
Yang Jie
Cヨーカイ · Yang JiePrioritize White Magic B for Physic. Priest and Bishop cover early healing; later, choose Wiseman, War Monk, or no further investment according to your team’s healing needs.
Monkly HavocWhen defeating an enemy, has (Lck/2)% chance to turn this unit'sHPFull RecoveryNine stats
| HP | Str | Mag | Spd | Dex | Def | Res | Lck | Cha | Total | |
|---|---|---|---|---|---|---|---|---|---|---|
| Growth rates | 50% | 35% | 40% | 35% | 35% | 30% | 40% | 40% | 25% | 330% |
| Overall rank63 characters total | Rank 9 | Rank 39 | Rank 15 | Rank 39 | Rank 54 | Rank 39 | Rank 8 | Rank 13 | Rank 56 | Rank 34 |
| Base statsDiviner Lv5 | 26 | 7 | 11 | 6 | 7 | 5 | 8 | 7 | 5 | 82 |
| Base stat ranking63 characters total | Rank 44 | Rank 52 | Rank 11 | Rank 51 | Rank 51 | Rank 55 | Rank 22 | Rank 38 | Rank 50 | Rank 53 |
| Lv60 expected statsWhite-magic Wiseman into The Avatar | 62 | 23 | 46 | 29 | 30 | 17 | 49 | 40 | 25 | 321 |
| Expected rank62 characters total | Rank 34 | Rank 55 | Rank 11 | Rank 47 | Rank 56 | Rank 56 | Rank 6 | Rank 9 | Rank 43 | Rank 27 |
Proficiency
Starting skills
| Category | Skills | Effect |
|---|---|---|
| Personal skill | Monkly Havoc | When defeating an enemy, has (Lck/2)% chance to turn this unit'sHPFull Recovery |
| Level skillsLv20 | Robust Health | When attacked, has a (unit's remainingHP )% chance: protection +3. |
| Level skillsLv35 | Robust Health+ | When attacked, has a (unit's remainingHP)% chance to activate. Protection +5 |
Wiseman can finish enemies with an axe, then qualify for The Avatar with White Magic S.
Robust Health+ at Lv35 improves durability when attacked. Finish at master tier without using a slot for The Avatar.
Boost Lck and Res growth; Riding is a weakness, so reach D in advance, then return to Wiseman for stronger healing.
Yang Jie: ranged healing and Wiseman training
Prioritize White Magic healing for
Yang Jie: take
Diviner into
Priest and
Bishop, then
Wiseman in Part 3, with
The Avatar as a Divine option. He uses
Physic to heal across the battle line, and HP and Resistance let him take a little incidental magic damage in the back. Focus on reliable healing; self-healing after kills is only a bonus.
Physic keeps pace with the front line
Magic growth 40% is not exceptional, but White Magic is a strength and gives him a clear healing path. White Magic D teaches
Heal, C gives
Nosferatu, B gives
Physic, A gives
Recover, and S adds
Aura. Basic healing, life drain, ranged healing, and major healing have different jobs. Use Physic's range 1–10 when frontliners move far away; use Recover for major close-range recovery. Do not give up an ally's needed healing just to trigger his personal skill.
He has many deployment opportunities starting in Part 1, so early White Magic training establishes his healing role sooner. Bishop and Wiseman class healing bonuses keep improving recovery, compensating for unremarkable personal Magic growth. High Resistance helps with incidental magic damage, but does not make the healer a tank who can engage freely.
Every White Magic stage leaves useful rewards
| Training stage | Class and conditions | Goal for this step |
|---|---|---|
| Beginner | Diviner; level 5, Renown 1, Black Magic or White Magic D | Master Magic Basics for Magic and Resistance +1 each |
| Intermediate | Priest; level 20, Renown 4, White Magic C | White Magic Seeker, Magic Heal +5; mastery skill Piety adds 3 Luck |
| Advanced | Bishop; level 35, Renown 8, White Magic B | Magic Heal rises to +10; mastery skill Barrier helps adjacent allies resist magic |
| Master | Wiseman; level 45, White Magic A | Magic Heal +15; White Magic Seeker maintains sustain; mastery grants MagControl |
| Divine | All Magic Zenith, Magic Hit +10, Magic Heal +20; mastery skill Divine Law adds 10 Magic |
Following White Magic through the middle stages keeps proficiency investment serving one job. Wiseman adds 20 percentage points to Magic growth, 25 to Resistance, and 20 to Luck, supporting healing and sustain. Its mastery skill Dominate Magic has a 10% chance to prevent a magic-using enemy from countering. That is a chance-based benefit; check whether he survives the counter without activation before attacking.
