Arknights Enemies
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1,609 enemies
| Name | Code | Threat | Damage | HP | ATK | DEF | RES | Attack interval (s) | Abilities | Description |
|---|---|---|---|---|---|---|---|---|---|---|
Big Bob | 11 | Boss | Physical | 22000 | 1900 | 800 | 30 | 6 | One of Reunion's squad leaders. He wears a heavy blast suit and attacks with an electric chainsaw. He has been spotted leading peripheral operations in some remote areas, and is known to be a seasoned combatant and commander. Due to his devastating attacks and extreme survivability, proceed with utmost caution. | |
Big Adam | 12 | Boss | Physical | 30000 | 2700 | 1000 | 30 | 6 | One of Reunion's squad leaders. He wears a heavy blast suit and attacks with an electric chainsaw. Bears a remarkable similarity to Big Bob, but does not appear to be the same person. It is unknown whether there is any relationship between the two of them. Data suggests that he may be even more dangerous than Big Bob. Due to his devastating attacks and extreme survivability, proceed with utmost caution. | |
Rathalos | 6935 | Boss | Physical / Arts | 20000 | 900 | 200 | 0 | 2.8 | Can only be blocked by Operators with 3 or more Block · Grounded State · The Rathalos's tail can be severed by attacking it from behind in its Grounded State · [Roar] Stuns all allied units on the field · [Tailspin] Deals Physical damage in a semicircle to the rear to all targets · [Fire Breath] Deals Arts damage to allied units · [Backfire] Deals Arts damage to targets in front and takes flight · Flying State · Flash Grenades can knock the Rathalos out of its Flying State · [Aerial Claw Attack] Deals Physical damage in a circle to surrounding targets · [Aerial Heat Breath] Breathes fire in a fan shape, dealing Arts damage to targets in front · [Rushing Fire Breath] Breathes a column of flames, dealing Arts damage to all targets within 3 rows in front · Nest Phase · [Nest] If it is not defeated in the first wave, it will move into its Den | The crimson-carapaced, flame-commanding Rathalos, its capacity for flight excels among Flying Wyverns, its aerial assaults and flaming breath combine to dominate over a vast array of life. Owing to the astonishing strength by which it rules the air, it is also known as the 'King of the Skies.' |
'Hateful Avenger' | A15 | Boss | Physical | 23000 | 800 | 650 | 60 | 3 | Gains significantly increased ATK when HP is under 50% · [Charge] Locks onto a target within range on the path ahead, and gains greatly increased Movement Speed for a period of time · Revives after being defeated for the first time, recovering half its HP | A Reunion squad leader you've previously faced, who attacks with an impressive searing blade. The formidable foe you defeated in the Area 59 Ruins appears before you once again, unsheathing the flames of vengeance. |
'Ascalon' | AC | Boss | Physical | 10000 | 954 | 3000 | 80 | 3 | [Descent] After chanting for a short time, casts Originium Arts to hide herself in smoke while performing multiple attacks | 'A sword to slay the regent king, a spear to pierce the royal ring'? No, you're just the one from my memories. |
'Amiya', Furnace's Finale | AFF | Boss | Arts | 200000 | 600 | 8000 | 70 | 5 | [Vestiges of Creativity] Vestiges of Creativity on the battlefield change direction when they come into contact with Guideposts of the Past or terrain features. When they come into contact with Guideposts of the Past, they release the enemy or allied Operator contained within. · First Form · [Those Who Should Not Be] Amiya takes 50% less Physical and Arts damage, and becomes Invulnerable when HP drops below 50% for the first time · [Recreation of the End] Recovers SP when Buldrokkas'tee, Holy Gun-Knight, Theresis, Black Crowned Lord, Qui'lon, Avatar of the Mahasattva, or Manfred are defeated or leave the battlefield. When SP is at max, casts [Premonition of Continuation]. · [Premonition of Continuation] Stops attacking and begins to gradually erase tiles and all units on them. For each Guidepost of the Past or enemy erased, reduces Life Points based on the enemy erased before moving to the next area. Premonition of Continuation SP requirement is greatly reduced when the mind is Fractured. · Second Form · [Afterglow of the Black Crown] Immediately deals one instance of True damage to up to 7 nearby units when entering second form, and whenever she touches a Vestige of Creativity · [Wordless Expectation] Periodically summons one Vestige of Creativity · [Eternal Existence] Erases all enemies, Operators, and Guideposts of the Past, ending the operation | It awaits at the end of each story, taking away every character, shutting the door on every possibility, bringing a close to every narration. It is the imagination of the end, and the end of imagination. It is everything, but it is not someone you know. |
Alistair, Final Flame of the Empire | ALS | Boss | Physical | 81000 | 920 | 1030 | 20 | 8.2 | When HP drops below half, DEF and RES increase, and [Imperial Domain] activates two pieces of gear · [Expulsion] After some time has passed, deals Arts splash damage to all your units, and drains all Life Points · [Royal Decree] Locks onto an allied unit and their surrounding 4 tiles, dealing heavy Physical damage to targets within that range once and generating random gear on tiles within that range · [Imperial Domain] Activates a piece of gear on the field; different types of gear will result in different effects | The final flame of the empire, a specter adorned with a rusted crown. Refute him. Refute Victoria's supreme glory and authority. He will examine the evidence. He may yet forgive. |
Alistair, Final Flame of the Empire | ALS | Boss | Physical | 81000 | 820 | 1030 | 20 | 8.2 | When HP drops below half, DEF and RES increase, and [Imperial Domain] activates two pieces of gear · [Expulsion] After some time has passed, deals Arts splash damage to all your units, and drains all Life Points · [Royal Decree] Locks onto an allied unit and their surrounding 4 tiles, dealing heavy Physical damage to targets within that range once and generating random gear on tiles within that range · [Imperial Domain] Activates a piece of gear on the field; different types of gear will result in different effects | The final flame of the empire, a specter adorned with a rusted crown. Refute him. Refute Victoria's supreme glory and authority. He will examine the evidence. He may yet forgive. |
The Endspeaker, Will of We Many | AMA | Boss | Physical | 10000 | 800 | 700 | 0 | 2 | When defeated, disappears for a short time before evolving into its next form · When evolving into its next form, gains the following effects in this order: Gains increased DEF/Gains increased Movement Speed/Gains increased ATK and Lifesteal · [Consume] Consumes the [Remains] of its Seaborn kin, gaining their corresponding [Directed Evolution] ability in the next evolutionary phase, while also instantly defeating any Operators near the Remains and preventing them from being redeployed for a period of time. | The tiny Seaborn that haunted the mighty Stultifera, the blood of its parents once strewn across the ocean's waters. The revelation reaches not the ears of the children, their kind's destiny quietly continuing to flow. |
Andoain, the 'Martyr' | AND | Boss | Physical | 27000 | 750 | 550 | 60 | 5 | Cannot be blocked. · While this unit is holding Ammo, ATK increases. Ammo capacity: 5 · While this unit is holding Ammo, gains increased ATK and attacks will cause bullets to bounce to nearby targets up to 5 times, dealing additional damage to 'Gelato Stops' · First Form · [Light Unto Sufferers] Whenever a certain percentage of HP is lost, creates a permanent field effect. Enemies standing on affected tiles take reduced Physical and Arts damage and gain 50% Physical and Arts dodge · Second Form · After being defeated once, enters his Second Form, gaining increased ATK · [Ashes to Ashes, Dust to Dust] Andoain stops attacking and scans the battlefield from left to right, locking onto at most 5 targets before dealing massive Physical damage to them and fully replenishing his Ammo · Whenever a low percentage of HP is lost, unleashes the permanent terrain effect [Light Unto Sufferers] | A Sankta who made an enemy of Laterano for the sake of asking a question. A Pathfinder who tread the path of peril for the sake of receiving an answer. He feels neither wrath nor sorrow. He neither curses God, nor beseeches man. Andoain only follows his own path, wherever it may end. |
Anastasio, the Atoner | AR | Boss | Physical | 55000 | 1200 | 500 | 40 | 5 | Performs ranged attacks when unblocked, dealing Physical damage to the target and all allied units within the 8 surrounding tiles · [Gospel Spray] Fires within range 10 times, dealing Physical damage and Corrosion to the target and surrounding allied units, prioritizing allies with the lowest total Corrosion · First Form · Immune to the effects of Salt Flat, and takes far less Physical and Arts damage when in the surrounding 8 tiles around a · [Inquisition of Sin] Buffs a within Attack Range, increasing its splash area for a period of time · The first time HP drops to 0, jumps to a fixed spot and enters second form, summoning a · Second Form · Immune to Stun; gains increased Movement Speed and ASPD · When another enemy appears, gains increased ATK, but loses HP per second for a period of time · When not blocked, takes significantly reduced Physical and Arts damage; when blocked, causes all to target the location of the blocker · [Heart-Piercing Salvation] Whenever a certain amount of HP is lost, passes through the unit blocking him, dealing Physical damage to units along the path | Anastasio has died. Anastasio rises again. He lives to atone for the sins ingrained in his very nature. He envies both the innocent for living and the sinner for dying, for it is not his place to either live with integrity or die in peace. |
'Essence of Evolution' | BB | Boss | Physical | 50000 | 700 | 500 | 50 | 5 | Unable to move · Will evolve after a certain duration or when HP falls below a certain threshold · Periodically creates or · Periodically deals a large amount of True damage to all allied units on the field · Firstborn Form · Greatly reduces Physical and Arts damage taken from units to the left · Evolution Form · Greatly reduces Physical and Arts damage taken from units to the right · Perfect Form · Takes greatly reduced Physical and Arts damage, but loses HP every second | A madman who should not have stepped upon this world. An oddity that should not have existed in the other world. The union of the two gave birth to this node of 'evolution' that far surpasses the limits of biology. It's existence naturally contradicts all of Terra. It should not live. It must not live. |
'Emperor's Blade', Halberd Breaker | BBM | Boss | Physical | 40000 | 1200 | 500 | 40 | 4 | His actions are the will of Ursus. The breaking of a Blade perhaps signifies that this will is wavering. | |
'Awaken' | BBR | Boss | Physical | 37500 | 1200 | 650 | 50 | 5 | Unable to move · When 'Awaken' takes damage, transfers 50% of the damage received to Dorothy's other experiments on the field · First Form · Periodically transfers itself to a specified tile and casts [Shattered Vision], dealing a large amount of physical damage to all units on the field. This damage is split equally among all deployed units · Periodically casts [Journey] to the left and right, dealing Physical damage to the first unit hit · Second Form · Gains increased ATK · Immediately activates all on the field · [Shattered Vision] Now also Stuns units on high ground · 'Awaken' will cast [Journey] in all 4 directions | The 'Dreamland' that Dorothy personally created. In here, no one will ever have to suffer the pain of the journey. Love and hope shall achieve that which technology cannot. |
Degenbrecher | BJ | Boss | Physical | 28000 | 900 | 600 | 50 | 4 | Immune to Frozen and has Status resistance · Gains increased ATK during · First Form · Attacks against the blocker ignore a certain amount of DEF · [Swift Slayer] When blocked, bypasses the target and deals Physical damage to units along her path · [Brutalizing Blizzard] Deals Physical damage to units in the surrounding area · Second Form · Invisible · Attacks ignore more of the target's DEF and strike twice · [Momentum Murder] Whenever 25% HP is lost, clears the SP of all allied units within range and restricts the targets from attacking or healing for some time | Three-time champion of the Kazimierz Major, a defective Leithanian unable to use Arts, a natural-born warrior—The Black Knight. |
The Blood Knight Dikaiopolis | BK | Boss | Physical / Arts | 30000 | 1750 | 1000 | 40 | 6 | Reduce damage taken, but damage reduction does not work on units blocking it · First Form · [Exsanguination] Stuns the target, dealing Arts damage every second · Resurrection Stance · Blood Knight is invulnerable and continuously summons ; enters the Second Form after some time · [Resurrection Stance] If the Blood Knight's HP is restored to its maximum while in this stance, he will return to his first form · Second Form · Gains increased ATK and attacks become ranged · Continuously summons | The Blood Knight, Dikaiopolis. The originator of Kazimierz's Infected Knight program, the hero of the Grand Knight Territory's Infected, and an idol to countless children. What exactly did the 'hero' give up to obtain the peace we know today? |
'Clip' Cliff | BSC | Boss | Physical | 45000 | 1100 | 2500 | 60 | 4 | Attacks reduce the target's DEF for a few seconds; this effect can stack. · ATK and DEF are greatly reduced upon taking damage from a Waste Heat Vent. · First Form · [Quickdraw] Stuns the target and adjacent units, then attacks 3 times consecutively. · Second Form · Upon entering second form, gains the ability to immediately clear the SP of all Waste Heat Vents on the field. · ATK and DEF increased, ASPD greatly increased. · [Stroke of Thunder] Stuns the target and adjacent units, then attacks 6 times consecutively. If the target retreats or is defeated, the attacks will penetrate a certain distance and this skill will be refreshed. | Legendary mercenary and founder of Blacksteel Worldwide. War once destroyed him, then forged him anew. |
'Deathless Black Snake' | BSN | Boss | Physical | 50000 | 770 | 800 | 50 | 4.5 | First Phase · Attacks deal True damage and apply [Burning Breath] to the target (Deals increasing True damage each second, but can be Resisted) · Periodically applies [Burning Breath] to two allied units, and also greatly reduces damage taken from units afflicted with [Burning Breath] · Detonates all allied units on the field afflicted by [Burning Breath], dealing Arts damage to the surrounding four tiles and applying [Burning Breath] to targets hit by this splash effect · When HP drops to 0, releases [Deathless Inferno], dealing massive Arts damage across the battlefield and enters Enraged State · Enraged State · Max HP and ATK are greatly increased · Summons an to help in combat | A disenchanted Reunion soldier, or a giant manipulating history? A conspirator full of lies, or a nobleman swallowed by tragedy? The truth has been turned to ash, and only an evil god stands in the flames. |
'The Big Ugly Thing' | BU | Boss | Physical | 40000 | 500 | 1000 | 20 | 4 | First Form · Ranged attacks deal Splash damage, Melee attacks deal more damage · Periodically destroys Giant Mushrooms and Stumps, rendering them unable to be deployed upon · When HP drops to 0, it will explode, Stunning units in a large area and ejecting its pilot, the High Priest · High Priest Form · Will not attack, cannot be blocked, and takes True damage every second | Zumama's magnum opus, a massive mechanical monster piloted by the High Priest. It can strike both in melee range and from a distance, capable of easily destroying Giant Mushrooms and Stumps. Normal engineers cannot even fathom how a machine slapped together haphazardly like this can even move, but move it indeed does. |
'The Gardener' | CD | Boss | 800 | 100 | Cannot be blocked, permanently Invulnerable · First Form · [Preach] Places an 'Answer' sign on the ground, guiding the movements. When a Monastery Inhabitant reaches the sign, their Panic level is reduced and will not increase for a period of time · [Question] Periodically activates Crumbling Masonry on the field · [Demand] Periodically applies a permanent negative status effect to all allied units on the field, cycling between the following effects in this order: Decreased ASPD, Decreased Block, Decreased Max HP · Second Form · When entering Second Form, deactivates all activated Crumbling Masonry while activating the remaining Crumbling Masonry on the map · [Question] Now randomly summons additional enemies or · [Demand] Debuff effects are enhanced | The most ordinary gardener around, Clément Dubois. He holds soil in both his hands, but the land is so barren that the flowers which once bloomed can no longer grow. | ||||
Crazelyseon, the Ascendant of Cosmoi | CES | Boss | Arts | 80000 | 1000 | 1500 | 50 | 5 | Invulnerable · Attacks 2 targets simultaneously; deals heavy Arts damage to allied units on [Seedbeds] · Whenever it moves itself, turns 2 deployable spots into [Seedbeds] that deal continuous Arts damage to allied units on the affected tiles and greatly reduce their ASPD · Gains increased ATK after being defeated for the first time · After a long time has passed in the battle, turns all deployable spots on the field into [Seedbeds] and drains 30 Life Points | An instinct as chaotic as thought itself. |
Pancho Salas | CPS | Boss | Physical | 27000 | 1000 | 750 | 30 | 4 | First Form · Summons and in battle · Attacks the unit with the highest Max HP with its water cannon, continuously dealing Arts and Corrosion · The first time HP drops to 0, jumps to a fixed spot and enters Second Form · Second Form · Gains increased ASPD and periodically attacks all surrounding allied units · Attacks the unit with the highest DEF with its small arms, and reduces the target's DEF · When Pancho defeats a unit or is defeated, increases the ASPD and Movement Speed of all enemy units | Pancho Salas, an old veteran piloting a heavily modified motorboat. Even should his vessel be destroyed, he will never falter before reaching his goal. |
Crownslayer | CS | Boss | Physical | 6000 | 400 | 120 | 50 | 2.8 | When blocked, can quickly move behind the unit | One of Reunion's squad leaders who handles infiltration and assassination operations, specializing in melee combat and breaking through defensive lines. Her stealth and superb infiltration abilities have foiled countless attempts to capture her. |
'Materialist Antagonizer' | CST | Boss | Arts | 55000 | 500 | 600 | 50 | 5 | Initial Form · Aerial unit; unblockable · While on the battlefield, increases the strength of all Machine enemies · Attacks will deploy small drones that deal continuous Arts damage to the target for a period of time, prioritizing targets that are not already locked onto by these drones · Periodically refreshes a Barrier that can resist Physical and Arts damage. While the Barrier persists, other enemies within attack range gainsInvisibility. · Periodically locks on to the friendly unit with the greatest number of surrounding units and continuously deals Arts damage in an area around that unit · Periodically locks on to the friendly unit with the fewest number of units around it and continuously inflicts Stun in an area around that unit · When HP reaches 0 for the first time, Stitch will appear · Stitch Form · Stunned for a period of time after appearing on the field · Will not attack, and cannot be blocked | Construction machinery attempting to protect Stitch Canvas, under the mistaken impression that he is about to be attacked. Before explaining what's actually going on, let's settle things with a test of strength first. |
'Demon's Blade' | DB | Boss | Physical | 50000 | 800 | 300 | 30 | 4 | Deals heavy Physical damage to allied units on tiles affected by [Dominion] · Continuously generates [Dominion] on the surrounding 8 tiles, significantly reducing the ASPD of allied units | An out-of-control 'Emperor's Blade' is simply not allowed to exist in this world, neither as a living person nor as a dominion. It will be hunted down by its comrades until it is completely wiped from this land. |
'Demon's Blade,' the Vagabond | DBV | Boss | Physical | 60000 | 800 | 300 | 30 | 4 | Deals heavy Physical damage to allied units on tiles affected by [Dominion] · Continuously generates [Dominion] in a large radius around self, significantly reducing the ASPD of allied units | Ursus's deepest secrets must not be seen by others, so any 'Emperor's Blade' unable to take charge of their own conduct and movements ought to be completely erased. |
'Damazti Cluster' | DC1 | Boss | Physical | 100000 | 550 | 750 | 50 | 2.5 | Spy · Whenever a certain percentage of HP is lost, summons an Isomorphic Fragment on an Operator or on the field that shares HP with self; · Both the Damazti Cluster and Isomorphic Fragments take reduced Physical and Arts damage for every Isomorphic Fragment present on the field · Both the Damazti Cluster and Isomorphic Fragments are Invulnerable while their identities have yet to be revealed · Attacks inflict Corrosion · First Form · Periodically releases [Derivative Iteration]: both the Damazti Cluster and Isomorphic Fragments simultaneously deal Physical damage to a target · When defeated for the first time, deals continuous Arts damage to all units around Damazti Cluster or Isomorphic Fragments while regenerating itself · Second Form · Periodically releases [Lifeline Burst] which locks onto all allies on the field, and after a period of time deals Arts damage to the targets and any allies in the adjacent 4 tiles and summons a Deconstructed Distortion on the locked-on positions · When HP falls below a certain percentage during second form, summons an Isomorphic Fragment lurking amongst your operators, targeting an operator that will be forced off the battlefield after summoning is complete. Prioritizes units without allies in adjacent spaces | A long-lived that has drifted away from the Sarkaz Royal Court. They have taken the rise and fall of the various races as a sort of life experience, but the Damazti Cluster has yet to find the answer to what 'living' means. |
'Damazti Cluster' | DC3 | Boss | Physical | 100000 | 750 | 800 | 50 | 3 | The long-lived that wanders outside the Sarkaz Royal Court, facing the path of flame. | |
Corrupted Knight | DK1 | Boss | Physical | 40000 | 1200 | 1200 | 30 | 4 | Attacks deal Physical damage to the target and adjacent allied units · Does charged attacks, dealing heavy Physical damage to the targets and any adjacent units · Gains greatly increased ATK, ASPD, and Movement Speed when dies | A Sarkaz knight with a broken horn who radiates terror and shows clear signs of excessive drug use. Uses a warhammer in battle. Crushes enemies with terrifying bloodlust. When the Withered Knight falls, takes up the quest and becomes dramatically stronger. Every step he takes spreads corruption. |
Withered Knight | DK2 | Boss | Arts | 40000 | 500 | 600 | 70 | 4 | Attacks 2 targets simultaneously · Fires explosive arrows at three targets which explode after a short delay, dealing high Arts damage to the target and surrounding four tiles · Gains greatly increased ATK, ASPD, and Movement Speed when dies | A Sarkaz knight with a broken horn who radiates terror and shows clear signs of excessive drug use. Uses a cursed bow in battle. Can shoot multiple targets at once and plant seeds of withering arts. When the Corrupted Knight falls, takes up the quest and becomes dramatically stronger. Knights that are hostile to him will shift to Wither. |
'Boy Wonder' Sandel | DL10 | Boss | Physical | 60000 | 1200 | 1000 | 30 | 4 | Takes less damage from all units other than the blocker when blocked · Gets knocked down to rest when health drops to a certain percentage; when all HP is restored, gets up again and ASPD increases. | An old underground boxer from Rim Billiton, nicknamed from his debut fight as a youth, where he defeated an older champion hungry for competition. Many years later, he lost to someone even younger than him, and left for the wilderness in anger. Relying on his cunning and life experiences over the years, he became a boxing fixer in the wilderness, and even had the beautiful dream of snatching some land in a nomadic city to build a underground boxing arena, but he had no idea that the key to success or failure was never in his hands to begin with. |
'Nature's Compromise' | DL11 | Boss | Physical | 100000 | 1000 | 400 | 30 | 4 | Consumes lifeforce while flying over ground tiles and causes vegetation to grow on tiles it travels over; falls to the ground when HP reaches half · [Growth Hormone] While flying, covers surrounding tiles with vegetation that summons · [Deciduous Hormone] When Operators are transferred, attacks the Operator on the field with the highest DEF and places a [Modified Phytohormone] into the Deployment Waiting Zone | A newly discovered life form and the largest Originium Slug and flower symbiote on reliable record. Capable of boosting plant growth and Originium Slug reproduction by dispersing its pollen, it can even fly slowly in the air. Some scholars believe that its ability to fly is new evidence of unintelligent organisms actively manipulating complex Originium Arts, while others believe it is nothing more than a naturally occurring phenomenon under hyper-specific conditions. This question has yet to be resolved, as no biologist has been desperate enough to approach it. |
Mama's 'Rebel Girl' | DL13 | Boss | Physical | 48000 | 1000 | 1000 | 30 | 4.5 | Invulnerable for a period of time after appearing on the field · Periodically summons a hidden Full-Auto Debit Machine that periodically consumes DP · When Danger Level increases, summons a hidden Post-Firing Debt Relief Program that fires long-ranged attacks in a set direction | Former Mama John's employee. No one knows what she's been through the past few years, but it's clear she doesn't have a favorable impression of her Mama's huge family. She's now brandishing an arsenal of weapons built by her construction crew, and recklessly destroying her Mama's new plate. |
'Tumor' | DL14 | Boss | 50000 | 0 | 600 | 30 | 1 | Flying unit. · Whenever a certain percentage of HP is lost, permanently increases the damage inflicted by Poison Haze · Periodically sends a Rupturing Canister to the Preparation Area (grants Invisibility to all enemies except 'Tumor' when dispatched) | A bona fide thug from the barrenlands, head to toe. They once merely wandered the wilds, but after spotting a Raythean Industries test platform dealing with a gas leakage, they've decided to risk it all and take over the entire platform to make their fortune. | |
'Supersweetie Smiley' | DL15 | Boss | Physical | 80000 | 1100 | 1400 | 60 | 5 | Can only be blocked by Operators with 3 or more Block · Periodically dispatches a towards a target, prioritizing Operators on high ground · After being on the field for a period of time, periodically increases the Movement Speed and ASPD of all enemies on the field when not blocked · Periodically enters Speeding Mode. Can no longer be blocked, and deals Physical damage by colliding with allied units · Exits Speeding Mode only after colliding 5 times with an Operator with a Block count of 4 and higher; will stop and be inflicted with Fragile for a short period, and Stuns all enemies on the field | A fully automatic ice cream truck made to ensure a steady supply of ice cream. It lost control after a worker accidentally poured syrup into its fuel tank, overriding the core control platform and spraying ice cream everywhere. It is always stirring the milk slurry within itself, and is ready to flash a smile at any customer who comes into view. |
Thirster | DL16 | Boss | Arts | 85000 | 500 | 1950 | 95 | 2.7 | Attacks inflict additional Nervous Impairment · Has high DEF and RES, but those can be reduced by healing to full HP · Spits out filth at set intervals, placing an in the Deployment Waiting Zone and attacking several operators on the field; number of operators attacked increases according to Danger Level · After losing a certain percentage of HP, immediately Stuns multiple Operators on the field and creates a Barrier equal to the HP lost; if the Barrier is not destroyed before it expires, the Barrier shatters and inflicts a large amount of Nervous Impairment to all Operators on the field · When it creates a Barrier for the second time and thereafter, it will stun more Operators if the previous Barrier was not destroyed; this effect can stack up to a number of times, and resets when a Barrier is destroyed | It once bore an Iberian name, until it tossed that name into the sea and disappeared into the abyss. However, embracing the seawater was not enough to moisten its parched throat, and the clear red liquid flowing within its veins is equally enticing, so it has returned to dry land once more, thirstier than ever. |
'Hatred Without Root' | DL18 | Boss | 96000 | 300 | 605 | 65 | 5 | Flying unit. · Periodically summons drones at its location · When there are drones nearby, gain Invisible · [Spread Malice] Summons several and temporarily gives all drones within an area extra ATK and HP. If there are no nearby when skill ends, stops moving and temporarily gains Fragile | An airborne command center for agricultural drones. Long has it tended the crops in the field, even treating them as its own, but it is nevertheless lonely because of its rootless wandering. Malware has turned its loneliness into hatred for all who dwell on the ground. | |
'Spirit of Liquor' | DL20 | Boss | Physical | 99000 | 700 | 1700 | 50 | 4 | Immune to Stun, Frozen, Levitate, Sleep; temporarily loses immunity when affected by · ATK increased after each attack (with stack limit), resets after some time without attacking · [Aged Mead] Throws at one of your Operators after losing a percentage of HP. The Operator is Stunned while is on the battlefield. can be attacked and is added to the Deployment Waiting Zone as when defeated · Periodically targets one of your units and throws a can after a delay, dealing Physical splash damage and inflictingStun | The 'ultimate automaton' developed by the Liquor Association, with the power to 'squash ten kegs at the same time.' In accordance with an environmental protection pact with Acahualla, the armor plates are made from recycled kegs. Considered one of the competition's favorites, it went berserk when champagne from the opening ceremony seeped into its control chip. |
'Count Grimscore' | DL22 | Boss | Arts | 90000 | 750 | 300 | 60 | 6 | Takes greatly reduced Physical and Arts damage. · ATK increases with the number of on the battlefield. · Takes True damage whenever a is destroyed. · Places a in the Deployment Waiting Zone upon entering the battlefield or casting [Mourning Fugue]. Two are placed instead if HP is below 50%. · [Mourning Fugue] Stops attacking to begin casting. While casting, are no longer invulnerable, and Arts damage is dealt around this unit and all over time. While casting, in the Deployment Waiting Zone also drain DP. | A frustrated noble who rules over a town on the borders of Leithanien. His dream was for his music to be recognized throughout, but a lack of appreciation drove him to solitude and madness. Now, he weaves his music into his Arts, spreading mournful notes in search of resonance. |
'Greedy Catcher' | DL23 | Boss | Physical | 90000 | 650 | 1500 | 20 | 5 | Loads nearby non-Leader enemies inside as passengers (max 5). Throws 1 passenger when attacking. All passengers are unloaded when this unit is defeated. · ATK, DEF, and HP greatly increased when passengers are loaded. · When is loaded, unloads all passengers and becomes stunned for an extended period. · [Right-Right-Up-Left] Stops moving but significantly increases its attack range and ASPD for the duration, and immediately draws several nearby enemies to its location. · [Redeem Prize] Binds the Operator with the highest ATK, preventing it from attacking and using skills until this unit leaves the battlefield. Places a and in the Deployment Waiting Zone when effect expires. | The secret weapon of Box Inc., and the natural enemy of 'Unruly Creatures.' Looks like a claw machine. Its program has gone haywire, causing it to run amok on the streets of Dossoles, snatching anything within reach. Keep your distance and resist the lure of its glowing neon signs, lest it swallow you too! |
Altar of Hatred | DL25 | Boss | Physical | 45000 | 150 | 1200 | 40 | 4 | Enters into defensive mode when HP drops below 60% for the first time, gaining temporary Arts and Physical damage reduction, and summoning Witchcraft Orbs. · Periodically fires many witchcraft missiles across the entire field, dealing Physical damage to your units. Prioritizes the 2 allied units closest to it. · Periodically summons Witchcraft Orbs in the 4 adjacent tiles. | A war altar imbued with Sarkaz witchcraft. Once abandoned in the ruins of battle, it has been resurrected. Now, the earth trembles in its might and no living being is safe around it. It seeks neither preservation nor remembrance—only a fight to the very end. Surrounded by its creations, it will not go down alone. |
Ye Wuqing, Rooftop Runner | DL27 | Boss | Physical | 60000 | 600 | 600 | 30 | 4 | Normally stationary; moves to a different High Ground with her claw hook after some time has elapsed, or if a certain amount of HP is lost. This unit is Aerial while moving. · Periodically hides 'Indisputable Evidence' in your Preparation Area, and reduces DP Cost. · Periodically destroys 1 Indisputable Evidence and performs a powerful attack. · For each Indisputable Evidence, increases ATK while gaining Physical and Arts dodge. · ASPD significantly increases when unblocked. | A Qinggong master renowned for her agility and grace on the rooftops of Yumen. Though her motivations remain unknown, her actions reveal an honorable nature. Her steps are light, her gaze piercing. Yet, it is a pity that her role seems as insignificant as a leaf in the wind. |
'Song of the Pack' | DL28 | Boss | Physical | 450000 | 3000 | 750 | 40 | 7 | First Form · Disguised as an occupied L-44 Gramophone; Cannot be attacked · At a certain time, rises and transforms into its second form, leaving behind the Gramophone pedestal; Transforms immediately if the disguised L-44 Gramophone is occupied by allied units · Second Form · Whenever the Danger Level increases, gains a Barrier that absorbs Physical and Arts damage | Old Gramophone that has long lay abandoned in the wilderness, until the song of the pack once again brought life to this place. It was repaired by music lovers to lead the song of the pack, but the conflicting tastes of the aficionados and their uneven skills at reverse-engineering Originium circuits have caused its programming to run amok. |
'Aubade' | DL29 | Boss | Physical | 60000 | 800 | 700 | 40 | 6 | Initial Form · Throws at one of your Operators after losing a percentage of HP; the Operator is Stunned while is on the battlefield · Reborn Form · When HP is reduced to 0, remains Invulnerable and splits into a large number of ; [Reborn Form] expires when there are no on the battlefield · Returns to initial form if 'Aubade' HP is not at 0 when [Reborn Form] expires · ATK increases when returning from [Reborn Form] to initial form | A set of chime bells that turned into a Waregeist. Its previous owner was a musician whose deathbed request was for Miss Du to deliver it to a friend. After it was stolen, it was transformed into a Waregeist by the influence of Sui-Xiang. It makes a poignant sound as it wanders about trying to return to its master, not knowing that its master has already passed away. |
'Absolute Security' Prototype | DL32 | Boss | Physical | 70000 | 600 | 800 | 40 | 2.5 | Can only be blocked by Operators with 3 or more Block · Has a shield and always faces the last deployed unit, greatly reducing Physical and Arts damage taken from the front · Danger Level rises faster when attacked from the direction of the shield · After moving to a specific location, leaves behind an 'Unwavering Assistant' that faces the same direction with continuously increasing ATK, dealing Physical splash damage · Stops attacking and begins charging when Danger Level increases or when losing a percentage of HP; after charging for a while, performs a special attack against all your units, dealing increased damage to units behind the shield, inflicting Stun | Security robot developed by a Dossoles startup specifically for Galería Krysztauowa. They were deep in debt and were counting on this contract to turn things around. Reynell promised to pay within three days of delivery, but never paid a single coin until the company was leveled by the collectors' bulldozers. In fact, he has never even taken this labor of love out of its box—perhaps he just wanted to see smart people driven to madness. Who can possibly know the answer? |
'Iceball' | DL33 | Boss | Physical | 80000 | 800 | 1000 | 20 | 4 | Gains status resistance and gains Physical and Arts Dodge based on current Movement Speed · [Whirlwind Smash] Curls into a ball and dashes forward for a distance based on current Movement Speed, stunning Operators around the tiles it passes through for several seconds, and dealing Physical damage based on Movement Speed; immune to most control effects while skill is active, and Movement Speed is permanently increased when skill expires. The Stun effect is enhanced based on the number of times the skill is activated · Gradually accelerates and enters 'roll form' when unblocked; the first attack after entering 'roll form' triggers [Whirlwind Smash] · Triggers [Whirlwind Smash] after being blocked for some time · [Whirlwind Smash] cooldown resets immediately when Danger Level increases, or when a certain amount of HP is lost | This massive beast is no longer recognizable. It is a cave-dwelling creature with poor vision and a passion for digging its nest. Covered in frigid scales, it moves by curling up and rolling wherever it needs to go. |
'Milan' | DL4 | Boss | Physical | 60000 | 1000 | 800 | 50 | 5 | When HP drops under half, gains greatly increased ATK and takes reduced Physical and Arts damage · Adds a Contaminated Mineral to the Deployment Waiting Zone (maximum of one) · Adds a Heat Cluster to the Preparation Area (When transferred, deals True damage to all allied units and Stuns them for several seconds) | A domestic Originium Slug that escaped into the wild before mutating in a high-pressure environment. Despite its tremendous size and sturdy crystal back, it is not aggressive and extremely good at 'interacting' with people. It still views them the same way it did when it was merely a house pet, but what was once playful is now truly destructive at its new size. |
Spherical Colossus | DL5 | Boss | Physical / Arts | 58000 | 1800 | 1200 | 50 | 7 | Deals a small amount of Arts damage to surrounding units · Applies a to the operator with the highest ATK on the field · Randomly applies a to an Operator in the Deployment Waiting Zone | An Originium Arts construct made from mining waste, originally created to maximize the value of the mines. However, this colossus seems to have realized its own origins, and refused to take part in any mining activities before finally turning against the very people who created it. It has raided many mines, and people fearfully call it the 'Mine Killing Mine.' |
'Drifting Cabin' | DL7 | Boss | Physical | 50000 | 1000 | 1500 | 40 | 2 | Splits into 5 upon death · Periodically adds Fluorescent Spores to the Deployment Waiting Zone, and if there is no space, they will be instead added to the Recuperation Area | This massive fluorescent Originium slug carries an enormous number of larvae in the interstices along its massive mantle, making it travel extremely slowly. This type of Originium slug lives deep underground all year round, so it's impossible to guess why it has appeared here. Though not hostile, it has devoured a large quantity of discarded ores and grown massive in size, significantly interfering with the cleanup process. |
'Fruit of Gluttony' | DL9 | Boss | Physical | 55000 | 1050 | 1050 | 60 | 3.7 | Can release 1 type of industrial material when Danger Level increases · Reduce damage taken, but damage reduction does not work on units blocking it · Gains a Barrier equal to a percentage of current max HP when HP drops below 25% for the first time. | Giant Gloompincer with tentacle-shaped mouthparts, increasing its feeding efficiency. It indiscriminately devours the materials left on the industrial platform, and the resulting chemical reactions in its internal organs have turned the cleanup operation into a putrid nightmare. |
Dolly, Sovereign of Sheep | DLY | Boss | Arts | 60000 | 750 | 800 | 60 | 7 | Unblockable; permanently in Low-Altitude Hovering · [Wool Barrier] Physical and Arts damage taken is significantly reduced when the Barrier is active. When Barrier value reaches 0, Dolly will lose his Barrier and fall, losing Low-Altitude Hovering and becoming disarmed. · Barrier value can be significantly reduced by Steam Soda Bottle explosions. · Dolly loses Barrier value when taking damage from Operators standing around a Decorative Geyser. · Airy Dolly · Prioritizes attacking ground units, and applies Carmine Steam on tiles the targets are on · [Elated Firebreathing] Locks onto a unit, and afterwards lets loose a vertical line of fire on that target's location from top to bottom, dealing Arts damage to all units on tiles in that column and generating Carmine Steam on the tiles · [Unintentional Explosion] Stops attacking to charge energy. After a period of time, ignites all Carmine Steam from right to left, dealing Arts and Burn to all targets in range · Frantic Dolly · Cannot attack, leaves Carmine Steam on tiles it travels over · Deals Arts damage and Burn to units he bumps into · Dolly no longer uses [Elated Firebreathing], and will only use [Unintentional Explosion] upon making landfall | Sovereign of Sheep, traveling through the barrenlands and enjoying lava surfing. He sees everyone as equals, and is happy to leave their 'mark' on this great land. Now, it's time to have some fun with him! |
Big Sad Lock | DOL | Boss | Physical | 300000 | 800 | 700 | 60 | 4 | Attacks 2 enemies simultaneously · Has high endurance and powerful recovery abilities, and enemies continuously appear when on the field · Periodically casts a Barrier to protect itself. While the Barrier is active, it does not attack, but all enemies' movement speed increases and additional enemies appear. · After receiving a certain number of hits, deals Arts damage to all allied units · Drains 30 Life Points when a long time has passed in the battle | One of the works of the troupe's host, it isn't very well received amongst the troupe. They do not recognize the stiff manipulation of a puppet as a kind of art, and its rough approach to things is constantly criticized by other members. |
The Last Knight | DOQ | Boss | Physical | 100000 | 2000 | 4000 | 70 | 3.5 | Initial Form · When damaged, inflicts Cold on the source. Effect increased if HP is below 50% · Attack power increases when attacking Frozen targets · The first time HP drops to 0, enters Charging Form · Charging Form · Cannot be blocked. | The basis of a well-known folk tale in Kazimierz. The past died on the land, and neither the present nor the future have any meaning. Only the ocean; kill the ocean. |
'All Flames Returned' | DR | Boss | Arts | 65000 | 700 | 450 | 45 | 3.8 | Inflicts [Burning Heart] on tiles, causing your units within to take Arts damage and Burn every second · [Desire] ASPD increases when outside your units' Attack Range. · [Return] Takes greatly reduced Physical and Arts damage when inside [Burning Heart] · Spin · [Gift of Fire] After performing several attacks, the next attack deals Arts damage and Burn to the target and all your surrounding units, and inflicts [Burning Heart] on affected tiles, prioritizing your units that are not in [Burning Heart] · [Firelight] Stuns and blinds the Operator with highest ATK on the field, and summons in the 8 surrounding tiles · Enters Rest form when HP reaches 0 · Rest · Summons around itself and recovers HP; When HP reaches max, if there are no on the battlefield, enters Last Dance form, otherwise destroys all and returns to Spin form · Last Dance · Aerial, ATK increased · [Burn Bright] Periodically takes flight, locking onto up to two of your Operators in [Burning Heart] and dealing Arts damage and Burn to all your units in the three nearest rows around them, as well as inflicting [Burning Heart] on all affected tiles | The ancestral Red Dragon that never left the wilderness—or perhaps it just yearns for the place where the fire is returned, like many others. New fire is added to old. Everything comes to an end, and everything is reborn anew. |
Kindling Revenant | DS | Boss | Arts | 500000 | 800 | 200 | 50 | 3.5 | Drains all Life Points after a long time has passed in the battle · First Form · [Soul Echo] Controls to deal continuous damage in a large area to the left. Disabled when a is destroyed. · Allows to capture Soul Maelstroms. Capturing a Soul Maelstrom increases the damage of the next [Soul Echo]. · Dwells in and cannot be attacked. Changes to second form when all are destroyed. · Second Form · [Raging Souls] Deals continuous damage in a large area to its right. Damage increases with the number of casts. · Casts [Raging Souls] whenever a certain amount of HP is lost. | Wraiths that immolate themselves as fuel, igniting undying flames of wrath and hatred. |
'Free' | DSK | Boss | Arts | 30000 | 500 | 750 | 50 | 4 | First Form · [Weft and Warp] Deals Arts damage to targets in the surrounding cross area, changing Hui-Ming attributes within its range · [Break the Chains] Deals massive damage in a large radius if the Barrier is not destroyed before it expires. · The first time HP drops to 0, enters Second Form · Second Form · Changes own Hui-Ming Attribute · Gains increased ATK and normal attacks hit twice · Additionally unleashes [Weft and Warp] on farthest target | A monster drawn by Dusk. It has a commanding presence and chilling arrogance, as though taking a page out of its master's book. 'The virid beasts. Like range on range. Eleven told. In moon, smoke-flow.' |
'Tri-Maw' | DT | Boss | Physical / Arts | 30000 | 1000 | 600 | 30 | 5 | [Picky Palates] Clears all ingredients in the at the start of each phase. Ingredients can only be added by defeating designated enemies. The current phase can be skipped by serving it a satisfying meal. · Upon reaching the without being subdued, if meal is not ready, deduct 1 Life Point. · Takes less Physical and Arts damage based on the amount of ingredients in the . The fewer ingredients there are, the less damage is taken. · Becomes enraged when HP drops below 50%, greatly increasing ATK and Movement Speed, and becoming immune to most control effects. · Forcibly adding special ingredients to the pot will cause it to get angry and refuse the meal, immediately enraging it and causing it to take less Physical and Arts damage. · 'This One!' · [Predation] After several attacks, the next attack deals increased Physical damage while lowering the target's DEF. · 'That One!' · [Howl of Hunger] Lets out an ear-splitting howl, stunning nearby allies and immediately waking all and on the field. · 'Chow Time!' · [Flame of Gluttony] Shoots flames at a designated target, dealing increasing Arts damage over time. If the target leaves the field, triggers an explosion at the target's former location, dealing significant Arts damage. | A giant hound with a rumbling tummy and three heads, each craving something different. Satisfy its picky palates to survive! |
'The Leader' | EB | Boss | Arts | 30000 | 800 | 750 | 60 | 4.5 | [Rebirth] While on the field, some enemies will turn into upon defeat and continue fighting · First Form · [Sovereign] Casts Exhausted Flame on a target, making them unable to attack or use skills, and dealing Arts damage and Burn to all allied units in a cross shape when Exhausted Flame expires or the target retreats · [Give and Take] Sacrifices up to 5 Flamechaser Soldiers and gains a temporary Physical/Arts Barrier proportional to own max HP based on the number of sacrifices. · Second Form · Gains increased ATK · Immediately ignites all Reeds on the field · Melee attacks deal damage based on doubled ATK · Both ranged attacks and [Sovereign] can choose an additional target | Dublinn's 'Leader,' the life-burning Draco, the fear-evoking shadow. Do not let her close in on you. |
Eblana | EB | Boss | Arts | 50000 | 1500 | 800 | 50 | 2.5 | Leader of Dublinn, the Draco who burns through all facades. | |
Captain Mateo | EC | Boss | Physical | 40000 | 550 | 1000 | 50 | 3 | First Form · Launches a Straight Shot when positioned in a straight line with an allied unit: fires 10 bolts in the target's direction, with the last bolt permanently reducing the target's DEF · When HP drops to 0 for the first time, appears at another location and enters Second Form · Second Form · ['Lights Out!'] Upon receiving damage, releases 3 smoke bombs in a frontal area that make enemies inside Invisible; smokescreen lasts for 30s (Initial use: 1) · ['Stand Down!'] Attacks Stun the target for 6s (Initial uses: 6) · ['Attention!'] Calls all to this unit's current position, and makes them hold there for 30s | Captain Mateo of the Coalition Army. He refuses to recognize the dead end he stands at, and employs violence against anyone who reminds him of that. |
'Eikthyrnir,' the Scar of the Shattered | EIK | Boss | Physical | 150000 | 1000 | 3000 | 30 | 2 | Attacks inflict Cold · Periodically inflicts Cold to all surrounding allied Operators · Self-Destruction · Goes into [Self-Destruction] whenever a certain percentage of HP is lost · Stops attacking · Movement Speed is greatly increased, becomes immune to Bind and Slow · Cannot be blocked · Takes greatly reduced Physical and Arts damage · Whenever he goes into or out of [Self-Destruction], inflicts Cold to all surrounding allied Operators | Chief of the Treescar tribe, and a folk hero in the hearts of the Sami people. The most sincere of desires deep in his heart has dragged all of Sami into the abyss, himself included. |
'Emperor's Blade', Pursuer | EMG | Boss | Physical | 28000 | 600 | 400 | 40 | 4 | First Form · Whenever a certain percentage of HP is lost, unleashes the permanent terrain effect [Dominion], significantly reducing allied units' ASPD and reducing Physical and Arts damage taken by self when within its effect (Prioritizes targeting the ally unit outside of [Dominion] that has dealt the most damage to this unit) · [Collapsing Fear] Deals Arts damage to nearby units, instantly defeating targets within [Dominion] · The first time HP drops to 0, casts [Collapsing Fear] on the entire battlefield and enters Second Form · Second Form · Gains increased ATK and a melee attack that deals more damage · Whenever a low percentage of HP is lost, unleashes the permanent terrain effect [Dominion] | He once ravaged the demons of the Northern Tundra, segregating the outsiders beyond the reach of civilization; His blade shies not from royals nor nobles, safeguarding glory from the dusts of rebellion. Every Royal Guard is as a dominion; the land beneath their feet is all the territory of Ursus. |
Elder Vinecreeps | EVC | Boss | Physical | 100000 | 1200 | 1200 | 40 | 2.5 | Gains a large Fragile effect after taking damage from environmental effects · Stuns allied units after several attacks | A plant puppet that has awakened from the depths of the woodland, bearing the blessings of nature to fend off any unexpected guests to Sami. The low concentration of Originium in the environment it was born in makes it highly susceptible to high-purity Originium. |
Faust | FA | Boss | Physical | 37000 | 1000 | 350 | 35 | 5 | Cannot be blocked and is initially Invulnerable for a period of time · Can attack with a special bolt dealing double damage · Periodically summons a hidden turret on the battlefield | A Sniper who is one of Reunion's squad leaders, often working in tandem with Mephisto. He uses extremely long-range attacks to inflict devastating physical damage. He is known to occasionally use special attacks such as summoning turret-like ballistae or launching highly destructive bolts. |
Fremont, Enlightener of Minds | FMT | Boss | Arts | 100000 | 1250 | 1500 | 80 | 3.5 | First Form · [Improvised Defense] Gains 1 Attack Energy charge periodically, up to 3 charges. Each charge reduces Physical and Arts damage taken. The next attack expends all charges. · ['Sarcophagus of Exile'] When Fremont, Enlightener of Minds is on the field, allied Operators who retreat or are defeated will each be sealed in a 'Sarcophagus of Exile' until it is defeated. · Second Form · [Punishment of Foolishness] Upon resurrection, charges up briefly before redeploying all operators on the field to random locations. · Attacks deal Necrosis · Third Form · When your mind is Fractured, Fremont, Enlightener of Minds, will enter Third Form. · Immediately seals an Operator in a 'Sarcophagus of Exile' and attempts self resurrection. HP recovered upon resurrection scales with the number of 'Sarcophagus of Exile' on the field. | Leader of the Liches, high arbiter of civil disputes in Kazdel, and above all, an ageless teacher. He does not approve of your dangerous actions within the furnace, and intervenes purely for your own good. |
FrostNova | FN | Boss | Arts | 25000 | 420 | 250 | 50 | 3.7 | Frequently attacks allied units within range with Ice Nova, dealing heavy Arts damage and reducing the ASPD of affected units for a few seconds · Can Freeze the ground with Arts, rendering them unable to be deployed upon · Revives after dying for the first time, gaining increased ATK | A Caster who is one of Reunion's squad leaders. She is one of the few Casters capable of suppressing enemies in a head-on engagement. Among the squads she leads, the special 'Yeti Squadron' assists her in some special operations. As her name implies, she has a cold personality. |
FrostNova, 'Winter's Scar' | FNF | Boss | Arts | 30000 | 440 | 380 | 50 | 3.7 | Normal attacks and Ice Nova deal Arts damage and applies Cold to targets · Ice Nova deals double damage to Frozen targets · Initially Invulnerable for a period of time during the second form, attacks and skills become stronger | Leader of the Yeti Squadron, she has released the remainder of what little life force she has left in preparation for the final battle. The biting cold of the land has already been released; are we truly prepared to make an enemy out of it? |
'Forsaken One' | FSK | Boss | Physical | 50000 | 500 | 300 | 30 | 3 | Continuous attacks will increase ATK and ASPD, up to a limit. This effect will reset after a few seconds after this unit stops attacking | 'The rescuers found a security guard who had been heavily corroded by Originium... already turned into a terrifying monster... carnage everywhere... countless casualties... whereabouts unknown.' —Rim Billiton mining record |
Fallen Snowpriest | FSP | Boss | Arts | 40000 | 600 | 300 | 60 | 5 | Attacks inflict Cold and jump between 3 targets, with each jump dealing reduced damage · [Unnatural Gift] Attacks can hit and jump between 3 other enemies, increasing their Movement Speed and ASPD | A Sami tribal chief separated from humanity, their flesh physically transformed. Will turn into a 'Frozen Monstrosity' if left alone to continue wandering the icefields. |
'Frozen Monstrosity' | FZM | Boss | Arts | 27000 | 350 | 1500 | 80 | 4 | Normal attacks and Ice Nova deal Arts damage and applies Cold to targets · If a target is defeated or retreats while Frozen, its Redeployment Time is doubled · Can activate Originium Ice Crystals around the battlefield | A Sami snowpriest went to the endless tundra to defend against the demons that invaded her homeland. In the end, she went insane and became a part of the tundra's curse. |
Yurodstvo | GAB | Boss | Arts | 80000 | 800 | 800 | 70 | 4 | Cannot be blocked and spreads Toxic Pollution at its location · First Form · [Cocoon of Ignorance] Deals Arts damage to nearby allied units, inflicting Fear on and causing them to lose visibility; lose Fear when their HP is at max · [Spiritual Burden] Every 4th attack gains increased ATK and creates [Dominion] around the target; target is instantly defeated if already within [Dominion] · Second Form · Enters a new battlefield and spreads Toxic Pollution throughout the field · Attacks deal Arts damage 5 times, prioritizing different targets · [Spreading Fear] Summons a number of · [Vapid Chaos] For every 20% HP lost, Yurodstvo deals Arts damage to nearby allied units, inflicting Fear on and causing them to lose visibility; lose Fear when their HP is at max | Do not complain. Do not hesitate. Do not struggle. Just accept it. |
'Paranoia Illusion' | GIR | Boss | Physical | 45000 | 500 | 700 | 70 | 5 | First Form · Low-Altitude Hovering · All allied units within attack range have greatly reduced ASPD · Attacks up to 3 targets at the same time, inflicting additional Corrosion. Can attack a target multiple times if the number of targets is less than maximum · Second Form · Attack Range expands, ASPD reduction is increased, and can attack up to 5 targets | An Ægir girl who went out of control after ingesting Seaborn cells. Her throat makes no voice, for the prayers of we many have blocked it. She is drowned in power, becoming what she once detested the most. |
Champion of Lost Agonies | GLS | Boss | Physical | 80000 | 1850 | 1000 | 20 | 6 | Attacks deal Necrosis · The next attack deals heavy Physical damage to the target. Recovers all SP if this skill kills the target or if the target retreats. | The strongest Goliath warrior. Though he never mentions his name, this champion is destined to become one of the Six Heroes. He has chosen to forsake his mortal wounds, giving his all to his trusted friend and king. |
Goliath | GLT | Boss | Physical | 80000 | 2350 | 1000 | 25 | 6 | The next attack deals heavy Physical damage to the target. Recovers all SP if this skill kills the target or if the target retreats. | The strongest Goliath warrior. Though he never mentions his name, this champion is destined to become one of the Six Heroes. His ideals are even more heroic than his strength. |
'Gravestone' | GST | Boss | Physical | 60000 | 2000 | 330 | 55 | 3.5 | Halves the ATK and DEF of all your units on the battlefield; Halves natural DP regeneration rate; Doubles Redeployment Time · Periodically gains a Barrier proportional to Max HP. | A cruel murderer, an assassin that pursues you relentlessly. The violence bred in this land will eventually grow inside every perpetrator. |
Harold Craigavon | HC | Boss | Arts | 40000 | 800 | 500 | 50 | 6 | Prioritizes targets to the right of a Emergency Heater · Every unlit Emergency Heater reduces Physical or Arts damage taken by · Counterpart Form · [Chastising Touch] Periodically extinguishes the nearest Emergency Heater and deals damage to targets in a cross around it. Extinguishes an additional Emergency Heater in Breakthrough Form · [Pep Talk] Heals and boosts other enemies · Breakthrough Form · ATK is greatly increased in Breakthrough Form. · Immediately extinguishes Emergency Heaters in a large area when entering Breakthrough Form. · [Vapor Rain] Deals damage to all targets after losing a percentage of HP. Performs additional attacks for each unlit Emergency Heater. | A 'visitor' from Victoria who witnessed the rise and fall of Victoria, and who will shape Kjerag's future with his own hands. Does he stand here for the Duke, the Empire, or himself? |
Herkunftshorn, 'Witch King' | HH | Boss | Arts | 80000 | 750 | 600 | 80 | 4 | Cannot be blocked, attacks deal splash damage · [Death of Creation] After some time has passed, deals Arts splash damage to all your units, and drains all Life Points · First Form · Teleports to the next check point after some time has passed · [Punishment of Foolishness] Whenever a certain percentage of HP is lost, devours 2 of your Operators and randomly redeploys them at 2 locations · [Punishment of Insipidity] Periodically inflicts Mark of Insipidity on 2 of your Operators within attack range (requires 5 attacks to destroy), preventing them from attacking or using skills, and making them more likely to be attacked by enemies. The next time this skill is used, immediately defeats any Operators with Mark of Insipidity, and deals Arts splash damage to the 4 adjacent tiles. · Reborn after being defeated for the first time, dealing Arts splash damage to all your units, and unleashes [Punishment of Foolishness]; once rebirth is complete, switches to 2nd form, and resets [Death of Creation] countdown · Second Form · Cannot move; creates a Shield that protects against Physical and Arts damage from a single direction · Attack range covers the entire battlefield; ATK is greatly decreased, attack splash area is increased, and DEF is greatly increased · Takes control of all Tuning Nodes on the battlefield, disabling them · [Sovereign's Edict] Periodically changes the variation; enemies are boosted while variation is active and are continuously checked against the orchestra's tempo; enemies that cannot keep up with the Witch King's tempo because of Stun are marked and take heavy Arts damage when the variation ends · [Punishment of Insipidity] only selects one target | The long nightmare awakes. The ersatz night gives way to dawn. Come and witness the death of the king, and the death of the genesis of creation. |
Lord Huan | HJ | Boss | Physical | 100000 | 1000 | 400 | 60 | 5 | More likely to be attacked · When blocked, it and the unit blocking it take greatly increased Physical and Arts damage | A figure enshrined in the Shrine of Heroes, youngest of the Three Heroes. He will stand at the bridgehead and terrify his foes with his gaze if it is the last thing he does. His foes shall dare not pass, many as they are. |
Bestial Hou | HOU | Boss | Arts | 1000000 | 800 | 100 | 10 | 6 | First Form · [Inaction] Cannot be attacked; enters 2nd form when is defeated or leaves the field, or when enough time has elapsed, activating all Ancient Statuegeists on the field · [Timeshift] Periodically teleports to a certain tile, reducing the ASPD of your units deployed in the opposite direction of its movement, and increasing the Movement Speed of enemy units moving in the same direction · [Transmogrification] When touched by an enemy other than , removes them from the field, deducts 1 Life Point, deals Arts damage to all your units, and permanently gains increased ATK · [Altruism] Periodically locks on to one of your Operators parallel to it and attacks in a straight line, dealing splash Arts damage to the first Operator hit, and deploying an Ancient Statuegeist on a nearby passable tile · Second Form · [Transmogrification] Causes all enemies other than to move towards this unit until it is defeated or leaves the field; when touched by an enemy other than , removes them from the field, deducts 1 Life Point, deals Arts damage to all your units, and permanently gains increased ATK · [Timeshift] Periodically reduces the ASPD of your units deployed in the opposite direction of its movement, and increasing the Movement Speed of enemy units moving in the same direction · When a long time has passed in the battle, disappears and drains 50 Life Points | Of the same form as the earth, of the same height as the mountains. None amongst the many are its equal, and its name is Hou. |
Hollow Snowpriest | HSP | Boss | Arts | 45000 | 750 | 300 | 60 | 5 | Attacks inflict Cold and jump over a long distance between 4 targets, with each jump dealing reduced damage · [Unnatural Gift] Attacks can hit and jump long-distance between 4 other enemies, increasing their Movement Speed and ASPD | A Sami chief long alienated from their tribe, their fervent expectations for their clan have become a signpost to nothingness. If no one stops them, they will spread the demons' influence all over Sami. |
'Troupe Mouthpiece' | HST | Boss | Arts | 100000 | 1000 | 0 | 0 | 4 | Permanently Invulnerable · Attacks 2 enemies simultaneously and inflicts extra Nervous Impairment · Controls in combat. reduce the ATK of and deal continuous True damage to nearby allied units · Loses HP whenever a is killed | The host of the Grand Drama, its mind is completely taken up by its dazzling Arts. The moment it abandoned the Witch King, its curse was deeply etched into the betrayer's spirit. Even so, who cares? |
'Frost Buck' | ICM | Boss | Physical | 60000 | 1200 | 300 | 30 | 6 | Attack power increases greatly when attacking Frozen targets · When dies, greatly increases ASPD and Movement Speed, and inherits its ability | An actor playing the role of the Sami Snowpriest's bodyguard, 'Frost Buck'. After countless performances, they have fallen completely into their role, and wish for their demise at the hands of a foe as scary as the 'Demons'. |
'Snow Doe' | ICR | Boss | Physical | 40000 | 700 | 300 | 30 | 4 | Attacks inflict Cold · When dies, greatly increases ASPD and Movement Speed, and inherits its ability | An actor playing the role of the Sami Snowpriest's bodyguard, 'Snow Doe'. After countless performances, they have fallen completely into their role, and wish for their demise at the hands of a foe as twisted as the 'Frozen Monstrosity'. |
'Wanderer' | IL05 | Boss | Physical | 70000 | 750 | 2000 | 80 | 3.4 | When unblocked, DEF and RES gradually increase while ATK decreases · When blocked, ATK and ASPD gradually increase while DEF and RES decrease · After several attacks, the next attack Stuns its target | Be it the guidance of blood or fate, he and his brothers eventually walked the same path, becoming another barrenlands horror story, rejecting life and embracing Originium. |
Praying Benefactor | IL06 | Boss | Arts | 68000 | 750 | 400 | 65 | 4.2 | First Form · Increases the Max HP of nearby enemies · When there are other enemies nearby, periodically heals 3 nearby enemies · Slowly recovers HP when defeated for the first time, and switches to 2nd form after some time; nearby enemies cannot be defeated during this time · Second Form · Stops healing other enemies · Periodically deals Arts damage to nearby allied units and inflicts Nervous Impairment | Her piety and kindness were widely praised, and many owed their lives to her generosity. But that strength of spirit could not fend off physical transformation, and she shall feed upon those whom she saved when she awakens from her coffin. |
Kaleidoqueen | IL07 | Boss | Physical | 138000 | 950 | 0 | 70 | 7.3 | Deals heavy Physical damage to surrounding allied units when all are defeated · Periodically summons a · Physical and Arts damage taken is reduced by a certain percentage for each on the field · First Form · Summons 2 and slowly recovers HP when defeated for the first time, then switches to 2nd form after some time · Second Form · Becomes Aerial, Attack Interval greatly reduced, Movement Speed increased, and ATK greatly increased · Greatly increases the Max HP of other Infected Creatures on the field | The queen of the pincerbugs, protected by giant pincerbugs, and reigning over the smaller pincerbugs. Her pheromone commands other pincerbugs to her will. There is typically only one queen in a colony, as the previous queen will devolve when a new queen emerges. The reason why people call her 'Kaleidoqueen' will become apparent if you anger her. |
'Old Fanged One' | IL08 | Boss | Physical / Arts | 97500 | 1980 | 1150 | 85 | 2.2 | First Form · Invisible; attacks deal splash damage in a cross area · After losing a certain percentage of HP, creates [Originium Formations] on deployable tiles around itself · Slowly recovers HP when defeated for the first time, and switches to 2nd form after some time · Second Form · Upon entering 2nd form, clears all retreatable tiles, and continuously moves deployable Operators and tiles to random deployable positions in random directions for a period of time · Loses Invisibility and performs ranged attacks, dealing Arts damage · On attack, [Originium Formations] deal damage to your nearby units | Other creatures are just as susceptible to infection as humans. Even the proudest hunter will turn to dust when its life comes to an end. With Rhodes Island sunk and the Creator awakened, however, even the oldest laws have begun to change. |
Jesselton Williams | JAK | Boss | Physical | 25000 | 700 | 400 | 20 | 4 | Jailer Form · RES is greatly increased · Attacks become ranged and deal Arts damage, and no longer attacks Imprisonment Devices · Can Stun multiple targets · The first time HP drops to 0, enters Killer Form · Killer Form · Frees all imprisoned enemies when entering Killer Form · Gains significantly increased DEF · Uses melee Physical attacks that ignore a certain amount of the target's DEF | Jesselton Williams, a killer who infiltrated the prison disguised as a jailer. Very particular in both speech and action, he remains graceful even in the midst of battle. |
Revered Grandmaster | JSZ | Boss | Arts | 60000 | 400 | 300 | 40 | 5 | Periodically summons stationary in the 8 surrounding tiles · Fishes at a random Vagary Tile, moving any hooked Operator or unit to self; if the hooked unit is an enemy, increases their ASPD and Movement Speed and changes their route · When a long time has passed in the battle, disappears and drains 5 Life Points | The grandmaster of the Tianshi, able to move heaven and earth, but who has not been seen since he helped establish the House of Yan's rule. Has been seen fincatching by the riverside on a fortunebeast. |
Grand Duke | JTG | Boss | Arts | 60000 | 800 | 400 | 60 | 4 | Attacks 2 targets simultaneously; periodically summons stationary in the 8 surrounding tiles · Fishes at 3 random Vagary Tiles, moving any hooked Operator or unit to self; if the hooked unit is an enemy unit, increases their ATK and HP and changes their route · When a long time has passed in the battle, disappears and drains 5 Life Points | The region of Jiangqi is named after Grand Duke's surname, Jiang. Despite his title, he has never taken office, and has never been seen at court. He has only been glimpsed where the hills meet the waters, where the feet of mankind tread not. Perhaps this is why Tianshi Bureaus are often built in the mountains. |
Jetman | JTM | Boss | Physical | 58000 | 400 | 280 | 30 | 2 | When blocked, this unit will take off for a period of time (this effect has a cooldown) | One of the dessert-time jokes among Columbians involves a strange man who calls himself a 'Master Thief,' puttering around with a self-made jetpack. The most valuable thing he's stolen is a single burdenbeast. However, the fact that he made his own jetpack might mean that he really is a master. |
Bestial Ju | JU | Boss | Physical | 350000 | 1500 | 1000 | 10 | 6 | [Sober] Duration of negative statuses such as Stun, Cold, and Freeze greatly reduced; Physical and Arts damage taken greatly reduced; damage reduction effect reduced when blocked or prevented from moving · [Concordance] Continuously deals Physical damage around itself, and deals one instance of heavy Physical damage around itself whenever it is blocked · [Unlife] When HP drops below 50% for the first time, gains increased Block cost, ATK, and Movement Speed · [Benevolence] When defeated or on leaving the field, removes all enemies other than from the field, and deals one instance of heavy Physical damage to all your units, ignoring Invisibility | Bring unity and order, halt conflict and quell disaster. It is upright and unyielding, and its name is Ju. |
Can Doe | JY | Boss | 60000 | 1200 | 800 | 60 | 1 | Cannot be attacked, will not deplete Life Points on leaving the field · Periodically releases random chemicals that affect the battlefield, and sometimes throws · Turns Statuegeist into after a while | A mysterious trader who roams the garden and serves as Big Bob's subordinate, selling anything that exists in tomes. | |
Rampaging Abnormal Manglerbeast | KD | Boss | Physical | 150000 | 1000 | 300 | 40 | 3.5 | First Form · Attacks hit twice and greatly increase the damage the target takes from this unit · Enraged. Attacks both friend and foe, and seeks out units that have dealt damage to it; Physical and Arts damage taken greatly reduced, ASPD and Movement Speed greatly increased · Loses rage and attempts to flee after some time, or if HP drops below a certain level · Second Form · Reappears after a short delay, remaining enraged for a while; during this time, Physical and Arts damage taken is greatly reduced, while ATK is greatly increased · Attacks all nearby allied units · [Rockfall] Deals Physical damage to the unit that has dealt the most damage to it, inflicting Stun | Has long lost its divinity. Only its survival instinct keeps it going. |
Maiden of Snow and Ice | KL | Boss | Physical | 125000 | 600 | 600 | 40 | 7 | Can perform long-ranged attacks that inflict Cold · Periodically gains increased ATK and DEF · After a long time has passed, deals Arts splash damage to all allied units on the field, and drains all Life Points · [Rimechill] Stops attacking, summoning several to lock on to the location of the and release there; the number of increases with each cast · takes shape after some time and flies towards the target; if not destroyed before it reaches the target, deals Arts damage in a large area and increases Avalanche Warning Index in the area · When is on the field, also summons an equivalent number of and releases them at a targeted Operator · First Phase · Cannot be attacked; can only be damaged by [Pious Prayer] from the · Phase 2 · [Wintertide] Stops attacking whenever HP drops by a certain percentage, summoning to imprison the ; during this time, will continuously summon icicles to attack allied units, increasing the Avalanche Warning Index of areas where the icicles land · continuously loses HP, releasing the when destroyed, allowing her to move again | The eons and the frost both weigh upon her. Beneath her silent visage, you see the complexity of her regard, regret, relief, and resolve. |
Mr. Goodenough | KNS | Boss | 80000 | 500 | 1000 | 50 | 1 | Summons several Lost Contraptions when HP drops below a certain point. · When HP drops below a certain percentage, Movement Speed is significantly increased while Physical and Arts damage taken is significantly reduced. · Steals a large amount of Originium Ingots upon entering the Objective. | A mysterious trader who traverses the currents of history, selling anything that exists in time. | |
Cannot | KNT | Boss | Physical | 100000 | 0 | 4000 | 80 | 1 | Cannot be attacked, will not deplete Life Points on leaving the field · Periodically releases random chemicals that affect the battlefield | A mysterious trader who roams the barrenlands, selling anything that exists in civilization. |
Kreide, 'Worldly Remains' | KRE | Boss | Arts | 60000 | 800 | 400 | 20 | 5 | Attacks deals Splash damage, and inflicts Stun when Blocked · First Form · [Resonance Overload] Causes Realigned Flux to deal continuous damage · [Lamentation of Nothingness] Attacks all targets on the field in order and loses a large amount of HP. When in Realigned Flux, ASPD is reduced · [The Final Rest] Has high DEF and RES, and when defeated for the first time, temporarily changes to an allied unit, and then enters Second Form · Second Form · Loses the increased DEF and RES, and gains increased ATK and skill power instead | Kreide's form, covered in layers of Originium, calls forth only fear in Leithanien. He stopped the Voice of Mundane from consuming others, yet he himself was consumed in turn. He tried to save everyone present, yet there remains only one way to save him. |
Kharanduu Khagan, the Scourge of the Land | KSL | Boss | Physical | 180000 | 1000 | 5000 | 50 | 5 | When dealing damage, increases ATK and ASPD, up to a limit. This effect will reset a few seconds after this unit stops attacking · [Conquest] After charging up, deals heavy Physical damage to all units around in a large area and inflicts Stun · When is defeated or leaves, ASPD, Movement Speed, DEF, and RES are greatly increased, and your units become the target of [Conquest] | On the other side of time, the Khagan of the Nightzmora's Khaganquest comes to a close. Infinite wealth awaits his trampling heel on the golden coast. |
The Doomsday Prophet | KSS | Boss | Physical | 37500 | 1500 | 500 | 50 | 2 | Switches position with Evolving Monster when HP drops below 50%, dealing Physical damage to all nearby allied units and stunning them for several seconds. | The mediator makes a resolute choice that allows no hesitation: to confront the challenge of the Six Heroes. Time is short, but she will neither fail nor surrender. She will fight to the bitter end. |
Kal'tsit | KST | Boss | Physical | 50000 | 1000 | 500 | 50 | 2 | Switches position with Mon2tr when HP drops below 50%, dealing Physical damage to all nearby allied units and stunning them for several seconds. | The mediator hesitantly makes a choice that allows no further hesitation: to face the challenge of the Six Heroes. She will fail, and they will succeed. |
Kristen | KW | Boss | Arts | 35000 | 600 | 600 | 50 | 5 | Every 'Star Ring' grants +1 Block and reduces damage received · First Form · Immune to control effects and takes reduced damage from 'Planetary Debris' · Periodically overrides 'Planetary Debris' and turns them into 'Star Rings' (Allies in the surrounding 8 tiles take Arts damage and have reduced ASPD) · [Heat Death] When HP reaches 0, detonates every 'Star Ring' on the field, dealing Arts damage to all friendly units on the field · Second Form · When entering Second Form, immediately overrides all 'Planetary Debris' · Gains increased ATK, and attacks an additional target · Will no longer override 'Planetary Debris,' but destroying a 'Star Ring' deals Arts damage to all allies on the field and increases all enemies' Movement Speed · [Heat Death] When HP reaches 0 for the first time, detonates every 'Star Ring' on the field, dealing a large amount of Arts damage to all friendly units on the field | Egotist. Betrayer. Seeker. Loner. Pioneer. Goodnight, Terra. |
Kjeragandr | Kj | Boss | Arts | 125000 | 600 | 600 | 40 | 7 | Periodically gives protection, preventing her from being attacked · Attacks together with , dealing Arts damage to units in an entire row and inflicting Cold · Partners with to unleash [Rimechill] and [Wintertide], boosting skill effects · [Silent Whiteout] Deals heavy Arts damage to all units on the field and inflicts Cold, shared by all allied units; Cold duration increases with each cast; can be cast when not on the field | As white, as beautiful, as vast as the great icefields, She is mesmerizing and magnificent, beyond reckoning then, now, and forever. |
Laqeramaline | LMR | Boss | Arts | 55000 | 900 | 500 | 70 | 3.9 | Attacks deal Necrosis · Summons upon exit, which drops Plans when defeated. | A young master of witchcraft destined to become the Lord of the Banshees and one of the Six Heroes. It would take two hundred years before she discovers what makes her truly smile. |
The Tear Weaver | LMS | Boss | Arts | 55000 | 350 | 500 | 70 | 3.9 | Attacks deal Necrosis and hit 2 targets simultaneously. · Summons upon exit, which drops Plans when defeated. | A young master of witchcraft destined to become the Lord of the Banshees and one of the Six Heroes. However, neither her veil nor the paint she covers the earth in came from the Kazdel you knew. |
Lugalszargus, the Overlord of Ages | LOA | Boss | Arts | 180000 | 1000 | 1000 | 90 | 4 | When blocked, passes through the target, dealing Arts damage to the blocking unit · [Edict] After charging up, deals heavy Arts damage to all units around in a large area and inflicts Stun · When is defeated or leaves, ASPD, Movement Speed, DEF, and RES are greatly increased, and your units become the target of [Edict] | On the other side of reality, 'The Shah of Past and Future' issues his edict. Life and death take up ranks alongside one another to fulfill Sargon's immense, monumental ambition. |
'La Signora del Carnevale' | LOM | Boss | Physical / Arts | 60000 | 425 | 500 | 30 | 5 | Unblockable; is treated as an aerial unit when standing atop the landship and can only be hit by anti-air attacks; uses Drones to deal Arts damage · Normally prioritizes attacking allied units, and deals significantly reduced damage to enemy units; during Carnevale, prioritizes attacking enemy units, and deals significantly increased damage to them · Takes greatly reduced Physical and Arts damage; this effect is temporarily lost if Lappland the Decadenza has defeated fewer units than you when Carnevale ends · First Form · Immobile; attacks deal Arts damage · [Balla coi Lupi] Drone attack range expands to the entire field, ATK decreases, locks onto a target and attacks continuously for a period of time · [Audience Interaction] After charging, deals a large amount of Arts damage to a target and all surrounding units · When HP drops to 0 for the first time, revives and enters Second Form; jumps down to the ground and ignites Firework Launcher faster; if already ignited, HP returns to full · Second Form · Attacks deal Physical damage to 2 targets simultaneously · During Carnevale, all allied Operators and enemy units have significantly increased HP, but DEF drops to 0 · [Encore] Teleports to the next checkpoint and deals Physical damage to all surrounding allied and enemy units; teleport cooldown shortens during Carnevale · ['Silenzio, per favore'] 2 allied units within attack range are unable to use skills for a period of time | La Signora del Carnevale finally takes the stage. The raucous revelry started with her, and it is she who will lead it to its finale. An endless carnival, a decadent joke. |
'The Last Steam Knight' | LYN | Boss | Physical | 65000 | 1600 | 2000 | 40 | 5 | Debut Phase · ATK and Movement Speed are reduced, but restored once [Pneumatic Pressurization] is triggered · First Form · [Pneumatic Pressurization] Gains increased ATK and Movement Speed and becomes immune to control effects; stuns self when effect expires · [Furious Defense] Charges up before attacking, dealing heavy damage 3 times · [Unto My Last Breath] Leaps into the air after losing a certain amount of HP, targeting your unit with highest max HP and dealing multiple Arts damage hits to the nearby unit with the highest HP percentage · Second Form · Has reduced DEF and RES · [Pneumatic Pressurization] becomes permanently active · [Unto My Last Breath] locks onto an additional target | Steam Knights are the pride of Victoria, her fist, her highest military honor. The last Steam Knight rises from sealed ruins, intent on defending the Victoria in his heart. |
Evolving Monster | M2S | Boss | Physical | 35000 | 1200 | 1000 | 0 | 5 | Upon switching positions or death, deals Physical damage to all nearby allied units and stuns them for several seconds. | The mediator's guardian and companion. It will always choose obedience over admonition, trusting that its master's choice will bring the only hope in this disaster. |
Mon2tr | M2T | Boss | Physical | 50000 | 800 | 1000 | 0 | 5 | Upon switching positions or death, deals Physical damage to all nearby allied units and stuns them for several seconds. | The mediator's guardian and companion. It will fail, and they will succeed. |
Manfred | MAN | Boss | Arts | 40000 | 1000 | 600 | 40 | 5 | Deals Arts damage with his floating cannon, attacks charge up Londinium Secondary Defense Artillery · [Military Training] Has high Physical and Arts dodge, but after being bombarded by the Defense Artillery, temporarily loses this dodge effect and is stunned for a period of time · First Form · [Focus] Continuously gains ASPD when attacking the same target (this effect is capped), resets when switching targets or not attacking for a few seconds · Second Form · [From Withered Trunk, New Branches] When defeated for the first time, randomly attacks all targets on the battlefield with his floating cannon, greatly accelerating the charge rate of Londinium Secondary Defense Artillery · In his second form, draws his sword alongside his floating cannon to perform simultaneous Physical and Arts attacks | A young Sarkaz general, member of the Military Commission of Kazdel. After enlisting a large number of mercenaries in Londinium, he has assembled and trained a brand new type of fighting force. His Arts Unit 'Teekazwurtzen' was bestowed upon him by Theresis, the Regent of Kazdel, who also taught him the swordsmanship he now employs. |
Manfred | MAN | Boss | Physical | 150000 | 1000 | 800 | 50 | 5 | Attacks with floating cannon, dealing Arts damage · [Focus] Continuously gains ASPD when attacking the same target (this effect is capped), resets when switching targets or not attacking for a few seconds | A young Sarkaz general, member of the Military Commission of Kazdel. |
Mandragora | MD | Boss | Arts | 50000 | 640 | 520 | 35 | 1.8 | [Stoneshield] Reduces damage taken; temporarily loses effect after being hit by a Tattered Pillar · First Form · [Mandragora's Gaze] Targets the unit with the highest ATK within range, dealing Arts damage and reducing their ASPD. If the target is retreated or defeated, destroy the tile the unit is on · Second Form · [Stoneshield] Grants Low-Altitude Hovering, and continuously deals Arts damage to units within range · Periodically knocks down Tattered Pillars · Uses [Mandragora's Gaze] more frequently | One of the leaders of the Dublinn forces, a caster who controls stone. Emerging from the darkness of Victoria, she has sworn to repay the humiliation she suffered at the hands of the nobles manyfold. |
