FFR: Solo Evoker Part I
Dec. 5th, 2023 02:43 amEvoker is my personal choice for the worst class in version 1.3.3 of Final Fantasy Renaissance. Based off the classic job itself (and the Summoner as well), it is unfortunately weighed down by its gimmicks. I don't think this is the worst pick for a solo job; I'd say Thief and Bard are worse than it. But this one certainly isn't very good.
So what makes Evoker such a bad class for a solo? First, it's a magical class. It's not like Green Mage where it's super bulky in terms of HP, this is instead exactly what you would expect from a mage. Second, many of its spells take two turns to resolve, including all damaging spells except the first. This is a gimmick of the class that many have complained about and I hope gets fixed in the future, but for now doing in 1.3.3 would make it extra challenging. Third, many of the spells are an AoE version of what Green Mage can do. Usually better, but not in a solo. Lastly, you have to beat all of the summons to use them. Every one. These are often mini superbosses for the point of the game they show up.
I named my character Aleph, after the protagonist of Shin Megami Tensei II. Aleph was created to be the messiah of the world (according to their twisted god of law and order), and depending on the player's actions, can either live up to that or do his own thing (and either way kills said god). SMT involves summoning demons and being brutally difficult, so it was a fitting name.

Surviving the first section of the game was going to be one of the most difficult parts. I spent the first bit of cash on four Wooden staves (three more so the dead slots could swing them uselessly), one Cloth, and saving the game. The next goal was to get into a battle and get all the bards killed off. It was very important that I did this in as few fights as possible. I actually softlocked and had to start over early on because I bought two HEALs in attempt to make this easier! There were many deaths, just like you see here.
The financial situation was very precarious here. The inn in Coneria costs 30G to use. IMPs drop 6G apiece. The ideal situation was to fight groups of 5 each to break even. In practice, this was close to impossible. I had to instead fight groups of 4; this would slowly cause my funds to bleed out, but they would hold for the time being. That was how the softlock happened: I did end up running out of money. On top of that all, I needed to make sure Aleph gained STR on every level, just like before. This was compulsary, not necessarily for later, but for now.
IMPs have 4 attack and defense alike. With 8 attack of his own to begin with at level 1, Aleph was dealing 4-12 damage against them while taking 3-7 in return. When you add the possibility of missing to the mix (either party could), this was very volatile. For example Aleph once defeated 5 IMPs on an ambush, and once lost to 4 on a preemptive.
Level 4 was a big breakthrough point for Aleph as that is when he gained another strong HP up. This allowed him to semi-consistently win against 5 IMPs. However, this meant that the gold situation remained static. A little bit at a time.
I felt the next move was to try to go for the Cap in the Temple of Fiends. This would boost Aleph's absorb to 2, which was a significant increase considering the circumstances I was under! It doubled his absorb! This took many resets; on my winning run Aleph escaped from two battles right away. He fought a lone GrIMP on the way back to make up some of the gold.
At this point, it was most ideal to fight two groups of IMPs before going back to heal. The more of a gold surplus I could built up, the better off Aleph would be. But it was going to take a long grind to get strong enough to take the bosses.

For example, I tried taking on the GOBLIN at Lv6. It didn't go so well: he can pull out his SPECIAL whenever he wants which did heavy damage to Aleph. And of course, he always did so at the beginning of every fight. GARLAND would be no better, and actually far worse: he has 15 attack, meaning he would do 13-28 damage to Aleph per hit. He has 10 defense and 106HP. Meaning Aleph (10 atk) would do 1-10 per hit.
There was something else important worth talking about too. IMPs have 106 Morale. Plugging them into the formula for an enemy to run, Morale - 2*[Leader's Level] + (0...50) < 80, that means have a chance to run starting at level 14. A small chance mind you. But in the absolute worst case scenario, that was when things were going to become much less consistent again.

Here's an interesting shot for you: the 1/64 encounter. I was grinding for so long that it eventually showed up. It was actually difficult, too: GrIMPs could survive more hits and hit harder. They were more practical to fight than MADPONYs, but still not ideal.
Level 8 is when Aleph gained another strong HP up. this allowed him to fight for even longer against the enemies outside. I eventually started to gain a surplus of gold because of it. Level 9 was yet another notable level. It was here that he gained enough strength to consistently one shot IMPs. There was nothing more to it. Just an endless eternal grind. I suspected that the endpoint for him was going to be either level 11 or level 14. The former was when he should get another strong HP up if Evoker's stats were a mirror of Black Mage. The latter was the last level in which he would be able to fight without IMPs having a chance to run. If he could not get the job done then I don't know. Shit game quit forever?

