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Added example(s)
Changed line(s) 792,793 (click to see context) from:
!!! Followers of the Damazti (Introduced in Episode 12)
to:
!!! Followers Norport spies and followers of the Damazti (Introduced in Episode 12)
Changed line(s) 795 (click to see context) from:
* 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 inthe Damazti's Arts.an operator's attack range before they can be attacked.
* TheSneakyGuy:
* SpotTheImposter: The Spies must be identified by spending enough time in
Changed line(s) 798,802 (click to see context) from:
! 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.
!!! 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:
!!! Siestan security force (Introduced
Victorian civilians caught in
[[folder:Infantry]]
->'''Other variations:''' Infantry Leader
Basic soldiers, equipped with special armor designed to mitigate Arts damage.
Changed line(s) 804,805 (click to see context) from:
* 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.
* 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.
* PaletteSwap: Of Reunion Soldiers, albeit packing higher overall stats.
Changed line(s) 808,813 (click to see context) from:
[[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.
->'''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:
->'''Other variations:'''
Long-ranged soldiers armed with sniper rifles. Every third shot of theirs will stun the target.
----
* TranquilizerDart: Implied
Rookie spies sent by an unknown employer to
* StatusEffects: Stun, on every third shot. Unlike the Defense Crushers, these guys don't even have the decency to get up close
Changed line(s) 816,820 (click to see context) from:
[[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.
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:
Sword-wielding casters that can deal melee Arts damage. They will temporarily reduce the block count of operators struck
->'''Other variations:''' Sentry Spymaster
Rookie spies sent by an unknown employer to infiltrate Norport. Appears as civilians until identified, turns invisible after losing their
----
* 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.
Changed line(s) 823,827 (click to see context) from:
[[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.
->'''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:
->'''Other variations:'''
Soldiers that wield swords and shields, which allow them
Elite spies sent by an unknown employer to
----
* PaletteSwap: Of Light-Armored Soldiers, the only difference being
Changed line(s) 830,832 (click to see context) from:
[[folder:Ergate]]
->'''Other variations:''' Ergate Leader
Engineers that cannot be blocked by operators.
->'''Other variations:''' Ergate Leader
Engineers that cannot be blocked by operators.
to:
->'''Other variations:'''
Engineers that cannot
Sarkaz soldiers utilizing Damazti Arts to enhance their physical attributes at the cost of their cognitive abilities. Can only be blocked by
Changed line(s) 834 (click to see context) from:
* 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.
Changed line(s) 837,841 (click to see context) from:
[[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.
->'''Other variations:''' Authorized Caster Leader
Casters that have been specifically adapted for military service.
----
* PaletteSwap: Of Reunion Casters, albeit packing higher overall stats.
to:
->'''Other variations:'''
----
* PaletteSwap: Of Reunion Casters, albeit packing higher overall stats.
Changed line(s) 844,850 (click to see context) from:
[[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.
->'''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:
->'''Other variations:'''
Melee soldiers who have high HP and use their axes to inflict heavy damage. While their defense is low, their special armor gives
Sarkaz casters trained in Damazti Arts, allowing them
----
* AchillesHeel: Inverted compared
* 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.
Changed line(s) 853,857 (click to see context) from:
[[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.
->'''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:
->'''Other variations:'''
Heavily armored soldiers with significant HP and DEF.
----
* PaletteSwap: Of
Members of the
Changed line(s) 860,867 (click to see context) from:
!!! 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.''
[[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:
[[folder:General]]
* PiecesOfGod: These are clones of Dolly
->'''Other variations:''' Rebellion Agitator
A suspected Sarkaz saboteur that
* 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.''
Changed line(s) 870,872 (click to see context) from:
[[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.
->'''Other variations:''' Hot Spring 'Jolly Rascal'
A sheep familiar wearing a traffic cone. Spawns a Carmine Steam on the spot when defeated.
to:
->'''Other variations:''' Hot Spring 'Jolly Rascal'
A sheep familiar wearing a traffic cone. Spawns a Carmine Steam
An unmanned Nachzehrer vehicle designed to spread death and decay on the
Changed line(s) 875,877 (click to see context) from:
[[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.
->'''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:
!!! Siestan security force (Introduced in ''Heart of Surging Flame'')
[[folder:Infantry]]
->'''Other variations:'''
A sheep familiar carrying
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
* PaletteSwap: Of Reunion Soldiers, albeit packing higher overall stats.
Changed line(s) 880,882 (click to see context) from:
[[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.
->'''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:
->'''Other variations:'''
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.
Long-ranged soldiers armed with sniper rifles. Every third shot of theirs will stun the target.
Changed line(s) 884,886 (click to see context) from:
* 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.
* 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 theAviator 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 inDefense 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.
* StatusEffects: Stun, on every third shot. Unlike the
* DisneyDeath: Their path in some operations take them over bottomless pits, which can result in
* 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.
Changed line(s) 889,891 (click to see context) from:
[[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.
->'''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:
->'''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
Sword-wielding casters that
Changed line(s) 893 (click to see context) from:
* TheSneakyGuy: They are invisible until blocked.
to:
* TheSneakyGuy: MagicKnight: They're casters who just happen to favor melee combat.
* StatusEffects: Theyare 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.
* StatusEffects: They
Changed line(s) 896,898 (click to see context) from:
[[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.
->'''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:
->'''Other variations:'''
A large fluffy critter
Soldiers that
Changed line(s) 900 (click to see context) from:
* 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.
Changed line(s) 903,905 (click to see context) from:
[[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'.
->'''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:
->'''Other variations:'''
Two familiars
Engineers that
Changed line(s) 907,910 (click to see context) from:
* 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!''
* 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 reasonthe Candy House grandpa is so angry is because they snatched his wig off too!''Ergates have slightly more RES.
* 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
Changed line(s) 913,914 (click to see context) from:
[[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.
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:
A sheep familiar
->'''Other variations:''' Authorized Caster Leader
Casters that
Changed line(s) 916 (click to see context) from:
* 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.
Changed line(s) 919,921 (click to see context) from:
[[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.
->'''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:
->'''Other variations:'''
A sheep familiar carrying a witch's gear from a divination shop. Attack up
Melee soldiers who have high HP and use their axes to
* 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.
* 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.
Changed line(s) 925,931 (click to see context) from:
! 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.
!!! 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:
!!! 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:'''
Basic
Heavily armored soldiers
* PaletteSwap: Of the Reunion Heavy Defenders, albeit packing higher overall stats.
Changed line(s) 935,942 (click to see context) from:
[[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.
->'''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:
->'''Other variations:''' Elite Brawler
Siracusan mafiosi who launch flurries
[[folder:General]]
* PiecesOfGod: These are clones of
----
* DeathOfAThousandCuts: Each of
* KillerRabbit: Despite looking like cute pink-colored sheep, these
* 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
*
* StickyFingers: Some of the
-->''You're going to humiliate me. Don't tell people my clones are kleptomaniacs.''
Changed line(s) 945,949 (click to see context) from:
[[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.
->'''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:
->'''Other variations:'''
Siracusan mafiosi who use ranged crossbow attacks. They will prioritize attacking Command Terminals.
----
* AutomaticCrossbows: They wield rapid-fire crossbows that even have drum clips.
A sheep familiar wearing a traffic cone. Spawns a Carmine Steam on the spot when defeated.
Changed line(s) 952,956 (click to see context) from:
[[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.
->'''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:
->'''Other variations:'''
Hulking enemies that pack significant HP, ATK,
A sheep familiar carrying a frisbee. Has a ranged attack and
----
* 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.
Changed line(s) 959,961 (click to see context) from:
[[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.
->'''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:
->'''Other variations:'''
Brutish mobsters that
A sheep familiar wearing aviation gear. Has Low-Altitude Hovering and even though they have
* 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.
* 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.
Changed line(s) 965,967 (click to see context) from:
[[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.
->'''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:
->'''Other variations:'''
Hard-hitting mobsters that serve the Rat King. They have a sand shield that massively boosts their DEF while active,
A sheep familiar wearing skating equipment. Has invisibility, and can
Changed line(s) 969,971 (click to see context) from:
* 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.
* 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 shieldsare 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.
* 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
Changed line(s) 974,976 (click to see context) from:
!!!Famiglia members (introduced in ''Il Siracusano'')
[[folder:General]]
[[folder:General]]
to:
[[folder:General]]
->'''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.
Changed line(s) 978,983 (click to see context) from:
* 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.
* 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.
* 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.
Changed line(s) 986,988 (click to see context) from:
[[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.
->'''Other variations:''' Elite Famiglia Soldier
Low-level mafiosi under the orders of their superiors. Increase "Blood Debt" by a small amount on death.
to:
->'''Other variations:'''
Low-level mafiosi under the orders of their superiors. Increase "Blood Debt" by a small amount
Two familiars that got entangled with each other from fighting over cotton candy. Explodes on
Changed line(s) 990 (click to see context) from:
* 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!''
* 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!''
Changed line(s) 993,995 (click to see context) from:
[[folder:Famiglia Crossbowman]]
->'''Other variations:''' Elite Famiglia Crossbowman
Trained snipers armed with crossbows using sophisticated technology. Deal Arts damage during "Asset Liquidation".
->'''Other variations:''' Elite Famiglia Crossbowman
Trained snipers armed with crossbows using sophisticated technology. Deal Arts damage during "Asset Liquidation".
to:
->'''Other variations:''' Elite Famiglia Crossbowman
Trained snipers armed with crossbows using sophisticated technology. Deal
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
Changed line(s) 997,998 (click to see context) from:
* MageMarksman: They deal Arts damage when an "Asset Liquidation" is running.
* WouldNotShootACivilian: Inverted. They prioritize attacking Siracusan Civilians over player controlled units.
* 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.
* WouldNotShootACivilian: Inverted. They prioritize attacking Siracusan Civilians over player controlled units.
Changed line(s) 1001,1003 (click to see context) from:
[[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.
->'''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:
->'''Other variations:'''
Massively powerful Archosaurian hitmen tasked with delivering "regards" towards those that angered the ''famiglia''. Only spawn when "Asset Liquidation" starts and gain massive buffs
A sheep familiar carrying a witch's gear from a divination shop. Attack up to three operators at a time if standing in
Deleted line(s) 1005,1011 (click to see context) :
* 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.
* {{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.
Changed line(s) 1014,1016 (click to see context) from:
[[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.
->'''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:
!!! 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:'''
Strongmen employed by
Basic soldiers who serve in the
Deleted line(s) 1018,1021 (click to see context) :
* 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.
* 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.
Changed line(s) 1024,1026 (click to see context) from:
[[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".
->'''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:
->'''Other variations:''' Elite
''Famiglia'' members trained in the use
Siracusan mafiosi who launch flurries of
Changed line(s) 1028 (click to see context) from:
* 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.
* 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.
Changed line(s) 1031,1033 (click to see context) from:
[[folder:Famiglia Limo]]
->'''Other variations:''' Famiglia Luxury Limo
Limos used by the ''famiglia'' for transportation. Spawns 3 Famiglia Soldiers if defeated when blocked.
->'''Other variations:''' Famiglia Luxury Limo
Limos used by the ''famiglia'' for transportation. Spawns 3 Famiglia Soldiers if defeated when blocked.
to:
->'''Other variations:'''
Limos used by the ''famiglia'' for transportation. Spawns 3 Famiglia Soldiers if defeated when blocked.
Siracusan mafiosi who use ranged crossbow attacks. They will prioritize attacking Command Terminals.
Changed line(s) 1035 (click to see context) from:
* 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.
Changed line(s) 1038,1040 (click to see context) from:
[[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.
->'''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:
->'''Other variations:'''
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.
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.
Changed line(s) 1042,1043 (click to see context) from:
* MagicKnight: They emit noxious smoke that deals Arts damage as their melee attack.
* ThisBananaIsArmed: Their weapon is concealed inside their cigar.
* 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.
* ThisBananaIsArmed:
Changed line(s) 1046,1047 (click to see context) from:
[[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.
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:
Normal civilians
->'''Other variations:''' Desperate Fanatic
Brutish mobsters that
Deleted line(s) 1049,1050 (click to see context) :
* 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.
* 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.
->'''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.
Changed line(s) 1054,1062 (click to see context) from:
! 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.
!!! 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:
!!! Rioters & Mudrock's Squad (Introduced in ''Twilight
* DeflectorShields: They will enter combat with a sand barrier that gives them a massive amount of
[[folder:Leithanien Rebel]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_npc_067.png]]
->'''Other variations:''' Leithanien Rebel Leader
Rioters wielding
----
*
* MagicKnight: Their swords deal
Changed line(s) 1065,1067 (click to see context) from:
[[folder:Leithanien Whisperer]]
->'''Other variations:''' Leithanien Psalmist
Extra-long-ranged casters who can also "contest" Gramophones in an attempt to capture them.
->'''Other variations:''' Leithanien Psalmist
Extra-long-ranged casters who can also "contest" Gramophones in an attempt to capture them.
to:
->'''Other variations:''' Leithanien Psalmist
Extra-long-ranged casters who can also "contest" Gramophones
[[folder:General]]
Changed line(s) 1069,1070 (click to see context) from:
* 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.
* 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 thatinstead 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" tobind 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 Artsdie), several mooks can also attack civilians themselves and forcing the player to take control save them.
* TheMafia: These guys put the ones from "Code ofGramophones.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.
* DeadlyEuphemism: The effect that
* {{Hypocrite}}: Even though the civilians are supposedly under their protection (which is why civilians cause the "Blood Debt" to
* MagicStaff: Wields one of these, both for ranged Arts
* TheMafia: These guys put the ones from "Code of
* 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.
Changed line(s) 1073,1075 (click to see context) from:
[[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.
->'''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:
->'''Other variations:'''
Powerful Leithanian berserkers that pack high stats and potent Arts attacks in exchange for losing HP over time. Upon death, they will explode in
Low-level mafiosi under the orders of their superiors. Increase "Blood Debt" by a
Changed line(s) 1077,1078 (click to see context) from:
* 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.
* 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.
* LivingOnBorrowedTime: Their HP will slowly drain over time.
Changed line(s) 1081,1083 (click to see context) from:
[[folder:Mudrock Matterllurgist]]
->'''Other variations:''' Mudrock Matterllurgist Leader
Ranged physical units commanded by Mudrock. They will prioritize foes capturing Gramophones.
->'''Other variations:''' Mudrock Matterllurgist Leader
Ranged physical units commanded by Mudrock. They will prioritize foes capturing Gramophones.
to:
->'''Other variations:'''
Ranged physical units commanded by Mudrock. They will prioritize foes capturing Gramophones.
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.
* WouldNotShootACivilian: Inverted. They prioritize attacking Siracusan Civilians over player controlled units.
Changed line(s) 1087,1089 (click to see context) from:
[[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.
->'''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:
->'''Other variations:'''
Powerful melee soldiers commanded by Mudrock. They
Massively powerful Archosaurian hitmen tasked with delivering "regards" towards those that angered the ''famiglia''. Only spawn
Changed line(s) 1091,1092 (click to see context) from:
* 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.
* 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'thurt 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 thefact 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.
* {{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:
* OptionalBoss: These guys don't
*
* WouldNotShootACivilian: Inverted much like the
Changed line(s) 1095,1097 (click to see context) from:
[[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.
->'''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:
->'''Other variations:'''
A towering stone behemoth summoned
Strongmen employed by
Changed line(s) 1099,1101 (click to see context) from:
* 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.
* 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 theirpower, 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.
* 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
* 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.
Changed line(s) 1104,1107 (click to see context) from:
!!! 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.
[[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:
[[folder:'Street Layabout']]
->'''Other variations:'''
Armed militants disguised as Infected Afterglow civilians. Deals additional
''Famiglia'' members trained in the use of Originium Arts. They compensate for their mediocre skill at Arts
* InTheHood: They wear hoods instead of the top hats seen on other members.
Changed line(s) 1111,1113 (click to see context) from:
[[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.
->'''Other variations:''' Street Musician
Armed militants disguised as Infected Afterglow civilians. Deals an additional hit to operators not connected to Realigned Flux.
to:
->'''Other variations:'''
Armed militants disguised as Infected Afterglow civilians. Deals an additional hit to operators not connected to Realigned Flux.
Limos used by the ''famiglia'' for transportation. Spawns 3 Famiglia Soldiers if defeated when blocked.
Changed line(s) 1115,1116 (click to see context) from:
* 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.
----
Changed line(s) 1119,1121 (click to see context) from:
[[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.
->'''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:
->'''Other variations:'''
An Originium Arts creation designed for breaching through enemy lines. Loses its defenses when standing
A [[https://en.wikipedia.org/wiki/Caporegime caporegime]] of the ''famiglia''. Increases "Blood Debt" if any ''famiglia'' member is defeated in
Changed line(s) 1123 (click to see context) from:
* 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.
* ThisBananaIsArmed: Their weapon is concealed inside their cigar.
Changed line(s) 1126,1128 (click to see context) from:
[[folder:Spire Caster]]
->'''Other variations:''' Battleworn Spire Caster
Casters employed by the Leithanien army specializing in area-of-effect damage.
->'''Other variations:''' Battleworn Spire Caster
Casters employed by the Leithanien army specializing in area-of-effect damage.
to:
->'''Other variations:''' Battleworn Spire Caster
Casters employed by
Normal civilians that got mixed up into the
Changed line(s) 1130 (click to see context) from:
* 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: Theyattack 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.
* VideoGameCrueltyPunishment: They
Deleted line(s) 1133,1135 (click to see context) :
[[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.
->'''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.
Changed line(s) 1137 (click to see context) from:
* HerdHittingAttack: Their attacks travel along the Realigned Flux, damaging all operators connected to that Flux for half the damage.
to:
!!! 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
----
* ArmorPiercingAttack: Their Arts damage ignores DEF and targets RES instead.
* MagicKnight: Their swords deal Arts damage.
Changed line(s) 1140,1142 (click to see context) from:
[[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.
->'''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:
->'''Other variations:'''
Formerly composers in the
Extra-long-ranged casters who can also "contest" Gramophones in an attempt 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.
* MagicStaff: Wields one of these, both for ranged Arts attack and to take control of Gramophones.
Changed line(s) 1146,1148 (click to see context) from:
[[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.
->'''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:
->'''Other variations:'''
These failed musicians tried to bribe their way into the Leithanien capital orchestra, and had lost their sanity in the modern day. All
Powerful Leithanian berserkers that
* 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.
* LivingOnBorrowedTime: Their HP will slowly drain over time.
Changed line(s) 1152,1154 (click to see context) from:
[[folder:Blackwater Originium Slug]]
->'''Other variations:''' Blackwater Originium Slug α
A type of Originium slug that lives in the sewers of Vyseheim.
->'''Other variations:''' Blackwater Originium Slug α
A type of Originium slug that lives in the sewers of Vyseheim.
to:
->'''Other variations:'''
A type of Originium slug that lives in the sewers of Vyseheim.
Ranged physical units commanded by Mudrock. They will prioritize foes capturing Gramophones.
Deleted line(s) 1156,1157 (click to see context) :
* 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".
* 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.
->'''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.
Changed line(s) 1161,1168 (click to see context) from:
! 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.
----
!!! 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:
!!! 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
* StoneWall: They are exorbitantly sturdy, with an A in HP, ATK, and DEF. Despite their RES being
----
Changed line(s) 1171,1173 (click to see context) from:
[[folder:Tiacauh Lancer]]
->'''Other variations:''' Tiacauh Sniper
Archosaurus warriors who throw ranged spear attacks.
