Jan. 4th, 2024

The next challenge run I would be attempting on Final Fantasy Renaissance would be the Living Off The Land Challenge. Unlike the Capitalists, FFR actually has achievements that are sort of related to this one, for not buying weapons/armor from the shop and not spending too much money throughout the game. The challenge is simple: no buying anything from the shops in towns, except optionally PUREs and SOFTs as a mercy rule. Inns and Clinics are allowed. Sullla had done this on vanilla and I recommend giving his report a read.

Party selection on the original version was fairly obvious. The three mage classes are out, and Black Belt defeats the purpose of the challenge. There were really only three options: go with four Fighters, or use three and one Thief, STR grinding it to take advantage of Katana and its high crit chance instead of getting your fourth Fighter stuck with Ice Sword until the very end. It's certainly what I'd take on Classic Mode with the run bug fixed. But the added classes of FFR opens up a lot of new options for this.

Monk is still banned. Green and Time Mage are also out for buying magic. You could make the argument that Bard and Dancer rely on stuff in towns; it depends on how far you want to push it. Maybe even go as far as to ban Xcalber and Blue Mage teachers because they rely on towns too? Well, I could go super extremist to make this even more of a challenge. Let's think on that one.

Then I thought to myself, could that be possible? Never using any town services including the Clinic and Inns? Not in vanilla. But FFR is a different story. The question was going to boil down to saving.

Well, if I'm going super strict, I'm down to the following.

- Warrior: This will be without Xcalber, but it's still there.
- Thief: Almost certainly a take. It gives a lot of extra stuff with SEARCH.
- Monk: I would allow it here because the party needs all the help it can get. Certainly one to consider, but not to rely upon because that start is going to suck.
- Geomancer: Absolutely a take. It is the only way to use and renew magic. And the only way to heal regularly.
- Lancer: Alternate Warrior. JUMP would be very nice.
- Trainer: Gets some good stuff and only the monster munchies are out by definition. Given CATCH is really questionable in the first place...
- Dark Knight: Alternate Warrior that gets its own options.

Everything else relies upon stuff you can find/do in towns, up to and including restoring spell charges. The question was, how strict do I go? Do I not even class change? The biggest question here was how many saves would I have throughout the game with this. There's 17 or so in the base game, and Thief finds 10 of them spread throughout the game. I thought, yeah, this version could be fun, but I'll save it for later. I want to get a feel for the challenge before I go too crazy. So what about the less strict version?


I settled on this. SEARCH and Geomancer were the big gamechangers in the Renaissance version of the challenge. Magically, I could only otherwise make a case for Blue Mage and Evoker. They're both kind of a hassle in their own ways. Physically, Warrior was obvious. It still is the only shield-user. What about the rest? Trainer is the only other shield-user and effectively has an instant kill move, but is otherwise the weakest of the group. Dark Knight can self-heal with BLOOD WEAPON. Lancer has JUMP. All three have plenty of new weapons to find. A second Warrior was also an option.

Realistically, the problem with Dark Knight and Lancer is that their weapons take until Earth Cave B3 to appear. So they'd be stuck unarmed until then. Possible to tough it out, but I'd rather not. So this boiled down to just Warrior and Trainer. They could both use a lot of the swords and knives that showed up through the game. But practically, Warrior absolutely blows Trainer out of the water. Trainer starts with 7 HIT% and gains 2 per level, whereas Warrior gets 10 to start and gains 3 per level. Their MDef growth is much higher. And despite Trainer being able to use shields, the only option is Buckler and ProCape. The Knights would get the 16 absorb ones, including Aegis. Now, Trainer does get Dragon Armor at least, so it's viable defensively. The fourth Ribbon comes late, but until then (ToFR) Dragon+Aegis+ProRing is ideal. Really though, it's the offensive differences that made the difference here. It may be a bit boring to use two of the same class, but it seems like the smartest option to me. Sometimes you have to be practical!

Also there's going to be no Blessed Bell GEOSTORM. That's too cheesy.


