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  1. I am hoping the data mined classes aren't the only ones coming in the dlc. I'm not a big fan of them, though I suppose mage cannon looks cool to a certain extent. I really dislike that most classes in game are the same with a difference in weapon types. (For example wyvern as multiple classes but with different weapons types). Because of their choice with that, it means classes like wyvern knight vs wyvern lord from Sacred stones would be pointless to add. (I am also sad to see Pegasus knights didn't make a return though we do have the Griffin knights instead). Thinking of the new class arch types, I think there a few that would be really cool to add that would be fitting. Let's start with Covert. Currently there are 2, (excluding personal lord class of Alcryst) Sniper and theif. I think theif was a missed opportunity to have assassins, and one could argue they could still add assassins as a sword and bow unit (going B in both ranks, and only getting A if you have the personal affinity for it). Class skill could either be a form of lethality or crit+10. More str than theif, but lower speed and dex. The other option for covert (which imo fits better) is Trickster. I'm biased as this just a class I enjoyed from previous titles (awakening, 3houses) Though I think it could fit into engage and gives a magical support covert class. I would change it to use A staffs, and C bows/swords with having higher magic overall compared to str. Class skill for this one is tricky, but I'd since dlc breaks the game, why not add the foul play skill from 3 houses to lucky seven to randomly buff one of your stats. Next Flying For flyers I would want either a flying tome use (that anyone could promote into) like Dark Flier or Malig Knights. Think the opposite of the Griffin knights. Instead of staff access they lose it to gain tomes. B tomes and B rank weapon. Class skill Galeforce, once per turn if the unit kills an enemy, they are granted another turn. (Does not reset with dance) My other flier would be similar to Kinshi knight from fates, essentially A physical flier that has access to Bows and a melee weapon. Class skill Air Dominance, gain hit and avoid+10 when engaged in combat another flying unit. Back Up Units We need a back up unit that can use fits weapons, and effectively. I'd like to see the grappler from 3 houses or war master. (One that had fists as the primar weapon and second weapon would be either sword Lance or axe). Class skill most likely would be maybe Iron fists from 3 houses? The other back up unit I thought could fit would be similar to mortal savant. A unit that can use melee or tomes. Class skill similar to mage knights, but instead of speed, they Grant+2 damage from assist attacks. Mystical There was only really one I could think of, and that would be a necromancer like class. Imagine a unit s rank tomes only, but their class skill allows them to raise a skeletal minion froma defeated enemy (acting similar to Lyn how clones work) Anyways, just my thoughts as I wait for wave 4. I really want beast and dragon units to return, but we haven't had any in a while, so I'm not even gunna bother to post about em them in detail. Also apologies for any typos, im typing this off my phone and really suck at using this touch screen with it cracked.
  2. So, we have now been introduced to 2 classes and I'm wondering what people think of them. Starting out with the more recent introduction first because I have less to say about it is the Mage Cannoneer: The class is armored, and is a mono-weapon class with S-rank in cannons. The Magic Blast used in the paralogue is a B rank siege weapon with 3-8 range but accuracy reduces at high range. Despite the weapon running on magic and the class' name, this enemy's stats are more physically oriented. Then there are the Enchanters from Soren's paralogue: The class is support-focused with B arts and B daggers, level 5 access to the convoy, and provides a variety of buffs based on item usage or weapon syncs. I'm really interested to run this class eventually. Initially I thought this would be more of an apothecary item-throwing class, but is instead focused around consuming items and spreading buffs to nearby allies. The buffs you can get from the weapon syncing side are also intriguing. I imagine the class could pair very well with Micaiah, being able to pull any staff you need out of the convoy on a whim (without being stuck with Alear's bad magic stat). It could also work with Lucina, since you get chain attack poison from daggers and Qi-Adept 100% bond shield. The focus on support makes me think that for the most part the stats don't matter and it can be good on any character (except magic for staves if running Micaiah).
  3. How would FE7 be like if it had classes such as Summoner, Ranger, Great Knight, and Wyvern Knight? What units would be severely buffed/nerfed?
  4. I gave Diamont Erika. He does monster damage And has the option to heal without SOL as well. This combined with Hold out from Roy ring, and he literally never dies. (on maddening) But honestly, it was Radiant Bow warrior Anna with Sigurd. She has incredible range. With The Assist+ skill(and honestly can choose whatever you want for your second) she is a monster. Her magic stat makes the magic bow do some great damage, but she also has all the str too for melee. And because of her massive range with Sigurd, she is always chain assisting from all over. It really grew on me and was something I did by accident when not paying attention to what emblem she had on. Though in my next playthrough I want to try her as sage.
