Life's refreshing breeze, blow in energy! Cure!
Please refer to the Manual of Style or editing help to get started.
This article Enemy Compendium entries in the Rubicus Final Fantasy Type-0.
Entries[]
Imperial Trooper[]
Common soldiers such as this one comprise nearly
80% of the entire imperial forces. All those ranked
officer or below, are fundamentally required to don
the same green garb, whereas higher-ranking
officials often receive enhanced armor. The military
outfits each of these troopers with the same
Type-41 bayonet-equipped automatic rifle, an
improved model that features a drum magazine with
increased capacity, thus allowing soldiers to remain
active for longer periods of time. This 15mm caliber
rifle provides excessive force against human
combatants, but proves nigh ineffective against
monsters and Eidolons. In such unfavorable
situations, regular soldiers must rely on the empire's
magitek armor for backup if they wish to survive.
Supersoldier[]
The name "supersoldier" may be somewhat of a
misnomer: there is nothing "super" about the soldier
himself. Rather, what is truly remarkable is the
teknology used to improve his performance. Imperial
scientists discovered they can use a modified
C-Engine to extract energy from the White Tiger
Crystal and artificially enhance a trooper's physical
capabilities. Supersoldiers clearly stand apart from
their common counterparts in terms of both strength
and endurance. Moreover, scientists have included a
system in the troopers' armor that will automatically
administer a strength serum, enhancing the
supersoldiers' strength and agility exponentially.
Imperial Central Command issues this valuable armor
almost exclusively to a few high-ranking
commanders in each squad, although all members of
certain elite units are outfitted with this special gear.
Imperial Officer[]
In the empire's military hierarchy, all officials ranking
higher than field officer are treated as imperial
officers. Despite their intimidatingly stylish
appearance, however, the officers have very little in
the way of equipment aside from their Type-7
Assault Pistols. Rather than join in the fray directly,
most officers stay back, issuing commands to their
subordinates and providing their troopers with
various enchantment sera. Although common law
forbids the use of such chemical concoctions,
imperial military code provides field officers license
to administer the sera as they see fit.
Heavy Gunner[]
The enhanced armor these troopers wear does not
indicate any sort of special status. Rather, these
gunners are issued the same gear as supersoldiers
out of necessity: the high-caliber heavy machine
guns they wield are inoperable in the hands of a
common soldier. The guns themselves are known as
Type-37 17mm Rotary Cannons, multi-barrel
machines nearly ten times more powerful than
standard issue rifles. Once they run out of
ammunition, though, operators are left completely
vulnerable while they reload their weapon.
RPG-155[]
Outfitted with Type-38 155mm Anti-personnel
Recoilless Rifles, these soldiers are extremely
helpful for taking out human enemies—more
specifically, dominion legionaries. So long as the
operators can maintain a proper distance, their shots
can tear right through the dominion's defenses,
including Wall and Protect spells. Conversely,
gunners are at a considerable disadvantage in
close-quarters combat, and the ever-so-slight recoil
from their not-exactly-recoilless rifles leaves them
quite vulnerable after firing.
Shock Trooper[]
The Prototype-42 Sentinel Shields these troopers
employ were invented not long after the onset of
war. Capable of deflecting the dominion's spells and
just as durable as a magitek armor's frontal shields,
the P-42 Sentinels were mass produced and
distributed before they received an official military
sanction—hence, "prototype." Shock troopers are
unable to wield firearms single-handedly and instead
fight using the Type-42 Thunderhatchet, moving in
to strike at close range.
Sniper[]
Because scientists are still conducting research on
the functional capabilities of the P-41 Long-range
Cannons these soldiers wield, the military has not
yet officially assigned these troopers to specific
units. Rather, these snipers function as testers,
marching alongside small engineering squads who
monitor the rifles' performance. Originally intending
to develop a small cannon, developers succeeded in
reducing the size of the weapon such that it could
function as a portable piece of equipment. What
they created was a sniper rifle capable of picking off
a defenseless opponent from far outside the field of
battle with a single shot. The imperial army has yet
to sanction the device, but researchers hope to
rename the P-41 such that its title more accurately
reflects its function.
Freak[]
The empire snatched these enemy survivors from
the remains of their homeland and brainwashed
them, transforming them into living weapons of war.
Their names have been erased from history, their
souls stripped from their bodies. All that remains of
these men is an empty shell into which the imperial
army has poured an insatiable bloodlust. Having lost
all autonomy, these freaks simply follow the orders
they receive without question.
In an attempt to create an even more impressive
fleet of warriors, the imperial army outfitted these
human test subjects with an improved version of the
supersoldiers' enhanced armor, which maximizes
their offensive and defensive capabilities in
exchange for decreased mobility. The trade-off is
negligible, though: not only are these freaks
impervious to dominion magic, but they can deliver a
fatal blow with a single swing of their enormous
swords. Moreover, their armor periodically
administers an extra dose of enhancement serum,
pushing their abilities beyond mortal limits.
