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Fire Emblem:

Fates & Awakening


Tabletop
Role-Playing
Game
Table of Contents
1. Introduction
2. Character Creation
3. Races
4. Base Classes
5. Special Classes
6. Skills
7. Combat
8. Leveling Up
9. Class Change
10. Abilities
11. Advanced Classes
12. Items & Equipment
13. Forging Weapons
14. Credits
Introduction
Welcome to the Fire Emblem Tabletop Role-Playing System. This system is designed to allow you and
your friends to play a tabletop role-playing game (hereby abbreviated as TTRPG) in the stylings and
universe of the Fire Emblem video games. That means that most games played in this system will
likely play out very much like the games you've probably yourself enjoyed: a lot of combat, tactics,
RPG elements, and story-telling.

What is Fire Emblem?


Fire Emblem is a series of games spanning over two decades with the release of the first game in 1990
on the Famicom (the Japanese version of the NES). The series was the first of its genre (the tactical role
playing game), and it is based on medieval times. It features not only medieval-style classes such as the
Knight and Cavalier, but such fantastical creatures such as dragons, undead (known commonly as
“Risen” in Fire Emblem), and half-beast creatures.

While it is recommended that you play at least one of the Fire Emblem games to fully understand and
respect this system, it is not a prerequisite. Fire Emblem, as well as this system, uses a turn-based, grid
battle system, and plays somewhat similarly to other strategic board games, such as Risk, but on a
smaller scale. As you continue your adventure, like in other TTRPG's, your character will gain
experience, level up, and become a much more formidable force to reckon with.

The Basics
This game operates under the same general idea as most other TTRPG's, but is designed to be a little
more basic and friendly to new players. There is a Game-Master (or GM) who narrates most of the
story and determines the final word on any rulings. The GM may fudge a rule if they feel it it more
conducive to the entertainment of the players. The game can handle as many players as the group feels
comfortable with, but the most manageable and fun number tends to be around four players ( not
including the GM).

Most of the time you will be journeying with a group of mercenaries, soldiers, or adventurers across
one of the various continents. Thanks to the ability to promote out of or reclass into other classes, along
with the multiple playable races, your options are near limitless for character customization!
Every character has a class, a race, attributes, growth rates, abilities, and skills. We’ll delve into each
separately, starting with Attributes.

Many choices and interactions in this game will require rolling dice to determine the outcome. This
includes rolling to see if an attack hits, seeing what stats increase when you level up, etc. The number
after “d” indicates the number of sides on the die that you need to roll. The number before the “d”
indicated how many of those dice to roll. You may also be required to add (or subtract) other dice or
flat numbers from the roll. For example:

Roll (2d8 + 6):


This means to roll two 8-sided dice and add 6 to the result.
Character Statistics (a.k.a. Attributes)
A unit has several vital statistics (commonly abbreviated as “stats”) that show how gifted they are in a
particular area. A unit's stats may never be reduced below zero by any means and cannot be raised
above their class's maximums (not including bonuses, such as from Rally Luck, Strengthtaker, etc.).
• Health Points (HP): This represents a character's vitality and ability to take damage. If a
character's HP is reduced to 0 or less, they are defeated.
• Strength (Str): This represents a character's physical strength and determines the power of a
unit's physical attack with mundane weapons, such as swords and bows.
• Magic (Mag): This statistic determines the power of a unit's magical attacks with tomes and
healing with staves. It can also be used to represent a character's general mental strength.
• Skill (Skl): This is the stat that defines the unit's hit percentage and also their critical hit rate.
• Speed (Spd): Speed helps determine a unit's ability to dodge and how many times it can attack
in a turn.
• Luck (Lck): Luck determines the unit's hit percentage on an enemy, and also decreases the
enemy unit's critical hit chance.
• Defense (Def): This statistic determines how much damage the unit will take from physical
weapons like lances, swords or bows.
• Resistance (Res): Resistance is a stat that determines how much damage a unit will take from a
magical attack.
• Movement (Mov): This is the number of squares on the grid that the unit may move in one
turn. There is no diagonal movement.
• Weapon Rank: This stat shows a character's overall skill with a certain weapon. It is denoted
by a letter, with the lowest being E and the highest being S. This provides six ranks: E, D, C, B,
A, and S.

Growth Rates
Each statistic (other than Weapon Rank and Movement) has a growth rate associated with it. These
growth rates govern the progression of your character's statistics as it levels up. The overall growth rate
is a combination of the class's growth rate for the stat as well as the player's personal growth rate for
that stat.

Whenever you level up, you'll roll 1d% (otherwise known as a percentile die or a d100) per statistic
that has a growth rate to see if that stat increases. The easiest, and most common, way to roll 1d% is to
roll 2d10. Designate one die as the tens digit and the other die as the ones digit. If both dice come up
zeroes, the result is 100. Compare your roll to the growth rate for the stat you're rolling for. If you roll
less than the growth rate, that stat increases by 1. For example, if your growth rate for Strength is 58
and you roll a 43, your Strength score permanently increases by 1.

It is possible to have a growth rate higher than 100%. In that case, the character gets a guaranteed +1 to
the appropriate stat. In addition, roll as normal. Compare the result of the roll to the (growth rate –
100). For example, if a character has a growth rate of 125% for Skill, you get +1 to Skill and then must
roll. If you roll a 25 or less, you get another +1 to the stat.

Abilities
Characters also have abilities made available to them through their classes. These abilities are
additional special things that units can use to change the flow of battle. In the Fire Emblem games,
these are traditionally called “Skills”, but we will refer to them as “Abilities” to avoid confusion for
more seasoned TTRPG players. There are three type of abilities:
• Combat Abilities: Combat abilities have a chance of activating when you enter combat, as
typically governed by a percent chance based off of one of your character's stats. (e.g. Mage's
Fortune, Swordmaster's Astra)
• Command Abilities: Command abilities are actions that you can make instead of attacking,
using items, trading, etc. You may still move before using a Command abilities. (e.g. Cleric's
Rally Luck)
• Passive Abilities: Passive abilities are always active and apply their effects whenever
applicable. (e.g. Dark Mage's Hex)

Skills
Skills are things like a character's ability to hide, convince others of something, and use mundane
medicine to heal. These are often called “skills” in most tabletop games, which can get confusing with
what the Fire Emblem games call skills.

Race
There are a few races available to play in this game. There are humans (known as Beorc in some Fire
Emblem games), manakete, and taguel. Each race confers some modifications to your growth rates.

Class
Your class determines which abilities you can learn, which weapons you are proficient with, and even
part of your growth rates, so choose carefully! After a character reaches level 10, they can promote to a
new class of a higher tier or reclass into a different class. There is a choice in the matter, giving you
some control over your character.
Character Creation
Character creation is an involved as fun process that takes you through putting your mental conception
of your character and putting them into the game's mechanics. This guide will take you step-by-step in
creating a character to play in this TTRPG.

Step 1: Determine Concept


The first step to making a character in any TTRPG is to come up with a general idea of what you want
to play. Some people come up with vast, detailed descriptions of their characters appearance,
background, and past. Some people just know that they want to smash enemies in the face. Either way,
a general idea will help guide you through the next steps.

Step 2: Set Personal Growth Rates


You can manually set the personal growth rates for your character. This is added to the character's class
growth rates to determine their complete growth rates. You have 300 points (or percent) to spend on
your growth rates. The maximum growth rate for any individual personal growth rate is 80%. All
growth rates, for simplicity are recommended to be divisible by 5 (such as 40, 45, 50, etc.). This is not
necessary, but it does make it simpler.

Step 3: Determine Race


There are three playable races in this game. Their descriptions are in a following chapter. Choose which
one you think will best fit your character concept. Each race changes growth rates in certain ways.

Step 4: Determine Starting Class


The next steps is to choose one of the many available base classes available as your character's starting
class. Some classes also have multiple Abilities available at level 1. If the class you choose has multiple
choices, choose only one. Also, they offer a list of skills to train in, which do not change until the unit's
class does. A character also always has one skill that they remain trained in no matter what class they
are a part of.

Step 5: Choose your Asset and Flaw


Most characters have something they're good at and something they're not so good at. These are your
Asset and Flaw, respectively. Your unit's base and maximum stats change slightly, depending on the
Asset and Flaw picked during his or her creation. You may choose to not pick an asset and flaw at all
and skip this step entirely. You may not choose Movement as your Asset nor Flaw. You may choose a
stat that starts at 0 as your flaw, thereby making it negative, which will require extra work to make
positive.

For Base Stats:


• HP picked as Asset/Flaw: +5 / -3
• Luck picked as Asset/Flaw: +4 / -2
• Other stat picked as Asset/Flaw: +2 / -1
For Maximum Stats:
Asset/Flaw Str Mag Skl Spd Lck Def Res
HP 1 / -1 1 / -1 2 / -1 2 / -1 2 / -1
Strength 4 / -3 2 / -1 2 / -1
Magic 4 / -3 2 / -1 2 / -1
Skill 2 / -1 4 / -3 2 / -1
Speed 2 / -1 4 / -3 2 / -1
Luck 2 / -1 2 / -1 4 / -3
Defense 2 / -1 4 / -3 2 / -1
Resistance 2 / -1 2 / -1 4 / -3

Step 6: Choose Heart Seal Class


When you create your character, pick a class to be their alternate class to be achieved via a Heart Seal.
Choose a class that you would like to switch into at some point and gain the abilities from. This class is
meant to represent a class that a unit's personality and natural ability makes them inclined to be. This
class will be the class that you can switch into by using a Heart Seal.

Step 7: Choose Personal Ability


Choose a skill from the list of Personal Abilities (see the Abilities chapter) to be your Personal Skill.
This skill is always equipped and can never be unequipped, so pick one that you think will be the most
useful to you. Personal Abilities can almost never be learned by other means, such as via leveling.

Step 8: Buy Starting Equipment


A warrior is no good if he can't fight and, in Fire Emblem, you need a weapon to fight. Every character
starts with 1000 gold. If a character belongs to a class that requires a stone in order to fight, such as the
Taguel, they instead gain one stone of the weakest level, such as a Beaststone (not a Beaststone+).
Races
The race you choose for your character has an enormous impact on your character’s statistics and
abilities, as well as their reception in foreign cultures. There are five races to choose from: humans,
kitsune, manakete, taguel, and wolfskin. Each of the races will be explained below for in game
mechanics as well as some story behind each race as well as their typical physical description.

Humans
Humans are the most common race of the world of Fire Emblem. They inhabit every continent and
time period, and they are easily the most versatile of any race. Humans are usually accepted in any
culture, save some extremely prejudiced areas dominated by other races, like the taguel. Humans can
vary in skin tone and hair. Their skin tones can range from dark chocolate to lily white, similar to real
life. However, their hair can be classic colors, like brown, black, and blonde, to vibrant and bright
colors like blue, pink, and red. Blue hair tends to be rare and signifies blood from the bloodline of the
legendary King Marth. Cyan tends to be a hair color of nobility, such as Prince Ephraim, Princess
Eirika, and Princess Azura.

Humans gain +10% to any two growth rates of their choice.

Kitsune
The Kitsune are a tribe native to Hoshido. They prefer to keep to their hamlet, one that is located deep
within Hoshido's southern mountains, and generally avoid humans due to a deep-seated distrust that
they harbour against them, stemming from a cautionary tale that suggests that humans are known to kill
Kitsune for their fur after having first gained their trust. This has in turn led to the enacting of a rule
that all human trespassers of the hamlet are to be killed on sight. Kitsune look just like humans except
for the fact that they have fox ears atop their head and a large, fluffy fox tail. The color of their fur
matches the hair on their head. Both tend to be extremely soft and silky. With the power of a
beaststone, they can transform into a large, magical fox form that has red eyes and blue flames dancing
about.

Notes: Kitsune units always count as Beast Units no matter what class they are.

Kitsune gain +20% Luck; +10% Strength, Speed, and Resistance; but-10% to Defense and -15%
Magic.

Manakete
Manaketes are a legendary humanoid species recurring in the Fire Emblem series. Manaketes are
dragons that use a humanoid form conserve their strength and survive in a world which no longer
permits their full existence. Although in some cultures in the series the manakete race is regarded as
legendary and worthy of worship, in others they have a long history of bitter conflict with humanity.

In their humanoid forms, they are indistinguishable from humans aside from three recurring
characteristics: green hair, sharp fangs, and pointed, elf-like ears. Their hair can be almost any shade or
tint of green, but they tend to be a lighter tint. The human body of a manakete is much weaker than that
of natural humans, making a severely exploitable weakness that humanity has exploited before. The use
of Dragonstones improves a manakete's power, Manaketes also have extraordinary lifespans, lasting
over several millennia. Manaketes age slowly, as shown with Tiki first appearing with the appearance
of a young girl during Marth's time, 1000 years after her birth, and having the appearance of a young
adult by the time Chrom is born, 2000 years later.

This longevity comes at a price: due to this long life, they will lose many of their human friends due to
their shorter lifespans. Additionally, manaketes have an extremely low birth rate and infertility is a
problem. However, the most severe problem the manaketes constantly face is the threat of degradation.
The longer they live in their dragon forms, the more likely they will go mad, thus some of the dragons
have had to turn into Manaketes in order to avoid this. Their dragon forms can vary from pretty,
rainbow-hued wyverns to black-and-white, four-legged dragons.

Notes: Manakete units always count as Dragon Units no matter what class they are.

Manakete gain +20% to HP and Luck; +10% to Strength, and Defense; but -10% to Magic, Skill, and
Speed.

Taguel
The taguel inhabit a human-like body and temporarily transform into a giant beast in battle using the
power of their beaststones. The taguel race has been long persecuted and abused by humans and driven
to the brink of extinction. Their existence would be considered rare and many humans may not even
know of them. However, the taguel have not forgotten. They tend to be prideful warriors and wary of
human contact.

In their humanoid forms, the rabbit taguel are distinguished by their large, low-drooping rabbit ears,
and their thick body hair in unusual places such as their necks. Typically most of their hair is brown
with some parts of white being possible. They often wear their hair long and weave it around their ears.
They have four pairs of markings on their cheeks and corners of their foreheads, similar to thin tattoos.
They often favor wearing a small collection of scraps of armor protecting more vital areas, so as to
allow themselves to transform without destroying a bulkier set of armor.

The beast forms of rabbit taguel resemble giant rabbits with glowing purple eyes. The taguel often
times have custom armor made to expand to fit the his beast form. While the only taguel encountered in
the course of the games are of the rabbit variety, Panne, the last taguel, states that others do or did exist
in distant lands who can transform into other animals, including cats, lions, wolves and a number of
bird species, such as herons and falcons. The player can choose any animal they like; it will not change
in game mechanics for balance purposes.

Notes: Taguel units always count as Beast Units no matter what class they are.

Taguel gain +15% to HP; +10% to Strength, Skill, and Speed; and -10% to Magic and Resistance.

Wolfskin
The Wolfskin are a tribe native to Nohr. Their village on Mount Garou is visited only rarely by
outsiders, due to the difficulty of traversing the mountain as opposed to other, more direct routes
through Nohr, as well as the Wolfskin's reputation for hostility. The Wolfskin are, however,
occasionally targeted by poachers for their rare fur, and encounters with these poachers have caused the
Wolfskin to view other outsiders with suspicion. Wolfskin tend, similar to the Kitsune, to have ears on
their heads and wolfs tails. The color of the hair on their heads, which is often brown or black, matches
the fur on their tails. Their hair and fur both tend to be shaggy and wild. Their wolf forms stand upright
on two legs, similar to a werewolf, have extremely muscular bodies and have glowing red eyes.

Notes: Wolfskin units always count as Beast Units no matter what class they are.

Wolfskin gain +25% to HP, +20% to Strength, +10% to Defense, but -5% to Skill and Resistance and
-20% to Magic.

Half-Human Hybrids
It is entirely possible in the Fire Emblem universe for someone to be a mixture of human and one of the
other four races. Most commonly, this results in offspring looking mostly like the race of the non-
human parent. For gameplay purposes, it is simpler for the player to determine if their non-human
heritage is strong enough to manifest. If it is, then just pick that race for gameplay purposes and say for
fluff purposes that the other parent is a human. The difference in physical descriptions of typical half-
human pairings from their non-human parents are below:

• Half-Kitsune have their kitsune parent's fur color with a small section or streak of their human
parent's hair color.
• Half-Manakete can have the hair color of their human parent, but still retain their pointy, elf-
like ears.
• Half-Taguel have slightly less exaggerated animal characteristics, like slightly shorter ears, but
are otherwise indistinguishable from full-blooded taguel.
• Half-Wolfskin have less fur and more human-looking hair on their heads. Their ears tend to be
less furry as well.
Base Classes
Classes in this category are considered to be "base", "basic", or "first-tier" classes in at least one Fire
Emblem series game in which they appear. These classes are lower-end classes in which most units
start out, possessing lower stats and lesser abilities. These classes can promote into advanced classes to
gain more power once they have gained enough experience and levels. Units in basic classes tend to
gain experience at a quicker rate than advanced classes.

Base classes can be chosen by a character as their starting class. Some may have options that need to be
chosen at the start of taking the class, such as a weapon choice or a skill choice. Each class lists what
weapons that it is proficient with. Using a weapon that your current class is not proficient with incurs a
penalty to hit.

Most classes also provide two promotion options and two reclass options that can be chosen once the
character reaches at least level 10 in their class. The class change does take place after the character hits
level 10, so the character may always add the appropriate level 10 class skill (if available) to their
repertoire first, before changing.
Archer
Overview
Usable Weapon Types: Bows
Notes: Able to use Longbow, Towering Bow, and Double
Bow
Class Skills (choose three): Acrobatics, Animal Handling,
Athletics, Nature, Perception, Sleight of Hand, Stealth,
Survival

Archers are foot soldiers carrying Bows who can deal with
enemies from range. Notably, Archers cannot attack adjacent
enemies (1 space away) under normal circumstances. While
low in defense and health, Archers attack from a space or more away to handle melee enemies without
fear of immediate counterattack. Archers need cover and support. While they can attack Sword, Lance,
or Axe users without being counterattacked, any enemy in range can easily move in and fearlessly
attack the archer afterward, and not being able to counterattack at melee range is an inherent downside
of the class. Any type of ground unit, preferably one with at least moderate defense, such as the Knight,
will make for suitable cover. However, Archers are strong against flying units such as Pegasus Knights,
so drawing these enemies into their firing range will prove advantageous in battle.

Promotions
Archers can promote into the more powerful Sniper class, enhancing their strengths and often rounding
out their weak points (such as low HP/Defense). Alternatively, they can promote into the Bow Knight
class, a mounted, sword-toting archer class that slightly forgoes some bow use to be a bit more well-
rounded. A third option available for Archers is the Kinshi Knight, a flying class capable of wielding
bows. Compared to the Falcon Knight, it has less speed, strength, and defense in exchange for greater
skill, making its attacks more accurate.

Reclass Options
Archers can reclass into either the Mage or the Wyvern Rider. Class Statistics
GR% Base Max
abilities HP 45% 17 60
• Level 1) Skill +2: +2 Skill, as the name implies.
Str 15% 5 26
• Level 10) Prescience: (Combat) When user triggers the
battle, +15 Hit and Avoid. Mag 0% 0 20
◦ OR Prescient Victory (Combat): When user Skl 30% 7 29
triggers the battle, damage +4.
Spd 15% 5 25
Lck 5% 2 30
Def 10% 4 25
Res 5% 1 21
Mov – 5 7
Wp. Rank N/A E B
Apothecary
Overview
Usable Weapon Types: Bow
Class Skills (choose three): Athletics, Insight, Medicine,
Nature Perception, Persuasion, Religion, Survival

Apothecaries are potion and herb merchants that wield bows


to defend themselves (and their merchandise) at range. The
class possesses lower skill and speed than typical bow-only
classes, but makes up for it with its higher strength and
survivability.

Promotions
The Apothecary can promote into either the Merchant or Mechanist classes. The Merchant is a
practitioner of both lances and bows. It has relatively average stats, with good strength, defense, and
resistance. The class's unique abilities, Profiteer and Spendthrift, allow Merchants to generate Gold
Bars and either hold onto them to sell, or use them to increase their damage output. Mechanists can
defend themselves with bows and shurikens. In general, Mechanists have average stats all-around with
no particular strengths or weaknesses, but they have high movement as a mounted class. Their Replica
ability also allows them to do more damage and control the battlefield.

Reclass Options
The Apothecary can reclass into either the Archer or the Ninja.

Abilities
• Level 1) Potent Potion: Increases the effect of HP-restoration items and tonic items by ×1.5.
• Level 10) Quick Salve: After consuming an item that restores HP or a tonic, user can perform
another action.
Class Statistics
GR% Base Max
HP 45% 18 60
Str 20% 6 29
Mag 0% 0 20
Skl 10% 4 24
Spd 10% 4 24
Lck 5% 2 26
Def 10% 6 28
Res 5% 2 25
Move N/A 5 7
Wp. Rank N/A E B
Cavalier
Overview
Usable Weapon Types: Lances, Swords
Notes: Beast Unit, Mount Unit
Class Skills (choose three): Animal Handling, Athletics,
Deception, History, Insight, Intimidation, Nature, Persuasion

The Cavalier is a horse-mounted unit capable of using either


Swords or Lances as their weapons. While they do not
possess high strength, health, or defense, these characters can
move very long distances across the battlefield, riding quickly
from one area to another. With the Weapon Triangle, these
characters are much more versatile in fighting different types of foes. Utilizing their ability to use both
the sword and spear gives them no real weakness when facing any type of melee fighter in battle.

Promotions
Cavaliers can promote into the Paladin class or the Great Knight class. While their stats are boosted
when upgrading into a Paladin, the largest new found advantage is the slight increase of movement,
increasing the already large area the Cavalier could already cover in one turn. The Great Knight allows
the cavalier to add axes to its arsenal, allowing them to have the advantage against any melee
combatant. The Great Knight sacrifices some of the Speed and Skill of the Paladin to get more Health
and Defense.

Reclass Options
Cavaliers can reclass into either the Mercenary or the Myrmidon.

Abilities
• Level 1) Discipline: Doubles the amount of Weapon
EXP gained by the user. Class Statistics
◦ OR Shelter (Command): Make an adjacent ally the
user’s support unit. GR% Base Max
• Level 10) Outdoor Fighter (Combat): Increases Avoid HP 45% 17 60
and Accuracy by 10 when battling on outdoor maps. Str 15% 6 26
◦ OR Elbow Room (Combat): When user fights in
terrain with no terrain effects, damage +3 during Mag 0% 0 20
battles. Skl 15% 5 25
Spd 15% 5 25
Lck 15% 3 30
Def 10% 5 26
Res 5% 3 26
Move N/A 7 9
Wp. Rank N/A E B
Cleric
Overview
Usable Weapon Types: Staves
Class Skills (choose three): Athletics, Arcana, History,
Insight, Medicine, Performance, Persuasion, Religion

Clerics (alternatively known as Priests, Monks, or Shrine


Maidens) are a class intended mainly for support purposes,
only capable of aiding allies with the power of staves. As
such, they are unable to directly attack. Though entirely
unarmed, the Cleric is one of the most essential classes for the
battlefield. They can heal great amounts of HP for allies,
allowing the player to use them without the threat of possible death, and save healing items in case of
emergency. As they are portrayed, the healer is often defenseless, in the sense that they have little to no
means of attack and low defense. It is highly recommended that Clerics are to be guarded and blocked
at all times, as not to give the enemy even a chance to strike.

Promotions
Clerics can promote to the War Cleric to give themselves some offensive ability on the battlefield. The
War Cleric can wield both axes and staves and focuses mainly on durability rather than healing
potency, giving them higher defensive caps rather than higher speed and skill to avoid damage
completely. Alternatively, the Cleric can promote into the Sage class for an even more offensive
promotion. Due to Sages' sky-high Magic cap, their tome strength and healing potency is unparalleled.
If they have high enough magic, their reach with Rescue or Fortify staffs can possibly cover the entire
map, making them excellent support units. A third option is the Great Master. A class that is both
physical and magical, it takes on both combat and support roles. It possesses great self-healing ability
and the ability to counter enemy magic users.

Reclass Options
Clerics can reclass into either the Mage or the Troubadour. Class Statistics
GR% Base Max
Abilities HP 35% 16 60
• Innate) +10 dodge
Str 5% 0 22
• Level 1) Miracle (Combat): Allows the unit to survive
with 1 HP when attacked with a fatal strike. The chance Mag 15% 4 25
is (Luck)% if HP>1. Skl 0% 3 24
• Level 10) Healtouch: When the user is healing an ally,
Spd 15% 6 25
an extra 5 HP will be restored for that unit.
◦ OR Rally Luck (Command): Increase the Luck of Lck 15% 4 30
all allies within a 3 tile radius by 8 points for one Def 0% 1 22
turn.
Res 20% 6 27
Move N/A 5 7
Wp. Rank N/A E B
Dark Mage
Overview
Usable Weapon Types: Tomes
Notes: Can use Dark Magic
Class Skills (choose three): Arcana, Deception, History,
Insight, Intimidation, Medicine, Persuasion, Religion

Dark Mages usually have less magic than Mages, though


they generally have higher defense and exclusive access to
Dark Magic. Dark Mages have an exceptionally good Health
growth rate. This, coupled with the Dark Mage's eventual
access to Nosferatu can combine to allow the Dark Mage and
its successor classes to tank very effectively.

Promotions
Dark Mages can promote to the Sorcerer or the Dark Knight. The Sorcerer is effectively a stronger
version of the Dark Mage with higher stat caps. Promoting into the Dark Knight causes the Dark Mage
to gain a mount, access to swords, and a much higher Strength growth rate. Dark Knights are
interesting units as they perform well as a flexible offensive unit, allowing them to attack enemies
through their lower defensive stats. However, they lose the ability to use Dark Magic.

Reclass Options
Dark Mages can reclass into either the Archer or the Thief.

Abilities
• Level 1) Hex: Avoid -15 to all adjacent enemies.
◦ OR Heartseeker: When fighting adjacent to an enemy, enemy’s Avoid -20.
• Level 10) Anathema: Avoid and Critical Avoid -10 to
all enemies within a 3 tile radius. Class Statistics
◦ OR Malefic Aura: Enemies within a 2 tile radius GR% Base Max
receive 2 extra damage from magical attacks.
HP 50% 16 60
Str 5% 0 20
Mag 15% 6 27
Skl 15% 3 25
Spd 15% 3 25
Lck 0% 1 30
Def 10% 3 25
Res 10% 5 27
Move N/A 5 7
Wp. Rank N/A E B
Fighter
Overview
Usable Weapon Types: Axes
Class Skills (choose three): Acrobatics, Animal Handling,
Athletics, History, Insight, Intimidation, Perception, Survival

Fighters are defined by their immense strength and


significant HP. However, their other defensive stats are
lacking in comparison to other classes, typically causing them
to be somewhat easy to defeat despite the relative longevity
afforded by their sheer amount of HP. Fighters are very much
oriented toward front-line combat, and provided they receive
healing support from forts or a healing ally, they tend to survive well.

Promotions
The Fighter can promote into the Warrior class, offering access to the Bow in addition to the normal
stat boosts. Warriors, like Fighters, are characterized by high Strength and HP with moderate Speed,
while lacking in Skill and usually Defense. They do have the ability to return damage to an enemy that
has attacked them via the Counter skill. Alternatively, Fighters can become a Hero, offering access to
the Sword. The Hero has a slightly smaller Strength growth rate, but a higher Skill growth rate. Also,
they gain access to Sol, a skill that provides a chance to heal the Hero for the damage it inflicts. A
Fighter can also promote to the Berserker, an even more powerful axe-wielding class. They possess
high HP and Strength, but low Skill and resistance. Their abilities further a Fighter's ability to crit and
do high Axe damage.

Reclass Options
Fighters can reclass into either the Cavalier or the Thief.

Abilities Class Statistics


• Level 1) HP +5: Increases the user's Max HP by 5.
GR% Base Max
◦ OR Despoil (Combat): When the user defeats an
enemy on their turn, they have a chance of obtaining HP 45% 19 60
a Gold Bar. The activation rate is based on the user's Str 25% 7 29
Luck (ie. 10 luck = 10% chance).
• Level 10) Zeal: Increases the user's Critical by 5. Mag 0% 0 20
◦ OR Gamble: Hit rate -10, Critical rate +10. Skl 20% 6 26
Spd 15% 6 25
Lck 0% 2 30
Def 10% 4 25
Res 5% 1 23
Move N/A 5 7
Wp. Rank N/A E B
Kitsune
Overview
Usable Weapon Types: Beaststone
Notes: Beast Unit
RESTRICTION: Must be a member of the kitsune race.
Class Skills (choose three): Acrobatics, Athletics, Deception,
Insight, Persuasion, Nature, Stealth, Survival

Members of the Kitsune class are members of a tribe of


shape-shifters native to Hoshido. Kitsune tend to have high
Speed and Skill, making them hard to hit and often capable of
multiple attacks. They also tend to have very high resistance,
but low defense, making them well-suited for fighting magic-wielding units.

Promotions
Kitsune can promote into the powerful Nine-Tails class. The Nine-Tails gains heavily increased
survivability and damage through its two abilities: Even Better and Grisly Wound. Together, these
abilities heal the Kitsune for a 40% of its maximum health and deal 20% of the target's maximum
health in damage.

Reclass Options
Kitsune can reclass into either the Mage or Ninja.

Abilities
• Level 1) Evenhanded: Increases user's damage output by 4 on even-numbered turns.
• Level 10) Beastbane (Combat): Deals effective damage to Beast and Horse Units. Only
equippable when the user is a Taguel, Wolfskin, or Kitsune racial class.

Class Statistics
GR% Base Max
HP 40% 16 60
Str 10% 5 25
Mag 0% 1 23
Skl 15% 6 28
Spd 20% 8 29
Lck 10% 4 30
Def 0% 1 23
Res 20% 4 28
Move N/A 5 7
Wp. Rank N/A E B
Knight
Overview
Usable Weapon Types: Lances
Notes: Armor Unit
Class Skills (choose three): Animal Handling, Athletics,
History, Insight, Intimidation, Perception, Persuasion,
Survival

Knights are heavily armored foot units that are generally very
slow, but have very good physical stats. Knights are powerful
because their defense and HP is usually so high that it can
hold off a variety of attackers for a number of turns while
dealing out solid damage. Due to this, it is a good idea to put out your Knights to stall a strong
character or protect a weak one so they generally work best on the front lines. The main weakness of
Knights is that they have low Resistance, so Magic attacks can penetrate their defense without a lot of
difficulty.

