket is a ForestOfPerpetualAutumn, and has many floor tiles that are harmful to the player's characters, though it's possible to mitigate the damage with skills. Among the F.O.E. present are Baby Salamanders which spew fire as soon as someone enters their line of sight, and they're the children of a larger Salamander which is a SkippableBoss.
** Frozen Grounds is Winter, thus being a SlippySlideyIceWorld with slippery frozen water and ice blocks used for puzzle solving.
** Petal Bridge is Spring, blessed by cherry blossom trees and inhabited by the Birdfolk; this stratum's earlier floors bring back the damaging tiles, and these are even more harmful than in Auburn Thicket. The latter floors, meanwhile, have hovering platforms that allow players to pass through large chasms and reach distant areas.
** The Forbidden Wood, only accessible after the game has been cleared for the first time, has the looks of a serene, beautiful forest. However, it houses the deadliest creatures gathered by the Overlord, and as you progress you'll find some harmful obstacles like damaging floors and fog. Also, since the forest consists of floating islands, the teleport spots will take you to different islands depending on the time of day (the islands have their own orbits, after all).
* MiniBoss: [[spoiler:Artelinde and Wihelm]], fought in a DualBoss fight in the last floor of Frozen Grounds, shortly after they reveal their darker side (though things get better after the battle); shortly afterwards, in that same floor, you fight the proper boss of the stratum (Scylla). The game also has the Juggernaut, a strong guardian located in Heavenly Keep and one of the most powerful creations of the dungeon's main boss (the Overlord, who is also the game's FinalBoss).
* SkippableBoss: The Salamander in Auburn Thicket can be skipped. In fact, it's highly advised to do so at first, due to its exceptional power and defense. The earliest moment to consider fighting it is during the postgame.
* {{Superboss}}: Briareus, renamed Hecatoncheires in the remake, is a chimera-like amalgamation of several other beasts. It can be unlocked by accepting a quest involving a part of the BonusDungeon where the party has to travel across certain teleporters and answer questions correctly (answering incorrectly will inflict them damage); in the remake, this is changed in favor of a straightforward navigation puzzle to approach the boss without it noticing. In both cases, the boss offers a very difficult battle with nasty attacks, including a skill that ''halves the party's maximum HP''.
* TreacherousQuestGiver: A couple of {{Side Quest}}s are actually posted by bandits taking advantage of the noticeboard system to lure unwary adventurers into traps. The bartender who manages the request system is understandably ''pissed'' when he finds out, and warns your Guild when they take the second mission.
* UselessUsefulSpell:
** The Beast class suffers from a severe case of this trope with their Loyalty skill, which makes a Beast [[TakingTheBullet take a blow]] for any other available party member. The problem? Loyalty makes Beasts take damage depending on the Defense stat of the character they're defending, as opposed to their own Defense (so if your Beast is defending, say, an [[SquishyWizard Alchemist]], they'll take more damage than if they were blocking a [[StoneWall Protector]] from the same attack). The most damning thing is that Loyalty is a passive, causing the Beast to uncontrollably take damage defending party members that don't need it, and putting points into it raises the chance of this happening. This ends up damaging the Beast class as a whole, as some of the Beast skills require mastery of Loyalty to some degree.
** The War Magi have various sword skills that have effects on their target, provided that the target is afflicted with a specific ailment. So not only are they very situational, they also demand the use of other ailment-inflicting classes to make the most out of these skills.
* TheVeryDefinitelyFinalDungeon: Heavenly Keep, a regal castle located at the top of the Yggdrasil, and inhabited by the Overlord.
* WhipItGood: Dark Hunters can use whips like in the first game, and this time they are a favorite for their ability to [[OneHitKill instantly kill]] most enemies, including some ''bosses'', once said enemies are at 55% HP or lower.

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!!Tropes exclusive to ''The Fafnir Knight'':

* BalanceBuff:
** War Magi in the second game were a MasterOfNone due to their SituationalSword attacks and their healing and support not quite matching up to those of the specialists. On top of that, their inability to inflict ailments themselves made them very team-dependent. ''The Fafnir Knight'' greatly revamped their skill set, making their War Edge skills trigger off any ailment and giving an ActionInitiative factor to their healing skills to set them apart from the Medic. Their new Force Boost also allows them to maintain function in case ailments are unavailable or impractical.
** Beasts were built around TakingTheBullet for the party, but there were a few pitfalls in the programming: First, their Loyalty made them tank hits automatically, and second, they would take the damage the defended member would have taken, without taking into account the Beast's own defense. This meant that sometimes they would take several amounts non-lethal damage that the rest of the party would take and die, and any instance of protecting a GlassCannon or SquishyWizard would be very dangerous to the Beast. ''The Fafnir Knight'' reworked the Loyalty skill tree, and now any tanking skills are player-controlled, and Loyalty Mastery now gives the Beast a chance to reduce any incoming damage, making tanking a lot more effective.
* BraggingRightsReward: Defeating the toughest DLC {{Superboss}} on Expert difficulty awards the Ragnarok, a sword that grants a massive HP and TP bonus and is usable by all classes, while outstripping the ultimate katana. But because you've defeated the toughest boss the game has to offer [[FakeDifficulty complete with all its unfair gimmicks]], you've nothing left to use it on. '''(TFF)'''
* DungeonBasedEconomy: There's a restaurant that the player's Story Mode party is requested to support. This place not only uses monster meat and plants from the Labyrinth for cuisine, but also provides buffs with the meals thus created.
* FantasticNuke: The Alchemist gains a powerful NonElemental skill called "Nuclear Formula", whose description outright states that it uses nuclear fusion to cause an explosion.
* LimitBreak: Compared to the original version, the Force mecnahic now comes in two versions: A Force Boost which adds or enhances a certain attribute for three turns, and a Force Break that applies a very powerful skill but at the cost of disabling the Force gauge until the character returns to the HubCity (there are certain perks and skills that can restore it without leaving the Yggdrasil, but they're difficult to pull off).
* MarathonBoss: While a lot of bosses suffer from HP bloat in the remake, the three elemental Dragons get particularly nasty about it. The main issue is that they also summon a core that casts an elemental attack that grows stronger for every turn the core is alive, so you can't just ignore it or it will become too strong to handle. The cores have a non-trivial amount of HP, so you're going to need to take time off the main body to fight it, and the dragon can regenerate it periodically during the fight. All this, while the dragon continues to harass you with deadly attacks. The Great Dragon is the worst of them all, sporting '''72,000''' HP and a core with '''13,000''', on top of sky-high Strength that can one-shot your more fragile party members. You have a GuestStarPartyMember to help you out, but she's so poorly optimized she might as well be a meat shield.
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