FF1 Spellslingers Part I
Feb. 3rd, 2015 04:14 pmSo here's another FF1 variant, this time with the vanilla game. T-Hawk's Brawlers got me thinking. Could the same be done with magic? That is to say, can a party go through the game using only MAGIC and RUN? Since no one else is doing anything, guess that means it's on me. I'm about to see for myself and die horribly in the process!!
Party composition!! All the physical classes are right out. Black Mage is obviously the focal point of this challenge, but we'll probably want a White Mage for healing. And FADE is only a shade behind NUKE. The question is, do we want a Red Mage to take hits? It would really be a liability in the endgame, when everything of note resists elemental damage. We could probably sleek by without one, whereas the limiting factor of not having an extra NUKE/FADE user could prove costly in the end.
Our options thusly are Red, White, and two Blacks, or some mix of the monochrome. Redundancy on the LIFE spells would be nice. Or maybe we can just hope to get lucky and go with the maximum magical-based offense without being too silly, while giving White as much defense as possible.

And I think for that reason, for wanting a game as guaranteed to be as completable as possible, that I should skip the Red. Chaos is just too unlikely with one, since he doesn't have anything non-elemental. The one White Mage is a bit of a calculated risk I took, since the final gauntlet might prove too taxing without one extra caster. But it'll make getting to said gauntlet a whole lot easier. So let's go, Spellslingers!!
The starting gold was simple. 3 FIRE spells and 4 Cloths. Naturally, the early part of the game was the trickiest. By which I mean I had to fight groups of 5 IMPs, or else I would start bleeding away money due to this group needing to return to the inn after every encounter. The race was on to see if I'd kill Garland without a death first, or reach Level 2 first. The latter ended up happening, and I proceeded to beat him without taking a single point of damage on the first round due to high-rolled FIREs.

Next was to reach Provoka. This wasn't too hard, and I tried to get some OGREs along the way, which I did. SLEP put in a bit of work here, stunning one while we went to work on the other.

Hey, if those knucklehead Brawlers can do it, then certainly my Level 3 Spellslingers can pull this off even with level 1 spells, right?
Well, numerous times, I encountered 2 ZomBULLs. Numerous times, it came down to Heal with just one ZomBULL at critical HP, out of spell charges and unable to do anything else per the variant rule.

But then I encountered one of them, and was able to knock it down without too much difficulty.

That got the Spellslingers to Level 4, which got them enough for 4 charges of Level 1 spells. Precisely what I was looking for. With this, I could use SLEP against the PIRATEs. Granted, the Spellslingers had enough bodies on-hand so that this was strictly unnecessary, but still. Also do note that due to a bug, enemies always wake up from sleep status on their next turn.

Also with the extra charges, I couldn't help but try the 2 ZomBULL battle again. It proved to be enough, and look at those HP totals, too!! Can we up the ante to 3, maybe take on some more monster groups with nothing more than level 1 spell charges? My next 2 ZomBULL conquering didn't go nearly as well: only Zap and Heal made it. I next die to 2 ZomBULLs, then run out of juice against 2 GIANTs with only one left. Next is another 2 ZomBULL kill, this time with Chil and Heal up.
Unlike the Brawlers, this abuse did have a lot more merit to it besides for our amusement. Magic is expensive, and this would pay the bills for us a lot sooner than going after normal enemies would.
I get off to a good start against 3 GIANTs, landing SLOW on 2 and SLEP on all 3, but the third round slaughters me. 1 ZomBULL bites it next.

This one was really silly. Five FrWOLFs. I roll really bad on the FIREs and can't kill them before I'm out of juice. After this, and with level 2 spells mixed in, I beat 2 GIANTs with all four left standing. I got fortunate on their attack rolls, their attacks either missing or not being enough and two CUREs from Heal were enough to let Chil survive a second roll.
At this point, I had more than enough money to get what I was looking for. So I got it: FIR2 for all the Black Mages!! Now, if one BM is often enough to abuse the penninsula, then surely three and a White one can totally wipe the floor with it, right?

