This is a list of things in Final Fantasy Renaissance that are like spells - and indeed, can be found under the MAGIC menu - but are closer to skills in practice.

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Dancer Dances

These are learned by speaking with dancers in various towns, and occasionally, fulfilling other objectives. You must speak with Arylon first to get any of these. On every level that is a multiple of 5, the base chance of success increases on each by 5%. They get 25% extra at the start of a battle. The chance can be further increased when FIGHT or FLURRY is used by 25+([Hits-1]×10)%. Failing a dance with the DETERMINATION skill raises it by 25%.

The numbers listed here are their success rate at level 1. Success rate in excess of 100% increases potency and how much is expended, though the exact formula is unclear.

- DRAIN SAMBA: 50% base, expends 25%. Performs an attack that drains HP equal to the damage inflicted. Draining caps at however much the enemy has remaining, but damage does not. The drain component is ineffective on mechs and undead.
Dancer: Arylon of Coneria


Nice. It's just an attack plus a self heal. But that can be helpful throughout the game. A notable use of it early on is against the SCUMs in the Marsh Cave since it pierces their high defense.

- QUICK STEP: 50% base, expends 25%. Lowers all enemies' evade and hit% by 20%
Dancer: Darylon of Pravoka after beating the PIRATEs and learning DRAIN SAMBA


This can help with accuracy in physical heavy parties at the very start of the game, and that's about it. It's very niche and not likely to do much. Even if this is more effective in practice than on paper like one of the below skills, it only affects accuracy from both ends.

- HEALING WALTZ: 50% base, expends 25%. Heals 33-66HP on one ally and removes all statuses except Stone/KO
Dancer: Farylon of Elves' Castle after learning QUICK STEP


An excellent dance. It can heal paralysis, save you PUREs, and acts like a CUR2 at the very least. I found myself using this a lot throughout the entire game.

- PALTRY POLKA: 40% base, expends 25%. Lowers all enemies' attack and magic attack by 20%.
Dancer: Karylon of Melmond after learning HEALING WALTZ


The thing about this is it's closer to "reduce to 20%" in practice. It's really absurd and can cripple nearly anything, especially with potency boosts. Very cheesy.

- SWORD DANCE: 40% base, expends 25%. Boosts all allies' damage by 10.
Dancer: Marylon of Crescent Lake after the VAMPIRE


Whether or not this is good depends on your party. One filled with mages won't get much use out of it, but it can be a solid boost to a physical party. Besides unarmed characters, anyway - they can't get the buff.

- HASTE SAMBA: 30% base, expends 25%. Roughly doubles hit% on all allies.
Dancer: Sarylon of Onrac after showing the Ancient Knife from Sea Shrine B1


FAST on all allies. Enough said. This is also subject to potency boosts and can give more than double hits. Again, this can be either fantastic or mediocre depending on your team.

- FORBIDDEN SPIN: 30% base, expends 25%. Minor AoE damage and potentially inflicts confusion/darkness/silence/poison
Dancer: Varylon of Gaia for 300000G


For such an absurd price tag, this sure isn't worth it except for getting the last song. The damage is only okay, the status ailments don't always land, darkness and poison are useless, and silence is only situational. It might be better when boosted, but when it comes to AoE and status, you generally want it applied as soon as possible. Even with a Dark Knight in the party, there are way better ways of applying darkness.

- LAST WALTZ: 25% base, expends 25%. Massive damage proportional to the user's bravery.
Dancer: Zarylon of Lefein after all 7 others and defeating her in a battle


This can be a very impressive nuke if you have enough bravery. Just one FLURRY can often be enough to boost this to powerful levels. I've seen screenshots of this dealing enough to one-shot CHAOS in NG+ mode (with other buffs). The one problem? Fighting Zarlyon herself. Think KRAKEN if he only used his physical and then started using this in case you thought you could just boost evade: you have to win fast.

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Bard Songs

These are learned by talking to NPCs around the world with them as your lead character. This will give them part of inspiration towards learning a new song. Once all NPCs have been spoken to, the song can be used in battle. While there are different levels of song, they all share the same spell charges, which refresh after each battle or when HIDE is used. Bard has 1 and Troubadour has 2. Up to 4 can be active at once no matter how many bards you have. An individual bard needs their LIMIT to have multiple instances of the same song.

- KNIGHT'S MINNE (Protection): Increases Absorb by 8+(LUCK÷10) points for allies
Inspirations: Coneria-Knight near well, woman near magic shop, man near entrance / Coneria Castle-Knight near entrance


Nice one. 8 absorb is a lot more than you might think, especially at the start of the game. Stays relevant later on, but it's less useful against high attack opponents.

- VALOR MINUET (Courage): Increases damage by 8+(LUCK÷10) points for allies
Inspirations: Coneria Castle-Guard near stairs, not so invisible woman, man in square near TNT / Matoya's Cave-Stationary Broom


Also a great one that stays relevant forever. It effectively gives you 8-16 more damage per hit. Scales a little as of 2.0, much like the above. Notable for being one of the few attack boosts a Monk is allowed to get.

- ANGELSONG (Soothing): Grants allies Regen, restoring 5% of their MaxHP at the end of their turn
Inspirations: Pravoka-Man in central square, woman south of Bikke, young man on east side / Elfland-Elf near item shop


This one is mediocre at the start, but it becomes better later on. If you're up against the right enemy, you can use this skill to stall and heal without using potions or staffs or helmets. This can coexist with Green Mage's or Kirin's REGEN.

- HERO'S RIME (Pride): Increases allies' MORALE and LUCK by 12 points
Inspirations: Elfland-Elf NW of White Magic shop / Elf Castle-Aide, elf NE of entrance / Dwarves' Cave-Dwarf S of stairs, dwarf NW of stairs, dwarf SW of entrance


This results in being able to run more effectively and maybe causing enemies to run. The Bard can also click RUN after this, just weigh the chances of running in the first place against using this and hoping the others make it. This is of questionable use if you have a Thief in the party. You may even want to skip this (aside from pinging the achievement) if you plan to make use of the Auto Harp, especially on NG+.

- MANA'S PAEON (Enchantment): Boosts all allies' magic damage by 30%
Inspirations: Melmond-Man E of White Magic Shop, man N of destroyed clinic, young man near armor shop / Crescent Lake-Front 2 sages, woman N of clinic


Another excellent skill. It's dependent on your party having enough casters, but it shines when it does and should stack with similar buffs like the Geomancer's.

- MAGIC CAROL (Mitigation): Increases allies magic defense by 100%
Inspirations: Melmond-Woman near black magic shop / Sarda's Cave-Sarda / Crescent Lake-Man behind weapon shop / Gaia-Woman near equipment shops / Onrac-Old man near Clinic, witch near magic shops


Magic defense can prevent spells and skills from doubling or hitting, or status on hits like the SORCERER's KO from triggering. Having more than 100 will basically guarantee a physical status attack will not land (the formula is 100-MDef per hit). Probably the most niche, but it's a huge boost when it's needed.

- DEXTROUS ETUDE (Ruthlessness): Increases critical hit chance by 12%
Inspirations: Crescent Lake-Back right sage / Gaia-Pirate, man near equipment shop / Onrac-Man in graveyard, woman near inn / Cardia-Right dragon in Bahamut's room, dragon north of stairs in pit near Bahamut's / Waterfall-CUBE robot


With the critical hit bug being fixed and most weapons having a low chance of landing a critical, this becomes a very useful one for all your physical attackers. It's an excellent candidate to be stacked with their LIMIT.

- VICTORY MARCH (Celebration): Doubles EXP yield of enemies defeated while the song is active. Stacks additively (or so).
Inspirations: Gaia-Woman N of entrance / Onrac-Man near submarine / Cardia-Dragon in westmost pit, dragon in forested pit / Sea Shrine-Mermaid in bottom left room, mermaid in second room in middle row / Lefein-Northmost citizen on left canal / Mirage Tower-Robot on 1F


While it comes very late, this song is good to cast in general. It can be auto-cast by the Gilbart Harp, but you need a Thief to obtain that behind the throne in Ordeals. Note that you can actually get the one in Lefein before getting the SLAB, but it doesn't mean much because you need the CHIME to finish the song anyway.

