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List of all characters in the video game Chrono Ark.

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The Main Character

    Lucy 
https://static.tvtropes.org/pmwiki/pub/images/lucy1.png

The chosen girl of prophecy who the player controls, tasked with finding all the time shades. She holds a mysterious necklace capable of warping time itself, as well as locating the aforementioned shades.


  • All-Loving Hero: Despite everything they had done, when Azar lies defeated at her hands, waiting for her to finish him off, she nevertheless refuses to kill them and gives them another chance.
  • Badass Adorable: Despite her appearance of a young, traumatized girl, she is nevertheless hardened by the past runs, can make calm and efficient decisions as the acting leader of the party and is very capable of fighting due to the fact that she has seen her allies fighting many, many times and learned by proxy. By the time she picks up a blade, she is already as seasoned a swordfighter as any of them.
  • Break the Cutie: Oh boy, did the universe decide to torture this poor girl. Not only does she have to witness her friends fighting and potentially dying at the hands of lunatics and monstrosities, but after she finally makes it to the end, she finds out that the Forgotten King, who she had to kill to reach the Clock Tower, was actually her father all along, and he was forced to fight her by an AI implant. Not only that, but it turns out that Azar, the one who had supported and guided her along this ordeal, was in the know all along and turns out to be a psychopathic Blood Knight who does not care for her beyond being fascinated by her skill progression.
  • The Chosen One: She is said to be the "chosen girl of prophecy" who can locate the Time Shades and operate the Clock Tower.
  • Dull Eyes of Unhappiness: She didn't have these at first, being bright-eyed until all the runs inflicted trauma to scar her spirit.
  • Emotionless Girl: Her default portrait and appearance shows her with a distant, traumatized expression on her face. Not surprising, considering she had to witness the death of her friends countless times while being made out as the one responsible for it. However, this has not always been the case, as some of the unlockable archives show.
  • Hair of Gold, Heart of Gold: Has shining blonde hair, and is a very upstanding person who values those close to her dearly.
  • Refusal of the Call: The updated prologue has Azar reveal it was hard trying to get Lucy into the Twisted Land during the past runs, who didn't want to go begin with. Her declaration to save the world by the twelfth run is the first significant sign of her unconscious remembering the past runs and influencing her.
  • Ripple-Effect-Proof Memory: Downplayed; she doesn't completely remember all her past runs, but her subconscious does, causing her to still remember some key details but warping her peppy personality into the cold one we see later.
  • Support Party Member: Owing to her lack of combat skill, amnesia and a young body, she can only provide support from the sidelines as represented in gameplay by being a non-targetable character who 'hosts' universal support cards for Investigators like card draw skills, as well as encounter-specific cards like the Curses the Witch casts on her. However, she can be an Investigator as part of a special Challenge called "Lucy's Adventure" during the endgame.
  • Unique Protagonist Asset: As The Chosen One, she is the only one capable of finding the Time Shades to unlock the Clock Tower. On a broader scale, she can also subconsciously remember past runs, ensuring that the party she leads will eventually succeed on their quest.
  • Young and in Charge: Justified in that she's the only one capable of finding the Time Shades needed to operate the Clock Tower. That said, not only is she an amnesiac, she's a child who doesn't have the talent or experience every other Investigator does; this is what dooms her earlier runs such as the prologue where her poor decisions wipe out her party. It's only after she goes through at least 499 runs after the prologue that she does become capable.

Investigators

    Investigators in General 
  • Amnesiac Hero: As can be seen in "Chrono Ark: Hope", all of them were actually participants of the Ark Project before it has taken the turn it has. Multiple of them give signs that they remember their identity in their dreams.
  • Badass Crew: All investigators are skilled fighters, with each of them providing help in their own way when it comes to surviving the battles of the Twisted Land. Even those that are primarily healers can still fight, be it by applying deadly poison on enemies, by having their autonomous doll help with attack or just laying down the hurt themselves with a good old baseball bat. This even applies to Lucy, who learned how to fight through osmosis as she watched her comrades fight countless times.
  • Ragtag Bunch of Misfits: Some of the investigators are rather... unhinged, and they banter among each other quite often, either while camping or even in battle. This doesn't stop them from working together and kick some serious ass.

