While maybe the most famous class from the original Final Fantasy, the Black Mage didn't really hold up its end of the bargain in performance. Red Mages did everything important they could and then some thanks to INT not functioning: having better equipment, better durability, and can swing into physical offense in a pinch. Some parrot that Reds fall off towards the end, which is simply not true. The one advantage Black Mages have is some instant death spells - crapshoots at best in 95% of cases - and NUKE, which is of limited use and to even use it regularly you'll need levels you won't reach with any sort of normal gameplay.

In FFR, INT is now in play. It boosts spell damage by (INT÷2)% and adds (INT×2.5) to the status accuracy formula. That said? The math was still fine before, so Red Mages are still perfectly fine. Black Mages got some buffs of its own however, and unfortunately, a massive nerf I'll get into when relevant.


Prior to class change, the job may as well be unchanged. It gets the BLUFF battle command, but this is borderline pointless: it doubles INT across the party for one turn. Sounds good? The catch is Black Mage won't get to take advantage. If you're dealing damage, you're better off having the Black Mage cast too. If you're using status? Well, you can make a case I guess, but even then there's a way better option.

They also have the SORCERER trait. This increases the accuracy of elemental magic by some opaque amount; if I had to guess, it's a +80 to match the Red Mage's SABOTEUR (which I have some goddamn words for I'll say endlessly: it is bad theming for a job with little relevant status). On normal spells, accuracy determines whether the spell deals double damage. Status spells are explicitly unaffected, and it's unclear whether NUKE works with it as well. It's a nice bonus that makes them more reliable.

Name this time is Emma, to reference a character from child series Bravely Default.

I started her off with some basic stuff: a Wooden Staff, a Cloth, SLEP, and FIRE. Let's briefly talk about the spell damage formula. A spell can hit within a certain damage range; how this is listed varies between sources. In FFR, a spell's base power is the maximum it can do before doubling, and can hit between that and half. For FIRE, the range is 10-20. If it wins an accuracy roll, it will do double damage, hence the commonly listed 10-40. These numbers are multiplied by 1.5 or halved if weak to or resisted respectively.

The chance for a spell to hit is the same between status spells and offensive spells: you take 148, add 40 or set it to 0 if weak or resisted respectively, add spell accuracy, then subtract magic defense.


One of the biggest differences immediately apparent between this and the vanilla game wasn't in the new skills, but in bugfixes. In the original game, enemies woke up from sleep inmmediately. With this fixed, it now works the same as player characters: a random number between 0-80 is rolled and if it's less than their max HP, they wake up. This makes the spell usable early on (and SLP2 is still aggressively useless).

It made fighting IMPs a lot more consistent. Two problems though: hitting an enemy physically will wake them up. They'll even get a turn if they go after you. (This works in reverse too: if a player character gets hit out of sleep before their turn, they'll execute a FIGHT). For this reason, I had Emma equip a Wooden Staff! This was a point stronger than a Small Knife. Also, there is no indication on which enemies are asleep and which are awake, so you have to guess if some wake up. Or watch to see which enemies blink before their action.

My priority was just getting through the first few levels with passable stat gains. As it turned out, Emma got a perfect level on 3 and nearly perfect on 4 (missed some strong HP growth) the first try. I also had to be careful not to run out of money, which mainly boiled down to fighting more than one battle against IMPs while out. Still, it went nicely. Emma could even beat a MadPONY that would flatten most characters of her durability level by casting FIRE! This spell was enjoying the benefits of INT working and SORCERER's added chance of doubling. For example, at level 1, she was getting a boost of 10%. So instead of 10-40 damage, it would do 11-44. Modest for now, but it would quickly increase as Emma leveled. Black Mage always gains a point of INT every level, so there was no need to worry about rolling for it.

At level 4, I sent Emma into the Temple of Fiends to pick up the Cap. While it only added a single point of absorb, that still doubled her defenses. It took a few tries to pull this off. I nearly succeeded the first time, only to fail due to horrendeous run luck at the end. The second time she was near Coneria, I countered the IMPs with SLEP. It still tried to screw me over with another failed run and three waking up, but I just had Emma cast SLEP again.

After getting a bit of extra cash, I decided to take on GARLAND. I was fully confident that Emma could kill the notorious fraud himself right now, especially with the extra buffs to Black Mage. I bought a TENT and saved in front, expecting it to take a few tries.


The result? Emma did 40, and got hit for in return. Then she did 38 as GARLAND missed! Han She moved first on the first round for 28, and that was it. An easy victory. In fact, hypothetically? SLEP could be used here once he was weakened; he doesn't resist status or anything else.

I reached Pravoka on my first attempt to go there. After buying a pair of Gloves to increase Emma's absorb even further, it was time for the PIRATEs.


SLEP being usable made this an easy fight. Thankfully, enemies blink when they attack, so I could tell which stragglers to target. Due to their low absorb, every bonk with the staff was a one hit kill. Before posting this, I heard some people in the FFR Discord saying no, this doesn't work. It does work. They just got very unlucky and/or weren't alert enough to prioritize attacking things that manage to roll the escape. Of course, if too many wake up? Just cast SLEP again.

I bought ICE after, which was twice as strong as L1 spells. It was actually a little tricky to get back to Coneria. The next step was to earn 1500G. I did this with the good old KYZOKU trick, hard resetting (exiting to menu) to fight the first slot in encounter order repeatedly. It still took Emma several attempts to get through due to being so frail - too many of them were a death sentence, and SLEP was no longer reliable against their 50HP. Fighting SHARKs also helped, which she could often 1v1. Once she did build up the cash, she could go to Elfland for her next upgrade.

L3 spells hit all targets. With FIR2 in her spell list, she was handily wiping groups of enemies. I was able to have her pick up LIT2 and a Copper Bracelet. The latter is a purchase I rarely make: it costs a massive 1000G and only adds 4 absorb to someone. Only Dancer and pure mage jobs can benefit from this: everyone else gets Wooden or Chain, and it's just three points over Cloth. And said mages could instead spend that cash and 500G more on a L3 spell which will make a far greater difference. But may as well for the solo character. But with this, I decided to accelerate the grind even more!


Playing on the Peninsula of Power was a tricky endeavor for Emma. One of the easiest targets was FrWOLFs: if they didn't use their FROST special, she could wipe them in one blast of FIR2. But I managed to have her beat a group of three ZomBULLs at one point when all three somehow missed their physical. This happened after several attempts at that fight where one missed in the first round then Emma died to bad turn order, so we take those I guess.

How high to level? Really, I'm not going to try to low level this ever again, so as much as reasonable. Besides, it'll help in the later dungeons as well in spell charges, magic defense, and HP alike.