I decided to look at the GOBLIN again at this point. Through some data testing, it turned out that the boss had 90HP. Furthermore, its defense wasn't all that great. Didn't need to do anything but look at the damage Aleph was doing to see that. This would be possible. Barely. It was more than can be said about GARLAND. There was no way I was beating him, the notorious fraud that he is, just with a wooden staff. That fact in particular made me fear about the plausibility of solo Bard. Of course ASTOS is the bigger obstacle there, just like Thief.
Similarly, KIRIN was not a possible fight. It actually only used its special once at the beginning of the fight. So it was theoretically possible to dwindle down its HP. However, it still did too much damage along with the WOLFs. This was another fight that I was going to have to wait on.
Aleph actually gained another strong HP up at level 10, so that was convenient. Maybe that meant there would be ones on 12 and 14 too? That would be a mirror or analog of White Mage's SAIVL table. Later on Aleph would stop gaining INT as consistently, so this is probably the case.
When Aleph hit level 11, I decided to take a swing at the GOBLIN again. This fight was going to be completely up to luck. Aleph had enough health and strength at this point to beat the summoned monster in a straight-up fight. The problem was this, wasn't a straight-up fight. The more it used GOBLIN PUNCH the worse off I would be. And, much to my surprise and delight...

Victory! I honestly didn't think that was going to work, and that I would have to go even higher to get a greater buffer. I wasn't going to complain of course, because the grind was starting to get tiring.

With this said and done, the game suddenly got blown wide open. I grabbed some supplies and marched over to the Temple of Fiends. Aleph beat KIRIN with two castings of GOBLIN. I was all ready to complete the first quest finally, when a GHOUL showed up. Aleph was able to defeat it without incident, but he had only one spell charge left. It just meant falling back to Coneria to refresh. GARLAND was beaten with two GOBLIN castings.
CAIT SITH was also a non-issue. The BROOMs did almost no damage. Aleph was confused, but he instantly recovered from the ailment. Another two GOBLIN castings brought the kitty witch to his knees.
It's really can't be overstated just how much more tolerable the game had become. instead of fighting thousands of weak enemies in order to gain just a little bit of experience at a time, Aleph could fight real opponents for actual good payouts. Plus I could make actual progress in the game now! That was the most important thing of all!

The PIRATEs were susceptible to confusion. They can actually be a legitimate threat against a poorly armored character. There are nine of them, and they do a decent amount of damage. Mercifully most of them have some way around this issue, including the Black Mage now that SLEP has been fixed. Bard has AoE with harps. Thief, on the other hand, needs to get lucky. At least it can get by GARLAND much more easily and grind on actual opponents.
With the ship claimed, Aleph was able to sail to Elfland. There he was able to claim the Iron Staff. With its 14 power, it was the strongest weapon he would have access to for a long, long time.
The Dwarves' Cave was the next destination. GOLEM was the next boss there. His EARTHEN WALL special grants stoneskin, a buff that grants a barrier that absorbs a set amount of damage. Exactly how much it grants is opaque. He was accompanied by three different slime monsters: in addition to MUCK and SCUM, JELLY had about the strength of the latter without as much defense. However, it was also capable of casting CURE. The way around it was to confuse them all. GOLEM was immune, because of course he was, but it would shut down the high damaging attacks of the MUCK and the JELLY's healing.
I actually beat this on the first try, only to fail anyway because I didn't have any TENTs with me. Aleph died on the way back. Well, that one was on me. After going back and getting more than just the one to save outside the cave, I went at it again. GOLEM has 200HP. It would take me many more tries to get a run through that succeeded. On the winning run, Aleph had run out of L1 charges against the SCUM. He could only do 1 damage to it per swing. However, the same applied to the SCUM as well! He had to break the stoneskin first, but I had purchased a lot of HEAL potions. Just needed to use them, and the victory was inevitable. It seemed I forgot to take a lot of pictures for this stretch...
However, that was the end of the good times. A few preliminary runs into the Marsh Cave revealed that level 12 almost certainly wasn't going to cut it here. It was not even the paralysis, it was just damage. Too much damage being taken. Aleph failed to reach the WIZARDs in over a dozen attempts. That meant was time to go back to grinding hell! My favorite place!
The best spot for this was right outside Elfland. OGREs would pay out a healthy amount of gold and experience per kill, and just one was enough to offset the inn costs which I could duck into as needed. They also came accompanied by CREEPs. They would actually run sometimes starting from level 13: they have 104 morale. For the record, OGREs have 116. They would start to run starting at level 19.
I also checked out RAMUH. He had a lot of HP, 500 actually. His attack pattern went LIT2, charge, JUDGMENT BOLT, LIT. Seemed doable with high rolled GOBLINs. But Aleph would need more HP to consistently survive. Getting to him in the first place was tough due to all the GARGOYLEs. I had to use CAIT SITH just to give some buffer when escaping.
It was really just a matter of grinding away. By the way, I was continuing to manipulate strength gains. I hadn't checked whether or not Evoker had any spells they could not cast, but I had a funny feeling that BAHAMUT would be one of them. Again, this is no class change.
Level 17 gave another strong HP up. So I decided to try going for RAMUH again. I had a suspicion, but it was here that I noticed that the encounter table resets if you die in the Astral Plane, even though it doesn't result in a game over. I was hoping it wouldn't be a factor, because having to go through the same encounters repeatedly can lead to problems if said encounters are awful to fight.

