Fire Emblem Engage comes from a series that has a lot of variety with its characters. Not only can you recruit different people on your journey, they also come with specific classes that determine their gameplay. You might want to change the classes of your heroes if you want to personalize your team, this is where the Class Change feature comes in. In this page, we’ll provide you with a Base and Advanced Classes guide that will help you learn about their requirements and features.
Fire Emblem Engage is a latest installation for the critically-acclaimed Fire Emblem series, offering a fresh approach to the tried-and tested tactical, turn-based JRPG formula fans have seen in recent years. Players are treated with the return of the Triangle System, weapons with no durability, and of course, the fresh new Emblem/Bond Ring mechanic.
When playing Fire Emblem Engage, you get to learn about the story of the Divine Dragon as your character. You’ll notice that they have a special class called Dragon Child. Some characters in the game such as the Royals also have special classes, but there are regular classes available as well. For example, Vander is a Paladin, Clanne is a Mage, and Framme is a Martial Monk. You are still capable of changing classes as long as you meet its requirements, and using an item such as the Master Seal and Second Seal.
Changing your character’s class can be done using the inventory menu, and then selecting the “Change Class” feature at the bottom. From there, you’ll be able to view a lot of the classes available except for the special classes of other characters (such as the Royals). Master Seals and Second Seals can be acquired through the game’s story, and a slow supply will be added to the Item Shop in the game, however this will be upgraded to an infinite supply of seals towards near the ending chapters.
Innate Proficiency bonuses: Each class available in the game has weapons they specialize in, and they each have varying levels of proficiency. For example, Sword Fighters are Base classes that can wield B level Swords and they can be promoted to a Swordmaster which has a S proficiency with Swords. If you look at each character’s Weapon Proficiency however, you might find a blue icon on them which will provide a bonus to the proficiency of that weapon. For example, having a blue icon with a Sword proficiency can raise the current proficiency of a class. A Hero class with an A proficiency with sword can have S proficiency as long as the character has that blue icon for that weapon.
Now that you know how to change classes using Seals, you can refer to the following table below which shows the details of each base and advanced class available in the game. Take note that innate proficiency bonuses can affect the weapon proficiency level of a class.
Class | Required Level | Required Proficiency | Required Cost | Description | Special Skill |
---|---|---|---|---|---|
Sword Fighter | Base Class Lvl 1, Advanced Class Lvl 1 or Sword Fighter Lvl 20 | Sword | Second Seal x1 | Footsoldiers who take pride in their skill with a blade. They avoid enemy attacks with nimble footwork. | n/a |
Swordmaster | Sword Fighter Lvl 10, Advanced Class Lvl 1, or Swordmaster Lvl 20 | Sword | Master Seal x1 (For Base class), or Second Seal x1 (For Adv. Class) | Master sword fighters who avoid attacks by a hair's breadth and retaliate with mighty skills. | Run Through (Level 5) - Use to attack an adjacent foe, then move to the space opposite of that foe. |
Hero | Sword Fighter Lvl 10, Advanced Class Lvl 1, or Hero Lvl 20 | Sword and Axe | Master Seal x1 (For Base class), or Second Seal x1 (For Adv. Class) | Accomplished veterans proficient in wielding several weapons and can easily cut through the front lines. | Brave Assist (Level 5) - If unit's HP is at max while unit makes a chain attack, unit attacks twice. |
