Oct. 30th, 2023

I first learned of the Final Fantasy Renaissance project through a friend, who found it through Celdia's streams. I wasted no time in introducing it to Sullla, who has as of writing done one variant on the legacy version as well as having another in process. I decided when I had a distraction lull and after seeing his first publication that it was finally time to do a run of my own on it. I would be using the new mode of it with added jobs and content. Despite the fact that the 2.0 version of the game was on the horizon and I was originally waiting for that to start anything.

In addition to changes and tweaks for the original six jobs, Renaissances adds an additional ten (!) jobs to the game as of writing. Jobs now come with up to three kinds of abilities. Combat skills can be used during battle and act like commands in later Final Fantasy games. World abilities are used in the overworld and have a variety of features. Finally, passive traits come up in a variety of situations and are labeled as anything from the Black Belt's unarmed abilities, Geomancer's ability to prevent tile damage, or just stating what a mage can do.

I felt it would be a good idea to get a sense of the new jobs before trying anything funny variant wise. Of course, I was also interested in seeing how the changes to the old jobs would work out. With sixteen jobs, I came up with a list of four parties making use of each of these classes at least once. Hopefully, they would turn out to make for interesting and not-too-painful experiences!


This would be my first playthrough. The two base game classes whose changes I was most looking forward to were the Thief and the Red Mage. The former was notoriously bad, partially due to bugs. There was very little reason to consider taking one; the No Items/Potions challenge run I did was one of the few examples of where doing so isn't completely suboptimal. By comparison, Red Mages rule the roost when it comes to magic in Final Fantasy 1, also partially due to bugs. So long as you were not under variant restrictions, particularly no class changing, they were almost completely superior to Black Mages and did most of the important things White Mages could do. While the HEAL spells were off-limits, they could still get LIFE and EXIT. And by the time you hit bosses where elemental spells are ineffective, FAST on attackers is better - including the Red itself in lieu of anything else.

It remains to be seen how they play out in practice. But on paper, Renaissance has given Thief a new tool in MUG, a command that attacks and steals gold from an enemy - no item theft, for better or worse. They have a world ability called SEARCH that allows you to find "hidden valuables" on field maps. Finally, they increase movement speed on the overworld. Yay? This seemed to be more like later releases of Final Fantasy V where running is enabled by default, but they could make it go faster. Red Mages meanwhile have the SABOTEUR passive, which is said to give them an accuracy boost when casting enfeebling magic. Given I like to abuse those when possible, it seemed like a perfect fit for me anyway! Now, it was mentioned in a post shortly after typing this up that they were getting Level 8 spells of some sort, but this hopefully won't be too drastic. Or maybe it'll update midrun and there will be compatibility!

As for the two new classes, Evoker is a class based around summoning monsters. Like in many later Final Fantasy games, it is necessary to defeat them in battle before acquiring them. I picked up this class, even restarting my playthrough to use it with the final class: Geomancer. Its combat ability is TERRAIN, which seems to work similar to Final Fantasy III and V. As I mentioned, their LIGHT STEP trait means no taking damage from the lava in Gurgu Volcano, the spikes in the Ice Cave, etc. as long as they're the displayed character. I heard good things about this class from talk in the FFR Discord, so I was looking forward to see just how effective this would be. It's hard to do worse than FF5's Geomancer at least.


To use an overworld ability, the character must be the displayed one. This can be switched at will in FFR instead of it being locked to the first character slot. Thief's SEARCH worked like a dowsing rod: it displayed messages as I got closer to a hidden item. You need to face the correct location to obtain it. There was most notably 100G hidden in the well, which helped fund some of my purchases: Chain for Redall, Wooden Armor for Thea, and clothes for the mages. The first two got Rapiers, the last two got Wooden Staves.

There was a portal to the Astral Plane in Coneria as shown there, but I ignored it for the time being. This meant that Evoker was going to be highly useless until I got spells. As I went out into the overworld and initiated my first battle, I was able to start getting accustomed to Geomancer. They had four spell levels, each presently with a single use. They could also use their special ability TERRAIN to cast one of these spells at random, with a chance to restore spell points. I also saw several ones not on the list pop up from time to time.

There were three terrains directly available on the overworld. On the plains, the first of the four spells available for direct casting on plains was WIND GUST, which dealt Wind-elemental damage to a single enemy. Wind isn't an element in the original FF1, so this was a new thing for Renassiance. SHINING FLARE and TANGLEVINE did low level AoE damage, the former in Fire element and the latter non-elemental with a chance to inflict paralysis. I wasn't too impressed by the damage, but thankfully, I found later on that it scaled. Finally, Sunbath was like a HEAL spell! Two of the other spells I saw here were TWISTER, which had no indication as to what it did, and THUNDERBOLT, which did massive ST Lit damage.

There were additional spells in the forests and swamps. Using a spell charge from one location didn't use the same spot in the others. Conversely however, a TERRAIN use could not restore a spell charge from another terrain. For brevity, I'll cover these in a magic section in my articles page.

Once I hit level 2, I went into that portal to the Astral Plane. I encountered a lot of IMPs in this negative world that had music that seemed like it came straight out of an Earthbound game. I had to chase and speak with a sparkle thrice in order to fight it. There were more TERRAIN spells here. The biggest standout was DREAM SHROUD: a 30% boost to magic damage for all allies. Whoa, that is certainly good.


The boss somehow ambushed me and attacked with its special, GOBLIN PUNCH, that did around 30 damage to Georg. I had to spend Evelyn's turn on DRINK - not like she was doing much else. Thea used MUG but couldn't steal any gold, so I had her attack normally. I'm not sure if MUG does less damage or if it can indeed just replace FIGHT. Redall cast FIRE a few times. I gave ASTRAL SHIFT a whirl - an ability that inflicts random status ailments - but it only hit Poison. Boo.


After this and getting the goods in the castle, I went to the Temple of Fiends. Naturally, there were more Geomancy spells to be had in the temple. CARVE MODEL did non-elemental to one target. No petrification nonsense like in FFT, alas. CLOSE-IN hit all foes and could inflict Darkness. The last two looked interesting: MARBLE ARMOR increased absorb by 20%, and FORGED IN IRON boosted attack and accuracy by 10%. Given I was dealing with GARLAND the notorious fraud, I mostly buffed and sandbagged while robbing him with the Thief.


There was a second boss for summoner in the Temple of Fiends. There was no indication as to what I would be fighting here, as the enemy set was the same as in the temple. After a lot of meandering from the center-right to the bottom left to right in front of Garland's chamber that took my party to level 3, I found Kirin. This was accompanied by three WOLFs and used an ability that restored health and gave Regen to the enemies. I took advantage of DREAM SHROUD here. Kirin fell quickly and the WOLFs were no threat.

That apparently filled out the Evoker's Lv1 spells. KIRIN did what it did in the battle: a HEAL spell (restoring 12-24HP) and Regen, restoring 5% of max HP at the end of every turn for 5 turns. Decent, especially for a level 1 casting. But the real winner seemed to be GOBLIN. This did "semi-random" base non-elemental damage with a base damage of 40 (20-80 damage), capping damage at the user's max HP. Despite this, I was seeing it hit for slightly more than Evelyn's max HP, and heard it gets even stronger later.

This was also the first time in forever I felt compelled to head to Matoya's Cave immediately, thanks to the Thief's ability. It paid off when I found a pair of Gloves in the old witch's abode, the first worthwhile thing. Sure, they weren't much, but they were something. Moreover, there was another summon to find.


I was attacked by BROOMs when I entered! They were hopelessly weak, but it was funny I guess. The boss was CAIT SITH, which could inflict mass confusion. I reset the first time because Evelyn hit a critical on Georg at ridiculously low odds. I just removed the characters' weapons to deal with it. The spell could do the same thing to enemies and it made the PIRATEs even more of a joke. To rub it in more, the available spells there included two AoE Water spells. It was over in one round because of it. Now I could move on to Elfland with around 3000G in stock.

There were only consumables and no summon to find in Pravoka - speaking of which, there wasn't anything hidden for the Thief to find in the summon-only areas so far. I sat on the funds at Elfland and this time didn't buy the Scimitar for the Thief. I trained outside Elfland until the party was level 6, where Redall reached 2 hits with the Silver Sword. I took advantage of MUG against OGREs whenever they showed, allowing me to gain gold faster. CAIT SITH also proved a useful asset, shutting down any encounter I decided to cast it on. I bought FIR2 and HOLD for Red before heading into an portal I saw in the Elvish Castle - there was also a Copper Bracelet for the Thief to find in the Prince's Chamber, but none of my jobs could equip it.


After some wandering with enemy sets partially from the Marsh Cave, I encountered the boss, UNICORN. I was immediately ambushed and had two of my warriors paralyzed by the undead on the spot before I could move, leaving only Thea and Georg mobile. UNICORN itself used HEALING HORN, which...damaged the undead enemies that were attacking in addition to healing itself for around 20HP. I tried throwing out an Astral Shift, and about half were hit (including UNICORN with something called burning), but the HEALING HORN removed those statuses even as it damaged the undead. Eventually, they died and the horse went berserk, hitting everyone one by one for over their max HP. What the hell?! I was ejected from the Astral Plane with no ill effects other than losing all progress I made.

