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Unranked Games / Fell Seal:Arbiter's Mark. Provisional version, full version to come in time
« on: January 03, 2024, 02:20:36 AM »
Before I begin, I'd like to extend special thanks to Snowfire and the Fell Seal wiki.
Fell Seal:Arbiter's Mark is a Tactical RPG made in the style of Final Fantasy Tactics, developed by 6 Eyes Studio. It is available on PC, PS4, XBOne, and Switch. Like FFT, you have a large variety of classes that can be unlocked to learn active, reactive, and passive skills from, to ultimately mix, match, and create horrifying combos with.
As this is being released early to give a reference to Kyrie, who is currently in Futurama, they will not be covered individually yet, and we are sticking to non-Bzaro plot characters.
Also I am currently dosed up on theraflu in order to not feel like absolute hell from an upper respiratory tract infection so some mistakes may occur.
The battle system, akin to FFT, runs on a clocktick situation with the frequency of turns is dictated by the character's speed. Higher the speed, more frequent the turns, the influence is well-worn on its sleeve.
STATS AND WHAT THEY DO:
HP: Run out of these and you...don't exactly fall down with a digitized death scream.
MP: MP here works closer to Tactics Advance rather than Tactics Vanilla; you start at 0 by default, and gain 10 every turn. The listed MP stat for each character is the possible maximum they can hold.
ATK: Impacts the efficacy of your physical attacks, be they basic or technique, as well as composite effects.
DEF: Impacts the efficacy of physical attacks on you.
MND: Impacts the efficacy of magic attacks, composite attacks, and healing.
RES: Impacts the efficacy of magic attacks on you.
SPD: How quickly you get a new turn. Speed is directly linear; a unit with 200 speed will act twice as often as a unit with 100 speed.
EVA: Unit's chance to evade. This directly opposes accuracy.
Move: How far a unit can move. Largely DL-irrelevant unless you want to make some arguments for kiting FE characters.
Jump: How high a unit can jump. Even more DL-irrelevant because of the white room nature of DL fights.
Crit: Unit's chance to critical. Unless otherwise noted, characters in Fell Seal can only critical on basic attacks.
Elemental Resistance: Percentage reduction taken from elemental attacks, taken per element. All human characters innately have these as 0, barring bonuses from class masteries. Equipment can modify these, however.
Attacks in this game have eight possible typings: Physical, Fire, Water (includes ice), Thunder, Earth, Holy, Dark, and Magical. Resistances largely do not exist for Physical and Magical, but those to the other six named elements do.
Fell Seal also has a number of named statuses, positive and negative. Notably, statuses in this game have a duration based on the status, not the originating ability. As such, effects will have their duration listed alongside their description:
NEGATIVE STATUSES:
ATK Down: -20% ATK (3 turns)
MND Down: -20% MND (3 turns)
DEF Down: -25% DEF (3 turns)
RES Down: -25% RES (3 turns)
Slow: -34% SPD (3 turns)
Poison: Character loses 20% max HP per turn. Cannot kill. (3 turns)
Bleed: Character loses 12.5% max HP per turn. Cannot kill and stacks with Poison. (5 turns)
Blind: Character suffers -50% accuracy. (2 turns)
Root: Character cannot move. (2 turns)
Mute: Character cannot use Spells. (3 turns)
Cripple: Character cannot use Skills. (3 turns)
Sleep: Character will not evade or act. Wears off upon taking damage. (3 turns)
Berserk: Character loses control and will only make basic attacks against the nearest target. (2 turns)
Charm: Character cannot be controlled and will act in the enemy's best interests. Removed with damage. (2 turns)
Weaken: Character cannot receive direct healing. (3 turns)
Exhaust: Character cannot benefit from Quicken effects. This is applied whenever a Quicken effect is and cannot be blocked. (2 turns)
POSITIVE STATUSES:
ATK Up: +20% ATK (3 turns)
MND Up: +20% MND (3 turns)
DEF Up: +25% DEF (3 turns)
RES Up: +25% RES (3 turns)
CRIT Up: Flat +25% Crit (3 turns)
Haste: +33% SPD (3 turns)
Thorns: Returns damage inflicted to the attacker, regardless of distance or source. (negligible quantity) (4 turns)
Renew: Character recovers 1/8 of their max HP at the end of their turn. (3 turns)
Rebirth: Upon death, character will revive immediately with 20% mHP.
