Bonaventure
Bボナパルテ · BonaventureFocus on black magic while supporting low-accuracy allies from adjacent tiles. Druid loses white magic in Part 3, so arrange replacements for healing and lighting before changing.


Fan art →
Nine stats
| HP | Str | Mag | Spd | Dex | Def | Res | Lck | Cha | Total | |
|---|---|---|---|---|---|---|---|---|---|---|
| Growth rates | 35% | 35% | 45% | 40% | 50% | 30% | 40% | 35% | 40% | 350% |
| Overall rank63 characters total | Rank 50 | Rank 39 | Rank 5 | Rank 29 | Rank 8 | Rank 39 | Rank 8 | Rank 26 | Rank 18 | Rank 19 |
| Base statsNoble Lv1 | 25 | 7 | 10 | 7 | 8 | 6 | 8 | 5 | 7 | 83 |
| Base stat ranking63 characters total | Rank 49 | Rank 52 | Rank 12 | Rank 43 | Rank 38 | Rank 39 | Rank 22 | Rank 57 | Rank 34 | Rank 52 |
| Lv60 expected statsFull black mage development into The Avatar | 54 | 25 | 55 | 38 | 51 | 19 | 44 | 30 | 29 | 345 |
| Expected rank62 characters total | Rank 49 | Rank 53 | Rank 2 | Rank 32 | Rank 10 | Rank 52 | Rank 10 | Rank 25 | Rank 31 | Rank 12 |
Proficiency
Starting skills
| Category | Skills | Effect |
|---|---|---|
| Personal skill | Sage Advice | Adjacent alliesDex+3 |
| Level skillsLv20 | Additional Intel | When an adjacent ally enters combat, 30% chance to grant that ally Hit +10 |
| Level skillsLv35 | Additional Intel+ | When an adjacent ally enters combat, 30% chance to grant that ally Hit +20 |
Make use of black magic and Mag growth; prepare the divine class requirements separately.
Skip cavalry and focus on MagDexRes, making battalion assignment easier.
Yaoya-san no Neko’s clear record uses Noble, Diviner, Shaman, and Ovate, using Silence from levels 38→50 in Part 2 to shut down long-range Thunder. This route stops at Ovate to retain both magic types; the occasional switch to Bishop in Part 3 of the original is temporary substitution.
Bonaventure’s Black Magic training and support choices
Prioritize Black Magic for
Bonaventure: start from
Noble, then follow
Diviner,
Shaman,
Ovate, and finally
Druid. Magic and Dexterity are his strengths, and adjacency helps his allies. His HP and Defense are low, so try to keep his attacking positions behind the frontline.

Train Black Magic all the way to Druid
Prepare for the Beginner
Diviner around level 5 and Renown 1. Black Magic or White Magic D opens the magic path. Since Black Magic is the main route, prioritize it and master
Magic Basics to support later spell attacks.
At level 20 and Renown 4, aim for
Shaman, requiring Black Magic C. The class provides extra black magic uses and Magic Hit +3; mastery teaches
DexBinding Curse. At level 35 and Renown 8, move to
Ovate with Black Magic B. It keeps the black magic focus, raises the Magic Hit bonus to 5, and teaches
SpdBinding Curse through mastery. Both require a full class experience bar; passing the exam is only the start.
At level 45,
Druid is recommended, requiring Black Magic A. It doubles black spell uses, grants Magic Hit +7, and also permits swords. It further improves Magic, Speed, and other growths, with
ResBinding Curse as its mastery reward. This route follows his Black Magic strength throughout without training Riding first. Staying on foot also makes Battalion assignment convenient. Swords are a supplementary attack option. Strength failing to keep pace with Magic does not undermine his spellcasting role.
Later, consider
The Avatar, requiring Black Magic or White Magic S and divine-class eligibility. It strengthens all magic, with Magic Hit +10 and Magic Heal +20, and mastery teaches
Divine Law. This is a divine-class option with separate item and unlock requirements. Level 45 is the recommended level for master classes; divine classes require their own unlock.