One of the worst opponents to fight here were GIANTs. They have a hefty 120 magic defense. Once when fighting four, Emma hit them all with ICE2 and survived. She moved first on the second round, only for resistance to kick in. This wasn't a problem with ZomBULLs, TROLLs, and FrWOLFs especially due to their weakness to fire and the latter's pathetically low magic defense. It's weird how I keep finding solos where these things are good to fight. It certainly helped that their chance of using FROST is actually lowish: with only 25%, odds were good of seeing few.


I sent Emma down into the Marsh Cave at level 14. She fought things that were dangerous, and ran against things that weren't. While this may sound backwards, she could easily kill the dangerous things with one of her spells. There was no sense clicking RUN against a group of SCORPIONs or GARGOYLEs, because that could fail, compared to the high chance of killing them outright with ICE2 due to their low magic defense.

The WIZARDs fell into this same category. Emma was able to one-shot all three that showed up. I never ran into a single stunning undead throughout the cave, which was pleasant to see. This was a first try attempt at the dungeon.


ASTOS was a chump. He can be a difficult fight for warriors who don't have a way to break his defenses, but the magically inclined can destroy him with status and damage. He does have a lot of magic defense, which meant Emma's ICE2s never got to double. But as soon as she landed that HOLD and it stuck, the battle was effectively over.

I ran the KEY errands and picked up FIR3 for Emma. This was a fantastic spell that was only going to make the grind go by much more smoothly. However, the biggest pickup from the KEY would be an adventure.

I've heard some people (Wrolyn in particular) vehemently advocate against returning to the Marsh Cave under any circumstances. Honestly? That's just nonsense. The Marsh Cave is not a dangerous place for most normal parties, being more of a test for how well you have prepared your party for it. Sure, there's stunning undead and some enemies hit hard, but they're entirely surmountable. They could be a problem in a solo, but if you're willing to do one and suffer through the Earth and Ice Caves, this isn't even half as difficult.


Which brings me to this. This is a massive and noticeable upgrade, and you save 5000G by going for this. You can argue against it depending on your party composition (parties that are all running Chains or better are fine just keeping those). Other than that, I feel it's worth it every time. You can put the money you save from grabbing this into spells or weapons.

As for the rest of the KEY-locked treasures? Renaissance adds a solid Bard harp here. You won't miss it much over the one in the northwest castle, and I guess that's it for the important stuff: the other two are a Silver Knife and 1020G. Still nice and like I said not too hard to get. But for a solo, I just wanted to get in and get out.

That said, I really didn't deserve to get this on the first try. A CRAWL hit Emma on the walk back and she resisted the paralysis on every single one of its seven hits! That's pretty nuts. A second one showed up and got fried before it could move, and she had to face one last group of stunning monsters before making it out, resisting a single GHOUL hit and killing them all.

After this, I went back on the grind. I can't expect that kind of luck all the time, so more magic defense would help. It went by much smoother with L5 and later L6 spells able to just obliterate the enemies on the Peninsula. I got Emma to level 24, giving her 66 MDef. It seemed fair for the Earth Cave.


It got me money to fill in her spell slots. Let's talk about this, though. I like STUN. If the enemy has or is under 300HP and doesn't resist status, it always works. It's a pretty nice finisher. But there's a big problem with it, or rather, FFR has a big problem: spells like this currently don't function properly. Their guarantee isn't a guarantee. So at this point and until that is finally fixed, I may as well stick with HOLD.


It was the third try at the VAMPIRE that made it through. As always, it was a matter of resetting until the paralysis didn't land. Emma had a major advantage over most characters as I alluded to before: instead of gambling on a RUN attempt (I had been making sure to manipulate it whenever reasonable), she could cast FIR3 (or LIT3 against COCTRICEs). It was a guaranteed way of 'escaping' from the battle, compared to the diceroll with running.

I got her up to level 25 on the outside because she was so close to the level, and obtained the ROD. Emma barely survived a group of undead on B4 and was able to reach LICH on the first try.


She moved first against the boneman with this massive fireball. One more settled it. LICH only ever got to cast his initial ICE2.

You can make a case for any order when it comes to the three midgame dungeons. That said, most will want to go for Castle Ordeals first for the beneficial equipment within, and Emma was no exception to this. The biggest thing in particular for her was going to be the Gold Bracelet. Adding a bunch of extra absorb is always worth it!

I had to deal with only one SORCERER death under sad circumstances: TRANCE into an instant recover into death. Most encounters could be easily defeated with one of Emma's spells, including the ZombieDs at the end. The dungeon being so short also meant she could attack with impunity: the dungeon was over long before she ran out of spell charges.


This bears repeating now that I have an actual class that can use spells, but as of the more recent versions of FFR, spellcasting items will no longer benefit from INT. It was changed for a bizarre reason (basically because I pointed out GHOSTs being hit by the Wizard Staff's CONF despite status-element resistance and somehow jumping to that). Whether it makes sense or is good balancing is subjective, but it is what it is now. It meant that simply spamming an unlimited spell charge would do noticeably less damage than an actual cast of the spell. They're still very good though - they always were!


Gurgu Volcano was my next stop. It's usually the best second option. Even though the equipment in there is questionable, the Fire-elemental stuff does marginally help for the Ice Cave under many full party circumstances, and it gets some extra levels in. As for solos? Well, it's easier and might get you an extra level, so you may as well. Granted, most of it would be sold by Emma, but that's still extra money for spells later. Every bit of gold can help with a mage.

Emma did have to take several trips in and out, mainly because she was going to level up. But any bit of magic defense you can muster against the paralyzing undead is a good thing. And it's more interesting than going back to the usual grind spots.


As for KARY? She is infamously resistant to all three basic damaging elements of the Black Mage. She is also weak to the status element, making her vulnerable to the likes of HOLD, SLOW, and CONF. So how to deal with her once she was locked down? Well, she resists the poison and stone elements. However, the earth and death elements are just fine. I mean yes, TMPR and FAST kills just as well. Whatever works. It was just more fun this way.

That brought Emma over to the Ice Cave which could have gone a lot worse. The MAGEs were absolutely relentless and responsible for every single reset. I didn't feel like encounter tracking to avoid them. It really shows the potential power of it though.


But oddly? Zero undead deaths or even stuns, and zero SORCERER deaths. Every time she encountered them, a single spell would destroy them in one round. I got a run through without too much trouble. Always is a relief to make it through there.

Airship access brought ICE3 into the spellbook. QAKE was a good spell to pull against the MudGOLs of the Waterfall Cave. Just like KARY, they resist the common elements but not earth. I had a very annoying death right in front of the Ribbon chest when a flock of PERILISKs SQUINTed Emma before she could zap them. Needless to say, that would never happen again once she was wearing the headwear.

So promotion: yes, no, or both? Both this time, maybe. There's a definite challenge to be had with the unpromoted run, but I want to show the absolute nonsense that Black Wizard gets after promotion because holy hell.

First, the huge nerf: they no longer take off their hats. This is unironically the biggest nerf to the class. You go from that surprisingly handsome man to an ugly copy/paste job. Literally, it was copy pasted without adjusting for the different perspective. And this is not optional: there's no secret way to take off your hat. It even retains the hair on the shoulders!

