I needed a place to put all the challenge runs I do on classic Final Fantasy games. So I guess this is it. Sullla's site, T-Hawk's site, and Sofis' site are recommended reading, as is the Realms Beyond thread for even more reports by various others.

This will be periodically updated with various posts of mine from that topic, as well as any more runs I do through games whenever I'm bored and feel like doing a new take on a classic game.
__________

Final Fantasy
- FFZZ Hack Playthrough (v1.5): I | II | III | IV
- The Spellslingers: I | II | III
- Hardworking Capitalists: I | II | III | IV
- Solo Monk [PSP]: I | II | III | IV
- No Items/Potions: I | II | III | IV
- Four Monks [MSX]: I | II | III | IV
- The Iron Fists [WSC]: I | II | III
- No Start Menu: I | II | III
- Solo Thief [FFR]: I | II | III | IV

Final Fantasy II
- The Magicians: I | II | III | IV
- "Solo Monk": I | II | III

Final Fantasy III
- Solo Monk [NES]: I | II | III | IV | V
- Solo Red Mage [NES]: I | II | III
- Solo Magus [NES]: I | II

Final Fantasy IV
- Solo Palom: I | II | III | IV
- Solo Edge: I | II | III | IV
- Solo Rosa: I | II | III | IV
- Solo Yang: I | II | III | IV
- Solo FuSoYa: I | II | III
- Solo Edward: I | II | III | IV

- Solo Cecil [3D] (in-progress): I | II

Final Fantasy V
- Solo Cannoneer: I | II | III | IV | V
- Solos vs. Gil Turtle: I | II | III | IV
- Solos vs. Shinryu: I | II | III | IV
- Solos vs. Omega: I | II | III
- Quadzerker!!: I
- No Random Encounters (FJF '24): I | II | III
- Four Job Fiesta: 2014 | 2023

Final Fantasy VI
- The Nudists (in-progress): I | II | III

Final Fantasy Mystic Quest
- The Cheerleader: I | II | III | IV
- Low Level Game: I | II
- Low%: I | II | III

The Final Fantasy Legend
- Solo Monster: I
- Solo Human: I
- Solo Mutant: I | II

Final Fantasy Legend II
- Robot Party Playthrough: I | II
- Solo Monster: I | II | III | IV
- Solo Mutant: I | II | III | IV
- Solo Human: I | II | III
- Solo Robot: I | II | III | IV

Final Fantasy Legend III
- Low Level Game: I | II | III

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Final Fantasy Renaissance
- Hardworking Capitalists: I | II
- Living Off the Land: I | II
- Low Level New Game+: I
- One Spell Per Levelx4: I

- Solo Green Mage (v1.3.3): I | II
- Solo Evoker (v1.3.3): I | II | III
- Solo Lancer (v2.0.5): I | II | III
- Solo Geomancer (v2.1): I | II | III
- Solo Blue Mage (v2.1.3): I | II
- Solo Dark Knight (v2.1.3): I | II
- Solo Monk (v2.1.3): I
- Solo Trainer (v2.1.3): I | II

(See my gaming playthroughs section for my first four runs of the game, including a mage and physical only party)

__________

Articles
- FF4: Drop-only Items
- FF5: The Status Bug
- FF Renaissance: Job thoughts
- FF Renaissance: Magic list/thoughts
- FF Renaissance: Weapon/Armor list
- FF Renaissance: Class stats and tables
- FF Renaissance: Elements/Races guide
- FF Renaissance: Poaches guide
- FF Renaissance: Achievements guide
My blogs elsewhere keep exploding on me, so why not throw'em all down in a public place, I guess? To be filled in eventually!

FF4 Unprecedented Crisis: I | II | III
FF4 Playable Golbez: I | II | III

Etrian Odyssey Untold 2
Etrian Odyssey Nexus
Etrian 1 HD
FE Fates Nohr


Final Fantasy Renaissance
- RDM/THF/GEO/EVO: I | II
- DRK/BLU/TRA/BRD: I | II
- WHM/BLM/GRM/TIM: I | II
- WAR/MNK/DNC/LNC: I
L1
- CURE (WM,RM,KN): ST heal, base 32
- HARM (WM,__,__): AoE non-elemental damage to undead, base 48
- FOG (WM,RM,KN): ST +8 absorb boost
- RUSE (WM,RW,KN): ST +80 evade boost
- FIRE (BM,RM,NI): ST fire-elemental damage, base 20
- LIT (BM,RM,NI): ST lit-elemental damage, base 20
- SLEP (BM,RM,NI): AoE status-elemental sleep, +24 acc
- LOCK (BM,RM,NI): ST -20 evade reduction, +64 acc

White: HARM is a nice spell for fighting undead. It's worth noting that CURE isn't as good as you might think: a HEAL potion is just as strong. Still, it's better than FOG in most cases. RUSE is neat, but unless your party composition somehow ends up with a White Mage up front, it's mostly a safety net.

