Arknights Enemies
The full enemy handbook — every enemy & boss with code, threat level and lore
This table holds 1590 enemies, spanning 3 threat values (Normal ×737, Elite ×624, Boss ×229). Complete and current to the latest patch.
| Name | Code | Threat | Description |
|---|---|---|---|
| Big Bob | 11 | Boss | 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 | 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 | 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 | 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 | '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 | 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 | 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 | 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 | 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 | 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 | 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 | His actions are the will of Ursus. The breaking of a Blade perhaps signifies that this will is wavering. |
| 'Awaken' | BBR | Boss | 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 | 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 | 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 | Legendary mercenary and founder of Blacksteel Worldwide. War once destroyed him, then forged him anew. |
| 'Deathless Black Snake' | BSN | Boss | 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 | 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 | 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 | An instinct as chaotic as thought itself. |
| Pancho Salas | CPS | Boss | 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 | 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 | 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 | 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 | 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 | 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 | The long-lived that wanders outside the Sarkaz Royal Court, facing the path of flame. |
| Corrupted Knight | DK1 | Boss | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | Wraiths that immolate themselves as fuel, igniting undying flames of wrath and hatred. |
| 'Free' | DSK | Boss | 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 | A giant hound with a rumbling tummy and three heads, each craving something different. Satisfy its picky palates to survive! |
| 'The Leader' | EB | Boss | Dublinn's 'Leader,' the life-burning Draco, the fear-evoking shadow. Do not let her close in on you. |
| Eblana | EB | Boss | Leader of Dublinn, the Draco who burns through all facades. |
| Captain Mateo | EC | Boss | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | '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 | 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 | 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 | Do not complain. Do not hesitate. Do not struggle. Just accept it. |
| 'Paranoia Illusion' | GIR | Boss | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | Bring unity and order, halt conflict and quell disaster. It is upright and unyielding, and its name is Ju. |
| Can Doe | JY | Boss | 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 | Has long lost its divinity. Only its survival instinct keeps it going. |
| Maiden of Snow and Ice | KL | Boss | 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 | A mysterious trader who traverses the currents of history, selling anything that exists in time. |
| Cannot | KNT | Boss | A mysterious trader who roams the barrenlands, selling anything that exists in civilization. |
| Kreide, 'Worldly Remains' | KRE | Boss | 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 | 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 | 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 | 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 | Egotist. Betrayer. Seeker. Loner. Pioneer. Goodnight, Terra. |
| Kjeragandr | Kj | Boss | As white, as beautiful, as vast as the great icefields, She is mesmerizing and magnificent, beyond reckoning then, now, and forever. |
| Laqeramaline | LMR | Boss | 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 | 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 | 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 | 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 | 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 | 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 | The mediator's guardian and companion. It will fail, and they will succeed. |
| Manfred | MAN | Boss | 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 | A young Sarkaz general, member of the Military Commission of Kazdel. |
| Mandragora | MD | Boss | 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 | 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 | 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 | Why would anyone want to escape the dream? Stay here, where everything is fun. |
| Mephisto | MP | Boss | 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 | 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 | 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 | 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 | A perfect organism, approaching an evolutionary singularity. The pioneer and guide of we many. The last first-born. Seaborn. |
| Duq'arael, 'Regent's Crimson' | PB | Boss | 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 | 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 | 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 | 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 | The enlightened of Terra, an Anasa. |
| PRTS, Source Code | RI1 | Boss | PRTS's source code has overwritten all permissions. It sets out to wipe all trace of you from Rhodes Island. |
| Mimic Machine | RI2 | Boss | PRTS has transformed familiar objects on Rhodes Island into material threats. These machines do not know fear. |