Right away, the presence of the Thief started to pay dividends. In the vanilla game, the first piece of equipment you can find is stashed in the upper floors of the Marsh Cave. Needless to say, getting something much earlier, even if it's only a simple pair of Gloves, was a game-changer. This was just the tip of the iceberg, however.


Before equipping them, I unlocked an achievement for going into battle without any equipment. No, I didn't forget. :)

I decided to get up to level 3 before taking on GARLAND, just for the HP buffer. There was no need for cash with this party. Even under these circumstances with nothing in the way of items, the early game was not difficult by any stretch of the imagination. Geomancer was able to sling AoE magic while the Warriors could still deal enough damage to kill IMPs in a single blow.

Waiting in the Temple of Fiends was a Cap to add a bit more absorb. But more importantly, there was a major gamechanger.


A Scimtar was waiting to be picked up by the Thief! Getting an actual weapon this soon was huge. It went on my second slot Warrior, as he was less likely to be attacked. The Gloves and Cap were on the first slot.


GARLAND continues to be a giant fraud even under circumstances such as these. I started the battle off by having Digger use FORGED IN IRON to give a boost to my offenses. This is one of the few things that allows a Monk to take advantage of attack boosting: iron fists indeed. However, it was the weapon and magic that did most of the damage here. In no time at all, the so-called legendary knight was dead.

I had my first death on the way back from Matoya's Cave, which had another pair of gloves to pick up. I just reset that and started to RUN a bit when things looked dicey.

Bikke's PIRATEs were instantly wiped out by geomancy. Then it was onto the Dwarf Cave for another big SEARCH item.


The Long Sword was even better. 20 power is almost as much as the infamous Silver Sword (23) and 10 HIT% was practically speaking not that far behind 15. Suddenly, this was looking like more of an armorless challenge than anything. Speaking of, the Elves' Castle had a Copper Gauntlet. It was just 1 more absorb over the gloves, but any little bit of extra was welcome.

Now it was time for the Marsh Cave. No beating around the bush or grinding, just heading in. This was the biggest obstacle for Sullla in vanilla. He had to grind a little before going in; the combination of Thief, items to save with that I was willing to use (I would have more by the time I needed more), and already having equipment meant I was able to march straight inside. I used a TENT to save before heading in. I had enough to spare; I had been finding several with SEARCH and that's what these items are here for: to be used. By the time I needed more, I would have more.


The first destination was north. There were three great finds here. First, there was the Short Sword, which gave the three physical attackers a weapon of some kind. The Large Dagger would normally be gold, but there wasn't much purpose as it was. However, to the left of this room in the corner and to the right were two SEARCH finds: first, the Med Cap had been moved here. It gave 2 absorb and immunity to poison. It went straight on my lead. There was also a free Copper Bracelet. More absorb.


My second trip was down to B3 to pick up the Iron Armor. There was a SEARCH find here that would be better if I had a Trainer or Dark Knight: this has the same absorb as Iron Armor with less evasion. That said, there would be a second pair of Iron Armor soon, so the benefit it provides would be very short term.


The WIZARDs came in a two-pack. I used MARBLE ARMOR to increase everyone's absorb before starting the beatdown. It didn't take long before they were dead and the CROWN was in my hands.

Getting out wasn't too much trouble. I had a decent amount of HEALs built up from SEARCH by this point, and I used them to give me some buffer. I ran from everything on the way out; there was nothing dangerous and everyone survived the trip.


ASTOS wasn't going to be too big a problem. There were two ways to go about this. The Geomancer's FORGED IN IRON would boost the damage and crit rate of everyone so they could deal damage to the dark elf. Alternatively if Digger rolled MIRROR out of TERRAIN, that would give the team reflect which he would use to kill himself. I couldn't get that to happen, but eventually, the RUB missed instead and the team won.

This meant it was time to go looting! There was enough lying around in rooms locked by the Mystic KEY that the run would settle into normalcy by this point, except for the limited potions of course.