Wiseman can also use axes and fists. Axe is another strength, so he can finish a target he can reliably kill with an axe and then seek post-kill self-healing. However, Wiseman cannot use Black Magic. Remove it from the available attacks at that stage. Wind, Thunder, and other spells belong to earlier classes or the final Avatar option.
Prepare Divine eligibility after the relevant Part 3 content unlocks and you obtain
Lotus of Reincarnation. You do not need to wait for a fixed level to change class; prepare White Magic S, the qualification item, and the class unlock first. Establish Wiseman healing, then plan Divine mastery.
Train Riding before using a unicorn on Cai’s route
On Cai's route, replace the advanced stage with
Troubadour riding Monoceros. At bond level 5, the mount grants Luck +3 and 10 percentage points of Resistance growth, improving magical durability and giving Luck-related skills a little more chance to activate. Capture unlocks in Chapter 5 of Cai's route. Before finding a rare individual, the total growth bonus of an ordinary one of the same species works as a bridge.
The extra cost is Riding, a weakness for him. Train it to D beforehand while still meeting the advanced White Magic requirement; do not begin only when ready to switch to Troubadour. Troubadour also has its own unlock: on Cai's route, complete the White-Haired Demon requests. Stay in Bishop before unlocking it. Switching to Wiseman loses riding, so mount benefits cannot remain part of the Wiseman setup.
Another option that saves training is staying in
Bishop for ranged healing throughout. This keeps both black and white magic access and avoids competing for Divine eligibility, at the cost of Wiseman's higher healing and growth modifiers. Focusing on ranged healing takes fewer resources than advancing through Divine classes.
Monkly Havoc requires a kill first
Monkly Havoc activates after a kill at a rate equal to half Luck%, restoring HP equal to his maximum HP. Luck 40 means a 20% activation rate, not 40%. Without a kill, it cannot activate. For situations needing reliable survival, first ensure his remaining HP can withstand incoming damage.
At level 35, he gains
Robust Health+: when attacked, it has an activation rate equal to his current remaining HP% and grants Protection +5. A healthy Yang Jie is more likely to take an attack safely, easing Wiseman's reduced Defense modifier. As HP drops, the rate drops, making it even less dependable when wounded. Infantry skill
Close Quarters lowers adjacent enemies' Movement, while
Evasion has a 3% chance to grant Avoid +100 when attacked. Do not gamble positioning on that 3% Avoid chance.
His growths are HP 50%, Strength 35%, Magic 40%, Speed 35%, Dexterity 35%, Defense 30%, Resistance 40%, Luck 40%, and Charm 25%, totaling 330. HP and Resistance make him sturdier than frail mages, but Magic, Speed, and Dexterity do not naturally produce a strong attacker. Axe and White Magic are strengths; Sword and Riding are weaknesses. Plan class investment around these differences. His overall rating is A, for early availability and healing coverage; his personal skill is only an extra benefit.
At level forty, check Magic and HP first
Near the end of Part 1, around level 40, prioritize Magic, HP, and Luck. If preparing axe finishing blows, also check Strength. Magic determines base healing, HP determines how much incidental damage he can take, Luck affects post-kill healing, and Strength determines whether axe attacks reliably kill. For poor growth, train him on another protagonist's route and use Merge Causality to retain the higher value in each stat.
Below-expected Speed, Dexterity, and Charm do not require retraining for healing duties: healing needs no Hit check, and the route does not rely on follow-ups. Normal Defense and Resistance growth is sufficient. If moving forward to attack with axes, check that combat's Hit and damage separately. Healing does not need Dexterity, but axes still need sufficient Hit.
