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Main and secondary characters:
- "A searcher, aspiring to find a cure."
- Amazing Technicolor Population: Has very distinctive cyan skin, and their eyes are white dots on black.
- Badass Boast: For someone that never speaks, the Drifter still manages; after clearing any challenging battle (whether a small arena, or a full-on Boss Battle), the Drifter will do a dramatic sword-flourish and slam it point first into the ground.
- Badass Cape: The Drifter starts with a red one (or black, on New Game+) and can find various alternatives via exploration and unlocking. Most of them do something cool or useful, on top of looking pretty slick.
- Blood from the Mouth: A symptom of his illness is coughing up blood.
- The Hero Dies: Implied by the regular ending. All but confirmed by the special image you can view after beating the game on NG+ showing the Drifter's body in the area with the bonfire, except there is no fire now and his clothes are ragged and it looks like there may be cobwebs coming off his body.
- Laser Blade: The Drifter's primary weapon of choice. There are several different designs and colours available.
- The Chosen Many: The Drifter is not the first to seek the Modules, the Immortal Cell, or to suffer the affliction and Judgement, but they may yet be the first to succeed.
- Glass Cannon: The Drifter becomes this over the course of the game; you can dodge quickly and gain several devastating attacks, but you're stuck with the small HP pool you begin the game with, even as enemies become capable of dealing more damage.
- New Game+ mode takes this and cranks it up a notch, since the outfit you start with reduces your Max HP to 2, and finding/unlocking the alternate outfits is not a simple task.
- Lightning Bruiser: See the above paragraphs.
- The Musketeer: Though primarily a user of blades, the Drifter is no stranger to the use of sidearms and longarms. They may use a sword and carry two ranged weapons, fluidly switching between all three as the situation demands. Whilst only a basic pistol is available initially, the Drifter can find five other weapons.
- Tragic Keepsake: The Guardian's cape, once he succumbs to the sickness, is an item Drifter can take and equip.
- Weapon of Choice: Aside from his Laser Blade, the Drifter has a choice of six (technically seven) other weapons;
- BFG: The sixth and final ranged weapon received is, plain and simple, a BFG. It fires a beam shot that deals 7 damage (most others dealing only 1-2), but it takes a moment to charge before firing and has very low ammo capacity.
- Hand Cannon: A trophy from the Hanged Man, the Hand Cannon is slightly more powerful than the basic pistol, but has less ammo and forces the Drifter to stand in place for a moment when firing.
- Handguns: The first ranged weapon received is a basic semi-automatic, found during the tutorial sequence. Modest damage and capacity, fires quickly, but accuracy isn't stellar at longer ranges.
- Magnetic Weapons: Found after defeating the Hierophant, the railgun provides modest damage and can hit multiple enemies with a single shot. It can also activate certain switches that cannot be activated by other weapons.
- Shotguns Are Just Better: Two varieties- a basic shotgun that deals very high damage up close, and a sort of 'shard' gun that fires a spread of projectiles that then home in on a target after a short delay. Both have fairly limited capacity.
- Throw Down the Bomblet: Unlocked via a store in town, the Drifter can carry up to two regenerating explosive devices that deal moderate damage over a wide area. Very effective for clearing out swarms of weaker enemies.
- The Nintendo Switch version also added two new weapons:
- Taken for Granite: A gun that encases an opponent in a crystal upon hit. Great for intercepting enemy attacks and mixing up your melee combat to push your offensive power to new heights.
- Throwing Your Sword Always Works: A second Laser Sword that can be thrown like a javelin at an opponent before returning like a boomerang to the Drifter, hitting whatever gets in the way of its return arc.
A traveler that saves the Drifter after they briefly pass out from their illness. Both a capable warrior and guide, he helps the Drifter by pointing out the locations of the Modules in each region. He too seems to be guided by the Jackal and is aware of the threat of Judgement.
- Bait-and-Switch: Appears just after the Jackal in the first three areas, and shares a pink color scheme, which can lead players to assume that the Guardian is the Jackal in human form. But he dies in the South Zone, while the Jackal is unrelated. Attentive players can also see the Jackal with the Guardian after he rescues the Drifter at the beginning of the game, though it's partially hidden by foliage and easy to miss.
- Crusading Widower: The death of his wife and child, resulting from the sickness, lead him to start travelling and following the Jackal.
- One-Man Army: As cutscenes and NPC dialogue show, he is more than capable of defending himself against great numbers by himself. Unfortunately, even the mightiest of warriors is no match for the mysterious sickness.
- Real Men Wear Pink: His gear is mainly pink-colored with a bit of blue and brown here and there, he's also the bulkiest-looking npc in the game and he has the deepest, um, "voice".
- Also, you really can't deny that his spartan-esque helmet and furry cape, despite being pink, look hella manly.
Enemies and bosses:
The Hanged Man
- "Twisted, broken, a creature filled with anger and deep, wretched pain."
- BFS: Weapon of choice.
- Flunky Boss: Will occasionally attempt to free minions from the crystals in the arena. Alternatively, you can trick him into smashing them.
- Hand Cannon: Secondary weapon of choice. The Drifter can take it from him after defeating him.
- Lightning Bruiser: He may be large, but he moves fast and his leaping attacks are quite powerful. Like the Hierophant below, also quite large.
- Taken for Granite: Partially-petrified, with green crystals rising from his back and coating an entire arm. When defeated, he becomes fully petrified. Then falls apart from a Clean Cut.