Well, TYROs test my resolve...even with all the power, they can easily flatline me. Which one did. Then on a fight between 2 ZomBULLs and 2 TROLLs, only Burn survives the assault. Reminds me of the Berserkers variant of T-Hawk's. We can destroy them, but they can just as easily destroy us if given the opportunity. The only tricky one was the TYROs. These needed a bit of RUSE before I could do well on them.
I didn't try the rare WYVERN fight before I decided enough was enough. I buy what's left and head out.

Needless to say, cleaning out the Marsh Cave was not a problem. Even not running from any battle, I still made sure to save up the charges for the WIZARDs. They came in a pack of two and accomplished nothing significant before being electrocuted. I could've won with even less than this, really, but I had to do that cash grinding sometime, and it made the most sense to do it as soon as possible.

ASTOS was similarly easy. Enough to warrant resetting until RUB missed, as technically unnecessary as it was. When I got it, he actually didn't use RUB, just attacking for 50 damage instead. Three ICE2s took him down.

By the time all the looting with the Mystic Key was done, I had more than enough money to fund my next spell purchases. FIR3 to all the Black Mages, and...Heal was trickier. Every one of the spells at level 5 has merit. Ultimately, HRM3 has the least viable use - CUR3 I want for healing, HEL2 I want for mass healing and especially since it's as potent as HEL3 in-battle, and LIFE I want for revival, - so I skipped it. That was just the planning, though. The rest of the money really went to buying Silver Bracelets for the three who did not have them.

EARTHs resist Ice and Lit, so I had to use Fire spells on them. The first of many situations where I'd really have to pay attention to resistances. There are generally three kinds of fights in this run.
1) Fights that are not worth it and I want to run from
2) Juicy fights that I can win easily and pay out a lot that are worth fighting
3) Fights I can't run from
I'm obviously hoping for a lot of 1s, with some 2s and 3s on the side. The first trip in only served up one of 3, but was very stingy on the 2s.

One-shot the VAMPIRE with FIR3, out, tunnel, ROD, and back in. Yadda yadda yada.
I forgot to buy SOFTs, and the one I had gotten was thakfully enough. The WIZARDs were relentless on floor four, draining my stocks of level 3 magic almost completely between their showing up often and refusing to go down. One group of three in particular took all three mages' LIT2s to down! Sheesh. This was a recurring trend through the entire variant: one lucky enemy surviving the initial two bursts, so all three end up using their spell charge.
Between this and a lot of fights worth fighting, my stocks were almost shattered. But if going through FFZZ taught me anything though, it's that as long as you save your important levels of magic for the boss fight, you should be generally okay.

Because of that, yeah, what did you think was going to happen here? Lich was destroyed with three casters of FIR3, and a HRM2 to go along with it.
__________
No sense in dragging my feet. Into the Volcano. I want more power before heading into the Ice Cave (LIT3), so we'll do this first, followed by Ordeals, and then Ice Cave.

Well, cleaning up the second floor was a bit tricky. I used enough spell charges that to grab one of the Silver Helmets, I had to fight FIRE with Fire. They're only open to Ice as an element, and I'd used all those charges by then. R.GOYLEs were also annoying and made me retreat once.

The dungeon itself was standard fare. Run over lava, use potions, blow up whatever's in the way. I decided to grab the Flame Armor for selling purposes. This was a mistake, as Burn was killed by the dragon, forcing me to retreat. But it just meant I was at full capacity for KARY.
Now, she's the first real problem of this challenge. She resists all elemental damage...but that's not to say she has no weaknesses. See, she's vulnerable to the Status element. This includes things like SLEP, CONF, SLOW (oddly enough), HOLD, and even..

