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Class · Episode 11.2

Sage

Mages Маг · контроль поля Transcendent / ep11.2
Overview
Sage

Sage is a scholarly spellcaster who traded the Wizard's raw destructive power for a deep mastery of magical principles. On a classic 1x server, the Sage fills a unique niche: rather than dealing mass damage, it shapes the battlefield through Endow skills that imbue allies' weapons with elements, shuts down enemy casters via Magic Rod and Dispell, and gains mobility through Free Cast that no other mage class enjoys. In WoE the Sage is indispensable as an anti-mage and elemental enabler, while in PvM it can solo farm effectively using Fire Bolt and ground-targeting Endow skills.

Signature skills
Endow Blaze
Наділяє зброю союзника вогняним елементом на певний час
Land Endow
Накладає елементний бафф на зброю всіх гравців у зоні клітин навколо
Magic Rod
Перехоплює спрямоване на Sage заклинання, відновлюючи SP замість отримання шкоди
Dispell
Знімає більшість бафів із цілі, включно з Enchant Element і підсиленнями
Free Cast
Дозволяє пересуватися під час читання заклинань, зменшуючи ASPD та швидкість касту
All class skills

Skills available to this class, with descriptions.

Basic Skill
Basic Skill
Allow to use an extra inventory that can hold 300 types of items. Talk to a Kafra to access it. All town Kafras offer this service, but some located in the wilderness may not.
First Aid
First Aid
Heal yourself for 5 HP. Not a crazy powerful skill, but mages seem to like it for saving money on healing items.
Increase SP Recovery
Increase SP Recovery
Recovers (Maximum SP/500 + 3)*SkillLV SP per 10 full seconds when standing still and increases the efficiency of SP recovering items by +2% per SkillLV.
Sight
Sight
Uses 10 SP to summon a fire ball that for 10 seconds will detect hidden characters in 7x7 AoE around the caster.
Napalm Beat
Napalm Beat
Hits every Enemy in a 3x3 area around the target for an MATK of (70+10*SkillLV)% using Ghost Element. This damage is spread equally between all targets. For example, if 3 monsters are hit, then each takes 1/3rd of the damage a single target would take.
Safety Wall
Safety Wall
Creates a Safety Wall effect in 1 cell. The effect will protect anyone standing on that cell from 1+SkillLV Physical attacks. The attacks do not have to hit to count against the total number of protected hits. Multiple Safety Walls do not stack on one cell.
Soul Strike
Soul Strike
Hits the target with (1+SkillLV/2) bolts for 1*MATK using Ghost Element. Does extra 5% damage per SkillLV to Undead property Monsters.
Cold Bolt
Cold Bolt
Barring changes in damage due to elemental properties, each bolt inflicts an amount of damage equal to the caster's Matk.
Frost Diver
Frost Diver
Hits the target for an MATK of (100+10*SkillLV)% Water Element. In addition, has a (35+3*SkillLV)% chance of causing the Frozen status to the target. Undead property and Boss monsters cannot be Frozen. Water and Fire element monsters have a greatly reduced chance of being Frozen. The MDEF of the target affects the success chance and status duration.
Stone Curse
Stone Curse
Has a (20+4*SkillLV)% chance of causing the Stone Curse effect to the targeted enemy. The Stone Curse effect changes the targets element into Earth 1, gives +25% MDEF and -50% Def and reduces the targets HP by 1% of Maximum HP every 5 seconds (cannot drop below 25% of Maximum HP).
Fire Ball
Fire Ball
Hits every enemy in a 5x5 area around the target with an MATK of (70+10*SkillLV)% and Fire Element. After SkillLV 6, it has a reduced cast / after-Cool Down.
Fire Wall
Fire Wall
Creates 3 cells of the Fire Wall effect in a line perpendicular to the line between the caster and the targeted cell. Each cell can deliver up to 4+SkillLV Fire Element hits at MATK*0.5 before its effect is drained. When cast diagonal a wall of two rows cells will appear with 3 cells in the first and 2 cells in the last row.
Fire Bolt
Fire Bolt
Attacks a target with arrow made of fire inflicting 100% MATK Fire elemental magic damage per Hit.
Lightning Bolt
Lightning Bolt
Drops lightning on target inflicting 100% MATK Wind elemental magic damage per Hit.
Thunderstorm
Thunderstorm
Hits every Enemy in a 5x5 area around the targeted cell with 1 Wind Element Bolt per level at a rate of 1 bolt every 0.2 seconds. Each bolt does 0.8*MATK Wind element damage.
Energy Coat
Energy Coat
[SP 100~81%]: 30% less damage, SP Drain / Hit:3.0% [SP 80~61%]: 24% less damage, SP Drain / Hit:2.5% [SP 60~41%]: 18% less damage, SP Drain / Hit:2.0% [SP 40~21%]: 12% less damage, SP Drain / Hit:1.5% [SP 20~ 1%]: 6% less damage, SP Drain / Hit:1.0%
Sense
Sense
Analyzes a single target, revealing information.If the user is in a party, all party members can see the target's information.
Earth Spike
Earth Spike
Hits the targeted enemy with 1 Earth Element Spike per SkillLV for 100%*MATK damage each. Technically this is a normal Bolt-type spell using the Earth element.
