recursal/Fanatic-Fandom huggingface dataset:
Blardger

Signature Ability | Whirling Blow

A hulking troll-like creature that is never seen without its bindle stick. Who knows what's in the bag, but whatever it is, it doesn't smell too good...

## Statistics

**Move**: 4
**Jump**: 4
**Swim**

**Crit**: 3% (Effectively 28% with the Know Weakness passive ability), **EVA**: 1%

**Regular Attack** has range 1, Vert. 5

Immunity to **Blind**

Elemental resistance varies by Monster Tier.

## Monster Tiers

See the Monster Class section for details on the abilities.

### Blardger (Tier 1)

* **Active Abilities:** Whirling Blow
* **Passive Abilities:** Into the Fray
* **Counter Ability:** None

Resistances

### Belzebindler (Tier 2)

* **Active Abilities:** Whirling Blow, Snack Stash, Focus
* **Passive Abilities:** Into the Fray, Know Weakness
* **Counter Ability:** Thrash

Resistances

### Desmogr (Tier 3)

* **Active Abilities:** Whirling Blow, Snack Stash, Focus, Massive Hit
* **Passive Abilities:** Into the Fray, Know Weakness
* **Counter Ability:** Thrash

Resistances

## Spawn Locations

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

* Bardvig Aqueduct
* Decaying Depths
* Iirzk'tara Gorge
* Infernal Depths
* Kapawka Jungle
* Oldebzar
* The Arena

## Bzil Class

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

### Statistics

**Move**: 4
**Jump**: 4
**Swim**

Resistances

**Blind** Immunity

### Notes

**Thrash** deals 1.2x damage, instead of the normal .95x from Whirling Blow.
Duelist

Starting Ability
 Passive #1
 Passive #2
 Counter
 Movement

## Description

**Duelists** are unmatched in the art of one-on-one combat. Their unending quest for perfection has granted some of the deadliest techniques known.

## Notes

**Leech Life** will absorb .33x (Roughly 1/3rd) of the damage done. This includes the overkill damage (for example, dealing 300 damage to a target with 1HP will still absorb 100HP) and also damage absorbed by Mystic Shield.

**Evade Skill** does not work against Skills that are otherwise treated as Regular Attacks such as **Infused Edge** or **Arterial Cut**. **Evade Attack** from Templar will work on those abilities, however.

## Trivia

Early in development, the Duelist used to be known as the "Tempest." This can be seen in the internal game files, where Duelist is referred to as "TEMP."
Highlands Temple

## Story Mission

Level Range: 6-9

This encounter is a boss battle against Alphonse. He will be accompanied by a Vangal if the "Extra Enemies" difficulty setting is enabled. He is weak to Holy Damage, so it may be a good idea to bring a Templar or wait until you unlock **Holy Bolt** from Kyrie's Marked class. Much of Alphonse's move set is centered around inflicting Debuffs, so the **Mass Barrier** ability from Alchemystic is very strong for this encounter.

Rewards: Distilled Water, 3 randomly generated components.
Fell Seal: Arbiter's Mark Wiki/Section 1

Welcome to the Official Fell Seal: Arbiter's Mark Wiki

The Fell Seal: Arbiter's Mark guide for Story, Classes, Monsters, Items and more written and maintained by the players.
Please feel free to contribute by creating new articles or expanding on existing ones.

About Fell Seal: Arbiter's Mark
*Fell Seal: Arbiter's Mark* is a turn-based tactical role-playing game. 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.
[Read more...]
Iirzk'tara Gorge

## Story Mission

Level Range: 14-18
Reward: Lunar Badge and Dragonsblood Sap

This is one of the few story missions that does not require Kyrie to be deployed. Most of the enemies are spread out across this large map and can take a while to reach your starting location. If your units stay close together, you should have no problem defeating this encounter.

## Monster Spawns

* Arpia
* Blardger
* Bzzerk
* Pektite
* Therva

## Unlocking Spymaster

There is a Cadaver with an 'old letter' that is part of the quest to unlock the Spymaster class for Reiner. Using  Collect Pelt on it gives the player the Component Tarnished Locket (used to craft the  Ancient Locket).
Henge Fragment

There are four **Henge Fragments** scattered through the game world. They are used for an event on the Lodestarhenge map.

These fragments can be obtained in any order, but all must be gathered to move on to the next step.

## Henge Fragment 1

Random drop from Bandit Kawas.

* The drop chance starts at 50% and goes up to 100% as the story progresses.

## Henge Fragment 2

Guaranteed drop while unlocking the Spymaster class.

## Henge Fragment 3

1. Complete Jungle Temple (#2).
2. Complete Desert Temple (#3).
3. Return to Jungle Temple (#2).

## Henge Fragment 4

1. Complete Desert Temple and recruit Bzaro.
2. Go to Caravan Trail and keep Somier alive in that encounter.
3. Enter Gogombob City. After watching the cutscene, return to the City and Somier will reward you with the Fragment.

## Lodestarhenge

When you have all four fragments, go to Lodestarhenge.

Complete the encounter there to get The Exiled character.
Claret Woods

This is the first map in the Ancient Path.

Note: this map is referred to as **Forest05** in `Encounters.txt`.

## Story Mission

Level range: 40-50

Rewards Dormant Crystal and Demon Leather.