->'''Other variations:''' Tiacauh Sniper
Archosaurus warriors who throw ranged spear attacks.
to:
->'''Other variations:'''
Archosaurus warriors who throw ranged spear attacks.
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.
Changed line(s) 1175 (click to see context) from:
* 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.
* 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.
Changed line(s) 1178,1180 (click to see context) from:
[[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.
->'''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:'Street Layabout']]
->'''Other variations:'''
Archosaurus warriors who wield acid-coated gauntlets, giving them both fast attack speed and the ability
Armed militants disguised as Infected Afterglow civilians. Deals additional Arts damage to
Deleted line(s) 1182 (click to see context) :
* AntiArmor: Their attacks apply stacked DEF debuffs to their target, much like Acid Originium Slugs.
Changed line(s) 1185,1188 (click to see context) from:
[[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.
[[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:
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_npc_071.png]]
->'''Other variations:'''
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.
Armed militants disguised as Infected Afterglow civilians. Deals an additional hit to operators not connected to Realigned Flux.
Changed line(s) 1190 (click to see context) from:
* 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.
----
----
Changed line(s) 1193,1195 (click to see context) from:
[[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.
->'''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:
->'''Other variations:'''
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.
An Originium Arts creation designed for breaching through enemy lines. Loses its defenses when standing in Realigned Flux.
Changed line(s) 1197 (click to see context) from:
* 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.
Changed line(s) 1200,1202 (click to see context) from:
[[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.
->'''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:
->'''Other variations:'''
The strongest of
Casters employed by the
Changed line(s) 1204,1206 (click to see context) from:
* 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.
* 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 takeHerdHittingAttack: They attack 2 operators at once, and deal splash damage from the blocking Operator, making it a 1v1 battle.
* DuelToTheDeath: What happens when you tryif 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.
* DuelBoss: Once they are blocked, they will only take
* DuelToTheDeath: What happens when you try
Changed line(s) 1209,1214 (click to see context) from:
!!! 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.
[[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:
->'''Other variations:''' Remnant Principal Violinist
Formerly violinists in
[[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.
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* 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.
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[[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.
[[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:
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_mutantsandbeast.png]]
->'''Other variations:'''
Swift, omnivorous desert beasts trained by
Formerly composers in the
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* 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''.
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[[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.
[[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:
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_mutantrockspider.png]]
->'''Other variations:'''
Sargonian arachnids parasitized by Originiutants. Divides
These failed musicians tried to bribe their way into
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* BigCreepyCrawlies: Although they're actually unrelated to the more common Infused Originium Slugs.
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[[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.
[[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:
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_mutantgiantrockspider.png]]
->'''Other variations:'''
A
Changed line(s) 1243,1244 (click to see context) from:
* 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.
* 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 thana regular Rock Spider.
* MookMaker: Spits out an Originiutant Excrescence or Tumor every 5 seconds, which can buildthe 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".
* DeadlyGas: These slugs emit a poisonous fume that has a stronger effect on the Infected than
* MookMaker: Spits out an Originiutant Excrescence or Tumor every 5 seconds, which can build
Deleted line(s) 1247,1251 (click to see context) :
[[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.
[[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.
Changed line(s) 1253,1254 (click to see context) from:
* 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.
* 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:
!!! Tiacauh Tribe (Introduced in ''Gavial the
* 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.
[[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.
----
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[[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.
[[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:
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_redmarkeradicator.png]]
->'''Other variations:'''
A camouflaged mercenary sniper
Archosaurus warriors who
Changed line(s) 1263 (click to see context) from:
* 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.
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[[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.
[[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:
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_redmarkinfiltrator.png]]
->'''Other variations:'''
A mercenary saboteur
Archosaurus warriors who
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to:
* AntiArmor: Their attacks apply stacked DEF debuffs to their target, much like Acid Originium Slugs.
Changed line(s) 1275,1279 (click to see context) from:
[[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.
[[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:
[[quoteright:150:https://static.
[[quoteright:350:https://static.tvtropes.
->'''Other variations:'''
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
Archosaurus casters that use Arts attacks. If they
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* 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.
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!!! 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.
[[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:
[[folder:Duck Lord]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/e6c0p73zi2j51.png]]
-->'''Race:''' Liberi
A Columbian Liberi entrepreneur who secretly enjoys toying
->'''Other variations:''' Tiacauh Annihilator
Elite Archosaurus warriors armed with
Changed line(s) 1292,1295 (click to see context) from:
* 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.
* 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.
* 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.
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[[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.
[[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:
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_gopnik.png]]
-->'''Race:''' Ursus
An ex-military Ursus hired as a bouncer for
->'''Other variations:''' Tiacauh Champion
The strongest of the
Changed line(s) 1304,1311 (click to see context) from:
* 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".
* 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, andblocking 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.
*
*
* MightyGlacier: Incredibly slow but incredibly powerful, packing decent defenses, sky-high HP, and
* 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".
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[[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.
[[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:Originiutant Puppet]]
[[quoteright:150:https://static.tvtropes.
An experimental construct made
Human remains parasitized and reanimated by
Changed line(s) 1319,1324 (click to see context) from:
* 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.
* 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 fromfirst (and only, until the codename "WDG", its original name was Wandering Giant.
* KingMook: A boss variantintroduction 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.
* DubNameChange: Judging from
* KingMook: A boss variant
* 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.
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[[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.
[[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:
[[quoteright:150:https://static.tvtropes.
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.
->'''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.
Changed line(s) 1332,1337 (click to see context) from:
* 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".
* 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. WhenBearsAreBadNews: 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 filledinfected 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''.
* JetPack: Carries one made by himself. When
* OutsideGenreFoe: Serves as one when fought in Crimson Solitaire. In a mysterious castle filled
* 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".
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[[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.
[[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:
[[quoteright:150:https://static.tvtropes.
A mine security guard that fell victim to a severe form of Oripathy and was nearly completely assimilated
->'''Other variations:''' Mutant Rock Spider α
Sargonian arachnids parasitized by
Changed line(s) 1345,1349 (click to see context) from:
* 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.
* 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.
* 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.
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[[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.
[[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:
[[quoteright:150:https://static.tvtropes.
The leader
->'''Other variations:''' Mutant Giant Rock Spider α
A subspecies of Rock Spider native to Sargon with a
Changed line(s) 1357,1361 (click to see context) from:
* 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.
* 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 anarrow 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 differences5 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.
* MookMaker: Spits out an
* 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
* 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.
Changed line(s) 1364,1367 (click to see context) from:
[[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.
[[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:
[[quoteright:150:https://static.tvtropes.
->'''Other variations:''' Originiutant α
A
Changed line(s) 1369,1378 (click to see context) from:
* 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.
* 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 dealmakes 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, andfreeze 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 havewith 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.
* AnIcePerson: Uses ice Arts to deal
* MightyGlacier: They're extremely resilient to all types of conventional damage, and
* 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
* 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.
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[[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.
[[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:
[[quoteright:150:https://static.tvtropes.
Another possible TrueFinalBoss of ''Ceobe's Fungimist''
->'''Other variations:''' Elite "Redsign" Eradicator
A camouflaged mercenary sniper who
Changed line(s) 1386,1394 (click to see context) from:
* 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.
* 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".
* 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.
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!!!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.
[[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:
[[folder:Tactical Crossbowman]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_redmarkinfiltrator.png]]
->'''Other variations:'''
A
Changed line(s) 1407,1410 (click to see context) from:
[[folder:Tactical Defender]]
->'''Other variations:''' Tactical Defender Leader
Heavily armored mercenaries who can call in Anvil drones to provide defensive support when injured.
->'''Other variations:''' Tactical Defender Leader
Heavily armored mercenaries who can call in Anvil drones to provide defensive support when injured.
to:
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_originiutantexcrescence.png]]
->'''Other variations:'''
Heavily armored mercenaries who can call in Anvil drones
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
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to:
* ZergRush: Their entire modus operandi; especially the Tumors, which can all but paralyze melee Operators.
Changed line(s) 1415,1418 (click to see context) from:
[[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.
->'''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:
->'''Other variations:''' Anti-Armor Infantry Leader
Mercenaries
[[folder:Duck Lord]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/e6c0p73zi2j51.png]]
-->'''Race:''' Liberi
A Columbian Liberi entrepreneur who
Changed line(s) 1420 (click to see context) from:
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.
* 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.
Changed line(s) 1423,1426 (click to see context) from:
[[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.
->'''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:
->'''Other variations:''' Legendary War Phantom
The cruelest, most powerful mercenaries, who adopt
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_gopnik.png]]
-->'''Race:''' Ursus
An ex-military Ursus hired as a bouncer for the
Changed line(s) 1428 (click to see context) from:
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* 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".
* 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".
Changed line(s) 1431,1434 (click to see context) from:
[[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.
->'''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:
->'''Other variations:''' Scrap Model-U
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_lostcolossus.png]]
An
Changed line(s) 1436 (click to see context) from:
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.
* 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.
Changed line(s) 1439,1442 (click to see context) from:
[[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.
->'''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:
->'''Other variations:''' Anvil Model-B
An air support drone used by mercenaries, able
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_jetman.png]]
A mysterious man that claims 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".
* 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".
Changed line(s) 1446,1449 (click to see context) from:
!!!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.
[[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:
[[folder:Dauntless Linebreaker]]
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
Changed line(s) 1451,1452 (click to see context) from:
* 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.
* 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, thethree 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.
*
* 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
Changed line(s) 1455,1456 (click to see context) from:
[[folder:"The Ruinbringer"]]
One of the three possible final bosses of ''Fire Within the Sand'', an elite Caster honored by the local Lord Ameer.
One of the three possible final bosses of ''Fire Within the Sand'', an elite Caster honored by the local Lord Ameer.
to:
One
[[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
Changed line(s) 1458,1462 (click to see context) from:
* 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.
* 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'sby 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, includingthe 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, whilehaving 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 withfirst 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.
* NonIndicativeName: His name implies he's
* PaletteSwap: Of Faust, including
* 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
* RealAfterAll: Though his
* 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
Changed line(s) 1465,1466 (click to see context) from:
[[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.
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:
One of the three
[[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
Changed line(s) 1468,1473 (click to see context) from:
* 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.
* 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 failAnIcePerson: 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 inflictdeal 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 willfreeze 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 ofradius 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 likeMudrock 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 andVein 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.
*
* ResurrectiveImmortality: If you destroy the mech but fail
* TakingYouWithMe: The mech explodes when it dies to inflict
* ThreeHitCombo: After 3 attacks, its 4th attack will
* ZergRush: It comes in with ''over 250'' enemy units as support, surpassing the raids of even the other final bosses, many of
* GeoEffects: Can summon Originium Ice Crystals like
* NoGoodDeedGoesUnpunished: For trying to defend her hometown from a demon invasion, she got infected and
* 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.
Changed line(s) 1476,1477 (click to see context) from:
[[folder:The Great Wingbeast]]
A massive infected predator native to Sargon.
A massive infected predator native to Sargon.
to:
A massive infected predator native
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_gravestone.png]]
Another possible TrueFinalBoss of ''Ceobe's Fungimist'' who must be killed to
Changed line(s) 1479,1483 (click to see context) from:
* 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.
* 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 - andnot 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 ina 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'tsaid to be matched by any other source.
* PinataEnemy: Althoughhis 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 anAlgorithm.extremely powerful boss.
* RedEyesTakeWarning: Combined with bright GlowingEyesOfDoom.
* 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:
* 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
* 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
* 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
* PinataEnemy: Although
* MagicalEyeStreamers: Has these, signifying that he's an
* RedEyesTakeWarning: Combined with bright GlowingEyesOfDoom.
Changed line(s) 1486,1487 (click to see context) from:
[[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.
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:
One of the legendary Zhayedans that served Sargon
[[folder:Tactical Crossbowman]]
->'''Other variations:''' Tactical Crossbowman Leader
A ranged mercenary who can call in Scrap drones to
Changed line(s) 1489,1494 (click to see context) from:
* 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.
* 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:
* 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.
Changed line(s) 1497,1499 (click to see context) from:
[[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.
->'''Other variations:''' "Everything Should Be Smashed"
An enemy mobile catapult that prioritizes base constructs and deals significantly increased damage to them.
to:
->'''Other variations:'''
An enemy mobile catapult that prioritizes base constructs and deals significantly increased damage
Heavily armored mercenaries who can call in Anvil drones to
Changed line(s) 1501,1503 (click to see context) from:
* 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.
* 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:
* 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.
Changed line(s) 1506,1507 (click to see context) from:
[[folder:Sandfall Crystalhoof]]
An extremely rare Sargonian beast sought after for its glittering coat, and a highly valuable food ingredient.
An extremely rare Sargonian beast sought after for its glittering coat, and a highly valuable food ingredient.
to:
An extremely rare Sargonian beast sought after for its glittering coat, and a highly valuable food ingredient.
->'''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.
Changed line(s) 1509,1512 (click to see context) from:
* 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.
* 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:
* 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.
Changed line(s) 1515,1516 (click to see context) from:
[[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.
A Sargonian assassin renowned for their agility, and one of the potential 5 enemies in the ''Sickness of the Land'' BossRush stage.
to:
A Sargonian assassin renowned for
->'''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
Changed line(s) 1518,1520 (click to see context) from:
* 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.
* 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:
* 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.
Changed line(s) 1523,1525 (click to see context) from:
[[folder:Vein Guardian]]
->'''Other variations:''' Crazed Vein Guardian
Originium constructs of unknown origin which fiercely protect Ibut's mineral deposits.
->'''Other variations:''' Crazed Vein Guardian
Originium constructs of unknown origin which fiercely protect Ibut's mineral deposits.
to:
->'''Other variations:'''
Originium constructs
An air support drone used by mercenaries, armed with twin grenade launchers that deal area damage and massively reduce the DEF of
Changed line(s) 1527,1528 (click to see context) from:
* 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.
* 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:
* 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.
Deleted line(s) 1531,1539 (click to see context) :
! 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.
!!! 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.
Changed line(s) 1542,1545 (click to see context) from:
[[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.
->'''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:
->'''Other variations:''' Vicious Training Pincerbeast
Infected wild creatures used to train
[[folder:Dauntless Linebreaker]]
One of the
* 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.
* 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.
Changed line(s) 1549,1553 (click to see context) from:
[[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.
[[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:
[[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
One of
Changed line(s) 1555,1556 (click to see context) from:
* 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.
* 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 Defenselocal 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 thealready-infamous Patriot.]] After their shield expires, they're complete pushovers.originals.
* StoneWall: While their shield is up, they get an utterly ridiculous '''3000 Defense
* AxCrazy: He lusts for wanton destruction, and sees destroying the enemies of his lord as a mere bonus.
* EnemySummoner: His primary gimmick is
* 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
Changed line(s) 1559,1562 (click to see context) from:
[[folder:Independent Knight Shielder]]
->'''Other variations:''' Elite Knight Shielder
Knights who focus on defensive equipment, packing high durability but a weakness to Arts.
->'''Other variations:''' Elite Knight Shielder
Knights who focus on defensive equipment, packing high durability but a weakness to Arts.
to:
->'''Other variations:''' Elite Knight Shielder
Knights who focus on defensive equipment, packing high durability but
One of the three possible final bosses of ''Fire Within the Sand'', elite armored corps of a
Changed line(s) 1564,1565 (click to see context) from:
* PaletteSwap: Of Reunion Heavy Defenders, packing almost identical stats.
* HeavilyArmoredMook: Much like their Heavy Defender cousins.
* 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 liketheir Heavy Defender cousins.Mudrock Zealots, Originiutants, and Vein Guardians.
*
* 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
Changed line(s) 1568,1571 (click to see context) from:
[[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.
->'''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:
->'''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
A massive infected predator native to
Changed line(s) 1573,1574 (click to see context) from:
* 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.
* 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 killBurn 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 toten 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.
* TurnsRed: For every enemy unit you kill
* 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
* 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
Changed line(s) 1577,1580 (click to see context) from:
[[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.
->'''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:
->'''Other variations:''' Bladehelm Knightclub Elite, "Left-Hand" Tytus Topola
Knights who have high stats
One of the legendary Zhayedans that served Sargon in its infamous Eternal Army. Its presence in the desert and
Changed line(s) 1582,1583 (click to see context) from:
* 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.
* 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 thefirst non-boss enemy to possess such an ability.
* KingMook: "Left-Hand" Tytus Topola is both a relevant characterpeak 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.
* 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
* KingMook: "Left-Hand" Tytus Topola is both a relevant character
* YourSoulIsMine: Any Operator that dies or is retreated within a certain radius will heal him.
Changed line(s) 1586,1589 (click to see context) from:
[[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.
->'''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:
->'''Other variations:'''
Corporate advertisement drones
An enemy mobile catapult that
Changed line(s) 1591,1592 (click to see context) from:
* 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.
* 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 arenot designed to virtually medieval era catapults that throw ''fruit''.
* SiegeEngines: They prioritize attacking base constructs, and dealany 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.
* ArchaicWeaponForAnAdvancedAge: Arknights world is rather advanced, at least comparable and at worst slightly behind earth tech level. But these are
* SiegeEngines: They prioritize attacking base constructs, and deal
* 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.
Changed line(s) 1595,1600 (click to see context) from:
!!!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.
[[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:
An extremely rare Sargonian beast sought after for its glittering coat, and
[[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.
* 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.
* 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.
Changed line(s) 1604,1607 (click to see context) from:
[[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.
->'''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:
->'''Other variations:''' Nova Knightclub Elite, The Candle Knight Viviana
Trainees
A Sargonian assassin renowned for their agility, and one of the
Changed line(s) 1609,1610 (click to see context) from:
* 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.
* 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 otherKnightclub 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 theirrespective 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 arearange and pepper your Operators with large Arts damage in a luminescent burst.knives.
* MiniBoss: Though they are listed as merely an Elite, they are faced in a BossRush stage along with other
* {{Ninja}}: They may not look quite like one (though pretty close), but they definitely act like one. With their
* LightEmUp: Their Glimmering Touch attack, hitting anyone in the target area
Changed line(s) 1613,1616 (click to see context) from:
[[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.
->'''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:
->'''Other variations:'''
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
Originium constructs of unknown origin which
* 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.
* 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.
Deleted line(s) 1619,1623 (click to see context) :
[[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.
!!! 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.
Changed line(s) 1627,1630 (click to see context) from:
[[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.
->'''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:
->'''Other variations:'''
Assassins
Infected wild creatures used to train the fighters of the
Changed line(s) 1634,1637 (click to see context) from:
[[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.
->'''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:
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_avg_npc_216_9.png]]
->'''Other variations:'''
A crossbow user hired by the Armorless Union
Kazimierzian knights who
* 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.
* 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.
Changed line(s) 1641,1644 (click to see context) from:
[[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.
->'''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:
->'''Other variations:'''
Knights who focus on
* PaletteSwap: Of Reunion Heavy Defenders, packing almost identical stats.
* HeavilyArmoredMook: Much like their Heavy Defender cousins.
* HeavilyArmoredMook: Much like their Heavy Defender cousins.
Changed line(s) 1648,1655 (click to see context) from:
! 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.
!!! 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' army (Introduced in Chapter 8)
[[folder:Ursus Civilian]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_npc_081.png]]
Harmless civilians
->'''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
Changed line(s) 1657,1659 (click to see context) from:
* 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.
