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.

Artwork for this class is on the way.

Where it sits

Skill list

Skills

Skill names and effects are kept in English because that is how they appear in game.

BurningFrozenSleepWhat these do
  • Elemental Mastery

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

  • Fire Wall

    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.

  • Inferno

    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.

  • Chilling Frost

    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.

  • Deluge

    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.

  • Tailwind

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

  • Whirlwind

    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.

  • Transposition Spell

    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.

  • Spell Eater

    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.

  • Antimagic Field

    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.

  • Endow Weapon

    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.

  • Endow Armor

    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.

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