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!!! Followers of the Damazti (Introduced in Episode 12)

to:

!!! Followers Norport spies and followers of the Damazti (Introduced in Episode 12)



* TheSneakyGuy: These Sarkaz soldiers take after the Damazti Cluster's penchant for infiltration, being composed of spies and soldiers trained in the Damazti's Arts.

to:

* MysteriousEmployer: It is unknown who hired the various spies infiltrating Norport.
* TheSneakyGuy: These The Spies disguise themselves as civilians to bypass the Sarkaz soldiers take blockade around Norport, and some of them even become invisible after the Damazti Cluster's penchant for infiltration, being composed of spies and soldiers trained identified.
* SpotTheImposter: The Spies must be identified by spending enough time
in the Damazti's Arts.an operator's attack range before they can be attacked.



! Siesta Units
!!! Siestan security force (Introduced in ''Heart of Surging Flame'')
[[folder:Infantry]]
->'''Other variations:''' Infantry Leader
Basic soldiers, equipped with special armor designed to mitigate Arts damage.

to:

! Siesta Units
!!! Siestan security force (Introduced
[[folder:Norport Civilian]]
Victorian civilians caught
in ''Heart the chaos of Surging Flame'')
[[folder:Infantry]]
->'''Other variations:''' Infantry Leader
Basic soldiers, equipped with special armor designed to mitigate Arts damage.
the Sarkaz blockade at Norport. Cannot be attacked, and increase the maximum DP cap by 2 upon reaching a Protection Objective if identified.



* AntiMagic: Their armor is designed to give them protection against Arts, which is evident considering they have 40 RES compared to a normal soldier's 0.
* PaletteSwap: Of Reunion Soldiers, albeit packing higher overall stats.

to:

* AntiMagic: Their armor is designed FriendlyEnemy: Although technically classified as an enemy, civilians do not pose any threat to give them protection against Arts, which is evident considering they have 40 RES compared operators and will increase the DP cap if identified, allowing the player to a normal soldier's 0.
* PaletteSwap: Of Reunion Soldiers, albeit packing higher overall stats.
deploy DP intensive operators if enough civilians are identified.



[[folder:Sniper]]
->'''Other variations:''' Sniper Leader
Long-ranged soldiers armed with sniper rifles. Every third shot of theirs will stun the target.
----
* TranquilizerDart: Implied to be how they stun operators.
* StatusEffects: Stun, on every third shot. Unlike the Defense Crushers, these guys don't even have the decency to get up close and stun your operators.

to:

[[folder:Sniper]]
[[folder:Pathfinder Spy]]
->'''Other variations:''' Sniper Leader
Long-ranged soldiers armed with sniper rifles. Every third shot of theirs will stun the target.
----
* TranquilizerDart: Implied
Pathfinder Spymaster
Rookie spies sent by an unknown employer
to be how they stun operators.
* StatusEffects: Stun, on every third shot. Unlike the Defense Crushers, these guys don't even have the decency to get up close
infiltrate Norport. Appears as civilians until identified, and stun your operators.their first attack after losing their disguise deals double damage.



[[folder:Agent]]
Sword-wielding casters that can deal melee Arts damage. They will temporarily reduce the block count of operators struck by their attacks.
----
* MagicKnight: They're casters who just happen to favor melee combat.
* StatusEffects: They can inflict a unique debuff that temporarily reduces the block count of any operators they strike by 1. This is especially annoying, as it allows them and other enemies to slip through your lines more easily, and renders single-block units all but pointless. Fortunately, it doesn't stack, but an Agent can permanently keep this active on whoever they're attacking.

to:

[[folder:Agent]]
Sword-wielding casters that can deal melee Arts damage. They will temporarily reduce the block count of operators struck
[[folder:Sentry Spy]]
->'''Other variations:''' Sentry Spymaster
Rookie spies sent
by an unknown employer to infiltrate Norport. Appears as civilians until identified, turns invisible after losing their attacks.
----
* MagicKnight: They're casters who just happen to favor melee combat.
* StatusEffects: They can inflict a unique debuff that temporarily reduces the block count of any operators they strike by 1. This is especially annoying, as it allows them and other enemies to slip through your lines more easily, and renders single-block units all but pointless. Fortunately, it doesn't stack, but an Agent can permanently keep this active on whoever they're attacking.
disguise.



[[folder:Shielded Guard]]
->'''Other variations:''' Shielded Guard Leader
Soldiers that wield swords and shields, which allow them to soak up physical damage.
----
* PaletteSwap: Of Light-Armored Soldiers, the only difference being their slightly lower ATK.

to:

[[folder:Shielded Guard]]
[[folder:Armed Spy]]
->'''Other variations:''' Shielded Guard Leader
Soldiers that wield swords and shields, which allow them
Armed Spymaster
Elite spies sent by an unknown employer
to soak up physical damage.
----
* PaletteSwap: Of Light-Armored Soldiers, the only difference being
infiltrate Norport. Appears as civilians until identified, has greater stats comparing to their slightly lower ATK.fellow spies.



[[folder:Ergate]]
->'''Other variations:''' Ergate Leader
Engineers that cannot be blocked by operators.

to:

[[folder:Ergate]]
[[folder:Sarkaz Absurdist Tyrant]]
->'''Other variations:''' Ergate Leader
Engineers that cannot
Sarkaz Absurdist Tyrant Captain
Sarkaz soldiers utilizing Damazti Arts to enhance their physical attributes at the cost of their cognitive abilities. Can only
be blocked by operators.operators with 3 block, and their first attack deals splash damage.



* PaletteSwap: Of the garden variety Wraiths. Their only difference is that the Ergates have slightly more RES.

to:

* PaletteSwap: Of ShoutOut: To the garden variety Wraiths. Their only difference is Tyrants of ''Franchise/ResidentEvil'', as individuals that the Ergates have slightly more RES.turned themselves into powerful hulking monsters but losing their cognitive functions.



[[folder:Authorized Caster]]
->'''Other variations:''' Authorized Caster Leader
Casters that have been specifically adapted for military service.
----
* PaletteSwap: Of Reunion Casters, albeit packing higher overall stats.

to:

[[folder:Authorized Caster]]
[[folder:Sarkaz Absurdist Operative]]
->'''Other variations:''' Authorized Caster Sarkaz Absurdist Operative Leader
Casters that have been specifically adapted for military service.
----
* PaletteSwap: Of Reunion Casters, albeit packing higher overall stats.
Sarkaz intelligence officers imbued with Damazti Arts. Ranged attacks with their bow reduce DP upon hitting an operator.



[[folder:Rockbreaker]]
->'''Other variations:''' Rockbreaker Leader
Melee soldiers who have high HP and use their axes to inflict heavy damage. While their defense is low, their special armor gives them significant Arts resistance, which will greatly increase if they're blocked.
----
* AchillesHeel: Inverted compared to most of the enemies similar to them. Despite their high health and colossal Arts resistance, their DEF is ''pitiful'', with both the regular and leader variants having only ''100 DEF'' (for reference, that's the same DEF as a basic Reunion Soldier).
* AntiMagic: Their Arts resistance is already significant for a heavy unit, but their armor will generate an Arts shield to protect them further when they're blocked. Considering that they have 40 RES already, which increases to ''80 (90 if it's a Leader)'', Arts damage often does little to nothing against them. Fortunately, their physical defense is extremely low.
* MightyGlacier: Slow, tough, and capable of dealing huge damage. Unlike most of the SmashMook variants the game has to offer, these guys are supremely resistant to Arts too, although their physical defense takes a huge hit as a result.

to:

[[folder:Rockbreaker]]
[[folder:Sarkaz Absurdist Splitcaster Apprentice]]
->'''Other variations:''' Rockbreaker Leader
Melee soldiers who have high HP and use their axes to inflict heavy damage. While their defense is low, their special armor gives
Sarkaz Absurdist Splitcaster
Sarkaz casters trained in Damazti Arts, allowing
them significant Arts resistance, which will greatly increase if they're blocked.
----
* AchillesHeel: Inverted compared
to most of the enemies perform self-splitting similar to them. Despite their high health and colossal Arts resistance, their DEF is ''pitiful'', with both the regular and leader variants having only ''100 DEF'' (for reference, that's the same DEF as Damazti Cluster. Spawns a basic Reunion Soldier).
* AntiMagic: Their Arts resistance is already significant for a heavy unit, but their armor will generate an Arts shield to protect them further when they're blocked. Considering that they have 40 RES already, which increases to ''80 (90 if it's a Leader)'', Arts damage often does little to nothing against them. Fortunately, their physical defense is extremely low.
* MightyGlacier: Slow, tough, and capable of dealing huge damage. Unlike most of the SmashMook variants the game has to offer, these guys are supremely resistant to Arts too, although their physical defense takes a huge hit as a result.
clone upon reaching half health.



[[folder:Heavy Defender Type N]]
->'''Other variations:''' Heavy Defender Type S
Heavily armored soldiers with significant HP and DEF.
----
* PaletteSwap: Of the Reunion Heavy Defenders, albeit packing higher overall stats.

to:

[[folder:Heavy Defender Type N]]
[[folder:"Trilby Asher"]]
->'''Other variations:''' Heavy Defender Type S
Heavily armored soldiers with significant HP and DEF.
----
* PaletteSwap: Of
"Shadowing Trilby Asher"
Members of
the Reunion Heavy Defenders, albeit packing higher overall stats.Duke of Caster's elite guards. Dash forward in their path after every third melee attack.



!!! Little Black Sheep (introduced in ''So Long, Adele'')

[[folder:General]]
* PiecesOfGod: These are clones of Dolly that developed their own personalities, not unlike the [[spoiler:Sui siblings]]. The finale of "So Long, Adele" reveals that [[spoiler:their personalities are copies of people that Dolly deemed "interesting" during his long life.]]
* KillerRabbit: Despite looking like cute pink-colored sheep, these guys are actually deadly and are just as capable in doing damage to your operators.
* RidiculouslyCuteCritter: They are literally ''pink sheep''.
* StickyFingers: Some of the familiars carry man-made items that they picked up off the street or looted from human shops, and Eyjafjalla spent a while in "So Long, Adele" chasing down one that stole random items from other people. Dolly even lampshades it early into the event.
-->''You're going to humiliate me. Don't tell people my clones are kleptomaniacs.''

to:

!!! Little Black Sheep (introduced in ''So Long, Adele'')

[[folder:General]]
* PiecesOfGod: These are clones of Dolly
[[folder:Rebellion Instigator]]
->'''Other variations:''' Rebellion Agitator
A suspected Sarkaz saboteur
that developed their own personalities, incites the Norport populace to rebel. Causes all civilians and unidentified spies to become unblockable if self is not unlike the [[spoiler:Sui siblings]]. The finale of "So Long, Adele" reveals that [[spoiler:their personalities are copies of people that Dolly deemed "interesting" during his long life.]]
* KillerRabbit: Despite looking like cute pink-colored sheep, these guys are actually deadly and are just as capable in doing damage to your operators.
* RidiculouslyCuteCritter: They are literally ''pink sheep''.
* StickyFingers: Some of the familiars carry man-made items that they picked up off the street or looted from human shops, and Eyjafjalla spent a while in "So Long, Adele" chasing down one that stole random items from other people. Dolly even lampshades it early into the event.
-->''You're going to humiliate me. Don't tell people my clones are kleptomaniacs.''
blocked.



[[folder:Hot Spring 'Mischievous Rascal']]
->'''Other variations:''' Hot Spring 'Jolly Rascal'
A sheep familiar wearing a traffic cone. Spawns a Carmine Steam on the spot when defeated.

to:

[[folder:Hot Spring 'Mischievous Rascal']]
->'''Other variations:''' Hot Spring 'Jolly Rascal'
A sheep familiar wearing a traffic cone. Spawns a Carmine Steam
[[folder:Withering Collector Disciple]]
An unmanned Nachzehrer vehicle designed to spread death and decay
on the spot when defeated.battlefield using the essence of the deceased. Periodically spawns Seeds of Withering.



[[folder:Fashion Street 'Hearty Heavy']]
->'''Other variations:''' Fashion Street 'Robust Heavy'
A sheep familiar carrying a frisbee. Has a ranged attack and also spawns a Carmine Steam on the spot when defeated.

to:

[[folder:Fashion Street 'Hearty Heavy']]
! Siesta Units
!!! Siestan security force (Introduced in ''Heart of Surging Flame'')
[[folder:Infantry]]
->'''Other variations:''' Fashion Street 'Robust Heavy'
A sheep familiar carrying
Infantry Leader
Basic soldiers, equipped with special armor designed to mitigate Arts damage.
----
* AntiMagic: Their armor is designed to give them protection against Arts, which is evident considering they have 40 RES compared to
a frisbee. Has a ranged attack and also spawns a Carmine Steam on the spot when defeated.normal soldier's 0.
* PaletteSwap: Of Reunion Soldiers, albeit packing higher overall stats.



[[folder:Fashion Street 'Ordinary Aviator']]
->'''Other variations:''' Fashion Street 'Hyperactive Aviator'
A sheep familiar wearing aviation gear. Has Low-Altitude Hovering and even though they have no attack by themselves, they can grab on a 'Hearty Heavy' to gain a ranged attack.

to:

[[folder:Fashion Street 'Ordinary Aviator']]
[[folder:Sniper]]
->'''Other variations:''' Fashion Street 'Hyperactive Aviator'
A sheep familiar wearing aviation gear. Has Low-Altitude Hovering and even though they have no attack by themselves, they can grab on a 'Hearty Heavy' to gain a ranged attack.
Sniper Leader
Long-ranged soldiers armed with sniper rifles. Every third shot of theirs will stun the target.



* AchillesHeel: Disabling status effects (stun, frozen, sleep) will cause the Aviator to lose its Low-Altitude Hovering, becoming a ground unit that uses a melee attack when blocked. This also disables its ability to carry Hearty Heavies.
* DisneyDeath: Their path in some operations take them over bottomless pits, which can result in the Aviator and its potential Heavy passenger falling to their doom if it receives a disabling status effect while over the pit.
* MaybeMagicMaybeMundane: They are often mistaken for pink clouds by Siestans, leading to legends of pink clouds surrounding the volcano that were often dismissed as exaggerations.

to:

* AchillesHeel: Disabling status effects (stun, frozen, sleep) will cause TranquilizerDart: Implied to be how they stun operators.
* StatusEffects: Stun, on every third shot. Unlike
the Aviator to lose its Low-Altitude Hovering, becoming a ground unit that uses a melee attack when blocked. This also disables its ability to carry Hearty Heavies.
* DisneyDeath: Their path in some operations take them over bottomless pits, which can result in
Defense Crushers, these guys don't even have the Aviator decency to get up close and its potential Heavy passenger falling to their doom if it receives a disabling status effect while over the pit.
* MaybeMagicMaybeMundane: They are often mistaken for pink clouds by Siestans, leading to legends of pink clouds surrounding the volcano that were often dismissed as exaggerations.
stun your operators.



[[folder:Hot Spring 'Wandering Vagrant']]
->'''Other variations:''' Hot Spring 'Wandering Slider'
A sheep familiar wearing skating equipment. Has invisibility, and can carry a 'Mischievous Rascal' on them which also gives them the ability to spawn Carmine Steam on tiles that they pass through.

to:

[[folder:Hot Spring 'Wandering Vagrant']]
->'''Other variations:''' Hot Spring 'Wandering Slider'
A sheep familiar wearing skating equipment. Has invisibility, and can carry a 'Mischievous Rascal' on them which also gives them the ability to spawn Carmine Steam on tiles
[[folder:Agent]]
Sword-wielding casters
that they pass through.can deal melee Arts damage. They will temporarily reduce the block count of operators struck by their attacks.



* TheSneakyGuy: They are invisible until blocked.

to:

* TheSneakyGuy: MagicKnight: They're casters who just happen to favor melee combat.
* StatusEffects:
They are invisible until blocked.can inflict a unique debuff that temporarily reduces the block count of any operators they strike by 1. This is especially annoying, as it allows them and other enemies to slip through your lines more easily, and renders single-block units all but pointless. Fortunately, it doesn't stack, but an Agent can permanently keep this active on whoever they're attacking.



[[folder:'Big Fella']]
->'''Other variations:''' 'Big Man'
A large fluffy critter that sometimes unintentionally eats its own kin. Spawns a 'Mischievous Rascal' on first attack, or when defeated.

to:

[[folder:'Big Fella']]
[[folder:Shielded Guard]]
->'''Other variations:''' 'Big Man'
A large fluffy critter
Shielded Guard Leader
Soldiers
that sometimes unintentionally eats its own kin. Spawns a 'Mischievous Rascal' on first attack, or when defeated.wield swords and shields, which allow them to soak up physical damage.



* BigEater: Is not picky with what it eats, to the point that it will sometimes eat the other familiars and then spit them back out as ammo for their attacks.

to:

* BigEater: Is not picky with what it eats, to PaletteSwap: Of Light-Armored Soldiers, the point that it will sometimes eat the other familiars and then spit them back out as ammo for only difference being their attacks.slightly lower ATK.



[[folder:Urban 'Whirlwind Walker']]
->'''Other variations:''' Urban 'Tornado Trendsetter'
Two familiars that got entangled with each other from fighting over cotton candy. Explodes on first attack to deal Arts damage, leaving behind a 'Mischievous Rascal' and a 'Hearty Heavy'.

to:

[[folder:Urban 'Whirlwind Walker']]
[[folder:Ergate]]
->'''Other variations:''' Urban 'Tornado Trendsetter'
Two familiars
Ergate Leader
Engineers
that got entangled with each other from fighting over cotton candy. Explodes on first attack to deal Arts damage, leaving behind a 'Mischievous Rascal' and a 'Hearty Heavy'.cannot be blocked by operators.



* ActionBomb: Blows up on the first time they attack, dealing Arts damage to whoever is unlucky enough to block them. And unlike some other enemies that also explode on death (i.e. infused Originium slugs), this ''cannot'' be stopped using Silence status effect.
* FlunkyBoss: Spawns a 'Mischievous Rascal' and a 'Hearty Heavy' after death.
* StickyFingers: Both literally (cotton candy is ''sticky'') and also figuratively from their flavor text.
-->''The main reason the Candy House grandpa is so angry is because they snatched his wig off too!''

to:

* ActionBomb: Blows up on PaletteSwap: Of the first time they attack, dealing Arts damage to whoever garden variety Wraiths. Their only difference is unlucky enough to block them. And unlike some other enemies that also explode on death (i.e. infused Originium slugs), this ''cannot'' be stopped using Silence status effect.
* FlunkyBoss: Spawns a 'Mischievous Rascal' and a 'Hearty Heavy' after death.
* StickyFingers: Both literally (cotton candy is ''sticky'') and also figuratively from their flavor text.
-->''The main reason
the Candy House grandpa is so angry is because they snatched his wig off too!''Ergates have slightly more RES.



[[folder:'Fluffy Buddy']]
A sheep familiar that hides in the map. Appears as a blur of blue static until covered in Steam, at which point they explode and either heal or inflict Arts damage, plus leaving behind more Steam of the same color.

to:

[[folder:'Fluffy Buddy']]
A sheep familiar
[[folder:Authorized Caster]]
->'''Other variations:''' Authorized Caster Leader
Casters
that hides in the map. Appears as a blur of blue static until covered in Steam, at which point they explode and either heal or inflict Arts damage, plus leaving behind more Steam of the same color.have been specifically adapted for military service.



* HelpfulMook: If covered in Pure White Steam, they will heal your operators and leave behind more Pure White Steam. They will explode for Arts damage if covered in Carmine Steam, however.

to:

* HelpfulMook: If covered in Pure White Steam, they will heal your operators and leave behind more Pure White Steam. They will explode for Arts damage if covered in Carmine Steam, however.PaletteSwap: Of Reunion Casters, albeit packing higher overall stats.



[[folder:Fashion Street 'Stellar Caster']]
->'''Other variations:''' Fashion Street 'Supernova Caster'
A sheep familiar carrying a witch's gear from a divination shop. Attack up to three operators at a time if standing in Carmine Steam.

to:

[[folder:Fashion Street 'Stellar Caster']]
[[folder:Rockbreaker]]
->'''Other variations:''' Fashion Street 'Supernova Caster'
A sheep familiar carrying a witch's gear from a divination shop. Attack up
Rockbreaker Leader
Melee soldiers who have high HP and use their axes
to three operators at a time inflict heavy damage. While their defense is low, their special armor gives them significant Arts resistance, which will greatly increase if standing in Carmine Steam.they're blocked.



* AchillesHeel: Inverted compared to most of the enemies similar to them. Despite their high health and colossal Arts resistance, their DEF is ''pitiful'', with both the regular and leader variants having only ''100 DEF'' (for reference, that's the same DEF as a basic Reunion Soldier).
* AntiMagic: Their Arts resistance is already significant for a heavy unit, but their armor will generate an Arts shield to protect them further when they're blocked. Considering that they have 40 RES already, which increases to ''80 (90 if it's a Leader)'', Arts damage often does little to nothing against them. Fortunately, their physical defense is extremely low.
* MightyGlacier: Slow, tough, and capable of dealing huge damage. Unlike most of the SmashMook variants the game has to offer, these guys are supremely resistant to Arts too, although their physical defense takes a huge hit as a result.



! Lungmen & Siracusan Units
!!! Siracusan Mafia & Lungmenites (Introduced in ''Code of Brawl'')

[[folder:Sicilian]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_npc_031.png]]
->'''Other variations:''' Elite Sicilian
Basic soldiers who serve in the Siracusan mafia.

to:

! Lungmen & Siracusan Units
!!! Siracusan Mafia & Lungmenites (Introduced in ''Code of Brawl'')

[[folder:Sicilian]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_npc_031.png]]
[[folder:Heavy Defender Type N]]
->'''Other variations:''' Elite Sicilian
Basic
Heavy Defender Type S
Heavily armored
soldiers who serve in the Siracusan mafia.with significant HP and DEF.



* PaletteSwap: Of the Reunion Heavy Defenders, albeit packing higher overall stats.



[[folder:Brawler]]
->'''Other variations:''' Elite Brawler
Siracusan mafiosi who launch flurries of rapid-fire punches.
----
* DeathOfAThousandCuts: Each of their individual punches deal very little damage. The real danger is the sheer rate at which they land these hits on your operators, and with enough of them mobbing your units at once, not even dedicated tanks can survive without some serious Medic support.
* EvilCounterpart: Of Beehunter. In fact they share the same animation frames with her.
* HelpfulMook: With some high level strategy, these enemies can be abused by forcing them to attack Liskarm, who feeds SP to your operators when she gets hit. This is a very effective strategy on some harder stages, such as Contingency Contract.
* RapidFireFisticuffs: Imagine Beehunter but on the enemy side.

to:

[[folder:Brawler]]
->'''Other variations:''' Elite Brawler
Siracusan mafiosi who launch flurries
!!! Little Black Sheep (introduced in ''So Long, Adele'')

[[folder:General]]
* PiecesOfGod: These are clones
of rapid-fire punches.
----
* DeathOfAThousandCuts: Each of
Dolly that developed their individual punches deal very little damage. own personalities, not unlike the [[spoiler:Sui siblings]]. The real danger is the sheer rate at which they land finale of "So Long, Adele" reveals that [[spoiler:their personalities are copies of people that Dolly deemed "interesting" during his long life.]]
* KillerRabbit: Despite looking like cute pink-colored sheep,
these hits on your operators, guys are actually deadly and with enough of them mobbing your units at once, not even dedicated tanks can survive without some serious Medic support.
* EvilCounterpart: Of Beehunter. In fact they share the same animation frames with her.
* HelpfulMook: With some high level strategy, these enemies can be abused by forcing them to attack Liskarm, who feeds SP
are just as capable in doing damage to your operators when she gets hit. This is a very effective strategy on some harder stages, such as Contingency Contract.
operators.
* RapidFireFisticuffs: Imagine Beehunter but on RidiculouslyCuteCritter: They are literally ''pink sheep''.
* StickyFingers: Some of
the enemy side.familiars carry man-made items that they picked up off the street or looted from human shops, and Eyjafjalla spent a while in "So Long, Adele" chasing down one that stole random items from other people. Dolly even lampshades it early into the event.
-->''You're going to humiliate me. Don't tell people my clones are kleptomaniacs.''



[[folder:Marksman]]
->'''Other variations:''' Elite Marksman
Siracusan mafiosi who use ranged crossbow attacks. They will prioritize attacking Command Terminals.
----
* AutomaticCrossbows: They wield rapid-fire crossbows that even have drum clips.

to:

[[folder:Marksman]]
[[folder:Hot Spring 'Mischievous Rascal']]
->'''Other variations:''' Elite Marksman
Siracusan mafiosi who use ranged crossbow attacks. They will prioritize attacking Command Terminals.
----
* AutomaticCrossbows: They wield rapid-fire crossbows that even have drum clips.
Hot Spring 'Jolly Rascal'
A sheep familiar wearing a traffic cone. Spawns a Carmine Steam on the spot when defeated.



[[folder:Bully]]
->'''Other variations:''' Bulldozer
Hulking enemies that pack significant HP, ATK, and DEF while charging at relatively fast speeds. They count as three enemies when it comes to being blocked, and operators with less than 3 block will not be able to block them at all.
----
* TheJuggernaut: They count as 3 enemies to block and can easily bypass frontline blockers occupied with {{Mooks}}. Their presence almost necessitates dedicated 3-block operator behind the line just to stop them.

to:

[[folder:Bully]]
[[folder:Fashion Street 'Hearty Heavy']]
->'''Other variations:''' Bulldozer
Hulking enemies that pack significant HP, ATK,
Fashion Street 'Robust Heavy'
A sheep familiar carrying a frisbee. Has a ranged attack
and DEF while charging at relatively fast speeds. They count as three enemies also spawns a Carmine Steam on the spot when it comes to being blocked, and operators with less than 3 block will not be able to block them at all.
----
* TheJuggernaut: They count as 3 enemies to block and can easily bypass frontline blockers occupied with {{Mooks}}. Their presence almost necessitates dedicated 3-block operator behind the line just to stop them.
defeated.



[[folder:Fanatic]]
->'''Other variations:''' Desperate Fanatic
Brutish mobsters that have high HP/ATK/DEF and use their sledgehammers to deliver powerful attacks which can hit ranged tiles. When blocked, they will get a significant ATK boost. Prioritizes attacking Command Terminals.

to:

[[folder:Fanatic]]
[[folder:Fashion Street 'Ordinary Aviator']]
->'''Other variations:''' Desperate Fanatic
Brutish mobsters that
Fashion Street 'Hyperactive Aviator'
A sheep familiar wearing aviation gear. Has Low-Altitude Hovering and even though they
have high HP/ATK/DEF and use their sledgehammers to deliver powerful attacks which no attack by themselves, they can hit grab on a 'Hearty Heavy' to gain a ranged tiles. When blocked, they will get a significant ATK boost. Prioritizes attacking Command Terminals.attack.



* AchillesHeel: Disabling status effects (stun, frozen, sleep) will cause the Aviator to lose its Low-Altitude Hovering, becoming a ground unit that uses a melee attack when blocked. This also disables its ability to carry Hearty Heavies.
* DisneyDeath: Their path in some operations take them over bottomless pits, which can result in the Aviator and its potential Heavy passenger falling to their doom if it receives a disabling status effect while over the pit.
* MaybeMagicMaybeMundane: They are often mistaken for pink clouds by Siestans, leading to legends of pink clouds surrounding the volcano that were often dismissed as exaggerations.



[[folder:Greytail]]
->'''Other variations:''' Greytail Leader
Hard-hitting mobsters that serve the Rat King. They have a sand shield that massively boosts their DEF while active, and can only be destroyed by a significant amount of Arts damage. Once their shields are down, their speed increases greatly.

to:

[[folder:Greytail]]
[[folder:Hot Spring 'Wandering Vagrant']]
->'''Other variations:''' Greytail Leader
Hard-hitting mobsters that serve the Rat King. They have a sand shield that massively boosts their DEF while active,
Hot Spring 'Wandering Slider'
A sheep familiar wearing skating equipment. Has invisibility,
and can only be destroyed by carry a significant amount of Arts damage. Once their shields are down, their speed increases greatly.'Mischievous Rascal' on them which also gives them the ability to spawn Carmine Steam on tiles that they pass through.



* BatterUp: They wield metal bats as weapons.
* DeflectorShields: They will enter combat with a sand barrier that gives them a massive amount of physical defense while active, but can be shattered after taking a certain amount of Arts damage.
* MightyGlacier: While their shields are up, they're borderline immune to physical damage and can soak up Arts while hitting very hard in response, but aren't very fast. Once the shield goes down, this turns into FragileSpeedster, as their speed ''hugely'' increases at the cost of being extremely squishy without their barrier.

to:

* BatterUp: TheSneakyGuy: They wield metal bats as weapons.
* DeflectorShields: They will enter combat with a sand barrier that gives them a massive amount of physical defense while active, but can be shattered after taking a certain amount of Arts damage.
* MightyGlacier: While their shields
are up, they're borderline immune to physical damage and can soak up Arts while hitting very hard in response, but aren't very fast. Once the shield goes down, this turns into FragileSpeedster, as their speed ''hugely'' increases at the cost of being extremely squishy without their barrier.invisible until blocked.



!!!Famiglia members (introduced in ''Il Siracusano'')

[[folder:General]]

to:

!!!Famiglia members (introduced in ''Il Siracusano'')

[[folder:General]]
[[folder:'Big Fella']]
->'''Other variations:''' 'Big Man'
A large fluffy critter that sometimes unintentionally eats its own kin. Spawns a 'Mischievous Rascal' on first attack, or when defeated.



* BadassInANiceSuit: They all wear suits to go with their ''mafioso'' image.
* DeadlyEuphemism: The effect that occurs on a filled "Blood Ledger" gauge is called "Asset Liquidation", a.k.a. the ''famiglia'' is out for your head.
* {{Hypocrite}}: Even though the civilians are supposedly under their protection (which is why civilians cause the "Blood Debt" to go up by a big chunk when they die), several mooks can also attack civilians themselves and forcing the player to save them.
* TheMafia: These guys put the ones from "Code of Brawl" to shame.
* ThePowerOfHate: Killing certain ''famiglia'' members or civilians will result in "Blood Debt" being accumulated into the "Blood Ledger" gauge. When the gauge is full, all enemies on the field gain a buff and a [[EliteMook Cleaner]] spawns, symbolizing the ''famiglia'' taking revenge on the one messing around with their members and civilians under their protection.
* PurpleIsPowerful: Several units' special ability effects are purple.

to:

* BadassInANiceSuit: They all wear suits to go BigEater: Is not picky with what it eats, to the point that it will sometimes eat the other familiars and then spit them back out as ammo for their ''mafioso'' image.
* DeadlyEuphemism: The effect that occurs on a filled "Blood Ledger" gauge is called "Asset Liquidation", a.k.a. the ''famiglia'' is out for your head.
* {{Hypocrite}}: Even though the civilians are supposedly under their protection (which is why civilians cause the "Blood Debt" to go up by a big chunk when they die), several mooks can also attack civilians themselves and forcing the player to save them.
* TheMafia: These guys put the ones from "Code of Brawl" to shame.
* ThePowerOfHate: Killing certain ''famiglia'' members or civilians will result in "Blood Debt" being accumulated into the "Blood Ledger" gauge. When the gauge is full, all enemies on the field gain a buff and a [[EliteMook Cleaner]] spawns, symbolizing the ''famiglia'' taking revenge on the one messing around with their members and civilians under their protection.
* PurpleIsPowerful: Several units' special ability effects are purple.
attacks.



[[folder:Famiglia Soldier]]
->'''Other variations:''' Elite Famiglia Soldier
Low-level mafiosi under the orders of their superiors. Increase "Blood Debt" by a small amount on death.

to:

[[folder:Famiglia Soldier]]
[[folder:Urban 'Whirlwind Walker']]
->'''Other variations:''' Elite Famiglia Soldier
Low-level mafiosi under the orders of their superiors. Increase "Blood Debt" by a small amount
Urban 'Tornado Trendsetter'
Two familiars that got entangled with each other from fighting over cotton candy. Explodes
on death.first attack to deal Arts damage, leaving behind a 'Mischievous Rascal' and a 'Hearty Heavy'.



* DeviousDaggers: They wield small knives as personal weapons.

to:

* DeviousDaggers: They wield small knives as personal weapons.ActionBomb: Blows up on the first time they attack, dealing Arts damage to whoever is unlucky enough to block them. And unlike some other enemies that also explode on death (i.e. infused Originium slugs), this ''cannot'' be stopped using Silence status effect.
* FlunkyBoss: Spawns a 'Mischievous Rascal' and a 'Hearty Heavy' after death.
* StickyFingers: Both literally (cotton candy is ''sticky'') and also figuratively from their flavor text.
-->''The main reason the Candy House grandpa is so angry is because they snatched his wig off too!''



[[folder:Famiglia Crossbowman]]
->'''Other variations:''' Elite Famiglia Crossbowman
Trained snipers armed with crossbows using sophisticated technology. Deal Arts damage during "Asset Liquidation".

to:

[[folder:Famiglia Crossbowman]]
->'''Other variations:''' Elite Famiglia Crossbowman
Trained snipers armed with crossbows using sophisticated technology. Deal
[[folder:'Fluffy Buddy']]
A sheep familiar that hides in the map. Appears as a blur of blue static until covered in Steam, at which point they explode and either heal or inflict
Arts damage during "Asset Liquidation".damage, plus leaving behind more Steam of the same color.



* MageMarksman: They deal Arts damage when an "Asset Liquidation" is running.
* WouldNotShootACivilian: Inverted. They prioritize attacking Siracusan Civilians over player controlled units.

to:

* MageMarksman: HelpfulMook: If covered in Pure White Steam, they will heal your operators and leave behind more Pure White Steam. They deal will explode for Arts damage when an "Asset Liquidation" is running.
* WouldNotShootACivilian: Inverted. They prioritize attacking Siracusan Civilians over player controlled units.
if covered in Carmine Steam, however.



[[folder:Famiglia Cleaner]]
->'''Other variations:''' Famiglia Silent Cleaner
Massively powerful Archosaurian hitmen tasked with delivering "regards" towards those that angered the ''famiglia''. Only spawn when "Asset Liquidation" starts and gain massive buffs in its duration.

to:

[[folder:Famiglia Cleaner]]
[[folder:Fashion Street 'Stellar Caster']]
->'''Other variations:''' Famiglia Silent Cleaner
Massively powerful Archosaurian hitmen tasked with delivering "regards" towards those that angered the ''famiglia''. Only spawn when "Asset Liquidation" starts and gain massive buffs
Fashion Street 'Supernova Caster'
A sheep familiar carrying a witch's gear from a divination shop. Attack up to three operators at a time if standing
in its duration.Carmine Steam.



* EliteMook: They have high base stats plus the bonuses they receive during "Asset Liquidation".
* {{Expy}}: The Famiglia Cleaner is a bald, pale, suit-wearing hitman with a prominent barcode motif, armed with a silver pistol (crossbow) and carrying a silver briefcase. He's a master of stealth and infiltration, being literally invisible to your Operators until blocked. He's an incredibly proficient killer, legendary in the underworld, with a name that everyone knows but only the bravest dare speak. In other words, he's the Terran [[Franchise/{{Hitman}} Agent 47]].
* GatheringSteam: If they are alive when a second "Asset Liquidation" starts, they will gain even more stats over the ones from the first Liquidation that spawned them. If not killed for too long and gain multiple buff stacks, Cleaners can easily slaughter their way through the player's defense lineup.
* LightningBruiser: They walk fast, shoot fast, and their shots will ''hurt'' - being able to one shot high ground operators with lower DEF.
* OptionalBoss: These guys don't appear in the enemy roster by default, but only spawn when the "Blood Ledger" gauge hits maximum. They will still deduct life seals if allowed into a Protection Objective, however.
* TheSneakyGuy: They are invisible until blocked.
* WouldNotShootACivilian: Inverted much like the Crossbowmen, Cleaners will target civilians over player operators.



[[folder:Famiglia Intimidator]]
->'''Other variations:''' Famiglia Terrorizer
Strongmen employed by the ''famiglia'' to intimidate others with their stature and smooth-talking, only resorting to violence as a last resort. Draws fire when alive and increase "Blood Debt" by a large amount when defeated.

to:

[[folder:Famiglia Intimidator]]
! Lungmen & Siracusan Units
!!! Siracusan Mafia & Lungmenites (Introduced in ''Code of Brawl'')

[[folder:Sicilian]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_npc_031.png]]
->'''Other variations:''' Famiglia Terrorizer
Strongmen employed by
Elite Sicilian
Basic soldiers who serve in
the ''famiglia'' to intimidate others with their stature and smooth-talking, only resorting to violence as a last resort. Draws fire when alive and increase "Blood Debt" by a large amount when defeated.Siracusan mafia.



* TheBigGuy: They serve as this to the ''famiglia''.
* DrawAggro: Operators will prioritize attacking them over other enemies.
* MartialPacifist: Their description surprisingly paints them as this, valuing one's skill in the Siracusan language over raw violence.
* StoneWall: They have good HP and DEF, though their low RES makes them vulnerable to Arts damage.



[[folder:Famiglia Caster]]
->'''Other variations:''' Elite Famiglia Caster
''Famiglia'' members trained in the use of Originium Arts. They compensate for their mediocre skill at Arts with the ability to rapidly incite hatred. Can stop attacking to speed up the filling of "Blood Debt".

to:

[[folder:Famiglia Caster]]
[[folder:Brawler]]
->'''Other variations:''' Elite Famiglia Caster
''Famiglia'' members trained in the use
Brawler
Siracusan mafiosi who launch flurries
of Originium Arts. They compensate for their mediocre skill at Arts with the ability to rapidly incite hatred. Can stop attacking to speed up the filling of "Blood Debt".rapid-fire punches.



* InTheHood: They wear hoods instead of the top hats seen on other members.

to:

* InTheHood: They wear hoods instead DeathOfAThousandCuts: Each of their individual punches deal very little damage. The real danger is the top hats seen sheer rate at which they land these hits on other members.your operators, and with enough of them mobbing your units at once, not even dedicated tanks can survive without some serious Medic support.
* EvilCounterpart: Of Beehunter. In fact they share the same animation frames with her.
* HelpfulMook: With some high level strategy, these enemies can be abused by forcing them to attack Liskarm, who feeds SP to your operators when she gets hit. This is a very effective strategy on some harder stages, such as Contingency Contract.
* RapidFireFisticuffs: Imagine Beehunter but on the enemy side.



[[folder:Famiglia Limo]]
->'''Other variations:''' Famiglia Luxury Limo
Limos used by the ''famiglia'' for transportation. Spawns 3 Famiglia Soldiers if defeated when blocked.

to:

[[folder:Famiglia Limo]]
[[folder:Marksman]]
->'''Other variations:''' Famiglia Luxury Limo
Limos used by the ''famiglia'' for transportation. Spawns 3 Famiglia Soldiers if defeated when blocked.
Elite Marksman
Siracusan mafiosi who use ranged crossbow attacks. They will prioritize attacking Command Terminals.



* FlunkyBoss: If they are defeated when blocked, they leave behind 3 Famiglia Soldiers that continue on the Limo's path.

to:

* FlunkyBoss: If they are defeated when blocked, they leave behind 3 Famiglia Soldiers AutomaticCrossbows: They wield rapid-fire crossbows that continue on the Limo's path.even have drum clips.



[[folder:Famiglia Capo]]
->'''Other variations:''' Famiglia Heavy Capo
A [[https://en.wikipedia.org/wiki/Caporegime caporegime]] of the ''famiglia''. Increases "Blood Debt" if any ''famiglia'' member is defeated in a radius around them.

to:

[[folder:Famiglia Capo]]
[[folder:Bully]]
->'''Other variations:''' Famiglia Heavy Capo
A [[https://en.wikipedia.org/wiki/Caporegime caporegime]] of the ''famiglia''. Increases "Blood Debt" if any ''famiglia'' member is defeated in a radius around them.
Bulldozer
Hulking enemies that pack significant HP, ATK, and DEF while charging at relatively fast speeds. They count as three enemies when it comes to being blocked, and operators with less than 3 block will not be able to block them at all.



* MagicKnight: They emit noxious smoke that deals Arts damage as their melee attack.
* ThisBananaIsArmed: Their weapon is concealed inside their cigar.

to:

* MagicKnight: TheJuggernaut: They emit noxious smoke that deals Arts damage count as their melee attack.
* ThisBananaIsArmed:
3 enemies to block and can easily bypass frontline blockers occupied with {{Mooks}}. Their weapon is concealed inside their cigar.presence almost necessitates dedicated 3-block operator behind the line just to stop them.



[[folder:Siracusan Civilian]]
Normal civilians that got mixed up into the fighting on the street. Does not deplete Life Seals if allowed to escape, reduce "Blood Debt" when alive but increase it by a large amount on death.

to:

[[folder:Siracusan Civilian]]
Normal civilians
[[folder:Fanatic]]
->'''Other variations:''' Desperate Fanatic
Brutish mobsters
that got mixed up into the fighting on the street. Does not deplete Life Seals if allowed have high HP/ATK/DEF and use their sledgehammers to escape, reduce "Blood Debt" when alive but increase it by deliver powerful attacks which can hit ranged tiles. When blocked, they will get a large amount on death.significant ATK boost. Prioritizes attacking Command Terminals.



* EscortMission: Players are encouraged to keep them alive since they will reduce "Blood Debt" when alive on the field.
* VideoGameCrueltyPunishment: They do not deduct Life Seals when killed unlike Ursus Civilians. However, their death increases the "Blood Debt" by a huge amount, which can be potentially game-ending if a Cleaner chews through the player's defenses.



[[folder:Greytail]]
->'''Other variations:''' Greytail Leader
Hard-hitting mobsters that serve the Rat King. They have a sand shield that massively boosts their DEF while active, and can only be destroyed by a significant amount of Arts damage. Once their shields are down, their speed increases greatly.



! Leithanien Units
!!! Rioters & Mudrock's Squad (Introduced in ''Twilight of Wolumonde'')
[[folder:Leithanien Rebel]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_npc_067.png]]
->'''Other variations:''' Leithanien Rebel Leader
Rioters wielding Arts swords. Their lack of training makes them weaker than the Reunion Arts Guards.
----
* ArmorPiercingAttack: Their Arts damage ignores DEF and targets RES instead.
* MagicKnight: Their swords deal Arts damage.

to:

! Leithanien Units
!!! Rioters & Mudrock's Squad (Introduced in ''Twilight
* BatterUp: They wield metal bats as weapons.
* DeflectorShields: They will enter combat with a sand barrier that gives them a massive amount
of Wolumonde'')
[[folder:Leithanien Rebel]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_npc_067.png]]
->'''Other variations:''' Leithanien Rebel Leader
Rioters wielding
physical defense while active, but can be shattered after taking a certain amount of Arts swords. Their lack of training makes them weaker than the Reunion Arts Guards.
----
damage.
* ArmorPiercingAttack: Their Arts MightyGlacier: While their shields are up, they're borderline immune to physical damage ignores DEF and targets RES instead.
* MagicKnight: Their swords deal
can soak up Arts damage.while hitting very hard in response, but aren't very fast. Once the shield goes down, this turns into FragileSpeedster, as their speed ''hugely'' increases at the cost of being extremely squishy without their barrier.



[[folder:Leithanien Whisperer]]
->'''Other variations:''' Leithanien Psalmist
Extra-long-ranged casters who can also "contest" Gramophones in an attempt to capture them.

to:

[[folder:Leithanien Whisperer]]
->'''Other variations:''' Leithanien Psalmist
Extra-long-ranged casters who can also "contest" Gramophones
!!!Famiglia members (introduced in an attempt to capture them.''Il Siracusano'')

[[folder:General]]



* ChainPain: Different from the Sarkaz Casters in that instead of trying to bind and ensnare operators, they would use this to try and take control of Gramophones.
* MagicStaff: Wields one of these, both for ranged Arts attack and to take control of Gramophones.

to:

* ChainPain: Different from the Sarkaz Casters in BadassInANiceSuit: They all wear suits to go with their ''mafioso'' image.
* DeadlyEuphemism: The effect
that instead of trying occurs on a filled "Blood Ledger" gauge is called "Asset Liquidation", a.k.a. the ''famiglia'' is out for your head.
* {{Hypocrite}}: Even though the civilians are supposedly under their protection (which is why civilians cause the "Blood Debt"
to bind and ensnare operators, go up by a big chunk when they would use this to try and take control of Gramophones.
* MagicStaff: Wields one of these, both for ranged Arts
die), several mooks can also attack civilians themselves and forcing the player to take control save them.
* TheMafia: These guys put the ones from "Code
of Gramophones.Brawl" to shame.
* ThePowerOfHate: Killing certain ''famiglia'' members or civilians will result in "Blood Debt" being accumulated into the "Blood Ledger" gauge. When the gauge is full, all enemies on the field gain a buff and a [[EliteMook Cleaner]] spawns, symbolizing the ''famiglia'' taking revenge on the one messing around with their members and civilians under their protection.
* PurpleIsPowerful: Several units' special ability effects are purple.



[[folder:Winterwisp Blood Shaman]]
->'''Other variations:''' Winterwisp Blood Magister
Powerful Leithanian berserkers that pack high stats and potent Arts attacks in exchange for losing HP over time. Upon death, they will explode in a powerful Arts burst that also instantly captures any Gramophones in range.

to:

[[folder:Winterwisp Blood Shaman]]
[[folder:Famiglia Soldier]]
->'''Other variations:''' Winterwisp Blood Magister
Powerful Leithanian berserkers that pack high stats and potent Arts attacks in exchange for losing HP over time. Upon death, they will explode in
Elite Famiglia Soldier
Low-level mafiosi under the orders of their superiors. Increase "Blood Debt" by
a powerful Arts burst that also instantly captures any Gramophones in range.small amount on death.



* ActionBomb: Upon death, they will deal 200% ''Arts'' damage to the surrounding tiles, which can also take complete control of any Gramophones in range.
* LivingOnBorrowedTime: Their HP will slowly drain over time.

to:

* ActionBomb: Upon death, they will deal 200% ''Arts'' damage to the surrounding tiles, which can also take complete control of any Gramophones in range.
* LivingOnBorrowedTime: Their HP will slowly drain over time.
DeviousDaggers: They wield small knives as personal weapons.



[[folder:Mudrock Matterllurgist]]
->'''Other variations:''' Mudrock Matterllurgist Leader
Ranged physical units commanded by Mudrock. They will prioritize foes capturing Gramophones.

to:

[[folder:Mudrock Matterllurgist]]
[[folder:Famiglia Crossbowman]]
->'''Other variations:''' Mudrock Matterllurgist Leader
Ranged physical units commanded by Mudrock. They will prioritize foes capturing Gramophones.
Elite Famiglia Crossbowman
Trained snipers armed with crossbows using sophisticated technology. Deal Arts damage during "Asset Liquidation".



* MageMarksman: They deal Arts damage when an "Asset Liquidation" is running.
* WouldNotShootACivilian: Inverted. They prioritize attacking Siracusan Civilians over player controlled units.



[[folder:Mudrock Zealot]]
->'''Other variations:''' Mudrock Zealot Leader
Powerful melee soldiers commanded by Mudrock. They spawn with a shield that protects them from Arts damage, while raising their attack speed and max HP as long as it's active.

to:

[[folder:Mudrock Zealot]]
[[folder:Famiglia Cleaner]]
->'''Other variations:''' Mudrock Zealot Leader
Powerful melee soldiers commanded by Mudrock. They
Famiglia Silent Cleaner
Massively powerful Archosaurian hitmen tasked with delivering "regards" towards those that angered the ''famiglia''. Only
spawn with a shield that protects them from Arts damage, while raising their attack speed when "Asset Liquidation" starts and max HP as long as it's active.gain massive buffs in its duration.



* LightningBruiser: As if their attacks don't hurt more than enough already, they will gain an increase in attack speed while their shield is active.
* StoneWall: They are exorbitantly sturdy, with an A in HP, ATK, and DEF. Despite their RES being lower, that is alleviated by the fact that they have a shield which can protect them from Arts damage, and also happens to increase their HP and ASPD as well.

to:

* EliteMook: They have high base stats plus the bonuses they receive during "Asset Liquidation".
* {{Expy}}: The Famiglia Cleaner is a bald, pale, suit-wearing hitman with a prominent barcode motif, armed with a silver pistol (crossbow) and carrying a silver briefcase. He's a master of stealth and infiltration, being literally invisible to your Operators until blocked. He's an incredibly proficient killer, legendary in the underworld, with a name that everyone knows but only the bravest dare speak. In other words, he's the Terran [[Franchise/{{Hitman}} Agent 47]].
* GatheringSteam: If they are alive when a second "Asset Liquidation" starts, they will gain even more stats over the ones from the first Liquidation that spawned them. If not killed for too long and gain multiple buff stacks, Cleaners can easily slaughter their way through the player's defense lineup.
* LightningBruiser: As if They walk fast, shoot fast, and their attacks shots will ''hurt'' - being able to one shot high ground operators with lower DEF.
* OptionalBoss: These guys
don't hurt more than enough already, they appear in the enemy roster by default, but only spawn when the "Blood Ledger" gauge hits maximum. They will gain an increase in attack speed while their shield is active.
still deduct life seals if allowed into a Protection Objective, however.
* StoneWall: TheSneakyGuy: They are exorbitantly sturdy, with an A in HP, ATK, and DEF. Despite their RES being lower, that is alleviated by invisible until blocked.
* WouldNotShootACivilian: Inverted much like
the fact that they have a shield which can protect them from Arts damage, and also happens to increase their HP and ASPD as well.Crossbowmen, Cleaners will target civilians over player operators.



[[folder:Mudrock Colossus]]
->'''Other variations:''' Hexed Colossus
A towering stone behemoth summoned by Mudrock's Arts. They're extremely slow but absolutely powerful - packing high defenses, ''monumental'' HP, and enough ATK to instantly kill most targets.

to:

[[folder:Mudrock Colossus]]
[[folder:Famiglia Intimidator]]
->'''Other variations:''' Hexed Colossus
A towering stone behemoth summoned
Famiglia Terrorizer
Strongmen employed
by Mudrock's Arts. They're extremely slow but absolutely powerful - packing high defenses, ''monumental'' HP, the ''famiglia'' to intimidate others with their stature and enough ATK smooth-talking, only resorting to instantly kill most targets.violence as a last resort. Draws fire when alive and increase "Blood Debt" by a large amount when defeated.



* AchillesHeel: For all their power, they're extremely vulnerable to the Gramophone turrets found on most of their maps, since they deal Arts damage based on a percentage of the target's max HP - meaning that even with their staggering HP values, they'll die about as fast as any other enemy. Controlling the Gramophones is key to beating levels that they're on - but the problem arises when some of the harder stages [[OhCrap don't give you any...]]
* MightyGlacier: Colossi are ridiculously sturdy and they hit ''incredibly hard'', often enough to OneHitKill all but the toughest Defenders, and even then only leaving them with a bare sliver of health left. The only silver lining is that these things are also slow as molasses, leaving them especially vulnerable to being pelted to death by the capturable Gramophone towers, and Slow-type Supporters can hamstring them even further.
* StoneWall: Ones that are literally made out of stone. These Colossi are obscenely tough, boasting a S+ health rating and B-grade DEF and RES. While they can technically be dealt with using a lot of Arts damage, even the toughest operators constantly wailing on them with their skills would only do ScratchDamage at best. The proper procedure when facing these things is to wield Gramophone towers against them, which are very effective against them owing to their PercentDamageAttack.

to:

* AchillesHeel: For all TheBigGuy: They serve as this to the ''famiglia''.
* DrawAggro: Operators will prioritize attacking them over other enemies.
* MartialPacifist: Their description surprisingly paints them as this, valuing one's skill in the Siracusan language over raw violence.
* StoneWall: They have good HP and DEF, though
their power, they're extremely low RES makes them vulnerable to the Gramophone turrets found on most of their maps, since they deal Arts damage based on a percentage of the target's max HP - meaning that even with their staggering HP values, they'll die about as fast as any other enemy. Controlling the Gramophones is key to beating levels that they're on - but the problem arises when some of the harder stages [[OhCrap don't give you any...]]
* MightyGlacier: Colossi are ridiculously sturdy and they hit ''incredibly hard'', often enough to OneHitKill all but the toughest Defenders, and even then only leaving them with a bare sliver of health left. The only silver lining is that these things are also slow as molasses, leaving them especially vulnerable to being pelted to death by the capturable Gramophone towers, and Slow-type Supporters can hamstring them even further.
* StoneWall: Ones that are literally made out of stone. These Colossi are obscenely tough, boasting a S+ health rating and B-grade DEF and RES. While they can technically be dealt with using a lot of Arts damage, even the toughest operators constantly wailing on them with their skills would only do ScratchDamage at best. The proper procedure when facing these things is to wield Gramophone towers against them, which are very effective against them owing to their PercentDamageAttack.
damage.



!!! Witch King Remnants (Introduced in ''Lingering Echoes'')
[[folder:'Street Layabout']]
->'''Other variations:''' Street Drunk
Armed militants disguised as Infected Afterglow civilians. Deals additional Arts damage to operators not connected to Realigned Flux.

to:

!!! Witch King Remnants (Introduced in ''Lingering Echoes'')
[[folder:'Street Layabout']]
[[folder:Famiglia Caster]]
->'''Other variations:''' Street Drunk
Armed militants disguised as Infected Afterglow civilians. Deals additional
Elite Famiglia Caster
''Famiglia'' members trained in the use of Originium Arts. They compensate for their mediocre skill at
Arts damage with the ability to operators not connected rapidly incite hatred. Can stop attacking to Realigned Flux.speed up the filling of "Blood Debt".



* InTheHood: They wear hoods instead of the top hats seen on other members.



[[folder:'Street Performer']]
->'''Other variations:''' Street Musician
Armed militants disguised as Infected Afterglow civilians. Deals an additional hit to operators not connected to Realigned Flux.

to:

[[folder:'Street Performer']]
[[folder:Famiglia Limo]]
->'''Other variations:''' Street Musician
Armed militants disguised as Infected Afterglow civilians. Deals an additional hit to operators not connected to Realigned Flux.
Famiglia Luxury Limo
Limos used by the ''famiglia'' for transportation. Spawns 3 Famiglia Soldiers if defeated when blocked.



* MusicalAssassin: They carry a triangle to fire off Leithanien Originium Arts, which is casted through music.
----

to:

* MusicalAssassin: They carry a triangle to fire off Leithanien Originium Arts, which is casted through music.
----
FlunkyBoss: If they are defeated when blocked, they leave behind 3 Famiglia Soldiers that continue on the Limo's path.



[[folder:Mass-Produced Colossus]]
->'''Other variations:''' Enhanced Mass-Produced Colossus
An Originium Arts creation designed for breaching through enemy lines. Loses its defenses when standing in Realigned Flux.

to:

[[folder:Mass-Produced Colossus]]
[[folder:Famiglia Capo]]
->'''Other variations:''' Enhanced Mass-Produced Colossus
An Originium Arts creation designed for breaching through enemy lines. Loses its defenses when standing
Famiglia Heavy Capo
A [[https://en.wikipedia.org/wiki/Caporegime caporegime]] of the ''famiglia''. Increases "Blood Debt" if any ''famiglia'' member is defeated
in Realigned Flux.a radius around them.



* AchillesHeel: They lose 1000 DEF and 50 RES when they are standing in a Realigned Flux line, making operator positioning crucial for defeating them.

to:

* AchillesHeel: MagicKnight: They lose 1000 DEF and 50 RES when they are standing in a Realigned Flux line, making operator positioning crucial for defeating them.emit noxious smoke that deals Arts damage as their melee attack.
* ThisBananaIsArmed: Their weapon is concealed inside their cigar.



[[folder:Spire Caster]]
->'''Other variations:''' Battleworn Spire Caster
Casters employed by the Leithanien army specializing in area-of-effect damage.

to:

[[folder:Spire Caster]]
->'''Other variations:''' Battleworn Spire Caster
Casters employed by
[[folder:Siracusan Civilian]]
Normal civilians that got mixed up into
the Leithanien army specializing in area-of-effect damage.fighting on the street. Does not deplete Life Seals if allowed to escape, reduce "Blood Debt" when alive but increase it by a large amount on death.



* HerdHittingAttack: They attack 2 operators at once, and deal splash damage if their target is not connected to a Realigned Flux.

to:

* HerdHittingAttack: EscortMission: Players are encouraged to keep them alive since they will reduce "Blood Debt" when alive on the field.
* VideoGameCrueltyPunishment:
They attack 2 operators at once, and deal splash damage if do not deduct Life Seals when killed unlike Ursus Civilians. However, their target is not connected to death increases the "Blood Debt" by a Realigned Flux.huge amount, which can be potentially game-ending if a Cleaner chews through the player's defenses.



[[folder:Remnant Violinist]]
->'''Other variations:''' Remnant Principal Violinist
Formerly violinists in the Leithanien capital orchestra, these violinists have spent a long time laying low to conceal their status as followers of the Witch King.



* HerdHittingAttack: Their attacks travel along the Realigned Flux, damaging all operators connected to that Flux for half the damage.

to:

* HerdHittingAttack: ! Leithanien Units
!!! Rioters & Mudrock's Squad (Introduced in ''Twilight of Wolumonde'')
[[folder:Leithanien Rebel]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_npc_067.png]]
->'''Other variations:''' Leithanien Rebel Leader
Rioters wielding Arts swords.
Their attacks travel along lack of training makes them weaker than the Realigned Flux, damaging all operators connected to that Flux for half the Reunion Arts Guards.
----
* ArmorPiercingAttack: Their Arts damage ignores DEF and targets RES instead.
* MagicKnight: Their swords deal Arts
damage.



[[folder:Remnant Field Caster]]
->'''Other variations:''' Remnant Elite Field Caster
Formerly composers in the Leithanien capital orchestra, they have turned to researching the Witch King's Originium Arts but without success.

to:

[[folder:Remnant Field Caster]]
[[folder:Leithanien Whisperer]]
->'''Other variations:''' Remnant Elite Field Caster
Formerly composers in the
Leithanien capital orchestra, they have turned Psalmist
Extra-long-ranged casters who can also "contest" Gramophones in an attempt
to researching the Witch King's Originium Arts but without success.capture them.



* ChainPain: Different from the Sarkaz Casters in that instead of trying to bind and ensnare operators, they would use this to try and take control of Gramophones.
* MagicStaff: Wields one of these, both for ranged Arts attack and to take control of Gramophones.



[[folder:Remnant Saxophonist]]
->'''Other variations:''' Remnant Official Saxophonist
These failed musicians tried to bribe their way into the Leithanien capital orchestra, and had lost their sanity in the modern day. All that remains is a desire to rip their enemies apart with their music.

to:

[[folder:Remnant Saxophonist]]
[[folder:Winterwisp Blood Shaman]]
->'''Other variations:''' Remnant Official Saxophonist
These failed musicians tried to bribe their way into the Leithanien capital orchestra, and had lost their sanity in the modern day. All
Winterwisp Blood Magister
Powerful Leithanian berserkers
that remains is pack high stats and potent Arts attacks in exchange for losing HP over time. Upon death, they will explode in a desire to rip their enemies apart with their music.powerful Arts burst that also instantly captures any Gramophones in range.



* ActionBomb: Upon death, they will deal 200% ''Arts'' damage to the surrounding tiles, which can also take complete control of any Gramophones in range.
* LivingOnBorrowedTime: Their HP will slowly drain over time.



[[folder:Blackwater Originium Slug]]
->'''Other variations:''' Blackwater Originium Slug α
A type of Originium slug that lives in the sewers of Vyseheim.

to:

[[folder:Blackwater Originium Slug]]
[[folder:Mudrock Matterllurgist]]
->'''Other variations:''' Blackwater Originium Slug α
A type of Originium slug that lives in the sewers of Vyseheim.
Mudrock Matterllurgist Leader
Ranged physical units commanded by Mudrock. They will prioritize foes capturing Gramophones.



* AmbushingEnemy: They don't spawn from Incursion Points like normal enemies, but instead pop out of the ground at set points. This can catch players off guard.
* DeadlyGas: These slugs emit a poisonous fume that has a stronger effect on the Infected than the uninfected, though this is not seen in gameplay. Czerny coughs up blood after inhaling the fumes in "Lingering Echoes".



[[folder:Mudrock Zealot]]
->'''Other variations:''' Mudrock Zealot Leader
Powerful melee soldiers commanded by Mudrock. They spawn with a shield that protects them from Arts damage, while raising their attack speed and max HP as long as it's active.



! Sargon Units
!!! Tiacauh Tribe (Introduced in ''Gavial the Great Chief Returns'')

[[folder:Tiacauh Warrior]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_npc_070.png]]
->'''Other variations:''' Tiacauh Guard
Archosaurus melee fighters who will gain additional DEF while being blocked.
----

to:

! Sargon Units
!!! Tiacauh Tribe (Introduced in ''Gavial the Great Chief Returns'')

[[folder:Tiacauh Warrior]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_npc_070.png]]
->'''Other variations:''' Tiacauh Guard
Archosaurus melee fighters who
* LightningBruiser: As if their attacks don't hurt more than enough already, they will gain additional DEF an increase in attack speed while their shield is active.
* StoneWall: They are exorbitantly sturdy, with an A in HP, ATK, and DEF. Despite their RES
being blocked.
----
lower, that is alleviated by the fact that they have a shield which can protect them from Arts damage, and also happens to increase their HP and ASPD as well.



[[folder:Tiacauh Lancer]]
->'''Other variations:''' Tiacauh Sniper
Archosaurus warriors who throw ranged spear attacks.

to:

[[folder:Tiacauh Lancer]]
[[folder:Mudrock Colossus]]
->'''Other variations:''' Tiacauh Sniper
Archosaurus warriors who throw ranged spear attacks.
Hexed Colossus
A towering stone behemoth summoned by Mudrock's Arts. They're extremely slow but absolutely powerful - packing high defenses, ''monumental'' HP, and enough ATK to instantly kill most targets.



* ThrowingYourSwordAlwaysWorks: They throw their spears as their ranged attack.

to:

* ThrowingYourSwordAlwaysWorks: They throw AchillesHeel: For all their spears as power, they're extremely vulnerable to the Gramophone turrets found on most of their ranged attack.maps, since they deal Arts damage based on a percentage of the target's max HP - meaning that even with their staggering HP values, they'll die about as fast as any other enemy. Controlling the Gramophones is key to beating levels that they're on - but the problem arises when some of the harder stages [[OhCrap don't give you any...]]
* MightyGlacier: Colossi are ridiculously sturdy and they hit ''incredibly hard'', often enough to OneHitKill all but the toughest Defenders, and even then only leaving them with a bare sliver of health left. The only silver lining is that these things are also slow as molasses, leaving them especially vulnerable to being pelted to death by the capturable Gramophone towers, and Slow-type Supporters can hamstring them even further.
* StoneWall: Ones that are literally made out of stone. These Colossi are obscenely tough, boasting a S+ health rating and B-grade DEF and RES. While they can technically be dealt with using a lot of Arts damage, even the toughest operators constantly wailing on them with their skills would only do ScratchDamage at best. The proper procedure when facing these things is to wield Gramophone towers against them, which are very effective against them owing to their PercentDamageAttack.



[[folder:Tiacauh Fanatic]]
->'''Other variations:''' Tiacauh Ripper
Archosaurus warriors who wield acid-coated gauntlets, giving them both fast attack speed and the ability to apply a permanent stacking DEF debuff on targets.

to:

[[folder:Tiacauh Fanatic]]
!!! Witch King Remnants (Introduced in ''Lingering Echoes'')
[[folder:'Street Layabout']]
->'''Other variations:''' Tiacauh Ripper
Archosaurus warriors who wield acid-coated gauntlets, giving them both fast attack speed and the ability
Street Drunk
Armed militants disguised as Infected Afterglow civilians. Deals additional Arts damage
to apply a permanent stacking DEF debuff on targets.operators not connected to Realigned Flux.



* AntiArmor: Their attacks apply stacked DEF debuffs to their target, much like Acid Originium Slugs.



[[folder:Tiacauh Ritualist]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_npc_071.png]]
->'''Other variations:''' Tiacauh Shaman
Archosaurus casters that use Arts attacks. If they are blocked, they will gain increased DEF and start using melee attacks that deal significantly higher physical damage.

to:

[[folder:Tiacauh Ritualist]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_npc_071.png]]
[[folder:'Street Performer']]
->'''Other variations:''' Tiacauh Shaman
Archosaurus casters that use Arts attacks. If they are blocked, they will gain increased DEF and start using melee attacks that deal significantly higher physical damage.
Street Musician
Armed militants disguised as Infected Afterglow civilians. Deals an additional hit to operators not connected to Realigned Flux.



* MagicStaff: Not only can they fire ranged Arts attacks with it, but if they get blocked, they will resort to melee attacks with their staff, dealing ''quadruple physical'' damage to your operators.

to:

* MagicStaff: Not only can they MusicalAssassin: They carry a triangle to fire ranged Arts attacks with it, but if they get blocked, they will resort to melee attacks with their staff, dealing ''quadruple physical'' damage to your operators.off Leithanien Originium Arts, which is casted through music.
----



[[folder:Tiacauh Shredder]]
->'''Other variations:''' Tiacauh Annihilator
Elite Archosaurus warriors armed with military equipment that gives them higher stats. They can also periodically destroy nearby mushroom or stump tiles, disabling their effects and making it impossible to deploy units there.

to:

[[folder:Tiacauh Shredder]]
[[folder:Mass-Produced Colossus]]
->'''Other variations:''' Tiacauh Annihilator
Elite Archosaurus warriors armed with military equipment that gives them higher stats. They can also periodically destroy nearby mushroom or stump tiles, disabling their effects and making it impossible to deploy units there.
Enhanced Mass-Produced Colossus
An Originium Arts creation designed for breaching through enemy lines. Loses its defenses when standing in Realigned Flux.



* ChainsawGood: Fights with dual buzzsaws.

to:

* ChainsawGood: Fights with dual buzzsaws.AchillesHeel: They lose 1000 DEF and 50 RES when they are standing in a Realigned Flux line, making operator positioning crucial for defeating them.



[[folder:Tiacauh Brave]]
->'''Other variations:''' Tiacauh Champion
The strongest of the Tiacauh warriors who only partake in one-on-one duels. If blocked, they will reduce both their own DEF and that of their target by 70%, draw aggro from the blocker, and become immune to all damage outside of that from their opponent.

to:

[[folder:Tiacauh Brave]]
[[folder:Spire Caster]]
->'''Other variations:''' Tiacauh Champion
The strongest of
Battleworn Spire Caster
Casters employed by
the Tiacauh warriors who only partake Leithanien army specializing in one-on-one duels. If blocked, they will reduce both their own DEF and that of their target by 70%, draw aggro from the blocker, and become immune to all damage outside of that from their opponent.area-of-effect damage.



* DrawAggro: From whoever's blocking them.
* DuelBoss: Once they are blocked, they will only take damage from the blocking Operator, making it a 1v1 battle.
* DuelToTheDeath: What happens when you try to block one. The Brave/Champion will force the blocking operator into an 1v1, with both forced to attack each other.

to:

* DrawAggro: From whoever's blocking them.
* DuelBoss: Once they are blocked, they will only take
HerdHittingAttack: They attack 2 operators at once, and deal splash damage from the blocking Operator, making it a 1v1 battle.
* DuelToTheDeath: What happens when you try
if their target is not connected to block one. The Brave/Champion will force the blocking operator into an 1v1, with both forced to attack each other.a Realigned Flux.



!!! Drudge's Mercenaries & Originiutants (Introduced in ''Originium Dust'')

[[folder:Originiutant Puppet]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_originiutantpuppet.png]]

Human remains parasitized and reanimated by Originiutants. Divides into two Originiutant Excrescences on death.

to:

!!! Drudge's Mercenaries & Originiutants (Introduced [[folder:Remnant Violinist]]
->'''Other variations:''' Remnant Principal Violinist
Formerly violinists
in ''Originium Dust'')

[[folder:Originiutant Puppet]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_originiutantpuppet.png]]

Human remains parasitized and reanimated by Originiutants. Divides into two Originiutant Excrescences on death.
the Leithanien capital orchestra, these violinists have spent a long time laying low to conceal their status as followers of the Witch King.



* OurZombiesAreDifferent: They are the first (and only, until the introduction of Dublinn Flamecallers and Flamechaser Guards) true undead unit introduced, as the Possessed Soldiers and Junkmen are half-dead people controlled through Mephisto's Arts.

to:

* OurZombiesAreDifferent: They are HerdHittingAttack: Their attacks travel along the first (and only, until Realigned Flux, damaging all operators connected to that Flux for half the introduction of Dublinn Flamecallers and Flamechaser Guards) true undead unit introduced, as the Possessed Soldiers and Junkmen are half-dead people controlled through Mephisto's Arts.damage.



[[folder:Mutant Sand Beast]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_mutantsandbeast.png]]
->'''Other variations:''' Mutant Sand Beast α

Swift, omnivorous desert beasts trained by the Sargonians as hunting partners, they have become infected with Originiutants. Divides into two Originiutant Excrescences on death, or Tumors if it's an α variant.

to:

[[folder:Mutant Sand Beast]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_mutantsandbeast.png]]
[[folder:Remnant Field Caster]]
->'''Other variations:''' Mutant Sand Beast α

Swift, omnivorous desert beasts trained by
Remnant Elite Field Caster
Formerly composers in
the Sargonians as hunting partners, Leithanien capital orchestra, they have become infected with Originiutants. Divides into two Originiutant Excrescences on death, or Tumors if it's an α variant.turned to researching the Witch King's Originium Arts but without success.



* BearsAreBadNews: Its model appears to be based upon a bear, and it's infected with something that seems to be on the same threat level as the [[EldritchAbomination Seaborn]] from ''Under Tides''.



[[folder:Mutant Rock Spider]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_mutantrockspider.png]]
->'''Other variations:''' Mutant Rock Spider α

Sargonian arachnids parasitized by Originiutants. Divides into three Originiutant Excrescences on death, or Tumors if it's an α variant.

to:

[[folder:Mutant Rock Spider]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_mutantrockspider.png]]
[[folder:Remnant Saxophonist]]
->'''Other variations:''' Mutant Rock Spider α

Sargonian arachnids parasitized by Originiutants. Divides
Remnant Official Saxophonist
These failed musicians tried to bribe their way
into three Originiutant Excrescences on death, or Tumors if it's an α variant.the Leithanien capital orchestra, and had lost their sanity in the modern day. All that remains is a desire to rip their enemies apart with their music.



* BigCreepyCrawlies: Although they're actually unrelated to the more common Infused Originium Slugs.



[[folder:Mutant Giant Rock Spider]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_mutantgiantrockspider.png]]
->'''Other variations:''' Mutant Giant Rock Spider α

A subspecies of Rock Spider native to Sargon with a bulky abdomen that stores energy, infected by Originiutants. A bulky ranged enemy that continuously spawns Originiutant Excrescences (Tumors if it's an α variant), and explodes into four of them upon death.

to:

[[folder:Mutant Giant Rock Spider]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_mutantgiantrockspider.png]]
[[folder:Blackwater Originium Slug]]
->'''Other variations:''' Mutant Giant Rock Spider α

Blackwater Originium Slug α
A subspecies type of Rock Spider native to Sargon with a bulky abdomen Originium slug that stores energy, infected by Originiutants. A bulky ranged enemy that continuously spawns Originiutant Excrescences (Tumors if it's an α variant), and explodes into four lives in the sewers of them upon death.Vyseheim.



* BigCreepyCrawlies: Even bigger and meaner than a regular Rock Spider.
* MookMaker: Spits out an Originiutant Excrescence or Tumor every 5 seconds, which can build up quickly if multiple Giant Rock Spiders are active at once.

to:

* BigCreepyCrawlies: Even bigger and meaner AmbushingEnemy: They don't spawn from Incursion Points like normal enemies, but instead pop out of the ground at set points. This can catch players off guard.
* DeadlyGas: These slugs emit a poisonous fume that has a stronger effect on the Infected
than a regular Rock Spider.
* MookMaker: Spits out an Originiutant Excrescence or Tumor every 5 seconds, which can build
the uninfected, though this is not seen in gameplay. Czerny coughs up quickly if multiple Giant Rock Spiders are active at once.blood after inhaling the fumes in "Lingering Echoes".



[[folder:Originiutant]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_originiutant.png]]
->'''Other variations:''' Originiutant α

A heavily mutated Originium behemoth used as a living weapon. Although they are very slow, their exoskeletons give them ungodly resilience and devastating melee Arts attacks.



