recursal/Fanatic-Fandom huggingface dataset:
Bandit Kawa

Signature Ability | Escape

A mischievous Kawa that has amassed a sizable treasure. Cowardly at heart, it will try to escape to prevent anyone else from nabbing its ill-gotten gains.

## Spawn Locations

A Bandit Kawa is guaranteed to spawn in the Azure Fields story mission. After that, Bandit Kawas have a chance to appear in any patrol (other than The Crossroads, Timber Road, Gyaum Tor, and Alpine Woods), with the chance increasing for each patrol you complete without encountering one.

## Statistics

**Move**: 2
**Jump**: 10
**Swim**

Resistances

**Sleep**, **Charm**, **Berserk** Immunity

## Behavior

When a Bandit Kawa spawns, it will always be 7 to 9 squares away from a deployment zone square. A Bandit Kawa will use **Escape** on its 4th turn, causing it to leave the battlefield permanently. Due to its Debuff immunities, there is no way to prevent the Bandit Kawa from escaping other than killing it before its 4th turn. Unlike regular Kawa, the Bandit Kawa will not use items and prefers buffing its allies to attacking. When it moves, it tries to get as far away as possible from any enemies, potentially making it difficult to corner.

## Strategy

Due to the Bandit Kawa's impressive Elemental resistances, it is recommended to use **Physical** or Non-Elemental damage to take it down. Ranged weapons are useful since the bandit generally will not be in melee range on the first turn. Although the Bandit Kawa has the **Fleet of Foot** counter, he can still be rooted. He will not trigger the counter if he already has the Fleet of Foot buff on, so if you have access to **Root**, try to inflict it **after** the bandit has already has the Fleet of Foot buff. Some class-specific abilities are also very useful for taking down the Bandit Kawa before he flees:

* **Initiative** from Gambler gives you a bonus turn at the start of the fight. This is especially useful on units with ranged weapons that can attack the Bandit Kawa immediately.
* **Mana Expert** from Gadgeteer jump starts your MP, so that you can use high damage abilities like **Sniper Shot** or **Blood Trophy** earlier in the fight.
* **Sabotage** from Assassin can forcefully move the Bandit Kawa closer to your units, possibly even putting him within melee range. On maps with Lava, you can combine Sabotage with Hover Boots to instantly kill the Bandit Kawa.

## Notable Loot

Defeating a Bandit Kawa rewards 2-4 items, comprised of Crafting components and weapons, including weapons which are not normally available at the current chapter of the story. Henge Fragment 1 can also drop, with the chance increasing the further along in the story you are. Bandit Kawas also have a chance to drop the Bandit's Glove accessory, which cannot be purchased or crafted. One of the components they can drop is **Gold Thread** which is used to craft high-end accessories.

## Notes

The Bandit Kawa does not drop any Kawa Essences for the Kawa Monster Class.
Marked

Starting Ability
 Passive #1
 Passive #2
 Counter
 Movement

One who has been selected as a candidate for the title of Immortal. Their power raises as they draw energy from each Relic in the land.

## Notes

This class becomes available for Kyrie after the story encounter in Gyaum Tor.

Other than **Wrathful Blow**, all Marked abilities ignore facing rules and deal the same damage from the front, side, or back.

**Avenger** will take effect even if a killed ally is later revived (unless the revive was from **Rebirth**).
Command Rank

**Command Rank**: Command Rank persists across all modes and all characters played. Every Competitive match (excluding bots) and Story episode grants XP towards your player Command Rank. Rising through the ranks will unlock Heroes, new Gear options, Titles, and more – all the way to Command Rank 100.
Bzaro

Unique Class | All Monster Classes

## Recruiting

In order to unlock Bzaro, you must first complete the story mission in Oldebzar. This will add Restful Stones to the map; completing its story mission will add Bzaro to your roster. It is important to complete this mission before the story mission in Cataracta Citadel. This will prevent the encounter in Restful Stones from being completed, which will permanently lock you out of recruiting Bzaro. Since Bzaro is required for unlocking all 4 Henge Fragments, this will also prevent you from recruiting a Secret Character and getting both of the game's 2 endings.

## Bzil Classes

As a Bzil, Bzaro is only able to use Bzil Classes. He begins with Vangal, Therva, and Daodrenner unlocked, and must collect monster essences to unlock all of the others. Monster essences are awarded for every monster killed in a battle Bzaro was deployed in. It is not required for Bzaro to make the kill or even be alive at the time. Essences are awarded after the battle, 1 per monster tier (a tier 2 monster will give 2 essences, etc). This means a battle with fewer than 5 monsters can, and often will, still yield the full 5 essences to unlock a monster class. Killing enemy Bzil will also award 1 essence based on their primary monster class. Gathering monster essence for a monster class Bzaro has already unlocked gives him bonus AP in that class.

Bzaro's stats are solely based on his level and current primary class. This makes Bzaro especially versatile compared to human characters who have specific stat growths for each class. Because of this, there is no point in resetting his level to 1 at the Guild (although the game still lets you do so if you wish).

With Missions and Monsters installed, Bzaro also gains Vicarious AP from monsters - each monster gives a portion of their AP earned to the corresponding Bzil class. In addition, Bzaro can also gain access to the Victory Dance passive after completing a specific chain of Missions in the guild. Bzaro will similarly receive 15% of AP earned by monsters from Missions.

