Gaitz
Cゲイツ · GaitzA late physical replacement: continue his existing spear cavalry qualifications first. Train Guardian and Sentinel separately if you need support, and do not count Flashing Fang as reliable damage.
Fan art →
Nine stats
| HP | Str | Mag | Spd | Dex | Def | Res | Lck | Cha | Total | |
|---|---|---|---|---|---|---|---|---|---|---|
| Growth rates | 50% | 50% | 20% | 40% | 45% | 45% | 25% | 40% | 45% | 360% |
| Overall rank63 characters total | Rank 9 | Rank 8 | Rank 38 | Rank 29 | Rank 22 | Rank 5 | Rank 34 | Rank 13 | Rank 12 | Rank 14 |
| Base statsCommoner Lv4 | 28 | 11 | 3 | 8 | 8 | 7 | 3 | 5 | 8 | 81 |
| Base stat ranking63 characters total | Rank 30 | Rank 30 | Rank 56 | Rank 40 | Rank 38 | Rank 32 | Rank 55 | Rank 57 | Rank 30 | Rank 55 |
| Lv60 expected statsMain lance route into The Cavalier | 67 | 46 | 13 | 36 | 39 | 40 | 26 | 30 | 35 | 332 |
| Expected rank62 characters total | Rank 18 | Rank 13 | Rank 46 | Rank 34 | Rank 32 | Rank 11 | Rank 24 | Rank 25 | Rank 14 | Rank 18 |
Proficiency
Starting skills
| Category | Skills | Effect |
|---|---|---|
| Personal skill | Brave Assist | Adjacent alliesDef+3 |
| Level skillsLv20 | Flashing Fang | 20% chance of Attack +4 and Hit +50 when attacking. |
| Level skillsLv35 | Flashing Fang+ | 20% chance when attacking: attack +7, Hit +100 |
Train Riding and Spear as Ornius Rider and Armored Ornius Rider, then use Guardian into Sentinel as a physical spear frontline unit before qualifying for The Cavalier.
Mounted by default for this classUseStr and Def growths to serve as a mounted physical frontline unit.
Yaoya-san no Neko's Part 2 gameplay: chip from two spaces with Focused Throw,
Ridersbane to handle reinforcements; joins at level 34, lacks a seal at level 36 in Part 2, is already a Dragoon at level 46, and receives no further main-team investment in Part 3.
Mounted by default for this classTrain Gaitz’s Spear into Sentinel
Gaitz suits
Ornius Rider,
Armored Ornius Rider, and
Guardian into
Sentinel, using spears for primary damage. Strength, HP, and Defense support a physical frontline role. His real limits are very late permanent recruitment in Part 1 and weak protection against magic.
The spear route does not rely on White Magic
He joins as
Commoner. Start the plan with Ornius Rider, building Riding during the mounted phase and raising Spear toward Guardian and Sentinel requirements. Training and masteries for each stage follow.
| Stage | Reclass preparation | Reason to retain this stage |
|---|---|---|
Ornius Rider | Recommended level 5, Renown 1; Riding E+, Axe D or Spear D | Begin Riding and Spear; master Offense Basics |
Armored Ornius Rider | Recommended level 20, Renown 4; Riding D, Axe C or Spear C | Continue mounted spear training; master Sense Threat against effective and super-effective attacks |
Guardian | Recommended level 35, Renown 8; Spear B | Advanced spear transition, mastering Brace; on Dietrich’s route, first complete the Renown-6 flying-spear challenge unlock |
Sentinel | Recommended level 45; Spear A and the class unlock | Continue spears with more equipped Combat Arts; master Resolute Stance for full-HP combat |
The Cavalier | Riding A and Spear, Axe, or Sword S; obtain a Divinium Saddle | Return to cavalry at Divine; Golden Ride removes cavalry effectiveness and super-effectiveness; master Divine Dexterity |
Guardian and Sentinel have White Magic class abilities, but Gaitz is weak in White Magic. This route values Spear progression and does not require making him a healer. Riding developed during Armored Ornius Rider also prepares for The Cavalier’s Riding A.