* 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 leastalive, 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.
*
* ManOnFire: In [=JT8-1=], the first victim of Talulah's rampage is [[CruelAndUnusualDeath slowly burned alive.]] The rest of the Civilians at least
Changed line(s) 1662,1665 (click to see context) from:
[[folder:Ursus Mangler]]
->'''Other variations:''' Ursus Mangler Packmother
A ruthless pack beast trained by the Ursus military.
->'''Other variations:''' Ursus Mangler Packmother
A ruthless pack beast trained by the Ursus military.
to:
->'''Other variations:'''
A ruthless pack beast trained by
Knights who have high stats and wield ranged Arts. They can periodically halve the
Changed line(s) 1667 (click to see context) from:
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.
* KingMook: "Left-Hand" Tytus Topola is both a relevant character in the plot and considerably stronger than even the Bladehelm Knightclub Elites.
Changed line(s) 1670,1674 (click to see context) from:
[[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.
[[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:
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_npc_082.png]]
->'''Other variations:'''
Vanguards
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
Changed line(s) 1676,1681 (click to see context) from:
* 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.]]
* 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.
* LongRangeFighter:
*
* SociopathicSoldier: Described as greedy and cold-blooded,
* WouldHarmASenior: [[spoiler:They have no qualms about offing old people, as Ivan would find out later.]]
Changed line(s) 1684,1687 (click to see context) from:
[[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.
->'''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:Undertide Gloompincer]]
->'''Other variations:'''
Special forces deployed by Patriot. While their combat ability is poor, they will passively provide a stacking ATK/DEF buff to all foes on
Gloompincers that escaped the
Deleted line(s) 1689,1691 (click to see context) :
* 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.
* 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.
Changed line(s) 1694,1697 (click to see context) from:
[[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.
->'''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:
->'''Other variations:'''
Imperial soldiers trained to break enemy lines. They prioritize attacking civilians and can only be blocked
Trainees of the Nova Knightclub led by
Changed line(s) 1699 (click to see context) from:
* 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.
* LightEmUp: Their Glimmering Touch attack, hitting anyone in the target area with large Arts damage in a luminescent burst.
Changed line(s) 1702,1705 (click to see context) from:
[[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.
->'''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:
->'''Other variations:'''
Heavy soldiers
Competition knights who lack a Knightclub and are periodically found in a drunken daze in the
Deleted line(s) 1707,1708 (click to see context) :
* 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.
* 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.
Changed line(s) 1711,1714 (click to see context) from:
[[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.
->'''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:
->'''Other variations:'''
Heavily armored drones
Fans of the Nightmare Knight who
Deleted line(s) 1716,1717 (click to see context) :
* 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.
* MightyGlacier: They deal massive damage, have sturdy defenses, and pack massive amounts of HP, but they're extremely slow to compensate.
Changed line(s) 1720,1726 (click to see context) from:
! 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.
!!! 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:
!!! Inmates (Introduced in ''Mansfield Break'')
[[folder:Ordinary Prisoner]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_avg_npc_132.png]]
->'''Other variations:'''
A common prisoner held
Assassins of the Armorless Union who specialize in
Deleted line(s) 1728 (click to see context) :
Changed line(s) 1731,1734 (click to see context) from:
[[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.
->'''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:
->'''Other variations:'''
Mansfield inmates
A crossbow user hired by the Armorless Union who
Deleted line(s) 1736 (click to see context) :
Changed line(s) 1739,1742 (click to see context) from:
[[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.
->'''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:
->'''Other variations:''' Armorless Union Cleanup/Third Squad Leader, Lazurite Roy, Lazurite Monique
Elite
A Mansfield inmate who excels in fistfights. When their collars are disabled, they will additionally gain the ability to ignore a large portion
Deleted line(s) 1744 (click to see context) :
Changed line(s) 1747,1750 (click to see context) from:
[[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.
->'''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:
->'''Other variations:''' Herculean Prisoner
A towering Mansfield inmate who uses improvised weapons taken from a storage room. When their collars are disabled, they
!!! 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
Changed line(s) 1752 (click to see context) from:
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.
* 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.
Changed line(s) 1755,1758 (click to see context) from:
[[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.
->'''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:
->'''Other variations:'''
A
Changed line(s) 1763,1766 (click to see context) from:
[[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.
->'''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:
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_npc_082.png]]
->'''Other variations:'''
A terrifying Mansfield inmate with an imposing criminal record and
Vanguards from the
Changed line(s) 1768 (click to see context) from:
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.]]
* 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.]]
Changed line(s) 1771,1776 (click to see context) from:
!!! 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.
[[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:
[[folder:Rhine Defense Member]]
->'''Other variations:'''
Members of Rhine Lab's Defense Section, charged with escort duty. Blocks the first instance of Physical or Arts damage
Special forces deployed by Patriot. While their combat ability is poor, they
Changed line(s) 1778 (click to see context) from:
* 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 theypossess 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.
* SupportPartyMember: While they
* 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.
Changed line(s) 1781,1784 (click to see context) from:
[[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.
->'''Other variations:''' Rhine Engineering Senior Member
Members of Rhine Lab's Engineering Section, charged with equipment maintenance. Restores HP to inactive Power Armors.
to:
->'''Other variations:'''
Members of Rhine Lab's Engineering Section, charged
Imperial soldiers trained to break enemy lines. They prioritize attacking civilians and can only be blocked by Operators with
Changed line(s) 1786 (click to see context) from:
* 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.
Changed line(s) 1789,1792 (click to see context) from:
[[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.
->'''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:
->'''Other variations:'''
Arrowhead-shaped objects made out of 'Transmitter' reagent as a product of Dorothy's failed experiments. Absorbed by Power Armors to gain SP.
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.
Changed line(s) 1794,1795 (click to see context) from:
* 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.
* 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.
*
Changed line(s) 1798,1801 (click to see context) from:
[[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.
->'''Other variations:''' Dor-β Replica
Blobs of 'Transmitter' reagent made from Dorothy's repeated experiments. Absorbed by Power Armors to gain SP.
to:
->'''Other variations:'''
Blobs of 'Transmitter' reagent made from Dorothy's repeated experiments. Absorbed by Power Armors
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
* 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.
* MightyGlacier: They deal massive damage, have sturdy defenses, and pack massive amounts of HP, but they're extremely slow to compensate.
Changed line(s) 1805,1808 (click to see context) from:
[[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.
->'''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:
!!! Inmates (Introduced in ''Mansfield Break'')
[[folder:Ordinary Prisoner]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_avg_npc_132.png]]
->'''Other variations:'''
Blobs made out of 'Transmitter' reagent as a product of Dorothy's private experiments. Takes less damage when not blocked
A common prisoner held in Mansfield Prison. The imprisonment collars worn by them and
Changed line(s) 1812,1815 (click to see context) from:
[[folder:Experimental Power Armor]]
->'''Other variations:''' Test Power Armor
A set of power armor designed to function without a pilot.
->'''Other variations:''' Test Power Armor
A set of power armor designed to function without a pilot.
to:
->'''Other variations:'''
A set of power armor designed
Mansfield inmates who wield haphazard bows to
Changed line(s) 1817,1819 (click to see context) from:
* 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.
* 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:
* 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.
Changed line(s) 1822,1825 (click to see context) from:
[[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.
->'''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:
->'''Other variations:'''
A
Changed line(s) 1827,1829 (click to see context) from:
* 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.
* 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:
* 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.
Changed line(s) 1832,1835 (click to see context) from:
[[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.
->'''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:
->'''Other variations:'''
A
Changed line(s) 1837,1839 (click to see context) from:
* 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.
* 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:
* 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.
Changed line(s) 1842,1848 (click to see context) from:
! 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.
!!! 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:
!!! Ink Spirits (Introduced in ''Who is Real'')
[[folder:"Angry"]]
->'''Other variations:'''
A
Changed line(s) 1853,1857 (click to see context) from:
[[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.
[[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:
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_avg_npc_143_1.png]]
->'''Other variations:'''
A
Changed line(s) 1862,1865 (click to see context) from:
[[folder:"Stabby"]]
->'''Other variations:''' Flanking "Stabby"
A prideful Ink Spirit whose ranged attacks prioritize attacking Operators with the opposite attribute as itself.
->'''Other variations:''' Flanking "Stabby"
A prideful Ink Spirit whose ranged attacks prioritize attacking Operators with the opposite attribute as itself.
to:
[[folder:Rhine Defense Member]]
->'''Other variations:'''
A prideful Ink Spirit whose ranged attacks prioritize attacking Operators
Members of Rhine Lab's Defense Section, charged with escort duty. Blocks the
Changed line(s) 1867 (click to see context) from:
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.
Changed line(s) 1870,1873 (click to see context) from:
[[folder:"Lazy"]]
->'''Other variations:''' Unmoving "Lazy"
A massive, sedentary Ink Spirit with equally massive bulk and the ability to draw Operator fire to itself.
->'''Other variations:''' Unmoving "Lazy"
A massive, sedentary Ink Spirit with equally massive bulk and the ability to draw Operator fire to itself.
to:
->'''Other variations:'''
A massive, sedentary Ink Spirit
Members of Rhine Lab's Engineering Section, charged with
Changed line(s) 1875 (click to see context) from:
to:
* CombatMedic: They have a ranged Arts attack in addition to being able to repair inactive Power Armors.
Changed line(s) 1878,1881 (click to see context) from:
[[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.
->'''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:
->'''Other variations:'''
A lively Ink Spirit with low stats, but the ability
Arrowhead-shaped objects made out of 'Transmitter' reagent as a product of Dorothy's failed experiments. Absorbed by Power Armors to
Changed line(s) 1883,1884 (click to see context) from:
* 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.
* 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 thesurrounding 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.
* PuppeteerParasite: Sort of. The 'Transmitter' reagent used to create them is a material researched for the
* 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.
Changed line(s) 1887,1890 (click to see context) from:
[[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.
->'''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:
->'''Other variations:'''
A reckless Ink Spirit with above-average stats and the ability
Blobs of 'Transmitter' reagent made from Dorothy's repeated experiments. Absorbed by Power Armors to
Deleted line(s) 1892 (click to see context) :
Changed line(s) 1895,1898 (click to see context) from:
[[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.
->'''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:
->'''Other variations:'''
A frightening, neurotic Ink Spirit with powerful Arts attacks. They'll periodically charge up special attacks that deal heavy Arts
Blobs made out of 'Transmitter' reagent as a product of Dorothy's private experiments. Takes less damage when not blocked and
Deleted line(s) 1900 (click to see context) :
Changed line(s) 1903,1906 (click to see context) from:
[[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.
->'''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:
->'''Other variations:'''
A
Changed line(s) 1908 (click to see context) from:
* 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.
* 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.
Changed line(s) 1911,1913 (click to see context) from:
[[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.
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:
The main boss
->'''Other variations:''' R-31a Heavy Power Armor
A set of
Changed line(s) 1915,1920 (click to see context) from:
* 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.
* 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 Breaklarger than the Chains attack has him stop and protect himself with a barrier Experimental Power Armor.
* GroundPound: They will punch the ground thatabsorbs 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 isactually 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. Justslow 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 HPthe 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.
* DeflectorShields: Its Break
* GroundPound: They will punch the ground that
* MightyGlacier: It is
* 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
* TurnsRed: When it's first defeated, it'll fully restore his HP
Changed line(s) 1923,1929 (click to see context) from:
!!! 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.
[[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:
[[folder:General Waregeist tropes]]
* AnimateInanimateObject: Waregeists are essentially collections
->'''Other variations:''' R-11a Assault Power Armor
A set of
* 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
* 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
----
* 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
* MightyGlacier: Just as slow (and tough) as their R-31 counterparts, but it boasts some firepower in exchange.
Changed line(s) 1932,1935 (click to see context) from:
[[folder:Grindstone]]
->'''Other variations:''' Brightmirror
A canine-like Waregeist made from wooden seals. Spawns 2 wooden seals when defeated.
->'''Other variations:''' Brightmirror
A canine-like Waregeist made from wooden seals. Spawns 2 wooden seals when defeated.
to:
!!! Ink Spirits (Introduced in ''Who is Real'')
[[folder:"Angry"]]
->'''Other variations:'''
A
Changed line(s) 1939,1942 (click to see context) from:
[[folder:Vernacularism]]
->'''Other variations:''' Sophistication
A soldier Waregeist made from novel scrolls. Spawns 3 novel scrolls when defeated.
->'''Other variations:''' Sophistication
A soldier Waregeist made from novel scrolls. Spawns 3 novel scrolls when defeated.
to:
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_avg_npc_143_1.png]]
->'''Other variations:'''
A
Changed line(s) 1946,1949 (click to see context) from:
[[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.
->'''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:
->'''Other variations:'''
A
Changed line(s) 1951 (click to see context) from:
* IShallTauntYou: It taunts operators into attacking it over other enemies by "revealing their inner secrets in their truest form".
to:
Changed line(s) 1954,1957 (click to see context) from:
[[folder:Inkwave]]
->'''Other variations:''' Heartbillow
A stone lion-shaped Waregeist created from a fusion of multiple paperweights. Spawns 15 wooden paperweights when defeated.
->'''Other variations:''' Heartbillow
A stone lion-shaped Waregeist created from a fusion of multiple paperweights. Spawns 15 wooden paperweights when defeated.
to:
->'''Other variations:'''
A
Changed line(s) 1959,1960 (click to see context) from:
* 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.
* 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:
* 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.
Changed line(s) 1963,1966 (click to see context) from:
[[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.
->'''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:
->'''Other variations:'''
A
Changed line(s) 1968 (click to see context) from:
* 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, itfrom exploding on death.''[[OneHitKill won't be pretty]]'' if your operators get caught in the ensuing blast.
* 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
Changed line(s) 1971,1974 (click to see context) from:
[[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.
->'''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:
->'''Other variations:'''
A
Changed line(s) 1976,1977 (click to see context) from:
* 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.
* 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:
* 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.
Changed line(s) 1980,1983 (click to see context) from:
[[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.
->'''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:
->'''Other variations:'''
A
Changed line(s) 1987,1990 (click to see context) from:
[[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.
->'''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:
->'''Other variations:'''
A
Changed line(s) 1992 (click to see context) from:
* 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.
Changed line(s) 1995,1997 (click to see context) from:
[[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.
Fragments of Sui's main body. Increases Sui-Xiang's max HP and reduces the charging time of its special ability when absorbed.
to:
Fragments of Sui's
The main
* 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.
* 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.
Changed line(s) 2001,2008 (click to see context) from:
!!! 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.
----
[[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 thatserve 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:Di Beast]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongdibeast_sprite.png]]
->'''Other variations:''' Raging Di Beast
Beasts created by Ya
[[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
----
* 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.
Changed line(s) 2011,2015 (click to see context) from:
[[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.
[[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:
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongskirmisher.png]]
->'''Other variations:'''
Ordinary members of Shanhaizhong with a complex past. Gain increased range
A canine-like Waregeist made from wooden seals. Spawns 2 wooden seals when
Changed line(s) 2019,2023 (click to see context) from:
[[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.
[[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:
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongrelayertalksprite.png]]
->'''Other variations:'''
Tacticians specialized in relaying orders via ciphers. Deploy a Shanhaizhong Cipher on the first unoccupied Yumen Catastrophe Defense tile that they pass through.
A soldier Waregeist made from novel scrolls. Spawns 3 novel scrolls when defeated.
Deleted line(s) 2025,2026 (click to see context) :
* 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.
* MalevolentMaskedMen: Wear golden full-face masks that resemble animal skulls.
Changed line(s) 2029,2033 (click to see context) from:
[[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.
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongdesperado.png]]
->'''Other variations:''' Shanhaizhong Phalanx
Large, burly Shanhaizhong members tasked with defense.
to:
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongdesperado.png]]
->'''Other variations:'''
Large, burly Shanhaizhong members tasked with defense.
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".
Changed line(s) 2037,2041 (click to see context) from:
[[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.
[[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:
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongringleaderelitetalk.png]]
->'''Other variations:'''
Leaders
A stone lion-shaped Waregeist created from a fusion of
* 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.
* 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.
Changed line(s) 2045,2049 (click to see context) from:
[[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.
[[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:
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongseer.png]]
->'''Other variations:'''
Casters trained by the Feranmuts in Originium Arts. They can lock onto
A Waregeist made from a
Changed line(s) 2051,2052 (click to see context) from:
* ChargedAttack: Their main gimmick.
* MalevolentMaskedMen: Wear golden masks over their upper faces, resembling animal skulls.
* 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.
* MalevolentMaskedMen: Wear golden masks over their upper faces, resembling animal skulls.
Changed line(s) 2055,2059 (click to see context) from:
[[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.
[[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:
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizongwallbreaker.png]]
->'''Other variations:'''
Yumen siege machines stolen by
A Waregeist created from a vase that appears as a dragon riding on the
* 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.
* 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.
Changed line(s) 2063,2067 (click to see context) from:
[[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.
[[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:
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongsandwalker.png]]
->'''Other variations:'''
Yumen desert transportation stolen
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
Changed line(s) 2071,2076 (click to see context) from:
! 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.
!!! 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:
!!! Unmanned RI machinery (introduced in ''Multivariate Cooperation'')
[[folder:Retrofitted Gas Truck]]
->'''Other variations:'''
A
Changed line(s) 2078 (click to see context) from:
to:
* TheSneakyGuy: Not itself, but Clarity can produce a smokescreen that grants invisibility to nearby Waregeists.
Changed line(s) 2081,2083 (click to see context) from:
[[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.
->'''Other variations:''' Modified Second-hand Drone
A repurposed Kazimierz arena drone that doesn't deduct lives when escaping, but drops items when destroyed.
to:
->'''Other variations:''' Modified Second-hand Drone
A repurposed Kazimierz arena drone that doesn't deduct lives
Fragments of Sui's main body. Increases Sui-Xiang's max HP and reduces the charging time of its special ability when
Deleted line(s) 2085 (click to see context) :
Changed line(s) 2088,2089 (click to see context) from:
[[folder:Mobile Generator]]
An experimental mobile energy vehicle that won't deduct lives upon escaping, but grants all allies SP on destruction.
An experimental mobile energy vehicle that won't deduct lives upon escaping, but grants all allies SP on destruction.
to:
An experimental mobile energy vehicle
[[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
Deleted line(s) 2091 (click to see context) :
Changed line(s) 2094,2103 (click to see context) from:
! 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:
[[quoteright:150:https://static.tvtropes.
A Sea Terror that grew four limbs, but lacks an internal skeleton.
->'''Other variations:''' Shanhaizhong Vigilante
Ordinary members of Shanhaizhong with a complex past. Gain increased range when standing on Yumen Catastrophe Defenses.
Deleted line(s) 2105 (click to see context) :
* ZergRush: The Seaborn equivalent of Hounds, as [[FragileSpeedster weak but fast-moving creatures]] meant to overwhelm your lineup through sheer numbers.
Changed line(s) 2108,2112 (click to see context) from:
[[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.
[[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:
[[quoteright:350:https://static.tvtropes.
->'''Other variations:'''
A Seaborn
Tacticians specialized in relaying orders via ciphers. Deploy a Shanhaizhong Cipher on the first unoccupied Yumen Catastrophe Defense tile that
Changed line(s) 2114 (click to see context) from:
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.
* MalevolentMaskedMen: Wear golden full-face masks that resemble animal skulls.
Changed line(s) 2117,2121 (click to see context) from:
[[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.
