The character classes present within Fire Emblem on Forums massively differ from their Fire Emblem counterparts in many respects, in gameplay and recurring tendencies. Click here to return to the main character index.
Trainee ClassesUnlike in Fire Emblem, Trainee Classes are not rare, and the majority of games begin with almost all characters as them. There are trainee classes for almost every class line in the game, from mages to thieves. Moreover, they lack the experience or statline gimmicks common to the Villager class from the mainline series, instead acting as a baseline class for each line of classes in Fire Emblem on Forums.
- An Axe to Grind: Journeymen, or Axe Trainees, who promote into the Fighter class.
- Archer Archetype: Archer Trainees, who eventually promote into various bow-wielding classes.
- Blade on a Stick: Rider Trainees and Soldier Trainees have access to lances.
- Casting a Shadow: Dark Trainees, who correspond to classes such as Dark Mages and Shamans.
- Cool Horse: One of the options that Rider Trainees have for horses that lock them into the Cavalier path.
- Dragon Rider: Future Wyvern Knights can choose to ride wyverns as Rider Trainees.
- Extra Turn: Peformer Trainees, who use Magic Music or a Magic Dance to grant allies extra turns in combat.
- Exactly What It Says on the Tin: The class names all describe exactly what the trainee specialises in.
- Fire, Ice, Lightning: Anima Trainees, who correspond to the Mage line from the mainline game.
- Heroes Prefer Swords: Sword Trainees, who fittingly promote into the Hero class at the second tier.
- Kleptomaniac Hero: Thief Trainees, who eventually become Thieves and their associated classes.
- Knife Nut: Thief Trainees specialise in knives as per their general sneaky nature.
- Light 'em Up: Light Trainees, who correspond to Monks from Blazing Blade and Priest Trainees, who correspond to Clerics.
- Pegasus: Rider Trainees may choose to ride these and lock themselves into the Pegasus Knight path.
- The Medic: Priest Trainees, again.
- Support Party Member: Performer Trainees and Priest Trainees have no method of attack until promotion and may potentially never gain one, depending on their chosen path.
ArcherThe ranged backbone of an army, Archers prefer to stay out of the thick of combat to pelt their enemies with arrows from afar. Archers are similar to their mainline counterparts, with the added ability to use Ballistae akin to the Ballistician class. They can promote to the Sniper or Battle Mage classes.
- Anti-Air: Their specialty is in taking down fliers from a long distance.
- Archer Archetype: As per their name, Archers prefer to fight from afar, with no ability to fight from close range without Crossbows. Battle Mages gain Anima Magic with which to fight from close range, however, mitigating this. Snipers get S-rank Bows, allowing them to wield the best bows in the game.
- Crippling Overspecialisation: Again, Archers (without Crossbows) can only attack from a distance, but will absolutely destroy anything that flies. Battle Mages, however, avert this, with Anima magic being capable of attacking from close range.
- Critical Hit Class: Specialise in Skill and Defense. Snipers have Critical Eye to boot, which makes it impossible for their Critical stat to go below 5.
- Long-Range Fighter: The Archer and Sniper are defenselsess in close quarters, but the Battle Mage averts this by using magic. The Sniper, on the other hand, doubles down with the Sniping skill, permanently increasing the range from which they can attack.
- Mage Marksman: Battle Mages can imbue their arrows with magic to deal more damage.
- Pinned Down: The Overwatch skill for Archers can enact this on enemies stupid enough to get too close to their allies.
- Siege Engines: Archers can operate Ballistae as a class skill.
AsceticWell-built Light magic-slinging warriors, Ascetics, unlike their fellow Light Magic wielders, are at home in the thick of battle, with skills to complement their staying in the midst of battle. They promote to the Crusader and Inquisitor classes.
- Anti-Magic: Crusaders are resistant to Dark Magic due to the Heroic Light skill.
- Barrier Warrior: The Shield of Faith class skill allows Ascetics to build up a resistance to damage while in the thick of battle.
- Divine Intervention: Implied to be the source of Benediction for Inquisitors and all of the Crusader's class skills; Mission from God grants them bonuses against a class they declare, while Heroic Light gives them bonuses against Dark Magic, monsters and undead.
- Heroes Prefer Swords: Crusaders, who are appropriately heroic in the class fluff, can equip swords.
- Internal Affairs: Inquisitors are supposed to act like this, protecting the world by destroying corrupt members of the church.
- Knight in Shining Armor: Crusaders are said to be great heroes who protect the downtrodden, at least in class fluff. Ingame performance may vary.
- Knight Templar: In fluff, a danger said to befall Inquisitors, whose job it is to stop the corrupt people of their own church.
- Last Chance Hit Point: Benediction, the class skill of Inquisitors, allows them to survive a single fatal hit at 1 HP, and can be combined with Miracle to allow them to do this multiple times.
- Light 'em Up: Ascetics specialise in Light Magic, a trait that extends to their promotions.
- Power Floats: As with most magic classes, they have access to Levitation, which allows them to ignore most (non-Forest, non-Mountain and non-Water) terrain.
- Weakened by the Light: Crusaders can invoke this on enemies using Heroic Light, gaining extra damage against monstrous and undead enemies.
- Winds of Destiny, Change: Inquisitors can invoke this using Benediction, allowing them to change a single dice roll in their favor.
BanditStrong, hardy thieves who live their lives stealing from others, Bandits specialise in the use of an Axe to fight, traverse hardy terrain and intimidate enemies. They can promote into the Berserker and Mountain Warrior classes.
- An Axe to Grind: Bandits and their promotions specialise heavily in Axes, with Mountain Warriors and Berserkers getting S-rank in Axes, allowing them to wield the very best ones.
- Barrier-Busting Blow: Raid, which allows Bandits to destroy obstacles quicker. Sack is an upgraded version of this skill that allows holders to destroy it in one blow and is found in Berserkers and Mountain Warriors.