Militesi Coeurl[]
Although scientists have bred and raised these
coeurls for use in the imperial army, they have not
made any sort of genetic modifications. Thus, the
felines themselves are physiologically identical to
their wild counterparts. Because they are such agile
and intelligent creatures, they are far more lethal and
reliable in combat than common soldiers. Moreover,
coeurls are blessed with acute senses, and the
empire has begun employing these creatures as
guard animals around many of their strongholds.
Airborne Trooper[]
Scientists originally intended to develop a suit that
would grant soldiers mobility in all kinds of terrain,
but redesigned the Type-39 Airmobile Suit for use in
maneuver warfare as per the military's request,
equipping the device with both a long-range rocket
launcher and a close-range flamethrower. With its
improved mobility and cruising range, the Type-39
more closely resembled a small aircraft than a typical
mobile suit. However, engineers focused on
enhancing maneuverability above all else; the
Type-39's offensive and defensive capabilities thus
paled in comparison to those of the magitek armor
fleet. Unimpressed with the Type 39's performance,
the empire halted production entirely once it
sanctioned the Helldiver for use in the field.
Nymurod[]
Developed to increase the mobility of the empire's
artillery units, this tri-pod mech was constructed in a
facility separate from the Steelworks. In that sense,
the A-43 Self-Propelled 175mm Cannon is not
technically an MA. Semantics aside, however, the
Nymurod functions much like any of the empire's
other mechs and may be considered a magitek armor
for all intents and purposes.
The Nymurod's built-in rapid-fire 175mm cannon
allows it to effectively combat enemies approaching
from both air and land across a wide range.
Designed to function as a moving battery, this mech
has only one rear leg which absorbs the shock of
recoil. Although this cannon is nowhere near as
mobile as its MA brethren, its simple design lends
itself to mass production, and the empire has
deployed Nymurods to all corners of Orience since
the outbreak of war.
Striker[]
Officially designated as the S-242 Terrain MA, the
Striker was deployed across Orience as a part of the
imperial army's main force at the beginning of war.
Even after the empire sanctioned this mech in the
year 840, the researchers at the Steelworks
continued making updates and improvements to the
basic model. The Striker's 155mm howitzer fires
quickly enough to suppress enemies from a
distance, and this MA's superior mobility allows it to
engage targets at close range as well. At the onset
of war, third-generation Strikers made up over half
of the Militesi force. However, although the third
model boasted improved performance in close
quarters combat, its cooling system did not function
properly, and the striker would often overheat in
battle. Nevertheless, this MA still enjoys great
popularity thanks to its ability to keep the dominion
legions at bay.
Warrior[]
An improved version of the Striker, the Warrior is
officially designated as "S-242 Terrain MA Mark.04."
Military officials denounced the Striker's howitzer for
its inaccuracy against the dominion legions when
fired from a distance. Conversely, they praised its
performance in close quarters, and they thus set out
to create a new, even more effective model. The
result of their hard work was the Warrior, equipped
with a claw instead of a gun. This new MA
functioned just as officials anticipated, and officials
began deploying the Warrior all over Orience.
However, as newer models began to take
prominence, this model's popularity started gradually
waning.
Prometheus[]
Developed as an improvement upon the Striker not
long after its creation, the Prometheus features a
18mm flamethrower instead of the original model's
howitzer. Not only does the S-242 Terrain MA
Mark.02 match its predecessor's capabilities in close
quarters combat, its flamethrower allows it to
function effectively at mid-range as well. However,
because the Prometheus was unable to launch an
assault from a long distance, imperial officials began
phasing out the Mark.02 as newer models became
more widespread.
Striker Transport[]
While imperial engineers were mass producing the
Warrior, they simultaneously began developing and
manufacturing this derivative transport model as per
a request from Imperial Logistics. The army moved
supplies from Ingram to bases via airship, but the
only way to transfer those supplies to the front lines
was to entrust them to MAs—and, more often than
not, the soldiers themselves. Reluctant to relegate
troops they could station at the front lines to
delivery duty, Militesi officials devised a plan to
entrust the task of transporting supplies to MAs
sanctioned as the "S-242 Terrain MA-T." In order to
cut costs, R&D initially began constructing these
models from salvaged parts of Strikers and Warriors.
However, increased demand prompted engineers to
simply start building the Striker Transports from
scratch, and eventually these models comprised
nearly 97% of all Striker-types being produced at
the end of the war.
Colossus[]
The current face of the imperial fleet, the Colossus
was originally designed as a new, heavily armored
MA that could hold its own against the dominion's
powerful Eidolons. Development on the S-347
Armored Terrain MA began in the year 837—five
years before the onset of war, and the empire
officially sanctioned the Colossus soon after combat
began. The 203mm cannon built into the MA's left
arm provides more than twice the firepower of
previous mechs in the imperial fleet, but the
Colossus's fire control system cannot properly aim
while the mech is in motion. Although true victory
over Rubrum's beasts of war ultimately proved
impossible, the empire's Colossus fleet managed to
drive back its opponents through sheer force of
numbers, a feat the Warrior never accomplished.
Helldiver[]
Anticipating that skirmishes would soon arise all
across Orience, Militesi officials wracked their brains
to devise the most expedient way to deploy troops
over great distances. In response, engineers in the
Steelworks proposed the creation of an airborne MA.