Black: The damaging spells here peak very early: they do count towards PRIMING's buff after class change, however - so you can cast them followed by a stronger one to get extra damage while using less spell charges. FIRE can be a nice cheap way of beating SCUMs in the Marsh Cave. SLEP has some niche uses, but it also will eventually be left behind. LOCK is a terrible spell.

Red: First off, to get it out of the way: don't let SABOTEUR influence your decision-making. SLEP and LOCK are still questionable spells with very limited use. It might be worth holding off until class change for RUSE: a Red Wizard can get decent use out of it against fights like KRAKEN.

---

L2
- LAMP (WM,RM,KN): ST heal darkness
- MUTE (WM,RM,KN): ST status-elemental silence, +64 acc
- ALIT (WM,RM,KN): AoE lit resist to all allies
- INVS (WM,RM,KN): ST +40 evade boost
- ICE (BM,RM,NI): ST ice-elemental damage, base 40
- DARK (BM,RM,NI): AoE status-elemental darkness, +24 acc
- TMPR (BM,RM,NI): ST +14 attack
- SLOW (BM,RM,NI): AoE status-elemental reduce hits to 1 or counter FAST, +64 acc

White: MUTE is a highly underrated spell and can shut down ASTOS in particular. The A-Spells have their uses, and ALIT is no exception. They're good against LICH, TIAMAT, and Evoker bosses. INVS isn't that great except in limited parties. LAMP is mostly irrelevant.

Black: TMPR is one of the most powerful spells in the game. Cast this enough and any physical attacker with a weapon (Ozmo doesn't let Monks get buffs) will become a force of nature. ICE is okay but suffers from the same problems as the L1 spells, and there's some uses for SLOW. If you're taking a Dark Knight, you can consider DARK. Otherwise, it draws the short straw.

Red: Most of what I said above applies to the Red Mage. MUTE is good enough to take anyway, you can still consider SLOW, but you should still stay away from DARK short of a Dark Knight - and even then, there's better ways. Don't underestimate TMPR, it'll be way better! Even ALIT can be considered over SLOW: they're about as niche as one another. Absolutely do consider skipping ICE: there's very little long-term benefit.

---

L3
- CUR2 (WM,RM,KN): ST heal, base 66
- HRM2 (WM,__,__): AoE non-elemental damage to undead, base 80
- AFIR (WM,RM,KN): AoE fire resist to all allies
- HEAL (WM,__,__): AoE heal, base 24
- FIR2 (BM,RM,NI): AoE fire-elemental damage, base 60
- LIT2 (BM,RM,NI): AoE lit-elemental damage, base 60
- HOLD (BM,RM,NI): ST status-elemental paralyze, +24 acc
- LOK2 (BM,RM,NI): AoE -40 evade reduction, +40 acc

White: HRM2 is a nasty spell that can wreck the undead in the Marsh and Earth Caves. HEAL usually doesn't do enough to be worth it and you get three items to cast it for free, so it's best not to bother with the actual spell. This applies further if you're running them with a Green Mage. You can get good use out of CUR2 and occasional niche use from AFIR.

Black: LOK2 is the odd one out: the elemental spells are massive. FIR2 is great on undead, but LIT2 can help beat the WIZARDs. HOLD is a neat spell that works on most bosses: of the vanilla ones, only LICH and CHAOS can't be hit by it.

Red: This is maybe the first hard level to decide on for a Red Mage. If you have more AoE, you can consider only one of FIR2 or LIT2 - but both is still very good! HOLD is good enough on its own merits. AFIR should be considered if your party has low offense and you have no other source of it. CUR2 can be nice sometimes. Continue to ignore LOK2.

