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dtgreene: Item Potency (and another bug):
* The Full Potion's effect is doubled; this is only likely to matter if it's paired with Arcane Engine, allowing 198 MP to be restored at once. (Just add Focused Rage or Zohl Beam for massive damage!)
* (BUG) If the DLC is installed, recruited Kawa get an ability called Item Potency, which claims to double the effect of items, but it does not actually have that effect. (It does at least allow the Kawa to use items, however.)

Focused Rage and Zohl Beam seem to be about the same strength (assuming ATK and MND about the same), but Focused Rage can get a bonus for a back attack. Zohl Heal is stronger (probably due to ignoring defense); this can trigger Arcane Engine, though I do not know whether over 100% efficiency (which would allow exponential MP gain) is possible.
The recruited Kawa Item Potency should have been fixed with the last gog Patch (1.4.1a) it was incorrectly giving Quick Fingers before that.
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dtgreene: Item Potency (and another bug):
* The Full Potion's effect is doubled; this is only likely to matter if it's paired with Arcane Engine, allowing 198 MP to be restored at once. (Just add Focused Rage or Zohl Beam for massive damage!)
* (BUG) If the DLC is installed, recruited Kawa get an ability called Item Potency, which claims to double the effect of items, but it does not actually have that effect. (It does at least allow the Kawa to use items, however.)

Focused Rage and Zohl Beam seem to be about the same strength (assuming ATK and MND about the same), but Focused Rage can get a bonus for a back attack. Zohl Heal is stronger (probably due to ignoring defense); this can trigger Arcane Engine, though I do not know whether over 100% efficiency (which would allow exponential MP gain) is possible.
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Kalanyr: The recruited Kawa Item Potency should have been fixed with the last gog Patch (1.4.1a) it was incorrectly giving Quick Fingers before that.
So, what else changed in the patch? (I haven't seen a changelog anywhere.)

By the way, looking at the customdata_examples files, and with some testing, I figured out how Zohl Beam works:
* Multiplier is .1x + .4x/10 MP. So at 10 MP, it's .5, at 20 it's .9, and so on. (.1 and .4 are in the customdata, and could easily be changed with a mod.)
* Maximum damage multiplier for this spell is 10, which is also found (and changeable) in customdata. This is reached around 250 MP.
* Focus Fire will boost the damage by 50%, at the cost of only hitting a single target rather than a line.
* Zohl Heal works similarly, except that the constants are different (except for the multiplier cap), and it's not compatible with Focus Fire (since it's single target by default).
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Kalanyr: The recruited Kawa Item Potency should have been fixed with the last gog Patch (1.4.1a) it was incorrectly giving Quick Fingers before that.
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dtgreene: So, what else changed in the patch? (I haven't seen a changelog anywhere.)

By the way, looking at the customdata_examples files, and with some testing, I figured out how Zohl Beam works:
* Multiplier is .1x + .4x/10 MP. So at 10 MP, it's .5, at 20 it's .9, and so on. (.1 and .4 are in the customdata, and could easily be changed with a mod.)
* Maximum damage multiplier for this spell is 10, which is also found (and changeable) in customdata. This is reached around 250 MP.
* Focus Fire will boost the damage by 50%, at the cost of only hitting a single target rather than a line.
* Zohl Heal works similarly, except that the constants are different (except for the multiplier cap), and it's not compatible with Focus Fire (since it's single target by default).
It basically makes the GOG version the same as Steam version (1.4.1 with M&M 1.0.3) before this there was an issue that meant any updates that effect files specific to M&M (the ones in Fell Seal - Arbiter's Mark\Fell Seal_Data\StreamingAssets\assetbundles\dlc1) didn't actually get updated on GOG.
dtgreene I found this topic when searching for mechanics on the game. Great compilation!
I made an account on gog.com just to contribute! I want to add a few quirky things I found.

Elemental healing
*we know that damaging an enemy with an element resistance >100 heals them. say at 150 resistance, they will be healed for 50% of the damage
*Healing is also affected by elemental resistance
*when we use an ELEMENTAL HEALING attack against someone with the same resistance, it will damage them instead of healing! Example: Draekon with Sylvan variant and healing touch, will do a Fire attack that heals an ally. If that ally has 150 Fire resistance, they will take damage instead of getting healed!
*Draekon has passive Greed that heals and gives mana to the attacker based on damage dealt. Because this is a healing attack that dealt damage (as opposed to the expected healing), the attacking Draekon will take damage from Greed!
*There is no effect on mana gained and Greed. Draekon gets no mana when using healing touch? Weather it heals or damages it's target.

Versatile + Menagerie Pets
*pets that deal damage or heal at the end of the turn benefit from Versatile and will give you mana when they crit!
Post edited January 01, 2023 by Perfie666
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Perfie666: dtgreene I found this topic when searching for mechanics on the game. Great compilation!
I made an account on gog.com just to contribute! I want to add a few quirky things I found.