Check Magic and HP around level 40
His personal growths are HP 35%, Strength 35%, Magic 45%, Speed 40%, Dexterity 50%, Defense 30%, Resistance 40%, Luck 35%, and Charm 40%. Magic determines Black Magic damage, Dexterity supports Hit and criticals, and Speed affects follow-ups and Avoid. HP is the buffer that lets him survive occasional attacks. Near the end of Part 1, around level 40, compare these four stats first. Ideally, all exceed the expected values for the recommended route.
Slightly low Strength, Defense, Luck, or Charm does not invalidate the Black Magic route. Druid permits swords, but spells remain his main offense. Reduce physical exposure when Defense is low rather than putting him in danger for adjacency buffs. Luck affects criticals and Dodge, and Charm affects Gambit Hit, but neither is the top offensive priority here.
If Magic grows poorly, retrain him in Theodora’s story and use Merge Causality to take the higher value for each stat. In Part 1, he joins only that route. Unlike cross-route recruits, you cannot assume the other three routes can train another Bonaventure. Merging is a later remedy; judge the current map using his present damage and durability.
Adjacency buffs do not fix his durability
Sage Advice gives adjacent allies Dexterity +3. At level 35,
Additional Intel+ has a 30% chance to grant an adjacent ally Hit +20 when that ally fights. Plan their attacks using Hit without the trigger.
His 45% Magic, 50% Dexterity, 40% Speed, and 40% Resistance growths support spell damage and accuracy. Strengths in Sword, Black Magic, and White Magic also make Druid qualification straightforward. His weaknesses are 35% HP and 30% Defense, and durability and spell uses still limit him in the Promised One's story. Overall rating: A. He works as a magic attacker from Part 1, but still needs allies to absorb physical pressure at the end.
He can also learn
Knightly Senses for Avoid +10 against spear enemies.
Knight’s Vanguard increases Defense only when initiating as cavalry. On foot,
Steady Shot improves Hit with bows or magic equipped, while
Sniper Evasion helps in fights at three or more spaces. These depend on equipment, class, or enemies, so recheck them after reclassing.
Budget uses of wind, ice, and Silence
His Black Magic covers wind and ice. The table shows base uses; class increases are separate.
| Spell | Uses | Might / Hit / Weight | Role |
|---|---|---|---|
| 10 | 3 / 100 / 3 | Effective against flying units; light and accurate | |
| 7 | 4 / 80 / 6 | Basic ice magic, Crit 5 | |
| 8 | 7 / 95 / 8 | Effective against flying units, Crit 5 | |
| 6 | 12 / 75 / 10 | Advanced ice magic, Crit 5 | |
| 3 | 13 / 100 / 12 | High Might and accuracy, few uses |
All have Range 1–2. Do not focus on Might while overlooking weight, accuracy, and remaining uses. Save stronger spells for targets that weaker spells cannot handle.
White Magic D gives
Heal with 10 uses, 10 Might, and range 1. B gives
Recover with 5 uses, 30 Might, and range 1. C gives
Torch with 5 uses, increasing vision by 3 until the next player phase. A gives
Silence with 2 uses, 60 Hit, and range 1–10. It stops enemy spells, but reserve both uses for casters who need it. Even after learning white magic, he must be in a class that permits casting.
Sword art
Sunder costs 2 durability for Might +4 and Crit +10.
Hexblade costs 5 for Might +7 and deals magical damage. Authority arts
Lend Strength and
Lend Dexterity cost no durability, granting an ally Strength or Dexterity +2 until the next player phase. Hexblade uses his Magic, but remains a one-range attack. Do not overlook his weak Defense when using it.
Ovate can preserve a support role
Another completed run followed Noble, Diviner, Shaman, and Ovate, using him from level 38 to 50 in Part 2. White Magic A’s Silence shut down long-range thunder magic. Ovate had only two uses, reserved for key enemies. When innate Ice Blade failed to meet damage needs, scrolls added
Mire B and
Death Γ. In Part 3 he occasionally switched to
Bishop to provide Torch. He did not reach S or obtain long-range healing;
Fabio took over as the main late-game magic attacker.