Hero | Sword Fighter Lvl 10, Advanced Class Lvl 1, or Hero Lvl 20 | Sword and Lance | Master Seal x1 (For Base class), or Second Seal x1 (For Adv. Class) | Accomplished veterans proficient in wielding several weapons and can easily cut through the front lines. | Brave Assist (Level 5) - If unit's HP is at max while unit makes a chain attack, unit attacks twice. |
Lance Fighter | Base Class Lvl 1, Advanced Class Lvl 1 or Lance Fighter Lvl 20 | Lance | Second Seal x1 | Soldiers who fight with a lance. They strike just the right balance between offense and defense. | n/a |
Halberdier | Lance Fighter Lvl 10, Advanced Class Lvl 1, or Halberdier Lvl 20 | Lance | Master Seal x1 (For Base class), or Second Seal x1 (For Adv. Class) | Lance-wielders with a great deal of battlefield experience. Several cuts above common lance fighters. | Pincer Attack (Level 5) - If unit initiates combat while an ally is on the opposite side of the foe, always follow up (if weapon allows). |
Royal Knight | Lance Fighter Lvl 10, Advanced Class Lvl 1, or Royal Knight Lvl 20 | Lance and Staff | Master Seal x1 (For Base class), or Second Seal x1 (For Adv. Class) | Noble knights who tear across the battlefield on horseback, rallying their allies. They can also use staves. | Reforge (Level 5) - If unit's HP is 11 or more and an adjacent ally is broken after combat, sacrificies 10 HP and removes the break status from that ally.) |
Axe Fighter | Base Class Lvl 1, Advanced Class Lvl 1, or Axe Fighter Lvl 20 | Axe | Second Seal x1 | Proven warriors with an axe. Their swings are fierce, but leave them open to retaliation. | n/a |
Berserker | Axe Fighter Lvl 10, Advanced Class Lvl 1, or Berseker Lvl 20 | Axe | Master Seal x1 (For Base class), or Second Seal x1 (For Adv. Class) | Mighty warriors of unparalleled strength. They cleave foes in twain with huge axes. | Smash+ (Level 5) - When making a smash attack, push the target 2 spaces instead of 1. |
Warrior | Axe Fighter Lvl 10, Advanced Class Lvl 1, or Warrior Lvl 20 | Axe and Bow | Master Seal x1 (For Base class), or Second Seal x1 (For Adv. Class) | Skilled experts in annihilating their enemies. They are capable with bows as well as axes. | Merciless (Level 5) - Unit deals +50% damage against broken foes. |
Archer | Base Class Lvl 1, Advanced Class Lvl 1 or Archer Lvl 20 | Bow | Second Seal x1 | Light infantry who fight with a bow. They can attack from a distance. | n/a |
Sniper | Archer Lvl 10, Advanced Class Lvl 1, or Sniper Lvl 20 | Bow | Master Seal x1 (For Base class), or Second Seal x1 (For Adv. Class) | Masters of the bow who target their foes' weak points with precision strikes. | No Distractions (Level 5) - Grants Crit +10 during combat with a foe that can't counter. |
Bow Knight | Archer Lvl 10, Advanced Class Lvl 1, or Bow Knight Lvl 20 | Axe and Bow | Master Seal x1 (For Base class), or Second Seal x1 (For Adv. Class) | Bow users that fire from the saddle and outflank foes with high mobility. | Careful Aim (Level 5) - If unit initiates combat without moving first, grants Hit +40 during combat. |
Bow Knight | Archer Lvl 10, Advanced Class Lvl 1, or Bow Knight Lvl 20 | Lance and Bow | Master Seal x1 (For Base class), or Second Seal x1 (For Adv. Class) | Bow users that fire from the saddle and outflank foes with high mobility. | Careful Aim (Level 5) - If unit initiates combat without moving first, grants Hit +40 during combat. |
Bow Knight | Archer Lvl 10, Advanced Class Lvl 1, or Bow Knight Lvl 20 | Sword and Bow | Master Seal x1 (For Base class), or Second Seal x1 (For Adv. Class) | Bow users that fire from the saddle and outflank foes with high mobility. | Careful Aim (Level 5) - If unit initiates combat without moving first, grants Hit +40 during combat. |
Sword Armor | Base Class Lvl 1, Advanced Class Lvl 1 or Sword Armor Lvl 20 | Sword | Second Seal x1 | Heavily armored sword fighters clad in tough armor. They have high defense, but magic is their bane. | n/a |
