The Sage is a character class in the Dragon Quest series. Proficient with both weapons and magic, they are often the most powerful combatants in their respective games.
Requirements
In order for a party member to become a Sage, that member must be level 20 and have the Book of Satori and take it to the Temple of Dharma . There, they may become a Sage. The Goof-off is the only class that doesn't need the Book of Satori to become a Sage. All they need is to become level 20.
In order to become a Sage, the party member must first master the Mage and the Priest classes.
In order to become a sage in Dragon Quest VII , the party member must first master both the Cleric and Mage classes. As a Sage, that particular party member's spells will cost less MP. The higher tier the Sage is, lesser MP is expended for spells.
Dragon Quest III
Blaze
1
Heal
1
Expel
2
Upper
4
IceBolt
5
SpeedUp
5
Fireball
7
Surround
7
Sap
8
Increase
9
Outside
9
Sleep
9
Bang
11
Antidote
11
Return
12
SlowAll
12
Infernos
12
StopSpell
13
Firebane
14
Healmore
14
RobMagic
15
Numboff
15
Awaken
16
Blazemore
17
X-Ray
18
Defense
18
StepGuard
19
SnowStorm
20
Disperse
20
TwinHits
21
Beat
22
Boom
23
Bounce
24
Vivify
24
PassTime
25
Blizmost
26
Infermore
26
PanicAll
27
Defeat
28
Firebolt
29
Curseoff
30
HealAll
30
Blizzard
32
Barrier
32
Invisible
33
BeDragon
34
HealUs
34
Open
35
Blazemost
36
Transform
37
Explodet
38
Revive
38
Chance
40
Sacrifice
41
Dragon Quest VI
Stat Changes
Statistics
Change
Battles to Master
269
Strength
-30%
Agility
+20%
Defence
-20%
Wisdom
+20%
Max HP
-20%
Max MP
+20%
Trait
MP cost reduction
Mastery Bonus
+20 Max MP
Abilities
Level
Title
Learns
Battles Needed
Target
Info
MP
1
Student
Absorb Magic
1
Self
Absorbs the MP of an incoming spell.
2
2
Scholar
Insulatle
15
Party
Forms a protective barrier that reduces the efficacy of enemy spells.
3
3
Professor
Bazoom
40
One enemy
Sends foes flying to a faraway location.
8
Oomph
One ally
Doubles the attack power of a single party member.
6
MP Consumption -87.5%
4
Philosopher
Tidal Wave
70
All enemies
A massive ocean wave that damages all enemies.
0
Summon
Self
Call upon a wandering spirit to assist in battle.
15
5
Savant
Multiheal
110
Party
Restores at least 100 HP to all party members.
7
Fissure
All enemies
Opens a rift in the earth that swallows up enemies.
0
MP Consumption -75%
6
Genius
Kazing
150
One ally
Revives an ally to full HP
20
Kacrackle
One group
Lacerates all enemies with a raw volley of rasping ice.
