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.
|
Intermediate Human Vocations
Beginner Monster Vocations
Intermediate Monster Vocations
Advanced Monster Vocations