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Archer Arrows

The 'spells' of the Archer class are actually physical attacks with the chance for a status: they can even miss or critical. Each of these requires certain materials to craft, which can be obtained if the Archer kills an enemy with a melee attack. Shots guarantee their status when hitting certain classes enemy that vary by shot. A list of which enemies drops what can be found here, and a list of racial types can be found here.

- FANG SHOT: Damage + 75% chance to lower enemy physical attack by 4-8
Drops: FANG×2 / Called: BEAST arrow


Lots of enemies drop FANGs, but just remember they go into every crafting formula and this one costs two. The added effect is negligible without hitting multiple times.

- LEG SHOT: Damage + 50% chance of paralysis. Guaranteed on giants.
Drops: FANG×1, HIDE×1 / Called: STUN arrow


Paralysis is one of the best ailments to inflict on an enemy: it locks them down with only roughly a 10% chance of recovery each turn. It's effective and readily accessible, arguably too accessible for what it does.

- WING SHOT: Damage + 50% chance to nullify added effects on physical. Guaranteed on flyings.
Drops: FANG×1, WING×1 / Called: PEEL arrow


Now you might be looking at that effect and thinking it's awesome. The problem with it is that most of the enemies who have status on physicals come in massive groups. The most practical uses are against LICH if you fear his paralyzing physical, CHAOS for the same, and a handful of Evoker bosses.

- TAIL SHOT: Damage + 50% chance to reduce enemy's hit%. Guaranteed on aquatics.
Drops: FANG×1, TAIL×1 / Called: DRAG arrow


Pretty nice to inflict on KARY, KRAKEN (who is guaranteed to be slowed) or anything else with a high hit modifier. It's only held back by how more crippling status shots exist.

- SCALE SHOT: Damage + 50% chance to reduce enemy physical defense by 4-8. Guaranteed on dragons.
Drops: FANG×1, SCALE×2 / Called: WYRM arrow


Scales are the only items without a guaranteed source of dropping, and you need two of them to get one use of these. Luckily, this one is questionable. It's theoretically best with allies with high hit%. Monk will love it the most, Dark Knight and Archer itself won't notice.

- THROAT SHOT: Damage + 50% chance of mute. Guaranteed on spellcasters.
Drops: FANG×1, TONGUE×1, BLOOD×1 / Called: MUTE arrow


A good one. Mute can shut certain enemies down, and if they use magic, they're guaranteed to be silenced by this. Just note that some can choose to just ignore their AI scripts if you silence them.

- HEAD SHOT: Damage + 50% chance of blind/confusion/stone. Guaranteed on humanoids.
Drops: FANG×1, EYE×1, BLOOD×1 / Called: TERROR arrow


You're gambling on the right status whenever you use this. Blind is near useless, if you want to shut an enemy down with status just use LEG SHOT, and the instant death of stone isn't reliable. Blind is ironically good on the Dancer superboss (who is humanoid), but she's immune to the other two ailments so it's still a crapshoot.

- SPIRIT SHOT: Damage + 50% chance to reduce magic defense by half. Guaranteed on magic beasts.
Drops: FANG×1, ASH×2, GEL×1 / Called: GHOST arrow


Magic defense governs whether magic deals double damage or status magic hits. It's abusable to say the least, but there can be a difficulty in acquiring the materials. It might not be too hard to amass ASH which drops from almost any undead, but GEL only drops from generally very physically resistant slime enemies. Contrast with just a coinflip to inflict a status outright though, and the main practical use of this is if you're restraining yourself.

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Ronin Weapon Skills

These can be used by having the appropriate weapon and enough TP. Without the RETAIN TP trait, they must be equipped to be used. With it, the weapon just needs to be in the user's inventory.

Blade skills

Wooden Blade - FAST BLADE (100TP)
ST FIGHT attack with hit multiplier increased by 1


Despite being on the initial katana you can buy in the first town, this is actually very solid. It combos with FAST and even FAST2, resulting in triple or quadruple the hit% respectively. The only downside is Wooden Katana having 0 hit% itself, so aside from the few methods of increasing it, you'll have to rely on the Ronin's natural hit%. Which is top tier, but still. Note that it defies the normal way hit multipliers work so you can get 2-hits before level 3.

Scimtar - PALE BLADE (100TP)
AoE non-elemental bind and darkness


This is more or less a skill to support a Dark Knight. Bind is pointless except maybe on New Game+ with Blue Mage, where enemy morale stays the same while your levels shoot up.

Gale Sword - GUST (200TP)
AoE base 80 wind-elemental damage


Having a Spellblade in the same party is required for this, because the Gale Sword can only be obtained by them. It hits twice as hard on everything as the similar elemental attacks from around the same time, for twice the TP. Battles might be over by the time you get to use this.

Kotetsu - REVERBERATION (200TP)
AoE base 160 water-elemental damage


This not only requires a Machinist to be in the party to have access to crafting, but you'll need to bring an Archer along too because the schematics require FANGs! For doing so, you get a solid weapon (especially with DOUBLEHAND and augments) with a WS skill that's a counterpart to the Katana's! Since it has 3 augment slots, you can hit 3-hits fairly early. Then if the Ronin gets hit twice, they'll be able to fire this off on round 2.

Falcata - ASHURA (100TP)
Subsequent elemental damage in the skillchain will deal 50% more damage


So let's talk about this one. This costs 100TP. Let's say you use it with one of the base 160 spells. It bumps them to 240 power. As a Ronin, you have a limit of 300TP. With a skillchain, you'll hit for 240 twice, or 480. Compare to using the base 160 power skill thrice instead: still 480. The math's no different with anything else. You'll need either other skills in play (which all cause economy problems and will probably reduce your overall damage anyway), or use this as a Samurai with a 400TP cap to actually get anything out of it. Falcata is a good weapon with a bad WS.

Scarlet Blade - EXSANUINATE (300TP)
AoE damage, half of it is drained as healing. Ineffective on undead/mech


It's a cool skill and does some solid damage, it's just that battles are almost certainly going to be over by the time you get to use this. It should be a solid skill for solos, however.

Katana - CHIRIJIRADEN (200TP)
AoE base 160 fire-elemental damage


A big strong nuke that hits everything on the field may not be the best thing by the time you can reach Katana due to the lack of big enemy groups, but it can still be nice when you get the chance to employ it.

Masmune - OBLIVION (300TP)
AoE non-elemental KO


Your reward for getting to the end of the game with a Ronin is a skill that can instantly kill CHAOS if you want to cheese him like that. Note that it won't override KO immunity if you want to warp out and use it on class specific bosses.


Knife skills

Small Knife - FANG (100TP)
ST FIGHT that ignores defense


The enemies around the time the Small Knife is viable don't have nearly enough defense to make this worth it. It is the cheapest option for dealing with SCUM if nothing else. It might be interesting in skillchains later on.

Large Knife - SLASH (100TP)
ST halve target HP + inflicts 50HP decay, ineffective on bosses


This is something you can use against WarMECH and HADES, I guess. No Time Mage DEMI nonsense to be had from this job. It might be useful on dragons in New Game+ as an alpha strike with TP storage, but that's about the only other use you're going to get out of this. The decay component may not always proc. Much like the Time Mage's version of the ailment, it'll drain 50, 100, 150, etc.

Silver Knife - ECLIPSE (100TP)
ST non-elemental stun


Stun is a new status that effectively acts as paralysis for one turn. It's kind of niche on a Ronin though, especially for a weapon skill. It's fine, but you're usually better off dealing damage.

Mythril Knife - SPIKE (100TP)
ST base 80 earth-elemental damage


Strangely underpowered compared to the other mythril weapons' skills for no apparent reason. Earth isn't a particularly good element to use either: 64 out of the 128 vanilla game's enemies resist it. And as far as things that are weak to it go, it's just the RAMUH boss of Evoker.

Assassn Dagger - MERCY STROKE (200TP)
ST Death-elemental KO, ineffective on bosses


A Thief is required to retrieve this weapon in Castle Ordeals. I don't really get the logic behind this one: randoms will likely be wasted by damage before you can use this, and you can't use it on the few bosses vulnerable to the Death element. Being 200TP also means it doesn't work with Samurai's TP retention.

Icepick - FROSTBITE (100TP)
ST base 160 ice-elemental damage


This is like an ICE3 that only hits one enemy, but that's still 80-320 damage before INT. It's cheap and accessible reasonably early too.

