FIRE EMBLEM - Fuuin no Tsurugi // The Sealed Sword
CLASSES
LORD / MASTERLORD

The lord is the commander of the army. In this game, we only have one lord - Roy. Once the lord dies, the game over screen will be invoked. Lords are weak compared to other units when they first appear, but if you are patient enough to train them, you will find them useful in the later chapters.
SOCIALKNIGHT / PALADIN

Socialknights are mounted units which start off as one of the stronger classes. They can use both swords and lances and are useful to put on the front line. Once they advance into paladins, they can use axes which greatly increase their battling powers.
PEAGUSKNIGHT / FALCOKNIGHT

Peagusknights are flying units that form the weak part of the army as they start. They have low attacks and low hp, which becomes a reason why most users do not prefer to use them. However, once they advance into falcoknights, their attack, defense, speed and other status rise tremendrously.
DRAGONKNIGHT / DRAGONMASTER

Dragonknights start off as medium units, although they are hard to train in the beginning. Same as falcoknights, they became a lot stronger after they advanced. Dragonmasters have high attacks and speed, as well as the advantage of reaching far distances as flying units.
ARMOURKNIGHT / GENERAL

Armourknights are slow units due to their heavy armour. Although they stand strong against bow users and sword users, magic is their weakness. Armourknights and generals have low magical defense and a low rate of leveling it up. They cannot go large distances at a time, thus always resulting in being the last unit when all the others are ahead.
ARCHER / SNIPER

Archers have an attack range of 2, so they cannot attack an enemy who is standing right beside them. Their bows have extremely high attacks against flying units - peagusknights and dragonknights, and they are the only ones who can use the bow stand in some chapters.
NOMAD / NOMAD TROOPER

Nomads are mounted archers. They do not hit criticals as much as archers & snipers do, but nomads have the advantage of being a mounted unit and being able to use swords after advancement. Nomads usually have low hp when they appear with weak attacks. They are units that require great patience to train.
SWORDSMAN / SWORDSMASTER

Swordsmen are excellent sword fighters. They have high critical rates with normal swords and almost criticals every time when they use weapons such as the killer sword or the short sword. After they advanced to swordmasters, they became one of the unbeatable units of the army.
MERCENARY / HERO

Mercenaries start off strong usually, and like swordmasters, they are experts in swords after they advanced. Mercenaries have high attack and defense. They are a good choice for leading the group when you are still in the early chapters.
MAGE / SAGE

Mages are magic users who specialize in different kinds of anima magic - fire, thunder, wind & ice. They have a low hp, but their strong magic attacks and avoid compensate for their low health. Their fast increase in magical strength made them excellent healers after advancement. They can also attack both near and far enemies depending on the tome they use.
PRIEST / BISHOP

Priests can do nothing but heal, so they are a pain to level up when you first get them. However, they specialize in light magic after advancement and become one of the strongest units in the army. Leveling up a priest made them high level rod users, so that they can use higher level rods obtained in the later chapters.
SHAMAN / DRUID

Shamans are dark magic users. Dark tomes are the strongest of all magic attacks, but they are the most expensive of all. Shamans' attacks are slow, and they have a low accuracy. Moreover, they could not walk a large distance in each turn.
TROUBADOUR / VALKYRIE

Troubadours are mounted healers. Similar to priests, they are difficult to level up. They also come with low hp and defense, which is one of the main reasons why many gamers do not use them at all.
FIGHTER / WARRIOR

Fighters are axe users. They have high attacks, but low defense, especially against sword users. Fighters moves slowly, and has a low accuracy. However, the ability to use bows after advancement make them much useful in the later chapters, especially if you are going through the Ilia route.
BANDIT / PIRATE / BERSERKER

Both bandits and priates advance into berserkers. They are the only units aside from flying units who can walk over mountainous terrain and water. Berserkers are superior axe users with high critical rates.
THIEF

Thieves do not have any advancement in FE6. They are not very strong, but they have a high rate of avoiding attacks. They are mainly used for opening treasure chests and doors and to steal items when necessary. Thieves also have high luck which may be helpful when you are searching for items in the sand...
DANCER / BARD
Dancers and bards do not fight, since they cannot use any type of weapon. They dance or play the bard to give a certain unit a second attacking chance. They have low hp and almost no strength, so you should be careful when you are taking them out.
DRAGON

Dragons are probably the strongest class you can have in the game. They use special dragon stones for their attacks which cause massive loss of hp to the enemy. They also level up by 2 and has more leveling up points compared to other units. However, they have a very big disadvantage in the game - the number of dragon stones is limited, so use them wisely.
TRANSPORT CART
The transport cart is a portable storage unit where all the weapons and accessories are kept when not needed. It cannot attack, but it has a high defense. When the transport cart lose all its hp, it will leave the map till the next chapter and you cannot access the weapons inside it.