## Patrols

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

 6 | 40 | 50

## Monster Spawns

* Archafflictor
* Arpia
* Cadaver
* Daodrenner
* Ercinee
* Harvester
* Kawa
* Malcubus
* Pektite
* Rakkerjak
* Therva
Story Characters

**Story Characters** are unique playable characters in Fell Seal: Arbiter's Mark.

## Description

Story characters have a few major differences when compared to generic recruits:

* They cannot ever be dismissed
* They cannot have their name or appearance customized in the Guild
* They cannot access Badge Classes
* They have a unique class that only they can use
* Other than Bzaro, they have bonus stats that give them a slight stats advantage

For story characters who are recruited as part of their unique class, they are treated similar to guild recruits: they are assumed as if they leveled up exclusively in their unique class past level 1, and get their unique class's level 1 bases. (See base stats.)

Bzaro in particular has further exceptions:

* He can access every Bzil class, but cannot use any other class
* His stats automatically adjust based on what his primary class is
* Bzaro unlocks new classes by deploying in battle against monsters

## Story Characters

The following Story Characters can be recruited to your team.
Scoundrel

Starting Ability
 Passive #1
 Passive #2
 Counter
 Movement

## Class Description

*Tricksters who eschew brute strength in favor of speed and nimbleness. They are adept at acquiring what others possess.* *- In-Game Description*

## Notes

Sneak Attack will do 0.6x from the front, 1.2x from the side and 1.4x from behind, in addition to the normal bonuses for attacking a target from the sides/back.

Any ability with **Steal** in the name does not use the attacker's Accuracy or the defender's Evasion to calculate the chance to hit. Instead, each ability has a flat chance to hit. The Gambler passive **Lucky** boosts steal chances by 5%.

**Steal GP**: 85% Accuracy
**Steal Buffs**: 75% Accuracy
**Steal Item**: 70% Accuracy
**Steal Component** (including the Steal counter): 50% Accuracy

## Required For

* Ranger Requires 4 levels of **Scoundrel**.
* Gambler Requires 3 levels of **Scoundrel** and 3 levels of Mender.
* Vampire Requires 6 levels of **Scoundrel**, 3 levels of Alchemystic, Badge:Blood Crest, and a **Non-Story Character**.
* Gadgeteer requires 3 levels of **Scoundrel** and 3 levels of Wizard.
* Reaver requires 4 levels of **Scoundrel** and 5 levels of Templar.
Skeletal

Requirements | Monster 4  Dermestid Serum

These bony creatures have imbibed a magic potion that grants them some traits of the undead.

## Notes

**Autotomotize**'s effect does not stack with itself. In other words, there is no point to using it more than 1 time per battle.

If you tame an undead version of a Kawa or Arpia, it will have the Skeletal variant unlocked without needing to meet the prerequisites.

## Required For

Myconid requires 4 levels of **Skeletal** and 3 levels of Venomous

Shadow requires 3 levels of **Skeletal** and 3 levels of Scout.
Arpia

Signature Ability | Poison

Even the kindest naturalist doesn't have much good to say about these foul, sadistic kleptomaniacs. They have been known to steal and eat anything that isn't nailed down (including the occasional adventurer).

## Statistics

**Move**: 4
**Jump**: 3 (2 for undead versions)
**Fly**

**Crit**: 2% **EVA** varies by tier.

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

Elemental resistance varies by monster tier.

## Monster Tiers

See the Monster Class section for details on the abilities.

### Arpia (Tier 1)

* **Active Abilities:** Poison, Grubby Talons
* **Passive Abilities:** None
* **Counter Ability:** None

**EVA**: 8%

Resistances

### Termagaunt (Tier 2)

* **Active Abilities:** Poison, Grubby Talons, Skyjack
* **Passive Abilities:** Opportunist, Boon
* **Counter Ability:** None

**EVA**: 8%

Resistances

### Seireen (Tier 3)

* **Active Abilities:** Poison, Grubby Talons, Skyjack, Dirge
* **Passive Abilities:** Opportunist, Boon
* **Counter Ability:** Weaken

**EVA**: 10%

Resistances

## Undead Versions

If you have Missions and Monsters installed, tamed Undead Arpias will be treated as regular Arpias, but they will have the benefit of having the Skeletal variant unlocked automatically.

### Undead Arpia (Tier 1)

* **Active Abilities:** Poison, Grubby Talons
* **Passive Abilities:** None
* **Counter Ability:** None

**EVA**: 4%

Immunity to **Poison**, **Bleed**, **Sleep**.

Resistances

### Undead Termagaunt (Tier 2)

* **Active Abilities:** Poison, Grubby Talons, Skyjack
* **Passive Abilities:** Opportunist, Boon
* **Counter Ability:** None

**EVA**: 4%

Immunity to **Poison**, **Bleed**, **Sleep**.

Resistances

### Undead Seireen (Tier 3)

* **Active Abilities:** Poison, Grubby Talons, Skyjack, Dirge
* **Passive Abilities:** Opportunist, Boon
* **Counter Ability:** Weaken

**EVA**: 4%

Immunity to **Poison**, **Bleed**, **Sleep**.

