๐Sage Job

On Classic Reimagined the Sage gets nine custom spells: three fast single-target and chain spells (Tri-Force Bolt, Ice Shard, Chain Lightning), four Sorcerer-style ground spells (Terra Rupture, Arcane Pulse, Glacial Shard, Venom Mist) and two damage trails you lay down by walking (Thunder Trail, Blazing Trail). Ice Shard and Chain Lightning leave Wind and Water "Exposure" debuffs that set up each other, Terra Rupture and Glacial Shard scale with your Endow skills, and the Arcane Reversal passive rewards you for countering enemy casters with Magic Rod and Spell Breaker.
โน๏ธClassic 99/50 server. Custom skills are learned from the normal skill tree with skill points, after their prerequisites: the basic ones unlock from a related class skill, the strongest ones need another custom skill (usually at Lv 3) or a signature class skill first. Values below are for the current patch (November 2026).
โ ๏ธThe custom Sage skills and the Arcane Reversal passive work for the normal Sage job only. They are not passed on to Professor, Baby Sage or other classes.
Custom Skills Overview
| Skill | Max Lv | Type | Prerequisite |
|---|---|---|---|
| Tri-Force Bolt | 5 | Offensive, Magical, single target | Auto Spell Lv 1 |
| Ice Shard | 5 | Offensive, Magical, area around target | Frost Weapon Lv 1 |
| Chain Lightning | 5 | Offensive, Magical, chain | Lightning Loader Lv 1 |
| Terra Rupture | 5 | Offensive, Magical, ground area | Seismic Weapon Lv 1 |
| Arcane Pulse | 5 | Offensive, Magical, ground field | Advanced Book Lv 7 |
| Glacial Shard | 5 | Offensive, Magical, ground area | Ice Shard Lv 3 |
| Venom Mist | 5 | Offensive, Magical, ground field | Terra Rupture Lv 3 |
| Thunder Trail | 5 | Offensive, Magical, moving trail | Lightning Loader Lv 1 |
| Blazing Trail | 5 | Offensive, Magical, moving trail | Flame Launcher Lv 1 |
| Arcane Reversal | โ | Class passive (automatic) | Normal Sage |
Class Signature: Arcane Reversal
โญClass signature: a built-in bonus every player of this job has. It needs no skill points and works automatically: follow the pattern below to trigger its bonus.
| Who | Normal Sage (automatic) |
| Build | Magic Rod absorbs a hostile spell, or Spell Breaker interrupts a cast (max once per 8 s) |
| Ready | Arcane Charge for 10 s (buff icon) |
| Bonus | Next custom Sage spell: +15% damage (+10% vs players / PvP / GvG / WoE / BG) |
| Recovery | 8 s between charges |
- You gain an Arcane Charge (buff icon, 10s) when your Magic Rod absorbs a hostile spell, or when your Spell Breaker interrupts an enemy's magic cast.
- A new charge can be gained at most once every 8 seconds.
- Your next custom Sage spell that lands spends the charge and deals +15% damage (+10% against players, player-owned summons, and on PvP, GvG, WoE and Battleground maps).
- Tri-Force Bolt, Ice Shard and Chain Lightning get the bonus on every hit of that cast (all three Tri-Force elements, every Chain Lightning jump). Ground spells and trails (Terra Rupture, Arcane Pulse, Glacial Shard, Venom Mist, Thunder Trail, Blazing Trail) get it on their first landed hit only.
- The charge is lost if it is not used within 10 seconds.
Class Mechanics
Elemental Exposure
Two Sage spells leave a vulnerability debuff on every enemy they damage:
| Debuff | Applied by | Effect | Duration |
|---|---|---|---|
| Wind Exposure | Ice Shard | Wind damage taken +4% per Ice Shard level (Lv5: +20%) | 10s |
| Water Exposure | Chain Lightning | Water damage taken +4% per Chain Lightning level (Lv5: +20%) | 10s |
- The bonus applies to all damage of that element the target takes, from any attacker (your party benefits too), and is applied after the element table.
- Exposure does not stack. Reapplying it refreshes the duration and keeps the stronger level.
- Bosses, status-immune monsters, Emperium and battleground units are not affected. It never turns an immune or absorbed hit into damage.
- Typical use: Ice Shard, then Chain Lightning (Wind) on the exposed group; or Chain Lightning, then Ice Shard / Glacial Shard / Cold Bolt (Water). Tri-Force Bolt's Water and Wind hits also benefit.
Endow scaling
Terra Rupture adds 300% to its formula per learned level of Endow Quake, and Glacial Shard does the same with Endow Tsunami. It uses the level you have learned; you do not need to cast the endow first.
