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Fire Emblem: Three Houses Intermediate Classes Guide – Requirements and Abilities

Our Fire Emblem Three Houses Intermediate Classes guide has the lowdown on all their requirements and abilities.
This article is over 5 years old and may contain outdated information

If you’ve already sunk a couple of hours into Fire Emblem: Three Houses and you’re looking for a way to soup up the abilities of your troupe, then you can’t go wrong with the Certification exams. Already taken a gander at our Beginner Classes Certification guide? Then you’re ready for some slightly bigger leagues. That’s right, read on with our Fire Emblem Three Houses Intermediate Classes guide to find out what you need to meet the grade, and what abilities you’ll get. 

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Fire Emblem Three Houses Intermediate Classes Guide – Requirements and Abilities

Intermediate Classes become available to your various characters in Fire Emblem Three Houses once you have someone hit Level 10. Every single Intermediate class is going to require an Intermediate Seal with the exception of Dark Mage, which will require a Dark Seal. Check out our Fire Emblem Three Houses Dark Seal guide to find out how to get one. 

We’ve gone ahead and listed out the requirements for all the Intermediate classes below, including the abilities and masteries that they give you. 

Archer

  • Requirements: Bow at C or higher
  • Abilities: Bowrange +1 — increases your bow’s range by 1
  • Mastery: +20 HIT — increases your Hit by 20
  • Skill Bonuses: Sword +1, Bow +1

Armored Knight

  • Requirements: Axe at C or higher, Heavy Armor at D or higher
  • Mastery: Armored Blow — if you attack first in combat, you’ll get +6 DEF
  • Skill Bonuses: Lance +1, Axe +2, Heavy Armor +2

Brawler 

  • Requirements: Brawl at C or higher, character has to be male
  • Abilities: Unarmed Combat — lets you fight without a weapon
  • Mastery: Unarmed Combat — lets you fight without a weapon
  • Skill Bonuses: Axe +1, Brawl +2

Brigand

  • Requirements: Axe at C or higher
  • Abilities: Death Blow — if you start combat, you get +6 STR
  • Skill Bonuses: Axe +2, Brawl +1

Cavalier

  • Requirements: Lance at C or higher, Riding at D or higher
  • Abilities: Canto — lets you move again after finishing actions on your turn if you have movement left
  • Mastery: Desperation — if you start combat with less than 50%, your follow-up attack will go before the enemy’s counter-attack
  • Skill Bonuses: Sword +1, Lance +2, Riding +2

Dark Mage

  • Requirements: Reason at C or higher, character has to be male
  • Abilities: Miasma Delta — lets you cast Miasma Delta, but if you have this skill already then you can cast it twice as frequently
  • Mastery: Poison Strike — if you start combat and hit your enemy, that enemy will lose a max of 20% HP after combat
  • Skill Bonuses: Reason +2, Faith +1

Lord

  • Requirements: Sword at D+ or higher, Authority at C or higher
  • Abilities: Charm — allies deal 3 extra DMG during combat
  • Mastery: Subdue — this leaves the enemy with 1HP, +2 RES — increases resistance by 2
  • Skill Bonuses: Sword +2, Lance +1, Authority +1

Mage

  • Requirements: Reason at C or higher
  • Abilities: Fire — lets you cast Fire, but if you have this skill already then you can cast it twice as frequently
  • Mastery: Fiendish Blow — if you start combat, you get +6 MAG
  • Skill Bonuses: Reason +2, Faith +1

Mercenary

  • Requirements: Sword at C or higher
  • Mastery: Learn Vantage — if an enemy attacks first, you’ll still attack first if you’re at less than 50% HP
  • Skill Bonuses: Sword +2, Axe +1

Pegasus Knight

  • Requirements: Lance at C or higher, Flying at D or higher, character has to be a woman
  • Abilities: Canto — lets you move again after finishing actions on your turn if you have movement left, +10 AVO — increases your Avoidance by 10
  • Mastery: Darting Blow — if you start combat, you get +6 ATK SPD, Triangle Attack — you can activate this when there’s 3 fliers (including your unit) surrounding an enemy 
  • Skill Bonuses: Sword +1, Lance +2, Flying +2

Priest

  • Requirements: Faith at C or higher
  • Abilities: Heal — lets you cast Heal, but if you have this skill already then you can cast it twice as frequently, White Magic Heal +5 — you get an extra 5HP if you heal using white magic
  • Mastery: Miracle — you can survive lethal damage, though this is based on your LCK
  • Skill Bonuses: Reason +1, Faith +2

Thief

  • Requirements: Sword at C or higher
  • Abilities: Steal — lets you steal a non-weapon item from an enemy if their SPD is below yours, Locktouch — lets you open doors and chests without a key
  • Mastery: Steal — lets you steal a non-weapon item from an enemy if their SPD is below yours
  • Skill Bonuses: Sword +2, Bow +1

That’s our exhaustive list of the Intermediate classes that are available to you in Fire Emblem: Three Houses. If you’re wanting to figure out the requirements to unlock Master tier classes, we have a guide for that too! Otherwise, check out our Certification guide for a refresher on how to make changes to your units’ classes in general. We personally love having a Pegasus Knight on our high school hit squad. 


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Ginny Woo
Ginny hails from just south of Mordor, and when she's not debating others about the One Ring then she's probably glued to an MMO or a JRPG. With Final Fantasy XIV, Destiny 2, and World of Warcraft on her plate, she's always got something to chat about and a sneaky guide up her sleeve. If writing's not on the cards, then she's probably drinking way too much coffee.