Elemental healing
*we know that damaging an enemy with an element resistance >100 heals them. say at 150 resistance, they will be healed for 50% of the damage
*Healing is also affected by elemental resistance
*when we use an ELEMENTAL HEALING attack against someone with the same resistance, it will damage them instead of healing! Example: Draekon with Sylvan variant and healing touch, will do a Fire attack that heals an ally. If that ally has 150 Fire resistance, they will take damage instead of getting healed!
*Draekon has passive Greed that heals and gives mana to the attacker based on damage dealt. Because this is a healing attack that dealt damage (as opposed to the expected healing), the attacking Draekon will take damage from Greed!
*There is no effect on mana gained and Greed. Draekon gets no mana when using healing touch? Weather it heals or damages it's target.

Versatile + Menagerie Pets
*pets that deal damage or heal at the end of the turn benefit from Versatile and will give you mana when they crit!
It's been a while since I've played this game, and it was before the patch that added the Drakeon, but this is certainly interesting information. It actually reminds me of what I encountered in Final Fantasy 7 (a game I actually didn't like, but that's another story), when trying to absorb HP/MP from healing magic, or Final Fantasy 6 with respect to runic.

I really do enjoy these weird mechanical quirks that come up in these games.
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dtgreene: Edit: One other thing: I don't know whether the AI knows how to use the Healing Staff effectively, but I did see an enemy with the Sylvan variant attack another enemy to heal it. Note that attacks with this variant are affected by facing, and I think the Healing Staff is as well, so attacking from behind yields more healing.
Late reply, but thanks for sharing your observations. I already said as much in another of your posts (about new monsters) for the game. :)

As for this last part, does the game have critical effects? If these are a hidden mechanic, maybe attacking from behind applies extra damage or in this case, extra healing during that attack.

I'm going to look through your other observations and will reply accordingly.

Also, Happy Holidays and in case you read this after the 1st, Happy New Year as well. :)
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dtgreene: This may be just a cosmetic bug, but I am wondering if the AI fails to use this particular combination properly. (Can enemies spawn with Healing Staves equipped?)
Is the damage/healing bug by chance related to the last part of your 1st post?

Someone in another post had replied that the AI seems to unlock both skills/spells/equipment that players do and sometimes a better version. So if what they say is true, it does seem to imply that an enemy could conceivably come equipped with a Healing Staff. Of course, this is just base on their post:

https://www.gog.com/forum/fell_seal_arbiters_mark/help_with_first_thespeiros_battle/post3
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Edit:
This same poster also implied the enemies scale and even get bonuses on top of that. This sort of worries me if an enemy matches my (the player) skill-for-skill, spell-for-spell or equipment-for-equipment. That sort of defeats the purpose of players finding rare or unique skills/spells/treasures, if the enemy gets the exact same, only better versions of them.

Has this been your experience also?
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Post edited December 30, 2024 by gog2002x
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dtgreene: One more thing, for anyone who happens to find this thread:

* Unlike Rapturous Chant, a death from Final Chant *will* result in an injury.

(Also, it seems Rapturous Chant doesn't cure everything; it doesn't seem to cure Root, for example.)
Good to know, thanks.
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dtgreene: Some skill interactions with the DLC:
* Vicious Criticals + healing abilities: The healing spell will critical, but will not inflect Poison and Bleed. (So giving this to a Niwot or a character with Healing Touch is a reasonable setup.)
* Focus Fire + Mass Heal I: The result is a single target heal that heals more than Mass Heal I. (In other words, it works in a useful manner, and one you would expect.) (This may be possible without the DLC, by using a certain ability that copies the primary ability of another battle participant.)
* Healing Touch + Sap Power: Your regular attack will heal allies, but will also dispel beneficial effects. (Not sure whether or not the target has Renew afterwords, as it both applies and removes the effect.) (This is an example of what I call an anti-combo, and it is not a good idea to combine these.)
Sounds like the game has a lot of variety to discover for those that experiment. I'm getting more and more interested in the game.
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dtgreene: Also, I believe monsters that you tame do not drop essences.
That sounds appropriate actually, I'd hate to think you can farm your own tamed creatures. I enjoy games, but I don't like to be cruel in games, even if the creatures/mobs are digital.

You never know when you get reincarnated or transmigrated to a game world, it could come back to haunt you! :)
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dtgreene: Razor Wind (from Samurai, requires DLC):
* Can't be used with non-offensive abilities like Field Aid (rather disappointing here)
* Can't be used with Infused Edge
* Can be used with other skills that have Weapon range
If I get the game, it'll be the Bundle version, so this shouldn't pose a problem for me. Unless I'm missing something else?
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Post edited December 30, 2024 by gog2002x
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dtgreene: Double Cast's spells are at 75% power; this includes Revive II, which will only restore 75% of the target's HP.

