Sage Final Fantasy Guide

Sage Final Fantasy Guide – When Knowledge and Experience Meet

Sage, known as Wise in the Japanese version, is a spell slinger Job that appears in several Final Fantasy installments.

They originated as a glass canon in Final Fantasy III, had his first (and perhaps even second) staple character in Final Fantasy IV, made several appearances as Jobs in the spinoffs, and, most recently, made his mark in the acclaimed MMORPG Final Fantasy XIV.

Fun fact: my old Free Company had a pool to see who could guess the new Endwalker Jobs, and I was the only one who thought Sage. I won a heap of Gil and spent it all on minions at the Auction House. Totally worth it.

Like many Jobs from the early days, Sage was birthed as an evolution of others but gradually took on their own identity and established their lore. In this Sage Final Fantasy Guide, I will show you the various appearances of this wizard throughout the franchise and their mystical diversity.

Traits of a Sage

sage final fantasy
From damage dealer to a full healer. The evolution of Sage – Image by Murillo Zerbinatto

Sage was created to function as an improved version of both Black and White mages. Boasting both these Jobs magics, the Sage can either pack a punch or aid allies, whatever the battle demands.

However, they have one of the lowest defense attributes in the room, especially compared to its less magical-gifted cousin, the Red Mage. Another notorious disadvantage is Sage’s lack of MP, making the sling of a spell a more careful process. Of course, none of what I said applies to FFXIV since the MMO’s rules are deliberately distinct.

  • Japanese Name: 賢者 Kenja, which means wise.
  • Main Weapon: Rods, Staves, and weird Nouliths in FFXIV.
  • Armor: Usually wears cloth armor and cover-up robes packed with layers. In Final Fantasy XIV, they wear armor and accessories with the “of Healing” suffix.
  • Common Abilities: An array of White Mages spells mixed with Black Magic. Final Fantasy XIV introduced a novelty healing spell set for the Sage.
  • Role: Magical DPS and Healer.
  • Notable Sages: Tellah, FuSoYa, Alphinaud.

Sage in Each Final Fantasy Game

Sage first appeared in Final Fantasy III Famicon’s version as the master of all mages Jobs. They could use pretty much every school of magic available, including Summons.

It was a hidden Job found in the optional dungeon Eureka in the game’s first version. Re-releases changed the Sage to still be a magical powerhouse, but with some downsides.

In Final Fantasy XIV, the Sage was remodeled as a focused healer with a whole new spell set based on the game’s lore, mainly Sharlayan. Their weapon is called nouliths and is allegedly short staves, even if they don’t look the part.

These nouliths fly around the Sage, healing allies and firing pew-pew beams at enemies. Honestly, I have no idea what these nouliths are.

Final Fantasy III

Final Fantasy III Sage - All onion knights portrayed as the Job
In the 3DS version, every character had its own Sage appearance – Image from Fandom

As always, Final Fantasy III features several variations of one Job. We have the Famicom, 3DS, and the most recent Pixel Remaster super-cute versions. The Famicom Sage is the baddest and strongest presentation of the Job and is a clear evolution of White Mage, Black Mage, Evoker, Devout, Warlock, and Summoner.

It is Final Fantasy’s representation of what an AI will do with Jobs in the future. To gain the Sage Job in FFIII on the Super Famicom, you had to enter the Eureka dungeon and defeat the Scylla boss.

In the 3DS and Pixel Remaster re-releases, Sage works similarly. The Job is acquired once you find the Earth Crystal. In the 3DS version, Sage can use all Black and White spells, but only the first and second tier of Summoning magic, like the Evoker. In Pixel Remaster, Sage regains his potential to use Summons from the third tier.

The most significant difference between the Sage of these versions and the Super Famicom is their MP Growth. Compared to a Magus at max level, the Sage has basically half the total MP in the latest spells tier level.

Furthermore, if you teach a mixed magic pool of White, Black, and Summon magic, their MP will deplete in the blink of an eye. So I suggest including two Sages in your party, one focused on offensive magic and the other on support magic.