[[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:
[[quoteright:150:https://static.tvtropes.
->'''Other variations:'''
A Seaborn that threatens
Large, burly Shanhaizhong members tasked with
Deleted line(s) 2123 (click to see context) :
Changed line(s) 2126,2130 (click to see context) from:
[[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.
[[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:
[[quoteright:150:https://static.
[[quoteright:350:https://static.tvtropes.
->'''Other variations:'''
A Seaborn
Leaders of the Shanhaizhong disguised as normal members. Is invisible until their first attack, and the strike that
Deleted line(s) 2132 (click to see context) :
Changed line(s) 2135,2139 (click to see context) from:
[[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.
[[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:
[[quoteright:150:https://static.tvtropes.
->'''Other variations:'''
A Seaborn who normally stays passive while absorbing nutrients. When attacked, they'll rush down targets with attacks that deal bonus Nervous Impairment
Casters trained by the Feranmuts in Originium Arts. They can lock onto a target and channel to create a large burst of Arts damage,
Changed line(s) 2141 (click to see context) from:
* 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 overtime 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.
* MalevolentMaskedMen: Wear golden masks over
Changed line(s) 2144,2148 (click to see context) from:
[[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.
[[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:
[[quoteright:150:https://static.tvtropes.
->'''Other variations:'''
An extraordinarily tough Seaborn with a minerally dense body. Doesn't attack normally, but deals bursts of Arts
Yumen siege machines stolen by the Shanhaizhong. Prioritize attacking roadblocks and
Deleted line(s) 2150 (click to see context) :
* 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.
Changed line(s) 2153,2158 (click to see context) from:
[[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.
[[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:
[[quoteright:150:https://static.tvtropes.
->'''Other variations:'''
A powerful Seaborn that evolved a natural harpoon, they use said weapon to prioritize
Yumen desert transportation stolen by the
Deleted line(s) 2160,2161 (click to see context) :
* FinishHim: Piercers prioritize attacking operators with the lowest HP percentage.
Changed line(s) 2164,2168 (click to see context) from:
[[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.
[[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:
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_automaticmaintenancedrone.png]]
An
!!! 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
Deleted line(s) 2171,2173 (click to see context) :
* 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.
----
* 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.
----
Changed line(s) 2176,2180 (click to see context) from:
[[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.
[[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:
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/arknights_netherseaspewer.png]]
->'''Other variations:'''
A
Changed line(s) 2182,2184 (click to see context) from:
* 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.
----
* MightyGlacier: Spewers are the slowest Seaborn enemy in the game, but their damage more than makes up for it.
----
to:
* MightyGlacier: Spewers are the slowest Seaborn enemy in the game, but their damage more than makes up for it.
----
Changed line(s) 2187,2192 (click to see context) from:
[[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.
[[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:
[[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.
An experimental mobile energy vehicle that won't deduct lives upon escaping, but grants all allies SP on destruction.
Changed line(s) 2194,2196 (click to see context) from:
* 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.
----
* 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:
* 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.
----
Changed line(s) 2199,2204 (click to see context) from:
[[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.
[[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:
! 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.
->'''Other variations:''' Nourished Founder, Regressed Founder
A
Changed line(s) 2206,2210 (click to see context) from:
* 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:
* 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.
----
Changed line(s) 2213,2217 (click to see context) from:
[[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.
[[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:
[[quoteright:150:https://static.
[[quoteright:350:https://static.tvtropes.
->'''Other variations:''' Nourished
A Seaborn
Changed line(s) 2219,2223 (click to see context) from:
* 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.
----
* 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:
* 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.
----
Changed line(s) 2226,2231 (click to see context) from:
[[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.
[[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:
[[quoteright:150:https://static.tvtropes.
->'''Other variations:''' Nourished
A
Deleted line(s) 2234,2236 (click to see context) :
* 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.
----
* 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.
----
Changed line(s) 2239,2244 (click to see context) from:
[[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.
[[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:
[[quoteright:150:https://static.tvtropes.
->'''Other variations:''' Nourished
A Seaborn
Deleted line(s) 2247,2250 (click to see context) :
* 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.
----
* 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.
----
Changed line(s) 2253,2257 (click to see context) from:
[[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.
[[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:
[[quoteright:150:https://static.tvtropes.
->'''Other variations:''' Nourished Reaper
A Seaborn
Changed line(s) 2259 (click to see context) from:
* 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.
Changed line(s) 2262,2265 (click to see context) from:
[[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.
[[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:
[[quoteright:150:https://static.tvtropes.
An extraordinarily tough Seaborn
Changed line(s) 2267,2269 (click to see context) from:
* 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:
* FlunkyBoss: They spawn a Baleful Broodling every time they attack.
Changed line(s) 2272,2276 (click to see context) from:
[[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.
[[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:
[[quoteright:150:https://static.tvtropes.
Extensions of
->'''Other variations:''' Nourished Piercer
A powerful Seaborn that evolved a natural harpoon, they use said weapon to prioritize the
Changed line(s) 2279,2280 (click to see context) from:
* 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.
* 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 toFinishHim: 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.
* WeaponizedOffspring: Sort of. They look identical to
Changed line(s) 2283,2287 (click to see context) from:
[[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.
[[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:
[[quoteright:150:https://static.tvtropes.
Changed line(s) 2290 (click to see context) from:
* 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 adefensive 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.
----
* SupportPartyMember: Much like the Sponsor Drones before them, they are this towards the player, empowering the Emergency Aid Buildings with a
----
Changed line(s) 2293,2297 (click to see context) from:
[[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.
[[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:
[[quoteright:150:https://static.
[[quoteright:350:https://static.tvtropes.
->'''Other variations:''' Nourished Spewer, Regressed Spewer
A snail-like Seaborn
Changed line(s) 2299,2301 (click to see context) from:
* 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:
* MightyGlacier: Spewers are the slowest Seaborn enemy in the game, but
* 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]].
----
Changed line(s) 2304,2308 (click to see context) from:
[[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.
[[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:
[[quoteright:150:https://static.tvtropes.
->'''Other variations:''' Nourished Predator, Regressed Predator
A Seaborn
Changed line(s) 2310,2311 (click to see context) from:
* 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:
* FragileSpeedster: Predators have paper-thin defenses - low HP, flimsy DEF, and
----
Changed line(s) 2314,2320 (click to see context) from:
! 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.
!!! 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:
!!! Hymnoi training instructors (introduced in ''Hymnoi Wisdom'')
[[folder:Hymnoi Hero]]
[[quoteright:150:https://static.tvtropes.
One
->'''Other variations:''' Nourished Founder, Regressed Founder
A Seaborn with a chitinous bird-like skull, capable of creating the
* 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.
----
* 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.
----
Changed line(s) 2325,2329 (click to see context) from:
[[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.
[[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:
[[quoteright:150:https://static.tvtropes.
One of the warriors at the Hymnoi Training Base. Although optional to kill, they start battle
->'''Other variations:''' Nourished Brandguider, Regressed Brandguider
A Seaborn created from a dying colony with
Changed line(s) 2331 (click to see context) from:
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.
----
* 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.
----
Changed line(s) 2334,2342 (click to see context) from:
! 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.
!!! 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:
!!! Dossoles workers (introduced in ''Dossoles Holiday'')
[[folder:Diver]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_netherseaswarmcaller.png]]
->'''Other variations:'''
Trained divers armed with crossbows. They're immune to Erosion from being underwater,
A jellyfish-like Seaborn capable of manipulating small creatures and
Changed line(s) 2344,2345 (click to see context) from:
* SuperNotDrowningSkills: Justified; they're wearing scuba equipment, and as such do not take damage from swimming in water.
to:
*
* StoneWall: Swarmcallers have good HP, DEF, and RES, but its only attack is an aura that continuously deals Arts and Nervous Impairment damage
----
Changed line(s) 2348,2353 (click to see context) from:
[[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.
[[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:
[[quoteright:350:https://static.
[[quoteright:150:https://static.tvtropes.
->'''Other variations:'''
Average Dossoles criminals, eager
A Seaborn created from the Nethersea Brand to
* 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.
----
* 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.
----
Changed line(s) 2358,2362 (click to see context) from:
[[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.
->'''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:
->'''Other variations:''' Dockworker Leader
Burly sailors who have significant strength
[[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
Changed line(s) 2364,2366 (click to see context) from:
* 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.
* 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, toZergRush: 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.
* SuperDrowningSkills: They take ''far more'' damage than other enemies while submerged in water, to
Changed line(s) 2369,2373 (click to see context) from:
[[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.
->'''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:
->'''Other variations:''' Tidal Leader
Casters employed
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_retchingbroodmother.png]]
A Seaborn broodmother that throws fake offspring at enemies to
* 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.
* FlunkyBoss: They spawn a Baleful Broodling every time they attack.
Changed line(s) 2378,2382 (click to see context) from:
[[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.
->'''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:
->'''Other variations:''' Tidal Leader Speedboat
A Tidal Caster riding a speedboat that allows them to traverse water unobstructed and increases their stats. If
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_balefulbroodling.png]]
Extensions of the
* 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.
* 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.
Changed line(s) 2387,2391 (click to see context) from:
[[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.
->'''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:
->'''Other variations:''' Dockworker Leader Motorboat
Dockworkers piloting heavy-duty screwboats that deal heavy collision damage on contact and can only be blocked by units
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_oceanstonecutter.png]]
A Seaborn with
* 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.
Changed line(s) 2396,2400 (click to see context) from:
[[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.
->'''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:
->'''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
[[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
Changed line(s) 2402 (click to see context) from:
* AchillesHeel: The Silence status effect completely neutralizes their threat, preventing them from exploding on death.
to:
* AchillesHeel:
* ArtificialStupidity: Some operations have them
Changed line(s) 2405,2408 (click to see context) from:
[[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.
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:
An unmanned boat carrying supplies for
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_chestseaborn.png]]
A Seaborn often used by the
* 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.
Changed line(s) 2413,2419 (click to see context) from:
!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.
!!! 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:
!!!
[[folder:Hymnoi Hero]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_hymnoihero.png]]
One of the
[[folder: Clawbeast]]
->'''Other variations:''' Ferocious Clawbeast
Wild beasts that are native to
Changed line(s) 2423,2426 (click to see context) from:
[[folder: Frigid]]
->'''Other variations:''' Frigid AS.T
Custom drones modified for operation in sub-zero temperatures for Karlan Trade. Gains status resistance.
->'''Other variations:''' Frigid AS.T
Custom drones modified for operation in sub-zero temperatures for Karlan Trade. Gains status resistance.
to:
->'''Other variations:''' Frigid AS.T
Custom drones modified for operation
[[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
Changed line(s) 2430,2433 (click to see context) from:
[[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.
->'''Other variations:''' Icefield Warrior Leader
Warriors proficient in icefield combat. Long periods of living on the icefields have tempered their will and physique.
to:
!!! Dossoles workers (introduced in ''Dossoles Holiday'')
[[folder:Diver]]
->'''Other variations:'''
* SuperNotDrowningSkills: Justified; they're wearing scuba equipment, and as such do not take damage from swimming in water.
Changed line(s) 2437,2440 (click to see context) from:
[[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.
->'''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:
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_avg_npc_195.png]]
->'''Other variations:'''
Hunters living on the icefields who were skilled in hunting the weakest link of the group.
Average Dossoles criminals, eager to join a fight. They
Changed line(s) 2444,2447 (click to see context) from:
[[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.
->'''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:
->'''Other variations:'''
Special warriors
Burly sailors who
* 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.
* 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.
Changed line(s) 2451,2454 (click to see context) from:
[[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.
->'''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:
->'''Other variations:'''
Hermits who intense themselves in researching ice Arts. Gains status resistance, attack two targets at once
Casters employed to control the tides of Dossoles' artificial sea. Their Arts attacks do splash damage to adjacent units and inflict
Changed line(s) 2458,2461 (click to see context) from:
[[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.
->'''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:
->'''Other variations:'''
Proud berserkers
A Tidal Caster riding a speedboat that
Changed line(s) 2465,2468 (click to see context) from:
[[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.
->'''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:
->'''Other variations:'''
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
Dockworkers piloting heavy-duty screwboats that deal heavy collision damage on contact and
Changed line(s) 2472,2477 (click to see context) from:
!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.
!!!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:
!!!Crimson Troupe members (introduced in ''Phantom and Crimson Solitaire'')
[[folder:Derisive Audience]]
Fanatics who have been totally brainwashed by the Crimson Troupe.
->'''Other variations:''' Unmanned Heavy Explosive Boat, Pancho's Explosive Boat
Unmanned boats loaded with heavy explosives. They
* AchillesHeel: The Silence status effect completely neutralizes their threat, preventing them from exploding on death.
Changed line(s) 2481,2483 (click to see context) from:
[[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.
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:
A Troupe singer who grows more agitated
An unmanned boat carrying supplies for the
Changed line(s) 2485 (click to see context) from:
* 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:
Changed line(s) 2488,2490 (click to see context) from:
[[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.
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:
A floating "gift" given
!!! Kjeragian hunters and Karlan Commercial militia (introduced in ''Break the Ice'')
[[folder: Clawbeast]]
->'''Other variations:''' Ferocious Clawbeast
Wild beasts that are native to the
Deleted line(s) 2492 (click to see context) :
* 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.
Changed line(s) 2495,2496 (click to see context) from:
[[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.
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:
A huge contraption that is used mainly
->'''Other variations:''' Frigid AS.T
Custom drones modified for
Deleted line(s) 2498 (click to see context) :
* AmbidextrousSprite: They have a '4' logo on their chest, which becomes inverted when they face left.
Changed line(s) 2501,2505 (click to see context) from:
!Laterano Units
!!!Pathfinders Soldiers (introduced in ''Guide Ahead'')
[[folder:General]]
!!!Pathfinders Soldiers (introduced in ''Guide Ahead'')
[[folder:General]]
to:
!!!Pathfinders Soldiers (introduced
->'''Other variations:''' Icefield Warrior Leader
Warriors proficient in
[[folder:General]]
Deleted line(s) 2507,2511 (click to see context) :
* 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.
* 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.
Changed line(s) 2514,2517 (click to see context) from:
[[folder:Pathfinder Legionarius]]
->'''Other variations:''' Pathfinder Legionarius Prefect
A Pathfinders Liberi soldier.
->'''Other variations:''' Pathfinder Legionarius Prefect
A Pathfinders Liberi soldier.
to:
->'''Other variations:'''
A Pathfinders Liberi soldier.
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.
Changed line(s) 2521,2524 (click to see context) from:
[[folder:Pathfinder Sagittarius]]
->'''Other variations:''' Pathfinder Sagittarius Prefect
A Pathfinders Sankta rifleman. Carries one special ammo that doubles the damage of their next attack.
->'''Other variations:''' Pathfinder Sagittarius Prefect
A Pathfinders Sankta rifleman. Carries one special ammo that doubles the damage of their next attack.
to:
->'''Other variations:'''
A Pathfinders Sankta rifleman. Carries one special ammo that doubles the
Special warriors who use both Arts swords and their bodies as weapons. They loses HP when shifted and deals Arts damage
Changed line(s) 2528,2531 (click to see context) from:
[[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.
->'''Other variations:''' Pathfinder Artifex Prefect
A Pathfinders Sarkaz caster. Carries one special ammo that makes their next attack apply Burn Damage buildup.
to:
->'''Other variations:'''
A Pathfinders Sarkaz caster. Carries one special ammo that makes their next
Hermits who intense themselves in researching ice Arts. Gains status resistance, attack
Changed line(s) 2535,2538 (click to see context) from:
[[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.
->'''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:
->'''Other variations:'''
A Pathfinders Liberi heavy weapons specialist. Carries two shells
Proud berserkers that
Changed line(s) 2542,2545 (click to see context) from:
[[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'.
->'''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:
->'''Other variations:'''
A Pathfinders Sankta rifleman. Acts similar to
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
Changed line(s) 2549,2552 (click to see context) from:
[[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.
->'''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:
->'''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
!!!Crimson Troupe members (introduced in ''Phantom and Crimson Solitaire'')
[[folder:Derisive Audience]]
Fanatics who have been totally brainwashed by the
Deleted line(s) 2554 (click to see context) :
* MightyGlacier: Not particularly fast, but deal a lot of damage through a combination of their attacks and the Snack Carts that they launch.
Changed line(s) 2557,2560 (click to see context) from:
[[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'.
->'''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:
->'''Other variations:''' Luscious Snack Cart
A
Changed line(s) 2562 (click to see context) from:
* 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.
Changed line(s) 2565,2566 (click to see context) from:
[[folder:Pathfinder Nuncio]]
An elite Pathfinders Sankta soldier. Carries special ammo that can prevent an operator from attacking and healing.
An elite Pathfinders Sankta soldier. Carries special ammo that can prevent an operator from attacking and healing.
to:
An elite Pathfinders Sankta soldier. Carries special ammo that can prevent an operator from attacking
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
* 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.
Changed line(s) 2570,2574 (click to see context) from:
!!!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.
[[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:
[[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
A huge contraption that
* LevelDrain: These enemies introduce the DP steal mechanic, which hampers the player's ability to deploy Operators, close holes
----
* AmbidextrousSprite: They have a '4' logo on their chest, which becomes inverted when they face left.
Changed line(s) 2577,2580 (click to see context) from:
[[folder:Gnawbeast]]
->'''Other variations:''' Starving Gnawbeast
A large Infected rodent living in the monastery.
->'''Other variations:''' Starving Gnawbeast
A large Infected rodent living in the monastery.
to:
->'''Other variations:''' Starving Gnawbeast
A large Infected rodent living
!!!Pathfinders Soldiers (introduced in
[[folder:General]]
Changed line(s) 2582 (click to see context) from:
* 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 theBleed 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 theOperator 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.
* GratuitousLatin: The unit names are all in Latin, fitting with Laterano being a FantasyCounterpartCulture of the
* RagtagBunchOfMisfits: The Pathfinders are made up of outcasts from varying races, sharing the
* 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.
Changed line(s) 2585,2588 (click to see context) from:
[[folder:Vesperwing]]
->'''Other variations:''' Startled Vesperwing
Infected bats living in the depths of the monastery.
->'''Other variations:''' Startled Vesperwing
Infected bats living in the depths of the monastery.
to:
->'''Other variations:'''
Infected bats living in the depths of the monastery.
A Pathfinders Liberi soldier.
Deleted line(s) 2590 (click to see context) :
* DamageOverTime: Similar to the Gnawbeast, their attacks also inflict the Bleed status effect.
Changed line(s) 2593,2596 (click to see context) from:
[[folder:Wasteland Skulker]]
->'''Other variations:''' Elite Wasteland Skulker
Members of the bandit gang, originally pickpockets before they became bandits.
->'''Other variations:''' Elite Wasteland Skulker
Members of the bandit gang, originally pickpockets before they became bandits.
to:
->'''Other variations:'''
Members of
A Pathfinders Sankta rifleman. Carries one special ammo that doubles the
Deleted line(s) 2598,2600 (click to see context) :
* 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.
* FieldPowerEffect: They reduce natural DP regeneration rate when present on the battlefield.
* TheSneakyGuy: Unlike the other bandits, they are invisible until blocked.
Changed line(s) 2603,2606 (click to see context) from:
[[folder:Wasteland Robber]]
->'''Other variations:''' Elite Wasteland Robber
Members of the bandit gang, specializing in theft due to their lack of combat training.
