Commoner
InfantryGrants Hit/Avo+3.
Fire Emblem: Fortune's Weave
Starting classes that only some units have. They can use any weapon but don't train anything extra.
Grants Hit/Avo+3.
Grants Hit/Avo+3.
The first class most units take. One per color line, each training two or three skills.
Grants Str+1.
Grants Dex/Spd+1.
Grants Def+1.
Allows use of Mount and Dismount commands.
Grants Str/Mag+1.
Grants Mag/Res+1.
Focused classes. Most add an extra combat art slot (Combat Arts +1) and a hit, crit or avoid bonus for their weapon.
Unit can equip +1 combat arts.
When equipped with a sword, grants Crit+3.
If unit makes a critical, deals +6 damage.
Unit can equip +1 combat arts.
When equipped with an axe, grants Hit+3.
When foe avoids an attack, grants Avo+20 to unit during combat.
Unit can equip +1 combat arts.
Brawn Avo +3When using a combat art, grants Avo+10 during combat.
Unit can equip +1 combat arts.
When equipped with a bow, grants Hit+5.
After defeating a foe, grants Hit+3 until the end of the map. (Max +30)
Unit can equip +1 combat arts.
Allow the opening of chests even without keys.
Search results are slightly more likely to be perfect.
After defeating a foe, grants Avo+10 through unit's next combat.
Unit can equip +1 combat arts.
If foe attacks first, grants Prt+3 to unit during combat.
If foe attacks first, grants Atk+3 to unit during combat.
Allows use of Mount and Dismount commands.
Grants max HP+3.
[Cavalry] Grants Shld+5. Unit cannot avoid attacks.
Allows use of the Mount and Dismount commands. [Cavalry] Allows use of the Charge command.
Unit's growth rates increases with level.
When using Charge, grants Prt+10 until unit's next phase.
Allows use of Mount and Dismount commands.
If foe is effective against unit, grants Avo+20 to unit during combat.
Allows use of Mount and Dismount commands.
Grants Res+3.
Multiplies black magic uses by 2.
When equipped with magic, grants Hit+3.
Inflicts Dex-3 on adjacent foes.
Multiplies white magic uses by 2.
When healing an ally with magic, restores +5 HP.
Grants Lck+3.
Stronger classes for every line, plus ones tied to a Flame Lord's path like Dancer, Guardian, Dragoon and Troubadour. Some need a condition on that path first.
Unit can equip +2 combat arts.
When equipped with a sword, grants Crit+5.
After defeating a foe with a critical attack, restores a little HP to unit.
Allows use of the Dance combat art.
Unit can equip +2 combat arts.
When using Dance, grants Dex/Spd+3 to target ally for the current phase.
Unit can equip +2 combat arts.
When equipped with an axe, grants Hit+5.
When equipped with gauntlets, grants Hit+5.
Grants Hit+10 when attacking with a combat art.
Multiplies black magic uses by 2.
When equipped with an axe, grants Hit+5.
When using a combat art, reduces weapon durability cost to 0 during combat. Trigger % = 10.
Unit can equip +2 combat arts.
When equipped with a bow, grants Hit+10.
When equipped with a bow, grants Hit+15.
Allows use of Mount and Dismount commands.
Unit can equip +1 combat arts.
When equipped with a bow, grants Hit+5.
When equipped with a bow, grants Atk+3 when making a follow-up.
Unit can equip +2 combat arts.
Allow the opening of chests even without keys.
Search results are more likely to be perfect.
When equipped with a bow, unit can counter adjacent foes during combat. Trigger % = 50.
Unit can equip +2 combat arts.
When healing an ally with magic, restores +10 HP.
After defeating a foe, grants Prt+3 until unit's next phase.
Unit can equip +2 combat arts.
Strike-Last Def+5If foe attacks first, grants Hit+10 to unit during combat.
Allows use of Mount and Dismount commands.
Unit can equip +2 combat arts.
Unit takes half damage when attacked with a magical attack. Trigger % = 20.
Allows use of Mount and Dismount commands.
Unit can equip +1 combat arts.
If foe attacks first, grants Prt+3 to unit during combat.
Unit takes half damage when attacked with a physical attack. Trigger % = 20.
[Cavalry] Unit takes half damage when attacked. Unit cannot avoid attacks.
Allows use of the Mount and Dismount commands. [Cavalry] Allows use of the Heavy Charge command.
Unit's growth rates increases with level.
[Cavalry] If unit is an elephant rider, grants Hit+10.
Allows use of Mount and Dismount commands.
Multiplies black magic uses by 2.
Unit can equip +1 combat arts.
After defeating a foe, grants Mov+1 through the end of the next turn. (Max +3)
Allows use of Mount and Dismount commands.
