Compendium
Trails in the Sky 2nd Chapter — Bestiary
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Compendium
Trails in the Sky 2nd Chapter — Compendium
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An archaism modeled after the Black Fang. Programmed to simulate Joshua's combat techniques and crafts.

A mysterious fighter that appeared from thin air. Skilled with a spear, he uses a variety of attacks to drive his opponents into a corner.

A talented senior bracer from the Grancel branch. He uses Eastern techniques known as 'Fangshu,' and is skilled with a spear.

A mysterious fighter that appeared suddenly. Uses a smokescreen as a distraction before a rush attack. Watch out for his delay attacks!

A bracer from Kurt's unit who has fallen into a powerful hypnotic state. He unleashes a continuous barrage of razor-sharp crafts.

A major in the Seventh Armored Division of the Erebonian Imperial Army. A master swordsman who blends finesse and power.

One of the Royal Army's top personnel. Studied swordsmanship directly under the Divine Blade, and has a powerful command of combat arts.

The Society's Third Anguis, also known as 'the Faceless.' Uses a forbidden art that temporarily banishes foes beyond space and time.

Enforcer No. II. Wields powerful arts and dominates foes through masterful swordsmanship.

A clone of Loewe, the Bladelord that was manifested through a special craft.

Enforcer No. VIII, a Taito school master. Launches furious attacks filled with killing intent, crushing all who stand before him.

Enforcer No. VIII, a Taito school master. Launches furious attacks filled with killing intent, crushing all who stand before him.

Enforcer No. X. Uses mysterious tricks to disorient foes, following up with elegant yet fatal attacks.

Enforcer No. X. Uses mysterious tricks to disorient foes, following up with elegant yet fatal attacks.

Enforcer No. X. Uses mysterious tricks to disorient foes, following up with elegant yet fatal attacks.

Enforcer No. X. Uses mysterious tricks to disorient foes, following up with elegant yet fatal attacks.

Ex-secretary to Ruan's mayor. Has an overly arrogant attitude, but is quite clueless about weapons.

Ex-secretary to Ruan's mayor. Lacks maturity when dealing with students. His attacks are weak but he's a constant nuisance.

The self-proclaimed 'New Gilbert.' Having finally found his resolve, he wears an overly intense expression. Beyond that, he appears quite normal.

An executive of the Ravens. Known by the nickname 'Hell Spinach' among members. A bit frightening when cornered.

An executive of the Ravens. Known for being flirtatious, laid-back, and the No. 1 mood maker of the gang. Somewhat frightening when cornered.

An executive of the Ravens. His short fuse and aggressiveness earned him the moniker 'Nitrocco.' Very frightening when cornered.

Lt. Colonel Cid's personal assistant. Don't let his young age fool you — he's a highly reliable right-hand man, mighty with both his pen and sword.

A non-commissioned officer stationed at the flight training grounds. His immense skill and experience make him a formidable enemy.

A soldier assigned to the Leiston Fortress garrison. Selected specifically for their exceptional combat skills.

A guard stationed at the flight training grounds. Packs a serious punch, due to pent-up energy and sheer boredom.

A soldier assigned to the Leiston Fortress garrison. Selected specifically for their exceptional combat skills.

A guard stationed at the flight training grounds. Packs a serious punch, due to pent-up energy and sheer boredom.

A soldier assigned to the Leiston Fortress garrison. Selected specifically for their exceptional combat skills.

A guard stationed at the flight training grounds. Packs a serious punch, due to pent-up energy and sheer boredom.

A non-commissioned officer stationed at the Leiston Fortress garrison. His immense skill and experience make him a formidable enemy to oppose.

An ex-Intelligence Division soldier. Overwhelms targets with diverse combat techniques and a powerful rifle.

An ex-Intelligence Division soldier. Overwhelms targets with diverse combat techniques and a powerful rifle.

An ex-Intelligence Division soldier that wields a halberd. Boasts overwhelming power and annihilates enemies with devastating techniques.

An ex-Intelligence Division soldier. Corners foes with a flurry of blows unleashed from unwieldy claws. Also uses Thelas Balms.

An ex-Intelligence Division soldier. Corners foes with a flurry of blows unleashed from unwieldy claws. Also uses Thelas Balms.

An ex-Intelligence Division soldier. Corners foes with a flurry of blows unleashed from unwieldy claws. Also uses Thelas Balms.

An ex-Intelligence Division soldier. Corners foes with a flurry of blows unleashed from unwieldy claws. Also uses Thelas Balms.

An enhanced jaeger equipped with an orbal gun. Specializes in indirect attacks that can disrupt the enemy. Poses a serious threat in group combat.

An enhanced jaeger equipped with an orbal gun. Specializes in indirect attacks that can disrupt the enemy. Poses a serious threat in group combat.

An enhanced jaeger equipped with an orbal gun. Specializes in indirect attacks that can disrupt the enemy. Poses a serious threat in group combat.

An enhanced jaeger wielding a greatsword. Adapts to a wide range of situations to corner opponents. Also can use Thelas Balm.

An enhanced jaeger wielding a greatsword. Adapts to a wide range of situations to corner opponents. Also can use Thelas Balm.

An enhanced jaeger wielding a greatsword. Adapts to a wide range of situations to corner opponents. Also can use Thelas Balm.

A bracer from Kurt's unit who has fallen into a powerful hypnotic state. Her blade has only grown more formidable.

A mysterious fighter that appeared suddenly. Prefers to shoot at enemies from afar. Make sure not to get hit by her freezing grenades!

A bracer from Kurt's unit who has fallen into a powerful hypnotic state. By using her orbal gun and arts, she eradicates anyone in her way.

