Fell Seal: Arbiter's Mark

Fell Seal: Arbiter's Mark

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Conan The Librarian's Guide to Fell Seal (Updated With DLC FAQ!)
By Conan The Librarian
This guide is designed to help new players who want to know what's going on, and for experienced players who want to delve a little deeper.
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Introduction
Hello Arbiters, and welcome to my guide for Fell Seal: Arbiter's Mark!

The purpose of my guide is to give some basic tips on a variety of subjects which should be helpful for people new to the game, and help illuminate some mechanics for players who are more experienced but didn't know how X worked before.



Also note: that while I will do my best to avoid major spoilers (and therefore put things which I would consider spoilers in the black box spoiler tags like this ):

THIS IS A GUIDE--IT WILL DISCUSS THINGS IN THE GAME--IF YOU DON'T WANT TO KNOW ABOUT THE GAME, WHY ARE YOU READING A GUIDE?

So, I hope you find this guide useful. Always feel free to drop a comment.
Consumable Items


Most of you likely noticed how you have access to "Items" when you're selecting what to do with a character during a level. Unlike most games, where there items are consumed on use, and you have you purchase / craft more of them, Fell Seal's items work a bit differently. When it says that you have say, 4 potions, that means that you can use a potion four time per battle. Essentially, the items in this category are only limited on a "per battle" basis, which means you never have to buy or craft more of them!



With this being the case, you can feel free to chug those potions and chuck those rocks at the enemy each level; never worrying about having to restock, because the game auto-restocks them for you!

You may then ask, "Why does the menu say 'Craft-->Items' if it doesn't mean I'm actually crafting them, what gives?



Well, the in-game description says it pretty clearly:

When you "Craft" items, you are improving their effectiveness, number of uses per battle, or even both!

Examples:




Potion starts at 45 healing and 2 uses. But when you upgrade it to tier 2, it goes to 75 healing and 3 uses, then to 100 healing and 3 uses at the highest tier of 3. [Note that for items, the yellow star icon indicates tier 3, or the highest tier available]

Rock goes from 1 use 25 damage, 2 uses 40 damge, then 2 uses and 50 damage.

While those two items scale their effectiveness based on their crafted level, some items, like the Remedy (which removes all debuffs from the target) only increase in number of uses per battle when upgraded.

Ok, that's cool and all, but how do I get the best mileage out of my items?

General Item Usage Tips:
  • Items are extremely useful in the earlier levels of the game as the healing from potions and the damage from rocks feels really big. When even a level 1 potion heals for 50, that could mean a full heal for a low level character, or even just a large heal for a hero with a few levels on them. The same goes for level 1 rocks, 25 damage is nothing to scoff at, and just might be enough to secure a much-needed-kill.

  • Items such as potions and remedies can be used on adjacent heroes, and not just "target-self". Have a wounded hero who won't have the chance to be healed by a healing spell before the enemy goes again and kills them? Have no fear, just use one of your other nearby heroes to fix them up with a potion, even if they aren't a healer themself!

  • Speakig of rocks, ever had a situation where your melee hero is only a couple steps away from that one enemy, and can't do anything about it, so you have to just wait there? Well, why not throw a rock instead of doing nothing that turn! Rocks have a range of three spaces, which isn't very far, but hey, sometimes that extra reach really does the trick.

  • Unlike other games where you have to specifically target bodies on the ground, Fell Seal allows for resurrections from anywhere on the map. So, feel free to use that Phoenix Ashes (or revive spell) wherever is best for you tactically, you don't need to be nearby the space where your ally fell!
There are of course other items in the game which you will discover, but for the most part, they are pretty self-explanatory, so I won't go into detail here.


If only there was a class which specialized in using consumable items...hmmmm...
(Small spoiler) Peddler
EXP
This section and the next will explain some parts of the EXP and AP system. While a lot this may be apparent from merely playing the game, sometimes you'll be playing and still ask yourself "Wait, why did this hapen?"

Experience Points

Are awarded every time one of your heroes does an action which has some sort of effect to it.

Common activities which grant experience points include:
  • Attacking

  • Defeating an enemy

  • Casting a Buff / Debuff

  • Healing

  • Curing a debuff
Activities which do NOT grant experience points include
  • Activating a map feature (climbing up a rope, going through a sinkhole, opening treasure, etc)

  • Missed attacks / abilities

  • Healing which does "0 effective healing" (i.e. healing a target who is already at full health)

  • Failed abilities / spells (such as casting a debuff removal spell like Panacea and having nothing to dispell)

  • Merely walking and not taking an action
Special Notes On Exp

There are a few factors and situations which can affect the amount of exp awarded.
  • Getting a finishing blow on an enemy awards a significantly higher amount of exp as compared to a regular attack / action.

  • To compensate for this, healing abilities grant extra exp in comparrison to harmful actions, as healers will often not get finishing blows.

