
Majide
Dマジーデ · MajideFix Hit first, then take single-hit kills with powerful axe Combat Arts. Brigand and Warrior form the core; Great Knight adds mobility, while fist-and-White-Magic support is a separate expensive route.

Fan art →
Nine stats
| HP | Str | Mag | Spd | Dex | Def | Res | Lck | Cha | Total | |
|---|---|---|---|---|---|---|---|---|---|---|
| Growth rates | 65% | 50% | 15% | 20% | 30% | 40% | 10% | 25% | 5% | 260% |
| Overall rank63 characters total | Rank 2 | Rank 8 | Rank 52 | Rank 60 | Rank 60 | Rank 14 | Rank 63 | Rank 55 | Rank 63 | Rank 63 |
| Base statsGladiator Lv7 | 34 | 15 | 3 | 7 | 6 | 9 | 3 | 6 | 3 | 86 |
| Base stat ranking63 characters total | Rank 18 | Rank 17 | Rank 56 | Rank 43 | Rank 55 | Rank 21 | Rank 55 | Rank 50 | Rank 63 | Rank 45 |
| Lv60 expected statsA low-investment axe cavalry approach | 89 | 55 | 9 | 13 | 24 | 39 | 6 | 19 | 8 | 262 |
| Expected rank62 characters total | Rank 1 | Rank 5 | Rank 57 | Rank 59 | Rank 59 | Rank 14 | Rank 62 | Rank 60 | Rank 62 | Rank 62 |
Proficiency
Starting skills
| Category | Skills | Effect |
|---|---|---|
| Personal skill | Hellbent Axe | When an axe is equipped, Str+3 |
| Level skillsLv20 | Fear Nothing | Attack +3 and avoid -30 when initiating combat. |
| Level skillsLv35 | Fear Nothing+ | Attack +6, Avo -30 when initiating combat |
Feiqiu Dailuo's low-investment route at 04:08–07:23: Brigand → Warrior → Great Knight. Get Practiced Art at level 35 first and use accurate axe combat arts; mounted movement expands engagement range. Dismount or use Canto when facing many spear users.
Use axe accuracy to offset Dex deficiency, HP and Str modifiers increase single-hit damage; initiate combat to try to finish the enemy in one hit.
Feiqiu Dailuo recommends level 20 Pugilist and level 35 Warrior at 07:23–10:39, then War Monk. White Magic is a weakness, requiring focused training and books to reach Freeze at B and Warp at A. Light gauntlets may secure follow-ups, then support magic follows the attack, at the cost of losing the axe-only Str+3。
Bond 5 increases Str and Dex and improve both growth rates. Flying mobility expands axe attack coverage, but Flying is a weakness for him, so this route requires training investment.
Investing in Majide’s axe cavalry and Gauntlet–White Magic builds
Majide normally follows an axe route into
Great Knight. With heavier investment, he can train as a
War Monk, attacking with gauntlets before using Freeze or Warp. The biggest difference is the cost of White Magic training. If your team already has enough control and Warp, prioritize his axe Combat Arts and Hit.

Consider growth rates alongside what he can learn
High Strength suits a physical route, but also check what he learns, his strengths, and the team's needs. Start with the stats his growth can support, then his training advantages in Axe and Gauntlet. Check combat arts, Freeze, and Warp, compare the actual activation conditions of personal and level-based skills, then decide whether the team needs that job. Weakness in White Magic makes books and training more expensive. He can learn it, but consider whether the team needs it.
If someone already handles Warp and control, keeping him on high-Hit axe Combat Arts saves resources. Conversely, if you need a unit who can attack one enemy and still control another afterward, War Monk adds value. Comparing only his Defense with other tanks misses this damage-and-support role. Focusing only on Hellbent Axe’s Strength +3 also misses the value of applying his initiation damage bonus twice when light gauntlets allow a follow-up.
The value of Majide’s White Magic
Majide has strong Strength growth and low Magic growth, naturally pointing him toward physical classes such as Warrior. However, he can also learn Freeze and Warp. Those spells offer distinct value when you need to immobilize a boss while clearing nearby enemies, or Warp your main attacker in for a boss kill.
The problem is his weakness in White Magic. Freeze requires B, and Warp requires A. Yellow strengths train quickly, while purple weaknesses train slowly. A White Magic route costs substantial training, books, and time. Decide whether your team needs those two spells before concentrating resources on him.
