May. 6th, 2026

I'm back with another Final Fantasy Renaissance solo class, and this time, I wanted to explore what is commonly agreed to be the most overpowered job in the game, the Time Mage. Unfortunately, most of the reason why this is the case amounts to cheesing the game by not actually playing it.

Well, I'm getting ahead of myself a little. It's a magical job that buys its spells in stores, like the vanilla mages do. Notably, the job class stops gaining fixed INT after level 30, similar to the White Mage. The stat is in-play in Renaissance, so that will make a difference. Other than that, I'll talk about it as I go, because the main meat of the job is in the spells!


You were expecting a scientific reference of some kind, but it is ME!! DIO!!! Yeah, a Jojo's reference, the vampire who has some time manipulating abilities seemed like a fun pull. These are the starting stats of the Time Mage. Very mage-like in nature: lots of INT, not much of anything else.


The more interesting thing to note are its skills. It can cast the EGRESS ability in combat. Besides being a Shining Force reference for some reason, it is effectively Reset from Final Fantasy V. It notably rerolls whether the battle was a preemptive or an ambush. It has its uses. TEMPUS ADEPT is just a flavor skill. But the real treat is RESIST TIME, shown here.

Resisting the Time-element is mostly pointless. Only rematch LICH and PHANTOM make use of the element as far as vanilla enemies go, and there's few even among FFR's extra enemies. Resisting slow is whatever, resisting sleep is fine for the one time it might come up. But resisting paralysis? Yes, this is good for a solo all right.


Dio purchased a Wooden Staff and a Cloth. The Time Mage's equipment is also very mage-like, so the real point of interest were the spells. LOCK is how you remember it: almost useless. BURST is a basic Time-elemental spell comparable to FIRE and LIT in power. HASTE is a weird one that increases an ally's chances of moving earlier in a round.

DECAY is weird. The description isn't very useful, only saying the target enemy loses 5HP cumulatively every turn. How this actually works is that the enemy will lose 5HP their first turn after acting, 10HP on the second turn, 15HP on the third turn, and so on. While it does not stack, you can cast it multiple times to have multiple instances of the spell running. For example, an enemy can lose 5HP, then you cast the spell again and they'll lose 15HP: 10+5. Next turn they'll lose 25: 15+10, assuming another isn't cast. It's strange and it's slow. A normal party won't get any use out of it. And I feel there's a better option for low offense parties anyway.


Needless to say, I just got Dio BURST and went off to train. Here's EGRESS in action while I was grinding. As implied, I could hypothetically have him spam this until he got a chance to strike first (or died from a bad ambush). One time he ran into a MADPONY. I stubbornly used EGRESS until finally the preemptive happened, and Dio killed it with two casts of BURST.

The goal in the early game was level 4, giving four casts of BURST against GARLAND plus two strong HP ups. It was a bit of a tight thing: I ended up using EGRESS multiple times when the spell kept giving truly horrendous rolls. Like I even saw the minimum 10 multiple times when trying to do this at level 2 earlier! It makes me wonder if the spell has a lower accuracy rating than FIRE and LIT.


The winning run saw something like 42, 40, and 20-something that just wasn't enough. Luckily, he moved first and killed the boss from there.

430 gold after that. That was actually perfect and exactly enough for my next goal. My first run to Pravoka failed due to a crappy D-Pad that made me take one extra step which was enough for four MADPONYs to show up. Don't ask why I was using that controller still, especially with a confirm button that liked to jam as well. I got there the third time and went to the magic shop.


SLOW is a vanilla spell, but the others are new. DIM and MUDDLE are simply single target darkness and confusion respectively in a special element. The time element is only resisted by CHAOS and a handful of class-exclusive bosses. Darkness is pretty useless, but MUDDLE can be absolutely devastating. But it was the Slay the Spire reference MARK that I was interested in here. It targets everything, adds 15 marks to them, then all targets that have marks take damage equal to the amount they have. It stacks and also triggers on physicals.


So with one cast of this, the PIRATEs were history. There are a number of classes that have problems with them, and Time Mage is not one of them.

The next step was to reach level 5, which Dio was close to, and earn 1500G for a level 3 spell. Very small groups of KYZOKU were ideal here. Like, one or two. It wasn't the most straightforward option. I could also have bought and used MUDDLE. By the time I considered it, Dio was also close enough that it was better to just limp the rest of the way there.

