Nov. 6th, 2023

The gamer shoes come on for my third playthrough of FFR, where I'll be running a party consisting entirely of mages. I'm no stranger to challenge runs of FF1, and have even done a playthrough where only MAGIC and RUN is allowed. This would be a way to start varianting with Renaissance early on a somewhat low scale.

The classic White and Black Mages are here and almost exactly how you remember them. They will be getting command abilities in version 2.0 of the remake, but for now, the only difference is the presence of their respective CLERIC and SORCERER traits. They boost accuracy when using healing or elemental damage. The former also said it boosted the low end of healing spells by 50%, and the latter specified it applied only to direct damage spells. No buffs to BANE or QAKE, in other words, and maybe not even NUKE.

Then there's the new Time and Green Mages, respectively considered a strong and a weak class from what I was reading. Time had a subset of Black Magic and resisted time-elemental spells (as well as Slow, Sleep, and Paralysis). Green had a subset of White Magic and naturally resisted Poison. Time's battle command was EGRESS, which worked like Reset from FF5. Green had EXUVIATION, which removed buffs on an ally in exchange for dealing AoE non-elemental damage.

There were new spells to get in Coneria for the two new mages. I'll go over those in my magic section. For now, I got FIRE for Blair and BURST for Timea for damaging options. The latter matched the power of FIRE and LIT and was in the time element. Only CHAOS and the Evoker exclusive ODIN and BAHAMUT resist time, but only the Geomancer exclusive ZoneEATER is weak to it. So it was effectively neutral damage. I picked up some Clothes and weapons and set out...


...heading straight for GARLAND. This party is level 1. They are just a bunch of fragile mages. They still beat him. This guy is one of the biggest frauds in video game history. It could've gone even smoother if I had RUSE for Greta right away.

I was thinking EGRESS would only be an emergency thing, but I learned something about it when just such a thing happened on the walk to Pravoka: it rerolls whether you get an ambush or preemptive! The command is subject to turn order, but as long as the Time Mage is alive and can get it off, they can snap their fingers and give you a do-over. Pretty cool stuff.


Bikke's PIRATEs are also pretty bad. This party even had the potential to wipe them all at once with AoE if I'd bothered to grind more before reaching here. With the bugfix to sleep status, this was even easier. One of them still managed to wake up right away, but I had Greta drop a RUSE at the start for just such an occasion. Even weak mages can demolish a PIRATE in one blow.

It was going to take a fair bit of grinding to consistently survive Marsh Cave, not to mention to afford the magic bills. Beating KYZOKUs wasn't too difficult. I had Greta act as a tank by casting RUSE on herself. Unfortunately, EXUVIATION didn't count it as a buff and wouldn't trigger. It worked with the anti spells, at least. L2 Time Magic served up a spell called MARK: this gave all enemies 15 marks then damaged them for however many marks they had, stacking if cast multiple times. This would also trigger if they were physically attacked. As AoE, it helped with fighting them to say the least. ICE also did well, of course.

At level 5, I went and bought FIR2 and BURST2 from Elfland - the latter is the same as the vanilla L3 black spells just in a time element. Then it was off to the Peninsula. As usual, this is the fastest way to gain money and experience early on in the game. There's really not much to say about it. My mages blew things up with AoE and Greta tanked with RUSE. I forget what I went to with the Spellslingers, but I was eyeing level 8. 6 was the bare minimum I'd go with, but that would get me another strong HP level for the White and Black mages at the very least.

It was a comfortable trip through the Marsh Cave with two mages able to multicast and a third able to join in against the undead. I actually incurred a reset anyway when SCORPIONs ganged up on and killed Whitby. I didn't bother with exploring, there was little for my mages anyway except the Copper Bracelet along the way. Good for Greta since she was tanking.


I clowned on the two WIZARDs who showed up. I had Greta cast HARDEN on herself, a skill that applies stoneskin (absorbing a certain amount of damage, like the GOLEM spell but single target). It was broken right away though. Guess it's as questionable as GOLEM, actually worse since it's single target and L3. But I confused one of them with Timea's MUDDLE (single target time-elemental confusion), and I zapped them down with LIT2. The walk out went nicely too. I tried using FLOAT to skip some encounters, but it didn't last long enough to be meaningful.

