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* PlagueDoctor: It's a class that specializes in curing status effects on allies and inflicting them on enemies. Due to the way character customization works though, it's possible for even a character who isn't in this class to wear the classic overcoat and beak mask.
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* YouHaveResearchedBreathing: If you want to be able to throw more than on rock per battle, then you need to gather some rare components to be able to craft more. Instead of just...picking a bunch up off the ground.
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* ColorCodedArmies: All generic enemy humans are red, and members of Sigil wear black. While the player's troops can be customized, the corresponding default appearances for their units (as well as for other Arbiters) are blue.

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* ColorCodedArmies: All generic enemy humans are red, and members of Sigil wear black.black (except for a group at the second temple that all wear green). While the player's troops can be customized, the corresponding default appearances for their units (as well as for other Arbiters) are blue.



** TheLancer: Reiner, Kyrie's adopted brother and fellow Arbiter.

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** TheLancer: Reiner, Kyrie's adopted brother and fellow Arbiter.Captain of her squad.



** TheChick: Katja, the Bounty Hunter.

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** TheChick: TheChick / SixthRanger: Katja, the Bounty Hunter.Hunter that eventually becomes a BoxedCrook.



** [[spoiler:Bzaro doesn't have access to any human classes, but can use various monster abilities.]]

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** [[spoiler:Bzaro Bzaro doesn't have access to any human classes, but can use various monster abilities.]]



** [[spoiler:Bzaro, a member of the insectoid Bzil race, can join the team after a sidequest.]]

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** [[spoiler:Bzaro, Bzaro, a member of the insectoid Bzil race, can permanently join the team after a sidequest.]]
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** Also just like many recent story based games you can manually change the difficulty to what you want at any time outside of a battle. In addition there are plenty of other options to change the difficulty to how you want. The best example is you could have it be a variation on the original VideoGame/FinalFantasyTactics with permadeath and well stocked enemies, or if you wanted it to be more like VideoGame/FinalFantasyTacticsA2 with no risk of losing members with less item happy enemies you can also make that.

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** Also Also, just like many recent story based games story-based games, you can manually change the difficulty to what you want at any time outside of a battle. In addition addition, there are plenty of other options to change the difficulty to how you want. want it. The best example is you could have it be a variation on the original VideoGame/FinalFantasyTactics with permadeath and well stocked enemies, or enemies. Or if you wanted it to be more like VideoGame/FinalFantasyTacticsA2 with no risk of losing members with less item happy enemies item-happy enemies, you can also make that.



* EarlyGameHell: Just like it's [[VideoGame/FinalFantasyTactics biggest inspiration]] the early game isn't all that kind to you. While character competence and choice are a lot more early game friendly in this one the fact that enemy characters can pull from almost any class, even if individual battles will have a theme for classes and subclasses, with more ap/abilties than you would likely have access to makes things a lot harder. It doesn't help that the Komainu enemy, or the blue Hynea looking monsters, can show up commonly in early patrols. They're tanky, hit hard, and have the ability to heal a not insignificant amount for how early you find them.

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* EarlyGameHell: Just like it's its [[VideoGame/FinalFantasyTactics biggest inspiration]] the early game isn't all that kind to you. While character competence and choice are a lot more early game friendly in this one the fact that enemy characters can pull from almost any class, even if individual battles will have a theme for classes and subclasses, with more ap/abilties than you would likely have access to makes things a lot harder. It doesn't help that the Komainu enemy, or the blue Hynea looking monsters, can show up commonly in early patrols. They're tanky, hit hard, and have the ability to heal a not insignificant amount for how early you find them.



* {{Expy}}: Given this game's inspirations it's no surprise there are quite a few similar characters to the final fantasy tactics series in general.
** The biggest, and most obvious one, is Kyrile herself. Character-wise she's clearly [[VideoGame/FinalFantasyTactics Ramza Beoulve.]] A justice loving noble, although rather than a literal noble she's of a distinguished protector class, who's starry eyed idealism is shattered forcing her to come to grips with justice having to do with more than just the law set down, although her arc is less world shaking than Ramza's given she already had he suspicions from the get go and her personal crisis comes from discovering how deep the problems go. In addition, just like Ramza, she's starts out by simply trying to do the right thing only for the machinations of others to go into motion where she'll be the one fighting for the good of the majority.

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* {{Expy}}: Given this game's inspirations it's no surprise there are quite a few similar characters to the final fantasy tactics VideoGame/FinalFantasyTactics series in general.
** The biggest, and most obvious one, is Kyrile Kyrie herself. Character-wise Character-wise, she's clearly based on [[VideoGame/FinalFantasyTactics Ramza Beoulve.]] A justice loving noble, although rather than a literal noble she's of a distinguished protector class, who's starry eyed idealism whose trust in the authority system is shattered shattered, forcing her to come to grips with justice having to do with more than just the law set down, although her arc is less world shaking world-shaking than Ramza's given she already had he suspicions from the get go get-go and her personal crisis comes from discovering how deep the problems go. In addition, just like Ramza, she's starts out by simply trying to do the right thing only for the machinations of others to go into motion where she'll be the one fighting for the good of the majority.



