If a Revenant's blood supply runs low, they are unable to maintain their humanity and transform into a monster called a "Lost." In order to escape from the suffering of their never-ending thirst for blood, they forever wander the world in search of new blood. They are the main enemies in the game.
- Acquired Poison Immunity: Many of the Lost that remain within certain environments gain resistences to certain temperatures, such as the Ridge of Frozen Souls possessing many that resist the frost.
- And I Must Scream: It is not certain if this applies to every Lost wandering out there, but interactions with the Queen and her Successors raise the possibility that their original personalities have not been erased when they frenzy; they are instead locked deep, deep within the confines of their own psyche, forever unable to interact with the outside world while their bodies continue to mindlessly hunt and consume.
- Axe-Crazy: Bonus points for those wielding actual axes. Every waking Lost will unhesitatingly try to kill you, regardless of whether or not you actually have fresh blood available for them to take.
- Complete Immortality: The Lost cannot be permanently killed in any way, since the BOR parasite has fused with them on a cellular level. As such, they have lost their weakness of being struck in the heart. Doesn't stop the Aragami from being able to circumvent this by eating them...
- The Corruption: One doesn't stop at simply becoming a mindless Revenant; the miasma will continue to progressively mutate the Lost until it is hard to imagine that they've ever been human. Even their weapons are not immune from changing under the miasma's influence.
- Deadly Gas: One cannot see it, but the Lost are responsible for constantly pumping miasma into the atmosphere through their bodies. For Revenants trying to avoid exacerbating their bloodthirst, breathing the air without proper filtration is a death sentence.
- Deep Sleep: Those mutated "corpses" littering the streets of Vein are not actually dead; recently-turned Lost tend to fall into a coma before they actually begin roaming. They can take weeks or even years before they begin to stir again, so most Revenants prefer to just leave them alone.
- It Can Think: Downplayed. Unlike most zombie archetypes, the Lost seem to possess some intelligence and have a sense of pack mentality. See And I Must Scream.
- Not Quite Dead: As noted multiple times in regards to the Lost's ability to resurrect, one can never truly get rid of them. The best anyone can do is clear them out and enjoy the fresh air before they inevitably crawl their way back.
- Our Zombies Are Different: Rather than being lumbering undead in the traditional sense, they were once vampires created through scientific research regarding a certain parasitic organism. Then their reasoning and self-identity erode without proper sustenance, and they mutate into hollow husks who mindlessly attack anything to sate their bloodthirst.
- Parasite Zombie: Since the BOR Parasite within each of the Lost has assimilated to their very body cells, every monster encountered within Vein are effectively the parasite having taken complete control over their host's actions.
- Red Eyes, Take Warning: Their eyes glow blood red, signifying their loss of humanity and thirst for blood.
- Resurrective Immortality: Dealing a fatal blow to the Lost just makes their bodies disperse for the time being; come back later, and they will have returned to their original positions while looking none worse for the wear.
- Sorting Algorithm of Weapon Effectiveness: Most monsters you commonly fight throughout the game drop Lost and Sunset equipment, weapons that were forged by the provisional government but have since been warped into jagged hunks of metal due to the miasma. They are easily accessible and have their uses in specific builds, but their poor stat scaling pales in comparison to the rare weapons only obtained by defeating especially unique and powerful enemies.
- Spikes of Villainy: A common mutation among the Lost seems to be spikes and jagged edges sprouting from their bodies. Their weapons similarly have been corroded into harsh shapes with needle-point growths.
- Transformation Horror: Many of the Lost turn into grotesque beings with absurd proportions as with Oliver Collins, or sometimes into something that is just barely humanoid in anatomy.
- Was Once a Man: The Lost were once Revenants themselves, but the thirst eventually degraded them into mindless creatures.
Types of Lost
Shamed ThrallLowly creatures who didn't amount to much as Revenants, and continue to reflect that as mindless zombies. The common areas of Vein are flooded with these things, and though they have all but degraded into simple beasts, they remain a hazard for anyone trying to walk the streets.
- Bare-Fisted Monk: The Elite Mook variant can pull off some dangerous kickboxing techniques that come in without warning, so it is wise to mind any openings and save the trouble of healing for your mistakes.
- Elite Mook: These are identifiable by their distinct white gas masks with red spikes and red pants. For some reason, they are excellent martial artists and will trip you up with lightning-fast kicks that pack a wallop.
- Faking the Dead: None of the inactive thralls you find throughout the game are truly dead, even the ones with a cleaver currently buried in their chest. They're just taking their time before reviving, and will not get up even if a bomb goes off nearby. That doesn't mean there aren't any pretending to be a piece of the background though, lying in wait for an ambush. It's much safer to give each "corpse" a swing or two before continuing on your merry way.
- The Goomba: They are the most common enemies you face for the first half of the game, though as you travel deeper into Vein's more isolated locations, they start being phased out and replaced by Euphoric Soldiers in large numbers.
- Scarred Equipment: Most of them carry Lost weapons, which are mass-produced civilian weapons that have been warped and corrupted by miasma.
- Shotguns Are Just Better: Certain Lost carry Riot Breakers around, which in their hands translates to powerful shotgun blasts that will take off most of your health. The force of the gunfire is even strong enough to send the user flying backwards, though they always seem to land acrobatically on their feet.
- Slave Mooks: These guys are basically the bottom rung of the Lost hierarchy, with many being forced to fight with their hands because they owned nothing else. Occasionally, you'll find them being herded around or digging for nonexistent sources of blood while a stronger Lost keeps watch as an overseer.
- Spikes of Villainy: They have spines growing out of the sides of their heads that give them a demonic visage. The kickboxing version have theirs colored a bright red.
- Walking Shirtless Scene: Many of these Lost were/are so poor, they didn't even have a shirt to call on their back.
- Zerg Rush: They are weak and easily dispatched, but even just fighting more than two simultaneously will significantly decrease your likelihood of leaving unscathed. Naturally, the game will throw hordes of them at you at a time, so tread carefully.
Grime MassLost that whose bodies have dissolved into acidic sludge. They come in two flavors: purple sludge and sand.
- Blob Monster: As soft-bodied as they are aggressive.
- Breath Weapon: Grime Masses will sometimes rear back for a significant period of time, then hurl a gob of toxins at you. It has piss-poor range, but it's something to be aware of when approaching them.
- Ceiling Cling: The game very quickly teaches you to watch for the ceiling wherever you trek through enclosed spaces, as multiple Grime Masses tend to suspend themselves in wait for any suckers who careless approach their ambush spot.
- Death from Above: Whenever they drop down and land on your head. It doesn't do too much damage on its own, but getting hit by multiple slimes in a row can leave you in pretty bad shape.
- The Goomba: One of the most common Lost you'll encounter in the game, most particularly in underground systems (with the Crown of Sand being the sole exception). They travel incredibly slowly and are easy to kill, but that doesn't mean they can't come with their share of annoyances.