Ancient Knife - ECONOMIZER (100TP)
Double XP and gold gains from enemies subsequently killed in the chain


A utility one. The one catch is that it needs to be used in a skillchain and that skillchain needs to kill an enemy, so it's not as simple as repeatedly farming a spike tile. Because battles will need to be at least two turns with this one, it's more something to cast incidentally (like against a roaming WarMECH) rather than when grinding.

Catclaw - EQUITY MIRROR (200TP)
ST damage equal to Max HP - Current HP


While the problem with enemies having higher HP than player characters isn't as pronounced in FF1, it's still a problem. You'll have to set this up and hope they don't explode before they can get it off. Coupled with the higher than usual cost and the price to buy a Catclaw? We have a real loser here.


Spear skills

Iron Spear - SKEWER (100TP)
ST physical with all hits critical


A physical where all hits are critical is the same thing as the Master's LIMIT. Iron Spear hurts way less than their fists, but it's still a nice skill.

Steel Spear - THUNDER THRUST (100TP)
ST base 40 lit-elemental damage


A basic elemental attack with the same base power as ICE. It's okay on the ocean early on if your offense is otherwise low (especially against SHARKs), and can be used to get past SCUM's defenses in the Marsh Cave, but that's about it.

Silver Spear - MOMENTUM (100TP)
ST physical, increases damage based on number of skills in chain so far


One of the best skills. It's completely viable to just have a Silver Spear and use this three times in the early game. It even scales well into the lategame if you want to have them FIGHT with a stronger weapon then use 3-4 of these as the skillchain.

Mythril Spear - WHEELING LANCE (100TP)
ST base 160 wind-elemental damage


Another big elemental nuke that you can use for a cheap cost and bringing along a Machinist to craft it, much sooner than the Icepick. It's good on LICH in particular.

Arcane Lance - EMPOWERER (100TP)
Subsequent physical damage in the skillchain will deal 50% more damage


It has similar problems to ASHURA: you'll need to be promoted with 400TP to actually do anything with this, and anything else risks action economy issues.

Platnum Spear - PENTA THRUST (300TP)
ST physical, always deals 5 hits


Not even FAST can increase the number of hits on this. It's pricey and might not be that much more effective than a basic physical or three MOMENTUMs, but it's still one of the better skills on a midgame weapon.

Holy Lance - CLEAN SLATE (300TP)
Restores 25% of the user's max HP and removes most negative status effects


This one is just bad. For 100TP more than the Rose Bow's WS, you heal half of the HP and restore status that A) you are probably preventing with Ribbon anyway and B) any status that you would badly want to heal takes control away. If this was a full heal, it'd be better, but alas.

Tempest - TEMPEST (300TP)
Random 4 physical attacks at 50% damage


It's the last part that can cause problems here. The things you'd get to use this expensive skill on are bosses with high defense, and lowering your attack further against them could result in four 4-damage hits at worst. While this can work on random groups, you also get the Katana in the same dungeon which is generally better at that for much less.


Bow skills

Short Bow - ARROW RAIN (100TP)
AoE physical


This is effectively a FIGHT that hits all enemies. It can be hard to use this outside of NG+ or solos though: in a party, those early encounters might be half gone before you get to drop the AoE.

Long Bow - FLAMING ARROW (100TP)
ST base 40 fire-elemental damage


It has the same base power as ICE. Like the Steel Spear, this can be useful in the Marsh Cave against SCUMs and the undead.

Elven Bow - WHISTLER ARROW (100TP)
ST sonic, may inflict silence


Silence is a niche status. The problem with this one is that you want it out as quickly as possible. Most of the things you'd want to use this on are in the first half of the game, so it's mainly good in New Game+ when you can have early access to STORE TP. It's interesting for being sonic damage, meaning nothing resists (or boosts) it.

Iron Bow - PIERCING ARROW (100TP)
ST physical, guaranteed critical


You're usually better off using the Iron Spear when it comes to throwing out guaranteed criticals simply because doing more than one hit will make up for the lower damage rating of the weapon. Still, if you're memeing a Ronin with strictly bows, there are worse things you can use.

Silver Bow - APEX ARROW (200TP)
ST physical, deals 3x normal damage


You might actually see some big numbers out of a bow's single hit with this one. There's better, but this is not a bad one by any means.

Mythril Bow - SPLITTER ARROW (100TP)
ST base 160 lit-elemental damage


Same as the other mythril weapons, just in another element.

Rose Bow - MERCY (200TP)
Restores 50% of the user's Max HP


An interesting one. I feel 200TP is a little overpriced for what it does, and other skills might just get you out of the battle through killing the enemy, but there are worse things to do with your TP than healing your Samurai.

Yoichi Bow - YUMI: ENPI (300TP)
High ST damage, recovers 200TP


You'll need a Ranger to retrieve this, and of course, that means they'll won't be able to use it themselves: they'll have to settle for the stronger but less crit-having Rose Bow (or just spamming HUNTER'S MARK because they can since lol no tiredness). Is it worth it to use though? Kind of? It costs a lot and only restores part of what it uses, but the damage is good. Note that the TP recovery happens when it hits, so you can't use this for infinite TP.

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Machinist Tools

Tool schematics are found from various sources in the game world. Barring winning a coinflip with the Novice or Master Hammer, they're good for exactly one use each: you need to buy or farm materials to create them. They use the Mechanist's stats to some extent and will benefit from relevant buffs. After promotion, you can modify them to have different effects. However, you can still only use one at a time, and all Machinists in the party need to use the same set.

Minimum cost considers the minimum amount you'll have to spend to make a charge, with ranges depending on your party. Any involving LEATHR consider the price as 30G, though the cheapest option comes in batches of 2 for 60G. SILVER is treated similarly.

L1
Schematics: Woman in Coneria Castle F2

- AUTO-CROSSBOW: AoE physical, 10/10/10
Components: 1 WIRE, 3 BOLTs, 1 METAL
Min. Cost: 55-60G


The damage this deals is absolutely pitiful early on. On top of it, it will cost you 55G a shot at minimum - 60G if you don't have anyone who can use a Small Knife. That's actually a lot at the start. There are way better things to spend your money on in the early game. It can be okay chip damage in the early-midgame starting from level 10 when it can start dealing multiple hits, but the window of viability is short indeed.

- FOCUS CROSSBOW: ST physical, 20/10/10
Components: 1 WIRE, 5 BOLTs, 2 LENS, 1 TUBE, 1 METAL
Min. Cost: 185-190G


There are other tools that will do a much better job of single target damage than this. Or you can just have them FIGHT.

- REPEATER: ST physical, floored at 3-hits, 10/30/10
Components: 3 WIREs, 6 BOLTs, 3 METALs
Min. Cost: 165-170G


Almost strictly better than the base one. It can deal some decent damage to enemies with lower defense and chip damage to those with higher numbers.

- MEDIC CROSSBOW: AoE heal, base 16
Components: 1 WIRE, 4 HEALs, 1 METAL
Min. Cost: 250-255G


Without the Master Hammer, you're better off using an infinite use Heal Staff or Heal Helmet than a limited use tool. But it's a different story with it: combined with INT bonuses this will heal a reasonable chunk of HP. It's a small panic button that might get you out of a jam if you have the sense of when to use it. It might well be the best of these.

L2
Schematics: Matoya's Cave

- FLASHBULB: AoE status-elemental darkness
Components: 1 LENS, 1 CELL, 1 WOOD
Min. Cost: 65-110G


Darkness is a questionable status in Final Fantasy 1. The best use of this is supporting a Dark Knight.

- FLOODLIGHT: AoE non-elemental darkness
Components: 4 LENS, 2 CELLs, 1 WOOD, 1 WIND-o
Min. Cost: 175-220G


Making the darkness non-elemental still means that it's only going to be useful for supporting a Dark Knight. But if that's your gameplan, this will do a better job of it and is effectively a straight upgrade.

- BLINK-BULB: AoE 1 blink stack to all allies
Components: 2 LENS, 2 CELLs, 1 WOOD, 1 EARTH-o
Min. Cost: 125-170G


A top tier tool. Blink, called shadows in game, protects against a single physical hit. You'll get two with the Master Hammer. It might not be the best option if you have an Evoker who can do the same thing but better. Otherwise, it's absolutely worth considering in certain fights.