Four frontline stats establish his role
Around level 40, near Part 1’s end, prioritize Strength, Speed, Dexterity, and HP. Strength determines basic spear damage, Dexterity affects accuracy and criticals, Speed affects follow-ups and Avoid, and HP supports taking frontline attacks. Personal growths of Strength 50%, HP 50%, Defense 45%, and Dexterity 45% let him handle both physical damage and engagement.
| HP | Strength | Magic | Dexterity | Speed | Defense | Resistance | Luck | Charm |
|---|---|---|---|---|---|---|---|---|
| 50% | 50% | 20% | 45% | 40% | 45% | 25% | 40% | 45% |
Low Magic does not hinder this spear route, and Resistance, Luck, and Charm need not be priority catch-up stats. Check damage, Hit, and frontline survival first. With only 25% Resistance growth, avoiding magic enemies suits this route better than expecting white magic or natural Resistance to solve it.
If Strength falls well behind, retrain Gaitz through another Dietrich run, then use Merge Causality to take the higher value for each stat. Dietrich is his only Part 1 recruitment route, so retraining must replay that route too.
Brave Assist makes his finishing position useful
Brave Assist grants adjacent allies Defense +3. Where Gaitz ends his attack therefore affects teammates’ physical damage taken next round. At level 35,
Flashing Fang+ has a 20% chance when attacking to grant Attack +7 and Hit +100, improving damage and accuracy together when it activates.
Riding gives
Knightly Senses for Avoid +10 against spear enemies; cavalry initiation can also use
Knight’s Vanguard for Protection +2. Authority's Distraction gives adjacent enemies Hit −3, fitting his positioning near allies for Brave Assist. Each skill requires its corresponding proficiency rank.
| Combat Art | Use and cost |
|---|---|
Wrath Strike | 2 durability, Might +4, Hit +10, Range 1. |
Secret Sword | 2 durability, deals at least 10 damage, Range 1. |
Gale Spear | 2 durability, Might +4, Crit +5, Range 1. |
Focused Throw | 3 durability, Might +3, Hit +20, Range 2; requires a Range 1–2 spear. |
Protective Storm | 6 durability, Might +5, Protection +7 for this combat, Range 1. |
Spike | 2 durability, Might +4, Hit +10, Range 1. |
These arts cover close offense, two-range throwing, and surviving physical counters. Weak magic proficiency does not prevent development around these spear roles. His frontline growths are rounded, but heavy recruitment prerequisites leave few Part 1 battles for deployment.

Do not miss September 17
Only
Dietrich can recruit Gaitz in Part 1;
Cai,
Theodora, and
Leda cannot. He appears in Chapter 4 but is not recruitable yet. He requires Support 3, Renown 10, completion of Bertrand's Paralogue: Friendly Match with Brigid's King, and his team's elimination from the Heroic Games main tournament. Formal recruitment opens from Chapter 12.
Bertrand's paralogue appears only on 9/17. Missing it leaves a prerequisite unmet even with enough Renown and Support later. Put it on the schedule if you want Gaitz, then continue to Chapter 12. Appearing in Chapter 4 does not mean joining in Chapter 4. No separate negotiation delivery is listed.
Coffee is the first gift choice
Gaitz likes tea from Sai, chestnut horses, sparring, and brush writing. Prepare gifts by these tiers:
- Favorites:
Common Coffee,
Select Coffee, and
Coffee Pastries. - Likes:
Arrowhead Gem,
Crimson Ghosh,
Horse-Grooming Kit,
Joint-Relief Gloves,
Orgus Coffee,
Training Pillar, and
Training Weights. - Neutral:
Simple Pastries and
Garum.

Support partners and voice actor
His Support partners are the Promised One,
Lilian,
Dante,
Ursula,
Alexandra,
Goliath,
Ludia, and
Zarcone. His Japanese voice actor is Ryokan Koyanagi, whose roles include Ottar in Is It Wrong to Try to Pick Up Girls in a Dungeon?, Biant in The Saga of Tanya the Evil, and Jumbo in Black Butler: Book of Circus.
More guides
- Gaitz’s Dragoon throwing-spear battle reportYaoyasan no Neko
- Gaitz’s Great Knight training routeGameWith Fortune’s Weave guide team
- Gaitz recruitment steps and missable conditionsRaider King
Site guides

Gaitz joins late. Reuse his existing spear cavalry qualifications to fill the frontline with less training. Consider Guardian or Sentinel if the team needs support.