I figured it was the ambush that did me in, so I reset and tried to get it without - I ran from each fight in there because I intuited correctly that this was going to take several tries. Unfortunately, it happened every time! It had to be fixed or I was getting insanely unlucky. I tried to swing the odds in my favor by taking off my warriors' armor to increase their evasion, but it didn't help much. I reset several battles in the first turn, but the sixth try (the fifth I forgot to change the message speed), I rearranged the party as well: Thea and Georg in the first and second slot respectively. Redall was STILL hit regardless, but with Blind, and though Thea got stunned, everyone else remained in motion. A few rounds of slashing (thankfully they hit!) and Gobling Punching later, the boss had fallen. But I was left with several undead still standing and only Evelyn able to move. The only play was CAIT SITH. Georg got unstuck as Redall fell, allowing him to use AoE to end the fight. Final cost: some HEALs, a trip back to Coneria, and my OCD being triggered by uneven levels earlier than I wanted. Well, it was inevitable anyway. UNICORN seemed to restore the same amount of health as KIRIN did, with the added advantage of restoring status ailments. It was a L3 spell. Did I miss one?

I next checked out the North Castle, finding a Copper Bracelet in Astos' chamber and another summon portal. This one held RAMUH. The fight lasted all of three rounds: on the first, he cast LIT2 and killed Georg before I could buff magic. Message Speed 8 made me not see what he did on the second, I assume it was charging for his third: JUDGMENT BOLT, which finished the job. Uh.

I went back to Pravoka and mused whether or not I wanted to spend one of Redall's spell slots picking up ALIT. Well, I was definitely taking MUTE and SLOW at Lv2: fit the Red's gimmick and I like them anyway. SLO2 is single target and its only advantage is not being status elemental - and the big disadvantage is being on Lv5, posterchild for a crowded spell level. INVS is niche, even more so with the bugfixes to evasion. LAMP is still questionably useful. I wasn't sure how much mileage I was going to get out of DARK: there were better ways of crippling enemies and it didn't do much to Redall. But ICE and TMPR both had merit, and I felt whichever of the other three Black Spells I went with, they had far more than ALIT which had a definitive shelf life.


While I was up here, I decided to pay a visit to the Peninsula of Power. I already had a mage to tear things up with FIR2, but CAIT SITH proved equally destructive. It completely crippled everything that was up here with confusion, even TYROs which most abusers of the peninsula have to avoid! Georg could also join in the offense and status fun, and Thea could earn me even more money. I spent just enough time so I could afford magic bills in the near future, getting the team to level 8 before I moved on.

I remembered to check the Dwarves' Cave at this point. I found my first item of any real worth on the smith's table: a Long Sword! Would've been useful to know earlier! There was also a Cap in a nearby wall. So far, every area has had three hidden items. The third here was a Heal.

There was also another summon to get: GOLEM. It came accompanied by a SCUM, a MUCK, and a JELLY. The last was a new enemy, but it died in a single FIR2, so it probably isn't much to write home about. The turn order lined up with Georg going first and I nuked the enemies before GOLEM could use its special EARTHEN WALL, which applied Stoneskin: essentially extra HP that absorbed "a fixed amount of damage". Not sure how much, and it cast a similar effect when used in battle. It turned out to be the L2 spell I missed for the Evoker. It fell quickly.

With the extra spells and levels, I gave RAMUH another go. None of the status spells I tried landed. Jeez. FF1 was actually pretty nice about those on certain bosses if you knew what to cast on them, but I wonder if any of these summon bosses let you? Pretty lame, especially since it cripples Red Mage's special ability. But when I cast GOLEM, its Stoneskin prevented most of the damage dealt, except to Evelyn herself. Hm. I started attacking and had Evelyn drop KIRIN then GOLEM again before the JUDGMENT BOLT happened. She and Georg died horribly, but the physical attackers survived. The only thing to do was FIGHT, Redall was out of L3 charges. RAMUH next used a weak LIT, another LIT2 which they both survived, then charged for a second JUDGMENT BOLT. However, they went before RAMUH did on the turn it was set to happen and pulled out just enough damage to win!

With all that out of the way, I finally went into the Marsh Cave. The Geomancy spells here were identical to the Temple of Fiends. I first swept the upper portion, picking up a second Copper Bracelet in the process. Here I was definitely noticing how awful running was supposed to be in FF1. I was trying to avoid obnoxious or tedious encounters, but it all depended on where Thea fell in the turn order: everyone else was never guaranteed.

After going out to refresh, I made my way to the WIZARDs, mostly running along the way while ignoring the Thief treasures for now. I had a draw of three. LIT2 rolled horribly and only got one of them. I used GOLEM but it proved unreliable - sometimes it worked well like here, other times it got broken near instantly. Redall actually got knocked down to 1HP, but nobody died.

But Thea died to a MUCK ambush and turn order on the way out. Then when I was within sight of the stairs, I was ambushed by GHOULs, the whole team got paralyzed, and the party never got to move again.


After some refreshing with other games and finding out how to speed the game up, I got back into it. I cleaned out the floors more prudently this time, finding the Bone Mail hidden on the second basement??? I'm uncertain if it has additional properties like the FF5 version. It had the same weight as Chain and nobody could equip it. There was also a Great Axe on the bottom floor and...something that seemed to be in one of the KEY-locked treasure rooms.

This runthrough, the WIZARDs were thoroughly fried by the LIT2 and the only problem with getting out was running low on PUREs. I had to run the rest of the way out of caution.


I reset against ASTOS the first time. The second time, I landed the MUTE and neutralized him on the spot. Thea robbed him blind. I had Evelyn bring out RAMUH here. This locks down the Evoker for one turn while it charges. If they die, the summon isn't used, but the spell charge is only used when the spell activates. His spell, JUDGMENT BOLT, did a base 120 Lit damage to all enemies. It was effectively two LIT2s focused into one turn. I'm really not sure about this, to be honest. Against weaker enemies that I'd want to throw the big AoE against, it'd be better just to drop them right there. I would get some use out of it against bulkier groups later.

I hit Level 10 on the way back which was a big breakpoint for everyone but Evoker. It's when Red Mage gets 4th level spells, it's when Thief can start doing 2 hits with +10% weapons, and Geomancer's other three spell slots went up to 2 manual uses each.


I did a bunch of Mystic KEY looting, and was surprised to find something new in the Northwest Castle. The Rune Harp had pathetically low attack but dealt bonus damage to spellcasters. I would find another harp hidden in the Marsh Cave's locked rooms: the Ash Harp. Similar story. I prowled around beyond, finding a second Silver Bracelet in particular. I also found a free Buckler, aka the shield that exists only to be used by Red Mages and Thieves. And uh, Geomancers too? I bought an extra one at Crescent Lake because of it. There was no sign of any new summons however...except in the Titan's Tunnel. There, I spotted a portal behind the Titan himself, who is probably going to end up being TITAN if I know my Final Fantasy. He even responded to the Evoker when I talked to him, neat touch.

I had the sinking suspicion that something was going to be hidden in the Hall of Giants. Sure enough, some poking around with the Thief revealed the presence of a hidden item. I was concerned to say the least. Those concerns evaporated in the very first battle when I had when I had Georg use TERRAIN.


This was one of the four new spells available for casting in the Earth Cave, an AoE heal. Like I mentioned, Geomancy spells scale and they scale hard. I saw it reach the low 70s. That is uh, more than HEL2 would normally restore and closer to HEL3 in scaling. The other interesting roll here was Mineral Shell, which gave "Earthspikes" to an ally. This caused half of the physical damage suffered to be returned on the attacker. It had some niche uses, particularly against the EARTHs. The other two spells were Earth-elemental: STALACTITE and EARTH EMBRACE were ST and AoE respectively, and the latter could slow action order.

My prize for getting to this spot was the Giant Sword. This could be equipped by Redall and was two points of damage weaker than the Silver Sword, but 5% more accurate and dealt bonus damage to giants. With this property being fixed in FFR, it felt worth it to switch due to the OGREs and such running around this place.

Earth Cave had some surprises as I went further down. The first was finding a HEAL2 potion with the Thief. Like how HEALs are actually CURE spells in a can, this appeared to be a bottled CURE2. The third floor got more interesting: new weapons! The Magemsh, despite being a knife, could not be equipped by any of my classes. It seemed inferior anyway: 15 damage, +10 hit, and a crit value of 3. Crimson Sword sounded exciting, but it was not a Red Mage weapon and carried a massive hit penalty. Dark Knight, maybe? Arcane Spear was obviously Lancer exclusive. But then there was the Earth Bell.


The statistics are as such, and at level 13, actually boosted Georg to 2 hits for what it's worth. Not that he'd be attacking, not with TERRAIN basically outclassing it. More interesting was the description about enhancing Geomancy. What exactly did it mean?

Aside, to my twisted delight, CAIT SITH worked on the WIZARDs! I was low on spell charges so I couldn't exactly spam it, but it was funny nonetheless. The VAMPIRE was roadkill. He actually missed his first attack, ha! I took the RUBY to the Titan's Tunnel for my next summon.


