recursal/Fanatic-Fandom huggingface dataset:
Souls room

*This article is a stub. You can help Graveyard Keeper Wiki by expanding it.*

The **Souls room** is shown to the Keeper by Euric. This room contains workstations used to extract, heal and release the souls of Corpses.

You will need to repair all machines in the room before you can properly complete a soul cleansing procedure. A fresh body is placed in the Soul extractor, generating a harmed soul. The soul decays much more quickly than the body, and it decays in the Corpse as well. To reduce this decay the souls can be stored in Soul containers.

The Harmed soul is placed in the Soul healer, which uses body parts (starting with Flesh and unlocking receptacles for other body parts to cleanse specific sins) to make a Healed soul. The body parts are not used up. If the body parts match the Harmed soul's requirements, it will result in a Healed soul in a higher condition. This also generates a number of Sin Shards based on the number of sins cleansed (the number of body parts used).

The Healed soul then is put into the Soul portal and delivered safely into the afterlife, generating Soul Gratitude based on how much the soul has decayed. Gratitude is used to unlock new technologies in the new Spiritualism Tech Tree, and can be used in conjunction with Soul Receivers to remotely use crafting stations from the updated map.

Finally, the Sin Shards can be used on the Organ Workbench to upgrade any body part except Bone, Skull up to 3  and/or 3  skulls. They can also be stored in the Soul Containers, and directly increase maximum souls' gratitude while there.

The currently known highest souls' gratitude set up is 396, with a fully upgraded Soul Extractor adding 30, the Soul Healer adding 15, two Wall Crematoriums adding 20, a Workbench adding 5, six Pallet adding 6, 3 Soul Container III's filled with 80 sin shards stored, each adding 100, and Soul Shards stored Smiler's container, adding 20 when it becomes open.

More is possible using a glitch: When placing a structure, if the player double clicks instead of a single click, the player is able to place the structure twice instead of once. Set up is shown below.

**Broken glass** is a byproduct of breaking down old broken bottles in the **Souls room**.

There is a Faceted diamond vein near the Soul portal.

## Broken Equipment

When the room is first opened, there are several pieces of broken equipment that need to be fixed before they can be used to heal souls. Fixing each piece of equipment will increase the room's gratitude capacity by a set amount.

  Repair soul portal |  5×Simple iron parts 4×Nails 1×Polishing paste | **-15** | -

## Workstations

Workstations are built using the workbench called "Souls". To unlock blueprints for the Souls room, you need the normal tech points, but also Soul Gratitude, obtained by healing souls. Building each piece of equipment will increase the room's gratitude capacity () by a set amount.
Thespeiros

Thespeiros is a town in Teora that is located across a bridge from the Ekhidna Falls. It has a Shop and Guild services available, but has no patrols.

## Story Encounter 1

Level range: 11-17

Rewards: Jammy Fruit

This mission is quite simple - Primus will join as a guest and will use his Immortal powers to drown vulnerable enemies, putting the battle massively in your favor. Around half of the enemies can swim, so you'll have to take them out the old fashion way. The encounter fails if Primus dies, but due to his massive hp pool, that's unlikely to happen unless you attack him yourself.

## Story Mission 2 (Kyrie's Story)

After viewing the cutscene in the Immortal Council Chambers (available after completing Mount Nervanzer), you can visit this map for an encounter.

You are forced to deploy only Kyrie, Reiner, and Anadine. You fight mirror version of the party members with the exact same levels, classes, and gear - in addition, you cannot change your equipment during the deployment phase. You may want to make sure none of your units have the passive **Height Advantage**, as the enemy starts at much higher elevation than you do.

Rewards Dark Core and  Excalibur.
Damage Type

Every action that can cause damage has its own **Damage Type** which can influence the amount of total damage dealt.

## Physical

**Physical** damage is the most common type of damage, caused by most Weapons, and a large number of **Skills**. A physical attack will always target the enemy's **DEF** stat. Note that if a skill states that it performs or counts as a **Regular Attack**, it will use the damage type of your equipped weapons, even if the ability otherwise states it deals physical damage.

A unit cannot have resistance or weakness to physical attacks.

## Magical

**Magical** damage is dealt by a few **Abilities** (mostly **Spells**). A magical attack will always target the enemy's **RES** stat.

A unit cannot have resistance or weakness to magical attacks.

## Elemental

**Elemental** damage is dealt by a variety of **Abilities** and a few Weapons. Elemental damage can target either **DEF** or **RES** depending on the ability used. A **Regular Attack** with an elemental damage type will always target **DEF**.

Elemental damage comes in six types: **Water**, **Fire**, **Earth**, **Thunder**, **Dark**, and **Holy**. A unit can have resistances or weaknesses to each element. Various Equipment offers changes to elemental resistance, and Monsters and Monster Classes have innate resistances and weaknesses to specific elements. For example, Vangals have an innate -50 **Fire** resistance.