Resistances

## Spawn Locations

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

* Ancient Tomb
* Baaz Island
* Caravan Trail
* Claret Woods
* Drakesmouth Seaway
* Gelligh
* Gelligh Foothills
* Godstear Wastes
* Gyaum Tor
* Iirzk'tara Gorge
* Phougamouth Bogs
* Restful Stones
* Scarred Summit
* Strangled Cove
* The Arena
* The Resting Giants
* Timber Road

## Bzil Class

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

### Statistics

**Move**: 4
**Jump**: 3
**Fly**

Resistances

### Notes

The chance to steal a consumable with **Grubby Talons** is 62%. Like other steal abilities (see Scoundrel), it is not affected by Accuracy or enemy Evasion.

Although not listed in the description, **Skyjack** has 100% accuracy.
Zotzit

Signature Ability | Final Sting

Said to have been created by a mad mage, this absurd blowfish/bee hybrid is mischievous and elusive.

## Statistics

**Move**: 4
**Jump**: 10
**Hover**

**Crit**: 1%, **EVA** varies by monster tier

**Regular Attack** has range 1-4, Vert. 8

Immunity to **Blind**, **Cripple**, **Berserk**, **Charm**, and **ATK Down**

Elemental resistance varies by Monster Tier.

## Monster Tiers

See the Monster Class section for details on the abilities. Note that when a monster Zotzit uses **Final Sting**, it permanently leaves the battlefield. This secondary effect does not happen when used by a Bzil or copied by a Spymaster.

### Zotzit (Tier 1)

* **Active Abilities:** Final Sting, Mirage
* **Passive Abilities:** None
* **Counter Ability:** Adaptive Evasion

**EVA**: 5%, Awards 100 AP if killed.

Resistances

### Bumblestirge (Tier 2)

* **Active Abilities:** Final Sting, Mirage, Emboldening Chant, Rain of Spines
* **Passive Abilities:** Shifting Target
* **Counter Ability:** Adaptive Evasion

**EVA**: 10%, Awards 200 AP if killed.

Resistances

### Goldilox (Tier 3)

* **Active Abilities:** Final Sting, Mirage, Emboldening Chant, Rain of Spines
* **Passive Abilities:** Shifting Target, Evasion Up
* **Counter Ability:** Adaptive Evasion

**EVA**: 20% (effectively 33% due to Evasion Up), Awards 350 AP if killed.

Resistances

## Spawn Locations

A Zotzit is guaranteed to spawn on the first story mission in Caravan Trail. After that, it can randomly spawn in any patrol (other than The Crossroads, Timber Road, Gyaum Tor, and Alpine Woods). The longer you go without a zotzit spawning, the more likely it is to appear in future patrols. Killing a Zotzit awards bonus AP for completing the encounter, so it is often a good idea to take them out before they automatically flee with their final sting ability.

There is also a single patrol in The Gauntlet which has 3 Zotzits appear as regular enemies.

## Bzil Class

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

### Statistics

**Move**: 4
**Jump**: 10
**Hover**

**Regular Attack** has range 1-4, Vert. 8

Resistances

**Blind**, **Cripple**, **Berserk**, **Charm**, **ATK Down** Immunity

### Notes

**Final Sting** is not affected by facing rules. It will do the same damage whether attacking the front, sides, or back.

**Adaptive Evasion** grants a buff lasting 3 turns. If a different version of the buff would be triggered (e.g. target has Adaptive Evasion Spell buff and is targeted by a Regular Attack), the old version is removed. **Special** attacks and Items do not trigger Adaptive Evasion, and abilities that give 100% accuracy (like Precise Strike) will override the evasion.
Samurai

Starting Ability
 Passive #1
 Passive #2
 Counter
 Movement
 Equipment

Forever in pursuit of honorable combat, these warriors draw strength from weakness to push themselves beyond their limits. Samurai require the Missions and Monsters DLC to use.

## Notes

**Razor Wind** adds a menu option to the character that allows an applicable skill to be selected to have its range enhanced. Razor Wind has a Vertical reach of 12.
Gambler

Starting Ability
 Passive #1
 Passive #2
 Counter
 Movement

Knowing that even the best-laid plans are subject to the whims of Lady Luck, **Gamblers** have found ways to manipulate the forces of chance in their favor.

## Notes

**Lucky** increases the odds of a "super good result" for gambler abilities. It also increases **EVA**, **Crit**, Accuracy, and chance to Steal by 5%. Source With Missions and Monsters installed, also increases chance to Tame a monster by 5%.

If multiple units have **Initiative**, the turn order will be determined by the last-placed unit. Because player units always count as being placed after enemy units, this means enemies with Initiative will always go after players with Initiative. Also keep in mind that a unit's next turn will not come any faster if you don't take an action on the bonus turn from Initiative.

**Wild Card: Spade**'s chance to cause debuffs is unaffected by  Malice.

**Wild Card: Club** and **Wild Card: Heart** cannot **Crit** even with **Boon** or the **Versatile** passive. Source

**Quicken** will inflict 2 rounds of **Exhaust** on the target, preventing them from getting further extra turns.

**Fleet of Foot** will not trigger if the buff is already active, even if the attack would inflict **Root**.
Cadaver

Signature Ability | Fetid Touch

An animated corpse forced back to life by dark magic.

## Statistics

**Move**: 2
**Jump**: 3

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

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

Immunity to **Bleed**, **Poison**, and **Sleep**.