To keep him as a main attacker, invest in Druid and eventually The Avatar. If another unit takes over damage, retain a support role as Ovate or Bishop. When his native spell list lacks late-game power, add spells through tomes or shift to support.
He joins automatically in Chapter 1
In Chapter 1 of
Theodora’s story, he automatically joins at the start of turn 2 in the Mahadu Shrine battle, without Support, Renown, or negotiation. He cannot be recruited in Part 1 by
Cai,
Dietrich, or
Leda. To train him from the early game, start preparing Black Magic on Theodora’s route.
He likes memorizing knowledge, discussing questions with sages, and studying foreign history and military strategy. His favorite gifts are
Trader's Handbook,
Garum,
Crimson Ghosh,
Strategy Manuscript, and
Volcano Ghosh. He also likes
Ceremonial Spear,
Eastern Black Silk,
Jade Ghosh,
Pastry Cookbook,
Rare Spices,
Secret Ghosh,
Strong Seasonings,
Sun Ghosh,
Tales of the Arena,
The Works of Dante,
Thick Foreign Tome, and
Village Recipes. Specific gifts in his “somewhat likes” tier are unknown.
Match Pale Raven responses to the topic
| Topic | Response |
|---|---|
| Still serving despite his age | Nod |
| Care for his beard | Nod |
| Girls drawn to a troubadour’s voice | Sing Beautifully |
| Whether he lectures too much | Tilt Your Head |
| Whether capturing wild birds as offerings is cruel | Threaten |
| Whether Salamis has a bright future | Tremble |
More guides
Site guides

Take
Bonaventure through Diviner → Shaman → Ovate. Focus on black magic while also providing healing and adjacent support.
He can add healing and Hit support early, without waiting for divine classes. A chance accuracy bonus is not a guaranteed hit.

Class progression by stage
The levels below are exam thresholds; Renown, seals, and unlock conditions also apply. Story parts do not necessarily align with class tiers, so keep using the current class when requirements are unmet.
Part 1: focus on Black Magic
- 1Take
Diviner at level 5 and Renown 1with Black Magic or White Magic D. Focus on black magic damage and provide temporary healing until the team has enough healers. Mastery gives Magic Basics. - 2Take
Shaman at level 20 and Renown 4with Black Magic C. Continue toward Black Magic B; healing access need not make him a dedicated healer. - 3Take
Ovate at level 35 and Renown 8with Black Magic B. Ovate retains black and white magic and can use swords, supporting damage and utility. These are the regular black magic route's exams; follow them according to your actual unlocks. ::: Position near low-accuracy physical units such as
Tobias. Calculate adjacent Dexterity separately from the other Hit bonus. The latter has only a 30% chance to trigger. Even the upgraded +20 Hit is not a permanent +20. Solve key accuracy with allies' own weapons, arts, and skills first, counting his help as an extra.Part 2: keep Ovate for white magic utility
Train Black Magic toward A, switching when qualified. Ovate uses wind magic against fliers and can carry a sword for close-range or high-Resistance targets. Shields add weight; compare equipped Attack Speed if preserving Speed. Levin Sword adds another damage option. His spell list is not exceptional, so a magic sword can fill gaps. Decide whether Sword is a finishing tool or his main weapon before allocating training. You need not maximize Black Magic, White Magic, and Sword together. Learn Torch at White Magic C and cast it on spare turns for experience. In fog maps, reserve enough illumination uses before spending extras on training.