- MOLOTOV: AoE fire-elemental damage, base 60
Components: 1 WIRE, 1 LENS, 2 CELLs, 1 TUBE, 1 WOOD, 1 FIRE-o
Min. Cost: 155-200G


This is basically a FIR2 spell. It still costs materials when you can just spam items instead, although this does benefit from INT and Master Hammer's bonuses. Still an all right choice and better than darkness, probably inferior to BLINK-BULB.

L3
Schematics: Marsh Cave B3, rightmost room in second row

- BIOBLASTER: A chance to inflict bio + AoE poison-elemental damage, base 60
Components: 2 TUBEs, 2 CELLs, 1 CLOTH, 1 LEATHR
Min. Cost: 205G


This is one of the best tools you can make, believe it or not. Before INT, it will deal 60-120 damage to all enemies that don't resist the element. Which is quite a lot of them (especially undead), but there's still plenty to be hit by it. It's a good tactical nuke in the early to midgame.

- AQUABLASTER: AoE water-elemental damage, base 60
Components: 2 TUBEs, 2 CELLs, 1 CLOTH, 1 LEATHR, 1 WATER-o
Min. Cost: 205G


Water is a much better element than poison in most cases, the Sea Shrine being a big exception. That part of the game aside, there's very little reason not to change over.

- SUPER-SOAKER: ST water-elemental damage, base 120
Components: 3 TUBEs, 2 CELLs, 1 CLOTH, 1 LEATHR, 1 WATER-o
Min. Cost: 255G


Whether this one is better or worse than the above depends on your party composition. If you don't need the strong AoE or are content to use itemcasts, this one will be preferred.

- HYPOSPRAY: AoE status heal to all allies
Components: 2 TUBEs, 2 CELLs, 3 PUREs, 3 SOFTs, 1 CLOTH, 1 LEATHR, 1 BOLT-o
Min. Cost: 2830G


And then you have this niche one. Besides being horribly expensive because of those SOFTs, Ribbons will cover most status through prevention, and you have to make sure the Machinist doesn't get hit with status that could put them out of commission. It might be nice insurance against CHAOS if you don't have status-element protection for someone because he has paralysis on his physicals. It can also heal petrification in battle, so there's that I guess.

L4
Schematics: Dwarf Cave treasure room

- DEBILITATOR: AoE 3 random weakness to all enemies
Components: 1 TUBE, 3 SPIKEs, 2 METALs
Min. Cost: 285-295G


These tools all have perfect accuracy, and don't get any better when you use the Master Hammer. That said, it's a complete coinflip what you get here. It's interesting, but could easily become a wasted turn and resources. It can also set weaknesses that it already set.

- DEVULCANATOR: AoE fire/lit weakness to all enemies
Components: 1 TUBE, 3 SPIKEs, 2 METALs, 1 FIRE-o, 1 BOLT-o
Min. Cost: 285-295G


The redesigns solve the major problem of the randomness involved in the original version: you can pick and choose what you want to inflict. This one is probably the most practical due to having three spellcasting items in the element at the very least. You'll still need the right party to properly exploit this, but the consistency helps.

- DECOMPRESSOR: AoE ice/earth weakness to all enemies
Components: 1 TUBE, 3 SPIKEs, 2 METALs, 1 ICE-o, 1 EARTH-o
Min. Cost: 285-295G


Ice hits the hardest out of the basic three Black Magic elements. Of course, it's also worth noting that an earth weakness means QAKE and CRACK become more accurate...

- DEFORTIFIER: AoE water/wind weakness to all enemies
Components: 1 TUBE, 3 SPIKEs, 2 METALs, 1 WATER-o, 1 WIND-o
Min. Cost: 285-295G


These have the least amount of available things to use them with. At least Engineers can hit with the water element themselves, including the SUPER-SOAKER.

L5
Schematics: Earth Cave B3, center of the east side

- DRILL: ST physical that ignores defense, 15/10/30
Components: 4 BOLTs, 2 CELLs, 1 SPIKEs, 2 METALs
Min. Cost: 215-225G


Ignoring defense might seem like a good thing, but firing a gun is going to be more consistent and not cost you precious materials. It sort of relies on getting criticals to really be worth it. That said, if you're running a tool setup with Novice/Master Hammer, it will do just fine against high absorb targets like fiends. It may be the best of its kind, because the redesigns all have questionable tradeoffs.

- STEADY DRILL: AoE physical that ignores defense, 10/10/30
Components: 4 BOLTs, 2 CELLs, 1 SPIKEs, 2 METALs, 1 EARTH-o
Min. Cost: 215-225G


There are way better ways for a Machinist to hit all foes, including the Scatter Gun you can make in the forge which partly ignores defense due to guaranteed criticals, a few of its other tools which are magical and ignore defense, or good old spellcasting items which will also ignore defense. There's even AUTO-CROSSBOW if you don't mind not ignoring defense. The gun and items can also be used infinite times without breaking.

- RECKLESS DRILL: ST physical that ignores defense, 20/-30/100
Components: 4 BOLTs, 4 CELLs, 1 SPIKEs, 2 METALs, 1 WIND-o
Min. Cost: 215-225G


A guaranteed critical hit may sound nice. But that accuracy penalty hurts! It will likely end up doing less damage than a normal drill because of that, and might even whiff outright.

- OVERLOAD: AoE stun to all enemies and user
Components: 4 BOLTs, 4 CELLs, 1 SPIKEs, 2 METALs, 1 BOLT-o
Min. Cost: 215-225G


The stun on enemies is a diceroll and lasts only one turn. It also puts the user out of commission for a turn with no way to prevent it. Don't bother.

L6
Schematics: Ice Cave B3, west alcove

- NOISEBLASTER: AoE non-elemental confusion
Components: 3 TUBEs, 1 WOOD, 2 METALs
Min. Cost: 165-220G


This is a good one! If the enemy doesn't resist confusion outright (which is only CHAOS and class-specific bosses) and the roll lands, they're confused. There might be better things to do, but it's definitely not a bad thing to try in any fight!

- ALARM: ST non-elemental confusion, doubles foe's damage for duration
Components: 2 WIREs, 2 LENS, 3 TUBEs, 1 SPIKE, 1 WOOD, 2 METALs
Min. Cost: 300-355G


Better on single targets, but unless you have low offense, the double damage won't help too much. It's generally better to use the base form, but this can be funny to switch in against bosses or other fights you know are going to be against a single enemy. It can really cause havoc on NG+, because enemies' attack increases while their defense does not.

- MEGAPHONE: AoE heal sleep/fatigued from all allies
Components: 2 WIREs, 3 TUBEs, 1 WOOD, 2 METALs, 1 WIND-o
Min. Cost: 175-230G


Sleep is basically flavor since by the time you get this: if it ever hits, it'll wear off naturally the next turn. Fatigued wears off quickly anyway in most cases, so this is only really usable with commands that have priority like DOUBLECAST. Otherwise, you're gambling on turn order.

- SONIC CHOKER: AoE non-elemental silence
Components: 2 WIRE, 3 TUBEs, 2 CHAINs, 1 WOOD, 2 METALs / Min. Cost: 775-830G


Confusion is going to be better than silence in 95% of cases. The other 5% accounts for confusion wearing off and the handful of Evoker bosses who can be silenced and not confused.

L7
Schematics: Sea Shrine B2, crescent-shaped room

- CHAINSAW: ST physical with a 20% chance of death-elemental KO, 20/20/30
Components: 3 BOLTs, 3 CELLs, 6 SPIKEs, 1 CHAIN, 4 METALs
Min. Cost: 920-940G


It does not ignore defense like DRILL does, which generally makes it worse. The roll for instant death happens regardless of damage, so feel free to use this on enemies that resist it without worrying about getting screwed over.

- BUZZSAW: ST physical to 4 random targets, 20/20/30
Components: 3 BOLTs, 3 CELLs, 6 SPIKEs, 1 CHAIN, 4 METALs, 1 FIRE-o
Min. Cost: 920-940G


It does a lot more damage in exchange for removing the roll for instant death. It's usable as a fake AoE. Not ignoring defense makes this bad on fiends though: it's entirely dependent on critical hits to deal real damage to them. That said, if you can buff with things like FAST and TMPR, they will apply and make this a very strong tool.

