Tialla
Bティアラ · TiallaWhite Magic C grants Physic, making healing and command support useful early. In Part 3, choose mobile access to both magic types, dedicated healing, or two-tile Dance.


Fan art →
Nine stats
| HP | Str | Mag | Spd | Dex | Def | Res | Lck | Cha | Total | |
|---|---|---|---|---|---|---|---|---|---|---|
| Growth rates | 30% | 25% | 45% | 35% | 40% | 20% | 40% | 50% | 45% | 330% |
| Overall rank63 characters total | Rank 58 | Rank 62 | Rank 5 | Rank 39 | Rank 39 | Rank 60 | Rank 8 | Rank 3 | Rank 12 | Rank 34 |
| Base statsCommoner Lv1 | 24 | 5 | 8 | 6 | 6 | 4 | 6 | 7 | 5 | 71 |
| Base stat ranking63 characters total | Rank 57 | Rank 62 | Rank 19 | Rank 51 | Rank 55 | Rank 61 | Rank 33 | Rank 38 | Rank 50 | Rank 61 |
| Lv60 expected statsMounted dual-magic Ovate into The Avatar | 48 | 18 | 45 | 31 | 36 | 15 | 39 | 42 | 37 | 311 |
| Expected rank62 characters total | Rank 61 | Rank 61 | Rank 12 | Rank 43 | Rank 40 | Rank 59 | Rank 13 | Rank 5 | Rank 10 | Rank 37 |
Proficiency
Starting skills
| Category | Skills | Effect |
|---|---|---|
| Personal skill | Tactician’s Wit | Range +1 for combat arts usable on allies |
| Level skillsLv20 | Tactician’s Insight | After initiating combat, foe's avoid -5 (returns to normal after 1 combats). |
| Level skillsLv35 | Tactician's Insight+ | After initiating combat, the foe suffers Avo -10; wears off after 1 combats |
Valkyrium with seven-tile movement and both magic types
Rely on
Physic and extra recovery for healing; Hane’s full character guide also emphasizes Bishop’s increased White Magic uses.
On Cai’s route, use Monoceros before moving into a cavalry class with both magic types, trading Bishop’s white magic uses for mobility.
Tialla: dual-magic cavalry and ranged healing
Tialla works best with healing and command as her main duties. Her main route is
Diviner →
Priest →
Ovate →
Valkyrium, then
The Avatar after qualifying late in the game. Dual-magic cavalry's seven Movement helps her keep up with the front line, but low HP and Defense still demand safe positioning.
Take Ovate into dual-magic cavalry
Starting from
Commoner, choose beginner
Diviner and prepare for the exam at around level 5 and Renown 1. Mastery gives
Magic Basics for Magic and Resistance. At around level 20 and Renown 4, switch to
Priest, with White Magic C as the main training goal. White Magic uses increase, the class adds healing, and mastery skill
Piety adds Luck.
At around level 35 and Renown 8, choose
Ovate and focus on Black Magic B. Every protagonist's route can access it, and it retains White Magic. You can keep using Black Magic alongside healing without shelving an already trained spell type to change classes.
Ovate helps Black Magic uses and accuracy, and mastery teaches
SpdBinding Curse.
For the master stage, take
Valkyrium at around level 45, preparing Riding D and either White Magic A or Black Magic A. Riding is not a strength, so use arena training or guidebooks to reach D. This class has Movement 7, both magic types,
Magic Heal +10, and
Magic Hit +5. Mastery grants
Song of Calm. This late-game route unlocks only in segment 3 of the Promised One's story. Keep working as
Ovate until then; reaching the level does not bypass the unlock.
You can also switch to
The Avatar, requiring Black Magic or White Magic S. It triples uses of both magic types and provides
Magic Hit +10 and
Magic Heal +20, with
Divine Law from mastery. Until Divine eligibility is obtained, plan regular combat around
Valkyrium.
Mount earlier on Cai’s route
On
Cai's and
Leda's routes, advanced
Troubadour is an alternative that grants cavalry mobility sooner. This branch and the main
Ovate route are separate choices. On
Cai's route, the recommended mount is Monoceros, granting Luck +3 and 10 percentage points of Resistance growth at bond 5 to help the healer withstand magic.
