Starting a second playthrough in Three Houses
Most people breeze through their first run without really understanding how the New Game Plus system actually works under the hood. The game carries over a bunch of stats and items, but there are things it does not carry over and that trips people up more than you would expect. I learned this the hard way during my third completion. I was running a Black Eagles NG+ loop trying to min-max supports, and I kept running into a wall where Byleth's level seemed to cap early. Turns out the skill points and magic affinities from previous runs do stack, but your base stats from completed chapters carry as a hard floor. So if you skipped magic in your first playthrough, the second run starts you with terrible magic stat growth by default unless you invest skill points before chapter 13 hits. That one oversight cost me two hours of reloading.
Unleash The Fury Mastering Fire Emblem Three Houses New Game Plus Guide
Here is what actually matters when you go into your second and subsequent playthroughs. First, understand the carryover system. Your main skill tree progression carries fully. Magic affinities do not reset. Support levels carry between certain characters depending on which house you choose, though cross-house supports reset. You keep every mastery skill, every rare tome, and every weapon rank beyond S. The gold you had at the end of the previous save also transfers. This means you can afford to buy top-tier gear right from the start of the next run. Second, the stat floor mechanic is the most important detail nobody talks about. When you start NG+, your personal stats lock to whatever they were at the end of your last playthrough, but with minimums applied per profession. If you ran a pure lance user and never touched sword or axe, your secondary weapon ranks start at zero growth. Skill points let you boost those, but only up to a point before chapter 15. After that point, further investment does not improve growth rates, only base stats. Plan accordingly.
Third, skill books and mastery points work differently here. Your accumulated mastery skill points persist across all runs. That is where the real power comes in. If you spent them all on combat skills in your first playthrough, your second run starts with access to skills like Death Blow, Great Axe Mastery, or Magic +10 right away. Use them before the midgame boss rush. I wasted mine on a third run on defensive skills that provided almost no benefit past chapter 20, and I had to restart that file entirely.
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The hidden mechanics most players miss
Weapon durability does not carry over. Every weapon resets to full durability at the start of NG+. This is good news, but it also means you cannot hoard rare weapons across runs to farm them later. Each run is independent in that regard. Treat every playthrough as a fresh economic start, even though your character is already powerful. Support conversations do not transfer if you switch houses. A full S-support with Jeralt from a Black Eagles run means nothing if you start a White Lion route in NG+. However, individual support points between characters on the same house do carry. That is the trick. Build towards S-supports with characters you plan to keep using regardless of house choice. Dimitri, Edmonde, and Hilda work well for that since they appear across multiple routes. The second biggest issue is the time skip at the end of act 2. Some characters die permanently based on your choices in the first playthrough, and those deaths carry into NG+ if you follow the same route. I encountered this on my fourth run when Lambert was still dead from my initial Garfrel completion. Going back to fix that required a separate file entirely. Save scumming that section early is not optional if you want to see every character in subsequent runs.
What actually breaks in NG+
New Game Plus is not a free win button. There are specific scenarios where it completely fails to help you. Challenge modes like Master Mode do not benefit from NG+ stat carryover in the way you would think. Enemy level scaling is fixed per difficulty, and your carried over stats get capped relative to the map level. Pushing a level 40 Byleth into Master Mode chapter 1 will still get you one-shot by basic grunts because the damage formula uses enemy level as a multiplier against your stat caps. If you want to attempt hard mode, clear it on normal difficulty first before using NG+ carryover. That single tip saved me probably ten hours across three attempts. The other problem is the lack of meaningful difficulty scaling after you hit four or five playthroughs. By run five, every enemy is trivial except the lords and the final boss on hard. The game was not built for repeated endgame farming, and the only reason to continue beyond run three is completionist content like collectible supports or the full monastery upgrades. Don't expect new gameplay loops to appear. They do not.
If your goal is purely efficiency, I would recommend skipping NG+ for difficulty and instead using a fresh file with a different house to unlock alternate story content and supports you missed. That approach gives you more actual variety than grinding the same routes with a maximized character.

The practical approach
Start your NG+ file by checking your skill point pool. Max out offensive skills first, then fill gaps in your weaker axes. Do not touch passive utility skills unless you have excess points. Your first priority should be completing the monastery upgrades that grant permanent bonuses across all future files. Those include the library expansions, the blacksmith unlocks, and the support buff upgrades. Then focus on one goal per run. Support farming, full monster material collection, or clearing all side quests. Trying to do everything in a single NG+ cycle will burn through your time and you will end up with a half-finished file. The game gives you roughly 80 to 100 hours per complete run if you do everything. Split that across multiple files strategically. There is no shortcut around the grind for mastery skills once you hit the cap. The skill tree itself has a hard ceiling that requires roughly 2,000 skill points to fully unlock across all branches. That is about two full playthroughs of pure grinding. Plan for that if you want every skill available.