An ex-Intelligence Division captain. A well-rounded combatant that uses a wide range of techniques to pester her opponents.

Enforcer No. XV. Effortlessly swings an enormous scythe with speed that belies her size, slaying enemies in a single strike.

A genius girl commanding an enormous archaism. Wields a giant scythe with ease, killing enemies in a single strike.

Enforcer No. VI. Manipulates powerful Eastern illusion arts with ease, shattering both body and mind.

Enforcer No. VI. Manipulates powerful Eastern illusion arts with ease, shattering both body and mind.

Enforcer No. VI. Manipulates powerful Eastern illusion arts with ease, shattering both body and mind.

Enforcer No. VI. Manipulates powerful Eastern illusion arts with ease, shattering both body and mind.

A small, nocturnal monster. Secretes poison from pores all over its body when attacking foes. Loves dirty water.

A golden, nocturnal monster. Poisons its prey and consumes them alongside the poison itself, indicating its extreme fondness for toxins.

The child of a poisonous monster. Despite its tiny size, it bravely confronts larger prey with its oozing poison and determination.

A swarm of larval insect monsters. Difficult to hit with weapons, and scatters scales that irritate the eyes.

A swarm of larval insect monsters. Troublesome pests that scatter scales that cause blindness and paralysis. Dodges attacks with ease.

A winged, cat-like monster. Its charged attacks intimidate even the most purr-sistent foes. Proud of its great sense of balance.

A feline monster with red wings and the aura of a seasoned warrior. Its charged attacks intimidate even the most purr-sistent foes.

A plant monster that resembles a lily-of-the-valley flower. Slowly weakens its prey by shooting seed-like bullets from a distance.

A corn-bearing plant monster. Cheerfully launches corn kernels from a safe distance to finish off prey.

A reddish-brown beetle monster. Relentlessly pursues its target. Beware of the hypnotic buzz caused by its wings.

A beetle monster the color of green tea. Persistently pursues targeted prey. Beware its hypnotic buzzing wings.

A beetle monster adapted to survive in harsh environments. Its bite can paralyze prey, making it particularly troublesome.

A small, fierce bird monster. A strong will lets it drop rocks with meteoric force, causing it to be known as a road-destroying pest.

A small, malicious bird monster. A strong will lets it drop rocks with meteoric force, causing it to be known as a road-destroying pest.

A mysterious fluffy creature that sparkles with a dazzling light. Annoyingly agile and troublesome, yet somehow impossible to dislike.

A mysterious, fluffy creature imbued with an ancient glimmer. Annoyingly agile and troublesome, yet strangely endearing.

A mysterious, fluffy creature imbued with an ancient glimmer. Annoyingly agile and troublesome, yet strangely endearing.

A mysterious fluffy creature that sparkles with a dazzling light. Annoyingly agile and troublesome, yet somehow impossible to dislike.

A mysterious fluffy creature that sparkles with a dazzling light. Annoyingly agile and troublesome, yet somehow impossible to dislike.

A mysterious fluffy creature that sparkles with a dazzling light. Annoyingly agile and troublesome, yet somehow impossible to dislike.

A mysterious fluffy creature that sparkles with a dazzling light. Annoyingly agile and troublesome, yet somehow impossible to dislike.

A mysterious fluffy creature that sparkles with a dazzling light. Annoyingly agile and troublesome, yet somehow impossible to dislike.

A mysterious fluffy creature that sparkles with a dazzling light. Annoyingly agile and troublesome, yet somehow impossible to dislike.

A robust-but-fluffy creature that radiates a dazzling light. More agile and more troublesome, but still as impossible to dislike.

A robust-but-fluffy creature that radiates a dazzling light. More agile and more troublesome, but still as impossible to dislike.

A robust-but-fluffy creature that radiates a dazzling light. More agile and more troublesome, but still as impossible to dislike.

A robust-but-fluffy creature that radiates a dazzling light. More agile and more troublesome, but still as impossible to dislike.

A robust-but-fluffy creature that radiates a dazzling light. More agile and more troublesome, but still as impossible to dislike.

A monster that ravages crop fields. Always in search of tastier, higher-quality food. Talented at playing dead.

A monster living in herds on plains. Constantly hopping about in search of tastier, higher-quality food. Talented at playing dead.

The chief of the crop-raiding beasts. The smartest of the pack, it's even capable of casting arts. Also skilled at using blinding attacks.

The chief advisor of the Grass Hoppers. The smartest of the pack and quite skilled with arts. Also talented at blinding attacks.

A monster that outranks even the Hopper Chief. Its superior smarts result in higher arts proficiencies and resistances.

A crustacean monster that dwells underground, mercilessly snipping its enemies with powerful pincers. Sometimes calls allies for help.

A crustacean monster inhabiting abandoned mines. Mercilessly slices prey with sharpened pincers and sometimes calls allies for help.

A young crustacean monster. Excels in offense and defense despite its small size, and can move swiftly too. Its sole weakness is its low stamina.

An aquatic monster that inhabits ancient artifacts. Has a shell that's as tough as it appears, but dislikes arts.

A snail monster that lurks in waterways. Has a shell that's as tough as it appears, but dislikes arts. Smells like sewage.

A larval amphibian monster that loves damp places. Its soft, mucus-covered body is resistant to arts. Loves draining prey's bodily fluids.

A larval amphibian monster that loves dark places. Its soft, mucus-covered body is resistant to arts. Loves draining prey's bodily fluids.

A mysterious, fluffy creature. Gathers in groups to drain vitality, causing travelers to unknowingly accumulate fatigue.

A mysterious fluffy being notable for its vivid violet coloration. Casually swarms travelers, completely draining their vitality.

