FFR: Solo Geomancer Part I
Nov. 12th, 2024 11:30 pmThe name 'Geomancer' can send a chill down the spine of Final Fantasy players everywhere. It debuted in the third game in the series and has since then consistently been a frustrating RNG class and always being at the mercy of what's around it. Even in FFT where they're at their best and can always do the same thing as long as they're on the right terrain, it's primarily for its stats and equipment making it an excellent carrier class. Thankfully, while FFR makes them take after the main series, they're a lot better.
What's in a name? Geomancers in canon are said to use feng shui to perform their psuedo-magic. Their Japanese name, Fūsuishi, directly references this. One of the first uses of the term in recorded history is in The Book of Burial, which is commonly attributed to the poet Guo Pu. He is also renowned as a geomancer himself. Why not? I could only think of one fictional character who used it (Mononobe no Futo), but a little bit of a historical reference wouldn't hurt.

Here's the base stats of the class. Geomancer is everything you'd expect out of a magic class: lots of INT and not much of else. This being FF1, it was naturally possible to manipulate growths, and I would do that for STR and VIT at every level up, as well as INT when reasonable in the event that it did not have a fixed growth, and sometimes AGI as well.
Geomancy has no base power provided, but instead seem to scale off level. It can be used one of two ways in FFR. First, you can select one of four spells from the MAGIC menu. These all begin with one spell charge, and they gain an additional spell charge for the first on the list (which is always a damage spell of some kind) on levels ending in 5, and one for the rest on levels ending in 0. Alternatively, you can use the TERRAIN command to use a random one for free. When doing so, there is a decent chance to restore one spell charge for all levels in the current terrain, and around a 5% chance of one of two rare spells specific to the terrain that can only be used in this way.
This one simple change alone does a lot to help Geomancers' viability. Instead of rolling the dice every time, you have a certain degree of control over what is going to happen. A small degree. Do keep in mind their very limited spell slots.

It's worth noting that, aside from a weird bug I ran into later, each different terrain has its own spell slots. For example, I could use the second slot LEAF SWIRL in the forest, then go to the grass terrain and still use the second slot SHINING FLARE. These were multi-targeting spells that respectively did non-elemental and fire damage. At level 1, these weren't enough to consistently kill IMPs, but they usually did at level 2.

Though there are some flaws with Geomancy. One of the biggest being this: the aritifical terrain. This horrible terrain set is used in many different places: the Temple of Fiends (and return), the Marsh Cave, Northwest Castle, Ordeals, the Waterfall, and Mirage Tower. Of the four you can use naturally, CARVE MODEL is simply a ST non-elemental attack. Geomancer later gets equipment to boost certain elements, so this is notably underpowered by comparison. CLOSE-IN is an AoE non-elemental that can inflict darkness. MARBLE ARMOR just boosts party absorb by 20%, and FORGED IN IRON damage/critical by 10%.
The last two don't help a solo Geomancer much. Them showing up in TERRAIN is annoying. But what's worse is the rare spells. CHASM isn't too bad: it's a Stone-elemental AoE that can sometimes instantly KO an enemy. But MIRROR is awful: this, yeah, let's say this inflicts reflect on all party members. You want control of when reflect happens, and it's badly flawed in FFR anyway: half the enemies you'd want to use it on can just decide to jump around in their AI scripts, completely removing the point of it. It works the other way too: you can reflect spells onto the enemies. You can do funny things like killing undead with healing spells. But geomancy can be reflected too. Keep spamming TERRAIN after a MIRROR, and you might just give the enemy a buff.
That said? It's GARLAND I was up against for now. He's the biggest fraud in all of Final Fantasy. It just took a bit of luck with CARVE MODEL and TERRAIN and I won.

Pravoka uses the ocean terrain. It's actually not the worst thing on the ocean due to THUNDERBOLT, a ST attack that can inflict stun (a one-turn paralysis). CALM WATERS heals and sets regen, healing the recipients for 10% of their max HP at the end of every turn. The other two are AoE water spells - a new element added for FFR. There's not a consistent rhyme or reason to what's weak to it besides fire enemies (KARY included), but it should be obvious that anything water-related resists it. The PIRATEs don't count and were easily washed away by this.
That said, yeah. It was hard to be on the water. KYZOKUs were destroyed, and single SHARKs were fried. Everything else was bad and I ran from.