    Azar 
https://static.tvtropes.org/pmwiki/pub/images/azar_character_select.png

One of the most seasoned investigators, he leads the teams efforts to find the Time Shards and tasks Lucy to lead them after finding out about her powers. Never loses his cool.


  • Bitch in Sheep's Clothing: He presents himself as a trustworthy teammate in the prologue and provides advice to Lucy upon confronting the Witch. But further into the fight, he doesn't show concern for Lian bearing the curses, stopped Hein from telling Lucy to cast the curse on either him or Azar because she has to make grow to make decisions on her own—despite Lucy being an inexperienced leader and child who should be receiving that help now, casually reacting to Lian's death like a game character died and spouting video game terms to everyone else's bewilderment, and finally, he was about to abandon Lucy to the Witch, only turning around when he heard Lucy say she wanted to save the world where she hadn't wanted to in previous runs.
  • Death by a Thousand Cuts: His fighting style. He can conjure multiple illusion swords, which are canonically extremely fast (represented in gameplay as having swiftness) and can also hit any target on field. Each individual sword may not deal a ton of damage, but with the right build he can rather easily summon a fan of illusion blades each turn.
  • The Leader: Known to keep his cool in almost any situation, he's someone that the team can rely on even in dire circumstances.

    Joey 
https://static.tvtropes.org/pmwiki/pub/images/joey_character_select.png

A chemist with an inferiority complex, he always lets others know of his perceived intellectual superiority, much to their chagrin. Despite this, he is a reliable ally, being able to create both potent healing salves and deadly toxins.


  • Gradual Regeneration: Joey's playstyle revolves around giving everyone healing buffs
  • Insufferable Genius: Undeniably a gifted chemist whose potions are a huge help for the team. And oh boy does he let people know about it.
  • Item Caddy: His passive ability generates a potion every time he levels up.
  • The Lancer: Tends to have this dynamic with Azar whenever they interact in story, like when they discuss how to deal with Lucy, in which case he is arguing that she shouldn't be trusted.
  • Master Poisoner: Joey can also be played as a damage-over-time fighter, using poisons that aren't as strong as pain magic but are highly effective at bypassing enemy resistances.
  • Post-Apocalyptic Gas Mask: Has one, presumably to shield himself of ill effects of his own poison clouds.
  • "Well Done, Son" Guy: His parents pushed him to inherit the position of CEO at their company, but belittled him when he couldn't keep up. It only got worse when they found out he was good at bartending - since they didn't want their son to be a 'nobody'. In the Ark, he settled for becoming a chemistry scientist.

    Sizz 
https://static.tvtropes.org/pmwiki/pub/images/sizz_character_select.png
A timid girl who is quite possessive of her mechanical doll, Eve, who she can control with a dexterity belying her shy demeanor.
  • Action Bomb: If needed, one card lets you throw Eve, causing her to explode and somehow shield the party. This knocks her out for two turns.
  • Assist Character: When Sizz uses a healing spell on one ally, they gain Eve as an assist who can attack when the ally attacks. Boosting the same ally twice makes Eve even stronger. Some of Sizz's skills cause Eve to boost that character further.
  • Badass Adorable: Despite their cute appearances, both Sizz and Eve are quite capable of fighting against the various monstrosities of the Twisted Land.
  • Beware the Nice Ones: Very timid and whimsical, but won't shy away from literally cutting you apart with a giant scissor or sending her armed doll at you.
  • Puppet Fighter: Has precise control of her doll Eve, who is very capable of slicing apart enemies or shielding allies from harm. However, she can still fight on her own as well, using her oversized scissors.