A mysterious fluffy creature with a refreshing minty aroma. Nonchalantly swarms travelers, completely draining their vitality.

A mysterious, fluffy creature said to taste like a pumpkin. Arrogantly swarms travelers, completely draining their vitality.

A mysterious, fluffy creature driven by primitive instincts. Swarms reflexively when it sees humans, draining their life force completely.

A mysterious monster that stores esmelas inside its body and wields powerful arts. Explodes upon defeat, so defeat it from a safe distance.

A mysterious monster that stores amberl inside its body and wields powerful arts. Explodes upon defeat, so defeat it from a safe distance.

A mysterious monster that stores sapphirl inside its body and wields powerful arts. Explodes upon defeat, so defeat it from a safe distance.

A mysterious monster that stores carnelia inside its body and wields powerful arts. Explodes upon defeat, so defeat it from a safe distance.

A large monster that roams the highway. With an armor-like hide, its charge can shatter boulders. Extremely weak to arts.

A large, dazzling golden monster that arrogantly ravages highways. Has skin as tough as armor, but is extremely vulnerable to arts.

A giant, horned monster equipped with jet-black armor. Has near-perfect offense and defense, but is extremely vulnerable to arts.

A large monster with vivid colors, steel-like armor and tough horns. Spreads a sweet fragrance that hypnotizes foes over a wide area.

An insect monster that nests in forests. Swift and aggressive, stabbing prey with its thick poison stinger is its favorite pastime.

An insect monster that inhabits hills. Aggressive and quick, it takes pleasure in stabbing prey with its thick, venomous stinger.

A mysterious monster enveloped in mist, emitting various harmful gases. Very difficult to hit with weapons.

A peculiar dust-cloaked monster that releases harmful gases. Extremely difficult to hit with weapons.

A peculiar dust-cloaked monster that releases harmful gases. Extremely difficult to hit with weapons.

A plant monster that now resides in the ruins. Also known as the 'Pinecone from Hell.' Explodes on defeat, so beat it up from a distance.

The pitiful, innumerable offspring of a Pine Plant. They approach prey and self-destruct to feed their parent.

A floating soft-bodied monster. Captures prey with long tentacles, then sucks their nutrients. Calls for help when injured.

A soft-bodied monster that drifts along beaches. Captures prey with long tentacles and sucks their nutrients. Calls for backup when injured.

A soft-bodied monster unable to hide its own deliciousness. It immobilizes prey with petrifying tentacles, and calls for allies when injured.

A beast monster distinguished by its sharp claws and rounded shell. Fiercely aggressive and surprisingly strong despite its small size.

A nocturnal monster that lives underground. A tragic creature whose large claws prevent it from embracing its beloved mate.

A Scissorhands that gained unique power from endless battles and solitude. It rejects love and wounds anyone who approaches it.

A snake monster that resembles a mushroom. Feasts on its prey after weakening them with its poison. Sometimes calls allies.

A snake monster that resembles a poison mushroom. Weakens its prey with poison before devouring them. Sometimes calls allies.

A snake monster that resembles a giant mushroom. Spreads various types of poison, then devours weakened prey. Sometimes summons minions.

A queen among giant snake-mushroom monsters. Releases a poison that brings nothing but misfortune, drowning its prey in despair.

An odd soft-bodied monster that lives symbiotically with plants. Extremely dangerous due to its delay attacks and instant-death arts.

A highly intelligent monster that mysteriously appeared one day. Extremely dangerous due to its petrify attacks and deathblow arts.

A ferocious bird monster that inhabits wastelands. Its large beak and wings grant it devastating combat power, but it despises fire.

A fierce bird monster that inhabits highlands. Its large beak and wings grant it devastating combat power, but it despises water and ice.

A fierce bird monster that rides the storms. Its large beak and wings grant it devastating combat power, but it despises getting dirty.

A fledgling Hresvelgr. Fears nothing as long as it wears the shell it got from its parent. May call adult allies for help.

A lost baby bird. Fears nothing as long as it wears the shell it got from its parent. May call adult allies for help.

A bird monster that inhabits mountainous regions. Stores strength by napping then awakes in a wild frenzy. Proud of its fluffy eyebrows.

A bird monster that lives in cold regions. Its freezing beak can immobilize prey. Appears to have poor eyesight.

A shelled soft-bodied monster adept at fire arts. Explodes upon defeat, so defeat it from a distance.

A shelled soft-bodied monster adept at wind arts. Explodes upon defeat, so defeat it from a distance.

A shelled soft-bodied monster with internal electric organs. Resistant to arts and explodes upon defeat, making it particularly troublesome.

A small, agile monster with a shell. Swarms its prey in large groups, with the added annoyance of being able to self-destruct.

A small, agile monster with a crimson shell. Swarms its prey in large groups, with the added annoyance of being able to self-destruct.

A small, agile monster that existed in ancient times. A troublesome beast that explodes when defeated. Can absorb all four elemental arts.

A shelled soft-bodied monster adept at fire arts. Explodes upon defeat, so defeat it from a distance.

A large flying marine monster often called a 'living fossil.' Its noxious shockwaves deal catastrophic damage.

A large flying marine monster often called a 'living fossil.' Its noxious shockwaves deal catastrophic damage.

A large flying marine monster often called a 'living fossil.' Its noxious shockwaves deal catastrophic damage.

A large aerial monster with rare evolutionary traits. Emits tainted shockwaves capable of catastrophic destruction.

A superior flying marine monster that has obtained a body of steel. Has a dazzlingly bright lightning attack. Can absorb ground and fire-based arts.

A colony of arthropod monsters that releases poisonous gas. The gas contains various toxins, making it a troublesome foe.

