Classes

These are the various classes in the Fire Emblem realm. Along with the class is a description of the class's strengths and weaknesses along with what that class promotes to. It also lists the mastery skill, if applicable.

First Tier

First tier classes represent the first order of a unit's statistical advantage. These are the weakest units, though almost every unit starts in this tier.

Class Description Promotes to Skills
Lord This is the class of nobility, and in this game it is exclusive to Josias. Most lords in other Fire Emblem games are sword users analogous to myrmidons and heroes, but in this game, the lord is more modeled after a better mage. Fire Prince Leadership
Hunter The Hunter class is reserved for Aella and represents a more primitive version of the archer class. Hunters come with superior skill but suffer subpar strength and low defense. Tempestral Critical+10
Soldier The most basic class in the game. Soldiers are generally the weakest units with low speed, skill, and defense. They wield lances and usually serve as free experience. Halberdier
Myrmidon Myrmidons are sword-wielding units with remarkably high skill and speed. The cost of their high hit and avoid, however, is low strength and defense. A notable thing about myrmidons is their critical bonus. Swordmaster Critical+10
Knight Knights are slow, but immense, tanks. They have a ridiculously high defense and comparatively high strength, but their movement is slow and are susceptible to magic. General Armored
Archer Archers use bows and are generally well rounded units. Their weapon of choice allows them to attack from two squares away at the cost of not being able to attack at adjacent units. Sniper Critical+5
Cavalier A cavalier is a mounted unit on horseback. This gives them better movement and skill. Generally, cavaliers have average strength, defense, and resistance, and these stats may vary from unit to unit. Paladin Mounted, Canto
Mage A mage is a magic-wielding unit able to use thunder, wind, and fire magic. Magic allows them to target indirectly and cause significant damage to most physical units, since they usually have less resistance. Unfortunately, mages themselves are physically frail. Sage
Fighter The fighter class is a very strong and resilient class which makes up for its low defense with high HP. Fighters wield axes and can do considerable damage to well armored units. Their skill, however, is very lacking. Warrior Shove
Brigand The brigand class is very similar to the fighter class with the distinction that they can climb mountains and destroy villages. Berserker Landwalker
Pirate Pirates are essentially brigands that can walk on water instead of mountains. Berserker Seawalker
Mercenary Mercenaries are a variant of the myrmidon class, capable of wielding swords. Unlike myrmidons, however, mercenaries concentrate more on strength than skill. Hero Critical+5, Shove
Priest Priests are healer units capable of restoring health to any other unit. They are defenseless and cannot attack anything, however, and therefore they must always be defended (unless against an army of mages) Bishop
Cleric A cleric is a female priest, essentially, but with a different promotion. Valkyrie
Shaman Shamans are dark-magic wielding units which give them an advantage over regular mages. Shamans, unlike mages, have a relatively higher defense, but their speed is generally much slower. Druid
Thief The thief is a very versatile class. They can steal, see through fog, and pass through many forms of brush and mountains with reduced movement reduction. However, they are inferior fighting units, with very low strength and defense. Thieves receive five extra skill capacity points automatically. Assassin Steal, Seawalker, Farsight, Critical+10
Pegasus Knight Pegasus knights ride pegasi rather than regular horses, and they are always female. Pegasus knights are weaker and more fragile than cavaliers, but they have superior speed and resistance and can fly over most impassible terrain. They are weak against bows and wind magic. Falcon Knight Flying, Canto, Critical+5
Wyvern Rider Wyvern riders are flying units like pegasus knights except that they excel in HP, strength, and defense instead of speed, skill, and resistance. Their primary weaknesses are a low resistance and vulnerability to wind magic and bows. Wyvern Lord Flying, Armored, Canto
Sorcerer This class is reserved for the dark priesthood that works as Navaris's secret police. They are dark-wielding mages with similar stat growths to priests and clerics, so they are faster than their shaman counterparts. They can also wield staves. Warlock Critical+5

