Sage
About classes | Class list | Skill list | Extended Mastery
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| Class line | |||||||||||||||
| Description | Lead your party out of a pinch with your battle wits and healing wisdom. | ||||||||||||||
| Style | Specialty | ||||||||||||||
| Prerequisites | |||||||||||||||
| Level BonusesLevel bonuses are earned with levels 1, 5, 10, 15, and 20. |
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| Master Bonuses | |||||||||||||||
| Class Weapon | |||||||||||||||
| Release date | 2016-03-10 | Other sites | |||||||||||||
| Support Skills | |||||||||||||||
| Ray of Hope | 5% boost to healing. 20% boost to healing cap. 100% boost to restored HP amount upon revival.Also affects summons such as Europa and on MC.[1] Reduces Gain Duration: 1 turn upon using |
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| Timeless Teachings | Immunity to . |
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| Base Multiattack Rates | |||||||||||||||
| Base DA RateIncluding Support Skills/Level Bonuses | 4%[2] | Base TA RateIncluding Support Skills/Level Bonuses | 1%[2] | ||||||||||||
| Recommended Extended Mastery Perks | |||||||||||||||
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| Recommended Subskills | |||||||||||||||
Extended Mastery Skills: Subskills:
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Skills
| Icon | Skill Name | Effect | C/DCooldown in Turns | DurDuration in Turns or Seconds | SubSubskill usable on other classes | LVLClass level required | Notes |
|---|---|---|---|---|---|---|---|
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Panacea III | Restore HP to all parties (Healing cap: 3000 [1500 for other parties]). | 5T | - | No | 1 |
Extended Mastery Skills
| Icon | Skill Name | Effect | C/DCooldown | DurDuration | EMPCost in EMP | Notes |
|---|---|---|---|---|---|---|
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Blessing II | 350%-500% Light damage to all foes. Inflict Strength: 5000 DMG per turnDuration: 180 seconds. |
7T | 180s | 10 | |
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Dispel Deluge | Remove 1 buff from all foes. | 5T | - | 25 | |
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Peace of Mind | Remove 1 debuff from all allies. All allies gain Strength: 500Duration: 3 turns. |
5T | 3T | 15 |
Assessment
For most players, Sage will be the ideal first Row IV due to its versatility: Panacea and Veil (or Dispel, where relevant) are very powerful in almost every battle and for almost every team, allowing the remaining subskills to be tailored for individual situations.
VeilAll allies gain
VeilDebuffs will be nullified (1 time)
"Veil" is an unofficial name used by the wiki for this status effect. Its actual in-game name is "Immune.". lasts until consumed and can block multiple debuffs at a time, effectively negating the debuff component of many battles. Dispel DelugeRemove 1 buff from all foes. is simply an all-foe version of Bishop's
DispelRemoves 1 buff from a foe. and an alternative to Veil for the mandatory Extended Mastery Skill.
Peace of MindRemove 1 debuff from all allies.
All allies gain Shield (500)Next ATK received will be ineffective for a fixed amount
Strength: 500Duration: 3 turns. is usually worse than ClarityRemove 1 debuff from all parties. due to its longer cooldown and it not being raid-wide, but has niche value as an Extended Mastery alternative to Veil, or in battles where multiple debuff removal skills are desired.
In practice, Veil, ![]()
immunity, and potentially even ![]()
(via ![]()
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Sage's one weakness is that it doesn't strictly offer anything that cannot be replicated by other characters or summons in solo play. Therefore, players whose characters already bring Veil, Dispel, and powerful healing may wish to prioritize more offensive classes such as Chaos Ruler or Elysian.
Notable Main Weapons
Sage has strong choices of a variety of staves and spears for each element. There is not necessarily a need for a Sage to wield a staff or spear that interacts with its healing abilities at all, and many players may just choose a strong offensive spear or staff that goes well with the rest of their team. Still, a player may find use for healing-centric main weapons in select circumstances.
Hallowed Pilgrimage - The Class Champion Weapon significantly improves healing potential for the class. The MC also gains access to
AutoreviveRecovers once from a knockout while in effect
, which when combined with SubstituteGain
SubstituteReceives foe attack in place of an ally
(Excludes all-foe all-ally attacks)
Duration: 1 turn . allows bypassing certain boss triggers. Its strength is somewhat counterbalanced by weak emblems.- Saint's Humanity - 25% resistance to debuffs is a decent amount, but it is of extremely limited use since it is limited to protecting the MC.
- Saint's Divinity - Improves the strength of the shield from White Wall to a decent 2000 on a 6 turn cooldown, which is better than some characters. The best emblem for normal use, though still not an amazing choice.
- Saint's Devilry - Transforms
Blessing II350%-500% Light damage to all foes.
Inflict Holy SpikeHP is lowered on every turn
Strength: 5000 DMG per turnDuration: 180 seconds. from being nearly useless into a minor damage reduction, but it is doubtful whether it is worth spending an emblem on it.
Other spears and staves that directly benefit or directly benefit from Sage's healing when wielded as a main weapon include:
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Dawn Rising - Applies a strong stacking attack buff to the party each time a green-border skill (healing etc) is used. Sage has access to several of this type of skill and thus can power up the party relatively easily.
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Stardust Holly Rod ⚠️

⚠️This weapon is acquired from the Premium Draw. It will require the use of duplicate copies or Damascus Ingots to uncap to its full potential. It may be difficult to get this weapon in the first place, and will be expensive to bring to its full power. Consider whether you can use a farmable replacement instead. - Boosts healing power and healing cap of the MC after a charge attack. Also includes a bonus shield at the start of a fight.
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Sunflower Wand ⚠️

⚠️This weapon is acquired from the Premium Draw. It will require the use of duplicate copies or Damascus Ingots to uncap to its full potential. It may be difficult to get this weapon in the first place, and will be expensive to bring to its full power. Consider whether you can use a farmable replacement instead. - Boosts healing power and healing cap of the MC after a charge attack.
Resources
| Class Navigation | |
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