->'''Other variations:''' Elite Wasteland Robber
Members of the bandit gang, specializing in theft due to their lack of combat training.
to:
->'''Other variations:'''
Members of the bandit gang, specializing in theft due to
A Pathfinders Sarkaz caster. Carries one special ammo that makes their
Deleted line(s) 2608,2609 (click to see context) :
* 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).
* AttackItsWeakPoint: They prioritize attacking Holy Statues over operators, unless there is an operator in range with increased taunt level (i.e. MÅ‚ynar).
Changed line(s) 2612,2615 (click to see context) from:
[[folder:Wasteland Plunderer]]
->'''Other variations:''' Elite Wasteland Plunderer
Members of the bandit gang equipped with heavy gear.
->'''Other variations:''' Elite Wasteland Plunderer
Members of the bandit gang equipped with heavy gear.
to:
->'''Other variations:'''
Members of the bandit gang equipped with
A Pathfinders Liberi heavy
Deleted line(s) 2617 (click to see context) :
* HealThyself: They steal 3 DP and restore 5% of their health every second attack.
Changed line(s) 2620,2623 (click to see context) from:
[[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.
->'''Other variations:''' Bounty Hunter Crossbowman Captain
Bounty hunters equipped with automatic crossbows, they moonlight as bandits when there are no bounties to hunt.
to:
->'''Other variations:'''
Bounty hunters equipped with automatic crossbows, they moonlight as bandits when there are no bounties
A Pathfinders Sankta rifleman. Acts similar to
Deleted line(s) 2625,2626 (click to see context) :
* 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.
* 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.
Changed line(s) 2629,2632 (click to see context) from:
[[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.
->'''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:
->'''Other variations:'''
Bounty hunters armed
A Pathfinders Sankta soldier disguised as a regular dessert vendor. Spawns with
Changed line(s) 2634,2635 (click to see context) from:
* 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.
* 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 meleeattacks to do Arts damage.and the Snack Carts that they launch.
* MagicKnight: They use some innate Originium Arts in conjunction with their machete, causing their melee
Changed line(s) 2638,2641 (click to see context) from:
[[folder:Monastery Inhabitant]]
Civilians living in the Sanctilaminium Ambrosii.
Civilians living in the Sanctilaminium Ambrosii.
to:
Civilians living in the Sanctilaminium Ambrosii.
->'''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'.
Changed line(s) 2643 (click to see context) from:
* 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.
Changed line(s) 2646,2654 (click to see context) from:
!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.
!!!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 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.
An elite Pathfinders Sankta soldier. Carries special ammo that can prevent an operator from attacking and healing.
Deleted line(s) 2656,2660 (click to see context) :
* 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?!"''
Changed line(s) 2663,2672 (click to see context) from:
[[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.
->'''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:
->'''Other variations:''' Lakeside Lifeguard
An amateur lifeguard
[[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
----
* AchillesHeel: Like
*
* {{Irony}}: The Lakeside Lifeguard's flavor text indicates that despite their title as a lifeguard, they actually can't swim.
Changed line(s) 2675,2679 (click to see context) from:
[[folder:Sandcastle Builder]]
->'''Other variations:''' Sandcastle Architect
A Durin with an Arts Unit built into their sandcastle tool to protect their sandcastles.
->'''Other variations:''' Sandcastle Architect
A Durin with an Arts Unit built into their sandcastle tool to protect their sandcastles.
to:
->'''Other variations:'''
A
Changed line(s) 2681,2682 (click to see context) from:
* 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:
Changed line(s) 2685,2689 (click to see context) from:
[[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.
->'''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:
->'''Other variations:'''
An automated serving cart that fell out of use. Gains ramping ATK every time they attack, but
Infected bats living in the
Changed line(s) 2691,2694 (click to see context) from:
* 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:
* 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.
Changed line(s) 2697,2700 (click to see context) from:
[[folder:Full Metal Surfing Instructor]]
->'''Other variations:''' Alloy Surfing Instructor
A robot designed to teach surfing. Cannot be run over by Self-Driving Carts.
->'''Other variations:''' Alloy Surfing Instructor
A robot designed to teach surfing. Cannot be run over by Self-Driving Carts.
to:
->'''Other variations:'''
A robot designed to teach surfing. Cannot be run over by Self-Driving Carts.
Members of the bandit gang, originally pickpockets before they became bandits.
Changed line(s) 2702,2705 (click to see context) from:
* 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:
*
*
Changed line(s) 2708,2711 (click to see context) from:
[[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.
->'''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:
->'''Other variations:'''
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.
Members of the bandit gang, specializing in theft due to their lack of combat training.
Changed line(s) 2713,2714 (click to see context) from:
* LightningBruiser: These buggies are both fast and durable, and protects the enemies inside them from taking damage until they die.
to:
* AttackItsWeakPoint: They prioritize attacking Holy Statues over operators, unless there is an operator in range with increased taunt level (i.e. MÅ‚ynar).
Changed line(s) 2717,2720 (click to see context) from:
[[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.
->'''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:
->'''Other variations:'''
A water cannon truck for
Members of the
Changed line(s) 2722 (click to see context) from:
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.
----
[[/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.
----
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Changed line(s) 642,643 (click to see context) from:
!!! 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)
Changed line(s) 648,650 (click to see context) from:
* 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.
* 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:
* ManaBurn: Some enemies inflict Necrosis damage buildup, which drains the SP of affected operators in addition to causing damage over time.
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]]
[[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]]
[[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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None
Changed line(s) 2 (click to see context) from:
'''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
Deleted line(s) 345 (click to see context) :
* DropTheHammer: They wield massive sledgehammers, capable of stunning their targets every three attacks.
Deleted line(s) 388 (click to see context) :
* DropTheHammer: They wield massive Originium-powered sledgehammers that produce devastating blasts on impact.
Deleted line(s) 953 (click to see context) :
* 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.
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* DropTheHammer: They wield sledgehammers.
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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.
----
* 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.
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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.
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* 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: Ifdestroyed 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.
----
* HelpfulMook: If
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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.
----
----
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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.]]
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A sheep familiar carrying a frisbee. Has a ranged attack and also spawns a Carmine Steam on the spot when defeated.
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Added example(s)
Added DiffLines:
* PiecesOfGod: These are clones of Dolly that developed their own personalities, not unlike the [[spoiler:Sui siblings]].
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----
* 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.
* 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.
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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!''
----
* 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!''
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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.''
-->''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.
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* 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.
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!!! Dolly's familiars (introduced in ''So Long, Adele'')
to:
!!! Dolly's familiars Little Black Sheep (introduced in ''So Long, Adele'')
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* 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''.
* RidiculouslyCuteCritter: They are literally ''pink sheep''.
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* 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.
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Added example(s)
Changed line(s) 850,857 (click to see context) from:
! 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.
----
!!!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:
!!!Siracusan Mafia & Lungmenites (Introduced
[[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.
----
[[folder:General]]
Changed line(s) 860,867 (click to see context) from:
[[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.
->'''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:
->'''Other variations:'''
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.
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[[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.
->'''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:
->'''Other variations:'''
Siracusan mafiosi who use ranged crossbow attacks. They will prioritize attacking Command Terminals.
----
* AutomaticCrossbows: They wield rapid-fire crossbows that even have drum clips.
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[[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.
->'''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:
->'''Other variations:'''
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.
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[[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.
->'''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:
->'''Other variations:'''
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.
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[[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.
->'''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:
->'''Other variations:'''
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.
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!!!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: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:
[[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.
->'''Other variations:''' Urban 'Tornado Trendsetter'
Changed line(s) 912,916 (click to see context) from:
[[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.
->'''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:
->'''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.
Changed line(s) 919,924 (click to see context) from:
[[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.
->'''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:
->'''Other variations:'''
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.
Changed line(s) 927,929 (click to see context) from:
[[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.
->'''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:
!!! 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:'''
Massively powerful Archosaurian hitmen tasked with delivering "regards" towards those that angered
Basic soldiers who serve in the
Deleted line(s) 931,937 (click to see context) :
* 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.
* {{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.
Changed line(s) 940,942 (click to see context) from:
[[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.
->'''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:
->'''Other variations:'''
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.
Siracusan mafiosi who launch flurries of rapid-fire punches.
Changed line(s) 944,947 (click to see context) from:
* 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.
* 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, thoughDeathOfAThousandCuts: 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 toArts 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.
* 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
* 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
* RapidFireFisticuffs: Imagine Beehunter but on the enemy side.
Changed line(s) 950,952 (click to see context) from:
[[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".
->'''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:
->'''Other variations:''' Elite
''Famiglia'' members trained in the
Siracusan mafiosi who use
Changed line(s) 954 (click to see context) from:
* 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.
Changed line(s) 957,959 (click to see context) from:
[[folder:Famiglia Limo]]
->'''Other variations:''' Famiglia Luxury Limo
Limos used by the ''famiglia'' for transportation. Spawns 3 Famiglia Soldiers if defeated when blocked.
->'''Other variations:''' Famiglia Luxury Limo
Limos used by the ''famiglia'' for transportation. Spawns 3 Famiglia Soldiers if defeated when blocked.
to:
->'''Other variations:'''
Limos used by the ''famiglia'' for transportation. Spawns 3 Famiglia Soldiers if defeated
Hulking enemies that pack significant HP, ATK, and DEF while charging at relatively fast speeds. They count as three enemies when
Changed line(s) 961 (click to see context) from:
* 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.
Changed line(s) 964,966 (click to see context) from:
[[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.
->'''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:
->'''Other variations:'''
A [[https://en.wikipedia.org/wiki/Caporegime caporegime]] of the ''famiglia''. Increases "Blood Debt" if any ''famiglia'' member is defeated in
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
Changed line(s) 968,969 (click to see context) from:
* MagicKnight: They emit noxious smoke that deals Arts damage as their melee attack.
* ThisBananaIsArmed: Their weapon is concealed inside their cigar.
* 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.
* ThisBananaIsArmed: Their weapon is concealed inside their cigar.
Changed line(s) 972,973 (click to see context) from:
[[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.
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:
Normal civilians
->'''Other variations:''' Greytail Leader
Hard-hitting mobsters that
Changed line(s) 975,976 (click to see context) from:
* 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.
* 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 themalive 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.
* DeflectorShields: They will enter combat with a sand barrier that gives them
*
!!!Famiglia members (introduced in ''Il Siracusano'')
[[folder:General]]
[[folder:General]]
Changed line(s) 980,988 (click to see context) from:
! 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.
!!! 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:
!!! 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
* DeadlyEuphemism: The effect that occurs on a filled "Blood Ledger" gauge is called "Asset Liquidation", a.k.a. the
----
*
*
* 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.
Changed line(s) 991,993 (click to see context) from:
[[folder:Leithanien Whisperer]]
->'''Other variations:''' Leithanien Psalmist
Extra-long-ranged casters who can also "contest" Gramophones in an attempt to capture them.
->'''Other variations:''' Leithanien Psalmist
Extra-long-ranged casters who can also "contest" Gramophones in an attempt to capture them.
to:
->'''Other variations:'''
Extra-long-ranged casters who can also "contest" Gramophones in an attempt to capture them.
Low-level mafiosi under the orders of their superiors. Increase "Blood Debt" by a small amount on death.
Changed line(s) 995,996 (click to see context) from:
* 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.
* 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.
* MagicStaff: Wields one of these, both for ranged Arts attack and to take control of Gramophones.
Changed line(s) 999,1001 (click to see context) from:
[[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.
->'''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:
->'''Other variations:'''
Powerful Leithanian berserkers that pack high stats and potent
Trained snipers armed with crossbows using sophisticated technology. Deal Arts
Changed line(s) 1003,1004 (click to see context) from:
* 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.
* 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.
*
Changed line(s) 1007,1009 (click to see context) from:
[[folder:Mudrock Matterllurgist]]
->'''Other variations:''' Mudrock Matterllurgist Leader
Ranged physical units commanded by Mudrock. They will prioritize foes capturing Gramophones.
->'''Other variations:''' Mudrock Matterllurgist Leader
Ranged physical units commanded by Mudrock. They will prioritize foes capturing Gramophones.
to:
->'''Other variations:'''
Ranged physical units commanded by Mudrock. They will prioritize foes capturing Gramophones.
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.
* {{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.
Changed line(s) 1013,1015 (click to see context) from:
[[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.
->'''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:
->'''Other variations:'''
Powerful melee soldiers commanded
Strongmen employed by
Changed line(s) 1017,1019 (click to see context) from:
* 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.
* 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 inattack speed while their shield is active.
the Siracusan language over raw violence.
* StoneWall: Theyare 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.
*
* MartialPacifist: Their description surprisingly paints them as this, valuing one's skill in
* StoneWall: They
Changed line(s) 1022,1024 (click to see context) from:
[[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.
->'''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:
->'''Other variations:'''
A towering stone behemoth summoned by Mudrock's
''Famiglia'' members trained in the use of Originium Arts.
Changed line(s) 1026,1028 (click to see context) from:
* 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.
* 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.
* 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.
Changed line(s) 1031,1034 (click to see context) from:
!!! 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.
[[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:
[[folder:'Street Layabout']]
->'''Other variations:'''
Armed militants disguised as Infected Afterglow civilians. Deals additional Arts damage to operators not connected to Realigned Flux.
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.
Changed line(s) 1038,1040 (click to see context) from:
[[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.
->'''Other variations:''' Street Musician
Armed militants disguised as Infected Afterglow civilians. Deals an additional hit to operators not connected to Realigned Flux.
to:
->'''Other variations:'''
Armed militants disguised as Infected Afterglow civilians. Deals an additional hit to operators not connected to Realigned Flux.
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.
Changed line(s) 1042,1043 (click to see context) from:
* 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 iscasted through music.
----concealed inside their cigar.
* ThisBananaIsArmed: Their weapon is
----
Changed line(s) 1046,1048 (click to see context) from:
[[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.
->'''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:
->'''Other variations:''' Enhanced Mass-Produced Colossus
An Originium Arts creation designed for breaching through enemy lines. Loses its defenses
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
Changed line(s) 1050 (click to see context) from:
* 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: Theylose 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.
* VideoGameCrueltyPunishment: They
Deleted line(s) 1053,1055 (click to see context) :
[[folder:Spire Caster]]
->'''Other variations:''' Battleworn Spire Caster
Casters employed by the Leithanien army specializing in area-of-effect damage.
->'''Other variations:''' Battleworn Spire Caster
Casters employed by the Leithanien army specializing in area-of-effect damage.
Changed line(s) 1057 (click to see context) from:
* 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.
!!! 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.
----
*
* MagicKnight: Their swords deal Arts damage.
Changed line(s) 1060,1062 (click to see context) from:
[[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.
->'''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:
->'''Other variations:'''
Formerly violinists in the
Extra-long-ranged casters who can also "contest" Gramophones in an attempt to
Changed line(s) 1064 (click to see context) from:
* 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 forhalf the damage.ranged Arts attack and to take control of Gramophones.
* MagicStaff: Wields one of these, both for
Changed line(s) 1067,1069 (click to see context) from:
[[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.
->'''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:
->'''Other variations:'''
Formerly composers
Powerful Leithanian berserkers that pack high stats and potent Arts attacks in
* 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.
* LivingOnBorrowedTime: Their HP will slowly drain over time.
Changed line(s) 1073,1075 (click to see context) from:
[[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.
->'''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:
->'''Other variations:'''
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.
Ranged physical units commanded by Mudrock. They will prioritize foes capturing Gramophones.
Changed line(s) 1079,1081 (click to see context) from:
[[folder:Blackwater Originium Slug]]
->'''Other variations:''' Blackwater Originium Slug α
A type of Originium slug that lives in the sewers of Vyseheim.
->'''Other variations:''' Blackwater Originium Slug α
A type of Originium slug that lives in the sewers of Vyseheim.
to:
->'''Other variations:'''
A type of Originium slug
Powerful melee soldiers commanded by Mudrock. They spawn with a shield that
Changed line(s) 1083,1084 (click to see context) from:
* 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".
* 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'tspawn 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 fromIncursion 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.
* LightningBruiser: As if their attacks don't
* 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
* 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 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.
->'''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.
Changed line(s) 1088,1095 (click to see context) from:
! 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.
----
!!! 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:
!!! Tiacauh Tribe (Introduced in ''Gavial
[[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
* 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
----
* 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.
Changed line(s) 1098,1100 (click to see context) from:
[[folder:Tiacauh Lancer]]
->'''Other variations:''' Tiacauh Sniper
Archosaurus warriors who throw ranged spear attacks.
->'''Other variations:''' Tiacauh Sniper
Archosaurus warriors who throw ranged spear attacks.
to:
[[folder:'Street Layabout']]
->'''Other variations:'''
Archosaurus warriors who throw ranged spear attacks.
Armed militants disguised as Infected Afterglow civilians. Deals additional Arts damage to operators not connected to Realigned Flux.
Deleted line(s) 1102 (click to see context) :
* ThrowingYourSwordAlwaysWorks: They throw their spears as their ranged attack.
Changed line(s) 1105,1107 (click to see context) from:
[[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.
->'''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:
->'''Other variations:'''
Archosaurus warriors who wield acid-coated gauntlets, giving them both fast attack speed and the ability
Armed militants disguised as Infected Afterglow civilians. Deals an additional hit to
Changed line(s) 1109 (click to see context) from:
* 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.
----
----
Changed line(s) 1112,1115 (click to see context) from:
[[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.
[[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:
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_npc_071.png]]
->'''Other variations:'''
Archosaurus casters that use
An Originium Arts
Changed line(s) 1117 (click to see context) from:
* 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.
Changed line(s) 1120,1122 (click to see context) from:
[[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.
->'''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:
->'''Other variations:'''
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.
Casters employed by the Leithanien army specializing in area-of-effect damage.
Changed line(s) 1124 (click to see context) from:
* 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.
Changed line(s) 1127,1129 (click to see context) from:
[[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.
->'''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:
->'''Other variations:'''
The strongest
Formerly violinists in the Leithanien capital orchestra, these violinists have spent a long time laying low to conceal their status as followers of the
Changed line(s) 1131,1133 (click to see context) from:
* 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.
* 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 fromHerdHittingAttack: Their attacks travel along the blocking Operator, making it a 1v1 battle.
* DuelToTheDeath: What happens when you tryRealigned 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.
* DuelBoss: Once they are blocked, they will only take damage from
* DuelToTheDeath: What happens when you try
Changed line(s) 1136,1141 (click to see context) from:
!!! 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.
[[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:
->'''Other variations:''' Remnant Elite Field Caster
Formerly composers in
[[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.
Deleted line(s) 1143 (click to see context) :
* 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.
Changed line(s) 1146,1150 (click to see context) from:
[[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.
[[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:
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_mutantsandbeast.png]]
->'''Other variations:'''
Swift, omnivorous desert beasts trained by
These failed musicians tried to bribe their way into the
Deleted line(s) 1152 (click to see context) :
* 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''.
Changed line(s) 1155,1159 (click to see context) from:
[[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.
[[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:
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_mutantrockspider.png]]
->'''Other variations:'''
Sargonian arachnids parasitized by Originiutants. Divides into three Originiutant Excrescences on death, or Tumors if it's an α variant.
A type of Originium slug that lives in the sewers of Vyseheim.
Changed line(s) 1161 (click to see context) from:
* 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".
* 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".
Deleted line(s) 1164,1168 (click to see context) :
[[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.
[[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.
Changed line(s) 1170,1171 (click to see context) from:
* 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.