- Charles Atlas Superpower: Through long lives on the mountain, Mountain Warriors are far stronger than the average person, and it shows in their sheer musculature.
- Death-or-Glory Attack: Reckless Strike, which reduces Bandits' defensive stats to boost the damage of their attacks. Berserker Barrage increases the Critical hit of a strike in exchange for losing defensive stats.
- Dishing Out Dirt: In class fluff, Mountain Warriors use boulders and rocks to attack their opponents. Averted in actual gameplay.
- Gameplay and Story Segregation: Unlike Thieves, Bandits lack the ability to actually steal anything in gameplay.
- Geo Effects: Bandits, Berserkers and Mountain Warriors can all take advantage of Mountains and Hills, with class skills focusing on traversing them quicker.
- Mountain Man: Bandits and Mountain Warriors, who have skills that allow them to traverse Mountains and Hills with ease.
- Unskilled, but Strong: Bandits and their promotions place emphasis on sheer strength and bulk. Mountain Warrior's Giant Swing epitomises this, reducing their Hit to increase the damage of their strikes.
BardTalented singers and storytellers, Bards assist their teammates through buffs and Magic Music to grant them extra turns, but unlike their Dancer and Illusionist counterparts, lack any way of defending themselves at least until promotion. They promote into the Lore Master and Enchanter classes.
- All Your Powers Combined: Memory Magic grants Lore Masters an array of different spells, from Ice Shard to Photon to Elwind.
- Cast from Hit Points: Memory Magic, accessible to Lore Masters, allows them to cast spells like magic-wielding classes at the cost of health.
- The Charmer: Bards, in the class lore, are generally the types of people to use their wiles and charm to survive, rather than their strength, while Enchanters are explicitly so charming they can induce a temporary change of alliance.
- Charm Person: Enchanters can Enchant enemies, charming them to their side for a single turn where they attack their own allies.
- Combat Medic: Lore Masters have access to Heal, Mend and Recover, among other skills.
- Extra Turn: Bards, like other performers, can grant this.
- Fire, Ice, Lightning: Enchanters and Lore Masters can access Anima Magic, the latter through Memory Magic.
- Gameplay and Story Segregation: Bards do not necessarily have to only use the Lyric and Instrument trees to assist allies, and actually have access to Dances as well.
- King Incognito: Bards are mentioned to be the disguise of important figures, such as princes, as they tend to be Beneath Notice. Outside of being a Mythology Gag, this is not necessarily required to play a Bard.
- Magic Music: How Bards in fluff aid their allies, along with their promotions. Averted in gameplay, where Bards are liable to also use a Magic Dance due to the nature of the Performance tree in this system, but played straight by the Enchanter and Lore Master.
- Non-Action Guy: Bards have no way of damaging their enemies except indirectly. Lore Masters avert this with Memory Magic while Enchanters gain Anima Magic.
- Status Buff: Bards, Enchanters and Lore Masters all do this using Performance items, and Lore Masters have access to the effects of Buffing staves through Memory Magic.
- Tagalong Chronicler: Enchanters, who often turn their experiences into songs and stories to tell later according to the class lore.
Butler/MaidDevoted servants of nobility, Butlers and Maids specialise in healing, among other tasks such as cooking and cleaning for their master. However, in times of combat, they can use knives in addition to their staves. They promote into the Bodyguard and Steward classes.
- Battle Butler / Ninja Maid: They are maids and butlers who happen to go into battle alongside their lords.
- Blade on a Stick: Bodyguards gain Lances upon promotion to better fight opponents.
- Combat Medic: All classes of the Butler/Maid line are skilled at kicking ass and healing their masters; Bodyguards emphasise the combat half while Stewards emphasise the medic half, with Expert Touch extending the range of their healing staves.
- Healing Factor: Live to Serve, the Class Skill of Butlers and Maids, allow them to heal themselves through healing their allies.
- Hypercompetent Sidekick: Stewards are supposed to be this, being masters of multiple trades in the lore. Whether they are this depends entirely on the character.
- Knife Nut: Butlers and Maids specialise in using knives to look 'proper'. Bodyguards gain Lances to add to their repertoire.
- Last Chance Hit Point: Stewards gain Miracle, allowing them to survive lethal hits on 1 HP.
- Taking the Bullet: Bodyguards gain the Guard skill, allowing them to direct attacks towards themselves and away from other allies.
CavalierJacks of all trades, Cavaliers are mounted troops who wield swords and lances and engage in hit and run attack on the enemy. Reliable and versatile, Cavaliers can fill almost any role on the battlefield. They can promote to the Paladin or Duke Knight classes.
- The Cavalry: Quite literally, but the Paladin embodies the spirit of the trope; their class lore specifies that Paladins are intended to be protectors who come in to save their allies from dangerous situation.
- Cool Horse: The stock in trade of any Cavalier worth his salt.
- Combo Breaker: Wary Fighter, the Paladin's Class Skill, stops follow-ups from hitting him if they use it, but also stops their own follow-ups from triggering.
- Gathering Steam: Momentum, the Duke Knight's Class Skill, increases his speed and damage for every space he travels before attacking.
- Hit-and-Run Tactics: Cavaliers have access to Canto, allowing them to move after attacking an enemy.
- Jack-of-All-Trades: The only class that can choose their own Preferred Stats, allowing them to be very flexible in their roles. Triangle Adept also assists them in increasing the amount of enemies they can engage by easing the effects of the Weapon Triangle on them. Paladins tend towards being a Stone Wall while Duke Knights can be a Lightning Bruiser, but the sheer flexibility of Cavaliers means that they are not locked into this in the same way most other classes are.
- Knight in Shining Armor: Both the Paladin and the Duke Knight are supposed to be this in their class lore.
- Multi-Melee Master: Cavaliers gain Swords and Lances, while Paladins add Axes to the mix.