But Geomancy was good enough to play on the Peninsula of Power even at a low level! TANGLEVINE was a multi-target spell that had a high chance of paralyzing stuff. The basic grass set is actually one of the best; the other two are WIND GUST, a solid wind-elemental ST move that GIANTs were unfortunately resistant to, and SUNBATH, a healing spell. Healing spells in geomancy are crazy. At their best, they leave HEL3 in the dust and come a lot sooner.

Oddly, FrWOLFs were the big target again! They were very vulnerable to paralysis (contrast GIANTs who were rarely affected or ZomBULLs who weren't as much) and SHINING FLARE finished them off. I got Guo Pu to level 10 before heading down into the Marsh Cave.

It was the Marsh Cave all right. The strategy on the randoms was to run like hell. The strategy on the WIZARDs was to just use CLOSE-IN and hope they were wiped before me. Oddly, while darkness status is normally unnoticeable, it absolutely made the difference and saved Guo Pu in one try. But it still sucked. I got annoyed after five failed attempts at or after beating the WIZARDs (to say nothing of getting to them) and went back to add more levels. This was supposed to be more of a fun/chill run. I expected to add even more for the Earth Cave and Ice Cave anyway. I got to level 15 for now.
The problem with Geomancer was turning out to be spell charges. While they're technically unlimited through lucky use of TERRAIN, they are at the same time very limited. As a point of comparison, at the level 15 I eventually went in at, the other pure caster classes have 5 charges of level 3 spells and 4 charges of level 4 spells. Red and Blue both have 4 and 3 there respectively. Geomancer is stuck with 2 AoE spells and 3 ST spells.
It didn't take too long after that. One thing I did on my winning run was use CARVE MODEL to kill CRAWLs whenever one (not two) showed. This worked and one shot them each time, but I was out of them by the time I hit the WIZARDs. It was a two pack and a close game, but I made it through. The dangerous fights on the way out were actually GARGOYLEs! Those things hit really hard and killed a few runs on their own. This was not one of them. I saved as soon as I made it out and smirked when I saw I was one step away from another encounter.

That said, if there is one thing Geomancy is good at? Sheer damage on the ST attacks. I was actually flipping a coin (rolling a 1d20?) and trying to see if I could get MIRROR out of TERRAIN. Instead I got a high damaging CARVE MODEL, and a second finished him. First try, no RUBs today.
I bought a Silver Bracelet at Melmond after taking care of the key business, then went to Crescent Lake to grind. My goal was level 20 for the Earth Cave. One of the most fun spells in forests was SNARE. This is supposed to work like STUN, BLND, and XXXX - that is, anything under 300HP that does not resist the element gets hit, in this case, with an earth-based instant death move. Unfortunately, it was bugged and still sometimes missed, and Ozmo couldn't reproduce it so hasn't fixed it.
The Earth Cave had STALACTITE and EARTH EMBRACE and a single and multi target offensive option respectively. They were unsurprisingly in the Earth-element. It's terrible in FF1 and even FFR: it existed solely to make enemies resistant to the QAKE element. Only FFR's RAMUH is weak to the element and, being an Evoker boss, would not be seen here. Despite this, the element is actually solid in the dungeon. COCTRICEs and EARTHs obviously resisted it, as did the VAMPIRE, GAROGYLEs, IMAGEs, and even the rare OOZE. But it would work fine on WIZARDs and even LICH himself.
There were also two support spells here. EARTH BLESSING was another good heal spell, AoE not that it mattered, that increased absorb by 10% as a small bonus. And MINERAL SHELL gave Earthspikes, which causes half the damage dealt to be reflected back at the attacker. Might have to use both against the VAMPIRE.