Each point of Elemental resistance reduces damage taken of that element by 1%, while a negative resistance increases damage taken by 1% per point. So if a target has 50 **Water** resistance, they would take 50% less damage from Water attacks and abilities. At 100 resistance, the target is immune to that damage type. A unit can have over 100 points of resistance, in which case they are healed 1% of the damage per point over 100. So if a target has 160 **Thunder** resistance and were hit by a Thunder attack, they would be healed 60% of the normal damage. Note that even at over 100 resistance, a unit will still try and avoid the attack as normal, and use Counters when applicable. Debuffs caused by the attack will also be applied, even if the target is healed.

Elemental resistance provides no additional benefit when higher than 200, and cannot go lower than -150.
White fish fillet

**White fish fillets** are a cooking resource used in various fish-related recipes. It can either be crafted at the cooking table or purchased from the Lighthouse Keeper. Recipes in the cooking table are only revealed after you've caught the prerequisite fish at least once.

## See Also

* Quality fish fillet
* Blue fish fillet
Zombie marble quarry

The zombie marble quarry can be built in the cliffs north of the cabin in the woods. It's an extension of the marble quarry but the zombies don't need any wood wedges for their work.

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

**Note:** You don't have to build the player's marble quarry in the middle first.

## Miners

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

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

*This article is a stub. You can help Graveyard Keeper Wiki by expanding it.*

The **Talking Skull Cellar** (unlocked with the Stranger Sins DLC) is located east of the village and below the Talking Skull tavern. The Professional Oven and Professional Kitchen are located here, both of which are used to create food to sell during Tavern Events

## Trunk

The **Talking Skull Cellar** comes already furnished with one trunk. It is **not** possible to build any additional trunks. It located next to the Professional Oven and Professional Kitchen and can be used to store items to create food. Both the kitchen and the oven can draw items from the trunk.

## Box Rack

A special storage that holds 6 items only. The box rack's main purpose is to store drinks to sell in the Talking Skull. Any alcoholic drinks stored here will be sold automatically though the tavern above. Proceeds for the drinks will be located in the chest sitting on the bar next to Barman. You can also store other items on the shelf like in the trunk. Both the kitchen and the oven can draw items from the box racks. Any food stored in the box racks will **not** be sold during Tavern Events.

 6×Wooden plank
 8×Nails
Sorcerer

Starting Ability
 Passive #1
 Passive #2
 Counter
 Movement
 Equipment

## Class Description

*These archmages indiscriminately Lay Waste to the entire battlefield with raw elemental power.* *- In-Game Description*

The sorcerer is an advanced spellcaster that brings elemental storms spanning across the field.

## Notes

The 1/3 MP cost reduction of **Economy** is rounded down; equivalently the MP cost of any ability is 2/3 of the original cost rounded up. For example, **Fire I** (which had MP cost 8) will have an MP cost of 6 with **Economy**.

## Required For

* Lich Requires 6 levels of **Sorcerer**, 4 levels of Plague Doctor, Badge:Phylactery, and a **Non-Story Character**.
Centina

Centina is a large city in Teora and is home to a very popular arena. Centina has a Shop and Guild.

## Arena

*"Welcome to the Arena! Here, you can fight a wide variety of opponents for fame and glory!*" *- In-Game Description*

After completing the second encounter in Yates's Cabin, the Centina Arena becomes open for business. Patrols in the Arena are special: the level range automatically adjusts based on which units you deploy. In addition, it rewards 40% more AP and GP than regular patrols. Each patrol has a slightly different Arena layout, for example, one layout has a raised platform to the side where ranged units can attack from.

In addition to Arena patrols, you can compete in the Tournament. See the page for details.

## Unlocking Spymaster

If you have already crafted  Ancient Locket, you can go here to view a cutscene that is part of the quest to unlock the Spymaster class for Reiner.
Gyaum Tor

## Story Mission

Level Range: 3-6

This encounter is fairly straightforward. The enemy starts split up, which you can use to your advantage by focusing on a single group of enemies before the others arrive.

Rewards: Catalyst, 5 random components

## Patrols

*"Many travelers pass through these roads, which make them a prime target for more brazen thieves."'* *- In-Game Description*

Level range is dependent on which  Chapter of the story you are on. Bandit Kawas and Zotzits will never spawn on this patrol.

## Monster Spawns

* Arpia
* Daodrenner
* Pektite
* Vangal
Zombie vineyard

A zombie vineyard is a place where you can have a  zombie grow your Grapes or Hops. Those farms come in 3 tiers: ,  and , where you can only grow basic grapes/hops or grapes/hops of that tier or below.

You have to first complete a quest for the inquisitor, after which the workbench in the vineyard will appear. You can use the workbench to create the zombie vineyard, more trellises, or a trunk.

## Cost

You need to remove the existing vine trellis before crafting the zombie vineyard.

## Upgrading the Farm

You need to build a tier I farm first. Then you may upgrade it to tier II and afterwards to tier III. You have to use the fertilizer only once to upgrade the farm, it lasts forever.

Upgrading the farm to a higher tier has the following effects:

 Crops
 Number of improvable crops

## Working the Farm

Take a  zombie near the farm, hit "E" to put it to work, and "E" again to remove it from the farm. Stand next to the zombie, hit "E" to select, and then select which crop should be produced or upgrade the farm.