A mounted axe destination comes with an effectiveness weakness
| Ability | Condition | Benefits and costs |
|---|---|---|
Hellbent Axe | Axe equipped | Strength +3 |
Fear Nothing+ | Initiate combat | Attack +6, Avoid −30 |
Heavy Armor feels the loss of Avoid less sharply. Both
Castle Knight and
Great Knight can make use of this.
If all you want is someone to absorb damage, Castle Knight can do that. But
Majide has offensive abilities, so using him only as a tank makes it difficult to stand out against units with defensive abilities. I lean toward Great Knight as his final class for three reasons: higher Movement lets him reach enemies; sword access lets him add
Cleansing Blade in the Promised One’s story; and a mount adds its stats and growth bonuses. Damage means nothing if you cannot reach the target.
The cost is becoming vulnerable to spear enemies while mounted. You can master Castle Knight first, then change to Great Knight. Dismount under heavy pressure, or use a Ferghanan Horse capable of
Canto. Against Heavy Armor, carry the appropriate effective axe and combine it with his initiation damage bonus to defeat enemies from a position sturdier than a typical mage’s. Late-game armored enemies often carry weapons with two-space range, making it risky for a frail mage to move in and attack.

Two investment levels for axe cavalry
For a low-investment build, use
Brigand, Warrior, and
Great Knight. At level 35, first obtain Warrior’s
Practiced Art. Use higher-Hit axe Combat Arts as his main damage option. With his mount supporting paired Combat Arts, reaching sufficient Hit becomes easier.
For a priority unit, you can first visit
Archer at level 20 for
Crescendo, then go through Warrior,
Castle Knight, and Great Knight to improve both Hit and durability. Outside Heavy Armor, gauntlet, sword, and bow enemies often have higher Avoid. If he is meant to be a core unit, fixing Hit early is worthwhile. You can also train an HP-restoring Combat Art for sustain.
A Gauntlet route combines follow-ups and White Magic
Majide is also strong in Gauntlet, opening another route through
War Monk and
Wiseman, which use both gauntlets and White Magic. Switching to gauntlets forfeits the 3 Strength from
Hellbent Axe, but you do not have to maximize every personal ability. Gauntlets are lighter and make it easier to raise Attack Speed. War Monk and Wiseman also provide Speed modifiers. When he can follow up,
Fear Nothing+ applies its initiation Attack bonus twice for a total gain of 12, more valuable than clinging to the axe’s 3 Strength.
Gauntlet C already teaches an anti-armor Combat Art, so a Gauntlet switch can still handle armored enemies. War Monk is the preferred destination: its stat modifiers fit his growth, and mastery lets him follow an attack with support magic. He can attack one enemy, then control another with Freeze.
Wiseman is mainly for using magical gauntlets. Majide has low Magic, however, and magical gauntlets have tight durability limits. Against enemies with an Underworld Boon, both Combat Arts and durability become restrictive. Forcing his Magic up consumes more resources during the first two parts.

The training cost of a War Monk route
At level 20, you can first become a
Pugilist to save resources and gain suitable growth modifiers. If you need Hit, train as an
Archer first to obtain
Crescendo. With enough investment, do both. Switch to Warrior at level 35. During this stretch, prioritize
Majide for White Magic books and training so his White Magic rank is ready for the later switch to
War Monk.
Once complete, this route offers Gauntlet attacks, Freeze, and Warp, but developing it consumes far more resources than standard axe cavalry. It is worthwhile when your team needs control and Warp, and you are prepared to make him a priority unit.
Even on the same character, different proficiencies unlock very different tools as they rank up. Check the learning options before choosing a final class. Looking only at growth rates or personal abilities can hide the routes that actually offer the most value.
More guides
- Six factors in character training: Axe cavalry or gauntlets and white magic for Majide?Feiqiu Dailuo
- Majide training advice and joining requirementsGame8
- Majide recommended classes and recruitment requirementsGameWith
- First-clear full cast review: Majide's training recordYaoyasan no Neko
- Unusual build discussion: Majide as an armored axe user or War MonkReddit r/FE_Fortunes_Weave player discussion
Site guides

Improve Majide’s Hit first, then train axes through Brigand and Warrior. Use high-damage single-hit axe arts against heavy armor. His initiation damage bonus still costs 30 Avoid.
At level 35, initiating grants Attack +6 but still costs 30 Avoid. Missing or failing to kill exposes him to counters. Great Knight favors mobility, pure armor favors taking hits, and gauntlet/white-magic support is a separate approach requiring substantial extra training.