Kouhei Mifune | MF | Boss | Physical | 60000 | 1000 | 800 | 70 | 3.8 | First Form · None · [Garyui Iai - Issen] Immediately moves a certain distance towards the next checkpoint when blocked · ATK and DEF increase as HP drops · The first time HP drops to 0, enters second form and casts [Manipulate Opinion] · [Manipulate Opinion] Removes all 'Favor' and stops current 'Lucksack' · Second Form · [Garyui Iai - Ketsujin] Immediately moves a certain distance towards the next checkpoint when blocked; recovers all SP when the blocked unit is defeated or retreats · [Canvas of Strategy] Periodically gains a 'Zan' · Attacks deal damage one more time for every 'Zan' possessed · ATK and DEF increase as HP drops | His sword speaks not of honor or loyalty, only the obsession to cut away all obstacles in the way of the tide, even if he himself is destined to become a nameless bubble within before the end. |
'Rat King' | MK | Boss | Arts | 22000 | 470 | 350 | 30 | 3.4 | [Singing Sands] Targets a unit with the highest Max HP, dealing heavy physical damage to the target and nearby allied units within a cross area · [Sand Tomb] Targets a unit with the lowest Max HP, continuously inflicting Arts damage to the target and nearby allies, also reducing their ATK · Appears with a Barrier that can absorb a large amount of Arts damage, gains significantly increased DEF while Barrier is active · Deals more damage when HP drops below half | Lin, Lin Gray, the Rat King of the slum. He bears many titles, just like the shifting of the city's shadows underneath his feet. Don't touch the red lines. If you ever have a moment of indecisiveness, whatever it is that you were concerned about will become nothing more than a whisper in the winds above the dunes. |
Morpheus | MO | Boss | Arts | 60000 | 680 | 580 | 35 | 2.8 | Morpheus unleashes threads that can be blocked by your units; each unblocked thread increases Morpheus' ATK · First Form · [Binding Dream] Connects a thread to the furthest allied unit within Attack Range, dealing continuous Arts damage · [Dissociative Sensation] Connects to enemies with threads, causing most of the damage taken by Morpheus to be split among them · [Evolution of Dream] Morpheus summons and rides a 'Sleep Companion Beast', becomes unblockable, gains increased Movement Speed and Barrier; ends after some time has passed, or if the Barrier is destroyed · Second Form · When defeated for the first time, deals Arts damage to the whole field several times; when in 2nd form, Attack Range covers the entire field, and connects to all enemies with [Dissociative Sensation] · [Binding Dream] Causes your defeated units to be unable to retreat for a while · [Dissociative Sensation] Other enemies share more damage for Morpheus · [Evolution of Dream] Morpheus summons and rides a 'Background Clown' instead, and the increase in block cost is replaced with Low-Altitude Hovering | Why would anyone want to escape the dream? Stay here, where everything is fun. |
Mephisto | MP | Boss | Healing | 28000 | 500 | 200 | 60 | 6 | Doubles the HP regeneration of all enemies on the field · Regular attacks heal 3 enemies simultaneously | A Medic who is one of Reunion's squad leaders, often working in tandem with Faust. He heals the wounded while commanding his troops to attack, and can improve their life recovery rate. He boasts a high resistance to Arts. Currently, it has been confirmed that he is the one controlling the Hosts. |
Mudrock | MR | Boss | Physical | 45000 | 800 | 1000 | 30 | 4.5 | Every attack permanently increases ATK, stacking up to 6 times · Has a Barrier that absorbs Arts damage; while the Barrier persists, this unit has significantly increased Max HP and ASPD. · Barrier periodically refreshes. · Can use a skill to automatically seize control of the nearest non-enemy controlled 'Gramophone' | Age unknown, gender unknown, history unknown. This ex-Reunion member now leads an organization of Infected and wanders the wilderness between the cities of Leithanien. What thoughts run through Mudrock's mind as being forced to once again step upon the battlefield? |
Mártus, 'Seaborn' | MSB | Boss | 80000 | 100 | 0 | 90 | 4 | Does not attack; permanently Invulnerable. · Periodically summons 2 or at its location. · First Form · [Guided Evolution] Periodically causes the Sea Monster with the highest current HP to evolve: ATK and HP are significantly increased and attacks inflict Nervous Impairment. Loses a percentage of own HP whenever an evolved Sea Monster is defeated. · Second Form · Loses a percentage of own HP whenever a Sea Monster is defeated. · Periodically increases the ATK of all Sea Monsters (stacks). · [Nurture Life] Links with all Sea Monsters for a period of time, losing a percentage of max HP every second. During this time, Sea Monsters that receive lethal damage sleep instead of dying, recovering a percentage of their max HP per second. · [Humanity's Bane] Selects an Operator, imposing the conditions of 'losing HP over time when HP is not full' and 'all skills automatically activate' for a period of time. If the selected Operator retreats or is defeated, their tile and the four adjacent tiles become undeployable. | Sage, traitor, hero, villain. The many identities of Mártus are inherently contradictory, but he considers himself only 'Seaborn.' The ocean belonged to Ægir, until Mártus made it the nutrient for new life, and from its blue depths sprang the children of the sea. | |
Wandering Puppet | MSC | Boss | Physical | 40000 | 900 | 800 | 50 | 1.5 | When not blocked, continuously deals Arts damage to all allied units | A musical puppet maintained by the Crimson Troupe's prop department. All who have heard its bewitching melodies have turned as one towards the Crimson Troupe, and were never seen again. |
Izumik, Source of Ecology | MZK | Boss | Physical | 150000 | 1200 | 2000 | 70 | 4 | Learning Stage · Cannot be attacked, HP and ATK increase permanently after absorbing a certain number of , and deals Arts damage to all allied units · Enters Interpretation Stage after some time, or if HP reaches max · Interpretation Stage · Attacks deal additional Arts damage · Inflicts Stun and Arts damage over time to all allied units whenever it loses a certain amount of HP, or after a period of time | A perfect organism, approaching an evolutionary singularity. The pioneer and guide of we many. The last first-born. Seaborn. |
Pavlovich, Magistrate | PAV | Boss | Physical | 60000 | 1200 | 600 | 15 | 3.5 | [Civil Servant of the Empire Exemption Act] Takes greatly reduced Physical and Arts damage · [Deity Grypherburg Public Opinion Clarification Act] Allied Operators discovered by Sentry Turrets are locked up in Cell when retreated or defeated; imprisoned Operators cannot be redeployed until their Cell is destroyed · [Magistrate Personal Safety Clause] When an allied unit is in his attack range, Sentry Turrets will turn towards that unit · 'Empire's Conscience' · [Spontaneous Mobilization] Periodically makes speeches. Loses Damage Reduction effect while speaking, but continuously summons enemies around him and grants combat buffs to enemy units within range · [Frontline Inspection] When making a speech, calls 'Personal Security Consultants' back to his side · 'Bastion of Turbulence' · [Spontaneous Mobilization] Summons stronger enemy unit(s) · [Explosive Counterargument] Calls for air support, bombarding zones where the Sentry Turrets' alert is triggered and dealing a percentage of ATK as Arts damage and Burn to allied units in the area; also illuminates the tiles, dealing continuous Burn and temporarily disabling Disguise Kits used by units on those tiles · [Peaceful Quarantine Zone Management Plan] After 6 minutes, unleashes a bombardment dealing lethal damage to all units | Someone who firmly believes he has done nothing wrong. There are about a hundred or so people like him sitting in the Duma. |
Duq'arael, 'Regent's Crimson' | PB | Boss | Arts | 30000 | 700 | 300 | 50 | 4 | First Form · [Moon-Devouring Bloodmist] Releases a searing Blood Mist centered around a target, inflicting increasing amounts of Arts damage to allied units within while reducing their ASPD and increasing their Redeployment Time. Pieces of Blood Amber affected by this Blood Mist will turn into Bloodborn Spawn. · [Blood Surge] When defeated, this skill will activate 4 times, selecting one target each time (prioritizing units that have not been hit). Deals Arts damage to the target and all units in the adjacent 4 tiles and stuns them. · When defeated, returns to the Throne of Blood and revives after a period of time. · Enters second form when the Throne of Blood is destroyed. · Second Form · Takes greatly reduced Physical and Arts damage and increases the HP recovery rate of other surrounding enemy units (this trait will be lost for a while when this unit is hit by an ) · [Blood Affliction] Attacks deal continuous Arts damage that ramps up over time. If the target leaves the field during this duration, their Redeployment Time will be greatly increased. · [Crimson Edict] Continuously spawns around this unit for a period of time. Afterward, Blood Mist will be released centered around this unit. · [Sunken Death] When struck by an , destroys the corresponding bomb loading point, and releases [Blood Surge] twice. | The Host of the Crimson Court, and master of all bloodborn. A drop of Teekaz blood once flowed through his body, and its last remaining purity has returned to the land. Now, he has his sights set on the King of Sarkaz once again. He smiles, declaring that he has already slain one such King, and plans to bid farewell to the final one. |
Patriot | PT | Boss | Physical | 45000 | 1600 | 500 | 45 | 4 | Greatly increases the ATK and DEF of enemy units · Marching Stance · Gains greatly increased ATK, DEF, and RES. Becomes more likely to be targeted by your units, and normal attacks strike 4 times · Enters a revival state when HP drops to 0, continuously dealing True damage to units around him. After a period of time, enters Ruination stance · Ruination Stance · Can perform long-ranged attacks · Deals Physical damage to the farthest high ground unit · Continuously deals True damage to allied units within range · Immune to Stun, Frozen, and Levitate | His armor is in disrepair and damaged in many places. The blade of his once sharp halberd is now eroded with rust. However, the indomitable Patriot never capitulates, never backs down, and never shows mercy. He has long struggled with fate, and now resolves to slit the throat of fate. |
Lucian, 'Blood Diamond' | PTM | Boss | Physical | 80000 | 1500 | 600 | 40 | 3 | Has a chance to dodge Physical and Arts attacks when not blocked. When blocked, swiftly moves behind the target and leaves an at the original location · Can use skills to deal Physical damage to the surrounding area; attacks and skills ignore a certain amount of DEF and inflict Nervous Impairment | Calamity of the Crimson Troupe, codename Phantom. Once the rising star of the troupe, the unfinished masterpiece of the troupe leader. Even after his fallout with the troupe and subsequent descent into insanity, he still keeps the name 'Blood Diamond'. |
Qui'lon, Avatar of the Mahasattva | QLN | Boss | Physical | 300000 | 1800 | 2000 | 75 | 5 | State of Samadhi · [Tathata] After a period of invulnerability, enters State of Vimutti · [Anapanasati] Periodically summons Aggini of Nila; for every existing Aggini of Nila, Qui'lon takes less Physical and Arts damage, and gains status resistance · [Quenching the Three Fires] Qui'lon periodically deals Arts damage to all units within range of an Aggini of Nila · State of Vimutti · [Anapanasati] Gains status resistance; periodically summons Aggini of Nila, and for every existing Aggini of Nila, Qui'lon takes less Physical and Arts damage; periodically summons a wave of enemies, and when the mind is chaotic, summons different enemies · [Wrathful Gaze] Every attack deals Arts damage to all units within range of an Aggini of Nila · [Breaching of the Five Precepts] Unleashes 5 consecutive attacks on the target · [Trikaya] Summons a 'Padmasana of Rebirth' whenever 25% of Max HP is lost; Invulnerable until 'Padmasana of Rebirth' enters the Objective Point · [Upaya] When HP drops to 0% for the first time, removes all allied and enemy units from the field along with all Operators in the Deployment Waiting Zone, then enters State of Ashoka · State of Ashoka · [Debate of the Bodhisattvas] Moves to a new combat map and attacks strike twice; only Operators who were on the 'Padmasana of Rebirth' when it entered the Objective Point can be used | The enlightened of Terra, an Anasa. His Cakraratna is Civilight Eterna, and his Dharmaparaya is a shattered sword. If the living wishes to be free from their worldly shackles, he will remain among the rubble to preach the Dharma, walking the path of Duhkha once more. |
Qui'lon, Avatar of the Mahasattva | QLN | Boss | Physical | 250000 | 3000 | 1500 | 70 | 6 | [Breaching of the Five Precepts] Unleashes 5 consecutive attacks on the target | The enlightened of Terra, an Anasa. |
PRTS, Source Code | RI1 | Boss | Arts | 50000 | 1000 | 3000 | 75 | [Safe Mode Standby] cannot be attacked until is defeated · [Emergency Response Mode] While is downed, its recovery time is reduced by 1s each time takes damage · [Hot Reboot] DP regeneration rate significantly increases when is defeated · [Cleanup Protocol] Drains all Life Points once has been on the battlefield for a long time | PRTS's source code has overwritten all permissions. It sets out to wipe all trace of you from Rhodes Island. | |
Mimic Machine | RI2 | Boss | Arts | 25000 | 600 | 3000 | 75 | 4 | ['Rebuild'] Until is defeated, recovers whenever it is defeated, increasing its ATK with each recovery, maxing out after 5 increases · [Write Restriction] Temporarily disables the 4 Operators with the highest DP in your Deployment Waiting Zone when it enters the battlefield; Becomes stronger after the first recovery, disabling more functions · [Heavy Ion Elastic Recoil] Fires a slow-moving orb towards the nearest unit, dealing Arts splash damage when it hits; The further the orb moves, the less damage it deals, and the smaller the splash area · [Dynamic Deployment] When grabbed by , gains Low-Altitude Hovering, Attack Range expands, Attack Interval shortens, and attacks 2 targets simultaneously; can be shot down earlier by dealing a certain amount of damage; Becomes stronger after the first recovery · [Chain Reaction] Can be cast after the first recovery; When grabbed by , gains Low-Altitude Hovering, and fires a beam at all neutral or PRTS-activated Weakening Nodes, dealing damage to units in its path; can be shot down earlier by dealing a certain amount of damage | PRTS has transformed familiar objects on Rhodes Island into material threats. These machines do not know fear. |
Rusthammer Warrior | RSH | Boss | Physical | 40000 | 1200 | 550 | 40 | 5 | Cannot be blocked and is initially Invulnerable for a period of time · Periodically releases a special bolt that deals massive Arts damage | 'Rusthammer' is a violent organization that has broken away from civilization to wander the wastelands. In these barren wastes, far from the comforts offered by nomadic city-states, life itself is an endless war. |
'Samivilinn,' the Resolution of the Very North | SAM | Boss | Physical / Arts | 240000 | 800 | 800 | 40 | 6 | [Icicle Fall] Attacks deal Physical damage to allied units in a column · [Surge of Nature] Inflicts Stun on an allied unit and causes the target to take Arts damage over time · After falling below half HP, takes reduced Physical and Arts damage and [Icicle Fall] and [Surge of Nature] both target an additional unit · After a long time has passed in the battle, deals Arts damage to all allied units on the field and drains 30 Life Points | Born from a memory of the soil, stone, ice, and snow, it stands tall, blocking the path of every living being until satisfied. |
'Samivilinn,' the Resolution of the Very North | SAM | Boss | Physical / Arts | 240000 | 800 | 800 | 40 | 6 | [Icicle Fall] Attacks deal Physical damage to allied units in a column · [Surge of Nature] Inflicts Stun on an allied unit and causes the target to take Arts damage over time · After falling below half HP, takes reduced Physical and Arts damage and [Icicle Fall] and [Surge of Nature] both target an additional unit | Born from a memory of the soil, stone, ice, and snow, it stands tall, blocking the path of every living being until satisfied. |
Sarkaz Centurion | SC | Boss | Arts | 15000 | 700 | 250 | 35 | 5 | Attacks two targets simultaneously. | One of Reunion's squad leaders who also serves as a Sarkaz mercenary. He leads a group of Sarkaz mercenaries to fight on the front lines. Based upon the limited intel available, he is extremely tight-lipped, thus making it unlikely to get any information from him. |
'The Immortal' | SD16 | Boss | Physical | 900000 | 4500 | 1000 | 0 | 7 | Normally does not attack, but counters when attacked · Recovers a percentage of its own HP when an allied unit is retreated or defeated within range | A warrior of unknown background who wears exquisite but tattered armor. He strides forward, sand cupped within his hands, no longer responsive to anyone. |
Great Wingbeast | SD17 | Boss | Physical / Arts | 750000 | 2300 | 700 | 50 | 3.5 | Normally does not attack, but counters when attacked. · Can turn into an aerial unit for a period of time · When flying, deals ranged splash Arts damage, also inflicting Burn | An extremely silent Great Wingbeast. This Infected creature has a pair of crystallized wings bigger than its body, but cannot fly too high or for too long. A ferocious carnivore, but this one seems to have had its meal, and is merely curious about the tiny things that have appeared before it. |
Dauntless Linebreaker | SD19 | Boss | Physical | 700000 | 1100 | 400 | 10 | 2.5 | First Form · When not blocked, damage taken is significantly reduced · Second Form · Gains greatly increased ATK, ASPD, and Movement Speed | The advance linebreaker officer under the command of a Sargonian Lord Ameer. He cares for nothing but removing all obstacles in his way, fearing neither life nor death. He is the strongest and bravest soldier in the entire army. |
'The Ruinbringer' | SD20 | Boss | Arts | 400000 | 600 | 500 | 70 | 3.5 | Less likely to be attacked · First Form · Summons 2 for assistance · Second Form · Summons 2 and 2 | An elite Caster honored by the local Lord Ameer, capable of manipulating Infected creatures to fight. Destroying their enemies is merely a side effect of the ultimate destruction that they wish to see. |
'Al-Rafiq' | SD21 | Boss | Physical | 500000 | 1000 | 1200 | 30 | 4 | First Form · Can only be blocked by units with at least 2 Block · After 3 attacks, the next attack deals heavy Splash Physical damage · When defeated deals Physical damage and Stuns surrounding allied units for a few seconds · Second Form · Pilot does not attack nor move, becomes Invisible, and reflects physical damage while repairing the mech · After some time, they return to the mech and it returns to its first form | Elite armored corps of a Lord Ameer operating their self-assembled armor. Its self-destruct system is the only part they are unsatisfied with, and it is obvious they care more about their beloved machine than the Lord Ameer's orders. |
Zümrütrüyası Priestess | SD28 | Boss | Physical | 400000 | 1500 | 1200 | 30 | 2.5 | As her HP being reduced, her damage taken from units not blocked by herself is also gradually reduced to 0 · Gains increased ATK when making consecutive attacks. (Resets when affected by Freeze, Stun, or Levitate) | A priestess whose allure reflects her power. The more eye-catching her flowers, the sharper her blade. |
Wandering Troubadour | SD30 | Boss | Arts | 500000 | 900 | 1200 | 60 | 3.5 | Deals heavy Burn to nearby units every second, and recovers a huge amount of HP every second · Become Silenced during the Wet Season or when Frozen | No matter where they go, the troubadours who cross the barrens to entertain others will always be surrounded by graceful, flickering flames and deafening cheers. |
Timestream Guardian | SD32 | Boss | Physical | 700000 | 1150 | 2000 | 20 | 3 | Normally does not attack, but counters when attacked · After 2 attacks, the next attack deals heavy Physical damage to targets within range and inflicts Stun · When HP falls below 50%, gains significantly increased ASPD | Nobody knows when this colossus was created. It responds to time with silence, its fists acting as their persevering faith. |
Crystalline Titanibeast | SD33 | Boss | Physical | 350000 | 800 | 150 | 20 | 5 | Periodically gains a Shield that blocks damage; the Shield lasts for 80 attacks before breaking · When below 50% HP, attacks all units within Attack Range at the same time | An unusual lifeform that appears in crystal caves. It endeavored and molted into the sturdiest of shells, yet still cannot escape its enemy's ruthless pursuit. Forever at odds with Crystalline Oberobeasts. |
Crystalline Oberobeast | SD34 | Boss | Physical | 450000 | 800 | 2000 | 20 | 5 | Attacks strike twice; when below 50% HP, attacks strike 4 times instead · Reduces the target's DEF with each attack · Upon approaching a Crystalline Titanibeast, instantly slays it and obtains some of its abilities; afterwards, each attack now strikes 4 times | An unusual lifeform that appears in crystal caves. It resembles a metal crab with sharper pincers, allowing it to easily tear its prey apart. Forever foes with Crystalline Titanibeasts. |
Sailraider | SD35 | Boss | Physical | 600000 | 800 | 150 | 70 | 5 | Low-Altitude Hovering; has increased Attack Range while in Low-Altitude Hovering · Attacks deal Arts splash damage · Crashes upon losing a certain percentage of HP, dealing heavy damage in an area and Stunning itself · After a period of time, reenters Low-Altitude Hovering status | One of Sargonian Lords Ameer's subordinate. They always appear in unexpected places, ripping opposing frontlines apart as they roam the land. |
Dustweaver | SD36 | Boss | Physical | 750000 | 1600 | 2500 | 70 | 8 | [Sandstorm's Dustwake] Increases the Movement Speed and ASPD of enemies within a certain range (including self) · Devours the blocker when blocked (up to a maximum of 3), and increases the effect of [Sandstorm's Dustwake] | One of Sargonian Lords Ameer's subordinate. Sand pervades sky, dust obstructs sun. Life collapses, evil flourishes. |
Annihilator | SD37 | Boss | Arts | 450000 | 800 | 900 | 70 | 4 | First Form · [Annihilation] Causes the next attack to Stun the target, and makes itself unblockable by allied Operators and Summons; deals a large amount of Arts damage when passing through allied units · Second Form · Increases ATK and ASPD | Time and time again it grows weaker, and yet it gets back up every time. This is the Annihilator—this is Sargon. |
Vanillawing | SD46 | Boss | Arts | 120000 | 700 | 800 | 65 | 5 | Exotic Beast, Aerial · Tiles it passes through become seeded. Enemies on seeded tiles have increased ASPD. · Seeds nearby tiles and deals a percentage of Arts damage to all nearby allied units whenever a certain amount of HP is lost. Additionally, temporarily reduces Physical and Arts damage taken. · Stops attacking and using skills when HP drops below a certain threshold, instead flying towards the objective. Upon reaching the objective, disappears and moves to another stage. · [Rampant Growth] Periodically selects several Operators (prioritizing those on seeded tiles), dealing a percentage of ATK as Arts splash damage. Defeated targets have significantly longer Redeployment Time. · [Seed of Life] Gains the following ability in Strange Territory Difficulty 6: Enemies on seeded tiles self-destruct when defeated, dealing a percentage of their ATK as Arts damage to nearby allied units and stunning them for several seconds. | Spreads vanilla seeds from the air, bringing the scent of revival to war-scarred Arsalan. |
Vanillawing | SD47 | Boss | Arts | 25000 | 1500 | 600 | 60 | 5 | Aerial, helps your side when on the field; does not attack building materials. · Tiles it passes through become seeded. Allies on seeded tiles have increased ASPD, and deal increased damage to , , and mechanical enemies. · [Rampant Growth] Plants flowers on several allies, reducing their Redeployment Time after their next retreat. · Rarer species have increased stats and enhanced [Rampant Growth] Redeployment Time reduction. | Spreads vanilla seeds from the air, bringing the scent of revival to war-scarred Arsalan. |
Quicksand Beast | SD48 | Boss | Physical | 100000 | 400 | 1500 | 15 | 5 | Exotic Beast, unblockable. · Movement speed gradually increases while moving (up to a max). Upon colliding with allied units, deals Physical damage equal to a percentage of ATK and stuns them for several seconds. · Periodically stops moving and gains a Barrier equal to a percentage of max HP (does not stack). · Burrows underground when HP drops below a certain threshold, gaining increased DEF and RES. After some time, disappears and moves to another stage. · [Earth Spike] Gains the following ability in Strange Territory Difficulty 4: Collision damage has a greater area and reduces targets' ATK. · [Deep Dive] Gains the following ability in Strange Territory Difficulty 6: When Movement Speed is at max, tiles it passes through are no longer deployable. | 'The ground's shaking! It's quaking! It's...' Before the observer can finish, the Quicksand Beast has already closed the distance. Its long maw easily cleaves through rocks, while a casual flick of its tail stirs up dust clouds. Within seconds, it burrows deep beneath the rock layers, leaving only dusty faces. |
Quicksand Beast | SD49 | Boss | Physical | 32000 | 400 | 1500 | 20 | 5 | Helps your side when on the field; unblockable. · Movement speed gradually increases while moving (up to a max). Upon colliding with enemies, deals Physical damage equal to a percentage of ATK and stuns them for several seconds. · Can pick up Building Materials that it passes by (no limit). · [Earth Spike] Choose an allied Operator within range. Continuously stirs up mud and sand to grant a strong Barrier that gradually decays. · Rarer species have increased stats and enhanced [Earth Spike] Barrier. | 'The ground's shaking! It's quaking! It's...' Before the observer can finish, the Quicksand Beast has already closed the distance. Its long maw easily cleaves through rocks, while a casual flick of its tail stirs up dust clouds. Within seconds, it burrows deep beneath the rock layers, leaving only dusty faces. |
Tidelinked Bishop | SEV | Boss | Arts | 40000 | 600 | 300 | 70 | 4.5 | When its Other Half is alive and not in coma, enters a coma when HP reaches 0 and begins regenerating; revives when HP reaches max. | A bishop that has partially mutated. It is partly human, partly— |
Sverdsmeltr, Guardian Ember of the King | SFR01 | Boss | Physical / Arts | 40000 | 1500 | 1500 | 50 | 4.5 | First Form · [Suppression] Uses Haunting Flames to incapacitate one Operator on the field, causing them to be unable to act and take continuous Arts damage. If an Operator is defeated or retreats while affected by Haunting Flames, that Operator will be sealed, and cannot be redeployed until the Haunting Flames are destroyed. · [Payback] When HP drops to 0, all surrounding Operators will immediately be engulfed by Haunting Flames. Periodically releases towards a friendly unit (if no eligible targets, this will be released towards the Objective Points instead). · [Condensed Heat] These flying flames released by Sverdsmeltr have low DEF and inflict continuous Arts and Burn to surrounding Operators. When they reach their target or the target leaves the field, they will self-destruct and deal Arts damage in a large area. Drains a Life Point upon reaching the Objective Point. | From the youngest general of the Punishment Clan, to the final Diαblo. Facing the siege, he guarded the king's remains for three days and nights. Finally, in the final flame's light, he saw his promised homeland. |
Sverdsmeltr, Guardian Ember of the King | SFR01 | Boss | Physical / Arts | 70000 | 2200 | 1500 | 50 | 4.5 | First Form · [Suppression] Uses Haunting Flames to incapacitate one Operator on the field, causing them to be unable to act and take continuous Arts damage. If an Operator is defeated or retreats while affected by Haunting Flames, that Operator will be sealed, and cannot be redeployed until the Haunting Flames are destroyed. · [Payback] When HP drops to 0, all surrounding Operators will immediately be engulfed by Haunting Flames. Periodically releases towards a friendly unit (if no eligible targets, this will be released towards the Objective Points instead). · [Condensed Heat] These flying flames released by Sverdsmeltr have low DEF and inflict continuous Arts and Burn to surrounding Operators. When they reach their target or the target leaves the field, they will self-destruct and deal Arts damage in a large area. Drains a Life Point upon reaching the Objective Point. · Second Form · Sverdsmeltr summons his Reforged Retinue and flies into the air. · When all Reforged Retinues are defeated or when Sverdsmeltr falls below 50% HP, Sverdsmeltr will absorb all remaining Reforged Retinues and restore HP. Afterward, he will land on the ground, where he deals long-ranged AoE Arts attacks and gains the following abilities: · [Extinction] Incapacitates one Operator on the field, causing them to be unable to act and releasing at them. This has higher HP and damage, and destroying it will allow the targeted Operator to resume acting. | From the youngest general of the Punishment Clan, to the final Diαblo. Facing the siege, he guarded the king's remains for three days and nights. Finally, in the final flame's light, he saw his promised homeland. |
Sverdsmeltr, Guardian Ember of the King | SFR01 | Boss | Physical / Arts | 100000 | 3000 | 2000 | 60 | 4.5 | First Form · [Suppression] Uses Haunting Flames to incapacitate one Operator on the field, causing them to be unable to act and take continuous Arts damage. If an Operator is defeated or retreats while affected by Haunting Flames, that Operator will be sealed, and cannot be redeployed until the Haunting Flames are destroyed. · [Payback] When HP drops to 0, all surrounding Operators will immediately be engulfed by Haunting Flames. Periodically releases towards a friendly unit (if no eligible targets, this will be released towards the Objective Points instead). · [Condensed Heat] These flying flames released by Sverdsmeltr have low DEF and inflict continuous Arts and Burn to surrounding Operators. When they reach their target or the target leaves the field, they will self-destruct and deal Arts damage in a large area. Drains a Life Point upon reaching the Objective Point. · Second Form · Sverdsmeltr summons his Reforged Retinue and flies into the air. During this period, he will periodically release towards a friendly unit nearby. · When all Reforged Retinues are defeated or when Sverdsmeltr falls below 50% HP, Sverdsmeltr will absorb all remaining Reforged Retinues and restore HP. Afterward, he will land on the ground, where he deals long-ranged AoE Arts attacks and gains the following abilities: · [Extinction] Incapacitates one Operator on the field, causing them to be unable to act and releasing at them. This has higher HP and damage, and destroying it will allow the targeted Operator to resume acting. · [Sunwielder's Sanctuary] After using [Extinction], gains an Arts Barrier. While the Barrier persists, grants significantly increased DEF to self and deals Arts and Burn to surrounding allied units. | From the youngest general of the Punishment Clan, to the final Diαblo. Facing the siege, he guarded the king's remains for three days and nights. Finally, in the final flame's light, he saw his promised homeland. |
Rosmontis, Simulated Sentry | SFR03 | Boss | Physical / Arts | 30000 | 1600 | 1000 | 50 | 4 | [Mind Matrix] Takes less Physical and Arts damage. Loses this effect when the V.T.E. on the field is destroyed and cannot attack until the V.T.E. is re-obtained. · First Form · [Fling] Hurls a at an allied unit regardless of distance, dealing 3 instances of Physical damage to the target when it lands (The second and third instances are aftershocks, dealing half damage). Stunned targets are instantly defeated. · [Retrieve] Clears all Matrices on the field and retrieves all Tactical Equipment. | A Breakthrough Trainer simulating Rosmontis at the peak of her combat prowess. As she gazes at the 'walking arsenal' brought to life from data, her memories are finally liberated. Braver and more determined, she now yearns to fight alongside her companions. |
Rosmontis, Simulated Sentry | SFR03 | Boss | Physical / Arts | 40000 | 1600 | 1000 | 50 | 4 | [Mind Matrix] Takes less Physical and Arts damage. Loses this effect when the V.T.E. on the field is destroyed and cannot attack until the V.T.E. is re-obtained. · First Form · [Fling] Hurls a at an allied unit regardless of distance, dealing 3 instances of Physical damage to the target when it lands (The second and third instances are aftershocks, dealing half damage). Stunned targets are instantly defeated. · [Retrieve] Clears all Matrices on the field and retrieves all Tactical Equipment. · [Impulse Inhibition] Initiates revival when HP reaches 0, periodically dealing Arts damage over a wide area around her every few seconds during the process. · Second Form · [Amplified Fling] Hurls a second a few seconds after the first. Stunned targets are instantly defeated. · [Memory Loss] Loses a certain amount of HP with every attack and deals Arts damage over a wide area around her. | A Breakthrough Trainer simulating Rosmontis at the peak of her combat prowess. As she gazes at the 'walking arsenal' brought to life from data, her memories are finally liberated. Braver and more determined, she now yearns to fight alongside her companions. |
Rosmontis, Simulated Sentry | SFR03 | Boss | Physical / Arts | 50000 | 2000 | 1000 | 50 | 4 | [Mind Matrix] Takes less Physical and Arts damage. Loses this effect when the V.T.E. on the field is destroyed and cannot attack until the V.T.E. is re-obtained. · First Form · [Fling] Hurls a at an allied unit regardless of distance, dealing 3 instances of Physical damage to the target when it lands (The second and third instances are aftershocks, dealing half damage). Stunned targets are instantly defeated. · [Retrieve] Clears all Matrices on the field and retrieves all Tactical Equipment. · [Impulse Inhibition] Initiates revival when HP reaches 0, periodically dealing Arts damage over a wide area around her every few seconds during the process. · Second Form · [Amplified Fling] Hurls a second a few seconds after the first. Stunned targets are instantly defeated. · [Memory Loss] Loses a certain amount of HP with every attack and deals Arts damage over a wide area around her. · [Cognitive Collapse] Once HP drops below 50%, flies into the air and switches to ranged attacks. Increases ATK, no longer uses [Fling], and gains the following abilities: · Attacks stun the target for an extended period. [Mind Matrix] effect no longer expires and reduces damage taken even further. [Memory Loss] damage dealt and HP loss are both increased. When attacked, deals a certain amount of True damage to surrounding allies. | A Breakthrough Trainer simulating Rosmontis at the peak of her combat prowess. As she gazes at the 'walking arsenal' brought to life from data, her memories are finally liberated. Braver and more determined, she now yearns to fight alongside her companions. |
Mechanist, Mechanical Mind | SFR06 | Boss | Physical / Arts | 60000 | 800 | 1500 | 40 | 3 | [Self-Defense Arts] Periodically gains a shield that protects against Physical and Arts damage, which is broken after taking a certain number of attacks · First Form · When HP is reduced to 0, if is alive on the field, summons drones to restore HP and revives when HP is at max · [Organically Linked Formula] Fights in concert with . When shield is broken or HP is reduced to 0, is stunned, and [Reactive Defense Module] is temporarily disabled. · [Concentration Algorithm] Locks onto a target and bombards it, dealing Physical damage to it and units in the 8 surrounding tiles several times | A Breakthrough Trainer simulating Mechanist at the peak of his combat prowess. The engineer famous for his memory and scientific rigor can also write words as romantic as 'Love is like the second law of thermodynamics: the more one longs for eternity, the further one goes down the path of decline,' when he is drunk enough. |
Mechanist, Mechanical Mind | SFR06 | Boss | Physical / Arts | 70000 | 1100 | 1500 | 40 | 3 | [Self-Defense Arts] Periodically gains a shield that protects against Physical and Arts damage, which is broken after taking a certain number of attacks · First Form · When HP is reduced to 0, if is alive on the field, summons drones to restore HP and revives when HP is at max · [Organically Linked Formula] Fights in concert with . When shield is broken or HP is reduced to 0, is stunned, and [Reactive Defense Module] is temporarily disabled. · [Concentration Algorithm] Locks onto a target and bombards it, dealing Physical damage to it and units in the 8 surrounding tiles several times · When and are both waiting to be revived, activates [Nirvana Program]: Locks onto the target with the highest Block every few seconds and attacks them, reduces their Max Block, each attack dealing Arts damage to all your units on the same row or column with the target. Enters second form when program is terminated · Second Form · [Engineering Meteor Shower] Attacks the blocker continuously when is blocked, dealing Arts damage to all your units on the same row or column with the blocker, and temporarily reducing their Max Block | A Breakthrough Trainer simulating Mechanist at the peak of his combat prowess. The engineer famous for his memory and scientific rigor can also write words as romantic as 'Love is like the second law of thermodynamics: the more one longs for eternity, the further one goes down the path of decline,' when he is drunk enough. |
Mechanist, Mechanical Mind | SFR06 | Boss | Physical / Arts | 80000 | 1200 | 1500 | 40 | 3 | [Self-Defense Arts] Periodically gains a shield that protects against Physical and Arts damage, which is broken after taking a certain number of attacks · First Form · When HP is reduced to 0, if is alive on the field, summons drones to restore HP and revives when HP is at max · [Organically Linked Formula] Fights in concert with . When shield is broken or HP is reduced to 0, is stunned, and [Reactive Defense Module] is temporarily disabled. · [Concentration Algorithm] Locks onto a target and bombards it, dealing Physical damage to it and units in the 8 surrounding tiles several times · When and are both waiting to be revived, activates [Nirvana Program]: Locks onto the target with the highest Block every few seconds and attacks them, reduces their Max Block, each attack dealing Arts damage to all your units on the same row or column with the target. Enters second form when program is terminated · Second Form · [Engineering Meteor Shower] Attacks the blocker continuously when is blocked, dealing Arts damage to all your units on the same row or column with the blocker, and temporarily reducing their Max Block · Activates [Nirvana Program] again when HP drops below 50% for the first time | A Breakthrough Trainer simulating Mechanist at the peak of his combat prowess. The engineer famous for his memory and scientific rigor can also write words as romantic as 'Love is like the second law of thermodynamics: the more one longs for eternity, the further one goes down the path of decline,' when he is drunk enough. |
Structural Principle | SFR07 | Boss | Physical | 40000 | 800 | 0 | 0 | 4 | When HP is reduced to 0, if is alive on the field, summons drones to restore HP and revives when HP is at max · First Form · [Reactive Defense Module] Gains increased DEF and RES when damage is taken; buff quickly degrades several seconds after the last damage is taken · [Focus Module] Attacks inflict additional Corrosion and continuously gains ASPD when attacking the same target (capped); resets when switching targets or not attacking for a few seconds | A risk assessment machine built by Mechanist. His best friend. He set twenty defensive programs to prevent Closure from meddling with it. |
Structural Principle | SFR07 | Boss | Physical | 60000 | 800 | 0 | 0 | 4 | When HP is reduced to 0, if is alive on the field, summons drones to restore HP and revives when HP is at max · First Form · [Reactive Defense Module] Gains increased DEF and RES when damage is taken; buff quickly degrades several seconds after the last damage is taken · [Focus Module] Attacks inflict additional Corrosion and continuously gains ASPD when attacking the same target (capped); resets when switching targets or not attacking for a few seconds · Second Form · [Acceleration Module] Gradually accelerates when moving, and deals additional damage on the first attack after being blocked based upon Movement Speed | A risk assessment machine built by Mechanist. His best friend. He set twenty defensive programs to prevent Closure from meddling with it. |
Structural Principle | SFR07 | Boss | Physical | 80000 | 800 | 0 | 0 | 4 | When HP is reduced to 0, if is alive on the field, summons drones to restore HP and revives when HP is at max · First Form · [Reactive Defense Module] Gains increased DEF and RES when damage is taken; buff quickly degrades several seconds after the last damage is taken · [Focus Module] Attacks inflict additional Corrosion and continuously gains ASPD when attacking the same target (capped); resets when switching targets or not attacking for a few seconds · Second Form · [Acceleration Module] Gradually accelerates when moving, and deals additional damage on the first attack after being blocked based upon Movement Speed | A risk assessment machine built by Mechanist. His best friend. He set twenty defensive programs to prevent Closure from meddling with it. |
'Misery', Blade of Silence | SFR12 | Boss | Physical / Arts | 60000 | 1500 | 700 | 20 | 2 | 100% Physical and Arts dodge when on a tile shrouded by night · [Instant Scar] Deals heavy Physical damage to the Operator with lowest Max HP; targets defeated this way have greatly increased Redeployment Time; target loses visibility if hit 3 times in a row · [Dissolution Space] When affected by Stun, Cold, Freeze, Fear, Lure, or Shifted, immediately removes the condition, recovers HP, and becomes immune to these effects for several seconds · When defeated for the first time, returns to the field and changes behavior: When entering your visibility, immediately moves to a tile shrouded by night and stops moving (no allies in path); continues moving after casting [Instant Scar], or if he does not find a target · [Diffuse Fission] Attacks and [Instant Scar] deal continuous Arts damage, and targets that leave the field while effect is active have greatly increased Redeployment Time | A Breakthrough Trainer simulating Misery at the peak of his combat prowess. A stealth specialist who excels in spatial Arts, he toys with the dagger in his hand as he keeps opponents distracted. Beware, he's not especially fond of being called an 'assassin'. |
'Misery', Blade of Silence | SFR12 | Boss | Physical | 60000 | 1500 | 700 | 20 | 2 | 100% Physical and Arts dodge when on a tile shrouded by night · [Instant Scar] Deals heavy Physical damage to the Operator with lowest Max HP; targets defeated this way have greatly increased Redeployment Time; target loses visibility if hit 3 times in a row · [Dissolution Space] When affected by Stun, Cold, Freeze, Fear, Lure, or Shifted, immediately removes the condition, recovers HP, and becomes immune to these effects for several seconds | A Breakthrough Trainer simulating Misery at the peak of his combat prowess. A stealth specialist who excels in spatial Arts, he toys with the dagger in his hand as he keeps opponents distracted. Beware, he's not especially fond of being called an 'assassin'. |
'Misery', Blade of Silence | SFR12 | Boss | Physical | 70000 | 1750 | 700 | 20 | 2 | 100% Physical and Arts dodge when on a tile shrouded by night · [Instant Scar] Deals heavy Physical damage to the Operator with lowest Max HP; targets defeated this way have greatly increased Redeployment Time; target loses visibility if hit 3 times in a row · [Dissolution Space] When affected by Stun, Cold, Freeze, Fear, Lure, or Shifted, immediately removes the condition, recovers HP, and becomes immune to these effects for several seconds · When defeated for the first time, returns to the field and changes behavior: When entering your visibility, immediately moves to a tile shrouded by night and stops moving (no allies in path); continues moving after casting [Instant Scar], or if he does not find a target | A Breakthrough Trainer simulating Misery at the peak of his combat prowess. A stealth specialist who excels in spatial Arts, he toys with the dagger in his hand as he keeps opponents distracted. Beware, he's not especially fond of being called an 'assassin'. |
'Misery', Blade of Silence | SFR12 | Boss | Physical / Arts | 80000 | 2000 | 700 | 20 | 2 | 100% Physical and Arts dodge when on a tile shrouded by night · [Instant Scar] Deals heavy Physical damage to the Operator with lowest Max HP; targets defeated this way have greatly increased Redeployment Time; target loses visibility if hit 3 times in a row · [Dissolution Space] When affected by Stun, Cold, Freeze, Fear, Lure, or Shifted, immediately removes the condition, recovers HP, and becomes immune to these effects for several seconds · When defeated for the first time, returns to the field and changes behavior: When entering your visibility, immediately moves to a tile shrouded by night and stops moving (no allies in path); continues moving after casting [Instant Scar], or if he does not find a target · [Diffuse Fission] Attacks and [Instant Scar] deal continuous Arts damage, and targets that leave the field while effect is active have greatly increased Redeployment Time | A Breakthrough Trainer simulating Misery at the peak of his combat prowess. A stealth specialist who excels in spatial Arts, he toys with the dagger in his hand as he keeps opponents distracted. Beware, he's not especially fond of being called an 'assassin'. |
Ishar'mla, Heart of Corruption | SKA | Boss | 90000 | 1600 | 1200 | 70 | 6 | Initial Form · Regular attacks heal 3 enemies simultaneously · Periodically summons to charge itself. Transforms once fully charged · When HP drops below 50%, gains greatly increased ATK, and summons 2 additional · Transformed Form · Attacks deal True damage to 3 targets simultaneously | She sings no more. It speaks for we many. | |
Tidelinked Archon | SMF | Boss | Physical | 8000 | 600 | 800 | 0 | 1.7 | Attacks inflict additional Corrosion. · When its Other Half is alive and not in coma, enters a coma when HP reaches 0 and begins regenerating; revives when HP reaches max. | —Sea Terror. Even Ægir technology has a role to play in the evolution of we many. |
Mephisto, 'The Singer' | SMP | Boss | Healing | 60000 | 450 | 450 | 30 | 4 | Activated Form · When Activated, heals and strengthens an enemy Host unit · Each time a certain percentage of HP is lost, releases toxic dust across the entire battlefield that lasts for 30s and can stack · The first time HP drops to 0, enters a Dormant State for a period of time · Dormant State · Gains increased DEF and RES, and continuously recovers HP | You seem to recognize the mysterious, mythical beast that has descended from the Sarcophagus. An otherworldly song flows from its sharp beak and floods its surroundings. It seems to devour the will of the Infected around it, including its own. Even if it knows not what it is doing, its song does not cease. It simply wishes to sing. |
Tidelinked Immortal | SMS | Boss | Physical | 5000 | 550 | 800 | 0 | 0.7 | Attacks inflict additional Corrosion. · When its Other Half is alive and not in coma, enters a coma when HP reaches 0 and begins regenerating fast; revives when HP reaches max · Has lower HP and ATK, but higher ASPD and Movement Speed | —Sea Terror. The product of both technology and evolutionary instincts. |
OpFor: Armor | SP08 | Boss | Physical / Arts | 600000 | 650 | 1000 | 25 | 4 | Randomly selects a target and fires in a line, dealing Arts damage · [Woe of Extinction] Fires an at the Operator with the highest ATK, which explodes when it reaches the target, stunning them and units in the 8 surrounding tiles for an extended time and causing them to take Physical damage every second; can be destroyed by attacking it several times when it is flying · When HP drops below a certain percentage, Physical and Arts damage taken is reduced, and [Woe of Extinction] fires additional · [Deathswarm] Periodically summons drones · Hidden Core · [Sword and Hammer of Olden Days] When specific conditions are met and the simulation enters the Hidden Core round, will appear in its final form and gain 'Armor Cleaver' and 'Armor Crusher' · 'Armor Cleaver' and 'Armor Crusher' start Invulnerable; When shot down, transfer a percentage of the damage taken to OpFor: Armor · 'Armor Cleaver' and 'Armor Crusher' periodically fly towards the Operator with the lowest ATK and explode, stunning the target and Operators in the 8 surrounding tiles, and dealing Physical damage every second before returning to OpFor: Armor; they lose Invulnerable status when flying and will fall to the ground after taking a certain number of hits; when on ground, they are treated as low ground units and take more damage | Steam armor thoroughly corrupted by Originium, an OpFor unit based on the scenario of a Terra-wide Originium disaster. As Originium spreads, courage, resolve and glory are turned to crystalline dust, leaving behind the armor, torn apart by crystals to march towards the fading light of the sunset. |
OpFor: Armor | SP08 | Boss | Physical / Arts | 1200000 | 750 | 1200 | 30 | 4 | Randomly selects a target and performs an Arts attack · When HP drops below a certain percentage, Physical and Arts damage taken is reduced, and [Woe of Extinction] fires additional · [Woe of Extinction] Fires an at the Operator with the highest ATK within range, which explodes when it reaches the target, stunning them and units in the 8 surrounding tiles and causing them to take Physical damage every second; can be destroyed by attacking it several times when it is flying · [Deathswarm] Periodically summons drones · Hidden Core · [Sword and Hammer of Olden Days] OpFor: Armor enters its final form after fulfilling specific conditions and entering the Hidden Core round | Steam armor thoroughly corrupted by Originium, an OpFor unit based on the scenario of a Terra-wide Originium disaster. As Originium spreads, courage, resolve and glory are turned to crystalline dust, leaving behind the armor, torn apart by crystals to march towards the fading light of the sunset. Appears during the Hidden Core round and initiates the final attack. |
OpFor: Gun | SP12 | Boss | Physical | 120000 | 750 | 1100 | 60 | 4.5 | Attacks prioritize units with the highest DEF · Attacks inflict Corrosion · Cannot be blocked. · ASPD gradually increases when attacking the same enemy repeatedly · [Final Judgment] Stops attacking and gains greatly increased Movement Speed, charging at the unit with the highest DEF and dealing Physical damage to units it passes by · Hidden Core · [Unending Confession] After fulfilling specific conditions and entering the Hidden Core round in the simulation, appears on the field, and Physical and Arts damage taken by is significantly reduced · [Blind Faith] Connects to all on the field; a percentage of damage taken by is transferred to , and allied units on the [Blind Faith] link take Physical damage every second · [Doomsaying] Continuously calls all towards it; gain greatly increased Movement Speed, become immune to damage, and deal damage to allied units that they pass by | Holy Gun-Knight corrupted and reshaped by Originium, an OpFor unit based on the scenario of a Terra-wide Originium disaster. As Originium spreads, it seizes everything we revere and takes its place. It will be the new order when all others are shattered. |
OpFor: Gun | SP12 | Boss | Physical | 120000 | 750 | 1100 | 60 | 4.5 | Attacks prioritize units with the highest DEF · Attacks inflict Corrosion · Cannot be blocked. · ASPD gradually increases when attacking the same enemy repeatedly · [Final Judgment] Stops attacking and gains greatly increased Movement Speed, charging at the unit with the highest DEF and dealing Physical damage to units it passes by · Hidden Core · [Unending Confession] After fulfilling specific conditions and entering the Hidden Core round in the simulation, appears on the field, and Physical and Arts damage taken by is massively reduced · [Blind Faith] Connects to all on the field; a percentage of damage taken by is transferred to and other on the field, and allied units on the [Blind Faith] link take Physical damage every second · [Doomsaying] Continuously calls all towards it; gain greatly increased Movement Speed, become immune to damage, and deal damage to allied units that they pass by | Holy Gun-Knight corrupted and reshaped by Originium, an OpFor unit based on the scenario of a Terra-wide Originium disaster. As Originium spreads, it seizes everything we revere and takes its place. It will be the new order when all others are shattered. Appears during the Hidden Core round and initiates the final attack. |
OpFor: Pipe | SP16 | Boss | Arts | 85000 | 300 | 700 | 50 | 3 | When on the field, continuously summons in [Penumbral Lament] form; summon interval reduces when HP drops below a certain point · Attacks prioritize in [Penumbral Lament] form · [Cracked Pipe] Attacks all in [Penumbral Lament] form three times in a row, dealing AoE Arts damage and inflicting Necrosis · Hidden Core · and will appear at the same time after fulfilling specific conditions and entering the Hidden Core round | The 'Empresses' Voice' recreated by Originium, an OpFor unit based on the scenario of a Terra-wide Originium disaster. As Originium spreads, it overcomes all praise and reproach, the echoes upon its surface merely another name for Originium. |
OpFor: Pipe | SP16 | Boss | Arts | 85000 | 300 | 700 | 50 | 3 | When on the field, continuously summons in [Penumbral Lament] form; summon interval reduces when HP drops below a certain point · Attacks prioritize in [Penumbral Lament] form · [Cracked Pipe] Attacks all in [Penumbral Lament] form three times in a row, dealing AoE Arts damage and inflicting Necrosis · Hidden Core · and will appear at the same time after fulfilling specific conditions and entering the Hidden Core round | The 'Empresses' Voice' recreated by Originium, an OpFor unit based on the scenario of a Terra-wide Originium disaster. As Originium spreads, it overcomes all praise and reproach, the echoes upon its surface merely another name for Originium. Appears during the Hidden Core round and initiates the final attack. |
Buldrokkas'tee, Holy Gun-Knight | SPT | Boss | Physical | 150000 | 3000 | 5000 | 80 | 3.8 | [Ritual of Exhortation] More likely to be attacked, retreated units have significantly increased Redeployment Time. · [Ritual of Holy Guard] Physical and Arts damage dealt to Buldrokkas'tee, Holy Gun-Knight, by units outside a certain range is significantly reduced. · Units that have taken damage from Buldrokkas'tee, Holy Gun-Knight gain increased ATK and take more damage. · First Form · [Ritual of Automaton] Periodically summons multiple Holy Automatons. · Second Form · Attacks become ranged and deal Physical splash damage. · [Ritual of Strafing] Locks on to all High Grounds on the field, strafing each one in sequence to deal Physical damage. · [Ritual of Guidance] Immediately summons several Guardian Bulwarks upon entering Second Form. · Third Form · When your mind is Fractured, Buldrokkas'tee, Holy Gun-Knight will enter Third Form, gaining increased ATK and summoning several elite enemies. | An Apostolic Knight who guards the gates to the Holy City. He believes in order and willingly serves the peace brought about by Law, but he has never abandoned his doubts. In time, he will become Kazdel's true 'Patriot.' |
Buldrokkas'tee, Holy Gun-Knight | SPT | Boss | Physical | 100000 | 3500 | 5000 | 70 | 6 | [Ritual of Exhortation] More likely to be attacked, retreated units have significantly increased Redeployment Time. · [Ritual of Holy Guard] Physical and Arts damage dealt to Buldrokkas'tee, Holy Gun-Knight, by units outside a certain range is significantly reduced. · Units that have taken damage from Buldrokkas'tee, Holy Gun-Knight gain increased ATK and take more damage. | An Apostolic Knight who guards the gates to the Holy City. |
| 'Body of Sui' | SQ | Boss | Physical | 240000 | 800 | 800 | 50 | 4 | Does not normally exist on the battlefield; locks on to your unit with the most nearby units, triggering [Sleepless] · [Sleepless] Forces the target and Operators in the 8 surrounding tiles to retreat, temporarily creating undeployable for a while · Triggers [Sleepless] and stays on the battlefield for a while before leaving without draining Life Points | Formed from ink and sculptures, It hides in the clouds, waiting for the opportunity to extinguish the candle of mankind. |
Vessel of Shuo | SQ | Boss | Physical | 500000 | 1800 | 2500 | 60 | 4.5 | [Violence] Chance to dodge Physical and Arts damage from units who are not blocking this unit; ATK increased for every 'Olden Pride' in the Deployment Waiting Zone · [Drunken Stupor] Adds an 'Olden Pride' to the Deployment Waiting Zone · [Tracing the Law] Spawns 'Restrained Pride' at current location, and spawns another 'Restrained Pride' for every 'Olden Pride' in the Deployment Waiting Zone · [Depict] Summons a 'Body' segment, forcing units on it to retreat; cannot be attacked while 'Body' is on the field | A vessel that has been annexed, containing all malice and wrath. Its original owner slumbers eternal, replaced by— |
Pathshaper | SRF | Boss | Physical | 35000 | 800 | 800 | 50 | 2.8 | Every 3rd attack summons a · Summons 1 after taking a number of attacks | Seaborn tasked with exploring evolutionary pathways, its fractals mapping out dead ends so that we many can stay on the right path. |
Lingering Pathshaper | SRS | Boss | Physical | 70000 | 1000 | 800 | 50 | 5 | Every 3rd attack summons a · Summons 1 after taking a few attacks · Has lower ASPD, but higher HP | Seaborn tasked with exploring evolutionary pathways. Its injuries and those suffered by its fractals become a guide for the evolution of we many. |
Skullshatterer | SS | Boss | Physical | 10500 | 1000 | 150 | 30 | 3 | Launches grenades when not being blocked, significantly reducing the DEF of the target and surrounding allies for a short period of time · Gains significantly increased ATK when HP is under 50% | One of Reunion's squad leaders who serves in the Assault Squad. Though armed with an Originium launcher and explosives, reports show that he possesses high mobility and poses a significant threat even in melee combat.He has been seen several times around Lungmen, and intel suggests that he is carrying out some special operation in the region. |
'Saint' | ST | Boss | Physical / Arts | 20000 | 600 | 1000 | 60 | 6 | First Form · High DEF · Attacks inflict melee Physical damage · Second Form · Attacks deal Arts damage 3 times, prioritizing different targets · [Ceremony of Enlightenment] Locks onto your unit with the most nearby units, dealing True damage every second for a period of time · [Sacrament of Genesis] Returns to the battlefield in its second form, switching between ground and aerial states; stats, ATK, and skills are boosted, and the battlefield is expanded | The First Saint of Laterano. It encountered the Law when it was still Teekaz, and thus Laterano and the Sankta began. |
'Sui-Xiang' | SUI | Boss | Physical | 55000 | 1400 | 550 | 30 | 2.5 | Reduces damage taken from above and below · Drains all Life Points after a long time has passed in the battle · First Form · [Faraway Mountains' Thunderclap] Deals continuous Arts damage to units within cross areas around three ranged units · When defeated, the unit takes its next form after a period of time, and reappears a certain distance to the right · Second Form · [Heavensfall] Deals Physical damage twice to melee units and additionally inflicts continuous Arts damage that slowly increases over time (can be Resisted) · When defeated, the unit takes its next form after a period of time, and reappears a certain distance to the right · Third Form · [Omnidirectional Breath] Inflicts continuous damage to a large area to the right and renders the tiles no longer available for deployment, Operators on the left side of the target area can reduce damage taken by allied units to their right and mitigate damage to the tiles · Can absorb to recover SP | The shadow of the bestial Sui, towering and venerable. It casts its lazy gaze upon the mortal realm, and in the blink of an eye a thousand years have come and gone. With the millennium passing like a dream, it is uncertain whether it is feeling anger or bitterness. |
'Slumbering of Sui' | SUI | Boss | Physical | 40000 | 3000 | 4000 | 80 | 5 | Chaos · Molts after taking a certain amount of damage, causing Blight to the paddies it is on, reducing ATK, DEF, RES, and Weight, while increasing Movement Speed · When HP drops to 0 for the first time, melts into the water and continuously summons enemies; enters the Enlightened State when reborn · Enlightened · Changes attributes, attacks now deal 2 strikes of Physical damage, and becomes immune to most control effects · Marks all allied units that have attacked 'Slumbering of Sui'; when a marked unit leaves the field, causes extremely high level of Blight to the tiles where 'Slumbering of Sui' is on · [As Needlework] When the Blight level of a paddy at this unit's location exceeds a certain threshold, 'Slumbering of Sui' will continuously absorb and condense Blight into a spear that deals a large amount of Arts damage, prioritizing marked Operators · 'Slumbering of Sui' has reduced DEF, RES, and Movement Speed when it is on paddies unaffected by Blight, or when scoured with unpolluted water. | Born from the heart of an awakened Feranmut. A thousand years twisted into shadow. The executors of Sui are never alone, for fear is always by their side; to wait in the boundless chaos, or thread the needle in search for a shred of enlightenment? |
'Sui' | SUI | Boss | Physical | 560000 | 800 | 800 | 50 | 4 | Does not normally exist on the battlefield; periodically locks on to your unit with the most nearby units, triggering [Sleepless] and remaining on the field for a while · [Sleepless] Forces the target and your units in the 8 surrounding tiles to retreat, creating undeployable tiles for a while · [Shake the Mountains] After [Sleepless] is triggered, slams the ground three times, dealing high Physical damage to all your units, ignoring Camouflage · Triggers a [Sleepless] that forces all units to retreat when HP drops below a certain level · When a long time has passed in the battle, triggers [Sleepless] before disappearing and draining 50 Life Points | The manifestation of the half-awake god that was defeated by Yan's final shot. A Proxy has taken Its place and appropriated Its context, seemingly attempting to fully awaken It. |
Sui | SUI1 | Boss | Arts | 300000 | 800 | 1600 | 50 | 4 | The four body parts share an HP pool and cast skills in order; individual body parts leave the battlefield after taking a certain amount of damage · Parts are lifted when skills are used, preventing them from being attacked, and the tiles they are on become deployable and passable · Bringing a body part under the influence of a suppression pillar weakens the corresponding stats and skills; Sui gains a large stat bonus and takes less Physical and Arts damage when it is at full strength · [Wrath of Eons] Raises Sui's Head and breathes fire at the northmost ally after a delay, dealing Arts damage and inflicting Burn; flames spread southwards and continues to burn in an area, dealing Arts damage, inflicting Burn, and igniting ; remains on the field for a while · [Sundered Pillars] When HP falls below a certain point, summons extra enemies, and the 4 body parts simultaneously cast [Wrath of Eons], [Hidden Moon], [Shrouded Sun], and [Order Overturned] · Sui's ATK is reduced when weakened by a suppression pillar, and [Wrath of Eons] range is reduced | The final god felled by Yan has risen again. It raises Its head and sees time immemorial from beginning to end, but It has never truly dwelled in the mortal realm. |
Left Claw of Sui | SUI2 | Boss | 300000 | 800 | 2000 | 60 | 0.1 | [Hidden Moon] and [Shrouded Sun] are cast together; lifts Left Claw of Sui and attacks the eastmost ally after a delay, dealing heavy Physical damage to all allies in the area · Sui's RES is reduced when weakened by a suppression pillar, and Its Left Claw will no longer use [Hidden Moon] | ||
Right Claw of Sui | SUI3 | Boss | 300000 | 800 | 2000 | 60 | 0.2 | [Shrouded Sun] and [Hidden Moon] are cast together; lifts Right Claw of Sui and attacks the westmost ally after a delay, dealing heavy Physical damage to all allies in the area · Sui's DEF is reduced when weakened by a suppression pillar, and Its Right Claw will no longer use [Shrouded Sun] | ||
Tail of Sui | SUI4 | Boss | 300000 | 800 | 2000 | 60 | 0.3 | [Order Overturned] Lifts Tail of Sui and attacks the southmost ally after a delay, dealing Physical damage to all allies in the area three times; spawns based on the number of allies defeated this way · Sui's HP is reduced when weakened by a suppression pillar, and range and damage of [Order Overturned] are reduced | ||
Sal Viento Bishop Quintus | SVK | Boss | Physical | 100000 | 380 | 500 | 50 | 3.5 | Attacks two units with the highest DEF simultaneously · [Great Tide] Deals Arts damage and Nervous Impairment to all allied units · [Collapse] Deals Physical damage to multiple allied units · [Fragmentation] Summons its offspring to entwine themselves around allied units and Stun them · [Species Outbreak] Drains all Life Points after a long time has passed in the battle | A member of the Church of the Deep who snuck into disaster-ravaged Iberia. He changed the law of the land through his sincere beliefs, in pursuit of the perfect form, yet he was unable to fathom the will of the ocean. Then again, who could? |
Talulah | TA | Boss | Physical | 50000 | 1500 | 700 | 50 | 4.5 | [Stellar Corona] Deals Arts damage to all allied units within range · [Burning Breath] Causes an allied unit within attack range to take True damage that gradually increases (Deals increasing True damage each second, but can be Resisted) · Deals True damage when blocked · When HP drops below half, gains greatly increased DEF and RES and uses skills more often | The leader and spokesperson of Reunion. So far, she has been confirmed to have masterminded multiple riots, as well as the destruction of Chernobog. |
Theresa, King of Sarkaz | THA1 | Boss | 20000 | 1500 | 2000 | 80 | 1 | [Eternal Dust] Several Particles orbit this unit, dealing True damage and causing knockback when they collide with an enemy. | A humble hero, a radiant dream. The future converges in her gaze, while the path fades beneath her steps. | |
'Amiya' | THA2 | Boss | 40000 | 3000 | 4000 | 80 | 5 | Permanently Invulnerable · [Umbral Shadows] Controls in combat, which deal Arts damage over time to your units up to a certain distance and heal enemy units. · [Umbral Flicker] Periodically causes to rotate and change the direction of attack. · Loses HP whenever an is destroyed. · [Exhausted Prayer] Periodically launches Particles in 8 directions, which do not deal damage but temporarily reduce Operator ASPD significantly. | This is... Amiya? | |
Theresa | THA3 | Boss | Arts | 50000 | 200 | 500 | 60 | 3.5 | Can pick up Soul Maelstroms. Recovers HP when picking up a Soul Maelstrom. · Orbited by , greatly reducing damage taken from their direction. · Remove all Life Points when the number of reaches a certain amount. · First Form · [Banish] Triggers whenever a certain amount of HP is lost, creating in any of the 8 surrounding tiles you have units on. (Your units on those tiles cannot attack, block, or retreat. Cocoon Cages can be attacked, but will transfer to the tiles of the units that destroy them.) · [Weave Cocoon] Triggers after quite some time into the battle, causing all to spread to their surroundings. · Second Form · DEF increased, RES reduced. · Orbited by more . · [Weave Cocoon] Causes all to spread to their surroundings. · Casts [Weave Cocoon] whenever a certain amount of HP is lost. | A life long passed, a sin long forgiven. |
Theresis | THE | Boss | Physical | 50000 | 0 | 3000 | 90 | 4 | Cannot be attacked, will not deplete Life Points on leaving the field · Knocks down anything in its way | Regent Theresis of Kazdel has gathered the Sarkaz army at Londinium and occupied The Shard. If total war is to be avoided, he must be stopped from declaring war on the dukes. |
Ash Spear | TM | Boss | Physical | 100000 | 1200 | 400 | 60 | 5 | More likely to be attacked · When blocked, it and the unit blocking it take greatly increased Physical and Arts damage | A famous spear-wielder who was renowned during the Hundred Clan Rebellion, but his strength was not enough to rid the world of evil. |
'Tragodia' | TR | Boss | Arts | 75000 | 700 | 500 | 40 | 4 | [Unrealized] Takes greatly reduced Physical and Arts damage when attacked by your units located outside the Filming Area · [Interest Piqued] After a few attacks, the next attack gains increased ATK · First Form · [Dramatization] Whenever a Nervous Impairment burst occurs on one of your units, deals damage to the units in the 4 adjacent tiles around that unit after a short delay, inflicting Nervous Impairment · [Diffusing Absurdity] Creates a barrier on 1 camera (prioritizing active ones), disabling it. Barrier explodes if not destroyed within a time limit, dealing damage to your units in the 8 surrounding tiles · Second Form · [Dramatization] Whenever a Nervous Impairment burst occurs on one of your units, deals damage to the units in the 8 adjacent tiles around that unit after a short delay, inflicting Nervous Impairment · [Diffusing Absurdity] Creates a barrier on 2 cameras (prioritizing active ones), disabling them. Barrier explodes if not destroyed within a time limit, dealing damage to your units in the 8 surrounding tiles · [Ceaseless Interlude] After charging, attacks your units within range that are inside the Filming Area, going from near to far. Attack inflicts additional Nervous Impairment. Each hit increases the damage of the next attack for the skill duration | Death is ever-present, and drama is eternal. |
Theresis, Black Crowned Lord | TRS | Boss | Physical | 120000 | 1800 | 2000 | 60 | 3.8 | First Form · [Twins] The closer Theresis and Theresa are, the more damage they deal, and the less Arts and Physical damage they take. · [Brandish] Unleashes a sword wave in a direction after charging up, dealing Physical damage to all allied units in its path. · [Guardian] Periodically attempts to significantly restore Theresa, Black Crowned Sage's SP by launching an energy sphere, which deals massive Arts damage to the first allied unit that it collides with. · Second Form · [Gemini] The closer Theresis and Theresa are, the less Physical and Arts damage they take, and the faster Theresa, Black Crowned Sage's SP recovers. · [Reshape Will] Drains a significant amount of Objective HP after an extended duration into battle. · When your mind is Fractured, defeating Theresis, Black Crowned Lord summons several elite enemies. | Conqueror of the land, whose pen has not marked the ceremonial deed. The responsibility that he and his sister must carry has yet to come, a fact that their crown constantly reminds them of. |
Theresis, Black Crowned Lord | TRS | Boss | Physical | 150000 | 3000 | 2000 | 50 | 6 | [Brandish] Unleashes a sword wave in a direction after charging up, dealing Physical damage to all allied units in its path. | Conqueror of the land. |
'Emperor's Blade' | U15 | Boss | Physical | 50000 | 0 | 3000 | 90 | 0 | Cannot be attacked, will not deplete Life Points on leaving the field · Permanently applies [Weaken] to (Greatly reduces DEF and RES) | A manifestation of a certain will in Ursus. The most terrifying military force in the entirety of Ursus, they are widely-known throughout the world only as horrifying spectres of legend and yore. A single one is enough to slaughter entire squads. Defeat has never been a possibility. |
Talulah, the Fighter | U17 | Boss | Arts | 15000 | 600 | 350 | 50 | 5 | Does not deduct Life Points when entering the enemy Incursion Point, but will instead deduct Life Points upon dying · Applies [Burning Breath] to an enemy within attack range (Deals increasing True damage each second, but can be Resisted) · Does not count towards the defeated enemies counter | The Infected warrior, Talulah. She will never look back. |
Saint Carmen | UGF | Boss | Physical | 50000 | 1200 | 400 | 20 | 4 | While this unit is holding Ammo, attacks become long-ranged and deal a large amount of Physical damage. Ammo capacity: 3 · If reloading is interrupted, becomes Stunned for an additional period of time | The last surviving Saint of Iberia, living well past mortal life expectancy. His longevity came at a price, but he remembers his duty and his enemies, despite having lost his reason. |
Saint Iberia | UGS | Boss | Physical | 70000 | 2200 | 400 | 20 | 4 | While this unit is holding Ammo, attacks become long-ranged and deal a large amount of Physical damage. Ammo capacity: 1 · If reloading is interrupted, becomes Stunned for an additional period of time · Has higher HP and ATK | The last surviving Saint of Iberia, living well past mortal life expectancy. His longevity came at a price, but he will hunt Iberia's enemies for as long as the flame of his life still burns. |
'Pompeii' | UM1 | Boss | Arts | 40000 | 230 | 220 | 70 | 3.5 | Can attack up to 4 targets at once and ignites targets it attacks, dealing Immolation damage over time · Self-immolates when blocked, dealing heavy damage · Gains significantly increased ASPD when HP drops to half | A massive infected beast. These aberrations were born in a special high-temperature environment. Nobody wants to approach these creatures due to their grotesque appearance and the extreme heat they give off. The existence of these giant creatures has been known since ancient times, but to see one warped by infection is terrifyingly unforgettable... |
Væla of Convallis | VOV | Boss | Physical / Arts | 70000 | 1200 | 2000 | 50 | 6 | Attacks deal Physical damage and splash damage to allied units, Balloons, and Powerful Balloons in a large area around the target · [Return to Oblivion] Sequentially locks on to up to 2 allied units, dealing gradually increasing Arts damage; if the unit retreats or is defeated, nullifies 2 additional Buoyancy on their Levitatable Zone for the remainder of the skill; prioritizes low ground units · ATK, DEF, and RES reduced for a period of time when [Return to Oblivion] expires; the more targets the skill had, the longer the duration · When HP drops to 0 for the first time, takes the battlefield into the sky and revives · Flight Phase · Permanent Field Change: All units on the ground are defeated, and tiles and Levitatable Zones on the ground are destroyed · Increases starting ATK, DEF, and RES; immune to Stun, Freeze, and Fear; [Return to Oblivion] locks onto 1 additional target | If only there were something she could still do, for Convallis, for the Banshee, for her. |
W | W | Boss | Physical | 10000 | 470 | 100 | 50 | 4 | Can use explosives to deal heavy Physical damage to allied units · Uses more explosives when HP is under 50% | A Sarkaz Mercenary and one of Reunion's squad leaders, she carries around a weapon that resembles a Laterano Gun. However, she almost exclusively attacks using explosives and throwing weapons. One of her common strategies is to attack the enemy's flank using large amounts of active Originium explosives. However, her erratic movements make her almost impossible to predict... |
'Wang' | WAN | Boss | Arts | 200000 | 800 | 1200 | 60 | 4 | Initial Form · [Placement] Whenever you deploy a unit, deploy a 'Flaw' in one of the 4 adjacent deployable tiles around it · [Placement] Periodically deploys a 'Flaw' on a deployable tile in one of the 4 adjacent tiles around your units that does not already have a unit · First Form · Nearby 'Flaws' will recover a percentage of HP every second and attack nearby your units, stunning them · For every nearby 'Flaw', Physical and Arts damage taken is reduced, and control effect duration is reduced · [Ladder] When a target on the field is 'Emptied', enters full-screen attack mode, prioritizing surrounded targets and attacking up to 3 targets at a time · Second Form · Deploys multiple 'Flaws' when entering second form; if a deployable tile surrounded by 'Flaws' does not have a unit, it will begin to spawn enemies continuously · After reviving, deploys a 'Flaw' on deployable tiles around your units · Leaves the field when the last 'Flaw' is defeated | The strategist, the sinner, the chess piece laid at the Tomb of Sui. |
Lost Colossus | WDG | Boss | Physical | 75000 | 1500 | 600 | 0 | 4.4 | Can throw a rock that inflicts a very long Stun (will not target a unit that is already Stunned) | An experimental creation of a certain caster from the Spires of Leithanien. This colossus was originally made to be a servant, but the old Spire caster forgot to tell it who to serve… |
Lord Wenheng | WHJ | Boss | Physical | 24000 | 600 | 600 | 60 | 2.5 | When blocked, becomes unblockable, gains greatly increased movement speed, and deals Physical damage equal to a percentage of ATK to surrounding targets | A figure enshrined in the Shrine of Heroes, second of the Three Heroes. He will retrieve his oath-brother's body for burial if it is the last thing he does. |
Body | WQH | Boss | 80000 | 200 | 1000 | 30 | 5 | Its least human feature. | ||
Arrogance Embodied | WQH | Boss | Arts | 500000 | 2400 | 3000 | 60 | 5 | [Wisdom] Physical and Arts damage taken reduced by 50% for every 'Body' segment on the field · [Flame of Intrigue] Adds an 'Olden Grudge' to the Deployment Waiting Zone · [Build Foundation] Summons a 'Body' segment; summons 'Body' every time it loses a certain amount of HP · [Purifying Flame] Spawns 'Fume of Anger' at current location, and spawns another 'Fume of Anger' for every 'Olden Grudge' in the Deployment Waiting Zone · [Woven Prison] Continuously casts, summoning multiple 'Fumes of Anger' to attack the target · Leave the field and drains 50 Life Points after a long time has passed in the battle | —It, awakened. |
'Playwright' | WRT | Boss | Arts | 80000 | 800 | 1000 | 50 | 4 | Deals area damage to Operators on the four cardinal tiles next to the primary target. · Periodically attacks all allied units on the field · Periodically uses Arts to greatly reduce an allied unit's ASPD and deal Arts damage to that unit every second. If Operators under this effect leave the field, the tile they are on will be permanently sealed and cannot be deployed on · When HP drops below half, gains greatly increased DEF and RES, and uses skills more often | A nameless youth toiling behind the scenes, he has never stopped writing, even when he lacks pen and paper. Someone here is worthy of his interest, and he doesn't seem hostile. |
Weaving Vinecreeps | WVC | Boss | Physical | 90000 | 1200 | 700 | 30 | 3 | Gains a large Fragile effect after taking damage from environmental effects · Stuns allied units after several attacks | A puppet made of plants brought to life by the call of nature. It reacts violently to any non-Sami entity, but the rickety vine formation makes it susceptible to fire. |
Gluttony | WY | Boss | Arts | 45000 | 900 | 500 | 40 | 4 | [Metal Constitution] Takes reduced Physical and Arts damage. Effect temporarily disabled after taking damage from . When in Glutton form, the effect is increased, and the effect downtime is shortened · [Open Invitation] Absorbs all nearby and to increase its own SP · [Boundless Greed] When SP is at max, summons , dealing True damage to all allied units · Wrath of Hunger · [Raid and Plunder] Spits acid at 1 allied unit within range; all allied units in the acidic area take continuous Arts damage · [Insatiable Desire] Summons additional ; effect increases in Glutton form · [Greed] When HP drops to 0, summons a large number of , and transforms into Glutton form after some time · Glutton · Gains increased ATK, ASPD, and DEF; attacks become ranged · [Hoarding Avarice] Transforms all to , and periodically pulls all towards itself; while skill is active, becomes immune to control effects, and absorbing restores HP · [Devour Terrain] Summons and | Abomination born from the heart of the Sui proxy, awakened from dream, devouring disappointment. There is taste in reunion, as there is in remembrance. There is taste in joy, as there is in sorrow. There is taste in pride, as there is in regret. |
Xanthos, the Avenger | XAN | Boss | Physical | 90000 | 1200 | 800 | 30 | 3.6 | Attacks hit 3 times · [Question] Gains greatly increased Movement Speed when unblocked for 10s · [Dried Waterway] When unblocked, DEF and RES are greatly increased, and ATK gradually increases (reaches max after 10s) · [Imagination of Ruin] Every attack reduces the ATK gain from [Dried Waterway] · [Recurring Grudge] Summons when defeated for the first time, then gains greatly increased HP, and attacks deal Physical splash damage; [Imagination of Ruin] becomes disabled · When is defeated, takes True damage equal to its Max HP and becomes stunned; [Dried Waterway] is disabled | Come what may, he will stand before the Sargonians and his own people, with nothing to hide, and ask his question of them, here and now. |
'Ithakos Innumerable' | XAN | Boss | Physical | 90000 | 900 | 300 | 30 | 3.6 | Attacks hit 3 times and deal physical splash damage · [Divine Revelation] Dodges Physical and Arts damage from your non-Immersed units · ['Suffering'] stops attacking, becomes Invulnerable, and draws and absorbs water from Fountains within a certain range · ['Hope'] Cast immediately after ['Suffering'] complete; becomes invulnerable and deals Arts damage multiple times to your non-Immersed units over a period of time | They left not even bones, all for the sake of the land beneath their feet. |
Dusk Beauty | XE | Boss | Arts | 36000 | 400 | 200 | 60 | 4 | Attacks 2 targets simultaneously; starts with Low-Altitude Hovering, and gains 50% Physical and Arts Dodge when Low-Altitude Hovering is active · Absorbs nearby to recover HP and regain Low-Altitude Hovering · Periodically selects a Vagary Tile at random and summons a | The mythical Yanese woman who flew up to the twin moons to seek her husband. Ancient myths speak of feats far beyond the possibility of today's mortals, and the boundaries between truth and fiction are often blurred. |
'Ya' | YA01 | Boss | Arts | 65000 | 600 | 450 | 50 | 5 | Applies 'Winter's Void' on tiles It travels over, which continuously summons enemies · First Form · [Spring's Birth] When blocked, summons a Mirage that applies 'Winter's Void' to tiles it travels over. If not defeated after some time, 'Ya' teleports to its location · Second Form · Gains increased Attack Range, attacks become ranged · Gains Low-Altitude Hovering · [Autumn's Bounty] Summons a Delusion that has similar abilities to 'Ya' and also applies 'Winter's Void' to tiles it travels over. When 'Ya' is defeated, the Delusion also dies; if the Delusion dies, 'Ya' loses a percentage of Its max HP · [Slice the Seasons] 'Ya' and Delusion deal AoE damage, then switch places and routes · [Worldly Self] 'Ya' and Delusion deal AoE damage to surrounding units | The executor of the Feranmut, 'Ya.' According to the Sui Regulators' ancient scrolls, one of the Feranmuts hunted by the Yan a thousand years ago, with the mystical ability to 'cut away the seasons and hold them at Its bosom.' Its wounds still refuse to close, and It laps at them in fury and bewilderment... It returns once more to familiar Yan soil. |
| Mirage | YA02 | Boss | Arts | 4000 | 0 | 0 | 5 | |||
| Delusion | YA03 | Boss | Arts | 50000 | 400 | 400 | 40 | 5 | ||
Yi | YI | Boss | Arts | 150000 | 1200 | 1500 | 60 | 3.5 | First Form · Starts with Hui attribute and attacks 2 targets simultaneously, prioritizing units with the opposite Hui-Ming Attribute · [Amalgam] Periodically enters a casting state to change his Hui-Ming Attribute · [Summon Liangs] Periodically summons from both sides of the map · Second Form · [Amalgam] Periodically enters a casting state to change his Hui-Ming Attribute and gain Barrier · [Summon Liangs] Periodically summons more from both sides of the map | Build pillars and towers from clouds and earth, and make pairs out of like and like. |
Jade Twin-Swords | YM | Boss | Arts | 16000 | 600 | 400 | 35 | 4 | When on the battlefield, increase and talent and skill effects · Takes reduced Physical and Arts damage when and are on the field · Periodically heals and removes all negative statuses from the one with the lowest HP among itself, , and | A famous sword-wielder who was renowned during the Hundred Clan Rebellion, but his benevolence was not enough to rid the people's hearts of darkness. |
Lady of the Twin Moons | YZ | Boss | Arts | 40000 | 600 | 300 | 60 | 3.5 | Attacks 2 targets simultaneously; attack range increased when Low-Altitude Hovering is active · Absorbs nearby to increase ASPD and regain Low-Altitude Hovering · Periodically selects several Vagary Tiles at random and summons | The legend of Dusk Beauty has become the symbol of the twin moons in folk tradition. If she cannot find her husband even on the moons, perhaps she will leap into the endless void beyond. |