Elemental resistance varies by Monster Tier.

See the Bzil Class section for details on the abilities.

Resistances

Resistances

Resistances

## Spawn Locations

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

* Claret Woods
* Devilsblood Ascent
* Fetid Depths
* Gelligh
* Godstear Wastes
* Phougamouth Bogs
* Restful Stones
* Screwworm Swamp

## Bzil Class

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

### Statistics

**Move**: 3
**Jump**: 2

Resistances

**Poison**, **Bleed**, **Sleep** Immunity

### 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.

**Autotomize** can be used multiple times, but the bonuses don't stack. Using it more than once will just cause you to take unnecessary damage.

**Arcane Engine** will cause 10% of overflow healing to be converted into MP.

The chance for **Chilling Touch** To inflict **Slow** is 150%/(n+1) where n is the number of targets of an attack/ability. So, for example, one target would result in a 75% chance to inflict slow, while 2 targets would result in a 50% chance to inflict slow.
Illuster

Illuster is the center of power for the Arbiter's Guild and Immortal Council. It has the typical services offered by cities (a Shop and Guild), but also has a story encounter that takes place later in the game.

## Story Encounter

Level range: 31-38

Rewards Demon Leather, Gold Thread, and  Guardian Sword

This fight pits you against various demons, including an Aeoth. **Holy** damage is recommended, as is teleportation or Jet Boots in order to more easily get units to the ramparts. You will be accompanied by "Guardsman," a Templar/Duelist with a Guardian Sword equipped. If kept alive at the end of the encounter, you will receive an additional 100 AP. He has very high defenses and is unlikely to get himself killed, so you shouldn't need to focus too much on keeping him alive. Since you are up against Malcubi and Archafflictors, **Barrier** and/or immunity to Debuffs is also helpful.
Poaching

Poaching allows additional crafting components to be gathered when landing a killing blow using particular abilities. The following abilities allow you to poach:

 **Collect Trophy** | Bounty Hunter | Yields a rare component against any enemy if it lands a kill.

Boss enemies cannot be poached, nor can spawned enemy (such as Cadavers spawned with Reanimate, or Tangrels spawned in the Occul Riverbed story mission).

## Poaching Groups

Most Classes and Monsters belong to one of three distinct Poaching Groups. This group determines which component will be awarded when successfully poaching an enemy. If a class or monster is not listed in any of the poaching groups, it will use the **Default** group instead. Bzil count as the monster of their primary class.

## Poaching Tables

The components received from poaching depend not only on the enemy being poached, but how far along in the story you are. An exception to this is the Ancient Path poaching table, which is only used in the 7 Ancient Path maps. If a unit being poached belongs to multiple entries in a table, it will use the most specific one. For example, Date Tsunymphite would be used over Pektite, which would be used over Caster if you're poaching a Date Tsunymphite.

Note: Despite having an entry in these tables, most Zotzits cannot actually be poached, as they count as "spawned enemies." The only zotzits that can be poached are the 3 Zotzits in a patrol in The Gauntlet, and Bzil with Zotzit as their primary class.

### Ancient Path

Note: This table is only used for Ancient Path maps. On any other maps, use the previous table.
Assassin

Starting Ability
 Passive #1
 Passive #2
 Counter
 Movement

Trained for morally questionable endeavors, **Assassins** have numerous creative methods for neutralizing their target. Even when they aren't striking from the shadows, their ability to wield two weapons makes them formidable foes.

## Notes

**Assassinate** is not affected by facing. It will deal the same amount of damage whether it hits from the front, sides, or back.

**Sabotage** cannot miss, and will not trigger counter abilities.

### Dual Wield Notes

When making a **Regular Attack**, both weapons will be used in the attack.

When using an **Ability** which "Does a Regular Attack", both weapons will be used in the attack. For example:  Infused Edge,  Counterattack,  Counter: Pounce, or  One for All.

When using an **Ability** which "Counts as a Regular Attack", the second weapon will not be used. However, the offhand weapon's "on-hit" effects will still apply. For example: many Fellblade abilities,  Dirty Hit,  Arterial Cut, or  Shadowstrike.
Talking Skull

The **Talking Skull** (unlocked with the Stranger Sins DLC) is located east of the village. It is a Tavern that you build and own. It is also a front to provide cover for the unearthing of an ancient machine and shows you images of the past. You can sell drinks and hold events which allow you to also sell food.

The Barman, who is inhabited by the ghost named Yorick, is located behind the bar. He sells drinks and food to the patrons of your establishment. He has an accessible inventory in which you can place food to sell during events.

The cellar is located behind the bar, in the basement of the tavern.

## Tavern Quality

The higher your Tavern Quality  the more patrons will visit your tavern. The tavern can be upgraded to a maximum of 81.

## Cabinet with Artifacts

You can place the artifacts you gain during your quests once you have used them in the machine in the cellar.

## Tavern Furniture

 Tavern Table
 Tavern Table II
 Rat race table

## Tavern Upgrade

To upgrade the tavern you need to progress through the cabinet with artifacts. You need to speak with Adam to get the Clay Shards and he will give you the quest to upgrade your tavern.

The upgraded tavern comes with a 10% "Tavern upgrade bonus" on any alcohol sold and allows you to build the rat race event, once the quest line is far enough along, and more tables to increase your .

