recursal/Fanatic-Fandom huggingface dataset:
Malcubus

Signature Ability | Phantasm

An insidious demon that destroys their victim from within by haunting their dreams.

## Statistics

**Move**: 4
**Jump**: 4
**Fly**

**Crit**: 6% **EVA**: 1%

**Regular Attack** has range 1, Vert. 3

Immunity to **Charm**

Elemental resistance varies by Monster Tier.

## Monster Tiers

See the Monster Class section for details on the abilities.

### Malcubus (Tier 1)

* **Active Abilities:** Sedate, Dark II
* **Passive Abilities:** None
* **Counter Ability:** Critical: Mirage

Resistances

### Sincubus (Tier 2)

* **Active Abilities:** Sedate, Dark II, Phantasm
* **Passive Abilities:** Malice
* **Counter Ability:** Critical: Mirage

Resistances

### Domincubus (Tier 3)

* **Active Abilities:** Sedate, Dark II, Phantasm, Soul Binder
* **Passive Abilities:** Malice, Manaburn
* **Counter Ability:** Critical: Mirage

Resistances

## Spawn Locations

Below is a list of locations which can have Malcubi in their patrols. All of these are late-game locations, so you may want to consider making it a priority to bring Bzaro to any story missions that have Malcubi.

* Claret Woods
* Decaying Depths
* Fetid Depths
* Nervanzer Wellspring
* Screwworm Swamp

## Bzil Class

This version of Malcubus is used for Bzaro and enemy Bzil. This class can be obtained by collecting 5 Malcubus Essences, which drop from defeated Malcubi while Bzaro is in the party.

### Statistics

**Move**: 4
**Jump**: 4
**Fly**

Resistances

**Charm** Immunity

### Notes

**Soul Binder** inflicts 3 rounds of **Charm** on an enemy instead of the normal 2. The targeted unit immediately takes a turn, and is controllable by the player (instead of the AI like with regular charm effects). The mind controlled unit can use any of its abilities, although you cannot have a mind controlled unit use items. After this first round, the charmed enemy will behave like a normal charmed enemy for the remaining 2 rounds, and be controlled by the AI (unless the effect is dispelled).
Badges

Badges are used to unlock secret classes for **Non-Story Characters**.

The badge is consumed when used (i.e. one badge unlocks one class for one character). To use the badge, go to the class change screen. Attempt to change class to the badge class and the game will ask you if you want to use the badge.

A character may have more than one secret class unlocked.

Each secret class has class prerequisites that must be learned before the secret class can be unlocked. In the case of Lord and Princess, there are also gender requirements (male and female, respectively).

## Acquisition

Badges can be acquired in the following ways:

* Guaranteed spawns in specific chests. These are always in the same place every game.
* Craft a badge from components (see table above).
* Dropped during an encounter. This is uncommon.

## Coronal Plume Locations

Unlike the other Badges, the Lord Crest and Princess Crest do not have a guaranteed drop. Instead, their component Coronal Plume has a guaranteed drop at certain locations. This is so that you can choose whether to use the Coronal Plume to make a Lord Crest or Princess Crest. Both Crests still have a small chance to randomly drop from enemies.

Coronal Plumes are guaranteed in the following locations:

* A story mission in Gelligh (near the middle-to-end of the game)
* A prize for winning the  second Tournament
* A reward as part of the Obelisk puzzle
* A story mission in Decaying Depths

Coronal Plumes also have a small chance to drop from defeating enemies in late-game maps, and can be stolen from Vangals in Ancient Path maps.
Wooden marker

The **wooden marker** is a grave decoration which provides +1  when placed on a gravesite, after a corpse has been buried there. Installing or uninstalling any grave decoration costs **5**. Excess wooden decor may be recycled at the chopping spot, generating firewood. For more information, see graveyard.

## Study

 **10** |  1×Faith 1×Science | **-5** | Not decomposable(via alchemy)
Immortal Council Chambers

Note: this map is referred to as **Council01** in `Encounters.txt`.

The two **Story Missions** are fought consecutively. Between fights you cannot do anything that would require you to go to a new map location: clear injuries, buy gear, recruit characters, etc. Between fights you may do anything you can do before a normal encounter: assign AP, set abilities, change classes, change equipment, etc.

## Story Mission 1

Level range: 33-41

Rewards Godwood and  Flippers.

Raife has the Avenger passive, so it may make sense to take him out early in the fight, as he grows in power the more of his allies are felled.

## Story Mission 2

Level range: 33-41

Rewards  Master Robe and Adamant Ingot.

Note that Primus's reaction is Absorb MP, and he has some extremely deadly actions at high MP such as his interstitch ability. You may want to use powerful basic attacks (e.g. Dual Wield) or MP-less specials like Chivalry's Heavy Hit so you don't set him up. Additionally, abilities that drain MP are very effective against Primus as they can prevent him from using his most powerful abilities.

Primus will revive once after defeating him (this cannot be prevented with anti-Rebirth skills such as Collect Trophy and the like). Primus will not activate his Absorb MP reaction ability if it takes him to 0 HP, even if he'll revive afterward. Primus's summoned goons also have a similar ability, and will turn into Archafflictors after being defeated. After the demon is defeated, there won't be any further revives. Raife's Cleave can help chop them up efficiently.

## Kyrie's Story

After recovering The Medallion, you can visit this map for a cutscene which explains some of Kyries backstory and the death of Sylvia.

After the cutscene, on the world map, Kyrie will suggest a visit to  where she grew up.
Mystic

Requirements | Guard 4  Sylvan 3

These **Monsters** have tapped into veins of magic running through the land and have become potent spellcasters.