Thanks to recent advances in C-Engine teknology,
scientists had no trouble overcoming the great hurdle
of making an MA fly. That said, they still struggled
with practical issues, like extending the Helldiver's
cruising range or maintaining flight stability.
The Steelworks had only produced a few prototypes
when war broke out, but demand for highly mobile
units drove factories to begin Helldiver mass
production ahead of schedule. As a result, the army
officially sanctioned the S-462 Aerial MA before
scientists could fix its overheating issues.
Nevertheless, the introduction of this
high-maneuverability mech still changed the course
of the war, and officials dispatched Helldivers
alongside mobile air units to relatively weak areas.
Unable to combat these new airborne mechs, the
dominion suffered great losses in these regions.
Blackburn[]
In developing the secon aerial MA, engineers
borrowed a considerable amount of teknology from
the Helldiver, the inspiration for this model. However,
they did a complete overhaul of the interior
mechanisms and, in turn, succeeded in nearly
doubling the Blackburn's maximum output and
increasing maximum velocity to 448mph. Moreover,
thanks to the advent of more compact C-Engines,
the S-497 Airborne MA boasted improved cruising
speed and operation time, allowing this MA to cover
the entire battlefield with ease.
At the onset of war, all but a handful of machines
were under construction with only one anywhere
near completion. That MA was reoutfitted with
custom equipment, sanctioned under a new
name—the Gabriel—and presented to Brigadier
General Qator Bashtar. The general quickly set out
to test his new MA in combat with overwhelmingly
positive results. The Blackburn, by contrast, did not
see its first battle until Colonel Faith piloted the new
model in the skirmish at Eibon. Mass production of
the airborne MA moved along a rather slow pace,
and there were only fifty-seven functioning units in
existence by the end of the war.
Gabriel[]
Imperial scientists had long sought to create a
high-mobility, flight-capable magitek armor, and
they finally succeeded with the Gabriel. Sensing the
coming of war, researchers rushed the development
of the mech and managed to deploy the device at
Togoreth as a test: not of its long-range arsenal, but
of its magic barrier. While the Gabriel's magic
neutralization capabilities functioned perfectly, the
MA's preliminary engine was unable to handle
prolonged use. As a result, the Gabriel would
periodically overheat, leaving it completely
vulnerable to enemy retaliation—much to the
frustration of its pilot, Brigadier General Qator
Bashtar.
Gabriel (Omega Model)[]
The bitter taste of defeat still fresh in their mouths,
imperial engineers set out to repair and refine the
Gabriel so that it could function normally in combat.
After making several adjustments to the engine,
scientists finally managed to keep the Gabriel from
overheating even after extended periods of activity.
Moreover, they succeeded in minimizing output
transmission loss and maximizing mobility. In spite of
these vast improvements, however, the Blackburn
was much cheaper and easier to mass produce.
Records show that R&D only completed a single
model—one that is currently missing in action.
Vajra[]
This highly mobile land MA was developed alongside
the Helldiver and boasts comparable maneuverability
despite being unable to fly. The S-391 Heavy Terrain
MA was equipped with a high-output C-Engine to
ensure excellent performance—but only for a limited
time. To combat the issue of short operational
periods, the imperial defense squad installed
recharging stations around the capital city. Although
they were able to solve the Vajra's functionality
problems, scientists were unable to minimize the
mech's massive manufacturing costs and they
ceased production after creating a trifling three units.
Toward the end of the Great War, researchers
succeeded in developing a more efficient newer
model, code-named the "Vigilante."
Dáinsleif[]
The first magitek armor produced exclusively for a
l'Cie, the Dáinsleif was also the first Militesi mech
equipped with Crystal-jamming capabilities.
Scientists in the empire's R&D division incorporated
some of the same teknology used in the
simultaneously developed Vajra, emphasizing
maneuverability over combat performance.
Eager to test their new MA, he empire deployed the
Dáinsleif in their invasion of Akademeia, and its
crystal jammer succeeded in cutting the dominion
legions off from the source of their magic power.
However, Class Zero quickly disposed of the device,
and although the Secundus l'Cie Qun'mi managed to
reactivate the Dáinsleif, it was no match for
Rubrum's legendary cadets.
Balmung[]
Officially designated as "S-413 Special MA Mark II,"
the Balmung was developed as a successor to the
Dáinsleif. Militesi officials recognized reliance upon a
l'Cie's power as a major design flaw and thus
reworked the crystal jammer such that it could be
operated by any soldier. Moreover, this mech's
jamming field extended further than that of its
predecessor. The empire deployed a number of
Balmungs in the battle of Big Bridge, but a dominion
task force made quick work of the entire fleet.
Brionac[]
Developed as part of the empire's Ultima Bomb
Project, the magitek armor code-named "277" was
the result of countless hours of research and testing.
Once Cid Aulstyne ordered the construction of a
new magitek armor that could transport and deploy
Ultima Bombs, engineers from all over the country
flocked to the Steelworks in hopes of lending their
talents to this national cause.
The Brionac was capable of loading a total of eight
Ultima Bombs at one time and firing these charges
halfway across Orience. Its range did not extend far
enough to strike the dominion and kingdom capitals
without crossing their borders, however, so
scientists went want to brainstorming. Ultimately,
they decided to outfit the mech with heavy plated
armor and magic barriers to ease the difficulty of
invasion. Many researchers had high hopes for this
seemingly unstoppable magitek armor.