Prepare the drinking quiz before recruitment
| Protagonist's route | First appearance | Bond Level | Renown level |
|---|---|---|---|
Cai | Part 1 Chapter 3 | 2 | 3 |
Dietrich | Part 1 Chapter 4 | 1 | 2 |
Theodora | Part 1 Chapter 5 | 3 | 9 |
Leda | Part 1 Chapter 4 | 3 | 8 |
For routes requiring negotiation, answer the three questions in order: “Cheese,” “A full moon night,” and “Fruit.” Wrong answers allow another negotiation. Watch for the joining event as Dietrich's story advances. On other routes, first meet bond and Renown requirements, then prepare the answers.
Gifts center on alcohol and travel stories
He likes alcohol, old legends, travel, and helping the weak. He dislikes blind faith and strict discipline. In the Pale Raven conversation about belief not being the same as failing to think, choose nod.
| Preference on the original page | Gifts |
|---|---|
| Loves | |
| Liked drinks | |
| Liked books and everyday items | |
| Normal |
Choose spells and arts for the current job
Early Black Magic includes
Wind,
Thunder,
Cutting Gale, and
Thoron. Wind has 10 uses, Might 3, Hit 100, and Weight 3. Thunder has 8 uses, Might 5, Hit 75, and Weight 7. Cutting Gale has 8 uses, Might 7, Hit 95, Crit 5, and Weight 8. Wind and Cutting Gale are effective against fliers. Thoron has 4 uses, Might 20, Hit 55, Weight 25, and range 1–3; check its accuracy and the Attack Speed loss from Weight especially carefully. The other three Black Magic spells have range 1–2.
For offensive White Magic, Nosferatu has 8 uses, Might 1, Hit 80, and Weight 8, restoring half the damage dealt. Aura has 3 uses, Might 22, Hit 70, and Weight 18. Both have range 1–2. Healing spells include Heal with 10 uses, Might 10, and range 1; Recover with 5 uses, Might 30, and range 1; and Physic with 5 uses, Might 8, and range 1–10. Uses are limited: prioritize allies who must be saved, then allocate attacks and self-healing.
For combat arts,
Wrath Strike and
Gale Spear offer high-Hit and high-Crit melee finishing blows, respectively.
Smash costs 2 durability for Might +4 and Crit +5.
Discerning Blow costs 3 for Hit +50 but halves damage, fitting finishing blows that must connect.
Swap exchanges positions with an adjacent ally and cannot be used by large units.
Lend Magic grants an ally Magic and Resistance +2 until the next player phase.
Resist Stance grants the user Resistance +3 and Avoid -10. Positioning, support, and attacks compete for the same turn's action; decide which is most needed first.
Support partners and birthday
His support conversation partners include the Promised One,
Anatolia,
Sha Lan, and
Loretta. His birthday is November 26, and his Japanese voice actor is Kazuki Kyan.
More guides
- Yang Jie’s Wiseman healing routeGameWith Fortune’s Weave guide team
- Yang Jie training recommendations and recruitment requirementsGame8
- Yang Jie development notes: A frontline Sentinel conceptウノジ
- Yang Jie's three recruitment questions about alcoholRaider King
Site guides

Take
Yang Jie through Priest → Bishop, and reach White Magic B for Physic so he can care for injured core units from the backline.
Keep using white magic later if you still need healing. To combine fists and healing, train Gauntlet separately and become a War Monk. His healing on kills is chance-based and requires a kill first. Do not send your main healer into danger to trigger it.

Training route by stage
Part 1: Reach White Magic B first
- 1Continue from his joining magic class and focus on White Magic first.Prepare Priest at level 20 and White Magic C, then push White Magic to B for Physic. The Priest exam only needs White Magic C; Physic requires further training to B.
- 2Prepare Bishop at level 35 and White Magic B.Meet the level, Renown, proficiency, and mastery requirements individually as you progress. Fabio handles black magic, while Yang Jie handles white-magic healing. Add safe damage when no one urgently needs healing.
Carry healing items and support options. Trade medicine to allies in battle rather than approaching the frontline every turn. Learn and equip repositioning arts and Lend Magic before using them.
