FF3: Solo Magus Part I
Oct. 27th, 2024 01:05 amThe Four Job Fiesta holds side-events on months where it's not active, and the October 2024 one was Final Fantasy III. Unfortunately, the game forces a so-called Onion Risk upon you, a chance of that thoroughly useless job on any job roll unless you grind to levels even solos would gawk at. And getting hit almost made me lose all interest on the spot. It was intended for Pixel Remaster, which I wasn't paying for yet because I'm waiting on mods that don't exist (even if FF3 is the best version of it), so I was always intending to do it not there.
Well, three options. One, play on 3D, where the job is still bad but becomes a weird omnicaster with no stats so it can at least do something. Two, just keep the job dead when the time comes. Possible. Three, item upgrade glitch. Didn't think of it in enough time. Or four: do a solo (or two). Hey, it says to use four jobs and only those four. Using one totally counts.
My selection was Monk, which I'd already done. Thief, hey neat. Onion Knight itself, I wasn't feeling that masochistic yet. Or Magus, a black magic caster. Of course you can tell what I went with from the title.
FF3 is not a well-balanced game. Many jobs exist as straight-across upgrades of the others, like in FF1. But even in the later versions, Magus, or Warlock as it is called in the fanslation, or Majin as the original Japanese calls it, stands ahead of Black Mage in almost every way. As far as NES is concerned, they can use L8 magic and get more in every stat except STR. Later versions change this up and notably give them far less VIT that BM. Still, the big difference is that Magus can use level 8 magic whereas Black Mage cannot. BM does get more low level charges on later versions and can equip more weapons, but big deal.
Actually, on an idle note: in order to use this class this early, I need to stack the cheats. It's not just enough to unlock all jobs. You ordinarily need capacity to change to it, and the level to change to it as well! Normally, you cannot become a Magus until level 30. Easy to bypass of course.
So name? Well, let's use the official name here as a basis. How about Caspar, one of the three biblical magi? But for personal reasons, we'll tweak the name to Jasper, one of its alternate spellings.

One problem with Magus in the early game is equipment selection. They can't use a weapon until the Mythril Rod, which isn't immediately available. Certainly, it wasn't appearing in the first dungeon. This meant sending Jasper to the back and attacking everything with fists. Luckily, even Land Turtle fell to flailing fists while not being able to do enough damage in return.
Another oddity about FF3 is that purchasing spells besides Pure is locked behind the first dungeon. Mercifully, the game has Cure, Ice, and Sleep able to be picked up along the way. Sucks to be players who get magic jobs first in a fiesta, that's all you get.

Here's Sleep in action against the Griffon (sic) monster-in-a-box. Status is in a truly bizarre spot in FF3. It's incredibly potent against random encounters, up to and including being able to wipe out individual enemies with instant death at will. But against bosses? They're immune to any and all, reducing them to just damage rushes with healing if you have it. I believe this and FF4 are the only games in the series that are like this. It's just another reason why it's not really suited for challenge runs.

Sealed Cave wasn't much of an issue, and Ice handily dealt with the boss at the end. There was potential poison problems because I forgot to stock up on Antidotes, but I cleared it before it could prove a problem.
I was able to access the Mythril Rod in the next town, although physical attacks had already passed their prime for Jasper. No reason not to have two of them though, so I picked them up.
As another reminder, when you cast magic on multiple enemies in FF3, at least on the NES version, the damage gets split between them, rather than only doing half damage. The only other game in the series where this is the case is Final Fantasy IV. And uniquely for this game, you can choose to single out certain kinds of monsters with your castings. This poses a unique challenge and generally lowers the effectiveness of mages against groups of enemies. You know, what you would want to use them against? Small wonder it eventually got dropped from the series. At least spells that target multiple enemies by default don't suffer this restriction in both games, but the first such spell would only show up much later on.
This presented some interesting strategy, at least: balancing group-casts with single casts to try to remove threats as quickly as possible.

There was little to worry about in the mini gauntlet, not with a full caster class. There was little threat to Jasper in the back row, and since he was in a caster class, he remained a threat. I continued to fight the whole way through. I picked up the level 3 spells in the Viking base and used them to destroy the Big Rat.
Now for a problem. The Tower of Owen requires you to be a frog to enter it. Unlike in all other games in the series, Toad is a White Magic spell. What I did for Tozus, and indeed, what the Fiesta recommends is turning someone into a relevant job to do that. Problem is, that also kills spell charges. There was a way around the conundrum at least.