Promotions
Knights promote into Generals, which boosts the Knights stats and provides access to two good
defensive Abilities: Rally Defense and Great Shield. The General also gains access to axes, helping to
round out their ability to fight the melee weapon triangle. The other option is to promote into the Great
Knight class, which provides mobility on a mount in exchange for some defensive growth. Also, the
Great Knight provides access to axes and swords, allowing the Knight to be able to gain the advantage
on any melee foe.

Reclass Options
Knights can reclass into either the Cavalier or the Fighter.

Abilities Class Statistics


• Level 1) Defense +2: Increases the user's Defense by 2.
• Level 10) Indoor Fighter (Combat): Accuracy and GR% Base Max
Avoid +10 when battling indoors. HP 50% 18 60
◦ OR Confined Defense (Combat): When user fights Str 25% 8 30
in terrain with terrain effects, damage received -3
during battles. Mag 0% 0 20
Skl 15% 4 26
Spd 10% 2 23
Lck 0% 0 30
Def 15% 11 30
Res 5% 0 22
Move N/A 4 6
Wp. Rank N/A E B
Lord
Overview
Usable Weapon Types: Swords, Axes, or Lances (pick one
at Lord level 1)
Notes: If able to use swords, may use Rapiers and Noble
Rapiers. A character starting as a Lord gets 1,000 extra gold
(on top of the standard 1,000) to use.
RESTRICTION: Must be a human of noble blood.
Class Skills (choose three): Athletics, Acrobatics,
Deception, History, Intimidation, Performance, Persuasion,
Religion

The Lord is arguably the most important class on the


battlefield. Lords are generally defined as a a young member of a noble family and the son/daughter of
the head of the noble family in question, either a prince/princess or the child of a duke or similar. The
general statistical build of a Lord is that they are well-rounded in their stats other than the; they also
typically possess higher luck than most others, and mostly share the rather low resistance endemic to
non-magic units. Characterized as being inexperienced yet having great potential, their stats will almost
always start off somewhat low, but with their typical high growth rates will improve quickly and
become potent fighters.

Promotions
Lords can promote to the Great Lord. The Great Lord gets a stat boost from the promotion, along with
access to very powerful abilities, arguably some of the most powerful in the game. This allows the Lord
to become a truly well-rounded and fearsome presence on the battlefield.

Reclass Options
Lord can reclass into either the Archer or the Cavalier.

Class Statistics
Abilities
• Level 1) Dual Strike+ (Combat): Increases the chance GR% Base Max
for a Dual Strike occurring by 10% HP 40% 18 60
• Level 10) Charm: All units within a 3 square radius Str 20% 6 26
receive a +5 support bonus to Attack and Avoid from the
user. Mag 0% 0 20
Skl 20% 5 27
Spd 20% 7 29
Lck 0% 0 31
Def 10% 7 21
Res 5% 0 21
Move N/A 5 7
Wp. Rank N/A E B
Mage
Overview
Usable Weapon Types: Tomes
Class Skills (choose three): Arcana, History, Insight,
Investigation, Medicine, Nature, Religion, Sleight of Hand

Mages (also known as the Diviner) almost always have a


very high resistance in place of defense. This and their
magical attack make it prudent to use them to block enemy
magic users and avoid direct combat with physical units.
Conversely, Mages almost always possess low HP and
defense, making them highly susceptible to being killed or
severely damged in one shot by most physical units. If made level 20 before promoting, they will
usually be able to kill most units with a fire or thunder tome. Their access to anima tomes gives them a
wide array of weapons to bring into combat, with wind's accuracy, thunder's power, and fire offering a
balance between the two.

Promotions
Mages can promote into either the Sage, the Dark Knight, or the Basara. Sages tend to possess the
highest Magic growths and caps of any class. They also gain access to the use of staves to heal allies.
This, coupled with their high Magic stat, allows the Sage to both deal high amounts of damage as well
as heal for more than any other class. If they have high enough magic, their reach with Rescue or
Fortify staves can possibly cover the entire map, making them excellent support units. The Dark Knight
allows the Mage to gain a mount, access to swords, and a much higher Strength growth rate. Dark
Knights are interesting units as they perform well as a flexible offensive unit, allowing them to attack
enemies through their lower defensive stats. Basara are flamboyant fighters who are armed with Lances
and Tomes as its weapons of choice, with which to perform flashy attacks. They make for are decent
fighters as their stats are relatively balanced to handle both physical and magic-oriented attacks.

Reclass Options Class Statistics


Mages can reclass into either the Dark Mage or the Troubadour. GR% Base Max
HP 35% 15 60
Abilities
Str 0% 0 20
• Level 1) Magic +2: Increase Magic by 2
• Level 10) Focus: Critical +10 when no allies are within Mag 20% 4 28
a 3 tile radius Skl 20% 5 27
◦ OR Future Sight (Combat): When user triggers the
battle, chance of gaining double experience when Spd 20% 6 26
user defeats the enemy (Luck%) Lck 0% 1 30
Def 5% 1 21
Res 10% 3 25
Move N/A 5 7
Wp. Rank N/A E B
Mercenary
Overview
Usable Weapon Types: Swords
Class Skills (choose three): Acrobatics, Animal Handling,
Athletics, Deception, History, Insight, Intimidation,
Perception

A Mercenary is a class of soldiers that use swords only. They


tend toward balanced statistics, although they generally have
low resistance. Their defense is usually higher than a
Myrmidon, but they may not be as fast. They have very high
Skill and decent Strength, along with better HP than the
Myrmidon.

Promotions
Mercenaries can promote to either the Hero or the Bow Knight. The hero allows the Mercenary to gain
access to axes, providing a new melee option. Stat-wise, they are faster but have less defense than
Generals, as well as slower but better defense than Swordmasters. As a result, well-trained Heroes can
block attacks like Generals, but still have enough agility to dodge assaults like Swordmasters. Heroes
are typically set to be one of the "balanced" classes of the Fire Emblem series. The Bow Knight grants
access to bows and a mount. This class's mounted status improves their movement for almost all maps.
Their increased speed is handy for doubling enemies and Rally Skill is a fairly good ability to increase
the chance of their allies abilities activating. The usage of swords also doesn't make them totally
useless in close-ranged combat.

Reclass Options
Mercenaries can reclass into either the Fighter or the Myrmidon.

Abilities Class Statistics


• Level 1) Good Fortune (Combat): Chance of
recovering 20% HP at the start of the user’s Turn (Luck GR% Base Max
%) HP 45% 17 60
• Level 10) Patience (Combat): Hit Rate/Avoid +10 Str 20% 5 26
when an enemy initiates a battle.
◦ OR Patient Assurance (Combat): When enemy Mag 0% 0 20
triggers the battle, damage +3 Skl 25% 7 28
Spd 20% 6 26
Lck 0% 2 30
Def 10% 5 25
Res 5% 2 23
Move N/A 5 7
Wp. Rank N/A E B
Myrmidon
Overview
Usable Weapon Types: Swords
Class Skills (choose three): Acrobatics, Animal Handling,
Athletics, Deception, History, Insight, Intimidation,
Persuasion

The Myrmidon is a sword-wielding class. It has also been


known as the Samurai. Compared to other sword users, the
Myrmidon has a considerably lesser amount of defense, but
are able to deal attacks of higher accuracy. Myrmidons are
also known for their higher percentage of dealing critical
attacks. The Myrmidon's superior speed and skill over other similar classes make them very formidable
foot soldiers, but their decreased health, strength, and defense make them difficult to protect against
quick and accurate opponents.

Promotions
Many Myrmidons promote to the Swordmaster class, furthering their expertise with the sword. While
their defense rating has risen since the promotion from Myrmidon, the Swordmaster's defense is still
considered lighter than normal classes. With high speed and generally average strength, Swordmasters
deliver both strong and accurate attacks, and are swift dodgers, making their counterattacks equally as
formidable. The Assassin, another option, allows the Myrmidon to begin using a bow as well as
swords. Assassins have a slightly less Resistance growth than Swordmasters, but gain more Skill and
are capable of killing almost any target in one hit due to the Lethality skill. They may also promote into
the Master of Arms. The Master of Arms can use all three basic melee weapon groups: swords, axes,
and lances. This allows them great battlefield utility. It has relatively average stats, with good strength,
defense, and resistance. Their power and bulk also make them great front-line units.

Reclass Options
Myrmidons can reclass into either the Thief or the Oni Savage. Class Statistics
GR% Base Max
Abilities HP 40% 16 60
• Level 1) Avoid +10: Increase Avoid by 10.
Str 20% 4 24
◦ OR Duelist's Blow (Combat): Increases the unit's
Avoid by 30 whenever the user initiates a battle. Mag 0% 1 22
• Level 10) Vantage (Combat): When the user's HP is Skl 15% 9 27
reduced to below half, he/she will always be able to
attack first during the enemy's turn. Spd 25% 10 28
Lck 15% 0 30
Def 5% 4 22
Res 5% 1 24
Move N/A 5 7
Wp. Rank N/A E B
Ninja
Overview
Usable Weapon Types: Shuriken
Class Skills (choose three): Acrobatics, Athletics, Deception,
Insight, Intimidation, Investigation, Perception, Stealth

Ninja are weak in direct combat, but they possess the ability
to pick open locks and chests. If challenged, they use shuriken
to defend themselves, but are generally best served avoiding
combat, owing to their low strength and defense. As their
main weapons are shuriken, weapons that decrease enemies'
stats, Ninjas also serve well as support units to weaken
opposing units to allow their allies to deal easier blows or decrease the damage they take.

Promotions
The Ninja may promote to either Mechanists or Master Ninja. Mechanists can defend themselves
with bows and shuriken. In general, Mechanists have average stats all-around with no particular
strengths or weaknesses, but they have high movement as a mounted class. Their Replica ability also
allows them to do more damage and control the battlefield. The Master Ninja greatly resembles the
Assassin and plays a similar role as a swift killer with high skill and speed which, despite its frailty and
sub-par strength, has a chance to instantly kill its opponents with the Lethality skill. Master Ninjas
supplement their existing skill in shuriken with skill in the sword.

Reclass Options
Ninja may reclass into either the Myrmidon or the Mage.

Abilities
• Level 1) Locktouch (Command): Opens doors and
chests without the use of a key. Always succeeds and Class Statistics
does not require a Disable Device check.
GR% Base Max
• Level 10) Poison Strike: If the user initiated the battle
and the enemy survives, enemy loses 20% current HP HP 35% 16 60
after the battle. Str 5% 3 22
Mag 0% 0 20
Other Class Abilties
• Fogsight: Ninja can see farther in fog than other classes Skl 20% 8 30
(up to 8 spaces). Spd 20% 8 30
Lck 0% 1 23
Def 5% 3 24
Res 15% 3 25
Move N/A 5 7
Wp. Rank N/A E B
Nohr Prince/Princess
Overview
Usable Weapon Types: Swords, Dragonstones
RESTRICTION: Must be a noble of manakete ancestry.
Notes: Dragon Unit
Class Skills (choose three): Acrobatics, Athletics,
Deception, History, Intimidation, Performance, Persuasion,
Religion

The Nohr Prince/Princess is an alternative to the Lord class.


It represents someone of manakete lineage who has become a
noble. This class wields both swords and dragonstones as its
weapons of choice, giving it decent variability on the battlefield. The Nobility abilities makes the
Dragon Prince level much faster than other units and Dragon Fang provides the chance to do high
damage.

Promotions
The Nohr Prince can promote into either the Hoshido Noble or the Nohr Noble classes. The two
classes have the same usable weapons (swords, tomes, and staves), but have slightly different
maximum stat caps and growth rates and entirely different abilities. The Hoshido Noble has higher
Strength and Defense, as well as more overall well-rounded stats, while the Nohr version has higher
Magic, Speed, and Resistance. Each class has one skill that allows it to shine individually and one that
allows it to shine with allies, making them both versatile enough for most situations.

Reclass Options
Nohr Princes can reclass into the Myrmidon or the Manakete.

Abilities
• Level 1) Nobility: Grants this unit a 20% bonus to EXP Class Statistics
• Level 10) Dragon Fang (Combat): Inflicts half of
GR% Base Max
damage as extra damage. Trigger % = (Skill stat x 0.75)
HP 40% 17 60
Str 15% 7 28
Mag 10% 3 23
Skl 10% 4 24
Spd 10% 5 26
Lck 10% 2 27
Def 10% 5 26
Res 5% 2 24
Move N/A 5 7
Wp. Rank N/A E B
Pegasus Knight
Overview
Usable Weapon Types: Lances
Notes: Flying Unit, Beast Unit, Mount Unit
Class Skills (choose three): Acrobatics, Animal Handling,
Athletics, History, Insight, Nature, Perception, Persuasion

The Pegasus Knight is a unit class who fights on a flying


Pegasus mount with a Lance. These characters have the
ability to fly over normally impassable terrain for long
distances, a natural ability to fear should you be facing air
units. Pegasus Knights tend to have very low Defense and
HP, making them a little more fragile than other characters. Their high Speed and Resistance are their
saving graces, easily avoiding attacks or absorbing magical attacks.

Promotions
Many Pegasus Knights promote into Falcon Knights. A Falcon Knight can use lances and staves. After
upgrading from the Pegasus Knight, the Falcon Knight receives slight boosts to their defense and
constitution, but these stats can still be considered below average in comparison to other character
classes. Another option is the Dark Flier, which have the ability to utilize Lances and Tomes allowing
them to exploit enemy defenses properly. Their new stat caps favor their Magic stat and their Strength
stat now slightly trails behind meaning that they can use Tomes much more effectively than Lances. A
third option is the Kinshi Knight, a flying class capable of wielding bows. Compared to the Falcon
Knight, it has less speed, strength, and defense in exchange for greater skill, making its attacks more
accurate and requiring only Strength to deal damage.

Reclass Options
Pegasus Knights can reclass into either the Dark Mage or the Knight.

Abilities Class Statistics


• Innate: +5 crit, +10 avoid, +10 dodge GR% Base Max
• Level 1) Speed +2: Boosts the speed stat by 2 points. HP 40% 18 60
◦ OR Darting Blow: +5 to attack speed when user
initiates battle. Str 10% 6 24
• Level 10) Relief: Recovers 20% of the user's HP at the Mag 0% 1 23
beginning of their turn if there are no other units in a 3- Skl 15% 7 28
tile radius of the user.
◦ OR Camaraderie: If the user has allies within a Spd 20% 10 27
two-square radius at the start of a turn, user recovers Lck 20% 5 30
10% maximum HP. Def 0% 4 22
Res 20% 9 25
Other Class Abilties
• Flight: This class can fly over terrain, providing a total Move N/A 7 9
immunity to terrain movement penalties. Wp. Rank N/A E B
Oni Savage
Overview
Usable Weapon Types: Axes
Class Skills (choose three): Athletics, Intimidation, Nature,
Perception, Performance, Religion, Stealth, Survival

The Oni Savage is an offensive class that could be thought of


as another interpretation of the classic Fighter class. The Oni
Savage class specializes in Strength and Defense. Donning
fearsome demon-inspired masks with the intention to instill
terror in their opponents, Oni Savages wield axes as their
weapons of choice.

Promotions
The Oni Savage may promote into either the Oni Chieftan or the Blacksmith. The Oni Chieftain adds
tomes to its repertoire of weapons and gains an increased Magic growth rate. They are also capable of
inflicting great damage and acting as a front-line unit with their use of their Death Blow and Counter
abilities. Blacksmiths have even more health than their Oni counterparts, and can wield swords in
addition to axes. Their abilities, however focus on gaining more equipment and making them more
deadly against lances.

Reclass Options
Oni Savages can reclass into the Ninja or the Fighter.

Abilities
• Level 1) Seal Resistance: After combat, reduces enemy Res by 6. (recovers 1/turn)
• Level 10) Shove (Command): It allows the user to push another allied unit one square away.

Class Statistics
GR% Base Max
HP 40% 18 60
Str 20% 6 29
Mag 10% 1 24
Skl 0% 2 21
Spd 10% 5 25
Lck 0% 0 22
Def 20% 7 28
Res 0% 1 23
Move N/A 5 7
Wp. Rank N/A E B
Spear Fighter
Overview
Usable Weapon Types: Lances
Class Skills (choose three): Acrobatics, Animal Handling,
Athletics, History, Insight, Intimidation, Perception, Survival

The Spear Fighter class is the lance-wielding counterpart to


the Soldier. Its statistics fall somewhere between those of the
Myrmidon and the Oni Savage - its strength and defense are
superior to those of the Myrmidon, but less than the Oni
Savage, and it is faster and more skillful than the Oni Savage,
but less so than the Myrmidon. Its balanced statistical spread
makes the Spear Fighter a decent all-round unit.

Promotions
The Spear Fighter may promote into the Spear Master, which acts as a direct improvement upon to the
Spear Fighter. Like their base form, Spear Masters have above-average stats in most categories and,
while not exceptional in any one category, are competent in all areas, giving them good all-around
performance. Alternatively, the Basara wields both lances and tomes. They possess average stats all-
around, but their natural access to the Rend Heaven skill allows them to potentially get in harder hits,
depending on the weapon they wield and the enemy they are facing.

Reclass Options
Spear Fighters can reclass into the Apothecary or the Myrmidon.

Abilities
• Level 1) Seal Defense: -6 Defense to enemy at end of battle. Recovers by 1 each turn.
• Level 10) Swap (Command): Switches places with an
adjacent ally. Class Statistics
GR% Base Max
HP 45% 17 60
Str 15% 6 27
Mag 0% 0 20
Skl 15% 6 28
Spd 15% 6 27
Lck 5% 2 26
Def 10% 5 28
Res 5% 2 27
Move N/A 6 8
Wp. Rank N/A E B
Tactician
Overview
Usable Weapon Types: Swords, Tomes
SPECIAL: Any unit may reclass into Tactician as long as it
has at least rank “C” in swords or tomes, and a Magic score
of 10 or higher.
Class Skills (choose three): Arcana, Deception, History,
Investigation, Insight, Intimidation, Perception, Persuasion

The Tactician class is well versed in the use of Tomes and


Swords. Their stats are all the most well balanced of any
class. This allows a Tactician and its promotion, Grandmaster,
to be built to handle about anything. The Tactician's abilities allow it to support and Pair Up with allied
units extremely well.

Promotions
The Tactician can promote into the Grandmaster. They are tacticians gifted with exceptional
commanding ability and pivotal units in any army. Grandmasters can fulfill almost any role. If properly
trained, Grandmasters are taskmasters, allowing them to easily switch from, for example, a supportive
unit to an offensive unit without much penalty. Given that they promote from the class that learns
Veteran, Grandmasters have little trouble leveling up so long as they are in a Pair Up.

Reclass Options
Tacticians can reclass into the Mage or the Myrmidon.

Abilities
• Level 1) Veteran: Multiplies combat experience gained by 1.5 when Pair Up is in effect for the
user. (If using the TTRPG method or the Hybrid
method, only count this when the unit's Pair Up defeats Class Statistics
the unit.)
GR% Base Max
◦ OR Tactical Advice: If the unit is the support unit in
Guard Stance, the lead unit's hit rate increases by 10. HP 40% 16 60
• Level 10) Solidarity: +10 to critical rate and dodge for Str 15% 4 25
all adjacent allied units.
Mag 15% 3 25
Skl 15% 5 25
Spd 15% 5 25
Lck 0% 0 30
Def 10% 5 25
Res 10% 3 25
Move N/A 5 7
Wp. Rank N/A E B
Thief
Overview
Usable Weapon Types: Swords or Bows (pick one at Thief
level 1)
Class Skills (choose three): Acrobatics, Athletics, Deception,
Insight, Perception, Persuasion, Sleight of Hand, Stealth

Thieves (also known as Outlaws) make for a very special


class in the Fire Emblem series. As expected, these units
specialize in speed and stealth over power and defense.
Naturally, this means they are not the kind of class used for
heavy offense. The Thief focuses on quickness and agility in
combat. Expect them to dodge the majority of attacks thrown at them, but don't count on getting much
out of their low attack power. With proper raising, thieves are capable of holding their own in combat,
doling out heavy damage while remaining untouched.

Promotions
The Thief has a wide array of advanced classes available. The Assassin is considered to be a useful
class to have on the field, and if you face one, you'll fear it. On occasion, the Assassin will perform a
special lethal attack, in which they will defeat an enemy in a single attack, regardless of HP and
Defense. This skill is known as Lethality. The fragile Thief loses much of its weakness once promoted.
Although its defense and health is moderate at best, it's rare for an Assassin to fail to evade an attack
(unless they face an overwhelming enemy or tactical disadvantage). Tricksters are similar to Thieves
in that their strong point is high Skill. Now that they wield staves, they gain higher Magic and
Resistance growths but are slightly weaker and slower than before. Tricksters are still able to dodge and
crit well, but are not suited for heavy offense like Assassins. The Bow Knight is a horse-mounted
combat physical class that used both swords and bows. The Bow Knight provides more movement and
offensive utility, along with the ability to easily combat enemy ranged units via either Shurikenbreaker
or Bowbreaker.
Class Statistics
Reclass Options GR% Base Max
Thieves can reclass into the Apothecary or the Myrmidon.
HP 35% 16 60
Str 15% 3 22
Abilities
• Level 1) Locktouch (Command): Opens doors and Mag 5% 0 20
chests without the use of a key. Always succeeds and Skl 25% 6 30
does not require a skill check.
• Level 10) Movement +1: +1 movement when equipped. Spd 25% 8 28
Lck 0% 0 30
Other Class Abilties Def 5% 2 21
• Fogsight: Thieves can see farther in fog than other Res 5% 0 20
classes (up to 8 spaces).
Move N/A 5 7
Wp. Rank N/A E B
Troubadour
Overview
Usable Weapon Types: Staves
Class Skills (choose three): Animal Handling, Arcana,
History, Insight, Medicine, Performance, Persuasion,
Religion

The Troubadour is a mounted class who use staves. They are


akin to a mounted version of the Cleric or Priest class, and as
such are treated as cavalry. Troubadours usually have high
magic and luck, since they do not need to attack. Often, they
have high resistance but low defense.

Promotions
The Troubadour can promote into the Strategist, the War Cleric, or the Maid/Butler. Strategists
primarily use staves in addition to anima magic. Their strongest stat is their exceptionally high
resistance, and they also have high offensive stats to allow them to provide effective magical offense,
with particularly impressive speed. In addition, being a mounted class gives them high movement to
allow them to both attack and support their allies with staves with greater ease. The War Cleric can
wield both axes and staves and focuses mainly on durability rather than healing potency, giving them
higher defensive caps rather than higher speed and skill to avoid damage completely. However, they
lose the Troubadour's mount. The Maid takes on both combat and support roles. It is one of the
promoted forms of the Troubadour class, wielding Shuriken and Staves as its equipment of choice. It
has high Skill and Speed, making it good at avoiding attacks.

Reclass Options
Troubadours can reclass into the Mage or the Pegasus Knight.
Class Statistics
Abilities
• Innate) dodge +10 GR% Base Max
• Level 1) Resistance +2: Increases the unit's Resistance HP 35% 15 60
by 2. Str 0% 0 20
• Level 10) Distinguished: All allied units of opposite
gender within a 2-tile radius of the user take 2 less Mag 10% 3 26
damage from attacks. Skl 20% 7 24
Spd 10% 5 26
Lck 15% 4 30
Def 0% 1 20
Res 15% 4 28
Move N/A 7 9
Wp. Rank N/A E B
Villager
Overview
Usable Weapon Types: Lances
Class Skills (choose three): Animal Handling, Athletics,
History, Insight, Nature, Perception, Religion, Survival

Villagers tend to be exemplary of inexperienced village


children, farmhands, or other non-combatants entering battle
for the first time. While they possess low stats and stat caps,
they possess high growth rates thanks to their Aptitude skill,
which can translate to high stat growth past reclassing. Their
Underdog skill is also handy in fighting powerful enemies
that have higher levels than the player characters.

Promotions
The Villager class can promote into either the Master of Arms class or the Merchant class. The
Master of Arms can use all three basic melee weapon groups: swords, axes, and lances. This allows
them great battlefield utility. It has relatively average stats, with good strength, defense, and resistance.
Their power and bulk also make them great front-line units. The Merchant is a practitioner of both
lances and bows. The class's unique abilities, Profiteer and Spendthrift, allow Merchants to generate
Gold Bars and either hold onto them to sell, or use them to increase their damage output.

Reclass Options
Villagers can reclass into the Archer or Fighter classes.

Abilities
• Level 1) Aptitude: +20% to all growth rates.
• Level 10) Underdog (Combat): Hit/ Avoid +15 when
the enemy's level is higher than the user's level Class Statistics
(promoted units count as Level +20).
GR% Base Max
HP 35% 17 60
Str 10% 5 20
Mag 0% 0 20
Skl 10% 4 20
Spd 10% 5 20
Lck 20% 3 30
Def 10% 4 20
Res 5% 0 20
Move N/A 5 7
Wp. Rank N/A E B
Wolfskin
Overview
Usable Weapon Types: Beaststone
Notes: Beast Unit
RESTRICTION: Must be a member of the wolfskin race.
Class Skills (choose three): Acrobatics, Athletics,
Deception, Insight, Intimidation, Persuasion, Nature, Survival

Members of the Wolfskin class are members of a tribe of


shape-shifters native to Nohr.. Wolfskin tend to have very
high HP and Strength, as well as good Speed, making them
ideal front-line units. However, they lack solid Resistance
and Skill, so fighting magic-oriented units can leave them in danger if the Wolfskin doesn't win
quickly.

Promotions
Wolfskin can promote into the powerful Wolfssegner class. Just like the Nine-Tails, it gains heavily
increased survivability and damage through its two abilities: Better Odds and Grisly Wound. Together,
these abilities heal the unit for a 40% of its maximum health and deal 20% of the target's maximum
health in damage.

Reclass Options
Wolfskin can reclass into either the Fighter or Mercenary.

Abilities
• Level 1) Odd Shaped: Increases user's damage output by 4 on odd-numbered turns.
• Level 10) Beastbane (Combat): Deals effective damage to Beast and Horse Units. Only
equippable when the user is a Taguel, Wolfskin, or
Kitsune racial class. Class Statistics
GR% Base Max
HP 50% 19 60
Str 20% 8 29
Mag 0% 0 20
Skl 5% 4 23
Spd 15% 6 27
Lck 5% 0 22
Def 10% 4 26
Res 0% 0 21
Move N/A 5 7
Wp. Rank N/A E B
Wyvern Rider
Overview
Usable Weapon Types: Axes
Notes: Flying Unit, Dragon Unit, Mount Unit
Class Skills (choose three): Animal Handling, Athletics,
History, Intimidation, Insight, Nature, Perception, Persuasion

The Wyvern Rider is a Class of soldiers mounted on


Wyverns, and hence are analogous to Pegasus Knights. The
Wyvern Rider acts as a statistical counterpoint to the Pegasus
Knight: whereas its pegasus-riding cousin is fast and frail, the
Wyvern Rider is oriented in a bulky, powerful manner. Their
strength and defense are both high, with lesser skill and speed compared to Pegasus Knights, and they
share the same high movement as Pegasus Knights and other mounted classes. However, their
resistance is abysmal even compared to other physical classes. They also share the Pegasus Knight
family's weakness to bows and wind magic, in addition to their own weakness to weapons designed to
be effective against dragons.

Promotions
The Wyvern Rider can promote into a Wyvern Lord, Griffon Rider, or Malig Knight. Wyvern Lords
act as a sort of statistical counterpart of Falcon Knights, trading their pegasus-mounted rival's great
skill and speed for fearsome bulk and power. Their HP, strength and defense are all very high, and
despite being below average their skill and speed are still decent. Griffon Riders possess more balanced
stats than those of the Wyvern Lord or the promoted Pegasus Knight classes, having more speed and
skill but less strength and defense than the Wyvern Lord. Because of this, they are better dodgers and
can perform critical and double attack more than Wyvern Lords. Malig Knights play much like Dark
Fliers, as the both ride black aerial mounts and possess physical and magical weapons. The main
differences between the two is that Malig Knights have greater Strength, HP and Defense, while Dark
Fliers have superior Magic, Speed, Luck, and Resistance,
though only by small margins. Class Statistics
GR% Base Max
Reclass Options
Wyvern Riders can reclass into the Fighter or the Troubadour. HP 45% 19 60
Str 30% 7 28
Abilities Mag 0% 0 20
• Level 1) Strength +2: It increases Strength by 2 Skl 15% 6 24
• Level 10) Tantivy: Increase Hit Rate and Evade by 10 if
no allies within a 3 tile radius. Spd 15% 5 24
◦ OR Lunge (Command): Swap places with an Lck 0% 0 30
enemy after an attack Def 10% 8 28
Res 5% 0 20
Other Class Abilties
• Flight: This class can fly over terrain, providing a total Move N/A 7 9
immunity to terrain movement penalties. Wp. Rank N/A E B
Special Classes
Special classes differ from base classes slightly. Special classes fulfill the following criteria:

• They have a level cap of 40, instead of the usual 20.


• They cannot promote, only reclass.
• They gain experience at the same rate as a base class.
◦ A special thing to note, however, is that if a special class character hits level 40, they may
reclass, through the use of a Second Seal, into any one of the advanced classes that they
have access to through their base classes or previous classes. For example, a character who
started as a Manakete and leveled to 40 may reclass into Wyvern Lord instead of Wyvern
Rider.