I should talk about FLOAT. It's a funny spell, as you'll see later on in this report: a L4 black spell only usable by the Time Mage. It causes the party to avoid random encounters and damage tiles for around 36 steps. It is L4 of course, so in most balanced parties, it would be sharing a spot with FAST and therefore be questionable. But there's something funny about this spell: it can be used to go over shallow water too. This means rivers. You get a warning as it's running out and get an instant game over if you're over water while it happens, but you can otherwise sequence break with this.

That led me to ASTOS. He was as easy as you would expect him to be, I had all ways of messing with him. MUTE from Whitby of course, HOLD if I wanted to grab it, confusion, or just nuking him with Timea and Blair. Hey, did you know that ASTOS actually has no resistances?


REFLEC is a L4 white spell that is Green Mage exclusive. Tink went the RUB off the wall onto ASTOS who killed himself with his own spell. HAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHA.

Ha.

Well that was fun, but it got me in the mood to push the envelope even further. I was curious about FLOAT and wanted to do some testing in advance. I could easily reach Crescent Lake from near Elfland: I just needed two charges and Timea already had those. But she couldn't get me to Gurgu that way. Studying the overworld map though, I wondered. Could I reach the Ice Cave? There was that little dead end with a stretch of land that I could use to refresh spell charges. It would cost me some HOUSEs, but I could afford those if I sold some of the Mystic KEY loot. I looted the Northwest Castle and Elves' Castle and gave it a go.


Sure enough, I got there with just two charges on Timea! It also had a softlock protection built in; the save was not permanent, so nice bit of design there. I grinned wickedly. The Ice Cave at level 9 with mostly pre-KEY equipment. That sounded like a blast! So in I went.

I reset the first time because there were WIZARDs on the first encounter. I just ran in general through the cave, not bothering with the chests at all. My mages couldn't use any of it besides the cash anyway. I eventually came to the holes without incident. The EYE was going to be the big problem here. Would I be able to beat it with this party n their present state? Or maybe I could just cast FLOAT and levitate over the holes. Wouldn't that be something? Well, no such luck, I fell in anyway, only to discover the next best thing: [b]FLOAT allows you to skip spike tiles[/b]. I didn't have to fight the undead trap! Or the EYE! With this in mind, I went forward, running from everything except some more WIZARDs who I fried with LIT2.


I made it to the FLOATER and got it without fighting the EYE thanks to FLOAT. There was potential trouble on the way out: I didn't bring SOFTs and if Timea died, that was it. Game over. There were some MUMMYs and COCTRICEs on the final floor. I tensed up in anticipation as I made everyone run. Timea got hit...and wasn't petrified! I made it out of the Ice Cave with the FLOATER in hand in what was effectively the first attempt at it! With a party that shouldn't have even been able to normally go to it!

The desert with the airship was across the river east of Elfland. After grabbing it, yeah. The game was suddenly blown wide open. Of course, there was still a 50000G bottleneck called the BOTTLE preventing me from doing much on the northern continent. My mages didn't have the spell charges for any of the similarly expensive spells up there, either.

But I was officially off the rails. Developer intended order was completely out the window. I weighed my options after finishing KEY looting. Well, if I was going to keep at it, the only option was Ordeals. It was a boring choice, but I tried the Waterfall: it took 2 charges to get there and 2 charges to return. Timea only had 3 L4 charges and you can't use a HOUSE while FLOATing, so this wasn't an option. There was actually a unique message for trying to walk out in this fashion.

Ordeals got me the Zeus, the Heal Staff, and a Gold Bracelet for Greta to wear. Again, boring, but the only other option was grinding 50000G for the BOTTLE. So it answered itself. The first couple trips in ended in failure due to MANCATs and SORCERERs respectively. I discovered a horrible bug along the way: the game doesn't save permanently after getting to a place you're not supposed to with FLOAT, to prevent softlocking your save file. All well and good. But when I went back and reached the Heal Staff chest, it was empty!! I didn't have it in my inventory. And come to think of it, the guy at the entrance didn't respawn. A little alarmed, I tried a full quit and reload. I was back on the other side of the river.


This fixed things. I could get the Heal Staff that I otherwise would've missed, etc. I was able to get through this time. There was no trouble from the Zombie Ds: not with three spellcasters. I was able to claim my class change at level 11! So here's what every class got.

Green Wizard
- Gained two new commands, ACCRETION and BENEFACTION. The first started to record damage the Wizard took "up to a certain limit". The second could be used to pop a heal divided evenly among all allies. They sucked.
- Gained the RESIST STONE trait.
- LIMIT was BARRIER, granting resistance to "most" status effects.