Animal capture starts in Chapter 5 of
Cai's route. Total mount growth bonuses at bond 5 are 25 percentage points. If you have not found a rare individual, a wild one of the same species has the same total growth bonus, so raise the one you have. Mounted benefits come from movement and the animal. Do not also assign
Bishop's White Magic use bonus to
Troubadour.
Four stats determine whether the healer stays safe
Near the end of Part 1, around level 40, prioritize Magic, Resistance, Speed, and HP. Personal Magic growth is 45%, determining Black Magic damage and contributing one-third of its value to healing. Resistance 40% helps her endure magical counters. Speed 35% mainly reduces the danger of being doubled; she still cannot double fast enemies. With HP growth 30% and Defense 20%, good HP growth is especially important to survival.
Strength does not serve this magic route, so low values need no special repair. Handle weak Defense by staying in the back, not by sending her against physical enemies in pursuit of balanced stats. Charm is not a focus either. Normal growth from Dexterity 40% and Luck 50% is enough. If Magic grows poorly, train her on another route and use Merge Causality to keep the higher value in each stat.
Her remaining personal growths are Strength 25% and Charm 45%, totaling 330 across all nine stats. White Magic, Black Magic, and Authority are strengths; Sword is a weakness. Training is most straightforward when focused on healing, both magic types, and command. Her overall rating is B: healing and support during your turn are useful, and healing demand rises in the Promised One's story, but she is poor at taking physical attacks and joins other routes later than
Cai's.
Command allies from two tiles away
Tactician’s Wit adds 1 range to combat arts used on allies.
Lend Strength,
Lend Defense, and
Lend Magic normally require adjacency, but she can use them from two tiles away. They improve allies' Strength, Defense, or Magic and Resistance, respectively, until the next player phase. These actions use her strengths better than forcing her forward for a finishing blow.
Tactician's Insight+ lowers enemy Avoid after she initiates, but only for that enemy's next combat. Have an ally capitalize immediately. For spells,
Heal handles ordinary healing,
Recover restores larger wounds, and
Physic has base range 1–10 and 5 uses per battle for distant allies. Black Magic includes
Fire,
Wind,
Cutting Gale, and
Bolganone. Wind spells can target fliers. Choose finishing attacks based on damage and counter risk.
Complete Cai’s paralogue for cross-route recruitment
She joins through the story in Chapter 1 of
Cai's route. Other routes first require
Cai's paralogue, then bond 3: Chapter 4 and Renown 9 on
Dietrich's route, Chapter 5 and Renown 10 on
Theodora's, or Chapter 4 and Renown 8 on
Leda's. Her appearance and sufficient Renown do not waive the paralogue requirement.
Negotiation requires paying the specified gold, with no bargaining. Reserve recruitment funds before starting negotiations so money does not block you after meeting the bond and Renown requirements.
Books and Cervi build bonds
She likes libraries, gossip, romance, solitude, and her grandfather. Favorite gifts include
Trader's Handbook,
Mature Dried Cervi,
Weak Cervi,
Garum, and
Blue-Rose Bouquet. Other liked gifts include
Alecto Garum,
Ginji Cervi,
Herbal Recipe Guide,
Home-Recipe Book,
Jamel Milk,
Pastry Cookbook,
Pickled Bulbs,
Smooth Garum,
Strategy Manuscript,
Strong Cervi,
Strong Seasonings,
History of a Master,
Village Recipes,
Yarc Milk, and
The Knight's Suitors.
Common Coffee is acceptable.
In Pale Raven conversations, nod when she talks about her grandfather's glasses or the relationship between knowledge and techniques; spread your wings when she says her knowledge will not lose, wants to see your feathers, or invites you to sunbathe; flap your wings when she wants to become a bird to enter the library; look at the sky when her head feels muddled; and move closer when she worries about eventually parting.
More guides
Site guides

Train White Magic C first, then follow Priest → Bishop. Use Physic and commands to support the front line from a safe distance.