## Notes

**Mystic Shield**, like most other reactions, will not trigger off of environmental damage or damage from forced movement.

## Required For

Drake requires 4 levels of **Mystic**, 6 levels of Venomous, and a Draconic Serum.

Warden requires 4 levels of **Mystic**, 4 levels of Myconid, and a Radiant Serum.
Oldebzar

## Story Mission

Level range: 13-17

Rewards Mycoleather and Dragonsblood Sap.

## Patrols

Level range is dependent on which  Chapter of the story you are on.

 6 | 29 | 45

Rewards Jammy Fruit.

## Post-game

After  finishing the game, you can go to **Oldebzar** to get a cutscene which will unlock the Ancient Path.

## Monster Spawns

* Blardger
* Kawa
* Niwot
* Pektite
* Rakkerjak
* Therva
Caravan Trail

## Story Mission 1

Level range: 12-17

This mission is the first time an enemy Zotzit will spawn. If you manage to kill it before it uses **Final Sting**, you will get 100 bonus AP. This encounter has many Bzzerk on the opposite side of the map; keep in mind they have the ability to charge any number of squares in a straight line with their **Siege Ram** ability. You can have your units end their turns behind the pillars on the map to avoid this, or you can strategically lure them over one at a time to defeat them.

Reward: Jammy Fruit, 3 random components.

## Story Mission 2

After completing Desert Temple, you can return here for a second story mission, provided that you have recruited Bzaro (it is mandatory to deploy him on this encounter.) Somier must survive in order to win, so you may need to rush toward the enemies to prevent him from being focus-fired.

Reward: Energized Crystal x2, Quality Thread x2, Angel Tears. In addition, when you later make your way to Gogombob City, Somier will thank you with Dragonscale Mail and Henge Fragment 4.

## Monster Spawns

* Arpia
* Bzzerk
* Daodrenner
* Vangal
Regular Attack

A **Regular Attack** is a standard attack made by a character using the **Attack** command.

## Details

Regular Attacks deal 1.0x damage. The damage scales with the attacker's **ATK** stat, and is lowered by the target's **DEF** stat. For human characters, a Regular Attack's range and vertical height depend entirely on the weapon being used. If no weapon is equipped, the range defaults to 1, with a vertical height of 2. Each monster has its own Regular Attack range and height, and Bzil characters will use the range/height of their primary monster class.

A regular attack will deal Physical damage, unless a weapon that deals Elemental damage is equipped. If a weapon has a chance to inflict a Debuff, that debuff can only be applied on regular attacks.

Regular attacks are affected by Critical Hit.

The Assassin's **Dual Wield** passive ability causes a Regular Attack to make two separate attacks, each with a different equipped 1-handed weapon. Dual Wield will only apply to Regular Attacks and not to skills (although see below for special interactions).

## Interactions

While **Skills** and **Spells** are not considered Regular Attacks, several Abilities have unique interactions with Regular Attacks

### Counts as a Regular Attack

If an ability mentions that it "counts as a regular attack," then it will have a chance to apply any debuffs inflicted by your equipped weapon, and will use the damage type of your primary weapon. If you have **Dual Wield**, the ability will also have a chance to apply your second weapon's debuffs (if any); it will not deal any additional damage, however. The **Evade Attack** counter will evade abilities that count as a regular attack while **Evade Skill** will not.

The following abilities **Count as a Regular Attack**, will use the primary equipped weapon's **Element**, apply **Debuffs** of all equipped weapons and are affected by critical hit:

Note: If a weapon and ability that counts as a regular attack both inflict the same debuff, each chance is applied separately, and if either one succeeds, the debuff is applied. For example, if Poison Slice (75% chance) is performed with Dragon's Nail (62% chance of poison), then the overall chance to inflict poison would be 90.5%.

### Does a Regular Attack

If an ability "does a regular attack" then it will simply perform a regular attack as if you used the Attack action. This includes making a second attack with **Dual Wield** if applicable, and having the standard chance to inflict your weapon's debuffs, if any. The damage of the Regular Attack may be multiplicatively modified based on the ability. The **Evade Attack** counter will evade abilities that do a regular attack while **Evade Skill** will not.

The following abilities do a Regular Attack as part of their effect and are affected by critical hit:

 **One for All** | Knight | Ends your turn. Every time an ally takes a single-target offensive action on a target within your weapon's range, you will follow up with a **Regular Attack** on that target (melee weapons attack at 1x damage and ranged weapons attack at .75x damage)
Scrollshelf

The scrollshelf is used to store items and has 25 slots of capacity before it is full. All items stored in a location will be accessible to all other workstations in that area automatically and can be reviewed by opening the player inventory when in the area. For more information see storage.

Horizontal and vertical : 6 X 2

Rotation : Yes

## Cost

 4×Simple iron parts
 12×Nails
Stone sculpture II

The **stone sculpture II** is a grave decoration which provides +5  when placed on a gravesite, after a corpse has been buried there. Installing or uninstalling any grave decoration costs **5**. Excess stone decor may be recycled at a stone cutter, generating ~50% of its materials. For more information, see graveyard.

## Study

 **50** |  5×Faith 5×Science | **-5** | Not decomposable(via alchemy)
Warden

Requirements | Myconid 4  Mystic 4  Radiant Serum

Champions of nature, these formidable forest guardians embody growth and renewal.

## Notes

**Doublecast** adds a menu option that allows two spells to be cast - only 50% exp is given for each action. You can choose your second spell (or choose not to take it) after the first spell resolves. The 75% effectiveness only applies to spells that deal damage or heal.
Shops

*This article is a stub. You can help Fell Seal: Arbiter's Mark Wiki by expanding it.*

**Shops** are available in town nodes on the World Map. In shops, you can buy new equipment with **GP** or sell your equipment for half its buy price.