Unfortunately their hopes were rended asunder
when a dominion task force infiltrated the arms
production facility outside of Ingram and demolished
the prototype in its unfinished state. Down but not
defeated, scientists quickly resumed work on a
second prototype, but production immediately halted
with the announcement of an Orience-wide
armistice. Thus, the curtain closed on the tragic tale
of Brionac, never to see the light of day.
Martinet[]
Loosely modeled after the imposing imperial
dreadnoughts, this compact battle droid was
designed to emulate the offensive capabilities of a
human soldier at a fourth of the cost of outfitting a
single trooper. However, although the Martinet's
firepower proved more than sufficient, its mobility
and AI left much to be desired—perhaps in part
because it was built from secondhand parts. Thus,
the Type-37 Automated Battle Droid was relegated
to a supporting role in the imperial fleet, deployed en
masse to potential hotspots in order to preemptively
wear down enemies before they engaged the main
forces.
Panjandrum[]
Troubled by Martinet's lack of firepower, Militesi
scientists set out to develop a new droid capable of
defending the empire's key strategic locations. What
they created was an amalgam of trinitrotuluene and
parts from scrapped Martinets—the Panjandrum.
Simple in design and thus idea for large-scale
production, the Panjandrum serves one function: to
halt an enemy assault any means necessary,
including self-destruction. This drone was first
sanctioned as the Type-37 Automated Battle Droid
2.0 on the cusp of the Great War and employed in
combat shortly thereafter. However, because the
Panjandrum was designed as a single use weapon,
the fleet was expended rather quickly, and only a
few machines remained in the aftermath.
Nomad[]
A derivative of the Martinet, the Nomad was
developed not for combat, but for reconnaissance.
Although production of the Type-37 Autmated
Battle Droid 3.0 fleet was quite costly, the drones'
detection abilities easily outstripped those of their
predecessors. Considering that their offensive
capabilities would be insufficient once combat
escalated, the empire first employed these
disc-shaped droids for scouting, support, and
security during the Great War.
Mid-sized Carrier[]
The most common dreadnought in the empire, this
airship was initially developed to relay messages
between other crafts. Imperial Central Command was
quick to capitalize on its convenient size, however,
and repurposed the vessels for transporting supplies
and personnel. Thus, although all mid-sized carriers
may ostensibly be the same, their interior structures
vary greatly depending on the function of each craft.
For example, the aft of a standard carrier (Type-33
A22) is normally left empty as so to accommodate
plenty of materials and passengers, while vessels
designed for land troops (Type-33 L31) are furnished
with seats for soldiers, and command vessels
(Type-33 C34) contain communications equipment.
Dracoknight[]
Concordia's main forces are divided into three
classes: second and third class are equivalent to
privates, while the first class equates to what other
nations refer to as "noncoms." The dracoknights are
also rather prideful warriors. Although they possess
the power to manipulate monsters, they prefer to
vanquish foes by the blades of their own spears.
They are nimble and athletic, deftly dodging
opponents' attacks and countering with swift stabs
at close range.
Wingvern[]
These creatures form the core of the royal army, a
fixture in every one of the kingdom's dragon
platoons. By remaining constantly aloft, the wingvern
is able to rain terror down upon its opponents while
keeping out of range. Combatants unable to attack
from a distance must await an opening, then strike
to bring the beast to the ground. Nearly all wingverns
in existence belong to the Concordian Army, but
scientists have recently confirmed a related species
in the wild known as the "lesser lopros."
Skyvern[]
A close relative of the wingvern, the skyvern enjoys
equally preferential treatment in the royal ranks. In
spite of being stronger and capable of soaring at
higher velocities than its cousin, however, the
skyverns only deploy with a selected number of regular
units. Instead, the Kingdom Central Command assigns
the majority of these dragons to accompany the
Five-Star Royal Guard, so it is quite rare for one to
witness a skyvern assisting the common
dracoknights in the field.
Diepvern[]
Kingdom Central Command only deploys these
high-ranking dragons with a mere handful of units
because of their inability to fly. However, the
diepverns compensate for their lack of mobility by
controlling the climate in order to put opponents in a
disadvantageous position. As the diepvern weakens,
it will begin summoning downpours and blizzards.
Angering the diepvern will also cause it to initiate a
heat wave, so combatants are advised to engage
this wyvern only if they are prepared for all types of
inclement weather.
Brontovern[]
The brontovern is a closely related but
physiologically superior cousin of the diepvern. In
spite of being a more formidable foe, however, the
brontovern behaves remarkably similar to the
diepvern. Moreover, this earthbound dragon is even
rarer than its inferior cousin, belonging exclusively to
the Concordian Royal Guard.
Flyvern[]
The strongest dragon in the royal forces, this wyvern
faithfully follows its rider's every order. In this sense,
when engaging a flyvern, a wise warrior would target
the dragonier issuing commands instead and take
down the two threats simultaneously. The flyvern
riders often hold prominent positions in the
Concordian military and thus often serve as or fight
directly under royal commanders. Kingdom Central
Command deploys an even more deadly breed of
flyvern known as the "atmosvern" to guard the holy
capital city of Mahamayuri.
