Dante
Cダンテ · DanteDevelop ranged Black Magic damage first, retaining both schools if you need healing and Freeze. Her two-tile aura depends on allies’ Charm and a chance check; find a safe position before chasing buffs.
Stage DirectionWhen an ally within 2 spaces enters combat, a chance based on that ally's (Cha/2)% chance to grant that ally critical avoid +10

Fan art →
Nine stats
| HP | Str | Mag | Spd | Dex | Def | Res | Lck | Cha | Total | |
|---|---|---|---|---|---|---|---|---|---|---|
| Growth rates | 30% | 30% | 45% | 40% | 40% | 20% | 40% | 45% | 30% | 320% |
| Overall rank63 characters total | Rank 58 | Rank 56 | Rank 5 | Rank 29 | Rank 39 | Rank 60 | Rank 8 | Rank 10 | Rank 40 | Rank 47 |
| Base statsDiviner Lv7 | 26 | 6 | 12 | 11 | 8 | 5 | 10 | 9 | 6 | 93 |
| Base stat ranking63 characters total | Rank 44 | Rank 56 | Rank 10 | Rank 24 | Rank 38 | Rank 55 | Rank 16 | Rank 23 | Rank 40 | Rank 29 |
| Lv60 expected statsDedicated white magic healing route | 50 | 19 | 49 | 36 | 33 | 11 | 50 | 44 | 28 | 320 |
| Expected rank62 characters total | Rank 57 | Rank 59 | Rank 9 | Rank 34 | Rank 47 | Rank 62 | Rank 5 | Rank 3 | Rank 33 | Rank 28 |
Proficiency
Starting skills
| Category | Skills | Effect |
|---|---|---|
| Personal skill | Stage Direction | When an ally within 2 spaces enters combat, a chance based on that ally's (Cha/2)% chance to grant that ally critical avoid +10 |
| Level skillsLv20 | Dramatic Effect | 「Stage Direction” activates, granting affected allies Hit +10. |
| Level skillsLv35 | Dramatic Effect+ | 「Stage Direction” activates, that ally gains Hit and Crit +10 |
Use the strength in White Magic for sustained healing, avoiding physical combat.
Support allies with black and white magic, Hexsong, and mobility.
Once unlocked and the required S-rank proficiency is reached, gain more black and white magic uses and stronger healing.
Dante’s training, class routes, and recruitment
Original: Dante’s training, recommended classes, and recruitment requirements; Game8
White Magic healing is
Dante’s first choice:
Diviner,
Priest, and
Bishop into
Wiseman, sustaining the team through spell uses and healing output. For mobile casting with both magic types, take
Shaman,
Troubadour, and
Valkyrium instead.
The Avatar is a Divine option.
Reliable healing does not guarantee physical survival
Dante’s base growths are HP 30%, Strength 30%, Magic 45%, Speed 40%, Dexterity 40%, Defense 20%, Resistance 40%, Luck 45%, and Charm 30%, totaling 320. Magic, Resistance, and Luck give her a backline caster’s foundation, while Speed is also respectable for a mage. HP and Defense are the real concerns. Higher Resistance does not offset physical risks, and healing access does not make her fit to take frontline pressure.
She excels in White Magic, Black Magic, and Authority, but struggles with Gauntlet. Her healing route follows her White Magic strength, keeping training focused. She can attack with Black Magic in Part 1; after becoming a
Wiseman, her role shifts toward healing. Her growths and abilities suit healing, but her personal ability cannot reliably add damage. She is physically fragile, and cross-route negotiation has demanding requirements.
For a mobile dual-magic backliner, choose
Valkyrium as the endpoint. A dedicated healer needs enough healing output and spell uses each turn; mobile support needs to reach allies who need magic and help those nearby. Decide between dedicated healing and mobile support before choosing her class.
The
Wiseman route saves healing uses for later turns
Start from her joining class
Diviner, take the
Priest exam once White Magic is sufficient, then continue into
Bishop and
Wiseman.
Priest requires White Magic C,
Bishop B, and
Wiseman A. Once Renown, exam seals, and unlocks are ready, you can attempt the exam even below the recommended level.
Priest,
Bishop, and
Wiseman focus on more White Magic uses and healing.
Priest grants healing +5,
Bishop +10, and
Wiseman +15. Doubled White Magic uses let her keep supporting allies.