---

L4
- PURE (WM,RM): ST heal poison
- FEAR (WM,__): AoE status-elemental -40 morale
- AICE (WM,RM): AoE ice resist to all allies
- AMUT (WM,RW): ST heal silence + resist silence
- ICE2 (BM,RM,NI): AoE ice-elemental damage, base 80
- FAST (BM,RM,NI): ST doubles hit% or cancels SLOW
- CONF (BM,RM,NI): AoE status-elemental confuse, +64 acc
- SLP2 (BM,RM,NI): ST non-elemental sleep, +64 acc

White: LICH's opening spell is ICE2, so pray for good turn order when using AICE against him. It's good against FrWOLFs too. AMUT is irrelevant due to how so few enemies use MUTE, and FEAR is a meme. Unless you're trying to get the Designated Adventurer achievement, PURE is a waste of money. Remember, buying only one or even no spells in a level is perfectly fine.

Black: ICE2, CONF, FAST. All fantastic spells. Stuff over 80HP will immediately wake from sleep, and most enemies by the time you get this will be close to or over this threshold, so don't bother with SLP2.

Red: Unless you're doing some sort of challenge run, it's hard to argue against ICE2, CONF, FAST. If you want AICE for LICH, it's best to replace CONF regardless of SABOTEUR.

---

L5
- CUR3 (WM,RM): ST heal, base 132
- LIFE (WM,RW): ST revive with 1HP. Works in-battle with the REVIVALIST trait only.
- HRM3 (WM,__): AoE non-elemental damage to undead, base 120
- HEL2 (WM,__): AoE heal, base 60
- FIR3 (BM,RM): AoE fire-elemental damage, base 100
- BANE (BM,RW): AoE poison-elemental KO, +40 acc
- WARP (BW,RW): Transports party to previous floor. Cannot be used in battle.
- SLO2 (BM,RM): ST non-elemental reduce hits to 1 or counter FAST

White: In my opinion, the hardest spell level to decide for. Every one of these spells has merit and, aside from LIFE, you can give up one of the other three. HRM3 does have the least long-term viability, but the short-term benefits can't be understated. CUR3 heals enough to be a small-scale panic button, and while HEL2 is no longer as good as HEL3, it's still decent.

Black: If you don't have a White/Red/Time Mage, consider saving for WARP for its utility. SLO2 is usually the one to ignore: most of what you'd want to hit can be hit by regular SLOW anyway. Worth noting that any instant death spell used with ELEMENTAL SEAL can one-shot anything that doesn't outright resist instant death. Use BANE and similar spells with it at your own cheesy risk.

Red: A lot from here on out is Red Wizard only: if you're going unpromoted, there's only three options. Absolutely save for LIFE, and FIR3 is good enough that you shouldn't ignore it either. The last slot is a tossup. BANE works with SABOTEUR and is pretty ridiculous, though quite a bit resists poison. If that's too overpowered or the resistance is a problem, SLO2 is non-elemental and can hit anything, though it's niche and single-target. It's usually better to go with EXIT over WARP. Finally, CUR3 is perfectly viable.

---

L6
- SOFT (WM,__): Heals petrification. Cannot be used out of battle.
- EXIT (WW,RW: Escapes a dungeon. Cannot be used out of battle.
- FOG2 (WM,RW): AoE +12 absorb boost
- INV2 (WM,RW): AoE +40 evade boost
- LIT3 (BM,RW): AoE ice-elemental damage, base 120
- RUB (BM,__): ST death-elemental KO, +24 acc
- QAKE (BM,__): AoE earth-elemental KO, +40 acc
- STUN (BM,__): ST status-elemental paralyze on enemy ≤300HP. It will always/only hit if they're under the threshold and don't resist the element/status.

White: SOFT is ignorable for similar reasons to PURE: the money you spend on it will never equal the amount you spend on SOFTs, so only buy it if going for achievements. EXIT is fantastic utility, and with enough INV2 stacked, your party is untouchable physically. You can stack it twice as fast with the White Shirt, though it will mean the White Wizard won't get to wear it. FOG2 is also workable, though it takes a lot more castings compared to INV2.

Black: Lots of status here. LIT3 is a spell you can't go wrong with. STUN is a fun pseudo-finisher, though is still subject to status resistances. Of the two instant death spells, QAKE is better: hits everything and works on MudGOLs in particular (which resist the common elements).

Red: Four spells to choose from. It's usually best to leave behind FOG2: INV2 does mostly the same thing except it prevents damage entirely. It can be funny, though. Don't pass up EXIT unless you have a White/Time Wizard.