  • Level difference--when a lower level unit attacks a higher level one, based on how far apart they are, bonus experience is award, and the converse is true as well: a higher level unit attacking a lower level one will gain less exp. [Side note: this mechanic makes it easier for lower-leveled heroes to "catch up" to everyone else, and also makes it so you can't grind your most powerful heroes on low leveled things with full effectiveness]
Leveling Up



As Fell Seal is a "Final Fantasy Tactics" inspired game, there is a distinction made between a character's main level, and their proficiencies with their classes.

Every time a character gains 100 experience, they will gain a level. Note that the level up will be granted immediately upon passing the 100 exp mark, and a "Level Up!" icon (with celebratory fanfare) will pop up over the character.

So, what changed?

Every time a character gains a level, their stats increase by a certain amount, depending on which class they are assigned to.



As you can see in the above screenshot, if a character levels up while they are the Mercenary class, they will get: 8 more max Hit Points, 1.5 Magic max Mana Points, 4.5 Attack, 4 Defense, 3 Mind, 3.5 Resistance, and 0.8 Speed.

Obviously, different classes have different growth rates for their various stats. You can always consult the class wheel in the "Change Class" interface to see all the classes' growth rates.

With this system being the case, when considering "How should I build my characters?" just remember the stat growths. Wanting to make a powerful physical fighter who can take a lot of hits? Make sure to be classes with higher attack, defense, and hit point growth. Want a powerful mage or healer? Make sure to be classes with higher Magic. Want a character who goes more often? Level as nimble classes like the Scoundrel. The sky is the limit for how you build your characters!

IMPORTANT: Note that the stat growths for a character are based upon that character's primary class which they are currently assigned as! Their secondary assigned class has no bearing on stat growth on level up.
AP & New Recruits
Ability Points (AP)



Unlike experience points which cause your character to level up, Ability Points (AP for short) are used to learn skills from the classes which your characters are assigned to.



AP is pretty straightforward in terms of using, so I won't cover that. Instead, some of you might wonder about some of the rhyme and reason behind how AP is awarded.

Notes on AP Gain:
  • Awarded to all characters at the end of an encounter (not "during the encounter, like exp is)

  • Sometimes (don't expect it every match) one character who participated in an encounter will be chosen as the MVP based on their performance. This bonus grants them an extra 35% AP boost to the amount of AP they would've normally received.

  • A small amount of extra AP is awarded to each participant of an encounter if Kyrie survives. Note: Kyrie must be present in said encounter for this bonus to trigger.

  • Your characters gain AP only* (See Next Heading) in the the class which has been selected as their primary class.

  • Story encounters award significantly higher amounts of AP than Patrols.

  • Amount of AP awarded is affected by relative level. If your team is significantly higher level than the enemies you're fightinng, the amount of AP you get will be reduced (the bigger the gap, the smaller it will be).

  • Benched characters will still receive 50% of the AP for whichever main class they have equipped, and 80% of the Vicarious Learning AP that the encounter participants get. Because of this, be aware of what class your benched heroes have equipped because they'll still be learning some. Have someone who only needs "a few more AP" to learn that one skill you want? Perhaps you don't need to take them out on an encounter, and being on the bench will be enough.
Vicarious Learning

On playing the game, you will have likely noticed that your characters gain AP in classes which they aren't currently assigned as. There is a very cool mechanic called Vicarious Learning, in which ALL of your heroes (including the ones which did not actively participate in an encounter) get a small % of the main AP gained by the characters in an encounter.

Notes on Vicarious Learning
  • It's a pretty small amount of AP, so don't expect a character to learn a ton of abilities vicariously.

  • This will allow your heroes to essentially "double dip" on AP if you have multiple heroes fighting as the same class, because they're working and learning together.

  • Your characters will gain vicarious learning AP even for classes which they don't qualify for yet. So let's say one character is a knight, fights in a battle, and gains AP. All your other characters, whether they could change into a knight at the time or not, will still get the vicarious knight ap. This AP will not be visible in your characters' skill interfaces until that hero qualifies for that class. When you finally do unlock that class, however, depening on how much vicarious learning has occurred, you just might be pleasantly surprised to see a nice chunk of AP ready to go.

AP / EXP for New Recruits



When you hire new recruits at the guild, in terms of experience, they start at whichever level you hire them at. You can only hire heroes up to the level of your main character, Kyrie.

In terms of AP, new recruits start with a certain amount of AP depending on your progress in the game so far. Specifically, it's an average AP of the 6 highest characters for each class.

Starting Stats for New Recruits

When you hire new recruits, you choose which class they start as. You are limited to choosing only classes which you have unlocked already in that playthrough. But, not all new recruits are the same.

Take a look at the below picture of this new Mercenary recruit.



Now look at the same new recruit, but if they were hired as a Knight.