Tri-Force Bolt
Strikes one enemy with Water, Fire and Wind bolts in quick succession. You can move faster while casting it.
| Max Level | 5 |
| Type | Offensive (Magical, ranged) |
| Element | Water, then Fire, then Wind |
| Target | Enemy |
| Range | 9 cells |
| Cast Time | 0.9 / 1.2 / 1.5 / 1.8 / 2.1s, variable, reduced by DEX |
| After-Cast Delay | 2s |
| Cooldown | 4s |
| SP Cost | 30 / 40 / 50 / 60 / 70 |
| Requirement | Auto Spell Lv 1 |
| Level | Damage / Effect |
|---|---|
| 1 | 3 hits (1 per element), 180% MATK total |
| 2 | 6 hits (2 per element), 360% MATK total |
| 3 | 9 hits (3 per element), 540% MATK total |
| 4 | 12 hits (4 per element), 720% MATK total |
| 5 | 15 hits (5 per element), 900% MATK total |
Notes
- Each hit deals 60% MATK. Each element hits once per skill level, so each element deals 60% x skill level.
- The Water strike lands first, Fire 0.15s later and Wind 0.3s later. Each strike uses its own element against the target, so it is never fully resisted by one element.
- You can walk while casting Tri-Force Bolt, and your movement speed is raised by 50% for the duration of the cast (if you have Free Cast, this applies on top of Free Cast's casting walk speed).
- No status effect. Needs a clear line of sight.
Ice Shard
Shatters ice on the target and everything around it, with a chance to Freeze and a Wind Exposure debuff.
| Max Level | 5 |
| Type | Offensive (Magical, area) |
| Element | Water |
| Target | Enemy (area centered on the target) |
| Range | 9 cells |
| Area | 5x5 around the target |
| Cast Time | 0.75s, variable, reduced by DEX |
| After-Cast Delay | 1.5s |
| Cooldown | 4s |
| SP Cost | 25 / 30 / 35 / 40 / 45 |
| Requirement | Frost Weapon Lv 1 |
| Level | Damage / Effect |
|---|---|
| 1 | 100% MATK, Freeze 26%, Wind Exposure +4% |
| 2 | 200% MATK, Freeze 32%, Wind Exposure +8% |
| 3 | 300% MATK, Freeze 38%, Wind Exposure +12% |
| 4 | 400% MATK, Freeze 44%, Wind Exposure +16% |
| 5 | 500% MATK, Freeze 50%, Wind Exposure +20% |
Notes
- Every enemy in the area takes full damage (not split).
- Freeze: (20 + 6 x skill level)% chance, base 3s, normal resistance applies. Bosses and status-immune monsters cannot be frozen.
- Wind Exposure lasts 10s (see Class Mechanics).
- Enemies behind walls are not hit.
Chain Lightning
A lightning bolt that jumps from enemy to enemy, applying Water Exposure.
| Max Level | 5 |
| Type | Offensive (Magical, chain) |
| Element | Wind |
| Target | Enemy |
| Range | 9 cells |
| Area | Jumps up to 4 cells from the last target |
| Cast Time | 1.0 / 1.2 / 1.4 / 1.6 / 1.8s, variable, reduced by DEX |
| After-Cast Delay | 1.5s |
| Cooldown | 6s |
| SP Cost | 28 / 36 / 44 / 52 / 60 |
| Requirement | Lightning Loader Lv 1 |
| Level | Damage / Effect |
|---|---|
| 1 | 30% MATK per target (1 hit), 2 targets, Water Exposure +4% |
| 2 | 120% MATK per target (2 hits of 60%), 3 targets, Water Exposure +8% |
| 3 | 270% MATK per target (3 hits of 90%), 3 targets, Water Exposure +12% |
| 4 | 480% MATK per target (4 hits of 120%), 4 targets, Water Exposure +16% |
| 5 | 750% MATK per target (5 hits of 150%), 4 targets, Water Exposure +20% |
Notes
- Per target: 30% x skill level MATK per hit, with hits equal to the skill level. Damage is not shared between targets.
- Max targets: 2 + (skill level / 2), rounded down (2 / 3 / 3 / 4 / 4).
- Every 0.25s the bolt jumps to the nearest enemy it has not hit yet, within 4 cells of the last target, within 12 cells of you and in line of sight. Each enemy is hit once per cast.
- Water Exposure lasts 10s (see Class Mechanics).