Shinryu Celestia[]
Responding to the call of the Azure Dragon Crystal,
Lady Celestia transformed herself into an enormous
wyvern far more powerful than any mere monster.
Shinryu Celestia has sprouted two additional heads
that exhale flames and lightning respectively, and
she simply swallows those who survive her
multi-elemental onslaught. Even the mighty Eidolons
are no match for the power of this Secundus l'Cie.
Dracobaltian[]
Three l'Cie of the Azure Dragon sealed away these
citizens of the lost Kingdom of Dracobaltia for
idolatry. These accursed worshippers of the Blue
Dragon Crystal currently live out their days in the
Cursemire of Naraku, awaiting the day when
someone might release them from their prison and
allow them to exact revenge on those who spurned
them...
In combat, the Dracobaltians are vicious people.
They rush toward opponents at high velocity,
chomping at the bit to take a bite out of their
target's flesh. Dracobaltians also produce a special
kind of acid they use to poison their victims before
gnawing them to bits. One can only hope these
violent fiends remain exiled to the cursemire for all
eternity.
Channelgate[]
One of Rubrum's finest magiteknological advances,
the dominion army has installed this device in nearly
all of its strongholds. When an intruder approaches,
the Channelgate will automatically generate a portal
and call forth a powerful Eidolons. Although
summoning usually requires a human being to
sacrifice his or her life, scientists in Sorcery
developed a way to freeze summoning portals in
their early stages and then reactivate them using
time manipulation magic—with or without someone
present. However, resuming the summoning process
requires an immense amount of energy, and the
entire security system will shut down when one
severs the power supply.
Golem[]
In spite of its plodding pace, this military Eidolon has
proven an excellent asset for the dominion legions
thanks to its nigh impenetrable defenses. The Golem
is too slow to function as an effective close-range
combatant, but it can be deadly at a distance. Not
only will the Golem fire its fists in a rocket-powered
Megaton Punch, but it will also occasionally leap
toward its enemies, crushing them underfoot. Those
attempting to slay the Golem would do well to snipe
it from behind or strike just before it launches its
fists.
Hundlegs[]
Known to Concordians as the "pricklepede," the
hundlegs boasts one of the highest reproduction
rates of all the creatures in Orience. This wiggly
weakling does not pose much of a threat on its own,
but when multiple hundlegs gather, they will circle
around their target and strike in turn. Even this,
however, is not dangerous, per se—simply
annoying.
Ankheg[]
This venomous vermin resembles the hundlegs in
both appearance and nature. However, the ankheg
spits a toxic acid to poison its victim, making it
infinitely more dangerous than its more common
counterpart.
Capparwire[]
Unlike many other plants, this fiendish flora prefers
deep woods and other dark places. The capparwire
can thrive as long as it has access to water and
nutrient rich soil. Although extremely frail, the
capparwire boasts highly acute senses and can thus
easily detect and avoid incoming attacks. The
Concordian Army refers to this monster as the
"thorndrake."
Mandragora[]
A subspecies of the capparwire, the mandragora
behaves quite similarly to its progenitor. However,
the mandragoras has developed the unique ability to
sap magical power, a power which proves to be a
real thorn in the collective side of the
magic-dependent dominion legions.
Flame Flan[]
This monster's soft, jiggly body functions as a shock
absorber, negating all physical damage. The flame
flan attacks by unleashing a fiery shockwave or by
chomping down on an enemy. The wise assailant
would dodge the flame flan's charge and retaliate
with a powerful ice-based attack in order to slay the
slime.
The kingdom employs their own flame flans known
as "crème brûlée," superpowered jellies trained to
maneuver and assault with greater speed than their
common counterparts. Scientists have also
discovered an even larger breed of flame flan they
have dubbed the "inferno."
Ice Flan[]
Much like the flame flan, the ice flan is nigh
impervious to physical damage. Moreover, it absorbs
all ice-based attacks, converting them into
restorative energy. The ice flan's behavioral patterns
mimic those of its fiery relative, but its elemental
properties are opposite, meaning a well placed fire
attack will easily melt this monster.
The royal army has trained ice flans (known in
Concordia as "blancmanges") to serve as subzero
soldiers. In addition, Rubrum researchers have
recently reported sightings of a larger variety of ice
flan they are calling "asmodeus."
Electric Flan[]
This jiggly fiend withstands any physical assault with
ease and absorbs all lightning spells. Like the ice
flan, however, the electric flan is also weak to
flame-based attacks, so those who find themselves
faced with one of these creatures are advised to
shock it into submission with a fire spell or two.
The Concordians refer to this creature as the
"gateau shockalot" and have recruited its brethren
into their ranks as shock troopers in the most literal
sense. Rumors have surfaced of an enormous
subspecies of electric flan known as the "kukulcan,"
but none in the dominion have been able to confirm
this information.
Aqua Flan[]
This blue blob absorbs all water-based attacks but
conducts electricity easier than other members of
the flan family, making it quite vulnerable to lightning
spells. Otherwise, it shares a number of physical and
psychological similarities with its custard-like
counterparts.