Mirage: Character will automatically evade the next attack regardless of accuracy. (3 turns, Until expended)
Elemental Affinity(type): Character will inflict +35% damage with the specific element. (3 turns)
Fleet of Foot: Character gains +1 Move. (3 turns)
Focus: Character inflicts 2x damage on their next attack or ability. (functionally next turn)
Boon: Character's next non-item attack or ability will automatically crit. Overrides the restriction on crits. (functionally next turn)
Elemental Aegis(type): +75% resistance to the specified element.
Dark Barrier: +25% resistance to Fire/Water/Earth/Thunder/Dark. Not relevant for PCs because it only really results from a boss ability, but I'm listing it here for completion's sake.
ATTACK DIRECTIONALITY
Attacks have their damage modified by what direction it comes from; 1x for frontal, 1.25x for side, and 1.5x for back. As per DL standard, it will be assumed that damage will be calculated from a side attack, barring teleportation or flight (which will allow access to back attacks, barring being able to land Sleep.) Counterattacks will always be calculated assuming frontal damage.
EQUIPMENT[/u]
Characters have six equipment slots. Of those, they are allowed to equip the following: One weapon (unless dual-wielding), one shield, one headgear, one body armor, and however many accessories they want. Since there is a lot of unique endgame equipment, that is admittedly not allowed. Endgame gear is thus to be restricted to the following storebought equipment:
SCYTHES:
Energy Scythe:ATK+106, MND+28, +25% Crit Damage
Day's Harvest: ATK+134, +25% Crit Damage, 62% chance of Bleed on hit
MAULS:
Flattener: ATK+132, HP+55
SWORDS:
Icebrand: ATK+78, MND+8, Ice Elemental, +50% Ice Resist
Flamebrand: ATK+78, MND+8, Fire Elemental, +50% Fire Resist
Stonebrand: ATK+78, MND+8, Earth Elemental, +50% Earth Resist
Boltbrand: ATK+78, MND+8, Lightning Elemental, +50% Lightning Resist
Enhancer: ATK+84, MND+44
Ebony Sword: ATK+90, MND+8, Dark Elemental, +50% Dark Resist
Dendrite Sword: ATK+100, +100% Holy Resist
Excalibur*: ATK+112, MND+14, Holy Elemental, +150% Holy Resist, Auto-Renew.
*Kyrie has a middling plot claim to Excalibur due to it being obtained in an optional battle pertaining speifically to her, storywise. It is not explicitly given to her but the connection is there. She is the only character who has this claim, making it a unique one in her case.
DAGGERS:
Tongueslicer: ATK+56, SPD+7, EVA+2, CRI+2%, 62% chance to Silence on hit
Teorite Dagger: ATK+62, RES+4, SPD+7, EVA+2, CRI+2%, 62% chance to inflict Root on hit
Kunai: ATK+68, MND+4, SPD+7, EVA+2, CRI+2%, 62% chance to inflict Cripple on hit
Janbiya: ATK+74, SPD+10, EVA+3, CRI+3%
Flash Knife: ATK+64, SPD+20, EVA+2, CRI+2%
Worm Tooth: ATK+80, SPD+7, EVA+2, CRI+2%, 75% chance to Poison on hit
AXE:
Dark Reign: ATK+110, DEF-18, +150% Dark Resist
SPEARS (all Range 2):
Partisan: ATK+94, DEF+12
Heavy Lance: ATK+102, DEF+7, CRI+3%
MACES
Holy Mace: ATK+76, MND+18, MP+19, DEF+4, RES+4, CRI+8%, Holy Elemental, +100% Dark Resist
Pernach: ATK+92, MND+24, MP+27, DEF+6, RES+6, CRI+8%
RAPIERS
