Class

A unit's class is their job or specialization, such as a brave Fighter, an agile Thief, or an intellectual Mage. Each class in Fire Emblem has their own weapon proficiencies, stat caps, and other different skills. When beginning classes are at level 20 and level up, or if they use a Master Seal starting at Level 10, the unit upgrades, and gets a class promotion, further increasing weapon possibilities and expanding the caps for stats. For GM convenience, the notes in parentheses in the both the soldier and brigand sections are available if the GM would like to allow the players to choose those classes.

NOTE: For all stat caps, HP is always 60, and Luck is always 30. For unpromoted units (who dont have a cap table) have all stats, besides HP and Luck, capped at 20. Promoted units have tables for their own caps. Also, a rule of thumb for new units and setting proficiency ranks: one proficiency should be D, and the others E. This is suggested for first-level units, and the ranks can be higher for higher levels/promoted units.

Unpromoted Classes


Unpromoted classes are those classes that are able to gain a promotion once level 20 is passed. These classes can be chosen as a starting class for new units, unless otherwise specified.

Lord


The most important class of the game, a Lord is very important to survival. Without a Lord, there is no command of the army. Should a Lord fall in battle, the entire army must face defeat. Each army in battle must contain one, and only one, Lord.

Base HP: 16 + 1d4
Constitution: 2d4 + 2
Movement: 5 (foot)
Weapon Proficiency: Your choice of one of the following: Sword, Axe, or Lance
Upgrades to: Great Lord

Lords begin with an Iron weapon of their proficiency, plus a Vulnerary. DMs may also want to create a custom weapon for the Lord (i.e. similar to the Rapier that Eliwood uses in FE7).

Myrmidon


Myrmidons are one of the more powerful sword users in the game, and after promotion, their attacks can become very deadly thanks to their increased critical hit rate.

Base HP: 16 + 1d6
Constitution: 2d4 + 4
Movement: 5 (foot)
Weapon Proficiency: Sword
Upgrades to: Swordmaster or Assassin

Starting Package
Iron Sword
Vulnerary

Thief


Experts at sneaking, stealing, and lockpicking, thieves are an excellent staple to the army for obtaining items and gold. Thieves also come very helpful after they become skilled enough, able to use their knives lethally.

Base HP: 13 + 1d4
Constitution: 1d4 + 4
Movement: 6 (foot)
Weapon Proficiency: Dagger
Skills: Steal, Lockpick
Upgrades to: Assassin or Rogue

Starting Package
Iron Dagger
Lockpick
Vulnerary

Pirate


Pirates are normally used for NPC units, but once in a while may be used as a player character if it goes with the GM's storyline or campaign. Pirates are similar to Fighters, and are powerful axe users of the sea.

Base HP: 18 + 1d4
Constitution: 2d4 + 5
Movement: 5 (foot)
Weapon Proficiency: Axe
Upgrades to: Berserker, or Warrior

Starting Package
Iron Axe
Hand Axe
Vulnerary

Fighter


The common axe user of the game, as well as probably the strongest, the Fighter is a good melee unit in any army, and can be promoted to be a powerful axe user that can even attack indirectly with bows.

Base HP: 18 + 1d4
Constitution: 2d4 + 6
Movement: 5 (foot)
Weapon Proficiency: Axe
Upgrades to: Warrior or Hero

Starting Package
Iron Axe
Hand Axe
Vulnerary

Mercenary


Similar to Myrmidons, Mercenaries are powerful sword fighters. However, mercenaries rely more on power than critical hits. With their upgrade, mercenaries become proficient with more weapon types for extra power.

Base HP: 16 + 1d6
Constitution: 2d4 + 4
Movement: 5 (foot)
Weapon Proficiency: Sword
Upgrades to: Ranger or Hero

Starting Package
Iron Sword
Vulnerary

Archer


Archers are the unit that rely solely on indirect combat. Although weak in defense, these units are experts at ranged combat, and if well protected, they can prove to be useful.