Two, in fact: one of the enemies in the tower can cast Toad. However, their accuracy with it seemed abysmal. The other was to grind out a Maiden's Kiss drop from one of these then have someone else do the change. I went with this. It took a while, until like level 21 in fact. Well, more levels help, right?

These PutiMages (the things in the back) were the most annoying opponents on the way up. It was equally impossible to buy EchoHerbs yet, and they could inflict Mute. I had Jasper counter with some status of his own to shut them down. Against Medusa at the top, Jasper just killed her with spells as her petrification missed.
Opening up the outer sea also gave access to a major equipment upgrade. Jasper was able to grab the Scholar equipment from Castle Argus. In spite of its name, it is indeed usable for other classes and provided him with a good defensive upgrade. Of course, it opened up level 4 spells as well.
The Fire Crystal arc went very smoothly. I beat the bosses with spells before they could beat me. Ice3 on Salamandr could do over 1000 damage, killing him in two hits.

There were some annoying encounters in Hyne's Castle that could threaten to stunlock me. Or softlock: some couldn't kill from there. Poison was effective, and Jasper was often fast enough to get it off before they could stun him. Hyne himself was felled in two Fire2 casts. Didn't get a chance to change his barrier. Not much to write about the trip through either.
One problem: job unlocks are tied to plot flags! I noticed this earlier, like the crystals not giving jobs, telling me not to use NESticle to play this game, or the guy walking in and telling me they were burning the village early, but they were harmless. But this time, the main overworld was already unlocked. A bit of fidgeting later and I relocked most of them, allowing me to continue properly.
Lit2 handled the randoms in the Water Cave. Ice3 for the boss: Kraken is weak to both elements, and technically does worse against electrical damage. But the higher base on Ice3 is more effective.

The Sewers were easy as always. I was concerned about Goldor, who heavily resists magic, but Ice3 still did damage. The bigger problem were the Nightmare enemies in his manor, another type of enemy who could stun/softlock. Still, the dungeon was short enough that they didn't get a chance to appear or ambush often.

With the infamous Saronia ahead of me, I decided to grind in the Ancient Ruins rather than on FF3's own Penninsula of Power. There were smaller groups of enemies there. I reached level 40 on the enemies within before going after the big bird. Even the enemies here could just be kneecapped with status.

Garuda is an infamous roadblock boss, intended to be fought with the Dragoon class' Jump and a lot of praying. I'm finding out though that he isn't all that in solos. They simply have too much HP for him to be a threat and can just damage race him. Jasper was no exception to this.
I could access armor and weapon upgrades at this point; unfortunately, the damage boosting properties of the elemental rods are broken and don' work. The magic upgrades come hard and fast after this point: I could grab level 5 spells from Saronia's magic shops (previously closed), level 6 spells were in Dorga's abode, and level 7 spells could be accessed in his village after a short jaunt through the Magic Circle Cave, another mini dungeon that was of no issue for Jasper. Erase would be the most interesting of these: it's like XFER/Dispel in the first two games in how it removes enemy resistances! Except 1) it actually works in this game, and 2) it still won't hit bosses because you can't have anything like that in FF3.

Besides which, the third tier Bolt and Fire spells show up, Bio debuts in the series (non-elemental here), there's Warp (instant death and a more versatile Exit spell in one). Level 7 had Drain, Brak2, and Quake. Since the last spell targets all enemies by default, yeah. It just cooks them. Jasper did only have 12 spell charges for it at this point however. Small problem, but it would be overcome in time. Brak2 is another menace of an instant death spell. Drain would be nice if it worked on bosses but it doesn't.
I went to the Saronia Catacombs for some grinding and the glory of optional bosses: Odin. His infamous Atom Edge special just deals manageable damage in this game, so it didn't take too much effort. I actually suffered a wipe my first go at the dungeon when Jasper got petrified. Oops. Luckily, the offending enemy got killed every single time after that.

It is worth noting that the earlier spells still had plenty of use, since they scale. Here's one such example in the Undersea Cave, another optional dungeon.

And yes, not joking. Instant death is ridiculous in this game. I tore through the Temple of Time dungeon alternating between those and Quake, other spells when I needed them.

