Invoke the power of nature with the Geomancer's !Terrain command. Terrain can NOT be reflected.
The game picks the outcome by choosing a random value from 0 to the user's level, inclusive. This is referred to below as a "roll". If your level is at least the minimum roll for an outcome, then it's possible, though perhaps unlikely.
The terrain-roll-outcome mapping is as follows, according to J. L. Tseng's FFV Algorithms and Stats FAQ.
Select a level from the slider to see the probabilities of each outcome at that level.
Level: 50
Terrain | Roll 0 to 10 | Roll 11 to 20 | Roll 21 to 50 | Roll more than 50 |
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Type 1 | Gust | Earthquake | Wind Scythe | Tornado |
Type 2 | Branch Arrow | Leaf Flurry | Branch Spear | Vine Hell |
Type 3 | Dust Storm | Quicksand | Desert Storm | Burning Sands |
Type 4 | Will-o'-the-Wisp | Bottmlss Swmp | Poison Mist | Bottmlss Swamp |
Type 5 | Tsunami | Foehn Phantom | Whirlpool | Greater Tsunami |
Type 6 | Will-o'-the-Wisp | Will-o'-the-Wisp | Will-o'-the-Wisp | Sonic Boom |
Type 7 | Will-o'-the-Wisp | Stalactite | Wind Scythe | Cave-In |
Type 8 | Will-o'-the-Wisp | Stalactite | Whirlpool | Cave-In |
Type 9 | Wind Scythe | Wind Scythe | Sonic Boom | Tornado |
Type 10 | Gust | Wind Scythe | Sonic Boom | Tornado |
Type 11 | Gust | Wind Scythe | Sonic Boom | Tornado |
Type 12 | Gust | Wind Scythe | Sonic Boom | Tornado |
Type 13 | Gust | Wind Scythe | Tornado | Tornado |
Type 14 | Will-o'-the-Wisp | Will-o'-the-Wisp | Will-o'-the-Wisp | Sonic Boom |
Type 15 | Gust | Sonic Boom | Tornado | Tornado |
Type 16 | Branch Arrow | Leaf Flurry | Branch Spear | Vine Hell |
Type 17 | Gust | Earthquake | Cave-In | Tornado |
Type 18 | Will-o'-the-Wisp | Poison Mist | Sonic Boom | Cave-In |
Type 19 | Wind Scythe | Wind Scythe | Sonic Boom | Tornado |
Type 20 | Branch Arrow | Leaf Flurry | Branch Spear | Vine Hell |
Type 21 | Gust | Wind Scythe | Sonic Boom | Sonic Boom |
Type 22 | Tsunami | Whirlpool | Greater Tsunami | Waterfall |
Type 23 | Gust | Earthquake | Tornado | Tornado |
Type 24 | Wind Scythe | Sonic Boom | Tornado | Tornado |
Type 25 | Wind Scythe | Wind Scythe | Sonic Boom | Tornado |
Type 26 | Tsunami | Whirlpool | Greater Tsunami | Waterfall |
Type 27 | Gust | Wind Scythe | Sonic Boom | Sonic Boom |
Type 28 | Wind Scythe | Tornado | Sonic Boom | Tornado |
Type 29 | Wind Scythe | Wind Scythe | Wind Scythe | Wind Scythe |
Type 30 | Tsunami | Foehn Phantom | Whirlpool | Greater Tsunami |
Type 31 | Dust Storm | Quicksand | Desert Storm | Burning Sands |
Type 32 | Wind Scythe | Wind Scythe | Wind Scythe | Wind Scythe |
Type 33 | Tornado | Wind Scythe | Sonic Boom | Tornado |
Type 34 | Tornado | Earthquake | Wind Scythe | Tornado |
Don't ask which terrains are which; even the FAQ had no information on that. Also note that there are two different skills named Greater Tsunami, and it's unclear which is which in this chart.
kahran042 has brought it to my attention that Djibriel has written a Geomancer Guide that includes information on what the terrains actually are. That's for the GBA version, mind you, but it's unlikely that there were any significant changes between versions.
For brevity's sake, on this page I'm shortening magic defense to MDef, evade rate to evade, magic evade rate to MEvd, and magic power to magic.
The basic damage formula for pretty much everything is Damage = (A - D) * M. It's what goes into A, D, and M that makes things interesting.
Since M acts as a damage multiplier, anything that modifies M modifies final damage. Modifiers to A and D have more complicated effects on final damage because A and D are compared to each other on the way to computing final damage. Note that most calculations are truncated (rounded down).
If a skill does not automatically hit, then it has a (hit rate)% chance per target to succeed. Each target then has an additional MEvd% chance to avoid it even if a success is determined.