It takes a while for the crops to be produced - the higher the tier of the farm and the higher the work effiency of the zombie, the faster they work. You'll see a progress bar below the crop that's currently produced. After a while the products are stored automatically in a trunk of the kitchen garden. This sign  on the farm means that the trunk is full (or missing) and the work is blocked until some storage space is freed up (or constructed).

  18×Grapes  12×Grape seed |  12×Grape seed | High quality crops need farm of appropriate tier.

**Note:** The number of crops produced, that are shown in this table and in the GUI of the farm, are only **averages**. The real numbers differ by a small random amount from those. Also the number of seeds varies around 12.
Zombie ore mine

The zombie ore mine can be built after unlocking zombie mining. It is located in the quarry region north east of the cabin in the woods.

## Build

Before you can use the mine, you first have to build it. The site looks abandoned like this:

**Note:** It is **not** possible to mine  iron ore or  coal **manually** here. You need  zombies to exploit the mine. After building two mines (left and right variant are possible), and assigning workers to it (stand in front of the bench and hit "E"), the site looks like this:

Note, that the empty benches and the illuminated mineshaft indicate, that the mines are working. You also see the moving progress bar below the products, the zombies are currently mining. Each miner seperately alternate between mining coal and iron.

The products are stored in the iron ore stockpile or the trunk respectively near the cabin in the woods. Without those facilities the mines wont't work. This sign  on a product means, that the stockpile is full (or missing) and the work is blocked until some storage space is freed up (or built).

If you want to stop the mine completely, just take out the miner again, by standing in front of the bench and hitting "E". The  zombie gets off its work and can be transported elsewhere. An inactive mine looks like this:

Note, that the zombies dropped their pickaxes and helmets onto the benches and the mineshaft is no longer illuminated. The progress bars below the mined products stopped in midwork.
Anadine

Anadine is a major story character in Fell Seal: Arbiter's Mark. She is Kyrie's protege, and daughter of Kyrie's mentor Sylvia.

## Recruiting

Anadine is recruited automatically at the start of the game. She is a level 1 Mercenary with no extra abilities unlocked.

After the story encounter in Highlands Temple, Anadine will temporarily leave the party. After completing the next 3 story encounters, Anadine will rejoin with access to the Demon Knight class.

## Equipment and Stats

Anadine begins the game equipped with a Maul, Bronze Helm, and Old Armor. After progressing through the story, her Old Armor will get upgraded during a story event in Centina.

Anadine's bonus stats are +2 ATK and +4 HP. These bonus stats are retained if Anadine's level is reset.

With Missions and Monsters installed, Anadine will gain access to the Equilibrium passive ability. She unlocks this as an option after receiving the upgraded Old Armor through a Centina Story Event.

## Trivia

Anadine will not gain any experience or AP when she leaves the party. When she rejoins, she will be exactly 3 levels higher, and will gain some bonus AP. The exact amount of extra AP is:

* Mercenary: 200
* Knight: 150
* Scoundrel: 150
* Templar: 125
* Ranger: 100
* Mender: 100
* Wizard: 100
Rakkerjak

Signature Ability | Flip Kick

A hyperactive creature that moves by bouncing on its tail. This frees up all of its limbs for attacking, making it deadly in close combat.

## Statistics

**Move**: 5
**Jump**: 8
**Swim**

**Crit**: 5% **EVA**: 2%

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

Resistances

## Monster Tiers

See the Monster Class section for details on the abilities.

### Rakkerjak (Tier 1)

* **Active Abilities:** Sneak Attack
* **Passive Abilities:** None
* **Counter Ability:** Fleet of Foot

### Redcap (Tier 2)

* **Active Abilities:** Sneak Attack, Flip Kick, Rusty Stab
* **Passive Abilities:** Submariner
* **Counter Ability:** Fleet of Foot

### Grue (Tier 3)

* **Active Abilities:** Sneak Attack, Flip Kick, Rusty Stab, Shadow Hunt
* **Passive Abilities:** Submariner, Execute
* **Counter Ability:** Fleet of Foot

## Spawn Locations

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

* Claret Woods
* Drakesmouth Seaway
* Ekhidna Falls
* Godstear Wastes
* Gogombob City
* Kapawka Jungle
* Mount Nervanzer
* Oldebzar

## Bzil Class

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

### Statistics

**Move**: 5
**Jump**: 8
**Swim**

Resistances

### Notes

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

**Submariner** increases damage by 10% while in water, as opposed to its normal effects of decreasing damage by 10%.
Critical Hit

A **Critical Hit** is an attack which does 50% bonus damage. In addition, any status effects on the hit have a 100% proc rate (unless the target is immune to that effect).

All characters have a base of 1% **Crit**.

* Some classes have higher base crit rates. See Stats comparison for details.
* Many classes offer a 2% bonus to crit rate when they are mastered.
* Various Weapons, Armor, and Accessories will increase your crit rate.
* The Passives **Know Weakness** and **Know Weakness II** each increase critical hit rate by 25% and stack with each other.