---

L7
- CUR4 (WW,__): ST full heal + status recovery
- HRM4 (WW,__): AoE non-elemental damage to undead, base 160
- ARUB (WM,RW): AoE status/death/earth resist to all allies
- HEL3 (WM,__): AoE heal, base 96
- ICE3 (BM,RW): AoE ice-elemental damage, base 140
- BRAK (BW,__): ST stone-elemental petrify, +64 acc
- SABR (BW,__): Self +16 attack/accuracy
- BLND (BM,__): ST status-elemental darkness on enemy ≤300HP. It will always/only hit if they're under the threshold and don't resist the element/status.

White: As nice as HRM4 is, the undead aren't as common by the time you can access it. ARUB is very useful for covering an unRibboned party member. CUR4 is a fantastic panic button, and HEL3 is solid. If you really want to make room for HRM4, what you should drop is party dependent: ARUB is a relatively safe drop with Red Wizard (gets it anyway), Paladin/Rune Knight, or if you're planning to grind up to level 25+, HEL3 is a safe drop with Green Mage.

Black: Darkness is terrible and so is BLND. It was not the ailment to make a >300HP spell for. BRAK is the most accurate instant death spell. SABR is weird and mostly useful for challenges, since it's self-cast only. You can never go wrong with an elemental AoE, though!

Red: There's only two spells and they're both good!

---

L8
- LIF2 (WW): ST revive with full health to one ally
- FADE (WW): Unlike vanilla, AoE Holy-elemental damage, base 160
- WALL (WW): ST resist *most elements
- XFER (WW): ST remove resistances
- NUKE (BW): AoE non-elemental damage, base 200
- STOP (BW): AoE time-elemental paralysis, +48 acc
- ZAP! (BW): AoE time-elemental death, +32 acc
- XXXX (BW): ST death-elemental KO on enemy ≤300HP. It will always/only hit if they're under the threshold and don't resist the element/status.

White: Pop a WALL on your unRibboned party member to protect them against everything but the new elements. XFER is strange and hard to justify except in magic-only challenge runs. FADE and LIF2 are both solid. However, note that FADE is now of the new holy-element. The ultimate Evoker and Spellblade resist it and even CHAOS currently does so. Only the undead are weak to it.

Black: NUKE isn't all that, but it's still a fantastic damaging option for them, especially with other options. The rest is situational: very little resists the Time-element though they're mostly there for fun. Still, unless you're in standard mode, nothing resists anything when ELEMENTAL SEAL is involved. XXXX is more of a memetic finisher for the same reason.

Back | Index
My first stop in the midgame was Gurgu Volcano. There were two new pieces of equipment for Meeko to pick up on the bottom floor of the dungeon. I wanted Meeko to get those before doing anything else.


Scale Armor is something I technically could've used with my Dark Knight: only they and Trainers can use this 32 absorb armor. It's the same weight as and 2 less absorb than the Flame Armor in Gurgu, so it was inferior for Cleese. But it was a very nice boost for Meeko until she could grab the Opal Bracelet.

Meanwhile, the Lava Axe was in the upper middle room. This effectively had 26/25/2 offenses thanks to Meeko's AXE PROFICIENCY. So effectively, 1 attack point and 5 hit% better than the Silver Axe. Still, an upgrade's an upgrade, and it's indeed Fire-elemental. Note that this and the other new axes are currently Trainer exclusive: Warriors and Ninjas don't get to use them. I imagine this will change once Viking gets added, but in due course.

I then got up to level 33 by grinding off the FIREs. This would be good for 4-hits with the Lava Axe, and give Meeko 79 MDef for the Ice Cave – a good start for that. I decided to have Meeko take on KARY from there. No real reason not to.


There was a lot of plinking down going on. She was breaking KARY's defense, it was just slow due to the lack of criticals (until this last hit). Meeko got hit with DARK, but it didn't really slow her damage output. Thankfully, she dodged SLOW and managed to kill the fiend before the fiend killed her.

I went to the Ice Cave after that. No Ordeals yet, didn't think the stuff there would make a huge difference. Meeko had actually gained enough experience from the trip down to KARY that I got her level 34. Then from fighting on the river, got so much more that I decided to get her up to level 35 just so she wouldn't level up in the middle of the dungeon. 83 magic defense would be more than enough to make it through.


These jerks would be the major potential problem. Meeko died to them once, and when they popped up again, I decided to go for some revenge even if it wasn't the smartest move. They aren't humanoids, so here's what having a monster use MAGIC looks like – SPECIAL looks similar. You get a list of their spells and can cast any of them. Just like normally, monsters do not have spell charges, so you can use them however and as often as you like. I had this one zap its friends to death. Ha!