See how their stats are different?

Why is this? Remember earlier in the exp section where I discussed class stat growth on level up?
When you hire a new recruit, they will have stats as if they gained X number of levels of that class, and have the stat growth to match.

Therefore, BE VERY PURPOSEFUL IN TERMS OF WHICH CLASS YOU HIRE YOUR HEROES AS!

If you wanted to get another physical attacker, don't hire a Wizard! (and etc...you get the idea) Lastly, note you can hire any regular class which you've unlocked so far.
Resetting Characters to Level 1
With the advent of this feature which stemmed from player feedback, I felt that it would be useful to include a section explaining what this is all about.



What is Reverting to Leveling 1?

Well, 6 Eyes' in-game explanation does a pretty good job of explaining it, so I'll include screenshots of their message.







What's the Point of Reverting?

Reverting a character to level 1 allows you to reset all the stat growths which a character has accumulated throughout their various "level ups" up to that point. As stated in my section on EXP, when a character "levels up", they gain certain stats based on the primary job which they have at that time. The point in doing this is to allow you to get a "re do" on your character's stat growths. Perhaps you feel that you "made a mistake" while leveling a certain character and didn't end up with the build you were wanting. Example, "I have a character I want to be a mage, but I leveled him as a warrior for awhile and wish he had more mind value instead of attack". With reverting to level 1, you can wipe those growths clean, re-level the character with the classes you want, and continue on from there.

How do I Revert a Hero?

As shown in the screenshot at the beginning of this section, reverting is available in any city's Guild interface. All you do is select "Reset Level", and it will bring you to an army management screen where you can choose who you'd like to revert.

There is a cost associated with this service, however. Remeber that hiring a new hero costs 500 gold per level. Resetting a hero to level 1 has a total cost of 1,000 / level reverted.



Notice how in the above screenshot, Reiner is level 22. To reset him to level 1, that means erasing 21 levels of stat growths; therefore, a total cost of 21,000 gold.

Notes of Reverting to Level 1

Reasons TO NOT Do This:
  1. Re-leveling a hero can take a decent bit of time.
    Do you really want to put your game on hold just so you can get the "perfect stats" for that unit?

  2. It costs a lot of gold.
    Is it worth paying a thousand gold per level to do this? Granted, gold is relatively easy to come by in this game, so the cost isn't that bad. Perhaps you'd rather utilize your money for gear.

  3. It just might be simpler to recruit another generic hero from the guild.
    Recruiting is half the cost of reverting, and you don't have to spend all that time grinding the exp for them to catch up with the rest of your time. That being said, obviously a new recruit will typically have less overall AP than a hero who has been with your team for awhile and actively participating in encounters. However, the time and headache saved by not having to start again at level 1 again can be worthwhile.

  4. IT'S NOT NECESSARY TO HAVE HEROES WITH "PERFECT STATS" TO BEAT THE GAME!
    Honestly, I cannot stress enough that Fell Seal is designed in a way which allows players to experiment with their heroes. Even if you get a few levels in a class which isn't "your perfect choice" for that hero, it won't make them ineffective units.

  5. Base Stats for human heroes have a cap of 600.
    Since there is a hard cap of 600 of the main natural stats (Attack / Mind etc, not counting equipment, and 250 for speed) , leveling as the same class for dozens of levels might not be the most efficient method, since you are liable to run across a cap and end up with "wasted" stat growths. This means that having some mixture of classes for any given hero is a good thing to help round out their stats and make sure you're always "getting something" out of every level up. So, don't go into this thinking "I'm wanting to reset to level 1 so I can level my caster as a pure Sorcerer the whole time" or something like that, as you might end up wasting some of your efforts due to stat caps.
Special Considerations on Reverting Story Characters

As stated in one of the above screenshots, reverting Kyrie specifically can lead to a handful of unwanted consequences.
  • Generic recruits from the guild are only able to be hired up through Kyrie's level.
    If you revert your Kyrie, you will have to work her level up again to recruit higher level heroes. This could leave you in an annoying situation.

  • Story heroes who join your party are directly tied to Kyrie's level as well.
    So, when certain people join your party like Yates Bzaro Maybe more??? if Kyrie is low level, they will join your party low level.

  • Some story missions have mandatory use of certain story characters.
    If you reverted a story character, and go into a level where they're mandatory to use, you might end up with an unpleasant situation of having to field an underleveled hero. Obviously Kyrie would be the most likely for this, but there are times which include others.

  • Since you can't "Hire another Anadine" or something like that, then if you feel like you "really messed up" with a story character, then yes, maybe this is something you want to do.