* GambitPileup: [[spoiler:Primus had no intention of giving up power; he announced his retirement solely to start a Pilgrimage, mark Raife, and have him steal dark energy from the Pilgrimage Temples (which the Immortals cannot enter themselves) that would then be used to power up Primus further. Raife, however, knew all about The Maw's sealing through his Kawa partner Grim Eye and only agreed with Primus in order to use the Immortal as a conduit and create the opportunity to kill The Maw for good.]]
* GameplayAmdStoryIntegration: In the second battle at Yates' Cabin, Yates starts out with reduced HP, having been incapacitated by Katja earlier.

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* GambitPileup: [[spoiler:Primus had no intention of giving up power; he announced his retirement solely to start a Pilgrimage, mark Raife, and have him steal dark energy from the Pilgrimage Temples (which the Immortals cannot enter themselves) that would then be used to power up Primus further. Raife, however, knew all about The Maw's sealing through his Kawa partner Grim Eye and only agreed with Primus in order to use the Immortal as a conduit and create the opportunity to kill control The Maw for good.himself.]]
* GameplayAmdStoryIntegration: GameplayAndStoryIntegration: In the second battle at Yates' Cabin, Yates starts out with reduced HP, having been incapacitated by Katja earlier.

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It was released on [[UsefulNotes/IBMPersonalComputer PC]] on August 16h, 2018, on UsefulNotes/Playstation4 and UsefulNotes/XboxOne on April 30th, 2019, and on UsefulNotes/NintendoSwitch on August 14th, 2019. A DLC expansion, ''Missions and Monsters'', is set for a 2020 release, adding new classes, monsters, and a base-building system.

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It was released on [[UsefulNotes/IBMPersonalComputer PC]] on August 16h, 2018, on UsefulNotes/Playstation4 and UsefulNotes/XboxOne on April 30th, 2019, and on UsefulNotes/NintendoSwitch on August 14th, 2019. A DLC expansion, ''Missions and Monsters'', is set for had a 2020 release, adding new classes, monsters, and a base-building system.


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* MonsterAllies: One of the main benefits of the ''Missions and Monsters'' DLC is to enable the recruitment of non-humanoids, from Kawas to Pektites, into your army.

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* GameplayAmdStoryIntegration: In the second battle at Yates' Cabin, Yates starts out with reduced HP, having been incapacitated by Katja earlier.



* LoopholeAbuse: The Marked are considered immune to all laws until their Pilgrimage is complete. Arbiters have a law of that allows them to self-defend against those who are out to kill them…including Marked. Kyrie exploits this in her pursuit against Alphonse. That said, ItOnlyWorksOnce as the Council then explicitly orders Kyrie against going after him… [[spoiler:until one of the Immortals makes her a Marked as well]].

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* LoopholeAbuse: The Marked are considered immune to all laws until their Pilgrimage is complete. Arbiters have a law of that allows them to self-defend against those who are out to kill them…including them… including Marked. Kyrie exploits this in her pursuit against Alphonse. That said, ItOnlyWorksOnce as the Council then explicitly orders Kyrie against going after him… [[spoiler:until one of the Immortals Quintus makes her a Marked as well]].

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* EarlyGameHell: Just like it's [[VideoGame/FinalFantasyTactics biggest inspiration]] the early game isn't all that kind to you. While character competence and choice are a lot more early game friendly in this one the fact that enemy characters can pull from almost any class, even if individual battles will have a theme for classes and subclasses, with more ap/abilties than you would likely have access to makes things a lot harder. It doesn't help that the Komainu enemy, or the blue Hynea looking monsters, can show up commonly in early patrols. They're tanky, hit hard, and have the ability to heal a not insignificant amount for how early you find them.