Base HP: 16 + 1d3
Constitution: 1d4 + 4
Movement: 5 (foot)
Weapon Proficiency: Bow
Skills: Ballista
Upgrades to: Ranger or Sniper

Starting Package
Iron Bow
Vulnerary

Cavalier


Cavaliers are the basic mounted unit in the game. Horseback riders skilled in both the lance and sword, and can become skilled with the axe upon promotion.

Base HP: 18 + 1d6
Constitution: 2d4 + 3
Movement: 7 (mounted)
Weapon Proficiency: Sword, Lance
Upgrades to: Paladin or Great Knight

Choose from the following packages:
Starting Package A
Iron Sword
Bronze Lance
Vulnerary
Starting Package B
Bronze Sword
Iron Lance
Vulnerary
Starting Package C
Iron Lance
Javelin
Vulnerary

Knight


A heavily armored unit, the knight can plow through defenses without taking much damage. However, they're slow speed makes them more vulnerable to attacks.

Base HP: 19 + 1d4
Constitution: 3d4 + 5
Movement: 4 (foot, armored)
Weapon Proficiency: Lance
Upgrades to: General or Great Knight

Starting Package
Iron Lance
Javelin
Vulnerary

Pegasus Knight


Riders that fly upon the backs of a Pegasus. Although light in constitution and defense, as well as being extremely weak to arrows, pegasus knights are unaffected by most terrain and can be useful at fighting far units.

Base HP: 15 + 1d4
Constitution: 1d4 + 3
Movement: 7 (flying)
Weapon Proficiency: Lance
Upgrades to: Falcon Knight

Starting Package
Slim Lance
Javelin
Vulnerary

Wyvern Rider


Similar to the pegasus knight, the wyvern rider is a flying unit that uses lances against its enemies. Slightly tougher, although also slightly slower than the pegasus knight, it is useful in distant combat, and rescuing units.

Base HP: 17 + 1d4
Constitution: 1d6 + 5
Movement: 7 (flying)
Weapon Proficiency: Axe
Upgrades to: Wyvern Knight, Wyvern Lord

Starting Package
Iron Axe
Hand Axe
Vulnerary

Shaman


Users of the dark magic, shamans use the power of chaos to defeat their enemies, having a particular strength over elemental magic.

Base HP: 15 + 1d4
Constitution: 1d4 + 3
Movement: 5 (foot)
Weapon Proficiency: Dark
Upgrades to: Druid

Starting Package
Flux
Vulnerary

Priest(ess)


Holy mages that use the power of prayers to purge evil. Their defenses may be weak, but their smiting magic can prove useful, as well as their future ability to use staves upon promotion.

Base HP: 15 + 1d4
Constitution: 1d4 + 3
Movement: 5 (foot)
Weapon Proficiency: Light
Upgrades to: Bishop or Cantor

Starting Package
Light
Vulnerary

Mage


Arcane spellcasters that use the power of the elements to defeat their enemies. One of the more common magic users on the battlefield, and the more powerful.

Base HP: 16 + 1d4
Constitution: 1d4 + 4
Movement: 5 (foot)
Weapon Proficiency: Anima
Upgrades to: Mage Knight or Sage

Starting Package
Fire
Vulnerary

Monk/Cleric


Monks and Clerics are only for healing purposes, but still play an important role of the army in keeping friendly units alive. With enough training and hard work, they will gain the ability to use offensive magic.

Base HP: 13 + 1d6
Constitution: 1d4 + 2
Movement: 5 (foot)
Weapon Proficiency: Staff
Upgrades to: Bishop or Sage

Starting Package
Heal
Vulnerary

Troubadour/Trobairitz


Troubadours are mounted units which play an important role of the army in keeping friendly units alive, reaching them fast thanks to their increased movement. With enough training, these units will gain the ability to cast offensive magic.