  • Regarding the special story hero SPOILER WARNING Bzaro, the Bzil who uses monster classes instead of the regular human classes. Be aware that since he is unique in the fact that he has no permanent "stat growths" on his level ups, and instead, his stats scale based on what primary monster class he is currently equipped with, there really isn't any direct value or point in reverting him to level 1 because nothing will change in the end. That being said, if for some reason you want to revert him to level 1 "for the fun of it", of course you can. I just wanted to include this because I know that some people would wonder about Bzaro.
Final Thoughts on Reverting to Level 1

If you've read the entirety of this section, you'll have most of what you need to know to make an informed decision of "should I even use this feature?"

If you find yourself thinking "Yeah, I had no clue while leveling up this character that I wanted to do X, and to best accomplish that goal, it would be beneficial to re-do my character's stats" then great, go ahead and do so!

If however, you find yourself thinking "I don't know, this all sounds like a lot of hassle, is this something which I NEED to do?" Then rest easy knowing that this is a COMPLETELY OPTIONAL FEATURE. It was only put into the game to allow those who WANT to re-do a character's stats a chance to do it. For most players, this really isn't a feature you have to worry about using, however, it exists should you choose you utilize it.

DON'T FEEL COMPELLED TO REVERT ANY OF YOUR HEROES: IT'S JUST A CHOICE!

So, reverting to level 1 is a way to get a mulligan on a hero's stats without sacrificing their already-learned AP / skills, but is something which I recommend thinking carefully about before doing so.
Class Requirements *Minor Spoilers*
For players' convenience, this section will list the requirements to unlock the various classes in Fell Seal. As you can see in the section title, since this is this a list, if you'd rather not know what classes they are or their requirements, then ignore this section! I have not placed the regular classes under spoilers because those are easily seen in-game, however, I have put the 6 "secret badge classes" under spoiler tags just in case.

Martial Classes

Class
Requirements
Mercenary
None
Knight
Mercenary 3
Templar
Knight 4
Reaver
Templar 5, Scoundrel 4
Gunner
Mercenary 4, Knight 4, Ranger 4
Duelist
Peddler 3, Reaver 3

Mage Classes

Class
Requirements
Mender
None
Wizard
Mender 2
Plague Doctor
Mender 4
Alchemystic
Wizard 4
Druid
Mender 3, Wizard 5, Alchemystic 3
Warmage
Plague Doctor 3, Fellblade 4
Sorcerer
Druid 5

Rogue Classes

Class
Requirements
Scoundrel
Mercenary 2
Ranger
Scoundrel 4
Fellblade
Knight 3, Wizard 3
Assassin
Gunner 4

Miscellaneous Classes

Class
Requirements
Gambler
Scoundrel 3, Mender 3
Gadgeteer
Scoundrel 3, Wizard 3
Peddler
Ranger 5

Secret Badge Classess

While the story heroes have special classes which only they can use, generic heroes have the ability to learn from 6 special "Badge Classes" which are not available to story heroes. These are different from the normal classes as it costs an emblem / badge item to unlock the class along with the other requirements. You can find these badges throughout the campaign and can even craft them with the right materials.

Class
Requirements
Werewolf
Mercenary 4
Vampire
Scoundrel 6, Alchemystic 3
Lich
Plague Doctor 4, Sorcerer 6
Vessel
Mender 5, Wizard 5
Princess
Mender 7, Female only
Lord
Templar 6, Male only

For those of you who want a handy chart of the classes' stat growth numbers, go check out this guide which was made by another helpful Fell Seal community member:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1667079577
Treasure Hunting Tips *Minor Spoilers*
For both sake of spoilers and the time / effort it would take to make a "treasure walkthrough", I would rather list some info here to help players find treasures without "completely giving it away". While I do my best to put things behind spoiler tags in this section, still be warned: if you're sensitive to spoilers, why are you reading a guide?



One of the first things you should pay attention to is how the game shows you when you have a location which has unopened treasures. In the screenshot above, notice how it says "Treasures opened, 1/2"? When you select a map node and go to "Patrol", it will tell you this info. Note that map nodes which don't have any treasures won't list anything at all.



Not that this directly ties into "treasure-finding", but notice how this screenshot has no treasures on it, but does list it has a gatherable node on it. Yes, these are just crafting resources which you can acquire through various methods, but it's nice that it's included in the interface.

Treasure Finding Principles
  1. Some treasures are as simple as having enough jump value to access them.

    A couple of the early-game treasures can be reached merely by equipping a Scoundrel with Toad Boots. Why specifically a Scoundrel? Because they have one of the highest natural jump values as a main class. Remember that early game you can only craft boots as they can't be purchased at the store. If, however, you're not obsessed with getting every treasure "as soon as possible", this is usually no issue because boots will be purchasable in the stores and it's quite simple to go back and obtain those treasures. Lastly, when you obtain the [Jet Boots], they have a very high jump value of 40, so these will let you get pretty much any "jump value" treasure in the game

  2. Some treasures are hard to find because they are visually-obscured by a map feature.

    These can be a bit tricky to obtain, but one method to find these is to take the in-game selector and search every single square on the grid of a map until you find it. You know you've found a treasure when the below phrase pops up on your screen:



  3. Some treasures aren't able to be seen until you've "activated" a hidden switch on the level.

    If you see a map where it says you have treasures not found, but have no clue where it is because you've used the method in point 2 and there's nothing there, perhaps that's because you have to activate a hidden switch on the level. To do so, just take any of your units, and if they're adjacent to a switch they can activate, select the "Activate" button (instead of an action like Attack, Item, Skills, etc), and voila, something will happen which will enable you to get that treasure!

