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Part 201
Final Fantasy Tactics

Part 201

Explore the Geomancer class in Final Fantasy Tactics A2: Grimoire of the Rift. Learn about its abilities, requirements, and how to effectively use terrain and weather to your advantage.

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Explore the Geomancer class in Final Fantasy Tactics A2: Grimoire of the Rift. Learn about its abilities, requirements, and how to effectively use terrain and weather to your advantage.

Walkthrough
  1. 1
    Geomancer Class Overview: Geomancers are the magickal equivalent of Ravagers, boasting strong defensive growth. Their effectiveness hinges on exploiting specific terrain and weather conditions, making them a challenging but potent class.
  2. 2
    Geomancy Abilities:
    • Shining Flare - 0 AP (Already Learnt): Deals fire damage in a small area, usable only when the sun is shining.
  3. 3
    Nature's Embrace - 0 AP (Already Learnt): Attacks a target from natural terrain, similar to Gria's Air Render.
  4. 4
    Venom Squall - 250 AP (Zephyr Pole): Deals water damage and poisons units in a small area during rain.
  5. 5
    Life's Embrace - 250 AP (Iron Pole): Deals damage and immobilizes targets on grass or similar terrain.
  6. 6
    Artifice's Embrace - 250 AP (Gokuu Pole): Deals damage and slows targets on artificial terrain (e.g., pavement, buildings).
  7. 7
    Mist Storm - 250 AP (Fanatic): Deals damage and depletes MP in a small area during misty conditions (often with yellow wind).
  8. 8
    Earth's Embrace - 250 AP (Ivory Pole): Deals damage and disables targets on barren ground.
  9. 9
    Avalanche - 250 AP (Eight-Fluted Pole): Deals ice damage and puts units to sleep in a small area during snowfall.
  10. 10
    Reaction Abilities:
    • Critical: Evasion Up - 200 AP (Cachusha): Increases evasion when the user's HP is critical.
  11. 11
    Magick Counter - 400 AP (Samite Counter): Reflects magick spells back at the caster, consuming MP.
  12. 12
    Passive Abilities:
    • Tank - 200 AP (Platinum Armour): Allows equipping helms and heavy armor regardless of job.
  13. 13
    Avoid Traps - 150 AP (Spiked Boots): Prevents the user from triggering traps.
  14. 14
    Resistance Up - 150 AP (Magus Robe): Increases Resistance and reduces magick damage taken.
Tips
  • The Geomancer's strength lies in its adaptability to battlefield conditions. Pay close attention to the weather and terrain to maximize ability effectiveness.
  • Abilities like Venom Squall and Earth's Embrace offer powerful status effects (Poison, Immobilize, Disable) that can control the flow of battle.
  • While some abilities are situational, others like Shining Flare and Nature's Embrace are more consistently useful.
  • The Tank passive is highly beneficial for weaker classes, allowing them to wear better defensive gear.
  • Resistance Up is crucial for mitigating damage from enemy spellcasters.

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