Final Fantasy IV

sage final fantasy iv
Tellah is the most nonchalant Sage there is – Image from Fandom

Final Fantasy IV was a key turnaround for the franchise. The game presented iconic characters that would linger to this day, such as the the franchise’s first official and staple Sage character, the forgetful Tellah. At first, the old Sage possesses numerous Black and White magics and can use random ones with the Recall command ability.

After in-game events, particularly when Cecil abandons his darkness mantle and transforms into a Paladin, all Tellah’s spells return to him, which do not necessarily include all the in-game magics. At this moment, he loses the ability to Recall the 2D versions.

Tellah can’t cast Meteor in a normal playthrough since it costs 99 MP, and his magical points are locked in 90. In the 3D re-release of Final Fantasy IV, you can allow Tellah to cast Meteor in a New Game+ with augments.

However, the old man’s physical attributes are terrible compared to other party members. In the game’s original debut, Strength and Stamina decrease as Tellah levels up, while his mental attributes, such as Intelligence and Spirit, increase.

His speed also increases, which makes me think that a skinnier and more fragile body is at least more agile.

FuSoYa can somewhat be considered a Sage, albeit his Job is classified as Lunarian in the party menu. He’s even more capable than Tellah and can weave all the White and Black magics available in the game.

FuSoYa has the unique ability Regen, which grants HP regeneration over time to the entire party while the Lunarian is prevented from taking further actions. In the Nintendo DS remake, the command is called Bless, it regenerates MP instead of HP, and FuSoYa can continue to do business as usual.

Final Fantasy Tactics Advance and A2

sage final fantasy tactics and a2
The Nu Mou race seems to have drawn all the unorthodox Jobs to them – Image from Fandom

Final Fantasy Tactics not only boasts the title of being the spiritual successor of the best spinoff ever, but it also bears the honor of introducing some of the franchise’s best races, such as the Viera and Nu Mou.

In Tactics Advance and its successor, A2, Sage gains a more unique identity of their own. It is a Job exclusive to the Nu Mou race that wears mace as a weapon and learns some debuff magics. The Sage of the Tactics games has no shortage of MP but loses access to most White and Black magics.

However, in both versions, the Sage can learn the spell Gigaflare, one of the most potent magics in the game, and Ultima Blow, a strike based on the Sage’s attack power. Thus, the best course of action is to learn these magics and choose a Job that enables them to be used to their full potential.

To become a Sage, a Nu Mou must learn 3 White Mage A-Abilities and 2 Beastmaster A-Abilities. The requirements are the same for both Tactics Advance and Tactics Advance A2.

A New Sage Appears in Final Fantasy XIV

The new healer Job, Sage, was added in Final Fantasy XIV’s best expansion, Endwalker, alongside Reaper. Bursting the expectations of many, myself included, the Job is not a Magical DPS but a Healer.

Sage is derived from Sharlayan, and their magics blend the mystical with science. Manipulating the Noulith, a most unorthodox weapon, the Sage heals and protects his allies. Their addition to the game also came a new category of healers: Barrier Healers.

Like the Scholar, Sage is dedicated to preventing and mitigating damage to the party rather than quickly recovering lost HP. Moreover, in my opinion, Sage’s best skill is Kardia. Using Kardia on an ally will restore their HP after casting certain magic attacks.

The ability is so powerful in low-level synched dungeons that I rarely need to use a dedicated heal on the tank. The Sage also has sills that enhance the effect of Kardia, allowing the Job to entirely focus on DPS while maintaining consistent healing.

How to Become a Sage in Final Fantasy XIV

sage in final fantasy xiv
I’m gonna teach you how to fly directly into the quest giver – Image by Murillo Zerbinatto

Becoming a Sage is relatively simple, as long as you have invested your hard-earned money. You need to have the Endwalker expansion if you wish to protect your comrades as a Sage. On the bright side, you don’t need to complete all previous expansions and reach Endwalker’s doorstep to learn how to manipulate the Nouliths.

You can become a Sage as soon as you get to level 70 with any other Job. That’s it. Level is the only requirement because the Sage starts at 70, and Square Enix doesn’t want to see you trespassing any stages of the game. Unless you spend $25 in their Online Store, that is.