## Trivia

Many cutscenes in the game can change based on whether or not you have recruited Bzaro. To see the most potential dialogue with him, you may want to consider immediately doing the Restful Stones story mission when it is available.
Obelisk

There are eight **Obelisk Clues** scattered throughout the game world. Each is a piece of a larger puzzle.

## Step 1: Gather Clues

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

## Step 2: Get Loot

The obelisk clues, if examined in key items, are simply written in reverse. Deciphering the clues reveals the following text:

"To those seeking access to the treasures of our old clan, make your way to the site of our most glorious and fated battle. 13 days it lasted and a mighty struggle it was, leaving the fields barren and sulfurous. Once the trip made, take your feet to the twin coordinates therein. Use our treasure wisely, that no 13 others have to suffer our fate."

Go to Godstear Wastes. Have a unit stand on coordinates (13,13) and they will have a special prompt to get the treasure. Keep in mind you must gather all 8 Obelisk Clues first - the prompt will not be available otherwise.

Rewards  Cap of Ages,  Phoenix Band,  Reaper, Dormant Crystal,  Coronal Plume, Dark Core, and Adamant Ingot.
Consumables

Consumables are re-usable items that replenish after each battle. All characters can use a consumable as an action from a shared pool. Consumables can be upgraded and new ones can be created through Crafting.

## Enemy Consumables

Human and Bzil enemies can use consumables, although certain difficulty settings can limit or completely prevent their use. The higher the enemy level is, the more items they'll have available and the stronger those items will be. Enemy units have a finite stock, just like the player, and the **Steal Item** ability from Scoundrels can be used to transfer consumables from the enemy stock to yours (or the other way around if used by the enemy).

Most monsters are unable to use consumables, but the following can:

* Arpia
* Kawa
* Blardger
* Malcubus
* Archafflictor

If Missions and Monsters is installed, any monster with the Deft variant can use Consumables. The monsters listed above will, by default, spawn with Deft.

## Notes

Consumables can never **Crit**, even with the **Boon** buff or **Versatile** passive ability. Their damage/healing is fixed and will not be modified by passive abilities that increase or decrease damage/healing (with the exception of Item Potency). The Item Potency passive ability will double the effect of any item with a numerical effect (including the % of max HP Phoenix Ashes will revive a target with).

The Throwing Glove increases the range of all consumables by 1. The effect stacks if you have more than one equipped.

Peddlers can use the ability **Patented Usage** to use any item other than Phoenix Ashes or Mana Stones in a cross-shaped AoE.
Classes

There are a variety of **classes** that the player can play as in *Fell Seal: Arbiter's Mark*. Every class comes with two passive abilities and one counter ability (trigger when the character is attacked in certain manner) that can be learned with AP.

A character can have a main class, which decides the equipment they can equip, giving access to the abilities of the class, as well as bringing the passive abilities of the class. In addition, a character can have a subclass (allowing the character to use more abilities), two extra passive abilities, and one counter ability which they have learned from some class. Learning every ability in a class grants a Mastery Bonus - a small stat bonus that permanently affects the character.

A list of all classes together with their stats can be found in Stats comparison, including (spoiler alert) those restricted to story characters or only available in late-game.

## Base Classes

Base classes are classes available to all human units, including story characters and units hired through the Guild in any city. Mender and Mercenary are the only base classes accessible by everyone. All the rest require certain job requirements to be met before they can be unlocked.

Job requirements do not need to be met for Guild recruits - as long as at least one of your characters has unlocked the Base Class in question, you can recruit a guild character into that class and can always switch to and from that class even if they do not meet the requirements.

## DLC Classes

Missions and Monsters adds 3 new classes for human characters. These new classes can be equipped by generics as well as Story Characters. In addition to owning the DLC and meeting the class prerequisites, you must unlock the classes from a Guild Mission.

## Badge Classes

Badge classes can only be used by **non-story** characters recruited through the Guild. In addition to class requirements, each class requires a badge to unlock. See Badges for more details.

## Story Classes

Each story class can only be accessed by a single story character. Some story characters start with their unique class unlocked, while others must unlock it later in the game.

This list has spoilers regarding recruitable characters.

## Bzil Classes

These classes can only be used by Bzaro and enemy Bzil. Other than Therva, Daodrenner, and Vangal, which are unlocked automatically, each monster class requires gathering 5 essences to unlock. Essences are gathered by defeating monsters with Bzaro in the party. You gain 1 essence per tier of each enemy you defeat.

* Bzzerk
* Blardger
* Bulldrake
* Daodrenner
* Kawa
* Rakkerjak
* Therva
* Vangal
* Zotzit
* Cadaver
* Arpia
* Pektite
* Archafflictor
* Malcubus
* Helhund
* Niwot
* Ercinee
* Harvester
* Tangrel
* Mummified
* Draekon (Missions and Monsters)
* Knifer (Missions and Monsters)
Harvester

Signature Ability | Barbed Blades

A blade-swathed demon that revels in the hunt.

## Statistics

**Move**: 4
**Jump**: 5

**Crit**: 5% **EVA**: 1%

**Regular Attack** has range 1-2, Vert. 5

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 Harvesters 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 Harvesters.

