Quick Links

The fourth wave of DLC for Fire Emblem: Engage introduces five new advanced classes to add to your roster. Two of them will be optional classes to reclass your own units, while the other three will be entirely unique. However, you'll have to prove your mettle and earn them in a series of difficult trials laid before you in the Fell Xenologue.

RELATED:Fire Emblem Engage: Fell Xenologue - Seven Bracelets Walkthrough

While both new optional classes are valuable assets to any team, you'll only get one free chance per playthrough to match them to the right unit. Requiring a special item for both classes, you'll need to carefully plot out your roster before putting either of these game-changing units to use.

Optional Classes

Clanne Changes Into A Mage Cannoneer

There are two optional classes you can earn by completing all six chapters of the Fell Xenologue

  • Mage Cannoneer
  • Enchanter

Each comes with its own unique item - the Mystic Satchel (Enchanter) and Mage Cannon (Mage Cannoneer) - that must be used to class a unit up into either.

You get each of these items for free one time from the Fell Xenologue. Afterward, you can buy more at the Item Shops for a whopping 90,000 gold each (or 63,000 with Tiki's Silver Card).

Tiki Class Change Menu Highlighting Martial Master Into Enchanter Class

They each require you to class a unit with a Master Seal into an Advanced Class before changing them into either.

Unlike most classes, the Mage Cannoneer has no proficiency requirements to class into it. The Enchanter class requires you to have proficiency in fists and knives.

The Mage Cannoneer - Class Overview

Mage Cannoneer Clanne and Chrom Battle Pose Preview In Firene Skirmish

Class Skill

Let Fly: "Use to perform a guaranteed-hit, area-of-effect attack at the start of the next player phase. Unit loses equipped weapon."

Class Growths

HP

Strength

Magic

Dexterity

Speed

Defense

Resistance

Luck

Build

15

10

-

15

5

20

5

10

10

The Mage Cannoneer is a ranged class that uses cannons over great distances. They have a range large enough to compete with a normal Astra Storm or Bolting, cannot counter melee attacks, and can add unique effects to their cannon magic.

Mage Cannoneers can fire rounds of poison, silence, and other powerful effects. Their main staple is less in dealing damage and more in setting up debuffs and tick damage for your other units.

Characters that can make good Mage Cannoneers include:

  • Clanne
  • Boucheron
  • Mauvier

The Enchanter - Class Overview

Enchanter Framme And Tiki Battle Preview Pose In Firene Skirmish

Class Skill

Convoy: "Use to deposit or retrieve weapons and items."

Class Growths

HP

Strength

Magic

Dexterity

Speed

Defense

Resistance

Luck

Build

5

15

15

15

10

5

5

15

5

The Enchanter class is less a combat class and more pure utility, focusing on using the Convoy and trading items between teammates. They can access ranged and melee options and use daggers to stack poison on foes for other units.

The primary benefit to using an Enchanter is their ability to grant unique effects to allies via consumables through "Item Surge" and in their boon of granting all weapons of a similar selected type a buff through "Weapon Surge."

Characters that could make a good Enchanter include:

  • Yunaka
  • Framme
  • Jean

Character-Specific Classes

Looking At Melusine Class In Change Class Menu

There are also three character-locked classes for the new recruitable characters from the Fell Xenologue:

  • Melusine - Zelestia
  • Fell Child (Lance) - Nel
  • Fell Child (Axe) - Nil

These units are added to your roster as their respective unique advanced classes at level 20, and each class learns its skill at level 25 and caps out at level 40.

Melusine

Zelestia Posing On Back Of Wyvern During Battle Preview Skirmish

Class Skill

Soulblade: "When attacking with a sword, damage is calculated using average of foe's Defense and Resistance."

Zelestia's Personal Growths

HP

Strength

Magic

Dexterity

Speed

Defense

Resistance

Luck

Build

60

35

35

35

50

30

35

20

5

Class Growths

HP

Strength

Magic

Dexterity

Speed

Defense

Resistance

Luck

Build

10

10

10

10

15

10

10

-

5

The Melusine class is a mounted flying unit specializing in high-level tomes (S) and swords (A). Its access to both and the Soulblade ability makes it a deadly offensive unit.

Unique to Zelestia, her stats synergize well for a balanced unit capable of wielding both magic and physical weaponry evenly and taking minor damage of all types.

Fell Child (Lance)

Nel Fell Child Menu Preview In Change Class

Class Skill

Resist Emblems: "When attacked with an engage attack, prevents 20% of the damage."

Nel's Personal Growths

HP

Strength

Magic

Dexterity

Speed

Defense

Resistance

Luck

Build

55

30

25

40

45

30

35

30

10

Class Growths

HP

Strength

Magic

Dexterity

Speed

Defense

Resistance

Luck

Build

10

15

10

10

15

15

15

-

5

Nel's spin on the Fell Child class is a balanced unit leaning more towards speedy, physical combat. With access to lances and higher-than-average speed, she can compete comfortably as a sword-killing front-unit.

While not necessarily a tank, she has no glaring faults and can be a solid addition to any team build.

Nel (and Nil) also comes with unique Dragonstone weapons. Each allows Nel and Nil to temporarily transform into dragons during combat.

Unlike the Dragonstone effects in Fates, these stones give no passive bonuses to the wielder and instead halve the Defense and Resistance of a foe after initiating combat.

These weapons all have different and new ability perks:

  • Fell Stone - Standard stone. Rank B.
  • Fell Magic Stone - Stone that deals magic damage against a foe but uses the wielder's Strength instead of Magic. Rank A.
  • Fell Slaystone - Stone that is Effective against Cavalry units. Rank A.

Fell Child (Axe)

Nil Fell Child Class Preview In Change Class Menu

Class Skill

Spur Emblems: "At start of player of player phase, fills adjacent allies' engage meters by 1."

Nil's Personal Growths

HP

Strength

Magic

Dexterity

Speed

Defense

Resistance

Luck

Build

70

40

10

40

35

45

20

10

10

Class Growths

HP

Strength

Magic

Dexterity

Speed

Defense

Resistance

Luck

Build

15

20

-

5

5

20

10

-

10

Nil is the far more physically-oriented unit with exceptional defenses and physical stats. While his Luck growths are almost nonexistent and leave him prey to potential critical attacks, he can perform well as an axe-wielding frontrunner.

The primary appeal of this class, however, lies in its special ability, Spur Emblems. With this skill, Nil functions well in front-row groups by allowing allies to regain their Engage meters faster.

An amusing exploit exists in pairing Nil alongside Veyle at all times. Combining Spur Emblems and Fell Spirit will mean a regain of two steps in an Engage meter at the beginning of every turn. Functionally, this can mean returning to an Engage as soon as one-to-two turns, depending on your playstyle.

NEXT: Fire Emblem Engage: Fell Xenologue - Dragons From Afar Walkthrough