So, if you have Endwalker, a Job at level 70, and the selflessness to save the lives of your colleagues, you need to go to Limsa Lominsa Lower Decks (X:9.4 Y:12.9) and chatter with the Sharlayan Maiden to initiate Sage’s Path job quest.

You will meet Lalah Jinjahl, and she will introduce you to the art of somanoutics. She’s also the one responsible for the Sage questline. After a brief dialogue, you’ll be rewarded with the crystal Soul of the Sage and some rudimentary gear.

Sage Actions Level 1-30

Name

Level

Cooldown (seconds)

Effect

Dosis

1

2.5

Causes non-elemental damage with a potency of 300.

Extra Effect: Targets under the Kardion effect will restore HP under certain circumstances.

Heal Potency of 170

Diagnosis

2

2.5

Restores an ally target’s HP.

Heal Potency of 450

Kardia

4

5

Your selected party members, or self, gets the effects of Kardion and the Sage’s gets the Kardia effect. After casting certain magics, both member’s HP are restored.

Prognosis

10

2.5

Restores the HP of every nearby party member, including your own.

Heal Potency of 300

Egeiro

12

2.5

Resurrects target, but put them on a weakened state.

Physis

20

60

Grants Regen to the Sage and nearby party members, restoring HP overtime.

Heal Potency of 100

15 seconds duration.

Phlegma

26

40

Causes non-elemental damage to enemy target and all other’s enemies nearby. Potency of 400 for the first target and 30% less for the targets around it.

Extra Effect: Target under Kardion will restored HP after the magic damages the enemy.

Heal Potency of 170

2 Maximum Charges.

Gear, materia or status effects can’t reduce the recast timer.

Eukrasia

30

1

Activates the Eukrasia Gauge and change some offensive and healing magics.

Eukrasian Dosis III takes the place of Dosis III.

Eukrasian Diagnosis takes the place of Diagnosis.

Eukrasian Prognosis takes the place of Prognosis.

Eukrasia doesn’t share a recast time. Using it will apply Eukrasia’s own recast cooldown to all other weapon skills and magical actions.

Eukrasian Diagnosis

30

1.5

Restores target’s HP.

Heal Potency of 300

Additional Effect: Erects a magicked barrier which nullifies damage equaling 180 of the amount of HP restored. When critical HP is restored, also grants Differential Diagnosis, nullifying damage equaling 180% the amount of HP restored.

30 seconds duration.

The barrier can’t be stacked with Scholar’s Galvanize or other Sage’s Eukrasian Prognosis.

※ You can’t assign this action to a hotbar.

Eukrasian Prognosis

30

1.5

Restores the HP of every nearby party member, including your own.

Heal Potency of 100

Extra Effect: 320% of the HP restored is transformed into a magical barrier that nullifies all incoming damage.

30 seconds duration.

The barrier can’t be stacked with Scholar’s Galvanize or other Sage’s Eukrasian Prognosis.

※ You can’t assign this action to a hotbar.

Eukrasian Dosis

30

1.5

Causes non-elemental damage over time.

Each DoT has a Potency of 40

30 seconds duration.

Extra Effect: Target under Kardion will restored HP after the magic damages the enemy.

Heal Potency of 170

※ You can’t assign this action to a hotbar.

Sage Actions Level 31-60

sage final fantasy actions level 31-60
The design of Sage’s spells denotes their predilection for barriers – Image by Murillo Zerbinatto

Name

Level

Cooldown (seconds)

Effect

Soteria

35

90

The Sage gets four Soteria’s stacks. Each one of them increases the heal potency by 70% of every party member under the effect of Kardion.

15 seconds duration.

Icarus

40

45

The Sages rushes into the direction of the target, enemy or ally.

Can’t cast it the Sage is bound.

Druochole

45

1

Restores target’s HP.

Heal Potency of 600

Extra Effect: Restores 7% of the Sage’s maximum MP

Extra Cost: 1 Addersgall resource.