In Part 3, choose Wiseman or Valkyrium according to your team's needs. For a two-space Dancer, prepare the qualifications and assign another healer first. Do not risk her weak physical durability for one finishing attack.
View the route in the simulator

Class progression by stage
Part 1: learn Physic first
- Prepare Diviner from level 5 with either White Magic D or Black Magic D. Focus on White Magic and reach C for Physic. This fills a healing gap earlier than rushing advanced attack spells. Prepare Priest at level 20 and White Magic C, with healing as her main turn-by-turn role. These levels guide planning; meet Renown and exam requirements before applying.
- Train commands and use buffs when nobody needs healing. Tactician's Wit extends only Combat Arts usable on allies, letting her use Lend Strength and Lend Defense on the front line more safely. Have her buff first, then let attackers act. Do not enter enemy range just to lower Avoid.
- Choose one secondary focus early. Add Riding D for mounted healing or Sword/Bow B for a Part 3 Dancer. Sword is a weakness, so do not wait until unlocking Dancer to start. For low-investment healing, simply continue White Magic toward B and A. Another option is intermediate Shaman for Magic growth and attacks, provided the team still has reliable healing.
Equip for survival first. A Healing Staff and recovery consumables directly help. Dedicated healing without chasing doubles can accept shield weight. For black-magic offense as well, check Attack Speed after spells and accessories. Filling every slot with heavy gear can undermine both follow-ups and survival.


Part 2: maintain healing coverage
In Part 2, continue an existing magic class, maintaining Physic and command coverage, then change according to current qualifications.
At level 35 and White Magic B, Bishop concentrates on white magic. If Troubadour is unlocked, prepare it at level 35 with Riding D and Black Magic or White Magic B. Mobility helps her reach allies who need support. Otherwise, stay in an available healing class. Cai's Troubadour also requires the White-Haired Demon quest; reaching the level alone is insufficient.
Use the area currently shown for Song of Courage, without counting three-tile coverage early. Two-tile Dance can still use Tactician’s Wit normally.
Part 3: dual-magic healing or Dancer
Switch after unlocking it at level 45, Riding D, and Black Magic or White Magic A.
Keep pace with the advance while retaining both types of magic. Jurah's temple restoration and follow-up quests must also be completed; sources differ between Segments 2 and 3.
Move from Bishop to Wiseman at level 45 and White Magic A, preparing after clearing Part 3 Segment 1.
Training stays focused on recovery. Wiseman cannot keep using black magic, so reassign her attacking role.
Unlock Dancer, then meet level 35 and Sword or Bow B.
Tactician's Wit extends Dance to two spaces, helping across diagonals and difficult terrain. Dancer loses her previous black and white magic, so another character must take over healing.
If the team lacks healing, stay in a magic class. This saves Dancer weapon training and avoids needing a replacement healer and protection for a fragile Dancer.
Change skills and support tools with the role. Keep Tactician's Wit. In magic classes, use learned healing and commands; as Dancer, prioritize Dance and equip Special Dance after mastery. For mounted routes, start with a horse whose bond is developed. A Ferghanan Horse can improve durability and a Wild Horse can improve Movement, but acquire and develop them first. Prioritize healing reach, weapon qualifications, and safe positioning.

Heal from positions physical enemies cannot reach
Check every enemy's attack range before choosing a healing tile. Stay beyond physical enemies and prioritize Physic. Without injured allies, buff the Attack or Defense of someone about to engage. Black-magic finishing blows must leave her safe afterward. On Hard especially, a single hit can defeat her.
When she can initiate safely, attack a high-Avoid enemy first to lower its Avoid after combat, then let a core attacker finish. Do not attack into a dangerous counter. As Dancer, give the extra action to whoever can best secure a kill, rescue, or control effect that turn instead of always choosing one partner.
Recruitment details
She joins through the story in Cai's Chapter 1, making it the best route to train her from the start. Other routes require Cai's paralogue plus their Renown, Support, and negotiation conditions. Finding her on the map does not bypass them. See Tialla's recruitment page for windows.