Axes and magic also offer close-range magic damage. Use a Mace with Mystic Blow early, then consider Lightning Axe. Full learning ranks, weapon availability, and damage comparisons remain unconfirmed. If the team lacks long-range healing, reach White Magic B first, then split training into this path.


Part 2: Keep him if you need healing
Keep a white-magic class if you lack Physic. If an established teammate can take over, reduce further investment. His early healing is useful, and replacing him later does not waste the resources already spent.
If you keep using him, focus on White Magic A. Before adding Gauntlet or Riding, decide whether the team lacks melee or mobility. Riding is a weakness and takes more training, so do not train everything by default.

His level-based damage reduction depends on remaining HP, while healing on kills depends on Luck. Calculate incoming damage assuming neither triggers.
Talimun’s Luck bonus helps chance-based effects, but protect HP and positioning first.
Part 3: Wiseman or a separate War Monk path
| Choice | Preparation | Reason and cost |
|---|---|---|
| Wiseman | Level 45, White Magic A; prepare after clearing the first segment | Retains White Magic support with focused training; cannot keep using Black Magic |
| War Monk | Level 45, Gauntlet B, White Magic D, plus its dedicated unlock; retain White Magic B for practical healing | Combines fists and White Magic, allowing attacks followed by healing-type actions; needs extra Gauntlet training and loses Black Magic offense |
| Troubadour transition | Level 35, Riding D, Black or White Magic B; check route eligibility first | Mounted mobility improves healing coverage; Riding weakness costs extra time, and access is not straightforward on every route |
Choose Wiseman to continue supporting. If axes and white magic are hard to maintain together, preserve long-range healing first. For fists and white magic, take Pugilist → War Monk and invest separately in Gauntlet. Schedule Part 2 and Part 3 training around your current run.
Use learned Physic and carry healing items on the white-magic path. After obtaining Bishop mastery barriers and other skills, choose what fits the slots. For War Monk, calculate gauntlet damage and counterattack risk first instead of relying only on healing from kills. Use an existing mount while in Troubadour, and remove mount bonuses when returning to Wiseman. A complete final setup of battalion, blessing, and specific horse remains unconfirmed.


Heal from range before adding damage
Heal core units from the backline so they can keep acting. Physic does not require standing beside every injured ally. If no one is injured, provide buffs, trade medicine, or deal safe damage. When others cover the frontline and magic offense, do not chase dangerous targets for kills.
Monkly Havoc requires a kill, then has a (Luck / 2)% chance to restore full HP. Attacking without killing provides no healing. War Monk and close-range magic damage still require checking counters and subsequent focus fire. Do not charge ahead alone and gamble on healing.

Recruitment
He is an early tutorial recruit on Dietrich's route, making him suitable for early ranged healing. Negotiate under the relevant conditions on other routes. Wrong answers in the wine-tasting quiz allow another conversation; there is no need to reload immediately. See the Yang Jie recruitment page for thresholds and answers.
Long-range healing and HP recovery have separate conditions
- Stopping at White Magic C. That prepares the Priest exam; plan Physic at B for Yang Jie.
- Treating on-kill healing as guaranteed recovery every fight. He must kill first, then pass a chance check.
- Splitting training across Axe, Gauntlet, and Riding together. Complete his current healing target before choosing one new job.
- Keeping every old Black Magic spell in War Monk or Wiseman plans. Reassign jobs around the schools available after switching.
- Continuing a final-build checklist after he loses his team slot. With a reliable successor, give training to units who need it more.
Comments
SalamanderMt 2 Hit 80 Wt 3
White Magic Lv. 2Hit +5 when wielding white magic
Black Magic Lv. 1Hit +3 when black magic is equipped
Magic BasicsMag、Res+1
Close Quarters[Infantry] Adjacent enemies suffer Movement -1
Evasion[Infantry] 3% chance of granting Avo +100 when attackedWiseman can finish off enemies with axes; ultimately reach White Magic S for The Avatar. This setup follows Diviner’s weapon access, mount, and battalion rules.