Terrain | |||
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とっぷう | Gust | ||
Wind damage to one enemy. Always hits, except that the Aegis Shield can block it. A = Random(38, 42), D = MDef, M = (level * magic)/256 + 4. |
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じしん | Earthquake | ||
Earth damage to all enemies. Always misses targets with 'levitate' status, always hits otherwise. A = Random(90, 101), D = MDef, M = (level * magic)/256 + 4. |
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かまいたち | Wind Scythe | ||
Wind damage to all enemies. Always hits, except that the Aegis Shield can block it. A = Random(90, 101), D = MDef, M = (level * magic)/256 + 4. |
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たつまき | Tornado | ||
Reduces one enemy's HP to single digits. Always fails against Heavy types. Hit rate = (99 + user's level - target's level)%. |
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ブランチアロウ | Branch Arrow | ||
Physical damage to one enemy. Always hits. A = Random(53, 59), D = defense, M = (level * magic)/256 + 4. |
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このはらんぶ | Leaf Flurry | ||
Wind damage to all enemies. Damage is unpredictable but tends to increase with level. Always hits, except that the Aegis Shield can block it. 99% chance to inflict 'darkness' status. A = Random(10, 100), D = MDef, M = level/8 + 2 |
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ブランチスピア | Branch Spear | ||
Physical damage to one enemy. Always hits. A = Random(150, 168), D = defense, M = (level * magic)/256 + 4. Like Branch Arrow, but nearly three times as powerful. |
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つたじごく | Vine Hell | ||
Adds 'slow' status to and removes 'haste' status from all enemies. Always succeeds on each target that is not immune. |
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さじん | Dust Storm | ||
Wind/Earth damage to all enemies. Damage is unpredictable but tends to increase with level. Always hits, except that the Aegis Shield can block it. 50% chance to inflict 'darkness' status. A = Random(10, 100), D = MDef, M = level/8 + 2 |
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りゅうさ | Quicksand | ||
Eliminates one enemy. Always fails on Heavy targets, but always succeeds otherwise, regardless of 'incapacitated' immunity. |
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デザートストーム | Desert Storm | ||
Wind/Earth damage to all enemies. Always hits, except that the Aegis Shield can block it. A = Random(90, 101), D = MDef, M = (level * magic)/256 + 4. |
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ねっさ | Burning Sands | ||
Flame/Earth damage to all enemies. Always hits, except that the Aegis Shield can block it. A = Random(150, 168), D = MDef, M = (level * magic)/256 + 4. |
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つなみ | Tsunami | ||
Water damage to all enemies. Always hits, except that the Aegis Shield can block it. A = Random(38, 42), D = MDef, M = (level * magic)/256 + 4. |
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うずしお | Whirlpool | ||
Reduces one enemy's HP to single digits. Always fails against Heavy types. Hit rate = (99 + user's level - target's level)%. |
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おおつなみ | Greater Tsunami | ||
Water damage to all enemies. Always hits, except that the Aegis Shield can block it. A = Random(90, 101), D = MDef, M = (level * magic)/256 + 4. |
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おおつなみ | Greater Tsunami | ||
Water damage to all enemies. Always hits, except that the Aegis Shield can block it. A = Random(120, 135), D = MDef, M = (level * magic)/256 + 4. |
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フェーンファントム | Foehn Phantom | ||
Kills one enemy (sets 'incapacitated' status). Undead targets are immune and instead recover to full HP. Hit rate = (100 + user's level - target's level)%. |
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おにび | Will-o'-the-Wisp | ||
Flame damage to one enemy. Damage is unpredictable but tends to increase with level. Always hits, except that the Aegis Shield can block it. 50% chance to inflict 'minimum' status. A = Random(10, 100), D = MDef, M = level/8 + 2 |
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そこなしぬま | Bottomless Swamp | ||
Eliminates all enemies. Always fails on Heavy targets, but ignores 'incapacitated' immunity. Hit rate = (66 + user's level - target's level)%. |
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ポイズンミスト | Poison Mist | ||
Poison damage to all enemies. Damage is unpredictable but tends to increase with level. Always hits, except that the Aegis Shield can block it. 99% chance to inflict 'poison' status. A = Random(10, 100), D = MDef, M = level/8 + 2 |
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ウォーターフォール | Waterfall | ||
Water damage to one enemy. Always hits, except that the Aegis Shield can block it. A = Random(120, 135), D = MDef, M = (level * magic)/256 + 4. |
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しょうにゅうせき | Stalactite | ||
Magic damage to one enemy. Always hits, except that the Aegis Shield can block it. A = Random(120, 135), D = MDef, M = (level * magic)/256 + 4. |
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らくばん | Cave-In | ||
Random damage to random (enemy) targets. Strikes four times, each of which always hits. Damage is unaffected by caster's level. A = Random(50, 200), D = MDef, M = 12. In other words, damage per hit is 600 to 2400 against 0 MDef, nearly as good as Meteor. |
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ソニックブーム | Sonic Boom | ||
Removes 3/4 of current HP from one enemy. Always fails on Heavy targets, but always succeeds otherwise. |
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