## Shop Level

As you progress through the game, the inventory available in shops expands. Shop level is a indication of the earliest point equipment is available. Typically only the most recent shop that you've discovered will have the highest level of equipment available, until you reach the very end of the game, at which point all shops have the same equipment available. Note that Shop Level is not an in-game term, but it used on this page to help organize when items become available for purchase.

Shop Levels are reached at the following points in the story:

## Shop Inventory

Shop Level indicates the minimum shop level needed before the item is available (see above). Note that all equipment available is infinite in quantity - you can buy as much as you want.

### Weapons

Note: see the Weapons page for details on weapon statistics.

**Swords**

**Daggers**

**Axes**

**Rapiers**

**Spears**

**Scythes**

**Maces**

**Mauls**

**Guns**

**Bows**

**Crossbows**

**Staffs**

**Rods**
Counters

This is a list of Counter Abilities available in Fell Seal as of version 1.0.2.

Each character can have a single counter ability set. Each class has a single counter ability available that can be purchased with AP, and you can set any counter you have purchased regardless of which class it came from.

## Base Classes

This is a list of counters available from the 20 base human classes.

## Special Classes

This is a list of all counters that are available to character-specific classes and badge classes, or are exclusive to monster classes.

## DLC Classes

This list contains all new counters from the Missions and Monsters DLC.

## Notes

Counters will not trigger on all forms of damage.  Environmental damage (push, fall, drown) will not trigger counters, and neither will **Poison**/**Bleed** damage at the end of the turn. In addition, Counters will not trigger from other counters. (For example, a unit with **Mystic Shield** will take damage normally to their HP from a **Countershot** counterattack.) The only exception to these rules is **Turnabout**, which triggers at the moment of the unit's death.

The buff gained from **Hallowed Soul** and **Adaptive Aegis** is 75% resistance. It is added on top of any existing elemental resistance the character may have.

**Evade Attack** works on any ability that performs or is otherwise treated as a Regular Attack even if they are Skills. This means Evade Attack protects against Infused Edge, Arterial Cut, Chaos Slice, and similar abilities. Similarly, **Evade Skill** will **not** work on those abilities.

**Pounce** deals .8x the damage of a **Regular Attack**.

**HP** is considered **Critical** when at 20% or less of its maximum value.

The **Thorns** counter will only add the Thorns status effect to the character. Because it triggers after the attack, the **Thorns** will not deal damage from the attack that triggered the buff.
The Exiled

Starting Ability
 Passive #1
 Passive #2
 Counter
 Movement

## Class Description

A mysterious swordsman from another land.

## Unlocked By

1. Gather all four Henge Fragments.
2. Go to Lodestarhenge and complete the encounter there.

## Trivia

Kairu is the main character of Black Sigil: Blade of the Exiled, a Nintendo DS RPG that the developers of 6 Eyes Studios previously created.
Mummified

Signature Ability | Curse

These **Bzils** have been preserved eternally via long-forgotten arcane methods. Death has only made them stronger.

## Unlocking

Mummified exist only as a Bzil class, and do not appear as regular monsters. They can only be found in the Ancient Tomb at the very end of the Ancient Path. Bringing Bzaro to any encounter on that stage will unlock the Mummified class for him.

## Statistics

**Move**: 4
**Jump**: 6

**Regular Attack** has range 1-10, Vert. 30

Resistances

## Notes

**Mystic Shield**, like most counter abilities, will not trigger from environmental damage or debuffs.

**Canopic Jar** will randomly pick between using **Avernaal**, **Ippokampos**, **Quetzalcoatl**, **Fáfnir**, and **Immortal Souls**. See the Vessel page for details. Keep in mind the area of Canopic Jar will override the area of the ability it duplicates.
Gadgeteer

Starting Ability
 Passive #1
 Passive #2
 Counter
 Movement
 Equipment

These tinkers have invented all manner of technological marvels. As long as they have crafted the right tool for the job, they are ready for anything.

## Abilities

### Engineering

 Mana Expert | 500 | **Passive** | Character starts with 15 **MP** instead of 0.

## Gadgets

Gadgets can be crafted in the Crafting menu, or obtained in chests. If you open a chest that contains a gadget you have already crafted, nothing happens. As a result, you may want to avoid crafting any gadgets that can be found in chests to save components.

Once you've unlocked a gadget, it is available for use an unlimited number of times by any Gadgeteer you have, even if that character has spent 0 AP in the Gadgeteer class.

The Gadgeteer is never affected by their own Gadgets, whether they have positive or negative effects.

## Notes

**Springger** can have additional effects. See  push (forced movement).
Kapawka Jungle

## Story Mission

Level range: 25-29

Reward: Quarreler Crossbow

2 Kawas will spawn in every few rounds from trapdoors at (12, 12) and (12, 3). To complete the Encounter, each of your surviving units must occupy one of the 6 escape points at the other side of the map. Defeated units are not counted against you - you could even have only a single surviving unit and complete the encounter if they reach the escape zone.

## Patrol

Level range is dependent on which  Chapter of the story you are on.

 6 | 40 | 65

## Monster Spawns

* Blardger
* Bulldrake
* Bzzerk
* Kawa
* Rakkerjak
* Therva

## Notes

The Kawas that spawn during the story mission here will increase the stats of the Soul Eater and Soul Armor if killed by their users. As the Kawas spawn infinitely, this battle alone can fully charge either or both of these items.
Yates

Yates is a playable story character in Fell Seal: Arbiter's Mark. He is a necromancer and renowned physician who values knowledge over all else.

