Not the plant, the wise person.
Description
Sages are people of the mind and arcane knowledge who are never afraid to put their abilities to the test in action, hence their nickname throughout the Empire: Wielders of Wisdom. As Enchanters, they aid their allies by healing and empowering them, and as Defilers they can become a living nightmare for their enemies due to the many curses they can perform. Sages dominate the enemy with their great mental strength and charisma.
Major Skills
Wandering blessing – heal
Heals all party members with 40% Arcane Talent for two turns.
Bandage – heal
Heals target with 150% Healing Power.
Emerge – buff
Increases the party’s Armor to 125% and the party’s Damage to 125% for three turns.
Balsam of the Quick – buff
Increases the player’s Initiative to 150% for three turns.
Fear of Arms – debuff
Damages target with 75% Arcane Talent in every turn and lowers its Attack Chance to 75% for three turns.
Leveled Pain – debuff
Increases the Damage inflicted on the target to 125% for two turns.
Typical Weapons

Crystalvein Khanjar – one-handed weapon
This blade brings a painful surprise to anyone, who underestimates its wielder.
Modifies:
- Attack
- Arcane talent
- Damage
- Critical hit

Staff – two-handed weapon
The signature weapon of a wise sage that can hit his enemies as powerful as the branches of a huge tree in a thunderstorm.
Modifies:
- Damage
- Armor piercing
- Energy
- Arcane talent

Alchemist grenade – two-handed ranged
A small surprise for those who would look down upon the fighting skills of a sage. This will blow them away for sure!
Modifies:
- Attack
- Arcane talent
- Damage
- Critical hit
Skill trees
Enchanter skills
These skills grant the sage powers to heal and empower fellow combatants and himself.
Defiler skills
These skills make the sage a devastating curse-wielder in combat.
Basic skills
This skill tree awards the sage with a wide assortment of class related skills for each level up.



























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