Zaaro, Signore dei Lupi | ZA | Boss | Physical | 35000 | 800 | 1000 | 60 | 4 | Gradually increases Blood Debt · First Form · Damage taken is reduced and cannot be Stunned · [Hemolytic Horror] Causes 3 friendly units to be consumed by fear, greatly reducing their ASPD, significantly accelerating their periodic HP loss, and causing them to be unable to be retreated manually; affected units will return to normal after 'Signore dei Lupi' loses a certain percentage of HP · After the first form reaches 0 HP, gains [Primal Deterrence], reducing the ASPD of nearby friendly units, and slowly gaining HP over time · Second Form · No longer has Damage Reduction, and longer casts [Hemolytic Horror] · Attacks become ranged and strike twice, and gains increased ATK · Periodically releases a [Furious Howl], causing Blood Debt to increase rapidly | Il Signore dei Lupi was born in the wilderness, but he has cast his gaze upon the world of men. His hubris is boundless, yet he falls short. His tricks exhausted, he has lost everything. Now, someone must be made to bear his wrath. |
Lord Zhaolie | ZLJ | Boss | Arts | 42000 | 1100 | 700 | 50 | 4 | When on the battlefield, increases and talent and skill effects · Takes reduced Physical and Arts damage when and are on the field · Periodically heals and removes all negative statuses from the one with the lowest HP among itself, , and | A figure enshrined in the Shrine of Heroes, eldest of the Three Heroes. He will defend good and fight evil if it is the last thing he does. His actions destroyed several warring factions, ensuring Yan's legitimate rule. |
Crimson Crescent Blade | ZM | Boss | Physical | 35000 | 800 | 800 | 60 | 2.5 | When blocked, becomes unblockable, gains greatly increased movement speed, and deals Physical damage equal to a percentage of ATK to surrounding targets | A famous blade-wielder who was renowned during the Hundred Clan Rebellion, but his loyalty was not enough to quench the fires of war. |
Zubayidamu the Timeless | ZYA | Boss | Arts | 80000 | 700 | 200 | 20 | 4 | [Crystal Resonance] Physical and Arts damage taken is significantly reduced when on Crystal. · First Form · [Crystalline Focus] Periodically locks onto 3 allied units at most, dealing Arts splash damage in a cross and creating Crystals on the four adjacent tiles. · [Crystal Overload] Periodically fires penetrating beams in four directions, dealing Arts damage to all allied units in their paths and creating Crystals on the tiles they pass over. · Second Form · [Total Defense] Requires channeling. Absorbs power from up to 15 Crystal tiles. When complete, gains a Physical and Arts Barrier proportional to own max HP, based on amount of Crystal absorbed. · [Dead Spot Focus] Requires channeling. Absorbs power from up to 15 Crystal tiles. When casting is complete, locks onto three allied units at most, dealing Arts splash damage in a cross. | He stands, an obelisk of the past. Behind him, the possibilities of the future await. |
Heavy Defender Lieutenant | 10 | Elite | Physical | 40000 | 1000 | 1200 | 0 | 2.6 | One of Reunion's melee soldiers, more dangerous than a Heavy Defender Leader. Equipped with a full set of heavy armor, they usually appear alongside a large number of troops and are extremely hard to defeat. Proceed with caution. | |
Avenger | 14 | Elite | Physical | 5000 | 300 | 200 | 50 | 2.3 | Gains significantly increased ATK when HP is under 50% | An unidentified combatant who attacks using unconventional methods. Equipped with a special weapon, they are known to change their attack patterns during combat, making them difficult to defend against. |
Hateful Avenger | 15 | Elite | Physical | 18000 | 480 | 230 | 50 | 2.3 | Gains significantly increased ATK when HP is under 50% | An unidentified combatant who attacks using unconventional methods, more dangerous than a normal Avenger. Equipped with a special weapon, they are known to change their attack patterns during combat, making them difficult to defend against. Proceed with caution. |
Logger | 27 | Elite | Physical | 8000 | 750 | 80 | 30 | 3.3 | An enemy of unknown identity who wears logging equipment and attacks with lumbering tools. Because of their attire, weapon, and machine-like behavior, they are often called 'Log Splitters.' | |
Veteran Logger | 28 | Elite | Physical | 12000 | 850 | 100 | 30 | 3.3 | An enemy of unknown identity who wears logging equipment and attacks with lumbering tools. They dye their clothes red to make it easier to identify them, but are also harder to deal with. Their nickname is a bit more human-sounding than 'Log Splitter,' but humans are more terrifying than any machine. | |
Butcher | 29 | Elite | Physical | 9000 | 850 | 230 | 30 | 3.5 | An enemy of unknown identity who wears white industrial overalls and attacks with a massive blunt object. Their appearances and combat style readily reminds people of those serial killers from movies, hence their nickname - Butcher. | |
Veteran Butcher | 30 | Elite | Physical | 14000 | 950 | 270 | 30 | 3.5 | An enemy of unknown identity who wears white industrial overalls and attacks with a massive blunt object. Their hoods have been dyed red to symbolize greater strength and power compared to the rest of their ranks. It is only fitting that their nickname also reflects this. | |
Armed Militant | 31 | Elite | Physical | 12000 | 1050 | 700 | 30 | 3.5 | An enemy of unknown identity. Equipped with a complex array of armor, a gas mask, and tanks of unidentifiable substances, they attack using giant blunt instruments. Due to their logic-defying equipment, they are simply called 'Armed Militants.' Though their movement is slow, even a single swing of their weapon is sure to inflict massive damage. Proceed with caution. | |
Senior Armed Militant | 32 | Elite | Physical | 18000 | 1500 | 800 | 30 | 3.5 | An enemy of unknown identity. Equipped with a complex array of armor, a gas mask, and tanks of unidentifiable substances, they attack using giant blunt instruments. Based on their equipment, they are even more dangerous than a normal Armed Militant. Though their movement is slow, even a single swing of their weapon is sure to inflict massive damage. Proceed with caution. | |
Defense Crusher | 36 | Elite | Physical | 10000 | 1000 | 1000 | 0 | 3.5 | After two attacks, the next attack Stuns its target | One of Reunion's senior elites, clad in a heavy blast suit. Each swing from their weapon is slow but packs tremendous destructive power. Operators will be stunned after taking several attacks.Proceed with caution. |
Defense Crusher Leader | 37 | Elite | Physical | 20000 | 1500 | 2000 | 0 | 3.5 | After two attacks, the next attack Stuns its target | One of Reunion's senior elites, clad in a heavy blast suit and more dangerous than a normal Defense Crusher. Each swing from their weapon is slow but packs tremendous destructive power. Operators will be stunned after taking several attacks. Proceed with caution. |
Demolitionist | 38 | Elite | Physical | 15000 | 1700 | 800 | 0 | 5 | Attacks cause an explosion, dealing Splash damage to units around the primary target. | A high-level elite Reunion combatant who wears heavy-duty, explosion-proof protective gear. Their special Originium-powered hammers have massive destructive range, and must be dealt with cautiously. |
Demolitionist Leader | 39 | Elite | Physical | 25000 | 2200 | 1000 | 0 | 5 | Attacks cause an explosion, dealing Splash damage to units around the primary target. | A high-level elite Reunion combatant who wears heavy-duty, explosion-proof protective gear, more aggressive than normal Demolitionists. Their special Originium-powered hammers have massive destructive range, and must be dealt with cautiously. |
Heavy Defender | 8 | Elite | Physical | 6000 | 600 | 800 | 0 | 2.6 | One of Reunion's melee soldiers. Equipped with a full set of heavy armor, they have ample combat experience and are extremely hard to defeat. As they may have had formal training, proceed with caution. | |
Heavy Defender Leader | 9 | Elite | Physical | 10000 | 600 | 1000 | 0 | 2.6 | One of Reunion's melee soldiers, more dangerous than a normal Heavy Defender. Equipped with a full set of heavy armor, they have ample combat experience and are extremely hard to defeat. As they may have had formal training, proceed with caution. | |
Shielded Senior Caster | A11 | Elite | Arts | 8500 | 380 | 400 | 20 | 3.8 | Deals area damage to Operators on the four cardinal tiles next to the primary target. | One of Reunion's elite Casters. They use complex Area-of-Effect Arts, making them more potent than normal Casters. They also seem to have fortified their defenses with Arts. and must be handled with caution. Due to their special state, they may be more vulnerable to Arts damage. |
Senior Caster | A5 | Elite | Arts | 7000 | 240 | 120 | 50 | 3.8 | Deals area damage to Operators on the four cardinal tiles next to the primary target. | One of Reunion's elite Casters. They use complex Area-of-Effect Arts, making them more potent than normal Casters. Proceed with caution. |
Senior Caster Leader | A6 | Elite | Arts | 13500 | 380 | 160 | 50 | 3.8 | Deals area damage to Operators on the four cardinal tiles next to the primary target. | One of Reunion's elite Casters, more dangerous than a normal Caster Leader. They use complex Area-of-Effect Arts, making them more potent than normal Casters. Proceed with caution. |
Profane Chimera | ABS1 | Elite | Physical / Arts | 20000 | 800 | 1000 | 50 | 5 | Continuously causes an area of Originium pollution around itself when affected by Originium pollution or an Active Originium Storm, and attacks deal Arts damage instead. | A twisted creation of the Confessarii, this bio-weapon combines multiple pure Sarkaz bloodlines. Originium dust clings to its body, spreading as it flaps its great wings while moving. |
Sacrilegious Chimera | ABS2 | Elite | Physical / Arts | 25000 | 1200 | 1200 | 50 | 5 | Continuously causes an area of Originium pollution around itself when affected by Originium pollution or an Active Originium Storm, and attacks deal Arts damage instead. | The twisted masterpiece of the Confessarii, this bio-weapon combines multiple pure Sarkaz bloodlines. Originium dust clings to its body, which it spreads along with its endless fury wherever it treads by flapping its great wings. |
Focused Soul Remnant | ABS4 | Elite | Arts | 8000 | 400 | 400 | 50 | 4 | Attacks deal Arts damage. Can pick up and retain up to 3 Soul Maelstroms. · When carrying a Soul Maelstrom, expends all Soul Maelstroms to deal continuous Arts damage to the target and all your units in a line. | Soul remnant born of a revenant's will. As it absorbs the roving maelstroms, it releases turbulent witchcraft and emotions that impale enemies both in front and behind. |
Prism Soul Remnant | ABS5 | Elite | Arts | 10000 | 400 | 400 | 50 | 4 | Attacks deal Arts damage. Can pick up and retain up to 3 Soul Maelstroms. · When carrying a Soul Maelstrom, expends all Soul Maelstroms to deal continuous Arts damage to the target and all your units in a line. | Powerful soul remnant born of a revenant's will. As it absorbs roving maelstroms, it releases violent witchcraft and emotions that impale enemies both in front and behind. |
Chalice of Regret | ABS6 | Elite | 100000 | 0 | 0 | 30 | 4 | Flying unit. · Shares a fraction of the damage taken by non-aerial enemies around itself. | Soul chalice born of a revenant's will, brimming with regret unfathomable. The past, tormenting yet unchangeable, is the cruelest cut. | |
Chalice of Mortality | ABS7 | Elite | 125000 | 0 | 0 | 30 | 4 | Flying unit. · Shares a fraction of the damage taken by non-aerial enemies around itself. | Greater soul chalice born of a revenant's will, brimming with conviction immeasurable. The future, unforeseen but destined, is the ultimate verdict. | |
Infused Soul Husk | ABS8 | Elite | Physical / Arts | 15000 | 900 | 800 | 50 | 3.5 | Can pick up and retain up to 3 Soul Maelstroms. · When carrying a Soul Maelstrom, expends Soul Maelstrom to summon an orbiting soul orb that deals heavy Arts damage to your units that collide into it. | Soul husk born of a revenant's will, imbued with the techniques of countless heroes in its memories. The heroes have all but fallen, leaving behind only indistinct silhouettes as memories. |
Penumbral Soul Husk | ABS9 | Elite | Physical / Arts | 18000 | 1200 | 800 | 50 | 3.5 | Can pick up and retain up to 3 Soul Maelstroms. · When carrying a Soul Maelstrom, expends Soul Maelstrom to summon an orbiting soul orb that deals heavy Arts damage to your units that collide into it. | Powerful soul husk born of a revenant's will, imbued with the techniques of countless heroes in its memories. The heroes have all but fallen, but their silhouettes grow clearly through repeated remembrance. |
Scantwords | AN10 | Elite | Physical | 8000 | 900 | 900 | 0 | 4 | More likely to be attacked by allied units · Spawns 1 when defeated | A Waregeist that manifested when it was infected by Sui-Xiang. Beauty is in the eye of the beholder. A Waregeist of this type can show its opponent their inner secrets in their most relentless, truest form, and is more likely to anger its opponents than other Waregeists. |
Inkwave | AN13 | Elite | Physical | 6000 | 400 | 400 | 30 | 2.2 | Spawns 15 when defeated | A Waregeist that manifested when it was infected by Sui-Xiang. It is always difficult to put brush to paper, and though the paperweight was once calm and patient, it is now anxious and restless. |
Heartbillow | AN14 | Elite | Physical | 7600 | 500 | 500 | 30 | 2.2 | Spawns 15 when defeated | A Waregeist that manifested when it was infected by Sui-Xiang. The crouching demon and sleeping dragon solemnly stand guard and ward off evil, and though the paperweight was once stately and majestic, it is now anxious and restless, always ready to attack. |
Blueflower | AN21 | Elite | Arts | 7000 | 400 | 350 | 50 | 3 | After several attacks, inflicts continuous Arts damage that slowly increases over time (can be Resisted) · Spawns 1 when defeated | A Waregeist that manifested when it was infected by Sui-Xiang. Crystalline and adorned with engravings of dragons and phoenixes, a Waregeist of this type is graceful and sophisticated, though it's hard to say whether that goes for its temperament too. |
Scarletmist | AN22 | Elite | Arts | 8000 | 570 | 450 | 65 | 3 | After several attacks, inflicts continuous Arts damage that slowly increases over time (can be Resisted) · Spawns 1 when defeated | A Waregeist that manifested when it was infected by Sui-Xiang. Crystalline and adorned with engravings of dragons and phoenixes, a Waregeist of this type is mysterious and imposing in nature, though it is also extremely irritable in temperament and very aggressive. |
Sinkingsand | AN25 | Elite | Physical | 11000 | 1100 | 600 | 30 | 2.2 | Consumes Broken Blades to gain increased ATK · When defeated, each unconsumed Broken Blade will spawn a (minimum 1) | A Waregeist that manifested when it was infected by Sui-Xiang. The weaponry dreams of the past, brooding on its utter defeat. A Waregeist of this type holds deep, bottomless grudges, and can be particularly destructive. |
Sharpedge | AN26 | Elite | Physical | 14000 | 1350 | 750 | 30 | 2.2 | Consumes Broken Blades to gain increased ATK · When defeated, each unconsumed Broken Blade will spawn a (minimum 1) | A Waregeist that manifested when it was infected by Sui-Xiang. The weaponry yet again dreams of the past. A Waregeist of this type rouses its old memories as though it is taking to the battlefield again. Its strength is doubled as it and its peers rally each other. |
Clarity | AN29 | Elite | Arts | 14000 | 550 | 850 | 20 | 3 | Periodically grants temporary Invisibility to surrounding enemy units · Spawns 1 when defeated | A Waregeist that manifested when it was infected by Sui-Xiang. Its tiny glimmer can flood its surroundings with light. Other Waregeists are invisible under its radiance, as though shrouded by its blessings. |
Magnificence | AN30 | Elite | Arts | 18000 | 700 | 1050 | 20 | 3 | Periodically grants temporary Invisibility to surrounding enemy units · Spawns 1 when defeated | A Waregeist that manifested when it was infected by Sui-Xiang. Its tiny glimmer serves as a beacon casting light upon the dark night. A Waregeist of this type not only blesses its peers with its radiance, but is also particularly destructive. |
Introspection | AN9 | Elite | Physical | 6500 | 700 | 750 | 0 | 4 | More likely to be attacked by allied units · Spawns 1 when defeated | A Waregeist that manifested when it was infected by Sui-Xiang. Beauty is in the eye of the beholder. A Waregeist of this type can show its opponent their inner secrets, and is more likely to anger its opponents than other Waregeists. |
Skybreaker Soda Keg | AS07 | Elite | Physical | 11000 | 550 | 400 | 10 | 3.5 | Flying unit. · Gradually accelerates when moving, but loses HP over time; the first attack after being blocked deals bonus damage based on Movement Speed, and blows away Balloons and Powerful Balloons at the target's tile | A flying soda keg that was banned by the ATAO three days after its release for being too dangerous. Perhaps a hat with a hole in it will one day be displayed in the Columbian Aerospace Museum, commemorating the wrong turns in the development of flight technology. |
Skybreaker Soda Keg (Family Size) | AS08 | Elite | Physical | 13000 | 650 | 400 | 10 | 3.5 | Flying unit. · Gradually accelerates when moving, but loses HP over time; the first attack after being blocked deals bonus damage based on Movement Speed, and blows away Balloons and Powerful Balloons at the target's tile | A family-size version of the flying soda keg compresses the soda further, making it so dangerous that it was banned by the ATAO just three days after release. It packs an even bigger punch. Perhaps a skull with a hole in it will one day be displayed in the Columbian Aerospace Museum, commemorating the wrong turns in the development of flight technology. |
Scorching Propeller | AS09 | Elite | Arts | 15000 | 360 | 200 | 60 | 4.5 | Flying unit. · Continuously inflicts Burn on all other nearby units · Grants 1 Buoyancy when on a Levitatable Zone | Widely used in Propeller Paradise to keep things afloat, it is an excellent performer that offers both power and stability. Unfortunately, its poor cooling causes platforms equipped with it to feel like midsummer all year round. |
Scorched-Scent Propeller | AS10 | Elite | Arts | 20000 | 480 | 200 | 60 | 4.5 | Flying unit. · Continuously inflicts Burn on all other nearby units · Grants 1 Buoyancy when on a Levitatable Zone | Widely used in Propeller Paradise to keep things afloat, this upgraded version is an excellent performer that offers both power and stability, as well as the ability to repel fowlbeasts. Unfortunately, the upgrade has only exacerbated its cooling issues, causing platforms equipped with it to give off an annoying scorched aroma all year round. |
Skystrider Porta-Potty | AS11 | Elite | Physical | 15000 | 800 | 1000 | 0 | 4 | Flying unit. · When defeated for the first time, crashes and becomes debris with extremely high DEF, nullifying 1 Buoyancy if on a Levitatable Zone | What is the most important feature for a facility that can avoid the traffic and reach the client in time, regardless of road conditions? The Volvort Kochinski Flying Restroom, which ceased production after just two weeks, was definitely not the answer. Perhaps the price of 500 certs per call was too much? |
Skystrider Ambulance | AS12 | Elite | Physical | 18000 | 900 | 1200 | 0 | 4 | Flying unit. · When defeated for the first time, crashes and becomes debris with extremely high DEF, nullifying 1 Buoyancy if on a Levitatable Zone | Learning from their previous mistakes, Volvort Kochinski R&D repurposed the failed flying restroom into an ambulance. Unfortunately, their invention was still ahead of its time. Not everywhere in Propeller Paradise has a landing pad, and grabbing patients with pincers was considered too rough. |
'Liberated Tree' | AS13 | Elite | Physical | 40000 | 2500 | 600 | 30 | 5.5 | Flying unit. · Only attacks allied units in aerial state | In the era of Sky Fever, everything must fly, even trees. What once planted its roots in the soil now flies away to every corner of Terra. |
'Sunchaser Tree' | AS14 | Elite | Physical | 50000 | 3000 | 600 | 30 | 5.5 | Flying unit. · Only attacks allied units in aerial state | In the era of Sky Fever, everything must fly, even trees. What once planted its roots in the soil now flies away to every corner of Terra. They chase the sun according to their primal instincts, and even their leaves have been dyed red. |
Little Ba'jie | BA | Elite | Arts | 25000 | 500 | 200 | 30 | 1 | Low-Altitude Hovering · After receiving a certain number of hits, deals Arts damage to all allied units in a large area and stuns them | A mascot for the Garden of Grotesqueries that Yi made himself, transformed into a geist from the adoration of visitors. One of the few geists not under the supervision of the Sui Regulator or Tianshi Bureaus. It spends its days interacting with visitors at the souvenir shop, or playing with ritual processions on the days when the garden is closed. |
Bounty Hunter Crossbowman | BH1 | Elite | Physical | 15000 | 500 | 500 | 30 | 3 | Can appear in the battlefield · Prioritizes attacking Holy Statue · After several attacks, the next attack deals splash damage to a cross area surrounding the target and steals DP equivalent to the number of targets hit | A bounty hunter adept at attacking from long-range. A little skilled, but nothing more. Moonlights as a bandit when there is no bounty to hunt. |
Bounty Hunter Crossbowman Captain | BH2 | Elite | Physical | 20000 | 600 | 600 | 30 | 3 | Can appear in the battlefield · Prioritizes attacking Holy Statue · After several attacks, the next attack deals splash damage to a cross area surrounding the target and steals DP equivalent to the number of targets hit | A bounty hunter adept at attacking from long-range. A little skilled, with some notoriety. New bounties don't show up every day, so why not earn some extra money in their free time? |
Bounty Hunter Disruptor | BH3 | Elite | Arts | 15000 | 650 | 500 | 50 | 2.5 | Can appear in the battlefield · Deals Arts damage · Every Disruptor on the field will reduce Max DP by a certain amount | A bounty hunter who uses melee weapons and knows a little Originium Arts, pressuring their enemies with their ferocious appearance. Moonlights as a bandit when there is no bounty to hunt. |
Bounty Hunter Disruptor Captain | BH4 | Elite | Arts | 20000 | 750 | 600 | 50 | 2.5 | Can appear in the battlefield · Deals Arts damage · Every Disruptor Captain on the field will reduce Max DP by a certain amount | A bounty hunter who uses melee weapons and Originium Arts to intimidate others. New bounties don't show up every day, so why not earn some extra money in their free time? |
Pugilist Prisoner | C15 | Elite | Physical | 8000 | 300 | 300 | 0 | 1.2 | Starts imprisoned. When imprisoned, ASPD is reduced · Freed after a few attacks, gaining increased ATK and attacks ignore a certain portion of the target's DEF | An inmate who puts his trust in his fists. ——In reality, the metal chains on his wrists are doing most of the work. |
Elite Pugilist Prisoner | C16 | Elite | Physical | 9500 | 400 | 400 | 0 | 1 | Starts imprisoned. When imprisoned, ASPD is reduced · Freed after a few attacks, gaining increased ATK and attacks ignore a certain portion of the target's DEF | An inmate who wholeheartedly trusts in his fists. Do not underestimate this inmate who is able to utilize both fist and chain in harmony now. |
Strongman Prisoner | C17 | Elite | Physical | 11000 | 600 | 700 | 0 | 3.3 | Starts imprisoned. When imprisoned, ASPD is reduced · Freed after a few attacks, gaining increased ATK and RES and regenerates HP over time | An inmate with great strength. The weapons in his hands seem to have been acquired from ransacking a storage room. During a melee, will often rush to the frontline and inflict great damage. |
Herculean Prisoner | C18 | Elite | Physical | 14000 | 700 | 1000 | 0 | 3.3 | Starts imprisoned. When imprisoned, ASPD is reduced · Freed after a few attacks, gaining increased ATK and RES and regenerates HP over time | An inmate with immense strength. The weapons in his hands seem to have been acquired from ransacking a storage room. During a melee, will often rush to the frontline and inflict great damage. |
Caster Prisoner | C19 | Elite | 9000 | 300 | 100 | 50 | 3.5 | All enemies gain increased ASPD when on the field · Starts imprisoned. When imprisoned, does not attack but gains increased DEF · After being freed, attacks 2 enemies simultaneously and prioritizes attacking Imprisonment Devices | An inmate with a weak constitution. Due to being unable to overcome his bindings on his own, he's instead learned to utilize defensive techniques using the devices on his body. On the other hand, he's well-versed in Originium Arts and will become very difficult to deal with should he be freed. | |
Deadly Caster Prisoner | C20 | Elite | 11000 | 340 | 200 | 50 | 3.5 | All enemies gain significantly increased ASPD when on the field · Starts imprisoned. When imprisoned, does not attack but gains increased DEF · After being freed, attacks 2 enemies simultaneously and prioritizes attacking Imprisonment Devices | An inmate with a weak constitution. Due to being unable to overcome his bindings on his own, he's instead learned to utilize defensive techniques using the devices on his body. On the other hand, he's extremely well-versed in Originium Arts and will become very difficult to deal with should he be freed. | |
Recidivist | C21 | Elite | Physical | 20000 | 800 | 400 | 0 | 3 | Starts imprisoned. When imprisoned, ASPD is reduced but gains increased DEF · Freed after a few attacks, gaining increased ATK · When freed for the first time, immediately frees all other enemies | A vicious inmate feared by inmates and guards alike. Has learned patience after his long stay in prison, and pays no attention to normal attacks and provocations. However, avoid enraging him at all costs, or be prepared to face the consequences. |
Infamous Recidivist | C22 | Elite | Physical | 25000 | 1000 | 500 | 0 | 3 | Starts imprisoned. When imprisoned, ASPD is reduced but gains increased DEF · Freed after a few attacks, gaining increased ATK · When freed for the first time, immediately frees all other enemies | A legendary prisoner whose might is second only to that of Anthony. Has learned patience after his long stay in prison, and pays no attention to normal attacks and provocations. However, avoid enraging him at all costs, or be prepared to face the consequences. |
Chun | CHUN | Elite | Arts | 25000 | 450 | 250 | 35 | 3.5 | Immune to most control effects when using a skill · [Unsubmerged] After Stamp hits, stops moving and continuously absorbs , , and , gaining barrier whenever one is successfully absorbed · [Opening Statement] Selects the nearest 'Soldier' Glyph Tile, then after a short delay stamps it once along with each connected Glyph Tile · Revives when HP drops to 0 for the first time, writes the Friend glyph on the two furthest Glyph Tiles, and immediately activates Stamp | 'The elf who wanders a thousand realms, the fire that illuminates the long night, the visitor lost in the past, the lingerer who reminisces on the departed.' |
'Convenient Eats' | CNV15 | Elite | Physical | 15000 | 650 | 700 | 20 | 5 | Can only be blocked by units with at least 3 Block, and deals Physical damage by colliding with player's units · Takes greatly reduced Physical and Arts damage; loses damage reduction during Carnevale | A food cart frequented by locals, decorated for Carnevale. It seems there's a new chef today. The food doesn't taste as good, but since the line moves fast, it can be forgiven. |
'Gourmet Delivery' | CNV16 | Elite | Physical | 17000 | 750 | 800 | 20 | 5 | Can only be blocked by units with at least 3 Block, and deals Physical damage by colliding with player's units · Takes greatly reduced Physical and Arts damage; loses damage reduction during Carnevale | A food delivery truck plying the streets, busier as Carnevale approaches. The chef looks different today—like someone from a wanted poster. What’s he really delivering? |
'Happy Drinking' | CNV17 | Elite | Physical | 22000 | 900 | 900 | 20 | 5 | Can only be blocked by Operators with 3 or more Block · Takes greatly reduced Physical and Arts damage; loses damage reduction during Carnevale · After charging for some time, deals Physical damage to a target and all surrounding allied units, and temporarily lowers maximum Block; this attack can weaken flames | A large truck dispensing beer during Carnevale with corporate backing. Brace yourself for the drunken brawls that follow the merriment. |
'Merrymaker Express' | CNV18 | Elite | Physical | 25000 | 1100 | 1000 | 20 | 5 | Can only be blocked by Operators with 3 or more Block · Takes greatly reduced Physical and Arts damage; loses damage reduction during Carnevale · After charging for some time, deals Physical damage to a target and all surrounding allied units, and temporarily lowers maximum Block; this attack can weaken flames | A large truck spraying beer over the masses from within the parade at the behest of corporations. The crowd goes wild, and order slowly collapses. Now it's a real party. |
Festival Jazz Musician | CNV7 | Elite | Physical / Arts | 10000 | 650 | 300 | 10 | 1 | Invisible, normally does not attack, but counters when losing Invisibility · Continuously deals Arts damage and Burn for the skill duration · Loses Invisibility during Carnevale | A street musician adorned in holiday garb. He's not great with his instrument, and he's causing a massive racket. Good thing it's Carnevale. |
Parading Jazz Musician | CNV8 | Elite | Physical / Arts | 12000 | 750 | 350 | 10 | 1 | Invisible, normally does not attack, but counters when losing Invisibility · Continuously deals Arts damage and Burn for the skill duration · Loses Invisibility during Carnevale | A musician in festive garb who's part of the parade. He's gotten pretty good with his instrument, and he knows when best to get the crowd going. |
Derisive Audience | CS1 | Elite | Physical | 8000 | 750 | 600 | 30 | 3 | Attacks inflict additional Nervous Impairment | A diehard fan of the Crimson Troupe, they enjoy the performances night and day. They have become as incomprehensible as the troupe itself. |
Scarlet Singer | CS2 | Elite | Arts | 12000 | 500 | 300 | 60 | 4 | Attacks inflict additional Nervous Impairment · After receiving a certain number of hits, greatly increases all enemies' ASPD for a short period | A performer of the Crimson Troupe, they unleash their singing voices when sufficiently stimulated, inciting their followers to attack in a frenzy. |
Theater Golem | CS3 | Elite | Physical | 24000 | 1200 | 300 | 30 | 5 | Can only be blocked by units with at least 4 Block · Attacks deal Splash damage to allied units in a small area around self | A gigantic golem maintained by the Crimson Troupe's prop department, they are normally used to move bulky items. They are massive and difficult to block. |
Oneiros | D10 | Elite | Arts | 4000 | 500 | 180 | 30 | 1 | Flying unit. · Can launch a warhead to deal AoE Arts damage and apply the Cold effect to targets | An unmanned, slow-flying enemy drone equipped with a special warhead released upon approaching Operators that inflicts Arts damage and a freezing effect in an area. Modified from the Bombtail, they lost their ability to accelerate after delivering the payload in order to accomodate a special warhead. |
Raptor | D3 | Elite | Physical | 30000 | 660 | 170 | 0 | 3.8 | Flying unit. | An unmanned enemy drone, its design and name seem to be inspired by a certain space game. Equipped with a minigun and a long-range Arts receiver, they are likely operated by concealed Casters. Their outstanding stealthiness and attack power pose a major threat to Operators. |
Bombtail | D5 | Elite | Physical | 4000 | 800 | 150 | 30 | 5 | Flying unit. · Can launch a warhead to deal AoE physical damage · Gains significantly increased Movement Speed after launching warhead | An unmanned enemy drone that flies slowly. They carry an explosive warhead that is launched when approaching nearby Operators, inflicting physical damage in an area. Their design seems to have been inspired by a fantasy creature. Though they cannot attack anymore after launching the warhead, their movement speed increases afterwards due to the loss of weight. |
Bombtail-G | D6 | Elite | Physical | 6000 | 1500 | 220 | 30 | 5 | Flying unit. · Can launch a warhead to deal AoE physical damage · Gains significantly increased Movement Speed after launching warhead | An unmanned enemy drone that flies slowly. They carry a large explosive warhead that is launched when approaching nearby Operators, inflicting physical damage in an area. Their design seems to have been inspired by a fantasy creature. Though they cannot attack anymore after launching the warhead, their movement speed increases afterwards due to the loss of weight. |
Arts Master A2 | D8 | Elite | Arts | 6000 | 600 | 140 | 65 | 3.5 | Flying unit. | An unmanned enemy drone that had some of its Flight Support modules swapped out, trading speed for a more powerful Arts Weapon module. Capable of using long-range Arts attacks. Proceed with caution. Based on available data, its weapon module also allows it to block some Arts damage. |
Frost | D9 | Elite | 6500 | 100 | 600 | 30 | 1 | Flying unit. · All friendly units within range have reduced ASPD | An unmanned enemy drone equipped with heavy armor to make it harder to destroy. Its prototype was designed by a graphics engine studio. They are equipped with a special device that allows them to drastically reduce the temperature around them, greatly decreasing the attack speed of nearby Operators. | |
Deconstructed Distortion | DC2 | Elite | Physical | 3500 | 250 | 300 | 50 | 1.9 | Flying unit. · Attacks inflict Corrosion; loses HP every second | The Damazti Cluster has spent their long life trying to study themselves. This intelligent and audacious long-lived has tried to surmount the limitations of the flesh and bestow life to inanimate objects, but 'immortality' remains a difficult premise to prove. |
Tidal Leader Speedboat | DH10 | Elite | Arts | 16000 | 380 | 220 | 0 | 3.5 | Attacks deal damage to the target and all allied units in the target's four adjacent tiles, additionally inflicting Corrosion · The will continue battle after the vehicle is destroyed | A Tidal Leader on a speedboat. The Tidal Leader will continue battle after the vehicle is destroyed. |
Dockworker Motorboat | DH11 | Elite | Physical | 15000 | 1000 | 1000 | 0 | 5 | Can only be blocked by units with at least 3 Block, and deals Physical damage by colliding with player's units · The will continue battle after the vehicle is destroyed | A Dockworker on a motorboat. The Dockworker will continue battle after the vehicle is destroyed. |
Dockworker Leader Motorboat | DH12 | Elite | Physical | 20000 | 1400 | 1200 | 0 | 5 | Can only be blocked by units with at least 3 Block, and deals Physical damage by colliding with player's units · The will continue battle after the vehicle is destroyed | A Dockworker Leader on a motorboat. The Dockworker Leader will continue battle after the vehicle is destroyed. |
Dockworker | DH5 | Elite | Physical | 10000 | 800 | 800 | 20 | 3.5 | Stuns allied units after several attacks · Quickly loses HP while under the effects of 'Erosion' | Brawny brutes who work at the docks or on Pancho's ships. They enjoy playing cards and drinking, and usually spend the day in a drunken haze. Because they regularly work around seawater, they're more subjected to Erosion. |
Dockworker Leader | DH6 | Elite | Physical | 14000 | 1000 | 1000 | 20 | 3.5 | Stuns allied units after several attacks · Quickly loses HP while under the effects of 'Erosion' | Giant brutes who work at the docks or on Pancho's ships. They enjoy playing cards and drinking, and usually spend the day in a drunken haze. They're much more robust than regular dockworkers, but they are still quite subjected to Erosion. |
Caster Speedboat | DH9 | Elite | Arts | 12000 | 300 | 200 | 0 | 3.5 | Attacks deal damage to the target and all allied units in the target's four adjacent tiles, additionally inflicting Corrosion · The will continue battle after the vehicle is destroyed | A Tidal Caster on a speedboat. The Caster will continue battle after the vehicle is destroyed. |
Fleet-footed Thief | DL1 | Elite | 22000 | 0 | 700 | 50 | 1 | Cannot be blocked. · When defeated, grants an additional reward | A nimble hand and a quick getaway. Over time, he made a name for himself as the 'Fleet-footed.' Alas, he always ends up stealing more than he can handle and getting caught. | |
Teary Detective | DL2 | Elite | Physical | 19000 | 400 | 400 | 20 | 3 | After taking damage, gains a layer of Protection (reduces Physical and Arts damage taken) that lasts for several seconds and can stack up to 3 times · Can pass through Operators if blocked. · When defeated, grants an additional reward | A low-profile Perro private detective. He takes on all kinds of investigations, never questioning his clients' identities and always sticking to the rules of the job. However, if he happens to get caught, he's not above trading valuable intel in exchange for his freedom. |
'Shiny Pooloo' | DL3 | Elite | Physical | 24000 | 150 | 700 | 50 | 4 | After attacking 3 times, the next attack Stuns the target (prioritizes units that are not Stunned) · When defeated, grants an additional reward | A native Originium Slug species with vibrant colors. Wild specimens are extremely timid and will emit light to deter predators when escaping. With training, they can light up in a rhythm and are very popular with women and children. |
Duck Lord | DLD | Elite | 18000 | 100 | 200 | 30 | 1 | Cannot be blocked. · Gains significantly increased Movement Speed after being attacked | A famous Columbian investor, entrepreneur, and master of 'Duck Power.' Out of the public eye, enjoys kicking back with others... | |
Duck Lord | DLD | Elite | 6000 | 100 | 200 | 30 | 1 | Cannot be blocked. · Gains significantly increased Movement Speed after being attacked | A famous Columbian investor, entrepreneur, and master of 'Duck Power.' Out of the public eye, enjoys kicking back with others... | |
Corrupted Golem | DT11 | Elite | Physical | 30000 | 1300 | 50 | 0 | 6 | When HP is under 50% for the first time, scatters all around it before gaining bonus Movement Speed. | A golem formed from dirt bound together by roots, summoned by a shaman. Unfortunately, it has been possessed by a demon. The ribbon tied to its arm warns, 'Do Not Approach'. |
Warped Golem | DT12 | Elite | Physical | 45000 | 1500 | 50 | 0 | 6 | When HP is under 50% for the first time, scatters all around it before gaining bonus Movement Speed. | A golem summoned by a shaman for battle. Over many years of fighting, it too was possessed. The ribbon tied to its arm warns, 'Extremely Dangerous'. |
'Ink Brew' | DT13 | Elite | Physical | 15000 | 600 | 800 | 20 | 2.3 | Non-Leader enemies passing by this enemy gain bonus ASPD and Movement Speed, and take less Physical and Arts damage. · Really likes . | A carefree Ink Spirit named by the painter herself. An inebriating aroma wafts from it, perhaps due to wine mixed into the ink—a joke from an old friend with a fondness for drink. |
Merry 'Ink Brew' | DT14 | Elite | Physical | 18000 | 700 | 800 | 20 | 2.3 | Non-Leader enemies passing by this enemy gain bonus ASPD and Movement Speed, and take less Physical and Arts damage. · Really likes . | A carefree Ink Spirit named by the painter herself. Its presence influences those nearby to sing heartily or ramble on—surely inspired by an old friend with a fondness for drink. |
Sea Terror Chest | DT15 | Elite | Physical | 10000 | 450 | 700 | 40 | 1.7 | Shrieks for a while when awakened, continuously causing Nervous Impairment to surrounding allied units. · Attacks inflict Nervous Impairment. · Drops upon defeat. | A Sea Terror disguised as a treasure chest. It emits ultrasonic sounds that disrupt the brain waves of anyone who touches it, ensnaring unsuspecting treasure hunters. |
Sea Monster Chest | DT16 | Elite | Physical | 12000 | 550 | 700 | 40 | 1.7 | Shrieks for a while when awakened, continuously causing Nervous Impairment to surrounding allied units. · Attacks inflict Nervous Impairment. · Drops upon defeat. | A Sea Terror disguised as an ornate treasure chest. In addition to emitting ultrasonic sound waves, it has incredibly powerful tentacles, making it all the more difficult for entrapped prey to escape. |
Raging Slug Eater | DT5 | Elite | 10000 | 0 | 250 | 10 | Devours a surrounding unit but requires an extended period to digest on the spot before devouring again. | A lab-bred insectivorous plant. Due to mutations from a wrong nutrient fluid used by accident, it can now prey on more than just insects. | ||
Raging Man Eater | DT6 | Elite | 13000 | 0 | 250 | 10 | Devours a surrounding unit but requires an extended period to digest on the spot before devouring again. | A biological weapon bred in a lab. Though a plant, it boasts astonishing bite force and digestive capabilities. What's even more terrifying is that they've started to appear in the wild. | ||
Berry Metal Crab | DT7 | Elite | Physical | 5000 | 550 | 4000 | 90 | 2.3 | When HP is under 50%, will eat the it carries to recover HP. · If not carrying a , will pick up a near it. | A thriving metal crab that's rarely seen. The fruits attached to its body serve as spare energy reserves and can be made into delicious dishes. |
Fruit Metal Crab | DT8 | Elite | Physical | 6000 | 650 | 4000 | 90 | 2.3 | When HP is under 50%, will eat the it carries to recover HP. · If not carrying a , will pick up a near it. | An even rarer variant of metal crab. Its body is laden with even more fruits, and their scents have seeped into its steely carapace. Gluttons and gourmands across the land dream of having a taste. |
Dublinn Heavy Defender | DU11 | Elite | Physical | 7000 | 700 | 750 | 0 | 4 | Refraction | A heavy defender in the Dublinn forces. The armor technology they use comes from Victoria, while their boots were designed in Leithanien. Their shields look extremely similar to a newly patented product from Kazimierz's Roar Guards Company. |
Dublinn Heavy Defender Leader | DU12 | Elite | Physical | 9000 | 900 | 1100 | 0 | 4 | Refraction | A heavy defender leader in the Dublinn forces, they wield much more sophisticated equipment. The armor technology they use comes from Victoria, while their boots were designed in Leithanien. Their shields look extremely similar to a newly patented product from Kazimierz's Roar Guards Company. |
Dublinn Flamerazer | DU15 | Elite | Arts | 8000 | 500 | 400 | 0 | 2 | Continuously deals Arts damage and Burn for the skill duration · Upon death, explodes and deals Arts damage, knocking down nearby Tattered Pillars and instantly defeating other | A special squad that uses flamethrowers in the Dublinn forces. Their leader's teachings reverberate in their minds as they seek to reforge Terra amidst the endless flames. |
Dublinn Flamerazer Leader | DU16 | Elite | Arts | 10000 | 600 | 550 | 0 | 2 | Continuously deals Arts damage and Burn for the skill duration · Upon death, explodes and deals Arts damage, knocking down nearby Tattered Pillars and instantly defeating other | A leader of a special squad that uses flamethrowers in the Dublinn forces. Their leader's teachings reverberate in their minds as they seek to reforge Terra amidst the endless flames. |
Dublinn Companion Guard | DU17 | Elite | Physical | 15000 | 900 | 900 | 0 | 4 | More likely to get attacked by your units · When a is nearby, activates a field that reduces nearby allied units' ASPD · Refraction | A member of the Dublinn forces' elite operations squad. The structure of this squad mimics the military system of ancient Minos. The shields they wield are the culmination of many nations' technologies, providing cover for their partners while advancing, and protecting all nearby allies from harm. |
Dublinn Elite Companion Guard | DU18 | Elite | Physical | 20000 | 1100 | 1000 | 0 | 4 | More likely to get attacked by your units · When a is nearby, activates a field that reduces nearby allied units' ASPD · Refraction | A member of the Dublinn forces' elite operations squad, they are much stronger than regular squad members. The shields they wield are the culmination of many nations' technologies, providing cover for their partners while advancing, and protecting all nearby allies from harm. |
Dublinn Companion Shadowblade | DU19 | Elite | Arts | 12000 | 400 | 350 | 0 | 2.1 | Invisible · When a is nearby, significantly increases ASPD | A member of the Dublinn forces' elite operations squad. The structure of this squad mimics the military system of ancient Minos. When they move alongside their partners, they gain powerful stealth capabilities and their attacks are much swifter. |
Dublinn Elite Companion Shadowblade | DU20 | Elite | Arts | 15000 | 580 | 550 | 0 | 2.1 | Invisible · When a is nearby, significantly increases ASPD | A member of the Dublinn forces' elite operations squad, they are much stronger than regular squad members. When they move alongside their partners, they gain powerful stealth capabilities and their attacks are much swifter. |
Dublinn Evocator | DU21 | Elite | 15000 | 0 | 450 | 40 | 5 | Controls that move along the ground and explode after hitting a melee ally unit, dealing Arts damage and Burn; damage dealt decreases with distance moved | An evocation caster in the Dublinn forces who can control fireballs. Their leader's teachings reverberate in their minds as they work to purify the corruption of Terra in raging flames. | |
Dublinn Evocator Leader | DU22 | Elite | 20000 | 0 | 550 | 50 | 5 | Controls that move along the ground and explode after hitting a melee ally unit, dealing Arts damage and Burn; damage dealt decreases with distance moved | An evocation caster leader in the Dublinn forces who can control fireballs, they are more adept at using Originium Arts than their underlings. Their leader's teachings reverberate in their minds as they work to purify the corruption of Terra in raging flames. | |
Swamp Rover | DU33 | Elite | Physical | 15000 | 600 | 1300 | 0 | 4 | Immune to the effects of Mire · Reveals Camouflaged and Invisible allied units within range | A military vehicle capable of traveling smoothly through swampy terrain, fitted with advanced detection equipment. |
Heavy Swamp Rover | DU34 | Elite | Physical | 20000 | 800 | 1500 | 0 | 4 | Immune to the effects of Mire · Reveals Camouflaged and Invisible allied units within range | A military vehicle capable of traveling smoothly through swampy terrain, fitted with advanced detection equipment and reinforced armor. |
Dublinn Flamechaser Guard | DU35 | Elite | Arts | 10000 | 350 | 550 | 60 | 3.5 | Attacks deal additional Burn and takes reduced Physical and Arts damage while near burning Reeds · When defeated, turns into an Invisible that must be damaged 10 times to defeat; respawns after a period of time | A Dublinn defender fused with their Leader's ember. Long since dead, but the Arts embedded in their equipment keep them standing to fight for their ambitions. |
Dublinn Flamechaser Elite Guard | DU36 | Elite | Arts | 15000 | 450 | 750 | 60 | 3.5 | Attacks deal additional Burn and takes reduced Physical and Arts damage while near burning Reeds · When defeated, turns into an Invisible that must be damaged 10 times to defeat; respawns after a period of time | An elite Dublinn defender fused with their Leader's ember. Chasing their Leader's ember even more fervently, the Arts embedded in their equipment make them hard to defeat. |
Dublinn Spec Ops | DU37 | Elite | Physical | 17000 | 650 | 500 | 40 | 2.5 | Ignites Reeds upon passing by them · After several attacks, unleashes 5 consecutive slashes at the target | A soldier under the command of 'The Brigadier.' Specializing in ambushes and assaults, they are well-disciplined and completely devoted to the cause. |
Dublinn Elite Spec Ops | DU38 | Elite | Physical | 22000 | 750 | 600 | 40 | 2.5 | Ignites Reeds upon passing by them · After several attacks, unleashes 5 consecutive slashes at the target | An elite soldier under the command of 'The Brigadier.' The core of their ambush and assault tactics, they are well-disciplined and completely devoted to the cause. |
'The Brigadier' | DU39 | Elite | Physical | 27000 | 800 | 700 | 40 | 2.5 | Ignites Reeds upon passing by them · After several attacks, unleashes 5 powerful consecutive slashes at the target | 'The Brigadier,' a senior Dublinn officer and captain of the Redsteel Guard. With a blade tempered by the flames of war, he cuts through the chaos to find the order he has set his mind on. |
Alloy Surfing Instructor | DUR10 | Elite | Arts | 12000 | 500 | 1000 | 10 | 3 | Can stop · When not blocked, Physical and Arts damage taken is significantly reduced | A sturdy mechanical surfing instructor that can withstand water and corrosion. High-density rare alloys were incorporated to increase its resistance to rust, but as such, it sinks even harder. |
Fully-Enclosed Beach Buggy | DUR11 | Elite | Physical | 20000 | 800 | 1000 | 10 | 3.5 | Can only be blocked by Operators with 3 or more Block · When next to enemies that are both non-Machine and non-Leader, they will be loaded inside as passengers (up to 3 max), and will be unloaded when this unit is defeated | A beach buggy beloved by all. Carries three passengers in addition to the driver. Cool and breezy on the inside, it's perfect for those tuckered out from playing. |
Competitive-Grade Beach Buggy | DUR12 | Elite | Physical | 30000 | 1000 | 1000 | 10 | 3.5 | Can only be blocked by Operators with 3 or more Block · When next to enemies that are both non-Machine and non-Leader, they will be loaded inside as passengers (up to 3 max), and will be unloaded when this unit is defeated | A beach buggy beloved by all. Though its capacity is the same, all its other peripherals have been upgraded - in particular, the AC unit that effortlessly makes driver and passengers alike shiver. |
Mead-Grade Waker-Upper | DUR13 | Elite | Physical | 10000 | 1100 | 1500 | 10 | 3 | Upon taking damage for the first time, gains significantly increased ASPD and Movement Speed for a period of time | A powerful machine that sends chills across the beach with its might, providing a complimentary water cannon service for drunkards by the lake. The only downside being that it has no way of actually identifying who is drunk. |
Whiskey-Grade Waker-Upper | DUR14 | Elite | Physical | 18000 | 1500 | 1500 | 10 | 3 | Upon taking damage for the first time, gains significantly increased ASPD and Movement Speed for a period of time | A terrifying machine that sweeps across the beach, equipped with an ultra-powerful water cannon strong enough to blast any drunkard to their senses. After someone secretly tampered with its targeting logic, it now only blasts sober people. |
Full Metal Surfing Instructor | DUR9 | Elite | Arts | 8000 | 400 | 800 | 10 | 3 | Can stop · When not blocked, Physical and Arts damage taken is significantly reduced | A sturdy mechanical surfing instructor that can withstand strong winds and waves. Its weaknesses are twofold: despite its anti-rust coating, it still rusts easily, and also it doesn't float. |
Tree Shield | EA11 | Elite | Physical | 35000 | 1050 | 550 | 15 | 6 | Appears when your Operators are deployed in the 4 adjacent tiles around | Stubborn fae that took root, gazing upon the days and nights of travelers straying into the Dark Woods with no way of escape. |
Tree Wall | EA12 | Elite | Physical | 45000 | 1250 | 680 | 15 | 6 | Appears when your Operators are deployed in the 4 adjacent tiles around | A silent fae. The path of life is closed. The path of death is closed. All paths are closed. |
Ash Creation | EA13 | Elite | Arts | 10000 | 650 | 250 | 50 | 2.5 | Cannot be blocked, and attacks 2 enemies simultaneously · Their true nature is revealed when inside the attack range of your units | Ember awakened by the Dark Woods. Born in a gust of wind and given a terrible visage by the fae murmurs, it uses its appearance to protect this forest that has accepted it. |
Ash Artwork | EA14 | Elite | Arts | 12000 | 780 | 350 | 50 | 2.5 | Cannot be blocked, and attacks 2 enemies simultaneously · Their true nature is revealed when inside the attack range of your units | Ember awakened by the Dark Woods. Born in a great fire and shaped by the fae, it has taken many forms—big or small, strong or feeble. Yet its malleability comes only from nature, never nurture. |
'End Point' | EA15 | Elite | Physical | 8500 | 680 | 300 | 40 | 1.8 | Camouflages itself as an when outside your units' Attack Range | A fae still learning how to trick people. It disguises itself as the end of the path, or the shape of a cunning tuskbeast. However, it usually misses some crucial detail. |
'Middle Point' | EA16 | Elite | Physical | 10000 | 800 | 400 | 40 | 1.8 | Camouflages itself as an when outside your units' Attack Range | A fae adept at tricking people. It appears in the middle of the road or a wrong turn, coaxing people onto the wrong path. The lack of certain details does not compromise the deception. |
Burning Vine | EA7 | Elite | Arts | 13000 | 800 | 250 | 65 | 3.5 | Attacks inflict additional Burn · ATK continuously increases before its first attack, and the first attack deals a large amount of Arts damage and Burn to the target and surrounding units | Passionate fae, the fire in its heart like a torch under a strange arch. The flowers and vines wrapping around it are merely decorative. |
Burning Wick | EA8 | Elite | Arts | 15500 | 1000 | 350 | 65 | 3.5 | Attacks inflict additional Burn · ATK continuously increases before its first attack, and the first attack deals a large amount of Arts damage and Burn to the target and surrounding units | Very passionate fae, burning with a even greater desire to consume all uninvited visitors, or consume itself until the last spark becomes a dim ember. |
Paramilitary Defender Leader | EG10 | Elite | Physical | 15000 | 400 | 700 | 0 | 3 | Energy Capacity: 20; Gains [Overload] upon reaching max Energy. · Starts with an additional 15 Energy, but loses 1 Energy per 10 seconds. · [Overload] Greatly increases ASPD, DEF, and RES for a longer period of time. | A mercenary hired to sow chaos, equipped with a heavy protective suit that is charged in advance to preempt any energy leakage issues. In addition to causing damage, they are also responsible for compiling and submitting the team's test results. |
Paramilitary Bombardier | EG11 | Elite | Physical | 20000 | 400 | 200 | 20 | 4.5 | Energy Capacity: 30; Gains [Overload] upon reaching max Energy. · Starts with an additional 25 Energy, but loses 1 Energy per 5 seconds. · While not blocked, launches grenades that deal damage to the target and surrounding units. · [Overload] Greatly increases ASPD, DEF, and RES for a longer period of time. | A mercenary hired to sow chaos, equipped with a compressed-air grenade launcher. In complete disregard to safety regulations, the gas cylinder is pre-heated to increase weapon efficiency. |
Paramilitary Bombardier Leader | EG12 | Elite | Physical | 25000 | 550 | 300 | 20 | 4.5 | Energy Capacity: 30; Gains [Overload] upon reaching max Energy. · Starts with an additional 25 Energy, but loses 1 Energy per 5 seconds. · While not blocked, launches grenades that deal damage to the target and surrounding units. · [Overload] Greatly increases ASPD, DEF, and RES for a longer period of time. | A mercenary hired to sow chaos, equipped with a compressed-air grenade launcher. The gas cylinder has been heated to such a degree that their colleagues are afraid to get close. |
Paramilitary Sniper | EG5 | Elite | Physical | 9000 | 200 | 80 | 10 | 3 | Energy Capacity: 20; Gains [Overload] upon reaching max Energy. · Periodically stops moving and continuously provides Energy to all enemies within attack range. · [Overload] Greatly increases ASPD, DEF, and RES for a longer period of time. | An outlaw hired to sow chaos, equipped with a thermal energy blaster with its output cranked up too high. However, as a result of this, they are able to charge the equipment of other gangsters. |
Paramilitary Sniper Leader | EG6 | Elite | Physical | 12000 | 250 | 120 | 10 | 3 | Energy Capacity: 20; Gains [Overload] upon reaching max Energy. · Periodically stops moving and continuously provides Energy to all enemies within attack range. · [Overload] Greatly increases ASPD, DEF, and RES for a longer period of time. | An outlaw hired to sow chaos, well-accustomed to using thermal energy blasters and eager to just start blasting. |
Paramilitary Axeman | EG7 | Elite | Physical | 16000 | 500 | 250 | 20 | 2.8 | Energy Capacity: 20; Gains [Overload] upon reaching max Energy. · Continuously drains 1 Energy from all nearby ground enemies. · [Overload] Greatly increases ASPD, DEF, and RES for a longer period of time. | An outlaw hired to sow chaos, equipped with a thermal energy axe that consumes too much power. The energy supply isn't quite sufficient to start it up. |
Paramilitary Axeman Leader | EG8 | Elite | Physical | 20000 | 600 | 350 | 20 | 2.8 | Energy Capacity: 20; Gains [Overload] upon reaching max Energy. · Continuously drains 1 Energy from all nearby ground enemies. · [Overload] Greatly increases ASPD, DEF, and RES for a longer period of time. | An outlaw hired to sow chaos, equipped with a thermal energy axe that consumes too much power. They will find a way to use their associates' energy supplies. |
Paramilitary Defender | EG9 | Elite | Physical | 12000 | 300 | 600 | 0 | 3 | Energy Capacity: 20; Gains [Overload] upon reaching max Energy. · Starts with an additional 15 Energy, but loses 1 Energy per 10 seconds. · [Overload] Greatly increases ASPD, DEF, and RES for a longer period of time. | A mercenary hired to sow chaos, equipped with a heavy protective suit that is charged in advance to preempt any energy leakage issues. Due to their relatively high education level, part of the job description is to provide handwritten thermal energy amplifier reports to their employer. |
Shattered Champion | EJ4 | Elite | Physical | 20000 | 700 | 800 | 20 | 1.2 | Once an honorable warrior of the Treescar tribe, now a part of the demons' vanguard, together with their fallen chief. | |
Testaceous Vinecreeps | EJ5 | Elite | Physical | 10000 | 600 | 500 | 30 | 1.2 | A seed falls into a box abandoned in the wild, and soon becomes a hunter preying on curiosity. | |
Fatty | FAT | Elite | 50000 | 500 | 0 | 50 | 1 | Always faces the direction with the most Operators. · Takes 80% less Physical/Arts damage from the front. | Duck Lord's associate and apprentice, an opportunist with a slick tongue. Frequently appears on dubious TV shows, preaching about how he cares little for losses or gains, as they are part of the natural money-making process. | |
Fatty | FAT | Elite | 13000 | 500 | 0 | 50 | 1 | Always faces the direction with the most Operators. · Takes 80% less Physical/Arts damage from the front. | Duck Lord's associate and apprentice, an opportunist with a slick tongue. Frequently appears on dubious TV shows, preaching about how he cares little for losses or gains, as they are part of the natural money-making process. | |
'The Abandoned' | FC1 | Elite | Arts | 19000 | 720 | 900 | 35 | 5 | Attacks deal Arts splash damage · Loses splash damage when blocked. | Their consciousness is almost gone. Every nerve strand cries out soundlessly: 'Free... pain...' |
'The Cursed' | FC2 | Elite | Arts | 22000 | 880 | 950 | 40 | 5 | Attacks deal Arts splash damage · Loses splash damage when blocked. | Their consciousness is fully gone. Every cell remembers the command: 'Dominate... ocean...' |
'Big Fella' | FF11 | Elite | Physical | 15000 | 1200 | 1200 | 20 | 5 | Throws a Hot Spring 'Mischievous Rascal' on first attack | A humongous and somewhat slow-moving fluffy critter, its sturdiness possibly stems from never picking at its food. Sometimes it will spit out a few 'Little Fellas'—they might have been eaten by accident earlier. |
'Big Man' | FF12 | Elite | Physical | 18000 | 1500 | 1500 | 25 | 5 | Throws a Hot Spring 'Jolly Rascal' on first attack | A humongous and somewhat slow-moving fluffy critter, its sturdiness possibly stems from never picking at its food. Some 'Little Fellas' will willingly be eaten, for this lets them ponder their thoughts—just what exactly is the difference between them and the volcano? |
Fashion Street 'Stellar Caster' | FF13 | Elite | Arts | 7000 | 380 | 250 | 50 | 3.2 | Attacks 3 units simultaneously when in contact with Carmine Steam | A fluffy critter that has found something nice from a mysterious divination shop that will make anyone who notices it 'see stars'! It's very clever, and knows that the next most important thing after a wand is the magic hat on its head! |
Fashion Street 'Supernova Caster' | FF14 | Elite | Arts | 9000 | 550 | 280 | 60 | 3.2 | Attacks 3 units simultaneously when in contact with Carmine Steam | A fluffy critter that has found something nice from a mysterious divination shop that will make people who notice it 'see stars'! It has become even stronger due to the latest limited-edition magic hat on its head. |
'Fluffy Buddy' | FF15 | Elite | Arts / Healing | 500 | 500 | 50 | 50 | 5 | Hidden in map, can be revealed by Carmine Steam or Pure White Steam · When in contact with Carmine Steam, its explosion produces more Carmine Steam on surrounding tiles and dealing Arts damage to nearby allied units · When in contact with Pure White Steam, its explosion produces more Pure White Steam on surrounding tiles and healing surrounding allied units | If these gentle and difficult-to-perceive fluffy critters suddenly appear in front of you, don't be frightened! In the hot springs, atop the white clouds, and in your memories... Will you still think of them years down the line? |
Fashion Street 'Ordinary Aviator' | FF7 | Elite | Physical | 18000 | 550 | 50 | 20 | 3.5 | Low-Altitude Hovering · Can stack with a Fashion Street 'Hearty Heavy' and is capable of long-range attacks after combining | A fluffy critter that has found something nice from the aviation shop. It can fly, but it's not very good at it. Sometimes it can float up real high, but don't mistake it for a pink cloud! |
Fashion Street 'Hyperactive Aviator' | FF8 | Elite | Physical | 25000 | 650 | 100 | 25 | 3.5 | Low-Altitude Hovering · Can stack with a Fashion Street 'Robust Heavy' and is capable of long-range attacks after combining | A fluffy critter that has found something nice from the aviation shop. It can fly, but it's not very good at it. However, it's learned to float around in a group, filling the sky with soft clouds and interrupting the people's leisurely sunbathing. |
Fortuna, Fallen Angel | FOR | Elite | Physical | 35000 | 700 | 400 | 50 | 3 | While this unit is holding Ammo, attacks become long-ranged and deal a large amount of Physical damage. Ammo capacity: 6 · Has a chance to miss ranged attacks | A fallen Sankta girl, the innocent and ignorant Fortuna. With her dimmed halo and black horns, paradise has closed its doors on her. What has actually changed, and what has not? |
The First To Talk | FTT | Elite | Physical | 21000 | 600 | 500 | 20 | 3 | [Corrosive Vacuoles] Periodically unleashes Vacuoles on the target and a unit in the four adjacent tiles with the lowest Nervous Impairment accumulation, dealing Physical damage and Nervous Impairment | The first beautiful living being to speak human language before civilized man. Seaborn. |
Bully | G17 | Elite | Physical | 16000 | 800 | 800 | 20 | 3.5 | Can only be blocked by Operators with 3 or more Block | Special melee combatants. Their unstoppable bulk is equivalent to blocking three normal enemies, and Operators who cannot block three enemies may not be able to halt their advance at all. |
Bulldozer | G18 | Elite | Physical | 25000 | 1000 | 1000 | 30 | 3.5 | Can only be blocked by Operators with 3 or more Block | Special melee combatants. Their unstoppable bulk is equivalent to blocking three normal enemies, and Operators who cannot block three enemies may not be able to halt their advance at all. Compared to a normal Bully, they boast greater attack power and armor. |
Fanatic | G19 | Elite | Physical | 9000 | 700 | 500 | 0 | 5 | Prioritizes attacking the Command Terminal | Special long-range combatants. Wielding a massive iron hammer, they boast enormous destructive potential and will targeted attacking facilities first. They can also hit Operators stationed on high ground. |
Desperate Fanatic | G20 | Elite | Physical | 13000 | 800 | 600 | 0 | 5 | Prioritizes attacking the Command Terminal | Special long-range combatants, with greater combat capabilities than normal Fanatics. Wielding a massive iron hammer, they boast enormous destructive potential and will targeted attacking facilities first. They can also hit Operators stationed on high ground. |
Greytail | G21 | Elite | Physical | 3000 | 700 | 250 | 20 | 3.2 | DEF significantly increases when the Barrier is present. · Movement Speed significantly increases when the Barrier is destroyed. | The Rat King's elite guard, granted special Originium Arts by the Rat King, allowing him to create a Barrier to protect himself. Movement speed is increased when the Barrier is broken. |
Greytail Leader | G22 | Elite | Physical | 4000 | 800 | 250 | 20 | 3.2 | DEF significantly increases when the Barrier is present. · Movement Speed significantly increases when the Barrier is destroyed. | The Rat King's elite guard, granted special Originium Arts by the Rat King, allowing him to create a Barrier to protect himself. Movement speed is increased when the Barrier is broken. Stronger in combat than a Greytail. |
Tombkeeper Grotesque | GGY1 | Elite | Physical / Arts | 10000 | 550 | 550 | 0 | 4 | After first defeat, temporarily transforms into a stone statue with extremely high DEF, then revives as an aerial unit · Refraction | A special Arts creation from the Dublinn forces, created by their leader Mandragora. According to Mandragora, back when she was studying Originium Arts in an outskirts cemetery, the Tombkeeper Grotesque was her first companion. Its outer appearance has gone through many redesigns, with the latest being based off a Sarkaz from an ancient bloodline. |
Enraged Tombkeeper Grotesque | GGY2 | Elite | Physical / Arts | 12000 | 750 | 750 | 0 | 4 | After first defeat, temporarily transforms into a stone statue with extremely high DEF, then revives as an aerial unit · Refraction | A special Arts creation from the Dublinn forces, created by their leader Mandragora. According to Mandragora, back when she was studying Originium Arts in an outskirts cemetery, the Tombkeeper Grotesque was her first companion. Its outer appearance has gone through many redesigns, with the latest being based off a Sarkaz from an ancient bloodline. This series of Tombkeepers embodies Mandragora's fury towards Victoria. |
Gopnik | GPN | Elite | Physical | 30000 | 2000 | 200 | 50 | 3.5 | The Ursus security guard hired by Duck Lord. Powerful, but not very smart. Mainly responsible for carrying luggage for Duck Lord. | |
Gopnik | GPN | Elite | Physical | 11000 | 1600 | 200 | 50 | 3.5 | The Ursus security guard hired by Duck Lord. Powerful, but not very smart. Mainly responsible for carrying luggage for Duck Lord. | |
Gromov | GRO | Elite | Physical | 40000 | 1400 | 600 | 30 | 4 | When an allied unit is in attack range, Sentry Turrets will turn towards them · Deals more damage to units discovered by Sentry Turrets | Someone who doesn't know how to spell the word 'wrong', has never taken a shower since birth, and who occasionally thinks about how many members the Sixteen Warriors should have. |
'Angry Stampede' | GS13 | Elite | Physical | 10000 | 600 | 1000 | 0 | 4 | Absorbs power from surrounding Crystals to provide Barriers for nearby enemies. | A jewel construct with kicks worse than its punches. 'I'm going to kick you.' |
'Angry Rampage' | GS14 | Elite | Physical | 12000 | 700 | 1200 | 0 | 4 | Absorbs power from surrounding Crystals to provide Barriers for nearby enemies. | A jewel construct with punches that match its kicks. 'I'm going to bless you before I kick you.' |
Hall Statue (Left) | GS15 | Elite | Physical | 15000 | 400 | 200 | 20 | 2 | Attacks inflict Arts Damage over a short period (stacks). · ASPD is significantly increased when on Crystal. | A jewel construct with hands that glow with radiance. The statue on the left side of the hall now roams the streets, the legacy of ancient Sargon shining bright. |
Hall Statue (Right) | GS16 | Elite | Physical | 18000 | 600 | 300 | 20 | 2 | Attacks inflict Arts Damage over a short period (stacks). · ASPD is significantly increased when on Crystal. | A jewel construct with hands that glow with radiance. The statue on the right side of the hall now roams the streets, a testament to the destructive power of ancient technology. |
'Unicycle Toy' | GS17 | Elite | Arts | 7500 | 450 | 280 | 50 | 4.5 | Attacks two targets simultaneously. · Has a short default attack range, but performs extremely long-range attacks when on Crystal. | A single-wheel jewel construct, believed to be a children's toy when it sat docilely on its stand. |
'Bouncing Unicycle' | GS18 | Elite | Arts | 9000 | 550 | 320 | 50 | 4.5 | Attacks two targets simultaneously. · Has a short default attack range, but performs extremely long-range attacks when on Crystal. | A single-wheel jewel construct. Its upper structure once bewildered researchers, but those who have seen its head bounce no longer harbor any doubts. |
'Bejeweled Slab Defender' | GS19 | Elite | Physical | 20000 | 1500 | 50 | 5 | 6 | More likely to be attacked · Starts with low DEF and RES, but permanently gains DEF when taking Physical damage and RES when taking Arts damage, up to a maximum. | Strange entities sighted amongst the jewel constructs. No one knows which exhibit they came from, but no one can miss the stone slabs that they wield. |
'Bejeweled Slab Guardian' | GS20 | Elite | Physical | 25000 | 1700 | 50 | 5 | 6 | More likely to be attacked · Starts with low DEF and RES, but permanently gains DEF when taking Physical damage and RES when taking Arts damage, up to a maximum. | Strange entities sighted amongst the jewel constructs. The bejeweled stone slabs that they carry shine brightly in the night streets, like glowing great swords. |
Pessimistic Oath-Brother | HI07 | Elite | Physical | 10000 | 800 | 1200 | 0 | 5 | Has Barrier, and loses Barrier when shifted · DEF is reduced when Barrier is lost | A shield-wielding elite Kinsekikai bruiser who believes that life is a constant cycle of losing one's balance and starting over. |
Desperate Oath-Brother | HI08 | Elite | Physical | 20000 | 1200 | 1500 | 0 | 5 | Has Barrier, and loses Barrier when shifted · DEF is reduced when Barrier is lost | An elite Kinsekikai bruiser obsessed with his shield, which seems to have a habit of abandoning him when he needs it the most, leaving him in despair. |
Suiton Ninja | HI11 | Elite | Physical | 10000 | 600 | 500 | 20 | 1.5 | Deals Physical damage to surroundings while spinning, and stops spinning when shifted · Bounces | A ninja who can spin in place for a long time. He claims that there is water surrounding him; your vision is just too poor to see it. Never stops spinning unless tripped. |
Suiton Master | HI12 | Elite | Physical | 12000 | 750 | 550 | 20 | 1.5 | Deals Physical damage to surroundings while spinning, and stops spinning when shifted · Bounces | A ninja that attacks by spinning in place. Claims that creating a vortex from air is a type of suiton too, even without water around him. Nobody wants to go out with him because he refuses to walk properly. |
Stress-Relief Helper | HI15 | Elite | Physical | 35000 | 3000 | 1500 | 0 | 7 | Bounces | Punching robot used for stress relief by gang members. It would very much like to be on the punching side for once. The gang members who use it do not know that their stress has simply been transferred from human to robot, and it will return the favor someday. |
Zero-Stress Helper | HI16 | Elite | Physical | 50000 | 3800 | 1500 | 0 | 7 | Bounces | Punching robot used to increase gang member morale, which has gotten addicted to the feeling of punching people. Victims claim to hear angry shouts of 'payback a hundred-fold' when being attacked, but they must be hearing things. |
Direswine | HS13 | Elite | Physical | 25000 | 600 | 20 | 0 | 4 | Can only be blocked by units with at least 2 Block · Gradually accelerates when charging, dealing damage based on Movement Speed to any target it passes through or is blocked by | A robustly built omnivore, with an impenetrable epidermis leaving them with few natural predators. Violent headbutts are both their method of attack and a habit necessary for suppressing the growth of their fangs. |
Raging Direswine | HS14 | Elite | Physical | 32000 | 700 | 50 | 0 | 4 | Can only be blocked by units with at least 2 Block · Gradually accelerates when charging, dealing damage based on Movement Speed to any target it passes through or is blocked by | A variety of Direswine extremely easy to anger, they dominate areas near water sources with great swagger. If one is enraged, it will indiscriminately rampage about with a madness sufficient to lay anything in the vicinity low. |
Haribeast | HS15 | Elite | Physical | 25000 | 580 | 130 | 5 | 3.5 | Weak spot located on its front, damage dealt to the rear is decreased · Deals damage in a semicircle to the rear at every fixed portion of health lost | A dangerous creature with a back covered in thorns. Every thorn has a developed and impressively elastic muscular connection; upon sensing danger, they can fire their thorns with an abrupt and startling power. Even so, some people still aspire to raise them as pets. |
Rainer Haribeast | HS16 | Elite | Physical | 35000 | 720 | 150 | 8 | 3.5 | Weak spot located on its front, damage dealt to the rear is decreased · Deals damage in a semicircle to the rear at every fixed portion of health lost | A variety of haribeast growing unusual thorns, which can be shot at speeds rivaling that of arrows. Minute barbs grow on the tips, leaving wounds that fail to heal long after the skin is broken. Once, someone announced they'd successfully tamed one of these creatures; afterwards, they were never seen again. |
Cautelotaur | HS17 | Elite | Physical | 20000 | 1090 | 480 | 0 | 1.8 | After feeding on a or , keeps its shell to use as a defensive tool, significantly lowering all damage except to the rear | A predator crafty by nature, with sightings of this species rarely reported. After feeding on the Chitotex Clawbeast, it uses the leftover carapace as a defensive tool, blocking fatal attacks in fights. |
Kouaku Cautelotaur | HS18 | Elite | Physical | 27000 | 1260 | 550 | 1 | 1.8 | After feeding on a or , keeps its shell to use as a defensive tool, significantly lowering all damage except to the rear | A cunning and ruthless variety of Cautelotaur, it conceals itself in herds to launch surprise attacks, the prey it catches subjected to its capricious whims. Most hunters that attempt to hunt this creature return with nothing to show for it. |
Basal Miasma | HSL10 | Elite | Physical | 18000 | 900 | 500 | 30 | 2.5 | Rebirth · Regenerates itself on the spot when defeated, continuously absorbing any Blight it is in contact with and increasing DEF based on the amount absorbed; attacks now deal additional Arts damage | Similar to a stockbeast in appearance, seemingly docile at first glance. But unlike other fabric constructs, they become very aggressive towards people after absorbing the Blight in the soil and water, so exercise the utmost caution. |
Fieldmus Bruiser | HSL13 | Elite | Physical | 19000 | 700 | 200 | 20 | 3 | Can only be blocked by Operators with 3 or more Block · Sprints upon taking damage, gaining greatly increased Movement Speed for a short time · Deals heavy damage to Throttle Valves it passes over | The more bountiful the harvest, the fatter the fieldmus. When these creatures grow four-packs, even the Tianshis sigh—for they destroy Throttle Valves with frightening efficiency. |
Fieldmus Ravager | HSL14 | Elite | Physical | 25000 | 900 | 300 | 20 | 3 | Can only be blocked by Operators with 3 or more Block · Sprints upon taking damage, gaining greatly increased Movement Speed for a short time · Deals heavy damage to Throttle Valves it passes over | The more bountiful the harvest, the fatter the fieldmus. When these creatures grow eight-packs, even the Tianshis rub their aching brows—for they can do away with a Throttle Valve in the blink of an eye. |
Fieldmus Flying Thief | HSL15 | Elite | Physical | 19000 | 700 | 200 | 20 | 3 | Can only be blocked by Operators with 3 or more Block · Sprints upon taking damage, gaining greatly increased Movement Speed for a short time · Deals heavy damage to Throttle Valves it passes over · When defeated, grants a deployable unit | The thing with fieldmus is that not only do they ruin farm equipment, they also take the loose parts back to their lairs. Who knows, maybe they'll be able to build a nomadic city one day. |
Fieldmus Heistmaster | HSL16 | Elite | Physical | 25000 | 900 | 300 | 20 | 3 | Can only be blocked by Operators with 3 or more Block · Sprints upon taking damage, gaining greatly increased Movement Speed for a short time · Deals heavy damage to Throttle Valves it passes over · When defeated, grants a deployable unit | The thing with fieldmus is that not only do they dismantle farm equipment, they also leave no loose parts behind. Who knows, maybe they'll be able to build a nomadic city one day. |
Sky Pole - Jia | HSL17 | Elite | Physical | 50000 | 1 | 250 | 10 | 1 | Starts battle as a friendly unit, monitors the paddy's Blight level · Wakes up when the Blight level in the current paddy exceeds a certain threshold · Gradually loses HP. For every certain percentage of HP lost, releases a certain number of Sky Pole - Yi | Structural pillar-type comprehensive monitoring-maintenance system on experimental plates, Sky Pole Model Jia. Capable of monitoring soil conditions, water source quality, and pest and Blight status in real time; during emergency situations, can release the corresponding Sky Pole Model Yi. |
Out of Control Sky Pole - Jia | HSL18 | Elite | Physical | 60000 | 1 | 250 | 10 | 1 | Starts battle as a friendly unit, monitors the paddy's Blight level · Wakes up when the Blight level in the current paddy exceeds a certain threshold · Gradually loses HP. For every certain percentage of HP lost, releases a certain number of Out of Control Sky Pole - Yi | Structural pillar-type comprehensive monitoring-maintenance system on experimental plates, Sky Pole Model Jia. Originally capable of monitoring soil conditions, water source quality, and pest and Blight status in real time; during emergency situations, can release the corresponding Sky Pole Model Yi. However, it has now gone out of control. |
Scum | HSL5 | Elite | Physical | 10000 | 700 | 1000 | 20 | 3.8 | More likely to be attacked · Causes heavy Blight to the paddy when defeated | A large fabric construct that uses its huge mass and thick skin to run rampant across the paddies, detested by farmers. |
Accursed Scum | HSL6 | Elite | Physical | 12000 | 800 | 1500 | 20 | 3.8 | More likely to be attacked · Causes heavy Blight to the paddy when defeated | A gargantuan fabric construct that uses its huge mass and nigh-impenetrable skin to wreak havoc across the paddies, loathed by farmers. |
Blemish | HSL7 | Elite | Physical | 9000 | 500 | 400 | 20 | 7 | Absorbs shallow water to attack all allied melee units on the map, dealing splash damage in a cross · When on Blighted tiles, attacks deal additional Arts damage and causes Blight to the paddy | A fabric construct that spreads Blight across a wide area. If left unchecked, once fertile farmland will become a hotbed of blight in less than half a day. |
Renounced Blemish | HSL8 | Elite | Physical | 12000 | 600 | 500 | 20 | 7 | Absorbs shallow water to attack all allied melee units on the map, dealing splash damage in a cross · When on Blighted tiles, attacks deal additional Arts damage and causes Blight to the paddy | A fabric construct that ruthlessly spreads Blight across a wide area. If left unchecked, once fertile farmland will instantly become a farmer's worst nightmare. |
Miasma | HSL9 | Elite | Physical | 15000 | 700 | 400 | 30 | 2.5 | Rebirth · Regenerates itself on the spot when defeated, continuously absorbing any Blight it is in contact with and increasing DEF based on the amount absorbed; attacks now deal additional Arts damage | Similar to a stockbeast in appearance, seemingly docile at first glance. But unlike other fabric constructs, they become aggressive towards people after absorbing the Blight in the soil and water, so exercise caution. |
Monument to Force | IB51 | Elite | Physical | 1000000 | 5000 | 300 | 15 | 6 | Gains significantly increased ASPD for every 20% HP lost | Monument that Engineering made from leftover materials. A few had too much time on their hands and gave it the ability to move. After all, there is nothing in the rules that addresses what to do if the ball gets flattened into a pancake. |
Monument to Toughness | IB52 | Elite | Physical | 1000000 | 2500 | 300 | 15 | 3 | Takes up more Blocks for every 20% HP lost | Monument that Engineering made from leftover materials. A few had too much time on their hands and gave it the ability to move. After all, no one is foolish enough to try to stop something this big on the field. |
Monument to Accuracy | IB53 | Elite | Physical | 1000000 | 2000 | 300 | 15 | 1.5 | Gains significantly increased ATK for every 20% HP lost | Monument that Engineering made from leftover materials. A few had too much time on their hands and gave it the ability to move. With enough skill, even a club can penetrate the target like a javelin. |
Monument to Passion | IB54 | Elite | Arts | 1000000 | 1300 | 300 | 15 | 2.5 | Gains significantly increased ATK for every 20% HP lost | Monument that Engineering made from leftover materials. A few had too much time on their hands and gave it the ability to move. The fire in its hand never goes out. If it did though, all it would need to do is relight it from its head. |
Monument to Swiftness | IB55 | Elite | 1000000 | 1 | 0 | 0 | 3 | Gains significantly increased Movement Speed for every 20% HP lost | Monument that Engineering made from leftover materials. A few had too much time on their hands and gave it the ability to move. No one notices that the cleaning cart at the head of the course is faster than any of the race cars. | |
Wavebringer | IB66 | Elite | 40000 | 600 | 500 | 55 | 1 | Unable to move · Continuously deals Corrosion to its surroundings · Revives when defeated for the first time, summoning specific enemies; after reviving, deals more Corrosion with expanded range | A creature that drifts leisurely along the course. The locals see it as a mascot, and attacking it will invoke their fury. | |
'Pearl of the Waves' Wavebringer | IB67 | Elite | 58000 | 600 | 650 | 60 | 1 | Unable to move · Continuously deals Corrosion to its surroundings · Revives when defeated for the first time, summoning specific enemies; after reviving, deals more Corrosion with expanded range | A creature that drifts leisurely along the course. When disturbed, it disturbs the currents with its body, creating significant danger. | |
Marine Strongman | IB68 | Elite | Physical | 26000 | 540 | 950 | 0 | 6 | Can only be blocked by Operators with 3 or more Block · Gains Invisibility while in water, and performs ranged attacks · Throws Salty Gym-goer when performing ranged attacks | Large cragpincer that can lift very heavy objects. It shows off by lifting barbells, in order to persuade other cragpincers to train under it. |
'Weightlifting Champ' Marine Strongman | IB69 | Elite | Physical | 32000 | 680 | 1200 | 0 | 6 | Can only be blocked by Operators with 3 or more Block · Gains Invisibility while in water, and performs ranged attacks · Throws 'Super Pincer' Salty Gym-goer when performing ranged attacks | Large cragpincer that can lift massive barbells. It has many students and fans, all of whom believe that the strength of one's limb is everything. |
Seawind Manipulator | IB70 | Elite | Physical | 32000 | 550 | 200 | 65 | 3 | Starts battle in Standby and will not attack · Becomes Combat-Ready and Aerial when damaged · Periodically stops attack, dealing AoE Arts damage while pushing the Drifter in the targeted direction; then escapes into the distance | Fowlbeast with an unusual plume, able to manipulate airflow by spinning its head, bringing unexpected challenges to the match. |
'Weathervane' Seawind Manipulator | IB71 | Elite | Physical | 38000 | 660 | 300 | 65 | 3 | Starts battle in Standby and will not attack · Becomes Combat-Ready and Aerial when damaged · Periodically stops attack, dealing AoE Arts damage while pushing the Drifter in the targeted direction; then escapes into the distance | Fowlbeast with an unusual plume, able to manipulate airflow by spinning its head, which it uses as a form of attack. |
Radiance Scorer | IB72 | Elite | Arts | 29000 | 730 | 600 | 50 | 3 | Flying unit. · Deals Arts damage · Periodically locks onto a unit, dealing AoE Arts damage in its direction after a short delay | Photography drone that records what is happening in the arena. The programmers accidentally set triggers for both 'recording' and 'warning' to 'unconditional', causing it to attack all competitors. |
'Judgment' Radiance Scorer | IB73 | Elite | Arts | 36000 | 830 | 750 | 50 | 3 | Flying unit. · Deals Arts damage · Periodically locks onto a unit, dealing AoE Arts damage in its direction after a short delay | Photography drone that records what is happening in the arena. Learning to identify its attack cues is an important part of any competitor's training. |
Rampaging Vacuum | IL03 | Elite | Physical | 9800 | 870 | 980 | 20 | 2.5 | Devours a nearby non-elite or leader enemy, counting +1 towards stage enemy limit and increasing Max HP and DEF (max 3 times) | This is what happens when an outlandish idea meets an unscrupulous manager, careless auditors, lazy officers, and workers who do not bother to think about what they are making. Do not expect to find rhyme or reason in it. |