Dyskrasia

46

2.5

Causes non-elemental damage with a potency of 160 to all enemies close to the Sage.

Extra Effect: Target under Kardion will restored HP after the magic damages the enemy.

Heal Potency of 170

Kerachole

50

30

All nearby party members and the Sage receive 10% less damage from all sources.

15 seconds duration.

Kerachole effects and Taurochole can’t be stacked.

Extra Effect: Regenerate party members HP over time.

Regen’s Heal Potency of 100

15 seconds duration

Extra Effect: Restores 7% of the Sage’s maximum MP

Extra Cost: 1 Addersgall resource.

Ixochole

52

30

Restores the HP of every nearby party member, including your own.

Cure Potency: 400

Extra Effect: Restores 7% of the Sage’s maximum MP

Extra Cost: 1 Addersgall resource.

Zoe

56

90

The next Sage’s healing spell will increase its healing effect by 50%.

30 seconds duration.

Pepsis

58

30

Remove both Eukrasian Dignosis and Eukrasian Prognosis that your Sage granted and restores HP of every party member that was under their effect.

Heal Potency of Eukrasian Diagnosis: 450

Heal Potency of Eukrasian Prognosis: 350

Those who weren’t protected by Eukrasian Diagnosis or Prognosis won’t be healed by Pepsis.

Physis II

60

60

Grants Regen to the Sage and nearby party members, restoring HP overtime.

Heal Potency of 130

15 seconds duration.

Extra Effect: All healing magics cures an extra 10% HP.

10 seconds duration.

Sage Actions Level 61-90

sage final fantasy actions level 61-90
Those weird Nouliths were made to both heal and hurt with their laser beams – Image by Murillo Zerbinatto

Name

Level

Cooldown (seconds)

Effect

Taurochole

62

45

Restores an ally target’s HP.

Heal Potency of 700

Extra Effect: Also reduces the target’s incoming damage by 10%

15 seconds duration.

Taurochole effects and Kerachole can’t be stacked.

Extra Effect: Restores 7% of the Sage’s maximum MP

Extra Cost: 1 Addersgall resource.

Toxikon

66

2.5

Causes non-elemental damage to enemy target and all other’s enemies nearby. Potency of 300 for the first target and 50% less for the targets around it.

Extra Effect: Target under Kardion will restored HP after the magic damages the enemy.

Heal Potency of 170

Extra Cost: 1 Addersting resource.

Haima

70

120

Grants a barrier to an ally which protects from any incoming damage with an effect equal to a healing potency of 300.

Extra Effect: The target gets 5 stacks of Haimatinon

15 seconds duration.

The Haimatinon stack is consumed when the barrier is completely absorbed. A new Haimatinon effect is applied until effect expires or all damage is absorbed.

If the effect duration ends before the damage is absorbed, the target member receives a healing per stack.

Heal Potency of 150 per stack of Haimatinon still in play.

Dosis II

72

2.5

Causes non-elemental damage with a potency of 320.

Extra Effect: Target under Kardion will restored HP after the magic damages the enemy.

Heal Potency of 170

Phlegma II

72

40

Causes non-elemental damage to enemy target and all other’s enemies nearby. Potency of 490 for the first target and 50% less for the targets around it.

Extra Effect: Target under Kardion will restored HP after the magic damages the enemy.

Heal Potency of 170

2 Maximum Charges.

Gear, materia or status effects can’t reduce the recast timer.

Eukrasian Dosis II

72

1.5

Causes non-elemental damage over time.

Each DoT has a Potency of 60

30 seconds duration.

Extra Effect: Target under Kardion will restored HP after the magic damages the enemy.

Heal Potency of 170

※ You can’t assign this action to a hotbar.

Rhizomata

74

90

Addersgall gauge gets 1 stack.

Holos

76

120

Restores the HP of every nearby party member, including your own.

Heal Potency of 300

Extra Effect: Every ally healed receives a magical barrier which absorbs all incoming damage equal to the HP quantity restored restored.

30 seconds duration.

Extra Effect: All nearby party members and the Sage receive 10% less damage from all sources.