But then you check the skills. The LIMIT is whatever: MANAFONT gives you three turns of not expending (or needing) spell charges. It's better in a party setting where you won't be as high level in a solo, especially if you have something to set up with. Once per inn rest like all LIMITs.


Visiting Matoya gives the PRIMING trait. This is neat: whenever you cast a damaging spell, spells of the same element get a 50% boost to their base damage. This stacks and also works with NUKE. Granted, there isn't a lot that's going to survive more than two rounds of casting. It can be cleverly used with weaker magic though if you want to conserve spell charges.


Then... Then, there is this.


Okay, I like this in theory. ELEMENTAL SEAL gets around the action economy problem that a lot of things in FFR can have. The maximum damage thing is the important thing; there's very few enemies you can't hit in one of the three basic elements, so the resistance ignoring isn't as important. Here you can see it and PRIMING in action with NUKE: the first set of numbers is just a straight ELEMENTAL SEAL into the spell, the second is with the PRIMING bonus. However, it works on status spells. Remember that most of the Black Wizard's status spells are instant kills. Outright status immunity does exist in FFR, but this is mostly seen on its original bosses. This speaks for itself.

The back half of the game really wasn't problematic. Pretty much every fight in the Sea Shrine could be won with a LIT3 or ICE3. I found that with PRIMING, the low level spells were fine as cleanup strikes if only one enemy remained. But usually? Those or even a NUKE were fine.


I'm still following my usual rule of no spellcasting items with promoted solos to keep things interesting. KRAKEN could be neutered with a SLOW anyway, and even HOLD if I wanted. I decided to try pushing PRIMING to the limit: this is how much a LIT3 did after 4-5 LITs into an ELEMENTAL SEAL boosted strike. Now this is extreme: in normal situations, it was going to be closer to two shots at most. Still, seeing big numbers are what we live for.

The randoms were no different in the Mirage Tower and Floating Castle. This is normally where a Black Wizard could obtain the Black Shirt, giving a absorb comparable to the Gold Bracelet while allowing unlimited free castings of ICE2. Even if I wasn't ruling those out, the bonuses to INT made the items unappealing except as cleanup strikes, and it gave less absorb than the Opal Bracelet from the Sea Shrine anyway. So it sat unobtained. I did grab the ProCape of course: more absorb is always welcome.

There was no WarMECH to harass Emma on the bridge. Shame, I wanted to show off killing it with ELEMENTAL SEAL instant death out of spite. I showed TIAMAT no mercy. BRAK is a really nice spell: it's the most accurate instant death spell of the lot with a big +64 to accuracy. Throw in her weakness to the stone element, and yeah. Again, I could've won with a bunch of NUKEs, but I was feeling ruthless.


Level 37 before the final dungeon. The last bit of the game went by real fast: I barely took any pictures and from the in-game timer, the whole thing took just under 45 minutes. That is some very suspect HP. But let's just go. I bought a Catclaw too, just in case Emma needed it.

In here, things weren't that much different from the previous two dungeons. Most notably, there were some enemies worth using BANE, QAKE, or BRAK on. WORMs were a good example: no weakness, and a damaging spell wasn't enough to one-shot, so may as well one-shot a different way. Other enemies, like the big groups of EARTHs and FIREs, were dealt with through a big elemental attack and a little one to clean up.


Here's a good example of a practical use of ELEMENTAL SEAL in action. Unless I rolled for instant death, LICH was going to be a two turn fight at the very least. But instead of spending two spell charges, I could buff up and use just one instead.

The first run through he did close to a max damage NUKE, and Emma effectively retaliated in kind. SLOW for KARY then another QAKE because why not? But she missed two SLOWs and died against KRAKEN. Second run through he wasn't as lucky.

I didn't even bother going for the Masmune. BRAK hit TIAMAT on the first try again and Emma walked over the pieces. Her fault for not resisting. If you want the math, I think Emma was at level 39 at this point. That means 58 INT, meaning 145 is being added to spell accuracy here. Plug it into the formula: [148 + 64 + 145 - 200]. Like a 78% chance of hitting. Yeah. Identical odds for Kraken by the way, I just got incredibly unlucky with that double SLOW miss.

Now of course, like I said, ELEMENTAL SEAL could make the CHAOS fight a two-turn affair: just use it and an instant death spell, and battle won. I did want to give him a chance, though. I'd been careful to save enough NUKEs for this.


The battle started with a 508 damage NUKE against a 56 damage ICE3. Good start, and I think Emma can outrace that. He pretty much sealed his fate when he used a physical for 187 next, and Emma followed up with a 740 damage NUKE. Maybe his play was a critical hit, because another physical came out next for 134. It was smart...


...but he didn't get the job done.

Mmm, nah. I think I'll pass on the unpromoted run. It would be near identical anyway: I'd just have to use BANE on TIAMAT instead (or buff and smash), wouldn't have WARP's convenience, and would have to buff and smash CHAOS without NUKE. I'll probably do the same for all the vanilla classes because these ones are more about the demonstration. It's also why I'm not holding back with instant death and stuff for these specifically: I'm showing them at their full potential.

The INT changes do a lot for magic. With the critical hit bug being fixed on top of that, Black Mages can stand out a lot more on their own merits rather than being reduced to FAST bots by the end. Even in normal playthroughs, I noticed they were hitting thresholds they normally wouldn't. It goes for the other casters too. Red still isn't that far behind though, especially with their own nonsense. I do feel that giving incentive to actually cast instead of using spellcasting items was smart, even if how the decision came about is kinda silly. PRIMING was neat, but mostly only came into play with the solo or at the very end.

But status is kind of really stupidly dumb. Especially given that instant death runs on the same formula. That MDef fix/compromise went too far in the other direction: there sort of has to be a compromise to make Blue Mage work, but this takes it too far. 1.5xINT or even just 2x would be better I feel. It's less crazy at lower levels or with lower INT, but still. And ELEMENTAL SEAL's status cheese is something else. It stands out against the rest of the class' design: SORCERER and PRIMING are just for damaging spells. It's kind of ridiculous that stuff like this is allowed by Ozmo whereas Monk can't get simple attack buffs because that'd somehow be too broken.

Speaking of status, Archer is my next solo project here. It's one of the low points of the new classes in my opinion. Look forward to it.

Index
L1
- CURE (WM,RM,KN): ST heal, base 32
- HARM (WM,__,__): AoE non-elemental damage to undead, base 48
- FOG (WM,RM,KN): ST +8 absorb boost
- RUSE (WM,RW,KN): Self +80 evade boost
- FIRE (BM,RM,NI): ST fire-elemental damage, base 20
- LIT (BM,RM,NI): ST lit-elemental damage, base 20
- SLEP (BM,RM,NI): AoE status-elemental sleep, +24 acc
- LOCK (BM,RM,NI): ST -20 evade reduction, +64 acc

White: HARM is a nice spell for fighting undead. It's worth noting that CURE isn't as good as you might think: a HEAL potion is just as strong. Still, it's better than FOG in most cases. RUSE is neat, but unless your party composition somehow ends up with a White Mage up front, it's mostly a safety net. For a Knight/Paladin though, it's absolutely worth it (and cheap!).