Training route by stage
Part 1: improve Axe Hit first
Focus Axe, continue an existing Gladiator start, and prepare Brigand after level 20. Axe or Sword C prepares the exam. The goal is Strength rather than forcing every slow unit to double. Hellbent Axe's +3 Strength with an axe is immediately useful, but not worth a low-Hit gamble.
For focused investment, change to Archer at level 20 first. Train Bow C and master Crescendo before returning to the physical route. Crescendo only stacks Hit after kills, starting from zero each battle. This costs extra Bow training and mastery time. With limited resources, use accurate axes first and improve art Hit later through Warrior mastery.
Prioritize accurate axes, reserving Hammer for armor. Shields and heavy gear help physical durability but do not fix Resistance or prevent enemy follow-ups. Another approach uses Brigand, then Armored Knight and Dreadnought to fill Cai's lack of a hard shield. Armored Knight at level 20 needs Heavy Armor E+ and Spear or Axe C; Dreadnought at 35 needs Heavy Armor D and the relevant weapon B. Do not train Axe while overlooking Heavy Armor.
Another approach uses Charioteer before Dreadnought. Borrow its growth before returning to axe armor. Charioteer cannot wield axes, so his personal Strength bonus is inactive; it also requires separate Bow training and mounts.

Part 2: master Warrior for combat-art Hit
At level 35 with Axe or another qualifying weapon at B, prepare Warrior and master Practiced Art. Continue building Strength while improving combat-art Hit. Use Hammer against armor and accurate axes for other targets.
At level 35, the initiation bonus rises to Attack +6 while retaining Avoid -30. Wielding an axe also grants Strength +3. Check Hit first, whether one blow kills second, and how many attacks he takes if it fails last. The bonus suits single-hit kills, but survivors still counter. Against fast, evasive sword or gauntlet enemies, use allies to chip, add buffs, or switch targets rather than focusing only on Attack.
For Hit, use Mars's Blessing or have
Bonaventure support nearby under his skill’s conditions. You still need appropriate weapons and proficiency training early on.
Part 3: choose mobility or durability
- Prepare: level 45, Riding D, Heavy Armor D, Axe or Spear A, and Credna’s temple quest.
- Benefit: reach targets and finish armor with Hammer. Sword access also supports Part 3 Cleansing Blades as needed.
- Prepare: level 45 and a qualifying physical weapon at A, after clearing Section 1.
- Benefit: stay in infantry axes or swords without extra mount training. Single-hit damage still depends on Hit and target choice.
- Prepare: level 45, Heavy Armor C, and Axe or Spear A, after clearing Section 1.
- Tradeoff: choose it if the team needs someone to take hits. No verified personal guarantee fixes armored mobility, so he arrives slowly on large maps.
The standard route is Brigand → Warrior → Great Knight. A focused build starts with Archer, then masters Warrior and Castle Knight before returning to Great Knight, costing two extra mastery stages. Intercept requires full Castle Knight mastery; changing class alone does not grant it.
If you already have a Ferghanan Horse for the mounted stage, consider Canto and joint combat arts based on its actual skills. Do not count special horse benefits without a trained individual. Against anti-mounted weapons, consider dismounting or repositioning. Armored units also fear mages: check Resistance and enemy follow-ups in every battle.
Pugilist into gauntlet and white-magic support
This route fights with gauntlets while adding Freeze and Warp. His Magic is low, so assign another main mage. Prepare Pugilist at level 20 with Gauntlet C, then Warrior at level 35 for Strength. Concentrate white-magic books and training on him along the way: White Magic B grants Freeze and A grants Warp. Move into War Monk in Part 3. If Hit is insufficient, borrow Archer mastery first and return.
Fists lose the +3 Strength from axes but may gain follow-ups with lighter Gauntlets, applying +6 initiation Attack over two strikes. Crush Armor at Gauntlet C also handles armor. Compare fist and axe damage using current Attack Speed, attack counts, and target Defense. War Monk's level 45, Gauntlet B, and White Magic D are only class thresholds. Freeze and Warp still require their own White Magic ranks.
White Magic is a weakness, making training slow and potentially reducing combat development in the first two parts. Skip this route if your team already has control and Warp. Use already learned abilities when entering War Monk.
Chip and improve Hit before finishing armor with an axe
Default to armor and low-Avoid targets, taking kills through active Combat Arts. Teammates weaken and improve accuracy before his reliable finish. Hammer establishes a clear anti-armor role without competing with fast units for follow-ups. If the kill is uncertain, total counter damage and later enemy attacks before acting.