## Recruiting

Yates appears as a guest in the second story mission in Yates's Cabin and is recruited automatically after completing it. He is recruited in his unique class Anatomist, with Heal I and Dark I unlocked.

## Equipment and Stats

When recruited, Yates is equipped with a Heavy Staff, Battlemage Hat, and Flowing Robe.

Yates's bonus stats are +4 RES and +2 SPD. These bonus stats are retained if Yates's level is reset.

With Missions and Monsters installed, Yates gains access to the Penumbral Mastery passive ability. This is unlocked after completing the encounter that unlocks Spymaster.

## Trivia

According to the game's manual, Yates is in his late 40's to early 50's, making him the oldest playable story character.
Deft

Requirements | Complete Mission "Deftness Training"

With training, these **Monsters** have become adept at manipulating items.

## Notes

**Steal Item** counts as a Steal ability and is not affected by accuracy bonuses or enemy evasion. It has a base accuracy of 70%, which is increased to 75% with the **Lucky** passive.

**Shove** will perform a regular attack that pushes the target back 1 tile. For a list of possible effects from pushing, see  push (forced movement).

## Required For

Scout requires 4 levels of **Deft**.

Speedy requires 4 levels of **Deft**, 3 levels of Feral, and 2 levels of Aerial.
Ancient Path

## Unlocked By

1. Complete the story encounter in Mount Nervanzer near the end of the game
2. Go to Oldebzar to get a cutscene
3. Visit the **Ancient Path** location on the world map

## Sub-Maps

The Ancient Path is represented as a single node on the world map, but it is actually comprised of 7 individual maps. The story encounter in each must be completed in order to progress to the next map. Each of these maps also feature 2 different patrols, allowing you to make use of the treasure the maps reward you with.

1. Claret Woods
2. Screwworm Swamp
3. Decaying Depths
4. Fetid Depths
5. Infernal Depths
6. The Gauntlet
7. Ancient Tomb

## Stealing Tables

For an explanation on how to read stealing tables, see the Stealing page.

### Table 1

This table is used in Claret Woods and Screwworm Swamp

 Ercinee | **Mythical Leather**, Gold Thread | N/A

### Table 2

This table is used in Decaying Depths, Fetid Depths, and Infernal Depths

### Table 3

This table is used in The Gauntlet and Ancient Tomb

## Poaching Table

Ancient Path maps use a unique Poaching list.
Teratoma

This is the location of the final battle with The Maw.

## First Ending

Kill **The Maw** without gathering an energy fragment or start the encounter before gathering all the Henge Fragments and learning how to kill the Maw from the Elders in Gogombob City.

## Second Ending

First you must gather all of the Henge Fragments and complete the encounter in Lodestarhenge. Afterwards, visit Gogombob City and watch the cutscene.

During the fight you must gather an energy fragment; before completing the encounter. This can be done in several ways:

* Using the Scoundrel ability **Steal Component** or the Vampire/Bounty Hunter ability **Shakedown** on a **Viscerawyrm**
* Killing a **Viscerawyrm** with the Ranger ability **Collect Pelt** or the Bounty Hunter ability **Collect Trophy**
* There is a small chance one will drop when a **Viscerawyrm** is killed normally

You will then automatically travel to Lodestarhenge for a second encounter. Kill **The Maw** there.

These two missions are fought consecutively. Between fights you cannot do anything that would require you to go to a new map location: clear injuries, buy gear, recruit characters, etc. Between fights you may do anything you can do before a normal encounter: assign AP, set abilities, change classes, change equipment, etc.

## Post-game

After getting either ending, you will be prompted to save your game with the **Cleared** flag (a Star next to it in the save game list). You keep all exp and AP earned in the final story encounter, but may choose to do the story mission in Teratoma again. This allows you to get both endings on the same save file.

If you haven't completed the Ancient Path yet, this is a great opportunity to do so.
Ercinee

Signature Ability | Sacred Bolt

A legendary bird of rebirth and renewal.

## Statistics

**Move**: 4
**Jump**: 4
**Fly**

**Crit**: 1% **EVA**: 3%

**Regular Attack** has range 1, Vert. 2

Elemental resistance varies by Monster Tier.

See the Monster Class section for details on the abilities.

Resistances

Resistances

Resistances

## Spawn Locations

Below is a list of locations which can have Ercinees in their patrols.

* Baaz Island
* Banyan Span
* Claret Woods
* Devilsblood Ascent
* Ekhidna Falls
* Gelligh Foothills
* Scarred Summit
* The Arena

## Bzil Class

This version of Ercinee is used for Bzaro and enemy Bzil. This class can be obtained by collecting 5 Ercinee Essences, which drop from defeated Ercinees while Bzaro is in the party.

### Statistics

**Move**: 4
**Jump**: 4
**Fly**

Resistances

### Notes

Unlike most counters, **Turnabout** can trigger from other counter abilities and from environmental damage. Abilities that prevent counters from triggering (such as Flash Strike) will still prevent Turnabout from triggering as normal.

**Final Chant**'s healing scales off the **MND** stat. At full **HP** its healing modifier is 2.0x.

**Kamikaze**'s damage scales off the **MND** stat. At full **HP** and while adjacent to an enemy, its damage modifier is 1.65x.
Gelligh

## Story Mission 1

Level range: 1-1

Rewards: Snakebite Oil x2

This encounter is essentially the game's tutorial, and very difficult to lose unless you're trying to.

## Story Mission 2

Level range: 22-27

Reward: Aloe Leaf, Coronal Plume, Diamond Thread

Septimus will join the fight after two enemies are defeated.