White Wizard
- Gained the RERAISE command. It could be cast on an ally to revive them at 25% HP if they ever dropped to zero.
- LIMIT was BENEDICTION, a full party heal that healed some status.

Time Wizard
- Gained the DOUBLECAST command. Could be used on an ally to make them cast a spell twice in the same combat round. Um, not the next one? That is kind of busted sounding.
- Their LIMIT, COMPRESS TIME, gave them 3 turns of free action where no one else could do anything.

Black Wizard
- Received the ELEMENTAL SEAL command, preventing spells from being resisted and dealing max damage with damaging ones. Neat.
- MANAFONT was the LIMIT, preventing spell charge expenditure for three rounds.
- Nerfed to keep their hat. Hair still sticks out of their robes at least.

The sidequest guy just pointed the Black and White Wizards to the magic shops in Lefein. Weak!! But the Time Wizard hint mentioned a wizard in Ordeals who teleported himself somewhere, and the Green Wizard hint mentioned a master green wizard recluse. I assumed I needed the TELE spell to access the former; my party didn't yet have L6 charges. But the other sounded like Sarda.


I got the ROD from him right away before fighting the VAMPIRE, heh. But nothing else. Exiting and reentering made him react and taught Greta the WARDING CIRCLE world skill. What is it? Only a save point maker. It was considered a 'soft' save that wouldn't be retained when going back to the menu, like what was happening with FLOAT to prevent softlocks. It had similar buggy issues to be aware of. But otherwise, I could save in the dungeons as much as I wanted! This was nuts! It completely changes the game! Who said Green Wizard was a bad class anyway?!

(Okay sure, I haven't done much actual Green Wizarding, but then again, White Mage is also in the same boat: good when you need their spells, dead weight otherwise)

The next destination was the Sea Shrine, since I had enough money to get the BOTTLE at this point. As usual, I went through the upper portions of the dungeon to begin with. With Zeus and LIT2, it was not too difficult to get through, except when GHOSTs showed up to ruin my day. I was able to make use of Green Mage's save point for the first time in the Mermaids' room - I was under the impression it was once per dungeon at this point, which would be much more balanced. I actually popped BENEDICTION at the end, needed some fast healing.

I hit level 14 on the way to grab the CHIME. This gave everyone including Timea four charges of L4 spells. Now I could successfully enter and leave the Waterfall. The Defense was the biggest prize from this. I had basically been using Greta as my tank with RUSE, so unlimited casts of it was good. That said, Greta hadn't been doing much else so far. Her spells seemed pretty niche, so she was oftentimes just tanking against random encounters. Naturally, the first Ribbon of the game was going to help with that too.

With that, I could enter the Mirage Tower and above to fight TIAMAT as my first fiend. Reverse fiend order time! I had bought WARP for Timea which helped me leave quickly after clearing out the first two floors. With the Thor Hammer on Whitby, he could pass the Mage Staff to Blair so they both could throw unlimited spell charges around. It was worth nothing that DOUBLECAST did not work with items, so spell charges still had use.


Here's RERAISE in action. Caught it right as Blair was blinking after they were revived, heh. I fought some, I ran some in the Sky Castle. As usual, it served up the Black and White Shirts. These are still exclusive to the Black and White Wizards respectively, and give them a decent chunk of absorb. One of the nastiest encounters was a group of seven MANCATs. I had the sense of mind to have Greta use AFIR rather than running. It paid off, because four of them threw out FIR2 which crashed weakly against the barrier. No WarMECHs to be had, but you better believe I saved just in case.


So knowing me so far, you might think I'd go for the BANE on TIAMAT, right? She does resist all elements so it's natural. Well, you'd be wrong! TIAMAT uses the enemy skills THUNDER, POISON, BLIZZARD, and BLAZE in order. Greta could protect against all three! She normally resists all elements, but Blair could get around it with their ELEMENTAL SEAL command. Throw in DOUBLECAST and GAIN and they were doing 232 twice every second round. I still reset the first time because TIAMAT managed to kill Whitby with her physical attacks.

Of course, I could just load my save that Green Wizard made. So then I hit her with MUTE next time. This plus some RUSEing shut down most of the threat behind the battle. The last orb in order was the first orb lit.

That venture had gotten me to level 16, and thus, my mages had obtained their first L6 charges. The guy in Coneria who talked about classes mentioned something about Ordeals? I grabbed the TELE spell from Crescent Lake. This let me warp to an inn, the ship, or the airship. But in the front room of Ordeals, there was simply a ??? option.


