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    Fell Seal: Arbiter’s Mark is a turn-based tactical RPG with an epic story about gods, monsters, and the blurry lines between the two. You play Kyrie, Arbiter for the Council of Immortals. When a fellow Arbiter is infected by a mysterious form of dark magic, Kyrie and her allies must go on a quest to discover the source of this strange power, all the while uncovering evidence of corruption and deceit going up to the highest echelons of government. 

    Fell Seal: Arbiter’s Mark is highly reminiscent of games such as Final Fantasy Tactics and Tactics Ogre. Each member of your party may assume and switch between classes. There over 40 classes available for play in Fell Seal, each with its own unique attacks, passive abilities, and counters. Devastate enemies with your magic as a Sorcerer, feed on their essence as a Vampire, or scatter them with your might as a Templar. 

    Customize your characters' look as well as their abilities. Equip them with powerful weapons, equipment, armor, and clothing. Craft legendary gear from items dropped by enemies.

    Combat in Fell Seal occurs on a large isometric map, with bonuses and traps depending on the terrain and elevation. Players must use the terrain against enemies, but beware that the enemy can do the same.

    The whole world waits to see how you will judge the guilty, Arbiter. Let justice be done.

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    FAQ - Frequently Asked Questions

    How does the 'Classes' system in Fell Seal differ from typical tactical RPG class systems, and what unique strategic opportunities does this difference create?
    Fell Seal allows characters to master multiple classes and switch between them. This creates strategic depth by allowing players to mix and match abilities from different classes, customize characters based on enemy compositions, and adapt to different combat scenarios. Unlike games with rigid class roles, this flexible system emphasizes build diversity and strategic planning.
    Explain the role of 'Reaction Abilities' in Fell Seal's combat and how their strategic use impacts the flow of battle.
    Reaction abilities are triggered in response to enemy actions. Properly equipped reactions, like counter-attacks or self-buffing, can significantly alter combat. Players must anticipate enemy attacks and tailor their builds to exploit enemy weaknesses, making battles dynamic and tactical.
    How does the 'Injury' system in Fell Seal affect long-term party management and tactical decision-making during missions?
    Injuries sustained in battle can persist and negatively impact a character's stats and performance. This system forces players to consider the long-term consequences of combat actions, encouraging strategic use of healing, character rotation, and mission planning to minimize risks and manage the health of their team.
    Describe the function of 'Consumables' and 'Equipment' in Fell Seal, emphasizing how players must strategically utilize these to overcome challenging battles.
    Consumables, like potions and scrolls, offer immediate tactical benefits. Equipment, like weapons and armor, provides passive stat boosts and access to unique abilities. Players must carefully manage their resources, select optimal equipment based on the encounter, and use consumables to overcome difficult scenarios. This promotes resourcefulness and tactical awareness.
    How does the game's 'AP (Action Points)' and 'Turn Order' system contribute to strategic depth, and what are the implications of this system?
    Characters and enemies act based on their AP. Turn order management, which can be influenced by abilities and equipment, is vital. Players must plan actions to maximize AP efficiency, interrupt enemy plans, and control the tempo of the fight. Understanding turn order is critical for successful combat planning.
    Explain how the 'World Map' affects gameplay, and what strategic considerations are important when navigating the map.
    The world map is where players choose missions, manage their party, and interact with the game's world. Strategic decisions involve mission selection based on character levels, available resources, and story progression. Carefully planning travel routes is vital to optimize progression.
    How does the 'Human vs. Monster' class divide impact party composition and combat strategy?
    Some classes are specific to humans, and some are specific to monsters. Mixing human and monster characters creates unique synergy opportunities. Players must learn how to build a balanced party, considering the strengths and weaknesses of both types of classes to create effective combat plans.
    What is the significance of 'Character Relationships' in Fell Seal, and how can they be utilized to gain advantages?
    Characters develop relationships over time by fighting alongside each other. These relationships can provide bonuses during combat, such as increased stats or unique abilities. Players can strategically pair characters to maximize their effectiveness and unlock powerful advantages.
    Describe the 'Judgement' system, and how players are affected by the consequences of their actions throughout the game.
    The 'Judgement' system is related to certain actions and decisions within the game's narrative. These choices may influence events and alter the game's storyline and outcomes. Players are encouraged to consider their decisions and understand their impact on the game's world and narrative.
    How does the game encourage strategic experimentation with different character builds and combat approaches?
    Fell Seal features a vast class system, many skills, and various equipment combinations, encouraging players to experiment. The freedom to change classes at any time provides a constant drive to try different builds and discover optimal character combinations for each battle, promoting strategic thinking and replayability.