- Tactical RockPaperScissors: Cavaliers can negate the effects of penalties from the Weapon Triangle using Triangle Adept.
DancerMasters of the dance, Dancers use their dancing skills to raise the morale of their allies and to grant them extra turns. Unlike their Bard cousins, they can defend themselves with swords. They can promote to the Dancing Blade and Trouper classes.
- Dance Battler: Dancers are skilled swordfighters on top of their dancing skills, and Dancing Swords, through their Class Skill Sword Dance can work performances into their fights to give an extra turn to an ally, while Troupers have Deadly Dance to apply the debuff of a Dance on an enemy instead.
- Extra Turn: Like other Performers, Dancers can grant extra turns to their allies.
- Heroes Prefer Swords: Dancers like swords, but their heroism differs between individual members of the class.
- Status Buff: Dancers and their promotions all have access to these through Dances.
- Support Party Member: Like Bards and Tricksters, their primary role is buffing allies and granting Extra Turns to them.
- Whip Sword: The Urumi, the Dancer's unique weapon, is this.
FencerFleet-footed, noble-born swordfighters, Fencers prefer sword-fighting styles that are quick and flighty, preferring precise strikes to speed or power. They can promote to the Swashbuckler and Shadow Sword classes.
- Arch-Enemy: Marked for Death, the Shadow Sword's Class Skill, can invoke this by boosting the Shadow Sword and his allies' stats against a single enemy on the map.
- An Axe to Grind: Swashbucklers have access to Axes in addition to Swords and Hidden.
- Casting a Shadow: Shadow Swords can use Dark Magic in combination with their swords.
- The Cowl: The fluff for Shadow Swords portrays them as dark, vigilante-like heroes to the Crusader's Cape. Whether or not they actually are this in practice depends on the character.
- Duel Boss: Fencers can invoke this with Duelist, boosting their stats if both themselves and their target have no allies nearby.
- I Work Alone: Duelist, the Fencer's Class Skill, incentivises Fencers to separate from their allies by boosting their damage and Critical stats if they fight an enemy without allies present.
- Knife Nut: Fencers and Swashbucklers have access to the Hidden tree, allowing them to use knives in conjunction with their swords. Shadow Swords ditch the knives to use Dark Magic instead.
- Loveable Rogue: The class fluff portrays Swashbucklers as roguishly charming pirates. Whether or not they are this, as always, depends on the player.
- Magic Knight: Shadow Swords, who use both Dark Magic and swords to take their enemies down.
- Master Swordsman: Fencers and Swashbucklers evoke this image, with the Swashbuckler's Perfect Balance allowing them to negate Weapon Triangle Disadvantage.
- Super Not-Drowning Skills: Swashbucklers have Sea Sprint, allowing them to traverse Water tiles for free.
FighterHardy, practical woodsman types, Fighters are skilled with Axes and can navigate the forest better than most other classes. They can promote to the Dread Fighter and Warrior classes.
- Archer Archetype: Warriors gain access to Bows upon promotion.
- An Axe to Grind: Fighters, though not as good as Bandits, use Axes just fine.
- The Dreaded: Dread Fighters, quite literally in their class fluff, and the Daunt skill allows them to intimidate nearby enemies, lowering their stats.
- Casting a Shadow: Dread Fighters have access to Dark Magic.
- Forest Ranger: Surprisingly, Fighters are at home within the forest, with Clear the Path and Forest Walk depriving an enemy of bonuses in a Forest and allowing the Fighter to travel inside a Forest easier respectively. Dread Fighters take this one step further with Element of Surprise, allowing them to hide within Forests and attack enemies freely without risk of counterattacks.
- Geo Effects: Clear A Path allows Fighters to stop the effects of Forest terrain from working for their enemies, while the Dread Fighter's Element of Surprise allows them to exploit Forest Terrain to a greater extent.
- One-Man Army: The Warrior's Rough and Tumble can potentially turn them into this, boosting their stats all around if they are close to four or more enemy units.
- Unskilled, but Strong: The class fluff for Warriors describes them as lacking proper training; in practice, this applies more to Mountain Warriors, with Warriors having Skill as their Preferred Stat.
HunterHunters of those who dwell in the darkness, whether they be monsters or other humans, Hunters wield both Bows and Light Magic to execute their task. They can promote to the Battle Mage and Holy Guard classes.
- Archer Archetype: Hunters and their promotions.
- Battle Aura: The Holy Guard's Heroic Advance boosts allies' defensive stats, as well as allowing them to resist the effects of enemy Light Magic.
- Combat Medic: Holy Guards gain access to Staves, allowing them to heal their allies.
- Gameplay and Story Segregation: Downplayed in that Hunters have no special ability to fight or kill monsters or other humans; only Crusaders, which do not promote from Hunters, have this ability in Heroic Light. However, they can simulate it using Judgment tomes (which allow them to designate a class of enemy to gain bonuses against, some of which are monsters).
- Hit-and-Run Tactics: Like all cavalry units, Holy Guards have access to Canto, allowing them to move after attacking.
- Hunter of Monsters: Implied in the Hunter's class lore but absent in gameplay.
- Light 'em Up: Hunters have access to Light Magic and use it in conjunction with their bow to, well, hunt.
- Mage Marksman: Hunters use both Bows and Light Magic, with Battle Mages (who can imbue their arrows with magic) and Holy Guards continuing this trend if they promote from Hunters.
- You Will Not Evade Me: The Hunter's Flush Quarry forces enemies out of defensive terrain bonuses, in addition to boosting their own skills.
KnightHeavily armored troops, Knights are heavily dependable for their thick armor and their ability to hold the line even against insurmountable odds. They can promote to the General and Great Knight classes.
- Cool Horse: Great Knights, who have one so cool they ignore Geo Effects and boost their damage against unmounted enemies.