* ArmoredButFrail: These beasts have some of the highest mixed defenses in the entire game (comparable to ''Patriot'' of all things), which makes them take very little damage from just about everything. Once you look past that, however, their actual HP is surprisingly low, with even the strongest variant of them having less health than an ordinary Heavy Defender.
* MightyGlacier: They're extremely resilient to all types of conventional damage, and deal massive amounts of Arts damage with each strike. To compensate, they attack very slowly and move even slower.

to:

* ArmoredButFrail: These beasts have some of ! Sargon Units
!!! Tiacauh Tribe (Introduced in ''Gavial
the highest mixed defenses in the entire game (comparable to ''Patriot'' of all things), which makes them take very little damage from just about everything. Once you look past that, however, their actual HP is surprisingly low, with even the strongest variant of them having less health than an ordinary Heavy Defender.
* MightyGlacier: They're extremely resilient to all types of conventional damage, and deal massive amounts of Arts damage with each strike. To compensate, they attack very slowly and move even slower.
Great Chief Returns'')

[[folder:Tiacauh Warrior]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_npc_070.png]]
->'''Other variations:''' Tiacauh Guard
Archosaurus melee fighters who will gain additional DEF while being blocked.
----



[[folder:"Redmark" Eradicator]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_redmarkeradicator.png]]
->'''Other variations:''' Elite "Redsign" Eradicator

A camouflaged mercenary sniper who uses extraordinarily lethal attacks from anywhere on the map, but can only attack Operators exposed to a sandstorm.

to:

[[folder:"Redmark" Eradicator]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_redmarkeradicator.png]]
[[folder:Tiacauh Lancer]]
->'''Other variations:''' Elite "Redsign" Eradicator

A camouflaged mercenary sniper
Tiacauh Sniper
Archosaurus warriors
who uses extraordinarily lethal attacks from anywhere on the map, but can only attack Operators exposed to a sandstorm.throw ranged spear attacks.



* EliteMook: Unusually for the infantry presented for "Operation: Originium Dust", these enemies are always categorized as an Elite Enemy, making them the only enemy group to lack a Common Enemy representing the "Redmarks".

to:

* EliteMook: Unusually for the infantry presented for "Operation: Originium Dust", these enemies are always categorized ThrowingYourSwordAlwaysWorks: They throw their spears as an Elite Enemy, making them the only enemy group to lack a Common Enemy representing the "Redmarks".their ranged attack.



[[folder:"Redmark" Infiltrator]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_redmarkinfiltrator.png]]
->'''Other variations:''' Elite "Redsign" Infiltrator, Holographic Illusion, Holographic Illusion [=MK2=]

A mercenary saboteur who spawns a hologram to distract targets upon first taking damage; while the hologram is active, they'll gain negative targeting priority and immunity to blocking, letting them sneak past. They'll also get a significant amount of evasion if they're exposed to a sandstorm.

to:

[[folder:"Redmark" Infiltrator]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_redmarkinfiltrator.png]]
[[folder:Tiacauh Fanatic]]
->'''Other variations:''' Elite "Redsign" Infiltrator, Holographic Illusion, Holographic Illusion [=MK2=]

A mercenary saboteur
Tiacauh Ripper
Archosaurus warriors
who spawns a hologram to distract targets upon first taking damage; while the hologram is active, they'll gain negative targeting priority and immunity to blocking, letting wield acid-coated gauntlets, giving them sneak past. They'll also get a significant amount of evasion if they're exposed both fast attack speed and the ability to apply a sandstorm.permanent stacking DEF debuff on targets.




to:

* AntiArmor: Their attacks apply stacked DEF debuffs to their target, much like Acid Originium Slugs.



[[folder:Originiutant Excrescence]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_originiutantexcrescence.png]]
->'''Other variations:''' Originiutant Tumor

Twisted life-forms created by Levi Klitschko's experiments with radiation and Originium, capable of parasitizing others and mutating them. They do not count towards the enemy counter and only spawn from certain other enemies, but swarm en masse and still cause life loss if they escape; the stronger Tumor variant has an additional ability to massively lower the attack speed of any Operator blocking them.

to:

[[folder:Originiutant Excrescence]]
[[quoteright:150:https://static.
[[folder:Tiacauh Ritualist]]
[[quoteright:350:https://static.
tvtropes.org/pmwiki/pub/images/arknights_originiutantexcrescence.png]]
org/pmwiki/pub/images/avg_npc_071.png]]
->'''Other variations:''' Originiutant Tumor

Twisted life-forms created by Levi Klitschko's experiments with radiation and Originium, capable of parasitizing others and mutating them. They do not count towards the enemy counter and only spawn from certain other enemies, but swarm en masse and still cause life loss if
Tiacauh Shaman
Archosaurus casters that use Arts attacks. If
they escape; the stronger Tumor variant has an additional ability to massively lower the attack speed of any Operator blocking them.are blocked, they will gain increased DEF and start using melee attacks that deal significantly higher physical damage.



* ZergRush: Their entire modus operandi; especially the Tumors, which can all but paralyze melee Operators.

to:

* ZergRush: Their entire modus operandi; especially the Tumors, which MagicStaff: Not only can all they fire ranged Arts attacks with it, but paralyze if they get blocked, they will resort to melee Operators.attacks with their staff, dealing ''quadruple physical'' damage to your operators.



!!! Integrated Strategies Units (Introduced in ''Ceobe's Fungimist'')

[[folder:Duck Lord]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/e6c0p73zi2j51.png]]
-->'''Race:''' Liberi

A Columbian Liberi entrepreneur who secretly enjoys toying with people from behind the scenes. He's a bonus enemy that doesn't deduct any lives if he gets through your defenses, but he'll give an extra reward if you kill him before he leaves. While he can't fight back, he'll break into a sprint once initially attacked, passing through all Operators sent to block him.

to:

!!! Integrated Strategies Units (Introduced in ''Ceobe's Fungimist'')

[[folder:Duck Lord]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/e6c0p73zi2j51.png]]
-->'''Race:''' Liberi

A Columbian Liberi entrepreneur who secretly enjoys toying
[[folder:Tiacauh Shredder]]
->'''Other variations:''' Tiacauh Annihilator
Elite Archosaurus warriors armed
with people from behind the scenes. He's a bonus enemy military equipment that doesn't deduct any lives if he gets through your defenses, but he'll give an extra reward if you kill him before he leaves. While he can't fight back, he'll break into a sprint once initially attacked, passing through all Operators sent gives them higher stats. They can also periodically destroy nearby mushroom or stump tiles, disabling their effects and making it impossible to block him.deploy units there.



* CowardlyBoss: Can't attack, and will make a break for it the moment that he takes damage.
* MetalSlime: He has unremarkable stats besides reasonably high HP and no means of fighting back, in addition to not causing any life loss if he gets through. However, killing him before he makes a mad dash to the exit point can be difficult if you lack the firepower - hence why he drops a bonus reward if you can take him down in time.
* TheSneakyGuy: Can phase through all units, similar to Wraiths.

to:

* CowardlyBoss: Can't attack, and will make a break for it the moment that he takes damage.
* MetalSlime: He has unremarkable stats besides reasonably high HP and no means of fighting back, in addition to not causing any life loss if he gets through. However, killing him before he makes a mad dash to the exit point can be difficult if you lack the firepower - hence why he drops a bonus reward if you can take him down in time.
* TheSneakyGuy: Can phase through all units, similar to Wraiths.
ChainsawGood: Fights with dual buzzsaws.



[[folder:Gopnik]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_gopnik.png]]
-->'''Race:''' Ursus

An ex-military Ursus hired as a bouncer for the Duck Lord. Like the Duck Lord, he's an optional bonus enemy that can be killed for extra loot. Unlike the Duck Lord, the Gopnik is ''very'' capable of fighting back.

to:

[[folder:Gopnik]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_gopnik.png]]
-->'''Race:''' Ursus

An ex-military Ursus hired as a bouncer for
[[folder:Tiacauh Brave]]
->'''Other variations:''' Tiacauh Champion
The strongest of
the Duck Lord. Like the Duck Lord, he's an optional bonus enemy Tiacauh warriors who only partake in one-on-one duels. If blocked, they will reduce both their own DEF and that can be killed for extra loot. Unlike of their target by 70%, draw aggro from the Duck Lord, the Gopnik is ''very'' capable blocker, and become immune to all damage outside of fighting back.that from their opponent.



* BearsAreBadNews: He's an Ursus who hits like a truck.
* DumbMuscle: His description outright states that he's very strong but not too bright, and is usually relegated to just carrying the Duck Lord's baggage.
* MetalSlime: While he's designed to be this alongside the Duck Lord, his insanely high combat ability makes him more of a {{Superboss}} than anything.
* MightyGlacier: Incredibly slow but incredibly powerful, packing decent defenses, sky-high HP, and an attack stat strong enough to OneHitKill just about anything.
* NoSell: Can't be stunned.
* OldSoldier: One event in "Phantom and Crimson Solitaire" shows him staring at a photo of himself next to Hellagur during their time in the Ursus Army.
* SpannerInTheWorks: If you are doing the EscortMission to get the second ending of ''Mizuki & Caerula Arbor'', Gopnik spawning has a good chance of foiling your attempt, as his extreme damage is going to kill your escortee, unless you kill him first.
* TragicKeepsake: His old photo with Hellagur, which is available in the second season of Integrated Strategies onwards as the collectible "Worn-out Group Photo".

to:

* BearsAreBadNews: He's an Ursus who hits like a truck.
DrawAggro: From whoever's blocking them.
* DumbMuscle: His description outright states that he's very strong but not too bright, and is usually relegated to just carrying DuelBoss: Once they are blocked, they will only take damage from the Duck Lord's baggage.
blocking Operator, making it a 1v1 battle.
* MetalSlime: While he's designed DuelToTheDeath: What happens when you try to be this alongside block one. The Brave/Champion will force the Duck Lord, his insanely high combat ability makes him more of a {{Superboss}} than anything.
* MightyGlacier: Incredibly slow but incredibly powerful, packing decent defenses, sky-high HP, and
blocking operator into an 1v1, with both forced to attack stat strong enough to OneHitKill just about anything.
* NoSell: Can't be stunned.
* OldSoldier: One event in "Phantom and Crimson Solitaire" shows him staring at a photo of himself next to Hellagur during their time in the Ursus Army.
* SpannerInTheWorks: If you are doing the EscortMission to get the second ending of ''Mizuki & Caerula Arbor'', Gopnik spawning has a good chance of foiling your attempt, as his extreme damage is going to kill your escortee, unless you kill him first.
* TragicKeepsake: His old photo with Hellagur, which is available in the second season of Integrated Strategies onwards as the collectible "Worn-out Group Photo".
each other.



[[folder:Lost Colossus]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_lostcolossus.png]]

An experimental construct made by a Leithanian caster, which eventually went rogue due to a loophole in its creation. A highly durable powerhouse that can also periodically throw a boulder at a nearby Operator to stun them for an extremely long duration.

to:

[[folder:Lost Colossus]]
!!! Drudge's Mercenaries & Originiutants (Introduced in ''Originium Dust'')

[[folder:Originiutant Puppet]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_lostcolossus.png]]

An experimental construct made
org/pmwiki/pub/images/arknights_originiutantpuppet.png]]

Human remains parasitized and reanimated
by a Leithanian caster, which eventually went rogue due to a loophole in its creation. A highly durable powerhouse that can also periodically throw a boulder at a nearby Operator to stun them for an extremely long duration.Originiutants. Divides into two Originiutant Excrescences on death.



* AntiFrustrationFeatures: The Lost Colossus will never use its stun on a target that's already stunned, making it impossible for it to permanently lock an Operator in the stunned status. (Doesn't mean it won't stun a target who ''just'' got unstunned, though.)
* DubNameChange: Judging from the codename "WDG", its original name was Wandering Giant.
* KingMook: A boss variant of Mudrock's Colossi, although this one actually wasn't summoned by her but by a caster from Leithanien ([[PlotHole though its Ceobe's Fungimist mission description says it's a Mudrock Colossus]]; however, its Crimson Solitaire mission description does not say this). Ironically, its stats are all-around lower than the Colossi summoned by Mudrock, but to compensate it now has the ability to Stun operators.
* IdiotBall: Its creator made the Colossus as a "servant"... but he forgot to tell it who it was supposed to serve, leaving it to roam around and destroying everything that crosses his path.
* StatusEffects: Its boulder attack stuns for ''25 seconds'', the longest of any stun in the game.

to:

* AntiFrustrationFeatures: The Lost Colossus will never use its stun on a target that's already stunned, making it impossible for it to permanently lock an Operator in OurZombiesAreDifferent: They are the stunned status. (Doesn't mean it won't stun a target who ''just'' got unstunned, though.)
* DubNameChange: Judging from
first (and only, until the codename "WDG", its original name was Wandering Giant.
* KingMook: A boss variant
introduction of Mudrock's Colossi, although this one actually wasn't summoned by her but by a caster from Leithanien ([[PlotHole though its Ceobe's Fungimist mission description says it's a Mudrock Colossus]]; however, its Crimson Solitaire mission description does not say this). Ironically, its stats Dublinn Flamecallers and Flamechaser Guards) true undead unit introduced, as the Possessed Soldiers and Junkmen are all-around lower than the Colossi summoned by Mudrock, but to compensate it now has the ability to Stun operators.
* IdiotBall: Its creator made the Colossus as a "servant"... but he forgot to tell it who it was supposed to serve, leaving it to roam around and destroying everything that crosses his path.
* StatusEffects: Its boulder attack stuns for ''25 seconds'', the longest of any stun in the game.
half-dead people controlled through Mephisto's Arts.



[[folder:Jetman]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_jetman.png]]

A mysterious man that claims to be a skilled thief and genius, although his actual feats remain dubious. If blocked, he can use his jetpack to go airborne for a few seconds, although it has a cooldown.

to:

[[folder:Jetman]]
[[folder:Mutant Sand Beast]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_jetman.png]]

A mysterious man that claims to be a skilled thief and genius, although his actual feats remain dubious. If blocked, he can use his jetpack to go airborne for a few seconds, although it has a cooldown.
org/pmwiki/pub/images/arknights_mutantsandbeast.png]]
->'''Other variations:''' Mutant Sand Beast α

Swift, omnivorous desert beasts trained by the Sargonians as hunting partners, they have become infected with Originiutants. Divides into two Originiutant Excrescences on death, or Tumors if it's an α variant.



* AchillesHeel: Stunning him while in midair will prematurely end his flight. In addition, while he's airborne, he'll take extra damage from Operators on Anti-Air runes.
* JetPack: Carries one made by himself. When it's in use, he can't be blocked and can only be hit by ranged attacks.
* OutsideGenreFoe: Serves as one when fought in Crimson Solitaire. In a mysterious castle filled with a troupe of assassins who can drive people insane, fraught with magic and mystery and illusion... he's just some guy with a jetpack.
* RealAfterAll: Like any bosses whose first appearance was in Ceobe's Fungimist, a gamemode taking place only in Ceobe's head during a MushroomSamba.
* SelfAppliedNickname: Calls himself a "Master Thief".

to:

* AchillesHeel: Stunning him while in midair will prematurely end his flight. In addition, while he's airborne, he'll take extra damage from Operators on Anti-Air runes.
* JetPack: Carries one made by himself. When
BearsAreBadNews: Its model appears to be based upon a bear, and it's in use, he can't be blocked and can only be hit by ranged attacks.
* OutsideGenreFoe: Serves as one when fought in Crimson Solitaire. In a mysterious castle filled
infected with a troupe of assassins who can drive people insane, fraught with magic and mystery and illusion... he's just some guy with a jetpack.
* RealAfterAll: Like any bosses whose first appearance was in Ceobe's Fungimist, a gamemode taking place only in Ceobe's head during a MushroomSamba.
* SelfAppliedNickname: Calls himself a "Master Thief".
something that seems to be on the same threat level as the [[EldritchAbomination Seaborn]] from ''Under Tides''.



[[folder:"Forsaken One"]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_forsakenone.png]]

A mine security guard that fell victim to a severe form of Oripathy and was nearly completely assimilated by Originium, turning him into a mindless destroyer with huge power. Uses both ranged and melee attacks, and can gradually gain offensive power as long as he keeps attacking constantly, although it'll decay if he doesn't.

to:

[[folder:"Forsaken One"]]
[[folder:Mutant Rock Spider]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_forsakenone.png]]

A mine security guard that fell victim to a severe form of Oripathy and was nearly completely assimilated
org/pmwiki/pub/images/arknights_mutantrockspider.png]]
->'''Other variations:''' Mutant Rock Spider α

Sargonian arachnids parasitized
by Originium, turning him Originiutants. Divides into a mindless destroyer with huge power. Uses both ranged and melee attacks, and can gradually gain offensive power as long as he keeps attacking constantly, although it'll decay three Originiutant Excrescences on death, or Tumors if he doesn't.it's an α variant.



* ApocalypticLog: His entry in the enemy database is written by a RIM Billiton miner who witnessed his attack.
* AndThenJohnWasAZombie: A former security guard turned into a monster due to his infection.
* AutomaticCrossbows: Wields one for his ranged attacks.
* GatheringSteam: Every time this boss attacks, it'll gain 7% ATK and 5 ASPD. This stacks up to ''28 times'' for a total of ''+196% ATK and +140 ASPD'', making it all but impossible to survive a sustained onslaught. Fortunately, the buffs will be reset if he doesn't attack for 4 seconds.

to:

* ApocalypticLog: His entry in BigCreepyCrawlies: Although they're actually unrelated to the enemy database is written by a RIM Billiton miner who witnessed his attack.
* AndThenJohnWasAZombie: A former security guard turned into a monster due to his infection.
* AutomaticCrossbows: Wields one for his ranged attacks.
* GatheringSteam: Every time this boss attacks, it'll gain 7% ATK and 5 ASPD. This stacks up to ''28 times'' for a total of ''+196% ATK and +140 ASPD'', making it all but impossible to survive a sustained onslaught. Fortunately, the buffs will be reset if he doesn't attack for 4 seconds.
more common Infused Originium Slugs.



[[folder:Rusthammer Warrior]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_rusthammerwarrior.png]]

The leader of a band of anarchists that abandoned society and live a harsh life in the Terran wastelands. Cannot be blocked, can't be hit for the first minute of his life, and uses hard-hitting, global-ranged physical attacks that will occasionally crit for massive Arts damage.

to:

[[folder:Rusthammer Warrior]]
[[folder:Mutant Giant Rock Spider]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_rusthammerwarrior.png]]

The leader
org/pmwiki/pub/images/arknights_mutantgiantrockspider.png]]
->'''Other variations:''' Mutant Giant Rock Spider α

A subspecies
of Rock Spider native to Sargon with a band of anarchists bulky abdomen that abandoned society and live a harsh life in the Terran wastelands. Cannot be blocked, can't be hit for the first minute of his life, and uses hard-hitting, global-ranged physical attacks stores energy, infected by Originiutants. A bulky ranged enemy that will occasionally crit for massive Arts damage. continuously spawns Originiutant Excrescences (Tumors if it's an α variant), and explodes into four of them upon death.



* CriticalHit: Like Faust, he can fire an arrow every 18 seconds that deals severe damage. Unlike Faust, it deals 300% of his ATK as ''Arts damage'', meaning that even bulky Defenders will have a hard time surviving it.
* NonIndicativeName: His name implies he's just a member of the Rusthammer organization, rather than being the leader.
* PaletteSwap: Of Faust, including having the same battle pose and skillset. The main differences are that the Rusthammer Warrior has higher stats, a shorter invincibility time, a longer cooldown on his critical attack, a more powerful critical that also deals Arts damage, and he cannot summon ballistas. Ironically, Faust's battle theme doesn't play in his map, but in the one with his group's EliteFour, where the Rusthammer Warrior is absent.
* RealAfterAll: Though his first appearance was in Ceobe's Fungimist, a gamemode taking place in Ceobe's head during a MushroomSamba, the appearance of the Rusthammer group in other material implies this.

to:

* CriticalHit: Like Faust, he can fire BigCreepyCrawlies: Even bigger and meaner than a regular Rock Spider.
* MookMaker: Spits out
an arrow Originiutant Excrescence or Tumor every 18 seconds that deals severe damage. Unlike Faust, it deals 300% of his ATK as ''Arts damage'', meaning that even bulky Defenders will have a hard time surviving it.
* NonIndicativeName: His name implies he's just a member of the Rusthammer organization, rather than being the leader.
* PaletteSwap: Of Faust, including having the same battle pose and skillset. The main differences
5 seconds, which can build up quickly if multiple Giant Rock Spiders are that the Rusthammer Warrior has higher stats, a shorter invincibility time, a longer cooldown on his critical attack, a more powerful critical that also deals Arts damage, and he cannot summon ballistas. Ironically, Faust's battle theme doesn't play in his map, but in the one with his group's EliteFour, where the Rusthammer Warrior is absent.
* RealAfterAll: Though his first appearance was in Ceobe's Fungimist, a gamemode taking place in Ceobe's head during a MushroomSamba, the appearance of the Rusthammer group in other material implies this.
active at once.



[[folder:"Frozen Monstrosity"]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_frozenmonstrosity.png]]

A Sami Snowpriest who tried to defend her home from invasion, only to lose her sanity and fall victim to a demonic curse that turned her into an Originium abomination. A possible TrueFinalBoss of ''Ceobe's Fungimist'' who must be killed to get the second ending - a versatile defensive powerhouse who uses both single-target and [=AoE=] Arts which can chill/freeze operators, can't be hurt for some time after her arrival, can summon ice crystal hazards, doubles the redeployment time of all Operators killed or retreated while frozen, and can revives with buffed stats upon her first defeat.

to:

[[folder:"Frozen Monstrosity"]]
[[folder:Originiutant]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_frozenmonstrosity.png]]

org/pmwiki/pub/images/arknights_originiutant.png]]
->'''Other variations:''' Originiutant α

A Sami Snowpriest who tried to defend her home from invasion, only to lose her sanity and fall victim to a demonic curse that turned her into an heavily mutated Originium abomination. A possible TrueFinalBoss of ''Ceobe's Fungimist'' who must be killed to get the second ending - behemoth used as a versatile defensive powerhouse who uses both single-target living weapon. Although they are very slow, their exoskeletons give them ungodly resilience and [=AoE=] devastating melee Arts which can chill/freeze operators, can't be hurt for some time after her arrival, can summon ice crystal hazards, doubles the redeployment time of all Operators killed or retreated while frozen, and can revives with buffed stats upon her first defeat.attacks.



* AllYourPowersCombined: Wields a wide variety of abilities, which are all modified versions of abilities taken from both of [=FrostNova=]'s battles.
* AnIcePerson: Uses ice Arts to deal damage and freeze operators. She can also cast an ice ring to deal heavy freezing damage in a radius around her, which doubles in damage if it hits an Operator that's already frozen.
* GeoEffects: Can summon Originium Ice Crystals like [=FrostNova=], invincible hazards that pulse waves of frost to chill all nearby operators.
* NoGoodDeedGoesUnpunished: For trying to defend her hometown from a demon invasion, she got infected and became a monster due to a curse. With the release of "Expeditioner's Joklumarkar", she likely succumbed to the [[spoiler:Collapsals]] while fighting them in Sami.
* OneDegreeOfSeparation: The description of the Snow Doe miniboss in "Phantom & Crimson Solitaire" implied that Frost Buck and Snow Doe were her bodyguards before she succumbed to TheCorruption and became the monster she is now.
* PaletteSwap: Of [=FrostNova=], basically a faceless recolor of her.
* PowerFloats: Subverted. Despite being visibly floating, she lacks the Low-Altitude Hovering trait and is treated as a normal ground enemy.
* SquishyWizard: Played with. While she does have very low HP, she has a huge ''1500 DEF'' and a staggering ''80 RES'', making it hard to seriously hurt her in the first place.
* TurnsRed: After dying the first time, the Frozen Monstrosity will gradually revive herself and roar back into battle. After reviving, she'll have 30 seconds of invulnerability, +90% ATK, and +50% max HP, so taking her down for good will be a tough task.

to:

* AllYourPowersCombined: Wields a wide variety ArmoredButFrail: These beasts have some of abilities, the highest mixed defenses in the entire game (comparable to ''Patriot'' of all things), which are all modified versions of abilities taken from both of [=FrostNova=]'s battles.
* AnIcePerson: Uses ice Arts to deal
makes them take very little damage from just about everything. Once you look past that, however, their actual HP is surprisingly low, with even the strongest variant of them having less health than an ordinary Heavy Defender.
* MightyGlacier: They're extremely resilient to all types of conventional damage,
and freeze operators. She can also cast an ice ring to deal heavy freezing massive amounts of Arts damage in a radius around her, which doubles in damage if it hits an Operator that's already frozen.
* GeoEffects: Can summon Originium Ice Crystals like [=FrostNova=], invincible hazards that pulse waves of frost to chill all nearby operators.
* NoGoodDeedGoesUnpunished: For trying to defend her hometown from a demon invasion, she got infected and became a monster due to a curse. With the release of "Expeditioner's Joklumarkar", she likely succumbed to the [[spoiler:Collapsals]] while fighting them in Sami.
* OneDegreeOfSeparation: The description of the Snow Doe miniboss in "Phantom & Crimson Solitaire" implied that Frost Buck and Snow Doe were her bodyguards before she succumbed to TheCorruption and became the monster she is now.
* PaletteSwap: Of [=FrostNova=], basically a faceless recolor of her.
* PowerFloats: Subverted. Despite being visibly floating, she lacks the Low-Altitude Hovering trait and is treated as a normal ground enemy.
* SquishyWizard: Played with. While she does have
with each strike. To compensate, they attack very low HP, she has a huge ''1500 DEF'' slowly and a staggering ''80 RES'', making it hard to seriously hurt her in the first place.
* TurnsRed: After dying the first time, the Frozen Monstrosity will gradually revive herself and roar back into battle. After reviving, she'll have 30 seconds of invulnerability, +90% ATK, and +50% max HP, so taking her down for good will be a tough task.
move even slower.



[[folder:"Gravestone"]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_gravestone.png]]

Another possible TrueFinalBoss of ''Ceobe's Fungimist'' who must be killed to get the third ending, a ruthless assassin that will stop at nothing to kill their target. In addition to packing high HP, terrifying offensive power, and regenerating shields, he also applies a global debuff that seriously weakens the player's power for his boss battle.

to:

[[folder:"Gravestone"]]
[[folder:"Redmark" Eradicator]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_gravestone.png]]

Another possible TrueFinalBoss of ''Ceobe's Fungimist''
org/pmwiki/pub/images/arknights_redmarkeradicator.png]]
->'''Other variations:''' Elite "Redsign" Eradicator

A camouflaged mercenary sniper
who must be killed to get uses extraordinarily lethal attacks from anywhere on the third ending, a ruthless assassin that will stop at nothing map, but can only attack Operators exposed to kill their target. In addition to packing high HP, terrifying offensive power, and regenerating shields, he also applies a global debuff that seriously weakens the player's power for his boss battle. sandstorm.



* AmbiguousSituation: It's unclear if Gravestone is actually a real person or just a figment of Ceobe's imagination. Considering that almost all other elements of ''Ceobe's Fungimist'' are surprisingly accurate to Terra's history despite being Ceobe's hallucinations, it makes it all the more surprising that nothing about Gravestone seems to match up with reality. Unlike the Rusthammer Warrior or Frozen Monstrosity (who both turned out to be real figures), his enemy description and questline is also incredibly vague, telling the player nothing about his potential origins outside of a vague connection to the very concept of violence, which then further raises the question of what Gravestone actually is, assuming they're real.
* AreaOfEffect: When not blocked, he'll use a grenade launcher like Skullshatterer to inflict heavy physical area damage from range. Thankfully, unlike Skullshatterer, his grenades don't inflict any DEF penalties.
* BattleAura: Permanently shrouded by an aura of ominous red light.
* DeflectorShields: Periodically, he'll generate (or refresh) a barrier that can absorb damage equal to 10% of his max HP. This must be destroyed before damage can be dealt to him.
* DoubleWeapon: Uses a two-sided blade for his melee attack - and it ''hurts.''
* FieldPowerEffect: For the whole duration of his level, he'll apply a ''severe'' weakening effect - ''halving'' the ATK and DEF of all Operators, doubling all redeployment times, and cutting DP regeneration in half. While it's said to be his effect, it's actually just a quirk of the stage he's fought on - meaning that even killing him won't dispel it.
* MagicalEyeStreamers: Has these, signifying that he's an extremely powerful boss.
* RedEyesTakeWarning: Combined with bright GlowingEyesOfDoom.

to:

* AmbiguousSituation: It's unclear if Gravestone is actually a real person or just a figment of Ceobe's imagination. Considering that almost all other elements of ''Ceobe's Fungimist'' EliteMook: Unusually for the infantry presented for "Operation: Originium Dust", these enemies are surprisingly accurate to Terra's history despite being Ceobe's hallucinations, it makes it all always categorized as an Elite Enemy, making them the more surprising that nothing about Gravestone seems to match up with reality. Unlike the Rusthammer Warrior or Frozen Monstrosity (who both turned out to be real figures), his only enemy description and questline is also incredibly vague, telling group to lack a Common Enemy representing the player nothing about his potential origins outside of a vague connection to the very concept of violence, which then further raises the question of what Gravestone actually is, assuming they're real.
* AreaOfEffect: When not blocked, he'll use a grenade launcher like Skullshatterer to inflict heavy physical area damage from range. Thankfully, unlike Skullshatterer, his grenades don't inflict any DEF penalties.
* BattleAura: Permanently shrouded by an aura of ominous red light.
* DeflectorShields: Periodically, he'll generate (or refresh) a barrier that can absorb damage equal to 10% of his max HP. This must be destroyed before damage can be dealt to him.
* DoubleWeapon: Uses a two-sided blade for his melee attack - and it ''hurts.''
* FieldPowerEffect: For the whole duration of his level, he'll apply a ''severe'' weakening effect - ''halving'' the ATK and DEF of all Operators, doubling all redeployment times, and cutting DP regeneration in half. While it's said to be his effect, it's actually just a quirk of the stage he's fought on - meaning that even killing him won't dispel it.
* MagicalEyeStreamers: Has these, signifying that he's an extremely powerful boss.
* RedEyesTakeWarning: Combined with bright GlowingEyesOfDoom.
"Redmarks".



!!!Ibut mercenaries (introduced in ''A Walk in the Dust'')

[[folder:Tactical Crossbowman]]
->'''Other variations:''' Tactical Crossbowman Leader

A ranged mercenary who can call in Scrap drones to provide supporting fire on their targets.

to:

!!!Ibut mercenaries (introduced in ''A Walk in the Dust'')

[[folder:Tactical Crossbowman]]
[[folder:"Redmark" Infiltrator]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_redmarkinfiltrator.png]]
->'''Other variations:''' Tactical Crossbowman Leader

Elite "Redsign" Infiltrator, Holographic Illusion, Holographic Illusion [=MK2=]

A ranged mercenary saboteur who can call in Scrap drones spawns a hologram to provide supporting fire on their targets.distract targets upon first taking damage; while the hologram is active, they'll gain negative targeting priority and immunity to blocking, letting them sneak past. They'll also get a significant amount of evasion if they're exposed to a sandstorm.



[[folder:Tactical Defender]]
->'''Other variations:''' Tactical Defender Leader

Heavily armored mercenaries who can call in Anvil drones to provide defensive support when injured.

to:

[[folder:Tactical Defender]]
[[folder:Originiutant Excrescence]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_originiutantexcrescence.png]]
->'''Other variations:''' Tactical Defender Leader

Heavily armored mercenaries who can call in Anvil drones
Originiutant Tumor

Twisted life-forms created by Levi Klitschko's experiments with radiation and Originium, capable of parasitizing others and mutating them. They do not count towards the enemy counter and only spawn from certain other enemies, but swarm en masse and still cause life loss if they escape; the stronger Tumor variant has an additional ability
to provide defensive support when injured.massively lower the attack speed of any Operator blocking them.




to:

* ZergRush: Their entire modus operandi; especially the Tumors, which can all but paralyze melee Operators.



[[folder:Anti-Armor Infantry]]
->'''Other variations:''' Anti-Armor Infantry Leader

Mercenaries who carry single-use anti-armor rockets which they launch over long range to deal massive area damage. After they've fired their shot, they will only be able to use melee attacks, but will gain massively increased speed.

to:

[[folder:Anti-Armor Infantry]]
->'''Other variations:''' Anti-Armor Infantry Leader

Mercenaries
!!! Integrated Strategies Units (Introduced in ''Ceobe's Fungimist'')

[[folder:Duck Lord]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/e6c0p73zi2j51.png]]
-->'''Race:''' Liberi

A Columbian Liberi entrepreneur
who carry single-use anti-armor rockets which they launch over long range to deal massive area damage. After they've fired their shot, they will only be able to use melee attacks, secretly enjoys toying with people from behind the scenes. He's a bonus enemy that doesn't deduct any lives if he gets through your defenses, but will gain massively increased speed.he'll give an extra reward if you kill him before he leaves. While he can't fight back, he'll break into a sprint once initially attacked, passing through all Operators sent to block him.




to:

* CowardlyBoss: Can't attack, and will make a break for it the moment that he takes damage.
* MetalSlime: He has unremarkable stats besides reasonably high HP and no means of fighting back, in addition to not causing any life loss if he gets through. However, killing him before he makes a mad dash to the exit point can be difficult if you lack the firepower - hence why he drops a bonus reward if you can take him down in time.
* TheSneakyGuy: Can phase through all units, similar to Wraiths.



[[folder:War Phantom]]
->'''Other variations:''' Legendary War Phantom

The cruelest, most powerful mercenaries, who adopt the title of a legendary mercenary band from long ago. Able to use both Scrap and Anvil drones, and will significantly boost their movement speed while alive.

to:

[[folder:War Phantom]]
->'''Other variations:''' Legendary War Phantom

The cruelest, most powerful mercenaries, who adopt
[[folder:Gopnik]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_gopnik.png]]
-->'''Race:''' Ursus

An ex-military Ursus hired as a bouncer for
the title Duck Lord. Like the Duck Lord, he's an optional bonus enemy that can be killed for extra loot. Unlike the Duck Lord, the Gopnik is ''very'' capable of a legendary mercenary band from long ago. Able to use both Scrap and Anvil drones, and will significantly boost their movement speed while alive.fighting back.




to:

* BearsAreBadNews: He's an Ursus who hits like a truck.
* DumbMuscle: His description outright states that he's very strong but not too bright, and is usually relegated to just carrying the Duck Lord's baggage.
* MetalSlime: While he's designed to be this alongside the Duck Lord, his insanely high combat ability makes him more of a {{Superboss}} than anything.
* MightyGlacier: Incredibly slow but incredibly powerful, packing decent defenses, sky-high HP, and an attack stat strong enough to OneHitKill just about anything.
* NoSell: Can't be stunned.
* OldSoldier: One event in "Phantom and Crimson Solitaire" shows him staring at a photo of himself next to Hellagur during their time in the Ursus Army.
* SpannerInTheWorks: If you are doing the EscortMission to get the second ending of ''Mizuki & Caerula Arbor'', Gopnik spawning has a good chance of foiling your attempt, as his extreme damage is going to kill your escortee, unless you kill him first.
* TragicKeepsake: His old photo with Hellagur, which is available in the second season of Integrated Strategies onwards as the collectible "Worn-out Group Photo".



[[folder:Scrap]]
->'''Other variations:''' Scrap Model-U

An air support drone used by mercenaries, armed with twin grenade launchers that deal area damage and massively reduce the DEF of targets. While it's difficult to hit, it will disappear by itself after some time.

to:

[[folder:Scrap]]
->'''Other variations:''' Scrap Model-U

[[folder:Lost Colossus]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_lostcolossus.png]]

An air support drone used experimental construct made by mercenaries, armed with twin grenade launchers a Leithanian caster, which eventually went rogue due to a loophole in its creation. A highly durable powerhouse that deal area damage and massively reduce the DEF of targets. While it's difficult can also periodically throw a boulder at a nearby Operator to hit, it will disappear by itself after some time.stun them for an extremely long duration.




to:

* AntiFrustrationFeatures: The Lost Colossus will never use its stun on a target that's already stunned, making it impossible for it to permanently lock an Operator in the stunned status. (Doesn't mean it won't stun a target who ''just'' got unstunned, though.)
* DubNameChange: Judging from the codename "WDG", its original name was Wandering Giant.
* KingMook: A boss variant of Mudrock's Colossi, although this one actually wasn't summoned by her but by a caster from Leithanien ([[PlotHole though its Ceobe's Fungimist mission description says it's a Mudrock Colossus]]; however, its Crimson Solitaire mission description does not say this). Ironically, its stats are all-around lower than the Colossi summoned by Mudrock, but to compensate it now has the ability to Stun operators.
* IdiotBall: Its creator made the Colossus as a "servant"... but he forgot to tell it who it was supposed to serve, leaving it to roam around and destroying everything that crosses his path.
* StatusEffects: Its boulder attack stuns for ''25 seconds'', the longest of any stun in the game.



[[folder:Anvil]]
->'''Other variations:''' Anvil Model-B

An air support drone used by mercenaries, able to heal and increase the DEF of all enemies within its range. While it's difficult to hit, it will disappear by itself after some time.

to:

[[folder:Anvil]]
->'''Other variations:''' Anvil Model-B

An air support drone used by mercenaries, able
[[folder:Jetman]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_jetman.png]]

A mysterious man that claims
to heal be a skilled thief and increase the DEF of all enemies within its range. While it's difficult genius, although his actual feats remain dubious. If blocked, he can use his jetpack to hit, go airborne for a few seconds, although it will disappear by itself after some time.has a cooldown.



* AchillesHeel: Stunning him while in midair will prematurely end his flight. In addition, while he's airborne, he'll take extra damage from Operators on Anti-Air runes.
* JetPack: Carries one made by himself. When it's in use, he can't be blocked and can only be hit by ranged attacks.
* OutsideGenreFoe: Serves as one when fought in Crimson Solitaire. In a mysterious castle filled with a troupe of assassins who can drive people insane, fraught with magic and mystery and illusion... he's just some guy with a jetpack.
* RealAfterAll: Like any bosses whose first appearance was in Ceobe's Fungimist, a gamemode taking place only in Ceobe's head during a MushroomSamba.
* SelfAppliedNickname: Calls himself a "Master Thief".



!!!Reclamation Algorithm units (introduced in ''Fire Within the Sand'')

[[folder:Dauntless Linebreaker]]
One of the three possible final bosses of ''Fire Within the Sand'', an advance linebreaker officer under the command of a Sargonian Lord Ameer.

to:

!!!Reclamation Algorithm units (introduced in ''Fire Within the Sand'')

[[folder:Dauntless Linebreaker]]
One
[[folder:"Forsaken One"]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_forsakenone.png]]

A mine security guard that fell victim to a severe form
of the three possible final bosses of ''Fire Within the Sand'', an advance linebreaker officer under the command of Oripathy and was nearly completely assimilated by Originium, turning him into a Sargonian Lord Ameer.mindless destroyer with huge power. Uses both ranged and melee attacks, and can gradually gain offensive power as long as he keeps attacking constantly, although it'll decay if he doesn't.



* LightningBruiser: He has a whopping 700000 HP that's doubled across his two phases, halves damage taken when not blocked, and attacks pretty fast with a minimum of 1100 ATK. However, he really becomes this after you deplete his HP for the first time and trigger his enraged second form, which gives him +100% ATK and +100 ASPD while making him move 2.5x faster. At that point, you'll need a dedicated tank with well upwards of 1000 DEF and strong Medic support to withstand his assault for more than a few seconds.
* UnskilledButStrong: Out of the three final bosses fought in the mode, he lacks any major gimmicks or skills, but makes up for it by being the strongest in terms of sheer stats and power.

to:

* LightningBruiser: He has ApocalypticLog: His entry in the enemy database is written by a whopping 700000 HP that's doubled across RIM Billiton miner who witnessed his two phases, halves damage taken when not blocked, and attacks pretty fast with a minimum of 1100 ATK. However, he really becomes this after you deplete his HP for the first time and trigger his enraged second form, which gives him +100% ATK and +100 ASPD while making him move 2.5x faster. At that point, you'll need a dedicated tank with well upwards of 1000 DEF and strong Medic support to withstand his assault for more than a few seconds.attack.
* UnskilledButStrong: Out AndThenJohnWasAZombie: A former security guard turned into a monster due to his infection.
* AutomaticCrossbows: Wields one for his ranged attacks.
* GatheringSteam: Every time this boss attacks, it'll gain 7% ATK and 5 ASPD. This stacks up to ''28 times'' for a total
of ''+196% ATK and +140 ASPD'', making it all but impossible to survive a sustained onslaught. Fortunately, the three final bosses fought in the mode, buffs will be reset if he lacks any major gimmicks or skills, but makes up doesn't attack for it by being the strongest in terms of sheer stats and power.4 seconds.



[[folder:"The Ruinbringer"]]
One of the three possible final bosses of ''Fire Within the Sand'', an elite Caster honored by the local Lord Ameer.

to:

[[folder:"The Ruinbringer"]]
One
[[folder:Rusthammer Warrior]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_rusthammerwarrior.png]]

The leader
of a band of anarchists that abandoned society and live a harsh life in the three possible final bosses of ''Fire Within Terran wastelands. Cannot be blocked, can't be hit for the Sand'', an elite Caster honored by the local Lord Ameer.first minute of his life, and uses hard-hitting, global-ranged physical attacks that will occasionally crit for massive Arts damage.



* TheArchmage: As even the local Lord Ameer honors him and his skill, he's by default this. His army also has various casters in its ranks, including the dreaded Dublinn Evocators.
* AxCrazy: He lusts for wanton destruction, and sees destroying the enemies of his lord as a mere bonus.
* EnemySummoner: His primary gimmick is summoning Infused Originium Slugs, while having negative Taunt. He's surprisingly weak in direct combat, with his only advantages being his [[DamageSpongeBoss monumental HP]] and high RES.
* ThisLooksLikeAJobForAquaman: His MookMaker gimmick actually falls straight into [[Characters/ArknightsDefendersNToZ Penance's]] portfolio, as his summoned Infused Originium Slugs will refresh Penance's barrier faster than they can deplete it.
* TurnsRed: Once he enters his second phase, he'll start spawning red Infused Originium Slugs along with the originals.

to:

* TheArchmage: As CriticalHit: Like Faust, he can fire an arrow every 18 seconds that deals severe damage. Unlike Faust, it deals 300% of his ATK as ''Arts damage'', meaning that even the local Lord Ameer honors him and his skill, bulky Defenders will have a hard time surviving it.
* NonIndicativeName: His name implies
he's by default this. His army also has various casters in its ranks, just a member of the Rusthammer organization, rather than being the leader.
* PaletteSwap: Of Faust,
including the dreaded Dublinn Evocators.
* AxCrazy: He lusts for wanton destruction, and sees destroying the enemies of his lord as a mere bonus.
* EnemySummoner: His primary gimmick is summoning Infused Originium Slugs, while
having negative Taunt. He's surprisingly weak the same battle pose and skillset. The main differences are that the Rusthammer Warrior has higher stats, a shorter invincibility time, a longer cooldown on his critical attack, a more powerful critical that also deals Arts damage, and he cannot summon ballistas. Ironically, Faust's battle theme doesn't play in direct combat, his map, but in the one with his only advantages being group's EliteFour, where the Rusthammer Warrior is absent.
* RealAfterAll: Though
his [[DamageSpongeBoss monumental HP]] and high RES.
* ThisLooksLikeAJobForAquaman: His MookMaker gimmick actually falls straight into [[Characters/ArknightsDefendersNToZ Penance's]] portfolio, as his summoned Infused Originium Slugs will refresh Penance's barrier faster than they can deplete it.
* TurnsRed: Once he enters his second phase, he'll start spawning red Infused Originium Slugs along with
first appearance was in Ceobe's Fungimist, a gamemode taking place in Ceobe's head during a MushroomSamba, the originals.appearance of the Rusthammer group in other material implies this.



[[folder:"Al-Rafiq"]]
One of the three possible final bosses of ''Fire Within the Sand'', elite armored corps of a Lord Ameer operating their self-assembled armor.

to:

[[folder:"Al-Rafiq"]]
One of the three
[[folder:"Frozen Monstrosity"]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_frozenmonstrosity.png]]

A Sami Snowpriest who tried to defend her home from invasion, only to lose her sanity and fall victim to a demonic curse that turned her into an Originium abomination. A
possible final bosses TrueFinalBoss of ''Fire Within ''Ceobe's Fungimist'' who must be killed to get the Sand'', elite armored corps second ending - a versatile defensive powerhouse who uses both single-target and [=AoE=] Arts which can chill/freeze operators, can't be hurt for some time after her arrival, can summon ice crystal hazards, doubles the redeployment time of a Lord Ameer operating their self-assembled armor.all Operators killed or retreated while frozen, and can revives with buffed stats upon her first defeat.



* AttackReflector: While the pilot is exposed, Operators attacking him will take half his ATK as physical damage.
* MiniMecha: The boss you fight is a small mech piloted by a Sargonian engineer.
* ResurrectiveImmortality: If you destroy the mech but fail to kill the pilot that falls out in the allocated time, the mech is revived with full HP. If you lack the DPS to do so, the fight may become outright unwinnable.
* TakingYouWithMe: The mech explodes when it dies to inflict damage and a lengthy stun in a wide area, potentially letting enemies through or delaying the retaliation against the now-exposed pilot.
* ThreeHitCombo: After 3 attacks, its 4th attack will deal significant bonus damage in a [=AoE=].
* ZergRush: It comes in with ''over 250'' enemy units as support, surpassing the raids of even the other final bosses, many of which are tanky heavy hitters like Mudrock Zealots, Originiutants, and Vein Guardians.

to:

* AttackReflector: While the pilot is exposed, Operators attacking him will take half his ATK as physical damage.
AllYourPowersCombined: Wields a wide variety of abilities, which are all modified versions of abilities taken from both of [=FrostNova=]'s battles.
* MiniMecha: The boss you fight is a small mech piloted by a Sargonian engineer.
* ResurrectiveImmortality: If you destroy the mech but fail
AnIcePerson: Uses ice Arts to kill the pilot that falls out in the allocated time, the mech is revived with full HP. If you lack the DPS to do so, the fight may become outright unwinnable.
* TakingYouWithMe: The mech explodes when it dies to inflict
deal damage and a lengthy stun in a wide area, potentially letting enemies through or delaying the retaliation against the now-exposed pilot.
* ThreeHitCombo: After 3 attacks, its 4th attack will
freeze operators. She can also cast an ice ring to deal significant bonus heavy freezing damage in a [=AoE=].
* ZergRush: It comes in with ''over 250'' enemy units as support, surpassing the raids of even the other final bosses, many of
radius around her, which are tanky heavy hitters doubles in damage if it hits an Operator that's already frozen.
* GeoEffects: Can summon Originium Ice Crystals
like Mudrock Zealots, Originiutants, [=FrostNova=], invincible hazards that pulse waves of frost to chill all nearby operators.
* NoGoodDeedGoesUnpunished: For trying to defend her hometown from a demon invasion, she got infected
and Vein Guardians.became a monster due to a curse. With the release of "Expeditioner's Joklumarkar", she likely succumbed to the [[spoiler:Collapsals]] while fighting them in Sami.
* OneDegreeOfSeparation: The description of the Snow Doe miniboss in "Phantom & Crimson Solitaire" implied that Frost Buck and Snow Doe were her bodyguards before she succumbed to TheCorruption and became the monster she is now.
* PaletteSwap: Of [=FrostNova=], basically a faceless recolor of her.
* PowerFloats: Subverted. Despite being visibly floating, she lacks the Low-Altitude Hovering trait and is treated as a normal ground enemy.
* SquishyWizard: Played with. While she does have very low HP, she has a huge ''1500 DEF'' and a staggering ''80 RES'', making it hard to seriously hurt her in the first place.
* TurnsRed: After dying the first time, the Frozen Monstrosity will gradually revive herself and roar back into battle. After reviving, she'll have 30 seconds of invulnerability, +90% ATK, and +50% max HP, so taking her down for good will be a tough task.



[[folder:The Great Wingbeast]]
A massive infected predator native to Sargon.

to:

[[folder:The Great Wingbeast]]
A massive infected predator native
[[folder:"Gravestone"]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_gravestone.png]]

Another possible TrueFinalBoss of ''Ceobe's Fungimist'' who must be killed
to Sargon.get the third ending, a ruthless assassin that will stop at nothing to kill their target. In addition to packing high HP, terrifying offensive power, and regenerating shields, he also applies a global debuff that seriously weakens the player's power for his boss battle.



* BreathWeapon: Its fireball breath, which deals massive Arts and Burn damage, but is only used while airborne.
* GiantFlyer: A massive creature capable of flight despite its Originium-crusted wings, although the latter do weigh it down to the point that it can't fly for very long.
* NonMaliciousMonster: It's mentioned to be a ferocious predator normally, but the one you encounter in-game is satiated and not interested in a fight, hence why it's passive until you attack it.
* OptionalBoss: An optional and fairly tough encounter, but will drop 6-10 Marrow Fungi when killed, which are the highest quality cooking ingredient in a quantity that can't be matched by any other source.
* PinataEnemy: Although it's not exactly ''easy'', it's generally easier to kill than The Immortal, and drops top-tier cooking ingredients that will be a huge boon in winning an Algorithm.

to:

* BreathWeapon: Its fireball breath, which deals massive Arts and Burn damage, but is only used while airborne.
* GiantFlyer: A massive creature capable of flight despite its Originium-crusted wings, although the latter do weigh it down to the point that it can't fly for very long.
* NonMaliciousMonster:
AmbiguousSituation: It's mentioned unclear if Gravestone is actually a real person or just a figment of Ceobe's imagination. Considering that almost all other elements of ''Ceobe's Fungimist'' are surprisingly accurate to Terra's history despite being Ceobe's hallucinations, it makes it all the more surprising that nothing about Gravestone seems to match up with reality. Unlike the Rusthammer Warrior or Frozen Monstrosity (who both turned out to be a ferocious predator normally, but real figures), his enemy description and questline is also incredibly vague, telling the one you encounter in-game is satiated player nothing about his potential origins outside of a vague connection to the very concept of violence, which then further raises the question of what Gravestone actually is, assuming they're real.
* AreaOfEffect: When not blocked, he'll use a grenade launcher like Skullshatterer to inflict heavy physical area damage from range. Thankfully, unlike Skullshatterer, his grenades don't inflict any DEF penalties.
* BattleAura: Permanently shrouded by an aura of ominous red light.
* DeflectorShields: Periodically, he'll generate (or refresh) a barrier that can absorb damage equal to 10% of his max HP. This must be destroyed before damage can be dealt to him.
* DoubleWeapon: Uses a two-sided blade for his melee attack -
and not interested it ''hurts.''
* FieldPowerEffect: For the whole duration of his level, he'll apply a ''severe'' weakening effect - ''halving'' the ATK and DEF of all Operators, doubling all redeployment times, and cutting DP regeneration
in a fight, hence why half. While it's passive until you attack it.
* OptionalBoss: An optional and fairly tough encounter, but will drop 6-10 Marrow Fungi when killed, which are the highest quality cooking ingredient in a quantity that can't
said to be matched by any other source.
* PinataEnemy: Although
his effect, it's not exactly ''easy'', it's generally easier to kill than The Immortal, and drops top-tier cooking ingredients actually just a quirk of the stage he's fought on - meaning that will be a huge boon in winning even killing him won't dispel it.
* MagicalEyeStreamers: Has these, signifying that he's
an Algorithm.extremely powerful boss.
* RedEyesTakeWarning: Combined with bright GlowingEyesOfDoom.



[[folder:"The Immortal"]]
One of the legendary Zhayedans that served Sargon in its infamous Eternal Army. Its presence in the desert and aimless wandering is a mystery, as it does not respond to anything besides to attack threats.

to:

[[folder:"The Immortal"]]
One of the legendary Zhayedans that served Sargon
!!!Ibut mercenaries (introduced in its infamous Eternal Army. Its presence ''A Walk in the desert and aimless wandering is a mystery, as it does not respond Dust'')

[[folder:Tactical Crossbowman]]
->'''Other variations:''' Tactical Crossbowman Leader

A ranged mercenary who can call in Scrap drones
to anything besides to attack threats.provide supporting fire on their targets.



* MightyGlacier: He has ''600,000'' health and a whopping '''4500 ATK''', along with 1000 DEF and the ability to restore 12000 HP each time something dies around him, although he is very weak to Arts. His incredibly slow attack speed is offset by the fact that outside of damage negation or immortality, damn near nothing can survive a blow from him, making him near impossible to tank straight up and encouraging methods of kiting him around instead.
* OptionalBoss: You can find him wandering around in a special No Man's Land node, where he's optional to take down and will generally take quite some effort to do so if you choose to fight. If you kill him, he'll reward you with a truckload of gold and building materials, letting you quickly fortify your base infrastructure.
* OurZombiesAreDifferent: It's unknown exactly how a Zhayedan is created, but it's implied to involve some form of resurrective Arts to turn the original corpse into a towering superhuman.
* SandBlaster: If his target is on high ground, he'll use a sand blast instead of his axe. The blast deals reduced damage, but "reduced" still being 1800 ATK means that squishier ranged units will probably be one shotted anyways.
* SuperSoldier: The Zhayedans represent the peak of Sargon's military power, and are specifically used in the far south to prevent the Collapsals from encroaching on Sargon, similar to Ursus' Emperor's Blades.
* YourSoulIsMine: Any Operator that dies or is retreated within a certain radius will heal him.

to:

* MightyGlacier: He has ''600,000'' health and a whopping '''4500 ATK''', along with 1000 DEF and the ability to restore 12000 HP each time something dies around him, although he is very weak to Arts. His incredibly slow attack speed is offset by the fact that outside of damage negation or immortality, damn near nothing can survive a blow from him, making him near impossible to tank straight up and encouraging methods of kiting him around instead.
* OptionalBoss: You can find him wandering around in a special No Man's Land node, where he's optional to take down and will generally take quite some effort to do so if you choose to fight. If you kill him, he'll reward you with a truckload of gold and building materials, letting you quickly fortify your base infrastructure.
* OurZombiesAreDifferent: It's unknown exactly how a Zhayedan is created, but it's implied to involve some form of resurrective Arts to turn the original corpse into a towering superhuman.
* SandBlaster: If his target is on high ground, he'll use a sand blast instead of his axe. The blast deals reduced damage, but "reduced" still being 1800 ATK means that squishier ranged units will probably be one shotted anyways.
* SuperSoldier: The Zhayedans represent the peak of Sargon's military power, and are specifically used in the far south to prevent the Collapsals from encroaching on Sargon, similar to Ursus' Emperor's Blades.
* YourSoulIsMine: Any Operator that dies or is retreated within a certain radius will heal him.



[[folder:"Anything Can Be Broken"]]
->'''Other variations:''' "Everything Should Be Smashed"
An enemy mobile catapult that prioritizes base constructs and deals significantly increased damage to them.

to:

[[folder:"Anything Can Be Broken"]]
[[folder:Tactical Defender]]
->'''Other variations:''' "Everything Should Be Smashed"
An enemy mobile catapult that prioritizes base constructs and deals significantly increased damage
Tactical Defender Leader

Heavily armored mercenaries who can call in Anvil drones
to them.provide defensive support when injured.



* AbnormalAmmo: They throw fruits with extremely hard shells rather than rocks.
* ArchaicWeaponForAnAdvancedAge: Arknights world is rather advanced, at least comparable and at worst slightly behind earth tech level. But these are virtually medieval era catapults that throw ''fruit''.
* SiegeEngines: They prioritize attacking base constructs, and deal bonus damage against structures.

to:

* AbnormalAmmo: They throw fruits with extremely hard shells rather than rocks.
* ArchaicWeaponForAnAdvancedAge: Arknights world is rather advanced, at least comparable and at worst slightly behind earth tech level. But these are virtually medieval era catapults that throw ''fruit''.
* SiegeEngines: They prioritize attacking base constructs, and deal bonus damage against structures.



[[folder:Sandfall Crystalhoof]]
An extremely rare Sargonian beast sought after for its glittering coat, and a highly valuable food ingredient.

to:

[[folder:Sandfall Crystalhoof]]
An extremely rare Sargonian beast sought after for its glittering coat, and a highly valuable food ingredient.
[[folder:Anti-Armor Infantry]]
->'''Other variations:''' Anti-Armor Infantry Leader

Mercenaries who carry single-use anti-armor rockets which they launch over long range to deal massive area damage. After they've fired their shot, they will only be able to use melee attacks, but will gain massively increased speed.



* GetBackHereBoss: It doesn't fight back, and its first reaction upon being hit is to run away. If you don't finish it off in one day, it will move to a different part of the world map altogether. Bring your Fast-Redeploy Operators to chase it around, and hope you can kill it in a single attempt.
* KingMook: To the common Leporibeasts and Leporibeast Longhorns, although it's unclear if they're actually related.
* PinataEnemy: Killing it grants you 3 Marrow Fungi, and as it doesn't fight back, the only challenge is chasing it around the map.
* TooDumbToLive: At times, it would run straight into a BottomlessPit if the map has one, instantly killing it.

to:

* GetBackHereBoss: It doesn't fight back, and its first reaction upon being hit is to run away. If you don't finish it off in one day, it will move to a different part of the world map altogether. Bring your Fast-Redeploy Operators to chase it around, and hope you can kill it in a single attempt.
* KingMook: To the common Leporibeasts and Leporibeast Longhorns, although it's unclear if they're actually related.
* PinataEnemy: Killing it grants you 3 Marrow Fungi, and as it doesn't fight back, the only challenge is chasing it around the map.
* TooDumbToLive: At times, it would run straight into a BottomlessPit if the map has one, instantly killing it.



[[folder:Sargonian Contract Assassin]]
A Sargonian assassin renowned for their agility, and one of the potential 5 enemies in the ''Sickness of the Land'' BossRush stage.

to:

[[folder:Sargonian Contract Assassin]]
A Sargonian assassin renowned for
[[folder:War Phantom]]
->'''Other variations:''' Legendary War Phantom

The cruelest, most powerful mercenaries, who adopt the title of a legendary mercenary band from long ago. Able to use both Scrap and Anvil drones, and will significantly boost
their agility, and one of the potential 5 enemies in the ''Sickness of the Land'' BossRush stage.movement speed while alive.



* FlashStep: Shares Crownslayer's dash ability, letting them bypass blockers.
* MiniBoss: Though they are listed as merely an Elite, they are faced in a BossRush stage along with other boss-tier opponents such as Dorothy, Mudrock, The Rat King, or The Lost Colossus.
* {{Ninja}}: They may not look quite like one (though pretty close), but they definitely act like one. With their ability to bypass blockers like Crownslayer, their primary tactic is to stay invisible at range and pepper your Operators with knives.

to:

* FlashStep: Shares Crownslayer's dash ability, letting them bypass blockers.
* MiniBoss: Though they are listed as merely an Elite, they are faced in a BossRush stage along with other boss-tier opponents such as Dorothy, Mudrock, The Rat King, or The Lost Colossus.
* {{Ninja}}: They may not look quite like one (though pretty close), but they definitely act like one. With their ability to bypass blockers like Crownslayer, their primary tactic is to stay invisible at range and pepper your Operators with knives.



[[folder:Vein Guardian]]
->'''Other variations:''' Crazed Vein Guardian
Originium constructs of unknown origin which fiercely protect Ibut's mineral deposits.

to:

[[folder:Vein Guardian]]
[[folder:Scrap]]
->'''Other variations:''' Crazed Vein Guardian
Originium constructs
Scrap Model-U

An air support drone used by mercenaries, armed with twin grenade launchers that deal area damage and massively reduce the DEF
of unknown origin which fiercely protect Ibut's mineral deposits.targets. While it's difficult to hit, it will disappear by itself after some time.



* AttackReflector: Attacking it hits the offender with a backlash of 200 Arts damage, which can spell doom for Operators with rapid/multi-hit attacks and no way to heal off the damage in time.
* StoneWall: It has a beefy 25,000 HP (''40,000'' for the Maddened variant), but have little in the way of ATK, DEF, and RES. Its danger comes from its backlash Arts damage.

to:

* AttackReflector: Attacking it hits the offender with a backlash of 200 Arts damage, which can spell doom for Operators with rapid/multi-hit attacks and no way to heal off the damage in time.
* StoneWall: It has a beefy 25,000 HP (''40,000'' for the Maddened variant), but have little in the way of ATK, DEF, and RES. Its danger comes from its backlash Arts damage.




[[folder:Anvil]]
->'''Other variations:''' Anvil Model-B

An air support drone used by mercenaries, able to heal and increase the DEF of all enemies within its range. While it's difficult to hit, it will disappear by itself after some time.



! Kazimierz Units
!!! Competitive knights (Introduced in ''Maria Nearl'')
[[folder:Nameless Independent Knight]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_avg_npc_217_6.png]]
->'''Other variations:''' Nameless Elite Knight

Low-ranking knights of the Kazimierz Major.
----
* PaletteSwap: Of the basic Reunion Soldier, packing similarly pathetic stats.



[[folder:Training Pincerbeast]]
->'''Other variations:''' Vicious Training Pincerbeast

Infected wild creatures used to train the fighters of the Kazimierz arena. While they're rather weak, they have surprisingly high defenses for a fodder unit.

to:

[[folder:Training Pincerbeast]]
->'''Other variations:''' Vicious Training Pincerbeast

Infected wild creatures used to train
!!!Reclamation Algorithm units (introduced in ''Fire Within the fighters Sand'')

[[folder:Dauntless Linebreaker]]
One
of the Kazimierz arena. While they're rather weak, they have surprisingly high defenses for three possible final bosses of ''Fire Within the Sand'', an advance linebreaker officer under the command of a fodder unit.Sargonian Lord Ameer.



* LightningBruiser: He has a whopping 700000 HP that's doubled across his two phases, halves damage taken when not blocked, and attacks pretty fast with a minimum of 1100 ATK. However, he really becomes this after you deplete his HP for the first time and trigger his enraged second form, which gives him +100% ATK and +100 ASPD while making him move 2.5x faster. At that point, you'll need a dedicated tank with well upwards of 1000 DEF and strong Medic support to withstand his assault for more than a few seconds.
* UnskilledButStrong: Out of the three final bosses fought in the mode, he lacks any major gimmicks or skills, but makes up for it by being the strongest in terms of sheer stats and power.



[[folder:Roar Knightclub Trainee]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_avg_npc_216_9.png]]
->'''Other variations:''' Roar Knightclub Elite, "Plastic" Szewczyk

Kazimierzian knights who wield crossbows and wear experimental armor. Their prototype armor grants them a gigantic amount of DEF and RES when they first spawn, but this will expire quickly.

to:

[[folder:Roar Knightclub Trainee]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_avg_npc_216_9.png]]
->'''Other variations:''' Roar Knightclub Elite, "Plastic" Szewczyk

Kazimierzian knights who wield crossbows and wear experimental armor. Their prototype armor grants them a gigantic amount
[[folder:"The Ruinbringer"]]
One
of DEF and RES when they first spawn, but this will expire quickly.the three possible final bosses of ''Fire Within the Sand'', an elite Caster honored by the local Lord Ameer.



* KingMook: "Plastic" Szewczyk is both a relevant character in the plot and considerably stronger than even the Roar Knightclub Elites.
* StoneWall: While their shield is up, they get an utterly ridiculous '''3000 Defense and 95% Arts Resistance''', which is '''more''' than [[DamageSpongeBoss the already-infamous Patriot.]] After their shield expires, they're complete pushovers.

to:

* KingMook: "Plastic" Szewczyk is both a relevant character in the plot and considerably stronger than TheArchmage: As even the Roar Knightclub Elites.
* StoneWall: While their shield is up, they get an utterly ridiculous '''3000 Defense
local Lord Ameer honors him and 95% Arts Resistance''', which his skill, he's by default this. His army also has various casters in its ranks, including the dreaded Dublinn Evocators.
* AxCrazy: He lusts for wanton destruction, and sees destroying the enemies of his lord as a mere bonus.
* EnemySummoner: His primary gimmick
is '''more''' than summoning Infused Originium Slugs, while having negative Taunt. He's surprisingly weak in direct combat, with his only advantages being his [[DamageSpongeBoss monumental HP]] and high RES.
* ThisLooksLikeAJobForAquaman: His MookMaker gimmick actually falls straight into [[Characters/ArknightsDefendersNToZ Penance's]] portfolio, as his summoned Infused Originium Slugs will refresh Penance's barrier faster than they can deplete it.
* TurnsRed: Once he enters his second phase, he'll start spawning red Infused Originium Slugs along with
the already-infamous Patriot.]] After their shield expires, they're complete pushovers.originals.



[[folder:Independent Knight Shielder]]
->'''Other variations:''' Elite Knight Shielder

Knights who focus on defensive equipment, packing high durability but a weakness to Arts.

to:

[[folder:Independent Knight Shielder]]
->'''Other variations:''' Elite Knight Shielder

Knights who focus on defensive equipment, packing high durability but
[[folder:"Al-Rafiq"]]
One of the three possible final bosses of ''Fire Within the Sand'', elite armored corps of
a weakness to Arts.Lord Ameer operating their self-assembled armor.



* PaletteSwap: Of Reunion Heavy Defenders, packing almost identical stats.
* HeavilyArmoredMook: Much like their Heavy Defender cousins.

to:

* PaletteSwap: Of Reunion Heavy Defenders, packing almost identical stats.
AttackReflector: While the pilot is exposed, Operators attacking him will take half his ATK as physical damage.
* HeavilyArmoredMook: Much MiniMecha: The boss you fight is a small mech piloted by a Sargonian engineer.
* ResurrectiveImmortality: If you destroy the mech but fail to kill the pilot that falls out in the allocated time, the mech is revived with full HP. If you lack the DPS to do so, the fight may become outright unwinnable.
* TakingYouWithMe: The mech explodes when it dies to inflict damage and a lengthy stun in a wide area, potentially letting enemies through or delaying the retaliation against the now-exposed pilot.
* ThreeHitCombo: After 3 attacks, its 4th attack will deal significant bonus damage in a [=AoE=].
* ZergRush: It comes in with ''over 250'' enemy units as support, surpassing the raids of even the other final bosses, many of which are tanky heavy hitters
like their Heavy Defender cousins.Mudrock Zealots, Originiutants, and Vein Guardians.



[[folder:Bloodboil Knightclub Trainee]]
->'''Other variations:''' Bloodboil Knightclub Elite, "Brassrust" Olmer Ingra

Brutish knights of Kazimierz who gain stacking damage and attack speed buffs with each of their allies that die on the field while they're active, up to a cap.

to:

[[folder:Bloodboil Knightclub Trainee]]
->'''Other variations:''' Bloodboil Knightclub Elite, "Brassrust" Olmer Ingra

Brutish knights of Kazimierz who gain stacking damage and attack speed buffs with each of their allies that die on the field while they're active, up
[[folder:The Great Wingbeast]]
A massive infected predator native
to a cap.Sargon.



* KingMook: "Brassrust" Olmer Ingra is both a relevant character in the plot and considerably stronger than even the Bloodboil Knightclub Elites.
* TurnsRed: For every enemy unit you kill while they're alive, they'll get +10% ATK and +5 ASPD. This stacks up to ten times, meaning killing lots of enemies before them can result in these enemies becoming a much bigger threat.

to:

* KingMook: "Brassrust" Olmer Ingra is both a relevant character in the plot BreathWeapon: Its fireball breath, which deals massive Arts and considerably stronger than even the Bloodboil Knightclub Elites.
* TurnsRed: For every enemy unit you kill
Burn damage, but is only used while they're alive, they'll get +10% ATK airborne.
* GiantFlyer: A massive creature capable of flight despite its Originium-crusted wings, although the latter do weigh it down to the point that it can't fly for very long.
* NonMaliciousMonster: It's mentioned to be a ferocious predator normally, but the one you encounter in-game is satiated
and +5 ASPD. This stacks up not interested in a fight, hence why it's passive until you attack it.
* OptionalBoss: An optional and fairly tough encounter, but will drop 6-10 Marrow Fungi when killed, which are the highest quality cooking ingredient in a quantity that can't be matched by any other source.
* PinataEnemy: Although it's not exactly ''easy'', it's generally easier
to ten times, meaning killing lots of enemies before them can result kill than The Immortal, and drops top-tier cooking ingredients that will be a huge boon in these enemies becoming a much bigger threat.winning an Algorithm.



[[folder:Bladehelm Knightclub Trainee]]
->'''Other variations:''' Bladehelm Knightclub Elite, "Left-Hand" Tytus Topola

Knights who have high stats and wield ranged Arts. They can periodically halve the attack of the Operator with the highest ATK on the field, and will fully revive themselves when defeated for the first time.

to:

[[folder:Bladehelm Knightclub Trainee]]
->'''Other variations:''' Bladehelm Knightclub Elite, "Left-Hand" Tytus Topola

Knights who have high stats
[[folder:"The Immortal"]]
One of the legendary Zhayedans that served Sargon in its infamous Eternal Army. Its presence in the desert
and wield ranged Arts. They can periodically halve the aimless wandering is a mystery, as it does not respond to anything besides to attack of the Operator with the highest ATK on the field, and will fully revive themselves when defeated for the first time.threats.



* BackFromTheDead: Will revive themselves once they're killed for the first time, being the first non-boss enemy to possess such an ability.
* KingMook: "Left-Hand" Tytus Topola is both a relevant character in the plot and considerably stronger than even the Bladehelm Knightclub Elites.

to:

* BackFromTheDead: Will revive themselves once they're killed for MightyGlacier: He has ''600,000'' health and a whopping '''4500 ATK''', along with 1000 DEF and the first time, ability to restore 12000 HP each time something dies around him, although he is very weak to Arts. His incredibly slow attack speed is offset by the fact that outside of damage negation or immortality, damn near nothing can survive a blow from him, making him near impossible to tank straight up and encouraging methods of kiting him around instead.
* OptionalBoss: You can find him wandering around in a special No Man's Land node, where he's optional to take down and will generally take quite some effort to do so if you choose to fight. If you kill him, he'll reward you with a truckload of gold and building materials, letting you quickly fortify your base infrastructure.
* OurZombiesAreDifferent: It's unknown exactly how a Zhayedan is created, but it's implied to involve some form of resurrective Arts to turn the original corpse into a towering superhuman.
* SandBlaster: If his target is on high ground, he'll use a sand blast instead of his axe. The blast deals reduced damage, but "reduced" still
being 1800 ATK means that squishier ranged units will probably be one shotted anyways.
* SuperSoldier: The Zhayedans represent
the first non-boss enemy to possess such an ability.
* KingMook: "Left-Hand" Tytus Topola is both a relevant character
peak of Sargon's military power, and are specifically used in the plot and considerably stronger than even far south to prevent the Bladehelm Knightclub Elites.Collapsals from encroaching on Sargon, similar to Ursus' Emperor's Blades.
* YourSoulIsMine: Any Operator that dies or is retreated within a certain radius will heal him.



[[folder:Sponsor Drone]]
->'''Other variations:''' Luxury Sponsor Drone, Cheering Sponsor Drone

Corporate advertisement drones that appear during matches in the Kazimierz Major. While they're harmless optional to kill, defeating them grants the player anything from resources to a temporary power boost.

to:

[[folder:Sponsor Drone]]
[[folder:"Anything Can Be Broken"]]
->'''Other variations:''' Luxury Sponsor Drone, Cheering Sponsor Drone

Corporate advertisement drones
"Everything Should Be Smashed"
An enemy mobile catapult
that appear during matches in the Kazimierz Major. While they're harmless optional prioritizes base constructs and deals significantly increased damage to kill, defeating them grants the player anything from resources to a temporary power boost.them.



* NonActionGuy: They are not designed to deal any damage to opposing operators, and don't deduct any lives if they get away.
* SupportPartyMember: Surprisingly enough, they are the only enemy unit to be this ''towards the player'', by providing various boons to the player when defeated, from buffing the ASPD of all active operators to providing deployable objects for the player to use.

to:

* NonActionGuy: AbnormalAmmo: They throw fruits with extremely hard shells rather than rocks.
* ArchaicWeaponForAnAdvancedAge: Arknights world is rather advanced, at least comparable and at worst slightly behind earth tech level. But these
are not designed to virtually medieval era catapults that throw ''fruit''.
* SiegeEngines: They prioritize attacking base constructs, and
deal any bonus damage to opposing operators, and don't deduct any lives if they get away.
* SupportPartyMember: Surprisingly enough, they are the only enemy unit to be this ''towards the player'', by providing various boons to the player when defeated, from buffing the ASPD of all active operators to providing deployable objects for the player to use.
against structures.