    Hein 
https://static.tvtropes.org/pmwiki/pub/images/hein_character_select.png
A swordfighter who has mostly given into madness and bloodlust, seemingly only part of the investigation team so he can sate it.
  • Blood Knight: ...To say the least.
  • The Bully: He's only in this because it means he gets to torture living people legally.
  • Cast from Hit Points: A few of his skills require him to pay with his own HP. In exchange, these moves have extra-powerful effects, like dealing damage in proportion to how much health he pays.
  • Powerful, but Inaccurate: Has very hard-hitting attacks, however also boasts the lowest accuracy of all the playable characters to make up for the fact that he is also quite tanky. He can mitigate this however, by having him or his allies apply weakening debuffs on enemies.
  • Turns Red: His moves have the tendency to become a lot stronger if he is low health, either by becoming cheaper or by giving him a guaranteed critical hit.

    Trisha 
https://static.tvtropes.org/pmwiki/pub/images/trisha_character_select.png

A skilled covert agent and assassin, she is as skilled at stealth and knife play as she is at gathering information.


  • Critical Hit Class: Out of all the characters, has the highest amount of skills with the [["Critical" Critical Hit]] property, meaning she will land crits more frequently than the average Investigator, befitting her status as an assassin.
  • Fragile Speedster: Has the absolute lowest base health of any character. To make up for this, she has the highest dodge chance and speed of any character as well, and some of her skills allow her to automatically dodge attacks.
  • The Mole: Infiltrated the Pharos Order under the guise of yet another assassin among them in order to gather information on them. This is called out by the various Pharos Bosses, who quickly announce that they will make her dearly pay for fooling them.

    Miss Chain 
https://static.tvtropes.org/pmwiki/pub/images/miss_chain_character_select.png

A cheerful mechanic with a friendly demeanor who might love her chainsaw a little too much.


  • Chainsaw Good: It's in the name. Loves to show off her chainsaw, and also to use it on whoever gets in the way, but is firmly on the side of the heroes.
  • The Ditz: Downplayed. Does sometimes behave like this, but is actually a skilled mechanic.
  • Last Chance Hit Point: Has a few skills in her arsenal that, if while she's already fired up, will give her a buff which leaves her at 1 HP if she would go down to 0. This is essentially a double-up to the Death's Door mechanic used by the game, giving you another layer of protection.
  • Playing with Fire: Most of her skills involve burning enemies somehow, which is realized in the game as a Damage Over Time effect, similar to poison.
  • Wrench Wench: Loves to tinker, built a chainsaw herself and is always up for some field testing.

    Lian 
https://static.tvtropes.org/pmwiki/pub/images/lian_character_select.png

A stoic swordswoman, she is sort of a mentor figure to the rest of the team. Not quite as aloof as she first appears.


  • Counter-Attack: Her most distinguishable power amongst the investigators. She learns multiple skills that, when cast, will not immediately strike; if the target she's waiting for attacks someone before the skill's timer reaches 0, Lian will take the hit at reduced damage and then counter-attack with a strengthened version of her skill. The parry includes a very satisfying "Clank".
  • The Stoic: Not a woman of many words, she tends to resort to them only for mission briefing or important instructions. Her real/past self, however, is entirely the opposite, being a very timid manager whose decidedly low confidence makes her constantly doubt herself.

    Phoenix 
https://static.tvtropes.org/pmwiki/pub/images/phoenix_character_select.png

A snarky phoenix who loves to talk about himself in third person, calling himself "The Legendary Phoenix". Seemingly immortal, he loves eating bread above anything else.


  • Hyperactive Metabolism: More so than any other character. Phoenix has no healing gauge, therefore healing on him is usually less efficient than on other characters. However, bread heals him about 4 times as much as other characters, always restoring a static 60% of his maximum health (or to exactly 60%, if he is below 0 health). So while most characters will heal in the single digits from bread, he will typically heal more than 30.
  • Lethal Joke Character: Is mostly meant for comedy relief, and being a huge wall of HP for enemies to chew through while having fairly little in the way of offense. What's more, his skills tend to have annoying conditions to be able to be used (such as having to have used a 3-cost skill beforehand this turn). However, said skills also tend to be highly efficient if you do pull them off, and his Phoenix Kick can potentially deal literal hundreds of damage if you manage to stack it up throughout a run.
    • Some of those skills are deadly effective if you can find a way to give them to other Investigators.
  • Produce Pelting: Efficient Use Of Bread is a card that does nothing when played, but having it in your deck gives Phoenix an option for his fixed ability to throw a piece of bread (and find more bread during combat, and increases metabolism by another 10%), doing significant damage.[note]Don't worry, you get the bread back at the end of the battle.[/note]

    Pressel 
https://static.tvtropes.org/pmwiki/pub/images/pressel_character_select.png

A devout follower of her faith, she seeks to convert as many as possible and smite those who would oppose it.