Lance Armor | Base Class Lvl 1, Advanced Class Lvl 1 or Lance Armor Lvl 20 | Lance | Second Seal x1 | Heavily armored lancers clad in tough armor. They have high defense, but magic is their bane. | n/a |
Axe Armor | Base Class Lvl 1, Advanced Class Lvl 1 or Axe Armor Lvl 20 | Axe | Second Seal x1 | Heavily armored axe-wielders clad in tough armor. They have high defense, but magic is their bane. | n/a |
General | Sword/Lance/Axe Armor Lvl 10, Advanced Class Lvl 1, or General Lvl 20 | Sword | Master Seal x1 (For Base class), or Second Seal x1 (For Adv. Class) | Heavily armored fighters boasting both an impenetrable defense and a fearsome offense. | Swap (Level 5) - Use to switch places with an adjacent ally. |
General | Sword/Lance/Axe Armor Lvl 10, Advanced Class Lvl 1, or General Lvl 20 | Lance | Master Seal x1 (For Base class), or Second Seal x1 (For Adv. Class) | Heavily armored fighters boasting both an impenetrable defense and a fearsome offense. | Swap (Level 5) - Use to switch places with an adjacent ally. |
General | Sword/Lance/Axe Armor Lvl 10, Advanced Class Lvl 1, or General Lvl 20 | Axe | Master Seal x1 (For Base class), or Second Seal x1 (For Adv. Class) | Heavily armored fighters boasting both an impenetrable defense and a fearsome offense. | Swap (Level 5) - Use to switch places with an adjacent ally. |
Great Knight | Sword/Lance/Axe Armor Lvl 10, Advanced Class Lvl 1, or Great Knight Lvl 20 | Sword and Lance | Master Seal x1 (For Base class), or Second Seal x1 (For Adv. Class) | Heavily armored knights clad in thick armor. They defend their allies with a variety of weapons. | Allied Defense (Level 5) - If unit is between an ally and a foe, reduces damage to unit by 3 during combat with that foe. |
Great Knight | Sword/Lance/Axe Armor Lvl 10, Advanced Class Lvl 1, or Great Knight Lvl 20 | Sword and Axe | Master Seal x1 (For Base class), or Second Seal x1 (For Adv. Class) | Heavily armored knights clad in thick armor. They defend their allies with a variety of weapons. | Allied Defense (Level 5) - If unit is between an ally and a foe, reduces damage to unit by 3 during combat with that foe. |
Great Knight | Sword/Lance/Axe Armor Lvl 10, Advanced Class Lvl 1, or Great Knight Lvl 20 | Lance and Axe | Master Seal x1 (For Base class), or Second Seal x1 (For Adv. Class) | Heavily armored knights clad in thick armor. They defend their allies with a variety of weapons. | Allied Defense (Level 5) - If unit is between an ally and a foe, reduces damage to unit by 3 during combat with that foe. |
Sword Cavalier | Base Class Lvl 1, Advanced Class Lvl 1 or Sword Cavalier Lvl 20 | Sword | Second Seal x1 | Sword-wielding knights who ride freely about the battlefield. They strike a good balance of skills. | n/a |
Lance Cavalier | Base Class Lvl 1, Advanced Class Lvl 1 or Lance Cavalier Lvl 20 | Lance | Second Seal x1 | Lance-wielding knights who ride freely about the battlefield. They strike a good balance of skills. | n/a |
Axe Cavalier | Base Class Lvl 1, Advanced Class Lvl 1 or Axe Cavalier Lvl 20 | Axe | Second Seal x1 | Axe-wielding knights who ride freely about the battlefield. They strike a good balance of skills. | n/a |
Paladin | Sword/Lance/Axe Cavalier Lvl 10, Advanced Class Lvl 1, or Paladin Lvl 20 | Sword | Master Seal x1 (For Base class), or Second Seal x1 (For Adv. Class) | High-ranking knights with a wealth of experience. Highly mobile and strong against magic. | Pivot (Level 5) - Use to move to the opposite side of an adjacent ally. |
Paladin | Sword/Lance/Axe Cavalier Lvl 10, Advanced Class Lvl 1, or Paladin Lvl 20 | Lance | Master Seal x1 (For Base class), or Second Seal x1 (For Adv. Class) | High-ranking knights with a wealth of experience. Highly mobile and strong against magic. | Pivot (Level 5) - Use to move to the opposite side of an adjacent ally. |