These classes tend to gain their class abilities at levels 1, 10, 25, and 35, as opposed to only 1
and 10. The following special classes in this book can be chosen as a character's starting class at
character creation: Dancer, Manakete, Taguel. Other special classes cannot be chosen as starting classes
and tend to require a special item in order to change into them.
Dancer/Songstress
Overview
Usable Weapon Types: Swords or Lances (choose one at
Dancer level 1)
Class Skills (choose four): Acrobatics, Athletics, Deception,
History, Insight, Performance, Persuasion, Sleight of Hand

A Dancer and its sister class, the Songstress, are classes which
can give another allied unit an extra turn to move. Dancers
overall tend to lack any sort of offensive presence in battle
with generally low base stats across the board, extremely low
offensive and defensive stat growths. To make up for their
general offensive shortcomings, their Dance command/skill allows them to reinvigorate troops to
perform a second turn of action in the same turn. This allows them to give the more offensively capable
an opportunity to attack in their stead.

Promotions
The Dancer class cannot promote, but its max level is instead 40 instead of 20, allowing them to level
much longer.

Reclass Options
Dancers can reclass into the Myrmidon or the Pegasus Knight.

Abilities
• Level 1) Luck +4: It increases the unit's Luck by 4.
• Level 10) Inspiring Song: Increases the targeted ally's Skill, Speed, and Luck by 3 points each
for one turn.
• Level 25) Voice of Peace: Reduces damage output by 2
to all enemies within a two-square radius of user. Class Statistics
• Level 35) Foreign Princess: Reduces damage output by GR% Base Max
2 and increases damage taken by 2 to all enemies
associated with a foreign army within a two-square HP 35% 16 80
radius of user. Str 10% 3 30
Mag 0% 0 30
Other Class Abilties
Skl 20% 6 40
• Dance/Sing: This class can dance or sing, allowing one
adjacent ally to take a second turn. Spd 20% 5 40
Lck 20% 3 45
Def 0% 2 30
Res 0% 3 30
Move N/A 5 7
Wp. Rank N/A E A
Manakete
Overview
Usable Weapon Types: Dragonstone
RESTRICTION: Must be of the manakete race.
Notes: Dragon Unit
Class Skills (choose four): Acrobatics, Athletics, History,
Intimidation, Nature, Persuasion, Religion, Survival

Manaketes are a legendary humanoid species recurring in the


Fire Emblem series. Manaketes are a form taken by dragons
to conserve their strength and survive in a world which no
longer permits their full existence. All manaketes draw their
power from their dragonstones, which they use to temporarily transform back into their dragon bodies,
usually for combat purposes. In some cultures the manakete race is regarded as legendary and worthy
of worship, while in others they have a long history of bitter conflict with humanity. Manaketes have
very high HP growth rates, as well as good Strength, Skill, Speed, Defense, and Resistance rates. They
tend to start weak, but can grow into fearsome, legendary warriors.

Promotions
The Manakete class cannot promote, but its max level is instead 40 instead of 20, allowing them to
level much longer.

Reclass Options
Manakete can reclass into the Mage or the Wyvern Rider.

Abilities
• Level 1) Odd Rhythm (Combat): +10 Hit rate and Avoid on odd-numbered turns.
• Level 10) Wyrmsbane (Combat): Damage dealt by
manaketes to dragon units is now effective damage. Class Statistics
Only usable in the Manakete class.
GR% Base Max
• Level 25) Better Odds: Restores 40% maximum HP at
the start of an odd-numbered turn. HP 50% 18 80
• Level 35) Grisly Wound: Provided the user didn't Str 20% 2 40
already defeat the enemy, the enemy loses 20% of their
maximum HP at the end of the battle. Mag 5% 0 35
Skl 20% 1 35
Spd 20% 1 35
Lck 0% 0 45
Def 15% 2 40
Res 15% 2 40
Move N/A 6 8
Wp. Rank N/A E S
Taguel
Overview
Usable Weapon Types: Beaststone
RESTRICTION: Must be of the taguel race.
Notes: Beast Unit
Class Skills (choose four): Acrobatics, Athletics, History,
Insight, Intimidation, Nature, Stealth, Survival

Taguels are very agile and fast units with good Strength to hit
hard and fast and overall are similar to Assassins stat wise.
The Taguels's weapons of choice, the Beaststone and
Beaststone+, gives them large bonuses especially in the Skill
and Speed stats, giving them an edge against slower enemies and allows the wielder to use abilities that
requires a high Skill stat to be used more effectively, even Astra and Lethality who have very low
activation rates. Unfortunately, they are considered beast units and any taguel will carry that beast
status into other classes even if that class has no attached beast status. This means that they are
susceptible to Beast Killers and Beastbane wielding Taguels.

Promotions
The Taguel class cannot promote, but its max level is instead 40 instead of 20, allowing them to level
much longer.

Reclass Options
Taguel can reclass into the Thief or the Wyvern Rider.

Abilities
• Level 1) Even Rhythm (Combat): +10 Hit rate and Avoid on even-numbered turns.
• Level 10) Beastbane (Combat): Damage dealt by
taguels to beast units is now effective damage. Only Class Statistics
usable in the Taguel class. GR% Base Max
• Level 25) Even Better: Restores 40% maximum HP at
the start of an even-numbered turn. HP 45% 18 80
• Level 35) Grisly Wound: Provided the user didn't Str 20% 2 35
already defeat the enemy, the enemy loses 20% of their
Mag 0% 0 30
maximum HP at the end of the battle.
Skl 15% 4 40
Spd 15% 5 40
Lck 0% 0 45
Def 15% 3 35
Res 15% 2 30
Move N/A 6 8
Wp. Rank N/A E S
Ballistician
Overview
Usable Weapon Types: Bows
RESTRICTION: Can only be promoted into via use of a
Sighting Lens.
SPECIAL: Gains innate access to a Ballista turret.
Class Skills (choose four): Athletics, Intimidation, History,
Nature, Perception, Performance, Sleight of Hand, Survival

Ballisticians are able to wield bows, and have unique innate


access to the Ballista turret, being able to use them freely
anywhere on the map without needing to commandeer a
turret map object. The Ballistician is strong and has decent Skill, but is very slow, rivaling the
sluggishness of Knights. Ballisticians also suffer from poor defenses, meaning they have to make used
of their extreme range and require defensive support from their allies.

Promotions
The Ballistician class cannot promote, but its max level is instead 40 instead of 20, allowing them to
level much longer.

Reclass Options
Ballisticians can reclass into the classes their previous class could.

Abilities
• Level 1) Survey: Increases turret hit rate by 10 while using the Turret command.
• Level 10) Opportunity Shot: May attack a random enemy within range at the start of the
player's turn. (Skill)%, if user is currently in the Ballistician class.
• Level 25) Rifled Barrel: Increases the turret's range by
1, but reduces inner/outer range by 1, while using the Class Statistics
Turret command.
GR% Base Max
• Level 35) Surefooted: Increases Movement by 1, and
all terrain costs 1 movement point to cross. Only while HP 40% 18 80
in Ballistician class. Str 25% 10 44
Mag 0% 0 30
Ballista Turret
A Ballistician may use his Ballista Turret via the Turret Skl 15% 7 36
command. The Ballista turret does damage in a cross-shaped, Spd 0% 2 30
radius 1 splash. It will always leave units with at least 1 HP Lck 10% 4 45
remaining. It has the following weapon profile:
• Might: 18 Def 5% 3 32
• Hit: 100 Res 5% 1 31
• Crit: 0 Move N/A 4 5
• Range: 3-10
Wp. Rank N/A E B
Dread Fighter
Overview
Usable Weapon Types: Axes & Swords, & Tomes or
Shuriken (pick one of the two at promotion)
RESTRICTION: Can only be promoted into via use of a
Dread Scroll.
Class Skills (choose four): Acrobatics, Arcana, Athletics,
Deception, Insight, Intimidation, Perception, Stealth

The Dread Fighter is a special class that acts as a powerful


anti-mage unit. Their first two abilities and decent resistance
growth allow them to take the brunt of magical attacks. The
Dread Knight's offensive ability is also very high, as they have access to both swords and axes,
providing them with no weapon triangle weakness. Their access to tomes give them the ability to strike
enemies at range. This, coupled with the Aggressor skill, allows the Dread Knight to viciously
eliminate many threats.

Promotions
The Dread Fighter class cannot promote, but its max level is instead 40 instead of 20, allowing them to
level much longer.

Reclass Options
Dread Fighters can reclass into the classes their previous class could.

Abilities
• Level 1) Even Keel: Takes 4 less damage from a magical attack during even-numbered turns.
• Level 10) Iron Will: Takes 4 less damage from a
magical attack when the user initiates the battle. Class Statistics
• Level 25) Clarity: User recovers from status
reduction effects twice as fast as normal. GR% Base Max
• Level 35) Aggressor (Combat): +10 Damage HP 40% 22 80
during the unit's phase. Str 20% 8 42
Mag 10% 4 38
Skl 20% 7 40
Spd 20% 9 41
Lck 0% 0 45
Def 10% 7 39
Res 10% 10 43
Move N/A 6 8
Wp. Rank N/A E
A B B
Lodestar
Overview
Usable Weapon Types: Swords
Notes: Able to use Rapiers and Noble Rapiers
RESTRICTION: Can only be promoted into via use of a
Hero's Brand.
Class Skills (choose four): Acrobatics, Athletics, History,
Insight, Investigation, Performance, Persuasion, Religion

The Lodestar represents a quick and agile swordsman,


akin to a fencer. Lodestars have great Skill and Luck,
along with two abilities that vastly increase their Speed.
While the Lodestar doesn't boast the Strength of the
Vanguard, its Speed, especially when combined with the Dancing Blade and Speedtaker abilities in
conjunction with a Brave Sword, can make a Lodestar a lightning-fast shredder of enemies. However,
the Lodestar is a very frail class, and cannot withstand repeated attacks other than by hoping to dodge
them. The Lodestar will require support on the front lines, which it can boost through its Charm and
Dual Guard+ abilities.

Promotions
The Lodestar class cannot promote, but its max level is instead 40 instead of 20, allowing them to level
much longer.

Reclass Options
Lodestars can reclass into the classes their previous class could.

Abilities
• Level 1) Dancing Blade: Speed +3, Defense -1
• Level 10) Charm (ver. 2): All allied units within a 2 Class Statistics
square radius receive +3 to damage dealt.
GR% Base Max
• Level 25) Dual Guard+: Adds 10% to the Dual Guard
rate HP 40% 19 80
• Level 35) Speedtaker: Every time the user defeats an Str 10% 7 41
enemy, they gain a +2 bonus to their speed up to a
maximum of +10. The skill does not overlap over other Mag 0% 0 30
Taker abilities and the bonuses wear off after the Skl 20% 10 43
encounter is completed. Spd 10% 9 43
Lck 25% 7 45
Def 5% 7 41
Res 5% 2 40
Move N/A 6 8
Wp. Rank N/A E S
Vanguard
Overview
Usable Weapon Types: Swords & Axes
RESTRICTION: Can only be promoted into via use of
a Vanguard Brand.
Class Skills (choose four): Athletics, History, Insight,
Intimidation, Nature, Perception, Persuasion, Survival

The Vanguard is a slow, but powerful physical class


that is vaguely reminiscent of the Hero class. While its
stat caps are low compared to many classes, it offers
access to a few powerful abilities. Heavy Blade allows
the unit to trade off 1 Speed for 3 Strength. With an
already low Speed growth rate, this trade off is usually
worth it to land a single, heavier blow. Veteran Intuition helps the Vanguard avoid being taken out
quickly by critical hits, making him a prime unit to use to dispatch Killing weapon-wielders. Aether is
arguably the most powerful skill in Fire Emblem, typically only known by Great Lords. Aether strikes
twice, healing the user and decimating the opponent. Strengthtaker allows the Vanguard to stack
immense amounts of Strength, aiding his damage. At maximum Strength and maximum stacks of
Strengthtaker plus Heavy Blade, a Vanguard would have 63 Strength, not including any other sources.

Promotions
The Vanguard class cannot promote, but its max level is instead 40 instead of 20, allowing them to
level much longer.

Reclass Options
Vanguards can reclass into the classes their previous class could.
Class Statistics
Abilities
• Level 1) Heavy Blade: Strength +3, Speed -1. GR% Base Max
• Level 10) Veteran Intuition: Critical Evade +15 during HP 45% 21 80
battles. Str 20% 10 50
• Level 25) Aether (Combat): Use Sol and Luna in
succession. (It unleashes two consecutive blows; the first Mag 0% 0 30
restores HP equal to half the damage dealt, and the Skl 5% 6 36
second halves the enemy's defense and resistance.)
Spd 5% 7 37
(Skill/2)%
• Level 35) Strengthtaker: When user defeats the enemy, Lck 10% 3 45
Strength +2 (up to 10). The skill does not overlap over Def 15% 9 44
other Taker abilities and the bonuses wear off after the
encounter is completed. Res 0% 1 32
Move N/A 6 8
Wp. N/A E
Rank A B
Witch
Overview
Usable Weapon Types: Tomes
RESTRICTION: Can only be promoted into via use of a
Witch's Mark.
Class Skills (choose four): Arcana, Deception, History,
Insight, Intimidation, Medicine, Persuasion, Religion

The Witch is a powerful tome-wielding class capable of


battlefield control and wielding dark magic, such as the
powerful tome Nosferatu. The Witch's Warp ability allows
them to quickly get to the front lines or retreat from them to
safety. Their Toxic Brew ability allows them to severely debilitate enemies and leave them vulnerable
to follow-up attacks by the Witch's allies.

Promotions
The Witch class cannot promote, but its max level is instead 40 instead of 20, allowing them to level
much longer.

Reclass Options
Witches can reclass into the classes their previous class could.

Abilities
• Innate: +10 critical rate, +10 avoid
• Level 1) Shadowgift: Allows the unit to equip and use dark magic, if they can use tomes or
scrolls.
• Level 10) Witch's Brew: Obtain a potion item (e.g. Vulnerary) after moving during the first
seven turns (Luck %)
• Level 25) Warp: Allows the user to warp next to any Class Statistics
ally and take another action. The user is then allowed to
GR% Base Max
move again.
• Level 35) Toxic Brew: When user triggers the battle, HP 40% 17 80
Skill x 1.5% chance of reducing the enemy’s Movement Str 0% 0 30
to 0 and Avoid by 20 after the battle (until the next turn).
Mag 25% 10 41
Skl 5% 5 32
Spd 20% 9 39
Lck 5% 3 45
Def 0% 4 31
Res 10% 5 34
Move N/A 6 8
Wp. Rank N/A E S
Skills
Skills represent some of the most basic and yet most fundamental abilities your character possesses,
like the ability to convince others to do something (via Persuasion) or the ability to jump a gap (via
Athletics). Skills are each influenced by an attribute or two and the unit's Luck. Skills in Fire Emblem
will most likely be more commonly used outside of combat/battle situations and more commonly in
role-playing exercises. If battles are set up more like traditional Fire Emblem games, it will be
uncommon to create a spot where a unit needs to roll Acrobatics to move forward or a unit gets the
opportunity to forage for food.

Anything that isn't covered by this chapter is up to the GM and player to work out using the fluff
behind their characters and circumstances. A character is trained in a number of skills designated by
their class plus one that they always remain trained in.

Skill Checks
The formula for a unit's bonus in a skill is below. Each class allows you to count a few skills as trained
class skills. Units get an additional +5 bonus if the skill is one of their trained Class Skills. These skills
switch with every class change, based upon the new class.

(attribute + Luck / 2) / 2 + 1d20

When a unit needs to make a skill check, they roll 1d20 and add their skill bonus to the result. Compare
that result to the Difficulty Class (also abbreviated “DC”) of the skill check. If the unit matches or
exceeds the DC, they succeed. Some checks will be made against flat DC's, typically when making a
check against the environment, such as an Acrobatics check to walk on a narrow surface. Some checks
will be made against another unit's attributes or an active check of their own. Each skill should tell you
what kind of DC will be involved.

Ability Score Checks Task Difficulty DC


An ability check tests a character’s or monster’s innate talent and
Very easy 5
training in an effort to overcome a challenge. The GM calls for an
ability check when a character or monster attempts an action (other Easy 10
than an attack) that has a chance of failure. When the outcome is Medium 15
uncertain, the dice determine the results. For every ability check, the
GM decides which of the unit's abilities is relevant to the task at hand Hard 20
and the difficulty of the task, represented by a Difficulty Class. The Very hard 25
more difficult a task, the higher its DC.
Nearly impossible 30

Contests
Sometimes one character’s or monster’s efforts are directly opposed to another. This can occur when
both of them are trying to do the same thing and only one can succeed, such as attempting to snatch up
a magic ring that has fallen on the floor. This situation also applies when one of them is trying to
prevent the other one from accomplishing a goal — for example, when a monster tries to force open a
door that an adventurer is holding closed. In situations like these, the outcome is determined by a
special form of ability check, called a contest.
Both participants in a contest make ability checks appropriate to their efforts. They apply all
appropriate bonuses and penalties, but instead of comparing the total to a DC, they compare the totals
of their two checks. The participant with the higher check total wins the contest. That character or
monster either succeeds at the action or prevents the other one from succeeding.

If the contest results in a tie, the situation remains the same as it was before the contest. Thus, one
contestant might win the contest by default. If two characters tie in a contest to snatch a ring off the
floor, neither character grabs it. In a contest between a monster trying to open a door and an adventurer
trying to keep the door closed, a tie means that the door remains shut.

Passive Checks
A passive check is a special kind of ability check that doesn’t involve any die rolls. Such a check can
represent the average result for a task done repeatedly, such as searching for secret doors over and over
again, or can be used when the DM wants to secretly determine whether the characters succeed at
something without rolling dice, such as noticing a hidden unit.

Here’s how to determine a character’s total for a passive check:

10 + all modifiers that normally apply to the check

Passive Checks
Sometimes two or more characters team up to attempt a task. The character who’s leading the effort—
typically the one with the highest ability modifier—can make an ability check with an ally's help,
reflecting the help provided by the other characters. This is done via Pair Up and Support, with the ally
buffing the unit's ability scores, which should help on the ability checks.

Saving Throws
Some skills or circumstances will require a unit to defend itself based upon its natural abilities. A
disease will often force a unit to take Def throws, mental effect may require a Res throw, and dodging
something would likely be a Spd throw. This acts just like a check, but is defensive, and most systems
would call this a “saving throw”.

Take 10 & Take 20


When a character or creature is not in immediate danger or distracted, it may choose to take 10 on some
rolls (specifically, skill checks). Instead of rolling 1d20 for the check, calculate the result as if the die
had rolled a 10. For many routine tasks, taking 10 makes them automatically successful. Distractions or
threats (such as combat) make it impossible to take 10. In most cases, taking 10 is purely a safety
measure—you know (or expect) that an average roll will succeed but fear that a poor roll might fail, so
you elect to settle for the average roll (a 10). Taking 10 is especially useful in situations where a
particularly high roll wouldn't help.

When a character or creature has plenty of time, and is not faced with threats or distractions, and the
skill being attempted carries no penalties for failure, he/it can take 20. Instead of rolling 1d20 for the
check, just calculate the result as if the die had rolled a 20. Taking 20 means you continue trying until
you get it right, and assumes that you will fail many times before succeeding. Taking 20 takes 20 times
as long as making a single check would take (usually 2 minutes for a skill that takes 1 round or less to
perform). Since taking 20 assumes that your character will fail many times before succeeding, your
character would automatically incur any penalties for failure before he or she could complete the task
(hence why it is generally not allowed with skills that carry such penalties).

Strength
A Strength check can model any attempt to lift, push, pull, or break something, to force your body
through a space, or to otherwise apply brute force to a situation. The Athletics skill reflects aptitude in
certain kinds of Strength checks.

Athletics
Your Strength (Athletics) check covers difficult situations you encounter while climbing, jumping, or
swimming. Examples include the following activities:

• You attempt to climb a sheer or slippery cliff, avoid hazards while scaling a wall, or cling to a
surface while something is trying to knock you off.
• You try to jump an unusually long distance or pull off a stunt mid-jump.
• You struggle to swim or stay afloat in treacherous currents, storm-tossed waves, or areas of
thick seaweed. Or another creature tries to push or pull you underwater or otherwise interfere
with your swimming.

Other Strength Checks


The DM might also call for a Strength check when you try to accomplish tasks like the following:
• Force open a stuck, locked, or barred door
• Break free of bonds
• Push through a tunnel that is too small
• Hang on to a wagon while being dragged behind it
• Tip over a statue
• Keep a boulder from rolling
Magic
Magic measures mental acuity, accuracy of recall, and the ability to reason. An Magic check comes into
play when you need to draw on logic, education, memory, or deductive reasoning. The Arcana, History,
Investigation, Nature, and Religion skills reflect aptitude in certain kinds of Magic checks.

Arcana
Your Arcana check measures your ability to recall lore about spells, magic items, eldritch symbols,
magical traditions, alternate planes of existence, and the inhabitants of those planes.

History
Your History check measures your ability to recall lore about historical events, legendary people,
ancient kingdoms, past disputes, recent wars, and lost civilizations.

Investigation
When you look around for clues and make deductions based on those clues, you make an Investigation
check. You might deduce the location of a hidden object, discern from the appearance of a wound what
kind of weapon dealt it, or determine the weakest point in a tunnel that could cause it to collapse.
Poring through ancient scrolls in search of a hidden fragment of knowledge might also call for an
Investigation check.

Nature
Your Nature check measures your ability to recall lore about terrain, plants and animals, the weather,
and natural cycles.

Religion
Your Religion check measures your ability to recall lore about deities, rites and prayers, religious
hierarchies, holy symbols, and the practices of secret cults.

Other Magic Checks


The DM might call for an Intelligence check when you try to accomplish tasks like the following:
• Communicate with a creature without using words
• Estimate the value o f a precious item
• Pull together a disguise to pass as a city guard
• Forge a document
• Recall lore about a craft or trade
• Win a game of skill
Skill
Skill measures your innate ability to interact effectively with others, either in combat or socially. It
includes such factors as confidence and eloquence, and it can represent a charming or commanding
personality. A Skill check might arise when you try to influence or entertain others, when you try to
make an impression or tell a convincing lie, or when you are navigating a tricky social situation. The
Deception, Intimidation, Performance, and Persuasion skills reflect aptitude in certain kinds of
Charisma checks.

Deception
Your Deception check determines whether you can convincingly hide the truth, either verbally or
through your actions. This deception can encompass everything from misleading others through
ambiguity to telling outright lies. Typical situations include trying to fast-talk a guard, con a merchant,
earn money through gambling, pass yourself off in a disguise, dull someone’s suspicions with false
assurances, or maintain a straight face while telling a blatant lie.

Intimidation
When you attempt to influence someone through overt threats, hostile actions, and physical violence,
the DM might ask you to make a Intimidation check. Examples include trying to pry information out of
a prisoner, convincing street thugs to back down from a confrontation, or using the edge of a broken
bottle to convince a sneering vizier to reconsider a decision.

Performance
Your Performance check determines how well you can delight an audience with music, dance, acting,
storytelling, or some other form of entertainment.

Persuasion
When you attempt to influence someone or a group of people with tact, social graces, or good nature,
the DM might ask you to make a Persuasion check. Typically, you use persuasion when acting in good
faith, to foster friendships, make cordial requests, or exhibit proper etiquette. Examples of persuading
others include convincing a chamberlain to let your party see the king, negotiating peace between
warring tribes, or inspiring a crowd o f townsfolk.

Other Skill Checks


The DM might call for a Skill check when you try to accomplish tasks like the following:

• Find the best person to talk to for news, rumors,and gossip


• Blend into a crowd to get the sense of key topics of conversation
Speed
Speed measures agility, reflexes, and balance. A Speed check can model any attempt to move nimbly,
quickly, or quietly, or to keep from falling on tricky footing. The Acrobatics, Sleight of Hand, and
Stealth skills reflect aptitude in certain kinds of Speed checks.

Acrobatics
Your Acrobatics check covers your attempt to stay on your feet in a tricky situation, such as when
you’re trying to run across a sheet of ice, balance on a tightrope, or stay upright on a rocking ship’s
deck. The DM might also call for an Acrobatics check to see if you can perform acrobatic stunts,
including dives, rolls, somersaults, and flips.

Sleight of Hand
Whenever you attempt an act of legerdemain or manual trickery, such as planting something on
someone else or concealing an object on your person, make a Sleight of Hand check. The DM might
also call for a Sleight of Hand check to determine whether you can lift a coin purse off another person
or slip something out of another person’s pocket.

Stealth
Make a Stealth check when you attempt to conceal yourself from enemies, slink past guards, slip away
without being noticed, or sneak up on someone without being seen or heard.

Other Speed Checks


The DM might call for a Speed check when you try to accomplish tasks like the following:

• Control a heavily laden cart on a steep descent


• Steer a chariot around a tight turn
• Pick a lock
• Disable a trap
• Securely tie up a prisoner
• Wriggle free of bonds
• Play a stringed instrument
• Craft a small or detailed object
Defense
Defense measures health, stamina, and vital force. Defense checks are uncommon, and no skills apply
to Defense checks, because the endurance this ability represents is largely passive rather than involving
a specific effort on the part of a character or monster. A Defense check can model your attempt to push
beyond normal limits, however. The DM might call for a Defense check when you try to accomplish
tasks like the following:

• Hold your breath


• March or labor for hours without rest
• Go without sleep
• Survive without food or water
• Quaff an entire stein of ale in one go
Resistance
Resistance reflects how attuned you are to the world around you and represents perceptiveness,
intuition, and mental fortitude. A Resistance check might reflect an effort to read body language,
understand someone’s feelings, notice things about the environment, or care for an injured person. The
Animal Handling, Insight, Medicine, Perception, and Survival skills reflect aptitude in certain kinds of
Resistance checks.

Animal Handling
When there is any question whether you can calm down a domesticated animal, keep a mount from
getting spooked, or intuit an animal’s intentions, the DM might call for a Animal Handling check. You
also make a Animal Handling check to control your mount when you attempt a risky maneuver.

Insight
Your Insight check decides whether you can determine the true intentions o f a creature, such as when
searching out a lie or predicting someone’s next move. Doing so involves gleaning clues from body
language, speech habits, and changes in mannerisms.

Medicine
A Medicine check lets you try to stabilize a dying companion, diagnose an illness, or help an ally to
recover.

Perception
Your Perception check lets you spot, hear, or otherwise detect the presence of something. It measures
your general awareness of your surroundings and the keenness of your senses. For example, you might
try to hear a conversation through a closed door, eavesdrop under an open window, or hear monsters
moving stealthily in the forest. Or you might try to spot things that are obscured or easy to miss,
whether they are orc s lying in ambush on a road, thugs hiding in the shadows of an alley, or
candlelight under a closed secret door.

Survival
The DM might ask you to make a Survival check to follow tracks, hunt wild game, guide your group
through frozen wastelands, identify signs that animals live nearby, predict the weather, or avoid
quicksand and other natural hazards.

Other Resistance Checks


The DM might call for a Resistance check when you try to accomplish tasks like the following:

• Get a gut feeling about what course of action to follow


• Discern whether a seemingly dead or living creature is undead
Combat
Combat in the Fire Emblem TTRPG works as close to the games as possible while still being done in
the vein of more traditional TTRPG's. This chapter will explain combat from beginning to end.

Deployment & Turn Order


At the start of combat, the GM will typically tell the players where they may place their characters on
the map. Many times, the GM will also place the enemy units, and potentially any non-player
characters (NPC's) that might be present. However, sometimes the GM may opt to hide enemies that
are beyond a certain distance away, due to fog or the like.

There are three methods to determining the turn order of an encounter: Classic, Initiative, and Hero.
The GM and players should agree upon a method before starting a campaign. The default choice is
Classic.
• Classic: The Classic style of turn order is the most reminiscent of the Fire Emblem video
games. In short, the players' team goes before the enemy team(s). Players may act in any order
they want, but each player must complete their turn before handing it off to the next player.
Once all players have concluded their turns, the GM conducts the enemies' turns.
• Initiative: The Initiative style is much more similar to more well known TTRPG systems,
where you roll to determine turn order. Roll a d20 and add your unit's Speed score to the result.
That is your initiative value. All units (player and GM-controlled) act in order from highest
initiative to lowest. Ties are resolved by rolling off with 1d20.
• Hero: The Hero style is a slightly simpler version of the Initiative style. Merely compare the
speed of all units participating in the battle. The unit with the highest Speed acts first, going in
order to the unit with the lowest Speed. Ties are resolved by rolling off with 1d20.

Movement
Movement, as the name implies, is how you get units from Point A to Point B. In Fire Emblem, it is
handled on a grid. Any unit may move a number of squares (or “Tiles”) equal to its Movement
(commonly abbreviated as “Mov.”) value in one turn. The unit must move no more than that amount in
a single turn, and they cannot move after performing an action, such as attacking or trading. There is no
diagonal movement; all movement must be made in cardinal directions. Some terrain may slow down
the speed with which a unit can move, such as mountains or deserts. Many class changes can increase
the Movement value of a unit.

Actions / Commands
There are other Actions that a unit can perform besides movement, such as trading, attacking, and
Pairing Up. Attacking an enemy, using an item, and initiating or separating a Pair Up end a unit's turn.
Trading or using a convoy does not. Each is described below.
Attack
Attacking is the action you take if you wish to use one of your unit's weapons to deal damage to an
enemy, perhaps by slashing at them with a sword. You must be in range of the enemy (as indicated by
your weapon's Range stat) in order to attack them. Many, many things can affect your ability to hit an
enemy with an attack, but we'll start with the simpler formula. The simplified formula for determining
your unit's chances of hitting, known as the Hit Rate, an enemy is:

(Skill x 3) + Hit + (Luck / 2)

Where Skill is your unit's Skill score, Luck is your unit's Luck score, and Hit is the Hit rating of the
weapon being used. However, if your unit does not have a rank in that weapon family, he does not add
the Hit rating to the chance of hitting. That aside, this formula is only the attacker's input on this attack.
The defender subtracts his avoid rating from that Hit Rate calculated earlier. A defender's Avoid can be
simply calculated with the following formula:

(Speed x 3 + Luck) / 2

Where Speed is the defender's Speed score and Luck is his Luck score. Let's run through a full
example. In this example, you get to be the Myrmidon attacking a Thief.

Example 1: Level 5 Myrmidon wielding a bronze sword vs. a level 5 Thief

Myrmidon's Attack: (12 x 3) + 100 + (1 / 2) = 136


Thief's Avoid: (11 x 3 + 2) / 2 = 17

136 – 17 = 119%

Looks like that Thief can't avoid you!

