From iRO Wiki
Sages are the anti-mages of Ragnarok. Anyone that tries to cast at them, around them or next to them, will surely have trouble coming their way. Another other main feature is that they can move and even melee while casting spells.
| Sage
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|
| Job Base: | Mage
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| Job Type: | 2-2
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| Changes At: | Juno
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| Number of Skills: | 20
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| Total Skill Points: | 116
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| Total Quest Skills: | 2
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| Job Bonuses
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| STR | AGI | VIT | INT | DEX | LUK
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| +5 | +5 | +3 | +9 | +5 | +3
|
About the Class
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 Mage 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. Battlesages are a 'for fun' build which become powerful if matched with a Soul Linker (see Sage Spirit for more info).
Sage Job Change Guide
See article Sage Job Change Guide for detailed information.
In order to become a Sage, one must go to Juno and enter the Magician's Academy on the far right island. The applicant has to perform various tasks:
- a written test with many mind boggling questions
- a practical examination consisting of minor battles
- and finally writing an essay with the help of the history, physics or biology professor
Once the applicants have finished their essay, they'll be given a book and will be instructed to show their thesis to the Dean of the Magician Academy. Heading to the top-left hand island as shown in the map above, and handing the Dean the thesis, will eventually change the applicant into a Sage.
Equipments used
Weapons
Battlesages mainly use triple carded Books, although for the richer few a Sage's Diary is the dream weapon.
Headgear
Top
- All around useful headgear for mage classes. Gives 2 INT and increases SP by 150.
- This makes a good headgear for leveling, and can also be used in PvP. Although it is a fragile headgear (0 DEF and no damage reduction) the relatively large DEX bonus is a nice compensation.
- A PvP/WoE headgear that is useful alongside a Poo Poo Hat. It's not recommended to use this for general leveling.
- A solid headgear which cannot be broken, giving 5 Defense. VIT/DEX Sages might be fond of this, although Drooping Cats and Poo Poo Hats are most common for WoE.
- -10% damage from Demi Humans makes for an excellent headgear in PvP and WoE. It gives an additional +1 MDEF, +1 DEF, and is upgradeable.
- Slotted headgear (Baseball Cap, Turban, etc)
(If the Sage is not VIT based then Marduk Card would be useful here, which protects from the silence status.)
Middle
- Erudite
Erudite Sunglasses are generally used by sages who use spells to do damage. The +2 int can be used to give a MATK bonus.
- Peerless
Peerless Sunglasses grant immunity to silence. This is helpful in PvP for Sages with low VIT.
These headgears are mainly used for the DEF they provide. Angel/Evil Wing Ears are a particularly good choice for Battlesages as they give both DEF and STR, although Masquerade is a possibility as well (only for Battlesages - the +3% does not work in conjunction with Magic). Opera Masques and Alarm Masks also occupy the bottom slot.
Bottom
- Evolved Pipe
+1 VIT - Kafra Shop Item Only
Armour
- Mink Coat
Provides 6 DEF but weighs a massive 230, drastically limiting the amount of other items that can be carried.
- Coat
It doesn't have as much Def as Mink Coat and it's not as light as Formal Suit but an ordinary Coat is a lot cheaper. The weight is quite hefty though. Mantles are a good alternative for making an elemental armor set due to their low price and weight.
- Silk Robe
Most popular choice for Unfrozen armors given its weight and MDEF.
Shield
- Guard/Slotted Memory Book
Don't bother with the Mage-class Card combo (Parasite), just go for a racial card. Slotted memory book is very useful for caster sages, it has the same function as a guard with an additional +1 int.
Garment
- Muffler/Heavenly Maiden Robe
Battlesages would be best off with either Whisper or Raydric depending on their flee whilst casters may opt for Raydric and Noxious Cards.
Footgear
- Shoes
For leveling Eggyra is best given the SP regeneration. Verit work well in WoE, Matyr and Firelock Soldier tend to be aimed more at melee/less SP dependent classes. The new +exp shoes make a good alternative for leveling.
Accessory
- Clip
Clips are good for utility cards, for example Creamy, Phen and Vitata. It is almost essential to get these cards, otherwise it will be significantly harder to level. Once the player reaches level 90 alternatively they can be slotted into Gloves/Rosaries for a small boost in stats and to make switching easier.
- Ancient Glove
Nimble Gloves (Zerom Card) give a large amount of DEX which makes a noticable difference to cast timed. Prior to level 90, Zerom/Wormtail Clips are feasible.