Arrange a replacement healer before Dancer
- The ally Combat Art range bonus applies only to eligible arts. Check attacks, healing, and Combat Arts separately in the menu. Song range extensions remain disputed.
- Assign another healer before switching to Dancer. Her previous spells become unavailable.
- Check physical counters before lowering Avoid. Keeping her alive preserves next turn's healing or extra action.
- Choose one secondary focus first. Riding, Dancer weapons, and advanced black magic all need training. Fill the team's most immediate gap.

Comments
FireMt 3 Hit 90 Wt 5
Black Magic Lv. 1Hit +3 when black magic is equipped
Combat BasicsHit, Avoid +3
Steady Shot[Infantry] Hit +5 when a bow or magic is equipped
Read the WindsAvo +10 in combat against bow users
White Magic Lv. 3Hit and Avo +5 when white magic is equipped
Tactician’s WitRange +1 for combat arts usable on allies
FireMt 3 Hit 90 Wt 5
Black Magic Lv. 1Hit +3 when black magic is equipped
Steady Shot[Infantry] Hit +5 when a bow or magic is equipped
Combat BasicsHit, Avoid +3
Magic BasicsMag、Res+1
Read the WindsAvo +10 in combat against bow users
Tactician’s WitRange +1 for combat arts usable on allies
FireMt 3 Hit 90 Wt 5
Combat BasicsHit, Avoid +3
Black Magic Lv. 1Hit +3 when black magic is equipped
Read the WindsAvo +10 in combat against bow users
Magic BasicsMag、Res+1
Tactician’s InsightAfter initiating combat, foe's avoid -5 (returns to normal after 1 combats).
Tactician’s WitRange +1 for combat arts usable on allies
White-Magic SeekerWhite magic uses ×2
Magic Heal +5Healing allies with magic restores +5 HP
FireMt 3 Hit 90 Wt 5
PietyLck+3
Black Magic Lv. 3Hit and Avo +5 with black magic equipped
White Magic Lv. 3Hit and Avo +5 when white magic is equipped
Magic BasicsMag、Res+1
Tactician's Insight+After initiating combat, the foe suffers Avo -10; wears off after 1 combats
Tactician’s WitRange +1 for combat arts usable on allies
Lend StrengthCost 0 Mt 0 Hit 0
Lend DefenseCost 0 Mt 0 Hit 0
Lend MagicCost 0 Mt 0 Hit 0
FireMt 3 Hit 90 Wt 5
PietyLck+3
Black Magic Lv. 4Hit and Avo +7 with black magic equipped
White Magic Lv. 4Hit and Avo +7 when white magic is equipped
Magic BasicsMag、Res+1
Tactician's Insight+After initiating combat, the foe suffers Avo -10; wears off after 1 combats
Tactician’s WitRange +1 for combat arts usable on allies
Mount/DismountCan use “Mount” and “Dismount”
Magic Heal +10Healing allies with magic restores +10 HP
Magic Hit +5Hit +5 when magic is equipped
Lend StrengthCost 0 Mt 0 Hit 0
Lend DefenseCost 0 Mt 0 Hit 0
Lend MagicCost 0 Mt 0 Hit 0
FireMt 3 Hit 90 Wt 5
Wind
Cutting Gale
BolganoneMt 10 Hit 85 Wt 8
HealMt 10
PhysicMt 8
RecoverMt 30
Seraphim
MonocerosSpd+1 Dex+1 Lck+3
FireMt 3 Hit 90 Wt 5
PietyLck+3
Black Magic Lv. 5Hit and Avo +10 with black magic equipped
White Magic Lv. 5Hit and Avo +10 when white magic is equipped
Magic BasicsMag、Res+1
Tactician's Insight+After initiating combat, the foe suffers Avo -10; wears off after 1 combats
Tactician’s WitRange +1 for combat arts usable on allies
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
Lend StrengthCost 0 Mt 0 Hit 0
Lend DefenseCost 0 Mt 0 Hit 0
Lend MagicCost 0 Mt 0 Hit 0
FireMt 3 Hit 90 Wt 5
Wind
Cutting Gale
BolganoneMt 10 Hit 85 Wt 8
HealMt 10
PhysicMt 8
RecoverMt 30
Seraphim
Excalibur
AuraMt 22 Hit 70 Wt 18
Holy ClericsGambit: Column Recovery
FireMt 3 Hit 90 Wt 5