The hardest thing to get was quite naturally the stuff in the basement of the Marsh Cave. There was a Silver Bracelet and Buckler down there though, so it was going to be worth it. Like before, I simply ran from most of the encounters. There wasn't much point in fighting them with my limited pool of healing, so I may as well take advantage of Thief's ability to run guaranteed.


Here's what everyone's armor looked like when everything was said and done. Weapons were Rune, Long, Dragon, and Iron Staff respectively. I kept the Power Staff since it had a specific use for later.


There was another find in the Titan's Tunnel. Obviously very welcome. Now it was like both Looter and Digger were wearing Chains.


There was a small weapon upgrade in the infamous Hall of Giants. Any little bit helps. Fighting them wasn't too difficult; one of the Geomancer's TERRAIN abilities here was a party-wide heal that was somewhere between HEL2 and HEL3 in power. By now, Digger had two manual charges of it, and could regain more with use of TERRAIN. Digger also found his first bell below, which enhance Geomancy spells of the matching element. In earlier versions, they even enhanced itemcasts - I saw Zeus hit for 300 in the Sea Shrine, for example. Sadly nerfed.


Against the VAMPIRE, I threw up the MINERAL SHELL Geomancy spell. This bestows the Earthspikes buff to all allies, damaging enemies for half the damage they dealt in return. This was the perfect spot to use it, against a miniboss with a ton of attack.


Sarda's Cave had a second Power Staff. So here's the effect of equipping multiple on the same party. This is about where it'd be useful, but only so many classes can use this and most are better off with something else.

The depths of the Earth Cave gave up the Spirit Hat as a SEARCH item, which prevents paralysis when worn. It went straight to Looter: as long as he didn't die, I could escape from any undead battle instantly. COCTRICEs were still a threat, but I escaped them every time they appeared. Some of the team did end up petrified, but I had SOFTs.


LICH wasn't too tough. The first ICE2 hit ridiculously hard, but I had two full-party heals I could pop and Digger's TERRAIN rolled a strong spell that also hit insanely hard. I did forget to equip both Warriors with Rune Swords for the attack bonus, which is now functional in FFR, but it didn't matter.

With the midgame opened up, I went straight to Castle Ordeals. This was a treasure trove of stuff to get. Besides the vanilla Ice Sword, Gold Bracelet, Zeus Gauntlet, and Heal Staff, there were two hidden treasures to obtain with SEARCH. The first of these was the Assassn Dagger. This was 3 points of attack weaker than the Dragon Sword I was having Looter use, but it was 5 hit% more accurate and had 25 more crit% chance! This became his weapon of choice. It's certainly the best for the strict version of this challenge. The second was a second Gold Bracelet. My armor situation was suddenly very good.

The trip through the castle itself went buttery smooth. I can't even remember what I ran into besides a couple of ZomBULLs that forced me to fight. The Zombie Ds were similarly easy to dispatch and deal with.


Ice Cave time! I didn't fight anything I had to here like usual, instead choosing to RUN. The finds continued into here. I picked up another Ice Sword in the rectangular room, as well as an Ice Bell just before this room. There was a Light Axe with SEARCH: going for this actually landed me in an encounter with a single SORCERER. It used TRANCE - which Looter was immune to, because even though it has no element, the Spirit Cap just makes him immune to the status outright - and I escaped.

I used some HEAL and HEAL2s before the EYE to ensure at least one character would be over 300HP to potentially resist its XXXX attack. It ultimately didn't matter because Looter moved first and killed it with a critical hit before the monster could move. Fantastic result to say the least. Click next to see what lies beyond!

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After changing class, I went to the Waterfall. While the SEARCH treasures in the Waterfall were pedestrian, with the only thing of note being a Water Bell, the treasure room was of course a different story. The first Ribbon of the game, the Defense Sword, and the Wizard Staff were all here to be obtained. The headwear went to Finder as my lead character. Defense went to Looter: its massive +35 hit% boosted him to 64 hit%, getting him to the 3-hit threshold. Digger took the Wizard Staff. Since I had the Zeus Gauntlet on Seeker for actually being able to equip it, he needed a piece of spellcasting equipment to use in Gurgu and the Sea Shrine. This sufficed.