Joyeuse: ATK+86, MND+22, SPD+7, EVA+3, CRI+3%, Immune Slow
Monarch: ATK+96, MND+26, Immune Weaken
RODS
Water Rod: ATK+52, MND+34, Water Elemental, +25% Water Damage
Fire Rod: ATK+52, MND+34, Fire Elemental, +25% Fire Damage
Earth Rod: ATK+52, MND+34, Earth Elemental, +25% Earth Damage
Thunder Rod: ATK+52, MND+34, Thunder Elemental, +25% Thunder damage
Ebony Rod: ATK+64, MND+46, Dark Elemental, +100% Dark Resist, +25% Dark damage
Heavy Rod: ATK+92, MND+42
Glacier Rod: ATK+72, MND+54, Water Elemental, +100% Water Resist
Blazing Rod: ATK+72, MND+54, Fire Elemental, +100% Fire Resist
Quake Rod: ATK+72, MND+54, Earth Elemental, +100% Earth Resist
Surge Rod: ATK+72, MND+54, Thunder Elemental, +100% Thunder Resist
STAVES (All give Spell Range+1)
Black Staff: ATK+72, MND+30, RES+18, EVA+1, Dark Elemental
Gatekeeper: ATK+78, MND+34, RES+18, EVA+1
GUNS:
Hell Muzzle (Range 7): ATK+74, MND+10
BOWS:
Mach Bow (Range 5): ATK+86, SPD+10
True Flight (Range 7): ATK+80
Yoichi Bow (Range 5): ATK+100, CRI+5%
CROSSBOWS:
Thunder Crossbow (Range 5): ATK+76, MND+8, Accuracy +5%, Thunder Elemental
Quarreler (Range 5): ATK+80, MND+8, Accuracy +5%, Dark Elemental, +50% Dark Resist, 25% chance to Berserk on hit
Aerolus (Range 5): ATK+90, MND+20, Accuracy +5%
ROBES:
Flowing Robe: DEF+36, RES+61, +100% Water Resist
Molten Robe: DEF+36, RES+61, +100% Fire Resist
Sand Robe: DEF+36, RES+61, +100% Earth Resist
Spark Robe: DEF+36, RES+61, +100% Lightning Resist
Scholar Robe: DEF+48, MND+16, RES+79
Embroidered Robe: DEF+51, RES+85
LIGHT ARMOR:
Lorica Speculo: DEF+72, RES+33
Lorica Musculata: DEF+72, RES+18, ATK+12
Lorica Mentis: DEF+72, RES+18, MND+12
HEAVY ARMOR:
Old Armor*: DEF+75, RES+15, +50% Earth Resist
Royal Armor: DEF+84, RES+15
*Anadine has a strong plot claim to the Old Armor. She only really wants it for Earth Resist though.
HATS
Miter: DEF+9, RES+28, Immune Silence
Black Hat: DEF+9, RES+30, MND+16
Royal Crown: DEF+13, RES+37, HP+35, SPD+3
LIGHT HELMETS:
Black Cowl: DEF+19, RES+24, MND+8
Ninja Cowl: DEF+21, RES+27, ATK+4, SPD+3, EVA+2, CRI+2%
Flash Cap: DEF+19, RES+25, SPD+10, EVA+4
HEAVY HELMETS:
Royal Helm: DEF+34, RES+18
SHIELDS:
Teorite Shield: DEF+16, RES+16, EVA+10
Water Shield: DEF+6, RES+12, EVA+7, +150% Water Resist
Fire Shield: DEF+6, RES+12, EVA+7, +150% Fire Resist
Earth Shield: DEF+6, RES+12, EVA+7, +150% Earth Resist
Thunder Shield: DEF+6, RES+12, EVA+7, +150% Lightning Resist
Aegis Shield: DEF+9, RES+9, EVA+2, Auto RES-UP
Magic Shield: DEF+9, RES+16, EVA+10, MND+16
ACCESSORIES:
Regular:
Gauntlet: +8 ATK, +4 DEF, +1 RES
Wizard Glove: +1 DEF, +8 MND, +4 RES
Exo Gauntlet: +7 DEF, +7 RES, +3 EVA
Plate Glove: +10 DEF, +3 RES
Glasses: +2 CRI, +10 ACC
Statusblocker accessories:
Sharp Glove: +5% Crit, Immune Bleed
Pure Band: +4 DEF, +4 RES, Immune Poison
Shining Band: +4 DEF, +4 RES, +3 SPD, Immune Blind
Clarity Band: +4 MND, +9 RES, Immune Berserk
Oath Band: +4 ATK, +9 DEF, Immune Charm
Vigil Band: +4 ATK, +3 DEF, +4 MND, +3 RES, Immune Sleep
Sapphire Earring: +3 DEF, +3 RES, Blocks Bleed, Blind, Root, and Slow
Characters are taken at Level 40, which I found to be properly endgame.