- Standard Status Effect: The purple ones inflict Poison buildup, whereas the ones made of sand inflict Leak instead.
- Underground Monkey: The sand-colored version can only be encountered in the desert, as opposed to all the purple Grime Masses found everywhere else.
- Zerg Rush: They are almost always encountered in swarms. Even ambushes from above will usually consist of two or more of these things in tandem.
Dark Vampire Wolf
Dogs that have mutated and joined the ranks of the lost. Unsurprisingly, they like to hunt in packs.
- Angry Guard Dog: Hounds are often found in former human settlements, some even accompanying Lost on their patrols.
- Fragile Speedster: They don't have a lot of health and they have no poise to speak of. However, they're quick on their feet, are rarely found alone, and every bite builds up the Stun status.
- Mix-and-Match Critters: The mutations wrought upon by the BOR Parasites have given them reptilian features, especially around the head.
- Standard Status Effects: Getting bit by these dogs too many times will paralyze you. You'll be paralyzed for the entire duration of the ailment unless you get hit (typically by another dog bite).
Bizarre creatures occasionally found roaming the more extreme conditions within Vein's topography. Their presence can be foretold by the crackling of their spines and their heavy, labored breathing.
- Body Horror: If you look closely, the flesh has several dozen faces peering out from every facet.
- Body of Bodies: The multiple gas masks that can be discerned from the Ghastly Flesh's visage suggest that these things were made from multiple Lost melding together into a compact meatball. It could even be the result of several decapitated zombies being allowed to gather unchecked.
- Knockback: Getting clipped by one of these things in any manner besides blocking will send the player flying so hard, their ragged bodies must skid to a halt before recovering. So naturally, most of these beasties are discovered in areas littered with environmental hazards such as sheer cliffs and blazing pits...
- Rolling Attack: Their one and only measure of attack. Players are only given a quick hop as warning before they must get out of the way.
- Sea Hurtchin: Their spines can move on an individual basis, leading to a grotesque but surprisingly accurate impression of sea urchins when idle.
- Vader Breath: Not surprising, since they seem to be made of nothing but gasping mouths filtered through breathing apparatuses.
Paramilitary revenants who have fallen to the Queen's corruption. Though they've become puppets like any other Lost, they retain enough discipline to show off a wider variety of combat skills.
- Action Bomb: Soldiers wearing bandoleers are to be treated with extra caution; if they sense that simply throwing dynamite won't be enough, they will pull a lit one out and charge towards the player to catch them in the explosion. Curiously for such an example of the trope, they always survive with a sliver of health remaining and can continue to attack afterwards.
- Elite Mooks: Downplayed; Euphoric Soldiers are generally considered a step above Shamed Thralls in terms of ability and intelligence, though to be fair that isn't saying much.
- Enemy Summoner: Lone Soldiers may in fact be baiting for an ambush, having surrounded themselves with multiple Lost lying in wait. Your options are to either kill them off before the soldier in question notices you, or take it down fast before it can signal its friends to attack.
- FaceMonster Turn: Their use of Sunset weapons establishes them as former soldiers from Operation Queenslayer until they frenzied and began fighting against their own side.
- The Goomba: Slightly stronger and better equipped than the average Thrall, and equally as numerous as you progress further through the game.
- Knife Nut: Sword-wielding soldiers may throw a knife at you, especially if you are too far away for them to hit in melee.
- Long-Range Fighter: Those wielding Sunset Bayonets can snipe you from afar, but they must withdraw their swords when approached and have markedly lower health compared to their melee-dedicated brethren. They can be identified by their radio transceivers and scoped-lens headpieces.
- Luckily, My Shield Will Protect Me: Euphoric Soldiers are capable of carrying shields, which actually does a lot to protect them from damage. Even more annoyingly, they are capable of parrying incoming attacks. There are ways to navigate around this, but the simplest solution is to just circle around while they have their shield up and perform a Special Drain on their exposed backsides.
- Scarred Equipment: They carry the Sunset weapons, which are Queenslayer weapons that have been warped and corrupted by miasma.
- Scarf of Asskicking: All soldiers wear distinctive scarves that can cover the lower half of their faces like mufflers and still have enough length to nearly trail behind on the floor.
- Taking You with Me: If a bomber-type reaches a low health threshold and isn't killed fast enough, it will light a stick of dynamite and plunge it to the ground, blowing itself and everything around up to kingdom come.
- Throw Down the Bomblet: Besides the bandoleer-strapped soldiers who make this their bread and butter, the normal variants are perfectly capable of flushing you out with a grenade.
- Zerg Rush: They seem to make it a policy to travel in packs, and are fast enough that attempting to bypass them will just have multiple soldiers hot on your trail.
Blood-Soaked Demon & Forgotten Devil
Giant Lost that are found starting from the Dried Trenches. They look like giant oni, with the main difference between them being the demons are red and the devils are blue. The red ones can use heavy melee weapons while the blue ones use one handed swords and bayonet rifles to snipe at you.
- BFS: Demons typically carry massive swords like the Lost Zweihander. Though the Lost Broadswords the Devils carry scale with their size and are much bigger than the ones you can use.
- Giant Mook: Big, ugly, and pretty resilient compared to your standard fare, but even crowds of them are manageable with enough experience. Overall, they are still a far cry compared to some of the Greater Lost who can strike fear in players without needing a size advantage.
- Long-Range Fighter: Devils retain enough faculties to aim and reload their Lost Bayonets. While they are capable of swinging them at the player, it doesn't take much to bring them down once cornered.
- Oni: The don't look like humans at all, instead resembling monsters from Japanese folklore with their lanky white hair, lean builds, and twisted skull-like faces.
- Spikes of Villainy: These Lost have become especially spiny creatures, with random growths sprouting out from their backs and head. The more powerful specimens have intimidating spikes that glow a bright red.
- Unusable Enemy Equipment: You thought you could farm a Lost Zweihander from the Demons just because they use them? Too bad, you're out of luck until Crypt Spire, when Shamed Thralls start using them.
Buried FoolFormer men who have have all but atrophied into mere stumps with deformed skulls. They are essentially glorified turrets for the Lost, firing away at anyone who enters their line of sight.
- Breath Weapon: Their one means of attack. When alerted, they will slowly turn towards their target and belch a fireball at them.
- Long-Range Fighter: They have literally nothing to defend themselves in a close-quarters situation, much like how a bobble-head can't do anything against an encroaching hammer. To make up for it, Buried Fools are usually located in blind spots and strong vantage points, and frequently come in groups of at least two so they can comfortably harass the player.
- Blade on a Stick: Bog Predators and Thirst Plunderers typically carry scaled-up Lost Halberds befitting of their size, though Thirst Slaughterers stand out by exclusively using the Lost Zweihander instead.
- Big Creepy-Crawlies: These Lost have mutated into giant bipedal ants, minus the 3rd pair of appendages.
- Chained by Fashion: The Thirst variants carry manacles on their arms, though it is merely an aesthetic point of interest rather than serving any actual functions.