Black Magic Lv. 1Hit +3 when black magic is equipped
Combat BasicsHit, Avoid +3
Steady Shot[Infantry] Hit +5 when a bow or magic is equipped
Read the WindsAvo +10 in combat against bow users
White Magic Lv. 3Hit and Avo +5 when white magic is equipped
Tactician’s WitRange +1 for combat arts usable on allies
FireMt 3 Hit 90 Wt 5
Black Magic Lv. 1Hit +3 when black magic is equipped
Steady Shot[Infantry] Hit +5 when a bow or magic is equipped
Combat BasicsHit, Avoid +3
Magic BasicsMag、Res+1
Read the WindsAvo +10 in combat against bow users
Tactician’s WitRange +1 for combat arts usable on allies
FireMt 3 Hit 90 Wt 5
Combat BasicsHit, Avoid +3
Black Magic Lv. 1Hit +3 when black magic is equipped
Read the WindsAvo +10 in combat against bow users
Magic BasicsMag、Res+1
Tactician’s InsightAfter initiating combat, foe's avoid -5 (returns to normal after 1 combats).
Tactician’s WitRange +1 for combat arts usable on allies
White-Magic SeekerWhite magic uses ×2
Magic Heal +5Healing allies with magic restores +5 HP
FireMt 3 Hit 90 Wt 5
PietyLck+3
Black Magic Lv. 3Hit and Avo +5 with black magic equipped
White Magic Lv. 3Hit and Avo +5 when white magic is equipped
Magic BasicsMag、Res+1
Tactician's Insight+After initiating combat, the foe suffers Avo -10; wears off after 1 combats
Tactician’s WitRange +1 for combat arts usable on allies
White-Magic SeekerWhite magic uses ×2
Magic Heal +10Healing allies with magic restores +10 HP
Lend StrengthCost 0 Mt 0 Hit 0
Lend DefenseCost 0 Mt 0 Hit 0
Lend MagicCost 0 Mt 0 Hit 0
HealMt 10
PietyLck+3
BarrierAdjacent alliesRes+3
White Magic Lv. 4Hit and Avo +7 when white magic is equipped
Magic BasicsMag、Res+1
Tactician's Insight+After initiating combat, the foe suffers Avo -10; wears off after 1 combats
Tactician’s WitRange +1 for combat arts usable on allies
White-Magic SeekerWhite magic uses ×2
Magic Heal +15Healing allies with magic restores +15 HP
Lend StrengthCost 0 Mt 0 Hit 0
Lend DefenseCost 0 Mt 0 Hit 0
Lend MagicCost 0 Mt 0 Hit 0
Pure PriestsGambit: “Area Heal”
HealMt 10
PietyLck+3
BarrierAdjacent alliesRes+3
White Magic Lv. 5Hit and Avo +10 when white magic is equipped
Magic BasicsMag、Res+1
Tactician's Insight+After initiating combat, the foe suffers Avo -10; wears off after 1 combats
Tactician’s WitRange +1 for combat arts usable on allies
White-Magic SeekerWhite magic uses ×2
Magic Heal +15Healing allies with magic restores +15 HP
Lend StrengthCost 0 Mt 0 Hit 0
Lend DefenseCost 0 Mt 0 Hit 0
Lend MagicCost 0 Mt 0 Hit 0
Holy ClericsGambit: Column Recovery
FireMt 3 Hit 90 Wt 5
Black Magic Lv. 1Hit +3 when black magic is equipped
Combat BasicsHit, Avoid +3
Steady Shot[Infantry] Hit +5 when a bow or magic is equipped
Read the WindsAvo +10 in combat against bow users
White Magic Lv. 3Hit and Avo +5 when white magic is equipped
Tactician’s WitRange +1 for combat arts usable on allies
FireMt 3 Hit 90 Wt 5
Black Magic Lv. 1Hit +3 when black magic is equipped
Steady Shot[Infantry] Hit +5 when a bow or magic is equipped
Combat BasicsHit, Avoid +3
Magic BasicsMag、Res+1
Read the WindsAvo +10 in combat against bow users
Tactician’s WitRange +1 for combat arts usable on allies
FireMt 3 Hit 90 Wt 5
Combat BasicsHit, Avoid +3
Black Magic Lv. 1Hit +3 when black magic is equipped
Read the WindsAvo +10 in combat against bow users
Magic BasicsMag、Res+1
Tactician’s InsightAfter initiating combat, foe's avoid -5 (returns to normal after 1 combats).
