Geomancer
Requirements: L3 Monk
Elemental Attacks
Pitfall: Casts Don't Move Jp: 150
Works on Brown Ground, like Roads and Wastelands
Water Ball: Casts Frog Jp: 150
Works in any form of water, and on Waterways
Hell Ivy: Casts Stop Jp: 150
Works in all types of greenery, like Grass and Vines
Carve Model: Casts Petrify Jp: 150
Works on any sort of Stone, like Roads and Walls
Local Quake: Casts Confusion Jp: 150
Works on Rocks: like Cliffs, and in Rivers
Kamaitachi: Casts Don't Act Jp: 150
Works on Bricks and on Wood, like on Books and Bridges
Demon Fire: Casts Sleep Jp: 150
Works on indoor places, on Stairs, Rugs and Floors
Quicksand: Casts Death Sentence Jp: 150
Works in Swamps and Marshes
Sand Storm: Casts Darkness Jp: 150
Works on "particled areas", like Sand and Salt
Blizzard: Casts Silence Jp:150
Works on Snow and Ice
Gusty Wind: Casts Slow Jp:150
Works high up, on Roofs and Chimneys
Lava Ball: Casts Death Jp:150
Works on destructivity, on Machinery and near Lava
JP needed to master: 2870
Rating:7
*******
Geomancers are a good, solid, effective class. They strike from afar with their earthly power, and although not much damage is dealt, the effects make up for that. In close range they are strong as well, being able to wield axes and swords. Since you need to be able to use the terrain to use geomancy, it nay be thought of that it will be tough to learn a variety of spells, but this is corrected by the fact that each ability takes a mere 150 Jp to learn. Another handy geomancy skill is counterflood, which takes effect, even if the user doesn't have that type of terrain learned yet, making it an effective first thing to learn, and useful to equip other classes with early in the game. Geomancers usually have a moderate level of hit points, and even though they can't equip heavy armor, they always seem to be prepared for an onslaught of enemies. These distinct advantages of the class give it a solid enough stance to be used in the middle sections of the game to a large extent.
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