- Crippling Overspecialisation: Knights focus on Strength and Defense....at the cost of being very vulnerable to Mages (though a General's Great Shield mitigates this). In the past they also had a penalty to their movement points, but an upcoming version of the book is removing this downside.
- Heavily Armored Mook: The entire Knight tree is covered in heavy armor, making it difficult to bypass them except through Magic, which pierces their lower Resistance stat.
- Hit-and-Run Tactics: Like all cavalry units, Great Knights have access to Canto, allowing them to move after attacking.
- Implacable Man: The Great Knight, according to lore, is supposed to be nigh-unstoppable by just about any enemy or situation. This is simulated in their Trample skill (which gives them bonuses against unmounted enemies) and War Horse (which allows them to ignore terrain or weather effects).
- Multi-Melee Master: Like Cavaliers, Knights have access to all physical weapons, though they can only select one until promotion.
- No-Sell: Great Shield gives Generals a chance to do this to any attack that hits them.
- Stone Wall: Generals and Knights are incredibly tough to get through due to their thick armor and high Defense. Great Shield for Generals amplifies this, allowing them to potentially reduce the damage of an incoming attack to 0.
- You Shall Not Pass!: Hold The Line enforces this by preventing any enemy units from bypassing the Knight.
LordNot a specific 'class' in and of itself, Lords are the leaders of parties in games where they are present. They often play an important role in the game's story, and generally are nobles or important figures to whom the other players are subservient. They can be any class they want to be, and as such, all tropes that apply to other classes apply to the Lord.
- Bag of Holding: The Lord has sole access to the convoy, and anyone who wants to pull from the convoy needs to be near the Lord in combat.
- Non-Indicative Name: The class name Lord is a holdover from the games and not all Lords are actually members of royalty or nobility. The example list above contains an actual goddess, a ruthless freedom fighter and a veteran spy, among other things.
- Magikarp Power: Heroic Potential grants them increased growths at the cost of having the same amount of bonus points all other characters get at character creation. This can potentially lead to Lords ending the game with far higher stat totals than just about every other character.
- Only a Flesh Wound: Tactical Retreat allows Lords to retreat from battle even if they are not revived in three turns.
MageStudents of magic who communicate with nature spirits, Mages use Anima Magic and wield it in the hopes of harnessing the power of the world around them. They can promote to the Sage and Mage Knight classes.
- Armor-Piercing Attack: The Mage Knight's Flare allows them to potentially ignore an enemy's Resistance.
- Barrier Warrior: Arcane Barrier boosts the Mage's defenses depending on the Tome they're employing.
- Cast from Hit Points: Memory Magic allows Sages to cast spells they don't have as Tomes, at the cost of their own health.
- Combat Medic: Sages have access to Staves, allowing them to heal allies, and their Memory Magic gives them more options.
- Hit-and-Run Tactics: Like all cavalry units, Mage Knights have access to Canto, allowing them to move after attacking.
- Fire, Ice, Lightning: Mages specialise in Anima magic, and this carries on to their promotions; the Mage Knight in particular gains S rank in Anima.
- Magic Knight: Mage Knights, in the class lore, use swords and other weapons in addition to their magic. Averted in gameplay; they can't use any weapons that aren't Anima tomes except if they are also magical weapons.
- Power Floats: As with most magic classes, they have access to Levitation, which allows them to ignore most (non-Forest, non-Mountain and non-Water) terrain.
- Sufficiently Analyzed Magic: Sages specialise in this, using their knowledge of magic to advance the fields of science.
MercenarySellswords and soldiers of fortune, Mercenaries are strong warriors skilled with the sword. Being seasoned warriors, they try to impart their experience on others, and employ it to assist their teammates. They can promote to the Commander and Hero classes.
- An Axe to Grind: Heroes can use Axes in conjunction with Swords.
- Coup de Grâce: Mordhau, the Mercenary's Class Skill, allows them to get an assured hit on an enemy at the cost of Critical chance, and is heavily implied to be this.
- Heroes Prefer Swords: Quite literally for the Hero class, although they also have Axes.
- Magic Knight: Commanders have Anima Magic upon promotion.
- The Power of Friendship: The Hero's Lend Me Your Strength can boost their stats in the presence of allied units, and the Commander's Tactical Sense to a lesser extent.
- Private Military Contractors: Mercenaries in their class lore, with Heroes and Commanders being more skilled versions of the same.
- Status Buff: Commanders can Rally allies, giving them various stat buffs, and buff themselves with Tactical Sense, increasing their own Evasion for every ally under the effect of Rally.
- The Strategist: Mercenaries are said to be this in their fluff, while Commanders are actually this.
- Unskilled, but Strong: The brute force to the Fencer's finesse and the Myrmidon's speed.
Monk/NunDevoted students of Light Magic, Monks and Nuns use Light Magic to protect their flock and themselves from the darkness in the world. They can promote to the Inquisitor or Bishop classes.
- Barrier Warrior: Bishops have Sanctuary, allowing them to place a shield on their allies equal to their Magic stat.
- Combat Medic: Bishops gain Staves upon promotion; Monks and Nuns only aren't this because the intense concentration needed to learn Light Magic precludes them from learning to heal.
- Good Shepherd: Monks and Bishops are supposed to be this and their Class Skills bear this out. In practice, this may not be absolutely true.
- Light 'em Up: One of the magical classes that specialises in Light Magic.
- No-Sell: Faith, the Monk's Class Skill, can potentially do this, forcing enemies to reroll their Hit and Critical rolls (potentially causing enemies to miss entirely).
- Power Floats: As with most magic classes, they have access to Levitation, which allows them to ignore most (non-Forest, non-Mountain and non-Water) terrain.
- Religious Bruiser: Monks are supposed to be this, in theory. In practice, this depends on if the setting connects Light Magic to the gods or not.