Adjacency raises allies’ Defense, not Gaitz’s own. Continue from his actual joining state rather than replaying the level 4 template.
Training route by stage
Levels below are reference exam levels. Actual reclassing also depends on certification and training. Choose the role the team needs, then fill the corresponding proficiency gaps.
Part 1: Continue existing spear cavalry training
Check level, Spear, and Riding when he joins. If already Light Cavalry, keep using it rather than returning to lower tiers to fill a chart. The next spear cavalry target is
Bardinger: reference level 35, Renown 8, Riding C, and either Spear B or Sword B. Its Aegis mastery provides a chance-based defense against magic. If his level is still short, the preceding
Light Cavalry uses reference level 20, Renown 4, Riding D, and either Spear C or Sword C. Reusing Spear and Riding saves training. Guardian is an alternative when the team lacks support.
Another option is
Guardian, fighting with spears and providing occasional White Magic support. Reference requirements are level 35, Renown 8, and Spear B, plus the relevant Dietrich-route challenge. White Magic is a weakness and requires extra inn training. Low Magic still permits support spells, but assign someone else as the main healer.
Part 2: Train the main weapon toward A
For physical reinforcement, continue spear cavalry and prioritize main-weapon A. Add Heavy Armor D only if planning Great Knight in Part 3. If already Guardian, retain available White Magic for secondary support and use a separate main healer. Focus on trained weapons rather than opening an unfamiliar weapon path.
Choose equipment by spear damage and Hit without Flashing Fang activating. Cavalry cannot be assigned Battalions. See Battalion assignment restrictions. Do not assume a late recruit already has a fully trained special horse.
Part 3: Choose physical or White Magic support
Continue spear cavalry. At reference level 45, either Spear A or Sword A and Riding B qualify for
Orichaldia, unlocked after clearing segment 1. For armored physical durability, use
Great Knight with either Spear A or Axe A, Heavy Armor D, and Riding D, plus restoration of Credna’s temple and its side quest. Sources differ between segment 2 and 3; follow actual request availability.
Spear/White Magic support. Switch to
Sentinel at reference level 45 and Spear A after clearing segment 1. Use Laia at White Magic D, Nosferatu at C, Seraphim at B, and Rescue at A only when actually learned. The training needed for Rescue cannot be skipped. This is a different role; do not combine cavalry Movement with infantry spellcasting.
- Add Speed only if resources allow: After Sword S, borrow
The Blade for Divine Insight mastery’s Speed +10, then return to a physical class. This costs extra training and Divine certification; skip it if resources are short.

Cataphract has a separate cross-route unlock. Keep using available cavalry if it is locked. Aegis requires full mastery and equipping; passing the class exam alone does not grant it.
Hold physical chokepoints and boost adjacent allies’ Defense
Keep allies needing physical durability beside him for Brave Assist's +3 Defense. Those 3 points do not protect Gaitz himself. Remove mage-range threats before using him to block a physical lane. Flashing Fang's Attack and Hit bonuses have only a 20% chance, so plan kills without activation. Aegis likewise does not erase the risk of low Resistance.
Recruitment
He is recruitable only on Dietrich's route, requiring Bond 3 and Renown 10. Complete Bertrand's paralogue and the prerequisite of defeating Bertrand in that battle. Formal recruitment in Chapter 12 and the September 17 paralogue window are separate. Changing protagonist cannot repair a missed prerequisite. See Gaitz's recruitment requirements.

Late recruitment and White Magic both cost training
- Level 4 Commoner is the base template. A late recruit continues from his current level rather than retraining dozens of levels.
- White Magic takes training. Low Magic still allows support spells, but does not make him a main healer immediately.
- He must still hit without Flashing Fang activating. Keep a backup if Hit is low.
- Brave Assist’s Defense +3 affects adjacent allies only, not Gaitz himself.