  5. Update: @Cysx will be helping to collate future information. Check out their own master post here! @kienquocsi will also gather their findings, including some Japanese translations. Here's their bulk post! LAST UPDATED JAN 5TH 2023: Added Emblem Micaiah and Armor unit info. P.S. The above timestamp does NOT speak for the earlier linked posts which are being maintained separately. If something's missing here, they'll likely have you covered 🙂 With the new burst of Emblem Ring info I thought it'd be nice to have a place to keep track of all the gameplay minutiae, for people who want an easy to access way of knowing what's changed from previous titles. Hopefully you'll be able to help fill in the holes I miss. EMBLEM RINGS: Each Ring has a Bond level with a cap of 20. Skills and weapons are unlocked as that level increases. We've seen screenshots (such as this one) where Bond seems to cap at Lv 10 instead. However we've also seen hints of maps based on prior FE titles, so my assumption is that we'll need to complete an Emblem-themed Paralogue to unlock further Bond Levels (maybe 20 isn't the cap either?) We don't yet know if Bond Levels are tied to just the Ring in question or between specific Ring + Unit combinations (i.e. we don't know if you have to farm Bonds with each character you want to use a given Ring with). Emblems grant the following perks: Stat bonuses (these bonuses also increase with the Bond Level) Synchro Skills (that are active as soon as you equip a Ring) Engage Skills and an Engage Attack/ Engage Technique (that are only active while Engaged). Techniques are non-combat special moves. When Engaged, the base unit also gets access to the Emblem's current inventory. Engaging can only be done with a full Engage meter and has a three turn limit (though we've seen units with a 4 turn countdown too). The Engage meters we've seen so far have seven segments that fill up by defeating enemies (Alear's Prf sword, Liberation, has an effect that fills an entire segment when defeating an enemy: it remains to be seen how difficult it'll be for other units/ weapons). The Engage meter can be filled completely by ending a turn on a tile marked with a blue circle, called "Emblem Energy" in Japanese. Aesthetically, the Engaged character's outfit will change to a mostly-white one based on the Emblem's attire, their hair will change to a color associated with the Emblem (e.g. faded blue for Marth, lilac for Sigurd) and they will have "wings" based on their Class' Style (see below). In Alear's case, only the blue parts of their hair will change. With the exception of Sigurd, the "associated color" seems to be the color of the flame each Emblem holds in the mural. P.S. I assume each Emblem will let you use their signature weapon at a high enough bond level, but we only know for sure with Sigurd and Byleth so far. Marth and Corrin have the Falchion and Yato on their persons though, so... (All weapons that are shown equipped by their Emblems but not yet in the lead character's inventory will be marked with (?) after them.) Marth: Beginning Emblem Equipment: Rapier, Mercurius, Falchion(?) Synchro Skills: Perception (increased evasion), Break Defenses (if you break an enemy, gain an extra attack at 50% strength. Stacks with Divine Speed), Unyielding (if unit has <20% of max HP at start of turn, gains 20% HP). Engage Skills: Divine Speed (grant an extra attack with 50% damage, Dragons gain HP equal to damage dealt)*. Engage Attack: Lodestar Rush: deal 30% damage 7 times, 9 times if equipped by a Dragon/ Mystical unit**. Sigurd: Emblem of the Holy War Equipment: Ridersbane, Brave Lance, Tyrfing Synchro Skills: Canter (grants a fixed "Canto 2". Can be upgraded.), Gallop (+5 movement for non-cavalry, +7 for cavalry). Momentum (grants +1 Atk for each space moved before initiating combat. Only applies to the first attack). Engage Attack: Override: deal damage to all enemies in a line and move to the other side of that line. Celica: Emblem of Echoes Equipment: Seraphim (effective damage against Corrupted enemies), Recover (staff), Ragnarok (seen in inventory but only used with Warp Ragnarok thus far) Synchro Skill: Holy Stance (can be upgraded. 50% of damage taken from Corrupted enemies is inflicted on those enemies as well; HP can be reduced to 0 this way), Resonance, Favorite Food Engage Skill: Echo: can attack twice with 50% damage each time. Each attack costs 1 HP (Echoed attacks can still double). Engage Attack: Warp Ragnarok: warp within attacking range (1-2 tiles away) of any enemy within 10 spaces and attack (costs 1 HP). Flying units can warp up to 15 spaces away instead, while Mystical units deal 20% more damage. In Celica's trailer we saw someone able to warp a max of 16 tiles, which suggests the warp range is upgradable somehow. Other Engage Attacks may be upgradable too. Lyn: Emblem of Blazing Equipment: Killer Bow (increased Crit rate), Mulagir, Mani Katti**** (Mani Katti may be the second weapon unlocked instead) Synchro Skill: Desperation: you can make a follow-up attack before the foe can counterattack. Engage Skill: Call Doubles: create afterimages that can attack alongside you in Chain Attacks. They also draw aggro from nearby enemies. Engage Attack: Astra Storm: use a bow to deal (low?) damage x5 from a distance. Covert units get an additional +10 to the range limit. Corrin: Emblem of Fates Equipment: Dual Katana (reverses the weapon triangle), Kodachi, Dragon Fang***, base Yato(?) Synchro Skill: Dragon Vein: change the terrain based on the unit's battle style. Dragons can choose which of these effects to use: Vein of Protection – creates earth pillars that boost Def/Res. For Backup? Vein of Water – creates puddles that lower Avoid. For Cavalry. Vein of Mist – creates mist that boosts Avoid. For Covert. Vein of Greenery – creates ivy that negates Break. For Armoured. Vein of Succor – creates a glow that heals HP per turn. For Fliers. Vein of Flame – creates flames that inflict damage per turn. For Mystical? Vein of Ice – creates ice pillars that hinder movement? For Qi Adept Other Synchro Skills: Dreadful Aura (attacked enemies and those adjacent to them have movement locked to 0 for 1 turn), Dragonic Hex (decreases enemy stats after battle) Engage Attack: Torrential Roar (damage three enemies in a line AND change terrain below them to Vein of Water) Byleth: Emblem of the Academy Equipment: "Heroes' Relics": Byleth will grant equipment based on the user's class style (we don't