Known as the "agave syrup" in the Kingdom of
Concordia, the dracoknights have managed to
manipulate the aqua flan and its kin to function as
watery warriors on the field of battle. Perhaps
because of its fluid nature, the aqua flan has also
spawned several sizeable subspecies, including the
"zaboine," the "natillas," and the "megamarina."
Evil Eye[]
This winged weakling is native to all regions of
Orience. Though it is physically quite frail, the evil
eye and its sister species instead weaken their prey
by inflicting various status ailments. In this sense, a
lone evil eye does not pose much of a threat, but an
encounter with a wild colony could easily spell death
for any squad.
Soldiers in the royal army refer to these creatures as
"petrifeyes" and deploy them in many of their military
units. Like their wild counterparts, petrifeyes cast
Stop on their enemies, but they have been trained to
attack from the distance. According to Dominion Intel,
however, petrifeyes and all related species are
extremely vulnerable after they attempt to inflict
status ailments. Moreover, Intel has reported
sightings of a larger subspecies in the wild known as
the "ahriman."
Bat Eye[]
A toxic cousin of the evil eye, this flying fiend
weakens its foes by inflicting Poison. However, the
bat eye leaves itself open after unleashing said
venomous attack. The royal army has learned to
capitalize on the bat eye's poisonous properties by
employing this creature (known in Concordia as the
"toxifeye") in many a squad. In addition, dominion
scientists are currently studying what they believe to
be a larger subspecies tentatively called the
"vertigo."
Dark Eye[]
The vicious relative of the evil eye inflicts its victims
with Killsight status, meaning that one false move
could spell instant death. Eager to exploit this
potentially lethal power, the Concordian forces often
deploy these "vilifeyes" alongside their dracoknights.
Scientists have also discovered several colonies of
abnormally large dark eyes they have dubbed
"buers."
Floating Eye[]
Much like the common evil eye, the floating eye can
also fundamentally be found all across Orience, but
it tends to avoid cacophonous locations. In order to
stifle unnecessary noise, the floating eye will cast
Silence on all who disrupt its quietude. Rumors have
also surfaced of the existence of an enormous breed
of floating eye known as the "plague."
Bomb[]
A floating cluster of flames, the bomb grows larger
with every attack it incurs. Once it reaches critical
mass, the bomb will self-destruct. However, the
fiery fiend will also telegraph its explosion, providing
the enemy with an opportunity to strike. Bombs also
bite and spit fireballs at their targets, and the
Concordians have harnessed the latter ability by
using the creatures they call "pyronades" as
stationary cannons.
Some travelers also report having encountered a
larger species of bomb known colloquially as the
"lavaball."
Ice Bomb[]
The cryogenic cluster absorbs all Ice Magic and
converts it into energy. Much like its pyric cousin,
the ice bomb self-destructs after it reaches critical
mass—and similarly signals when it is about to
explode. The royal army has found a way to harness
the ice bombs' power and employ the creatures
(known in Concordia as "cyronades") as living
turrets.
In recent years, rumors have surfaced regarding a
larger subspecies dubbed the "krysta," but none
have been able to provide proof of its
existence—presumably because all subjects
disappear in arctic explosions before eyewitnesses
can snap a photograph.
Thunder Bomb[]
A sphere of electromagnetic energy, the thunder
bomb continuously absorbs both positive and
negative ions until it reaches critical mass. The
thunder bomb behaves quite similarly to its pyric and
arctic cousins, meaning those with experience
fighting either one should have little trouble
vanquishing this shocking foe.
The Kingdom of Concordia exploits the raw electric
energy that thunder bombs (called "galvanades")
possess by using the monsters themselves as
weapons. Moreover, an enormous variety of thunder
bomb known as the "perkunas" has been discovered
in the wild, but according to the latest reports, the
kingdom has ostensibly not yet discovered a way to
control these enormous electromagnetic orbs.
Doublicorn[]
Known to Concordians as the "demonicorn," this
enormous bicorned beast inhabits the plains of
Orience. Quite aggressive in nature, the doublicorn
will charge full speed to take down its targets and
crush them with its front legs. Moreover, the
doublicorn will grant itself Aura by letting out a loud
howl.
Scientists have also confirmed the existence of a
larger subspecies known as the "great
tauricorn"—or, to the Concordians, the "dualistag."
Diceratops[]
This subspecies of doublicorn, known to kingdom
citizens as the "red demonicorn," is native to the
wastelands of Lorica. Although the diceratops's
behavioral patterns are quite similar to those of its
more common cousin, its body temperature is
exceedingly higher. The diceratops's horns and
claws are imbued with flame, so anyone unfortunate
enough to be on the receiving end of its attacks is
sure to get burned.
Researchers are currently conducting research on an
even larger variety of diceraptops they have named
the "juggernaut."
Snow Giant[]
This grizzled giant resides in groups in the colder
regions of Orience. Frost pours forth from the snow
giant's body, and it will often use its fists to deliver a
punch cold enough to freeze opponents. The snow
giant leaves itself wide open to attack when it leaps
toward distant enemies, so those who encounter the
beast would do well to watch for this opportunity to
strike.