Terra Rupture
The ground at the target location erupts, hitting all enemies in the area with a chance to cause Bleeding.
| Max Level | 5 |
| Type | Offensive (Magical, area) |
| Element | Earth |
| Target | Ground |
| Range | 7 cells |
| Area | 5x5 |
| Cast Time | 1.2 / 1.4 / 1.6 / 1.8 / 2.0s, variable, reduced by DEX |
| After-Cast Delay | 2.5s |
| Cooldown | 8s |
| SP Cost | 28 / 34 / 40 / 46 / 52 |
| Requirement | Seismic Weapon Lv 1 |
Damage = ((2 + skill level) x INT + 300 x Endow Quake level) x Base Lv / 100 x 38% MATK. Examples at INT 120, Base Lv 99:
| Level | With Endow Quake Lv 5 | Without Endow Quake | Bleeding |
|---|---|---|---|
| 1 | ~699% MATK | ~135% MATK | 5% for 3s |
| 2 | ~744% | ~180% | 10% for 4s |
| 3 | ~790% | ~225% | 15% for 5s |
| 4 | ~834% | ~270% | 20% for 6s |
| 5 | ~880% | ~315% | 25% for 7s |
Notes
- One eruption shown as 3 hits that share the total. Every enemy in the area takes full damage.
- Endow Quake is the biggest part of the damage: learn it to Lv 5 if you use this skill.
- Bleeding chance is 5% x skill level; normal resistance applies.
- Can hit hidden enemies.
Arcane Pulse
Creates a field of arcane energy that pulses every 0.5 seconds.
| Max Level | 5 |
| Type | Offensive (Magical, ground field) |
| Element | Neutral |
| Target | Ground |
| Range | 7 cells |
| Area | 5x5 |
| Cast Time | 1.5 / 1.7 / 1.9 / 2.1 / 2.3s, variable, reduced by DEX |
| After-Cast Delay | 2.5s |
| Cooldown | 10s |
| SP Cost | 36 / 44 / 52 / 60 / 68 |
| Requirement | Advanced Book Lv 7 |
Per pulse = (70 x skill level + 3 x INT) x Base Lv / 100 x 16% MATK, +15% against monsters. Examples at INT 120, Base Lv 99:
| Level | Pulses | vs Monsters | vs Players |
|---|---|---|---|
| 1 | 3 | ~78% per pulse (~234% total) | ~68% per pulse (~204% total) |
| 2 | 4 | ~90% (~360%) | ~79% (~316%) |
| 3 | 5 | ~103% (~515%) | ~90% (~450%) |
| 4 | 6 | ~116% (~696%) | ~101% (~606%) |
| 5 | 7 | ~128% (~896%) | ~112% (~784%) |
Notes
- The +15% applies to real monsters and MVPs only, not to players or player-owned summons.
- Only one Arcane Pulse field per caster.
Glacial Shard
Ice bursts out of the ground at the target location, with a chance to Crystallize enemies.
| Max Level | 5 |
| Type | Offensive (Magical, area) |
| Element | Water |
| Target | Ground |
| Range | 7 cells |
| Area | 5x5 |
| Cast Time | 1.6 / 1.8 / 2.0 / 2.2 / 2.4s, variable, reduced by DEX |
| After-Cast Delay | 2.5s |
| Cooldown | 10s |
| SP Cost | 32 / 38 / 44 / 50 / 56 |
| Requirement | Ice Shard Lv 3 |
Damage = ((2 + skill level) x INT + 300 x Endow Tsunami level) x Base Lv / 100 x 40% MATK. Examples at INT 120, Base Lv 99:
| Level | With Endow Tsunami Lv 5 | Without Endow Tsunami | Crystallization |
|---|---|---|---|
| 1 | ~736% MATK | ~142% MATK | 10% for 1.0s |
| 2 | ~784% | ~190% | 15% for 1.5s |
| 3 | ~831% | ~237% | 20% for 2.0s |
| 4 | ~878% | ~284% | 25% for 2.5s |
| 5 | ~926% | ~332% | 30% for 3.0s |
Notes
- One burst shown as 5 hits that share the total. Every enemy in the area takes full damage.
- Crystallization chance is (5 + 5 x skill level)%. A Crystallized target cannot move, attack, cast or use items and loses 2% HP and 1% SP every second. Bosses resist it; VIT shortens it.
- Glacial Shard is Water, so it gains the Water Exposure bonus from Chain Lightning.