Watchfulness
Wiseman’s Defense growth modifier worsens her existing weakness, so avoid advancing too far. Entering physical enemy range to heal nearby turns a reliable healer into another injured unit the team must protect.
Diviner mastery improves Magic and Resistance.
Priest mastery grants Piety for Luck.
Bishop mastery grants
Barrier to support adjacent allies’ Resistance, while
Wiseman mastery offers a conditional effect against magic enemies. You must complete mastery to earn these rewards; meet their learning requirements before equipping them.
Follow
Troubadour into
Valkyrium
The mobile support route is
Diviner,
Shaman,
Troubadour, and
Valkyrium. Specialty
Shaman develops Magic, while Advanced
Troubadour uses both magic types and earns Hexsong. Before
Troubadour unlocks, train Magic as an
Ovate, then switch once it unlocks without repeated detours.
Valkyrium uses Black Magic, White Magic, and Riding. Reclassing requires Riding D and either White Magic A or Black Magic A. High Movement helps her keep up with allies needing healing or support. Combine the mastery Hexsongs from
Troubadour and
Valkyrium with long-range thunder spell
Thoron to extend support coverage. Keep
Dante off the physical frontline.
On
Cai’s route, you can also choose Advanced
Troubadour with Monoceros. At bond level 5, it grants Luck +3 and Resistance growth +10%. Part 1 animal capture opens in the relevant chapter on
Cai’s route; other routes cannot copy this stage’s mount setup. The cavalry branch no longer meets infantry-only
Steady Shot conditions. Mounts and Battalions must also follow the current class’s rules.
The Avatar requires further investment
The Divine route is
Diviner,
Priest,
Bishop, and
Wiseman, then
The Avatar after meeting its conditions. It retains the earlier White Magic healing training and extends into a more demanding magic class unavailable in Part 1. Either Black Magic S or White Magic S is required, along with the class unlock and exam preparation.
The class’s All-Magic Zenith triples black and white spell uses, with magic Hit +10 and healing +20. Its mastery reward
Divine Law adds Magic. Compared with stopping at
Wiseman, it offers more uses, healing, and magical power at the cost of high-rank training and unlock preparation.
Her personal ability uses the ally’s Charm
When an ally within two spaces fights,
Stage Direction has a chance equal to half that ally’s Charm to grant them Dodge +10. The activation chance uses the supported ally’s stat, not
Dante’s Charm. After learning
Dramatic Effect+ at level 35, triggering her personal ability also grants that ally Hit +10 and Crit +10. This support is chance-based and can fail to activate in any battle.
Staying near allies who need assistance is valuable, but her survival still governs positioning. Do not place low-HP, low-Defense
Dante in the enemy formation just to cover more allies within two spaces. Her healing route does not need to prioritize her own Charm for the personal ability.
During infantry stages,
Steady Shot improves accuracy with bows or magic equipped, helping while she still uses attack spells. Pure healing actions do not use Dexterity for healing accuracy, and accuracy abilities do not improve healing output. She can learn fist arts, but Gauntlet is a weakness and none of the three routes takes her into melee.
Prepare Black and White Magic separately
For Black Magic, she learns D
Wind, C
Thunder, B
Cutting Gale, A
Thoron, and S
Bolting.
Wind is light, accurate, and effective against flying units.
Cutting Gale also counters flying units.
Thoron reaches enemies three spaces away, helping her provide mobile support. Proficiency rank is only the learning prerequisite; the current class must permit Black Magic. She cannot use Black Magic after becoming a
Wiseman.
For White Magic, D
Heal handles routine recovery. C
Nosferatu is an attack spell restoring half the damage dealt. B
Recover offers greater healing, while A
Freeze is another support choice. Base healing is 10 for
Heal and 30 for
Recover, adding one-third of Magic and then the class healing modifier.
Nosferatu only drains HP; it cannot heal allies.
She does not know all these spells when recruited. Update her loadout as Black and White Magic improve, and equip mastery and level-based abilities after learning them.
Check Magic and HP near the end of Part 1
Around level 40, near Part 1’s end, focus on Magic, Resistance, Speed, and HP. Magic affects healing, Resistance provides a foundation for surviving magical
Counter, Speed reduces follow-up risks, and HP determines whether a fragile backliner can survive one attack. She remains usable with lower-than-expected Strength, Dexterity, Defense, or Charm: Strength does not underpin this spell route, Dexterity does not affect normal healing output, and low Defense is mainly managed by avoiding combat.