- Elite Mook: Downplayed; Thirst Slaughterers have a unique pink-and-purple coloration, and sport tankier health bars and better damage output to come with it.
- Giant Mook: Their size is intimidating, their range is wide, and the booming footsteps they make can be quite ominous when heard from a distance. However, they don't hit especially harder than your garden-variety Lost, and the game considers them manageable enough to liberally throw hordes of them at you.
- Mana Burn: The ones in the desert inflict Leak with every attack, which will slowly deplete your ichor once the buildup is maxed out. This includes when you block, so consider how important ichor is to you before you dive into the Crown of Sand.
- Mucking in the Mud: These Lost are only found in zones that can impede your movement to an agonizingly slow walk, whether that'll be waist-deep water or parched sand pits. While you struggle to fight against Geo Effects, they have the Home Field Advantage and will casually run over to shove a halberd up where the sun doesn't shine. The Bog Predators get bonus points for being literal examples too, especially the antennae-less versions that usually hide under the surface and can only be identified by their tusks poking out of the mire.
- Shock and Awe: They all have some form of lightning attack. Bog Predators have a lightning breath, while the desert bugs have an AOE lightning slam.
- Standard Status Effects: The Thirst variety that populate the Crown of Sand will always try to get rid of your ichor by inflicting Leak.
- Stealthy Mook: These Lost prefer to ambush their prey, and thus many hide behind corners, under water or sand, or hang off cliffs so they can get the jump on you.
- Unique Enemy: There is a single Thirst Slaughterer that will summon a giant ball of sand before flinging it down a slope, repeating the process over and over until you can finally get close enough to kill it. No other enemy exhibits this behavior, and you don't even get the ability to cast such a gift yourself.
The Ridge of Frozen Souls is populated by Lost that have grown fur underneath carapace armor. They're quite numerous where they're found, and sooner or later you will be forced to bypass attack after attack as you make your way to the Ridge's core.
- Bigfoot, Sasquatch and Yeti: They're basically Code Vein's take on the Abominable Snowman, being apelike creatures covered in shaggy white fur. Unlike the typical examples, they have chitinous skulls for faces, and prefer to carry Lost Halberds and Lost Zweihanders instead of wailing at you with their bare fists.
- Giant Mook: These guys are on the big side, which makes their silhouettes nerve-wracking against the billowing blizzard plaguing the first half of the Ridge. They have a greater amount of health compared to the Euphoric Soldiers that also litter the stage too, though putting them down is usually a simple matter of engaging a Special Drain and then hacking away as they attempt to recover.
- Stealthy Mook: Boreal Savages are even better at it than the game's typical offenders. The small mounds of fresh snow they bury themselves in are very, very faint, and can be mistaken for lumpy texture placements even if the player is actively searching for them. Their ambushes are near-instantaneous too (with all their hulking body mass in tow), begging the question as to how they manage to stuff themselves into the ground so deeply and still hop out.
The City of the Falling Flame has been burning for so long, many Lost become scorched, perpetually red-hot monsters that have nevertheless adapted to their extreme environment.
- Cycle of Hurting: Blazing Radicals are frequently found patrolling tight corridors, more often than not filled with flame geysers and literal firewalls. Should a player be unlucky enough to get hit, they may stumble into the fire, recoil in the opposite direction, get hit again and bounce back, rinse and repeat.
- Drop the Hammer: The Burned Warhammer is a weapon unique to this enemy, being a Sunset Hammer partially cindered due to the Successor of the Claw's influence.
- Home Field Advantage: Their attack patterns are typical of the Lesser Lost. To make up for it, they freely walk on scorched pavement and can hide within the inferno; approaching them even one-on-one can be a potentially hazardous prospect thanks to the many ways you end up losing precious health.
- Horned Humanoid: Blazing Radicals have somehow developed antlers on their heads, a unique feature among even the more grossly-mutated Lost. They are ornamental though, and won't be used for any ramming attacks.
- Playing with Fire: Their attacks are imbued with the Fire element, and they will commonly drop Scathach Chrome upon death that can be fused to both weapons and Blood Veils to grant the same.
- Unusable Enemy Equipment: While you can use the Burned Warhammer, you just can't use one of theirs. You have to find your own in a treasure chest in the area. On the plus side, this means it comes pre-upgraded to a level appropriate for the area and also allows you to buy more of them from Murasame if you wish.
The term "Greater Lost" is a catch-all designation for any frenzied monster dangerous enough to strike fear into even the undying. The average Revenant runs at the mere sight of one lurking about, and even veterans hesitate at the prospect of engaging them in battle; if a Greater Lost doesn't have a collection of powerful Gifts up its sleeve, it is boasting raw strength that can cleave careless challengers with a single swipe.
- Boss in Mook Clothing: A few offenders on the list can be quite unreasonable to deal with if you don't have a working strategy and/or sheer dumb luck, but they don't come with a designated arena or an introduction to denote their actual danger level. On the other hand, the inverse can happen in the Depths where Lesser Lost may be promoted to Mini-Boss status, even if they don't actually have any additional features or stat boosts attached.
- Bonus Boss: Most of them are designed to be confronted as extra bosses in the Depths. Even story-important characters from the game's main route can be encountered at the end of many Depth levels itching for a rematch.
- Cartography Sidequest: A select few Greater Lost have Rotten Mistles sprouting from their heads. You can leave them alone if you like, but they must be defeated in order to complete missing portions of the map layout.
- Elite Mook: They are much stronger than lowly Lost and pack special abilities, especially the bosses.
- Evil Is Bigger: They easily tower over the Revenants they hunt, at least doubling the average man in height. Those who haven't experienced drastic mutations yet were already built like cargo trucks to begin with, so either way you're going to be batting above your weight class.
- Magic Knight: The majority of Greater Lost can cast Gifts in tandem with their massive weapons, with not a single Squishy Wizard among them.
- Mini-Boss: The Depths have a formula where fully exploring each floor requires slaying multiple Greater Lost in sequence. At least two will be designated as mini-bosses, whereas the locked room closest to the Mistle is the Bonus Boss for that particular floor.
- Mysterious Past: Not that they are ever going to tell their life stories to you, but there's remarkably little information about the origins of some of the most powerful abominations plaguing Vein in present day - only one out of the entire crop will drop a Vestige upon dispersal that can give insight into their past life. It makes one wonder what are the qualifying factors for transforming into a Greater Lost, and just what kind of people they used to be before they frenzied and mutated beyond recognition.
- Sorting Algorithm of Weapon Effectiveness: You want effective weapons for your arsenal? Get one to drop from these guys. Their tools tend to benefit from both high base raw damage and stat scaling, as well as built-in Gift properties that allow you to perform special moves through heavy attacks.
Snout Wanderer / Executioner Type LostPale creatures that only barely resemble the humans they once were. This particular type of Lost have forgone almost all their clothing as they increased in stature, and can be found slurping off corpses in the vain hope that sustenance can be found.