- Winds of Destiny, Change: In addition to the Inquisitor's Benediction, the Monk's Faith acts as this, forcing all attacks to be rerolled in exchange for not attacking that turn.
MyrmidonBlindingly fast masters of swordfighting, Myrmidons are the skill to the Mercenary's strength and the Fencer's finesse. They can promote to the Swordmaster and Samurai classes.
- Bow and Sword, in Accord: Samurai have access to Bows upon promotion.
- Charles Atlas Superpower: The Swordmaster has grown so fast, that their Class Skill Faster Than The Eye makes them almost superhumanly fast, boosting their Evasion when they land strong hits.
- Critical Hit Class: Myrmidons and Swordmasters are this, with Swordmasters having Single Stroke to boost their base Critical rate.
- Critical Status Buff: The Samurai's Musou boosts their speed the more their health goes down.
- Glass Cannon: The Myrmidon class tree's stock and trade is in sacrificing durability for speed and power.
- Master Swordsman: Like Fencers, Myrmidons and their promotions embody this, with a focus on speed rather than finesse.
- Super Speed: Leaf On The Wind allows Myrmidons to focus themselves to increase their Evasion at the cost of attacking that turn and another counterattack, while Faster Than The Eye is covered above.
- Warrior Poet: Samurai are, according to class fluff, supposed to be philosophical and poetic in their appreciation of war, not unlike the romanticised image of their real life counterparts.
NecromancerDark magicians who seek immortality at any cost, Necromancers use Dark Magic to drain the lives of their enemies and hopefully conquer Death. They can promote to the Dark Rider and Summoner classes.
- Blade on a Stick: Dark Riders gain access to lances upon promotion.
- Cast from Hit Points: Summoners must give up 25% of their HP to summon Phantoms to fight for them.
- Cool Horse: Dark Riders, naturally, gain one when they promote.
- Casting a Shadow: One of the classes that specialises in Dark Magic.
- Hit-and-Run Tactics: Like all cavalry units, Dark Riders have access to Canto, allowing them to move after attacking.
- The Minion Master: Summoners can summon Phantoms to fight for them in battle.
- Necromancer: Despite the class name, the only actual class in the tree that fits the trope is the Summoner, who summons ghosts from the past to fight for him.
- Vampiric Draining: Necromancers have Draw Life, draining 10% of their damage dealt as health, while Dark Riders have Lifetaker, regaining half their health upon a successful kill.
NomadLords of the plain, Nomads use their superior mounted movement in conjunction with their bows to harry opponents, creating a fearsome force of skilled, mobile artillery. They can promote to the Nomad Ranger or Nomad Healer classes.
- Alchemy Is Magic: Nomad Healers, surprisingly, who can craft healing items if they have spare inventory space.
- Anti-Air: Like all Archers, Nomads have bonus damage against flying units.
- Bow and Sword, in Accord: Nomad Rangers gain Swords, allowing them to protect themselves from enemies at close range.
- Combat Medic: Nomad Healers gain Staves, allowing them to heal their allies.
- Fantasy Counterpart Culture: Nomads are very explicitly based on the Mongols, like their mainstream counterparts.
- Hit-and-Run Tactics: Like all cavalry units, they have access to Canto, allowing them to move after attacking. Their Class Skill Hit and Run, however, gives them extra Movement whenever they use Canto, allowing them to move farther from the enemy. Nomad Healers gain Heal and Run, allowing them to Canto after healing an ally.
- Home Field Advantage: Nomad Rangers gain Master of the Plains, granting them extra Movement for starting a turn on Plains.
- Horse Archer: Nomads and their promotions in a nutshell.
- Long-Range Fighter: Like Archers, Nomads are defenseless up close (without Crossbows). Nomad Rangers shake this off by gaining Swords.
Pegasus RiderTaking to the air on their winged steeds, Pegasus Riders specialise in Lances to reduce the weight on their often light steeds. They can promote to the Falcon Knight and Valkyrie classes.
- Anti-Magic: Alongside generally high Resistance, Pegasus Riders have bonuses against fighting classes that have Levitation, which generally tend to be magical classes.
- Blade on a Stick: Pegasus Riders start with Lances; Falcon Knights gain Swords upon Promotion...
- Combat Medic: ....while Valkyries gain Staves to heal their allies with. They gain Resucitation, allowing them to revive allies with the full effect of healing staves, as opposed to halved effect for literally every other healing class.
- Death from Above: While all flying units can inflict this, Falcon Knights are, in lore, explicitly based on this trope, having been formed after people realised how lethal it would be to have people descend from above at high speeds with lances.
- Extra Turn: A downplayed version: Falcon Knights can Charge to attack after finishing combat if they have higher Speed than the enemy.
- Hit-and-Run Tactics: Like all cavalry units, they have access to Canto, allowing them to move after attacking.
- Pegasus: All Pegasus Riders and their promotions ride on them. It's in the name.
PirateTravelers of the sea, Pirates seek new horizons and new lands, whether to seek treasure, knowledge or just the next fight. They specialise in Axes, and can promote to the Berserker and Swashbuckler classes.
- An Axe to Grind: Pirates start out with Axes, and double down on them as Berserkers, while picking up a Sword as Swashbucklers.
- Bold Explorer: Pirates, according to the class fluff anyway.
- Combat Pragmatist: Pirates, according to the class fluff, fight with their wits and skills in conjunction with their strength and are willing to take advantage of the enemy being unused to sea travel.
- Barrier-Busting Blow: Pirates start out with Raid, allowing them to break obstacles quicker, while Berserkers upgrade to Sack, which does so instantly.
- Extra Turn: Like the Falcon Knight, downplayed; Rapid Strike allows them to make an extra attack at the cost of accuracy at the end of combat.
- Non-Indicative Name: Pirates, unlike Bandits, Thieves or related classes, have absolutely nothing to do with the actual act of piracy (unless their player makes it so). They are, however, connected with the sea.
