Loradila Chronicles/Bestiary

The following page describes enemies and boss fights in Loradila Chronicles.
==Before You Start==
*An enemy's Level determines how high their stats are. Most enemies have variable levels - if the table shows "5-7", for example, each instance of the enemy can be either Level 5, Level 6 or Level 7.
*If an enemy is "weak" to an element, they take 50% more damage when attacked by that element.
*Undead enemies are unable to recover health, but in exchange are immune to instant death. Additionally, health-draining attacks have the reverse effect on the undead, healing the target and damaging the user.
*Pandemonic enemies take 25% damage from all attacks, unless the attack has a tranquil property or the enemy is under the effect of any status ailment.
*Prior to fighting the Pandemonic Rukhs at the end of Chapter 6, all Pandemonic enemies are named "???????" and cannot be registered in the Bestiary.
==Enemies by Location==
===Terra Castle (Prologue)===
#	Name 	Lv	HP 	Description 	Notes
0	Training Target	5 	100	A scarecrow put together in a minute or two, for the simple purpose of being slashed to pieces. Being inanimate, they can't attack, or even watch as they silently await their fate.	Weak to fire
===Near Zuria (Chapter 1)===
#	Name 	Lv 	HP 	Description 	Notes
1	Gremlin 	4-6	100	A fairly common troublemaker in the green fields of Terra. Short and territorial, they are almost harmless on their own, and not much better in small groups. 	Weak to pure
2	Hornet 	4-6	80 	Insects that buzz through the air, threatening to sting passing travellers. They're quite fast, and hit a bit harder than Gremlins, but are even quicker to defeat. 	Weak to fire and wind
3	Darkfeather	5-7	90 	Birds with dark, glossy feathers, rather irritable to have to share the air with Hornets. They stay high up and dive to attack, but are vulnerable during and after the dive.	Weak to wind
4	Glade Hound	5-7	120	Wolves that are, at least comparatively, the most threatening beasts near Zuria. They don't let up once they get close to a target, but this tendency makes them easy to hit.	N/A
===Summorin Caverns (Chapter 1)===
# 	Name 	Lv 	HP 	Description 	Notes
5 	Electro Wisp 	5-7	180 	Formed from electricity, these wisps drift aimlessly, zapping whatever they see as a threat. They can shock several targets with one attack, but their defences are poor. 	Immune to lightning
6 	Arachna 	6-8	240 	Large spiders that hang from the ceiling, biting nearby enemies. They rarely come off their string to move on the ground, making them easy targets. 	Weak to fire
7 	Zombie 	6-8	300 	Beings that rise from the earth, resembling a dishevelled corpse. They are quite slow and easy to distract, but they make up for it with power. 	Weak to fire and pureUndead
8 	Skeleton 	6-8	250 	Though not the same as human skeletons, they do share the same form. They move in to attack quite quickly, but don't deal much damage. They also seem to get along with Zombies. 	Weak to pureUndead
9 	Phantom 	5-7	190 	Floating, ethereal beings, Phantoms are quite skittish and dislike fighting in close quarters. They use magic projectiles to attack from a distance. 	Weak to pureUndead
10	Fangvine 	6-8	280 	A freshly-grown vine with a mouth lined with fearsome teeth. They can't move, but their bites are powerful. They're also immune to electricity. 	Weak to fireImmune to lightning
11	Cave Butterfly	5-7	220 	Don't fall for the allure of their wings, for Cave Butterflies can reduce attack power, defence and speed using toxic scales. It may be best to attack from a distance. 	Weak to fire and wind
12	Stoneform 	6-8	500 	Some stones have a mind of their own, and when they sense danger, they link with other stones to form a powerful warrior. Uses physical blows and can throw parts of their body as projectiles. 	Weak to ice and waterImmune to earth
13	Manatoise 	8 	2850	Lurking deep in the Summorin Caverns, the Manatoise is a shelled reptilian overtaken with the cave's magical power. They conjure magic fireballs to blast predators, and can rain stalactites from the cavern ceiling.	Weak to ice and lightningImmune to water
===Near Oakeridge (Chapter 2)===
# 	Name 	Lv 	HP 	Description 	Notes
9 	Phantom 	5-7	190	Floating, ethereal beings, Phantoms are quite skittish and dislike fighting in close quarters. They use magic projectiles to attack from a distance. 	Weak to pureUndead
10	Fangvine 	6-8	280	A freshly-grown vine with a mouth lined with fearsome teeth. They can't move, but their bites are powerful. They're also immune to electricity. 	Weak to fireImmune to lightning
14	Ocelot 	6-8	230	Felines that stalk the wild, ready for a fight - or for a friendly human to tame them. Ocelots are fast in a fight, but struggle when they don't have space.	Weak to water
15	Burrower 	7-9	450	Digging out of the earth when least expected, these giant centipedes aren't particularly fast, but can land nimble blows from the ground when they burrow. 	Weak to ice
16	Whirling Sand	7-9	350	Quite simply, living vortexes of sand. They can blind attackers by getting the sand in their eyes. 	Weak to waterImmune to lightning
===Ashen Cove (Chapter 2)===