  4. Some treasures require a special movement type to loot them.

    Sometimes walking isn't enough. Since a character can't open treasure chests while swimming, to get chests surrounded by water, you will need the "floating" property. For those who are unfamiliar with the icons for movement types, see the below screenshots:



    Respectively: Float--Fly--Swim

    Protip: You can't swim in lava but you CAN float on top of it...

    That's good and all, but how do I even GET float and fly?

    • Bzaro can get float or fly based on which monster class he has equipped at the time. Pektite is easy to obtain to get floating, and Arpia for flight.

    • Floating and Flying boots which you can equip to any of your characters. These work really well in tandem with Bzaro so he can get one from his monster class, and the other from a set of boots. Note that the flying boots are obtainable somewhat early in the game, while the float boots are found in a treasure chest a good ways in the campaign.

    • The Vampire badge class and Reiner's special class both have a passive which enables flight.

    • For those of you who are silly, you can substitue flight with Hitting a unit who has the counter of [Teleport Other]. Since the spot which your unit ends up in is random, the chances are pretty bad you'll end up where you want to be, but hey, I mention it here for the laughs.

    • Another creative thing you can do is: if you have a unit with the [Vampire Bats] passive (which enables flight), you can use the Assassin [Sabotage] move to switch spots with Bzaro (with the Pektite class to have floating) to obtain certain treasures which require both. Honestly, this really isn't as useful as you would think given how early the boots which grant flying are potentially obtainable (hence just give Bzaro the boots so he has both float and fly by himself), but I mention it because it was a pretty clever workaround which a player discovered before the flying boots were added into the game.
With the above four tips, you should hopefully be able to find all the treasures in the game.

I would like to remind everyone: THERE ARE NO TREASURES WHICH YOU CAN "MISS OUT" ON BECAUSE YOU CAN ALWAYS GO BACK TO THEM! So don't stress over not getting a treasure on the first time, because oftentimes, you won't have the tools necessary to obtain it until later.
Obtaining Reiner's Class *Spoiler Warning*
Unlike the other story hero classes, Reiner's class is not just "given to you" as you progress in the story. Instead, you must go through a small process to obtain it. Like any part of my guide which is "spoiler-y" in nature, I will be putting most of this information under spoiler tag. As always, if you don't want to be spoiled, don't read this section of the guide.

The Process

As for the process itself, it's overall not particularly complicated, but can be easily overlooked if you don't pay attention to the narrative cues.

Step 1: Go to Iirzktara Gorge.
  • At this location, whether it's the story mission or a patrol, you will notice that the game system points out that there is a Zombie there with an envelope in its hand. "How odd. That Zombie is clutching an old letter in its fist." If you don't do the proper thing the first time around and try the ecnounter again a second time (i.e. on a patrol), the system will say It's that same Zombie with the letter again. We should find a way to stop it from reviving... If you attempt it a third time, the system will give you a further hint with A Ranger with the right skills could do it.

    • The first clue keys the player into the idea that they should use a move to acquire something from that monster.

    • The second clue gives further detail that you should use a move which prevents enemies from resurrecting.

    • The third clue is more specific because it indicates that a Ranger's ability ([Collect Pelt] in this instance) is a way to stop a monster from being able to be resurrected, and to obtain an item on kill.

  • Once you successfully do this, you will notice that you obtained the [Tarnished Locket]. Its description says "This old locket has seen better days. It would need to be restored to be of any use."
Step 2: Use the [Tarnished Locket] crafting material you obtained from using [Collect Pelt] on the Zombie at Iirzktara Gorge in the crafting menu to create the [Ancient Locket] accessory. Make sure to equip it on someone (might as well be Reiner, right?)
    • Side note: you will notice that this [Ancient Locket] accessory actually has pretty good stats and will be a nice piece of equipment to use for the rest of the game.
  • Make sure to look at the description, which says "An ancient family heirloom. Anyone wearing it swears they can hear soft whispers from it." Because of this, I would recommend wandering around the world map until a scene occurs.
Step 3: Specifically, you need to go to Centina for a scene to start.
  • To put the relevant portion of this scene, you overhear a conversation in which someonetells this story:

    "Decades ago, a young woman stood on the stoop of her family home, seeing her beloved off to battle.