- KILLSAW: ST 50% chance of death-element KO
Components: 3 BOLTs, 3 CELLs, 4 SPIKEs, 1 CHAIN, 4 METALs, 1 ICE-o, 1 BOLT-o
Min. Cost: 770-790G


The problem with this is having the death element. It still works on the fiends besides LICH, and there are worse things you can do besides a coinflip to kill them. It's less justifiable against randoms.

- DOUBLESAW: ST deals 50% of current HP to target and user
Components: 6 BOLTs, 6 CELLs, 12 SPIKEs, 2 CHAIN, 8 METALs
Min. Cost: 1840-1880G


Terrible! Machinist's HP isn't very high in the first place, and the single targets you'd want to use it on have even higher HP. This also has the dubious honor of being the third-most expensive tool.

L8
Schematics: Floating Castle F5, defeat a WarMECH

- WARMECH: Summons a WarMECH that will act on its own. There must be room on the field.
Components: 12 WIRE, 10 BOLTs, 1 LENS, 4 CELLs, 4 TUBEs, 4 SPIKEs, 2 CHAINs, 1 CORE, 10 SILVERs
Min. Cost: 4475-4975G


While it's cool to have your very own death machine, the sheer cost of it makes it very impractical to deploy. Unlike Trainer, it doesn't need to use its own action to direct the machine, but it also shares the same limitations of needing room on the field. Note that it will have normal mode stats even on New Game+.

- BLUE WARMECH: Summons a B.WarMECH. It cannot use NUCLEAR and has +50% defense and -50% attack
Components: 12 WIRE, 10 BOLTs, 1 LENS, 4 CELLs, 4 TUBEs, 4 SPIKEs, 2 CHAINs, 1 CORE, 10 SILVERs, 5 ICE-o
Min. Cost: 4475-4975G


So in other words, it has 64 attack (2 hits) and 120 absorb. That's still enough attack to deal damage to bulky things. And 120 absorb is absurd: anything short of NG+ fiends will have trouble denting this without a lucky critical. Just remember that enemies won't always attack the machine.

- YELLOW WARMECH: Summons a Y.WarMECH. It cannot use NUCLEAR and has -50% defense, but its physicals may stun
Components: 12 WIRE, 10 BOLTs, 1 LENS, 4 CELLs, 4 TUBEs, 4 SPIKEs, 2 CHAINs, 1 CORE, 10 SILVERs, 5 BOLT-o
Min. Cost: 4475-4975G


It's unclear what the odds of stun proccing are. It doesn't seem tied to magic defense at least: I've seen it land on targets with 200. It feels low from what I've tested though, so I'd call this one unreliable.

- RED WARMECH: Summons a R.WarMECH. It will only use NUCLEAR, but has -75% HP
Components: 12 WIRE, 10 BOLTs, 1 LENS, 4 CELLs, 4 TUBEs, 4 SPIKEs, 2 CHAINs, 1 CORE, 10 SILVERs, 5 FIRE-o
Min. Cost: 4475-4975G


Funny, but not that great. Having only 250HP will ensure that its time on the field will be a short one. WarMECH also has so much attack that it can usually do a good enough job on single targets anyway: even CHAOS will feel its lasers. Also keep magic resistance in mind: that lowers NUCLEAR's potential damage. It's naturally a waste against randoms (and you might not even be able to fit it on screen with big groups anyway).

MAGITEK
- MISSILE: ST unlisted base non-elemental damage, ignores magic defense
This has unlimited spell charges and is what they'll be reduced to when everything else is out. It's fine. Being non-elemental means it may sometimes be the best offense option.

- FIRE BEAM: ST base 140 fire-elemental damage
- ICE BEAM: ST base 140 ice-elemental damage
- BOLT BEAM: ST base 140 lit-elemental damage
How useful these are depend on the target you're facing. They don't ignore resistance, so keep that in mind.

- HEAL FORCE: Restores 25% of max HP to all allies, including MAGITEK
This is the only way to heal these machines. It's chip healing and you can only do it twice, so weigh it against attacking more and making sure your target dies faster.

############

Index

I won't be promoting or doing a promotion playthrough, so let's talk about what the Yahata would get if I did make him a Ranger. SCAVENGE can be used on a map screen at will. It will either do nothing, give materials from one of the monsters in the area, or start an encounter. If used after stepping on a spike, it will guarantee a material the first time and start an encounter all subsequent times. It's kind of just there: doesn't really speed up the material grind. You can find the Yoichi Bow with it anywhere northwest of Gaia: 20/30/50 offenses. The Rose Bow bought in the same town has 25/35/30. It's crit gambling vs. power.

RAPID-FIRE is the limit: it deals four attacks to random enemies at max damage variance, and is unaffected by SLOW. Oh yes, since he hasn't been inflicted yet: SLOW drops an Archer's damage bonus from hit%. It used to make it impossible to hit, thankfully that got changed. Still not something they want to be hit by.

Then, fricking HUNTER'S MARK.


This SKILL can be used at will, every single turn, and will trigger at the start of a turn. Its effect? Every hit of the next physical attack will be critical. Here's the Icepick getting boosted by this effect. Monk's LIMIT skill is to do a physical where every hit is forced to be critical. It's like having that available on-demand! Now, some abilities in FFR cannot be spammed, inflicting a special tiredness status that prevents skill use. These include the Lancer's JUMP, the Blue Wizard's CONVERGENCE, and the Time Wizard's DOUBLECAST - which notably didn't have it before.

HUNTER'S MARK? Presently has no tiredness. It can be used every single turn, and probably should be because the Ranger still sucks on offense as discussed. Let me repeat and spell it out: this is like having a LIMIT - which in FFR are abilities you can use once per inn visit - available to use as often as you want. Sure, it's only the next physical that works, but the right party composition can solve this. Why this skill was not given tiredness when DOUBLECAST got rightfully nerfed is beyond me. It might even deserve two turns of tiredness: it's that crazy. My Ranger did nothing but spam this over and over once I got this in my casual, when not using spellcasting items. And on top of all that? You don't need a bow if you don't want one!

It's inefficient for a solo though, so I wouldn't use it even if doing a promoted run. There just isn't enough benefit to justify it.


One thing I will miss out on though is this. Instead of buffing hit%, this scarf boosts crit%! Exclusive to promotion only, so I'll have to wait for the Sea Shrine to get the next one. I did pick up a ProRing though because I had the money.

It took three tries to make it through the Waterfall because COCTRICEs at the spike kept petrifying Yahata. But the Ribbon is, as always, a game changer. Now, the only danger was going to be death by numbers.

Going in and out of the upper level of the Sea Shrine was annoying because Yahata ran into three WzSAHAG/R.SAHAG sets. No Zeus, so I just sped things up while he whittled them down as they hit him for nothing. There would have been another knife here if I promoted, but not doing that as mentioned. Strangely, not as good as the Catclaw (you're trading 5 hit% for 0.5% crit and mech effectiveness), but may as well be plus it's free.


There was this, too. This boosts hit% even higher and gives a point of absorb.


I had Yahata gain some levels at the entrance of the Sea Shrine. The fights there went NAGA/maybe a WATER, a GrSHARK or two, and the same as the first. Paid out well and were easy. Then I went down. One nice thing about the Icepick is that it helped shred these things. More than it probably should have, but I wasn't complaining. Thankfully, there were no GHOSTs on the way down, so--


Oh you have GOT to be fricking kidding me. Well, nice try game. I switched the Silver Bow back on just in case this happened. I know better due to all the times I've gotten WarMECHed.

As a refresher: HADES is a new encounter found at the bottom of the Sea Shrine from the exit to the last room to the end. He's not part of the encounter table: he just has a 1% of showing up to kick your ass. He can use INFERNO, which Blue Mages can learn, as well as ABYSSAL DARK, which Geomancers can use and is a hard-hitting Poison-elemental attack. 800HP, 128 attack on 1 hit, and 60 absorb.


I should've really figured out if you can run, but instead I fought him. This guy is considered a spellcaster, meaning one THROAT SHOT and that was a guaranteed silence. I piled on by inflicting paralysis. And yeah, this is another place where bows can shine: Yahata was doing solid damage despite having only 36 attack.


He ultimately never got to do anything before dying. Now, do you want to try and show up too, robot? I mean the big problem is that this gave Yahata a level, but he rolled strength and it wasn't strong HP, so not a lot of harm done.