Fell Seal:Arbiter's Mark is a Tactical RPG made in the style of Final Fantasy Tactics, developed by 6 Eyes Studio. It is available on PC, PS4, XBOne, and Switch. Like FFT, you have a large variety of classes that can be unlocked to learn active, reactive, and passive skills from, to ultimately mix, match, and create horrifying combos with.
As this is being released early to give a reference to Kyrie, who is currently in Futurama, they will not be covered individually yet, and we are sticking to non-Bzaro plot characters.
Also I am currently dosed up on theraflu in order to not feel like absolute hell from an upper respiratory tract infection so some mistakes may occur.
The battle system, akin to FFT, runs on a clocktick situation with the frequency of turns is dictated by the character's speed. Higher the speed, more frequent the turns, the influence is well-worn on its sleeve.
STATS AND WHAT THEY DO:
HP: Run out of these and you...don't exactly fall down with a digitized death scream.
MP: MP here works closer to Tactics Advance rather than Tactics Vanilla; you start at 0 by default, and gain 10 every turn. The listed MP stat for each character is the possible maximum they can hold.
ATK: Impacts the efficacy of your physical attacks, be they basic or technique, as well as composite effects.
DEF: Impacts the efficacy of physical attacks on you.
MND: Impacts the efficacy of magic attacks, composite attacks, and healing.
RES: Impacts the efficacy of magic attacks on you.
SPD: How quickly you get a new turn. Speed is directly linear; a unit with 200 speed will act twice as often as a unit with 100 speed.
EVA: Unit's chance to evade. This directly opposes accuracy.
Move: How far a unit can move. Largely DL-irrelevant unless you want to make some arguments for kiting FE characters.
Jump: How high a unit can jump. Even more DL-irrelevant because of the white room nature of DL fights.
Crit: Unit's chance to critical. Unless otherwise noted, characters in Fell Seal can only critical on basic attacks.
Elemental Resistance: Percentage reduction taken from elemental attacks, taken per element. All human characters innately have these as 0, barring bonuses from class masteries. Equipment can modify these, however.
Attacks in this game have eight possible typings: Physical, Fire, Water (includes ice), Thunder, Earth, Holy, Dark, and Magical. Resistances largely do not exist for Physical and Magical, but those to the other six named elements do.
Fell Seal also has a number of named statuses, positive and negative. Notably, statuses in this game have a duration based on the status, not the originating ability. As such, effects will have their duration listed alongside their description:
NEGATIVE STATUSES:
ATK Down: -20% ATK (3 turns)
MND Down: -20% MND (3 turns)
DEF Down: -25% DEF (3 turns)
RES Down: -25% RES (3 turns)
Slow: -34% SPD (3 turns)
Poison: Character loses 20% max HP per turn. Cannot kill. (3 turns)
Bleed: Character loses 12.5% max HP per turn. Cannot kill and stacks with Poison. (5 turns)
Blind: Character suffers -50% accuracy. (2 turns)
Root: Character cannot move. (2 turns)
Mute: Character cannot use Spells. (3 turns)
Cripple: Character cannot use Skills. (3 turns)
Sleep: Character will not evade or act. Wears off upon taking damage. (3 turns)
Berserk: Character loses control and will only make basic attacks against the nearest target. (2 turns)
Charm: Character cannot be controlled and will act in the enemy's best interests. Removed with damage. (2 turns)
Weaken: Character cannot receive direct healing. (3 turns)
Exhaust: Character cannot benefit from Quicken effects. This is applied whenever a Quicken effect is and cannot be blocked. (2 turns)
POSITIVE STATUSES:
ATK Up: +20% ATK (3 turns)
MND Up: +20% MND (3 turns)
DEF Up: +25% DEF (3 turns)
RES Up: +25% RES (3 turns)
CRIT Up: Flat +25% Crit (3 turns)
Haste: +33% SPD (3 turns)
Thorns: Returns damage inflicted to the attacker, regardless of distance or source. (negligible quantity) (4 turns)
Renew: Character recovers 1/8 of their max HP at the end of their turn. (3 turns)
Rebirth: Upon death, character will revive immediately with 20% mHP.