A colony of arthropod monster larvae. Small but surprisingly mighty. Weak to water and fire.

A blood-sucking plant found in mountainous regions. Pursues prey to suck their bodily fluids. Can also cause petrification, so caution is advised.

A blood-sucking plant that inhabits wetlands. Pursues prey to suck their bodily fluids. Can also cause petrification, so caution is advised.

A large, sinister monster with fiendish horns, claws, and fangs. Agile despite its massive size, it plunges its prey into despair.

A large, sinister monster that's grown stronger through combat. Agile despite its massive size, it inflicts ultimate suffering on prey.

A large monster that has a form befitting its excessive pride. Shockingly agile for its size, it delights in trampling prey to a pulp.

A male scorpion monster. Thoroughly torments prey using various poisons stored within its tail, then consumes them eagerly.

A female scorpion monster. Leisurely toys with prey using various poisons stored within its tail, then elegantly consumes them.

An energetic sheep monster. Gracefully executes sleep-inducing attacks. Proud of its fluffy wool coat.

A dirty sheep monster that inhabits the dark corners of large cities. Experienced in street fighting, it unleashes attacks that induce sleep.

An even filthier Creepy Sheep. Genuinely could not be any more excited. Smellier than your average Dark Creepy Sheep.

A rare-colored Creepy Sheep that wishes for its own happiness. It swiftly executes sleep-inducing attacks with refined agility.

A Creepy Sheep that craves happiness. Genuinely could not be any more excited. Has a positively beaming... smile...

A pure-hearted sheep monster with boundless hope. Unleashes a string of martial arts moves so fluid, it appears to be soaring through the sky.

A sheep monster that strives to shine brightest in adversity. Refined and elegant, it is a master of martial arts.

An overly energetic sheep monster. Genuinely could not be any more excited. Is, in fact, grinning from ear to...creepy ear...

A turtle monster that protects itself with mysterious bubbles. Boasts ironclad defense, but is weak to fire-elemental arts.

A turtle monster that protects itself with invincible bubbles. Boasts overwhelming defense, but is weak to earth-elemental arts.

A giant mantis monster proud of its razor-sharp scythes. Wounds anything it touches, and for some reason only targets men.

A cruel, ruthless mantis monster. Its sharp scythe attacks are extremely powerful and can freeze prey. Very weak to fire arts.

A large monster said to have existed since before the Great Collapse. Exercise extreme caution against its rage-fueled attacks.

The leader of the Giant Foot monsters, and a giant among giants. Wrathful strikes from its massive body can shatter even the earth.

A large monster with a cold, calculating mind and a bizarre, soft body. It freezes prey to ensure they remain fresh as it consumes them.

A large monster with a cold, calculating mind and a bizarre, soft body. It freezes prey to ensure they remain fresh as it consumes them.

A Master Cryon so old, the years have all blurred together. It has frozen so many spoils, hunting for food has turned into a chore.

A highly intelligent and cunning predatory bird monster. Emits a dazzling light to disrupt its prey's senses.

A bizarre plant monster that lurks in darkness. Drains prey's blood after trapping them in mud. Weak to fire-elemental arts.

A bizarre plant monster of unusual size. Drains prey's blood after trapping them in mud. Absorbs earth-elemental arts.

A wolf-like monster trained for combat. Corners prey using its sharp fangs and swift movements.

A fierce flying marine monster that swims through the sky in search of prey. Its extremely powerful jaws can easily crush bone.

A rogue Killer Shumock searching inland for a new home. Its extremely powerful jaws can easily crush bone.

A flying marine monster that happily swims through the sky. Paralyzes foes with neurotoxins before calling in allies to torment them in groups.

A plant monster emitting pale blue fire. Spins dazzling flames to burn approaching enemies and drive them mad.

A plant monster emitting bright red fire. Spins dazzling flames to burn approaching enemies and drive them mad.

A deadly shark monster with crocodilian characteristics. Extremely slow-moving, but possesses immense attack power.

An extremely heavy monster whose shell resembles a knight's helmet. Attacks with lightning and blinding sand. Explodes upon defeat.

A highly intelligent and cunning chameleon monster. Voraciously swallows prey whole, but is weak against water.

A chameleon monster whose evolution was spurred on by its kin's regrets. Voraciously swallows prey whole, but is weak to water.

A further evolved chameleon monster. Voraciously swallows prey whole, and has conquered its weakness to water...but only that.

An ancient species of chameleon-like monster. Uses a wide array of powerful arts at will. Enjoys being burned by fire.

A well-bred Phenomenon. Uses a diverse array of powerful arts at will. Enjoys being burned by fire.

An insect monster that flies around forests. Scatters scales that cause blindness and petrification. Sometimes calls for allies.

An insect monster that lurks in darkness. Scatters scales that cause blindness and petrification. Sometimes calls for allies.

A boar monster that inhabits forests. Takes pride in its charge, which has a strength-sapping effect. Its fat is highly nutritious.

Young Gourd Boars whose coordinated trio attacks often fail, but occasionally surpass even those of their parents.

A flightless bird monster that inhabits forests. Its sharp talons can cause instant death, so caution is essential.

A spider monster that lurks in the darkness. Moves swiftly and uses sticky threads to capture prey. Also has venomous fangs.

A young spider monster that lurks in the darkness. Faster than even its parents, it captures prey with swift movements. Not very durable.

A mysterious crustacean monster. Protects itself with a strange force field that reflects physical attacks. Sometimes summons underlings.

A uniquely-shaped bony fish monster. Spews bubbles that sting the eyes and induce sleep. Extremely weak to earth-elemental arts.