know if each weapon is exclusive to a given class though). Equipment seen so far (judging by Blutgang, each may retain the effective damage granted by their combat arts in FE16): Dragon: Aymr, Creator Sword, Vajra-Mushti Backup: Blutgang (effective against Dragon and Cavalry enemies) Flying: Luin Covert: Failnaught Mystical: Thyrsus (magic attacks get Range +2) Qi Adept: Rafail Gem (Dancer only?) Cavalry: Areadhbar Armored: ??? Sync Skill: Divine Pulse: If you would miss an attack, Byleth gives a chance of it hitting. Engage Skill: Instruct: boosts a given stat for all allies within two spaces. The stat is dependent on class style: Dragon: +3 to all 7 stats. Flying: Res +5 Mystic: Mag +4 Backup: Str +4 Qi Adept: Lck +10 Cavalry: Skl +10 Covert: Spd +5 Armored: Def +X? Engage Technique: Goddess Dance: all allies in cardinal directions get stat boosts (based on the above breakdown, perhaps?) and another action. (Unlike the other Emblems covered thus far, Byleth doesn't seem to have a specific style of unit he works best with, instead offering unique features to all of them - outside of maybe Dragons getting more weapons.) Roy: Emblem of Binding Equipment: Wyrmslayer, Lancereaver, Binding Blade(?) Synchro Skills: Endure: If your HP is >30% at start of combat, any fatal blow will leave you with 1 HP instead. (Possibly a reference to Binding Blade's innate healing?) Engage Skills: Transcendence: Raises your level by 5 and can breach the level cap (of 20). Dragon characters get 6 levels instead. Engage Attack: Blazing Lion(?): attack enemies three spaces in a horizontal line before the unit (with a second row behind it for Dragons) and sets the terrain on fire in a 3x3 square right in front of you afterwards (similar to Corrin's EA). This fire "hinders movement" (either by inflicting damage as per tradition or straight up denying movement, we don't know). Leif: Emblem of Genealogy Equipment: Like Byleth, Leif has a variety of weapons available (a reference to FE5's Master Knight). His Engage Skill lets him switch to advantageous ones on the fly (see below). Weapons seen: Light Brand, Killer Axe, Master Lance (1-2 range brave lance) Synchro Skills: Vital Shift: reduce damage taken if WTA exists against foe. Vantage Engage Skills: Adapt: When attacked, automatically change the equipped one to one with WTA over the foe. Engage Attack: Tetra Trick: A four part attack with a sword, axe, lance and bow. Can break sword, lance and axe units. Qi Adepts can break all enemy weapon types. Eirika/ Ephraim: Emblem of the Sacred Equipment: Rapier (both?), Sieglinde(?) (Eirika), Siegmund(?) (Ephraim) Sync Skills: Alternate: Freely swap between Eirika and Ephraim, which changes the other available Sync Skills. Lunar Brace (Eirika): boosts damage dealt based on foe's Def, Solar Brace (Ephraim): heal 30% of damage dealt. Luna (Eirika), Sol (Ephraim)? Engage Skill: "Sacred Twins": combines the above Sync Skills into singlular, stronger variants: Sun-Moon/ Eclipse Brace (combines both of the above) Blue Sky (combines "Luna" and "Sol") Engage Attack: Twin Strike: the fused unit and remaining Emblem attack with a sword and lance in unison. So far we've only seen this done with Eirika as the main Emblem: This attack can break both sword and axe units. Ephraim has effectiveness against Corrupted units. Cavalry bonus: Ephraim's damage is increased by 50%. Ike: Emblem of Radiance Equipment: Hammer (this is a unique Hammer that's treated as a heavy weapon, more on that later). Sync Skill: "Resolve" - increase Def and Res by 5 when HP falls below 75% Engage Skill: Anchor; reduce Evasion to 0 but halve all damage taken (Dragon units get 60% damage reduction instead) Engage Attack: "Triumph(?) Aether" - increase Def by 5 (10 for Armored?), Res by 5 and user cannot counter attack that turn. At the start of next turn, release AoE attack to every enemies within 2 tiles and heal proportionally to damage dealt (heal 30% damage dealt, cap at 10 per attack?). Seems to be locked to Sword and Axe (at least not Lance) Micaiah: Emblem of Dawn Equipment: Shine - lights up a 5-radius area around the target after use (so it's going to be useful in fog of war maps). This illumination weakens by one tile at the start of each turn (like torches in past titles). Other weapons are Nosferatu (heals based on damage inflicted) and Thani (effective against cavalry and armor enemies). Sync Skill: Staff Wielder - the wearer can use staves regardless of their current class (as opposed to other Emblems that only unlock other weapon types when Engaged) Engage Skill: Amplify - increases range of staves by 5. Staves will also affect the four adjacent tiles to a target when applied (e.g. healing five for the price of one or changing five tiles of terrain). Engage Technique: "Great Sacrifice": Fully heal all(?) allies at the cost of your own HP becoming 1. Dragons keep 30% of their HP instead. Lucina: Emblem of Awakening Equipment: Noble Rapier Sync Skills: Dual Strike: wielder can Chain Attack even if they aren't of the Backup style Dual Assist: A Backup style unit or one with "Dual Strike" has a 35% chance of performing a chain attacking when a nearby ally attacks. Engage Skill: Bond Shield: has an 80% chance of nullifying damage taken by nearby allies (Qi Adepts have a 100% chance instead) Engage Attack: All For One: all allies within two spaces join in for Chain Attacks. Alear's Dragon style will get all style specific perks. Considering at least some Emblems have two different perks for two different skills, this sets Alear (and any other dragons we get) up as able to get the most out of any given Emblem with such split bonuses, so this is something to keep in mind when planning your loadouts. ABOUT BYLETH (not a spoiler for FE16 or FE17, I'm only isolating it because this is purely speculation)\: * The Engaging with Emblems trailer says this is an Engage Skill, but Alear is seen using Divine Speed without Engaging at 1:04. ** In the Engaging trailer at 4:39, the Mystical Citrinne gets a Type Bonus for this skill, so it's possible that either Mystical units also get the added attacks OR that skill descriptions will change to match Alear's Dragon type when they equip a Ring (the original example showed it getting boosted from the Dragon style). *** We've only seen these equipped when using their respective Engage Attacks so far, so we may need to take this with a grain of salt. **** At 5:04 of the aforementioned trailer, Merrin seems to have Mani