Waiting for me in this formerly empty upper left room was the first bell of the game. Aside from a special late game one, these weapons universally have 15 attack, 15 hit%, 0.5% crit, and boost geomancy spells of one element. Naturally, the Earth Bell boosted earth spells. By how much? Well, I saw the rare CAVE-IN spell do like 200 to the wolves in here without the bell, but it cracked over 400 with it. So I'm thinking anywhere from 1.5× to 2× damage, or some sort of other potency boost.
The only downside to these is that they only affect one element, and often come midway through their relevant dungeon. Of course, there's ways to make that not as big an issue.
Guo Pu only had 18 luck, which did not give him good odds of running. At his level of 20, he had just over a 50% chance. Instead of trying to win a coinflip against the legions of undead, it often felt better to use EARTH EMBRACE instead. This was enough to one-shot the zombies, if he was lucky enough to go before them or not get paralyzed. No such luck with IMAGEs or COCTRICEs though. It would take multiple castings.

The first time I reached the VAMPIRE, he instantly paralyzed Guo Pu and that was the end of it. I employed spikes as planned the next time, but there was a problem: the buff only lasted two rounds. My luck with dodging paralysis or DAZZLE was going to run out long before his HP, and that's what happened. The third time, I just threw up my arms and used STALACTITE just to see how much it would do before preparing for bell-based violence.

Oh. Well. That works. Got him in two. I had to fight him one more time when I failed my run out, but it went just as well as before.
I gained a level outside, got the ROD, and went back in. It shockingly only took attempts to make it to the bottom from here! It was an insane run that I really shouldn't have won. Guo Pu had to tangle with small groups of IMAGEs and a five-pack of COCTRICEs. I just tried to end them with EARTH EMBRACE instead of trying to run. Between these, a WIZARD group, and a couple MUMMYs, there obviously wasn't enough spell charges. So I actually had to roll with TERRAIN, sometimes against the deadly enemies themselves! He 1v1'd an IMAGE for a while and avoided petrification. Even after this, a TROLL kept critting him at absurdly low odds on the bottom floor. Thankfully, I did survive that and moved onto LICH.

After all the trouble the Earth Cave usually gives me in solos? Going first and instantly killing the boss was catharthic. Like I said, LICH does not resist earth. Strange, but it's true: even in vanilla, I've murdered him with QAKE a couple times in the final dungeon.
Moving onto the midgame, all three of the damn things were horrible! For different reasons that I'll get to when relevant. I started off in Ordeals as usual. This would get me a Gold Bracelet and Zeus.

It wasn't just bad luck in Ordeals, it was the geomancy set. Artificial is horrendous, I can't stress that enough. Geomancy's scaling seems to level out after a point, and not only do these skills not benefit from any elemental bonuses, but they also seem to just be weaker. Not only that, but TERRAIN rolling is equally bad. At least in the elemental dungeons you might get healing or a moderate offensive buff if you want to fight with bells. In artificial? Anything from bad buffs to actually bad buffs.
The first time I made it to the Zombie Ds, they showed in a pack of two. Artifical sucked so bad that Guo Pu just died miserably. Even the second go at them - after a lot of runs failed due to being damaged to death by physicals or FIR2 and the odd MEDUSA petrify - it was a tight win.

The Ice Cave needs no introduction. Besides a single target and multi target spell, it has two others in its geomancy set: ICEWALL was a strong heal and AICE. FORGED IN ICE gives a 20% power bonus and infuses the weapon with ice. Even with changes to the formula made in version 2.1 to make the Spellblade job actually work, nothing here was weak to ice. Unlike the Earth Cave, undead universally resist the ice element, so I had to use Zeus. It was better than trying my luck with running.
Actually, there was an update released partway through this that silently nerfed (not even listed in patch notes) spellcasting items by making them no longer benefit from INT. Strange change after having them work like that for so long. I wasn't about to let that affect this challenge midrun, especially given why it was made, so I stayed on the old version.
But besides the usual suspects, everything else could also be a problem. I actually died a couple times to FrGIANTs and even a GrPEDE because of their ice resistance. I had to either spam Zeus and hope it rolled well or try to physical them down with a lousy bell. The only things in the cave that didn't resist ice were the EYE, SORCERERs, and MAGEs. Yeah, the boss and the worst possible things to be fighting. Actually, I could splatter single SORCERERs nicely with ICE PILLAR. MAGEs could theoretically be silenced by WHITEOUT, but it rarely seemed to proc and their ambush rate was too high. Many attempts made it far. Then one run failed for a novel reason: an unwanted level up on the way. That was the last straw, and I pulled out to go gain some more levels.