An escaped monster designed for combat. Strong against arts, it's weak to physical attacks. Absolutely adores playing with fire.

An escaped monster designed for combat. Strong against physical attacks, but has a low resistance to arts. Loves splashing in water.

A vicious monster that roams around in search of blood and affection. Has no discernible weaknesses. Loves rolling around in mud.

A turtle monster that emits scalding steam. Steady and cautious, it protects itself using defensive earth arts. Absolutely hates wind arts.

A larval monster that dwells in darkness. Spits out highly adhesive fluids to slow down its prey, then drains their vitality.

A cartilaginous fish monster that inhabits damp lowlands. Uses swift movements to deliver poisonous tackles and geothermal attacks.

A gloomy crustacean monster deeply fond of darkness. Spews bubbles with strong hypnotic effects.

A ferocious rabbit monster with a tough hide. It can take down prey in a single strike, giving it the alias 'Killer Rabbit.'

A hyperactive bird monster that lives in limestone caves. The rapid strikes from its sharp beak pack quite a punch.

A hyperactive bird monster that lives in limestone caves. Specializes in freezing attacks. Cool, frosty, and chill!

A hyperactive bird monster that lives in limestone caves. Releases foul gas that weakens enemy defenses.

A bird monster that dutifully supports the King of Despair. It releases a bright yellow gas, to summon good fortune.

A hyperactive bird monster that lives in limestone caves. Timid by nature, but will abruptly start singing and flirting.

A bird monster that dutifully supports the King of Despair. Timid, but does its best to cause a disturbance with chirps and calls.

A hyperactive bird monster that lives in limestone caves. Hurls fresh fish at incredible speeds.

A hyperactive bird monster that lives in limestone caves. Fires off a secret 'weapon' that snuffs the life out of prey.

A flock of young Pengu birds. Perform adorable coordinated trio attacks that strip away enemy morale.

A flock of chicks who idolize their king. Performs adorably coordinated trio attacks that strip away enemy morale.

The Pengu king that traded its underground cave for the sewers. Completely unmotivated, but can still rally itself when necessary.

An evolved Crocoshark that boasts incredible attack power. Takes down prey with a single decisive strike.

A vicious crocodile monster with shark-like characteristics. Its powerful charging attacks violently tear prey apart.

A bizarre flying marine monster that swims through darkness. It exhausts prey by thoroughly toying with them before devouring them.

A bizarre flying marine monster that grew strong by slaughtering its own kind. Dominating prey through fear, it brings death and despair.

A subterranean male amphibian monster. Uses its long tongue to torment prey and drain their vitality. Sometimes calls larvae for help.

A subterranean female amphibian monster. Uses its long tongue to toy with prey and drain their life force. Sometimes calls males for help.

A subterranean female amphibian monster. Uses its long tongue to toy with prey and drain their life force.

An amphibian monster that rules the depths. Uses its long tongue to torment prey and drain their life force. A devout user of water arts.

An archaism designed for scouting that emerged from ancient ruins. Calls for reinforcements upon detecting danger.

A scout-type archaism that patrols the extradimensional space within the Esmelas Tower. Calls for reinforcements upon detecting danger.

A scout-type archaism that patrols the extradimensional space within the Carnelia Tower. Calls for reinforcements upon detecting danger.

A scout-type archaism that patrols the extradimensional space within the Sapphirl Tower. Calls for reinforcements upon detecting danger.

A scout-type archaism that patrols the extradimensional space within the Amberl Tower. Calls for reinforcements upon detecting danger.

An archaism that emerged from ancient ruins. Attacks from a distance by hurling axes.

An archaism that drifts through the extradimensional space within the Esmelas Tower. Attacks from a distance by hurling axes.

An archaism that drifts through the extradimensional space within the Carnelia Tower. Attacks from a distance by hurling axes.

An archaism that drifts through the extradimensional space within the Amberl Tower. Attacks from a distance by hurling axes.

An archaism that emerged from ancient ruins. Attacks from a distance by hurling axes.

An archaism that drifts through the extradimensional space within the Sapphirl Tower. Generates sound waves that cause abnormalities.

An archaism that drifts through the extradimensional space within the Amberl Tower. Generates sound waves that cause abnormalities.

An archaism that drifts through the extradimensional space within the Esmelas Tower. Utilizes various arts and self-destructs as a last resort.

An archaism that drifts through the extradimensional space within the Carnelia Tower. Utilizes various arts and self-destructs as a last resort.

An archaism that drifts through the extradimensional space within the Sapphirl Tower. Utilizes various arts and self-destructs as a last resort.

An archaism that drifts through the extradimensional space within the Amberl Tower. Utilizes various arts and self-destructs as a last resort.

An archaism that got lost in the sewers. It calls for reinforcements when damaged.

An archaism that drifts through the extradimensional space within the Carnelia Tower. It calls for reinforcements when damaged.

An archaism with enhanced computational capabilities. It calls for reinforcements when damaged.

An archaism that drifts through the extradimensional space within the Sapphirl Tower. It calls for reinforcements when damaged.

An archaism with enhanced computational capabilities. It calls for reinforcements when damaged.

An archaism that drifts through the extradimensional space within the Amberl Tower. It calls for reinforcements when damaged.

A defense-type archaism that guards the extradimensional space within the Esmelas Tower. It unleashes powerful area attacks.

A defense-type archaism with enhanced computational capabilities. It unleashes powerful area attacks.

A defense-type archaism that guards the extradimensional space within the Amberl Tower. It unleashes powerful area attacks.

A defense-type archaism with enhanced computational capabilities. It unleashes powerful area attacks.

A defense-type archaism that has guarded the Axis Pillar for centuries. It unleashes powerful area attacks.