If Magic develops poorly, use
Dante trained on another route for Merge Causality and take the higher stats in each category. This remedy still serves a magic role and does not require physical reclassing. Growths are random, so stats differ between saves.
Reserve 8000G for recruitment
All four routes recruit her through negotiation. In Part 1,
Dietrich needs Support 2 and Renown 8 in Chapter 4;
Theodora needs Support 3 and Renown 6 in Chapter 5;
Leda needs Support 3 and Renown 10 in Chapter 4;
Cai needs Support 3 and Renown 10. The sites differ on her first appearance for
Cai: Game8 lists Chapter 5, GameWith Chapter 3. The earliest recruitment chapter and date remain unconfirmed.
You must still negotiate after meeting the Support and Renown requirements. Negotiation costs 8000G, so prepare Support, Renown, and cash.
Good gifts include The Works of
Dante, Trader’s Handbook, and coffee gifts. The site gift table lists Common Coffee, Select Coffee, and Southern Coffee among her favorites. Her interests include herself, writing, and theater. The two sites differ on several gift tiers, so keep their gift rewards separate. Gifts help Support but cannot offset the 8000G negotiation cost.
More guides
- Dante's recommended classes and recruitment requirementsGameWith Fortune's Weave guide team
- Dante class and stat analysisAltema guide team
- Dante survival and Caladrius setup discussionZero_FGO
Site guides

Take Diviner into Shaman and Ovate. Prioritize Thoron for damage from safe positions. Keep both magic types if you need healing and Freeze.
Dante works well dealing black magic damage from the backline while providing healing and Freeze. Black Magic A grants Thoron for safer ranged attacks. Choose Troubadour or Valkyrium to retain both magic types.
Her two-tile aura activates by chance. Dramatic Effect+ at level 35 further improves support. Dante has low HP and Defense; do not enter enemy range just to cover allies with her aura.

Training route by stage
The levels below are recommended exam points. Proficiency, Renown, and unlock conditions still apply. Continue from her joining level and existing qualifications; a late recruit does not need to return to beginner classes.
Part 1: develop black magic damage first
Focus on Black Magic after recruitment; add White Magic if the party needs healing. The usual route is
Diviner →
Shaman →
Ovate. Magic, Speed, and spells provide more reliable damage than waiting for her personal buff to trigger.
| Preparation | Recommended exam point | What to learn and why |
|---|---|---|
| Diviner | Level 5, Renown 1; Black or White Magic D | Equip Magic Basics after mastery if practical, adding Magic and Resistance; do not backtrack to grind it after a late recruitment |
| Shaman | Level 20, Renown 4; Black Magic C | Continue leveling with Black Magic while retaining emergency White Magic |
| Ovate | Level 35, Renown 8; Black Magic B | Keep both schools and continue contributing before mounted magic classes unlock |
Track spell goals separately: Black Magic B gives Cutting Gale, A gives Thoron, and S gives Bolting. White Magic D gives Heal, B gives Recover, and A gives Freeze. Thoron deals ranged damage; Freeze provides control. Passing an exam in one magic branch does not train the other branch's spells.


Carry recovery items for self-healing and attack with learned spells. On foot, an immobilizing Battalion can keep melee enemies from closing on the backline. There is no single recommended Battalion name; do not plan as though immobilization prevents every enemy action for the entire turn.
Part 2: find a safe casting position first
There is no settled reclass chapter or leveling duration for Part 2. Continue with qualifications earned in Part 1. Use magic against armored enemies your physical attackers struggle with and white magic for emergency healing. The aura only reaches two tiles, but that is no reason to expose her to frontline attacks.
At level 35, Dramatic Effect+ adds Hit and Critical +10 for the beneficiary when Stage Direction activates. The original Dodge +10 also requires its chance check. The chance uses that ally's Charm / 2, rather than Dante's Charm. Allies with high late-game Charm make it more reliable. In Part 1, calculate it from their current Charm.