I went to it and met another Time Wizard, who unlocked the SET TELEPOINT skill for me. This allowed Timea to place a waypoint wherever she chose and return to it on casting TELE. That's right, this was another in-dungeon save point. This one had no limitations on how often it could be cast, up to and including having any spell charges. Yes, that's right, you can cast TELE at 0 spell charges, although it will still expend one if there are any. I also later found out you needed L6 charges in the first palce.

Not too much to say about the Sea Shrine. The last Ribbon I'd be getting was there. Defender, Thor, Zeus, Black was the standard order of operations. SLOW crippled KRAKEN then I blew him to bits with LIT3 that did 424 damage. KARY fared no better; I went straight to her since the volcano had nothing to find. She also fell easily.


I was already killing VAMPIREs in Mirage so the lone one faired no better. I grabbed the Earth Gauntlet along the way to protect against CHAOS' CRACK. LICH actually had special dialogue realizing his impending doom.


It was earlier against KARY that I realized MANAFONT works on spell levels that you have no charges for. Payback for all his transgressions in the past!


All four orbs lit at level 18, wow. I'm definitely going to have to replay the game to get a better understanding of these classes since there's no way I'm hitting level 25 unless I go way out of my way to grind. Whether or not it's with this same party or if I would wait until 2.0 was up in the air at the time.

So I've already killed the fiends in reverse order. How much worse can things get? Well, remember. FLOAT prevents random encounters. TELE let me leave and reenter dungeons at will. Put together, I could run the entire Temple of Fiends Return without any encounters up to CHAOS. I picked up the Masmune, of course. There was no getting around beating the big guy, so I needed all the help I could get. Maybe it was sub-optimal on Greta, but it was fun.


Round 1 opened up with a Masmune swing, a White Shirt, a FAST on Greta, and an ELEMENTAL SEAL. CHAOS used ICE3, no threat since everyone had resistance. Greta did only 6 damage. Er, we need criticals here. Round 2 was another swing, another White Shirt, GAIN on Blair, and MANAFONT. CRACK fell ineffective and Greta did over 400 damage, nice! She would keep attacking while I used DOUBLECAST on Blair, who used NUKE. How much damage would it do?


Um. Excuse me? And keep in mind, that was times two. So that was just under 1900 damage in one action.

Well, I kept a save from back before I went crazy psycho mode. I think I'm going to go back and replay the game properly, or at least the ToFR. Because what in the world was that?

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Okay, time pulls you back, as the message when EGRESS is cast says. Since I'm doing this, I'm going to set some ground rules. I was expecting this to be a challenge-ish party. Let's try to make it more challenging.

#1: No FLOAT or TELE abuse. These are funny but using them doesn't amount to actually playing the game.
#2: No DOUBLECAST. This ability crosses my threshold of broken nonsense, even by FFR's standards. It's kind of absurd that Time Wizard can spam this every turn while other classes get fatigue attached to their much worse commands.
#4: Let's make this more interesting: no using offensive spellcasting items in battle. I'll keep Defender, White Shirt, and Heal Staff/Helm on the table. Wizard Staff too.
#5: Try to open all chests, at least before ToFR.

What's #3? You'll spend forever looking for it. Ready? Go.

I started back off by going doing into Marsh Cave collect the free Silver Bracelet. 5000G saved by doing so. I actually bought a second in Melmond. I normally wouldn't bother with them, let alone with a party that had four mages in it. But I figured I was going to need at least the one extra to make things go easier.


I picked up the DEMI spell back in Elfland. This L3 spell does 50% of a single target's current HP in damage, but only 25% against bosses. The math on this says it's situation on most targets; it simply does not do enough to be worth using. However, EARTHs seemed like a perfect target. They have enough HP to matter, they resist 6 out of the eight elements; they're weak to fire and are neutral to time.

Dungeon romping with mages is all about restraint, pacing, and using RUN when needed. I cleared out the first floor and the second floor separately. One thing I did was to only have one of Blair or Timea use an AoE spell. It often dealt enough damage to wipe a chunk of the enemies, and any stragglers could be cleaned up with melee. Mages do just enough at this point against everything for that to be viable. The Vampire died in a single round of combat.