Actually, this went very smooth once I got to him! The first GOBLIN did 166, while RAMUH used LIT2 for 80. He charged his special on the next turn while the second GOBLIN did 217. The third for 209 finished him off!
To go over it again, RAMUH deals 60-240 damage at base, to state it how most guides would put magic in vanilla FF1. It is functionally a LIT2 spread across two turns. The Evoker's charge gimmick is not very good, due to how the numbers work out and how it's better if enemies die right away. Still, it was AoE damage when I needed it, much sooner than Zeus, and CAIT SITH could provide cover for getting it off.
First L3 spell claimed. The second would have to wait and I wouldn't miss it much. At this point, I couldn't help but check if Aleph would be able to handle things on the Peninsula of Power.

Yup! CAIT SITH messed them up with confusion, RAMUH sliced through their HP while they were delirious, and GOBLIN cleaned up what was left. So now I could start making serious strides into the grinding game.
With that in mind, how high did I want to grind? Honestly? Every little bit helps. I was going to need a lot of it for Earth Cave and Ice Cave anyway (magic defense much like before). So it was just a question of when would I get bored and decide to try something different. The funny thing is this still isn't as much grinding as a solo Thief would need and especially a solo Bard. A recently released guide on GameFAQs takes the class to level 18 for the Marsh Cave. It goes to 22 for ASTOS and most recommend going even higher. It'd be even worse on this version with the bug to critical hits fixed since you can no longer rely on those to pull you through.
Still, it wasn't the best idea to get it done all right now. Aleph only had 6 absorb, and I could get it higher than that. So at level 20 I decided to start making attempts at the Marsh Cave once more. I quickly found that the extra spell charges were making a world of difference. I could throw out CAIT SITH against anything I didn't like, and either follow up with RAMUH or run attempts. Even the dreaded GHOULs were vulnerable! I also had the pleasure of occasionally seeing enemies decide to run. One notable case was a SCORPION group. I confused all but one of them, and said straggler ran on its turn! Ha!

The same strategy worked against the WIZARDs. CAIT SITH's confusion is non-elemental, which means it works against anything not immune to the status outright. Normally in FF1, immunity is governed solely by element, but FFR adds status immunity in certain cases strictly for these cases.
This run ended in failed when a group of CRAWLs paralyzed Aleph. They actually ended up fleeing the battle, but the BONEs finished him off. The second attempt almost died at the WIZARDs anyway. Even with all the grinding he had done, they still did enough damage to knock him down to under 30HP. What's worse, one of them didn't get confused! I had to GOBLIN it immediately. Aleph went first and killed it, but then another broke from confusion! GOBLIN to it, then the third one broke free! Again, Aleph killed it before it could kill him. Jeez. That was by far the most tense WIZARD fight I ever had. The fact that it was a successful escape from the cave after made it all the sweeter.