Giant Pincerbug | IL04 | Elite | Physical | 23500 | 1250 | 1050 | 10 | 5.5 | Nearby enemies gain DEF equal to 100% of DEF (same type of effect does not stack) · Periodically summons two | The strongest pincerbugs become the pride of their colony. The others bring food to them, while they focus on protecting the colony and producing offspring. Their tough, shield-like elytra have earned them the moniker 'shield-bug'. |
Icefield Arts Guard | IL10 | Elite | Arts | 7000 | 800 | 350 | 50 | 2.5 | When defeated, deals Arts damage to all surrounding units and inflicts Cold · Loses HP when shifted | A special warrior born in a harsh environment. As they gain insight into their Arts, they become more skilled at utilizing every last bit of their power. They are extremely dangerous when they fall in battle. |
Icefield Berserker | IL13 | Elite | Physical | 12000 | 800 | 800 | 20 | 4 | A berserker of the icefields whose attack power increases when attacking Frozen targets · Gains status resistance | A berserker of the icefields. The blistering cold brings them joy, and glacial winds do naught but excite them. An environment that their enemies would consider harsh is nothing out of the ordinary to them. |
Icefield Berserker Leader | IL14 | Elite | Physical | 18000 | 1000 | 1000 | 20 | 4 | A berserker of the icefields whose attack power greatly increases when attacking Frozen targets · Gains status resistance | A berserker of the icefields. The blistering cold brings them joy, and glacial winds do naught but excite them. To be able to fell their enemies in the tempestuous snow is their greatest bliss. |
Tschäggättä | IL15 | Elite | Physical | 15000 | 600 | 600 | 50 | 3.7 | Gains status resistance · Gains increased ATK during · Attacks lower the target's DEF | A special ops squad secretly formed in Victoria by SilverAsh, based on the Kjerag folk legend 'Tschäggättä' used to hush crying children. They are able to resist brutally cold temperatures, and are extremely proficient in mountainous combat. |
Tschäggättä Leader | IL16 | Elite | Physical | 20000 | 800 | 700 | 50 | 3.7 | Gains status resistance · Gains increased ATK during · Attacks lower the target's DEF | A special ops squad secretly formed in Victoria by SilverAsh, based on the Kjerag folk legend 'Tschäggättä' used to hush crying children. They are able to resist brutally cold temperatures, and are extremely proficient in mountainous combat. As squad leaders, they are truly the elite among the elite. |
Icefield Arts Fighter | IL9 | Elite | Arts | 5000 | 600 | 250 | 50 | 2.5 | When defeated, deals Arts damage to all surrounding units and inflicts Cold · Loses HP when shifted | A special warrior born in a harsh environment. While they mainly use Arts in combat, their bodies are simply another one of their weapons. They are at their most dangerous when they fall in battle. |
Fortbreaker | JTJ07 | Elite | Physical | 25000 | 800 | 1300 | 20 | 3.5 | Can only be blocked by units with at least 3 Block; can fight 3 at a time · Fires several rockets, dealing AoE damage · Fires more rockets when under a commander's orders | War machine developed by the First Arsenal of Ursus, representing the cutting-edge of Ursus's military technology. Only used in important battles due to massive energy requirements. |
Fortbreaker Mk-II | JTJ08 | Elite | Physical | 35000 | 1000 | 1600 | 20 | 3.5 | Can only be blocked by units with at least 3 Block; can fight 3 at a time · Fires several rockets, dealing AoE damage · Fires more rockets when under a commander's orders | Next-generation war machine developed by the First Arsenal of Ursus, with increased power output and ammo capacity. The trade-off is that the pilot's escape pod was removed. |
Army Shieldguard | JTJ09 | Elite | Physical | 15000 | 800 | 1500 | 60 | 3.8 | More likely to be attacked by friendly units; can fight 3 at a time · Takes less damage when under a commander's orders | Shieldguards of the Ursus Army. In the distance, a faint black line presses slowly forward. No one knows what their massive shields signify, only that screams keep coming from the cloud of dust in their wake. |
Army Veteran Shieldguard | JTJ10 | Elite | Physical | 25000 | 950 | 1800 | 60 | 3.8 | More likely to be attacked by friendly units; can fight 3 at a time · Takes less damage when under a commander's orders | Veteran Shieldguards of the Ursus army, responsible for defending the command headquarters. Any enemy that makes it that far will not make it past the final line of defense. |
Army Frontline Commander | JTJ11 | Elite | Physical | 15000 | 1000 | 500 | 40 | 2 | Gives orders to Army enemies on the field · Can fight 1 at a time | Frontline commanders of the Ursus Army, who have received rigorous training and education from the military academy from a young age, ensuring their absolute loyalty to the empire. |
Army Senior Commander | JTJ12 | Elite | Physical | 20000 | 1500 | 500 | 40 | 2 | Gives orders to Army enemies on the field · Can fight 1 at a time | Senior commanders of the Ursus Army. Their loyalty to Ursus is beyond doubt, signified by the emblems of nobility on their uniform. |
Pseudomut | JY5 | Elite | Physical | 35000 | 450 | 1500 | 40 | 4 | When blocked for the first time, devours the blocker and gains Low-Altitude Hovering · Returns devoured Operator when defeated | Similar in appearance to a Feranmut, it looks like an ancient 'God', but it is no more than a mere beast. It has become extinct in modern times, for its greed never diminished, despite no longer having the reputation of the Feranmuts to draw from. |
Strange Gourd | JY6 | Elite | Physical | 12000 | 600 | 500 | 30 | 1.2 | Strange Gourd gains increased HP and ATK based on the amount of Originium Ingots owned · Steals Originium Ingots upon entering the Objective. | A gourd that turned into a geist, with an incessant desire for hoarding despite not being particularly active. When disturbed, it tries to draw everything around it into its interior. |
Bloodboil Knightclub Trainee | K10 | Elite | Physical | 9000 | 500 | 800 | 0 | 2.3 | Each time an enemy is defeated, gains ATK and ASPD, stacking up to 10 times. | A trainee from the Bloodboil Knightclub. The Bloodboil Knights have long been known for their ferocity and aggression, from trainees to knight nobles. Whenever one of their brothers falls, they gain courage and combat prowess. |
Bloodboil Knightclub Elite | K11 | Elite | Physical | 13000 | 650 | 800 | 0 | 2.3 | Each time an enemy is defeated, gains ATK and ASPD, stacking up to 10 times. | A regular knight from the Bloodboil Knightclub. The Bloodboil Knights have long been known for their ferocity and aggression, from trainees to knight nobles. Whenever one of their brothers falls, they gain courage and combat prowess. |
'Brassrust' Olmer Ingra | K12 | Elite | Physical | 15000 | 700 | 800 | 0 | 2.3 | Each time an enemy is defeated, gains ATK and ASPD, stacking up to 10 times. | The great knight known as the 'Butcher of the Field'! Convicted several times for acts of brutality, avoided trial several times thanks to corporate contributions! Youngest son of the Ingra family, an ancient knightly lineage! A ruthless fighter who gets stronger with each battle! Olmerrrrrr Ingraaaaaaa! |
Blade Helmet Knightclub Trainee | K13 | Elite | Arts | 10000 | 550 | 700 | 50 | 2.5 | Significantly decreases ATK of the unit with the highest ATK for a period of time · Rebirth | A trainee from the Blade Helmet Knightclub. This order of young competition knights chose the name of the ancient heroes of Kazimierz. In fact, they exhibit only arrogance and complacency from that extinct lineage. They are good at picking fights and don't go down easily. |
Blade Helmet Knightclub Elite | K14 | Elite | Arts | 13000 | 650 | 700 | 50 | 2.5 | Significantly decreases ATK of the unit with the highest ATK for a period of time · Rebirth | A regular knight from the Blade Helmet Knightclub. This order of young competition knights chose the name of the ancient heroes of Kazimierz. In fact, they exhibit only arrogance and complacency from that extinct lineage. They are good at picking fights and don't go down easily. |
'Left-hand' Tytus Topola | K15 | Elite | Arts | 20000 | 750 | 700 | 50 | 2.5 | Significantly decreases ATK of the unit with the highest ATK for a period of time · Rebirth | His nose is high as the sun, and he's almost as terrifyingly strong, if much, much colder. And look how many fans have lined up for him! He's 'Left-hand' Tytus Topola! He weakens his enemies' resolve, crushes their spirit, sneering down at them as they fall to their knees in surrender. That's a Left-handed victory! |
'Plastic' Szewczyk | K7 | Elite | Physical | 3800 | 600 | 100 | 0 | 2.4 | Starts with significantly increased DEF and RES, persists for a long period. | The first member of Roar Knightclub's Majors team, now representative of Roar Arena: Tough armor, defensive counterattack, a hundred thousand fans, worth a million! Don't forget! 'Roar Guards, even the winds will bow to you!' |
Independent Knight Shielder | K8 | Elite | Physical | 8000 | 700 | 1000 | 0 | 3 | An independent Kazimierz knight. In the ever-changing competition circuit, relying on defense to steadily rack up points is an effective strategy. | |
Elite Knight Shielder | K9 | Elite | Physical | 12000 | 700 | 1300 | 0 | 3 | An independent Kazimierz knight, with more expensive equipment, on the verge of finding a sponsor. In the ever-changing competition circuit, relying on defense to steadily rack up points is an effective strategy. | |
Abnormal Manglerbeast | KD03 | Elite | Physical | 20000 | 1000 | 100 | 20 | 3 | More likely to be attacked by friendly units; takes less damage, and gains ASPD · Loses abilities after being attacked several times by | Mutated beast that dwells within the mines. It knew to avoid the strange rocks, but could not avoid drinking the black water. It lay on the gravel for several days, before standing up again. |
Abnormal Manglerbeast α | KD04 | Elite | Physical | 27500 | 1250 | 100 | 20 | 3 | More likely to be attacked by friendly units; takes less damage, and gains ASPD · Loses abilities after being attacked several times by | Mutated beast that dwells within the mines. As the number of living creatures dwindled, the starving beast cut deep claw marks on the rock walls. Black rocks grew along the blood, climbing up the beast's famished hide, making it massive and terrifying once more. |
Karlan Saintess | KL | Elite | Arts | 10000 | 1000 | 250 | 15 | 5 | Revives when defeated · First Phase · [Pious Prayer] Prays at specific locations, dealing damage to and paralyzing the when prayer is complete · Prayer can be interrupted by negative statuses like Stun and Shift · Ritual enters the second phase when all prayer steps are complete · Phase 2 · [Heart of Breakthrough] Periodically attacks, breaking the protection of and allowing the to be attacked | The chosen one. She rings her bell, again and again, for you, and for Her. |
Frostdillo | KL09 | Elite | Physical | 8000 | 500 | 3200 | 80 | 3 | Loses all DEF and RES and becomes unable to move for some time on colliding with high ground | Creatures with heavy shells on their backs. Despite their intimidating appearance, they are actually docile and friendly and can be trained to serve as burdenbeasts. They can get back on their feet even when flipped on their backs. |
Rime Frostdillo | KL10 | Elite | Physical | 10000 | 700 | 3200 | 80 | 3 | Loses all DEF and RES and becomes unable to move for some time on colliding with high ground | Creatures with heavy spiked shells on their backs. The influence of the mysterious substance that landed on Karlan has made them aggressive and agile. They can perform flips, turns, 180-degree about-faces, and triple rolls. |
Snowcap | KL11 | Elite | Physical | 12000 | 500 | 600 | 0 | 3.5 | Cannot be shifted · [Takes Root] at specific locations, causing its tile to become undeployable · [Takes Root] Reduces damage taken and protects all units behind it from avalanches | Large, umbrella-shaped mushrooms. They accumulate nutrients from spring through autumn, then grow rapidly in winter, reaching nearly a meter tall in two weeks. A favorite ingredient in Kjerag cheese fondue. |
Bright Snowcap | KL12 | Elite | Physical | 18000 | 800 | 800 | 0 | 3.5 | Cannot be shifted · [Takes Root] at specific locations, causing its tile to become undeployable · [Takes Root] Reduces damage taken and protects all units behind it from avalanches | Massive, umbrella-shaped mushrooms. The influence of the mysterious substance that landed on Karlan makes their colors brighter and their texture more appealing, but Kjeragandr taught us to never eat colorful mushrooms. |
Greathorn Rhuul | KL13 | Elite | Physical | 15000 | 800 | 500 | 20 | 5 | [Clash of Brawn] Performs Charged Attacks and tries to push units that block it · After charging, deals damage to the target and pushes it back one tile; if unable to push, deals more damage and stuns the target for several seconds · Charge can be interrupted by negative statuses like Stun and Shift | Burdenbeasts with massive horns on their heads. Their unique name comes from Kjeragandr's blessing. It is said that someone once witnessed Her mumbling to this creature: 'Rhuul, rhuul...' Since then, 'Rhuul' has become its new name. |
Blackhorn Rhuul | KL14 | Elite | Physical | 20000 | 1000 | 800 | 30 | 5 | [Clash of Brawn] Performs Charged Attacks and tries to push units that block it · After charging, deals damage to the target and pushes it back one tile; if unable to push, deals more damage and stuns the target for several seconds · Charge can be interrupted by negative statuses like Stun and Shift | Sturdy burdenbeasts with massive horns on their heads. The influence of the mysterious substance that landed on Karlan has turned their horns black. The Saintess said: Once upon a time, there was a girl who, finding the sight of others accompanied by their pets endearing, wanted a pet of her own. She thought she should first give it a name... |
Isbit | KL15 | Elite | Physical | 20000 | 1500 | 2500 | 80 | 7 | Attacks deal splash damage · Loses HP proportional to distance moved when shifted | Icy rock giants with a mind of their own. The name 'Isbit' means 'ice cube' in Kjeragi. Kjeragi legends say that frozen rocks turn into giants to throw intruders off the side of Mount Karlan. The tale has proven effective at dissuading children from climbing Karlan on their own. |
Storisbit | KL16 | Elite | Physical | 24000 | 1500 | 3000 | 80 | 7 | Attacks deal splash damage · Loses HP proportional to distance moved when shifted | Icy rock giants with a mind of their own. The name 'Storisbit' means 'giant ice cube' in Kjeragi. Even more massive due to influence from the mysterious substance that landed on Karlan, they indiscriminately attack anyone who climbs the holy mountain, forcing Rhine Lab researchers to postpone their plans to survey the peaks. |
Mudrock Matterllurgist Leader | L10 | Elite | Physical | 10000 | 500 | 500 | 30 | 2.6 | Prioritizes attacking units that are vying for control of a 'Gramophone.' · Attacks 2 targets simultaneously | A member of Mudrock's Sarkaz squad. Integrating Sarkaz tactics with Leithanian Arts to greater effect, they are capable of inflicting lethal damage with a block of energy, and prioritize attacking units closest to the contract entrance site. |
Mudrock Zealot | L11 | Elite | Physical | 10000 | 900 | 800 | 30 | 3.5 | Has a Barrier that absorbs Arts damage. · Max HP and ASPD significantly increases while the Barrier persists. | A member of Mudrock's Sarkaz squad. Dancing on the edge of life and death has led them to develop a unique tactical system. Using Arts Resonance, they can generate a Barrier that absorbs Arts damage and grants additional Max HP and ASPD while it persists. |
Mudrock Zealot Leader | L12 | Elite | Physical | 13000 | 1000 | 800 | 30 | 3.5 | Has a Barrier that absorbs Arts damage. · Max HP and ASPD significantly increases while the Barrier persists. | An elite of Mudrock's Sarkaz squad. Dancing on the edge of life and death has led them to develop a unique tactical system. Using Arts Resonance, they can generate a Barrier that absorbs Arts damage and grants additional Max HP and ASPD while it persists. |
Mudrock Colossus | L13 | Elite | Physical | 100000 | 3000 | 700 | 30 | 7 | This Originium construct, crafted by Mudrock, does not possess sentience and must be directly controlled by Mudrock. Though bulky and slow, they are extremely durable and boast terrifying physical damage and survivability. | |
Hexed Colossus | L14 | Elite | Physical | 150000 | 3600 | 800 | 40 | 7 | This Originium construct, crafted by Mudrock, has been entwined with ancient Sarkaz witchcraft and now serves as an extension of its owner's will. The principle behind this Originium Art is quite obscure, but these constructs undoubtedly boast greater survivability and destructive power than normal Colossi. | |
Winterwisp Blood Shaman | L7 | Elite | Arts | 20000 | 500 | 300 | 50 | 1.3 | Will gradually lose HP over time · Upon death, deals Arts damage to all surrounding units and immediately seizes control of any 'Gramophones' | Locals who have studied the ancient Arts of Winterwisp are much more terrifying than modern Casters. Their ancient sacrificial rituals are capable of instantly dealing area Arts damage, as well as severing Arts ley lines to seize control of L-44 'Gramophones.' |
Winterwisp Blood Magister | L8 | Elite | Arts | 30000 | 650 | 300 | 50 | 1.3 | Will gradually lose HP over time · Upon death, deals a large amount of Arts damage to all surrounding units and immediately seizes control of any 'Gramophones' | A mixed-blood well-versed in Winterwisp's ancient Blood Arts, much more terrifying than modern Casters. Their ancient sacrificial rituals are capable of instantly dealing area Arts damage, as well as severing Arts ley lines to seize control of L-44 'Gramophones.' |
Mudrock Matterllurgist | L9 | Elite | Physical | 7000 | 400 | 400 | 30 | 2.6 | Prioritizes attacking units that are vying for control of a 'Gramophone.' | A member of Mudrock's Sarkaz squad. Integrating Sarkaz tactics with Leithanian Arts, they are capable of inflicting lethal damage with a block of energy, and prioritize attacking units closest to the contract entrance site. |
Restrained Pride | LA | Elite | Physical | 20000 | 1800 | 500 | 20 | 5 | Aerial unit. · Self-destructs when near an Operator, dealing Physical damage | The tail was born to be a blade, which men take to be a sword. Once, It let Its arrogance run unchecked. Now, It knows to conceal the blade. |
Remnant Principal Violinist | LE10 | Elite | Arts | 18000 | 650 | 550 | 40 | 5 | Attacks can travel along Realigned Flux, dealing damage to all connected units | Scheming remnants of the Witch King, they were once the principal violinist of a certain orchestra in the capital. It's said that they stole their position from another by forcing the stage setup to be changed. |
Remnant Saxophonist | LE11 | Elite | Physical | 17500 | 800 | 650 | 20 | 4.5 | When blowing at full force, fires ranged attacks in all 4 directions, dealing high Physical damage to allies hit. These attacks can be blocked by Realigned Flux | Irritable remnants of the Witch King, they once attempted to bribe their way into a certain orchestra in the capital. After many years of lying low, they have lost much of their sanity and now try to tear their enemies apart using music itself. |
Remnant Official Saxophonist | LE12 | Elite | Physical | 20000 | 1000 | 700 | 20 | 4.5 | When blowing at full force, fires ranged attacks in all 4 directions, dealing high Physical damage to allies hit. These attacks can be blocked by Realigned Flux | Hysterical remnants of the Witch King, they once spent large sums of money to join a certain orchestra in the capital, yet were too impatient to arrange a rehearsal of the saxophone concerto with their sponsor. |
Remnant Field Caster | LE13 | Elite | Arts | 15000 | 0 | 500 | 60 | 13 | Prioritizes targets on Realigned Flux, Stunning them and continually dealing Arts damage while cutting off nearby Realigned Flux | Stubborn remnants of the Witch King, they were once the composer of a certain orchestra in the capital. During their many years of lying low, they researched vile arts nearly lost to mankind, staining their hands red with blood, yet they have little to show for it. |
Remnant Elite Field Caster | LE14 | Elite | Arts | 20000 | 0 | 650 | 60 | 13 | Prioritizes targets on Realigned Flux, Stunning them and continually dealing Arts damage while cutting off nearby Realigned Flux | Unrepentant remnants of the Witch King, they were once the sponsor of a certain orchestra in the capital. There are whispers of connections to the Spire, but most of these turned out to be nothing more than far-fetched rumors. |
Dame Gertrude | LE17 | Elite | Arts | 20000 | 700 | 450 | 35 | 5 | Attacks two targets simultaneously. · Cannot be blocked. · Can create a at the current location | Gertrude Strollo, Lehnsfrau of Vyseheim and a researcher of energy induction and redirection. Suffers from chronic insomnia and often goes without sleep. |
Mass-Produced Colossus | LE5 | Elite | Physical | 15000 | 650 | 1200 | 50 | 4 | Can only be blocked by units with at least 2 Block · When in Realigned Flux, DEF and RES are greatly reduced | An Originium Arts creation that sacrifices stability for miniaturization. Well-equipped for breaching, it is often used to break through enemy lines. Like its creator, it is vulnerable to interference from external energy. |
Enhanced Mass-Produced Colossus | LE6 | Elite | Physical | 20000 | 800 | 1400 | 50 | 4 | Can only be blocked by units with at least 2 Block · When in Realigned Flux, DEF and RES are greatly reduced | An Originium Arts creation that sacrifices stability for miniaturization. Very well-equipped for breaching, it is often used to break through enemy lines. Its physical strength has been improved but its weakness to interference remains an issue. |
Remnant Violinist | LE9 | Elite | Arts | 12000 | 500 | 450 | 40 | 5 | Attacks can travel along Realigned Flux, dealing damage to all connected units | Cunning remnants of the Witch King, they were once violinists of a certain orchestra in the capital. Years of lying low have honed their observational prowess, and they will make use of anything to defeat their enemies. |
Hymnoi Hero | LK1 | Elite | 40000 | 500 | 500 | 60 | 1 | Can only be blocked by Operators with 3 or more Block · When on the battlefield, naturally regenerates HP of all enemy units · Periodically casts Arts, dealing AoE Arts damage and temporarily reducing Operators' Block · Once defeated, spawns a healing zone on their location that slowly heals allied units within range over time | An instructor employed at the Hymnoi Training Base. Well loved by students and somehow manages to keep their secret binge drinking a secret. | |
Hymnoi Warrior | LK2 | Elite | Physical | 40000 | 1200 | 1000 | 40 | 3 | More likely to be targeted by attacks. · Receives a shield that lasts a short period of time (grants the unit 100% resistance to Physical, Arts, and True damage as well as Stun, Sleep, Bind, Slow, and Shift statuses) · When on the field, slightly reduces DEF of all allied units · When attacked, unleashes a rain of arrows on all deployed Operators, continuously dealing True damage over a short period of time. Duration is refreshed whenever attacked again | An elite warrior employed at the Hymnoi Training Base. Almost certainly holed up at the theater if it's a day off. |
'Offender' Production Model | LT11 | Elite | Physical | 12000 | 1000 | 1100 | 5 | Can only be blocked by Operators with 3 or more Block · When passing by an Operator, deals physical damage to them based on Movement Speed | Unmanned attack vehicles primarily developed by Volvort Kochinski. Equipped with advanced power units, they assault the enemy with their solid defenses and high speed. | |
'Offender' Prototype | LT12 | Elite | Physical | 14000 | 1200 | 1300 | 5 | Can only be blocked by Operators with 3 or more Block · When passing by an Operator, deals physical damage to them based on Movement Speed | Unmanned attack vehicles primarily developed by Volvort Kochinski. Equipped with advanced power units, they fiercely assault the enemy with their solid defenses and high speed. | |
'Crossroads' Production Model | LT13 | Elite | Arts | 15000 | 190 | 800 | 10 | 0.6 | Attacks in 4 directions while moving, dealing Arts damage and deals increased damage to nearby targets · Continuously tries to push nearby | Unmanned defense vehicles primarily developed by Volvort Kochinski. They emit mid-length lasers in all four directions, providing excellent defense in narrow corridors, and significantly hindering the enemy even in open terrain. |
'Crossroads' Prototype | LT14 | Elite | Arts | 20000 | 250 | 900 | 10 | 0.6 | Attacks in 4 directions while moving, dealing Arts damage and deals increased damage to nearby targets · Continuously tries to push nearby | Unmanned defense vehicles primarily developed by Volvort Kochinski. They emit intense mid-length lasers in all four directions, providing first-class defense in narrow corridors, and dramatically hindering the enemy even in open terrain. |
'Traffic Tower' Production Model | LT15 | Elite | Physical | 20000 | 1200 | 4500 | 75 | 5 | Can only be blocked by units with at least 4 Block · DEF and RES is reduced whenever damage is taken · When destroyed, ejects a and self-destructs, dealing physical damage to nearby units | A robot primarily developed by Volvort Kochinski, the crystallization of cutting-edge advances in every field. Volvort Kochinski wanted to use this design to win back the DOD's favor, but it was overshadowed by the Galleria Stellaria. |
'Traffic Tower' Prototype | LT16 | Elite | Physical | 22000 | 1500 | 4800 | 90 | 5 | Can only be blocked by units with at least 4 Block · DEF and RES is reduced whenever damage is taken · When destroyed, ejects a and self-destructs, dealing physical damage to nearby units | A robot primarily developed by Volvort Kochinski, the crystallization of cutting-edge advances in every field. If they could lower the cost of production to make it feasible for mass-production, perhaps it could even change the nature of warfare. |
'Traffic Officer' | LT17 | Elite | Physical | 5500 | 600 | 300 | 40 | 1.5 | Starts temporarily invisible and accelerates · Attacks temporarily inflict -1 Block to allied Operators · If Operator is on a Gravity Switch, reduces their Block to 0 | Pilot of a 'Traffic Tower,' the cream of the crop from the military's strict selection process. Has impressive combat abilities even after leaving their robot. |
'Traffic Officer Captain' | LT18 | Elite | Physical | 8500 | 600 | 400 | 40 | 1.5 | Starts temporarily invisible and accelerates · Attacks temporarily inflict -1 Block to allied Operators · If Operator is on a Gravity Switch, reduces their Block to 0 | Pilot of a 'Traffic Tower,' the cream of the crop from the military's strict selection process. Has formidable combat abilities even after leaving their robot. They are even trained to detonate their vehicle in emergencies and continue the fight on foot. |
Arc Frontliner | LT7 | Elite | Arts | 10000 | 700 | 550 | 50 | 3 | Loses HP proportional to distance moved when shifted | Deadly soldiers from an experimental unit outfitted with cutting-edge equipment. However, the instability of their gear is their weak spot. |
Arc Frontliner Leader | LT8 | Elite | Arts | 14000 | 800 | 650 | 50 | 3 | Loses HP proportional to distance moved when shifted | Deadly soldiers from an experimental unit outfitted with highly lethal cutting-edge equipment. A formidable foe even when their gear's weaknesses have been revealed. |
Londinium Mobile Defense Artillery | LUD1 | Elite | Physical / Arts | 15000 | 600 | 1500 | 10 | 6 | Capable of long-range attacks · Locks on to the target with the highest max HP and bombards it several times, dealing Arts damage to the unit in range with the highest HP percentage | Part of Londinium's city defenses. Has a large attack area. Built by the city's workers in their factories. |
Armed Spy | LUD11 | Elite | Physical | 12000 | 1000 | 1200 | 0 | 3.5 | Spy | A spy hired by a mysterious employer to sabotage their rivals while disguised as civilians. They are more or less professional soldiers with training in gathering intelligence, and their reliable weaponry and ample combat experience make them even more of a threat. |
Armed Spymaster | LUD12 | Elite | Physical | 15000 | 1200 | 1500 | 0 | 3.5 | Spy | A spy hired by a mysterious employer to sabotage their rivals while disguised as civilians. They use their sharp intuition to judge the appropriate time to join the fray, and are able to resolutely execute their well-prepared plans. |
'Trilby Asher' | LUD13 | Elite | Physical | 36000 | 2250 | 500 | 35 | 6 | After several attacks, moves towards the next checkpoint for the next attack | 'Forever honor one's commitments,' the proud motto of House Caster. While the Duke's military and political might are more than enough to back their word, the 'Trilby Ashers' are the real reason why the Duke of Caster's words hold any weight. |
'Shadowing Trilby Asher' | LUD14 | Elite | Physical | 15000 | 1800 | 375 | 30 | 6 | After several attacks, moves towards the next checkpoint for the next attack | To the Duke of Caster, a 'Trilby Asher' is more of a consumable than a collectible. On the day a 'Trilby Asher' is honored with the job, another 'Shadowing Trilby Asher' is also born—only succeeding their predecessor when their mentor dies. |
Londinium Precision Mobile Defense Artillery | LUD2 | Elite | Physical / Arts | 18000 | 750 | 1500 | 10 | 6 | Capable of long-range attacks · Locks on to the target with the highest max HP and bombards it several times, dealing Arts damage to the unit in range with the highest HP percentage | Part of Londinium's city defenses. Has a very large attack area and greatly improved accuracy. Built by the city's workers in their factories. |
'Millscar' Mercenary | LUD22 | Elite | Physical | 15000 | 1060 | 400 | 40 | 2.8 | Can equip gear, max 3 different types · When approaching other enemies equipped with gear, collects that gear if its type is not already being equipped, up to a max of 3 different types | A member of one of Londinium's underground insurgent forces and a ruthless mercenary, happy to snatch anything from debtors. No one knows what turned them this way. |
'Millscar' Elite Mercenary | LUD23 | Elite | Physical | 19500 | 1420 | 640 | 40 | 2.8 | Can equip gear, max 3 different types · When approaching other enemies equipped with gear, collects that gear if its type is not already being equipped, up to a max of 3 different types | A member of one of Londinium's underground insurgent forces and a seasoned mercenary, happy to snatch anything from debtors. No one who asked what turned them this way has lived to get an answer. |
Transport Vessel | LUD24 | Elite | Physical | 36000 | 800 | 150 | 20 | 5.5 | Attacks hit 3 times · Deals a large amount of Physical damage to all units in a fixed range when defeated and drops random gear | A general-use aircraft designed by the Industry Development Association for transporting goods. Some members suggest that having a pilot atop might deter ruffians from shooting it down, fearing the risk of murder. |
Heavy Transport Vessel | LUD25 | Elite | Physical | 44000 | 950 | 150 | 20 | 5.5 | Attacks hit 3 times · Deals a large amount of Physical damage to all units in a fixed range when defeated and drops random gear | An experimental aircraft designed by the Industry Development Association for transporting goods. Other members wish their colleagues wouldn't entrust their dreams of flying to a cargo craft. |
Steam Tank | LUD3 | Elite | Physical | 10000 | 650 | 800 | 20 | 3 | When HP drops to 50%, ASPD and Movement Speed are greatly increased, and becomes immune to most control effects. | Armored vehicle employing Victorian steam technology, even more dangerous when it has taken damage. |
Scorching Steam Tank | LUD4 | Elite | Physical | 13500 | 750 | 800 | 20 | 3 | When HP drops to 50%, ASPD and Movement Speed are greatly increased, and becomes immune to most control effects. | Advanced armored vehicle employing Victorian steam technology, even more dangerous when it has taken damage. Virtually unstoppable when it is on a rampage. |
Norport Spy | LUD6 | Elite | 5000 | 250 | 50 | 0 | 2.5 | Friendly Unit · Once their identity is confirmed, restores your max DP after retreating to the Objective Point | Military spies disguised as civilians in Norport Borough, lacking the communication channels to pass on their abundant intel. They were already helping their Dukes learn about their rivals before the borough broke off from Londinium, and have seamlessly transitioned to spying on the Sarkaz Army's movements after the Military Commission seized control. | |
Mio, the Eager Examinant | MA | Elite | Arts | 30000 | 800 | 1000 | 50 | 5 | Attacks deal Arts splash damage in a cross. · ATK and HP increase with the number of Crystals on the field, up to a maximum. | Friend? Foe? Mio doesn't care. Mio does what it must. |
Mio | MI01 | Elite | Physical | 50000 | 777 | 900 | 50 | 3 | Attacks hit 2 times · [Icy Gaze] After several attacks, the next attack strikes twice with higher damage · Bounces | Drive out oni, and you drive out dreams. Welcome in curses, and you welcome in kindness. Ask not of right or wrong, or good and evil. She simply draws her sword in silence. |
Wooden Burdenbeast of Ilion | MIN10 | Elite | 28000 | 100 | 600 | 10 | 5 | Cannot be blocked. · Carries up to 5 passengers · Movement Speed reduced for each additional passenger | The wooden burdenbeast of Ilion, played by Minoan citizens. In the age of city states, Athenians captured the previously impregnable city of Ilion by hiding soldiers inside a wooden burdenbeast. The story is so well-known that a group of Minoans squeezing themselves into a vehicle is immediately understood as a recreation of the legend, and onlookers are invited to join in. | |
Iron Burdenbeast of Ilion | MIN11 | Elite | 32000 | 100 | 600 | 10 | 5 | Cannot be blocked. · Carries up to 5 passengers · Movement Speed reduced for each additional passenger | The iron burdenbeast of Ilion, played by Minoan citizens. In addition to being tougher than the wooden burdenbeasts, the citizens have also become more skilled, allowing them to put on various performances on the vehicle. The only problem is that it really cannot hold any more people. | |
Heroic Ideal | MIN14 | Elite | Physical | 22000 | 1100 | 330 | 50 | 3 | Not affected by Immersed · Dodges Physical and Arts damage from your non-Immersed units | An illusion created by the stories of the aoidoi. Heroic ideals come in a million forms—some are grand, others simple. |
Heroic Spirit | MIN15 | Elite | Physical | 25000 | 1250 | 360 | 50 | 3 | Not affected by Immersed · Dodges Physical and Arts damage from your non-Immersed units | An illusion created by the stories of the aoidoi. Heroic spirit comes in a million forms—no task is too enormous for a hero, if they shoulder their responsibility. |
Handmade Catapult | MIN16 | Elite | Physical | 16000 | 750 | 800 | 0 | 7 | Attacks hit 3 times and deal physical splash damage · Aim deviates randomly when Immersed | Catapult handmade from cardboard by Minoan citizens, limiting its power. It has been loaded with too many rocks, making bringing it to its destination an exhausting task and hampering its accuracy as the operator's hand is usually shaking from fatigue by the time it is actually used. |
Refurbished Lithobolos | MIN17 | Elite | Physical | 18000 | 1000 | 800 | 0 | 7 | Attacks hit 3 times and deal physical splash damage · Aim deviates randomly when Immersed | Stone thrower from the city-state era, repurposed for use in theater. Classical architecture and modern buildings blend together on the streets of Minos, as do relics from the classical period, gaining new life in the hands of modern Minoans. It remains heavy, however, and the operator's hand still shakes. |
Palladulis | MIN18 | Elite | Physical | 40000 | 1700 | 1000 | 30 | 4 | Charges if there is an ally in the direction of its movement, dealing heavy Physical damage when it hits your unit · When Immersed, charge passes through allies until hitting terrain, taking heavy True damage and becoming stunned | The hero Palladulis, played by two Minoans. Palladulis always led the charge from the front in Minos's war of liberation, making him one of the most popular of the Twelve Heroes. One person is insufficient to recreate his heroism, so the role is traditionally played by two. |
Brave Palladulis | MIN19 | Elite | Physical | 44000 | 1900 | 1600 | 30 | 4 | Charges if there is an ally in the direction of its movement, dealing heavy Physical damage when it hits your unit · When Immersed, charge passes through allies until hitting terrain, taking heavy True damage and becoming stunned | The hero Palladulis, played by two Minoans. They have become experts at playing Palladulis, working in perfect tandem to recreate his heroic charge. The one in front has gotten used to getting dazed from hitting walls, as the one in back cannot see what is in front of them. |
Remnant Orchestra Conductor | MST1 | Elite | Arts | 23000 | 350 | 550 | 60 | 3 | Continuously casts at the nearest Tuning Node you control within attack range to disable it · When the corresponding variation is in effect, increases the max HP of all enemies within attack range | Conductor who wants to be the instrument of their king's will. Being a conductor is already a rare honor, but he still seeks to climb that great spire, for which he will go to any length. |
Witch King's Orchestra Conductor | MST2 | Elite | Arts | 25000 | 450 | 600 | 60 | 3 | Continuously casts at the nearest Tuning Node you control within attack range to disable it · When the corresponding variation is in effect, greatly increases the max HP of all enemies within attack range | Conductor who was once the instrument of their king's will. Having been second only to one, and having gazed upon that elusive spire, he will go to any length to see it again. |
Shrine Nurturer | MT13 | Elite | Physical | 8000 | 500 | 240 | 30 | 2.7 | Periodically restores HP and reloads 1 ammo for 3 nearby enemies | Nurturers of the Shrine of Nurtury selected to ensure that the Nativity goes smoothly. They are still unfamiliar with their jobs and often lose Enlightened Pacifiers, or mix up the nurseries of newborn humans and animals. |
Veteran Shrine Nurturer | MT14 | Elite | Physical | 9500 | 650 | 420 | 30 | 2.7 | Periodically restores HP and reloads 1 ammo for 5 nearby enemies | Nurturers of the Shrine of Nurtury selected to ensure that the Nativity goes smoothly. They listen to the hearts of pregnant mothers and comfort newly born infants. They mourn every death and give everything for the newborns of Laterano. |
Shrine Preacher | MT15 | Elite | Arts | 16000 | 360 | 400 | 30 | 3 | Locks onto one of your units, continuously dealing Arts damage; continuously reduces the Wakefulness of units that are dreaming | Preachers of the Shrine of Nurtury selected to ensure that the Nativity goes smoothly. They are firm believers in the Lateran proverb that a good taste for desserts and a full commitment to prayer both start from the cradle. |
Veteran Shrine Preacher | MT16 | Elite | Arts | 20000 | 520 | 400 | 30 | 3 | Locks onto one of your units, continuously dealing Arts damage; continuously reduces the Wakefulness of units that are dreaming | Preachers of the Shrine of Nurtury selected to ensure that the Nativity goes smoothly. In addition to the Nativity, they also know everything there is to know about the Laterano outside the shrine. They ensure that everyone accepts the redefinition of Sankta. |
Saint Statue | MT17 | Elite | Arts | 40000 | 180 | 150 | 50 | 1.2 | Enemies within range gain a Barrier proportionate to their Max HP every second (capped) | A saint's statue near the Shrine of Nurtury, modified to ensure that the Nativity goes smoothly. They have taken over some of the roles held by the executors of the Notarial Hall, but they do not read you the tenets before they shoot you. |
Praying Saint Statue | MT18 | Elite | Arts | 50000 | 225 | 150 | 50 | 1.2 | Enemies within range gain a Barrier proportionate to their Max HP every second (capped) | A saint's statue near the Shrine of Nurtury, modified to ensure that the Nativity goes smoothly. 'May the Law and punishment be with you.' |
'Matriarch' | MT19 | Elite | Arts | 75000 | 225 | 150 | 50 | 1.2 | Attacks 3 enemies simultaneously · Enemies within range gain a Barrier proportionate to their Max HP every second (capped with a higher limit) | The head of the Shrine of Nurtury, the manifestation of the First Saint in the dream. She has bestowed a halo upon a dying arborbeast fledgling, and borne witness to the miracle of life in Laterano. She said this was the revelation from the Law, showing Laterano how to deal with the calamity. |
'Flippers of the Sankta' | MT5 | Elite | 60000 | 0 | 50 | 30 | 1 | Flying unit. · Gains Fear for several seconds when its HP drops below 50% for the first time · [Invitation to Prayer] Temporarily reduces all your units' ASPD | Haloed aquatic creature that the Law has determined to be Sankta. They love desserts, and the way they slap their bellies after a full meal looks like they are praying. | |
'Pride of the Sankta' | MT6 | Elite | 80000 | 0 | 50 | 30 | 1 | Flying unit. · Gains Fear for several seconds when its HP drops below 50% for the first time · [Invitation to Prayer] Temporarily reduces all your units' ASPD | Haloed aquatic creature that the Law has determined to be Sankta. They have learned to pray, and they invite the slothful to pray with them. They will not take 'no' for an answer. | |
'Claws of the Sankta' | MT7 | Elite | Physical | 25000 | 1550 | 300 | 30 | 5 | Gains Fear for several seconds when its HP drops below 50% for the first time | Haloed terrestrial creature that the Law has determined to be Sankta. Empathy has taught these mute creatures the existence of faith, but they do not yet understand it, and often stand still on the street like statues. |
'Crawl of the Sankta' | MT8 | Elite | Physical | 30000 | 1950 | 350 | 30 | 5 | Gains Fear for several seconds when its HP drops below 50% for the first time | Haloed terrestrial creature that the Law has determined to be Sankta. Empathy has taught these mute creatures the existence of faith. They have learned to pray and they want to know more. They can often be spotted chasing after confessionals in the city. |
Retrofitted Gastruck | MU1 | Elite | Physical | 12000 | 500 | 400 | 30 | 3.5 | When unblocked, all allied units lose HP constantly | A pesticide spraying vehicle that used to belong to a large nomadic city. It has been retrofitted by Closure to spray tear gas instead, but she didn't have time to install an IFF system. |
Supercharged Gastruck | MU2 | Elite | Physical | 15000 | 550 | 500 | 30 | 3.5 | When unblocked, all allied units lose HP constantly | A pesticide spraying vehicle that used to belong to a large nomadic city. It has been retrofitted by Closure to spray tear gas instead, but she didn't have time to install an IFF system. This model has an expanded gas tank and is far more dangerous. |
Rot Eater | NAC1 | Elite | Physical | 40000 | 2000 | 1000 | 30 | 3 | The more enemies defeated, the higher its HP, ATK, and DEF when spawned from the Twigs That Crave · Releases Corruption, causing your nearby units to continuously lose HP | Part of the Nachzehrer army. The longer they remain on the battlefield, the harder they are to defeat, absorbing the enemy's strength as they grow increasingly deadly. |
Sarkaz Wither Devourer | NAC10 | Elite | Physical | 30000 | 1050 | 0 | 20 | 3.5 | When blocked for the first time, devours the blocker. DEF is greatly increased, but Movement Speed is reduced · Returns devoured Operator when defeated | Part of the Nachzehrer army. Devours any obstacle in its way, including the living. Anything and everything is food to it. |
Sarkaz Wither Maw | NAC11 | Elite | Physical | 40000 | 1350 | 0 | 20 | 3.5 | When blocked for the first time, devours the blocker. DEF is greatly increased, but Movement Speed is reduced · Returns devoured Operator when defeated | Elite member of the Nachzehrer army. Devours any obstacle in its way, including the living. Anything and everything is food to it. Only death can make it surrender what it devoured. |
Sarkaz Wither Tank | NAC12 | Elite | Physical | 12000 | 750 | 750 | 10 | 4.5 | Only attacks ground units · Melee attacks deal more damage · After several attacks, the next attack will release Corruption | Equipment of the Nachzehrer army, clearing up obstacles for the army's march. It is a powerful siege weapon, but its main role is to spread corruption. |
Advanced Sarkaz Wither Tank | NAC13 | Elite | Physical | 15000 | 850 | 750 | 10 | 4.5 | Only attacks ground units · Melee attacks deal more damage · After several attacks, the next attack will release Corruption | Advanced equipment of the Nachzehrer army, clearing up obstacles for the army's march. Its attack power increases at close range. It is a powerful siege weapon, but its main role is to spread corruption. |
Sarkaz Royal Court Caster | NAC14 | Elite | Arts | 12000 | 450 | 250 | 50 | 4 | Attacks deal additional Necrosis · Locks on to your units, dealing continuous Arts damage, and causing area Necrosis when casting is complete | A caster of the Sarkaz Royal Court. Sarkaz witchcraft is often more dangerous in battle than war machines. They boast a distinctly Sarkaz fighting style, but with greater discipline. |
Sarkaz Royal Court Elite Caster | NAC15 | Elite | Arts | 14000 | 500 | 250 | 50 | 4 | Attacks deal additional Necrosis · Locks on to your units, dealing continuous Arts damage, and causing area Necrosis when casting is complete | An elite caster of the Sarkaz Royal Court. Sarkaz witchcraft is often more dangerous in battle than war machines. Their skill and discipline are second to none. |
Withering Collector Disciple | NAC16 | Elite | 30000 | 500 | 250 | 30 | 5 | Flying unit. · Periodically summons several | An organic construct containing the Nachzehrer King's Originium Arts. It can extract all kinds of dead souls from the battlefield to create Seeds of Withering. | |
Decaying Collector Disciple | NAC17 | Elite | 35000 | 500 | 300 | 35 | 5 | Flying unit. · Periodically summons several | An organic construct containing the Nachzehrer King's Originium Arts. It can extract all kinds of dead souls from the battlefield to create Seeds of Decay. | |
Sarkaz Altar Keeper | NAC22 | Elite | 12000 | 0 | 200 | 10 | 4 | Unblockable and has reduced movement speed when taking damage. · Picks up nearby Beacons if it is not carrying a Beacon, and drops them on death. | Engineer casters of the Nachzehrer legion. They set their altars on the battlefield, like nails upon a carpet woven from war. Wherever they go, the storm of suffering will soon follow. | |
Sarkaz Altar Nourisher | NAC23 | Elite | 15000 | 0 | 250 | 10 | 4 | Unblockable and has reduced movement speed when taking damage. · Picks up nearby Beacons if it is not carrying a Beacon, and drops them on death. | Veteran engineer casters of the Nachzehrer legion whose deaths nourish the altars they carry, like leaves upon the barren soil. Their deaths bring forth the promise of suffering. | |
Sudaram | NAC24 | Elite | Physical | 15000 | 900 | 500 | 50 | 5 | Attacks deal Physical damage to all surrounding units. · When inside Originium pollution or an Active Originium Storm, attacks deal Physical damage to all surrounding allied units and all your units inside Originium pollution or Active Originium Storms. | The Sudaram is the shroud of the dead. Once gaunt from hunger, it is now nourished by the power of the Nachzehrer King. For the Nachzehrer, consumption and nourishment—greed and devotion—are just two sides of the same dreaded coin. |
Putrefied Sudaram | NAC25 | Elite | Physical | 18000 | 1200 | 500 | 50 | 5 | Attacks deal Physical damage to all surrounding units. · When inside Originium pollution or an Active Originium Storm, attacks deal Physical damage to all surrounding allied units and all your units inside Originium pollution or Active Originium Storms. | The Putrefied Sudaram is the shroud of the fallen. Once bloated from gluttony, it now nourishes its insatiable kin. For the Nachzehrer, consumption and nourishment—greed and devotion—are just two sides of the same dreaded coin. |
Rotchaser | NAC8 | Elite | Physical / Arts | 12000 | 550 | 150 | 20 | 1.8 | Attacks cause the target to take Arts damage over time; effect removed when the target is healed | Originium Arts creation of the Nachzehrer King. Fast-moving, they do not understand the concept of healing. They exist only to create death, and the power of healing robs them of their powers. |
Rampaging Rotchaser | NAC9 | Elite | Physical / Arts | 16000 | 700 | 200 | 20 | 1.8 | Attacks cause the target to take Arts damage over time; effect removed when the target is healed | Originium Arts creation of the Nachzehrer King. They do not understand the concept of healing, even if they are stopped. They exist only to create death. Thoughts are incompatible with death, and they never stop. |
Armorless Union Third Squad Leader | NL10 | Elite | Physical | 8000 | 600 | 200 | 40 | 3 | Every attack deals Corrosion · After several attacks, the next attack deals more damage | A leader of the squad led by Monique and will take charge when Monique is absent. As a member handpicked by the Lazurite based on her preferences, they have an insanely high wage. Their attacks inflict Corrosion. |
Lazurite, Monique | NL11 | Elite | Physical | 9000 | 600 | 200 | 40 | 3 | Every attack deals Corrosion · After several attacks, the next attack deals more damage | A Lazurite of the Armorless Union, Monique. She has a habit of recording her own condition in great detail before operations. She hates Roy and anyone who interrupts her work. |
Armorless Union Cleanup Squad | NL12 | Elite | Physical | 6500 | 700 | 200 | 40 | 5 | Every attack deals Corrosion · After several attacks, the next attack deals more damage | A member of the cleanup squad personally trained by Roy. Most of the time, Roy takes a hands-off attitude with the squad, so they have adopted some kind of bounty system and are often very thorough in their tasks. Their attacks inflict Corrosion. |
Armorless Union Cleanup Squad Leader | NL13 | Elite | Physical | 8000 | 800 | 200 | 40 | 5 | Every attack deals Corrosion · After several attacks, the next attack deals more damage | A leader of the cleanup squad personally trained by Roy. They lead the squad in place of Roy, who refuses to work, and are very experienced. The squad has adopted some kind of bounty system and is often very thorough in their tasks. Their attacks inflict Corrosion. |
Lazurite, Roy | NL14 | Elite | Physical | 9000 | 800 | 200 | 40 | 5 | Every attack deals Corrosion · After several attacks, the next attack deals more damage | A Lazurite of the Armorless Union, Roy. No one knows how a killer managed to achieve such a position and hold it for so many years. Rumor says that his wealth has already surpassed the CEOs of some small companies, while his power exceeds many competition knights. |
Nova Knightclub Trainee | NL15 | Elite | Arts | 7500 | 350 | 300 | 60 | 3.2 | [Glimmering Touch] After charging for some time, deals a large amount of Arts damage to a target and all surrounding units · While charging, loses Invisibility | A trainee of the Nova Knightclub. With the Candle Knight as its figurehead, this Knightclub with a beautiful name recruits elegant knights proficient in using Arts from far and wide. Though there is occasional displeasure over being forced to imitate the Candle Knight, the popularity and wealth it brings remain a big draw of the Knightclub. |
Nova Knightclub Elite | NL16 | Elite | Arts | 8500 | 450 | 350 | 60 | 3.2 | [Glimmering Touch] After charging for some time, deals a large amount of Arts damage to a target and all surrounding units · While charging, loses Invisibility | An elite of the Nova Knightclub. With the Candle Knight as its figurehead, this Knightclub with a beautiful name recruits elegant knights proficient in using Arts from far and wide. Many of these elites have achieved great mastery over their Arts, some even plotting to overthrow the Candle Knight. |
The Candle Knight Viviana | NL17 | Elite | Arts | 8500 | 450 | 350 | 60 | 3.2 | [Glimmering Touch] After charging for some time, deals a large amount of Arts damage to a target and all surrounding units · While charging, loses Invisibility | The Candle Knight, Viviana Droste. Words fail to describe her beauty, her brilliant eyes alone are enchanting enough. Tonight, the marigolds bloom for her. |
Nightzmora Imitator | NL18 | Elite | Physical | 10000 | 1200 | 700 | 20 | 5 | [Coalescing Fear] Deals Physical damage to all operators with no visibility directly behind them | Pretenders who began following Nightmare Knight after his battles and 'Performance Art'. Though the form is true, the substance is lacking. Perhaps they can be considered a type of fan as well. |
Nightzmora Follower | NL19 | Elite | Physical | 15000 | 1500 | 750 | 20 | 5 | [Coalescing Fear] Deals Physical damage to all operators with no visibility directly behind them | Pretenders who began following Nightmare Knight after his battles and 'Performance Art'. Many attempt to guess at the true identity of the Nightzmora from ancient texts and history books, even though he himself considers it blasphemy against the ancient rituals. |
'The Last Kheshig', Tola | NL20 | Elite | Physical | 18000 | 1200 | 700 | 20 | 5 | [Coalescing Fear] Deals Physical damage to all operators with no visibility directly behind them | The Nightzmora has never acknowledged his knightly title. The city and civilization itself are nothing but obstacles on his path of conquest. The meaning modern Kazimierz bestows upon the knights represents a total desecration of his history to which he is so devoted. |
Knight Territory Wanderer | NL7 | Elite | Physical | 7500 | 800 | 550 | 20 | 2.5 | Remains Standby for a certain period in areas with and does not attack · If visibility is gained on its location, immediately becomes active | A commonly seen burly knight whose Knightclub affiliation is unknown, considered rogue. They're often found passed out drunk in dark alleyways, and demonstrate violent tendencies when woken up. |
Knight Territory Hibernator | NL8 | Elite | Physical | 8500 | 1000 | 550 | 20 | 2.5 | Remains Standby for a certain period in areas with and does not attack · If visibility is gained on its location, immediately becomes active | A commonly seen burly knight whose Knightclub affiliation is unknown, considered rogue. They're often found passed out drunk in dark alleyways, and should be avoided as they demonstrate ferociously violent tendencies when woken up. |
Armorless Union Third Squad | NL9 | Elite | Physical | 6500 | 500 | 200 | 40 | 3 | Every attack deals Corrosion · After several attacks, the next attack deals more damage | A member of the squad led by Monique. As a member handpicked by the Lazurite based on her preferences, they have a much higher wage. Their attacks inflict Corrosion. |
Remnant Orchestra Cellist | OCS13 | Elite | Physical | 15000 | 600 | 900 | 60 | 4 | More likely to be attacked by your units · When melancholic variation is active, ATK is greatly increased, and gains a Shield that protects against a certain number of attacks; each time damage is prevented, reflects as Physical damage based on own ATK | Cellist who wants to be their king's trusted henchman. He lives to earn their king's favor, for which he is willing to play obsequious tunes. |
Witch King's Orchestra Cellist | OCS14 | Elite | Physical | 20000 | 700 | 1000 | 60 | 4 | More likely to be attacked by your units · When melancholic variation is active, ATK is greatly increased, and gains a Shield that protects against a certain number of attacks; each time damage is prevented, reflects as Physical damage based on own ATK | Cellist who was once their king's trusted henchman. He lives to keep their king's favor, for which he is willing to play loathed tunes. |
Remnant Orchestra Tuner | OCS15 | Elite | Arts | 12000 | 450 | 300 | 50 | 3 | Continuously casts at the nearest Tuning Node you control within attack range to disable it · When the corresponding variation is in effect, attacks temporarily increase damage taken by your units | Musician who wants to tune for their king. He seeks the harmony of origin, so that all sounds may be consonant. |
Witch King's Orchestra Tuner | OCS16 | Elite | Arts | 15000 | 550 | 350 | 50 | 3 | Continuously casts at the nearest Tuning Node you control within attack range to disable it · When the corresponding variation is in effect, attacks temporarily increase damage taken by your units | Musician who once tuned for their king. He has touched the harmony of origin, and in his hands all sounds may be consonant. |
Prototype Auto Meal Distributor | OG10 | Elite | Physical | 8000 | 900 | 1300 | 50 | 2 | Periodically summons 1 | Prototype of a cafeteria meal distributor. A busy operator had the bright idea to attach a maintenance helper to it—to save the effort of walking from the dorms to the cafeteria—but the design was overzealous and caused even more trouble. |
Solidified Originium Colossus | OG11 | Elite | Physical | 15000 | 1500 | 2500 | 80 | 7 | Attacks deal splash damage | Originating from an archived enemy—an experimental colossus created by spire casters, prone to getting lost. It has appeared in Rhodes Island in a form recreated by solidified Originium. |
Active Originium Colossus | OG12 | Elite | Physical | 16000 | 1500 | 3000 | 80 | 7 | Attacks deal splash damage | Originating from an archived enemy—an experimental colossus created by spire casters, prone to getting lost. It has appeared in Rhodes Island in a form recreated by dangerous active Originium. |
Stable Sarkaz Caster Crystal | OG13 | Elite | Arts | 8000 | 500 | 1000 | 60 | 4 | Temporarily halts your DP regeneration shortly after it enters the battlefield | Originating from an archived enemy. The Originium body of these Sarkaz casters has induced unknown changes to the Arts they use, which may pressure our defenses. |
Active Sarkaz Caster Crystal | OG14 | Elite | Arts | 10000 | 600 | 1200 | 60 | 4 | Temporarily halts your DP regeneration shortly after it enters the battlefield | Originating from an archived enemy. The Originium body of these Sarkaz casters allows them to use previously unknown forms of Arts to interfere with our deployment, significantly pressuring our defenses. |
Static Oneiros α | OG15 | Elite | 3500 | 500 | 360 | 40 | 3 | Flying unit. · Shortly after it enters the battle, throws a bomb to temporarily disable the Operator with the highest DP cost in your Deployment Waiting Zone | Originating from an archived enemy. It seems unremarkable, but is able to strike before our operators take action. The mechanism by which it does so is unknown. | |
Static Oneiros β | OG16 | Elite | 4500 | 500 | 400 | 50 | 3 | Flying unit. · Shortly after it enters the battle, throws a bomb to temporarily disable the Operator with the highest DP cost in your Deployment Waiting Zone | Originating from an archived enemy. It seems unremarkable, but is able to strike before our operators take action. The mechanism by which it does so is associated with Originium. | |
Decode Basis α | OG17 | Elite | 2500 | 100 | 450 | 40 | 1 | Does not initially attack; transforms into different forms when certain conditions are met · Transforms into different forms once it has taken 4 Physical attacks, 4 Arts attacks, or if it is blocked | Unknown entity born in the Abyss. It is passive if not attacked, but appears to be studying our movements. | |
Decode Basis β | OG18 | Elite | 4000 | 200 | 600 | 45 | 1 | Does not initially attack; transforms into different forms when certain conditions are met · Transforms into different forms once it has taken 4 Physical attacks, 4 Arts attacks, or if it is blocked | Unknown entity born in the Abyss. It is passive if not attacked, but appears to be nullifying our attacks. | |
'Frozen Monstrosity's Echo' | OG7 | Elite | Arts | 7000 | 450 | 1100 | 60 | 3 | When defeated, the tile underneath becomes unavailable for deployment | Originating from an archived enemy who was once a staunch defender of hearth and home. Originium has recorded and recreated her last waking moment before collapse. She suspects this place of being yet another illusion of the curse, and of her future fate. |
'Shadow in the Snow' | OG8 | Elite | Arts | 9000 | 450 | 1250 | 60 | 3 | When defeated, the tile underneath becomes unavailable for deployment | Originating from an archived enemy who was once a staunch defender of hearth and home. Originium has recorded and recreated her last waking moment before collapse. 'Espy the realm, every life seen; seek your sojourn path.' |
Mockup Auto Meal Distributor | OG9 | Elite | Physical | 6000 | 800 | 1000 | 40 | 2 | Periodically summons 1 | Cafeteria meal distributor that is still in beta testing. A busy operator had the bright idea to attach a maintenance helper to it—to save the effort of walking from the dorms to the cafeteria—but the timing of the test was unfortunate to say the least. |
Drifting Aroma | OR10 | Elite | Arts | 20000 | 200 | 325 | 60 | 1 | Continuously inflicts Arts damage and Burn to its surroundings · Immune to Slow | Abomination born of the influence of a Sui Proxy. Boil chili and pepper in the pot, add some burdenbeast tallow, and let the aroma drift across town. Do not be too hasty when you tuck in, lest the heat burn your mouth. |
Forethought | OR11 | Elite | 9000 | 100 | 350 | 50 | 1.7 | Cannot be blocked. · Can collect up to 4 or ; when full, moves towards · When defeated, spawns equal to amount collected | Abomination born of the influence of a Sui Proxy. Life is always easier when there is spare meat and grain in the kitchen. Those who have known hardship always keep something in stock for a rainy day. | |
Sureness | OR12 | Elite | 11000 | 100 | 500 | 50 | 1.7 | Cannot be blocked. · Can collect up to 4 or ; when full, moves towards · When defeated, spawns equal to amount collected | Abomination born of the influence of a Sui Proxy. Life is always easier when there is spare meat and grain in the kitchen. Those who have known hardship are not above stealing to keep a stock of food. | |
Wealth | OR17 | Elite | Physical | 15000 | 1200 | 700 | 20 | 3 | Spits copper coins to deal heavy damage at long range; Uses only melee attacks when out of coins · Can absorb nearby or to regain 1 copper coin | Abomination born of the people's longing for a better life. Approach it carelessly, and copper coins will come at you in a way that you did not bargain for. |
Prosperity | OR18 | Elite | Physical | 20000 | 1600 | 1000 | 20 | 3 | Spits gold coins to deal heavy damage at long range; Uses only melee attacks when out of coins · Can absorb nearby or to regain 1 gold coin | Abomination born of the people's longing for a better life. Approach it carelessly, and gold coins will come at you in a way that you did not bargain for. |
'Diet' | OR3 | Elite | Arts | 12000 | 450 | 300 | 50 | 4 | Periodically summons 1 | Abomination born of the influence of a Sui Proxy. Originally a chopsticks holder left to collect dust. The chopsticks are laid aside when food no longer has taste. Too tired to live, and too tired to die. Such laments summon Vapidity. |
'Fasting' | OR4 | Elite | Arts | 15000 | 600 | 400 | 50 | 4 | Periodically summons 1 | Abomination born of the influence of a Sui Proxy. Originally a chopsticks holder left to collect dust for a century. The chopsticks are laid aside when food no longer has taste. Abhorring life and abhorring death, such loud laments summon Vapidity. |
'Sated' | OR5 | Elite | Physical | 5000 | 550 | 4000 | 90 | 3 | More likely to be attacked | Abomination born of the influence of a Sui Proxy. Originally a vessel for holding the five grains. The five grains are fundamental to sating hunger, and the vessel that stores them is appropriately solid and heavy. |
'Bloated' | OR6 | Elite | Physical | 7500 | 800 | 4000 | 90 | 3 | More likely to be attacked | Abomination born of the influence of a Sui Proxy. Originally a hardened vessel for holding the five grains. The five grains are fundamental to sating hunger, and the vessel that stores them must not only be solid and heavy, but also exceptionally tough. |
Boiling Pot | OR9 | Elite | Arts | 15000 | 140 | 250 | 60 | 1 | Continuously inflicts Arts damage and Burn to its surroundings · Immune to Slow | Abomination born of the influence of a Sui Proxy. Boil chili and pepper in the pot, and let the aroma drift across town. Do not be too hasty when you tuck in, lest the heat burn your mouth. |
Heavy Defender Type-S | P010 | Elite | Physical | 14000 | 700 | 1000 | 0 | 2.6 | A melee soldier. They are more dangerous than normal Heavy Defenders. Equipped with a full set of heavy armor, these experienced soldiers are skilled at dealing with a wide variety of physical attacks. They are hard to take down and must be dealt with carefully. | |
Heavy Defender Type-N | P09 | Elite | Physical | 10000 | 700 | 800 | 0 | 2.6 | A melee soldier. Equipped with a full set of heavy armor, these experienced soldiers are skilled at dealing with a wide variety of physical attacks. They are hard to take down and must be dealt with carefully. | |
Enraged Possessed Bonethrower | P10 | Elite | Physical | 22000 | 1050 | 220 | 30 | 2 | Will gradually lose HP over time | An enemy ranged combatant who has completely given in to primal madness as their lifeforce is consumed. The infection has penetrated their bone marrow, they will even rip out the Originium lodged inside their bodies to throw because of their deadened sense of pain. The appearance of such an aberration on the battlefield is almost beyond imagination. |
Sarkaz Centurion Host | P11 | Elite | Arts | 10000 | 600 | 200 | 50 | 5 | Attacks 3 enemies simultaneously · Restores a certain amount of HP after each attack, based upon damage dealt | A Sarkaz mercenary unwittingly converted into one of Mephisto's Herd, able to damage multiple targets at once and drain vitality from its victims. Prevents others from entering the Sarcophagus - do not push too far in, and you may yet avoid their wrath. |
Sarkaz Centurion Nidus Guard | P12 | Elite | Arts | 14000 | 700 | 220 | 60 | 5 | Attacks 3 enemies simultaneously · Restores a certain amount of HP after each attack, based upon damage dealt | A Sarkaz mercenary leader unwittingly converted into one of Mephisto's Herd, able to damage multiple targets at once and drain vitality from its victims. More ferociously prevents others from entering the Sarcophagus. |
Possessed Heavy Defender | P5 | Elite | Physical | 10000 | 600 | 800 | 0 | 2.6 | Regenerates HP over time. | A heavy defender that has been controlled by an unknown entity, capable of regenerating rapidly. Well-protected by elite tactical gear, the appearance of such an aberration on the battlefield is almost beyond imagination. |
Possessed Heavy Defender Leader | P6 | Elite | Physical | 16000 | 800 | 1000 | 0 | 2.6 | Regenerates HP over time. | A heavy defender leader that has been controlled by an unknown entity, capable of regenerating rapidly. Well-protected by elite tactical gear, the appearance of such an aberration on the battlefield is almost beyond imagination. |
Enraged Possessed Soldier | P7 | Elite | Physical | 20000 | 1000 | 200 | 30 | 1.3 | Will gradually lose HP over time | An enemy combatant who has slowly descended into primal madness as their lifeforce is consumed. The infection has penetrated their bone marrow, and they are unusually aggressive as a result. The appearance of such an aberration on the battlefield is almost beyond imagination. |
Enraged Possessed Leader | P8 | Elite | Physical | 30000 | 1750 | 230 | 30 | 1.3 | Will gradually lose HP over time | An enemy combatant who has completely given in to primal madness as their lifeforce is consumed. The infection has penetrated their bone marrow, and their death-defying aggression breaks the bounds of reason. The appearance of such an aberration on the battlefield is almost beyond imagination. |
Enraged Possessed Thrower | P9 | Elite | Physical | 15000 | 750 | 200 | 30 | 2 | Will gradually lose HP over time | An enemy ranged combatant who has slowly descended into primal madness as their lifeforce is consumed. The infection has penetrated their bone marrow, and they will hurl whatever they can get their hands on at their targets. The appearance of such an aberration on the battlefield is almost beyond imagination. |
Agent | PA1 | Elite | Arts | 6000 | 300 | 150 | 50 | 2 | Attacks temporarily reduce allied units' Block | A caster who utilizes coordinated tactics. They are able to enhance their melee attacks with Arts damage, and employ a variety of techniques to break through unprepared defenders. |
Agent Leader | PA2 | Elite | Arts | 9000 | 350 | 230 | 50 | 2 | Attacks temporarily reduce allied units' Block | A caster who utilizes coordinated tactics. They are stronger than normal Agents. They are able to enhance their melee attacks with Arts damage, and employ a variety of techniques to break through unprepared defenders. |
Rockbreaker | PB1 | Elite | Physical | 10000 | 750 | 100 | 40 | 3.3 | Gains increased RES when blocked | A melee soldier. They use standard-issue tactical axes to inflict heavy damage to their targets. When they are blocked by allied Operators, their armor provides improved Arts resistance. |
Rockbreaker Leader | PB2 | Elite | Physical | 13000 | 900 | 100 | 40 | 3.3 | Gains greatly increased RES when blocked | A melee soldier. They are more dangerous than normal Rockbreakers, They use standard-issue tactical axes to inflict heavy damage to their targets. Proceed with caution. |
Tactical Defender | PD3 | Elite | Physical | 7000 | 700 | 800 | 40 | 2.6 | The first time HP drops below half, calls for to support the battle from the Mobile Tactical Hangar | A mercenary clad in heavy armor. Has extremely strong defensive capabilities and utilizes the Air Support Drone 'Anvil' to provide defensive support to their allies. |
Tactical Defender Leader | PD4 | Elite | Physical | 10000 | 700 | 1000 | 60 | 2.6 | The first time HP drops below half, calls for to support the battle from the Mobile Tactical Hangar | A mercenary clad in heavy armor. Has even stronger defensive capabilities and utilizes the more powerful Air Support Drone 'Anvil Model-B' to provide defensive support to their allies. |
War Phantom | PD5 | Elite | Physical | 10000 | 1100 | 500 | 60 | 3 | On first attack, immediately dispatches to support the battle from the Mobile Tactical Hangar · The first time HP drops below half, immediately dispatches from the Mobile Tactical Hangar to support the battle · When on the field, all Air Support Drones gain greatly increased Movement Speed | The 'War Phantoms' were once a legendary band of mercenaries. In the wake of their bloody legacy, mercenaries and bounty hunters began referring to powerful, cruel veteran warriors with the same title. Strong and adept at controlling multiple types of Air Support Drones. |
Legendary War Phantom | PD6 | Elite | Physical | 12000 | 1400 | 500 | 60 | 3 | On first attack, immediately dispatches to support the battle from the Mobile Tactical Hangar · The first time HP drops below half, immediately dispatches from the Mobile Tactical Hangar to support the battle · When on the field, all Air Support Drones gain greatly increased Movement Speed | The 'War Phantoms' were once a legendary band of mercenaries. Though countless others have appropriated their name, perhaps the legends themselves have yet to fall. Extremely strong and adept at controlling multiple types of Air Support Drones. |
Saltfin Breaker | PI10 | Elite | Physical | 100000 | 2000 | 0 | 0 | 6 | Attacks deal Physical splash damage to all nearby allied units · Immune to the effects of Salt Flat and gains increased Movement Speed while in Salt Flat | Despite its size and weight, this saltfin is surprisingly lithe when swimming through the salts. Normally gentle in nature, it can shatter even hardened ancient salt layers with its powerful slamming attacks when provoked. |
Explosion Chaser | PI11 | Elite | Arts | 12000 | 350 | 250 | 50 | 2.5 | Can perform a charged attack, dealing a large amount of Arts Damage to all nearby allied units with a Stun effect · Can ride , gaining some of their abilities | The Saltheap Cannon is driven not by Originium explosives, but by the kinetic power of saltfin sinew. Dissatisfied with this state of affairs, some sailors have taken to stuffing improvised powder into metal tubes, trying to create true explosions. |
Explosion Devotee | PI12 | Elite | Arts | 15000 | 420 | 300 | 50 | 2.5 | Can perform a charged attack, dealing a large amount of Arts Damage to all nearby allied units with a Stun effect · Can ride , gaining some of their abilities | The Saltheap Cannon is driven not by Originium explosives, but by the kinetic power of saltfin sinew. Dissatisfied with this state of affairs, some sailors have taken to stuffing massive amounts of improvised powder into metal tubes, trying to light up the night sky of the Salt Flat. |
Bloody Chef | PI13 | Elite | Physical | 15000 | 1000 | 1500 | 40 | 5 | More likely to be attacked · Nearby enemies and take far less Physical/Arts damage from sources in the direction of the shield | More butcher than cook, the fleet's chefs are more adept at dismembering carcasses than making the aftermath fit for human consumption. The smell of blood from the kitchen is enough to make even the most hardened sailors lose their appetite. |
Terrible Chef | PI14 | Elite | Physical | 20000 | 1200 | 1800 | 40 | 5 | More likely to be attacked · Nearby enemies and take far less Physical/Arts damage from sources in the direction of the shield | More butcher than cook, the fleet's chefs are more adept at dismembering carcasses than making the aftermath fit for human consumption. No sailor who has seen one dismember a saltfin has the guts to complain about their cooking. |
Cacophonous Boatswain | PI15 | Elite | Physical | 25000 | 700 | 600 | 30 | 3 | While on the battlefield, attacks also inflict Corrosion; Periodically summons 2 · ATK increases when blocked | Maybe it is the loud winds of the Salt Flat, or maybe the sailors are acting floppy—the boatswain constantly suspects that someone is not listening to his commands. Thus, he has grabbed a cacophonous saltfin to catch the sailors' attention. |
Bel Canto Boatswain | PI16 | Elite | Physical | 30000 | 850 | 800 | 30 | 3 | While on the battlefield, attacks also inflict Corrosion; Periodically summons 2 · ATK increases when blocked | The boatswain's saltfin has caught the sailors' attention, but it does not stop bellowing when the boatswain wants it to. Forced to yell above the saltfin's cacophony, the boatswain has developed a bel canto voice so beautiful that it may impress the salt flat itself. |
Saltfin Shaker | PI9 | Elite | Physical | 70000 | 1500 | 0 | 0 | 6 | Attacks deal Physical splash damage to all nearby allied units · Immune to the effects of Salt Flat and gains increased Movement Speed while in Salt Flat | Despite its size and weight, this saltfin is surprisingly lithe when swimming through the salts. Normally gentle in nature, it can shake the salt fields and cause land subsidence with its powerful slamming attacks when provoked. |
Surprise Sponsor Drone | PM01 | Elite | Physical | 20000 | 650 | 150 | 20 | 4 | Deals Physical damage to surrounding units upon death | This type of drone typically lacks company branding, yet the crowd greets it with deafening cheers whenever it appears on the field. The reason is simple: it scatters coins when shot down. |
Sarkaz Bloodthirst Caster | PM02 | Elite | Arts | 15000 | 400 | 100 | 60 | 4 | Periodically grants temporary ASPD and Movement Speed boosts to another enemy unit with the highest Max HP and is not currently affected by this skill | These casters spread the hunger of the bloodborn all around, allowing the Sarkaz to savor the defeat of their enemies. |
Pathfinder Armicustos | PM03 | Elite | Physical | 14000 | 900 | 400 | 40 | 4 | Can only be blocked by units with at least 4 Block · Grants 1 Ammo to enemy units it passes by | A Lateran pushing around boxes of ammunition. Apparently, whenever his comrades need bullets, he will drop from the sky to deliver what they need. A true 'angel'. |
Technician Prisoner | PM04 | Elite | Physical | 40000 | 550 | 500 | 40 | 3 | Every time HP percentage falls below a certain threshold, immediately frees surrounding prisoner enemies | A convict in charge of prison maintenance, for everything from the building itself to the imprisonment devices. When the jailers aren't looking, they will spontaneously start prison riots. |
Glacial Archer | PM05 | Elite | Physical | 16000 | 400 | 300 | 30 | 5.5 | Attacks deal Physical splash damage and apply Cold | A ruthless archer of the icefields. Cold as glaciers, her arrows induce hypothermia, as if dragging victims into the depths of a frigid abyss. |
Tycoon | PM06 | Elite | Physical | 25000 | 1400 | 1500 | 60 | 5 | Doubles and plunders newly earned points when on the battlefield · Drops accumulated points when defeated | Easter egg present in many games. He seems to think of gaming as an industry that belongs to him, and tries to exact a toll from every player it encounters. |
Treasure Thief | PM07 | Elite | 18000 | 0 | 50 | 0 | 10 | Drops a large amount of points and increases Movement Speed significantly for a short time after losing a certain amount of HP | Classic easter egg present in many games. He encountered your game as he was fleeing pursuit. Defeat him to earn a great windfall. | |
Jelly Kid | PM08 | Elite | Physical | 18000 | 1100 | 0 | 0 | 4 | Periodically spawns 3 | A character from the game SUPER HOOK. Hired to clean the place, it continuously splits up as it scrubs the floor. |
'Personal Security Consultant' | PMC | Elite | Physical | 50000 | 700 | 2000 | 50 | 3 | Sticks close to when he is making a speech, and retreats when Pavlovich is dead · When any unit is discovered by Sentry Turrets, increases Movement Speed and dashes towards the discovered unit within a large search range · Nearby enemies take reduced Physical and Arts damage | An employee of the Warehouse 22 security firm. He's considered resigning, but fears ending up next on his colleagues' hit list. Prefers being a private soldier for a perfumed noble to being an unidentified corpse found in a pipe. At the very least, he wasn't assigned to that smelly fool Gromov. |
Intrusive Call | PT1 | Elite | 10000 | 1000 | 4000 | 80 | 'We've confirmed that PRTS has initiated an emergency reset triggered by unknown interference. We're also detecting a dangerous, unidentified instruction looping within the system. Look, see that mark that's been here all this time? ...What do you mean you can't see it?' | |||
Ominous Apparition | PTS | Elite | Physical | 10000 | 750 | 400 | 20 | 3 | Has a chance to dodge Physical and Arts attacks when not blocked · Can use a skill to deal Physical damage in the surrounding area · Attacks and skills ignore a certain amount of armor and inflict additional Nervous Impairment | A patch of shadow. It has never once left, nor has it ever truly existed. |
'Redmark' Eradicator | R10 | Elite | Physical | 5000 | 1500 | 300 | 30 | 5 | Invisible · Only performs ranged attacks against allied units caught inside the | A special mercenary sniper who excels at ambushing targets exposed in harsh environments. 'Redmark Contracts' are tailor-made for elite and powerful mercenaries with a distinct lack of morals. The initiators of such contracts are ruthless and definitely up to no good. |
'Redmark' Elite Eradicator | R11 | Elite | Physical | 7000 | 2000 | 300 | 30 | 5 | Invisible · Only performs ranged attacks against allied units caught inside the | An elite mercenary sniper who excels at ambushing targets exposed in harsh environments. 'Redmark Contracts' are tailor-made for elite and powerful mercenaries with a distinct lack of morals. The initiators of such contracts are ruthless and definitely up to no good. |
'Redmark' Infiltrator | R12 | Elite | Physical | 6000 | 400 | 500 | 30 | 2 | Creates a upon taking damage for the first time · While the exists, cannot be blocked and becomes less likely to be attacked · Gains Physical and Arts Dodge while within the | A special mercenary infiltrator who carries high-tech projection equipment, specializing in infiltrating enemy forces within harsh environments. 'Redmark Contracts' are tailor-made for elite and powerful mercenaries with a distinct lack of morals. The initiators of such contracts are ruthless and definitely up to no good. |
'Redmark' Elite Infiltrator | R13 | Elite | Physical | 8000 | 500 | 500 | 30 | 2 | Creates a upon taking damage for the first time · While the exists, cannot be blocked and becomes less likely to be attacked · Gains Physical and Arts Dodge while within the | An elite mercenary infiltrator who carries high-tech projection equipment, specializing in infiltrating enemy forces within harsh environments. 'Redmark Contracts' are tailor-made for elite and powerful mercenaries with a distinct lack of morals. The initiators of such contracts are ruthless and definitely up to no good. |
Armored Scout | R20 | Elite | Physical | 11000 | 600 | 1200 | 0 | 3 | Exposes the attacker for 5s when attacked · When Exposed, allied units cannot use barricades to keep themselves out of enemy's sight, and take more damage | An armored scout. The armor they wear is capable of pinpointing the location of attackers. |
Heavy Scout | R21 | Elite | Physical | 13000 | 700 | 1500 | 0 | 3 | Exposes the attacker for 5s when attacked · When Exposed, allied units cannot use barricades to keep themselves out of enemy's sight, and take more damage | A heavily-armored scout. The Coalition Army has reinforced the armor, but has no clue how to upgrade the tracing function. |
Battleline Advance Guard | R28 | Elite | Physical | 15000 | 1350 | 1000 | 0 | 5 | Each time this unit is blocked, the next attack's ATK is greatly increased. | Heavily-armed personnel in charge of advancing the frontline. Typically made up of grumpy old veterans who take out their anger towards their superiors on anything standing in their way. |
Battleline Breacher | R29 | Elite | Physical | 20000 | 1750 | 1000 | 0 | 5 | Each time this unit is blocked, the next attack's ATK is greatly increased. | Heavily-armored personnel in charge of breaking through enemy lines. They only know how to swing their hammer, whether it's towards a roadblock or a living person. |
Battlefield Observing Mortarman | R32 | Elite | Physical | 8000 | 400 | 450 | 20 | 4.5 | Capable of extremely long ranged-attacks · Shells deal area damage to target and any allied units in the surrounding 8 tiles, and exposes targets for 5s · When Exposed, allied units cannot use barricades to keep themselves out of enemy's sight, and take more damage | A mortarman with keen senses, who fires shells embedded with reconnaissance units. An exceptional talent within the Coalition Army. |
Battlefield Surveying Mortarman | R33 | Elite | Physical | 9000 | 500 | 450 | 20 | 4.5 | Capable of extremely long ranged-attacks · Shells deal area damage to target and any allied units in the surrounding 8 tiles, and exposes targets for 5s · When Exposed, allied units cannot use barricades to keep themselves out of enemy's sight, and take more damage | A mortarman with a wealth of experience, who fires shells embedded with reconnaissance units. It is said that two military leaders once even fought to claim a senior mortarman. |
Mateo's Security Guard | R34 | Elite | Physical | 18000 | 1100 | 1000 | 30 | 4 | Launches a Straight Shot when positioned in a straight line with an allied unit: fires 2 explosives in the target's direction · When unblocked, Physical and Arts damage taken is reduced | Mateo's security guard. Every Coalition Army leader needs people like these, or they wouldn't be able to sleep well at night. |
Mateo's Guard | R35 | Elite | Physical | 25000 | 1300 | 1200 | 30 | 4 | Launches a Straight Shot when positioned in a straight line with an allied unit: fires 2 explosives in the target's direction · When unblocked, Physical and Arts damage taken is reduced | Mateo's guard. Certain Coalition Army leaders have cultivated such individuals, leading them to feel that they are above their peers. |
Mateo's Bodyguard | R36 | Elite | Physical | 18000 | 1100 | 1000 | 30 | 4 | Launches a Straight Shot when positioned in a straight line with an allied unit: fires 2 explosives in the target's direction · When unblocked, Physical and Arts damage taken is reduced · Replenishes all ammo for upon approaching him | Mateo's most trusted bodyguard. Very few military leaders have such individuals around them, but they often fail to appreciate how precious such loyalty really is. |
Mutant Giant Rock Spider | R6 | Elite | Physical | 15000 | 600 | 300 | 0 | 3 | Periodically creates an · Splits into 4 upon death | A giant rock spider infected by an Originiutant. Giant rock spiders are a subspecies of rock spider found only in Sargon. They possess a large circular abdomen used to store energy. |
Mutant Giant Rock Spider α | R7 | Elite | Physical | 20000 | 800 | 300 | 0 | 3 | Periodically creates an · Splits into 4 upon death | A giant rock spider infected and severely mutated by an Originiutant. Giant rock spiders are a subspecies of rock spider found only in Sargon. They possess a large circular abdomen used to store energy. |
Originiutant | R8 | Elite | Arts | 4000 | 1000 | 2000 | 80 | 4 | An Originiutant mutant that was weaponized for some purpose. Possesses an incredibly tough outer shell. | |