Mages and isolation are both dangerous. High HP cannot indefinitely compensate for low Resistance and Speed. In particular, avoid leaving him for mage doubles after attacking. For pure defense, compare Movement and contact coverage with other shields before assigning lanes.
Recruitment
Cai's route offers earlier recruitment and a lower Bond requirement, so recruit early for long-term training. Repeatedly choose “need” in negotiations. Check the route's recruitment entry for exact Renown and timing. See the Majide recruitment page.
Initiation damage still carries an Avoid penalty
- Initiating still costs 30 Avoid. Missing or failing to kill leaves him vulnerable to counters.
- Crescendo starts stacking after kills. Choose reliable first targets.
- Armored durability still needs Resistance and Attack Speed checks. High Defense does not stop mages from doubling him.
- Gauntlet/white-magic support loses the axe-only +3. Compare Freeze and Warp with their weak-proficiency training costs.
- Great Knight needs additional qualifications. Train Riding and Heavy Armor early and finish its unlock quest.

Comments
Wooden AxeMt 5 Hit 70 Wt 7
Attack BasicsStr+1
Axes Lv. 1Hit +3 when wielding an axe
ThreatenAdjacent foes: Crit -5
Close Quarters[Infantry] Adjacent enemies suffer Movement -1
ReinAdjacent enemies suffer Avo -3
Hellbent AxeWhen an axe is equipped, Str+3
SpikeCost 2 Mt 4 Hit 10
Wild AbandonCost 4 Mt 8 Hit -30
Hidden SoulrendCost 3 Mt 2 Hit 20
Giant's RingEquippedWt 0
Da Mina AxeMt 16 Hit 65 Wt 10
Fear NothingAttack +3 and avoid -30 when initiating combat.
Axes Lv. 2Hit +5 when wielding an axe
Attack BasicsStr+1
RegroupAvoid +20 during combat in which the unit's attack is dodged
ThreatenAdjacent foes: Crit -5
Hellbent AxeWhen an axe is equipped, Str+3
SpikeCost 2 Mt 4 Hit 10
Wild AbandonCost 4 Mt 8 Hit -30
Hidden SoulrendCost 3 Mt 2 Hit 20
Giant's RingEquippedWt 0
Da Mina AxeMt 16 Hit 65 Wt 10
Fear Nothing+Attack +6, Avo -30 when initiating combat
Axes Lv. 3Hit and Avo +5 with an axe equipped
Practiced ArtHit +10 when attacking with a combat art
RegroupAvoid +20 during combat in which the unit's attack is dodged
ReinAdjacent enemies suffer Avo -3
Hellbent AxeWhen an axe is equipped, Str+3
Combat Arts +2Equippable combat arts +2
Axe Hit +5Hit +5 when wielding an axe
Brawl Hit +5Hit +5 with gauntlets equipped
SpikeCost 2 Mt 4 Hit 10
Wild AbandonCost 4 Mt 8 Hit -30
Hidden SoulrendCost 3 Mt 2 Hit 20
Giant's RingEquippedWt 0
Da Mina AxeMt 16 Hit 65 Wt 10
Hammer
Cleansing BladeMt 8 Hit 90 Wt 3
Vulnerary
Giant's RingWt 0
VelheitMt 13 Hit 95 Wt 5
Fear Nothing+Attack +6, Avo -30 when initiating combat
Axes Lv. 4Hit and Avo +7 with an axe equipped
Practiced ArtHit +10 when attacking with a combat art
RegroupAvoid +20 during combat in which the unit's attack is dodged
ReinAdjacent enemies suffer Avo -3
Hellbent AxeWhen an axe is equipped, Str+3
Mount/DismountCan use “Mount” and “Dismount”
Combat Arts +2Equippable combat arts +2
DefendingDef+5Protection +5 when the foe initiates combat
StrSpikeHigh might and hit.
Wild AbandonCost 4 Mt 8 Hit -30
Hidden SoulrendCost 3 Mt 2 Hit 20
StormstepCost 3 Mt 5 Hit 20
Giant's RingEquippedWt 0
Ferghanan HorseStr+2 Dex+1 Def+2
Wooden AxeMt 5 Hit 70 Wt 7
Attack BasicsStr+1
Axes Lv. 1Hit +3 when wielding an axe
ThreatenAdjacent foes: Crit -5
Close Quarters[Infantry] Adjacent enemies suffer Movement -1
ReinAdjacent enemies suffer Avo -3
Hellbent AxeWhen an axe is equipped, Str+3
SpikeCost 2 Mt 4 Hit 10
Wild AbandonCost 4 Mt 8 Hit -30
Hidden SoulrendCost 3 Mt 2 Hit 20
Giant's RingEquippedWt 0
Da Mina AxeMt 16 Hit 65 Wt 10
Fear NothingAttack +3 and avoid -30 when initiating combat.