# 	Name 	Lv 	HP 	Description 	Notes
17	Centroden 	9 	4750	A giant, armoured insect with a spiky serpentine body and giant mandibles. After setting up holes around prey to trap them, the Centroden swiftly switches between holes to attack from all angles. 	Weak to water
18	Wingfish 	7-9 	340 	As the name implies, Wingfish are fish with wings, capable of flying out of the water to fight in the air. They aren't difficult to defeat, but it's still best not to let them sink their teeth in. 	Weak to lightningImmune to water
19	Crocodile 	8-10	400 	Some of the most territorial creatures in the Ashen Cove. They dislike working with others, but their tough scales and fearsome bite make a fair compensation. 	Weak to iceImmune to water
20	Wave Serpent 	8-10	1200	Though they can't leave the water, Wave Serpents are highly powerful, using water blasts to strike from a distance and being especially dangerous when close. Most choose to sneak past them. 	Weak to lightningImmune to water
21	Seahorse 	7-9 	360 	Seahorses don't like to fight, but when Wingfish are in a battle, they often jump out of their lakes to heal their friends. Defeat the Seahorses first, or else the battle will drag on. 	Weak to lightningImmune to water
22	Aquarian 	8-10	420 	Scaly, human-shaped beasts, they're most used to swimming and can't move quickly on land. To make up for this sluggishness, they try to fight from a distance with water projectiles. 	Weak to lightningImmune to water
23	Clay Golem 	8-10	650 	Freshly moulded by Aquarians, Clay Golems are good at blocking paths with their sheer size. They don't like to move much and can't attack at range, so stick to magic or projectiles. 	Weak to waterImmune to earth
24	Silkweb Queen	10 	6000	Content to rest on her underground web, the Queen accepts no trespassers, least of all with violent intentions. She binds her pray with silk, douses them in venom, and leaves the rest to her young.	Weak to fire
===Spirot Forest (Chapter 3)===
# 	Name 	Lv 	HP 	Description 	Notes
25	Treant 	11-13	720 	Small living trees, they are the main fauna of Spirot Forest, second only to the nature spirits. While generally pleasant, they don't like humans and are prone to throwing branches at them. 	Weak to fire and ice
26	Tree Snake 	9-11 	480 	Serpents that lurk high in the leaves of trees, though when they see a potential threat, they slither down to attack with venom. Because of them, woodcutters rarely come to Spirot. 	Weak to ice
27	Beast Vine 	10-12	540 	Though similar to their cousins, the Fangvines, Beast Vines have grown more wildly due to their forest habitat. While still immobile, they can fling razor-sharp leaves to complement their powerful bites. 	Weak to fireImmune to lightning
28	Spectre 	9-11 	450 	Aggressive ghostly beings that enjoy starting fights with other souls, the Phantoms and forest spirits especially. They lurk far away as possible, and fire haunting magic projectiles. 	Weak to pureUndead
29	Iguana 	11-13	600 	Lizards that lurk in the forest, most are content to catch bugs. In battle, however, they can be quite a threat, attacking with long tongues and stunning enemies with their gaze. 	Weak to ice
30	Ghoul 	10-12	500 	Decayed beings much like Zombies, dyed green from their natural surroundings. Their claws can poison victims, but they rarely get a chance with their slow speed. 	Weak to fire and pureUndead
31	Mandrake 	10-12	520 	A being comprised of tangled roots. They are close friends of the Treants, and while they never fight, they are happy to heal any of the forest's inhabitants. 	Weak to fire and iceImmune to water
32	Forest Hermit	11-13	2000	Forest spirits that grant themselves a body of leaves to gain higher physical power. They don't take lightly to people who hurt forest inhabitants, attacking with magic spells. 	Weak to fire and iceImmune to water
33	Sapling 	12 	500 	Newly grown trees that shall one day grow as great as the Spirot Elder. They fling sharp leaves to attack, and support their father with healing magic. 	Weak to fire and iceImmune to water
34	Spirot Elder 	13 	9900	A forest spirit that has become one with a grand tree. Having been corrupted with darkness, he keeps the Woodland Emerald to himself. Using the gem's power, he can grow Saplings with ease and spike trespassers with his many roots.	Weak to fire and iceImmune to water
===Sailing (Chapter 4)===
# 	Name 	Lv 	HP 	Description 	Notes
35	Splasher 	11-13	470 	Aggressive fish that lunge out of the sea as ships pass by, content to make sailors' voyages a misery. A well-prepared crew should have no trouble sending them back. 	Weak to lightningImmune to water
36	Whirling Wave	12-14	500 	Sea water disturbed by ships, shaping into a vortex to try and get revenge. They can silence enemies by soaking them in water, disabling certain abilities. 	Weak to ice and lightningImmune to water
37	Mermaid 	12-14	520 	Giant fish, with a human-like upper half, Mermaids fly into battle with spears and a sleep-inducing singing voice. They seem sensitive to noise, a prime reason why they antagonise sailing ships.	Weak to lightningImmune to water
38	Drowned Bones	12-14	480 	Skeletons of the ocean, dragged up by Mermaids to aid in their raids on ships. Though nimble, they are flimsy, going back under the waves quickly. 	Weak to lightning and pureImmune to fireUndead