!!!Armorless Union and Competitive knights (introduced in ''Near Light'')

[[folder:Undertide Gloompincer]]
->'''Other variations:''' Undertide Gloompincer α

Gloompincers that escaped the arenas and live in the city sewers. Their affinity for dark spaces gives them increased speed when in areas with no visibility.

to:

!!!Armorless Union [[folder:Sandfall Crystalhoof]]
An extremely rare Sargonian beast sought after for its glittering coat,
and Competitive knights (introduced in ''Near Light'')

[[folder:Undertide Gloompincer]]
->'''Other variations:''' Undertide Gloompincer α

Gloompincers that escaped the arenas and live in the city sewers. Their affinity for dark spaces gives them increased speed when in areas with no visibility.
a highly valuable food ingredient.



* GetBackHereBoss: It doesn't fight back, and its first reaction upon being hit is to run away. If you don't finish it off in one day, it will move to a different part of the world map altogether. Bring your Fast-Redeploy Operators to chase it around, and hope you can kill it in a single attempt.
* KingMook: To the common Leporibeasts and Leporibeast Longhorns, although it's unclear if they're actually related.
* PinataEnemy: Killing it grants you 3 Marrow Fungi, and as it doesn't fight back, the only challenge is chasing it around the map.
* TooDumbToLive: At times, it would run straight into a BottomlessPit if the map has one, instantly killing it.



[[folder:Nova Knightclub Trainee]]
->'''Other variations:''' Nova Knightclub Elite, The Candle Knight Viviana

Trainees of the Nova Knightclub led by the Candle Knight, who imitate her signature Arts. Can periodically charge up Glimmering Touch, which deals massive area damage at the cost of them becoming fully visible while charging.

to:

[[folder:Nova Knightclub Trainee]]
->'''Other variations:''' Nova Knightclub Elite, The Candle Knight Viviana

Trainees
[[folder:Sargonian Contract Assassin]]
A Sargonian assassin renowned for their agility, and one
of the Nova Knightclub led by potential 5 enemies in the Candle Knight, who imitate her signature Arts. Can periodically charge up Glimmering Touch, which deals massive area damage at ''Sickness of the cost of them becoming fully visible while charging.Land'' BossRush stage.



* KingMook: Like the other Knightclub Trainee types of enemies and their respective named [=NPCs=], The Candle Knight Viviana is this, although at her base level she's only different from the Nova Knightclub Elites in that her version of Glimmering Touch is more powerful.
* LightEmUp: Their Glimmering Touch attack, hitting anyone in the target area with large Arts damage in a luminescent burst.

to:

* KingMook: Like the FlashStep: Shares Crownslayer's dash ability, letting them bypass blockers.
* MiniBoss: Though they are listed as merely an Elite, they are faced in a BossRush stage along with
other Knightclub Trainee types of enemies and boss-tier opponents such as Dorothy, Mudrock, The Rat King, or The Lost Colossus.
* {{Ninja}}: They may not look quite like one (though pretty close), but they definitely act like one. With
their respective named [=NPCs=], The Candle Knight Viviana ability to bypass blockers like Crownslayer, their primary tactic is this, although to stay invisible at her base level she's only different from the Nova Knightclub Elites in that her version of Glimmering Touch is more powerful.
* LightEmUp: Their Glimmering Touch attack, hitting anyone in the target area
range and pepper your Operators with large Arts damage in a luminescent burst.knives.



[[folder:Knight Territory Wanderer]]
->'''Other variations:''' Knight Territory Hibernator

Competition knights who lack a Knightclub and are periodically found in a drunken daze in the backstreets. They spawn in dark regions and remain passive until they are lit up or enough time passes, upon which they will violently retaliate.

to:

[[folder:Knight Territory Wanderer]]
[[folder:Vein Guardian]]
->'''Other variations:''' Knight Territory Hibernator

Competition knights who lack a Knightclub and are periodically found in a drunken daze in the backstreets. They spawn in dark regions and remain passive until they are lit up or enough time passes, upon
Crazed Vein Guardian
Originium constructs of unknown origin
which they will violently retaliate.fiercely protect Ibut's mineral deposits.



* AttackReflector: Attacking it hits the offender with a backlash of 200 Arts damage, which can spell doom for Operators with rapid/multi-hit attacks and no way to heal off the damage in time.
* StoneWall: It has a beefy 25,000 HP (''40,000'' for the Maddened variant), but have little in the way of ATK, DEF, and RES. Its danger comes from its backlash Arts damage.




[[folder:Nightzmora Imitator]]
->'''Other variations:''' Nightzmora Follower, "The Last Kheshig", Tola

Fans of the Nightmare Knight who began imitating his appearance and signature Arts abilities out of fascination. They're powerful melee warriors who can periodically cast Coalescing Fear, which targets all Operators who lack vision immediately behind them for heavy physical damage.



! Kazimierz Units
!!! Competitive knights (Introduced in ''Maria Nearl'')
[[folder:Nameless Independent Knight]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_avg_npc_217_6.png]]
->'''Other variations:''' Nameless Elite Knight

Low-ranking knights of the Kazimierz Major.
----
* PaletteSwap: Of the basic Reunion Soldier, packing similarly pathetic stats.



[[folder:Armorless Union Assassin]]
->'''Other variations:''' Armorless Union Assassin Leader

Assassins of the Armorless Union who specialize in sneak attacks. Their ATK gradually increases the longer they spend in regions with no visibility, but will reset after they attack once.

to:

[[folder:Armorless Union Assassin]]
[[folder:Training Pincerbeast]]
->'''Other variations:''' Armorless Union Assassin Leader

Assassins
Vicious Training Pincerbeast

Infected wild creatures used to train the fighters
of the Armorless Union who specialize in sneak attacks. Their ATK gradually increases the longer Kazimierz arena. While they're rather weak, they spend in regions with no visibility, but will reset after they attack once.have surprisingly high defenses for a fodder unit.



[[folder:Armorless Union Crossbowman]]
->'''Other variations:''' Armorless Union Crossbowman Leader

A crossbow user hired by the Armorless Union who is adept at attacking from shadows. Their attacks deal Arts damage if they're in regions with no visibility.

to:

[[folder:Armorless Union Crossbowman]]
[[folder:Roar Knightclub Trainee]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_avg_npc_216_9.png]]
->'''Other variations:''' Armorless Union Crossbowman Leader

A crossbow user hired by the Armorless Union
Roar Knightclub Elite, "Plastic" Szewczyk

Kazimierzian knights
who is adept at attacking from shadows. wield crossbows and wear experimental armor. Their attacks deal Arts damage if they're in regions with no visibility.prototype armor grants them a gigantic amount of DEF and RES when they first spawn, but this will expire quickly.



* KingMook: "Plastic" Szewczyk is both a relevant character in the plot and considerably stronger than even the Roar Knightclub Elites.
* StoneWall: While their shield is up, they get an utterly ridiculous '''3000 Defense and 95% Arts Resistance''', which is '''more''' than [[DamageSpongeBoss the already-infamous Patriot.]] After their shield expires, they're complete pushovers.



[[folder:Armorless Union Cleanup Squad / Third Squad]]
->'''Other variations:''' Armorless Union Cleanup/Third Squad Leader, Lazurite Roy, Lazurite Monique

Elite archers of the Armorless Union under the direct command of the Lazurites Roy and Monique respectively. Their deadly attacks can strike from nearly anywhere on the map, inflicting significant Corrosion damage and dealing bonus damage on every fourth shot. The Cleanup Squad members deal higher damage, but the Third Squad members attack faster.

to:

[[folder:Armorless Union Cleanup Squad / Third Squad]]
[[folder:Independent Knight Shielder]]
->'''Other variations:''' Armorless Union Cleanup/Third Squad Leader, Lazurite Roy, Lazurite Monique

Elite archers of the Armorless Union under the direct command of the Lazurites Roy and Monique respectively. Their deadly attacks can strike from nearly anywhere Knight Shielder

Knights who focus
on the map, inflicting significant Corrosion damage and dealing bonus damage on every fourth shot. The Cleanup Squad members deal higher damage, defensive equipment, packing high durability but the Third Squad members attack faster.a weakness to Arts.



* PaletteSwap: Of Reunion Heavy Defenders, packing almost identical stats.
* HeavilyArmoredMook: Much like their Heavy Defender cousins.



! Ursus Units

!!! Ursus' army (Introduced in Chapter 8)

[[folder:Ursus Civilian]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_npc_081.png]]

Harmless civilians that will attempt to flee to blue boxes for safety. Players must protect them, as letting a Civilian die will be counted as a life loss.

to:

! Ursus Units

!!! Ursus' army (Introduced in Chapter 8)

[[folder:Ursus Civilian]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_npc_081.png]]

Harmless civilians
[[folder:Bloodboil Knightclub Trainee]]
->'''Other variations:''' Bloodboil Knightclub Elite, "Brassrust" Olmer Ingra

Brutish knights of Kazimierz who gain stacking damage and attack speed buffs with each of their allies
that will attempt to flee to blue boxes for safety. Players must protect them, as letting a Civilian die will be counted as on the field while they're active, up to a life loss. cap.



* AssholeVictim: Hard to shed a tear for them when they get massacred in [=JT8-1=], considering what they did with the infected ones and [[ArsonMurderAndJaywalking being as unhelpful as possible in battle]].
* EscortMission: Their very presence creates one. Letting them die is equivalent to leaking an enemy, and considering that they're [[TooDumbToLive pretty suicidal]] in [[ThatOneLevel some levels]]...
* ManOnFire: In [=JT8-1=], the first victim of Talulah's rampage is [[CruelAndUnusualDeath slowly burned alive.]] The rest of the Civilians at least get a quicker death.

to:

* AssholeVictim: Hard to shed KingMook: "Brassrust" Olmer Ingra is both a tear for them when they get massacred relevant character in [=JT8-1=], considering what they did with the infected ones plot and [[ArsonMurderAndJaywalking being as unhelpful as possible in battle]].
considerably stronger than even the Bloodboil Knightclub Elites.
* EscortMission: Their very presence creates one. Letting them die is equivalent to leaking an enemy, and considering that TurnsRed: For every enemy unit you kill while they're [[TooDumbToLive pretty suicidal]] in [[ThatOneLevel some levels]]...
* ManOnFire: In [=JT8-1=], the first victim of Talulah's rampage is [[CruelAndUnusualDeath slowly burned alive.]] The rest of the Civilians at least
alive, they'll get +10% ATK and +5 ASPD. This stacks up to ten times, meaning killing lots of enemies before them can result in these enemies becoming a quicker death.much bigger threat.



[[folder:Ursus Mangler]]
->'''Other variations:''' Ursus Mangler Packmother

A ruthless pack beast trained by the Ursus military.

to:

[[folder:Ursus Mangler]]
[[folder:Bladehelm Knightclub Trainee]]
->'''Other variations:''' Ursus Mangler Packmother

A ruthless pack beast trained by
Bladehelm Knightclub Elite, "Left-Hand" Tytus Topola

Knights who have high stats and wield ranged Arts. They can periodically halve
the Ursus military.attack of the Operator with the highest ATK on the field, and will fully revive themselves when defeated for the first time.




to:

* BackFromTheDead: Will revive themselves once they're killed for the first time, being the first non-boss enemy to possess such an ability.
* KingMook: "Left-Hand" Tytus Topola is both a relevant character in the plot and considerably stronger than even the Bladehelm Knightclub Elites.



[[folder:Infected Patrol Captain]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_npc_082.png]]
->'''Other variations:''' Elite Infected Patrol Captain

Vanguards from the Ursus Army in charge of hunting down infected civilians.

to:

[[folder:Infected Patrol Captain]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_npc_082.png]]
[[folder:Sponsor Drone]]
->'''Other variations:''' Elite Infected Patrol Captain

Vanguards
Luxury Sponsor Drone, Cheering Sponsor Drone

Corporate advertisement drones that appear during matches in the Kazimierz Major. While they're harmless optional to kill, defeating them grants the player anything
from the Ursus Army in charge of hunting down infected civilians.resources to a temporary power boost.



* ZeroPercentApprovalRating: Forget their enemies, the description of the Elite Patrol Captain says that they're generally despised by the soldiers and city officials of Ursus alike, despite their shared anti-Infected stance.
* LongRangeFighter: They can target the Ursus Civilians and Talulah the Fighter with a ranged attack.
* NonIndicativeName: Despite the "captain" in their name, they are the most commonly encountered enemies in Chapter 8, making them more akin to specialized regular soldiers than those holding high ranking positions within the army.
* SociopathicSoldier: Described as greedy and cold-blooded, the patrols don't give a crap about human life, as they constantly persecute and murder innocent infected villagers. [[GameplayAndStoryIntegration This is even a part of gameplay]], as all of the Ursus troops in Chapter 8 ''actively prioritize attacking civilians over Operators.''
* WouldHarmASenior: [[spoiler:They have no qualms about offing old people, as Ivan would find out later.]]

to:

* ZeroPercentApprovalRating: Forget their enemies, the description of the Elite Patrol Captain says that they're generally despised by the soldiers and city officials of Ursus alike, despite their shared anti-Infected stance.
* LongRangeFighter:
NonActionGuy: They can target the Ursus Civilians are not designed to deal any damage to opposing operators, and Talulah the Fighter with a ranged attack.
don't deduct any lives if they get away.
* NonIndicativeName: Despite the "captain" in their name, SupportPartyMember: Surprisingly enough, they are the most commonly encountered enemies in Chapter 8, making them more akin only enemy unit to specialized regular soldiers than those holding high ranking positions within be this ''towards the army.
* SociopathicSoldier: Described as greedy and cold-blooded,
player'', by providing various boons to the patrols don't give a crap about human life, as they constantly persecute and murder innocent infected villagers. [[GameplayAndStoryIntegration This is even a part player when defeated, from buffing the ASPD of gameplay]], as all of active operators to providing deployable objects for the Ursus troops in Chapter 8 ''actively prioritize attacking civilians over Operators.''
* WouldHarmASenior: [[spoiler:They have no qualms about offing old people, as Ivan would find out later.]]
player to use.



[[folder:Guerrilla Herald]]
->'''Other variations:''' Guerrilla Herald Leader

Special forces deployed by Patriot. While their combat ability is poor, they will passively provide a stacking ATK/DEF buff to all foes on the map while activating the special abilities of most Guerrilla units.

to:

[[folder:Guerrilla Herald]]
!!!Armorless Union and Competitive knights (introduced in ''Near Light'')

[[folder:Undertide Gloompincer]]
->'''Other variations:''' Guerrilla Herald Leader

Special forces deployed by Patriot. While their combat ability is poor, they will passively provide a stacking ATK/DEF buff to all foes on
Undertide Gloompincer α

Gloompincers that escaped
the map while activating arenas and live in the special abilities of most Guerrilla units.city sewers. Their affinity for dark spaces gives them increased speed when in areas with no visibility.



* PaletteSwap: Of the Reunion Technical Scout. They sport the same general moveset and aura-based abilities, but whereas Tech Scouts offer the enemy team TrueSight, Heralds provide a StatusBuff to every non-Herald unit on the map instead.
* SupportPartyMember: While they can't fight very well, their global buffing abilities make them a priority target to take out whenever they appear.
* StatusBuff: Grants all enemies +10% ATK and +100 DEF as long as they're alive, which stacks additively if more than one is alive. They'll also activate the special abilities of most Guerrilla troops.



[[folder:Ursus Raider]]
->'''Other variations:''' Ursus Raider Leader

Imperial soldiers trained to break enemy lines. They prioritize attacking civilians and can only be blocked by Operators with 2 block or higher.

to:

[[folder:Ursus Raider]]
[[folder:Nova Knightclub Trainee]]
->'''Other variations:''' Ursus Raider Leader

Imperial soldiers trained to break enemy lines. They prioritize attacking civilians and can only be blocked
Nova Knightclub Elite, The Candle Knight Viviana

Trainees of the Nova Knightclub led
by Operators with 2 block or higher.the Candle Knight, who imitate her signature Arts. Can periodically charge up Glimmering Touch, which deals massive area damage at the cost of them becoming fully visible while charging.



* ThrowingYourSwordAlwaysWorks: Throwing your spear always works... especially against Ursus Civilians.

to:

* ThrowingYourSwordAlwaysWorks: Throwing your spear always works... especially against Ursus Civilians.KingMook: Like the other Knightclub Trainee types of enemies and their respective named [=NPCs=], The Candle Knight Viviana is this, although at her base level she's only different from the Nova Knightclub Elites in that her version of Glimmering Touch is more powerful.
* LightEmUp: Their Glimmering Touch attack, hitting anyone in the target area with large Arts damage in a luminescent burst.



[[folder:Imperial Striker]]
->'''Other variations:''' Elite Imperial Striker

Heavy soldiers in the Ursus army who can attack with javelins at range and stronger spear strikes at melee range. Their attack power will double once they drop below half health.

to:

[[folder:Imperial Striker]]
[[folder:Knight Territory Wanderer]]
->'''Other variations:''' Elite Imperial Striker

Heavy soldiers
Knight Territory Hibernator

Competition knights who lack a Knightclub and are periodically found in a drunken daze
in the Ursus army who can attack with javelins at range backstreets. They spawn in dark regions and stronger spear strikes at melee range. Their attack power remain passive until they are lit up or enough time passes, upon which they will double once they drop below half health.violently retaliate.



* MightyGlacier: Their movement speed isn't that fast, but they make up with high mixed bulk and strong attacks.
* TurnsRed: Their attack doubles when below 50% HP. Considering that they hit hard to begin with, this is usually bad news if you can't kill them quickly after this point.



[[folder:Imperial Artillery Targeteer]]
->'''Other variations:''' Imperial Artillery Core Targeteer

Heavily armored drones who don't attack manually but mark targets for Ursus artillery bombardment, calling in explosive airstrikes that deal severe area damage to their targets.

to:

[[folder:Imperial Artillery Targeteer]]
[[folder:Nightzmora Imitator]]
->'''Other variations:''' Imperial Artillery Core Targeteer

Heavily armored drones
Nightzmora Follower, "The Last Kheshig", Tola

Fans of the Nightmare Knight
who don't attack manually but mark began imitating his appearance and signature Arts abilities out of fascination. They're powerful melee warriors who can periodically cast Coalescing Fear, which targets all Operators who lack vision immediately behind them for Ursus artillery bombardment, calling in explosive airstrikes that deal severe area damage to their targets. heavy physical damage.



* DeathFromAbove: Calls in artillery strikes from above to do massive splash damage.
* MightyGlacier: They deal massive damage, have sturdy defenses, and pack massive amounts of HP, but they're extremely slow to compensate.



! Columbian Units
!!! Inmates (Introduced in ''Mansfield Break'')
[[folder:Ordinary Prisoner]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_avg_npc_132.png]]
->'''Other variations:''' Seasoned Prisoner

A common prisoner held in Mansfield Prison. The imprisonment collars worn by them and all their Mansfield cohorts initially cripple their attack speed, but will be disabled after they attack four times, nullifying the penalty and granting them a substantial ATK boost instead.

to:

! Columbian Units
!!! Inmates (Introduced in ''Mansfield Break'')
[[folder:Ordinary Prisoner]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_avg_npc_132.png]]
[[folder:Armorless Union Assassin]]
->'''Other variations:''' Seasoned Prisoner

A common prisoner held
Armorless Union Assassin Leader

Assassins of the Armorless Union who specialize
in Mansfield Prison. The imprisonment collars worn by them and all their Mansfield cohorts initially cripple their attack speed, sneak attacks. Their ATK gradually increases the longer they spend in regions with no visibility, but will be disabled reset after they attack four times, nullifying the penalty and granting them a substantial ATK boost instead.once.






[[folder:Sniper Prisoner]]
->'''Other variations:''' Elite Sniper Prisoner

Mansfield inmates who wield haphazard bows to attack from range and prioritize destroying Imprisonment Devices. When their collars are disabled, their attacks additionally start to deal Arts damage.

to:

[[folder:Sniper Prisoner]]
[[folder:Armorless Union Crossbowman]]
->'''Other variations:''' Elite Sniper Prisoner

Mansfield inmates
Armorless Union Crossbowman Leader

A crossbow user hired by the Armorless Union
who wield haphazard bows to attack is adept at attacking from range and prioritize destroying Imprisonment Devices. When their collars are disabled, their shadows. Their attacks additionally start to deal Arts damage.damage if they're in regions with no visibility.






[[folder:Pugilist Prisoner]]
->'''Other variations:''' Elite Pugilist Prisoner

A Mansfield inmate who excels in fistfights. When their collars are disabled, they will additionally gain the ability to ignore a large portion of the target's DEF with their attacks.

to:

[[folder:Pugilist Prisoner]]
[[folder:Armorless Union Cleanup Squad / Third Squad]]
->'''Other variations:''' Armorless Union Cleanup/Third Squad Leader, Lazurite Roy, Lazurite Monique

Elite Pugilist Prisoner

A Mansfield inmate who excels in fistfights. When their collars are disabled, they will additionally gain the ability to ignore a large portion
archers of the target's DEF with their attacks.Armorless Union under the direct command of the Lazurites Roy and Monique respectively. Their deadly attacks can strike from nearly anywhere on the map, inflicting significant Corrosion damage and dealing bonus damage on every fourth shot. The Cleanup Squad members deal higher damage, but the Third Squad members attack faster.






[[folder:Strongman Prisoner]]
->'''Other variations:''' Herculean Prisoner

A towering Mansfield inmate who uses improvised weapons taken from a storage room. When their collars are disabled, they will additionally gain RES and start regenerating health.

to:

[[folder:Strongman Prisoner]]
->'''Other variations:''' Herculean Prisoner

A towering Mansfield inmate who uses improvised weapons taken from a storage room. When their collars are disabled, they
! Ursus Units

!!! Ursus' army (Introduced in Chapter 8)

[[folder:Ursus Civilian]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_npc_081.png]]

Harmless civilians that
will additionally gain RES and start regenerating health.attempt to flee to blue boxes for safety. Players must protect them, as letting a Civilian die will be counted as a life loss.




to:

* AssholeVictim: Hard to shed a tear for them when they get massacred in [=JT8-1=], considering what they did with the infected ones and [[ArsonMurderAndJaywalking being as unhelpful as possible in battle]].
* EscortMission: Their very presence creates one. Letting them die is equivalent to leaking an enemy, and considering that they're [[TooDumbToLive pretty suicidal]] in [[ThatOneLevel some levels]]...
* ManOnFire: In [=JT8-1=], the first victim of Talulah's rampage is [[CruelAndUnusualDeath slowly burned alive.]] The rest of the Civilians at least get a quicker death.



[[folder:Caster Prisoner]]
->'''Other variations:''' Deadly Caster Prisoner

A frail inmate that passively buffs the ASPD of all active enemies and gains increased DEF when imprisoned. While they uniquely cannot free themselves from their collars, if they are somehow freed, they'll start using long-ranged Arts attacks on two targets at once, prioritizing Imprisonment Devices.

to:

[[folder:Caster Prisoner]]
[[folder:Ursus Mangler]]
->'''Other variations:''' Deadly Caster Prisoner

Ursus Mangler Packmother

A frail inmate that passively buffs ruthless pack beast trained by the ASPD of all active enemies and gains increased DEF when imprisoned. While they uniquely cannot free themselves from their collars, if they are somehow freed, they'll start using long-ranged Arts attacks on two targets at once, prioritizing Imprisonment Devices.Ursus military.



[[folder:Hardened Criminal]]
->'''Other variations:''' Infamous Recidivist

A terrifying Mansfield inmate with an imposing criminal record and the constitution to match. When imprisoned, they gain additional DEF, but they will also free every imprisoned enemy on the map should they free themselves by attacking.

to:

[[folder:Hardened Criminal]]
[[folder:Infected Patrol Captain]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_npc_082.png]]
->'''Other variations:''' Infamous Recidivist

A terrifying Mansfield inmate with an imposing criminal record and
Elite Infected Patrol Captain

Vanguards from
the constitution to match. When imprisoned, they gain additional DEF, but they will also free every imprisoned enemy on the map should they free themselves by attacking.Ursus Army in charge of hunting down infected civilians.




to:

* ZeroPercentApprovalRating: Forget their enemies, the description of the Elite Patrol Captain says that they're generally despised by the soldiers and city officials of Ursus alike, despite their shared anti-Infected stance.
* LongRangeFighter: They can target the Ursus Civilians and Talulah the Fighter with a ranged attack.
* NonIndicativeName: Despite the "captain" in their name, they are the most commonly encountered enemies in Chapter 8, making them more akin to specialized regular soldiers than those holding high ranking positions within the army.
* SociopathicSoldier: Described as greedy and cold-blooded, the patrols don't give a crap about human life, as they constantly persecute and murder innocent infected villagers. [[GameplayAndStoryIntegration This is even a part of gameplay]], as all of the Ursus troops in Chapter 8 ''actively prioritize attacking civilians over Operators.''
* WouldHarmASenior: [[spoiler:They have no qualms about offing old people, as Ivan would find out later.]]



!!! Rhine Lab staff and experiments (Introduced in ''Dorothy's Vision'')

[[folder:Rhine Defense Member]]
->'''Other variations:''' Rhine Defense Senior Member

Members of Rhine Lab's Defense Section, charged with escort duty. Blocks the first instance of Physical or Arts damage they receive.

to:

!!! Rhine Lab staff and experiments (Introduced in ''Dorothy's Vision'')

[[folder:Rhine Defense Member]]
[[folder:Guerrilla Herald]]
->'''Other variations:''' Rhine Defense Senior Member

Members of Rhine Lab's Defense Section, charged with escort duty. Blocks the first instance of Physical or Arts damage
Guerrilla Herald Leader

Special forces deployed by Patriot. While their combat ability is poor,
they receive.will passively provide a stacking ATK/DEF buff to all foes on the map while activating the special abilities of most Guerrilla units.



* BarrierWarrior: Technological version; they possess protective barriers around them that protect them from Physical or Arts damage, but they can only deflect it once before their shield breaks.

to:

* BarrierWarrior: Technological version; PaletteSwap: Of the Reunion Technical Scout. They sport the same general moveset and aura-based abilities, but whereas Tech Scouts offer the enemy team TrueSight, Heralds provide a StatusBuff to every non-Herald unit on the map instead.
* SupportPartyMember: While
they possess protective barriers around them that protect them from Physical or Arts damage, but they can only deflect it once before can't fight very well, their shield breaks.global buffing abilities make them a priority target to take out whenever they appear.
* StatusBuff: Grants all enemies +10% ATK and +100 DEF as long as they're alive, which stacks additively if more than one is alive. They'll also activate the special abilities of most Guerrilla troops.



[[folder:Rhine Engineering Member]]
->'''Other variations:''' Rhine Engineering Senior Member

Members of Rhine Lab's Engineering Section, charged with equipment maintenance. Restores HP to inactive Power Armors.

to:

[[folder:Rhine Engineering Member]]
[[folder:Ursus Raider]]
->'''Other variations:''' Rhine Engineering Senior Member

Members of Rhine Lab's Engineering Section, charged
Ursus Raider Leader

Imperial soldiers trained to break enemy lines. They prioritize attacking civilians and can only be blocked by Operators
with equipment maintenance. Restores HP to inactive Power Armors.2 block or higher.



* CombatMedic: They have a ranged Arts attack in addition to being able to repair inactive Power Armors.

to:

* CombatMedic: They have a ranged Arts attack in addition to being able to repair inactive Power Armors.ThrowingYourSwordAlwaysWorks: Throwing your spear always works... especially against Ursus Civilians.



[[folder:Dor-1 Failure]]
->'''Other variations:''' Dor-α Failure

Arrowhead-shaped objects made out of 'Transmitter' reagent as a product of Dorothy's failed experiments. Absorbed by Power Armors to gain SP.

to:

[[folder:Dor-1 Failure]]
[[folder:Imperial Striker]]
->'''Other variations:''' Dor-α Failure

Arrowhead-shaped objects made out of 'Transmitter' reagent as a product of Dorothy's failed experiments. Absorbed by Power Armors to gain SP.
Elite Imperial Striker

Heavy soldiers in the Ursus army who can attack with javelins at range and stronger spear strikes at melee range. Their attack power will double once they drop below half health.



* GreyGoo: They are blob-like beings of a material used in Dorothy's research.
* PuppeteerParasite: Sort of. The 'Transmitter' reagent used to create them is a material researched for the potential of replacing a Power Armor pilot, which is shown ingame as them activating idle Power Armors when absorbed.

to:

* GreyGoo: They are blob-like beings of a material used in Dorothy's research.
MightyGlacier: Their movement speed isn't that fast, but they make up with high mixed bulk and strong attacks.
* PuppeteerParasite: Sort of. The 'Transmitter' reagent used TurnsRed: Their attack doubles when below 50% HP. Considering that they hit hard to create begin with, this is usually bad news if you can't kill them is a material researched for the potential of replacing a Power Armor pilot, which is shown ingame as them activating idle Power Armors when absorbed. quickly after this point.



[[folder:Dor-2 Replica]]
->'''Other variations:''' Dor-β Replica

Blobs of 'Transmitter' reagent made from Dorothy's repeated experiments. Absorbed by Power Armors to gain SP.

to:

[[folder:Dor-2 Replica]]
[[folder:Imperial Artillery Targeteer]]
->'''Other variations:''' Dor-β Replica

Blobs of 'Transmitter' reagent made from Dorothy's repeated experiments. Absorbed by Power Armors
Imperial Artillery Core Targeteer

Heavily armored drones who don't attack manually but mark targets for Ursus artillery bombardment, calling in explosive airstrikes that deal severe area damage
to gain SP.their targets.



* DeathFromAbove: Calls in artillery strikes from above to do massive splash damage.
* MightyGlacier: They deal massive damage, have sturdy defenses, and pack massive amounts of HP, but they're extremely slow to compensate.



[[folder:Dor-3 Bionic]]
->'''Other variations:''' Dor-γ Bionic

Blobs made out of 'Transmitter' reagent as a product of Dorothy's private experiments. Takes less damage when not blocked and absorbed by Power Armors to gain SP.

to:

[[folder:Dor-3 Bionic]]
! Columbian Units
!!! Inmates (Introduced in ''Mansfield Break'')
[[folder:Ordinary Prisoner]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_avg_npc_132.png]]
->'''Other variations:''' Dor-γ Bionic

Blobs made out of 'Transmitter' reagent as a product of Dorothy's private experiments. Takes less damage when not blocked
Seasoned Prisoner

A common prisoner held in Mansfield Prison. The imprisonment collars worn by them
and absorbed by Power Armors to gain SP.all their Mansfield cohorts initially cripple their attack speed, but will be disabled after they attack four times, nullifying the penalty and granting them a substantial ATK boost instead.






[[folder:Experimental Power Armor]]
->'''Other variations:''' Test Power Armor

A set of power armor designed to function without a pilot.

to:

[[folder:Experimental Power Armor]]
[[folder:Sniper Prisoner]]
->'''Other variations:''' Test Power Armor

A set of power armor designed
Elite Sniper Prisoner

Mansfield inmates who wield haphazard bows
to function without a pilot.attack from range and prioritize destroying Imprisonment Devices. When their collars are disabled, their attacks additionally start to deal Arts damage.



* AchillesHeel: As a Machina, they boast impressive DEF but low RES, making them vulnerable to Arts damage.
* LightningBruiser: It moves slightly faster than the other Power Armors, and, to compensate for its lack of weaponry, possess a relatively fast attack speed.
* MechaMooks: They are completely autonomous.

to:

* AchillesHeel: As a Machina, they boast impressive DEF but low RES, making them vulnerable to Arts damage.
* LightningBruiser: It moves slightly faster than the other Power Armors, and, to compensate for its lack of weaponry, possess a relatively fast attack speed.
* MechaMooks: They are completely autonomous.



[[folder:R-31 Heavy Power Armor]]
->'''Other variations:''' R-31a Heavy Power Armor

A set of empty power armor armed with power fists capable of stunning enemies. Can be found sitting inactive in levels, but will become active when they gain enough SP from absorbing Dor enemies.

to:

[[folder:R-31 Heavy Power Armor]]
[[folder:Pugilist Prisoner]]
->'''Other variations:''' R-31a Heavy Power Armor

Elite Pugilist Prisoner

A set Mansfield inmate who excels in fistfights. When their collars are disabled, they will additionally gain the ability to ignore a large portion of empty power armor armed the target's DEF with power fists capable of stunning enemies. Can be found sitting inactive in levels, but will become active when they gain enough SP from absorbing Dor enemies.their attacks.



* GiantMook: It is much taller and larger than the Experimental Power Armor.
* GroundPound: They will punch the ground that leaves Operators stunned.
* MightyGlacier: It is slow as molasses, but hits like a truck, possess even higher HP than the Experimental version, and is capable of stunning unfortunate Operators they can get their hands on.

to:

* GiantMook: It is much taller and larger than the Experimental Power Armor.
* GroundPound: They will punch the ground that leaves Operators stunned.
* MightyGlacier: It is slow as molasses, but hits like a truck, possess even higher HP than the Experimental version, and is capable of stunning unfortunate Operators they can get their hands on.



[[folder:R-11 Assault Power Armor]]
->'''Other variations:''' R-11a Assault Power Armor

A set of empty power armor equipped with rocket launchers, capable of attacking multiple enemies at once. Can be found sitting inactive in levels, but will become active when they gain enough SP from absorbing Dor enemies.

to:

[[folder:R-11 Assault Power Armor]]
[[folder:Strongman Prisoner]]
->'''Other variations:''' R-11a Assault Power Armor

Herculean Prisoner

A set of empty power armor equipped with rocket launchers, capable of attacking multiple enemies at once. Can be found sitting inactive in levels, but towering Mansfield inmate who uses improvised weapons taken from a storage room. When their collars are disabled, they will become active when they additionally gain enough SP from absorbing Dor enemies.RES and start regenerating health.



* GiantMook: It is much taller and larger than the Experimental Power Armor.
* MacrossMissileMassacre: They are armed with a missile launcher, and can target up to four Operators present.
* MightyGlacier: Just as slow (and tough) as their R-31 counterparts, but it boasts some firepower in exchange.

to:

* GiantMook: It is much taller and larger than the Experimental Power Armor.
* MacrossMissileMassacre: They are armed with a missile launcher, and can target up to four Operators present.
* MightyGlacier: Just as slow (and tough) as their R-31 counterparts, but it boasts some firepower in exchange.



! Great Yan Units
!!! Ink Spirits (Introduced in ''Who is Real'')

[[folder:"Angry"]]
->'''Other variations:''' Anxious "Angry"

A fast-moving, ill-tempered Ink Spirit. Like all of their Ink Spirit brethren, they can exploit the Hui/Ming mechanic found in their event, dealing and taking bonus damage from Operators with the opposite attribute, and decreased damage from those with the same attribute.

to:

! Great Yan Units
!!! Ink Spirits (Introduced in ''Who is Real'')

[[folder:"Angry"]]
[[folder:Caster Prisoner]]
->'''Other variations:''' Anxious "Angry"

Deadly Caster Prisoner

A fast-moving, ill-tempered Ink Spirit. Like frail inmate that passively buffs the ASPD of all of active enemies and gains increased DEF when imprisoned. While they uniquely cannot free themselves from their Ink Spirit brethren, collars, if they can exploit the Hui/Ming mechanic found in their event, dealing and taking bonus damage from Operators with the opposite attribute, and decreased damage from those with the same attribute.are somehow freed, they'll start using long-ranged Arts attacks on two targets at once, prioritizing Imprisonment Devices.



[[folder:"Bitey"]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_avg_npc_143_1.png]]
->'''Other variations:''' Serious "Bitey"

A basic Ink Spirit with a curious, sociable personality.

to:

[[folder:"Bitey"]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_avg_npc_143_1.png]]
[[folder:Hardened Criminal]]
->'''Other variations:''' Serious "Bitey"

Infamous Recidivist

A basic Ink Spirit terrifying Mansfield inmate with a curious, sociable personality.an imposing criminal record and the constitution to match. When imprisoned, they gain additional DEF, but they will also free every imprisoned enemy on the map should they free themselves by attacking.



[[folder:"Stabby"]]
->'''Other variations:''' Flanking "Stabby"

A prideful Ink Spirit whose ranged attacks prioritize attacking Operators with the opposite attribute as itself.

to:

[[folder:"Stabby"]]
!!! Rhine Lab staff and experiments (Introduced in ''Dorothy's Vision'')

[[folder:Rhine Defense Member]]
->'''Other variations:''' Flanking "Stabby"

A prideful Ink Spirit whose ranged attacks prioritize attacking Operators
Rhine Defense Senior Member

Members of Rhine Lab's Defense Section, charged
with escort duty. Blocks the opposite attribute as itself.first instance of Physical or Arts damage they receive.




to:

* BarrierWarrior: Technological version; they possess protective barriers around them that protect them from Physical or Arts damage, but they can only deflect it once before their shield breaks.



[[folder:"Lazy"]]
->'''Other variations:''' Unmoving "Lazy"

A massive, sedentary Ink Spirit with equally massive bulk and the ability to draw Operator fire to itself.

to:

[[folder:"Lazy"]]
[[folder:Rhine Engineering Member]]
->'''Other variations:''' Unmoving "Lazy"

A massive, sedentary Ink Spirit
Rhine Engineering Senior Member

Members of Rhine Lab's Engineering Section, charged
with equally massive bulk and the ability equipment maintenance. Restores HP to draw Operator fire to itself.inactive Power Armors.




to:

* CombatMedic: They have a ranged Arts attack in addition to being able to repair inactive Power Armors.



[[folder:"Smarty"]]
->'''Other variations:''' Dazzled "Smarty"

A lively Ink Spirit with low stats, but the ability to explode into a powerful Arts explosion on death. If two Smarties with opposing attributes come into close proximity, they'll instantly detonate in an unfathomably powerful blast.

to:

[[folder:"Smarty"]]
[[folder:Dor-1 Failure]]
->'''Other variations:''' Dazzled "Smarty"

A lively Ink Spirit with low stats, but the ability
Dor-α Failure

Arrowhead-shaped objects made out of 'Transmitter' reagent as a product of Dorothy's failed experiments. Absorbed by Power Armors
to explode into a powerful Arts explosion on death. If two Smarties with opposing attributes come into close proximity, they'll instantly detonate in an unfathomably powerful blast.gain SP.



* ActionBomb: It will explode upon getting killed, dealing quadruple their ATK Arts damage in the surrounding tiles. If two opposing Smarties meet, the resulting explosion will deal anywhere between ''1350% to 1650%'' of their ATK as Arts damage, which will almost certainly one-shot whatever is in range.
* HoistByTheirOwnPetard: They can get themselves killed by their own carelessness if two "Smarties" with different Hui/Ming attributes get close to each other. Sadly, it ''[[OneHitKill won't be pretty]]'' if your operators get caught in the ensuing blast.

to:

* ActionBomb: It will explode upon getting killed, dealing quadruple their ATK Arts damage GreyGoo: They are blob-like beings of a material used in Dorothy's research.
* PuppeteerParasite: Sort of. The 'Transmitter' reagent used to create them is a material researched for
the surrounding tiles. If two opposing Smarties meet, the resulting explosion will deal anywhere between ''1350% to 1650%'' potential of their ATK as Arts damage, replacing a Power Armor pilot, which will almost certainly one-shot whatever is in range.
* HoistByTheirOwnPetard: They can get themselves killed by their own carelessness if two "Smarties" with different Hui/Ming attributes get close to each other. Sadly, it ''[[OneHitKill won't be pretty]]'' if your operators get caught in the ensuing blast.
shown ingame as them activating idle Power Armors when absorbed.



[[folder:"Blindey"]]
->'''Other variations:''' Indefatigable "Blindey"

A reckless Ink Spirit with above-average stats and the ability to pass through any Operator without the same attribute as itself.

to:

[[folder:"Blindey"]]
[[folder:Dor-2 Replica]]
->'''Other variations:''' Indefatigable "Blindey"

A reckless Ink Spirit with above-average stats and the ability
Dor-β Replica

Blobs of 'Transmitter' reagent made from Dorothy's repeated experiments. Absorbed by Power Armors
to pass through any Operator without the same attribute as itself.gain SP.






[[folder:"Envy"]]
->'''Other variations:''' Complicated "Envy"

A frightening, neurotic Ink Spirit with powerful Arts attacks. They'll periodically charge up special attacks that deal heavy Arts damage and forcibly change the attribute of their target.

to:

[[folder:"Envy"]]
[[folder:Dor-3 Bionic]]
->'''Other variations:''' Complicated "Envy"

A frightening, neurotic Ink Spirit with powerful Arts attacks. They'll periodically charge up special attacks that deal heavy Arts
Dor-γ Bionic

Blobs made out of 'Transmitter' reagent as a product of Dorothy's private experiments. Takes less
damage when not blocked and forcibly change the attribute of their target.absorbed by Power Armors to gain SP.






[[folder:"Fury"]]
->'''Other variations:''' Unbridled "Fury"

A hulking but dimwitted brute of an Ink Spirit that deals massive damage against Operators with the opposite attribute as itself.

to:

[[folder:"Fury"]]
[[folder:Experimental Power Armor]]
->'''Other variations:''' Unbridled "Fury"

Test Power Armor

A hulking but dimwitted brute set of an Ink Spirit that deals massive damage against Operators with the opposite attribute as itself.power armor designed to function without a pilot.



* DumbMuscle: Extremely powerful, but too stupid to make good decisions in combat.

to:

* DumbMuscle: Extremely powerful, AchillesHeel: As a Machina, they boast impressive DEF but too stupid low RES, making them vulnerable to make good decisions in combat.Arts damage.
* LightningBruiser: It moves slightly faster than the other Power Armors, and, to compensate for its lack of weaponry, possess a relatively fast attack speed.
* MechaMooks: They are completely autonomous.



[[folder:"Free"]]

The main boss of "Who is Real". It is the strongest familiar of Dusk, an enormous unforgiving Ink Spirit with a cold, arrogant, and domineering presence.

to:

[[folder:"Free"]]

The main boss
[[folder:R-31 Heavy Power Armor]]
->'''Other variations:''' R-31a Heavy Power Armor

A set
of "Who is Real". It is the strongest familiar of Dusk, an enormous unforgiving Ink Spirit empty power armor armed with a cold, arrogant, and domineering presence.power fists capable of stunning enemies. Can be found sitting inactive in levels, but will become active when they gain enough SP from absorbing Dor enemies.



* BarrierChangeBoss: Switches its attribute from Ming (white) to Hui (black) when it TurnsRed, changing its strength and weakness to match.
* DeflectorShields: Its Break the Chains attack has him stop and protect himself with a barrier that absorbs a certain amount of damage. If you don't destroy the shield fast enough, it'll [[ActionBomb explode]] with enough damage to OneHitKill virtually anything caught in the blast. Not breaking the shield at all during its second battle is actually required for one of the event medals.
* LargeAndInCharge: The biggest of the Ink Spirits, and by far the most powerful.
* LaterInstallmentWeirdness: Free is the only "Public Affairs" event boss who is not represented with a cutscene sprite, nor with a CG image. Just like the Sarkaz Centurion, it's treated as just another foe more than a proper character, although it's far stronger.
* TurnsRed: When it's first defeated, it'll fully restore his HP and empower all of its attacks, in addition to using its Weft and Warp ability and basic attack on two targets simultaneously.

to:

* BarrierChangeBoss: Switches its attribute from Ming (white) to Hui (black) when it TurnsRed, changing its strength GiantMook: It is much taller and weakness to match.
* DeflectorShields: Its Break
larger than the Chains attack has him stop and protect himself with a barrier Experimental Power Armor.
* GroundPound: They will punch the ground
that absorbs a certain amount of damage. If you don't destroy the shield fast enough, it'll [[ActionBomb explode]] with enough damage to OneHitKill virtually anything caught in the blast. Not breaking the shield at all during its second battle leaves Operators stunned.
* MightyGlacier: It
is actually required for one of the event medals.
* LargeAndInCharge: The biggest of the Ink Spirits, and by far the most powerful.
* LaterInstallmentWeirdness: Free is the only "Public Affairs" event boss who is not represented with a cutscene sprite, nor with a CG image. Just
slow as molasses, but hits like the Sarkaz Centurion, it's treated as just another foe more a truck, possess even higher HP than a proper character, although it's far stronger.
* TurnsRed: When it's first defeated, it'll fully restore his HP
the Experimental version, and empower all is capable of its attacks, in addition to using its Weft and Warp ability and basic attack on two targets simultaneously.
stunning unfortunate Operators they can get their hands on.



!!! Waregeists (Introduced in ''Invitation to Wine'')

[[folder:General Waregeist tropes]]
* AnimateInanimateObject: Waregeists are essentially collections of mundane objects (such as paperweights, picture frames, vases etc.) whose spirits have been awakened and driven to aggression [[spoiler:by the spirit fragment of the Second Brother contained within the black goblet]].
* AsteroidsMonster: When defeated, each Waregeist spawns a number of Enchanted Objects that don't attack, can't be blocked, and require a certain number of hits to defeat, regardless of how powerful those individual hits are. This encourages strategies based around operators with high attack speed, attacks that hit multiple times at once, and damage-over-time effects[[note]]since each time the effect triggers is considered a separate "hit"[[/note]].
* ItsProbablyNothing: In the early story segments of "Invitation to Wine," a number of characters spot Waregeists sneaking around before they begin to appear in significant numbers, but each time they dismiss it as a trick of the light, a fatigue-induced hallucination, or some manner of mundane animal. It's only when the things start to swarm that people really notice what they actually are.
* ZergRush: In-story, individual Waregeists aren't particularly powerful, but they appear in great numbers and don't stop coming. In-game, their nature as {{Asteroids Monster}}s means that if you're not careful, your defensive lines will get overrun by massive numbers of unblockable enemies that you can't kill fast enough to win.

to:

!!! Waregeists (Introduced in ''Invitation to Wine'')

[[folder:General Waregeist tropes]]
* AnimateInanimateObject: Waregeists are essentially collections
[[folder:R-11 Assault Power Armor]]
->'''Other variations:''' R-11a Assault Power Armor

A set
of mundane objects (such as paperweights, picture frames, vases etc.) whose spirits have been awakened and driven to aggression [[spoiler:by the spirit fragment of the Second Brother contained within the black goblet]].
* AsteroidsMonster: When defeated, each Waregeist spawns a number of Enchanted Objects that don't attack, can't be blocked, and require a certain number of hits to defeat, regardless of how powerful those individual hits are. This encourages strategies based around operators
empty power armor equipped with high attack speed, attacks that hit rocket launchers, capable of attacking multiple times at once, and damage-over-time effects[[note]]since each time the effect triggers is considered a separate "hit"[[/note]].
* ItsProbablyNothing: In the early story segments of "Invitation to Wine," a number of characters spot Waregeists sneaking around before they begin to appear in significant numbers, but each time they dismiss it as a trick of the light, a fatigue-induced hallucination, or some manner of mundane animal. It's only when the things start to swarm that people really notice what they actually are.
* ZergRush: In-story, individual Waregeists aren't particularly powerful, but they appear in great numbers and don't stop coming. In-game, their nature as {{Asteroids Monster}}s means that if you're not careful, your defensive lines will get overrun by massive numbers of unblockable
enemies that you can't kill fast at once. Can be found sitting inactive in levels, but will become active when they gain enough SP from absorbing Dor enemies.
----
* GiantMook: It is much taller and larger than the Experimental Power Armor.
* MacrossMissileMassacre: They are armed with a missile launcher, and can target up
to win.four Operators present.
* MightyGlacier: Just as slow (and tough) as their R-31 counterparts, but it boasts some firepower in exchange.



[[folder:Grindstone]]
->'''Other variations:''' Brightmirror

A canine-like Waregeist made from wooden seals. Spawns 2 wooden seals when defeated.

to:

[[folder:Grindstone]]
! Great Yan Units
!!! Ink Spirits (Introduced in ''Who is Real'')

[[folder:"Angry"]]
->'''Other variations:''' Brightmirror

Anxious "Angry"

A canine-like Waregeist made fast-moving, ill-tempered Ink Spirit. Like all of their Ink Spirit brethren, they can exploit the Hui/Ming mechanic found in their event, dealing and taking bonus damage from wooden seals. Spawns 2 wooden seals when defeated.Operators with the opposite attribute, and decreased damage from those with the same attribute.






[[folder:Vernacularism]]
->'''Other variations:''' Sophistication

A soldier Waregeist made from novel scrolls. Spawns 3 novel scrolls when defeated.

to:

[[folder:Vernacularism]]
[[folder:"Bitey"]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_avg_npc_143_1.png]]
->'''Other variations:''' Sophistication

Serious "Bitey"

A soldier Waregeist made from novel scrolls. Spawns 3 novel scrolls when defeated.basic Ink Spirit with a curious, sociable personality.






[[folder:Introspection]]
->'''Other variations:''' Scantwords

A Waregeist created from a mirror that resembles a bird. Taunts operators into attacking it, and spawns a mirror when defeated.

to:

[[folder:Introspection]]
[[folder:"Stabby"]]
->'''Other variations:''' Scantwords

Flanking "Stabby"

A Waregeist created from a mirror that resembles a bird. Taunts operators into prideful Ink Spirit whose ranged attacks prioritize attacking it, and spawns a mirror when defeated.Operators with the opposite attribute as itself.



* IShallTauntYou: It taunts operators into attacking it over other enemies by "revealing their inner secrets in their truest form".

to:

* IShallTauntYou: It taunts operators into attacking it over other enemies by "revealing their inner secrets in their truest form".



[[folder:Inkwave]]
->'''Other variations:''' Heartbillow

A stone lion-shaped Waregeist created from a fusion of multiple paperweights. Spawns 15 wooden paperweights when defeated.

to:

[[folder:Inkwave]]
[[folder:"Lazy"]]
->'''Other variations:''' Heartbillow

Unmoving "Lazy"

A stone lion-shaped Waregeist created from a fusion of multiple paperweights. Spawns 15 wooden paperweights when defeated.massive, sedentary Ink Spirit with equally massive bulk and the ability to draw Operator fire to itself.



* MightyGlacier: Not particularly fast moving, but they have good HP and DEF as well as high attack damage.
* ZergRush: Is the epitome of this among Waregeists as they spawn '''15''' paperweights on defeat that requires 2 hits each to kill, making [=AoE=] attacks more or less required to fully clean them up.

to:

* MightyGlacier: Not particularly fast moving, but they have good HP and DEF as well as high attack damage.
* ZergRush: Is the epitome of this among Waregeists as they spawn '''15''' paperweights on defeat that requires 2 hits each to kill, making [=AoE=] attacks more or less required to fully clean them up.



[[folder:Fountainboil]]
->'''Other variations:''' Rainbowbrew

A Waregeist made from a tea set resembling a hermit crab with a teapot as its shell. Deals splash Arts damage on attack and explodes upon death to debuff nearby operators with slowed attack speed. Spawns 4 celadon teawares when defeated.

to:

[[folder:Fountainboil]]
[[folder:"Smarty"]]
->'''Other variations:''' Rainbowbrew

Dazzled "Smarty"

A Waregeist made from a tea set resembling a hermit crab lively Ink Spirit with low stats, but the ability to explode into a teapot as its shell. Deals splash powerful Arts damage explosion on attack and explodes upon death to debuff nearby operators death. If two Smarties with slowed attack speed. Spawns 4 celadon teawares when defeated. opposing attributes come into close proximity, they'll instantly detonate in an unfathomably powerful blast.



* AchillesHeel: Similar to Infused Originium Slugs, Silence status effect prevents it from exploding on death.

to:

* AchillesHeel: Similar ActionBomb: It will explode upon getting killed, dealing quadruple their ATK Arts damage in the surrounding tiles. If two opposing Smarties meet, the resulting explosion will deal anywhere between ''1350% to Infused Originium Slugs, Silence status effect prevents 1650%'' of their ATK as Arts damage, which will almost certainly one-shot whatever is in range.
* HoistByTheirOwnPetard: They can get themselves killed by their own carelessness if two "Smarties" with different Hui/Ming attributes get close to each other. Sadly,
it from exploding on death.''[[OneHitKill won't be pretty]]'' if your operators get caught in the ensuing blast.



[[folder:Blueflower]]
->'''Other variations:''' Scarletmist

A Waregeist created from a vase that appears as a dragon riding on the vase. Can inflict a debuff that causes operators to take increased Arts damage over time. Spawns a celadon vase when defeated.

to:

[[folder:Blueflower]]
[[folder:"Blindey"]]
->'''Other variations:''' Scarletmist

Indefatigable "Blindey"

A Waregeist created from a vase that appears as a dragon riding on reckless Ink Spirit with above-average stats and the vase. Can inflict a debuff that causes operators ability to take increased Arts damage over time. Spawns a celadon vase when defeated.pass through any Operator without the same attribute as itself.



* AchillesHeel: Silence status effects prevents the Blueflower from using its debuffing attack as well as freezing the attack count, removing its main source of danger.
* DamageOverTime: After a few attacks, the Blueflower can launch a stronger attack (shown by the attack coming out of the vase instead of the dragon) that inflicts increasing Arts damage over time on the victim.

to:

* AchillesHeel: Silence status effects prevents the Blueflower from using its debuffing attack as well as freezing the attack count, removing its main source of danger.
* DamageOverTime: After a few attacks, the Blueflower can launch a stronger attack (shown by the attack coming out of the vase instead of the dragon) that inflicts increasing Arts damage over time on the victim.



[[folder:Sinkingsand]]
->'''Other variations:''' Sharpedge

A Waregeist resembling a warrior made from bronze spearheads. Has four "Broken Blades" on spawn, which buffs its attack by 70% and consumes one "Broken Blade" per attack. Spawns spearheads based on the amount of remaining Broken Blades it has at the time of defeat.

to:

[[folder:Sinkingsand]]
[[folder:"Envy"]]
->'''Other variations:''' Sharpedge

Complicated "Envy"

A Waregeist resembling a warrior made from bronze spearheads. Has four "Broken Blades" on spawn, which buffs its attack by 70% frightening, neurotic Ink Spirit with powerful Arts attacks. They'll periodically charge up special attacks that deal heavy Arts damage and consumes one "Broken Blade" per attack. Spawns spearheads based on forcibly change the amount attribute of remaining Broken Blades it has at the time of defeat.their target.






[[folder:Clarity]]
->'''Other variations:''' Magnificence

A Waregeist made from a lampstand that resembles a bird statue. Periodically grants nearby enemies invisibility. Spawns a bronze lampstand on defeat.

to:

[[folder:Clarity]]
[[folder:"Fury"]]
->'''Other variations:''' Magnificence

Unbridled "Fury"

A Waregeist made from a lampstand hulking but dimwitted brute of an Ink Spirit that resembles a bird statue. Periodically grants nearby enemies invisibility. Spawns a bronze lampstand on defeat.deals massive damage against Operators with the opposite attribute as itself.



* TheSneakyGuy: Not itself, but Clarity can produce a smokescreen that grants invisibility to nearby Waregeists.

to:

* TheSneakyGuy: Not itself, DumbMuscle: Extremely powerful, but Clarity can produce a smokescreen that grants invisibility too stupid to nearby Waregeists.make good decisions in combat.



[[folder:Wisp]]

Fragments of Sui's main body. Increases Sui-Xiang's max HP and reduces the charging time of its special ability when absorbed.

to:

[[folder:Wisp]]

Fragments of Sui's
[[folder:"Free"]]

The
main body. Increases Sui-Xiang's max HP boss of "Who is Real". It is the strongest familiar of Dusk, an enormous unforgiving Ink Spirit with a cold, arrogant, and reduces the charging time of its special ability when absorbed.domineering presence.



* BarrierChangeBoss: Switches its attribute from Ming (white) to Hui (black) when it TurnsRed, changing its strength and weakness to match.
* DeflectorShields: Its Break the Chains attack has him stop and protect himself with a barrier that absorbs a certain amount of damage. If you don't destroy the shield fast enough, it'll [[ActionBomb explode]] with enough damage to OneHitKill virtually anything caught in the blast. Not breaking the shield at all during its second battle is actually required for one of the event medals.
* LargeAndInCharge: The biggest of the Ink Spirits, and by far the most powerful.
* LaterInstallmentWeirdness: Free is the only "Public Affairs" event boss who is not represented with a cutscene sprite, nor with a CG image. Just like the Sarkaz Centurion, it's treated as just another foe more than a proper character, although it's far stronger.
* TurnsRed: When it's first defeated, it'll fully restore his HP and empower all of its attacks, in addition to using its Weft and Warp ability and basic attack on two targets simultaneously.



!!! Shanhaizhong (introduced in ''Where Vernal Winds Will Never Blow'')

[[folder:Di Beast]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongdibeast_sprite.png]]
->'''Other variations:''' Raging Di Beast

Beasts created by Ya that serve as Its eyes and ears.
----

to:

!!! Shanhaizhong (introduced Waregeists (Introduced in ''Where Vernal Winds Will Never Blow'')

[[folder:Di Beast]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongdibeast_sprite.png]]
->'''Other variations:''' Raging Di Beast

Beasts created by Ya
''Invitation to Wine'')

[[folder:General Waregeist tropes]]
* AnimateInanimateObject: Waregeists are essentially collections of mundane objects (such as paperweights, picture frames, vases etc.) whose spirits have been awakened and driven to aggression [[spoiler:by the spirit fragment of the Second Brother contained within the black goblet]].
* AsteroidsMonster: When defeated, each Waregeist spawns a number of Enchanted Objects
that serve as Its eyes don't attack, can't be blocked, and ears.
----
require a certain number of hits to defeat, regardless of how powerful those individual hits are. This encourages strategies based around operators with high attack speed, attacks that hit multiple times at once, and damage-over-time effects[[note]]since each time the effect triggers is considered a separate "hit"[[/note]].
* ItsProbablyNothing: In the early story segments of "Invitation to Wine," a number of characters spot Waregeists sneaking around before they begin to appear in significant numbers, but each time they dismiss it as a trick of the light, a fatigue-induced hallucination, or some manner of mundane animal. It's only when the things start to swarm that people really notice what they actually are.
* ZergRush: In-story, individual Waregeists aren't particularly powerful, but they appear in great numbers and don't stop coming. In-game, their nature as {{Asteroids Monster}}s means that if you're not careful, your defensive lines will get overrun by massive numbers of unblockable enemies that you can't kill fast enough to win.



[[folder:Shanhaizhong Skirmisher]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongskirmisher.png]]
->'''Other variations:''' Shanhaizhong Vigilante

Ordinary members of Shanhaizhong with a complex past. Gain increased range when standing on Yumen Catastrophe Defenses.

to:

[[folder:Shanhaizhong Skirmisher]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongskirmisher.png]]
[[folder:Grindstone]]
->'''Other variations:''' Shanhaizhong Vigilante

Ordinary members of Shanhaizhong with a complex past. Gain increased range
Brightmirror

A canine-like Waregeist made from wooden seals. Spawns 2 wooden seals
when standing on Yumen Catastrophe Defenses.defeated.



[[folder:Shanhaizhong Relayer]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongrelayertalksprite.png]]
->'''Other variations:''' Shanhaizhong Harbringer

Tacticians specialized in relaying orders via ciphers. Deploy a Shanhaizhong Cipher on the first unoccupied Yumen Catastrophe Defense tile that they pass through.

to:

[[folder:Shanhaizhong Relayer]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongrelayertalksprite.png]]
[[folder:Vernacularism]]
->'''Other variations:''' Shanhaizhong Harbringer

Tacticians specialized in relaying orders via ciphers. Deploy a Shanhaizhong Cipher on the first unoccupied Yumen Catastrophe Defense tile that they pass through.
Sophistication

A soldier Waregeist made from novel scrolls. Spawns 3 novel scrolls when defeated.



* DroneDeployer: They put down stationary ciphers that give a movement speed and ASPD buff to all enemy units on the field, making it imperative to either stop them from reaching Yumen Catastrophe Defense tiles or destroy the deployed ciphers.
* MalevolentMaskedMen: Wear golden full-face masks that resemble animal skulls.



[[folder:Shanhaizhong Desperado]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongdesperado.png]]
->'''Other variations:''' Shanhaizhong Phalanx

Large, burly Shanhaizhong members tasked with defense.

to:

[[folder:Shanhaizhong Desperado]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongdesperado.png]]
[[folder:Introspection]]
->'''Other variations:''' Shanhaizhong Phalanx

Large, burly Shanhaizhong members tasked with defense.
Scantwords

A Waregeist created from a mirror that resembles a bird. Taunts operators into attacking it, and spawns a mirror when defeated.



* IShallTauntYou: It taunts operators into attacking it over other enemies by "revealing their inner secrets in their truest form".



[[folder:Shanhaizhong Ringleader]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongringleaderelitetalk.png]]
->'''Other variations:''' Shanhaizhong Secret-Keeper

Leaders of the Shanhaizhong disguised as normal members. Is invisible until their first attack, and the strike that breaks invisibility deals double damage to the target.

to:

[[folder:Shanhaizhong Ringleader]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongringleaderelitetalk.png]]
[[folder:Inkwave]]
->'''Other variations:''' Shanhaizhong Secret-Keeper

Leaders
Heartbillow

A stone lion-shaped Waregeist created from a fusion
of the Shanhaizhong disguised as normal members. Is invisible until their first attack, and the strike that breaks invisibility deals double damage to the target.multiple paperweights. Spawns 15 wooden paperweights when defeated.



* MightyGlacier: Not particularly fast moving, but they have good HP and DEF as well as high attack damage.
* ZergRush: Is the epitome of this among Waregeists as they spawn '''15''' paperweights on defeat that requires 2 hits each to kill, making [=AoE=] attacks more or less required to fully clean them up.



[[folder:Shanhaizhong Seer]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongseer.png]]
->'''Other variations:''' Shanhaizhong Oracle

Casters trained by the Feranmuts in Originium Arts. They can lock onto a target and channel to create a large burst of Arts damage, which also buffs their ASPD afterwards.

to:

[[folder:Shanhaizhong Seer]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongseer.png]]
[[folder:Fountainboil]]
->'''Other variations:''' Shanhaizhong Oracle

Casters trained by the Feranmuts in Originium Arts. They can lock onto
Rainbowbrew

A Waregeist made from
a target and channel to create tea set resembling a large burst of hermit crab with a teapot as its shell. Deals splash Arts damage, which also buffs their ASPD afterwards.damage on attack and explodes upon death to debuff nearby operators with slowed attack speed. Spawns 4 celadon teawares when defeated.



* ChargedAttack: Their main gimmick.
* MalevolentMaskedMen: Wear golden masks over their upper faces, resembling animal skulls.

to:

* ChargedAttack: Their main gimmick.
* MalevolentMaskedMen: Wear golden masks over their upper faces, resembling animal skulls.
AchillesHeel: Similar to Infused Originium Slugs, Silence status effect prevents it from exploding on death.



[[folder:'Wallbreaker']]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizongwallbreaker.png]]
->'''Other variations:''' 'Fortbreaker'

Yumen siege machines stolen by the Shanhaizhong. Prioritize attacking roadblocks and operators located on Yumen Catastrophe Defenses.

to:

[[folder:'Wallbreaker']]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizongwallbreaker.png]]
[[folder:Blueflower]]
->'''Other variations:''' 'Fortbreaker'

Yumen siege machines stolen by
Scarletmist

A Waregeist created from a vase that appears as a dragon riding on
the Shanhaizhong. Prioritize attacking roadblocks and vase. Can inflict a debuff that causes operators located on Yumen Catastrophe Defenses.to take increased Arts damage over time. Spawns a celadon vase when defeated.



* AchillesHeel: Silence status effects prevents the Blueflower from using its debuffing attack as well as freezing the attack count, removing its main source of danger.
* DamageOverTime: After a few attacks, the Blueflower can launch a stronger attack (shown by the attack coming out of the vase instead of the dragon) that inflicts increasing Arts damage over time on the victim.



[[folder:'Sandwalker']]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongsandwalker.png]]
->'''Other variations:''' 'Sand Voyager'

Yumen desert transportation stolen by the Shanhaizhong. Can only be blocked by operators with 4 block, picks up non-Leader and non-Machine enemies up to 3 max, and will unload its cargo when reaching a Ladder.

to:

[[folder:'Sandwalker']]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongsandwalker.png]]
[[folder:Sinkingsand]]
->'''Other variations:''' 'Sand Voyager'

Yumen desert transportation stolen
Sharpedge

A Waregeist resembling a warrior made from bronze spearheads. Has four "Broken Blades" on spawn, which buffs its attack
by 70% and consumes one "Broken Blade" per attack. Spawns spearheads based on the Shanhaizhong. Can only be blocked by operators with 4 block, picks up non-Leader and non-Machine enemies up to 3 max, and will unload its cargo when reaching a Ladder.amount of remaining Broken Blades it has at the time of defeat.



! Rhodes Island Units
!!! Unmanned RI machinery (introduced in ''Multivariate Cooperation'')

[[folder:Retrofitted Gas Truck]]
->'''Other variations:''' High-Powered Gas Truck
A mobile pesticide sprayer repurposed as a weapon, but gone haywire due to a design flaw. Constantly disperses noxious gas when not blocked, dealing constant Arts damage to all friendly units on the map.

to:

! Rhodes Island Units
!!! Unmanned RI machinery (introduced in ''Multivariate Cooperation'')

[[folder:Retrofitted Gas Truck]]
[[folder:Clarity]]
->'''Other variations:''' High-Powered Gas Truck
Magnificence

A mobile pesticide sprayer repurposed as Waregeist made from a weapon, but gone haywire due to lampstand that resembles a design flaw. Constantly disperses noxious gas when not blocked, dealing constant Arts damage to all friendly units bird statue. Periodically grants nearby enemies invisibility. Spawns a bronze lampstand on the map.defeat.




to:

* TheSneakyGuy: Not itself, but Clarity can produce a smokescreen that grants invisibility to nearby Waregeists.



[[folder:Second-hand Low-cost Drone]]
->'''Other variations:''' Modified Second-hand Drone
A repurposed Kazimierz arena drone that doesn't deduct lives when escaping, but drops items when destroyed.

to:

[[folder:Second-hand Low-cost Drone]]
->'''Other variations:''' Modified Second-hand Drone
A repurposed Kazimierz arena drone that doesn't deduct lives
[[folder:Wisp]]

Fragments of Sui's main body. Increases Sui-Xiang's max HP and reduces the charging time of its special ability
when escaping, but drops items when destroyed.absorbed.






[[folder:Mobile Generator]]
An experimental mobile energy vehicle that won't deduct lives upon escaping, but grants all allies SP on destruction.

to:

[[folder:Mobile Generator]]
An experimental mobile energy vehicle
!!! Shanhaizhong (introduced in ''Where Vernal Winds Will Never Blow'')

[[folder:Di Beast]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongdibeast_sprite.png]]
->'''Other variations:''' Raging Di Beast

Beasts created by Ya
that won't deduct lives upon escaping, but grants all allies SP on destruction.serve as Its eyes and ears.







! Iberian Units
!!! Seaborn (Introduced in ''Under Tides'', ''Stultifera Navis'' and ''Mizuki & Caerula Arbor'')

[[folder:Shell Sea Runner]]

->'''Other variations:''' Nourished Runner
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_shellsearunner.png]]

A Sea Terror that grew four limbs, but lacks an internal skeleton.

to:

\n! Iberian Units\n!!! Seaborn (Introduced in ''Under Tides'', ''Stultifera Navis'' and ''Mizuki & Caerula Arbor'')\n\n[[folder:Shell Sea Runner]]\n\n->'''Other variations:''' Nourished Runner\n[[folder:Shanhaizhong Skirmisher]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_shellsearunner.png]]

A Sea Terror that grew four limbs, but lacks an internal skeleton.
org/pmwiki/pub/images/arknights_shanhaizhongskirmisher.png]]
->'''Other variations:''' Shanhaizhong Vigilante

Ordinary members of Shanhaizhong with a complex past. Gain increased range when standing on Yumen Catastrophe Defenses.



* ZergRush: The Seaborn equivalent of Hounds, as [[FragileSpeedster weak but fast-moving creatures]] meant to overwhelm your lineup through sheer numbers.



[[folder:Deep Sea Slider]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_avg_npc_185.png]]
->'''Other variations:''' Nourished Slider

A Seaborn that evolved the ability to walk on land. Deals bonus Nervous Impairment on attack, which will deal massive damage and stun Operators that take too much Sanity damage.

to:

[[folder:Deep Sea Slider]]
[[folder:Shanhaizhong Relayer]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_avg_npc_185.png]]
org/pmwiki/pub/images/arknights_shanhaizhongrelayertalksprite.png]]
->'''Other variations:''' Nourished Slider

A Seaborn
Shanhaizhong Harbringer

Tacticians specialized in relaying orders via ciphers. Deploy a Shanhaizhong Cipher on the first unoccupied Yumen Catastrophe Defense tile
that evolved the ability to walk on land. Deals bonus Nervous Impairment on attack, which will deal massive damage and stun Operators that take too much Sanity damage.they pass through.




to:

* DroneDeployer: They put down stationary ciphers that give a movement speed and ASPD buff to all enemy units on the field, making it imperative to either stop them from reaching Yumen Catastrophe Defense tiles or destroy the deployed ciphers.
* MalevolentMaskedMen: Wear golden full-face masks that resemble animal skulls.



[[folder:Ridge Sea Spitter]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_ridgeseaspitter.png]]
->'''Other variations:''' Nourished Spitter

A Seaborn that threatens with high-velocity ranged spit that can crush coral reefs.

to:

[[folder:Ridge Sea Spitter]]
[[folder:Shanhaizhong Desperado]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_ridgeseaspitter.org/pmwiki/pub/images/arknights_shanhaizhongdesperado.png]]
->'''Other variations:''' Nourished Spitter

A Seaborn that threatens
Shanhaizhong Phalanx

Large, burly Shanhaizhong members tasked
with high-velocity ranged spit that can crush coral reefs.defense.






[[folder:Floating Sea Drifter]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_floatingseadrifter.png]]
->'''Other variations:''' Nourished Drifter

A Seaborn that evolved the ability to fly. Uses ranged attacks that inflict bonus Nervous Impairment.

to:

[[folder:Floating Sea Drifter]]
[[quoteright:150:https://static.
[[folder:Shanhaizhong Ringleader]]
[[quoteright:350:https://static.
tvtropes.org/pmwiki/pub/images/arknights_floatingseadrifter.org/pmwiki/pub/images/arknights_shanhaizhongringleaderelitetalk.png]]
->'''Other variations:''' Nourished Drifter

A Seaborn
Shanhaizhong Secret-Keeper

Leaders of the Shanhaizhong disguised as normal members. Is invisible until their first attack, and the strike
that evolved breaks invisibility deals double damage to the ability to fly. Uses ranged attacks that inflict bonus Nervous Impairment.target.






[[folder:Basin Sea Reaper]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_basinseareaper.png]]
->'''Other variations:''' Nourished Reaper

A Seaborn who normally stays passive while absorbing nutrients. When attacked, they'll rush down targets with attacks that deal bonus Nervous Impairment damage, while also burning their health away to rapidly inflct Nervous Impairment to all friendlies nearby.

to:

[[folder:Basin Sea Reaper]]
[[folder:Shanhaizhong Seer]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_basinseareaper.org/pmwiki/pub/images/arknights_shanhaizhongseer.png]]
->'''Other variations:''' Nourished Reaper

A Seaborn who normally stays passive while absorbing nutrients. When attacked, they'll rush down targets with attacks that deal bonus Nervous Impairment
Shanhaizhong Oracle

Casters trained by the Feranmuts in Originium Arts. They can lock onto a target and channel to create a large burst of Arts
damage, while which also burning buffs their health away to rapidly inflct Nervous Impairment to all friendlies nearby.ASPD afterwards.



* LivingOnBorrowedTime: Reapers lose HP over time after switching to Combat-Ready mode. A possible strategy is to stall them (with crowd control or Executor Specialists) to let them burn themselves out before they can reach your defense line.

to:

* LivingOnBorrowedTime: Reapers lose HP ChargedAttack: Their main gimmick.
* MalevolentMaskedMen: Wear golden masks
over time after switching to Combat-Ready mode. A possible strategy is to stall them (with crowd control or Executor Specialists) to let them burn themselves out before they can reach your defense line.their upper faces, resembling animal skulls.



[[folder:Pocket Sea Crawler]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_pocketseacrawler.png]]
->'''Other variations:''' Nourished Crawler

An extraordinarily tough Seaborn with a minerally dense body. Doesn't attack normally, but deals bursts of Arts and Nervous Impairment damage whenever damaged enough.

to:

[[folder:Pocket Sea Crawler]]
[[folder:'Wallbreaker']]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_pocketseacrawler.org/pmwiki/pub/images/arknights_shanhaizongwallbreaker.png]]
->'''Other variations:''' Nourished Crawler

An extraordinarily tough Seaborn with a minerally dense body. Doesn't attack normally, but deals bursts of Arts
'Fortbreaker'

Yumen siege machines stolen by the Shanhaizhong. Prioritize attacking roadblocks
and Nervous Impairment damage whenever damaged enough.operators located on Yumen Catastrophe Defenses.



