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    A warrior who uses Geomancy to control powers lying dormant in the natural terrain.Description

    The geomancer is a job in Final Fantasy Tactics. It is a balanced physical job but more defensive than most. Geomancer has the action ability Geomancy to bend the earth itself to attack and inflict an ailment to the targets within a certain range. Geomancer costs 2,870 JP to master.

    In the War of the Lions, leveling geomancer to level 2 along with separate level requirements for archer and thief will unlock ninja; leveling to level 5 along with separate level requirements for squire, chemist, summoner, dragoon, and orator unlocks mime; while leveling it to level 5 along with dragoon will unlock dancer for females. Leveling to level 8 along with separate level requirements for knight, black mage, dragoon, ninja, and samurai, as well as getting 20 kills with the unit (defeated units must turn into chests or crystals to count), will unlock dark knight. The job level unlock requirements tend to be a little lower in the PlayStation version.

    Stats

    Prerequisite Weapons Helmet Armor Equip Shields?
    Lv. 4 Monk
    PlayStation: Lv. 3 Monk
    Swords, Axes Hats Clothes, Robes Yes
    Move Rate Jump Rate Speed Phys. Eva. Rate Base Attack Base Magic Base HP Base MP
    4 3 8 10% High High High High

    Abilities

    Geomancy

    Geomancer job command. Attacks with mystical powers drawn from the earth itself.Description

    Geomancy is the geomancer's command ability. Every tile in the battlefield is designated a specific type of terrain to determine which Geomancy ability will be used. If the user has not learned the Geomancy ability of the tile that they are standing on, the command Geomancy will be unavailable (but Nature's Wrath can still use it). The damage dealt by Geomancy is low, but they can inflict status effects.

    The formula of the power of all Geomancy abilities are the same:

    Magickal Attack × ( Physical Attack / 2 + 1 ) {\displaystyle \text{Magickal Attack} \times (\text{Physical Attack} / 2 + 1)}

    The chances of statuses with each attack is 25%.

    Zodiac compatibility and elemental affinity affect the resultant damage, but the faith stat is irrelevant. This makes female units slightly better Geomancy users than males because females tend to have higher magickal AT scores. The advantages of Geomancy include 100% hit-rate, no charge time, no MP cost, 1 grid further casting range than most magick spells, and a chance of inflicting a status ailment.

    The Geomancy effect does not engulf its caster even if they are within the effect area. Tanglevine and Will-o'-the-Wisp are the most commonly available terrain when fighting outdoors/indoors. However, most of the others are very situational and only work on a handful of maps, such as Zeklaus Desert for Sandstorm, Ziekden Fortress for Snowstorm, or late game Mount Bervenia being the only one for Magma Surge (and movement by Lava Walking).

    Despite the support ability Attack Boost being learned from geomancer class, it does not boost the power of Geomancy abilities. Instead, Magick Boost learned from black mage can slightly increase its power.

    Name Range Effect Speed JP Needed
    Sinkhole
    (Pitfall)
    5 2 Now 150
    Manifests the power harbored by the soil or wasteland at one's feet. Deals damage to distant units and has a chance of inflicting

    Immobilize.
    Terrain: Soil, Wasteland, Road
    Effect: Immobilize

    Torrent
    (Water Ball)
    5 2 Now 150
    Manifests the power harbored by the canal, river, lake, ocean, or waterfall at one's feet. Deals water damage to distant units and has a chance of inflicting Toad.
    Terrain: Canal, River, Lake, Ocean, Waterfall
    Element: Water
    Effect: Toad
    Tanglevine
    (Hell's Ivy)
    5 2 Now 150
    Manifests the power harbored by the grassland, underbrush, or tanglevine at one's feet. Deals damage to distant units and has a

    chance of inflicting Stop.
    Terrain: Grassland, Underbrush, Tanglevine
    Effect: Stop