Unit can equip +1 combat arts.
If foe is on favorable terrain, grants Hit+20 to unit during combat.
Multiplies black magic uses by 2.
When equipped with magic, grants Hit+5.
Inflicts Spd-3 on adjacent foes.
Multiplies white magic uses by 2.
When healing an ally with magic, restores +10 HP.
Grants Res+3 to adjacent allies.
Allows use of Mount and Dismount commands.
When healing an ally with magic, restores +5 HP.
When equipped with magic, grants Hit+3.
The endgame classes. Several open up when Eshmel restores a god's temple.
Unit can equip +3 combat arts.
Sword Crit +7Allows use of Mount and Dismount commands.
Unit can equip +2 combat arts.
Multiplies black magic uses by 2.
Unit can equip +3 combat arts.
Axe Hit +7When equipped with an axe, grants Hit+7.
Brawl Hit +7When equipped with gauntlets, grants Hit+7.
Unit can equip +3 combat arts.
Multiplies white magic uses by 2.
Brawl Avo +7Unit can equip +3 combat arts.
Bow Hit +15When equipped with a bow, grants Hit+15.
Allows use of Mount and Dismount commands.
Unit can equip +2 combat arts.
When equipped with a bow, grants Hit+10.
Unit can equip +3 combat arts.
Allow the opening of chests even without keys.
Master SearchSearch results are considerably more likely to be perfect.
Unit can equip +3 combat arts.
When healing an ally with magic, restores +10 HP.
Multiplies white magic uses by 2.
Unit can equip +3 combat arts.
Strike-Last Def+7Allows use of Mount and Dismount commands.
Unit can equip +3 combat arts.
Allows use of Mount and Dismount commands.
Unit can equip +2 combat arts.
If foe attacks first, grants Prt+5 to unit during combat.
Allows use of Mount and Dismount commands.
Unit can equip +2 combat arts.
Flying Avo +7Allows use of Mount and Dismount commands.
Unit can equip +2 combat arts.
Multiplies black magic uses by 2.
Magic Hit +7When equipped with magic, grants Hit+7.
Multiplies white magic uses by 2.
Magic Heal +15When healing an ally with magic, restores +15 HP.
Allows use of Mount and Dismount commands.
When healing an ally with magic, restores +10 HP.
When equipped with magic, grants Hit+5.
The top tier, unlocked with the Key of the Diadem.
Unit can equip +3 combat arts.
When equipped with a sword, grants Crit+10.
Allows use of the Dance combat art.
Unit can equip +2 combat arts.
Unit can equip +3 combat arts.
When equipped with an axe, grants Hit+10.
When equipped with gauntlets, grants Hit+10.
Unit can equip +3 combat arts.
White-Magic ZenithBrawl Avo +10Unit can equip +3 combat arts.
Allow the opening of chests even without keys.
Ultimate SearchUnit can equip +3 combat arts.
When healing an ally with magic, restores +10 HP.
White-Magic ZenithAllows use of Mount and Dismount commands.
Unit can equip +3 combat arts.
Golden RideBattlemaster, Bow Adept, Shadow Seeker, Sentinel, Castle Knight, Orichaldia, Celestial Trooper, Bau Lord, Druid, Wiseman open up like any other class. The rest are tied to the gods' temples that Eshmel restores:
| Master class | How to unlock |
|---|---|
| Swordmaster | Restore Mars's Temple |
| High Savant | Restore Smyrnos's Temple |
| War Monk | Restore Aurora's Temple |
| Bow Knight | Restore Kalla's Temple |
| Great Knight | Restore Credna's Temple |
| Valkyrium | Restore Jurah's Temple |
The 8 Divine classes (The Blade, The Apsara, The Eternal, The Godhand, The Calamity, The Trident, The Cavalier, The Avatar) unlock with the Key of the Diadem. They sit above the Master tier.
Pass a class exam to switch into it. Higher skill levels in that class's skills make it easier.
Pick classes that train the same skills as your goal. Every character page shows a suggested path.
There are 60: 2 Unique, 5 Beginner, 12 Specialty, 17 Advanced, 16 Master, 8 Divine.
Most Master classes are open once a unit is ready for them. Swordmaster: Restore Mars's Temple. High Savant: Restore Smyrnos's Temple. War Monk: Restore Aurora's Temple. Bow Knight: Restore Kalla's Temple. Great Knight: Restore Credna's Temple. Valkyrium: Restore Jurah's Temple.
Each class belongs to a color line. Red leans on swords, axes and fists, yellow on bows, green on spears and armor, blue on ornius riders and fliers, and purple on magic. Moving up within one line mostly keeps training the same skills.
Battlemaster (10 units), Swordmaster (7 units), Wiseman (6 units) are the best final class for the most characters.