Part 3: dual magic or a specialist
| Choice | Recommended exam point and extra training | Role gained and cost |
|---|---|---|
| Stay in Ovate | Continue with existing eligibility | Keep damage, healing, and Freeze without extra training |
Troubadour → Valkyrium | First: level 35, Renown 8, Riding D, Black or White Magic B; second: level 45, Riding D, Black or White Magic A. Both require unlocks | Mounted mobility with both schools; needs extra Riding training and her own mount bond |
Druid | Level 45, Black Magic A; unlocked after the first segment of the Salvation arc | Specialize in Black Magic, losing White Magic healing and Freeze |
Wiseman | Level 45, White Magic A; unlocked after the first segment of the Salvation arc | Switch to White Magic; Thoron and Bolting become unavailable |
For more black magic damage, choose Druid. To retain healing and Freeze, stay in Ovate or mounted dual-magic classes. A pure healer can take Priest → Bishop → Wiseman, losing Thoron and Bolting. If another healer is already available, decide whether giving up those two spells is worthwhile.
Troubadour mastery grants Song of Courage, and Valkyrium mastery grants Song of Calm. You must finish mastery before using them. There is no reliable standard setup for her specific mount, Blessings, and Battalion. A fully bonded mount's benefits require Dante's own bond to reach the necessary level.
Find a safe casting tile within two tiles of your core units
Choose a safe destination, plan her healing or attack, then have your core units fight within two tiles.
- 1Mark enemy melee, bow, and flying ranges. Leave Dante a safe casting tile within two tiles of your main units.
- 2Move Dante there and cast, ending her action on that tile. Do not assume an infantry class can keep moving after casting.
- 3Let the main unit engage while staying within two tiles. An ally with 40 Charm gives a 20% activation chance. Calculate damage and survival without the aura, including its extra Hit and protection from criticals.
- 4If the attacker needs to move beyond two tiles, prioritize a safe kill instead of dragging Dante forward for the aura. Choose a safe position before healing too.
Dodge reduces the risk of receiving a critical. It does not increase ordinary Avoid, so Dante must still avoid normal physical attacks. Use ranged damage and Freeze to reduce exposure.
Recruitment
She is recruitable on all four routes. Reserve 8000 gold. Theodora requires Renown 6 and Bond 3; Dietrich requires Renown 8 and Bond 2; Cai and Leda require Renown 10 and Bond 3. Give gifts to open recruitment, then finish before your route's deadline. See Dante's recruitment requirements.
Aura chance uses the benefiting ally's Charm
- Raise the benefiting ally's Charm to improve aura activation. Stacking Charm on Dante does not help.
- Being within two tiles still requires a chance check. Hit, Critical, and Dodge bonuses are not permanent.
- Druid cannot use Freeze, and Wiseman cannot use Bolting. Decide which magic branch you want to retain.
- Continue from the actual joining level after late recruitment; do not restart from a level 7 template.
Comments
Vulnerary
Black Magic Lv. 1Hit +3 when black magic is equipped
White Magic Lv. 1Hit +3 when wielding white magic
Magic BasicsMag、Res+1
Steady Shot[Infantry] Hit +5 when a bow or magic is equipped
Sniper Evasion[Infantry] Avo +10 against foes at least 3 spaces away
Lightning StrikeCost 5 Mt 8 Hit 20
Magic StaffEquippedWt 3
Vulnerary
Black Magic Lv. 2Hit +5 when black magic is equipped
White Magic Lv. 2Hit +5 when wielding white magic
Dramatic EffectAdds Hit +10 to affected allies when Stage Direction activates.