20 seconds duration.

Panhaima

80 (Job Quest)

120

Grants a barrier to every ally which protect from any incoming damage with an effect equal to a healing potency of 200.

Extra Effect: Every ally gets 5 stacks of Panhaimatinon

15 seconds duration.

The Panhaimatinon stack is consumed when the barrier is completely absorbed. A new Panhaimatinon effect is applied until effect expires or all damage is absorbed.

If the effect duration ends before the damage is absorbed, the target member receives a healing per stack.

Heal Potency of 150 per stack of Panhaimatinon still in play.

Dosis III

82

2.5

Causes non-elemental damage with a potency of 330.

Extra Effect: Target under Kardion will restored HP after the magic damages the enemy.

Heal Potency of 170

Phlegma III

82

40

Causes non-elemental damage to enemy target and all other’s enemies nearby. Potency of 600 for the first target and 50% less for the targets around it.

Extra Effect: Target under Kardion will restored HP after the magic damages the enemy.

Heal Potency of 170

2 Maximum Charges.

Gear, materia or status effects can’t reduce the recast timer.

Eukrasian Dosis III

82

1.5

Causes non-elemental damage over time.

Each DoT has a Potency of 70

30 seconds duration.

Extra Effect: Target under Kardion will restored HP after the magic damages the enemy.

Heal Potency of 170

※ You can’t assign this action to a hotbar.

Dyskrasia II

82

2.5

Causes non-elemental damage with a potency of 170 to all enemies close to the Sage.

Extra Effect: Target under Kardion will restored HP after the magic damages the enemy.

Heal Potency of 170

Toxikon II

82

2.5

Causes non-elemental damage to enemy target and all other’s enemies nearby. Potency of 330 for the first target and 50% less for the targets around it.

Extra Effect: Target under Kardion will restored HP after the magic damages the enemy.

Heal Potency of 170

Extra Cost: 1 Addersting resource.

Krasis

86

60

Boosts HP recovery by 20% when healing another party member or yourself.

10 seconds duration.

Pneuma

90

120

Causes non-elemental damage in a straight line to all enemies in a straight. Potency of 330 for the closest enemy and then 40% less damage for all enemies around it.

Extra Effect: In a radius of 20 yards, restores own and party members’ HP.

Heal Potency of 600

Extra Effect: Target under Kardion will restored HP after the magic damages the enemy.

Heal Potency of 170

Gear, materia or status effects can’t reduce the recast timer.

Sage Traits

final fantasy sage traits
The Sage put their friends on a box so no exterior damage com harm them – Image by Murillo Zerbinatto

Name

Level

Effect

Maim and Mend

20

HP restoration and base action damage are increased by 10%.

Maim and Mend II

40

HP restoration and base action damage are increased by 30%.

Addersgall

45

Every twent seconds the Sage automatically gets 1 Addersgall stack.

Total of 3 maximum stacks.

Addersgall isn’t charged out of combat.

Somanoutic Oath

54

Dosis’ potency is increased to 250, Phlegma’s potency to 330, and Eukrasian Dosis’s potency to 35.

Physis Mastery

60

Physis is upgraded to Physis II.

Somanoutic Oath II

64

Dosis’ potency is increased to 300, Phlegma’s potency to 400, and Eukrasian Dosis’s potency to 40.

Addersting

66

When Eukrasian Diagnosis or Eukrasian Prognosis is absorbed by the recipient, 1 stack of Addersting is granted.

Total of 3 maximum stacks.

Offensive Magic Mastery

72

Dosis upgrades into Dosis II, Phlegma upgrades into Phlegma II, and Eukrasian Dosis upgrades into Eukrasian Dosis II. Toxikon’s potenecy is increased to 300.

Enhanced Kerachole

78

Kerachole gets an extre effect which heals the target over time.

Offensive Magic Mastery II

82

Upgrades Dosis II to Dosis III, Phlegma II to Phlegma III, Eukrasian Dosis II to Eukrasian Dosis III, Dyskrasia to Dyskrasia II, and Toxikon to Toxikon II.