Black: The damaging spells here peak very early: they do count towards PRIMING's buff after class change, however - so you can cast them followed by a stronger one to get extra damage while using less spell charges. FIRE can be a nice cheap way of beating SCUMs in the Marsh Cave. SLEP has some niche uses, but it also will eventually be left behind. LOCK is a terrible spell.

Red: First off, to get it out of the way: don't let SABOTEUR influence your decision-making. SLEP and LOCK are still questionable spells with very limited use. It might be worth holding off until class change for RUSE: a Red Wizard can get decent use out of it against fights like KRAKEN.

---

L2
- LAMP (WM,RM,KN): ST heal darkness
- MUTE (WM,RM,KN): ST status-elemental silence, +64 acc
- ALIT (WM,RM,KN): AoE lit resist to all allies
- INVS (WM,RM,KN): ST +40 evade boost
- ICE (BM,RM,NI): ST ice-elemental damage, base 40
- DARK (BM,RM,NI): AoE status-elemental darkness, +24 acc
- TMPR (BM,RM,NI): ST +14 attack
- SLOW (BM,RM,NI): AoE status-elemental reduce hits to 1 or counter FAST, +64 acc

White: MUTE is a highly underrated spell and can shut down ASTOS in particular. The A-Spells have their uses, and ALIT is no exception. They're good against LICH, TIAMAT, and Evoker bosses. INVS isn't that great except in limited parties. LAMP is mostly irrelevant.

Black: TMPR is one of the most powerful spells in the game. Cast this enough and any physical attacker with a weapon (Ozmo doesn't let Monks get buffs) will become a force of nature. ICE is better than the L1 spells if you need a smaller spell to finish something and plenty is weak to it, but sharing space with TMPR might make it unappealing. There's some uses for SLOW. If you're taking a Dark Knight, you can consider DARK. Otherwise, it draws the short straw.

Red: Most of what I said above applies to the Red Mage. MUTE is good enough to take anyway, you can still consider SLOW, but stay away from DARK without a Dark Knight. Maybe even with one: there's better ways to inflict it and the Red Mage has better ways to support it (FAST, dealing damage itself). Don't underestimate TMPR, it'll be way better! Even ALIT can be considered over SLOW: they're about as niche as one another. Absolutely do consider skipping ICE: there's very little long-term benefit.

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L3
- CUR2 (WM,RM,KN): ST heal, base 66
- HRM2 (WM,__,__): AoE non-elemental damage to undead, base 80
- AFIR (WM,RM,KN): AoE fire resist to all allies
- HEAL (WM,__,__): AoE heal, base 24
- FIR2 (BM,RM,NI): AoE fire-elemental damage, base 60
- LIT2 (BM,RM,NI): AoE lit-elemental damage, base 60
- HOLD (BM,RM,NI): ST status-elemental paralyze, +64 acc
- LOK2 (BM,RM,NI): AoE -40 evade reduction, +40 acc

White: HRM2 is a nasty spell that can wreck the undead in the Marsh and Earth Caves. HEAL usually doesn't do enough to be worth it and you get three items to cast it for free (not to mention their PRAY skill except on Classic!), so it's best not to bother with the actual spell. This applies further if you're running them with a Green Mage. You can get good use out of CUR2 and occasional niche use from AFIR.

Black: LOK2 is the odd one out: the elemental spells are massive. FIR2 is great on undead, but LIT2 can help beat the WIZARDs. HOLD is a neat spell that works on most bosses: of the vanilla ones, only LICH and CHAOS can't be hit by it.

Red: This is maybe the first hard level to decide on for a Red Mage. If you have more AoE, you can consider only one of FIR2 or LIT2 - but both is still very good! HOLD is good enough on its own merits. AFIR should be considered if your party has low offense and you have no other source of it. CUR2 can be nice sometimes. Continue to ignore LOK2.

---

L4
- PURE (WM,RM): ST heal poison
- FEAR (WM,__): AoE status-elemental -40 morale
- AICE (WM,RM): AoE ice resist to all allies
- AMUT (WM,RW): ST heal silence. Unlike vanilla, also adds silence immunity.
- ICE2 (BM,RM,NI): AoE ice-elemental damage, base 80
- FAST (BM,RM,NI): ST doubles hit% or cancels SLOW
- CONF (BM,RM,NI): AoE status-elemental confuse, +64 acc
- SLP2 (BM,RM,NI): ST non-elemental sleep, +64 acc

White: LICH's opening spell is ICE2, so pray for good turn order when using AICE against him. It's good against FrWOLFs too. AMUT is irrelevant due to how so few enemies use MUTE, and FEAR is a meme. Unless you're trying to get the Designated Adventurer achievement, PURE is a waste of money. Remember, buying only one or even no spells in a level is perfectly fine.

Black: ICE2, CONF, FAST. All fantastic spells. As for SLP2: waking from sleep is determined by rolling a random number between 0-80; if it's less than the victim's max HP, they wake. Most enemies by the time you get this will be close to or over this threshold, so don't bother.

Red: Unless you're doing some sort of challenge run, it's hard to argue against ICE2, CONF, FAST. If you want AICE for LICH, it's best to replace CONF regardless of SABOTEUR. The other two spells are just that much better.

---

L5
- CUR3 (WM,RM): ST heal, base 132
- LIFE (WM,RW): ST revive with 1HP. Works in-battle with the REVIVALIST trait only.
- HRM3 (WM,__): AoE non-elemental damage to undead, base 120
- HEL2 (WM,__): AoE heal, base 60
- FIR3 (BM,RM): AoE fire-elemental damage, base 100
- BANE (BM,RW): AoE poison-elemental KO, +40 acc
- WARP (BW,RW): Transports party to previous floor. Cannot be used in battle.
- SLO2 (BM,RM): ST non-elemental reduce hits to 1 or counter FAST, +64 acc

White: In my opinion, the hardest spell level to decide for. Every one of these spells has merit and, aside from LIFE, you can give up one of the other three. HRM3 does have the least long-term viability, but the short-term benefits can't be understated. CUR3 heals enough to be a small-scale panic button, and while HEL2 is no longer as good as HEL3, it's still decent.

Black: If you don't have a White/Red/Time Mage, consider saving for WARP for its utility. SLO2 is usually the one to pass up: most of what you'd want to hit can be hit by regular SLOW anyway. Worth noting that any instant death spell used with ELEMENTAL SEAL can one-shot anything that doesn't outright resist instant death. Use BANE and similar spells with it at your own cheesy risk.