It was NOT Titan. This guy spammed RUBY LIGHT throughout the battle, which reflected magic including Geomancy. So I guess Georg got to hit stuff with the bell after all. The two RubyGOLs accompanying the boss would bounce LIT2 off their walls. This only hit one target so it felt more like a gimmick. Like in other FF games, summons pierced reflect. CAIT SITH actually confused one of them, ha! Unfortunately, hitting them with RAMUH healed them??? It damaged CARBUNCLE just fine. I actually popped the HEAL2 potion here when Redall was reduced to low HP: he spent his first three turns on FAST before I started attacking. It was pretty anticlimactic in the end.

The Thief also located the Thief Gauntlet in the lower section of this map. This said it maximized MUG's effect, which seemed to be a guarantee of stealing the maximum amount each time. More defense too in any case. Sarda's Cave had an extra Power Staff to find. Uh, shoutouts to money? I found another new piece of equipment called an Earth Gauntlet in the lower floors of the Earth Cave. These could be equipped by anyone and gave resistance to Earth. Neat if limited.


But then I saw this on the bottom floor. I wavered. Why in the world was this here of all places? I decided to give it a try anyway.


The fight started off easily enough. TITAN was accompanied by two GrANKYLOs who could use the same spikes spell that Geomancers could. Hilariously, this worked in my favor: I threw out a bunch of status at first. None hit TITAN, but they ended up confused. One of them attacked the other, killed it, then got killed by the Earthspikes! Ha! Then TITAN he used his special, GAIA'S WRATH. This overkilled Thea for over 200 damage, though the rest got off easy. Not wanting to take on LICH with a person down, I allowed him to kill me and got out. Enough of that then.


There was another Earth Gauntlet hidden before LICH. I figured there was no better time to use CARBUNCLE than now. RUBY LIGHT grants the same Reflect status to your party. It also seems like it'd be hilariously bad in a team with a White Mage or otherwise self-cast heavy. However, not only did this go after the ICE2, but LICH skipped the SLP2 that was supposed to be next and went directly to his FAST? Was this a bug or just a means of making Reflect useless except for dissuasion? It didn't end up mattering because I killed him on the second turn, finishing with a GOBLIN and having dealt great damage with Thief and Geomancer in the meantime. But still, that was worrying to see if it's not a bug.

I considered my next move. This time, there were four doors for the midgame. Besides the usual three, there was also the option of going back in to try and see if I could get TITAN. I didn't doubt I could win, it's just the hassle of making a second run at the Earth Cave. Ordeals would get me spellcasting items and who-knows-what extra goodies in FFR with a Thief. It as usual felt like the logical first choice. It would also get me to class change faster, and I knew from some reading that there was a lot more to be seen with class change here.


The Geomancy set matched ToF and Marsh Cave. I was absolutely correct that there would be more goodies in Ordeals besides the usual. The first of these was the Assassn Dagger, found in back of the first winding part of the maze. The Thief could use this: 16 damage, +20% hit, and a 30% crit chance! Keep in mind that this was actual chance and not halved. One thing I haven't mentioned is that MUG cannot deal a critical hit, so it felt time to stop using it for now. The Spirit Helmet was in an alcove only accessible in the corridor to the left of the first split choice, and prevented parlaysis. Didn't save me from a SORCERER wipe, but the thought counts. There was a second Gold Bracelet near the Zeus Gauntlet location on the final floor. Also it seemed there was an out-of-bounds hidden item near the Heal Staff? Turned out to be nothing important once I finally found it on going back. One was behind the throne, which I could only get by turning around after completing the dungeon: the Gilbart Harp. Couldn't equip it, naturally.

The rivers had new spells: Splash was ST Water, Rapids was AoE Water with a chance to confuse, Drown was Water/Death instant death, and Cleanse was a party-wide status heal. No problem. I found that Zeus absolutely was welcome on Evelyn. Instead of wasting time futzing with RAMUH's wait to charge, she could blast the enemies twice for no charge and the same amount of damage effectively.


I found an upgrade to Georg's bells with Thief in the rocks south of the first set of stairs in the Ice Cave. Or so I thought: it had identical stats! Maybe they only boost the element they're attuned to? There was a second in the FLOATER room. The spells here were Ice Pillar (ST ice), Whiteout (AoE Ice, silences), Icewall (party AICE and heal), and Forged in Ice (party AICE and 20% attack buff). Not bad. Another Ice Sword was in the rocks in the square room - all the treasures were there, conveniently. Would be nice in a bit. In the basement, I could also take advantage of Geomancer's ability to not take damage from damage tiles. A small bonus.

SHIVA was a summon boss waiting in the basement. She was accompanied by six COCTRICEs and had a simple pattern: ICE, ICE2, ICE3, charge, then special. I again thought this was a perfect opportunity for CARBUNCLE, only to find the reflected spells healed her! Yes! Instead of protecting my party doing piddly damage, it was actively detrimental! Ugh! This summon sucks! I lost twice then decided forget it. For now, at least.

I threw all the status I could at the EYE, but it unfortunately was able to XXXX Georg before the MUTE landed. It was neutered and easy to beat from there at least. Then the undead spike in the pit ambushed me!!! Mercifully, they all went for Redall, allowing me to escape even with terrible turn order. I ran like crazy on the way out, but had to tangle with a FrGIANT/FrWOLF group and WIZARDs, which were simple enough. But ultimately, I survived and made it out of the Ice Cave on the very first try!

I wasted no time in heading to Bahamut to claim my class change. I'll go over this on the next page.

Next | Index
This is a small resource I've written up on the new spells in Final Fantasy Renaissance and my general thoughts on them. I'm by no means authoritative on the issue of what's good and what's not: there's always ways to make things work. But I am a veteran of FF1 challenge runs, so I'd like to think I know what I'm talking about with many of these!

It should go without saying that there will be spoilers about the locations of spells, what they do, and new job functions here. So read at your own discretion should you wish to remain unspoiled.

One tip about INT: it boosts spell damage by (INT÷2)% and adds (INT×2.5) to the status accuracy formula.

For a list of vanilla jobs and their spells for the sake of easy reference, as well as my thoughts, go here. That said, there is one vanilla class that gets new magic:

##########

New Red Wizard Magic

These two new spells are exclusive to a Red Wizard with L8 spells. The rest of their spell list remains unchanged.

L8
- REVERS: Self inverts healing and damage done for 2 turns.
- CURSE: AoE non-elemental inflict poison, dark, sleep, silence, confusion, or paralyze


Funny situational spells on an otherwise empty spell level. CURSE can hit anything, but it is a diceroll as to what it does. You'll probably have to use CONVERT to use these given they earn their first L8 charge at L32. Except on NG+, solos, or if you're grinding.

##########

Evoker Magic

The exclusive domain of the Evoker and its upgrade the Summoner.

L1
- GOBLIN: Base 40 ST non-elemental capping at max HP.
Found: Coneria, upper right / Called: GOBLIN PUNCH


The bread and butter of the Evoker. Don't be deluded. This attack also does "semi-random" damage that can hit way out of its specified weight class. I was hitting for close to 300 damage by the end of the game. Very nice for a L1 spell.

- KIRIN: 12-24 AoE healing + Regen.
Found: Temple of Fiends, back center / Called: LIFE GUARD


This is like having HEAL from near the start of the game. Regen is a status that heals 10% of maxHP at the end of each turn. It's inconsequential in the early game and better later on. But the Heal Staff/Heal Helmet still exist, and you're using up GOBLIN casts whenever you use this.

L2
- CAIT SITH: Non-elemental AoE confusion.
Found: Matoya's Cave / Called: CAT RAIN


CONF is an underrated spell in FF1 and this is like a better version of it that can be used from the get-go. It can terrorize enemy groups throughout the entire game. Note that in FF1 status immunity only existed insofar as their resisting the elements attached to the spells. FFR changes this by giving some enemies flat-out immunity to some status.

- GOLEM: Stoneskin on all allies, absorbing 20+(Level×2) damage.
Found: Dwarves' Cave, near treasure room / Called: EARTHEN WALL


How much damage this absorbs is no longer opaque. It scales, but I otherwise wasn't very impressed by this one. It felt like it could get broken immediately sometimes. I should reiterate that this doesn't just absorb physical damage.

L3
- UNICORN: 12-24 base AoE healing + status heal.
Found: Elvish Castle near the royal chambers / Called: HEALING HORN


As a healing spell, this is inferior to KIRIN which heals the same at L1 (aside from not sharing a spell level with GOBLIN) or an itemcast. The real draw of this is the status heal. This can be used to remove petrification in-battle. Why can it do this while SOFT still can't? New class privileges, I guess!

- RAMUH: Charge, base 120 AoE Lit-elemental. Grants ENTHUNDER + AWATER for 2 turns.
Found: Northwest Castle, upper left / CALLED: JUDGMENT BOLT


I've made my opinion on the charge spells perfectly clear in my job comments. To sum up: it's bad. They are bad on action economy and means the enemies stick around longer. Even the additional effects are just small buffs. They start when the summoning starts and end on the turn after they finish; they're not reliable due to turn order on the former. RAMUH is especially bad. Zeus Gauntlets' LIT2 is base 60, so two casts of these are almost as good later on. AWATER is only relevant against LEVIATHAN, ZoneEATER, and CHAOS.