- Ancient Ring/Brooch
Aimed for melee only. Kukre or Mantis Cards can be used, depending upon which accessory is chosen.
- Nile Rose
A good alternative for Clips. The reason to this is that they take a different hotkey. Cycling between 3 accessories has never been easier with two Clips (Phen and Zerom) and a Nile Rose (Vitata).
Skills
See Mage Skills for first class skills.
Quest Skills
Soul Link
See Sage Spirit.
Common Builds
INT/DEX PvM/Endower
- STR: 1
- AGI: 9
- VIT: 10-30
- INT: 120-130
- DEX: 110-125
- LUK: 1
Skill build: Skill Simulator
This build focuses on high INT for decent damage output with the limited spell arsenal. The goal is Lv. 99, might as well try to get there as fast as possible. The character can double as an endow-slave. WoE is out of the question!
WoE Support
- STR: 1-20
- AGI: 1
- VIT: 50-60
- INT: 70-90
- DEX: 125+
- LUK: 9
Skill build: Skill Simulator
The Scholar-wannabe build. They have high DEX for fast casting Magnetic Earths, and moderate VIT for durability. But with only marginal INT, they are very slow to level PvM-wise, and their damage with bolts won't drop anyone.
Hindsight Sage
- STR: 1
- AGI: 99
- VIT: 1
- INT: 99
- DEX: 9
- LUK: 1
Skill build: Skill Simulator
Free Cast and Hindsight allows this build to melee with books while raining bolts from above on their foes. Despite being a melee build, their main offensive power doesn't come from having STR, but rather from the high ASPD to trigger the moderate damage bolts. Some even prefer to drop their STR to a marginal amount, and wield a Bazerald dagger for the added MATK bonus. Coupled with the Sage Spirit buff of Soul Linkers, leveling them in Ice Dungeon 3 with Lightning Bolt is very effective.
Hybrid Sage
- STR: 30 - 80
- AGI: 60 - 90
- VIT: 35 - 60
- INT: 90 - 110
- DEX: 40 - 75
- LUK: 1 - 30 *possible to have a CRITICAL built sage*
Skill build: *same as Hindsight*
This is the Soldier Sage build, usually with a lot of variations. They are strongest at PvM with almost nil equipment, and can even take on PvP and WoE provided they have elitist equipment. This is the one of the few builds where careful planning is needed, lest you will have to resort to character deletion. Physical attacks complement the magical autocasts and precasts, which make it devastating with attack speed. Can still work even though MDEF or DEF is high.
Hocus-Pocus!!
- STR: 1
- AGI: 1
- VIT: 70
- INT: 130+
- DEX: 70
- LUK: 9
Skill build: Skill Simulator
During the early days of the introduction to the Sage class, it was the glory days of the Hocus-pocus Sages. Sadly the yellow-gem nerf and Hocus-pocus Boss nerf meant the end of their era. The build aims at the most INT possible for a good regen rate, since casting HP repeatedly can drain the SP considerably. It also doesn't go for maxed DEX, but focuses more on VIT instead to avoid death by random Hocus-pocus skills.
Tips and Tricks
- If the player desires more than just a Magnetic Earth slave or occasional battle-fun character character, it is advised to choose a PvM build in order reach Scholar as soon as possible. This makes the Sage itself only a stepping stone.
PvM Application
Their AoE-repertoire is limited to Fire Ball, Fire Wall, Heaven's Drive and Thunderstorm. Although a battle build can be enjoyable, partied with a Priest, a pure PvM build yields faster exp rates. Their endows can be indispensable for other classes during PvM/MVP, hence many Sages are built for slaving purposes only.
WoE Application
- Offense: A sage is excellent in breaking down opponent precasts (such as Storm Gust) using Magnetic Earth, weakening their forward defense. The second task is to use Dispell to remove buffs from as many opponents as possible, to weaken their counterattack ability. If there is time to spare, it is also helpful to Stone Curse (or Frost Diver) enemies, making it easier to deal with them. In most cases, the sage will want to stick with the other Priests.
- Defense: While attempting to hold a castle, sages are needed mostly to Dispell any enemies who come in. If there are multiple enemies, Stone Curse is applicable to break down their tactics. Generally, Sages do not join precasts, but simply stand back with other support classes for defense. Remember to use Sight in case there are any Assassins or Rogues sneaking in.