Axes Lv. 2Hit +5 when wielding an axe
Attack BasicsStr+1
RegroupAvoid +20 during combat in which the unit's attack is dodged
ThreatenAdjacent foes: Crit -5
Hellbent AxeWhen an axe is equipped, Str+3
SpikeCost 2 Mt 4 Hit 10
Wild AbandonCost 4 Mt 8 Hit -30
Hidden SoulrendCost 3 Mt 2 Hit 20
Giant's RingEquippedWt 0
Da Mina AxeMt 16 Hit 65 Wt 10
Fear Nothing+Attack +6, Avo -30 when initiating combat
Axes Lv. 3Hit and Avo +5 with an axe equipped
Practiced ArtHit +10 when attacking with a combat art
RegroupAvoid +20 during combat in which the unit's attack is dodged
ReinAdjacent enemies suffer Avo -3
Hellbent AxeWhen an axe is equipped, Str+3
Combat Arts +2Equippable combat arts +2
Axe Hit +5Hit +5 when wielding an axe
Brawl Hit +5Hit +5 with gauntlets equipped
SpikeCost 2 Mt 4 Hit 10
Wild AbandonCost 4 Mt 8 Hit -30
Hidden SoulrendCost 3 Mt 2 Hit 20
Giant's RingEquippedWt 0
Da Mina AxeMt 16 Hit 65 Wt 10
Fear Nothing+Attack +6, Avo -30 when initiating combat
Axes Lv. 4Hit and Avo +7 with an axe equipped
Practiced ArtHit +10 when attacking with a combat art
RegroupAvoid +20 during combat in which the unit's attack is dodged
ReinAdjacent enemies suffer Avo -3
Hellbent AxeWhen an axe is equipped, Str+3
Combat Arts +3Equippable combat arts +3
Axe Hit +7Hit +7 when wielding an axe
Brawl Hit +7Hit +7 with gauntlets equipped
StrSpikeHigh might and hit.
War Master's StrikeMt 0 Hit 0
Hidden SoulrendCost 3 Mt 2 Hit 20
StormstepCost 3 Mt 5 Hit 20
Advanced Warriors计策「枪阵」
Da Mina AxeMt 16 Hit 65 Wt 10
Fear Nothing+Attack +6, Avo -30 when initiating combat
Axes Lv. 5Hit and Avo +10 with an axe equipped
Practiced ArtHit +10 when attacking with a combat art
RegroupAvoid +20 during combat in which the unit's attack is dodged
ReinAdjacent enemies suffer Avo -3
Hellbent AxeWhen an axe is equipped, Str+3
Combat Arts +3Equippable combat arts +3
Axe Hit +10Hit +10 when wielding an axe
Brawl Hit +10Hit +10 with gauntlets equipped
StrSpikeHigh might and hit.
War Master's StrikeMt 0 Hit 0
Hidden SoulrendCost 3 Mt 2 Hit 20
StormstepCost 3 Mt 5 Hit 20
Advanced Warriors计策「枪阵」
Wooden AxeMt 5 Hit 70 Wt 7
Attack BasicsStr+1
Axes Lv. 1Hit +3 when wielding an axe
ThreatenAdjacent foes: Crit -5
Close Quarters[Infantry] Adjacent enemies suffer Movement -1
ReinAdjacent enemies suffer Avo -3
Hellbent AxeWhen an axe is equipped, Str+3
SpikeCost 2 Mt 4 Hit 10
Wild AbandonCost 4 Mt 8 Hit -30
Hidden SoulrendCost 3 Mt 2 Hit 20
Giant's RingEquippedWt 0
Da Mina GauntletsMt 11 Hit 90 Wt 4
Fear NothingAttack +3 and avoid -30 when initiating combat.
Fists Lv. 2Hit +5 with gauntlets equipped
Attack BasicsStr+1
Attack, Get BackAvoid +10 during combat using a combat art
ThreatenAdjacent foes: Crit -5
Hellbent AxeWhen an axe is equipped, Str+3
Mighty FistCost 2 Mt 4 Hit 10
Crush Armor
Stunning Fist5% chance to confuse on hit; cannot follow up.