Dosis II upgrades into Dosis III, Phlegma II upgrades into Phlegma III, and Eukrasian Dosis II upgrades into Eukrasian Dosis III, Dyskrasia upgrades into Dyskrasia II, and Toxikon upgrades into Toxikon II.

Enhanced Healing Magic

85

Diagnosis’ healing potency is increased to 450 and Kardia’s to 170. Additionally, increases the strength of Eukrasian Diagnosis’s barriers to 180%, and Eukrasian Prognosis’ barriers to 320% according to the amount healed.

Enhanced Zoe

88

Zoe’s recast cooldown time is reduced by 90 seconds.

Sage’s Gauges

sage final fantasy ffxiv
And yet another barrier-like magic from the Job.

Like virtually all other Jobs, Sage has two Gauges. When you unlock it, both are already available. The first is the Eukrasia Gauge, which works more as an ornament than a tool. This gauge indicates when Eukrasia is in action, chtpaanging the effects of Dosis, Diagnosis, and Prognosis.

The problem is that the game itself shows this by adding an animated dotted line around the hotkeys of the spells in question, making the visual cue of this gauge obsolete.

Sage’s second gauge is called the Addersgall. This one features three points that accumulate over time. It is needed to use healing spells, such as Druochole, Kerachole, and Ixochole.

Alongside this gauge is the Addersting, a resource accumulated whenever a barrier conferred by either Eukrasian Diagnosis or the scientific-magic Eukrasian Prognosis is destroyed by any source of damage.

The maximum stack is three Addersting points, and it’s a resource necessary to cast Toxikon or its evolved form, the Toxikon II. Really creative upgrade names, dare I say.

FAQs

Question: How to Unlock Sage in FFXIV?

Answer: Sage is part of the Endwalker expansion. Unlike other expansion Jobs, you don’t need any MSQ requirement. You only need any Job at or past level 70 and then go to the city-state of Limsa Lominsa.

Teleport to the Lower Decks (X:9.4 Y:12.9) and talk to Sharlayan Maiden to initiate the “Sage’s Path” job quest. Fulfill the basics steps, and you will be rewarded the crystal dubbed Soul of the Sage alongside some basic armor and weapon.

Question: Is Sage a Good Job in FFXIV?

Answer: Although I am running the risk of becoming a broken record player by repeating the same thing several times, I stand by my word: every Job is excellent and capable of performing its function competently.

Ultimately, what counts most is your suitability and enjoyment when choosing a Job. What can happen in endgame raids is a party seeking one Barrier Healer and one Pure Healer. In these situations, if a Scholar is already in the party, they may skip the Sage since multiple barriers don’t stack. g

Question: Who are some Notable Sages in the Final Fantasy Franchise?

Answer: Sage first joined in the classic Final Fantasy III as a Job of the Onions Knights but had no one outstanding depicting the craft. In Final Fantasy IV came Tellah, a bonafide Sage in style, behavior, and moniker.

FuSoYa also has the skillset of a Sage, although he doesn’t harbor the title. Later on, Sage appeared solely as Jobs in other Final Fantasy, mainly in the Game Boy Advance tactical spinoffs. It was in stellar Final Fantasy XIV when the Job returned triumphantly.

Alphinaud Leveilleur, one of the Scions of Seventh Dawn, took over Sage’s art and raised his name into the hall of well-known characters in the franchise.

A Barrier a Day Keep the Sage Away

Final Fantasy is arguably a chameleon-like franchise. It not only innovates with each new entry but tests, adapts, risks, and rebirths itself. So it’s no wonder that some elements and characteristics of the series change over time.

Such was the case with Sage, a Job born as the ultimate mage who winds up becoming a healer with limited offensive capabilities.

Given Final Fantasy XIV’s resounding success, I wouldn’t be surprised if the depiction of a Sage ended up being a healer rather than a supreme mage from now on.

Cause I don’t know about you, but I believe that the Black Mage already does an outstanding job in their role and is iconic enough to always get a spotlight. Adding a Sage as a natural evolution of the first classic mages every time would undermine their influence, something quite uncool if you ask me.