Gurgu was the next stop. I really wanted to level a bit higher for the later dungeons: I hadn't gone out of my way to grind ever in this challenge, and I intended to keep it that way. The treasures here were boring, even factoring in the SEARCH ones. The big exception of course was the Flame Armor and Flame Shield, which boosted my characters' absorb even higher. Geomancer was nice here for being able to ignore damage floors. This skill was like the healing one the Earth Cave, plus an AFIR. It didn't end up mattering here against Red D because I killed it before it could do anything.


KARY was a funny fight. I had brought in a SAMPLE of ocean terrain which confused her. She attacked herself on the first turn, broke out, then immediately got confused again because of Looter using the Wizard Staff. She killed herself on the next turn.


After that, I ran errands. Sea Shrine upper (which got me a second Zeus Gauntlet), Lefein, and Mirage Tower. This was an interesting SEARCH find that I didn't get on my original playthrough. This can only be used by Red Wizards, but much like the other shirts, it has an itemcast effect: SLO2. It would be useful in at least one case. Furthermore, I completed my bell collection and turned them in at Pravoka to get the Blessed Bell, freeing up item space. This boosts all Geomancy elements and turns GEOSTORM into a win button.

Sea Shrine lower was troubling somehow. I actually reset here when I kept encountering GHOSTs. It wasn't hard to fight them, thanks to having three Light Axes and the Mage Staff, but their massive physicals eventually wore me down. Digger got knocked out, but what sealed this was the EXP they eventually gave pushing Looter over the top and him failing to roll STR. He had been invaluable on his own, but I did want to make sure he got as much of it as possible. Still, when they weren't showing up, this was ridiculously easy. How could it be hard with two Zeus and one Thor?


KRAKEN was where I discovered a bug in the game. That SLO2 the Red Shirt casts? Whatever it is, it isn't actually SLO2. The message popped, but he was still hitting 8 times. Still, he hit people who could take it, and a few castings of PRESSURE out of Geomancy magic (reducing attack by 20%) crippled him anyway. Not too hard.

One dungeon left. I was close to level 20. The one problem here was making sure Looter rolled a STR growth at 25% on it. I eventually threw up my arms and got it outside instead of making small progress inside and repeatedly not getting it.

One of the ProRings went to Digger. It incidentally came into play immediately when it blocked an EYE from using XXXX on him. The other went to Seeker. At this point, everyone but Seeker had a Ribbon. The Procape went to Digger as well; it was had less than Opal, Aegis, and Flame. I notably ignored the Black and White Shirts: I didn't foresee using them. The encounters were nice, and It didn't take long until--


Oh, screw off.


Seriously. Just die. Not in the mood for you. And this is why I'm not using it besides revenge for all the times its reared its ugly head in front of me during challenge runs. It's just too cheap.


TIAMAT wasn't too tough, not with my characters all having resistance to her myriad of skills. Here's the Katana in action, now one of the few weapons in FFR to have an appreciable critical hit rate now that the bugs to it are fixed. HP was 182/265/176/160 when the boss was terminated. Not a problem.


There were two more Power Staffs: one was behind her and the other was in Sea Shrine B1. They total 48 power when the entire party equips one, which also earned me an achievement! Still, they also have no bonus to hit%, so this is more of a meme than anything even at full power. Maybe if they were quadratic.


Also, the new version of the game had a small bonus if you return to King Coneria after opening the final dungeon. This is a bottled WARP spell whose only purpose is to let parties without WARP, EXIT, or TELE access escape one-time. But like the last of them, they have to walk all the way back up. Interesting but not helpful for me.


I wish there was more to write about the trip through the past. I failed one run because PHANTOM decided to GLARE the one person it was able to, and another because KRAKEN landed a massive critical. There were three SEARCH finds here that were of note. The first was right before the first of the many bosses. This was like any other bracelet in the game, except with 42 absorb, same as Opal and Dragon. Right after was the fourth Ribbon.

