Sage
Mage's second job: breaks enemy magic, endows weapons and lays elemental fields.
- Change at Sage Academy, Juno
- StatsINT · DEX
- Nextsecond job is the last one


Role
The Sage is the Mage's second job: a scholar who breaks other people's magic and commands the elements. Spell Breaker interrupts an enemy's spell, Magic Rod absorbs magic aimed at the Sage and gives SP back, Dispell strips the target's buffs. Free Cast lets the Sage walk and attack while casting, Hindsight casts a spell on its own on a weapon hit. Four Endow skills give a party member's weapon an element, Volcano, Deluge and Violent Gale lay an elemental field, Land Protector erases other fields. Abracadabra is a random skill. From the Wizard tree come Earth Spike, Heaven's Drive and Sense. Mage skills stay.
Job change
- Where: the Sage Academy in Juno, a city on a plateau; the road leads from Aldebaran.
- What you need: a Mage with Job Lv 40 or higher. Spend every skill point on Mage skills: unspent points do not carry over to the second job, and the job cannot be changed while you have any.
- Fee: Metheus Sylphe takes 70,000 zeny or
Old Magicbook and
Necklace of Wisdom. Short of zeny — whichever set of items
comes up and 30,000 zeny. At Job Lv 50 it is free. - Written test: Clyto Verdo asks 20 questions on magic and the world; you need 80 points of 100. Retakes are free.
- Practice: Hermes Tris sends you to the arena. Three timed stages: monsters with school grades, Lunatics, and the Whisper «Academic Probation» among decoys. One candidate in the arena at a time, the others wait.
- Professor: Hermes sends you to one of three — history, biology or physics. Each asks for items and sets tasks; in
the end you get
Book. - The Dean Kayron Grick in the Academy house looks at the book and gives you the Sage job. You keep the book.
The quest log guides you through every step and shows whom to see next.
Stats
| Main | Secondary |
|---|---|
| INT, DEX | VIT, AGI |
INT is magic power and SP, DEX is faster casting. With Hindsight and Free Cast the Sage fights with a weapon too, and then AGI helps.
Against magic
- Spell Breaker interrupts the target's cast. The Sage gets part of the interrupted skill's SP, from monsters too. At level 5 it also wounds.
- Magic Rod absorbs a single-target spell at the Sage for a moment and gives SP back.
- Cast Cancel stops your own cast and returns part of the SP.
- Dispell (needs
Yellow Gemstone) removes nearly every status from the target. - In a duel all of this works against the opponent too: Magic Rod absorbs their spell, Spell Breaker interrupts their cast, Dispell strips their buffs, and Hindsight triggers on hits against them.
Elements
- Endow — Flame Launcher, Frost Weapon, Lightning Loader and Seismic Weapon — gives a party member's weapon an element for 20 minutes. It needs elemental ore; a failure strips the weapon.
- Volcano, Deluge and Violent Gale (need
Yellow Gemstone) lay a 7 × 7 field. Those in it wearing armor of the
same element get a bonus — attack, HP or flee — and damage of that element is stronger. A Sage has one field: a new
one replaces the old and then costs no gem. Ice Wall cannot be placed in Volcano, Fire Wall lasts longer in Violent
Gale, Deluge is water for Water Ball. - Land Protector (needs
Blue Gemstone and
Yellow Gemstone) erases other fields and stops new ones.
Other
- Advanced Book — attack and speed with a book, Dragonology — INT and damage against dragons.
- Hindsight remembers the chosen spell and sometimes casts it on a weapon hit. The list depends on the skill level.
- Abracadabra (two
Yellow Gemstone) uses a random skill. The higher its level, the more often special outcomes come
up: a monster turns into a Poring or a random boss, dies on the spot or can be tamed without a lure; a monster
appears nearby; the Sage grows an orc's head, gets full HP and SP or drops to 1 of each — or even dies. - Quest skills from Mishuna at the Academy: Create Elemental Converter makes elemental converters from
Blank Scroll, and Elemental Change changes a monster's element. A converter in hand gives the weapon an element
for a while.
Quest skills
Hover or tap a skill: its description and the whole chain of requirements. The number on a line is the level needed.
Command the ground beneath a targeted enemy to rise into spikes.
Command the ground in a targeted area to rise into spikes in order to damage enemies within its range.