Comments
Iron Spear
Combat BasicsHit, Avoid +3
Spears Lv. 1Hit +3 with a spear equipped
Knightly SensesAvoid +10 in combat against spear users
DistractionAdjacent enemies suffer Hit -3
Close Quarters[Infantry] Adjacent enemies suffer Movement -1
Brave AssistAdjacent alliesDef+3
Focused ThrowCost 3 Mt 3 Hit 20
Protective StormCost 6 Mt 5 Hit 0
Gale SpearCost 2 Mt 4 Hit 0
Archer's RingEquippedWt 3
Iron Spear
Offense BasicsStr、Mag+1
Combat BasicsHit, Avoid +3
Spears Lv. 1Hit +3 with a spear equipped
Knightly SensesAvoid +10 in combat against spear users
DistractionAdjacent enemies suffer Hit -3
Brave AssistAdjacent alliesDef+3
Mount/DismountCan use “Mount” and “Dismount”
Focused ThrowCost 3 Mt 3 Hit 20
Protective StormCost 6 Mt 5 Hit 0
Gale SpearCost 2 Mt 4 Hit 0
Archer's RingEquippedWt 3
Mounted by default for this class
Iron Spear
Flashing Fang20% chance of Attack +4 and Hit +50 when attacking.
Spears Lv. 2Hit +5 with a spear equipped
Knightly SensesAvoid +10 in combat against spear users
DistractionAdjacent enemies suffer Hit -3
Sense ThreatAvo +20 in combat if the enemy's attack is effective or super-effective against you
Brave AssistAdjacent alliesDef+3
Mount/DismountCan use “Mount” and “Dismount”
Focused ThrowCost 3 Mt 3 Hit 20
Protective StormCost 6 Mt 5 Hit 0
Gale SpearCost 2 Mt 4 Hit 0
Archer's RingEquippedWt 3
Mounted by default for this classContinue mounted spear training; master Sense Threat to improve Avoid against effective and super-effective attacks, while Focused Throw chips from two spaces.
Da Mina Spear
Flashing Fang+20% chance when attacking: attack +7, Hit +100
Spears Lv. 3Hit and Avo +5 when a spear is equipped
Offense BasicsStr、Mag+1
Sense ThreatAvo +20 in combat if the enemy's attack is effective or super-effective against you
BraceProtection +3 after defeating an enemy (until the next player phase)
Brave AssistAdjacent alliesDef+3
Combat Arts +2Equippable combat arts +2
Magic Heal +10Healing allies with magic restores +10 HP
Focused ThrowCost 3 Mt 3 Hit 20
Protective StormCost 6 Mt 5 Hit 0
Gale SpearCost 2 Mt 4 Hit 0
Archer's RingEquippedWt 3Deal damage on foot with spears and use Protective Storm to withstand this physical engagement. Equip Brace after mastering Guardian; do not rely on white magic.
Silver Spear
Flashing Fang+20% chance when attacking: attack +7, Hit +100
Spears Lv. 4Hit and Avo +7 when a spear is equipped
Sense ThreatAvo +20 in combat if the enemy's attack is effective or super-effective against you
BraceProtection +3 after defeating an enemy (until the next player phase)
Resolute StanceIn combat, if the unit'sHPis full, Protection +5
Brave AssistAdjacent alliesDef+3
Combat Arts +3Equippable combat arts +3
Magic Heal +10Healing allies with magic restores +10 HP
White-Magic SeekerWhite magic uses ×2
Focused ThrowCost 3 Mt 3 Hit 20
Protective StormCost 6 Mt 5 Hit 0
Gale SpearCost 2 Mt 4 Hit 0
Archer's RingEquippedWt 3Remain a physical spear frontline unit; at full HP, use Resolute Stance to improve Protection; against magic, adjust for enemy attack ranges first. White magic class access does not mean he has learned those spells.
Silver Spear
Flashing Fang+20% chance when attacking: attack +7, Hit +100
SpearfaireHit and Avo +10, attack +3 when wielding a lance
BraceProtection +3 after defeating an enemy (until the next player phase)
Resolute StanceIn combat, if the unit'sHPis full, Protection +5
Divine DexterityDex+10
Brave AssistAdjacent alliesDef+3
Mount/DismountCan use “Mount” and “Dismount”
Combat Arts +3Equippable combat arts +3
Golden RideNo longer vulnerable to cavalry-effective or cavalry-super-effective attacks
Focused ThrowCost 3 Mt 3 Hit 20
Protective StormCost 6 Mt 5 Hit 0
Gale SpearCost 2 Mt 4 Hit 0
Archer's RingEquippedWt 3
Mounted by default for this classMobile mounted spear support; Golden Ride removes effective and super-effective damage against cavalry. After mastery, Divine Dexterity adds Dex, retaining Focused Throw and Brave Assist's positional support.