Originiutant α | R9 | Elite | Arts | 7000 | 1500 | 2000 | 80 | 4 | An Originiutant mutant that was weaponized for some purpose. Even more ferocious and terrifying than usual. | |
| EYESOFPRIESTESS | RI3 | Elite | 10000 | 1000 | 0 | 0 | 1 | CONGRATULATIONS ON FINDING ME. | ||
Dor-3 Bionic | RO09 | Elite | Arts | 5000 | 500 | 1000 | 50 | 3 | When not blocked, Physical and Arts damage taken is significantly reduced · When touching an inactive , the Power Armor recovers a lot of SP | A product of Dorothy's private experiments. To her, it is not a mere creation, it is her family, her dream. |
Dor-γ Bionic | RO10 | Elite | Arts | 7500 | 600 | 1200 | 50 | 3 | When not blocked, Physical and Arts damage taken is significantly reduced · When touching an inactive , the Power Armor recovers a lot of SP | A product of Dorothy's private experiments. Dreams must ultimately feed back into reality, and she hopes to be a warm and safe harbor. |
Experimental Power Armor | RO11 | Elite | Physical | 8000 | 700 | 700 | 20 | 1.3 | An unpiloted Power Armor. It is able to function without a pilot, but nevertheless maintains high agility. | |
Test Power Armor | RO12 | Elite | Physical | 10000 | 850 | 800 | 20 | 1.3 | An unpiloted Power Armor. It seems to have a mind of its own, and even experienced engineers struggle to tell if it's being piloted. | |
R-31 Heavy Power Armor | RO13 | Elite | Physical | 25000 | 1600 | 1200 | 20 | 4 | [Overload] Continuously deals Physical damage to the target proportional to the unit's ATK, andStuns the target | A model that appeared around half a year ago among some mercenary groups, its performance is on par with mass-produced military models from five years ago. Rhine Lab's Energy Section cooperates with many parties, and continues to look for ever more opportunities. |
R-31a Heavy Power Armor | RO14 | Elite | Physical | 32500 | 2000 | 1500 | 20 | 4 | [Overload] Continuously deals Physical damage to the target proportional to the unit's ATK, andStuns the target | A model that appeared around half a year ago among some mercenary groups, its performance is on par with mass-produced military models from five years ago. Technology is unregulated, so Columbians continue to seek greater efficiency within the bounds of the law. |
R-11 Assault Power Armor | RO15 | Elite | Physical | 25000 | 1200 | 1200 | 20 | 5 | Attacks 4 enemies simultaneously | A model equipped with long-ranged weapons, massively increasing its offensive capabilities. While these experimental weapons are still in the prototype phase, its energy and firepower cannot be overlooked. |
R-11a Assault Power Armor | RO16 | Elite | Physical | 32500 | 1350 | 1500 | 20 | 5 | Attacks 4 enemies simultaneously | A model equipped with long-ranged weapons, massively increasing its offensive capabilities. It's difficult to imagine what sort of changes might come about if this tech could be mass-produced. |
Dorothy | RO17 | Elite | Physical | 37500 | 650 | 600 | 0 | 3 | Cannot be blocked. · Can deploy traps. Allies who step on them will receive Arts damage and be Stunned for some time | Dorothy Franks, director of Rhine Lab's Originium Art Section. With the power of both technology and ideals, she hopes to eliminate the differences between people. The weak will always receive her protection. |
Sarkaz Greatswordsman | S1 | Elite | Physical | 7500 | 600 | 230 | 50 | 2 | A mercenary from Sarkaz. The Originium inside them has boosted their physical abilities, allowing them to wield larger weapons with ease and withstand more damage. | |
Sarkaz Lancer Leader | S10 | Elite | Physical | 8000 | 500 | 230 | 40 | 4 | Gradually accelerates when moving, and deals additional damage on the first attack after being blocked based upon Movement Speed. | A Sarkaz, more threatening than a normal Sarkaz Lancer. After special training, they are capable of rushing forward with a long spear, building up speed. The faster they charge, the harder they strike anyone who might stand in their way. |
Sarkaz Grudgebearer | S13 | Elite | Arts | 15000 | 700 | 250 | 50 | 5 | Starts battle in Standby and will not attack; upon being injured, becomes Combat-Ready and attacks two targets with long-ranged Arts damage. | A Sarkaz mercenary. Their Originium-wracked bodies have become convenient tools in their operations, allowing them to unleash Arts without relying on a staff. Though they won't attack while on Standby, they will cruelly expend their own life to complete their mission once in Combat-Ready mode. |
Sarkaz Worldcurser | S14 | Elite | Arts | 22000 | 850 | 300 | 50 | 5 | Starts battle in Standby and will not attack; upon being injured, becomes Combat-Ready and attacks two targets with long-ranged Arts damage. | An elite Sarkaz caster mercenary. Their Originium-wracked bodies have become convenient tools in their operations, and their accumulated resentment has crystallized into raw power. Though they won't attack while on Standby, they will cruelly expend their own life to complete their mission once in Combat-Ready mode. |
Sarkaz Bladeweaver | S15 | Elite | Arts | 6500 | 400 | 200 | 50 | 2.5 | Starts battle in Standby and will not attack; upon being injured, becomes Combat-Ready and inflicts Arts damage with melee attacks. | A Sarkaz mercenary. The Originium flowing through their blood allows them to hold these crudely modified Arts-imbued greatswords. Though they won't attack while on Standby, they are capable of dealing melee attacks that inflict Arts damage while in Combat-Ready mode. |
Sarkaz Bladeweaver Leader | S16 | Elite | Arts | 9500 | 500 | 250 | 50 | 2.5 | Starts battle in Standby and will not attack; upon being injured, becomes Combat-Ready and inflicts Arts damage with melee attacks. | An elite Sarkaz mercenary who has mastered the combination of swordsmanship and Arts. The Originium flowing through their blood allows them to hold these crudely modified Arts-imbued greatswords. Though they won't attack while on Standby, they are capable of dealing melee attacks that inflict Arts damage while in Combat-Ready mode. |
Sarkaz Greatswordsman Leader | S2 | Elite | Physical | 15000 | 750 | 250 | 50 | 2 | A mercenary from Sarkaz, more dangerous than a normal Sarkaz Swordsman. The Originium inside them has boosted their physical abilities, allowing them to wield larger weapons with ease and withstand more damage. | |
Sarkaz Crossbowman | S3 | Elite | Physical | 6000 | 450 | 200 | 50 | 3 | A mercenary from Sarkaz. Their towering physique has not hampered their marksmanship. On the contrary, it allows them to use larger ranged weapons with ease and withstand more damage. | |
Sarkaz Crossbowman Leader | S4 | Elite | Physical | 12000 | 570 | 200 | 50 | 3 | A mercenary from Sarkaz, more dangerous than a normal Sarkaz Sniper. Their towering physique has not hampered their marksmanship. On the contrary, it allows them to use larger ranged weapons with ease and withstand more damage. | |
Sarkaz Caster | S5 | Elite | Arts | 12000 | 500 | 200 | 50 | 4 | Uses chains to paralyze allied Operators. | A mercenary from Sarkaz. They use complex Arts to attack. Proceed with caution. |
Sarkaz Caster Leader | S6 | Elite | Arts | 18000 | 700 | 200 | 50 | 4 | Uses chains to paralyze allied Operators. | A mercenary from Sarkaz, more dangerous than a normal Sarkaz Caster. They use complex Arts to attack. Proceed with caution. |
Sarkaz Lancer | S9 | Elite | Physical | 6000 | 450 | 150 | 40 | 4 | Gradually accelerates when moving, and deals additional damage on the first attack after being blocked based upon Movement Speed. | A Sarkaz mercenary. After special training, they are capable of rushing forward with a long spear, building up speed. The faster they charge, the harder they strike anyone who might stand in their way. |
Famiglia Luxury Limo | SA10 | Elite | Physical | 18000 | 1100 | 1300 | 15 | 5 | Unloads 3 if this is unit is defeated while blocked | A lesser-seen vehicle among the famiglie, sporting an unassuming exterior but a luxurious interior. Generally, these are only used to welcome the most distinguished of the famiglia's guests, and to convey to them the graces of the famiglia's high-ranking members. |
Famiglia Capo | SA11 | Elite | Arts | 7500 | 500 | 500 | 25 | 2.5 | Increases Blood Debt whenever an enemy unit is defeated within range | A famiglia capo, highly respected and holding great power. Rumor has it that he never sets down his weapon, and though nobody knows where it might be hidden, some speculate that it may be inside his cigar. |
Famiglia Heavy Capo | SA12 | Elite | Arts | 9500 | 600 | 500 | 25 | 2.5 | Increases Blood Debt whenever an enemy unit is defeated within range | A ruthless famiglia capo who has commanded the awe of a great many mafiosi. He was there when the famiglie first rose to greatness, and withstood the tumultuous years of change up until the present. It seems that nothing can topple him now. |
Famiglia Silencer | SA13 | Elite | Physical | 12000 | 800 | 800 | 45 | 3 | Gains additional buffs while under Asset Liquidation · Invisible | A powerful assassin loyal to his famiglia, striking from the shadows before vanishing again, leaving only death in his wake. His title is known by all, but none dare speak of him. |
Famiglia Shadow Silencer | SA14 | Elite | Physical | 18000 | 1050 | 800 | 45 | 3 | Gains additional buffs while under Asset Liquidation · Invisible | A peerless assassin loyal to his famiglia. The shadows serve his will, and he knows murder better than the back of his hand. He can be found in the background of every secret that has allowed his famiglia to rise and flourish, and those who have seen his true face are already buried six feet under. |
Father Agenir | SA15 | Elite | Physical | 22000 | 900 | 500 | 40 | 4.5 | Gradually increases Blood Debt · Attacks have global range when Asset Liquidation is active · Attacks using Ammo decrease the target's DEF. Ammo capacity: 10 | Agenir, Sankta priest, one of the founders of Siracusa's ironclad order. Do not hesitate–though he does not necessarily stand opposed to you, his guns speak first. By the way, his favorite eye mask was made in Lungmen. |
Famiglia Limo | SA9 | Elite | Physical | 10000 | 900 | 1000 | 15 | 5 | Unloads 3 if this is unit is defeated while blocked | The famiglie's most common mode of transportation, sporting an interior as unassuming as the exterior, with only the bumper reinforced. In addition to transportation, they will also use this vehicle to bid 'buon viaggio' to their famiglia's enemies. |
Sarkaz Heirbearer Retrofit ASV | SCI10 | Elite | Physical | 9000 | 420 | 600 | 10 | 1.7 | While in battle, Reborn Creations have increased ATK, and their attacks will additionally deal Necrosis | An armored supply vehicle meticulously blessed by the Sanguinarch of Vampires. While on the battlefield, enhances Gift of the Sanguinarch and Touch of the Sanguinarch. |
Sarkaz Heirbearer Chain Caster | SCI11 | Elite | Arts | 12000 | 420 | 450 | 50 | 4 | Attacks deal Necrosis and jump between 4 targets, with each jump dealing reduced damage · Will be reborn as a after falling in battle for the first time | A caster of the Sarkaz Royal Court blessed by the Sanguinarch of Vampires. Trained by the Royal Court, they pose a wide-ranging threat on the battlefield with their Arts. |
Sarkaz Heirbearer Chain Caster Captain | SCI12 | Elite | Arts | 16000 | 550 | 550 | 50 | 4 | Attacks deal Necrosis and jump between 4 targets, with each jump dealing reduced damage · Will be reborn as a after falling in battle for the first time | A caster captain of the Sarkaz Royal Court blessed by the Sanguinarch of Vampires, more experienced than a normal Caster. Trained by the Royal Court, they pose a wide-ranging threat on the battlefield with their Arts. |
Sarkaz Heirbearer Hatedrinker | SCI13 | Elite | Physical | 14000 | 1000 | 800 | 20 | 5 | Gains increased ATK for each Reborn Creation on the battlefield · Will be reborn as a after falling in battle for the first time | A soldier of the Sarkaz Royal Court blessed by the Sanguinarch of Vampires. The hatred of their compatriots slain on the battlefield builds up within them, making them more than eager to tear apart the enemies of the Sarkaz. |
Sarkaz Heirbearer Wrathgorger | SCI14 | Elite | Physical | 20000 | 1200 | 800 | 20 | 5 | Gains increased ATK for each Reborn Creation on the battlefield · Will be reborn as a after falling in battle for the first time | An elite soldier of the Sarkaz Royal Court blessed by the Sanguinarch of Vampires. The wrath of their compatriots slain on the battlefield builds up within them, making them more than eager to tear apart every last enemy of the Sarkaz. |
Sarkaz Heirbearer Punisher | SCI23 | Elite | Physical | 25000 | 1200 | 100 | 40 | 4 | After several attacks, Stuns friendly units in an area. · Will be reborn as a after falling in battle for the first time | A formation-breaker of the Sarkaz Royal Court that has received the blessing of the Sanguinarch of Vampires. Said to have violated the taboos of the Court, however the Sanguinarch did not punish them for their transgressions. Instead, they now inflict upon others the pain that should have befallen them. |
Sarkaz Heirbearer Scourger | SCI24 | Elite | Physical | 35000 | 1500 | 100 | 40 | 4 | After several attacks, Stuns friendly units in an area. · Will be reborn as a after falling in battle for the first time | An elite formation-breaker of the Sarkaz Royal Court that has received the blessing of the Sanguinarch of Vampires. Said to have disobeyed the Sanguinarch's will, however the Sanguinarch did not punish them for their transgressions. In return, these warriors convert their regret into endless slaughter and wash away their guilt with blood. |
Sarkaz Heirbearer ASV | SCI9 | Elite | Physical | 7000 | 340 | 550 | 10 | 1.7 | While in battle, Reborn Creations have increased ATK, and their attacks will additionally deal Necrosis | An armored supply vehicle blessed by the Sanguinarch of Vampires. While on the battlefield, enhances Gift of the Sanguinarch and Touch of the Sanguinarch. |
'Consortium of Pincers' | SD13 | Elite | Physical | 17000 | 1300 | 2500 | 90 | 3 | Normally does not attack, but counters when attacked | A Cragpincer with a gigantic crystallized shell, its back broad enough to carry two average-sized cragpincers. If it can withstand the weight of two cragpincers and the crystals on its back, who knows how strong it actually is, so do be careful of its pincers! |
Sandfall Crystalhoof | SD14 | Elite | 50000 | 400 | 20 | 1 | After being attacked, runs away a random distance and rests for a period of time · Moves through different areas | An extremely rare and exquisite beast. It feeds on rhizomes, giving its coat a dense but fine light golden luster. When on the move, it's almost as if golden sand was falling from its body, so it is highly sought by collectors and artists. However, it is extremely nimble and difficult to capture, but is the secret ingredient spoken of in legends... do you really want to hunt it? | ||
Sargonian Contract Assassin | SD18 | Elite | Physical | 50000 | 400 | 120 | 50 | 0.5 | Invisible, blinks forward a short distance when blocked | A Sargonian assassin available for hire. Extremely agile with their unusual footwork. If the pay is generous enough, they are also willing to take on non-assassination work at their own discretion, and charge by the hour. |
Wilderness Rogue | SD25 | Elite | 35000 | 0 | 200 | 10 | 0 | Cannot be blocked. | There will always be thieves out in the barrens, and they come in all shapes and sizes. These are no different, just that they carry treasure chests and run really fast. | |
Spined Shellbeast | SD26 | Elite | Physical | 35000 | 400 | 300 | 10 | 3 | Retreats into its shell upon taking damage, reducing any further physical and Arts damage to 0. In this state, upon receiving damage from allied Operators, deals physical damage equal to 100% of their own ATK to the attacker. Will come out from its shell after taking no damage for a period of time | A type of hard and prickly shellbeast. If it retracts its head into its shell, just save your energy. |
Charging Originium Slug | SD40 | Elite | Physical | 15000 | 1000 | 500 | 0 | 2.5 | Gradually accelerates when moving. Its first attack at max speed stuns targets blocking it. | Wild and infected, it can move extremely quickly to survive in the harsh environment of the barrens, using its acceleration to either charge its foes with its horn or escape out of reach. |
Armored Originium Slug | SD41 | Elite | Physical | 20000 | 600 | 200 | 80 | 3 | Physical and Arts damage taken from blocking units are greatly reduced. | Wild and infected, it is much more resistant to physical harm than regular Originium Slugs in order to survive in the harsh environment of the barrens. The sharp corners on its shell make it difficult for predators to attack. |
'Liquid Shifter' | SD42 | Elite | Arts | 20000 | 310 | 300 | 70 | 2 | Appears disguised as another enemy. Does not attack when disguised. · Reveals true form upon taking damage. · Chance to drop when defeated. · Periodically creates when held in . | Curious little creatures that roam the wilderness, able to emulate images in mirages. The latest research indicates that this is not a true transformation, but merely an optical illusion. |
Rogue Burdenbeast | SD43 | Elite | Physical | 40000 | 1850 | 0 | 0 | 5 | Starts immune to Physical and Arts damage below a certain amount. · When taking more than a certain amount of damage in a single instance, falls down and randomly drops a large amount of Minor Ingredients (triggers only once), losing its damage reduction effect. · Periodically drops when held in . | Burdenbeasts that once served the lord ameers have escaped into the wilderness, still carrying their loads. Their time in captivity has made them more agile than normal burdenbeasts, and better at fighting those who would take them captive again. |
Thalebeast | SD44 | Elite | Arts | 70000 | 850 | 450 | 40 | 3.2 | Exotic Beast · During and , always draws thunder strikes to the tiles it passes through while itself is immune to thunder strike damage. · During and , attacks inflict a certain percentage of ATK as Burn. Allied units within a certain range also take extra damage when Burn bursts. · Gains Invisibility and increased attack range in and . | A mossback beast covered in thale, a plant native to Arsalan that is highly sensitive to environmental changes. This allows the Thalebeast to predict shifts in the weather. |
Thalebeast | SD45 | Elite | Arts | 25000 | 750 | 450 | 40 | 3.2 | Helps your side when on the field; unblockable. · During and , always draws thunder strikes to the tiles it passes through while itself is immune to thunder strike damage. · During and , attacks inflict a certain percentage of Burn. Nearby enemy units also gain a certain percentage of Elemental Fragility. · Gains Invisibility and increased attack range in and . · Rarer species have increased stats. | A mossback beast covered in thale, a plant native to Arsalan that is highly sensitive to environmental changes. This allows the Thalebeast to predict shifts in the weather. |
'Lazy' | SF07 | Elite | Physical | 12000 | 700 | 1000 | 50 | 3.8 | More likely to be targeted by attacks. | A majestic Ink Spirit named by the painter herself. Looks weird, just like it's carrying a mountain on its back. Since it doesn't move much, it's often taken for a decorative feature. Can draw enemies to attack it, unfathomably tough. |
Unmoving 'Lazy' | SF08 | Elite | Physical | 18000 | 800 | 1300 | 60 | 3.8 | More likely to be targeted by attacks. | A majestic Ink Spirit named by the painter herself. Looks weird, just like it's carrying a mountain on its back. As still as a mountain when not moving, but bears down on its enemies like boulders tumbling down a mountain when in a team. Can draw enemies to attack it, unfathomably tough. |
'Blindey' | SF11 | Elite | Physical | 14000 | 800 | 600 | 20 | 3.5 | Can only be blocked by player's units of the same attribute. | A reckless Ink Spirit named by the painter herself. Rushes forward single-mindedly, its surroundings be damned, and tends to find itself in all kinds of predicaments because of that. Doesn't get along with Stabby. Can only be blocked by units of the same attribute. |
Indefatigable 'Blindey' | SF12 | Elite | Physical | 18000 | 1000 | 750 | 25 | 3.5 | Can only be blocked by player's units of the same attribute. | A reckless Ink Spirit named by the painter herself. Still rushes forward single-mindedly, as though its sole purpose in life is to march forward. Doesn't get along with Stabby. Can only be blocked by units of the same attribute. |
'Envy' | SF13 | Elite | Arts | 10000 | 500 | 200 | 60 | 4 | Can charge its attacks. If not interrupted, causes Arts damage and shifts target's Ming and Hui attribute. | A fearsome Ink Spirit named by the painter herself. Frightening in appearance and feared by all. Very territorial and doesn't get along with most other Ink Spirits. Actually a very nervous guy who has trouble sleeping. Arts can shift Hui and Ming. |
Complicated 'Envy' | SF14 | Elite | Arts | 15000 | 700 | 220 | 50 | 4 | Can charge its attacks. If not interrupted, causes Arts damage and shifts target's Ming and Hui attribute. | A fearsome Ink Spirit named by the painter herself. Frightening in appearance and feared by all. Very territorial and doesn't get along with most other Ink Spirits. Its emotions and behavioral patterns are particularly complex, perhaps even more so than mere man. Arts can shift Hui and Ming. |
'Fury' | SF15 | Elite | Physical | 16000 | 1100 | 750 | 25 | 3 | Greatly increases ATK when attacking opposite attribute targets | A strong Ink Spirit named by the painter herself. Large and robust, but not very good at thinking. Tends to fall into the simplest traps and needs Bitey to save its ass. Gains attack power against opposite attribute enemies. |
Unbridled 'Fury' | SF16 | Elite | Physical | 16000 | 1500 | 900 | 30 | 3 | Greatly increases ATK when attacking opposite attribute targets | A strong Ink Spirit named by the painter herself. Its great power and might is how it frees itself from the worries of having to think, allowing it to destroy all in its wake with its flaming inferno. Other than its buddy Bitey, that is. Gains attack power against opposite attribute enemies. |
'Window' | SFF10 | Elite | Arts | 50000 | 1000 | 300 | 10 | 2.5 | Upon defeating the 'Window', the player will enter Prosperity | A solitary window, manifested from all that is bright and beautiful within the dark void. Find the strength to open it, and you will behold prosperity beyond your wildest dreams. |
Sarkaz Maze Spellweaver | SFF4 | Elite | Arts | 15000 | 600 | 350 | 60 | 3.5 | Stops attacking and starts channeling to create Marks of Epoch around the Objective. | A vigilant Lich, one of the many custodians of the Temple of Knowledge. His threads entwine with the sparks in the Soul Furnace, rescuing unwitting wanderers and punishing trespassers. |
'Portal' | SFF5 | Elite | Arts | 50000 | 1000 | 300 | 10 | 3.5 | Temporarily removes an Operator from the squad when it disappears. | A portal that follows the living and can occasionally be encountered in the Furnace. Do not fear if it compels you to enter, for it has already prepared an exit. |
Lost Contraption | SFF7 | Elite | Physical | 8000 | 700 | 550 | 20 | 2 | Steals Originium Ingots upon entering the Objective. | An automated thought collector built by a lost Kazdelian empire. It has continuously operated for so long that its movements have become slow and haphazard. |
Lost Hovercraft | SFF8 | Elite | Physical | 8000 | 700 | 550 | 20 | 2 | Low-Altitude Hovering · Steals Originium Ingots upon entering the Objective. | An automated thought collector built by a lost Kazdelian empire. Despite its ability to hover for extended periods, its built-in package protection mechanism compels it to land immediately upon encountering interference. |
Padmasana of Rebirth | SFF9 | Elite | 50000 | 500 | 2000 | 50 | 3 | Loads up to 3 allied Operators upon contact. Movement speed is reduced when loaded. · Will not deduct Life Points when entering the Objective Point; loaded allied Operators cannot be placed on the field | It has no bottom yet never leaks, ferrying passengers from all lands to greener pastures atop a bed of cerulean flames. Only the freed may board this ark. | |
Reforged Retinue | SFR02 | Elite | Physical | 50000 | 1750 | 2000 | 40 | 4 | [Conflagration] After attacking twice, the next attack Stuns the target, increases this unit's ATK, and deals Arts damage to all friendly units. | Molten weapons given form, their extinguished flames rekindled upon command. They will not stop until the enemies at bladepoint are reduced to ashes. |
V.T.E. | SFR04 | Elite | Arts | 20000 | 100 | 1000 | 20 | 1 | More likely to be attacked. When attacked, inflicts a certain amount of True damage on surrounding allied units. · Continuously stuns surrounding allies. · Disappears when touched by another enemy, granting that enemy bonus Max HP and ATK. When that enemy is defeated, a is created where they fall. · Leaves a Matrix on the field when destroyed. Allies within the Matrix gain bonus Max HP and ATK, and take less Physical and Arts damage. · Self-destructs after being on the field for some time, dealing Arts damage over a wide area. | Cutting-edge tactical equipment designed by Rhodes Island's Engineering Department specifically for this round of Vector Breakout training. While manifesting your emotions takes a toll, it offers strength in equal measure. |
Rosmontis's Drone | SFR05 | Elite | Physical | 10000 | 700 | 550 | 40 | 5 | Flying unit. · Can only be attacked while inside a Matrix. · Attacks deal AoE damage. · After two attacks, the next attack stuns all targets. · When defeated, leaves behind Supplies that will activate when Rosmontis, Simulated Sentry triggers [Cognitive Collapse]. Upon activation, allied units in a wide area will take reduced Physical and Arts damage. | A cutting-edge drone designed by Rhodes Island's Engineering Department specifically for this round of Vector Breakout training training. Rosmontis loves its color. |
Document | SFR08 | Elite | Arts | 60000 | 1400 | 0 | 0 | 3 | Takes greatly reduced Arts and Physical damage when force field is active; force field breaks when a large amount of damage is taken in a single instance | Pith's student. Rational and good at math, with outstanding Originium Arts Assimilation. Chose to take to the battlefield as a defender operator to maintain an active mind. |
Leafcarpet | SFR09 | Elite | 100000 | 600 | 0 | 0 | 4 | Unblockable · Accelerates when moving, stuns units along her path for a few seconds, and deals Physical damage based on her current Movement Speed · Temporarily gains a large Fragile effect if movement is interrupted | An orphan that Sharp brought to Rhodes Island. When in peak condition, she is fast enough to give Sharp a run for his money, and was thus recruited into his squad. Not happy with how Sharp often goes solo. | |
Stopwatch | SFR10 | Elite | Physical | 70000 | 2500 | 1000 | 50 | 6 | Periodically increases the ASPD and Movement Speed of all enemies on the field when not blocked | Touch's translator and a former Sami crook who decided to go straight and join Rhodes Island after being rescued by Touch. Claims to understand all the words that Touch leaves unsaid, which Touch neither affirms nor denies. |
Uproar | SFR11 | Elite | Physical | 30000 | 1500 | 1200 | 60 | 3.5 | Takes greatly reduced Physical and Arts damage when unblocked, then fires a rain of arrows, dealing splash damage to units around the damage source and greatly reducing their ASPD · Rebirth | Stormeye's drinking buddy who met him when he was still a wanderer, and later joined Rhodes Island together. She taught Stormeye how to hold his drink. |
Lava, Flame of Resistance | SFR13 | Elite | Arts | 70000 | 700 | 800 | 60 | 2.5 | Your units cannot be deployed on her tile or the 8 surrounding tiles | Lava, Rhodes Island operator, currently receiving instruction from elite operators. Her talent in Arts is only part of the story: the real reason elite operators are willing to teach her everything they know is because of her resolve to never give up. |
Shanhaizhong Ringleader | SH09 | Elite | Physical | 8500 | 800 | 250 | 20 | 2.5 | Invisible · The next attack made after breaking Invisibility will deal increased damage | A Shanhaizhong leader hidden in their ranks. Elusive and unflinchingly cruel, are these acts of 'faith' delusional or simply selfish? |
Shanhaizhong Secret-Keeper | SH10 | Elite | Physical | 11000 | 1000 | 300 | 20 | 2.5 | Invisible · The next attack made after breaking Invisibility will deal increased damage | A Shanhaizhong leader with a mysterious mission. Elusive, merciless, and unconcerned with their men's sacrifices. What are they really planning behind that fog of faith? |
Shanhaizhong Seer | SH11 | Elite | Arts | 10000 | 400 | 200 | 40 | 2.5 | Continuously locks on to a target and inflicts a large burst of Arts damage after the channel completes, gaining increased ASPD afterwards | Shanhaizhong members who can cast strange Arts. They superstitiously believe in those huge beings, shouting 'the mounts, seas, and all in between shall be our master's' while displaying a fraction of that 'divine power.' |
Shanhaizhong Oracle | SH12 | Elite | Arts | 13000 | 500 | 250 | 40 | 2.5 | Continuously locks on to a target and inflicts a large burst of Arts damage after the channel completes, gaining increased ASPD afterwards | Shanhaizhong members who can cast strange Arts. They superstitiously believe in those huge beings and resent their own compatriots, shouting 'the mounts, seas, and all in between shall be our master's' while displaying a 'divine power' of unknown origin. |
'Wallbreaker' | SH13 | Elite | Physical | 15000 | 1000 | 1200 | 10 | 4.5 | Prioritizes attacking friendly units located on Yumen Catastrophe Defenses | A siege cannon engineered by the Ministry of Works, hijacked by the Shanhaizhong when they infiltrated Yumen. Yumen rampages over the sea of sand, advancing unhindered, shattering stone and resolve alike. |
'Fortbreaker' | SH14 | Elite | Physical | 18000 | 1200 | 1200 | 10 | 4.5 | Prioritizes attacking friendly units located on Yumen Catastrophe Defenses | A stronger siege cannon engineered by the Ministry of Works, hijacked by the Shanhaizhong when they infiltrated Yumen. Yumen rampages over the sea of sand, advancing unhindered, threatening to tear down all walls. |
'Sandwalker' | SH15 | Elite | Physical | 22500 | 800 | 1200 | 10 | 4 | Can only be blocked by units with at least 4 Block · When next to enemies that are both non-Machine and non-Leader, they will be loaded inside as passengers (up to 4 max), and will be unloaded when this unit reaches a Ladder | A transport vehicle engineered by the Ministry of Works, hijacked by the Shanhaizhong when they infiltrated Yumen. Can carry up to four soldiers smoothly over desert terrain. |
'Sand Voyager' | SH16 | Elite | Physical | 30000 | 1000 | 1500 | 10 | 4 | Can only be blocked by units with at least 4 Block · When next to enemies that are both non-Machine and non-Leader, they will be loaded inside as passengers (up to 4 max), and will be unloaded when this unit reaches a Ladder | A 2nd generation transport vehicle engineered by the Ministry of Works, hijacked by the Shanhaizhong when they infiltrated Yumen. Can carry up to four soldiers over desert terrain or coordinate in urban defense. |
Sarkaz Absurdist Tyrant | SHD5 | Elite | Physical | 20000 | 800 | 700 | 20 | 2.9 | Can only be blocked by Operators with 3 or more Block · First attack deals Splash damage | A product of the cooperation between the Damazti Cluster and the Military Commission. Under the guidance of the Damazti Cluster, these Sarkaz soldiers have learned to use transformation Arts to appear more intimidating. However, the body affects the mind, and their lack of rationality makes them even more brutal in battle. |
Sarkaz Absurdist Tyrant Captain | SHD6 | Elite | Physical | 25000 | 1200 | 800 | 20 | 2.9 | Can only be blocked by Operators with 3 or more Block · First attack deals Splash damage | A product of the cooperation between the Damazti Cluster and the Military Commission, able to change their appearance with Arts. They can skillfully manipulate their flesh without damaging their brains, and are used to employing their intimidating forms to gain an advantage in battle. |
Rebellion Instigator | SHD7 | Elite | Arts | 10000 | 250 | 100 | 50 | 5 | When not blocked, all unrevealed Civilians or Spies cannot be blocked | Disruptors that constantly bypass the blockade. They weaken the enemy's forces from within by eagerly sowing fear among the masses, who in their panic break down the borough defenses all on their own. |
Rebellion Agitator | SHD8 | Elite | Arts | 12000 | 300 | 150 | 50 | 5 | When not blocked, all unrevealed Civilians or Spies cannot be blocked | Disruptors that constantly bypass the blockade. They weaken the enemy's forces from within by taking the initiative to whip the masses into a frenzy, who in turn break down the borough defenses all on their own. |
Pathfinder Ballistarius Prefect | SK10 | Elite | Physical | 18000 | 1000 | 1500 | 0 | 4.5 | While this unit is holding Ammo, attacks become long-ranged and deal Splash Damage. Ammo capacity: 2 · Deals additional Arts damage to 'Gelato Stops' | A stalwart warrior who rushes forward on the front lines, firing shells capable of inflicting widespread destruction. By virtue of their physique, they can withstand the recoil from their cannons, and are proficient in close combat even without their weapons. Extremely reliable. |
Pathfinder Dessert Vendor | SK11 | Elite | Physical | 17500 | 500 | 650 | 30 | 5 | While this unit is holding Ammo, periodically summons a . Ammo capacity: 3 · Deals significantly increased damage to enemies blocking this unit | Seems to be an ordinary street vendor. However, their carts are likely loaded with more than just snacks. Anger them at your own peril. |
Renowned Pathfinder Dessert Vendor | SK12 | Elite | Physical | 22500 | 600 | 650 | 30 | 5 | While this unit is holding Ammo, periodically summons a . Ammo capacity: 3 · Deals significantly increased damage to enemies blocking this unit | Seems to be an ordinary street vendor. However, their carts are likely loaded with more than just snacks. Those who anger them will soon learn the true meaning of fear. |
Pathfinder Nuncio | SK15 | Elite | Arts | 17000 | 600 | 500 | 60 | 2.7 | While this unit is holding Ammo, attacks become long-ranged and prevent the target from attacking or healing for a period of time. Ammo Capacity: 1 · Deals additional Arts damage to 'Gelato Stops' | A warrior who has taken the initiative to step up to the role of Nuncio within the Pathfinders. Strong and agile, these warriors employ the experience they've gained in their work and prefer to fight by sealing off their opponents' moves. |
Oren, Legatus | SK16 | Elite | Arts | 23000 | 700 | 550 | 60 | 2.7 | While this unit is holding Ammo, attacks become long-ranged and prevent the target from attacking or healing for a period of time. Ammo Capacity: 1 · Deals additional Arts damage to 'Gelato Stops' | The Legatus who stands head and shoulders above the rest, acting on his own principles. Preferring hit-and-run tactics to direct confrontations, he tries to deceive his opponents by sealing off their moves. |
Pathfinder Ballistarius | SK9 | Elite | Physical | 12000 | 800 | 1200 | 0 | 4.5 | While this unit is holding Ammo, attacks become long-ranged and deal Splash Damage. Ammo capacity: 2 · Deals additional Arts damage to 'Gelato Stops' | A stalwart warrior who stands on the front lines, firing shells capable of inflicting widespread destruction. By virtue of their physique, they can withstand the recoil from their cannons, as well as hold their own in close combat even without their weapons. Extremely reliable. |
Nourished Reaper | SM10 | Elite | Physical | 25000 | 500 | 800 | 75 | 2 | Starts battle in Standby and will not attack · After being injured, this unit becomes Combat-Ready, gradually losing HP over time and continually inflicting Nervous Impairment to nearby units | A Sea Terror that emits ear-splitting screeches and has sated its hunger. It is essentially harmless if you don't disturb it. |
Pocket Sea Crawler | SM11 | Elite | Arts | 25000 | 300 | 0 | 0 | 3 | Whenever a certain percentage of HP is lost, immediately deal a large amount of Arts damage and Nervous Impairment to nearby units | A Sea Terror imbued with impurities. The density of its body tissue surpasses that of some alloys. Victims stabbed by it will feel as if they have been set alight. |
Nourished Crawler | SM12 | Elite | Arts | 35000 | 400 | 0 | 0 | 3 | Whenever a certain percentage of HP is lost, immediately deal a large amount of Arts damage and Nervous Impairment to nearby units | A Sea Terror imbued with impurities that has had its hunger sated. Such Sea Terrors are rarely seen nowadays, as they are gradually evolving to become more nimble. |
Primal Sea Piercer | SM13 | Elite | Physical | 9000 | 550 | 240 | 20 | 3.5 | Prioritizes attacking the target with the current lowest HP percentage within a small area | A Sea Terror that grew a solid organ. The other parts of its body seem to be forming impregnable outer spikes. |
Nourished Piercer | SM14 | Elite | Physical | 12500 | 700 | 240 | 20 | 3.5 | Prioritizes attacking the target with the current lowest HP percentage within a small area | A Sea Terror that grew a solid organ and has had its hunger sated. It sways gently beneath the moonlight. |
Nethersea Founder | SM15 | Elite | Arts | 7000 | 450 | 200 | 30 | 3 | Spawns Nethersea Brand at its location when defeated · Gains increased RES | A Sea Terror that has inexplicably grown a chitinous skull. There is no corresponding organ to be found beneath it. |
Nourished Founder | SM16 | Elite | Arts | 9000 | 600 | 250 | 30 | 3 | Spawns Nethersea Brand at its location when defeated · Gains increased RES | A Sea Terror that generally only metamorphoses within an abundance of the nethersea brand. They can on exceptionally rare occasions be born from the remains of their multiple kin. |
Regressed Founder | SM17 | Elite | Arts | 7000 | 450 | 200 | 30 | 3 | Spawns Nethersea Brand at its location when defeated · Leaves its remains on location when defeated · [Directed Evolution] Gains increased RES | A special individual among the Founders. Heeding the call of We Many, its body is ready to be preyed upon. |
Nethersea Brandguider | SM21 | Elite | Physical | 19000 | 800 | 500 | 5 | 4 | After falling below half HP, spreads Nethersea Brand to tiles it travels over · After falling below half HP, gains increased DEF and Block requirement | A new type of Sea Terror formed from a colony that was about to decay and die. In order to effectively utilize the last bit of nutrients in their bodies, all they need to do is smear themselves across the ground. |
Nourished Brandguider | SM22 | Elite | Physical | 24000 | 900 | 500 | 5 | 4 | After falling below half HP, spreads Nethersea Brand to tiles it travels over · After falling below half HP, gains increased DEF and Block requirement | Even if not on the verge of death, they will still choose to expand the survival range of their kin using their own flesh and blood. Reminiscent of the Bishop's final journey back to Iberia. |
Regressed Brandguider | SM23 | Elite | Physical | 19000 | 800 | 500 | 5 | 4 | After falling below half HP, spreads Nethersea Brand to tiles it travels over · Leaves its remains on location when defeated · [Directed Evolution] After falling below half HP, gains increased DEF and Block requirement | A special individual among the Brandguiders. Heeding the call of We Many, its body is ready to be preyed upon. |
Nethersea Swarmcaller | SM27 | Elite | Arts | 10000 | 140 | 550 | 60 | 1 | Continually inflicts Arts damage and Nervous Impairment in an area around it · Has Status resistance and is immune to Slow | A rare Sea Terror, able to manipulate the tiny creatures in the air and on the ground to eat away at their surroundings even in the absence of the nethersea brand. They seem to call the brand itself to life, hence their name. |
Nourished Swarmcaller | SM28 | Elite | Arts | 14000 | 160 | 550 | 60 | 1 | Continually inflicts Arts damage and Nervous Impairment in an area around it · Has Status resistance and is immune to Slow | A special and extremely-rare individual, boasting incredible destructive power and far-reaching transmission range. They are unable to be dealt with through conventional means, Inquisitors must be extra vigilant around them. |
Regressed Swarmcaller | SM29 | Elite | Arts | 10000 | 140 | 550 | 60 | 1 | Continually inflicts Arts damage and Nervous Impairment in an area around it · Leaves its remains on location when defeated · [Directed Evolution] Has Status resistance and is immune to Slow | A special individual among the Swarmcallers. Heeding the call of We Many, its body is ready to be preyed upon. |
Nethersea Reefbreaker | SM30 | Elite | Physical | 20000 | 300 | 750 | 40 | 1.5 | Gains Invisibility when on Nethersea Brand · Gains increased ATK for each time it deals damage, decaying quickly after it stops attacking · Deals increased damage to enemies blocking this unit | An extremely aggressive individual born from the nethersea brand, capable of inflicting tremendous damage to its surrounding environment for its kin to transform. Lifeforms not considered kin fall under this category. |
Nourished Reefbreaker | SM31 | Elite | Physical | 25000 | 400 | 750 | 40 | 1.5 | Gains Invisibility when on Nethersea Brand · Gains increased ATK for each time it deals damage, decaying quickly after it stops attacking · Deals increased damage to enemies blocking this unit | A Sea Terror born from the nethersea brand, used to expel entities that pose a significant threat to its kin, or to completely destroy environments unsuitable for sustaining life. All civilizations on land fall under this category. |
Regressed Reefbreaker | SM32 | Elite | Physical | 20000 | 300 | 750 | 40 | 1.5 | Gains Invisibility when on Nethersea Brand · Leaves its remains on location when defeated · [Directed Evolution] Gains increased ATK after successfully dealing damage, decaying quickly after it stops attacking | A special individual among the Reefbreakers. Heeding the call of We Many, its body is ready to be preyed upon. |
Multicellular Herald | SM42 | Elite | Physical | 13200 | 1050 | 660 | 45 | 3 | Can devour an Excrescent Carapace to significantly increase its ATK and HP. | Highly differentiated Seaborn with specialized tentacles that have proliferated across the ocean. Numbering in the billions, they are believed to shape ocean currents when they wave their tentacles. |
Allotropic Herald | SM43 | Elite | Physical | 14500 | 1200 | 770 | 60 | 3 | Can devour an Excrescent Carapace to significantly increase its ATK and HP. | Seaborn that have grown in nutrient-rich environments. In sufficient numbers, they can influence tidal movements and even trigger tsunamis. |
Nucleic Maleficent | SM44 | Elite | Physical | 30000 | 500 | 0 | 70 | 3 | Becomes Combat-Ready when damaged, significantly increasing Movement Speed and continuously inflicting Nervous Impairment on nearby units. · Destroys blocking at the cost of a percentage of its HP. | A cell originally meant to develop into a specialized organ has mutated into an individual entity capable of metabolizing body waste into neurotoxin. Its role within the Seaborn population remains unclear. |
Allotropic Maleficent | SM45 | Elite | Physical | 33000 | 600 | 0 | 80 | 3 | Becomes Combat-Ready when damaged, significantly increasing Movement Speed and continuously inflicting Nervous Impairment on nearby units. · Destroys blocking at the cost of a percentage of its HP. | Nucleic Maleficents that have survived in harsh environments, developing glands that produce neurotoxin. Extremely rare, and extremely dangerous. |
Basin Sea Reaper | SM9 | Elite | Physical | 20000 | 400 | 800 | 75 | 3 | Starts battle in Standby and will not attack · After being injured, this unit becomes Combat-Ready, gradually losing HP over time and continually inflicting Nervous Impairment to nearby units | A Sea Terror that emits ear-splitting screeches. Should its nourishment be interrupted, it will immediately counterattack any nearby threats, until all other signs of life have ceased. |
Enraged Spatula Giant | SMN10 | Elite | Physical | 12000 | 700 | 3200 | 80 | 6 | Unblockable · Loses a percentage of HP over time against a Stabilizer Chain. | Mercenaries are adept at building makeshift weapons from whatever is available. This massive, sputtering machine shambles forward, seeking to dice and slice with Lateran kitchen utensils. |
Armored Burdenbeast | SMN11 | Elite | Physical | 65000 | 1800 | 50 | 50 | 5 | Will be tripped by a Stabilizer Chain, stunning itself and dealing Physical damage to nearby enemies. | Large, slow, and docile, these burdenbeasts obediently undergo rigorous training to perform tasks that go against their nature. |
Greater Armored Burdenbeast | SMN12 | Elite | Physical | 75000 | 2200 | 50 | 50 | 5 | Will be tripped by a Stabilizer Chain, stunning itself and dealing Physical damage to nearby enemies. | Slow, docile, and even larger, these burdenbeasts obediently undergo rigorous training to perform tasks that go against their nature. |
'Shearclaws' | SMN13 | Elite | Physical | 13000 | 700 | 700 | 20 | 4 | Attacks also deal splash damage to allied units in 4 adjacent tiles. · Cuts Stabilizer Chains. | Mercenaries wielding sharp blades as their weapons. Prone to injuring both friend and foe, they struggle to find companions. |
'Weaver' | SMN14 | Elite | Physical | 18000 | 820 | 900 | 20 | 4 | Attacks also deal splash damage to allied units in 4 adjacent tiles. · Cuts Stabilizer Chains. | Mercenaries who expertly wield the latest equipment. Their mastery of the blades is so deep that they can operate a loom with them. |
Rogue Mercenary 'Bass' | SMN15 | Elite | Arts | 12000 | 600 | 300 | 60 | 5 | Targets one of your units, continuously dealing Arts and Burn to the target and all Operators connected to that unit by Stabilizer Chains. | Agitated rhythms and intense rumbling form the melody of the nomadic city of Kazdel. The members of this metal band have transformed their weapons into musical instruments, blending their dual roles as mercenaries and musicians. |
Rogue Mercenary 'Lead Guitar' | SMN16 | Elite | Arts | 15000 | 800 | 360 | 70 | 5 | Targets one of your units, continuously dealing Arts and Burn to the target and all Operators connected to that unit by Stabilizer Chains. | Metal band members who seamlessly blend their mercenary and performer careers. Their torrential rhythms are powerful enough to melt faces—literally. |
Bounty Hunter 'Knight' | SMN7 | Elite | Arts | 9000 | 400 | 200 | 60 | 4 | Accelerates when moving. First attack after being blocked deals extra Arts damage based on movement speed. | Bounty hunters skilled in witchcraft, equipped with self-made gear inspired by Kazimierzian knights. They take pleasure in tormenting their targets during missions. |
Bounty Hunter 'Grand Knight' | SMN8 | Elite | Arts | 10000 | 500 | 240 | 60 | 4 | Accelerates when moving. First attack after being blocked deals extra Arts damage based on movement speed. | Bounty hunters skilled in witchcraft, aspiring to join the Kazimierzian knight competitions once they've saved enough money. For now, their greatest joy remains tormenting their targets as they hunt them down. |
Spatula Giant | SMN9 | Elite | Physical | 10000 | 600 | 2600 | 80 | 6 | Unblockable · Loses a percentage of HP over time against a Stabilizer Chain. | Mercenaries are adept at building makeshift weapons from whatever is available. This massive, sputtering machine shambles forward, brandishing Lateran kitchen utensils while leaking fuel. |
Guerrilla Shieldguard | SP0 | Elite | Physical | 15000 | 700 | 1300 | 60 | 3.8 | More likely to be targeted by attacks. | One of Patriot's elite defenders. Carrying out Patriot's will, these shieldguards form the solid foundation of the 'Aegis of the Infected.' Equipped with high-performance protective armor, they cover for their comrades by drawing fire from enemies while present on the battlefield. |
OpFor: Fissure | SP01 | Elite | Arts | 15000 | 400 | 400 | 10 | 1.5 | When defeated, fires a poison cloud at the target that defeated it, continuously dealing Arts damage to the surroundings | OpFor unit designed to emulate the corrosive nature of Originium. Originium in nature corrodes other substances, just as it eats away at biological tissue in Oripathy patients. Is coexistence with Originium possible? That is what we want to find out in these simulations. |
OpFor: Quagmire | SP02 | Elite | Arts | 36000 | 600 | 200 | 40 | 1 | Less likely to be attacked · When blocked, plants itself on the blocker, causing them to take continuous Arts damage and increased Elemental Injury · When an Elemental Injury burst occurs on the parasitized target, inflicts a large amount of Elemental Injury of the same type on other allied units in the four adjacent tiles | OpFor unit designed to emulate the liquid form of Originium. No one knows why it began to take such form, but it may be the precursor to another Originium disaster. Through simulation, we will find a way to destroy it, control it, or utilize it. |
OpFor: Bonespur | SP03 | Elite | Arts | 12000 | 360 | 300 | 60 | 4 | Invisible · Attacks multiple targets simultaneously when Invisible | OpFor unit designed to emulate the structure of Originium formations. Flaws and inaccuracies are inevitable in metallic construction, but the dangerous sharpness of crystal formations has been faithfully recreated. Overcome your primal fears through simulation. |
OpFor: BlackCloud | SP04 | Elite | Physical | 24000 | 500 | 150 | 20 | 3 | Periodically binds and devours several non-Elite or non-Leader flying enemies, recovering an equal amount of ammunition · Fires all ammunition, dealing heavy Physical damage to the target | OpFor unit designed to emulate Catastrophe clouds. Catastrophes have been the enemy of civilization since the beginning of time, and the Originium clusters forming beneath them are the symbol of death. Find ways to fight Catastrophes through simulation. |
OpFor: Rebirth | SP05 | Elite | Physical | 12000 | 1100 | 300 | 40 | 5 | When defeated, enters a revival state and gives other enemies within range a shield that protects against Physical and Arts damage, which is broken after taking a certain number of attacks · In the revival state, it needs to be damaged multiple times to be knocked down, and revives after some time | OpFor unit designed to emulate monsters born from Originium. We have fought such foes on the Rhodes Island landship, adversaries that regenerate, rise again, and kill wearing the form of the fallen. Study ways to counter them through simulation. |
OpFor: Mirror | SP06 | Elite | Physical | 18000 | 1000 | 600 | 0 | 5.5 | Refraction · HP greatly increased when Refraction is active | OpFor unit designed to emulate machines hijacked by Originium. We have fought such foes on the Rhodes Island landship, as Originium took our machines and gave them dangerous new abilities. Discover solutions through simulation. |
Yan's Protection | SP07 | Elite | Arts | 12000 | 600 | 200 | 0 | 2.5 | At the start of battle, Yan's Protection gains ATK and HP equal to a percentage of the total ATK and HP of all Yan Alliance Operators on the field · Attacks multiple targets, inflicting a percentage of ATK as Burn; nearby enemy units gain a certain percentage of Elemental Fragility · [Cleansing Flame] Continuously shoots fires at an enemy in attack range, dealing Arts damage equal to a percentage of ATK every second, and dealing damage to several enemies around the target | The creations of Yanese Tianshis allow ordinary wood and iron to take to the skies through fire, and scatter as a firmament of sparks to protect the land and its people. They are beacons of joy in times of peace, and powerful weapons in times of war. |
'Armor Cleaver' | SP09 | Elite | Physical | 240000 | 300 | 400 | 80 | 6 | Continuously attacks, dealing AoE Physical damage · Starts Invulnerable; When shot down, transfers a percentage of the damage taken to OpFor: Armor · Periodically flies towards the Operator with the lowest ATK, stunning the target and Operators in the 8 surrounding tiles, and dealing Physical damage every second · Flying 'Armor Cleaver' is shot down after taking a certain number of attacks · 'Armor Cleaver' becomes a low ground unit and takes more damage when shot down | |
Guerrilla Shieldguard Leader | SP1 | Elite | Physical | 25000 | 800 | 1500 | 60 | 3.8 | More likely to be targeted by attacks. | The cream of the crop among Patriot's elite defenders. After extensive training, the Shieldguard Leaders don heavier protective armor and cover for their comrades by drawing fire from enemies while present on the battlefield. |
'Armor Crusher' | SP10 | Elite | Physical | 250000 | 350 | 3500 | 10 | 8 | Continuously attacks, dealing AoE Physical damage · Starts Invulnerable; When shot down, transfers a percentage of the damage taken to OpFor: Armor · Periodically flies towards the Operator with the lowest ATK, stunning the target and Operators in the 8 surrounding tiles, and dealing Physical damage every second · Flying 'Armor Crusher' is shot down after taking a certain number of attacks · 'Armor Crusher' becomes a low ground unit and takes more damage when shot down | |
'Gunshatter' | SP13 | Elite | Physical | 2500000 | 600 | 1100 | 60 | 4.5 | [Unfinished Prayer] Starts with one of the following special shields; cannot be blocked while the shield is active; regains the shield a certain period after it disappears · Elemental Shield: Physical and Arts damage taken greatly reduced; shield disappears when Elemental Injury burst occurs. When this shield is active, periodically fires a projectile that inflicts Elemental Injury and ricochets several times, reducing damage with each bounce · Arts Shield: Gains a certain amount of Arts Barrier, greatly reduces Physical damage taken while active. If Physical damage is taken when shield is active, deals Physical damage to and inflicts Corrosion on the source. · Modulated Shield: Disappears after taking damage several times. Periodically performs a 10-combo attack when shield is active. | Confessional corrupted and reshaped by Originium. It will be the Holy Gun-Knight's bullet, carrying out its will faithfully, regardless of the nature of the will. |
'Gunshatter' | SP14 | Elite | Physical | 2500000 | 600 | 1100 | 60 | 4.5 | ||
'Gunshatter' | SP15 | Elite | Physical | 2500000 | 600 | 1100 | 60 | 4.5 | ||
OpFor: String | SP17 | Elite | Arts | 85000 | 120 | 700 | 50 | 5 | Permanently Invulnerable; leaves the field when is defeated · When on the field, continuously summons in [Golden Wail] form · Attacks prioritize in [Golden Wail] form · [Broken Strings] Targets all in [Golden Wail] form on the field, dealing Arts damage in a large area centered around them and inflicting Necrosis, and transforms the targets' form | The 'Witch King's Voice' recreated by Originium, an OpFor unit based on the scenario of a Terra-wide Originium disaster. Originium retrieves a shadow from the boundless ocean, giving it a new body and voice. The silent sea encompasses all, except for that future the shadow caught a glimpse of in the Pavillon. |
Guerrilla Mortar | SP2 | Elite | Physical | 5500 | 450 | 550 | 20 | 4.8 | When Inspired, gains greatly increased ASPD. | One of Patriot's elite suppression troops. Adept at long-ranged shelling, these fighters move more slowly because of their medium armor but also enjoy increased protection. After receiving tactical commands, they will gain greatly increased combat capabilities and have significantly increased attack speed. |
Guerrilla Mortar Leader | SP3 | Elite | Physical | 6500 | 590 | 550 | 20 | 4.8 | When Inspired, gains greatly increased ASPD. | The cream of the crop among Patriot's elite suppression troops. Compared to ordinary mortars, these troops equip more dangerous and destructive shells. After receiving tactical commands, they will gain greatly increased combat capabilities and have significantly increased attack speed. |
Guerrilla Siegebreaker | SP4 | Elite | Physical | 3800 | 360 | 550 | 20 | 1.9 | Able to land directly onto the battlefield. · When Inspired, gains greatly increased ATK. | One of Patriot's elite assault fighters. These troops specialize in assaults and airborne operations into enemy backlines. They wear medium armor and boast very strong individual combat capabilities. After receiving tactical commands, they will gain greatly increased combat capabilities and have greatly increased attack power. |
Guerrilla Siegebreaker Leader | SP5 | Elite | Physical | 5000 | 430 | 550 | 20 | 1.9 | Able to land directly onto the battlefield. · When Inspired, gains massively increased ATK. | The cream of the crop among Patriot's elite assault fighters. Though boasting greater individual combat capabilities than normal Siegebreakers, they often end up behind bars. After receiving tactical commands, they will gain greatly increased combat capabilities and have greatly increased attack power. |
Sarkaz Guerrilla Fighter | SP6 | Elite | Physical | 8000 | 480 | 400 | 50 | 2.5 | When coming into contact with a Pulse Wave, this unit instead takes no damage and will deal Arts damage with normal attacks. | A Sarkaz fighter who supports Patriot but cannot understand the special terminology of their guerilla operations. The Sarkaz ritual maintained by the Sarkaz Originium Altars will not damage them, instead strengthening their bodies and converting their attacks into Arts damage. |
Sarkaz Guerrilla Fighter Leader | SP7 | Elite | Physical | 12000 | 580 | 400 | 50 | 2.5 | When coming into contact with a Pulse Wave, this unit instead takes no damage and will deal Arts damage with normal attacks. | A Sarkaz fighter who boasts greater destructive power, but cannot understand the special terminology of their guerilla operations. The Sarkaz ritual maintained by the Sarkaz Originium Altars will not damage them, instead strengthening their bodies and converting their attacks into Arts damage. |
Sarkaz Guerrilla Caster | SP8 | Elite | Arts | 7000 | 350 | 400 | 50 | 5 | Casts Arts periodically, dealing Arts damage equivalent to unit's ATK to all surrounding units · When coming into contact with a Pulse Wave, this unit instead takes no damage and their attack range expands | A Sarkaz Caster who supports Patriot but cannot understand the special terminology of their guerilla operations. The Sarkaz ritual maintained by the Sarkaz Originium Altars will not damage them, instead strengthening their bodies and converting their attacks into Arts damage. |
Sarkaz Guerrilla Caster Leader | SP9 | Elite | Arts | 10000 | 450 | 400 | 50 | 5 | Casts Arts periodically, dealing Arts damage equivalent to unit's ATK to all surrounding units · When coming into contact with a Pulse Wave, this unit instead takes no damage and their attack range expands | A Sarkaz Caster who boasts greater destructive power, but cannot understand the special terminology of their guerilla operations. The Sarkaz ritual maintained by the Sarkaz Originium Altars will not damage them, instead strengthening their bodies and converting their attacks into Arts damage. |
Sleep Companion Beast | SS09 | Elite | Physical | 16000 | 150 | 500 | 30 | 3.3 | Attacks inflict Nervous Impairment. · Carries any sleeping enemies or stunned Operators when passing through them, and puts them down after a while; taking up extra Block for the duration · Does not deduct Life Points when entering the Objective without carrying any units | Large and strong companion beast in the neverwaking story, carrying sleepers to wherever they may sleep soundly, though it does not know the way well. |
Slumber Companion Beast | SS10 | Elite | Physical | 17600 | 165 | 500 | 30 | 3.3 | Attacks inflict Nervous Impairment. · Carries any sleeping enemies or stunned Operators when passing through them, and puts them down after a while; taking up extra Block for the duration · Does not deduct Life Points when entering the Objective without carrying any units | Huge and strong companion beast in the neverwaking story that can float in mid-air. Sleeping on its fluffy back is considered the height of luxury in the Castle of Dreams, though its sense of direction has not gotten any better. |
Sleepwalking Valet | SS11 | Elite | Physical | 25000 | 850 | 800 | 20 | 5.5 | Under Moonlight, Attack Range expands and ATK increases; returns to original status after several attacks | Valet puppet that wanders the Castle of Dreams in the long night, laying out soft and comfortable bedding for all the rooms, and punishing bad people who invade the castle. |
Sleepwalking Butler | SS12 | Elite | Physical | 27500 | 900 | 800 | 20 | 5.5 | Under Moonlight, Attack Range expands and ATK increases; returns to original status after several attacks | Butler puppet that wanders the Castle of Dreams in the long night. The moonlight transforms its scissors, allowing it to cut even larger cloth... The scissors are for cutting cloth, right? |
Wolff's Shadow | SS13 | Elite | Arts | 15000 | 520 | 0 | 50 | 2.4 | Attacks inflict Nervous Impairment. · Invisible when not under moonlight; stops attacking and cannot be blocked when Invisible | Arts creations that prowl the dark corners of the castle, extremely hard to spot. They dart through the castle's rooms, enjoying people's surprised cries. |
Wolff Phantom | SS14 | Elite | Arts | 16500 | 550 | 0 | 50 | 2.4 | Attacks inflict Nervous Impairment. · Invisible when not under moonlight; stops attacking and cannot be blocked when Invisible | Arts creations that prowl the dark corners of the castle, almost impossible to spot. They pass through people like ghosts, and seem to enjoy the process, for they keep luring people into dark corners for their own enjoyment. |
'Dream of Eclosion' | SS15 | Elite | Arts | 30000 | 140 | 800 | 40 | 2.2 | Attacks hit five times, dealing Arts damage | Large insect that has broken out from its cocoon hanging from branches that grew out of the clock. The moonlight of the Castle of Dreams has fulfilled its dream of metamorphosis, and it is best not to approach it while it admires its new wings. |
'Dream of Metamorphosis' | SS16 | Elite | Arts | 33000 | 150 | 800 | 40 | 2.2 | Attacks hit five times, dealing Arts damage | Massive insect that has broken out from its cocoon hanging from branches that grew out of the clock. Having left the hard shell behind, it now dances in the air, weaving the most beautiful sight in the fairy tale. Who would be so cruel as to break this breathtaking beauty? |
Commander Ulšulah | SSK11 | Elite | Arts | 30000 | 800 | 800 | 50 | 3.7 | [Marrowchill Aura] Significantly reduces the ASPD of surrounding allied units and gives a Bloodcalling Altar the ability to produce Blood Amber. · When defeated, returns to a Bloodcalling Altar and revives after a period of time. | Ulšulah, Lifebone's commander and the youngest major in the Kazdel Military Commission, fights not for any specific person or organization, but rather for the possibility that Kazdel can one day become a true country. |
Sarkaz Boneguard | SSK2 | Elite | Physical | 12000 | 900 | 1200 | 0 | 3.8 | More likely to be attacked by friendly units. · Upon receiving damage, reduces the ASPD of the attacker. · Prevents from moving when nearby. · Leaves behind 2 when defeated. | A guard responsible for protecting the Feranmut's skeleton. As some of the most loyal adherents of the Military Commission, they will carry out their duties at any cost, even if they must shed their own blood. |
Sarkaz Boneguard Captain | SSK3 | Elite | Physical | 15000 | 1100 | 1500 | 0 | 3.8 | More likely to be attacked by friendly units. · Upon receiving damage, reduces the ASPD of the attacker. · Prevents from moving when nearby. · Leaves behind 2 when defeated. | A guard captain responsible for protecting the Feranmut's skeleton. As some of the most fervent adherents of the Military Commission, they will realize the Commission's will at any cost, even if they must shed their own blood. |
Sarkaz Boneguard Flayer | SSK4 | Elite | Physical | 20000 | 900 | 900 | 20 | 3 | Recovers a portion of HP and gains increased ATK when either enemy or friendly units are defeated within range (can stack). · Leaves behind 2 when defeated. | A professional armsmaster responsible for protecting the Feranmut's skeleton, carefully selected by the Military Commission. They use witchcraft to connect themselves with the Feranmut's nerves, allowing the entire skeleton to become their weapon. |
Sarkaz Boneguard Torturer | SSK5 | Elite | Physical | 25000 | 1200 | 1200 | 20 | 3 | Recovers a portion of HP and gains increased ATK when either enemy or friendly units are defeated within range (can stack). · Leaves behind 2 when defeated. | An elite armsmaster responsible for protecting the Feranmut's skeleton, carefully selected by the most senior members of the Military Commission. The degree of their fusion with the Feranmut's nerves defies common understanding, with their ancient witchcraft drilled deep into their bodies. |
Sarkaz Bloodwalker | SSK8 | Elite | 10000 | 100 | 350 | 50 | 1 | Cannot be blocked. · Collects up to 5 pieces of dropped . When defeated, drops all collected . | A special entity within the Crimson Court, ensuring that no touch of the Crimson's dominion over blood goes to waste. They collect the essence condensed from the blood spilled on the battlefield and wait for it to be given form again through the ancient rituals of the vampires. | |
Sarkaz Bloodnexus | SSK9 | Elite | 15000 | 100 | 400 | 50 | 1 | Cannot be blocked. · Collects up to 5 pieces of dropped . When defeated, drops all collected . | A very special entity within the Crimson Court, ensuring that each strand of blood weaves the decrees issued by the Regent of the Royal Court. They collect the essence condensed from the blood spilled on the battlefield and wait for it to be returned to the cycle of slaughter through the ancient rituals of the vampires. | |
Drunk Brawler | SW10 | Elite | Physical | 15000 | 800 | 240 | 20 | 2.3 | When any unit is discovered by Sentry Turrets, increases Movement Speed and dashes towards the discovered unit within a certain search range · ATK and ASPD increased when illuminated by a Sentry Turret | Someone who took off his jacket because he thought the snowy ground was too warm. The lesson he learned from defeated opponents is to never pick a fight with someone even more wasted—done that way, it doesn't hurt at all. |
Scrapmetal Destroyer | SW11 | Elite | Physical | 9000 | 650 | 100 | 30 | 4 | Prioritizes units discovered by Sentry Turrets regardless of distance · When attacking units discovered by Sentry Turrets, reduces their DEF by 100% for a certain duration · Takes reduced Physical and Arts damage when not attacking | Someone who boasts of knowing aerodynamics better than the students at the University of Deity Grypherburg. Her unpublished 'Imprisoned Scholar Thesis' is about blowing paper balls at napping officers with a straw. |
Scrapmetal Blaster | SW12 | Elite | Physical | 13000 | 800 | 100 | 30 | 4 | Prioritizes units discovered by Sentry Turrets regardless of distance · When attacking units discovered by Sentry Turrets, reduces their DEF by 100% for a certain duration · Takes reduced Physical and Arts damage when not attacking | Someone who boasts of knowing aerodynamics better than the students at the Imperial College of Science and Engineering, and she might actually be right. Her unpublished 'Scrawny Scholar Thesis' is about blowing damaged cans open with Originium pipe bombs. |
Hardcore Troublemaker | SW13 | Elite | Arts | 12000 | 550 | 400 | 15 | 3 | When an allied unit is in attack range, Sentry Turrets will turn towards them | Someone who forces everyone else to enjoy hardbass like him. He thinks sleep is a waste of precious time, so he'll save you with his true music. |
Hardcore Aggressor | SW14 | Elite | Arts | 18000 | 800 | 400 | 15 | 3 | When an allied unit is in attack range, Sentry Turrets will turn towards them | Someone who believes hardbass should be the only music genre on the land. He no longer cares about his uninterested audience, because he can no longer tell if the unresponsive people around him are asleep or dead. |
Desperate Breadwinner | SW7 | Elite | Physical | 15000 | 650 | 1000 | 15 | 3 | When any unit is discovered by Sentry Turrets, increases Movement Speed and dashes towards the discovered unit within a large search range · Nearby enemies take reduced Physical and Arts damage | An employee of the Warehouse 22 security firm. With every punch he throws, he silently mutters the name of his severely sick child. 'You made a mistake, soldier. You can't stay in the army, but we can give you another chance.' |
Desperate Indulger | SW8 | Elite | Physical | 25000 | 750 | 1100 | 15 | 3 | When any unit is discovered by Sentry Turrets, increases Movement Speed and dashes towards the discovered unit within a large search range · Nearby enemies take reduced Physical and Arts damage | An employee of the Warehouse 22 security firm. With every punch he throws, he imagines how the splattered blood would taste on his tongue. 'You made a mistake, soldier. You can't stay in the army, but... Wait, that was no accident? What do you mean you don't want the severance pay and would rather have protein powder?!' |
Drunk Ruffian | SW9 | Elite | Physical | 10000 | 600 | 150 | 20 | 2.3 | When any unit is discovered by Sentry Turrets, increases Movement Speed and dashes towards the discovered unit within a certain search range · ATK and ASPD increased when illuminated by a Sentry Turret | Someone who took off his jacket because he thought the snowy ground was too warm. The sobering technique passed down from his forefathers is to start a fight, which is likely to work as long as he doesn't end up dead first. |
Retching Broodmother | SY3 | Elite | Physical | 16000 | 600 | 600 | 10 | 8 | Can only attack ground targets · Summons 1 near the target when dealing damage | Sea Terror mothers that throw fake offspring at oncoming threats, allowing the true offspring to flee. |
Skimming Sea Drifter | SY5 | Elite | Physical | 20000 | 500 | 250 | 40 | 4 | Low-Altitude Hovering · Attacks inflict additional Corrosion. | Some Sea Terrors have begun to adapt to the sky, able to glide above the waves for extended periods. Perhaps this branch will eventually evolve to make their home in the heavens. |
Chest Seaborn | SY9 | Elite | Physical | 10000 | 600 | 500 | 30 | 1.2 | Sea Terror disguised as a treasure chest, often used by Bishops of the Deep to protect hideouts. | |
Tiacauh Annihilator | T10 | Elite | Physical | 9500 | 750 | 700 | 10 | 5 | After several attacks, destroys Giant Mushrooms and Stumps, rendering them unable to be deployed upon | One of Zumama's chosen elites, bestowed with superlative equipment. In addition to being potent in combat, they have the ability to destroy terrain in order to seize the advantage. Those who seek to use long-range attacks against them will have to diversify their tactics. |
Tiacauh Brave | T11 | Elite | Physical | 12000 | 700 | 950 | 10 | 4 | When blocked, this unit will only receive damage from the unit blocking it, and the DEF of both units is decreased. | A very formidable Tiacauh warrior, naturally born to do battle. These warriors harbor great pride in their combat abilities, and live for the thrill of the duel no matter where they are. Their single-mindedness allows them to shrug off all outside interference. |
Tiacauh Champion | T12 | Elite | Physical | 16000 | 1000 | 1100 | 10 | 4 | When blocked, this unit will only receive damage from the unit blocking it, and the DEF of both units is decreased. | An incredibly formidable Tiacauh warrior, with the qualifications to become a Warchief. These warriors harbor great pride in their combat abilities, and live for the thrill of the duel no matter where they are. Their single-mindedness allows them to shrug off all outside interference. |
Tiacauh Shredder | T9 | Elite | Physical | 7500 | 650 | 550 | 10 | 5 | After several attacks, destroys Giant Mushrooms and Stumps, rendering them unable to be deployed upon | One of Zumama's chosen elites, bestowed with excellent equipment. In addition to being potent in combat, they have the ability to destroy terrain in order to seize the advantage. Those who seek to use long-range attacks against them will have to diversify their tactics. |
Ribbon in the Waves | TA11 | Elite | Physical | 35000 | 550 | 0 | 0 | 2.5 | Can move through empty Glyph Tiles · Exits glyph form when stamped by a Stamp, becoming stunned, and cannot turn back to glyph form for a while · Cannot be teleported | Scriptgeist born of the influence of a Sui proxy, whose original name was 'Falsehood'. 'He who claims himself pure should be cast into murky waters.' Purity and corruption, truth and falsehood, are never decided by the fins swimming in the river. |
Ribbon in the Waves - Rust | TA12 | Elite | Physical | 50000 | 650 | 0 | 0 | 2.5 | Can move through empty Glyph Tiles · Exits glyph form when stamped by a Stamp, becoming stunned, and cannot turn back to glyph form for a while · Cannot be teleported | Scriptgeist driven mad from the influence of Sui, whose original name was 'Falsehood'. 'He who claims himself pure should be cast into murky waters.' Purity and corruption, truth and falsehood, are never easy to tell. Who can tell if the words of the swimming fins are true? |
Thief in the Clouds | TA13 | Elite | Physical | 10000 | 450 | 450 | 20 | 4 | Flying unit. · Steals the first glyph encountered after a delay, losing Movement Speed | Scriptgeist born of the influence of a Sui proxy, whose original name was 'Thief'. At the end of the history book is a comment in light-colored ink: 'The thief stole the ink, and sundered spring and autumn.' The writer understands it well. It is not easy to write with honesty and integrity, but history will never be forgotten, so long as those who write continue to do so. |
Thief in the Clouds - Erode | TA14 | Elite | Physical | 12000 | 550 | 550 | 10 | 4 | Flying unit. · Steals the first glyph encountered after a delay, losing Movement Speed | Scriptgeist driven mad from the influence of Sui, whose original name was 'Thief'. At the end of the history book is a comment in dried colored ink: 'The thief stole the ink, and sundered spring and autumn.' The writer's brush stops. How could one brush hope to stand against oblivion itself? |
Uproot Mountain | TA5 | Elite | Physical | 16000 | 800 | 1300 | 5 | 3.8 | Damage from Stamp reduced · When on a Glyph Tile, disables stamp effects for all glyphs on current tile and all connected Glyph Tiles | Scriptgeist born of the influence of a Sui proxy, whose original name was 'Strength'. The histories write: 'Cold wind howls, for the brave never returned.' Their names are forgotten to history, but their legacies remain in a nation secure. So long as their strength holds, the way home shall be found. |
Uproot Mountain - Overshadow | TA6 | Elite | Physical | 20000 | 800 | 1550 | 5 | 3.8 | Damage from Stamp reduced · When on a Glyph Tile, disables stamp effects for all glyphs on current tile and all connected Glyph Tiles | Scriptgeist driven mad from the influence of Sui, whose original name was 'Strength'. The histories write: 'Cold wind howls, for the brave never returned.' Their names are forgotten to history, and the nation is not yet secure. Even as their strength holds, they shall never find their way home. |
Raise Tide | TA7 | Elite | Arts | 8000 | 250 | 50 | 40 | 4.5 | Writes the glyph Soldier when first entering an empty Glyph Tile | Scriptgeist born of the influence of a Sui proxy, whose original name was 'Brush'. At the end of the history book is a comment in light-colored ink: 'Spring and autumn know me, and I shall fear not the long night.' The writer believes that right and wrong will become apparent by the historian's brush. |
Raise Tide - Summon | TA8 | Elite | Arts | 9600 | 300 | 100 | 40 | 4.5 | Writes the glyph Soldier when first entering an empty Glyph Tile | Scriptgeist driven mad from the influence of Sui, whose original name was 'Brush'. At the end of the history book is a comment in dried ink: 'Spring and autumn are not me. How could they know how long the night is?' If history can be altered, and writing forged, who will seek justice for the innumerable souls lost to the ages? |
Crying Thief | THF | Elite | Physical | 8000 | 300 | 150 | 20 | 2 | Invisible · Attacks Stun the target | A Perro who left his family to seek out a new life... but all that people know is that he is always weeping. |
Crying Thief | THF | Elite | Physical | 4500 | 300 | 150 | 20 | 2 | Invisible · Attacks Stun the target | A Perro who left his family to seek out a new life... but all that people know is that he is always weeping. |
Mercenary Sarkaz Fighter | TL1 | Elite | Physical | 8000 | 480 | 400 | 50 | 2.5 | When coming into contact with a Pulse Wave, this unit instead takes no damage and will deal Arts damage with normal attacks. | A Sarkaz mercenary loyal to Talulah. The Sarkaz ritual maintained by the Sarkaz Originium Altars will not damage them, instead strengthening their bodies and converting their attacks into Arts damage. |
Mercenary Sarkaz Caster Leader | TL2 | Elite | Arts | 7000 | 350 | 400 | 50 | 5 | Casts Arts periodically, dealing Arts damage equivalent to unit's ATK to all surrounding units · When coming into contact with a Pulse Wave, this unit instead takes no damage and their attack range expands | A Sarkaz Caster mercenary loyal to Talulah. The Sarkaz ritual maintained by the Sarkaz Originium Altars will not damage them, instead strengthening their bodies and converting their attacks into Arts damage. |
Ursus Raider Leader | U10 | Elite | Physical | 10000 | 700 | 500 | 50 | 2.2 | Can only be blocked by units with at least 2 Block · Can use long-ranged weapons to attack and | Captains within the Ursus Army that strike a balance between mobility and breakthrough capabilities, equipped with higher-quality armor. Good at fighting underequipped enemy forces. |
Imperial Artillery Targeteer | U11 | Elite | Physical | 13000 | 1000 | 800 | 50 | 5 | Flying unit. | A heavily-armored, sturdily-built drone operated by artillery casters of the Ursus army. They presage the withering firepower of the Ursus Artillery. |
Imperial Artillery Core Targeteer | U12 | Elite | Physical | 16000 | 1200 | 800 | 50 | 5 | Flying unit. | A heavily-armored, sturdily-built core drone operated by artillery technicians of the Ursus army. They presage the withering firepower of the Ursus Artillery. The Ursus Artillery is a fire team that has bunkered down into the city. Though packing less firepower than naval guns, their equipment still shreds through buildings and armor with ease. |
Imperial Striker | U13 | Elite | Physical | 12000 | 900 | 800 | 50 | 4.5 | Gains significantly increased ATK when HP is under 50% | The powerful infantry of the Ursus Army, the backbone of the Imperial Army's aggressive advance. They are versatile in offense and defense, melee and ranged. After sustain a certain amount of damage, their morale will peak, causing them to inflict more destruction. |
Elite Imperial Striker | U14 | Elite | Physical | 15000 | 1200 | 800 | 50 | 4.5 | Gains significantly increased ATK when HP is under 50% | The powerful, battle-tested infantry of the Ursus Army, the backbone of the Imperial Army's aggressive advance. They are versatile in offense and defense, melee and ranged. After sustain a certain amount of damage, their morale will peak, causing them to inflict more destruction. Along with the Shieldguards, they formed the front line of the Ursus Army. |
Ursus Raider | U9 | Elite | Physical | 7500 | 550 | 500 | 50 | 2.2 | Can only be blocked by units with at least 2 Block · Can use long-ranged weapons to attack and | Special forces within the Ursus Army that strike a balance between mobility and breakthrough capabilities. Good at fighting underequipped enemy forces. |
Deathveil Assassin | UDF1 | Elite | Physical | 24000 | 1500 | 800 | 60 | 3 | Invisible; the next attack made after breaking Invisibility will deal increased damage. · Has Arts and Physical dodge. · Temporarily loses Invisibility, Physical dodge, and Arts dodge against a Stabilizer Chain. · Can pass through a blocking unit once when HP drops to below 50%. | Sarkaz assassins who have abandoned their names and cut off their horns. Behind their pall is a burning fanaticism and a destined fate. |
'Boom Canister' | VM10 | Elite | Arts | 14000 | 550 | 450 | 50 | 3 | On death, deals Arts damage to all nearby units, inflicting Cold and disabling Emergency Heaters. | After many broken and exploded cans, people came to the realization that this weapon needed someone with a death wish, making trench warfare even more painful. |
Delegation Shieldbearer | VM13 | Elite | Physical | 12000 | 500 | 1200 | 20 | 3 | DEF and RES gradually increase in areas, and gradually decrease in Emergency Heater range. | Determined defenders of the delegation, their shields one with the frozen crystals, forming a wall on the snow that few can penetrate. |
Delegation Shieldbearer Captain | VM14 | Elite | Physical | 14000 | 700 | 1500 | 20 | 3 | DEF and RES gradually increase in areas, and gradually decrease in Emergency Heater range. | Outstanding defenders of the delegation, their form one with heaven and earth, forming an unbreakable wall in the snow. |
'Catapult' | VM15 | Elite | Physical | 10000 | 800 | 700 | 20 | 3 | Throws a massive snowball, dealing splash damage in a cross · Can only use melee attacks once snowball is thrown | Expert grenadiers of the delegation, able to throw shells as heavy as a hundred kilos. The rest of the delegation knows better than to challenge them to a snowball fight. |
'Mortar' | VM16 | Elite | Physical | 12000 | 950 | 800 | 20 | 3 | Throws a massive snowball, dealing splash damage in a cross · Can only use melee attacks once snowball is thrown | Elite grenadiers of the delegation, able to throw shells with the same power as city artillery. No one in the delegation is foolish enough to challenge them, so they roam the snow with their carefully crafted balls, waiting for a challenger foolish enough to fall into their trap. |
Frozen Mountain Burdenbeast | VM7 | Elite | Physical | 20000 | 800 | 400 | 20 | 3 | Remains on standby in areas for a while without attacking. · Immediately revived if its plate is in Emergency Heater range | Mountain burdenbeast buried by a sudden avalanche. Its thick layer of fat will help it survive the worst of it until rescue arrives. |
Slumbering Mountain Burdenbeast | VM8 | Elite | Physical | 25000 | 1000 | 500 | 20 | 3 | Remains on standby in areas for a while without attacking. · Immediately revived if its plate is in Emergency Heater range | Mountain burdenbeast buried by familiar snowfall. It will rest well in its habitual hibernation until it senses the spring breeze. |
'Jet Canister' | VM9 | Elite | Arts | 10000 | 400 | 350 | 50 | 3 | On death, deals Arts damage to all nearby units, inflicting Cold and disabling Emergency Heaters. | This weapon was developed for close-range assault in response to the painful experience of trench warfare, but how many would be willing to carry a such a heavy and fragile can on their backs? |
'Armor of the Empire' | VSK1 | Elite | Physical | 30000 | 1020 | 1800 | 5 | 5 | Locks onto an allied unit with the current highest HP, dealing Physical damage multiple times to it and the nearby unit with the current highest HP · Can perform long-ranged attacks · After several attacks, charges up for an attack that deals heavy damage 3 times | Royal Guards who swore an oath of eternal loyalty to Victoria. In the King's memories, their steel bodies lined up to form mountains, and white steam covered the sky above. |
'White' | W180 | Elite | 10000 | 300 | 250 | 0 | 3 | Invulnerable · Summons and to affect the game | A nightmare born of the void of 'evolution'. Long has it hidden in the shadows, but now it takes its place at the board. | |
Uneasy Designer | WW07 | Elite | 10000 | 400 | 450 | 30 | 1 | Takes less Physical/Arts damage from the front · Afraid to face the camera. Turns around if facing the camera in the Filming Area · Inflicts Nervous Impairment on blocker when blocked | A designer who has missed his deadline. He flees when he finds that he has accidentally entered the shot. | |
Anguished Designer | WW08 | Elite | 13000 | 400 | 650 | 40 | 1 | Takes less Physical/Arts damage from the front · Afraid to face the camera. Turns around if facing the camera in the Filming Area · Inflicts Nervous Impairment on blocker when blocked | A designer who always misses his deadlines. He will do whatever it takes to escape attention when he finds that he has accidentally entered the shot. | |
Hero's Sidekick | WW09 | Elite | Physical | 15000 | 720 | 600 | 20 | 5 | Attacks inflict Nervous Impairment. · Attack range increases when inside the Filming Area, and prioritizes and · Rebirth | The hero's sidekick. His motto is 'Never say die', and he will fight the villains to the bitter end to ensure the hero's final victory. |
Destined Hero | WW10 | Elite | Physical | 18000 | 800 | 800 | 20 | 5 | Attacks inflict Nervous Impairment. · Attack range increases when inside the Filming Area, and prioritizes and · Rebirth | The hero. His motto is 'Never say die', and he will see it done. His special effects sword decapitates his enemies, and he watches their blood spill on the floor with satisfaction while screams fill the set. He will fight to the bitter end. |
Villain's Minion | WW11 | Elite | Arts | 15000 | 480 | 450 | 60 | 5 | Attacks inflict Nervous Impairment. · Attacks hit twice when inside the Filming Area, and prioritizes and | The villain's minion. Its motto is 'Never surrender', and it will fight the heroes to the bitter end to ensure its boss's final victory. |