LICH also died in a single round of combat: I had all this prep ready too: AICE namely and all the similar spells. Instead Timea confused him with MUDDLE - LICH may have a lot of resistances, but time elemental is just not resisted and he has low magic defense. HRM2 hit for 134, he hit himself for 36, and FIR3 hitting for 288 was enough for the kill.

Gurgu was next, sticking to the "intended order" again, this time just to make my point further after the first playthrough. Grey Ws made clearing out the firewall maze a bit of a pain. They took very little damage from physical attacks due to their high defense, so I had to use precious spellcharges. At least FIREs are vulnerable to ice. I had to use WARP (which Time Mage can use before class change!) and paddle back to Crescent Lake afterwards. That said, I was able to do the entire rest of the volcano in one go. Not even the Red D gave me trouble: it was just MUDDLEd and blown up with ICE2.


KARY was also easy. I piled on the status and buffs. She did manage to break from HOLD, but I had up AFIR and had SLOWed her. I put MARK2 to work here. This spell is like the original, except it's single target only and instead applies 30 marks. With this, even my low offense team was able to start chunking her down. It's actually one of the big kudos I have to give. A lot of FFR's design seems to fall into either "broken/busted" or "bad". But MARK hits a particularly interesting sweetspot: it's a tool for certain parties. Like how the Masmune in the original can let just about any party beat CHAOS.


With KARY down, that meant it was Ice Cave time. I got to it on a very funny part of the encounter table. I would run into no less than three random encounter Frost Ds across my attempts at the cave! Thankfully to my benefit, they are presently bugged in FFR as of version 1.3.3 and will never use their BLIZZARD special. So they weren't a threat, but the MAGEs around the same part of it (or guarding the Cloth, I said all chests) were. I had some poor luck with them ambushing and RUBbing out my mages. One attempt got very deep, only get to half the team wiped out. I could still escape, but then WIZARDs blocked my path. Only Timea and Blair were standing, and I had to burn a lot of spell charges so I was out of LIT2 and FIR3. I tried ICE2 instead. But it didn't do enough and both were killed. That's the Ice Cave for you. A bunch of people had recently come into the FFR Discord because of ProJared, and some were not taking it as well as me, heh. Frustrating reality to them, business as usual for me.

Though it is hilariously ironic that the Lv9 team got through it basically first try and now I was running into all kinds of trouble with a team that's here when they're supposed to be. The EYE however, turned out not to be a threat. I threw out MUTE, MUDDLE, and HOLD all on the first turn. If one of those went before it and hit, it would prevent the XXXX from killing one of my mages. Well, all three hit. With it thoroughly crippled, it wasn't a problem beating it from there.


I didn't need to fall back in the pit and go the rest of the way, however. I had WARP! If you'll recall from my FFZZ playthrough or haven't seen it, this can be used in the Ice Cave to skip the hole and grab the FLOATER directly. It's normally not possible in the vanilla game because WARP is exclusive to after class change, which you need the airship to unlock. So it only meaningfully happens in romhacks or fangames. However, this behavior is not implemented properly as of v1.3.3 of FFR - instead you get in a buggy state where you're in the room while outside of it. It's not possible to open chests and get the FLOATER from the moment you come to the pits, but you can still walk out of the room. Which I did. Hey, I just said no FLOAT/TELE or DOUBLECAST. This is absolutely on the table~

With the airship claimed, my first destination was Castle Ordeals. I had to use EGRESS against a MEDUSA ambush, but it was otherwise smooth sailing through the small dungeon. The Zombie Ds died to HRM2 and FIR3. I claimed my clas change and WARDING CIRCLE.


When I said no offensive spellcasting items, I was serious by the way. I kept the Heal Staff and it would become something that Whitby used on about half of his turns, but I promptly sold the Zeus.


I went and got that from the Waterfall after. Blair's ability to equip the Silver Knife had gotten them to 2-hits by this point. They were good against the MudGOLs that polluted this place that I had to fight with physical attacks or BURST - I didn't have QAKE to kill them either let alone the L6 spell charges to use it. I had neglected to pick up FAST so far which would've made this easier (read: faster). The Defender, Ribbon, and Wizard Staff would all go to Greta.

The Sea Shrine was certainly going to be a different experience without unlimited spell charges to smash my way through it as usual. No trouble with clearing out the upper floor of the place. The Opal Bracelet was a welcome wear for Greta.