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

## Bzil Class

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

A quick way to obtain the necessary essences is to bring him to the Desert Temple (assuming you haven't finished it yet) with enemies set to elite, which allows enough Harvesters to spawn for you to unlock the class immediately.

### Statistics

**Move**: 4
**Jump**: 5

**Regular Attack** has range 1-2, Vert. 5

Resistances
Screwworm Swamp

**Screwworm Swamp** is the second map of the Ancient Path.

To complete the mission, move your whole squad to the escape zone. Note that endless reinforcements of zombies will arrive; however, the zombies can't swim, so can be dispatched quite efficiently with various forced-movement skills such as Forceful Strike, Boomerang Bounce, and Sabotage.

## Monster Spawns

* Archafflictor
* Bulldrake
* Cadaver
* Harvester
* Kawa
* Malcubus
* Vangal
Kairu

## Recruiting

In order to unlock Kairu, you must first obtain all 4 Henge Fragments. After doing that, travel to Lodestarhenge, which is located near the first temple. This will begin a battle in which both Kyrie and Kairu must survive. The enemies are comprised of Harvesters, Malcubi, and Archafflictors, so it is recommended to bring Holy elemental abilities and ways of clearing Debuffs.

Kairu has access to the **Stampede** passive ability after being recruited. He still needs to equip it in one of his 2 passive ability slots to gain the benefits.

## Equipment and Stats

Kairu comes equipped with an Enhancer, Aegis Shield, Black Hat, Royal Armor, Wayfarer Treads, and Sapphire Earrings.

Kairu's primary class is his unique story class, The Exiled with Mender being his starting subclass. He only has Leap and Water I unlocked, but he begins with over half of the Mender skill tree unlocked. When recruited, he will also have additional AP to spend in every class based on how much AP your highest level units have in those classes. Kairu's bonus stats are +8 MND and +4 SPD. These stats are retained if Kairu's level is reset.

## 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.
Ancient Tomb

The **Ancient Tomb** is the final map of the Ancient Path.

## Story Mission

Level Range: 48-99
Reward: Energized Crystal, Dormant Crystal, Coronal Plume, Dark Core.

Completing the mission requires killing Quarta. Enemies will continually spawn from the bottom of the map, making it a good idea to take out the boss.

Roughly speaking, you have two options: go for a quick kill by dogpiling the boss, or stay near your start location and play it safe, cleaning out the minions first. Note that the boss has some abilities that greatly reward her getting kills - she will raise defeated characters as new undead. Canopic Jar, her random summon ability, can deal high damage. Curse can Charm your characters, although thankfully requires 12 MP to cast and you should have some good status immunity items crafted by now such as Amethyst Earrings or Malcubus Helm. On the bright side, she lacks any resistance to %HP attacks, so abilities such as Heavy Hit will reduce her HP fast. Quarta has many powerful abilities, but you can prevent her from casting them by attacking her to trigger her Mystic Shield, draining her MP.

If you can get a team member on top of each trapdoor before they open, even one of the trapdoors, you will be at a great advantage. Kyrie's Cleave ability is particularly useful for this if she is able to kill the monster that spawns on top of the lower trapdoor.

Gunner is a handy class for this map, since their Height Advantage passive will nearly always be at maximum effectiveness (barring an unfortunate Arpia Skyjack), and you should have some 10-range Infinity guns for safe sniping. Chivalry's Heavy Hit has a lot of good targets here as well, from the Abyssal Aeoth to the high-HP zombies to the boss herself - note that Heavy Hit works with a gun, too. Mages with Lay Waste casting Holystorm while staying near the start can be handy for whittling the map down and also knocking off the boss's Mystic Shield in the process.

## Monster Spawns

* Arpia
* Bzzerk
* Kawa
* Vangal
* Mummified Bzil

This is the only map for Bzaro to learn the Mummified class on. If you didn't take him to the original battle, more Mummified can be found in patrols.
Mount Nervanzer

Note: this map is referred to as **Mountain03** in `Encounters.txt`.

## Story Mission

Level range: 36-45

Rewards  Shining Mail.

## Patrols

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

 6 | 35 | 75

## Monster Spawns

* Bulldrake
* Daodrenner
* Helhund
* Pektite
* Rakkerjak

## Treasure Chests

*Main article:* Treasure Chests

The Treasure Chest is visually obscured, but does not require any special movement types to access. It can be opened from (4,13).
The Crossroads

## Story Encounter 1

Level range: 1-2

Rewards  Heavy Crossbow.

This encounter is fairly straightforward with the enemies being composed of Mercenaries, Scoundrels, and Vangals. Keep in mind that the vangals in particular are very susceptible to fire damage - you can take advantage of this with your starting wizard. As Reiner points out early in the encounter, an enemy will spawn from the trapdoor. If you have a unit spawning over it before the trapdoor's turn comes (as represented by a clock icon in the initiative bar), the extra enemy spawn will be stopped, and you'll earn an additional 700 GP and 30 AP from the encounter.

## Story Encounter 2

Level range: 30-36

Rewards Diamond Thread and Dark Core.

The second encounter in The Crossroads faces you against all 3 demons: Harvesters, Malcubi, and Archafflictors. All 3 of these monsters are resistant to **Dark**, but weak to **Holy**, so it may be a good idea to bring units that can deal Holy damage, like Templars or Menders. Malcubi and Arachafflictors are also capable of inflicting painful debuffs such as **Charm**, **Sleep**, and **Berserk**, so it may also be a good idea to equip status immunity accessories, or buff your units with **Barrier** at the start of the fight.