- Beef Gate: A few of them can be found nearby chests, necessitating that you must draw their attention and defeat them before grabbing the new equipment inside.
- Body Horror: Snout Wanderers are named as such due to their elongated facial features, giving the impression of a cross between a pallid giant and an anteater. Closer inspection reveals that this is because the whole anterior portion of a Wanderer's face has melted downwards, drooping well below their jaws like hot mozzarella cheese.
- Elite Mook: Certain Wanderers have a dark-grey skin tone instead of the usual sickly white. They hit harder, are more aggressive, and can produce shockwaves whenever they slam into the ground.
- Giant Mook: The first type of Greater Lost you encounter, and consequently the archetype with the least amount of tools to play around with. That doesn't mean they can't knock you to the moon, but in time the game phases them out for far more substantial enemies.
- Shockwave Stomp: The dark-skinned variant can either kick or slam their weapon into the ground, kicking up a lot of dust over a wide area (and you along if you happen to be stuck in it).
- Smash Mook: Their magical potency is pretty much nil, so as long as you don't get hit, you're golden. If you do, well... hopefully you weren't nearby any cliffs.
StonecrusherPortly giants that can be considered the male counterpart to the Raging Noblewomen that also fill the Lost's elite ranks. The first one you meet was once Oliver Collins, now just another hulking monster like many before him.
- BFS: The Stonecrushers' Weapon of Choice is a Lost Zweihander. However, they are capable of diversifying towards warhammers in later levels.
- Contractual Boss Immunity: Played straight during your first boss fight against one, but the immunity to Special Drain attacks is revoked in future encounters.
- Degraded Boss: After defeating Oliver Collins, who transforms into a Stonecrusher in the second half of his boss fight, this enemy archetype becomes a regular occurrence for the rest of the game.
- Drop the Hammer: There is a single Stonecrusher that, unlike the rest of his brethren, carries a Huge Hammer as his primary weapon. It's a bizarre hunk of carapace-like metal followed by warped pipes reminiscent of exposed arteries, and boasts a unique moveset to match its unrefined aesthetic.
- Fat Bastard: Heavyset, and absolutely unfriendly to the core.
- Mighty Glacier: They are among the biggest Lost found in the game, with a high health pool and heavy damage output that is only offset by the fact they most of their attacks have obvious tells and can easily be avoided with some practice.
- Pig Man: The mutations triggered by graduating into a Greater Lost have somehow transformed the wearer's gas mask into a full-on boar head.
- Smash Mook: At most, these guys may cast a spell that produces a short-ranged Blood explosion around themselves, knocking away opportunistic players fishing for backstabs or a sustained assault. Otherwise, they'll cast a buff to make them more effective at pounding bodies into powder.
- Stout Strength: While they have ballooned in size and gut, it is quite evident from their arms and legs that these monsters are built less like walking beanbags and more like sumo wrestlers. That is, a powerful muscular body underneath a protective layer of fat.
- Unusable Enemy Equipment: Again, the only enemies that can drop the Lost Zweihander are the Shamed Thralls using them in Crypt Spire. Trying to farm one from these guys will get you nowhere. The one with the Huge Hammer won't drop his weapon either, you have to find one in a chest.
- Wild Hair: Their hair beyond the confines of their warped gas masks has grown long and untamed.
- Was Once a Man: As Oliver Collins' eventual fate proves, Stonecrushers retain nothing from their former appearances. Most if not all of them could very well have been handsome men once, now mutated into grotesque orc-like zombies.
Formerly female revenants, bloodthirst transformed these Lost into hulking, bloated caricatures of their past selves ready to crush anything foolish enough to stand in their way.
- Contractual Boss Immunity: Averted. Unlike the Queen's Knight and Blade Bearer, these lost can be parried, backstabbed or launched into the air for a critical hit with Blood Veil just like regular Mooks. Proper usage of critical attacks will quickly tear down their HP.
- Drop the Hammer: They use the Sunset Hammer, which they drop in the other sense too.
- Jiggle Physics: Yep. Every bit of her bloated, decaying, stretch-mark ridden body will move liberally as she confronts you.
- Odango Hair: Their malformed gas masks give off the impression of large hair buns on the sides of their head.
- Fat Bastard: While not necessarily malicious, they are still very large, and obese-looking enemies you have to defeat at some point.
- Mighty Glacier: They are massive compared to the other Lost and wield equally large weapons of their own. As a result, they hit hard and are durable but move rather slowly and their attacks take a while to execute.
Mud Gorger / Dust Cloud Bandit
Weird, tentacled lost found in the Howling Pit and Crown of Sand that wouldn't look out of place in the Cthulhu Mythos.
Colossal yeti-like lost in Ridge of Frozen Souls. They're incredibly tough to the point that when you first meet them, it's best to just run away or past them.
- Boss in Mook Clothing: By far the most durable enemies in the game when you first encounter them, but they also hit like a freight train while moving like one.
- Bright Is Not Good: The moment it puts on its bright ice armor, it now means to kill you quickly.
- Dual Boss: A particularly merciless fight in the Silent White Depths level involves having to fight two Brutes at the same time, and it's required in order to clear the level since the Brutes are guarding a key.
- An Ice Person: All of a Brute's attacks inflict ice damage, it'll chuck giant ice spears at you if you stay at range, and it uses ice to heavily armor itself up once half of its health is gone.
- Lightning Bruiser: They are as fast and agile as they are strong and durable.
- Rolling Attack: They have a Sonic-style spin dash that comes out instantly, travels an incredibly long distance, and will probably one-shot you.
- Weak to Fire: Unlike most enemies you face, a Boreal Brute practically demands that the player comes equipped with some form of fire attack. They take more damage from fire, and fire is the only way (asides from hammers) to break its armor.
Argent Wolf Soldier
Experienced warriors of the Security Enforcement Unit Cerberus, working as soldiers under the provisional government. Many of them were veterans of Operation Queenslayer and are thus deeply loyal to Silva, but even they aren't immune from being corrupted into Lost.
- An Ax To Grind: Some soldiers carry large poleaxes, though the weapon itself is classified as a halberd.
- Armor Is Useless: Averted. Their armor is highly resilient to Slash damage, potentially making battles against them longer than expected if you aren't using the right equipment or techniques.
- Badass Cape: Their uniform comes with a cape that tapers off into two winglike tips. Some have extra fabric that can fold over headgear to form a hood.
- BFS: Argent Wolf Soldiers tend to pack heavy weaponry with a lot of punch, the most obvious being their take on the Two-Handed Sword, the Argent Wolf Brand.
- Bling-Bling-BANG!: Despite being noted as mass-produced, their weapons are clearly made of higher quality material, capped off with a gold and silver finish.
- Drop the Hammer: The Argent Wolf Warhammer, which can be dropped by certain soldiers patrolling throughout the Provisional Government Center.
- Elite Army: Any Lost noted to have been a member of the Cerberus unit are usually some of the toughest combatants in the game, and even the rank-and-file members can still exhibit technique and finesse in spite of their insanity.