Steady Shot[Infantry] Hit +5 when a bow or magic is equipped
PietyLck+3
White-Magic SeekerWhite magic uses ×2
Magic Heal +5Healing allies with magic restores +5 HP
Priest TraineesGambit: “Area Heal”
Vulnerary
White Magic Lv. 3Hit and Avo +5 when white magic is equipped
Dramatic Effect+Hit and Crit +10 for the ally when Stage Direction activates
BarrierAdjacent alliesRes+3
Steady Shot[Infantry] Hit +5 when a bow or magic is equipped
Magic BasicsMag、Res+1
White-Magic SeekerWhite magic uses ×2
Magic Heal +10Healing allies with magic restores +10 HP
Wind
HealMt 10
ThunderMt 5 Hit 76 Wt 7
NosferatuMt 1 Hit 80 Wt 8
RecoverMt 30
Cutting Gale
Pure PriestsGambit: “Area Heal”
Vulnerary
White Magic Lv. 4Hit and Avo +7 when white magic is equipped
Dramatic Effect+Hit and Crit +10 for the ally when Stage Direction activates
BarrierAdjacent alliesRes+3
Steady Shot[Infantry] Hit +5 when a bow or magic is equipped
Magic BasicsMag、Res+1
White-Magic SeekerWhite magic uses ×2
Magic Heal +15Healing allies with magic restores +15 HP
Elevated PriestsGambit: “Area Heal”
Vulnerary
White Magic Lv. 5Hit and Avo +10 when white magic is equipped
Dramatic Effect+Hit and Crit +10 for the ally when Stage Direction activates
BarrierAdjacent alliesRes+3
Steady Shot[Infantry] Hit +5 when a bow or magic is equipped
Magic BasicsMag、Res+1
Vulnerary
Black Magic Lv. 1Hit +3 when black magic is equipped
White Magic Lv. 1Hit +3 when wielding white magic
Magic BasicsMag、Res+1
Steady Shot[Infantry] Hit +5 when a bow or magic is equipped
Sniper Evasion[Infantry] Avo +10 against foes at least 3 spaces away
Lightning StrikeCost 5 Mt 8 Hit 20
Magic StaffEquippedWt 3
Vulnerary
Black Magic Lv. 2Hit +5 when black magic is equipped
White Magic Lv. 2Hit +5 when wielding white magic
Dramatic EffectAdds Hit +10 to affected allies when Stage Direction activates.
Steady Shot[Infantry] Hit +5 when a bow or magic is equipped
Magic BasicsMag、Res+1
Lightning StrikeCost 5 Mt 8 Hit 20
Magic StaffEquippedWt 3
Healing StaffWt 3
Black Magic Lv. 3Hit and Avo +5 with black magic equipped
White Magic Lv. 3Hit and Avo +5 when white magic is equipped
Dramatic Effect+Hit and Crit +10 for the ally when Stage Direction activates
DexBinding CurseAdjacent enemiesDex-3
Magic BasicsMag、Res+1
Mount/DismountCan use “Mount” and “Dismount”
Magic Heal +5Healing allies with magic restores +5 HP
Magic Hit +3Hit +3 when magic is equipped
Song of CourageMt 0 Hit 0
Lend DefenseCost 0 Mt 0 Hit 0
Lend StrengthCost 0 Mt 0 Hit 0
Wind
HealMt 10
ThunderMt 5 Hit 76 Wt 7
NosferatuMt 1 Hit 80 Wt 8
RecoverMt 30
Cutting Gale
MonocerosSpd+1 Dex+1 Lck+3
Healing StaffWt 3
Black Magic Lv. 4Hit and Avo +7 with black magic equipped
White Magic Lv. 4Hit and Avo +7 when white magic is equipped
Dramatic Effect+Hit and Crit +10 for the ally when Stage Direction activates
DexBinding CurseAdjacent enemiesDex-3
Magic BasicsMag、Res+1
Mount/DismountCan use “Mount” and “Dismount”
Magic Heal +10Healing allies with magic restores +10 HP
Magic Hit +5Hit +5 when magic is equipped
Wind
HealMt 10
ThunderMt 5 Hit 76 Wt 7
NosferatuMt 1 Hit 80 Wt 8
RecoverMt 30
Cutting Gale
ThoronMt 20 Hit 55 Wt 25
FreezeHit 60
MonocerosSpd+1 Dex+1 Lck+3
Healing StaffWt 3
Black Magic Lv. 5Hit and Avo +10 with black magic equipped
White Magic Lv. 5Hit and Avo +10 when white magic is equipped
Dramatic Effect+Hit and Crit +10 for the ally when Stage Direction activates
DexBinding CurseAdjacent enemiesDex-3
Magic BasicsMag、Res+1
Mount/DismountCan use “Mount” and “Dismount”
Magic Heal +10Healing allies with magic restores +10 HP
Magic Hit +5Hit +5 when magic is equipped
Wind
HealMt 10
ThunderMt 5 Hit 76 Wt 7
NosferatuMt 1 Hit 80 Wt 8
RecoverMt 30
Cutting Gale
ThoronMt 20 Hit 55 Wt 25
FreezeHit 60
BoltingMt 18 Hit 50 Wt 30
MonocerosSpd+1 Dex+1 Lck+3
Vulnerary
Black Magic Lv. 1Hit +3 when black magic is equipped
White Magic Lv. 1Hit +3 when wielding white magic
Magic BasicsMag、Res+1
Steady Shot[Infantry] Hit +5 when a bow or magic is equipped
Sniper Evasion[Infantry] Avo +10 against foes at least 3 spaces away
Lightning StrikeCost 5 Mt 8 Hit 20
Magic StaffEquippedWt 3
Vulnerary
Black Magic Lv. 2Hit +5 when black magic is equipped
White Magic Lv. 2Hit +5 when wielding white magic
Dramatic EffectAdds Hit +10 to affected allies when Stage Direction activates.