Katti in their inventory (based on its appearance in this image). Considering Sol Katti is considered Lyn's strongest weapon in-universe, I'm not sure what to make of its absence even at Bond Level 20. Then again, Byleth's inventory seems to change based on who he's paired with at various points in that trailer, so maybe something similar is happening here. Or maybe each Emblem has their own supply of excess weapons you can swap in and out based on circumstances? EMBLEM BRACELETS: DLC Emblems are introduced inside Bracelets (presumably to avoid plot holes with the "12 Rings" main plot), with the first three of the four DLC Waves introducing some. WAVE 1 (Jan 20th 2023) EMBLEMS Tiki Equipment: Eternal Claw, Smash Tail, Ice Breath Sync Skill: Starsphere's Protection: boost stat growth rates (i.e. increase the odds of stats increasing when levelling up) Engage Skill: Dragon Transformation (turn into a dragon, but we don't know how many spaces this occupies on the map) Engage Technique: Divine Dragon's Blessing: give an ally another health bar. Claude, Dimitri, Edelgard (the active Emblem seems to switch at the start of each turn) Equipment: Failnaught, Areadhbar, Aymr Sync Skills: Working Together Friendly Rivalry: change to a random Emblem at the start of the turn Lineage: Boost EXP gained by 20%. Gambit: Raging Flames (Edelgard). I assume "Wave Attack" and "Ashes and Dust" are here instead when the other Lords are active. Engage Skill: "Combat Art" (some kind of buff?) Engage Attack: "Continuous Flower-Moon-Wind Flash": Attack with Aymr, Areadhbar and Failnaught in that order. CLASSES: Classes are divided into "Styles", that are used to determine (among other things) which Emblems they get bonuses from. Right now we know of the following styles: Dragon - seemingly unique to Alear (as mentioned earlier: Dragons are said to get all style-specific perks from Emblem Rings) Qi Adept - Martial Monk, Dancer (are able to "Chain Guard" when at max HP, which lets them block an attack on an adjacent ally in exchange for 20% of their own HP). Backup - infantry sword/ axe/ lance units (these units can "Chain Attack": if an ally attacks an enemy within their own range, they can join in and attack first - with reduced DMG it seems) Mystical - infantry mages (this style negates enemy terrain bonuses during combat) Covert - infantry archers/ dagger users (this type gets twice the bonuses from terrain) Some (unpromoted?) Covert types such as Thieves have 5 Mov compared to other unpromoted infantry classes' 4 Mov. Flier - guess Cavalry - you have three tries Armored - and the first two don't count. "Flier, Cavalry and Armored" seem to apply to all fliers, cavaliers and armors respectively, regardless of their specific class/ weapon availability. There are nine base classes, each with two branching promotions each (think FE2/ 8/ 15). Of these, one promotion is a direct upgrade to the base class while the second trades some strength in the starting weapon for proficiency in another weapon or a mount. For example, the Sword Fighter (B Rank Sword) can become either a Swordmaster (S Rank Sword) or a Hero (A Rank Sword + B Rank in either Lance or Axe). The secondary proficiency is chosen upon promotion and can't be changed later, a la FE9/ 10's promotions. As you may have noticed, this means classes are once again locked to specific weapons as in titles before FE16. Weapon ranks are also fixed depending on class as in FE4. There are also two "Special Classes" that do not promote: Thief, which can be reclassed into, and Dancer which is specific to a single character, also like pre-FE16 titles. And as with those titles, all classes have a level cap of 20 with the exception of those two special classes. If I had to guess, I'd say those two cap at 40 instead. This isn't proven, but is what happened with Azura's custom Songstress class in Fates. In addition to the above, Alear and the Nobles have unique classes (that otherwise follow the Lv 20 cap rule). Each noble of a given country start in the same base class but promote into unique Advanced Classes. Speaking of Advanced Classes, only these have Class Skills that are unlocked at Level 5 (Special Class Skills are unlocked at Lv 25 instead). List of all generic class stats (as well as one of the Noble's two classes) c/o @Tharne: List of Class Skills and Proficiencies c/o @Hiroki and @Azz: Huge thanks to all three of you! CLASS CHANGING: Class Changing seems to be somewhere between 3H and the 3DS games in terms of flexibility, with some Tellius influences thrown in: Master Seals (can promote to an advanced version of the unit's current class) and Second Seals (can side- or downgrade) return from the latter. Units can switch to any class if they have the required weapon proficiencies (e.g. a character with a talent in axes can promote to any axe class of an appropriate rank). Units can gain other weapon proficiencies from Emblems. Similar to the Tellius games' promotions, there are variants of (some) classes that allow different weapons, e.g. a Hero with sword and lance access alongside a Hero with sword and axe access. WEAPONS/ COMBAT: Weapon durability is gone! Staves (at least healing staves) still have durability though so Celica having a Restore staff could be very helpful (I assume Micaiah will have a staff and/ or Sacrifice too). Weapon durability may have been replaced with a "pros and cons" system a la Fates. For example, some weapons are now called "heavy weapons". When initiating an attack using a heavy weapon (such as Greatblades, Greatlances, Ike's Hammer and Aymr), the user is forced to attack last but will trigger Smash, which pushes foe back 1 tile. If they hit a wall or another unit (i.e the tile they are supposed to go to is occupied), they will be Broken. Heavy weapons cannot double. Weapons can also be forged (adding "+#") to the end of their names. The extent of this is still unknown. Weapons can also be imbued by an Emblem (e.g. here's a weapon with Sigurd's symbol), which grants extra stats based on that Emblem. Each Emblem can only infuse one weapon at a time, but this infusion can be moved around so you aren't locked into a weapon once you infuse it. We've seen some weapons returning from Tellius (e.g. Greatlances) so there seems to be a wider variety of them on offer. On top of the existing weapon triangle returning, we have a new relationship of martial arts (i.e. brawling) beating all ranged weapons. Staves have been split into two categories: red and green. Green staves are healing ones, while I assume red ones are offensive (e.g. "Silence" in older games). About Daggers: Daggers can poison enemies Poisoned units take more damage from attacks and poison can be stacked. Poison can only be cured with Restore Staffs or Antidotes A list of weapons and their stats is being compiled in this spreadsheet by @Cysx. For weapon and skill icons, check out the following image. Thank you for collecting these @Aggro Incarnate, and thank you @kienquocsi for the translations! BREAK: Break is a new mechanic. As mentioned above it can be inflicted by Smashing an enemy into something/ someone, but the primary means of inflicting it is through battle. When attacking with WT advantage, you can "stun" an opponent, leaving them unable to counterattack until their next action. The exact criteria is still unclear though - you may need a high enough weapon rank as well (or maybe a higher rank than the opponent has for their weapon), since we've seen some examples of WTA attacks not breaking the enemy. Breaks can happen in the middle of a fight too, so you can stop an enemy from countering and immediately follow-up if you're fast enough! (I assume Marth's Break Defense makes this easier to do.) However, Armor units are immune to being broken due to WT disadvantage. It's unclear if Smashing can still break them though, or if there's going to be any skills that allow breaking them in battle anyway (like the aforementioned Break Defense, possibly?) OTHER: Characters also gain equal SP in battle to the regular EXP, though we don't yet know what this is used for. Skill assignment as in FEH, perhaps? So far the UI shows room for 8 inventory items: five for each character (with their currently equipped weapon separated from the rest) and three items from their Ring. As mentioned at the end of the Emblem Ring section, it's possible that the Emblems' inventory can be customized or varies for each recipient, so I wouldn't be surprised if they all have more than just three possible items to offer, not just Byleth and Corrin. Not a technical detail per se but maybe an important one lore-wise: all the Emblem characters are explicitly referred to as "Emblem X" (e.g. "Emblem Marth") in subtitles and by Marth himself, so they seem to be copied from other worlds and not taken a la Heroes. They also all have purple eyes instead of their natural ones to further demonstrate this. The Spirits of the Fallen mechanic from Three Houses is back. If you had an online membership, these would appear on the map where other players died (yellow spirits) or their enemies died (purple spirits). Stepping on the former spots would grant EXP and restore weapon durability (maybe they'd add to the Engage Meter here?) while the latter gave items. Just like Dark Souls! Units can be poisoned. The "Xs" next to each of those units may indicate either deeper levels of poisoning or be a countdown until it is healed. Treasure chests are returning, as are thieves that will try to loot them and escape from the battle if you don't catch them in time. Paralogues are present. Buildings you can enter to talk to NPCs are returning. Enemies that can destroy those buildings are also present. Locked doors are present, but these can either be unlocked or broken down (like walls in past games). Breakable walls also seem to be present. DRAGON'S TIME CRYSTAL: This is this game's Divine Pulse/ Mila's Turnwheel. We don't know if damage and accuracy are pre-rolled a la 3H, but it can be used to undo your actions if you make a mistake. Normal difficulty gives you unlimited uses while Hard and Maddening give you ten, though it's currently unknown if this is the starting or even a fixed number of uses. --- I didn't want to talk about characters or plot since that could get spoilery (and I wanted this to act as a source for pure technical info, like a preliminary wiki even). Please let me know what I missed!
  6. How do i know in Fates for what Units when do i promote/change and to what? do i just scour the wiki checking the skill list? how do you go about it.
  7. Since I was thinking of creating this thread for my ideal list of what returning classes that I do want to see brought back in the newer mainline games that released after Three Houses. I was thinking of starting off a list that I searched through from the Fire Emblem Wiki to see what wasn't included in Three Houses and see what I think which should return if there's going to be a new mainline Fire Emblem title released after Three Houses. I was thinking of so far was: Gold Knight (I definitely think this should have been returned in Three Houses as the Cavaliers' Third-Tier class instead of using Great Knight Class as a Third-Tier class) Silver Knight Baron (could be useful for enemy and personal playable character classes) King (maybe use it on the new character as his personal third tier class similar to like how Edelgard became the first playable Emperor in the series) Priestess (Not the Cleric looking class, I was talking about like the ones used in Gaiden & Echoes: Shadows of Valentia) Griffon Rider (maybe have it returned as a separate flier class line outside of the Pegasus and Wyvern classes instead of returning it as a promoted unit for Wyvern Rider) Mage Knight (as a polar opposite of the Dark Knight) Halberdier & Sentinel (they deserve to come back in the series since they are a unique promotional class for the Soldier line) Ninjas (since Awakening (Myrmidons & Swordmasters) & Three Houses (Swordmasters & Mortal Servants) did have some little bit of Asain style parts outside of Hoshido, I do like to see some more Asain style classes brought back in outside of Hoshido settings) Prince & Princess (as personal class) Blade Lord (since Fire Emblem did majorly using Great Lords since Awakening, I do think some new main character should get the Blade Lord class since Lyn had used it for The Blazing Blade & Fire Emblem Warriors) Seraph Knight (as one of the Third-Tier classes deserves to be return, I don't understand why Seraph Knight wasn't brought back as a Third-Tier class in Three Houses instead of making Falcon Knight as the Third-Tier Class in Three Houses while Pegasus Knight as the Second-Tier class in Three Houses?) If you had any ideas of what returning class that wasn't featured in Three Houses do you like to see appearing in the next brand new Fire Emblem Nintendo Switch (or next gen console) mainline title? Feel free to list them.