Iron Spear
Combat BasicsHit, Avoid +3
Spears Lv. 1Hit +3 with a spear equipped
Knightly SensesAvoid +10 in combat against spear users
DistractionAdjacent enemies suffer Hit -3
Close Quarters[Infantry] Adjacent enemies suffer Movement -1
Brave AssistAdjacent alliesDef+3
Focused ThrowCost 3 Mt 3 Hit 20
Protective StormCost 6 Mt 5 Hit 0
Gale SpearCost 2 Mt 4 Hit 0
Archer's RingEquippedWt 3
Iron Spear
Offense BasicsStr、Mag+1
Combat BasicsHit, Avoid +3
Spears Lv. 1Hit +3 with a spear equipped
Knightly SensesAvoid +10 in combat against spear users
DistractionAdjacent enemies suffer Hit -3
Brave AssistAdjacent alliesDef+3
Mount/DismountCan use “Mount” and “Dismount”
Focused ThrowCost 3 Mt 3 Hit 20
Protective StormCost 6 Mt 5 Hit 0
Gale SpearCost 2 Mt 4 Hit 0
Archer's RingEquippedWt 3
Mounted by default for this class
Iron Spear
Flashing Fang20% chance of Attack +4 and Hit +50 when attacking.
Spears Lv. 2Hit +5 with a spear equipped
Knightly SensesAvoid +10 in combat against spear users
DistractionAdjacent enemies suffer Hit -3
Bolster HealthHP+3
Brave AssistAdjacent alliesDef+3
Mount/DismountCan use “Mount” and “Dismount”
Focused ThrowCost 3 Mt 3 Hit 20
Protective StormCost 6 Mt 5 Hit 0
Gale SpearCost 2 Mt 4 Hit 0
Archer's RingEquippedWt 3
Mounted by default for this class
Da Mina Spear
Flashing Fang+20% chance when attacking: attack +7, Hit +100
Spears Lv. 3Hit and Avo +5 when a spear is equipped
Pavise20% chance to halve damage from a physical attack
CrescendoHit +3 when defeating an enemy (up to +30) (lasts until the end of the battle)
Distraction+Adjacent enemies suffer Hit -5
Brave AssistAdjacent alliesDef+3
Mount/DismountCan use “Mount” and “Dismount”
Combat Arts +1Equippable combat arts +1
DefendingDef+3Protection +3 when the foe initiates combat
Focused ThrowCost 3 Mt 3 Hit 20
Protective StormCost 6 Mt 5 Hit 0
Gale SpearCost 2 Mt 4 Hit 0
Archer's RingEquippedWt 3
Mounted by default for this classIf Cataphract is unlocked, continue Heavy Armor training. Use Protective Storm against physical counters; do not let chance-based Pavise replace survival forecasts.
Silver Spear
Flashing Fang+20% chance when attacking: attack +7, Hit +100
Spears Lv. 4Hit and Avo +7 when a spear is equipped
Pavise20% chance to halve damage from a physical attack
CrescendoHit +3 when defeating an enemy (up to +30) (lasts until the end of the battle)
Armored Move[Armored] Movement +1
Brave AssistAdjacent alliesDef+3
Mount/DismountCan use “Mount” and “Dismount”
Combat Arts +2Equippable combat arts +2
DefendingDef+5Protection +5 when the foe initiates combat
Focused ThrowCost 3 Mt 3 Hit 20
Protective StormCost 6 Mt 5 Hit 0
Gale SpearCost 2 Mt 4 Hit 0
Archer's RingEquippedWt 3
Wild HorseSpd+1 Dex+3 Def+1
Paired RunBond 3[Cavalry] Movement +1Great Knight serves as a mobile physical frontliner, with Armored Move helping keep pace with the team; check mage ranges before engaging rather than relying on chance-based damage reduction.
