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Heroica-sage

Sage is one of the fifteen advanced job classes available to the players of Heroica RPG after they reach level 15. It is available only to original clerics and mages, and combines the spellcasting and healing powers of those two, but uniquely is unable to attack physically.

These wise women and men have a deep knowledge of the arcane.

  • Additional Health: +6
  • Additional Ether: +2
  • Weapons: Sages can wield anything suitable for a mage or a cleric.
  • Job Traits: Healing (see Cleric), Spellcasting (see Mage)
  • Battle Style: Arcane – Sages can cast spells and heal, but they cannot attack physically.
  1. SHIELD: Arcane Vortex – The sage conjures a whirlpool of pure magic that causes elemental damage to all enemies and heals all allies equal to their weapon power added to their level, at the cost of 1 ether per affected target. (e.g. WP 10 + Level 15 = 25 elemental damage to all enemies + restore 25 health to all allies) If no element was chosen, it is selected randomly from those available. If all ether is depleted, the sage regains 1 ether instead of acting.
  2. GREAT SPELL/HEAL MORE: The sage spends 1 ether to cast an elemental spell with strength equal to two times their weapon power added to their level. Instead of casting, the sage can spend 1 ether to restore health to themselves or one of their allies equal to the power of their great spell. (e.g. WP 10 x 2 + Level 15 = 35 elemental damage or restore 35 health) If all ether is depleted, the sage regains 1 ether instead of acting.
  3. SPELL/HEAL: The sage spends 1 ether to cast an elemental spell with strength equal to their weapon power added to their level. Instead of casting, the sage can spend 1 ether to restore health to themselves or one of their allies equal to the power of their attack. (e.g. WP 10 + Level 15 = 25 elemental damage or restore 25 health) If all ether is depleted, the sage regains 1 ether instead of acting.
  4. MEDITATE/HEAL LESS: The sage concentrates to regain 1 ether. Instead of meditating, the sage can spend 1 ether to restore health to themselves or one of their allies equal to their level.
  5. DAMAGE/NO HEALING: The sage is struck by the opponent’s attack. Optionally, any attempt of healing fails.
  6. SPECIAL GUARD/NO HEALING: The sage is struck by the opponent’s special skill, but has a 1/2 chance to be protected from any negative effects caused by it. Optionally, any attempt of healing fails.

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