Second Circle
Geomancer
- HP
- 95
- MP
- 75
- PA
- 7
- MA
- 15
- SP
- 7
- DEF
- 4
- MDEF
- 7
- MOV
- 4
- JUMP
- 3
Evasion
- Physical
- 12%
- Magical
- 15%
Evasion is subtracted from an attacker's accuracy, and facing decides how much of it applies: full from the front, half from the side, and none from behind. Flanking beats dodging.
Growth per level
- HP
- 9
- MP
- 7
- PA
- 1
- MA
- 2
- SP
- 1
Unlocking
- Requires
- Windstrider level 1 + Arcanist level 2
- Weapon classes
- Axe · Pole · Rod · Sword
Action abilities 12
Each of these rolls independently at the start of every battle. The percentage is the chance this job fields it as a primary.
common 75% primary · 60% sub
uncommon 50% primary · 30% sub
Earthquake
uncommon
Cracking earth slams an area
16 MP · 3 CT charge · POW 18
Mudslide
uncommon
Sucking mud — slows everyone in the AoE
14 MP · 2 CT charge
Quicksand
uncommon
The field turns to soup and swallows
16 MP · 3 CT charge · POW 20
Snowstorm
uncommon
Whiteout — ice drives in sideways
18 MP · 3 CT charge · POW 21
Tanglevine
uncommon
Roots come up through the soil and squeeze
14 MP · 2 CT charge · POW 18
Will-o'-the-Wisp
uncommon
Marsh-lights drift close, then catch
16 MP · 2 CT charge · POW 19
rare 25% primary · 9% sub
ultimate 10% primary · 1% sub
Reaction, Support & Movement
One of each may be equipped. Unlike actions these are not rolled — they are chosen, and a secondary job never lends them.
| Slot | Name | Effect | JP |
|---|---|---|---|
| Reaction | Earth Embrace | Stone shielding hardens on hit — counter from the ground (35% trigger) | 200 |
| Support | Elementalist | Elemental abilities deal +25% damage | 500 |
| Support | Equip Axes | Field axes and flails — wild damage, whatever your class | 450 |
| Movement | Any Terrain | +1 JUMP and ignore terrain height penalties (+1 JUMP) (levitate) | 350 |