FEAR. This was something I was doing mostly to pass the turns, since her attack multiplier had been reduced to a single measly hit by SLOW, and with the party well-protected against FIR2 by AFIR, I watched as one, two, three, then all four of Heal's FEARs landed, and KARY ran from the fight shortly thereafter!! The consequence of this is getting only one point of experience and no gold reward. In a word, boo.
Realistically speaking, the best way to go about this fight with this variant would be via HOLD. Enemies only have a 9.8% of recovering from paralysis each turn.
Onto Ordeals! I reset the first trip in when Zap got killed by MudGOLs guarding the chest of money disguised as a Zeus Gauntlet. The second trip went better, until one step before the steps to the highest floor, MANCATs wrecked half my party. Only way to go is forward...

I ran from some NITEMAREs and some MUMMIES, and that took me to the ZombieDs. FIR3, HRM2, FIR2, and that settled things. The trip back in was very uneventful. I ran from some FIR2-tossing monsters several times, and had to use a SOFT when a group of 3 MEDUSAs got Zap, but that's it.

So uneventful, that only Zap had a level 6 spell charge. So I went ahead and harassed the enemies on the Penninsula of Power until everyone hit level 17, giving them all two level-6 shots.
Attempt #1 saw Zap die to IMAGEs, so I reset since I wasn't that far in. On Attempt #2, I realized I didn't have LIT3. Didn't save after getting them, and reset when running the river there. Paddle back, get LIT3, save this time, paddle back, and try again!!

The third attempt was trolled by SORCERERs. Attempt #4 was going well, until the Frost D one-shot a Black Mage. Another was taken down shortly thereafter. With only Burn and Heal up, I cleaned out the rest of the chests, running from a SORCERER pack and a MAGE pack in the process, and took my leave of the cave.
Attempt #5 was very quiet. The EYE died with a pair of LIT3s, and the only encounters of note were two GrPEDEs. They took a while to wear down, but we were never in any danger.

That's it for the midgame, but now, the variant really begins. Like the Brawlers, the Spellslingers have no access to items. No Zeus Gauntlet for unlimited LIT2, no Heal Staff to recover endlessly, no White Shirt to stall with INV2, and so on. In every fight, we must either strike down our opponents with precious spell charges, or decide discretion is the better part of valor and run away.
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Party composition!! All the physical classes are right out. Black Mage is obviously the focal point of this challenge, but we'll probably want a White Mage for healing. And FADE is only a shade behind NUKE. The question is, do we want a Red Mage to take hits? It would really be a liability in the endgame, when everything of note resists elemental damage. We could probably sleek by without one, whereas the limiting factor of not having an extra NUKE/FADE user could prove costly in the end.
Our options thusly are Red, White, and two Blacks, or some mix of the monochrome. Redundancy on the LIFE spells would be nice. Or maybe we can just hope to get lucky and go with the maximum magical-based offense without being too silly, while giving White as much defense as possible.

And I think for that reason, for wanting a game as guaranteed to be as completable as possible, that I should skip the Red. Chaos is just too unlikely with one, since he doesn't have anything non-elemental. The one White Mage is a bit of a calculated risk I took, since the final gauntlet might prove too taxing without one extra caster. But it'll make getting to said gauntlet a whole lot easier. So let's go, Spellslingers!!
The starting gold was simple. 3 FIRE spells and 4 Cloths. Naturally, the early part of the game was the trickiest. By which I mean I had to fight groups of 5 IMPs, or else I would start bleeding away money due to this group needing to return to the inn after every encounter. The race was on to see if I'd kill Garland without a death first, or reach Level 2 first. The latter ended up happening, and I proceeded to beat him without taking a single point of damage on the first round due to high-rolled FIREs.

Next was to reach Provoka. This wasn't too hard, and I tried to get some OGREs along the way, which I did. SLEP put in a bit of work here, stunning one while we went to work on the other.

Hey, if those knucklehead Brawlers can do it, then certainly my Level 3 Spellslingers can pull this off even with level 1 spells, right?
Well, numerous times, I encountered 2 ZomBULLs. Numerous times, it came down to Heal with just one ZomBULL at critical HP, out of spell charges and unable to do anything else per the variant rule.

