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
- 1Units start with Commoner or Noble classes, which have minimal impact and should be upgraded.
- 2There 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.
- 3To change classes, units must pass Certification exams.
- 4Meet the skill rank and level requirements, and possess the necessary Seal item.
- 5Certification 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.
- 6Passing or failing an exam consumes a Seal.
- 7Each unit can only take one exam per free day.
- 8Skill requirements increase with class tier, making it harder to achieve over 30% success chance for Master classes.
- 9Once certified, you can freely switch between classes outside of battle or on the battle prep screen using 'reclass' in the inventory.
- 10Higher class tiers offer more classes with different movement types (e.g., Flyers, cavalry, armored).
- 11Each class has unique abilities and skills it is proficient in, granting bonus skill experience.
- 12Classes have weapon proficiencies; for example, Myrmidon has +1 to Sword.
- 13Most 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.
- 14There 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.
- 15Consider 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.
- 16Changing to a class with higher base stats than your current stats permanently increases your stats to match; stats are not lowered.
- 17Classes 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.
100% Human-Written. AI Fact-Checked. Community Verified. Learn how AntMag verifies content