Reveal detailed information about a targeted monster to the caster and members in caster's party.
Increase Attack Speed and damage with Book Class Weapons.
Only usable while casting a magic spell. Immediately cancel a spell, allowing the caster to take another action without any delay. This skill's level affects how much SP is actually consumed by the canceled spell.
Upon being attacked with a skill, using Magic Rod has a chance of giving 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.
Interrupt 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 War of Emperium Guardians, but this skill does have a 10% chance of interrupting Boss monster spells.
Enable movement and attacking during the casting of magic spells. This skill's level affects the caster's Attack and Movement Speeds during spell casting.
Auto Cast certain magic spells by a certain chance while battling enemies with physical attacks. Spells that are auto cast through Hindsight only consume 2/3 of the required SP. Spells that are not learned by the caster can't be cast.
Endow a party member's weapon with the Fire property for the skill's duration. The skill's level affects the chance of failure, which will destroy the weapon. Each cast requires 1 Red Blood.
Endow a party member's weapon with the Water property for the skill's duration. The skill's level affects the chance of failure, which will destroy the weapon. Each cast requires 1 Crystal Blue.
Endow a party member's weapon with the Wind property for the skill's duration. The skill's level affects the chance of failure, which will destroy the weapon. Each cast requires 1 Wind of Verdure.
Endow a party member's weapon with the Earth property for the skill's duration. The skill's level affects the chance of failure, which will destroy the weapon. Each cast requires 1 Green Live.
Increase resistance and damage against Dragon monsters. Mastering this skill will add a total of +3 INT.
Enchant an area on the ground so that it will amplify all Fire attacks, as well as the Fire property targets' Attack Power, in its range. Ice Wall and Sage skills that target the ground can't be cast over Volcano. Initial cast requires 1 Yellow Gemstone, but multiple casting of this skill will not consume Gemstones throughout Volcano's active duration.
Enchant an area on the ground so that it will amplify all Water attacks and the Max HP of Water property targets in its 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 Yellow Gemstone, but multiple casting of this skill will not consume Gemstones throughout Deluge's active duration.
Enchant an area on the ground so that it will amplify all Wind attacks and the Flee Rate of Wind property targets in its range. This area will also increase the duration of Fire Wall so that it lasts 1.5 times longer. Other Sage skills that target the ground can't be cast over Whirlwind. Initial cast requires 1 Yellow Gemstone, but multiple casting of this skill will not consume Gemstones throughout Whirlwind's active duration.
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 Magnetic Earth. Each cast requires 1 Blue Gemstone and 1 Yellow Gemstone.
Casting Dispell has a chance of canceling all magic effects that have been cast on a target. Each cast requires 1 Yellow Gemstone.
Cast a random skill. Leveling this skill increases the variety of skills that are cast through Hocus Pocus. Each cast requires 2 Yellow Gemstones.
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.
Consume 1 Elemental Converter (Water Property) to attempt to change target monster's property to Water. This skill requires Elemental Converter items of the correct property, and has a chance of failing.
Consume 1 Elemental Converter (Earth Property) to attempt to change target monster's property to Earth. This skill requires Elemental Converter items of the correct property, and has a chance of failing.
Consume 1 Elemental Converter (Fire Property) to attempt to change target monster's property to Fire. This skill requires Elemental Converter items of the correct property, and has a chance of failing.
Consume 1 Elemental Converter (Wind Property) to attempt to change target monster's property to Wind. This skill requires Elemental Converter items of the correct property, and has a chance of failing.