39	Deep Serpent 	14 	2400	The Mermaids' greatest ally, this sea dragon tries to rock the boat to dissuade the sailors. When this doesn't seem to work, they rise to the surface and blast water to take them down. 	Weak to lightningImmune to water
===Near Draconra (Chapter 4)===
# 	Name 	Lv 	HP 	Description 	Notes
40	Wild Wyrm 	13-15	750	The wyrms that fly free in the wilds of Draconra, yet to be tamed by the people. They fly high out of reach of their prey, diving in to strike or breathing fireballs as a projectile.	Weak to wind and iceImmune to fire
41	Stormfeather 	12-14	490	Birds that aren't put off by even the most harsh winds. They follow a cycle of diving to attack and backing off, and enjoy accompanying the Wyrms in battle. 	Weak to wind
42	Gremlin Chief	12-14	510	Heads of the Gremlin tribes that travel as far as Zuria. They carry bows to attack from a distance, but otherwise aren't much better than their underlings. 	N/A
43	Wild Wolf 	12-14	530	Feral and unruly hounds that prey on Stormfeathers, but are often scorched by Wyrms as a result. They rush in relentlessly to battle, and some can be found ridden by Gremlin Chiefs. 	N/A
===Dracon Peaks (Chapter 4)===
# 	Name 	Lv 	HP 	Description 	Notes
40	Wild Wyrm 	13-15	750 	The wyrms that fly free in the wilds of Draconra, yet to be tamed by the people. They fly high out of reach of their prey, diving in to strike or breathing fireballs as a projectile. 	Weak to wind and iceImmune to fire
41	Stormfeather 	12-14	490 	Birds that aren't put off by even the most harsh winds. They follow a cycle of diving to attack and backing off, and enjoy accompanying the Wyrms in battle. 	Weak to wind
42	Gremlin Chief	12-14	510 	Heads of the Gremlin tribes that travel as far as Zuria. They carry bows to attack from a distance, but otherwise aren't much better than their underlings. 	N/A
44	Wind Wisp 	13-15	550 	Aimlessly drifting wisps shaped from wind. They can summon tornadoes to attack in an area around them, though they can't take many hits. 	Immune to wind
45	Toxic Bloom 	13-15	600 	These flowers are unassuming at first, but when approached, they come to life and fire their poisonous darts. They can't move, but their range makes up for this. 	Weak to fire and ice
46	Queen Bee 	12-14	470 	These bees are the prime pollinators of Toxic Blooms in Dracon Peaks. They move quickly, and while rather weak at first, they land a powerful blow with a poisonous stinger if defeated at close range.	Weak to wind
47	Spiketoise 	13-15	2800	A tortoise with a sturdy, spike-covered shell. The shell repels damage, so unless it can be broken, only attacks to the head will work. 	Weak to ice
48	Cherina 	15 	5200	A wyrm tamer from Draconra. With wyrms running short, she and her partner Rozario decide who should have them with a battle. Cherina is a long-range specialist, attacking with magic and a bow. 	N/A
49	Rozario 	15 	6200	A wyrm tamer from Draconra. With wyrms running short, he and his partner Cherina decide who should have them with a battle. Rozario charges in for a close-range fight, slashing with twin daggers. 	N/A
===Sky (Chapter 5)===
# 	Name 	Lv 	HP 	Description 	Notes
40	Wild Wyrm 	13-15	750	The wyrms that fly free in the wilds of Draconra, yet to be tamed by the people. They fly high out of reach of their prey, diving in to strike or breathing fireballs as a projectile. 	Weak to wind and iceImmune to fire
41	Stormfeather	12-14	490	Birds that aren't put off by even the most harsh winds. They follow a cycle of diving to attack and backing off, and enjoy accompanying the Wyrms in battle. 	Weak to wind
44	Wind Wisp 	13-15	550	Aimlessly drifting wisps shaped from wind. They can summon tornadoes to attack in an area around them, though they can't take many hits. 	Immune to wind
46	Queen Bee 	12-14	470	These bees are the prime pollinators of Toxic Blooms in Dracon Peaks. They move quickly, and while rather weak at first, they land a powerful blow with a poisonous stinger if defeated at close range.	Weak to wind
50	Ruin Bat 	13-15	650	Bats that lurk in ruins. They are blind, drawn by sound, which sometimes leads to them wandering outside. While lacking in defence, they can drain health with their bite. 	Weak to pure and wind
52	Wizard 	14-16	850	A floating robed being carrying powerful magic. They cast spells such as Gale, Poison and Shield in battle. 	Weak to pure
===Border Fortress (Chapter 5)===
# 	Name 	Lv 	HP 	Description 	Notes
47	Spiketoise 	13-15	2800 	A tortoise with a sturdy, spike-covered shell. The shell repels damage, so unless it can be broken, only attacks to the head will work. 	Weak to ice
50	Ruin Bat 	13-15	650 	Bats that lurk in ruins. They are blind, drawn by sound, which sometimes leads to them wandering outside. While lacking in defence, they can drain health with their bite. 	Weak to pure and wind
51	Vampire 	14-16	1200 	Bats of high status that transform into a human-like form and wield magic. Their spells cause poison damage, and they can cause paralysis with melee strikes, but their speed is quite slow. 	Weak to pure and fireUndead
52	Wizard 	14-16	850 	A floating robed being carrying powerful magic. They cast spells such as Gale, Poison and Shield in battle. 	Weak to pure