* The fight ends immediately if you defeat Septimus. It's possible to ignore the other enemies and just rush him, depending on the difficulty settings.

There is a choke point at (13, 3) where you can put a tanky character. Squishier characters can then safely be in the water or (13, 2) and (13, 1) and (13, 0).

A good tactic is to take advantage of the fact the enemies start split up. Pick one of the three directions and move all of your characters that way. You can focus on the few enemies in that direction and slow down the enemies in the other two directions. Gunner/Ranger is good for this with their various debuffs.

A Plague Doctor with Recover or a character with Double Cast + Panacea are useful to get rid of debuffs.

* The assassins apply **Cripple** and **Root** with their auto-attacks, which can be prevented by  Evade Attack.
* The assassins use  Sleep Powder to apply **Sleep**. This can be prevented by equipping a  Vigil Band.
* The gunners use  Enraging Bullet to apply **Berserk**. This can be prevented by equipping a  Clarity Band.

If you want to use the  Shield of the Six for this fight, make sure to get the  Cursed Shield from a Patrol encounter on this map **before** starting  Chapter 3. Once Chapter 3 has started, you must do this story mission before you can do patrols here.

Note that this fight is theoretically skippable - if you decline to do the Restful Stones battle and interfere with Septimus's plans, then he won't ambush you here while on the way to the Mountain Temple.

## Story Mission 3

Note: this map is referred to as **City03** in `Encounters.txt`.

Level range: 34-42

Rewards  Godray and Platinum Thread.

## Patrols

Level range is dependent on which  Chapter of the story you are on.

 3 | 17 | 28

After **Story Mission 3**, a new set of level ranges are applied to Patrols on this map.

 6 | 34 | 60

## Monster Spawns

* Arpia
* Cadaver
* Kawa
* Vangal

## Treasure Chests

*Main article:* Treasure Chests

It's somewhat easier to get to the Cursed Shield if you wait a long time, no longer requiring Hover, but don't expect to unlock the Shield of the Six any time soon if you do so.
Variants

Variants are a new system introduced in Missions and Monsters that customizes monsters, similar to the Class System for humans.

## Mechanics

A monster can have up to 2 variants active - one primary variant, and one secondary variant. Each variant has 2 active abilities that can be unlocked, 2 passive abilities, and 1 counter. A monster can use any ability in either their primary or secondary variant, and benefits from all 4 passives. Similar to humans, they can select any counter they have learned, even if it was not unlocked from either of their active variants. These abilities and passives are in addition to any abilities and passives that the monster has naturally (for example, a Vangal will always have **Fortitude** and **Deep Wounds** regardless of which 2 variants it is using). Compared to human characters, monsters have more passive abilities total (6 vs 4), but have less flexibility in deciding which ones they want to use, since the passives must be tied to their active variants.

In addition, a monster's primary variant offers various statistical bonuses. These can be bonuses to any Statistics, but can also include bonuses to mobility, debuff immunity, and special Movement types. You can see a full summary of these bonuses in the Stats comparison page. Monsters only earn AP for the primary variant and their base monster class. Variants each have a visual effect associated with them that will appear on your monster if that variant is active - these visual effects can be overridden or adjusted in the Guild.

## Unlocking Variants

Initially, the only variants available are Guard and Pack Leader. 3 variants can be unlocked by completing specific Missions - the rest are unlocked by acquiring **Serums** - a type of Badge that unlocks new variants for monsters. At first, serums can only be obtained through specific missions, but later they can be purchased from Shops, randomly dropped from enemies, or Crafted.

Most variants have prerequisites that need to be met in order to use them. In addition to requiring Serums or mission unlocks as mentioned above, the monster may need to have unlocked a certain number of abilities in their monster class, or enough abilities unlocked in other variants. Note that monsters found in the wild may have one or more advanced variants without any experience in the prerequisite variants, much like human guild recruits assigned an advanced class.

Even if they have a variant that has a serum-requiring variant as a prerequisite (such as a Horned Monster, which would normally require Feral to be unlocked), you will still need to meet that variants prerequisites and expend a serum to unlock it. This means it can be prudent to tame monsters with a serum requiring variant, rather than one it unlocks, if only to expend fewer rare serums.

## All Variants

Below are all the variants available with their prerequisites. If a Requirement mentions "Monster X" it means the monster needs that many abilities unlocked in their base Monster Class.
Lodestarhenge

This map will not be visible until you have acquired your first Henge Fragment.

This map is connected to The Highlands.

## Story Mission

Level Range: 32-42

Once you have collected all four Henge Fragments, return to **Lodestarhenge** to begin a story mission. The enemy force will be entirely comprised of Harvesters, Malcubi, and Archafflictors, so it may be a good idea to bring holy damage and debuff cleansing. Both Kyrie and Kairu must survive, so healing abilities are also recommended.

Completing the encounter recruits Kairu and rewards a  Dragon's Nail and Demon Leather.
Knifer

Signature Ability | Stabby Chum

This race of **Monsters** lives in deep places. They use a strange swordfish knife to feel their way around in the dark and have an unfortunate propensity for stabbing anything they're curious about, hence their name. Knifers require the Missions and Monsters DLC to encounter and use.

## Statistics

**Move**: 2
**Jump**: 2
**Swim**

**Crit**: 3% **EVA**: 4%

**Regular Attack** has range 1, Vert. 3

Immunity to **Blind**.

Elemental Resistance varies by monster tier.

## Monster Tiers

See the Monster Class section for details on the abilities.