| Rusthammer Warrior | RSH | Boss | '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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | A priestess whose allure reflects her power. The more eye-catching her flowers, the sharper her blade. |
| Wandering Troubadour | SD30 | Boss | 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 | Nobody knows when this colossus was created. It responds to time with silence, its fists acting as their persevering faith. |
| Crystalline Titanibeast | SD33 | Boss | 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 | 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 | 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 | One of Sargonian Lords Ameer's subordinate. Sand pervades sky, dust obstructs sun. Life collapses, evil flourishes. |
| Annihilator | SD37 | Boss | 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 | Spreads vanilla seeds from the air, bringing the scent of revival to war-scarred Arsalan. |
| Vanillawing | SD47 | Boss | Spreads vanilla seeds from the air, bringing the scent of revival to war-scarred Arsalan. |
| Quicksand Beast | SD48 | Boss | '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 | '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 | A bishop that has partially mutated. It is partly human, partly— |
| Sverdsmeltr, Guardian Ember of the King | SFR01 | Boss | 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 | 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 | 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 | 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 | 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 | She sings no more. It speaks for we many. |
| Tidelinked Archon | SMF | Boss | —Sea Terror. Even Ægir technology has a role to play in the evolution of we many. |
| Mephisto, 'The Singer' | SMP | Boss | 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 | —Sea Terror. The product of both technology and evolutionary instincts. |
| OpFor: Armor | SP08 | Boss | 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 | 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 | 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 | 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 | 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 | 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 | 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 | An Apostolic Knight who guards the gates to the Holy City. |
| 'Body of Sui' | SQ | Boss | 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 | A vessel that has been annexed, containing all malice and wrath. Its original owner slumbers eternal, replaced by— |
| Pathshaper | SRF | Boss | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | |
| Right Claw of Sui | SUI3 | Boss | |
| Tail of Sui | SUI4 | Boss | |
| Sal Viento Bishop Quintus | SVK | Boss | 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 | 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 | A humble hero, a radiant dream. The future converges in her gaze, while the path fades beneath her steps. |
| 'Amiya' | THA2 | Boss | This is... Amiya? |
| Theresa | THA3 | Boss | A life long passed, a sin long forgiven. |
| Theresis | THE | Boss | 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 | 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 | Death is ever-present, and drama is eternal. |
| Theresis, Black Crowned Lord | TRS | Boss | 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 | Conqueror of the land. |
| 'Emperor's Blade' | U15 | Boss | 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 | The Infected warrior, Talulah. She will never look back. |
| Saint Carmen | UGF | Boss | 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 | 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 | 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 | If only there were something she could still do, for Convallis, for the Banshee, for her. |
| W | W | Boss | 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 | The strategist, the sinner, the chess piece laid at the Tomb of Sui. |
| Lost Colossus | WDG | Boss | 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 | 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 | Its least human feature. |
| Arrogance Embodied | WQH | Boss | —It, awakened. |
| 'Playwright' | WRT | Boss | 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 | 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 | 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 | 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 | They left not even bones, all for the sake of the land beneath their feet. |
| Dusk Beauty | XE | Boss | 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 | 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 | |
| Delusion | YA03 | Boss | |
| Yi | YI | Boss | Build pillars and towers from clouds and earth, and make pairs out of like and like. |
| Jade Twin-Swords | YM | Boss | 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 | 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 | 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 | 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 | 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 | He stands, an obelisk of the past. Behind him, the possibilities of the future await. |
| Heavy Defender Lieutenant | 10 | Elite | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | '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 | 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 | 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 | A large truck dispensing beer during Carnevale with corporate backing. Brace yourself for the drunken brawls that follow the merriment. |
| 'Merrymaker Express' | CNV18 | Elite | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | A Tidal Leader on a speedboat. The Tidal Leader will continue battle after the vehicle is destroyed. |
| Dockworker Motorboat | DH11 | Elite | A Dockworker on a motorboat. The Dockworker will continue battle after the vehicle is destroyed. |
| Dockworker Leader Motorboat | DH12 | Elite | A Dockworker Leader on a motorboat. The Dockworker Leader will continue battle after the vehicle is destroyed. |
