The fourth wave of DLC forFire Emblem: Engageintroduces 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.

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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

There aretwo optional classesyou can earn by completing all six chapters of the Fell Xenologue

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

Clanne Changes Into A Mage Cannoneer

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

They each require you toclass a unit with a Master Seal into an Advanced Classbefore changing them into either.

Tiki Class Change Menu Highlighting Martial Master Into Enchanter Class

Unlike most classes, theMage Cannoneer has no proficiency requirementsto class into it. TheEnchanter classrequires you to haveproficiency in fists and knives.

The Mage Cannoneer - Class Overview

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.”

15

Mage Cannoneer Clanne and Chrom Battle Pose Preview In Firene Skirmish

10

-

Enchanter Framme And Tiki Battle Preview Pose In Firene Skirmish

5

20

Looking At Melusine Class In Change Class Menu

The Mage Cannoneer is aranged classthat 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 canadd unique effectsto their cannon magic.

Mage Cannoneers can fire rounds ofpoison, silence, and other powerful effects. Their main staple is less in dealing damage and more insetting up debuffs and tick damagefor your other units.

Zelestia Posing On Back Of Wyvern During Battle Preview Skirmish

Convoy:“Use to deposit or retrieve weapons and items.”

The Enchanter class is less a combat class and morepure utility, focusing onusing the Convoy and trading itemsbetween teammates. They can access ranged and melee options anduse daggersto stack poison on foes for other units.

Nel Fell Child Menu Preview In Change Class

The primary benefit to using an Enchanter is their ability togrant unique effects to alliesvia consumables through “Item Surge” and in their boon ofgranting all weapons of a similar selected type a buffthrough “Weapon Surge.”

Characters that could make a good Enchanter include:

Character-Specific Classes

There are alsothree character-locked classesfor the new recruitable characters from the Fell Xenologue:

These units areadded to your rosteras their respective unique advanced classes atlevel 20, and each classlearns its skill at level 25 and caps out at level 40.

Nil Fell Child Class Preview In Change Class Menu

Melusine

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

60

35

50

30

The Melusine class is a mounted flying unit specializingin 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 abalanced unitcapable of wielding both magic and physical weaponry evenly and taking minor damage of all types.

Fell Child (Lance)

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

55

25

40

45

Nel’s spin on the Fell Child class is a balanced unit leaning more towardsspeedy, physical combat.Withaccess to lancesand higher-than-average speed, she can compete comfortably as a sword-killing front-unit.

Whilenot necessarily a tank, she has no glaring faults and can be a solid addition to any team build.

Nel (and Nil) also comes withunique 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 wielderand instead halve the Defense and Resistance of a foe after initiating combat.

These weapons all havedifferent and new ability perks:

Fell Child (Axe)

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

70

Nil is the far morephysically-oriented unitwith exceptional defenses and physical stats. While his Luck growths are almost nonexistent and leave himprey 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, Nilfunctions well in front-row groupsby allowing allies to regain their Engage meters faster.

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