### Knifer (Tier 1)

* **Active Abilities:** Manabreaker, Anoint
* **Passive Abilities:** None
* **Counter Ability:** None

Resistances

### Bodkin (Tier 2)

* **Active Abilities:** Manabreaker, Anoint, Stabby Chum
* **Passive Abilities:** Relentless
* **Counter Ability:** None

Resistances

### Shanklet (Tier 3)

* **Active Abilities:** Manabreaker, Anoint, Stabby Chum, Adrenaline
* **Passive Abilities:** Relentless, Razor Wind
* **Counter Ability:** Grudge

Resistances

## Spawn Locations

Below is a list of locations which can have Knifers in their patrols.

* Dumadi Depths

## Bzil Class

This version of Knifer is used for Bzaro and enemy Bzil. This class can be obtained by collecting 5 Knifer Essences, which drop from defeated Knifers while Bzaro is in the party.

### Statistics

**Move**: 2
**Jump**: 2
**Swim**

Immunity to **Blind**.

Resistances
Helhund

Signature Ability | Pick Off

A ravenous flame demon with an insatiable appetite for destruction.

## Statistics

**Move**: 4
**Jump**: 6

**Crit**: 3% **EVA**: 2%

**Regular Attack** has range 1, Vert. 3

Elemental resistance varies by monster tier.

See the Monster Class section for details on the abilities.

Resistances

Resistances

Resistances

## Spawn Locations

Below is a list of locations which can have Helhunds in their patrols.

* Devilsblood Ascent
* Gogombob City
* Mount Nervanzer
* The Gauntlet

## Bzil Class

This version of Helhund is used for Bzaro and enemy Bzil. This class can be obtained by collecting 5 Helhund Essences, which drop from defeated Helhunds while Bzaro is in the party.

### Statistics

**Move**: 4
**Jump**: 6

Resistances

### Notes

**Pounce** deals 0.8x the damage of a normal **Regular Attack**.
Druid

Starting Ability
 Passive #1
 Passive #2
 Counter
 Movement

Representing the duality in all things, **Druids** dabble in both the destructive and curative facets of magic. Though they do not excel in any one area, they are well-rounded and can eventually learn to cast two spells at once.

## Notes

When using **Double Cast**, you can move before or after using both spells, but not in-between. **EXP** gained is reduced by 50% for each action.

**Adaptive Affinity** triggers if you are healed by elemental damage (when you have over 100 resistance to that element), despite the description only referencing triggering on damage. A character with this counter can even activate the counter by including themselves in the area effect of their elemental spells.

## Required For

* Sorcerer requires 5 levels of **Druid**.
Spymaster

Starting Ability
 Passive #1
 Passive #2
 Counter
 Movement

## Class Description

Where others might revel in fame and glory, the Spymaster abandons their identity, hiding behind many masks to accomplish their goals. They immerse themselves in their alternate persona so flawlessly that they can even copy the abilities of those around them.

## Mastery Bonus

HP/MP+5, ATK/MND/DEF/RES+5, SPD+3, EVA+1, **Crit**+2, +5

## Notes

**Mirror Trick** does not include the cost of the ability you copy. In other words, you can copy Consumables used without lowering your stock of items, or copy abilities with high MP costs without spending any additional MP.

**Shadowstep** functionally gives the character Flying.

**Pandora's Box** is weighted to use abilities that match the character's ATK and MND stats. In other words, if you have high ATK, you're more likely to see abilities based off of the ATK stat. If you have high MND, you're more likely to see abilities based off the MND stat. The normal MP cost of the ability copied is disregarded, and no MP will be spent.

## Unlocked By

1. Go to Iirzk'tara Gorge and patrol the location. Kill the Cadaver with  Collect Pelt to get the **Tarnished Locket** Component.
2. Use **Tarnished Locket** to craft  Ancient Locket.
3. Go to Centina and view the cutscene.
4. Go to Alpine Woods (with the Locket equipped on any character) and kill the boss.
5. Let Event play out.
Horned

Requirements | Feral 4

The monster's feral nature has progressed, presenting itself as impressive horns (with a temper to match).

## Notes

**Wild Slam** reduces your accuracy by a flat 50%. If you have anything that boosts your accuracy (Glasses or Concentration), only half of its accuracy bonus will be applied to the attack.

## Required For

Corrupted requires 3 levels of **Horned**.
Shadow

Saved from grievous injury by the power of a mysterious locket, these **Monsters** tread the world between the living and the dead. A monster can only qualify for this Variant by dying in combat while they have the **Ancient Locket** accessory equipped. See the Spymaster page for details on crafting the Ancient Locket. A monster only has to die once while the locket is equipped and they don't have to meet the qualifications for Shadow at the time of death either.

## Mastery Bonus

MP+4, ATK+4, SPD+4, DEF+5, RES+4, **Crit**+4, +2

## Required For

Fell requires 4 levels of **Shadow** in addition to 4 levels of Tyrant, 4 levels of Corrupted, and a Fell Serum.
Tanner

The **Tanner** is part of the Game of Crone DLC. She arrives at the Refugee camp as the 11th refugee. Her questline will be available the next day.

## Quests

The Tanner had to sell her shop and her workstation at The Town to repay her son's debt. She asks for you to build a workplace for her at the refugee camp, so she can make a few revenues here as well, because her belongings at The Town did not cover the debt entirely. Finishing this quest unlocks trading tier I.

After you get the workplace ready for her, she will need a few more ingredients. She will ask you to build an animal farm for her. Finishing this quest unlocks trading tier II.