- Super Not-Drowning Skills: Pirates start out with Sea Walk, allowing them to cross Water tiles at a Movement penalty, while Swashbucklers and Berserkers pick up Sea Sprint, allowing them to do so for free.
Priest/SisterThe healers of the Church, Priest and Sisters reject the use of weapons to focus on healing their allies with Staves, putting their faith in their allies to protect them. They can promote to the Bishop or Saint classes. Some games allow them to promote to War Clerics, which are not in the source handbook but will be listed here.
- Actual Pacifist: Saints and Priests are some of the few classes with no direct way of dealing damage to enemies, the other one being the Bard.
- Barrier Warrior: As mentioned before, the Bishop's Sanctuary.
- Combat Medic: The Bishop gains Light Magic upon promotion, allowing them to fight in addition to healing. In games that have them, War Clerics have access to Axes instead.
- Counter Attack: In some games, War Clerics have the skill Countermagic, functioning like the regular Counter ability but applying in cases of magic being used.
- Good Shepherd: Priests and Saints are supposed to embody this even more than Monks are, due to their general connection to pacifism.
- Healing Factor: Priests have Self-Healing, allowing them to heal themselves every round if they have a Healing or Buffing staff, or restoring their status with a Status Healing or Ailment staff instead. In some War Cleric games, they gain Renewal, regenerating a set amount of health every turn.
- The Medic: Priests and Saints focus themselves upon healing their allies, while Bishops can also fight in addition to doing so. Staff Mastery, the Class Skill of Saints, allows them to heal nearby allies if they heal over a target's maximum HP.
- Non-Action Guy: Priests and Saints can't fight at all, though they can debuff enemies using Ailment staves. Bishops, however, instead classify as Combat Medic.
- Status Buff: In addition to Buffing staves, Saints can use Transfer Might to give an ally extra stat points and buff extra allies using Staff Mastery, not unlike Performers.
ScavengerScrappy wanderers of the world, Scavengers wield Hidden daggers and Dark Magic in conjunction to survive in the world they wander. They can promote to the Bounty Hunter and Wanderer classes.
- Casting a Shadow: Scavengers and their promotions use Dark Magic, though they are explicitly less skilled at it than the other Dark Magic using classes.
- Do You Want to Haggle?: Wanderers are implied to haggle using Bargain, their Class Skill which reduces prices at shops.
- The Drifter: Scavengers and Wanderers have this general aesthetic, generally preferring the outskirts of society and finding their own way in life.
- Fire, Ice, Lightning: Bounty Hunters gain access to Anima upon promotion.
- Geo Effects: Wanderers can negate impassable terrain using Omni-Movement, which allows them to move over impassable terrain and reduces Movement costs.
- Indy Ploy: The stock in trade of a Bounty Hunter, according to their fluff.
- Jack-of-All-Trades: Bounty Hunters can wield just about any weapon in the game that isn't tied to a certain class, a Staff or a Performance using Omni-Weapon.
- Magic Knight: Scavengers always have access to Dark Magic, and gain Anima upon promotion to Bounty Hunter.
- Knife Nut: Scavengers start with Hidden, allowing them to use knives, daggers and their ilk.
- Master of Unlocking: Scavengers begin with Lockpick, allowing them to open locked Doors and Chests as long as they have a Lockpick.
- Multi-Melee Master: Bounty Hunters have, in addition to Hidden, Swords and Axes, Omni-Weapon, which allows them to use any weapon in the game that isn't a Performance, a Staff or locked to another class.
- Video Game Stealing: Scavengers have Scavenge Gold, allowing them to steal money from enemies, while Bounty Hunters have Steal Weapon that lets them do the same to weapons instead.
- Useless Useful Spell: Bargain....reduces the prices of items in the shop. Compared to the Bounty Hunter's Omni-Weapon and Steal Weapon, it seems rather useless, given that the Handbook has no official pricelist by default and prices of items depend on the GM's rulings.
ShamanStudents of Dark Magic, Shamans commune with the spirits of the long-deceased to gain the raw power of Dark Magic, which is often incredibly dangerous and corrupting. They can promote to the Summoner and Druid classes.
- Cast from Hit Points: As before, Memory Magic is this for the Druid, who gains it upon promotion.
- Casting a Shadow: One of the Dark Magic wielding classes.
- Fire, Ice, Lightning: Druids gain Anima Magic upon promotion and some of their Memory Magic spells qualify for this.
- The Minion Master: As above, the Summoner.
- Power at a Price: In addition to running the risk of going insane due to using Dark Magic, Ancient Gamble allows Shamans to sacrifice Constitution to boost their Magic. While most Dark Magic users have this as a theme, Shamans exemplify this trope the best as all their class skills (Memory Magic, Summon and Ancient Gamble) require sacrifices on the part of Shamans.
ScholarStudious novices, Scholars study many different trees of magic in order to increase their understanding thereof, using the greater analytical skills in conjunction with their expanded magical knowledge to great effect. They can promote to the Baron and Virtuoso classes.
- Armor and Magic Don't Mix: Averted with the Baron, whose Class Skill Runic Armor, in addition to sharing the Armored special with the Knight tree, is based around having magic armor that grows stronger.
- Awesomeness by Analysis: Assessment and Fruits of Study, the Class Skills of the Scholar and Virtuoso respectively, are based on this, boosting stats against an enemy that the Scholar has already attacked and boosting the stats of the Virtuoso if an enemy they have previously fought dies.
- Casting a Shadow: Scholars start with Dark Magic.
- Fire, Ice, Lightning: Scholars also start with Anima Magic.
- Light 'em Up: Virtuosos gain Light Magic upon promotion.
SoldierThe rank and file of any army, Soldiers form the backbone of any army and can use their numbers and spears to fend back any enemy. They can promote to the General and Sentinel classes.
