The Let's Play Archive

Final Fantasy III

by Cool Ghost

Part 73: Job Profile: Geomancer

Job Profile: Geomancer




In-Game Description posted:

Geomancers harness the power of nature itself, manifested in their different terrain attacks. Their damage potential rises exponentially by job level.

Unlocked: Fire Crystal
Weapons: Bells
Shields: No
Armour: Light
Unique Ability: Terrain

Stats (Level 50):

Str 29 Agi 38 Vit 29 Int 38 Mnd 29

Stats (Level 99):

Str 52 Agi 71 Vit 52 Int 71 Mnd 52

Geomancer is another gimmick class, and to be honest, on paper they don't look so hot. Their Terrain ability chooses an ability out of a set list based on the place you're fighting in. Basically, it's a random elemental spell (with one non-elemental "super" ability that can come up most anywhere, but it's long odds) for zero MP. The spells have power levels ranging from "first-tier Black Magic" to "second-and-a-half-tier Black Magic", and I believe they ignore the enemies' defence (at least, there's nothing about it in the damage formula), so they're okay. Some of the spells can kill straight out, even, though they have low accuracy. The thing about damage potential growing exponentially is a straight-up lie, by the way; the formula adds double your job level to the spell's base power, then multiplies it by some other stuff that makes it come out pretty solid by the end, definitely able to compete with Black Magic, but if the growth were actually exponential, this would be easily the most powerful class in the game by about job level 5.

Stat-wise, the Geomancer's not taking any trophies in Strength or Vitality, but Strength's not really important because they're not physical attackers. Vitality can be a problem in the long run, especially if you're building up a Geomancer on a character that was a mage or a Scholar and you're gaining a whole bunch of levels, but you probably shouldn't do that, and you probably won't take a Geomancer to the end of the game - there are better choices for elemental damage that can set up tighter strategies. Their Agility will do you fine in most cases, and the way that Terrain's damage is calculated involves the sum of Intelligence and Mind as opposed to either discrete score, so lackluster values there don't really matter (it'll still probably come out higher than from other mages). In the end, the Geomancer's biggest weakness comes from the only thing they're really good for: sometimes Terrain, being a semi-random spell, will be useless and you'll waste a turn, which might not kill you by itself, but isn't the best choice, either. Because of it, these guys won't ever be able to hundred percent carry a party on their own, but they can provide a decent support in place of the MP-limited Black Mage, especially when you first get them.