After a bit of time on the peninsula, I went down into Gurgu. One nice thing about Geomancer is that they render the party immune to damage tiles if they're the visible character. You also still don't get encounters on them, so it's just a good little bonus. Much like the Ice Cave, a lot in here was resistant to fire. FIREWALL and FORGED IN FIRE were other elemental equivalents. HOTSPOT just did single target fire. MAGMA SURGE was the AoE spell that could inflict burn. Nothing in the documentation says what this new status does. I mean, it's some sort of poison variant given how I saw something die from burn damage, but any other effects? Opacity sucks.
Guo Pu again suffered deaths at the hands of hard-hitting fire-resistant enemies from time to time. My target was way on the bottom floor: the Flame Bell was here. This would boost the damage of SHINING FLARE.
I thought I could fight KARY while I was at it, but she did too much damage and Guo Pu had no way to kill her before she killed him. So it was back down to grab the bell again before going back on the grind. I hit level 28, good for 79 magic defense, before making more attempts at the Ice Cave.

I wasn't encounter watching since it was late, and regretted it: I kept getting MAGEs and SORCERERs. Although now I was high enough level that the latter would sometimes run, which led to a bit of comic relief at least. This actually happened twice.
And that was all there was to it: resetting a lot until you get through. When it comes to a FF1 solo, the Ice Cave is not a matter of skill, but a matter of patience and how much you're willing to grind to tilt the odds. Same for the Earth Cave. It's sort of why I'm starting to sour on them, might have to do more party-based challenges. Someone on the FFR server, I believe yusiko, made a remark to the effect that the Ice Cave is the actual final dungeon of a solo. And my fellow soloist Wrolyn says every one homogenized afterward. Honestly, I'm inclined to agree with both. This isn't to say things were going to be smooth sailing for Guo Pu for the rest of the game after this or that it would be identical to every other solo, but this was the last major obstacle.
I was about at the end of my patience for level 28 when I finally got a run that made it through. Way too many were ended on B3 by MAGEs. Actually, twice they jumped me in the tiny room in between the square room and pit room. That's just spite. I actually survived all four RUBs, only to die to the LIT3s when WHITEOUT didn't silence them.
Final dungeon down? Well, there's still the rest of the game to deal with.
Next | Index
What's in a name? Geomancers in canon are said to use feng shui to perform their psuedo-magic. Their Japanese name, Fūsuishi, directly references this. One of the first uses of the term in recorded history is in The Book of Burial, which is commonly attributed to the poet Guo Pu. He is also renowned as a geomancer himself. Why not? I could only think of one fictional character who used it (Mononobe no Futo), but a little bit of a historical reference wouldn't hurt.

Here's the base stats of the class. Geomancer is everything you'd expect out of a magic class: lots of INT and not much of else. This being FF1, it was naturally possible to manipulate growths, and I would do that for STR and VIT at every level up, as well as INT when reasonable in the event that it did not have a fixed growth, and sometimes AGI as well.
Geomancy has no base power provided, but instead seem to scale off level. It can be used one of two ways in FFR. First, you can select one of four spells from the MAGIC menu. These all begin with one spell charge, and they gain an additional spell charge for the first on the list (which is always a damage spell of some kind) on levels ending in 5, and one for the rest on levels ending in 0. Alternatively, you can use the TERRAIN command to use a random one for free. When doing so, there is a decent chance to restore one spell charge for all levels in the current terrain, and around a 5% chance of one of two rare spells specific to the terrain that can only be used in this way.
This one simple change alone does a lot to help Geomancers' viability. Instead of rolling the dice every time, you have a certain degree of control over what is going to happen. A small degree. Do keep in mind their very limited spell slots.

It's worth noting that, aside from a weird bug I ran into later, each different terrain has its own spell slots. For example, I could use the second slot LEAF SWIRL in the forest, then go to the grass terrain and still use the second slot SHINING FLARE. These were multi-targeting spells that respectively did non-elemental and fire damage. At level 1, these weren't enough to consistently kill IMPs, but they usually did at level 2.

