It’s also possible (though very rare – I’ve only had it happen once) to get a bad lesson, which reduces XP gain but gives support points. Great and perfect sessions also increase support level with the student, and your first perfect during that particular student’s instruction also restores some motivation. A good session gives the normal experience, a great session multiplies the base by 1.5, and a perfect session multiplies the base by 2. Instruction quality is random, as best as I can tell – short of endless save-scumming there is no way to optimize your instruction session for each particular student. Now there’s also a multiplier that’s applied when you instruct based on the quality of the instruction. All of this establishes your base XP for an instruction session, something in a range from 2 at the lowest to 10 at the highest. And finally, if you’ve spent renown at the appropriate Saint Statue (more on this in a bit), you’ll get +1 or +2 for that as well. If your player character has a higher rating in the skill than the student, they’ll get a +2 bonus for professor expertise. If it’s their weakness, they’ll actually lose 2 XP. If the students has a strength in the skill, they’ll get an extra 2 XP. Now there are a few different factors that can change this number. That means if you instruct a student at full motivation in a totally neutral skill, they’ll gain 16 experience in that skill. The base experience gain for any single instruction action is four. When you instruct a student, you can choose any of their skills to raise by a number of points based on a variety of factors. At the beginning of each week of classes (not every week will have classes), you choose a number of students to instruct based on your professor level. First, let’s talk about how instruction works. However, there are definitely some tricks to this, small optimizations you might miss or traps you can fall into if you aren’t paying attention. The game makes a joke about how no one actually teaches you about teaching, and really instruction is mostly straightforward. I got you, buddy, let’s work on those dreams! Whether you are just starting Three Houses and want to have guidance in how to make the most of part one or if you’re the sort of player who learns through reading, this casual stroll through the early game of Three Houses should help to illuminate the various activities at the monastery and help you to get the most out of your Fire Emblem experience. I’ve found that once you learn those techniques, it’s easy to look back and wonder how much further you could be if you knew what you knew now when you first picked up the game. It takes time to learn to optimize your experience – both what really needs doing and which actions do it the most effectively. There are many mechanisms to engage at the monastery and their sheer numbers can be overwhelming. Once you choose one of the game’s titular three houses, you spend your days instructing students, sharing meals at the dining hall, doing fetch quests, and fighting tactical battles while unraveling a tale of intrigue and forgotten histories. The first part, called White Clouds, focuses on your character’s first year as a professor at the Garreg Mach Monastery Officer’s Academy. Fire Emblem: Three Houses is a game which exists in two distinct parts.
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