53	Living Mail 	15-17	1350 	A suit of armour inhabited by an ethereal form, bringing it to life. Their swords deal heavy damage and their armour repels physical blows, so magic is your best choice, but be careful of shockwave projectiles.	Weak to pure and lightningUndead
54	Diablo 	15-17	1500 	Grim, winged monsters that shape fire. They fly out of reach at first and toss fireballs from there, but after enough attacks, they fall to the ground and fight aggressively. 	Weak to pureImmune to fireUndead
55	Hydra 	16-18	3000 	Reptiles with five heads, Hydras can launch large groups of fireballs to attack an entire party at once. Each barrage leaves a long period of recharging, however. 	Weak to ice
56	Earth Dragon	16-18	6000 	Too dangerous to let live in the wild, all of Terra's Earth Dragons were locked away in the Border Fortress. They attack with rock-throwing, earthquakes and sand tornadoes. 	Weak to water and iceImmune to earth
57	Elurrina 	17 	12500	The Consorian princess of ice. She uses her ice powers to freeze her surroundings, restricting her enemy's options so she can give them a sound defeat. 	Weak to fireImmune to ice
58	Pyronid 	18 	16200	The infernal guardian of the inscriptions deep within the Border Maze. Engulfed in fire, he is almost impossible to approach unless the flames can be cooled. 	Weak to ice and waterImmune to fire
===Near Sirasha (Chapter 6)===
# 	Name 	Lv 	HP 	Description 	Notes
59	Tundra Eagle 	16-18	980 	Birds that soar in the coldest of winds, they are known by Sirashans for their beauty, but also their aggression. Their beak strikes chill enemies, slowing them down. 	Weak to fire and windImmune to ice
60	Air Ibis 	16-18	850 	A small, gracious bird, Air Ibises dislike fighting, but can use their feathers to heal other birds. When in battle with Tundra Eagles, target these birds first. 	Weak to lightning and wind
60	Gremlin Guard 	16-18	1000	High-ranking Gremlin warriors sent to keep other races away from Foraura Tower. Compared to other Gremlins, they wield stronger blades and are faster at drawing their bow for ranged attacks.	N/A
61	Cold Husk 	17-19	1080	A zombie of the snow, they appear constantly shivering. They can cast ice magic to attack from a distance, but are even slower than the average zombie. 	Weak to fire and pureImmune to iceUndead
62	Whirling Snow 	16-18	950 	A vortex of powdery snow. They can blind enemies by blowing snow into their eyes. Compared to their sand and water relatives, they are more mobile, and may try rushing at targets. 	Weak to fireImmune to ice
63	Frost Giant 	18-20	3500	Hulking, thuggish beasts that tower over many of Loradila's races. They move little, but have massive reach, and can blow enemies away with a blizzard. 	Weak to fireImmune to ice
71	Pandemonic Sprinter	18-20	1375	Pandemonics with a very strange form - like a bird, but also like a lizard. They are quick to go after their enemies, a tendency that leaves them easy to hit. 	PandemonicImmune to wind
===Foraura Tower (Chapter 6)===
# 	Name 	Lv 	HP 	Description 	Notes
60	Gremlin Guard 	16-18	1000	High-ranking Gremlin warriors sent to keep other races away from Foraura Tower. Compared to other Gremlins, they wield stronger blades and are faster at drawing their bow for ranged attacks. 	N/A
61	Cold Husk 	17-19	1080	A zombie of the snow, they appear constantly shivering. They can cast ice magic to attack from a distance, but are even slower than the average zombie. 	Weak to fire and pureImmune to iceUndead
64	Ice Wisp 	17-19	1020	A wisp of ice that gives off a freezing aura. They can chill nearby enemies with an icy blast, or attempt to completely freeze a single foe. 	Immune to ice
65	Ice Golem 	18-20	1850	Freshly crafted by Warlocks, these golems can send icy shockwaves at enemies that stay too far away. However, they prefer melee attacks, and with their slow speed are easy to stay away from. 	Weak to fireImmune to ice
66	Ice Lizard 	17-19	1100	While most lizards are cold-blooded, this kind have come to embrace the frigid weather of Sirasha. They can chill enemies with their icy tongue, and their gaze can cause paralysis. 	Weak to fire
67	Warlock 	17-19	970 	The Wizards of the Border Fortress, once skilled enough, move to Gaia to attain higher magic and become Warlocks. Their preferred spells include Thunder, Sleep and Flame. 	Weak to pure
68	Gargoyle 	17-19	1280	Winged statues built to protect Gaian structures, they fight to ward out human and beast alike. Air or ground, claws or wind blasts, they are highly adaptable fighters. 	Weak to water and windImmune to earth
69	Pandemonic Eaglet 	16-18	1050	Small, yet aggressive Pandemonics that closely resemble birds. They can fire feathers as projectiles, but their defences are poor. 	PandemonicWeak to wind
70	Pandemonic Wraith 	17-19	1200	Pandemonics with a dishevelled body, seemingly close to tearing apart. While slow, they can drain health with their claw attacks. 	PandemonicWeak to fire and pure
71	Pandemonic Sprinter 	18-20	1375	Pandemonics with a very strange form - like a bird, but also like a lizard. They are quick to go after their enemies, a tendency that leaves them easy to hit. 	PandemonicImmune to wind
