Fire Emblem: Fortune’s Weave uses a five-tier class system: Beginner, Specialty, Advanced, Master, and Divine. You unlock standard classes through licenses and Certification Exams, while Divine classes use unique certification items instead. Beginner classes become available early in Part 1, Specialty classes open at Renown 4, Advanced classes at Renown 8, and Master classes arrive in Part 3.
- How classes work in Fortune’s Weave
- Fire Emblem Fortune’s Weave – Beginner Classes
- Fire Emblem Fortune’s Weave – Specialty Classes
- Fire Emblem Fortune’s Weave – Advanced Classes
- Fire Emblem Fortune’s Weave – Master Classes
- Fire Emblem Fortune’s Weave – Divine Classes
- How to choose a class
- Certification requirements explained
- What to know before changing classes
How classes work in Fortune’s Weave
Class changes revolve around Certification Exams. You obtain the appropriate license for the class tier, then take the exam for the class you want. Each exam checks your unit’s level and relevant skill ranks. The game gives each tier an ideal level: 5 for Beginner, 20 for Specialty, 35 for Advanced, and 45 for Master. Divine classes do not use a standard ideal level and instead depend on the required skill ranks and special certification items.
Once a unit has successfully certified in a class, you can switch back to that unlocked class later without taking the exam again.
| Class tier | Unlock requirement | Ideal level |
|---|---|---|
| Beginner | Available during the early Part 1 class-change progression; requires a Beginner License | 5 |
| Specialty | Reach Renown 4 and obtain a Specialty License | 20 |
| Advanced | Reach Renown 8 and obtain an Advanced License; some classes have additional route or quest requirements | 35 |
| Master | Available in Part 3; requires a Master License, with some classes requiring additional quests or progression | 45 |
| Divine | Late Part 3; uses a unique item for each class instead of a standard license | No fixed ideal level |
The class system also uses skill requirements. The exact skills vary by class, so training the relevant weapon, magic, riding, or flying skills before an exam can improve your chance of passing.

Fire Emblem Fortune’s Weave – Beginner Classes
Beginner classes establish your unit’s initial combat direction. They become available early in Part 1, and the game recommends level 5 when attempting their certification exams. There are five Beginner classes.
| Class | Type | Abilities |
|---|---|---|
| Diviner | Infantry | Basics in Magic |
| Gladiator | Infantry | Basics in Attack |
| Hunter | Infantry | Basics in Hunting |
| Ornius Rider | Cavalry | Basics in Offense; Mount/Dismount |
| Soldier | Heavy Infantry | Basics in Defense |
Diviner is the starting magic-focused option, while Gladiator provides the basic offensive path. Hunter establishes a ranged-focused direction, Soldier emphasizes defense, and Ornius Rider introduces mounted combat.
Fire Emblem Fortune’s Weave – Specialty Classes
Specialty classes unlock at Renown 4 and have an ideal certification level of 20. This tier introduces more specialized physical, magical, armored, mounted, and flying roles. Wing Soldier is restricted to female characters.
| Class | Type | Abilities |
|---|---|---|
| Archer | Infantry | Bow Hit +5; Combat Arts +1; Crescendo |
| Armored Knight | Heavy Infantry | Combat Arts +1; Great Counter; Strike-Last Defense +3 |
| Armored Ornius Rider | Cavalry | Mount/Dismount; Sense Threat |
| Brigand | Infantry | Axe Hit +3; Combat Arts +1; Regroup |
| Charioteer | Cavalry | Charger; Chariot Armor; Charioteer’s Path; Charioteer Tactics |
| Light Cavalry | Cavalry | Bolster Health; Mount/Dismount |
| Myrmidon | Infantry | Combat Arts +1; Ravaging Arts; Sword Crit +3 |
| Priest | Infantry | Magic Heal +5; Piety; White-Magic Seeker |
| Pugilist | Infantry | Attack Get Back; Brawl Avo +3; Combat Arts +1 |
| Rogue | Infantry | Combat Arts +1; In Shadow; Locktouch; Search |
| Shaman | Infantry | Bind Dexterity; Black-Magic Seeker; Magic Hit +3 |
| Wing Soldier | Flier | Mount/Dismount; Protecting Wings |
These classes give you the first major opportunity to specialize a unit. Archer improves bow accuracy and combat arts, Armored Knight strengthens defensive play, while Myrmidon and Brigand develop dedicated sword and axe fighters.