Now, L3 spells are special. There's LOK2, which is not how you remember it: the bug causing it to increase enemy evasion was fixed, so it is only basically pointless instead of actively detrimental to use. BURST2 was what I was after: it's a big hit all spell at the same level of power as FIR2 and LIT2. DEMI is interesting: it does 50% of an enemy's current HP. It's only 25% against bosses, But it remains a good alpha strike: that's still an instant 500 damage against CHAOS when he's at full health.

As usual for a mage class that has a spell like this, grinding took off from this point. He could usually wipe KYZOKU encounters in a single casting of the spell, and whatever was left could be cleaned up easily. I actually stayed off the Peninsula of Power. Didn't feel Dio needed to go there.


A funny interaction of MARK, by the way: it works with confusion self-hits. A fun trick, although it's best with something that can cast CONF. The Wizard Staff, for example.


Level 8 with 33 HEALs and 3 PUREs was when I had Dio take on the Marsh Cave. CRAWLs were funny here. Normally, their presence would be my cue to have a solo character drop a nuke or mash the run button. With Dio's immunity to paralysis, they were basically harmless. They only have 1 attack, so they couldn't even get through his Cloth. However, as if sensing what was going on, the game threw big groups of SCORPIONs at me. Not much you can do against a SCORPION ambush.

(Okay, I could have tried going in from a hard reset. And there is one thing Time Mage specifically can do. I'll get to that and why I'm not doing it shortly)


Normally, you wouldn't be able to confuse the WIZARDs. They are immune to the status element, which means they are immune to the CONF spell. But since resistance is governed by elements in Final Fantasy 1, that meant they had no immunity to the time-elemental MUDDLE. Of course, they could still recover instantly and kill Dio, which is what happened my first attempt at the battle. BURST2 was another option, and it was what I would've used if there were four. The second go at it though, there were only two WIZARDs. MUDDLE was absolutely correct in this instance, and it stuck this time around. I hit the other and watched as they killed themselves.


It was a very good thing I did conserve that last use of BURST2 too: on the way out, Dio bumped into a group of three SCORPIONs! Instead of hitting run, I hit the spell. It killed two of them, and regular old BURST got the last one.

Once Dio was back in Elfland, I had to have him grind out a level before ASTOS. He'd actually hit level 9 in the Marsh Cave, but he would've hit level 10 off of the dark elf if he didn't do this. No need to make a reset heavy fight even more reset heavy. But now is a good time to talk about the fourth L3 spell that Time Mage has access to.


Say hello to the FLOAT spell.

The insanity of this isn't immediately apparent on paper. As you can see, it allows you to float over river tiles. This allows you to reach the Ice Cave the moment you have enough spell charges (and HOUSEs) to get there and back. You can get the FLOATER before setting foot in the Marsh Cave! Of course, you'll have to get through the Ice Cave itself, and if you can do that at low levels? You honestly deserve early airship access.

However, FLOAT also prevents random encounters while it's in use. This does not include ones initiated by speaking to things on the field, but it includes spike tiles. If I were going all out, Dio wouldn't have to have fought the WIZARDs or a chunk of the enemies in the Marsh Cave! You can also float over holes in the Ice Cave. Trivia, it didn't use to, but this got changed. Last and certainly least, it also prevents damage tiles from taking effect. This spell is very good and it only gets better with a spell in Crescent Lake that can be used after promotion: TELE. It isn't anything special on its own: it's like a fancy EXIT spell. But unlock a hidden function and put them together, and well. You get something like this run.

Even though it's not as game-breaking by itself, Dio would not actually be using the FLOAT spell. I did keep an extra save just in case, but this run will be free of it.


Back to normalcy. ASTOS wasn't too big of a problem. Confuse him and that took care of that. Messing around like this was possible, but BURST2 was more consistent (I did the fight a few times, I forget why). Again, I noticed it wasn't as reliable as I've seen FIR2 and company be. I'm not sure if it was just me or if it really does have lower accuracy. Unfortunately, spell accuracy is opaque in FFR.

I went on the usual Mystic Key looting tour after, including the Silver Bracelet. I always go for it with a magical job, as that's 5000G saved you can put towards more spells. It was still annoying with Dio, but once he had that, suddenly things were a lot less threatening. Like I ran into SCORPIONs again, and they weren't that bad!