SalamanderMt 2 Hit 80 Wt 3
White Magic Lv. 2Hit +5 when wielding white magic
Robust HealthWhen attacked, has a (unit's remainingHP )% chance: protection +3.
PietyLck+3
Black Magic Lv. 2Hit +5 when black magic is equipped
Magic BasicsMag、Res+1
Monkly HavocWhen defeating an enemy, has (Lck/2)% chance to turn this unit'sHPFull Recovery
White-Magic SeekerWhite magic uses ×2
Magic Heal +5Healing allies with magic restores +5 HPWiseman can finish enemies with an axe, then qualify for The Avatar with White Magic S. This setup follows Priest’s weapon access, mount, and battalion rules.
SalamanderMt 2 Hit 80 Wt 3
White Magic Lv. 3Hit and Avo +5 when white magic is equipped
Robust Health+When attacked, has a (unit's remainingHP)% chance to activate. Protection +5
PietyLck+3
Black Magic Lv. 3Hit and Avo +5 with black magic equipped
Magic BasicsMag、Res+1
Monkly HavocWhen defeating an enemy, has (Lck/2)% chance to turn this unit'sHPFull Recovery
White-Magic SeekerWhite magic uses ×2
Magic Heal +10Healing allies with magic restores +10 HPWiseman can finish off enemies with axes; ultimately reach White Magic S for The Avatar. This setup follows Bishop’s weapon access, mount, and battalion rules.
SalamanderMt 2 Hit 80 Wt 3
White Magic Lv. 4Hit and Avo +7 when white magic is equipped
Robust Health+When attacked, has a (unit's remainingHP)% chance to activate. Protection +5
PietyLck+3
BarrierAdjacent alliesRes+3
Magic BasicsMag、Res+1
Monkly HavocWhen defeating an enemy, has (Lck/2)% chance to turn this unit'sHPFull Recovery
White-Magic SeekerWhite magic uses ×2
Magic Heal +15Healing allies with magic restores +15 HP
Pure PriestsGambit: “Area Heal”Wiseman can finish enemies with an axe, then qualify for The Avatar with White Magic S. This setup follows Wiseman’s weapon access, mount, and battalion rules.
SalamanderMt 2 Hit 80 Wt 3
White Magic Lv. 4Hit and Avo +7 when white magic is equipped
Robust Health+When attacked, has a (unit's remainingHP)% chance to activate. Protection +5
PietyLck+3
BarrierAdjacent alliesRes+3
Magic BasicsMag、Res+1
Monkly HavocWhen defeating an enemy, has (Lck/2)% chance to turn this unit'sHPFull Recovery
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
Aragonian MagesGambit “Iceguard”Wiseman can finish enemies with an axe, then qualify for The Avatar with White Magic S. This setup follows The Avatar’s weapon access, mount, and battalion rules.
SalamanderMt 2 Hit 80 Wt 3
White Magic Lv. 4Hit and Avo +7 when white magic is equipped
Robust Health+When attacked, has a (unit's remainingHP)% chance to activate. Protection +5
PietyLck+3
BarrierAdjacent alliesRes+3
Divine LawMag+10
Monkly HavocWhen defeating an enemy, has (Lck/2)% chance to turn this unit'sHPFull RecoveryWiseman can finish enemies with an axe, then qualify for The Avatar with White Magic S. This setup follows The Avatar’s weapon access, mount, and battalion rules.
SalamanderMt 2 Hit 80 Wt 3
White Magic Lv. 2Hit +5 when wielding white magic
Black Magic Lv. 1Hit +3 when black magic is equipped
Magic BasicsMag、Res+1
Close Quarters[Infantry] Adjacent enemies suffer Movement -1
Evasion[Infantry] 3% chance of granting Avo +100 when attackedRobust Health+ at level 35 helps survivability when attacked; finish in a master class without using The Avatar’s divine-class slot. This setup follows Diviner’s weapon access, mount, and battalion rules.
SalamanderMt 2 Hit 80 Wt 3
White Magic Lv. 2Hit +5 when wielding white magic
Robust HealthWhen attacked, has a (unit's remainingHP )% chance: protection +3.