72	Pandemonic Juggernaut	18-20	4000	A large Pandemonic with a wide, blocky body, perfect for obstructing paths. They can't move, but can fire magic projectiles, and attempt to crush enemies that get close. 	PandemonicWeak to lightning
73	Ebony Cloak 	18-20	1800	Beneath their dark, obscuring cloaks, these are clearly humans, but why do they ally with the chromatic beasts? They cast elemental magic, but their magic power is quite low. 	Weak to pure
74	Pandemonic Rukh 	20 	9350	Huge chromatic beasts with bladed wings, sent to stamp out the protectors of Gaia and its Pillar. They fight in pairs, with one fighting aggressively up-close, while the other hangs back for support.	PandemonicWeak to windImmune to earth
===Near Gaia Castle (Chapter 7)===
# 	Name 	Lv 	HP 	Description 	Notes
75	Archaeopteryx 	19-21	1430	Known as the "first bird", the Archaeopteryx is a kind of feathered lizard that can charge on the ground or fly in the air. They favour rushing straight into battles. 	Immune to wind
76	Earth Spider 	19-21	1150	A kind of spider that prefers lurking underground. When they do come up to the surface, they can be quite troublesome, using silk to slow their foes down. 	Weak to fireImmune to earth
77	Anaconda 	19-21	1190	A large snake that favours constricting enemies, dealing heavy damage and stopping them from moving. While constricting, however, they are vulnerable to outside attacks. 	Weak to ice
78	Mandragora 	19-21	1240	A close relative of the Mandrake, Mandragoras similarly favour healing other animals and never directly fight. They are afraid of Anacondas, however, and tend to avoid them.	Weak to fire and iceImmune to water
79	Alluring Bloom	19-21	1200	A malicious flower that tries to persuade potential threats with pheremones, making them attack their allies. The effect is short-lived, but can certainly leave a mark. 	Weak to fire
===Gaia Castle (Chapter 7)===
# 	Name 	Lv 	HP 	Description 	Notes
60	Gremlin Guard	16-18	1000 	High-ranking Gremlin warriors sent to keep other races away from Foraura Tower. Compared to other Gremlins, they wield stronger blades and are faster at drawing their bow for ranged attacks. 	N/A
67	Warlock 	17-19	970 	The Wizards of the Border Fortress, once skilled enough, move to Foraura Tower, to attain higher magic and become Warlocks. Their preferred spells include Thunder, Sleep and Flame. 	Weak to pure
68	Gargoyle 	17-19	1280 	Winged statues built to protect Gaian structures, they fight to ward out human and beast alike. Air or ground, claws or wind blasts, they are highly adaptable fighters. 	Weak to water and windImmune to earth
80	Blingaldia 	21 	18500	A Consorian taking the form of a bronze-feathered bird. A proud sort who refuses to be summoned by Conjurers unless they prove their worth. In battle, he is swift and evasive, darting around and attacking from all angles.	Weak to lightning and windImmune to fire and earth
===Near Gaia Library (Chapter 7)===
# 	Name 	Lv 	HP 	Description 	Notes
81	Bog Slime 	20-22	1400	When the bog is disturbed, the slime may come to life to drive the people out. Physical weapons can't pierce the slime, so magic is necessary. 	Weak to water
82	Bog Insect	19-21	1000	Flying insects that thrive on the poisonous plants of bogs. They frequently inflict poison with their attacks, but are rather quick to take out.	Weak to water and wind
83	Bog Spore 	19-21	1100	A one-eyed creature that swims in swamps like fish in the sea. They fire slime projectiles, sometimes slowingtheir enemies down with attacks. 	Weak to water
===Gaia Library (Chapter 7)===
# 	Name 	Lv 	HP 	Description 	Notes
84	Bibliophile 	20-22	1450 	A mage obsessed with books, seeking to learn more magic. They can deal damage with the Thunder spell, but also provide support with Shield and Barrier. 	Weak to pure
85	Flying Novella 	19-21	1100 	A book brought to life by the meddling of Bibliophiles. They fly aimlessly, though when they fly over an enemy, they drop magic orbs on their head. 	Weak to fire and water
86	Flying Tome 	19-21	1280 	A magic book that has been brought to life. Much like Novellas, they fly over enemy heads and drop magic orbs on them - though Tomes have access to elemental attacks that inflict status ailments. 	Weak to fire and water
87	Book Hoarder 	20-22	2500 	A dangerous kind of person who partners with Bibliophiles, gathering the living books and setting them free. While they lack in abilities of their own, they summon flying Novellas and Tomes on sight.	Weak to fire or water
88	Runic Bones 	19-21	1320 	Once ordinary underground skeletons, they have been empowered by the magic in the library's basement. As well as making physical strikes, they are able to cast lightning magic. 	Weak to fire and pureUndead
89	Lamia 	20-22	1400 	A serpent with the upper body of a woman, Lamia can either silence or paralyse their enemies by slapping them. They also have access to a homing magic projectile. 	Weak to ice
90	Pandemonic Moth	20-22	1425 	A Pandemonic with large wings, much more distinctly covered in scales than a normal moth's. They can blind their foes by scattering mist. 	PandemonicWeak to fire and wind
91	Pandemonic Ibis	19-21	1250 	A small, birdlike Pandemonic. They tend to hang back and heal other Pandemonics, though when forced to attack, they launch wind gust projectiles. 	PandemonicWeak to fire and wind