Silver Spear
Flashing Fang+20% chance when attacking: attack +7, Hit +100
SpearfaireHit and Avo +10, attack +3 when wielding a lance
Pavise20% chance to halve damage from a physical attack
Divine InsightSpd+10
Armored Move[Armored] Movement +1
Brave AssistAdjacent alliesDef+3
Mount/DismountCan use “Mount” and “Dismount”
Combat Arts +2Equippable combat arts +2
DefendingDef+5Protection +5 when the foe initiates combat
Focused ThrowCost 3 Mt 3 Hit 20
Protective StormCost 6 Mt 5 Hit 0
Gale SpearCost 2 Mt 4 Hit 0
Archer's RingEquippedWt 3
Wild HorseSpd+1 Dex+3 Def+1
Paired Run+Bond 5[Cavalry] Movement +2Spearfaire adds reliable Hit and attack, while Divine Insight adds 10 points ofSpd; first train Sword to S and master The Blade, then return to cavalry.
Iron Spear
Combat BasicsHit, Avoid +3
Spears Lv. 1Hit +3 with a spear equipped
Knightly SensesAvoid +10 in combat against spear users
DistractionAdjacent enemies suffer Hit -3
Close Quarters[Infantry] Adjacent enemies suffer Movement -1
Brave AssistAdjacent alliesDef+3
Focused ThrowCost 3 Mt 3 Hit 20
Protective StormCost 6 Mt 5 Hit 0
Gale SpearCost 2 Mt 4 Hit 0
Archer's RingEquippedWt 3
Iron Spear
Offense BasicsStr、Mag+1
Combat BasicsHit, Avoid +3
Spears Lv. 1Hit +3 with a spear equipped
Knightly SensesAvoid +10 in combat against spear users
DistractionAdjacent enemies suffer Hit -3
Brave AssistAdjacent alliesDef+3
Mount/DismountCan use “Mount” and “Dismount”
Focused ThrowCost 3 Mt 3 Hit 20
Protective StormCost 6 Mt 5 Hit 0
Gale SpearCost 2 Mt 4 Hit 0
Archer's RingEquippedWt 3
Mounted by default for this class
Iron Spear
Flashing Fang20% chance of Attack +4 and Hit +50 when attacking.
Spears Lv. 2Hit +5 with a spear equipped
Knightly SensesAvoid +10 in combat against spear users
DistractionAdjacent enemies suffer Hit -3
Bolster HealthHP+3
Brave AssistAdjacent alliesDef+3
Mount/DismountCan use “Mount” and “Dismount”
Focused ThrowCost 3 Mt 3 Hit 20
Protective StormCost 6 Mt 5 Hit 0
Gale SpearCost 2 Mt 4 Hit 0
Archer's RingEquippedWt 3
Mounted by default for this class
Da Mina Spear
Flashing Fang+20% chance when attacking: attack +7, Hit +100
Spears Lv. 3Hit and Avo +5 when a spear is equipped
Knightly SensesAvoid +10 in combat against spear users
Offense BasicsStr、Mag+1
Distraction+Adjacent enemies suffer Hit -5
Brave AssistAdjacent alliesDef+3
Focused ThrowCost 3 Mt 3 Hit 20
Protective StormCost 6 Mt 5 Hit 0
Gale SpearCost 2 Mt 4 Hit 0
Archer's RingEquippedWt 3
Mounted by default for this classIn Part 2, use Dragoon mobility to
Pilum to chip enemies,
Ridersbane should be saved for cavalry reinforcements; the action must still work if Flashing Fang+ does not trigger.
Build approach and suitable stages
Spear main route to The Cavalier: Commoner Lv 4; Cataphract into Great Knight: Commoner Lv 4; Dragoon
PilumSupport: Commoner Lv 4
Starting class on recruitment;
Iron SpearClose range,
JavelinUse at two-space range: Focused Throw, and end the action near allies who need Def bonuses.
Cataphract into Great Knight: Ornius Rider Lv 5; Dragoon
PilumSupport: Ornius Rider Lv 5
Train Spear and Riding as an Ornius Rider and master Offense Basics first; at close range,
Iron Spear, and two-space
Pilum, and stay adjacent to an ally for Brave Assist.