  8. As we all know, certain classes are gender-locked in Three Houses. Pegasus Knight (I), Falcoknight (M), and Gremory (M) are all exclusive to female units, while men get Brawler (I), Dark Mage (I), Hero (A), Grappler (A), Dark Bishop (I), and War Master (M). But what if this weren't the case, such that men could ride pegasi and women could don the dark robes? Which characters would get a lot out of specific cross-gender classes? I intend this to be less of a competition ("who wants it most?") and more a brainstorming session ("how would character X do as class 3?"), so with that in mind, let's start with a couple! Linhardt as a Gremory. Regarded as masters of pure magic, this class seems a natural fit for Linhardt, who has boons in Reason and Faith alike. Gremory would give Linhardt the highest magic stat possible (+5 mod, notably higher than +2 of Dark Knight and Bishop), with slightly better speed (+1 versus -1 and 0, respectively) than the other two. 5 move would be a step up from Bishop's 4, but stil behind the 7 (6 dismounted) of Dark and Holy Knights. His damage output would be slightly worse than as a Dark Knight (no Black Tomefaire), but getting Black Magic x2 somewhat makes up for it (extra Excalibur is certainly welcome). Moreover, he keeps White Magic x 2 from Bishop, but loses out on Healing + 10, making his Physic weaker even after accounting for higher Magic (of course, his Warp is even stronger). Overall, I could see Gremory as a strong compromise pick for Linhardt - slightly less offensive than Dark Knight, and slightly less supportive than Bishop (unless you're just using Linhardt as a Warpbot, in which case, this is his best class), but better than either one at doing both. And, let's be honest, we all know he would slay in that dress. Catherine as a Grappler or War Master. Catherine is the only playable woman (sans F-Byleth) with a propensity for punching, so it seems like she's the one missing out most on access to Gauntlet-specialist classes. She could go back to Brawler, but that offers poor class skills and mastery (the same one, coincidently), so she'd probably prefer to train her fists either by staying Swordmaster (good stats, no seals required) or going Brigand (Death Blow, while great on any physical unit, synergizes phenomenally with brave weapons like Gauntlets and Thunderbrand; but it does require building her Axe rank from the floor up). Compared to Swordmaster, Grappler offers Fistfaire while losing Swordfaire, and Unarmed Combat while losing Sword Crit +10). She'll also lose Strength (+2 to +1) and Speed (+4 to +3), but make up for it in HP (+1 to +2), Dex (+1 to +3), and a movement range only rivaled among infantry units by Assassins. Mastery will grant her Tomebreaker and the Fierce Iron Fist combat art, which I would say far outshine this game's incarnation of Astra. It will take some work, and won't be as strong a Thunderbrand-wielder as Swordmaster, but I think Grappler could be a great pick for Catherine, likely on-par with Assassin (which, admittedly, she'll have an easier time reaching). War Master is even more of a stretch, but if you somehow get her Axe rank to B or above, she'll enjoy an unparalleled +5 Strength mod (and respectable +2 Speed), Faires in both Gauntlets and Axes, and an absurd Crit + 20 to all weapon types (take that, Sword Crit + 10). Achieving mastery is likely a pipe dream, but War Master's Strike is an effective Axe art, while Quick Riposte is one of the best skills in the game. And it's worth noting, all combat arts may see their damage boosted, thanks to Catherine's major crest of Charon. War Master may just be Catherine's strongest infantry option (I know, you can train her in lances and flying so she goes Falcon, but punching people is too fun, dammit!), if you're willing to put in the work to get there. Anyway, what do y'all think of these analyses (I recognize that I could have considered a lot more factors - personal skills, class growths, personal bases and growths - but chose to ignore those, for the sake of brevity)? And what units would you like to consider, in classes previously forbidden to them? Let me know!
  9. I'm curious as to which classes most Morgans tend to finish up as. I know from persoal experience that every Morgan is different and if I did miss ANY classes please tell me!
  10. Name the Class name Base, Promoted, Tier 3, or unique class? Weapon types Growth bonuses Promo bonuses (if there is a class below) Horse, Pegasus, or infantry? Movement (Optional) Class line
  11. I have been working on a builds 'optimizer' type calculator that can systematically and automatically suggest the best class for each character. It started as I was planning my team for a NG Maddening run, found myself kind of enjoying the process until I ended up where I am, with this calculator lol. So I thought I'd share some of the results to get some feedback and thoughts on my calculator. I don't know if something like this already exists so if you know of one please do let me know! MINOR SPOILER ALERT: All non-dlc classes are listed, including unique story-related classes that only get revealed as the story progresses. Let me start by explaining what this calculator does (or at least tries to do) and how it works. First it looks at the growth stats of a character and adds them to the growth stat of each class. In the sample images below, these are the values in the main part of the table listed under the stats. For each level of classes (Beginner, Intermediate, etc.) it highlights in yellow which class results in the highest growth for each particular stat, just an interesting visual aid. So far, this is purely raw data: char growth (stat) + class growth (stat) Next, I assign a rating for each class for that character. Here I've come up with a rating made up of two parts: It evaluates how closely the growths for a class align with the character's natural growths. This part takes into consideration that some characters can be more flexible than others. A value is also given to the character's strengths / weaknesses in skills that are certification requirements for each class. The two parts are combined to gain the final Class Rating. Without getting into the specifics of how the metric is calculated, it can be thought of as: [class-char fit] + [skills value] = [Class Rating] Obviously this method will not be perfect. Firstly it is based almost entirely on stats. Meaning it ignores valuable non-stat considerations such as potential hero's relics, character unique abilities, crests, etc. It also does not take into consideration the base stats of a character. One nice thing about including a value for strength/weakness