Second tier

Sage

Second tier Base level 51 to 99 Mage line

Sage is the secondary advancement option for Mages. While the Wizard focuses mainly on turning the control options of Mage into large amounts of damage, the Sage doubles down on the control aspect of their first job, using their new skills to further restrict their enemies' movements, all while dealing consistent damage over a wide area.

The Sage builds on its first three elemental skill choices with two new skills each: one to enhance their movement or restrict the movement of enemies, and another that places a large ground-based AoE that deals constant damage over time to all enemies standing within it. Beyond this, the Sage must leverage its first job options to put out competitive amounts of damage.

But damage is not all the Sage offers. It also has access to a plethora of support and utility skills. Endow Weapon gives party members a chance to swap their element without having to rely on costly high-end cards, while also buffing the magic damage of that element used by magic users. Endow Armor does the opposite, giving high levels of resistance to a given element at the cost of reduced resistance from its opposite. Both skills require a catalyst crafted at the Sage Castle to be used to their full effect, but when used without one, can also serve to protect party members from enemies maliciously attempting to change their weapon and armor elements.

More selfishly, the Sage has access to Transposition Spell, a simple ability that allows them to teleport to any location within line of sight, and Spell Eater, a defensive skill that entirely nullifies single-target magic aimed at them. When successful, the user gains a buff that enables them to cast their next spell instantly, ignoring both Variable and Fixed Cast Times.

Finally, the Sage has access to Antimagic Field, a powerful land spell that gives a mind-boggling amount of magic resistance to anyone who stands on it, in addition to conferring immunity to the Burning, Chilled, and Sleep statuses. However, the key is anyone. Both enemies and allies alike will enjoy the bonuses that the field provides, forcing the Sage to be very careful about their positioning to make good use of the skill without neutering their own damage output.

Sage character art

Where it sits

Skill list

Skills

Grouped the way the tree is grouped. Names, types, targets and the numbers behind every level come from the player wiki, so they match what you see in game.

BurningFrozenSleepWhat these do
MagicSupportPassive

Elemental Skills7 skills

  • Elemental MasteryPassiveLv 10

    Improves damage caused by and resistance to Fire, Water, Wind, and Earth damage.

    Increases the damage dealt and reduces the damage received from attacks of the Fire, Water, Wind, and Earth properties.

    Level by level
    LevelElemental Damage BonusElemental Resistance Bonus
    11%1%
    22%2%
    33%3%
    44%4%
    55%5%
    66%6%
    77%7%
    88%8%
    99%9%
    1010%10%
  • TailwindSupportivePartyLv 10

    Increases the party's movement speed and Flee.

    Calls an enchanted wind to follow the party, increasing all party members' Movement Speed and Flee for the duration.

    Learn firstElemental Mastery Lv1

    Level by level
    LevelMovement Speed BonusFlee BonusDurationSP Cost
    10.5%230s135
    21%460s145
    31.5%690s155
    42%8120s165
    52.5%10150s175
    63%12180s185
    73.5%14210s195
    84%16240s205
    94.5%18270s215
    105%20300s225
  • WhirlwindMagicalGroundLv 5

    Summons a violent, persistent gale that does Wind damage over time to an area.

    Summons a fierce gale at the targeted location, dealing Wind property damage over time to enemies within. The damage is increased if the caster is under the Tailwind status.

    Works withTailwind

    Learn firstTailwind Lv3

    Level by level
    LevelDamageDurationSP Cost
    1160%11s160
    2170%12s170
    3180%13s180
    4190%14s190
    5200%15s200
  • Chilling FrostMagicalGroundLv 10

    Flash-freezes an area, Chilling or Freezing already chilled enemies.

    Creates a blast of cold air at the targeted location, dealing minor Water property damage and attempting to Chill all enemies in a wide area. Enemies that are already Chilled have a chance of being Frozen.

    Learn firstElemental Mastery Lv1

    Level by level
    LevelDamageFreeze ChanceSP Cost
    1230%3%85
    2260%6%95
    3290%9%105
    4320%12%115
    5350%15%125
    6380%18%135
    7410%21%145
    8440%24%155
    9470%27%165
    10500%30%175
  • DelugeMagicalGroundLv 5

    Summons a persistent torrent of water, that does Water damage over time to an area.

    Summons a raging torrent at the targeted location, dealing Water property damage over time to all enemies within. The damage is increased if the target is Chilled.