By default, a crit does +50% damage.

* Wielding a  Scythe increases critical damage by 25%. This bonus stacks if you are able to dual wield Scythes (requires Dual Wield and Sturdy Grip).
* The Scoundrel passive **Exploit Weakness** increases critical damage by 50%.
* If a healing ability can crit and does, its healing will be increased by your critical damage amount. Source

By default, only Regular Attacks can crit.

* If an ability says it "counts as a regular attack" then it can crit.
* The  Fellblade's Versatile passive allows **Skills**, **Spells**, and **Special** abilities to crit, both for damage and healing. Source
* **Boon** will allow a skill or spell to crit, even if the character does not have Versatile.
* Consumables can never crit, even with the above two abilities.
Venomous

Requirements | Monster 4  Venom Serum

A mutation has resulted in these **Monsters** growing fangs laced with potent venom.

## Notes

**Venom**'s chance to apply a debuff is 150/(n+1) where n is the number of targets.

## Required For

Drake requires 6 levels of **Venomous** and 4 levels of Mystic.

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

The **Salmon** is one of sixteen(16) different fish that can be caught, and either processed for cooking or sold to the Lighthouse Keeper. It's thought to be a relatively high-tier fish, thus the difficulty in catching it is high.

## Fishing

The odds of catching a fish are affected primarily by the other fish in the area at that time. More competition means your chance of catching a particular fish over another is lowered. Below is a table of this fish's preferences by the bait used, the place you choose to fish, where you choose to cast, the rod you use, and the time of day. If a method isn't listed below it's impossible to catch this fish using it.

## Study

 **50** |  5×Faith 5×Science | **-1** | Not decomposable
Rusty hammer

The rusty hammer equips the the  slot and is used when constructing blueprints and during several other select operations. The rusty hammer can be found in the graveyard trunk at the start of the game or can be purchased from the Blacksmith. It is currently believed that the hammer tool progression is bugged as Rusty hammers are a high level craft at the anvil II and iron hammers require steel and have the steel hammer sprite in-game.

Efficiency represents how much progress toward an operation each swing of the Hammer provides. The rusty hammer provides the base 70% efficiency.

Energy usage represents how much energy each operation consumes. The rusty hammer requires **-1** per swing.

Studying Rusty hammer at the Study table will give you **10**.

## Study

 **10** |  1×Faith 1×Science | **-5** | Not decomposable
Alchemystic

Starting Ability
 Passive #1
 Passive #2
 Counter
 Movement

## Description

*"Blending science and mysticism, they wield Soul Magic to support and empower their allies.."'* *- In-Game Description*

## Notes

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

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

## Required For

* Druid requires 3 levels of **Alchemystic**, 3 levels of Mender, and 5 levels of Wizard.
Occul Riverbed

## Story Encounter

Level Range: 15-20
Rewards: Sinewdle Fruit x2, Meteorite x2, Dragonsblood Sap, Quality Thread

This encounter is against 2 Earthwyrms and the Earthwyrm Queen Shamir-Dura, although she won't spawn until 3 turns have passed. The wyrm bosses keep the pressure up by inflicting **Slow** and **Root** to keep you trapped in their delayed AoE attacks. They additionally summon Tangrels to join them, but will never summon more than 2 at a time.

## Tips

* Only the Wyrm head can be attacked, even when it has extended its body into the arena.
* The Wyrms have a  passive which reduces percent damage by half. Despite that, due to the sheer amount of health they have **Poison**, **Bleed**, and  Heavy Hit are still extremely effective.
* Barrier is useful to prevent **Root**. This will slow the rate at which the wyrms use Loco Rush.
* If you do get hit with Root, you still have some options: Werewolf's Savagery can Leap out of the way; Knight's Chivalry's Defend can greatly reduce the damage taken from Loco Rush; and Mirage can null the attack are a few examples.
* **Slow** has a dramatic effect because it will give you more time to control the fight.
* Attacks that delay turns, such as Stunning Strike, can also keep the Wyrms under control, and can be chained to delay one indefinitely. Unfortunately, this does slow **Poison** and **Bleed** from working, as they require a turn to be taken.
* The summoned adds have a large amount of health, but don't do much damage. They also have no ranged attacks and can be safely crowd-controlled with **Root** until it is safe to deal with them.
* Magic damage is generally more effective against the Wyrms if you can target their elemental weakness(es). A Water Rod can be a handy equip for someone with Wizard's Elementalism, for example.
* Use the 'Show Details' function (hold 'T' on PC) to view danger zones for Loco Rush or the Queen's arrival.
Mercenary

Starting Ability
 Passive #1
 Passive #2
 Counter
 Movement

## Description

*"These fighters versed in all manner of warcraft. They know that combat can be a fickle thing and are prepared for whatever situation is thrown at them."'* *- In-Game Description*

## Notes

**Forceful Strike** can have additional effects. See  push (forced movement).

## Required For

Mercenary is one of the 2 basic classes and is required for quite a few other classes.