These enemies in the deeper reaches of the Ancient Ruins could split themselves. Something to note about this, if you target all enemies (even with a spell that hits everything) and they do so before the action resolves, the spell will not hit them. This was problematic. I countered it with status to shut them down.
Lake Dol, in contrast to my previous two trips down into it with solo characters, was shockingly easy. The key was that Jasper could outspeed and instantly kill the problematic stunlocking/softlocking enemies with a Quake or Bolt3. Leviathan was boiled with Fire3. Yeah, surprisingly not weak enough to electricity and not resistant to fire either.
I'll somewhat arbitrarily split things up here.
Next | Index
Well, three options. One, play on 3D, where the job is still bad but becomes a weird omnicaster with no stats so it can at least do something. Two, just keep the job dead when the time comes. Possible. Three, item upgrade glitch. Didn't think of it in enough time. Or four: do a solo (or two). Hey, it says to use four jobs and only those four. Using one totally counts.
My selection was Monk, which I'd already done. Thief, hey neat. Onion Knight itself, I wasn't feeling that masochistic yet. Or Magus, a black magic caster. Of course you can tell what I went with from the title.
FF3 is not a well-balanced game. Many jobs exist as straight-across upgrades of the others, like in FF1. But even in the later versions, Magus, or Warlock as it is called in the fanslation, or Majin as the original Japanese calls it, stands ahead of Black Mage in almost every way. As far as NES is concerned, they can use L8 magic and get more in every stat except STR. Later versions change this up and notably give them far less VIT that BM. Still, the big difference is that Magus can use level 8 magic whereas Black Mage cannot. BM does get more low level charges on later versions and can equip more weapons, but big deal.
Actually, on an idle note: in order to use this class this early, I need to stack the cheats. It's not just enough to unlock all jobs. You ordinarily need capacity to change to it, and the level to change to it as well! Normally, you cannot become a Magus until level 30. Easy to bypass of course.
So name? Well, let's use the official name here as a basis. How about Caspar, one of the three biblical magi? But for personal reasons, we'll tweak the name to Jasper, one of its alternate spellings.

One problem with Magus in the early game is equipment selection. They can't use a weapon until the Mythril Rod, which isn't immediately available. Certainly, it wasn't appearing in the first dungeon. This meant sending Jasper to the back and attacking everything with fists. Luckily, even Land Turtle fell to flailing fists while not being able to do enough damage in return.
Another oddity about FF3 is that purchasing spells besides Pure is locked behind the first dungeon. Mercifully, the game has Cure, Ice, and Sleep able to be picked up along the way. Sucks to be players who get magic jobs first in a fiesta, that's all you get.

Here's Sleep in action against the Griffon (sic) monster-in-a-box. Status is in a truly bizarre spot in FF3. It's incredibly potent against random encounters, up to and including being able to wipe out individual enemies with instant death at will. But against bosses? They're immune to any and all, reducing them to just damage rushes with healing if you have it. I believe this and FF4 are the only games in the series that are like this. It's just another reason why it's not really suited for challenge runs.

Sealed Cave wasn't much of an issue, and Ice handily dealt with the boss at the end. There was potential poison problems because I forgot to stock up on Antidotes, but I cleared it before it could prove a problem.
I was able to access the Mythril Rod in the next town, although physical attacks had already passed their prime for Jasper. No reason not to have two of them though, so I picked them up.
As another reminder, when you cast magic on multiple enemies in FF3, at least on the NES version, the damage gets split between them, rather than only doing half damage. The only other game in the series where this is the case is Final Fantasy IV. And uniquely for this game, you can choose to single out certain kinds of monsters with your castings. This poses a unique challenge and generally lowers the effectiveness of mages against groups of enemies. You know, what you would want to use them against? Small wonder it eventually got dropped from the series. At least spells that target multiple enemies by default don't suffer this restriction in both games, but the first such spell would only show up much later on.
This presented some interesting strategy, at least: balancing group-casts with single casts to try to remove threats as quickly as possible.

There was little to worry about in the mini gauntlet, not with a full caster class. There was little threat to Jasper in the back row, and since he was in a caster class, he remained a threat. I continued to fight the whole way through. I picked up the level 3 spells in the Viking base and used them to destroy the Big Rat.
Now for a problem. The Tower of Owen requires you to be a frog to enter it. Unlike in all other games in the series, Toad is a White Magic spell. What I did for Tozus, and indeed, what the Fiesta recommends is turning someone into a relevant job to do that. Problem is, that also kills spell charges. There was a way around the conundrum at least.

Two, in fact: one of the enemies in the tower can cast Toad. However, their accuracy with it seemed abysmal. The other was to grind out a Maiden's Kiss drop from one of these then have someone else do the change. I went with this. It took a while, until like level 21 in fact. Well, more levels help, right?