Giant's RingEquippedWt 0
Da Mina GauntletsMt 11 Hit 90 Wt 4
Fear Nothing+Attack +6, Avo -30 when initiating combat
Fists Lv. 3Hit and Avo +5 with gauntlets equipped
Practiced ArtHit +10 when attacking with a combat art
Attack, Get BackAvoid +10 during combat using a combat art
ThreatenAdjacent foes: Crit -5
Hellbent AxeWhen an axe is equipped, Str+3
Combat Arts +2Equippable combat arts +2
Axe Hit +5Hit +5 when wielding an axe
Brawl Hit +5Hit +5 with gauntlets equipped
Mighty FistCost 2 Mt 4 Hit 10
Crush Armor
Stunning Fist5% chance to confuse on hit; cannot follow up.
Giant's RingEquippedWt 0
Da Mina GauntletsMt 11 Hit 90 Wt 4
Fear Nothing+Attack +6, Avo -30 when initiating combat
Fists Lv. 4Hit and Avo +7 with gauntlets equipped
Practiced ArtHit +10 when attacking with a combat art
Attack, Get BackAvoid +10 during combat using a combat art
ReinAdjacent enemies suffer Avo -3
Hellbent AxeWhen an axe is equipped, Str+3
Combat Arts +3Equippable combat arts +3
White-Magic SeekerWhite magic uses ×2
Brawl Avo +7Avo +7 when wielding gauntlets
Mighty FistCost 2 Mt 4 Hit 10
Crush Armor
Strike and HealMt 0 Hit 0
Giant's RingEquippedWt 0
Advanced Warriors计策「枪阵」
Wooden AxeMt 5 Hit 70 Wt 7
Attack BasicsStr+1
Axes Lv. 1Hit +3 when wielding an axe
ThreatenAdjacent foes: Crit -5
Close Quarters[Infantry] Adjacent enemies suffer Movement -1
ReinAdjacent enemies suffer Avo -3
Hellbent AxeWhen an axe is equipped, Str+3
SpikeCost 2 Mt 4 Hit 10
Wild AbandonCost 4 Mt 8 Hit -30
Hidden SoulrendCost 3 Mt 2 Hit 20
Giant's RingEquippedWt 0
Da Mina AxeMt 16 Hit 65 Wt 10
Fear NothingAttack +3 and avoid -30 when initiating combat.
Axes Lv. 2Hit +5 when wielding an axe
Attack BasicsStr+1
RegroupAvoid +20 during combat in which the unit's attack is dodged
ThreatenAdjacent foes: Crit -5
Hellbent AxeWhen an axe is equipped, Str+3
SpikeCost 2 Mt 4 Hit 10
Wild AbandonCost 4 Mt 8 Hit -30
Hidden SoulrendCost 3 Mt 2 Hit 20
Giant's RingEquippedWt 0
Da Mina AxeMt 16 Hit 65 Wt 10
Fear Nothing+Attack +6, Avo -30 when initiating combat
Axes Lv. 3Hit and Avo +5 with an axe equipped
RegroupAvoid +20 during combat in which the unit's attack is dodged
Attack BasicsStr+1
Read the WindsAvo +10 in combat against bow users
Hellbent AxeWhen an axe is equipped, Str+3
SpikeCost 2 Mt 4 Hit 10
Wild AbandonCost 4 Mt 8 Hit -30
Hidden SoulrendCost 3 Mt 2 Hit 20
Giant's RingEquippedWt 0
Wild BauStr+2 Spd+1 Dex+2
Paired Streak+Bond 5[Flying] Movement +2
Wooden AxeMt 5 Hit 70 Wt 7
Attack BasicsStr+1
Axes Lv. 1Hit +3 when wielding an axe
ThreatenAdjacent foes: Crit -5
Close Quarters[Infantry] Adjacent enemies suffer Movement -1
ReinAdjacent enemies suffer Avo -3
Hellbent AxeWhen an axe is equipped, Str+3
SpikeCost 2 Mt 4 Hit 10
Wild AbandonCost 4 Mt 8 Hit -30
Hidden SoulrendCost 3 Mt 2 Hit 20
Giant's RingEquippedWt 0
Da Mina AxeMt 16 Hit 65 Wt 10
Fear NothingAttack +3 and avoid -30 when initiating combat.