Another problem I noticed was his LUCK. 6 base isn't the worst, but I was noticing he was failing to run a lot. It made EGRESS shine a lot more though: he could use it and suddenly get back up to full HP, giving him more chances to safely escape. I made a note to try to get some bonuses to it whenever practical.


Oh yes, and if you're wondering, you can't softlock yourself with FLOAT. This guy may seem just like a silly reference (he will only heal Time Mages), but his actual purpose is to prevent you from getting stuck if you FLOAT over to the Dwarf Cave. In all other instances, any other saves you make will not be permanent and will disappear after you reload the game. Which does mean you need to actually hit soft reset from the pause menu sometimes.


That was 32849G after all that. I got Dio a pair of Gloves to help maximize his absorb. Now let's look at the next two tiers of spells. FAST is still weird in FFR and doubles hit% instead of number of hits. MARK2 is a stronger version of the spell that applies 30 marks but only hits one target. OLD is neat: if it hits, the target starts losing 20% of their attack each turn. Obviously for a solo that isn't holding back, the Defense Sword supersedes it, but it has its uses. GAIN, however, was much more questionable here. It always goes last in a turn and doubles the effectivity of the next spell the target casts. It can be powerful, but has action economy issues for a solo Time Mage. This spell was L1 prior to 2.0 of FFR and was just stupid there. Well-deserved nerf to move it up to L4.

As for L5, well. If you were expecting BURST3, it's instead disappointment. There's the vanilla WARP and SLO2, the former of which Time Mage can use without promotion. BIND is one of the worst and most niche spells in the entire game: it prevents enemies from running. The only use is to help a Blue Mage or Beastmaster in New Game+ where you gain levels so fast enemies they might want to learn from/capture start running. DEMI2 is just an AoE version of the base spell.

I had Dio gain a couple of extra levels before tackling the Earth Cave, just because he made it nearly down all the way before I checked his stats and saw he was about to level up. So I had to abort even though he was right near the VAMPIRE! Thanks to RESIST TIME, he had nothing to worry about from stunlocking. Instead, the threat became accumulated damage and COCTRICEs. There wasn't much that could be done about the latter, but as discussed above, EGRESS did help with the former.


MUDDLE, a self-hit, and a strong BURST2 wrecked the VAMPIRE before it could do anything.


And instead of walking out, Dio could cast WARP! He had enough charges to take himself out of the cave completely. Neat that it actually gets to make proper use out of the spell. There's also a reason it was probably exclusive to after class change that Dio could exploit, but we'll get to that when relevant.


After getting the ROD, Dio returned and made his way back down. Here's a fun shot: these things aren't that scary when they can't stun you. I tried to be careful about using my BURST2s, but it was still rather finnicky. One had to be used to kill a group of WIZARDs, and another charge for COCTRICEs because I wasn't risking a run roll there. Coupled with two more used on big undead packs (I was impatient), that left one L3 charge left for LICH.


The strategy was simple: abuse MUDDLE to keep him locked down. He got off a big ICE2 before then. FAST and attacking only did 2 damage, one for each hit, so I used DEMI for about 88 before using BURST. I could've used MARK to speed things up, but played it safe. Eventually, Dio and LICH worked the latter down. I missed the screenshot, but he did terminate himself.

Good enough point for a page break here.

Next | Index
In Crescent Lake proper, there were only two spells an unpromoted Time Mage could use. DOOM seemed interesting on this run: it's time-elemental and kills the enemy three turns after the spell is cast. Usually, it's better to kill immediately, but like that LICH fight took more than three turns (Dio wasn't high enough level at the time). With nothing except the final boss resisting it, it could come in handy. DECAY2 is like the first one, but it starts out doing 10HP instead. Kind of sad for a L6 spell. DOOM is better in most cases. TELE couldn't be used, which is under most circumstances a fancy EXIT spell. Same for ECHO, but no loss there: this looks at how much damage the target took last turn then deals 25% of it. As I wrote in my magic guide, if you deal enough for this to be worth it, the enemy is probably almost dead anyway.


The midgame awaited. I didn't foresee too much trouble with the Ice Cave, but I went to Castle Ordeals first anyway because I at least wanted the Gold Bracelet there. But the game was out for blood. I have played through FF1 many times and I have never ever seen an Ordeals this bad in my life.