It is important to note that in Fire Emblem, unlike most games, if you attack an enemy, they get to
attack you back (assuming that they are able).

Calculating Damage
Now that you've hit your target, we need to calculate how much damage you've done to him. The
damage formula is simple.

Physical Attacks:
Attacker's Strength + Weapon's Might – Target's Defense

Magical Attacks:
Attacker's Magic + Weapon's Might – Target's Resistance

Critical Hits
Occasionally, your weapon will strike a weak point in the enemy's armor or perhaps a vital organ.
These hits are represented by critical hits. After you've rolled an attack that hits, before rolling damage,
roll to see if the attack is a critical hit. To do this, calculate your Critical Chance (Crit %). After
calculating this chance, subtract the enemy's Dodge (also known as critical avoid) from this number. A
unit's critical avoid is most commonly just their Luck, but other bonuses can sometimes occur. Then
roll a d%. If the number you roll is equal to or less than your Crit %, then the attack is a critical hit and
damage dealt is tripled (after comparing to the target's relevant defense stat). Your Crit % is calculated
as (Skill/2) + (Weapon's Crit).

Double Attack
Some characters will have much higher speed than others. For example, a Myrmidon usually has much
higher speed than the slow and cumbersome Knight. If a character has 5 or more Speed than his
opponent, that character makes two attacks instead of one. There is no penalty to these attacks, unlike
many other table-top role-playing games.

Effective Damage
Some weapons deal “effective damage” toward certain units. The most common example is that bows
deal effective damage to flying units, such as Pegasus Knights. When a weapon is stated to deal
effective damage to a target, the bonus is to triple (3x) the equipped weapon's might. The exception is
the Ballista, which only doubles (2x) the might.

Usable Weapons & Weapon Proficiency


A unit can only effectively use weapons of the families listed at the top of its entry in this book. For
example, a Myrmidon can only effectively use swords and a Cavalier can only effectively use lances
and swords. In the games, a unit could never even attempt to wield something outside of its class's
proficiencies.

In this game, however, we allow a bit more leniency for realism's sake. A unit may use any weapon
(other than using stones that they lack the racial ability to use, such as Taguels trying to use a
dragonstone). However, if they are not proficient in a weapon, the unit takes a -20 penalty to Attack and
a -20% penalty to Damage with the weapon to represent the fact that they are out of practice with that
weapon type.

Additionally, if a unit lacks the proper rank to wield a weapon, they suffer an additional penalty to
Attack with that weapon based upon the difference in Weapon Ranks. This penalty is -10 per rank. For
example, a Swordmaster unit currently has Rank B in swords and has found the legendary sword Sol
Katti, which requires an S rank. In order to use this sword, the Swordmaster in this example would
suffer a -20 penalty to Attack.

A unit trying to wield a weapon with which they are not proficient, they will count their weapon
experience as half of what it is otherwise in that weapon. For example, a unit with S-rank swords that is
no longer proficient in swords will count his WEx as 125 (250 / 2), thereby barely qualifying as a B-
rank.

Attempting to wield dark magic, without the ability to provided by being a Dark Mage, Sorcerer, or
having Shadowgift ability incurs an additional -20 penalty to Attack and -20% to Damage. This is to
represent that Dark magic is typically far too dangerous to be wielded by those unfamiliar with it. This
penalty can stack with Rank penalties and not being proficient with tomes/scrolls. So a unit that isn't
proficient with Tomes trying to use Flux (a Rank E Dark Magic tome) automatically suffers a -40%
penalty to Attack and Damage with that weapon.
Staves and rods are a little different because many of them don't roll to hit. Those that do still take the
normal Attack penalties. Staves and rods that heal, however, take a cumulative penalty to Heal of 25%
per rank difference. Staves and rods that have range take a penalty to range of 20% (minimum 1
square) per rank difference.

Weapon Families
Each physical weapon family has a couple of different sub-groups that share proficiencies, but have
different stats. Katanas are part of the Sword family, clubs are part of the Axe family, naginatas are part
of the Lance family, knives are part of the Shuriken family, yumi are part of the Bow family, and scrolls
are part of the Tome family.

Trade/Convoy
Instead of attacking, you may trade items with an adjacent, allied unit who is willing to trade with you.
You may not force an ally to trade something normally. However, the GM may allow character's to roll
opposing Athletics checks to see who wins a tug-of-war over an item. Alternatively, the army may have
access to a convoy (see the Items chapter).

Use an Item
Another command you may make is to make your unit use an item, such as a Vulnerary, Goddess Icon,
or other consumable item.

Use a Command Skill


You may also use a Command Skill as an action instead of attacking. An example would be any of the
many “Rally” abilities, such as the Cleric's Rally Luck skill. Command abilities require an action to
activate.

Terrain & Cover


Terrain is a mechanic which influences how units interact with and are affected by the terrain of the
world around them as they progress through battles. Different types of terrain can impair how far a unit
can move across the battlefield in a single turn, but conversely hiding in rougher terrain also helps units
better defend themselves from enemy attack. Every space/tile on a battlefield's map is classified as a
type of terrain, and accordingly brings with it a set of properties which influence the stats of a unit who
stands on or passes across it in several ways. The default terrain type is plains (or floor when indoors),
which is a neutral terrain with no effect on units' stats and allows them to move unhindered. Other
recurring terrain types include:
Move
Terrain Def Avoid Heal Other Data
Cost
Bridge - - - 1 -
Cliff - - - 1 Only flying units can cross this terrain.
Tome-using units, flying units, and Fighters can cross
Desert - - - 2 at normal speed. Non-flying mounted units may only
move 2 squares per turn.
Forest 1 10 - 2 -
Fort 2 20 20% 1 -
Gates cost 1 Movement if open, but are impassable if
Gate/Throne 3 20 20% 1/-
closed.
High
- - - 1 Only flying units can cross this terrain.
Ground
Only flying units can cross this terrain, but they cannot
Lava - - - 1
stop over it.
Mountain 2 20 - 3 -
Only flying units, Fighters, and Berserkers can cross
Peak 3 30 - 3
this.
Pillar 1 10 - 1 -
Water - -10 - 3 -
Ruins 2 20 - 2 -
Stairway - 10 - 1 Units tend to spawn from these points.
The Weapon Triangle
The weapon triangle is a mainstay of the Fire Emblem series, having been around since the fourth
game. It is a rock-paper-scissors-style mechanic, granted weapon families advantages over another. In
this system, sword and magic wielders have a better hit chance against axes and bows, axes and bows
have a better hit chance against lances and shuriken, and lances and shuriken are more liable to hit
swords and tomes. If a character's weapon type beats the enemy's weapon type, that character will have
a weapon triangle advantage, while the enemy will have a disadvantage. How drastic the advantage and
disadvantage are is dependent upon the weapon rank of the unit with the advantage. The table below
has the values for the advantages and disadvantages.

Weapon Rank Weapon triangle Weapon triangle


(advantageous side) advantage disadvantage
E or D Hit rate +5 Hit rate -5
C Hit rate +10 Hit rate -10
B Hit rate +10, Damage +1 Hit rate -10, Damage -1
A or S Hit rate +15, Damage +1 Hit rate -15, Damage -1

Note: if the players do not want to use this system, it can be left out. However, it adds more flavor and
tactics to the game.

Defeat and Death


Sometimes a player might take a hit too great to fight through. This could be a lucky critical hit from an
enemy or a truly powerful strike from a boss above their league. Either way, it would be a bit harsh to
have players be outright dead forever upon being unlucky enough to hit 0 HP once. This system will
use a slightly more forgiving defeat and death system, using a sort of condition track.

Once a unit reaches 0 HP in a battle, it is removed from the battlefield as they flee. It will then move
one spot down on the condition track. If it is defeated by a critical hit, it moves two spots down the
track. If it is defeated again, it moves another spot down the track as its body strains to recover from its
injuries. The condition track has penalties to a character's attribute scores (a.k.a. stats) until it recovers.
A unit can recover one step up on the condition track by not dropping further down the track for five
days (assuming that they're not dead).

Condition Penalty
Normal No penalties.
Minor Injuries -1 to all Attributes
Major Injuries -2 to all Attributes
Severe -5 to all Attributes
Critical -10 to all Attributes
DEAD Unit is dead.
The Support, Pair Up, and Dual Systems
Support System
Support is a game mechanic that deals with relationships between characters. The support bond is rated
as Rank C through S, with S being the highest. Characters start with no rank at all with a character they
have not interacted with. If a unit is adjacent to a unit with which he has a bond, he will gain boosts to
certain combat values:

• C support awards +10 to Hit and Avoid


• B support adds +10 to Hit, Avoid and Critical evade
• A support adds +10 to Hit, Avoid, Critical rate and Critical Evade
• A+/S support adds +15 to Hit, and +10 to Avoid, Critical, and Critical Evade.

These can be boosted further if one of the characters has the Dual Support+ skill. These stat boosts will
only take effect if the supporting characters are paired up or adjacent to each other. Characters gain
support levels by acting together, particularly in battle. Just like leveling up normally, characters gain
support points to level up their support levels. Any given bond can only earn up to 27 points in a single
battle.

Action Support Points Awarded


Battle an enemy with a Support Unit (such as a Pair Up) +6
Battle an enemy while adjacent to an ally (A unit not Supporting in
+2
battle)
Healing or Dancing for an ally +2
Partner Dual Strikes or Dual Guards +2
Meaningful relationship conversation (up to the GM, should not be
+9
more than once a day)
Use a Seed of Trust while in a Pair Up +9

To get to Rank C with a character, it takes 18 support points. To get to Rank Rank Support Pt.
B, it takes another 27 points to hit Rank B. To get to Rank A it takes another Needed
36. Rank A+ and S require another 45 points. Rank A+ signifies characters
C 18
that have become platonic best friends while Rank S supports are an even
more special rank and signify characters being made spouses of each other. B 45
A 81
Technically, the Fire Emblem games largely disallowed same-gendered
characters to marry (other than Fates, which somewhat changed this) as A+/S 126
well as disallowing parents to marry their offspring. While going against
these rules may be against some cultural morals, who are we to say what you decide is right in your
game? The one suggestion would be that player characters cannot technically force other player
characters or particularly stubborn NPC's to reach “S” rank with them. Also, the games only allow one
“S” rank support and one “A+” rank support per character. You could theoretically have multiple
spouses, but that could cause a meta-gaming issue with characters all being support rank “S” with each
other. Consult your GM, but this guide would recommend that you could have multiple spouses/best
friends, but all units involved should role-play it convincingly in game.

Pair Up & Dual Systems


Pair Up and Dual are a pair of closely-related gameplay systems introduced in Fire Emblem:
Awakening. As related extensions of the support system, these systems award the player's units
statistical bonuses and the chance for their allies to assist them in battle.

The Dual system is the basic layer of these two systems. Whenever a unit in the player's army (the
"lead" unit) enters a battle standing next to any ally, the ally will accompany them in the battle
sequence and provide the lead unit with three major benefits:
• Dual Support, the standard form of support bonuses which boost the lead unit's combat stats
and calculations
• The chance to perform a Dual Strike, in which the supporting unit also attacks the enemy once
the lead unit has attacked
• The chance to perform a Dual Guard, in which the supporting unit blocks an attack from the
enemy, ensuring the lead unit takes no damage

Any allied unit can provide Dual bonuses to any other unit, regardless of whether they can form a
support relationship with them, although units with active support relationships will award higher Dual
Support bonuses than those without. Additionally, while only one supporting unit will enter battle with
the lead unit, the lead unit will gain cumulative Dual Support bonuses from all allied units situated
adjacent to them; the unit who enters battle will be the one with the highest support relationship with
the lead unit, if applicable.

Pair Up serves as an extension of Dual which takes the concept to its logical conclusion and has two
units "combine" on the battlefield onto the same square. When paired up, two units act as a single unit
on the battlefield, with the lead unit taking the lead while the supporting unit remains safely behind
them; the lead unit is granted statistical bonuses based on the supporting unit's current stats and class,
in addition to all the other usual effects of Dual.

Dual Support Bonuses


The dual support bonuses are governed by a series of "dual support levels" (not to be confused with the
actual support ranks, though those do influence the bonus). The lead unit's current dual support level is
calculated by adding up on their current support relationships with their paired-up supporting unit and
all adjacent allied units. The maximum possible dual support level a unit can have is 12. Support ranks
translate to dual support levels as follows:
• No support: 1 level
• C support: 2 levels
• B support: 3 levels
• A support: 4 levels
• A+/S support: 5 levels
Dual support bonus level
Stat
1 2 3 4 5 6 7 8 9 10 11 12
Hit +10 +10 +10 +10 +15 +15 +15 +15 +20 +20 +20 +20
Avoid -- +10 +10 +10 +10 +15 +15 +15 +15 +20 +20 +20
Dodge -- -- +10 +10 +10 +10 +15 +15 +15 +15 +20 +20
Crit -- -- -- +10 +10 +10 +10 +15 +15 +15 +15 +20

Dual Strike Rate


A supporting unit has a chance of executing a Dual Strike after every hit the lead unit makes, and if
they are wielding a brave weapon, the supporting unit will strike twice if they get a Dual Strike. The
rate of activating a Dual Strike is calculated based on the skill stat of both the lead and supporting unit,
and is boosted significantly by support relationships.

Support status Dual Strike rate calculation


None [Lead's Skl] + [Supporter's Skl] / 4 + 20
C Rank [Lead's Skl] + [Supporter's Skl] / 4 + 30
B Rank [Lead's Skl] + [Supporter's Skl] / 4 + 40
A Rank [Lead's Skl] + [Supporter's Skl] / 4 + 50
A+/S Rank [Lead's Skl] + [Supporter's Skl] / 4 + 60

Dual Guard Rate


A supporting unit has a chance of executing a Dual Guard against any attacks the enemy makes toward
the lead unit, which negates all damage the enemy would deal. The rate of activating a Dual Guard is
calculated based on the relevant defensive stat to the weapon type the enemy uses (defense for enemies
with physical weapons, resistance for enemies with magical weapons), using both the lead and
supporting unit's Def/Res. Use Defense if it is a physical attack and Resistance if it's magical.

Support status Dual Guard rate calculation


None [Lead's Def/Res] + [Supporter's Def/Res] / 4
C Rank [Lead's Def/Res] + [Supporter's Def/Res] / 4 +2
B Rank [Lead's Def/Res] + [Supporter's Def/Res] / 4 +5
A Rank [Lead's Def/Res] + [Supporter's Def/Res] / 4 +7
A+/S Rank [Lead's Def/Res] + [Supporter's Def/Res] / 4 +10
Pair Up Bonuses Class
Apothecary
Str Mag Skl Spd Luck Def Res Mov
+2 +0 +2 +2 +0 +0 +0 +0
When paired up, the lead unit is awarded three Archer +2 +0 +2 +0 +0 +2 +0 +0
cumulative sets of stat bonuses. Assassin +2 +0 +2 +4 +0 +0 +0 +0
Ballistician +4 +0 +3 +0 +1 +0 +0 +0
Basara +1 +1 +1 +1 +4 +0 +0 +0
Stat-Based Bonuses Berserker +5 +0 +2 +1 +0 +0 +0 +0
Blacksmith +3 +0 +3 +2 +0 +0 +0 +0
The supporting unit gives the lead unit bonuses to Bow Knight +0 +0 +3 +3 +0 +0 +0 +1
all of their stats, except HP and movement, Cavalier +2 +0 +1 +1 +0 +2 +0 +0
Cleric +0 +2 +0 +0 +2 +0 +2 +0
depending on their own current stats: Dancer +0 +0 +0 +3 +3 +0 +0 +0
• +1 for each stat which = 10-19 Dark Flier +0 +3 +0 +3 +0 +0 +2 +0
Dark Knight +0 +2 +0 +0 +0 +3 +1 +1
• +2 for each stat which = 20-29 Dark Mage +0 +3 +0 +0 +0 +3 +0 +0
• +3 for each stat which = 30+ Dread Fighter +3 +1 +0 +1 +0 +0 +3 +0
Falcon Knight +0 +0 +0 +4 +0 +0 +4 +0
Fighter +3 +0 +2 +1 +0 +0 +0 +0
Class-Based Bonuses General +3 +0 +0 +0 +0 +5 +0 +0
Grandmaster +2 +2 +2 +2 +0 +0 +0 +0
The supporting unit also provides stat bonuses Great Knight +3 +0 +0 +0 +0 +3 +0 +1
based upon their class. See table. Great Lord +0 +0 +0 +3 +3 +0 +0 +0
Great Master +3 +0 +0 +3 +2 +0 +0 +0
Griffon Rider +3 +0 +0 +0 +1 +2 +0 +1
Support Level Bonuses Hero +0 +0 +3 +3 +0 +2 +0 +0
Hoshido Noble +3 +2 +0 +0 +0 +3 +0 +0
The support level bonuses give further boosts Kinshi Knight +0 +0 +2 +2 +2 +0 +2 +0
only to those stats given the class bonuses Kitsune +0 +0 +0 +3 +0 +0 +3 +0
Knight
depending on how strong the support relationship Lodestar
+2 +0
+2 +0
+0 +0
+0 +3
+0
+3
+4 +0
+0 +0
+0
+0
between the lead and supporting units is. This will Lord +0 +0 +0 +2 +2 +0 +0 +0
not award any further bonuses to movement. Mage +0 +4 +2 +0 +0 +0 +0 +0
Maid +1 +1 +2 +2 +1 +0 +1 +0
• +1 if they have a C rank or B rank support Malig Knight +2 +2 +0 +0 +0 +0 +4 +0
with each other Manakete
Master Ninja
+2 +2 +0 +0 +0 +2 +2 +0
+0 +0 +3 +3 +0 +0 +2 +0
• +2 if they have an A rank, A+ rank, or S Master of Arms +4 +0 +2 +2 +0 +0 +0 +0
Mechanist
rank support with each other Mercenary
+0 +0
+0 +0
+3 +2
+2 +3
+0
+0
+0 +2
+1 +0
+1
+0
Merchant +3 +0 +2 +0 +3 +0 +0 +0
Note: like the weapon triangle, if the players do Myrmidon +0 +0 +0 +4 +2 +0 +0 +0
Nine-Tails +0 +0 +0 +4 +0 +0 +4 +0
not want to use these systems, they can be left Ninja +0 +0 +3 +3 +0 +0 +0 +0
out. However, it adds more flavor and tactics to Nohr Noble +2 +3 +0 +0 +0 +0 +3 +0
Nohr Prince +2 +1 +1 +1 +1 +0 +0 +0
the game. However, the majority of these values Oni Chieftain +3 +0 +0 +1 +0 +4 +0 +0
are auto-calculated on the automated character Oni Savage +3 +0 +0 +0 +0 +3 +0 +0
Paladin +2 +0 +2 +2 +0 +2 +0 +0
sheet to make it easier for players to look up such Pegasus Knight +0 +0 +0 +3 +0 +0 +3 +0
values. Sage +0 +4 +2 +0 +0 +0 +2 +0
Sniper +3 +0 +3 +0 +0 +2 +0 +0
Sorcerer +0 +3 +0 +0 +0 +2 +3 +0
Spear Fighter +2 +0 +2 +2 +0 +0 +0 +0
Spear Master +3 +0 +3 +2 +0 +0 +0 +0
Strategist +0 +3 +0 +2 +0 +0 +3 +0
Swordmaster +0 +0 +0 +5 +3 +0 +0 +0
Tactician +1 +1 +2 +2 +0 +0 +0 +0
Taguel +3 +0 +2 +3 +0 +0 +0 +0
Thief +0 +0 +2 +2 +0 +0 +0 +1
Trickster +0 +2 +1 +3 +0 +0 +0 +1
Troubadour +0 +2 +0 +1 +0 +0 +3 +0
Vanguard +4 +0 +0 +0 +1 +3 +0 +0
Villager +0 +0 +3 +0 +3 +0 +0 +0
War Cleric +2 +2 +0 +0 +2 +0 +2 +0
Warrior +4 +0 +4 +0 +0 +0 +0 +0
Witch +0 +4 +0 +4 +0 +0 +0 +0
Wolfskin +3 +0 +0 +2 +0 +1 +0 +0
Wolfssegner +3 +0 +0 +3 +0 +2 +0 +0
Wyvern Lord +4 +0 +0 +0 +0 +4 +0 +0
Wyvern Rider +3 +0 +0 +0 +0 +3 +0 +0
Calculating Experience
Players gain experience from their adventures out in the world. They gain experience for damaging or
defeating an enemy, healing an ally, or any special instance that the GM feels the characters deserve
some Ex, such as a meaningfully role-played conversation. There are two main ways to give
experience: the classic TTRPG method or the classic Fire Emblem method. The classic TTRPG is
much simpler and faster. As such, it is likely the better choice for most groups who down want to slow
down play figuring out experience. Make the decision for your group by reading below.

Classic TTRPG Method


The classic TTRPG method is much simpler and quicker than the classic Fire Emblem method, and
rewards group play over individual heroics. Experience is added up after an encounter and distributed
evenly among all participating units. It's a much rougher method, mathematically, but it gets players
back into the action much more quickly.

Ex = number of enemy units defeated *


(20 + ((average enemy internal level - average ally internal level ) x 3))

An optional bonus is to allow players to also share experience gained by units using staves. Tally up the
experience gained and add it to the amount above before distributing experience.

Hybrid Method
Alternatively, as a variant of the TTRPG version above, the GM can award experience per kill and heal
(or dance, etc.) right away as the unit is felled or the action is completed. This allows units to level up
and grow stronger mid-battle, which can make for some interesting story development and combat. For
example, imagine a Swordmaster hitting level 5 and learning Astra while tangling with the boss and
using it suddenly to beat him. That can make story during battle more dynamic and memorable. The
other difference in this method is that, instead of averaging out the internal levels of all the enemy
units, just use the internal level of the enemy unit itself. This means the experience for any defeated
enemy is calculated as follows:

Ex = (20 + ((enemy internal level - average ally internal level ) x 3))

Classic Fire Emblem Method


The classic Fire Emblem method involves a lot of mathematics, formulas, and variables. It is largely
for die-hard Fire Emblem fans who want to remain as close to the original game mechanics as possible.
It rewards individual actions such as damaging or defeating an enemy or healing an ally. The amount of
experience gained by using staves/rods will be included in their profiles in the Items & Equipment
chapter.

Damaging an Enemy
Characters gain a small amount of experience points (Ex) for damaging an enemy unit. The formula for
how much experience they earn is based mostly on the level difference between the units, rewarding
characters for taking down stronger enemies and bigger threats. Use the formula below, unless the foe
is of a lesser level than the unit earning Ex. If that is the case, 10 Ex is instead earned.

Ex = (31 + level difference) / 3

Level Difference (LD)


The formula for level difference is:

LD = (enemy's Level + enemy's Promotion bonus) - (unit's Internal Level)

The promotion bonus in this case is 20 if the enemy is a promoted class, such as Paladin, Warrior, or
Sage. The player's internal level is a cumulative representation of all of the levels that they have gained.
A unit's internal level is simply their class level if the have never class changed.

Internal Level = Displayed Level + Promotion bonus + Cumulative Level

A unit's displayed level is the unit's level in their current class. If the unit is a member of a promoted
class, they add the promotion bonus of 20. Special classes do not count as promoted classes. The
cumulative level attempts to represent a character's overall level based upon all of their previous classes
and levels in those classes. Each time a unit uses a Second Seal to switch classes, add the following to
their cumulative level (up to a maximum of 20):

(Displayed Level at time of Seal usage + Promotion bonus - 1) / 2

It would benefit a player to note their character's internal level on their character sheet for much
quicker math.

For example, if Donnel uses a Second Seal as a Level 15 Villager to reclass to a Level 1 Mercenary, his
cumulative Level becomes (15 - 1) / 2 = 7, which means his internal Level is equal to 1 + 7 = 8.

If he then uses a Master Seal as a Level 10~20 Mercenary to promote to a Level 1 Hero, his cumulative
Level remains unchanged at 7, making his internal Level equal to 1 + 20 + 7 = 28.

Finally (for the purpose of this example), if he uses a Second Seal as a Level 15 Hero to reclass to a
Level 1 Bow Knight, his cumulative Level will increase by (20 + 15) / 2 = 17, placing it at 7 + 17 =
24. This value is reduced to 20, so his internal Level will be equal to 1 + 20 + 20 = 41.

NOTE: It is possible for a unit's internal level to decrease, most often from using a second seal while
being a member of a promoted class in order to demote to a base class, perhaps in order to pick up
some useful abilities. For this reason, it is useful to keep all your levels ever gained written down, so
that you can always easily calculate your Ex.

Defeating an Enemy
Defeating an enemy provides experience points very similarly to simply damaging an enemy, but in
significantly greater numbers. Use the formula below, unless the foe is of a lesser level than the unit
earning Ex. If that is the case, 20 Ex is instead earned.
20 + (level difference x 3)

Non-Lethal Damage
Most enemies and ally NPCs, other than bosses and other heroic allies, tend to readily risk death on the
battlefield. If you're feeling confident about your abilities and want to go easy on your opponent and
make sure to spare their life, you can choose to attack using your weapon in a less than lethal manner.
You cannot crit or activate sword skills while doing so, but you'll ensure they live to run away. You
won't get to capture them, however, that requires the Capture personal ability.

Staff and Dancing Experience


Whenever a unit heals an ally with a staff or dances to give an ally a second turn, they earn Ex based
upon a different formula. When using a staff on an ally, Ex is calculated with the following formula:

Staff Ex = Base value - (Internal Level - 5) / 3 + Unpromoted bonus

Here, base value is the Ex value provided innately by the staff itself. Typically, more powerful staves
provide more Ex per use. If the unit's internal level minus five, per the second part of the formula, is
less than zero, just replace it with zero. If the unit is a base class, such as Cleric, the unpromoted bonus
is +8. Dancers do not get this bonus, as they are special classes. Dancers also always use a base value
of 17 when dancing.
Weapon Ranks
Weapon Experience (WEx)
Characters also gain weapon experience to raise their proficiency with their weapons. This experience
is completely separate from a unit's Ex that they use to level up. When using a weapon, such as a
sword, bow, or tome, they gain 2 weapon experience towards that weapon class. For example, if a
Myrmidon attacks a cavalier while using a sword, he gains 2 WEx for swords. Every unit starts with 1
WEx in any weapon type with which they are proficient. Advancing in weapon rank allows a unit to
use more, and often better, weapons of that family. The required WEx needed to level up to the next
rank is displayed below:
Weapon Rank Req. WEx Total WEx
E to D 30 31
D to C 40 71
C to B 50 121
B to A 60 181
A to S 70 251

Weapon Rank Combat Bonuses


Having a high weapon rank is also reflected in combat. A unit gains specific bonuses towards the use of
their weapon based off what weapon family it belongs to and how skilled they are with it. See the table
below:

Weapon C rank B rank A rank S Rank


Sword, Dagger Damage +1 Damage +2 Damage +3 Damage +4, Hit +5
Lance, Bow, Tome, Damage +1 Damage +1, Hit +5 Damage +2, Hit +5 Damage +3, Hit
Stones, etc. +10
Axe Hit +5 Hit +10 Damage +1, Hit Damage +2, Hit
+10 +15
Staff Heal +1 Heal +1, Hit +5 Heal +2, Hit +5 Heal +3, Hit +10
Leveling Up
Once a unit has reached or exceeded 100 experience, he levels up, increasing his stats and potentially
gaining new abilities. All classes other than special classes have a maximum level of 20. This chapter
will detail the process for leveling up as well as changing classes.

1. Increase Level
First, change the level of your unit in his character sheet to be one higher than it currently is (assuming
that he is not max level for that class) and any experience that the character had over 100 when leveling
transitions over, and becomes the current experience. For example, if a character with 85 Ex gains 25
more Ex, that would total to 110 Ex. He gains a level and his new Ex value becomes 10. If a unit
reaches the max level in a class, the extra experience past 100 does not carry over.

2. Roll for Stat Increases


Once the character has reached their new level, it is time to (hopefully) increase their stats. Each of a
character's stats has a growth rate that is the combination of their personal growth rate and the growth
rate of the class. For each stat, roll a d% and compare it to the growth rate for that stat. If the rolled
result is less or equal to the character's growth rate, he gains +1 to that stat. As mentioned earlier, it is
possible to have a growth rate higher than 100%. In that case, the character gets a guaranteed +1 to the
appropriate stat. In addition, roll as normal. Compare the result of the roll to the (growth rate – 100).
For example, if a character has a growth rate of 125% for Skill, you get +1 to Skill and then must roll.
If you roll a 25 or less, you get another +1 to the stat.

3. Check for New Abilities


Once a character hits level 10 in a base class, 5 or 15 in a promoted class, or 10, 25, or 35 in a special
class, they gain a new skill provided by that class. That class is added to that unit's repertoire of
abilities. However, a character can only have four abilities equipped at any time. If a unit already has
the maximum four abilities equipped and would gain a skill in the middle of a battle, they must wait
until after to swap abilities to equip their new skill. Otherwise, the skill is equipped immediately. Also,
a unit can only gain the same skill once. If they gain the same skill from another class they do not gain
the skill a second time.

4. Update Levels
After taking care of the rest of your leveling, don't forget to update your internal level, cumulative
level, and other such numbers so that you gain experience at the correct rate. You wouldn't want to
cheat yourself!
Class Change
Class Changing is the process through which a character changes their current class into a different and
often stronger version of their current class. There are two types of class change: promotion and
reclassing. All of these changes are achieved by a special class of items called Seals. Each kind of seal
will be explained below:

Seals
Master Seal
A Master Seal is used to promote a base class to a more powerful version of itself. A Master Seal can
be used by any unit that is currently at least level 10 in a base class. Using a Master Seal causes a unit
to be level 1 in its new class. For example, a Myrmidon can use a Master Seal to promote into a Level 1
Swordmaster.