Part 3: Druid loses white magic
For dedicated black magic, take
Druid at level 45 and Black Magic A after its Part 3 unlock. It only uses black magic, so hand Torch, healing, and Silence to someone else first. Stay in Ovate if the team still needs his illumination, healing, or support. Druid's Bind Resistance only affects adjacent enemies. He is fragile, so do not enter an enemy group alone for the debuff. If Theodora's team needs a sword-based answer to the risen dead, give him Cleansing Blade. Check for an existing sword user before investing in Sword. Foot magic classes need no extra Riding training. Before switching to mobile dual magic, check the target class's usable spells and remaining proficiency costs.Cast from a safe tile beside the front line
Set the front line's engagement position first, then place him on a safe adjacent tile to cast, illuminate, or heal. He must still be next to the ally when they act to grant adjacent Dexterity. Use that ally's own Defense when calculating incoming damage. His main danger is taking physical fire alongside the front line. He supports armored teams with accuracy and magic damage, but an aura is no reason to stand on the same attacked line as the armor.

Bonaventure's Additional Intel has a 30% chance to give an adjacent ally Hit +10 in combat. Recruitment details
He joins through the story in Chapter 1 of Theodora's route. The other three routes cannot recruit him normally; gifts cannot bypass route restrictions. See the recruitment page for later-part continuation.
Calculate key kills without the chance trigger
- 4Treating a 30% Hit bonus as permanent:check crucial kills without the trigger.
- 5Leaving white magic duties with him after Druid:switching removes white magic, so assign a replacement first.
- 6Entering physical range for adjacency:his survival matters more than one aura benefit.
- 7Training swords, riding, and dual magic together:
choose a role before spending resources; all three at once are costly.
Comments
Bronze SwordMt 4 Hit 90 Wt 3
Sage AdviceAdjacent alliesDex+3
Bronze SwordMt 4 Hit 90 Wt 3
Black Magic Lv. 1Hit +3 when black magic is equipped
Sniper Evasion[Infantry] Avo +10 against foes at least 3 spaces away
Steady Shot[Infantry] Hit +5 when a bow or magic is equipped
Combat BasicsHit, Avoid +3
Magic BasicsMag、Res+1
Sage AdviceAdjacent alliesDex+3
Wind
BlizzardMt 4 Hit 80 Wt 6
Cutting Gale
Ice BladeMt 12 Hit 75 Wt 10
SagittaeMt 13 Hit 100 Wt 12
HealMt 10
Torch
RecoverMt 30
SilenceHit 60
Levin SwordMt 12 Hit 70 Wt 8
Black Magic Lv. 2Hit +5 when black magic is equipped
Combat BasicsHit, Avoid +3
Steady Shot[Infantry] Hit +5 when a bow or magic is equipped
Additional IntelWhen an adjacent ally enters combat, 30% chance to grant that ally Hit +10
Magic BasicsMag、Res+1
Sage AdviceAdjacent alliesDex+3
Wind
BlizzardMt 4 Hit 80 Wt 6
Cutting Gale
Ice BladeMt 12 Hit 75 Wt 10
SagittaeMt 13 Hit 100 Wt 12
HealMt 10
Torch
RecoverMt 30
SilenceHit 60
Levin SwordMt 12 Hit 70 Wt 8
Black Magic Lv. 3Hit and Avo +5 with black magic equipped
White Magic Lv. 3Hit and Avo +5 when white magic is equipped
Steady Shot[Infantry] Hit +5 when a bow or magic is equipped
Additional Intel+When an adjacent ally enters combat, 30% chance to grant that ally Hit +20
Magic BasicsMag、Res+1
Sage AdviceAdjacent alliesDex+3
Wind
BlizzardMt 4 Hit 80 Wt 6
Cutting Gale
Ice BladeMt 12 Hit 75 Wt 10
SagittaeMt 13 Hit 100 Wt 12
HealMt 10
Torch
RecoverMt 30
SilenceHit 60
Aragonian MagesGambit “Iceguard”
Levin SwordMt 12 Hit 70 Wt 8
DexBinding CurseAdjacent enemiesDex-3
Magic BasicsMag、Res+1
Black-Magic MasteryHit and Avo +10, Attack +3 when black magic is equipped.