Though there are some flaws with Geomancy. One of the biggest being this: the aritifical terrain. This horrible terrain set is used in many different places: the Temple of Fiends (and return), the Marsh Cave, Northwest Castle, Ordeals, the Waterfall, and Mirage Tower. Of the four you can use naturally, CARVE MODEL is simply a ST non-elemental attack. Geomancer later gets equipment to boost certain elements, so this is notably underpowered by comparison. CLOSE-IN is an AoE non-elemental that can inflict darkness. MARBLE ARMOR just boosts party absorb by 20%, and FORGED IN IRON damage/critical by 10%.
The last two don't help a solo Geomancer much. Them showing up in TERRAIN is annoying. But what's worse is the rare spells. CHASM isn't too bad: it's a Stone-elemental AoE that can sometimes instantly KO an enemy. But MIRROR is awful: this, yeah, let's say this inflicts reflect on all party members. You want control of when reflect happens, and it's badly flawed in FFR anyway: half the enemies you'd want to use it on can just decide to jump around in their AI scripts, completely removing the point of it. It works the other way too: you can reflect spells onto the enemies. You can do funny things like killing undead with healing spells. But geomancy can be reflected too. Keep spamming TERRAIN after a MIRROR, and you might just give the enemy a buff.
That said? It's GARLAND I was up against for now. He's the biggest fraud in all of Final Fantasy. It just took a bit of luck with CARVE MODEL and TERRAIN and I won.

Pravoka uses the ocean terrain. It's actually not the worst thing on the ocean due to THUNDERBOLT, a ST attack that can inflict stun (a one-turn paralysis). CALM WATERS heals and sets regen, healing the recipients for 10% of their max HP at the end of every turn. The other two are AoE water spells - a new element added for FFR. There's not a consistent rhyme or reason to what's weak to it besides fire enemies (KARY included), but it should be obvious that anything water-related resists it. The PIRATEs don't count and were easily washed away by this.
That said, yeah. It was hard to be on the water. KYZOKUs were destroyed, and single SHARKs were fried. Everything else was bad and I ran from.

But Geomancy was good enough to play on the Peninsula of Power even at a low level! TANGLEVINE was a multi-target spell that had a high chance of paralyzing stuff. The basic grass set is actually one of the best; the other two are WIND GUST, a solid wind-elemental ST move that GIANTs were unfortunately resistant to, and SUNBATH, a healing spell. Healing spells in geomancy are crazy. At their best, they leave HEL3 in the dust and come a lot sooner.

Oddly, FrWOLFs were the big target again! They were very vulnerable to paralysis (contrast GIANTs who were rarely affected or ZomBULLs who weren't as much) and SHINING FLARE finished them off. I got Guo Pu to level 10 before heading down into the Marsh Cave.

It was the Marsh Cave all right. The strategy on the randoms was to run like hell. The strategy on the WIZARDs was to just use CLOSE-IN and hope they were wiped before me. Oddly, while darkness status is normally unnoticeable, it absolutely made the difference and saved Guo Pu in one try. But it still sucked. I got annoyed after five failed attempts at or after beating the WIZARDs (to say nothing of getting to them) and went back to add more levels. This was supposed to be more of a fun/chill run. I expected to add even more for the Earth Cave and Ice Cave anyway. I got to level 15 for now.
The problem with Geomancer was turning out to be spell charges. While they're technically unlimited through lucky use of TERRAIN, they are at the same time very limited. As a point of comparison, at the level 15 I eventually went in at, the other pure caster classes have 5 charges of level 3 spells and 4 charges of level 4 spells. Red and Blue both have 4 and 3 there respectively. Geomancer is stuck with 2 AoE spells and 3 ST spells.
It didn't take too long after that. One thing I did on my winning run was use CARVE MODEL to kill CRAWLs whenever one (not two) showed. This worked and one shot them each time, but I was out of them by the time I hit the WIZARDs. It was a two pack and a close game, but I made it through. The dangerous fights on the way out were actually GARGOYLEs! Those things hit really hard and killed a few runs on their own. This was not one of them. I saved as soon as I made it out and smirked when I saw I was one step away from another encounter.