Destined Villain | WW12 | Elite | Arts | 17000 | 640 | 650 | 60 | 5 | Attacks inflict Nervous Impairment. · Attacks hit twice when inside the Filming Area, and prioritizes and | The villain. Its motto is 'Never surrender'. This position is reserved for the strong. It spits out special effects shockwaves and watches with glee as the hero's body is torn to pieces and all traces of his existence erased. It will fight to the bitter end. |
Nimble Mannequin | WW13 | Elite | 80000 | 1750 | 0 | 0 | 5 | Unblockable · Deals Physical damage to your units along its path when moving · Unable to move when inside the Filming Area and gains Fragile · Loses a percentage of Max HP each second after spending too much total time in the Filming Area | A mannequin that nimbly darts through the set, controlled by the crew's Arts to carry props. It saves time and manpower, but runs into others from time to time. | |
Sentient Mannequin | WW14 | Elite | 95000 | 2250 | 0 | 0 | 5 | Unblockable · Deals Physical damage to your units along its path when moving · Unable to move when inside the Filming Area and gains Fragile · Loses a percentage of Max HP each second after spending too much total time in the Filming Area | A mannequin that nimbly darts through the set. Its duty is to transport props. It will do so even when uncommanded, and it will disembowel anyone who stands in its way. | |
Unhappy Cameraman | WW15 | Elite | Physical | 35000 | 1200 | 300 | 40 | 5 | Starts with 5 Film, firing them as ranged attacks. Performs melee attacks when out of Film or blocked · Film explodes when it hits an allied unit or reaches the target location, dealing damage and inflicting Nervous Impairment, and dealing splash damage and inflicting Nervous Impairment on nearby allied units · Film must be attacked 6 times to defeat · Film flies much slower when inside the Filming Area | Cameraman carrying heavy equipment. He is unhappy with his job, and he angrily throws film when a shot goes wrong. |
Violent Cameraman | WW16 | Elite | Physical | 45000 | 1400 | 300 | 40 | 5 | Starts with 5 Film, firing them as ranged attacks. Performs melee attacks when out of Film or blocked · Film explodes when it hits an allied unit or reaches the target location, dealing damage and inflicting Nervous Impairment, and dealing splash damage and inflicting Nervous Impairment on nearby allied units · Film must be attacked 10 times to defeat · Film flies much slower when inside the Filming Area | Cameraman carrying heavy equipment. He is unhappy with everything, and has already angrily thrown film at whoever is nearest. |
Yeti Icecleaver | Y6 | Elite | Physical | 16000 | 830 | 500 | 20 | 3 | Attack power increases greatly when attacking Frozen targets | A special melee combatant of the Yeti Squadron hailing from teams of infected gerilla warriors in the Northwestern Tundra. Grim reapers on the battlefield, they wield long katanas that can easily ravage frozen Operators, hence the nickname they've been given, 'Ice Cleaver.' |
Yeti Icecleaver Leader | Y7 | Elite | Physical | 25000 | 1100 | 600 | 20 | 3 | Attack power increases greatly when attacking Frozen targets | A special melee combatant of the Yeti Squadron hailing from teams of infected gerilla warriors in the Northwestern Tundra. Experienced executioners on the battlefield, they wield long katanas that can easily ravage frozen Operators, and their nickname, 'Ice Cleaver,' references their devastating blows that seem strong enough to split glaciers. |
Hateful Carrion | YH | Elite | Arts | 40000 | 600 | 500 | 20 | 5 | Deals Arts damage | Under the influence of the tomb's host, these inanimate objects have gained vessels just like It, and a life of their own. The Sui Regulator has termed such changes 'geistification'. |
Fume of Anger | YN | Elite | Arts | 20000 | 1800 | 500 | 20 | 5 | Aerial unit. · Self-destructs when near an Operator, dealing Arts damage and inflicting Burn | All that came to be because It saw the fire must end in fire. |
Silvernwhite Bulwark | Normal | 7500 | 0 | 600 | 20 | 1 | ||||
The Boons of Art! | Normal | 100000000 | 1 | |||||||
The Clutchness of Art! | Normal | 100000000 | 1 | |||||||
| Weaksauce | Normal | 10 | 400 | 1 | ||||||
Soldier | 1 | Normal | Physical | 1650 | 200 | 100 | 0 | 2 | One of Reunion's basic melee soldiers. Equipped with illegally obtained weapons and armor, they wear masks to conceal their identities during operations. | |
Wraith | 13 | Normal | 2300 | 100 | 120 | 35 | 1 | Cannot be blocked. | One of Reunion's engineers. Though unarmed, they utilize their agility and cunning to slip through defenses in order to sabotage mechanical and electrical equipment. | |
Wraith Leader | 16 | Normal | 3800 | 100 | 350 | 35 | 1 | Cannot be blocked. | One of Reunion's engineers. Due to being better trained and more heavily equipped, they are harder to neutralize in time, even if they have been detected. They utilize their agility and cunning to slip through defenses in order to sabotage mechanical and electrical equipment. | |
Rioter | 17 | Normal | Physical | 1700 | 250 | 50 | 0 | 2 | An enemy combatant of unknown identity. They are often found wherever there is turmoil and unrest. They wear a face mask to conceal their identity and use haphazardly-made weapons to engage in melee combat. | |
Rioter Leader | 18 | Normal | Physical | 2650 | 350 | 85 | 0 | 2 | An enemy combatant of unknown identity, more dangerous than a normal Thug. They are often found wherever there is turmoil and unrest. They wear a face mask to conceal their identity and use haphazardly-made weapons to engage in melee combat. These weapons are usually associated with riots. | |
Shielded Soldier | 19 | Normal | Physical | 2050 | 240 | 250 | 0 | 2 | One of Reunion's melee soldiers. Equipped with illegally obtained weapons and armor, they additionally bear a shield. They are slightly harder to take down than a regular Reunion foot soldier. | |
Airborne Soldier | 2 | Normal | Physical | 1450 | 220 | 100 | 0 | 1.9 | Able to land directly onto the battlefield. | One of Reunion's special melee soldiers. They are equipped with modified disposable jetpacks made from looted parts. Despite their fairly rudimentary equipment, Reunion uses them to great effect when attacking insufficiently protected areas. |
Shielded Soldier Leader | 20 | Normal | Physical | 3000 | 280 | 300 | 0 | 2 | One of Reunion's melee soldiers, more dangerous than a normal Shielded Soldier. Equipped with illegally obtained weapons and armor, they additionally bear a shield. They are slightly harder to take down than a regular Reunion foot soldier. | |
Junkman | 21 | Normal | Physical | 5000 | 500 | 50 | 20 | 3 | A ragged-looking enemy combatant. According to intel, they disguise themselves as drifters to conceal the fact that they are mercenaries. Though their background is unknown, their fierce attacks require them to be dealt with cautiously. | |
Veteran Junkman | 22 | Normal | Physical | 7500 | 600 | 70 | 20 | 3 | A ragged-looking enemy combatant with scars across their body, likely boasting more combat experience than a normal Junkman. According to intel, they disguise themselves as drifters to conceal the fact that they are mercenaries. Though their background is unknown, their fierce attacks require them to be dealt with cautiously. | |
Arts Guard | 23 | Normal | Arts | 4000 | 350 | 200 | 50 | 2.5 | One of Reunion's melee soldiers who has also been trained in using Originium Arts. They are able to enhance their melee attacks with armor-ignoring Arts damage. Reunion's frontline squads have become a lot more devastating since the inclusion of these soldiers. | |
Arts Guard Leader | 24 | Normal | Arts | 6500 | 500 | 250 | 50 | 2.5 | One of Reunion's melee soldiers who also has been trained in using Originium Arts, more dangerous than a normal Arts Guard. They are able to enhance their melee attacks with armor-ignoring Arts damage. Reunion's frontline squads have become a lot more devastating since the inclusion of these soldiers. | |
Bladed Fighter | 25 | Normal | Physical | 4000 | 450 | 300 | 0 | 1.5 | One of Reunion's melee soldiers who has been trained in traditional martial arts. Equipped with refitted fist weapons, they are capable of inflicting massive damage with their rapid strikes. | |
Bladed Fighter Leader | 26 | Normal | Physical | 6500 | 550 | 350 | 0 | 1.5 | One of Reunion's melee soldiers who has been trained in traditional martial arts and is more dangerous than a normal Bladed Fighter. Equipped with refitted fist weapons, they are capable of inflicting massive damage with their rapid strikes. | |
Airborne Soldier Leader | 3 | Normal | Physical | 2300 | 300 | 150 | 0 | 1.9 | Able to land directly onto the battlefield. | One of Reunion's special melee soldiers, more dangerous than a normal Airborne Soldier. They are equipped with modified disposable jetpacks made from looted parts. Despite their fairly rudimentary equipment, Reunion uses them to great effect when attacking insufficiently protected areas. |
Spec Ops Soldier | 33 | Normal | Physical | 3200 | 350 | 50 | 0 | 2 | One of Reunion's melee soldiers. Their equipment differs slightly from that of other soldiers. | |
Breaker | 34 | Normal | Physical | 3500 | 410 | 50 | 25 | 1.4 | A well-trained enemy unit that spearheads assaults. Though their attack power is only slightly higher than average, their terrifying speed often allows them to break through the defenses of the unprepared- hence their nickname, 'Breakers.' | |
Breaker Leader | 35 | Normal | Physical | 5000 | 500 | 80 | 25 | 1.4 | A well-trained enemy unit that spearheads assaults, and is harder to defeat than a normal Breaker. Their attack power is higher than average, and their movement speed is incredibly high. | |
Dual Swordsman | 4 | Normal | Physical | 2000 | 350 | 100 | 0 | 1.2 | One of Reunion's melee soldiers. Trained in dual-wielding, it is likely that these fighters once served in the military. Their combat expertise makes them harder to deal with than the average rioter. | |
Dual Swordsman Leader | 5 | Normal | Physical | 3000 | 450 | 120 | 0 | 1.2 | One of Reunion's melee soldiers, more dangerous than a normal Dual-bladed Swordsman. Trained in dual-wielding, it is likely that these fighters once served in the military. Their combat expertise makes them harder to deal with than the average rioter. | |
Light-Armored Soldier | 6 | Normal | Physical | 2500 | 250 | 400 | 0 | 2 | One of Reunion's melee soldiers. Equipped with illegally obtained weapons and armor, they are better equipped and trained, and cannot be taken down with conventional strategies. | |
Light-Armored Soldier Leader | 7 | Normal | Physical | 3700 | 300 | 500 | 0 | 2 | One of Reunion's melee soldiers, more dangerous than a normal Armored Soldier. Equipped with illegally obtained weapons and armor, they are better equipped and trained, and cannot be taken down with conventional strategies. | |
Crossbowman | A1 | Normal | Physical | 1400 | 240 | 100 | 0 | 2.4 | One of Reunion's basic ranged soldiers. Equipped with illegally obtained weapons and armor, they wear masks to conceal their identities during operations. | |
Firebomb Thrower | A10 | Normal | Physical | 2000 | 250 | 85 | 0 | 2.2 | An enemy combatant of unknown identity, more dangerous than a normal Cocktail Thrower. They wear a face mask to conceal their identity, and use Molotov cocktails to deal damage within a range. | |
Technical Scout | A12 | Normal | Physical | 7000 | 270 | 100 | 20 | 2.5 | Reveals invisible allied units in its surroundings | One of Reunion's engineers. They are able to utilize devices to assess the status of Operators and their equipment. Prioritize dealing with them. |
Crossbowman Leader | A2 | Normal | Physical | 1900 | 310 | 150 | 0 | 2.4 | One of Reunion's senior ranged soldiers, more powerful than a normal Crossbowman. Equipped with illegally obtained weapons and armor, they wear masks to conceal their identities during operations. | |
Caster | A3 | Normal | Arts | 1600 | 200 | 50 | 50 | 4 | One of Reunion's basic casters. These Infected casters tend to use their own Originium to power their Arts. Because they don't rely on staves, their attacks are more unpredictable and they cannot simply be disarmed. | |
Caster Leader | A4 | Normal | Arts | 2400 | 300 | 80 | 50 | 4 | One of Reunion's senior Casters, more powerful than a normal Caster. These Infected casters tend to use their own Originium to power their Arts. Because they don't rely on staves, their attacks are more unpredictable and they cannot simply be disarmed. | |
Mortar Gunner | A7 | Normal | Physical | 3300 | 400 | 150 | 0 | 4.5 | Capable of extremely long ranged-attacks · Shells deal area damage to target and any allied units in the surrounding 8 tiles | One of Reunion's special ranged soldiers. Equipped with pilfered military-grade Originium launchers, they launch explosive attacks from hard-to-defend positions, making them a significant threat to back-line Operators. |
Mortar Gunner Leader | A8 | Normal | Physical | 5000 | 550 | 150 | 0 | 4.5 | Capable of extremely long ranged-attacks · Shells deal area damage to target and any allied units in the surrounding 8 tiles | One of Reunion's special ranged soldiers, more dangerous than a normal Mortar Gunner. Equipped with pilfered military-grade Originium launchers, they launch explosive attacks from hard-to-defend positions, making them a significant threat to back-line Operators. |
Cocktail Thrower | A9 | Normal | Physical | 1550 | 180 | 50 | 0 | 2.7 | An enemy combatant of unknown identity. They wear a face mask to conceal their identity, and use Molotov cocktails to deal damage within a range. These weapons are usually associated with riots. | |
Soul Maelstrom | ABS3 | Normal | Physical | 3500 | 300 | 100 | 50 | 3 | Soul fragments born of a revenant's will. Innumerable emotions intertwine within—millennia of confused memories converging into a tangible maelstrom. | |
Spec Ops Caster | AL1 | Normal | Arts | 4000 | 400 | 250 | 50 | 4 | One of Reunion's Casters. Their armor makes them more resistant to physical damage compared to regular Casters. | |
Spec Ops Caster Leader | AL2 | Normal | Arts | 6000 | 450 | 300 | 50 | 4 | Attacks two targets simultaneously. | One of Reunion's elite Casters. Their armor makes them more resistant to physical damage compared to regular Casters. They have mastered Arts that allows them to attack two targets at once. Proceed with caution. |
Grindstone | AN1 | Normal | Physical | 2000 | 310 | 0 | 20 | 1.5 | Spawns 2 when defeated | A Waregeist that manifested when it was infected by Sui-Xiang. All blades must be sharpened to not lose their edge. A Waregeist of this type tends to be timid and will dash out of harm's way at the first sign of danger. |
Bronze Mirror | AN11 | Normal | 30 | 0 | 0 | 0 | 1 | Cannot be blocked. · Must be damaged 30 times to defeat | The original form of 'Introspection.' Has a simple, unembellished design. | |
Brass Mirror | AN12 | Normal | 35 | 0 | 0 | 0 | 1 | Cannot be blocked. · Must be damaged 35 times to defeat | The original form of 'Scantwords.' Has a crystal-clear reflective surface and an elegant design. | |
Wooden Paperweight | AN15 | Normal | 3 | 0 | 0 | 0 | 1 | Cannot be blocked. · Must be damaged 3 times to defeat | The original form of 'Inkwave.' Made of modest materials. | |
Rosewood Paperweight | AN16 | Normal | 4 | 0 | 0 | 0 | 1 | Cannot be blocked. · Must be damaged 4 times to defeat | The original form of 'Heartbillow.' Made of fine, durable materials with an antiquated aesthetic. | |
Fountainboil | AN17 | Normal | Arts | 6500 | 280 | 290 | 50 | 3.5 | Upon death, explodes and deals area Arts damage, greatly reducing allied units' ASPD (can be Resisted) · Spawns 4 when defeated | A Waregeist that manifested when it was infected by Sui-Xiang. When the water comes to a boil, spreading its fragrance far and wide, none can resist partaking in a cup of tea. A Waregeist of this type can paralyze its foes and slow their attacks. |
Rainbowbrew | AN18 | Normal | Arts | 8750 | 360 | 380 | 50 | 3.5 | Upon death, explodes and deals area Arts damage, greatly reducing allied units' ASPD (can be Resisted) · Spawns 4 when defeated | A Waregeist that manifested when it was infected by Sui-Xiang. Adding water to wine gets you a less potent drink, while adding water to tea creates a richer beverage. A Waregeist of this type can paralyze its foes and slow their attacks. It is tireless, fighting more gallantly by the minute. |
Celadon Teaware | AN19 | Normal | 4 | 0 | 0 | 0 | 1 | Cannot be blocked. · Must be damaged 4 times by Arts or True damage to defeat | The original form of 'Fountainboil.' The celadon is fine and exquisite, and its shape simple yet refined. | |
Brightmirror | AN2 | Normal | Physical | 3100 | 390 | 0 | 20 | 1.5 | Spawns 2 when defeated | A Waregeist that manifested when it was infected by Sui-Xiang. All blades must be sharpened to not lose their edge. A Waregeist of this type tends to be timid, but often goes the extra mile in an attempt to prove itself. |
Porcelain Teaware | AN20 | Normal | 6 | 0 | 0 | 0 | 1 | Cannot be blocked. · Must be damaged 6 times by Arts or True damage to defeat | The original form of 'Rainbowbrew.' Bright in color, its shape is elegant and solid. | |
Celadon Vase | AN23 | Normal | 12 | 0 | 0 | 0 | 1 | Cannot be blocked. · Must be damaged 12 times by Arts or True damage to defeat | The original form of 'Blueflower.' The celadon is fine and exquisite, and its shape simple yet refined. | |
Porcelain Vase | AN24 | Normal | 15 | 0 | 0 | 0 | 1 | Cannot be blocked. · Must be damaged 15 times by Arts or True damage to defeat | The original form of 'Scarletmist.' Bright in color, its shape is elegant and solid. | |
Bronze Spearhead | AN27 | Normal | 25 | 0 | 0 | 0 | 1 | Cannot be blocked. · Must be damaged 25 times to defeat | The original form of 'Sinkingsand.' Its surface is severely rusted. | |
Iron Spearhead | AN28 | Normal | 30 | 0 | 0 | 0 | 1 | Cannot be blocked. · Must be damaged 30 times to defeat | The original form of 'Sharpedge.' Although rusted, it is nonetheless an instrument of death. Even though the Waregeist has faded, the killing intent yet lingers. | |
Wooden Seal | AN3 | Normal | 2 | 0 | 0 | 0 | 1 | Cannot be blocked. · Must be damaged 2 times to defeat | The original form of 'Grindstone.' Made of modest materials. | |
Bronze Lampstand | AN31 | Normal | 35 | 0 | 0 | 0 | 1 | Cannot be blocked. · Must be damaged 35 times to defeat | The original form of 'Clarity.' Its surface is severely rusted. | |
Iron Lampstand | AN32 | Normal | 45 | 0 | 0 | 0 | 1 | Cannot be blocked. · Must be damaged 45 times to defeat | The original form of 'Magnificence.' A thick layer of wax remains inside. | |
Wisp | AN33 | Normal | 10 | 0 | 0 | 0 | 1 | Cannot be blocked. · Must be damaged 10 times to defeat · After coming into contact with , grants it increased Starting HP · After entering Sui-Xiang's Third Form, grants SP to its [Omnidirectional Breath] | An everlasting will-o'-the-wisp shed from Sui-Xiang's body. | |
Rosewood Seal | AN4 | Normal | 3 | 0 | 0 | 0 | 1 | Cannot be blocked. · Must be damaged 3 times to defeat | The original form of 'Brightmirror.' Made of durable materials and adorned with elegant patterns. | |
Vernacularism | AN5 | Normal | Physical | 2500 | 320 | 60 | 0 | 1.4 | Spawns 3 when defeated | A Waregeist that manifested when it was infected by Sui-Xiang. The world is a strange place, but there is joy to be had. A Waregeist of this type is unusually energetic and likes to hang out with other Waregeists. |
Sophistication | AN6 | Normal | Physical | 3350 | 410 | 70 | 0 | 2 | Spawns 3 when defeated | A Waregeist that manifested when it was infected by Sui-Xiang. Among its serene mountains and waterscapes, one can be free and enjoy themselves without a care in the world. A Waregeist of this type is quiet and refined, bringing joy to other Waregeists. |
Novel Scroll | AN7 | Normal | 3 | 0 | 0 | 0 | 1 | Cannot be blocked. · Must be damaged 3 times to defeat | The original form of 'Vernacularism.' An written account of the world's wondrous happenings. | |
Painting Scroll | AN8 | Normal | 4 | 0 | 0 | 0 | 1 | Cannot be blocked. · Must be damaged 4 times to defeat | The original form of 'Sophistication.' An illustration of the mountainscapes and spring snow. | |
Skybuster Soda | AS01 | Normal | Physical | 5000 | 350 | 100 | 10 | 3 | Flying unit. · Gradually accelerates when moving, but loses HP over time | Shake the bottle vigorously for three hundred seconds then pry the cap open according to the instructions, and it will shoot into the sky with immense force. Don't worry, the bottle is made of high-toughness acrylic that will not break easily. As for the soda inside... does anyone actually buy it for the soda? |
Skybuster Soda (Sour and Spicy) | AS02 | Normal | Physical | 6500 | 400 | 100 | 10 | 3 | Flying unit. · Gradually accelerates when moving, but loses HP over time | Shake the bottle vigorously for three hundred seconds then pry the cap open according to the instructions, and it will shoot into the sky with immense force. Don't worry, the bottle is made of high-toughness acrylic that will not break easily. The soda inside is a strong sour and spicy flavor. Do not open indoors. |
Flying Toaster | AS03 | Normal | Physical | 7000 | 330 | 300 | 20 | 2.5 | Flying unit. · When not blocked, continuously deals splash damage to surrounding allied units | A crisp beep, then fresh toast falls directly onto your plate. Restaurants that use it typically require customers to take off their hats. Not for good manners, but because it often mistakes hats for plates. |
Flying Toaster (With Jam) | AS04 | Normal | Physical | 9000 | 400 | 300 | 20 | 2.5 | Flying unit. · When not blocked, continuously deals splash damage to surrounding allied units | A crisp beep, then fresh toast spread with jam falls directly onto your plate. Restaurants that use it typically require customers to take off their hats. Not for good manners, but because it often mistakes hats for plates. |
Skyhowl Vacuum | AS05 | Normal | Physical | 6000 | 200 | 200 | 50 | 1 | Flying unit. · Periodically searches for nearby Balloons, Powerful Balloons or allied units and attacks them for some time while absorbing certain SP | For other appliances, the ability to fly is just a gimmick. For vacuum cleaners, the ability to fly is a revolutionary breakthrough, allowing it to vacuum the ceiling with ease. Please follow the instructions in the safety manual if it catches your hair as it flies over your head. |
High-Powered Skyhowl Vacuum | AS06 | Normal | Physical | 7000 | 250 | 200 | 50 | 1 | Flying unit. · Periodically searches for nearby Balloons, Powerful Balloons or allied units and attacks them for some time while absorbing certain SP | Merely vacuuming the ceiling isn't enough of a selling point. This new model has had its sucking power massively boosted, claiming that it can suck all the dust out of the air. Don't bother looking for the safety manual if this upgraded model catches your hair. Find a clinic to book a scalp replacement surgery. |
Balloon | AS15 | Normal | 8000 | 0 | 0 | 60 | 1 | Flying unit. · Does not count towards the defeated enemies counter · Grants 1 Buoyancy when on a Levitatable Zone | One of the thousands of hot-air balloons that comprise the first levitating plate on Terra. King Charles the Mad believed the only reason his castle would not move was because it did not have enough Originium engines. People never change, even after centuries. | |
Powerful Balloon | AS16 | Normal | 10000 | 0 | 0 | 60 | 1 | Flying unit. · Does not count towards the defeated enemies counter · Grants 1 Buoyancy when on a Levitatable Zone | One of many powerful hot-air balloons that comprise the first levitating plate on Terra. Turn the technological legacy of the Ring Lab into children's toys, and balloons for children into a levitating plate's source of power. That is the Columbian way. | |
Originium Slug | B1 | Normal | Physical | 550 | 130 | 0 | 0 | 1.7 | An infected wild creature. Due to their low intelligence, they are easily controlled by enemy casters for use as cannon fodder during invasions. | |
Infused Glacial Originium Slug α | B10 | Normal | Physical | 4850 | 370 | 0 | 0 | 1.7 | Upon death, deals Physical damage in an area and applies Cold to affected targets | An infected wild creature native to colder environments that has become unstable due to assimilating a large amount of Originium into its abdomen. More threatening than normal Infused Glacial Originium Slugs, they explode upon death, damaging and freezing nearby Operators. Due to their low intelligence, they are easily controlled by Yeti Squadron members for various tactical purposes. |
Radioactive Originium Slug | B11 | Normal | Arts | 2000 | 90 | 50 | 10 | 1.7 | When defeated, deals heavy Arts damage in an area and causes all enemies on the field to gain 1 Energy. | A wild Infected creature that accidentally consumed too much industrial waste, causing it to leak Arts energy upon death. These low-intelligence creatures are easily manipulated by enemy casters to launch swarming attacks on manmade facilities. |
Radioactive Originium Slug α | B12 | Normal | Arts | 3500 | 150 | 50 | 15 | 1.7 | When defeated, deals heavy Arts damage in an area and causes all enemies on the field to gain 1 Energy. | A wild Infected creature that accidentally consumed too much industrial waste, causing it to leak Arts energy upon death. More dangerous than ordinary radioactive Originium slugs, these low-intelligence creatures are easily manipulated by enemy casters to launch swarming attacks on manmade facilities. |
Caustic Originium Slug | B13 | Normal | Physical | 6000 | 300 | 100 | 10 | 4 | Upon death, deals Physical damage in an area and causes Originium pollution. · Increases the strength of an Active Originium Storm when consumed by it. | Mutated Originium slugs around Londinium, altered by the rapidly changing environment. Filled with dangerous Originium particulates, their bodies explode upon death, spreading active Originium pollution. |
Caustic Originium Slug α | B14 | Normal | Physical | 6500 | 400 | 130 | 10 | 4 | Upon death, deals Physical damage in an area and causes Originium pollution. · Increases the strength of an Active Originium Storm when consumed by it. | Highly mutated Originium slugs around Londinium, altered by the rapidly changing environment. Filled with extremely dangerous Originium particulates, their bodies explode upon death, spreading active Originium pollution. |
Originium Slug α | B2 | Normal | Physical | 1050 | 185 | 0 | 0 | 1.7 | An infected wild creature that is more dangerous than a normal Originium Slug. Due to their low intelligence, they are easily controlled by enemy casters for use as cannon fodder during invasions. | |
Originium Slug β | B3 | Normal | Physical | 1550 | 240 | 0 | 0 | 1.7 | An infected wild creature that is more dangerous than an Originium Slug α. Due to their low intelligence, they are easily controlled by enemy casters for use as cannon fodder during invasions. | |
Acid Originium Slug | B4 | Normal | Physical | 2080 | 180 | 80 | 0 | 3 | Every attack reduces the enemy's DEF | An infected wild creature that can secrete corrosive fluids strong enough to dissolve armor. Due to their low intelligence, they are easily controlled by enemy casters for use as cannon fodder during invasions. |
Acid Originium Slug α | B5 | Normal | Physical | 2780 | 290 | 0 | 0 | 3.3 | Every attack reduces the enemy's DEF | An infected wild creature that is more dangerous than an Acid Originium Slug. Secretes corrosive fluids strong enough to dissolve armor. Due to their low intelligence, they are easily controlled by enemy casters for use as cannon fodder during invasions. |
Infused Originium Slug | B6 | Normal | Physical | 2460 | 260 | 0 | 0 | 1.7 | Death deals a large amount of Physical damage to surrounding units | An infected wild creature that has become unstable due to assimilating a large amount of Originium into its abdomen, exploding upon death. Due to their low intelligence, they are easily controlled by enemy casters for use as cannon fodder during invasions. |
Infused Originium Slug α | B7 | Normal | Physical | 3700 | 350 | 0 | 0 | 1.7 | Death deals a large amount of Physical damage to surrounding units | An infected wild creature that has become unstable due to assimilating a large amount of Originium into its abdomen, exploding upon death. More dangerous than a normal Infused Originium Slug. Due to their low intelligence, they are easily controlled by enemy casters for use as cannon fodder during invasions. |
Metal Crab | B8 | Normal | Physical | 3000 | 300 | 500 | 85 | 2.3 | An infected wild creature, completely covered in metal. Though most conventional weapons are not very effective against them, they aren't as heavy as they seem, and also move slowly. Due to their low intelligence, they are easily controlled by enemy casters for use as cannon fodder during invasions. | |
Infused Glacial Originium Slug | B9 | Normal | Physical | 3250 | 300 | 0 | 0 | 1.7 | Upon death, deals Physical damage in an area and applies Cold to affected targets | An infected wild creature native to colder environments that has become unstable due to assimilating a large amount of Originium into its abdomen. Upon death, they will explode and freeze nearby Operators. Due to their low intelligence, they are easily controlled by Yeti Squadron members for various tactical purposes. |
Lurker | C0 | Normal | Physical | 2200 | 300 | 90 | 20 | 2 | Invisible | One of Reunion's special soldiers. They move swiftly and stealthily, making it almost impossible to detect them before they engage in combat. Therefore, teamwork is needed in order to defeat them. |
Invisible Crossbowman | C1 | Normal | Physical | 1800 | 260 | 100 | 20 | 2.7 | Invisible | One of Reunion's ranged soldiers. The ghillie suit they wear makes it almost impossible to detect them before they engage in combat. Therefore, teamwork is needed to defeat them. |
Ordinary Prisoner | C11 | Normal | Physical | 5500 | 280 | 60 | 0 | 2 | Starts imprisoned. When imprisoned, ASPD is reduced · Freed after a few attacks, gaining increased ATK | A commonly seen prisoner of Mansfield State Prison. Even so, don't let your guard down or he'll slip past you. |
Seasoned Prisoner | C12 | Normal | Physical | 7500 | 380 | 60 | 0 | 2 | Starts imprisoned. When imprisoned, ASPD is reduced · Freed after a few attacks, gaining increased ATK | An inmate deeply familiar with the laws of survival of Mansfield State Prison. Will utilize his accumulated experience to outsmart you and is difficult to deal with. |
Sniper Prisoner | C13 | Normal | Physical | 5500 | 220 | 80 | 30 | 3 | Starts imprisoned. When imprisoned, ASPD is reduced · Freed after a few attacks, gaining increased ATK and now deals Arts damage · Prioritizes attacking Imprisonment Devices | An inmate who cobbled together a ranged weapon to avoid getting into brawls. Knows a little about Originium Arts and can strengthen his 'arrows'. |
Elite Sniper Prisoner | C14 | Normal | Physical | 7000 | 320 | 80 | 30 | 3 | Starts imprisoned. When imprisoned, ASPD is reduced · Freed after a few attacks, gaining increased ATK and now deals Arts damage · Prioritizes attacking Imprisonment Devices | An inmate experienced at using handmade ranged weapons. Though far from a master in Originium Arts, his arrows are already extremely dangerous. |
Invisible Crossbowman Leader | C2 | Normal | Physical | 2700 | 310 | 130 | 20 | 2.7 | Invisible | One of Reunion's ranged soldiers, more dangerous than a normal Invisible Crossbowman. The ghillie suit they wear makes it almost impossible to detect them before they engage in combat. Therefore, teamwork is needed to defeat them. |
Invisible Caster | C3 | Normal | Arts | 2200 | 350 | 80 | 50 | 4 | Invisible | One of Reunion's Casters. The ghillie suit they wear makes it almost impossible to detect them before they engage in combat. Therefore, teamwork is needed to defeat them. |
Invisible Caster Leader | C4 | Normal | Arts | 4200 | 400 | 130 | 50 | 4 | Invisible | One of Reunion's Casters, more dangerous than a normal Invisible Caster. The ghillie suit they wear makes it almost impossible to detect them before they engage in combat. Therefore, teamwork is needed to defeat them. |
Amateur Performer | CNV1 | Normal | Physical | 4000 | 300 | 100 | 0 | 2 | Invisible · Loses Invisibility during Carnevale | An amateur actor participating in Carnevale's street theater competition. No one knows what their day job is. |
Entusiasta Lead Dancer | CNV10 | Normal | Arts | 14000 | 120 | 350 | 10 | 1 | Invisible · Continuously deals Arts damage and Burn for the skill duration, Attack Range increases when Invisibility is lost · Loses Invisibility during Carnevale | The lead dancer from a troupe invited by big companies to liven up Carnevale. Her skirt flickers like flame, warming the crowd and setting the streets ablaze—literally! |
Carnevale Snack Seller | CNV11 | Normal | Arts | 10000 | 300 | 500 | 20 | 4 | Can only be blocked by Operators with 3 or more Block · Takes greatly reduced Physical and Arts damage; loses damage reduction during Carnevale · Periodically summons a | A snack seller—ubiquitous during Carnevale—pushing a perfectly ordinary cart. However, not all his customers are here for food. |
Parade Snack Seller | CNV12 | Normal | Arts | 12000 | 450 | 500 | 20 | 4 | Can only be blocked by Operators with 3 or more Block · Takes greatly reduced Physical and Arts damage; loses damage reduction during Carnevale · Periodically summons a | A snack seller—part of a swarm trailing the parade—his cart filled to the brim with treats. However, they're not the only thing in stock. |
Carnevale Snack Cart | CNV13 | Normal | Arts | 2500 | 400 | 50 | 0 | 1 | Detonates when blocked, inflicting Arts damage and Burn to all nearby targets | A small cart, filled with snacks carefully chosen by merchants. They pack a punch and bring the heat. |
Parade Snack Cart | CNV14 | Normal | Arts | 3000 | 500 | 50 | 0 | 1 | Detonates when blocked, inflicting Arts damage and Burn to all nearby targets | A dangerous cart, filled with rare snacks. Extremely unstable and liable to explode. |
Carnevale Balloon | CNV19 | Normal | 2000 | 0 | 0 | 0 | 1 | Flying unit. · Does not count towards the defeated enemies counter · Restores some HP to 'Firework Launcher' when defeated during Carnevale | One of the many balloons in the city during Carnevale. Makes a loud bang when pierced—though it's not a gun shot, it can still make the crowd go wild. | |
Professional Performer | CNV2 | Normal | Physical | 4500 | 350 | 150 | 0 | 2 | Invisible · Loses Invisibility during Carnevale | A professional actor participating in Carnevale's street theater competition. Impersonation and playing pretend have become their daily life. |
Parade Balloon | CNV20 | Normal | 3000 | 0 | 0 | 0 | 1 | Flying unit. · Does not count towards the defeated enemies counter · Restores a large amount of HP to 'Firework Launcher' when defeated during Carnevale | One of the balloons released during the parade. Makes a loud bang when pierced—though it's not a gun, it can still make the crowd go wild. | |
Fireworks Merchant | CNV3 | Normal | Physical | 4000 | 250 | 100 | 0 | 3 | Invisible · Loses Invisibility during Carnevale | A merchant selling fireworks during Carnevale. Go ahead, buy some. Lighting fireworks is 100% legal and by the book. |
Fireworks Dealer | CNV4 | Normal | Physical | 4500 | 300 | 150 | 0 | 3 | Invisible · Loses Invisibility during Carnevale | A dealer selling fireworks during Carnevale. Picking up fireworks and pulling the trigger are all quite familiar to him. |
Streetside Fire Juggler | CNV5 | Normal | Arts | 6500 | 550 | 300 | 10 | 4 | Invisible, normally does not attack, but counters when losing Invisibility · Attacks deal Arts damage and Burn. · Loses Invisibility during Carnevale | An artist who brings fire to the streets, performing a dance from faraway lands. The closer to Carnevale, the more he practices—how to precisely injure a particular target among the crowd, that is. |
Streetside Fire Maestro | CNV6 | Normal | Arts | 8500 | 650 | 350 | 10 | 4 | Invisible, normally does not attack, but counters when losing Invisibility · Attacks deal Arts damage and Burn. · Loses Invisibility during Carnevale | An accomplished maestro of the fire dance, who injects Siracusan style into this foreign dance. The closer to Carnevale, the more he plays with fire, and the more accidents he causes. |
Entusiasta Dancer | CNV9 | Normal | Arts | 12000 | 100 | 300 | 10 | 1 | Invisible · Continuously deals Arts damage and Burn for the skill duration, Attack Range increases when Invisibility is lost · Loses Invisibility during Carnevale | A solo dancer from a troupe invited by big companies to liven up Carnevale. A tantalizing dance, a dangerous enthusiasm. |
'Small Surprise' | CS4 | Normal | 4000 | 400 | 0 | 0 | 1 | Flying unit. · Upon death, deals Arts damage to all surrounding units and inflicts Nervous Impairment | A special gift prepared by the Crimson Troupe for the audience. Every audience member who receives a gift will become particularly 'ecstatic'. | |
Monster | D1 | Normal | 800 | 0 | 50 | 0 | 2.3 | Flying unit. | An unmanned enemy drone, called 'Monster' by Reunion forces. Equipped with a long-range Arts receiver, they are likely operated by concealed Casters. Though unlikely to cause heavy damage to armored Operators, they can still pose a considerable threat. | |
Blocker | D11 | Normal | 6000 | 0 | 80 | 40 | 2 | Flying unit. · Increases the RES of surrounding enemy units. | An unmanned drone controlled by enemy forces, capable of interfering with Originium Arts. They mostly play a supportive role and lack direct offensive capabilities. | |
Blocker–P | D12 | Normal | 10000 | 0 | 80 | 50 | 2 | Flying unit. · Increases the RES of surrounding enemy units. | An unmanned drone controlled by enemy forces, capable of interfering with Originium Arts. More effective than regular models, they mostly play a supportive role and lack direct offensive capabilities. | |
Monster Mk II | D2 | Normal | Physical | 1550 | 220 | 50 | 0 | 3 | Flying unit. | An unmanned enemy drone that has been upgraded from its namesake model, the Monster MkII. Equipped with a small gun and a long-range Arts receiver, they are likely operated by concealed Casters. Though unlikely to cause heavy damage to armored Operators, they can still pose a considerable threat. |
Defender-4 | D4 | Normal | 4000 | 0 | 150 | 20 | 2 | Flying unit. · Increases the DEF of surrounding enemy units | An unmanned enemy drone known as the Defender-4. Though they do not have any offensive capabilities, they must be taken care of due to their ability to support enemy troops. | |
Arts Master A1 | D7 | Normal | Arts | 2700 | 220 | 100 | 65 | 2.15 | Flying unit. | An unmanned enemy drone with extremely high movement speed, modified from the product of an Arts Education competition. It is equipped with an Arts Weapon module that allows it to launch long-range Arts attacks, so proceed with caution. Based on available data, its weapon module also allows it to block some Arts damage. |
Diver | DH1 | Normal | Physical | 3300 | 240 | 150 | 20 | 2.7 | Immune to Erosion. While in water, gains increased ATK and Invisibility | Their daily tasks involve cleaning up trash from the sea. The barrier to entry is low but the pay is surprisingly good, so there are many who sign up for it. |
Unmanned Explosive Boat | DH13 | Normal | Physical | 8000 | 300 | 300 | 0 | 1 | Death deals Physical damage and Corrosion to surrounding units | An overloaded unmanned explosive boat. Causes Corrosion after exploding |
Unmanned Heavy Explosive Boat | DH14 | Normal | Physical | 10000 | 400 | 400 | 0 | 1 | Death deals Physical damage and Corrosion to surrounding units | An overloaded unmanned explosive boat with even more explosives. Causes Corrosion after exploding |
Pancho's Explosive Boat | DH15 | Normal | Physical | 8000 | 300 | 300 | 0 | 1 | Death deals Physical damage and Corrosion to surrounding units | An overloaded unmanned explosive boat under the control of Pancho's underlings. Causes Corrosion after exploding |
Competition Transport Vessel | DH16 | Normal | 2000 | 100 | 100 | 0 | 1 | Enemies prioritize attacking this unit, unit will deplete Life Points upon dying · Does not count towards the defeated enemies counter | A transport vessel carrying supplies for setting up the competition venues. All competitors have the duty of protecting it from attacks. | |
Diver Leader | DH2 | Normal | Physical | 4000 | 320 | 200 | 20 | 2.7 | Immune to Erosion. While in water, gains increased ATK and Invisibility | Having been trained in professional diving, they are able to reach the floor of the artificial sea and can be called the elites of the water. Even so, most of them don't dare to try it in the real seas. |
Delinquent | DH3 | Normal | Physical | 2800 | 280 | 100 | 0 | 2 | Has a chance to dodge Physical attacks when not blocked | The most commonly seen get-up of Dossoles's delinquents. They intermingle with tourists, ready to join in a fight at any time. Agile and nimble, they can dodge ranged Physical attacks. |
Delinquent Boss | DH4 | Normal | Physical | 3500 | 360 | 120 | 0 | 2 | Has a chance to dodge Physical attacks when not blocked | The favored get-up of pretentious delinquents. They intermingle with tourists, ready to join in a fight at any time. Better at fighting than regular delinquents, they will instinctively dodge ranged Physical attacks. |
Tidal Caster | DH7 | Normal | Arts | 6000 | 200 | 200 | 60 | 2.5 | Attacks deal damage to the target and all allied units in the target's four adjacent tiles, additionally inflicting Corrosion | Professionally trained casters whose duties involve simulating the tides of Dossoles's sea. Adept at using Originium Arts that mimic the erosive effect of the tides. |
Tidal Leader | DH8 | Normal | Arts | 8000 | 260 | 220 | 60 | 2.5 | Attacks deal damage to the target and all allied units in the target's four adjacent tiles, additionally inflicting Corrosion | The elites among the Tidal Casters. They are in charge of leading and supervising the Tidal Casters. Extremely adept at using Originium Arts that mimic the erosive effect of the tides. |
Small Symbiont | DL12 | Normal | Physical | 3000 | 350 | 200 | 10 | 1.7 | A symbiont that appears alongside 'Nature's Compromise.' It is difficult to distinguish whether they are biological descendants or Originium Slugs contaminated and assimilated by the pollen. Perhaps a combination of both? | |
Supersweetie Delivery Drone | DL17 | Normal | 12000 | 0 | 500 | 40 | 1 | Flying unit. · Sends a to the Deployment Waiting Zone upon death | A drone originally used to deliver ice cream to remote regions, but after going rogue it now sells to the masses. It has embraced its desire to deliver sweetness everywhere, and insists on submerging everyone in sugar. | |
Seeding Drone | DL19 | Normal | Physical | 6500 | 340 | 250 | 50 | 4.5 | Every 3rd attack Stuns your Operators for several seconds | Agriculture drone equipped with a variety of tools for seeding, watering, fertilizing, etc. It is proud of its role, and of its natural fertilizer fermentation system. 'No one can refuse some steaming hot fertilizer.' |
Aged Mead | DL21 | Normal | 6000 | 50 | 100 | 10 | 2.5 | More likely to be attacked, causes the target Operator to be Stunned while on the battlefield; added to the Deployment Waiting Zone as when defeated | Mead that has been aged for more than a decade, with a strong flowery scent. The Liquor Association stole it to deal a blow to the Mead Association, an attempt that resulted in some of its members turning traitor, leading to turmoil within. It has now become a weapon of revenge for the Liquor Association. | |
'Really Unruly Creature' | DL24 | Normal | Physical | 4000 | 300 | 100 | 0 | 2 | Dies when loaded by 'Greedy Catcher.' | So unruly, it wants to squeeze into your mouth. |
Witchcraft Orb | DL26 | Normal | Physical | 3000 | 200 | 200 | 20 | 2 | Upon destruction, deals True damage and stuns all allied units in the surrounding area. | Stone spheres created by the Altar of Hatred. Sarkaz witchcraft has given them 'life,' yet they seek out the living so that they might perish together. |
'Twitter' | DL30 | Normal | 25 | 100 | 0 | 0 | 1 | Cannot be blocked. · Must be damaged 25 times to defeat · After coming into contact with , disappears and restores the HP of by a certain amount · When defeated, reduces the number of that can split into | A fragment of the body of 'Aubade'. Its mind is hazy like that of a newborn foal, yearning to return to its 'mother'. | |
'Woodthreads' | DL31 | Normal | 30 | 100 | 0 | 0 | 1 | More likely to be attacked, and causes the target Operator to be Stunned while on the battlefield; provides 10 Transfer Permits when defeated · Must be damaged 30 times to defeat | A fragment of the pedestal of 'Aubade'. It drifts like feathers, repelling enemies that attempt to obstruct 'Twitter'. | |
Crude Sphere | DL6 | Normal | 2000 | 0 | 1000 | 50 | 1 | Latches onto an operator, preventing the operator from attacking or using skills · Gradually loses HP | Part of the Spherical Colossus, it has no sentience but is very heavy. Don't let it latch on to an Operator. | |
Fluorescent Originium Slug | DL8 | Normal | Physical | 3200 | 260 | 1200 | 0 | 2 | A native, soft-shelled Originium slug. It has enormous reproductive capacity, and the fluorescence on its shell is a visible pheromone. After molting, it will grow drastically in size over a short period of time | |
Basic Slug | DT1 | Normal | Physical | 4500 | 200 | 50 | 0 | 1.7 | Flees when HP is under 50%! Gains bonus Movement Speed and cannot be blocked for a period of time. | An Originium slug raised in captivity. Has a relatively low infection rate and a rather ordinary taste. Its anatomical structure is different from that of wild slugs. |
Corrupted Warrior | DT10 | Normal | Physical | 4800 | 420 | 350 | 1.5 | Prioritizes attacking and that are not fleeing, causing them to Collapse. · Gains bonus Movement Speed when exposed to a berry or fruit slug's gleam. | A brave warrior who could not escape the fate of demonic corruption. With all consciousness consumed, not even instincts remain. | |
Gourmet Slug | DT2 | Normal | Physical | 5000 | 250 | 50 | 0 | 1.7 | Flees when HP is under 50%! Gains bonus Movement Speed and cannot be blocked for a period of time. | A free-range Originium slug raised with care, though it still retains a fierce streak. The quality of its meat hasn't improved much either. Requires a complex process to make edible. |
Berry Slug | DT3 | Normal | 5400 | 0 | 0 | Releases a blinding gleam upon taking damage, stunning surrounding allies for an extended period before attempting to escape via digging. · Drops if defeated before escaping. | A creepy-crawly that lives in a mild environment, forming a symbiotic relationship with a particular species of plant. The berries it bears have a complex flavor, and are a rare delicacy. | |||
Fruit Slug | DT4 | Normal | 7200 | 0 | 0 | Releases a blinding gleam upon taking damage, stunning surrounding allies for an extended period before attempting to escape via digging. · Drops if defeated before escaping. | A creepy-crawly that lives in a mild environment. When the ripe fruits dangle from the symbiotic plant atop its back, that's the best time to harvest them. | |||
Corrupted Soldier | DT9 | Normal | Physical | 4000 | 350 | 300 | 1.5 | Prioritizes attacking and that are not fleeing, causing them to Collapse. · Gains bonus Movement Speed when exposed to a berry or fruit slug's gleam. | A Sami soldier tainted by demonic corruption. It seems all that's left are base instincts. | |
Dublinn Sniffer Hound | DU1 | Normal | Physical | 2800 | 300 | 0 | 0 | 1.4 | Refraction | An organism controlled by the Dublinn forces. They were originally purchased from a mercenary group. Equipped with a refractive mask crafted by Shadowcasters, they are rather resistant to regular Originium Arts. |
Dublinn Phalanx Commander | DU10 | Normal | Physical | 6000 | 450 | 400 | 0 | 2.5 | When other Phalanx Commanders are nearby, DEF increases (stacks) · Refraction | A phalanx commander in the Dublinn forces, they organize the infantry under their command into phalanx formations. The phalanx tactics they utilize evolved from the combat formations used in Gaul. In the phalanx, nearby infantry will support one another, increasing the might of the formation. |
Dublinn Flying Soldier | DU13 | Normal | Physical | 6000 | 400 | 350 | 0 | 3 | Low-Altitude Hovering | A flying soldier in the Dublinn forces. The steam propulsion device they use originates from a secret laboratory owned by the Victorian military. As it has only recently been deployed in battle, its power output is still unstable. |
Dublinn Flying Squad Leader | DU14 | Normal | Physical | 8000 | 550 | 450 | 0 | 3 | Low-Altitude Hovering | A flying squad leader in the Dublinn forces. The steam propulsion device they use originates from a secret laboratory owned by the Victorian military and has gone through many iterations. Its power output is relatively stable. |
Dublinn Sniffer Hound Pro | DU2 | Normal | Physical | 4000 | 380 | 0 | 0 | 1.4 | Refraction | An organism controlled by the Dublinn forces, they are stronger in combat than the average Hound. They were originally purchased from a mercenary group, and have undergone training for a longer period. Equipped with a refractive mask crafted by Shadowcasters, they are rather resistant to regular Originium Arts. |
Special Forces Soldier | DU23 | Normal | Physical | 3500 | 330 | 150 | 0 | 2.2 | Gains Invisibility while in Reeds | A mercenary under the long-term employ of a Victorian aristocrat. Often uses the terrain to conceal their movements. |
Special Forces Captain | DU24 | Normal | Physical | 4800 | 380 | 200 | 0 | 2.2 | Gains Invisibility while in Reeds | An experienced mercenary captain under the long-term employ of a Victorian aristocrat. Often uses the terrain to hide their movements. |
Swamp Gloompincer | DU25 | Normal | Physical | 2000 | 350 | 400 | 30 | 2 | Immune to the effects of Mire; gains increased Movement Speed while in Mire | An Infected Creature commonly found in the swamps of Southern Victoria, known for randomly attacking travelers in the wilderness and posing a threat to the locals. |
Enraged Swamp Gloompincer | DU26 | Normal | Physical | 3000 | 420 | 500 | 50 | 2 | Immune to the effects of Mire; gains increased Movement Speed while in Mire | An Infected Creature commonly found in the swamps of Southern Victoria, more active than the regular gloompincers, known for attacking travelers in the wilderness and posing a huge threat to the locals. |
Dublinn Flamechaser Soldier | DU27 | Normal | Arts | 5000 | 150 | 50 | 50 | 2 | Attacks deal additional Burn while near burning Reeds · When defeated, turns into an Invisible that must be damaged 5 times to defeat; respawns after a period of time | A Dublinn soldier fused with their Leader's ember. Long since dead, but Arts manipulation keeps their bodies moving towards their final desire, rising again and again. |
Dublinn Flamechaser Elite Soldier | DU28 | Normal | Arts | 6000 | 180 | 100 | 50 | 2 | Attacks deal additional Burn while near burning Reeds · When defeated, turns into an Invisible that must be damaged 5 times to defeat; respawns after a period of time | A elite Dublinn soldier fused with their Leader's ember. Chasing their Leader's ember even more fervently, their bodies are manipulated by Arts to ceaselessly rise from the dead. |
Dublinn Cannoneer | DU29 | Normal | Physical | 6000 | 500 | 300 | 20 | 5 | After two attacks, the next attack deals Splash damage | A ranged combatant in the Dublinn forces. They use a modified standard-issue Victorian military crossbow fitted with a launcher for explosive ammunition. |
Dublinn Scout | DU3 | Normal | Physical | 3000 | 280 | 110 | 0 | 2 | Refraction | A scout for the Dublinn forces. With superb concealment techniques, they are the cornerstone of the Dublinn forces' guerilla maneuvers. Equipped with a refractive mask crafted by Shadowcasters, they are rather resistant to regular Originium Arts. |
Dublinn Cannoneer Captain | DU30 | Normal | Physical | 7500 | 600 | 350 | 20 | 5 | After two attacks, the next attack deals Splash damage | Captain of a ranged squad in the Dublinn forces. They use a modified standard-issue Victorian military crossbow fitted with a launcher for even more powerful explosive ammunition. |
Dublinn Flamecaller | DU31 | Normal | Arts | 7500 | 300 | 300 | 50 | 3 | Attacks ignite Reeds beneath the target · When defeated, deals Arts damage to all nearby friendly units and ignites all Reeds | A caster in the Dublinn forces skilled at manipulating flame, ignites everything around them, even their own deaths. |
Dublinn Flamecaller Captain | DU32 | Normal | Arts | 9000 | 400 | 350 | 50 | 3 | Attacks ignite Reeds beneath the target · When defeated, deals Arts damage to all nearby friendly units and ignites all Reeds | An elite caster in the Dublinn forces extremely adept at manipulating flame, ignites everything around them, even their own deaths. |
Dublinn Scout Leader | DU4 | Normal | Physical | 4400 | 380 | 180 | 0 | 2 | Refraction | A scout leader in the Dublinn forces. The scouts under their command are the cornerstone of the Dublinn forces' guerilla maneuvers. Equipped with a refractive mask crafted by Shadowcasters, they are rather resistant to regular Originium Arts. |
Dublinn Sniper | DU5 | Normal | Physical | 3800 | 250 | 150 | 0 | 2.3 | Refraction | A sniper in the Dublinn forces. The crossbows they wield bear the signs of Columbian modification. Equipped with a refractive mask crafted by Shadowcasters, they are rather resistant to regular Originium Arts. |
Dublinn Sniper Leader | DU6 | Normal | Physical | 5000 | 380 | 150 | 0 | 2.3 | Refraction | A sniper leader in the Dublinn forces. The crossbows they wield bear the signs of Columbian modification and have much greater penetration power. Equipped with a refractive mask crafted by Shadowcasters, they are rather resistant to regular Originium Arts. |
Dublinn Shadowcaster | DU7 | Normal | Arts | 4500 | 300 | 150 | 20 | 3 | Refraction | A caster in the Dublinn forces. Their Originium Arts do not stand out, but their innovative breakthrough in mass-producing Arts-resistant masks has placed them in good standing amongst the Dublinn forces. |
Dublinn Shadowcaster Leader | DU8 | Normal | Arts | 6500 | 460 | 150 | 20 | 3 | Refraction | A caster leader in the Dublinn forces. Their Originium Arts do not stand out, but the innovative breakthrough of the casters under their command in mass-producing Arts-resistant masks has granted them considerable recognition from their leader. |
Dublinn Phalanx Infantry | DU9 | Normal | Physical | 4000 | 300 | 300 | 0 | 2.5 | When other Phalanx Infantry are nearby, DEF increases (stacks) · Refraction | A phalanx infantry in the Dublinn forces. The phalanx tactics they utilize evolved from the combat formations used in Gaul. In the phalanx, nearby infantry will support one another, increasing the might of the formation. |
| Self-Driving Cart | DUR0 | Normal | Physical | 100 | 500 | 0 | 0 | 1 | Upon colliding with an enemy unit, inflicts Physical damage that ignores Dodge and inflicts a brief Stun · Can be equipped with components to gain additional effects | A modular self-driving cart popular throughout Zeruertza. Order yours today and we'll include an additional 'Kaboom Augment! Self-Driver Siege Mode' starter model, for no additional cost! |
Alcohol Lover | DUR1 | Normal | Physical | 2800 | 300 | 100 | 50 | 2 | Initially has 100% Physical Dodge for a period of time | A somewhat tipsy Durin. Just inebriated enough to think they're battling against some evil creature. |
Alcohol Association Member | DUR2 | Normal | Physical | 3600 | 400 | 150 | 50 | 2 | Initially has 100% Physical Dodge for a period of time | A piss-drunk Durin. 'I'm not drunk! Who said I was drunk? Was it you?!' |
Lakeside Volunteer | DUR3 | Normal | Physical | 4000 | 320 | 250 | 50 | 0.4 | Upon dropping below half HP for the first time, gains 100% Physical Dodge for a period of time | An amateur lifeguard doing nothing in particular. Because there really was nobody in need of saving, he instead decided to take up boxing, and unexpectedly had quite the talent for it. |
Lakeside Lifeguard | DUR4 | Normal | Physical | 6000 | 420 | 250 | 50 | 0.4 | Upon dropping below half HP for the first time, gains 100% Physical Dodge for a period of time | A professional lifeguard who goes around shooting the breeze. Strong in stature and bronzed in complexion, one look at him is enough to give a sense of security. But in actuality, he can't swim at all, and got that tan from high-intensity outdoor boxing training. |
Sandcastle Builder | DUR5 | Normal | Arts | 3500 | 150 | 300 | 50 | 1.5 | A Durin who has made a hobby out of building sandcastles. He despises those who would kick up the waters of the artificial lake, and so he installed an Arts Unit onto his construction tool. | |
Sandcastle Architect | DUR6 | Normal | Arts | 5000 | 200 | 300 | 50 | 1.5 | A Durin who has made a career out of designing sandcastles. Having accepted the reality that it is impossible to actually build a sandcastle, he has not even been drafting designs recently, instead focusing his efforts on tinkering with the Arts Unit. | |
Volleyball Serving Cart | DUR7 | Normal | Physical | 6000 | 350 | 400 | 10 | 2.5 | Gains increased ATK with each attack (up to a limit); when affected by certain Negative Statuses, these stacks will be lost | A volleyball-serving cart designed for use by friendless tourists. However, they see no use at all, as there are far too many people coming to play volleyball. |
Volleyball Spiking Cart | DUR8 | Normal | Physical | 8000 | 450 | 400 | 10 | 2.5 | Gains increased ATK with each attack (up to a limit); when affected by certain Negative Statuses, these stacks will be lost | A volleyball-spiking cart designed as a revenge against someone. Continuously makes powerful spikes at nearby people in an attempt to ruin all volleyball matches on the beach. |
Patrolling Foliage | EA1 | Normal | Physical | 6500 | 500 | 150 | 50 | 2.4 | Their true nature is revealed when inside the attack range of your units | Withered stump possessed by a fae spirit. Not yet able to protect others, it roams only to protect its own dwelling. Reveals its true form when approached. |
Guiding Shrub | EA10 | Normal | Arts | 7200 | 420 | 200 | 60 | 3 | Takes root and becomes when on a | Bored fae that leads travelers on a path without end. This job has become so familiar to them that it has become mundane. |
Patrolling Witherbush | EA2 | Normal | Physical | 9000 | 680 | 150 | 50 | 2.4 | Their true nature is revealed when inside the attack range of your units | Withered stump that has merged with a fae spirit. Serving as a guard for the Dark Woods, it is armed and always vigilant. Reveals its true form when approached. |
Cabbage Seedling | EA3 | Normal | Physical | 3800 | 240 | 0 | 5 | 1.7 | Can be ignited by or · When defeated while ignited, deals a large amount of Arts damage to surrounding units | A small, common fae, the original form of Patrolling Foliage. Completely harmless if separated from fire. |
Cabbage Weed | EA4 | Normal | Physical | 5000 | 380 | 0 | 5 | 1.7 | Can be ignited by or · When defeated while ignited, deals a large amount of Arts damage to surrounding units | A small, seemingly harmless fae. They would have inhabited vegetable gardens, were they not so easily ignited. |
'Nest' | EA5 | Normal | Physical | 9000 | 320 | 0 | 0 | 2 | Grows when outside your units' Attack Range, increasing its ATK and Max HP | Fae disguising itself as a fowlbeast nest. When the fowlbeasts flew away, the spirits in the darkness took it over while it was still warm. |
'Cradle' | EA6 | Normal | Physical | 11000 | 450 | 0 | 0 | 2 | Grows when outside your units' Attack Range, increasing its ATK and Max HP | Fae disguising itself as a fowlbeast nest. A cradle, just the right temperature... and 'hatchlings' breaking from their shells? |
Guiding Sprout | EA9 | Normal | Arts | 5500 | 320 | 200 | 60 | 3 | Takes root and becomes when on a | Mischievous fae that leads travelers astray. Not that they do it out of any particular malice—going the wrong way happens all the time outside the Dark Woods too. |
Paramilitary Gangster | EG1 | Normal | Physical | 4500 | 250 | 100 | 0 | 2 | Energy Capacity: 10; Gains [Overload] upon reaching max Energy. · [Overload] Greatly increases ASPD, DEF, and RES for a period of time. | A gangster hired to sow chaos, often picking fights. Their employer has provided them with an experimental thermal amplification device. |
Paramilitary Gangster Leader | EG2 | Normal | Physical | 6000 | 300 | 150 | 0 | 2 | Energy Capacity: 10; Gains [Overload] upon reaching max Energy. · [Overload] Greatly increases ASPD, DEF, and RES for a period of time. | A gangster hired to sow chaos, well-accustomed to brawls. Their employer has provided them with an experimental thermal amplification device. |
Paramilitary Thief | EG3 | Normal | Physical | 5000 | 100 | 120 | 10 | 2 | Unblockable. Energy Capacity: 5; gains [Overload] upon reaching max Energy · [Overload] Greatly increases ASPD, DEF, and RES for a period of time. | A gangster hired to sow chaos, more interested in stealing property than injuring others. The thermal amplification devices they are equipped with have not actually been tested for safety. |
Paramilitary Thief Leader | EG4 | Normal | Physical | 7000 | 100 | 180 | 10 | 2 | Unblockable. Energy Capacity: 5; gains [Overload] upon reaching max Energy · [Overload] Greatly increases ASPD, DEF, and RES for a period of time. | A gangster hired to sow chaos, adept at evading capture and acting quickly. The thermal amplification devices they are equipped with have not actually been tested for safety. |
Tainted Carcass | EJ1 | Normal | Physical | 4000 | 400 | 200 | 0 | 1.5 | Movement Speed significantly increases for a short time after taking damage | A Sami warrior irreversibly corrupted by demons. He once went to the snow fields with a clear purpose, but is now completely bereft. |
Distorted Caster | EJ2 | Normal | Arts | 8000 | 350 | 300 | 50 | 2.5 | Movement Speed significantly increases after not attacking for a period of time, resets on attack | A Sami shaman possessed by demons. Everything they understood about nature has been reconstructed into pure nothingness. |
Collapsed Construct | EJ3 | Normal | Arts | 3500 | 200 | 100 | 65 | 2 | Flying unit. | A drone corrupted by demonic power, now acting like a real lifeform. |
Khaganshadow | EJ6 | Normal | Physical | 4000 | 700 | 500 | 30 | 3 | A soul trapped in the Khagan Nightzmora, which will raise its weapon and follow its eternal general to the ends of the land. | |
Royal Companion | EJ7 | Normal | Physical | 20000 | 1200 | 300 | 50 | 3 | The proud Beast Stewards have long had close ties to Sargon royalty, some even choosing to serve by a king's side as guardian. | |
Hot Spring 'Mischievous Rascal' | FF1 | Normal | Physical | 5000 | 500 | 150 | 0 | 3.2 | Leaves Carmine Steam at its location when defeated | A fluffy critter that has found something nice on the street, and wants to play with whoever it bumps into. Even though you can't make out its expression from its obscured face, you can sense it in its revelry. |
Urban 'Tornado Trendsetter' | FF10 | Normal | Arts | 6000 | 1250 | 300 | 0 | 2 | Explodes on first attack, dealing AoE Arts damage and spawning Carmine Steam · Summons a Hot Spring 'Jolly Rascal' and Fashion Street 'Robust Heavy' upon dying | A mass of fluffy critters fighting over cotton candy, and it's a little hard to tell where the fur ends and where the candyfloss begins. Instead of candyfloss they've only had a mouthful of sand, so now they're itching for a bite. |
Hot Spring 'Jolly Rascal' | FF2 | Normal | Physical | 6500 | 600 | 200 | 0 | 3.2 | Leaves Carmine Steam at its location when defeated | A fluffy critter that has found something nice on the street, and wants to play with whoever it bumps into. Even though you can't make out its expression from its obscured face, you can tell it's relishing in its delight—listen! It's laughing! |
Fashion Street 'Hearty Heavy' | FF3 | Normal | Physical | 5000 | 300 | 100 | 0 | 3.5 | Leaves Carmine Steam at its location when defeated | A fluffy critter that has found something nice from the sports field. It'll be really happy if you throw its 'treasure' back at it. Thankfully, it only throws frisbees, and not discuses. |
Fashion Street 'Robust Heavy' | FF4 | Normal | Physical | 6000 | 380 | 150 | 0 | 3.5 | Leaves Carmine Steam at its location when defeated | A fluffy critter that has found something nice from the sports field. It'll be really happy if you throw its 'treasure' back at it. Wait, no! It seem to be holding discuses this time! |
Hot Spring 'Wandering Vagrant' | FF5 | Normal | Physical | 8000 | 750 | 250 | 20 | 3.2 | Invisible · Can stack with a Hot Spring 'Mischievous Rascal' and leaves Carmine Steam on tiles it travels over after combining | A fluffy critter that has found something nice from the surfskate shop, so fast that it comes and goes without a trace! It's practicing its acceleration and turning for the upcoming 'Lava Surfing Championships.' |
Hot Spring 'Wandering Slider' | FF6 | Normal | Physical | 10000 | 900 | 300 | 20 | 3.2 | Invisible · Can stack with a Hot Spring 'Jolly Rascal' and leaves Carmine Steam on tiles it travels over after combining | A fluffy critter that has found something nice from the surfskate shop, so fast that it comes and goes without a trace! Not even the swirling mud or gravel can hinder its slick skating skills! |
Urban 'Whirlwind Walker' | FF9 | Normal | Arts | 5000 | 1000 | 250 | 0 | 2 | Explodes on first attack, dealing AoE Arts damage and spawning Carmine Steam · Summons a Hot Spring 'Mischievous Rascal' and Fashion Street 'Hearty Heavy' upon dying | A mass of fluffy critters fighting over cotton candy, and it's a little hard to tell where the fur ends and where the candyfloss begins. The main reason the Candy House grandpa is so angry is because they snatched his wig off too! |
| 'Coldness' | FR | Normal | 5000 | 750 | 200 | 0 | 1 | Flying unit. · Takes shape in place after some time and flies towards the target; if not destroyed before it reaches the target, self-destructs to deal Arts damage in a large area and increase Avalanche Warning Index in the area | A chill comes over you. You feel a heavy weight on your shoulders, like snow gathering on pine branches. | |
Sicilian | G11 | Normal | Physical | 2700 | 250 | 100 | 10 | 2 | A basic melee combatant. These Siracusans adorn themselves with an ancient name, symbolizing the glory of an era bygone. | |
Elite Sicilian | G12 | Normal | Physical | 3800 | 350 | 160 | 10 | 2 | A basic melee combatant with higher combat capabilities than a normal Sicilian. These Siracusans adorn themselves with an ancient name, symbolizing the glory of an era bygone. | |
Brawler | G13 | Normal | Physical | 3200 | 290 | 250 | 0 | 0.4 | Combat personnel who have underwent special training. Their flurry of rapid blows are powerful enough to be fatal. | |
Elite Brawler | G14 | Normal | Physical | 4200 | 380 | 300 | 0 | 0.4 | Exceptionally dangerous combatants who are even more destructive than normal Brawlers. Only the most heavily-armored Operators can withstand their blows. | |
Marksman | G15 | Normal | Physical | 3000 | 180 | 150 | 0 | 3 | Shoots 3 times in a row · Prioritizes attacking the Command Terminal | Tactical long-range combatants. Adept at oppressing enemies with continuous fire, their tactical literacy means they will prefer targeting our command terminal in order to cut off support. |
Elite Marksman | G16 | Normal | Physical | 4000 | 230 | 200 | 0 | 3 | Shoots 3 times in a row · Prioritizes attacking the Command Terminal | Tactical long-range combatants, more dangerous than a normal Marksman. Adept at oppressing enemies with continuous fire, their tactical literacy means they will prefer targeting our command terminal in order to cut off support. Proceed with caution. |
'Core of Stupor' | GAB | Normal | Arts | 5000 | 700 | 100 | 50 | 1 | Flying unit. · Self-destructs when nearing allied units, dealing AoE Arts damage and afflicting with Fear | Originating from the ignorance and confusion in the deepest depths of thought, it eats away at reason until all are dragged into the abyss of nothingness. |
Street Bandit | GS1 | Normal | Physical | 4000 | 320 | 100 | 10 | 2 | Movement Speed significantly increases when on Crystal. | Bandits often found in Sargonian cities. Equipped with basic gear, they attack only if necessary. |
Large Broken Vessel | GS10 | Normal | Physical | 25000 | 1750 | 200 | 20 | 1.3 | Will gradually lose HP over time · Drops Crystals on surrounding tiles upon death. | A jewel construct resembling a cracked vessel carried by a burdenbeast. As it moves, its cracks widen and gems shoot out, yet it remains unfazed. |
'Gliding Toy' | GS11 | Normal | 4000 | 150 | 50 | 10 | 2 | Flying unit. · Does not count towards the defeated enemies counter · Drops Crystal on tiles it passes over, losing a percentage of HP with each drop. | A jewel construct that can fly. 'The books said it was a toy! Hey, why is it leaking gems?' | |
'Gliding Crown' | GS12 | Normal | 5000 | 150 | 50 | 10 | 2 | Flying unit. · Does not count towards the defeated enemies counter · Drops Crystal on tiles it passes over, losing a percentage of HP with each drop. | A jewel construct that can fly. 'The books said it was a crown! Who put so many gems on it?' | |
Roaming Street Bandit | GS2 | Normal | Physical | 5000 | 380 | 120 | 10 | 2 | Movement Speed significantly increases when on Crystal. | Bandits that roam many Sargonian cities. They are experienced fighters who have survived many run-ins. |
Street Hunter | GS3 | Normal | Physical | 4000 | 250 | 150 | 10 | 3.5 | Hunters often seen in Sargonian towns. Their bows are used for hunting in the wilderness, as well as for 'solving problems.' | |
Roaming Street Hunter | GS4 | Normal | Physical | 4800 | 350 | 200 | 10 | 3.5 | Hunters often found roaming between Sargonian cities. Hunters who excel at 'solving problems' naturally find their services in great demand across cities. | |
Exhibit 237-1 | GS5 | Normal | Physical | 2800 | 150 | 50 | 10 | 2 | Places Crystal on the first tile without Crystal to significantly increase its Movement Speed. | A curious jewel construct that was believed to be a water pump. Now it runs around with a gem in its...'hand.' |
Exhibit 237-2 | GS6 | Normal | Physical | 3500 | 250 | 50 | 10 | 2 | Places Crystal on the first tile without Crystal to significantly increase its Movement Speed. | A curious jewel construct that was believed to be a crane. Now it drags a gem around. |
Small Bejeweled Wagon | GS7 | Normal | Physical | 8000 | 700 | 800 | 0 | 5 | Drops Crystal on tiles that it passes through. · Upon taking damage, Movement Speed significantly increases for a period of time. | A wheeled jewel construct that was once an immobile exhibit. Now it roams the streets, filled with gems. |
Large Bejeweled Wagon | GS8 | Normal | Physical | 10000 | 800 | 900 | 0 | 5 | Drops Crystal on tiles that it passes through. · Upon taking damage, Movement Speed significantly increases for a period of time. | A wheeled jewel construct that was once an immobile exhibit. Now it dashes through the streets, filled with gems. |
Small Broken Vessel | GS9 | Normal | Physical | 20000 | 1000 | 200 | 20 | 1.3 | Will gradually lose HP over time · Drops Crystals on surrounding tiles upon death. | A jewel construct resembling a cracked vessel carried by a burdenbeast. As it shambles on, its cracks widen and gems spill out, though it seems unfazed. |
Gnawbeast | HE1 | Normal | Physical | 2200 | 300 | 100 | 0 | 1.4 | Inflicts Bleed on allied Operators after several attacks | An Infected Creature that appears in dark places. It has a high reproductive capacity, and can be commonly found everywhere. The endless usage of its host's food stocks makes it an unwelcome houseguest. |
Elite Wasteland Plunderer | HE10 | Normal | Physical | 25000 | 500 | 1000 | 0 | 4 | Can appear in the battlefield · After several attacks, steals 3 DP and recovers a certain amount of HP | An elite member of a bandit gang operating in the wastelands, equipped with the best gear the bandits can get their hands on. The most vicious plunderers are completely indifferent to the suffering of others, having long forgotten that they were once just the most desperate of civilians. |
Starving Gnawbeast | HE2 | Normal | Physical | 3500 | 350 | 120 | 0 | 1.4 | Inflicts Bleed on allied Operators after several attacks | An Infected Creature that appears in dark places. It has a high reproductive capacity, and is commonly found everywhere. It's currently starving! Be careful, hungry creatures tend to be more violent! |
Vesperwing | HE3 | Normal | Arts | 3500 | 150 | 120 | 20 | 3 | Aerial unit, prioritizes attacking Holy Statue · Deals Arts damage · Inflicts Bleed on allied Operators after several attacks | An Infected Creature that appears in dark places, often found in deep caves and abandoned buildings. It is easily startled, and will not hesitate to attack intruders who enter its territory. |
Startled Vesperwing | HE4 | Normal | Arts | 4500 | 200 | 150 | 20 | 3 | Aerial unit, prioritizes attacking Holy Statue · Deals Arts damage · Inflicts Bleed on allied Operators after several attacks | A startled Vesperwing will attack intruders who enter its territory at any cost. Their claws and fangs are sharp, and they are both ferocious and impatient. But in their eyes, they're simply protecting their homeland. |
Wasteland Robber | HE5 | Normal | Physical | 5500 | 350 | 400 | 0 | 2 | Can appear in the battlefield · Prioritizes attacking Holy Statue · Steals 1 DP from allied Operators after several attacks | A member of a bandit gang operating in the wastelands using stolen weapons. They are not soldiers, and lack professional training, so stealing goods is more important to them than anything else. |
Elite Wasteland Robber | HE6 | Normal | Physical | 7000 | 450 | 450 | 0 | 2 | Can appear in the battlefield · Prioritizes attacking Holy Statue · Steals 1 DP from allied Operators after several attacks | An elite member of a bandit gang operating in the wastelands using stolen weapons. Now leading a small group of subordinates, they have kept their plundering habits and are even greedier than their henchmen. |
Wasteland Skulker | HE7 | Normal | Physical | 5300 | 500 | 330 | 0 | 2 | Can appear in the battlefield · Invisible · When on the field, natural DP regeneration rate is reduced | A member of a bandit gang operating in the wastelands, sneakily operating in the shadows. They habitually speak in half-truths, and many of them used to moonlight as pickpockets before they drifted into the wastes. |
Elite Wasteland Skulker | HE8 | Normal | Physical | 7300 | 600 | 350 | 0 | 2 | Can appear in the battlefield · Invisible · When on the field, natural DP regeneration rate is reduced | An elite member of a bandit gang operating in the wastelands, sneakily operating in the shadows. Some claim to have complicated pasts, but the truth of it is irrelevant: their skillsets are now used only for survival. |
Wasteland Plunderer | HE9 | Normal | Physical | 20000 | 500 | 800 | 0 | 4 | Can appear in the battlefield · After several attacks, steals 3 DP and recovers a certain amount of HP | A member of a bandit gang operating in the wastelands, equipped with the best gear the bandits can get their hands on. When life became unsustainable, some gave in to their desperation, becoming ferocious outlaws roaming the wastes. |
'Certain Fates' | HI01 | Normal | 1000 | 100 | 500 | 0 | 0 | Gain 'Favor' when it collides with an enemy · Disappears when it stops moving · Disappears after a while | The size of a fingertip, the weight of a murmur of fate and inertia. It does not intend to destroy, not even to arrive. It only follows the shortest path of inevitability and the longest path of coincidence, spinning and moving forward. In its own time, the world is simply walls to collide with, propositions to bounce off, cacophonous and silent. | |
'Certain Fates' | HI02 | Normal | 1000 | 100 | 500 | 0 | 0 | Gain 'Favor' when it collides with an enemy · Disappears when it stops moving · Disappears after a while | The size of a fingertip, the weight of a murmur of fate and inertia. It does not intend to destroy, not even to arrive. It only follows the shortest path of inevitability and the longest path of coincidence, spinning and moving forward. In its own time, the world is simply walls to collide with, propositions to bounce off, cacophonous and silent. The most glancing impact is enough to make life and chaos collide with each other. | |
Careless Underling | HI03 | Normal | Physical | 5000 | 500 | 80 | 0 | 5 | Becomes temporarily stunned when shifted | A Kinsekikai underling who goes into deep self-doubt if he falls, stopping to philosophize about his own existence. That is why he remains an underling. |
Veteran Underling | HI04 | Normal | Physical | 6000 | 550 | 150 | 0 | 5 | Becomes temporarily stunned when shifted | A veteran Kinsekikai underling who has fallen many times and gotten back up, but still cannot help but philosophize about his own existence and if he is suited to this line of work. That is why he remains an underling, despite his experience. |
Raiton Ninja | HI05 | Normal | Physical | 5000 | 300 | 50 | 10 | 3.5 | Briefly takes off when colliding with , blocked, or encountering a Hole. | A ninja who loves technology, wielding a kendama-shaped flash drive as a weapon. Unbound by anyone, they leap to avoid danger. |
Raiton Master | HI06 | Normal | Physical | 7000 | 350 | 100 | 10 | 3.5 | Briefly takes off when colliding with , blocked, or encountering a Hole. | A ninja obsessed with technology, wielding a kendama-shaped flash drive filled with deadly spam. Completely unbound by anyone, they quickly leap to avoid danger. |
Doton Ninja | HI09 | Normal | Arts | 8000 | 350 | 200 | 70 | 3.5 | When on the battlefield, has Invisibility and disguises as a Hole · Becomes hostile after losing Invisibility or absorbing · Permanently loses Invisibility when becoming hostile | An introverted ninja disguising himself as a hole. He may look ridiculous, but he is harder to detect than you might expect. |
Doton Master | HI10 | Normal | Arts | 10000 | 500 | 250 | 70 | 3 | When on the battlefield, has Invisibility and disguises as a Hole · Becomes hostile after losing Invisibility or absorbing · Permanently loses Invisibility when becoming hostile | A professional ninja who has carefully studied the texture and scent of the soil to improve his disguise. Still not that much harder to detect, despite his efforts. |
Fuuton Ninja | HI13 | Normal | Physical | 8000 | 500 | 250 | 20 | 2 | Continuously accelerates, taking off after reaching a certain speed. | A fast ninja who is able to take flight briefly. A visiting Columbian delegate looked at him suspiciously for a long time. |
Fuuton Master | HI14 | Normal | Physical | 12000 | 550 | 300 | 25 | 2 | Continuously accelerates, taking off after reaching a certain speed. | A very fast ninja who is able to glide longer. Ancient techniques meet the latest technology. |
Hornbeast | HS01 | Normal | Physical | 5000 | 250 | 0 | 0 | 2.3 | Starts battle Resting. After being attacked, it and all surrounding hornbeasts become Combat-Ready | An herbivore that moves in herds, common to the mountains. Docile creatures, they hide from predators using the mock-vegetation wool on their backs, but that's no reason to underestimate their pointed horns. |
Hardy Hornbeast | HS02 | Normal | Physical | 6500 | 320 | 0 | 0 | 2.3 | Starts battle Resting. After being attacked, it and all surrounding hornbeasts become Combat-Ready | A variety of hornbeast which startles into a frenzy at the drop of a hat. They attack viciously, throwing their sharp horns against anything nearby without the slightest warning. Given how often they concuss themselves, scholars are extremely confused as to how they haven't gone extinct yet. |
Oxmane | HS03 | Normal | Physical | 4500 | 310 | 0 | 5 | 1.8 | Prioritizes attacking and | A carnivore common to the mountains that hunts primarily in packs. Bearing developed mandibles, they crush their prey's skulls with ease. Most fond of feeding on hornbeast stragglers. |
Keenfanged Oxmane | HS04 | Normal | Physical | 6500 | 380 | 0 | 5 | 1.8 | Prioritizes attacking and | An Oxmane subspecies particular to certain regions. Perennial contention with large prey has led their teeth to grow sharp, sinking fast and firm into the fleshy parts of their quarry. Undeterred by their companions dying to their prey's retaliation, they will launch attacks again and again. |
Blazing Originium Slug | HS05 | Normal | Arts | 1200 | 50 | 0 | 0 | 2 | Attacks deal Burn | A wild infected creature, they spray superheated fluids at their foes, posing more of a threat than typical Originium Slugs. Abundant in environments with abnormal energy, their breeding and migration patterns remain a mystery. |
Pyric Originium Slug | HS06 | Normal | Arts | 1800 | 80 | 0 | 0 | 2 | Attacks deal Burn | A wild infected creature, the final stages of infection having led them to burn even hotter. Their fluids, hot as magma, melt even their own bodies. Once cooled, beautiful patterns can be found in the pools they leave behind. |
Chitotex Clawbeast | HS07 | Normal | Physical | 14000 | 600 | 120 | 0 | 4 | Weak spot located on its front, damage dealt to the rear is significantly decreased | An herbivore that dwells by cliffsides, their front claws equipped for digging out rock faces. They grow rear shells hard enough to withstand falling stones, but bear unusually soft bellies. Their delicious meat is the primary cause of their falling population. |
Keratex Clawbeast | HS08 | Normal | Physical | 18000 | 680 | 130 | 0 | 4 | Weak spot located on its front, damage dealt to the rear is significantly decreased | A Chitotex Clawbeast subspecies particular to certain regions. Their sturdy upper limbs accelerate their excavation of rock exponentially, while their stern shells can shrug off severe batterings. These traits allow them to better expand their territory. |
Basorobeast | HS09 | Normal | Physical | 12000 | 600 | 140 | 0 | 4 | Weak spot located on its rear, damage dealt to the front is significantly decreased | An herbivore that dwells by cliffsides. The protective boulders that crown their heads are, in fact, the secretions of a symbiotic organism. Some have witnessed Basorobeasts battling Chitotex Clawbeasts in turf wars. |
Gravorobeast | HS10 | Normal | Physical | 16000 | 750 | 160 | 0 | 4 | Weak spot located on its rear, damage dealt to the front is significantly decreased | A Basorobeast subspecies particular to certain regions. Regimens of knocking into cliff rock since infancy have honed their heads to exceptional sturdiness, able to shrug off fierce frontal attacks. Survival never ends, and the struggle never ceases. |
Serrant Fowlbeast | HS11 | Normal | Physical | 9000 | 450 | 50 | 5 | 2.5 | Occasionally flings dead , dealing heavy Physical damage | A large and violent fowlbeast, it shoots sharp pennaceous feathers from the air to drive prey out of hiding, then uses strong claws to finish targets off once they're on their last legs. Liable to use prey clutched in its claws as an additional weapon against intruders in its territory. |
Daimoserrant Fowlbeast | HS12 | Normal | Physical | 12000 | 550 | 80 | 5 | 2.5 | Occasionally flings dead , dealing heavy Physical damage | A Serrant Fowlbeast subspecies particular to certain regions. Stronger pectoral muscles increase its flight capabilities, rendering it capable of launching torrential offensives from high elevation. It makes a renewed territorial bid, this time on the entire sky. |
Filth | HSL1 | Normal | Physical | 3000 | 290 | 100 | 10 | 2 | Causes Blight to the paddy when defeated · Becomes Invisible on Blighted tiles | A fabric construct born from the farmers' fears of a poor harvest. They carry a crop-killing Blight, and pose a great risk to agricultural yields. |
Fieldmus | HSL11 | Normal | Physical | 1700 | 180 | 0 | 0 | 1.3 | Attacks surrounding Throttle Valves · Becomes Invisible on Blighted tiles | The fieldmus is the farmer's sworn enemy, as well as a living page from the annals of Terra's agricultural history. They have adapted to modern farming techniques, and even Throttle Valves cannot escape their destructive tendencies. |
Hard-Snouted Fieldmus | HSL12 | Normal | Physical | 2200 | 250 | 0 | 0 | 1.3 | Attacks surrounding Throttle Valves · Becomes Invisible on Blighted tiles | The fieldmus is the farmer's sworn enemy, as well as a living page from the annals of Terra's agricultural history. They have fully adapted to modern farming techniques, and even the most advanced Throttle Valves cannot escape their destructive tendencies. |
Sky Pole - Yi | HSL19 | Normal | Physical | 1 | 200 | 0 | 0 | 1 | Latches onto the first unit within range and relentlessly attacks until the target is defeated | UAV-type comprehensive monitoring-maintenance system on experimental plates, Sky Pole Model Yi. Capable of completing tasks within the signal range of Model Jia, such as collecting crop samples, eliminating pests, spraying pesticides, and driving away trespassing beasts. |
Expelled Filth | HSL2 | Normal | Physical | 3700 | 330 | 150 | 10 | 2 | Causes Blight to the paddy when defeated · Becomes Invisible on Blighted tiles | A fabric construct born from the farmers' fears of a failed harvest. They carry a wide range of crop-killing Blights, and pose a tremendous risk to agricultural yields. |