The upgrade comes with two additional Spaces for Tavern Tables and three spots for Tavern Barrels, one of the Tavern Barrels is included in the upgrade.
On the Switch, there is a known glitch where the upgrade does not provide the additional spaces for two new Tavern Tables. This glitch usually resolves through restarting the game.

## Selling Drinks

Any acceptable beverages, that are stored in either the chest or the box racks in the cellar, will gradually be sold to patrons of the tavern. A sale is made every ~1:07 (or ~7 sales per in-game day), with each sold beverage generating a respective amount of money and 0.065. Each sale consumes multiple beverages, the number of which is dependent on the tavern quality, the maximum being 12x requiring at least 77,

## Trade Report

The trade report details the money and  you've earned selling your drinks during the day and food during events.

## Tavern Events

Once you unlock the events, via tavern upgrades and progress along the quest line, you can hold events at the tavern after you earn enough  Tavern reputation. Events allow you to sell food and drinks. There are four events to run. Each event has special food requirements to make your patrons happy. There are achievements for each event that can be unlocked by running an event with a high amount of happiness.

Before you begin an event, all the consumables you wish to sell must be in the Barman's inventory, which you can fill by speaking to him or by preparing food items at the Professional Kitchen or the Professional Oven in the  tavern's cellar.

The number of items sold = Tavern Quality  x 2

## Event Food and Drinks

* Graveyard Fest
* Comedy Standup
* Ms. Charm's Song
* Rat Races
Story

*Fell Seal: Arbiter's Mark* takes place after newfound order in a destroyed and chaotic world. Order was established by the Immortals, who formed a Council as a world governing body to enforce peace and stability and prevent war.

The Immortals use their Arbiters, mortal agents, to guard over the land and people against day-to-day dangers like bandits, monsters, and corrupt officials.

Fell Seal follows one specific Arbiter who uncovers internal corruption and seeks to prevent it from completely destabilizing the system and world.

## Story Encounters

The story of Fell Seal is progressed linearly by completing Story Encounters - one-time encounters faced by Kyrie and her squad - in various Locations in the world of Teora. Throughout most of the game, Kyrie's main objective is to complete the Marked Pilgrimage, which requires her to visit the 5 temples across Teora and interact with the relics inside.

The page will split up the game by chapters that correspond to reaching each of the temples.

**Spoiler Warning:** The Notes column contains information on when party members join or leave the party and references boss battles. If you want an entirely spoiler-free experience, it is recommended not to read this page.

### Chapter 1

This story begins with the start of the Marked Pilgrimage, and Kyrie's reluctant involvement due to her pursuit of Lord Alphonse. This first chapter ends with her arrival at the first temple in the Highlands.

### Chapter 2

Kyrie encounters the necromancer Yates and bounty hunter Katja as well as the mysterious organization, **Sigil**, which is trying to disrupt the Marked Pilgrimage. This chapter ends when Kyrie reaches the second temple in the Thespeiran Jungle.

### Chapter 3

Kyrie continues the Pilgrimage to the Bzil lands where the third temple resides. She eventually comes face-to-face with Raife, the enigmatic leader of Sigil.

### Chapter 4

Kyrie fights her way to the Kawalands where the fourth temple is located. She begins to uncover a sinister plot within the ranks of the Immortals.

### Chapter 5

Kyrie must rush back to Illuster, the city where her journey began and location of the final temple. To get there, she must fight her way through demons and warring Immortals.

### Chapter 6

The Maw has been unleashed on Teora and it falls to Kyrie and her Arbiters to seal the beast for good.

## Side Encounters

The following optional story encounters can also be fought, but they are not required to complete the game.
Mastery Bonus

When a character has unlocked every ability in a Class, they gain a permanent bonus to their stats called a **Mastery Bonus**. These bonuses stack and remain active even if the character switches to a different class.

Enemy units can also receive mastery bonuses for the main class and subclass if they have all the abilities unlocked. They will never have the mastery bonuses of other classes.

## Base Classes

The 20 base human classes provide the following bonuses when mastered:

## Badge Classes

The badge classes provide the following bonuses when mastered. Note: Story characters cannot receive these mastery bonuses due to not being able to use badge classes. Lord and Princess have a single entry because they share the same bonuses and are mutually exclusive due to the gender restrictions.

## DLC Classes

These human classes require Missions and Monsters and can be obtained by all human characters, generics and story.

## Story Classes

The story characters' unique classes offer the below bonuses when mastered. These bonuses are comparatively larger due to story characters not having access to badge classes.

## Bzil Classes

Bzaro receives the below bonuses for each Bzil class that he masters.

## Monster Classes

In Missions and Monsters, monsters gain a mastery bonus for fully unlocking their base class. Naturally, that means these bonuses are mutually exclusive.

## Variants

Each Variant provides a mastery bonus when all abilities are unlocked. Requires Missions and Monsters.
Drakesmouth Seaway

## Story Encounter

Level Range: 21-26

Reward: Angel Tears, Stonebrand

This encounter is against several monsters in relatively close-quarters. This will be the first encounter where you fight Bulldrakes. Keep in mind that if a Bulldrake starts its turn with the **Sleep** condition, it will deal elemental damage to all of your units at the start of its turn. Many (but not all) of the monsters in this encounter will be vulnerable to **Thunder** damage, so it may be a good idea to bring a caster with that element.