- Elite Mooks: They're a definite cut above most other Lost you have ever faced, though thankfully you'll usually fight only one at a time, two at most.
- Enemy Summoner: Certain Cerberus soldiers will give out a signal when they spot you, triggering multiple Lost in the area to wake up and gather around for a Zerg Rush. These are typically identified by the odd piece of radio equipment attached to their mask.
- Evil Laugh: Will occasionally let out one either while they're fighting, or when idle.
- FaceMonster Turn: Once soldiers who strive to keep the peace, most (if not all) the members who haven't already been killed have turned into Lost by the time Louis' crew makes it to the Provisional Government Outskirts.
- Light Is Not Good: They're dressed in white, which means that they're part of Cerberus. However, they're still Lost and have no qualms about ripping you apart when given the opportunity.
- Magic Knight: Some soldiers can cast Gifts, usually to buff themselves. Others can pull off Blood element Gifts by using certain attacks.
- Mighty Glacier: They are big and beefy opponents, and while they do have some agility to pull off rather acrobatic attacks, most of the time they require long windups and heavy swings in order to ruin your day.
- Simple, yet Awesome: Compared to most endgame equipment, the Argent Wolf line of weaponry have the least frills attached, maybe a Gift-generated charged heavy attack at most. Pure raw damage and high scaling is good enough for them, though it does come with the caveats of dealing with their weight and high stat requirements.
- The Worf Effect: They are built up as powerful combatants, and the rare encounters with Lost members prove that these revenants can handle themselves in a fight. Even so, the surviving soldiers are helpless against Silva frenzying under multiple Relics, and the likes of a Dyaus Pita rampaging through the streets.
Hunter in Black
More widespread version of the Gilded Hunter. They don't have his super buff, but are otherwise just as elegant and deadly as their gilded counterpart.
Butterfly of Delirium
A powerful Lost that has made its nest in the Ruined City Centre. During a dispute between the protagonists and a revenant over the fate of a human woman, this creature wakes up and attacks.
- A Head at Each End: Its body, minus its wings, is fairly human, but it sports a tail with a mouth lined with More Teeth than the Osmond Family.
- Amazing Technicolor Population: Has magenta skin.
- Armless Biped: A flying humanoid Lost with no arms.
- Bare Your Midriff: What little it has to cover itself with, it is not covering anywhere close to its stomach.
- Beware My Stinger Tail: Or fanged tail, in this case. It attacks with its tail, and if you aren't careful, it can both rip you a new one and inflict poison.
- Breath Weapon: Uses the head on her second tail to exhale poison at her foes.
- Cute Monster Girl: It has strange growths coming out of its head, no arms, and a literal sharp-toothed monster sprouting from its behind, and all of that still won't be enough of a deal-breaker for some.
- Dash Attack: It will occasionally rear for a charging rush tail-first, crossing the arena while strafing and right to pick off any unfortunate stragglers.
- Homing Projectile: Starting from the Butterfly's second stage, it will occasionally belch out a toxic gas ball that will follow its target and explode for both damage and poison buildup. Its tracking ability is surprisingly good (continuing to pursue even after the player slips past its route), so it is not recommended to dodge through the attack.
- Poisonous Person: In tandem with Breath Weapon above. Its various attacks will inflict poison and the mouth on its tail exhales the stuff, forcing you to avoid being near it while keeping an eye on the spheres of poison that linger in the arena.
- Spin Attack: It tends to spin around on itself while swinging its tail like a bludgeon. Given the bulky size of the thing, this is very dangerous for anyone trying to land a hit in.
- Standard Status Effects: This boss is a classic poisoner. Fighting while afflicted is no easy feat, however; the Poison status will eat through your health almost as fast as you can recover from it, meaning that a Regeneration charge will only buy you a few more seconds at best, and make you an easy target for the Butterfly at worst.
- Stripperific: The Butterfly may have carapace shells covering the important parts, but that doesn't stop the fact that its body is pretty much all exposed skin.
- Turns Red: Dropping it to half its health will make it stockpile toxins before releasing a massive burst, making close proximity to it a dangerous prospect. It starts pulling out a variety of long-range attacks, and becomes aggressive enough to max the Poison ailment out to infliction with rapid, consecutive hits.
- Wake-Up Call Boss: The Butterfly will test the player's knowledge about status alignments, especially since it has more than a few attacks that will inflict poison. The tick damage of the Poison debuff is not insignificant either, forcing the player to juggle recovery options and/or preventative measures.
- Winged Humanoid: Has six, butterfly-like wings.
A monstrous Lost lurking at the bottom of the Dried-Up Trenches. It blocks the path to a bloodspring.
- An Axe to Grind: During its second phase, the strange object impaled in its chest is revealed to be the shaft of a massive gilded axe, with his dual blades serving as its edges. You can earn a much smaller version by beating it, revealing it to be called the Tyrant's Labrys.
- The Berserker: Its attack-style focuses on ruthless attacks at the cost of leaving itself open to being attacked from behind and under its arms.
- Bling-Bling-BANG!: Downplayed. Its weapon is noted to glitter like dull gold, but the material is merely an imitation of the real metal.
- Bloody Murder: A lot of its Gift attacks run on the Blood element, including various explosions and snaking tremors that home in on targets. Its droppable boss weapon can also create Blood explosions with its charged heavy attack.
- Dual Wielding: At the start, it uses a pair of blades that would have been considered twin BFS's to an average person, but the monster's size and manner of wielding makes them more reminiscent of steak knives.
- Flunky Boss: It is in your best interest to prevent him from becoming one; in the first phase of the fight, it will summon a totem that damages you and can transform into a lesser Lost. Destroying it will stop that from happening, but it will constantly try to raise more as the fight goes on. It will stop using this attack in its second phase, opting to butcher you instead with raw damage.
- Lean and Mean: It's tall and slender, though it hits hard still.
- Mook Maker: At the start, and at times during the fight, it will slam the ground with its weapon and create a crystal that damages and summons a lesser Lost. The crystal can fortunately be destroyed before the lesser Lost can be created.
- More Teeth than the Osmond Family: In addition to its obvious set of sharp chompers, there seems to be a slight Nested Mouths effect with jagged toothlike edges located where its lips should be.
- Reverse Grip: Swings its blades in this manner, but forgoes the style entirely once it enters its second phase.
- Spin Attack: One of his attacks once he switches to an axe.
- Turns Red: Once its health is depleted enough, it will pull out the strange impalement in its chest and form a massive axe with the dual blades it was using, serving as the axe head. Its attacks become slower, but much more powerful and with greater range.
A powerful humanoid Lost that resides in Howling Pit. It suddenly shows up without warning and attack the party when they ran into Mia again.
- Bare Your Midriff: Due to not wearing clothing, it certainly does bare that.
- Blade on a Stick: Wields a halberd as her weapon. You get to use it for yourself once you defeated her, revealing its name as Assassin's Sickle.