Mirage: Character will automatically evade the next attack regardless of accuracy. (3 turns, Until expended)
Elemental Affinity(type): Character will inflict +35% damage with the specific element. (3 turns)
Fleet of Foot: Character gains +1 Move. (3 turns)
Focus: Character inflicts 2x damage on their next attack or ability. (functionally next turn)
Boon: Character's next non-item attack or ability will automatically crit. Overrides the restriction on crits. (functionally next turn)
Elemental Aegis(type): +75% resistance to the specified element.
Dark Barrier: +25% resistance to Fire/Water/Earth/Thunder/Dark. Not relevant for PCs because it only really results from a boss ability, but I'm listing it here for completion's sake.
ATTACK DIRECTIONALITY
Attacks have their damage modified by what direction it comes from; 1x for frontal, 1.25x for side, and 1.5x for back. As per DL standard, it will be assumed that damage will be calculated from a side attack, barring teleportation or flight (which will allow access to back attacks, barring being able to land Sleep.) Counterattacks will always be calculated assuming frontal damage.
EQUIPMENT[/u]
Characters have six equipment slots. Of those, they are allowed to equip the following: One weapon (unless dual-wielding), one shield, one headgear, one body armor, and however many accessories they want. Since there is a lot of unique endgame equipment, that is admittedly not allowed. Endgame gear is thus to be restricted to the following storebought equipment:
SCYTHES:
Energy Scythe:ATK+106, MND+28, +25% Crit Damage
Day's Harvest: ATK+134, +25% Crit Damage, 62% chance of Bleed on hit
MAULS:
Flattener: ATK+132, HP+55
SWORDS:
Icebrand: ATK+78, MND+8, Ice Elemental, +50% Ice Resist
Flamebrand: ATK+78, MND+8, Fire Elemental, +50% Fire Resist
Stonebrand: ATK+78, MND+8, Earth Elemental, +50% Earth Resist
Boltbrand: ATK+78, MND+8, Lightning Elemental, +50% Lightning Resist
Enhancer: ATK+84, MND+44
Ebony Sword: ATK+90, MND+8, Dark Elemental, +50% Dark Resist
Dendrite Sword: ATK+100, +100% Holy Resist
Excalibur*: ATK+112, MND+14, Holy Elemental, +150% Holy Resist, Auto-Renew.
*Kyrie has a middling plot claim to Excalibur due to it being obtained in an optional battle pertaining speifically to her, storywise. It is not explicitly given to her but the connection is there. She is the only character who has this claim, making it a unique one in her case.
DAGGERS:
Tongueslicer: ATK+56, SPD+7, EVA+2, CRI+2%, 62% chance to Silence on hit
Teorite Dagger: ATK+62, RES+4, SPD+7, EVA+2, CRI+2%, 62% chance to inflict Root on hit
Kunai: ATK+68, MND+4, SPD+7, EVA+2, CRI+2%, 62% chance to inflict Cripple on hit
Janbiya: ATK+74, SPD+10, EVA+3, CRI+3%
Flash Knife: ATK+64, SPD+20, EVA+2, CRI+2%
Worm Tooth: ATK+80, SPD+7, EVA+2, CRI+2%, 75% chance to Poison on hit
AXE:
Dark Reign: ATK+110, DEF-18, +150% Dark Resist
SPEARS (all Range 2):
Partisan: ATK+94, DEF+12
Heavy Lance: ATK+102, DEF+7, CRI+3%
MACES
Holy Mace: ATK+76, MND+18, MP+19, DEF+4, RES+4, CRI+8%, Holy Elemental, +100% Dark Resist
Pernach: ATK+92, MND+24, MP+27, DEF+6, RES+6, CRI+8%
RAPIERS
