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 in J. L. Tseng's FFV Algorithms and Stats FAQ:
Terrain | Roll 0 to 10 | Roll 11 to 20 | Roll 21 to 50 | Roll 50 or more |
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Type 1 | Gust | Earthquake | Whirlwind Slash | Tornado |
Type 2 | Branch Arrow | Wild Leaf Dance | 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 | Great Tsunami |
Type 6 | Will-o'-the-Wisp | Will-o'-the-Wisp | Will-o'-the-Wisp | Sonic Boom |
Type 7 | Will-o'-the-Wisp | Stalactite | Whirlwind Slash | Cave-In |
Type 8 | Will-o'-the-Wisp | Stalactite | Whirlpool | Cave-In |
Type 9 | Whirlwind Slash | Whirlwind Slash | Sonic Boom | Tornado |
Type 10 | Gust | Whirlwind Slash | Sonic Boom | Tornado |
Type 11 | Gust | Whirlwind Slash | Sonic Boom | Tornado |
Type 12 | Gust | Whirlwind Slash | Sonic Boom | Tornado |
Type 13 | Gust | Whirlwind Slash | 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 | Wild Leaf Dance | 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 | Whirlwind Slash | Whirlwind Slash | Sonic Boom | Tornado |
Type 20 | Branch Arrow | Wild Leaf Dance | Branch Spear | Vine Hell |
Type 21 | Gust | Whirlwind Slash | Sonic Boom | Sonic Boom |
Type 22 | Tsunami | Whirlpool | Great Tsunami | Waterfall |
Type 23 | Gust | Earthquake | Tornado | Tornado |
Type 24 | Whirlwind Slash | Sonic Boom | Tornado | Tornado |
Type 25 | Whirlwind Slash | Whirlwind Slash | Sonic Boom | Tornado |
Type 26 | Tsunami | Whirlpool | Great Tsunami | Waterfall |
Type 27 | Gust | Whirlwind Slash | Sonic Boom | Sonic Boom |
Type 28 | Whirlwind Slash | Tornado | Sonic Boom | Tornado |
Type 29 | Whirlwind Slash | Whirlwind Slash | Whirlwind Slash | Whirlwind Slash |
Type 30 | Tsunami | Foehn Phantom | Whirlpool | Great Tsunami |
Type 31 | Dust Storm | Quicksand | Desert Storm | Burning Sands |
Type 32 | Whirlwind Slash | Whirlwind Slash | Whirlwind Slash | Whirlwind Slash |
Type 33 | Tornado | Whirlwind Slash | Sonic Boom | Tornado |
Type 34 | Tornado | Earthquake | Whirlwind Slash | Tornado |
Don't ask which terrains are which; even the FAQ had no information on that.
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.
Terrain | |||
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とっぷう | Gust | ||
Wind damage to one enemy. Always hits (but the Aegis Shield can block it). A = Random(38, 42.75), D = MDef, M = (level * magic)/256 + 4. |
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じしん | Earthquake | ||
Earth damage to all enemies. Always misses targets with Float status, always hits otherwise. A = Random(90, 101.25), D = MDef, M = (level * magic)/256 + 4. |
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かまいたち | Whirlwind Slash | ||
Wind damage to all enemies. Always hits (but the Aegis Shield can block it). A = Random(90, 101.25), 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. Success rate is (99 + user's level - target's level)%. The target has an additional MEvd% chance to avoid it even if a success is determined. |
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ブランチアロウ | Branch Arrow | ||
Physical damage to one enemy. Always hits. A = Random(53,59.625), D = defense, M = (level * magic)/256 + 4. |
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このはらんぶ | Wild Leaf Dance | ||
Wind damage to all enemies. Damage is unpredictable but tends to increase with level. Always hits (but 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(150,168.75), D = defense, M = (level * magic)/256 + 4. Like Branch Arrow, nearly three times as powerful. |
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つたじごく | Vine Hell | ||
Adds Slow status and removes Haste status on all enemies. Always succeeds unless target is immune. |
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さじん | Dust Storm | ||
Earth/Wind damage to all enemies. Damage is unpredictable but tends to increase with level. Always hits (but 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, always succeeds otherwise, regardless of immunity. |
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デザートストーム | Desert Storm | ||
Earth/Wind damage to all enemies. Always hits (but the Aegis Shield can block it). A = Random(90, 101.25), D = MDef, M = (level * magic)/256 + 4. |
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ねっさ | Burning Sands | ||
Earth/Fire damage to all enemies. Always hits (but the Aegis Shield can block it). A = Random(150, 168.75), D = MDef, M = (level * magic)/256 + 4. |
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つなみ | Tsunami | ||
Water damage to all enemies. Always hits (but the Aegis Shield can block it). A = Random(38, 42.75), 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. Success rate is (99 + user's level - target's level)%. The target has an additional MEvd% chance to avoid it even if a success is determined. |
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おおつなみ | Great Tsunami | ||
Water damage to all enemies. Always hits (but the Aegis Shield can block it). A = Random(90, 101.25), D = MDef, M = (level * magic)/256 + 4. |
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おおつなみ | Great Tsunami | ||
Water damage to all enemies. Always hits (but 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 (adds Dead status). Undead targets are immune and instead recover to full HP. Success rate is (100 + user's level - target's level)%. The target has an additional MEvd% chance to avoid it even if a success is determined. | |||
おにび | Will-o'-the-Wisp | ||
Fire damage to one enemy. Damage is unpredictable but tends to increase with level. Always hits (but the Aegis Shield can block it). 50% chance to inflict Mini 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 instant death immunity. Success rate is (66 + user's level - target's level)%. The target has an additional MEvd% chance to avoid it even if a success is determined. |
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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 (but 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 (but 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 (but 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. Hits four times. Always hits. A = Random(50,200), D = MDef, M = 12. In other words, damage for each hit is always in the range 600 to 2400, 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, always succeeds otherwise. |
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