All skills as a list
| Skill | Levels | |
|---|---|---|
| Earth Spike active Command the ground beneath a targeted enemy to rise into spikes. |
5 | |
| Heaven's Drive active Command the ground in a targeted area to rise into spikes in order to damage enemies within its range. |
5 | |
| Sense active Reveal detailed information about a targeted monster to the caster and members in caster's party. |
1 | |
| Study passive Increase Attack Speed and damage with Book Class Weapons. |
10 | |
| Cast Cancel active Only usable while casting a magic spell. Immediately cancel a spell, allowing the caster to take another action without any delay. This skill's level affects how much SP is actually consumed by the canceled spell. |
5 | |
| Magic Rod active Upon being attacked with a skill, using Magic Rod has a chance of giving 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 | |
| Spell Breaker active Interrupt 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 War of Emperium Guardians, but this skill does have a 10% chance of interrupting Boss monster spells. |
5 | |
| Free Cast passive Enable movement and attacking during the casting of magic spells. This skill's level affects the caster's Attack and Movement Speeds during spell casting. |
10 | |
| Hindsight active Auto Cast certain magic spells by a certain chance while battling enemies with physical attacks. Spells that are auto cast through Hindsight only consume 2/3 of the required SP. Spells that are not learned by the caster can't be cast. |
10 | |
| Endow Blaze active Endow a party member's weapon with the Fire property for the skill's duration. The skill's level affects the chance of failure, which will destroy the weapon. Each cast requires 1 Red Blood. |
5 | |
| Endow Tsunami active Endow a party member's weapon with the Water property for the skill's duration. The skill's level affects the chance of failure, which will destroy the weapon. Each cast requires 1 Crystal Blue. |
5 | |
| Endow Tornado active Endow a party member's weapon with the Wind property for the skill's duration. The skill's level affects the chance of failure, which will destroy the weapon. Each cast requires 1 Wind of Verdure. |
5 | |
| Endow Quake active Endow a party member's weapon with the Earth property for the skill's duration. The skill's level affects the chance of failure, which will destroy the weapon. Each cast requires 1 Green Live. |
5 | |
| Dragonology passive Increase resistance and damage against Dragon monsters. Mastering this skill will add a total of +3 INT. |
5 | |
| Volcano active Enchant an area on the ground so that it will amplify all Fire attacks, as well as the Fire property targets' Attack Power, in its range. Ice Wall and Sage skills that target the ground can't be cast over Volcano. Initial cast requires 1 Yellow Gemstone, but multiple casting of this skill will not consume Gemstones throughout Volcano's active duration. |
5 | |
| Deluge active Enchant an area on the ground so that it will amplify all Water attacks and the Max HP of Water property targets in its 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 Yellow Gemstone, but multiple casting of this skill will not consume Gemstones throughout Deluge's active duration. |
5 | |
| Whirlwind active Enchant an area on the ground so that it will amplify all Wind attacks and the Flee Rate of Wind property targets in its range. This area will also increase the duration of Fire Wall so that it lasts 1.5 times longer. Other Sage skills that target the ground can't be cast over Whirlwind. Initial cast requires 1 Yellow Gemstone, but multiple casting of this skill will not consume Gemstones throughout Whirlwind's active duration. |
5 | |
| Magnetic Earth 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 Magnetic Earth. Each cast requires 1 Blue Gemstone and 1 Yellow Gemstone. |
5 | |
| Dispell active Casting Dispell has a chance of canceling all magic effects that have been cast on a target. Each cast requires 1 Yellow Gemstone. |
5 | |
| Hocus-pocus active Cast a random skill. Leveling this skill increases the variety of skills that are cast through Hocus Pocus. Each cast requires 2 Yellow Gemstones. |
10 | |
| Monocell quest | 1 | |
| Class Change quest | 1 | |
| Monster Chant quest | 1 | |
| Grampus Morph quest | 1 | |
| Grim Reaper quest | 1 | |
| Beastly Hypnosis quest | 1 | |
| Questioning quest | 1 | |
| Gravity quest | 1 | |
| Suicide quest | 1 | |
| Rejuvenation quest | 1 | |
| Coma quest | 1 | |
| Create Elemental Converter quest 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 | |
| Elemental Change (Water) quest Consume 1 Elemental Converter (Water Property) to attempt to change target monster's property to Water. This skill requires Elemental Converter items of the correct property, and has a chance of failing. |
1 | |
| Elemental Change (Earth) quest Consume 1 Elemental Converter (Earth Property) to attempt to change target monster's property to Earth. This skill requires Elemental Converter items of the correct property, and has a chance of failing. |
1 | |
| Elemental Change (Fire) quest Consume 1 Elemental Converter (Fire Property) to attempt to change target monster's property to Fire. This skill requires Elemental Converter items of the correct property, and has a chance of failing. |
1 | |
| Elemental Change (Wind) quest Consume 1 Elemental Converter (Wind Property) to attempt to change target monster's property to Wind. This skill requires Elemental Converter items of the correct property, and has a chance of failing. |
1 |