An archaism designed for support that emerged from ancient ruins. Utilizes a range of arts, including healing ones.

A support-type archaism that patrols the extradimensional space within the Esmelas Tower. Utilizes several different arts including healing.

A support-type archaism that patrols the extradimensional space within the Carnelia Tower. Utilizes several different arts including healing.

A support-type archaism that patrols the extradimensional space within the Sapphirl Tower. Utilizes several different arts including healing.

A support-type archaism that patrols the extradimensional space within the Amberl Tower. Utilizes several different arts including healing.

A round, amphibious monster. It shoots out the water it stores in its body with terrifying force. Not afraid to call for backup.

An outrageously large amphibious monster. It shoots out the water it stores in its body with terrifying force. Not afraid to call for backup.

An amphibious monster with an ample figure. It shoots out the water it stores in its body with terrifying force. Sometimes calls for backup.

A slimy monster with a flexible physique. Uses its sticky tongue to weaken its prey. Adores water.

A small monster with a flexible physique. Uses its sticky tongue to relentlessly pester its prey. Adores water.

A large monster with a flexible physique. Uses its sticky tongue to weaken its prey. Adores water.

A type of annual plant monster. Uses poisonous pollen to weaken its prey, then consumes it for nutrients.

A plant monster born in the primeval forest. Weakens prey with toxic pollen before feeding on them for nutrients. Has an unusual fondness for fire.

A monster bundled in thorns. Generates electricity, which gives it a brilliantly dazzling glow. Detonates on defeat.

A monster encased in thorns. Generates electricity and explodes upon defeat. Enjoys playing in the mud, no matter its age.

A cat monster with spear-like claws. Has no qualms about resting when it feels worn out, to restore its stamina.

A Bush Lancer brimming with confidence. Has no qualms about resting when it feels worn out, to restore its stamina.

A beetle monster from the forest's depths. It developed its large mandibles to better devour its prey. May summon allies.

A rabbit monster with green eyes. Likes to assault its foes with stinky black pellets.

An overgrown rabbit monster. Likes to assault its foes with stinky black pellets.

A lithe monster that dwells in forests. Restrains prey with its mucus and uses the smell to bamboozle them before chomping away.

An ancient soft-bodied monster. Uses a feral odor to disorient prey before consuming it. Loves water even more than its mate.

A shelled monster that lives on beaches. Puts its prey to sleep before snipping them to bits. Also has a formidable freeze attack.

A vicious meat-eating monster with a taste for human flesh. There is no love in its heart, only pure animal instinct.

A carnivorous monster whose black and amber coat demands caution. There is no love in its heart, only an insatiable hunger.

A large scorpion monster that is capable of surviving in the harshest environments. Whether on land or in the air, it poisons any target.

A scorpion monster to beat all scorpion monsters. Getting charged by this massive beast brings certain death.

A scorpion monster to beat all scorpion monsters. Getting charged by this massive beast brings certain death.

A large scorpion monster that is capable of surviving in the harshest environments. Whether on land or in the air, it poisons any target.

A monster formed from an abundance of dust and debris. Sucks the fluids from its prey to fuel its own existence.

An amalgamation of detritus and rotted water plants. It can use arts and also suck the life from its prey.

An amalgamation of detritus and rotted water plants. It can use arts and also suck the life from its prey.

A monster formed from an abundance of dust and debris. Sucks the fluids from its prey to fuel its own existence.

A winged monster that keeps to dark places. Attacks with poison-coated raw fish that it spits out.

An archaism manufactured in the medieval era. It releases a special sound wave on defeat, boosting its allies' abilities.

An archaism that deploys a barrier capable of deflecting physical attacks. Releases a special sound wave on defeat, boosting its allies' abilities.

An archaism that deploys a barrier capable of deflecting arts attacks. Releases a special sound wave on defeat, boosting its allies' abilities.

A high-output archaism manufactured in the medieval era. It releases a special sound wave on defeat, boosting its allies' abilities.

A gluttonous plant monster that eats anything that moves. It absorbs impurities from the earth, storing them in its body.

A gluttonous plant monster that eats anything that moves. It absorbs impurities from the earth, storing them in its body.

A winged insect monster with exceedingly long legs. It uses its stinger to suck the blood out of its prey. Adores dark places.

A large anthill-turned-monster den. Fires formidable formic acid that petrifies any who venture too close.

A slime monster that makes its home inside large frozen corpses. It adeptly manipulates cold to freeze its surroundings in a snap.

A slime monster that makes its home inside large frozen corpses. Something seems off about it...

A massive anthill-turned-monster den. Fires formidable formic acid that petrifies any who venture too close.

An enormous worm monster invigorated by septium veins. It reacts violently when injured, causing localized earthquakes.

An enormous worm monster invigorated by septium veins. It reacts violently when injured, causing localized earthquakes.

An enormous worm monster invigorated by septium veins. It reacts violently when injured, causing localized earthquakes.

An insect monster that inhabits warm regions. Sucks the fluids from living creatures to sustain itself. Secretly desperate for companionship.

An insect monster that wandered out to the road. Sucks the fluids from living creatures to sustain itself. Surprisingly demanding.

A spiky plant monster. It's very active in battle, attacking with its sharp spines and offering support to its allies.

A juvenile Lark Cactus. Still spiky, but somehow cuter. Keen on poking holes in its enemies. Detonates on defeat.

An adult Lark Cactus. Skilled with its needles, it can strike the vital points of a wide variety of prey. Brings home the cactus bacon.

A spiky plant monster. It's very active in battle, attacking with its sharp spines and offering support to its allies.