Base HP: 12 + 1d4
Constitution: 1d6 + 4
Movement: 7 (mounted)
Weapon Proficiency: Staff
Upgrades to: Strategist or Mage Knight

Starting Package
Heal
Vulnerary

Bard

(This is a Male-only class)


Bards are one of the weaker units in the game, as they cannot attack, nor heal with staves. However, this unit is unique, as a Bard's music has magical abilities. Depending on the song played, Bards can cause units to move again, gain temporary increased stats, or even slightly heal a unit and remove conditions.
It is recommended that Bards are not chosen for a beginning unit for an army, but to be found later in a campaign instead (as would be done in past Fire Emblem games).

Base HP: 12 + 1d6
Constitution: 1d4 + 3
Movement: 5 (foot)
Weapon Proficiency: None
Skills: Play (instrument)
Upgrades to: None

Starting Package
Flute
Vulnerary
Stat Caps Bard
ATK 8
DEF 26
RES 24
SKL 10
SPD 30

Dancer

(This is a Female-only class)


Dancers are one of the weaker units in the game, as they cannot attack, nor heal with staves. However, this unit is unique, as a Dancer's performance has magical abilities. Depending on the ring used, Dancers can cause units to move again, gain temporary increased stats, or even slightly heal a unit and remove conditions.
It is recommended that Dancers are not chosen for a beginning unit for an army, but to be found later in a campaign instead (as would be done in past Fire Emblem games).

Base HP: 13 + 1d6
Constitution: 1d4 + 2
Movement: 5 (foot)
Weapon Proficiency: None
Skills: Dance
Upgrades to: None

Starting Package
Ring
Vulnerary
Stat Caps Dancer
ATK 8
DEF 24
RES 26
SKL 10
SPD 30

Soldier


Lightly armored warriors, equipped with lances.

Base HP: 11 + 2d3, (17 + 1d6 if used by player)
Constitution: 1d4 + 4, (2d4 + 4 if used by player)
Movement: 5 (foot)
Weapon Proficiency: Lance
Upgrades to: Halberdier

Starting Package
Iron Lance
Vulnerary

Brigand


Tough, savage, axe-wielding warriors who specialize in mountain combat. Although recommended to be used as an enemy, GMs may use this class for a player unit if they choose.

Base HP: 11 + 2d3, (18 + 1d6 if used by player)
Constitution: 1d4 + 4, (2d4+4 if used by player)
Movement: 5 (foot)
Weapon Proficiency: Axe
Upgrades to: Berserker

Starting Package
Iron Axe
Vulnerary

Manakete


A race with the ability to switch between human and dragon form. Usually found later on in the game.

Base HP: 1d4 + 10
Constitution: 1d4 + 3
Movement: 6 (foot)
Weapon Proficiency: None
Skills: Transform
Upgrades to: None

Starting Package
Dragonstone
Vulnerary

Promoted Classes


The following classes are promoted classes, or classes that are upgrades of a beginning, unpromoted class. Once an unpromoted class reaches lv 21, or uses an upgrade item past lv 10, the unit promotes to a higher class, gaining the stat improvements given for the respective promoted class, as well as the new skills and proficiencies.

Great Lord


Considered as a Lord unit, the Great Lord is a stronger, and now mounted, Lord. Capable of a new weapon proficiency and further movement, the Great Lord will prove more useful within battle.

NOTE: The Lord can NOT use upgrade items for promotion; they must either reach lv 21, or be blocked from promotion until a certain part in the story (chosen by the GM).

Weapon Proficiency: The Lord's previous proficiency, plus a weapon proficiency other than the previous, chosen from Sword, Lance, Axe, or Bow.

Promotion Upgrades Male Lord Female Lord
HP +4 +4
ATK +2 +2
DEF +2 +3
RES +5 +5
SKL +3 +2
SPD +2 +1
LUK +0 +0
CON +2 +2
MOV +2 +2
Stat Caps Male Great Lord Female Great Lord
ATK 27 24
DEF 23 22
RES 23 25
SKL 26 29
SPD 24 30

Warrior


The strongest of the axe users, the Warrior has great strength to overpower foes, and has the ability to use bows for distant combat.