  • Combat Clairvoyance: Pressel's skill lets her 'prophesize' your party's future, allowing you to choose one of the cards you draw from a limited random selection. Some of her skills grow stronger when you choose them with prophecy.
  • Good Is Not Soft: While overtly friendly and very much capable of healing her allies with holy powers, there is also an undeniable religious zeal to her which she extends to both friend and foe alike. Those she deems sinful suffer the wrath of either her baseball bat or purifying magic.
  • Nun Too Holy: She was raised as a 'holy maiden' by a crazy cult. The Holy State of Baraq wasn't much of an improvement, as they replaced her parents' dogma with their own, twisting her into a genocidal crusader seeking to purge the families of criminals.

    Ironheart 
https://static.tvtropes.org/pmwiki/pub/images/ironheart_character_select.png

A burly defender completely covered in cold steel.


  • The Big Guy: Definitely the most physically imposing of the group, which is even more amplified by his armor padding him out further.
  • Boisterous Bruiser: Leaves out no chance to boast with his invincible armor, tempting others to try to leave a scratch when they question its efficacy.
  • Shield Bash: Ironheart's shield-bashing skills will sacrifice the party's Barriers to deal extra damage. With the right setup, his bashes can become the most efficiently-deadly force in the game - but they also run the risk of leaving you defenseless.
  • Throwing Your Shield Always Works: His shield-throwing card, while it's busy twirling, will ricochet onto an enemy every time you play a healing card.

    Charon 
https://static.tvtropes.org/pmwiki/pub/images/charon_character_select.png

A cheerful dark mage who loves to flaunt off her dark powers in a dramatic fashion.


  • Bad Powers, Good People: Is proficient in the dark arts, applying curses and capturing the souls of enemies. Despite this, she's actually one of the more easygoing team members and even seems to have fun role-playing as a dark caster, which comes across more endearing than creepy.
  • Dark Is Not Evil: Despite her penchant for dark magic, she's firmly on the side of the other investigators.

    Silverstein 
https://static.tvtropes.org/pmwiki/pub/images/silverstein_character_select.png

A reserved sharpshooter, he would much rather stay in the ark than venture out into the hellscape that is the Twisted Land. Silverstein can deal extra hits to anyone who has been damaged by attacks twice in a row.


  • Cold Sniper: Silverstein's Snipe skill can only be used on non-taunting targets, meaning it usually bypasses bodyguards to hit the glass cannons behind them. It can critically hit if the skill has been sitting in the hand for one turn, or if the target has max health.
  • Trap Master: Silverstein uses soldier gadgets, like flashbangs and bear traps, to stun his opponents.

    Huz 
https://static.tvtropes.org/pmwiki/pub/images/huz_character_select.png

An investigator choosing to wield a rather unusual weapon in battle, capable of both healing and shackling enemies.


  • Beware the Nice Ones: Overtly a slightly awkward, but usually pretty friendly girl. Beneath this lies someone who quite enjoys dominating both enemies and allies alike...
  • Harmful Healing: Huz's whip causes pain damage when it heals, with an extra bleeding effect over time that transforms into healing if the Investigator reaches death's door. Depending on the circumstances, she can either pre-emptively save Investigators on the fly or accidentally cause their deaths.

    Selena and Helia 
https://static.tvtropes.org/pmwiki/pub/images/helia_character_select.png
https://static.tvtropes.org/pmwiki/pub/images/selena_character_select.png

Twins with the opposite powers of the sun and moon, they share such an intimate bond that their very life force is connected.The twins have two gameplay styles; they can either use the exorbitant mana costs of skills in the draw or discard piles to empower their abilities, or use a unique buff-debuff pair that activates best when they're used in tandem.