A fabled purebred Pengu that has lived long enough to become a phantom. What it lacks in brains it makes up for in telekinetic power.

A fabled purebred Pengu that has lived long enough to become a phantom. Often found wandering dark tunnels, as it easily gets disoriented.

A surveillance-type archaism developed by the Society. Uses arts to restore injured allies.

A surveillance-type archaism developed by the Society. Resistant to physical attacks. May call for reinforcements.

An unidentified machine that suddenly went on the attack. Uses restorative arts to repair its damaged comrades.

A surveillance-type archaism developed by the Society. Uses arts to restore injured allies.

A homing orbal anti-tank mine. Whether you destroy it or ignore it, you will face certain explosion.

A ghostly monster that appears in misty glades. Takes lives by breaking its target's spirit. Favors earth and fire arts.

A ghostly monster that appears in misty glades. Paralyzes prey with its horn, finishing it off with a strong bolt. Favors water and wind arts.

An enormous ghost monster. Paralyzes prey with its horn and ends them with a strong bolt. Favors water and wind arts.

An engorged ghost monster. Takes lives by breaking its target's spirit. Favors earth and fire arts.

A being born from mist. Immune to physical attacks. May call for reinforcements.

An Eastern spirit that protects Luciola. Immune to physical attacks. May call for reinforcements.

An Eastern spirit that protects Luciola, the Bewitching Bell. Immune to physical attacks. May call for reinforcements.

A being born from mist. Immune to arts attacks. May call for reinforcements.

An Eastern spirit that protects Luciola. Immune to arts attacks. May call for reinforcements.

An Eastern spirit that protects Luciola, the Bewitching Bell. Immune to art-based attacks. May call for reinforcements.

A being born from mist. Comprised of multiple types of noxious gases. Weapon-based attacks rarely connect.

An Eastern spirit that protects Luciola. Its body is made up of poisonous gases. Weapon-based attacks rarely connect.

An Eastern spirit that protects Luciola. Its body is made up of poisonous gases. Attacks from weapons rarely connect.

A large reptilian monster that looks like it stepped right out of prehistoric times. Uses its razor-sharp talons to slice prey to ribbons.

A large reptilian monster with fierce fighting instincts. Uses its razor-sharp talons with gusto, devouring the spoils.

A large reptilian monster with fierce fighting instincts. Uses its razor-sharp talons with gusto, devouring the spoils.

A large reptilian monster that looks like it stepped right out of prehistoric times. But, is it afraid of something...?

An enigmatic being from faraway lands, filled to the brim with volatile fluids. Summons meteorites to smite its prey.

A mysterious flying soft-bodied creature that came from afar in ancient times. Siphons energy from its prey and summons meteors to crush them.

A firmly built, mysterious flying soft-bodied creature. Siphons energy from its prey and summons meteors to crush them.

An enigmatic being from faraway lands, filled to the brim with volatile fluids. Something seems odd about it...

An immature Master Cryon. Will only eat its prey after it has been frozen solid, for some reason.

A newly formed Cryon Bit. These willingly swarm enemies, self-destructing to protect their stronger brethren.

A newly formed Cryon Bit. These willingly swarm enemies, self-destructing to protect their stronger brethren.

An immature Master Cryon. Will only eat its prey after it has been frozen solid, for some reason.

A surveillance-type archaism developed by the Society. May summon reinforcements when damaged.

A surveillance-type archaism developed by the Society. Boasts exceptional mobility.

An unidentified entity encased in metal armor. Moves with great speed.

A surveillance-type archaism developed by the Society. Boasts exceptional mobility.

A surveillance-type archaism developed by the Society. Boasts exceptional mobility.

A surveillance-type archaism developed by the Society. Fires a special beam that inflicts various status ailments.

A surveillance-type archaism developed by the Society. Fires a powerful beam weapon that inflicts its foes with various status ailments.

A surveillance-type archaism developed by the Society. Utilizes powerful arts to repel intruders.

A mysterious mechanized creature encased in metal armor. Unleashes powerful beams and summons reinforcements when injured.

A surveillance-type archaism developed by the Society. May summon reinforcements when damaged.

A surveillance-type archaism developed by the Society. May summon reinforcements when damaged.

An archaism produced by the Thirteen Factories. Possesses high combat capability, and self-destructs as a last resort.

A miniature version of a heavy fighter-type archaism. Able to adapt to the flow of battle, it will self-destruct if necessary.

A heavy fighter-type archaism crafted by the Thirteen Factories. Adapts to any combat situation, and self-destructs as a last resort.

A heavy fighter-type archaism crafted by the Thirteen Factories. Adapts to any combat situation, and self-destructs as a last resort.

A heavy fighter-type archaism crafted by the Thirteen Factories. Adapts to any combat situation, and self-destructs as a last resort.

A heavy fighter-type archaism with exceptional firepower and endurance. Adapts to any combat situation, and self-destructs as a last resort.

A flying-type archaism produced by the Thirteen Factories. Comes equipped with various armaments to eradicate targets.

A flying-type archaism produced by the Thirteen Factories. Comes equipped with various armaments to eradicate targets.

A flying-type archaism produced by the Thirteen Factories. Comes equipped with various armaments to eradicate targets.

An unnaturally shaped archaism developed by the Society. Uses bizarre, troublesome attacks to toy with its enemies.

An unnaturally shaped archaism developed by the Society. Uses bizarre, troublesome attacks to toy with its enemies.

An archaism variant that was released on the highways. Uses strange and troublesome attacks to toy with its enemies.

An archaism variant that was released on the highways. Uses strange and troublesome attacks to toy with its enemies.

A heavily armored combat monster trained by the Society. Swift and agile, it mows down prey effortlessly.