Every single encounter except R.GOYLEs and the 1/64 ZombieDs killed Dio at some point. MUMMYs and WzMUMMYs hit surprisingly hard and Dio had trouble killing them all with BURST2. MEDUSAs went on stoning rampages. He was crit and killed by ZomBULLs once, though could mess with them with OLD. MANCATs were their usual FIR2 spamming selves. A SORCERER got him once despite my best efforts. Even the NITEMARE spike killed him when he spent all his BURST2s and crit him! It was to the point of where I was considering a bold new strategy of not doing Castle Ordeals, or at least putting it off until Dio got the Ribbon, but the very last run I did reached the Gold Bracelet.

I was so rattled though I just cast WARP on the spot afterward. Interesting thing: it considers the floor rather than the exit. So he warped up into the maze, then warped onto the throne. (A similar thing happens in ToFR: you'll warp to the entrance and then out.) So he got out without having to fight the ZombieDs. Or getting anything else. I was considering the idea of using no spellcasting items on top of this anyway. I guess for now, I'm doing so.

As for the Ice Cave, Dio suffered exactly one reset: MAGEs in the tiny transitional room of all places, and only because of a pair of missteps. Shame, because the run was going so well: three chances to strike first in a row including on a SORCERER. The second run, he made it to the hole room, jumped in…


…and cast WARP. He respawned on top of the hole. From there, he grabbed the FLOATER without fuss and cast WARP several more times to make it out!

This I consider to be fine. If you dismiss too much for the sake of parity with other classes, you eventually start losing the class' identity. There comes a point where you're arbitrarily kneecapping yourself. It's not like this completely skips over everything like FLOAT+TELE. It's something you could do in vanilla if you could cast the spell before class change, and indeed, NG+ Black Wizard can pull this same stunt.

Yeah, it was absolutely possible to make it through without. Encounter watching to avoid SORCERERs and MAGEs plus preferably having the Zeus Gauntlet makes it fairly smooth. Turns out when you take away their ability to paralyze the player, most undead aren't that big of a threat. But it was a semi-unique niche and the biggest reason I did it? A big fat middle finger to the dungeon that deserves it the most.


Oddly between that and yeah the enemies just not being threats anyway, the Ice Cave became the midgame dungeon I reset the least in. Yes, Dio took three tries to make it through Gurgu Volcano. The first died on B2 to PEDEs of all things when Dio couldn't escape from them. Then KARY got off this massive critical that killed him in one hit!


Next attempt, I did get off SLOW. I put DOOM to work from there, setting the timer on the battle. With a MUDDLE for good measure, all there was left to do was sit back and wait for her to expire.

So stepping back for a second, this was a harder solo than I expected. While it could demolish bosses, it was painfully evident at this point that the class had a severe random encounter problem. Running was the best option, and when forced to fight, things could get bad. I was really feeling the job's lack of offensive magic: BURST2 wasn't keeping up. Similarly, the status stuff only hitting one target at a time offered minimal help. Being able to cruise past the undead was nice, but now that I'm past the part where they're relevant, how bad is this going to get?

A real life sleep later and not being as delirious, the next stop was hypothetically the Waterfall. Hopefully, the Ribbon would alleviate some of the defensive problems the class was suffering from. However, Dio had to gain a level first: he was only level 19, which isn't much for a solo job. Maybe that's the problem I have now that I think about it.

Either way, I pivoted and went for the upper Sea Shrine first to pick up the Opal Bracelet. That would get him some extra absorb. BURST2 was really sucking here; one time it took five of them to kill one lousy SeaSNAKE. I'm confident that the spell has less accuracy than FIR2/LIT2 at this point. Once I got back out, I also made a rare investment in the form of a ProRing. I usually hold off and get a freebie in the Floating Castle since Ribbons cover the death resistance and 7 more absorb over Gloves (less with gauntlet jobs) isn't worth it. Here though, every point counted.

I did this because the L7 spells Time Mage can get kind of suck, so I had the money to spare. There's HASTE2, which is the same thing except on the whole party. Pointless for a solo. Then you have COMET.

This spell.

Its formula is completely opaque. It just says random damage to one enemy. Enemy magic defense heavily affects this spell, at least, that's what I thought from my initial testing. Let's pick it up and run some more numbers once Dio has more charges.


