Sage Skills in King Arthur: Knight's Tale, are the different active and passive abilities for the Sage class. Active Skills are these actions or abilities that are used in combat, each skill is either used as an offensive tactic to damage and inflict negative status ailments against hostile characters or it can also be used to support yourself and your allies such as recovering their HP or providing buffs and different effects. While Passive Skills grant permanent buffs and effects to the hero's stats and overall performance. Skills require AP (Action Points) for it to be executed and each skill requires Skill Points for it to be unlocked. This page covers a list of all the Sage Skills shown in King Arthur: Knight's Tale.
Sage Build Guide
How To Build A Sage - In this King Arthur: Knight’s Tale Sage Class Guide, we are going to show you how to build your Sage from the ground up in terms of the active and passive skills you should acquire, the Heroes you need to create a reliable party, and the gear you have to equip.
If you are looking for a Sage who specializes in buffing their allies’ capabilities while dealing effective melee damage using Frost and Fire Spells, then this King Arthur: Knight’s Tale Sage Class Guide is for you!
Can I Respec my Skill Points?
There are two ways that can be done in order to respec a hero's skill points. First, is by spending gold at the Training Ground in Camelot. Just choose the hero you want to respec his/her skill points. And second, there is a consumable tome item called the Tome of Regret that resets the hero's skill points once it is consumed.
Skills Guide for King Arthur: Knight's Tale
Skills in King Arthur: Knight's Tale are divided into two types, Active Skills and Passive Skills. Active Skills are used during Encounters that normally require a certain number of AP (Action Points) in order to execute it, while Passive Skills further boost the effects of an Active Skill, unlock permanent effects to the Hero's stats, and more. Active Skills are identified in square shapes, while Passive Skills are presented as large circles. Most Active Skills and some Passive Skills can even increase its effectiveness by unlocking its Masteries.
Each Hero starts off with a set of Tier 1 Skills and upon spending a certain amount of SP (Skill Points) will unlock more skills that can be learned under Tier 2 and Tier 3. All Skills in King Arthur: Knights Tale require 2 SP in order to learn them, regardless if it is an Active or Passive Skill, however, if a Hero has certain Traits like the Talented trait, they are able to learn new active skills by just spending 1 SP. Each Hero gains 2 SP (Skill Points) for every increase of the Hero's Character Level.
King Arthur: Knight's Tale Sage Skills
Deals 100% Weapon Damage to an Adjacent Enemy.
Deals 100% Weapon Damage to an Adjacent Enemy and Freezes them for 1 Turn(s). Freeze: 100% less AP for the entire Duration.
Ranged Attack that deals 100% Weapon Damage ignoring any Cover and Armour. Cannot be blocked.
Deals 75% Weapon Damage in a 2 Tiles long 90 degree Cone (3 Tiles in the front row, 5 tiles in the back row).
3 Ice Plates start orbiting the Hero for 3 Turn(s). For the Duration, each Ice Plate can fully negate one incoming Hit.
Select an Enemy within Range and Line of Sight, the choose additional Enemies within 4 Tiles from the primary Target. All Targets suffer 100% Weapon Damage.
Creates a 3 Tiles long Ice Wall for 3 Turns. Each Tile of Ice Wall counts as Half Cover and has Vitality equal to 100% of the Hero's maximum Vitality.
A thunderstorm is placed on the Targeted Tile for 2 Turn(s). The storm deals 50% Weapon Damage each Turn to any Unit within 2 Tiles Range, and to any Unit that enters this Range.
Quick movement in a straight line. The Hero becomes immune to Opportunity Attacks while Dashing.
+30% Melee Weapon Damage for the Target for 1 Turn(s).
The Hero and Allies gain +2 AP for 1 Turn.
Ranged Attack that deals 100% Weapon Damage and causes Burning for 1 Turn(s). Burning: Suffers 40% Damage at the start of their Turn.
Globe of Protection
Gains X Temporary HP for 2 Turns. The amount of Temporary HP increases by 2 per level.
Teleports to the targeted position.
Ray of Light
Target suffers 25% Weapon Damage and is Blinded for 1 Turn(s). Blind: 50% chance to miss the Target.
Ranged Attack 150% Weapon Damage and causes Chill for 1 Turn.
The Hero gains an Ice Aura for 2 Turns. If a Unit is Adjacent with the Hero, they suffer 50% Weapon Damage and become Chilled for 1 Turn(s). These effects can occur on the same Unit again after the start of the Hero’s next Turn while Ice Aura lasts.
Aura of Protection
+X Unbreakable Armour for the Hero and all Adjacent Allies.
+10 Mental Debuff Resist and Physical Debuff Resist.
Range of non-melee Active Sklls in increased by 1 Tile(s). +1 Spellcraft.
+20% Mental Debuff Resist.
Melee Attackers suffer Damage equal to 10% of the Hero's Weapon Damage. Armour of the Hero is increased by 3. The amount of Armour gained increases by 1 every 5 Levels.
The Hero deals 10% more Weapon Damage.
When the Hero's HP drops to zero, all Cooldowns are reduced by 2 Turns.
Master of Lightning
+10% Weapon Damage for Lightning Skills.
Master of Ice
+20% Freeze and Chill Effectiveness, +20% to Ice Wall's Vitality.
Wish of Death
The Hero gains 1 AP when an Enemy Unit dies.
Regain X HP when HP drops to zero. Can only activate once per Encounter. The amount of HP regained increases by 1 per Level.
The first Support Spell cast during the Encounter costs no AP.
Restores X HP to the Hero and each Ally after each Encounter. The amount of HP restored increases by 1 every 4 Levels.
The Hero detects Enemy Traps from a number of Tiles Range equal to the Hero's Perception. The Hero gains 1 Movement AP each Turn. +1 Perception.
+20% Weapon Damage
At the start of every Encounter gain X Armour that will only protect the hero from the first Attack. The amount of Armour increases by 1 every Level.
Killing a Unit recudes all Cooldowns by 1 Turn(s). Once per turn. +1 Spellcraft