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A Sage's days are often spent in a dungeon with mountains of books and scrolls around them. They are the ones who write the histories, pass along the legends, and record daily events. Bards often use a Sage's work for their own creative expressions. Few in the world are wiser than a Sage, and if you are smart you would not pass up on hearing one's tale. When traveling, they tend to be useful when strange discoveries are made. Their aptitude for deciphering ancient artifacts and writings is unmatched. Unfortunately they get underestimated for their usefulness and often are the first to fall in battle because people do not go out of their way to guard them. Sage's dabble a bit in some magics, because their hours of reading and research leave them with weak vigor; they have to defend themselves somehow.

Why be a sage?

If you enjoy making the first discovery, having your character understand things others don't, or being a walking library of knowledge, then this might be the best class for your character. They will be able to understand languages much easier, and thus understand others when they're talking. They are the only ones able to read ancient texts and markings, translating them to a current language. Over-all they are more a solo style class, but can come in handy when instances present themselves requiring that extra bit of knowledge.

How do they fair in battle?

Very poor. They are one of the weakest classes when it comes to battle. They are restricted similarly to healers and clerics, but do not dabble in much magic and cannot wield many weapons. It's highly recommended to place them in the back of a party that goes to battle.

How do they fair in quests?

They can either be completely useless during a quest, or the ONLY one able to take part in certain actions. Their expertise is mostly used outside of events, but can occasionally be useful!

What race and alignment are most typical for this class?

Dragons are the most likely to be a sage since they are one of the wisest of the races. They tell stories and reveal secrets about the world almost no one else is privy to. Since the dragon is so large in size and feared by other races, they do not often get the opportunity to utilize other classes to their full potential like a sage could.

A sage can be any alignment. The knowledge they gather for themselves can warp their view of the world and lead them on a path of extremism, of they could use it to attempt to keep a balance in the world to protect knowledges that could disappear amidst war and carelessness.


10 APT

Main Class Skills

(Starts unlocked at 90 DL. Invest CP to make stronger.)

Skill Name


Weapons Allowed:

Armor Allowed:

Magic Allowed (1 CP per type):



It takes 1 CP to use any of the following, and each CP invested will increase it.

Camping Knowledge
(Heal 5 LP per CP, each shift slept.)
You are a well-prepared camper and understand eating, hydrating, hygiene and proper bedding are important for being well rested.

If you sleep all 3 and get half your LP back, you also get the LP added from this skill. If the LP is more than your max, you keep that until next attacked or the quest/event ends.

(+1 toward non-attack rolls per CP.)
When it comes to accomplishing things, you tend to have an edge on other people. Maybe the Gods favor you, or maybe it is just lady luck blowing you a kiss.

Hidden Paths
(APT is rolled to locate a hidden path. This gives +1 toward DL roll. If discovered, it is up to you if you share the information with everyone or investigate on your own.)
You have keen perception of things most do not notice. Due to this, you are able to find doorways and paths that are practically invisible.

If everyone in the party is riding, they will cut 1 day off their travel. This means one less chance of an unexpected battle while camping.
If you are riding when you get attacked by an enemy, you get +1 DMG and +1 INIT (per CP invested) for your first attack if your party attacks first. If the enemy attacks on the first turn instead, you will get +2 (per CP invested) toward your roll if you dodge. This skill requires owning a ride-able animal, such as a horse, or being on a travelling vessel.