At least BURST2 still shined in one place: MudGOLs resist the main three elements, forcing Black Mages to either use weird stuff like QAKE or their Renaissance-exclusive abilities on them. Like all but the aforementioned enemies, they don't resist time.

So COMET. I tested this on several targets: IMPs with their pathetic MDef, GATORs with their middle of the road MDef, and Blue D which has the max of 200.

IMP: 258, 200, 304, 200, 354, 226, 203, 386, 256, 330, 378, 312, 464, 396, 242, 236
GATOR: 376, 544, 143, 177, 250, 318, 372, 178, 286, 248, 132, 628, 238, 432, 352, 122
Blue D: 235, 174, 730, 280, 212, 170, 270, 60, 278, 187, 174, 132, 266, 88, 54, 155


Very interesting. So much so that I picked some more targets with the help of a non-variant (aside from not using the broken cheese) casual I did a bit ago. First, BROOMs, a new enemy that is Evoker-exclusive. The testing Time Mage here was level 20, very close to Dio's 21. These have very low HP (10) yet unusually high MDef: 120. And WzVAMPs. They're about as opposite as you can get: 300HP but only 87 MDef. Finally, CHAOS. The final boss seemed an important thing to get numbers for.

BROOM: 156, 376, 124, 87, 158, 162, 562, 564, 692, 192, 178, 125, 426, 452, 180, 244
WzVAMP: 382, 422, 166, 492, 133, 272, 290, 158, 466, 358, 294, 284, 540, 420, 370, 79
CHAOS: 115, 103, 63, 88, 102, 144, 103, 171, 66, 92, 88, 144, 143, 117, 158, 73

Some definite patterns here, but just from that, you can see how bad and inconsistent and even nonsensical this spell is. I'm thinking it uses a bunch of things in its formula. But yeah, you can see how awful it is against the final boss despite sharing 200 MDef with Blue D (which somehow got the highest high).

Well, all I could really do for now was gain some levels. A half-baked magic class shorn of its primary cheese might be able to finish off the rest of the fiend dungeons without incident, but then I'd have to grind for final gauntlet anyway.

I didn't really favor that right away on second thought, so I went into the Sea Shrine depths. It was best to keep running here since Dio didn't even have the Zeus Gauntlet; I was still considering no spellcasting items, and besides. It would have given him levels if I fought too often. Thankfully, no GHOSTs showed up, but WATERs were a problem. Dio made it to B1 then died to a big group of them, no chance. Then, when I was in the little passageway expecting HADES to show up, three WATERs did instead.


This was stupidly tight. I had bought DEMI2 earlier, and a casting of it sliced 150HP off all of the little tornado things. BURST2 from there did around 100 each, but that wasn't enough. Dio survived that round. He had to move first or dodge any attacks of WATERs. And, he moved first!


KRAKEN moved first when I got to him, dealing… shockingly survivable damage. The correct play here was SLOW for that reason: if he broke out of confusion, he could just smack Dio down. It did land. However, the next hit brought Dio to low HP even though the MUDDLE landed from there.


So I reset the battle. KRAKEN moved first again, dealing less damage. Dio had around half of his health. More than enough to work with.


Dio used SLOW, then MUDDLE, then OLD, then DOOM out of sheer impatience. The other option was repeated DEMI spells and probably COMET to finish. He was done for anyway, reduced to one hit and one point of damage.

I decided to get my grind done at this point, and I found a very interesting spot that few probably would've thought of. So, if there's one thing clear about Time Mage (no spellcasting items) so far, it's that it has trouble with larger groups of enemies. So single targets are the best. It's also a magic class, so it needs to be able to refresh often. So not dungeon spikes. What did I come up with?


You've probably never been up here before. Sand W is the slot 3 encounter here. In other words, the first and third right after a reset. Half of the time, it will use CRACK, to no effect against someone resistant to earth. The other half of the time, it uses a manageable attack. It has 200HP. From there, I could go south of Gaia and fight a TYRO and possibly a WYVERN. DEMI2 helps a lot - I picked it up because it was one more AoE spell Dio could use, even if it couldn't kill. 2683 experience for a worm is pretty good, comparable to the similar ANKYLO with less chance of dying.