- Cute Monster Girl: Being a zombie that is out to either gouge you or cut you into ribbons with her sickle does little to detract from her attractive looks.
- Dance Battler: She is inspired primarily by exotic dancers according to the developers and several of her attacks are basically dance routines with or without a pole being involved, albeit ones that can kill.
- Dash Attack: One of her most infamous moves is a slide attack that comes in fast, hits for an absurd amount of damage, and can combo into her next strike to finish you off. Similarly, her boss weapon features a special dash that can cover a decent amount of ground.
- Giggling Villain: She's constantly laughing at you for the entirety of the boss fight. Even if you were to die against her and respawn, she will continue to mockingly snicker as you re-enter her arena.
- Girlish Pigtails: Has two very long pigtails.
- An Ice Person: Her attacks and weapon are classified as part of the Ice element, so building up your defense towards that may help in surviving her onslaught.
- Kick Chick: When she's not swinging her sickle at you, she's twirling on it to deliver fast jabbing kicks.
- Making a Splash: Uses various water-based attacks. Once you defeat her and obtain her boss weapon, Assassin's Sickle, you too can pull them off by using heavy attacks.
- Ms. Fanservice: A leggy Cute Monster Girl that is practically naked, can pole-dance, flashes the camera her crotch, and is perpetually wet. No, it can't be.
- Ninja Pirate Zombie Robot: An undying, vampiric zombie stripper.
- Seadog Peg Leg: A variation; both her legs taper off into sharp edges instead of feet, making one wonder how she's able to maintain upright balance.
- Shark Fin of Doom: She pulls a variation of this trope for the introduction to her boss fight by having her leg show up above the water as she circles the heroes in a similar fashion to a shark.
- She's Got Legs: The camera during her intro places much of its focus onto her thighs. In gameplay, her long legs allow her to tower over the heroes, and she'll be more than happy to run them through with kicks and stomps.
- Spin Attack: She has a move where she plants her weapon in the ground and then pulls something resembling a pole-dancing move, spinning around rapidly, damaging those close to her and spreading frigid winds all around her. If someone is actually caught within the swirling vortex, it is as good as a One-Hit Kill and they will require a Restorative Offering to get up again.
- Sinister Scythe: Her method of attack not only requires her to perform wide swings, but also for her pole-dance Spin Attack above.
- Statuesque Stunner: Very tall, and very erotically-charged with her design.
- Standard Status Effects: Beginning from the second stage of her bossfight, she starts to coat herself and her weapon with water that causes "Slow" buildup; getting hit too many times will render the player a sitting duck to her far-reaching attacks.
- Stripperiffic: Whatever is on her body that could be charitably considered "apparel" doesn't really cover much at all, and for crying out loud, she has a literal pole-dancing attack!
- Sword Plant: She makes her introduction by vaulting her sickle and making it land blade first. In battle, she will occasionally plant the hilt in front of her while striking a pose; it comes out fast and hurts a little, but the real danger is during the second phase when she follows through with a damaging pole maneuver.
- Turns Red: She starts off the fight with some pretty damaging but slow attacks, typically hitting for one or two strikes and then stopping. Once enough of her health is depleted however, she will power up and becomes much more agile and aggressive in attacking, and will begin chaining multiple attacks at once to catch you off guard.
- Underboobs: Features one as part of her design.
- Wake-Up Call Boss: Like the Butterfly of Delirium before her, the Invading Executioner is an early-game boss that teaches you the importance of learning and anticipating attack patterns, as getting hit will more likely than not put your health in the red while simultaneously inflicting a troublesome status debuff.
Argent Wolf Berserker
A transformed Provisional Government Knight residing in the Cathedral of Sacred Blood. As his name suggests, he will crush any ill-prepared foe who provokes him with all his might.
- Bloody Murder: Will occasionally use a Blood explosion spell at range, and buffs himself in the second phase with blood aura.
- Carry a Big Stick: Wields a gigantic mace, easily three times the Protagonist's size. Interestingly enough, the version the player gets as loot when he dies is classified as a halberd.
- Contractual Boss Immunity: Averted; he is one of the few bosses you can backstab and perform special drain attacks on.
- Degraded Boss: Deep within the Provisional Government Center lurks another Argent Wolf Berserker. He doesn't get a boss introduction, though his health is roughly the same as the one encountered at the Catherdral of the Sacred Blood. He's also carrying a Regen Activation Factor, so it's in your best interest to take him down for the upgrade item.
- Elite Army: Was a member of the Cerberus unit until he turned Lost. It is unknown what he or his weapon looked like before they were mutated by the miasma.
- Turns Red: At half health he buffs his attack speed while his melee damage goes through the roof, enough to one-shot a player if they aren't careful.
- Unskilled, but Strong: His moveset is noticeably clumsy and heavy-handed, with wild swings and obvious tells that rely more on semi-accidentally clipping the player thanks to the sheer range of his attacks. The Obliterater Axe he drops upon defeat reinforces the notion with its A-scaling in Strength, whereas most weapons belonging to the Halberd class tend to benefit more from high Dexterity.
- Weaksauce Weakness: One of the few bosses that can be backstabbed, and he will get knocked down for a time if you ever manage to pull that off.
A powerful humanoid Lost that wields a giant, spear-like sword in its right hand, a shield in its left hand, and two wing-like huge blades on its back.
- BFS: It wields a massive spear-like sword to slice and pierce you with.
- Bloody Murder: One of its most distinctive moves is a cross-shaped Blood explosion that spans across the entire arena. It will always perform this as the finisher of a three-hit, Teleport Spam combo.
- Counter-Attack: It will occasionally take a defensive posture with its shield lowered. If attacked, it will parry your attack and counter back with a powerful thrust attack.
- Dark Is Evil: Its color scheme is Red and Black and Evil All Over, has several attacks that leave behind black Sword Lines, and will wait for the player in the midst of a dark haze with red-tinctured lightning crackling about in the event of a rematch. Suffice to say, this creature is not exactly friendly, even for a Lost.
- Lightning Bruiser: It hits hard, has lots of health, and is quick on its feet. It becomes even faster once it Turns Red.
- Monster Knight: It's in the name.
- Razor Wings: It has a pair of wings on its back that are more like blades to slice at any threats around it.
- Red and Black and Evil All Over: Its armor, sword, and shield look almost exactly like Daedric equipment from The Elder Scrolls.
- Shield Bash: Ocasionally incorporates this at the end of its combo string. It has a Kung-Fu Sonic Boom effect and can't be blocked against, so the smarter option is to dodge out of the way.
- Spin Attack: It will rear its shield backwards, tricking less-observant players into charging forward until everything within a 360-degree range is sent flying.
- Spikes of Villainy: Features them prominently on its design, most particularly its equipment, its wings, and the crown of its head.
- Sword Lines: Leaves behind inky aftereffects with every swing of its sword, highlighting the absurd length of the thing.
- Teleport Spam: It employs teleportation liberally during its fight, and during its final phase it will start to chain them together to make it even more slippery.