92	Suterretz 	22 	5000 	The Consorian prince of fire, and Elurrina's brother. He casts fire spells quite relentlessly, but is no match for his sister's ice. 	Weak to ice and waterImmune to fire
93	Arondite 	??? 	34000	A mysterious knight who wields the power of darkness. His might is unrivalled - it would seem there is no defeating him. 	Weak to pure
===Attack on Gaia Castle (Chapter 7)===
# 	Name 	Lv 	HP 	Description 	Notes
69	Pandemonic Eaglet 	16-18	1050 	Small, yet aggressive Pandemonics that closely resemble birds. They can fire feathers as projectiles, but their defences are poor. 	PandemonicWeak to wind
70	Pandemonic Wraith 	17-19	1200 	Pandemonics with a dishevelled body, seemingly close to tearing apart. While slow, they can drain health with their claw attacks. 	PandemonicWeak to fire and pure
71	Pandemonic Sprinter 	18-20	1375 	Pandemonics with a very strange form - like a bird, but also like a lizard. They are quick to go after their enemies, a tendency that leaves them easy to hit. 	PandemonicImmune to wind
72	Pandemonic Juggernaut	18-20	4000 	A large Pandemonic with a wide, blocky body, perfect for obstructing paths. They can't move, but can fire magic projectiles, and attempt to crush enemies that get close. 	PandemonicWeak to lightning
73	Ebony Cloak 	18-20	1800 	Beneath their dark, obscuring cloaks, these are clearly humans, but why do they ally with the chromatic beasts? They cast elemental magic, but their magic power is quite low. 	Weak to pure
90	Pandemonic Moth 	20-22	1425 	A Pandemonic with large wings, much more distinctly covered in scales than a normal moth's. They can blind their foes by scattering mist. 	PandemonicWeak to fire and wind
91	Pandemonic Ibis 	19-21	1250 	A small, birdlike Pandemonic. They tend to hang back and heal other Pandemonics, though when forced to attack, they launch wind gust projectiles. 	PandemonicWeak to fire and wind
94	Wind Guardian 	22 	21050	The lion-bird protector of the Pillar of Wind, who comes in the time of chaos to prevent its destruction. Wielding wind magic and sending forth tornadoes, he proves relentless in battle.	Weak to ice and lightningImmune to wind
===Near Marilis (Chapter 8)===
# 	Name 	Lv 	HP 	Description 	Notes
95 	Venus Flytrap	21-23	1600	A large fanged plant that bites aggressively when close. They can also throw sharp leaves for a ranged attack, or pull potential prey closer with tangling vines. 	Weak to fireImmune to lightning
96 	Thorn Rose 	21-23	1420	A flower that lures the unsuspecting over with its red allure, then fires a barrage of thorns at them. When in danger, they dip their thorns in poison to toxify the enemy. 	Weak to fire
97 	Aerofish 	20-22	1370	These fish, having grown tired of swimming in narrow rivers and predator-filled sea, prefer to fly above ground. While not too dangerous, they can cause paralysis if their teeth sink in. 	Weak to lightningImmune to water
98 	Aqua Walker 	21-23	1480	Certain Sahagins, the scale-covered inhabitants of the sea, like to swim up to the surface to see the sights. While not very fast, they specialise in water projectiles. 	Weak to lightningImmune to water
99 	Flora Beak 	20-22	1390	A bird known for inhabiting flower fields, their feathers often mistaken for petals. They don't fight, but can heal plants, sometimes even treating status ailments. 	Weak to fire and wind
100	Siren 	21-23	1840	Deceptive beings that employ illusions, making it seem like your allies are places where they aren't. Sirens enjoy silencing their foes, putting them to sleep, and slowing them down with magic.	Weak to pure
===Thunder Temple (Chapter 8)===
# 	Name 	Lv 	HP 	Description 	Notes
101	Shock Wisp 	21-23	1500 	Quite similar to Electro Wisps in many ways, though Shock Wisps have a much greater range at which they can attack. When enemies get too close, they attempt a paralysis spell. 	Immune to lightning
102	Thunder Angel 	22-24	1720 	Angels hail from the floating continent, being sent to guard places of interest. Able to dash away fast as lightning and launch electric blasts, they are best slowed with enfeebling magic. 	Weak to windImmune to lightning and pure
103	Cat Sith 	21-23	1550 	While technically wild cats, their indoor habitat makes them much more cautious in battle compared to most. They attack precisely for heavy damage, then back away to cast a sleeping spell, and repeat. 	Weak to water
104	Revenant 	21-23	1580 	Decayed beings that, being preserved in an indoor environment, are less torn-apart than most zombies. They move a fair bit faster, and can inflict venom easily with their claws. 	Weak to fire and pureUndead
105	Empty Knight 	22-24	2400 	Suits of armour with a mind of their own, ready to fight when trespassers draw near. They can blast shockwaves with their blades, and their armour makes physical blows almost useless. 	Weak to pure and lightningUndead
106	Blood Regent 	22-24	2150 	A master over bats who uses magic to take on a human-like form. They have access to a special spell that saps its victim of MP, as well as magic that can blind victims. 	Weak to fire and pureUndead
107	Storm Bat 	20-22	1400 	Bats that crackle with electricity, they have a poor defence, but can drain health. Using their electric power, they can gain a burst of speed to dash in, attack, and quickly back off. 	Weak to pure and windImmune to lightning