Second Seal
A Second Seal is more complex than a Master Seal. While a Master Seal is used for promotion, a
Second Seal is typically more of a lateral switch into a different class base upon your current class. It
can also be used to switch back to level 1 of the same class once you've hit the maximum so that you
can simply gain levels to gain stats without having to change classes. Using a Second Seal causes a
unit to be level 1 in its new class. The table below will illustrate the many ways a Second Seal can be
used depending upon the class and level of a unit:

Unit Status Available Class Pool


Base class, levels 1-9 Cannot be used
Special class, levels 1-9
Base class, levels 10-19 Any base class choice for the unit not
Special class, levels 10-39 currently in use by it
Base class, level 20 Any base class choice available to the unit
Advanced class, levels 1-9
Advanced class, levels 10- Any class choice for the unit not currently
19 in use by it
Advanced class, level 20 Any class choice available to the unit
Special class, level 40

Note: a unit may use a Second Seal to reclass into any class (of the correct tier) that has a restriction as
long as the unit meets any and all restrictions. For example, a manakete Fighter can use a Second Seal
to reclass into a Manakete-class unit at any time.
Heart Seal
A Heart Seal can be used by a unit to switch into the class that it chose as its Heart Seal class at
creation. The Heart Seal allows a unit to retain its current level in its new class. A unit using a Hear
Seal must reclass into a class of the same tier (for instance, a General would not be able to reclass to the
base classes Knight, only another promoted class).

Reclassing to or from a special class leaves a base class's level untouched, and for advanced classes,
modifies the unit's current level into its special class counterpart by subtracting 20. Heart Seals may be
used at any level. Additionally, If a promoted unit reclasses into another class, they will learn all skills
related to that tier one class and then all skills from that promoted class.

For example, if a Level 15 Master Ninja reclasses into a Hero, they will learn all the Mercenary skills
first, then the Hero skills, unless they already have those skills learned. If not, this means that upon
reclassing and leveling as a Hero, they will learn Good Fortune at level 16, Strong Riposte at level 17,
Sol at level 18 and finally Axebreaker at level 19.

Partner Seal
A Partner Seal functions exactly like a Heart Seal with one change: it allows a unit to reclass into the
starting class of a unit that is has reached S-level support with.

Friendship Seal
A Friendship Seal functions exactly like a Heart Seal with one change: it allows a unit to reclass into
the starting class of a unit that is has reached A+-level support with.

Special Class Seal-like Items


Seal-like items that transform a unit into a specific special class otherwise function just like Heart Seals
with the exception that they can only transform a unit into that specific class.

What Changes?
Change Statistics
Class Change always changes the statistics of a unit, for better or worse. Promotion almost always
results in the vast majority of statistics improving significantly. Reclassing laterally can lead to some
scores improving and others worsening to mark the shift in play style of the new class. A unit's statistics
change according to the difference between the base stat of the new class and the base stat of the old
class.

For example, a Lord promoting to a Great Lord:


Lord Base HP = 18
Great Lord Base HP = 23

Therefore, a Lord promoting into a Great Lord gains 5 HP.


Learn Abilities
If a unit is using a Second Seal to reclass into a class that gains a skill at level 1, the unit gains that
skill. Note that a character using a Heart Seal (or similar Seal) does not gain such a skill, because they
are technically switching classes mid-level. They will gain any abilities as usual at their next level-up.

Passive Powers
If a unit's new class grants a passive power (such as a Pegasus Knight's Flight or a Thief's Fog Sight),
he immediately gains use of it.

Weapon Proficiencies
A unit gains rank “E” proficiency in any weapon family that his new class has that he was not trained in
before, such as a Pegasus Knight gaining rank “E” in tomes when promoting into a Dark Flier. Any
weapon proficiencies it had before are not lost, but will become temporarily unused until the unit
switches into a class that can use those weapons. Even though a unit has training in these other
weapons, it still counts as not having proficiency with them if they are not part of its current class's
weapons. If a unit switches classes into a new class that has a weapon rank maximum lower than its
current rank, it will not lose its old rank, but it will act as if the new, lower maximum were its current
weapon rank.

For example, a Swordmaster with rank “S” in swords reclasses into a Dread Fighter, which has a
maximum rank in swords of “A”. That unit now treats its sword rank as “A”, even though it's truly “S”
rank. If that unit even became a Swordmaster or any other class with a maximum rank of “S” for
swords, he'd immediately be restored to rank “S” in swords.
Abilities
Personal Abilities
Every heroic unit has a skill that is often unique to them and cannot be removed. These abilities cannot
be learned by any other means. Typically, they mimic the character's personality. This is a list of all
such abilities. A character gets to choose one at creation.

Aching Blood Increases critical rate by 10% if using a forged weapon whose name is 12 or
more characters long.
Bibliophile When this unit is carrying 3 or more Tomes, Critical rate +10
Bloodthirst If this unit initiates the battle and KOs an enemy with their attack, Strength,
Magic, Skill and Speed +4 for one turn.
Bushido When this unit is the lead unit, if their Internal Level is greater than or equal to
their support unit’s Internal Level, Critical rate +10, damage +2 and damage
received -2
Calm After choosing to Wait, Skill and Resistance +4 for one Turn.
Capture This unit can capture an enemy upon defeating them with the Capture command.
This unit cannot perform critical hits while attempting to capture.
Chivalry When enemy’s HP is at maximum, damage +2 and damage received -2 during
the battle.
Competitive When this unit is the lead unit and his Internal Level is lower than or equal to
their support unit’s Internal Level, it gains Critical rate +10, damage +3 and
damage received -1.
Countercurse When this unit sustains damage from an enemy’s magic attack, the enemy also
receives half of the same damage.
Daydream When this unit is adjacent to two allies of opposite gender, damage +2 and
damage received -2
Divine Retribution When this unit has no weapon equipped, enemy attacks deal back half of all
damage received in combat.
Draconic Heir When this unit is equipped with a Dragonstone, they recover 15% HP at the start
of their Turn. (Manakete only)
Fancy Footwork When used as a command, Strength and Speed +1 to all allies within a 2 tile
radius for one turn.
Fearsome Blow When this unit defeats an enemy, all adjacent enemies have their HP reduced by
20% of their max HP.
Fierce Counter When an enemy of the same gender initiates the battle, damage +2.
Fierce Mien Avoid -10 to all enemy unit within a 2 tile radius of this unit.
Fierce Rival When this unit is the support unit, if the front unit triggers a critical hit, the user
is guaranteed a critical hit (if their attack connects).
Fiery Blood When this unit's HP is not full, damage +4.
Forager When standing on Mountain, Forest, Wasteland or Field terrain, this unit
recovers 20% HP at the start of the Turn.
Fortunate One Allies within a 2 tile radius have their Critical Evade increased by 15, while this
unit's Critical Evade is increased by 5.
Gallant When this unit is the support unit, if the lead unit is of the opposite gender, the
lead unit’s damage +2.
Goody Basket At the start of the Turn, Luck% chance of recovering 10% HP.
Guarded Bravery When this unit is the lead unit, damage received -2. If not in Pair Up, damage
received +2.
Haiku When this unit is between two allied units on each side opposite each other, this
unit recovers 7 HP, while the the two allies recover 5 HP.
Healing Descant Allies within a 2 tile radius recover 10% HP at the start of the user’s Turn.
Highwayman When this unit triggers a battle, if the enemy cannot counter-attack, enemy’s
Strength and Speed -3 after the battle (recover by 1 each Turn).
Icy Blood When this unit's HP is not full and it sustains damage from a non-adjacent foe,
the enemy receives half that same damage and the enemy’s Skill and Speed is
reduced by 3. Recovers 1/turn.
In Extremis When this unit's HP is under 25%, Critical rate +30
Lily's Poise Adjacent allies deal 1 extra damage and receive 3 less damage.
Lucky Charm Abilities with an activation rate dependent on the Luck stat have their rate
increased by 20%.
Make a Killing Luck% chance of obtaining a Gold Bar worth 300 gold after defeating an enemy.
Miraculous Save If this unit is acting as the support unit, the lead unit has a Luck% chance of
surviving a fatal attack with 1 HP.
Mischievous When this unit triggers the battle and their attack connects with the enemy,
enemy’s Defence -3 after battle and enemy's clothes are torn apart
Misfortunate Enemies within a 2 tile radius have their Critical Evade reduced by 15, while
this unit's Critical Evade is reduced by 5.
Morbid When this unit triggers a battle, recover 20% HP after defeating the enemy.
Celebration
Noble Cause When this unit is the lead unit, if their support unit doesn’t have full HP, damage
+3 and damage received -1.
Opportunist When this unit attacks an enemy who cannot counter-attack, damage increases
by 4.
Optimist After choosing to Wait, Speed +4 and Luck +8 for one Turn.
Optimistic When a staff is used to heal this unit, Recovery x 1.5.
Peacebringer Allies and enemies within a 2 tile radius receive 2 less damage.
Perfect Pitch When used as a command, allies within 2 tiles who have HP lower than this unit
will heal 10% of their max HP.
Perfectionist Hit rate and Avoid +15 when HP is full.
Perspicacious Hit rate +5 for all allies.
Playthings After the start of the user’s Turn, all enemies that are adjacent to this unit have
their HP reduced by 5.
Pragmatic When enemy’s HP is not full, damage +3 and damage received -1 during the
battle.
Pride If this unit's Internal Level is lower than the enemy’s, damage increases by 4.
Prodigy At the start of the battle, if this unit's Strength and Magic is lower than the
enemy’s, damage +4.
Puissance When this unit's Strength is 5 or more points higher than the enemy’s, damage
increases by 3.
Pyrotechnics When this unit triggers a battle at under half HP, the user and enemies within a 2
tile radius have their HP reduced by 20%.
Quiet Strength All allies within a 2 tile radius receive 2 less damage from attacks.
Rallying Cry Allies within a 2 tile radius deal 2 extra damage.
Reciprocity When a unit uses a healing staff on this unit, that unit has their HP restored by
half the same amount.
Rose's Thorns Adjacent allies deal 3 extra damage and receive 1 less damage.
Shuriken Mastery When this unit receives damage from a Shuriken attack, the enemy receives half
the same damage and the Shuriken's stat reduction effect.
Sisterhood/ When this unit is the lead unit, if their support unit is the same gender, damage
Brotherhood +2 and damage received -2.
Supportive When this unit is acting as the support unit, if the front unit has a C or higher
Support with this unit, the front unit’s Hit Rate is boosted by 10, damage by 2,
and damage received is reduced by 2.
Sweet Tooth After choosing to Wait, this unit recovers 4 HP by eating hidden treats.
Triple Threat When at half HP or lower, half the damage received by swords, lances and axes
is also dealt to the enemy.
Unmask Damage +4 and Critical rate +20 in battle when facing a unit of the same gender.
Vendetta When this unit triggers a battle against an enemy it previously battled, damage
+4.
Wind Disciple When this unit's HP is not full, Hit rate and Avoid +10.
Combat Abilities
Combat abilities are abilities that only activate during a battle. They almost always have a chance to
activate based off of one of the unit's stat's. For example, a Swordmaster's Astra skill has a (Skill/2)%
chance to activate with every attack. Sometimes abilities will be guaranteed to activate if certain
conditions are met, such as Vantage always activating if the unit's HP is below half.

Sword Abilities
There are several combat abilities that belong to a family of abilities commonly called “sword
abilities”. This is because they used to belong to classes that activated these abilities with their sword
attacks. Since that time, they have become activatable by any attack made with a weapon that can cause
a critical hit. A unit can have multiple sword abilities equipped at once, but only one can activate at a
time on any given attack. There is a hierarchy that designates which abilities get priority. When testing
to see which skill a unit activates, roll every skill the unit has, starting with the highest priority to the
lowest until they either activate a skill or fail to activate all of the equipped abilities. The priority, in
general, tends to put priority on abilities that have a lower chance to activate, such as Lethality.

Lethality > Aether > Astra > Dragon Fang > Sol > Luna > Ignis > Rend Heaven > Vengeance

Command Abilities
Command abilities, as previously mentioned, are abilities that require an action to activate. Therefore,
using a command abilities prevents a unit from attacking or using other commands, such as the Sing
command of the songstress or the Heal command. They are almost always support abilities designed to
aid nearby allies, such as the many Rally abilities. These abilities are best used when the unit that has
them is more useful for their skill in that moment, as opposed to their other abilities.

Passive Abilities
Passive abilities are the simplest abilities to understand as a whole. They are abilities that are always
always active, such as Hex, or have explicit circumstances that activate them, such as Grisly Wound.
Advanced Classes
Classes in this category are considered to be "advanced", "promoted" or "second-tier" classes. These
classes are advanced versions of base classes, which themselves can access these classes by promoting
into them. These classes typically possess higher stats with more diverse and focused statistical
orientations and weapon access, and typically have access to a broader range of abilities. Compared to
base classes, advanced classes gain experience at a slower rate.
Assassin
Overview
Usable Weapon Types: Swords, Bows
Class Skills (choose four): Acrobatics, Athletics, Deception,
Insight, Intimidation, Perception, Sleight of Hand, Stealth

Assassins are designed to add powerful offensive abilities on


top of the Thief's traditional utility functions. Though their
stats remain in the same pattern as Thieves, with fantastic
skill and speed but average strength, their most iconic feature
is their access to the Lethality skill, which gives them the
ability to instantly kill a foe if it triggers. They also tend to
have significant bonuses added to their critical hit rate. However, they are still fairly frail, with below-
average HP and defense, and poor resistance. Assassins are very much a luck-based class, relying on
random chance of activating critical hits or Lethality, but are extremely dangerous when luck works in
their favor.

The Assassin can have a maximum Weapon Rank of “S” in their primary weapon (the weapon they
chose as a Thief) and a maximum Weapon Rank of “B” in their secondary weapon (the weapon they
chose as a Assassin). If the unit was not previously a Thief, or did not use a Heart Seal to become an
Assassin, then the unit may choose which of the two will be considered their primary.

Abilities
• Innate) +5 hit, +5 crit, +5 avoid, +5 dodge
• Level 5) Lethality (Combat): Instantly defeats the enemy. The chance to activate is (Skill/4)%.
• Level 15) Pass: Allows unit to pass through enemy-occupied spaces.

Other Class Abilties


• Fogsight: Assassins can see farther in fog than other Class Statistics
classes (up to 8 spaces).
GR% Base Max
HP 40% 21 80
Str 20% 8 40
Mag 0% 0 30
Skl 30% 13 48
Spd 25% 12 46
Lck 0% 0 45
Def 5% 5 31
Res 5% 1 30
Move N/A 6 8
Wp. Rank N/A E See above
Basara
Overview
Usable Weapon Types: Lances, Tomes
Class Skills (choose four): Acrobatics, Arcana, Athletics,
Deception, Insight, Intimidation, Nature, Performance

Basara are flamboyant fighters who are armed with lances


and tomes as their weapons of choice, with which to perform
flashy attacks. Basara are decent fighters as their stats are
relatively balanced to handle both physical and magic-
oriented attacks. They tend to have high Luck, having some
of the highest Luck in the game. The abilities Basara learn
are Rend Heaven and Quixotic. Rend Heaven provides the chance for the Basara's offensive power to
increase proportionally to the power of their enemy, which works well at taking down Berserkers,
Sorcerers, and other combat-focused classes. Quixotic is a double-edged sword, making both the
Basara and his opponent more likely to land attacks and trigger abilities. If the Basara can position
himself well and get the first attack (or couple it with the Vantage skill), it can work well.

Abilities
• Level 5) Rend Heaven (Combat): When attacking with a physical weapon, it adds (Target's Str
/ 2) to the damage dealt. When attacking with a magical weapon, it adds (Target's Mag / 2) to
the damage dealt. (Skill × 1.5)%
• Level 15) Quixotic: +30 hit rate and +15 skill activation rate for both the user and their target.

Class Statistics
GR% Base Max
HP 40% 20 80
Str 10% 7 41
Mag 10% 5 40
Skl 10% 7 40
Spd 10% 7 41
Lck 15% 5 45
Def 5% 7 37
Res 10% 6 42
Move N/A 6 8
Wp. Rank N/A E
A B
Berserker
Overview
Usable Weapon Types: Axes
Class Skills (choose four): Animal Handling, Athletics,
Insight, Intimidation, Nature, Perception, Stealth, Survival

In combat, Berserkers are extremely dangerous, sporting


enormous strength and good speed compared to their fellow
axe-wielding class, the Warrior. Despite their skill stat being
lacking, impacting their ability to reliably hit foes, this hides
their biggest advantage: an abnormally high rate of dealing
critical hits. Most games give Berserkers massive bonuses to
their critical rate or abilities which improve their odds of scoring critical hits under certain conditions.
Berserkers are also relatively frail, as despite their good maximum HP, their defense and resistance are
below average which makes them risky to use, but rewarding if luck is in their favor. Berserkers are
also well-known for their mastery of terrain which other infantry units cannot handle, with the ability to
cross both seas and mountain peaks.

Abilities
• Innate) +10 crit, -5 dodge
• Level 5) Wrath (Combat): +20 to the user's critical rate when the unit's HP is at or below 50%
of Max HP.
◦ OR Rally Strength (Command): +4 Strength to all allied units in a 3-tile radius of the user
for one turn.
• Level 15) Axefaire: +5 Strength in battle when the unit is using an axe. Instead gives +5 Magic
if the user has the Bolt Axe, or similar weapon, equipped.

Class Statistics
GR% Base Max
HP 50% 30 80
Str 25% 13 50
Mag 0% 0 30
Skl 15% 5 35
Spd 20% 11 44
Lck 0% 0 45
Def 5% 5 34
Res 5% 1 30
Move N/A 6 8
Wp. Rank N/A E S
Blacksmith
Overview
Usable Weapon Types: Swords, Axes
Class Skills (choose four): Athletics, Deception, History,
Intimidation, Insight, Perception, Persuasion, Sleight of Hand

Blacksmiths are the pure physical promotion of the Oni


Savage. They are able to wield both swords and axes. In
contrast with the Oni Chieftain and their unpromoted form,
Blacksmiths have greater skill, which makes them somewhat
more effective at landing blows, at the cost of slightly lesser
strength, defense, and resistance.

Abilities
• Level 5) Salvage Blow (Combat): May reward the user with a random katana, naginata, club,
yumi, or shuriken upon defeating the enemy. (Luck)%, if the user initiated the battle.
• Level 15) Lancebreaker: Hit and Avoid +50 when fighting an enemy equipped with a lance.

Class Statistics
GR% Base Max
HP 50% 21 80
Str 15% 8 45
Mag 0% 0 30
Skl 15% 9 44
Spd 10% 8 41
Lck 5% 3 45
Def 15% 8 44
Res 0% 2 32
Move N/A 6 8
Wp. Rank N/A E
A B
Bow Knight
Overview
Usable Weapon Types: Bows, Swords
Notes: Beast Unit, Mount Unit
Class Skills (choose four): Animal Handling, Athletics,
Deception, History, Nature, Perception, Persuasion, Sleight of
Hand

The Bow Knight is a horse-mounted combat physical class.


Primarily armed with bows as its weapon of choice, the Bow
Knight class is given the additional ability to wield swords as
its secondary weapon. The Bow Knight class's mounted status
improves their Movement for almost all skirmishes. Their increased Speed is handy for double
attacking enemies and Rally Skill is a fairly good skill for increasing the activation chance of their
allies' abilities. Their added ability to wield Swords also affords them an advantage when engaging in
close-ranged combat. Bowbreaker, conversely, is good for dealing with bow-wielding units such as
Snipers, as they often carry the omnipresent threat of being armed with Killer Bows. Bow Knights also
have decent Skill, allowing them to perform critical attacks more frequently than many other classes.

Abilities
• Level 5) Rally Skill (Command): +4 Skill to all allied units in a 3-tile radius of the user for one
turn.
• Level 15) Bowbreaker: Hit and Avoid +50 when fighting an enemy equipped with a bow.
◦ OR Shurikenbreaker: Hit and Avoid +50 when fighting an enemy equipped with a
knife/shuriken.

Class Statistics
GR% Base Max
HP 50% 24 80
Str 20% 8 40
Mag 0% 0 30
Skl 25% 10 43
Spd 20% 10 41
Lck 0% 0 45
Def 5% 6 35
Res 5% 2 30
Move N/A 8 10
Wp. Rank N/A E
A B
Dark Flier
Overview
Usable Weapon Types: Lances, Tomes
Notes: Beast Unit, Flying Unit, Mount Unit
Class Skills (choose four): Acrobatics, Animal Handling,
Arcana, Athletics, History, Insight, Perception, Persuasion

Dark Fliers are a little different from Pegasus Knights and


Falcon Knights, as they are more offensively diverse. They
have the ability to utilize both physical Lances and magical
Tomes, allowing them to exploit both Defense and Resistance
weaknesses. While the Magic of Dark Fliers will often take
time to build up if physical characters are reclassed into the class, it will be well worth the effort
eventually when they gain the ability to arm more powerful Tomes. This makes them extremely good
for taking down high-Defense units like Generals and counterattacking Snipers, dispelling the need to
worry about weapon range while being limited to Javelins, Short Spears and Spears. Offsetting the
combat prowess of Dark Fliers is the fact that they retain their weakness to Wind tomes and Bows. The
two abilities that Dark Fliers learn are Rally Movement and Galeforce. Rally Movement is a good
Rally skill, but should ideally be used at the beginning of each Player Phase. Galeforce, on the other
hand, is arguably one of the best abilities in the game, as it allows the user to either take out two units
in one turn or retreat to safety when low on HP from a particularly strong unit.

Abilities
• Level 5) Rally Movement (Command): +1 Movement to all allied units in a 3-tile radius of
the user for one turn.
• Level 15) Galeforce (Combat): Allows the user to move and take an action again upon
defeating an enemy. Can only be used once per turn.

Other Class Abilties


• Flight: This class can fly over terrain, providing a Class Statistics
total immunity to terrain movement penalties. GR% Base Max
HP 40% 17 80
Str 10% 4 36
Mag 15% 7 42
Skl 5% 5 41
Spd 20% 9 42
Lck 15% 4 45
Def 0% 3 32
Res 20% 9 41
Move N/A 8 10
Wp. Rank N/A E A
Dark Knight
Overview
Usable Weapon Types: Swords, Tomes
Notes: Armor Unit, Beast Unit, Mount Unit
Class Skills (choose four): Animal Handling, Arcana,
Athletics, Deception, History, Insight, Intimidation,
Persuasion

A Dark Knight's Magic is slightly higher than their Strength.


When compared to their un-promoted forms, Dark Knights
clearly have superior Movement, making them great for
performing rescue missions. They do, however, suffer from
the usual litany of weaknesses that are associated with mounted units, including limited range on sand-
based skirmishes and sustaining bonus damage from Beast Killers. Stat-wise, Dark Knights are rather
balanced across the board, with their defenses being evened out at the cost of some Skill and Speed.
Their Magic is also slightly reduced to boost their Strength for effective swordplay.

Abilities
• Level 5) Slow Burn: +1 Hit rate and Avoid for each turn into the battle. Maximum boost is +15.
◦ OR Seal Magic: -6 Magic to enemy at end of battle. Recovers by 1 each turn.
• Level 15) Lifetaker (Combat): Heals 50% of the user's maximum HP after they kill an enemy.

Class Statistics
GR% Base Max
HP 50% 19 80
Str 15% 8 38
Mag 15% 6 41
Skl 15% 6 40
Spd 15% 5 40
Lck 0% 3 45
Def 10% 8 42
Res 5% 6 38
Move N/A 8 10
Wp. Rank N/A E
A B
Falcon Knight
Overview
Usable Weapon Types: Lances and Staves
Notes: Beast Unit, Flying Unit, Mount Unit
Class Skills (choose four): Acrobatics, Animal Handling,
Athletics, Insight, Medicine, Nature, Perception, Persuasion

The Falcon Knight is the promoted form of the Pegasus


Knight. They retain the use of Lances as their sole weapon of
choice, and so it is recommended that they stay away from
Axe-wielding units. Griffon Riders in particular need to be
avoided, as they not only have the weapon advantage and can
chase Falcon Knights anywhere on the map, but are also in possession of the skill Lancebreaker, which
can easily spell doom for these units if one is careless. Arrows should be feared, but the ability to close
in on Bow wielders from a long distance can easily be exploited to deal with them. Falcon Knights are
also a bit more resistant to Magic, but avoiding magic users is still highly recommended. Where
possible, it is best for the player to utilize other characters to rid battlefields of bow and magic users
before deploying any Falcon Knights.

Abilities
• Level 5) Rally Speed (Command): +4 Speed to all allied units in a 3-tile radius of the user for
one turn.
• Level 15) Lancefaire: +5 Strength during battle when a lance is equipped. Instead gives +5
Magic if the user has a magical lance equipped.
◦ OR Warding Blow (Combat): When the user initiates a battle, they receive 20 less damage
from magic attacks.

Class Statistics
Other Class Abilties
• Flight: This class can fly over terrain, providing a GR% Base Max
total immunity to terrain movement penalties. HP 40% 18 80
Str 10% 5 38
Mag 10% 4 35
Skl 10% 6 45
Spd 15% 10 44
Lck 20% 5 45
Def 0% 5 33
Res 20% 9 40
Move N/A 8 10
Wp. Rank N/A E
A B
General
Overview
Usable Weapon Types: Lances and Axes
Notes: Armor Unit
Class Skills (choose four): Animal Handling, Athletics,
History, Insight, Intimidation, Perception, Persuasion,
Survival

Generals can act as very effective "walls" in the formation of


chokepoints to block the advance of enemy forces as well as
endure in survival and defense-objective battles. Enemy
troops tend to have a difficult time penetrating these units,
and thus set up a nigh-unbreakable chokepoint, especially if a healer is right behind them. They can be
used to block small entrances to prevent opposing units from getting past them, a fact that is very
useful to prevent thieves from escaping with looted treasure. A General's weaknesses are magic and
anti-armor weapons (such as the Armorslayer), as well as fast-moving, durable and powerful units like
Heroes, experienced Paladins and Warriors. In many recent titles, Generals have higher Resistance,
thus making speedy units and anti-armor weapons their prime weakness. The rarity of a General ever
being outmatched on the field through sheer brute force is high, which means they are very valuable to
any team and their durability is very helpful to weaker units as they can hide behind them.

Abilities
• Level 5) Rally Defense (Command): +4 Defense to all allied units in a 3-tile radius of the user
for one turn.
• Level 15) Pavise (Combat): Halves the damage dealt by enemy attacks using swords, lances,
axes, Beaststones, Blighted Claws and Blighted Talons. (Skill)% to activate. Will not activate
against a Dual Strike.
◦ OR Wary Fighter (Combat): Nullifies the ability
to double-attack for both the user and their target. Class Statistics
GR% Base Max
HP 50% 28 80
Str 20% 12 50
Mag 0% 0 30
Skl 15% 7 41
Spd 0% 4 35
Lck 10% 0 45
Def 20% 15 50
Res 5% 3 35
Move N/A 5 7
Wp. Rank N/A E
A B
Grandmaster
Overview
Usable Weapon Types: Swords and Tomes
Class Skills (choose four): Arcana, Deception, History,
Investigation, Insight, Intimidation, Perception, Persuasion

The Grandmaster class shares the same balanced base stats in


all stats as its predecessor, but now with about 20 extra points
to the caps. The class is thus considered to be versatile, able to
fulfill both combat and support roles alike without much
penalty. However, because of its balanced stats, the class thence
does not have a definitive role, as most other classes have at least one defining trait that clearly
highlights specific roles that they are specifically designed to fill. Given that Grandmasters promote
from the class that learns the Veteran skill, Grandmasters thus have little trouble leveling up so long as
they are remain in a Pair Up.

Like their pre-promotion, Grandmasters wield both Swords and Tomes offensively, allowing them to
attack enemies with the weapon type that can exploit their lowest defensive stats. Building off of their
balanced and relatively average Attack and Magic, their signature attack skill Ignis can inflict massive
damage against enemies. Their second skill, Rally Spectrum, is one of two Rally Abilities which
increases multiple stats to those in range and is a great choice against difficult enemies.

Abilities
• Level 5) Ignis (Combat): When attacking with a physical weapon, it adds (User's Mag / 2) to
the damage dealt. When attacking with a magical weapon, it adds (User's Str / 2) to the damage
dealt. (Skill)%
• Level 15) Rally Spectrum (Command): +4 Strength, Magic, Skill, Speed, Luck, Defense and
Resistance to all allied units in a 3-tile radius of the
user for one turn. Class Statistics
GR% Base Max
HP 40% 20 80
Str 15% 7 40
Mag 15% 6 40
Skl 15% 7 40
Spd 15% 7 40
Lck 0% 0 45
Def 10% 7 40
Res 10% 5 40
Move N/A 6 8
Wp. Rank N/A E
A A
Great Knight
Overview
Usable Weapon Types: Lances, Swords, and Axes
Notes: Armor Unit, Beast Unit, Mount Unit
Class Skills (choose four): Animal Handling, Athletics,
Deception, History, Insight, Intimidation, Nature, Persuasion

The Great Knight is a powerful horseback-mounted class that


has higher Strength and Defense as compared to other physical
damage-oriented mounted classes. Great Knights can use
Swords, Axes and Lances, giving them a better selection of
weaponry compared to Paladins. However, they have poor Skill
and Resistance caps (somewhat akin to that of Generals), which means they will miss more often and
be more susceptible to magic attacks. They also have a Movement of 7 as a mounted unit, compared to
other mounted units which have a movement of 8, which can cause problems when retreating.

Abilities
• Level 5) Luna (Combat): Halve enemy Def/Res when attacking. (Skill%)
• Level 15) Dual Guard+ (Combat): Increases the trigger rate of Dual Guards by 10%.
◦ OR Armored Blow (Combat): Unit receives -10 physical damage when the unit initiates an
attack.

Class Statistics
GR% Base Max
HP 50% 26 80
Str 20% 11 48
Mag 0% 0 20
Skl 15% 6 34
Spd 0% 5 37
Lck 10% 0 45
Def 20% 14 48
Res 5% 1 30
Move N/A 7 9
Wp. Rank N/A E
A B B
Great Lord
Overview
Usable Weapon Types: Weapon chosen as Lord, plus one
different choice from: swords, lances, axes
Notes: If able to use swords, may use Rapiers and Noble
Rapiers
Class Skills (choose four): Athletics, Acrobatics, Deception,
History, Intimidation, Performance, Persuasion, Religion

The Great Lord is the promoted version of the Lord class. It


improved upon the Lord in every facet, providing a stat boost,
a secondary weapon to use, and two great abilities. The
second weapon allows the Great Lord to never be at a disadvantage in combat when they are on the
attack. The Great Lord's abilities are some of the best available. Aether acts as both Sol and Luna,
which are two very powerful abilities on their own. In conjunction, the two attacks heal the Great Lord
and reduce the enemy's Def and Res, respectively. Rightful King increases the activation rate of all of
the Great Lord's equipped abilities by 10%, which can help greatly not only with Aether, but any other
combat abilities gained from other classes, such as the Swordmaster's Astra.