Axes Lv. 2Hit +5 when wielding an axe
Attack BasicsStr+1
RegroupAvoid +20 during combat in which the unit's attack is dodged
ThreatenAdjacent foes: Crit -5
Hellbent AxeWhen an axe is equipped, Str+3
SpikeCost 2 Mt 4 Hit 10
Wild AbandonCost 4 Mt 8 Hit -30
Hidden SoulrendCost 3 Mt 2 Hit 20
Giant's RingEquippedWt 0
Da Mina AxeMt 16 Hit 65 Wt 10
Fear Nothing+Attack +6, Avo -30 when initiating combat
Axes Lv. 3Hit and Avo +5 with an axe equipped
Practiced ArtHit +10 when attacking with a combat art
RegroupAvoid +20 during combat in which the unit's attack is dodged
ReinAdjacent enemies suffer Avo -3
Hellbent AxeWhen an axe is equipped, Str+3
Combat Arts +2Equippable combat arts +2
Axe Hit +5Hit +5 when wielding an axe
Brawl Hit +5Hit +5 with gauntlets equipped
SpikeCost 2 Mt 4 Hit 10
Wild AbandonCost 4 Mt 8 Hit -30
Hidden SoulrendCost 3 Mt 2 Hit 20
Giant's RingEquippedWt 0
Fear Nothing+Attack +6, Avo -30 when initiating combat
InterceptReduces damage taken by 5 when attacked
ThreatenAdjacent foes: Crit -5
ReinAdjacent enemies suffer Avo -3
Attack BasicsStr+1
Hellbent AxeWhen an axe is equipped, Str+3
War-Elephant Boots[Cavalry] Halves damage taken from attacks. The unit cannot dodge
Elephant TacticsEnables Mount and Dismount. [Cavalry] Enables Heavy Rush ★
Elephant Rider's PathGrowth rates increase with the unit's level
Giant's RingEquippedWt 0
Saramis War ElephantStr+5 Dex+5 Def+5 Lck+5Build approach and suitable stages
A low-investment axe cavalry approach: Brigand Lv20; A low-investment axe cavalry approach: Warrior Lv35; A low-investment axe cavalry approach: Great Knight Lv45
Feiqiu Dailuo's low-investment route: Brigand → Warrior → Great Knight. Get Practiced Art at level 35 first and use accurate axe combat arts; mounted movement expands engagement range. Dismount or use Canto when facing many spear users.
Axe/brawling Battlemaster into The Eternal: Gladiator Lv 7; Axe/brawling Battlemaster into The Eternal: Brigand Lv 20; Axe/brawling Battlemaster into The Eternal: Warrior Lv 35; Axe/brawling Battlemaster into The Eternal: Battlemaster Lv 45; Axe/brawling Battlemaster into The Eternal: The Eternal
Use axe accuracy to offset Dex deficiency, HP and Str modifiers increase single-hit damage; initiate combat to try to finish the enemy in one hit.
High-investment brawling/white magic War Monk: Pugilist Lv 20; High-investment brawling/white magic War Monk: Warrior Lv 35; High-investment brawling/white magic War Monk: War Monk Lv 45
Feiqiu Dailuo recommends level 20 Pugilist and level 35 Warrior, then War Monk. White Magic is a weakness, requiring focused training and books to reach Freeze at B and Warp at A. Light gauntlets may secure follow-ups, then support magic follows the attack, at the cost of losing the axe-only Str+3。
Cai-route Dragoon for StrDex: Gladiator Lv 7; Cai-route Dragoon for StrDex: Brigand Lv 20; Cai-route Dragoon for StrDex: Dragoon Lv35
Bond 5 increases Str and Dex and improve both growth rates. Flying mobility expands axe attack coverage, but Flying is a weakness for him, so this route requires training investment.
War Elephant dedicated tank: Brigand Lv20; War Elephant dedicated tank: Warrior Lv35; War Elephant dedicated tank: Elephant Rider Lv45
Elephant Rider cannot equip weapons, so Hellbent Axe and axe combat arts do not work. Continue the main story through classes such as Warrior, then switch to Elephant Rider after completing section 1 of the Promised One’s story and reaching Riding C.
DexWidely recommendedDexVery strongDexUseful for specific strategies
Majide: Recruitable in Cai's, Dietrich's, Theodora's and Leda's stories (Renown 5–9).
Cai's storyRecruitableEasiest option
5
2From Chapter 5QuizSteps
Available from Part I, Chapter 5. Give a gift to unlock recruitment, then reach renown 5 and support 2 with Cai. Answer I need it to every question.
- NegotiateAnswer “Need it” to every question
- Tip
Young GhoshBuy from the gift merchant at the lower tavern in the imperial capital, Dagsion, for 50G each. Gifts and meals raise bonds with your route's protagonist; include the protagonist in the meal.