Steady Shot[Infantry] Hit +5 when a bow or magic is equipped
PietyLck+3
White-Magic SeekerWhite magic uses ×2
Magic Heal +5Healing allies with magic restores +5 HP
Priest TraineesGambit: “Area Heal”
Vulnerary
White Magic Lv. 3Hit and Avo +5 when white magic is equipped
Dramatic Effect+Hit and Crit +10 for the ally when Stage Direction activates
BarrierAdjacent alliesRes+3
Steady Shot[Infantry] Hit +5 when a bow or magic is equipped
Magic BasicsMag、Res+1
White-Magic SeekerWhite magic uses ×2
Magic Heal +10Healing allies with magic restores +10 HP
Wind
HealMt 10
ThunderMt 5 Hit 76 Wt 7
NosferatuMt 1 Hit 80 Wt 8
RecoverMt 30
Cutting Gale
Pure PriestsGambit: “Area Heal”
Vulnerary
White Magic Lv. 4Hit and Avo +7 when white magic is equipped
Dramatic Effect+Hit and Crit +10 for the ally when Stage Direction activates
BarrierAdjacent alliesRes+3
Steady Shot[Infantry] Hit +5 when a bow or magic is equipped
Magic BasicsMag、Res+1
White-Magic SeekerWhite magic uses ×2
Magic Heal +15Healing allies with magic restores +15 HP
Elevated PriestsGambit: “Area Heal”
Vulnerary
White Magic Lv. 5Hit and Avo +10 when white magic is equipped
Dramatic Effect+Hit and Crit +10 for the ally when Stage Direction activates
BarrierAdjacent alliesRes+3
Steady Shot[Infantry] Hit +5 when a bow or magic is equipped
Magic BasicsMag、Res+1
Vulnerary
White Magic Lv. 5Hit and Avo +10 when white magic is equipped
Dramatic Effect+Hit and Crit +10 for the ally when Stage Direction activates
BarrierAdjacent alliesRes+3
Steady Shot[Infantry] Hit +5 when a bow or magic is equipped
Magic BasicsMag、Res+1Build approach and suitable stages
Dedicated white magic healing route: Diviner Lv5; Dedicated white magic healing route: Priest Lv20; Dedicated white magic healing route: Bishop Lv35; Dedicated white magic healing route: Wiseman Lv45, Lv60
Use the strength in White Magic for sustained healing, avoiding physical combat.
Mounted support with both magic types: Diviner Lv5; Mounted support with both magic types: Shaman Lv20; Mounted support with both magic types: Troubadour Lv35; Mounted support with both magic types: Valkyrium Lv45, Lv60
Support allies with black and white magic, Hexsong, and mobility.
White Magic route into a divine class: Diviner Lv5; White Magic route into a divine class: Priest Lv20; White Magic route into a divine class: Bishop Lv35; White Magic route into a divine class: Wiseman Lv45; White Magic route into a divine class: The Avatar Lv55, Lv60
Once unlocked and the required S-rank proficiency is reached, gain more black and white magic uses and stronger healing.
DexWidely recommendedDexVery strongDexUseful for specific strategies
Dante: Recruitable on Cai's, Dietrich's, Theodora's, and Leda's routes (Renown 6–10).
Cai's storyRecruitable
10
3From Chapter 3
8000GSteps
Recruitable. Encounter recorded from Part I, Chapter 3; joining requirements still apply after the character appears. Give a gift in Dagsion to unlock recruitment, then reach Renown Lv10 and bond Lv3 with Cai. Pay 8000G in negotiation. Complete before this route's Chapter 12 main battle; regular recruitment closes in the War Arc. Gift options:
Southern Coffee, available for 150G from the gift merchant at the tavern in lower Dagsion.