The Great Lord can have a maximum Weapon Rank of “A” in their primary weapon (the weapon they
chose as a Lord) and a maximum Weapon Rank of “B” in their secondary weapon (the weapon they
chose as a Great Lord). If the unit was never previously a Lord, such as using a Heart Seal to become a
Great Lord, then the unit may choose which of the two will be considered their primary and which will
be the secondary.

Abilities
• Level 5) Aether (Combat): Use Sol and Luna in succession. (It unleashes two consecutive
blows; the first restores HP equal to half the damage dealt, and the second halves the enemy's
defense and resistance.) (Skill/2)%
• Level 15) Rightful King (Combat): Increases the Class Statistics
trigger rate of the unit's abilities by 10%. Does not GR% Base Max
stack with Hoshidan Unity.
HP 40% 23 80
Str 15% 10 43
Mag 0% 0 30
Skl 10% 7 40
Spd 10% 9 41
Lck 15% 0 45
Def 10% 10 42
Res 5% 3 40
Move N/A 6 8
Wp. Rank N/A E See above
Great Master
Overview
Usable Weapon Types: Staves and one of: Bows, Lances
Class Skills (choose four): Athletics, Arcana, History,
Insight, Intimidation, Medicine, Performance, Religion

The Great Master augments the support ability of the Cleric


unit with the ability to fight with bows or lances. The Great
Master has well balanced stats, making them suitable for both
physical and magicial roles. The Renewal skill gives the
Great Master more front-line survivability to keep fighting or
healing. The Countermagic skill makes the Great Master a
fantastic anti-magic unit when coupled with its already solid Resistance and Renewal skill, allowing it
to redirect magical damage to the sender, as well as survive and heal from any magic damage taken.

Abilities
• Level 5) Renewal: Restores 30% of the user's HP at the beginning of the user's phase.
• Level 15) Countermagic (Combat): If the enemy triggers the battle, deals any damage dealt to
user by a magical attack back at the enemy.

Class Statistics
GR% Base Max
HP 40% 19 80
Str 15% 8 44
Mag 5% 6 37
Skl 5% 6 38
Spd 15% 8 45
Lck 15% 5 45
Def 10% 6 38
Res 10% 7 42
Move N/A 6 8
Wp. Rank N/A E
A B
Griffon Rider
Overview
Usable Weapon Types: Axes
Notes: Beast Unit, Flying Unit, Mount Unit
Class Skills (choose four): Animal Handling, Athletics,
History, Intimidation, Insight, Nature, Perception, Persuasion

Griffon Riders possess more balanced stats than those of the


Wyvern Lord or the promoted Pegasus Knight classes, having
more Skill and Speed but less Strength and Defense than the
Wyvern Lord. Because of this, they are better dodgers and
can perform critical and double attacks more often than
Wyvern Lords; therefore, they can be considered the aerial equivalent of Swordmasters. The two
abilities Griffon Riders can learn are Deliverer and Lancebreaker.

Deliverer increases the user's Movement by 2 when he is in a Pair Up. This skill is useful for carrying
powerful units (especially Generals), but it also works with other units and can carry them to and from
the front lines with ease.

Lancebreaker gives the user a bonus of 50 points to both their Hit Rate and Avoid against Lance
wielders permanently, making them excellent against those with high Skill in particular. This allows
them to emerge victorious more frequently when facing against any lance user in battle.

Abilities
• Level 5) Deliverer: +2 movement when Pair Up is in effect.
• Level 15) Lancebreaker (Combat): Hit and Avoid +50 when fighting an enemy equipped with
a lance.

Other Class Abilties


Class Statistics
• Flight: This class can fly over terrain, providing a total
immunity to terrain movement penalties. GR% Base Max
HP 45% 22 80
Str 25% 9 40
Mag 0% 0 30
Skl 20% 10 43
Spd 20% 9 41
Lck 0% 0 45
Def 5% 8 40
Res 5% 3 30
Move N/A 8 10
Wp. Rank N/A E S
Hero
Overview
Usable Weapon Types: Swords, Axes
Class Skills (choose four): Acrobatics, Animal Handling,
Athletics, Deception, History, Insight, Intimidation,
Perception

Stat-wise, Heroes are commonly perceived to be a hybrid


cross between a General and a Swordmaster. While they are
speedier and have less Defense as compared to Generals, they
are slower but more defensive than Swordmasters. As a
result, well-trained Heroes are capable of effectively
defending against attacks like Generals, but still have enough agility to dodge assaults like
Swordmasters. This in turn posits Heroes as be one of the more "balanced" classes of the Fire Emblem
series alongside the Soldier class. Many characters that are/can become Heroes across the series
typically become very powerful units.

Abilities
• Level 5) Sol (Combat): Recovers user's HP equal to half the damage dealt to the enemy.
(Skill)%
• Level 15) Axebreaker (Combat): Hit and Avoid +50 when fighting an enemy equipped with an
axe.

Class Statistics
GR% Base Max
HP 45% 22 80
Str 25% 8 42
Mag 0% 1 30
Skl 20% 11 46
Spd 20% 10 42
Lck 0% 0 45
Def 5% 8 40
Res 5% 3 36
Move N/A 6 8
Wp. Rank N/A E
A B
Hoshido Noble
Overview
Usable Weapon Types: Swords, Dragonstones, Staves
RESTRICTION: Must be a manakete of noble lineage
Class Skills (choose four): Athletics, Acrobatics, History,
Intimidation, Medicine, Performance, Persuasion, Religion

The Hoshido Noble is a combat physical and magical class


that serves as one of the two promoted forms of the Nohr
Prince/Princess class. The class is well versed in the use of
Swords, Dragonstones, and Staves, and is regarded as the
counterpart to the Nohr Noble class. It has well-balanced
stat caps and growth rates, as well as high strength, making
it a good offensive support unit. Its Dragon Ward skill makes the Hoshidan Noble a valuable support
unit, providing adjacent allies the chance to receive half damage from incoming enemy attacks. The
Hoshidan Unity skill increases the activation rates of all of the Hoshidan Prince's abilities by 10%,
which can make for an extremely deadly combatant when combined with “sword abilities”, such as
Lethality, Astra, and Sol.

Abilities
• Level 5) Dragon Ward (Combat): Allies adjacent to the user have a (Luck x 0.5)% chance of
receiving half damage from enemy attacks
• Level 15) Hoshidan Unity: Adds 10% to skill activation rates. Does not stack with Rightful
King.

Class Statistics
GR% Base Max
HP 45% 19 80
Str 15% 10 46
Mag 10% 4 38
Skl 10% 5 39
Spd 10% 6 40
Lck 10% 4 45
Def 15% 7 43
Res 0% 3 33
Move N/A 6 8
Wp. Rank N/A E
A B A
Kinshi Knight
Overview
Usable Weapon Types: Lances, Bows
Notes: Beast Unit, Flying Unit, Mount Unit
Class Skills (choose four): Acrobatics, Animal Handling,
Athletics, History, Insight, Nature, Perception, Persuasion

Kinshi Knights make for fantastic flying unit exterminators,


having the high mobility of other flying units with the
addition of being able to use Bows. Their Air Superiority skill
gives them a bonus of +30 to their Hit and Avoid rates when
fighting against other flying units, further emphasizing their
usefulness in this regard. They can also arm Lances, which allow for some degree of close-range
combat. Kinshi Knights also share the high Resistance growths of the Sky Knight class, making them
good counters for magic users as well. These strengths are, however, balanced by the Kinshi Knights'
poor HP and Defense, making them very fragile units who need to be carefully deployed in order to
avoid losing them. Low Strength growths also mean that they will not be able to inflict much damage,
especially if promoted from the Sky Knight class, which shares this trait. The other skill that Kinshi
Knights learn, Amaterasu, also allows them to play a more supportive role in battle, as they can quickly
catch up to allies and linger around them in order to aid in their HP recovery. This makes them great
units for keeping behind front lines, as they can attack with their Bows or ranged Lances while
restoring HP to all nearby units every turn.

Abilities
• Level 5) Air Superiority (Combat): Hit rate and Avoid +30 when facing Flying enemies
• Level 15) Amaterasu: Allies within a 2 tile radius recover 20% HP at the start of the user’s
Turn

Other Class Abilties Class Statistics


• Flight: This class can fly over terrain, providing a total GR% Base Max
immunity to terrain movement penalties.
HP 40% 17 80
Str 5% 4 34
Mag 0% 1 31
Skl 15% 9 45
Spd 15% 8 43
Lck 15% 5 45
Def 0% 4 30
Res 15% 7 43
Move N/A 8 10
Wp. Rank N/A E
B A
Maid/Butler
Overview
Usable Weapon Types: Daggers, Staves
Class Skills (choose four): Acrobatics, Deception, History,
Insight, Medicine, Performance, Persuasion, Sleight of Hand

A class that is both physical and magical, the Maid takes on


both combat and support roles. It is one of the promoted
forms of the Troubadour class, wielding Knives and Staves as
its equipment of choice.

They are essentially a hybrid of Ninja and Cleric, able to


support the army by taking out enemy mages, healing injured units, or weakening enemies that they are
incapable of taking out on their own. Though they are notably more durable than Strategists, they
possess extremely low defense and HP growths, so the player should keep them away from the
frontlines unless they have high personal growths in those areas. They possess the highest magic of any
of the Shuriken wielding classes, making them ideal wielders of the Flame Shuriken.

Abilities
• Level 5) Live to Serve: When healing an ally, the user recovers the same amount of HP
• Level 15) Tomebreaker (Combat): Hit Rate/Evasion +50 if the enemy is equipped with a
Tome

Class Statistics
GR% Base Max
HP 40% 18 80
Str 10% 4 38
Mag 10% 5 41
Skl 15% 9 45
Spd 15% 8 45
Lck 10% 4 45
Def 5% 5 36
Res 10% 4 39
Move N/A 6 8
Wp. Rank N/A E
B S
Malig Knight
Overview
Usable Weapon Types: Axes, Tomes
Notes: Dragon Unit, Flying Unit, Mount Unit
Class Skills (choose four): Animal Handling, Arcana,
Athletics, History, Intimidation, Insight, Perception,
Persuasion

Malig Knights play much like Dark Fliers, as the both ride
black aerial mounts and possess physical and magical
weapons. The main differences between the two is that Malig
Knights have greater Strength and Defense, while Dark Fliers
have superior Magic, Speed, Luck, and Resistance, though only by small margins. Malig Knights
additionally wield Axes as opposed to Lances, making them a hybrid of sorts between their "brother"
classes of Wyvern Lords and Dark Fliers. These attributes make them best suited to rush down the
enemy lines and exploit their weaker defensive stats, though one must be wary of sending them within
range of Tome and Bow-wielding units. The two abilities that Malig Knights can learn are Savage
Blow and Trample. Savage Blow cuts the HP of all enemies within two spaces by 20% after the user
engages a foe. One of the chip-damage abilities, Savage Blow can rapidly erode the health of nearby
enemies for other units to finish off, especially when combined with other chip-damage abilities like
Grisly Wound and Poison Strike. Trample causes the user's opponent to take 5 extra damage if they do
not have a mount. At the end of the day, no matter how fortified a unit is in either Defense of
Resistance, and no matter how far away they hide, Malig Knights can hunt them down and kill them
quickly and efficiently, especially if they are fighting on only their own two feet.

Abilities
• Level 5) Savage Blow: After a battle which the user initiated (and survived), all enemies within
a two tile radius of the user lose 20% of their max HP.
Savage Blow's effect cannot kill an enemy and enemies Class Statistics
whose HP is lower than or equal to the amount they
GR% Base Max
would lose; they have their HP reduced to 1.
• Level 15) Trample: Unless enemy is on a mount, HP 40% 18 80
damage +5 Str 15% 7 43
Mag 15% 6 42
Other Class Abilties
• Flight: This class can fly over terrain, providing a total Skl 10% 6 38
immunity to terrain movement penalties. Spd 5% 5 34
Lck 0% 0 45
Def 10% 8 41
Res 15% 6 43
Move N/A 8 10
Wp. Rank N/A E
A B
Master Ninja
Overview
Usable Weapon Types: Shuriken, Swords
Class Skills (choose four): Acrobatics, Athletics, Deception,
Insight, Intimidation, Investigation, Perception, Stealth

The Master Ninja is a combat physical class that is one of


the possible promotions of the Ninja class. The Master Ninja
class wields Katana and Shuriken as its weapons of choice
and gain +5% to their Hit, Avoid, Dodge, and Critical rates.
With extremely high Resistance and Speed, as well as access
to Shurikens, Master Ninja are essentially an almost perfect
counter to mages, only equaled by Tomebreaker-equipped Maids/Butlers. They are extremely frail
against nonmagical attacks, however, and often risk getting killed in one or two hits, provided their
opponent can actually hit them. Their sword access is somewhat redundant given their access to the
Dual Shuriken and their superior Shuriken weapon rank, but they lend them an additional level of
versatility all the same.

Abilities
• Innate) +5 hit, +5 crit, +5 avoid, +5 dodge
• Level 5) Lethality (Combat): Instantly defeats the enemy. The chance to activate is (Skill/4)%.
• Level 15) Shurikenfaire: +5 Strength if the user has a knife or shuriken equipped.. +5 Magic
instead if the user is equipping a magic shuriken or knife.

Other Class Abilties


• Fogsight: Master Ninja can see farther in fog than other classes (up to 8 spaces).

Class Statistics
GR% Base Max
HP 45% 17 80
Str 5% 5 34
Mag 0% 0 30
Skl 20% 10 50
Spd 20% 11 50
Lck 0% 2 45
Def 5% 4 33
Res 20% 8 49
Move N/A 6 8
Wp. Rank N/A E
S B
Master of Arms
Overview
Usable Weapon Types: Axes, Lances, Swords
Class Skills (choose four): Animal Handling, Athletics,
Deception, History, Insight, Intimidation, Nature, Persuasion

The Master of Arms class is extremely similar to the Great


Knight, as both classes are granted the ability to wield
Swords, Lances, and Axes. The main differences separating
the two are the fact that the Great Knight is slightly more
mobile and the fact that Masters of Arms are not weak to
armorslaying or horseslaying gear. There are also minor
differences in their stats.

The Master of Arms learns two abilities: Seal Strength and Life and Death. Seal Strength works
extremely well against physical-oriented characters, as after a given battle, if the user is still alive, the
attacker will lose six points of Strength. This can mean a great difference in battle, especially if a
character runs the risk of being double attacked in combat. Life and Death, on the other hand, is a
double-edged sword; while it can increase the chances of winning a battle, it also increases the chances
of losing it at the same time. It can be equipped on "glass cannon" units (units with high
Strength/Magic but poor HP and/or Defense), as long as they are well protected and the target cannot
retaliate.

Due to their ability to use Swords, Lances and Axes, Masters of Arms can carry various weapons to
counter the opponent. If they are given a good number of seal stat abilities, they can be even more
dangerous due to dropping the enemies' stats for them or allies to finish off.
Abilities
• Level 5) Seal Strength (Combat): After a battle,
enemy’s Strength -6, recovering one lost point each Class Statistics
Turn.
GR% Base Max
• Level 15) Life and Death (Combat): During battles,
damage +10, damage received +10 HP 50% 20 80
Str 15% 8 45
Mag 0% 0 30
Skl 10% 6 40
Spd 10% 9 40
Lck 10% 3 45
Def 10% 7 41
Res 0% 3 33
Move N/A 6 8
Wp. Rank N/A E
A B B
Mechanist
Overview
Usable Weapon Types: Bows and Shuiken
Notes: Mount Unit, Puppet Unit
Class Skills (choose four): Deception, Insight, Intimidation,
Investigation, Medicine, Nature, Perception, Stealth

Mechanists are characterized by their high Movement and


highly prized Replicate skill. Though they are more than
capable fighters in a traditional sense, one often finds them to
be less desirable as compared to other units due to their low
damage output and poor variation in weapon choice. If one is
to employ the Mechanist class, they must be aware of the strengths and weaknesses associated with
it.Mechanists are characterized by their high Movement and highly prized Replicate skill.

Abilities
• Level 5) Golembane (Combat): Attacks deal effective damage against Mechanists, Puppets
and Golems
• Level 15) Replicate (Command): User can create a puppet with the same appearance, abilities
and HP as the user. (See more below.)

Replicate
The Replicate skill allows its owner to use the "Replicate" command to spawn a puppet clone of
themselves for combat purposes. When replicating, the player can select a spot adjacent to the user to
spawn the copy. After being used, both the user and puppet will be unable to perform any actions until
the next turn begins. The user can only create one replica per battle, though every character can create
their own replica as long as they have the skill on them. A
replica shares everything that the original has, including
abilities, current stats, current class, and inventory. Support Class Statistics
bonuses and effects imposed by a Songstress's Songs are not GR% Base Max
carried over. Effects sustained from consumable items and
HP 40% 18 80
Staves are shared; to illustrate with an example, if a replica uses
a Staff, the original character also loses one staff use. Equipped Str 10% 7 40
weapons are shared between the original and replica. Changing Mag 0% 0 30
the equipped weapon on a clone will change the equipped
weapon on the original as well and vice versa. Though the Skl 15% 9 45
replica is treated as a separate unit from the original, it shares its Spd 10% 7 40
HP with the original, and the death of the replica also counts as
Lck 5% 2 45
the death of the original. Any Level EXP or Weapon EXP
gained by the replica is transferred to the original. However, the Def 5% 6 38
replica cannot build support points. Despite the skill calling the Res 15% 6 43
replica a "puppet," replicas are not affected by bonus damage
from the Golembane skill. They still will, however, take bonus Move N/A 7 9
damage from other sources if it is applicable. Wp. Rank N/A E
A B
Merchant
Overview
Usable Weapon Types: Lances and Bows
Class Skills (choose four): Athletics, Insight, Medicine,
Nature, Perception, Persuasion, Religion, Survival

One of the possible promotions of both the Apothecary and


Villager classes, Merchants wield Lances and Bows as their
weapons of choice. It is a defensively oriented class with
growth rates and maximum stats resembling those of a Great
Knight, but it is best known for its unorthodox abilities that
center around Gold Bars.

Abilities
• Level 5) Profiteer (Combat): User may obtain a Gold Bar worth 300 gold when making a
movement within the first seven turns. (Luck)%
• Level 15) Spendthrift (Command): Increases damage dealt by 10 and decreases damage
received by 10 during the battle should the user choose to spend a Golden Coin.

Class Statistics
GR% Base Max
HP 50% 20 80
Str 20% 8 48
Mag 0% 0 30
Skl 10% 6 39
Spd 5% 5 35
Lck 15% 4 45
Def 10% 8 43
Res 5% 5 37
Move N/A 6 8
Wp. Rank N/A E
A B
Nine-Tails
Overview
Usable Weapon Types: Beaststones
Notes: Beast Unit
Class Skills (choose four): Acrobatics, Athletics, Deception,
Insight, Persuasion, Nature, Stealth, Survival

The Nine-Tails is a combat shapeshifting class and serves as


the promoted form of the Kitsune class. The Nine-Tails is
able to switch between humanoid and demonic fox forms
with the aid of the concentrated power stored within
Beaststones. Nine-Tails are considered to be the counterpart
to the Wolfssegner class. They possess heavily increased survivability and damage through its two
abilities: Even Better and Grisly Wound. Together, these abilities heal the Kitsune for a 40% of its
maximum health and deal 20% of the target's maximum health in damage.

Abilities
• Innate: +5 critical rate, +10 avoid, +10 dodge
• Level 5) Even Better: Restores 40% maximum HP at the start of an even-numbered turn.
• Level 15) Grisly Wound: Provided the user didn't already defeat the enemy, the enemy loses
20% of their maximum HP at the end of the battle.

Class Statistics
GR% Base Max
HP 40% 19 80
Str 10% 6 39
Mag 0% 2 34
Skl 15% 9 45
Spd 20% 10 49
Lck 10% 5 45
Def 0% 2 32
Res 20% 8 49
Move N/A 6 8
Wp. Rank N/A E S
Nohr Noble
Overview
Usable Weapon Types: Swords, Dragonstones, Tomes
RESTRICTION: Must be a manakete of noble lineage.
Class Skills (choose four): Acrobatics, Arcana, Athletics,
Deception, History, Intimidation, Performance, Religion

The Nohr Noble is the counterpart to the Hoshido Noble


class. The Nohr Noble has less balanced growth rates,
with higher Magic, Speed, and Resistance, but lower
Strength, Skill, Luck, and Defense. The class provides
slightly different abilities to provide similar results.
Draconic Hex debuffs enemy units after fighting them,
making them easier for allies to finish off and Nohrian Trust makes the unit more useful in a Pair Up,
whether he is the attacker or the support.

Abilities
• Level 5) Draconic Hex (Combat): After a battle with a unit equipped with this skill, if the
enemy survived the battle, they receive -4 to all stats until the next Player turn during their turn
or the next Enemy turn during their turn.
• Level 15) Nohrian Trust (Combat): During Attack or Guard Stance, user shares their support
unit’s battle abilities

Class Statistics
GR% Base Max
HP 45% 18 80
Str 10% 8 42
Mag 15% 6 43
Skl 5% 4 35
Spd 15% 7 44
Lck 5% 2 45
Def 5% 6 36
Res 15% 6 44
Move N/A 6 8
Wp. Rank N/A E
A B A
Oni Chieftain
Overview
Usable Weapon Types: Axes and Tomes
Class Skills (choose four): Athletics, Intimidation, Nature,
Perception, Performance, Religion, Stealth, Survival

Oni Chieftains are the axe equivalent of the Basara class,


although their physical abilities are clearly superior. The
abilities Oni Chieftains learn are Death Blow and Counter.
Death Blow increases Critical hit rate by 20% when the user
launches the first attack. Combined with high critical hit-rate
weapons like the Great Club, this will result in the wielder
inflicting massive amounts of damage. Counter, on the other hand, can be used well against a melee-
oriented army as they are either forced to use throwing weapons (which reduce their Speed and
prevents the performance of double attacks) or risk getting hit for high damage.

Because Oni Chieftains are capable of using magic in addition to their axes, they can defend
themselves better as they do not have to suffer the penalties of throwing weapons when fighting ranged
users. The Oni Cheiftain's major flaw, however, is their very poor Skill, possibly the lowest max cap
out of any class. Even with their decent Strength, Defense and Resistance, their poor Skill will dampen
their combat prowess due to the frequency of them delivering inaccurate attacks. If equipped with
appropriate abilities that improve their Hit Rate, this issue can be remedied.

Abilities
• Level 5) Death Blow (Combat): When user triggers the battle, Critical rate +20
• Level 15) Counter (Combat): When an enemy adjacent to the user initiates a battle, the user
deals the full damage taken back at the enemy.

Class Statistics
GR% Base Max
HP 45% 19 80
Str 20% 9 49
Mag 15% 5 40
Skl 0% 2 30
Spd 10% 7 40
Lck 0% 0 45
Def 20% 10 50
Res 5% 5 38
Move N/A 6 8
Wp. Rank N/A E
A B
Paladin
Overview
Usable Weapon Types: Lances, Swords
Notes: Beast Unit, Mount Unit
Class Skills (choose four): Animal Handling, Athletics,
Deception, History, Insight, Intimidation, Nature, Persuasion

The Paladin class works in exactly the same manner as their


unpromoted form, relying on their superior Movement to
support their allies rather than engage in direct melee combat.
Because they have no real statistic strengths, Paladins and
Cavaliers are often used to aid characters from a distance,
quickly block a wave of approaching enemies or (when applicable in the later games) use the Rescue
command on an injured or slow ally to bring them into/out of the battle. Paladins are also capable of
acting as substitutes for Generals due to their decent Strength and Speed. They're very effective in
disrupting enemy troops long enough for the player's units to get into position, Paladins are generally
the center of attention when using this tactic and thus must either retreat or be rescued once the main
objective is achieved.

Abilities
• Level 5) Defender: When the user is the active unit in a Pair Up, it increases all stats by 1
except for Movement.
• Level 15) Aegis (Combat): Halves damage from Bows, Tomes, and Dragonstones. (Skill)%

Class Statistics
GR% Base Max
HP 45% 19 80
Str 15% 8 42
Mag 0% 1 30
Skl 10% 7 40
Spd 10% 7 40
Lck 15% 4 45
Def 10% 7 42
Res 10% 6 42
Move N/A 8 10
Wp. Rank N/A E
A A
Sage
Overview
Usable Weapon Types: Tomes, Staves
Class Skills (choose four): Arcana, History, Insight,
Investigation, Medicine, Nature, Religion, Sleight of Hand

Sages tend to possess one of the highest Magic growth and


caps of any class. Due to the astronomical Magic cap boasted
by Sages, their Tome strength and healing potency is nigh-
unparalleled. If they have high enough Magic, their range
with the Rescue or Fortify staves can possibly cover entire
maps, making them excellent support units. Rally Magic
boosts Magic by 4 to all units within three spaces. In addition to powering up the combat magical
capabilities of allies, this skill also makes the healing power of other staff users stronger, emphasizing
Sages' supportive role and enhancing their strategic use. Tomefaire grants the user +5 to their Magic
when they are equipped with a Tome; an outstanding boon under consideration of the fact Sages cannot
wield any weapons besides tomes, and thus would never misuse the skill's benefits.

Abilities
• Level 5) Rally Magic (Command): Increase the Magic of all allies within a 3 tile radius by 4
points for one turn.
• Level 15) Tomefaire (Combat): When user is equipped with a Tome, damage +5 during battle.

Class Statistics
GR% Base Max
HP 35% 20 80
Str 0% 1 30
Mag 20% 7 46
Skl 20% 5 43
Spd 20% 7 42
Lck 0% 0 45
Def 5% 4 31
Res 15% 5 40
Move N/A 6 8
Wp. Rank N/A E
A A
Sniper
Overview
Usable Weapon Types: Bows
Notes: Able to use Longbow, Towering Bow, and Double
Bow
Class Skills (choose four): Acrobatics, Animal Handling,
Athletics, Nature, Perception, Sleight of Hand, Stealth,
Survival

While Snipers do receive a significant boost in Defense and


HP as compared to their first-tier forms, they are still very
vulnerable targets and cannot sustain too much damage.
However, Snipers have average Defense, surpassed by heavily armored units but exceeding those
boasted by Swordmasters, Sages and the like. Snipers will often dodge many attacks directed at them,
but as they are still locked to attacking at a range and incapable of counterattacking, it is thus risky to
consistently deploy them as frontline units. They should therefore work in the backlines instead,
supporting the frontlines while being protected from direct harm.

Abilities
• Innate) +10 Hit, +10 Crit
• Level 5) Hit Rate +20: Increase the unit's Hit rate by +20
◦ OR Certain Blow (Combat): When user triggers the battle, Hit rate +40
• Level 15) Bowfaire (Combat): Increases Strength by 5 in battle with Bows (+5 Magic with
magic bows).

Class Statistics
GR% Base Max
HP 45% 20 80
Str 15% 7 41
Mag 0% 1 30
Skl 30% 12 48
Spd 15% 9 40
Lck 0% 0 45
Def 15% 10 40
Res 5% 3 31
Move N/A 6 8
Wp. Rank N/A E S
Sorcerer
Overview
Usable Weapon Types: Tomes
Notes: Can use Dark Magic
Class Skills (choose four): Arcana, Deception, History,
Insight, Intimidation, Medicine, Persuasion, Religion

Commonly the promoted form of the Dark Mage class, the


Sorcerer class wields Tomes as its sole weapon of choice.
Sorcerers are able to learn Vengeance and Tomebreaker, two
very decent abilities that will prove to be particularly helpful
when fighting specific types of enemies in any given skirmish.
Vengeance, for one, is a powerful skill that should not be underestimated with a capped Sorcerer, as it
allows them to deal 1 point of accrued damage for every 2 HP lost, making them potentially deadlier as
their HP declines. Tomebreaker, on the other hand, is good against other Tome-using classes such as
Sages, who have higher Magic and Skill than Sorcerers.
Sorcerers are generally slower, but more defensive than Sages; while Sages have one more base Magic
than Sorcerers, Sorcerers have one more base Defense and Resistance, making them weaker, yet more
durable.

Sorcerers are also granted almost exclusive access to Dark Magic, specifically Nosferatu tomes,
effectively allowing even some of the frailest amongst them to survive and even wipe out massive
groups of enemies on their own.

Abilities
• Innate) +5 Hit rate, +10 crit, +5 dodge
• Level 5) Vengeance (Combat): Adds half of the user's current missing health to their damage.
(Skill*2)%
• Level 15) Tomebreaker (Combat): Hit Rate/Evasion
+50 if the enemy is equipped with a Tome. Class Statistics
◦ OR Bowbreaker (Combat): Hit Rate/Evasion +50 GR% Base Max
if the enemy is equipped with a Bow.
HP 45% 23 80
Str 0% 2 30
Mag 20% 6 44
Skl 15% 4 38
Spd 15% 4 40
Lck 0% 0 45
Def 10% 7 41
Res 10% 7 44
Move N/A 6 8
Wp. Rank N/A E S
Spear Master
Overview
Usable Weapon Types: Lances
Class Skills (choose four): Acrobatics, Animal Handling,
Athletics, History, Insight, Intimidation, Perception, Survival

Spear Masters are very strong units. With all-around high


stats, they can sustain, dodge, and deliver many blows to
inflict substantial amounts of damage. Spear Masters learn
Seal Speed which, when coupled with the Spear Fighter's
Seal Defense, can severely hinder any opponent that survives
and make subsequent fights against them much easier. This,
coupled with Lancefaire, a boosted crit rate, and a boosted dodge rate make Spear Masters terrors on
the battlefield.