| Dockworker | DH5 | Elite | 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 | 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 | A Tidal Caster on a speedboat. The Caster will continue battle after the vehicle is destroyed. |
| Fleet-footed Thief | DL1 | Elite | 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 | 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 | 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 | A famous Columbian investor, entrepreneur, and master of 'Duck Power.' Out of the public eye, enjoys kicking back with others... |
| Corrupted Golem | DT11 | Elite | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | A military vehicle capable of traveling smoothly through swampy terrain, fitted with advanced detection equipment. |
| Heavy Swamp Rover | DU34 | Elite | A military vehicle capable of traveling smoothly through swampy terrain, fitted with advanced detection equipment and reinforced armor. |
| Dublinn Flamechaser Guard | DU35 | Elite | 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 | 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 | 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 | 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 | '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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | A silent fae. The path of life is closed. The path of death is closed. All paths are closed. |
| Ash Creation | EA13 | Elite | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | An outlaw hired to sow chaos, well-accustomed to using thermal energy blasters and eager to just start blasting. |
| Paramilitary Axeman | EG7 | Elite | 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 | 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 | 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 | Once an honorable warrior of the Treescar tribe, now a part of the demons' vanguard, together with their fallen chief. |
| Testaceous Vinecreeps | EJ5 | Elite | A seed falls into a box abandoned in the wild, and soon becomes a hunter preying on curiosity. |
| Fatty | FAT | Elite | 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 | Their consciousness is almost gone. Every nerve strand cries out soundlessly: 'Free... pain...' |
| 'The Cursed' | FC2 | Elite | Their consciousness is fully gone. Every cell remembers the command: 'Dominate... ocean...' |
| 'Big Fella' | FF11 | Elite | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | The first beautiful living being to speak human language before civilized man. Seaborn. |
| Bully | G17 | Elite | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | The Ursus security guard hired by Duck Lord. Powerful, but not very smart. Mainly responsible for carrying luggage for Duck Lord. |
| 'Angry Stampede' | GS13 | Elite | A jewel construct with kicks worse than its punches. 'I'm going to kick you.' |
| 'Angry Rampage' | GS14 | Elite | A jewel construct with punches that match its kicks. 'I'm going to bless you before I kick you.' |
| Hall Statue (Left) | GS15 | Elite | 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 | 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 | A single-wheel jewel construct, believed to be a children's toy when it sat docilely on its stand. |
| 'Bouncing Unicycle' | GS18 | Elite | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | A creature that drifts leisurely along the course. When disturbed, it disturbs the currents with its body, creating significant danger. |
| Marine Strongman | IB68 | Elite | 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 | 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 | Fowlbeast with an unusual plume, able to manipulate airflow by spinning its head, bringing unexpected challenges to the match. |
| 'Weathervane' Seawind Manipulator | IB71 | Elite | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | The chosen one. She rings her bell, again and again, for you, and for Her. |
| Frostdillo | KL09 | Elite | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | Part of Londinium's city defenses. Has a large attack area. Built by the city's workers in their factories. |
| Armed Spy | LUD11 | Elite | 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 | 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 | '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 | 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 | 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 | 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 | 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 | 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 | 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 | Armored vehicle employing Victorian steam technology, even more dangerous when it has taken damage. |
| Scorching Steam Tank | LUD4 | Elite | 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 | 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 | Friend? Foe? Mio doesn't care. Mio does what it must. |
| Mio | MI01 | Elite | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | Unknown entity born in the Abyss. It is passive if not attacked, but appears to be studying our movements. |
| Decode Basis β | OG18 | Elite | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | These casters spread the hunger of the bloodborn all around, allowing the Sarkaz to savor the defeat of their enemies. |
| Pathfinder Armicustos | PM03 | Elite | 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 | 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 | 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 | 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 | 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 | A character from the game SUPER HOOK. Hired to clean the place, it continuously splits up as it scrubs the floor. |
| Intrusive Call | PT1 | Elite | '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 | A patch of shadow. It has never once left, nor has it ever truly existed. |