    She grasped her locket against her breast. A symbol of their devotion, it was an exact match for the piece hanging around her beloved's neck.

    Drawing a ragged breath of the icy air, she bid him farewell.

    Faithfully, she awaited his return. Long days of waiting turned to months, months grew into a year, and finally several lonely years passed. But he did not return.

    After all this time, a letter arrived, explaining that though her beloved had fought valiantly, he had fallen in combat.

    However faithful and patient she had been, he would never return.

    The woman fell into a deep despair. She spent her days alone, sitting in darkness, their old home made a prison by her loss.

    But one evening, after the gloom had displaced the sun, she heard a voice. It was her lover's voice, calling to her from the locket, and bidding her to join him.

    Mesmerized by the voice, and wanting nothing more than to be reunited with her beloved, she grasped the locket to her breast again and set out into the night to find him."

    "The neighbors claimed she vanished, and was never seen again.

    But the following year, folk began to talk of a ghostly woman who roamed the nearby woods, endlessly searching for a man wearing a matching locket."


  • Thankfully, the clue which is presented in this story is pretty simple, as it mentions that she would roam the nearby woods. Since there is only one forrest area near here, where you need to go for the next step is pretty clear.
Step 4: Go to the place which is described above, specifically Alpine Woods
  • When you go here a boss encounter will start in which you face the banshee spirit of this woman who was mentioned in the story. She comes out to see you because she reacts to Reiner wearing the locket.
Conclusion

Assuming that you've come out from the Banshee boss encounter victoriously you will now have Reiner's special class! (That is, after you watch the story ! scene which appears right after the fight) For sake of spoilers, I am not going to give details here on what this class can do, but believe me when I say that it's pretty cool and quite worth the effort to obtain.
Henge Fragments *Spoiler Warning*
As the section title says, this section contains spoilers for a secret in Fell Seal. If you don't want to be "spoiled", don't read this section.

Background

Some of you might've noticed as you progressed through the game that you've found a key item called a [Henge Fragment] with a # by it. When you obtain your first [Henge Fragment], you will notice that a new map node pops up in the Highlands area of the map in the south of Teoria (not far from the first Temple where you fought Alphonse), called Lodestarhenge. If you go to this place, a scene will happen in which The Henge Fragment reacts to the henge itself. Kyrie will also mention how there are a total of 4 indentations in the henge, meaning, you need to find 3 more fragments to "do something".

Fantastic Fragments and Where to Find Them

As indicated above, there are a total of four [Henge Fragments] to collect for this particular secret. I will list the details below on how to get them in order of "availability in the campaign".
  • The one which can be obtained the earliest comes from a drop from Bandit Kawas.

    • Note that Bandit Kawas only start spawning once you get to the Azure Fields area and onward. Also note that outside of this story encounter at Azure Fields, Bandit Kawas will only spawn on non-story encounters (like patrols).

    • The drop chance of this fragment is 50%. However, once you have beaten Temple 4, it changes to a 100% drop chance.

  • The next fragment available is obtained from going through the side quest to acquire Reiner's special class. It is an encounter reward for beating the boss at the end of that process. If you need details on how to do this, check earlier in my guide under that section.

  • The following fragment is obtained by going back to the second temple AFTER you've beaten Temple 3. Storywise, the narrative thought is so you locked those Sigil members in Temple 2 for awhile, maybe you should go back and let them out before they starve or something O_O As part of that scene, one of the Sigil members gives you a fragment.

  • This next one is a multi-step process which starts at a point earlier in the game, and comes to a conclusion pretty late-game.

    • After you have beaten Temple 3, there is a "hidden encounter" which will trigger once you step on the Caravan Trail map node. This is an encounter in which you have to save your favorite Kawa merchant, Somier, from some more wild beasts. This can sometimes be a challenging encounter (as Somier must survive), but once you've beaten it, Somier will thank you, and mention how he will travel along and set up shop at the Kawa capital of Gogombob City.

    • With the previous step accomplished, go back to Gogombob City, and a scene will trigger in which Somier gives you some rewards for saving him in the desert. One of these rewards is a [Henge Fragment]. Note that if (for some reason) you haven't saved Somier yet, don't worry, just go back to Caravan Trail, do the "save Somier" encounter there, and head back to Gogombob City.
After You Have the Above-Mentioned Fragments

Simply go back to Lodestarhenge as you now have enough [Henge Fragments] to fill in those four indentations in the henge. When you do this a scene will play in which a man with a sword will appear and be attacked by demons. Once you have successfully beaten this encounter, this person will join your party as the 7th story hero and is the "secret character" which you might've heard about in various places on the forums.

As a small piece of trivia about the above spoiler (don't read this until you've done everything above) this character is a nod to another game which the members of 6 Eyes had worked on previously before starting 6 Eyes Studio. Perhaps try searching online for his name and you might find out...