Abilities
• Innate) +10 crit, +10 dodge
• Level 5) Seal Speed: After a battle, enemy’s Speed -6, recovering one lost point each Turn.
• Level 15) Lancefaire (Combat): Increases Strength by 5 in battle with Lances (+5 Magic with
magic lances).

Class Statistics
GR% Base Max
HP 45% 18 80
Str 15% 9 46
Mag 0% 0 30
Skl 15% 8 45
Spd 15% 8 44
Lck 5% 3 45
Def 10% 7 40
Res 5% 3 36
Move N/A 5 7
Wp. Rank N/A E S
Strategist
Overview
Usable Weapon Types: Staves and Tomes
Class Skills (choose four): Animal Handling, Arcana,
History, Insight, Medicine, Performance, Persuasion, Religion

Strategists (sometimes known as Valkyries) are usually


deployed as healers, but their fairly decent Magic can also be
used for combat purposes. As they are warriors on horseback,
they can move more spaces than other healers can. Stat-wise,
Strategists are similar to Sages, save for their superior Speed
and inferior Resistance. Combat-wise, Strategists are best
used as effective mage killers.

Abilities
• Level 5) Rally Resistance (Command): Increases the Resistance of all allies within a 3 tile
radius by +4 for one Turn.
• Level 15) Dual Support+: Boosts the Support Rank during Dual Support by 4.
◦ OR Inspiration: Allies within a 2 tile radius deal 2 extra damage and receive 2 less damage
during battles

Class Statistics
GR% Base Max
HP 35% 19 80
Str 0% 0 30
Mag 15% 5 42
Skl 5% 4 38
Spd 10% 8 43
Lck 20% 0 45
Def 0% 3 30
Res 15% 8 45
Move N/A 8 10
Wp. Rank N/A E
A B
Swordmaster
Overview
Usable Weapon Types: Swords
Class Skills (choose four): Acrobatics, Animal Handling,
Athletics, Deception, History, Insight, Intimidation,
Persuasion

While the Defense of Swordmasters has risen since their


promotion from Myrmidon, it is still considered to be
comparatively lower than a number of other classes. While
this remains a glaring weakness that the class carries over
from its previous form, so too do its strengths. More
prominent among these are their high Skill and Speed and generally average Strength, making for the
delivery of attacks that are strong, swift, and accurate. The high Speed of Swordmasters also renders
them experts of evasion, allowing them to engage in very effective combat when facing against tougher
enemies.

The two abilities Swordmasters can learn are Astra and Swordfaire. When Astra is activated, the user
unleashes five consecutive strikes at half damage, dealing a maximum of 2.5 times the normal damage.
However, units with Astra should be especially careful around Counter units if they are engaging in
melee combat, because the individual half-damage strikes from the skill's activation are less likely to
secure kills on their own, and thus, are more likely to incur damaging - and possibly, even fatal -
backlash. Swordfaire boosts the user's Strength by 5 if they are wielding a sword (Magic is upped by 5
if the user has a Levin Sword). Swordmasters tend to have average or below average Strength and poor
Magic growths, so this skill is good for rectifying that problem.

Abilities
• Innate) +10 critical rate, +10 avoid
• Level 5) Astra (Combat): Allows user to perform 5
consecutive attacks with halved damage. Each of these Class Statistics
attacks can crit normally, but not activate other Sword GR% Base Max
Abilities (like Sol). (Skill/2)%
• Level 15) Swordfaire: +5 Strength in battle while a HP 40% 20 80
Sword is equipped (+5 Magic if equipped with a Magic Str 20% 7 38
Sword)
Mag 0% 2 34
Skl 25% 11 44
Spd 25% 13 46
Lck 0% 0 45
Def 5% 6 33
Res 10% 4 38
Move N/A 6 8
Wp. Rank N/A E S
Trickster
Overview
Usable Weapon Types: Weapon chosen as Thief, plus Staves
Class Skills (choose four): Acrobatics, Athletics, Deception,
Insight, Perception, Persuasion, Sleight of Hand, Stealth

Tricksters are similar to Thieves, in the sense that their


strong point lies in their high Skill. As a result of being able
to use Staves, Tricksters have also gained higher Magic and
Resistance growths but are slightly weaker and slower than
before. Tricksters are still able to dodge and perform critical
attacks well, but are not suited for heavy offense like
Assassins are. However, they are by no means a bad class, but are more adept at supporting their
comrades through their staves or by being decoys. Lucky Seven adds +20 to Avoid and Accuracy for
seven turns, after which the effect will be disabled for the duration of the battle. It allows Tricksters to
avoid attacks even further with their superior Speed stat, severely reducing the hit rates of enemy units.
The duration of the effect is often ignored as most chapters at the time will only take up to six turns at
most. Acrobat, on the other hand, allows Tricksters to move through passable terrain without any
restriction to Movement, which allows them to retreat into mountains or forests while keeping at a safe
distance from the enemy, and when combined with Movement +1 and Pass, allows Tricksters to escape
their assailants much easier.

Abilities
• Level 5) Lucky 7: Increases Accuracy and Avoid by +20 until the 7th Turn
• Level 15) Acrobat: Lowers movement cost of terrain to 1.
◦ OR Pass: Allows unit to pass through enemy-occupied spaces.

Other Class Abilties


Class Statistics
• Fogsight: Tricksters can see farther in fog than other
classes (up to 8 spaces). GR% Base Max
HP 35% 19 80
Str 10% 4 30
Mag 15% 4 38
Skl 25% 10 45
Spd 20% 11 43
Lck 0% 0 45
Def 5% 3 30
Res 10% 5 40
Move N/A 6 8
Wp. Rank N/A E
A B
War Cleric
Overview
Usable Weapon Types: Axes, Staves
Class Skills (choose four): Athletics, Arcana, History,
Insight, Medicine, Performance, Persuasion, Religion

War Clerics are a much more balanced healing unit compared


to most common promoted healers. This class focuses mainly
on durability rather than healing potency, given that their
defensive caps are higher than those of their Skill and Speed.
When the War Cleric class is compared to the Sage class, its
other promoted counterpart, it can be observed that it is
superior in terms of Resistance with a cap difference of 9 points. Their caps in the Magic, Skill and
Speed departments are, however, clearly inferior, the former stat being the reason why they are lacking
in healing potency. Though the War Cleric will get attacked more often due to their lower Skill and
Speed, they will take significantly less damage as compared to the Sage. The War Cleric class also
provides one of the few HP regenerative abilities in Awakening, Renewal. At the start of the Player's
turn, all units equipped with this skill will recover 30% of their maximum HP, and is ideal for boosting
the War Cleric's durability, preventing or reducing the need for them to be healed if they are injured.
War Clerics are also treated as Mage units, allowing them to travel across sand-based terrain without
any cost to their mobility.

The another interesting feature of this class is that their weapon of choice is the Axe, which favor high
attack in exchange for accuracy. The War Cleric is not exactly suited for an offensive role due to their
rather mediocre Strength and semi-low Skill and Speed. Nevertheless, given their good defenses, they
can operate as good anti-magic units as they can sustain hits from them and exploit their lower
Defense.

Abilities Class Statistics


• Level 5) Rally Luck (Command): Increase the Luck of
all allies within a 3 tile radius by 8 points for one turn GR% Base Max
• Level 15) Renewal: Allows user to recover 30% HP at HP 45% 24 80
the start of each turn. Str 15% 5 40
Mag 15% 5 40
Skl 10% 4 38
Spd 15% 6 41
Lck 0% 0 45
Def 10% 6 38
Res 10% 6 43
Move N/A 6 8
Wp. Rank N/A E
A S
Warrior
Overview
Usable Weapon Types: Axes, Bows
Class Skills (choose four): Acrobatics, Animal Handling,
Athletics, History, Insight, Intimidation, Perception, Survival

Warriors, like Fighters, are characterized by high HP and


Strength with moderate Speed, while lacking in Skill and
usually Defense. This makes them an easy target for
swordsmen who are generally faster and more accurate than
Warriors, as well as magic-users such as Sages, who tend to
be fairly proficient at evasion.

Warriors are, however, immensely useful in taking down defensive units such as Generals and Paladins.
Unlike Fighters and Berserkers, Warriors are not locked into the axe-only Weapon Triangle position.
Their ability to wield Bows makes them capable of attacking any foe without running the risk of
triggering any melee Weapon Triangle penalties. Warriors using bows play slightly differently from
Snipers or other bow users, since they generally have higher Might and lower Speed. Since Warriors
can only use Bows after promotion, they usually are unable to exploit strong bows initially, and some
investment in their training is therefore required. Alternatively, the Warrior could be outfitted with a
Hand Axe instead of a Bow, as this weapon has a range of 1-2. Using this weapon does, however, come
at the cost of being weak against Swords.

Abilities
• Level 5) Rally Strength (Command): Increase the Strength of all allies within a 3 tile radius
by 4 points for one turn
• Level 15) Counter: When an enemy adjacent to the user initiates a battle, the user deals the full
damage taken back at the enemy. Will not activate on a
Dual Strike attack or if the attacker defeats the user. Class Statistics
GR% Base Max
HP 45% 28 80
Str 25% 12 48
Mag 0% 0 30
Skl 20% 8 42
Spd 15% 7 40
Lck 0% 0 45
Def 10% 7 40
Res 5% 3 35
Move N/A 6 8
Wp. Rank N/A E
AA
Wolfssegner
Overview
Usable Weapon Types: Beaststone
Notes: Beast Unit
RESTRICTION: Must be a member of the wolfskin race.
Class Skills (choose four): Acrobatics, Athletics, Deception,
Insight, Intimidation, Persuasion, Nature, Survival

The promoted form of the Wolfskin class, Wolfssegner are


able to switch between a humanoid and a werewolf-like
creature with the aid of the concentrated power stored within
Beaststones. Wolfssegner are considered to be the counterpart
to the Nine-Tails class. Just like the Nine-Tails, it gains heavily increased survivability and damage
through its two abilities: Better Odds and Grisly Wound. Together, these abilities heal the unit for a
40% of its maximum health and deal 20% of the target's maximum health in damage.

Abilities
• Level 5) Better Odds: Restores 40% maximum HP at the start of an odd-numbered turn.
• Level 15) Grisly Wound: Provided the user didn't already defeat the enemy, the enemy loses
20% of their maximum HP at the end of the battle.

Class Statistics
GR% Base Max
HP 50% 22 80
Str 20% 11 50
Mag 0% 0 30
Skl 5% 6 36
Spd 15% 7 43
Lck 5% 1 45
Def 10% 7 42
Res 0% 1 31
Move N/A 6 8
Wp. Rank N/A E S
Wyvern Lord
Overview
Usable Weapon Types: Axes and Lances
Notes: Flying Unit, Dragon Unit, Mount Unit
Class Skills (choose four): Animal Handling, Athletics,
History, Intimidation, Insight, Nature, Perception, Persuasion

One of the promoted forms of the Wyvern Rider class,


Wyvern Lords wield Axes as their primary weapon of
choice, and wield Lances as their secondary weapons of
choice. Wyvern Lords have three abilities to choose from,
Quick Burn, Rally Defense, and Swordbreaker. Quick Burn
allows its user to hit and avoid better at the beginning of the battle, after which the effects wear off
gradually. The beneficial effects of the skill should thus be taken advantage of quickly before
withdrawing the unit in question from direct harm. Rally Defense acts as a support ability to raise the
defense of nearby allies. If the Wyvern Lord is not the only flying unit in the force and plans on flying
near allies, this is a good option. Swordbreaker, on the other hands is ideal when battling against sword
users, in particular Swordmasters because of their high Skill.

Abilities
• Level 5) Quick Burn: Increases unit's Hit Rate and Evade by 15 and Decreases with a Passing
Turn. That unit will lose 1 point from their Hit Rate and Evade each passing turn until turn 15.
◦ OR Rally Defense (Command): Increase the Defense of all allies within a 3 tile radius by 4
for one turn
• Level 15) Swordbreaker (Combat): Hit Rate/Evasion +50 when the enemy is equipped with a
Sword

Other Class Abilties


Class Statistics
• Flight: This class can fly over terrain, providing a total
immunity to terrain movement penalties. GR% Base Max
HP 45% 24 80
Str 30% 11 46
Mag 0% 0 30
Skl 15% 8 38
Spd 15% 7 38
Lck 0% 0 45
Def 10% 11 46
Res 5% 3 30
Move N/A 8 10
Wp. Rank N/A E
A B
Items & Equipment
The Fire Emblem universe is filled with numerous items, many of which are weapons. Listed below, in
groups, will be all the items that easily converted to table-top format. GM's are not discouraged from
making custom items that suit the needs of their campaigns or players. Each unit has five slots in which
they can place any one item. Multiples of the same item occupy different slots.

Some games have allowed a “Convoy” to hold items that a unit cannot. A convoy has 500 item slots.
Once a unit receives an item that it cannot hold, it may immediately send any one item to the convoy.
Trading with the convoy is typically available through only two means. Between encounters, any and
all allied units may freely trade with the convoy. During battle, in order to access trade with the convoy,
typically a unit needs to be adjacent to the army's Lord or similar leader character if there is no Lord. If
a party chooses to have a Convoy, and the GM is okay with it, they need to select which unit is in
command of the convoy.

There are a few types of weapons that all weapon families have, such as brave, killing, and regalia
weapons. Each of the major types will be given a short explanation.

Brave Weapons
Brave weapons possess a unique and valuable functionality: when used, they allow the user to attack
double the number of times they normally would, generally described as "attacking consecutively",
"attacking twice" or "attacking twice per turn". At minimum, this ensures that the wielder of a brave
weapon attacks twice regardless of attack speed; at best, it allows them to strike the enemy four times
in a single round of combat, more than is possible in any other circumstance (abilities notwithstanding).
However, brave weapons gain experience at the normal rate, weapon experience gained from using a
brave weapon ignores the brave effect; if, for example, the wielder attacked four times using a brave
weapon, they only gain weapon experience from it as if the wielder had attacked just the normal non-
brave two times.

Killer Weapons
Killer weapons have a greatly enhanced crit stat compared to regular weapons, which gives them a very
high chance of inflicting critical hits and makes it an extremely dangerous weapon. They also tend to
have a critical multiplier of x4 instead of x3.

Regalia/Sacred Weapons
A few weapons may be listed as “regalia” or “sacred”, which almost always means that the weapon is
considered holy, was made with the power of a god, or is made with a legendary amount of
craftsmanship. All such weapons are typically unique, with only one in existence. Many require a high
rank in that weapon to wield them and none of them can be forged by any means.

Ability Weapons
A few weapons grant the user access to an ability while they are equipped, such as the Superior Edge
granting access to the Swordbreaker ability while equipped. Access to the ability is automatic while the
weapon is equipped. Access is cut off while the item is unequipped in inventory.
Axes/Clubs
Basic Axes
Name Rank Mt. Hit Crit Range Uses Worth WEx Other
Bronze Axe E 6 80 0 1 Inf. 500 2
Iron Axe D 8 70 0 1 Inf. 1,000 2 –

Steel Axe C 12 65 0 1 Inf. 2,000 2 Avoid -5, Ability to double attack -3 when
equipped. Sells for 750 gold

Silver Axe B 15 65 0 1 Inf. 4,000 2 Sells for 1,000 gold.

Basic Clubs
Name Rank Mt. Hit Crit Range Uses Worth WEx Other
Brass Club E 5 85 5 1 Inf. 500 2
Iron Club D 6 75 5 1 Inf. 1,000 2 –

Steel Club C 10 70 5 1 Inf. 2,000 2 Avoid -5, Ability to double attack -3 when
equipped. Sells for 750 gold

Silver Club B 13 70 5 1 Inf. 4,000 2 Sells for 1,000 gold.

Other Axes
Name Rank Mt. Hit Crit Range Uses Worth WEx Other
Raider Axe E 7 65 0 1 Inf. 1,800 2 Tears the enemy's clothes upon successful
strike when user has weapon triangle
advantage. Ability to double attack +3

Bone Axe D 9 60 0 1 Inf. 2,500 2 +3 resistance when equipped.

Hammer D 10 60 0 1 Inf. 2,500 2 Effective against armored units.

Hand Axe D 7 65 0 1-2 Inf. 1,800 2 Enemy's ability to double attack +5. Sells for
650 gold

Berserker's C 17 90 0 1 Inf. 3,000 2 User's HP is reduced by 30% after battle

Axe
Bolt Axe C 14 65 0 1-2 Inf. 3,300 2 -20 avoid when equipped. Works as magical
damage. Sells for 1,100 gold.

Killer Axe C 8 65 25 1 Inf. 3,000 2 -10 avoid when equipped. Increases critical hit
damage to ×4 damage, instead of the usual 3x.
Sells for 1,000 gold

Volant Axe C 8 55 0 1-2 Inf. 3,000 2 Deals effective damage to flying units. It sells
for 750 gold.

Superior Axe B 15 60 0 1 Inf. 4,000 2 Grants Axebreaker when equipped. It sells for
1,000.

Tomahawk B 14 55 0 1-2 Inf. 4,500 2 -10 avoid when equipped. +5 to enemy's


ability to double attack. Sells for 1,500 gold.

Brave Axe A 8 55 0 1 Inf. 8,000 2 Allows two consecutive hits per attack. Sells
for 2000 gold.
Other Clubs
Name Rank Mt. Hit Crit Range Uses Worth WEx Other
Pike-Ruin D 10 60 5 1 Inf. 3,400 2 Drops user's Avoid by 10 and grants
Lancebreaker when equipped. Sells for 1150
Club gold.

Throwing D 6 70 0 1-2 Inf. 1,800 2 Enemy's ability to double-attack +5. Sells for
650 gold
Club
Adamant Club C 3 80 5 1 Inf. 1,800 2 Defense +4 while equipped.

Dual Club C 9 60 10 1 Inf. 4,000 2 Reverses the weapon triangle and doubles
weapon triangle effects. Sells for 1,250 gold.

Great Club C 6 45 55 1 Inf. 1,900 2 Avoid -5 when equipped. Critical hits deal ×4
damage. Sells for 750 gold.

Battering Club B 12 60 5 1-2 Inf. 4,500 2 Enemy's ability to double-attack +5. Sells for
1,500 gold.

Venge Club A 10 75 5 1 Inf. 8,000 2 Avoid -20. Might doubles when enemy
initiates battle. Sells for 2,000 gold.

Regalia Axes/Clubs
Name Rank Mt. Hit Crit Range Uses Worth WEx Other
Vengeance B 16 75 5 1 Inf. – 2 Grants Vengeance when equipped.

Armads A 17 80 10 1 Inf. – 2 +5 Defense when equipped.

Helswath A 18 60 10 1-2 Inf. – 2 +5 Defense when equipped.

Aurgelmir S 22 75 15 1 Inf. – 2
Wolf Berg S 18 75 5 1-2 Inf. – 2
Bows/Yumi
Note: All bows/yumi deal effective damage to Flying units. Every yumi increases its wielder's
resistance stat by 2 points when equipped, unless the specific yumi has a conflicting effect.
Basic Bows
Name Rank Mt. Hit Crit Range Uses Worth WEx Other
Bronze Bow E 6 90 0 2 Inf. 500 2
Iron Bow D 8 80 0 2 Inf. 1,000 2
Steel Bow C 11 75 0 2 Inf. 2,000 2 -5 avoid and -3 double attack ability when
equipped. Sells for 750 gold.

Silver Bow B 13 75 0 2 Inf. 4,000 2 Sells for 1,000 gold.

Basic Yumi
Name Rank Mt. Hit Crit Range Uses Worth WEx Other
Brass Yumi E 7 80 0 2 Inf. 500 2
Iron Yumi D 9 70 0 2 Inf. 1,000 2
Steel Yumi C 12 65 0 2 Inf. 2,000 2 -5 avoid and -3 double attack ability when
equipped. Sells for 750 gold.

Silver Yumi B 14 65 0 2 Inf. 4,000 2 Sells for 1,000 gold.

Other Bow
Name Rank Mt. Hit Crit Range Uses Worth WEx Other
Hunter's Bow D 6 85 0 2 Inf. 2,500 2 -10 avoid when equipped. Deals effective
damage to beast units. Sells for 850 gold.

Mini Bow D 7 75 0 1 Inf. 2,400 2 Avoid -10. Sells for 840 gold.

Towering Bow D 3 80 0 2-3 Inf. 810 2 Exclusive to archers and snipers. Sells for 203
gold.

Underdog D 9 75 5 2 Inf. 950 2 Grants Underdog when equipped. It sells for


238 gold.
Bow
Violin Bow D 6 75 0 2 Inf. 1,500 2 At the end of an attack initiated by the user, +4
skill to all allied units in a 2-tile radius of the
user for one turn.

Blessed Bow C 7 70 0 2 Inf. 2,200 2 Deals effective damage to monster units.


When equipped, it automatically recovers 10
HP to the wielder at the beginning of their
Phase. Defense and Resistance -3 each.
Sells for 800 gold.

Killing Bow C 7 75 25 2 Inf. 3,000 2 -10 avoid when equipped. Increases critical hit
damage to ×4 damage, instead of the usual 3x.
Sells for 1,000 gold.

Longbow C 9 70 0 2-3 Inf. 2,150 2 Only usable by archers and snipers.

Shining Bow C 13 70 0 2 Inf. 3,300 2 -20 avoid when equipped. Works as magical
damage. Sells for 1,100 gold.

Superior Bow B 13 70 0 2 Inf. 2,160 2 Grants Bowbreaker when equipped. It sells for
540 gold.
Brave Bow A 8 65 0 2 Inf. 8,000 2 Brave weapon. Sells for 2,000 gold.

Other Yumi
Name Rank Mt. Hit Crit Range Uses Worth WEx Other
Raider Yumi E 6 65 0 2 Inf. 1,800 2 Tears the enemy's clothes upon successful
strike when user has weapon triangle
advantage. Ability to double attack +3

Harp Yumi D 6 65 0 2 Inf. 1,400 2 At the end of a battle initiated by the user,
Resistance +4 to all allies within a two-square
radius of the user.

Spellbane D 5 60 0 2 Inf. 1,200 2 -4 Defense, -2 Resistance -10 Avoid when


equipped. Deals effective damage to enemies
Yumi equipped with a tome or a scroll.

Dual Yumi C 11 55 5 2 Inf. 4,000 2 Reverses the weapon triangle and doubles
weapon triangle effects. Sells for 1,250 gold.

Illusory Yumi C 8 65 0 2 Inf. 2,700 2 Avoid -10, Resistance +10 while equipped.
Sells for 900 gold.

Sidelong Yumi C 3 65 0 1-2 Inf. 1,800 2 -10 avoid when equipped. +5 to enemy's
ability to double attack.

Surefire Yumi B 10 120 0 2 Inf. 4,300 2 Avoid -30, Defense -4 and Resistance -2 while
equipped. Sells for 1,400 gold.

Spy's Yumi A 5 55 0 3 Inf. 8,000 2 Avoid -20 when equipped. Sells for 2,000 gold

Regalia Bows & Yumi


Name Rank Mt. Hit Crit Range Uses Worth WEx Other
Astra B 14 75 5 2 Inf. – 2 Grants Astra when equipped.

Fujin Yumi A 14 70 5 2 Inf. – 2 +10 avoid when equipped.


Allows wielder to cross all traversible terrain
for a movement cost of 1 when equipped.

Nidhogg A 16 75 10 2 Inf. – 2 +10 Luck when equipped.

Yewfelle A 15 85 10 2 Inf. – 2 +5 Speed when equipped.

Double Bow S 13 70 10 2-3 Inf. – 2 +5 strength when equipped.

Parthia S 19 95 5 2 Inf. – 2 Can be used as an item to give the user a


temporary +5 resistance. The boost decreases
by 1 each turn.

Pursuer S 22 80 10 2 Inf. – 2 -5 defense, -3 resistance, -10 avoid when


equipped. +5 effective speed when the user
(yumi) initiates an attack. -5 effective speed when an
enemy initiates an attack on the user.

Skadi (yumi) S 15 95 -10 1-4 Inf. – 2 +20 critical evade when equipped.
Daggers/Shuriken
Note: All shuriken increase its wielder's Speed by +2 when equipped; no shuriken has an effect that
conflicts with this boost.
Basic Daggers
Name Rank Mt. Hit Crit Range Uses Worth WEx Other
Bronze E 2 100 0 1-2 Inf. 500 2 Inflicts -1 strength, -1 speed, -2 defense, -2
resistance debuff on the target on contact.
Dagger
Iron Dagger D 4 90 0 1-2 Inf. 1,000 2 Inflicts -2 magic, -3 defense, -3 resistance
debuff on the target on contact.

Steel Dagger C 7 85 0 1-2 Inf. 2,000 2 -5 avoid and -3 double attack ability when
equipped. Inflicts -3 strength, -4 defense, -4
resistance debuff on the target on contact. Sells
for 750 gold.

Silver Dagger B 9 85 0 1-2 Inf. 4,000 2 Inflicts -4 speed, -4 defense, -4 resistance


debuff on the target on contact. Sells for 1,000
gold.

Basic Shuriken
Name Rank Mt. Hit Crit Range Uses Worth WEx Other
Brass E 2 95 0 1-2 Inf. 500 2 Enemy's Skill and Speed -1 each, Defense and
Resistance -2 each upon a successful strike.
Shuriken
Iron Shuriken D 4 85 0 1-2 Inf. 1,000 2 Enemy's Magic -2, Defense and Resistance -3
each upon a successful strike.

Steel Shuriken C 7 80 0 1-2 Inf. 2,000 2 Avoid -5, Ability to double attack -3 when
equipped. Enemy's Strength -3, Defense and
Resistance -4 each upon a successful strike.
Sells for 750 gold.

Silver B 9 80 0 1-2 Inf. 4,000 2 Enemy's Speed, Defense, and Resistance -4


each upon a successful strike. Sells for 1,000
Shuriken gold.

Other Daggers
Name Rank Mt. Hit Crit Range Uses Worth WEx Other
Raider Knife E 3 85 0 1-2 Inf. 1,800 2 Tears the enemy's clothes upon successful
strike when user has weapon triangle
advantage. Ability to double attack +3
Enemy's Luck, Defense, and Resistance -2
each upon a successful strike.

Fruit Knife D 4 85 0 1-2 Inf. 1,800 2 Can be used as an item to restore 10 HP.
Enemy's Skill -2, Defense and Resistance -3
each upon a successful strike. Sells for 700
gold

Hunter's Knife D 7 95 0 1-2 Inf. 2,500 2 Deals effective damage to beast units. Inflicts
-2 luck, -3 defense, -3 resistance debuff on the
target on contact. Sells for 850 gold.

Votive Candle D 5 70 0 1-2 Inf. 1,500 2 Grants Miracle when equipped. Reduces the
target's Strength and Magic by 1 each, Defense
and Resistance by 3 each, upon a successful
strike.

Kris Knife C 3 80 0 1-2 Inf. 2,200 2 -3 defense, -3 resistance when equipped.


Deals effective damage to monster units.
Kris Knife Restores 10 HP to the equipper at the
beginning of their phase when equipped.
(cont'd) Inflicts -3 magic, -4 defense, -4 resistance
debuff on the target on contact. Sells for 800
gold.

Sacrificial C 11 110 0 1-2 Inf. 3,000 2 After the attack, inflicts (30% of user's
maximum HP) damage on its user. Inflicts -8
Knife luck, -5 defense, -5 resistance debuff on the
target on contact.

Soldier's A 4 75 0 1-2 Inf. 8,000 2 Brave weapon. Enemy's Defense and


Resistance -5, all other stats -2 upon a
Knife successful strike. Sells for 2,000 gold.

Other Shuriken
Name Rank Mt. Hit Crit Range Uses Worth WEx Other
Hair Pin D 5 80 0 1-2 Inf. 1,000 2 Enemy's Strength -2, Defense and Resistance
-3 each upon a successful strike.

Sting Shuriken D 7 90 0 1-2 Inf. 2,500 2 Deals effective damage against armored units.
Enemy's Skill, Defense and Resistance -3 upon
a successful strike. Sells for 850 gold.

Barb Shuriken C 4 80 25 1-2 Inf. 3,000 2 Avoid -10. Critical hits deal ×4 damage
Enemy's Luck, Defense and Resistance -4
upon a successful strike.
Sells for 1,000 gold.

Dual Shuriken C 6 70 5 1-2 Inf. 4,000 2 Reverses the weapon triangle and doubles
weapon triangle effects. Enemy's Strength and
Magic -2 each, Defense and Resistance -4 each
upon a successful strike. Sells for 1,250 gold.

Flame C 9 75 0 1-2 Inf. 3,300 2 Avoid -20. Magic weapon. Cannot deal a
critical hit or trigger sword abilities. Sells for
Shuriken 1,100 gold. Reduces the target's Magic,
Defense, and Resistance by 4 each upon a
successful strike.

Caltrop B 5 95 5 1 Inf. 4,000 2 After battle, Strength and Skill -2 each,


recover by 1 each turn. Enemy's Speed,
Defense and Resistance -8 each upon a
successful strike.

Spy's A 1 70 0 3 Inf. 8,000 2 Avoid -20 when equipped. Cannot double-


attack. Enemy's Defense and Resistance -5
Shuriken each, all other stats -2 each upon a successful
strike. Sells for 2,000 gold.

Regalia Daggers/Shuriken
Name Rank Mt. Hit Crit Range Uses Worth WEx Other
Chakram S 11 95 10 1-2 Inf. – 2 -5 defense, -5 resistance, -10 avoid when
equipped. +5 effective speed when the user
initiates an attack. -5 effective speed when an
enemy initiates an attack on the user.
Inflicts -6 strength, -6 magic, -6 defense, -6
resistance debuff on the target on contact.
Lances/Naginata
Note: Every naginata increases its wielder's defense and resistance stats by 1 point when equipped,
unless the specific naginata has a conflicting effect.

Basic Lances
Name Rank Mt. Hit Crit Range Uses Worth WEx Other
Bronze Lance E 5 90 0 1 Inf. 500 2 –

Iron Lance D 7 80 0 1 Inf. 1,000 2 –

Steel Lance C 10 75 0 1 Inf. 2,000 2 Avoid -5, Ability to double attack -3 when
equipped. Sells for 750 gold

Silver Lance B 13 75 0 1 Inf. 4,000 2 Sells for 1,000 gold.