L4
- CARBUNCLE: Reflect on all allies for 2 turns.
Found: Titan's Tunnel, upper left / Called: RUBY LIGHT


Reflect is generally more of a hassle than handy. It has some funny applications, but it also prevents your own geomancy, HEAL spells, etc. from hitting. This is not something to use when the enemy has big AoE spells, because you'll be cutting off your AoE healing. Worse, not only will summon bosses like SHIVA get healed by reflected spells of their element, but at least some enemies will break from their spell patterns if reflect is active! This completely defeats the purpose of casting the spell, and it's something I hope gets changed in future versions of Renaissance.

- TITAN: Charge, base AoE 160 Earth-elemental. Grants ENSTONE + ALIT for 2 turns.
Found: Earth Cave B5, upper left / Called: GAIA'S WRATH


Earth is a poor choice of element with odd uses like on MudGOLs. Half the enemies in the vanilla game (literally, 64 out of 128) resist it and some of the new FFR ones as well, and only RAMUH is weak to it. It has the same problems as all the other charge spells otherwise.

L5
- SHIVA: Charge, base 200 AoE Ice-elemental. Grants ENBLIZZARD + AWIND for 2 turns.
Found: Ice Cave B3, upper right / Called: DIAMOND DUST


AWIND is in a similar situation as AWATER: you'll only see the element when fighting FAIRY or CHAOS. Very good on the former if nothing else.

- IFRIT: Charge, base 200 AoE Fire-elemental. Grants ENFIRE + AICE for 2 turns.
Found: Gurgu B5, near KARY's chamber / Called: HELLFIRE


Another one in its own element. Relevant effects if you go to the Volcano before Ice Cave, and can actually beat him.

L6
- FAIRY: Charge, base 240 ST Wind-elemental. Splits damage done as healing amongst living allies. Grants ENAERO + ASTONE for 2 turns.
Found: Gaia, near inn / Called: WHISPERWIND


This is an interesting one. Wind is a new element in FFR. There isn't much rhyme or reason to what resists it, but there's quite a bit that doesn't. It adds to the utility of Evoker, but the healing aspect is more predictive due to the charge turn: do you think you'll need it? And that whoever won't die before the charge goes off? In previous version it counted dead allies as targets, so it has more uses now.

- FENRIR: Grants 2 blink stacks to all allies.
Found: Lefein, south of magic shops / Called: HOWLING MOON


Now here's a good one. Blink works on any physical: anything from hard-hitting ones from KRAKEN, etc. to SORCERER instant kill attacks. You need to know when and where to use this, but it's great. No charge turn helps a lot. Note that blink has no visual effect, so you'll have to manually keep track of everyone's stacks.

L7
- ODIN: Charge, AoE non-elemental death. Grants instant death immunity and critical hit chance+20-50% for 2 turns.
Found: Waterfall, straight ahead of the entrance. / Called: ZANTETSUKEN


More charging, but with the chance to wipe out enemies instantly. Probably useful when it's allowed to hit. Might be good in NG+? Might be?

- LEVIATHAN: Charge, base 280 AoE Water-elemental. Grants ENWATER, AFIR, and APOIS for 2 turns.
Found: Sea Shrine B5, outcropping of big room / Called: TSUNAMI


Same song and dance. Water is also a new element. A standout target is KARY, who resists ice but is weak to water. There's a bit of overlap with ice and it's much more clear on what is going to resist this.

L8
- BAHAMUT(x): Charge, base 600 AoE Non-elemental. Grants experience earned×2 for 2 turns.
Found: Cardia, speak to him after promotion and lighting all four ORBs / Called: MEGAFLARE


Uh. Yeah, this just breaks from the pattern and becomes an absolutely ridiculous attack. In how FF guides commonly put spell damage, this deals 300-1200 damage before INT is factored in. This one is absolutely worth the cast even with the charge, if niche for being L8 and only accessible after there's nothing left except for the final dungeon. It is also the only one exclusive to after class change: he will not react and trigger the quest otherwise. Note that you do not need to complete the TAIL quest on New Game+.

- PHOENIX: Charge, restores 50% of MaxHP and even revives. Grants Reraise for 2 turns.
Found: Floating Castle F2, upper right / Called: REBIRTH


Neat one, if sharing the L8 slot and being L8 in the first place. LIFE and LIF2 do get the privilege to revive in battle too in 2.0, just remember in any case that PHOENIX won't work outside of battle. The healing is solid too. As a bit of trivia, ALEXANDER could have filled this slot instead, but Ozmo pivoted since it would've just been another offensive spell.

##########

Blue Magic

They are learned when the Blue Mage is hit by a spell. The text says they must be alive at the end of the battle (but you just have to win it) and sometimes win a diceroll depending on their level. There are several friendly NPCs who have monsters as pets which can be fought; the monster will use the skill in an ambush at the start of a battle.

L1
- SCORCH: AoE fire-elemental damage, base 14
Enemies: CEREBUS / Fixed: Coneria


- SNORTING: ST status-elemental darkness, +24 acc
Enemies: NITEMARE / Fixed: Coneria Castle


- GAZE: ST status-elemental paralysis, +0 acc
Enemies: OddEYE, BigEYE, EYE / Fixed: N/A


Two of the first set of spells are surprisingly solid. Paralysis is somewhat underrated in FF1 and it can shut down an enemy if it lands. SCORCH is weak but decent for its time; it can most notably deal with the slime in the Marsh Cave. SNORTING is a dud unless a Dark Knight is in the party.

L2
- HEAT: AoE fire-elemenal damage, base 24
Enemies: AGAMA / Fixed: Dwarves' Cave


- FLASH: AoE status-elemental darkness, +24 acc
Enemies: BigEYE / Fixed: Pravoka


- STARE: ST non-elemental damage, base 34
Enemies: EYE / Fixed: Elves' Castle


Another AoE fire spell is here along with another darkness spell. It's probably the better one for supporting a Dark Knight. There are very few opportunities to make use of STARE. Elementals would be the best target because of their resistances, but Blue Mage can just sword those.

L3
- CREMATE: AoE fire-elemental damage, base 48
Enemies: R.HYDRA, CHIMERA, JIMERA / Fixed: Elfland


- FROST: AoE ice-elemental damage, base 48
Enemies: FrWOLF / Fixed: N/A


- STINGER: AoE poison-elemental poison, +0 acc
Enemies: MANTICOR / Fixed: Elves' Castle


Yet another fire-elemental spell. It's weaker than FIR2 (base 60) but it and FROST can both get the job done anyway thanks to INT being in-play in FFR. STINGER is better off ignored except for completion: poison in FF1 only does two damage per turn.

L4
- GLANCE: ST stone-elemental petrify, +5 acc
Enemies: SAURIA, EYE, MEDUSA, GrMEDUSA / Fixed: Melmond


- SQUINT: ST death-elemental KO, +0 acc
Enemies: PERILISK, EYE / Fixed: Melmond


- BLIZZARD: AoE ice-elemental damage, base 100
Enemies: Frost D, TIAMAT, TIAMAT2, BAHAMUT / Fixed: Northwest Castle


The first instant death spells show up here, and they're great if you know when and where to employ them. And if you got the guts to. BLIZZARD is functionally a stronger ICE2 (base 80) at the same level.

L5
- STONE: AoE stone-elemental petrify, +5 acc. This was called POISON on NES.
Enemies: JIMERA / Fixed: Titan's Tunnel


- BLAZE: AoE fire-elemental damage, base 128
Enemies: Red D, TIAMAT, TIAMAT2, BAHAMUT, PHOENIX / Fixed: Earth Cave B4


- SWIRL: AoE water-elemental damage, base 128
Enemies: N/A / Fixed: Crescent Lake


Fifth level has some good spells. STONE is a nasty spell that can wipe out swaths of enemies in a single shot. If that's too much or too gouda for you, there's always the other two. Since SWIRL used to be CHAOS-exclusive, a new fixed encounter has been added for it. BLAZE's fixed location is awkward; unless you need it for LICH, you might be better off getting it from the spike tile in Gurgu.

L6
- GLARE: ST time-elemental KO, +16 acc
Enemies: PHANTOM / Fixed: Crescent Lake


- DAZZLE: ST status-elemental paralysis, +32 acc
Enemies: VAMPIRE, WzVAMP / Fixed: N/A


- POISON: AoE poison-elemental damage, base 136
Enemies: Gas D, TIAMAT, TIAMAT2 / Fixed: Crescent Lake


Only CHAOS and a few Evoker-exclusive enemies resist the time-element, so GLARE can one-shot almost anything in the game subject to magic defense. POISON is for big AoE damage in an odd element. DAZZLE is the odd one out here. It's higher accuracy than GAZE, but it's sort of a completionist or bullying KARY thing.