Weapon Proficiency: Axe, Bow

Promotion Upgrades Fighter
HP +3
ATK +1
DEF +3
RES +3
SKL +2
SPD +0
LUK +0
CON +2
MOV +1
Stat Caps Warrior
ATK 30
DEF 26
RES 22
SKL 28
SPD 26

Berserker


Next to Warriors, the Berserker is very powerful in combat. Using solely axes, they rely on their great strength and skill to smash through defenses.

Weapon Proficiency: Axe
Skills: Critical +15

Promotion Upgrades Pirate/Brigand
HP +4
ATK +1
DEF +2
RES +2
SKL +1
SPD +1
LUK +0
CON +3
MOV +1
Stat Caps Berserker
ATK 30
DEF 23
RES 21
SKL 29
SPD 28

Ranger


Mounted archers of great speed, and increased movement. They use their bows, and newly obtained expertise with swords, to combat enemies directly and indirectly.

Weapon Proficiency: Sword, Bow

Promotion Upgrades Male Archer/Mercenary Female Archer/Mercenary
HP +3 +2
ATK +2 +2
DEF +3 +3
RES +3 +3
SKL +1 +2
SPD +1 +1
LUK +0 +0
CON +0 +3
MOV +2 +2
Stat Caps Male Ranger Female Ranger
ATK 25 23
DEF 24 22
RES 23 25
SKL 28 28
SPD 30 30

Hero


Expert fighters on the field with their high skill and strength, the Hero is highly skilled in swords/axes and is excellent in melee combat.

Weapon Proficiency: Sword, Axe

Promotion Upgrades Fighter/Mercenary
HP +4
ATK +1
DEF +2
RES +2
SKL +2
SPD +2
LUK +0
CON +2
MOV +1
Stat Caps Male Hero Female Hero
ATK 25 24
DEF 25 24
RES 22 24
SKL 30 30
SPD 26 26

Sniper


Expert marksmen that use their skill with bows to snipe out distant foes.

Weapon Proficiency: Bow
Skills: Sure Strike (User's Level% chance)

Promotion Upgrades Archer
HP +4
ATK +3
DEF +2
RES +2
SKL +1
SPD +1
LUK +0
CON +1
MOV +1
Stat Caps Male Sniper Female Sniper
ATK 25 24
DEF 25 24
RES 23 24
SKL 30 30
SPD 28 29

Rogue


Thieves who have perfected their trade, rogues no longer need picks to get through even the most secured chests and doors.

Weapon Proficiency: Dagger
Skills: Pick

Promotion Upgrades Male Thief Female Thief
HP +2 +1
ATK +1 +1
DEF +2 +2
RES +2 +1
SKL +1 +2
SPD +0 +1
LUK +0 +0
CON +1 +1
MOV +0 +0
Stat Caps Rogue
ATK 20
DEF 20
RES 20
SKL 30
SPD 30

Assassin


Masters of infiltration and sneaking, the assassin is high in speed and skill, using their daggers as lethal weapons. Assassins also know much about the critical points of a human, and have a small chance of killing a unit with one attack.

Weapon Proficiency: Sword, Dagger
Skills: Silencer (50% chance on critical hit to kill unit in one hit)

Promotion Upgrades Male Thief Female Thief Male Myrmidon Female Myrmidon
HP +3 +2 +3 +2
ATK +1 +1 +1 +1
DEF +2 +2 +2 +2
RES +2 +1 +2 +1
SKL +0 +1 +0 +1
SPD +0 +1 +0 +1
LUK +0 +0 +0 +0
CON +2 +1 +0 +1
MOV +0 +0 +1 +1
Stat Caps Assassin
ATK 20
DEF 20
RES 20
SKL 30
SPD 30

Swordmaster


Dangerous sword users that can move swiftly and attack with great strength. As like berserkers, their great strength and speed gives the swordmaster a greater chance of a critical hit.