## Patrols

*"There used to be travelers sojourning in the area, but frequent marauder attacks have taken their toll on the busy road."'* *- In-Game Description*

The Crossroads has 2 possible patrols. Level range is dependent on which  Chapter of the story you are on. The level range of these patrols will not be adjusted by your current difficulty setting. Furthermore, patrols in this location will never spawn Zotzits or Bandit Kawas.
Katja

Katja is a story character in Fell Seal: Arbiter's Mark. She is a Bounty Hunter and former member of Sigil.

## Recruiting

Katja will originally appear as an enemy on the second story mission in Yates's Cabin. She will have a gun equipped, and begin the encounter by using Sabotage to teleport to the roof. She shows up again as an enemy in Zzakander Spires, this time with daggers equipped.

Katja is recruited automatically after finishing the story encounter in Strangled Cove. She starts with 4/10 skills learned in Bounty Hunter, 7/10 skills learned in Assassin (including **Dual Wield**), 4/10 skills learned in Gambler, 3/11 skills learned in Scoundrel, and 2/10 skills learned in Mercenary. She always has access to the Assassin and Gambler classes, even if she lacks the pre-requisites.

## Equipment and Stats

When recruited, Katja has Longbarrel, Water Shield, Poseur's Hat, Ninja Garb, and Sapphire Earring equipped.

Katja's bonus stats are +3 ATK and -4 MP. These bonus stats are retained if Katja's level is reset.

With Missions and Monsters installed, Katja gains access to the Vicious Criticals passive ability.

## Trivia

The "j" in Katja's name is pronounced like a "y"
Movement

A character's movement information can be seen at the bottom of their character tile. **Move** represents how many spaces a character can move on their turn, while **Jump** represents the maximum vertical distance that character can traverse from one space to another. A higher Jump score also reduces damage a unit takes from falling (such as if they are knocked off a cliff from  Forceful Strike).

## Push (Forced Movement)

Certain abilities can push a character:  Forceful Strike,  Vicious Push,  Boomerang Bounce, and  Springger.

This can have the following additional effects:

* If a unit pushed into a wall or object, they will take additional damage.
* If a unit is pushed into another unit, the target will take additional damage, and the unit being pushed into will take some damage.
* If a unit is pushed off a surface, they will take extra damage if the fall distance is greater than their **Jump** \* 0.75. The further they fall, the more damage they take.
* If a unit is pushed into water, see #Water.
* If a unit is pushed into lava, see #Lava.

## Special Movement Types

Next to Move and Jump, a character may have additional symbols representing one of three special movement types.

### Swim

**Swim**: The character is able to swim, which allows them to move onto water and poisonous water tiles.

While swimming, a character takes 10% more damage, casting healing spells will heal for 10% less health, and deals 10% less damage. With the  Submariner passive ability (Rakkerjak monster class), damage dealt is instead increased by 10%.

While swimming, a character can't open Treasure Chests or  Gather **Components**.

Example sources:  Flippers, many classes have this built-in

### Hover

**Hover** (sometimes referred to as 'Float'): The character is hovering above ground, which allows them to hover over any liquid surface, as well as ignore any ground traps.

Example sources:  Hover Boots,  Bzaro's Pektite, Zotzit, and Archafflictor monster classes

### Fly/Teleport/Burrow

**Fly**: The character is able to displace themselves instantly to their destination, without walking on any tiles in between. This allows them to ignore the heights of tiles, and they won't trigger traps that aren't on the destination itself.

Example sources:  Riftwalkers,  Shadowstep passive,  Bat Form passive,  Bzaro's Arpia, Tangrel, Ercinee, and Malcubus monster classes

## Hazards

### Water

If a character is placed in water (e.g. being pushed into water by  Forceful Strike) without the ability to **Swim** (or **Hover**), they will be killed. A unit killed this way will not trigger **Rebirth**

### Poisonous Water

In addition to being Water (see above), a character ending their turn on a Poisonous Water tile without the ability to **Hover** will gain the **Poison**  debuff, unless they are immune to poison.

### Lava

A character without the ability to **Hover** will be killed if knocked into lava. A unit killed this way will not trigger **Rebirth**
Archafflictor

Signature Ability | Vilerot

A member of the demonic nobility caste that spreads corruption to everything around it.

## Statistics

**Move**: 3
**Jump**: 4
**Hover**

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

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

Immunity to **Poison**, **Berserk**, **Sleep**, **Slow**

Elemental resistance varies by Monster Tier.

## Monster Tiers

See the Monster Class section for details on the abilities.

### Archafflictor (Tier 1)

* **Active Abilities:** Vilerot
* **Passive Abilities:** None
* **Counter Ability:** Adaptive Aegis

Resistances

### Pestilord (Tier 2)

* **Active Abilities:** Vilerot, Miasma, Infestation
* **Passive Abilities:** Plaguebearer
* **Counter Ability:** Adaptive Aegis

Resistances

### Overscourge (Tier 3)

* **Active Abilities:** Vilerot, Miasma, Infestation, Plaguestorm
* **Passive Abilities:** Plaguebearer, Economy
* **Counter Ability:** Adaptive Aegis

Resistances

## Spawn Locations

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

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

## Bzil Class

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

### Statistics

**Move**: 3
**Jump**: 4
**Hover**

Resistances

**Poison**, **Sleep**, **Berserk**, **Slow** Immunity
Princess

Starting Ability
 Passive #1
 Passive #2
 Counter
 Movement

## Class Description

Ordained with the right to rule, the noble Princess draws upon great holy and restorative power for her spells

## Ability Interactions

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.