PietyLck+3
Black Magic Lv. 2Hit +5 when black magic is equipped
Magic BasicsMag、Res+1
Monkly HavocWhen defeating an enemy, has (Lck/2)% chance to turn this unit'sHPFull Recovery
White-Magic SeekerWhite magic uses ×2
Magic Heal +5Healing allies with magic restores +5 HPRobust Health+ at Lv35 improves durability when attacked. Finish at master tier without using a slot for The Avatar. This setup follows Priest’s weapon access, mount, and battalion rules.
SalamanderMt 2 Hit 80 Wt 3
White Magic Lv. 3Hit and Avo +5 when white magic is equipped
Robust Health+When attacked, has a (unit's remainingHP)% chance to activate. Protection +5
PietyLck+3
Black Magic Lv. 3Hit and Avo +5 with black magic equipped
Magic BasicsMag、Res+1
Monkly HavocWhen defeating an enemy, has (Lck/2)% chance to turn this unit'sHPFull Recovery
White-Magic SeekerWhite magic uses ×2
Magic Heal +10Healing allies with magic restores +10 HPRobust Health+ at level 35 helps survivability when attacked; finish in a master class without using The Avatar’s divine-class slot. This setup follows Bishop’s weapon access, mount, and battalion rules.
SalamanderMt 2 Hit 80 Wt 3
White Magic Lv. 4Hit and Avo +7 when white magic is equipped
Robust Health+When attacked, has a (unit's remainingHP)% chance to activate. Protection +5
PietyLck+3
BarrierAdjacent alliesRes+3
Magic BasicsMag、Res+1
Monkly HavocWhen defeating an enemy, has (Lck/2)% chance to turn this unit'sHPFull Recovery
White-Magic SeekerWhite magic uses ×2
Magic Heal +15Healing allies with magic restores +15 HP
Pure PriestsGambit: “Area Heal”
SalamanderMt 2 Hit 80 Wt 3
White Magic Lv. 5Hit and Avo +10 when white magic is equipped
Robust Health+When attacked, has a (unit's remainingHP)% chance to activate. Protection +5
PietyLck+3
BarrierAdjacent alliesRes+3
Magic BasicsMag、Res+1
Monkly HavocWhen defeating an enemy, has (Lck/2)% chance to turn this unit'sHPFull Recovery
White-Magic SeekerWhite magic uses ×2
Magic Heal +15Healing allies with magic restores +15 HP
Aragonian MagesGambit “Iceguard”
SalamanderMt 2 Hit 80 Wt 3
White Magic Lv. 2Hit +5 when wielding white magic
Black Magic Lv. 1Hit +3 when black magic is equipped
Magic BasicsMag、Res+1
Close Quarters[Infantry] Adjacent enemies suffer Movement -1
Evasion[Infantry] 3% chance of granting Avo +100 when attackedBoost Lck and Res growth. Since Riding is a weakness, train it to D in advance, then return to Wiseman for stronger healing. This setup follows Diviner’s weapon access, mount, and battalion rules.
SalamanderMt 2 Hit 80 Wt 3
White Magic Lv. 2Hit +5 when wielding white magic
Robust HealthWhen attacked, has a (unit's remainingHP )% chance: protection +3.
PietyLck+3
Black Magic Lv. 2Hit +5 when black magic is equipped
Magic BasicsMag、Res+1
Monkly HavocWhen defeating an enemy, has (Lck/2)% chance to turn this unit'sHPFull Recovery
White-Magic SeekerWhite magic uses ×2
Magic Heal +5Healing allies with magic restores +5 HPBoost Lck and Res growth; Riding is a weakness, so reach D in advance, then return to Wiseman for stronger healing. This setup follows Priest’s weapon access, mount, and battalion rules.