- Turns Red: No change in appearance, but the Hanged Man's aggressive, leaping combos increase in speed and number of attacks (requiring more dodging, and more precision) as his health decreases.
- "A mad, power hungry ruler. A false prophet."
- Authority Equals Asskicking: Absolutely the case here.
- Flunky Boss: Summons weak swooping birdmen to harass the Drifter during the fight.
- Large and in Charge: Bosses are traditionally large in this game, but the Hierophant is big; easily twice the height of the Drifter.
- Teleport Spam: The Hierophant teleports around the arena.
- Totem Pole Trench: He's actually a very tiny birdman standing on the shoulders of a much larger creature.
- Turns Red: Does not physically change colour or appearance, but the Hierophant's attack patterns begin to vary as his health decreases; precise area blasts and snaking chains are gone in favour of saturating the rows and columns of the arena unevenly.
- Would Hurt a Child: According to one of the bird-people that don't follow him, his followers destroyed dozens of eggs and burned the hatchery down, and the attendants only managed to save a few.
Boss of the East Zone; a massive, overgrown frog-like creature. It wears a grim 'necklace' made of the water-city's former inhabitants.
- Big Eater: Upon introduction, it eats a mouse-person before the fight.
- Flunky Boss: As with most others, the Hermit summons lesser minions to its side.
- Throw Down the Bomblet: One of its primary attacks is to throw giant glass containers full of pink fire (as seen throughout the city and its underground labs). These explode violently on impact.
Bosses of the South Zone; a collection of combat robots, each with a specialty and weapon of choice.
- Boss Room: One of the South Zone's modules is in the middle of what looks suspiciously like a Boss Room... see below;
- He Was Right There All Along: One of the bosses does not appear until you attempt to activate the module container in the center of the room. The boss then explodes out of the space beneath the module container and launches their attack.
- Odd Name Out: They are the only major boss that doesn't follow the Tarot Motifs Theme Naming.
- Weapon of Choice: Each has a trademark weapon and fighting style.
- Archer Archetype: One of the last to be fought uses a massive bow to fire energized arrows.
- Fireball: One summons balls of energy to throw with.
- Flunky Boss: The ambusher prefers to fight by summoning Attack Drones.
- Sinister Scythe: Another fights with a massive scythe, alternating between melee and ranged attacks.
Gods and other entities:
- "Ever-present, always watching, inevitable."
- Big Bad: The Drifter's greatest enemy and the source of their struggles.
- Battle in the Center of the Mind: When the Drifter finishes off Judgement, it's revealed that they stabbed not the monster, but the Immortal Cell. This throws into question if Judgement was even real to begin with.
- Color Motifs: A sickly magenta is associated with it, which is also the color of Drifter's blood in cutscenes, as well as mysterious pylons and containers that crackle in a way that's evocative of a Geiger counter. And the Modules themselves, hinting at some unclear connection between them.
- The Corruption: It has connections to both the corruption of the Immortal Cell and the sickness that afflicts the Drifter, Guardian, and numerous others. Whether it's the cause of both or only a result of them is unclear.
- Coup de Grâce: Unlike most other bosses, Judgement does not immediately "die" when reaching 0 HP. It sits there, breathing heavily, unable to move, attack, or defend itself. The player must actively, consciously execute the finishing blow, in which the Drifter uses a Finishing Move to destroy Judgement... and the Immortal Cell.
- Flunky Boss: Summons packs of four explosive drones that surround the Drifter and make nuisances of themselves.
- The Juggernaut: Absolutely huge and, until the Final Battle, absolutely unstoppable. It constantly follows the Drifter as they take the Modules and will effortlessly destroy them in their visions.
- Lightning Bruiser: It not only boasts the power of a godlike entity, its speed is just as insane. It will knock the Drifter over if they're in the way of its dashes.
- Sigil Spam: It's "face" is identical to containers the Drifter opens to collect Modules.
- Teleport Spam: Teleports around the arena, of course.
Four biomechanical monstrosities that are responsible for the destruction of the ancient civilization and the ruined state of the world. Their remains are found in each region where they were finally defeated.
- Expy: Of the God Warriors from Nausicaä of the Valley of the Wind. Aside from similar designs, they both are largely responsible for the apocalypses of their worlds, were nigh-unstoppable gods, and enigmas that just suddenly appeared one day.
- Greater-Scope Villain: Judgement might be the Drifter's main threat, but the Titans are what nearly destroyed the world in the first place and their influence is still felt to this day.
- Outside-Context Problem: They're long dead by the time of the game, but there seems to be no explanation to what they were or why they existed. Doesn't help that their first act was to destroy everything.
- Posthumous Character: They've been dead for a very long time.
A mysterious canid creature that appears from time to time, appearing to lead the Drifter on in their search. It is heavily implied that it might be related to the Immortal Cell in one way or another.
- Animalistic Abomination: It's not clear what the Jackal is, but for sure it's no ordinary hound.
- God's Hands Are Tied: Due to Judgement stealing its powers, the Jackal is unable to defeat it and must call for outside help from the drifters. Outside of appearing in visions to guide the drifters, it can't offer any more assistance.
- Holy Halo: A diamond-shaped one, signifying its divinity and connections to Judgement and the Immortal Cell.
- Mysterious Watcher: Appears to be watching the Drifter and the Guardian, as well as their progress, for some unknown reason. It seems to be doing so to determine their skill and worthiness, to see if they're fit to defeat Judgement.