108	Manticore 	23-25	4950 	A lion armed with spikes, the Manticore mainly attacks by flinging a volley of thorns from their tail. If backed into a corner, though, they'll use their fangs for a powerful melee attack. 	N/A
109	Pandemonic Snapper 	22-24	1640 	A Pandemonic that resembles a flying shark. They aren't particularly fast, but can fire large water blasts, and if they get close, their bite is devastating. 	PandemonicWeak to lightningImmune to water
110	Pandemonic Sniper 	22-24	1440 	One of the strangest Pandemonics, they resemble rodents, and have a kind of bow built into their back, pulling back and firing arrow-like spines with the tail. Their range is very long, but they don't attack frequently.	Pandemonic
111	Tristram 	24 	7500 	One of the mysterious "Ebony Cloaks", the humans who aid the Pandemonics. Since he has to command the chromatic beasts, he puts little effort into attacking. 	Weak to pure
112	Pandemonic Leviathan	25 	23700	A high-ranking Pandemonic resembling a sea serpent. They send powerful tidal waves at their enemies, as well as firing water jets and entangling foes to slow them down. 	PandemonicWeak to pure and lightningImmune to water
===Near Kerinus (Chapter 9)===
# 	Name 	Lv 	HP 	Description 	Notes
113	Desert Scorpion	22-24	1600	Armoured inhabitants of the sands, with venomous pincers and stinger-tipped tails. They attack quite relentlessly, and can cause poison easily. 	Weak to ice and waterImmune to earth
114	Sand Angel 	23-25	2350	Angels who were lost on the way to the Thunder Temple, and became one with the desert. They can summon sand whirlwinds that blind their enemies. 	Weak to ice and waterImmune to pure
115	Cactus Rose 	22-24	1500	A prickly cactus plant with a lovely rose, this deceptive bloom attacks with poisonous thorns, but can also summon a fragrance to temporarily turn their foes against each other.	Weak to fire and iceImmune to water
116	Desert Falcon 	23-25	1750	Wild birds that soar in sandy air, eager to fight. They can form fireballs in their talons to throw, and their beak strikes will sometimes cause paralysis. 	Weak to water and windImmune to earth
117	Solar Viper 	23-25	1700	A venomous snake that brings power from the sun. They attack with toxic bites and venom shots, and when hurt will try to gather sunlight to restore some health. 	Weak to iceImmune to fire
===Seaspiral Tunnel (Chapter 9)===
# 	Name 	Lv 	HP 	Description 	Notes
112	Pandemonic Leviathan	25 	23700	A high-ranking Pandemonic resembling a sea serpent. They send powerful tidal waves at their enemies, as well as firing water jets and entangling foes to slow them down. 	PandemonicWeak to pure and lightningImmune to water
118	Mertriarch 	24-26	2000 	A regal mermaid who uses their singing voice to silence enemies or put them to sleep. They fight with spears, which they can also use to fire blasts of light from afar. 	Weak to lightningImmune to water
119	Sahagin 	23-25	1900 	Scaly, human-shaped inhabitants of the sea. Sahagins are nimble swimmers and focus on using claw strikes. 	Weak to lightningImmune to water
120	Octograbber 	24-26	3230 	An octopus who uses their eight tentacles to bind enemies, stopping them from attacking. You'll be freed from the bind if your allies attack the Octograbber. They can also spray blinding ink.	Weak to lightningImmune to water
121	Hippocampi 	23-25	1760 	A seahorse of the deep sea. Like their fresh-water relatives, they are pacifists who focus on healing allies, as well as granting increased resistance to damage. 	Weak to lighntingImmune to water
122	Sea Turtle 	24-26	5250 	A giant turtle with a heavily armoured spiked shell. The shell absorbs damage, so aim for the head. They can attack with powerful bites, fin smacks, or slowly homing whirlpools. 	Weak to ice and lightningImmune to water
===Seaspiral Reef (Chapter 9)===
# 	Name 	Lv 	HP 	Description 	Notes
118	Mertriarch 	24-26	2000 	A regal mermaid who uses their singing voice to silence enemies or put them to sleep. They fight with spears, which they can also use to fire blasts of light from afar. 	Weak to lightningImmune to water
119	Sahagin 	23-25	1900 	Scaly, human-shaped inhabitants of the sea. Sahagins are nimble swimmers and focus on using claw strikes. 	Weak to lightningImmune to water
120	Octograbber 	24-26	3230 	An octopus who uses their eight tentacles to bind enemies, stopping them from attacking. You'll be freed from the bind if your allies attack the Octograbber. They can also spray blinding ink. 	Weak to lightningImmune to water
121	Hippocampi 	23-25	1760 	A seahorse of the deep sea. Like their fresh-water relatives, they are pacifists who focus on healing allies, as well as granting increased resistance to damage. 	Weak to lighntingImmune to water
122	Sea Turtle 	24-26	5250 	A giant turtle with a heavily armoured spiked shell. The shell absorbs damage, so aim for the head. They can attack with powerful bites, fin smacks, or slowly homing whirlpools. 	Weak to ice and lightningImmune to water
123	Sahagin Chief 	24-26	2260 	Leaders of the reef's Sahagin tribes. When common Sahagins are in battle, they generally hang back and use some supportive magic. When no underlings remain, however, the chiefs charge directly into battle.	Weak to lightningImmune to water