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

## Unlocked By

In addition to class requirements, a Badge:Princess Crest must be used.
Geoff

Mission
 Faction

**Geoff** is one of the mini Bosses you face in the Story Missions of Battleborn.

## Strategy

**Geoff** seems to be a bit easier than the other bosses, since you can just do damage once you've cleared the other enemies. You'll need to stand on the unlocks to spawn the bug spray which will block his upgrades "enhancements" from continuing. He'll drop a rare Loot Pack. He normally refers to himself as "Arachnis the king of spiders"
Loot Packs

Gear up your Battleborn by opening loot packs! Pick up **Loot Packs** in Story Missions or purchase them using  Credits earned by playing Story Missions or Competitive Multiplayer matches. The contents of a loot pack is random and unique to each player, but when one player picks up a loot pack, each party member gets one as well – so no need to fight your team over them!

## Loot Packs

* Common Loot Pack
* Uncommon Loot Pack
* Rare Loot Pack
* Epic Loot Pack

## Faction Loot Packs

* Jennerit Loot Pack
* Eldrid Loot Pack
* Peacekeeper Loot Pack
* LLC Loot Pack
* Rogue Loot Pack
Tournament

The **Tournament** can be entered in Centina.

Each Tournament consists of fights which must be 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.

You cannot gather **Components** from enemies in the Tournament.

After each fight, you may end your run and collect your winnings (see below).

## First Tournament

The first tournament is available once you complete the **Second Temple** story mission

5000 Gold entry fee

Level range: 13-19

Three fights. The rewards for beating each fight are (cumulative):

1. 5000 GP
2. 10000 GP (for a total of 15000 GP)
3. Riftwalkers and  Phoenix Band

Completing the first tournament, regardless of number of wins, unlocks the Arena.

## Second Tournament

The second tournament is available once you complete the Immortal Council Chambers story mission

15000 Gold entry fee

Level range: 38-50

Four fights. The rewards for beating each fight are (cumulative):

1. 5000 GP
2. 10000 GP (for a total of 15000 GP)
3. 15000 GP (for a total of 30000 GP)
4. Valiant Armor,  Valiant Helm,  Valiant Shield,  Coronal Plume, Mythical Leather x2

After successfully completing all 4 encounters in the 2nd tourney, the final tier of equipment will become available in stores, provided you have also completed the story encounter in Mount Nervanzer.
Knight

Starting Ability
 Passive #1
 Passive #2
 Counter
 Movement
 Equipment

## Description

**"These champions protect the weak and can shrug off even the most powerful of blows."** *- In-Game Description*

The **Knight** class is a melee class that specializes in protecting allies and taking damage while sitting on the front lines of the battlefield.

## Required For

The following classes are unlocked through the Knight class:

* Templar requires 4 levels of **Knight**.
* Fellblade requires 3 levels of **Knight** and 3 levels of Wizard.
* Gunner requires 4 levels of **Knight**
Toby

**Toby** is one of the Rogue Heroes in Battleborn.

## Bio

Despite his talent for engineering, Toby was rejected as a potential Peacekeeper conscript due to his adorable and diminuitive form. Toby then offered his genius to the Rogues, where he can pour his anxious, self-loathing energy into the construction of walking death machines.
Wrangler

Starting Ability
 Passive #1
 Passive #2
 Counter
 Movement

**Monster** trainers who have an uncanny connection with the beasts of the world. Wranglers require the Missions and Monsters DLC to use.

## Notes

If you take an action before moving, **Skirmish** gives you +1 Move when you take your action. If you don't take any actions on your turn, Skirmish will have no benefit that turn.

**Quicken Monster** gives the target 2 turns of **Exhaust**, preventing them from being quickened for 2 turns.

**Tag Team** will cause only the new monster to gain AP at the end of the encounter. The unit that was swapped out will not receive any AP.

**Tame** cannot tame Boss Monsters nor any of the following: Aeoth, Archafflictor, Bandit Kawa (regular Kawa *can* be tamed), Cadaver, Harvester, Knifer, Malcubus.
Beastmaster

Starting Ability
 Passive #1
 Passive #2
 Counter
 Movement
 Equipment

**Beastmasters** surround themselves with a bevy of companion pets to support them in battle. Beastmasters require the Missions and Monsters DLC to use.

## Mechanics

The Beastmaster's abilities revolve around summoning pets, utilizing their **Pet Effects**, and **Dismissing** them for powerful effects.

Whenever you recruit an eligible monster (whether through taming or from a mission), it unlocks an ability that summons a pet version of that monster. For example, recruiting a Vangal will allow any Beastmaster to use the **Vangal Cub** ability. A few monsters, such as the Kawa, do not have a pet version. A Beastmaster can only have a maximum of 3 pets summoned - any additional summons will cause your oldest monster to leave to maintain a total of 3. Additionally, a Beastmaster cannot summon a pet that is already summoned by that Beastmaster.