Now I just need to see if there's a way to increase its power, then check the interaction with Arcane Engine.
Does Double Cast imply that the spell is cast twice on the same person/object? If so, shouldn't the total restore amount be 150% of target's HP? Or am I missing something obvious here?

Or is it because the target got revived (assuming the target died in the first place) and the 2nd cast no longer considers the target valid? Or is the spell/skill name Double Cast misleading and does something completely different?
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dtgreene: Healing Staff:
* Does not heal when using "counts as regular attack" abilities
* Will trigger Blessed One
* With Leech Mana, the attacker will gain MP based off the amount healed (this is contrary to Final Fantasy 7's handling of a similar situation)

Blood Staff:
* Drain effect works when using "counts as regular attack" abilities
* Can still trigger Leech Mana to get MP back (wondering if Leech Life will give you over 100% of the damage as HP)

Also:
* Legendary Healer does not appear to affect Revive II.
* (Does Legendary Healer affect the Healing Staff?)
If I get the game, looks like I have some experimenting to do as well and again, thanks for the useful info. :)
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dtgreene: One more:
* If a character has both Double Cast and Double Cast 2 equipped, only Double Cast 2 can be used. (Yes, Double Cast 1, if it were usable, would have a use in this situation; sometimes you need to do control damage. For example, you might not want to end a battle just yet, you may want to use Collect Pelt/Bounty/Trophy on the enemy, or (if you have the DLC) you might want to tame the creature.)
Good info! Most players wouldn't consider prolonging a battle to get different or better results. I probably would have missed this, unless there is a game manual that explains all this. Or is this game intuitive enough to encourage players to experiment?

I plan on reading the manual anyway before playing the game, just in case.
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dtgreene: Here's another one I found out.

Anyone wonder what happens if you combine Tag Team (swap an active monster for one in your reserves) with the Tyrant's Band?

It turns out that the game won't let you use Tag Team at all if you try this.
Is this a bug you think or was it by design and working as intended?
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Edit:
I'm going to stop here and @dtgreene thanks for posting all of your observations. And thanks to the other two posters (Kalanyr and Perfie666) as well, for their additional input on the game.

I have a couple of days to decide. I'm still 50/50 on whether to get it or not. On the one hand, it seems to have a lot of interesting mechanics. On the other hand, this also appears to have SO MANY things you can experiment with, I'm worried I'll get lost in it all and maybe get too caught up in it to properly advance the game.

But it did get me plenty of food for thought and the price right now is incredibly low, so there seems to be little risk of buyer's remorse.

Happy Holidays everyone and a upcoming Happy New year!
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Post edited December 30, 2024 by gog2002x
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dtgreene: Double Cast's spells are at 75% power; this includes Revive II, which will only restore 75% of the target's HP.

Now I just need to see if there's a way to increase its power, then check the interaction with Arcane Engine.
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gog2002x: Does Double Cast imply that the spell is cast twice on the same person/object? If so, shouldn't the total restore amount be 150% of target's HP? Or am I missing something obvious here?

Or is it because the target got revived (assuming the target died in the first place) and the 2nd cast no longer considers the target valid? Or is the spell/skill name Double Cast misleading and does something completely different?
IIRC, you get to cast two separate spells, choosing separate targets for each (but duplicate spells/targets are allowed).

I don't remember how Revive effects target, but I *think* you target from your list of dead characters, not on a tile like how you target living characters, so you can't target someone who isn't dead. (There are also effects that can prevent resurrection; those characters can't be targeted, either.)

There's a stronger version of the skill, available only to female generics, that doesn't get the 75% power reduction. It requires a special rare item to access, and that item is also used for a different class for male generics, as well as 2 of the most powerful monster variants (if DLC is installed). (Note that this item becomes more common as you progress.)


Another bit: I believe it's possible to revive a character in a spot they couldn't travel to normally; I think there's at least one chest that can be obtained this way if you don't have the proper movement trait available.
Post edited December 30, 2024 by dtgreene
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gog2002x:
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dtgreene: Another bit: I believe it's possible to revive a character in a spot they couldn't travel to normally; I think there's at least one chest that can be obtained this way if you don't have the proper movement trait available.
Wow, the game mechanics seem quite deep in this game. These days I try to stay away from games with large learning curves, but from your other reply, sounds like I shouldn't worry too much.

Between your replies and the two threads, I have a better handle on what to expect. Thanks again for sharing all your observations. I'll probably re-read them again, but now I'm at 75% of the way towards buying it thanks to all this insight. Which was a good bit more than the initial zero and forever being left in my Wishlist. :)
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