* Knight requires 3 levels of **Mercenary**.
* Scoundrel requires 2 levels of **Mercenary**.
* Gunner requires 4 levels of **Mercenary**, 3 levels of Templar and 3 levels of Ranger.
* Druid requires 2 levels of **Mercenary**, 3 levels of Mender and 3 levels of Wizard.
* Werewolf requires 4 levels of **Mercenary**, a Badge:Lunar Crest and a **Non-Story Character**.
Godstear Wastes

## Story Mission

Level range: 25-30

Watch out for a traps at (4, 5), (4, 9), (9,2), (8, 10), and (10, 6).

## Patrols

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

 6 | 40 | 65

## Monster Spawns

* Arpia
* Bulldrake
* Cadaver
* Kawa
* Rakkerjak
* Therva

## Obelisk Puzzle

When you have gathered all the Obelisk clues, there will be an additional set of treasure on coordinates (13,13). A unit standing on that spot will have a prompt to gather the treasure and complete the puzzle.
Base stats

This page is a list of all stats if you recruit a character at the guild in a class (you need to have unlocked the class on one of your characters first). It is also the stats a character is given if they reset to level 1 in a class - this is the only way that "badge" classes base stats can matter for player units, since you can't recruit Liches or Vampires or the like from the guild, although these base stats will matter for enemies in badge classes. See Stats comparison for a comparison of growth over time as well as level 50 stats.

For "unique" classes, the base stats won't precisely match the actual stats even if you reset to level 1 thanks to character inherent bonus stats, unless you mod the game to make those classes accessible to others. Additionally, Kyrie, Anadine, and Reiner don't join in their unique class, so the base stats for their special classes aren't relevant unless you reset to level 1 in their unique class after unlocking it. For example, if somehow a generic Anatomist was recruited, they'd have 43 Resistance and 98 Speed, but Yates will have 47 Resistance and 100 Speed as a level 1 Anatomist.

If you haven't played very far in the game, be warned there are spoilers here in some of the unique class names! For a description of each statistic, see the Statistics page.

## Level 1 recruit stats chart

* As the game progresses, Kyrie grows in strength; the first set is if you reset to level 1 in Marked without doing any temples, while the second set is if you reset toward endgame after getting full bonuses.

### Special cases

These stats include the inherent bonuses the characters have.
Alpine Woods

## Story Encounter 1

Level range: 2-5

This encounter is against several Vangals and Daodrenners. Fire magic is useful for dispatching the vangals, while Daodrenners have a slight weakness to earth. Daodrenners have high RES, however, so it may be best for your mages to focus on the vangals, while your weapon users focus on the Daodrenners.

Rewards Catalyst.

## Story Encounter 2

This is part of unlocking the Spymaster class. See the Spymaster page for details on how to unlock this encounter.

Level range: 15-25

Rewards  Soul Eater.

## Patrols

*"Poachers, bandits, and wild beasts all claim this territory as their own."'* *- In-Game Description*

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

## Monster Spawns

* Daodrenner
* Pektite
* Vangal
Monsters

There are a variety of **monsters** that the player can encounter and battle in *Fell Seal: Arbiter's Mark*.

## Description

Monsters are a category of enemies that have their own unique class and never spawn with a subclass. Monsters are never able to wield Weapons or Armor, but can have Accessories equipped just like human enemies. Unlike human enemies, monster generally have innate resistances against various Damage Types, and can also have innate immunities to specific Debuffs. Monsters are not controlled by the player and cannot join your roster or be recruited unless you have the Missions and Monsters DLC.

## Monster Tiers

The majority of monsters come in 3 different tiers of difficulty. The monster's tier affects its stats and abilities that it has access to, with tier 1 being the weakest, and tier 3 being the strongest. Some monsters also have improved resistance against elemental Damage Types the higher their tier is. Each tier of a monster has a unique name, and a different sprite. A monster's tier also affects how many Essences it drops after a battle. See Monster Classes for more details.

Pektites and Bulldrakes also spawn in 4 different elemental versions, which affects which elements they are strong and vulnerable against, as well as determining the element type of their abilities. Each elemental version also has its own tier, resulting in 12 enemy varieties total for these enemies. The Aeoth has a fire and dark version, but only has a single tier.

Arpias and Kawas also have undead versions, resulting in 6 enemy varieties possible for these enemies. The undead version has different resistances to elemental Damage Types, as well as different Debuff immunities.

## Boss Monsters

Boss Monsters are unique monsters that are typically only fought in story missions. They often have access to abilities not seen anywhere else.

## Bzil Classes

Bzaro and enemy Bzil can equip Bzil Classes, which give them the abilities of various monsters. See Bzil Classes for details.

## Consumables and Commands

Monsters cannot use Consumables, nor use situations commands such as Opening treasure chests or Activating switches, unless they have the Deft variant from Missions and Monsters. If Missions and Monsters is not installed, only the following monsters are able to use consumables:

* Arpia
* Blardger
* Kawa
* Malcubus
* Archafflictor

## Taming Monsters

If you have the Missions and Monsters DLC, you can recruits monsters into your troop roster. Monsters can be recruited either from Mission rewards, or through the **Tame** ability from the Wrangler. Recruiting monsters also provides **Pet Abilities** for the Beastmaster class. With this DLC, monsters can also equip 2 Variants to customize them and provide new abilities.
Yates's Cabin

## Story Mission 1

The mission ends after 5 turns have elapsed. Zombies will spawn over the course of the fight, but only if fewer than 5 remain. Reiner is required on this map, and starts with some of his HP missing.

