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Classes
Fire Emblem: Three Houses

Classes

Learn about classes, tiers, and certification exams in Fire Emblem: Three Houses. Understand skill requirements, level requirements, and special Seals.

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Learn about classes, tiers, and certification exams in Fire Emblem: Three Houses. Understand skill requirements, level requirements, and special Seals.

  • Skill requirements (weapon or movement aptitudes up to a certain rank).
  • Level requirements: Level 5 for Beginner, Level 10 for Intermediate, Level 20 for Advanced, and Level 30 for Master.
  • A special Seal item corresponding to the class tier, held by the unit or in the convoy. These can be bought from the market.
Walkthrough
  1. 1
    Units start with Commoner or Noble classes, which have minimal impact and should be upgraded.
  2. 2
    There are four tiers of classes: Beginner, Intermediate, Advanced, and Master. Unique classes exist that can be equated to these tiers based on their unlock timing.
  3. 3
    To change classes, units must pass Certification exams.
  4. 4
    Meet the skill rank and level requirements, and possess the necessary Seal item.
  5. 5
    Certification exams have a varying success rate based on how close the unit's skill rank is to the requirement. A minimum of 30% success chance is needed to take the exam.
  6. 6
    Passing or failing an exam consumes a Seal.
  7. 7
    Each unit can only take one exam per free day.
  8. 8
    Skill requirements increase with class tier, making it harder to achieve over 30% success chance for Master classes.
  9. 9
    Once certified, you can freely switch between classes outside of battle or on the battle prep screen using 'reclass' in the inventory.
  10. 10
    Higher class tiers offer more classes with different movement types (e.g., Flyers, cavalry, armored).
  11. 11
    Each class has unique abilities and skills it is proficient in, granting bonus skill experience.
  12. 12
    Classes have weapon proficiencies; for example, Myrmidon has +1 to Sword.
  13. 13
    Most classes can use any weapon, with exceptions: Flyers cannot use gauntlets, and non-magic classes cannot use magic. Some magic-capable classes can use low-level spells with fewer uses.
  14. 14
    There are no fixed class paths; any unit can become any class if they meet the requirements, barring gender-locked classes (e.g., War Master, Dark Mage, Gremory, Falcon Knight) and unique character classes.
  15. 15
    Consider a unit's natural growth rate, max stats, skill proficiency, learned abilities, and the target class's growth rate, abilities, and stats when choosing a class.
  16. 16
    Changing to a class with higher base stats than your current stats permanently increases your stats to match; stats are not lowered.
  17. 17
    Classes have modifiers (ranging from -1 to +4) that provide small stat boosts or penalties while the class is equipped. Bonuses in brackets apply when mounted.
Tips
  • Classes influence stats, stat growth, abilities, and combat arts.
  • Mastering a class grants a unique ability or combat art.
  • Commoner and Noble classes are the least useful and should be upgraded.
  • Certification exam success rate depends on skill rank proximity to the requirement.
  • Passing an exam does not affect the class's usefulness.
  • Consider a unit's natural stat growth rates and max stats when selecting a class to avoid developing a unit with low magic into a magic class.
  • Class modifiers provide small, permanent stat boosts or penalties while the class is equipped.
  • Growth rate indicates the percentage boost a class gives to stat increases on level up, added to the unit's natural growth rate.
  • Proficiency indicates weapons, movement types, or skills a class excels at, earning more skill experience.
  • Abilities and Mastered Abilities/Arts are unique to each class.

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