* HerdHittingAttack: Whenever a Crawler loses 15% of its HP, it will unleash a burst of Arts and Nervous Impairment damage in the 2-tile area surrounding it. Given that Crawlers come with no DEF or RES whatsoever, depleting its health quickly is very easy - and also very deadly, as the overlapping bursts of Arts and Nervous Impairment damage can quickly overwhelm Medics and destroy the player's defense line.



[[folder:Primal Sea Piercer]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_primalseapiercer.png]]
->'''Other variations:''' Nourished Piercer

A powerful Seaborn that evolved a natural harpoon, they use said weapon to prioritize the most injured friendly units from range.

to:

[[folder:Primal Sea Piercer]]
[[folder:'Sandwalker']]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_primalseapiercer.org/pmwiki/pub/images/arknights_shanhaizhongsandwalker.png]]
->'''Other variations:''' Nourished Piercer

A powerful Seaborn that evolved a natural harpoon, they use said weapon to prioritize
'Sand Voyager'

Yumen desert transportation stolen by
the most injured friendly units from range.
Shanhaizhong. Can only be blocked by operators with 4 block, picks up non-Leader and non-Machine enemies up to 3 max, and will unload its cargo when reaching a Ladder.




* FinishHim: Piercers prioritize attacking operators with the lowest HP percentage.



[[folder:Automatic Maintenance Drone]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_automaticmaintenancedrone.png]]

An friendly Iberian machine that improves the performance of nearby Emergency Aid Buildings.

to:

[[folder:Automatic Maintenance Drone]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_automaticmaintenancedrone.png]]

An
! Rhodes Island Units
!!! Unmanned RI machinery (introduced in ''Multivariate Cooperation'')

[[folder:Retrofitted Gas Truck]]
->'''Other variations:''' High-Powered Gas Truck
A mobile pesticide sprayer repurposed as a weapon, but gone haywire due to a design flaw. Constantly disperses noxious gas when not blocked, dealing constant Arts damage to all
friendly Iberian machine that improves units on the performance of nearby Emergency Aid Buildings.
map.



* FriendlyFireproof: Subverted; even though they are beneficial to the player, will not hurt your operators, and do not deduct lives if they enter the blue box, this does not prevent them from being inadvertently attacked and killed by your operators. Granted, you sometimes need to do this in some operations to prevent them from activating any Emergency Aid Buildings, which is required for certain Medals in ''Under Tides''.
* SupportPartyMember: Much like the Sponsor Drones before them, they are this towards the player, empowering the Emergency Aid Buildings with a more potent Nervous Impairment healing when adjacent to one.
----



[[folder:Nethersea Spewer]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/arknights_netherseaspewer.png]]
->'''Other variations:''' Nourished Spewer, Regressed Spewer

A snail-like Seaborn that spits spores to attack multiple enemies. They can attack any operator standing on Nethersea Brand, no matter the distance.

to:

[[folder:Nethersea Spewer]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/arknights_netherseaspewer.png]]
[[folder:Second-hand Low-cost Drone]]
->'''Other variations:''' Nourished Spewer, Regressed Spewer

Modified Second-hand Drone
A snail-like Seaborn repurposed Kazimierz arena drone that spits spores to attack multiple enemies. They can attack any operator standing on Nethersea Brand, no matter the distance.doesn't deduct lives when escaping, but drops items when destroyed.



* HerdHittingAttack: Nethersea Spewers can attack up to 3 targets at once, as well as all operators that are standing on the Nethersea Brand.
* MightyGlacier: Spewers are the slowest Seaborn enemy in the game, but their damage more than makes up for it.
----

to:

* HerdHittingAttack: Nethersea Spewers can attack up to 3 targets at once, as well as all operators that are standing on the Nethersea Brand.
* MightyGlacier: Spewers are the slowest Seaborn enemy in the game, but their damage more than makes up for it.
----



[[folder:Nethersea Predator]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_netherseapredator.png]]
->'''Other variations:''' Nourished Predator, Regressed Predator

A Seaborn with a chitinous bird-like skull. Adept at bypassing defenses and dodging attacks.

to:

[[folder:Nethersea Predator]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_netherseapredator.png]]
->'''Other variations:''' Nourished Predator, Regressed Predator

A Seaborn with a chitinous bird-like skull. Adept at bypassing defenses and dodging attacks.
[[folder:Mobile Generator]]
An experimental mobile energy vehicle that won't deduct lives upon escaping, but grants all allies SP on destruction.



* AchillesHeel: Their evasion is disabled if they are afflicted by negative status effects (Stun, Silence, Cold/Freeze, Bind, Levitate), rendering them far easier to kill.
* FragileSpeedster: Predators have paper-thin defenses - low HP, flimsy DEF, and no RES. In return, their evasion, high movement speed, and ability to be unblockable when on Nethersea Brand allows them to slip past defense lines with ease.
----

to:

* AchillesHeel: Their evasion is disabled if they are afflicted by negative status effects (Stun, Silence, Cold/Freeze, Bind, Levitate), rendering them far easier to kill.
* FragileSpeedster: Predators have paper-thin defenses - low HP, flimsy DEF, and no RES. In return, their evasion, high movement speed, and ability to be unblockable when on Nethersea Brand allows them to slip past defense lines with ease.
----



[[folder:Nethersea Founder]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_netherseafounder.png]]
->'''Other variations:''' Nourished Founder, Regressed Founder

A Seaborn with a chitinous bird-like skull, capable of creating the Nethersea Brand.

to:

[[folder:Nethersea Founder]]

! Iberian Units
!!! Seaborn (Introduced in ''Under Tides'', ''Stultifera Navis'' and ''Mizuki & Caerula Arbor'')

[[folder:Shell Sea Runner]]

->'''Other variations:''' Nourished Runner
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_netherseafounder.png]]
->'''Other variations:''' Nourished Founder, Regressed Founder

org/pmwiki/pub/images/arknights_shellsearunner.png]]

A Seaborn with a chitinous bird-like skull, capable of creating the Nethersea Brand.
Sea Terror that grew four limbs, but lacks an internal skeleton.




* AchillesHeel: The Silence status effect. A Silenced Founder loses its ability to spawn Nethersea Brand when it dies.
* AntiMagic: Founders boast an impressive 90 RES, making Arts damage ineffective.
* LastDitchMove: Founders infest the tile they are on with spreading Nethersea Brand when they die, making them a common source of Nethersea Brand in operations without an infested starting tile.
----

to:

\n* AchillesHeel: ZergRush: The Silence status effect. A Silenced Founder loses its ability Seaborn equivalent of Hounds, as [[FragileSpeedster weak but fast-moving creatures]] meant to spawn Nethersea Brand when it dies.
* AntiMagic: Founders boast an impressive 90 RES, making Arts damage ineffective.
* LastDitchMove: Founders infest the tile they are on with spreading Nethersea Brand when they die, making them a common source of Nethersea Brand in operations without an infested starting tile.
----
overwhelm your lineup through sheer numbers.



[[folder:Nethersea Brandguider]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_netherseabrandguider.png]]
->'''Other variations:''' Nourished Brandguider, Regressed Brandguider

A Seaborn created from a dying colony with the goal of expanding the Nethersea Brand.

to:

[[folder:Nethersea Brandguider]]
[[quoteright:150:https://static.
[[folder:Deep Sea Slider]]
[[quoteright:350:https://static.
tvtropes.org/pmwiki/pub/images/arknights_netherseabrandguider.png]]
org/pmwiki/pub/images/avg_avg_npc_185.png]]
->'''Other variations:''' Nourished Brandguider, Regressed Brandguider

Slider

A Seaborn created from a dying colony with that evolved the goal of expanding the Nethersea Brand.ability to walk on land. Deals bonus Nervous Impairment on attack, which will deal massive damage and stun Operators that take too much Sanity damage.



* AchillesHeel: The Silence status effect, similar to Nethersea Founders, as a Silenced Brandguider cannot create Nethersea Brand. Silence does not remove the Brandguider's increased DEF, however.
* LoopholeAbuse: One-shotting the Brandguider from full health (i.e. Ebenholz) will also prevent the Brandguider from creating Nethersea Brand tiles.
* TurnsRed: When a Brandguider's health falls below half, its DEF is ''quadrupled'' and its block requirement is increased from 1 to 2, making it both significantly harder to kill and more likely to cause leaks.
* WalkingWasteland: Brandguiders below half health infest the tiles they walk on with Nethersea Brand.
----

to:

* AchillesHeel: The Silence status effect, similar to Nethersea Founders, as a Silenced Brandguider cannot create Nethersea Brand. Silence does not remove the Brandguider's increased DEF, however.
* LoopholeAbuse: One-shotting the Brandguider from full health (i.e. Ebenholz) will also prevent the Brandguider from creating Nethersea Brand tiles.
* TurnsRed: When a Brandguider's health falls below half, its DEF is ''quadrupled'' and its block requirement is increased from 1 to 2, making it both significantly harder to kill and more likely to cause leaks.
* WalkingWasteland: Brandguiders below half health infest the tiles they walk on with Nethersea Brand.
----



[[folder:Nethersea Swarmcaller]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_netherseaswarmcaller.png]]
->'''Other variations:''' Nourished Swarmcaller, Regressed Swarmcaller

A jellyfish-like Seaborn capable of manipulating small creatures and call the Nethersea Brand to life. They have an aura that continuously inflicts Arts and Nervous Impairment damage in an area around them.

to:

[[folder:Nethersea Swarmcaller]]
[[folder:Ridge Sea Spitter]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_netherseaswarmcaller.org/pmwiki/pub/images/arknights_ridgeseaspitter.png]]
->'''Other variations:''' Nourished Swarmcaller, Regressed Swarmcaller

Spitter

A jellyfish-like Seaborn capable of manipulating small creatures and call the Nethersea Brand to life. They have an aura that continuously inflicts Arts and Nervous Impairment damage in an area around them.
threatens with high-velocity ranged spit that can crush coral reefs.



* NoSell: Immune to the Slow status effect, and its inherent Status Resistance cuts the duration of negative status effects in half.
* StoneWall: Swarmcallers have good HP, DEF, and RES, but its only attack is an aura that continuously deals Arts and Nervous Impairment damage to nearby operators.
----



[[folder:Nethersea Reefbreaker]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_netherseareefbreaker.png]]
->'''Other variations:''' Nourished Reefbreaker, Regressed Reefbreaker

A Seaborn created from the Nethersea Brand to eliminate intruders and reform the environment for its kin.

to:

[[folder:Nethersea Reefbreaker]]
[[folder:Floating Sea Drifter]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_netherseareefbreaker.org/pmwiki/pub/images/arknights_floatingseadrifter.png]]
->'''Other variations:''' Nourished Reefbreaker, Regressed Reefbreaker

Drifter

A Seaborn created from that evolved the Nethersea Brand ability to eliminate intruders and reform the environment for its kin.
fly. Uses ranged attacks that inflict bonus Nervous Impairment.



* AchillesHeel: As Reefbreakers only ramp up if allowed to attack, negative status effects that leave them unable to attack (freeze, stun, sleep) help in mitigating their threat level.
* GatheringSteam: They gain 15% bonus ATK every time they attack, stacking up to a total of ''225%'' bonus ATK. They can quickly slaughter operators if left unchecked. If they don't attack for at least 3.5 seconds, however, they'll lose this bonus at a rate of 15% per second.
* TheSneakyGuy: They are invisible when standing on Nethersea Brand.
----



[[folder:Bone Sea Drifter]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_boneseadrifter.png]]

A Seaborn shaped like a fishbone, they often travel in large groups to find food and avoid predators. Attacks inflict Corrosion damage.

to:

[[folder:Bone [[folder:Basin Sea Drifter]]
Reaper]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_boneseadrifter.png]]

org/pmwiki/pub/images/arknights_basinseareaper.png]]
->'''Other variations:''' Nourished Reaper

A Seaborn shaped like a fishbone, they often travel in large groups who normally stays passive while absorbing nutrients. When attacked, they'll rush down targets with attacks that deal bonus Nervous Impairment damage, while also burning their health away to find food and avoid predators. Attacks inflict Corrosion damage.
rapidly inflct Nervous Impairment to all friendlies nearby.



* ZergRush: They're the basic mooks you'll be facing in bulk in the first floor or two of "Mizuki & Caerula Arbor". Although not individually strong, your limited amount of units on this floors can make it difficult to deal with them.

to:

* ZergRush: They're the basic mooks you'll be facing in bulk in the first floor LivingOnBorrowedTime: Reapers lose HP over time after switching to Combat-Ready mode. A possible strategy is to stall them (with crowd control or two of "Mizuki & Caerula Arbor". Although not individually strong, Executor Specialists) to let them burn themselves out before they can reach your limited amount of units on this floors can make it difficult to deal with them.defense line.



[[folder:Retching Broodmother]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_retchingbroodmother.png]]
A Seaborn broodmother that throws fake offspring at enemies to distract them from real offspring. Only attacks ground targets, and attacks spawn a Baleful Broodling on the target.

to:

[[folder:Retching Broodmother]]
[[folder:Pocket Sea Crawler]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_retchingbroodmother.org/pmwiki/pub/images/arknights_pocketseacrawler.png]]
A ->'''Other variations:''' Nourished Crawler

An extraordinarily tough
Seaborn broodmother that throws fake offspring at enemies to distract them from real offspring. Only attacks ground targets, with a minerally dense body. Doesn't attack normally, but deals bursts of Arts and attacks spawn a Baleful Broodling on the target.
Nervous Impairment damage whenever damaged enough.




* AchillesHeel: They cannot attack operators on high ground tiles, making ranged bombardment the preferred way to counter them.
* FlunkyBoss: They spawn a Baleful Broodling every time they attack.

to:

\n* AchillesHeel: They cannot attack operators on high ground tiles, making ranged bombardment HerdHittingAttack: Whenever a Crawler loses 15% of its HP, it will unleash a burst of Arts and Nervous Impairment damage in the preferred way to counter them.
* FlunkyBoss: They spawn a Baleful Broodling every time they attack.
2-tile area surrounding it. Given that Crawlers come with no DEF or RES whatsoever, depleting its health quickly is very easy - and also very deadly, as the overlapping bursts of Arts and Nervous Impairment damage can quickly overwhelm Medics and destroy the player's defense line.



[[folder:Baleful Broodling]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_balefulbroodling.png]]

Extensions of the Retching Broodmother's body, used as decoy for the actual offspring. Deals Corrosion damage when attacking.

to:

[[folder:Baleful Broodling]]
[[folder:Primal Sea Piercer]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_balefulbroodling.png]]

Extensions of
org/pmwiki/pub/images/arknights_primalseapiercer.png]]
->'''Other variations:''' Nourished Piercer

A powerful Seaborn that evolved a natural harpoon, they use said weapon to prioritize
the Retching Broodmother's body, used as decoy for the actual offspring. Deals Corrosion damage when attacking.
most injured friendly units from range.



* LivingOnBorrowedTime: They lose 100 HP per second after being thrown.
* WeaponizedOffspring: Sort of. They look identical to the Broodmother's real offspring, but their only purpose in life is to serve as ammunition for the Broodmother to throw at the enemy.

to:

* LivingOnBorrowedTime: They lose 100 HP per second after being thrown.
* WeaponizedOffspring: Sort of. They look identical to
FinishHim: Piercers prioritize attacking operators with the Broodmother's real offspring, but their only purpose in life is to serve as ammunition for the Broodmother to throw at the enemy.lowest HP percentage.



[[folder:Ocean Stonecutter]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_oceanstonecutter.png]]

A Seaborn with a hermit crab shell, meant to protect the swarm from enemies. Temporarily stops and increases its DEF when it enters an operator's attack range.

to:

[[folder:Ocean Stonecutter]]
[[folder:Automatic Maintenance Drone]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_oceanstonecutter.org/pmwiki/pub/images/arknights_automaticmaintenancedrone.png]]

A Seaborn with a hermit crab shell, meant to protect An friendly Iberian machine that improves the swarm from enemies. Temporarily stops and increases its DEF when it enters an operator's attack range.
performance of nearby Emergency Aid Buildings.



* StanceSystem: They enter a defensive stance when entering a friendly operator's attack range the first time, becoming unable to move but gaining 300 DEF.

to:

* StanceSystem: They FriendlyFireproof: Subverted; even though they are beneficial to the player, will not hurt your operators, and do not deduct lives if they enter the blue box, this does not prevent them from being inadvertently attacked and killed by your operators. Granted, you sometimes need to do this in some operations to prevent them from activating any Emergency Aid Buildings, which is required for certain Medals in ''Under Tides''.
* SupportPartyMember: Much like the Sponsor Drones before them, they are this towards the player, empowering the Emergency Aid Buildings with
a defensive stance more potent Nervous Impairment healing when entering a friendly operator's attack range the first time, becoming unable adjacent to move but gaining 300 DEF.one.
----



[[folder:Skimming Sea Drifter]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_skimmingseadrifter.png]]

A Seaborn capable of gliding above the water, having evolved the ability to fly. Attacks inflict Corrosion damage.

to:

[[folder:Skimming Sea Drifter]]
[[quoteright:150:https://static.
[[folder:Nethersea Spewer]]
[[quoteright:350:https://static.
tvtropes.org/pmwiki/pub/images/arknights_skimmingseadrifter.png]]

org/pmwiki/pub/images/arknights_netherseaspewer.png]]
->'''Other variations:''' Nourished Spewer, Regressed Spewer

A snail-like Seaborn capable of gliding above that spits spores to attack multiple enemies. They can attack any operator standing on Nethersea Brand, no matter the water, having evolved the ability to fly. Attacks inflict Corrosion damage.
distance.




* AchillesHeel: As Sea Drifters aren't actually flying enemies but have the Low-Altitude Hovering trait, Stun, Freeze, and Sleep status effects will cause them to permanently lose both their flight and ranged attack.
* ArtificialStupidity: Some operations have them pathing over holes... a path they'll follow even if they've lost their Low-Altitude Hovering, often resulting in [[DisneyDeath them plummeting to their doom]].

to:

\n* AchillesHeel: As Sea Drifters aren't actually flying enemies HerdHittingAttack: Nethersea Spewers can attack up to 3 targets at once, as well as all operators that are standing on the Nethersea Brand.
* MightyGlacier: Spewers are the slowest Seaborn enemy in the game,
but have the Low-Altitude Hovering trait, Stun, Freeze, and Sleep status effects will cause them to permanently lose both their flight and ranged attack.
* ArtificialStupidity: Some operations have them pathing over holes... a path they'll follow even if they've lost their Low-Altitude Hovering, often resulting in [[DisneyDeath them plummeting to their doom]].
damage more than makes up for it.
----



[[folder:Chest Seaborn]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_chestseaborn.png]]

A Seaborn often used by the Church of the Deep as booby traps to protect their hideouts. Disguised as treasure chests, will reveal true form when attacked and does not cost life seals if allowed to enter a Protection Objective.

to:

[[folder:Chest Seaborn]]
[[folder:Nethersea Predator]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_chestseaborn.png]]

org/pmwiki/pub/images/arknights_netherseapredator.png]]
->'''Other variations:''' Nourished Predator, Regressed Predator

A Seaborn often used by the Church of the Deep as booby traps to protect their hideouts. Disguised as treasure chests, will reveal true form when attacked with a chitinous bird-like skull. Adept at bypassing defenses and does not cost life seals if allowed to enter a Protection Objective.
dodging attacks.




* ChestMonster: The Seaborn version of these, as they're disguised as a regular chest until attacked. To compensate for being more difficult to kill and potentially running away with the loot, Chest Seaborn drop 10 Originium ingots comparing to a regular chest's 2 or a spiked chest's 4.

to:

\n* ChestMonster: The Seaborn version of these, as they're disguised as a regular chest until attacked. To compensate for being more difficult AchillesHeel: Their evasion is disabled if they are afflicted by negative status effects (Stun, Silence, Cold/Freeze, Bind, Levitate), rendering them far easier to kill kill.
* FragileSpeedster: Predators have paper-thin defenses - low HP, flimsy DEF,
and potentially running away no RES. In return, their evasion, high movement speed, and ability to be unblockable when on Nethersea Brand allows them to slip past defense lines with the loot, Chest Seaborn drop 10 Originium ingots comparing to a regular chest's 2 or a spiked chest's 4.ease.
----



! Minosian Units
!!! Hymnoi training instructors (introduced in ''Hymnoi Wisdom'')
[[folder:Hymnoi Hero]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_hymnoihero.png]]

One of the instructors at the Hymnoi Training Base. Although optional to kill, they require 3 units to block, passively give regeneration to all enemies while alive, and can throw smoke bombs to deal Arts damage and reduce the block count of Operators. Defeating them spawns a permanent ally healing zone on their site of defeat.

to:

! Minosian Units
!!! Hymnoi training instructors (introduced in ''Hymnoi Wisdom'')
[[folder:Hymnoi Hero]]
[[folder:Nethersea Founder]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_hymnoihero.png]]

One
org/pmwiki/pub/images/arknights_netherseafounder.png]]
->'''Other variations:''' Nourished Founder, Regressed Founder

A Seaborn with a chitinous bird-like skull, capable
of creating the instructors at the Hymnoi Training Base. Although optional to kill, they require 3 units to block, passively give regeneration to all enemies while alive, and can throw smoke bombs to deal Arts damage and reduce the block count of Operators. Defeating them spawns a permanent ally healing zone on their site of defeat.
Nethersea Brand.



* AchillesHeel: The Silence status effect. A Silenced Founder loses its ability to spawn Nethersea Brand when it dies.
* AntiMagic: Founders boast an impressive 90 RES, making Arts damage ineffective.
* LastDitchMove: Founders infest the tile they are on with spreading Nethersea Brand when they die, making them a common source of Nethersea Brand in operations without an infested starting tile.
----



[[folder:Hymnoi Warrior]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_hymnoiwarrior.png]]

One of the warriors at the Hymnoi Training Base. Although optional to kill, they start battle with a shield that makes them immune to all damage and most negative effects, can draw aggro from Operators, passively reduce the DEF of all friendly units while alive, and can call in a rain of arrows in retaliation to being hit.

to:

[[folder:Hymnoi Warrior]]
[[folder:Nethersea Brandguider]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_hymnoiwarrior.png]]

One of the warriors at the Hymnoi Training Base. Although optional to kill, they start battle
org/pmwiki/pub/images/arknights_netherseabrandguider.png]]
->'''Other variations:''' Nourished Brandguider, Regressed Brandguider

A Seaborn created from a dying colony
with a shield that makes them immune to all damage and most negative effects, can draw aggro from Operators, passively reduce the DEF goal of all friendly units while alive, and can call in a rain of arrows in retaliation to being hit.
expanding the Nethersea Brand.




to:

* AchillesHeel: The Silence status effect, similar to Nethersea Founders, as a Silenced Brandguider cannot create Nethersea Brand. Silence does not remove the Brandguider's increased DEF, however.
* LoopholeAbuse: One-shotting the Brandguider from full health (i.e. Ebenholz) will also prevent the Brandguider from creating Nethersea Brand tiles.
* TurnsRed: When a Brandguider's health falls below half, its DEF is ''quadrupled'' and its block requirement is increased from 1 to 2, making it both significantly harder to kill and more likely to cause leaks.
* WalkingWasteland: Brandguiders below half health infest the tiles they walk on with Nethersea Brand.
----



! Bolivar Units

!!! Dossoles workers (introduced in ''Dossoles Holiday'')


[[folder:Diver]]
->'''Other variations:''' Diver Leader
Trained divers armed with crossbows. They're immune to Erosion from being underwater, and will additionally gain invisiblity and bonus ATK when submerged.

to:

! Bolivar Units

!!! Dossoles workers (introduced in ''Dossoles Holiday'')


[[folder:Diver]]
[[folder:Nethersea Swarmcaller]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_netherseaswarmcaller.png]]
->'''Other variations:''' Diver Leader
Trained divers armed with crossbows. They're immune to Erosion from being underwater,
Nourished Swarmcaller, Regressed Swarmcaller

A jellyfish-like Seaborn capable of manipulating small creatures
and will additionally gain invisiblity call the Nethersea Brand to life. They have an aura that continuously inflicts Arts and bonus ATK when submerged.
Nervous Impairment damage in an area around them.



* SuperNotDrowningSkills: Justified; they're wearing scuba equipment, and as such do not take damage from swimming in water.

to:


* SuperNotDrowningSkills: Justified; they're wearing scuba equipment, NoSell: Immune to the Slow status effect, and as such do not take its inherent Status Resistance cuts the duration of negative status effects in half.
* StoneWall: Swarmcallers have good HP, DEF, and RES, but its only attack is an aura that continuously deals Arts and Nervous Impairment
damage from swimming in water.
to nearby operators.
----



[[folder:Delinquent]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_avg_npc_195.png]]
->'''Other variations:''' Delinquent Boss

Average Dossoles criminals, eager to join a fight. They gain physical evasion when not blocked.

to:

[[folder:Delinquent]]
[[quoteright:350:https://static.
[[folder:Nethersea Reefbreaker]]
[[quoteright:150:https://static.
tvtropes.org/pmwiki/pub/images/avg_avg_npc_195.png]]
org/pmwiki/pub/images/arknights_netherseareefbreaker.png]]
->'''Other variations:''' Delinquent Boss

Average Dossoles criminals, eager
Nourished Reefbreaker, Regressed Reefbreaker

A Seaborn created from the Nethersea Brand
to join a fight. They gain physical evasion when not blocked.
eliminate intruders and reform the environment for its kin.



* AchillesHeel: As Reefbreakers only ramp up if allowed to attack, negative status effects that leave them unable to attack (freeze, stun, sleep) help in mitigating their threat level.
* GatheringSteam: They gain 15% bonus ATK every time they attack, stacking up to a total of ''225%'' bonus ATK. They can quickly slaughter operators if left unchecked. If they don't attack for at least 3.5 seconds, however, they'll lose this bonus at a rate of 15% per second.
* TheSneakyGuy: They are invisible when standing on Nethersea Brand.
----



[[folder:Dockworker]]
->'''Other variations:''' Dockworker Leader

Burly sailors who have significant strength and can stun Operators every four attacks. However, they'll also take massively increased damage from Erosion.

to:

[[folder:Dockworker]]
->'''Other variations:''' Dockworker Leader

Burly sailors who have significant strength
[[folder:Bone Sea Drifter]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_boneseadrifter.png]]

A Seaborn shaped like a fishbone, they often travel in large groups to find food
and can stun Operators every four attacks. However, they'll also take massively increased damage from Erosion.
avoid predators. Attacks inflict Corrosion damage.



* AnchorsAway: They lug one of these bad boys as their weapon.
* SuperDrowningSkills: They take ''far more'' damage than other enemies while submerged in water, to the point that submerging them will usually kill them in seconds.

to:

* AnchorsAway: They lug one of these bad boys as their weapon.
* SuperDrowningSkills: They take ''far more'' damage than other enemies while submerged in water, to
ZergRush: They're the point that submerging them will usually kill them basic mooks you'll be facing in seconds.
bulk in the first floor or two of "Mizuki & Caerula Arbor". Although not individually strong, your limited amount of units on this floors can make it difficult to deal with them.



[[folder:Tidal Caster]]
->'''Other variations:''' Tidal Leader

Casters employed to control the tides of Dossoles' artificial sea. Their Arts attacks do splash damage to adjacent units and inflict large amounts of Corrosion damage.

to:

[[folder:Tidal Caster]]
->'''Other variations:''' Tidal Leader

Casters employed
[[folder:Retching Broodmother]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_retchingbroodmother.png]]
A Seaborn broodmother that throws fake offspring at enemies
to control the tides of Dossoles' artificial sea. Their Arts distract them from real offspring. Only attacks do splash damage to adjacent units ground targets, and inflict large amounts of Corrosion damage.
attacks spawn a Baleful Broodling on the target.



* AchillesHeel: They cannot attack operators on high ground tiles, making ranged bombardment the preferred way to counter them.
* FlunkyBoss: They spawn a Baleful Broodling every time they attack.



[[folder:Caster Speedboat]]
->'''Other variations:''' Tidal Leader Speedboat

A Tidal Caster riding a speedboat that allows them to traverse water unobstructed and increases their stats. If the speedboat is destroyed, the Caster will dismount and continue on.

to:

[[folder:Caster Speedboat]]
->'''Other variations:''' Tidal Leader Speedboat

A Tidal Caster riding a speedboat that allows them to traverse water unobstructed and increases their stats. If
[[folder:Baleful Broodling]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_balefulbroodling.png]]

Extensions of
the speedboat is destroyed, Retching Broodmother's body, used as decoy for the Caster will dismount and continue on.
actual offspring. Deals Corrosion damage when attacking.



* LivingOnBorrowedTime: They lose 100 HP per second after being thrown.
* WeaponizedOffspring: Sort of. They look identical to the Broodmother's real offspring, but their only purpose in life is to serve as ammunition for the Broodmother to throw at the enemy.



[[folder:Dockworker Motorboat]]
->'''Other variations:''' Dockworker Leader Motorboat

Dockworkers piloting heavy-duty screwboats that deal heavy collision damage on contact and can only be blocked by units with 3 block or higher. If the motorboat is destroyed, the Dockworker will dismount and carry on.

to:

[[folder:Dockworker Motorboat]]
->'''Other variations:''' Dockworker Leader Motorboat

Dockworkers piloting heavy-duty screwboats that deal heavy collision damage on contact and can only be blocked by units
[[folder:Ocean Stonecutter]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_oceanstonecutter.png]]

A Seaborn
with 3 block or higher. If a hermit crab shell, meant to protect the motorboat is destroyed, the Dockworker will dismount swarm from enemies. Temporarily stops and carry on.
increases its DEF when it enters an operator's attack range.



* StanceSystem: They enter a defensive stance when entering a friendly operator's attack range the first time, becoming unable to move but gaining 300 DEF.



[[folder:Unmanned Explosive Boat]]
->'''Other variations:''' Unmanned Heavy Explosive Boat, Pancho's Explosive Boat

Unmanned boats loaded with heavy explosives. They constantly lose HP over time, and will violently detonate when destroyed, dealing heavy physical and Corrosion damage in an area.

to:

[[folder:Unmanned Explosive Boat]]
->'''Other variations:''' Unmanned Heavy Explosive Boat, Pancho's Explosive Boat

Unmanned boats loaded with heavy explosives. They constantly lose HP over time, and will violently detonate when destroyed, dealing heavy physical and
[[folder:Skimming Sea Drifter]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_skimmingseadrifter.png]]

A Seaborn capable of gliding above the water, having evolved the ability to fly. Attacks inflict
Corrosion damage in an area.
damage.



* AchillesHeel: The Silence status effect completely neutralizes their threat, preventing them from exploding on death.

to:


* AchillesHeel: The Silence As Sea Drifters aren't actually flying enemies but have the Low-Altitude Hovering trait, Stun, Freeze, and Sleep status effect completely neutralizes effects will cause them to permanently lose both their threat, preventing flight and ranged attack.
* ArtificialStupidity: Some operations have
them from exploding on death.pathing over holes... a path they'll follow even if they've lost their Low-Altitude Hovering, often resulting in [[DisneyDeath them plummeting to their doom]].



[[folder:Competition Transport Vessel]]

An unmanned boat carrying supplies for the Dossoles Warrior Championship. It's a friendly unit that is prioritized by enemies in range, but will deduct 2 Life Points if destroyed.

to:

[[folder:Competition Transport Vessel]]

An unmanned boat carrying supplies for
[[folder:Chest Seaborn]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_chestseaborn.png]]

A Seaborn often used by
the Dossoles Warrior Championship. It's a friendly unit that is prioritized by enemies in range, but Church of the Deep as booby traps to protect their hideouts. Disguised as treasure chests, will deduct 2 Life Points reveal true form when attacked and does not cost life seals if destroyed.
allowed to enter a Protection Objective.



* ChestMonster: The Seaborn version of these, as they're disguised as a regular chest until attacked. To compensate for being more difficult to kill and potentially running away with the loot, Chest Seaborn drop 10 Originium ingots comparing to a regular chest's 2 or a spiked chest's 4.



!Kjerag Units
!!! Kjeragian hunters and Karlan Commercial militia (introduced in ''Break the Ice'')

[[folder: Clawbeast]]
->'''Other variations:''' Ferocious Clawbeast
Wild beasts that are native to the cold wilderness of Kjerag. Gains status resistance.

to:

!Kjerag ! Minosian Units
!!! Kjeragian hunters and Karlan Commercial militia Hymnoi training instructors (introduced in ''Break ''Hymnoi Wisdom'')
[[folder:Hymnoi Hero]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_hymnoihero.png]]

One of
the Ice'')

[[folder: Clawbeast]]
->'''Other variations:''' Ferocious Clawbeast
Wild beasts that are native to
instructors at the cold wilderness Hymnoi Training Base. Although optional to kill, they require 3 units to block, passively give regeneration to all enemies while alive, and can throw smoke bombs to deal Arts damage and reduce the block count of Kjerag. Gains status resistance.
Operators. Defeating them spawns a permanent ally healing zone on their site of defeat.






[[folder: Frigid]]
->'''Other variations:''' Frigid AS.T
Custom drones modified for operation in sub-zero temperatures for Karlan Trade. Gains status resistance.

to:

[[folder: Frigid]]
->'''Other variations:''' Frigid AS.T
Custom drones modified for operation
[[folder:Hymnoi Warrior]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_hymnoiwarrior.png]]

One of the warriors at the Hymnoi Training Base. Although optional to kill, they start battle with a shield that makes them immune to all damage and most negative effects, can draw aggro from Operators, passively reduce the DEF of all friendly units while alive, and can call
in sub-zero temperatures for Karlan Trade. Gains status resistance.
a rain of arrows in retaliation to being hit.






[[folder: Icefield Warrior]]
->'''Other variations:''' Icefield Warrior Leader
Warriors proficient in icefield combat. Long periods of living on the icefields have tempered their will and physique.

to:

[[folder: Icefield Warrior]]
! Bolivar Units

!!! Dossoles workers (introduced in ''Dossoles Holiday'')


[[folder:Diver]]
->'''Other variations:''' Icefield Warrior Diver Leader
Warriors proficient in icefield combat. Long periods of living on the icefields have tempered their Trained divers armed with crossbows. They're immune to Erosion from being underwater, and will additionally gain invisiblity and physique.
bonus ATK when submerged.



* SuperNotDrowningSkills: Justified; they're wearing scuba equipment, and as such do not take damage from swimming in water.



[[folder: Icefield Hunter]]
->'''Other variations:''' Icefield Hunter Leader
Hunters living on the icefields who were skilled in hunting the weakest link of the group. They prioritize attacking the target with the lowest DEF.

to:

[[folder: Icefield Hunter]]
[[folder:Delinquent]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_avg_npc_195.png]]
->'''Other variations:''' Icefield Hunter Leader
Hunters living on the icefields who were skilled in hunting the weakest link of the group.
Delinquent Boss

Average Dossoles criminals, eager to join a fight.
They prioritize attacking the target with the lowest DEF.
gain physical evasion when not blocked.






[[folder: Icefield Arts Fighter]]
->'''Other variations:''' Icefield Arts Guard
Special warriors who use both Arts swords and their bodies as weapons. They loses HP when shifted and deals Arts damage and inflicting Cold status to all surrounding units after defeated.

to:

[[folder: Icefield Arts Fighter]]
[[folder:Dockworker]]
->'''Other variations:''' Icefield Arts Guard
Special warriors
Dockworker Leader

Burly sailors
who use both Arts swords have significant strength and their bodies as weapons. They loses HP when shifted and deals Arts can stun Operators every four attacks. However, they'll also take massively increased damage and inflicting Cold status to all surrounding units after defeated.
from Erosion.



* AnchorsAway: They lug one of these bad boys as their weapon.
* SuperDrowningSkills: They take ''far more'' damage than other enemies while submerged in water, to the point that submerging them will usually kill them in seconds.



[[folder: Icefield Caster]]
->'''Other variations:''' Icefield Caster Leader
Hermits who intense themselves in researching ice Arts. Gains status resistance, attack two targets at once and inflict Cold status on the third attack.

to:

[[folder: Icefield [[folder:Tidal Caster]]
->'''Other variations:''' Icefield Caster Leader
Hermits who intense themselves in researching ice Arts. Gains status resistance, attack two targets at once
Tidal Leader

Casters employed to control the tides of Dossoles' artificial sea. Their Arts attacks do splash damage to adjacent units
and inflict Cold status on the third attack.
large amounts of Corrosion damage.






[[folder: Icefield Berserker]]
->'''Other variations:''' Icefield Berserker Leader
Proud berserkers that find joy and excitement in the harsh cold environment. Gains status resistance and increases damage to Frozen targets.

to:

[[folder: Icefield Berserker]]
[[folder:Caster Speedboat]]
->'''Other variations:''' Icefield Berserker Leader
Proud berserkers
Tidal Leader Speedboat

A Tidal Caster riding a speedboat
that find joy and excitement in the harsh cold environment. Gains status resistance allows them to traverse water unobstructed and increases damage to Frozen targets.
their stats. If the speedboat is destroyed, the Caster will dismount and continue on.






[[folder: Tschäggättä]]
->'''Other variations:''' Tschäggättä Leader
Elite soldiers named after a monster in Kjeragian folklore who were directly under [=SilverAsh=]'s command during his time in Victoria. Gains status resistance, increases ATK during snowfall and decreases the target's DEF in each attack.

to:

[[folder: Tschäggättä]]
[[folder:Dockworker Motorboat]]
->'''Other variations:''' Tschäggättä Leader
Elite soldiers named after a monster in Kjeragian folklore who were directly under [=SilverAsh=]'s command during his time in Victoria. Gains status resistance, increases ATK during snowfall
Dockworker Leader Motorboat

Dockworkers piloting heavy-duty screwboats that deal heavy collision damage on contact
and decreases can only be blocked by units with 3 block or higher. If the target's DEF in each attack.
motorboat is destroyed, the Dockworker will dismount and carry on.






!Gaul Units

!!!Crimson Troupe members (introduced in ''Phantom and Crimson Solitaire'')

[[folder:Derisive Audience]]
Fanatics who have been totally brainwashed by the Crimson Troupe. They have above-average stats and can inflict Nervous Impairment on hit.

to:

!Gaul Units

!!!Crimson Troupe members (introduced in ''Phantom and Crimson Solitaire'')

[[folder:Derisive Audience]]
Fanatics who have been totally brainwashed by the Crimson Troupe.
[[folder:Unmanned Explosive Boat]]
->'''Other variations:''' Unmanned Heavy Explosive Boat, Pancho's Explosive Boat

Unmanned boats loaded with heavy explosives.
They have above-average stats constantly lose HP over time, and can inflict Nervous Impairment on hit.will violently detonate when destroyed, dealing heavy physical and Corrosion damage in an area.



* AchillesHeel: The Silence status effect completely neutralizes their threat, preventing them from exploding on death.



[[folder:Scarlet Singer]]
A Troupe singer who grows more agitated the more they're attacked. Their Arts inflict Nervous Impairment, and they can temporarily double the attack speed of all enemies on the field each time they take 20 hits.

to:

[[folder:Scarlet Singer]]
A Troupe singer who grows more agitated
[[folder:Competition Transport Vessel]]

An unmanned boat carrying supplies for
the more they're attacked. Their Arts inflict Nervous Impairment, and they can temporarily double the attack speed of all Dossoles Warrior Championship. It's a friendly unit that is prioritized by enemies on the field each time they take 20 hits.
in range, but will deduct 2 Life Points if destroyed.



* BrownNote: Their attack causes Nervous Impairment, which deals a nasty amount of true damage - along with stunning your operators - should it reach its maximum threshold.

to:

* BrownNote: Their attack causes Nervous Impairment, which deals a nasty amount of true damage - along with stunning your operators - should it reach its maximum threshold.



[[folder:"Small Surprise"]]
A floating "gift" given to the audience of the Crimson Troupe, which induces ecstasy. They don't attack normally, but will drop their payload when shot down to deal Arts damage and Nervous Impairment in an area.

to:

[[folder:"Small Surprise"]]
A floating "gift" given
!Kjerag Units
!!! Kjeragian hunters and Karlan Commercial militia (introduced in ''Break the Ice'')

[[folder: Clawbeast]]
->'''Other variations:''' Ferocious Clawbeast
Wild beasts that are native
to the audience cold wilderness of the Crimson Troupe, which induces ecstasy. They don't attack normally, but will drop their payload when shot down to deal Arts damage and Nervous Impairment in an area.
Kjerag. Gains status resistance.



* AchillesHeel: They do no damage if silenced when shot down, making operators that can inflict the Silence debuff on aerial units (Lappland, Podenco or Ceobe) excellent at neutralizing their threat.



[[folder:Theater Golem]]
A huge contraption that is used mainly for heavy lifting. They can only be blocked by units with 4 or more block, and use devastating attacks that hit all Operators in their surroundings.

to:

[[folder:Theater Golem]]
A huge contraption that is used mainly
[[folder: Frigid]]
->'''Other variations:''' Frigid AS.T
Custom drones modified
for heavy lifting. They can only be blocked by units with 4 or more block, and use devastating attacks that hit all Operators operation in their surroundings.sub-zero temperatures for Karlan Trade. Gains status resistance.



* AmbidextrousSprite: They have a '4' logo on their chest, which becomes inverted when they face left.



!Laterano Units

!!!Pathfinders Soldiers (introduced in ''Guide Ahead'')

[[folder:General]]

to:

!Laterano Units

!!!Pathfinders Soldiers (introduced
[[folder: Icefield Warrior]]
->'''Other variations:''' Icefield Warrior Leader
Warriors proficient
in ''Guide Ahead'')

[[folder:General]]
icefield combat. Long periods of living on the icefields have tempered their will and physique.



* BottomlessMagazines: Hostile 'Gelato Stops' will replenish their special ammunition indefinitely.
* GratuitousLatin: The unit names are all in Latin, fitting with Laterano being a FantasyCounterpartCulture of the Vatican.[[note]]'legionary', 'archer', 'ballista-man', 'skirmisher' and 'envoy'.[[/note]]
* RagtagBunchOfMisfits: The Pathfinders are made up of outcasts from varying races, sharing the same belief that Andoain will lead them to salvation.
* ScrewThisImOuttaHere: Most of them leave Laterano upon Andoain's defeat at the conclusion of "Guide Ahead". The annihilation operation "Chocolate Street" is clearing out the few remnants that started a riot in Laterano.
* WellIntentionedExtremist: Andoain's beliefs and the reason the Pathfinders are formed is this - to force Laterano to give aid to others outside of the country.



[[folder:Pathfinder Legionarius]]
->'''Other variations:''' Pathfinder Legionarius Prefect
A Pathfinders Liberi soldier.

to:

[[folder:Pathfinder Legionarius]]
[[folder: Icefield Hunter]]
->'''Other variations:''' Pathfinder Legionarius Prefect
A Pathfinders Liberi soldier.
Icefield Hunter Leader
Hunters living on the icefields who were skilled in hunting the weakest link of the group. They prioritize attacking the target with the lowest DEF.



[[folder:Pathfinder Sagittarius]]
->'''Other variations:''' Pathfinder Sagittarius Prefect

A Pathfinders Sankta rifleman. Carries one special ammo that doubles the damage of their next attack.

to:

[[folder:Pathfinder Sagittarius]]
[[folder: Icefield Arts Fighter]]
->'''Other variations:''' Pathfinder Sagittarius Prefect

A Pathfinders Sankta rifleman. Carries one special ammo that doubles the
Icefield Arts Guard
Special warriors who use both Arts swords and their bodies as weapons. They loses HP when shifted and deals Arts
damage of their next attack.and inflicting Cold status to all surrounding units after defeated.



[[folder:Pathfinder Artifex]]
->'''Other variations:''' Pathfinder Artifex Prefect

A Pathfinders Sarkaz caster. Carries one special ammo that makes their next attack apply Burn Damage buildup.

to:

[[folder:Pathfinder Artifex]]
[[folder: Icefield Caster]]
->'''Other variations:''' Pathfinder Artifex Prefect

A Pathfinders Sarkaz caster. Carries one special ammo that makes their next
Icefield Caster Leader
Hermits who intense themselves in researching ice Arts. Gains status resistance,
attack apply Burn Damage buildup.two targets at once and inflict Cold status on the third attack.



[[folder:Pathfinder Ballistarius]]
->'''Other variations:''' Pathfinder Ballistarius Prefect

A Pathfinders Liberi heavy weapons specialist. Carries two shells that let them do splash damage against operators from long range.

to:

[[folder:Pathfinder Ballistarius]]
[[folder: Icefield Berserker]]
->'''Other variations:''' Pathfinder Ballistarius Prefect

A Pathfinders Liberi heavy weapons specialist. Carries two shells
Icefield Berserker Leader
Proud berserkers
that let them do splash find joy and excitement in the harsh cold environment. Gains status resistance and increases damage against operators from long range.to Frozen targets.



[[folder:Pathfinder Veles]]
->'''Other variations:''' Pathfinder Veles Prefect

A Pathfinders Sankta rifleman. Acts similar to the Sagittarius, but parachutes into the map instead of spawning from Incursion Points and prioritizes attacking 'Gelato Stops'.

to:

[[folder:Pathfinder Veles]]
[[folder: Tschäggättä]]
->'''Other variations:''' Pathfinder Veles Prefect

A Pathfinders Sankta rifleman. Acts similar to
Tschäggättä Leader
Elite soldiers named after a monster in Kjeragian folklore who were directly under [=SilverAsh=]'s command during his time in Victoria. Gains status resistance, increases ATK during snowfall and decreases
the Sagittarius, but parachutes into the map instead of spawning from Incursion Points and prioritizes attacking 'Gelato Stops'.target's DEF in each attack.



[[folder:Pathfinder Dessert Vendor]]
->'''Other variations:''' Reowned Pathfinder Dessert Vendor

A Pathfinders Sankta soldier disguised as a regular dessert vendor. Spawns with three "Snack Carts" that they periodically launch at the Protection Objective.

to:

[[folder:Pathfinder Dessert Vendor]]
->'''Other variations:''' Reowned Pathfinder Dessert Vendor

A Pathfinders Sankta soldier disguised as a regular dessert vendor. Spawns with three "Snack Carts" that they periodically launch at
!Gaul Units

!!!Crimson Troupe members (introduced in ''Phantom and Crimson Solitaire'')

[[folder:Derisive Audience]]
Fanatics who have been totally brainwashed by
the Protection Objective.Crimson Troupe. They have above-average stats and can inflict Nervous Impairment on hit.



* MightyGlacier: Not particularly fast, but deal a lot of damage through a combination of their attacks and the Snack Carts that they launch.



[[folder:Snack Cart]]
->'''Other variations:''' Luscious Snack Cart

A concealed explosive device disguised as a harmless dessert cart. Explodes to deal Arts and Burn damage when blocked, and does extra damage to 'Gelato Stops'.

to:

[[folder:Snack Cart]]
->'''Other variations:''' Luscious Snack Cart

[[folder:Scarlet Singer]]
A concealed explosive device disguised as a harmless dessert cart. Explodes to deal Troupe singer who grows more agitated the more they're attacked. Their Arts inflict Nervous Impairment, and Burn damage when blocked, and does extra damage to 'Gelato Stops'.they can temporarily double the attack speed of all enemies on the field each time they take 20 hits.



* AchillesHeel: They don't explode if Silenced, making operators like Lappland and Jaye excellent at neutralizing their danger.

to:

* AchillesHeel: They don't explode if Silenced, making BrownNote: Their attack causes Nervous Impairment, which deals a nasty amount of true damage - along with stunning your operators like Lappland and Jaye excellent at neutralizing their danger. - should it reach its maximum threshold.



[[folder:Pathfinder Nuncio]]
An elite Pathfinders Sankta soldier. Carries special ammo that can prevent an operator from attacking and healing.

to:

[[folder:Pathfinder Nuncio]]
An elite Pathfinders Sankta soldier. Carries special ammo that can prevent an operator from attacking
[[folder:"Small Surprise"]]
A floating "gift" given to the audience of the Crimson Troupe, which induces ecstasy. They don't attack normally, but will drop their payload when shot down to deal Arts damage
and healing.Nervous Impairment in an area.



* AchillesHeel: They do no damage if silenced when shot down, making operators that can inflict the Silence debuff on aerial units (Lappland, Podenco or Ceobe) excellent at neutralizing their threat.



!!!Bandits attacking the Sanctilaminium Ambrosii (introduced in ''Hortus de Escapismo'')

[[folder:General]]
* BanditClan: With the exception of the Gnawbeast and Vesperwing being animals living in the depths of the monastery, the other enemies are part of a bandit gang operating in the wastelands that has set their sights on the Sanctilaminium Ambrosii.
* LevelDrain: These enemies introduce the DP steal mechanic, which hampers the player's ability to deploy Operators, close holes with timber and use Holy Statues to calm residents.

to:

!!!Bandits attacking the Sanctilaminium Ambrosii (introduced in ''Hortus de Escapismo'')

[[folder:General]]
* BanditClan: With the exception of the Gnawbeast and Vesperwing being animals living in the depths of the monastery, the other enemies are part of a bandit gang operating in the wastelands
[[folder:Theater Golem]]
A huge contraption
that has set their sights on the Sanctilaminium Ambrosii.
* LevelDrain: These enemies introduce the DP steal mechanic, which hampers the player's ability to deploy Operators, close holes
is used mainly for heavy lifting. They can only be blocked by units with timber 4 or more block, and use Holy Statues to calm residents.devastating attacks that hit all Operators in their surroundings.
----
* AmbidextrousSprite: They have a '4' logo on their chest, which becomes inverted when they face left.



[[folder:Gnawbeast]]
->'''Other variations:''' Starving Gnawbeast

A large Infected rodent living in the monastery.

to:

[[folder:Gnawbeast]]
->'''Other variations:''' Starving Gnawbeast

A large Infected rodent living
!Laterano Units

!!!Pathfinders Soldiers (introduced
in the monastery.''Guide Ahead'')

[[folder:General]]



* DamageOverTime: Their attacks inflict the Bleed status effect which causes the Operator to lose health over time.

to:

* DamageOverTime: Their attacks inflict BottomlessMagazines: Hostile 'Gelato Stops' will replenish their special ammunition indefinitely.
* GratuitousLatin: The unit names are all in Latin, fitting with Laterano being a FantasyCounterpartCulture of
the Bleed status effect which causes Vatican.[[note]]'legionary', 'archer', 'ballista-man', 'skirmisher' and 'envoy'.[[/note]]
* RagtagBunchOfMisfits: The Pathfinders are made up of outcasts from varying races, sharing
the Operator same belief that Andoain will lead them to lose health over time.salvation.
* ScrewThisImOuttaHere: Most of them leave Laterano upon Andoain's defeat at the conclusion of "Guide Ahead". The annihilation operation "Chocolate Street" is clearing out the few remnants that started a riot in Laterano.
* WellIntentionedExtremist: Andoain's beliefs and the reason the Pathfinders are formed is this - to force Laterano to give aid to others outside of the country.



[[folder:Vesperwing]]
->'''Other variations:''' Startled Vesperwing

Infected bats living in the depths of the monastery.

to:

[[folder:Vesperwing]]
[[folder:Pathfinder Legionarius]]
->'''Other variations:''' Startled Vesperwing

Infected bats living in the depths of the monastery.
Pathfinder Legionarius Prefect
A Pathfinders Liberi soldier.



* DamageOverTime: Similar to the Gnawbeast, their attacks also inflict the Bleed status effect.



[[folder:Wasteland Skulker]]
->'''Other variations:''' Elite Wasteland Skulker

Members of the bandit gang, originally pickpockets before they became bandits.

to:

[[folder:Wasteland Skulker]]
[[folder:Pathfinder Sagittarius]]
->'''Other variations:''' Elite Wasteland Skulker

Members of
Pathfinder Sagittarius Prefect

A Pathfinders Sankta rifleman. Carries one special ammo that doubles
the bandit gang, originally pickpockets before they became bandits.damage of their next attack.



* AmbushingEnemy: They swing into the battlefield using ziplines instead of spawning from incursion points like other enemies, which can catch players off-guard.
* FieldPowerEffect: They reduce natural DP regeneration rate when present on the battlefield.
* TheSneakyGuy: Unlike the other bandits, they are invisible until blocked.



[[folder:Wasteland Robber]]
->'''Other variations:''' Elite Wasteland Robber

Members of the bandit gang, specializing in theft due to their lack of combat training.

to:

[[folder:Wasteland Robber]]
[[folder:Pathfinder Artifex]]
->'''Other variations:''' Elite Wasteland Robber

Members of the bandit gang, specializing in theft due to
Pathfinder Artifex Prefect

A Pathfinders Sarkaz caster. Carries one special ammo that makes
their lack of combat training.next attack apply Burn Damage buildup.



* AmbushingEnemy: Similar to the Skulker, they can also spawn in via ziplines.
* AttackItsWeakPoint: They prioritize attacking Holy Statues over operators, unless there is an operator in range with increased taunt level (i.e. MÅ‚ynar).



[[folder:Wasteland Plunderer]]
->'''Other variations:''' Elite Wasteland Plunderer

Members of the bandit gang equipped with heavy gear.

to:

[[folder:Wasteland Plunderer]]
[[folder:Pathfinder Ballistarius]]
->'''Other variations:''' Elite Wasteland Plunderer

Members of the bandit gang equipped with
Pathfinder Ballistarius Prefect

A Pathfinders Liberi
heavy gear.weapons specialist. Carries two shells that let them do splash damage against operators from long range.



* HealThyself: They steal 3 DP and restore 5% of their health every second attack.



[[folder:Bounty Hunter Crossbowman]]
->'''Other variations:''' Bounty Hunter Crossbowman Captain

Bounty hunters equipped with automatic crossbows, they moonlight as bandits when there are no bounties to hunt.

to:

[[folder:Bounty Hunter Crossbowman]]
[[folder:Pathfinder Veles]]
->'''Other variations:''' Bounty Hunter Crossbowman Captain

Bounty hunters equipped with automatic crossbows, they moonlight as bandits when there are no bounties
Pathfinder Veles Prefect

A Pathfinders Sankta rifleman. Acts similar
to hunt.the Sagittarius, but parachutes into the map instead of spawning from Incursion Points and prioritizes attacking 'Gelato Stops'.



* AttackItsWeakPoint: Like Robbers, they also prioritize attacking Holy Statues.
* HerdHittingAttack: They fire a special arrow every third attack that explode in a cross shape and steals 1 DP for every Operator hit by the attack.



[[folder:Bounty Hunter Disruptor]]
->'''Other variations:''' Bounty Hunter Disruptor Captain

Bounty hunters armed with machetes and innate Originium Arts, they moonlight as bandits when there are no bounties to hunt.

to:

[[folder:Bounty Hunter Disruptor]]
[[folder:Pathfinder Dessert Vendor]]
->'''Other variations:''' Bounty Hunter Disruptor Captain

Bounty hunters armed
Reowned Pathfinder Dessert Vendor

A Pathfinders Sankta soldier disguised as a regular dessert vendor. Spawns
with machetes and innate Originium Arts, three "Snack Carts" that they moonlight as bandits when there are no bounties to hunt.periodically launch at the Protection Objective.



* FieldPowerEffect: They reduce the max DP cap by 10 for each Disruptor when they are on the field, making their elimination a priority if the player wishes to deploy more expensive operators.
* MagicKnight: They use some innate Originium Arts in conjunction with their machete, causing their melee attacks to do Arts damage.

to:

* FieldPowerEffect: They reduce the max DP cap by 10 for each Disruptor when they are on the field, making MightyGlacier: Not particularly fast, but deal a lot of damage through a combination of their elimination a priority if the player wishes to deploy more expensive operators.
* MagicKnight: They use some innate Originium Arts in conjunction with their machete, causing their melee
attacks to do Arts damage.and the Snack Carts that they launch.



[[folder:Monastery Inhabitant]]

Civilians living in the Sanctilaminium Ambrosii.

to:

[[folder:Monastery Inhabitant]]

Civilians living in the Sanctilaminium Ambrosii.
[[folder:Snack Cart]]
->'''Other variations:''' Luscious Snack Cart

A concealed explosive device disguised as a harmless dessert cart. Explodes to deal Arts and Burn damage when blocked, and does extra damage to 'Gelato Stops'.



* EscortMission: Unlike the Ursus civilians from chapter 8, inhabitants cannot be attacked directly by enemies. Instead they have a panic meter that fills up over time with enemies in their proximity causing it to fill up faster, and when it's full they run in a preset path towards a Holy Statue on the map. In their panic they can run right into holes, forcing the player to babysit them.

to:

* EscortMission: Unlike the Ursus civilians from chapter 8, inhabitants cannot be attacked directly by enemies. Instead they have a panic meter that fills up over time with enemies in AchillesHeel: They don't explode if Silenced, making operators like Lappland and Jaye excellent at neutralizing their proximity causing it to fill up faster, and when it's full they run in a preset path towards a Holy Statue on the map. In their panic they can run right into holes, forcing the player to babysit them.danger.



!Zeruertza Units

!!!Zeruertza Civilians (introduced in ''Ideal City'')

[[folder:Alcohol Lover]]
->'''Other variations:''' Alcohol Association Member

A Durin citizen drunk enough to think they are fighting some evil creature.

to:

!Zeruertza Units

!!!Zeruertza Civilians (introduced in ''Ideal City'')

[[folder:Alcohol Lover]]
->'''Other variations:''' Alcohol Association Member

A Durin citizen drunk enough to think they are fighting some evil creature.
[[folder:Pathfinder Nuncio]]
An elite Pathfinders Sankta soldier. Carries special ammo that can prevent an operator from attacking and healing.




* AchillesHeel: The Silence status effect disables their physical damage evasion, making them much easier to take down.
* AlcoholInducedIdiocy: Their drunkenness makes them think you're an evil creature, hence their attack. It even extends to their mechanics; their paths are often winding, unfocused, and loop over themselves.
* SuspiciouslySpecificDenial: From the Alcohol Association Member's flavor text.
-->''A piss-drunk Durin. "I'm not drunk! Who said I was drunk? Was it you?!"''



[[folder:Lakeside Volunteer]]
->'''Other variations:''' Lakeside Lifeguard

An amateur lifeguard that picked up boxing in lieu of their actual job.

----

* AchillesHeel: Like the Alcohol Lover, their evasion is also disabled when Silenced.
* DrunkenBoxing: Implied. Even if they're not actually drunk, their 100% dodge is similar to the one the Alcohol Lovers have.
* {{Irony}}: The Lakeside Lifeguard's flavor text indicates that despite their title as a lifeguard, they actually can't swim.

to:

[[folder:Lakeside Volunteer]]
->'''Other variations:''' Lakeside Lifeguard

An amateur lifeguard
!!!Bandits attacking the Sanctilaminium Ambrosii (introduced in ''Hortus de Escapismo'')

[[folder:General]]
* BanditClan: With the exception of the Gnawbeast and Vesperwing being animals living in the depths of the monastery, the other enemies are part of a bandit gang operating in the wastelands
that picked up boxing in lieu of has set their actual job.

----

* AchillesHeel: Like
sights on the Alcohol Lover, their evasion is also disabled when Silenced.
Sanctilaminium Ambrosii.
* DrunkenBoxing: Implied. Even if they're not actually drunk, their 100% dodge is similar to LevelDrain: These enemies introduce the one DP steal mechanic, which hampers the Alcohol Lovers have.
* {{Irony}}: The Lakeside Lifeguard's flavor text indicates that despite their title as a lifeguard, they actually can't swim.
player's ability to deploy Operators, close holes with timber and use Holy Statues to calm residents.



[[folder:Sandcastle Builder]]
->'''Other variations:''' Sandcastle Architect

A Durin with an Arts Unit built into their sandcastle tool to protect their sandcastles.

to:

[[folder:Sandcastle Builder]]
[[folder:Gnawbeast]]
->'''Other variations:''' Sandcastle Architect

Starving Gnawbeast

A Durin with an Arts Unit built into their sandcastle tool to protect their sandcastles.
large Infected rodent living in the monastery.




* DisproportionateRetribution: In a sense. In an attempt to deter people from kicking up water in the lake and destroying their sandcastles, these Durins have taken to installing Arts Units into their tools - ones that fire Arts strong enough to actually hurt other people.

to:

\n* DisproportionateRetribution: In a sense. In an attempt to deter people from kicking up water in DamageOverTime: Their attacks inflict the lake and destroying their sandcastles, these Durins have taken Bleed status effect which causes the Operator to installing Arts Units into their tools - ones that fire Arts strong enough to actually hurt other people.lose health over time.



[[folder:Volleyball Serving Cart]]
->'''Other variations:''' Volleyball Spiking Cart

An automated serving cart that fell out of use. Gains ramping ATK every time they attack, but the buff is reset upon receiving status effects.

to:

[[folder:Volleyball Serving Cart]]
[[folder:Vesperwing]]
->'''Other variations:''' Volleyball Spiking Cart

An automated serving cart that fell out of use. Gains ramping ATK every time they attack, but
Startled Vesperwing

Infected bats living in
the buff is reset upon receiving status effects.
depths of the monastery.




* AchillesHeel: Negative status effects (stun, cold, freeze) immediately reset their ATK ramp up stacks. Immobilize effects will also prevent them from ramping up in the first place.
* DisproportionateRetribution: The Volleyball Spiking Cart's flavor text indicates that these carts were designed for the purpose of taking revenge on someone by spiking volleyballs at people to ruin their matches - given they can do this hard enough to ''kill'' operators (or at least knock them out), this likely counts.
* GatheringSteam: Much like the Nethersea Reefbreakers, these carts gain ramping up ATK every time they attack.

to:

\n* AchillesHeel: Negative DamageOverTime: Similar to the Gnawbeast, their attacks also inflict the Bleed status effects (stun, cold, freeze) immediately reset their ATK ramp up stacks. Immobilize effects will also prevent them from ramping up in the first place.
* DisproportionateRetribution: The Volleyball Spiking Cart's flavor text indicates that these carts were designed for the purpose of taking revenge on someone by spiking volleyballs at people to ruin their matches - given they can do this hard enough to ''kill'' operators (or at least knock them out), this likely counts.
* GatheringSteam: Much like the Nethersea Reefbreakers, these carts gain ramping up ATK every time they attack.
effect.



[[folder:Full Metal Surfing Instructor]]
->'''Other variations:''' Alloy Surfing Instructor
A robot designed to teach surfing. Cannot be run over by Self-Driving Carts.

to:

[[folder:Full Metal Surfing Instructor]]
[[folder:Wasteland Skulker]]
->'''Other variations:''' Alloy Surfing Instructor
A robot designed to teach surfing. Cannot be run over by Self-Driving Carts.
Elite Wasteland Skulker

Members of the bandit gang, originally pickpockets before they became bandits.




* NoSell: Self-Driving Carts are stopped when they collide with these guys instead of passing through them like other Durin enemies.
* OxymoronicBeing: A surfing instructor that is unable to float in the water, and still rusts easily despite its anti-rust coating.
* StoneWall: Take reduced physical and Arts damage if not blocked.

to:

\n* NoSell: Self-Driving Carts are stopped when they collide with these guys AmbushingEnemy: They swing into the battlefield using ziplines instead of passing through them spawning from incursion points like other Durin enemies.
enemies, which can catch players off-guard.
* OxymoronicBeing: A surfing instructor that is unable to float in FieldPowerEffect: They reduce natural DP regeneration rate when present on the water, and still rusts easily despite its anti-rust coating.
battlefield.
* StoneWall: Take reduced physical and Arts damage if not TheSneakyGuy: Unlike the other bandits, they are invisible until blocked.



[[folder:Fully-Enclosed Beach Buggy]]
->'''Other variations:''' Competitive-Grade Beach Buggy
A transport buggy for carrying exhausted beachgoers around. Can only be blocked with operators having 3 block or higher, picks up other Durin enemies when it travels over them and drops them when it dies.

to:

[[folder:Fully-Enclosed Beach Buggy]]
[[folder:Wasteland Robber]]
->'''Other variations:''' Competitive-Grade Beach Buggy
A transport buggy for carrying exhausted beachgoers around. Can only be blocked with operators having 3 block or higher, picks up other Durin enemies when it travels over them and drops them when it dies.
Elite Wasteland Robber

Members of the bandit gang, specializing in theft due to their lack of combat training.




* LightningBruiser: These buggies are both fast and durable, and protects the enemies inside them from taking damage until they die.

to:

\n* LightningBruiser: These buggies are both fast and durable, and protects AmbushingEnemy: Similar to the enemies inside them from taking damage until Skulker, they die.can also spawn in via ziplines.
* AttackItsWeakPoint: They prioritize attacking Holy Statues over operators, unless there is an operator in range with increased taunt level (i.e. MÅ‚ynar).



[[folder:Mead-Grade Waker-Upper]]
->'''Other variations:''' Whiskey-Grade Waker-Upper
A water cannon truck for the purpose of waking up drunkards by splashing them with water. Gains massively increased ATK and ASPD for a while upon the first time taking damage.

to:

[[folder:Mead-Grade Waker-Upper]]
[[folder:Wasteland Plunderer]]
->'''Other variations:''' Whiskey-Grade Waker-Upper
A water cannon truck for
Elite Wasteland Plunderer

Members of
the purpose of waking up drunkards by splashing them bandit gang equipped with water. Gains massively increased ATK and ASPD for a while upon the first time taking damage.
heavy gear.




to:

* HealThyself: They steal 3 DP and restore 5% of their health every second attack.
[[/folder]]

[[folder:Bounty Hunter Crossbowman]]
->'''Other variations:''' Bounty Hunter Crossbowman Captain

Bounty hunters equipped with automatic crossbows, they moonlight as bandits when there are no bounties to hunt.
----
* AttackItsWeakPoint: Like Robbers, they also prioritize attacking Holy Statues.
* HerdHittingAttack: They fire a special arrow every third attack that explode in a cross shape and steals 1 DP for every Operator hit by the attack.
[[/folder]]

[[folder:Bounty Hunter Disruptor]]
->'''Other variations:''' Bounty Hunter Disruptor Captain

Bounty hunters armed with machetes and innate Originium Arts, they moonlight as bandits when there are no bounties to hunt.
----
* FieldPowerEffect: They reduce the max DP cap by 10 for each Disruptor when they are on the field, making their elimination a priority if the player wishes to deploy more expensive operators.
* MagicKnight: They use some innate Originium Arts in conjunction with their machete, causing their melee attacks to do Arts damage.
[[/folder]]

[[folder:Monastery Inhabitant]]

Civilians living in the Sanctilaminium Ambrosii.

----
* EscortMission: Unlike the Ursus civilians from chapter 8, inhabitants cannot be attacked directly by enemies. Instead they have a panic meter that fills up over time with enemies in their proximity causing it to fill up faster, and when it's full they run in a preset path towards a Holy Statue on the map. In their panic they can run right into holes, forcing the player to babysit them.
[[/folder]]

!Zeruertza Units

!!!Zeruertza Civilians (introduced in ''Ideal City'')

[[folder:Alcohol Lover]]
->'''Other variations:''' Alcohol Association Member

A Durin citizen drunk enough to think they are fighting some evil creature.

----

* AchillesHeel: The Silence status effect disables their physical damage evasion, making them much easier to take down.
* AlcoholInducedIdiocy: Their drunkenness makes them think you're an evil creature, hence their attack. It even extends to their mechanics; their paths are often winding, unfocused, and loop over themselves.
* SuspiciouslySpecificDenial: From the Alcohol Association Member's flavor text.
-->''A piss-drunk Durin. "I'm not drunk! Who said I was drunk? Was it you?!"''
[[/folder]]

[[folder:Lakeside Volunteer]]
->'''Other variations:''' Lakeside Lifeguard

An amateur lifeguard that picked up boxing in lieu of their actual job.

----

* AchillesHeel: Like the Alcohol Lover, their evasion is also disabled when Silenced.
* DrunkenBoxing: Implied. Even if they're not actually drunk, their 100% dodge is similar to the one the Alcohol Lovers have.
* {{Irony}}: The Lakeside Lifeguard's flavor text indicates that despite their title as a lifeguard, they actually can't swim.
[[/folder]]

[[folder:Sandcastle Builder]]
->'''Other variations:''' Sandcastle Architect

A Durin with an Arts Unit built into their sandcastle tool to protect their sandcastles.

----

* DisproportionateRetribution: In a sense. In an attempt to deter people from kicking up water in the lake and destroying their sandcastles, these Durins have taken to installing Arts Units into their tools - ones that fire Arts strong enough to actually hurt other people.
[[/folder]]

[[folder:Volleyball Serving Cart]]
->'''Other variations:''' Volleyball Spiking Cart

An automated serving cart that fell out of use. Gains ramping ATK every time they attack, but the buff is reset upon receiving status effects.

----

* AchillesHeel: Negative status effects (stun, cold, freeze) immediately reset their ATK ramp up stacks. Immobilize effects will also prevent them from ramping up in the first place.
* DisproportionateRetribution: The Volleyball Spiking Cart's flavor text indicates that these carts were designed for the purpose of taking revenge on someone by spiking volleyballs at people to ruin their matches - given they can do this hard enough to ''kill'' operators (or at least knock them out), this likely counts.
* GatheringSteam: Much like the Nethersea Reefbreakers, these carts gain ramping up ATK every time they attack.
[[/folder]]

[[folder:Full Metal Surfing Instructor]]
->'''Other variations:''' Alloy Surfing Instructor
A robot designed to teach surfing. Cannot be run over by Self-Driving Carts.

----

* NoSell: Self-Driving Carts are stopped when they collide with these guys instead of passing through them like other Durin enemies.
* OxymoronicBeing: A surfing instructor that is unable to float in the water, and still rusts easily despite its anti-rust coating.
* StoneWall: Take reduced physical and Arts damage if not blocked.
[[/folder]]

[[folder:Fully-Enclosed Beach Buggy]]
->'''Other variations:''' Competitive-Grade Beach Buggy
A transport buggy for carrying exhausted beachgoers around. Can only be blocked with operators having 3 block or higher, picks up other Durin enemies when it travels over them and drops them when it dies.

----

* LightningBruiser: These buggies are both fast and durable, and protects the enemies inside them from taking damage until they die.
[[/folder]]

[[folder:Mead-Grade Waker-Upper]]
->'''Other variations:''' Whiskey-Grade Waker-Upper
A water cannon truck for the purpose of waking up drunkards by splashing them with water. Gains massively increased ATK and ASPD for a while upon the first time taking damage.

----

Added: 770

Changed: 378

Removed: 427

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!!! Sarkaz Royal Court (Introduced in Chapter 10)

to:

!!! Sarkaz Royal Crimson Court and the Sanguinarch's creations (Introduced in Chapter 10)
Episode 10 and 13)



* TheCorrupter: The enemies in chapter 11 introduce a new mechanic called "Corruption", which is an aura that deals Pure DamageOverTime to nearby player units.
* HoistByHisOwnPetard: Enemies in chapter 10 are not immune to damage from Londinium artillery shots, which makes intentionally getting your operator hit by the artillery a viable way to kill these enemies - especially the StoneWall reborn creations and the invisible engineering drones.
* ManaBurn: Some enemies inflict Necrosis damage buildup, which drains the SP of affected operators in addition to causing damage over time.

to:

* TheCorrupter: The enemies in chapter 11 introduce a new mechanic called "Corruption", which is an aura that deals Pure DamageOverTime to nearby player units.
* HoistByHisOwnPetard: Enemies in chapter 10 and 13 are not immune to damage from Londinium artillery shots, which makes intentionally getting your operator hit by the artillery a viable way to kill these enemies - especially the StoneWall reborn creations and the invisible engineering drones.
* ManaBurn: Some enemies inflict Necrosis damage buildup, which drains the SP of affected operators in addition to causing damage over time.
drones.