- Turns Red: Once its HP is depleted, it will power up and begin to use Teleport Spam to dash around the area and hit much faster and attack unpredictably.
A humanoid Lost in a gilded suit of armor that wields an elegant halberd with exceptional grace.
- Black Knight: Looks like a Samurai version of some Dark Souls bosses and you get the Dark Knight blood code after defeating him.
- Bloody Murder: Apart from the melee attacks, many of his attacks are Blood based.
- King Mook: The Gilded Hunter is essentially a souped-up version of the Hunters in Black, though your only experiences with the latter at this point in the game will be a single member tucked out of sight within the Cathedral of the Sacred Blood, and another guarding the door to the City of Falling Flame. And like the rest of them, he was once just another hapless victim of Mido's experimentation.
- Leitmotif: Towards the Eternal Glory. However, a snippet of this theme can be heard during one of Yakumo's expositions about his missing comrades, which should be an indication that the Gilded Hunter was once someone he knew.
- Lightning Bruiser: He hits like a truck and is fast enough to keep you on your toes. On his second stage, this goes Up to Eleven.
- Memory Jar: One of the few Lost who will drop a Vestige Core upon defeat, revealing him to be the young man occasionally seen within Yakumo's and Riki's memory echoes.
- Sword Beam: He can use both variants, one is a swing that creates a sweeping wave and another is a thrust which fires a straight beam. You can do the first once you obtain a Black Halberd to use for yourself.
- Turns Red: Probably the most extreme example in the game. Once he buffs he becomes insanely fast, extremely aggressive and almost impossible to damage. Simply retreating is not an option, as he quicksteps faster and further than you can run before stabbing you in the face again. Defeating him relies on dodging an onslaught of attacks until he burns out and becomes vulnerable again.
- Samurai: He and his fellow Hunters in Black highly resemble tall Samurai, complete with menpō masks that obscure their faces.
- Was Once a Man: His true identity is Miguel Garcia, Yakumo's friend who became a Lost.
Cannoneer & Blade Bearer
A pair of powerful Lost created by Juzo Mido. They are activated and pitted against the the party when they confront Mido at the Crypt Spire.
- Arm Cannon: The Cannoneer's right arm is a massive cannon that can fire a long ranged blast of fire, launch orbs of fire, or a close ranged flamethrower. You can use these attacks yourself by using his gun, Burning Disaster.
- Artificial Brilliance: Their boss fight together is designed around the concept of having two opposing combat styles that perfectly complement each other and eliminate any possible shortcomings in either style. They both can recognize when they've separated a player and the A.I. partner or two players from each other, causing them to switch focus on the isolated target to kill them faster. The end result is a battle with minuscule windows for actually landing a hit on either opponent until you finally manage to drop one or the other through sheer perseverance.
- Blade Bearer, being the faster and more aggressive of the two, will likely be the first to engage with you while Cannoneer actively tries to stay away, giving him free reign to fire while you are distracted. Furthermore, he can shoot fireballs that stagger, making you open to slashes from Blade Bearer's rapier, or create an eruption under your feet, forcing you to break away from Blade Bearer in the middle of a DPS opportunity. He can heavily damage you with his flamethrower move, which distracts you from attacking Blade Bearer and can weaken you enough that she can kill you quickly.
- Trying to aim for Cannoneer instead will make you blind to any ambushes by Blade Bearer, who will most definitely chase you down no matter how hard you try to disengage from her. She prioritizes whoever's trying to attack him (in melee or ranged), and her ice attacks will cause you to lose speed and stamina if you get hit too much, opening you up to further attacks from Cannoneer. Attempting to use ranged Gifts on Cannoneer will lead her to focus on the caster, shutting their ranged support down while letting her own continue firing.
- Blind Weaponmaster: The Blade Bearer is wearing a blindfold but she can still kick your ass if you are careless.
- Boobs of Steel: Blade Bearer is as tough as she is busty.
- Close-Range Combatant: The Blade Bearer is much more proficient in fighting at close range than her partner, using her sword skillfully for melee attacks while denying you moments to attack her back by dodging or surrounding herself with ice spikes that also explode. She does have several ranged attacks that she can use if you are away from her, but she prefers to just quickly close the distance and stab you in the face again.
- Combat Stilettos: Part of the Blade Bearer's outfit.
- Crippling Overspecialization: The two are hard-hitting, without a doubt, but almost all of their damage output is elemental. It is far easier to build towards fire and ice resistances compared to physical defense, so you only need the right equipment setup and Gifts to render their most dangerous attacks down to nothing more than a stiff breeze.
- Getting one of the pair down shows that they are only made great by the sum of their parts. The Blade Bearer is far more manageable without the Cannoneer giving her openings, she relies on him to prevent opponents from freely whittling her smaller health bar down, and her attacks can be rather easily dodged once you're able to focus on her alone. The Cannoner is rendered a giant, slow target without the Blade Bearer to dissuade you from just wailing on him, and he can't keep players off of him without her to pressure them away.
- Deflector Shields: Blade Bearer will occasionally cast a defensive barrier on herself, indicated by an icy aura surrounding her body. While it can't withstand too much damage before breaking, she'll be immune to all attacks so long as it stays active.
- Dual Boss: Notable for being the only Dual Boss faced in the storyline. Even in the Depths where you have the opportunity to face them separately, each will still have a Cerberus soldier accompanying them in battle.
- Elite Army: Their white armor and the item description for Blade Bearer's Iceblood identifies the two as former members of the Cerberus unit until Mido got his hands on them. He considers them to be the most powerful combatants of his entire roster. You can actually see them pre-transformation in Valerio's Vestiges from the DLC. They aren't given names and look identical to every other Cerberus mook, but wield the Burning Disaster and Iceblood instead of the standard-issue Argent Wolf weaponry.
- Expy: A Fat and Skinny Dual Boss in a Soulslike game? Never saw that before. Just to drive it home further, their rematch in the depths has the surviving one claim the powers of the one who was killed first and regain all of their health in the process.
- Force and Finesse: Cannoneer is almost all about raw firepower, with many of his moves outright launching anyone unfortunate to be caught by them backwards a fair distance. By contrast, Blade Bearer's attacks will mostly keep the player in place, but she'll be swift enough to capitalize openings and cut health bars down to size.
- Fire-Breathing Weapon: One of Cannoneer's attacks is a steady stream of fire that stunlocks and deals tick damage. Defeating him will net you the Burning Disaster, a gun that can also function like a flamethrower by using its heavy attacks.
- Fire/Ice Duo: Well, yeah.
- Gag Boobs: The Blade Bearer is notable for her sizeable bust and the Jiggle Physics that come with them, even by the game's fanservice standards.
- Glass Cannon: The Blade Bearer hits hard, but has lower health and defense compared to her partner. She will go down pretty fast if you can focus on her, but it is not an easy task to accomplish while the Cannoneer is busy burning you alive from behind.
- Guys Smash, Girls Shoot: Inverted. The Blade Bearer fights up close and personal while the Cannoneer prefers to stay far way to shoot you down.
