Geomancer
April 4, 2017
15:31
  The good news: Really cool magic-like abilities for no MP cost
  The bad news: Sometimes the attacks they have and the enemies you're fighting just do NOT match up and the Geomancer becomes useless suddenly
Strength
+4
Agility
+2
Vitality
+4
Magic
+24
Hands
Knives
Bells
Armor
Light Headgear
Light Armor
Light Accessories
Command
!Gaia
Abilities:
Level
AP
Ability
Innate
Equip Stats
Description
1
25
!Gaia
No
Performs a spell-like action for 0 MP.  The exact action performed in chosen semi-randomly, based on a combination of the user's level and the battlefield you're fighting on.  These spells are generally unperformable in any other way and come with a huge variety of effects; see the data below about !Gaia.  Note that there are no stats transferred, so classes with a poor Magic stat will not be able to make very good use of this.
2
50
Find Pits
Yes
There's a couple dungeons in the game where there's fake floors.  This reveals them for what they are.  Meh. As you only need one copy of this to affect your entire party, equipping it manually is pointless (You should always have a Geomancer in the party if you have this job unlocked, as per FJF rules)
3
100
Damage Floors
Yes
Negates the damage the party receives from damage floors in all of about two dungeons.  Meh.  As you only need one copy of this to affect your entire party, equipping it manually is pointless (You should always have a Geomancer in the party if you have this job unlocked, as per FJF rules)
Success Strategy
The Geomancer is an awkward class.  Its weapon type could be cool, if not for having underwhelming stats where they're needed and a lack of reliability.  More importantly, it's basically reliant on Geomancy.  Geomancy is really neat and fun, but there is a single raw problem - sometimes it just is drawing from an ability table that just DOES NOT work on the enemy.  At those times, resort to just pounding away with Bells or, if possible, entirely on the sub-abilities from other classes.
The Geomancer should remember that certain equipment exists that can boost elemental damage - specifically the Air Lancet and Gaia Gear in Act 2, and the Rune Bell in Act 3.  This is particularly valuable as most of the Geomancer's damage that is elemental, is aligned to either Wind or Earth, and thus is enhanced by that equipment.
Special Equipment
Geomancers have access to the Bell weapon type.  This unique weapon type is (mostly) intended for safe use from the back row, and has up to twice the usual multiplier of normal weapons - one from Magic, and one from Agility... AND deals damage to enemy Magic Defense, not Defense.  If you think that sounds great, well, unfortunately, it's not so hot in practice - Bells have horrendous attack power (and the random variance is NOT in its favour).
All Bells deal full damage from the back row
Accuracy: 99-100%
Double Grip?: No
Magic Sword?: No
Can Throw?: No
The damage formula of Bells:
((50-100% of Attack Power) - Enemy MDef) * Multipler (Magic, Slow PLUS Agility, Slow)
Weapon
Attack Power
Where to find
Notes
Diamond Bell
24
Bought: Act 1, Karnak
Found: Act 1, Tycoon Castle
Gaia's Bell
35
Found: Act 3, Legendary Weapon
On attack, 25% chance of casting Quake (155 Magic Power earth damage spell vs all enemies)
While equipped, enhances the damage dealt by Earth abilities
Rune Chime
45
Dropped: Interdimensional Rift, Ruins, Baldanders
While equipped, enhances the damage dealt by Thunder/Earth/Fire/Ice/Holy/Poison/Wind spells
Tinklebell
55
Dropped: Interdimensional Rift, Castle, Twin Tania (defeat while not charging Giga Flare)
Geomancy Explanation
First, the game determines which list of spells to use.  This is based on the terrain you're fighting on - there's roughly 30 different terrain "sets" in the game, each with a list of four spells.
Second, the game gets itself a random number.  This number is anywhere from 1 up to your current level, completely at random.  It then takes the resulting number, and selects the matching spell.  The ranges for each spell is 1-10, 11-20, 21-50, and 51+. In other words, new Geomancy spells begin appearing at level 11, 21, and 51 (the last of which you're seriously unlikely to see), and the chance of seeing each result changes with each level!
Oh and it gets weirder, because not all spells are restricted to certain slots - a spell that's in the 21-50 range in one terrain might be in the 11-20 in another terrain, or the 51+ in another!
The good news?  There's only 24 Geomancy spells in total.  I am NOT going to list what terrains the spells appear on, but I WILL explain the spells so that when you see them appear, you can figure out what they're doing. They're listed Alphabetically, and have noted the minimum level at which you can see them appear (Note that for some terrains the minimum level to see that spell may be higher)
Do pay attention to the details - many attacks do not work as you'd necessarily expect them to ("What do you mean, Tsunami's non-elemental?"), or have effects that may not appear obvious at first.  Also, be sure to note the Magic Accuracy section for the handful of abilities with a Hit% and how Magic Accuracy is calculated. Finally, note that Geomancy cannot be directly targeted - single enemy spells will target a random enemy.