| 'Redmark' Eradicator | R10 | Elite | 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 | 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 | 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 | 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 | An armored scout. The armor they wear is capable of pinpointing the location of attackers. |
| Heavy Scout | R21 | Elite | 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 | 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 | 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 | A mortarman with keen senses, who fires shells embedded with reconnaissance units. An exceptional talent within the Coalition Army. |
| Battlefield Surveying Mortarman | R33 | Elite | 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 | 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 | 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 | 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 | 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 | 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 | An Originiutant mutant that was weaponized for some purpose. Possesses an incredibly tough outer shell. |
| Originiutant α | R9 | Elite | An Originiutant mutant that was weaponized for some purpose. Even more ferocious and terrifying than usual. |
| EYESOFPRIESTESS | RI3 | Elite | CONGRATULATIONS ON FINDING ME. |
| Dor-3 Bionic | RO09 | Elite | 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 | 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 | An unpiloted Power Armor. It is able to function without a pilot, but nevertheless maintains high agility. |
| Test Power Armor | RO12 | Elite | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | A mercenary from Sarkaz. They use complex Arts to attack. Proceed with caution. |
| Sarkaz Caster Leader | S6 | Elite | A mercenary from Sarkaz, more dangerous than a normal Sarkaz Caster. They use complex Arts to attack. Proceed with caution. |
| Sarkaz Lancer | S9 | Elite | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | A type of hard and prickly shellbeast. If it retracts its head into its shell, just save your energy. |
| Charging Originium Slug | SD40 | Elite | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | A Sea Terror that grew a solid organ and has had its hunger sated. It sways gently beneath the moonlight. |
| Nethersea Founder | SM15 | Elite | A Sea Terror that has inexplicably grown a chitinous skull. There is no corresponding organ to be found beneath it. |
| Nourished Founder | SM16 | Elite | 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 | A special individual among the Founders. Heeding the call of We Many, its body is ready to be preyed upon. |
| Nethersea Brandguider | SM21 | Elite | 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 | 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 | A special individual among the Brandguiders. Heeding the call of We Many, its body is ready to be preyed upon. |
| Nethersea Swarmcaller | SM27 | Elite | 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 | 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 | A special individual among the Swarmcallers. Heeding the call of We Many, its body is ready to be preyed upon. |
| Nethersea Reefbreaker | SM30 | Elite | 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 | 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 | A special individual among the Reefbreakers. Heeding the call of We Many, its body is ready to be preyed upon. |
| Multicellular Herald | SM42 | Elite | 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 | Seaborn that have grown in nutrient-rich environments. In sufficient numbers, they can influence tidal movements and even trigger tsunamis. |
| Nucleic Maleficent | SM44 | Elite | 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 | Nucleic Maleficents that have survived in harsh environments, developing glands that produce neurotoxin. Extremely rare, and extremely dangerous. |
| Basin Sea Reaper | SM9 | Elite | 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 | 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 | Large, slow, and docile, these burdenbeasts obediently undergo rigorous training to perform tasks that go against their nature. |
| Greater Armored Burdenbeast | SMN12 | Elite | Slow, docile, and even larger, these burdenbeasts obediently undergo rigorous training to perform tasks that go against their nature. |
| 'Shearclaws' | SMN13 | Elite | Mercenaries wielding sharp blades as their weapons. Prone to injuring both friend and foe, they struggle to find companions. |
| 'Weaver' | SMN14 | Elite | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | |
| Guerrilla Shieldguard Leader | SP1 | Elite | 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 | |
| 'Gunshatter' | SP13 | Elite | 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 | |
| 'Gunshatter' | SP15 | Elite | |
| OpFor: String | SP17 | Elite | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 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 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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. |
| Retching Broodmother | SY3 | Elite | Sea Terror mothers that throw fake offspring at oncoming threats, allowing the true offspring to flee. |
| Skimming Sea Drifter | SY5 | Elite | 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 | Sea Terror disguised as a treasure chest, often used by Bishops of the Deep to protect hideouts. |
| Tiacauh Annihilator | T10 | Elite | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | Outstanding defenders of the delegation, their form one with heaven and earth, forming an unbreakable wall in the snow. |
| 'Catapult' | VM15 | Elite | 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 | 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 | 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 | Mountain burdenbeast buried by familiar snowfall. It will rest well in its habitual hibernation until it senses the spring breeze. |