in skills however is that when a character is strong in a particular skill it usually means they will also unlock useful unique abilities down that skill line, or that there might be a useful relic they will be able to use. So I like to think that some 'wisdom' finds its way into the [skills value] part of the Class Rating. That's about it. Below are some sample results from each house. If this calculator does its job well, then the higher Class Rating value, the better that class should be (theoretically) for the character. The way to understand the class rating is not that it is finding the best class for that character. Rather it is trying to identify the class that best 'fits' the character's strong suits. This is done by considering the organically strong stat growths a character has as well as the skills they are strong in or have a budding talent in. It says nothing however about how good the class itself is, what benefits outside of growth stats it might bring, or how the class might fit in a builds progression for the character. Inevitably there will be a few eye-brow raising results. I don't think a calculator can ever supersede common sense and experience, but I think it does a not so terrible job as it stands. Oh I should also add that Class Rating values don't compare across characters. Meaning if one character has a higher rating for a specific class than another character, it doesn't necessarily mean they are better in that class. It could mean they are a better "fit" for the class, but not necessarily that they will perform better. Thoughts in general? Any suggestions? Feedback? Do you know of a similar calculator / optimizer out there already? Is there an interest towards getting an improved version of something like this? One thing I think can improve in the Class Rating is to include consideration for base stats as well, just haven't figured out yet how to best incorporate that. I think that alone would fix some of the oddities. Thank you for your time. Clarifications: 1. This calculator does not consider the progression path of the character. Masters classes won't consider what you chose for the Advanced or previous classes, etc. Another area where common sense is needed. 2. Comparisons of classes are done only within the same class level. So the rating of say, a Paladin, is not compared to say a Wyvern Lord. Each class level's ratings are ranked separately. This is another area where common sense has to intervene. If you want to CTRL+F jump to a character's results, here's the list in this sample: Byleth, Edelgard, Hubert, Caspar, Ferdinand, Petra, Bernadetta, Dimitri, Sylvain, Felix, Annette, Claude, Lorenz, Raphael, Ignatz, Lysithea, Marianne, Hilda, Leonie. Byleth: Edelgard: Hubert: Ferdinand: Caspar: Petra: Bernadetta: Dimitri: Sylvain: Felix: Annette: Claude: Lorenz: Raphael: Ignatz: Lysithea: Marianne: Hilda: Leonie:
  12. Hi, I typed the base stats from the main site for you to see things clearly: Great master: 19 hp 8 str 6 mag 6 skl 8 spd 5 lck 6 def 7 res 65 total Butler/maid: 18 hp 4 str 5 mag 9 skl 8 spd 4 lck 5 def 4 res 57 total Game balance? is that what butlers/maids get for being able to use shuriken? There are 8 base stats points of difference between 2 promoted classes while both are hybrid physical weapon/staff and great master has early access to a passive healing skill while butler/maid has to heal someone (so not attacking for that turn) to get heal back from the same level skill. Shuriken and daggers already hit like wet noodles. Then why this much difference in stats and why is great master as fast as butler while hitting way harder with more powerful weapons and being much bulkier, with countermagic as an anti magic skill vs tomebreaker that doesn't even break magic weapons (while countermagic counters so many weapon types) for what lv 35 skills are worth. I was wondering if I'd switch my Jakob to great master, but now I don't doubt anymore. Great master spits even more on butlers by having better growth rates (+10% hp, +5% str, +5% def) while keeping the same spd growth and loosing only to magic (5%) and skill (10%) (it means even total growths are 5% higher than butler). Why even create classes if there's absolutely no intent to balance them in the first place? I don't know, filler hurts a lot I think. Like how blacksmith and master of arms are replicates of hero with slightly different (should I say slightly worse?) stat/growth spread and different weapons (at least master of arms gets full WTC, which isn't blacksmith's case).
  13. First time poster to this place, long time visitor, so apologies for formatting. Anyways so I've been a fan of FE for a while now and recently got three houses and played it for maybe a week now and been just having fun and noticed something. So we are all aware of how Mounted units can't use Guantlets while mounted but am I the only one who finds it odd how the primary magic using classes in the game can't use gauntlets? So far only Nobles/Commoners, Dancer, Enlighten one, and Mortal savant are the only magic users who can also weild Gauntlets. Same goes for if you're trying to equip the unarmed combat skill, it'll let you equip it but you can't actually use your bare fist. Maybe later down the line we might get a DLC class, like maybe a Mystic or some sort of Martial artist class that can use magic kinda like a Brawling magus and what not?
  14. We all know canto, the skill innately possessed by(or exclusive to in the case of TearRing Saga) by all mounted units, but has anyone ever thought about what kind of skills armored classes should have as their base and exclusive skill? Let's face it, armored units need help alot of the time with armored status providing nothing but loss of movement, an extra weakness and often terrain disadvantages. Given how Armored Knights and Cavaliers are frequently shown as counterparts to eachother, it only makes for Knights and Generals to have a powerful base skill of their own, but what? The closest we've had to this is Generals, Barons and Emperor, but not the armored knights, having pavise in Genealogy of the Holy War. But that was exclusive to that game, came in too late for the playable units and might be too powerful for generic enemies to have. I'm thinking something like Vestaria Saga's adjacent guard skill or some sort of skill that provides armored units extra defense when they are attacked on enemy phase. I don't think either of those would be too powerful for enemy units. Any opinions on this subject? EDIT: Adjacent Guard is a skill in Vestaria Saga. It gives +3 defense and resistance to adjacent units and upgrades to +5 defense and resistance upon promotion.