But then I encountered one of them, and was able to knock it down without too much difficulty.

That got the Spellslingers to Level 4, which got them enough for 4 charges of Level 1 spells. Precisely what I was looking for. With this, I could use SLEP against the PIRATEs. Granted, the Spellslingers had enough bodies on-hand so that this was strictly unnecessary, but still. Also do note that due to a bug, enemies always wake up from sleep status on their next turn.

Also with the extra charges, I couldn't help but try the 2 ZomBULL battle again. It proved to be enough, and look at those HP totals, too!! Can we up the ante to 3, maybe take on some more monster groups with nothing more than level 1 spell charges? My next 2 ZomBULL conquering didn't go nearly as well: only Zap and Heal made it. I next die to 2 ZomBULLs, then run out of juice against 2 GIANTs with only one left. Next is another 2 ZomBULL kill, this time with Chil and Heal up.
Unlike the Brawlers, this abuse did have a lot more merit to it besides for our amusement. Magic is expensive, and this would pay the bills for us a lot sooner than going after normal enemies would.
I get off to a good start against 3 GIANTs, landing SLOW on 2 and SLEP on all 3, but the third round slaughters me. 1 ZomBULL bites it next.


This one was really silly. Five FrWOLFs. I roll really bad on the FIREs and can't kill them before I'm out of juice. After this, and with level 2 spells mixed in, I beat 2 GIANTs with all four left standing. I got fortunate on their attack rolls, their attacks either missing or not being enough and two CUREs from Heal were enough to let Chil survive a second roll.
At this point, I had more than enough money to get what I was looking for. So I got it: FIR2 for all the Black Mages!! Now, if one BM is often enough to abuse the penninsula, then surely three and a White one can totally wipe the floor with it, right?

Well, TYROs test my resolve...even with all the power, they can easily flatline me. Which one did. Then on a fight between 2 ZomBULLs and 2 TROLLs, only Burn survives the assault. Reminds me of the Berserkers variant of T-Hawk's. We can destroy them, but they can just as easily destroy us if given the opportunity. The only tricky one was the TYROs. These needed a bit of RUSE before I could do well on them.
I didn't try the rare WYVERN fight before I decided enough was enough. I buy what's left and head out.

Needless to say, cleaning out the Marsh Cave was not a problem. Even not running from any battle, I still made sure to save up the charges for the WIZARDs. They came in a pack of two and accomplished nothing significant before being electrocuted. I could've won with even less than this, really, but I had to do that cash grinding sometime, and it made the most sense to do it as soon as possible.

ASTOS was similarly easy. Enough to warrant resetting until RUB missed, as technically unnecessary as it was. When I got it, he actually didn't use RUB, just attacking for 50 damage instead. Three ICE2s took him down.

By the time all the looting with the Mystic Key was done, I had more than enough money to fund my next spell purchases. FIR3 to all the Black Mages, and...Heal was trickier. Every one of the spells at level 5 has merit. Ultimately, HRM3 has the least viable use - CUR3 I want for healing, HEL2 I want for mass healing and especially since it's as potent as HEL3 in-battle, and LIFE I want for revival, - so I skipped it. That was just the planning, though. The rest of the money really went to buying Silver Bracelets for the three who did not have them.

EARTHs resist Ice and Lit, so I had to use Fire spells on them. The first of many situations where I'd really have to pay attention to resistances. There are generally three kinds of fights in this run.
1) Fights that are not worth it and I want to run from
2) Juicy fights that I can win easily and pay out a lot that are worth fighting
3) Fights I can't run from
I'm obviously hoping for a lot of 1s, with some 2s and 3s on the side. The first trip in only served up one of 3, but was very stingy on the 2s.