As for KRAKEN, a single TAIL SHOT reduced his infamous physical to nothing. Yahata beat the turn order, so beating the big monster from there was not a problem.

There was nothing to get in Mirage Tower or the Floating Castle for Yahata except the ProCape. Archers can surprisingly wear these! I generally prefer the extra absorb over a few points of extra damage, though I would prefer the Silk Scarf's crit boost if Yahata could wear it. That said, he was coming up on level 39, where he would have 160 hit%. Or, 6-hits with the Icepick.

The dungeon flew by. WarMECH knew what was good for it and stayed away, because I got there at like encounter 14. Thought about luring it out, but decided, nah.


I hit TIAMAT with some SCALE SHOTs on top of everything else for the fun of it. It really doesn't make enough of a difference, especially with Archer itself.


One last thing before heading into the final dungeon: my inventory screen. You can have so much in it that FFR gives you a second page to put things on! Though the only thing on the page was the WARP stone I picked up out of habit.

The going went smooth. Yahata did die once to EARTHs. I had him use the bow on the next time through the earth floor to counter them with paralysis. Naturally, I used the Icepick most of the time, but especially on the Water floor. He was able to tear through another group of WATERs as a result.


Most of the fiends were dealt with in the same way. THROAT SHOT the first and last, TAIL SHOT the last three, and even humiliate them with LEG SHOT. AIM and fire. Here's a lower roll; KARY and TIAMAT got hit for around 1200. LICH just got shot with no issue.

Because of how much of the Archer's skillset is tied to bows, I didn't bother with the Masmune. It was straight through TIAMAT and onto the final floor.


Now let's talk about CHAOS. As I've been mentioning, Final Fantasy Renaissance now gives certain enemies outright immunity to particular status ailments. You can see CHAOS' right there. In particular, he can't be silenced: this was newly introduced in the version that introduced Archer. So you can't just cheese him with THROAT SHOT and shut everything but his physicals off. You also can't confuse him, kill him with petrify (HEAD SHOT relevantly), instantly kill him in three turns from when you cast the spell (regular instant death is fine), or prevent him from running away. But you might notice the absence of something else.

Yes, that's right, you can LEG SHOT him. No magic defense, no resistance. If he loses the coinflip, he's toast. You might also notice Holy resistance there. That presently causes minor issues with White Wizard.


I won't be doing that. I started off with a TAIL SHOT to neuter his physical offense. Then Yahata wound back.


You can hold an AIM for as long as you want. It won't go beyond 360% effectiveness, but I could effectively have Yahata wait for CHAOS to cast CUR4. And because slow only affects an Archer's damage, that meant that even if SLO2 hit (which it didn't), it wouldn't have hurt him as bad as it would any other physical character.

He went through his spell progression reasonably quickly. Finally, the CUR4 did go off. I selected NEW and FIGHT+ to kick things off with--


Oh. All right then.

When I first did a casual, I had mixed feelings about the Archer class that settled on weak dislike, apathy at best. Now that I've played solo, I feel I dislike this one. Oddly because I enjoyed this for the most part, but it really highlighted the problems with the class compared to my casual experience.

Archer is a class of ridiculous highs and pathetic lows, and on the low end you have the class' offense as I've been mentioning. The biggest problem with it doesn't appear solo: when in a party setting, Archer is going to struggle to get kills before its allies do. Especially in a party with an offensive spellcaster. You have to slow down to make them work, which can be anything from a hassle to actively suicidal. They benefit a lot from FAST, but then, others benefit even more. Archers shine the most in parties that don't have much offense except them, and at that point, you're running a memetic party based around supporting them. But the payoff on the skills is good. Maybe too good.

And that's the other part of Archer's questionable design. LEG SHOT is nuts, one of the easiest to access, and can shut down any boss in the main game with nothing more than a winning coinflip. If this was later and inconvenient, sure. But HIDEs are fairly easy to obtain and it's a straight 50-50. At least with THROAT SHOT, the enemies can still sometimes do stuff and it's a unique niche against LICH. I've said enough about HUNTER'S MARK too. The class is either destroying things (mostly single targets) or it's just there. It's sort of like the Time Mage in that respect except not as fun.

Thanks for reading. This will be the last solo I do before new content in 2.2, which will introduce Ronin and Machinist.

Index

There was nothing to loot with the Mystic KEY except stuff to sell for money. The Silver Bow in Crescent Lake had 15/25/25 offenses, being a clean upgrade over the Elven Bow. Contrast with the Iron Bow from Melmond: 20/0/15. It's pure bait: Silver Bow is always going to do more damage. Armorwise, he picked up a Silver Bracelet (there was no need to go for the one in the Marsh Cave this time). And there was also another interesting piece of equipment: Archers are one of the new jobs that can equip the new scarves. They're mechanically shields with some riders. I skipped the first one in Elfland, but picked this one up.

Linen grants no absorb bonus, but adds 8 to hit%. Most armor in FF1 has a weight value, and scarves have a negative value (actually an evasion value as FFR listed), which results in increasing evade! The one in Elfland does give 1 absorb, but only -1 weight and +5 hit%. It's so insignificant that I totally forgot about it.


Well, next step is grinding. 44 MDef is nowhere near what I'm comfortable with for the Earth Cave. But if you're wondering, it looks like this. Not the best shot of it, but yeah: it's a glowy mess.


It actually was the Hall of Giants that was the best grind spot. Just stun the guys and go to work. Wasn't expecting that, but all of the other spots weren't great: EARTHs were too hard, peninsula was just viably GIANTs and maybe TYROs, and big groups of the former still hurt. Outside Crescent had big groups.

From observation here, the math on bows seems to be not as speculated. I did some testing on damage numbers. Against SHARKs and their 0 absorb, with 27 damage and 94 hit% and excluding criticals, Yahata did: 80, 132, 149, 86, 97, 92, 138, 86, 123, 86, 120, 135, 120, 112, 103, 141, 135, 109, 138, 146, 149, 129. Doesn't line up with adding half of hit% as flat damage or to the damage formula directly: it seems closer to the latter plus some extra points. Unfortunately, the exact formula is opaque. But let's talk more about the numbers in practice.

To contrast, a Warrior with a Silver Sword getting 3-hits? 39-78 is their base damage at 14, so 117-234. A Thief at 14? 16 STR, worst case. Let's have them use the Dragon or Coral Sword for the maximum 27 damage they can have in this worst case. 27-54 across two hits: 52-108. Not that much worse. A Monk does 28-56 on 4, also clowning the Archer.

Hell, Dark Knight with a Cobalt Greatsword just gets to 2-hits at 14. Let's assume 26 STR there: 60-120 damage across 2-hits. Pretty good finally, and a shade behind Archer if one of the hits misses! With Bastard for higher accuracy, that's still 38-76 across two, matching the Archer at worst. Or even a Red Mage: I'll lowball 18 STR there, 32-72 across two. Similarly comparable. The Spellblade? Oh those are fun, they get a 50% damage boost when wielding an elemental weapon and 100% when hitting a weakness: with 18 STR at 14, that's 43-86 with the Acid Sword if it works by affecting damage directly: 86-172. And that's all before defense.

I could go on and on. In short, they're effectively on the level of part-time physical attackers like the Red and Blue Mages, though ahead of Thief and Dancer (both of which get better). Where Archers are supposed to compensate is the ability to critical hit way more often: Silver Bow has a one-in-four shot of it. It's still not exactly reliable.


It's worth noting that not all enemies give a material drop. GARGOYLEs are one of them. They could hypothetically drop WINGs, but they just don't. But strangely? SHADOWs were worth fighting. These undead are notable for two things: having the highest ambush rate in the game and hitting for darkness instead of paralysis. That meant they were a safe source of ASH.


I decided on the somewhat suicidal level 20 to go after the VAMPIRE. I got there on a good string of encounters, so it went fairly well. I could've gambled on a HEAD SHOT since he's a humanoid, but I went ahead and used an AIM for the kill. The only question is could he escape? He had to fight a group of three WIZARDs and flee from two sets of three IMAGEs, but he did so.

After fetching the ROD, the trip down to LICH was ended by ridiculously unlucky circumstances: 4 COCTRICEs appeared, and Yahata failed his run attempt. I had been gaining LUCK every level, so this was unlikely. To add insult to injury, they all missed their proc. On the next turn, Yahata moved after all of them. He endured the first three attacks only to be petrified by the very last one. Something similar happened on the runback: a run fail, followed by paralyzing undead.