Added DiffLines:

!!! Members of the Nachzehrer Army (Introduced in Episode 11)

[[folder:General]]
* AllYourBaseAreBelongToUs: Much like the Crimson Court, these enemies are also occupying Londinium under orders of the Royal Court.
* TheCorrupter: The enemies in chapter 11 introduce a new mechanic called "Corruption", which is an aura that deals Pure DamageOverTime to nearby player units.
* ManaBurn: Some enemies inflict Necrosis damage buildup, which drains the SP of affected operators in addition to causing damage over time.
[[/folder]]


Added DiffLines:

!!! Followers of the Damazti (Introduced in Episode 12)

[[folder:General]]
* TheSneakyGuy: These Sarkaz soldiers take after the Damazti Cluster's penchant for infiltration, being composed of spies and soldiers trained in the Damazti's Arts.
[[/folder]]
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'''Operators:''' [[Characters/ArknightsVanguards Vanguards]] ([[Characters/ArknightsVanguardsAToM A-M]] | [[Characters/ArknightsVanguardsNToZ N-Z]]) | [[Characters/ArknightsSnipers Snipers]] ([[Characters/ArknightsSnipersAToM A-M]] | [[Characters/ArknightsSnipersNToZ N-Z]]) | [[Characters/ArknightsGuards Guards]] ([[Characters/ArknightsGuardsAToH A-H]] | [[Characters/ArknightsGuardsIToQ I-Q]] | [[Characters/ArknightsGuardsRToZ R-Z]]) | [[Characters/ArknightsDefenders Defenders]] ([[Characters/ArknightsDefendersAToM A-M]] | [[Characters/ArknightsDefendersNToZ N-Z]]) | [[Characters/ArknightsCasters Casters]] ([[Characters/ArknightsCastersAToM A-M]] | [[Characters/ArknightsCastersNToZ N-Z]]) | [[Characters/ArknightsMedics Medics]] ([[Characters/ArknightsMedicsAToM A-M]] | [[Characters/ArknightsMedicsNToZ N-Z]]) | [[Characters/ArknightsSupporters Supporters]] ([[Characters/ArknightsSupportersAToM A-M]] | [[Characters/ArknightsSupportersNToZ N-Z]]) | [[Characters/ArknightsSpecialists Specialists]] ([[Characters/ArknightsSpecialistsAToM A-M]] | [[Characters/ArknightsSpecialistsNToZ N-Z]]) \\

to:

'''Operators:''' [[Characters/ArknightsVanguards Vanguards]] ([[Characters/ArknightsVanguardsAToM A-M]] | [[Characters/ArknightsVanguardsNToZ N-Z]]) | [[Characters/ArknightsSnipers Snipers]] ([[Characters/ArknightsSnipersAToM A-M]] | [[Characters/ArknightsSnipersNToZ N-Z]]) | [[Characters/ArknightsGuards Guards]] ([[Characters/ArknightsGuardsAToH A-H]] | [[Characters/ArknightsGuardsIToQ I-Q]] | [[Characters/ArknightsGuardsRToZ R-Z]]) | [[Characters/ArknightsDefenders Defenders]] ([[Characters/ArknightsDefendersAToM A-M]] | [[Characters/ArknightsDefendersNToZ N-Z]]) | [[Characters/ArknightsCasters Casters]] ([[Characters/ArknightsCastersAToM A-M]] ([[Characters/ArknightsCastersAToG A-G]] | [[Characters/ArknightsCastersHToM H-M]] | [[Characters/ArknightsCastersNToZ N-Z]]) | [[Characters/ArknightsMedics Medics]] ([[Characters/ArknightsMedicsAToM A-M]] | [[Characters/ArknightsMedicsNToZ N-Z]]) | [[Characters/ArknightsSupporters Supporters]] ([[Characters/ArknightsSupportersAToM A-M]] | [[Characters/ArknightsSupportersNToZ N-Z]]) | [[Characters/ArknightsSpecialists Specialists]] ([[Characters/ArknightsSpecialistsAToM A-M]] | [[Characters/ArknightsSpecialistsNToZ N-Z]]) \\
Is there an issue? Send a MessageReason:
Trope was cut/disambiguated due to cleanup


* DropTheHammer: They wield massive sledgehammers, capable of stunning their targets every three attacks.



* DropTheHammer: They wield massive Originium-powered sledgehammers that produce devastating blasts on impact.



* DropTheHammer: These guys will swing their huge sledgehammers at the nearest thing they can find. The hammers' long handles allow them to strike at operators deployed on high ground, making them the first melee units so far to be able to hit ranged tiles.



* DropTheHammer: They wield sledgehammers.

Added: 1200

Changed: 302

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* StickyFingers: Some of the familiars carry man-made items that they picked up off the street or looted from human shops, and Eyjafjalla spent a while in "So Long, Adele" chasing down one that stole random items from passersbys. Dolly even lampshades it early into the event.

to:

* StickyFingers: Some of the familiars carry man-made items that they picked up off the street or looted from human shops, and Eyjafjalla spent a while in "So Long, Adele" chasing down one that stole random items from passersbys.other people. Dolly even lampshades it early into the event.



A sheep familiar wearing aviation gear. Has Low-Altitude Hovering and even though they have no attack by themselves, they can grab on a 'Hearty Heavy' to gain a ranged attack.
----
* AchillesHeel: Disabling status effects (stun, frozen, sleep) will cause the Aviator to lose its Low-Altitude Hovering, becoming a ground unit that uses a melee attack when blocked. This also disables its ability to carry Hearty Heavies.
* DisneyDeath: Their path in some operations take them over bottomless pits, which can result in the Aviator and its potential Heavy passenger falling to their doom if it receives a disabling status effect while over the pit.
* MaybeMagicMaybeMundane: They are often mistaken for pink clouds by Siestans, leading to legends of pink clouds surrounding the volcano that were often dismissed as exaggerations.



A sheep familiar wearing skating equipment. Invisible until blocked, and can carry a 'Mischievous Rascal' on them which also gives them the ability to spawn Carmine Steam on tiles that they pass through.

to:

A sheep familiar wearing skating equipment. Invisible until blocked, Has invisibility, and can carry a 'Mischievous Rascal' on them which also gives them the ability to spawn Carmine Steam on tiles that they pass through.



* TheSneakyGuy: They are invisible until blocked.



* HelpfulMook: If destroyed when covered in Pure White Steam, they will heal your operators and leave behind a buff. They will explode for Arts damage if destroyed when covered in Carmine Steam, however.

to:

A sheep familiar that hides in the map. Appears as a blur of blue static until covered in Steam, at which point they explode and either heal or inflict Arts damage, plus leaving behind more Steam of the same color.
----
* HelpfulMook: If destroyed when covered in Pure White Steam, they will heal your operators and leave behind a buff. more Pure White Steam. They will explode for Arts damage if destroyed when covered in Carmine Steam, however.


Added DiffLines:

A sheep familiar carrying a witch's gear from a divination shop. Attack up to three operators at a time if standing in Carmine Steam.
----

Added: 115

Changed: 151

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* PiecesOfGod: These are clones of Dolly that developed their own personalities, not unlike the [[spoiler:Sui siblings]].

to:

* PiecesOfGod: These are clones of Dolly that developed their own personalities, not unlike the [[spoiler:Sui siblings]]. The finale of "So Long, Adele" reveals that [[spoiler:their personalities are copies of people that Dolly deemed "interesting" during his long life.]]


Added DiffLines:

A sheep familiar carrying a frisbee. Has a ranged attack and also spawns a Carmine Steam on the spot when defeated.
Is there an issue? Send a MessageReason:
Added example(s)

Added DiffLines:

* PiecesOfGod: These are clones of Dolly that developed their own personalities, not unlike the [[spoiler:Sui siblings]].


Added DiffLines:

----
* BigEater: Is not picky with what it eats, to the point that it will sometimes eat the other familiars and then spit them back out as ammo for their attacks.


Added DiffLines:

Two familiars that got entangled with each other from fighting over cotton candy. Explodes on first attack to deal Arts damage, leaving behind a 'Mischievous Rascal' and a 'Hearty Heavy'.
----
* ActionBomb: Blows up on the first time they attack, dealing Arts damage to whoever is unlucky enough to block them. And unlike some other enemies that also explode on death (i.e. infused Originium slugs), this ''cannot'' be stopped using Silence status effect.
* FlunkyBoss: Spawns a 'Mischievous Rascal' and a 'Hearty Heavy' after death.
* StickyFingers: Both literally (cotton candy is ''sticky'') and also figuratively from their flavor text.
-->''The main reason the Candy House grandpa is so angry is because they snatched his wig off too!''

Added: 792

Changed: 9

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* StickyFingers: Some of the familiars carry man-made items that they picked up off the street or looted from human shops, and Eyjafjalla spent a while in "So Long, Adele" chasing down one that stole random items from passersbys. Dolly even lampshades it early into the event.
-->''You're going to humiliate me. Don't tell people my clones are kleptomaniacs.''



A sheep familiar wearing a traffic cone. Spawns a Carmine Steam on the spot when defeated.



A sheep familiar wearing skating equipment. Invisible until blocked, and can carry a 'Mischievous Rascal' on them which also gives them the ability to spawn Carmine Steam on tiles that they pass through.
----



A large fluffy critter that sometimes unintentionally eats its own kin. Spawns a 'Mischievous Rascal' on first attack, or when defeated.



* HelpfulEnemy: If destroyed when covered in Pure White Steam, they will heal your operators and leave behind a buff. They will explode for Arts damage if destroyed when covered in Carmine Steam, however.

to:

* HelpfulEnemy: HelpfulMook: If destroyed when covered in Pure White Steam, they will heal your operators and leave behind a buff. They will explode for Arts damage if destroyed when covered in Carmine Steam, however.

Added: 416

Changed: 29

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!!! Dolly's familiars (introduced in ''So Long, Adele'')

to:

!!! Dolly's familiars Little Black Sheep (introduced in ''So Long, Adele'')


Added DiffLines:

* KillerRabbit: Despite looking like cute pink-colored sheep, these guys are actually deadly and are just as capable in doing damage to your operators.
* RidiculouslyCuteCritter: They are literally ''pink sheep''.


Added DiffLines:

* HelpfulEnemy: If destroyed when covered in Pure White Steam, they will heal your operators and leave behind a buff. They will explode for Arts damage if destroyed when covered in Carmine Steam, however.

Added: 36414

Changed: 95374

Removed: 39356

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Added example(s)


! Lungmen & Siracusan Units
!!!Siracusan Mafia & Lungmenites (Introduced in ''Code of Brawl'')

[[folder:Sicilian]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_npc_031.png]]
->'''Other variations:''' Elite Sicilian
Basic soldiers who serve in the Siracusan mafia.
----

to:

! Lungmen & Siracusan Units
!!!Siracusan Mafia & Lungmenites (Introduced
!!! Dolly's familiars (introduced in ''Code of Brawl'')

[[folder:Sicilian]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_npc_031.png]]
->'''Other variations:''' Elite Sicilian
Basic soldiers who serve in the Siracusan mafia.
----
''So Long, Adele'')

[[folder:General]]



[[folder:Brawler]]
->'''Other variations:''' Elite Brawler
Siracusan mafiosi who launch flurries of rapid-fire punches.
----
* DeathOfAThousandCuts: Each of their individual punches deal very little damage. The real danger is the sheer rate at which they land these hits on your operators, and with enough of them mobbing your units at once, not even dedicated tanks can survive without some serious Medic support.
* EvilCounterpart: Of Beehunter. In fact they share the same animation frames with her.
* HelpfulMook: With some high level strategy, these enemies can be abused by forcing them to attack Liskarm, who feeds SP to your operators when she gets hit. This is a very effective strategy on some harder stages, such as Contingency Contract.
* RapidFireFisticuffs: Imagine Beehunter but on the enemy side.

to:

[[folder:Brawler]]
[[folder:Hot Spring 'Mischievous Rascal']]
->'''Other variations:''' Elite Brawler
Siracusan mafiosi who launch flurries of rapid-fire punches.
----
* DeathOfAThousandCuts: Each of their individual punches deal very little damage. The real danger is the sheer rate at which they land these hits on your operators, and with enough of them mobbing your units at once, not even dedicated tanks can survive without some serious Medic support.
* EvilCounterpart: Of Beehunter. In fact they share the same animation frames with her.
* HelpfulMook: With some high level strategy, these enemies can be abused by forcing them to attack Liskarm, who feeds SP to your operators when she gets hit. This is a very effective strategy on some harder stages, such as Contingency Contract.
* RapidFireFisticuffs: Imagine Beehunter but on the enemy side.
Hot Spring 'Jolly Rascal'



[[folder:Marksman]]
->'''Other variations:''' Elite Marksman
Siracusan mafiosi who use ranged crossbow attacks. They will prioritize attacking Command Terminals.
----
* AutomaticCrossbows: They wield rapid-fire crossbows that even have drum clips.

to:

[[folder:Marksman]]
[[folder:Fashion Street 'Hearty Heavy']]
->'''Other variations:''' Elite Marksman
Siracusan mafiosi who use ranged crossbow attacks. They will prioritize attacking Command Terminals.
----
* AutomaticCrossbows: They wield rapid-fire crossbows that even have drum clips.
Fashion Street 'Robust Heavy'



[[folder:Bully]]
->'''Other variations:''' Bulldozer
Hulking enemies that pack significant HP, ATK, and DEF while charging at relatively fast speeds. They count as three enemies when it comes to being blocked, and operators with less than 3 block will not be able to block them at all.
----
* TheJuggernaut: They count as 3 enemies to block and can easily bypass frontline blockers occupied with {{Mooks}}. Their presence almost necessitates dedicated 3-block operator behind the line just to stop them.

to:

[[folder:Bully]]
[[folder:Fashion Street 'Ordinary Aviator']]
->'''Other variations:''' Bulldozer
Hulking enemies that pack significant HP, ATK, and DEF while charging at relatively fast speeds. They count as three enemies when it comes to being blocked, and operators with less than 3 block will not be able to block them at all.
----
* TheJuggernaut: They count as 3 enemies to block and can easily bypass frontline blockers occupied with {{Mooks}}. Their presence almost necessitates dedicated 3-block operator behind the line just to stop them.
Fashion Street 'Hyperactive Aviator'



[[folder:Fanatic]]
->'''Other variations:''' Desperate Fanatic
Brutish mobsters that have high HP/ATK/DEF and use their sledgehammers to deliver powerful attacks which can hit ranged tiles. When blocked, they will get a significant ATK boost. Prioritizes attacking Command Terminals.
----
* DropTheHammer: These guys will swing their huge sledgehammers at the nearest thing they can find. The hammers' long handles allow them to strike at operators deployed on high ground, making them the first melee units so far to be able to hit ranged tiles.

to:

[[folder:Fanatic]]
[[folder:Hot Spring 'Wandering Vagrant']]
->'''Other variations:''' Desperate Fanatic
Brutish mobsters that have high HP/ATK/DEF and use their sledgehammers to deliver powerful attacks which can hit ranged tiles. When blocked, they will get a significant ATK boost. Prioritizes attacking Command Terminals.
----
* DropTheHammer: These guys will swing their huge sledgehammers at the nearest thing they can find. The hammers' long handles allow them to strike at operators deployed on high ground, making them the first melee units so far to be able to hit ranged tiles.
Hot Spring 'Wandering Slider'



[[folder:Greytail]]
->'''Other variations:''' Greytail Leader
Hard-hitting mobsters that serve the Rat King. They have a sand shield that massively boosts their DEF while active, and can only be destroyed by a significant amount of Arts damage. Once their shields are down, their speed increases greatly.
----
* BatterUp: They wield metal bats as weapons.
* DeflectorShields: They will enter combat with a sand barrier that gives them a massive amount of physical defense while active, but can be shattered after taking a certain amount of Arts damage.
* MightyGlacier: While their shields are up, they're borderline immune to physical damage and can soak up Arts while hitting very hard in response, but aren't very fast. Once the shield goes down, this turns into FragileSpeedster, as their speed ''hugely'' increases at the cost of being extremely squishy without their barrier.

to:

[[folder:Greytail]]
[[folder:'Big Fella']]
->'''Other variations:''' Greytail Leader
Hard-hitting mobsters that serve the Rat King. They have a sand shield that massively boosts their DEF while active, and can only be destroyed by a significant amount of Arts damage. Once their shields are down, their speed increases greatly.
----
* BatterUp: They wield metal bats as weapons.
* DeflectorShields: They will enter combat with a sand barrier that gives them a massive amount of physical defense while active, but can be shattered after taking a certain amount of Arts damage.
* MightyGlacier: While their shields are up, they're borderline immune to physical damage and can soak up Arts while hitting very hard in response, but aren't very fast. Once the shield goes down, this turns into FragileSpeedster, as their speed ''hugely'' increases at the cost of being extremely squishy without their barrier.
'Big Man'



!!!Famiglia members (introduced in ''Il Siracusano'')

[[folder:General]]
----
* BadassInANiceSuit: They all wear suits to go with their ''mafioso'' image.
* DeadlyEuphemism: The effect that occurs on a filled "Blood Ledger" gauge is called "Asset Liquidation", a.k.a. the ''famiglia'' is out for your head.
* {{Hypocrite}}: Even though the civilians are supposedly under their protection (which is why civilians cause the "Blood Debt" to go up by a big chunk when they die), several mooks can also attack civilians themselves and forcing the player to save them.
* TheMafia: These guys put the ones from "Code of Brawl" to shame.
* ThePowerOfHate: Killing certain ''famiglia'' members or civilians will result in "Blood Debt" being accumulated into the "Blood Ledger" gauge. When the gauge is full, all enemies on the field gain a buff and a [[EliteMook Cleaner]] spawns, symbolizing the ''famiglia'' taking revenge on the one messing around with their members and civilians under their protection.
* PurpleIsPowerful: Several units' special ability effects are purple.

to:

!!!Famiglia members (introduced in ''Il Siracusano'')

[[folder:General]]
----
* BadassInANiceSuit: They all wear suits to go with their ''mafioso'' image.
* DeadlyEuphemism: The effect that occurs on a filled "Blood Ledger" gauge is called "Asset Liquidation", a.k.a. the ''famiglia'' is out for your head.
* {{Hypocrite}}: Even though the civilians are supposedly under their protection (which is why civilians cause the "Blood Debt" to go up by a big chunk when they die), several mooks can also attack civilians themselves and forcing the player to save them.
* TheMafia: These guys put the ones from "Code of Brawl" to shame.
* ThePowerOfHate: Killing certain ''famiglia'' members or civilians will result in "Blood Debt" being accumulated into the "Blood Ledger" gauge. When the gauge is full, all enemies on the field gain a buff and a [[EliteMook Cleaner]] spawns, symbolizing the ''famiglia'' taking revenge on the one messing around with their members and civilians under their protection.
* PurpleIsPowerful: Several units' special ability effects are purple.
[[folder:Urban 'Whirlwind Walker']]
->'''Other variations:''' Urban 'Tornado Trendsetter'



[[folder:Famiglia Soldier]]
->'''Other variations:''' Elite Famiglia Soldier
Low-level mafiosi under the orders of their superiors. Increase "Blood Debt" by a small amount on death.
----
* DeviousDaggers: They wield small knives as personal weapons.

to:

[[folder:Famiglia Soldier]]
->'''Other variations:''' Elite Famiglia Soldier
Low-level mafiosi under the orders of their superiors. Increase "Blood Debt" by a small amount on death.
----
* DeviousDaggers: They wield small knives as personal weapons.
[[folder:'Fluffy Buddy']]



[[folder:Famiglia Crossbowman]]
->'''Other variations:''' Elite Famiglia Crossbowman
Trained snipers armed with crossbows using sophisticated technology. Deal Arts damage during "Asset Liquidation".
----
* MageMarksman: They deal Arts damage when an "Asset Liquidation" is running.
* WouldNotShootACivilian: Inverted. They prioritize attacking Siracusan Civilians over player controlled units.

to:

[[folder:Famiglia Crossbowman]]
[[folder:Fashion Street 'Stellar Caster']]
->'''Other variations:''' Elite Famiglia Crossbowman
Trained snipers armed with crossbows using sophisticated technology. Deal Arts damage during "Asset Liquidation".
----
* MageMarksman: They deal Arts damage when an "Asset Liquidation" is running.
* WouldNotShootACivilian: Inverted. They prioritize attacking Siracusan Civilians over player controlled units.
Fashion Street 'Supernova Caster'



[[folder:Famiglia Cleaner]]
->'''Other variations:''' Famiglia Silent Cleaner
Massively powerful Archosaurian hitmen tasked with delivering "regards" towards those that angered the ''famiglia''. Only spawn when "Asset Liquidation" starts and gain massive buffs in its duration.

to:

[[folder:Famiglia Cleaner]]
! Lungmen & Siracusan Units
!!! Siracusan Mafia & Lungmenites (Introduced in ''Code of Brawl'')

[[folder:Sicilian]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_npc_031.png]]
->'''Other variations:''' Famiglia Silent Cleaner
Massively powerful Archosaurian hitmen tasked with delivering "regards" towards those that angered
Elite Sicilian
Basic soldiers who serve in
the ''famiglia''. Only spawn when "Asset Liquidation" starts and gain massive buffs in its duration.Siracusan mafia.



* EliteMook: They have high base stats plus the bonuses they receive during "Asset Liquidation".
* {{Expy}}: The Famiglia Cleaner is a bald, pale, suit-wearing hitman with a prominent barcode motif, armed with a silver pistol (crossbow) and carrying a silver briefcase. He's a master of stealth and infiltration, being literally invisible to your Operators until blocked. He's an incredibly proficient killer, legendary in the underworld, with a name that everyone knows but only the bravest dare speak. In other words, he's the Terran [[Franchise/{{Hitman}} Agent 47]].
* GatheringSteam: If they are alive when a second "Asset Liquidation" starts, they will gain even more stats over the ones from the first Liquidation that spawned them. If not killed for too long and gain multiple buff stacks, Cleaners can easily slaughter their way through the player's defense lineup.
* LightningBruiser: They walk fast, shoot fast, and their shots will ''hurt'' - being able to one shot high ground operators with lower DEF.
* OptionalBoss: These guys don't appear in the enemy roster by default, but only spawn when the "Blood Ledger" gauge hits maximum. They will still deduct life seals if allowed into a Protection Objective, however.
* TheSneakyGuy: They are invisible until blocked.
* WouldNotShootACivilian: Inverted much like the Crossbowmen, Cleaners will target civilians over player operators.



[[folder:Famiglia Intimidator]]
->'''Other variations:''' Famiglia Terrorizer
Strongmen employed by the ''famiglia'' to intimidate others with their stature and smooth-talking, only resorting to violence as a last resort. Draws fire when alive and increase "Blood Debt" by a large amount when defeated.

to:

[[folder:Famiglia Intimidator]]
[[folder:Brawler]]
->'''Other variations:''' Famiglia Terrorizer
Strongmen employed by the ''famiglia'' to intimidate others with their stature and smooth-talking, only resorting to violence as a last resort. Draws fire when alive and increase "Blood Debt" by a large amount when defeated.
Elite Brawler
Siracusan mafiosi who launch flurries of rapid-fire punches.



* TheBigGuy: They serve as this to the ''famiglia''.
* DrawAggro: Operators will prioritize attacking them over other enemies.
* MartialPacifist: Their description surprisingly paints them as this, valuing one's skill in the Siracusan language over raw violence.
* StoneWall: They have good HP and DEF, though their low RES makes them vulnerable to Arts damage.

to:

* TheBigGuy: They serve as this to the ''famiglia''.
* DrawAggro: Operators will prioritize attacking them over other enemies.
* MartialPacifist: Their description surprisingly paints them as this, valuing one's skill in the Siracusan language over raw violence.
* StoneWall: They have good HP and DEF, though
DeathOfAThousandCuts: Each of their low RES makes individual punches deal very little damage. The real danger is the sheer rate at which they land these hits on your operators, and with enough of them vulnerable mobbing your units at once, not even dedicated tanks can survive without some serious Medic support.
* EvilCounterpart: Of Beehunter. In fact they share the same animation frames with her.
* HelpfulMook: With some high level strategy, these enemies can be abused by forcing them
to Arts damage.attack Liskarm, who feeds SP to your operators when she gets hit. This is a very effective strategy on some harder stages, such as Contingency Contract.
* RapidFireFisticuffs: Imagine Beehunter but on the enemy side.



[[folder:Famiglia Caster]]
->'''Other variations:''' Elite Famiglia Caster
''Famiglia'' members trained in the use of Originium Arts. They compensate for their mediocre skill at Arts with the ability to rapidly incite hatred. Can stop attacking to speed up the filling of "Blood Debt".

to:

[[folder:Famiglia Caster]]
[[folder:Marksman]]
->'''Other variations:''' Elite Famiglia Caster
''Famiglia'' members trained in the
Marksman
Siracusan mafiosi who
use of Originium Arts. ranged crossbow attacks. They compensate for their mediocre skill at Arts with the ability to rapidly incite hatred. Can stop will prioritize attacking to speed up the filling of "Blood Debt".Command Terminals.



* InTheHood: They wear hoods instead of the top hats seen on other members.

to:

* InTheHood: AutomaticCrossbows: They wear hoods instead of the top hats seen on other members.wield rapid-fire crossbows that even have drum clips.



[[folder:Famiglia Limo]]
->'''Other variations:''' Famiglia Luxury Limo
Limos used by the ''famiglia'' for transportation. Spawns 3 Famiglia Soldiers if defeated when blocked.

to:

[[folder:Famiglia Limo]]
[[folder:Bully]]
->'''Other variations:''' Famiglia Luxury Limo
Limos used by the ''famiglia'' for transportation. Spawns 3 Famiglia Soldiers if defeated
Bulldozer
Hulking enemies that pack significant HP, ATK, and DEF while charging at relatively fast speeds. They count as three enemies
when blocked.it comes to being blocked, and operators with less than 3 block will not be able to block them at all.



* FlunkyBoss: If they are defeated when blocked, they leave behind 3 Famiglia Soldiers that continue on the Limo's path.

to:

* FlunkyBoss: If they are defeated when blocked, they leave TheJuggernaut: They count as 3 enemies to block and can easily bypass frontline blockers occupied with {{Mooks}}. Their presence almost necessitates dedicated 3-block operator behind 3 Famiglia Soldiers that continue on the Limo's path.line just to stop them.



[[folder:Famiglia Capo]]
->'''Other variations:''' Famiglia Heavy Capo
A [[https://en.wikipedia.org/wiki/Caporegime caporegime]] of the ''famiglia''. Increases "Blood Debt" if any ''famiglia'' member is defeated in a radius around them.

to:

[[folder:Famiglia Capo]]
[[folder:Fanatic]]
->'''Other variations:''' Famiglia Heavy Capo
A [[https://en.wikipedia.org/wiki/Caporegime caporegime]] of the ''famiglia''. Increases "Blood Debt" if any ''famiglia'' member is defeated in
Desperate Fanatic
Brutish mobsters that have high HP/ATK/DEF and use their sledgehammers to deliver powerful attacks which can hit ranged tiles. When blocked, they will get
a radius around them.significant ATK boost. Prioritizes attacking Command Terminals.



* MagicKnight: They emit noxious smoke that deals Arts damage as their melee attack.
* ThisBananaIsArmed: Their weapon is concealed inside their cigar.

to:

* MagicKnight: They emit noxious smoke that deals Arts damage as DropTheHammer: These guys will swing their huge sledgehammers at the nearest thing they can find. The hammers' long handles allow them to strike at operators deployed on high ground, making them the first melee attack.
* ThisBananaIsArmed: Their weapon is concealed inside their cigar.
units so far to be able to hit ranged tiles.



[[folder:Siracusan Civilian]]
Normal civilians that got mixed up into the fighting on the street. Does not deplete Life Seals if allowed to escape, reduce "Blood Debt" when alive but increase it by a large amount on death.

to:

[[folder:Siracusan Civilian]]
Normal civilians
[[folder:Greytail]]
->'''Other variations:''' Greytail Leader
Hard-hitting mobsters
that got mixed up into serve the fighting on the street. Does not deplete Life Seals if allowed to escape, reduce "Blood Debt" when alive but increase it Rat King. They have a sand shield that massively boosts their DEF while active, and can only be destroyed by a large significant amount on death.of Arts damage. Once their shields are down, their speed increases greatly.



* EscortMission: Players are encouraged to keep them alive since they will reduce "Blood Debt" when alive on the field.
* VideoGameCrueltyPunishment: They do not deduct Life Seals when killed unlike Ursus Civilians. However, their death increases the "Blood Debt" by a huge amount, which can be potentially game-ending if a Cleaner chews through the player's defenses.

to:

* EscortMission: Players are encouraged to keep BatterUp: They wield metal bats as weapons.
* DeflectorShields: They will enter combat with a sand barrier that gives
them alive since they will reduce "Blood Debt" when alive on the field.
a massive amount of physical defense while active, but can be shattered after taking a certain amount of Arts damage.
* VideoGameCrueltyPunishment: They do not deduct Life Seals when killed unlike Ursus Civilians. However, MightyGlacier: While their death shields are up, they're borderline immune to physical damage and can soak up Arts while hitting very hard in response, but aren't very fast. Once the shield goes down, this turns into FragileSpeedster, as their speed ''hugely'' increases at the "Blood Debt" by a huge amount, which can be potentially game-ending if a Cleaner chews through the player's defenses.cost of being extremely squishy without their barrier.



!!!Famiglia members (introduced in ''Il Siracusano'')

[[folder:General]]



! Leithanien Units
!!! Rioters & Mudrock's Squad (Introduced in ''Twilight of Wolumonde'')
[[folder:Leithanien Rebel]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_npc_067.png]]
->'''Other variations:''' Leithanien Rebel Leader
Rioters wielding Arts swords. Their lack of training makes them weaker than the Reunion Arts Guards.
----
* ArmorPiercingAttack: Their Arts damage ignores DEF and targets RES instead.
* MagicKnight: Their swords deal Arts damage.

to:

! Leithanien Units
!!! Rioters & Mudrock's Squad (Introduced in ''Twilight of Wolumonde'')
[[folder:Leithanien Rebel]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_npc_067.png]]
->'''Other variations:''' Leithanien Rebel Leader
Rioters wielding Arts swords. Their lack of training makes them weaker than
* BadassInANiceSuit: They all wear suits to go with their ''mafioso'' image.
* DeadlyEuphemism: The effect that occurs on a filled "Blood Ledger" gauge is called "Asset Liquidation", a.k.a.
the Reunion Arts Guards.
----
''famiglia'' is out for your head.
* ArmorPiercingAttack: Their Arts damage ignores DEF {{Hypocrite}}: Even though the civilians are supposedly under their protection (which is why civilians cause the "Blood Debt" to go up by a big chunk when they die), several mooks can also attack civilians themselves and targets RES instead.
forcing the player to save them.
* MagicKnight: Their swords deal Arts damage.TheMafia: These guys put the ones from "Code of Brawl" to shame.
* ThePowerOfHate: Killing certain ''famiglia'' members or civilians will result in "Blood Debt" being accumulated into the "Blood Ledger" gauge. When the gauge is full, all enemies on the field gain a buff and a [[EliteMook Cleaner]] spawns, symbolizing the ''famiglia'' taking revenge on the one messing around with their members and civilians under their protection.
* PurpleIsPowerful: Several units' special ability effects are purple.



[[folder:Leithanien Whisperer]]
->'''Other variations:''' Leithanien Psalmist
Extra-long-ranged casters who can also "contest" Gramophones in an attempt to capture them.

to:

[[folder:Leithanien Whisperer]]
[[folder:Famiglia Soldier]]
->'''Other variations:''' Leithanien Psalmist
Extra-long-ranged casters who can also "contest" Gramophones in an attempt to capture them.
Elite Famiglia Soldier
Low-level mafiosi under the orders of their superiors. Increase "Blood Debt" by a small amount on death.



* ChainPain: Different from the Sarkaz Casters in that instead of trying to bind and ensnare operators, they would use this to try and take control of Gramophones.
* MagicStaff: Wields one of these, both for ranged Arts attack and to take control of Gramophones.

to:

* ChainPain: Different from the Sarkaz Casters in that instead of trying to bind and ensnare operators, they would use this to try and take control of Gramophones.
* MagicStaff: Wields one of these, both for ranged Arts attack and to take control of Gramophones.
DeviousDaggers: They wield small knives as personal weapons.



[[folder:Winterwisp Blood Shaman]]
->'''Other variations:''' Winterwisp Blood Magister
Powerful Leithanian berserkers that pack high stats and potent Arts attacks in exchange for losing HP over time. Upon death, they will explode in a powerful Arts burst that also instantly captures any Gramophones in range.

to:

[[folder:Winterwisp Blood Shaman]]
[[folder:Famiglia Crossbowman]]
->'''Other variations:''' Winterwisp Blood Magister
Powerful Leithanian berserkers that pack high stats and potent
Elite Famiglia Crossbowman
Trained snipers armed with crossbows using sophisticated technology. Deal
Arts attacks in exchange for losing HP over time. Upon death, they will explode in a powerful Arts burst that also instantly captures any Gramophones in range.damage during "Asset Liquidation".



* ActionBomb: Upon death, they will deal 200% ''Arts'' damage to the surrounding tiles, which can also take complete control of any Gramophones in range.
* LivingOnBorrowedTime: Their HP will slowly drain over time.

to:

* ActionBomb: Upon death, they will MageMarksman: They deal 200% ''Arts'' Arts damage to the surrounding tiles, which can also take complete control of any Gramophones in range.
when an "Asset Liquidation" is running.
* LivingOnBorrowedTime: Their HP will slowly drain WouldNotShootACivilian: Inverted. They prioritize attacking Siracusan Civilians over time.player controlled units.



[[folder:Mudrock Matterllurgist]]
->'''Other variations:''' Mudrock Matterllurgist Leader
Ranged physical units commanded by Mudrock. They will prioritize foes capturing Gramophones.

to:

[[folder:Mudrock Matterllurgist]]
[[folder:Famiglia Cleaner]]
->'''Other variations:''' Mudrock Matterllurgist Leader
Ranged physical units commanded by Mudrock. They will prioritize foes capturing Gramophones.
Famiglia Silent Cleaner
Massively powerful Archosaurian hitmen tasked with delivering "regards" towards those that angered the ''famiglia''. Only spawn when "Asset Liquidation" starts and gain massive buffs in its duration.



* EliteMook: They have high base stats plus the bonuses they receive during "Asset Liquidation".
* {{Expy}}: The Famiglia Cleaner is a bald, pale, suit-wearing hitman with a prominent barcode motif, armed with a silver pistol (crossbow) and carrying a silver briefcase. He's a master of stealth and infiltration, being literally invisible to your Operators until blocked. He's an incredibly proficient killer, legendary in the underworld, with a name that everyone knows but only the bravest dare speak. In other words, he's the Terran [[Franchise/{{Hitman}} Agent 47]].
* GatheringSteam: If they are alive when a second "Asset Liquidation" starts, they will gain even more stats over the ones from the first Liquidation that spawned them. If not killed for too long and gain multiple buff stacks, Cleaners can easily slaughter their way through the player's defense lineup.
* LightningBruiser: They walk fast, shoot fast, and their shots will ''hurt'' - being able to one shot high ground operators with lower DEF.
* OptionalBoss: These guys don't appear in the enemy roster by default, but only spawn when the "Blood Ledger" gauge hits maximum. They will still deduct life seals if allowed into a Protection Objective, however.
* TheSneakyGuy: They are invisible until blocked.
* WouldNotShootACivilian: Inverted much like the Crossbowmen, Cleaners will target civilians over player operators.



[[folder:Mudrock Zealot]]
->'''Other variations:''' Mudrock Zealot Leader
Powerful melee soldiers commanded by Mudrock. They spawn with a shield that protects them from Arts damage, while raising their attack speed and max HP as long as it's active.

to:

[[folder:Mudrock Zealot]]
[[folder:Famiglia Intimidator]]
->'''Other variations:''' Mudrock Zealot Leader
Powerful melee soldiers commanded
Famiglia Terrorizer
Strongmen employed
by Mudrock. They spawn the ''famiglia'' to intimidate others with a shield that protects them from Arts damage, while raising their attack speed stature and max HP smooth-talking, only resorting to violence as long as it's active.a last resort. Draws fire when alive and increase "Blood Debt" by a large amount when defeated.



* DropTheHammer: They wield sledgehammers.
* LightningBruiser: As if their attacks don't hurt more than enough already, they will gain an increase in attack speed while their shield is active.
* StoneWall: They are exorbitantly sturdy, with an A in HP, ATK, and DEF. Despite their RES being lower, that is alleviated by the fact that they have a shield which can protect them from Arts damage, and also happens to increase their HP and ASPD as well.

to:

* DropTheHammer: TheBigGuy: They wield sledgehammers.
serve as this to the ''famiglia''.
* LightningBruiser: As if their attacks don't hurt more than enough already, they DrawAggro: Operators will gain an increase prioritize attacking them over other enemies.
* MartialPacifist: Their description surprisingly paints them as this, valuing one's skill
in attack speed while their shield is active.
the Siracusan language over raw violence.
* StoneWall: They are exorbitantly sturdy, with an A in HP, ATK, and DEF. Despite their RES being lower, that is alleviated by the fact that they have a shield which can protect them from Arts damage, and also happens to increase their good HP and ASPD as well.DEF, though their low RES makes them vulnerable to Arts damage.



[[folder:Mudrock Colossus]]
->'''Other variations:''' Hexed Colossus
A towering stone behemoth summoned by Mudrock's Arts. They're extremely slow but absolutely powerful - packing high defenses, ''monumental'' HP, and enough ATK to instantly kill most targets.

to:

[[folder:Mudrock Colossus]]
[[folder:Famiglia Caster]]
->'''Other variations:''' Hexed Colossus
A towering stone behemoth summoned by Mudrock's
Elite Famiglia Caster
''Famiglia'' members trained in the use of Originium
Arts. They're extremely slow but absolutely powerful - packing high defenses, ''monumental'' HP, and enough ATK They compensate for their mediocre skill at Arts with the ability to instantly kill most targets.rapidly incite hatred. Can stop attacking to speed up the filling of "Blood Debt".



* AchillesHeel: For all their power, they're extremely vulnerable to the Gramophone turrets found on most of their maps, since they deal Arts damage based on a percentage of the target's max HP - meaning that even with their staggering HP values, they'll die about as fast as any other enemy. Controlling the Gramophones is key to beating levels that they're on - but the problem arises when some of the harder stages [[OhCrap don't give you any...]]
* MightyGlacier: Colossi are ridiculously sturdy and they hit ''incredibly hard'', often enough to OneHitKill all but the toughest Defenders, and even then only leaving them with a bare sliver of health left. The only silver lining is that these things are also slow as molasses, leaving them especially vulnerable to being pelted to death by the capturable Gramophone towers, and Slow-type Supporters can hamstring them even further.
* StoneWall: Ones that are literally made out of stone. These Colossi are obscenely tough, boasting a S+ health rating and B-grade DEF and RES. While they can technically be dealt with using a lot of Arts damage, even the toughest operators constantly wailing on them with their skills would only do ScratchDamage at best. The proper procedure when facing these things is to wield Gramophone towers against them, which are very effective against them owing to their PercentDamageAttack.

to:

* AchillesHeel: For all their power, they're extremely vulnerable to the Gramophone turrets found on most of their maps, since they deal Arts damage based on a percentage InTheHood: They wear hoods instead of the target's max HP - meaning that even with their staggering HP values, they'll die about as fast as any top hats seen on other enemy. Controlling the Gramophones is key to beating levels that they're on - but the problem arises when some of the harder stages [[OhCrap don't give you any...]]
* MightyGlacier: Colossi are ridiculously sturdy and they hit ''incredibly hard'', often enough to OneHitKill all but the toughest Defenders, and even then only leaving them with a bare sliver of health left. The only silver lining is that these things are also slow as molasses, leaving them especially vulnerable to being pelted to death by the capturable Gramophone towers, and Slow-type Supporters can hamstring them even further.
* StoneWall: Ones that are literally made out of stone. These Colossi are obscenely tough, boasting a S+ health rating and B-grade DEF and RES. While they can technically be dealt with using a lot of Arts damage, even the toughest operators constantly wailing on them with their skills would only do ScratchDamage at best. The proper procedure when facing these things is to wield Gramophone towers against them, which are very effective against them owing to their PercentDamageAttack.
members.



!!! Witch King Remnants (Introduced in ''Lingering Echoes'')
[[folder:'Street Layabout']]
->'''Other variations:''' Street Drunk
Armed militants disguised as Infected Afterglow civilians. Deals additional Arts damage to operators not connected to Realigned Flux.

to:

!!! Witch King Remnants (Introduced in ''Lingering Echoes'')
[[folder:'Street Layabout']]
[[folder:Famiglia Limo]]
->'''Other variations:''' Street Drunk
Armed militants disguised as Infected Afterglow civilians. Deals additional Arts damage to operators not connected to Realigned Flux.
Famiglia Luxury Limo
Limos used by the ''famiglia'' for transportation. Spawns 3 Famiglia Soldiers if defeated when blocked.



* FlunkyBoss: If they are defeated when blocked, they leave behind 3 Famiglia Soldiers that continue on the Limo's path.



[[folder:'Street Performer']]
->'''Other variations:''' Street Musician
Armed militants disguised as Infected Afterglow civilians. Deals an additional hit to operators not connected to Realigned Flux.

to:

[[folder:'Street Performer']]
[[folder:Famiglia Capo]]
->'''Other variations:''' Street Musician
Armed militants disguised as Infected Afterglow civilians. Deals an additional hit to operators not connected to Realigned Flux.
Famiglia Heavy Capo
A [[https://en.wikipedia.org/wiki/Caporegime caporegime]] of the ''famiglia''. Increases "Blood Debt" if any ''famiglia'' member is defeated in a radius around them.



* MusicalAssassin: They carry a triangle to fire off Leithanien Originium Arts, which is casted through music.
----

to:

* MusicalAssassin: MagicKnight: They carry a triangle to fire off Leithanien Originium Arts, which emit noxious smoke that deals Arts damage as their melee attack.
* ThisBananaIsArmed: Their weapon
is casted through music.
----
concealed inside their cigar.



[[folder:Mass-Produced Colossus]]
->'''Other variations:''' Enhanced Mass-Produced Colossus
An Originium Arts creation designed for breaching through enemy lines. Loses its defenses when standing in Realigned Flux.

to:

[[folder:Mass-Produced Colossus]]
->'''Other variations:''' Enhanced Mass-Produced Colossus
An Originium Arts creation designed for breaching through enemy lines. Loses its defenses
[[folder:Siracusan Civilian]]
Normal civilians that got mixed up into the fighting on the street. Does not deplete Life Seals if allowed to escape, reduce "Blood Debt"
when standing in Realigned Flux.alive but increase it by a large amount on death.



* AchillesHeel: They lose 1000 DEF and 50 RES when they are standing in a Realigned Flux line, making operator positioning crucial for defeating them.

to:

* AchillesHeel: EscortMission: Players are encouraged to keep them alive since they will reduce "Blood Debt" when alive on the field.
* VideoGameCrueltyPunishment:
They lose 1000 DEF and 50 RES do not deduct Life Seals when they are standing in killed unlike Ursus Civilians. However, their death increases the "Blood Debt" by a Realigned Flux line, making operator positioning crucial for defeating them.huge amount, which can be potentially game-ending if a Cleaner chews through the player's defenses.



[[folder:Spire Caster]]
->'''Other variations:''' Battleworn Spire Caster
Casters employed by the Leithanien army specializing in area-of-effect damage.



* HerdHittingAttack: They attack 2 operators at once, and deal splash damage if their target is not connected to a Realigned Flux.

to:

! Leithanien Units
!!! Rioters & Mudrock's Squad (Introduced in ''Twilight of Wolumonde'')
[[folder:Leithanien Rebel]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_npc_067.png]]
->'''Other variations:''' Leithanien Rebel Leader
Rioters wielding Arts swords. Their lack of training makes them weaker than the Reunion Arts Guards.
----
* HerdHittingAttack: They attack 2 operators at once, and deal splash ArmorPiercingAttack: Their Arts damage if their target is not connected to a Realigned Flux.ignores DEF and targets RES instead.
* MagicKnight: Their swords deal Arts damage.



[[folder:Remnant Violinist]]
->'''Other variations:''' Remnant Principal Violinist
Formerly violinists in the Leithanien capital orchestra, these violinists have spent a long time laying low to conceal their status as followers of the Witch King.

to:

[[folder:Remnant Violinist]]
[[folder:Leithanien Whisperer]]
->'''Other variations:''' Remnant Principal Violinist
Formerly violinists in the
Leithanien capital orchestra, these violinists have spent a long time laying low Psalmist
Extra-long-ranged casters who can also "contest" Gramophones in an attempt
to conceal their status as followers of the Witch King.capture them.



* HerdHittingAttack: Their attacks travel along the Realigned Flux, damaging all operators connected to that Flux for half the damage.

to:

* HerdHittingAttack: Their attacks travel along ChainPain: Different from the Realigned Flux, damaging all operators connected to Sarkaz Casters in that Flux instead of trying to bind and ensnare operators, they would use this to try and take control of Gramophones.
* MagicStaff: Wields one of these, both
for half the damage.ranged Arts attack and to take control of Gramophones.



[[folder:Remnant Field Caster]]
->'''Other variations:''' Remnant Elite Field Caster
Formerly composers in the Leithanien capital orchestra, they have turned to researching the Witch King's Originium Arts but without success.

to:

[[folder:Remnant Field Caster]]
[[folder:Winterwisp Blood Shaman]]
->'''Other variations:''' Remnant Elite Field Caster
Formerly composers
Winterwisp Blood Magister
Powerful Leithanian berserkers that pack high stats and potent Arts attacks
in the Leithanien capital orchestra, exchange for losing HP over time. Upon death, they have turned to researching the Witch King's Originium will explode in a powerful Arts but without success.burst that also instantly captures any Gramophones in range.



* ActionBomb: Upon death, they will deal 200% ''Arts'' damage to the surrounding tiles, which can also take complete control of any Gramophones in range.
* LivingOnBorrowedTime: Their HP will slowly drain over time.



[[folder:Remnant Saxophonist]]
->'''Other variations:''' Remnant Official Saxophonist
These failed musicians tried to bribe their way into the Leithanien capital orchestra, and had lost their sanity in the modern day. All that remains is a desire to rip their enemies apart with their music.

to:

[[folder:Remnant Saxophonist]]
[[folder:Mudrock Matterllurgist]]
->'''Other variations:''' Remnant Official Saxophonist
These failed musicians tried to bribe their way into the Leithanien capital orchestra, and had lost their sanity in the modern day. All that remains is a desire to rip their enemies apart with their music.
Mudrock Matterllurgist Leader
Ranged physical units commanded by Mudrock. They will prioritize foes capturing Gramophones.



[[folder:Blackwater Originium Slug]]
->'''Other variations:''' Blackwater Originium Slug α
A type of Originium slug that lives in the sewers of Vyseheim.

to:

[[folder:Blackwater Originium Slug]]
[[folder:Mudrock Zealot]]
->'''Other variations:''' Blackwater Originium Slug α
A type of Originium slug
Mudrock Zealot Leader
Powerful melee soldiers commanded by Mudrock. They spawn with a shield
that lives in the sewers of Vyseheim.protects them from Arts damage, while raising their attack speed and max HP as long as it's active.



* AmbushingEnemy: They don't spawn from Incursion Points like normal enemies, but instead pop out of the ground at set points. This can catch players off guard.
* DeadlyGas: These slugs emit a poisonous fume that has a stronger effect on the Infected than the uninfected, though this is not seen in gameplay. Czerny coughs up blood after inhaling the fumes in "Lingering Echoes".

to:

* AmbushingEnemy: DropTheHammer: They wield sledgehammers.
* LightningBruiser: As if their attacks
don't spawn hurt more than enough already, they will gain an increase in attack speed while their shield is active.
* StoneWall: They are exorbitantly sturdy, with an A in HP, ATK, and DEF. Despite their RES being lower, that is alleviated by the fact that they have a shield which can protect them
from Incursion Points like normal enemies, but instead pop out of the ground at set points. This can catch players off guard.
* DeadlyGas: These slugs emit a poisonous fume that has a stronger effect on the Infected than the uninfected, though this is not seen in gameplay. Czerny coughs up blood after inhaling the fumes in "Lingering Echoes".
Arts damage, and also happens to increase their HP and ASPD as well.



[[folder:Mudrock Colossus]]
->'''Other variations:''' Hexed Colossus
A towering stone behemoth summoned by Mudrock's Arts. They're extremely slow but absolutely powerful - packing high defenses, ''monumental'' HP, and enough ATK to instantly kill most targets.



! Sargon Units
!!! Tiacauh Tribe (Introduced in ''Gavial the Great Chief Returns'')

[[folder:Tiacauh Warrior]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_npc_070.png]]
->'''Other variations:''' Tiacauh Guard
Archosaurus melee fighters who will gain additional DEF while being blocked.
----

to:

! Sargon Units
!!! Tiacauh Tribe (Introduced in ''Gavial
* AchillesHeel: For all their power, they're extremely vulnerable to the Great Chief Returns'')

[[folder:Tiacauh Warrior]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_npc_070.png]]
->'''Other variations:''' Tiacauh Guard
Archosaurus melee fighters who will gain additional DEF while
Gramophone turrets found on most of their maps, since they deal Arts damage based on a percentage of the target's max HP - meaning that even with their staggering HP values, they'll die about as fast as any other enemy. Controlling the Gramophones is key to beating levels that they're on - but the problem arises when some of the harder stages [[OhCrap don't give you any...]]
* MightyGlacier: Colossi are ridiculously sturdy and they hit ''incredibly hard'', often enough to OneHitKill all but the toughest Defenders, and even then only leaving them with a bare sliver of health left. The only silver lining is that these things are also slow as molasses, leaving them especially vulnerable to
being blocked.
----
pelted to death by the capturable Gramophone towers, and Slow-type Supporters can hamstring them even further.
* StoneWall: Ones that are literally made out of stone. These Colossi are obscenely tough, boasting a S+ health rating and B-grade DEF and RES. While they can technically be dealt with using a lot of Arts damage, even the toughest operators constantly wailing on them with their skills would only do ScratchDamage at best. The proper procedure when facing these things is to wield Gramophone towers against them, which are very effective against them owing to their PercentDamageAttack.



[[folder:Tiacauh Lancer]]
->'''Other variations:''' Tiacauh Sniper
Archosaurus warriors who throw ranged spear attacks.

to:

[[folder:Tiacauh Lancer]]
!!! Witch King Remnants (Introduced in ''Lingering Echoes'')
[[folder:'Street Layabout']]
->'''Other variations:''' Tiacauh Sniper
Archosaurus warriors who throw ranged spear attacks.
Street Drunk
Armed militants disguised as Infected Afterglow civilians. Deals additional Arts damage to operators not connected to Realigned Flux.



* ThrowingYourSwordAlwaysWorks: They throw their spears as their ranged attack.



[[folder:Tiacauh Fanatic]]
->'''Other variations:''' Tiacauh Ripper
Archosaurus warriors who wield acid-coated gauntlets, giving them both fast attack speed and the ability to apply a permanent stacking DEF debuff on targets.

to:

[[folder:Tiacauh Fanatic]]
[[folder:'Street Performer']]
->'''Other variations:''' Tiacauh Ripper
Archosaurus warriors who wield acid-coated gauntlets, giving them both fast attack speed and the ability
Street Musician
Armed militants disguised as Infected Afterglow civilians. Deals an additional hit
to apply a permanent stacking DEF debuff on targets.operators not connected to Realigned Flux.



* AntiArmor: Their attacks apply stacked DEF debuffs to their target, much like Acid Originium Slugs.

to:

* AntiArmor: Their attacks apply stacked DEF debuffs MusicalAssassin: They carry a triangle to their target, much like Acid fire off Leithanien Originium Slugs.Arts, which is casted through music.
----



[[folder:Tiacauh Ritualist]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_npc_071.png]]
->'''Other variations:''' Tiacauh Shaman
Archosaurus casters that use Arts attacks. If they are blocked, they will gain increased DEF and start using melee attacks that deal significantly higher physical damage.

to:

[[folder:Tiacauh Ritualist]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_npc_071.png]]
[[folder:Mass-Produced Colossus]]
->'''Other variations:''' Tiacauh Shaman
Archosaurus casters that use
Enhanced Mass-Produced Colossus
An Originium
Arts attacks. If they are blocked, they will gain increased DEF and start using melee attacks that deal significantly higher physical damage.creation designed for breaching through enemy lines. Loses its defenses when standing in Realigned Flux.



* MagicStaff: Not only can they fire ranged Arts attacks with it, but if they get blocked, they will resort to melee attacks with their staff, dealing ''quadruple physical'' damage to your operators.

to:

* MagicStaff: Not only can AchillesHeel: They lose 1000 DEF and 50 RES when they fire ranged Arts attacks with it, but if they get blocked, they will resort to melee attacks with their staff, dealing ''quadruple physical'' damage to your operators.are standing in a Realigned Flux line, making operator positioning crucial for defeating them.



[[folder:Tiacauh Shredder]]
->'''Other variations:''' Tiacauh Annihilator
Elite Archosaurus warriors armed with military equipment that gives them higher stats. They can also periodically destroy nearby mushroom or stump tiles, disabling their effects and making it impossible to deploy units there.

to:

[[folder:Tiacauh Shredder]]
[[folder:Spire Caster]]
->'''Other variations:''' Tiacauh Annihilator
Elite Archosaurus warriors armed with military equipment that gives them higher stats. They can also periodically destroy nearby mushroom or stump tiles, disabling their effects and making it impossible to deploy units there.
Battleworn Spire Caster
Casters employed by the Leithanien army specializing in area-of-effect damage.



* ChainsawGood: Fights with dual buzzsaws.

to:

* ChainsawGood: Fights with dual buzzsaws.HerdHittingAttack: They attack 2 operators at once, and deal splash damage if their target is not connected to a Realigned Flux.



[[folder:Tiacauh Brave]]
->'''Other variations:''' Tiacauh Champion
The strongest of the Tiacauh warriors who only partake in one-on-one duels. If blocked, they will reduce both their own DEF and that of their target by 70%, draw aggro from the blocker, and become immune to all damage outside of that from their opponent.

to:

[[folder:Tiacauh Brave]]
[[folder:Remnant Violinist]]
->'''Other variations:''' Tiacauh Champion
The strongest
Remnant Principal Violinist
Formerly violinists in the Leithanien capital orchestra, these violinists have spent a long time laying low to conceal their status as followers
of the Tiacauh warriors who only partake in one-on-one duels. If blocked, they will reduce both their own DEF and that of their target by 70%, draw aggro from the blocker, and become immune to all damage outside of that from their opponent.Witch King.



* DrawAggro: From whoever's blocking them.
* DuelBoss: Once they are blocked, they will only take damage from the blocking Operator, making it a 1v1 battle.
* DuelToTheDeath: What happens when you try to block one. The Brave/Champion will force the blocking operator into an 1v1, with both forced to attack each other.

to:

* DrawAggro: From whoever's blocking them.
* DuelBoss: Once they are blocked, they will only take damage from
HerdHittingAttack: Their attacks travel along the blocking Operator, making it a 1v1 battle.
* DuelToTheDeath: What happens when you try
Realigned Flux, damaging all operators connected to block one. The Brave/Champion will force that Flux for half the blocking operator into an 1v1, with both forced to attack each other.damage.



!!! Drudge's Mercenaries & Originiutants (Introduced in ''Originium Dust'')

[[folder:Originiutant Puppet]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_originiutantpuppet.png]]

Human remains parasitized and reanimated by Originiutants. Divides into two Originiutant Excrescences on death.

to:

!!! Drudge's Mercenaries & Originiutants (Introduced [[folder:Remnant Field Caster]]
->'''Other variations:''' Remnant Elite Field Caster
Formerly composers
in ''Originium Dust'')

[[folder:Originiutant Puppet]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_originiutantpuppet.png]]

Human remains parasitized and reanimated by Originiutants. Divides into two Originiutant Excrescences on death.
the Leithanien capital orchestra, they have turned to researching the Witch King's Originium Arts but without success.



* OurZombiesAreDifferent: They are the first (and only, until the introduction of Dublinn Flamecallers and Flamechaser Guards) true undead unit introduced, as the Possessed Soldiers and Junkmen are half-dead people controlled through Mephisto's Arts.



[[folder:Mutant Sand Beast]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_mutantsandbeast.png]]
->'''Other variations:''' Mutant Sand Beast α

Swift, omnivorous desert beasts trained by the Sargonians as hunting partners, they have become infected with Originiutants. Divides into two Originiutant Excrescences on death, or Tumors if it's an α variant.

to:

[[folder:Mutant Sand Beast]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_mutantsandbeast.png]]
[[folder:Remnant Saxophonist]]
->'''Other variations:''' Mutant Sand Beast α

Swift, omnivorous desert beasts trained by
Remnant Official Saxophonist
These failed musicians tried to bribe their way into
the Sargonians as hunting partners, they have become infected Leithanien capital orchestra, and had lost their sanity in the modern day. All that remains is a desire to rip their enemies apart with Originiutants. Divides into two Originiutant Excrescences on death, or Tumors if it's an α variant.their music.



* BearsAreBadNews: Its model appears to be based upon a bear, and it's infected with something that seems to be on the same threat level as the [[EldritchAbomination Seaborn]] from ''Under Tides''.



[[folder:Mutant Rock Spider]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_mutantrockspider.png]]
->'''Other variations:''' Mutant Rock Spider α

Sargonian arachnids parasitized by Originiutants. Divides into three Originiutant Excrescences on death, or Tumors if it's an α variant.

to:

[[folder:Mutant Rock Spider]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_mutantrockspider.png]]
[[folder:Blackwater Originium Slug]]
->'''Other variations:''' Mutant Rock Spider α

Sargonian arachnids parasitized by Originiutants. Divides into three Originiutant Excrescences on death, or Tumors if it's an α variant.
Blackwater Originium Slug α
A type of Originium slug that lives in the sewers of Vyseheim.



* BigCreepyCrawlies: Although they're actually unrelated to the more common Infused Originium Slugs.

to:

* BigCreepyCrawlies: Although they're actually unrelated to AmbushingEnemy: They don't spawn from Incursion Points like normal enemies, but instead pop out of the more common Infused Originium Slugs.ground at set points. This can catch players off guard.
* DeadlyGas: These slugs emit a poisonous fume that has a stronger effect on the Infected than the uninfected, though this is not seen in gameplay. Czerny coughs up blood after inhaling the fumes in "Lingering Echoes".



[[folder:Mutant Giant Rock Spider]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_mutantgiantrockspider.png]]
->'''Other variations:''' Mutant Giant Rock Spider α

A subspecies of Rock Spider native to Sargon with a bulky abdomen that stores energy, infected by Originiutants. A bulky ranged enemy that continuously spawns Originiutant Excrescences (Tumors if it's an α variant), and explodes into four of them upon death.



* BigCreepyCrawlies: Even bigger and meaner than a regular Rock Spider.
* MookMaker: Spits out an Originiutant Excrescence or Tumor every 5 seconds, which can build up quickly if multiple Giant Rock Spiders are active at once.

to:

* BigCreepyCrawlies: Even bigger and meaner than a regular Rock Spider.
* MookMaker: Spits out an Originiutant Excrescence or Tumor every 5 seconds, which can build up quickly if multiple Giant Rock Spiders are active at once.
! Sargon Units
!!! Tiacauh Tribe (Introduced in ''Gavial the Great Chief Returns'')

[[folder:Tiacauh Warrior]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_npc_070.png]]
->'''Other variations:''' Tiacauh Guard
Archosaurus melee fighters who will gain additional DEF while being blocked.
----



[[folder:Originiutant]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_originiutant.png]]
->'''Other variations:''' Originiutant α

A heavily mutated Originium behemoth used as a living weapon. Although they are very slow, their exoskeletons give them ungodly resilience and devastating melee Arts attacks.

to:

[[folder:Originiutant]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_originiutant.png]]
[[folder:Tiacauh Lancer]]
->'''Other variations:''' Originiutant α

A heavily mutated Originium behemoth used as a living weapon. Although they are very slow, their exoskeletons give them ungodly resilience and devastating melee Arts
Tiacauh Sniper
Archosaurus warriors who throw ranged spear
attacks.



* ArmoredButFrail: These beasts have some of the highest mixed defenses in the entire game (comparable to ''Patriot'' of all things), which makes them take very little damage from just about everything. Once you look past that, however, their actual HP is surprisingly low, with even the strongest variant of them having less health than an ordinary Heavy Defender.
* MightyGlacier: They're extremely resilient to all types of conventional damage, and deal massive amounts of Arts damage with each strike. To compensate, they attack very slowly and move even slower.

to:

* ArmoredButFrail: These beasts have some of the highest mixed defenses in the entire game (comparable to ''Patriot'' of all things), which makes them take very little damage from just about everything. Once you look past that, however, ThrowingYourSwordAlwaysWorks: They throw their actual HP is surprisingly low, with even the strongest variant of them having less health than an ordinary Heavy Defender.
* MightyGlacier: They're extremely resilient to all types of conventional damage, and deal massive amounts of Arts damage with each strike. To compensate, they attack very slowly and move even slower.
spears as their ranged attack.



[[folder:"Redmark" Eradicator]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_redmarkeradicator.png]]
->'''Other variations:''' Elite "Redsign" Eradicator

A camouflaged mercenary sniper who uses extraordinarily lethal attacks from anywhere on the map, but can only attack Operators exposed to a sandstorm.

to:

[[folder:"Redmark" Eradicator]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_redmarkeradicator.png]]
[[folder:Tiacauh Fanatic]]
->'''Other variations:''' Elite "Redsign" Eradicator

A camouflaged mercenary sniper
Tiacauh Ripper
Archosaurus warriors
who uses extraordinarily lethal attacks from anywhere on the map, but can only wield acid-coated gauntlets, giving them both fast attack Operators exposed speed and the ability to apply a sandstorm.permanent stacking DEF debuff on targets.



* EliteMook: Unusually for the infantry presented for "Operation: Originium Dust", these enemies are always categorized as an Elite Enemy, making them the only enemy group to lack a Common Enemy representing the "Redmarks".

to:

* EliteMook: Unusually for the infantry presented for "Operation: AntiArmor: Their attacks apply stacked DEF debuffs to their target, much like Acid Originium Dust", these enemies are always categorized as an Elite Enemy, making them the only enemy group to lack a Common Enemy representing the "Redmarks".Slugs.



[[folder:"Redmark" Infiltrator]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_redmarkinfiltrator.png]]
->'''Other variations:''' Elite "Redsign" Infiltrator, Holographic Illusion, Holographic Illusion [=MK2=]

A mercenary saboteur who spawns a hologram to distract targets upon first taking damage; while the hologram is active, they'll gain negative targeting priority and immunity to blocking, letting them sneak past. They'll also get a significant amount of evasion if they're exposed to a sandstorm.

to:

[[folder:"Redmark" Infiltrator]]
[[quoteright:150:https://static.
[[folder:Tiacauh Ritualist]]
[[quoteright:350:https://static.
tvtropes.org/pmwiki/pub/images/arknights_redmarkinfiltrator.org/pmwiki/pub/images/avg_npc_071.png]]
->'''Other variations:''' Elite "Redsign" Infiltrator, Holographic Illusion, Holographic Illusion [=MK2=]

A mercenary saboteur who spawns a hologram to distract targets upon first taking damage; while the hologram is active, they'll
Tiacauh Shaman
Archosaurus casters that use Arts attacks. If they are blocked, they will
gain negative targeting priority increased DEF and immunity to blocking, letting them sneak past. They'll also get a significant amount of evasion if they're exposed to a sandstorm.start using melee attacks that deal significantly higher physical damage.




to:

* MagicStaff: Not only can they fire ranged Arts attacks with it, but if they get blocked, they will resort to melee attacks with their staff, dealing ''quadruple physical'' damage to your operators.



[[folder:Originiutant Excrescence]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_originiutantexcrescence.png]]
->'''Other variations:''' Originiutant Tumor

Twisted life-forms created by Levi Klitschko's experiments with radiation and Originium, capable of parasitizing others and mutating them. They do not count towards the enemy counter and only spawn from certain other enemies, but swarm en masse and still cause life loss if they escape; the stronger Tumor variant has an additional ability to massively lower the attack speed of any Operator blocking them.

to:

[[folder:Originiutant Excrescence]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_originiutantexcrescence.png]]
[[folder:Tiacauh Shredder]]
->'''Other variations:''' Originiutant Tumor

Twisted life-forms created by Levi Klitschko's experiments
Tiacauh Annihilator
Elite Archosaurus warriors armed
with radiation and Originium, capable of parasitizing others and mutating them. military equipment that gives them higher stats. They do not count towards the enemy counter can also periodically destroy nearby mushroom or stump tiles, disabling their effects and only spawn from certain other enemies, but swarm en masse and still cause life loss if they escape; the stronger Tumor variant has an additional ability making it impossible to massively lower the attack speed of any Operator blocking them.deploy units there.



* ZergRush: Their entire modus operandi; especially the Tumors, which can all but paralyze melee Operators.

to:

* ZergRush: Their entire modus operandi; especially the Tumors, which can all but paralyze melee Operators.ChainsawGood: Fights with dual buzzsaws.



!!! Integrated Strategies Units (Introduced in ''Ceobe's Fungimist'')

[[folder:Duck Lord]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/e6c0p73zi2j51.png]]
-->'''Race:''' Liberi

A Columbian Liberi entrepreneur who secretly enjoys toying with people from behind the scenes. He's a bonus enemy that doesn't deduct any lives if he gets through your defenses, but he'll give an extra reward if you kill him before he leaves. While he can't fight back, he'll break into a sprint once initially attacked, passing through all Operators sent to block him.

to:

!!! Integrated Strategies Units (Introduced in ''Ceobe's Fungimist'')

[[folder:Duck Lord]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/e6c0p73zi2j51.png]]
-->'''Race:''' Liberi

A Columbian Liberi entrepreneur
[[folder:Tiacauh Brave]]
->'''Other variations:''' Tiacauh Champion
The strongest of the Tiacauh warriors
who secretly enjoys toying with people only partake in one-on-one duels. If blocked, they will reduce both their own DEF and that of their target by 70%, draw aggro from behind the scenes. He's a bonus enemy blocker, and become immune to all damage outside of that doesn't deduct any lives if he gets through your defenses, but he'll give an extra reward if you kill him before he leaves. While he can't fight back, he'll break into a sprint once initially attacked, passing through all Operators sent to block him.from their opponent.



* CowardlyBoss: Can't attack, and will make a break for it the moment that he takes damage.
* MetalSlime: He has unremarkable stats besides reasonably high HP and no means of fighting back, in addition to not causing any life loss if he gets through. However, killing him before he makes a mad dash to the exit point can be difficult if you lack the firepower - hence why he drops a bonus reward if you can take him down in time.
* TheSneakyGuy: Can phase through all units, similar to Wraiths.

to:

* CowardlyBoss: Can't attack, and DrawAggro: From whoever's blocking them.
* DuelBoss: Once they are blocked, they
will make a break for it the moment that he takes damage.
* MetalSlime: He has unremarkable stats besides reasonably high HP and no means of fighting back, in addition to not causing any life loss if he gets through. However, killing him before he makes a mad dash to the exit point can be difficult if you lack the firepower - hence why he drops a bonus reward if you can
only take him down in time.
damage from the blocking Operator, making it a 1v1 battle.
* TheSneakyGuy: Can phase through all units, similar DuelToTheDeath: What happens when you try to Wraiths.
block one. The Brave/Champion will force the blocking operator into an 1v1, with both forced to attack each other.



[[folder:Gopnik]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_gopnik.png]]
-->'''Race:''' Ursus

An ex-military Ursus hired as a bouncer for the Duck Lord. Like the Duck Lord, he's an optional bonus enemy that can be killed for extra loot. Unlike the Duck Lord, the Gopnik is ''very'' capable of fighting back.

to:

[[folder:Gopnik]]
!!! Drudge's Mercenaries & Originiutants (Introduced in ''Originium Dust'')

[[folder:Originiutant Puppet]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_gopnik.png]]
-->'''Race:''' Ursus

An ex-military Ursus hired as a bouncer for the Duck Lord. Like the Duck Lord, he's an optional bonus enemy that can be killed for extra loot. Unlike the Duck Lord, the Gopnik is ''very'' capable of fighting back.
org/pmwiki/pub/images/arknights_originiutantpuppet.png]]

Human remains parasitized and reanimated by Originiutants. Divides into two Originiutant Excrescences on death.



* BearsAreBadNews: He's an Ursus who hits like a truck.
* DumbMuscle: His description outright states that he's very strong but not too bright, and is usually relegated to just carrying the Duck Lord's baggage.
* MetalSlime: While he's designed to be this alongside the Duck Lord, his insanely high combat ability makes him more of a {{Superboss}} than anything.
* MightyGlacier: Incredibly slow but incredibly powerful, packing decent defenses, sky-high HP, and an attack stat strong enough to OneHitKill just about anything.
* NoSell: Can't be stunned.
* OldSoldier: One event in "Phantom and Crimson Solitaire" shows him staring at a photo of himself next to Hellagur during their time in the Ursus Army.
* SpannerInTheWorks: If you are doing the EscortMission to get the second ending of ''Mizuki & Caerula Arbor'', Gopnik spawning has a good chance of foiling your attempt, as his extreme damage is going to kill your escortee, unless you kill him first.
* TragicKeepsake: His old photo with Hellagur, which is available in the second season of Integrated Strategies onwards as the collectible "Worn-out Group Photo".

to:

* BearsAreBadNews: He's an Ursus who hits like a truck.
* DumbMuscle: His description outright states that he's very strong but not too bright,
OurZombiesAreDifferent: They are the first (and only, until the introduction of Dublinn Flamecallers and is usually relegated to just carrying the Duck Lord's baggage.
* MetalSlime: While he's designed to be this alongside the Duck Lord, his insanely high combat ability makes him more of a {{Superboss}} than anything.
* MightyGlacier: Incredibly slow but incredibly powerful, packing decent defenses, sky-high HP, and an attack stat strong enough to OneHitKill just about anything.
* NoSell: Can't be stunned.
* OldSoldier: One event in "Phantom and Crimson Solitaire" shows him staring at a photo of himself next to Hellagur during their time in the Ursus Army.
* SpannerInTheWorks: If you are doing the EscortMission to get the second ending of ''Mizuki & Caerula Arbor'', Gopnik spawning has a good chance of foiling your attempt, as his extreme damage is going to kill your escortee, unless you kill him first.
* TragicKeepsake: His old photo with Hellagur, which is available in the second season of Integrated Strategies onwards
Flamechaser Guards) true undead unit introduced, as the collectible "Worn-out Group Photo".Possessed Soldiers and Junkmen are half-dead people controlled through Mephisto's Arts.



[[folder:Lost Colossus]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_lostcolossus.png]]

An experimental construct made by a Leithanian caster, which eventually went rogue due to a loophole in its creation. A highly durable powerhouse that can also periodically throw a boulder at a nearby Operator to stun them for an extremely long duration.

to:

[[folder:Lost Colossus]]
[[folder:Mutant Sand Beast]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_lostcolossus.png]]

An experimental construct made
org/pmwiki/pub/images/arknights_mutantsandbeast.png]]
->'''Other variations:''' Mutant Sand Beast α

Swift, omnivorous desert beasts trained
by a Leithanian caster, which eventually went rogue due to a loophole in its creation. A highly durable powerhouse that can also periodically throw a boulder at a nearby Operator to stun them for the Sargonians as hunting partners, they have become infected with Originiutants. Divides into two Originiutant Excrescences on death, or Tumors if it's an extremely long duration.α variant.



* AntiFrustrationFeatures: The Lost Colossus will never use its stun on a target that's already stunned, making it impossible for it to permanently lock an Operator in the stunned status. (Doesn't mean it won't stun a target who ''just'' got unstunned, though.)
* DubNameChange: Judging from the codename "WDG", its original name was Wandering Giant.
* KingMook: A boss variant of Mudrock's Colossi, although this one actually wasn't summoned by her but by a caster from Leithanien ([[PlotHole though its Ceobe's Fungimist mission description says it's a Mudrock Colossus]]; however, its Crimson Solitaire mission description does not say this). Ironically, its stats are all-around lower than the Colossi summoned by Mudrock, but to compensate it now has the ability to Stun operators.
* IdiotBall: Its creator made the Colossus as a "servant"... but he forgot to tell it who it was supposed to serve, leaving it to roam around and destroying everything that crosses his path.
* StatusEffects: Its boulder attack stuns for ''25 seconds'', the longest of any stun in the game.

to:

* AntiFrustrationFeatures: The Lost Colossus will never use its stun on a target that's already stunned, making it impossible for it BearsAreBadNews: Its model appears to permanently lock an Operator in the stunned status. (Doesn't mean it won't stun be based upon a target who ''just'' got unstunned, though.)
* DubNameChange: Judging from the codename "WDG", its original name was Wandering Giant.
* KingMook: A boss variant of Mudrock's Colossi, although this one actually wasn't summoned by her but by a caster from Leithanien ([[PlotHole though its Ceobe's Fungimist mission description says
bear, and it's a Mudrock Colossus]]; however, its Crimson Solitaire mission description does not say this). Ironically, its stats are all-around lower than the Colossi summoned by Mudrock, but to compensate it now has the ability to Stun operators.
* IdiotBall: Its creator made the Colossus as a "servant"... but he forgot to tell it who it was supposed to serve, leaving it to roam around and destroying everything
infected with something that crosses his path.
* StatusEffects: Its boulder attack stuns for ''25 seconds'',
seems to be on the longest of any stun in same threat level as the game.
[[EldritchAbomination Seaborn]] from ''Under Tides''.