Weapon Proficiency: Sword
Skill: Critical +15

Promotion Upgrades Male Myrmidon Female Myrmidon
HP +5 +4
ATK +2 +2
DEF +2 +2
RES +1 +1
SKL +0 +1
SPD +0 +0
LUK +0 +0
CON +1 +2
MOV +1 +1
Stat Caps Male Swordmaster Female Swordmaster
ATK 24 22
DEF 22 22
RES 23 25
SKL 29 29
SPD 30 30

Paladin


Holy warriors of great strength, the paladin is a mounted unit who are experts at close combat, having proficiencies in all close combat weapons.

Weapon Proficiency: Sword, Lance

Promotion Upgrades Male Cavalier Female Cavalier
HP +2 +1
ATK +1 +1
DEF +2 +1
RES +1 +2
SKL +1 +1
SPD +1 +2
LUK +0 +0
CON +2 +0
MOV +1 +1
Stat Caps Male Paladin Female Paladin
ATK 25 23
DEF 25 24
RES 25 26
SKL 26 27
SPD 24 25

General


Although the general has slow movement, its heavy armor and high strength makes this class one of the most powerful. Its skill gives the General a chance to take no damage from attacks, an extra improvement to its high defenses.

Weapon Proficiency: Lance, Axes
Skill: Great Shield (Enemy's level% activation)

Promotion Upgrades Male Knight Female Knight
HP +4 +3
ATK +2 +2
DEF +2 +3
RES +3 +3
SKL +2 +3
SPD +3 +2
LUK +0 +0
CON +2 +2
MOV +1 +1
Stat Caps Male General Female General
ATK 29 27
DEF 30 29
RES 25 26
SKL 27 28
SPD 24 25

Great Knight


A unit that combines that might of the general and the mobility of the paladin, the great knight is a force to be reckoned
with.

Weapon Proficiency: Sword, Lance, Axes

Promotion Upgrades Male Knight Female Knight Male Cavalier Female Cavalier
HP +3 +3 +3 +3
ATK +2 +1 +2 +1
DEF +2 +2 +2 +2
RES +1 +2 +1 +2
SKL +1 +1 +1 +1
SPD +2 +2 +2 +2
LUK +0 +0 +0 +0
CON +0 +0 +4 +1
MOV +2 +2 -1 -1
Stat Caps Male Great Knight Female Great Knight
ATK 28 26
DEF 29 28
RES 25 26
SKL 24 26
SPD 24 25

Halberdier


Soldiers who have moved up in their careers, halberdiers specialize in executing killing blows with their mighty lances.

Weapon Proficiency: Lances
Skill: Critical +15

Promotion Upgrades Soldier
HP +3
ATK +2
DEF +1
RES +2
SKL +0
SPD +1
LUK +0
CON +1
MOV +1
Stat Caps Male Halberdier Female Halberdier
ATK 27 26
DEF 24 23
RES 22 23
SKL 29 29
SPD 29 30

Falcon Knight


Expert pegasus fliers, falcon knights still tend to be weak in constitution, and still inferior to the wyvern classes, but their usage of lances and swords can give weapon effectiveness over most units, especially with their improved strength (as well as their Triangle Attack if the GM sets up one).

Weapon Proficiency: Lance, Sword

Promotion Upgrades Pegasus Knight
HP +5
ATK +2
DEF +2
RES +2
SKL +0
SPD +2
LUK +0
CON +1
MOV +1
Stat Caps Falcon Knight
ATK 23
DEF 23
RES 26
SKL 25
SPD 28

Roc Knight


Expert fliers who managed to tame the legendary roc species. Their ability to use Bows, thanks to the rocs' increased stability, combined with their high mobility, makes them a fearsome threat to other fliers.