The mounted options give you more mobility, while Shaman and Priest establish dedicated offensive and healing magic roles. Wing Soldier provides a flying option and is limited to female units.
Fire Emblem Fortune’s Weave – Advanced Classes
Advanced classes become available at Renown 8 and use Advanced Licenses. The recommended level for their certification exams is 35. This tier includes stronger versions of several established combat roles, along with specialized mounted and hybrid classes.
| Class | Type | Abilities |
|---|---|---|
| Bardinger | Cavalry | Aegis; Combat Arts +2; Mount/Dismount |
| Bishop | Infantry | Barrier; Magic Heal +10; White-Magic Seeker |
| Caladrius | Cavalry | Black-Magic Seeker; Combat Arts +1; Mount/Dismount; Overtake |
| Cataphract | Cavalry | Besieger; Combat Arts +1; Mount/Dismount |
| Dragoon | Flier | Mount/Dismount; [UNVERIFIED] |
| Dreadnought | Heavy Infantry | Combat Arts +2; Focused Counter; Strike-Last Defense +5 |
| Elephant Rider | Cavalry | Mount/Dismount; [UNVERIFIED] |
| Forest Knight | Cavalry | Bow Hit +5; Combat Arts +1; Hunter’s Eye; Mount/Dismount |
| Guardian | Infantry | Combat Arts +2; Magic Heal +10 |
| Ovate | Infantry | Bind Speed; Black-Magic Seeker; Magic Hit +5 |
| Shido | Infantry | Combat Arts +2; Ever Vigilant; Sword Crit +5 |
| Sniper | Infantry | Bow Hit +10; Combat Arts +2; Marksmanship |
| Troubadour | Cavalry | Magic Heal +5; Magic Hit +3; Mount/Dismount |
| War Monk | Cavalry | Mount/Dismount; [UNVERIFIED] |
| Warrior | Infantry | Axe Hit +5; Brawl Hit +5; Combat Arts +2; Practiced Art |
Several Advanced classes build directly on the roles established in Specialty. Sniper improves the bow-focused path, Dreadnought provides a heavier defensive option, and Bishop strengthens the healing-focused route.
Other Advanced classes combine roles. Forest Knight combines cavalry movement with bow attacks, while Caladrius combines cavalry with black magic. Cataphract provides a heavily armored mounted role, and Guardian combines physical combat with healing magic.
Some Advanced classes have requirements beyond Renown and the standard license. Route-specific requests, mentorship, and other character-specific progression can be involved. Once certain route-specific classes are unlocked, they can remain available across subsequent playthroughs.

Fire Emblem Fortune’s Weave – Master Classes
Master classes become available in Part 3 and represent the highest normal license-based tier. Their recommended certification level is 45, although the relevant skill requirements also matter when determining the chance of passing an exam. Some Master classes require additional quests or other late-game progression.
Fire Emblem Fortune’s Weave – Divine Classes
Divine classes are separate from the normal license progression. They become available late in Part 3 and use individual special items for their certification exams rather than Beginner, Specialty, Advanced, or Master Licenses.
A Divine class also has a stricter exam system. The unit must reach a 100% displayed pass chance before the exam can be attempted. Each Divine class has its own special certification item.

How to choose a class
Your Beginner choice should establish the skills you want to develop later. If you want a bow-focused unit, Hunter provides an appropriate starting direction before moving into Archer. A magic-focused unit can begin as Diviner before specializing as Shaman or Priest.
At Renown 4, Specialty classes give you more defined roles. Myrmidon, Brigand, Pugilist, and Archer cover different physical damage styles, while Armored Knight provides a defensive option. Shaman and Priest cover offensive and healing magic.
Mounted units have several Specialty options, including Light Cavalry, Charioteer, and Armored Ornius Rider. Wing Soldier gives female units a flying option.
When you reach Advanced classes, think about the role you want the unit to have for the rest of your progression. Sniper, Warrior, Dreadnought, Bishop, Cataphract, and Guardian all push units toward very different battlefield jobs.

Certification requirements explained
The license is only one part of certification. Each class also has skill requirements, and the exam displays the relevant requirements and your current pass chance. Raising the appropriate skills improves that chance. Your level also affects the exam, which is why the game provides an ideal level for each standard tier.
The recommended benchmarks are level 5 for Beginner, level 20 for Specialty, level 35 for Advanced, and level 45 for Master. Divine exams work differently and do not use a fixed ideal level.
You do not have to remain in the class you first certify. Once you have unlocked multiple classes, you can reclass into any of your available options. This lets you experiment with different builds as your unit’s skills develop.
What to know before changing classes
Do not wait until the certification screen to start training the skills required by your target class. Look ahead at the class you want and develop the relevant weapon, magic, riding, or flying skill while your unit progresses through the earlier tiers.
Reclassing also does not mean you are permanently locked into the new role. After certification, an unlocked class can be selected again through the reclass system.
For most units, the best way to plan progression is to choose the eventual role first, then use the Beginner and Specialty tiers to build the skills needed to reach it.







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