Three Houses is a frightening technique role-playing game. With a complex focus on each tactical fight and personal relationships, there’s rather a lot to micromanage.
Many of the non-combat portions of Fire Emblem: Three Houses happen in a monastery that serves as your base of operations.
You’ll be able to purchase quests, chat with students, and engage in a number of activities. A few of these actions require Activity Points (denoted by your professor rank, which you’ll be able to improve through a number of the activities listed). Initially, only a portion of the monastery can be out there to you; however, as you steadily progress with the story, more of its cloisters can be unlocked. You’re not just teaching lessons: You also wish to work out what archetypes you need to work towards with individual character classes. If you end up altering courses regularly, you’ll purchase a variety of totally different passive and active skills as you level up. Whereas this is usually a boon for certain classes like hybrids, Fire Emblem: Three Houses may routinely stick you with ineffective abilities that don’t help your current class. For instance, you don’t essentially want a talent that enhances your sword damage when you change to a magic-based class. It appears counterintuitive. However, you’ll be able to access your Ability slots from the Inventory option on the main menu.