* 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:
* 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.
!!! 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.
----
Changed line(s) 1174,1178 (click to see context) from:
[[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.
[[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:
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_originiutant.png]]
->'''Other variations:'''
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
Archosaurus warriors who throw ranged spear attacks.
Changed line(s) 1180,1181 (click to see context) from:
* 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.
* 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.
* 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.
Changed line(s) 1184,1188 (click to see context) from:
[[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.
[[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:
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_redmarkeradicator.png]]
->'''Other variations:'''
A camouflaged mercenary sniper
Archosaurus warriors who
Changed line(s) 1190 (click to see context) from:
* 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.
Changed line(s) 1193,1197 (click to see context) from:
[[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.
[[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:
[[quoteright:150:https://static.
[[quoteright:350:https://static.tvtropes.
->'''Other variations:'''
A mercenary saboteur who spawns a hologram to distract targets upon first taking damage; while the hologram is active, they'll
Archosaurus casters that use Arts attacks. If they are blocked, they will gain
Changed line(s) 1199 (click to see context) from:
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.
Changed line(s) 1202,1206 (click to see context) from:
[[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.
[[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:
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_originiutantexcrescence.png]]
->'''Other variations:'''
Twisted life-forms created by Levi Klitschko's experiments
Elite Archosaurus warriors armed with
Changed line(s) 1208 (click to see context) from:
* 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.
Changed line(s) 1211,1217 (click to see context) from:
!!! 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.
[[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:
[[folder:Duck Lord]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/e6c0p73zi2j51.png]]
-->'''Race:''' Liberi
A Columbian Liberi entrepreneur
->'''Other variations:''' Tiacauh Champion
The strongest of the Tiacauh warriors who
Changed line(s) 1219,1222 (click to see context) from:
* 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.
* 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 willmake 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 canonly 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.
* DuelBoss: Once they are blocked, they will
* 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
*
Changed line(s) 1225,1229 (click to see context) from:
[[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.
[[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:Originiutant Puppet]]
[[quoteright:150:https://static.tvtropes.
-->'''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.
Human remains parasitized and reanimated by Originiutants. Divides into two Originiutant Excrescences on death.
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* 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".
* 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 onwardsFlamechaser 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.
* DumbMuscle: His description outright states that he's very strong but not too bright,
* 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
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[[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.
[[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.
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[[quoteright:150:https://static.tvtropes.
An experimental construct made
->'''Other variations:''' Mutant Sand Beast α
Swift, omnivorous desert beasts trained by
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* 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.
* 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 saysbear, 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 everythinginfected 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''.
* 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
* 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
* StatusEffects: Its boulder attack stuns for ''25 seconds'',
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[[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.
[[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.
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[[quoteright:150:https://static.tvtropes.
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.
->'''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.
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* 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".
* 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.
* 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".
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[[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.
[[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.
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[[quoteright:150:https://static.tvtropes.
->'''Other variations:''' Mutant Giant Rock Spider α
A
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* 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.
* 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% ATKBigCreepyCrawlies: Even bigger and meaner than a regular Rock Spider.
* MookMaker: Spits out an Originiutant Excrescence or Tumor every 5ASPD. 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.
* 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
* MookMaker: Spits out an Originiutant Excrescence or Tumor every 5
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[[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.
[[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.
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[[quoteright:150:https://static.tvtropes.
The leader of
->'''Other variations:''' Originiutant α
A heavily mutated Originium behemoth used as a
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* 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.
* 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.
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* 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 membersome of the Rusthammer organization, rather than being highest mixed defenses in the leader.
* PaletteSwap: Of Faust, includingentire 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, andhe 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.
* NonIndicativeName: His name implies he's just a member
* PaletteSwap: Of Faust, including
* MightyGlacier: They're extremely resilient to all types of conventional damage, and
* 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.
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[[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.
[[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.
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->'''Other variations:''' Elite "Redsign" Eradicator
A
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* 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.
* 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 summonEliteMook: 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 treatedDust", 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 dyingonly 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".
* 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
* 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
* SquishyWizard: Played with. While she does have very low HP, she has a huge ''1500 DEF'' and a staggering ''80 RES'',
* TurnsRed: After dying
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[[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.
[[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.
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[[quoteright:150:https://static.tvtropes.
Another possible TrueFinalBoss of ''Ceobe's Fungimist''
->'''Other variations:''' Elite "Redsign" Infiltrator, Holographic Illusion, Holographic Illusion [=MK2=]
A mercenary saboteur who
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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.
* 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.
* 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:
* 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.
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!!!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.
[[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:
[[folder:Tactical Crossbowman]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_originiutantexcrescence.png]]
->'''Other variations:'''
A ranged mercenary who can call in Scrap drones
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
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* ZergRush: Their entire modus operandi; especially the Tumors, which can all but paralyze melee Operators.
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[[folder:Tactical Defender]]
->'''Other variations:''' Tactical Defender Leader
Heavily armored mercenaries who can call in Anvil drones to provide defensive support when injured.
->'''Other variations:''' Tactical Defender Leader
Heavily armored mercenaries who can call in Anvil drones to provide defensive support when injured.
to:
->'''Other variations:''' Tactical Defender Leader
Heavily armored mercenaries
[[folder:Duck Lord]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/e6c0p73zi2j51.png]]
-->'''Race:''' Liberi
A Columbian Liberi entrepreneur who
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* 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.
* 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.
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[[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.
->'''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:
->'''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
[[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
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* 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".
* 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".
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[[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.
->'''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:
->'''Other variations:''' Legendary War Phantom
The cruelest, most powerful mercenaries, who adopt the title of
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_lostcolossus.png]]
An experimental construct made by a
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* 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.
* 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.
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[[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.
->'''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:
->'''Other variations:''' Scrap Model-U
An air support drone used by mercenaries, armed with twin grenade launchers
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_jetman.png]]
A mysterious man that
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* 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".
* 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".
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[[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.
->'''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:
->'''Other variations:''' Anvil Model-B
An air support drone used by mercenaries, able
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_forsakenone.png]]
A mine security guard that fell victim 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 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.
* 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.
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!!!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.
[[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:
[[folder:Dauntless Linebreaker]]
One of the three possible final bosses of ''Fire Within the Sand'', an advance linebreaker officer under the command
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_rusthammerwarrior.png]]
The leader of a
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* 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.
* 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 adedicated tank with well upwards of 1000 DEF and strong Medic support to withstand his assault for more than a few seconds.
* UnskilledButStrong: Outmember 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 andpower.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.
* NonIndicativeName: His name implies he's just a
* UnskilledButStrong: Out
* PaletteSwap: Of Faust, including having the same battle pose and
* 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.
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[[folder:"The Ruinbringer"]]
One of the three possible final bosses of ''Fire Within the Sand'', an elite Caster honored by the local Lord Ameer.
One of the three possible final bosses of ''Fire Within the Sand'', an elite Caster honored by the local Lord Ameer.
to:
One of the three
[[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
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* 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.
* 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 andhis 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 InfusedGeoEffects: 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]] whilehaving 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 beinghis [[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.
* AnIcePerson: Uses ice Arts to deal damage and
*
* EnemySummoner: His primary gimmick is summoning Infused
* 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
* 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
* ThisLooksLikeAJobForAquaman: His MookMaker gimmick actually falls straight into [[Characters/ArknightsDefendersNToZ Penance's]] portfolio,
* 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:
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[[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.
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:
One of the three
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_gravestone.png]]
Another possible
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* 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.
* 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 isactually a small mech piloted by real person or just a Sargonian engineer.
* ResurrectiveImmortality: If you destroy the mech but fail to kill the pilotfigment 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) alengthy 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 awide area, potentially letting enemies through or delaying the retaliation against the now-exposed pilot.
* ThreeHitCombo: After 3 attacks, its 4thtwo-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.
* MiniMecha: The boss you fight is
* ResurrectiveImmortality: If you destroy the mech but fail to kill the pilot
*
* BattleAura: Permanently shrouded by an aura of ominous red light.
* DeflectorShields: Periodically, he'll generate (or refresh) a
* DoubleWeapon: Uses a
* ThreeHitCombo: After 3 attacks, its 4th
* 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
*
* RedEyesTakeWarning: Combined with
Changed line(s) 1403,1404 (click to see context) from:
[[folder:The Great Wingbeast]]
A massive infected predator native to Sargon.
A massive infected predator native to Sargon.
to:
[[folder:Tactical Crossbowman]]
->'''Other variations:''' Tactical Crossbowman Leader
A
Changed line(s) 1406,1410 (click to see context) from:
* 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.
* 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:
* 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.
Changed line(s) 1413,1414 (click to see context) from:
[[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.
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:
One of the legendary Zhayedans that served Sargon
->'''Other variations:''' Tactical Defender Leader
Heavily armored mercenaries who can call in
Changed line(s) 1416,1421 (click to see context) from:
* 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.
* 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:
* 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.
Changed line(s) 1424,1426 (click to see context) from:
[[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.
->'''Other variations:''' "Everything Should Be Smashed"
An enemy mobile catapult that prioritizes base constructs and deals significantly increased damage to them.
to:
->'''Other variations:'''
An enemy mobile catapult that prioritizes base constructs and deals significantly
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
Changed line(s) 1428,1430 (click to see context) from:
* 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.
* 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:
* 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.
Changed line(s) 1433,1434 (click to see context) from:
[[folder:Sandfall Crystalhoof]]
An extremely rare Sargonian beast sought after for its glittering coat, and a highly valuable food ingredient.
An extremely rare Sargonian beast sought after for its glittering coat, and a highly valuable food ingredient.
to:
An extremely rare Sargonian beast sought after for its glittering coat,
->'''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
Changed line(s) 1436,1439 (click to see context) from:
* 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.
* 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:
* 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.
Changed line(s) 1442,1443 (click to see context) from:
[[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.
A Sargonian assassin renowned for their agility, and one of the potential 5 enemies in the ''Sickness of the Land'' BossRush stage.
to:
A Sargonian assassin renowned for their agility,
->'''Other variations:''' Scrap Model-U
An air support drone used by mercenaries, armed with twin grenade launchers that deal area damage and
Changed line(s) 1445,1447 (click to see context) from:
* 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.
* 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:
* 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.
Changed line(s) 1450,1452 (click to see context) from:
[[folder:Vein Guardian]]
->'''Other variations:''' Crazed Vein Guardian
Originium constructs of unknown origin which fiercely protect Ibut's mineral deposits.
->'''Other variations:''' Crazed Vein Guardian
Originium constructs of unknown origin which fiercely protect Ibut's mineral deposits.
to:
->'''Other variations:'''
Originium constructs
An air support drone used by mercenaries, able to heal and increase the DEF of
Deleted line(s) 1454,1455 (click to see context) :
* 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.
* 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.
Changed line(s) 1458,1466 (click to see context) from:
! 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.
!!! 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:
!!! 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
* UnskilledButStrong: Out of the
----
* PaletteSwap: Of
Changed line(s) 1469,1472 (click to see context) from:
[[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.
->'''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:
->'''Other variations:''' Vicious Training Pincerbeast
Infected wild creatures used to train the fighters
One of the
* 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.
* 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.
Changed line(s) 1476,1480 (click to see context) from:
[[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.
[[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:
[[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
One of
Changed line(s) 1482,1483 (click to see context) from:
* 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.
* 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 arelevant character small mech piloted by a Sargonian engineer.
* ResurrectiveImmortality: If you destroy the mech but fail to kill the pilot that falls out in theplot 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 andconsiderably 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 theRoar 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.
* MiniMecha: The boss you fight is a
* ResurrectiveImmortality: If you destroy the mech but fail to kill the pilot that falls out in the
* TakingYouWithMe: The mech explodes when it dies to inflict damage and
* 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
* StoneWall: While their shield is up, they get an utterly ridiculous '''3000 Defense and 95% Arts Resistance''',
Changed line(s) 1486,1489 (click to see context) from:
[[folder:Independent Knight Shielder]]
->'''Other variations:''' Elite Knight Shielder
Knights who focus on defensive equipment, packing high durability but a weakness to Arts.
->'''Other variations:''' Elite Knight Shielder
Knights who focus on defensive equipment, packing high durability but a weakness to Arts.
to:
->'''Other variations:''' Elite Knight Shielder
Knights who focus on defensive equipment, packing high durability but a weakness
A massive infected predator native to
Changed line(s) 1491,1492 (click to see context) from:
* PaletteSwap: Of Reunion Heavy Defenders, packing almost identical stats.
* HeavilyArmoredMook: Much like their Heavy Defender cousins.
* 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.
*
* 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.
Changed line(s) 1495,1498 (click to see context) from:
[[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.
->'''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:
->'''Other variations:''' Bloodboil Knightclub Elite, "Brassrust" Olmer Ingra
Brutish knights
One of
Changed line(s) 1500,1501 (click to see context) from:
* 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.
* 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 amuch bigger threat.certain radius will heal him.
*
* 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
* YourSoulIsMine: Any Operator that dies or is retreated within a
Changed line(s) 1504,1507 (click to see context) from:
[[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.
->'''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:
->'''Other variations:'''
Knights who have high stats
An enemy mobile catapult that prioritizes base constructs and
Changed line(s) 1509,1510 (click to see context) from:
* 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.
* 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 strongerAbnormalAmmo: 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.
* KingMook: "Left-Hand" Tytus Topola is both a relevant character in the plot and considerably stronger
* 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.
Changed line(s) 1513,1516 (click to see context) from:
[[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.
->'''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:
->'''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
An extremely rare Sargonian beast sought after for its glittering coat, and a
Changed line(s) 1518,1519 (click to see context) from:
* 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.
* 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 ifthey 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 theplayer 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.
* KingMook: To the common Leporibeasts and Leporibeast Longhorns, although it's unclear if
*
* TooDumbToLive: At times, it would run straight into a BottomlessPit if the
Changed line(s) 1522,1527 (click to see context) from:
!!!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.
[[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:
A Sargonian assassin renowned for their agility, and
[[folder:Undertide Gloompincer]]
->'''Other variations:''' Undertide Gloompincer α
Gloompincers that escaped
* 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.
* 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.
Changed line(s) 1531,1534 (click to see context) from:
[[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.
->'''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:
->'''Other variations:'''
Trainees
Originium constructs of
Changed line(s) 1536,1537 (click to see context) from:
* 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.
* 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 areaoffender 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 aluminescent 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.
* LightEmUp: Their Glimmering Touch attack, hitting anyone in the target area
* StoneWall: It has a
Deleted line(s) 1539,1543 (click to see context) :
[[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.
!!! 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.
Changed line(s) 1547,1550 (click to see context) from:
[[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.
->'''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:
->'''Other variations:'''
Fans
Infected wild creatures used to train the fighters of the
Changed line(s) 1554,1557 (click to see context) from:
[[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.
->'''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:
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_avg_npc_216_9.png]]
->'''Other variations:'''
Assassins of the Armorless Union
Kazimierzian knights who
* 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.
* 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.
Changed line(s) 1561,1564 (click to see context) from:
[[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.
->'''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:
->'''Other variations:'''
A crossbow user hired by the Armorless Union
Knights who
* PaletteSwap: Of Reunion Heavy Defenders, packing almost identical stats.
* HeavilyArmoredMook: Much like their Heavy Defender cousins.
* HeavilyArmoredMook: Much like their Heavy Defender cousins.
Changed line(s) 1568,1571 (click to see context) from:
[[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.
->'''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:
->'''Other variations:'''
Elite archers
Brutish knights of
* 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.
* 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.
Changed line(s) 1575,1582 (click to see context) from:
! 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.
!!! 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' army (Introduced in Chapter 8)
[[folder:Ursus Civilian]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_npc_081.png]]
Harmless civilians that
->'''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
Changed line(s) 1584,1586 (click to see context) from:
* 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.
* 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 thatBackFromTheDead: 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 aquicker death.relevant character in the plot and considerably stronger than even the Bladehelm Knightclub Elites.
* EscortMission: Their very presence creates one. Letting them die is equivalent to leaking an enemy, and considering that
* ManOnFire: In [=JT8-1=],
* KingMook: "Left-Hand" Tytus Topola is both a
Changed line(s) 1589,1592 (click to see context) from:
[[folder:Ursus Mangler]]
->'''Other variations:''' Ursus Mangler Packmother
A ruthless pack beast trained by the Ursus military.
->'''Other variations:''' Ursus Mangler Packmother
A ruthless pack beast trained by the Ursus military.
to:
->'''Other variations:'''
A ruthless pack beast trained by
Corporate advertisement drones that appear during matches in the
Changed line(s) 1594 (click to see context) from:
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.
* 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.
Changed line(s) 1597,1601 (click to see context) from:
[[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.
[[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:
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_npc_082.png]]
[[folder:Undertide Gloompincer]]
->'''Other variations:'''
Vanguards from
Gloompincers that escaped the
Deleted line(s) 1603,1608 (click to see context) :
* 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.]]
* 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.]]
Changed line(s) 1611,1614 (click to see context) from:
[[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.
->'''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:
->'''Other variations:'''
Special forces deployed by Patriot. While their combat ability is poor, they will passively provide a stacking ATK/DEF buff to all foes on
Trainees of the
Changed line(s) 1616,1618 (click to see context) from:
* 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.
* 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 allother 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 thespecial abilities of most Guerrilla troops.target area with large Arts damage in a luminescent burst.
* 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
* LightEmUp: Their Glimmering Touch attack, hitting anyone in the
Changed line(s) 1621,1624 (click to see context) from:
[[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.
->'''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:
->'''Other variations:'''
Imperial soldiers trained to break enemy lines.
Competition knights who lack a Knightclub and are periodically found in a drunken daze in the backstreets. They
Deleted line(s) 1626 (click to see context) :
* ThrowingYourSwordAlwaysWorks: Throwing your spear always works... especially against Ursus Civilians.
Changed line(s) 1629,1632 (click to see context) from:
[[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.
->'''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:
->'''Other variations:'''
Heavy soldiers in
Fans of the
Deleted line(s) 1634,1635 (click to see context) :
* 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.
* 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.
Changed line(s) 1638,1641 (click to see context) from:
[[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.
->'''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:
->'''Other variations:'''
Heavily armored drones
Assassins of the Armorless Union who
Deleted line(s) 1643,1644 (click to see context) :
* 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.
* MightyGlacier: They deal massive damage, have sturdy defenses, and pack massive amounts of HP, but they're extremely slow to compensate.
Changed line(s) 1647,1653 (click to see context) from:
! 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.
!!! 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:
!!! Inmates (Introduced in ''Mansfield Break'')
[[folder:Ordinary Prisoner]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_avg_npc_132.png]]
->'''Other variations:'''
A
Deleted line(s) 1655 (click to see context) :
Changed line(s) 1658,1661 (click to see context) from:
[[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.
->'''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:
->'''Other variations:''' Armorless Union Cleanup/Third Squad Leader, Lazurite Roy, Lazurite Monique
Elite
Mansfield inmates who wield haphazard bows to attack from range
Deleted line(s) 1663 (click to see context) :
Changed line(s) 1666,1669 (click to see context) from:
[[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.
->'''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:
->'''Other variations:''' Elite Pugilist Prisoner
A Mansfield inmate who excels
!!! Ursus' army (Introduced in
[[folder:Ursus Civilian]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_npc_081.png]]
Harmless civilians that will
Changed line(s) 1671 (click to see context) from:
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.
* 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.
Changed line(s) 1674,1677 (click to see context) from:
[[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.