## Monster Spawns

* Arpia
* Bulldrake
* Pektite
* Rakkerjak
* Knifer
Sylvan

Requirements | Monster 5  Complete Mission "Who Haunts These Woods?"

Natural extracts have empowered these woodland **Monsters** with potent healing powers.

## Required For

Mystic requires 3 levels of **Sylvan** as well as 4 levels of Guard

Thorned requires 3 levels of **Sylvan** as well as 3 levels of Guard and a Thorn Serum.
Feral

Requirements | Monster 6  Claw Serum

These **Monsters** may have once been tame, but now they have fully embraced their wild side. Their vicious claws are capable of inflicting devastating attacks.

## Notes

**Vicious Criticals**'s description is a bit wordy - what it means is that if your character is capable of their skills/spell critting (i.e. they have the **Versatile** passive from Fellblade or Niwot), their critical hit chance will increase by 10% in addition to all Critical Hits inflicting Bleed and Poison.

## Required For

Horned requires 4 levels of **Feral**.

Speedy requires 3 levels of **Feral**.
Missions and Monsters

**Missions and Monsters** is the first DLC for Fell Seal: Arbiter's Mark. It releases June 23rd, 2020 on all platforms. The DLC features a monster taming system, missions for your roster to complete, plenty of additional combat encounters, and a plethora of new equipment, abilities, and other customization options for your units.

## Monsters

In Missions and Monsters, many Monsters encountered throughout the game can be tamed to add to your unit roster. Unlike in the base game, monsters will have access to over 20 Variants, each of which has its own abilities, passives, and counters. A monster can have up to 2 variants equipped at once, adding a huge amount of customization to both enemy and allied monsters. In addition to gameplay customization, each variant makes visual changes to the monster, with players being able to mix and match their favorite visuals for their monsters in the Guild.

In addition, two entirely new Monsters were added: Draekon and Knifer.

## Missions and Upgrades

The Guild in each town now has additional functionality, with players being able to send their recruits off on Missions to solve problems across Teora. Missions take place in the background in real-time, and when completed, award participating units with various rewards such as gold, crafting materials, AP, EXP, or even new equipment. A new currency, **Influence Points** (IP), can be earned for completing missions, which ties into a new Guild Upgrade System. Guild Upgrades are permanent upgrades that can be applied to regions of the map. For example, an upgrade can increase the amount of AP earned in missions, increase the encounter rate of Zotzits, or provide swimming to units patrolling maps in the region.

## Hunts and Large Battles

Hunts are dangerous encounters that can be discovered through missions. The target of hunts are powerful monsters that have abilities and stats beyond the level of standard monsters encountered throughout the game. Completing a hunt is worth the challenge, however, as unique and powerful gear is rewarded for your efforts. In addition to hunts, several Large Battles have been added that allow you to field up to 9 units to take on the enemies. New maps are added as part of the DLC to support both Hunts and Large Battles, and some existing locations such as Port Grendel and Fenfjord have been given battle maps and encounters to round out the world map.

## Classes and Equipment

Monsters aren't the only ones receiving new customization options. 3 new human Classes are added in this DLC: The Samurai, Wrangler, and Beastmaster, each with their own unique abilities and playstyle. In addition to these classes, your units will be able to discover new Weapons, Armor, and Accessories that open up new strategies and combinations to help face the new challenges in Missions & Monsters. New visual customization options are also available, such as new hats and outfits.
Crafting

**Crafting** allows you to create new items, as well as upgrade your Consumables and unlock Gadgeteer abilities. Crafting can be accessed from the troops menu.

## Components

Crafting components have a chance to drop from defeated enemies. In addition, they can also be awarded at the end of an encounter, or found in Gathering spots on particular maps. A number of abilities can help you acquire even more crafting components:

 **Collect Trophy** | Bounty Hunter | Yields a rare component against any enemy if it lands a kill.

For more details on the last 3 abilities in the table, see the poaching page. Many components will not drop until you have reached a certain point in the story.

## Consumables

*Main article:* Consumables

Consumables can be upgraded through crafting, and new ones can be unlocked. If the list below does not include a Tier 1 version, that means it is unlocked automatically at the start of the game.

## Equipment

New Weapons, Armor, and Accessories can be created through crafting. Crafting equipment adds a single copy of it to your inventory. You can craft the same equipment multiples times (although the Ancient Locket can only be crafted once due to having a unique crafting component).

## Gadgets

Crafting a gadget unlocks it as an ability for all of your Gadgeteers.

Note: Gadgets marked with an asterisk (\*) can also be found in a Treasure Chest. As a result, you may want to hold off on crafting them to save components.

## Badges

*Main article:* Badges

Crafting a badge allows a non-story character to use it to unlock a badge class, provided they meet all the other requirements. Badges can be crafted any number of times.

 Bone Crest | Vessel | 1x Meteorite, 1x Dark Core
Kyrie

Kyrie is the protagonist of Fell Seal: Arbiter's Mark.

## Recruiting

Kyrie is automatically recruited at the start of the game, as a level 2 Mercenary/Mender with Field Aid unlocked.

After the story encounter in Gyaum Tor, Kyrie will gain access to her unique Marked class.