And There You Go--Mischief Managed!
Obelisk Info
I am not going to include direct details on the secret involving the obelisks found throughout Teoria as another community member has already made an excellent guide on how to find them all. Go take a look here if you want to find out more:

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1684646448
*Missions & Monsters FAQ*
This section is a copy-paste from the FAQ pinned post from Mechalibur. I am including it here with his permission.

Hello, Arbiters!

I’m Mechalibur (or Tireas on the discord) - wiki admin for the Fell Seal Wiki. I was also a tester for the Missions & Monsters DLC - I figured there would be some questions about the new content, so I put together this FAQ to be used as a reference. This list of questions may expand as more questions come up in the forums. I'll also be adding some direct links to the wiki in later - we're having some trouble with adding the links to the discussion forum at the moment.
  1. Do I need to start a new game for the DLC? The DLC’s features are compatible with old save files. However, since the DLC content affects how your party develops, it’s recommended to start with a fresh save file to get the best gameplay experience.

  2. Will the DLC mess up my mods? All mods that are compatible with the current version of Fell Seal should be compatible with Missions & Monsters too. Just keep in mind that if any newly-created mods use DLC content, it will require the DLC to work properly.

  3. How do I actually start a mission? Missions are available through the Guild option in any city. Missions are unlocked when you reach Centina in the story.

  4. Why are some missions grayed out? Some missions require other missions to be completed first or require certain locations on the map to be unlocked. Try completing other missions or getting further along in the story.

  5. I bought a Guild upgrade, but the bonus doesn’t seem to be active. 1. The bonuses only apply in patrols, so keep in mind that they won’t apply to story encounters or hunts. 2. The bonuses only apply to locations in the region where you purchased the upgrade. You can see which locations are in which region when purchasing guild upgrades.

  6. How do I unlock the new human classes? Each of the 3 new human classes requires a mission to be completed (the mission will state it unlocks a new class) before it shows up in the class wheel. For exact details, see the spoiler section at the end.

  7. How do I get monsters? There are two ways to get monster recruits. 1. A few missions reward you with a monster unit that immediately joins your roster if completed successfully. 2. If you have the Wrangler class unlocked, you can use the Tame ability to try and capture enemy monsters.

  8. Why is Tame showing a 0% chance to hit? Certain monsters such as cadavers, bandit kawa, and demons cannot be tamed.

  9. How do I learn new pet abilities for the Beastmaster class? It’s not in the skill tree. Pet abilities are unlocked automatically by recruiting the associated monster type (for example, recruit a vangal to learn the Vangal Cub ability). These are retroactive if you recruit a beastmaster after recruiting the monster. Not all recruitable monster (for example, Kawas) have a pet version.

  10. How do I change a monster’s variant? The primary variant can be changed through the Class Change option when selecting a unit from the Troop Menu. The secondary variant can be changed through Abilities > Set Abilities.

  11. How do I unlock monster variants? Monster variants require a certain number of abilities to be learned from the monster’s base class or other variants. In addition, some variants are unlocked by completing missions or require a special item to unlock (similar to badges). If you tame a monster, its primary and secondary variant are automatically unlocked for that monster.

  12. How do I unlock hunts and large battles? Each hunt is tied to a mission - completing that mission will unlock the hunt on the map. If you complete every mission in a region, you’ll also unlock a large battle which allows you to deploy up to 9 units. These encounters often have relatively high level ranges - depending on how you play, your troops may be a bit underleveled if you try to encounter a hunt immediately when it becomes available.

    What is this “Variant Body” ability that each variant has? It simply means that each variant gives various bonuses to your monsters’ stats, mobility, and/or debuff immunities. You can see the exact bonus in the class wheel.

  13. A mission gave me a single Serum as a reward. How do I get more of them? Serums can randomly drop from defeated enemies. As you progress through the story, some serums will also be added to shops. Finally, there are a few Serums that can be crafted.

  14. How do I know which units to deploy for a guild mission? If a mission has a hint in green text, it means deploying the right leader will give a bonus chance to your success. Equipment and level have no bearing on success chance, all that matters is the class. If you want a full list of which classes count for each hint, see the wiki page https://fellseal.gamepedia.com/Missions
Spoiler questions

These questions go into more detail on when exactly you can experience/unlock some of the DLC content. Just in case, I’m putting them in spoilers.
  1. When exactly do I get the mission for Samurai, Wrangler, and Beastmaster? The Wrangler’s mission is available after the story encounter in Azure Fields. It requires Knight 3/Mender 3 Beastmaster’s mission is available after the story encounter in Jungle Temple. It requires Mercenary 5/Ranger 5/Mender 4 The Samurai’s mission is available after the story encounter in Oldebzar. It requires Knight 5/Ranger 4

    The Shadow Variant has “special” as a requirement. How do I unlock it? You need to equip the Ancient Locket on a monster and have them die in combat with it equipped. If you don’t know how to get the Ancient locket, see the "Spymaster" wiki page.