Tactician’s WitRange +1 for combat arts usable on allies
White-Magic SeekerWhite magic uses ×2
Magic Heal +5Healing allies with magic restores +5 HP
FireMt 3 Hit 90 Wt 5
PietyLck+3
Black Magic Lv. 3Hit and Avo +5 with black magic equipped
White Magic Lv. 3Hit and Avo +5 when white magic is equipped
Magic BasicsMag、Res+1
Tactician's Insight+After initiating combat, the foe suffers Avo -10; wears off after 1 combats
Tactician’s WitRange +1 for combat arts usable on allies
Mount/DismountCan use “Mount” and “Dismount”
Magic Heal +5Healing allies with magic restores +5 HP
Magic Hit +3Hit +3 when magic is equipped
Lend StrengthCost 0 Mt 0 Hit 0
Lend DefenseCost 0 Mt 0 Hit 0
Song of CourageAllies in rangeDex、Spd+2 (until the next player phase) (Mt +0 Hit +0 Crit +0 Rng 1–2)
FireMt 3 Hit 90 Wt 5
Wind
Cutting Gale
BolganoneMt 10 Hit 85 Wt 8
HealMt 10
PhysicMt 8
RecoverMt 30
Seraphim
MonocerosSpd+1 Dex+1 Lck+3
FireMt 3 Hit 90 Wt 5
PietyLck+3
Black Magic Lv. 4Hit and Avo +7 with black magic equipped
White Magic Lv. 4Hit and Avo +7 when white magic is equipped
Magic BasicsMag、Res+1
Tactician's Insight+After initiating combat, the foe suffers Avo -10; wears off after 1 combats
Tactician’s WitRange +1 for combat arts usable on allies
Mount/DismountCan use “Mount” and “Dismount”
Magic Heal +10Healing allies with magic restores +10 HP
Magic Hit +5Hit +5 when magic is equipped
Lend StrengthCost 0 Mt 0 Hit 0
Lend DefenseCost 0 Mt 0 Hit 0
Song of CourageAllies in rangeDex、Spd+2 (until the next player phase) (Mt +0 Hit +0 Crit +0 Rng 1–2)
FireMt 3 Hit 90 Wt 5
Wind
Cutting Gale
BolganoneMt 10 Hit 85 Wt 8
HealMt 10
PhysicMt 8
RecoverMt 30
Seraphim
MonocerosSpd+1 Dex+1 Lck+3
FireMt 3 Hit 90 Wt 5
PietyLck+3
Black Magic Lv. 5Hit and Avo +10 with black magic equipped
White Magic Lv. 5Hit and Avo +10 when white magic is equipped
Magic BasicsMag、Res+1
Tactician's Insight+After initiating combat, the foe suffers Avo -10; wears off after 1 combats
Tactician’s WitRange +1 for combat arts usable on allies
Mount/DismountCan use “Mount” and “Dismount”
Magic Heal +10Healing allies with magic restores +10 HP
Magic Hit +5Hit +5 when magic is equipped
Lend StrengthCost 0 Mt 0 Hit 0
Lend DefenseCost 0 Mt 0 Hit 0
Song of CourageAllies in rangeDex、Spd+2 (until the next player phase) (Mt +0 Hit +0 Crit +0 Rng 1–2)
FireMt 3 Hit 90 Wt 5
Wind
Cutting Gale
BolganoneMt 10 Hit 85 Wt 8
HealMt 10
PhysicMt 8
RecoverMt 30
Seraphim
Excalibur
AuraMt 22 Hit 70 Wt 18
MonocerosSpd+1 Dex+1 Lck+3Build approach and suitable stages
Mounted dual-magic Ovate into The Avatar: Diviner Lv5; Mounted dual-magic Ovate into The Avatar: Priest Lv20; Mounted dual-magic Ovate into The Avatar: Ovate Lv35; Mounted dual-magic Ovate into The Avatar: Valkyrium Lv45; Mounted dual-magic Ovate into The Avatar: The Avatar
Valkyrium with seven-tile movement and both magic types
More healing uses with Bishop/Wiseman: Commoner Lv1; More healing uses with Bishop/Wiseman: Diviner Lv5; More healing uses with Bishop/Wiseman: Priest Lv20; More healing uses with Bishop/Wiseman: Bishop Lv35; More healing uses with Bishop/Wiseman: Wiseman Lv45, Lv60
Rely on
Physic and extra recovery for healing; Hane’s full character guide also emphasizes Bishop’s increased White Magic uses.