After the story encounter in Mountain Temple, Kyrie gains access to the **Penumbral Mastery** Passive ability. She will still need to equip it, just like any other passive ability, in order to benefit from its effects.

## Equipment and Stats

Kyrie begins the game equipped with an Axe, Buckler, Fur Cap, and Traveler Garb.

Kyrie's bonus stats are +1 ATK, +15 MND, +6 RES, +1 SPD, +8 MP. Her bonus stats increase after completing the story missions in Highlands Temple, Jungle Temple, and the Desert Temple, ending with total bonus stats of +1 ATK, +19 MND, +10 RES, +4 SPD, +8MP. These bonuses are retained if Kyrie's level is reset.

## Kyrie Never Falls

Unlike every other character, Kyrie cannot suffer from Injuries if she dies in combat. It's still a good idea to keep her alive, because in any story mission Kyrie is deployed in, the entire group will gain a 10% bonus to AP listed as **Kyrie Never Falls** if she is never killed. Note that if she is killed while under the **Rebirth** effect, you still qualify for the bonus.

## Trivia

Kyrie's portrait and sprite will change after unlocking her Marked class.
Flesh

**Flesh** is a body part that can be extracted from a corpse at the autopsy table. Upon removal, it has the effect of removing one White Skull . In addition, similar to most other anatomy and theology items, it can be studied at the Study table for a  reward. For more information, see corpses.

## Study

 **20** |  1×Faith 1×Science | **-5** | Not decomposable
Achievements

**Achievements** for *Fell Seal: Arbiter's Mark*.

## Standard Achievements

These achievements' descriptions are always available and do not contain spoilers.

For **Master Smith**, any weapon requiring an Adamant Ingot or Godwood counts as a final-tier Weapon.

**Master of Secrets** and **Master of All** don't need the requirements met on a single character. As long as all the classes are mastered among all your recruits, you will get the achievement.

## Hidden Achievements

The description for these achievements are hidden until you unlock them. The descriptions below contain spoilers.

**Final Metamorphosis** requires all Monster Classes other than Mummified to be mastered by Bzaro.

## Missions and Monsters Achievements

These achievements require the Missions and Monsters DLC.
Bzzerk

Signature Ability | Siege Ram

A raging armored insect. Normally a slow, lumbering beast... until it charges.

## Statistics

**Move**: 2
**Jump**: 3

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

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

Immunity to **Root**

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 Bzzerks in their patrols.

* Ancient Tomb
* Baaz Island
* Caravan Trail
* Decaying Depths
* Iirzk'tara Gorge
* Kapawka Jungle
* The Arena
* Zzakander Spires

## Bzil Class

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

### Statistics

**Move**: 2
**Jump**: 3

Resistances

**Root** Immunity
Plague Doctor

Starting Ability
 Passive #1
 Passive #2
 Counter
 Movement
 Equipment

## Class Description

Learned and versatile surgeons who put their knowledge of medicine to great use. But they are also pragmatists and have no qualms with using that knowledge with harmful intent.

## Notes

**Permanence** does not work on the **Exhaust**, **Focus**, or **Boon** conditions.

## Required For

* Warmage requires 3 levels of **Plague Doctor** and 4 levels of Fellblade.
* Lich requires 4 levels of **Plague Doctor**, 6 levels of Sorcerer, and a Phylactery
Story Chapters

Completing **Story** missions will have several effects:

* Increase the quality of enemy items
* Change the level range of Patrol maps

Internally, this progression is tracked by your **Scene** (shown when viewing your save files). Roughly every story battle/event increases this number by 1.

## Enemy Item Quality

**Tier** corresponds to the `tier` XML attribute in Accessories.xml, Armors.xml, and Weapons.xml. The table below uses  Swords as an example.

For example, tier 1 gear is used from Scene 0 to 4.

Tier 9 is the last purchasable tier. Some items in the xml files are marked as tier '999', which means 'non-purchasable'. For example,  Phoenix Band, despite the fact you can get multiple of them. There is also a tier '1000', which are items that enemies can't spawn with even if unique items are enabled. For example, the  Soul Eater.

In several cases the scene which corresponds to an enemy tier increase is not a shop. This means enemies have access to a new gear tier, but the player has not yet been able to purchase it. You can get the new tier of gear from random drops, but can't yet buy it en masse.

## Chapters

The story is internally split into chapters. Patrols use the chapter number as a gating system when generating enemies (max levels, etc). Roughly speaking, each sealed temple visited unlocks the next chapter.

 999 | Chapter 6 (After ending information is revealed)

For example, Chapter 0 will last until Scene 11, inclusively.

## Default Level Range

Default level range when not otherwise specified
Therva

Signature Ability | Zohl Beam

A distant relative of dragons, this swift creature steals magical energy from others and uses it against them.

## Statistics

**Move**: 5
**Jump**: 6

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

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

Resistances

## Monster Tiers

All tiers have the same elemental resistances. See the Monster Class section for details on the abilities.