    Contortion
    (Carve Model)
    5 2 Now 150
    Manifests the power harbored by the gravel, flagstone, stone wall, earthen wall, or gravestone at one's feet. Deals damage to distant units and has a chance of inflicting Stone.
    Terrain: Gravel, Flagstone, Stone Wall, Earthen Wall, Gravestone
    Effect: Stone
    Tremor
    (Local Quake)
    5 2 Now 150
    Manifests the power harbored by the stone outcropping or basalt at one's feet. Deals earth damage to distant units and has a chance of

    inflicting Confusion.
    Terrain: Stone Outcropping, Basalt
    Element: Earth
    Effect: Confusion

    Wind Slash
    (Kamaitachi)
    5 2 Now 150
    Manifests the power harbored by the book, tree, brick, bridge, furnishings, iron plate, moss, or coffin at one's feet. Deals wind damage to distant units and has a chance of inflicting Disable.
    Terrain: Book, Tree, Brick, Bridge, Furnishings, Iron Plate, Moss, Coffin
    Element: Wind
    Effect: Disable
    Will-o'-the-Wisp
    (Demon Fire)
    5 2 Now 150
    Manifests the power harbored by the wooden floor, carpet, coffer, stairs, or wooden deck at one's feet. Deals fire damage to distant units and has a chance of inflicting Sleep.
    Terrain: Wooden Floor, Carpet, Coffer, Stairs, Wooden Deck
    Element: Fire
    Effect: Sleep
    Quicksand 5 2 Now 150
    Manifests the power harbored by the marsh, swamp, or poisonous fen at one's feet. Deals water damage to distant units and has a chance of inflicting Doom
    Terrain: Marsh, Swamp, Poisonous Fen.
    Element: Water
    Effect: Doom
    Sandstorm 5 2 Now 150
    Manifests the power harbored by the sand, stalactites, or salt flat at one's feet. Deals wind damage to distant units and has a chance of inflicting Blindness.
    Terrain: Sand, Stalactite, Salt Flat
    Element: Wind.
    Effect: Blindness
    Snowstorm
    (Blizzard)
    5 2 Now 150
    Manifests the power harbored by the snow at one's feet. Deals ice damage to distant units and has a chance of inflicting Silence.
    Terrain: Snow, Ice
    Element: Ice
    Effect: Silence
    Wind Blast
    (Gusty Wind)
    5 2 Now 150
    Manifests the power harbored by the roof or chimney at one's feet. Deals wind damage to distant units and has a chance of inflicting Slow.
    Terrain: Roof, Chimney
    Element: Wind
    Effect: Slow
    Magma Surge
    (Lava Ball)
    5 2 Now 150
    Manifests the power harbored by the lava or machinery at one's feet. Deals fire damage to distant units and has a chance of causing instant KO.
    Terrain: Lava, Machinery
    Element: Fire
    Effect: KO

    Reaction abilities

    Name Description Trigger JP Needed
    Nature's Wrath
    (Counter Flood)
    Upon receiving a physical attack or geomancy skill, counterattacks with a geomancy skill, including those that the unit has yet to learn. Physical Attack, Geomancy 300

    Support abilities

    Name Description JP Needed
    Attack Boost
    (Attack UP)
    Increases the unit's physical attack power.
    Attack Boost raises physical attack damage by 33%.
    400

    Movement abilities

    With Ignore Terrain, moving through clear water does not decrease movement range. It does not eliminate penalty when moving through swamps during a storm, or protect against the poison effect of Poisonous Fens. Lava Walking only has an effect on Mount Bervenia.

    Name Description JP Needed
    Ignore Terrain
    (Any Ground)
    Move unimpeded through watery terrain. 220
    Lava Walking
    (Move on Lava)
    Walk across and even stop on the surface of lava. 150

    Terrain tiles

    Terrain plays an important role in for geomancer's abilities. The player can learn the type of terrain and its required Geomancy ability of the particular terrain when pressing Playstation Button Select after cancelling from the unit's command menu. In The Ivalice Chronicles, the terrain type is listed in the action menu directly adjacent to the Geomancy skill action command, as a quality of life improvement.