Troubadour for early mount access: Diviner Lv5; Troubadour for early mount access: Priest Lv20; Troubadour for early mount access: Troubadour Lv35; Troubadour for early mount access: Valkyrium Lv45, Lv60
On Cai’s route, use Monoceros before moving into a cavalry class with both magic types, trading Bishop’s white magic uses for mobility.
DexWidely recommendedDexVery strongDexUseful for specific strategies
Tialla: Story recruit in Cai's story; recruitable in Dietrich's, Theodora's and Leda's stories (Renown 8–10).
Cai's storyJoins through the storyEasiest optionJoins through the story in Part I, Chapter 1
Dietrich's storyRecruitable
9
3From Chapter 4
3000GCai's Paralogue: Great EscapeTime limitedSteps
Recruitable. Can be contacted early, but joining requires the prerequisite paralogue. Give a gift in Dagsion to unlock recruitment, then reach Renown Lv9 and Bond Lv3 with Dietrich. Complete Cai's Paralogue: Great Escape, then negotiate in town by paying 3000G. Finish before this route's main battle in Chapter 12; standard recruitment cannot be completed after entering the War Arc. Gift options include
The Works of Dante, recorded for sale at 300G in the gift shop at Imperial Capital Dagsion's open-air market.
Negotiate
3000G- PrerequisiteFirst clear Cai's Paralogue: Great Escape
- Time limitedFor safety, accept Cai's paralogue before 10/21
Theodora's storyRecruitable
10
3From Chapter 5
3000GCai's Paralogue: Great EscapeTime limitedSteps
Recruitable. Can be approached early, but joins only after the prerequisite paralogue. Give one gift in Dagsion to unlock recruitment, then reach Renown Lv10 and Bond Lv3 with Theodora. Complete Cai's Paralogue: Great Escape, return and pay 3000G. Finish before departure on 10/24 and this route's Chapter 12 main battle. Gift options include
The Works of Dante, recorded for sale at 300G in the gift shop at Imperial Capital Dagsion's open-air market.
Negotiate
3000G- PrerequisiteFirst clear Cai's Paralogue: Great Escape
- Time limitedFor safety, accept Cai's paralogue before 10/21
Leda's storyRecruitable
8
3From Chapter 4
3000GCai's Paralogue: Great EscapeTime limitedSteps
Recruitable. Can be met early, but joins only after the prerequisite paralogue. In Dagsion, give one gift to unlock recruitment, then reach Renown Lv8 and support Lv3 with Leda. Clear Cai's Paralogue: Great Escape first, then return to the city and pay 3000G in negotiations. Finish before this route's Chapter 12 main battle; ordinary recruitment is unavailable once the War Arc begins. Gift options:
The Works of Dante, recorded for sale at 300G in the gift shop at Imperial Capital Dagsion's open-air market.