    Learn firstChilling Frost Lv3

    Level by level
    LevelDamageDurationSP Cost
    1160%11s160
    2170%12s170
    3180%13s180
    4190%14s190
    5200%15s200
  • Fire WallMagicalGroundLv 10

    Creates a wall of intense flame that prevents movement through it and inflicts Burn on contact.

    Creates a wall of fire that will inflict minor damage and knock back enemies trying to pass through it. Each hit has a chance of inflicting the Burning status.

    Learn firstElemental Mastery Lv1

    Level by level
    LevelDamageBurn ChanceCooldown
    110%10%28s
    220%20%26s
    330%30%24s
    440%40%22s
    550%50%20s
    660%60%18s
    770%70%16s
    880%80%14s
    990%90%12s
    10100%100%10s
  • InfernoMagicalGroundLv 5

    Summons a raging inferno that does Fire damage over time to an area.

    Summons a blazing inferno at the targeted location, dealing Fire property damage over time to all enemies within. The damage is increased if the target is Burning.

    Learn firstFire Wall Lv3

    Level by level
    LevelDamageDurationSP Cost
    1160%11s160
    2170%12s170
    3180%13s180
    4190%14s190
    5200%15s200

Utility Skills5 skills

  • Transposition SpellSupportiveGroundLv 5

    Instantly teleports the user to a targeted cell in sight.

    Instantly teleports the user to the targeted location. The user must have an unobstructed line of sight to the target or the skill will fail.

    Level by level
    LevelCooldown
    126s
    222s
    318s
    414s
    510s
  • Spell EaterSupportiveSelfLv 5

    Casts a counter-spell that consumes incoming magic.

    For two seconds, the user enters a defensive stance that will nullify all single-target magic aimed at them. If this skill successfully nullifies a spell, the user regenerates a small amount of SP, and the next spell they cast will be instant.

    Level by level
    LevelCooldown
    126s
    222s
    318s
    414s
    510s
  • Antimagic FieldSupportiveGroundLv 10

    Enchants the ground with a field that massively reduces incoming magical damage.

    Creates a null zone of magic, massively reducing the magic damage taken by all allies and enemies standing inside. Affected targets will also be immune to the Burning, Chilled, and Sleep statuses.

    Learn firstElemental Mastery Lv5, Spell Eater Lv1, Transposition Spell Lv1

    Level by level
    LevelAreaCooldown
    13x357s
    23x354s
    33x351s
    45x548s
    55x545s
    65x542s
    77x739s
    87x736s
    97x733s
    109x930s
  • Endow WeaponSupportiveAllyLv 5

    Endows the target's weapon, changing the elemental property of their attacks and enhancing magic of that element.

    Endows the target's weapon with one of the natural elements, making all physical attacks take that element and increasing the damage of magic of the same. Requires a catalyst crafted at the Sage Castle in Juno to be used above level 1. At level 1, the spell gives a "Neutral Endow," forcing the target's weapon to be Neutral property and blocking all other attempts at changing their weapon property for the duration.

    Learn firstElemental Mastery Lv3

    Level by level
    LevelElementStat ScalingCatalyst
    1NeutralStrNone
    2EarthDexGreen Live
    3WindAgiWind of Verdure
    4WaterVitCrystal Blue
    5FireLukRed Blood
  • Endow ArmorMagicalAllyLv 5

    Endows the target's armor with an element, increasing resistance to that element while reducing resistance to the opposite element.

    Endows the target's armor with one of the natural elements, reducing all damage they take from that element considerably, but also increasing the damage they take of its opposite. Requires a catalyst crafted at the Sage Castle in Juno to be used above level 1. At level 1, the spell gives a "Neutral Endow," forcing the target's armor to be Neutral property and blocking all other attempts at changing their armor property for the duration.

    Learn firstElemental Mastery Lv3

    Level by level
    LevelEffectCatalyst
    1Armor forced NeutralNone
    2Reduces Earth, increases FireGreen Live
    3Reduces Wind, increases EarthWind of Verdure
    4Reduces Water, increases WindCrystal Blue
    5Reduces Fire, increases WaterRed Blood

From the players

See it played

No videos for this class yet. Record your gameplay and post it in the Discord.

Join the Discord

Come find out what changed

Make an account, grab the client, and come and see what changed.