ASTOS was no problem. Two GOBLINs and he was down for the count. I grabbed some of the Mystic Key stuff, skipping the Silver Bracelet in the Marsh Cave this time around. The reason why I had gone for it with Green was to attempt to save on money. Aleph only spent on potions and equipment, so I could spare myself the hassle of that trip and just get it outright from the shop in Melmond. It took Aleph from 6 to 17 absorb! Needless to say, this would make the grind a lot easier. There was still a good amount of it to go before I felt comfortable going through the Earth Cave.
This seems like a good breakpoint for this page. With any luck, the rest of the game will be much smoother than this.
Next | Index
So what makes Evoker such a bad class for a solo? First, it's a magical class. It's not like Green Mage where it's super bulky in terms of HP, this is instead exactly what you would expect from a mage. Second, many of its spells take two turns to resolve, including all damaging spells except the first. This is a gimmick of the class that many have complained about and I hope gets fixed in the future, but for now doing in 1.3.3 would make it extra challenging. Third, many of the spells are an AoE version of what Green Mage can do. Usually better, but not in a solo. Lastly, you have to beat all of the summons to use them. Every one. These are often mini superbosses for the point of the game they show up.
I named my character Aleph, after the protagonist of Shin Megami Tensei II. Aleph was created to be the messiah of the world (according to their twisted god of law and order), and depending on the player's actions, can either live up to that or do his own thing (and either way kills said god). SMT involves summoning demons and being brutally difficult, so it was a fitting name.

Surviving the first section of the game was going to be one of the most difficult parts. I spent the first bit of cash on four Wooden staves (three more so the dead slots could swing them uselessly), one Cloth, and saving the game. The next goal was to get into a battle and get all the bards killed off. It was very important that I did this in as few fights as possible. I actually softlocked and had to start over early on because I bought two HEALs in attempt to make this easier! There were many deaths, just like you see here.
The financial situation was very precarious here. The inn in Coneria costs 30G to use. IMPs drop 6G apiece. The ideal situation was to fight groups of 5 each to break even. In practice, this was close to impossible. I had to instead fight groups of 4; this would slowly cause my funds to bleed out, but they would hold for the time being. That was how the softlock happened: I did end up running out of money. On top of that all, I needed to make sure Aleph gained STR on every level, just like before. This was compulsary, not necessarily for later, but for now.
IMPs have 4 attack and defense alike. With 8 attack of his own to begin with at level 1, Aleph was dealing 4-12 damage against them while taking 3-7 in return. When you add the possibility of missing to the mix (either party could), this was very volatile. For example Aleph once defeated 5 IMPs on an ambush, and once lost to 4 on a preemptive.
Level 4 was a big breakthrough point for Aleph as that is when he gained another strong HP up. This allowed him to semi-consistently win against 5 IMPs. However, this meant that the gold situation remained static. A little bit at a time.
I felt the next move was to try to go for the Cap in the Temple of Fiends. This would boost Aleph's absorb to 2, which was a significant increase considering the circumstances I was under! It doubled his absorb! This took many resets; on my winning run Aleph escaped from two battles right away. He fought a lone GrIMP on the way back to make up some of the gold.
At this point, it was most ideal to fight two groups of IMPs before going back to heal. The more of a gold surplus I could built up, the better off Aleph would be. But it was going to take a long grind to get strong enough to take the bosses.

For example, I tried taking on the GOBLIN at Lv6. It didn't go so well: he can pull out his SPECIAL whenever he wants which did heavy damage to Aleph. And of course, he always did so at the beginning of every fight. GARLAND would be no better, and actually far worse: he has 15 attack, meaning he would do 13-28 damage to Aleph per hit. He has 10 defense and 106HP. Meaning Aleph (10 atk) would do 1-10 per hit.
There was something else important worth talking about too. IMPs have 106 Morale. Plugging them into the formula for an enemy to run, Morale - 2*[Leader's Level] + (0...50) < 80, that means have a chance to run starting at level 14. A small chance mind you. But in the absolute worst case scenario, that was when things were going to become much less consistent again.

Here's an interesting shot for you: the 1/64 encounter. I was grinding for so long that it eventually showed up. It was actually difficult, too: GrIMPs could survive more hits and hit harder. They were more practical to fight than MADPONYs, but still not ideal.
Level 8 is when Aleph gained another strong HP up. this allowed him to fight for even longer against the enemies outside. I eventually started to gain a surplus of gold because of it. Level 9 was yet another notable level. It was here that he gained enough strength to consistently one shot IMPs. There was nothing more to it. Just an endless eternal grind. I suspected that the endpoint for him was going to be either level 11 or level 14. The former was when he should get another strong HP up if Evoker's stats were a mirror of Black Mage. The latter was the last level in which he would be able to fight without IMPs having a chance to run. If he could not get the job done then I don't know. Shit game quit forever?