Healing StaffWt 3
White Magic Lv. 3Hit and Avo +5 when white magic is equipped
Robust Health+When attacked, has a (unit's remainingHP)% chance to activate. Protection +5
PietyLck+3
Black Magic Lv. 3Hit and Avo +5 with black magic equipped
Magic BasicsMag、Res+1
Monkly HavocWhen defeating an enemy, has (Lck/2)% chance to turn this unit'sHPFull Recovery
Mount/DismountCan use “Mount” and “Dismount”
Magic Heal +5Healing allies with magic restores +5 HP
Magic Hit +3Hit +3 when magic is equipped
HealMt 10
NosferatuMt 1 Hit 80 Wt 8
PhysicMt 8
Wind
ThunderMt 5 Hit 76 Wt 7
Cutting Gale
MonocerosSpd+1 Dex+1 Lck+3
Paired MiracleBond 3[Cavalry]Lck+3Boost Lck and Res growth. Since Riding is a weakness, train it to D in advance, then return to Wiseman for stronger healing. This setup follows Troubadour’s weapon access, mount, and battalion rules.
SalamanderMt 2 Hit 80 Wt 3
White Magic Lv. 4Hit and Avo +7 when white magic is equipped
Robust Health+When attacked, has a (unit's remainingHP)% chance to activate. Protection +5
PietyLck+3
Magic BasicsMag、Res+1
Monkly HavocWhen defeating an enemy, has (Lck/2)% chance to turn this unit'sHPFull Recovery
White-Magic SeekerWhite magic uses ×2
Magic Heal +15Healing allies with magic restores +15 HP
Pure PriestsGambit: “Area Heal”
SalamanderMt 2 Hit 80 Wt 3
White Magic Lv. 5Hit and Avo +10 when white magic is equipped
Robust Health+When attacked, has a (unit's remainingHP)% chance to activate. Protection +5
PietyLck+3
Magic BasicsMag、Res+1
Monkly HavocWhen defeating an enemy, has (Lck/2)% chance to turn this unit'sHPFull Recovery
White-Magic SeekerWhite magic uses ×2
Magic Heal +15Healing allies with magic restores +15 HP
Aragonian MagesGambit “Iceguard”Build approach and suitable stages
Ranged-healing Wiseman to free the divine-class slot: Wiseman Lv45, Lv60
Robust Health+ at Lv35 improves durability when attacked. Finish at master tier without using a slot for The Avatar. This setup follows Wiseman’s weapon access, mount, and battalion rules.
Cai’s story, mounted route into Wiseman: Wiseman Lv45, Lv60
Boost Lck and Res growth; Riding is a weakness, so reach D in advance, then return to Wiseman for stronger healing. This setup follows Wiseman’s weapon access, mount, and battalion rules.
DexWidely recommendedDexVery strongDexUseful for specific strategies
Yang Jie: joins through the story on the Dietrich route; recruitable on the Cai, Theodora, and Leda routes (renown 3–9).
Cai's storyRecruitable
3
2From Chapter 3QuizSteps
Encounter from Part I, Chapter 3. Give a gift to unlock recruitment, then reach Renown 3 and bond 2 with Cai. Answer the three questions with “Cheese”, “A full-moon night”, then any answer for the third.
- NegotiateAnswer the first two questions with Cheese and The night of a full moon; any answer works for the third
- 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 storyGiven in the tutorialEasiest option
2
1Steps
Follow the recruitment tutorial in Part I, Chapter 4. Give one gift to unlock recruitment, then reach Renown 2 and support 1 with Dietrich.
- Tip
Young GhoshBuy from the gift merchant in the lower tavern of the imperial capital, Dagsion, for 50G each. This route only requires support 1; check the requirements after the first gift.
Theodora's storyRecruitable
9
3From Chapter 5QuizSteps
Available from Part I, Chapter 5. Give one gift to unlock recruitment, then reach renown 9 and support 3 with Theodora. Answer “Cheese,” then “A full-moon night”; any answer works for the third question.
- NegotiateAnswer the first two questions with Cheese and The night of a full moon; any answer works for the third
- 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
8
3From Chapter 4QuizSteps
Available from Part I, Chapter 4. Give a gift to unlock recruitment, then reach Renown 8 and Bond 3 with Leda. Answer “Cheese,” then “A full-moon night”; any answer works for the third question.