* EarlyGameHell: Just like it's [[VideoGame/FinalFantasyTactics biggest inspiration]] the early game isn't all that kind to you. While character competence and choice are a lot more early game friendly in this one the fact that enemy characters can pull from almost any class, even if individual battles will have a theme for classes and subclasses, with more ap/abilties than you would likely have access to makes things a lot harder. It doesn't help that the Komainu enemy, or the blue Hynea looking monsters, can show up commonly in early patrols. They're tanky, hit hard, and have the ability to heal a not insignificant amount for how early you find them.

to:

* EarlyGameHell: Just like {{Expy}}: Given this game's inspirations it's no surprise there are quite a few similar characters to the final fantasy tactics series in general.
** The biggest, and most obvious one, is Kyrile herself. Character-wise she's clearly
[[VideoGame/FinalFantasyTactics biggest inspiration]] the early game isn't all that kind to you. While character competence and choice are Ramza Beoulve.]] A justice loving noble, although rather than a lot more early game friendly in this one the fact that enemy characters can pull from almost any literal noble she's of a distinguished protector class, even if individual battles will have a theme for classes and subclasses, who's starry eyed idealism is shattered forcing her to come to grips with justice having to do with more ap/abilties than you would likely have access to makes things a lot harder. It doesn't help that just the Komainu enemy, or law set down, although her arc is less world shaking than Ramza's given she already had he suspicions from the blue Hynea looking monsters, can show up commonly in early patrols. They're tanky, hit hard, get go and have her personal crisis comes from discovering how deep the ability problems go. In addition, just like Ramza, she's starts out by simply trying to heal a not insignificant amount do the right thing only for how early you find them.the machinations of others to go into motion where she'll be the one fighting for the good of the majority.
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* AntiFrustrationFeatures: Compared to VideoGame/FinalFantasyTactics this game has two features that are meant to avoid annoyances when leveling characters.
** The first one is the ability to outright reset a character to level 1. Throughout the tactics series, and in this game since it's following suit, your character's stats don't change upon changing class but instead what stats you get while leveling up depend on what class the unit is in when they level. In order to make sure the quest for gaining AP for certain classes or just changing class based on what you might need during a fight doesn't lock a character into stats that they don't care for. It will also set said character to the starting stats of the class they're currently in.
** You can buy characters, and choose their class, and buy them at higher levels with their stats being based on leveling up in that class. This lets you custom buy a character with the focused stats you want, such as a caster with high mind or a fighter that focuses more on speed, without having to reset a character and level them up solely on a single class to get the stats you want.
** Also just like many recent story based games you can manually change the difficulty to what you want at any time outside of a battle. In addition there are plenty of other options to change the difficulty to how you want. The best example is you could have it be a variation on the original VideoGame/FinalFantasyTactics with permadeath and well stocked enemies, or if you wanted it to be more like VideoGame/FinalFantasyTacticsA2 with no risk of losing members with less item happy enemies you can also make that.
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Added DiffLines:

* EarlyGameHell: Just like it's [[VideoGame/FinalFantasyTactics biggest inspiration]] the early game isn't all that kind to you. While character competence and choice are a lot more early game friendly in this one the fact that enemy characters can pull from almost any class, even if individual battles will have a theme for classes and subclasses, with more ap/abilties than you would likely have access to makes things a lot harder. It doesn't help that the Komainu enemy, or the blue Hynea looking monsters, can show up commonly in early patrols. They're tanky, hit hard, and have the ability to heal a not insignificant amount for how early you find them.
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* ManaShield: The Alchemystic’s "Mystic Shield" counter blocks incoming damage with their MP pool. There’s no damage overflow, so even 1 MP is enough to negate all damage.
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* SacrificialRevivalSpell: The Pektite's Coalesce spell kills its user in order to revive one ally with full HP, and gives the revived unit any buffs the user had. The Templar’s Rapturous Chant fully heals all allies and removes debuffs at the cost of the user’s life, though it doesn’t actually revive anyone.
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* DashAttack: A Bzzerk’s Siege Ram attack lets it charge an infinite distance to crash into its target as long as there’s a straight line with no obstacles between them. The further they travel to reach their target, the more damage the attack does.
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* BigCreepyCrawlies: You can encounter giant beetles called Bzzerks on some maps.
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* AutomaticCrossbows: The Auto Crossbow weapon attacks each target in a small cone radiating from the space you target, hitting up to four enemies with a single attack.
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* ShootTheMedicFirst: Enemy Menders, Plague Doctors, and any other units that can heal or buff should be taken out as soon as possible. Otherwise they will heal, and buff, and revive the units that you just killed (sometimes with full health) unless you do something to prevent their resurrection.
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* AnAxeToGrind: Axes are the strongest of the one-handed melee weapons, but they impose penalties to the wielder’s Defense.


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* DropTheHammer: Mauls have high attack power and give the wielder a bonus to their maximum HP.


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* MagicStaff: Staves and rods are one-handed melee weapons. Staves increase the range of the wielder’s spells, and provide bonuses to magic-related stats. Rods greatly increase the wielder’s Mind stat, and some also grant resistance to specific elements or make spells of a certain element more powerful.