L7:
- TRANCE: AoE non-elemental paralysis, +0 acc
Enemies: SORCERER / Fixed: N/A


- CRACK: AoE earth-elemental KO, +16 acc
Enemies: Sand W / Fixed: N/A


- THUNDER: AoE lit-elemental damage, base 152
Enemies: Blue D, TIAMAT, TIAMAT2, BAHAMUT / Fixed: Lefein


The infamous harbinger of doom itself is here; fun fact, it was originally nerfed by having the status element. Note it has less accuracy than DAZZLE on single targets that are not immune to status, and instant KO physicals are naturally not included. On the other hand, if you want to just kill the enemies, CRACK and THUNDER are here to do just that and both are good at it.

L8:
- INFERNO: AoE fire-elemental damage, base 192
Enemies: HADES, PHOENIX / Fixed: N/A


- NUCLEAR: AoE non-elemental damage, base 160
Enemies: WarMECH / Fixed: N/A


- TOXIC: AoE death-elemental KO, +0 acc
Enemies: IronGOL / Fixed: N/A


In most games, Blue Magic has some sort of ultimate spell from a rare or unique source. NUCLEAR would be the one for this game. Keep in mind the big bad robot is encounter 20 and 24 after a hard reset since it's in the 3/64 slot. There's still more to use it on when you get it, compared to a skill you can only learn from a 1/64 encounter in the second-to-last room of the game. Unlike the Masmune, TOXIC isn't some cool last minute thing. It just is. Just to drive the nail in the coffin further, STONE is slightly more accurate and effective on everything it is except Frost D, WIZARD, and both KARYs. INFERNO would've been even worse since it's CHAOS-exclusive, but there are two new sources: you can get it off HADES, a new and very rare encounter at the bottom of the Sea Shrine. It does not follow any vanilla encounter table logic as to when it can appear; it simply has a very rare chance (allegedly 1%) to appear in the place of any encounter after the large room leading up to the boss. It won't even disrupt the encounter table. Depending on your luck, it could show up right away or take even longer to find than IronGOL. Once it finally shows, it can take a while to use it, so just keep waiting. Alternatively if you have an Evoker in the party, the PHOENIX boss can use it after it revives. This is far more convenient.

##########

Time Magic

This is a subset of Black Magic purchased in the same stores as them. Like the monochrome mage, they get three spell slots from a possible four per level. Ones marked (x) can only be purchased by Time Wizards.

L1
- LOCK: As vanilla, ST -20 evade reduction
- DECAY: Foe loses 5HP cumulatively each turn
- BURST: ST time-elemental damage, base 20
- HASTE: ST increase turn order on one ally


BURST is their bread and butter offensive skill at this level. DECAY often doesn't do enough to be worth it. There's application in low offense parties, but the MARK skills are better for that.

L2
- SLOW: As vanilla, ST AoE status-elemental hits reduction
- DIM: ST time-elemental darkness
- MARK: Applies 15 marks to all foes. They then take damage equal to the current amount of marks applied. FIGHT attacks (except harps) and confusion hits will also trigger this damage.
- MUDDLE: ST time-elemental confusion


The unique element of DIM and MUDDLE are useful, allowing you to hit enemies you normally wouldn't be able to with blind or confusion. Besides the sometimes handy SLOW, MARK is a neat skill that's more useful in low offense parties.

L3
- LOK2: As vanilla, AoE -20 evade reduction
- DEMI: ST 50% of foe's current HP damage (25% for bosses)
- BURST2: AoE time-elemental damage, base 60
- FLOAT: Prevents encounters (even spiked ones) and trap tile damage for 36 steps. Can float over rivers, sequence breaking the game. Can float over Ice Cave holes. Instant game over occurs if it runs out over water without the CANOE, you get a warning a step before this happens.


BURST2 is the last of its kind, so enjoy it. DEMI is perfectly accurate and is great on big enemies; even against late game bosses this can do a lot quartered as an alpha strike. It has even more use on NG+. FLOAT is funny.

L4
- FAST: Unlike vanilla, doubles hit% or cancels SLOW
- MARK2: Applies 30 marks to one foe. It then takes damage equal to the current amount of marks applied. FIGHT attacks and confusion hits will also trigger this damage.
- OLD: Target loses 20% of current STR each turn
- GAIN: Next turn, target ally's spell effectivity is doubled


These skills are mostly self-explanatory. MARK2 is an enhanced version that's single-target, and GAIN is incredibly stupidly powerful. OLD is the odd one out here, but even it's simply niche rather than awful. It seems to be very if not perfectly accurate at least. FAST currently behaves abnormally compared to vanilla: it doubles the hit% rather than the hits. This can result in 3-hits becoming 7, for example.

L5
- WARP: As vanilla, transports to the previous floor
- SLO2: As vanilla, ST reduce hits to 1 or counter FAST
- BIND: Prevents all foes from escaping
- DEMI2: AoE 50% of foe's current HP damage (25% for bosses)


WARP can be used before class change, skipping part of the Ice Cave. BIND is a terrible spell; one practical use is with Blue Mage on NG+, and maybe a safety net with the Catch'em All achievement. The enemies will still waste turns trying to run. There's more but still few uses of the other two. DEMI2's best use is on NG+ where enemies have double HP, but there might be better things for the Time Wizard to do.

L6
- TELE(x): Warps the party to your choice of the last used inn, the ship, the airship, or the telepoint after unlocking it in Ordeals. It can even be used with 0 spell charges or if the Time Wizard is dead, but L6 charges are needed in the first place to use it.
- DOOM: ST time-elemental doom to one enemy, killing them after three turns.
- DECAY2: Foe loses 10HP cumulatively each turn
- ECHO(x): At the start of the next turn, deals 25% of the damage inflicted on the enemy during this turn.


TELE can break the game when not using it as an EXIT spell. DOOM would be nice, but it's subject to accuracy checks and why not just use a spell that kills this turn?

L7
- COMET: ST random non-elemental damage, but heavily affected by magic defense
- HASTE2: AoE increase turn order on all allies
- UNDO(x): Restores 1 spell charge in all levels that have one to one ally (cannot target self)
- FAST2(x): Triples hit% or cancels SLOW


HASTE2 is the odd one out. UNDO has interesting applications, especially with multiple Time Mages. FAST2 used to quadruple hit% and was self-cast only. COMET is better on randoms than bosses.

L8
- STOP(x): As vanilla, time-elemental paralysis on all enemies
- ZAP!(x): As vanilla, time-elemental KO on one enemy
- QUICK(x): Guarantees an ally will move first in the next round
- METEOR(x): Random 4xST random non-elemental damage, likely heavily affected by magic defense


Unfortunately, Time Wizard ends on something of a sour note. The two vanilla spells are as situational as ever. As for its two unique ones: the problem with QUICK is that you would hypothetically use it to get out a support spell instantly. However, it only resolves on the next round, so you can't use this reactively. METEOR is also very flawed: the damage is very unreliable and bigger targets have a high chance of shrugging it off entirely. It's also inefficient on randoms.

##########

Green Magic

This is a subset of White Magic purchased in the same stores as them. Like the monochrome mage, they get three spell slots from a possible four per level. Ones marked (x) can only be purchased by Green Wizards.

L1
- FOG: As vanilla, ST +8 absorb boost
- RUSE: As vanilla, self +80 evade boost
- SHELL: ST -25% magic damage to all allies
- REGEN: ST Regen to all allies (10% HP recovery each turn) for 4 turns


RUSE can be great and the Green Mage has the HP to handle magic and hits getting through. The others are fairly niche though do have definite use. Keep in mind REGEN takes best effect over longer battles. If you're crazy enough to do a solo or limited party, they'll be great. They can restore disgusting amounts at high levels (which you can reach in NG+)

L2
- LAMP: As vanilla, ST darkness heal
- ALIT: As vanilla, AoE lit resist to all allies.
- INVS: As vanilla, ST +40 evade boost
- APOIS: Like vanilla, AoE poison resist to all allies. Also prevents poison status.


APOIS is surprisingly effective. It's a cheap way to help save PUREs in the Marsh Cave and can weaken the POISON of TIAMAT and Gas Ds later. Especially helpful since you can't have everyone protected against poison without a Warrior, Spellblade, or Thief in the party (or if the Green Mage goes without a Ribbon; they have natural resistance).

L3
- AFIR: As vanilla, AoE fire resist to all allies.
- HARDEN: ST stoneskin to one ally, absorbing 39+(Caster level×3) damage
- ASTONE: AoE stone resist to all allies. Also prevents stone status.
- REGEN2: ST Regen2 to all allies (15% HP recovery each turn) for 4 turns


HARDEN can be a nice clutch spell. Stone seems to have been partially separated from poison in FFR, but ASTONE can similarly be useful against COCTRICEs and the like. Just watch that turn order. Note that the various REGENs cannot stack with each other. Cast a new one, and the old one gets overwritten.

L4
- PURE: As vanilla, heals poison and is very misplaced due to taking after D&D 1e where it was, and poison was also lethal.
- AICE: As vanilla, AoE ice resist to all allies.
- AMUT: Like vanilla, ST heal silence. However, also grants resistance to silence.
- REFLEC: Grants reflect to one ally for 2 turns, repelling most magic back to the enemy party.


REFLEC's best use is trying to make ASTOS kill himself with his own RUB. It's niche otherwise since many spells are multi target or unpredictable; and even in solos, some enemies in FFR can just choose to ignore their spell order if reflect is up. You can reflect healing spells onto undead to damage them (REGEN included) if you want to mess around, though. AMUT got a buff in FFR, but MUTE was never a big threat to begin with. It does work with EXUVIATION for what it's worth.