SORCERERs could also be manipulated: it's a shame that their instant death isn't very functional because enemy MDef is so much higher than player MDef. They're also a good example of the anomaly with monster attack damage: they have 1 attack, relying entirely on their instant death to do anything. They can hit for hundreds of damage when controlled. I actually had some comedy here: Meeko took control of one, and then got hit by TRANCE from the other. This freed the other, and they proceeded to run away.


There was another axe here on the upper portion of B1: the Frozen Axe gave a bit more hit% and 3 more damage. Didn't need it for the boss: the EYE fell under Meeko's CONTROL for an instant win, no big deal. No incidents on the way out. Hard to complain about a second try Ice Cave! This got the FLOATER, and opened up the rest of the game.


Something I had forgotten to pick up: Trainer can use the Buckler. This weak shield only has 2 absorb, but it exists. I bought it now that I remembered, because I may as well. I also learned that they could use the Silver Gauntlets here. I thought they were Beastmaster exclusive, but they aren't for some reason. It's weird since they can't use Copper or Iron, but can use this (and even Zeus/Power post-promotion). They're currently the only class that can use Silver but not the others, even after promotion. I'd be buying a Proring shortly though, so there was no need to buy it at this juncture. Off my game, clearly.


The usual goodies were over in the Waterfall. I'll only have Meeko use them sparingly this run. One of the more interesting ones was this new weapon. The Control Whip is unfortunately exclusive to promotion. It has identical stats to the Stun Whip, but if it doesn't kill something, it will roll for a CONTROL on it. It's neat, but if you want to actually use the monsters against the others, keep in mind that it still damages them and that means they will be that much closer to dying at the hands of the other enemies.

My time in there also exposed an interesting quirk of CONTROL that I had a feeling about for a while: the number of hits are based off the Trainer's. It seems to be tied to level specifically: Meeko had 4-hits currently, but monsters were only doing 3. She would later get 4-hits with them at around level 39, even without a weapon. How is this relevant? If I controlled a MudGOL that used FAST, it would not get extra hits. But if I had it use FAST on Meeko and had her attack it would do 7-hits for some reason. Why an odd number? FAST is currently bugged and doubles hit% instead.


Hey, what?! Get controlled, jerk!

The Sea Shrine upper portion was the next stop. Spellcasting items came to the forefront for one reason and one reason only: Mage Staff on GHOSTs. It was either do that or die. And I didn't mind doing that in this specific case. Not going to go all in on them, mind you – I do try to rein them in even when not promoting because otherwise every class homogenizes in the back half of the game. But screw GHOSTs in particular.


I ran the quests from there and entered the next dungeon before lighting the Water Orb. Unfortunately, most of the equipment in the Mirage Tower and Floating Castle duo is Beastmaster exclusive. The Beast Sword, the Bane Sword, the Wyrm Helm and Wyrm Gauntlets (+10 for what they're worth), and they could even get the Dragon Armor! But one exception is this. For a Trainer, this is a 32/35/3 weapon. Basically a better Sun Sword (32/30/2.5)! Meeko was very close to achieving 5-hits with this weapon, and she was so high level that whips weren't making much of a difference with CONTROL, so I swapped over.

Granted, most of her battles still did consist of controlling something then having it kill its friends. But these two dungeons had a lot that couldn't: VAMPIREs, the machines, BADMANs, and GrMEDUSAs. For these enemies, I just had Meeko run. She was gaining experience insanely fast anyway. So fast that she was going to hit the level cap without much extra effort.

The only thing to do in the tower was grab the ProCape and prepare for the inevitable WarMECH. I was prepared to use Defense to fight it. But uh, it was a no-show. Both times I went up. I almost died to SORCERERs somehow despite having over 100 MDef: TRANCE and the MudGOLs behind them were the culprits.


In an earlier challenge, I mused that maybe it was a good thing that the Power Gauntlet's SABR ended up broken because it can easily unbalance the game. The corollary of it is that if critical hits worked as intended like they do in FFR, then maybe it was actually the intended solution. The fiends' defenses are massively high, so Meeko had to rely on critical hits to kill TIAMAT before she killed her. She got a grand total of zero the first try at it. The second, she got enough to win, but was still at critical health when she won. And keep in mind, most endgame weapons don't have a lot of critical hit chance. I'm really not sure how to feel about it.