Second Tier

Class Description Promotes from Skills
Fire Prince Josias is the only Fire Prince. This class represents mastery in the arts of fire to the extent of being able to wield the mighty Fire Emblem. Essentially, the Fire Prince is a better version of the Sage class with a unique and devastating mastery skill. Lord Critical+10, Leadership, Inferno
Tempestral Tempestral is unique to Aella when she unseals the Wind Emblem. The class is able to use both bows and wind magic. Hunter Caelum, Critical+20
Halberdier Halberdiers are well-rounded lance-wielding units with no glaring statistical weaknesses. Soldier Luna, Critical+10
Swordmaster Swordmasters are highly skilled and agile sword users, as their name implies. They deal critical hits at a very high frequency. Myrmidon Critical+20, Astra
General Generals are heavily armored units capable of using any of the three basic physical weapon types. They have a powerful presence on the battlefield. Knight Armored, Leadership, Shield
Sniper Snipers use bows exclusively and tend to be statistically well rounded. Their skill in particular tends to be quite high. Sniper Critical+15, Deadeye
Paladin Paladins are mounted units, so they have very high movement. They are statistically reliable, though particulars vary between units. Cavalier Critical+5, Mounted, Canto, Sol
Sage Sages are highly capable partakers in the magic arts and can use Wind, Thunder, Fire, and Stave magic. They still have subpar physical defenses. Mage Critical+5, Flare
Warrior Warriors give and take large amounts of damage and wield axes. They have very high HP, strength, and constitution, but questionable skill and defense. Fighter Critical+10, Shove, Colossus
Berserker Berserkers are deadly axe users with high strength and speed, but low skill. They can also traverse mountains and bodies of water. Brigand/Pirate Landwalker, Seawalker, Colossus, Critical+20
Hero Heroes are veteran mercenaries with good stats all around. They can use swords and axes. Mercenary Critical+10, Grievous
Bishop Bishops are male staff users who can use light magic in self-defense. They have poor physical defenses but are virtually invulnerable to magic. Priest Corona
Valkyrie Valkyries are mounted female staff users who can use swords in self-defense. Their magic far outstrips their strength. Cleric Critical+5, Mounted, Canto, Stella
Druid Druids are masters of dark magic. They are not fast but are very powerful and have the highest defenses out of all magic users. Shaman Occultation
Assassin Assassins have all the versatility of thieves in addition to passable combat, though they are still quite fragile. Assassins receive five extra skill capacity points automatically. Thief Critical+25, Lethality, Steal, Seawalker, Farsight, Pick
Falcon Knight Falcon knights are elite Pegasus knights with the same strengths and weaknesses as their weaker counterparts. Pegasus Knight Critical+10, Flying, Canto, Stun
Wyvern Lords Wyvern Lords retain the strengths and weaknesses of Wyvern Riders, but are obviously stronger. Wyvern Rider Flying, Armored, Canto, Stun
Warlock Warlocks are the elite forces in Navaris's secret police and are statistically the dark magic equivalent to bishops. They can use dark magic, thunder magic, and staves. Sorcerer Critical+15, Occultation
Fire King Navaris is the only Fire King. This is functionally the same as the Fire Prince class, but with the typical Sage mastery skill and armor fit for a king. Critical+10, Leadership, Flare

Third Tier

Only one unit has a third tier class: the final boss.

Class Description Promotes from Skills
Occultist The result of embracing one's inner innate evilness and using it to squelch everything good. Those who reach this level of power are practically super-human. No natural phenomenon can explain the force behind such immense power. Warlock Critical+30, Mantle, Umbra

Stat Caps

A stat cap represents the maximum possible value a unit can have for a given stat. For first tier classes, all stat caps are universally the same: 50 in HP, 30 in luck, and 20 in every other stat.

  • Note: In addition to these caps, all player-controlled characters and major antagonists have an additional 5 "cap points" distributed according to their strengths. For example, Aella has a +5 cap in skill since she is insanely skilled.

Second tier classes have varying stats depending on their strengths and weaknesses. In general, all have a luck cap of 30 and an HP cap of 60.

Class Str Mag Skl Spd Def Res
Fire Prince 20 30 25 27 20 30
Tempestral 21 28 30 28 20 25
Halberdier 27 20 24 25 29 21
Swordmaster 24 20 29 30 22 23
General 29 20 27 22 30 25
Sniper 25 20 30 28 25 23
Paladin 25 22 26 24 25 25
Sage 20 28 29 25 21 26
Warrior 30 20 28 26 25 21
Berserker 30 20 29 28 23 20
Hero 25 22 30 26 25 22
Bishop 20 25 26 24 22 30
Valkyrie 22 28 24 26 23 28
Druid 24 29 26 25 21 28
Assassin 22 20 30 30 20 20
Falcon Knight 23 23 25 28 23 26
Wyvern Lord 27 20 25 23 28 22
Warlock 21 26 25 25 23 30
Fire King 23 30 25 27 29 30

The third tier class has its own list of caps.

Class HP Str Mag Skl Spd Lck Def Res
Occultist 90 32 42 36 36 60 36 46

Class Growths

Each class has an associated growth pattern which is used for enemies. An enemy is usually of a given level, and using that level, their stats can be randomly generating using these growths. Furthermore, each class is given an initial statistical pattern at level 1. Playable characters loosely follow these growths, since those are mostly based on their own ability.

Promoted enemy units follow the same growths and initial stats as their unpromoted class. Note that a level 8 swordmaster, for instance, would apply a 75% growth to speed over 27 levels.