I decided to look at the GOBLIN again at this point. Through some data testing, it turned out that the boss had 90HP. Furthermore, its defense wasn't all that great. Didn't need to do anything but look at the damage Aleph was doing to see that. This would be possible. Barely. It was more than can be said about GARLAND. There was no way I was beating him, the notorious fraud that he is, just with a wooden staff. That fact in particular made me fear about the plausibility of solo Bard. Of course ASTOS is the bigger obstacle there, just like Thief.
Similarly, KIRIN was not a possible fight. It actually only used its special once at the beginning of the fight. So it was theoretically possible to dwindle down its HP. However, it still did too much damage along with the WOLFs. This was another fight that I was going to have to wait on.
Aleph actually gained another strong HP up at level 10, so that was convenient. Maybe that meant there would be ones on 12 and 14 too? That would be a mirror or analog of White Mage's SAIVL table. Later on Aleph would stop gaining INT as consistently, so this is probably the case.
When Aleph hit level 11, I decided to take a swing at the GOBLIN again. This fight was going to be completely up to luck. Aleph had enough health and strength at this point to beat the summoned monster in a straight-up fight. The problem was this, wasn't a straight-up fight. The more it used GOBLIN PUNCH the worse off I would be. And, much to my surprise and delight...

Victory! I honestly didn't think that was going to work, and that I would have to go even higher to get a greater buffer. I wasn't going to complain of course, because the grind was starting to get tiring.

With this said and done, the game suddenly got blown wide open. I grabbed some supplies and marched over to the Temple of Fiends. Aleph beat KIRIN with two castings of GOBLIN. I was all ready to complete the first quest finally, when a GHOUL showed up. Aleph was able to defeat it without incident, but he had only one spell charge left. It just meant falling back to Coneria to refresh. GARLAND was beaten with two GOBLIN castings.
CAIT SITH was also a non-issue. The BROOMs did almost no damage. Aleph was confused, but he instantly recovered from the ailment. Another two GOBLIN castings brought the kitty witch to his knees.
It's really can't be overstated just how much more tolerable the game had become. instead of fighting thousands of weak enemies in order to gain just a little bit of experience at a time, Aleph could fight real opponents for actual good payouts. Plus I could make actual progress in the game now! That was the most important thing of all!

The PIRATEs were susceptible to confusion. They can actually be a legitimate threat against a poorly armored character. There are nine of them, and they do a decent amount of damage. Mercifully most of them have some way around this issue, including the Black Mage now that SLEP has been fixed. Bard has AoE with harps. Thief, on the other hand, needs to get lucky. At least it can get by GARLAND much more easily and grind on actual opponents.
With the ship claimed, Aleph was able to sail to Elfland. There he was able to claim the Iron Staff. With its 14 power, it was the strongest weapon he would have access to for a long, long time.
The Dwarves' Cave was the next destination. GOLEM was the next boss there. His EARTHEN WALL special grants stoneskin, a buff that grants a barrier that absorbs a set amount of damage. Exactly how much it grants is opaque. He was accompanied by three different slime monsters: in addition to MUCK and SCUM, JELLY had about the strength of the latter without as much defense. However, it was also capable of casting CURE. The way around it was to confuse them all. GOLEM was immune, because of course he was, but it would shut down the high damaging attacks of the MUCK and the JELLY's healing.
I actually beat this on the first try, only to fail anyway because I didn't have any TENTs with me. Aleph died on the way back. Well, that one was on me. After going back and getting more than just the one to save outside the cave, I went at it again. GOLEM has 200HP. It would take me many more tries to get a run through that succeeded. On the winning run, Aleph had run out of L1 charges against the SCUM. He could only do 1 damage to it per swing. However, the same applied to the SCUM as well! He had to break the stoneskin first, but I had purchased a lot of HEAL potions. Just needed to use them, and the victory was inevitable. It seemed I forgot to take a lot of pictures for this stretch...
However, that was the end of the good times. A few preliminary runs into the Marsh Cave revealed that level 12 almost certainly wasn't going to cut it here. It was not even the paralysis, it was just damage. Too much damage being taken. Aleph failed to reach the WIZARDs in over a dozen attempts. That meant was time to go back to grinding hell! My favorite place!
The best spot for this was right outside Elfland. OGREs would pay out a healthy amount of gold and experience per kill, and just one was enough to offset the inn costs which I could duck into as needed. They also came accompanied by CREEPs. They would actually run sometimes starting from level 13: they have 104 morale. For the record, OGREs have 116. They would start to run starting at level 19.
I also checked out RAMUH. He had a lot of HP, 500 actually. His attack pattern went LIT2, charge, JUDGMENT BOLT, LIT. Seemed doable with high rolled GOBLINs. But Aleph would need more HP to consistently survive. Getting to him in the first place was tough due to all the GARGOYLEs. I had to use CAIT SITH just to give some buffer when escaping.
It was really just a matter of grinding away. By the way, I was continuing to manipulate strength gains. I hadn't checked whether or not Evoker had any spells they could not cast, but I had a funny feeling that BAHAMUT would be one of them. Again, this is no class change.
Level 17 gave another strong HP up. So I decided to try going for RAMUH again. I had a suspicion, but it was here that I noticed that the encounter table resets if you die in the Astral Plane, even though it doesn't result in a game over. I was hoping it wouldn't be a factor, because having to go through the same encounters repeatedly can lead to problems if said encounters are awful to fight.