For the animal farm to be functional, she'll ask you to settle a cow and hens. (You can get the cow from Rosa for 1  and the hens from the Fresh egg basket for 50 ) Finishing this quest unlocks trading tier III and she'll give you  Recipe alchemists bag,  Recipe farmers bag,
Recipe fishermans bag.
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Draekon

Signature Ability | Spitspark

Primordial beasts that, for centuries, were thought to be extinct in these lands. Draekons require the Missions and Monsters DLC to encounter and use.

## Statistics

**Move**: 3
**Jump**: 3
**Hover**
**Fly**

**Crit**: 3% **EVA**: 9%

**Regular Attack** has range 4, Vert. 5

Immunity to **Blind**.

Elemental Resistance varies by monster tier.

## Monster Tiers

See the Monster Class section for details on the abilities.

### Draekon (Tier 1)

* **Active Abilities:** Spitspark
* **Passive Abilities:** None
* **Counter Ability:** Chaos

Resistances

### Guivre (Tier 2)

* **Active Abilities:** Spitspark, Metal Scutes
* **Passive Abilities:** Greed
* **Counter Ability:** Chaos

Resistances

### Ti'amat (Tier 3)

* **Active Abilities:** Spitspark, Metal Scutes, Dive Bomber, Hydra Lance
* **Passive Abilities:** Greed, Inhale
* **Counter Ability:** Chaos

Resistances

## Spawn Locations

Below is a list of locations which can have Draekons in their patrols.

* Port Grendel
* Devilsblood Ascent

## Bzil Class

This version of Draekon is used for Bzaro and enemy Bzil. This class can be obtained by collecting 5 Draekon Essences, which drop from defeated Draekon while Bzaro is in the party.

### Statistics

**Move**: 3
**Jump**: 3
**Hover**
**Fly**

**Regular Attack** has range 4, Vert. 5

Immunity to **Blind**.

Resistances
Zombie stone quarry

The zombie stone quarry can be built in the cliffs north of the cabin in the woods. It's also usable manually (see stone quarry), but the zombies don't need any wood wedges for their work.

After unlocking zombie quarrying I, you can build up to two mines: A left and a right variant.

## Miners

To employ a zombie, walk next to the wooden stand and hit "E" to put it to work. If you want to stop the mine, grab the zombie out of the wooden stand by walking next to it and hit "E" again.

The stone blocks are stored on the stone stockpile near the cabin in the woods. Without this, it won't work. This sign  on the blocks means, that the stockpile is full (or missing) and the work is blocked until some storage space is freed up (or constructed).

The player is free to mine in the middle between the two stands. Note, that you need wood wedges for this (the zombies don't).
Niwot

Signature Ability | Sonic Boom

This bizarre bird's sonic assault leaves its victims' ears ringing for days afterwards.

## Statistics

**Move**: 3
**Jump**: 6
**Swim**

**Crit**: 1% **EVA**: 4%

**Regular Attack** has range 1, Vert. 3

Immunity to **Mute**

Elemental Resistance varies by monster tier.

## Monster Tiers

See the Monster Class section for details on the abilities.

### Niwot (Tier 1)

* **Active Abilities:** Ultrasonic Hammer
* **Passive Abilities:** Versatile
* **Counter Ability:** None

Resistances

### Warwot (Tier 2)

* **Active Abilities:** Ultrasonic Hammer, Sonic Boom
* **Passive Abilities:** Versatile
* **Counter Ability:** Magic

Resistances

### Bardwot (Tier 3)

* **Active Abilities:** Ultrasonic Hammer, Sonic Boom, Mercurial Dance, Forest Flute
* **Passive Abilities:** Versatile, Blessed One
* **Counter Ability:** Magic

Resistances

## Spawn Locations

Below is a list of locations which can have Niwots in their patrols.

* Banyan Span
* Decaying Depths
* Ekhidna Falls
* Gelligh Foothills
* Oldebzar
* Phougamouth Bogs
* The Resting Giants

## Bzil Class

This version of Niwot is used for Bzaro and enemy Bzil. This class can be obtained by collecting 5 Niwot Essences, which drop from defeated Niwots while Bzaro is in the party.

### Statistics

**Move**: 3
**Jump**: 6
**Swim**

Resistances

**Mute** Immunity

### Notes

**Mercurial Dance** is functionally identical to the Gambler ability Wild Card: Diamond.

**Forest Flute** restores MP equal to 1/4 of the HP restored. This means that if the caster has a high **MND** stat, they will restore more MP.
Fell Seal: Arbiter's Mark

***Fell Seal: Arbiter's Mark*** is a turn-based tactical role-playing game developed by 6 Eyes Studio, LLC. and published by 1C Publishing EU. It has a particular focus on storytelling and character development and customization. There are a variety of monsters that the player will encounter and engage in strategic battle against. Customize your troops with various Weapons, Armor, and Accessories while mix-and-matching Classes, Passive Abilities and Counter Abilities to make truly unique characters.

It was released on April 30, 2019.

## Reception

*Fell Seal: Arbiter's Mark* received "generally favorable" reviews on Metacritic getting a metascore of 82/100 on PC, 78/100 on Nintendo Switch, and 86/100 on both PS4 & Xbox One. On whatoplay.com (*video game review aggregator*), it receives an aggregate score (*playscore*) of 8.52 on PC, 8.70 on PS4, and 8.37 on Xbox One.