Paladin | Sword/Lance/Axe Cavalier Lvl 10, Advanced Class Lvl 1, or Paladin Lvl 20 | Axe | Master Seal x1 (For Base class), or Second Seal x1 (For Adv. Class) | High-ranking knights with a wealth of experience. Highly mobile and strong against magic. | Pivot (Level 5) - Use to move to the opposite side of an adjacent ally. |
Wolf Knight | Sword/Lance/Axe Cavalier Lvl 10, Advanced Class Lvl 1, or Wolf Knight Lvl 20 | Sword and Knife | Master Seal x1 (For Base class), or Second Seal x1 (For Adv. Class) | Knights who dart over the battlefield mounted on wolves. Their knife strikes are the ruin of enemy camps. | Hobble (Level 5) - If unit initiates combat with a knife, inflicts Mov-2 on foe for 1 turn. |
Wolf Knight | Sword/Lance/Axe Cavalier Lvl 10, Advanced Class Lvl 1, or Wolf Knight Lvl 20 | Lance and Knife | Master Seal x1 (For Base class), or Second Seal x1 (For Adv. Class) | Knights who dart over the battlefield mounted on wolves. Their knife strikes are the ruin of enemy camps. | Hobble (Level 5) - If unit initiates combat with a knife, inflicts Mov-2 on foe for 1 turn. |
Wolf Knight | Sword/Lance/Axe Cavalier Lvl 10, Advanced Class Lvl 1, or Wolf Knight Lvl 20 | Axe and Knife | Master Seal x1 (For Base class), or Second Seal x1 (For Adv. Class) | Knights who dart over the battlefield mounted on wolves. Their knife strikes are the ruin of enemy camps. | Hobble (Level 5) - If unit initiates combat with a knife, inflicts Mov-2 on foe for 1 turn. |
Sword Flier | Base Class Lvl 1, Advanced Class Lvl 1 or Sword Flier Lvl 20 | Sword | Second Seal x1 | Sword fighters who soar through the sky on their pegasus mounts. Strong against magic, but weak to bows. | n/a |
Lance Flier | Base Class Lvl 1, Advanced Class Lvl 1 or Lance Flier Lvl 20 | Lance | Second Seal x1 | Lance users who soar through the sky on their pegasus mounts. Strong against magic, but weak to bows. | n/a |
Axe Flier | Base Class Lvl 1, Advanced Class Lvl 1 or Axe Flier Lvl 20 | Axe | Second Seal x1 | Axe-wielders who soar through the sky on their pegasus mounts. Strong against magic, but weak to bows. | n/a |
Griffin Knight | Sword/Lance/Axe Flier Lvl 10, Advanced Class Lvl 1, or Griffin Knight Lvl 20 | Sword and Staff | Master Seal x1 (For Base class), or Second Seal x1 (For Adv. Class) | Experienced knights who fly through the skies on a griffin. They are well-balanced and can use staves. | Clear the Way (Level 5) - Unit's space and adjacent spaces have a movement cost of 1 for allies. |
Griffin Knight | Sword/Lance/Axe Flier Lvl 10, Advanced Class Lvl 1, or Griffin Knight Lvl 20 | Lance and Staff | Master Seal x1 (For Base class), or Second Seal x1 (For Adv. Class) | Experienced knights who fly through the skies on a griffin. They are well-balanced and can use staves. | Clear the Way (Level 5) - Unit's space and adjacent spaces have a movement cost of 1 for allies. |
Griffin Knight | Sword/Lance/Axe Flier Lvl 10, Advanced Class Lvl 1, or Griffin Knight Lvl 20 | Axe and Staff | Master Seal x1 (For Base class), or Second Seal x1 (For Adv. Class) | Experienced knights who fly through the skies on a griffin. They are well-balanced and can use staves. | Clear the Way (Level 5) - Unit's space and adjacent spaces have a movement cost of 1 for allies. |
Wyvern Knight | Sword/Lance/Axe Flier Lvl 10, Advanced Class Lvl 1, or Wyvern Knight Lvl 20 | Sword and Lance | Master Seal x1 (For Base class), or Second Seal x1 (For Adv. Class) | Experienced knights who fly through the skies on wyverns. Though powerful, they fear bows and magic. | Air Raid (Level 5) - If unit initiates combat from a space a foe cannot enter, grants Spd+5 during combat. |
Wyvern Knight | Sword/Lance/Axe Flier Lvl 10, Advanced Class Lvl 1, or Wyvern Knight Lvl 20 | Sword and Axe | Master Seal x1 (For Base class), or Second Seal x1 (For Adv. Class) | Experienced knights who fly through the skies on wyverns. Though powerful, they fear bows and magic. | Air Raid (Level 5) - If unit initiates combat from a space a foe cannot enter, grants Spd+5 during combat. |