One-shot the VAMPIRE with FIR3, out, tunnel, ROD, and back in. Yadda yadda yada.
I forgot to buy SOFTs, and the one I had gotten was thakfully enough. The WIZARDs were relentless on floor four, draining my stocks of level 3 magic almost completely between their showing up often and refusing to go down. One group of three in particular took all three mages' LIT2s to down! Sheesh. This was a recurring trend through the entire variant: one lucky enemy surviving the initial two bursts, so all three end up using their spell charge.
Between this and a lot of fights worth fighting, my stocks were almost shattered. But if going through FFZZ taught me anything though, it's that as long as you save your important levels of magic for the boss fight, you should be generally okay.

Because of that, yeah, what did you think was going to happen here? Lich was destroyed with three casters of FIR3, and a HRM2 to go along with it.
__________
No sense in dragging my feet. Into the Volcano. I want more power before heading into the Ice Cave (LIT3), so we'll do this first, followed by Ordeals, and then Ice Cave.

Well, cleaning up the second floor was a bit tricky. I used enough spell charges that to grab one of the Silver Helmets, I had to fight FIRE with Fire. They're only open to Ice as an element, and I'd used all those charges by then. R.GOYLEs were also annoying and made me retreat once.

The dungeon itself was standard fare. Run over lava, use potions, blow up whatever's in the way. I decided to grab the Flame Armor for selling purposes. This was a mistake, as Burn was killed by the dragon, forcing me to retreat. But it just meant I was at full capacity for KARY.
Now, she's the first real problem of this challenge. She resists all elemental damage...but that's not to say she has no weaknesses. See, she's vulnerable to the Status element. This includes things like SLEP, CONF, SLOW (oddly enough), HOLD, and even..

FEAR. This was something I was doing mostly to pass the turns, since her attack multiplier had been reduced to a single measly hit by SLOW, and with the party well-protected against FIR2 by AFIR, I watched as one, two, three, then all four of Heal's FEARs landed, and KARY ran from the fight shortly thereafter!! The consequence of this is getting only one point of experience and no gold reward. In a word, boo.
Realistically speaking, the best way to go about this fight with this variant would be via HOLD. Enemies only have a 9.8% of recovering from paralysis each turn.
Onto Ordeals! I reset the first trip in when Zap got killed by MudGOLs guarding the chest of money disguised as a Zeus Gauntlet. The second trip went better, until one step before the steps to the highest floor, MANCATs wrecked half my party. Only way to go is forward...

I ran from some NITEMAREs and some MUMMIES, and that took me to the ZombieDs. FIR3, HRM2, FIR2, and that settled things. The trip back in was very uneventful. I ran from some FIR2-tossing monsters several times, and had to use a SOFT when a group of 3 MEDUSAs got Zap, but that's it.

So uneventful, that only Zap had a level 6 spell charge. So I went ahead and harassed the enemies on the Penninsula of Power until everyone hit level 17, giving them all two level-6 shots.
Attempt #1 saw Zap die to IMAGEs, so I reset since I wasn't that far in. On Attempt #2, I realized I didn't have LIT3. Didn't save after getting them, and reset when running the river there. Paddle back, get LIT3, save this time, paddle back, and try again!!

The third attempt was trolled by SORCERERs. Attempt #4 was going well, until the Frost D one-shot a Black Mage. Another was taken down shortly thereafter. With only Burn and Heal up, I cleaned out the rest of the chests, running from a SORCERER pack and a MAGE pack in the process, and took my leave of the cave.
Attempt #5 was very quiet. The EYE died with a pair of LIT3s, and the only encounters of note were two GrPEDEs. They took a while to wear down, but we were never in any danger.

That's it for the midgame, but now, the variant really begins. Like the Brawlers, the Spellslingers have no access to items. No Zeus Gauntlet for unlimited LIT2, no Heal Staff to recover endlessly, no White Shirt to stall with INV2, and so on. In every fight, we must either strike down our opponents with precious spell charges, or decide discretion is the better part of valor and run away.
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