That said, if there is one thing Geomancy is good at? Sheer damage on the ST attacks. I was actually flipping a coin (rolling a 1d20?) and trying to see if I could get MIRROR out of TERRAIN. Instead I got a high damaging CARVE MODEL, and a second finished him. First try, no RUBs today.
I bought a Silver Bracelet at Melmond after taking care of the key business, then went to Crescent Lake to grind. My goal was level 20 for the Earth Cave. One of the most fun spells in forests was SNARE. This is supposed to work like STUN, BLND, and XXXX - that is, anything under 300HP that does not resist the element gets hit, in this case, with an earth-based instant death move. Unfortunately, it was bugged and still sometimes missed, and Ozmo couldn't reproduce it so hasn't fixed it.
The Earth Cave had STALACTITE and EARTH EMBRACE and a single and multi target offensive option respectively. They were unsurprisingly in the Earth-element. It's terrible in FF1 and even FFR: it existed solely to make enemies resistant to the QAKE element. Only FFR's RAMUH is weak to the element and, being an Evoker boss, would not be seen here. Despite this, the element is actually solid in the dungeon. COCTRICEs and EARTHs obviously resisted it, as did the VAMPIRE, GAROGYLEs, IMAGEs, and even the rare OOZE. But it would work fine on WIZARDs and even LICH himself.
There were also two support spells here. EARTH BLESSING was another good heal spell, AoE not that it mattered, that increased absorb by 10% as a small bonus. And MINERAL SHELL gave Earthspikes, which causes half the damage dealt to be reflected back at the attacker. Might have to use both against the VAMPIRE.

Waiting for me in this formerly empty upper left room was the first bell of the game. Aside from a special late game one, these weapons universally have 15 attack, 15 hit%, 0.5% crit, and boost geomancy spells of one element. Naturally, the Earth Bell boosted earth spells. By how much? Well, I saw the rare CAVE-IN spell do like 200 to the wolves in here without the bell, but it cracked over 400 with it. So I'm thinking anywhere from 1.5× to 2× damage, or some sort of other potency boost.
The only downside to these is that they only affect one element, and often come midway through their relevant dungeon. Of course, there's ways to make that not as big an issue.
Guo Pu only had 18 luck, which did not give him good odds of running. At his level of 20, he had just over a 50% chance. Instead of trying to win a coinflip against the legions of undead, it often felt better to use EARTH EMBRACE instead. This was enough to one-shot the zombies, if he was lucky enough to go before them or not get paralyzed. No such luck with IMAGEs or COCTRICEs though. It would take multiple castings.

The first time I reached the VAMPIRE, he instantly paralyzed Guo Pu and that was the end of it. I employed spikes as planned the next time, but there was a problem: the buff only lasted two rounds. My luck with dodging paralysis or DAZZLE was going to run out long before his HP, and that's what happened. The third time, I just threw up my arms and used STALACTITE just to see how much it would do before preparing for bell-based violence.

Oh. Well. That works. Got him in two. I had to fight him one more time when I failed my run out, but it went just as well as before.
I gained a level outside, got the ROD, and went back in. It shockingly only took attempts to make it to the bottom from here! It was an insane run that I really shouldn't have won. Guo Pu had to tangle with small groups of IMAGEs and a five-pack of COCTRICEs. I just tried to end them with EARTH EMBRACE instead of trying to run. Between these, a WIZARD group, and a couple MUMMYs, there obviously wasn't enough spell charges. So I actually had to roll with TERRAIN, sometimes against the deadly enemies themselves! He 1v1'd an IMAGE for a while and avoided petrification. Even after this, a TROLL kept critting him at absurdly low odds on the bottom floor. Thankfully, I did survive that and moved onto LICH.

After all the trouble the Earth Cave usually gives me in solos? Going first and instantly killing the boss was catharthic. Like I said, LICH does not resist earth. Strange, but it's true: even in vanilla, I've murdered him with QAKE a couple times in the final dungeon.
Moving onto the midgame, all three of the damn things were horrible! For different reasons that I'll get to when relevant. I started off in Ordeals as usual. This would get me a Gold Bracelet and Zeus.