    Patch Notes

    • 1.5.1a - 2/4/21 (Patch 1.5.1a)
    • 1.4.1 - 7/15/20 (Update 1.4.1 is live.)
    • 1.4.0 - 7/12/20 (Update 1.4.0 is live)
    • 1.3.6 - 7/8/20 (Update 1.3.6 is live.)
    • 1.3.5 - 7/6/20 (Update 1.3.5 is live.)
    • 1.3.4 - 7/5/20 (Update 1.3.4 is live.)
    • 1.3.3 - 7/3/20 (1.3.3 Update is live.)
    • 1.3.2 - 6/30/20 (Update 1.3.2 is live)
    • 1.3.1d - 6/28/20 (Update 1.3.1d is live!)
    • 1.3.1c - 6/27/20 (Patch 1.3.1c is live)
    • 1.2.2b - 5/24/20 (Update 1.2.2b - Mods error logging)
    • 1.2.2a - 5/17/20 (Build 1.2.2a - Hotfix (kinda))
    • 1.2.2 - 5/13/20 (Update 1.2.2 - UI Tweaks and small fixes)
    • 1.2.1 - 5/11/20 (Update 1.2.1 - Final update before Expansion)
    • 1.2.0c - 5/8/20 (Hotfix 1.2.0c)
    • 5/7/20 (New 64bits version)
    • 1.2.0b - 5/7/20 (Hotfix 1.2.0b)
    • 1.2.0 - 5/7/20 (Hotfix for 1.2.0)
    • 1.2.0 - 5/6/20 (Update 1.2.0 - Patch Notes 2/2)
    • 1.1.2 - 11/16/19 (Build 1.1.2)
    • 10/13/19 (Hotfix for New Game Plus)
    • 1.0.4 - 6/7/19 (Build 1.0.4 - Bug fixes and small QoL updates)
    • 1.0.3 - 5/10/19 (Build 1.0.3 is live! - Bug fixes, QoL, balance updates)
    • 1.0.2 - 4/30/19 (Build 1.0.2 is out - Localization restored!)
    • 0.9.5c - 4/22/19 (Build 0.9.5c)
    • 0.9.5b - 4/22/19 (Hotfix - 0.9.5b)
    • 0.9.5a - 4/21/19 (Build 0.9.5a - Small QoL and other tweaks.)
    • 0.9.5 - 4/19/19 (Build 0.9.5 - New difficulty setting, visuals, balance...)
    • 0.9.4 - 4/13/19 (Build 0.9.4 - Achievements and Cloud saves)
    • 0.9.3 - 4/5/19 (Build 0.9.3 - Huge Balance Update!)
    • 0.9.2 - 3/29/19 (Build 0.9.2 - Big UI update, Balance update)
    • 0.9.1 - 3/22/19 (Build 0.9.1 - Big Balance Update)
    • 0.9.0 - 3/15/19 (Build 0.9.0 - Biggest update yet - Optional Content Galore + Price update!)
    • 0.8.1 - 3/1/19 (Build 0.8.1 - Adding Credits, SFX and new VFX.)
    • 0.8.0 - 2/16/19 (Build 0.8.0 New story content!)
    • 0.7.4 - 2/12/19 (Build 0.7.4 - Localized intro video subtitles)
    • 0.7.3 - 2/8/19 (Build 0.7.3 - Small balance update)
    • 0.7.2 - 2/1/19 (0.7.2 - Small Difficulty Setting update)
    • 0.7.1 - 1/25/19 (Build 0.7.1 - Added sound effects)
    • 0.7.0 - 1/18/19 (Build 0.7.0 - Story character events and new content!)
    • 0.6.3b - 1/16/19 (Patch 0.6.3b)
    • 0.6.3 - 1/12/19 (Build 0.6.3 - Localization!)
    • 0.6.2 - 1/4/19 (Build 0.6.2 - AI Update)
    • 0.6.1 - 12/21/18 (Build 0.6.1 - Added Visuals)
    • 0.6.0 - 12/15/18 (Build 0.6.0 - Lots of new content!)
    • 0.5.3 - 12/7/18 (Build 0.5.3 - Balance/AI Update)
    • 0.5.2 - 11/30/18 (Build 0.5.2 - Updated Intro Movie)
    • 0.5.1 - 11/23/18 (Build 0.5.1 - Small balance update)
    • 0.5.0 - 11/16/18 (Build 0.5.0 - New Content update, Balance update)
    • 0.2.3 - 3/21/18 (Beta Backer Experimental Build 0.2.3 is out!)
    • 0.2.2 - 3/4/18 (Beta Backer Build 0.2.2 is now live!)
    • 2/17/18 (Experimental Beta Build branch now up on Steam!)

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