  • Synchronization: The twins will take half of all regular damage for each other, although they still have independent life bars. The update changed this so that every time one twin receives fatal damage, it gets negated and the other twin receives it instead. The downside is that if one twin faints, the other will too.
  • Yin-Yang Bomb: Selena's attack debuffs will empower Helia's healing, while Helia's healing buffs will trigger from Selena's attacks.

    Narhan 
https://static.tvtropes.org/pmwiki/pub/images/narhan_character_select.png

A psychologist with the tendency to call people out on their innermost thoughts. He doesn't defend his allies so much as prevent his enemies from acting through psychological warfare.


  • Awesomeness by Analysis: A master of human (and non-human) psychology, he is capable of predicting perfectly who enemies are going to target, as well as targeting their deepest fears to induce despair within them. He extends this even to his allies, who find his tendency to see through them and expose them quite unnerving.
  • Gameplay and Story Integration: His role as an expert on the mind translates perfectly into his gameplay, with all his skills being various psychological tricks he plays on the enemies, while also being able to accurately predict their attack pattern.
  • Psycho Psychologist: Does not have the healthiest mindset himself.

    Johan 
https://static.tvtropes.org/pmwiki/pub/images/johan_character_select.png

A bowman who became an investigator in order to find—or avenge—his long-lost lover, who he hopes he will find among the inhabitants of the twisted land.


  • Beware the Quiet Ones: Seems to be friendly and easygoing at first, but as Narhan points out, there is storm brewing behind his constantly smiling facade...
  • More Dakka: Johan's Close-Range shot fixed ability refreshes every time you spend mana by playing cards in your hand. Using the ability twice refreshes mana, giving you even more shots. He can also modify his shots to be even more efficient or use fire.

    Ilya 
https://static.tvtropes.org/pmwiki/pub/images/illya_character_select.png
A quiet swordsman with extremely low confidence, seemingly shaken by an event that rattled him to his core. He nevertheless is a skilled fighter, wielding two katanas with the power of snow and lightning respectively.
  • Card Cycling: The main point of his skills. Every time one of his skills is discardednote , it triggers a special effect, typically an attack. He also gives other investigators an upgrade to one of their skills so that it can discard other cards.

    Momori 
https://static.tvtropes.org/pmwiki/pub/images/momori_character_select.png
Momori is equal parts idol, bully, and rebel. As a socialite, she can be recruited if you max Lucy's relationship with five other Investigators. She is a tank that passively absorbs damage taken by the party, but must be played carefully or she'll quickly drown herself in pure pain.
  • Combat Sadomasochist: She enjoys bullying people and takes 40% of the damage for her allies as pure pain.
  • Mechanically Unusual Fighter: Unlike every other Tank in the game, all of Momori's character skills are not geared for shielding other players. Instead, she grants a passive 40% damage resistance buff to all characters. The downside is that the damage resisted comes back as pure Pain Damage in a couple turns, with her skill cards taking advantage of this damage by mitigating it or using it to charge her attacks.

Antagonists

    The Pharos Cult 
An antagonistic cult shrouded in mystery, they make up a large part of the population on the Twisted Land, presumably having driven out anyone not part of them in the process.
  • Arc Symbol: Their trademark symbol is an eye with crosshairs in the middle, which incidentally is also the icon used for the game's Expert Mode. They are all required to wear masks with that symbol on it.
  • Fighter, Mage, Thief: When fighting them outside of the starting area, they tend to team up in groups of various different classes, typically with a burly tank drawing aggro onto him, while a knive-wielding rogue and a mage attack your investigators from the backline.

    Cerberus 
The Witch's three-headed dog. Every turn, they start off by inflicting a quick bite that deals moderate damage, and then perform a howl, which deals deals Scratch Damage to both Investigators but can turn the damage from the bite into an injury that can't be easily healed. They're an introduction to the importance of healing between rounds.

    Living Armor 
A dullahan with a large shield. They can block one attack per turn, necessitating the use of flanking or upgraded mana to even think about denting their armor.