| 'Jet Canister' | VM9 | Elite | 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 | 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 | 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 | A designer who has missed his deadline. He flees when he finds that he has accidentally entered the shot. |
| Anguished Designer | WW08 | Elite | 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 | 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 | 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 | 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 | 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 | 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 | 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 | Cameraman carrying heavy equipment. He is unhappy with his job, and he angrily throws film when a shot goes wrong. |
| Violent Cameraman | WW16 | Elite | Cameraman carrying heavy equipment. He is unhappy with everything, and has already angrily thrown film at whoever is nearest. |
| Yeti Icecleaver | Y6 | Elite | 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 | 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 | 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 | All that came to be because It saw the fire must end in fire. |
| Silvernwhite Bulwark | Normal | ||
| The Boons of Art! | Normal | ||
| The Clutchness of Art! | Normal | ||
| Weaksauce | Normal | ||
| Soldier | 1 | Normal | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | One of Reunion's melee soldiers. Their equipment differs slightly from that of other soldiers. |
| Breaker | 34 | Normal | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | One of Reunion's Casters. Their armor makes them more resistant to physical damage compared to regular Casters. |
| Spec Ops Caster Leader | AL2 | Normal | 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 | 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 | The original form of 'Introspection.' Has a simple, unembellished design. |
| Brass Mirror | AN12 | Normal | The original form of 'Scantwords.' Has a crystal-clear reflective surface and an elegant design. |
| Wooden Paperweight | AN15 | Normal | The original form of 'Inkwave.' Made of modest materials. |
| Rosewood Paperweight | AN16 | Normal | The original form of 'Heartbillow.' Made of fine, durable materials with an antiquated aesthetic. |
| Fountainboil | AN17 | Normal | 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 | 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 | The original form of 'Fountainboil.' The celadon is fine and exquisite, and its shape simple yet refined. |
| Brightmirror | AN2 | Normal | 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 | The original form of 'Rainbowbrew.' Bright in color, its shape is elegant and solid. |
| Celadon Vase | AN23 | Normal | The original form of 'Blueflower.' The celadon is fine and exquisite, and its shape simple yet refined. |
| Porcelain Vase | AN24 | Normal | The original form of 'Scarletmist.' Bright in color, its shape is elegant and solid. |
| Bronze Spearhead | AN27 | Normal | The original form of 'Sinkingsand.' Its surface is severely rusted. |
| Iron Spearhead | AN28 | Normal | 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 | The original form of 'Grindstone.' Made of modest materials. |
| Bronze Lampstand | AN31 | Normal | The original form of 'Clarity.' Its surface is severely rusted. |
| Iron Lampstand | AN32 | Normal | The original form of 'Magnificence.' A thick layer of wax remains inside. |
| Wisp | AN33 | Normal | An everlasting will-o'-the-wisp shed from Sui-Xiang's body. |
| Rosewood Seal | AN4 | Normal | The original form of 'Brightmirror.' Made of durable materials and adorned with elegant patterns. |
| Vernacularism | AN5 | Normal | 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 | 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 | The original form of 'Vernacularism.' An written account of the world's wondrous happenings. |
| Painting Scroll | AN8 | Normal | The original form of 'Sophistication.' An illustration of the mountainscapes and spring snow. |
| Skybuster Soda | AS01 | Normal | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | An amateur actor participating in Carnevale's street theater competition. No one knows what their day job is. |
| Entusiasta Lead Dancer | CNV10 | Normal | 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 | 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 | 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 | A small cart, filled with snacks carefully chosen by merchants. They pack a punch and bring the heat. |
| Parade Snack Cart | CNV14 | Normal | A dangerous cart, filled with rare snacks. Extremely unstable and liable to explode. |
| Carnevale Balloon | CNV19 | Normal | 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 | A professional actor participating in Carnevale's street theater competition. Impersonation and playing pretend have become their daily life. |
| Parade Balloon | CNV20 | Normal | 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 | A merchant selling fireworks during Carnevale. Go ahead, buy some. Lighting fireworks is 100% legal and by the book. |
| Fireworks Dealer | CNV4 | Normal | A dealer selling fireworks during Carnevale. Picking up fireworks and pulling the trigger are all quite familiar to him. |
| Streetside Fire Juggler | CNV5 | Normal | 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 | 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 | A solo dancer from a troupe invited by big companies to liven up Carnevale. A tantalizing dance, a dangerous enthusiasm. |
| 'Small Surprise' | CS4 | Normal | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | An overloaded unmanned explosive boat. Causes Corrosion after exploding |
| Unmanned Heavy Explosive Boat | DH14 | Normal | An overloaded unmanned explosive boat with even more explosives. Causes Corrosion after exploding |
| Pancho's Explosive Boat | DH15 | Normal | An overloaded unmanned explosive boat under the control of Pancho's underlings. Causes Corrosion after exploding |
