Sage (2-2)
Last updated
Last updated
Sages are a PvP-oriented class with the role of caster/anti-Mage. They do not have the offensive abilities of a Wizard, but are a slightly buffed version of Magician with their Free Casting. Sages shine in their defensive abilities, with many builds centered around Magnetic Earth. Dispell is also a popular and sought-after spell which is useful for removing buffs from the enemy. Many of their skills can only realistically be used in PvP, making PvM quite difficult, particularly for VIT/DEX builds that have difficulty solo levelling. Battle sages are a 'for fun' build which can become a powerful leveling build only if matched with a Soul Linker (see Sage Spirit for more info).
Changing into a Sage from a Magician requires the player to complete a number of tasks:
Minimum Job level requirement: 40.
Need to have over 10,000 gear score (Job < 50)
5,000 gear score (Job 50)
After completing these tests, the player will be transformed into a Sage. This takes place in Juno.
See Magician Skills for first class skills.
Only usable while casting a magic spell. Immediately cancels a spell, allowing the caster to take another action without any delay. The higher the skill level, the lower the SP consumption of the casting skill.
5
Active
Enchants an area of 7x7 cells so that it will amplify all Water elemental attacks and the MaxHP of Water elemental targets in it's range. This area will also enable the use of Water Ball and Aqua Benedicta. Other Sage skills that target the ground can't be cast over Deluge. Initial cast requires 1 Blue Gemstone, but multiple casting of this skill will not consume Gemstones throughout Deluge's active duration.
5
Active
Casting Dispell has a chance of canceling all magic effects that have been cast on a target. Success chance is determined by the target's magic defense. If you use level 5, it will succeed 100% regardless. Consumes 1 Yellow Gemstone.
5
Active
Increases resistance, physical and magical damage against Dragon monsters. Mastering this skill will add +3 INT.
5
Passive
Commands the ground beneath a targeted enemy to rise into spikes inflicting 200% MATK Earth elemental magic damage. The number of hits increases with the skill level.
5
Offensive
Endows a party member's weapon with Fire elemental and increases Fire elemental damage per skill level for the skill's duration. Consumes 1 Scarlet Point.
5
Supportive
Endows a party member's weapon with Earth and increases Earth elemental damage per skill level for the skill's duration. Consumes 1 Lime Green Point.
5
Supportive
Endows a party member's weapon with Wind and increases Wind elemental damage per skill level for the skill's duration. Consumes 1 Yellow Wish Point.
5
Supportive
Endows a party member's weapon with Water and increases Water elemental damage per skill level for the skill's duration. Consumes 1 Indigo Point.
5
Supportive
Enables moving and attacking during the casting of magic spells.
10
Passive
Commands the ground in a targeted area to rise into spikes in order to deal Earth elemental magic damage enemies within a 5x5 area. If there is a target hidden in the ground within that range, it also deals damage to that target and releases it from Hiding.
5
Offensive
Autocasts certain magic spells by a certain chance while attacking enemies with physical attack. Spells that are auto cast through Auto Spell only consume 2/3 of the required SP and are cast at half of the skill level of Auto Spell. The amount of spells which will be casted and the chance to autocast depends on your Auto Spells skill level. If the learned skill level of a spell is lower than the half of Auto Spell, autocast the learned skill level instead. Spells that are not learned by the caster can't be casted.
10
Active
Cast a random skill. Leveling this skill increases the variety of skills that are cast through Abracadabra. Consumes 2 Yellow Gemstones, if you are under the Disabled Gemstone Consumption effect you will consume at least 1 Yellow Gemstone.
10
Active
Upon being attacked with a skill, using Magic Rod in the correct moment has a chance of absorbing the SP that the enemy has used for the skill to the caster instead of damage. Countering Spell Breaker with Magic Rod will reduce the target's SP by 20% when it is successful.
5
Active
Cast a spell that will block or cancel all ground targeting spells or enchantments. Other Sage skills that target the ground can't be cast in the area enchanted by Land Protector. Consumes 1 Blue Gemstone and 1 Yellow Gemstone.
5
Active
Reveals detailed information about a targeted monster to the caster and members in caster's party.
1
Active
Interrupts a magic spell cast by an enemy and receive the SP the enemy used to cast that spell, as well as reduce 2% of the enemy's HP. At skill 5 and above, half of this HP damage is absorbed by the caster. HP cannot be drained from Boss monsters and Guardians, but this skill does have 10% chance of interrupting Boss monster spells.
5
Active
Increases Attack Speed and damage with Book class weapons.
5
Passive
Enchants an area of 7x7 cells so that it will amplify all Fire elemental attacks, as well as the ATK and MATK of Fire elemental targets. Ice Wall and Sage skills that target the ground can't be cast over Volcano. Initial cast requires 1 Blue Gemstone, but multiple casting of this skill will not consume Gemstones throughout Volcano's active duration.
5
Active
Enchants an area of 7x7 cells so that it will amplify all Wind elemental attacks and the FLEE rate of Wind element targets in it's range. This area will also increase the duration of Fire Wall by 1.5 times. Other Sage skills that target the ground can't be cast over Violent Gale. Initial cast requires 1 Blue Gemstone, but multiple casting of this skill will not consume Gemstones throughout Violent Gale's active duration.
5
Active
Quest Skills
Consume certain items to create an Elemental Converter that will temporarily endow the user's attacks with an elemental property. There are 4 different kinds of Elemental Converters.
1
Active
None
Create Elemental Converter Quest
Uses an Elemental Converter to permanently change the element of a monster.
1
Active
40
1
Int: 1
3
Agi: 1
4
Vit: 1
6
Agi: 1
8
Int: 1
11
Vit: 1
13
Agi: 1
15
Int: 1
17
Luk: 1
18
Vit: 1
20
Dex: 1
22
Agi: 1
24
Int: 1
25
Dex: 1
27
Dex: 1
30
Int: 1
32
Dex: 1
33
Agi: 1
35
Luk: 1
37
Int: 1
38
Int: 1
39
Dex: 1
40
Luk: 1
42
Str: 1
44
Str: 1
45
Int: 1
46
Str: 1
47
Str: 1
48
Str: 1
50
Int: 1
This table shows the various bonus stats that a character can receive as they level up. Each row represents a specific level, and the corresponding bonus stat that is granted at that level. For example, at level 1, the character will receive 1 point in the Int stat, and at level 3, the character will receive 1 point in the Agi stat. The bonus stats that are granted at each level can vary, and in this case, the character can receive points in Vitality, Strength, Dexterity, Agility, and Luck stats at different levels.
Bare Handed
151
+5
Shield
-10
0
Dagger
-8
−8
Rod (One Handed)
-10
−5
Rod (Two Handed)
-10
−5
Book
+2
N/A
✔
✔
✘
Cast Cancel
Deluge
Dispell
Dragonology
Earth Spike
Flame Launcher
Seismic Weapon
Lightning Loader
Frost Weapon
Free Cast
Heaven's Drive
Auto Spell
Abracadabra
Magic Rod
Land Protector
Sense
Spell Breaker
Advanced Book
Volcano
Violent Gale
Create Elemental Converter
Elemental Change
Concentration
Awakening
Berserk