Sage

From Dragon Quest Wiki
DQIIISageClass.png

The Sage is a recurring vocation in the Dragon Quest series. Proficient with both weapons and magic, they are often the most powerful combatants in their respective games.

Requirements

Irrespective of the title is being played, the path of the Sage always entails steep prerequisites.

Dragon Quest III

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 Alltrades Abbey. There, they may become a Sage. The Gadabout is the only class that doesn't need the Book of Satori to become a Sage; instead, all they need is to reach level 20.

Dragon Quest VI

In order to become a Sage, the party member must first master the Mage and the Priest vocations.

Dragon Quest VII

In order to become a sage in Dragon Quest VII, the party member must first master both the Priest and Mage classes. As a Sage, that particular party member's spells will cost less MP to cast as their rank increases, eventually casting for only 50% of the original cost.

Dragon Quest III

Stats

NES version

Attribute Starting Stats Maximum Stats
Level 1 99
HP 52 396
MP 0 494
Strength 8 155
Agility 15 185
Resilience 27 215
Wisdom 13 255
Luck 78 255


Dragon Quest III (GBC) 
Spell Level Learned
Frizz 1
Heal 1
Poof 2
Buff 4
Crack 5
Acceleratle 5
Sizz 7
Dazzle 7
Sap 8
Kabuff 9
Evac 9
Snooze 9
Bang 11
Squelch 11
Zoom 12
Deceleratle 12
Woosh 12
Fizzle 13
Sizzle 14
Midheal 14
Drain Magic 15
Tingle 15
Cock-a-doodle-doo 16
Frizzle 17
Peep 18
Kasap 18
Safe Passage 19
Crackle 20
Bazoom 20
Oomph 21
Whack 22
Boom 23
Bounce 24
Zing 24
Tick-tock 25
Kacrack 26
Swoosh 26
Fuddle 27
Thwhack 28
Kasizzle 29
Sheen 30
Fullheal 30
Kacrackle 32
Insulatle 32
Vanish 33
Puff! 34
Multiheal 34
Click 35
Kafrizzle 36
Kaswoosh 36
Morph 37
Kaboom 38
Kazing 38
Hocus Pocus 40
Kamikazee 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 as rank increases
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
Resilience -20 Percent
Wisdom +20 Percent
Style Null
Max HP -20 Percent
Max MP +20 Percent
Mastery Bonus +20 Bonus to Wisdom

Abilities

Level Title Learns Battles Needed Target Info MP
1 Student Thwack 1 One Group Has a low chance of instantly killing one group of enemies 7
2 Counsel Insulatle 15 All Allies Reduces the damage of fire and ice attacks 3
3 Arbiter Kacrackle 38 All Enemies Causes ~100 in ice damage 12
4 Seer Magic Barrier 65 All Allies Reduces the damage of magic attacks to all allies 3
5 Oracle Multiheal 110 All Allies Heals ~100HP to all allies 10
6 Wise One Kazing 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 Kaboom 250 All Enemies Causes ~140HP in explosion damage 15

Hybrid Abilities

Hybrid Learns Target Info MP
Luminary Kerplunk 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

Dragon Quest IX

(The Sage vocation is late in the game after completing Quest 115. 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 no longer the literal hybrid of mage and Priests, but nevertheless have access to incredible magical capabilities. They can reinforce the party with kabuff and magic barrier, decimate foes with darkness and explosions, and keep their allies alive with Multi-and-Moreheal. However, Sages can't deal the same level of damage Magi can, nor can they 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 more versatile combinations.

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

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