Heaven's Drive
Heaven's Drive
Commands the ground in a targeted location to rise into spikes, where each series of spikes will inflict Earth property magic damage to all enemies within its area of effect.
Study
Study
Raises ATK by 3 and ASPD by 0.5% per SkillLV when using book type weapons.
Cast Cancel
Cast Cancel
Cancels your own spell before it finishes casting. SP Cost of the interrupted spell is reduced based on skill level.
Magic Rod
Magic Rod
This skill is able to absorb skills with Cast Time and whose damage is MATK based. Does not work on Area Spells. If an enemy Sage casts Spell Breaker and is countered with Magic Rod, the enemy will take 20% damage to their SP and those SP will be given to the caster.
Spell Break
Spell Break
When an enemy spell is canceled, the target gets 2% of its Maximum HP as damage and the Sage absorbs a percentage of the SP used for the broken spell, also if the SkillLV is 5, the sage will also absorb half the Physical damage done to the target.
Free Cast
Free Cast
Unlike claimed on official websites, this skill gives no attack speed penalty on official servers.
Hindsight
Hindsight
If a chosen skill is level 3, Auto Spell casts the skill with a level of 1 to 3 randomly with a chance of casting the level 1 version 50% of the time, the level 2 version 35% of the time, and the level 3 version 15% of the time.
Endow Blaze
Endow Blaze
Enchants a weapon with the fire element. There is a chance of weapon breakage upon enchantment. You will need a Blacksmith or a Repair NPC to repair the weapon.
Endow Tsunami
Endow Tsunami
Enchants a weapon with the ice element. There is a chance of weapon breakage upon enchantment. You will need a Blacksmith or a Repair NPC to repair the weapon.
Endow Tornado
Endow Tornado
Enchants a weapon with the wind element. There is a chance of weapon breakage upon enchantment. You will need a Blacksmith or a Repair NPC to repair the weapon.
Endow Quake
Endow Quake
Enchants a weapon with the earth element. There is a chance of weapon breakage upon enchantment. You will need a Blacksmith or a Repair NPC to repair the weapon.
Dragonology
Dragonology
Increases Attack Power, MATK and DEF against Dragon type monsters by 4% per SkillLV. Also passively increases your INT depending on SkillLV.
Volcano
Volcano
This skill (like the others) cannot be cast over one another or double cast on top of it. You can only have one area enchantment out. Ice Wall can't be cast on a Volcano. It will last 1*SkillLV minutes.
Deluge
Deluge
Waterball and Aqua Benedicta can be cast on a Deluge. Also note that using these skills on Deluge will deplete the cells of water in it. This skill (like the others) cannot be cast over one another or double cast on top of itself.
Whirlwind
Whirlwind
You can't cast Ice Wall on a Violent Gale. You can only have one area enchantment out. This skill (like the others) cannot be cast over one another or double cast on top of itself. Requires 1 Yellow Gemstone to use.
Magnetic Earth
Magnetic Earth
Shields an area from all area spells. Any skills that target the ground do not deal damage or do their effect. Skills such as Storm Gust, Fire Wall, etc. will do nothing.
Dispel
Dispel
Cancel all magical effects on target. Success chance based on skill level and enemy MDEF with a base chance of (50+10*SkillLV)%. Requires 1 Yellow Gemstone to use.
Hocus-pocus
Hocus-pocus
Requires 2 Yellow Gemstones to use, and anything the produced skill would require e.g. Trap, Blue Gem or Red Gem. The produced skill will change in a random pattern with each cast.
Create Converter
Create Converter
Consume certain items to create an Elemental Converter that will temporarily endow the user's attacks with an elemental property.
Elemental Change Water
Elemental Change Water
Consume 1 Elemental Converter (Water Property) to attempt to change target monster's property to Water.
Elemental Change Earth
Elemental Change Earth
Consume 1 Elemental Converter (Earth Property) to attempt to change target monster's property to Earth.
Elemental Change Fire
Elemental Change Fire
Consume 1 Elemental Converter (Fire Property) to attempt to change target monster's property to Fire.
Elemental Change Wind
Elemental Change Wind
Consume 1 Elemental Converter (Wind Property) to attempt to change target monster's property to Wind.
Call Baby
Call Baby
Parent character summons adopted child to a spot adjacent to parent's current location.
Enlarge Weight LImit R
Enlarge Weight LImit R
Increases Maximum Weight Limit.
Playstyle
Weapon
Staff / Book
Key stats
INT · DEX · VIT
Strong at
PvP-контроль · WoE-підтримка · PvM-соло · анти-маг
Primary damage stat
Magic · INT
HP / SP factor
HP 75 · SP 700
Class path
Novice Mage Sage

Change jobs at the Job Master (Prontera); transcend (rebirth) after 99/50 at Valkyrie. Episode 11.2 only, no 3rd-job.