Venom Mist
Creates a poisonous cloud that damages enemies every second and makes them vulnerable to Poison.
| Max Level | 5 |
| Type | Offensive (Magical, ground field) |
| Element | Poison |
| Target | Ground |
| Range | 7 cells |
| Area | 5x5 |
| Cast Time | 1.4 / 1.6 / 1.8 / 2.0 / 2.2s, variable, reduced by DEX |
| After-Cast Delay | 2.5s |
| Cooldown | 15s |
| SP Cost | 32 / 38 / 44 / 50 / 56 |
| Requirement | Terra Rupture Lv 3 |
| Weapon / Catalyst | 1 Red Gemstone |
Per pulse = (40 x skill level + 3 x INT) x Base Lv / 100 x 20% MATK, +20% against monsters. Examples at INT 120, Base Lv 99:
| Level | Duration / Pulses | vs Monsters | vs Players | Cloud Poison |
|---|---|---|---|---|
| 1 | 3s / 3 | ~94% per pulse (~282% total) | ~79% (~237%) | +5% |
| 2 | 4s / 4 | ~104% (~416%) | ~87% (~348%) | +10% |
| 3 | 5s / 5 | ~114% (~570%) | ~95% (~475%) | +15% |
| 4 | 6s / 6 | ~122% (~732%) | ~102% (~612%) | +20% |
| 5 | 7s / 7 | ~132% (~924%) | ~110% (~770%) | +25% |
Notes
- The +20% applies to real monsters and MVPs only, not to players or player-owned summons.
- Every pulse applies Cloud Poison for 3s: the target takes +5% per skill level more Poison-element physical damage (for example from poison-endowed weapons). Bosses resist it.
- Only one Venom Mist per caster: a new cast removes the old cloud.
Thunder Trail
For 10 seconds every step you take leaves a crackling Wind trail that damages enemies who touch it.
| Max Level | 5 |
| Type | Offensive (Magical, trail) |
| Element | Wind |
| Target | Self |
| Area | Each trail cell hits a 3x3 area |
| Cast Time | 0.5s, variable, reduced by DEX |
| After-Cast Delay | 0.4s |
| Cooldown | 12s |
| SP Cost | 20 / 24 / 28 / 32 / 36 |
| Requirement | Lightning Loader Lv 1 |
| Level | Damage / Effect (Base Lv 99) |
|---|---|
| 1 | 29% MATK per hit, up to 8 trail cells |
| 2 | 59% MATK per hit, up to 12 trail cells |
| 3 | 89% MATK per hit, up to 16 trail cells |
| 4 | 118% MATK per hit, up to 20 trail cells |
| 5 | 148% MATK per hit, up to 24 trail cells |
Notes
- Damage per hit: 60% x skill level x Base Lv / 100 x 50% MATK.
- The buff lasts 10s. Each step places one trail cell on the cell you enter; each cell lasts 4s.
- An enemy is hit as soon as it touches a cell, then at most once per second while it stays in contact.
- Cannot be active together with Blazing Trail: casting one ends the other and removes its cells. Trails do not hit enemies standing on Land Protector.
- Wind damage: benefits from Wind Exposure (Ice Shard).
Blazing Trail
The Fire version of Thunder Trail: for 10 seconds your steps leave a burning trail.
| Max Level | 5 |
| Type | Offensive (Magical, trail) |
| Element | Fire |
| Target | Self |
| Area | Each trail cell hits a 3x3 area |
| Cast Time | 0.5s, variable, reduced by DEX |
| After-Cast Delay | 0.4s |
| Cooldown | 12s |
| SP Cost | 20 / 24 / 28 / 32 / 36 |
| Requirement | Flame Launcher Lv 1 |
| Level | Damage / Effect (Base Lv 99) |
|---|---|
| 1 | 29% MATK per hit, up to 8 trail cells |
| 2 | 59% MATK per hit, up to 12 trail cells |
| 3 | 89% MATK per hit, up to 16 trail cells |
| 4 | 118% MATK per hit, up to 20 trail cells |
| 5 | 148% MATK per hit, up to 24 trail cells |
Notes
- Same rules as Thunder Trail (10s buff, 4s cells, hit on contact then once per second per enemy), but Fire element.
- Cannot be active together with Thunder Trail.
Tips
- Pair the Exposure spells: open with Ice Shard on a group, then Chain Lightning hits them for up to +20%. Chain Lightning in turn sets up Ice Shard, Glacial Shard and Tri-Force Bolt's Water hit.
- Put skill points into Endow Quake and Endow Tsunami if you use Terra Rupture or Glacial Shard: each endow level adds 300% to the formula, which is most of their damage.
- Against casters, keep Magic Rod and Spell Breaker ready. A successful counter gives an Arcane Charge for +15% (PvE) / +10% (PvP) on your next custom spell; spend it on Tri-Force Bolt or Chain Lightning, where it boosts every hit.
- Use the trails to kite: cast Thunder Trail or Blazing Trail and walk in circles around or away from enemies. Tri-Force Bolt can be cast on the move with +50% movement speed.
- Poem of Bragi reduces cast time and after-cast delay but NOT cooldown, so it shortens Tri-Force Bolt's 2s after-cast delay but not its 4s cooldown, nor the 8-15s cooldowns of the ground spells.