At the end of each turn, your Beastmaster's pets will active their **Pet Effect** - a small effect that affects all eligible targets adjacent to the Beastmaster's tile (and within height 4). Pet Effects specify whether they will only affect allies or enemies - you don't have to worry about your pets accidentally harming an ally or giving a bonus to an enemy. Pet Effects can Critical Hit, if the character has **Versatile** set as a passive.

A Beastmaster also learns various **Dismiss** abilities with their Ability Points. Dismiss abilities will cause all of your pets to be un-summoned, but will have an effect that grows strong the more pets were dismissed. For example, with a single pet, **Dismiss - Attack** will only deal 0.7x **Physical** damage, but will grow all the way to 2.1x **Physical** damage with 3 pets dismissed. Using a Dismiss ability requires you to have a minimum of 1 pet summoned.

## Trivia

Summoned pets have some reactivity to the character's condition:

* If the character has **Root**, pets will not jump as part of their idle animation
* If the character has **Haste**, pets' idle animation will go much faster
* If the character has **Slow**, pets' idle animation will go much slower
* When swimming in water, pets will stand on a lilly pad that follows the player around
* When floating, pets will also float with the player.
Minions

The Minons are one of the unit types in Battleborn.

## Minon Experience Information

* Using support Abilities on an ally gives you assist credit for any XP they might gain.
* Minion XP has a tagging mechanic. If you have damaged a minion within a few seconds of its death you will get  Character Experience.
* XP from minions increases with each wave, however XP from building and destroying Structures is static.
* Turrets give kill XP but not assist XP to the last person to upgrade it.
* Assist XP for minion kills works roughly the same as assist XP for player kills which is detailed in the Player Kill XP page .
* Meltdown minion XP is increased for the losing team based on how much they are losing by.
How to add Kairu's Job and Character costume to recruit

Here is a guide on how to add Kairu's costume and job the Exiled to a recruit.

01. Create a new recruit [or use already existing recruit is fine].

02. Save the game. Remember the name and the level of the recruit.

03. Navigate to your save folder and make a back up for the save file [in case something went wrong].

04. Next open the save file with a notepad [right click and select open with].

05. Find the recruit, on my case it was Virgil.

06. Find and replace <mOutfitSelection> ETC </mOutfitSelection> and replace it with <mBodyFile>kairu</mBodyFile>.

07. Find and replace the <mainJob> ETC </mainJob> with <mainJob>EXIL</mainJob>.

08. Find and replace <portraitName> ETC </portraitName> with <portraitName>portrait-story-kairu</portraitName>.

See screenshot 01 and 02 bellow for [hopefully] better explanation.

I also included in game before and after screenshots.

### **WARNING !**

Do not use guild's change appearance feature on the recruit, it will reset the costume back to normal.
The Void

**The Void** is the final location in the story of Fell Seal. It is only accessible if you gathered an Energy Fragment from the Teratoma encounter.

## Story Encounter

Level Range: 39-60

This encounter is against The Maw, the Corrupted Souls of 4 Immortals (Primus, Secunda, Sekstus, and Septimus), and 2 Viscerawyrms (depending on your difficulty settings for extra enemies). Completing the encounter requires killing The Maw, but due to its **Broodmaster** passive ability, it will take reduced damage for each other unit left alive. The Maw will start the encounter by absorbing 200HP from all of its allies to heal itself, and after that it will act similar to how it did in Teratoma. It can inflict debuffs and steal buffs with **Dreadmaw**, cast **Immortal Souls** for decent damage, but its regular attack is fairly weak. If the fight gets to at least turn 3, it can use **Forsaken One** to reduce the HP of all your units to 1 - this isn't so threatening if it's the only enemy remaining, so it's recommended to focus on the Corrupted Souls first.

The Corrupted Souls have the same abilities as their Immortal counterparts (with Sekstus having minor healing and buffing spells), making Primus and Secunda likely the biggest threats. Each Corrupted Soul has a different single elemental weakness at -50, with resistance to most other elements. An important ability to look out for is their counter **Shackled** soul, which does massive damage to all enemy units upon death unless the Corrupted Soul has **Cripple** (Primus and Septimus) or **Mute** (Secunda and Sekstus). You can also bypass this counter by using abilities that specifically bypass counters such as Vangal's **Snapback** or Mercenary's **Flash Strike**.

The Viscerawyrms only show up on the Extra or Elite Difficulty settings, and will revive 3 turns after being killed. It's still usually a good idea to take them out since they fairly low defenses and contribute to The Maw's Broodmaster ability. Their attacks and active abilities aren't normally threatening, but they can summon demons if you let them get to 40 MP.
Kid Ultra

**Kid Ultra** is one of the L.L.C. Heroes in Battleborn.

## Bio

Kid Ultra is the pinnacle of LLC support technology. Programmed with all sorts of gadgets to assist or subdue a target as he sees fit, and to support his team by healing and buffing allies with support drones and locking down enemies with crowd control.
Reiner

Reiner is a playable character in Fell Seal: Arbiter's Mark. He is an Arbiter and Kyrie's adoptive brother.

## Recruiting

Reiner is automatically recruited at the start of the game as a level 2 Scoundrel, although he cannot be deployed in the first story mission. He has Field Aid from Mercenary and Dirty Hit from Scoundrel automatically unlocked.

