Final Fantasy Tactics Job Classes
| Jobs | |||
| Archer | Arithmetician | Bard | Black Mage |
| Chemist | Dancer | Dragoon | Geomancer |
| Knight | Mime | Monk | Mystic |
| Ninja | Orator | Samurai | Squire |
| Summoner | Thief | Time Mage | White Mage |
GeomancerA warrior who manifests the dormant power of the land. The geomancer's job command Geomancy enables a multitude of attacks that utilize the terrain beneath one's feet. | ![]() |
Vital Statistics
| Prerequisite Classes | Monk Level 4 | ||||||||
| Base Stats | Move | Jump | Speed | Evade | Relative Base / Bonus Values | ||||
| Attack | Magic | HP | MP | Speed | |||||
| 4 | 3 | 6 | 10 | ★★★★ / ★★ | ★★★★ / ★★★ | ★★★★★ / ★★ | ★★★★ / ★★ | ★★★ / ★★★ | |
| Basic Skillset Note: Click each skill name for more detailed information. | Geomancy Geomancer job command. Enables a multitude of attacks that utilize the terrain beneath one's feet. | |||||||
| Skill Name | Description | Horiz. Range | Vert. Range | Effect Radius | MP Used | Speed | Points | |
|---|---|---|---|---|---|---|---|---|
| Torrent | 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. | 5 | 0 | 2 | 0 | 0 | 150 | |
| Sandstorm | 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. | 5 | 0 | 2 | 0 | 0 | 150 | |
| Quicksand | 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. | 5 | 0 | 2 | 0 | 0 | 150 | |
| Sinkhole | 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. | 5 | 0 | 2 | 0 | 0 | 150 | |
| Tremor | 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. | 5 | 0 | 2 | 0 | 0 | 150 | |
| Magma Surge | 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. | 5 | 0 | 2 | 0 | 0 | 150 | |
| Wind Slash | 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. | 5 | 0 | 2 | 0 | 0 | 150 | |
| Tanglevine | 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. | 5 | 0 | 2 | 0 | 0 | 150 | |
| Wind Blast | 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. | 5 | 0 | 2 | 0 | 0 | 150 | |
| Will-o'-the-Wisp | 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. | 5 | 0 | 2 | 0 | 0 | 150 | |
| Contortion | 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. | 5 | 0 | 2 | 0 | 0 | 150 | |
| Snowstorm | Manifests the power harbored by the snow at one's feet. Deals ice damage to distant units and has a chance of inflicting Silence. | 5 | 0 | 0 | 0 | 150 | ||
| Basic Abilities | Skill Type | Skill Name | Description | Trigger | JP Required |
| Reaction | Nature's Wrath | 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 | Attack Boost | Increases the unit's physical attack power. | N/A | 400 | |
| Movement | Ignore Terrain | Allows the unit to move unimpeded through difficult terrain, such as canals, rivers, lakes, and the ocean. | N/A | 220 | |
| Movement | Lavawalking | Allows the unit to move across and even stop on the surface of lava. | N/A | 150 |
Subjective Analysis
Geomancers derive their spells from the terrain they are currently standing on. To be truly useful, a Geomancer has to learn many abilities so that they can use their abilities on most any ground you might encounter. Their spells are a little weak on the damage side, but require no MP, do not have to charge, never miss, and can inflict various status anomalies. The fact that Geomancers can equip some good weapons, including standard swords, makes them a very versatile class.
The Geomancer's key abilities here are Tanglevine, Contortion, Sinkhole, and Torrent. The others are useful only on a few maps, but they're cheap, so you can grab them all up if you want to stick with this skill as a primary or secondary. Attack Boost is also worth picking up while in this class. Nature's Wrath is a fun reaction ability.
| Jobs | |||
| Archer | Arithmetician | Bard | Black Mage |
| Chemist | Dancer | Dragoon | Geomancer |
| Knight | Mime | Monk | Mystic |
| Ninja | Orator | Samurai | Squire |
| Summoner | Thief | Time Mage | White Mage |
Version 6
©1997–2026 Josh Alvies (Rangers51)
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