| Competition Transport Vessel | DH16 | Normal | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | So unruly, it wants to squeeze into your mouth. |
| Witchcraft Orb | DL26 | Normal | 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 | 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 | A fragment of the pedestal of 'Aubade'. It drifts like feathers, repelling enemies that attempt to obstruct 'Twitter'. |
| Crude Sphere | DL6 | Normal | 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 | 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 | 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 | A brave warrior who could not escape the fate of demonic corruption. With all consciousness consumed, not even instincts remain. |
| Gourmet Slug | DT2 | Normal | 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 | 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 | 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 | A Sami soldier tainted by demonic corruption. It seems all that's left are base instincts. |
| Dublinn Sniffer Hound | DU1 | Normal | 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 | 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 | 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 | 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 | 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 | A mercenary under the long-term employ of a Victorian aristocrat. Often uses the terrain to conceal their movements. |
| Special Forces Captain | DU24 | Normal | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | A caster in the Dublinn forces skilled at manipulating flame, ignites everything around them, even their own deaths. |
| Dublinn Flamecaller Captain | DU32 | Normal | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | A somewhat tipsy Durin. Just inebriated enough to think they're battling against some evil creature. |
| Alcohol Association Member | DUR2 | Normal | A piss-drunk Durin. 'I'm not drunk! Who said I was drunk? Was it you?!' |
| Lakeside Volunteer | DUR3 | Normal | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | A small, common fae, the original form of Patrolling Foliage. Completely harmless if separated from fire. |
| Cabbage Weed | EA4 | Normal | A small, seemingly harmless fae. They would have inhabited vegetable gardens, were they not so easily ignited. |
| 'Nest' | EA5 | Normal | 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 | Fae disguising itself as a fowlbeast nest. A cradle, just the right temperature... and 'hatchlings' breaking from their shells? |
| Guiding Sprout | EA9 | Normal | 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 | 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 | 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 | 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 | 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 | 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 | A Sami shaman possessed by demons. Everything they understood about nature has been reconstructed into pure nothingness. |
| Collapsed Construct | EJ3 | Normal | A drone corrupted by demonic power, now acting like a real lifeform. |
| Khaganshadow | EJ6 | Normal | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | A chill comes over you. You feel a heavy weight on your shoulders, like snow gathering on pine branches. |
| Sicilian | G11 | Normal | A basic melee combatant. These Siracusans adorn themselves with an ancient name, symbolizing the glory of an era bygone. |
| Elite Sicilian | G12 | Normal | 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 | Combat personnel who have underwent special training. Their flurry of rapid blows are powerful enough to be fatal. |
| Elite Brawler | G14 | Normal | Exceptionally dangerous combatants who are even more destructive than normal Brawlers. Only the most heavily-armored Operators can withstand their blows. |
| Marksman | G15 | Normal | 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 | 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 | 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 | Bandits often found in Sargonian cities. Equipped with basic gear, they attack only if necessary. |
| Large Broken Vessel | GS10 | Normal | 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 | A jewel construct that can fly. 'The books said it was a toy! Hey, why is it leaking gems?' |
| 'Gliding Crown' | GS12 | Normal | 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 | Bandits that roam many Sargonian cities. They are experienced fighters who have survived many run-ins. |
| Street Hunter | GS3 | Normal | 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 | 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 | 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 | A curious jewel construct that was believed to be a crane. Now it drags a gem around. |
| Small Bejeweled Wagon | GS7 | Normal | A wheeled jewel construct that was once an immobile exhibit. Now it roams the streets, filled with gems. |
| Large Bejeweled Wagon | GS8 | Normal | A wheeled jewel construct that was once an immobile exhibit. Now it dashes through the streets, filled with gems. |
| Small Broken Vessel | GS9 | Normal | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | A very fast ninja who is able to glide longer. Ancient techniques meet the latest technology. |
| Hornbeast | HS01 | Normal | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | The Ironhead Forward is known for his headdown tackles, headlong rushes, and headstrong nature. |
| 'Charger' Ironhead Forward | IB12 | Normal | The Ironhead Forward has his own motto: Find a heading, and head there headfirst. |
| Long-Armed Pitcher | IB13 | Normal | 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 | 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 | 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 | 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 | 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 | 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 | 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 | Can't lose if the opponent has no players left. If one swing doesn't do it, swing again. |