Joyeuse: ATK+86, MND+22, SPD+7, EVA+3, CRI+3%, Immune Slow
Monarch: ATK+96, MND+26, Immune Weaken
RODS
Water Rod: ATK+52, MND+34, Water Elemental, +25% Water Damage
Fire Rod: ATK+52, MND+34, Fire Elemental, +25% Fire Damage
Earth Rod: ATK+52, MND+34, Earth Elemental, +25% Earth Damage
Thunder Rod: ATK+52, MND+34, Thunder Elemental, +25% Thunder damage
Ebony Rod: ATK+64, MND+46, Dark Elemental, +100% Dark Resist, +25% Dark damage
Heavy Rod: ATK+92, MND+42
Glacier Rod: ATK+72, MND+54, Water Elemental, +100% Water Resist
Blazing Rod: ATK+72, MND+54, Fire Elemental, +100% Fire Resist
Quake Rod: ATK+72, MND+54, Earth Elemental, +100% Earth Resist
Surge Rod: ATK+72, MND+54, Thunder Elemental, +100% Thunder Resist
STAVES (All give Spell Range+1)
Black Staff: ATK+72, MND+30, RES+18, EVA+1, Dark Elemental
Gatekeeper: ATK+78, MND+34, RES+18, EVA+1
GUNS:
Hell Muzzle (Range 7): ATK+74, MND+10
BOWS:
Mach Bow (Range 5): ATK+86, SPD+10
True Flight (Range 7): ATK+80
Yoichi Bow (Range 5): ATK+100, CRI+5%
CROSSBOWS:
Thunder Crossbow (Range 5): ATK+76, MND+8, Accuracy +5%, Thunder Elemental
Quarreler (Range 5): ATK+80, MND+8, Accuracy +5%, Dark Elemental, +50% Dark Resist, 25% chance to Berserk on hit
Aerolus (Range 5): ATK+90, MND+20, Accuracy +5%
ROBES:
Flowing Robe: DEF+36, RES+61, +100% Water Resist
Molten Robe: DEF+36, RES+61, +100% Fire Resist
Sand Robe: DEF+36, RES+61, +100% Earth Resist
Spark Robe: DEF+36, RES+61, +100% Lightning Resist
Scholar Robe: DEF+48, MND+16, RES+79
Embroidered Robe: DEF+51, RES+85
LIGHT ARMOR:
Lorica Speculo: DEF+72, RES+33
Lorica Musculata: DEF+72, RES+18, ATK+12
Lorica Mentis: DEF+72, RES+18, MND+12
HEAVY ARMOR:
Old Armor*: DEF+75, RES+15, +50% Earth Resist
Royal Armor: DEF+84, RES+15
*Anadine has a strong plot claim to the Old Armor. She only really wants it for Earth Resist though.
HATS
Miter: DEF+9, RES+28, Immune Silence
Black Hat: DEF+9, RES+30, MND+16
Royal Crown: DEF+13, RES+37, HP+35, SPD+3
LIGHT HELMETS:
Black Cowl: DEF+19, RES+24, MND+8
Ninja Cowl: DEF+21, RES+27, ATK+4, SPD+3, EVA+2, CRI+2%
Flash Cap: DEF+19, RES+25, SPD+10, EVA+4
HEAVY HELMETS:
Royal Helm: DEF+34, RES+18
SHIELDS:
Teorite Shield: DEF+16, RES+16, EVA+10
Water Shield: DEF+6, RES+12, EVA+7, +150% Water Resist
Fire Shield: DEF+6, RES+12, EVA+7, +150% Fire Resist
Earth Shield: DEF+6, RES+12, EVA+7, +150% Earth Resist
Thunder Shield: DEF+6, RES+12, EVA+7, +150% Lightning Resist
Aegis Shield: DEF+9, RES+9, EVA+2, Auto RES-UP
Magic Shield: DEF+9, RES+16, EVA+10, MND+16
ACCESSORIES:
Regular:
Gauntlet: +8 ATK, +4 DEF, +1 RES
Wizard Glove: +1 DEF, +8 MND, +4 RES
Exo Gauntlet: +7 DEF, +7 RES, +3 EVA
Plate Glove: +10 DEF, +3 RES
Glasses: +2 CRI, +10 ACC
Statusblocker accessories:
Sharp Glove: +5% Crit, Immune Bleed
Pure Band: +4 DEF, +4 RES, Immune Poison
Shining Band: +4 DEF, +4 RES, +3 SPD, Immune Blind
Clarity Band: +4 MND, +9 RES, Immune Berserk
Oath Band: +4 ATK, +9 DEF, Immune Charm
Vigil Band: +4 ATK, +3 DEF, +4 MND, +3 RES, Immune Sleep
Sapphire Earring: +3 DEF, +3 RES, Blocks Bleed, Blind, Root, and Slow
Characters are taken at Level 40, which I found to be properly endgame.