Third run in went smooth. I actually paused to figure out where I was on the encounter table when I got to the plate: 62 was the next encounter. 1-4-6-1-4-3 were going to be the next ones. Because the tables were fixed, I could now see what they were: 1 downstairs is 2-4 WIZARDs. 4 is TROLLs, 6 is GrIMP/WrWOLF/GIANTs, and hopefully I'm out by 3 which are IMAGEs. 1 up here is safe: WrWOLFs and GrWOLFs. No sticking beyond that though: 4 is the undead up here. Because WIZARDs are suspect, I decided I'd pull the wolves.


The two encounters from there weren't a problem. In fact, only 2 WrWOLFs spawned, so I just had Yahata flee. The slot 1 rolled two WIZARDs. Good. I TAIL SHOT them for safety and got to the stairs.

4 and 3 are no threat on B5. It's slot 2 IMAGEs to watch for. Which would be right after. But IMAGEs are slot 3 on B4, so forward. B5 lasted two encounters and Yahata was at LICH. I decided I'd risk it and THROAT SHOT him. He hit with a 144 damage ICE2 before that and got silenced. The shot went critical for 140. LICH did a physical attack and failed to paralyze.


Of course I was going for the paralyze next. It was a 50% whether it would take: LICH is not a giant, just a MagicBeast and a spellcaster. But then Yahata pulled out a critical for 260 for the exact damage kill.


Somewhat arbitrarily and to double-check something (if BAHAMUT has any particular reaction to only having Archer TAILs, he does not), I decided to go for Gurgu Volcano next. I was disappointed to confirm that Archers cannot use the Scale Armor. You would think the thing that poaches monsters would wear their remains, but it's not the case.

But this was where I could obtain the last two materials. SCALEs are weird in how they're the only resource without a guaranteed source of dropping. They can drop from Dragons (both sprites), Hydras, Nagas, Worms, Wyverns, and TIAMAT, but all of them can give something else. Furthermore, you need two of them to pull off a SCALE SHOT. You might think that it's something amazing due to the extra hassle needed. It's not: it reduces enemy defense by 4-8, guaranteed on dragons. Enemy defense tends to be either so high it won't make a dent, or so low it won't make a difference.

Then there's WINGs. As you might expect, anything with wings (except the aforementioned gargoyles) drops those. I could've gotten them from COCTRICEs or slot 8 WYVERNs on the peninsula, but why bother for something so insignificant? On paper, WING SHOT is nice: it nullifies touch effects on enemy physicals. Tag a SORCERER, and all they can do is poke you with their spaghetti arms and pray for TRANCE stunlocking forever. Hit a zombie, and there goes its stun strike. But then the question becomes: what about their friends? These enemies tend to show up in massive groups. Even if you hit and succeed in the dice roll, there's still the rest of the horde. I guess you can hit CHAOS with it because he's a boss with a paralyzing strike to spare an un-Ribboned party member, but then you can also use LEG SHOT (or ARUB if you have access).


The first time Yahata fought KARY, this happened. TAIL SHOT procced and brought her down to dealing around 40-60 damage, but that did too much. The second time, he went first. Then he hit LEG SHOT.


The smart thing to do from here was AIM and fire. Instead I gambled for fun and spite. Keep in mind though, there's only a 1/6 chance of this effective instant death at best assuming equal distribution of the status ailments. Contrast the broken LEG SHOT, which has a 50-50 chance of making something dead to rights.

There wasn't much to write about Ordeals, except for a ridiculous fight against MUMMYs and WzMUMMYs. Yahata kept being knocked asleep, woken up, then knocked back asleep. He actually managed to kill two of them because of the aforementioned quirk with FIGHT attacks being executed if woken up midround. I had to flee after that because he was so low on health. I one-shot the sole ZombieD that appeared with a STUN arrow.


Bears repeating, but using the Zeus Gauntlet (or anything else) to kill enemies does not net you material drops. I used it on the rivers and for some early attempts at the Ice Cave to deal with WIZARDs (that and overleveling were Yahata's only options for dealing with large groups of them), but that's it for spellcasting items.

Well, I gave Ice Cave a few tries as it stood, but quickly decided nah, my patience for this is less than my patience for a grind. And when it comes to a grind, it's a matter of finding the right spot for one. And I found a very strange one.


You probably know this spot for being full of Silver equipment you tend to ignore because it's outdated or questionable. So you might not know off-hand that this tile here has a Gray W. But it made sense for Yahata: it's near the entrance, it's always a single enemy, it pays out a decent amount, and I guess I can farm SCALEs here for what little it's worth. FIRE burned through HEALs faster with no material drops and AGAMA was too far in.


I got up to level 31 to give Yahata 75 MDef. The real danger here was PERILISKs on the way out. Thankfully they never did kill him with SQUINT, but R.GOYLEs almost did! He failed to run and got hit with HOLD. He only escaped because two of them ran themselves.

With that out of the way, the Ice Cave was a smooth second try. Yahata did get stunned by the undead spike, only to break out on the same turn and escape. Then a single SORCERER showed its ugly face. I had Yahata attack it for the kill, safer than running. The EYE wasn't a threat and died instantly to a THROAT SHOT that was going to cripple him anyway. Got out of the second go at the undead spike cleanly and nothing else dangerous popped up.


One last thing to talk about that didn't even take an extra step to pick up since the bottom spaces of rooms have no encounters. The Icepick is one of the new knives in FFR - the first was in Earth Cave and I didn't want to chance picking it up. It has 18/25/3 offenses, and as you might expect, is ice-elemental. Yahata currently had 5-hits with the weapon.

I ran some damage tests against ZomBULLs. Yahata has 39 attack, they have 14 absorb.

Icepick: 192, 241, 198, 234, 200, 245, 257, 216, 160, 244, 214, 176, 230, 233, 217, 225
Silver Bow: 128, 148, 240, 136, 194, 175, 117, 136, 221, 225, 225, 224, 190, 182, 186, 167

This isn't factoring in crits where the Silver Bow could suddenly do like 480 damage (or 278) if it rolled the 25%; Icepick has about an 11% chance of one of the rolls going critical. This is where the problems with bows' one hit really starts to become apparent. Like I said though, the job is technically saved from being bottom of the barrel in a normal party by trivializing bosses with STUN arrows and the aforementioned overpowered ability I'll talk about on the next page. If you're the type to hold back from brokenness? Yeah, it'd be the worst job if not for these.

In practical terms, though? This meant I switched Yahata to the Icepick. I was past the point where randoms were a threat, and having more consistent damage on them would be better than the chance of a critical or ability to inflict a status.

Next | Index

Oh dear lord.

Archer is one of the two most recently added jobs to Final Fantasy Renaissance as of writing. If it wasn't for one broken-ass ability this job has after promotion, I'd easily say it would be worse than Evoker and therefore the worst job this expanded fan remake has to offer. The flaws with the job aren't immediately apparent. But believe me in this preamble, this one is sucky. At the very least, being solo will allow me to show what it's capable of better than any party except four of them could.

Robin is such an awkward name on its own. I thought about Oliver Queen, the Green Arrow. In the end, I decided to take a cue from Sullla's solo Archer in FF5 and go for a mythological route. Yahata, better known as Hachiman in the modern age, is a Shinto deity representing war and archery. Not the first time I've used the name, either!


Bows were naturally added as a weapon type for Archers. On paper, they might seem fine. 5 power isn't much: it's the same as the Small Knife (their other weapon type). But 10 critical! Archers come with the same hit% growth curve as Fighters and Lancers: they start with 10 and gain 3% on every level up. They can wear Wooden Armor for what it's worth early on.


They have solid stats to boot: luck is gained roughly every other level. They have high AGI growth too, and shockingly high HP. It's really weird: their fixed VIT is flaky, but they get a strong HP growth every even level (trivia, it used to be every odd up to a point, which got changed because it made them the only class that didn't get a strong HP up at 2 and that was awkward). STR is fine, and they make no use of INT.

So what's the big deal here?


This.