Basic Naginata
Name Rank Mt. Hit Crit Range Uses Worth WEx Other
Brass E 4 90 0 1 Inf. 500 2 –

Naginata
Iron Naginata D 6 80 0 1 Inf. 1,000 2 –

Steel Naginata C 9 75 0 1 Inf. 2,000 2 Avoid -5, Ability to double attack -3 when
equipped. Sells for 750 gold

Silver B 12 75 0 1 Inf. 4,000 2 Sells for 1,000 gold.

Naginata

Other Lances
Name Rank Mt. Hit Crit Range Uses Worth WEx Other
Beast Killer D 9 70 0 1 Inf. 2,500 2 Deals effective damage to beast units. Sells for
850 gold.

Javelin D 6 75 0 1-2 Inf. 1,800 2 Enemy's ability to double attack +5. Sells for
650 gold.

Blessed Lance C 6 70 0 1 Inf. 2,200 2 Deals effective damage to monster units.


When equipped, it automatically recovers 10
HP to the wielder at the beginning of their
Phase. Defense and Resistance -3 each. Sells
for 800 gold.

Hexlock Spear C 1 80 0 1 Inf. 2,200 2 Resistance +8 while equipped.

Killer Lance C 7 75 25 1 Inf. 3,000 2 Avoid -10 when equipped. Critical hits deal ×4
damage. Sells for 1,000 gold.

Spear B 12 65 0 1-2 Inf. 4,500 2 -10 avoid when equipped. +5 to enemy's


ability to double attack. Sells for 1,500 gold.

Superior B 13 70 0 1 Inf. 4,000 2 Grants Lancebreaker when equipped. It sells


for 1,000.
Lance
Brave Lance A 7 65 0 1 Inf. 8,000 2 It allows two consecutive hits per attack. Sells
for 2000 gold.
Other Naginata
Name Rank Mt. Hit Crit Range Uses Worth WEx Other
Raider E 5 75 0 1 Inf. 1,500 2 Tears the enemy's clothes upon successful
strike when user has weapon triangle
Naginata advantage. Ability to double attack +3

Pine Branch D 11 55 10 1 Inf. 3,400 2 Avoid -10, Ability to double attack -3 when
equipped.

Swordcatcher D 7 65 0 1 Inf. 3,400 2 Drops user's Avoid by 10. Inflicts effective


damage on sword wielders. Sells for 1150
gold.

Bolt Naginata C 11 70 0 1-2 Inf. 3,300 2 Avoid -20. Deals magical damage, fuelled by
the wielder's magic and targeting the enemy's
resistance. Cannot deal a critical hit or trigger
offensive trigger abilities. Sells for 1,100 gold.

Dual Naginata C 8 65 5 1 Inf. 4,000 2 Reverses the weapon triangle and doubles
weapon triangle effects. Sells for 1,250 gold.

Guard C 5 75 0 1 Inf. 4,000 2 Avoid -10. Defense and Resistance +5 while


equipped. Sells for 900 gold.
Naginata
Venge A 9 90 0 1 Inf. 8,000 2 Avoid -20 when equipped. Might doubles
when enemy initiates battle. Sells for 2,000
Naginata gold.

Regalia Lances/Naginata
Name Rank Mt. Hit Crit Range Uses Worth WEx Other
Luna B 14 80 5 1 Inf. – 2 Grants Luna when equipped.

Gáe Bolg A 15 75 10 1 Inf. – 2 +5 Defense when equipped.

Gungnir A 16 70 10 1 Inf. – 2 +5 Strength when equipped.

Gradivus S 19 85 5 1-2 Inf. – 2 Can be used as an item to fully restore HP.

Waterwheel S 19 85 0 1 Inf. – 2 Defense +5, Resistance +5, Critical evade +20


when equipped.
(naginata)
Staves/Rods
Staves and rods by default heal an amount equal to their Base HP rating plus the healer's magic rating
divided by three to one allied unit unless noted otherwise. They may not be used more than once per a
unit's turn, no matter their Speed. They may use it again if a Dancer gives the unit another turn.

Healing Staves
Name Rank Base HP Range Uses Worth WEx Ex Other
Heal E 10 1 20 500 2 25
Mend D 20 1 15 1,000 2 30
Physic C 7 1-7 5 3,000 2 35 Sells for 1,000 gold.

Recover B 35 1 5 3,000 2 40 Sells for 1,000 gold.

Fortify A 7 1-7 2 5,000 2 70 Restores HP to all allies within range. Sells


for 2,000 gold.

Balmwood D 15 1 15 1,200 2 22 Can be used as an item to restore 20 HP to


the user. Sells for 300 gold.
Staff
Catharsis B 14 1-7 5 4,000 2 35 Sells for 1,000 gold.

Mushroom E – 1 5 700 2 20 Restores 15 HP to the targeted ally, and also


increases targeted ally's Resistance by 2 for
Staff the remainder of the mission.

Bouquet Staff D – 1 3 1,400 2 25 Restores 25 HP to the targeted ally, and also


increases targeted ally's Luck by 4 for the
remainder of the mission.

Healing Rods
Name Rank Base HP Range Uses Worth WEx Ex Other
Bloom Festal E 7 1-2 20 500 2 25
Sun Festal D 14 1-2 15 1,000 2 30
Wane Festal C 2 1-10 5 3,000 2 35
Moon Festal B 25 1-2 5 3,000 2 40 Sells for 1,000 gold.

Great Festal A 2 1-10 2 5,000 2 70 Restores HP to all targets in range. Sells for
2,000 gold.

Lantern E – 1-3 5 400 2 20 Restores 7 HP to the targeted ally.

Dumpling D – 1-2 3 700 2 25 Restores 10 HP to the targeted ally. Can be


used as an item to restore 10 HP to the
Rod holder.

Bamboo C – 1-2 3 3,000 2 30 Restores 15 HP to the targeted ally. Trigger


Rally Luck centered on the user.
Branch
Support/Transport Staves/Rods
Name Rank Range Uses Worth WEx Ex Other
Rescue (rod) D 1-10 2 3,800 2 35 Transports chosen ally to user's side. Sells
for 1,500 gold.

Ward C 1-7 5 2,100 2 30 Raise target's Res by 7. Fades 1/turn.

Entrap B 1-7 2 4,200 2 50 60 Hit. Transports one chosen target to the


user's side. Sells for 1,700 gold.

Offensive Staves/Rods
Name Rank Hit Range Uses Worth WEx Ex Other
Freeze D 80 1-7 4 1,800 2 35 Target's Mov reduced to 0 and -20
Avoid until next turn. Sells for 700
gold.

Enfeeble C 80 1-7 4 2,500 2 40 Reduces all of the enemy's stats by 4


for the remainder of the turn. Sells for
1,000 gold.

Silence C 70 1-10 4 2,400 2 40 Prevents the targeted enemy from


using a tome or staff for the rest of the
(rod) turn. Sells for 900 gold.

Hexing Rod B 50 1-10 3 3,000 2 50 Halves the target's maximum HP for


the remainder of the mission. Sells for
1,200 gold.

Regalia Staves/Rods
Name Rank Base HP Range Uses Worth WEx Ex Other
Goddess A – 1-7 1 – 2 100 Fully restores HP to all allies in range.

Staff
Bifröst S – 1 1 – 2 130 Resurrects the most recent ally to have died
on the current map.
Stones
NOTE: Stones cannot be forged. Their stat boosts and raw stats should make up for their decreased
utility when compared to other weapons.

Beaststones
Name Rank Mt. Hit Crit Range Uses Worth WEx Other
Beaststone E 6 80 0 1 Inf. 2,000 2 +3 Strength, +5 Skill, +5 Speed, +4 Luck, +1
Defense when equipped.

Beastrune C 9 80 0 1 Inf. 4,000 2 Dodge +10. -2 Skill, -1 Speed, +4 Defense, +5


Resistance when equipped.

Beaststone+ B 10 70 0 1 Inf. 8,000 2 +5 strength, +8 skill, +8 speed, +6 luck, +4


defense, +2 resistance when equipped.

Dragonstones
Note: Manakete playing as the Manakete class, as more true versions of their race, can better use
Dragonstones. They use a different profile of the stone from the other classes, such as Nohr Noble. This
means that the same stone can have different effects in the hands of a different unit.
Name Rank Mt. Hit Crit Range Uses Worth WEx Other
Dragonstone E 14 85 0 1 Inf. 2,000 2 -3 skill, -2 speed, +4 defense, +3 resistance,
-10 avoid, +10 dodge when equipped.

Dragonstone E 8 80 0 1-2 Inf. 2,000 2 +8 strength, +5 magic, +3 skill, +2 speed, +10


defense and +7 resistance when equipped.
(manakete)
Dragonstone+ C 25 75 0 1 Inf. 8,000 2 Avoid-10. Dodge +10. -5 Skill, -4 Speed, +9
Defense and +7 Resistance when equipped.

Dragonstone+ C 12 70 0 1-2 Inf. 8,000 2 +11 Strength, +6 Magic, +5 Skill, +4 Speed,


+13 Defense, +9 Resistance when equipped.
(manakete)
Swords/Katana
Note: All katana increase its wielder's Speed by +1, and decrease its wielder's Defense and Resistance
by -1 each, when equipped, unless it has a conflicting effect.

Basic Swords
Name Rank Mt. Hit Crit Range Uses Worth WEx Other
Bronze Sword E 4 100 0 1 Inf. 500 2
Iron Sword D 6 90 0 1 Inf. 1,000 2
Steel Sword C 9 85 0 1 Inf. 2,000 2 Avoid -5, Ability to double attack -3 when
equipped. Sells for 750 gold

Silver Sword B 11 85 0 1 Inf. 4,000 2 Sells for 1,000 gold.

Basic Katana
Name Rank Mt. Hit Crit Range Uses Worth WEx Other
Brass Katana E 4 100 0 1 Inf. 500 2
Iron Katana D 6 90 0 1 Inf. 1,000 2
Steel Katana C 9 85 0 1 Inf. 2,000 2 Avoid -5, Ability to double attack -3 when
equipped. Sells for 750 gold

Silver Katana B 11 85 0 1 Inf. 4,000 2 Sells for 1,000 gold.

Other Swords
Name Rank Mt. Hit Crit Range Uses Worth WEx Other
Rapier E 5 90 10 1 Inf. 1,600 2 Effective against beast and armored units.
Lords and Lodestars only.

Armorslayer D 8 80 0 1 Inf. 2,500 2 Deals effective damage to armored units. Sells


for 800 gold.

Wyrmslayer D 8 80 0 1 Inf. 2,500 2 Deals effective damage to dragon units. Sells


for 800 gold.

Killing Edge C 6 85 25 1 Inf. 3,000 2 Avoid -10. Critical hits deal ×4 damage. Sells
for 1,000 gold

Levin Sword C 11 80 0 1-2 Inf. 3,300 2 -20 avoid when equipped. Works as magical
damage. Sells for 1,100 gold.

Noble Rapier C 8 85 10 1 Inf. 4,200 2 Effective against beast and armored units.
Lords and Lodestars only.

Superior Edge B 11 80 0 1 Inf. 4,000 2 Grants Swordbreaker when equipped. It sells


for 1,000.

Brave Sword A 6 75 0 1 Inf. 8,000 2 It allows two consecutive hits per attack. Sells
for 2000 gold.
Other Katana
Name Rank Mt. Hit Crit Range Uses Worth WEx Other
Raider Katana E 5 85 0 1 Inf. 1,500 2 Tears the enemy's clothes upon successful
strike when user has weapon triangle
advantage. Ability to double attack +3

Kodachi D 5 85 0 1-2 Inf. 1,800 2 +5 to enemy's ability to double attack. Sells for
650 gold.

Axe Splitter D 7 75 0 1 Inf. 3,400 2 Drops user's Avoid by 10. Deals effective
damage to axe and club-wielding units. Sells
for 1150 instead of 1700.

Sunrise D 3 85 0 1 Inf. 2,200 2 Avoid +20 while equipped.

Katana
Dual Katana C 8 75 5 1 Inf. 4,000 2 Reverses the weapon triangle and doubles
weapon triangle effects. Sells for 1,250 gold.

Practice C 6 80 0 1 Inf. 2,700 2 Speed +5, Defense and Resistance -1 each


while equipped. Sells for 900 gold.
Katana
Spirit Katana C 5 80 0 1 Inf. 2,200 2 Deals effective damage to monster units.
When equipped, it automatically recovers 10
HP to the wielder at the beginning of their
Phase. Speed +1, Defense and Resistance -4
each when equipped. Sells for 800 gold.

Wakizashi B 10 75 0 1-2 Inf. 4,500 2 +5 to enemy's ability to double attack. Sells for
1,500 gold.

Venge Katana A 9 90 0 1 Inf. 8,000 2 Avoid -20. Might doubles when enemy
initiates battle. Sells for 2,000 gold.

Regalia Swords/Katana
Name Rank Mt. Hit Crit Range Uses Worth WEx Other
Sol B 12 85 5 1 Inf. – 2 Grants Sol when equipped.

Amatsu A 12 60 5 1-2 Inf. – 2


Balmung A 13 90 10 1 Inf. – 2 +5 speed when equipped.

Falchion A 13 85 0 1 Inf. – 2 +10 dodge when equipped. Deals effective


damage to dragon units. Can be used as an
item to restore 10 HP to the user. Lords and
Lodestars only.

Mystletainn A 14 85 15 1 Inf. – 2 +5 skill when equipped.

Ragnell A 13 75 0 1-2 Inf. – 2 +3 defense, -5 avoid, -3 double attack ability


when equipped.

Raijinto A 11 80 5 1-2 Inf. – 2 Avoid +10. Strength +4 while equipped.

(katana)
Siegfried A 11 80 5 1-2 Inf. – 2 +10 dodge when equipped. +4 defense when
equipped.

Tyrfing A 16 85 10 1 Inf. – 2 +5 resistance when equipped.

Hagakure S 18 95 0 1 Inf. – 2 +1 speed, -1 defense, -1 resistance, +20 avoid


when equipped.
Blade (katana)
Mercurius S 17 95 5 1 Inf. – 2
Sol Katti S 8 100 50 1 Inf. – 2 +5 resistance when equipped. Critical hits deal
×4 damage.
Tomes/Scrolls
Basic Tomes
Name Rank Mt. Hit Crit Range Uses Worth WEx Other
Fire E 2 90 0 1-2 Inf. 500 2
Thunder E 3 80 5 1-2 Inf. 625 2
Wind E 1 100 0 1-2 Inf. 450 2 Deals effective damage to flying units.

Elfire D 5 85 0 1-2 Inf. 1,000 2


Elthunder D 6 75 5 1-2 Inf. 1,250 2
Elwind D 4 95 0 1-2 Inf. 900 2 Deals effective damage to flying units.

Arcfire C 8 80 0 1-2 Inf. 2,000 2


Arcthunder C 10 70 10 1-2 Inf. 2,500 2
Arcwind C 6 90 0 1-2 Inf. 1,800 2 Deals effective damage to flying units.

Bolganone B 12 75 0 1-2 Inf. 4,000 2


Thoron B 14 65 10 1-2 Inf. 5,000 2
Rexcalibur B 10 85 0 1-2 Inf. 3,600 2 Deals effective damage to flying units.

Main Scroll Zodiac Hierarchy


Name Rank Mt. Hit Crit Range Uses Worth WEx Other
Rat Spirit E 3 85 0 1-2 Inf. 500 2
Ox Spirit D 5 75 0 1-2 Inf. 1,000 2 +1 defense when equipped.

Tiger Spirit C 8 70 0 1-2 Inf. 2,000 2 Avoid -5. Ability to double attack -3. Speed +1
while equipped. Sells for 750 gold.

Rabbit Spirit B 11 75 0 1-2 Inf. 4,000 2 +1 resistance, -5 dodge when equipped.


Inflicts -2 magic and skill debuff on the user.
Sells for 1,000 gold.

Dragon Spirit A 11 85 10 1-2 Inf. 8,000 2 Deals effective damage against dragon units.
Skill and Defense +1 each while equipped.
Sells for 2,000 gold.

Snake Spirit A 5 60 0 1-2 Inf. 8,000 2 Brave weapon. +1 speed and +1 resistance
when equipped. Sells for 2,000 gold.

Horse Spirit D 4 70 0 1-2 Inf. 2,100 2 +3 skill, +3 speed, +3 defense, +3 resistance


when equipped. Sells for 780 gold.

Sheep Spirit D 5 70 0 1-2 Inf. 1,800 2 Defense, and Resistance +1 each while
equipped. Can be used as an item to restore 10
HP. Sells for 700 gold.

Monkey Spirit D 4 80 0 1-2 Inf. 1,200 2 Skill and Speed +1 each, Luck -4, and
Resistance +2 while equipped.

Bird Spirit C 5 75 0 1-2 Inf. 1,900 2 +1 speed, +1 luck, -4 defense, +15 avoid +15
when equipped.
Other Tomes
Name Rank Mt. Hit Crit Range Uses Worth WEx Other
Disrobing E 4 75 0 1-2 Inf. 1,500 2 Tears the enemy's clothes upon successful
strike when user has weapon triangle
Gale advantage. Ability to double attack +3

Wilderwind D 2 70 35 1-2 Inf. 1,800 2 Deals effective damage to flying units. Sells
for 600 gold.

Fimbulvetr C 8 75 0 1-2 Inf. 2,000 2 Avoid -5, ability to double attack -3 when
equipped. Sells for 750 gold.

Killing Bolt C 5 75 25 1-2 Inf. 3,000 2 Avoid -10 when equipped. Crits deal x4
damage. Sells for 1,000 gold.

Lightning C 1 75 0 1-2 Inf. 3,400 2 Brave weapon. Sells for 1,150 gold.

Celica's Gale B 4 80 5 1-2 Inf. 8,000 2 Brave weapon. Deals effective damage to
flying units. Sells for 430 gold.

Superior Jolt B 14 60 15 1-2 Inf. 4,000 2 Grants Tomebreaker when equipped. Sells for
580 gold.

Ginnungagap A 15 65 0 1-2 Inf. 8,000 2 After the attack, user's magic is halved until
the end of their next attack.

Other Scrolls
Name Rank Mt. Hit Crit Range Uses Worth WEx Other
Malevolent D 10 50 10 1-2 Inf. 1,500 2 Avoid -10, ability to double-attack -3, skill +1
while equipped.
Text
Calamity Gate C 7 70 5 1-2 Inf. 4,000 2 Reverses the weapon triangle and doubles
weapon triangle effects. +1 speed and defense
when equipped. Sells for 1,250 gold.

Regalia Tomes/Scrolls
Name Rank Mt. Hit Crit Range Uses Worth WEx Other
Ink Painting B 9 90 0 1-2 Inf. – 2 Avoid -20. Might doubled when enemy
initiates battle. Skill and Luck +1 each while
(scroll) equipped. After battle, Magic and Skill -2
each, recover by 1 each turn.

Book of Naga A 15 80 15 1-2 Inf. – 2 +5 defense, +5 resistance when equipped.


Deals effective damage to dragon units.

Brynhildr A 10 80 5 1-2 Inf. – 2 Dodge +10. (Skill)% chance of halving


enemy's Magic upon a successful strike.

Forseti A 14 90 10 1-2 Inf. – 2 +5 speed when equipped. Deals effective


damage to flying units.

Excalibur S 12 90 25 1-2 Inf. – 2 -5 defense, -5 resistance, -10 avoid when


equipped. +5 effective speed when the user
initiates an attack. -5 effective speed when an
enemy initiates an attack on the user. Deals
effective damage to flying units.

Mjölnir S 18 70 20 1-2 Inf. – 2 +5 skill when equipped.

Valflame S 16 80 10 1-2 Inf. – 2 +5 magic when equipped.


Dark Magic Tomes
Name Rank Mt. Hit Crit Range Uses Worth WEx Other
Flux E 5 70 0 1-2 Inf. 540 2
Nosferatu D 7 70 0 1-2 Inf. 4,000 2 Restores HP equal to half the damage dealt to
enemy. Sells for 1,250 gold.

Mire C 10 65 0 3-10 Inf. 2,000 2 Cannot trigger sword abilities or Dual Strikes.
Cannot double attack. Cannot be forged.

Ruin C 4 60 50 1-2 Inf. 3,000 2 Critical hits deal ×4 damage.

Waste B 10 45 0 1-2 Inf. 4,000 2 Brave weapon.

Regalia Dark Magic Tomes


Name Rank Mt. Hit Crit Range Uses Worth WEx Other
Aversa's Night B 15 75 0 1-2 Inf. – 2 Restores HP equal to half the damage dealt to
enemy.

Grima's Truth B 12 80 0 1-2 Inf. – 2


Goetia A 19 75 10 1-2 Inf. – 2
Consumables & Other Items
Healing Consumables
Name Uses Worth Other
Vulnerary 3 300 Restores 10 HP to its user.

Concoction 2 600 Recovers 20 HP. Sells for 200 gold.

Elixir 1 900 Recovers 40 HP. Sells for 300 gold.

Sweet Tincture 3 150 Recovers 5 HP. Sells for 40 gold.

Permanent stat-boosting items


These items are all one-use-only and add a permanent boost to a unit's stats. Each item will specify
what attributes that it boosts.
Name Worth Sells for Boost Applied
Boots 10,000 1,000 Increases Movement by 1 point. Cannot be used on the same character more than twice.

Dracoshield 10,000 1,000 Increases Defense by 2 points.

Energy Drop 10,000 1,000 Increases Strength by 2 points.

Goddess Icon 10,000 1,000 Increases Luck by 2 points.

Secret Book 10,000 1,000 Increases Skill by 2 points.

Seraph Robe 10,000 1,000 Increases maximum HP by 5 points.

Speedwing 10,000 1,000 Increases Speed by 2 points.

Spirit Dust 10,000 1,000 Increases Magic by 2 points.

Talisman 10,000 1,000 Increases Resistance by 2 points.

Naga's Tear 40,000 4,000 Increases maximum HP by 5 points and all other stats by 2 points each.

Temporary stat-boosting items


These items temporarily boost a unit's stats during a battle.
Name Uses Worth Boost Applied
Defense Tonic 1 150 +2 Defense for the duration of one mission when used.

HP Tonic 1 150 +5 maximum HP for the duration of one mission when used.

Luck Tonic 1 150 +4 Luck for the duration of one mission when used.

Magic Tonic 1 150 +2 Magic for the duration of one mission when used.

Resistance Tonic 1 150 +2 Resistance for the duration of one mission when used.

Skill Tonic 1 150 +2 Skill for the duration of one mission when used.

Speed Tonic 1 150 +2 Speed for the duration of one mission when used.

Strength Tonic 1 150 +2 Strength for the duration of one mission when used.

Pure Water 3 600 Increases Resistance by 5 on the turn used. Decreases this boost by 1 for each turn
afterward.
Rainbow Tonic 1 – +2 strength, +2 magic, +2 skill, +2 speed, +4 luck, +2 defense, +2 resistance for the
duration of one mission when used.

Allegro Harp 1 – Trigger Rally Speed centered on the user.

Shell Horn 1 – Trigger Rally Defense centered on the user.

Class-Change items
These items are used to change a unit's class. See the Class Change section earlier in this book for more
information about what each does. Each is one-use only.
Name Worth Effects and notes
Master Seal 2,000 Initiates class change for every basic class capable of promotion when at Level 10 or higher.

Second Seal 2,000 Initiates reclassing for the unit using it, dependent on their current level and class-tier status.

Heart Seal 2,000 Initiates reclassing for the unit using it. Sells for 500 gold.

Friendship Seal 2,000 Allows the unit to reclass into a class tree based on their buddy's base class tree. Sells for 500 gold.

Partner Seal 2,000 Allows the unit to reclass into a class tree based on their spouse's base class tree. Sells for 500 gold.

Dread Scroll – Initiates reclass for the user (if level 10 base or in an advanced class), promoting them to Dread
Fighter.

Hero's Brand – Initiates reclass for the user (if Level 10 base or in an advanced class), promoting them to Lodestar.

Sighting Lens – Initiates reclass for the user (if Level 10 base or in an advanced class), promoting them to Ballistician.

Vanguard Brand – Initiates reclass for the user (if Level 10 base or in an advanced class), promoting them to Vanguard.

Witch's Mark – Initiates reclass for the user (if Level 10 base or in an advanced class), promoting them to Witch.

Keys
All keys are one-use only.
Name Worth Effects and notes
Door Key 300 Used to open a single door.

Chest Key 300 Used to open a single chest.

Master Key 500 Opens any door or treasure chest.

Accessory items
These items provide various benefits. In most games, all an item has to do to provide this benefit is be
in the holder's inventory.
Name Worth Effects and notes
Silver Card – Drops shop prices by half

Battle Seal – Increases user's Strength, Magic, Skill, and Speed by 2 points each while in user's possession.

Visitation Seal – Increases user's Luck, Defense, and Resistance by 2 points each while in user's possession.

Master Emblem – Increases all of the user's stats by 1 point each while in user's possession.
Miscellaneous Items
All of the following items in this table are one-use only.
Name Worth Effects and notes
Gold Bar 0 Sells for 300 gold. Can also be spent to trigger the Spendthrift skill.

Arms Scroll 5,000 Raises the weapon level of all visible weapon types by one rank each. Sells for 1,000 gold.

Reeking Box 500 Summons Risen onto the player's location. Sells for 125 gold.

Rift Door 1,000 Summons a merchant onto the player's location. Sells for 250 gold.

Seed of Trust 1,000 Can only be used when in Guard Stance and both units of the pair are capable of supporting. Slightly
boosts support between the user and their partner (by +9 points).
Forging Weapons
Units make take one of their existing weapons to an armory in order to forge it into something more
powerful and custom to their needs. When beginning a forge, the player is given a pool of 8 points and
chooses which stats they wish to allocate these points to. Each weapon stat increases by a certain
amount per point added and only a maximum of five points may be spent on a single stat. The more
points are allocated, the more expensive the forge will be. The player is not forced to spend all eight
points and is allowed to spend fewer than eight. Regalia weapons cannot be forged by any means; they
are already at the maximum limit of their power.

Cost Mt. Hit Crit


+0.25 x Worth +1 +5 +3
+0.50 x Worth +2 +10 +6
+1.0 x Worth +3 +15 +9
+2.0 x Worth +4 +20 +12
+3.5 x Worth +5 +25 +15

For example, an Iron Sword is worth 1,000 G. Forging it to have +2 Might, +15 Hit and +3 Critical
would cost ([1.5 + 3.0 + 0.5] x 1,000) = 5,000 G.
Children Characters
Occasionally, two heroes may hit S-Rank support and have a child. Instead of just generating a whole
new, character sheet unrelated to the child's parents, you may wish to have it “inherit” some traits from
his or her parents.

Base Stats
A child character's base stats are determined by their parents' base stats. It doesn't matter in the long
run, but can provide a decent boost at the start. The child character starts at level 10.

child's actual base stats =


[(mother’s current stats – mother’s class base stats) + (father’s current stats – father’s class base stats)] /
2 + child’s class base stats

Growth Rates
A child character's personal growth rates are an average of three numbers: their own “absolute”
personal rates, the mother's rates, and the father's growth rates.

child’s actual personal growth rates =


(Father’s growth rates + Mother’s growth rates + Child’s absolute growth rates) / 3

This does not include any racial/species growth rates. As when making a character, choose what parent
the child takes after the most, and use that race's template. Allowing a character to be multiple races
opens up too many holes for racially-locked-class shenanigans.

Inherited Abilities
In Awakening and Fates, children will inherit the most recently activated non-personal abilities known
by each parent, regardless of whether or not the child can access the class that learns the inherited skill.
This means that the child will inherit two total skills from his or her parents. Due to the organization of
such abilities in this game's character sheet, each player character may choose one of their non-personal
abilities to pass down. Allied units being controlled by the party may either pass down a skill chosen by
the GM, one chosen at random, one chosen by the player party, or the last skill learned by that unit. It is
up to the people involved to determine what occurs.

Reclassing Options
A child unit will inherit all the reclassing (Second Seal) options available to their parents' current
classes. If one or both parents are promoted, use the base version of their current promoted class. If
there exist multiple options, use the class that the parent took part in. For example, a Thief-turned-
Assassin would pass down a Thief's options, and not that of a Myrmidon.
Heart Seal Options
In general, children inherit the starting class option from each parent for a total of three class options
including their own.

If the child’s starting class option is the same as their parent’s starting class option or the child would
inherit the same class from both parents, the child will inherit their parent’s Heart Seal class option
instead.

If the child’s default class option is the same as their parent’s second class option, they will gain a
parallel class corresponding to their parent’s first class option instead. If the class does not have a
parallel class, use GM discretion.

Original Class Set Parallel Class Set


Lord / Nohr Prince(ss) (None)
Cavalier Ninja
Knight Spear Fighter
Fighter Oni Savage
Mercenary Samurai
Outlaw Archer
Samurai Mercenary
Oni Savage Fighter
Spear Fighter Knight
Diviner Dark Mage
Cleric (None)
Pegasus Knight Wyvern Rider
Archer Outlaw
Wyvern Rider Pegasus Knight
Ninja Cavalier
Apothecary (None)
Dark Mage Diviner
Troubadour (None)
Wolfskin Outlaw
Kitsune Apothecary
Songstress Troubadour
Villager Apothecary
Credits
While the compilation of this “book” is my work, it would not have been possible without the works of
other dedicated people. In no particular order, here are the people and resources I used to make this
happen:

Nintendo & Intelligent Systems


for making Awakening and Fates

The Fire Emblem Wikis


for raw numbers and descriptions
http://www.fireemblemwiki.org/
http://fireemblem.wikia.com/

Serenes Forest
for raw data, such as experience, supports, and growth rates
http://serenesforest.net/

Wizards of the Coast


for making Dungeons & Dragons 5th Edition, where I got skill mechanics from

Lovely people on r/fireemblem


for suggesting balancing, edits, and support
https://www.reddit.com/r/fireemblem

My regular DnD group (you know who you are)


for giving me a Guinea Pig to test this on and play with,
especially the other two GM's for helping me figure out initial balance
If you paid for this, get your money back. I couldn't make money off this without
licensing from Nintendo, which I never plan to do, so enjoy this for free forever.

-Xeo

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