    The only place to find the terrain "Road" is on the map called Main Street of Lesalia. Since the map cannot be accessed normally, the tile has effectively been dummied out. Standing on the Road tile and selecting Geomancy will attack with the Sinkhole ability. The "Ice" tile is dummied out completely, and is not found on any map.

    Name Description Geomancy Walkable
    Soil
    (Natural Surface)
    Ordinary earth. Sinkhole Yes
    Sand
    (Sand area)
    Fine sand, dry to the touch. Sandstorm Yes
    Stalactite Nature's work, wrought over millennia. Sandstorm Yes
    Grassland Short grasses rise from the soil. Tanglevine Yes
    Underbrush
    (Thicket)
    A dense growth of thick grasses. Tanglevine Yes
    Snow A world of silvered wonder. Snowstorm Yes
    Stone Outcropping
    (Rocky cliff)
    An exposed length of rough stone. Tremor Yes
    Gravel Countless stones cover the ground. Contortion Yes
    Wasteland Desolate, windswept earth. Sinkhole Yes
    Marsh
    (Swamp)
    A sodden bog. Quicksand Yes
    Swamp
    (Marsh)
    Still waters cover the ground. Quicksand Yes
    Poisonous Fen
    (Poisoned marsh)
    A stagnant pool of noisome water. Quicksand Yes
    Basalt
    (Lava rocks)
    Rock composed of cooled lava. Tremor Yes
    Ice Fast-frozen ice. Snowstorm Yes
    Canal
    (Waterway)
    A man-made channel of water. Torrent Yes
    River The water runs swift and clear. Torrent Yes
    Lake No waves mar the lake's still surface. Torrent Yes
    Ocean
    (Sea)
    An expanse of boundless blue. Torrent Yes
    Lava An inferno of unrelenting heat. Magma Surge Yes
    Road A man-made thoroughfare. Sinkhole Yes
    Wooden Floor A simple wooden floor. Will-o'-the-Wisp Yes
    Flagstone
    (Stone floor)
    A floor of carefully shaped stones. Contortion Yes
    Roof At its steepest, a treacherous place. Wind Blast Yes
    Stone Wall A wall of square-cut stones. Contortion Yes
    Sky Vertiginous void. None No
    Darkness No ray of light penetrates the blackness. None No
    Salt Flat
    (Salt)
    The bed of an ancient lake. Sandstorm Yes
    Book Knowledge untold rests within. Wind Slash Yes
    Barrier
    (Obstacle)
    Prevents passage. None No
    Carpet
    (Rug)
    A carpet woven of thick wool. Will-o'-the-Wisp Yes
    Tree A tree much like any other. Wind Slash No
    Coffer
    (Box)
    A sturdy container formed of joined planks. Will-o'-the-Wisp Yes
    Brick A building material surpassing stone in its hardness. Wind Slash Yes
    Chimney No smoke rises from the lifeless structure. Wind Blast Yes
    Earthen Wall
    (Mud wall)
    A wall of earth and mortar more fragile than it appears. Contortion Yes
    Bridge A narrow path where advance and retreat are difficult. Potentially dangerous in battle. Wind Slash Yes
    Reeds
    (Water plant)
    The plants float gently on the water's face None No
    Stairs Provides access to other floors. Will-o'-the-Wisp Yes
    Furnishings
    (Furniture)
    Ordinary trappings of a room. Wind Slash Yes
    Tanglevine
    (Vines / Ivy)
    A living weave of infinite complexity. Tanglevine Yes
    Wooden Deck
    (Deck)
    The boat's outermost deck. Will-o'-the-Wisp Yes
    Machinery
    (Machine)
    Curious sounds rise from within. Magma Surge Yes
    Iron Plate This plate appears extremely thick. Wind Slash Yes
    Moss Glows with a fey light. Wind Slash Yes
    Gravestone
    (Tombstone)
    Silent memorial to the dead. Contortion Yes
    Waterfall A tremendous curtain of water. Torrent Yes
    Coffin The dead are best left undisturbed. Wind Slash Yes
    Cross Section The cross section of a wall, pillar, or the like. None No

    Gameplay

    A geomancer retaliating with Nature's Wrath (top) and walking on lava (bottom) in battle.