Out of Control Sky Pole - Yi | HSL20 | Normal | Physical | 1 | 300 | 0 | 0 | 1 | Latches onto the first unit within range and relentlessly attacks until the target is defeated | UAV-type comprehensive monitoring-maintenance system on experimental plates, Sky Pole Model Yi. Originally capable of completing tasks within the signal range of Model Jia, such as collecting crop samples, eliminating pests, spraying pesticides, and driving away trespassing beasts. However, it has now gone out of control. |
Consumption | HSL3 | Normal | Physical | 3500 | 300 | 100 | 10 | 2.8 | When on Blighted tiles, attacks deal Arts damage | A fabric construct that contaminates plants, capable of spraying Blight from a distance. Even crops on agricultural plates are at risk. |
Banished Consumption | HSL4 | Normal | Physical | 4400 | 350 | 150 | 10 | 2.8 | When on Blighted tiles, attacks deal Arts damage | A fabric construct that corrodes plants, capable of spraying highly hazardous Blight from a distance. Even well-protected crops on agricultural plates are at risk. |
Supply Wagon | IB1 | Normal | Physical | 25000 | 800 | 600 | 50 | 1 | Cannot be blocked. · Throws exploding soda bottles, dealing True damage around itself (including to itself). | Logistics would soon realize that Engineering's latest supply wagon is a little too... eccentric to transport soda bottles. It has been repurposed to toss exploding soda bottles on the racecourse. |
'Rampage' Hammer Supplier | IB10 | Normal | Physical | 40000 | 550 | 2000 | 70 | 1.7 | Performs 5 heavy blows with greatly increased ATK. An attack that defeats a unit does not use up a count. · When out of attack counts, cannot attack and takes significantly more damage for some time. | It is unusual, but not unheard of, to be injured when an arena cleaning cart runs over your toes. Things become somewhat scary when there's an adorable beast on the cart trying to whoop you for no reason with a squeaky hammer. |
Ironhead Forward | IB11 | Normal | Physical | 30000 | 1600 | 200 | 0 | 3 | Deals more damage to [Foldable Bastion]. | The Ironhead Forward is known for his headdown tackles, headlong rushes, and headstrong nature. |
'Charger' Ironhead Forward | IB12 | Normal | Physical | 40000 | 1750 | 200 | 0 | 3 | Deals more damage to [Foldable Bastion]. | The Ironhead Forward has his own motto: Find a heading, and head there headfirst. |
Long-Armed Pitcher | IB13 | Normal | Physical | 20000 | 700 | 300 | 20 | 3.5 | Deals more damage to [Foldable Bastion]. · Prioritizes attacking units on [Foldable Bastions]. · Cannot be blocked. | A once-in-a-generation pitcher who was born to throw. Ordinary ballgames have lost their appeal; he prefers the thrill of throwing at people. |
'True Shot' Long-Armed Pitcher | IB14 | Normal | Physical | 26000 | 800 | 300 | 20 | 3.5 | Deals more damage to [Foldable Bastion]. · Prioritizes attacking units on [Foldable Bastions]. · Cannot be blocked. | A once-in-a-generation pitcher who was born to throw. His grandfather once served in Gaul's grenadier battalion, so it's no wonder that he enjoys throwing at people. |
Field Shooter | IB17 | Normal | Physical | 30000 | 1100 | 300 | 20 | 3 | Prioritizes attacking the football towards your goal. | This musbeast was recruited as shooter under the reasoning that if it can leap high, it can kick a ball very, very far away. |
'Longshot' Field Shooter | IB18 | Normal | Physical | 40000 | 1350 | 300 | 20 | 3 | Prioritizes attacking the football towards your goal. | This musbeast was recruited as shooter under the reasoning that if it can leap high, it can kick a ball very, very far away. I mean really far away. |
Field Goalie | IB19 | Normal | Physical | 35000 | 2000 | 400 | 20 | 2 | Prioritizes attacking the football towards your goal. | This burdenbeast was recruited as goalkeeper under the reasoning that its head is so big that it can block the goal just by standing there. |
'Soda POP!' Supply Wagon | IB2 | Normal | Physical | 40000 | 1000 | 600 | 50 | 1 | Cannot be blocked. · Throws exploding soda bottles, dealing True damage around itself (including to itself). | Logistics has realized that Engineering's latest supply wagon is a little too... eccentric to transport soda bottles. It has been repurposed to toss exploding soda bottles on the racecourse, an explosive race the likes of which has never been seen. |
'Brain Barrier' Field Goalie | IB20 | Normal | Physical | 45000 | 2350 | 400 | 20 | 2 | Prioritizes attacking the football towards your goal. | This burdenbeast was recruited as goalkeeper under the reasoning that its head is so big that it can block the goal just by standing there. There is even the off-chance that it catches the ball between its horns. |
Field Bludgeoner | IB21 | Normal | Physical | 40000 | 1500 | 500 | 20 | 2 | Prioritizes attacking your Operators. | Can't lose if the opponent has no players left. If one swing doesn't do it, swing again. |
'Basher' Field Bludgeoner | IB22 | Normal | Physical | 60000 | 2000 | 0 | 0 | 2 | Prioritizes attacking your Operators. | Can't lose if the opponent has no players left. If one swing doesn't... Nah, one swing always does it. |
RMA70 Spikeball | IB23 | Normal | 1000 | 10000 | 0 | 0 | 1 | A standard football. · Can only be blocked by a Goalkeeper or unit with Block Count of 3 or higher. | A football that imitates RMA70 minerals to enrich the match experience. Its spikes are surprisingly benign. Players who have tried it say that kicking it is a highly interactive experience. | |
Fluffy Pink Balloon | IB24 | Normal | 1000 | 2500 | 0 | 0 | 1 | A very light football that can be easily moved. · Can only be blocked by a Goalkeeper or unit with Block Count of 3 or higher. | A football that imitates a furry critter to enrich the match experience... Hey, where did it go? Okay, it's actually a real furry critter that's drifting through the air right now. | |
Compressed Ball | IB25 | Normal | 1000 | 12000 | 0 | 0 | 1 | A heavy football that is hard to move. · Can only be blocked by a Goalkeeper or unit with Block Count of 3 or higher. | A football made from compressed building materials to enrich the match experience. 'Heavy' doesn't begin to describe it. Do your foot a favor and don't bother kicking it. | |
Infused Originium Ball | IB26 | Normal | 1000 | 20000 | 0 | 0 | 1 | Chance to explode when kicked, stunning and damaging nearby units. · Can only be blocked by a Goalkeeper or unit with Block Count of 3 or higher. | A football that imitates infused... Hey, why is it moving? Okay, it's actually a genuine infused Originium slug. Genuinely explosive, too! | |
Originite Prime Ball | IB27 | Normal | 1000 | 20000 | 0 | 0 | 1 | Gives 3x score. · Can only be blocked by a Goalkeeper or unit with Block Count of 3 or higher. | A football that looks like Originite Prime to enrich the match experience. Not actual Originium, so it is perfectly safe and does not explode. | |
Perpetual Rebounder | IB28 | Normal | 1000 | 8000 | 0 | 0 | 1 | A very bouncy football. · Can only be blocked by a Goalkeeper or unit with Block Count of 3 or higher. | A football inspired by an extremely unstable entity to enrich the match experience. It is as unpredictable as its inspiration, and has already been bouncing all over the field for half an hour... Somebody stop it, please! | |
Tactical Team Shooter | IB29 | Normal | Physical | 25000 | 1000 | 300 | 20 | 3 | Shoots quicker and aims in a direction where there are no | The Tactical Team is known for its tactical acumen and superb tactical equipment. Tactical Team Shooters equipped with thermal-imaging goggles can shoot with unerring accuracy in any condition, which is why they prefer to play in fog. |
Musbeast Supplier | IB3 | Normal | Physical | 25000 | 1000 | 1000 | 20 | 0.8 | Chance to drop its supply box when taking damage. · HP depletes over time when it loses its supply box. | The Musbeast Supplier likes to carry an oversized supply box on one paw as it scurries around the racecourse. It does so because it thinks it's super strong, and because it can do this, it believes it's super strong. |
Elite Tactical Team Shooter | IB30 | Normal | Physical | 40000 | 1400 | 300 | 20 | 3 | Shoots quicker and aims in a direction where there are no | Elite members of the Tactical Team are said to have been baptized by fire in battle. Elite Tactical Team Shooters equipped with thermal-imaging goggles can shoot with unerring accuracy in any condition, which is why they prefer to play in fog. |
Tactical Team Goalie | IB31 | Normal | Physical | 30000 | 1500 | 400 | 20 | 2 | Kickoffs are more powerful and aims in a direction where there are no | The Tactical Team is known for its tactical acumen and superb tactical equipment. Tactical Team Goalies equipped with binocular goggles can find any gaps in the opposing formation and kick the ball directly into the opposing goal. |
Elite Tactical Team Goalie | IB32 | Normal | Physical | 45000 | 2300 | 400 | 20 | 2 | Kickoffs are more powerful and aims in a direction where there are no | Elite members of the Tactical Team are said to have been baptized by fire in battle. Elite Tactical Team Goalies equipped with binocular goggles can find any gaps in the opposing formation and kick the ball directly into the opposing goal. |
Tactical Team Hitter | IB33 | Normal | Physical | 25000 | 1100 | 500 | 20 | 2 | Prioritizes searching for your units that dealt damage to opposing players | The Tactical Team is known for its tactical acumen and superb tactical equipment. Tactical Team Hitters equipped with vital monitors and warning systems can quickly locate opposing players attempting to hurt their teammates. Watch out—they have already found you. |
Elite Tactical Team Hitter | IB34 | Normal | Physical | 40000 | 1600 | 500 | 20 | 2 | Prioritizes searching for your units that dealt damage to opposing players | Elite members of the Tactical Team are said to have been baptized by fire in battle. Elite Tactical Team Hitters equipped with vital monitors and warning systems can quickly locate opposing players attempting to hurt their teammates. Watch out—they have already found you. |
Ball Mania Club Shooter | IB35 | Normal | Physical | 18000 | 1000 | 300 | 20 | 3 | Dribbles for a period of time after touching the ball, increasing movement speed and taking up +1 Block | Members of the Ball Mania Club have such love for football that they have taken to the field dressed up as one. Ball is love, ball is life. |
Ball Mania Club Honorary Shooter | IB36 | Normal | Physical | 39000 | 1400 | 300 | 20 | 3 | Dribbles for a period of time after touching the ball, increasing movement speed and taking up +1 Block | Honorary members of the Ball Mania Club are one with the ball, physically and spiritually. Ball is love, ball is life. |
Ball Mania Club Goalie | IB37 | Normal | Physical | 25000 | 1500 | 400 | 20 | 1.8 | Prioritizes kicking off the ball to a shooter | Members of the Ball Mania Club have such love for football that they have taken to the field dressed up as one. These goalies are so attuned to the ball that their passes never miss their mark. |
Ball Mania Club Honorary Goalie | IB38 | Normal | Physical | 40000 | 2000 | 400 | 20 | 1.8 | Prioritizes kicking off the ball to a shooter | Honorary members of the Ball Mania Club are one with the ball, physically and spiritually. These goalies are so attuned to the ball that their passes never miss their mark. |
Ball Mania Club Hitter | IB39 | Normal | Physical | 25000 | 800 | 500 | 20 | 0.8 | Prioritizes searching for your units near the ball | Members of the Ball Mania Club have such love for football that they have taken to the field dressed up as one. This love has slowly grown into a dangerous obsession. Careful, you may not want to let them see you kick their beloved ball. |
'Big Brawn' Musbeast Supplier | IB4 | Normal | Physical | 40000 | 1200 | 800 | 20 | 0.8 | Chance to drop its supply box when taking damage. · HP depletes over time when it loses its supply box. | The Musbeast Supplier likes to carry an oversized supply box on one paw and flex its biceps as it scurries around the racecourse. It does so because it thinks it's super strong, and because it can do this, it believes it's super strong. |
Ball Mania Club Honorary Hitter | IB40 | Normal | Physical | 36000 | 1200 | 500 | 20 | 0.8 | Prioritizes searching for your units near the ball | Honorary members of the Ball Mania Club are one with the ball, physically and spiritually. The ball is all that matters to them, nothing else. Careful, you may not want to let them see you kick their beloved ball. |
Sportsmen United Shooter | IB41 | Normal | Physical | 30000 | 1200 | 500 | 20 | 3 | Shots are more powerful, and the ball damages any of your units it touches | For Sportsmen United, taking out all the opponent's players is the surest way to victory. The spikes on Sportsmen United Shooters make defending against them a daunting prospect. |
Sportsmen United Veteran Shooter | IB42 | Normal | Physical | 44000 | 1600 | 500 | 20 | 4 | Shots are more powerful, and the ball damages any of your units it touches | Sportsmen United veterans take it upon themselves to uphold the Positional Football tradition of taking out opposing players. The spikes on Sportsmen United Veteran Shooters make defending against them a daunting prospect. |
Sportsmen United Goalie | IB43 | Normal | Physical | 30000 | 2200 | 550 | 20 | 2 | When HP drops below 50%, gains increased ATK and DEF, temporarily stops defending the goal and starts attacking your players | For Sportsmen United, taking out all the opponent's players is the surest way to victory. Sportsmen United Goalies may look mild-mannered, but they can be terrifying when angered. |
Sportsmen United Veteran Goalie | IB44 | Normal | Physical | 52000 | 2500 | 550 | 20 | 2 | When HP drops below 50%, gains increased ATK and DEF, temporarily stops defending the goal and starts attacking your players | Sportsmen United veterans take it upon themselves to uphold the Positional Football tradition of taking out opposing players. Sportsmen United Veteran Goalies may look mild-mannered, but they can be terrifying when angered. |
Sportsmen United Hitter | IB45 | Normal | Physical | 25000 | 1200 | 500 | 20 | 1.5 | Prioritizes attacking your units, high ATK | For Sportsmen United, taking out all the opponent's players is the surest way to victory. No one knows if the hammers carried by Sportsmen United Hitters are really made of iron. No one wants to find out the hard way. |
Sportsmen United Veteran Hitter | IB46 | Normal | Physical | 42000 | 1500 | 500 | 20 | 1.5 | Prioritizes attacking your units, high ATK | Sportsmen United veterans take it upon themselves to uphold the Positional Football tradition of taking out opposing players. No one knows if the hammers carried by Sportsmen United Veteran Hitters are really made of iron. No one wants to find out the hard way. |
Leaking Beetleball | IB47 | Normal | 1000 | 10000 | 0 | 0 | 1 | Becomes smaller when kicked, requiring less damage to move · Can only be blocked by a Goalkeeper or unit with Block Count of 3 or higher. | An Originium beetle plays the part of the football. It sucks in air to expand rapidly when it feels threatened, but this one seems to have a leak and keeps getting flatter as it rolls. | |
Bloated Beetleball | IB48 | Normal | 1000 | 10000 | 0 | 0 | 1 | Becomes bigger when kicked, requiring more damage to move · Can only be blocked by a Goalkeeper or unit with Block Count of 3 or higher. | An Originium beetle plays the part of the football. It sucks in air to expand rapidly when it feels threatened, to scare away predators, but this just makes it all the more adorable to those present. | |
Will of the North Ball | IB49 | Normal | 1000 | 10000 | 0 | 0 | 1 | Leaves behind slippery ice on the ground · Can only be blocked by a Goalkeeper or unit with Block Count of 3 or higher. | A ball made in the image of the indomitable will of the north. Like its inspiration, its mere presence summons snow and ice. Anyone up for a game of ice hockey? | |
Sandbeast Supplier | IB5 | Normal | 15000 | 0 | 0 | 0 | 1 | Restores a large amount of HP to all nearby enemies but itself when it takes a certain amount of damage. | Logistics belatedly realized that sighting one sandbeast often means the presence of a dozen. They have been trained to serve as suppliers now, but there is always the risk of tripping over the supplies they scatter all over the place. | |
Deep Sea Slider Ball | IB50 | Normal | 1000 | 10000 | 0 | 0 | 1 | Leaves behind sticky slime on the ground · Can only be blocked by a Goalkeeper or unit with Block Count of 3 or higher. | A ball made in the image of a strange sea creature. Like its inspiration, it excretes a mucous slime, but it is unable to slide smoothly. Instead, it gets stuck in its own slime all the time. | |
Beacon Tower | IB56 | Normal | 1000 | 100 | 0 | 0 | 1 | The ending point of Obstacle Drift. The signal tower in the middle sends out the signal announcing the end of the match as soon as the Drifter touches the buoy. | ||
Ruby Flightwing | IB57 | Normal | 600 | 100 | 0 | 0 | 1 | Flying unit. · Shoot it down to earn a small amount of points | Cargo drone commissioned by the organizers to ensure the smooth operation of Obstacle Drift. The red version still has some bugs to iron out in the software. Please report any drone failures to the organizers. | |
Sapphire Flightwing | IB58 | Normal | 2000 | 100 | 0 | 0 | 1 | Flying unit. · Shoot it down to earn a moderate amount of points | Cargo drone commissioned by the organizers to ensure the smooth operation of Obstacle Drift. The blue version has not completed the quality checks yet. Watch out for debris created when they crash. | |
Diamond Flightwing | IB59 | Normal | 3000 | 100 | 100 | 10 | 1 | Flying unit. · Shoot it down to earn a large amount of points! | Cargo drone commissioned by the organizers to ensure the smooth operation of Obstacle Drift. The white version has successfully passed all performance tests. Please contact the organizers if you would like to make a purchase. | |
'Faircare' Sandbeast Supplier | IB6 | Normal | 30000 | 0 | 0 | 0 | 1 | Restores a large amount of HP to all nearby enemies but itself when it takes a certain amount of damage. | Logistics belatedly realized that sighting one sandbeast often means the presence of a dozen. They have been trained to serve as suppliers now, but the medical room is filled with competitors who tripped over the supplies they scattered all over the place. | |
Supplies Floater | IB60 | Normal | 1200 | 100 | 0 | 0 | 1 | Attaches itself to the Drifter when it comes into contact · Gives a large amount of points if not destroyed after being attached to the Drifter! | Floating board with supply crates on it. Competitors are scored based on the amount of supplies they bring back. Be careful, as the board can be quite fragile. | |
Submerged Supply Crate | IB61 | Normal | 5000 | 0 | 0 | 0 | 1 | Gains Invisibility while in water · Provides or at random | Sports gear boxes lying along the course that have not been cleaned up, from previous competitors who failed to complete the event. | |
Moored Buoy | IB62 | Normal | 1000 | 100 | 0 | 0 | 1 | A buoy that marks the boundaries of Obstacle Drift. It is not nearly as flimsy as it looks. | ||
Brazier Buoy | IB63 | Normal | Physical | 1000 | 500 | 0 | 0 | 1 | Deals Physical damage to , , and | A buoy set up on the Obstacle Drift course. The brazier is not firmly fastened. It is doubtful that you will ever be able to find the safety official responsible for these buoys. |
Salty Gym-goer | IB64 | Normal | Physical | 2100 | 260 | 380 | 0 | 2.5 | A cragpincer that feels the need to strengthen its limbs, but something is not quite right with its training, resulting in one limb being significantly larger than the other. | |
'Super Pincer' Salty Gym-goer | IB65 | Normal | Physical | 3000 | 340 | 460 | 0 | 2.5 | A cragpincer that feels the need to strengthen its limbs. Amongst its kind, the size of one's limb has become a status symbol. | |
Burdenbeast Supplier | IB7 | Normal | Physical | 45000 | 1800 | 0 | 0 | 3.5 | Damage from the front is greatly reduced. · Always faces the side where you have more units. | No one understands the danger of the Rhodes Island arena better than a Burdenbeast Supplier. When it saw a ball hit by an Operator's claymore smash through the arena's wall, it couldn't help but cry out, 'Moo, moo!' |
'Timidthy' Burdenbeast Supplier | IB8 | Normal | Physical | 70000 | 1800 | 0 | 0 | 3.5 | Damage from the front is greatly reduced. · Always faces the side where you have more units. | No one understands the danger of the Rhodes Island arena better than a Burdenbeast Supplier. When it saw a ball hit by an Operator's claymore smash through the arena's wall, it's urgent moos must have meant, 'Please save me, God of Burdenbeasts!' |
Hammer Supplier | IB9 | Normal | Physical | 30000 | 480 | 2000 | 70 | 1.7 | Performs 5 heavy blows with greatly increased ATK. An attack that defeats a unit does not use up a count. · When out of attack counts, cannot attack and takes significantly more damage for some time. | It is unusual, but not unheard of, to be injured when an arena cleaning cart runs over your toes. Things become somewhat surreal when there's an adorable beast on the cart eager to whoop you with a squeaky hammer. |
Transport Boat | IL01 | Normal | 5500 | 100 | 100 | 0 | 0 | Unblockable; can be attacked by enemies · Grants rewards when arriving at its destination, and extra rewards for long distance traveled | Boat that distributes resources through the waterways, painted with Rhodes Island's colors. As the concept of 'landship' is deconstructed, transportation becomes more localized, belonging to the roads and rivers. | |
Pincerbug | IL02 | Normal | Physical | 3450 | 100 | 100 | 0 | 2.3 | When defeated, all gain increased ATK for the rest of the operation | A sociable creature which releases special pheromones upon death, drawing its own kind and increasing their aggression. The pincer on its head is not just used for fighting, but also for communicating, sensing the environment, and determining status. A popular pet due to its cuteness. |
Clawbeast | IL1 | Normal | Physical | 3500 | 290 | 0 | 20 | 1.4 | Gains status resistance | A wild beast that began appearing in the wilderness several decades ago. Depending on differences in the environment, their bodies and organs undergo various changes. |
Icefield Caster | IL11 | Normal | Arts | 5000 | 250 | 200 | 50 | 4.5 | Attacks 2 enemies simultaneously · Every 3rd attack inflicts Cold to the target · Gains status resistance | A caster who has secluded themselves in the mountains to research Arts techniques. By integrating the frost of the icefields into their Arts, they have gained new enlightenment. |
Icefield Caster Leader | IL12 | Normal | Arts | 8000 | 320 | 200 | 50 | 4 | Attacks 2 enemies simultaneously · Every 3rd attack inflicts Cold to the target · Gains status resistance | A caster who has secluded themselves in the mountains to research Arts techniques. The frost has become a part of their Arts, or rather their Arts have become a part of the icefields. |
Ferocious Clawbeast | IL2 | Normal | Physical | 4500 | 340 | 0 | 20 | 1.4 | Gains status resistance | A wild beast that began appearing in the wilderness several decades ago. Depending on differences in the environment, their bodies and organs undergo various changes. |
Frigid | IL3 | Normal | Physical | 5000 | 300 | 100 | 20 | 3 | Flying unit. · Gains status resistance | A custom drone made-to-order for Karlan Trade. It has been modified for operation in sub-zero temperatures. |
Frigid AS.T | IL4 | Normal | Physical | 7000 | 350 | 150 | 20 | 3 | Flying unit. · Gains status resistance | An advanced custom drone made-to-order for Karlan Trade. Not only can it maintain operation in sub-zero temperatures, it is also heavily armed. |
Icefield Warrior | IL5 | Normal | Physical | 3000 | 300 | 100 | 20 | 2.2 | A warrior proficient in icefield combat. Long periods of living on the icefields have tempered their will and physique. | |
Icefield Warrior Leader | IL6 | Normal | Physical | 4000 | 350 | 150 | 20 | 2.2 | An elite warrior proficient in icefield combat. Their will and physique are as unbreakable as solid ice on the snow-capped mountains. | |
Icefield Hunter | IL7 | Normal | Physical | 3500 | 350 | 100 | 20 | 3.5 | Prioritizes attacking the target with the lowest DEF | A hunter living on the icefields. Creatures on the icefields often form groups, and the hunters have become skilled at finding the weakest link in a group of prey. |
Icefield Hunter Leader | IL8 | Normal | Physical | 5000 | 450 | 150 | 20 | 3.5 | Prioritizes attacking the target with the lowest DEF | A seasoned hunter living on the icefields. After finding the weakest link in a group of prey, they will hound it relentlessly until one of them falls dead. |
Army Infiltrator | JTJ01 | Normal | Physical | 5000 | 400 | 200 | 0 | 2 | Cannot be blocked. · Can fight 1 at a time | Members of the Ursus Infiltrator Squad. They have already infiltrated every corner of the battlefield, waiting for a chance to strike when the main Army arrives. |
Army Phantom | JTJ02 | Normal | Physical | 7000 | 400 | 250 | 0 | 2 | Cannot be blocked. · Can fight 1 at a time | Members of the Ursus Phantom Infiltrator Squad. Equipped with advanced stealth gear, they are tasked with performing the decapitation strike when battle begins. |
Army Mobile Crossbowman | JTJ03 | Normal | Physical | 7000 | 380 | 200 | 0 | 5 | Cannot perform ranged attacks if allied units or are nearby · Interference area decreased when under a commander's orders | Mobile crossbowmen of the Ursus Army, pushing on the flanks to disrupt and contain the enemy. Cheap to recruit and train, they are often deployed in large numbers. |
Army Elite Crossbowman | JTJ04 | Normal | Physical | 8500 | 500 | 200 | 0 | 5 | Cannot perform ranged attacks if allied units or are nearby · Interference area decreased when under a commander's orders | Elite crossbowmen of the Ursus Army, equipped with heavy weapons that can penetrate thick armor. They typically operate in a squad with multiple mobile crossbowmen, ensuring plenty of firepower. |
Army Light Artillery | JTJ05 | Normal | Physical | 8000 | 350 | 350 | 0 | 5 | Attacks leave behind a burning area · Prioritizes when under a commander's orders | Standard-issue light artillery of the Ursus Army, typically used for city defense. Aging artillery are passed down to the Patrol Units, as they are still perfectly adequate for the task of suppressing rebellions. |
Army Heavy Artillery | JTJ06 | Normal | Physical | 10000 | 500 | 350 | 0 | 5 | Attacks leave behind a burning area · Prioritizes when under a commander's orders | Heavy artillery manufactured by the Ursus Army, first revealed at the Grypherburg Grand Parade five years ago. Rumors say that a single shell from one can engulf an entire city block in flames, but the number of units in service remains unknown. |
Talisman | JY1 | Normal | Arts | 12 | 40 | 100 | 30 | 1 | Destroyed after taking a certain number of attacks · When attached to a target, deals Arts damage every second and prevents them from using skills | Paper talisman seen throughout the Garden of Grotesqueries, with various messages written on them: Timetables, notes, tips, prohibitions... Endowed with meaning by the hand of man, it stubbornly refuses to leave anyone that it sticks to. |
Shadow Scholar | JY2 | Normal | Physical | 13000 | 350 | 50 | 10 | 2 | When HP drops below a certain level, absorbs a nearby and recovers HP | A character often seen in Yanese shadow plays, prone to strange encounters in those plays. This Shadowgeist has seen these scenes play out so many times that it believes them to be real, and even warning of the talismans is not enough to dissuade it. |
Bottle Swordsman | JY3 | Normal | Arts | 14000 | 500 | 400 | 30 | 4 | Starts with 3 ; attacks attach a to the target when carrying a | Once a wandering physician's medicine bottle, it provided healing to many warriors. When it became a geist, it was moved by a talisman and put the talisman in its bottle, embarking on a journey of chivalry. |
Mirror Tianshi | JY4 | Normal | Arts | 16000 | 300 | 150 | 30 | 5 | Picks a target from very long range, dealing Arts damage and sending a | A well-polished mirror that believes it sees everything clearly. When it became a Geist, it was not content with just seeing things, but could not stop itself from giving unsolicited advice, just like the old scholars in the Tianshi Bureau. |
Nameless Independent Knight | K1 | Normal | Physical | 2800 | 280 | 150 | 0 | 2 | An independent Kazimierz knight. A low profile and unrefined skill means this one will soon be swept away in the tide of knight competition. | |
Nameless Elite Knight | K2 | Normal | Physical | 3800 | 360 | 150 | 0 | 2 | An independent Kazimierz knight with some degree of achievement, though not enough to inspire any confidence. Sooner or later, they'll probably get swallowed up by the competition. | |
Training Gloompincer | K3 | Normal | Physical | 2000 | 380 | 450 | 30 | 2.5 | Infected creatures commonly found in the great lakes and rivers of Kazimierz, captured and raised by casters and used as tools to train knights and entertain fight spectators. | |
Vicious Training Gloompincer | K4 | Normal | Physical | 3000 | 450 | 700 | 50 | 2.5 | Infected creatures commonly found in the great lakes and rivers of Kazimierz, these male gloompincers are fed special hormones and made more aggressive than the regular ones. They're a cruel tool to train knights and entertain fight spectators. | |
Roar Knightclub Trainee | K5 | Normal | Physical | 2800 | 300 | 100 | 0 | 2.4 | Has significantly increased DEF and RES for a period of time | Wearing the high-performance, lightweight armor provided by Roar Guards, this new batch of experimental armor has some humorous deficiencies that made these people into pitiful test subjects. 'Roar Guards, even the winds will bow to you!' |
Roar Knightclub Elite | K6 | Normal | Physical | 3800 | 420 | 100 | 0 | 2.4 | Has significantly increased DEF and RES for a period of time | Wearing the high-performance, lightweight armor provided by Roar Guards, this new batch of experimental armor has some humorous deficiencies, and even though these are battle-hardened knights, they have still been reduced to pitiful test subjects. 'Roar Guards, even the winds will bow to you!' |
Abnormal Originium Slug | KD01 | Normal | Physical | 4500 | 300 | 100 | 20 | 2 | More likely to be attacked by friendly units; takes less damage, and deals Arts damage to the attacker when attacked · Loses abilities after being attacked several times by | These Originium slugs have mutated due to the environmental changes in the mines, caused by an unknown substance. Approach with care, as they are highly unstable. |
Abnormal Originium Slug α | KD02 | Normal | Physical | 6000 | 400 | 100 | 20 | 2 | More likely to be attacked by friendly units; takes less damage, and deals Arts damage to the attacker when attacked · Loses abilities after being attacked several times by | Dangerous mutated Originium slugs that are reproducing rapidly in the new underground environment. Rapid genetic iterations have increased their threat considerably. |
Miner Guerrilla | KG01 | Normal | Physical | 3000 | 500 | 150 | 0 | 3 | Allied unit; recovers HP when within any Medic Operator's Attack Range | Resistance unit formed by miners, many of whom are still relatively young. They are not a rampaging mob: all they want to do is protect their families who are still underground. |
| Saintess's Snowrobe | KL | Normal | 15000 | 0 | 200 | 0 | 1 | When is on the field, the is imprisoned and unable to move or attack · continuously loses HP, releasing the when destroyed | This 'fine dress', perfectly fitting yet just like tears, once clothed many young women like her. | |
Snowchild | KL01 | Normal | Physical | 5500 | 200 | 200 | 10 | 5 | Takes extra damage on colliding with high ground | Tiny creatures that hop around the uninhabited Kjerag snowfields. Rather careless and prone to accidents. In spring, their coat turns from snow-white to a dusty gray and grows fluffy. |
Snowbrat | KL02 | Normal | Physical | 7000 | 300 | 200 | 10 | 5 | Takes extra damage on colliding with high ground | Taller and more solidly built than other Snowchildren, they have become even more hyperactive due to the mysterious substance that landed on Karlan. Most have completed the achievement of going all the way around Kjerag. |
Fluffy Snowball | KL03 | Normal | Physical | 5500 | 200 | 200 | 10 | 5 | Absorbs passing Snowchildren to increase its weight, HP, ATK, DEF, and RES · Returns to initial form on colliding with high ground | Creatures indigenous to Kjerag, popular amongst tourists for their soft, fluffy fur and friendly nature. Some claim that their fur was once the main clothing material for the people of Kjerag, but there is no evidence to verify this claim. |
Penumbral Snowball | KL04 | Normal | Physical | 7000 | 300 | 200 | 10 | 5 | Absorbs passing Snowbrats to increase its weight, HP, ATK, DEF, and RES · Returns to initial form on colliding with high ground | Creatures indigenous to Kjerag. The influence of the mysterious substance that landed on Karlan seems to have changed their friendly nature, and made their fur even softer and fluffier, providing excellent protection against the cold. |
Cave Snowsprite | KL05 | Normal | Arts | 4500 | 200 | 100 | 10 | 3 | Flying unit. · Can land on deployable high ground, where its attacks become ranged and deal Arts damage · Increases Avalanche Warning Index when landing in an Avalanche Area · Takes off again after some time | Nocturnal creatures that dwell in the caves of Kjerag, able to fly in even the fiercest blizzards. Their main diet is berries, moss, and mushrooms. Kjerag hunter lore says that encountering them in the forests is a sign that the hunt will go well. |
Valley Snowsprite | KL06 | Normal | Arts | 6000 | 300 | 150 | 15 | 3 | Flying unit. · Can land on deployable high ground, where its attacks become ranged and deal Arts damage · Increases Avalanche Warning Index when landing in an Avalanche Area · Takes off again after some time | Free creatures that dwell in the valleys of Kjerag. They are no longer afraid of the light due to the influence of the substance that landed on Karlan. Stronger and more agile, they are dangerous creatures that snatch prey from hunters. |
Eggcradler Fowlbeast | KL07 | Normal | Physical | 7500 | 300 | 150 | 15 | 3.5 | Loses egg after being shifted, gaining Movement Speed and becoming unblockable | Fowlbeasts indigenous to Kjerag, clutching their eggs tightly with powerful claws. The eggs never drop or break. Rhine Lab bionics researchers are studying them in the hope of developing a new type of stabilizer. |
Frostcradler Fowlbeast | KL08 | Normal | Physical | 10000 | 400 | 200 | 20 | 3.5 | Loses egg after being shifted, gaining Movement Speed and becoming unblockable | Fowlbeasts indigenous to Kjerag. The influence of the mysterious substance that landed on Karlan has strengthened their vision and sense of smell, but also made them more aggressive. They clutch an icy rock formed from an unhatched egg, which they use to dig for food and crack the skulls of enemies. |
| Planetary Debris | KW0 | Normal | 12000 | 100 | 3300 | 60 | ||||
Leithanian Rebel | L1 | Normal | Arts | 3000 | 130 | 130 | 20 | 2 | One of Leithanien's radicalized locals. The widespread popularity of classical Originium Arts has made them more threatening, and their attacks inflict Arts damage. | |
Leithanian Rebel Leader | L2 | Normal | Arts | 4000 | 180 | 150 | 20 | 2 | One of Leithanien's local militia leaders. The widespread popularity of classical Originium Arts has made them more threatening, and their attacks inflict Arts damage. | |
Winterwisp Hound | L3 | Normal | Physical | 2800 | 300 | 0 | 20 | 1.4 | A hunting hound trained and utilized by locals since ancient times. For early aboriginals and pioneers, these hounds were considered invaluable partners. | |
Winterwisp Hound Pro | L4 | Normal | Physical | 3500 | 360 | 0 | 20 | 1.4 | A pack leader trained and utilized by locals since ancient times. For early aboriginals and pioneers, these hounds were considered invaluable partners. | |
Leithanian Whisperer | L5 | Normal | Arts | 6000 | 300 | 200 | 50 | 3 | Continuously casts at the nearest non-enemy controlled 'Gramophone' within attack range to attempt to seize control of it. | An Arts user commonly seen throughout Leithanien. They attack using Arts, and will cast on L-44 'Gramophones' within their attack range to attempt to seize control of them. |
Leithanian Psalmist | L6 | Normal | Arts | 8000 | 360 | 200 | 50 | 3 | Continuously casts at the nearest non-enemy controlled 'Gramophone' within attack range to attempt to seize control of it. | An experienced Leithanian combatant who utilizes Arts. Their Arts are more powerful, and they will cast on L-44 'Gramophones' within their attack range to attempt to seize control of them. |
'Street Layabout' | LE1 | Normal | Physical / Arts | 3500 | 380 | 50 | 0 | 2.2 | When attacking targets outside of Realigned Flux, deals a certain percentage of Arts damage | Armed militants disguised as Infected, they are well-acquainted with the local situation. They look no different from ordinary Infected and easily blend into the crowd. |
Blackwater Originium Slug | LE15 | Normal | Physical | 2250 | 280 | 0 | 0 | 1.7 | Can appear in the battlefield | A wild infected creature that normally lives in the nomadic city's sewers, it has surfaced after being provoked. It emits an unpleasant odor, but what's more vexing is that no one knows where they will pop up from next. |
Blackwater Originium Slug α | LE16 | Normal | Physical | 3500 | 370 | 0 | 0 | 1.7 | Can appear in the battlefield | A wild infected creature that is more dangerous than a normal Blackwater Originium Slug. It normally lives in the nomadic city's sewers, but has surfaced after being provoked. Both its striking odor and its elusiveness often catch people off-guard. |
'Street Drunk' | LE2 | Normal | Physical / Arts | 4500 | 520 | 50 | 0 | 2.2 | When attacking targets outside of Realigned Flux, deals a certain percentage of Arts damage | Armed militants disguised as Infected, they are overly acquainted with the local situation, to the point that they have become alcoholics hanging around the street pubs, their mission long forgotten. |
'Street Performer' | LE3 | Normal | Physical | 3300 | 330 | 80 | 10 | 3.5 | When attacking targets outside of Realigned Flux, deals an additional hit | Armed militants disguised as Infected, they know the local situation by heart. Their weapon of choice is the triangle simply because it is easy to carry around, and definitely not because the triangle has no grade certification and is easy to play. |
'Street Musician' | LE4 | Normal | Physical | 4000 | 360 | 120 | 10 | 3.5 | When attacking targets outside of Realigned Flux, deals an additional hit | Armed militants disguised as Infected, they are overly acquainted with the local situation. Aware that they may be exposed by their unfamiliarity with other instruments, they choose to use the triangle. |
Spire Caster | LE7 | Normal | Arts | 7000 | 600 | 160 | 65 | 7 | Attacks 2 enemies simultaneously · When attacking targets outside of Realigned Flux, deals Splash damage | One of the backbones of the Leithanian army. Able to cause large area damage under relatively stable conditions. Absent support equipment and personnel, they are vulnerable to interference from external energy. |
Battleworn Spire Caster | LE8 | Normal | Arts | 9000 | 780 | 240 | 65 | 7 | Attacks 2 enemies simultaneously · When attacking targets outside of Realigned Flux, deals Splash damage | A Spire Caster with experience in war. Specializes in causing extreme area damage under relatively stable conditions. While highly confident, they are still vulnerable to interference from external energy. |
Military Hound | LT1 | Normal | Physical | 3800 | 290 | 0 | 30 | 1.5 | Military hounds that first saw action in Bolívar. Their claws and fangs are as vicious as their temperament. | |
Arc Screenguard Captain | LT10 | Normal | Physical | 13000 | 900 | 3500 | 60 | 3 | Starting DEF and RES are high, but reduced whenever damage is taken | Soldiers from an experimental unit with formidable defenses using the most advanced alloy technologies. They don't even need their equipment to hold the frontline and prevent the enemy's advance. |
Elite Military Hound | LT2 | Normal | Physical | 4600 | 360 | 0 | 30 | 1.5 | Carefully picked military hounds that chase their quarry to the bitter end. | |
Trimounts City Defender | LT3 | Normal | Physical | 5800 | 400 | 150 | 40 | 1.5 | Attacks temporarily inflict -1 Block to allied Operators · If Operator is on a Gravity Switch, reduces their Block to 0 | Columbian soldiers stationed in Trimounts. They have close ties to all the tech companies and first dibs on cutting-edge equipment. |
Trimounts City Defender Captain | LT4 | Normal | Physical | 7800 | 500 | 170 | 40 | 1.5 | Attacks temporarily inflict -1 Block to allied Operators · If Operator is on a Gravity Switch, reduces their Block to 0 | Columbian soldiers stationed in Trimounts. They have a good understanding of all the tech companies and will choose to fight with their favorite corporation's equipment. |
Arc Commando | LT5 | Normal | Physical | 5750 | 350 | 170 | 40 | 3 | If Movement Speed is higher than starting speed, gains Low-Altitude Hovering and takes off! | Soldiers from the experimental unit born of the 'Horizon Arc Project,' able to fly at low altitudes with their jet propulsion equipment. |
Arc Commando Captain | LT6 | Normal | Physical | 8000 | 500 | 200 | 40 | 3 | If Movement Speed is higher than starting speed, gains Low-Altitude Hovering and takes off! | Soldiers from the experimental unit born of the 'Horizon Arc Project,' skilled at flying with their jet propulsion equipment. They enjoy the feeling of defying gravity. |
Arc Screenguard | LT9 | Normal | Physical | 10000 | 700 | 3300 | 60 | 3 | Starting DEF and RES are high, but reduced whenever damage is taken | Soldiers from an experimental unit with formidable defenses using the most advanced alloy technologies. However, the unresolved instability of the material makes them better suited for short, high-pressure skirmishes than drawn-out battles. |
Anti-Witchcraft Repositionable Bomb | LUD | Normal | 10000 | 500 | 200 | 0 | 1 | Neutral unit; will be prioritized by both enemy and friendly units. · Movement Speed is slowed when attacked by an enemy unit, but increased when attacked by a friendly unit. · Explodes upon reaching a Bloodcalling Altar, dealing a large amount of True damage to surrounding enemies and destroying the Altar. | A bomb whose explosion can suppress the effects of Sarkaz witchcraft, with a prototype delivery platform originating from Victoria. After being modified by a certain demolition expert, it has become a trump card in our desperate battles. | |
Sentry Spymaster | LUD10 | Normal | Physical | 6500 | 800 | 200 | 35 | 3.3 | Spy · When their identity is revealed, becomes Invisible | A spy hired by a mysterious employer to monitor their rivals while disguised as civilians. They know the blockade inside-out, and prefer to first gather enough crucial information before proceeding to the next step of their plans. |
Freight Car | LUD15 | Normal | 3500 | 0 | 150 | 0 | 10 | Unblockable; can be attacked by enemies · Drops gear in the surrounding area when defeated and stuns all nearby units; resumes movement after a period of time | The pride of Victoria's industrial automation, vastly improving transport efficiency between factories. Its designers traded defense for speed, trusting in Londinium's peace and stability. | |
Novice Junkman | LUD16 | Normal | Physical | 4500 | 185 | 150 | 10 | 1 | Can equip gear, max 1 | Citizens who only head into the ruins when no one is around out of a strange sense of honor. They hope to find things in the garbage dumps to tide them over through tough times. |
Seasoned Junkman | LUD17 | Normal | Physical | 5200 | 210 | 150 | 10 | 1 | Can equip gear, max 1 | Citizens familiar with the art of barter, often found scavenging the ruins. They hope to find things in the garbage dumps to tide them over through tough times. |
'Goggles' Gang Thief | LUD18 | Normal | Physical | 4000 | 320 | 180 | 15 | 2.6 | Can equip gear, max 1 · After several attacks, charges up before attacking, increasing ATK and stealing gear equipped by Operators | With factories shutting down and nowhere else to go, young workers started forming gangs. Everyone wears the same goggles needed for work, pretending not to know one another or the people they rob. |
'Goggles' Gang Thug | LUD19 | Normal | Physical | 4800 | 410 | 220 | 15 | 2.6 | Can equip gear, max 1 · After several attacks, charges up before attacking, increasing ATK and stealing gear equipped by Operators | With factories shutting down and nowhere else to go, young workers started forming gangs. The improvised weapons they use seem somewhat familiar. Maybe from the anti-Sarkaz resistance? |
'Neighborhood Watch' Member | LUD20 | Normal | Physical | 12000 | 900 | 1100 | 10 | 3.5 | Can equip gear, max 1 · When equipped with gear, DEF increases · After several attacks, charges up for a splash damage attack | A member of an illegal organization formed by citizens to defend their neighborhood by any means. They often wear fake mustaches to appear seasoned and scare off perps without violence. |
'Neighborhood Watch' Leader | LUD21 | Normal | Physical | 18000 | 1100 | 1350 | 10 | 3.5 | Can equip gear, max 1 · When equipped with gear, DEF increases · After several attacks, charges up for a splash damage attack | The leader of an illegal organization formed by citizens to defend their neighborhood by any means. Can often be found apologizing at their opponents' homes after a tussle. |
Unequipped Blade | LUD26 | Normal | 100 | 100 | 0 | 0 | 10 | When equipped by allied Operators · Operators equipped with this gain increased ATK · When equipped by enemies · Units equipped with this gain increased ATK · Obtains a Barrier · Gear is lost when Barrier is broken | Standard-issue weapon components produced by Londinium's factories, not yet sent to the assembly line. Unsafe to hold before assembly, but still more threatening than empty hands. | |
Protective Vest | LUD27 | Normal | 100 | 100 | 0 | 0 | 10 | When equipped by allied Operators · Operators equipped with this gain increased DEF · When equipped by enemies · Units equipped with this take reduced damage from the designated direction · Obtains a Barrier · Gear is lost when Barrier is broken | Standard-issue protective gear components produced by Londinium's factories, only large enough to protect one side of the body. Everyone hopes to nab a piece or two and sew them together before they suffer a serious blow. | |
Assault Arts Unit | LUD28 | Normal | 100 | 100 | 0 | 0 | 10 | When equipped by allied Operators · For a short time after activating their skills, Operators equipped with this deal additional Arts damage and inflict Frighten for a fixed duration when dealing damage · When equipped by enemies · Attacks by units equipped with this deal Arts damage; the first attack after pickup prevents the target from attacking or healing for a period of time · Obtains a Barrier · Gear is lost when Barrier is broken | Standard-issue staff components produced by Londinium's factories, not yet sent to the assembly line. Often malfunctions, but better than letting an Infected cast Arts with their bare hands. | |
Norport Civilian | LUD5 | Normal | 5000 | 250 | 50 | 0 | 2.5 | Friendly Unit · Once their identity is confirmed, restores your max DP after retreating to the Objective Point | Ordinary folk scattered throughout Norport Borough. Abandoned by Londinium and subjected to the Sarkaz's high-handed blockade, these orphans have become the ones most deeply affected by the haze of war. | |
Pathfinder Spy | LUD7 | Normal | Physical | 6500 | 500 | 300 | 20 | 2.3 | Spy · When their identity is revealed, the next attack's ATK is greatly increased | A spy hired by a mysterious employer to monitor their rivals while disguised as civilians. Most are amateurs at gathering intelligence, and their impulsiveness and unorthodox practices often expose the secrets they think they're keeping safe. |
Pathfinder Spymaster | LUD8 | Normal | Physical | 8000 | 600 | 350 | 20 | 2.3 | Spy · When their identity is revealed, the next attack's ATK is greatly increased | A spy hired by a mysterious employer to monitor their rivals while disguised as civilians. These seasoned operatives will occasionally employ less orthodox methods to get their more impatient rivals to let down their guard. |
Sentry Spy | LUD9 | Normal | Physical | 5500 | 700 | 150 | 35 | 3.3 | Spy · When their identity is revealed, becomes Invisible | A spy hired by a mysterious employer to monitor their rivals while disguised as civilians. They have obviously undergone professional intelligence training, and the complexity of the blockade taught them even more about carefully observing their environment. |
Hero's Call | MIN01 | Normal | 3 | 100 | 100 | 0 | 5 | Flying unit. · Periodically spawns inside an Immersed Operator's Attack Range · Can only be attacked by and is prioritized by Immersed Operators · Disappears after taking a certain number of attacks · Does not count towards the defeated enemies counter | In the floral fragrance of the land of heroes, even simple stone columns seem to invite you to become a hero. It is a desire deeply rooted in every heart, and perhaps an opportunity is all that is needed to see it. | |
Javelineer | MIN02 | Normal | Physical | 4200 | 360 | 100 | 10 | 2.5 | Becomes melee if ranged attack misses | Soldier played by a Minoan citizen. Even ordinary soldiers have a chance to become heroes. The most important thing is to have the courage and resilience to pick up the sword when the javelin is broken. |
Peltast | MIN03 | Normal | Physical | 5400 | 450 | 150 | 10 | 2.5 | Becomes melee if ranged attack misses | Warrior played by a Minoan citizen who is well-versed in the role, able to hit the backsides of passersby with his javelin with great precision. |
Novice Acolyte | MIN04 | Normal | Physical | 4000 | 300 | 100 | 20 | 5 | Refills a nearby Fountain and heals nearby enemies when defeated | A novice acolyte at the Temple of Flora, a hero well-versed in the lore of flowers and plants who applied it to her Originium Arts. In addition to the standard acolyte duties of study, cleaning, incense burning, and other errands, they are also responsible for maintaining the floral fountains on the streets. |
Trainee Acolyte | MIN05 | Normal | Physical | 5500 | 360 | 100 | 20 | 5 | Refills a nearby Fountain and heals nearby enemies when defeated | An acolyte at the Temple of Flora who is ready to take on greater clerical responsibilities, though they are still required to do their daily chores. Some still find the filled water jugs too heavy, even after several years as an acolyte. |
Questioning Statue | MIN06 | Normal | Arts | 6000 | 450 | 600 | 50 | 4 | Flying unit. · Lands when passing over a Fountain without a statue · Fountains it lands on cannot be healed and continuously lose water · Leaves the battlefield after spending a certain amount of time on a Fountain | Once an ordinary sculpture found on the streets of Minos, inspired by a legendary monster who blocks roads and makes travelers answer riddles. The creative citizens of Minos have built drones in their image to carry out simple tasks such as carrying water and watering flowers. |
Disappointed Statue | MIN07 | Normal | Arts | 8000 | 550 | 800 | 60 | 4 | Flying unit. · Lands when passing over a Fountain without a statue · Fountains it lands on cannot be healed and continuously lose water · Leaves the battlefield after spending a certain amount of time on a Fountain | Once an ordinary sculpture found on the streets of Minos, inspired by a legendary monster who blocks roads and makes travelers answer riddles, disappointedly devouring those who fail to answer correctly. A hero from Thebes eventually solved the monster's riddle through her courage and wisdom. |
Pheidippides the Jogger | MIN08 | Normal | 8000 | 100 | 200 | 20 | 5 | Cannot be blocked. · Movement Speed gradually increases, or gradually decreases instead when Immersed | The hero Pheidippides, played by a Minoan citizen. When Minos drove the Sargonian invaders from their soil, it was Pheidippides who ran from city to city from Athenius, carrying an olive branch and announcing Minos's victory over Sargon. | |
Pheidippides the Marathoner | MIN09 | Normal | 9600 | 100 | 300 | 25 | 5 | Cannot be blocked. · Movement Speed gradually increases, or gradually decreases instead when Immersed | The hero Pheidippides, played by a Minoan citizen. Modern heroes meet ancient philosophy to create a brand-new paradox—Pheidippides can never catch the metal crab, no matter how hard he runs. This citizen sure tries his hardest to perform the paradox. | |
Comedic Poet | MIN12 | Normal | Arts | 8000 | 600 | 150 | 40 | 2.5 | Draws and absorbs water from Fountains, summoning when complete | An aoidos on the streets of Minos, singing stories of mirth. The aoidos tradition predates the nation of Minos, and as the predecessor to Minoan drama, endures to this day. |
Tragic Poet | MIN13 | Normal | Arts | 10000 | 800 | 150 | 40 | 2.5 | Draws and absorbs water from Fountains, summoning when complete | An aoidos on the streets of Minos, singing stories of sorrow. Many classical plays were banned when the Sargonians invaded Minos, but the aoidoi continued to whisper the old legends, passing on the courage and spirit of the heroes. The voices of the aoidoi are stronger and more resonant when they sing of tragedies. |
'Wings of the Sankta' | MT1 | Normal | 1500 | 0 | 0 | 30 | 1 | Flying unit. · Gains Fear for several seconds when its HP drops below 50% for the first time | Haloed fowlbeast that the Law has determined to be Sankta. They have not yet gotten used to the 'sun' being so close to their heads, so they scatter and flutter in an attempt to shake it off. | |
Elite Shrine Swordsman | MT10 | Normal | Physical | 8000 | 500 | 350 | 0 | 1.3 | Expends Ammo to permanently increase Movement Speed and ATK. Ammo capacity: 7 | Selected to patrol the Shrine of Nurtury and ensure that the Nativity goes smoothly. Responsible for routine ground patrols. Their combat experience is considerable and they sometimes help instruct animals that have grown halos. |
Shrine Marksman | MT11 | Normal | Physical | 10000 | 1400 | 180 | 0 | 3.5 | Performs extremely long-ranged attacks while holding Ammo. Ammo capacity: 1 · Stops and reloads if out of Ammo | Selected to guard key areas of the Shrine of Nurtury and ensure that the Nativity goes smoothly. They are still unfamiliar with the sniper rifles in their hands, and often accidentally damage the statues of saints on the streets. |
Elite Shrine Marksman | MT12 | Normal | Physical | 12500 | 1800 | 180 | 0 | 3.5 | Performs extremely long-ranged attacks while holding Ammo. Ammo capacity: 1 · Stops and reloads if out of Ammo | Selected to guard key areas of the Shrine of Nurtury and ensure that the Nativity goes smoothly. They have lightning-fast reflexes and are able to track diving haloed fowlbeasts with their scopes. |
'Flight of the Sankta' | MT2 | Normal | 2000 | 0 | 0 | 30 | 1 | Flying unit. · Gains Fear for several seconds when its HP drops below 50% for the first time | Haloed fowlbeast that the Law has determined to be Sankta. They have learned to pray, and gotten used to the 'sun' being so close to their heads. They are the aerial extension of faith. | |
'Eyes of the Sankta' | MT3 | Normal | Physical | 5500 | 1000 | 150 | 30 | 3 | Flying unit. · Gains Fear for several seconds when its HP drops below 50% for the first time · Attempts to steal 1 Ammo from the target when attacking, and deals heavy Physical damage if attempt is unsuccessful | Mutated haloed fowlbeast that the Law has determined to be Sankta. They spend most of their time perched atop the Basilica in bewilderment, unsure which way to look. |
'Witness of the Sankta' | MT4 | Normal | Physical | 7200 | 1500 | 150 | 30 | 3 | Flying unit. · Gains Fear for several seconds when its HP drops below 50% for the first time · Attempts to steal 1 Ammo from the target when attacking, and deals heavy Physical damage if attempt is unsuccessful | Mutated haloed fowlbeast that the Law has determined to be Sankta. They have learned to pray and circle above the streets and alleys of the Holy City. They are the Holy City's perception of itself. |
Shrine Swordsman | MT9 | Normal | Physical | 6000 | 400 | 350 | 0 | 1.3 | Expends Ammo to permanently increase Movement Speed and ATK. Ammo capacity: 5 | Selected to patrol the Shrine of Nurtury and ensure that the Nativity goes smoothly. Responsible for routine ground patrols. Their combat experience is limited and they are often called upon to clean the shrine's massive milk bottles. |
Cheap Second-hand Drone | MU3 | Normal | 5000 | 0 | 100 | 20 | 1 | Flying unit. · When destroyed, grants a deployable unit · Does not count towards the defeated enemies counter | Cheap goods sold for scrap from the Kazimierz arenas. Feel free to waste it however you like. | |
Remodeled Second-hand Drone | MU4 | Normal | 10000 | 0 | 200 | 30 | 1 | Flying unit. · When destroyed, grants a deployable unit · Does not count towards the defeated enemies counter | Cheap goods sold for scrap from the Kazimierz arenas. Closure has performed some slight modifications on this batch, but it won't change the fact these are cheap as hell. | |
Mobile Power Source | MU5 | Normal | 7500 | 0 | 250 | 30 | 3 | Cannot be blocked. · When destroyed, recovers the SP of nearby Operators · Does not count towards the defeated enemies counter | An experimental prototype developed during the early years of a certain Columbian tech company. The objective was to provide power on the battlefield, however due to the lack of a positioning device, it will often leave by itself if unattended to. | |
Sarkaz Wither Vanguard | NAC18 | Normal | Physical / Arts | 4700 | 300 | 100 | 40 | 3 | Attacks deal Arts damage when inside Originium pollution. | Elites of the Nachzehrer King's armies, adept in Originium-rich environments. They draw power from Originium dust and fight until death claims them as nutrients for their comrades. |
Elite Sarkaz Wither Vanguard | NAC19 | Normal | Physical / Arts | 5500 | 350 | 100 | 40 | 3 | Attacks deal Arts damage when inside Originium pollution. | Elite commanders of the Nachzehrer King's armies, adept with extreme Originium-rich environments. Originium dust sharpens their blades as they slaughter their foes, until death comes. With each commander fallen, the legion advances in great strides. |
Sarkaz Witherer | NAC2 | Normal | Physical | 4500 | 380 | 100 | 20 | 2.5 | Releases Corruption when defeated, causing your nearby units to continuously lose HP | Part of the Nachzehrer army. Death cannot stop their corrupting presence, as their corpses continue to corrupt the land. |
Sarkaz Wither Bulwark | NAC20 | Normal | Physical | 6500 | 650 | 4000 | 90 | 5 | Veteran guards of the Nachzehrer King's legions. Martyrs who advance to certain death knowing that others will carry their blood soaked shield. | |
Sarkaz Wither Aegis | NAC21 | Normal | Physical | 8000 | 700 | 4000 | 90 | 5 | Elite guards of the Nachzehrer King's legions. The aegis of hatred and war is a role of ultimate protection and sacrifice. | |
Sarkaz Witherer Captain | NAC3 | Normal | Physical | 5500 | 450 | 100 | 20 | 2.5 | Releases Corruption when defeated, causing your nearby units to continuously lose HP | Elite member of the Nachzehrer army. Death simply causes them to spread their corruption even faster, leaving behind a wasteland where few could survive. |
Sarkaz Wither Caster | NAC4 | Normal | Arts | 6500 | 320 | 200 | 50 | 3 | Continuously heals the Twigs That Crave | Part of the Nachzehrer army. They are able to heal their kin as they attack the enemy. Life is a constant cycle of devouring and sharing. |
Sarkaz Wither Caster Captain | NAC5 | Normal | Arts | 8000 | 380 | 200 | 50 | 3 | Continuously heals the Twigs That Crave | Elite member of the Nachzehrer army. Experts at healing their kin as they attack the enemy. Life is a constant cycle of devouring and sharing. |
Seed of Withering | NAC6 | Normal | Physical | 1200 | 750 | Flying unit. · Self-destructs when near an Operator, dealing Physical damage | Originium Arts creation of the Nachzehrer King. Mindless except for an obsession with self-destruction. They create death for others to feed upon. | |||
Seed of Decay | NAC7 | Normal | Physical | 1550 | 1250 | Flying unit. · Self-destructs when near an Operator, dealing Physical damage | Originium Arts creation of the Nachzehrer King. It is a violation of the laws of nature, rejecting life for death. They create death for others to feed upon. | |||
Undertide Gloompincer | NL1 | Normal | Physical | 1800 | 350 | 300 | 30 | 2.1 | When in areas with no visibility, Movement Speed increases | A Gloompincer that escaped from the arenas and adapted to life in the city's sewers. It has grown used to the darkness and has increased Movement Speed under the cover of night. |
Undertide Gloompincer α | NL2 | Normal | Physical | 2800 | 400 | 400 | 30 | 2.1 | When in areas with no visibility, Movement Speed increases | A Gloompincer that escaped from the arenas and adapted to life in the city's sewers. It has grown used to the darkness and become much more savage. It has increased Movement Speed under the cover of night. |
Bloodblade | NL21 | Normal | Physical | 8000 | 800 | 300 | 80 | 3 | After coming into contact with the , disappears and restores a certain amount of the HP | Blood that bows to the will of the Blood Knight, re-animating and coagulating into the shape of a sharp blade. |
Armorless Union Crossbowman | NL3 | Normal | Physical | 3000 | 300 | 100 | 0 | 2.9 | When in areas with no visibility, attacks deal Arts damage | A crossbowman hired by the Armorless Union, lurking in the city's shadows. They are adept at hiding in the darkness and assassinating their targets with special bolts. |
Armorless Union Crossbowman Leader | NL4 | Normal | Physical | 4000 | 350 | 150 | 0 | 2.9 | When in areas with no visibility, attacks deal Arts damage | A crossbowman leader hired by the Armorless Union, lurking in the city's shadows and posing a greater threat. They are adept at hiding in the darkness and assassinating their targets with special bolts. |
Armorless Union Assassin | NL5 | Normal | Physical | 4500 | 400 | 250 | 20 | 2.2 | When in areas with no visibility, ATK continuously increases, and resets after the next attack | An assassin hired by the Armorless Union, making up for their average skills with clever plots. They are adept at hiding in the darkness, sharpening their blades and continually increasing their ATK. |
Armorless Union Assassin Leader | NL6 | Normal | Physical | 5500 | 500 | 300 | 20 | 2.2 | When in areas with no visibility, ATK continuously increases, and resets after the next attack | An assassin hired by the Armorless Union, complementing their remarkable skills with clever plots. They are adept at hiding in the darkness, sharpening their blades and continually increasing their ATK. |
Hound | O1 | Normal | Physical | 820 | 190 | 0 | 20 | 1.4 | A creature controlled by a Reunion recon squad. Monitoring equipment is strapped to its body. Due to their speed and evasiveness, they can easily slip through enemy defenses and cause heavy damage. | |
Hound Pro | O2 | Normal | Physical | 1700 | 260 | 0 | 20 | 1.4 | A creature controlled by a Reunion recon squad that is more dangerous than a normal Hound. Monitoring equipment is strapped to its body. Due to their speed and evasiveness, they can easily slip through enemy defenses and cause heavy damage. | |
Rabid Hound Pro | O3 | Normal | Physical | 3000 | 370 | 0 | 20 | 1.4 | A creature controlled by a Reunion recon squad that is more dangerous than a Hound Pro. Monitoring equipment is strapped to its body. Due to their speed and evasiveness, they can easily slip through enemy defenses and cause heavy damage. | |
Frostfang | O4 | Normal | Physical | 3150 | 350 | 0 | 30 | 1.4 | Attack power increases when attacking Frozen targets | Creatures manipulated by the Yeti Squadron. Their bodies are equipped with a certain brand of monitoring equipment. Due to their speed and natural camouflage in the tundra environment, they can easily slip through our defenses and inflict massive damage. At the same time, they can inflict fatal damage to frozen Operators, and must be dealt with cautiously. |
Razorfang | O5 | Normal | Physical | 4650 | 430 | 0 | 30 | 1.4 | Attack power increases when attacking Frozen targets | Creatures manipulated by the Yeti Squadron, possessing higher combat capabilities than regular Frostfangs. Their bodies are equipped with a certain brand of monitoring equipment. Due to their speed and natural camouflage in the tundra environment, they can easily slip through our defenses and inflict massive damage. At the same time, they can inflict fatal damage to frozen Operators, and must be dealt with cautiously. |
Remnant Orchestra Flautist | OCS1 | Normal | Physical | 4000 | 280 | 150 | 10 | 2 | After 2 attacks, the next attack has increased ATK | Flautist who wants to join their king's orchestra. This nobody has never seen the spectacle, and is all the more fanatical for it. |
Witch King's Orchestra Wind Player | OCS10 | Normal | Arts | 15000 | 600 | 700 | 60 | 6 | ATK continuously increases when unblocked. ATK is reset after the next attack. · When melancholic variation is active, ATK is greatly increased, and attacks Stun the target | Wind player who was once the concertmaster of their king's orchestra. He was once atop the ladder, but the orchestra is long gone, for which he is beyond resentful. |
Remnant Orchestra Drummer | OCS11 | Normal | Arts | 10000 | 250 | 250 | 50 | 1.8 | After 2 attacks, the next attack deals splash damage to all targets in attack range · Attack range increases when passionate variation is active | Drummer who wants to set the beat for their king's music. Every beat he drums is filled with pain, for he punishes himself to achieve steady rhythm. |
Witch King's Orchestra Drummer | OCS12 | Normal | Arts | 12000 | 350 | 300 | 50 | 1.8 | After 2 attacks, the next attack deals splash damage to all targets in attack range · Attack range increases when passionate variation is active | Drummer who once set the beat for their king's music. Every beat he drums is filled with suffering, for he torments himself to achieve impeccable rhythm. |
Witch King's Orchestra Flautist | OCS2 | Normal | Physical | 5000 | 320 | 150 | 10 | 2 | After 2 attacks, the next attack has increased ATK | Flautist who once played in their king's orchestra. This nobody has unfortunately seen the spectacle, and is all the more fanatical for it. |
Remnant Orchestra Trumpeter | OCS3 | Normal | Physical | 6000 | 200 | 200 | 15 | 2 | After 2 attacks, the next attack deals splash damage in a cross · Attacks deal Arts damage when passionate variation is active | Trumpeter who wants to sound their king's triumph. His music is sharp and bright, and he believes himself to be the herald of victory. |
Witch King's Orchestra Trumpeter | OCS4 | Normal | Physical | 7000 | 250 | 250 | 15 | 2 | After 2 attacks, the next attack deals splash damage in a cross · Attacks deal Arts damage when passionate variation is active | Trumpeter who once sounded their king's triumph. His music is sharper and brighter, and he has heralded many victories. |
Remnant Orchestra Hornist | OCS5 | Normal | Physical | 8000 | 150 | 200 | 15 | 3 | After 2 attacks, the next attack hits an additional target · Attacks deal Arts damage when passionate variation is active | Hornist who wants to display his skills under their king. He has never had a chance to show off his talents, and waits for an opportunity to awe the world. |
Witch King's Orchestra Hornist | OCS6 | Normal | Physical | 9000 | 200 | 250 | 15 | 3 | After 2 attacks, the next attack hits an additional target · Attacks deal Arts damage when passionate variation is active | Hornist who once displayed his skills under their king. He never truly had a chance to show off his talents, and waits for more opportunities to awe the world. |
Remnant Orchestra Chorister | OCS7 | Normal | Arts | 13000 | 250 | 250 | 50 | 3 | After 1 attack, the next attack restores HP based on ATK · Instead restores the HP of this unit and all enemies within attack range when passionate variation is active | Chorister who wants to sing their king's praise. He tries to write his ode, but every word he pens is as malevolent as any curse. |
Witch King's Orchestra Chorister | OCS8 | Normal | Arts | 15000 | 300 | 300 | 50 | 3 | After 1 attack, the next attack restores HP based on ATK · Instead restores the HP of this unit and all enemies within attack range when passionate variation is active | Chorister who once sang their king's praise. He has written many odes, but every word he pens is more malevolent than any curse. |
Remnant Orchestra Wind Player | OCS9 | Normal | Arts | 13000 | 500 | 700 | 60 | 6 | ATK continuously increases when unblocked. ATK is reset after the next attack. · When melancholic variation is active, ATK is greatly increased, and attacks Stun the target | Wind player who wants to become the concertmaster of their king's orchestra. He worked hard to climb the ladder, but the orchestra is long gone, for which he is very resentful. |
Confused Maintenance Helper | OG1 | Normal | Physical | 2000 | 300 | 200 | 25 | 2 | Maintenance Helper whose pathfinding module has been disrupted by Originium. The meal delivery function added by the Engineering Department no longer works. 'You want a repair function? Look, we've already got plenty of engineers. As for Warfarin's food safety warning, we're working on it.' | |
| Weakening Node | OG19 | Normal | 10000 | 100 | 500 | 50 | 1 | |||
Rampaging Maintenance Helper | OG2 | Normal | Physical | 2500 | 360 | 200 | 25 | 2 | Maintenance Helper whose IFF module has been disrupted by Originium. The drill carefully added by the Engineering Department with a safety clutch is now much more dangerous. 'Power output? Look, our priorities are providing our operators with a safe working environment and sufficient moral support, not making this thing do complex work.' | |
Cold Drink Machine | OG3 | Normal | Physical | 3000 | 350 | 240 | 35 | 4 | Cold drink machine that has had its trajectory computing module disrupted by Originium. It uncontrollably launches frozen beverage cans at operators who aren't even thirsty at all. Prize winner of the Engineering Department's 10th Ignoble Prize awards. No one can refuse a thoughtful fridge that automatically launches refreshing drinks at you while you work, after all. Just don't think too much about what the medics would say at your next checkup. | |
Hot Drink Machine | OG4 | Normal | Physical | 3800 | 400 | 240 | 35 | 4 | Hot drink machine that has had its temperature control module disrupted by Originium. The super-heated drinks it delivers bring physical and psychological trauma. Prize winner of the Engineering Department's 10th Ignoble Prize awards, though it will not be long before the complaints overflow the department's inbox. | |
Worry-Free Cargo Helper | OG5 | Normal | Arts | 2500 | 1000 | 200 | 30 | 1 | Flying unit. · Self-destructs immediately when there is an Operator nearby, dealing a large amount of Arts damage to surrounding units | It will brave the chaos and deliver the goods safely to their destination, even when all hell is breaking loose on Rhodes Island. Whether the goods themselves are dangerous is none of its concern. |
Blast-Proof Cargo Helper | OG6 | Normal | Arts | 3500 | 1100 | 250 | 35 | 1 | Flying unit. · Self-destructs immediately when there is an Operator nearby, dealing a large amount of Arts damage to surrounding units | It will brave the chaos and deliver the goods safely to their destination, even when all hell is breaking loose on Rhodes Island. Designed to transport dangerous cargo to begin with, it certainly could not care less whether they are dangerous. |
Breakfast | OR1 | Normal | Physical | 3500 | 260 | 50 | 0 | 1.7 | Spawns 1 when defeated | Abomination born from the daily meals of the people. Breakfast is the first meal of the day, and thus should be hearty and plentiful. Drops Sapidity when defeated. |
'Vanity' | OR13 | Normal | Physical | 6000 | 400 | 200 | 30 | 3 | Pulls 1 within range towards itself, causing it to lose HP proportionate to distance moved when shifted | 'Put that one on my tab!' Abomination born of the influence of a Sui Proxy. Often appears in drunken squabbles, but it is fragile and disappears easily. |
'Humility' | OR14 | Normal | Physical | 8000 | 550 | 300 | 30 | 3 | Pulls 1 within range towards itself, causing it to lose HP proportionate to distance moved when shifted | A drink reveals one's true nature and inspires deep conversations. Abomination born of the influence of a Sui Proxy. Often appears in drunken squabbles, but usually disappears once one is sober. |
Reminiscence | OR15 | Normal | Arts | 25000 | 350 | 50 | 25 | 3 | Can appear in the battlefield · Starts on standby · Can collect up to 1 or ; On collection, activates and becomes aerial, moving towards | Abomination born of the influence of a Sui Proxy. Originally a common water pot, it was not discarded even after its original purpose had become obsolete, being passed down through the family as a storage pot. Reach inside, and one can often find trinkets thought lost. |
Remembrance | OR16 | Normal | Arts | 32500 | 500 | 50 | 25 | 3 | Can appear in the battlefield · Starts on standby · Can collect up to 1 or ; On collection, activates and becomes aerial, moving towards | Abomination born of the influence of a Sui Proxy. Originally an elaborate water pot, it was not discarded even after its original purpose had become obsolete, being passed down through the family as a storage pot. Reach into this unusually deep vessel, and one can often find trinkets thought lost. |
Sapidity | OR19 | Normal | 5 | 100 | 0 | 0 | 1.7 | Unblockable; Moves towards and can be absorbed by them, increasing their SP · Must be damaged 5 times to defeat; Spawns 1 when defeated · Does not count towards the defeated enemies counter; Automatically moves towards | Spirit born of the meals people cook every day. Everything picked up by the chopsticks—joy or sorrow, mirth or anger—is a slice of life. | |
Dinner | OR2 | Normal | Physical | 5000 | 350 | 100 | 0 | 1.7 | Spawns 1 when defeated | Abomination born from the daily meals of the people. Dinner is the last meal of the day, and thus should be refined but light. Drops Sapidity when defeated. |
Vapidity | OR20 | Normal | 15 | 100 | 0 | 0 | 1.7 | Unblockable; Moves towards and can be absorbed by them, increasing their SP · Must be damaged 15 times to defeat; Spawns 1 when defeated · Does not count towards the defeated enemies counter; Automatically moves towards | Abomination born of the meals people discard. Put down the cup and lay aside the chopsticks. All is meaningless, and the meal on the plate vapid. | |
'Sapid Auspice' | OR21 | Normal | Physical | 100 | 8000 | 0 | 0 | 1.6 | Deals True damage to all enemy units in its path · Cannot be attacked, does not count towards the defeated enemies counter, will not deplete Life Points on leaving the field | Abomination born of a convergence of Sapidity. Likes to hover over places where many gather, an auspicious symbol that drives out illness and keeps disaster away. |
'Vapid Blight' | OR22 | Normal | Physical | 100 | 1500 | 0 | 0 | 1.6 | Deals True damage to all allied units in its path · Cannot be attacked, does not count towards the defeated enemies counter, will not deplete Life Points on leaving the field | Abomination born of a convergence of Vapidity. Likes to hover over places that are barren and broken, a symbol of misfortune. |
Mouth of Annihilation | OR23 | Normal | 25000 | 330 | 100 | 10 | 2 | Absorbs all nearby and · Disappears when disappears | Devours Sapidity and Vapidity. | |
Mouth of Creation | OR24 | Normal | 25000 | 500 | 100 | 10 | 2 | Teleports and absorbed by towards itself · Disappears when disappears | Spits out Sapidity and Vapidity. | |
Expletive | OR7 | Normal | Physical | 4300 | 330 | 150 | 0 | 2 | Can use long-ranged weapons to attack | Abomination born of the influence of a Sui Proxy. Originally a broken clay pot. The dinner table has always been a place for petty squabbles, and the clay pot is hardly the only thing that gets broken. |
Profanity | OR8 | Normal | Physical | 6000 | 500 | 200 | 0 | 2 | Can use long-ranged weapons to attack | Abomination born of the influence of a Sui Proxy. Originally a clay pot that broke someone's skull, itself undamaged. The dinner table has always been a place for squabbles. Tables are flipped and pots are broken, but in the end, everyone might still have to sit back down and eat together. |
Infantry | P01 | Normal | Physical | 2500 | 280 | 85 | 40 | 2 | A basic melee soldier. Their armor provides some defense against Arts damage. | |
Infantry Leader | P02 | Normal | Physical | 3700 | 330 | 100 | 40 | 2 | A basic melee soldier. They are stronger than normal Infantry. | |
Sniper | P03 | Normal | Physical | 3000 | 150 | 100 | 10 | 4 | After two attacks, the next attack Stuns its target | A basic ranged soldier. They have very long range. Their sniper rifles can launch special ammunition capable of stunning our Operators. |
Sniper Leader | P04 | Normal | Physical | 4000 | 200 | 150 | 10 | 4 | After two attacks, the next attack Stuns its target | A basic ranged soldier. They are stronger than normal Snipers, firing improved ammunition that stuns for a longer duration. Proceed with caution. |
Authorized Caster | P05 | Normal | Arts | 3000 | 320 | 100 | 50 | 4 | A basic caster soldier. Arts have been one of the most threatening forms of warfare since ancient times, and a large amount of research has gone into adapting Arts for contemporary warfare. | |
Authorized Caster Leader | P06 | Normal | Arts | 4000 | 350 | 200 | 50 | 4 | A basic caster soldier, more threatening than a normal Authorized Caster. Arts have been one of the most threatening forms of warfare since ancient times, and a large amount of research has gone into adapting Arts for contemporary warfare. | |
Shielded Guard | P07 | Normal | Physical | 2500 | 200 | 400 | 0 | 2 | A standard melee-range soldier. Their lightweight riot shields provide them both offensive and defensive flexibility. In battle, they pose a substantial threat to our front lines. | |
Shielded Guard Leader | P08 | Normal | Physical | 3700 | 300 | 500 | 0 | 2 | A standard melee-range soldier. They are more dangerous than normal Shielded Guards Their lightweight riot shields provide them both offensive and defensive flexibility. In battle, they pose a substantial threat to our front lines. | |
Possessed Soldier | P1 | Normal | Physical | 2500 | 250 | 100 | 30 | 1.8 | Regenerates HP over time. | A soldier that has been controlled by an unknown entity, capable of regenerating rapidly. The appearance of such an aberration on the battlefield is almost beyond imagination. |
Possessed Soldier Leader | P2 | Normal | Physical | 4000 | 300 | 150 | 30 | 1.8 | Regenerates HP over time. | A soldier that has been controlled by an unknown entity, capable of regenerating rapidly and more dangerous than a normal Possessed Soldier. The appearance of such an aberration on the battlefield is almost beyond imagination. |
Possessed Junkman | P3 | Normal | Physical | 6000 | 500 | 130 | 30 | 3 | Regenerates HP over time. | A Junkman that has been controlled by an unknown entity, capable of regenerating rapidly. Covered with clusters of Originium. The appearance of such an aberration on the battlefield is almost beyond imagination. |
Possessed Veteran Junkman | P4 | Normal | Physical | 11000 | 650 | 200 | 30 | 3 | Regenerates HP over time. | A Veteran Junkman that has been controlled by an unknown entity, capable of regenerating rapidly. Covered with clusters of Originium. The appearance of such an aberration on the battlefield is almost beyond imagination. |
Tactical Crossbowman | PD1 | Normal | Physical | 3100 | 320 | 260 | 40 | 2.4 | Before the first attack, calls for to support the battle from the Mobile Tactical Hangar | A mercenary using ranged weaponry. Uses a crossbow in battle and calls for the offensive Air Support Drone 'Scrap' to carry out aerial bombardment. |
Tactical Crossbowman Leader | PD2 | Normal | Physical | 4200 | 390 | 260 | 40 | 2.4 | Before the first attack, calls for to support the battle from the Mobile Tactical Hangar | A mercenary using ranged weaponry. Uses a crossbow in battle and calls for the more powerful offensive Air Support Drone 'Scrap Model-U' to carry out aerial bombardment. |
Ergate | PG1 | Normal | 2300 | 100 | 120 | 40 | 1 | Cannot be blocked. | An engineer that specializes in sabotage, almost never seen wielding weapons. Though unarmed, they utilize their agility and cunning to slip through defenses in order to sabotage mechanical and electrical equipment. | |
Ergate Leader | PG2 | Normal | 3800 | 100 | 260 | 45 | 1 | Cannot be blocked. | An engineer that specializes in sabotage, almost never seen wielding weapons. Though unarmed, they utilize their agility and cunning to slip through defenses in order to sabotage mechanical and electrical equipment. They are more difficult to deal with than normal Ergates. | |
Tactical Hound | PG3 | Normal | Physical | 2200 | 310 | 0 | 20 | 1.5 | An infected creature controlled by a Caster. Hounds are widely used by mercenaries, though some Perros object to it. | |
Tactical Hound Pro | PG4 | Normal | Physical | 3500 | 380 | 0 | 30 | 1.5 | An infected creature controlled by a Caster. Having gone through rigorous training, they now pose a much greater threat. Hounds are widely used by mercenaries, though some Perros object to it. | |
Anti-Armor Infantry | PG5 | Normal | Physical | 3200 | 500 | 50 | 40 | 2.6 | Can fire a super long-range grenade, dealing AoE Physical damage · After firing, significantly increases Movement Speed and can only perform melee attacks | A mercenary specializing in anti-armor combat. Carries a single-use grenade launcher which is discarded after firing along with other non-essential equipment, after which they charge at high speed towards the enemy. |
Anti-Armor Infantry Leader | PG6 | Normal | Physical | 4800 | 750 | 50 | 40 | 2.6 | Can fire a super long-range grenade, dealing AoE Physical damage · After firing, significantly increases Movement Speed and can only perform melee attacks | A mercenary specializing in anti-armor combat. Carries a powerful single-use grenade launcher which is discarded after firing along with other non-essential equipment, after which they charge at high speed towards the enemy. |
Bridge Builder | PI1 | Normal | Physical | 6000 | 600 | 150 | 30 | 2 | Invisible · Builds rope bridges that allow units to cross | Portable and quick to build, rope bridges are a convenient way to connect two salt ships. Bridge builders are responsible for constructing them, but they still need others to help hold them in place and prevent them from falling apart. |
Bridge Holder | PI2 | Normal | Physical | 8000 | 720 | 300 | 30 | 2 | Invisible · Builds rope bridges that allow units to cross | Portable and quick to build, rope bridges are a convenient way to connect two salt ships. These experienced bridge holders have steady hands, but have not figured out how to fix the structural defects of the bridge. |
Risk-seeking Sailor | PI3 | Normal | Physical | 5500 | 350 | 50 | 10 | 2 | Movement Speed increases briefly when crossing a Rope Bridge or launched by a | Sailing in the Salt Flat is a hazardous affair to begin with, but some sailors seek even greater thrills, such as hanging from a flying fin, or firing themselves from saltheap cannons. |
Risk-surviving Sailor | PI4 | Normal | Physical | 6500 | 420 | 60 | 10 | 2 | Movement Speed increases briefly when crossing a Rope Bridge or launched by a | Sailing in the Salt Flat is a hazardous affair to begin with, but some sailors seek even greater thrills, such as hanging from a flying fin, or firing themselves from saltheap cannons. Those who survive tend to go to even more extreme lengths to satisfy their thirst for danger. |
Garum Gourmet | PI5 | Normal | Physical | 9000 | 850 | 500 | 20 | 3 | Movement Speed increases when carrying a Booze Barrel · First attack consumes Booze Barrel to deal heavy Physical damage and create an area where enemies gain increased ASPD and Physical Dodge | Sailors recommend their favorite things to each other, including saltfin garum. Some sailors take it a little too far, however, and roll their barrels into each other's faces. |
Rum Gourmet | PI6 | Normal | Physical | 10500 | 1000 | 500 | 20 | 3 | Movement Speed increases when carrying a Booze Barrel · First attack consumes Booze Barrel to deal heavy Physical damage and create an area where enemies gain increased ASPD and Physical Dodge | Sailors recommend their favorite things to each other, including rum. Not that rum needs recommending to begin with—everyone on the crew understands how valuable it is out on the flat, and would love to share it at any time. |
Lucky Flyfin | PI7 | Normal | 10000 | 100 | 0 | 10 | 1 | Low-Altitude Hovering; after losing Low-Altitude Hovering, becomes stunned for some time before taking off again · Movement Speed briefly increases after taking damage for the first time. Sometimes carries | A female fin that leaps out of the salt layer during breeding season, gliding briefly in mid-air and releasing pleasant pheromones. Having one fall onto the deck is seen as a sign of good luck. | |