L5
- AWATER: AoE water resist to all allies.
- AWIND: AoE wind resist to all allies.
- BLINK: ST 2 mirror images to one ally
- REGEN3: ST Regen3 to all allies (20% HP recovery each turn) for 4 turns


The new water and wind elements have been applied to the vanilla SWIRL and TORNADO spells used exclusively by CHAOS, and they're otherwise only seen in class-specific battles. BLINK, like HARDEN, can come in clutch from time to time.

L6
- SOFT: As vanilla, heals petrify outside of combat only
- FOG2: As vanilla, AoE absorb+12 to all allies
- INV2: As vanilla. AoE evade+40 to all allies
- SHELL2: AoE magic damage-50% to all allies


Besides the vanilla stuff which aside from SOFT are helpful, SHELL2 is another brilliant spell which can make your party members even tankier. Note that this (and SHELL) only reduces magic damage, it doesn't raise magic defense. So it's no good for stopping physical status attacks. It also can't stack, so casting it more than once will be ineffective.

L7
- ARUB: As vanilla, AoE resist status/death/earth to all allies
- ALERT: Gives alertness to an ally for 2 turns, preventing fatigued status
- DECOY: At the start of the round, redirects all single target melee attacks to the targeted ally
- BUBBLE(x): ST increase ally's maxHP by 50% until the end of the battle


This is a strong spell level! DECOY is a cool spell when comboed with a tank, and ALERT works well with anything that can suffer from fatigue. ARUB is great when you need it. BUBBLE does heal current HP in 2.0, and is now the only way to exceed 999.

L8
- WALL: As vanilla, ST resist *most elements to one ally.
- REGEN4: ST Regen4 to all allies (25% HP recovery each turn) for 4 turns
- ERASE(x): ST status heal to one ally
- SAFETY(x): ST safety to one ally, keeping them at 1HP the next time they take lethal damage


They are the only pure mage class to get L8 spells before class change. ERASE feels a bit misplaced (CUR4 does the same thing plus a full heal at L7), but SAFETY is a nice safety net. Note that WALL will not protect against wind or water, but they're mostly inconsequential for the reasons mentioned above.

##########

Dark Knight Magic

Purchased in black magic shops. Dark Knights only get two spells per level, so there's no choice involved: just pick both. Or save your money if you need to because a lot of these are of questionable use. Ones marked (x) can only be purchased by Deathknights.

L1
- SLEP: As vanilla, AoE status-elemental sleep.
- BIO: A chance to inflict bio + ST poison-elemental damage, base 10


SLEP is nice in the early game. BIO used to just be the status effect (which deals 3-18 damage per turn) but there are uses for it now that it deals actual damage. Even if the effect fails, the damage will still go through.

L2
- DARK: As vanilla, AoE status-elemental blind.
- PAIN: Moves first and deals damage to the target equal to the damage incurred by the Dark Knight last turn.


Blind status is normally very pointless due to the formula not being very effective at inducing misses, but Dark Knight has an ability that gives a higher chance to hit against blinded targets. This is at least a 32% hit increase, good for one extra hit as long as you have positive hit%. PAIN has several flaws: enemies having higher HP and attacks being spread around, but it has its uses.

L3
- HOLD: As vanilla, ST status-elemental paralysis.
- BIO2: A chance to inflict bio + AoE poison-elemental damage, base 60


HOLD has some uses, particularly against ASTOS. BIO2 wins the award for biggest glowup in 2.0, however. It was formerly just the status, but now it's now as good as FIR2 and friends. The element is whatever, but still good on a lot of stuff.

L4
- DRAIN: Deals 20% of an enemy's maxHP (10% against bosses) and restores HP by the same amount, doesn't work on undead/mech.
- BLEED: Deals 20% of an ally's max HP and restores HP by the same amount. Doesn't work if undead/mech?? This is probably because you can reflect it to hit the enemies.


Now we're getting into some interesting spells. Both of these spells always hit and can be useful under the right (niche?) circumstances, and DRAIN especially in NG+ where enemies have higher HP values. Niche and certainly need higher numbers, but that's better than the other new ones so far.

L5
- BANE(x): As vanilla, AoE poison-elemental KO.
- BIND: Prevents all foes from escaping.


BANE is what it always is, and notable for being the first spell Dark Knight cannot use: they must promote to Deathknight. As for BIND...how often have you ever gone "oh darn, that enemy escaped! i wish it hadn't!" in FF1? Maybe if Metal Slimes were in this game it'd be worth something. Again, it has very niche use with a Blue Wizard or achievement-hunting Beastmaster on NG+ since you gain tons of EXP to where some enemies might actually start running.

L6
- RUB(x): As vanilla, ST death-element KO.
- STUN: As vanilla, ST status-elemental paralysis on any enemy ≤300HP. It will always/only hit if they're under the threshold and don't resist the element/status.


Two vanilla spells. Notably, all fiends except LICH can be STUNned, though it's not nonelemental like in FFZZ. Those that resist status are undead, mech, elementals, slimes, and a couple oddballs.

L7
- BLND: As vanilla, ST status-elemental darkness on any enemy ≤300HP. It will always/only hit if they're under the threshold and don't resist the element/status.
- ABSORB(x): Steals a buff from one enemy


BLND being single target and based on HP makes it janky. As for ABSORB, very few enemies use buffs in the first place. You can steal FAST from CHAOS if the fight lasts long enough. More interestingly, it works on resistances and immunities. It's more memetic than useful, however.

L8
- XXXX(x): As vanilla, ST death-elemental KO on any enemy ≤300HP. It will always/only hit if they're under the threshold and don't resist the element/status.
- EN-DARK(x): Self add death element to attacks and gives them a chance to inflict KO.


XXXX is neat. Nothing but CARBUNCLE is weak to the Death-element, so the rider effect is the real reason to cast this. It's a little unwieldly because Deathknight is strong enough to splatter enemies anyway. Might be funny on the fiend rematches since only LICH is immune. The odds of this triggering increase if you get the Chaos Greatsword with a Thief and equip it.

##########

Spellblade Magic

The initial version of these are purchased in magic stores. To learn the second version, they must promote and accumulate 50 points worth of kills when infused with a spell. Killing an enemy weak to the element gives 5, killing a resistant enemy gives 3, and killing one that is neither is worth 2. They can be multi-targeted with 3 RUNIC charges. A weapon must be equipped to use and benefit from these.

L1
- EN-FIRE: ST add fire element to attacks.
- EN-FIRE2(x): As above, but adds +20% crit chance.


The first level spell is actually one of the more efficient to cast. You can always use more crit chance on any physical attacker! Fire as an element is great throughout the entire game as well.

L2
- EN-BIO: ST add poison element to attacks.
- EN-BIO2(x): As above, but adds a chance to inflict bio.


Bio, or severe poison, deals 3-18 damage per turn. That's still not a lot. Three enemies in the entire game are weak to poison: Red D, CARBUNCLE, and TIAMAT. Generally not worth it unless you need a filler element on someone.

L3
- EN-ICE: ST add ice element to attacks.
- EN-ICE2(x): As above, but adds a chance to inflict slow.


Slow can be nice on certain targets like KRAKEN, but you generally want that applied to them as soon as possible. The element itself is the better deal.

L4
- EN-BOLT: ST add lightning element to attacks.
- EN-BOLT2(x): As above, but adds a chance to inflict stun.


Stun is not the same as paralysis and only lasts for one round, so this is only okay instead of fantastic. Lightning is a solid element in general as well.

L5
- EN-STONE: ST add earth element to attacks.
- EN-STONE2(x): As above, but adds a chance to inflict petrify.


Yeah, the name's confusing since STONE is an actual element itself, but this is earth. Only RAMUH is weak to earth. This one is better once upgraded, effectively a chance to one-shot anything that doesn't resist it. And doesn't die outright from the attacks.

L6
- EN-WATER: ST add water element to attacks.
- EN-WATER2(x): As above, but adds a chance to inflict silence.


The same update that introduced this added silence awareness, which causes certain enemies not to cast as much when inflicted with the element, so it's probably of limited use against anything you would want to use it on. Still, water is a decent element and can mess up KARY in particular.

L7
- EN-AERO: ST add wind element to attacks.
- EN-AERO2(x): As above, but adds a chance to inflict confusion.


Confusion is nice, I guess. I really don't have much to say about these. There's limited use of the wind element otherwise besides LICH-2.

L8
- EN-LIGHT: ST add holy element to attacks.
- EN-LIGHT2(x): As above, but adds a chance to instantly KO undead.


Unfortunately, by the time you get access to this, undead aren't as common. And come in large groups. And are likely to get instantly KO'd by attacks infused with this anyway. It can be funny on rematch LICH if nothing else.

##########

Geomancer Magic

The first four are the available ones to directly cast in order. The two after are those that can triggered at low odds through use of TERRAIN. There are no given numbers attached to Geomancer spells, but they will scale in power based on level and some are inherently stronger than others. Any status effects tied to damaging spells only have a chance of triggering. Thanks to Randkin for finding some of these.