| 'Basher' Field Bludgeoner | IB22 | Normal | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | A buoy that marks the boundaries of Obstacle Drift. It is not nearly as flimsy as it looks. |
| Brazier Buoy | IB63 | Normal | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | A custom drone made-to-order for Karlan Trade. It has been modified for operation in sub-zero temperatures. |
| Frigid AS.T | IL4 | Normal | 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 | A warrior proficient in icefield combat. Long periods of living on the icefields have tempered their will and physique. |
| Icefield Warrior Leader | IL6 | Normal | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | This 'fine dress', perfectly fitting yet just like tears, once clothed many young women like her. |
| Snowchild | KL01 | Normal | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | |
| Leithanian Rebel | L1 | Normal | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | Military hounds that first saw action in Bolívar. Their claws and fangs are as vicious as their temperament. |
| Arc Screenguard Captain | LT10 | Normal | 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 | Carefully picked military hounds that chase their quarry to the bitter end. |
| Trimounts City Defender | LT3 | Normal | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | Cheap goods sold for scrap from the Kazimierz arenas. Feel free to waste it however you like. |
| Remodeled Second-hand Drone | MU4 | Normal | 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 | 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 | 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 | 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 | Part of the Nachzehrer army. Death cannot stop their corrupting presence, as their corpses continue to corrupt the land. |
| Sarkaz Wither Bulwark | NAC20 | Normal | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | |
| Rampaging Maintenance Helper | OG2 | Normal | 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 | 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 | 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 | 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 | 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 | 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 | '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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | Devours Sapidity and Vapidity. |
| Mouth of Creation | OR24 | Normal | Spits out Sapidity and Vapidity. |
| Expletive | OR7 | Normal | 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 | 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 | A basic melee soldier. Their armor provides some defense against Arts damage. |
| Infantry Leader | P02 | Normal | A basic melee soldier. They are stronger than normal Infantry. |
| Sniper | P03 | Normal | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | An infected creature controlled by a Caster. Hounds are widely used by mercenaries, though some Perros object to it. |
| Tactical Hound Pro | PG4 | Normal | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | The enemy's offensive Air Support Drones. Its attacks deal AoE Physical damage and reduce the targets' DEF. |
| Scrap Model-U | PS2 | Normal | The enemy's advanced offensive Air Support Drones. Its attacks deal stronger AoE Physical damage and reduce the targets' DEF. |
| Anvil | PS3 | Normal | 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 | 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 | A corpse being controlled by a parasitic Originiutant Excrescence. |
| Originiutant Excrescence | R14 | Normal | A twisted organism born under the combined effects of radiation mutation and Originium infection. |
| Originiutant Tumor | R15 | Normal | 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 | Tactical Originium Equipment developed by a certain Columbian tech company. Generates a realistic holographic projection to obstruct enemies. |
| Holographic Mirage MK2 | R17 | Normal | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | A product of Dorothy's repeated experiments. She was fascinated by its beauty when it was first created. |
| Dor-β Replica | RO08 | Normal | A product of Dorothy's repeated experiments. Even though it fell far below expectations, she remains ever hopeful. |
| Automatic Maintenance Drone | RR | Normal | An old Iberian automatic maintenance drone. For some reason, it is still operational and will repair facilities. |
| Sarkaz Sentinel | S11 | Normal | 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 | 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 | A Sarkaz mercenary. Though scarred by years of war, they are still fighting to fulfill the orders of their employers. |
| Sarkaz Blademaster | S8 | Normal | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | An acolyte whose charm reflects her power. The more delicate her flowers, the swifter her blade. |
| Vein Guardian | SD3 | Normal | A deformed Infected Creature often found wandering around ore veins, stubbornly thinking they have a duty to guard the mine. |
| Wandering Apprentice | SD31 | Normal | 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 | Laborers such as these can be seen everywhere across the barrens. Their diligence is their greatest virtue. |
| Flying Originium Slug | SD39 | Normal | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | The only way to the end. |
| Sarkaz Maze Returner | SFF2 | Normal | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | |
| Sarkaz Absurdist Operative | SHD1 | Normal | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | A caster employing unusual Originium Arts. Able to extract energy from special Arts Units to inflict tremendous devastation. |
| Pathfinder Artifex Prefect | SK6 | Normal | A caster employing unusual Originium Arts. Able to extract energy from special Arts Units to inflict horrific devastation. |