Negotiate
3000G- PrerequisiteFirst clear Cai's Paralogue: Great Escape
- Time limitedFor safety, accept Cai's paralogue before 10/21
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. Tialla mainly favors books, children-related gifts and board games. Favorites display double arrows in-game and grant the most affinity.
Find where to buy these on the map→ Where to buy all 14 favorite gifts→

Favorite14 items
Tales of Adventure300G · Book
Tales of the Arena300G · Book
Trader's Handbook300G · Book
The Knight's Suitors300G · Book
The Works of Dante300G · Book
Tome from Away500G · Book
Weak Cervi50G · Children
Strong Cervi100G · Children
Mature Dried Cervi150G · Children
Ebony Game Board800G · Board game
Spirit Board Game800G · Board game
Eastern Board GameBoard game
Garum50G · Cooking
Ginji Cervi150G · Sweets
Likes16 items
Strong Seasonings200G · Cooking
Village Recipes200G · Cooking
Alecto Garum300G · Cooking
Herbal Recipe Guide300G · Cooking
Home-Recipe Book300G · Cooking
Smooth Garum100G · Cooking
History of a Master100G · Book
Eastern Love Story300G · Book
Everyday ScenesBook
Jamel Milk50G · Children
Yarc Milk50G · Children
Smooth Garum
Pastry Cookbook200G · Sweets
Pickled Bulbs100G · Vegetables
Strategy Manuscript500G · Training
Eastern Tea Leaves2000G · DrinksLikesThe library, romance gossip, solitude, grandfatherInterestsReading, board games
Bond partners11 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。
Cai's childhood friend, an eager reader with extensive knowledge despite being only fifteen. She lives with her grandfather, a former tactician, and has inherited his rare military talent.
Details
| Title | Cai's childhood friend |
|---|---|
| Affiliation | Wind of Ribeira |
| Age | Age 15 (first appearance) |
| Height | 152 cm (Parts I and II); 162 cm (Part III) |
| Birthday | 5/17 |
| Likes | The library, romance gossip, solitude, grandfather |
| Interests | Reading, board games |
| Japanese voice | Maki KawaseWikipedia (Japanese) |
| English voice actor | Madeleine MorrisWikipedia (English) |
Relationships
In the story
Setting out with a childhood friend
Tialla lives with her grandfather in Ribeira Village, where she meets Cai and Peter. When Cai enters the tournament to rescue his imprisoned father, she joins him on the journey.
A past spent living with a grandfatherSpoilers
After losing her parents, Tialla moved to Ribeira Village with her grandfather.
After the war: Solo endingSpoilers
Tialla fulfills her dream of serving at a temple, spending her free time in its library. She writes many accurate, practical accounts of the war that later become essential reading for historians.
Trivia
- Japanese voice: Maki Kawase.







Black Magic Lv. 2
Black-Magic Mastery
White Magic Lv. 1
White Magic Lv. 2
White-Magic Mastery
Lend Magic +
Gambit Master
Flowing Spear
Spears Lv. 1
Spears Lv. 2
Sword Break
Spears Lv. 3
Spears Lv. 4
Spears Lv. 5
Spearfaire
Half Spike
Axes Lv. 1
Axes Lv. 2
Axes Lv. 3
Axes Lv. 4
Axes Lv. 5
Axefaire
Warning Shot
Bows Lv. 1
Bows Lv. 2
Magic Arrow
Bows Lv. 3
Bows Lv. 4
Bows Lv. 5
Bowfaire
Cautious Blow
Fists Lv. 1
Fists Lv. 2
Fists Lv. 3
Fists Lv. 4
Fists Lv. 5
Fistfaire
Sniper Evasion
Steady Shot+
Infantry Move
Infantry Move+
Knightly Senses
Knight’s Vanguard
Flitting Flier
Timely Guard
Resistant Armor
Bld
Wrath Strike
Swords Lv. 1
Swords Lv. 2
Swords Lv. 3
Greater Hexblade
Swords Lv. 4
Swords Lv. 5
Swordfaire
A
A
A
A
A
B
B
B
B
B
C