## Unique Class

*Main article:* Spymaster
Reiner can unlock his unique story class, through an optional encounter. See the Spymaster page for details on how to unlock.

## Equipment and Stats

Reiner begins the game equipped with an Hidden Knife, Fur Cap, and Traveler Garb.

Reiner's bonus stats are +3 ATK, +6 MND, +4 RES, +4 SPD, -4 HP. His starting stats are calculated as if he were a level 2 mercenary, even though he starts as a Scoundrel. These bonus stats are retained if Reiner's level is reset.

With Missions and Monsters installed, Reiner gains access to the Opportunist passive ability. This is unlocked at the same time Spymaster is unlocked.

## Trivia

Very early in development, Reiner was originally going to belong to a sloth-like race of creatures. When they were no longer going to be included in the game, he was changed to a standard human.

Reiner is the only story character whose story class is entirely optional. Every other story character either starts with their story class unlocked, or gains it automatically as the story progresses.
Bulldrake

Signature Ability | Element Breath

This lazy beast uses its elemental breath to terraform the environment more to its liking.

## Statistics

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

**Crit**: 2%, **EVA**: 1%

Immunity to **Berserk**

Elemental Resistance varies by Elemental version and tier.

## Monster Tier

See the **Monster Class** section for more details on the abilities. Note: The Breath, Flourish, and Limit abilities come in 4 different versions depending on the elemental version of the Bulldrake.

### Bulldrake (Tier 1)

* **Active Abilities:** Rest Up, Breath
* **Passive Abilities:** Smart Casting, Somniloquoy
* **Counter Ability:** None

### Bulldevil (Tier 2)

* **Active Abilities:** Rest Up, Breath, Flourish
* **Passive Abilities:** Smart Casting, Somniloquoy
* **Counter Ability:** Haste

### Bulldralisk (Tier 3)

* **Active Abilities:** Rest Up, Breath, Flourish, Limit
* **Passive Abilities:** Smart Casting, Somniloquoy
* **Counter Ability:** Haste

## Elemental Versions

The elemental version of a Bulldrake determines what damage type their abilities deal, and what their resistances are.

### Polar

Polar Bulldrakes deal Water elemental damage with their abilities. They have the following resistances:

 increases to 50 for tier 2 and tier 3.

### Vulcan

Vulcan Bulldrakes deal Fire elemental damage with their abilities. They have the following resistances:

 increases to 50 for tier 2 and tier 3.

### Cave

Cave Bulldrakes deal Earth elemental damage with their abilities. They have the following resistances:

 increases to 50 for tier 2 and tier 3.

### Storm

Storm Bulldrakes deal Thunder elemental damage with their abilities. They have the following resistances:

 increases to 50 for tier 2 and tier 3.

## Spawn Locations

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

* Decaying Depths
* Devilsblood Ascent
* Drakesmouth Seaway
* Gelligh Foothills
* Godstear Wastes
* Kapawka Jungle
* Mount Nervanzer
* Screwworm Swamp
* Strangled Cove
* The Arena

## Bzil Class

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

### Statistics

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

Resistances

**Berserk** Immunity
Helix Augmentations

**Helix Augmentations**: During a single Competitive match or Story episode, each level you gain activates a new Helix augmentation opportunity - all the way to level 10. Each level has two augmentation choices and a character’s Helix resets at the beginning of a new match or episode, meaning you can tailor your character’s abilities to the situation at hand.
Galilea

caption
**Galilea** is one of the United Peacekeeping Republics Heroes in Battleborn. A sacred order within the Eldrid, the Arbiters of Being were charged with undermining the Jennerit Empire’s technology, and Galilea was its most promising warrior. Entrusting her with a long undercover mission, Galilea was embedded within the Jennerit and worked her way through the recruits of the Silent Sisters. During an attempt to sabotage their Sustainment technology, Ambra discovered and attacked Galilea, mortally wounding her. Once a close friend, Ambra attempted to use Sustainment to save Galilea’s life but it was only partially successful. Now unstable, immortal and reeking of life-draining dark energy, Galilea is at war with herself and her new powers as she hopes to find a new purpose among the Peacekeepers.

Galilea’s main weapons – her Greatsword and Greatshield – mark her as a deadly foe up-close, but that shield can also be launched at enemies. Also beware the dark energy that courses through Galilea – it can heal her in battle as well as siphon the health of enemies.

## Bio

Galilea Azmozeus began life as a warrior for the Arbiters of Being, an Eldrid order charged with forcefully opposing universe-altering Jennerit technologies. On an extended deep cover mission to destroy their secret Sustainment engine, Galilea was wounded and transformed by the dark energies she sought to sabotage. Her transformation left her partly immortal but consumed by dark powers she couldn't understand or control. So, she exiled herself to the remote icy moon of Bliss, where she sought solitude and redemption. Stories soon spread about the Wraith of Bliss–a dark and dangerous being who haunted the old temples there. After the Peacekeepers settled the moon, Galilea was recruited to their cause for one last chance to redeem herself by saving the last star.
Fellblade

Starting Ability
 Passive #1
 Passive #2
 Counter
 Movement

These reclusive warriors are adept at anointing their blades with a cocktail of deadly toxins.