[[folder:Jetman]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_jetman.png]]

A mysterious man that claims to be a skilled thief and genius, although his actual feats remain dubious. If blocked, he can use his jetpack to go airborne for a few seconds, although it has a cooldown.

to:

[[folder:Jetman]]
[[folder:Mutant Rock Spider]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_jetman.png]]

A mysterious man that claims to be a skilled thief and genius, although his actual feats remain dubious. If blocked, he can use his jetpack to go airborne for a few seconds, although it has a cooldown.
org/pmwiki/pub/images/arknights_mutantrockspider.png]]
->'''Other variations:''' Mutant Rock Spider α

Sargonian arachnids parasitized by Originiutants. Divides into three Originiutant Excrescences on death, or Tumors if it's an α variant.



* AchillesHeel: Stunning him while in midair will prematurely end his flight. In addition, while he's airborne, he'll take extra damage from Operators on Anti-Air runes.
* JetPack: Carries one made by himself. When it's in use, he can't be blocked and can only be hit by ranged attacks.
* OutsideGenreFoe: Serves as one when fought in Crimson Solitaire. In a mysterious castle filled with a troupe of assassins who can drive people insane, fraught with magic and mystery and illusion... he's just some guy with a jetpack.
* RealAfterAll: Like any bosses whose first appearance was in Ceobe's Fungimist, a gamemode taking place only in Ceobe's head during a MushroomSamba.
* SelfAppliedNickname: Calls himself a "Master Thief".

to:

* AchillesHeel: Stunning him while in midair will prematurely end his flight. In addition, while he's airborne, he'll take extra damage from Operators on Anti-Air runes.
* JetPack: Carries one made by himself. When it's in use, he can't be blocked and can only be hit by ranged attacks.
* OutsideGenreFoe: Serves as one when fought in Crimson Solitaire. In a mysterious castle filled with a troupe of assassins who can drive people insane, fraught with magic and mystery and illusion... he's just some guy with a jetpack.
* RealAfterAll: Like any bosses whose first appearance was in Ceobe's Fungimist, a gamemode taking place only in Ceobe's head during a MushroomSamba.
* SelfAppliedNickname: Calls himself a "Master Thief".
BigCreepyCrawlies: Although they're actually unrelated to the more common Infused Originium Slugs.



[[folder:"Forsaken One"]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_forsakenone.png]]

A mine security guard that fell victim to a severe form of Oripathy and was nearly completely assimilated by Originium, turning him into a mindless destroyer with huge power. Uses both ranged and melee attacks, and can gradually gain offensive power as long as he keeps attacking constantly, although it'll decay if he doesn't.

to:

[[folder:"Forsaken One"]]
[[folder:Mutant Giant Rock Spider]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_forsakenone.png]]

org/pmwiki/pub/images/arknights_mutantgiantrockspider.png]]
->'''Other variations:''' Mutant Giant Rock Spider α

A mine security guard subspecies of Rock Spider native to Sargon with a bulky abdomen that fell victim to a severe form of Oripathy and was nearly completely assimilated stores energy, infected by Originium, turning him into a mindless destroyer with huge power. Uses both Originiutants. A bulky ranged enemy that continuously spawns Originiutant Excrescences (Tumors if it's an α variant), and melee attacks, and can gradually gain offensive power as long as he keeps attacking constantly, although it'll decay if he doesn't.explodes into four of them upon death.



* ApocalypticLog: His entry in the enemy database is written by a RIM Billiton miner who witnessed his attack.
* AndThenJohnWasAZombie: A former security guard turned into a monster due to his infection.
* AutomaticCrossbows: Wields one for his ranged attacks.
* GatheringSteam: Every time this boss attacks, it'll gain 7% ATK and 5 ASPD. This stacks up to ''28 times'' for a total of ''+196% ATK and +140 ASPD'', making it all but impossible to survive a sustained onslaught. Fortunately, the buffs will be reset if he doesn't attack for 4 seconds.

to:

* ApocalypticLog: His entry in the enemy database is written by a RIM Billiton miner who witnessed his attack.
* AndThenJohnWasAZombie: A former security guard turned into a monster due to his infection.
* AutomaticCrossbows: Wields one for his ranged attacks.
* GatheringSteam: Every time this boss attacks, it'll gain 7% ATK
BigCreepyCrawlies: Even bigger and meaner than a regular Rock Spider.
* MookMaker: Spits out an Originiutant Excrescence or Tumor every
5 ASPD. This stacks seconds, which can build up to ''28 times'' for a total of ''+196% ATK and +140 ASPD'', making it all but impossible to survive a sustained onslaught. Fortunately, the buffs will be reset quickly if he doesn't attack for 4 seconds.
multiple Giant Rock Spiders are active at once.



[[folder:Rusthammer Warrior]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_rusthammerwarrior.png]]

The leader of a band of anarchists that abandoned society and live a harsh life in the Terran wastelands. Cannot be blocked, can't be hit for the first minute of his life, and uses hard-hitting, global-ranged physical attacks that will occasionally crit for massive Arts damage.

to:

[[folder:Rusthammer Warrior]]
[[folder:Originiutant]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_rusthammerwarrior.png]]

The leader of
org/pmwiki/pub/images/arknights_originiutant.png]]
->'''Other variations:''' Originiutant α

A heavily mutated Originium behemoth used as
a band of anarchists that abandoned society living weapon. Although they are very slow, their exoskeletons give them ungodly resilience and live a harsh life in the Terran wastelands. Cannot be blocked, can't be hit for the first minute of his life, and uses hard-hitting, global-ranged physical attacks that will occasionally crit for massive devastating melee Arts damage. attacks.



* CriticalHit: Like Faust, he can fire an arrow every 18 seconds that deals severe damage. Unlike Faust, it deals 300% of his ATK as ''Arts damage'', meaning that even bulky Defenders will have a hard time surviving it.
* NonIndicativeName: His name implies he's just a member of the Rusthammer organization, rather than being the leader.
* PaletteSwap: Of Faust, including having the same battle pose and skillset. The main differences are that the Rusthammer Warrior has higher stats, a shorter invincibility time, a longer cooldown on his critical attack, a more powerful critical that also deals Arts damage, and he cannot summon ballistas. Ironically, Faust's battle theme doesn't play in his map, but in the one with his group's EliteFour, where the Rusthammer Warrior is absent.
* RealAfterAll: Though his first appearance was in Ceobe's Fungimist, a gamemode taking place in Ceobe's head during a MushroomSamba, the appearance of the Rusthammer group in other material implies this.

to:

* CriticalHit: Like Faust, he can fire an arrow every 18 seconds that deals severe damage. Unlike Faust, it deals 300% of his ATK as ''Arts damage'', meaning that even bulky Defenders will ArmoredButFrail: These beasts have a hard time surviving it.
* NonIndicativeName: His name implies he's just a member
some of the Rusthammer organization, rather than being highest mixed defenses in the leader.
* PaletteSwap: Of Faust, including
entire game (comparable to ''Patriot'' of all things), which makes them take very little damage from just about everything. Once you look past that, however, their actual HP is surprisingly low, with even the strongest variant of them having the same battle pose and skillset. The main differences are that the Rusthammer Warrior has higher stats, a shorter invincibility time, a longer cooldown on his critical attack, a more powerful critical that also deals Arts less health than an ordinary Heavy Defender.
* MightyGlacier: They're extremely resilient to all types of conventional
damage, and he cannot summon ballistas. Ironically, Faust's battle theme doesn't play in his map, but in the one deal massive amounts of Arts damage with his group's EliteFour, where the Rusthammer Warrior is absent.
* RealAfterAll: Though his first appearance was in Ceobe's Fungimist, a gamemode taking place in Ceobe's head during a MushroomSamba, the appearance of the Rusthammer group in other material implies this.
each strike. To compensate, they attack very slowly and move even slower.



[[folder:"Frozen Monstrosity"]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_frozenmonstrosity.png]]

A Sami Snowpriest who tried to defend her home from invasion, only to lose her sanity and fall victim to a demonic curse that turned her into an Originium abomination. A possible TrueFinalBoss of ''Ceobe's Fungimist'' who must be killed to get the second ending - a versatile defensive powerhouse who uses both single-target and [=AoE=] Arts which can chill/freeze operators, can't be hurt for some time after her arrival, can summon ice crystal hazards, doubles the redeployment time of all Operators killed or retreated while frozen, and can revives with buffed stats upon her first defeat.

to:

[[folder:"Frozen Monstrosity"]]
[[folder:"Redmark" Eradicator]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_frozenmonstrosity.png]]

org/pmwiki/pub/images/arknights_redmarkeradicator.png]]
->'''Other variations:''' Elite "Redsign" Eradicator

A Sami Snowpriest who tried to defend her home from invasion, only to lose her sanity and fall victim to a demonic curse that turned her into an Originium abomination. A possible TrueFinalBoss of ''Ceobe's Fungimist'' who must be killed to get the second ending - a versatile defensive powerhouse camouflaged mercenary sniper who uses both single-target and [=AoE=] Arts which extraordinarily lethal attacks from anywhere on the map, but can chill/freeze operators, can't be hurt for some time after her arrival, can summon ice crystal hazards, doubles the redeployment time of all only attack Operators killed or retreated while frozen, and can revives with buffed stats upon her first defeat.exposed to a sandstorm.



* AllYourPowersCombined: Wields a wide variety of abilities, which are all modified versions of abilities taken from both of [=FrostNova=]'s battles.
* AnIcePerson: Uses ice Arts to deal damage and freeze operators. She can also cast an ice ring to deal heavy freezing damage in a radius around her, which doubles in damage if it hits an Operator that's already frozen.
* GeoEffects: Can summon Originium Ice Crystals like [=FrostNova=], invincible hazards that pulse waves of frost to chill all nearby operators.
* NoGoodDeedGoesUnpunished: For trying to defend her hometown from a demon invasion, she got infected and became a monster due to a curse. With the release of "Expeditioner's Joklumarkar", she likely succumbed to the [[spoiler:Collapsals]] while fighting them in Sami.
* OneDegreeOfSeparation: The description of the Snow Doe miniboss in "Phantom & Crimson Solitaire" implied that Frost Buck and Snow Doe were her bodyguards before she succumbed to TheCorruption and became the monster she is now.
* PaletteSwap: Of [=FrostNova=], basically a faceless recolor of her.
* PowerFloats: Subverted. Despite being visibly floating, she lacks the Low-Altitude Hovering trait and is treated as a normal ground enemy.
* SquishyWizard: Played with. While she does have very low HP, she has a huge ''1500 DEF'' and a staggering ''80 RES'', making it hard to seriously hurt her in the first place.
* TurnsRed: After dying the first time, the Frozen Monstrosity will gradually revive herself and roar back into battle. After reviving, she'll have 30 seconds of invulnerability, +90% ATK, and +50% max HP, so taking her down for good will be a tough task.

to:

* AllYourPowersCombined: Wields a wide variety of abilities, which are all modified versions of abilities taken from both of [=FrostNova=]'s battles.
* AnIcePerson: Uses ice Arts to deal damage and freeze operators. She can also cast an ice ring to deal heavy freezing damage in a radius around her, which doubles in damage if it hits an Operator that's already frozen.
* GeoEffects: Can summon
EliteMook: Unusually for the infantry presented for "Operation: Originium Ice Crystals like [=FrostNova=], invincible hazards that pulse waves of frost to chill all nearby operators.
* NoGoodDeedGoesUnpunished: For trying to defend her hometown from a demon invasion, she got infected and became a monster due to a curse. With the release of "Expeditioner's Joklumarkar", she likely succumbed to the [[spoiler:Collapsals]] while fighting them in Sami.
* OneDegreeOfSeparation: The description of the Snow Doe miniboss in "Phantom & Crimson Solitaire" implied that Frost Buck and Snow Doe were her bodyguards before she succumbed to TheCorruption and became the monster she is now.
* PaletteSwap: Of [=FrostNova=], basically a faceless recolor of her.
* PowerFloats: Subverted. Despite being visibly floating, she lacks the Low-Altitude Hovering trait and is treated
Dust", these enemies are always categorized as a normal ground enemy.
* SquishyWizard: Played with. While she does have very low HP, she has a huge ''1500 DEF'' and a staggering ''80 RES'',
an Elite Enemy, making it hard to seriously hurt her in them the first place.
* TurnsRed: After dying
only enemy group to lack a Common Enemy representing the first time, the Frozen Monstrosity will gradually revive herself and roar back into battle. After reviving, she'll have 30 seconds of invulnerability, +90% ATK, and +50% max HP, so taking her down for good will be a tough task.
"Redmarks".



[[folder:"Gravestone"]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_gravestone.png]]

Another possible TrueFinalBoss of ''Ceobe's Fungimist'' who must be killed to get the third ending, a ruthless assassin that will stop at nothing to kill their target. In addition to packing high HP, terrifying offensive power, and regenerating shields, he also applies a global debuff that seriously weakens the player's power for his boss battle.

to:

[[folder:"Gravestone"]]
[[folder:"Redmark" Infiltrator]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_gravestone.png]]

Another possible TrueFinalBoss of ''Ceobe's Fungimist''
org/pmwiki/pub/images/arknights_redmarkinfiltrator.png]]
->'''Other variations:''' Elite "Redsign" Infiltrator, Holographic Illusion, Holographic Illusion [=MK2=]

A mercenary saboteur
who must be killed spawns a hologram to get distract targets upon first taking damage; while the third ending, a ruthless assassin that will stop at nothing to kill their target. In addition to packing high HP, terrifying offensive power, hologram is active, they'll gain negative targeting priority and regenerating shields, he immunity to blocking, letting them sneak past. They'll also applies get a global debuff that seriously weakens the player's power for his boss battle. significant amount of evasion if they're exposed to a sandstorm.



* AmbiguousSituation: It's unclear if Gravestone is actually a real person or just a figment of Ceobe's imagination. Considering that almost all other elements of ''Ceobe's Fungimist'' are surprisingly accurate to Terra's history despite being Ceobe's hallucinations, it makes it all the more surprising that nothing about Gravestone seems to match up with reality. Unlike the Rusthammer Warrior or Frozen Monstrosity (who both turned out to be real figures), his enemy description and questline is also incredibly vague, telling the player nothing about his potential origins outside of a vague connection to the very concept of violence, which then further raises the question of what Gravestone actually is, assuming they're real.
* AreaOfEffect: When not blocked, he'll use a grenade launcher like Skullshatterer to inflict heavy physical area damage from range. Thankfully, unlike Skullshatterer, his grenades don't inflict any DEF penalties.
* BattleAura: Permanently shrouded by an aura of ominous red light.
* DeflectorShields: Periodically, he'll generate (or refresh) a barrier that can absorb damage equal to 10% of his max HP. This must be destroyed before damage can be dealt to him.
* DoubleWeapon: Uses a two-sided blade for his melee attack - and it ''hurts.''
* FieldPowerEffect: For the whole duration of his level, he'll apply a ''severe'' weakening effect - ''halving'' the ATK and DEF of all Operators, doubling all redeployment times, and cutting DP regeneration in half. While it's said to be his effect, it's actually just a quirk of the stage he's fought on - meaning that even killing him won't dispel it.
* MagicalEyeStreamers: Has these, signifying that he's an extremely powerful boss.
* RedEyesTakeWarning: Combined with bright GlowingEyesOfDoom.

to:

* AmbiguousSituation: It's unclear if Gravestone is actually a real person or just a figment of Ceobe's imagination. Considering that almost all other elements of ''Ceobe's Fungimist'' are surprisingly accurate to Terra's history despite being Ceobe's hallucinations, it makes it all the more surprising that nothing about Gravestone seems to match up with reality. Unlike the Rusthammer Warrior or Frozen Monstrosity (who both turned out to be real figures), his enemy description and questline is also incredibly vague, telling the player nothing about his potential origins outside of a vague connection to the very concept of violence, which then further raises the question of what Gravestone actually is, assuming they're real.
* AreaOfEffect: When not blocked, he'll use a grenade launcher like Skullshatterer to inflict heavy physical area damage from range. Thankfully, unlike Skullshatterer, his grenades don't inflict any DEF penalties.
* BattleAura: Permanently shrouded by an aura of ominous red light.
* DeflectorShields: Periodically, he'll generate (or refresh) a barrier that can absorb damage equal to 10% of his max HP. This must be destroyed before damage can be dealt to him.
* DoubleWeapon: Uses a two-sided blade for his melee attack - and it ''hurts.''
* FieldPowerEffect: For the whole duration of his level, he'll apply a ''severe'' weakening effect - ''halving'' the ATK and DEF of all Operators, doubling all redeployment times, and cutting DP regeneration in half. While it's said to be his effect, it's actually just a quirk of the stage he's fought on - meaning that even killing him won't dispel it.
* MagicalEyeStreamers: Has these, signifying that he's an extremely powerful boss.
* RedEyesTakeWarning: Combined with bright GlowingEyesOfDoom.



!!!Ibut mercenaries (introduced in ''A Walk in the Dust'')

[[folder:Tactical Crossbowman]]
->'''Other variations:''' Tactical Crossbowman Leader

A ranged mercenary who can call in Scrap drones to provide supporting fire on their targets.

to:

!!!Ibut mercenaries (introduced in ''A Walk in the Dust'')

[[folder:Tactical Crossbowman]]
[[folder:Originiutant Excrescence]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_originiutantexcrescence.png]]
->'''Other variations:''' Tactical Crossbowman Leader

A ranged mercenary who can call in Scrap drones
Originiutant Tumor

Twisted life-forms created by Levi Klitschko's experiments with radiation and Originium, capable of parasitizing others and mutating them. They do not count towards the enemy counter and only spawn from certain other enemies, but swarm en masse and still cause life loss if they escape; the stronger Tumor variant has an additional ability
to provide supporting fire on their targets.massively lower the attack speed of any Operator blocking them.




to:

* ZergRush: Their entire modus operandi; especially the Tumors, which can all but paralyze melee Operators.



[[folder:Tactical Defender]]
->'''Other variations:''' Tactical Defender Leader

Heavily armored mercenaries who can call in Anvil drones to provide defensive support when injured.

to:

[[folder:Tactical Defender]]
->'''Other variations:''' Tactical Defender Leader

Heavily armored mercenaries
!!! Integrated Strategies Units (Introduced in ''Ceobe's Fungimist'')

[[folder:Duck Lord]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/e6c0p73zi2j51.png]]
-->'''Race:''' Liberi

A Columbian Liberi entrepreneur
who can call in Anvil drones secretly enjoys toying with people from behind the scenes. He's a bonus enemy that doesn't deduct any lives if he gets through your defenses, but he'll give an extra reward if you kill him before he leaves. While he can't fight back, he'll break into a sprint once initially attacked, passing through all Operators sent to provide defensive support when injured.block him.




to:

* CowardlyBoss: Can't attack, and will make a break for it the moment that he takes damage.
* MetalSlime: He has unremarkable stats besides reasonably high HP and no means of fighting back, in addition to not causing any life loss if he gets through. However, killing him before he makes a mad dash to the exit point can be difficult if you lack the firepower - hence why he drops a bonus reward if you can take him down in time.
* TheSneakyGuy: Can phase through all units, similar to Wraiths.



[[folder:Anti-Armor Infantry]]
->'''Other variations:''' Anti-Armor Infantry Leader

Mercenaries who carry single-use anti-armor rockets which they launch over long range to deal massive area damage. After they've fired their shot, they will only be able to use melee attacks, but will gain massively increased speed.

to:

[[folder:Anti-Armor Infantry]]
->'''Other variations:''' Anti-Armor Infantry Leader

Mercenaries who carry single-use anti-armor rockets which they launch over long range to deal massive area damage. After they've fired their shot, they will only
[[folder:Gopnik]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_gopnik.png]]
-->'''Race:''' Ursus

An ex-military Ursus hired as a bouncer for the Duck Lord. Like the Duck Lord, he's an optional bonus enemy that can
be able to use melee attacks, but will gain massively increased speed.killed for extra loot. Unlike the Duck Lord, the Gopnik is ''very'' capable of fighting back.




to:

* BearsAreBadNews: He's an Ursus who hits like a truck.
* DumbMuscle: His description outright states that he's very strong but not too bright, and is usually relegated to just carrying the Duck Lord's baggage.
* MetalSlime: While he's designed to be this alongside the Duck Lord, his insanely high combat ability makes him more of a {{Superboss}} than anything.
* MightyGlacier: Incredibly slow but incredibly powerful, packing decent defenses, sky-high HP, and an attack stat strong enough to OneHitKill just about anything.
* NoSell: Can't be stunned.
* OldSoldier: One event in "Phantom and Crimson Solitaire" shows him staring at a photo of himself next to Hellagur during their time in the Ursus Army.
* SpannerInTheWorks: If you are doing the EscortMission to get the second ending of ''Mizuki & Caerula Arbor'', Gopnik spawning has a good chance of foiling your attempt, as his extreme damage is going to kill your escortee, unless you kill him first.
* TragicKeepsake: His old photo with Hellagur, which is available in the second season of Integrated Strategies onwards as the collectible "Worn-out Group Photo".



[[folder:War Phantom]]
->'''Other variations:''' Legendary War Phantom

The cruelest, most powerful mercenaries, who adopt the title of a legendary mercenary band from long ago. Able to use both Scrap and Anvil drones, and will significantly boost their movement speed while alive.

to:

[[folder:War Phantom]]
->'''Other variations:''' Legendary War Phantom

The cruelest, most powerful mercenaries, who adopt the title of
[[folder:Lost Colossus]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_lostcolossus.png]]

An experimental construct made by
a legendary mercenary band from Leithanian caster, which eventually went rogue due to a loophole in its creation. A highly durable powerhouse that can also periodically throw a boulder at a nearby Operator to stun them for an extremely long ago. Able to use both Scrap and Anvil drones, and will significantly boost their movement speed while alive.duration.




to:

* AntiFrustrationFeatures: The Lost Colossus will never use its stun on a target that's already stunned, making it impossible for it to permanently lock an Operator in the stunned status. (Doesn't mean it won't stun a target who ''just'' got unstunned, though.)
* DubNameChange: Judging from the codename "WDG", its original name was Wandering Giant.
* KingMook: A boss variant of Mudrock's Colossi, although this one actually wasn't summoned by her but by a caster from Leithanien ([[PlotHole though its Ceobe's Fungimist mission description says it's a Mudrock Colossus]]; however, its Crimson Solitaire mission description does not say this). Ironically, its stats are all-around lower than the Colossi summoned by Mudrock, but to compensate it now has the ability to Stun operators.
* IdiotBall: Its creator made the Colossus as a "servant"... but he forgot to tell it who it was supposed to serve, leaving it to roam around and destroying everything that crosses his path.
* StatusEffects: Its boulder attack stuns for ''25 seconds'', the longest of any stun in the game.



[[folder:Scrap]]
->'''Other variations:''' Scrap Model-U

An air support drone used by mercenaries, armed with twin grenade launchers that deal area damage and massively reduce the DEF of targets. While it's difficult to hit, it will disappear by itself after some time.

to:

[[folder:Scrap]]
->'''Other variations:''' Scrap Model-U

An air support drone used by mercenaries, armed with twin grenade launchers
[[folder:Jetman]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_jetman.png]]

A mysterious man
that deal area damage claims to be a skilled thief and massively reduce the DEF of targets. While it's difficult genius, although his actual feats remain dubious. If blocked, he can use his jetpack to hit, go airborne for a few seconds, although it will disappear by itself after some time.has a cooldown.




to:

* AchillesHeel: Stunning him while in midair will prematurely end his flight. In addition, while he's airborne, he'll take extra damage from Operators on Anti-Air runes.
* JetPack: Carries one made by himself. When it's in use, he can't be blocked and can only be hit by ranged attacks.
* OutsideGenreFoe: Serves as one when fought in Crimson Solitaire. In a mysterious castle filled with a troupe of assassins who can drive people insane, fraught with magic and mystery and illusion... he's just some guy with a jetpack.
* RealAfterAll: Like any bosses whose first appearance was in Ceobe's Fungimist, a gamemode taking place only in Ceobe's head during a MushroomSamba.
* SelfAppliedNickname: Calls himself a "Master Thief".



[[folder:Anvil]]
->'''Other variations:''' Anvil Model-B

An air support drone used by mercenaries, able to heal and increase the DEF of all enemies within its range. While it's difficult to hit, it will disappear by itself after some time.

to:

[[folder:Anvil]]
->'''Other variations:''' Anvil Model-B

An air support drone used by mercenaries, able
[[folder:"Forsaken One"]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_forsakenone.png]]

A mine security guard that fell victim
to heal a severe form of Oripathy and increase the DEF of all enemies within its range. While it's difficult to hit, it will disappear was nearly completely assimilated by itself after some time.Originium, turning him into a mindless destroyer with huge power. Uses both ranged and melee attacks, and can gradually gain offensive power as long as he keeps attacking constantly, although it'll decay if he doesn't.



* ApocalypticLog: His entry in the enemy database is written by a RIM Billiton miner who witnessed his attack.
* AndThenJohnWasAZombie: A former security guard turned into a monster due to his infection.
* AutomaticCrossbows: Wields one for his ranged attacks.
* GatheringSteam: Every time this boss attacks, it'll gain 7% ATK and 5 ASPD. This stacks up to ''28 times'' for a total of ''+196% ATK and +140 ASPD'', making it all but impossible to survive a sustained onslaught. Fortunately, the buffs will be reset if he doesn't attack for 4 seconds.



!!!Reclamation Algorithm units (introduced in ''Fire Within the Sand'')

[[folder:Dauntless Linebreaker]]
One of the three possible final bosses of ''Fire Within the Sand'', an advance linebreaker officer under the command of a Sargonian Lord Ameer.

to:

!!!Reclamation Algorithm units (introduced in ''Fire Within the Sand'')

[[folder:Dauntless Linebreaker]]
One of the three possible final bosses of ''Fire Within the Sand'', an advance linebreaker officer under the command
[[folder:Rusthammer Warrior]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_rusthammerwarrior.png]]

The leader
of a Sargonian Lord Ameer.band of anarchists that abandoned society and live a harsh life in the Terran wastelands. Cannot be blocked, can't be hit for the first minute of his life, and uses hard-hitting, global-ranged physical attacks that will occasionally crit for massive Arts damage.



* LightningBruiser: He has a whopping 700000 HP that's doubled across his two phases, halves damage taken when not blocked, and attacks pretty fast with a minimum of 1100 ATK. However, he really becomes this after you deplete his HP for the first time and trigger his enraged second form, which gives him +100% ATK and +100 ASPD while making him move 2.5x faster. At that point, you'll need a dedicated tank with well upwards of 1000 DEF and strong Medic support to withstand his assault for more than a few seconds.
* UnskilledButStrong: Out of the three final bosses fought in the mode, he lacks any major gimmicks or skills, but makes up for it by being the strongest in terms of sheer stats and power.

to:

* LightningBruiser: He has a whopping 700000 HP that's doubled across CriticalHit: Like Faust, he can fire an arrow every 18 seconds that deals severe damage. Unlike Faust, it deals 300% of his two phases, halves damage taken when not blocked, and attacks pretty fast with ATK as ''Arts damage'', meaning that even bulky Defenders will have a minimum of 1100 ATK. However, he really becomes this after you deplete his HP for the first hard time and trigger his enraged second form, which gives him +100% ATK and +100 ASPD while making him move 2.5x faster. At that point, you'll need surviving it.
* NonIndicativeName: His name implies he's just
a dedicated tank with well upwards of 1000 DEF and strong Medic support to withstand his assault for more than a few seconds.
* UnskilledButStrong: Out
member of the three final bosses fought in the mode, he lacks any major gimmicks or skills, but makes up for it by Rusthammer organization, rather than being the strongest in terms of sheer stats leader.
* PaletteSwap: Of Faust, including having the same battle pose
and power.skillset. The main differences are that the Rusthammer Warrior has higher stats, a shorter invincibility time, a longer cooldown on his critical attack, a more powerful critical that also deals Arts damage, and he cannot summon ballistas. Ironically, Faust's battle theme doesn't play in his map, but in the one with his group's EliteFour, where the Rusthammer Warrior is absent.
* RealAfterAll: Though his first appearance was in Ceobe's Fungimist, a gamemode taking place in Ceobe's head during a MushroomSamba, the appearance of the Rusthammer group in other material implies this.



[[folder:"The Ruinbringer"]]
One of the three possible final bosses of ''Fire Within the Sand'', an elite Caster honored by the local Lord Ameer.

to:

[[folder:"The Ruinbringer"]]
One of the three
[[folder:"Frozen Monstrosity"]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_frozenmonstrosity.png]]

A Sami Snowpriest who tried to defend her home from invasion, only to lose her sanity and fall victim to a demonic curse that turned her into an Originium abomination. A
possible final bosses TrueFinalBoss of ''Fire Within ''Ceobe's Fungimist'' who must be killed to get the Sand'', an elite Caster honored by second ending - a versatile defensive powerhouse who uses both single-target and [=AoE=] Arts which can chill/freeze operators, can't be hurt for some time after her arrival, can summon ice crystal hazards, doubles the local Lord Ameer.redeployment time of all Operators killed or retreated while frozen, and can revives with buffed stats upon her first defeat.



* TheArchmage: As even the local Lord Ameer honors him and his skill, he's by default this. His army also has various casters in its ranks, including the dreaded Dublinn Evocators.
* AxCrazy: He lusts for wanton destruction, and sees destroying the enemies of his lord as a mere bonus.
* EnemySummoner: His primary gimmick is summoning Infused Originium Slugs, while having negative Taunt. He's surprisingly weak in direct combat, with his only advantages being his [[DamageSpongeBoss monumental HP]] and high RES.
* ThisLooksLikeAJobForAquaman: His MookMaker gimmick actually falls straight into [[Characters/ArknightsDefendersNToZ Penance's]] portfolio, as his summoned Infused Originium Slugs will refresh Penance's barrier faster than they can deplete it.
* TurnsRed: Once he enters his second phase, he'll start spawning red Infused Originium Slugs along with the originals.

to:

* TheArchmage: As even the local Lord Ameer honors him AllYourPowersCombined: Wields a wide variety of abilities, which are all modified versions of abilities taken from both of [=FrostNova=]'s battles.
* AnIcePerson: Uses ice Arts to deal damage
and his skill, he's by default this. His army freeze operators. She can also has various casters cast an ice ring to deal heavy freezing damage in its ranks, including the dreaded Dublinn Evocators.
a radius around her, which doubles in damage if it hits an Operator that's already frozen.
* AxCrazy: He lusts for wanton destruction, and sees destroying the enemies of his lord as a mere bonus.
* EnemySummoner: His primary gimmick is summoning Infused
GeoEffects: Can summon Originium Slugs, Ice Crystals like [=FrostNova=], invincible hazards that pulse waves of frost to chill all nearby operators.
* NoGoodDeedGoesUnpunished: For trying to defend her hometown from a demon invasion, she got infected and became a monster due to a curse. With the release of "Expeditioner's Joklumarkar", she likely succumbed to the [[spoiler:Collapsals]]
while having negative Taunt. He's surprisingly weak fighting them in direct combat, with his only advantages Sami.
* OneDegreeOfSeparation: The description of the Snow Doe miniboss in "Phantom & Crimson Solitaire" implied that Frost Buck and Snow Doe were her bodyguards before she succumbed to TheCorruption and became the monster she is now.
* PaletteSwap: Of [=FrostNova=], basically a faceless recolor of her.
* PowerFloats: Subverted. Despite
being his [[DamageSpongeBoss monumental HP]] visibly floating, she lacks the Low-Altitude Hovering trait and high RES.
* ThisLooksLikeAJobForAquaman: His MookMaker gimmick actually falls straight into [[Characters/ArknightsDefendersNToZ Penance's]] portfolio,
is treated as his summoned Infused Originium Slugs will refresh Penance's barrier faster than they can deplete it.
a normal ground enemy.
* SquishyWizard: Played with. While she does have very low HP, she has a huge ''1500 DEF'' and a staggering ''80 RES'', making it hard to seriously hurt her in the first place.
* TurnsRed: Once he enters his second phase, he'll start spawning red Infused Originium Slugs along with After dying the originals.first time, the Frozen Monstrosity will gradually revive herself and roar back into battle. After reviving, she'll have 30 seconds of invulnerability, +90% ATK, and +50% max HP, so taking her down for good will be a tough task.



[[folder:"Al-Rafiq"]]
One of the three possible final bosses of ''Fire Within the Sand'', elite armored corps of a Lord Ameer operating their self-assembled armor.

to:

[[folder:"Al-Rafiq"]]
One of the three
[[folder:"Gravestone"]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_gravestone.png]]

Another
possible final bosses TrueFinalBoss of ''Fire Within ''Ceobe's Fungimist'' who must be killed to get the Sand'', elite armored corps of third ending, a Lord Ameer operating ruthless assassin that will stop at nothing to kill their self-assembled armor.target. In addition to packing high HP, terrifying offensive power, and regenerating shields, he also applies a global debuff that seriously weakens the player's power for his boss battle.



* AttackReflector: While the pilot is exposed, Operators attacking him will take half his ATK as physical damage.
* MiniMecha: The boss you fight is a small mech piloted by a Sargonian engineer.
* ResurrectiveImmortality: If you destroy the mech but fail to kill the pilot that falls out in the allocated time, the mech is revived with full HP. If you lack the DPS to do so, the fight may become outright unwinnable.
* TakingYouWithMe: The mech explodes when it dies to inflict damage and a lengthy stun in a wide area, potentially letting enemies through or delaying the retaliation against the now-exposed pilot.
* ThreeHitCombo: After 3 attacks, its 4th attack will deal significant bonus damage in a [=AoE=].
* ZergRush: It comes in with ''over 250'' enemy units as support, surpassing the raids of even the other final bosses, many of which are tanky heavy hitters like Mudrock Zealots, Originiutants, and Vein Guardians.

to:

* AttackReflector: While the pilot AmbiguousSituation: It's unclear if Gravestone is exposed, Operators attacking him will take half his ATK as physical damage.
* MiniMecha: The boss you fight is
actually a small mech piloted by real person or just a Sargonian engineer.
* ResurrectiveImmortality: If you destroy the mech but fail to kill the pilot
figment of Ceobe's imagination. Considering that falls out in almost all other elements of ''Ceobe's Fungimist'' are surprisingly accurate to Terra's history despite being Ceobe's hallucinations, it makes it all the allocated time, the mech is revived more surprising that nothing about Gravestone seems to match up with full HP. If you lack reality. Unlike the DPS Rusthammer Warrior or Frozen Monstrosity (who both turned out to do so, be real figures), his enemy description and questline is also incredibly vague, telling the fight may become outright unwinnable.
player nothing about his potential origins outside of a vague connection to the very concept of violence, which then further raises the question of what Gravestone actually is, assuming they're real.
* TakingYouWithMe: The mech explodes when it dies AreaOfEffect: When not blocked, he'll use a grenade launcher like Skullshatterer to inflict heavy physical area damage and from range. Thankfully, unlike Skullshatterer, his grenades don't inflict any DEF penalties.
* BattleAura: Permanently shrouded by an aura of ominous red light.
* DeflectorShields: Periodically, he'll generate (or refresh)
a lengthy stun in barrier that can absorb damage equal to 10% of his max HP. This must be destroyed before damage can be dealt to him.
* DoubleWeapon: Uses
a wide area, potentially letting enemies through or delaying the retaliation against the now-exposed pilot.
* ThreeHitCombo: After 3 attacks, its 4th
two-sided blade for his melee attack will deal significant bonus damage - and it ''hurts.''
* FieldPowerEffect: For the whole duration of his level, he'll apply a ''severe'' weakening effect - ''halving'' the ATK and DEF of all Operators, doubling all redeployment times, and cutting DP regeneration
in half. While it's said to be his effect, it's actually just a [=AoE=].
quirk of the stage he's fought on - meaning that even killing him won't dispel it.
* ZergRush: It comes in MagicalEyeStreamers: Has these, signifying that he's an extremely powerful boss.
* RedEyesTakeWarning: Combined
with ''over 250'' enemy units as support, surpassing the raids of even the other final bosses, many of which are tanky heavy hitters like Mudrock Zealots, Originiutants, and Vein Guardians.bright GlowingEyesOfDoom.



[[folder:The Great Wingbeast]]
A massive infected predator native to Sargon.

to:

[[folder:The Great Wingbeast]]
!!!Ibut mercenaries (introduced in ''A Walk in the Dust'')

[[folder:Tactical Crossbowman]]
->'''Other variations:''' Tactical Crossbowman Leader

A massive infected predator native ranged mercenary who can call in Scrap drones to Sargon.provide supporting fire on their targets.



* BreathWeapon: Its fireball breath, which deals massive Arts and Burn damage, but is only used while airborne.
* GiantFlyer: A massive creature capable of flight despite its Originium-crusted wings, although the latter do weigh it down to the point that it can't fly for very long.
* NonMaliciousMonster: It's mentioned to be a ferocious predator normally, but the one you encounter in-game is satiated and not interested in a fight, hence why it's passive until you attack it.
* OptionalBoss: An optional and fairly tough encounter, but will drop 6-10 Marrow Fungi when killed, which are the highest quality cooking ingredient in a quantity that can't be matched by any other source.
* PinataEnemy: Although it's not exactly ''easy'', it's generally easier to kill than The Immortal, and drops top-tier cooking ingredients that will be a huge boon in winning an Algorithm.

to:

* BreathWeapon: Its fireball breath, which deals massive Arts and Burn damage, but is only used while airborne.
* GiantFlyer: A massive creature capable of flight despite its Originium-crusted wings, although the latter do weigh it down to the point that it can't fly for very long.
* NonMaliciousMonster: It's mentioned to be a ferocious predator normally, but the one you encounter in-game is satiated and not interested in a fight, hence why it's passive until you attack it.
* OptionalBoss: An optional and fairly tough encounter, but will drop 6-10 Marrow Fungi when killed, which are the highest quality cooking ingredient in a quantity that can't be matched by any other source.
* PinataEnemy: Although it's not exactly ''easy'', it's generally easier to kill than The Immortal, and drops top-tier cooking ingredients that will be a huge boon in winning an Algorithm.



[[folder:"The Immortal"]]
One of the legendary Zhayedans that served Sargon in its infamous Eternal Army. Its presence in the desert and aimless wandering is a mystery, as it does not respond to anything besides to attack threats.

to:

[[folder:"The Immortal"]]
One of the legendary Zhayedans that served Sargon
[[folder:Tactical Defender]]
->'''Other variations:''' Tactical Defender Leader

Heavily armored mercenaries who can call
in its infamous Eternal Army. Its presence in the desert and aimless wandering is a mystery, as it does not respond Anvil drones to anything besides to attack threats.provide defensive support when injured.



* MightyGlacier: He has ''600,000'' health and a whopping '''4500 ATK''', along with 1000 DEF and the ability to restore 12000 HP each time something dies around him, although he is very weak to Arts. His incredibly slow attack speed is offset by the fact that outside of damage negation or immortality, damn near nothing can survive a blow from him, making him near impossible to tank straight up and encouraging methods of kiting him around instead.
* OptionalBoss: You can find him wandering around in a special No Man's Land node, where he's optional to take down and will generally take quite some effort to do so if you choose to fight. If you kill him, he'll reward you with a truckload of gold and building materials, letting you quickly fortify your base infrastructure.
* OurZombiesAreDifferent: It's unknown exactly how a Zhayedan is created, but it's implied to involve some form of resurrective Arts to turn the original corpse into a towering superhuman.
* SandBlaster: If his target is on high ground, he'll use a sand blast instead of his axe. The blast deals reduced damage, but "reduced" still being 1800 ATK means that squishier ranged units will probably be one shotted anyways.
* SuperSoldier: The Zhayedans represent the peak of Sargon's military power, and are specifically used in the far south to prevent the Collapsals from encroaching on Sargon, similar to Ursus' Emperor's Blades.
* YourSoulIsMine: Any Operator that dies or is retreated within a certain radius will heal him.

to:

* MightyGlacier: He has ''600,000'' health and a whopping '''4500 ATK''', along with 1000 DEF and the ability to restore 12000 HP each time something dies around him, although he is very weak to Arts. His incredibly slow attack speed is offset by the fact that outside of damage negation or immortality, damn near nothing can survive a blow from him, making him near impossible to tank straight up and encouraging methods of kiting him around instead.
* OptionalBoss: You can find him wandering around in a special No Man's Land node, where he's optional to take down and will generally take quite some effort to do so if you choose to fight. If you kill him, he'll reward you with a truckload of gold and building materials, letting you quickly fortify your base infrastructure.
* OurZombiesAreDifferent: It's unknown exactly how a Zhayedan is created, but it's implied to involve some form of resurrective Arts to turn the original corpse into a towering superhuman.
* SandBlaster: If his target is on high ground, he'll use a sand blast instead of his axe. The blast deals reduced damage, but "reduced" still being 1800 ATK means that squishier ranged units will probably be one shotted anyways.
* SuperSoldier: The Zhayedans represent the peak of Sargon's military power, and are specifically used in the far south to prevent the Collapsals from encroaching on Sargon, similar to Ursus' Emperor's Blades.
* YourSoulIsMine: Any Operator that dies or is retreated within a certain radius will heal him.



[[folder:"Anything Can Be Broken"]]
->'''Other variations:''' "Everything Should Be Smashed"
An enemy mobile catapult that prioritizes base constructs and deals significantly increased damage to them.

to:

[[folder:"Anything Can Be Broken"]]
[[folder:Anti-Armor Infantry]]
->'''Other variations:''' "Everything Should Be Smashed"
An enemy mobile catapult that prioritizes base constructs and deals significantly
Anti-Armor Infantry Leader

Mercenaries who carry single-use anti-armor rockets which they launch over long range to deal massive area damage. After they've fired their shot, they will only be able to use melee attacks, but will gain massively
increased damage to them.speed.



* AbnormalAmmo: They throw fruits with extremely hard shells rather than rocks.
* ArchaicWeaponForAnAdvancedAge: Arknights world is rather advanced, at least comparable and at worst slightly behind earth tech level. But these are virtually medieval era catapults that throw ''fruit''.
* SiegeEngines: They prioritize attacking base constructs, and deal bonus damage against structures.

to:

* AbnormalAmmo: They throw fruits with extremely hard shells rather than rocks.
* ArchaicWeaponForAnAdvancedAge: Arknights world is rather advanced, at least comparable and at worst slightly behind earth tech level. But these are virtually medieval era catapults that throw ''fruit''.
* SiegeEngines: They prioritize attacking base constructs, and deal bonus damage against structures.



[[folder:Sandfall Crystalhoof]]
An extremely rare Sargonian beast sought after for its glittering coat, and a highly valuable food ingredient.

to:

[[folder:Sandfall Crystalhoof]]
An extremely rare Sargonian beast sought after for its glittering coat,
[[folder:War Phantom]]
->'''Other variations:''' Legendary War Phantom

The cruelest, most powerful mercenaries, who adopt the title of a legendary mercenary band from long ago. Able to use both Scrap
and a highly valuable food ingredient.Anvil drones, and will significantly boost their movement speed while alive.



* GetBackHereBoss: It doesn't fight back, and its first reaction upon being hit is to run away. If you don't finish it off in one day, it will move to a different part of the world map altogether. Bring your Fast-Redeploy Operators to chase it around, and hope you can kill it in a single attempt.
* KingMook: To the common Leporibeasts and Leporibeast Longhorns, although it's unclear if they're actually related.
* PinataEnemy: Killing it grants you 3 Marrow Fungi, and as it doesn't fight back, the only challenge is chasing it around the map.
* TooDumbToLive: At times, it would run straight into a BottomlessPit if the map has one, instantly killing it.

to:

* GetBackHereBoss: It doesn't fight back, and its first reaction upon being hit is to run away. If you don't finish it off in one day, it will move to a different part of the world map altogether. Bring your Fast-Redeploy Operators to chase it around, and hope you can kill it in a single attempt.
* KingMook: To the common Leporibeasts and Leporibeast Longhorns, although it's unclear if they're actually related.
* PinataEnemy: Killing it grants you 3 Marrow Fungi, and as it doesn't fight back, the only challenge is chasing it around the map.
* TooDumbToLive: At times, it would run straight into a BottomlessPit if the map has one, instantly killing it.



[[folder:Sargonian Contract Assassin]]
A Sargonian assassin renowned for their agility, and one of the potential 5 enemies in the ''Sickness of the Land'' BossRush stage.

to:

[[folder:Sargonian Contract Assassin]]
A Sargonian assassin renowned for their agility,
[[folder:Scrap]]
->'''Other variations:''' Scrap Model-U

An air support drone used by mercenaries, armed with twin grenade launchers that deal area damage
and one of massively reduce the potential 5 enemies in the ''Sickness DEF of the Land'' BossRush stage.targets. While it's difficult to hit, it will disappear by itself after some time.



* FlashStep: Shares Crownslayer's dash ability, letting them bypass blockers.
* MiniBoss: Though they are listed as merely an Elite, they are faced in a BossRush stage along with other boss-tier opponents such as Dorothy, Mudrock, The Rat King, or The Lost Colossus.
* {{Ninja}}: They may not look quite like one (though pretty close), but they definitely act like one. With their ability to bypass blockers like Crownslayer, their primary tactic is to stay invisible at range and pepper your Operators with knives.

to:

* FlashStep: Shares Crownslayer's dash ability, letting them bypass blockers.
* MiniBoss: Though they are listed as merely an Elite, they are faced in a BossRush stage along with other boss-tier opponents such as Dorothy, Mudrock, The Rat King, or The Lost Colossus.
* {{Ninja}}: They may not look quite like one (though pretty close), but they definitely act like one. With their ability to bypass blockers like Crownslayer, their primary tactic is to stay invisible at range and pepper your Operators with knives.



[[folder:Vein Guardian]]
->'''Other variations:''' Crazed Vein Guardian
Originium constructs of unknown origin which fiercely protect Ibut's mineral deposits.

to:

[[folder:Vein Guardian]]
[[folder:Anvil]]
->'''Other variations:''' Crazed Vein Guardian
Originium constructs
Anvil Model-B

An air support drone used by mercenaries, able to heal and increase the DEF
of unknown origin which fiercely protect Ibut's mineral deposits.all enemies within its range. While it's difficult to hit, it will disappear by itself after some time.



* AttackReflector: Attacking it hits the offender with a backlash of 200 Arts damage, which can spell doom for Operators with rapid/multi-hit attacks and no way to heal off the damage in time.
* StoneWall: It has a beefy 25,000 HP (''40,000'' for the Maddened variant), but have little in the way of ATK, DEF, and RES. Its danger comes from its backlash Arts damage.




!!!Reclamation Algorithm units (introduced in ''Fire Within the Sand'')

[[folder:Dauntless Linebreaker]]
One of the three possible final bosses of ''Fire Within the Sand'', an advance linebreaker officer under the command of a Sargonian Lord Ameer.



! Kazimierz Units
!!! Competitive knights (Introduced in ''Maria Nearl'')
[[folder:Nameless Independent Knight]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_avg_npc_217_6.png]]
->'''Other variations:''' Nameless Elite Knight

Low-ranking knights of the Kazimierz Major.
----
* PaletteSwap: Of the basic Reunion Soldier, packing similarly pathetic stats.

to:

! Kazimierz Units
!!! Competitive knights (Introduced in ''Maria Nearl'')
[[folder:Nameless Independent Knight]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_avg_npc_217_6.png]]
->'''Other variations:''' Nameless Elite Knight

Low-ranking knights
* LightningBruiser: He has a whopping 700000 HP that's doubled across his two phases, halves damage taken when not blocked, and attacks pretty fast with a minimum of 1100 ATK. However, he really becomes this after you deplete his HP for the first time and trigger his enraged second form, which gives him +100% ATK and +100 ASPD while making him move 2.5x faster. At that point, you'll need a dedicated tank with well upwards of 1000 DEF and strong Medic support to withstand his assault for more than a few seconds.
* UnskilledButStrong: Out
of the Kazimierz Major.
----
* PaletteSwap: Of
three final bosses fought in the basic Reunion Soldier, packing similarly pathetic stats.mode, he lacks any major gimmicks or skills, but makes up for it by being the strongest in terms of sheer stats and power.



[[folder:Training Pincerbeast]]
->'''Other variations:''' Vicious Training Pincerbeast

Infected wild creatures used to train the fighters of the Kazimierz arena. While they're rather weak, they have surprisingly high defenses for a fodder unit.

to:

[[folder:Training Pincerbeast]]
->'''Other variations:''' Vicious Training Pincerbeast

Infected wild creatures used to train the fighters
[[folder:"The Ruinbringer"]]
One
of the Kazimierz arena. While they're rather weak, they have surprisingly high defenses for a fodder unit.three possible final bosses of ''Fire Within the Sand'', an elite Caster honored by the local Lord Ameer.



* TheArchmage: As even the local Lord Ameer honors him and his skill, he's by default this. His army also has various casters in its ranks, including the dreaded Dublinn Evocators.
* AxCrazy: He lusts for wanton destruction, and sees destroying the enemies of his lord as a mere bonus.
* EnemySummoner: His primary gimmick is summoning Infused Originium Slugs, while having negative Taunt. He's surprisingly weak in direct combat, with his only advantages being his [[DamageSpongeBoss monumental HP]] and high RES.
* ThisLooksLikeAJobForAquaman: His MookMaker gimmick actually falls straight into [[Characters/ArknightsDefendersNToZ Penance's]] portfolio, as his summoned Infused Originium Slugs will refresh Penance's barrier faster than they can deplete it.
* TurnsRed: Once he enters his second phase, he'll start spawning red Infused Originium Slugs along with the originals.



[[folder:Roar Knightclub Trainee]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_avg_npc_216_9.png]]
->'''Other variations:''' Roar Knightclub Elite, "Plastic" Szewczyk

Kazimierzian knights who wield crossbows and wear experimental armor. Their prototype armor grants them a gigantic amount of DEF and RES when they first spawn, but this will expire quickly.

to:

[[folder:Roar Knightclub Trainee]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_avg_npc_216_9.png]]
->'''Other variations:''' Roar Knightclub Elite, "Plastic" Szewczyk

Kazimierzian knights who wield crossbows and wear experimental armor. Their prototype armor grants them a gigantic amount
[[folder:"Al-Rafiq"]]
One
of DEF and RES when they first spawn, but this will expire quickly.the three possible final bosses of ''Fire Within the Sand'', elite armored corps of a Lord Ameer operating their self-assembled armor.



* KingMook: "Plastic" Szewczyk is both a relevant character in the plot and considerably stronger than even the Roar Knightclub Elites.
* StoneWall: While their shield is up, they get an utterly ridiculous '''3000 Defense and 95% Arts Resistance''', which is '''more''' than [[DamageSpongeBoss the already-infamous Patriot.]] After their shield expires, they're complete pushovers.

to:

* KingMook: "Plastic" Szewczyk AttackReflector: While the pilot is both exposed, Operators attacking him will take half his ATK as physical damage.
* MiniMecha: The boss you fight is
a relevant character small mech piloted by a Sargonian engineer.
* ResurrectiveImmortality: If you destroy the mech but fail to kill the pilot that falls out
in the plot allocated time, the mech is revived with full HP. If you lack the DPS to do so, the fight may become outright unwinnable.
* TakingYouWithMe: The mech explodes when it dies to inflict damage
and considerably stronger than a lengthy stun in a wide area, potentially letting enemies through or delaying the retaliation against the now-exposed pilot.
* ThreeHitCombo: After 3 attacks, its 4th attack will deal significant bonus damage in a [=AoE=].
* ZergRush: It comes in with ''over 250'' enemy units as support, surpassing the raids of
even the Roar Knightclub Elites.
* StoneWall: While their shield is up, they get an utterly ridiculous '''3000 Defense and 95% Arts Resistance''',
other final bosses, many of which is '''more''' than [[DamageSpongeBoss the already-infamous Patriot.]] After their shield expires, they're complete pushovers.are tanky heavy hitters like Mudrock Zealots, Originiutants, and Vein Guardians.



[[folder:Independent Knight Shielder]]
->'''Other variations:''' Elite Knight Shielder

Knights who focus on defensive equipment, packing high durability but a weakness to Arts.

to:

[[folder:Independent Knight Shielder]]
->'''Other variations:''' Elite Knight Shielder

Knights who focus on defensive equipment, packing high durability but a weakness
[[folder:The Great Wingbeast]]
A massive infected predator native
to Arts.Sargon.



* PaletteSwap: Of Reunion Heavy Defenders, packing almost identical stats.
* HeavilyArmoredMook: Much like their Heavy Defender cousins.

to:

* PaletteSwap: Of Reunion Heavy Defenders, packing almost identical stats.
BreathWeapon: Its fireball breath, which deals massive Arts and Burn damage, but is only used while airborne.
* HeavilyArmoredMook: Much like their Heavy Defender cousins.GiantFlyer: A massive creature capable of flight despite its Originium-crusted wings, although the latter do weigh it down to the point that it can't fly for very long.
* NonMaliciousMonster: It's mentioned to be a ferocious predator normally, but the one you encounter in-game is satiated and not interested in a fight, hence why it's passive until you attack it.
* OptionalBoss: An optional and fairly tough encounter, but will drop 6-10 Marrow Fungi when killed, which are the highest quality cooking ingredient in a quantity that can't be matched by any other source.
* PinataEnemy: Although it's not exactly ''easy'', it's generally easier to kill than The Immortal, and drops top-tier cooking ingredients that will be a huge boon in winning an Algorithm.



[[folder:Bloodboil Knightclub Trainee]]
->'''Other variations:''' Bloodboil Knightclub Elite, "Brassrust" Olmer Ingra

Brutish knights of Kazimierz who gain stacking damage and attack speed buffs with each of their allies that die on the field while they're active, up to a cap.

to:

[[folder:Bloodboil Knightclub Trainee]]
->'''Other variations:''' Bloodboil Knightclub Elite, "Brassrust" Olmer Ingra

Brutish knights
[[folder:"The Immortal"]]
One
of Kazimierz who gain stacking damage the legendary Zhayedans that served Sargon in its infamous Eternal Army. Its presence in the desert and aimless wandering is a mystery, as it does not respond to anything besides to attack speed buffs with each of their allies that die on the field while they're active, up to a cap.threats.



* KingMook: "Brassrust" Olmer Ingra is both a relevant character in the plot and considerably stronger than even the Bloodboil Knightclub Elites.
* TurnsRed: For every enemy unit you kill while they're alive, they'll get +10% ATK and +5 ASPD. This stacks up to ten times, meaning killing lots of enemies before them can result in these enemies becoming a much bigger threat.

to:

* KingMook: "Brassrust" Olmer Ingra is both MightyGlacier: He has ''600,000'' health and a relevant character in whopping '''4500 ATK''', along with 1000 DEF and the plot ability to restore 12000 HP each time something dies around him, although he is very weak to Arts. His incredibly slow attack speed is offset by the fact that outside of damage negation or immortality, damn near nothing can survive a blow from him, making him near impossible to tank straight up and considerably stronger than even the Bloodboil Knightclub Elites.
encouraging methods of kiting him around instead.
* TurnsRed: For every enemy unit OptionalBoss: You can find him wandering around in a special No Man's Land node, where he's optional to take down and will generally take quite some effort to do so if you choose to fight. If you kill while they're alive, they'll get +10% him, he'll reward you with a truckload of gold and building materials, letting you quickly fortify your base infrastructure.
* OurZombiesAreDifferent: It's unknown exactly how a Zhayedan is created, but it's implied to involve some form of resurrective Arts to turn the original corpse into a towering superhuman.
* SandBlaster: If his target is on high ground, he'll use a sand blast instead of his axe. The blast deals reduced damage, but "reduced" still being 1800
ATK means that squishier ranged units will probably be one shotted anyways.
* SuperSoldier: The Zhayedans represent the peak of Sargon's military power,
and +5 ASPD. This stacks up are specifically used in the far south to ten times, meaning killing lots of enemies before them can result in these enemies becoming prevent the Collapsals from encroaching on Sargon, similar to Ursus' Emperor's Blades.
* YourSoulIsMine: Any Operator that dies or is retreated within
a much bigger threat.certain radius will heal him.



[[folder:Bladehelm Knightclub Trainee]]
->'''Other variations:''' Bladehelm Knightclub Elite, "Left-Hand" Tytus Topola

Knights who have high stats and wield ranged Arts. They can periodically halve the attack of the Operator with the highest ATK on the field, and will fully revive themselves when defeated for the first time.

to:

[[folder:Bladehelm Knightclub Trainee]]
[[folder:"Anything Can Be Broken"]]
->'''Other variations:''' Bladehelm Knightclub Elite, "Left-Hand" Tytus Topola

Knights who have high stats
"Everything Should Be Smashed"
An enemy mobile catapult that prioritizes base constructs
and wield ranged Arts. They can periodically halve the attack of the Operator with the highest ATK on the field, and will fully revive themselves when defeated for the first time.deals significantly increased damage to them.



* BackFromTheDead: Will revive themselves once they're killed for the first time, being the first non-boss enemy to possess such an ability.
* KingMook: "Left-Hand" Tytus Topola is both a relevant character in the plot and considerably stronger than even the Bladehelm Knightclub Elites.

to:

* BackFromTheDead: Will revive themselves once they're killed for the first time, being the first non-boss enemy to possess such an ability.
* KingMook: "Left-Hand" Tytus Topola is both a relevant character in the plot and considerably stronger
AbnormalAmmo: They throw fruits with extremely hard shells rather than even the Bladehelm Knightclub Elites.rocks.
* ArchaicWeaponForAnAdvancedAge: Arknights world is rather advanced, at least comparable and at worst slightly behind earth tech level. But these are virtually medieval era catapults that throw ''fruit''.
* SiegeEngines: They prioritize attacking base constructs, and deal bonus damage against structures.



[[folder:Sponsor Drone]]
->'''Other variations:''' Luxury Sponsor Drone, Cheering Sponsor Drone

Corporate advertisement drones that appear during matches in the Kazimierz Major. While they're harmless optional to kill, defeating them grants the player anything from resources to a temporary power boost.

to:

[[folder:Sponsor Drone]]
->'''Other variations:''' Luxury Sponsor Drone, Cheering Sponsor Drone

Corporate advertisement drones that appear during matches in the Kazimierz Major. While they're harmless optional to kill, defeating them grants the player anything from resources to
[[folder:Sandfall Crystalhoof]]
An extremely rare Sargonian beast sought after for its glittering coat, and
a temporary power boost.highly valuable food ingredient.



* NonActionGuy: They are not designed to deal any damage to opposing operators, and don't deduct any lives if they get away.
* SupportPartyMember: Surprisingly enough, they are the only enemy unit to be this ''towards the player'', by providing various boons to the player when defeated, from buffing the ASPD of all active operators to providing deployable objects for the player to use.

to:

* NonActionGuy: They are not designed to deal any damage to opposing operators, GetBackHereBoss: It doesn't fight back, and its first reaction upon being hit is to run away. If you don't deduct any lives finish it off in one day, it will move to a different part of the world map altogether. Bring your Fast-Redeploy Operators to chase it around, and hope you can kill it in a single attempt.
* KingMook: To the common Leporibeasts and Leporibeast Longhorns, although it's unclear
if they get away.
they're actually related.
* SupportPartyMember: Surprisingly enough, they are PinataEnemy: Killing it grants you 3 Marrow Fungi, and as it doesn't fight back, the only enemy unit to be this ''towards challenge is chasing it around the player'', by providing various boons to map.
* TooDumbToLive: At times, it would run straight into a BottomlessPit if
the player when defeated, from buffing the ASPD of all active operators to providing deployable objects for the player to use.map has one, instantly killing it.



!!!Armorless Union and Competitive knights (introduced in ''Near Light'')

[[folder:Undertide Gloompincer]]
->'''Other variations:''' Undertide Gloompincer α

Gloompincers that escaped the arenas and live in the city sewers. Their affinity for dark spaces gives them increased speed when in areas with no visibility.

to:

!!!Armorless Union [[folder:Sargonian Contract Assassin]]
A Sargonian assassin renowned for their agility,
and Competitive knights (introduced in ''Near Light'')

[[folder:Undertide Gloompincer]]
->'''Other variations:''' Undertide Gloompincer α

Gloompincers that escaped
one of the arenas and live potential 5 enemies in the city sewers. Their affinity for dark spaces gives them increased speed when in areas with no visibility.''Sickness of the Land'' BossRush stage.



* FlashStep: Shares Crownslayer's dash ability, letting them bypass blockers.
* MiniBoss: Though they are listed as merely an Elite, they are faced in a BossRush stage along with other boss-tier opponents such as Dorothy, Mudrock, The Rat King, or The Lost Colossus.
* {{Ninja}}: They may not look quite like one (though pretty close), but they definitely act like one. With their ability to bypass blockers like Crownslayer, their primary tactic is to stay invisible at range and pepper your Operators with knives.



[[folder:Nova Knightclub Trainee]]
->'''Other variations:''' Nova Knightclub Elite, The Candle Knight Viviana

Trainees of the Nova Knightclub led by the Candle Knight, who imitate her signature Arts. Can periodically charge up Glimmering Touch, which deals massive area damage at the cost of them becoming fully visible while charging.

to:

[[folder:Nova Knightclub Trainee]]
[[folder:Vein Guardian]]
->'''Other variations:''' Nova Knightclub Elite, The Candle Knight Viviana

Trainees
Crazed Vein Guardian
Originium constructs
of the Nova Knightclub led by the Candle Knight, who imitate her signature Arts. Can periodically charge up Glimmering Touch, unknown origin which deals massive area damage at the cost of them becoming fully visible while charging.fiercely protect Ibut's mineral deposits.



* KingMook: Like the other Knightclub Trainee types of enemies and their respective named [=NPCs=], The Candle Knight Viviana is this, although at her base level she's only different from the Nova Knightclub Elites in that her version of Glimmering Touch is more powerful.
* LightEmUp: Their Glimmering Touch attack, hitting anyone in the target area with large Arts damage in a luminescent burst.

to:

* KingMook: Like AttackReflector: Attacking it hits the other Knightclub Trainee types of enemies and their respective named [=NPCs=], The Candle Knight Viviana is this, although at her base level she's only different from the Nova Knightclub Elites in that her version of Glimmering Touch is more powerful.
* LightEmUp: Their Glimmering Touch attack, hitting anyone in the target area
offender with large a backlash of 200 Arts damage, which can spell doom for Operators with rapid/multi-hit attacks and no way to heal off the damage in time.
* StoneWall: It has
a luminescent burst.beefy 25,000 HP (''40,000'' for the Maddened variant), but have little in the way of ATK, DEF, and RES. Its danger comes from its backlash Arts damage.




[[folder:Knight Territory Wanderer]]
->'''Other variations:''' Knight Territory Hibernator

Competition knights who lack a Knightclub and are periodically found in a drunken daze in the backstreets. They spawn in dark regions and remain passive until they are lit up or enough time passes, upon which they will violently retaliate.



! Kazimierz Units
!!! Competitive knights (Introduced in ''Maria Nearl'')
[[folder:Nameless Independent Knight]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_avg_npc_217_6.png]]
->'''Other variations:''' Nameless Elite Knight

Low-ranking knights of the Kazimierz Major.
----
* PaletteSwap: Of the basic Reunion Soldier, packing similarly pathetic stats.



[[folder:Nightzmora Imitator]]
->'''Other variations:''' Nightzmora Follower, "The Last Kheshig", Tola

Fans of the Nightmare Knight who began imitating his appearance and signature Arts abilities out of fascination. They're powerful melee warriors who can periodically cast Coalescing Fear, which targets all Operators who lack vision immediately behind them for heavy physical damage.

to:

[[folder:Nightzmora Imitator]]
[[folder:Training Pincerbeast]]
->'''Other variations:''' Nightzmora Follower, "The Last Kheshig", Tola

Fans
Vicious Training Pincerbeast

Infected wild creatures used to train the fighters
of the Nightmare Knight who began imitating his appearance and signature Arts abilities out of fascination. They're powerful melee warriors who can periodically cast Coalescing Fear, which targets all Operators who lack vision immediately behind them Kazimierz arena. While they're rather weak, they have surprisingly high defenses for heavy physical damage.a fodder unit.



[[folder:Armorless Union Assassin]]
->'''Other variations:''' Armorless Union Assassin Leader

Assassins of the Armorless Union who specialize in sneak attacks. Their ATK gradually increases the longer they spend in regions with no visibility, but will reset after they attack once.

to:

[[folder:Armorless Union Assassin]]
[[folder:Roar Knightclub Trainee]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_avg_npc_216_9.png]]
->'''Other variations:''' Armorless Union Assassin Leader

Assassins of the Armorless Union
Roar Knightclub Elite, "Plastic" Szewczyk

Kazimierzian knights
who specialize in sneak attacks. wield crossbows and wear experimental armor. Their ATK gradually increases the longer prototype armor grants them a gigantic amount of DEF and RES when they spend in regions with no visibility, first spawn, but this will reset after they attack once.expire quickly.



* KingMook: "Plastic" Szewczyk is both a relevant character in the plot and considerably stronger than even the Roar Knightclub Elites.
* StoneWall: While their shield is up, they get an utterly ridiculous '''3000 Defense and 95% Arts Resistance''', which is '''more''' than [[DamageSpongeBoss the already-infamous Patriot.]] After their shield expires, they're complete pushovers.



[[folder:Armorless Union Crossbowman]]
->'''Other variations:''' Armorless Union Crossbowman Leader

A crossbow user hired by the Armorless Union who is adept at attacking from shadows. Their attacks deal Arts damage if they're in regions with no visibility.

to:

[[folder:Armorless Union Crossbowman]]
[[folder:Independent Knight Shielder]]
->'''Other variations:''' Armorless Union Crossbowman Leader

A crossbow user hired by the Armorless Union
Elite Knight Shielder

Knights
who is adept at attacking from shadows. Their attacks deal Arts damage if they're in regions with no visibility.focus on defensive equipment, packing high durability but a weakness to Arts.



* PaletteSwap: Of Reunion Heavy Defenders, packing almost identical stats.
* HeavilyArmoredMook: Much like their Heavy Defender cousins.



[[folder:Armorless Union Cleanup Squad / Third Squad]]
->'''Other variations:''' Armorless Union Cleanup/Third Squad Leader, Lazurite Roy, Lazurite Monique

Elite archers of the Armorless Union under the direct command of the Lazurites Roy and Monique respectively. Their deadly attacks can strike from nearly anywhere on the map, inflicting significant Corrosion damage and dealing bonus damage on every fourth shot. The Cleanup Squad members deal higher damage, but the Third Squad members attack faster.

to:

[[folder:Armorless Union Cleanup Squad / Third Squad]]
[[folder:Bloodboil Knightclub Trainee]]
->'''Other variations:''' Armorless Union Cleanup/Third Squad Leader, Lazurite Roy, Lazurite Monique

Elite archers
Bloodboil Knightclub Elite, "Brassrust" Olmer Ingra

Brutish knights
of the Armorless Union under the direct command of the Lazurites Roy and Monique respectively. Their deadly attacks can strike from nearly anywhere on the map, inflicting significant Corrosion Kazimierz who gain stacking damage and dealing bonus damage on every fourth shot. The Cleanup Squad members deal higher damage, but the Third Squad members attack faster.speed buffs with each of their allies that die on the field while they're active, up to a cap.



* KingMook: "Brassrust" Olmer Ingra is both a relevant character in the plot and considerably stronger than even the Bloodboil Knightclub Elites.
* TurnsRed: For every enemy unit you kill while they're alive, they'll get +10% ATK and +5 ASPD. This stacks up to ten times, meaning killing lots of enemies before them can result in these enemies becoming a much bigger threat.



! Ursus Units

!!! Ursus' army (Introduced in Chapter 8)

[[folder:Ursus Civilian]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_npc_081.png]]

Harmless civilians that will attempt to flee to blue boxes for safety. Players must protect them, as letting a Civilian die will be counted as a life loss.

to:

! Ursus Units

!!! Ursus' army (Introduced in Chapter 8)

[[folder:Ursus Civilian]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_npc_081.png]]

Harmless civilians that
[[folder:Bladehelm Knightclub Trainee]]
->'''Other variations:''' Bladehelm Knightclub Elite, "Left-Hand" Tytus Topola

Knights who have high stats and wield ranged Arts. They can periodically halve the attack of the Operator with the highest ATK on the field, and
will attempt to flee to blue boxes fully revive themselves when defeated for safety. Players must protect them, as letting a Civilian die will be counted as a life loss. the first time.



* AssholeVictim: Hard to shed a tear for them when they get massacred in [=JT8-1=], considering what they did with the infected ones and [[ArsonMurderAndJaywalking being as unhelpful as possible in battle]].
* EscortMission: Their very presence creates one. Letting them die is equivalent to leaking an enemy, and considering that they're [[TooDumbToLive pretty suicidal]] in [[ThatOneLevel some levels]]...
* ManOnFire: In [=JT8-1=], the first victim of Talulah's rampage is [[CruelAndUnusualDeath slowly burned alive.]] The rest of the Civilians at least get a quicker death.

to:

* AssholeVictim: Hard to shed a tear for them when they get massacred in [=JT8-1=], considering what they did with the infected ones and [[ArsonMurderAndJaywalking being as unhelpful as possible in battle]].
* EscortMission: Their very presence creates one. Letting them die is equivalent to leaking an enemy, and considering that
BackFromTheDead: Will revive themselves once they're [[TooDumbToLive pretty suicidal]] in [[ThatOneLevel some levels]]...
* ManOnFire: In [=JT8-1=],
killed for the first victim of Talulah's rampage is [[CruelAndUnusualDeath slowly burned alive.]] The rest of time, being the Civilians at least get first non-boss enemy to possess such an ability.
* KingMook: "Left-Hand" Tytus Topola is both
a quicker death.relevant character in the plot and considerably stronger than even the Bladehelm Knightclub Elites.



[[folder:Ursus Mangler]]
->'''Other variations:''' Ursus Mangler Packmother

A ruthless pack beast trained by the Ursus military.

to:

[[folder:Ursus Mangler]]
[[folder:Sponsor Drone]]
->'''Other variations:''' Ursus Mangler Packmother

A ruthless pack beast trained by
Luxury Sponsor Drone, Cheering Sponsor Drone

Corporate advertisement drones that appear during matches in
the Ursus military.Kazimierz Major. While they're harmless optional to kill, defeating them grants the player anything from resources to a temporary power boost.




to:

* NonActionGuy: They are not designed to deal any damage to opposing operators, and don't deduct any lives if they get away.
* SupportPartyMember: Surprisingly enough, they are the only enemy unit to be this ''towards the player'', by providing various boons to the player when defeated, from buffing the ASPD of all active operators to providing deployable objects for the player to use.



[[folder:Infected Patrol Captain]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_npc_082.png]]
->'''Other variations:''' Elite Infected Patrol Captain

Vanguards from the Ursus Army in charge of hunting down infected civilians.

to:

[[folder:Infected Patrol Captain]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_npc_082.png]]
!!!Armorless Union and Competitive knights (introduced in ''Near Light'')

[[folder:Undertide Gloompincer]]
->'''Other variations:''' Elite Infected Patrol Captain

Vanguards from
Undertide Gloompincer α

Gloompincers that escaped
the Ursus Army arenas and live in charge of hunting down infected civilians.the city sewers. Their affinity for dark spaces gives them increased speed when in areas with no visibility.



* ZeroPercentApprovalRating: Forget their enemies, the description of the Elite Patrol Captain says that they're generally despised by the soldiers and city officials of Ursus alike, despite their shared anti-Infected stance.
* LongRangeFighter: They can target the Ursus Civilians and Talulah the Fighter with a ranged attack.
* NonIndicativeName: Despite the "captain" in their name, they are the most commonly encountered enemies in Chapter 8, making them more akin to specialized regular soldiers than those holding high ranking positions within the army.
* SociopathicSoldier: Described as greedy and cold-blooded, the patrols don't give a crap about human life, as they constantly persecute and murder innocent infected villagers. [[GameplayAndStoryIntegration This is even a part of gameplay]], as all of the Ursus troops in Chapter 8 ''actively prioritize attacking civilians over Operators.''
* WouldHarmASenior: [[spoiler:They have no qualms about offing old people, as Ivan would find out later.]]