- Anti-Cavalry: Soldiers have bonuses against cavalry units, which synergise with Polearms, a tree of Lances that have bonuses against cavalry units.
- Blade on a Stick: Soldiers and Sentinels specialise in Lances, with Sentinels achieving an S-rank in them.
- Multi-Melee Master: As above, the General.
- You Shall Not Pass!: The Sentinel's Shield Wall boosts nearby allies' Damage Reduction and increases their own for each ally nearby, clearly encouraging this.
- What Measure Is a Mook?: The Soldier's fluff pokes fun at this, but this is averted by their promotions and in gameplay.
SpyMasters of espionage and information brokering, Spies use both bow and dagger to fight, but prefer the company of the shadows. They can promote to the Assassin or the Master Spy classes.
- Archer Archetype: Spies and their promotions have access to Bows.
- Critical Hit Class: Spies have Vital Strike, allowing them to trade Damage for Critical hit chance. Assassins gain Assassinate, which amplifies the damage done by crits.
- Knife Nut: Spies use knives, like most any other thief-like class.
- Master of Unlocking: Spies start with Lockpick, allowing them to open any Door or Chest that starts locked as long as they have a Lockpick.
- Master Poisoner: Master Spies can use envenomed weapons with Trick Up the Sleeve to poison enemies, and expungers to force an enemy to take all the poison damage they would have taken at once.
- Smoke Out: With Trick Up the Sleeve, Master Spies can use smoke bombs to avoid a single combat.
- Useless Useful Spell: Trick Up the Sleeve; Ailments are by their nature this, and Master Spies tend to specialise in inflicting these.
TacticianAspiring strategists, Tacticians use their expertise in waging war and skill in Anima Magic to aid their allies. They can promote to the Baron and Commander classes.
- Armor and Magic Don't Mix: As above, averted with the Baron.
- Extra Turn: Like Performers, Tacticians can actually grant an ally an extra turn using Press The Assault after killing an enemy.
- Fire, Ice, Lightning: Tacticians begin with Anima Magic.
- Magic Knight: Commanders gain Swords upon Promotion.
- Status Buff: As above, Commanders with their Rally and Tactical Sense.
- The Strategist: Tacticians are explicitly supposed to be this, with their Class Skills focusing on assisting their allies with their knowledge of strategy.
ThiefSneaky pickpockets, cutpurses and general unsavoury sorts, Thieves use daggers and their wits to steal things, whether they be from other people or well-hidden caches. They can promote to the Rogue or Bounty Hunter classes.
- Bag of Holding: The Rogue has a skill with the same name, allowing them to hold an infinite amount of items at the cost of not being able to access them quickly.
- Hit-and-Run Tactics: Similar to cavalry units, Thieves have access to Footpad, allowing them to move after successfully picking a lock or stealing something.
- Jack-of-All-Trades: As above, the Bounty Hunter.
- Knife Nut: Thieves specialise in the Hidden tree, and Rogues gain S-rank in Hidden.
- Magic Knight: Thieves gain Dark and Anima Magic upon promotion to Bounty Hunter.
- Master of Unlocking: In addition to the Lockpick skill, the Rogue's Lock Mastery allows them to break into locked Doors and Chests without the use of any items.
- Video Game Stealing: Thieves can Steal objects from an enemy's inventory as long as it isn't currently equipped and they have an open slot (and pass a Luck check, of course).
TricksterSkilled illusionists, Tricksters use their mastery of mirages to entertain others, with some skill in actual magic serving to ward off enemies. They can promote to the Enchanter and Illusionist classes.
- Charm Person: As above, the Enchanter.
- Extra Turn: As all Performers, Tricksters can provide an extra turn.
- Fire, Ice, Lightning: Tricksters have access to Anima Magic.
- Light 'em Up: Illusionists gain Light Magic, in addition to being able to use illusions to manipulate enemies.
- Master of Illusion: Tricksters and their promotions specialise in using illusions to boost allies. The Illusionist can even use their Class Skill to create an illusion on a different tile that they can use to draw attention away from themselves.
- Standard Status Effects: Dazzle blinds enemies that are attacked by a Trickster, lowering their Hit and Evade stats.
TroubadourAs much poet as healer, Troubadours keep both spirits and bodies up using their staves and songs, with some skill in weaponry. They can promote to the Holy Guard and Valkyrie classes.
- The Bard: Troubadours are supposed to be this, but averted in gameplay; they're closer to being a Combat Medic.
- Combat Medic: Troubadours start with both Staves and any physical weapon they wish. Holy Guards gain magic to amplify their repertoire.
- Gameplay and Story Segregation: Troubadours don't actually have Performance ranks and can't use Perform at all.
- Healing Factor: Healing Flow actually applies this to the target of healing by a Troubadour, who can make heals go over time instead of instantly.
- Hit-and-Run Tactics: Like all cavalry units, they have access to Canto, allowing them to move after attacking.
- Non-Indicative Name: Troubadours have nothing to do with singing or performing outside of class lore.
- Power Floats: They have access to Walking on Air, which allows them to ignore most (non-Forest, non-Mountain and non-Water) terrain when dismounted.
Wyvern RiderFierce warriors of the sky, Wyverns take to the sky on their draconic mounts and use lances to attack their enemy outside of arms' reach. They can promote to the Wyvern Hunter and Wyvern Knight classes. Some games allow them to promote to Malig Knights, a class not found in the sourcebook.
- Blade on a Stick: Wyvern Riders, like Pegasus Riders, use Lances. Furthermore, Wyvern Hunters have access to S-rank Lances, like Sentinels.
- Dragon Rider: Wyvern Riders and their promotions rider the draconic Wyverns into battle.
- The Dreaded: Wyvern Hunters in the lore, due to them learning to think like wyverns and so acting closer to predators than humans.