These PutiMages (the things in the back) were the most annoying opponents on the way up. It was equally impossible to buy EchoHerbs yet, and they could inflict Mute. I had Jasper counter with some status of his own to shut them down. Against Medusa at the top, Jasper just killed her with spells as her petrification missed.
Opening up the outer sea also gave access to a major equipment upgrade. Jasper was able to grab the Scholar equipment from Castle Argus. In spite of its name, it is indeed usable for other classes and provided him with a good defensive upgrade. Of course, it opened up level 4 spells as well.
The Fire Crystal arc went very smoothly. I beat the bosses with spells before they could beat me. Ice3 on Salamandr could do over 1000 damage, killing him in two hits.

There were some annoying encounters in Hyne's Castle that could threaten to stunlock me. Or softlock: some couldn't kill from there. Poison was effective, and Jasper was often fast enough to get it off before they could stun him. Hyne himself was felled in two Fire2 casts. Didn't get a chance to change his barrier. Not much to write about the trip through either.
One problem: job unlocks are tied to plot flags! I noticed this earlier, like the crystals not giving jobs, telling me not to use NESticle to play this game, or the guy walking in and telling me they were burning the village early, but they were harmless. But this time, the main overworld was already unlocked. A bit of fidgeting later and I relocked most of them, allowing me to continue properly.
Lit2 handled the randoms in the Water Cave. Ice3 for the boss: Kraken is weak to both elements, and technically does worse against electrical damage. But the higher base on Ice3 is more effective.

The Sewers were easy as always. I was concerned about Goldor, who heavily resists magic, but Ice3 still did damage. The bigger problem were the Nightmare enemies in his manor, another type of enemy who could stun/softlock. Still, the dungeon was short enough that they didn't get a chance to appear or ambush often.

With the infamous Saronia ahead of me, I decided to grind in the Ancient Ruins rather than on FF3's own Penninsula of Power. There were smaller groups of enemies there. I reached level 40 on the enemies within before going after the big bird. Even the enemies here could just be kneecapped with status.

Garuda is an infamous roadblock boss, intended to be fought with the Dragoon class' Jump and a lot of praying. I'm finding out though that he isn't all that in solos. They simply have too much HP for him to be a threat and can just damage race him. Jasper was no exception to this.
I could access armor and weapon upgrades at this point; unfortunately, the damage boosting properties of the elemental rods are broken and don' work. The magic upgrades come hard and fast after this point: I could grab level 5 spells from Saronia's magic shops (previously closed), level 6 spells were in Dorga's abode, and level 7 spells could be accessed in his village after a short jaunt through the Magic Circle Cave, another mini dungeon that was of no issue for Jasper. Erase would be the most interesting of these: it's like XFER/Dispel in the first two games in how it removes enemy resistances! Except 1) it actually works in this game, and 2) it still won't hit bosses because you can't have anything like that in FF3.

Besides which, the third tier Bolt and Fire spells show up, Bio debuts in the series (non-elemental here), there's Warp (instant death and a more versatile Exit spell in one). Level 7 had Drain, Brak2, and Quake. Since the last spell targets all enemies by default, yeah. It just cooks them. Jasper did only have 12 spell charges for it at this point however. Small problem, but it would be overcome in time. Brak2 is another menace of an instant death spell. Drain would be nice if it worked on bosses but it doesn't.
I went to the Saronia Catacombs for some grinding and the glory of optional bosses: Odin. His infamous Atom Edge special just deals manageable damage in this game, so it didn't take too much effort. I actually suffered a wipe my first go at the dungeon when Jasper got petrified. Oops. Luckily, the offending enemy got killed every single time after that.

It is worth noting that the earlier spells still had plenty of use, since they scale. Here's one such example in the Undersea Cave, another optional dungeon.

And yes, not joking. Instant death is ridiculous in this game. I tore through the Temple of Time dungeon alternating between those and Quake, other spells when I needed them.

These enemies in the deeper reaches of the Ancient Ruins could split themselves. Something to note about this, if you target all enemies (even with a spell that hits everything) and they do so before the action resolves, the spell will not hit them. This was problematic. I countered it with status to shut them down.
Lake Dol, in contrast to my previous two trips down into it with solo characters, was shockingly easy. The key was that Jasper could outspeed and instantly kill the problematic stunlocking/softlocking enemies with a Quake or Bolt3. Leviathan was boiled with Fire3. Yeah, surprisingly not weak enough to electricity and not resistant to fire either.
I'll somewhat arbitrarily split things up here.
Next | Index