### Therva (Tier 1)

* **Active Abilities:** Zohl Beam
* **Passive Abilities:** Focused Rage
* **Counter Ability:** None

### Zohlamander (Tier 2)

* **Active Abilities:** Zohl Beam, Throat Jab
* **Passive Abilities:** Focused Rage, Perfect Focus
* **Counter Ability:** Absorb Mana

### Dwimera (Tier 2)

* **Active Abilities:** Zohl Beam, Throat Jab, Purge, Zohl Heal
* **Passive Abilities:** Focused Rage, Perfect Focus
* **Counter Ability:** Absorb Mana

## Spawn Locations

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

* Azure Fields
* Bardvig Aqueduct
* Claret Woods
* Godstear Wastes
* Iirzk'tara Gorge
* Kapawka Jungle
* Oldebzar
* The Arena
* The Resting Giants

## Bzil Class

This version of Therva is used for Bzaro and enemy Bzil. Bzaro starts with this class already unlocked.

### Statistics

**Move**: 5
**Jump**: 6

Resistances
Raife

Raife is the enigmatic leader of Sigil and Marked candidate for the Pilgrimage. His true name is **Clyde** - a former Arbiter Captain who vanished after his parter **Sylvia** went missing.

## Mountain Temple Encounter

Raife is first fought in the Mountain Temple story encounter. In this fight, he is a Marked/Warmage with every skill unlocked from Warmage, and all non-holy skills unlocked from Marked. His passives are **Execute**, **Avenger** , **Economy**, and **Cleave** with **Absorb Mana** as his counter. He has an Enhancer as his weapon, and also has Darksilk Robe, Arbiter Helm, Arbiter Shield, Ruby Earring, and Hover Boots equipped.

His passives make him an offensive powerhouse with the ability to deal massive amounts of damage using **Infused Edge** + Elemental Bursts. Cleave grants him the ability to take a turn whenever he scores a kill, so it's important not to leave vulnerable units near him if it can be avoided. His equipment gives him immunity to most Debuffs and the Hover Boots prevent quick kills from lava.

## Immortal Council Chambers Encounter

In the first story encounter in Immortal Council Chambers, Raife is fought as a Marked/Wizard and the same equipment as in the previous encounter. His Absorb Mana counter is replaced with **Slow**. After defeating him, he will be a temporary ally in the following story encounter, fully controllable by the player. He is not essential, so the encounter will continue even if he dies.

## Mount Nervanzer Encounter

The third and final time you encounter Raife is on the Mount Nervanzer map. He is once again a Marked/Warmage, but will have access to every Marked ability, including the holy ones.
Mana Points

Mana Points (or MP) are a resource required to cast various spell and abilities in Fell Seal: Arbiter's Mark

## Gaining MP

Unlike many RPGs, characters start with 0 MP at the beginning of battle, which is replenished over time. At the beginning of each character's turn, they will gain 10 MP, up to their maximum MP.

In addition to naturally gaining MP each turn, there are several abilities and effects that can grant additional MP.

While it doesn't directly provide MP, the **Economy** passive ability from Sorcerer and Archafflictor is notable for reducing the mana cost of all active abilities by 1/3, which can greatly assist with using abilities with a high MP cost.

## Draining MP

A few abilities are also capable of draining a target's MP, and restoring it to the caster. These abilities cannot drain more MP than the target has, so avoid using these abilities on targets with little to no MP left.

 **Ravenous Soul** | Mummified | Deals 0.75x **Magical** (MND) damage to the target's **HP** and **MP** and absorbs it.

The **Mana Burn** passive ability from Malcubus is also capable to dealing damage to an opponent's MP, but unlike the above abilities, it will not restore any MP to the caster.
Daodrenner

Signature Ability | Holy Chant

Fierce and wild, these graceful beasts protect the forest and all its denizens.

## Statistics

**Move**: 5
**Jump**: 6

**Crit**: 4% **EVA** varies by monster tier

**Regular Attack** has range 1, Vert. 4

Elemental resistance varies by Monster Tier.

See the Monster Class section for details on the abilities.

**EVA**: 6%

Resistances

**EVA**: 8%

Resistances

**EVA**: 11%

Resistances

## Spawn Locations

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

* Alpine Woods
* Caravan Trail
* Claret Woods
* Ekhidna Falls
* Gelligh Foothills
* Gyaum Tor
* Mount Nervanzer
* Strangled Cove
* The Arena
* The Highlands
* Timber Road

## Bzil Class

This version of Daodrenner is used for Bzaro and enemy Bzil. Bzaro starts with this class already unlocked.

### Statistics

**Move**: 5
**Jump**: 6

Resistances
Fenfjord

Fenfjord is a coastal town that becomes available shortly after the third temple. It has a Shop and Guild services available, but does not contain any encounters or patrols in the base game.

## Patrols

With the Missions and Monsters DLC, this location becomes available for patrol.

## Monster Spawns

* Blardger
* Kawa
* Rakkerjak
* Vangal
Anatomist

Starting Ability
 Passive #1
 Passive #2
 Counter
 Movement
 Equipment

## Description

*"One who has devoted all their efforts in the pursuit of knowledge about death and how to overcome it. They are adept both at healing and harming"'* *- In-Game Description*

## Notes

**Pain Points** applies to all attacks, not just abilities like the wording suggests.

**Reanimate** will summon a Tier 1 Cadaver. At level 50, it will summon a Tier 2 Cadaver (Rancorpse) and at level 80, it will summon a Tier 3 Cadaver (Manananggal). Tier 2 and Tier 3 Cadavers will have **Poison** as their counter instead of Critical:Rebirth. The summoned unit is controlled by the AI.