It wasn't just bad luck in Ordeals, it was the geomancy set. Artificial is horrendous, I can't stress that enough. Geomancy's scaling seems to level out after a point, and not only do these skills not benefit from any elemental bonuses, but they also seem to just be weaker. Not only that, but TERRAIN rolling is equally bad. At least in the elemental dungeons you might get healing or a moderate offensive buff if you want to fight with bells. In artificial? Anything from bad buffs to actually bad buffs.
The first time I made it to the Zombie Ds, they showed in a pack of two. Artifical sucked so bad that Guo Pu just died miserably. Even the second go at them - after a lot of runs failed due to being damaged to death by physicals or FIR2 and the odd MEDUSA petrify - it was a tight win.

The Ice Cave needs no introduction. Besides a single target and multi target spell, it has two others in its geomancy set: ICEWALL was a strong heal and AICE. FORGED IN ICE gives a 20% power bonus and infuses the weapon with ice. Even with changes to the formula made in version 2.1 to make the Spellblade job actually work, nothing here was weak to ice. Unlike the Earth Cave, undead universally resist the ice element, so I had to use Zeus. It was better than trying my luck with running.
Actually, there was an update released partway through this that silently nerfed (not even listed in patch notes) spellcasting items by making them no longer benefit from INT. Strange change after having them work like that for so long. I wasn't about to let that affect this challenge midrun, especially given why it was made, so I stayed on the old version.
But besides the usual suspects, everything else could also be a problem. I actually died a couple times to FrGIANTs and even a GrPEDE because of their ice resistance. I had to either spam Zeus and hope it rolled well or try to physical them down with a lousy bell. The only things in the cave that didn't resist ice were the EYE, SORCERERs, and MAGEs. Yeah, the boss and the worst possible things to be fighting. Actually, I could splatter single SORCERERs nicely with ICE PILLAR. MAGEs could theoretically be silenced by WHITEOUT, but it rarely seemed to proc and their ambush rate was too high. Many attempts made it far. Then one run failed for a novel reason: an unwanted level up on the way. That was the last straw, and I pulled out to go gain some more levels.

After a bit of time on the peninsula, I went down into Gurgu. One nice thing about Geomancer is that they render the party immune to damage tiles if they're the visible character. You also still don't get encounters on them, so it's just a good little bonus. Much like the Ice Cave, a lot in here was resistant to fire. FIREWALL and FORGED IN FIRE were other elemental equivalents. HOTSPOT just did single target fire. MAGMA SURGE was the AoE spell that could inflict burn. Nothing in the documentation says what this new status does. I mean, it's some sort of poison variant given how I saw something die from burn damage, but any other effects? Opacity sucks.
Guo Pu again suffered deaths at the hands of hard-hitting fire-resistant enemies from time to time. My target was way on the bottom floor: the Flame Bell was here. This would boost the damage of SHINING FLARE.
I thought I could fight KARY while I was at it, but she did too much damage and Guo Pu had no way to kill her before she killed him. So it was back down to grab the bell again before going back on the grind. I hit level 28, good for 79 magic defense, before making more attempts at the Ice Cave.

I wasn't encounter watching since it was late, and regretted it: I kept getting MAGEs and SORCERERs. Although now I was high enough level that the latter would sometimes run, which led to a bit of comic relief at least. This actually happened twice.
And that was all there was to it: resetting a lot until you get through. When it comes to a FF1 solo, the Ice Cave is not a matter of skill, but a matter of patience and how much you're willing to grind to tilt the odds. Same for the Earth Cave. It's sort of why I'm starting to sour on them, might have to do more party-based challenges. Someone on the FFR server, I believe yusiko, made a remark to the effect that the Ice Cave is the actual final dungeon of a solo. And my fellow soloist Wrolyn says every one homogenized afterward. Honestly, I'm inclined to agree with both. This isn't to say things were going to be smooth sailing for Guo Pu for the rest of the game after this or that it would be identical to every other solo, but this was the last major obstacle.
I was about at the end of my patience for level 28 when I finally got a run that made it through. Way too many were ended on B3 by MAGEs. Actually, twice they jumped me in the tiny room in between the square room and pit room. That's just spite. I actually survived all four RUBs, only to die to the LIT3s when WHITEOUT didn't silence them.
Final dungeon down? Well, there's still the rest of the game to deal with.
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