Researchers have discovered a larger subspecies
they have dubbed the "sasquatch." Furthermore, the
royal army also employs a similar breed of monster
known as the "snowsquatch."
Wendigo[]
The Wendigo is very similar to its
kin the Snow Giant, except for one
important difference: instead of
living in freezing temperatures,
these beasts seek out warmer climes.
Their attacks are not imbued with
ice like their brethren. Instead
they possess the ability to inflict
multiple abnormal status effects on
their foes. Just one of their
powerful punches is enough to strike
an enemy with [Poison], [Stop], and
[Silence] all at once.
A larger variant of this species
has also been discovered, known as
the Glasya Labolas.
Lesser Coeurl[]
This primal feline inhabits the caves and plains of
Orience. A highly intelligent creature, the lesser
coeurl lives in groups known as "leaps" which vary in
size from ten to a hundred beasts. The
matriarch—often a larger coeurl—will deploy a small
group to hunt for prey, rarely ever leaving the leap.
Once the unit has found a target, the coeurls
converge upon their quarry as a group, swiftly
evading attacks and they rush the enemy.
Coeurl[]
Although drastically different in appearance from its
lesser counterpart, the coeurl is actually a rare
subspecies. Filly grown female coeurls will rule their
respective leaps as matriarchs. Coeurls unleash
deadly blasts of energy that must be avoided or
intercepted. In addition, adult coeurls are extremely
agile, warping around the field and discharging
electricity to shock enemies. Coeurls are also
extremely vulnerable after teleporting and attacking,
however, and poachers looking to pilfer the beasts'
Pretty Pelts would do well to watch for this opening
and strike accordingly.
Marduk[]
This relatively reclusive creature resides mainly in
the jungles of Concordia. Although the marduk is
quite powerful, it will not attack unless provoked.
Once angered, however, the marduk will begin
attacking anything and everything within reach. It
often poisons its prey before delivering the final
blow, either by striking its target with a sludge bomb
or by trapping them in the noxious fumes spilling
forth from its body.
Mushussu[]
Aside from its unique facial markings, the mushussu
is nearly identical to the marduk in both physicality
and ability. However, while marduks tend to like in
schools in the jungle, a mushussu will often maintain
a completely solitary existence for its entire lifespan.
Behemoth[]
Possibly the most famous monster in Orience, the
behemoth is endowed with a sturdy build and
incredible strenghth. In spite of its size, this
gargantuan beast is also extremely agile. The
behemoth charges at nearby enemies and swings its
tail to strike those who manage to evade its charge,
guarding itself from nearly all attacks. The royal army
controls behemoths in combat, referring to them as
"behemashes."
Behemoth King[]
A close relative to the behemoth, this horrible
howler can be found in most regions of Orience. Its
attack pattern resembles that of the standard
behemoth, but the beast itself is quicker and more
powerful than its lesser counterpart. Perhaps as a
result of evolution, the behemoth king constantly
observes its prey, tracking the enemy's movements
and taking pains not to leave itself vulnerable to
attack.
Malboro[]
Known to many as the most dangerous creature in all
of Orience, the malboro prefers humid climates and
primarily inhabits the jungles of Concordia. This
putrid plant oozes poison from every stomata and
hurls sludge bombs at opponents out of range,
making it extremely difficult to approach.
Great Malboro[]
A larger and more formidable breed of malboro, this
predatorial plant inhabits the far reaches of
Concordia. The great malboro behaves quite similarly
to its more common counterpart, hurling sludge
bombs and inflicting its victims with all sorts of
maladies. The trick to slaying the great malboro is to
wait for it to exhalte: after it unleashes its Bad
Breath, striking the great malboro will dispel the
noxious gas surrounding its body.
Cosmic Malboro[]
These rare Malboros can be found in
the Tower of Agito. They are much
larger and stronger than any other
kind of Malboro, leading some to
speculate that they may be mutated
beings from another world.
Its breath attacks are much more
vicious than its kin. It also has
evolved the ability to use its
tentacles to strike out at enemies
when at close range.
Adamantortoise[]
Easily the largest creature in all of Orience, the
adamantortoise douses its enemies with water
bombs to restrict their movements, then slowly
slides in for the kill. Those foolish enough to attempt
a rear assault against this giant will be met with
disappointment, as its sturdy shell nullifies all
attacks.
The royal army employs a certain breed of
adamantortoise known as the "cargapace," although
so few of this species still exist that the kingdom
has simply taken to naming each of the cargapaces
individually.
Adamantoise[]
This more aggressive relative of the adamantortoise
catches its opponent off-guard with an
earth-shaking belly flop, then rushes in to chomp its
prey to bits. However, the adamantoise is an
extremely rare species, residing only on the
Innsmouth Coast and at the Dragon Sanctuary.
Sandworm[]
A large monster appearing solely in the Berith
Desert, the sandworm burrows a network of tunnels
through the sand. When hungry, the sandworm will
wriggle its way above ground to hunt for prey,
summoning a sandstorm whenever it surfaces. It
summons whirlwinds from both above and below
land to weaken its victims, then devours them in one
gulp.