Wyvern Knight | Sword/Lance/Axe Flier Lvl 10, Advanced Class Lvl 1, or Wyvern Knight Lvl 20 | Lance and Axe | Master Seal x1 (For Base class), or Second Seal x1 (For Adv. Class) | Experienced knights who fly through the skies on wyverns. Though powerful, they fear bows and magic. | Air Raid (Level 5) - If unit initiates combat from a space a foe cannot enter, grants Spd+5 during combat. |
Mage | Base Class Lvl 1, Advanced Class Lvl 1 or Mage Lvl 20 | Tome | Second Seal x1 | Magic users who cast spells from tomes. Strong against enemies with high defense. | n/a |
Sage | Mage Lvl 10, Advanced Class Lvl 1, or Sage Lvl 20 | Tome and Staff | Master Seal x1 (For Base class), or Second Seal x1 (For Adv. Class) | Experienced mages who can call upon great power. Capable of using both tomes and staves. | Spell Harmony (Level 5) - If unit initiates combat with a tome, grants Atk equal to the number of adjacent allies with tomes. |
Mage Knight | Mage Lvl 10, Advanced Class Lvl 1, or Mage Knight Lvl 20 | Sword and Tome | Master Seal x1 (For Base class), or Second Seal x1 (For Adv. Class) | Magic knights who cast spells from horseback, but can also take part in melee combat. | Chaos Style (Level 5) - If unit initiates combat with a physical attack against a foe armed with magic or vice versa, grants Spd+3 during combat. |
Mage Knight | Mage Lvl 10, Advanced Class Lvl 1, or Mage Knight Lvl 20 | Lance and Tome | Master Seal x1 (For Base class), or Second Seal x1 (For Adv. Class) | Magic knights who cast spells from horseback, but can also take part in melee combat. | Chaos Style (Level 5) - If unit initiates combat with a physical attack against a foe armed with magic or vice versa, grants Spd+3 during combat. |
Mage Knight | Mage Lvl 10, Advanced Class Lvl 1, or Mage Knight Lvl 20 | Axe and Tome | Master Seal x1 (For Base class), or Second Seal x1 (For Adv. Class) | Magic knights who cast spells from horseback, but can also take part in melee combat. | Chaos Style (Level 5) - If unit initiates combat with a physical attack against a foe armed with magic or vice versa, grants Spd+3 during combat. |
Martial Monk | Base Class Lvl 1, Advanced Class Lvl 1 or Martial Monk Lvl 20 | Staff and Artes | Second Seal x1 | Combat monks who use staves to heal wounded allies. They are versed in the martial arts of self-defense. | n/a |
Martial Master | Martial Monk Lvl 10, Advanced Class Lvl 1, or Martial Master Lvl 20 | Staff and Artes | Master Seal x1 (For Base class), or Second Seal x1 (For Adv. Class) | Experienced monks trained in the martial arts. They excel at hand-to-hand combat as well as healing. | Diffuse Healer (Level 5) - When unit is healed by a staff, all adjacent allies also recover 50% of the HP that the unit recovered. |
High Priest | Martial Monk Lvl 10, Advanced Class Lvl 1, or High Priest Lvl 20 | Tome, Staff, and Artes | Master Seal x1 (For Base class), or Second Seal x1 (For Adv. Class) | Masters of staves with wisdom from experience. Their healing powers are lifesaving in battle. | Self-Healing (Level 5) - Unit can target itself with healing staves. |
Tip: Try to change your Base Class into an Advance Class as soon as possible. Once they reach level 10 with their Base Class, you can use the Master Seal and change them to an advanced Class. Leveling up your Base Class to level 20 won’t provide much benefits since they have internal levels. An Advanced Class level 1 is considered level 21 internally, so it would be best to change your class once you reach level 10 for your Base.
We hope this information helps you with learning about the different Base and Advanced classes in the game. A separate page will be made for the different Special classes that are available, so please check our guide’s menu.
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This concludes our Base and Advanced Classes Guide for Fire Emblem Engage. Please check out our other pages for the game for more Fire Emblem Engage content!