Actually, this went very smooth once I got to him! The first GOBLIN did 166, while RAMUH used LIT2 for 80. He charged his special on the next turn while the second GOBLIN did 217. The third for 209 finished him off!
To go over it again, RAMUH deals 60-240 damage at base, to state it how most guides would put magic in vanilla FF1. It is functionally a LIT2 spread across two turns. The Evoker's charge gimmick is not very good, due to how the numbers work out and how it's better if enemies die right away. Still, it was AoE damage when I needed it, much sooner than Zeus, and CAIT SITH could provide cover for getting it off.
First L3 spell claimed. The second would have to wait and I wouldn't miss it much. At this point, I couldn't help but check if Aleph would be able to handle things on the Peninsula of Power.

Yup! CAIT SITH messed them up with confusion, RAMUH sliced through their HP while they were delirious, and GOBLIN cleaned up what was left. So now I could start making serious strides into the grinding game.
With that in mind, how high did I want to grind? Honestly? Every little bit helps. I was going to need a lot of it for Earth Cave and Ice Cave anyway (magic defense much like before). So it was just a question of when would I get bored and decide to try something different. The funny thing is this still isn't as much grinding as a solo Thief would need and especially a solo Bard. A recently released guide on GameFAQs takes the class to level 18 for the Marsh Cave. It goes to 22 for ASTOS and most recommend going even higher. It'd be even worse on this version with the bug to critical hits fixed since you can no longer rely on those to pull you through.
Still, it wasn't the best idea to get it done all right now. Aleph only had 6 absorb, and I could get it higher than that. So at level 20 I decided to start making attempts at the Marsh Cave once more. I quickly found that the extra spell charges were making a world of difference. I could throw out CAIT SITH against anything I didn't like, and either follow up with RAMUH or run attempts. Even the dreaded GHOULs were vulnerable! I also had the pleasure of occasionally seeing enemies decide to run. One notable case was a SCORPION group. I confused all but one of them, and said straggler ran on its turn! Ha!

The same strategy worked against the WIZARDs. CAIT SITH's confusion is non-elemental, which means it works against anything not immune to the status outright. Normally in FF1, immunity is governed solely by element, but FFR adds status immunity in certain cases strictly for these cases.
This run ended in failed when a group of CRAWLs paralyzed Aleph. They actually ended up fleeing the battle, but the BONEs finished him off. The second attempt almost died at the WIZARDs anyway. Even with all the grinding he had done, they still did enough damage to knock him down to under 30HP. What's worse, one of them didn't get confused! I had to GOBLIN it immediately. Aleph went first and killed it, but then another broke from confusion! GOBLIN to it, then the third one broke free! Again, Aleph killed it before it could kill him. Jeez. That was by far the most tense WIZARD fight I ever had. The fact that it was a successful escape from the cave after made it all the sweeter.

ASTOS was no problem. Two GOBLINs and he was down for the count. I grabbed some of the Mystic Key stuff, skipping the Silver Bracelet in the Marsh Cave this time around. The reason why I had gone for it with Green was to attempt to save on money. Aleph only spent on potions and equipment, so I could spare myself the hassle of that trip and just get it outright from the shop in Melmond. It took Aleph from 6 to 17 absorb! Needless to say, this would make the grind a lot easier. There was still a good amount of it to go before I felt comfortable going through the Earth Cave.
This seems like a good breakpoint for this page. With any luck, the rest of the game will be much smoother than this.
Next | Index