Landworm[]
This colorful cousin of the sandworm exclusively
inhabits the Berith Desert, although it is a very rare
species and thus rarely spotted in the wild. The
landworm's behavorial patterns are very similar to
those of the sandworm, but it summons more
powerful whirlwinds more frequently than its more
common counterpart.
Iron Giant[]
This steely behemoth paces the concourse of an
ancient airship, patrolling for intruders. Although
classified in the Rubicus as a "monster," much of its
true nature—including what precisely hides beneath
the sturdy armor—is still shrouded in mystery.
The iron giant is a highly sentient creature, adjusting
its defensive stance in accordance with the
opponent's mode of offense by imbuing itself with
Protect or Barrier status to deal with physical and
magical assaults, respectively. Furthermore, it
becomes completely invulnerable to all attacks when
it feels threatened. Given these advanced abilities,
some suspect the iron giant to be not a monster, but
some artificially created instrument of ancient
teknology.
Red Giant[]
The crimson armor-clad creature wanders the
empty halls of a forgotten airship hidden away in the
soutern reaches of Milites. Unlike the iron giant,
however, the red giant's health constantly
regenerates, forcing the opponent into a battle of
attrition. Moreover, it goes into overdrive when
under attack, boosting its maneuverability and its
offensive capabilites in a pinch.
Cactuar[]
An odd bipedal plant that lives in
many regions of Orience. They are
unimaginably quick on their feet and
have developed a reputation for
scurrying off at the first sign of any danger.
Perhaps their strangest feature is
that despite their skittishness,
they seem pleased when they are
subject to attack and unhappy when
they are ignored in favor of other
enemies. Researchers are at a loss
to explain this bizarre preference.
Kactuar[]
A close relative of the cactuar, the kactuar can also
be found all over the world of Orience. Moreover, its
behavioral patterns are also nearly identical to those
of the common cactuar, and the two species are
almost physically indistinguishable—although the
kactuar is said to be slightly more jovial than its
cousin. In addition, the kactuar sprays 9999 needles
when it attacks opponents, making it precisely 8999
needles deadlier than the average cactuar.
Blooming Cactuar[]
This rare variant of the Cactuar is
quite mysterious. It seems to have
the exact same characteristics of an
average Cactuar, save for the flower
blooming on the top of its head.
It is very rare to find one in the
wild, but it is rumored that those
who can locate and defeat it will
have good fortune.
Tonberry[]
Of all the monsters that inhabit Orience, Rubrum
researchers are perhaps least familiar with this
reptilian creature, although a colony of tonberries is
to reside in the northern reaches of Concordia.
Commander Kurasame often travels with a
companion bearing a striking resemblance to this
monster, but his comrade's relationship to wild
tonberries is unclear.
This creature wields a sizeable kitchen knife and
dashes in close to stab its opponents. When its
friends fall in combat, the tonberry channels their
feelings of enmity toward their murderers into a
devastating attack known as Everyone's Grudge.
Despite their adorable appearance, tonberries are
quite powerful and should be approached with
caution.
The Nox Suzaku[]
Its origins veiled in mystery, this enigmatic monster
was drawn to Orience by a lust of phantoma. Not
only does Nox Suzaku collect phantoma from
cadavers in the field, but it also responds to
phantoma being harvested nearby. Thus, Class Zero
finds itself pitted against this spectral abomination
on several occasions.
The Nox Suzaku's insides are shrouded in darkness,
transporting its victims to another astral plane where
the lost souls of the Unseen and the Condemned
writhe about in agony. Some believe the Nox Suzaku
to be the physical manifestation of Rubrum's moral
transgressions, and those trapped within to be
sinners suffering for their trespasses.
Cube[]
An instrument of Rursan teknology, this seemingly
harmless box is actually a highly powerful weapon
designed to assault anyone who approaches. Cid
employs Cubes as obstacles during many of the
cruicibles he forces Class Zero to endure when they
venture to Pandæmonium.
Rursan Reaver [1][]
This warrior born of the accursed Rursus Crystal
slowly floats toward its victim, teleporting closer and
closer until it is near enough to deliver a fatal blow.
A single slice from its Rursan Blade will inflict
Killsight status in addition to dealing considerable
damage. Moreover, the Reaver will regenerate ad
nauseam unless one harvests its phantoma.
Rursan Reaver [2][]
This more powerful cousin of the standard Reaver is
distinguished by its short temper and the eerie,
enormous face on its chest. Its attack patterns
largely resemble its weaker counterpart, but once it
becomes enraged, it will unleash a series of furious
slashes with its enormous Rursan Cleaver.
The Rursan Arbiter[]
Blessed—or cursed, perhaps—with the power of
the Rursus, Cid awakens as adjudicator of all in the
depths of Pandæmonium.
Much like his formidable, supple-bodied creators,
Cid wields his Rursan weapon with great finesse. He
also exercises his newly acquired authority as Arbiter
by delivering retribution upon all those who oppose
him. With a single touch, Cid can extract his
opponent's phantoma, inflicting instant death.
However, despite his demigod status, Cid is not
invincible. By harvesting the twelve phantoma
housed within his core, one can turn the tables and
pass Final Judgment upon the Arbiter himself.