LICH never ended up using NUKE either of the two times I beat him. Quite welcome. I found an AGAMA on the fire floor and healed against it. Even though I just had the Heal Staff due to choosing to favor equipment over itemcasts that would only really be useful here and here alone, that was still enough. Still, it led to an indirect problem: I only had so much healing. AGAMAs here, whatever potions were left, and Geomancy. ToFR is stuck with the awful artificial terrain that has two weak non-elemental spells that don't get to benefit from bells, a mediocre absorb boosting spell, and a really freaking good attack boosting one that was perfect for the later bosses here. I had brought FROZEN terrain, which came with a heal and an AoE ice move to splatter Gas Ds, but there were only three castings of it. At least, there were a few HEAL3 potions to be found around the temple. And I did have just enough to make it anyway as long as I avoided combat where possible: it's not like I had much to gain at this point.


KRAKEN and TIAMAT saw a similar strategy employed: Finder used WARCRY to buff everyone else's attack for two turns, and Digger used FORGED IN IRON to boost their attack and critical hit rate for the rest of the fight. Then the warriors attack while Digger...well. That was different between the fights. KRAKEN thankfully went down this time without any meaningful physicals from his end.


There were two legendary swords to find on the final floor! In addition to the Masmune, there was this. The Glass Sword could be used more than once unlike what it was referencing, and gave a huge 75 attack bonus. And zero to hit%. Still, unlike the Power Staff, this was significant enough to offset that on someone with enough natural. It went to Finder. With the Xcalber and Katana on Seeker and Looter respectively, that meant the Masmune went to Digger!! It was the correct choice: I could buff attack to make him more competent, and Blessed Bell was now pointless.


There were two HEAL3s to find before CHAOS. These were everyone's HP values before heading into the big guy.


The strategy was the same as the previous two bosses. Finder used WARCRY, Digger used FORGED IN IRON, Seeker did 237, Looter did 17. CHAOS' first move was ICE3 for 64/53/61/64. Next turn was huge: 633 from Finder, 353 from Digger, 178 from Seeker, and 161 from Looter. Already the final boss was down to three-quarters health!


Needless to say, this quickly and anti-climactically ended on turn 3.

So uh, yeah. Thief is kind of tailor-made for this challenge. Same for Geomancer. I was expecting at least some resistance from the game, but there wasn't much of any. Those two turned the whole challenge upside down and kicked it in the ass. Not to say that it wasn't satisfying, it just left a little to be desired. Part of this is LotL itself. Like I mentioned in my original Capitalists, all the best stuff is handed to you in FF1. In vanilla, it's a struggle early game but relative normalcy sans buying HEALs late game. SEARCH let me get a lot of equipment sooner and gave a steady supply of potions. So it was more like the early game was a little interesting and the late game wasn't too difficult. I didn't actually end up using the PURE/SOFT exception Sullla did either; either I had enough on me or I could use Geomancy to heal. As for the other party members, two Warriors worked well and I feel was the best choice. I don't think any of the lategame benefits of Lancer would've been worth the early game hassle. Dark Knight absolutely wouldn't be worth it. And Trainer would've worked fine (they get Long Sword and Dragon Armor), they'd be worse attackers in the long run.

One bit of bad news: there's an achievement in the newest version to complete the game with less than 100000G spent. Which practically means less than 50000G because of the BOTTLE. But it's bugged and I didn't get it; I know my inn costs weren't that high.

What next on the challenge list? I'm not sure. With all these bugged achievements running around, I'm a little reluctant to jump in and do more; my runs would end up redundant. Solos are still options and do have achievements and even actual implementation for them. My first thought was Blue Mage, but that's out because it's one of the presently bugged ones. I discovered something that makes me want to do Geomancer, but it'd have to be one with class change (or on NG+). I'm sure I'll figure something out. Thanks for reading!

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