The only problem with Sand W is its surprisingly low morale. 124 is pretty bad: it's only 4 more than GrIMPs. In fact, it's a little infamous amongst players who choose Blue Mage on New Game+ because if you level too high, which is really easy with its tripled experience? It becomes impossible to learn CRACK! Even if you have a class that can prevent enemies from running (one of the few uses BIND has), they will always try to and fail starting from level 48, and have very low odds even with normalish levels. Indeed, they already had a small chance to run from a level 24 Dio. At least for now, it was a good option.

I sent Dio up the Mirage Tower at level 29. Nothing to see or get there, so it was straight through. If DEMI into COMET didn't kill Blue D, I had him EGRESS until it did. Once in the Floating Castle, an EYE showed up first thing. It must've been upset about getting snubbed in the Ice Cave. Dio gave it the death it craved. He went and picked up the ProCape on F3.

On F4, he ran into 2 SORCERERs and a MudGOL. I had Dio act fast, dropping COMETs on each of the squids. Thankfully, they messed around with TRANCE instead of attacking, good thing because his paralysis immunity is absolute and one of them got FASTed. No WarMECH yet.


I tried toying with TIAMAT and nearly regretted it. She kept breaking out of MUDDLE. Dio had run out of COMETs, so I couldn't DEMI her into that. Instead, I tried out DECAY2. Some of these missed, but after a few turns, she was taking huge amounts of passive damage each turn. With some DEMI to help, she eventually died from the sap damage.


Save, HOUSE outside, and reload. If I was going to do this, level 29 was the time: INT and VIT both raise at 30, and no strong HP growth to worry about. It started out with an ambush. So I tried EGRESS! It reset the battle to not an ambush!


Dio moved first. When I said that only CHAOS and class-exclusive bosses resist the time element? Yeah, this thing's not included, and with INT in play, not even 200 MDef can save it. It turned its lasers on itself for like 250 damage each time. Dio dropped a DEMI for 376 damage! Yeah, the spell's practically made to annihilate WarMECH (and similarly added boss HADES for that matter). It attacked itself again.


A final COMET ended it. Boom. With that out of the way, only the final dungeon remained. Turn the page to find out how it went.

Next | Index

I decided on a goal of 37 to start out with. This would give Dio another strong HP up. 42 and 47 were the next ones upcoming. It was coincidence that this was the same level I attempted to do my solo Black Mage (promoted) run at. I had him level up in the Temple of Fiends itself. The payouts were great even if it took three to four turns to kill most enemy groups.

Oh yes, speaking of promotion, most of the promoted spells are questionable in nature. ZA WARUDOSTOP and ZAP! are actually nice with INT in play now. The latter would be a random encounter cleaner, better late than never.

QUICK is utterly useless. It makes the target ally move first on the next turn. The next one. There are similar skills in other games (like Etrian Odyssey's 1st Turn) that go first and make an ally move right after, which is great for reacting to things. This is not one of those. It was apparently a hassle to code it to be better, so it stays sucking. METEOR is COMET four times. Considering how janky COMET is already and also the fact that it's L8 and hard to reach, yeah. L7 has UNDO which restores 1 spell charge in all levels of any ally. Neat but no good for a solo - it can't self-target.

Then there's FAST2. It triples hit%. It's great, enough said. Funnily prior to 2.0, this quadrupled hit but was self-cast only. Basically a SABR counterpart.


First attempt in, Dio ran from everything before they could move up to the PHANTOM. Very good start. I decided to EGRESS until COMET killed it in one hit. Which uh, happened first try with a 402, so I missed the screenshot. A WORM showed up on F1. Dio used MUDDLE and physical attacks to beat it! EARTHs on the other hand, were very scary. Can't run from them and they're in tons of slots, always showing in big groups as well. Thankfully this was the only set Dio bumped into. I used DEMI2 followed by two BURST2s, and thankfully that was enough.


The strategy against the four fiends was very similar. MUDDLE LICH, and SLOW the others. DOOM and wait. If anything goes wrong or takes too long, EGRESS. LICH was a bit scary because he broke out of MUDDLE on the last turn. It would've cost a lot of potions if he used a big NUKE, but he used a physical instead. The others went fairly smoothly. KRAKEN never even swung despite needing to EGRESS and try several times for the DOOM to land.