Rewards: Distilled Water x1, Sinewdle Fruit x1

## Story Mission 2

Corrupted Anadine will appear as a guest. She waits her first turn (unless someone is in melee range), then attacks both allies and enemies indiscriminately; the fight is lost if she dies. Yates appears on the map as a guest, but his survival is not required for victory.

The map starts with lacerating traps on coordinates (4,9) and (8,2).

Rewards: Ammoniac Gum x2, Aloe Leaf x1, Mycoleather x1
Occul Cavern

## Story Encounter 1

Level Range: 15-19

Reward: Random crafting materials

This encounter is a simple battle vs various monsters. It introduces Tangrels, which are very defensive, but have a slight weakness to fire. They don't deal too much damage (unless they manage to push you off a high drop), so you can generally wait until the end to take them out.

## Story Encounter 2

Note: Spawned Tangrels and Knifers cannot be Tamed, and do not reward Essences/AP for Bzaro.

Level Range: 16-19

Reward: Random crafting materials

This encounter has an escape objective, requiring all of your surviving units to be in the exit zone. It's okay if any of your units die (even Kyrie) - you could even win with only a single surviving unit reaching the escape point. Tangrels (and/or Knifers with DLC) will continually drop from the ceiling, so it may be in your best interest to avoid going out of your way to kill enemies and just rush toward the end.
Gogombob City

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

## Patrols

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

 6 | 40 | 65

## Monster Spawns

* Helhund
* Kawa
* Pektite
* Rakkerjak
* Tangrel

## Henge Fragment

*Main article:* Henge Fragment

If you have saved Somier in the second Caravan Trail story mission and completed Mountain Temple, you can go here for a cutscene.

Somier will then give you  Dragonscale Mail and a Henge Fragment.
Restful Stones

## Halloween Encounter

To unlock this encounter:

1. Complete the story mission in Bardvig Aqueduct
2. View the cutscene at Port Grendel
3. Go to **Restful Stones** for the Halloween event

Level range: 23-99

Story Reward: Riftwalkers, Pumpkin Hat appearance option,  Mysterious and Spooky achievement

## Patrols

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

 6 | 28 | 45

## Monster Spawns

* Arpia
* Cadaver
* Vangal

## Notes

* The 2-3 open graves in this map are 4 tiles deep, which is one more than the low jump height of the numerous cadavers found here, and also higher than the reach of all but one ability. Functionally, a cadaver forced into a grave is eliminated from battle, barring any jump increasing equipment. This does not apply to tier 3 Cadavers (Manananggals), whose **Autotomize** ability increases their jump stat.
Mender

Starting Ability
 Passive #1
 Passive #2
 Counter
 Movement
 Equipment

## Description

*"Medics who specialize in using Holy Magic to keep their allies healthy and alive."* -In-Game Description

## Required For

* Plague Doctor requires 4 levels of **Mender**.
* Wizard requires 2 levels of **Mender**.
* Druid requires 3 levels of **Mender**, 5 levels of Wizard and 3 levels of Alchemystic.
* Gambler requires 3 levels of **Mender** and 3 levels of Scoundrel.
* Vessel requires 5 levels of **Mender**, 5 levels of Wizard, a Badge:Bone Crest and a **Non-Story Character**.
* Princess requires 7 levels of **Mender**, a Badge:Princess Crest and a **Female Non-Story Character**.
Warmage

Starting Ability
 Passive #1
 Passive #2
 Counter
 Movement

## Description

'Warmages' earned their name by wading into the thick of battle, fusing magic and weaponry to devastating effect. These masters of both body and mind embody the concept of "high risk, high reward."- In-Game Description

## Notes

**Elemental Mastery** does not reduce the target's elemental resistance if it is 100 or more. If the target has between 0 and 99 resistance, it will lose 50. If the target has less than 0 resistance, it will lose 25. Resistance cannot be brought lower than -150.

**Leech Mana** recovers 10% MP from the damage dealt to a maximum of 15MP per target; in principle a character can absorb more MP from the regular attack of a multi-target weapon. The damage includes overkill damage (for example, dealing 100 damage to a target with 1HP left will still absorb 10MP) and also damage absorbed by Mystic Shield.

**Infused Edge** overrides both the range of a spell (changing it to weapon range), and its area (changing it to single). This can be combined with ranged weapons such as Guns to increase the effective range of a spell. It also works with **Dual Wield** - the character will attack with both weapons (if both are within range), then follow up with their spell. Because the initial attack of Infused Edge is a regular attack, the **Evade Attack** counter will prevent all damage.