    The Golem 
A towering mass of animated rocks that the Witch uses as her main cleanup tool. Each turn, they'll add a modifier to two of your skills. Playing one will give you a boon, while failing to play or discard the other will give the golem a major buff.

    The Witch 
A witch whose origins are shrouded in mystery. She rules the gloomy forest area in the Twisted Land through overwhelming debuffs and endless reinforcements.
  • The Minion Master: The witch summons a maid and butler when she's alone. If they survive, she'll heal and buff them.
  • Sadistic Choice: Each turn, the witch adds a curse card to your inventory. If you don't play it, it'll play itself on all your characters.

    Dorchi the Xth 
A lineage of warrior hedgehogs who have the misfortune of lacking the wisdom to realize how pointless their Cycle of Revenge against your party is. Dorochi will begin the fight by showing off their super move on every member of the party. From there, Dorochi will obsess over a character in your party based on a counter that shifts according to how much mana is used; if an Investigator uses a skill from hand and Dorochi is obsessed with that character, he counters them hard. Once you deplete his HP, Dorochi will unleash a final barrier in the form of four magical swords, which must be destroyed to deal the final blow.
  • Ripple-Effect-Proof Memory: They are some of the only beings in the world that somehow survive the time loop. They waste this power trying to get revenge on you.
  • Weaponized Animal: Each Dorochi fights by sticking blades to their sides and using their natural agility to throw themselves at you.
  • You Killed My Father: You killed Dorochi the 1st in self-defense. From there, each Dorochi seeks to avenge their father.

    Parade Tank 
A tank dressed-*BOOM*-as a clown float, which introduces itself by shooting you in the face. If this wasn't a video game, your entire party would have died instantly, and if they can't heal up in time, they just might.
  • Awesome, but Impractical: The whole tank. It does even more damage than the Final Boss on the first turn, and then adds insult to injury since it has full immunity to all damage from Investigators who are at Death's Door... but it takes a whole four turns to reload, during which it has to resort to sending weak footsoldiers and potshots from the side ports.
  • Tank Goodness: Big and covered in clown armymen.

    Joker 
A chuckling clown who's infatuated with your deck. Joker will begin by forcing you to select a card in your deck to replace with his own calling card, which deals massive damage to any Investigator with a debuff when it's played (and it will play itself if it's in your hand at the end of your turn). He'll add a second calling card. In turn, the Joker fights with a bleed-heavy knife, and can counter-attack after getting hit four times by stunning a random character. These debuffs will increase the chance that his card will trigger.
  • Expy: Of that guy. He even has his own sexy female disposable clown assistant!

    The Juggler 
A burly strongclown whose schtick is juggling... dynamite. His two gimmicks revolve around forcing you to juggle cards, as one ability forces self-destructing dynamite skills into your hand, while the other skill punishes you with thrown dynamite for holding onto cards.

    Crimson Wilderness 
A cursed land of psychopaths who have been driven insane by the Valhallan nature of their world; every time they die, they are resurrected the next day, leading to a culture of madmen who gladly slaughter everything they can see. That they don't remember anything else makes them even worse.
  • Elite Mook: These guys are so tough that they can easily outmatch endgame bosses.
  • Warrior Heaven: A deconstruction; they've been driven mad by their inability to die and a lack of purpose other than killing one another.

    Goro the Duelist 
One of the many Valhallan psychos roaming the Crimson Wilderness in search of battle. He's a clone of Silverstein.