->'''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:
->'''Other variations:'''
A
Changed line(s) 1682,1685 (click to see context) from:
[[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.
->'''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:
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_npc_082.png]]
->'''Other variations:'''
A frail inmate that passively buffs the ASPD of all active enemies and gains increased DEF when imprisoned. While they uniquely cannot free themselves
Vanguards from
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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.]]
* 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.]]
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[[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.
->'''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:
->'''Other variations:'''
A terrifying Mansfield inmate with an imposing criminal record and the constitution to match. When imprisoned, they gain additional DEF, but
Special forces deployed by Patriot. While their combat ability is poor, they will
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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.
* 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.
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!!! 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.
[[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:
[[folder:Rhine Defense Member]]
->'''Other variations:'''
Members of Rhine Lab's Defense Section, charged
Imperial soldiers trained to break enemy lines. They prioritize attacking civilians and can only be blocked by Operators with
Changed line(s) 1705 (click to see context) from:
* 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.
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[[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.
->'''Other variations:''' Rhine Engineering Senior Member
Members of Rhine Lab's Engineering Section, charged with equipment maintenance. Restores HP to inactive Power Armors.
to:
->'''Other variations:'''
Members of Rhine Lab's Engineering Section, charged
Heavy soldiers in the Ursus army who can attack with
Changed line(s) 1713 (click to see context) from:
* 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 attackin 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.
* TurnsRed: Their attack
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[[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.
->'''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:
->'''Other variations:'''
Arrowhead-shaped objects made out of 'Transmitter' reagent as a product of Dorothy's failed experiments. Absorbed by Power Armors
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
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* 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.
* 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: Theyare 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 usedHP, 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.
* MightyGlacier: They
* PuppeteerParasite: Sort of. The 'Transmitter' reagent used
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[[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.
->'''Other variations:''' Dor-β Replica
Blobs of 'Transmitter' reagent made from Dorothy's repeated experiments. Absorbed by Power Armors to gain SP.
to:
!!! Inmates (Introduced in ''Mansfield Break'')
[[folder:Ordinary Prisoner]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_avg_npc_132.png]]
->'''Other variations:'''
Blobs of 'Transmitter' reagent made from Dorothy's repeated experiments. Absorbed
A common prisoner held in Mansfield Prison. The imprisonment collars worn by
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[[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.
->'''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:
->'''Other variations:'''
Blobs made out of 'Transmitter' reagent as a product of Dorothy's private experiments. Takes less damage when not blocked
Mansfield inmates who wield haphazard bows to attack from range and
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[[folder:Experimental Power Armor]]
->'''Other variations:''' Test Power Armor
A set of power armor designed to function without a pilot.
->'''Other variations:''' Test Power Armor
A set of power armor designed to function without a pilot.
to:
->'''Other variations:'''
A
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* 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.
* 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:
* 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.
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[[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.
->'''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:
->'''Other variations:'''
A
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* 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.
* 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:
* 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.
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[[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.
->'''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:
->'''Other variations:'''
A
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* 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.
* 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:
* 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.
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! 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.
!!! 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:
!!! Ink Spirits (Introduced in ''Who is Real'')
[[folder:"Angry"]]
->'''Other variations:'''
A
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[[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.
[[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:
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_avg_npc_143_1.png]]
[[folder:Rhine Defense Member]]
->'''Other variations:'''
A basic Ink Spirit
Members of Rhine Lab's Defense Section, charged with
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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.
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[[folder:"Stabby"]]
->'''Other variations:''' Flanking "Stabby"
A prideful Ink Spirit whose ranged attacks prioritize attacking Operators with the opposite attribute as itself.
->'''Other variations:''' Flanking "Stabby"
A prideful Ink Spirit whose ranged attacks prioritize attacking Operators with the opposite attribute as itself.
to:
->'''Other variations:'''
A prideful Ink Spirit whose ranged attacks prioritize attacking Operators
Members of Rhine Lab's Engineering Section, charged with
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to:
* CombatMedic: They have a ranged Arts attack in addition to being able to repair inactive Power Armors.
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[[folder:"Lazy"]]
->'''Other variations:''' Unmoving "Lazy"
A massive, sedentary Ink Spirit with equally massive bulk and the ability to draw Operator fire to itself.
->'''Other variations:''' Unmoving "Lazy"
A massive, sedentary Ink Spirit with equally massive bulk and the ability to draw Operator fire to itself.
to:
->'''Other variations:'''
A massive, sedentary Ink Spirit with equally massive bulk and the ability
Arrowhead-shaped objects made out of 'Transmitter' reagent as a product of Dorothy's failed experiments. Absorbed by Power Armors to
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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.
* 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.
Changed line(s) 1805,1808 (click to see context) from:
[[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.
->'''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:
->'''Other variations:'''
A lively Ink Spirit with low stats, but the ability
Blobs of 'Transmitter' reagent made from Dorothy's repeated experiments. Absorbed by Power Armors to
Deleted line(s) 1810,1811 (click to see context) :
* 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.
* 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.
Changed line(s) 1814,1817 (click to see context) from:
[[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.
->'''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:
->'''Other variations:'''
A reckless Ink Spirit with above-average stats
Blobs made out of 'Transmitter' reagent as a product of Dorothy's private experiments. Takes less damage when not blocked and
Deleted line(s) 1819 (click to see context) :
Changed line(s) 1822,1825 (click to see context) from:
[[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.
->'''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:
->'''Other variations:'''
A
Changed line(s) 1827 (click to see context) from:
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.
* 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.
Changed line(s) 1830,1833 (click to see context) from:
[[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.
->'''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:
->'''Other variations:'''
A
Changed line(s) 1835 (click to see context) from:
* 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, buttoo 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.
* GroundPound: They will punch the ground that leaves Operators stunned.
* MightyGlacier: It is slow as molasses, but
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[[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.
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:
The main boss
->'''Other variations:''' R-11a Assault Power Armor
A set of
Changed line(s) 1842,1847 (click to see context) from:
* 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.
* 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 Breaklarger than the Chains attack has him stop and protect himself Experimental Power Armor.
* MacrossMissileMassacre: They are armed with abarrier 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.
* DeflectorShields: Its Break
* MacrossMissileMassacre: They are armed with a
* LargeAndInCharge: The biggest of the Ink Spirits,
*
* TurnsRed: When it's first defeated, it'll fully restore his HP and empower all of its attacks,
Changed line(s) 1850,1856 (click to see context) from:
!!! 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.
[[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 ofmundane 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:General Waregeist tropes]]
* AnimateInanimateObject: Waregeists are essentially collections
[[folder:"Angry"]]
->'''Other variations:''' Anxious "Angry"
A fast-moving, ill-tempered Ink Spirit. Like all of
* AsteroidsMonster: When defeated, each Waregeist spawns a number of Enchanted Objects that don't attack, can't be blocked,
* 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.
----
Changed line(s) 1859,1862 (click to see context) from:
[[folder:Grindstone]]
->'''Other variations:''' Brightmirror
A canine-like Waregeist made from wooden seals. Spawns 2 wooden seals when defeated.
->'''Other variations:''' Brightmirror
A canine-like Waregeist made from wooden seals. Spawns 2 wooden seals when defeated.
to:
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_avg_npc_143_1.png]]
->'''Other variations:'''
A
Changed line(s) 1866,1869 (click to see context) from:
[[folder:Vernacularism]]
->'''Other variations:''' Sophistication
A soldier Waregeist made from novel scrolls. Spawns 3 novel scrolls when defeated.
->'''Other variations:''' Sophistication
A soldier Waregeist made from novel scrolls. Spawns 3 novel scrolls when defeated.
to:
->'''Other variations:'''
A
Changed line(s) 1873,1876 (click to see context) from:
[[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.
->'''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:
->'''Other variations:'''
A
Changed line(s) 1878 (click to see context) from:
* IShallTauntYou: It taunts operators into attacking it over other enemies by "revealing their inner secrets in their truest form".
to:
Changed line(s) 1881,1884 (click to see context) from:
[[folder:Inkwave]]
->'''Other variations:''' Heartbillow
A stone lion-shaped Waregeist created from a fusion of multiple paperweights. Spawns 15 wooden paperweights when defeated.
->'''Other variations:''' Heartbillow
A stone lion-shaped Waregeist created from a fusion of multiple paperweights. Spawns 15 wooden paperweights when defeated.
to:
->'''Other variations:'''
A
Changed line(s) 1886,1887 (click to see context) from:
* 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.
* 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: IsActionBomb: 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 eachto 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.
* ZergRush: Is
* HoistByTheirOwnPetard: They can get themselves killed by their own carelessness if two "Smarties" with different Hui/Ming attributes get close to each
Changed line(s) 1890,1893 (click to see context) from:
[[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.
->'''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:
->'''Other variations:'''
A
Changed line(s) 1895 (click to see context) from:
* AchillesHeel: Similar to Infused Originium Slugs, Silence status effect prevents it from exploding on death.
to:
Changed line(s) 1898,1901 (click to see context) from:
[[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.
->'''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:
->'''Other variations:'''
A
Changed line(s) 1903,1904 (click to see context) from:
* 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.
* 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:
* 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.
Changed line(s) 1907,1910 (click to see context) from:
[[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.
->'''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:
->'''Other variations:'''
A
* DumbMuscle: Extremely powerful, but too stupid to make good decisions in combat.
Changed line(s) 1914,1917 (click to see context) from:
[[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.
->'''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:
->'''Other variations:''' Magnificence
A Waregeist made from
The main boss of "Who is Real". It is the strongest familiar of Dusk, an enormous unforgiving Ink Spirit with a
Changed line(s) 1919 (click to see context) from:
* 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 asmokescreen 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.
* DeflectorShields: Its Break the Chains attack has him stop and protect himself with a
* 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.
Changed line(s) 1922,1925 (click to see context) from:
[[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.
----
Fragments of Sui's main body. Increases Sui-Xiang's max HP and reduces the charging time of its special ability when absorbed.
----
to:
Fragments
[[folder:General Waregeist tropes]]
* AnimateInanimateObject: Waregeists are essentially collections of
* 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
----
* 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.
Changed line(s) 1928,1934 (click to see context) from:
!!! 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.
[[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:
[[folder:Di Beast]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongdibeast_sprite.png]]
->'''Other variations:'''
Beasts created by Ya that serve as Its eyes and ears.
A canine-like Waregeist made from wooden seals. Spawns 2 wooden seals when defeated.
Changed line(s) 1938,1942 (click to see context) from:
[[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.
[[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:
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongskirmisher.png]]
->'''Other variations:'''
Ordinary members of Shanhaizhong with a complex past. Gain increased range
A soldier Waregeist made from novel scrolls. Spawns 3 novel scrolls when
Changed line(s) 1946,1950 (click to see context) from:
[[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.
[[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:
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongrelayertalksprite.png]]
->'''Other variations:'''
Tacticians specialized in relaying orders via ciphers. Deploy
A Waregeist created from a
Changed line(s) 1952,1953 (click to see context) from:
* 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.
* 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".
* MalevolentMaskedMen: Wear golden full-face masks that resemble animal skulls.
Changed line(s) 1956,1960 (click to see context) from:
[[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.
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongdesperado.png]]
->'''Other variations:''' Shanhaizhong Phalanx
Large, burly Shanhaizhong members tasked with defense.
to:
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongdesperado.png]]
->'''Other variations:'''
Large, burly Shanhaizhong members tasked with defense.
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.
* 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.
Changed line(s) 1964,1968 (click to see context) from:
[[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.
[[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:
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongringleaderelitetalk.png]]
->'''Other variations:'''
Leaders of the Shanhaizhong disguised
A Waregeist made from a tea set resembling a hermit crab with a teapot as
* AchillesHeel: Similar to Infused Originium Slugs, Silence status effect prevents it from exploding on death.
Changed line(s) 1972,1976 (click to see context) from:
[[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.
[[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:
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongseer.png]]
->'''Other variations:'''
Casters trained by
A Waregeist created from a vase that appears as a dragon riding on the
Changed line(s) 1978,1979 (click to see context) from:
* ChargedAttack: Their main gimmick.
* MalevolentMaskedMen: Wear golden masks over their upper faces, resembling animal skulls.
* 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.
*
Changed line(s) 1982,1986 (click to see context) from:
[[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.
[[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:
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizongwallbreaker.png]]
->'''Other variations:'''
Yumen siege machines stolen
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
Changed line(s) 1990,1994 (click to see context) from:
[[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.
[[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:
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongsandwalker.png]]
->'''Other variations:'''
Yumen desert transportation stolen by the Shanhaizhong. Can only be blocked by operators with 4 block, picks up non-Leader and non-Machine
A Waregeist made from a lampstand that resembles a bird statue. Periodically grants nearby enemies
* TheSneakyGuy: Not itself, but Clarity can produce a smokescreen that grants invisibility to nearby Waregeists.
Changed line(s) 1998,2003 (click to see context) from:
! 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.
!!! 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:
!!! 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
Fragments of Sui's main body. Increases Sui-Xiang's max HP and reduces the charging time of its special ability when
Deleted line(s) 2005 (click to see context) :
Changed line(s) 2008,2010 (click to see context) from:
[[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.
->'''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:Di Beast]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/arknights_shanhaizhongdibeast_sprite.png]]
->'''Other variations:'''
A repurposed Kazimierz arena drone
Beasts created by Ya that
Deleted line(s) 2012 (click to see context) :
Changed line(s) 2015,2016 (click to see context) from:
[[folder:Mobile Generator]]
An experimental mobile energy vehicle that won't deduct lives upon escaping, but grants all allies SP on destruction.
An experimental mobile energy vehicle that won't deduct lives upon escaping, but grants all allies SP on destruction.
to:
An experimental mobile energy vehicle that won't deduct lives upon escaping, but grants all allies SP
[[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
Deleted line(s) 2018 (click to see context) :
Changed line(s) 2021,2030 (click to see context) from:
! 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:
[[quoteright:350:https://static.tvtropes.
A Sea Terror
->'''Other variations:''' Shanhaizhong Harbringer
Tacticians specialized in relaying orders via ciphers. Deploy a Shanhaizhong Cipher on the first unoccupied Yumen Catastrophe Defense tile that
Changed line(s) 2032 (click to see context) from:
* 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.
* MalevolentMaskedMen: Wear golden full-face masks that resemble animal skulls.
Changed line(s) 2035,2039 (click to see context) from:
[[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.
[[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:
[[quoteright:350:https://static.
[[quoteright:150:https://static.tvtropes.
->'''Other variations:'''
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.
Large, burly Shanhaizhong members tasked with defense.
Deleted line(s) 2041 (click to see context) :
Changed line(s) 2044,2048 (click to see context) from:
[[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.
[[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:
[[quoteright:150:https://static.
[[quoteright:350:https://static.tvtropes.
->'''Other variations:'''
A Seaborn
Leaders of the Shanhaizhong disguised as normal members. Is invisible until their first attack, and the strike that
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[[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.
[[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:
[[quoteright:150:https://static.tvtropes.
->'''Other variations:'''
A Seaborn that evolved
Casters trained by the
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to:
* ChargedAttack: Their main gimmick.
* MalevolentMaskedMen: Wear golden masks over their upper faces, resembling animal skulls.
* MalevolentMaskedMen: Wear golden masks over their upper faces, resembling animal skulls.
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[[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.
[[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:
[[quoteright:150:https://static.tvtropes.
->'''Other variations:'''
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.
Yumen siege machines stolen by the Shanhaizhong. Prioritize attacking roadblocks and operators located on Yumen Catastrophe Defenses.
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* 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.
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[[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.
[[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:
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->'''Other variations:'''
An extraordinarily tough Seaborn
Yumen desert transportation stolen by the Shanhaizhong. Can only be blocked by operators with
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* 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.
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[[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.
[[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:
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_primalseapiercer.png]]
!!! Unmanned RI machinery (introduced in ''Multivariate Cooperation'')
[[folder:Retrofitted Gas Truck]]
->'''Other variations:'''
A
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* FinishHim: Piercers prioritize attacking operators with the lowest HP percentage.
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[[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.
[[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:
An friendly Iberian machine
A repurposed Kazimierz arena drone that
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* 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.
----
* 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.
----
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[[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.
[[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:
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/arknights_netherseaspewer.png]]
->'''Other variations:''' Nourished Spewer, Regressed Spewer
A snail-like Seaborn
An experimental mobile energy vehicle that
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* 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.
----
* MightyGlacier: Spewers are the slowest Seaborn enemy in the game, but their damage more than makes up for it.
----
to:
* MightyGlacier: Spewers are the slowest Seaborn enemy in the game, but their damage more than makes up for it.
----
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[[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.
[[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:
! 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.
->'''Other variations:''' Nourished Predator, Regressed Predator
A
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* 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.
----
* 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.
* 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.
----
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[[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.
[[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.
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[[quoteright:350:https://static.tvtropes.
->'''Other variations:''' Nourished
A Seaborn
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* 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.
----
* 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.
----
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[[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.
[[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.
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[[quoteright:150:https://static.tvtropes.
->'''Other variations:''' Nourished
A Seaborn
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* 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.
----
* 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:
* 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.
----
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[[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.
[[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:
[[quoteright:150:https://static.tvtropes.
->'''Other variations:''' Nourished
A
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* 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.
----
* 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.
----
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[[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.
[[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.
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[[quoteright:150:https://static.tvtropes.
->'''Other variations:''' Nourished
A Seaborn
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* 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:
* GatheringSteam: They gain 15% bonus ATK every time
* TheSneakyGuy: They are invisible when standing on Nethersea Brand.
----
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[[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.
[[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:
[[quoteright:150:https://static.tvtropes.
A
->'''Other variations:''' Nourished Crawler
An extraordinarily tough Seaborn
Changed line(s) 2186 (click to see context) from:
* 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.
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[[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.
[[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.
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[[quoteright:150:https://static.tvtropes.
->'''Other variations:''' Nourished Piercer
A powerful Seaborn
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* 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.
* 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.
* FlunkyBoss: They spawn a Baleful Broodling every time they attack.
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[[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.
[[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.
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[[quoteright:150:https://static.tvtropes.
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* 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.
* 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 identicalFriendlyFireproof: 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 theBroodmother 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.
----
* WeaponizedOffspring: Sort of. They look identical
* SupportPartyMember: Much like the
----
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[[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.
[[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:
[[quoteright:150:https://static.
[[quoteright:350:https://static.tvtropes.
->'''Other variations:''' Nourished Spewer, Regressed Spewer
A snail-like Seaborn
Changed line(s) 2216,2217 (click to see context) from:
* 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:
* MightyGlacier: Spewers are the slowest Seaborn enemy in the game, but
----
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[[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.
[[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:
[[quoteright:150:https://static.tvtropes.
->'''Other variations:''' Nourished Predator, Regressed Predator
A Seaborn
Changed line(s) 2226,2228 (click to see context) from:
* 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:
* 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
* 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]].
----
Changed line(s) 2231,2235 (click to see context) from:
[[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.
[[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:
[[quoteright:150:https://static.tvtropes.
->'''Other variations:''' Nourished Founder, Regressed Founder
A Seaborn
Changed line(s) 2238 (click to see context) from:
* 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 withthe 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.
----
* AntiMagic: Founders boast an impressive 90 RES, making Arts damage ineffective.
* LastDitchMove: Founders infest the tile they are on with
----
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! 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.