Cataphract into Great Knight: Light Cavalry Lv 20; Dragoon
PilumSupport: Light Cavalry Lv 34
At close range, use
Iron Spear, switch at two-space range to
JavelinUse Focused Throw;
RidersbaneKeep for cavalry; end actions near those needingDefallies with the bonus.
DexWidely recommendedDexVery strongDexUseful for specific strategies
Gaitz: recruitable on the Dietrich route (renown 10).
Cai's storyCannot recruitRecruitable only on Dietrich's route in Part I; other routes cannot recruit even after clearing Bertrand's paralogue
Dietrich's storyRecruitableEasiest option
10
3From Chapter 4Bertrand's Paralogue: Friendly Match with Brigid's KingTime limitedSteps
Recruitable. Formal recruitment opens in Dietrich route Chapter 12. Give one gift in Dagsion to unlock recruitment, then reach renown Lv10 and support Lv3 with Dietrich. Visit Fezzan Gate early to register the location; during the day on 9/17 in Chapter 9, accept Bertrand’s paralogue from Gabriel at the Grand Arena entrance and complete it. After defeating Bertrand and eliminating his team in the Chapter 11 main story, recruit Gaitz in Chapter 12. Finish before the main battle of Chapter 12 on this route; normal recruitment is unavailable in the War Arc. Gift options:
Coffee Pastries, available for 30G from the gift merchant at the tavern in lower Dagsion.
- PrerequisiteFirst clear Bertrand's Paralogue: Friendly Match with Brigid's King
- Time limitedAccept Bertrand’s paralogue on 9/17; visit Fezzan Gate first to unlock the location.
Theodora's storyCannot recruitRecruitable only on Dietrich's route in Part I; other routes cannot recruit even after clearing Bertrand's paralogue
Leda's storyCannot recruitRecruitable only on Dietrich's route in Part I; other routes cannot recruit even after clearing Bertrand's paralogue
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. Gaitz mainly loves coffee and horse-related gifts. 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 10 favorite gifts→

Favorite10 items
Likes9 items
LikesTea from Sai, duels, calligraphyInterestsBrewing tea, martial training
Bond partners9 characters · 5 can reach A · 2 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 gladiator active in Dagsion's arena, a first-rate warrior with both courage and wisdom. He once trained in the eastern country of Sai and has extensive combat experience.
Details
| Title | A warrior who once trained in the East |
|---|---|
| Affiliation | Flame Mane |
| Birthday | 8/1 |
| Likes | Tea from Sai, duels, calligraphy |
| Interests | Brewing tea, martial training |
| Japanese voice | Yoshihiro KoyanagiWikipedia (Japanese) |
| English voice actor | J. Michael TatumWikipedia (English) |
In the story
A gladiator returned from training in the East
Gaitz trained in the eastern nation of Sai and has extensive battle experience. During the Heroic Games, he fights as a gladiator in Dagsion's arena.
After the war: Solo endingSpoilers
In his solo ending with Bertrand alive, Gaitz remains loyal for many years. The king regards him as a subject, close friend and adviser; later historians credit his loyalty and efforts for many of Bertrand's achievements.
Trivia
- Japanese voice: Yoshihiro Koyanagi.


Dietrich
The Cavalier
Wrath Strike
Spike


Ambush Charge
Spears Lv. 5
Axes Lv. 1
Axes Lv. 2
Axes Lv. 3
Axes Lv. 4
Axes Lv. 5
Axefaire
Swords Lv. 1
Swords Lv. 2
Swords Lv. 3
Swords Lv. 4
Swords Lv. 5
Swordfaire
Warning Shot
Bows Lv. 1
Bows Lv. 2
Bows Lv. 3
Bows Lv. 4
Bows Lv. 5
Bowfaire
Deal Death
Fists Lv. 1
Fists Lv. 2
Fists Lv. 3
Fists Lv. 4
Fists Lv. 5
Fistfaire
Bowblock
Spearblock
Black Magic Lv. 1
Black Magic Lv. 2
Black Magic Lv. 3
Black Magic Lv. 4
Black Magic Lv. 5
Black-Magic Mastery
White Magic Lv. 1
White Magic Lv. 2
White Magic Lv. 3
White Magic Lv. 4
White Magic Lv. 5
White-Magic Mastery
A
A
A
A
A
B
B
C
C