Red: A lot from here on out is Red Wizard only: if you're going unpromoted, there's only three options. Absolutely save for LIFE otherwise, and FIR3 is good enough that you shouldn't ignore it either. The last slot is a tossup. BANE works with SABOTEUR and is pretty ridiculous as a result. If that's too overpowered, enemy resistances become a problem (poison is a common resistance), or you're content to have them use the Bane Sword, SLO2 is non-elemental and can hit enemies that resist the status element (the few that you'd want to use it on). Just note it's single-target and if you have a Thief, you can get the Red Shirt which casts SLO2 when used. It's usually better to go with EXIT over WARP, though the latter has the narrow niche of cutting out part of the Ice Cave on New Game+. Finally, CUR3 is perfectly viable and a solid choice if you can't decide on anything else.

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L6
- SOFT (WM,__): Heals petrification. Cannot be used in battle.
- EXIT (WW,RW): Escapes a dungeon. Cannot be used in battle.
- FOG2 (WM,RW): AoE +12 absorb boost
- INV2 (WM,RW): AoE +40 evade boost
- LIT3 (BM,RW): AoE ice-elemental damage, base 120
- RUB (BM,__): ST death-elemental KO, +24 acc
- QAKE (BM,__): AoE earth-elemental KO, +40 acc
- STUN (BM,__): ST status-elemental paralyze on enemy ≤300HP. It will always/only hit if they're under the threshold and don't resist the element/status.

White: SOFT is ignorable for similar reasons to PURE: the money you spend on it will never equal the amount you spend on SOFTs, so only buy it if going for achievements/challenges. EXIT is fantastic utility, and with enough INV2 stacked (6-7 castings), your party is untouchable physically. You can stack it twice as fast with the White Shirt, though it will mean the White Wizard won't get to wear it. FOG2 is also workable; it takes more castings and there's no item that casts it, but it works on those rare attacks that can't be evaded.

Black: Lots of status here. LIT3 is a spell you can't go wrong with. STUN is a fun pseudo-finisher, though is still subject to resistances. If choosing between the two instant death spells, QAKE is better: it hits everything and works on MudGOLs in particular (which resist the common elements). That said, less resists death than you might think: undead, elementals, slimes, golems, machines mostly. Compare to half the enemies in the vanilla game resisting earth. The only problems are its lower accuracy and only hitting one thing.

Red: No status here - it's yet another reason why SABOTEUR sucks. There's four better spells to choose from anyway. It's usually best to leave behind FOG2: INV2 does mostly the same thing except it prevents damage entirely. It can be funny though and has a niche for the same reasons mentioned. Don't pass up EXIT unless you have a White/Time Wizard.

---

L7
- CUR4 (WW,__): ST full heal + status recovery
- HRM4 (WW,__): AoE non-elemental damage to undead, base 160
- ARUB (WM,RW): AoE status/death/earth resist to all allies
- HEL3 (WM,__): AoE heal, base 96
- ICE3 (BM,RW): AoE ice-elemental damage, base 140
- BRAK (BW,__): ST stone-elemental petrify, +64 acc
- SABR (BW,__): Self +16 attack/accuracy
- BLND (BM,__): ST status-elemental darkness on enemy ≤300HP. It will always/only hit if they're under the threshold and don't resist the element/status.

White: As nice as HRM4 is, the undead aren't as common by the time you can access it. ARUB is very useful for covering an unRibboned party member. CUR4 is a fantastic panic button, and HEL3 is solid. If you really want to make room for HRM4, what you should drop is party dependent: ARUB is a relatively safe drop with a Red Wizard (gets it anyway) or if you're planning to grind up to level 25+ for WALL. Both it and HEL3 are a safe drop with Green Mage.

Black: Darkness is terrible and so is BLND. It was not the ailment to make a ≤300HP spell for. BRAK is the most accurate instant death spell. SABR is weird and mostly useful for challenges, since it's self-cast only. You can never go wrong with an elemental AoE, though!

Red: There's only two spells and they're both good!

---

L8
- LIF2 (WW): ST revive with full health to one ally. Works in-battle with the REVIVALIST trait only.
- FADE (WW): Unlike vanilla, AoE Holy-elemental damage, base 160
- WALL (WW): ST resist *most elements to one ally
- XFER (WW): ST non-elemental remove elemental resistances, +107 acc
- NUKE (BW): AoE non-elemental damage, base 200
- STOP (BW): AoE time-elemental paralysis, +48 acc
- ZAP! (BW): AoE time-elemental death, +32 acc
- XXXX (BW): ST death-elemental KO on enemy ≤300HP. It will always/only hit if they're under the threshold and don't resist the element/status.

White: Pop a WALL on your unRibboned party member to protect them against everything but the new elements. XFER is strange and hard to justify except in magic-only challenge runs. FADE and LIF2 are both solid. However, note that FADE is now of the new holy element. This affects class-specific enemies who might resist it, and undead enemies who are weak to it.

Black: NUKE isn't all that, but it's still a fantastic damaging option for them, especially with other options. The rest are situational: very little resists the time element though they're mostly there for fun: ZAP! is usually the better of the two because it kills outright instead of just paralyzing. Still, unless you're in standard mode, nothing resists anything when ELEMENTAL SEAL is involved. XXXX is more of a memetic finisher for the same reason.

Index
My first stop in the midgame was Gurgu Volcano. There were two new pieces of equipment for Meeko to pick up on the bottom floor of the dungeon. I wanted Meeko to get those before doing anything else.


Scale Armor is something I technically could've used with my Dark Knight: only they and Trainers can use this 32 absorb armor. It's the same weight as and 2 less absorb than the Flame Armor in Gurgu, so it was inferior for Cleese. But it was a very nice boost for Meeko until she could grab the Opal Bracelet.

Meanwhile, the Lava Axe was in the upper middle room. This effectively had 26/25/2 offenses thanks to Meeko's AXE PROFICIENCY. So effectively, 1 attack point and 5 hit% better than the Silver Axe. Still, an upgrade's an upgrade, and it's indeed Fire-elemental. Note that this and the other new axes are currently Trainer exclusive: Warriors and Ninjas don't get to use them. I imagine this will change once Viking gets added, but in due course.

I then got up to level 33 by grinding off the FIREs. This would be good for 4-hits with the Lava Axe, and give Meeko 79 MDef for the Ice Cave – a good start for that. I decided to have Meeko take on KARY from there. No real reason not to.


There was a lot of plinking down going on. She was breaking KARY's defense, it was just slow due to the lack of criticals (until this last hit). Meeko got hit with DARK, but it didn't really slow her damage output. Thankfully, she dodged SLOW and managed to kill the fiend before the fiend killed her.