That just left CHAOS. I didn't grab the Masmune. I didn't think Dio was going to need it here. Hoped.


My first order of business was to hit him with OLD. However, no matter how many times Dio tried, it was ineffective. The only thing I could think of is that it's time-elemental even if the description didn't say so. CHAOS is not immune to the status itself (the only vanilla enemy given absolute protection to certain status). DECAY2 also failed to land after several attempts. It has to be time-elemental as well.

The chance for a spell to hit is 148 + accuracy - magic defense (200). INT is supposed to give a bonus to status accuracy equal to 2.5× its value. So even if the spells had 0 accuracy, Dio with his 50 INT should've had a 36.5% chance of hitting. That wasn't the case.


This was a serious problem. I did have the Defense in Dio's inventory, but I wanted to get through completely without using spellcasting items at all. I started out with HASTE (which I bought before going in correctly intuiting that it would be useful) to try to react with EGRESS whenever Dio's health got too low. My strategy was to stack MARK spells and do physicals after several DEMIs.


But eventually, a FASTed attack effectively one-shot him. Yeah, ouch.


Well, if OLD is out because of incomplete information in the description, and I'm not using spellcasting items, that left exactly one way of weakening his physicals. SLO2 is bad for the player under most circumstances. They share the same 64 accuracy. Very few things that resist SLOW that you would want to hit with it: yes, even KARY, KRAKEN, and TIAMAT all do not resist the status element. Though in vanilla, 200 MDef makes it very (but not completely!) inaccurate on WarMECH and CHAOS, the few things you might want to hit with it that are immune. Going from 2 hits to 1 would significantly increase the margin of error here.

There was another problem on my mind though. The random encounters. I had gotten insanely lucky on that run there. Indeed, things like Gas Ds or EARTHs could (and did) easily end Dio's run through. They took a lot of precious DEMI2s and BURST2s (which also means DEMI).


I got a run through the water floor when four of these little jerks attacked. This was bad. Actually way worse than the three from before which I got lucky on. But I had a plan. MUDDLE them all and wear them down. This took a LOT of EGRESS use but eventually, they stopped breaking out. Dio survived one fight at like 37HP! You can see the… uh, fadeout from EGRESS here. It glitched out instead of showing the screen closing because I brought up the in-game menu.


It all lined up eventually. KRAKEN thankfully cooperated for the most part, but then Dio was down to around 9 HEALs. CHAOS was going to take luck, and I didn't need more luck on top of that in making it to him. It was time for a plan.


He had 6 WARP charges, more than enough to escape. I'd been considering this: get the Masmune, go out, and use it to help on the way in to make it more consistent. That run was kind of dead anyway, so this was the smartest play.

Aside, that made the prospect of a run that does use FLOAT (but not TELE) more intriguing. Most players use the charges to skip over the spikes with the bosses. But well, the bosses weren't the problem here: it was the random encounters on certain floors. If I was using it, I'd use it to skip the Earth and Water floors!


Here were Dio's new stats with the weapon. He got a level from having to fight too much. Missed some rolls, but they weren't important at this point and there was nothing that could be done about it. I was focusing on other stats over STR: 42 is the maximum a Time Mage can have at this level. It shouldn't make too big a difference.


I tested it against PHANTOM to start out with. It sufficed against it. That's one COMET use saved for what it's worth. Here's a more practical use of it: BURST2 for the FrWOLFs and then instead of futzing with spells against them, Dio could simply cut them apart. Yeah, exactly what I was looking for. He still died to EARTHs on this first run because they kept breaking out of confusion and the attacks didn't do enough.


I tried a different approach to LICH to take out the chance of a stray NUKE. It worked well. I also accidentally MUDDLEd KARY once which worked out. I eventually made it back to CHAOS, although not without another long encounter against four WATERs. This time at least, the Masmune helped to destroy two of them while only having to confuse two of the things.


A quick check revealed no, Masmune wasn't the answer here, not without the Power Gauntlet at least. Even with FAST it wasn't doing a lot: 6hits! 90 damage was one roll I screenshotted. But SLO2 landed fairly consistently, and was fun to do as revenge for all the runs he's killed this way. Here's how one battle went.