[[folder:Guerrilla Herald]]
->'''Other variations:''' Guerrilla Herald Leader

Special forces deployed by Patriot. While their combat ability is poor, they will passively provide a stacking ATK/DEF buff to all foes on the map while activating the special abilities of most Guerrilla units.

to:

[[folder:Guerrilla Herald]]
[[folder:Nova Knightclub Trainee]]
->'''Other variations:''' Guerrilla Herald Leader

Special forces deployed by Patriot. While their combat ability is poor, they will passively provide a stacking ATK/DEF buff to all foes on
Nova Knightclub Elite, The Candle Knight Viviana

Trainees of
the map Nova Knightclub led by the Candle Knight, who imitate her signature Arts. Can periodically charge up Glimmering Touch, which deals massive area damage at the cost of them becoming fully visible while activating the special abilities of most Guerrilla units.charging.



* PaletteSwap: Of the Reunion Technical Scout. They sport the same general moveset and aura-based abilities, but whereas Tech Scouts offer the enemy team TrueSight, Heralds provide a StatusBuff to every non-Herald unit on the map instead.
* SupportPartyMember: While they can't fight very well, their global buffing abilities make them a priority target to take out whenever they appear.
* StatusBuff: Grants all enemies +10% ATK and +100 DEF as long as they're alive, which stacks additively if more than one is alive. They'll also activate the special abilities of most Guerrilla troops.

to:

* PaletteSwap: Of KingMook: Like the Reunion Technical Scout. They sport the same general moveset and aura-based abilities, but whereas Tech Scouts offer the enemy team TrueSight, Heralds provide a StatusBuff to every non-Herald unit on the map instead.
* SupportPartyMember: While they can't fight very well, their global buffing abilities make them a priority target to take out whenever they appear.
* StatusBuff: Grants all
other Knightclub Trainee types of enemies +10% ATK and +100 DEF as long as they're alive, which stacks additively if their respective named [=NPCs=], The Candle Knight Viviana is this, although at her base level she's only different from the Nova Knightclub Elites in that her version of Glimmering Touch is more than one is alive. They'll also activate powerful.
* LightEmUp: Their Glimmering Touch attack, hitting anyone in
the special abilities of most Guerrilla troops.target area with large Arts damage in a luminescent burst.



[[folder:Ursus Raider]]
->'''Other variations:''' Ursus Raider Leader

Imperial soldiers trained to break enemy lines. They prioritize attacking civilians and can only be blocked by Operators with 2 block or higher.

to:

[[folder:Ursus Raider]]
[[folder:Knight Territory Wanderer]]
->'''Other variations:''' Ursus Raider Leader

Imperial soldiers trained to break enemy lines.
Knight Territory Hibernator

Competition knights who lack a Knightclub and are periodically found in a drunken daze in the backstreets.
They prioritize attacking civilians spawn in dark regions and can only be blocked by Operators with 2 block remain passive until they are lit up or higher.enough time passes, upon which they will violently retaliate.



* ThrowingYourSwordAlwaysWorks: Throwing your spear always works... especially against Ursus Civilians.



[[folder:Imperial Striker]]
->'''Other variations:''' Elite Imperial Striker

Heavy soldiers in the Ursus army who can attack with javelins at range and stronger spear strikes at melee range. Their attack power will double once they drop below half health.

to:

[[folder:Imperial Striker]]
[[folder:Nightzmora Imitator]]
->'''Other variations:''' Elite Imperial Striker

Heavy soldiers in
Nightzmora Follower, "The Last Kheshig", Tola

Fans of
the Ursus army Nightmare Knight who began imitating his appearance and signature Arts abilities out of fascination. They're powerful melee warriors who can attack with javelins at range and stronger spear strikes at melee range. Their attack power will double once they drop below half health.periodically cast Coalescing Fear, which targets all Operators who lack vision immediately behind them for heavy physical damage.



* MightyGlacier: Their movement speed isn't that fast, but they make up with high mixed bulk and strong attacks.
* TurnsRed: Their attack doubles when below 50% HP. Considering that they hit hard to begin with, this is usually bad news if you can't kill them quickly after this point.



[[folder:Imperial Artillery Targeteer]]
->'''Other variations:''' Imperial Artillery Core Targeteer

Heavily armored drones who don't attack manually but mark targets for Ursus artillery bombardment, calling in explosive airstrikes that deal severe area damage to their targets.

to:

[[folder:Imperial Artillery Targeteer]]
[[folder:Armorless Union Assassin]]
->'''Other variations:''' Imperial Artillery Core Targeteer

Heavily armored drones
Armorless Union Assassin Leader

Assassins of the Armorless Union
who don't specialize in sneak attacks. Their ATK gradually increases the longer they spend in regions with no visibility, but will reset after they attack manually but mark targets for Ursus artillery bombardment, calling in explosive airstrikes that deal severe area damage to their targets. once.



* DeathFromAbove: Calls in artillery strikes from above to do massive splash damage.
* MightyGlacier: They deal massive damage, have sturdy defenses, and pack massive amounts of HP, but they're extremely slow to compensate.



! Columbian Units
!!! Inmates (Introduced in ''Mansfield Break'')
[[folder:Ordinary Prisoner]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_avg_npc_132.png]]
->'''Other variations:''' Seasoned Prisoner

A common prisoner held in Mansfield Prison. The imprisonment collars worn by them and all their Mansfield cohorts initially cripple their attack speed, but will be disabled after they attack four times, nullifying the penalty and granting them a substantial ATK boost instead.

to:

! Columbian Units
!!! Inmates (Introduced in ''Mansfield Break'')
[[folder:Ordinary Prisoner]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_avg_npc_132.png]]
[[folder:Armorless Union Crossbowman]]
->'''Other variations:''' Seasoned Prisoner

Armorless Union Crossbowman Leader

A common prisoner held in Mansfield Prison. The imprisonment collars worn crossbow user hired by them and all their Mansfield cohorts initially cripple their attack speed, but will be disabled after they attack four times, nullifying the penalty and granting them a substantial ATK boost instead.Armorless Union who is adept at attacking from shadows. Their attacks deal Arts damage if they're in regions with no visibility.






[[folder:Sniper Prisoner]]
->'''Other variations:''' Elite Sniper Prisoner

Mansfield inmates who wield haphazard bows to attack from range and prioritize destroying Imprisonment Devices. When their collars are disabled, their attacks additionally start to deal Arts damage.

to:

[[folder:Sniper Prisoner]]
[[folder:Armorless Union Cleanup Squad / Third Squad]]
->'''Other variations:''' Armorless Union Cleanup/Third Squad Leader, Lazurite Roy, Lazurite Monique

Elite Sniper Prisoner

Mansfield inmates who wield haphazard bows to attack from range
archers of the Armorless Union under the direct command of the Lazurites Roy and prioritize destroying Imprisonment Devices. When their collars are disabled, their Monique respectively. Their deadly attacks additionally start to can strike from nearly anywhere on the map, inflicting significant Corrosion damage and dealing bonus damage on every fourth shot. The Cleanup Squad members deal Arts damage.higher damage, but the Third Squad members attack faster.






[[folder:Pugilist Prisoner]]
->'''Other variations:''' Elite Pugilist Prisoner

A Mansfield inmate who excels in fistfights. When their collars are disabled, they will additionally gain the ability to ignore a large portion of the target's DEF with their attacks.

to:

[[folder:Pugilist Prisoner]]
->'''Other variations:''' Elite Pugilist Prisoner

A Mansfield inmate who excels
! Ursus Units

!!! Ursus' army (Introduced
in fistfights. When their collars are disabled, they Chapter 8)

[[folder:Ursus Civilian]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_npc_081.png]]

Harmless civilians that
will additionally gain the ability attempt to ignore flee to blue boxes for safety. Players must protect them, as letting a large portion of the target's DEF with their attacks.Civilian die will be counted as a life loss.




to:

* AssholeVictim: Hard to shed a tear for them when they get massacred in [=JT8-1=], considering what they did with the infected ones and [[ArsonMurderAndJaywalking being as unhelpful as possible in battle]].
* EscortMission: Their very presence creates one. Letting them die is equivalent to leaking an enemy, and considering that they're [[TooDumbToLive pretty suicidal]] in [[ThatOneLevel some levels]]...
* ManOnFire: In [=JT8-1=], the first victim of Talulah's rampage is [[CruelAndUnusualDeath slowly burned alive.]] The rest of the Civilians at least get a quicker death.



[[folder:Strongman Prisoner]]
->'''Other variations:''' Herculean Prisoner

A towering Mansfield inmate who uses improvised weapons taken from a storage room. When their collars are disabled, they will additionally gain RES and start regenerating health.

to:

[[folder:Strongman Prisoner]]
[[folder:Ursus Mangler]]
->'''Other variations:''' Herculean Prisoner

Ursus Mangler Packmother

A towering Mansfield inmate who uses improvised weapons taken from a storage room. When their collars are disabled, they will additionally gain RES and start regenerating health.ruthless pack beast trained by the Ursus military.



[[folder:Caster Prisoner]]
->'''Other variations:''' Deadly Caster Prisoner

A frail inmate that passively buffs the ASPD of all active enemies and gains increased DEF when imprisoned. While they uniquely cannot free themselves from their collars, if they are somehow freed, they'll start using long-ranged Arts attacks on two targets at once, prioritizing Imprisonment Devices.

to:

[[folder:Caster Prisoner]]
[[folder:Infected Patrol Captain]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_npc_082.png]]
->'''Other variations:''' Deadly Caster Prisoner

A frail inmate that passively buffs the ASPD of all active enemies and gains increased DEF when imprisoned. While they uniquely cannot free themselves
Elite Infected Patrol Captain

Vanguards
from their collars, if they are somehow freed, they'll start using long-ranged Arts attacks on two targets at once, prioritizing Imprisonment Devices.the Ursus Army in charge of hunting down infected civilians.




to:

* ZeroPercentApprovalRating: Forget their enemies, the description of the Elite Patrol Captain says that they're generally despised by the soldiers and city officials of Ursus alike, despite their shared anti-Infected stance.
* LongRangeFighter: They can target the Ursus Civilians and Talulah the Fighter with a ranged attack.
* NonIndicativeName: Despite the "captain" in their name, they are the most commonly encountered enemies in Chapter 8, making them more akin to specialized regular soldiers than those holding high ranking positions within the army.
* SociopathicSoldier: Described as greedy and cold-blooded, the patrols don't give a crap about human life, as they constantly persecute and murder innocent infected villagers. [[GameplayAndStoryIntegration This is even a part of gameplay]], as all of the Ursus troops in Chapter 8 ''actively prioritize attacking civilians over Operators.''
* WouldHarmASenior: [[spoiler:They have no qualms about offing old people, as Ivan would find out later.]]



[[folder:Hardened Criminal]]
->'''Other variations:''' Infamous Recidivist

A terrifying Mansfield inmate with an imposing criminal record and the constitution to match. When imprisoned, they gain additional DEF, but they will also free every imprisoned enemy on the map should they free themselves by attacking.

to:

[[folder:Hardened Criminal]]
[[folder:Guerrilla Herald]]
->'''Other variations:''' Infamous Recidivist

A terrifying Mansfield inmate with an imposing criminal record and the constitution to match. When imprisoned, they gain additional DEF, but
Guerrilla Herald Leader

Special forces deployed by Patriot. While their combat ability is poor,
they will also free every imprisoned enemy passively provide a stacking ATK/DEF buff to all foes on the map should they free themselves by attacking.while activating the special abilities of most Guerrilla units.




to:

* PaletteSwap: Of the Reunion Technical Scout. They sport the same general moveset and aura-based abilities, but whereas Tech Scouts offer the enemy team TrueSight, Heralds provide a StatusBuff to every non-Herald unit on the map instead.
* SupportPartyMember: While they can't fight very well, their global buffing abilities make them a priority target to take out whenever they appear.
* StatusBuff: Grants all enemies +10% ATK and +100 DEF as long as they're alive, which stacks additively if more than one is alive. They'll also activate the special abilities of most Guerrilla troops.



!!! Rhine Lab staff and experiments (Introduced in ''Dorothy's Vision'')

[[folder:Rhine Defense Member]]
->'''Other variations:''' Rhine Defense Senior Member

Members of Rhine Lab's Defense Section, charged with escort duty. Blocks the first instance of Physical or Arts damage they receive.

to:

!!! Rhine Lab staff and experiments (Introduced in ''Dorothy's Vision'')

[[folder:Rhine Defense Member]]
[[folder:Ursus Raider]]
->'''Other variations:''' Rhine Defense Senior Member

Members of Rhine Lab's Defense Section, charged
Ursus Raider Leader

Imperial soldiers trained to break enemy lines. They prioritize attacking civilians and can only be blocked by Operators
with escort duty. Blocks the first instance of Physical 2 block or Arts damage they receive.higher.



* BarrierWarrior: Technological version; they possess protective barriers around them that protect them from Physical or Arts damage, but they can only deflect it once before their shield breaks.

to:

* BarrierWarrior: Technological version; they possess protective barriers around them that protect them from Physical or Arts damage, but they can only deflect it once before their shield breaks.ThrowingYourSwordAlwaysWorks: Throwing your spear always works... especially against Ursus Civilians.



[[folder:Rhine Engineering Member]]
->'''Other variations:''' Rhine Engineering Senior Member

Members of Rhine Lab's Engineering Section, charged with equipment maintenance. Restores HP to inactive Power Armors.

to:

[[folder:Rhine Engineering Member]]
[[folder:Imperial Striker]]
->'''Other variations:''' Rhine Engineering Senior Member

Members of Rhine Lab's Engineering Section, charged
Elite Imperial Striker

Heavy soldiers in the Ursus army who can attack
with equipment maintenance. Restores HP to inactive Power Armors.javelins at range and stronger spear strikes at melee range. Their attack power will double once they drop below half health.



* CombatMedic: They have a ranged Arts attack in addition to being able to repair inactive Power Armors.

to:

* CombatMedic: They have a ranged Arts MightyGlacier: Their movement speed isn't that fast, but they make up with high mixed bulk and strong attacks.
* TurnsRed: Their
attack in addition doubles when below 50% HP. Considering that they hit hard to being able to repair inactive Power Armors.begin with, this is usually bad news if you can't kill them quickly after this point.



[[folder:Dor-1 Failure]]
->'''Other variations:''' Dor-α Failure

Arrowhead-shaped objects made out of 'Transmitter' reagent as a product of Dorothy's failed experiments. Absorbed by Power Armors to gain SP.

to:

[[folder:Dor-1 Failure]]
[[folder:Imperial Artillery Targeteer]]
->'''Other variations:''' Dor-α Failure

Arrowhead-shaped objects made out of 'Transmitter' reagent as a product of Dorothy's failed experiments. Absorbed by Power Armors
Imperial Artillery Core Targeteer

Heavily armored drones who don't attack manually but mark targets for Ursus artillery bombardment, calling in explosive airstrikes that deal severe area damage
to gain SP.their targets.



* GreyGoo: They are blob-like beings of a material used in Dorothy's research.
* PuppeteerParasite: Sort of. The 'Transmitter' reagent used to create them is a material researched for the potential of replacing a Power Armor pilot, which is shown ingame as them activating idle Power Armors when absorbed.

to:

* GreyGoo: DeathFromAbove: Calls in artillery strikes from above to do massive splash damage.
* MightyGlacier:
They are blob-like beings deal massive damage, have sturdy defenses, and pack massive amounts of a material used in Dorothy's research.
* PuppeteerParasite: Sort of. The 'Transmitter' reagent used
HP, but they're extremely slow to create them is a material researched for the potential of replacing a Power Armor pilot, which is shown ingame as them activating idle Power Armors when absorbed. compensate.



[[folder:Dor-2 Replica]]
->'''Other variations:''' Dor-β Replica

Blobs of 'Transmitter' reagent made from Dorothy's repeated experiments. Absorbed by Power Armors to gain SP.

to:

[[folder:Dor-2 Replica]]
! Columbian Units
!!! Inmates (Introduced in ''Mansfield Break'')
[[folder:Ordinary Prisoner]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_avg_npc_132.png]]
->'''Other variations:''' Dor-β Replica

Blobs of 'Transmitter' reagent made from Dorothy's repeated experiments. Absorbed
Seasoned Prisoner

A common prisoner held in Mansfield Prison. The imprisonment collars worn
by Power Armors to gain SP.them and all their Mansfield cohorts initially cripple their attack speed, but will be disabled after they attack four times, nullifying the penalty and granting them a substantial ATK boost instead.






[[folder:Dor-3 Bionic]]
->'''Other variations:''' Dor-γ Bionic

Blobs made out of 'Transmitter' reagent as a product of Dorothy's private experiments. Takes less damage when not blocked and absorbed by Power Armors to gain SP.

to:

[[folder:Dor-3 Bionic]]
[[folder:Sniper Prisoner]]
->'''Other variations:''' Dor-γ Bionic

Blobs made out of 'Transmitter' reagent as a product of Dorothy's private experiments. Takes less damage when not blocked
Elite Sniper Prisoner

Mansfield inmates who wield haphazard bows to attack from range
and absorbed by Power Armors prioritize destroying Imprisonment Devices. When their collars are disabled, their attacks additionally start to gain SP.deal Arts damage.






[[folder:Experimental Power Armor]]
->'''Other variations:''' Test Power Armor

A set of power armor designed to function without a pilot.

to:

[[folder:Experimental Power Armor]]
[[folder:Pugilist Prisoner]]
->'''Other variations:''' Test Power Armor

Elite Pugilist Prisoner

A set Mansfield inmate who excels in fistfights. When their collars are disabled, they will additionally gain the ability to ignore a large portion of power armor designed to function without a pilot.the target's DEF with their attacks.



* AchillesHeel: As a Machina, they boast impressive DEF but low RES, making them vulnerable to Arts damage.
* LightningBruiser: It moves slightly faster than the other Power Armors, and, to compensate for its lack of weaponry, possess a relatively fast attack speed.
* MechaMooks: They are completely autonomous.

to:

* AchillesHeel: As a Machina, they boast impressive DEF but low RES, making them vulnerable to Arts damage.
* LightningBruiser: It moves slightly faster than the other Power Armors, and, to compensate for its lack of weaponry, possess a relatively fast attack speed.
* MechaMooks: They are completely autonomous.



[[folder:R-31 Heavy Power Armor]]
->'''Other variations:''' R-31a Heavy Power Armor

A set of empty power armor armed with power fists capable of stunning enemies. Can be found sitting inactive in levels, but will become active when they gain enough SP from absorbing Dor enemies.

to:

[[folder:R-31 Heavy Power Armor]]
[[folder:Strongman Prisoner]]
->'''Other variations:''' R-31a Heavy Power Armor

Herculean Prisoner

A set of empty power armor armed with power fists capable of stunning enemies. Can be found sitting inactive in levels, but towering Mansfield inmate who uses improvised weapons taken from a storage room. When their collars are disabled, they will become active when they additionally gain enough SP from absorbing Dor enemies.RES and start regenerating health.



* GiantMook: It is much taller and larger than the Experimental Power Armor.
* GroundPound: They will punch the ground that leaves Operators stunned.
* MightyGlacier: It is slow as molasses, but hits like a truck, possess even higher HP than the Experimental version, and is capable of stunning unfortunate Operators they can get their hands on.

to:

* GiantMook: It is much taller and larger than the Experimental Power Armor.
* GroundPound: They will punch the ground that leaves Operators stunned.
* MightyGlacier: It is slow as molasses, but hits like a truck, possess even higher HP than the Experimental version, and is capable of stunning unfortunate Operators they can get their hands on.



[[folder:R-11 Assault Power Armor]]
->'''Other variations:''' R-11a Assault Power Armor

A set of empty power armor equipped with rocket launchers, capable of attacking multiple enemies at once. Can be found sitting inactive in levels, but will become active when they gain enough SP from absorbing Dor enemies.

to:

[[folder:R-11 Assault Power Armor]]
[[folder:Caster Prisoner]]
->'''Other variations:''' R-11a Assault Power Armor

Deadly Caster Prisoner

A set frail inmate that passively buffs the ASPD of empty power armor equipped with rocket launchers, capable of attacking multiple all active enemies at once. Can be found sitting inactive in levels, but will become active and gains increased DEF when imprisoned. While they gain enough SP uniquely cannot free themselves from absorbing Dor enemies.their collars, if they are somehow freed, they'll start using long-ranged Arts attacks on two targets at once, prioritizing Imprisonment Devices.



* GiantMook: It is much taller and larger than the Experimental Power Armor.
* MacrossMissileMassacre: They are armed with a missile launcher, and can target up to four Operators present.
* MightyGlacier: Just as slow (and tough) as their R-31 counterparts, but it boasts some firepower in exchange.

to:

* GiantMook: It is much taller and larger than the Experimental Power Armor.
* MacrossMissileMassacre: They are armed with a missile launcher, and can target up to four Operators present.
* MightyGlacier: Just as slow (and tough) as their R-31 counterparts, but it boasts some firepower in exchange.



! Great Yan Units
!!! Ink Spirits (Introduced in ''Who is Real'')

[[folder:"Angry"]]
->'''Other variations:''' Anxious "Angry"

A fast-moving, ill-tempered Ink Spirit. Like all of their Ink Spirit brethren, they can exploit the Hui/Ming mechanic found in their event, dealing and taking bonus damage from Operators with the opposite attribute, and decreased damage from those with the same attribute.

to:

! Great Yan Units
!!! Ink Spirits (Introduced in ''Who is Real'')

[[folder:"Angry"]]
[[folder:Hardened Criminal]]
->'''Other variations:''' Anxious "Angry"

Infamous Recidivist

A fast-moving, ill-tempered Ink Spirit. Like all of their Ink Spirit brethren, terrifying Mansfield inmate with an imposing criminal record and the constitution to match. When imprisoned, they can exploit gain additional DEF, but they will also free every imprisoned enemy on the Hui/Ming mechanic found in their event, dealing and taking bonus damage from Operators with the opposite attribute, and decreased damage from those with the same attribute.map should they free themselves by attacking.



[[folder:"Bitey"]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_avg_npc_143_1.png]]
->'''Other variations:''' Serious "Bitey"

A basic Ink Spirit with a curious, sociable personality.

to:

[[folder:"Bitey"]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_avg_npc_143_1.png]]
!!! Rhine Lab staff and experiments (Introduced in ''Dorothy's Vision'')

[[folder:Rhine Defense Member]]
->'''Other variations:''' Serious "Bitey"

A basic Ink Spirit
Rhine Defense Senior Member

Members of Rhine Lab's Defense Section, charged
with a curious, sociable personality.escort duty. Blocks the first instance of Physical or Arts damage they receive.




to:

* BarrierWarrior: Technological version; they possess protective barriers around them that protect them from Physical or Arts damage, but they can only deflect it once before their shield breaks.



[[folder:"Stabby"]]
->'''Other variations:''' Flanking "Stabby"

A prideful Ink Spirit whose ranged attacks prioritize attacking Operators with the opposite attribute as itself.

to:

[[folder:"Stabby"]]
[[folder:Rhine Engineering Member]]
->'''Other variations:''' Flanking "Stabby"

A prideful Ink Spirit whose ranged attacks prioritize attacking Operators
Rhine Engineering Senior Member

Members of Rhine Lab's Engineering Section, charged
with the opposite attribute as itself.equipment maintenance. Restores HP to inactive Power Armors.




to:

* CombatMedic: They have a ranged Arts attack in addition to being able to repair inactive Power Armors.



[[folder:"Lazy"]]
->'''Other variations:''' Unmoving "Lazy"

A massive, sedentary Ink Spirit with equally massive bulk and the ability to draw Operator fire to itself.

to:

[[folder:"Lazy"]]
[[folder:Dor-1 Failure]]
->'''Other variations:''' Unmoving "Lazy"

A massive, sedentary Ink Spirit with equally massive bulk and the ability
Dor-α Failure

Arrowhead-shaped objects made out of 'Transmitter' reagent as a product of Dorothy's failed experiments. Absorbed by Power Armors
to draw Operator fire to itself.gain SP.




to:

* GreyGoo: They are blob-like beings of a material used in Dorothy's research.
* PuppeteerParasite: Sort of. The 'Transmitter' reagent used to create them is a material researched for the potential of replacing a Power Armor pilot, which is shown ingame as them activating idle Power Armors when absorbed.



[[folder:"Smarty"]]
->'''Other variations:''' Dazzled "Smarty"

A lively Ink Spirit with low stats, but the ability to explode into a powerful Arts explosion on death. If two Smarties with opposing attributes come into close proximity, they'll instantly detonate in an unfathomably powerful blast.

to:

[[folder:"Smarty"]]
[[folder:Dor-2 Replica]]
->'''Other variations:''' Dazzled "Smarty"

A lively Ink Spirit with low stats, but the ability
Dor-β Replica

Blobs of 'Transmitter' reagent made from Dorothy's repeated experiments. Absorbed by Power Armors
to explode into a powerful Arts explosion on death. If two Smarties with opposing attributes come into close proximity, they'll instantly detonate in an unfathomably powerful blast.gain SP.



* ActionBomb: It will explode upon getting killed, dealing quadruple their ATK Arts damage in the surrounding tiles. If two opposing Smarties meet, the resulting explosion will deal anywhere between ''1350% to 1650%'' of their ATK as Arts damage, which will almost certainly one-shot whatever is in range.
* HoistByTheirOwnPetard: They can get themselves killed by their own carelessness if two "Smarties" with different Hui/Ming attributes get close to each other. Sadly, it ''[[OneHitKill won't be pretty]]'' if your operators get caught in the ensuing blast.



[[folder:"Blindey"]]
->'''Other variations:''' Indefatigable "Blindey"

A reckless Ink Spirit with above-average stats and the ability to pass through any Operator without the same attribute as itself.

to:

[[folder:"Blindey"]]
[[folder:Dor-3 Bionic]]
->'''Other variations:''' Indefatigable "Blindey"

A reckless Ink Spirit with above-average stats
Dor-γ Bionic

Blobs made out of 'Transmitter' reagent as a product of Dorothy's private experiments. Takes less damage when not blocked
and the ability absorbed by Power Armors to pass through any Operator without the same attribute as itself.gain SP.






[[folder:"Envy"]]
->'''Other variations:''' Complicated "Envy"

A frightening, neurotic Ink Spirit with powerful Arts attacks. They'll periodically charge up special attacks that deal heavy Arts damage and forcibly change the attribute of their target.

to:

[[folder:"Envy"]]
[[folder:Experimental Power Armor]]
->'''Other variations:''' Complicated "Envy"

Test Power Armor

A frightening, neurotic Ink Spirit with powerful Arts attacks. They'll periodically charge up special attacks that deal heavy Arts damage and forcibly change the attribute set of their target.power armor designed to function without a pilot.




to:

* AchillesHeel: As a Machina, they boast impressive DEF but low RES, making them vulnerable to Arts damage.
* LightningBruiser: It moves slightly faster than the other Power Armors, and, to compensate for its lack of weaponry, possess a relatively fast attack speed.
* MechaMooks: They are completely autonomous.



[[folder:"Fury"]]
->'''Other variations:''' Unbridled "Fury"

A hulking but dimwitted brute of an Ink Spirit that deals massive damage against Operators with the opposite attribute as itself.

to:

[[folder:"Fury"]]
[[folder:R-31 Heavy Power Armor]]
->'''Other variations:''' Unbridled "Fury"

R-31a Heavy Power Armor

A hulking but dimwitted brute set of an Ink Spirit that deals massive damage against Operators empty power armor armed with the opposite attribute as itself.power fists capable of stunning enemies. Can be found sitting inactive in levels, but will become active when they gain enough SP from absorbing Dor enemies.



* DumbMuscle: Extremely powerful, but too stupid to make good decisions in combat.

to:

* DumbMuscle: Extremely powerful, GiantMook: It is much taller and larger than the Experimental Power Armor.
* GroundPound: They will punch the ground that leaves Operators stunned.
* MightyGlacier: It is slow as molasses,
but too stupid to make good decisions in combat.hits like a truck, possess even higher HP than the Experimental version, and is capable of stunning unfortunate Operators they can get their hands on.



[[folder:"Free"]]

The main boss of "Who is Real". It is the strongest familiar of Dusk, an enormous unforgiving Ink Spirit with a cold, arrogant, and domineering presence.

to:

[[folder:"Free"]]

The main boss
[[folder:R-11 Assault Power Armor]]
->'''Other variations:''' R-11a Assault Power Armor

A set
of "Who is Real". It is the strongest familiar of Dusk, an enormous unforgiving Ink Spirit empty power armor equipped with a cold, arrogant, and domineering presence.rocket launchers, capable of attacking multiple enemies at once. Can be found sitting inactive in levels, but will become active when they gain enough SP from absorbing Dor enemies.



* BarrierChangeBoss: Switches its attribute from Ming (white) to Hui (black) when it TurnsRed, changing its strength and weakness to match.
* DeflectorShields: Its Break the Chains attack has him stop and protect himself with a barrier that absorbs a certain amount of damage. If you don't destroy the shield fast enough, it'll [[ActionBomb explode]] with enough damage to OneHitKill virtually anything caught in the blast. Not breaking the shield at all during its second battle is actually required for one of the event medals.
* LargeAndInCharge: The biggest of the Ink Spirits, and by far the most powerful.
* LaterInstallmentWeirdness: Free is the only "Public Affairs" event boss who is not represented with a cutscene sprite, nor with a CG image. Just like the Sarkaz Centurion, it's treated as just another foe more than a proper character, although it's far stronger.
* TurnsRed: When it's first defeated, it'll fully restore his HP and empower all of its attacks, in addition to using its Weft and Warp ability and basic attack on two targets simultaneously.

to:

* BarrierChangeBoss: Switches its attribute from Ming (white) to Hui (black) when it TurnsRed, changing its strength GiantMook: It is much taller and weakness to match.
* DeflectorShields: Its Break
larger than the Chains attack has him stop and protect himself Experimental Power Armor.
* MacrossMissileMassacre: They are armed
with a barrier that absorbs a certain amount of damage. If you don't destroy the shield fast enough, it'll [[ActionBomb explode]] with enough damage to OneHitKill virtually anything caught in the blast. Not breaking the shield at all during its second battle is actually required for one of the event medals.
* LargeAndInCharge: The biggest of the Ink Spirits,
missile launcher, and by far the most powerful.
can target up to four Operators present.
* LaterInstallmentWeirdness: Free is the only "Public Affairs" event boss who is not represented with a cutscene sprite, nor with a CG image. MightyGlacier: Just like the Sarkaz Centurion, it's treated as just another foe more than a proper character, although it's far stronger.
* TurnsRed: When it's first defeated, it'll fully restore his HP and empower all of its attacks,
slow (and tough) as their R-31 counterparts, but it boasts some firepower in addition to using its Weft and Warp ability and basic attack on two targets simultaneously.
exchange.



!!! Waregeists (Introduced in ''Invitation to Wine'')

[[folder:General Waregeist tropes]]
* AnimateInanimateObject: Waregeists are essentially collections of mundane objects (such as paperweights, picture frames, vases etc.) whose spirits have been awakened and driven to aggression [[spoiler:by the spirit fragment of the Second Brother contained within the black goblet]].
* AsteroidsMonster: When defeated, each Waregeist spawns a number of Enchanted Objects that don't attack, can't be blocked, and require a certain number of hits to defeat, regardless of how powerful those individual hits are. This encourages strategies based around operators with high attack speed, attacks that hit multiple times at once, and damage-over-time effects[[note]]since each time the effect triggers is considered a separate "hit"[[/note]].
* ItsProbablyNothing: In the early story segments of "Invitation to Wine," a number of characters spot Waregeists sneaking around before they begin to appear in significant numbers, but each time they dismiss it as a trick of the light, a fatigue-induced hallucination, or some manner of mundane animal. It's only when the things start to swarm that people really notice what they actually are.
* ZergRush: In-story, individual Waregeists aren't particularly powerful, but they appear in great numbers and don't stop coming. In-game, their nature as {{Asteroids Monster}}s means that if you're not careful, your defensive lines will get overrun by massive numbers of unblockable enemies that you can't kill fast enough to win.

to:

! Great Yan Units
!!! Waregeists Ink Spirits (Introduced in ''Invitation to Wine'')

[[folder:General Waregeist tropes]]
* AnimateInanimateObject: Waregeists are essentially collections
''Who is Real'')

[[folder:"Angry"]]
->'''Other variations:''' Anxious "Angry"

A fast-moving, ill-tempered Ink Spirit. Like all
of mundane objects (such as paperweights, picture frames, vases etc.) whose spirits have been awakened their Ink Spirit brethren, they can exploit the Hui/Ming mechanic found in their event, dealing and driven to aggression [[spoiler:by taking bonus damage from Operators with the spirit fragment of the Second Brother contained within the black goblet]].
* AsteroidsMonster: When defeated, each Waregeist spawns a number of Enchanted Objects that don't attack, can't be blocked,
opposite attribute, and require a certain number of hits to defeat, regardless of how powerful decreased damage from those individual hits are. This encourages strategies based around operators with high attack speed, attacks that hit multiple times at once, and damage-over-time effects[[note]]since each time the effect triggers is considered a separate "hit"[[/note]].
* ItsProbablyNothing: In the early story segments of "Invitation to Wine," a number of characters spot Waregeists sneaking around before they begin to appear in significant numbers, but each time they dismiss it as a trick of the light, a fatigue-induced hallucination, or some manner of mundane animal. It's only when the things start to swarm that people really notice what they actually are.
* ZergRush: In-story, individual Waregeists aren't particularly powerful, but they appear in great numbers and don't stop coming. In-game, their nature as {{Asteroids Monster}}s means that if you're not careful, your defensive lines will get overrun by massive numbers of unblockable enemies that you can't kill fast enough to win.
same attribute.
----



[[folder:Grindstone]]
->'''Other variations:''' Brightmirror

A canine-like Waregeist made from wooden seals. Spawns 2 wooden seals when defeated.

to:

[[folder:Grindstone]]
[[folder:"Bitey"]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_avg_npc_143_1.png]]
->'''Other variations:''' Brightmirror

Serious "Bitey"

A canine-like Waregeist made from wooden seals. Spawns 2 wooden seals when defeated.basic Ink Spirit with a curious, sociable personality.






[[folder:Vernacularism]]
->'''Other variations:''' Sophistication

A soldier Waregeist made from novel scrolls. Spawns 3 novel scrolls when defeated.

to:

[[folder:Vernacularism]]
[[folder:"Stabby"]]
->'''Other variations:''' Sophistication

Flanking "Stabby"

A soldier Waregeist made from novel scrolls. Spawns 3 novel scrolls when defeated.prideful Ink Spirit whose ranged attacks prioritize attacking Operators with the opposite attribute as itself.






[[folder:Introspection]]
->'''Other variations:''' Scantwords

A Waregeist created from a mirror that resembles a bird. Taunts operators into attacking it, and spawns a mirror when defeated.

to:

[[folder:Introspection]]
[[folder:"Lazy"]]
->'''Other variations:''' Scantwords

Unmoving "Lazy"

A Waregeist created from a mirror that resembles a bird. Taunts operators into attacking it, massive, sedentary Ink Spirit with equally massive bulk and spawns a mirror when defeated.the ability to draw Operator fire to itself.



* IShallTauntYou: It taunts operators into attacking it over other enemies by "revealing their inner secrets in their truest form".

to:

* IShallTauntYou: It taunts operators into attacking it over other enemies by "revealing their inner secrets in their truest form".



[[folder:Inkwave]]
->'''Other variations:''' Heartbillow

A stone lion-shaped Waregeist created from a fusion of multiple paperweights. Spawns 15 wooden paperweights when defeated.

to:

[[folder:Inkwave]]
[[folder:"Smarty"]]
->'''Other variations:''' Heartbillow

Dazzled "Smarty"

A stone lion-shaped Waregeist created from lively Ink Spirit with low stats, but the ability to explode into a fusion of multiple paperweights. Spawns 15 wooden paperweights when defeated.powerful Arts explosion on death. If two Smarties with opposing attributes come into close proximity, they'll instantly detonate in an unfathomably powerful blast.



* MightyGlacier: Not particularly fast moving, but they have good HP and DEF as well as high attack damage.
* ZergRush: Is the epitome of this among Waregeists as they spawn '''15''' paperweights on defeat that requires 2 hits each to kill, making [=AoE=] attacks more or less required to fully clean them up.

to:

* MightyGlacier: Not particularly fast moving, but they have good HP and DEF as well as high attack damage.
* ZergRush: Is
ActionBomb: It will explode upon getting killed, dealing quadruple their ATK Arts damage in the epitome surrounding tiles. If two opposing Smarties meet, the resulting explosion will deal anywhere between ''1350% to 1650%'' of this among Waregeists their ATK as they spawn '''15''' paperweights on defeat that requires 2 hits Arts damage, which will almost certainly one-shot whatever is in range.
* HoistByTheirOwnPetard: They can get themselves killed by their own carelessness if two "Smarties" with different Hui/Ming attributes get close to
each to kill, making [=AoE=] attacks more or less required to fully clean them up.other. Sadly, it ''[[OneHitKill won't be pretty]]'' if your operators get caught in the ensuing blast.



[[folder:Fountainboil]]
->'''Other variations:''' Rainbowbrew

A Waregeist made from a tea set resembling a hermit crab with a teapot as its shell. Deals splash Arts damage on attack and explodes upon death to debuff nearby operators with slowed attack speed. Spawns 4 celadon teawares when defeated.

to:

[[folder:Fountainboil]]
[[folder:"Blindey"]]
->'''Other variations:''' Rainbowbrew

Indefatigable "Blindey"

A Waregeist made from a tea set resembling a hermit crab reckless Ink Spirit with a teapot as its shell. Deals splash Arts damage on attack above-average stats and explodes upon death the ability to debuff nearby operators with slowed attack speed. Spawns 4 celadon teawares when defeated. pass through any Operator without the same attribute as itself.



* AchillesHeel: Similar to Infused Originium Slugs, Silence status effect prevents it from exploding on death.

to:

* AchillesHeel: Similar to Infused Originium Slugs, Silence status effect prevents it from exploding on death.



[[folder:Blueflower]]
->'''Other variations:''' Scarletmist

A Waregeist created from a vase that appears as a dragon riding on the vase. Can inflict a debuff that causes operators to take increased Arts damage over time. Spawns a celadon vase when defeated.

to:

[[folder:Blueflower]]
[[folder:"Envy"]]
->'''Other variations:''' Scarletmist

Complicated "Envy"

A Waregeist created from a vase frightening, neurotic Ink Spirit with powerful Arts attacks. They'll periodically charge up special attacks that appears as a dragon riding on the vase. Can inflict a debuff that causes operators to take increased deal heavy Arts damage over time. Spawns a celadon vase when defeated.and forcibly change the attribute of their target.



* AchillesHeel: Silence status effects prevents the Blueflower from using its debuffing attack as well as freezing the attack count, removing its main source of danger.
* DamageOverTime: After a few attacks, the Blueflower can launch a stronger attack (shown by the attack coming out of the vase instead of the dragon) that inflicts increasing Arts damage over time on the victim.

to:

* AchillesHeel: Silence status effects prevents the Blueflower from using its debuffing attack as well as freezing the attack count, removing its main source of danger.
* DamageOverTime: After a few attacks, the Blueflower can launch a stronger attack (shown by the attack coming out of the vase instead of the dragon) that inflicts increasing Arts damage over time on the victim.



[[folder:Sinkingsand]]
->'''Other variations:''' Sharpedge

A Waregeist resembling a warrior made from bronze spearheads. Has four "Broken Blades" on spawn, which buffs its attack by 70% and consumes one "Broken Blade" per attack. Spawns spearheads based on the amount of remaining Broken Blades it has at the time of defeat.

to:

[[folder:Sinkingsand]]
[[folder:"Fury"]]
->'''Other variations:''' Sharpedge

Unbridled "Fury"

A Waregeist resembling a warrior made from bronze spearheads. Has four "Broken Blades" on spawn, which buffs its attack by 70% and consumes one "Broken Blade" per attack. Spawns spearheads based on hulking but dimwitted brute of an Ink Spirit that deals massive damage against Operators with the amount of remaining Broken Blades it has at the time of defeat.opposite attribute as itself.



* DumbMuscle: Extremely powerful, but too stupid to make good decisions in combat.



[[folder:Clarity]]
->'''Other variations:''' Magnificence

A Waregeist made from a lampstand that resembles a bird statue. Periodically grants nearby enemies invisibility. Spawns a bronze lampstand on defeat.

to:

[[folder:Clarity]]
->'''Other variations:''' Magnificence

A Waregeist made from
[[folder:"Free"]]

The main boss of "Who is Real". It is the strongest familiar of Dusk, an enormous unforgiving Ink Spirit with
a lampstand that resembles a bird statue. Periodically grants nearby enemies invisibility. Spawns a bronze lampstand on defeat.cold, arrogant, and domineering presence.



* TheSneakyGuy: Not itself, but Clarity can produce a smokescreen that grants invisibility to nearby Waregeists.

to:

* TheSneakyGuy: Not itself, but Clarity can produce BarrierChangeBoss: Switches its attribute from Ming (white) to Hui (black) when it TurnsRed, changing its strength and weakness to match.
* DeflectorShields: Its Break the Chains attack has him stop and protect himself with
a smokescreen barrier that grants invisibility absorbs a certain amount of damage. If you don't destroy the shield fast enough, it'll [[ActionBomb explode]] with enough damage to nearby Waregeists.OneHitKill virtually anything caught in the blast. Not breaking the shield at all during its second battle is actually required for one of the event medals.
* LargeAndInCharge: The biggest of the Ink Spirits, and by far the most powerful.
* LaterInstallmentWeirdness: Free is the only "Public Affairs" event boss who is not represented with a cutscene sprite, nor with a CG image. Just like the Sarkaz Centurion, it's treated as just another foe more than a proper character, although it's far stronger.
* TurnsRed: When it's first defeated, it'll fully restore his HP and empower all of its attacks, in addition to using its Weft and Warp ability and basic attack on two targets simultaneously.



[[folder:Wisp]]

Fragments of Sui's main body. Increases Sui-Xiang's max HP and reduces the charging time of its special ability when absorbed.
----

to:

[[folder:Wisp]]

Fragments
!!! Waregeists (Introduced in ''Invitation to Wine'')

[[folder:General Waregeist tropes]]
* AnimateInanimateObject: Waregeists are essentially collections
of Sui's main body. Increases Sui-Xiang's max HP mundane objects (such as paperweights, picture frames, vases etc.) whose spirits have been awakened and reduces driven to aggression [[spoiler:by the charging spirit fragment of the Second Brother contained within the black goblet]].
* AsteroidsMonster: When defeated, each Waregeist spawns a number of Enchanted Objects that don't attack, can't be blocked, and require a certain number of hits to defeat, regardless of how powerful those individual hits are. This encourages strategies based around operators with high attack speed, attacks that hit multiple times at once, and damage-over-time effects[[note]]since each
time the effect triggers is considered a separate "hit"[[/note]].
* ItsProbablyNothing: In the early story segments
of its special ability "Invitation to Wine," a number of characters spot Waregeists sneaking around before they begin to appear in significant numbers, but each time they dismiss it as a trick of the light, a fatigue-induced hallucination, or some manner of mundane animal. It's only when absorbed.
----
the things start to swarm that people really notice what they actually are.
* ZergRush: In-story, individual Waregeists aren't particularly powerful, but they appear in great numbers and don't stop coming. In-game, their nature as {{Asteroids Monster}}s means that if you're not careful, your defensive lines will get overrun by massive numbers of unblockable enemies that you can't kill fast enough to win.



!!! Shanhaizhong (introduced in ''Where Vernal Winds Will Never Blow'')

[[folder:Di Beast]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongdibeast_sprite.png]]
->'''Other variations:''' Raging Di Beast

Beasts created by Ya that serve as Its eyes and ears.

to:

!!! Shanhaizhong (introduced in ''Where Vernal Winds Will Never Blow'')

[[folder:Di Beast]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongdibeast_sprite.png]]
[[folder:Grindstone]]
->'''Other variations:''' Raging Di Beast

Beasts created by Ya that serve as Its eyes and ears.
Brightmirror

A canine-like Waregeist made from wooden seals. Spawns 2 wooden seals when defeated.



[[folder:Shanhaizhong Skirmisher]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongskirmisher.png]]
->'''Other variations:''' Shanhaizhong Vigilante

Ordinary members of Shanhaizhong with a complex past. Gain increased range when standing on Yumen Catastrophe Defenses.

to:

[[folder:Shanhaizhong Skirmisher]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongskirmisher.png]]
[[folder:Vernacularism]]
->'''Other variations:''' Shanhaizhong Vigilante

Ordinary members of Shanhaizhong with a complex past. Gain increased range
Sophistication

A soldier Waregeist made from novel scrolls. Spawns 3 novel scrolls
when standing on Yumen Catastrophe Defenses.defeated.



[[folder:Shanhaizhong Relayer]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongrelayertalksprite.png]]
->'''Other variations:''' Shanhaizhong Harbringer

Tacticians specialized in relaying orders via ciphers. Deploy a Shanhaizhong Cipher on the first unoccupied Yumen Catastrophe Defense tile that they pass through.

to:

[[folder:Shanhaizhong Relayer]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongrelayertalksprite.png]]
[[folder:Introspection]]
->'''Other variations:''' Shanhaizhong Harbringer

Tacticians specialized in relaying orders via ciphers. Deploy
Scantwords

A Waregeist created from
a Shanhaizhong Cipher on the first unoccupied Yumen Catastrophe Defense tile mirror that they pass through.resembles a bird. Taunts operators into attacking it, and spawns a mirror when defeated.



* DroneDeployer: They put down stationary ciphers that give a movement speed and ASPD buff to all enemy units on the field, making it imperative to either stop them from reaching Yumen Catastrophe Defense tiles or destroy the deployed ciphers.
* MalevolentMaskedMen: Wear golden full-face masks that resemble animal skulls.

to:

* DroneDeployer: They put down stationary ciphers that give a movement speed and ASPD buff to all enemy units on the field, making IShallTauntYou: It taunts operators into attacking it imperative to either stop them from reaching Yumen Catastrophe Defense tiles or destroy the deployed ciphers.
* MalevolentMaskedMen: Wear golden full-face masks that resemble animal skulls.
over other enemies by "revealing their inner secrets in their truest form".



[[folder:Shanhaizhong Desperado]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongdesperado.png]]
->'''Other variations:''' Shanhaizhong Phalanx

Large, burly Shanhaizhong members tasked with defense.

to:

[[folder:Shanhaizhong Desperado]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongdesperado.png]]
[[folder:Inkwave]]
->'''Other variations:''' Shanhaizhong Phalanx

Large, burly Shanhaizhong members tasked with defense.
Heartbillow

A stone lion-shaped Waregeist created from a fusion of multiple paperweights. Spawns 15 wooden paperweights when defeated.



* MightyGlacier: Not particularly fast moving, but they have good HP and DEF as well as high attack damage.
* ZergRush: Is the epitome of this among Waregeists as they spawn '''15''' paperweights on defeat that requires 2 hits each to kill, making [=AoE=] attacks more or less required to fully clean them up.



[[folder:Shanhaizhong Ringleader]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongringleaderelitetalk.png]]
->'''Other variations:''' Shanhaizhong Secret-Keeper

Leaders of the Shanhaizhong disguised as normal members. Is invisible until their first attack, and the strike that breaks invisibility deals double damage to the target.

to:

[[folder:Shanhaizhong Ringleader]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongringleaderelitetalk.png]]
[[folder:Fountainboil]]
->'''Other variations:''' Shanhaizhong Secret-Keeper

Leaders of the Shanhaizhong disguised
Rainbowbrew

A Waregeist made from a tea set resembling a hermit crab with a teapot
as normal members. Is invisible until their first attack, and the strike that breaks invisibility deals double its shell. Deals splash Arts damage on attack and explodes upon death to the target.debuff nearby operators with slowed attack speed. Spawns 4 celadon teawares when defeated.



* AchillesHeel: Similar to Infused Originium Slugs, Silence status effect prevents it from exploding on death.



[[folder:Shanhaizhong Seer]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongseer.png]]
->'''Other variations:''' Shanhaizhong Oracle

Casters trained by the Feranmuts in Originium Arts. They can lock onto a target and channel to create a large burst of Arts damage, which also buffs their ASPD afterwards.

to:

[[folder:Shanhaizhong Seer]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongseer.png]]
[[folder:Blueflower]]
->'''Other variations:''' Shanhaizhong Oracle

Casters trained by
Scarletmist

A Waregeist created from a vase that appears as a dragon riding on
the Feranmuts in Originium Arts. They can lock onto vase. Can inflict a target and channel debuff that causes operators to create a large burst of take increased Arts damage, which also buffs their ASPD afterwards.damage over time. Spawns a celadon vase when defeated.



* ChargedAttack: Their main gimmick.
* MalevolentMaskedMen: Wear golden masks over their upper faces, resembling animal skulls.

to:

* ChargedAttack: Their AchillesHeel: Silence status effects prevents the Blueflower from using its debuffing attack as well as freezing the attack count, removing its main gimmick.
source of danger.
* MalevolentMaskedMen: Wear golden masks DamageOverTime: After a few attacks, the Blueflower can launch a stronger attack (shown by the attack coming out of the vase instead of the dragon) that inflicts increasing Arts damage over their upper faces, resembling animal skulls.time on the victim.



[[folder:'Wallbreaker']]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizongwallbreaker.png]]
->'''Other variations:''' 'Fortbreaker'

Yumen siege machines stolen by the Shanhaizhong. Prioritize attacking roadblocks and operators located on Yumen Catastrophe Defenses.

to:

[[folder:'Wallbreaker']]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizongwallbreaker.png]]
[[folder:Sinkingsand]]
->'''Other variations:''' 'Fortbreaker'

Yumen siege machines stolen
Sharpedge

A Waregeist resembling a warrior made from bronze spearheads. Has four "Broken Blades" on spawn, which buffs its attack
by 70% and consumes one "Broken Blade" per attack. Spawns spearheads based on the Shanhaizhong. Prioritize attacking roadblocks and operators located on Yumen Catastrophe Defenses.amount of remaining Broken Blades it has at the time of defeat.



[[folder:'Sandwalker']]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongsandwalker.png]]
->'''Other variations:''' 'Sand Voyager'

Yumen desert transportation stolen by the Shanhaizhong. Can only be blocked by operators with 4 block, picks up non-Leader and non-Machine enemies up to 3 max, and will unload its cargo when reaching a Ladder.

to:

[[folder:'Sandwalker']]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongsandwalker.png]]
[[folder:Clarity]]
->'''Other variations:''' 'Sand Voyager'

Yumen desert transportation stolen by the Shanhaizhong. Can only be blocked by operators with 4 block, picks up non-Leader and non-Machine
Magnificence

A Waregeist made from a lampstand that resembles a bird statue. Periodically grants nearby
enemies up to 3 max, and will unload its cargo when reaching invisibility. Spawns a Ladder.bronze lampstand on defeat.



* TheSneakyGuy: Not itself, but Clarity can produce a smokescreen that grants invisibility to nearby Waregeists.



! Rhodes Island Units
!!! Unmanned RI machinery (introduced in ''Multivariate Cooperation'')

[[folder:Retrofitted Gas Truck]]
->'''Other variations:''' High-Powered Gas Truck
A mobile pesticide sprayer repurposed as a weapon, but gone haywire due to a design flaw. Constantly disperses noxious gas when not blocked, dealing constant Arts damage to all friendly units on the map.

to:

! Rhodes Island Units
!!! Unmanned RI machinery (introduced in ''Multivariate Cooperation'')

[[folder:Retrofitted Gas Truck]]
->'''Other variations:''' High-Powered Gas Truck
A mobile pesticide sprayer repurposed as a weapon, but gone haywire due to a design flaw. Constantly disperses noxious gas
[[folder:Wisp]]

Fragments of Sui's main body. Increases Sui-Xiang's max HP and reduces the charging time of its special ability
when not blocked, dealing constant Arts damage to all friendly units on the map.absorbed.






[[folder:Second-hand Low-cost Drone]]
->'''Other variations:''' Modified Second-hand Drone
A repurposed Kazimierz arena drone that doesn't deduct lives when escaping, but drops items when destroyed.

to:

[[folder:Second-hand Low-cost Drone]]
!!! Shanhaizhong (introduced in ''Where Vernal Winds Will Never Blow'')

[[folder:Di Beast]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongdibeast_sprite.png]]
->'''Other variations:''' Modified Second-hand Drone
A repurposed Kazimierz arena drone
Raging Di Beast

Beasts created by Ya
that doesn't deduct lives when escaping, but drops items when destroyed.serve as Its eyes and ears.






[[folder:Mobile Generator]]
An experimental mobile energy vehicle that won't deduct lives upon escaping, but grants all allies SP on destruction.

to:

[[folder:Mobile Generator]]
An experimental mobile energy vehicle that won't deduct lives upon escaping, but grants all allies SP
[[folder:Shanhaizhong Skirmisher]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongskirmisher.png]]
->'''Other variations:''' Shanhaizhong Vigilante

Ordinary members of Shanhaizhong with a complex past. Gain increased range when standing
on destruction.Yumen Catastrophe Defenses.







! Iberian Units
!!! Seaborn (Introduced in ''Under Tides'', ''Stultifera Navis'' and ''Mizuki & Caerula Arbor'')

[[folder:Shell Sea Runner]]

->'''Other variations:''' Nourished Runner
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_shellsearunner.png]]

A Sea Terror that grew four limbs, but lacks an internal skeleton.

to:

\n! Iberian Units\n!!! Seaborn (Introduced in ''Under Tides'', ''Stultifera Navis'' and ''Mizuki & Caerula Arbor'')\n\n[[folder:Shell Sea Runner]]\n\n->'''Other variations:''' Nourished Runner\n[[quoteright:150:https://static.[[folder:Shanhaizhong Relayer]]
[[quoteright:350:https://static.
tvtropes.org/pmwiki/pub/images/arknights_shellsearunner.png]]

A Sea Terror
org/pmwiki/pub/images/arknights_shanhaizhongrelayertalksprite.png]]
->'''Other variations:''' Shanhaizhong Harbringer

Tacticians specialized in relaying orders via ciphers. Deploy a Shanhaizhong Cipher on the first unoccupied Yumen Catastrophe Defense tile
that grew four limbs, but lacks an internal skeleton.they pass through.



* ZergRush: The Seaborn equivalent of Hounds, as [[FragileSpeedster weak but fast-moving creatures]] meant to overwhelm your lineup through sheer numbers.

to:

* ZergRush: The Seaborn equivalent of Hounds, as [[FragileSpeedster weak but fast-moving creatures]] meant DroneDeployer: They put down stationary ciphers that give a movement speed and ASPD buff to overwhelm your lineup through sheer numbers.all enemy units on the field, making it imperative to either stop them from reaching Yumen Catastrophe Defense tiles or destroy the deployed ciphers.
* MalevolentMaskedMen: Wear golden full-face masks that resemble animal skulls.



[[folder:Deep Sea Slider]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_avg_npc_185.png]]
->'''Other variations:''' Nourished Slider

A Seaborn that evolved the ability to walk on land. Deals bonus Nervous Impairment on attack, which will deal massive damage and stun Operators that take too much Sanity damage.

to:

[[folder:Deep Sea Slider]]
[[quoteright:350:https://static.
[[folder:Shanhaizhong Desperado]]
[[quoteright:150:https://static.
tvtropes.org/pmwiki/pub/images/avg_avg_npc_185.png]]
org/pmwiki/pub/images/arknights_shanhaizhongdesperado.png]]
->'''Other variations:''' Nourished Slider

A Seaborn that evolved the ability to walk on land. Deals bonus Nervous Impairment on attack, which will deal massive damage and stun Operators that take too much Sanity damage.
Shanhaizhong Phalanx

Large, burly Shanhaizhong members tasked with defense.






[[folder:Ridge Sea Spitter]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_ridgeseaspitter.png]]
->'''Other variations:''' Nourished Spitter

A Seaborn that threatens with high-velocity ranged spit that can crush coral reefs.

to:

[[folder:Ridge Sea Spitter]]
[[quoteright:150:https://static.
[[folder:Shanhaizhong Ringleader]]
[[quoteright:350:https://static.
tvtropes.org/pmwiki/pub/images/arknights_ridgeseaspitter.org/pmwiki/pub/images/arknights_shanhaizhongringleaderelitetalk.png]]
->'''Other variations:''' Nourished Spitter

A Seaborn
Shanhaizhong Secret-Keeper

Leaders of the Shanhaizhong disguised as normal members. Is invisible until their first attack, and the strike
that threatens with high-velocity ranged spit that can crush coral reefs.breaks invisibility deals double damage to the target.






[[folder:Floating Sea Drifter]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_floatingseadrifter.png]]
->'''Other variations:''' Nourished Drifter

A Seaborn that evolved the ability to fly. Uses ranged attacks that inflict bonus Nervous Impairment.

to:

[[folder:Floating Sea Drifter]]
[[folder:Shanhaizhong Seer]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_floatingseadrifter.org/pmwiki/pub/images/arknights_shanhaizhongseer.png]]
->'''Other variations:''' Nourished Drifter

A Seaborn that evolved
Shanhaizhong Oracle

Casters trained by
the ability Feranmuts in Originium Arts. They can lock onto a target and channel to fly. Uses ranged attacks that inflict bonus Nervous Impairment.create a large burst of Arts damage, which also buffs their ASPD afterwards.




to:

* ChargedAttack: Their main gimmick.
* MalevolentMaskedMen: Wear golden masks over their upper faces, resembling animal skulls.



[[folder:Basin Sea Reaper]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_basinseareaper.png]]
->'''Other variations:''' Nourished Reaper

A Seaborn who normally stays passive while absorbing nutrients. When attacked, they'll rush down targets with attacks that deal bonus Nervous Impairment damage, while also burning their health away to rapidly inflct Nervous Impairment to all friendlies nearby.

to:

[[folder:Basin Sea Reaper]]
[[folder:'Wallbreaker']]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_basinseareaper.org/pmwiki/pub/images/arknights_shanhaizongwallbreaker.png]]
->'''Other variations:''' Nourished Reaper

A Seaborn who normally stays passive while absorbing nutrients. When attacked, they'll rush down targets with attacks that deal bonus Nervous Impairment damage, while also burning their health away to rapidly inflct Nervous Impairment to all friendlies nearby.
'Fortbreaker'

Yumen siege machines stolen by the Shanhaizhong. Prioritize attacking roadblocks and operators located on Yumen Catastrophe Defenses.



* LivingOnBorrowedTime: Reapers lose HP over time after switching to Combat-Ready mode. A possible strategy is to stall them (with crowd control or Executor Specialists) to let them burn themselves out before they can reach your defense line.



[[folder:Pocket Sea Crawler]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_pocketseacrawler.png]]
->'''Other variations:''' Nourished Crawler

An extraordinarily tough Seaborn with a minerally dense body. Doesn't attack normally, but deals bursts of Arts and Nervous Impairment damage whenever damaged enough.

to:

[[folder:Pocket Sea Crawler]]
[[folder:'Sandwalker']]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_pocketseacrawler.org/pmwiki/pub/images/arknights_shanhaizhongsandwalker.png]]
->'''Other variations:''' Nourished Crawler

An extraordinarily tough Seaborn
'Sand Voyager'

Yumen desert transportation stolen by the Shanhaizhong. Can only be blocked by operators
with a minerally dense body. Doesn't attack normally, but deals bursts of Arts 4 block, picks up non-Leader and Nervous Impairment damage whenever damaged enough.non-Machine enemies up to 3 max, and will unload its cargo when reaching a Ladder.



* HerdHittingAttack: Whenever a Crawler loses 15% of its HP, it will unleash a burst of Arts and Nervous Impairment damage in the 2-tile area surrounding it. Given that Crawlers come with no DEF or RES whatsoever, depleting its health quickly is very easy - and also very deadly, as the overlapping bursts of Arts and Nervous Impairment damage can quickly overwhelm Medics and destroy the player's defense line.



[[folder:Primal Sea Piercer]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_primalseapiercer.png]]
->'''Other variations:''' Nourished Piercer

A powerful Seaborn that evolved a natural harpoon, they use said weapon to prioritize the most injured friendly units from range.

to:

[[folder:Primal Sea Piercer]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_primalseapiercer.png]]
! Rhodes Island Units
!!! Unmanned RI machinery (introduced in ''Multivariate Cooperation'')

[[folder:Retrofitted Gas Truck]]
->'''Other variations:''' Nourished Piercer

High-Powered Gas Truck
A powerful Seaborn that evolved mobile pesticide sprayer repurposed as a natural harpoon, they use said weapon weapon, but gone haywire due to prioritize the most injured a design flaw. Constantly disperses noxious gas when not blocked, dealing constant Arts damage to all friendly units from range.
on the map.



* FinishHim: Piercers prioritize attacking operators with the lowest HP percentage.



[[folder:Automatic Maintenance Drone]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_automaticmaintenancedrone.png]]

An friendly Iberian machine that improves the performance of nearby Emergency Aid Buildings.

to:

[[folder:Automatic Maintenance [[folder:Second-hand Low-cost Drone]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_automaticmaintenancedrone.png]]

An friendly Iberian machine
->'''Other variations:''' Modified Second-hand Drone
A repurposed Kazimierz arena drone
that improves the performance of nearby Emergency Aid Buildings.
doesn't deduct lives when escaping, but drops items when destroyed.



* FriendlyFireproof: Subverted; even though they are beneficial to the player, will not hurt your operators, and do not deduct lives if they enter the blue box, this does not prevent them from being inadvertently attacked and killed by your operators. Granted, you sometimes need to do this in some operations to prevent them from activating any Emergency Aid Buildings, which is required for certain Medals in ''Under Tides''.
* SupportPartyMember: Much like the Sponsor Drones before them, they are this towards the player, empowering the Emergency Aid Buildings with a more potent Nervous Impairment healing when adjacent to one.
----



[[folder:Nethersea Spewer]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/arknights_netherseaspewer.png]]
->'''Other variations:''' Nourished Spewer, Regressed Spewer

A snail-like Seaborn that spits spores to attack multiple enemies. They can attack any operator standing on Nethersea Brand, no matter the distance.

to:

[[folder:Nethersea Spewer]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/arknights_netherseaspewer.png]]
->'''Other variations:''' Nourished Spewer, Regressed Spewer

A snail-like Seaborn
[[folder:Mobile Generator]]
An experimental mobile energy vehicle
that spits spores to attack multiple enemies. They can attack any operator standing won't deduct lives upon escaping, but grants all allies SP on Nethersea Brand, no matter the distance.destruction.



* HerdHittingAttack: Nethersea Spewers can attack up to 3 targets at once, as well as all operators that are standing on the Nethersea Brand.
* MightyGlacier: Spewers are the slowest Seaborn enemy in the game, but their damage more than makes up for it.
----

to:

* HerdHittingAttack: Nethersea Spewers can attack up to 3 targets at once, as well as all operators that are standing on the Nethersea Brand.
* MightyGlacier: Spewers are the slowest Seaborn enemy in the game, but their damage more than makes up for it.
----



[[folder:Nethersea Predator]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_netherseapredator.png]]
->'''Other variations:''' Nourished Predator, Regressed Predator

A Seaborn with a chitinous bird-like skull. Adept at bypassing defenses and dodging attacks.

to:

[[folder:Nethersea Predator]]

! Iberian Units
!!! Seaborn (Introduced in ''Under Tides'', ''Stultifera Navis'' and ''Mizuki & Caerula Arbor'')

[[folder:Shell Sea Runner]]

->'''Other variations:''' Nourished Runner
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_netherseapredator.png]]
->'''Other variations:''' Nourished Predator, Regressed Predator

org/pmwiki/pub/images/arknights_shellsearunner.png]]

A Seaborn with a chitinous bird-like skull. Adept at bypassing defenses and dodging attacks.
Sea Terror that grew four limbs, but lacks an internal skeleton.



* AchillesHeel: Their evasion is disabled if they are afflicted by negative status effects (Stun, Silence, Cold/Freeze, Bind, Levitate), rendering them far easier to kill.
* FragileSpeedster: Predators have paper-thin defenses - low HP, flimsy DEF, and no RES. In return, their evasion, high movement speed, and ability to be unblockable when on Nethersea Brand allows them to slip past defense lines with ease.
----

to:

* AchillesHeel: Their evasion is disabled if they are afflicted by negative status effects (Stun, Silence, Cold/Freeze, Bind, Levitate), rendering them far easier ZergRush: The Seaborn equivalent of Hounds, as [[FragileSpeedster weak but fast-moving creatures]] meant to kill.
* FragileSpeedster: Predators have paper-thin defenses - low HP, flimsy DEF, and no RES. In return, their evasion, high movement speed, and ability to be unblockable when on Nethersea Brand allows them to slip past defense lines with ease.
----
overwhelm your lineup through sheer numbers.



[[folder:Nethersea Founder]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_netherseafounder.png]]
->'''Other variations:''' Nourished Founder, Regressed Founder

A Seaborn with a chitinous bird-like skull, capable of creating the Nethersea Brand.

to:

[[folder:Nethersea Founder]]
[[quoteright:150:https://static.
[[folder:Deep Sea Slider]]
[[quoteright:350:https://static.
tvtropes.org/pmwiki/pub/images/arknights_netherseafounder.png]]
org/pmwiki/pub/images/avg_avg_npc_185.png]]
->'''Other variations:''' Nourished Founder, Regressed Founder

Slider

A Seaborn with a chitinous bird-like skull, capable of creating that evolved the Nethersea Brand.
ability to walk on land. Deals bonus Nervous Impairment on attack, which will deal massive damage and stun Operators that take too much Sanity damage.



* AchillesHeel: The Silence status effect. A Silenced Founder loses its ability to spawn Nethersea Brand when it dies.
* AntiMagic: Founders boast an impressive 90 RES, making Arts damage ineffective.
* LastDitchMove: Founders infest the tile they are on with spreading Nethersea Brand when they die, making them a common source of Nethersea Brand in operations without an infested starting tile.
----



[[folder:Nethersea Brandguider]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_netherseabrandguider.png]]
->'''Other variations:''' Nourished Brandguider, Regressed Brandguider

A Seaborn created from a dying colony with the goal of expanding the Nethersea Brand.

to:

[[folder:Nethersea Brandguider]]
[[folder:Ridge Sea Spitter]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_netherseabrandguider.org/pmwiki/pub/images/arknights_ridgeseaspitter.png]]
->'''Other variations:''' Nourished Brandguider, Regressed Brandguider

Spitter

A Seaborn created from a dying colony that threatens with the goal of expanding the Nethersea Brand.high-velocity ranged spit that can crush coral reefs.



* AchillesHeel: The Silence status effect, similar to Nethersea Founders, as a Silenced Brandguider cannot create Nethersea Brand. Silence does not remove the Brandguider's increased DEF, however.
* LoopholeAbuse: One-shotting the Brandguider from full health (i.e. Ebenholz) will also prevent the Brandguider from creating Nethersea Brand tiles.
* TurnsRed: When a Brandguider's health falls below half, its DEF is ''quadrupled'' and its block requirement is increased from 1 to 2, making it both significantly harder to kill and more likely to cause leaks.
* WalkingWasteland: Brandguiders below half health infest the tiles they walk on with Nethersea Brand.
----

to:

* AchillesHeel: The Silence status effect, similar to Nethersea Founders, as a Silenced Brandguider cannot create Nethersea Brand. Silence does not remove the Brandguider's increased DEF, however.
* LoopholeAbuse: One-shotting the Brandguider from full health (i.e. Ebenholz) will also prevent the Brandguider from creating Nethersea Brand tiles.
* TurnsRed: When a Brandguider's health falls below half, its DEF is ''quadrupled'' and its block requirement is increased from 1 to 2, making it both significantly harder to kill and more likely to cause leaks.
* WalkingWasteland: Brandguiders below half health infest the tiles they walk on with Nethersea Brand.
----



[[folder:Nethersea Swarmcaller]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_netherseaswarmcaller.png]]
->'''Other variations:''' Nourished Swarmcaller, Regressed Swarmcaller

A jellyfish-like Seaborn capable of manipulating small creatures and call the Nethersea Brand to life. They have an aura that continuously inflicts Arts and Nervous Impairment damage in an area around them.

to:

[[folder:Nethersea Swarmcaller]]
[[folder:Floating Sea Drifter]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_netherseaswarmcaller.org/pmwiki/pub/images/arknights_floatingseadrifter.png]]
->'''Other variations:''' Nourished Swarmcaller, Regressed Swarmcaller

Drifter

A jellyfish-like Seaborn capable of manipulating small creatures and call the Nethersea Brand to life. They have an aura that continuously inflicts Arts and evolved the ability to fly. Uses ranged attacks that inflict bonus Nervous Impairment damage in an area around them.
Impairment.



* NoSell: Immune to the Slow status effect, and its inherent Status Resistance cuts the duration of negative status effects in half.
* StoneWall: Swarmcallers have good HP, DEF, and RES, but its only attack is an aura that continuously deals Arts and Nervous Impairment damage to nearby operators.
----



[[folder:Nethersea Reefbreaker]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_netherseareefbreaker.png]]
->'''Other variations:''' Nourished Reefbreaker, Regressed Reefbreaker

A Seaborn created from the Nethersea Brand to eliminate intruders and reform the environment for its kin.

to:

[[folder:Nethersea Reefbreaker]]
[[folder:Basin Sea Reaper]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_netherseareefbreaker.org/pmwiki/pub/images/arknights_basinseareaper.png]]
->'''Other variations:''' Nourished Reefbreaker, Regressed Reefbreaker

Reaper

A Seaborn created from the Nethersea Brand who normally stays passive while absorbing nutrients. When attacked, they'll rush down targets with attacks that deal bonus Nervous Impairment damage, while also burning their health away to eliminate intruders and reform the environment for its kin.
rapidly inflct Nervous Impairment to all friendlies nearby.




* AchillesHeel: As Reefbreakers only ramp up if allowed to attack, negative status effects that leave them unable to attack (freeze, stun, sleep) help in mitigating their threat level.
* GatheringSteam: They gain 15% bonus ATK every time they attack, stacking up to a total of ''225%'' bonus ATK. They can quickly slaughter operators if left unchecked. If they don't attack for at least 3.5 seconds, however, they'll lose this bonus at a rate of 15% per second.
* TheSneakyGuy: They are invisible when standing on Nethersea Brand.
----

to:

\n* AchillesHeel: As Reefbreakers only ramp up if allowed LivingOnBorrowedTime: Reapers lose HP over time after switching to attack, negative status effects that leave Combat-Ready mode. A possible strategy is to stall them unable (with crowd control or Executor Specialists) to attack (freeze, stun, sleep) help in mitigating their threat level.
* GatheringSteam: They gain 15% bonus ATK every time
let them burn themselves out before they attack, stacking up to a total of ''225%'' bonus ATK. They can quickly slaughter operators if left unchecked. If they don't attack for at least 3.5 seconds, however, they'll lose this bonus at a rate of 15% per second.
* TheSneakyGuy: They are invisible when standing on Nethersea Brand.
----
reach your defense line.



[[folder:Bone Sea Drifter]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_boneseadrifter.png]]

A Seaborn shaped like a fishbone, they often travel in large groups to find food and avoid predators. Attacks inflict Corrosion damage.

to:

[[folder:Bone [[folder:Pocket Sea Drifter]]
Crawler]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_boneseadrifter.png]]

A
org/pmwiki/pub/images/arknights_pocketseacrawler.png]]
->'''Other variations:''' Nourished Crawler

An extraordinarily tough
Seaborn shaped like with a fishbone, they often travel in large groups to find food minerally dense body. Doesn't attack normally, but deals bursts of Arts and avoid predators. Attacks inflict Corrosion damage.
Nervous Impairment damage whenever damaged enough.



* ZergRush: They're the basic mooks you'll be facing in bulk in the first floor or two of "Mizuki & Caerula Arbor". Although not individually strong, your limited amount of units on this floors can make it difficult to deal with them.

to:

* ZergRush: They're the basic mooks you'll be facing in bulk HerdHittingAttack: Whenever a Crawler loses 15% of its HP, it will unleash a burst of Arts and Nervous Impairment damage in the first floor or two of "Mizuki & Caerula Arbor". Although not individually strong, your limited amount of units on this floors can make it difficult to deal 2-tile area surrounding it. Given that Crawlers come with them.no DEF or RES whatsoever, depleting its health quickly is very easy - and also very deadly, as the overlapping bursts of Arts and Nervous Impairment damage can quickly overwhelm Medics and destroy the player's defense line.