I went to the Ice Cave after that. No Ordeals yet, didn't think the stuff there would make a huge difference. Meeko had actually gained enough experience from the trip down to KARY that I got her level 34. Then from fighting on the river, got so much more that I decided to get her up to level 35 just so she wouldn't level up in the middle of the dungeon. 83 magic defense would be more than enough to make it through.


These jerks would be the major potential problem. Meeko died to them once, and when they popped up again, I decided to go for some revenge even if it wasn't the smartest move. They aren't humanoids, so here's what having a monster use MAGIC looks like – SPECIAL looks similar. You get a list of their spells and can cast any of them. Just like normally, monsters do not have spell charges, so you can use them however and as often as you like. I had this one zap its friends to death. Ha!

SORCERERs could also be manipulated: it's a shame that their instant death isn't very functional because enemy MDef is so much higher than player MDef. They're also a good example of the anomaly with monster attack damage: they have 1 attack, relying entirely on their instant death to do anything. They can hit for hundreds of damage when controlled. I actually had some comedy here: Meeko took control of one, and then got hit by TRANCE from the other. This freed the other, and they proceeded to run away.


There was another axe here on the upper portion of B1: the Frozen Axe gave a bit more hit% and 3 more damage. Didn't need it for the boss: the EYE fell under Meeko's CONTROL for an instant win, no big deal. No incidents on the way out. Hard to complain about a second try Ice Cave! This got the FLOATER, and opened up the rest of the game.


Something I had forgotten to pick up: Trainer can use the Buckler. This weak shield only has 2 absorb, but it exists. I bought it now that I remembered, because I may as well. I also learned that they could use the Silver Gauntlets here. I thought they were Beastmaster exclusive, but they aren't for some reason. It's weird since they can't use Copper or Iron, but can use this (and even Zeus/Power post-promotion). They're currently the only class that can use Silver but not the others, even after promotion. I'd be buying a Proring shortly though, so there was no need to buy it at this juncture. Off my game, clearly.


The usual goodies were over in the Waterfall. I'll only have Meeko use them sparingly this run. One of the more interesting ones was this new weapon. The Control Whip is unfortunately exclusive to promotion. It has identical stats to the Stun Whip, but if it doesn't kill something, it will roll for a CONTROL on it. It's neat, but if you want to actually use the monsters against the others, keep in mind that it still damages them and that means they will be that much closer to dying at the hands of the other enemies.

My time in there also exposed an interesting quirk of CONTROL that I had a feeling about for a while: the number of hits are based off the Trainer's. It seems to be tied to level specifically: Meeko had 4-hits currently, but monsters were only doing 3. She would later get 4-hits with them at around level 39, even without a weapon. How is this relevant? If I controlled a MudGOL that used FAST, it would not get extra hits. But if I had it use FAST on Meeko and had her attack it would do 7-hits for some reason. Why an odd number? FAST is currently bugged and doubles hit% instead.


Hey, what?! Get controlled, jerk!

The Sea Shrine upper portion was the next stop. Spellcasting items came to the forefront for one reason and one reason only: Mage Staff on GHOSTs. It was either do that or die. And I didn't mind doing that in this specific case. Not going to go all in on them, mind you – I do try to rein them in even when not promoting because otherwise every class homogenizes in the back half of the game. But screw GHOSTs in particular.


I ran the quests from there and entered the next dungeon before lighting the Water Orb. Unfortunately, most of the equipment in the Mirage Tower and Floating Castle duo is Beastmaster exclusive. The Beast Sword, the Bane Sword, the Wyrm Helm and Wyrm Gauntlets (+10 for what they're worth), and they could even get the Dragon Armor! But one exception is this. For a Trainer, this is a 32/35/3 weapon. Basically a better Sun Sword (32/30/2.5)! Meeko was very close to achieving 5-hits with this weapon, and she was so high level that whips weren't making much of a difference with CONTROL, so I swapped over.

Granted, most of her battles still did consist of controlling something then having it kill its friends. But these two dungeons had a lot that couldn't: VAMPIREs, the machines, BADMANs, and GrMEDUSAs. For these enemies, I just had Meeko run. She was gaining experience insanely fast anyway. So fast that she was going to hit the level cap without much extra effort.

The only thing to do in the tower was grab the ProCape and prepare for the inevitable WarMECH. I was prepared to use Defense to fight it. But uh, it was a no-show. Both times I went up. I almost died to SORCERERs somehow despite having over 100 MDef: TRANCE and the MudGOLs behind them were the culprits.


In an earlier challenge, I mused that maybe it was a good thing that the Power Gauntlet's SABR ended up broken because it can easily unbalance the game. The corollary of it is that if critical hits worked as intended like they do in FFR, then maybe it was actually the intended solution. The fiends' defenses are massively high, so Meeko had to rely on critical hits to kill TIAMAT before she killed her. She got a grand total of zero the first try at it. The second, she got enough to win, but was still at critical health when she won. And keep in mind, most endgame weapons don't have a lot of critical hit chance. I'm really not sure how to feel about it.


That just left KRAKEN to take care of. I did pick up the Power Gauntlets just in case. Even without Zeus abuse, the Sea Shrine went fairly smoothly with CONTROL. I continued to just fry GHOSTs on sight. KRAKEN himself also wasn't a big deal. Meeko endured most of his blows and dealt solid damage in return, winning the damage race pretty cleanly.


Just needed to gain the last four levels to reach level 50 from there, which I did by controlling the Blue D spike repeatedly. I wasn't necessarily intending to level cap with Meeko, but it just ended up happening by itself. I dropped a point of STR because it wouldn't have made a difference in Meeko's damage.

My first run through the temple went awful! Believe it or not, Gas Ds were not involved in it. It was just a ton of accumulated damage due to bad turn order. The Earth floor was the worst: three groups of EARTHs all in a row! Even with controlling them, Meeko took a ton of damage when they kept dying immediately. LICH did a big NUKE and KARY got a bunch of licks in.


My HEAL stocks were so shattered (this is when I got the Masmune) that I was forced to use Defense/Heal Staff after TIAMAT just to go into the final boss at full health! I did do so: better that than dying. I also decided to Defense against KRAKEN, but I didn't against TIAMAT and almost regretted it. It was capped off with a bad CHAOS that finished it off. Well, any time SLO2 lands is bad unless you're a magic class or one that can otherwise counter it.

The next run went significantly smoother. As a point of comparison, I had 40 HEALs remaining at the end, without ever having to Defense and Heal. I still used Defense a couple of times against KRAKEN and TIAMAT. But that was it. It was a much smoother final dungeon, and hopefully, the prelude to a smooth final boss.

Second go at the final fight, I had Meeko Defense twice then start swinging. Still no Power Gauntlet yet. She was at 555HP after those first two turns between a big CHAOS physical and an ICE3, and her first shot did 193. CHAOS LIT3 did 56. Round 4: physical for the text box disappeared too fast, Meeko did 145. SLO2 missed! Meeko did 106. Then 33 as CHAOS missed a physical.