SpdBinding CurseAdjacent enemiesSpd-3
Additional Intel+When an adjacent ally enters combat, 30% chance to grant that ally Hit +20
Sage AdviceAdjacent alliesDex+3
Wind
BlizzardMt 4 Hit 80 Wt 6
Cutting Gale
Ice BladeMt 12 Hit 75 Wt 10
SagittaeMt 13 Hit 100 Wt 12
Magic StaffBackupWt 3
Shadow MagesGambit: Scattering Ice
Levin SwordMt 12 Hit 70 Wt 8
DexBinding CurseAdjacent enemiesDex-3
ResBinding CurseAdjacent enemiesRes-3
Black-Magic MasteryHit and Avo +10, Attack +3 when black magic is equipped.
SpdBinding CurseAdjacent enemiesSpd-3
Divine LawMag+10
Sage AdviceAdjacent alliesDex+3
All-Magic ZenithBlack and white magic uses ×3
Magic Hit +10Hit +10 when magic is equipped
Magic Heal +20Healing allies with magic restores +20 HP
Wind
BlizzardMt 4 Hit 80 Wt 6
Cutting Gale
Ice BladeMt 12 Hit 75 Wt 10
SagittaeMt 13 Hit 100 Wt 12
HealMt 10
Torch
RecoverMt 30
SilenceHit 60
Shadow MagesGambit: Scattering Ice
Bronze SwordMt 4 Hit 90 Wt 3
Sage AdviceAdjacent alliesDex+3
Bronze SwordMt 4 Hit 90 Wt 3
Black Magic Lv. 1Hit +3 when black magic is equipped
Sniper Evasion[Infantry] Avo +10 against foes at least 3 spaces away
Steady Shot[Infantry] Hit +5 when a bow or magic is equipped
Combat BasicsHit, Avoid +3
Magic BasicsMag、Res+1
Sage AdviceAdjacent alliesDex+3
Wind
BlizzardMt 4 Hit 80 Wt 6
Cutting Gale
Ice BladeMt 12 Hit 75 Wt 10
SagittaeMt 13 Hit 100 Wt 12
HealMt 10
Torch
RecoverMt 30
SilenceHit 60
Levin SwordMt 12 Hit 70 Wt 8
Black Magic Lv. 2Hit +5 when black magic is equipped
Combat BasicsHit, Avoid +3
Steady Shot[Infantry] Hit +5 when a bow or magic is equipped
Additional IntelWhen an adjacent ally enters combat, 30% chance to grant that ally Hit +10
Magic BasicsMag、Res+1
Sage AdviceAdjacent alliesDex+3
Wind
BlizzardMt 4 Hit 80 Wt 6
Cutting Gale
Ice BladeMt 12 Hit 75 Wt 10
SagittaeMt 13 Hit 100 Wt 12
HealMt 10
Torch
RecoverMt 30
SilenceHit 60
Levin SwordMt 12 Hit 70 Wt 8
Black Magic Lv. 3Hit and Avo +5 with black magic equipped
White Magic Lv. 3Hit and Avo +5 when white magic is equipped
Steady Shot[Infantry] Hit +5 when a bow or magic is equipped
Additional Intel+When an adjacent ally enters combat, 30% chance to grant that ally Hit +20
Magic BasicsMag、Res+1
Sage AdviceAdjacent alliesDex+3
Wind
BlizzardMt 4 Hit 80 Wt 6
Cutting Gale
Ice BladeMt 12 Hit 75 Wt 10
SagittaeMt 13 Hit 100 Wt 12
HealMt 10
Torch
RecoverMt 30
SilenceHit 60
Aragonian MagesGambit “Iceguard”
Levin SwordMt 12 Hit 70 Wt 8
DexBinding CurseAdjacent enemiesDex-3
Magic BasicsMag、Res+1
Black-Magic MasteryHit and Avo +10, Attack +3 when black magic is equipped.