Dietrich's storyRecruitable
8
3From Chapter 4QuizSteps
Available from Part I, Chapter 4. Give one gift to unlock recruitment, then reach renown 8 and support 3 with Dietrich. Answer “Yes, I need it” to every question.
- NegotiateAnswer “Need it” to every question
- Tip
Young GhoshBuy from the gift merchant at the lower tavern in the imperial capital, Dagsion, for 50G each. Gifts and meals raise bonds with your route's protagonist; include the protagonist in the meal.
Theodora's storyRecruitable
8
3From Chapter 5QuizSteps
Available from Part I, Chapter 5. Give one gift to unlock recruitment, then reach Renown 8 and support 3 with Theodora. Answer Yes to every question.
- NegotiateAnswer “Need it” to every question
- Tip
Young GhoshBuy from the gift merchant at the lower tavern in the imperial capital, Dagsion, for 50G each. Gifts and meals raise bonds with your route's protagonist; include the protagonist in the meal.
Leda's storyRecruitable
9
3From Chapter 4QuizSteps
Available from Part I, Chapter 4. Give one gift to unlock recruitment, then reach Renown 9 and Bond Level 3 with Leda. Answer “Needed” to every question.
- NegotiateAnswer “Need it” to every question
- Tip
Young GhoshBuy from the gift merchant at the lower tavern in the imperial capital, Dagsion, for 50G each. Gifts and meals raise bonds with your route's protagonist; include the protagonist in the meal.
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 most-loved gifts available at shops. Most of Majide's favorites are fermented drinks. Most-loved gifts show double arrows in-game and give the largest affection increase.
Find where to buy these on the map→ Where to buy all 15 favorite gifts→

Favorite15 items
Young Ghosh50G · Fermented drinks
Light Shosh100G · Fermented drinks
Mature Ghosh100G · Fermented drinks
Rustic Ghosh100G · Fermented drinks
Young Shosh100G · Fermented drinks
Mature Shosh150G · Fermented drinks
Volcano Ghosh150G · Fermented drinks
Crimson Ghosh200G · Fermented drinks
Energizing Ghosh150G · Fermented drinks
Jade Ghosh150G · Fermented drinks
Southern Ghosh150G · Fermented drinks
Sun Ghosh150G · Fermented drinks
Aromatic Shosh500G · Fermented drinks
Arrowhead Gem1500G · Fashion
Dual Fish Knives700G · Cooking
Likes4 items
LikesAlcohol, women, combat, getting strongerInterestsFighting people they dislike
Bond partners3 characters · 1 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 notorious rogue roaming Dagsion. Delinquent since his youth, he has repeatedly been imprisoned for violence. He aims to win the Heroic Games and become the city’s ruler.
Details
| Title | A rogue wandering the imperial capital |
|---|---|
| Affiliation | Unaffiliated |
| Birthday | 3/15 |
| Likes | Alcohol, women, combat, getting stronger |
| Interests | Fighting people they dislike |
| Japanese voice | Yuki OnoderaOfficial materials |
| English voice actor | Aleks LeWikipedia (English) |
In the story
A contestant who wants to rule the city
Majide frequently caused trouble in his youth and was repeatedly imprisoned for violence. He enters the Heroic Games hoping the champion's wish will make him ruler of Dagsion.
A branch where ambition serves public orderSpoilers
In his paired ending with Eshmel, he still dreams of ruling the city but starts pursuing it by maintaining order in Dagsion. Though he is slow to become its ruler, he gradually finds satisfaction in people's gratitude. When Eshmel returns ten years later, he is already responsible for the city's security.
Trivia
- His name corresponds to an Arabic word meaning “noble, glorious, magnificent.”













Crash
Axefaire
Fists Lv. 1
Powerful Combo Punch
Fists Lv. 5
Fistfaire
Wrath Strike
Swords Lv. 1
Chop
Swords Lv. 2
Blaze Blow
Swords Lv. 3
Furious Strike
Swords Lv. 4
Swords Lv. 5
Swordfaire
Tempest Spear
Spears Lv. 1
Armored Blow
Spears Lv. 2
Vanguard Spear
Spears Lv. 3
Spears Lv. 4
Spears Lv. 5
Spearfaire
Curved Shot
Bows Lv. 1
Heavy Lead Arrow
Bows Lv. 2
Mighty Shot
Bows Lv. 3
Leaden Draw
Bows Lv. 4
Bows Lv. 5
Bowfaire
Positioning
Knightly Senses
Timely Guard
Heavy Break
Heavy Break+
Threaten+
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
C
C