CUR4 reset things and Meeko decided now was the time to start doing real damage: 474 to be exact. 179 followed on the next round, as a CHAOS FIR3 did 39. The next swing did 165, CHAOS finally tried CRACK which of course fell ineffective. 129 damage, and INFERNO did 53. ICE2 did 28, and Meeko did 96. Over halfway now, but that last 957 needs to go fast. Because after FAST, that's going to be NUKE.


SWIRL is now Water-elemental due to FFR changes, and Ribbon resists it. It just did 38 damage. Meeko kept poking for 122.


Then, this! ...wasn't enough. CHAOS used TORNADO for 40, Wind-elemental now. Funnily, in earlier versions, Ribbon didn't resist these two spells. Even when it didn't or that change is reverted, you can still resist them with the new Wind and Water Armlets. In any case, if Meeko can attack once more, that'll do it. This should be it unless CHAOS physicals and does a critical hit.


Yup, done! That was very lucky at the end.

As I wrote in my job comments, the big problem with Beastmaster in FF5 is that you needed to constantly catch new monsters to get a single shot of something. Having the focus be on CONTROL and giving you incentive to use it did wonders for the class concept. Similarly, Relm in FF6 had a similar issue of needing a relic slot to use her control. No worries about that here.

The class is also decent when it's not controlling things. It's above the likes of Red Mage (before buffs), though it doesn't quite reach the level of the dedicated physical attackers. All in all, it's actually quite simple when you boil it down: CONTROL something juicy and beat it up. It's sort of like an instant death spell in that sense. It's pretty effective, too. Though it will be lower level in a party setting (higher than usual with their bonus experience), so you might actually have to weaken things or use whips for longer. I like this one overall.

But speaking of CATCH, it's available on promotion, so let's talk about it briefly. CATCH works on the same mechanics as CONTROL, the only difference being the monster is removed from the field entirely. You can then RELEASE it later in any other battle where there's room to place it, whereupon it works like a controlled monster with no time limit. They're automatically retrieved after battle if they or the Beastmaster isn't dead (the latter of which can cause them to escape or even become an enemy!). It's also possible to CATCH them again to restore their HP (the only way to do so). This is a major change for a solo that would be more interesting to explore from the beginning: i.e. New Game+ where you start promoted and every monster is stronger. Their LIMIT sucks though: it just guarantees the next CONTROL if it can work at all. The odds are so good that it's better to try it twice.

What's next? Probably another vanilla class, or maybe a full party challenge idea I've been floating in my mind for a bit. But immediately: more hot days. Until then, screw summer, and thanks for reading.

Index
I hate summer. I also hate broken air conditioners. Stupid thing barely lasted two years! The window ones would be better, if I was allowed to use them where I live. Technically a human rights violation, but we have other things to worry about than fighting it. During a stretch of cool days in July, I decided to get some gaming in. But I picked FFR instead of my Switch 2 like I should've (hopefully it gets something like the Split Pad Compact soon). To be fair, I got it done in two days.

Well, I was hyped up by something, so I decided to tackle the solo Trainer for tangentially related reasons. Just like in later games, they control monsters. It's a little more complicated than that, but we'll get into that as relevant.

There were many names to pull from, but I decided on something of a weird but fitting reference: Meeko, after an Original Generation antagonist from the Touhou fangame, Fantasy Maiden Wars, which was very recently announced to be getting an official translation after being a white whale of the fanslation community for ages! Meeko is a sheepgirl which fit the aesthetic of the class, but she also controls sheep, so she's something of a trainer herself.


Trainers are a physical class: their starting stats are 10 STR, 6 AGI, 8 INT, 10 VIT, and 10 LUCK. They have 7+2 hit% (same as a Red Mage would). I could buy a Chain for Meeko which is always fantastic for any character to be wearing at the start of the game. For now, the only weapon available to her was a Small knife. In due time, however. There's a lot to go over with this class.


The signature SKILL of the Trainer is the CONTROL ability. This compares HP values against level as a check in some way – it was possible to simply overpower them outright without having to weaken them – and allows you to take control of an enemy for two turns. It works similar to FF5 and FF6: the Trainer's turn is replaced with controlling the enemy. You can have them use any spell or skill they would normally be able to access. Their FIGHT attacks are abnormally strong: an IMP normally wouldn't be able to hit another one for this much damage. They also seem to use the Trainer's own hit% in some capacity. Note that other monsters will attempt to attack the controlled one. This won't break it, but they can kill them. Similarly though irrelevant for the solo, ally attacks will leave them untouched.

But wait, there's more! CONTROL also has other perks! A controlled enemy is considered to be defeated. Not only that, but just controlling them awards bonus experience equal to what they normally give out. This can only be earned once per enemy even if you hit them again after it wears off. The only restriction is that it won't work on bosses, the undead, or the new humanoids and mech classifications: no hijacking WarMECH, in other words. (With this class anyway. We'll see what Mechanist has to offer) I have a list of monster types here. The game will let you know if a CONTROL attempt failed due to a dice roll, the enemy being too strong, or if being one of these classes.

All in all, this made Meeko even more durable than most solos, because random battles were technically two against several. Since monsters attacked their controlled brethren, it took some of the heat off her. Naturally, there's nothing to control in most boss fights, but that's where promotion comes in. I'll get to that in a separate run, because it's worth doing it on a New Game+.

I had to go to level 4 to beat GARLAND, because the Small knife is just that weak. Meeko guzzled a couple of HEALs to get the job done.


The exact formula on CONTROL's success is opaque and strange. The in-game text says it's based off character level and enemy HP, and equipping a whip-class weapon adds 25% chance to the odds. However, Meeko could control a CREEP from the drop, but she had to hit a GrIMP once to get past the "Not weak enough" message – I'm not sure what it could be because CREEPs outstat GrIMPs in almost every way. Similarly, the much higher HP SHARKs a little later one could be controlled without hitting them, but a R.SAHAG could not. She would later be able to control GrIMPs right away, so my only guess is there's an invisible stat in play. Sullla speculates that enemy morale might be the missing part of the formula, which checks out with these.

Unfortunately, OGREs are considered humanoids, so no controlling them for massive early experience gains. Meeko bumped into the double OGREs and had to run: thankfully, Trainer has high LUCK and even very high LUCK growth.

Meanwhile, the PIRATEs were easy with a character with Chain. They could only deal 1 damage at a time to Meeko, so she slowly stabbed them to death. This got her enough gold to make her first weapon upgrade.


Trainers have a special ability called AXE PROFICENCY. This gives +10 to the hit% of any axe they wield. So this humble little Hand Axe bought in Pravoka has as much hit% as the infamous Silver Sword! It's a nice bonus and would bump her up to 2-hits once she hit level 6, for a fraction of the price!