SpdBinding CurseAdjacent enemiesSpd-3
Additional Intel+When an adjacent ally enters combat, 30% chance to grant that ally Hit +20
Sage AdviceAdjacent alliesDex+3
Wind
BlizzardMt 4 Hit 80 Wt 6
Cutting Gale
Ice BladeMt 12 Hit 75 Wt 10
SagittaeMt 13 Hit 100 Wt 12
Magic StaffBackupWt 3
Shadow MagesGambit: Scattering Ice
Bronze SwordMt 4 Hit 90 Wt 3
Sage AdviceAdjacent alliesDex+3
Bronze SwordMt 4 Hit 90 Wt 3
Black Magic Lv. 1Hit +3 when black magic is equipped
Sniper Evasion[Infantry] Avo +10 against foes at least 3 spaces away
Steady Shot[Infantry] Hit +5 when a bow or magic is equipped
Combat BasicsHit, Avoid +3
Magic BasicsMag、Res+1
Sage AdviceAdjacent alliesDex+3
Wind
BlizzardMt 4 Hit 80 Wt 6
Cutting Gale
Ice BladeMt 12 Hit 75 Wt 10
SagittaeMt 13 Hit 100 Wt 12
HealMt 10
Torch
RecoverMt 30
SilenceHit 60
Levin SwordMt 12 Hit 70 Wt 8
Black Magic Lv. 2Hit +5 when black magic is equipped
Combat BasicsHit, Avoid +3
Steady Shot[Infantry] Hit +5 when a bow or magic is equipped
Additional IntelWhen an adjacent ally enters combat, 30% chance to grant that ally Hit +10
Magic BasicsMag、Res+1
Sage AdviceAdjacent alliesDex+3
Wind
BlizzardMt 4 Hit 80 Wt 6
Cutting Gale
Ice BladeMt 12 Hit 75 Wt 10
SagittaeMt 13 Hit 100 Wt 12
HealMt 10
Torch
RecoverMt 30
SilenceHit 60
Levin SwordMt 12 Hit 70 Wt 8
Black Magic Lv. 3Hit and Avo +5 with black magic equipped
White Magic Lv. 3Hit and Avo +5 when white magic is equipped
Steady Shot[Infantry] Hit +5 when a bow or magic is equipped
Additional Intel+When an adjacent ally enters combat, 30% chance to grant that ally Hit +20
Magic BasicsMag、Res+1
Sage AdviceAdjacent alliesDex+3
Wind
BlizzardMt 4 Hit 80 Wt 6
Cutting Gale
Ice BladeMt 12 Hit 75 Wt 10
SagittaeMt 13 Hit 100 Wt 12
HealMt 10
Torch
RecoverMt 30
SilenceHit 60
Aragonian MagesGambit “Iceguard”Build approach and suitable stages
Full black mage development into The Avatar: Noble Lv1; Full black mage development into The Avatar: Diviner Lv5; Full black mage development into The Avatar: Shaman Lv20; Full black mage development into The Avatar: Ovate Lv35; Full black mage development into The Avatar: Druid Lv45; Full black mage development into The Avatar: The Avatar Lv60
Move into a divine class once the high-tier requirements and slot availability are met.
Infantry Druid damage: Diviner Lv5; Infantry Druid damage: Shaman Lv20; Infantry Druid damage: Ovate Lv35; Infantry Druid damage: Druid Lv45
with Mag growth and black magic damage. Noble through Diviner is filled in from the character database and the site’s earlier stages for the same build direction.
Keep Ovate for support with both magic types: Diviner Lv5; Keep Ovate for support with both magic types: Shaman Lv20; Keep Ovate for support with both magic types: Ovate Lv35
Ovate is a complete endpoint that retains both black and white magic, avoiding the extra training needed to qualify for Druid. Earlier stages are filled in from the existing data for the same build direction.
DexWidely recommendedDexVery strongDexUseful for specific strategies
Bonaventure: joins through the story on the Theodora route.
