Difficulty

Fell Seal: Arbiter's Mark offers a number of difficulty settings to offer an experience tailored to the player's preferences. Difficulty can be changed at any time out of combat in the Troop Menu.

## Injury System

This setting determines how characters receive injuries if they die in combat. Characters that are revived in combat still count as receiving an injury, unless they are revived through the **Rebirth** buff. Kyrie will not receive injuries regardless of difficulty setting.

 **Permadeath** | As permanent injuries, except once a character receives 5 injuries, they can no longer be deployed on missions (unless they are a story character that is forced to deploy in that particular encounter).

## Random Numbers

This setting determines how rolls (such as chance to hit or crit) are performed.

 **Weighted** | The game will favor the player with rolls. For example, after missing, you may receive a slight bonus to hit on your next attack.

## Enemy Level Scaling

This setting determines the level range for encounters, including story encounters and patrols. Enemies generally will be of the same level as the average of your 6 highest-leveled units, but will be increased or decreased if they are outside of the encounter's level range. This setting will not adjust the level maximum for patrols in The Crossroads, Alpine Woods, Timber Road, or Gyaum Tor. The Centina Arena also ignores this difficulty setting, and determines enemy level by the levels of the units the player deploys on the map, instead of their highest level units.

 **No Max** | The maximum level for every encounter is 99.

## Raw Stats

This setting gives a bonus or penalty to the **ATK**, **DEF**, **MND**, and **RES** of enemy units. The available options are **-25%**, **-10%**, **-5%**, **Default** (0%), **+5%**, **+10%**, **+15%**, **+25%**, **+35%**, **+50%**, and **+75%**.

## Added Enemies

This setting determines how many enemies will show up in encounters. Under an enemy's name, you can see "Extra" or "Elite" listed if they were generated by this setting.

 **Elite** | As the Extra setting, but encounters will also have Elite enemies with handcrafted builds. In earlier maps, this setting modifies existing enemies to be more difficult.  In later maps, the Elite enemy is added to the existing pool of enemies.

## Enemy Gear

This setting determines how much gear enemies will be generated with.

 **Full** | Enemies will max out all equipment slots when possible.

## Enemy Passive/Counter

 **Default** | Enemies will usually have a full set of passive abilities and counters if they are a high enough level.

## Enemies Use Revive

This setting determines how likely enemies are to revive their fallen comrades. This does not influence usage of the **Rebirth** buff.

 **More** | Enemies will revive, but have a lower chance to do so after each revive action. They have a large number of maximum revives.

## Enemies Have Items

This setting governs the use of enemy Consumables. Keep in mind, most monsters cannot use items regardless of what setting is used.

 **Many** | Enemies have about the same access to items as the player

## Enemies Use Items

This setting determines the frequency with which enemies use consumables. If the previous setting was set to "None," then this setting is ignored.

 **More** | Enemies have no reservation about using their items.