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 walks through lava without taking damage thanks to Light Step.

Lenna walks through lava without taking damage thanks to Light Step.

Light Step (ダメージゆか, Damēji Yuka?), also known as Antitrap, DmgFloor, Ignore Weather (移動距離天候無視, Idō Kyori Tenkō Mushi?), Any Weather, Ignore Terrain (移動距離地形無視, Idō Kyori Chikei Mushi?), Any Terrain, Lava Walking (溶岩上移動, Yōgan Jō Idō?), Move on Lava, Swim, Waterbreathing, or Dungeon Master is a recurring support ability in the series that lets the party walk over some or all types of damage floors without taking damage, or be able to walk across areas that they normally would not be able to cross.

Appearances[]

Final Fantasy V[]

Light Step is the last ability of the Geomancer job, taking 100 ABP to master. It allows the party to walk across damage floors without taking damage.

Final Fantasy Tactics[]

Icon for "light step" abilities.
Icon for "light step" abilities.

There are numerous movement abilities that let the wearer cross difficult-to-navigate terrain more easily.

Ignore Weather is learned by the mystic job and allows the user to ignore the weather-triggered movement penalties for marsh, swamp, and poisonous fen tiles. It normally costs 1 point of movement to move across a marsh, swamp, or poisonous fen tile, but it costs two points in a rainstorm and three points in a thunderstorm. With Ignore Weather equipped, it always costs a single point to move across marsh, swamp, and poisonous fen tiles, even in rainstorms and thunderstorms.

Ignore Terrain is learned by the geomancer job and allows the user to ignore the movement penalty associated with water tiles. It normally costs two points of movement to move across a water tile, but with Ignore Terrain equipped, it only costs a single point.

Lava Walking is also learned by the geomancer job and allows the user to walk on lava tiles as if they were regular terrain tiles.

Swim is learned by the samurai job and allows the user to move in water tiles of any depth as if they were water tiles of depth 1. Normally, a unit in a water tile of depth two cannot take action or react, but a unit with Swim equipped treats this as a water tile of depth 1, so they can act as usual. A unit normally cannot enter a water tile of depth 4, but a unit with Swim also treats this as a water tile of depth 1. A unit with Swim equipped avoids the movement penalties associated with water, marsh, swamp, and poisonous fen tiles, so it grants the benefits of Ignore Weather and Ignore Terrain in addition to its own benefits.

Waterwalking is learned by the ninja job and allows the user to walk on water tiles of any depth as if they were regular terrain tiles. Similarly to Swim, this allows the user to enter water tiles of depth 4 as well as act and react on water tiles of any depth. A unit with Waterwalking equipped avoids the movement penalties associated with water, marsh, swamp, and poisonous fen tiles, so it grants the benefits of Ignore Weather and Ignore Terrain in addition to its own benefits. The only significant difference between Waterwalking and Swim is height; units with Waterwalking stand at ground level on water tiles while units with Swim sink 1 unit of height into the water tile.

Fly is learned by the bard job for male units and by the dancer job for female units. It allows the user to fly over enemies and obstacles, so they do not have to go around them during movement. It also ignores height differences between tiles and nullifies fall damage.

Levitate is learned by the time mage job. It causes the user to float 1 unit of height above the ground, allowing them to move over any type of tile without penalties.

Teleport is also learned by the time mage job and allows the unit to instantly reappear on any tile, though it has an increased chance of failing the farther they try to move.

Master Teleportation is an ability some enemies have, which is the same as Teleport, but without the chance of failure.

Waterbreathing is a monster-exclusive ability of the mindflayer family. It is supposed to allow them to move across and stop even when fully submerged in water of depth 3, however, there are no water tiles of depth 3 in the game. (There are only water tiles of depth 1, 2, and 4 and those with the Waterbreathing ability behave as usual on these water tiles.) The only tangible benefit Waterbreathing grants is avoiding the movement penalties associated with water, marsh, swamp, and poisonous fen tiles, so it grants the benefits of Ignore Weather and Ignore Terrain simultaneously.

Cannot enter water is another monster-exclusive ability, though this one simply restricts monsters from entering water tiles of any depth.

Non-Final Fantasy guest appearances[]

Bravely series[]

In Bravely Default, Dungeon Master is a support ability learned by the Freelancer class at job level 4, allowing the party to bypass traps as long as one member has the ability equipped. The following traps can be avoided: the Blind Gas in the Harena Ruins that inflicts Blind, the Poison Swamp in the Miasma Woods that inflicts Poison, the Hushleaf Spore in the Florem Gardens that inflicts Silence, and the magma in the Underflow that can damage the party's HP when it is not cooled down.

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