Cai's storyCannot recruitJoins through the story only on the Theodora route in Part I; no recruitment option on this route
Dietrich's storyCannot recruitJoins through the story only on the Theodora route in Part I; no recruitment option on this route
Theodora's storyJoins through the storyEasiest optionJoins through the story in Part I, Chapter 1
Leda's storyCannot recruitJoins through the story only on the Theodora route in Part I; no recruitment option on this route
Renown level
Bond Level with this route's protagonist. For all characters across the four routes, see Recruitment; see recruitment steps at How to recruit。
Most effective giftsAll are favorites and sold in shops. Bonaventure mainly favors books. Favorite gifts show double arrows in-game and give the largest bond gains.
Find where to buy these on the map→ Where to buy all 9 favorite gifts→

Favorite9 items
Likes14 items
Strong Seasonings200G · Cooking
Village Recipes200G · Cooking
Garum50G · Cooking
Home-Recipe Book300G · Cooking
Tales of the Arena300G · Book
The Works of Dante300G · Book
Thick Foreign Tome1000G · Book
Jade Ghosh150G · Fermented drinks
Sun Ghosh150G · Fermented drinks
Secret Ghosh500G · Fermented drinks
Eastern Black Silk3000G · Fashion
Ceremonial Spear1000G · Weapon
Pastry Cookbook200G · Sweets
Rare Spices500G · Spicy foodLikesKnowledge, speaking with sages, learning about foreign landsInterestsCooking, reciting poetry
Bond partners11 characters · 5 can reach A · 1 have confirmed paired endings
Letters indicate the highest available support conversation (C = support Lv2, B = support Lv3, A = support Lv4);
A paired ending is confirmed,For the rules, seeBonds。
A strategist of the Kingdom of Saramis, still active on the front line as Theodora's trusted aide. Though writing is forbidden in the kingdom, he carries its entire history and wisdom in his memory.
Details
| Title | Saramis's wise general |
|---|---|
| Affiliation | Kingdom of Saramis |
| Age | Ages 48–50 in Parts I and II; 54–55 in Part III |
| Height | 187 cm |
| Birthday | 4/8 |
| Likes | Knowledge, speaking with sages, learning about foreign lands |
| Interests | Cooking, reciting poetry |
| Japanese voice | Satoshi TsuruokaWikipedia (Japanese) |
| English voice actor | Dave FennoyWikipedia (English) |
Relationships
In the story
Serving the royal family since the previous king’s reign
Bonaventure served Saramis under the previous king and continues advising Theodora, still taking the front line himself. With writing forbidden in the kingdom, he preserves its history and wisdom through memory.
History left to future generationsSpoilers
In his individual ending where Theodora survives, he continues serving the queen for many years. About a century after his death, his secretly written history of Saramis is discovered. So detailed that it seems to contain all his lifelong knowledge, it becomes essential reading for historians.
Trivia
- His Japanese name matches Napoleon Bonaparte's surname; his English name is a different name meaning “good fortune.”






Swords Lv. 1
Swords Lv. 2
Swords Lv. 3
Swords Lv. 4
Swords Lv. 5
Swordfaire
Black Magic Lv. 4
Black Magic Lv. 5
White Magic Lv. 1
White Magic Lv. 2
White Magic Lv. 4
White Magic Lv. 5
White-Magic Mastery
Lend Dexterity+ +
Frontline Gambit
Flowing Spear
Spears Lv. 1
Spears Lv. 2
Spears Lv. 3
Spears Lv. 4
Spears Lv. 5
Spearfaire
Half Spike
Axes Lv. 1
Axes Lv. 2
Arcane Gale Flurry
Axes Lv. 3
Axes Lv. 4
Axes Lv. 5
Axefaire
Warning Shot
Bows Lv. 1
Bows Lv. 2
Bows Lv. 3
Bows Lv. 4
Bows Lv. 5
Bowfaire
Curtail Magic
Fists Lv. 1
Fists Lv. 2
Fists Lv. 3
Fists Lv. 4
Fists Lv. 5
Fistfaire
Surprise Attack
Infantry Move
Read the Winds
Armored Leap
A
A
A
A
A
B
B
B
B
C
C