- The Empath: Wyvern Hunters in the lore, who have attuned themselves to their dragon's feelings and thoughts so utterly that they become better combatants than even their Wyvern Knight cousins.
- Impaled with Extreme Prejudice: The common result of Wyvern Hunters using their Pierce on an enemy.
- Multi-Melee Master: Wyvern Knights can choose to take Swords or Axes in addition to Lances.
- Super Toughness: Dragon Scales increases the defensive stats of any Wyvern Rider as long as they have close to full health, and Dragon Heart, the Class Skill of the Wyvern Knight, amplifies that toughness as well as allowing them to lose more health before they lose the stats.
Supplement ClassesThese classes are found only in supplements to the core Handbook. The War Cleric and Malig Knight, though qualifying for this, are heavily tied and linked with classes in the source Handbook, and so are listed in those entries.
Alchemist (Haspen)A special class found only in games run by Haspen, Alchemists focus on the creation of potions to heal others, wielding Axe and Staff in unison. They promote to the Warlock or Pharmacist classes.
- Alchemy Is Magic: Averted; Alchemists are essentially chemists by a different name, and have a very defined system in creating potions. Their Staves, however, ARE magical, and Warlocks gain Dark Magic.
- An Axe to Grind: Alchemists carry Axes around to defend themselves.
- Bag of Holding: Herbal Stash creates one for Alchemists, but only for alchemical ingredients.
- Casting a Shadow: Warlocks gain Dark Magic upon promotion.
- Combat Medic: Alchemists and their promotions have access to both Staves and Axes, in addition to specialising in the creation of extra healing items.
- Healing Potion: They specialise in creating such things, like the Nomad Healer, with an entire set of them designed specifically for them. Walking Apothecary, the Pharmacist's Class Skill, increases their efficacy.
- Poisoned Weapons: Warlocks can use Cursed Weapon to allow them to inflict Ailments on hit with their weapons depending on the staff they have equipped.
ApothecaryInteprid merchants, Apothecaries ply their trade around the world, with Bows and Lances for their protection. They can promote to the Nomad Healer or Great Merchant classes. For tropes applying to the Nomad Healer, read the Nomad folder; this folder will only discuss tropes relating to the Apothecary.
- Alchemy Is Magic: Like the Nomad Healer, Great Merchants can create healing items given money and an open slot.
- Archer Archetype: Apothecaries use Bows to protect themselves in conjunction with...
- Blade on a Stick: ....the Lances they also wield.
- Cast from Money: Only in Mortal Transgressions; Great Merchants can use Payday to gain Gold Bars and Spendthrift to spend them for damage.
- Combat Medic: Apothecaries and Great Merchants are downplayed versions of this; Mortal Transgressions has Apothecaries being able to use healing items on themselves for free and revive people with them without having the usual penalty (akin to the Valkyrie's Resuscitation), whereas Wonderful Blessing separates out these abilities, with the first skill being given to the Apothecary and the second to the Great Merchant while also granting the Great Merchant the Nomad Healer's Medicine Man Class Skill.
- Intrepid Merchant: Their entire class gimmick.
BrawlerPlucky, rough-and-tumble fighters from the street, Brawlers use a variety of gloves and other fist weapons to fight their battles, relying on their natural strength to crush their enemies. They can promote to the Pugilist or the Ruffian classes.
- Boxing Battler: Pugilists, unlike Brawlers and Ruffians, are genuinely skilled at boxing and specialise in it.
- Counter Attack: Jolt Counter operates like this; the Pugilist can sacrifice their action that turn to instead strike the first enemy to hit them with a counterattack with an increased chance to crit at the cost of accuracy.
- Critical Hit Class: Brawlers and Pugilists dole out critical hits with ease, with Underdog boosting the Brawler's critical hit rate if their opponent has any bonuses in combat against them and Pugilists having both Critical Eye (stopping their rate from dipping below 5) and Jolt Counter (giving them a critical hit rate boost at the cost of accuracy to hit an enemy first). Ruffians eschew being good at landing a Critical Hit in favour of...
- Critical Status Buff: Ruffians specialise in this using Bloody-Minded Determination, increasing their damage and resistance to damage the closer they are to death.
- Gameplay and Story Segregation: Ruffians, despite their class lore depicting them as criminals and thieves, do not have access to Steal or any other ability normally associated with the Thief and Bandit classes outside of Sack.
- Good Old Fisticuffs: Brawlers specialise in this, with Ruffians picking up knives. Pugilists graduate to becoming a full-on Boxing Battler instead.
- Knife Nut: Ruffians gain access to Hidden weapons upon promotion.
- Last Chance Hit Point: Like A Dragon allows Ruffians to survive one potentially lethal attack at 1 HP per battle, akin to Miracle.
- Shout-Out: The Pugilist is one to Hajime no Ippo, with Jolt Counter and Boxer's Roll being based on the Jolt Counter and Dempsey Roll, while the Ruffian class is a massive reference to the Yakuza games, with their skill Like A Dragon being the Japanese title of the games and their class lore referencing Kiryu and Kuze.
- Underdogs Never Lose: An implied trope through the Brawler's Class Skill Underdog, increasing their critical hit rate if the enemy has any bonuses while in combat with the Brawler.
LaguzTransforming demi-humans, Laguz possess the power to transform into animals to fight enemies. So far, only Wolf, Cat and Bird Laguz exist.
- Animorphism: Laguz transform into animals to fight their enemies.
- Dire Beast: Laguz are generally bigger than the normal animals they resemble, but this is averted for Laguz using Wildform, as this cuts down on their size.
- Hour of Power: Laguz can only remain in their animal forms for a certain amount of time, though Laguz that have the skill Wildform can stay in their animal form indefinitely.
- Little Bit Beastly: As in the games, Laguz have tiny hints of their animal form while untransformed, such as ears, tails and fangs.
- Panthera Awesome: Cat Laguz, as in the games.