12
7
Enlightened One
Magic Barrier
210
Party
Protects against magic
3
Kamikazee
All enemies
Sacrifices self to hurt enemies
1
MP Consumption -62.5%
8
Oracle
Kaboom
270
All enemies
Damages the enemies with a big explosion
15
Kathwack
All enemies
Tries to kill all enemies
15
MP Consumption -50%
Dragon Quest VII
Stat Changes
Statistics
Change
Battles to Master
250
Strength
-30 Percent
Agility
+5 Percent
Guard
-20 Percent
Intelligence
+20 Percent
Appearance
Null
Max HP
-20 Percent
Max MP
+20 Percent
Mastery Bonus
+20 Bonus to Intelligence
Abilities
Level
Title
Learns
Battles Needed
Target
Info
MP
1
Student
Defeat
1
One Group
Has a low chance of instantly killing one group of enemies
7
2
Counsel
Barrier
15
All Allies
Reduces the damage of fire and ice attacks
3
3
Arbiter
Blizzard
38
All Enemies
Causes ~100 in ice damage
12
4
Seer
Magic Wall
65
All Allies
Reduces the damage of magic attacks to all allies
3
5
Oracle
Heal Us
110
All Allies
Heals ~100HP to all allies
10
6
Wise One
Revive
150
One Ally
Revives one fallen ally with full HP
15
7
Elder
Summon
200
Self
Summons one of four deities to fight for the party
20
8
Prophet
Explodet
250
All Enemies
Causes ~140HP in explosion damage
15
Hybrid Abilities
Hybrid
Learns
Target
Info
MP
Teen Idol
Life Dance
All Allies
Restores all dead party members to life at the cost of the life of the caster but has a chance of failure. It will not work if the caster is the last person alive
0
(The Sage vocation is late in the game after completing Quest 115 (http://dragon-quest.org/wiki/List_of_quests_in_Dragon_Quest_IX:_101-150 ),[. Sages have the unique skillset "Enlightenment", and can also use skill points to learn Boomerang , Bow , Wand , and Shield skills. Their Coup-de-Grace is "Spelly Breath," which recharges a portion of their MP.
Sages are essentially a hybrid class of Mages and Priests , having access to both powerful offensive spells and useful healing spells. This allows Sages to go on the offensive during monster battles and fall back into healing during boss fights. However, Sages can't deal the same level of damage Mages can, and can't heal as effectively as a Priest. Thus, parties seeking powerful multi-target damage should stick with a Mage, and those wanting powerful healing spells should stick with a Priest. On the other hand, combining the elements of a Mage and a Priest can free up a slot in the party, allowing for another damage dealer or spellcaster to step in.
Enlightenment
Required points
Name
Effects
4
Natural Magical Mending +20
Permanently adds 20 to magical mending
10
Jack's Knack
Change vocations on the field
16
Natural Magical Might +20
Permanently adds 20 to magical might
22
Right as Rain
Rain shower restores HP for a few rounds
32
Natural Magical Mending +40
Permanently adds 40 to magical mending
42
Disruptive Wave
Dispels all status changes on enemies
55
Natural Magical Might +40
Permanently adds 40 to magical might
68
Caster Sugar
Temporarily boosts magical mending and magical might
82
Natural Max MP +60
Permanently adds 60 to max MP
100
MP Consumption -25%
Reduces MP costs by 25%
Spells
Name
Level
MP
Description
Heal
2
2
Restores at least 30 HP to a single ally.
Zam
2
4
Strikes a single enemy with the power of darkness.
Squelch
5
2
Cures a single ally of the effects of poison .
Evac
5
3
Exit instantly from dungeons, caves, and towers.
Bang
8
5
Damages all enemies with a small explosion.
Zammle
8
7
Smites a single enemy with the power of darkness.
Divine Intervention
13
4
Weakens a group of enemies against attack spells.
Midheal
16
4
Restores at least 75 HP to a single ally.
Zing
20
8
Resurrects a fallen ally, but sometimes fails.
Multiheal
24
16
Restores at least 100 HP to all party members.
Boom
27
10
Engulfs all enemies in a large explosion.
Kabuff
30
6
Raises the defence of all party members.
Moreheal
33
8
Restores at least 165 HP to a single ally.
Magic Barrier
38
6
Protects the whole party from attack spells.
Kazam
43
20
Smashes a single enemy with the power of darkness.
Kazing
45
15
Resurrects a fallen ally every time.
Kaboom
48
28
Blasts all enemies with a violent explosion.
Kazammle
61
45
Strikes a single enemy with stygian lightning.
Kaboomle
66
56
Blasts all enemies with an incredibly violent explosion.
Magic Burst
78
All
Unleashes all remaining MP in a fearsome explosion.
Galley
Intermediate Human Vocations
Beginner Monster Vocations
Intermediate Monster Vocations
Advanced Monster Vocations