!!! 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:
!!! Hymnoi training instructors (introduced in ''Hymnoi Wisdom'')
[[folder:Hymnoi Hero]]
[[quoteright:150:https://static.tvtropes.
One of
->'''Other variations:''' Nourished Brandguider, Regressed Brandguider
A Seaborn created from a dying colony with the
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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.
----
* 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.
----
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[[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.
[[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:
[[quoteright:150:https://static.tvtropes.
One
->'''Other variations:''' Nourished Swarmcaller, Regressed Swarmcaller
A jellyfish-like Seaborn capable of manipulating small creatures and call the
* 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.
----
* 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.
----
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! 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.
!!! 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:
!!! Dossoles workers (introduced in ''Dossoles Holiday'')
[[folder:Diver]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_netherseareefbreaker.png]]
->'''Other variations:'''
Trained divers armed with crossbows. They're immune to Erosion
A Seaborn created from
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* SuperNotDrowningSkills: Justified; they're wearing scuba equipment, and as such do not take damage from swimming in water.
to:
*
* 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.
----
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[[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.
[[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:
[[quoteright:350:https://static.
[[quoteright:150:https://static.tvtropes.
->'''Other variations:''' Delinquent Boss
Average Dossoles criminals, eager
A Seaborn shaped like a fishbone, they often travel in large groups to
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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". Although not individually strong, your limited amount of units on this floors can make it difficult to deal with them.
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[[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.
->'''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:
->'''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
[[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
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* 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.
* 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:
*
*
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[[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.
->'''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:
->'''Other variations:''' Tidal Leader
Casters employed to control
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_balefulbroodling.png]]
Extensions of the
* 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.
* 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.
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[[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.
->'''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:
->'''Other variations:''' Tidal Leader Speedboat
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_oceanstonecutter.png]]
A
* 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.
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[[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.
->'''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:
->'''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
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_skimmingseadrifter.png]]
A Seaborn capable of gliding above the
* 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]].
* 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]].
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[[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.
->'''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:
->'''Other variations:''' Unmanned Heavy Explosive Boat, Pancho's Explosive Boat
Unmanned boats loaded with heavy explosives. They constantly lose HP over time, and
[[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
Changed line(s) 2329 (click to see context) from:
* AchillesHeel: The Silence status effect completely neutralizes their threat, preventing them from exploding on death.
to:
*
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[[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.
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:
An unmanned boat carrying supplies for
!!! 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
Changed line(s) 2340,2346 (click to see context) from:
!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.
!!! 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:
!!! Kjeragian hunters and Karlan Commercial militia (introduced in ''Break
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/arknights_hymnoiwarrior.png]]
One of the
[[folder: Clawbeast]]
->'''Other variations:''' Ferocious Clawbeast
Wild beasts
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[[folder: Frigid]]
->'''Other variations:''' Frigid AS.T
Custom drones modified for operation in sub-zero temperatures for Karlan Trade. Gains status resistance.
->'''Other variations:''' Frigid AS.T
Custom drones modified for operation in sub-zero temperatures for Karlan Trade. Gains status resistance.
to:
!!! Dossoles workers (introduced in ''Dossoles Holiday'')
[[folder:Diver]]
->'''Other variations:'''
Custom drones modified for operation in sub-zero temperatures for Karlan Trade. Gains status resistance.
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.
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[[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.
->'''Other variations:''' Icefield Warrior Leader
Warriors proficient in icefield combat. Long periods of living on the icefields have tempered their will and physique.
to:
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/avg_avg_npc_195.png]]
->'''Other variations:'''
Warriors proficient in icefield combat. Long periods of living on the icefields have tempered their will and physique.
Average Dossoles criminals, eager to join a fight. They gain physical evasion when not blocked.
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[[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.
->'''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:
->'''Other variations:'''
Hunters living on the icefields
Burly sailors who
* 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.
* 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.
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[[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.
->'''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:
->'''Other variations:'''
Casters employed to control the tides of Dossoles' artificial sea. Their Arts
Special warriors who use both Arts swords and their bodies as weapons. They loses HP when shifted and deals Arts
Changed line(s) 2378,2381 (click to see context) from:
[[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.
->'''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:
->'''Other variations:'''
A Tidal Caster
Hermits who intense themselves in researching ice Arts. Gains status resistance, attack two targets at once
Changed line(s) 2385,2388 (click to see context) from:
[[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.
->'''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:
->'''Other variations:'''
Proud berserkers
Dockworkers piloting heavy-duty screwboats that
Changed line(s) 2392,2395 (click to see context) from:
[[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.
->'''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:
->'''Other variations:'''
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 boats loaded with heavy explosives. They constantly lose HP over time, and
* AchillesHeel: The Silence status effect completely neutralizes their threat, preventing them from exploding on death.
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!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.
!!!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:
!!!Crimson Troupe members (introduced in ''Phantom and Crimson Solitaire'')
[[folder:Derisive Audience]]
Fanatics who have been totally brainwashed by
An unmanned boat carrying supplies for the
Changed line(s) 2408,2410 (click to see context) from:
[[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.
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:
A Troupe singer who grows more agitated
!!! Kjeragian hunters and Karlan Commercial militia (introduced in ''Break the
[[folder: Clawbeast]]
->'''Other variations:''' Ferocious Clawbeast
Wild beasts that are native to the
Deleted line(s) 2412 (click to see context) :
* 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.
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[[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.
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:
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
->'''Other variations:''' Frigid AS.T
Custom drones modified for operation in
Deleted line(s) 2419 (click to see context) :
* 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.
Changed line(s) 2422,2423 (click to see context) from:
[[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.
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:
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
->'''Other variations:''' Icefield Warrior Leader
Warriors proficient in icefield combat. Long periods of living on the icefields have tempered their
Deleted line(s) 2425 (click to see context) :
* AmbidextrousSprite: They have a '4' logo on their chest, which becomes inverted when they face left.
Changed line(s) 2428,2432 (click to see context) from:
!Laterano Units
!!!Pathfinders Soldiers (introduced in ''Guide Ahead'')
[[folder:General]]
!!!Pathfinders Soldiers (introduced in ''Guide Ahead'')
[[folder:General]]
to:
!!!Pathfinders Soldiers (introduced
->'''Other variations:''' Icefield Hunter Leader
Hunters living on the icefields who were skilled in
[[folder:General]]
Deleted line(s) 2434,2438 (click to see context) :
* 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.
* 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.
Changed line(s) 2441,2444 (click to see context) from:
[[folder:Pathfinder Legionarius]]
->'''Other variations:''' Pathfinder Legionarius Prefect
A Pathfinders Liberi soldier.
->'''Other variations:''' Pathfinder Legionarius Prefect
A Pathfinders Liberi soldier.
to:
->'''Other variations:'''
A Pathfinders Liberi soldier.
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.
Changed line(s) 2448,2451 (click to see context) from:
[[folder:Pathfinder Sagittarius]]
->'''Other variations:''' Pathfinder Sagittarius Prefect
A Pathfinders Sankta rifleman. Carries one special ammo that doubles the damage of their next attack.
->'''Other variations:''' Pathfinder Sagittarius Prefect
A Pathfinders Sankta rifleman. Carries one special ammo that doubles the damage of their next attack.
to:
->'''Other variations:'''
A Pathfinders Sankta rifleman. Carries one special ammo that doubles
Hermits who intense themselves in researching ice Arts. Gains status resistance, attack two targets at once and inflict Cold status on the
Changed line(s) 2455,2458 (click to see context) from:
[[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.
->'''Other variations:''' Pathfinder Artifex Prefect
A Pathfinders Sarkaz caster. Carries one special ammo that makes their next attack apply Burn Damage buildup.
to:
->'''Other variations:'''
A Pathfinders Sarkaz caster. Carries one special ammo
Proud berserkers that
Changed line(s) 2462,2465 (click to see context) from:
[[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.
->'''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:
->'''Other variations:'''
A Pathfinders Liberi heavy weapons specialist. Carries two shells that let them do splash damage against operators from long range.
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.
Changed line(s) 2469,2472 (click to see context) from:
[[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'.
->'''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:
->'''Other variations:''' Pathfinder Veles Prefect
A Pathfinders Sankta rifleman. Acts similar to
!!!Crimson Troupe members (introduced in ''Phantom and Crimson Solitaire'')
[[folder:Derisive Audience]]
Fanatics who have been totally brainwashed by the
Changed line(s) 2476,2479 (click to see context) from:
[[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.
->'''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:
->'''Other variations:''' Reowned Pathfinder Dessert Vendor
A
Changed line(s) 2481 (click to see context) from:
* 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.
Changed line(s) 2484,2487 (click to see context) from:
[[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'.
->'''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:
->'''Other variations:''' Luscious Snack Cart
A
Changed line(s) 2489 (click to see context) from:
* 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.
Changed line(s) 2492,2493 (click to see context) from:
[[folder:Pathfinder Nuncio]]
An elite Pathfinders Sankta soldier. Carries special ammo that can prevent an operator from attacking and healing.
An elite Pathfinders Sankta soldier. Carries special ammo that can prevent an operator from attacking and healing.
to:
An elite Pathfinders Sankta soldier. Carries special ammo
A huge contraption that is used mainly for heavy lifting. They can
* AmbidextrousSprite: They have a '4' logo on their chest, which becomes inverted when they face left.
Changed line(s) 2497,2498 (click to see context) from:
!!!Bandits attacking the Sanctilaminium Ambrosii (introduced in ''Hortus de Escapismo'')
to:
!!!Pathfinders Soldiers (introduced in
Deleted line(s) 2500,2507 (click to see context) :
* 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.
* 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.
Changed line(s) 2509 (click to see context) from:
* 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 theBleed 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 theOperator 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.
* GratuitousLatin: The unit names are all in Latin, fitting with Laterano being a FantasyCounterpartCulture of the
* RagtagBunchOfMisfits: The Pathfinders are made up of outcasts from varying races, sharing the
* 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.
Changed line(s) 2512,2515 (click to see context) from:
[[folder:Vesperwing]]
->'''Other variations:''' Startled Vesperwing
Infected bats living in the depths of the monastery.
->'''Other variations:''' Startled Vesperwing
Infected bats living in the depths of the monastery.
to:
->'''Other variations:'''
Infected bats living in the depths of the monastery.
A Pathfinders Liberi soldier.
Deleted line(s) 2517 (click to see context) :
* DamageOverTime: Similar to the Gnawbeast, their attacks also inflict the Bleed status effect.
Changed line(s) 2520,2523 (click to see context) from:
[[folder:Wasteland Skulker]]
->'''Other variations:''' Elite Wasteland Skulker
Members of the bandit gang, originally pickpockets before they became bandits.
->'''Other variations:''' Elite Wasteland Skulker
Members of the bandit gang, originally pickpockets before they became bandits.
to:
->'''Other variations:'''
Members of
A Pathfinders Sankta rifleman. Carries one special ammo that doubles the
Deleted line(s) 2525,2527 (click to see context) :
* 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.
* FieldPowerEffect: They reduce natural DP regeneration rate when present on the battlefield.
* TheSneakyGuy: Unlike the other bandits, they are invisible until blocked.
Changed line(s) 2530,2533 (click to see context) from:
[[folder:Wasteland Robber]]
->'''Other variations:''' Elite Wasteland Robber
Members of the bandit gang, specializing in theft due to their lack of combat training.
->'''Other variations:''' Elite Wasteland Robber
Members of the bandit gang, specializing in theft due to their lack of combat training.
to:
->'''Other variations:'''
Members of the bandit gang, specializing in theft due to
A Pathfinders Sarkaz caster. Carries one special ammo that makes their
Deleted line(s) 2535,2536 (click to see context) :
* 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).
* AttackItsWeakPoint: They prioritize attacking Holy Statues over operators, unless there is an operator in range with increased taunt level (i.e. MÅ‚ynar).
Changed line(s) 2539,2542 (click to see context) from:
[[folder:Wasteland Plunderer]]
->'''Other variations:''' Elite Wasteland Plunderer
Members of the bandit gang equipped with heavy gear.
->'''Other variations:''' Elite Wasteland Plunderer
Members of the bandit gang equipped with heavy gear.
to:
->'''Other variations:'''
Members of the bandit gang equipped with
A Pathfinders Liberi heavy
Deleted line(s) 2544 (click to see context) :
* HealThyself: They steal 3 DP and restore 5% of their health every second attack.
Changed line(s) 2547,2550 (click to see context) from:
[[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.
->'''Other variations:''' Bounty Hunter Crossbowman Captain
Bounty hunters equipped with automatic crossbows, they moonlight as bandits when there are no bounties to hunt.
to:
->'''Other variations:'''
Bounty hunters equipped with automatic crossbows, they moonlight as bandits when there are no bounties
A Pathfinders Sankta rifleman. Acts similar to
Deleted line(s) 2552,2553 (click to see context) :
* 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.
* 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.
Changed line(s) 2556,2559 (click to see context) from:
[[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.
->'''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:
->'''Other variations:'''
Bounty hunters armed
A Pathfinders Sankta soldier disguised as a regular dessert vendor. Spawns with
Changed line(s) 2561,2562 (click to see context) from:
* 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.
* 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 meleeattacks to do Arts damage.and the Snack Carts that they launch.
* MagicKnight: They use some innate Originium Arts in conjunction with their machete, causing their melee
Changed line(s) 2565,2568 (click to see context) from:
[[folder:Monastery Inhabitant]]
Civilians living in the Sanctilaminium Ambrosii.
Civilians living in the Sanctilaminium Ambrosii.
to:
Civilians living in the Sanctilaminium Ambrosii.
->'''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'.
Changed line(s) 2570 (click to see context) from:
* 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.
Changed line(s) 2573,2581 (click to see context) from:
!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.
!!!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 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.
An elite Pathfinders Sankta soldier. Carries special ammo that can prevent an operator from attacking and healing.
Deleted line(s) 2583,2587 (click to see context) :
* 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?!"''
Changed line(s) 2590,2599 (click to see context) from:
[[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.
->'''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:
->'''Other variations:''' Lakeside Lifeguard
An amateur lifeguard
[[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
----
* AchillesHeel: Like
*
* {{Irony}}: The Lakeside Lifeguard's flavor text indicates that despite their title as a lifeguard, they actually can't swim.
Changed line(s) 2602,2606 (click to see context) from:
[[folder:Sandcastle Builder]]
->'''Other variations:''' Sandcastle Architect
A Durin with an Arts Unit built into their sandcastle tool to protect their sandcastles.
->'''Other variations:''' Sandcastle Architect
A Durin with an Arts Unit built into their sandcastle tool to protect their sandcastles.
to:
->'''Other variations:'''
A
Changed line(s) 2608,2609 (click to see context) from:
* 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:
Changed line(s) 2612,2616 (click to see context) from:
[[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.
->'''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:
->'''Other variations:'''
An automated serving cart that fell out of use. Gains ramping ATK every time they attack, but
Infected bats living in the
Changed line(s) 2618,2621 (click to see context) from:
* 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:
* 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.
Changed line(s) 2624,2627 (click to see context) from:
[[folder:Full Metal Surfing Instructor]]
->'''Other variations:''' Alloy Surfing Instructor
A robot designed to teach surfing. Cannot be run over by Self-Driving Carts.
->'''Other variations:''' Alloy Surfing Instructor
A robot designed to teach surfing. Cannot be run over by Self-Driving Carts.
to:
->'''Other variations:'''
A robot designed to teach surfing. Cannot be run over by Self-Driving Carts.
Members of the bandit gang, originally pickpockets before they became bandits.
Changed line(s) 2629,2632 (click to see context) from:
* 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:
*
*
Changed line(s) 2635,2638 (click to see context) from:
[[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.
->'''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:
->'''Other variations:'''
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.
Members of the bandit gang, specializing in theft due to their lack of combat training.
Changed line(s) 2640,2641 (click to see context) from:
* LightningBruiser: These buggies are both fast and durable, and protects the enemies inside them from taking damage until they die.
to:
* AttackItsWeakPoint: They prioritize attacking Holy Statues over operators, unless there is an operator in range with increased taunt level (i.e. MÅ‚ynar).
Changed line(s) 2644,2647 (click to see context) from:
[[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.
->'''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:
->'''Other variations:'''
A water cannon truck for
Members of the
Changed line(s) 2649 (click to see context) from:
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.
----
[[/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.
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* 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.
* FieldPowerEffect: They reduce natural DP regeneration rate when present on the battlefield.
* TheSneakyGuy: Unlike the other bandits, they are invisible until blocked.
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* 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).
* 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).
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* AttackItsWeakPoint: Like Robbers, they also prioritize attacking Holy Statues.
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* 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.
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* DamageOverTime: Similar to the Gnawbeast, their attacks also inflict the Bleed status effect.
* DamageOverTime: Similar to the Gnawbeast, their attacks also inflict the Bleed status effect.
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* AmbushingEnemy: They swing into the battlefield using wires instead of spawning from incursion points like other enemies, which can catch players off-guard.
* AmbushingEnemy: They swing into the battlefield using wires instead of spawning from incursion points like other enemies, which can catch players off-guard.
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* 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.
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* DamageOverTime: Their attacks inflict the Bleed status effect which causes the Operator to lose health over time.
* DamageOverTime: Their attacks inflict the Bleed status effect which causes the Operator to lose health over time.
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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.
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* HealThyself: They steal 3 DP and restore 5% of their health every second attack.
* HealThyself: They steal 3 DP and restore 5% of their health every second attack.
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* 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.
* 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.
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* 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.
* 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.
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* 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.
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!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.
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* 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?!"''
!!!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 Civilians
[[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:General]]
Changed line(s) 2514,2523 (click to see context) from:
[[folder:Lakeside Volunteer]]
->'''Other variations:''' Lakeside Lifeguard
An amateur lifeguard that picked up boxing in lieu of their actual job.
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* 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.
->'''Other variations:''' Lakeside Lifeguard
An amateur lifeguard that picked up boxing in lieu of their actual job.
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* 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:
->'''Other variations:'''
An amateur lifeguard that picked up boxing
A large Infected rodent living in
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* AchillesHeel: Like
* 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.
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[[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.
->'''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.
to:
->'''Other variations:'''
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
Infected bats living in the
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[[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.
->'''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.
to:
->'''Other variations:'''
An automated serving cart that fell out
Members of
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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
* 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
* GatheringSteam: Much like the Nethersea Reefbreakers, these carts gain ramping up ATK every time they attack.
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[[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.
->'''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:
->'''Other variations:'''
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
Members of
* OxymoronicBeing: A surfing instructor that is unable to float in
* StoneWall: Take reduced physical and Arts damage if not blocked.
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[[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.
->'''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:
->'''Other variations:'''
A transport buggy for carrying exhausted beachgoers around. Can only be blocked
Members of the bandit gang equipped with
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* LightningBruiser: These buggies are both fast and durable, and protects the enemies inside them from taking damage until they die.
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[[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.
->'''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:
->'''Other variations:'''
A water cannon truck for the purpose of waking up drunkards by splashing them
Bounty hunters equipped with
[[/folder]]
[[folder:Bounty Hunter Disruptor]]
->'''Other variations:''' Bounty Hunter Disruptor Captain
Bounty hunters armed with machetes and
[[/folder]]
[[folder:Monastery Inhabitant]]
Civilians living in the
[[/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.
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* 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.
----
* 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.
----
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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.
to:
* 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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* 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.
to:
* 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.
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* ChestMonster: The Seaborn version of these, as they're disguised as a regular chest until attacked.
to:
* 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.