No Geomancy spells can be Reflected.
iOS Version Players: Minimum level is instead fixed to 99 on this version. (many 'fourth tier' spells are instant kills that may not work on bosses)
Terrain
Spell 1
Spell 2
Spell 3
Spell 4
Gust
Earthquake
Wind Slash
Twister
Branch Arrow
Leaf Swirl
Branch Spear
Bindweed
Sandstorm
Quicksand
Desert Storm
Burning Sands
Ignus Fatuus
Bottomless Bog
Poison Mist
Bottomless Bog
Tsunami
Phantom
Whirlpool
Big Wave
Ignus Fatuus
Ignus Fatuus
Ignus Fatuus
Sonic Boom
Ignus Fatuus
Stalactite
Wind Slash
Cave-in
Ignus Fatuus
Stalactite
Whirlpool
Cave-in
Wind Slash
Wind Slash
Sonic Boom
Twister
Gust
Wind Slash
Sonic Boom
Twister
Gust
Wind Slash
Sonic Boom
Twister
Gust
Wind Slash
Sonic Boom
Twister
Gust
Wind Slash
Twister
Twister
Ignus Fatuus
Ignus Fatuus
Ignus Fatuus
Sonic Boom
NOTE: NOT USED
Gust
Wind Slash
Twister
Twister
Branch Arrow
Leaf Swirl
Branch Spear
Bindweed
Gust
Earthquake
Cave-in
Twister
Ignus Fatuus
Poison Mist
Sonic Boom
Cave-in
Wind Slash
Wind Slash
Sonic Boom
Twister
Branch Arrow
Leaf Swirl
Branch Spear
Bindweed
Gust
Wind Slash
Sonic Boom
Sonic Boom
Tsunami
Whirlpool
Big Wave
Waterfall
Gust
Earthquake
Twister
Twister
Wind Slash
Sonic Boom
Twister
Twister
Wind Slash
Wind Slash
Sonic Boom
Twister
Tsunami
Whirlpool
Big Wave
Waterfall
Gust
Wind Slash
Sonic Boom
Sonic Boom
Wind Slash
Twister
Sonic Boom
Twister
Wind Slash
Wind Slash
Wind Slash
Wind Slash
Tsunami
Phantom
Whirlpool
Big Wave
Sandstorm
Quicksand
Desert Storm
Burning Sands
Wind Slash
Wind Slash
Wind Slash
Wind Slash
NOTE: NOT USED
Twister
Wind Slash
Sonic Boom
Twister
Twister
Earthquake
Wind Slash
Twister
Spell
Power
Notes
Big Wave
90/120
All enemies
There's actually two versions of this spell that appear identical
Only difference is the Magic Power
Deals non-elemental damage (not water)
Bottomless Bog
--
All enemies
66% to cause instant death to each enemy
Ignores instant death immunity if it would hit
Doesn't work on Heavy enemies
Branch Arrow
53
One enemy
Does non-elemental Physical damage
Branch Spear
150
One enemy
Does non-elemental Physical damage
Cave-In
--
All enemies
Deals four random attacks to one enemy each
Each attack deals ((Random number between 0-200) - Mdef) * 12 damage
Basically it's Meteor(!)
Desert Storm
90
All enemies
Does Earth & Air elemental damage
Note that flying/floating enemies will evade Earth damage
Enhanced by Air Lancet, Gaia Gear, Earth Bell, Rune Bell
Sandstorm
--
All enemies
Does damage based on formula: ((Random number between 10-100) - Mdef) * (Level/8 + 2)
Does Earth & Air elemental damage
Note that flying/floating enemies will evade Earth damage
50% chance of also causing Blind on enemies (separate chance)
Enhanced by Air Lancet, Gaia Gear, Earth Bell, Rune Bell
Earthquake
90
All enemies
Does Earth elemental damage
Note that flying/floating enemies will evade Earth damage
Enhanced by Gaia Gear, Earth Bell, Rune Bell
Phantom
--
One enemy
99% chance of Instant Death
Does factor in Immunity
Wind Slash
90
One enemy
Does Air elemental damage
Enhanced by Air Lancet, Rune Bell
Gust
38
One enemy
Does Air elemental damage
Enhanced by Air Lancet, Rune Bell
Burning Sands
150
All enemies
Does Fire and Earth elemental damage
Note that flying/floating enemies will evade Earth damage
Enhanced by Gaia Gear, Earth Bell, Rune Bell
Leaf Dance
--
All enemies
Does damage based on formula: ((Random number between 10-100) - Mdef) * (Level/8 + 2)
Does Air elemental damage
99% chance of also causing Blind on enemies (separate chance)
Enhanced by Air Lancet, Rune Bell
Poison Mist
--
All enemies
Does damage based on formula: ((Random number between 10-100) - Mdef) * (Level/8 + 2)
Does Poison elemental damage
99% chance of also causing Poison to enemy (Separate chance)
Enhanced by Rune Bell
Quicksand
--
One enemy
Instant kills the enemy, guaranteed
Ignores instant death immunity
Doesn't work on Heavy enemies
Sonic Boom
--
Single enemy
Deals damage equal to 75% of target's current HP
Capped at 9999 damage
Does not work on Heavy enemies
Stalactite
120
Single enemy
Deals non-elemental damage
Twister
--
One enemy
99% chance of reducing a target to critical HP
Does not work on Heavy enemies
Tsunami
38
All enemies
Deals non-elemental damage (That's right)
Bindweed
--
One enemy
Inflicts Slow (Guaranteed unless immune)
Waterfall
120
One enemy
Deals Water elemental damage
Whirlpool
--
One enemy
99% chance of reducing to critical HP
Does not work on Heavy enemies
Ignus Fatuus
--
One enemy
Does damage based on formula: ((Random number between 10-100) - Mdef) * (Level/8 + 2)
Does Fire elemental damage
50% chance of also causing Mini to enemy (Separate chance)
Enhanced by Rune Bell