[[folder:Retching Broodmother]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_retchingbroodmother.png]]
A Seaborn broodmother that throws fake offspring at enemies to distract them from real offspring. Only attacks ground targets, and attacks spawn a Baleful Broodling on the target.

to:

[[folder:Retching Broodmother]]
[[folder:Primal Sea Piercer]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_retchingbroodmother.org/pmwiki/pub/images/arknights_primalseapiercer.png]]
->'''Other variations:''' Nourished Piercer

A powerful Seaborn broodmother that throws fake offspring at enemies evolved a natural harpoon, they use said weapon to distract them prioritize the most injured friendly units from real offspring. Only attacks ground targets, and attacks spawn a Baleful Broodling on the target.
range.



* AchillesHeel: They cannot attack operators on high ground tiles, making ranged bombardment the preferred way to counter them.
* FlunkyBoss: They spawn a Baleful Broodling every time they attack.

to:

* AchillesHeel: They cannot attack FinishHim: Piercers prioritize attacking operators on high ground tiles, making ranged bombardment with the preferred way to counter them.
* FlunkyBoss: They spawn a Baleful Broodling every time they attack.
lowest HP percentage.



[[folder:Baleful Broodling]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_balefulbroodling.png]]

Extensions of the Retching Broodmother's body, used as decoy for the actual offspring. Deals Corrosion damage when attacking.

to:

[[folder:Baleful Broodling]]
[[folder:Automatic Maintenance Drone]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_balefulbroodling.org/pmwiki/pub/images/arknights_automaticmaintenancedrone.png]]

Extensions of An friendly Iberian machine that improves the Retching Broodmother's body, used as decoy for the actual offspring. Deals Corrosion damage when attacking.
performance of nearby Emergency Aid Buildings.



* LivingOnBorrowedTime: They lose 100 HP per second after being thrown.
* WeaponizedOffspring: Sort of. They look identical to the Broodmother's real offspring, but their only purpose in life is to serve as ammunition for the Broodmother to throw at the enemy.

to:

* LivingOnBorrowedTime: They lose 100 HP per second after being thrown.
* WeaponizedOffspring: Sort of. They look identical
FriendlyFireproof: Subverted; even though they are beneficial to the Broodmother's real offspring, but their only purpose player, will not hurt your operators, and do not deduct lives if they enter the blue box, this does not prevent them from being inadvertently attacked and killed by your operators. Granted, you sometimes need to do this in life some operations to prevent them from activating any Emergency Aid Buildings, which is to serve as ammunition required for certain Medals in ''Under Tides''.
* SupportPartyMember: Much like
the Broodmother to throw at Sponsor Drones before them, they are this towards the enemy.player, empowering the Emergency Aid Buildings with a more potent Nervous Impairment healing when adjacent to one.
----



[[folder:Ocean Stonecutter]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_oceanstonecutter.png]]

A Seaborn with a hermit crab shell, meant to protect the swarm from enemies. Temporarily stops and increases its DEF when it enters an operator's attack range.

to:

[[folder:Ocean Stonecutter]]
[[quoteright:150:https://static.
[[folder:Nethersea Spewer]]
[[quoteright:350:https://static.
tvtropes.org/pmwiki/pub/images/arknights_oceanstonecutter.png]]

org/pmwiki/pub/images/arknights_netherseaspewer.png]]
->'''Other variations:''' Nourished Spewer, Regressed Spewer

A snail-like Seaborn with a hermit crab shell, meant that spits spores to protect the swarm from attack multiple enemies. Temporarily stops and increases its DEF when it enters an operator's They can attack range.
any operator standing on Nethersea Brand, no matter the distance.




* StanceSystem: They enter a defensive stance when entering a friendly operator's attack range the first time, becoming unable to move but gaining 300 DEF.

to:

\n* StanceSystem: They enter a defensive stance when entering a friendly operator's HerdHittingAttack: Nethersea Spewers can attack range up to 3 targets at once, as well as all operators that are standing on the first time, becoming unable to move Nethersea Brand.
* MightyGlacier: Spewers are the slowest Seaborn enemy in the game,
but gaining 300 DEF.their damage more than makes up for it.
----



[[folder:Skimming Sea Drifter]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_skimmingseadrifter.png]]

A Seaborn capable of gliding above the water, having evolved the ability to fly. Attacks inflict Corrosion damage.

to:

[[folder:Skimming Sea Drifter]]
[[folder:Nethersea Predator]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_skimmingseadrifter.png]]

org/pmwiki/pub/images/arknights_netherseapredator.png]]
->'''Other variations:''' Nourished Predator, Regressed Predator

A Seaborn capable of gliding above the water, having evolved the ability to fly. Attacks inflict Corrosion damage.
with a chitinous bird-like skull. Adept at bypassing defenses and dodging attacks.




* AchillesHeel: As Sea Drifters aren't actually flying enemies but have the Low-Altitude Hovering trait, Stun, Freeze, and Sleep status effects will cause them to permanently lose both their flight and ranged attack.
* ArtificialStupidity: Some operations have them pathing over holes... a path they'll follow even if they've lost their Low-Altitude Hovering, often resulting in [[DisneyDeath them plummeting to their doom]].

to:

\n* AchillesHeel: As Sea Drifters aren't actually flying enemies but have the Low-Altitude Hovering trait, Stun, Freeze, and Sleep Their evasion is disabled if they are afflicted by negative status effects will cause (Stun, Silence, Cold/Freeze, Bind, Levitate), rendering them far easier to kill.
* FragileSpeedster: Predators have paper-thin defenses - low HP, flimsy DEF, and no RES. In return, their evasion, high movement speed, and ability to be unblockable when on Nethersea Brand allows
them to permanently lose both their flight and ranged attack.
* ArtificialStupidity: Some operations have them pathing over holes... a path they'll follow even if they've lost their Low-Altitude Hovering, often resulting in [[DisneyDeath them plummeting to their doom]].
slip past defense lines with ease.
----



[[folder:Chest Seaborn]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_chestseaborn.png]]

A Seaborn often used by the Church of the Deep as booby traps to protect their hideouts. Disguised as treasure chests, will reveal true form when attacked and does not cost life seals if allowed to enter a Protection Objective.

to:

[[folder:Chest Seaborn]]
[[folder:Nethersea Founder]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_chestseaborn.png]]

org/pmwiki/pub/images/arknights_netherseafounder.png]]
->'''Other variations:''' Nourished Founder, Regressed Founder

A Seaborn often used by with a chitinous bird-like skull, capable of creating the Church of the Deep as booby traps to protect their hideouts. Disguised as treasure chests, will reveal true form when attacked and does not cost life seals if allowed to enter a Protection Objective.
Nethersea Brand.



* ChestMonster: The Seaborn version of these, as they're disguised as a regular chest until attacked. To compensate for being more difficult to kill and potentially running away with the loot, Chest Seaborn drop 10 Originium ingots comparing to a regular chest's 2 or a spiked chest's 4.

to:

* ChestMonster: AchillesHeel: The Seaborn version of these, as they're disguised as a regular chest until attacked. To compensate for being more difficult Silence status effect. A Silenced Founder loses its ability to kill and potentially running away spawn Nethersea Brand when it dies.
* AntiMagic: Founders boast an impressive 90 RES, making Arts damage ineffective.
* LastDitchMove: Founders infest the tile they are on
with the loot, Chest Seaborn drop 10 Originium ingots comparing to spreading Nethersea Brand when they die, making them a regular chest's 2 or a spiked chest's 4.common source of Nethersea Brand in operations without an infested starting tile.
----



! Minosian Units
!!! Hymnoi training instructors (introduced in ''Hymnoi Wisdom'')
[[folder:Hymnoi Hero]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_hymnoihero.png]]

One of the instructors at the Hymnoi Training Base. Although optional to kill, they require 3 units to block, passively give regeneration to all enemies while alive, and can throw smoke bombs to deal Arts damage and reduce the block count of Operators. Defeating them spawns a permanent ally healing zone on their site of defeat.

to:

! Minosian Units
!!! Hymnoi training instructors (introduced in ''Hymnoi Wisdom'')
[[folder:Hymnoi Hero]]
[[folder:Nethersea Brandguider]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_hymnoihero.png]]

One of
org/pmwiki/pub/images/arknights_netherseabrandguider.png]]
->'''Other variations:''' Nourished Brandguider, Regressed Brandguider

A Seaborn created from a dying colony with
the instructors at goal of expanding the Hymnoi Training Base. Although optional to kill, they require 3 units to block, passively give regeneration to all enemies while alive, and can throw smoke bombs to deal Arts damage and reduce the block count of Operators. Defeating them spawns a permanent ally healing zone on their site of defeat.
Nethersea Brand.




to:

* AchillesHeel: The Silence status effect, similar to Nethersea Founders, as a Silenced Brandguider cannot create Nethersea Brand. Silence does not remove the Brandguider's increased DEF, however.
* LoopholeAbuse: One-shotting the Brandguider from full health (i.e. Ebenholz) will also prevent the Brandguider from creating Nethersea Brand tiles.
* TurnsRed: When a Brandguider's health falls below half, its DEF is ''quadrupled'' and its block requirement is increased from 1 to 2, making it both significantly harder to kill and more likely to cause leaks.
* WalkingWasteland: Brandguiders below half health infest the tiles they walk on with Nethersea Brand.
----



[[folder:Hymnoi Warrior]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_hymnoiwarrior.png]]

One of the warriors at the Hymnoi Training Base. Although optional to kill, they start battle with a shield that makes them immune to all damage and most negative effects, can draw aggro from Operators, passively reduce the DEF of all friendly units while alive, and can call in a rain of arrows in retaliation to being hit.

to:

[[folder:Hymnoi Warrior]]
[[folder:Nethersea Swarmcaller]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_hymnoiwarrior.png]]

One
org/pmwiki/pub/images/arknights_netherseaswarmcaller.png]]
->'''Other variations:''' Nourished Swarmcaller, Regressed Swarmcaller

A jellyfish-like Seaborn capable
of manipulating small creatures and call the warriors at the Hymnoi Training Base. Although optional Nethersea Brand to kill, they start battle with a shield life. They have an aura that makes them immune to all continuously inflicts Arts and Nervous Impairment damage and most negative effects, can draw aggro from Operators, passively reduce the DEF of all friendly units while alive, and can call in a rain of arrows in retaliation to being hit.
an area around them.



* NoSell: Immune to the Slow status effect, and its inherent Status Resistance cuts the duration of negative status effects in half.
* StoneWall: Swarmcallers have good HP, DEF, and RES, but its only attack is an aura that continuously deals Arts and Nervous Impairment damage to nearby operators.
----



! Bolivar Units

!!! Dossoles workers (introduced in ''Dossoles Holiday'')


[[folder:Diver]]
->'''Other variations:''' Diver Leader
Trained divers armed with crossbows. They're immune to Erosion from being underwater, and will additionally gain invisiblity and bonus ATK when submerged.

to:

! Bolivar Units

!!! Dossoles workers (introduced in ''Dossoles Holiday'')


[[folder:Diver]]
[[folder:Nethersea Reefbreaker]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_netherseareefbreaker.png]]
->'''Other variations:''' Diver Leader
Trained divers armed with crossbows. They're immune to Erosion
Nourished Reefbreaker, Regressed Reefbreaker

A Seaborn created
from being underwater, the Nethersea Brand to eliminate intruders and will additionally gain invisiblity and bonus ATK when submerged.
reform the environment for its kin.



* SuperNotDrowningSkills: Justified; they're wearing scuba equipment, and as such do not take damage from swimming in water.

to:


* SuperNotDrowningSkills: Justified; they're wearing scuba equipment, and as such do not take damage from swimming AchillesHeel: As Reefbreakers only ramp up if allowed to attack, negative status effects that leave them unable to attack (freeze, stun, sleep) help in water.
mitigating their threat level.
* GatheringSteam: They gain 15% bonus ATK every time they attack, stacking up to a total of ''225%'' bonus ATK. They can quickly slaughter operators if left unchecked. If they don't attack for at least 3.5 seconds, however, they'll lose this bonus at a rate of 15% per second.
* TheSneakyGuy: They are invisible when standing on Nethersea Brand.
----



[[folder:Delinquent]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_avg_npc_195.png]]
->'''Other variations:''' Delinquent Boss

Average Dossoles criminals, eager to join a fight. They gain physical evasion when not blocked.

to:

[[folder:Delinquent]]
[[quoteright:350:https://static.
[[folder:Bone Sea Drifter]]
[[quoteright:150:https://static.
tvtropes.org/pmwiki/pub/images/avg_avg_npc_195.png]]
->'''Other variations:''' Delinquent Boss

Average Dossoles criminals, eager
org/pmwiki/pub/images/arknights_boneseadrifter.png]]

A Seaborn shaped like a fishbone, they often travel in large groups
to join a fight. They gain physical evasion when not blocked.
find food and avoid predators. Attacks inflict Corrosion damage.




to:

* ZergRush: They're the basic mooks you'll be facing in bulk in the first floor or two of "Mizuki & Caerula Arbor". Although not individually strong, your limited amount of units on this floors can make it difficult to deal with them.



[[folder:Dockworker]]
->'''Other variations:''' Dockworker Leader

Burly sailors who have significant strength and can stun Operators every four attacks. However, they'll also take massively increased damage from Erosion.

to:

[[folder:Dockworker]]
->'''Other variations:''' Dockworker Leader

Burly sailors who have significant strength and can stun Operators every four attacks. However, they'll also take massively increased damage
[[folder:Retching Broodmother]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_retchingbroodmother.png]]
A Seaborn broodmother that throws fake offspring at enemies to distract them
from Erosion.
real offspring. Only attacks ground targets, and attacks spawn a Baleful Broodling on the target.



* AnchorsAway: They lug one of these bad boys as their weapon.
* SuperDrowningSkills: They take ''far more'' damage than other enemies while submerged in water, to the point that submerging them will usually kill them in seconds.

to:


* AnchorsAway: AchillesHeel: They lug one of these bad boys as their weapon.
cannot attack operators on high ground tiles, making ranged bombardment the preferred way to counter them.
* SuperDrowningSkills: FlunkyBoss: They take ''far more'' damage than other enemies while submerged in water, to the point that submerging them will usually kill them in seconds.
spawn a Baleful Broodling every time they attack.



[[folder:Tidal Caster]]
->'''Other variations:''' Tidal Leader

Casters employed to control the tides of Dossoles' artificial sea. Their Arts attacks do splash damage to adjacent units and inflict large amounts of Corrosion damage.

to:

[[folder:Tidal Caster]]
->'''Other variations:''' Tidal Leader

Casters employed to control
[[folder:Baleful Broodling]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_balefulbroodling.png]]

Extensions of
the tides of Dossoles' artificial sea. Their Arts attacks do splash damage to adjacent units and inflict large amounts of Retching Broodmother's body, used as decoy for the actual offspring. Deals Corrosion damage.
damage when attacking.



* LivingOnBorrowedTime: They lose 100 HP per second after being thrown.
* WeaponizedOffspring: Sort of. They look identical to the Broodmother's real offspring, but their only purpose in life is to serve as ammunition for the Broodmother to throw at the enemy.



[[folder:Caster Speedboat]]
->'''Other variations:''' Tidal Leader Speedboat

A Tidal Caster riding a speedboat that allows them to traverse water unobstructed and increases their stats. If the speedboat is destroyed, the Caster will dismount and continue on.

to:

[[folder:Caster Speedboat]]
->'''Other variations:''' Tidal Leader Speedboat

[[folder:Ocean Stonecutter]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_oceanstonecutter.png]]

A Tidal Caster riding Seaborn with a speedboat that allows them hermit crab shell, meant to traverse water unobstructed protect the swarm from enemies. Temporarily stops and increases their stats. If the speedboat is destroyed, the Caster will dismount and continue on.
its DEF when it enters an operator's attack range.



* StanceSystem: They enter a defensive stance when entering a friendly operator's attack range the first time, becoming unable to move but gaining 300 DEF.



[[folder:Dockworker Motorboat]]
->'''Other variations:''' Dockworker Leader Motorboat

Dockworkers piloting heavy-duty screwboats that deal heavy collision damage on contact and can only be blocked by units with 3 block or higher. If the motorboat is destroyed, the Dockworker will dismount and carry on.

to:

[[folder:Dockworker Motorboat]]
->'''Other variations:''' Dockworker Leader Motorboat

Dockworkers piloting heavy-duty screwboats that deal heavy collision damage on contact and can only be blocked by units with 3 block or higher. If
[[folder:Skimming Sea Drifter]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_skimmingseadrifter.png]]

A Seaborn capable of gliding above
the motorboat is destroyed, water, having evolved the Dockworker will dismount and carry on.
ability to fly. Attacks inflict Corrosion damage.



* AchillesHeel: As Sea Drifters aren't actually flying enemies but have the Low-Altitude Hovering trait, Stun, Freeze, and Sleep status effects will cause them to permanently lose both their flight and ranged attack.
* ArtificialStupidity: Some operations have them pathing over holes... a path they'll follow even if they've lost their Low-Altitude Hovering, often resulting in [[DisneyDeath them plummeting to their doom]].



[[folder:Unmanned Explosive Boat]]
->'''Other variations:''' Unmanned Heavy Explosive Boat, Pancho's Explosive Boat

Unmanned boats loaded with heavy explosives. They constantly lose HP over time, and will violently detonate when destroyed, dealing heavy physical and Corrosion damage in an area.

to:

[[folder:Unmanned Explosive Boat]]
->'''Other variations:''' Unmanned Heavy Explosive Boat, Pancho's Explosive Boat

Unmanned boats loaded with heavy explosives. They constantly lose HP over time, and
[[folder:Chest Seaborn]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_chestseaborn.png]]

A Seaborn often used by the Church of the Deep as booby traps to protect their hideouts. Disguised as treasure chests,
will violently detonate reveal true form when destroyed, dealing heavy physical attacked and Corrosion damage in an area.
does not cost life seals if allowed to enter a Protection Objective.



* AchillesHeel: The Silence status effect completely neutralizes their threat, preventing them from exploding on death.

to:


* AchillesHeel: ChestMonster: The Silence status effect completely neutralizes their threat, preventing them from exploding on death.Seaborn version of these, as they're disguised as a regular chest until attacked. To compensate for being more difficult to kill and potentially running away with the loot, Chest Seaborn drop 10 Originium ingots comparing to a regular chest's 2 or a spiked chest's 4.



[[folder:Competition Transport Vessel]]

An unmanned boat carrying supplies for the Dossoles Warrior Championship. It's a friendly unit that is prioritized by enemies in range, but will deduct 2 Life Points if destroyed.

to:

[[folder:Competition Transport Vessel]]

An unmanned boat carrying supplies for
! Minosian Units
!!! Hymnoi training instructors (introduced in ''Hymnoi Wisdom'')
[[folder:Hymnoi Hero]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_hymnoihero.png]]

One of
the Dossoles Warrior Championship. It's a friendly unit that is prioritized by instructors at the Hymnoi Training Base. Although optional to kill, they require 3 units to block, passively give regeneration to all enemies in range, but will deduct 2 Life Points if destroyed.
while alive, and can throw smoke bombs to deal Arts damage and reduce the block count of Operators. Defeating them spawns a permanent ally healing zone on their site of defeat.



!Kjerag Units
!!! Kjeragian hunters and Karlan Commercial militia (introduced in ''Break the Ice'')

[[folder: Clawbeast]]
->'''Other variations:''' Ferocious Clawbeast
Wild beasts that are native to the cold wilderness of Kjerag. Gains status resistance.

to:

!Kjerag Units
!!! Kjeragian hunters and Karlan Commercial militia (introduced in ''Break
[[folder:Hymnoi Warrior]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_hymnoiwarrior.png]]

One of
the Ice'')

[[folder: Clawbeast]]
->'''Other variations:''' Ferocious Clawbeast
Wild beasts
warriors at the Hymnoi Training Base. Although optional to kill, they start battle with a shield that are native makes them immune to all damage and most negative effects, can draw aggro from Operators, passively reduce the cold wilderness DEF of Kjerag. Gains status resistance.
all friendly units while alive, and can call in a rain of arrows in retaliation to being hit.






[[folder: Frigid]]
->'''Other variations:''' Frigid AS.T
Custom drones modified for operation in sub-zero temperatures for Karlan Trade. Gains status resistance.

to:

[[folder: Frigid]]
! Bolivar Units

!!! Dossoles workers (introduced in ''Dossoles Holiday'')


[[folder:Diver]]
->'''Other variations:''' Frigid AS.T
Custom drones modified for operation in sub-zero temperatures for Karlan Trade. Gains status resistance.
Diver Leader
Trained divers armed with crossbows. They're immune to Erosion from being underwater, and will additionally gain invisiblity and bonus ATK when submerged.



* SuperNotDrowningSkills: Justified; they're wearing scuba equipment, and as such do not take damage from swimming in water.



[[folder: Icefield Warrior]]
->'''Other variations:''' Icefield Warrior Leader
Warriors proficient in icefield combat. Long periods of living on the icefields have tempered their will and physique.

to:

[[folder: Icefield Warrior]]
[[folder:Delinquent]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_avg_npc_195.png]]
->'''Other variations:''' Icefield Warrior Leader
Warriors proficient in icefield combat. Long periods of living on the icefields have tempered their will and physique.
Delinquent Boss

Average Dossoles criminals, eager to join a fight. They gain physical evasion when not blocked.






[[folder: Icefield Hunter]]
->'''Other variations:''' Icefield Hunter Leader
Hunters living on the icefields who were skilled in hunting the weakest link of the group. They prioritize attacking the target with the lowest DEF.

to:

[[folder: Icefield Hunter]]
[[folder:Dockworker]]
->'''Other variations:''' Icefield Hunter Leader
Hunters living on the icefields
Dockworker Leader

Burly sailors
who were skilled in hunting the weakest link of the group. They prioritize attacking the target with the lowest DEF.
have significant strength and can stun Operators every four attacks. However, they'll also take massively increased damage from Erosion.



* AnchorsAway: They lug one of these bad boys as their weapon.
* SuperDrowningSkills: They take ''far more'' damage than other enemies while submerged in water, to the point that submerging them will usually kill them in seconds.



[[folder: Icefield Arts Fighter]]
->'''Other variations:''' Icefield Arts Guard
Special warriors who use both Arts swords and their bodies as weapons. They loses HP when shifted and deals Arts damage and inflicting Cold status to all surrounding units after defeated.

to:

[[folder: Icefield Arts Fighter]]
[[folder:Tidal Caster]]
->'''Other variations:''' Icefield Tidal Leader

Casters employed to control the tides of Dossoles' artificial sea. Their
Arts Guard
Special warriors who use both Arts swords and their bodies as weapons. They loses HP when shifted and deals Arts
attacks do splash damage and inflicting Cold status to all surrounding adjacent units after defeated.
and inflict large amounts of Corrosion damage.






[[folder: Icefield Caster]]
->'''Other variations:''' Icefield Caster Leader
Hermits who intense themselves in researching ice Arts. Gains status resistance, attack two targets at once and inflict Cold status on the third attack.

to:

[[folder: Icefield Caster]]
[[folder:Caster Speedboat]]
->'''Other variations:''' Icefield Tidal Leader Speedboat

A Tidal
Caster Leader
Hermits who intense themselves in researching ice Arts. Gains status resistance, attack two targets at once
riding a speedboat that allows them to traverse water unobstructed and inflict Cold status on increases their stats. If the third attack.
speedboat is destroyed, the Caster will dismount and continue on.






[[folder: Icefield Berserker]]
->'''Other variations:''' Icefield Berserker Leader
Proud berserkers that find joy and excitement in the harsh cold environment. Gains status resistance and increases damage to Frozen targets.

to:

[[folder: Icefield Berserker]]
[[folder:Dockworker Motorboat]]
->'''Other variations:''' Icefield Berserker Leader
Proud berserkers
Dockworker Leader Motorboat

Dockworkers piloting heavy-duty screwboats
that find joy and excitement in the harsh cold environment. Gains status resistance and increases deal heavy collision damage to Frozen targets.
on contact and can only be blocked by units with 3 block or higher. If the motorboat is destroyed, the Dockworker will dismount and carry on.






[[folder: Tschäggättä]]
->'''Other variations:''' Tschäggättä Leader
Elite soldiers named after a monster in Kjeragian folklore who were directly under [=SilverAsh=]'s command during his time in Victoria. Gains status resistance, increases ATK during snowfall and decreases the target's DEF in each attack.

to:

[[folder: Tschäggättä]]
[[folder:Unmanned Explosive Boat]]
->'''Other variations:''' Tschäggättä Leader
Elite soldiers named after a monster in Kjeragian folklore who were directly under [=SilverAsh=]'s command during his time in Victoria. Gains status resistance, increases ATK during snowfall
Unmanned Heavy Explosive Boat, Pancho's Explosive Boat

Unmanned boats loaded with heavy explosives. They constantly lose HP over time,
and decreases the target's DEF will violently detonate when destroyed, dealing heavy physical and Corrosion damage in each attack.
an area.



* AchillesHeel: The Silence status effect completely neutralizes their threat, preventing them from exploding on death.



!Gaul Units

!!!Crimson Troupe members (introduced in ''Phantom and Crimson Solitaire'')

[[folder:Derisive Audience]]
Fanatics who have been totally brainwashed by the Crimson Troupe. They have above-average stats and can inflict Nervous Impairment on hit.

to:

!Gaul Units

!!!Crimson Troupe members (introduced in ''Phantom and Crimson Solitaire'')

[[folder:Derisive Audience]]
Fanatics who have been totally brainwashed by
[[folder:Competition Transport Vessel]]

An unmanned boat carrying supplies for
the Crimson Troupe. They have above-average stats and can inflict Nervous Impairment on hit.Dossoles Warrior Championship. It's a friendly unit that is prioritized by enemies in range, but will deduct 2 Life Points if destroyed.






[[folder:Scarlet Singer]]
A Troupe singer who grows more agitated the more they're attacked. Their Arts inflict Nervous Impairment, and they can temporarily double the attack speed of all enemies on the field each time they take 20 hits.

to:

[[folder:Scarlet Singer]]
A Troupe singer who grows more agitated
!Kjerag Units
!!! Kjeragian hunters and Karlan Commercial militia (introduced in ''Break
the more they're attacked. Their Arts inflict Nervous Impairment, and they can temporarily double Ice'')

[[folder: Clawbeast]]
->'''Other variations:''' Ferocious Clawbeast
Wild beasts that are native to
the attack speed cold wilderness of all enemies on the field each time they take 20 hits.
Kjerag. Gains status resistance.



* BrownNote: Their attack causes Nervous Impairment, which deals a nasty amount of true damage - along with stunning your operators - should it reach its maximum threshold.



[[folder:"Small Surprise"]]
A floating "gift" given to the audience of the Crimson Troupe, which induces ecstasy. They don't attack normally, but will drop their payload when shot down to deal Arts damage and Nervous Impairment in an area.

to:

[[folder:"Small Surprise"]]
A floating "gift" given to the audience of the Crimson Troupe, which induces ecstasy. They don't attack normally, but will drop their payload when shot down to deal Arts damage and Nervous Impairment
[[folder: Frigid]]
->'''Other variations:''' Frigid AS.T
Custom drones modified for operation
in an area.
sub-zero temperatures for Karlan Trade. Gains status resistance.



* AchillesHeel: They do no damage if silenced when shot down, making operators that can inflict the Silence debuff on aerial units (Lappland, Podenco or Ceobe) excellent at neutralizing their threat.



[[folder:Theater Golem]]
A huge contraption that is used mainly for heavy lifting. They can only be blocked by units with 4 or more block, and use devastating attacks that hit all Operators in their surroundings.

to:

[[folder:Theater Golem]]
A huge contraption that is used mainly for heavy lifting. They can only be blocked by units with 4 or more block, and use devastating attacks that hit all Operators
[[folder: Icefield Warrior]]
->'''Other variations:''' Icefield Warrior Leader
Warriors proficient
in icefield combat. Long periods of living on the icefields have tempered their surroundings.will and physique.



* AmbidextrousSprite: They have a '4' logo on their chest, which becomes inverted when they face left.



!Laterano Units

!!!Pathfinders Soldiers (introduced in ''Guide Ahead'')

[[folder:General]]

to:

!Laterano Units

!!!Pathfinders Soldiers (introduced
[[folder: Icefield Hunter]]
->'''Other variations:''' Icefield Hunter Leader
Hunters living on the icefields who were skilled
in ''Guide Ahead'')

[[folder:General]]
hunting the weakest link of the group. They prioritize attacking the target with the lowest DEF.



* BottomlessMagazines: Hostile 'Gelato Stops' will replenish their special ammunition indefinitely.
* GratuitousLatin: The unit names are all in Latin, fitting with Laterano being a FantasyCounterpartCulture of the Vatican.[[note]]'legionary', 'archer', 'ballista-man', 'skirmisher' and 'envoy'.[[/note]]
* RagtagBunchOfMisfits: The Pathfinders are made up of outcasts from varying races, sharing the same belief that Andoain will lead them to salvation.
* ScrewThisImOuttaHere: Most of them leave Laterano upon Andoain's defeat at the conclusion of "Guide Ahead". The annihilation operation "Chocolate Street" is clearing out the few remnants that started a riot in Laterano.
* WellIntentionedExtremist: Andoain's beliefs and the reason the Pathfinders are formed is this - to force Laterano to give aid to others outside of the country.



[[folder:Pathfinder Legionarius]]
->'''Other variations:''' Pathfinder Legionarius Prefect
A Pathfinders Liberi soldier.

to:

[[folder:Pathfinder Legionarius]]
[[folder: Icefield Arts Fighter]]
->'''Other variations:''' Pathfinder Legionarius Prefect
A Pathfinders Liberi soldier.
Icefield Arts Guard
Special warriors who use both Arts swords and their bodies as weapons. They loses HP when shifted and deals Arts damage and inflicting Cold status to all surrounding units after defeated.



[[folder:Pathfinder Sagittarius]]
->'''Other variations:''' Pathfinder Sagittarius Prefect

A Pathfinders Sankta rifleman. Carries one special ammo that doubles the damage of their next attack.

to:

[[folder:Pathfinder Sagittarius]]
[[folder: Icefield Caster]]
->'''Other variations:''' Pathfinder Sagittarius Prefect

A Pathfinders Sankta rifleman. Carries one special ammo that doubles
Icefield Caster Leader
Hermits who intense themselves in researching ice Arts. Gains status resistance, attack two targets at once and inflict Cold status on
the damage of their next attack.third attack.



[[folder:Pathfinder Artifex]]
->'''Other variations:''' Pathfinder Artifex Prefect

A Pathfinders Sarkaz caster. Carries one special ammo that makes their next attack apply Burn Damage buildup.

to:

[[folder:Pathfinder Artifex]]
[[folder: Icefield Berserker]]
->'''Other variations:''' Pathfinder Artifex Prefect

A Pathfinders Sarkaz caster. Carries one special ammo
Icefield Berserker Leader
Proud berserkers
that makes their next attack apply Burn Damage buildup.find joy and excitement in the harsh cold environment. Gains status resistance and increases damage to Frozen targets.



[[folder:Pathfinder Ballistarius]]
->'''Other variations:''' Pathfinder Ballistarius Prefect

A Pathfinders Liberi heavy weapons specialist. Carries two shells that let them do splash damage against operators from long range.

to:

[[folder:Pathfinder Ballistarius]]
[[folder: Tschäggättä]]
->'''Other variations:''' Pathfinder Ballistarius Prefect

A Pathfinders Liberi heavy weapons specialist. Carries two shells that let them do splash damage against operators from long range.
Tschäggättä Leader
Elite soldiers named after a monster in Kjeragian folklore who were directly under [=SilverAsh=]'s command during his time in Victoria. Gains status resistance, increases ATK during snowfall and decreases the target's DEF in each attack.



[[folder:Pathfinder Veles]]
->'''Other variations:''' Pathfinder Veles Prefect

A Pathfinders Sankta rifleman. Acts similar to the Sagittarius, but parachutes into the map instead of spawning from Incursion Points and prioritizes attacking 'Gelato Stops'.

to:

[[folder:Pathfinder Veles]]
->'''Other variations:''' Pathfinder Veles Prefect

A Pathfinders Sankta rifleman. Acts similar to
!Gaul Units

!!!Crimson Troupe members (introduced in ''Phantom and Crimson Solitaire'')

[[folder:Derisive Audience]]
Fanatics who have been totally brainwashed by
the Sagittarius, but parachutes into the map instead of spawning from Incursion Points Crimson Troupe. They have above-average stats and prioritizes attacking 'Gelato Stops'.can inflict Nervous Impairment on hit.



[[folder:Pathfinder Dessert Vendor]]
->'''Other variations:''' Reowned Pathfinder Dessert Vendor

A Pathfinders Sankta soldier disguised as a regular dessert vendor. Spawns with three "Snack Carts" that they periodically launch at the Protection Objective.

to:

[[folder:Pathfinder Dessert Vendor]]
->'''Other variations:''' Reowned Pathfinder Dessert Vendor

[[folder:Scarlet Singer]]
A Pathfinders Sankta soldier disguised as a regular dessert vendor. Spawns with three "Snack Carts" that Troupe singer who grows more agitated the more they're attacked. Their Arts inflict Nervous Impairment, and they periodically launch at can temporarily double the Protection Objective.attack speed of all enemies on the field each time they take 20 hits.



* MightyGlacier: Not particularly fast, but deal a lot of damage through a combination of their attacks and the Snack Carts that they launch.

to:

* MightyGlacier: Not particularly fast, but deal BrownNote: Their attack causes Nervous Impairment, which deals a lot nasty amount of true damage through a combination of their attacks and the Snack Carts that they launch.- along with stunning your operators - should it reach its maximum threshold.



[[folder:Snack Cart]]
->'''Other variations:''' Luscious Snack Cart

A concealed explosive device disguised as a harmless dessert cart. Explodes to deal Arts and Burn damage when blocked, and does extra damage to 'Gelato Stops'.

to:

[[folder:Snack Cart]]
->'''Other variations:''' Luscious Snack Cart

[[folder:"Small Surprise"]]
A concealed explosive device disguised as a harmless dessert cart. Explodes floating "gift" given to the audience of the Crimson Troupe, which induces ecstasy. They don't attack normally, but will drop their payload when shot down to deal Arts and Burn damage when blocked, and does extra damage to 'Gelato Stops'.Nervous Impairment in an area.



* AchillesHeel: They don't explode if Silenced, making operators like Lappland and Jaye excellent at neutralizing their danger.

to:

* AchillesHeel: They don't explode do no damage if Silenced, silenced when shot down, making operators like Lappland and Jaye that can inflict the Silence debuff on aerial units (Lappland, Podenco or Ceobe) excellent at neutralizing their danger.threat.



[[folder:Pathfinder Nuncio]]
An elite Pathfinders Sankta soldier. Carries special ammo that can prevent an operator from attacking and healing.

to:

[[folder:Pathfinder Nuncio]]
An elite Pathfinders Sankta soldier. Carries special ammo
[[folder:Theater Golem]]
A huge contraption
that is used mainly for heavy lifting. They can prevent an operator from attacking only be blocked by units with 4 or more block, and healing.use devastating attacks that hit all Operators in their surroundings.



* AmbidextrousSprite: They have a '4' logo on their chest, which becomes inverted when they face left.



!!!Bandits attacking the Sanctilaminium Ambrosii (introduced in ''Hortus de Escapismo'')

to:

!!!Bandits attacking the Sanctilaminium Ambrosii !Laterano Units

!!!Pathfinders Soldiers
(introduced in ''Hortus de Escapismo'')
''Guide Ahead'')



* BanditClan: With the exception of the Gnawbeast and Vesperwing being animals living in the depths of the monastery, the other enemies are part of a bandit gang operating in the wastelands that has set their sights on the Sanctilaminium Ambrosii.
* LevelDrain: These enemies introduce the DP steal mechanic, which hampers the player's ability to deploy Operators, close holes with timber and use Holy Statues to calm residents.
[[/folder]]

[[folder:Gnawbeast]]
->'''Other variations:''' Starving Gnawbeast

A large Infected rodent living in the monastery.



* DamageOverTime: Their attacks inflict the Bleed status effect which causes the Operator to lose health over time.

to:

* DamageOverTime: Their attacks inflict BottomlessMagazines: Hostile 'Gelato Stops' will replenish their special ammunition indefinitely.
* GratuitousLatin: The unit names are all in Latin, fitting with Laterano being a FantasyCounterpartCulture of
the Bleed status effect which causes Vatican.[[note]]'legionary', 'archer', 'ballista-man', 'skirmisher' and 'envoy'.[[/note]]
* RagtagBunchOfMisfits: The Pathfinders are made up of outcasts from varying races, sharing
the Operator same belief that Andoain will lead them to lose health over time.salvation.
* ScrewThisImOuttaHere: Most of them leave Laterano upon Andoain's defeat at the conclusion of "Guide Ahead". The annihilation operation "Chocolate Street" is clearing out the few remnants that started a riot in Laterano.
* WellIntentionedExtremist: Andoain's beliefs and the reason the Pathfinders are formed is this - to force Laterano to give aid to others outside of the country.



[[folder:Vesperwing]]
->'''Other variations:''' Startled Vesperwing

Infected bats living in the depths of the monastery.

to:

[[folder:Vesperwing]]
[[folder:Pathfinder Legionarius]]
->'''Other variations:''' Startled Vesperwing

Infected bats living in the depths of the monastery.
Pathfinder Legionarius Prefect
A Pathfinders Liberi soldier.



* DamageOverTime: Similar to the Gnawbeast, their attacks also inflict the Bleed status effect.



[[folder:Wasteland Skulker]]
->'''Other variations:''' Elite Wasteland Skulker

Members of the bandit gang, originally pickpockets before they became bandits.

to:

[[folder:Wasteland Skulker]]
[[folder:Pathfinder Sagittarius]]
->'''Other variations:''' Elite Wasteland Skulker

Members of
Pathfinder Sagittarius Prefect

A Pathfinders Sankta rifleman. Carries one special ammo that doubles
the bandit gang, originally pickpockets before they became bandits.damage of their next attack.



* AmbushingEnemy: They swing into the battlefield using ziplines instead of spawning from incursion points like other enemies, which can catch players off-guard.
* FieldPowerEffect: They reduce natural DP regeneration rate when present on the battlefield.
* TheSneakyGuy: Unlike the other bandits, they are invisible until blocked.



[[folder:Wasteland Robber]]
->'''Other variations:''' Elite Wasteland Robber

Members of the bandit gang, specializing in theft due to their lack of combat training.

to:

[[folder:Wasteland Robber]]
[[folder:Pathfinder Artifex]]
->'''Other variations:''' Elite Wasteland Robber

Members of the bandit gang, specializing in theft due to
Pathfinder Artifex Prefect

A Pathfinders Sarkaz caster. Carries one special ammo that makes
their lack of combat training.next attack apply Burn Damage buildup.



* AmbushingEnemy: Similar to the Skulker, they can also spawn in via ziplines.
* AttackItsWeakPoint: They prioritize attacking Holy Statues over operators, unless there is an operator in range with increased taunt level (i.e. MÅ‚ynar).



[[folder:Wasteland Plunderer]]
->'''Other variations:''' Elite Wasteland Plunderer

Members of the bandit gang equipped with heavy gear.

to:

[[folder:Wasteland Plunderer]]
[[folder:Pathfinder Ballistarius]]
->'''Other variations:''' Elite Wasteland Plunderer

Members of the bandit gang equipped with
Pathfinder Ballistarius Prefect

A Pathfinders Liberi
heavy gear.weapons specialist. Carries two shells that let them do splash damage against operators from long range.



* HealThyself: They steal 3 DP and restore 5% of their health every second attack.



[[folder:Bounty Hunter Crossbowman]]
->'''Other variations:''' Bounty Hunter Crossbowman Captain

Bounty hunters equipped with automatic crossbows, they moonlight as bandits when there are no bounties to hunt.

to:

[[folder:Bounty Hunter Crossbowman]]
[[folder:Pathfinder Veles]]
->'''Other variations:''' Bounty Hunter Crossbowman Captain

Bounty hunters equipped with automatic crossbows, they moonlight as bandits when there are no bounties
Pathfinder Veles Prefect

A Pathfinders Sankta rifleman. Acts similar
to hunt.the Sagittarius, but parachutes into the map instead of spawning from Incursion Points and prioritizes attacking 'Gelato Stops'.



* AttackItsWeakPoint: Like Robbers, they also prioritize attacking Holy Statues.
* HerdHittingAttack: They fire a special arrow every third attack that explode in a cross shape and steals 1 DP for every Operator hit by the attack.



[[folder:Bounty Hunter Disruptor]]
->'''Other variations:''' Bounty Hunter Disruptor Captain

Bounty hunters armed with machetes and innate Originium Arts, they moonlight as bandits when there are no bounties to hunt.

to:

[[folder:Bounty Hunter Disruptor]]
[[folder:Pathfinder Dessert Vendor]]
->'''Other variations:''' Bounty Hunter Disruptor Captain

Bounty hunters armed
Reowned Pathfinder Dessert Vendor

A Pathfinders Sankta soldier disguised as a regular dessert vendor. Spawns
with machetes and innate Originium Arts, three "Snack Carts" that they moonlight as bandits when there are no bounties to hunt.periodically launch at the Protection Objective.



* FieldPowerEffect: They reduce the max DP cap by 10 for each Disruptor when they are on the field, making their elimination a priority if the player wishes to deploy more expensive operators.
* MagicKnight: They use some innate Originium Arts in conjunction with their machete, causing their melee attacks to do Arts damage.

to:

* FieldPowerEffect: They reduce the max DP cap by 10 for each Disruptor when they are on the field, making MightyGlacier: Not particularly fast, but deal a lot of damage through a combination of their elimination a priority if the player wishes to deploy more expensive operators.
* MagicKnight: They use some innate Originium Arts in conjunction with their machete, causing their melee
attacks to do Arts damage.and the Snack Carts that they launch.



[[folder:Monastery Inhabitant]]

Civilians living in the Sanctilaminium Ambrosii.

to:

[[folder:Monastery Inhabitant]]

Civilians living in the Sanctilaminium Ambrosii.
[[folder:Snack Cart]]
->'''Other variations:''' Luscious Snack Cart

A concealed explosive device disguised as a harmless dessert cart. Explodes to deal Arts and Burn damage when blocked, and does extra damage to 'Gelato Stops'.



* EscortMission: Unlike the Ursus civilians from chapter 8, inhabitants cannot be attacked directly by enemies. Instead they have a panic meter that fills up over time with enemies in their proximity causing it to fill up faster, and when it's full they run in a preset path towards a Holy Statue on the map. In their panic they can run right into holes, forcing the player to babysit them.

to:

* EscortMission: Unlike the Ursus civilians from chapter 8, inhabitants cannot be attacked directly by enemies. Instead they have a panic meter that fills up over time with enemies in AchillesHeel: They don't explode if Silenced, making operators like Lappland and Jaye excellent at neutralizing their proximity causing it to fill up faster, and when it's full they run in a preset path towards a Holy Statue on the map. In their panic they can run right into holes, forcing the player to babysit them.danger.



!Zeruertza Units

!!!Zeruertza Civilians (introduced in ''Ideal City'')

[[folder:Alcohol Lover]]
->'''Other variations:''' Alcohol Association Member

A Durin citizen drunk enough to think they are fighting some evil creature.

to:

!Zeruertza Units

!!!Zeruertza Civilians (introduced in ''Ideal City'')

[[folder:Alcohol Lover]]
->'''Other variations:''' Alcohol Association Member

A Durin citizen drunk enough to think they are fighting some evil creature.
[[folder:Pathfinder Nuncio]]
An elite Pathfinders Sankta soldier. Carries special ammo that can prevent an operator from attacking and healing.




* AchillesHeel: The Silence status effect disables their physical damage evasion, making them much easier to take down.
* AlcoholInducedIdiocy: Their drunkenness makes them think you're an evil creature, hence their attack. It even extends to their mechanics; their paths are often winding, unfocused, and loop over themselves.
* SuspiciouslySpecificDenial: From the Alcohol Association Member's flavor text.
-->''A piss-drunk Durin. "I'm not drunk! Who said I was drunk? Was it you?!"''



[[folder:Lakeside Volunteer]]
->'''Other variations:''' Lakeside Lifeguard

An amateur lifeguard that picked up boxing in lieu of their actual job.

----

* AchillesHeel: Like the Alcohol Lover, their evasion is also disabled when Silenced.
* DrunkenBoxing: Implied. Even if they're not actually drunk, their 100% dodge is similar to the one the Alcohol Lovers have.
* {{Irony}}: The Lakeside Lifeguard's flavor text indicates that despite their title as a lifeguard, they actually can't swim.

to:

[[folder:Lakeside Volunteer]]
->'''Other variations:''' Lakeside Lifeguard

An amateur lifeguard
!!!Bandits attacking the Sanctilaminium Ambrosii (introduced in ''Hortus de Escapismo'')

[[folder:General]]
* BanditClan: With the exception of the Gnawbeast and Vesperwing being animals living in the depths of the monastery, the other enemies are part of a bandit gang operating in the wastelands
that picked up boxing in lieu of has set their actual job.

----

* AchillesHeel: Like
sights on the Alcohol Lover, their evasion is also disabled when Silenced.
Sanctilaminium Ambrosii.
* DrunkenBoxing: Implied. Even if they're not actually drunk, their 100% dodge is similar to LevelDrain: These enemies introduce the one DP steal mechanic, which hampers the Alcohol Lovers have.
* {{Irony}}: The Lakeside Lifeguard's flavor text indicates that despite their title as a lifeguard, they actually can't swim.
player's ability to deploy Operators, close holes with timber and use Holy Statues to calm residents.



[[folder:Sandcastle Builder]]
->'''Other variations:''' Sandcastle Architect

A Durin with an Arts Unit built into their sandcastle tool to protect their sandcastles.

to:

[[folder:Sandcastle Builder]]
[[folder:Gnawbeast]]
->'''Other variations:''' Sandcastle Architect

Starving Gnawbeast

A Durin with an Arts Unit built into their sandcastle tool to protect their sandcastles.
large Infected rodent living in the monastery.




* DisproportionateRetribution: In a sense. In an attempt to deter people from kicking up water in the lake and destroying their sandcastles, these Durins have taken to installing Arts Units into their tools - ones that fire Arts strong enough to actually hurt other people.

to:

\n* DisproportionateRetribution: In a sense. In an attempt to deter people from kicking up water in DamageOverTime: Their attacks inflict the lake and destroying their sandcastles, these Durins have taken Bleed status effect which causes the Operator to installing Arts Units into their tools - ones that fire Arts strong enough to actually hurt other people.lose health over time.



[[folder:Volleyball Serving Cart]]
->'''Other variations:''' Volleyball Spiking Cart

An automated serving cart that fell out of use. Gains ramping ATK every time they attack, but the buff is reset upon receiving status effects.

to:

[[folder:Volleyball Serving Cart]]
[[folder:Vesperwing]]
->'''Other variations:''' Volleyball Spiking Cart

An automated serving cart that fell out of use. Gains ramping ATK every time they attack, but
Startled Vesperwing

Infected bats living in
the buff is reset upon receiving status effects.
depths of the monastery.




* AchillesHeel: Negative status effects (stun, cold, freeze) immediately reset their ATK ramp up stacks. Immobilize effects will also prevent them from ramping up in the first place.
* DisproportionateRetribution: The Volleyball Spiking Cart's flavor text indicates that these carts were designed for the purpose of taking revenge on someone by spiking volleyballs at people to ruin their matches - given they can do this hard enough to ''kill'' operators (or at least knock them out), this likely counts.
* GatheringSteam: Much like the Nethersea Reefbreakers, these carts gain ramping up ATK every time they attack.

to:

\n* AchillesHeel: Negative DamageOverTime: Similar to the Gnawbeast, their attacks also inflict the Bleed status effects (stun, cold, freeze) immediately reset their ATK ramp up stacks. Immobilize effects will also prevent them from ramping up in the first place.
* DisproportionateRetribution: The Volleyball Spiking Cart's flavor text indicates that these carts were designed for the purpose of taking revenge on someone by spiking volleyballs at people to ruin their matches - given they can do this hard enough to ''kill'' operators (or at least knock them out), this likely counts.
* GatheringSteam: Much like the Nethersea Reefbreakers, these carts gain ramping up ATK every time they attack.
effect.



[[folder:Full Metal Surfing Instructor]]
->'''Other variations:''' Alloy Surfing Instructor
A robot designed to teach surfing. Cannot be run over by Self-Driving Carts.

to:

[[folder:Full Metal Surfing Instructor]]
[[folder:Wasteland Skulker]]
->'''Other variations:''' Alloy Surfing Instructor
A robot designed to teach surfing. Cannot be run over by Self-Driving Carts.
Elite Wasteland Skulker

Members of the bandit gang, originally pickpockets before they became bandits.




* NoSell: Self-Driving Carts are stopped when they collide with these guys instead of passing through them like other Durin enemies.
* OxymoronicBeing: A surfing instructor that is unable to float in the water, and still rusts easily despite its anti-rust coating.
* StoneWall: Take reduced physical and Arts damage if not blocked.

to:

\n* NoSell: Self-Driving Carts are stopped when they collide with these guys AmbushingEnemy: They swing into the battlefield using ziplines instead of passing through them spawning from incursion points like other Durin enemies.
enemies, which can catch players off-guard.
* OxymoronicBeing: A surfing instructor that is unable to float in FieldPowerEffect: They reduce natural DP regeneration rate when present on the water, and still rusts easily despite its anti-rust coating.
battlefield.
* StoneWall: Take reduced physical and Arts damage if not TheSneakyGuy: Unlike the other bandits, they are invisible until blocked.



[[folder:Fully-Enclosed Beach Buggy]]
->'''Other variations:''' Competitive-Grade Beach Buggy
A transport buggy for carrying exhausted beachgoers around. Can only be blocked with operators having 3 block or higher, picks up other Durin enemies when it travels over them and drops them when it dies.

to:

[[folder:Fully-Enclosed Beach Buggy]]
[[folder:Wasteland Robber]]
->'''Other variations:''' Competitive-Grade Beach Buggy
A transport buggy for carrying exhausted beachgoers around. Can only be blocked with operators having 3 block or higher, picks up other Durin enemies when it travels over them and drops them when it dies.
Elite Wasteland Robber

Members of the bandit gang, specializing in theft due to their lack of combat training.




* LightningBruiser: These buggies are both fast and durable, and protects the enemies inside them from taking damage until they die.

to:

\n* LightningBruiser: These buggies are both fast and durable, and protects AmbushingEnemy: Similar to the enemies inside them from taking damage until Skulker, they die.can also spawn in via ziplines.
* AttackItsWeakPoint: They prioritize attacking Holy Statues over operators, unless there is an operator in range with increased taunt level (i.e. MÅ‚ynar).



[[folder:Mead-Grade Waker-Upper]]
->'''Other variations:''' Whiskey-Grade Waker-Upper
A water cannon truck for the purpose of waking up drunkards by splashing them with water. Gains massively increased ATK and ASPD for a while upon the first time taking damage.

to:

[[folder:Mead-Grade Waker-Upper]]
[[folder:Wasteland Plunderer]]
->'''Other variations:''' Whiskey-Grade Waker-Upper
A water cannon truck for
Elite Wasteland Plunderer

Members of
the purpose of waking up drunkards by splashing them bandit gang equipped with water. Gains massively increased ATK and ASPD for a while upon the first time taking damage.
heavy gear.




to:

* HealThyself: They steal 3 DP and restore 5% of their health every second attack.
[[/folder]]

[[folder:Bounty Hunter Crossbowman]]
->'''Other variations:''' Bounty Hunter Crossbowman Captain

Bounty hunters equipped with automatic crossbows, they moonlight as bandits when there are no bounties to hunt.
----
* AttackItsWeakPoint: Like Robbers, they also prioritize attacking Holy Statues.
* HerdHittingAttack: They fire a special arrow every third attack that explode in a cross shape and steals 1 DP for every Operator hit by the attack.
[[/folder]]

[[folder:Bounty Hunter Disruptor]]
->'''Other variations:''' Bounty Hunter Disruptor Captain

Bounty hunters armed with machetes and innate Originium Arts, they moonlight as bandits when there are no bounties to hunt.
----
* FieldPowerEffect: They reduce the max DP cap by 10 for each Disruptor when they are on the field, making their elimination a priority if the player wishes to deploy more expensive operators.
* MagicKnight: They use some innate Originium Arts in conjunction with their machete, causing their melee attacks to do Arts damage.
[[/folder]]

[[folder:Monastery Inhabitant]]

Civilians living in the Sanctilaminium Ambrosii.

----
* EscortMission: Unlike the Ursus civilians from chapter 8, inhabitants cannot be attacked directly by enemies. Instead they have a panic meter that fills up over time with enemies in their proximity causing it to fill up faster, and when it's full they run in a preset path towards a Holy Statue on the map. In their panic they can run right into holes, forcing the player to babysit them.
[[/folder]]

!Zeruertza Units

!!!Zeruertza Civilians (introduced in ''Ideal City'')

[[folder:Alcohol Lover]]
->'''Other variations:''' Alcohol Association Member

A Durin citizen drunk enough to think they are fighting some evil creature.

----

* AchillesHeel: The Silence status effect disables their physical damage evasion, making them much easier to take down.
* AlcoholInducedIdiocy: Their drunkenness makes them think you're an evil creature, hence their attack. It even extends to their mechanics; their paths are often winding, unfocused, and loop over themselves.
* SuspiciouslySpecificDenial: From the Alcohol Association Member's flavor text.
-->''A piss-drunk Durin. "I'm not drunk! Who said I was drunk? Was it you?!"''
[[/folder]]

[[folder:Lakeside Volunteer]]
->'''Other variations:''' Lakeside Lifeguard

An amateur lifeguard that picked up boxing in lieu of their actual job.

----

* AchillesHeel: Like the Alcohol Lover, their evasion is also disabled when Silenced.
* DrunkenBoxing: Implied. Even if they're not actually drunk, their 100% dodge is similar to the one the Alcohol Lovers have.
* {{Irony}}: The Lakeside Lifeguard's flavor text indicates that despite their title as a lifeguard, they actually can't swim.
[[/folder]]

[[folder:Sandcastle Builder]]
->'''Other variations:''' Sandcastle Architect

A Durin with an Arts Unit built into their sandcastle tool to protect their sandcastles.

----

* DisproportionateRetribution: In a sense. In an attempt to deter people from kicking up water in the lake and destroying their sandcastles, these Durins have taken to installing Arts Units into their tools - ones that fire Arts strong enough to actually hurt other people.
[[/folder]]

[[folder:Volleyball Serving Cart]]
->'''Other variations:''' Volleyball Spiking Cart

An automated serving cart that fell out of use. Gains ramping ATK every time they attack, but the buff is reset upon receiving status effects.

----

* AchillesHeel: Negative status effects (stun, cold, freeze) immediately reset their ATK ramp up stacks. Immobilize effects will also prevent them from ramping up in the first place.
* DisproportionateRetribution: The Volleyball Spiking Cart's flavor text indicates that these carts were designed for the purpose of taking revenge on someone by spiking volleyballs at people to ruin their matches - given they can do this hard enough to ''kill'' operators (or at least knock them out), this likely counts.
* GatheringSteam: Much like the Nethersea Reefbreakers, these carts gain ramping up ATK every time they attack.
[[/folder]]

[[folder:Full Metal Surfing Instructor]]
->'''Other variations:''' Alloy Surfing Instructor
A robot designed to teach surfing. Cannot be run over by Self-Driving Carts.

----

* NoSell: Self-Driving Carts are stopped when they collide with these guys instead of passing through them like other Durin enemies.
* OxymoronicBeing: A surfing instructor that is unable to float in the water, and still rusts easily despite its anti-rust coating.
* StoneWall: Take reduced physical and Arts damage if not blocked.
[[/folder]]

[[folder:Fully-Enclosed Beach Buggy]]
->'''Other variations:''' Competitive-Grade Beach Buggy
A transport buggy for carrying exhausted beachgoers around. Can only be blocked with operators having 3 block or higher, picks up other Durin enemies when it travels over them and drops them when it dies.

----

* LightningBruiser: These buggies are both fast and durable, and protects the enemies inside them from taking damage until they die.
[[/folder]]

[[folder:Mead-Grade Waker-Upper]]
->'''Other variations:''' Whiskey-Grade Waker-Upper
A water cannon truck for the purpose of waking up drunkards by splashing them with water. Gains massively increased ATK and ASPD for a while upon the first time taking damage.

----

Added: 485

Changed: 7

Is there an issue? Send a MessageReason:
None


* AmbushingEnemy: They swing into the battlefield using wires instead of spawning from incursion points like other enemies, which can catch players off-guard.

to:

* AmbushingEnemy: They swing into the battlefield using wires ziplines instead of spawning from incursion points like other enemies, which can catch players off-guard.off-guard.
* FieldPowerEffect: They reduce natural DP regeneration rate when present on the battlefield.
* TheSneakyGuy: Unlike the other bandits, they are invisible until blocked.


Added DiffLines:

----
* AmbushingEnemy: Similar to the Skulker, they can also spawn in via ziplines.
* AttackItsWeakPoint: They prioritize attacking Holy Statues over operators, unless there is an operator in range with increased taunt level (i.e. MÅ‚ynar).


Added DiffLines:

* AttackItsWeakPoint: Like Robbers, they also prioritize attacking Holy Statues.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* LevelDrain: These enemies introduce the DP steal mechanic, which hampers the player's ability to deploy Operators, close holes with timber and use Holy Statues to calm residents.


Added DiffLines:

----
* DamageOverTime: Similar to the Gnawbeast, their attacks also inflict the Bleed status effect.


Added DiffLines:

----
* AmbushingEnemy: They swing into the battlefield using wires instead of spawning from incursion points like other enemies, which can catch players off-guard.

Added: 1327

Changed: 24

Is there an issue? Send a MessageReason:
None


* BanditClan: With the exception of the Gnawbeast and Vesperwing being animals living in the depths of the monastery, the other enemies are part of a bandit gang operating in the wastelands that has set their sights on the Sanctilaminium Ambrosii.



----
* DamageOverTime: Their attacks inflict the Bleed status effect which causes the Operator to lose health over time.



Members of the bandit gang operating in the wastes, originally pickpockets before they became bandits.

to:

Members of the bandit gang operating in the wastes, gang, originally pickpockets before they became bandits.


Added DiffLines:

----
* HealThyself: They steal 3 DP and restore 5% of their health every second attack.


Added DiffLines:

----
* HerdHittingAttack: They fire a special arrow every third attack that explode in a cross shape and steals 1 DP for every Operator hit by the attack.


Added DiffLines:

----
* FieldPowerEffect: They reduce the max DP cap by 10 for each Disruptor when they are on the field, making their elimination a priority if the player wishes to deploy more expensive operators.
* MagicKnight: They use some innate Originium Arts in conjunction with their machete, causing their melee attacks to do Arts damage.


Added DiffLines:


----
* EscortMission: Unlike the Ursus civilians from chapter 8, inhabitants cannot be attacked directly by enemies. Instead they have a panic meter that fills up over time with enemies in their proximity causing it to fill up faster, and when it's full they run in a preset path towards a Holy Statue on the map. In their panic they can run right into holes, forcing the player to babysit them.

Added: 4058

Changed: 1574

Removed: 2344

Is there an issue? Send a MessageReason:
None


!Zeruertza Units

!!!Zeruertza Civilians (introduced in ''Ideal City'')

[[folder:Alcohol Lover]]
->'''Other variations:''' Alcohol Association Member

A Durin citizen drunk enough to think they are fighting some evil creature.

----

* AchillesHeel: The Silence status effect disables their physical damage evasion, making them much easier to take down.
* AlcoholInducedIdiocy: Their drunkenness makes them think you're an evil creature, hence their attack. It even extends to their mechanics; their paths are often winding, unfocused, and loop over themselves.
* SuspiciouslySpecificDenial: From the Alcohol Association Member's flavor text.
-->''A piss-drunk Durin. "I'm not drunk! Who said I was drunk? Was it you?!"''

to:

!Zeruertza Units

!!!Zeruertza Civilians
!!!Bandits attacking the Sanctilaminium Ambrosii (introduced in ''Ideal City'')

[[folder:Alcohol Lover]]
->'''Other variations:''' Alcohol Association Member

A Durin citizen drunk enough to think they are fighting some evil creature.

----

* AchillesHeel: The Silence status effect disables their physical damage evasion, making them much easier to take down.
* AlcoholInducedIdiocy: Their drunkenness makes them think you're an evil creature, hence their attack. It even extends to their mechanics; their paths are often winding, unfocused, and loop over themselves.
* SuspiciouslySpecificDenial: From the Alcohol Association Member's flavor text.
-->''A piss-drunk Durin. "I'm not drunk! Who said I was drunk? Was it you?!"''
''Hortus de Escapismo'')

[[folder:General]]



[[folder:Lakeside Volunteer]]
->'''Other variations:''' Lakeside Lifeguard

An amateur lifeguard that picked up boxing in lieu of their actual job.

----

* AchillesHeel: Like the Alcohol Lover, their evasion is also disabled when Silenced.
* DrunkenBoxing: Implied. Even if they're not actually drunk, their 100% dodge is similar to the one the Alcohol Lovers have.
* {{Irony}}: The Lakeside Lifeguard's flavor text indicates that despite their title as a lifeguard, they actually can't swim.

to:

[[folder:Lakeside Volunteer]]
[[folder:Gnawbeast]]
->'''Other variations:''' Lakeside Lifeguard

An amateur lifeguard that picked up boxing
Starving Gnawbeast

A large Infected rodent living
in lieu of their actual job.

----

* AchillesHeel: Like
the Alcohol Lover, their evasion is also disabled when Silenced.
* DrunkenBoxing: Implied. Even if they're not actually drunk, their 100% dodge is similar to the one the Alcohol Lovers have.
* {{Irony}}: The Lakeside Lifeguard's flavor text indicates that despite their title as a lifeguard, they actually can't swim.
monastery.



[[folder:Sandcastle Builder]]
->'''Other variations:''' Sandcastle Architect

A Durin with an Arts Unit built into their sandcastle tool to protect their sandcastles.

----

* DisproportionateRetribution: In a sense. In an attempt to deter people from kicking up water in the lake and destroying their sandcastles, these Durins have taken to installing Arts Units into their tools - ones that fire Arts strong enough to actually hurt other people.

to:

[[folder:Sandcastle Builder]]
[[folder:Vesperwing]]
->'''Other variations:''' Sandcastle Architect

A Durin with an Arts Unit built into their sandcastle tool to protect their sandcastles.

----

* DisproportionateRetribution: In a sense. In an attempt to deter people from kicking up water
Startled Vesperwing

Infected bats living
in the lake and destroying their sandcastles, these Durins have taken to installing Arts Units into their tools - ones that fire Arts strong enough to actually hurt other people.depths of the monastery.



[[folder:Volleyball Serving Cart]]
->'''Other variations:''' Volleyball Spiking Cart

An automated serving cart that fell out of use. Gains ramping ATK every time they attack, but the buff is reset upon receiving status effects.

----

* AchillesHeel: Negative status effects (stun, cold, freeze) immediately reset their ATK ramp up stacks. Immobilize effects will also prevent them from ramping up in the first place.
* DisproportionateRetribution: The Volleyball Spiking Cart's flavor text indicates that these carts were designed for the purpose of taking revenge on someone by spiking volleyballs at people to ruin their matches - given they can do this hard enough to ''kill'' operators (or at least knock them out), this likely counts.
* GatheringSteam: Much like the Nethersea Reefbreakers, these carts gain ramping up ATK every time they attack.

to:

[[folder:Volleyball Serving Cart]]
[[folder:Wasteland Skulker]]
->'''Other variations:''' Volleyball Spiking Cart

An automated serving cart that fell out
Elite Wasteland Skulker

Members
of use. Gains ramping ATK every time they attack, but the buff is reset upon receiving status effects.

----

* AchillesHeel: Negative status effects (stun, cold, freeze) immediately reset their ATK ramp up stacks. Immobilize effects will also prevent them from ramping up
bandit gang operating in the first place.
* DisproportionateRetribution: The Volleyball Spiking Cart's flavor text indicates that these carts were designed for the purpose of taking revenge on someone by spiking volleyballs at people to ruin their matches - given
wastes, originally pickpockets before they can do this hard enough to ''kill'' operators (or at least knock them out), this likely counts.
* GatheringSteam: Much like the Nethersea Reefbreakers, these carts gain ramping up ATK every time they attack.
became bandits.



[[folder:Full Metal Surfing Instructor]]
->'''Other variations:''' Alloy Surfing Instructor
A robot designed to teach surfing. Cannot be run over by Self-Driving Carts.

----

* NoSell: Self-Driving Carts are stopped when they collide with these guys instead of passing through them like other Durin enemies.
* OxymoronicBeing: A surfing instructor that is unable to float in the water, and still rusts easily despite its anti-rust coating.
* StoneWall: Take reduced physical and Arts damage if not blocked.

to:

[[folder:Full Metal Surfing Instructor]]
[[folder:Wasteland Robber]]
->'''Other variations:''' Alloy Surfing Instructor
A robot designed to teach surfing. Cannot be run over by Self-Driving Carts.

----

* NoSell: Self-Driving Carts are stopped when they collide with these guys instead
Elite Wasteland Robber

Members
of passing through them like other Durin enemies.
* OxymoronicBeing: A surfing instructor that is unable to float in
the water, and still rusts easily despite its anti-rust coating.
* StoneWall: Take reduced physical and Arts damage if not blocked.
bandit gang, specializing in theft due to their lack of combat training.



[[folder:Fully-Enclosed Beach Buggy]]
->'''Other variations:''' Competitive-Grade Beach Buggy
A transport buggy for carrying exhausted beachgoers around. Can only be blocked with operators having 3 block or higher, picks up other Durin enemies when it travels over them and drops them when it dies.

----

* LightningBruiser: These buggies are both fast and durable, and protects the enemies inside them from taking damage until they die.

to:

[[folder:Fully-Enclosed Beach Buggy]]
[[folder:Wasteland Plunderer]]
->'''Other variations:''' Competitive-Grade Beach Buggy
A transport buggy for carrying exhausted beachgoers around. Can only be blocked
Elite Wasteland Plunderer

Members of the bandit gang equipped
with operators having 3 block or higher, picks up other Durin enemies when it travels over them and drops them when it dies.

----

* LightningBruiser: These buggies are both fast and durable, and protects the enemies inside them from taking damage until they die.
heavy gear.



[[folder:Mead-Grade Waker-Upper]]
->'''Other variations:''' Whiskey-Grade Waker-Upper
A water cannon truck for the purpose of waking up drunkards by splashing them with water. Gains massively increased ATK and ASPD for a while upon the first time taking damage.

to:

[[folder:Mead-Grade Waker-Upper]]
[[folder:Bounty Hunter Crossbowman]]
->'''Other variations:''' Whiskey-Grade Waker-Upper
A water cannon truck for the purpose of waking up drunkards by splashing them
Bounty Hunter Crossbowman Captain

Bounty hunters equipped
with water. Gains massively increased ATK automatic crossbows, they moonlight as bandits when there are no bounties to hunt.
[[/folder]]

[[folder:Bounty Hunter Disruptor]]
->'''Other variations:''' Bounty Hunter Disruptor Captain

Bounty hunters armed with machetes
and ASPD for a while upon innate Originium Arts, they moonlight as bandits when there are no bounties to hunt.
[[/folder]]

[[folder:Monastery Inhabitant]]

Civilians living in
the first time taking damage.
Sanctilaminium Ambrosii.
[[/folder]]

!Zeruertza Units

!!!Zeruertza Civilians (introduced in ''Ideal City'')

[[folder:Alcohol Lover]]
->'''Other variations:''' Alcohol Association Member

A Durin citizen drunk enough to think they are fighting some evil creature.


Added DiffLines:

* AchillesHeel: The Silence status effect disables their physical damage evasion, making them much easier to take down.
* AlcoholInducedIdiocy: Their drunkenness makes them think you're an evil creature, hence their attack. It even extends to their mechanics; their paths are often winding, unfocused, and loop over themselves.
* SuspiciouslySpecificDenial: From the Alcohol Association Member's flavor text.
-->''A piss-drunk Durin. "I'm not drunk! Who said I was drunk? Was it you?!"''
[[/folder]]

[[folder:Lakeside Volunteer]]
->'''Other variations:''' Lakeside Lifeguard

An amateur lifeguard that picked up boxing in lieu of their actual job.

----

* AchillesHeel: Like the Alcohol Lover, their evasion is also disabled when Silenced.
* DrunkenBoxing: Implied. Even if they're not actually drunk, their 100% dodge is similar to the one the Alcohol Lovers have.
* {{Irony}}: The Lakeside Lifeguard's flavor text indicates that despite their title as a lifeguard, they actually can't swim.
[[/folder]]

[[folder:Sandcastle Builder]]
->'''Other variations:''' Sandcastle Architect

A Durin with an Arts Unit built into their sandcastle tool to protect their sandcastles.

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* DisproportionateRetribution: In a sense. In an attempt to deter people from kicking up water in the lake and destroying their sandcastles, these Durins have taken to installing Arts Units into their tools - ones that fire Arts strong enough to actually hurt other people.
[[/folder]]

[[folder:Volleyball Serving Cart]]
->'''Other variations:''' Volleyball Spiking Cart

An automated serving cart that fell out of use. Gains ramping ATK every time they attack, but the buff is reset upon receiving status effects.

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* AchillesHeel: Negative status effects (stun, cold, freeze) immediately reset their ATK ramp up stacks. Immobilize effects will also prevent them from ramping up in the first place.
* DisproportionateRetribution: The Volleyball Spiking Cart's flavor text indicates that these carts were designed for the purpose of taking revenge on someone by spiking volleyballs at people to ruin their matches - given they can do this hard enough to ''kill'' operators (or at least knock them out), this likely counts.
* GatheringSteam: Much like the Nethersea Reefbreakers, these carts gain ramping up ATK every time they attack.
[[/folder]]

[[folder:Full Metal Surfing Instructor]]
->'''Other variations:''' Alloy Surfing Instructor
A robot designed to teach surfing. Cannot be run over by Self-Driving Carts.

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* NoSell: Self-Driving Carts are stopped when they collide with these guys instead of passing through them like other Durin enemies.
* OxymoronicBeing: A surfing instructor that is unable to float in the water, and still rusts easily despite its anti-rust coating.
* StoneWall: Take reduced physical and Arts damage if not blocked.
[[/folder]]

[[folder:Fully-Enclosed Beach Buggy]]
->'''Other variations:''' Competitive-Grade Beach Buggy
A transport buggy for carrying exhausted beachgoers around. Can only be blocked with operators having 3 block or higher, picks up other Durin enemies when it travels over them and drops them when it dies.

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* LightningBruiser: These buggies are both fast and durable, and protects the enemies inside them from taking damage until they die.
[[/folder]]

[[folder:Mead-Grade Waker-Upper]]
->'''Other variations:''' Whiskey-Grade Waker-Upper
A water cannon truck for the purpose of waking up drunkards by splashing them with water. Gains massively increased ATK and ASPD for a while upon the first time taking damage.

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* AmbiguousSituation: It's unclear if Gravestone is actually a real person or just a figment of Ceobe's imagination. Considering that almost all other elements of ''Ceobe's Fungimist'' are surprisingly accurate to Terra's history despite being Ceobe's hallucinations, it makes it all the more surprising that nothing about Gravestone seems to match up with reality. Unlike the Rusthammer Warrior or Frozen Monstrosity (who both turned out to be real figures), his enemy description and questline is also incredibly vague, telling the player nothing about his potential origins outside of a vague connection to the very concept of violence, which then further raises the question of what Gravestone actually is, assuming they're real.
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* AchillesHeel: The Silence status effect. A Silenced Founder has its RES reduced to 30 and loses its ability to spawn Nethersea Brand when it dies.

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* AchillesHeel: The Silence status effect. A Silenced Founder has its RES reduced to 30 and loses its ability to spawn Nethersea Brand when it dies.



* ZergRush: They're the basic mooks you'll be facing in bulk in the first floor or two of Caerula Arbor. Although not individually strong, your limited amount of units on this floors can make it difficult to deal with them.

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* ZergRush: They're the basic mooks you'll be facing in bulk in the first floor or two of "Mizuki & Caerula Arbor.Arbor". Although not individually strong, your limited amount of units on this floors can make it difficult to deal with them.



* ChestMonster: The Seaborn version of these, as they're disguised as a regular chest until attacked.

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* ChestMonster: The Seaborn version of these, as they're disguised as a regular chest until attacked. To compensate for being more difficult to kill and potentially running away with the loot, Chest Seaborn drop 10 Originium ingots comparing to a regular chest's 2 or a spiked chest's 4.
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* LoopholeAbuse: One-shotting the Brandguider from full health (i.e. Ebenholz) will also prevent the Brandguider from creating Nethersea Brand tiles.

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