**Infused Edge** works with any ability categorized as a **Spell**, even non-damaging ones like **Heal I** or **Dispel**. Even if you are using a non-damaging spell, the character will still make a regular attack against the target as normal.
The Arena

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

You must complete the  first Tournament to access the **Arena**.

Level range: 1-99 (adjusts to match your deployed party)

These encounters have 40% bonus AP and GP rewards.

## Notes

Bandit Kawa can spawn in the **Arena**. Due to the small area, relative lack of obstacles, and completely flat terrain, they are easy to catch up with here. However the enemy combatants will almost inevitably intercept you.

## Monster Spawns

* Arpia
* Blardger
* Bulldrake
* Bzzerk
* Daodrenner
* Ercinee
* Kawa
* Pektite
* Therva
* Vangal
Vangal

Signature Ability | Lick Wounds

This quilled guardian faithfully defends its packmates, even in the face of insurmountable odds.

## Statistics

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

**Crit**: 6%, **EVA** varies by monster tier

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

**Berserk**, **Charm** Immunity. Due to their **Fortitude** passive ability, Vangals will typically also be immune to **Bleed**, **Poison**, and **Weaken**.

Resistances

## Monster Tiers

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

### Vangal (Tier 1)

* **Active Abilities:** None
* **Passive Abilities:** Fortitude
* **Counter Ability:** Thorns

**EVA**: 1%

### Komainu (Tier 2)

* **Active Abilities:** Snapback, Lick Wounds
* **Passive Abilities:** Fortitude
* **Counter Ability:** Thorns

**EVA**: 3%

### Gyaum (Tier 3)

* **Active Abilities:** Snapback, Lick Wounds, Rally Howl, Stunning Strike
* **Passive Abilities:** Fortitude, Deep Wounds
* **Counter Ability:** Thorns

**EVA**: 6%

## Spawn Locations

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

* Alpine Woods
* Ancient Tomb
* Azure Fields
* Banyan Span
* Caravan Trail
* Fetid Depths
* Gelligh
* Gyaum Tor
* Illuster
* Lodestarhenge
* Restful Stones
* Scarred Summit
* Screwworm Swamp
* The Arena
* The Crossroads
* The Highlands
* The Resting Giants
* Timber Road

## Bzil Class

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

### Statistics

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

Resistances

**Berserk**, **Charm** Immunity
Kawa

Signature Ability | Swarm Strike

Individually weak, these goblin-like creatures find strength in numbers.

## Statistics

**Move**: 4
**Jump**: 6 (2 for undead versions)
**Swim**

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

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

Elemental resistance varies by monster variant.

## Monster Tiers

Note: The Bandit Kawa is considered a different type of monster altogether. See its page for more details.

### Kawa (Tier 1)

* **Active Abilities:** Swarm Strike
* **Passive Abilities:** Quick Fingers
* **Counter Ability:** Steal

Resistances

### Kawa Skirmisher (Tier 2)

* **Active Abilities:** Swarm Strike, Meatshield, Boomerang Bounce
* **Passive Abilities:** Quick Fingers
* **Counter Ability:** Steal

Resistances

### Kawa Warrior (Tier 3)

* **Active Abilities:** Swarm Strike, Meatshield, Boomerang Bounce, Blazing Bolas
* **Passive Abilities:** Quick Fingers, Switcheroo
* **Counter Ability:** Steal

Resistances

## Undead Kawa

All Undead Kawa have immunity to **Poison**, **Bleed**, **Sleep**. If you have Missions and Monsters installed, tamed Undead Kawas will be treated as regular Kawas, but they will have the benefit of having the Skeletal variant unlocked automatically.

### Undead Kawa (Tier 1)

* **Active Abilities:** Swarm Strike
* **Passive Abilities:** Plaguebearer
* **Counter Ability:** Slow

Resistances

### Undead Kawa Skirmisher (Tier 2)

* **Active Abilities:** Swarm Strike, Protect, Boomerang Bounce
* **Passive Abilities:** Plaguebearer
* **Counter Ability:** Slow

Resistances

### Undead Kawa Warrior (Tier 3)

* **Active Abilities:** Swarm Strike, Protect, Boomerang Bounce, Blazing Bolas
* **Passive Abilities:** Plaguebearer, Switcheroo
* **Counter Ability:** Slow

Resistances

## Spawn Locations

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

* Ancient Tomb
* Claret Woods
* Devilsblood Ascent
* Fetid Depths
* Gelligh
* Godstear Wastes
* Gogombob City
* Infernal Depths
* Kapawka Jungle
* Oldebzar
* Screwworm Swamp
* Strangled Cove
* The Arena
* The Highlands

## Bzil Class

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

### Statistics

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

Resistances

### Notes

**Boomerang Bounce** can have additional effects. See  push (forced movement).

**Steal** has a 50% success rate. It is considered a steal ability and is not affected by Accuracy or Evasion.

Killing an enemy and receiving a Kawa ally from **Switcheroo** does not prevent that enemy from being raised with **Reanimate**. In this way you can gain two allied units for each downed enemy.