- NegotiateAnswer the first two questions with Cheese and The night of a full moon; any answer works for the third
- 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 favorites available in shops. Yang Jie mainly loves fermented drinks and books. 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 25 favorite gifts→

Favorite25 items
Young Ghosh50G · Fermented drinks
Light Shosh100G · Fermented drinks
Mature Ghosh100G · Fermented drinks
Rustic Ghosh100G · Fermented drinks
Jade Ghosh150G · Fermented drinks
Mature Shosh150G · Fermented drinks
Southern Ghosh150G · Fermented drinks
Sun Ghosh150G · Fermented drinks
Volcano Ghosh150G · Fermented drinks
Aromatic Shosh500G · Fermented drinks
Secret Ghosh500G · Fermented drinks
Young Shosh100G · Fermented drinks
Energizing Ghosh150G · Fermented drinks
Crimson Ghosh200G · Fermented drinks
Tales of Adventure300G · Book
The Works of Dante300G · Book
School Scandal200G · Book
Eastern Love Story300G · Book
Poems of the Greats300G · Book
Tales of the Arena300G · Book
The Knight's Suitors300G · Book
Spirit Board Game800G · Board game
Eastern Board GameBoard game
Strategy Manuscript500G · Training
Eastern Tea Leaves2000G · Drinks
Likes16 items
Select Coffee100G · Coffee
Orgus Coffee150G · Coffee
Southern Coffee150G · Coffee
Common Coffee100G · Coffee
Village Recipes200G · Cooking
Herbal Recipe Guide300G · Cooking
Home-Recipe Book300G · Cooking
Pastry Cookbook200G · Sweets
Coffee Pastries30G · Sweets
Sharp Fishhook100G · Fishing
Flexible Fishing Rod400G · Fishing
Trader's Handbook300G · Book
Kitten Figurine100G · Animals
Blue Shosh150G · Fermented drinks
Blue-Rose Bouquet500G · Flowers
Huge Fish Eyeball400G · FishLikesAlcohol, old stories, traveling far, helping the weakInterestsCollecting fine liquor, lecturing
Bond partners4 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 wandering Monkly Havoc traveling through many lands. Formerly served at a temple, began traveling more than ten years ago and is now temporarily staying in Dagsion.
Details
| Title | A wandering wayward monk |
|---|---|
| Affiliation | Unaffiliated |
| Birthday | 11/26 |
| Likes | Alcohol, old stories, traveling far, helping the weak |
| Interests | Collecting fine liquor, lecturing |
| Japanese voice | Kazuki KyanOfficial materials |
| English voice actor | Brent MukaiVoice actor database |
In the story
A long journey away from the temple
Yang Jie once lived at a temple, then traveled through many lands before reaching the Imperial Capital during the Heroic Games. He enjoys drinking, old stories and distant journeys, and is willing to help the weak.
Solo ending: Leaving without a wordSpoilers
In his solo epilogue, he leaves one day without saying goodbye, and his whereabouts are never confirmed again. Many theories remain about where he went, but the story gives no definite answer.
Trivia
- Japanese voice: Kazuki Kyan.
Mons Iron Squad(C)
Cai
Dietrich
Theodora
Leda



Axes Lv. 1
Axes Lv. 2
Axes Lv. 3
Magicbreaker
Axes Lv. 4
Axes Lv. 5
Axefaire
White Magic Lv. 1
White-Magic Mastery
Spears Lv. 1
Spears Lv. 2
Spears Lv. 3
Spears Lv. 4
Spears Lv. 5
Spearfaire
Curved Shot
Bows Lv. 1
Bows Lv. 2
Bows Lv. 3
Bows Lv. 4
Bows Lv. 5
Bowfaire
Fists Lv. 1
Fists Lv. 2
Fists Lv. 3
Fists Lv. 4
Fists Lv. 5
Fistfaire
Black Magic Lv. 4
Black Magic Lv. 5
Black-Magic Mastery
Resistant Armor
Heavy Break
Bld
Healing Armor
Build +
Lend Magic +
Teaches Monkly Havoc
Swords Lv. 1
Swords Lv. 2
Swords Lv. 3
Greater Hexblade
Swords Lv. 4
Swords Lv. 5
Swordfaire
Knightly Senses
A
B
B
B