## Notes

When using an ability which applies a debuff with a weapon which applies a debuff, the weapon's debuff is applied first. This matters if the target has Barrier.

Every ability with **Slice** in the name can only target in a line. In other words, Slices cannot target units diagonally across from the Fellblade.

**Versatile** recovers 5% of max MP when landing a critical hit (minimum 5, maximum 15). Despite the description, it works on **Special** abilities in addition to Skills and Spells. Source It does not work on Items, however.

## Required For

* Warmage requires 4 levels of **Fellblade** and 3 levels of Plague Doctor.
LLC Arcfleet

The **LLC Arcfleet** is a commercially-driven armada operating primarily to optimize profits for the L.L.C., even in the face of certain extinction. While there are no celestial bodies attached to the LLC, their incredibly ornate Guildships signal the technological opulence valued throughout the LLC’s Arcfleet.

## An Interconnected Society

The LLC has flourished as humans, Artificial Intelligences, and "augmented human hybrids" have figured out how to co-exist: their love of upgrading and improving technology. And profit. Lots of profit. So, with 3,800 Guildships and nearly 250,000 arcships in the fleet, the LLC rely upon a networked system of AIs collaborating to do everything from coordinating fleet travel to outputting new lines of sentry drones at Minion Robotics.
Sustainment

'The Jennerit Art of **Sustainment**' uses the their sun harvesting planet, Tempest to transfer immortalising energy into the Sustained few. A character only has to go through the act of sustainment once to become immortal, once they have they are eternally sustained, so long as they stay close to home. Sustainment may be the reason many of the Jennerit are so pale, it may also come at somewhat of a 'cost' of some kind.

'The Act of **Sustainment**' is a privileged activity; one that only the upper classes got to partake in. This probably means the lower classes live shorter lives. The only way currently revealed allow the underclasses to rise to the sustained caste is through becoming a champion of the gladiator pits. There might also be a case for assuming they had slaves (or at least forcibly 'indentured' servants), since the cultures the Jennerit seem to be based on had them as integral parts of their societies.

## The Act

To become Sustained, to live forever, is an alluring prospect. Tens of thousands of years ago, Empress Lenore discovered “Sustainment,” a process by which the Jennerit can expend enormous amounts of power to make a single being all-but-immortal. The Sustained do not age and do not grow ill from natural illnesses. There are Sustained Jennerit who are nearly 20,000 years old in the universe. This process is extremely energy-expensive, consuming stored energy on a planetary scale just to alter one being. Therefore, Sustainment isn’t done often, and candidates for sustainment are vetted through a rigorous process, finally approved by the Empress herself. What’s even rarer, and quite unusual, is when a member of a non-Jennerit race is allowed to become Sustained.
Galactic Holo-Arena

The **Galactic Holo-Arena** is one of the massive Guildships operating as part of the LLC Arcfleet for the L.L.C..

What do you do when you have time, money, and a nearly endless supply of combat robots? You FIGHT! And bet on the outcomes! Then find tax shelters to conceal any winnings! Any sentient being, robot or otherwise, is invited to participate in one-on-one combat in the Galactic Grand Championship which is broadcast live across the fleet (and to other subscribing faction stations) from a central Holo-Arena arcship. This is where the legendary El Dragón made a name for himself, as a human fighting all-robotic challengers. If anyone were to place bets and sell a pay-per-view live feed for the end of the universe – it’d likely happen right here.
Tempest

## The Planet Tempest

Masters of their domain, the Jennerit Imperium artificially positioned their throneworld, the planet Tempest, to suit the liking of the Jennerit upper-class. **Tempest** has long been an artificially tidally-locked planet, set in orbit around the star, Solus. This creates a frozen side of the planet, a super-heated side of the planet, and a narrow, habitable equatorial band where most of the civilization resides. This also means that as a tidally-locked planet, Tempest is incredibly windy, reaching Category 5 hurricane force winds up to 255 km/h. The Jennerit harness the immensely strong surface winds to power massive wind turbines.

In order to claim full mastery over Tempest, the Jennerit employ a massive moon-sized starship called Exodus. The starship houses the Sustainment Engine and massive power facilities capable of storing energy from other planets (like Tempest) for use in Sustainment. In short, Exodus is essential to harnessing the dark energies of the universe and powering the Jennerit’s Sustainment process.

Despite its massive size, Exodus is capable of faster-than-light travel and often moves from planet-to-planet to collect vast amounts of energy to power Sustainment procedures. Many of the Sustained – and those worthy of being Sustained – live aboard Exodus, though some still reside on Tempest.

## Tempest Features

The settled band of Tempest has been built to reflect much of the cultures caste-based structure. The upper castes of the Jennerit live in floating cities above the planet’s surface, collectively known as the "Echelon." Here, visitors can view the opulent artistry of the Jennerit culture, featuring ornate gold and red spires and spikes among the spacey-gothic architecture.

The lower settlements, near the planet’s surface, are full of industrial facilities, refineries, massive wind turbines, mines and work camps of the Thrall. Giant tether-elevators connect the lower settlements to Echelon, and these giant tendrils reach to the sky across the planet.

Lastly, the Jennerit Fighting Pits can be found on almost any settled Jennerit world, both within the lower settlements and within Echelon itself. As a society, the Jennerit venerate warriors of all stripes and participate widely as a culture in observing these events.