| Pathfinder Veles | SK7 | Normal | 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 | 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 | 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 | 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 | 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 | 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 | A special individual among the Predators. Heeding the call of We Many, its body is ready to be preyed upon. |
| Nethersea Spewer | SM24 | Normal | 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 | 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 | 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 | A Sea Terror that crawled onto the shore. It brandishes its tough appendages menacingly. |
| Unicellular Predator | SM33 | Normal | A simple Seaborn believed to be responsible for foraging. It requires very little energy for its activities. |
| Allotropic Predator | SM34 | Normal | Simple but nourished, this new generation of Seaborn collects nutrients even more efficiently. |
| Exocellular Depositor | SM35 | Normal | A simple Seaborn that accumulates a large amount of chitin to form an excrescent carapace. |
| Toxocellular Drifter | SM36 | Normal | A Seaborn with a highly developed cytostome, believed to be responsible for transportation. Shoots venomous cilia to protect itself. |
| Allotropic Drifter | SM37 | Normal | A Seaborn nourished in the migration process, possessing more energy for evolution or self-protection. |
| Divicellular Hoarder | SM38 | Normal | 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 | A Divicellular Hoarder that has stockpiled excessive nutrients, capable of responding to intense stimuli. |
| Nourished Slider | SM4 | Normal | A Sea Terror that crawled onto the shore and has sated its hunger. Its appendages can cause protein denaturation. |
| Matrocellular Nurse | SM40 | Normal | 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 | 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 | A mysterious Sea Terror. In the sea, it can spit at even greater speeds, fast enough to destroy reefs. |
| Nourished Spitter | SM6 | Normal | 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 | 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 | 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 | When colliding with an enemy, inflicts Physical damage and gradually increases Recon proficiency. |
| 'Flying Boots' Mercenary | SMN1 | Normal | Propelled by compressed air cans beneath their feet, 'Flying Boots' mercenaries raid and plunder on the winds. |
| 'Tinkerer' | SMN17 | Normal | 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 | 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 | 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 | 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 | 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 | Mercenaries fascinated with building new equipment and moving heavier equipment by adding more power. |
| Scrap Inventor | SMN6 | Normal | 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 | |
| 'Echoes' | SP18 | Normal | A lingering beat, a dull echo. Who conducts it, and why does it sing? |
| Snoozing Molar | SS01 | Normal | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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. |
| 'Unquenched' | SUI5 | Normal | Sui's wrath. Go forth and face Its wrath head-on, if you are prepared to never return. |
| Bone Sea Drifter | SY1 | Normal | Sea Terrors travel in large swarms, seeking carcasses to feast on and becoming food for other Sea Terrors themselves. |
| Ocean Stonecutter | SY2 | Normal | Sea Terror with a hard shell, protecting the swarm from enemies. |
| Baleful Broodling | SY4 | Normal | An extension of the broodmother's body, identical to newly-born offspring. |
| Pathshaper Fractal | SY6 | Normal | 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 | Manifestation of Ishar'mla's explorative and combative nature. |
| Izumik's Offspring | SY8 | Normal | One of Izumik's evolutionary branches, bringing genetic data collected across Terra back to the mother. |
| Tiacauh Warrior | T1 | Normal | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | An officer tasked with hunting the Infected of Ursus. Greedy and cold-blooded. |
| Ursus Civilian | U16 | Normal | An ordinary Ursus citizen caught in the crossfire. A part of the cruelty and suffering of this world. |
| Elite Infected Patrol Captain | U2 | Normal | 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 | 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 | 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 | 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 | 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 | A basic caster in the Ursus Army. Clad in simple armor. |
| Elite Ursus Armored Caster | U8 | Normal | 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 | Soldier recruited into the delegation, employing the standard orthodox tactics. They are enjoying the peaceful lull. |
| Delegation Caster | VM11 | Normal | Elite Arts attackers of the delegation, casting with perfect coordination, but still asked to take it easy. |
| Delegation Caster Commander | VM12 | Normal | Ferocious Arts attackers of the delegation, casting with resonant harmony, but still ordered to take it easy. |
| Delegation Centurion | VM17 | Normal | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | A scrapped tape of film thrown by a cameraman after a shot went wrong. |
| Completely Scrapped Film | WW18 | Normal | 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 | 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 | 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 | 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 | 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 | 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 | Created by Yi to handle various mundane matters, so that he may live in seclusion without being interrupted by official matters. |