Unlucky Flyfin | PI8 | Normal | 12000 | 100 | 0 | 10 | 1 | Low-Altitude Hovering; after losing Low-Altitude Hovering, becomes stunned for some time before taking off again · Movement Speed briefly increases after taking damage for the first time. Sometimes carries | A male fin that leaps out of the salt layer during breeding season, gliding briefly in mid-air and releasing unpleasant pheromones. Having one fall onto the deck is seen as an omen of bad luck. | |
Jello | PM09 | Normal | Physical | 2500 | 290 | 100 | 20 | 1.5 | High Movement Speed · Does not increase stage points in SUPER HOOK | A character from the game SUPER HOOK. It was split from Jelly Kid and follows its lead in scrubbing the floor. |
'The Amphibian' Ship-Car | PM10 | Normal | Physical | 4200 | 500 | 700 | 30 | 10 | Upon colliding with an enemy unit, inflicts Physical damage that ignores Dodge and inflicts a brief Stun · Can collect to improve performance | A character from the game HURDLE SPEEDER, a ship-car that sails the land. Elaborate and flimsy, its precious yet fragile value can only be expressed through continuous journey. |
'Washed-Up Parts' | PM11 | Normal | 100 | 10 | Disappears when passes through, increasing its performance based on component form · Treasure Rudder · Doubles 's current points · Warding Waves · becomes Invisible · Twin Cutlasses · Increases 's ATK significantly | A character from the game HURDLE SPEEDER, an ordinary bottle that was not fitted with the wheels necessary to become a ship-car. Contains useful components that may improve a ship-car's performance. | ||||
Fountain 'Soda Knight' | PM12 | Normal | 100 | 0 | 0 | 10 | Permanently Invulnerable · Gains extra points when passing through Pure White Steam | A character from the game FOUNTAIN WAR. Furry creature that escaped from Fashion Street. Dolly wants it to come back? Who cares? Playing with Pure White Steam is more important! | ||
Scrap | PS1 | Normal | Physical | 5000 | 250 | 80 | 50 | 3.8 | Flying unit. · Attacks fire two grenades, significantly reducing the DEF of the target and nearby allies for a short period · Difficult to attack · Will automatically retreat some time after launch | The enemy's offensive Air Support Drones. Its attacks deal AoE Physical damage and reduce the targets' DEF. |
Scrap Model-U | PS2 | Normal | Physical | 8000 | 350 | 80 | 50 | 3.8 | Flying unit. · Attacks fire two grenades, significantly reducing the DEF of the target and nearby allies for a short period · Difficult to attack · Will automatically retreat some time after launch | The enemy's advanced offensive Air Support Drones. Its attacks deal stronger AoE Physical damage and reduce the targets' DEF. |
Anvil | PS3 | Normal | 5000 | 0 | 80 | 50 | 1 | Flying unit. · Continually provides boosted DEF and HP recovery to nearby enemy units · Difficult to attack · Will automatically retreat some time after launch | The enemy's defensive Air Support Drones. It strengthens the DEF of enemy units within range and slowly recovers their HP. | |
Anvil Model-B | PS4 | Normal | 8000 | 0 | 80 | 50 | 1 | Flying unit. · Continually provides boosted DEF and HP recovery to nearby enemy units · Difficult to attack · Will automatically retreat some time after launch | The enemy's advanced defensive Air Support Drones. It greatly strengthens the DEF of enemy units within range and gradually recovers their HP. | |
Originiutant Puppet | R1 | Normal | Physical | 1900 | 210 | 100 | 0 | 2 | Splits into 2 upon death | A corpse being controlled by a parasitic Originiutant Excrescence. |
Originiutant Excrescence | R14 | Normal | Physical | 1000 | 150 | 0 | 0 | 2 | Drains 1 Life Point when entering the Objective Point | A twisted organism born under the combined effects of radiation mutation and Originium infection. |
Originiutant Tumor | R15 | Normal | Physical | 1500 | 200 | 0 | 0 | 2 | Drains 1 Life Point when entering the Objective Point · When blocked, significantly reduces the blocker's ASPD | A twisted organism born under the combined effects of radiation mutation and Originium infection. The malign tumors on these organisms' bodies still contain a large amount of hazardous substances. |
Holographic Mirage | R16 | Normal | Physical | 3000 | 250 | 0 | 0 | 2 | Unable to move | Tactical Originium Equipment developed by a certain Columbian tech company. Generates a realistic holographic projection to obstruct enemies. |
Holographic Mirage MK2 | R17 | Normal | Physical | 4000 | 350 | 0 | 0 | 2 | Unable to move | The newest model of Tactical Originium Equipment developed by a certain Columbian tech company. Generates a realistic holographic projection to obstruct enemies. |
Coalition Army Hound | R18 | Normal | Physical | 2500 | 320 | 100 | 20 | 1.4 | A hound trained by the Bolívar Coalition Army. Perro officers were not too enthused about this being introduced into their tactical considerations. | |
Coalition Army Hound Pro | R19 | Normal | Physical | 3500 | 380 | 100 | 20 | 1.4 | A hunting hound trained in Columbia and purchased by the Bolívarian Coalition government. The idea was met with some resistance within the army. | |
Mutant Sand Beast | R2 | Normal | Physical | 2700 | 320 | 100 | 0 | 2.5 | Splits into 2 upon death | A sand beast infected by an Originiutant. Sand beasts are a species of small-sized omnivores that primarily inhabit deserts and hamadas. They are nocturnal in nature and are often tamed by the local Sargonians to be used as hunting beasts. |
Light Rapid Crossbowman | R22 | Normal | Physical | 4500 | 350 | 180 | 10 | 2 | Launches a Straight Shot when positioned in a straight line with an allied unit: fires 3 bolts in the target's direction | A light crossbowman who can fire three bolts at once. The price of such on-demand firepower is their weakness in long-time battles. |
Heavy Rapid Crossbowman | R23 | Normal | Physical | 5500 | 400 | 250 | 10 | 2 | Launches a Straight Shot when positioned in a straight line with an allied unit: fires 3 bolts in the target's direction | A heavy crossbowman who can fire three bolts at once. The Columbian investigation team was forced to admit that these 'homemade gadgets' were just as powerful as some of the latest cutting-edge weaponry. |
Heavy Crossbowman Ambusher | R24 | Normal | Arts | 6000 | 400 | 180 | 60 | 3.5 | Invisible · Launches a Straight Shot when positioned in a straight line with an allied unit: fires 1 bolt in the target's direction that deals Arts damage and inflicts Stun | A sniper issued with a mass-produced kinetically-boosted crossbow. Though expensive, they are well worth the price tag, capable of stunning targets for long durations after being charged up. |
Heavy Crossbowman Hunter | R25 | Normal | Arts | 7000 | 500 | 250 | 60 | 3.5 | Invisible · Launches a Straight Shot when positioned in a straight line with an allied unit: fires 1 bolt in the target's direction that deals Arts damage and inflicts Stun | A sniper issued with a prototype kinetically-boosted crossbow. Exorbitantly expensive. It's said that the buyer reached a secret agreement with a small Columbian company. |
Reckless Grenadier | R26 | Normal | Physical | 4000 | 450 | 700 | 60 | 2.8 | Upon taking damage for the first time while unblocked, fires an explosive in each cardinal direction; afterwards, gains increased Movement Speed and reduced Weight | A specialized combatant who does not carry conventional weapons. Though well-paid and exempted from standard military training, nobody envies them. |
Impetuous Grenadier | R27 | Normal | Physical | 5000 | 550 | 900 | 60 | 2.8 | Upon taking damage for the first time while unblocked, fires an explosive in each cardinal direction; afterwards, gains increased Movement Speed and reduced Weight | A specialized combatant whose fighting methods differ from the norm. The other soldiers call them cannon fodder, unaware that they are seen the exact same way by their superiors. |
Mutant Sand Beast α | R3 | Normal | Physical | 3300 | 380 | 100 | 0 | 2.5 | Splits into 2 upon death | A sand beast infected and severely mutated by an Originiutant. Sand beasts are a species of small-sized omnivores that primarily inhabit deserts and hamadas. They are nocturnal in nature and are often tamed by the local Sargonians to be used as hunting beasts. |
Farseer | R30 | Normal | Physical | 4500 | 250 | 120 | 20 | 3 | Flying unit. · When defeated, Exposes nearby allied units for 8s · When Exposed, allied units cannot use barricades to keep themselves out of enemy's sight, and take more damage | An unmanned drone issued by Coalition Army. Though originally designed for reconnaissance, a circuitry issue made it unreliable at this, so an attack module was installed as a last resort. |
Farseer B | R31 | Normal | Physical | 5500 | 350 | 180 | 20 | 3 | Flying unit. · When defeated, Exposes nearby allied units for 8s · When Exposed, allied units cannot use barricades to keep themselves out of enemy's sight, and take more damage | An unmanned drone modified by a Coalition veteran, who haphazardly adjusted the circuitry of the recon module before devoting the rest of his effort into boosting the firepower. |
Mutant Rock Spider | R4 | Normal | Physical | 2500 | 360 | 200 | 0 | 1.5 | Splits into 3 upon death | A rock spider infected by an Originiutant. Due to their similar appearances, rock spiders are often mistakenly believed to be a close relative of Infused Originium Slugs. However, the latest research shows that they are two completely different species. |
Mutant Rock Spider α | R5 | Normal | Physical | 3500 | 410 | 200 | 0 | 1.5 | Splits into 3 upon death | A rock spider infected and severely mutated by an Originiutant. Due to their similar appearances, rock spiders are often mistakenly believed to be a close relative of Infused Originium Slugs. However, the latest research shows that they are two completely different species. |
Rhine Defense Member | RO01 | Normal | Physical | 4500 | 410 | 250 | 0 | 2.8 | Blocks 1 instance of Physical or Arts damage | Guard personnel of Rhine Lab. With their company-provided anti-riot gear and training, they are qualified for escort duties. |
Rhine Defense Senior Member | RO02 | Normal | Physical | 6000 | 485 | 300 | 0 | 2.8 | Blocks 1 instance of Physical or Arts damage | Security personnel of Rhine Lab. With their company-provided anti-riot gear and advanced training, they are much more qualified for escort duties. |
Rhine Engineering Member | RO03 | Normal | Arts | 6500 | 300 | 100 | 50 | 3.8 | Recovers the HP of inactive | An engineer of Rhine Lab. Responsible for both providing equipment and giving their professional opinion on its production, they also maintain a close relationship with the Energy Section. |
Rhine Engineering Senior Member | RO04 | Normal | Arts | 8000 | 375 | 100 | 60 | 3.8 | Recovers the HP of inactive | A senior engineer of Rhine Lab. Energy managed to convince Columbia's officials to provide the company more funding, so Engineering took the chance to design and produce even more sophisticated equipment. |
Dor-1 Failure | RO05 | Normal | Physical | 2750 | 310 | 0 | 50 | 1.8 | When touching an inactive , the Power Armor recovers some SP | A product of Dorothy's failed experiments. An irregularly-shaped silver object emanating a soft glow, like a slumbering Dreamland. |
Dor-α Failure | RO06 | Normal | Physical | 3200 | 360 | 50 | 50 | 1.8 | When touching an inactive , the Power Armor recovers some SP | A product of Dorothy's failed experiments. An irregularly-shaped silver object emanating a soft glow, its unusual appearance instinctively scares people away from it. |
Dor-2 Replica | RO07 | Normal | Physical | 8000 | 390 | 0 | 50 | 3.2 | When touching an inactive , the Power Armor recovers some SP | A product of Dorothy's repeated experiments. She was fascinated by its beauty when it was first created. |
Dor-β Replica | RO08 | Normal | Physical | 9000 | 420 | 50 | 50 | 3.2 | When touching an inactive , the Power Armor recovers some SP | A product of Dorothy's repeated experiments. Even though it fell far below expectations, she remains ever hopeful. |
Automatic Maintenance Drone | RR | Normal | 6000 | 0 | 0 | 0 | 3 | Activates nearby Emergency Aid Buildings, greatly enhancing their ability to recover Nervous Impairment · Does not deplete Life Points when spared or upon dying, but can be damaged by allied units | An old Iberian automatic maintenance drone. For some reason, it is still operational and will repair facilities. | |
Sarkaz Sentinel | S11 | Normal | 4000 | 0 | 100 | 30 | 1 | When injured, issues an alarm to immediately enhance the ATK and DEF of all enemy units, and makes enemies in Standby immediately enter Combat-Ready mode | A Sarkaz mercenary. They are responsible for scouting, patrolling, and issuing early warnings to the entire squad. Once attacked, the Herald will immediately issue a warning that Inspires the entire army, shifting allied Sarkaz on Standby into Combat-Ready mode. | |
Sarkaz Sentinel Leader | S12 | Normal | 5000 | 0 | 160 | 30 | 1 | When injured, issues an alarm to immediately enhance the ATK and DEF of all enemy units, and makes enemies in Standby immediately enter Combat-Ready mode | A seasoned Sarkaz mercenary who has been through many battles. They are responsible for scouting, patrolling, and issuing early warnings to the entire squad. Once attacked, the Herald will immediately issue a warning that Inspires the entire army, shifting allied Sarkaz on Standby into Combat-Ready mode. | |
Sarkaz Swordsman | S7 | Normal | Physical | 2800 | 300 | 70 | 50 | 2.5 | A Sarkaz mercenary. Though scarred by years of war, they are still fighting to fulfill the orders of their employers. | |
Sarkaz Blademaster | S8 | Normal | Physical | 4000 | 370 | 100 | 50 | 2.5 | A Sarkaz mercenary, more skilled than an ordinary Sarkaz Swordsman. Though scarred by years of war, they are still fighting to fulfill the orders of their employers. | |
Famiglia Soldier | SA1 | Normal | Physical | 3500 | 320 | 120 | 10 | 1.8 | Increases Blood Debt by a miniscule amount when defeated | Low-level mafiosi who obey the orders of their superiors unquestioningly. Their lives are hardly worth anything, but their deaths are sufficient cause for their famiglia to seek revenge. |
'None of My Business' | SA16 | Normal | 30000 | 200 | 0 | 3 | After losing a certain percentage of HP, releases a permanent incendiary field · Friendly Operators inside the field take True damage every second | A drunken man wobbling around with his hat pulled low. The incendiary bombs lying around the battlefield have nothing to do with him. At least, that's what he's always insisted in his affidavits. | ||
Siracusan Civilian | SA17 | Normal | 3000 | 0 | 50 | 0 | Gradually reduces Blood Debt over time while on the battlefield; however, increases Blood Debt by a significant amount upon dying | These Siracusan civilians seem to have strayed into the fighting despite having been evacuated along with the rest of the crowd earlier. For whatever reason, whenever an accident of any sort happens, everyone's wrath falls upon you. | ||
Monastery Inhabitant | SA18 | Normal | 5000 | 0 | 50 | Stays on the field and does not move towards the Objective Point · Panic level continuously increases in battle · Becomes Terrified when Panic level is full, and will continuously lose HP · Will deplete a Life Point upon dying; Does not count towards the defeated enemies counter | A civilian sheltering in the monastery, treating the place as home. Simple and feeble, yet they strive to live. Yearning for spiritual sustenance, they pursue their faith, but are easily provoked into rushing around blindly. | |||
Monastery Inhabitant | SA19 | Normal | 5000 | 0 | 50 | Stays on the field and does not move towards the Objective Point · Panic level continuously increases in battle · Becomes Terrified when Panic level is full, and will continuously lose HP · Will deplete a Life Point upon dying; Does not count towards the defeated enemies counter | A civilian sheltering in the monastery, treating the place as home. Simple and feeble, yet they strive to live. Yearning for spiritual sustenance, they pursue their faith, but are easily provoked into rushing around blindly. | |||
Elite Famiglia Soldier | SA2 | Normal | Physical | 4400 | 375 | 180 | 10 | 1.8 | Increases Blood Debt by a miniscule amount when defeated | Battle-hardened, low-level mafiosi who are strong and swift-footed, worthy of being called elite fighters. When they are buried, the famiglia might send a letter of condolence home, nothing more. |
Famiglia Crossbowman | SA3 | Normal | Physical | 4000 | 300 | 200 | 10 | 2.8 | While under the Asset Liquidation status, attacks are converted into Arts damage | Famiglia-trained crossbowmen, capable of striking from a distance. Crossbows for famiglia use are extremely sophisticated; when given emergency orders, these snipers will use basic Arts to complete their missions, not knowing where that knowledge came from. |
Elite Famiglia Crossbowman | SA4 | Normal | Physical | 5500 | 380 | 200 | 10 | 2.8 | While under the Asset Liquidation status, attacks are converted into Arts damage | Famiglia-trained crossbowmen with a wealth of experience. Their shots are more accurate, and more deadly as well. Famiglie always respect the ironclad order, so these crossbows are never upgraded into better models, and Arts remain just as essential as ever. |
Famiglia Intimidator | SA5 | Normal | Physical | 9000 | 500 | 900 | 10 | 3 | More likely to be attacked by allied units · Increases Blood Debt when defeated | Famiglia-trained strongmen, their imposing statures a bluff of sorts. In actuality, famiglie value their mastery of Siracusan language over raw violence. |
Famiglia Terrorizer | SA6 | Normal | Physical | 12000 | 600 | 1100 | 10 | 3 | More likely to be attacked by allied units · Increases Blood Debt when defeated | An exceptionally herculean famiglia strongman, known for his fiery temper. He does not begrudge the visits he pays to the relatives of others, but during key moments, his word is more resolute than stone. |
Famiglia Caster | SA7 | Normal | Arts | 4500 | 320 | 250 | 40 | 3.5 | Attacks two targets simultaneously. · Can stop attacking to continually increase Blood Debt | For Famiglia-trained Casters, their Originium Arts are the basis of their standing within the famiglia. Though these Casters have fairly mediocre Arts, they at least are effective at inciting hatred. |
Elite Famiglia Caster | SA8 | Normal | Arts | 6000 | 400 | 250 | 40 | 3.5 | Attacks two targets simultaneously. · Can stop attacking to continually increase Blood Debt | A skilled Caster can often turn the tide of a battle. Though these claim to hold formidable positions, everyone knows they are nothing without the protection of their famiglia. |
Touch of the Sanguinarch | SCI1 | Normal | Physical | 1500 | 280 | 100 | 10 | 2.5 | Reborn Creation (takes greatly reduced Physical and Arts damage) · Units blocking it gain +1 Block (up to a maximum of +6) | A creation of the Sanguinarch of Vampires' Originium Arts, flexible and difficult to defeat. According to rumors, the Sanguinarch is able to snatch the blood of other creatures, imbuing new life into it and taking it under his control. |
Sarkaz Requisitioned Engineering Drone | SCI15 | Normal | Physical | 6000 | 500 | 150 | 10 | 4.5 | Flying unit. · Invisible, gradually loses HP over time · Attacks charge Londinium Secondary Defense Artillery | An engineering drone requisitioned by the Sarkaz Royal Court. They are a part of Londinium's defense system, modified to be more stealthy, but at the cost of greater wear-and-tear. |
Sarkaz Requisitioned Cutting-Edge Drone | SCI16 | Normal | Physical | 9000 | 650 | 220 | 10 | 4.5 | Flying unit. · Invisible, gradually loses HP over time · Attacks charge Londinium Secondary Defense Artillery | A more sophisticated engineering drone requisitioned by the Sarkaz Royal Court. They are a part of Londinium's defense system, modified to be more stealthy, but at the cost of greater wear-and-tear. |
Bloodthirsty Heir | SCI17 | Normal | Arts | 4000 | 90 | 100 | 0 | 0.6 | Attacks restore HP proportional to damage dealt | A creation of the Sanguinarch of Vampires' Originium Arts. They always thirst for more blood, strengthening themselves by stealing the blood of others. |
Engorged Heir | SCI18 | Normal | Arts | 6000 | 120 | 100 | 0 | 0.6 | Attacks restore HP proportional to damage dealt | A creation of the Sanguinarch of Vampires' Originium Arts. Though their bodies are already engorged with the blood of others, their thirst never ceases. |
Sarkaz Royal Court Soldier | SCI19 | Normal | Arts | 4200 | 240 | 220 | 40 | 2.5 | Attacks deal Necrosis | A soldier of the Sarkaz Royal Court. Londinium's munitions factories work day and night to produce weapons for the Sarkaz war effort. They boast a distinctly Sarkaz fighting style, but with greater discipline. |
Touch of Benevolence | SCI2 | Normal | Physical | 1500 | 380 | 100 | 10 | 2.5 | Reborn Creation (takes greatly reduced Physical and Arts damage) · Units blocking it gain +1 Block (up to a maximum of +6) | One of the Sanguinarch of Vampires' more elaborate creations, flexible and difficult to defeat. According to rumors, the Sanguinarch is able to snatch the blood of other creatures, imbuing new life into it and taking it under his control. Those given new life should praise the Sanguinarch for his benevolence. |
Sarkaz Royal Court Elite Soldier | SCI20 | Normal | Arts | 5500 | 380 | 280 | 40 | 2.5 | Attacks deal Necrosis | An elite soldier of the Sarkaz Royal Court. Under Manfred's training, they are not only more formidable warriors, but also more professional. |
Sarkaz Heirbearer Bombardier | SCI21 | Normal | Physical | 6000 | 450 | 150 | 40 | 3 | Deals long-ranged attacks that explode after a delay, inflicting Physical damage in an area. · Will be reborn as a after falling in battle for the first time | A long-range bombardier of the Sarkaz Royal Court that has received the blessing of the Sanguinarch of Vampires. Wherever they aim will be left a sea of flames, and their targets inevitably reduced to rubble. |
Sarkaz Heirbearer Annihilator | SCI22 | Normal | Physical | 8000 | 550 | 150 | 40 | 3 | Deals long-ranged attacks that explode after a delay, inflicting Physical damage in an area. · Will be reborn as a after falling in battle for the first time | An elite long-range bombardier of the Sarkaz Royal Court that has received the blessing of the Sanguinarch of Vampires. They do not aim at any particular target or tangible enemy. The only thing reflected in their eyes is ruination itself. |
Gift of the Sanguinarch | SCI3 | Normal | Physical | 3000 | 680 | 200 | 20 | 4 | Reborn Creation (takes greatly reduced Physical and Arts damage) · Units blocking it gain +1 Block (up to a maximum of +6) | A creation of the Sanguinarch of Vampires' Originium Arts that bears greater vitality. One who was powerful in life will continue to be a great threat to their enemies even after being reshaped by the power of the Sanguinarch's blessing. |
Gift of Magnanimity | SCI4 | Normal | Physical | 3000 | 800 | 200 | 20 | 4 | Reborn Creation (takes greatly reduced Physical and Arts damage) · Units blocking it gain +1 Block (up to a maximum of +6) | A creation of the Sanguinarch of Vampires' Originium Arts that bears exceptional vitality. One who was powerful in life will continue to be a great threat to their enemies even after being reshaped by the power of the Sanguinarch's blessing. Therefore, those who continue ought to thank the Sanguinarch for his magnanimity. |
Sarkaz Heirbearer Warrior | SCI5 | Normal | Physical | 3600 | 340 | 120 | 30 | 2 | Will be reborn as a after falling in battle for the first time | A warrior of the Sarkaz Royal Court blessed with the living blood of the Sanguinarch of Vampires. After falling in battle for the first time, his blood will continue to advance in his place. |
Sarkaz Heirbearer Warrior Captain | SCI6 | Normal | Physical | 4500 | 400 | 210 | 30 | 2 | Will be reborn as a after falling in battle for the first time | A captain of the Sarkaz Royal Court blessed with the living blood of the Sanguinarch of Vampires, more dangerous than a normal Sarkaz Royal Court Soldier. After falling in battle for the first time, his blood will continue to advance in his place. |
Sarkaz Heirbearer Artificer | SCI7 | Normal | Physical | 6000 | 300 | 250 | 20 | 2 | Continuously charges up Londinium Secondary Defense Artillery; when interrupted, the Defense Artillery will lose a portion of its charge progress · Will be reborn as a after falling in battle for the first time | An artificer of the Sarkaz Royal Court blessed with the living blood of the Sanguinarch of Vampires. They gained a portion of Victoria's engineering expertise and are responsible for operating the reloading system of Londinium's city defense artillery. |
Sarkaz Heirbearer Artificer Captain | SCI8 | Normal | Physical | 8000 | 380 | 350 | 20 | 2 | Continuously charges up Londinium Secondary Defense Artillery; when interrupted, the Defense Artillery will lose a portion of its charge progress · Will be reborn as a after falling in battle for the first time | An artificer captain of the Sarkaz Royal Court blessed with the living blood of the Sanguinarch of Vampires. They gained a great amount of Victoria's engineering expertise and are responsible for operating the reloading system of Londinium's city defense artillery. |
Tribal Shaman | SD1 | Normal | Arts | 5000 | 100 | 200 | 50 | 4 | Attacks cause the target to receive a certain amount of this unit's ATK as Arts damage per second over a few seconds (stacks) | An apprentice caster who has learned some of the ancient Arts of their tribe. Although not yet proficient with Arts, it is enough to fight whoever they disagree with. |
Lush Mossback Beast | SD10 | Normal | Physical | 24000 | 800 | 200 | 3 | Normally does not attack, but counters when attacked · Gradually restores HP over time | A beast with moss all over its body, easily agitated compared to others of its kind because of tiny, hard-to-remove bugs hiding in its vegetation. The moss grows back extremely quickly, and it will sometimes eat some even when uninjured. | |
Cragpincer | SD11 | Normal | Physical | 3000 | 400 | 800 | 70 | 2.5 | Normally does not attack, but counters when attacked | A crab-like creature with rocks on its shell that it uses to camouflage itself. Extremely tenacious, it can sometimes be found far from sources of water. A distant relative of Metal Crabs, but its meat is delicious. |
Crystalline Cragpincer | SD12 | Normal | Physical | 5000 | 450 | 1000 | 80 | 2.5 | Normally does not attack, but counters when attacked | A Cragpincer with crystals on its shell, not only eye-catching but also extremely beautiful. However, it is also harder to handle. The completely crystallized carapace is a popular ornament once properly processed. It is said that some people also keep these as ornamental pets. |
Basic Harvester | SD15 | Normal | 5000 | 0 | 200 | 1.3 | Automatically locates and attacks Ore Veins, returning spoils to the Harvester Hub | Basic mechanical workers capable of gathering and transporting resources. Their capacity is not very large but they are industrious and diligent. | ||
Lord Ameer Shaman | SD2 | Normal | Arts | 6000 | 150 | 200 | 50 | 4 | Attacks cause the target to receive a certain amount of this unit's ATK as Arts damage per second over a few seconds (stacks) | An elite caster under a Lord Ameer, able to employ a kind of ancient Arts to cast menacing attacks, nicknamed a 'curse' by the locals. |
Barrenlands Musbeast | SD22 | Normal | Physical | 3000 | 400 | 120 | 10 | 2 | When other Barrenlands Musbeasts are nearby, ATK increases (stacks) | A musbeast commonly found in the barrens. Though not particularly aggressive by nature, they become a bottomless pit of ruined foodstuffs when in groups. |
Mine Drudge | SD23 | Normal | Physical | 11500 | 1000 | 400 | 20 | 4 | Deals more damage when attacking resources | A familiar sight in mine shafts for millennia. Laborers have always propped up the pinnacles of civilization with their rugged hands, but found their own feet mired in the mud of the label 'uncivilized.' |
Volatile Originium Slug | SD24 | Normal | Physical | 9800 | 3250 | 285 | 10 | 5 | Cannot be blocked by Operators or Summons; explodes when Blocked and deals great AoE damage | The name of this Originium Slug may actually be a misnomer, as the volatile part is actually the 'harvest' between its legs. When asked about this, its namers claimed that these creatures were too fast to be closely observed. |
Luminous Fowlbeast | SD27 | Normal | 9000 | 0 | 0 | 50 | 3 | Upon taking damage, becomes Invulnerable and cannot move for a period of time | A small creature that can only be seen far from nomadic cities. With a flutter of its wings, it escapes once more into the shadows. | |
Zümrütrüyası Acolyte | SD29 | Normal | Physical | 9500 | 430 | 350 | 10 | 2 | When unblocked, damage taken is reduced by 50% | An acolyte whose charm reflects her power. The more delicate her flowers, the swifter her blade. |
Vein Guardian | SD3 | Normal | Arts | 25000 | 400 | 300 | 10 | 4 | More likely to be attacked by friendly units; when attacked, inflicts a certain amount of Arts damage to the attacker | A deformed Infected Creature often found wandering around ore veins, stubbornly thinking they have a duty to guard the mine. |
Wandering Apprentice | SD31 | Normal | Arts | 10000 | 400 | 400 | 50 | 4 | Attacks deal Burn, and recovers HP every second · Become Silenced during the Wet Season or when Frozen | The young apprentices who follow behind the Wandering Troubadours are not yet proficient at controlling flames, but can already perform the critical job of moving the oil cannisters. |
Diligent Laborer | SD38 | Normal | 11500 | 1 | 400 | 20 | 0.05 | Moves at regular speed only when in visible range | Laborers such as these can be seen everywhere across the barrens. Their diligence is their greatest virtue. | |
Flying Originium Slug | SD39 | Normal | Physical | 3000 | 150 | 200 | 0 | 1.4 | Low-Altitude Hovering | Wild and infected, it can glide a short distance on the wind with its small wings, enough to fly over obstacles and evade capture. |
Maddened Vein Guardian | SD4 | Normal | Arts | 40000 | 500 | 300 | 10 | 4 | More likely to be attacked by friendly units; when attacked, inflicts a certain amount of Arts damage to the attacker | A deformed Infected Creature often found wandering around ore veins. Guarding the mines has become an obsession of theirs, and they are willing to die for it. |
'Anything Can Be Broken' | SD5 | Normal | Physical | 10000 | 500 | 400 | 5 | Prioritizes attacking constructs; when attacking constructs, gains greatly increased ATK | A contraption that hurls fruit with rock-hard shells instead of boulders, destroying all constructs in its detection range by targeting their weak points. The designer must surely have been an expert in architecture. | |
'Everything Should Be Smashed' | SD6 | Normal | Physical | 20000 | 550 | 400 | 5 | Prioritizes attacking constructs; when attacking constructs, gains greatly increased ATK | A contraption that hurls fruit with rock-hard shells instead of boulders, destroying all constructs in its detection range by targeting their weak points. After some upgrades, it is powerful enough to destroy large buildings. | |
Leporibeast Shorthorn | SD7 | Normal | 5000 | 200 | 1 | After being attacked, runs away a random distance and rests for a period of time | A herbivorous beast commonly found almost anywhere in the wild. It has small but sharp horns and is not aggressive, but will run and jump to avoid attacks when frightened. The meat is very tender. | |||
Leporibeast Longhorn | SD8 | Normal | 10000 | 200 | 1 | After being attacked, runs away a random distance and rests for a period of time | A herbivorous beast commonly found almost anywhere in the wild. It has grown large horns, but will still run away on reflex, jumping even higher and faster. The meat is very tender. | |||
Mossback Beast | SD9 | Normal | Physical | 15000 | 800 | 200 | 3 | Normally does not attack, but counters when attacked · Gradually restores HP over time | A beast with moss growing on its back, appearing round and gentle but it is actually fierce with a terrible temper. The moss on its body has a hemostatic effect, and it will eat it when injured. | |
'Angry' | SF01 | Normal | Physical | 3200 | 330 | 0 | 20 | 1.3 | A beastly Ink Spirit named by the painter herself. It has a bad temper and likes to eat apricots. It follows its master's wishes and frolics about in the painting scroll, occasionally taking a bite out of it. | |
Anxious 'Angry' | SF02 | Normal | Physical | 4500 | 380 | 0 | 30 | 1.3 | A beastly Ink Spirit named by the painter herself. It has an even worse temper and doesn't want to eat apricots anymore. It follows its master's wishes and frolics about in the painting scroll, occasionally taking a bite out of it. | |
'Bitey' | SF03 | Normal | Physical | 3000 | 290 | 120 | 10 | 2 | A common Ink Spirit named by the painter herself. It's very smart and actually understands human speech. Apparently some kind of communal organism, it gets lonely when left by itself. It has done many a mean thing out of amusement for it's just an Ink Spirit, no matter how smart. | |
Serious 'Bitey' | SF04 | Normal | Physical | 4000 | 370 | 150 | 10 | 2 | A common Ink Spirit named by the painter herself. It's very smart and actually understands human speech. Apparently some kind of communal organism, it gets lonely when left by itself. Now it's actually getting down to business like a real Ink Spirit. | |
'Stabby' | SF05 | Normal | Physical | 4800 | 300 | 240 | 20 | 3 | Prioritize attacking opposite attribute enemies | A crafty Ink Spirit named by the painter herself. Very proud of itself and its tricks. Not above letting its allies charge straight into traps before betraying them. It will prioritize attacking opposite attribute enemies. |
Flanking 'Stabby' | SF06 | Normal | Physical | 6000 | 400 | 280 | 20 | 3 | Prioritize attacking opposite attribute enemies | A crafty Ink Spirit named by the painter herself. Very proud of itself and its tricks. Instinctively suppresses its enemies by attacking their weak spots for damage. It will prioritize attacking opposite attribute enemies. |
'Smarty' | SF09 | Normal | Arts | 2460 | 120 | 0 | 0 | 2 | Can only be blocked by player's units of the same attribute. · Explodes upon death, dealing Arts damage to friendly units. Causes even greater damage if similar units of the opposite attribute are in its vicinity | A strange Ink Spirit named by the painter herself. Seems to be alive. Very lively with its movements and likes to wander around. Not very commonly seen as it explodes if it touches any fellow Ink Spirits with opposite attributes. |
Dazzled 'Smarty' | SF10 | Normal | Arts | 3700 | 150 | 0 | 0 | 2 | Can only be blocked by player's units of the same attribute. · Explodes upon death, dealing Arts damage to friendly units. Causes even greater damage if similar units of the opposite attribute are in its vicinity | A strange Ink Spirit named by the painter herself. Seems to be alive. Very lively with its movements and likes to wander around. It explodes if it touches any fellow Ink Spirits with opposite attributes, so any survivors tend to be even more powerful. |
Sarkaz Maze Guide | SFF1 | Normal | Arts | 5000 | 260 | 100 | 50 | 3.2 | Extends the duration of the current Epoch upon entering the Objective. | A Lich who was once a custodian of the Temple of Knowledge, now lost to the illusions of the furnace for times unknown. He may hail from a Kazdel different from the one you know. |
Finale Cadence | SFF11 | Normal | Arts | 500000 | 250 | 0 | 0 | 5 | Drops a random Collectible when it enters the Protection Objective; Remaining HP carries over to the next operation | The only way to the end. |
Sarkaz Maze Returner | SFF2 | Normal | Physical | 10000 | 800 | 700 | 20 | 3.5 | Attacks hit 2 times when on a Mark of Epoch. | A Wendigo warrior bound by a promise to his homeland. The heavy tombstone on his back, engraved with the names of his kindred, has often forced him to his knees, but even more often compelled him to rise. |
Dreadkaz | SFF3 | Normal | Physical | 15000 | 800 | 350 | 50 | 2.2 | When spawned, deals Arts damage to all allied units around its tile and creates a temporary Mark of Epoch. | Born neither from Sarkaz soul nor blood, yet it can deprive both. It is an enigmatic impostor, an unknown plague, a latent curse. It must not be released. |
Holy Automaton | SFF6 | Normal | 10000 | 800 | 500 | 0 | 5 | Cannot be blocked. · Movement Speed gradually increases. Deals Physical damage to all units upon entering the Objective. | Automaton protecting the Holy City. It can execute its built-in sacrificial ritual to unleash a powerful holy shockwave, commonly known by some Sarkaz as 'self-destruction.' | |
Di Beast | SH01 | Normal | Physical | 6500 | 250 | 50 | 0 | 1.5 | One of Ya's off-handed creations. With a body the color of the golden sands and extremely keen hearing, it stalks the streets like a shadow, collecting and relaying information. | |
Raging Di Beast | SH02 | Normal | Physical | 8500 | 280 | 80 | 0 | 1.5 | One of Ya's off-handed creations, its bloodlust honed by the golden sands. It is extremely keen of hearing and stalks the streets like a shadow, both fighting and collecting and relaying information. | |
Shanhaizhong Skirmisher | SH03 | Normal | Physical | 4500 | 400 | 200 | 20 | 2.5 | Can appear in the battlefield · Gains increased Attack Range when on Yumen Catastrophe Defenses | An ordinary Shanhaizhong member with a complex past. Their ridiculous slogan of 'the mounts, seas, and all in between shall be our master's' has spurred a large group of bandits to make trouble all over Yan. |
Shanhaizhong Vigilante | SH04 | Normal | Physical | 6000 | 480 | 200 | 20 | 2.5 | Can appear in the battlefield · Gains increased Attack Range when on Yumen Catastrophe Defenses | An ordinary Shanhaizhong member with a complex past. Their ridiculous slogan of 'the mounts, seas, and all in between shall be our master's' has spurred a large group of bandits to make trouble all over Yan, and many of them are involved in lawsuits. |
Shanhaizhong Relayer | SH05 | Normal | Physical | 7500 | 350 | 150 | 20 | 3 | Deploys a Shanhaizhong Cipher Machine on the first deployable Yumen Catastrophe Defenses | A Shanhaizhong member responsible for relaying tactical orders. With their use of ciphers, they're more like trained professionals than a disorganized band of rogues. |
Shanhaizhong Harbinger | SH06 | Normal | Physical | 11000 | 420 | 250 | 20 | 3 | Deploys a Shanhaizhong Cipher Machine on the first deployable Yumen Catastrophe Defenses | A Shanhaizhong member responsible for analyzing intel and relaying tactical orders. With their use of ciphers, they're more like trained professionals than a disorganized band of rogues. |
Shanhaizhong Desperado | SH07 | Normal | Physical | 12000 | 600 | 800 | 35 | 4 | A Shanhaizhong member tasked with defense. The Shanhaizhong have recruited many desperadoes, using their burly physiques and heavy shields to provide shelter for their comrades. | |
Shanhaizhong Phalanx | SH08 | Normal | Physical | 15000 | 750 | 1000 | 35 | 4 | A Shanhaizhong member tasked with defense. The Shanhaizhong have recruited many desperadoes, many of them were the disasters of their places. With their burly physiques and special heavy shields, they are a threatening line of defense. | |
| 'Winter's Void' | SH17 | Normal | 100 | |||||||
Sarkaz Absurdist Operative | SHD1 | Normal | Physical | 6000 | 600 | 300 | 35 | 3.5 | Attacks reduce DP when carrying ammo. Ammo capacity: 3 | Operatives attached to the Military Commission, specializing in gathering intelligence and softening the enemy frontlines. The actual leaders of this unit are a mystery, and are surprisingly always the first to show up wherever the Military Commission is operating. |
Sarkaz Absurdist Operative Leader | SHD2 | Normal | Physical | 7500 | 650 | 350 | 35 | 3.5 | Attacks reduce DP when carrying ammo. Ammo capacity: 3 | Operatives attached to the Military Commission, primarily tasked with assassinating high-value targets. When on a mission, they often arrive before their subordinates to soften the enemy frontlines with incredible speed, while simultaneously planning their next action. |
Sarkaz Absurdist Splitcaster Apprentice | SHD3 | Normal | Arts | 9000 | 550 | 200 | 50 | 3.8 | When HP is below half, creates a at their location | A product of the cooperation between the Damazti Cluster and the Military Commission. Under the guidance of the Damazti Cluster, these extraordinarily gifted Sarkaz have learned to split themselves in two with Arts. However, every split places a heavy burden on the caster's body, and each imperfect replica merely makes them an easier target on the battlefield. |
Sarkaz Absurdist Splitcaster | SHD4 | Normal | Arts | 12000 | 650 | 250 | 60 | 3.8 | When HP is below half, creates a at their location | A product of the cooperation between the Damazti Cluster and the Military Commission, able to effortlessly split themselves in two with Arts. They can easily adapt their imperfect replicas to draw the enemy's attention and give themselves an advantage. |
Guerrilla Hound | SI1 | Normal | Physical | 2900 | 350 | 150 | 20 | 1.4 | A basic guerrilla-ops war hound equipped with lightweight Sarkaz armor, having decent defenses while still being able to move quickly. | |
Guerrilla Hound Pro | SI2 | Normal | Physical | 3800 | 420 | 150 | 20 | 1.4 | A better-trained warhound utilized by guerilla fighters. Sporting lightweight Ursus armor, they have a degree of defensive capabilities without sacrificing mobility, and are more aggressive than normal Guerilla Hounds. | |
Guerrilla Fighter | SI3 | Normal | Physical | 3300 | 300 | 300 | 20 | 2 | When Inspired, gains Movement Speed. | A basic guerilla fighter. After receiving tactical commands, they will gain increased capabilities and utilize a full range of offensive maneuvers. |
Guerrilla Fighter Leader | SI4 | Normal | Physical | 4500 | 330 | 350 | 20 | 2 | When Inspired, gains Movement Speed. | A veteran guerilla fighter. After receiving tactical commands, they will gain increased capabilities and utilize a full range of offensive maneuvers. |
Guerrilla Sniper | SI5 | Normal | Physical | 3000 | 340 | 300 | 20 | 2.5 | When Inspired, attacks one additional target. | A basic guerilla sniper who has received professional, military-grade sharpshooting skills. After receiving tactical commands, they will gain increased capabilities and attack two targets at once. |
Guerrilla Sniper Leader | SI6 | Normal | Physical | 4000 | 390 | 300 | 20 | 2.7 | When Inspired, attacks one additional target. | A veteran guerilla sniper who has extensive professional, military-grade sharpshooting skills. After receiving tactical commands, they will gain increased capabilities and attack two targets at once. |
Guerrilla Herald | SI7 | Normal | Physical | 7000 | 300 | 120 | 50 | 2.7 | Increases the ATK and DEF of enemy units when on the battlefield. | Patriot's guerilla fighters employ a special language to communicate and synergize their coordinated operations on the battlefield. The heralds are important links within their communication system. While present, they will issue tactical commands to increase the offensive and defensive abilities of nearby allies. |
Guerrilla Herald Leader | SI8 | Normal | Physical | 10000 | 360 | 120 | 50 | 2.5 | Increases the ATK and DEF of enemy units when on the battlefield. | Compared to regular heralds, these leaders have greater individual combat capabilities. The heralds are important links within their communication system. While present, they will issue tactical commands to increase the offensive and defensive abilities of nearby allies. |
Pathfinder Legionarius | SK1 | Normal | Physical | 3500 | 380 | 150 | 0 | 2.5 | A warrior who has flocked to the Guide, inspired by his philosophy. Fights to bring the common goal of the Pathfinders to fruition. | |
Snack Cart | SK13 | Normal | Arts | 3500 | 300 | 100 | 20 | 1 | Detonates when blocked, inflicting Arts damage and Burn to all nearby targets · Explosion deals a large amount of Arts damage to nearby 'Gelato Stops' | A small cart that automatically tracks its delivery target. Of course, you will be able to help yourself to its contents – if you survive the explosion. |
Luscious Snack Cart | SK14 | Normal | Arts | 3800 | 300 | 200 | 20 | 1 | Detonates when blocked, inflicting Arts damage and Burn to all nearby targets · Explosion deals a large amount of Arts damage to nearby 'Gelato Stops' | A small cart that automatically tracks its delivery target. Of course, you will be able to help yourself to its contents – if you survive the massive explosion. |
Pathfinder Legionarius Prefect | SK2 | Normal | Physical | 4800 | 400 | 200 | 0 | 2.5 | A powerful warrior who has flocked to the Guide, inspired by his philosophy. Fights to bring the common goal of the Pathfinders to fruition. | |
Pathfinder Sagittarius | SK3 | Normal | Physical | 3800 | 300 | 50 | 0 | 3 | While this unit is holding Ammo, ATK increases. Ammo capacity: 1 | A warrior proficient at using guns in long-range combat. Their attacks are precise, and especially deadly when loaded with special ammunition. |
Pathfinder Sagittarius Prefect | SK4 | Normal | Physical | 5500 | 350 | 100 | 0 | 3 | While this unit is holding Ammo, ATK increases. Ammo capacity: 1 | An elite warrior proficient at using guns in long-range combat. Their attacks are precise, and especially deadly when loaded with special ammunition. |
Pathfinder Artifex | SK5 | Normal | Arts | 6000 | 320 | 200 | 50 | 2.6 | While this unit is holding Ammo, attacks inflict Burn. Ammo capacity: 1 | A caster employing unusual Originium Arts. Able to extract energy from special Arts Units to inflict tremendous devastation. |
Pathfinder Artifex Prefect | SK6 | Normal | Arts | 7500 | 385 | 250 | 50 | 2.6 | While this unit is holding Ammo, attacks inflict Burn. Ammo capacity: 1 | A caster employing unusual Originium Arts. Able to extract energy from special Arts Units to inflict horrific devastation. |
Pathfinder Veles | SK7 | Normal | Physical | 6000 | 380 | 200 | 0 | 2 | Able to land directly onto the battlefield. · Prioritizes attacking 'Gelato Stops'. Deals additional Arts Damage to 'Gelato Stops'. | A warrior who specializes in dropping into battle from the skies. They take greater pleasure from seeing their foes flustered by the loss of their supplies than actually defeating them. |
Pathfinder Veles Prefect | SK8 | Normal | Physical | 8000 | 450 | 250 | 0 | 2 | Able to land directly onto the battlefield. · Prioritizes attacking 'Gelato Stops'. Deals additional Arts Damage to 'Gelato Stops'. | An elite warrior who specializes in dropping into battle from the skies. In addition to defeating their enemies, they will also destroy their supplies in the blink of an eye, blowing the battle wide open. |
Shell Sea Runner | SM1 | Normal | Physical | 3000 | 280 | 0 | 20 | 1.3 | A Sea Terror that grew four limbs, but lacks an internal skeleton. It seems to have once hunted quadrupeds on land. | |
Nethersea Predator | SM18 | Normal | Physical | 4000 | 450 | 50 | 0 | 3 | Cannot be blocked while on Nethersea Brand · Gains Physical and Arts dodge (disabled by certain negative statuses) | A Sea Terror that has learned to use its chitinous skull to deal physical attacks, storing scraps of food in its body comprised of countless tiny creatures. |
Nourished Predator | SM19 | Normal | Physical | 5000 | 550 | 80 | 0 | 3 | Cannot be blocked while on Nethersea Brand · Gains Physical and Arts dodge (disabled by certain negative statuses) | A Sea Terror that has learned to hunt efficiently. They themselves do not appear to require nutrients, instead reserving them for their lower-level kin. Before they die, they turn themselves into one last food source. |
Nourished Runner | SM2 | Normal | Physical | 4000 | 340 | 0 | 20 | 1.3 | A Sea Terror that grew four limbs and has sated its hunger. It controls its body's movements using hydraulic pressure and possesses superior reflexes. | |
Regressed Predator | SM20 | Normal | Physical | 4500 | 450 | 50 | 0 | 3 | Cannot be blocked while on Nethersea Brand · Leaves its remains on location when defeated · [Directed Evolution] Gains Physical and Arts dodge (disabled by certain negative statuses) | A special individual among the Predators. Heeding the call of We Many, its body is ready to be preyed upon. |
Nethersea Spewer | SM24 | Normal | Physical | 4000 | 650 | 100 | 50 | 2 | Can attack all targets located on Nethersea Brand · Attacks 3 enemies simultaneously | Possesses a hard, chitinous shell that it uses to protect itself, possibly capable of sporulation or a similar function. A commonly seen Sea Terror where the nethersea brand proliferates. |
Nourished Spewer | SM25 | Normal | Physical | 5000 | 800 | 100 | 50 | 2 | Can attack all targets located on Nethersea Brand · Attacks 3 enemies simultaneously | A Sea Terror that has largely lost control of its functions, spewing out its spore-like progeny at a rate that surpasses its physical capacity, causing it to wear itself out prematurely. |
Regressed Spewer | SM26 | Normal | Physical | 4000 | 650 | 100 | 50 | 2 | Can attack all targets located on Nethersea Brand · Leaves its remains on location when defeated · [Directed Evolution] Attacks 3 targets simultaneously | A special individual among the Spewers. Heeding the call of We Many, its body is ready to be preyed upon. |
Deep Sea Slider | SM3 | Normal | Physical | 2800 | 280 | 130 | 10 | 2 | Attacks inflict additional Nervous Impairment | A Sea Terror that crawled onto the shore. It brandishes its tough appendages menacingly. |
Unicellular Predator | SM33 | Normal | Physical | 4300 | 280 | 0 | 10 | 1.1 | A simple Seaborn believed to be responsible for foraging. It requires very little energy for its activities. | |
Allotropic Predator | SM34 | Normal | Physical | 5700 | 350 | 0 | 10 | 1.1 | Simple but nourished, this new generation of Seaborn collects nutrients even more efficiently. | |
Exocellular Depositor | SM35 | Normal | Physical | 4500 | 400 | 500 | 10 | 5 | Spawns an Excrescent Carapace at its location when defeated. · More likely to be attacked by allied units | A simple Seaborn that accumulates a large amount of chitin to form an excrescent carapace. |
Toxocellular Drifter | SM36 | Normal | Physical | 5100 | 300 | 80 | 30 | 3.5 | Flying unit. · Prioritizes units on High Ground. · Attacks inflict Nervous Impairment. | A Seaborn with a highly developed cytostome, believed to be responsible for transportation. Shoots venomous cilia to protect itself. |
Allotropic Drifter | SM37 | Normal | Physical | 6200 | 380 | 120 | 30 | 3.5 | Flying unit. · Prioritizes units on High Ground. · Attacks inflict Nervous Impairment. | A Seaborn nourished in the migration process, possessing more energy for evolution or self-protection. |
Divicellular Hoarder | SM38 | Normal | Arts | 8000 | 190 | 150 | 35 | 1.6 | Splits when HP drops below 50% for the first time. | A Seaborn highly attuned to its environment, believed to be responsible for stockpiling resources. May split at any time when under stress. |
Allotropic Hoarder | SM39 | Normal | Arts | 10000 | 230 | 175 | 45 | 1.6 | Splits when HP drops below 50% for the first time. | A Divicellular Hoarder that has stockpiled excessive nutrients, capable of responding to intense stimuli. |
Nourished Slider | SM4 | Normal | Physical | 3600 | 360 | 150 | 10 | 2 | Attacks inflict additional Nervous Impairment | A Sea Terror that crawled onto the shore and has sated its hunger. Its appendages can cause protein denaturation. |
Matrocellular Nurse | SM40 | Normal | Physical | 14500 | 800 | 1250 | 15 | 4.5 | On death, randomly releases a , , or with increased Movement Speed. | A complex Seaborn with a variety of organs, believed to be responsible for brood care. Its core is concealed within its body. |
Allotropic Nurse | SM41 | Normal | Physical | 16000 | 900 | 1400 | 20 | 4.5 | On death, randomly releases an , , or with increased Movement Speed. | A complex Seaborn that has nurtured countless broods. Its specialized organs have developed into esoteric shapes. Its core is concealed even deeper, and the Seaborn it fosters are even more dangerous. |
Ridge Sea Spitter | SM5 | Normal | Physical | 4400 | 280 | 160 | 20 | 3 | A mysterious Sea Terror. In the sea, it can spit at even greater speeds, fast enough to destroy reefs. | |
Nourished Spitter | SM6 | Normal | Physical | 5000 | 320 | 200 | 20 | 3 | A mysterious Sea Terror that has sated its hunger. Its spit is a way to deal with natural disasters, rather than as a means of hunting. | |
Floating Sea Drifter | SM7 | Normal | Physical | 3000 | 220 | 200 | 20 | 3 | Flying unit. · Attacks inflict additional Nervous Impairment | A Sea Terror that floats in the air. It seems that the next generation will be even more proficient at swimming through the air. |
Nourished Drifter | SM8 | Normal | Physical | 4000 | 250 | 250 | 20 | 3 | Flying unit. · Attacks inflict additional Nervous Impairment | A Sea Terror that floats in the air and has sated its hunger. Its body contains a blazing-hot organ. |
| Self-Driving Recon Cart | SMC0 | Normal | Physical | 100 | 500 | 0 | 0 | 1 | When colliding with an enemy, inflicts Physical damage and gradually increases Recon proficiency. | When colliding with an enemy, inflicts Physical damage and gradually increases Recon proficiency. |
'Flying Boots' Mercenary | SMN1 | Normal | Physical | 4000 | 300 | 100 | 40 | 2 | Capable of evading physical attacks. Loses Physical Dodge against a Stabilizer Chain. | Propelled by compressed air cans beneath their feet, 'Flying Boots' mercenaries raid and plunder on the winds. |
'Tinkerer' | SMN17 | Normal | Arts | 5000 | 150 | 200 | 60 | 3.5 | Low-Altitude Hovering · Attack range reduced when it loses Low-Altitude Hovering. | Sarkaz artificers obsessed with building a flying machine. The patches on the balloon mend not just the vehicle, but the heart of a dreamer as well. |
'Mechanic' | SMN18 | Normal | Arts | 6000 | 180 | 240 | 60 | 3.5 | Low-Altitude Hovering · Attack range reduced when it loses Low-Altitude Hovering. | Sarkaz artificers who have finally invented a working flying machine, perhaps the predecessor to far more powerful war machines in the distant future. |
'Flying Boots' Elite Mercenary | SMN2 | Normal | Physical | 5200 | 360 | 120 | 40 | 2 | Capable of evading physical attacks. Loses Physical Dodge against a Stabilizer Chain. | Mercenaries propelled by compressed air cans beneath their feet. Their favorite targets are Ursus convoys and their simple, durable Ursine products. |
'Pothelm' Marksman | SMN3 | Normal | Physical | 4000 | 350 | 200 | 60 | 3 | Mercenaries with a Victorian lens on their helms. Thanks to how well their helms block out sound, they have never heard the snickers of other Scar Market mercs behind their backs. | |
'Pothelm' Arbalest | SMN4 | Normal | Physical | 4800 | 420 | 240 | 60 | 3 | Well-equipped mercenaries with a Victorian lens on their helms. Thanks to how well their helms block out sound, they have never heard the snickers of other Scar Market mercs behind their backs. | |
Scrap Assembler | SMN5 | Normal | Physical | 6000 | 600 | 1200 | 60 | 1.2 | Temporarily takes flight when blocked or facing a Stabilizer Chain for the first time. DEF is greatly reduced after landing. | Mercenaries fascinated with building new equipment and moving heavier equipment by adding more power. |
Scrap Inventor | SMN6 | Normal | Physical | 7200 | 660 | 1400 | 60 | 1.2 | Temporarily takes flight when blocked or facing a Stabilizer Chain for the first time. DEF is greatly reduced after landing. | Inventors who have built a lot of new equipment, but have yet to finish design work on devices for flying and landing. |
Armor Piercer | SP11 | Normal | Physical | 8 | 0 | 0 | 0 | 1 | Explodes when it reaches the target, stunning the target and Operators in the 8 surrounding tiles, and dealing Physical damage every second · Must be attacked several times to defeat | |
'Echoes' | SP18 | Normal | Arts | 10 | 200 | 0 | 0 | 4 | Must be attacked several times to defeat · Can only be blocked by units with at least 2 Block · [Polytonality]: Switches between [Golden Wail] and [Penumbral Lament] forms · ASPD increased in [Golden Wail] form, transforms into [Penumbral Lament] form after taking damage several times · Movement Speed is reduced while ATK is increased in [Penumbral Lament] form, transforms into [Golden Wail] form after taking damage several times · Upon taking damage, deals Arts damage in an area around itself, inflicting Necrosis · All periodically play in ensemble, dealing AoE Arts damage and inflicting Necrosis | A lingering beat, a dull echo. Who conducts it, and why does it sing? |
Snoozing Molar | SS01 | Normal | Physical | 3000 | 300 | 120 | 5 | 1.5 | Attacks inflict Nervous Impairment. · Once awakened, gains increased Movement Speed and loses damage reduction effect | Tooth-shaped object in a dream, a manifestation of the wish to eat sweets to one's heart's delight without fear of cavities. That is why they would rather stay forever in a fairy tale than wake up. |
Slumbering Molar | SS02 | Normal | Physical | 4200 | 390 | 120 | 5 | 1.5 | Attacks inflict Nervous Impairment. · Once awakened, gains increased Movement Speed and loses damage reduction effect | Molar-shaped object in a dream, refusing to leave the dream out of fear of having to face its own decay. Perhaps it is better not to wake them up. |
Background Clown | SS03 | Normal | 4500 | 300 | 120 | 30 | 3 | Continuously inflates a balloon in place of attacking; when balloon is full, gains Barrier and Low-Altitude Hovering · Loses Low-Altitude Hovering when Barrier is lost | Strange puppets that build the set for the neverwaking story. They hate having light shine where they rest, so they ride the balloons they made, trying to block out the moonlight shining through the window. | |
Background Master | SS04 | Normal | 5800 | 350 | 120 | 35 | 3 | Continuously inflates a balloon in place of attacking; when balloon is full, gains Barrier and Low-Altitude Hovering · Loses Low-Altitude Hovering when Barrier is lost | Strange puppets that build the set for the neverwaking story. They are trying to adjust the light with balloons. Someone tell them about curtains, please? | |
Clockwork Servant | SS05 | Normal | Physical | 7000 | 550 | 450 | 5 | 1.2 | Attacks inflict Nervous Impairment. · Once awakened, gains increased Movement Speed, loses damage reduction effect, and temporarily increases ATK for all awakened | Clockwork puppets seen throughout the castle, watchers of the dream who are always dozing and slacking off. They can be found mixed in with the castle's decorations and accessories, so be careful not to disturb their rest. |
Dark Clockwork Servant | SS06 | Normal | Physical | 7700 | 605 | 450 | 5 | 1.2 | Attacks inflict Nervous Impairment. · Once awakened, gains increased Movement Speed, loses damage reduction effect, and temporarily increases ATK for all awakened | Dark clockwork puppets seen throughout the castle, watchers of the dream. The dark circles around their eyes show how hard they have been working to keep the peace in the dream. Do not disturb their rest. |
Playful Coretton | SS07 | Normal | Arts | 3000 | 70 | 200 | 35 | 0.4 | Seeks out and attacks Operators who block the moonlight | Strange creations that like to gather and dance in the moonlight. They show no mercy towards those who dare to block out the light. |
Joyful Coretton | SS08 | Normal | Arts | 3300 | 77 | 200 | 35 | 0.4 | Seeks out and attacks Operators who block the moonlight | Strange creations that like to gather in the night. They use light to turn themselves an eerie color, but in the end they are little more than trinkets who know a few tricks. |
Bloodborn Spawn | SSK1 | Normal | Arts | 4000 | 100 | 200 | 20 | 2 | Deals Arts damage and gains increased ATK depending on the number of units the target is blocking. · Attacks restore HP proportional to damage dealt · Leaves behind when defeated. | A creation of the Sanguine Court's Originium Arts. It is said that just a few drops of fresh blood can spawn an entire swarm of these mindless worms. Once they've latched on, they will never let go until their hunger and thirst have been sated. |
Blood Amber | SSK10 | Normal | 3000 | 100 | 3000 | 90 | 1 | When affected by the pulse of a Bloodcalling Altar, will be reborn as a Bloodborn Spawn at the altar. | The blood that flows from warriors under the gaze of the Sanguinarch of Vampires will be turned into beautiful crystals waiting to be used once more, waiting to savor the taste of despair once more. | |
Sarkaz Boneguard Fluxcaster | SSK6 | Normal | Arts | 5000 | 350 | 200 | 60 | 3 | If defeated within range of a Bloodcalling Altar, slips into a turbulence in spacetime and cannot be attacked during this period. · Will revive on the field when affected by an altar's pulse. | A Sarkaz Caster responsible for guarding the Feranmut's skeleton, their nature warped due to perpetually drifting through spacetime along with it. In times of emergency, they will call upon the Feranmut's power to disappear from the enemy's sight before reappearing at a more opportune time. |
Sarkaz Boneguard Fluxcaster Captain | SSK7 | Normal | Arts | 7000 | 420 | 300 | 60 | 3 | If defeated within range of a Bloodcalling Altar, slips into a turbulence in spacetime and cannot be attacked during this period. · Will revive on the field when affected by an altar's pulse. | A Sarkaz Caster responsible for guarding the Feranmut's skeleton, their nature warped due to perpetually drifting through spacetime along with it, to the point that their very existence has become tenuous. In times of emergency, they will call upon the Feranmut's power to hide within the turbulent folds of spacetime before reappearing at a more opportune time to deliver a fatal blow. |
Jailed Student | STU1 | Normal | 1000 | 100 | 100 | 0 | 10 | Friendly Unit · Invulnerable | Someone who was imprisoned. Basically, it makes no difference who you are once you are in jail. | |
Jailed Student | STU2 | Normal | 1000 | 100 | 100 | 0 | 10 | Friendly Unit · Invulnerable | Someone who was imprisoned. Basically, it makes no difference who you are once you are in jail. | |
'Unquenched' | SUI5 | Normal | Physical | 10000 | 700 | 550 | 20 | 3 | When ignited by [Wrath of Eons], deals Arts damage to your surrounding units | Sui's wrath. Go forth and face Its wrath head-on, if you are prepared to never return. |
Crowbar Patrolman | SW1 | Normal | Physical | 5000 | 350 | 80 | 0 | 1.8 | When any unit is discovered by Sentry Turrets, increases Movement Speed and dashes towards the discovered unit within a certain search range | Someone who mistakes recklessness for courage. The Sixteen Warriors have never had a dress code, but everyone simply chose to wear stripes of their own accord. |
Crowbar Pursuer | SW2 | Normal | Physical | 6000 | 400 | 150 | 0 | 1.8 | When any unit is discovered by Sentry Turrets, increases Movement Speed and dashes towards the discovered unit within a certain search range | Someone who mistakes cruelty for strength. His shirt, his pants, his hands... As one of the Sixteen Warriors, any of these could be stained in blood. But not the double-striped jacket. No, that must stay pristine. |
Window Smasher | SW3 | Normal | Physical | 4500 | 300 | 40 | 0 | 2.5 | Deals more damage to units discovered by Sentry Turrets · Prioritizes units discovered by Sentry Turrets | Someone who mistakenly believes bottle caps to be bullets. She hates windows where warmth and laughter can be seen on the other side. Smash the window, and she can briefly steal that light and those smiles for herself. |
Window Destroyer | SW4 | Normal | Physical | 6000 | 400 | 100 | 0 | 2.5 | Deals more damage to units discovered by Sentry Turrets · Prioritizes units discovered by Sentry Turrets | Someone who mistakenly believes destruction is possession. She lowered her slingshot as she watched the lamp shatter onto the dirty carpet, but the warmth she imagined coming from it never reached her bloody fingers. |
Floodlight Intimidator | SW5 | Normal | Arts | 8000 | 250 | 250 | 5 | 3.2 | Attacks shoot flares, temporarily disabling Disguise Kits | Someone obsessed with creating artificial light. Infected living in Grypherburg never see the light of day, so it is best to create some yourself. |
Floodlight Supervisor | SW6 | Normal | Arts | 10000 | 350 | 250 | 5 | 3.2 | Attacks shoot flares, temporarily disabling Disguise Kits | Someone obsessed with pointing their flashlight Arts staff at other people's eyes, unconcerned if this could blind them. Accustomed to being 'unseen', it makes no difference to them. |
Bone Sea Drifter | SY1 | Normal | Physical | 4000 | 250 | 150 | 10 | 2 | Attacks inflict additional Corrosion. | Sea Terrors travel in large swarms, seeking carcasses to feast on and becoming food for other Sea Terrors themselves. |
Ocean Stonecutter | SY2 | Normal | Physical | 6000 | 300 | 200 | 10 | 2.5 | When your units enter its attack range for the first time, temporarily stops moving and gains increased DEF. | Sea Terror with a hard shell, protecting the swarm from enemies. |
Baleful Broodling | SY4 | Normal | Physical | 2400 | 200 | 150 | 0 | 1.6 | Unable to move · Gradually loses HP over time · Attacks inflict additional Corrosion. | An extension of the broodmother's body, identical to newly-born offspring. |
Pathshaper Fractal | SY6 | Normal | Physical | 20000 | 600 | 100 | 10 | 3 | Dies after some time · Every 3rd attack summons a | Fractals left behind by the Seaborn Pathshaper. Illusions must eventually vanish. The path is not clear. Search on, search on. |
Ishar'mla's Tears | SY7 | Normal | 10000 | 500 | 1200 | 60 | 5 | Appears around your units · Periodically deals True damage. If there are no targets within attack range, charges up · Disappears when transforms | Manifestation of Ishar'mla's explorative and combative nature. | |
Izumik's Offspring | SY8 | Normal | Physical | 20000 | 800 | 2000 | 70 | 3.5 | Becomes a random enemy when blocked. | One of Izumik's evolutionary branches, bringing genetic data collected across Terra back to the mother. |
Tiacauh Warrior | T1 | Normal | Physical | 2600 | 290 | 60 | 10 | 1.8 | Gains DEF when blocked. | One of Acahualla's most commonly-seen warriors who uses a crude spear to attack. May pose unexpected difficulties if fighting at close range. |
Tiacauh Guard | T2 | Normal | Physical | 3600 | 380 | 110 | 10 | 1.8 | Gains DEF when blocked. | A braver, fiercer warrior who uses a crude spear to attack. Years of training have given these warriors tough physiques, and they fear not even the fiercest attacks. |
Tiacauh Impaler | T3 | Normal | Physical | 2800 | 240 | 100 | 10 | 1.3 | Not much different from a regular warrior, except they've learned to throw their spears. Though their range is limited, they get the job done. | |
Tiacauh Impaler Adept | T4 | Normal | Physical | 3800 | 340 | 150 | 10 | 1.3 | Warriors who have gained greater proficiency in using thrown weapons due to training, and boast greater lethality. However, due to the weight of their weapons, their range hasn't really improved. | |
Tiacauh Fanatic | T5 | Normal | Physical | 5500 | 320 | 380 | 10 | 1 | Every attack reduces the enemy's DEF | A fervent Tiacauh warrior with very fast attack speed. Though each strike is not particularly powerful, those caught off guard will be quickly subdued by a rain of blows. |
Tiacauh Ripper | T6 | Normal | Physical | 7500 | 350 | 460 | 10 | 0.9 | Every attack reduces the enemy's DEF | An extremely fervent Tiacauh warrior with very fast attack speed. Each strike now deals noteworthy damage, and those caught off guard will be quickly subdued by a rain of blows. |
Tiacauh Ritualist | T7 | Normal | Physical / Arts | 6000 | 250 | 200 | 70 | 4 | Gains DEF when blocked, and deals Physical damage with melee attacks. | The very few Originium Arts users in Acahualla will often serve as doctors for their tribe. Despite not developing their Originium Arts, their medical experience lets them strike where it hurts. |
Tiacauh Shaman | T8 | Normal | Physical / Arts | 8000 | 350 | 250 | 80 | 4 | Gains DEF when blocked, and deals high Physical damage with melee attacks | These extremely rare Arts users from Acahualla have a deeper understanding of Originium Arts. With more threatening Arts in their arsenal and years of medical experience, they are a force to be reckoned with if allowed to approach up-close. |
Wield Arms | TA1 | Normal | Physical | 4500 | 400 | 200 | 5 | 3 | Vanishes when encountering another type of enemy, granting the target a portion of this unit's ATK, DEF, and RES, stacking up to 3 times per unit | Scriptgeist born of the influence of a Sui proxy, whose original name was 'Soldier'. The histories write: 'Upon the peaks was the beast cornered and killed.' It was the battlefield where the Feranmut was hunted, and where countless soldiers were buried. The smoke dissipates and the broken armor sinks into the sand, as the bleached bones hope to return in spring. |
Ride Tide - Return | TA10 | Normal | Arts | 9600 | 300 | 100 | 40 | 4.5 | Writes the glyph Friend when first entering an empty Glyph Tile | Scriptgeist born from the brush of a great calligrapher, whose original name was 'Book'. 'Adversity births the chronicle; Darkness completes the tome.' The writings that expose stories of injustice will become the torch that lights the way home for the indomitable souls in the great river of history. |
Frost Play | TA15 | Normal | Arts | 9000 | 280 | 300 | 15 | 3 | Becomes the glyph Broken when stamped, sealing its Glyph Tile | The work of 'White'. Invade and advance at the same time, relying not on advantage, nor placing oneself in disadvantage. 'Honor is vice; deceit is virtue.' |
Frost Play - Fight | TA16 | Normal | Arts | 11000 | 350 | 360 | 15 | 3 | Becomes the glyph Broken when stamped, sealing its Glyph Tile | The work of 'White'. Like jade and gem complementing each other, like the stars illuminating the heavens. 'Honor is vice; deceit is virtue.' |
Matters of Money | TA17 | Normal | 3000 | 100 | 50 | 0 | 3 | Friendly Unit · Grants DP when entering the Objective Point | Scriptgeist born of the beautiful wishes of the people, whose original name was 'Money'. In the Great Hunt a thousand years ago, the wealthy gave their wealth, and the poor their strength, joining forces to defeat the might of heaven. Historians recorded this for posterity and archived it in Sky Mirror Pavilion. | |
Matters of Cooking | TA18 | Normal | 3000 | 100 | 50 | 0 | 3 | Friendly Unit · Provides SP to friendly Operators when approaching them, then disappears | Scriptgeist born of the fire and smoke of kitchens, whose original name was 'Food'. In the Great Hunt a thousand years ago, the people worked their kitchens around the clock to supply the soldiers with food, giving them the courage to fight. Historians recorded this for posterity and archived it in Sky Mirror Pavilion. | |
Wield Arms - Oppress | TA2 | Normal | Physical | 5400 | 500 | 250 | 5 | 3 | Vanishes when encountering another type of enemy, granting the target a portion of this unit's ATK, DEF, and RES, stacking up to 3 times per unit | Scriptgeist driven mad from the influence of Sui, whose original name was 'Soldier'. The histories write: 'Upon the peaks was the beast cornered and killed.' It was the battlefield where the Feranmut was hunted, and where countless soldiers were buried. Swords and spears lie buried, and tears of blood have stopped flowing. The bleached bones shall know spring no more. |
Draw Bow | TA3 | Normal | Physical | 7000 | 120 | 100 | 5 | 4 | Hits 3 times · Prioritizes attacking allies on Glyph Tiles | Scriptgeist born of the influence of a Sui proxy, whose original name was 'Bow. The histories write: 'Where does the bowstring return, across thousands of miles to the Pass?' Every goodbye on that bridge was solemn and earnest. The wind stirs the sand, the long bow a full moon; listen to the string ring, and hope for its bearer's return. |
Draw Bow - Screech | TA4 | Normal | Physical | 9000 | 210 | 150 | 5 | 4 | Hits 3 times · Prioritizes attacking allies on Glyph Tiles | Scriptgeist driven mad from the influence of Sui, whose original name was 'Bow'. The histories write: 'Where does the bowstring return, across thousands of miles to the Pass?' Every goodbye on that bridge was solemn and earnest. The sandstorm rages, and the bowstring wails, yet its bearer is nowhere to be seen, but for the lingering echoes of the string's ring. |
Ride Tide | TA9 | Normal | Arts | 8000 | 250 | 50 | 40 | 4.5 | Writes the glyph Friend when first entering an empty Glyph Tile | Scriptgeist born from the brush of a great calligrapher, whose original name was 'Book'. 'Adversity births the chronicle; Darkness completes the tome.' The writings that expose stories of injustice will become the torch that guides those who are to come. |
Sponsor Drone | TY1 | Normal | 5000 | 0 | 150 | 20 | 1 | Flying unit. · Does not count towards the defeated enemies counter · When destroyed, grants a deployable unit | Ellen Select Technology thanks you for your sponsorship! This quick and affordable drone carries the passion of the fans, bringing anything to the knights on the field: traps, explosives, medicine, or even snacks! The outcome of the battle is in your hands! | |
Luxury Sponsor Drone | TY2 | Normal | 10000 | 0 | 300 | 40 | 1 | Flying unit. · Does not count towards the defeated enemies counter · When destroyed, grants a large number of deployable units | Ellen Select Technology thanks you for your generous sponsorship! This heavy and luxurious drone carries the passion of the fans, bringing anything to the knights on the field: devices, fincatching rods, or carbonated beverages! The outcome of the battle is in your hands! | |
Cheering Sponsor Drone | TY3 | Normal | 5000 | 0 | 150 | 20 | 1 | Flying unit. · Does not count towards the defeated enemies counter · Upon death, significantly increase ASPD and DEF of our units on the field for a period. | Ellen Select Technology thanks you for your heartfelt sponsorship! This drone broadcasts select commercials from the General Chamber of Commerce to knights and spectators at all times, stimulating the crowd and making the competition that much more exciting! | |
Infected Patrol Captain | U1 | Normal | Physical | 3300 | 330 | 150 | 20 | 2 | Can use long-ranged weapons to attack and | An officer tasked with hunting the Infected of Ursus. Greedy and cold-blooded. |
Ursus Civilian | U16 | Normal | 3500 | 0 | 50 | Does not deplete Life Points when spared, but will deplete a Life Point upon dying · Does not count towards the defeated enemies counter | An ordinary Ursus citizen caught in the crossfire. A part of the cruelty and suffering of this world. | |||
Elite Infected Patrol Captain | U2 | Normal | Physical | 4300 | 400 | 150 | 20 | 2 | Can use long-ranged weapons to attack and | A high-ranking officer tasked with hunting the Infected of Ursus. Greedy and cold-blooded. They are not a part of the army, and are generally despised by Ursus soldiers and city officials alike. |
Ursus Mangler | U3 | Normal | Physical | 3500 | 380 | 100 | 20 | 1.5 | A warbeast trained by the Ursus Army. Obedient and relentless, they tear through armor with ease to sate their thirst for flesh and blood. | |
Ursus Mangler Packmother | U4 | Normal | Physical | 4600 | 450 | 100 | 20 | 1.5 | A warbeast pack leader trained by the Ursus Army. Obedient and relentless, they tear through armor with ease to sate their thirst for flesh and blood. Nobody has ever seen a male mangler. | |
Ursus Assault Crossbowman | U5 | Normal | Physical | 4000 | 350 | 200 | 20 | 2.3 | Able to land directly onto the battlefield. | An Ursus soldier who is proficient at infiltrating deep into enemy territory. Equipped with a powerful heavy-duty crossbow. |
Elite Ursus Assault Crossbowman | U6 | Normal | Physical | 5500 | 430 | 200 | 20 | 2.3 | Able to land directly onto the battlefield. | An Ursus soldier who is exceptionally proficient at infiltrating deep into enemy territory. Equipped with an extremely powerful heavy-duty crossbow. |
Ursus Armored Caster | U7 | Normal | Arts | 5000 | 340 | 500 | 50 | 2.8 | A basic caster in the Ursus Army. Clad in simple armor. | |
Elite Ursus Armored Caster | U8 | Normal | Arts | 6500 | 420 | 500 | 50 | 2.8 | A basic caster in the Ursus Army who has displayed excellence. They are clad in armor and wield more powerful Arts. | |
Delegation Recruit | VM1 | Normal | Physical | 5800 | 300 | 100 | 0 | 1.7 | Soldier recruited into the delegation, employing the standard orthodox tactics. They are enjoying the peaceful lull. | |
Delegation Caster | VM11 | Normal | Arts | 7000 | 500 | 250 | 60 | 4 | Attacks in areas deal splash damage in a cross; trait is inactive in Emergency Heater range. | Elite Arts attackers of the delegation, casting with perfect coordination, but still asked to take it easy. |
Delegation Caster Commander | VM12 | Normal | Arts | 8000 | 600 | 350 | 70 | 4 | Attacks in areas deal splash damage in a cross; trait is inactive in Emergency Heater range. | Ferocious Arts attackers of the delegation, casting with resonant harmony, but still ordered to take it easy. |
Delegation Centurion | VM17 | Normal | Physical | 6000 | 550 | 300 | 10 | 3 | Invisible · Prioritizes targets to the right of a Emergency Heater | Centurions are normally tasked with assaulting a fortified position. In the delegation, their main task is to defeat the defenders of the heaters. |
Delegation Centurion Champion | VM18 | Normal | Physical | 7000 | 650 | 400 | 10 | 3 | Invisible · Prioritizes targets to the right of a Emergency Heater | If defeating heater defenders has become the focus of the delegation's training, then it is no surprise that a champion would eventually emerge. |
Delegation Veteran | VM2 | Normal | Physical | 7800 | 400 | 200 | 0 | 1.7 | Soldier whose fate is entwined with the delegation, employing hardened and ruthless tactics. They are on guard against potential escalation. | |
Delegation Assault Recruit | VM3 | Normal | Physical / Arts | 5500 | 400 | 100 | 10 | 3 | Attacks in areas deal Arts damage; attacks in Emergency Heater range deal Physical damage. | New recruits on a special mission, firing warning shots with non-lethal weapons to avoid unnecessary loss of life. Having never seen war with their own eyes, they carry out their mission with expectations of peace. |
Delegation Assault Veteran | VM4 | Normal | Physical / Arts | 7000 | 500 | 200 | 10 | 3 | Attacks in areas deal Arts damage; attacks in Emergency Heater range deal Physical damage. | Veteran on a special mission, firing warning shots with non-lethal weapons to avoid unnecessary loss of life. Having seen death with their own eyes, they respond to orders with the instinctive reactions of war. |
Clockwork Patroller | VM5 | Normal | Physical | 5000 | 300 | 450 | 0 | 2 | Movement speed is reduced in Emergency Heater range. | Patrol machine developed for the local environment. Moves faster if it is wound up a few times before battle. Low firepower. |
Clockwork Warrior | VM6 | Normal | Physical | 6000 | 350 | 550 | 0 | 2 | Movement speed is reduced in Emergency Heater range. | Patrol machine developed for the local environment. Moves faster if it is wound up a few times before battle. High firepower. |
Audio Technician | WW01 | Normal | Physical | 4000 | 350 | 150 | 15 | 2 | When outside the Filming Area, attacks inflict Nervous Impairment | A temporary crew member recruited from a Wrankwood studio plate. It is his first movie and he is eager to do his job, but he isn't sure why the mic refuses to record. |
Audio Engineer | WW02 | Normal | Physical | 5000 | 400 | 150 | 15 | 2 | When outside the Filming Area, attacks inflict Nervous Impairment | An experienced crew member who has worked on many films. He knows how to use his boom pole, and thrusts it anywhere he can get sound from. |
Zealous Extra | WW03 | Normal | 8000 | 100 | 200 | 40 | 2 | Can only be blocked by allied units inside the Filming Area | An extra holding a clapperboard and pretending to be part of the crew. He started the shooting with his clapperboard in an attempt to get more screen time. He often improvises in front of the camera, trying to catch people's attention. | |
Artistic Extra | WW04 | Normal | 9000 | 100 | 250 | 40 | 2 | Can only be blocked by allied units inside the Filming Area | An extra holding a clapperboard and pretending to be part of the crew. He is not chasing a dream, just doing it for fun. He likes to hear the audience's screams, caring little about what he is doing in front of the camera. | |
Tired Prop Technician | WW05 | Normal | Physical | 8000 | 200 | 200 | 20 | 2 | Places a Lighting Prop on the first empty ground tile within the Filming Area that it passes through | The lighting props are too heavy for even this strong Forte prop technician, who has been crushed by the weight of stress and responsibility. He eagerly seeks any opportunity to take a break. |
Attention-Seeking Prop Technician | WW06 | Normal | Physical | 9500 | 300 | 300 | 20 | 2 | Places a Lighting Prop on the first empty ground tile within the Filming Area that it passes through | It is not rest but attention that this strong Forte prop technician needs. Everything he does in front of the camera catches people's eyes. |
| Scrapped Film | WW17 | Normal | Physical | 6 | 1200 | 0 | 0 | 1 | Film explodes when it hits an Operator or reaches the target location, dealing damage and inflicting Nervous Impairment. Deals splash damage and inflicts Nervous Impairment on nearby operators · Film must be attacked 6 times to defeat · Film flies much slower when inside the Filming Area | A scrapped tape of film thrown by a cameraman after a shot went wrong. |
| Completely Scrapped Film | WW18 | Normal | Physical | 10 | 1400 | 0 | 0 | 1 | Film explodes when it hits an Operator or reaches the target location, dealing damage and inflicting Nervous Impairment. Deals splash damage and inflicts Nervous Impairment on nearby operators · Film must be attacked 10 times to defeat · Film flies much slower when inside the Filming Area | A completely scrapped tape of film that explodes in front of the camera, resolved to go out in a blaze of glory. |
Yeti Operative | Y1 | Normal | Physical | 3400 | 360 | 100 | 0 | 2 | Attack power increases when attacking Frozen targets | A basic melee combatants of the Yeti Squadron hailing from teams of infected guerilla warriors in the Northwestern Tundra. They are skilled at attacking frozen Operators. |
Yeti Sniper | Y2 | Normal | Physical | 2500 | 290 | 80 | 0 | 2.4 | Attack power increases when attacking Frozen targets | A basic ranged combatants of the Yeti Squadron hailing from teams of infected guerilla warriors in the Northwestern Tundra. Their synergy with other Yeti Squadron members make them pose an immense threat to frozen Operators. |
Yeti Sniper Leader | Y3 | Normal | Physical | 3500 | 360 | 100 | 0 | 2.4 | Attack power increases when attacking Frozen targets | Senior ranged combatants of the Yeti Squadron hailing from teams of infected guerilla warriors in the Northwestern Tundra. Their richer combat experience and synergy with other Yeti Squadron members make them pose an immense threat to frozen Operators. |
Yeti Caster | Y4 | Normal | Arts | 5000 | 320 | 200 | 50 | 4.5 | After two attacks, the next attack applies the Cold effect | A basic caster of the Yeti Squadron hailing from teams of infected guerilla warriors in the Northwestern Tundra. Through special Arts and devices, they can inflict Cold on our Operators, reducing their attack speed and making them vulnerable to being Frozen. |
Yeti Caster Leader | Y5 | Normal | Arts | 8000 | 400 | 250 | 50 | 4 | After two attacks, the next attack applies the Cold effect | An elite caster of the Yeti Squadron hailing from teams of infected guerilla warriors in the Northwestern Tundra, boasting greater combat capabilities. Through special Arts and devices, they can inflict Cold on our Operators, reducing their attack speed and making them vulnerable to being Frozen. |
Liang | YIS | Normal | Arts | 10 | 800 | 400 | 20 | 2 | Explodes upon death, dealing Arts damage to friendly units. Causes even greater damage and stuns friendly units if similar units of the opposite attribute are in its vicinity · Destroyed after taking a certain number of attacks | Created by Yi to handle various mundane matters, so that he may live in seclusion without being interrupted by official matters. |






















































































































































































































































































































































































































































































































































































































































































































































































































































































































































































































































































































































































































































































































































































































































































































































































































