  2. How do I recruit a Malcubus, Harvester, or Archafflictor? The Malcubus is recruited from a mission in the Coast of Industry region. The other two are from a hunt in the Kawalands region. Note that you can only get one of each demon.

  3. What does each Variant/new class do? All the variants on on the wiki, so if you need exact details, check the "Variants" page. https://fellseal.gamepedia.com/Variants
Changelog
08/21/2018 11:40pm: Made the guide, wrote the section on comsumables.

08/22/2018 11:00pm Created the EXP and AP section.

08/23/2018 11:25pm Separated EXP and AP sections into their own section because Steam has a limit on section length. Also, edited some details on these sections due to correct info. It seems I accidentally broke part of my section on AP when I was moving things...oh well...I'll fix it later.

08/27/2018 11:15pm Finally fixed the AP section. I've been so busy recently with the forums and writing the FAQ that I haven't had much time for the guide. Things will continue as life allows.

09/20/2018 10:05pm Adjusted MVP bonus to include its recent change to 35% instead of 25%. Also wrote the Reverting to Level 1 explanation section. Life has been so busy at work and the game forums, I didn't have the energy to write for quite awhile. Glad I got some more content in.

10/31/2018 10:25am Added a small point on the AP gains section to include that benched heroes still get some AP based on the amount of AP awarded in that encounter.

01/04/2019 2:15pm Changed info on new recruit starting AP as that formula was changed in today's patch.

02/14/2019 7:50pm Due to player request, I have added in a section about class unlocking requirements. I do NOT have current plans to include an in-depth class guide or details at this time since the game is still in early access and things continue to develop / change. I will work on formatting this further another time to make it look nicer.

02/15/2019 12:10am Converted my class requirements section into tables for easier reading.

03/25/2019 10:10am Changed the number from 500 to 600 for the newly-raised character stat caps. Note that monster caps are 750.

04/09/2019 7:55am Added in that the speed cap is 250 (not counting equipment). Forgot to put that in previously.

04/14/2019 10:05pm Added in the Treasure Hunting Tips section since people ask about that a lot. Adjusted some older pictures / some info in some of the sections due to outdated information

05/05/2019 11:30pm Did quite a bit today. Added in two major sections (Obtaining Reiner's Class and Henge Fragments) and a section about the obelisks where I linked to another guide which already covers that. Amended the Class Requirements section to include a link to another guide which has a stat growth chart made by someone else. Lastly, did a couple of small tweaks in other sections. For the two major sections which I added in, I decided against adding in pictures and went instead with text mostly under spoiler tags. Hopefully this will minimize any "accidental spoiler" exposure.

05/25/19 5:50pm Just a couple of small fact changes in the Fragment / Reiner class sections. Nothing that major.

07/08/19 10:15am Fixed a small formatting error, nothing major.

06/23/20 1:35pm Added a Missions & Monster FAQ written by Mechalibur. I will edit some more things another time as I see fit.

Self-plug:

Like turn-based tactical games? Go check out my XCOM 2 guide!

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=619697756
104 Comments
Conan The Librarian  [author] 8 Jun @ 11:38am 
Note that my guide doesn’t cover the subject of “where to find monsters”. Here, instead, would be better to look: https://gtm.steamproxy.vip/app/699170/discussions/0/2575445196391866981/
Idano 8 Jun @ 11:22am 
How do I recruit a Knifer? I remember getting a new portrait for them, so I should be able to get one. Do I acquire one after a Guild Mission?
Kate27 4 Jun @ 9:43pm 
years later, and still such a good guide! thanks so much!
Zaifofias 14 Mar @ 12:15pm 
Nice!
dsorcic 2 Jan, 2022 @ 5:05pm 
Love this game! Started again after discovering DLC! Two problems though.....1. When Learn abilities comes up, an information box covers the 1st couple of classes. 2. Once you choose the class that can be learned, a box covers the very bottom abilities! You can barely see thru these boxes but still, it's frustrating. This definitely needs fixing! Other than that, it's all good!
Pavlus 17 Apr, 2021 @ 12:47am 
Thanks for this guide:) MTG card steals the show^^
marianitensg 10 Jan, 2021 @ 4:33am 
Great Guide :steamhappy:
Conan The Librarian  [author] 22 Sep, 2020 @ 1:23pm 
Haha, no problem. Glad that we were able to sort things out.

Have fun ^_^
xinju69 22 Sep, 2020 @ 1:21pm 
f.*ck mi bad, i dont take the leter from the zombie sorry

Conan The Librarian  [author] 22 Sep, 2020 @ 1:11pm 
I see.

Since you said this was New Game +, have you done the Spymaster questline again, or did you only do it once on the first time you played (before New Game+)?