Negotiate
8000G
Dietrich's storyRecruitable
8
2From Chapter 4
8000GSteps
Recruitable. Encounter recorded from Part I, Chapter 4; joining requirements still apply after the character appears. Give a gift in Dagsion to unlock recruitment, then reach Renown Lv8 and bond Lv2 with Dietrich. Pay 8000G in negotiation. Complete before this route's Chapter 12 main battle; regular recruitment closes in the War Arc. Gift options:
Southern Coffee, available for 150G from the gift merchant at the tavern in lower Dagsion.
Negotiate
8000G
Theodora's storyRecruitableEasiest option
6
3From Chapter 5
8000GSteps
Recruitable. Recorded from Part I, Chapter 5; must still meet the joining requirements once available. In Dagsion, give one gift to unlock recruitment, then reach Renown Lv6 and support Lv3 with Theodora. Pay 8000G in negotiations. Complete before departure on 10/24 and before this route's Chapter 12 main battle. Gift options:
Southern Coffee, available for 150G from the gift merchant at the tavern in lower Dagsion.
Negotiate
8000G
Leda's storyRecruitable
10
3From Chapter 4
8000GSteps
Recruitable. Recorded as available from Part I, Chapter 4; joining requirements still apply once the character appears. Give one gift in Dagsion to unlock recruitment, then reach Renown Lv10 and Bond Lv3 with Leda. Pay 8000G in negotiations. Finish before this route's Chapter 12 main battle; regular recruitment is unavailable after entering the War Arc. Gift options include
Southern Coffee, available for 150G from the gift merchant at the tavern in lower Dagsion.
Negotiate
8000G
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 available in shops. Dante mainly loves books and coffee. Favorite gifts display double arrows in-game and grant the most bond points.
Find where to buy these on the map→ Where to buy all 7 favorite gifts→

Favorite7 items
Likes10 items
LikesHerself, writing quickly, finding subjects for playsInterestsResearching people for material, observing others' behavior
Bond partners10 characters · 3 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 literary master working as a playwright in Dagsion. Her creative drive is immense: she wants to incorporate everything that interests her into her work. She is also an expert in advanced magic.
Details
| Title | Playwright |
|---|---|
| Affiliation | Flame Mane |
| Height | 152 cm |
| Birthday | 8/22 |
| Likes | Herself, writing quickly, finding subjects for plays |
| Interests | Researching people for material, observing others' behavior |
| Japanese voice | Jiena Tomomi SumiWikipedia (Japanese) |
| English voice actor | Alaina WisVoice actor database |
Relationships
In the story
Part I: Gathering material on the battlefield
After arriving in Dagsion, Dante works as a playwright and becomes known for her plays. To gather material, she begins fighting alongside Bertrand, then enters the Heroic Games herself.
After Part III: Individual endingSpoilers
After the war, Dante shuts herself in her mansion and works on several pieces inspired by wartime experiences. These works endure for generations, attracting many young writers as prospective pupils, but only one can keep pace with her output.
Trivia
- Dante is the pen name she adopted when she began working in Dagsion.


Druid






Black-Magic Mastery
White-Magic Mastery
Gambit Master
Swords Lv. 1
Swords Lv. 2
Swords Lv. 3
Swords Lv. 4
Swords Lv. 5
Swordfaire
Flowing Spear
Spears Lv. 1
Spears Lv. 2
Spears Lv. 3
Frozen Spear Throw
Spears Lv. 4
Spears Lv. 5
Spearfaire
Spike
Axes Lv. 1
Axes Lv. 2
Arcane Gale Flurry
Axes Lv. 3
Axes Lv. 4
Axes Lv. 5
Axefaire
Vital Shot
Bows Lv. 1
Bows Lv. 2
Magic Arrow
Bows Lv. 3
Bows Lv. 4
Bows Lv. 5
Bowfaire
Steady Shot+
Infantry Move
Infantry Move+
Knightly Senses
Read the Winds
Flitting Flier
Armored Move
Armored Move+
Bld
Healing Armor
Build +
Fists Lv. 1
Fists Lv. 2
Arcane Rush
Fists Lv. 3
Fists Lv. 4
Fists Lv. 5
Fistfaire

A
A
A
B
B
B
B
B
C
C