An incredibly agile monster with a nasty disposition. Greedy and ferocious, it always aims for vital points.

An incredibly agile monster specially trained by the Society. Greedy and ferocious, it always aims for vital points.

A stealth-combat monster trained by the Society. It remains calm at all times and targets weak points with deadly precision.

A heavily armored combat monster trained by the Society. Swift and agile, it mows down prey effortlessly.

A heavily armored combat monster trained by the Society. Swift and agile, it mows down prey effortlessly.

A mystical fusion of Creepy Sheeps, transcending the color of their wool. Boosts Creepy Sheep-ness by 600%.

A large, ancient soft-bodied monster from the interdimensional rift. Uses its slimy coating to ensnare prey and restrict movement.

A large, ancient soft-bodied monster housing an orb inside its body. Uses its slimy coating to ensnare prey and restrict movement.

A large, ancient soft-bodied monster housing an orb inside its body. Uses its slimy coating to ensnare prey and restrict movement.

A large, ancient soft-bodied monster housing an orb inside its body. Uses its slimy coating to ensnare prey and restrict movement.

A large, ancient soft-bodied monster housing an orb inside its body. Uses its slimy coating to ensnare prey and restrict movement.

A large, ancient soft-bodied monster from the interdimensional rift. Uses its slimy coating to ensnare prey and restrict movement.

An unknown photonic lifeform that drifts between dimensions. It can hinder enemy movement and repel attacks with its rigid outer shell.

An unknown photonic lifeform that emerged from the interdimensional rift. It can hinder enemy movement and repel attacks with its rigid outer shell.

An ancient shelled monster that lives deep within the ground. Uses its claws to crush its prey and devour their lifeforce.

An ancient amphibious monster that dwells underground. Driven by endless hunger, it bites prey to absorb nutrients. Calls for allies when injured.

An ancient monster that appears docile until it's time to eat. It has an insatiable appetite for orbal energy, which it absorbs in a frenzy.

A tightly-knit group of Fuzzcreeper juveniles. They swarm enemies and explode, sacrificing themselves to protect their smarter kin.

An archaism that patrols the ancient city. Shows no mercy when spotting an intruder.

A high-class archaism that patrols the ancient city. Shows no mercy when spotting an intruder.

A malicious marsupial monster. It proudly lashes out at foes with sharp, venomous claws.

A defense-type archaism deployed by the Society. Hinders the movement of targets and attacks with heavy firepower.

An upgraded defense-type archaism deployed by the Society. Hinders the movement of targets, bombarding them with overwhelming firepower.

An ancient aerial monster. It moves with astonishing speed, perhaps due to its body being nothing but bones.

An archaism produced by the Thirteen Factories. A lightweight unit designed for cleanup operations.

A state-of-the-art lion-type archaism proudly developed by the Thirteen Factories. Fires balls of plasma that stun targets and attacks relentlessly.

A superior lion-type archaism proudly developed by the Thirteen Factories. Optimized for single-target elimination, it excels in both offense and defense.

A superior lion-type archaism proudly developed by the Thirteen Factories. Optimized for single-target elimination, it excels in both offense and defense.

A spider-like monster of unknown origin that existed in ancient times. Envenomates its prey and siphons their life through their lungs.

A coin-shaped archaism used in ancient trials. It flips itself to determine a sinner's fate.

A large ancient soft-bodied monster with a machine-like body. Utilizes a variety of attacks to impair its target's senses.

A bizarre floating lifeform. Blows its targets away and then engulfs them all in a dark light.

An impure being spoken of in legends and recorded in ancient texts. Traverses time and space rifts, devastating all who dare oppose it.

A creature from another dimension bearing the features of a pearl oyster. Commands ancient magic to inflict despair and suffering on its prey.

An ancient archaism with a cyclopean monster at its core. Protects itself with an impenetrable barrier while repelling enemies.

A patrol system deployed at Axis Pillar. Keeps intruders at bay and summons powerful guardians.

A compact patrol system deployed at Axis Pillar. Swarms intruders and self-destructs on defeat or after a set time.

A compact weapon produced by the Thirteen Factories, only for the most adept fighters. It floats in the air, responding to its user's mental waves.

A monster spawned from the light emitted by Angel Weissmann. Manipulates both light and shadow to trap its foes.

A massive archaism that has been sleeping beneath the earth for centuries. Its furious slashes form destructive waves.

A massive centaur-type archaism that appeared from beneath the ancient city. Its furious slashes release destructive waves.

A legendary dragon that has persisted since time immemorial. Uses every advantage he has, such as his tough skin and command of ancient spells.

A monster born of the flesh of Angel Weissmann. Possesses extraordinary regenerative abilities.

Weissmann, 'the Faceless,' merged with the Aureole. Appears to be deploying some kind of field.

Weissmann, 'the Faceless,' merged with the Aureole. His mind-shattering waves cannot be blocked.

Weissmann, 'the Faceless,' merged with the Aureole. Uses a forbidden art that permanently banishes foes beyond space and time.

The power residing in Angel Weissmann's left hand. Forms a barrier that reflects arts attacks.

The power residing in Angel Weissmann's right hand. Forms a barrier that reflects physical attacks.

An orbal tank built in secret by the former Intelligence Division. What it lacks in functionality, it makes up for in sheer firepower.

The Orgueille's main cannon. A concentrated assault would likely break it.

A giant tactical-class archaism developed by the Society. Due to it operating in defense mode, it is limiting its combat capabilities.

A giant tactical-class archaism developed by the Society. Executes destruction protocols until all hostile targets are exterminated.

An archaism created by the Society based on ancient technology. Boasts extraordinary firepower.
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