As for the bottom half, I was here that I learned for the first time that WARDING CIRCLE did not let you use HOUSEs. I would say that's for a balance reason, but for one, balance left the building a loooong time ago in FFR. And second, I learned you could place multiple WARDING CIRCLEs, one per floor. That's just absurd. It means there's zero threat of a game over, just the threat of dying after placing the circle without saving but after opening chests because of bugs. When that happens, the same thing happens as what happened with FLOAT in Ordeals earlier. I feel once per dungeon would be better for this ability, even if it allowed to use HOUSEs.


It meant I could drop one before KRAKEN with no worries if he decided to murder someone with his big ugly physical. The octopus was zapped into oblivion. He got Whitby pretty good, then I hit SLOW and MUDDLE and that was pretty much the end of that. The White Wizard cast RERAISE on himself in case he broke out of it. It was ultimately KRAKEN who dealt the final blow, thanks in-part to the MARK spell.

A little ways into Mirage Tower, I got the Thor Hammer. I could still use this to beat things over the head, just not its itemcast. The party also collectively reached level 20. Weird how the squishy mage team hasn't had unequal experience yet. Part of this has been incidental but any deaths have always been unrecoverable or run from and fixed with LIFE.


Level 20 also meant L7 charges. And Time Mage got a full set of interesting ones. UNDO in Onrac restored 1 of any other party member's spell charges across all levels. HASTE2 exists (makes everyone more likely to move sooner in the turn order). COMET is a somewhat unreliable non-elemental damaging spell that can sometimes do insane damage, but seems crippled by high magic defense. Then...then, there is this.


Quadruple hits. I'm not going to mince words. This is just wrong. With a Power Gauntlet cast and FAST2, Timea could do stupid amounts of melee damage. Someone who isn't even supposed to be a physical attacker! Now, this is actually pretty funny and fits a L7 spell, kind of a counterpart to SABR. And like SABR (besides the Power Gauntlets in FFR which let you cast it on anyone), it is self-cast only. But...FFR 2.0 is going to change that and not only allow this to target anyone, but allow FAST spells to stack to these same levels. That is just wrong. That is a "what is this game balance thing you speak of?" sort of thing. If a Time Wizard can do this much with this little effort, any actual melee class is just going to destroy anything with the normal game's numbers. I swear, as much fun as Renaissance is, to repeat myself again: a lot of its new content is heavily balanced for the NG+ feature where enemies actually have the HP to endure this sort of abuse.

Rants aside, the Sky Castle went fine. It was just a bit sluggish. The White Shirt and Black Shirt were as before the most important pickups here. I could use INV2 from the former as per my self-imposed restrictions, but I couldn't use ICE2 out of the latter. Still, the absorb bonuses were what really mattered here. Now everyone had decent physical defense.


I did have to take a trip out because I ran out of spell charges. So I threw down the circle at the front of the bridge and--


Yeah, there it is. And it killed Timea frame zero, perfect. I tried to fight it using Blair's LIMIT, but no luck was to be had: it focused fired them down. Reset! Glad I saved.

Then again, I did just save and can reload as many times as I want...


Huh, FIGHTER? Neat, that's the actual 1/64 here. Speaking of which, I noticed in the process that the encounter table was a little off from what I expected it should be. Maybe a blip or bug? Either way, the manip for WarMECH still works if the worst should come to pass. I couldn't hard reset here though, that would spawn me back where I saved outside.

I eventually got to another WarMECH encounter after a bunch of soft resetting. After using EGRESS many times until it didn't ambush, somehow avoiding having Timea die the whole while of trying, I was ready to begin. No hold barred. WarMECH is a superboss. It's time to scrap this thing.

I got up my defenses ASAP, throwing down a double INV2 stack to start out with from Greta and Whitby, casting GAIN on Blair, and popping Blair's LIMIT. Greta was hit hard. I aimed a CUR3 at her while Blair prepared NUKE. I unleashed DOUBLECAST and...


Bodied. While being able to use NUKE before level 25 with a LIMIT is cool, it was all because of Time Wizard that this was practical/semiconsistent. GAIN should really not be a level 1 spell for how much it can do and DOUBLECAST really needs more restrictions on it. Still, screw this guy. If anyone deserves it, it's him. Especially after all the times this damn robot has shown up in my challenge runs.