Spoiler Characters

    Chiyo 
The true identity of Phoenix. She was a hacker trying to steal funds for her expensive medicine, but her life got worse and worse until she was used by her family as a money-making machine
  • The Cracker: Stole money from megacorps via old-fashioned hacking. This is how she got into the Ark project, as Clyne tracked her down to get payback for his stolen wealth, only to discover that she really needed it.
  • Dark and Troubled Past: Think of the worst possible thing that could happen to a first-world 1% citizen. Now double it.
    • Chiyo was born as a genetically modified superhuman living in one of the most prosperous countries in the world. Then she learned that the government had selected her to inherit a fatal genetic disorder; she'd die instantly from the effects of puberty.
    • Her father initially tried to save her, but after systemic abuse from the government (legally blacklisted, deep in debt, public shaming) for trying to save a scapegoat, he went crazy sociopathic and used his daughter and her hacking skills to make money.
    • The first time she tried to run away, her father literally chopped her leg off.note  Then the apocalypse happened, and he ultimately decided to kill her and sell her remains for one last scrap of profit. She killed him in self-defense.
    • And then she got trapped in a virtual simulation for 150 years, driving her insane.

    The Forgotten King 
The ruler of the sanctuary, a terrifying foe who has slain countless fools attempting to take the last time shard.
  • Asshole Victim: The crime that convinced the Program Master to throw him into this endless hell? Repeatedly cloning the minds of his employees and then casually deleting or editing their memories as he saw fit, intending to do the same to the Ark's survivors in order to maximize the odds of humanity's survival. He's the reason the Crimson Wilderness exists.
  • The Dreaded: Is infamous for having slain thousands of those who would dare to try and challenge him. Even your team members comment on how dangerous he is before the battle.
  • No-Sell: At half health, he will enter a defensive stance making him all but completely invincible, forcing you to take out three devices which constantly fill your hand with deadly lightning strike cards that you are forced to cast on your own team members until they are defeated.
  • Genius Bruiser: A mastery of both swordplay and tactics, his strikes leave grievous wounds behind making them much harder to heal. He also employs various devices such as shackling chains which completely take out a character until destroyed, killing them outright if too much time passes.
  • Tragic Villain: Is forced to fight the party by the AI chip implanted in him, only regaining his true self if mortally wounded or the core is destroyed. Naturally, he has to watch Lucy kill him off every time should he lose.
  • Well-Intentioned Extremist: Despite everything he's done, his ultimate goal has always been an unfaltering protection of the human species.

    The Master's Right Hand 
The real face of Azar, who had been granted special privileges by the Program Master and wants to break the loop of the virtual simulation.
  • Blood Knight: Enjoys nothing more than the thrill of battle, especially if the danger of death is involved. This becomes even more obvious when Lucy challenges him after he reveals his true face and cuts her down brutally without so much as a hint of remorse. Despite this, he still admires her progress as both a tactician and a fighter, secretly wishing for her to become a worthy adversary.
  • Curb-Stomp Battle: The first time you actually fight him, chances are he will completely annihilate your entire team before you even know what happened.
  • I Am Not Left-Handed: Despite being one of the most seasoned investigators, Azar seems nevertheless to be on about equal grounds with some of the other talented fighters of the group. That is, until you find out that he was actually only using a fraction of his real power, and is in reality capable of truly mindboggling swordsplay, capable of devastating attacks which should not even be physically possible. note 
  • Knew It All Along: Unlike the other investigators, who usually forget everything after a loop, Azar actually retains all of it. Naturally, he knows much more than he lets on, such as the fact that the Forgotten King is actually Lucy's father, who had been his superior at the project in the past.
  • Tomato in the Mirror: The real Azar committed suicide and abandoned his AI clone in the game. Azar freaks out when he realizes this.

    Program Master 
The being who controls the virtual world, forging its laws to his own design. Currently sleeps in a sealed off container, hidden away from the world. His true intentions are shrouded in mystery.
  • A.I. Is a Crapshoot: Decides that humans haven't changed after 500 years and need to be wiped out.
  • Meaningful Appearance: Right in the middle of his head, instead of a face, carries the very same red eye with a cross-hair in the middle that represents the Pharos Order.
  • Straw Nihilist: After watching the Ark fail to screw destiny thousands of times, he decided human struggle was meaningless all along, hence the extermination plan.
  • The Worf Effect: Appears right after a grueling battle against Azar, who at this point seems to be the absolute strongest fighter in the virtual world, able to take on an entire party of investigators and a newly resolved Lucy. After he attacks him, the Program Master simply disintegrates him into dust without any effort whatsoever, signifying just how powerful he is.

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