Well, I still wanted to cash grind, so now's a good a time as any to talk about the final special ability of the Trainer: the LURE ability. It says it increases the chance of rare encounters appearing. Mechanically? As long as they're your visible character, which is always the case in a solo, they have a 50% chance of skipping over a slot in the encounter table, unless it's slot 7 or 8. This is mostly a tool to help Blue Mages and with their special post-promotion quest, but it makes encounter manipulation much harder.

The obvious immediate effect was that manipulating KYZOKUs was a little more of a pain. Sometimes even after a hard reset, it would be SAHAGs as the first encounter because of LURE. It's going to make getting through the Earth Cave that much harder, and encounter dodging in the Ice Cave inconsistent. No big deal for now.


It didn't take long to build up the funds for this: Elfland has the first whip available. It's a point of attack weaker than the Hand Axe, but as mentioned, just equipping this increases the odds of CONTROL working. It won't increase the threshold they need to be weakened to if existent, but it is there.

And yes, Silver Sword can be used by the Trainer! They get a small selection: Short, Long, Silver, and Glass (a Thief-exclusive new one on ToFR B5 with a gimmick of high attack and no hit%), with Bane and Beast available after class change. It was technically the best beatstick available, but I chose not to get it for Meeko just yet. Maybe not at all: there were better weapons waiting.

Aside from doing the grind: here's another strange situation: Meeko could absolutely play on the Peninsula of Power. What was the best monster for her to face there?


That's right, TYRO! Only in circumstances like these. She couldn't control ZomBULLs (undead) or GIANTs (humanoid), and FrWOLFs were too numerous. But the big dinosaurs showed up alone, so a few smacks and a CONTROL was enough to beat them and earn a huge chunk of experience! This leveled her up twice in one battle (FFR fixes the bug/quirk from the original that makes warriors only get one per battle). Which, both were bad level ups. But it was there. TYRO is also the slot 7 encounter, so it was always guaranteed to not be passed over.


I got Meeko up to level 10 before making my first runs at the Marsh Cave. And yes, you absolutely can use CONTROL on the WIZARDs! Here's the interface that pops up when you have CONTROL active. The numbers in the bottom right are the enemy's HP. I lost this fight when Meeko's victim was beaten down too quickly to do anything. The second go, there were two, and Meeko's WIZARD one-shot the other one.

Aside, there would be a new piece of equipment here if Meeko had a Thief buddy, which is outside the scope of a solo: the Bone Mail. There's no gimmick to this like the FF5 version of the item, It's simply a Trainer/Dark Knight exclusive item that has 24 absorb and 15 weight: effectively a lighter Iron Armor.


And yes, RUN is there and acts as you expect. A trick I had to have Meeko deal with CRAWLs in the cave was try to go for a CONTROL. If it worked, she could force them to escape harmlessly. It's just a shame I couldn't turn them against the skeletons accompanying them. It'd be fun to be on the giving end of the paralyzing strikes for once.

That second attempt that made it to the WIZARDs got out. So that brought Meeko to ASTOS. And a problem. Her offense was fine, but it could be way better. Most physical classes have some sort of difficulty with him due to his 40 absorb. I could have Meeko buy a Silver Sword to help, but it'd only do so much.

So it was off to the peninsula! As I said, the targets of choice were TYROs. The strategy was to hard reset, burn some encounters until the 7th (helped along by LURE), a slot 7, where I could fight the big dino. CONTROL could work right then and there at this level without having to attack! Each one brainwashed was worth 6774 experience! Meeko was leveling up once per battle against them early on into the grind!

Level 11 was worth noting: strong HP and only INT guaranteed to go up. I had Meeko settle for a mediocre growth with STR and LUCK. Mercifully, this was the worst level to manipulate: everything else is easier.


Did Meeko *need* 3-hits to beat ASTOS? Not particularly. I'm sure it was possible at a lower level. But I wanted to get her the levels anyway to better protect against the legions of the damned in the Earth Cave. Also, wow: I wasn't actively manipulating VIT, but it turned out she'd only missed one point of it so far. That surprised me to see. Of course, her max HP was lower than it could be because I was lazy on the strong HP ups.

In fact, she got hit by SLO2 early on into the winning fight, so the higher hit count didn't matter. But ASTOS decided to attack physically a lot, and Meeko eventually whipped him into submission. A win's a win.


After the business with the KEY, there were two things to pick up. Here's the first of them in Melmond. The Stun Whip is an interesting weapon. While the damage was worse than a Silver Axe (25/20/2 for Meeko), it still gave whip bonuses and had the special property of potentially inflicting stun on hit. This is not to be confused with paralysis: stun is a new status for FFR and is more or less a one-turn version of it. In theory, you could stunlock enemies.

Sadly in practice, the Stun Whip never procs its effect. If I had to guess, it's resolving like an enemy's attack with status: that is, comparing against a foe's magic defense. Enemies tend to have way over 100 MDef. Which also means that's another reason you can't turn paralyzing enemies against other ones. Hopefully, the Stun Whip at least is something that can be fixed in future versions.


EARTHs were also vulnerable to CONTROL. They were good to grind on, although Meeko initially had to whip them once to make CONTROL more consistent. For that matter, BULLs and TROLLs in the cave could be hit as well. Humanoid encompasses less than you might expect. I wanted to get Meeko some additional levels so undead attacks weren't just a coinflip as to whether she'd resist them or not. I was already missing Tyson who basically never had to worry about this. Unfortunately as of writing, every new class in FFR only gets a +2 to MDef on leveling up. +4 and +3 are exclusive to Monk and Warrior respectively.

I got enough levels to get Meeko up to 67 MDef. Then I made my first attempt at the VAMPIRE. One trick I did was switching in a Silver Bracelet over the Silver Armor (which was presently her highest absorb bodywear) once I got down to B3 to activate her evasion. Indeed, she ran into two sets of IMAGEs on this venture, and actually managed to dodge some of their swings outright.


VAMPIRE took two rounds. The big potential threat was DAZZLE, but he didn't use it and then he died. She had to get away from some COCTRICEs on the way out, managing to dodge or resist their attacks. The only other possible threat from the floor was a big group of WIZARDs, but all the dangerous stuff left Meeko alone, so she was able to get through.

On going to get the ROD, I had a weird incident with the undead. Meeko got stunned coming back from Sarda's Cave, but the 5 or so GHOULs in the fight all ran. She was eventually able to recover and get away from the GEISTs who remained. It would've only been a minor inconvenience if she had died. I think LURE gave me back to back encounters. One of the problems with the skill, shown in action.

Now it was time to make the run at LICH. She had a number of deaths on B3, not so lucky this time around. Eventually, she did break into B4, only for the stunning death to occur. I decided to have her add a level and went back in. The next attempt made it through to the boss...who went horrible! No criticals and all his status kept hitting! SLOW missed, but that didn't mean anything. It ended as you might expect. What certainly didn't help was her averaging 50 damage a swing: I switched in the Silver Axe because CONTROL wouldn't matter. It would take several more tries from here to get a winning run.

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