SLO2, CRACK.
ICE3 42, HASTE
MARK2 30, physical 85
MARK2 60, INFERNO 66
MARK2 90, LIT3 54
MARK2 120, SLO2 ineffective
MARK2 150, SWIRL 47
MARK2 180, TORNADO 62
MARK2 210, physical 90
MARK2 240, CUR4
DEMI 500, FIR3 29
ICE2 33, DEMI 375
Panic because Dio was at too low health and EGRESS


Okay, yeah. This wasn't going to be easy. At least Dio could reset a battle as long as he was alive. This run here barely survived NUKE, and thankfully Dio did move first: you can see that HASTE isn't even consistent. I immediately mashed EGRESS.


Thankfully, I didn't need to reset completely and do the run again. But with HASTE and EGRESS around to retry so long as Dio never died outright, I eventually got the win.

Basically how this winning run played out and what I was doing above: SLO2, HASTE, then cast MARK2 until CUR4. Use DEMI and then physically attack until dead while hoping he doesn't go too much further into his spell progression. He ended up with a MARK of 180 in this run. Masmune didn't really do that much, but it was working out to like 250-300 a turn on average together with MARK. I went through so many repetitions that I didn't bother keeping track of the battle like I normally do. I was trying to HP watch, but it changed memory addresses hence why I missed the Terminated message.

Well, this run did a lot to color my perception of the Time Mage for the worse. Some of it I already knew, but the limitations of the class were on full display in this playthrough. The thing is, Time Mage is secretly a support class. A lot of its best skills are there to help others: FAST and FAST2 for physical attackers, GAIN and DOUBLECAST for mages. FLOAT to ignore randoms, TELE to cheese the game in tandem with it or at least work like EXIT (WARP is here too). The MARK and DECAY spells obviously shine best for low offense parties. While MUDDLE can clown bosses and DOOM laugh at them, it's against random encounters – the meat of the game – where the class can struggle. It has little in the way of AoE besides BURST2 and ZAP! which comes very late – most casual parties may only barely reach L25 for their first L8 charges. Spellcasting items help and it's what any normal player would do. It's still kind of sad that's what it has to fall back on without anyone to support.

Although on the other hand, the only biggest difficulty of this run came from the large random groups that couldn't be run from. And if I had known OLD was secretly time-elemental, I might've picked up GAIN instead and tried to blow them up with boosted BURST2s. That one's not on me though.

I also have a newfound appreciation for EGRESS. It's kind of niche in a party setting because if things are going wrong, the Time Mage needs to stay alive to slam the panic button. Yet I got excellent use out of it here. HASTE also turned out to be very nice, even if it was only in that one niche situation. Better to be only useful in one spot than nowhere. I also got more use out of DOOM than I was expecting, though it's mostly because COMET sucks so bad. It was just the best way to win! Normally, it's outclassed by how bosses can die much sooner than in 3-4 turns. You could argue that instant death is cheesy too, but like I said, sometimes you have to draw the line as not to remove identity.

No regrets about FLOAT/TELE though. Because if I had those? Time Wizard gets an ability called SET TELEPOINT by using TELE in Castle Ordeals. With this, it can throw down a warp in mid-dungeon, leave with the TELE spell, and return at will! Coupled with FLOAT's ability to skip randoms, it means you never have to fight them again. Or at the very least, never run out of spell charges because it can be used with 0 (or even with a dead character). This combo is why a lot see it as the most overpowered class in the game. But that's basically not playing the game, and why I stayed away from both spells. Of course, it'd still have to figure out CHAOS at the end, though it'd effectively be risk-free. That said, FLOAT was definitely the answer for dealing with the more troublesome randoms, and I don't think it's that bad on its own.

I picked this solo expecting it to be fairly easy even with restrictions, mostly due to being able to ignore all the stunlocking enemies. Because they're really the biggest obstacle when it comes to a solo. Well, turns out it wasn't that easy. Maybe that was what's bugging me here more than anything, and it was mostly on me due to no spellcasting items. Still, the fact that Dio won without them says something about this class! It had the tools needed, it just needed the luck (and EGRESS helped with that). Hopefully it was entertaining in spite of that!

Index

Profile

sirsystemerror

May 2026

S M T W T F S
     12
345 6789
10111213141516
17181920212223
24252627282930
31      

Style Credit

Expand Cut Tags

No cut tags
Page generated Jun. 5th, 2026 01:20 am
Powered by Dreamwidth Studios