## External links

* 6 Eyes Studio, LLC.
* 1C Publishing EU
* *Fell Seal: Arbiter's Mark* website
* *Fell Seal: Arbiter's Mark* on Steam
* *Fell Seal: Arbiter's Mark* on GOG
* *Fell Seal: Arbiter's Mark* on the Microsoft Store

## References

1. ↑ Metascore for Fell Seal: Arbiter's Mark on PC*Metacritic*, Retrieved July 13, 2020
2. ↑ Metascore for Fell Seal: Arbiter's Mark on Nintendo Switch*Metacritic*, Retrieved July 13, 2020
3. ↑ Metascore for Fell Seal: Arbiter's Mark on PS4*Metacritic*, Retrieved July 13, 2020
4. ↑ Metascore for Fell Seal: Arbiter's Mark on Xbox One*Metacritic*, Retrieved July 13, 2020
5. ↑ Playscore for Fell Seal: Arbiter's Mark on PC*whatoplay.com*, Retrieved July 13, 2020
6. ↑ Playscore for Fell Seal: Arbiter's Mark on PS4*whatoplay.com*, Retrieved July 13, 2020
7. ↑ Playscore for Fell Seal: Arbiter's Mark on Xbox One*whatoplay.com*, Retrieved July 13, 2020
Wizard

Starting Ability
 Passive #1
 Passive #2
 Counter
 Movement
 Equipment

## Description

**"These spell-slingers can take out large groups of enemies at once by unleashing destructive magic upon the battlefield."** *- In-Game Description*

The **Wizard** class is the basic offensive magic class and, in conjunction with Mender, allows access to every magic based class in the game.

## Notes

**Boon** will allow spells and skills to crit, even if you don't have the Versatile passive. In addition, despite the skill description **Boon** can also be gained upon killing a friendly character.

## Required For

**Wizard** is the base for most offensive magical classes and has several classes that branch from it.

* Alchemystic requires 4 levels of **Wizard**.
* Druid requires 3 levels of **Wizard**, 3 levels of Mender and 2 levels of Mercenary.
* Fellblade requires 3 levels of **Wizard** and 3 levels of Knight.
* Gadgeteer requires 3 levels of **Wizard** and 3 levels of Scoundrel.
* Vessel requires 5 levels of **Wizard**, 5 levels of Mender, a Badge:Bone Crest, and a **Non-Story Character**.
Templar

Starting Ability
 Passive #1
 Passive #2
 Counter
 Movement
 Equipment

These noble and valiant champions fight to erase corruption from the land. They would sacrifice themselves without hesitation in the name of a greater cause.

## Notes

**Evade Attack** works on any ability that performs or is otherwise treated as a **Regular Attack** even if they are Skills. This means Evade Attack protects against Infused Edge, Arterial Cut, Chaos Slice, and similar abilities.

**Siphon** does not bonus from side or back facing bonuses to damage.

**Resilience** will not reduce the duration of **Exhaust**.

## Required For

* Reaver Requires 5 levels of **Templar**.
* Lord Requires 6 levels of **Templar**, Badge:Lord Crest, **Male**, and a **Non-story Character**.

## Trivia

Early in development, the Templar class used to be called "Blademaster." This can be seen in the game files, where the code for Templar is "BLAD." ("TEMP" meanwhile, belongs to the Duelist, which used to be "Tempest")
Myconid

Requirements | Skeletal 4  Venomous 3

Mushroom spores have imbued the **Monster** with strange powers.

## Notes

**Side Effects** healing and damage is added onto the base scaling of the ability/attack. If the ability has no scaling (such as **Mass Shield**), the healing/damage from Side Effects will be based on the character's MND stat. The healing/damage does not change based on the number of buffs/debuffs applied. The damage from Side Effects cannot kill a target, only bring it to 1 **HP**.

If **Scatterspore** backfires, it inflicts a random buff on the target instead.

## Required For

Warden requires 4 levels of **Myconid** as well as 4 levels of Mystic and a Radiant Serum.
Hunts

Hunts are:

1) only available via the Monsters and Missions DLC

2) locked behind the guild mission system.

You must first successfully complete the appropriate guild mission in order to unlock the linked hunt; the hunt will be listed as a mission reward. Clues to the monster(s) you will be hunting will usually be provided in the mission description, along with class(es) that are recommended for the hunt.

When the appropriate guild mission has been successfully completed, the world map will be displayed, with the location of your quarry being shown by a red monster face inside a speech bubble. This icon will remain on the world map until you successfully complete the hunt. The hunt must be initiated by you (Hunt Mark) and will not become the default mission for that region, as regular patrols are also available. This allows you to gather materials or safely travel through that region if you feel ill-equipped for the mission at present. The only times you can't patrol a map, is when the hunt unlocks a new map region (Zzakandia - Dumadi Depths, Thespeiran Byways - back story location).

There are a total of 13 hunts available: 1 from Thespeiran Byways, 3 from Zzakandia, 3 from the Coast of Industry, 6 from Kawalands. In all cases you will field between 2 and 5 party members. In most cases you will be free to choose your party composition, though a few will require mandatory selections from the key story characters as the event is linked to their backstory. Sometimes you will outnumber your quarry, other times the parties are of even size. Earlier hunts use an unlocked map section and only the monsters described in the guild mission e.g. Vangal & Arpia in Avenging Angels. The later hunts are more likely to feature additional conventional monsters and/or humans that weren't mentioned in the guild mission. Four hunts unlocked from Kawalands feature challenges that aren't seen in the first 9 hunts (brawl inside a shop; 3-way battle; hostages that must survive; small party with all participants being scripted selections - can choose equipment & skills).

Common elements of the hunt are: 1-3 monsters with non-standard colour schemes that can access 3+ classes instead of the usual 2; a unique weapon/armour/item as loot; the colour scheme(s) & portrait(s) becoming unlocked at the guild upon completion. Occasionally you might receive an additional reward, such as a monster recruit. These recruits are like those gained from the mission board, in that there will be equipment on them.