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* SinisterScythe: Scythes are the strongest weapons in the game, having both the highest attack power and an innate property that makes their critical hits more powerful.
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* ThePhoenix: Ercinees are fire-elemental birds that explode when they die, have innate [[AutoRevive Rebirth]] status, and possess both a SuicideAttack and a SacrificialRevivalSpell. The strongest version of this monster is explicitly named a Phoenix.
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* AwesomeButImpractical: The Ranger’s Sniper Shot skill is an extremely powerful attack that inflicts Root on the Ranger after using it, leaving them unable to move for several turns. It also has a prohibitively high MP cost, preventing the Ranger from using it that often.
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* HolyBurnsEvil: Several kinds of demons and undead start appearing as enemies later in the game, and all of them are weak to Holy damage.
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* ElementalWeapon: Numerous weapons inflict elemental damage rather than physical damage, such as the Ice Crossbow or the Flamebrand.
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* OurMonstersAreWeird: Some of the monster designs are pretty out there.
** Niwots are bipedal, bear-sized platypuses that play magical music from their clarinet-shaped beaks.
** Thervas are wingless dragons that constantly stand on their hands because their hind legs are tiny.
** Pektites are floating, jellyfish-like creatures with a tiny humanoid upper body inside the jellyfish’s bell.
** Bulldrakes are giant draconic bulldogs that breathe various elements, can heal themselves by going to sleep, and snore so loudly that it damages every unit on the map.
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* SpellBlade: The Duelist class can inflict elemental damage and debuffs with several of its Flourish skills. There’s also the Warmage’s "Infused Edge" skill, which is a melee attack followed by a single-target version of any spell the Warmage can cast.
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* MageMarksman: The Gunner class can inflict a variety of status ailments with their enchanted bullets, and their counter skill magically teleports an adjacent attacker to another location.
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* NoSell: Several classes learn counter abilities that let them dodge all attacks of a certain type without fail. They are the Templar’s "Evade Attack", the Fellblade’s "Evade Magic", and the Duelist’s "Evade Skill". There’s also the "Mirage" buff, which lets the character infallibly dodge the next attack to target them, and the "Barrier" buff, which negates the next status ailment they would suffer.
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* BowsVersusCrossbows: Bows and Crossbows are distinct types of ranged weapon. Bows hit harder and have greater range, while crossbows give their wielders a bonus to accuracy and several of them can inflict elemental damage. Both weapons [[GunsAreWorthless hit harder than guns]].


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* GunsAreWorthless: Guns do less damage than bows are crossbows and are among the weakest weapons in the game. To compensate, they have the greatest range of any weapon type.
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* FixedDamageAttack: The Rock item inflicts a fixed amount of damage, with higher-quality rocks inflicting greater damage.

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* FixedDamageAttack: The Rock item inflicts a fixed amount of damage, with higher-quality rocks inflicting greater damage. There’s also the Reaver’s Desperate Blow attack, which inflicts damage equal to the difference between the Reaver’s maximum and current HP.
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* FixedDamageAttack: The Rock item inflicts a fixed amount of damage, with higher-quality rocks inflicting greater damage.


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* StandardRPGItems: The player has a small pool of consumable items that can be used during battle, and are replenished automatically once the battle is done. [[HealthPotion Potions]] restore health, Phoenix Ashes revive dead units, Rocks inflict fixed damage to an enemy, and Remedies cure a unit’s debuffs. There are also [[ManaPotion Mana Stones]] for restoring MP, and two types of bombs that lower the target’s Defense or Resistance.
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* MagicMusic: The Templar class learns magical Chants that they can sing to damage enemies or support their allies.
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* HolyHandGrenade: “Holy” is one of the game’s six elemental damage types, and attacks of this element tend to be stronger than those of the four main elements while being on par with Dark. Classes that specialize in Holy-elemental attacks include the Templar, the Marked, and the [[spoiler:Princess]].
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* ChargeMeter: The Sorcerer class’s Eruptor passive gives them a stacking bonus to the damage of their next attack for each turn that they don’t attack beforehand. Since their spells are too expensive to be cast every turn, this effectively turns all of their spells into {{Charged Attack}}s.


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* ElementalRockPaperScissors: The game’s six elemental damage types are [[PlayingWithFire Fire]], [[MakingASplash Water]], [[ShockAndAwe Thunder]], [[DishingOutDirt Earth]], [[CastingAShadow Dark]], and [[HolyHandGrenade Holy]]. Units have individual resistance stats for each of these elements, and can be weak against, immune to, or even healed by them. There’s also Physical and [[NonElemental Magic]] damage.


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* NonElemental: Certain attacks and spells inflict Magic damage, which is outside the game’s normal ElementalRockPaperScissors system. Examples include the Alchemystic’s Soul Tendrils spell and the Sorcerer’s Voidstorm.


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* ReducedManaCost: The Sorcerer class’s Economy passive reduces the MP cost of abilities by one-third.


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* RegeneratingMana: Each unit starts a battle with zero MP and gains 10 MP on its turn. This prevents them from using their most powerful and expensive abilities right away.

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