- Huge Guy, Tiny Girl: For a given definition of "tiny". The size difference is certainly distinct though.
- An Ice Person: The Blade Bearer uses a variety of ice attacks, ranging from close ranged ice spikes that explodes and firing a long ranged singular spike of ice from her sword. You can use these attacks yourself by using her sword, Iceblood. In the rematch in the Depths, the Cannoneer will add ice attacks to his moveset if the Blade Bearer is defeated first.
- Kill One, Others Get Stronger: In the rematch in the Depths, the surviving Lost will gain the power of the one that is defeated first. The Blade Bearer gains fire attacks while the Cannoneer gains ice attacks.
- Kung-Fu Wizard: Downplayed, but just because the Cannoneer is a Long-Range Fighter doesn't mean he won't throw his fist at you when you get close.
- Leitmotif: Tears of Passion -Unexpected Feelings-. An intense, fast-paced theme to reflect the frantic tempo at which you weave between fire and ice from every angle.
- Long-Range Fighter: The Cannoneer uses a large variety of extremely damaging ranged attacks, ranging from a blast of fire, a flamethrower, an explosion of fire from underneath you, and a floating ball of fire that explode into smaller fireballs. In contrast, his melee attacks are pathetic in the form of a overhead chop, a body tackle and a smack from his cannon arm. He is aware of this weakness however, and will always try to keep his distance away from you, and Blade Bearer covers for him in this regard.
- Magic Knight: The Blade Bearer uses a variety of ice Gifts to complement her swordsmanship.
- Mighty Glacier: The Cannoneer packs a punch with each attack and has a ton of health and defense, but his movement speed is so slow that he can't run at all while you can run circles around him. He would be an easy target to focus on, if not for the Blade Bearer stabbing and freezing you in the back.
- Playing with Fire: The Cannoneer specialize in long ranged and devastating fire attacks to roast you alive. In the rematch in the Depths, the Blade Bearer will add fire attacks to her moveset if the Cannoneer is defeated first.
- Royal Rapier: The Blade Bearer's sword, Iceblood is a swept-hilt one. You get to use it for yourself once you defeated the duo.
- Sword and Sorcerer: The Blader Bearer is the Sword that focus on melee attacks while the Cannoneer is the Sorcerer that focus on ranged attacks.
- Took a Level in Badass: Think the rematch in the Depths will end smoothly like the last time you took one of them down? Think again; the surviving member of the duo will heal back to full and exhibit the same elemental Gifts the other possessed, making the one-on-one fight a much more dangerous affair.
- Top-Heavy Guy: The Cannoneer's legs are hilariously squat and disproportionate to the rest of him. To be fair though, anything longer might just buckle underneath his heaving bulk and complicated tubing system.
Queen's Knight RebornHaving revived sometime following its first defeat at the hands of the protagonist and Jack, the Queen's Knight managed to revive and now stands guard before the Government Building, as if defending it from any intruders. Defeating it grants players the Ishtar Vestige, originally owned by Cruz Silva.
- Bloody Murder: It still has its previous attacks as the Queen's Knight, though this is no longer the only ability it has up its sleeve anymore.
- Came Back Strong: Exactly What It Says on the Tin. Since Lost cannot permanently die, the Queen's Knight eventually resurrected and became stronger than the last time the protagonist fought it.
- Confusion Fu: Compared to its previous form, Queen's Knight Reborn can teleport and initiate a different attack while still in the middle of its combo.
- Eye Scream: Likely a result of its resurrection, but a black growth reminiscent to its old form looks as if it's growing out of the right side of its face.
- Light Is Not Good: Its body developed a white color, and it will be more than happy to slaughter you if given the chance.
- Memory Jar: Contains the Vestige that once belonged to Cruz before she became the now-insane Queen.
- Palette Swap: Is more or less a white-colored version of the original Queen's Knight, though it's significantly stronger than the one Jack and the protagonist fought.
- Recurring Boss: Downplayed. While the Queen's Knight and Queen's Knight Reborn can be fought again in the Depths, its name all but states that this is the same Lost that Jack and the protagonist defeated before engaging the Queen. In a technical sense, this is the only boss that players must defeat twice in order to progress the story.
- Standard Status Effects: Unlike the original, the Queen's Knight Reborn can inflict a status effect. After its health has been reduced below 50%, it will cast a Sickly Green Glow that will slowly inflict Leak, forcing players to either risk losing ichor in exchange for damage or attack from long range.
- Sickly Green Glow: Casts one around its body that will linger for a short period of time. If you stay close to it for too long, you'll become inflicted with the Leak status effect.
- Teleport Spam: It still uses this trick, but unlike before it can do it while its in the middle of a combo.
- Took a Level in Badass: Compared to before, the Queen's Knight developed new abilities and is far stronger than the last time the protagonist or Jack fought during Operation Queenslayer.
- Turns Red: Has the exact same tactic as when its health is close to empty when first fought as the Queen's Knight.
- Bonus Boss: They're only fought near the end of the game and are only fought as part of the DLC expansions.
- The Dreaded: They're the whole reason the Revenants were created in the first place and are extremely hard to kill. So much so that they had to be sealed away.
- Intercontinuity Crossover: They're all implied to be the "ancestors" or first iterations of certain Aragami. The Hellfire Knight, for example, resembles the Hannibal Aragami.
- Post-Mortem One-Liner: After slaying these beasts, the victory card screen reads Grim Menace Obliterated rather than the Greater Lost Dispersed you're used to seeing.
- Sealed Evil in a Can: Rather than being killed, these monsters had to be locked away inside special Crypts. For good reason as well, since they're Horrors.
- Super Prototype: They're heavily implied to be the precursors of some of the most dangerous Aragami the God Eaters have encountered.
- Dark Is Evil: The Hellfire Knight is predominantly colored dark gray, and it is by far one of the most ruthless creatures Louis and his crew have ever come across.
- Lightning Bruiser: Anyone who's played God Eater probably saw this coming.
- Playing with Fire: If the name didn't clue you in, the Hellfire Knight uses fire-based attacks, ranging from creating swords made out of fire or surrounding itself in a wall of flame temporarily so it can either attack you while you try to get away or set off explosions in certain areas.
- An Ice Person: Primarily uses ice attacks. Interestingly enough, this is quite a stark contrast to its relatives, who use fire.
- Light Is Not Good: The Frozen Empress is predominantly colored in bright colors, mainly white red and blue, yet being an Aragami, it's quite vicious.
- Mighty Glacier: Somewhat. It's slower than the other DLC bosses, but still packs a punch.
- Light Is Not Good: Colored in gold with bright blue eyes and uses lightning, yet is a vicious, highly aggressive beast.
- Lightning Bruiser: Good lord yes. Defeating this thing essentially requires mastery of stamina management, otherwise you'll constantly be slammed by combo after combo and taken apart faster than you can react.
- Shock and Awe: Being a Vajra, this was expected.