Switcheroo will not trigger from environmental damage, which includes shove damage from **Boomerang Bounce**.
Fell Seal: Arbiter's Mark Wiki

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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.
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Mountain Temple

## Story Encounter 1

Level range: 26-34

The map begins with root traps on coordinates (14, 7) and (14, 9). It also has a bleed trap at (16,8). The enemy Bzil has the Tangrel class and will always wait in place - if a unit steps on either of the root traps next to it, the Bzil will likely use Tail Flail on its turn to knock them into the lava and instantly kill them. The Ranger, meanwhile, also holds their ground, using the Versatile passive and Absorb MP counter to save up enough MP for a devastating Sniper Shot. One potential strategy is staying back near the deployment zone and waiting for the enemy to come to you. This will leave the enemy ranger and Bzil behind, making it simple to clean up the rest of the enemies.

If you got the Hover Boots from the Bardvig Aqueduct, you give them to an Assassin to instant-kill most enemies on the map. Just hover over a lava space and use Sabotage on any enemies in range to dunk them in the lava.

Rewards Diamond Thread and  Clarity Band.

## Story Encounter 2

Level range: 26-34

The traps from the previous fight are gone, even if they were never triggered. Kyrie must live, and if she goes down, the encounter ends in a failure. Only Kyrie is required to be deployed, but Anadine has some dialogue in combat if brought along.

Grim Eye is possibly the most dangerous enemy combatant, able to inflict **Berserk** on multiple units at a time as well restore HP for any damage he deals. With his Blood Magic passive, he may end up hurting himself at the beginning of the Encounter by casting Dark Barrier on his allies, and you may be able to take him out early with a ranged weapon or spell. Raife himself is no slouch either and is a Marked/Warmage that can deal heavy damage with Infused Edge. He has the Cleave passive, allowing him to take an extra turn if he defeats any of your units as well as Avenger, which makes him more powerful the more of his allies you've killed. The Evade Attack reaction can negate most of his offense, but you will still have to deal with Grim Eye and his other allies.

The Sabotage trick will not work on every enemy on this map, as both Grim Eye and Raife, as well as any Archafflictors, will hover over lava.

Rewards Mythical Leather.
Vessel

Starting Ability
 Passive #1
 Passive #2
 Counter
 Movement
 Equipment

## Class Description

A channeler who has spent years training their body and mind in order to call upon the souls of ancient, powerful beings.

## Notes

Many of the **Vessel** Abilities are **Special**, not **Spells** as one might expect.

* They can't benefit from  Double Cast.
* They can be used regardless of **Cripple** or **Mute**.
* They can  crit if the  Versatile passive is equipped. Source
* Counters such as Evade Magic and Evade Skill provide no protection against Vessel abilities.

**Hallowed Mind**'s damage bonus will only apply on the first damaging part of a multi-damage ability (for example, Dual Wield, Double Cast, Infused Edge) instead of increasing the damage of the full action.

## Unlocked By

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

## Trivia

Several Vessel abilities are mythological references:

**Avernaal** is similar to "Avernus," the name of a volcanic crater near Cumae, Italy, which in ancient times was believed to be the entrance to the underworld.

**Ippokampos** is a reference to the hippocampus, a mythological creature with the upper body of a horse and lower body of a fish.

**Quetzalcoatl** directly references an Aztec deity by the same name which appears as a feathered serpent.

**Fafnir** is a dragon in Norse mythology.

**Psyhie** is similar to "Psyche," which refers to both butterflies and the soul in ancient Greek.
Fell Seal: Arbiter's Mark Wiki/Section 3

Guides

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Scroll of Teleportation

Grants the ability to teleport once while not consuming the cooldown of Teleportstone.

Received 3 from Master Alaric after completing quest line that requires Blood or Bucket of blood. It can also be obtained after giving Master Alaric 1 Bucket of blood for 1 Scroll of Teleportation after completing the vampire quest line
Drake

Requirements | Mystic 4  Venomous 6  Draconic Serum  Can only have 1 Drake variant

These **Monster** have inherited the power of ancient dragons. This variant has 4 mutually exclusive elemental versions, the **Waterdrake**, **Firedrake**, **Thunderdrake**, and **Earthdrake**, each with slight differences.

## Notes

The stat bonuses from **Variant** Body differ slightly depending on the elemental variant. **Waterdrake** gives 5% RES instead of 2.5%, **Firedrake** gives 5% ATK instead of 2.5%, **Thunderdrake** gives 5% MND instead of 2.5%, and **Earthdrake** gives 5% DEF instead of 2.5%

The elemental damage dealt by **Infusion** and **Gastric Acid** match the elemental version of Drake the character is using.

**Infusion** will deal the attack and spell damage to all units in the AoE of **Breath Weapon**.
The Gauntlet

Note: this map is referred to as **Cave06** in `Encounters.txt`.

## Story Mission

Level range: 46-70

Rewards  Master Robe and  Witch Crown.

## Patrols

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

 6 | 45 | 99

## Monster Spawns

* Helhund
* Pektite
* Tangrel
* Zotzit

## Notes

For tips on facing Earthwyrms and Earthwyrm Queens, see the article on Occul Riverbed.