GRASS (Plains, some towns)
- WIND GUST (ST Wind)
- SHINING FLARE (AoE Fire)
- TANGLEVINE (AoE NE+Paralyze)
- SUNBATH (AoE Heal)

- TWISTER (ST HP to 1)
- THUNDERBOLT (ST Lit)

The overworld TERRAIN spells are mostly seen when grinding. GRASS stands out for being what's used on the Peninsula of Power, but I also feel it's a good one to take into dungeons with SAMPLE. Two AoE skills, a group heal, and a solid elemental attack.

FOREST (Forests, some towns)
- BINDWEED (ST NE+Slow)
- LEAF SWIRL (AoE NE)
- SNARE (ST Earth KO, supposedly only/always works if foe is ≤300HP and does not resist Earth)
- FOREST HEALING (ST Heal+Esuna)

- BRANCH ARROW (ST NE)
- WIND SLASH (AoE Wind)

No Grass-type in this game, so these are non-elemental. SNARE can be nice on OGREs early on, just note it's bugged and doesn't always work (pointed it out to Ozmo but he hasn't been able to reproduce it, so it hasn't been fixed). LEAF SWIRL is decently strong, but the heal is single target only and BINDWEED's slow is niche - maybe good insurance for KRAKEN, maybe?

MARSH (Swamps)
- WILL O' WISP (ST Fire+Sleep)
- POISON MIST (AoE Poison+Psn)
- PHANTOM (AoE Morale -40)
- ANTIVENOM (AoE Heal+Pure, prevents poison)

- SINKHOLE (ST Water/Poison KO)
- BOTTOMLESS BOG (AoE Water/Poison KO)

I feel that any set with a group heal is at least solid. It's unlikely you'll find much use for PHANTOM by the time you can SAMPLE (aside from abusing it to make things run), and the poison element isn't that great. But fire is always welcome.

DESERT (Deserts)
- SANDSTORM (AoE Earth/Wind+Slow)
- QUICKSAND (ST Earth/Water+KO, only/always works if foe is ≤300HP and does not resist Earth/Water)
- SUNBLEACH (AoE Earth/Water+Dark)
- MIRAGE (AoE Blink-1 stack)

- BURNING SANDS (AoE Earth/Fire)
- MAELSTROM (AoE HP to 1)

It's rare to fight in a desert in FF1, and the multiple elements make this hard to consider for a SAMPLE too. Earth is resisted by half of the vanilla enemies. The big draw of this set is MIRAGE, which is excellent on just about any physical enemy. Unlike other sources, you only get one stack.

RIVER (Rivers)
- SPLASH (ST Water)
- RAPIDS (ST Water+Confuse)
- DROWN (ST Water/Death KO, only/always works if foe is ≤300HP and doesn't resist Water/Death)
- CLEANSE (AoE ally status heal)

- TORRENT (AoE Water)
- DELUGE (AoE Water+KO)

Every enemy you can encounter in rivers resists water. It's not great to take out of it either, because it's all single target. It used to be in the Waterfall where it was very effective on the MudGOLs within, but Ozmo put Artificial there instead.

OCEAN (Ship, Pravoka, Bridge)
- TIDAL WAVE (AoE Water)
- THUNDERBOLT (ST Lit+Stun)
- STORMY SEAS (AoE Water+Confuse)
- CALM WATERS (AoE Heal+Regen)

- THUNDERSTORM (AoE Lit+Stun)
- WHIRLPOOL (AoE Water KO)

Makes the PIRATEs even easier. This is what a water set should look like! Also much like rivers, everything you can see at sea except KYZOKU resists water, but you still have THUNDERBOLT to deal with aquatic enemies. Single target only unfortunately.

ARTIFICIAL (Temple of Fiends+Return, Castles, Marsh Cave, Waterfall, Mirage Tower)
- CARVE MODEL (ST NE)
- CLOSE-IN (AoE NE+Dark)
- MARBLE ARMOR (AoE Absorb+20%)
- FORGED IN IRON (AoE Damage/Critical+10%)

- CHASM (AoE Stone+KO)
- MIRROR (AoE ally reflect)

Oof, this common one. Not a fan at all. Unlike FFT, there is no petrify madness with CARVE MODEL. The attacks seem weaker than other spells, and rolling with TERRAIN might get you MIRROR which: see Carbuncle above, and remember Geomancy can be reflected (meaning the support spells). FORGED IN IRON is at least okay physical support in the final dungeon.

EARTH (Earth Cave, Titan's Tunnel, other caves)
- STALACTITE (ST Earth)
- EARTH EMBRACE (AoE Earth+Slow)
- EARTH BLESSING (AoE Heal+Absorb up 10%)
- MINERAL SHELL (AoE Earthspikes - reflects half damage from physicals)

- CAVE-IN (AoE Earth)
- TREMOR (AoE Earth+Confuse)

Pretty ridiculous. Not much else to say. Two strong spells that work well in the dungeon (oddly enough for being the Earth Cave), a funny support spell, and a heal.

VOLCANIC (Gurgu Volcano)
- HOTSPOT (ST Fire)
- MAGMA SURGE (AoE Fire+Burn)
- FIREWALL (AoE Heal+AFIRE)
- FORGED IN FIRE (AoE EnFire+20% Damage)

- LAVA BURST (ST Fire)
- CONVECTION (AoE Fire)

Burn status deals damage per turn; how much is opaque and if there's anything more, I'm not sure about it. Aside from FIREWALL, this isn't great in the Volcano itself, most obviously intended for use with SAMPLE.

FROZEN (Ice Cave)
- ICE PILLAR (ST Ice)
- WHITEOUT (AoE Ice+Mute)
- ICEWALL (AoE Heal+AICE)
- FORGED IN ICE (AoE EnIce+20% Damage)

- FREEZE (ST Ice+Petrify)
- ICE STORM (AoE Ice+Dark)

Similar to the above just with different elements. WHITEOUT's Mute is probably more useful than Burn. It's not a reliable proc, however, so don't count on it to help against MAGEs.

UNDERWATER (Sea Shrine)
- WATERSPOUT (ST Water)
- WATERFALL (AoE Water)
- PRESSURE (AoE foe ATK -20%)
- BUBBLE CURTAIN (AoE Ally -50% less damage from magic)

- WATER'S SOLACE (AoE Heal+Esuna)
- ABYSSAL DARK (AoE Poison+Dark)

There's some strong support skills here. Crushing enemies under the PRESSURE can cripple many physical threats, and reduces enemy attack by much more than 20%. And the curtain can stop magical threats. Otherwise, the offensive skills are vanilla.

CELESTIAL (Floating Castle)
- PLASMA (ST Lit)
- METEOR SHOWER (AoE NE)
- STARDUST (AoE Random status)
- COSMIC RAYS (AoE Magic Damage+30%)

- BLACK HOLE (AoE NE KO)
- SHADOWFLARE (ST NE, big damage)

PLASMA is nice for nuking enemies and not a lot in the castle is resistant. But the big standout is COSMIC RAYS, which is a massive insane boost to magic. It's one of the best support skills in the game. STARDUST is funny. I was disappointed by the damage on METEOR SHOWER, however.

ASTRAL (Astral Plane)
- ASTRAL BLAST (ST Time)
- NETHER BLAST (AoE Time)
- ASTRAL SHIFT (AoE Random status)
- DREAM SHROUD (AoE Magic Damage+30%)

- VOID (AoE Time+Dispel)
- CAVERNOUS MAW (AoE Time Confuse or KO)

These can only be accessed with an Evoker in the party. Time is a strange element that exists only to be resisted by CHAOS in vanilla, as well as ODIN and BAHAMUT here, with only the ZoneEATER from the Blue Mage quest being weak to it. Besides which, the last two are copies of the Floating Castle: very good and accessible sooner.

##########

Bard Songs

These are learned by talking to NPCs around the world with them as your lead character. This will give them part of inspiration towards learning a new song. Once all NPCs have been spoken to, the song can be used in battle. While there are different levels of song, they all share the same spell charges, which refresh after each battle or when HIDE is used. Bard has 1 and Troubadour has 2. Up to 4 can be active at once per bard, but they need their LIMIT to have multiple instances of the same song.

KNIGHT'S MINNE (Protection): Increases Absorb by 8+(LUCK÷10) points for allies
Inspirations: Coneria-Knight near well, woman near magic shop, man near entrance / Coneria Castle-Knight near entrance


Nice one. 8 absorb is a lot more than you might think, especially at the start of the game. Stays relevant later on, but it's less useful against high attack opponents.

VALOR MINUET (Courage): Increases damage by 8+(LUCK÷10) points for allies
Inspirations: Coneria Castle-Guard near stairs, not so invisible woman, man in square near TNT / Matoya's Cave-Stationary "Broom"


Also a great one that stays relevant forever. It effectively gives you 8-16 more damage per hit. Scales a little as of 2.0, much like the above.

ANGELSONG (Soothing): Grants allies Regen, restoring 5% of their MaxHP at the end of their turn
Inspirations: Pravoka-Man in central square, woman south of Bikke, young man on east side / Elfland-Elf near item shop


This one is mediocre at the start, but it becomes better later on. If you're up against the right enemy, you can use this skill to stall and heal without using potions or staffs or helmets. This can coexist with Green Mage's or Kirin's REGEN.

