Fell Seal: Arbiter's Mark
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CoolHandLuke Scorpiovaeden

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coolhandluke305

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About this mod

This mod is an alternate version of the awesome Scorpiovaeden's Custom Classes. I used most of his assets while making some bug fixes and changing jobs/skills to add more balance.

Permissions and credits
This is essentially Scorpio's mod with a few fixes and balance changes. I removed some of the classes while adding a couple of my own. I also added some craftable mid-game and end-game weapons for the three advanced Knight classes: Holy Knight, Blood Knight, and Dark Knight. Lastly, I tuned down some of the stat growth for a more healthy balance in the game and tried to make the classes more unique. Please let me know what you think and I will continue to balance it through feedback.

Scorpio gave me his permission so I am uploading this on here for others to enjoy and also test out.


Here is a change list of what I did (version 1):
-Adjusted the stats and growth to have a more healthy balance
-Fixed missing skill descriptions
-Removed Monk, Feral and Martial Artist
-Added Blood Knight class
-Made changes to Machinist class
-Changed the unlock requirements for some classes
-Changed some of the Holy Knight skills
-Added infused edge to Arcane Archer
-Revamped the Dark Knight class to make it more unique
-Adjusted Excalibur to make it more like the one in FFT
-Added a few craftable weapons such as a mid-game dark sword that boosts dark damage and has a chance to inflict debuffs

Changelog 23 July 2020:
Fixed the XML parsing error
Added outfits and hats to the jobs *Thanks to MrMetalfreak94
Changed class requirements for Succubus
Balanced Apothecary
Removed Shinobi and created  gender-neutral "Ninja" from Kunoichi

Removed classes:
Moogle
Soldier
Housecarl
Esper
Courtesan
Myrmidion
Shinobi
Cyromancer
Pyromancer 
Machinist

Changelog 24 July:
After some feedback, changed Dark Knight a little to differentiate it from Fellblade:

Dark Knight has new passives: Penumbral Mastery and Immortal Mind
2 new abilities: Reanimate and Charm
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For more information on the mod, you can go to Scorpio's page and also give him an endorsement: https://www.nexusmods.com/fellsealarbitersmark/mods/1
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Some build suggestions:

Holy Paladin: Holy Knight / Templar - This build focuses on buffing the party while also doing holy damage to enemies. Passives: Life Font / Defense Expert. Counter: Evade Skill. With Excalibur and Aegis Shield equipped, your Paladin will have good overall defenses and decent enough attack power to go on the offense.

Bloodzerker: Blood Knight / Reaver - This build focuses on high attack and damage, even at the cost of defense. The Blood Knight inflicts bleed and causes more damage to combatants if they are bleeding.

Plague Knight: Dark Knight / Plague Doctor - This build is all about inflicting debuffs and doing dark damage. The Dark Knight skills' damage goes up incrementally, the more debuffs their target is inflicted with. There is an end-game craft-able Dark element sword I added that fits this playstyle. Use the Dark Knight to inflict debuffs and kill your enemies and then reanimate to serve you in the afterlife. Passives: Leech Mana / Economy. Counter: Slow. The Dark Knight devastates enemies by adding debuffs and even doing good dark damage with the right equipment. Having Plague Doctor as a secondary class allows more access to debuffs, and an AOE, making the Plague Knight an all-round debuffing tank.

Elemental Archer: Arcane Archer / Wizard - The Arcane Archer has infused edge, a few elemental spells and a charm spell. Passives: Evasion up / Know Weakness. Counter: Countershot (or boon). Combining the Dominance bow with crit bonuses makes a self-sufficient archer that can be devastating on the battlefield.
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I'm looking to balance the beastmaster so it can be playable but I would need some advice on it, please let me know your feedback on beastmaster or the mod in general.
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Installation:

Extract files and place into your games customdata folder - found at:

documents/fell seal/customdata

The file path is already setup so it should look the same in your customdata as the mod folder.

***If you are updating from version 1, I would advise starting a new game because removing machinist causes some funky voodoo since it used a hardcoded class as a foundation.