  15. I was thinking of this for a while. Since Ylisse and Valm are the future continent of Archanea and Valentia, I do noticed while playing Fire Emblem: Shadow Dragon and Fire Emblem Echoes: Shadows of Valentia had some classes were completely absent in Awakening. I do know that Awakening doesn't use Third Tier class promotions since Valentia had them and this game does travel to Valm. I think the Third Tier class promotions were absent because Awakening uses the Class Branch Promotion. To my knowledge that I do know that Dread Fighter and Bow Knight were the only recurring classes in Awakening that were formerly Third Tiers to become as DLC for Dread Fighter and 2nd Promotion for Archer and Mercenary class. Does anyone know kinda wondered why some of these classes from Archanea and Valm where completely absent in Awakening? I do know that some games like Judgral, Elibe, and Tellius usually keep the classes that appeared in the first part later returned in the second part. I did seen some classes from Archanea were absent in Awakening were: Hunter -> Horseman (I definitely do know that Horseman class were definitely replaced by Bow Knight class since you need an archer riding a horse) Bishop (I definitely know that they were replaced by War Monks and War Clerics) Pirates Ballitician (But, we do know they did comeback in Fates) Freelancer (I definitely do know Freelancer is Xane's Exclusive Class since Xane is no where to be seen in Awakening) Rest of the Manakete classes except Divine Dragon and what Nowi's and Nah's Manakete as far as we know of (I think they might have been killed off sometime between Marth's/Alm's and Chrom's timeline) Emperor I did seen some classes from Valentia were absent in Awakening nor in seen in Valm as well: Fighter (not the Axe version of Fighter) Priestess Princess Rest of the Third Tier class except Dread Fighter and Bow Knight Brigand Arcanist (We don't know if they have relationships with Sorcerer class) -> Cantor Witch (We definitely know Duma was the one used Women in Valentia to become Witches, but they did made comeback in Fates) Rest of the Monster classes except Revenants and Emtombeds
  16. So, I made it to the timeskip and noticed that characters don't appear in their new clothes outside of cutscenes unless they are in a certain advanced class. So, I thought it might be helpful if there was a list of what class a character needs to be in to see their new look in actual battles. I only have the ones for Blue Lions since that is the only one I've played so far, so if someone wants to list the requirements for characters from other houses that would be appreciated. I believe the House Leaders are in their new classes at the start of Chapter 13 regardless of what class they were in before. Annette: Warlock Ashe: Sniper Dedue: Fortress Knight Felix: Swordmaster Ingrid: Pegasus Knight Mercedes: Bishop Sylvain: Paladin
  17. So the plan is to get everyone to C in Axes > Brigand for deathblow > Pegasus/Wyvern rider > Falcon Knight/Wyvern Lord? These three classes have insane growths and movement, why even bother with other classes besides one or two supportive mages? You can shift to Pegasus if low on Spd growths and Wyvern if low on Str. There is almost no penalty for doing this other than the early low hit rates of units with no Axe experience. It's fun to play but I think I'll be waiting on lunatic before I start another playthrough.
  18. Is there a way to accelerate the rate at which a unit masters a class?
  19. What classes can you be certain/deduce are returning in this game? What classes do you expect to see return for this game? And what classes do you want to see return for this game? Based on the trailer, I know there is a class called Aristocrat, which may be a variation of the lord class. We can also see from the formations that myrmidons are returning (unless those are mercenaries). We can also see that archers are returning. From the cinematic parts of the trailer, we can see cavaliers, Pegasus knights, and what presumably are fighters; given that they are shirtless axe-wielders wearing fur and blue kilts (as a fan of Scottish Culture, I do like the kilts). What other classes have you noticed from the trailer? Given that the MyUnit seems to be returning as the character repeatedly referred to as "teacher", I expect the tactician class to return, though likely modified or renamed. Given the importance placed on the continent's religion in the trailer, I expect priest/bishop to return in some form. I hope mercenary/hero returns, and I hope it has the blue tartan kilt that the fighters in the cinematic had. I also hope it has the red tartan cape that that sword-wielding character in spiked armour had (though I hope the spiked armour doesn't appear; I personally have never been much of a fan of spiked armour). I also hope that the warrior class returns as a promotion for the fighter class. What do you think? What other classes did you see in the trailer? What classes do you expect to see return? What classes would you like to see return?
  20. Silque is becoming one of my favourite characters in the game, and I was thinking about reclassing her with a fork so I could use her more in direct combat. What classes would you guys recommend? I have the DLC classes if that helps with things. I am mostly debating between Mage and Pegasus Knight, myself.
  21. Something that has seen changes in various games would be the designs of the classes such as the mercenary, lord, myramidon, mage, cleric, etc etc... what do you thing of the looks for classes present in echoes? what are your favs, what do you not like, any thoughts you have on their looks at all! for me I dont have much that i dont like about the design for the classes... exept for the dread fighter. to be honest its that... not sure what it is but the thing on their backs the big ol' mega chakram fire doodad I can see how it would add to them (makes them less bland or somtin like that) but it looks so weird! it really bothers me, but I'm no good at designing. As for a class I do like the design of would be the bow knight, if I have to choose one to talk about its bow knight. not much reasoning but I just find the armor and sleeve really pleasing to look at, doubly on Kliff and his victory animation!
  22. Sorry if it looks bad, graphic design isn't really my thing. All images from Famitsu. I would assume that you can jump around as much as you want so long as you meet the class requirements so it isn't really a tree. (i.e. If you had a myrmidon, you could train them in lances and riding to make them a cavalier.) I also don't expect there to be any way to reset your level back to 1, and you will instead just go from level 1 to level 40 or 50 depending on how long the game goes. (Similar to FE4.) *The skill icons represent what I believe to be the skills that you have to train to become that class, but not necessarily being the only weapons that class can use.
  23. What do you think the canon classes might be for the students of the Three Houses, based on the weapon types shown to be used by each student so far, as well as their overall design?
  24. I was considering running either a Dark mage, master ninja, mechanist, paladin, archer, cavalier, dread fighter or one of the knight(?) classes. I really have no idea; first file was a priestess with magic boon and luck or skill bane, it was decent as a support. For ref; female Corrin here!
  25. Which Fighter promotions do you prefer? Not much else to say.
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