Bows will only ever get one hit. Asterisk: FAST works with them, thankfully by design. But otherwise? One hit, period. Hit% is instead added into the damage formula. It's opaque how: we've speculated it's half added as flat damage, but the numbers I saw with some testing didn't completely line up. I've talked about how one hit doesn't really work in FFR in my Dark Knight writeup, but at least they eventually do get multiple and do so much damage with their greatswords that it eventually makes up for it. If you think bows are like that too, well. Like I said, the first one is as strong as the Small Knife, the weakest weapon in the game (even a Wooden Staff has more base damage). That's the pattern. It also goes without saying that if that one hit misses, you're SOL.

So you might be thinking it's better to just stick with knives then, right? There's even some new ones that they get access to. Well, here's the rub: the Archer's core class features, aside from that broken ability I mentioned, all rely on having a bow. HUNTER and ARROWCRAFT go together: if the Archer kills an enemy with a normal attack (bow, knife, or unarmed), they gain special materials. They can be used to forge magic arrows which can then be "cast" in battle. Some of these are pretty decent! But that's the problem: the Archer has to kill stuff. With low damage from bows and knives alike, they are terrible at killing stuff.

Their AIM command also needs a bow: it can be stacked across 1-3 turns, increasing the damage by 120% each time (this seems to affect the actual damage stat rather than multiplying the damage). It's technically stronger than normal attacks: you're doing 220% damage across two turns. In a game with rocket tag gameplay.

Their last ability for now is DETECT TRAPs. It's kinda cute: it highlights spiked tiles. I'll show it off when I can.


For now, a bow was better. It was enough to one-shot IMPs on the outside. Here's what killing an enemy with an Archer looks like. The majority of enemies will drop something on their defeat. For IMPs, this was just FANGs. They're the most common drop and go into every arrow. WOLFs can drop those and HIDEs as well.


Archers have an interesting pause MAGIC menu: instead of just listing your spells, you can craft arrows here. You can hold a maximum of 12 of each arrow, and if you're running multiple Archers, they have to share their "charges" for better or worse. That said, you can hold up to 99 of each material and can craft at will, so at worst it's 12 each per battle. Arrow "magic" more or less resolves as a physical attack with riders attached, up to and including being able to miss and critical hit. FANG SHOT reduces an enemy's attack, while LEG SHOT...well. I'll get to that shortly.

Level 3 was good enough for GARLAND. I had Yahata drop a save outside just in case and walked in.


And this is LEG SHOT. All magic arrows beyond the first have a flat 50% chance of inflicting a status ailment. In the case of this one, it's paralysis. It has "double effectiveness" on enemies of the right type, which is giants in case of this one. It means a 100% chance of an infliction and maybe the usual 4-8 extra damage. I still lost this fight when GARLAND broke out and killed Yahata because he kept missing the procs on FANG SHOT.


I gave AIM a try next time, and that did better: a solid 73 damage hit or so after the initial paralyzing hit. More than enough to win!

Across the water after though, things got bad. There were more materials to get from the enemies there. I'll cover them in a bit.


Archer is a very slow killer. At the start of the game where everything has one hit, it's actually one of the hardest hitting jobs out there. Then that advantage very quickly evaporates. For example, at level 7 with a Rapier, a Warrior has 2-hits. They'll have 22 total attack. So before enemy absorb, they're dealing 22-44 damage twice. Skew these numbers even more if you grind them out a Silver Sword, and hey: basically every job has a counterpart.

Actually, let's do just that. A Warrior has 36 total attack at level 7 with a Silver Sword: 36-72 across 2-hits. The Elven Bow is the Archer's counterpart: 12/20/15 offenses. They can have a maximum of 13 STR at this point, so an individual hit deals 24-48 damage. 48 hit% which works out to 24 extra. So at most, they would do like 72. The upper end of a Warrior hit. That's all before enemy absorb, which hurts the Archer even more. In practice when I did a casual when the job was first released (Warrior, Red Mage, Spellblade, Archer), it was by far the weakest physical force in the Marsh Cave. The Warrior and Spellblade would smack something for over a hundred damage, the Red Mage would be a bit behind (if not nuking stuff), and the Archer would be doing like 40. These numbers only get worse as the game goes along.

Of course, the other problem with being slow and having weakish armor is that enemies can gang up and kill the Archer easily in a solo setting. Some can take it like a champ, and all of them can hit harder than they could hope for. And knives are weak and the damage works out to around the same anyway. They're pretty dire...

In short, it was time to grind for the PIRATEs. Archer is one of a few jobs so far that has no easy answer to them (their promoted version does, but that's only relevant in New Game+). They have to push through. I was no stranger to it having done solo Thief before. I needed to have Yahata find his footing first before grinding near Pravoka. It's that bad. I even splurged on a Longbow (8/15/10) just to gain any advantage I could.


This is without question the most convoluted grind method I've ever done. HIDEs drop from WOLFs and were guaranteed to drop from MADPONYs. Groups of them were the fourth and second (with GrWOLFs) encounters after a hard reset, though the latter could be tough fighting. This provided LEG SHOT ammo. OGREs happen to be giants, so it was a guaranteed paralyze on them. Yahata could then pepper them with arrows or AIM until they dropped.


Aside, want to know something funny? GIANTs are giants. Shock and awe, I know. This was more memetic than ideal, but Yahata could kill them.


I decided level 10 would be enough to handle the PIRATEs. I had Yahata use a knife instead to cut out the chance of missing. One nice thing here was high evasion making him relatively dodgy. I whittled the number of PIRATEs down to four, had my Archer chug HEALs, then finished them off.


First try, nice. That could have gone a lot worse.

So now Yahata had the materials for several more special arrows. TAILs (which I got mainly from SHARKs for now) went into TAIL SHOT, which had a slow effect and is effective on aquatics. Yeah, this is "screw over KRAKEN: the attack", but everything else still has a flat 50% of being hit. It's what's nice about the arrows, there is no resistance short of resisting the status itself, which only CHAOS and some FFR exclusive enemies can. You either win the coinflip or you don't.

BLOOD came from several sources: squidmen have it guaranteed, but giant and ogre type enemies drop it. They combine with the usual FANGs and TONGUEs (Creeps, lizards, and always from dark elves) and EYEs (guaranteed from both eye-type enemies, but again from giants and ogres) for THROAT SHOT and HEAD SHOT respectively. The latter targets humanoids and can inflict blind, confusion, or stone. It can mess up the Dancer superboss (immune to the other two but gets crippled by blind for mechanical reasons) but that's about it, the status is a diceroll. But THROAT SHOT, this one inflicts silence. Its target? Spellcasters (aka mage).

Recent FFR versions classify anything that uses magic as one (and removes the property from TIAMAT who didn't use it), so you can shut off the spells and skills of them guaranteed. Even if they only use skills, you can shut them down. Some enemies do have silence awareness now in FFR; I'm assuming LICH is one of them because CHAOS got immunity I assume just because this exists, even though it can make it counterproductive to use status as a result. Still, physicals are often way easier to deal with than spells, so.


I went into the Marsh Cave with Yahata at level 13. I had been making sure to keep Yahata's LUCK high, which paid off in being able to escape from most encounters on the first try. Here's what DETECT TRAPs looks like in action. You see a little glowing tile where the fixed encounters are. Like I said, it's cute, and there is a minor gameplay aspect to this after promotion, but that's about it. There's no disarming the traps here.

The WIZARDs basically boiled down to landing paralysis on them. While the squid monsters are considered to be aquatic, there wasn't much point in hitting a TAIL SHOT on them.

Oh yes, and slimes were here too. This is important because they dropped GEL. This and ASH go into SPIRIT SHOT: effective on MagicBeasts (sic, as they're called in game; called magical in AstralEsper's guide) and has the chance to reduce magic defense by half. So in other words, almost useless for Yahata: he could still use this followed by the Bane Sword or Wizard Staff, but that's about it. His magic arrows have fixed odds of infliction independent of magic defense.


ASTOS was when I used THROAT SHOT for the first time. 100% odds of silencing a spellcaster! The dark elf was near helpless at this point.


All he could do was swing futilely as Yahata charged up an arrow and drove it through his tongue. If there is one thing Archer is good at, it's dealing with bosses. They can cheese just about any of them with their status. Thing is, most of the threat in FF1 comes from random encounters. And while Yahata was gaining a lot of them, you really have to baby an Archer in a full party to get any.

There's a lot to say and write about this job, so we'll cut here.

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May 2026

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