Weapon Proficiency: Lance, Bow (units gain Bows C upon promotion)

Promotion Upgrades Pegasus Knight
HP +4
ATK +3
DEF +1
RES +0
SKL +3
SPD +2
LUK +0
CON +1
MOV +1
Stat Caps Roc Knight
ATK 24
DEF 25
RES 24
SKL 27
SPD 28

Wyvern Knight


Still the stronger counterpart to the Falcon and Pegasus Knights, the Wyvern Knight has improved strength and defense. Gaining the Pierce skill, the Wyvern Knight can also break though any physical defense.

Weapon Proficiency: Axe
Skills: Pierce

Promotion Upgrades Male Wyvern Rider Female Wyvern Rider
HP +3 +3
ATK +1 +2
DEF +0 +1
RES +1 +1
SKL +2 +1
SPD +3 +2
LUK +0 +0
CON +0 +4
MOV +1 +1
Stat Caps Male Wyvern Knight Female Wyvern Knight
ATK 25 24
DEF 24 23
RES 22 23
SKL 26 27
SPD 28 29

Wyvern Lord


An improved Wyvern Rider, now able to wield swords, the Wyvern Lord commands with great power in the sky.

Weapon Proficiency: Sword, Axe

Promotion Upgrades Wyvern Rider
HP +4
ATK +2
DEF +2
RES +0
SKL +2
SPD +0
LUK +0
CON +1
MOV +1
Stat Caps Wyvern Lord
ATK 27
DEF 28
RES 22
SKL 25
SPD 23

Mage Knight


A mage on horseback, the Mage Knight uses offensive anima magic while moving great distances, as well as providing quick aid to allies.

Weapon Proficiency: Anima (Troubadours get C rank Anima), Staff (Mages get C rank Staff)
Mages promoted to Mage Knight become a mounted unit.

Promotion Upgrades Male Mage Female Mage Troubadour
HP +4 +3 +3
ATK +2 +2 +2
DEF +2 +2 +2
RES +2 +2 +2
SKL +0 +1 +1
SPD +0 +0 +1
LUK +0 +0 +0
CON +3 +3 +2
MOV +2 +2 +0
Stat Caps Male Mage Knight Female Mage Knight
ATK 24 25
DEF 24 24
RES 25 28
SKL 26 24
SPD 25 25

Sage


Wise masters of arcane spells, the sages are one of the most powerful offensive magic users in the basic system. Their high power can defeat many armored units, and their usage of staves gives much more value to the class.

Weapon Proficiency: Anima (Priest(esse)s, Monks, and Clerics gain Rank C upon promotion) Light (Monks, Clerics, and Mages gain Rank C upon promotion), Staff (Mages and Priest(esse)s get Rank D upon promotion)

Promotion Upgrades Monk/Male Mage Cleric/Female Mage
HP +4 +3
ATK +1 +1
DEF +3 +3
RES +2 +3
SKL +0 +1
SPD +0 +0
LUK +0 +0
CON +2 +1
MOV +1 +1
Stat Caps Male Sage Female Sage
ATK 28 30
DEF 21 21
RES 25 25
SKL 30 28
SPD 26 26

Druid


Masters of dark magic, using the powers of chaos to overpower foes. Also being able to use a staff, they can heal their allies as well, and are also able to draw the powers of elements for their attacks.

Weapon Proficiency: Anima, Dark, Staff

Promotion Upgrades Shaman
HP +4
ATK +0
DEF +2
RES +2
SKL +0
SPD +3
LUK +0
CON +1
MOV +1
Stat Caps Male Druid Female Druid
ATK 29 29
DEF 21 20
RES 28 29
SKL 26 26
SPD 26 26

Bishop


Bishops are the more powerful light user, with great resistances. However, they also are frail due to their low defense. However they can prove to be useful with great skill in light magic and staff usage.

Weapon Proficiency: Light, Staff

Promotion Upgrades Monk/Priest Cleric/Priestess
HP +3 +3
ATK +2 +1
DEF +3 +2
RES +2 +2
SKL +1 +2
SPD +0 +1
LUK +0 +0
CON +1 +1
MOV +1 +1
Stat Caps Male Bishop Female Bishop
ATK 25 25
DEF 22 21
RES 30 30
SKL 26 25
SPD 24 26

Cantor


Similar to Mage Knights, the Cantor is a mounted mage that uses light magic against their foes. They also have the capability of using staves to aid their allies.