In WoE the most useful build for a Sage is Support. This involves setting down Magnetic Earth as quickly as possible in a precast and Dispelling foes. Spell Breaker is a useful skill for preventing casts such as Storm Gust or even if a Monk attempts to Guillotine Fist (which is quite common, Support Sages are high up on the 'kill-on-sight' list). Stone Curse is used as a form of defensive spell and to divert fire until teammates can come to the player's aid. A support build is of course team-oriented and communication with guild members is a must.
PvP Application
- All: Always try to Dispell the opponent to remove their buffs, and use Sight to prevent ambushes from hidden characters. Use Frost Diver or Stone Curse to disable them.
- Melee: Knights, Crusaders, Blacksmiths, Alchemists, Assassins, and Rogues: Since these classes usually depend on being close to their target, and many having low MDEF, if a sage is able to kill them before they approach, victory is possible. Against certain (usually low-ASPD) builds, Safety Wall can help. Fire Wall, Frost Diver, or Stone Curse is helpful to slow them down. To deal with Hiding or Cloaking, use Sight.
- Ranged: Hunters, Bards, Dancers, and Gunslingers: Sages are lacking in long-range defense. Their best bet is to get into casting range and Frost Diver or Stone Curse them on the spot. Equipped with a Phen accessory, it might be possible to counter attack from a distance, but it is difficult to out-damage them. However, this may be the only option if the opponent uses Arrow Repel or traps.
- Magical: Wizards, other Sages, and Ninjas: A sage, using Spell Breaker, Magic Rod, and Magnetic Earth, can defend from most forms of magical attack. The major threat would be from quickly cast skills/high DEX attacks like Jupitel Thunder or Freezing Spear, which should be countered with Magic Rod, followed by freezing the opponent. Against other sages, it is often a matter of who attacks first or faster. It may also be possible to trick them to magic rod their spell break.
- Monks: Use Dispell to remove them from their Fury status, rendering them unable to Guillotine Fist. Safety Wall can also be used. Once their SP is drained, it is simple to take a monk out with usual skills.
- Priests: Priests usually do not battle with Sages, as chances are neither will be able to kill the other.
Being nothing more than a glorified Mage offense wise, Sages are often limited to support roles, given one is willing to use the skills that consume items. Still, Magnetic Earth can be a deciding factor in organized party vs party wars.
FAQ
Q. I've decided I'm going to max two Bolts, but which two?
A. Generally the best two Bolts to max are Fire Bolt and Lightning Bolt. The former is pretty much a given and LB is chosen because it is on the opposite side of the elements table. What this means is that having both FB and LB covers all the basic elements with no room for weakness. FB/CB on the other hand is weak to Water, as neither element is effective against it.
Q. What is the quickest build to get to 99?
A. The quickest and easiest way is to go for 99 Int/Dex (shown above; here). Skills generally include Thunderstorm and Heaven's Drive for mobbing, max Dragonology, maxing all three Bolt skills and skipping the many PvP skills, such as Stone Curse and Magnetic Earth. However, this depends on personal preference. Since the introduction of the endgame dungeons, having Magnetic Earth will make your sage much more desirable for parties, making the last few levels easier.
Alternatively, an Hindsight sage with a Linker slave can achieve amazing leveling speed.
Sage Data
Job Bonuses
| Stat\Amount | +1 | +2 | +3 | +4 | +5 | +6 | +7 | +8
|
| STR
| 42 | 44 | 46 | 47 | 48 | | |
|
| AGI
| 3 | 6 | 13 | 22 | 33 | | |
|
| VIT
| 4 | 11 | 18 | | | | |
|
| INT
| 1 | 8 | 15 | 24 | 30 | 37 | 45 | 50
|
| DEX
| 20 | 25 | 27 | 32 | 39 | | |
|
| LUK
| 17 | 35 | 40 | | | | |
|
ASPD
Sages can use Concentration and Awakening Potions.
| Weapon | Base ASPD | ASPD w/ Study Lv.10 | Base Delay | Delay w/ Study Lv.10
|
| Unarmed
| 155 | 155 | 450 | 450
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| Dagger
| 147.5 | 147.5 | 525 | 525
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| Book
| 145 | 147.5 | 550 | 525
|
| Rod
| 137.5 | 137.5 | 625 | 625
|
kRO Names
- Endow Blaze is known as Flame Launcher
- Endow Quake is known as Seismic Weapon
- Endow Tornado is known as Lightning Loader
- Endow Tsunami is known as Frost Weapon
- Hindsight is known as Auto Spell
- Hocus-pocus is known as Abra Cadabra
- Magnetic Earth is known as Land Protector
- Study is known as Advanced Book
- Whirlwind is known as Violent Gale
References