    The geomancer is a unique melee and magick hybrid fighter that can use different types of abilities depending on the terrain the user is on. It has balanced attributes akin to the knight, but with slightly lower physical attack in favor of magick attack and greater movement. Geomancy abilities have high range, are instant, cost no MP, and can inflict debilitating effects on their victims, but also have lower damage output than pure magick skillsets. The Geomancer is one of the only jobs with access to water damage.

    The geomancer gets the most out of its skills by investing in abilities and equipment that improve its attributes. Its own Attack Boost support ability is great for it, as well as the black mage's Arcane Strength (which also benefits Nature's Wrath, Speechcraft, or Iaido).

    The geomancer can equip the squire's Fundaments as a secondary job command to use Focus to slowly increase its damage output through the fight, though Shout with Ramza Beoulve or Luso Clemens is a good late-game upgrade.

    Geomancy bypasses Faith/Atheist status, which also helps low faith Luso and Marach Galthena, especially when JP-farming by common Tanglevine terrain (most fights are outdoors on grassland) for low damage and possible Stop to prolong a battle.

    Attack Boost also has versatility with axes (geomancer does not need the squire's Equip Axe), non-elemental guns, bows, crossbows, innate Brawler of a monk, Jump, and Holy Sword. It also allows shields to be equipped (except when wielding axes), unlike Doublehand (which only works with polearms for normal attacks), which cannot be used with any of the aforementioned equipment/abilities (and Dual Wield would only work with Brawler with either being innate, from that list). At only 400 JP, Attack Boost also costs a fraction of these other support abilities without needing time-consuming job level unlocks, such as Vehemence, which also lowers defense, or incompatibility issues for certain physical attacks.

    The geomancer is outclassed by both magick and physical classes, since its damage output is lacking for both. Its Geomancy can be bit more effective when used by the samurai who boasts slightly better physical and magickal attributes. However, the samurai cannot equip a runeblade, aegis shield, and an attack- or magick attack-boosting hat, which may allow the geomancer to do more damage with its abilities than a samurai, while also being faster with a magick/speed-boosting lambent hat. The equipment available to a geomancer is a strong asset that should not be overlooked.

    Other appearances

    Final Fantasy Airborne Brigade

    Ability Cards
    Legend Cards


    Final Fantasy Trading Card Game

    Geomancer appears in Final Fantasy Trading Card Game as Water-elemental Backup and Forward cards.

    Non-Final Fantasy guest appearances

    Knights of the Crystals

    Geomancer appears as a card in the Ivalice Special Arena has a limited-time special arena with eighteen floors.

    Etymology

    Geomancy (Greek: γεωμαντεία, "earth divination") is a method of divination that interprets markings on the ground or the patterns formed by tossed handfuls of soil, rocks, or sand. Geomancy is derived from the roots geo- (Earth) and -mancy (prophecy). Geomancy was one of the original ways to translate Feng Shui, since it predicts things by the elements similar to astrology with the stars.

    Its Japanese name, Fūsui or Fūsuishi (風水士), refers to the Chinese geomancy of feng shui. Feng shui is the Chinese studying of the direction, geography and/or weather to calculate the individual's fortune who resides or works in that place. Bells are used in the craft as instruments to dispel negative energy and stimulate positive energy.

    Notes

    1. English name given in the Japanese Final Fantasy Tactics Encyclopedia guidebook.

    Citations

    1. Final Fantasy Tactics Encyclopedia, p.66
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