Geomancer
List | Base stat | Modifier |
---|---|---|
Strength | 28 | +4 |
Agility | 48 | +24 |
Stamina | 26 | +2 |
Magic | 28 | +4 |
Acquisition
Geomancer is obtained after the destruction of the Karnak Castle.
In the Fiesta
Geomancer is one of the weaker classes in regular play and it is a weak class within the Fiesta as well. While it boasts an impressive magic stat, none of its learned abilities pass it to any other class. !Gaia's spell selection is level based in some versions (SNES, PS, GBA) and rolls on a random table otherwise (defunct mobile, PR) making its performance widely variable. It's ability list is incredibly short and almost entirely pointless when you're forced to carry a Geomancer through the entire game as a regular party member. Geomancer's silver lining is its cost effective black flame grind in World 1 and relative ease of grinding in the northern desert in World 2. Geomancer is also a good inheritance target from other classes, where its weird synergies allow it do perform strange feats of prowess. Overall the Geomancer is among the weaker jobs in the fiesta, and when compared against something that is straightforwardly powerful like the Ninja or Bard jobs Geomancer comes up lacking.
Notable Synergies
- Any equip ability from a job that has a weapon that uses the magic stat (Rune Blade, Flame Whip, Gaia Hammer) can be passed to Geomancer to allow it to use those weapons better than most of the classes they come from.
- The Rune Chime boosts all elements except Water, allowing Geomancer to cast a wide range of boosted magic without an opportunity cost of equipment swapping.