HERO'S RIME (Pride): Increases allies' MORALE and LUCK by 12 points
Inspirations: Elfland-Elf NW of White Magic shop / Elf Castle-Aide, elf NE of entrance / Dwarves' Cave-Dwarf S of stairs, dwarf NW of stairs, dwarf SW of entrance


This results in being able to run more effectively and maybe causing enemies to run. The Bard can also click RUN after this, just weigh the chances of running in the first place against using this and hoping the others make it. This is of questionable use if you have a Thief in the party. You may even want to skip this (aside from pinging the achievement) if you plan to make use of the Auto Harp, especially on NG+.

MANA'S PAEON (Enchantment): Boosts all allies' magic damage by 30%
Inspirations: Melmond-Man E of White Magic Shop, man N of destroyed clinic, young man near armor shop / Crescent Lake-Front 2 sages, woman N of clinic


Another excellent skill. It's dependent on your party having enough casters, but it shines when it does and should stack with similar buffs like the Geomancer's.

MAGIC CAROL (Mitigation): Increases allies magic defense by 100%
Inspirations: Melmond-Woman near black magic shop / Sarda's Cave-Sarda / Crescent Lake-Man behind weapon shop / Gaia-Woman near equipment shops / Onrac-Old man near Clinic, witch near magic shops


Magic defense can prevent spells and skills from doubling or hitting, or status on hits like the SORCERER's KO from triggering. Having more than 100 will basically guarantee a physical status attack will not land (the formula is 100-MDef per hit). Probably the most niche, but it's a huge boost when it's needed.

DEXTROUS ETUDE (Ruthlessness): Increases critical hit chance by 12%
Inspirations: Crescent Lake-Back right sage / Gaia-Pirate, man near equipment shop / Onrac-Man in graveyard, woman near inn / Cardia-Right dragon in Bahamut's room, dragon north of stairs in pit near Bahamut's / Waterfall-CUBE robot


With the critical hit bug being fixed and most weapons having a low chance of landing a critical, this becomes a very useful one for all your physical attackers. It's an excellent candidate to be stacked with their LIMIT.

VICTORY MARCH (Celebration): Doubles EXP yield of enemies defeated while the song is active. Stacks additively (or so).
Inspirations: Gaia-Woman N of entrance / Onrac-Man near submarine / Cardia-Dragon in westmost pit, dragon in forested pit / Sea Shrine-Nermaid in bottom left room, mermaid in second room in middle row / Lefein-Northmost citizen on left canal / Mirage Tower-Robot on 1F


While it comes very late, this song is good to cast in general. It can be auto-cast by the Gilbart Harp, but you need a Thief to obtain that behind the throne in Ordeals. Note that you can actually get the one in Lefein before getting the SLAB, but it doesn't mean much because you need the CHIME to finish the song anyway.

##########

Dancer Dances

These are learned by speaking with dancers in various towns, and occasionally, fulfilling other objectives. On every level that is a multiple of 5, the base chance of success increases on each by 5%. They get 25% extra at the start of a battle. The chance can be further increased when FIGHT or FLURRY is used by 25+([Hits-1]×10)%. Failing a dance with the DETERMINATION skill raises it by 25%.

The numbers listed here are their success rate at level 1. Success rate in excess of 100% increases potency and how much is expended, though the exact formula is unclear.

DRAIN SAMBA: 50% base, expends 25%. Deals an attack that drains HP equal to the damage inflicted. Draining caps at however much the enemy has remaining, but damage does not. The drain component is ineffective on mechs and undead.
Dancer: Arylon of Coneria


Nice. It's just an attack with the dancer's decent offenses plus a self heal. But that can be helpful throughout the game. A notable use of it early on is against the SCUMs in the Marsh Cave since it pierces their high defense.

QUICK STEP: 50% base, expends 25%. Lowers all enemies' evade and hit% by 20%
Dancer: Darlyon of Pravoka after beating the PIRATEs


Niche and not likely to do much.

HEALING WALTZ: 50% base, expends 25%. Heals 33-66HP on one ally and removes all statuses except Stone/KO
Dancer: Farlyon of Elves' Castle


An excellent dance. It can heal paralysis, save you PUREs, and acts like a CUR2 at the very least. I found myself using this a lot throughout the entire game.

PALTRY POLKA: 40% base, expends 25%. Lowers all enemies' attack and magic attack by 20%.
Dancer: Karylon of Melmond


Because this is percentage based, it can be an excellent thing to use against enemies with high attack values. Still, 20% isn't a lot on its own, so it can benefit from potency boosts if you can get them off in the first place.

SWORD DANCE: 40% base, expends 25%. Boosts all allies' damage by 10.
Dancer: Marlyon of Crescent Lake after the VAMPIRE


Whether or not this is good depends on your party. One filled with mages won't get much use out of it, but it can be a solid boost to a physical party. Besides Monks and other unarmed characters, anyway - they can't get the buff.

HASTE SAMBA: 30% base, expends 25%. Roughly doubles hit% on all allies.
Dancer: Sarylon of Onrac after showing the Ancient Knife from Sea Shrine B1


FAST on all allies. Enough said. This is also subject to potency boosts and can give more than double hits. Again, this can be either fantastic or mediocre depending on your team.

FORBIDDEN SPIN: 30% base, expends 25%. Minor AoE damage and potentially inflicts confusion/darkness/silence/poison
Dancer: Varylon of Gaia for 300000G


For such an absurd price tag, this sure isn't worth it except for getting the last song. The damage is only okay, the status ailments don't always land, darkness and poison are useless, and silence is only situational. It might be better when boosted, but when it comes to AoE and status, you generally want it applied as soon as possible. Even with a Dark Knight in the party, there are way better ways of applying darkness.

LAST WALTZ: 25% base, expends 25%. Massive damage proportional to the user's bravery.
Dancer: Zarylon of Lefein after all 7 others and defeating her in a battle


This can be a very impressive nuke if you have enough bravery. Just one FLURRY can often be enough to boost this to powerful levels. I've seen screenshots of this dealing enough to one-shot CHAOS in NG+ mode (with other buffs). The one problem? Fighting Zarlyon herself. Think KRAKEN if he only used his physical and then started using this in case you thought you could just boost evade: you have to win fast.

##########

Arrow Magic

The 'spells' of the Archer class. Each of these requires certain materials to craft, which can be obtained if the Archer kills an enemy with a melee attack.

FANG SHOT: Damage + 75% chance to lower enemy physical attack by 4-8
Drops: FANG×2 / Called: BEAST arrow


A basic spell. Lots of enemies drop FANGs, but just remember they go into every crafting formula and this one costs two. The added effect is negligible without multiple other sources.

LEG SHOT: Damage + 50% chance of paralysis. Double damage on giants.
Drops: FANG×1, HIDE×1 / Called: STUN arrow


Paralysis is one of the best ailments to inflict on an enemy. A very good one that's readily accessible.

WING SHOT: Damage + 50% chance to nullify added effects on physical. Double damage on wingeds.
Drops: FANG×1, WING×1 / Called: PEEL arrow


Now you might be looking at that effect and thinking it's awesome. The problem with it is that most of the enemies who have status on physicals come in massive groups. The most practical uses are against LICH if you fear his paralyzing physical, CHAOS for the same, and a handful of Evoker bosses.

TAIL SHOT: Damage + 50% chance to reduce enemy's hit%. Double damage to aquatic.
Drops: FANG×1, TAIL×1 / Called: DRAG arrow


Pretty nice to inflict on KRAKEN or anything else with a high hit modifier. It's only held back by how more crippling status shots exist.

SCALE SHOT: Damage + 50% chance to reduce enemy physical defense by 4-8. Double damage on dragons.
Drops: FANG×1, SCALE×2 / Called: WYRM arrow


Scales are the only items without a guaranteed source of dropping, and you need two of them to get one use of these. Luckily, this one is questionable. It's best with allies with high hit%. Monk will love it the most, Dark Knight and Archer itself won't notice.

THROAT SHOT: Damage + 50% chance of mute. Double damage on spellcaster.
Drops: FANG×1, TONGUE×1, BLOOD×1 / Called: MUTE arrow


A good one. Mute can shut certain enemies down, and if they use magic, they'll take double damage. Just note that certain enemies can choose to just ignore their AI scripts if you silence them.

HEAD SHOT: Damage + 50% chance of blind/confusion/stone. Double damage on humanoid.
Drops: FANG×1, EYE×1, BLOOD×1 / Called: TERROR arrow


You're gambling on the right status whenever you use this. Blind is near useless, if you want to shut an enemy down with status just use LEG SHOT, and the instant death of stone isn't reliable.

SPIRIT SHOT: Damage + 50% chance to reduce magic defense by half. Double damage on magic beast.
Drops: FANG×1, ASH×2, GEL×1 / Called: GHOST arrow


Magic defense governs whether magic deals double damage or status magic hits. It's good to say the least, but there can be a difficulty in acquiring the materials. It might not be too hard to amass ASH which drops from almost any undead, but GEL only drops from generally very physically resistant slime enemies.

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