I used WARP, went back and saved, and got ready for TIAMAT. DEMI did a healthy 250, but her resistance to all elements was going to make this a matter of using ELEMENTAL SEAL to deal damage. Then I actually ended up landing the MUTE when throwing it out on a turn where Whitby had nothing better to do. Again! The odds of that aren't actually great, but I somehow did it twice. I had him and Greta stack INV2 in the meantime, but then Timea got in SLOW to really pile on. For fun, I gave Whitby a TMPR and SABR (Power Gauntlet cast which can now be targeted) and a FAST and set him loose. He did...not a lot of damage, actually. But the battle was effectively over at this point, and I finished her at my leisure.

My plan for the ToFR was as follows: push through the first time and pick up the Masmune. EXIT or TELE out, then run it again with the sword in hand to save on spell charges against TIAMAT and CHAOS. With Green Wizard's save points, I did not anticipate any trouble. If I ran into any, I could just reload.

Actually, the first trip through went very smoothly. I don't even remember much about it other than managing to bring down LICH with a QAKE. I could've just gone to the very end right then and there, but I stuck to my plan.


The second time through went a little rougher. I never actually showed a shot of EGRESS in action before, so here it is better late than never. Gas Ds are seriously no joke. I had Greta try to use APOIS to get around this, but she cast it too late and Blair tied horribly before he could unleash the ICE3. Then Timea nearly died even with Ribbon resistances. Of course, I had WARDING CIRCLE to utterly abuse, but it's getting out with dignity that counts.


Other than that, it went fairly well. It took some resets against LICH when he used an absolutely rude NUKE, but both he and KARY got chopped to bits. I decided to toy with KRAKEN a bit. Note that this isn't even the Time Mage at work; since he doesn't resist the status element, anyone who manages to break his 200 magic defense can do this with CONF or the Wizard Staff. That said, I absolutely was not expecting to break his 200 magic defense. I didn't even reset until I saw this one, it just happened. Maybe INT also increases the chance of spells like this landing?

TIAMAT fell, and that just left the final boss. Everyone was level 24 heading into it. Right up to the very end, everyone's experience was equal. I was not expecting that with this party to say the least.

Round 1 would see some setup: ARUB, White Shirt, FAST, Power Gauntlets. CHAOS began with a physical against Greta: 169 damage. Nice, sort of? Next turn was more buffing: ALIT, CUR3, SLO2 (why not?) and TMPR. CHAOS used ICE3 for 51/37/43/60. Finally, I used AFIR, HEL2, MARK2, and MANAFONT as CHAOS' CRACK fell ineffective. Ready to kill!


Greta started off with a weakish 283+30 from the MARK. Whitby threw up another White Shirt stack, as did Timea throw down another MARK2 stack. Blair's NUKE did an impressive 400. Max damage if this wasn't FFR. CHAOS used LIT3 to deal 54/47/51/56. 1227 left. Very good start to the offense.

On turn 4, HEL3 got me back up to full on everyone. Greta did 233+60, Whitby was hit by SLO2, another MARK2 for 90, and a NUKE for 362. 482 left. Almost there. But will CUR4 happen?


Greta got off another attack, that didn't quite make it. But Timea won the turn order roll and the MARK killed him from there. That was anticlimactic.

Well, I can save mid-dungeon. Let's go again! No LIMIT from Black Wizard this time. And no DEMI either, being able to hit for 500 damage with perfect accuracy is nice and all, but we hardly need that, do we?


Aside from who got hit by the first physical, the opening moves were identical. Turn 2 saw CHAOS use CRACK and Whitby healing Timea instead. AFIR, White Shirt, COMET (45), and ELEMENTAL SEAL were the next moves. 42/62/62/66 went the ICE3. Blair's own did 168. Greta took a physical hit for 56 damage. HEL2, and another COMET did 61. This spell kinda sucks, not gonna lie. 268 was the damage Greta did with her first swing. 1458 left. Not bad, not bad.

A CHAOS physical for 295 on Whitby followed! What caught me even more off-guard was Greta doing 1266 or something equally insane! I couldn't even get the screenshot. How many criticals hits was that in one attack?! So much trying to make this challenging. BURST2 did 28, and another ELEMENTAL SEAL...


I had the others do nothing to see if Greta could finish it and try to get it again. Just about the expected amount of damage. I guess that's it.

Not too difficult a playthrough. Restricting myself didn't even do much. It does amuse me though that a lot of newcomers to FFR via ProJared are discovering just how janky the game can be. There's some tough stuff in it, but you just need to know what to do and be willing to tough it out. Thanks for reading. Final party will consist of the final four jobs I've yet to use. I'll be swinging the other way and going all physical.

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