Growth Rates Initial Stats Growth Rates Initial Stats Growth Rates Initial Stats
Soldier Myrmidon Knight
HP 50% 25 HP 40% 21 HP 60% 26
Str 50% 4 Str 40% 4 Str 55% 6
Mag 5% 0 Mag 10% 0 Mag 5% 0
Skl 45% 3 Skl 70% 5 Skl 40% 2
Spd 45% 2 Spd 75% 6 Spd 45% 0
Lck 30% 0 Lck 50% 2 Lck 25% 0
Def 45% 3 Def 35% 2 Def 65% 8
Res 15% 1 Res 20% 1 Res 25% 1
Archer Cavalier Mage
HP 40% 19 HP 70% 22 HP 40% 18
Str 50% 3 Str 50% 4 Str 20% 1
Mag 15% 0 Mag 20% 0 Mag 45% 6
Skl 60% 5 Skl 55% 3 Skl 75% 4
Spd 60% 4 Spd 60% 3 Spd 65% 4
Lck 40% 2 Lck 35% 0 Lck 50% 2
Def 35% 2 Def 45% 5 Def 35% 0
Res 15% 1 Res 45% 1 Res 60% 3
Fighter Brigand/Pirate Mercenary
HP 75% 30 HP 75% 28 HP 65% 28
Str 70% 7 Str 75% 6 Str 60% 5
Mag 5% 0 Mag 5% 0 Mag 10% 0
Skl 40% 2 Skl 30% 3 Skl 45% 4
Spd 45% 4 Spd 35% 4 Spd 65% 4
Lck 40% 0 Lck 25% 0 Lck 45% 1
Def 30% 2 Def 40% 3 Def 35% 4
Res 20% 0 Res 10% 0 Res 20% 0
Priest Shaman Thief
HP 40% 18 HP 50% 22 HP 45% 18
Str 20% 0 Str 40% 2 Str 40% 2
Mag 50% 4 Mag 65% 6 Mag 10% 0
Skl 35% 2 Skl 40% 3 Skl 80% 5
Spd 65% 3 Spd 40% 2 Spd 70% 7
Lck 75% 4 Lck 35% 0 Lck 45% 5
Def 20% 0 Def 50% 2 Def 35% 1
Res 70% 7 Res 40% 4 Res 25% 0
Pegasus Knight Wyvern Rider Sorcerer
HP 50% 18 HP 50% 26 HP 60% 21
Str 45% 3 Str 55% 6 Str 35% 1
Mag 30% 2 Mag 5% 0 Mag 65% 5
Skl 75% 4 Skl 55% 3 Skl 65% 4
Spd 50% 5 Spd 50% 2 Spd 65% 4
Lck 65% 3 Lck 35% 0 Lck 60% 3
Def 40% 2 Def 65% 6 Def 40% 0
Res 55% 1 Res 20% 0 Res 75% 3

Promotional Bonuses

System used: 26 points are allocated. HP costs 1 point, and every other stat costs 1.5 points. Fractions of points are disregarded (ie. Soldier adds up to 25.5, not 26). Move is upgraded by 1 for every class except the thief and cleric classes, in which move is updated instead by 0 and 3 respectively. Con is upgraded according to character. Playable characters also receive an additional stat upgrade to individualize the character.

HP Str Mag Skl Spd Lck Def Res
Soldier 3 3 1 2 2 2 3 2
Myrmidon 5 2 1 3 1 3 2 2
Knight 3 3 2 2 2 1 2 3
Archer 3 3 2 2 2 2 2 2
Cavalier 3 2 2 3 2 1 2 3
Mage 4 3 1 2 2 2 3 1
Fighter 6 1 1 3 3 1 2 2
Brigand/Pirate 3 3 0 2 2 3 4 1
Mercenary 5 2 1 2 3 2 2 2
Priest 2 1 3 2 3 4 1 2
Shaman 3 3 2 1 3 1 3 2
Thief 2 2 1 4 3 2 2 2
Pegasus Knight 2 2 3 3 2 2 2 2
Wyvern Rider 3 1 1 2 3 2 3 3
Cleric 2 4 2 3 1 1 3 2

Weapon Levels

Certain classes can only use certain weapons and up to a certain rank. Generally, when a unit changes class, any new weapon types it can use will begin with a weapon level of E. Bishops, however, begin with a Light Magic weapon level of D.

Sword Lance Axe Knife Bow Fire Wind Thunder Light Dark Staff
Lord A
Hunter A A
Soldier A
Myrmidon A
Knight A
Archer A
Cavalier B A
Mage1 B B B
Fighter A
Brig/Pir A
Mercenary A
Priest C A
Cleric C A
Shaman A
Thief A
Pegasus Knight B A
Wyvern Rider B A
Sorcerer A B
Fire Prince S A2
Tempestral S S
Halberdier S
Swordmaster S
General B S B
Sniper B S
Paladin A S B
Sage3 B A A A B
Warrior S A
Berserker S
Hero S A
Bishop S S
Valkyrie A S
Druid S A
Assassin S
Falcon Knight A S
Wyvern Lord A S
Warlock A S A
Occultist A A S SS S
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