Weapon Proficiency: Light, Staff

Promotion Upgrades Troubadour Trobairitz
HP +4 +4
ATK +3 +2
DEF +3 +2
RES +3 +4
SKL +0 +1
SPD +0 +0
LUK +0 +0
CON +1 +1
MOV +0 +0
Stat Caps Cantor
ATK 25
DEF 24
RES 28
SKL 24
SPD 25

Summoner


Masters of dark magic, using the powers of chaos to summon familiars. Summoners lack the raw offensive ability of Druids, however they function well as utility units, combining the use of staves, with the strategic possibilities their summoned Phantom can offer.

Weapon Proficiency: Dark, Staff (units gain Staves C upon promotion)
Skills: Summon (When activated, the user will be able to summon one Phantom in an adjacent space)

Promotion Upgrades Shaman
HP +5
ATK +0
DEF + 1
RES +0
SKL +0
SPD +2
LUK +0
CON +1
MOV +1
Stat Caps Male Summoner Female Summoner
MAG 27 27
DEF 20 19
RES 28 29
SKL 27 27
SPD 26 26

Trainee Classes


Trainee Classes are the classes that precede the unpromoted classes. Once a trainee unit reaches level 10, it gains the option to promote to an unpromoted class.
Trainees are young units, which show fast growth and amazing potential. As a result, those units gain 33 EXP upon damaging an enemy, and 100 EXP after defeating an enemy unit.
NOTE:Because those classes are weaker than the rest, players should choose them in longer campaigns featuring many maps, or they should be introduced early in the campaign as additional units for the army. Additionally, it is important to remember that the base stats of trainee units are generated using d6 dice, not d8 as when generating the stats of an unpromoted class unit.

Recruit


Recruits are young soldiers in training, which use lances to attack their enemies. Despite being weak at first, Recruits have the potential to become powerful mounted or armored units, if they train enough.

Base HP: 10 + 1d6
Constitution: 1d4 + 3
Movement: 4 (foot)
Weapon Proficiency: Lance
Upgrades to: Cavalier, Knight, or Soldier

Starting Package
Slim Lance
Vulnerary

Journeyman


Journeymen are young warriors in training, which use axes to attack their enemies. Despite being weak at first, Journeymen have the potential to become powerful axe-using units, if they train enough.

Base HP: 9 + 1d6
Constitution: 1d4 + 4
Movement: 4 (foot)
Weapon Proficiency: Axe
Upgrades to: Pirate, Fighter or Brigand

Starting Package
Hand Axe
Vulnerary

Pupil


Pupils are young mages in training, which use magic to attack their enemies. Despite being weak at first, Pupils have the potential to become powerful sorcerers, if they train enough.

Base HP: 8 + 1d6
Constitution: 1d4 + 2
Movement: 4 (foot)
Weapon Proficiency: Anima
Upgrades to: Mage, Shaman, or Monk

Starting Package
Fire
Vulnerary

Probation Flier


Probation Fliers are young fliers in training, which use lances to attack their enemies. Despite being weak at first, Probation Fliers have the potential to become powerful flying mounted units, if they train enough.

Base HP: 9 + 1d6
Constitution: 1d4 + 4
Movement: 5 (flying)
Weapon Proficiency: Lance
Upgrades to: Pegasus Knight, Wyvern Rider

Starting Package
Javelin
Vulnerary

Drifter


Drifters are young swordsmen in training. Despite being weak at first, Drifters have the potential to become skilled users of the sword, if they train enough.

Base HP: 9 + 1d6
Constitution: 1d4 + 3
Movement: 4 (foot)
Weapon Proficiency: Sword
Upgrades to: Mercenary, Myrmidon or Thief

Starting Package
Iron Sword
Vulnerary
Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-ShareAlike 3.0 License