That just left KRAKEN to take care of. I did pick up the Power Gauntlets just in case. Even without Zeus abuse, the Sea Shrine went fairly smoothly with CONTROL. I continued to just fry GHOSTs on sight. KRAKEN himself also wasn't a big deal. Meeko endured most of his blows and dealt solid damage in return, winning the damage race pretty cleanly.


Just needed to gain the last four levels to reach level 50 from there, which I did by controlling the Blue D spike repeatedly. I wasn't necessarily intending to level cap with Meeko, but it just ended up happening by itself. I dropped a point of STR because it wouldn't have made a difference in Meeko's damage.

My first run through the temple went awful! Believe it or not, Gas Ds were not involved in it. It was just a ton of accumulated damage due to bad turn order. The Earth floor was the worst: three groups of EARTHs all in a row! Even with controlling them, Meeko took a ton of damage when they kept dying immediately. LICH did a big NUKE and KARY got a bunch of licks in.


My HEAL stocks were so shattered (this is when I got the Masmune) that I was forced to use Defense/Heal Staff after TIAMAT just to go into the final boss at full health! I did do so: better that than dying. I also decided to Defense against KRAKEN, but I didn't against TIAMAT and almost regretted it. It was capped off with a bad CHAOS that finished it off. Well, any time SLO2 lands is bad unless you're a magic class or one that can otherwise counter it.

The next run went significantly smoother. As a point of comparison, I had 40 HEALs remaining at the end, without ever having to Defense and Heal. I still used Defense a couple of times against KRAKEN and TIAMAT. But that was it. It was a much smoother final dungeon, and hopefully, the prelude to a smooth final boss.

Second go at the final fight, I had Meeko Defense twice then start swinging. Still no Power Gauntlet yet. She was at 555HP after those first two turns between a big CHAOS physical and an ICE3, and her first shot did 193. CHAOS LIT3 did 56. Round 4: physical for the text box disappeared too fast, Meeko did 145. SLO2 missed! Meeko did 106. Then 33 as CHAOS missed a physical.

CUR4 reset things and Meeko decided now was the time to start doing real damage: 474 to be exact. 179 followed on the next round, as a CHAOS FIR3 did 39. The next swing did 165, CHAOS finally tried CRACK which of course fell ineffective. 129 damage, and INFERNO did 53. ICE2 did 28, and Meeko did 96. Over halfway now, but that last 957 needs to go fast. Because after FAST, that's going to be NUKE.


SWIRL is now Water-elemental due to FFR changes, and Ribbon resists it. It just did 38 damage. Meeko kept poking for 122.


Then, this! ...wasn't enough. CHAOS used TORNADO for 40, Wind-elemental now. Funnily, in earlier versions, Ribbon didn't resist these two spells. Even when it didn't or that change is reverted, you can still resist them with the new Wind and Water Armlets. In any case, if Meeko can attack once more, that'll do it. This should be it unless CHAOS physicals and does a critical hit.


Yup, done! That was very lucky at the end.

As I wrote in my job comments, the big problem with Beastmaster in FF5 is that you needed to constantly catch new monsters to get a single shot of something. Having the focus be on CONTROL and giving you incentive to use it did wonders for the class concept. Similarly, Relm in FF6 had a similar issue of needing a relic slot to use her control. No worries about that here.

The class is also decent when it's not controlling things. It's above the likes of Red Mage (before buffs), though it doesn't quite reach the level of the dedicated physical attackers. All in all, it's actually quite simple when you boil it down: CONTROL something juicy and beat it up. It's sort of like an instant death spell in that sense. It's pretty effective, too. Though it will be lower level in a party setting (higher than usual with their bonus experience), so you might actually have to weaken things or use whips for longer. I like this one overall.

But speaking of CATCH, it's available on promotion, so let's talk about it briefly. CATCH works on the same mechanics as CONTROL, the only difference being the monster is removed from the field entirely. You can then RELEASE it later in any other battle where there's room to place it, whereupon it works like a controlled monster with no time limit. They're automatically retrieved after battle if they or the Beastmaster isn't dead (the latter of which can cause them to escape or even become an enemy!). It's also possible to CATCH them again to restore their HP (the only way to do so). This is a major change for a solo that would be more interesting to explore from the beginning: i.e. New Game+ where you start promoted and every monster is stronger. Their LIMIT sucks though: it just guarantees the next CONTROL if it can work at all. The odds are so good that it's better to try it twice.

What's next? Probably another vanilla class, or maybe a full party challenge idea I've been floating in my mind for a bit. But immediately: more hot days. Until then, screw summer, and thanks for reading.

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