124	Barracuda 	24-26	2580 	An arrow-shaped fish that hides in the shadows, then quickly lunges for an attack at the right opportunity. If you notice glaring eyes in the dark, be ready for unavoidable battle. 	Weak to lightningImmune to water
125	Fangshark 	25-27	6400 	Giant sharks that prey on Hippocampi, Mertriarchs, and even unfortunate Sahagins. They can inflict massive damage if given the chance, but their attacks are quite infrequent. 	Weak to lightningImmune to water
126	Gleam Angler 	25-27	4000 	Large anglers that can use the light on their head to gather electricity. They fire electric blasts from a long range, including shots that can paralyse their victim. 	Immune to water and lightning
127	Romilia 	26 	7500 	One of the mysterious "Ebony Cloaks", the humans who aid the Pandemonics. She doesn't care much for attacking, as she has to command her chromatic beasts. 	Weak to pure
128	Pandemonic Basilisk	27 	13200	Elite Pandemonics that appear as feathered lizards. They fight in pairs, focusing on paralysing foes with their gaze to make it easier to take them out. 	PandemonicWeak to pure and iceImmune to fire
===Border Maze (Chapter 10)===
# 	Name 	Lv 	HP 	Description 	Notes
129	Sea Wisp 	25-27	2100 	A wisp carrying the power of the ocean. They send sweeping water waves to damage a large area, but their poor defences make them quick to defeat. 	Immune to water
130	Skulldier 	25-27	2350 	An elite skeleton warrior. They have stronger defences than most skeletons, and are able to use lightning magic as well as physical blows. 	Weak to fire and iceUndead
131	Octo Terra 	26-28	3570 	An octopus adapted to live on dry land. Much like their aquatic cousins, they can constrict their foes and fire ink to blind them, but can also throw magic blasts. 	Weak to waterImmune to earth
132	Iron Gargoyle 	26-28	2700 	A gargoyle made of metal, built to keep the border free of monsters. Corrupted by the Pandemonics, however, they now attack humans, mixing physical and magical styles and changing between ground and air.	Weak to earth and windImmune to fire
133	Stone Golem 	26-28	4800 	Built by the Skulldiers, these sturdy golems are more adaptable than most, throwing rocks and slamming with shockwaves, though they still suffer from slow speed. 	Weak to water and windImmune to earth
134	Possessed Shadow	25-27	2000 	A phantom that invades a human's shadow to summon a gloomy copy of them. Their abilities depend on who they have copied. 	Weak to pure
135	Flying Scripture	25-27	2160 	They say that the Border Maze once kept books, but today, the only ones left have been brought to life. They soar over the heads of humans and drop magic orbs on them, inflicting various ailments. 	Weak to fire and water
136	Tindalos 	26-28	6500 	A powerful skeletal hound that lurks in corners where least expected. They can curse their foes with claw strikes, lowering their strength and defence, and even breathe haunting flames. 	Weak to fire and pureUndead
137	Storm Dragon 	27-29	13500	Beastly dragons that were locked deep within the Border Maze, feared too much by the people of Gaia. They summon cyclones, rainstorms, thunderbolts and blizzards for a plethora of attacks. 	Weak to ice and lightningImmune to wind
===Hurricane's Cradle (Chapter 10)===
# 	Name 	Lv 	HP 	Description 	Notes
111	Tristram 	28 	7500 	One of the mysterious "Ebony Cloaks", the humans who aid the Pandemonics. Since he has to command the chromatic beasts, he puts little effort into attacking. 	Weak to pure
127	Romilia 	28 	7500 	One of the mysterious "Ebony Cloaks", the humans who aid the Pandemonics. She doesn't care much for attacking, as she has to command her chromatic beasts. 	Weak to pure
134	Possessed Shadow 	25-27	2000 	A phantom that invades a human's shadow to summon a gloomy copy of them. Their abilities depend on who they have copied. 	Weak to pure
138	Hurricane Shaper 	26-28	2220 	A vortex of disturbed wind that comes about from stormy weather. They can confuse enemies with a fierce blow of wind, making them attack their allies for a short time. 	Immune to wind
139	Storm Angel 	27-29	3000 	An angel commonly seen wherever the weather is stormy. They can summon rain and snow-filled whirlwinds to attack from a distance, and use healing magic to help other angels. 	Immune to pure
140	Thunder Bard 	27-29	3250 	An angel of storms, whose music has power over lightning. Their music notes can put their foes to sleep, leaving them unable to dodge the thunderbolts. 	Weak to earthImmune to pure
141	Pandemonic Witch 	26-28	2450 	A Pandemonic with a cloaked humanoid form. They fire magical projectiles, cast elemental spells, and boost the stats of their allies, but their spells take time to cast. 	PandemonicWeak to pure
142	Pandemonic Glider	26-28	2170 	A manta ray-shaped Pandemonic, who drifts through the air and fires orbs of light. They move rather slowly, and coupled with the time spent charging attacks, are easy targets. 	PandemonicWeak to wind
143	Pandemonic Drake 	27-29	6800 	A Pandemonic appearing as a winged dragon, who flies quickly around enemies and spews flames at them from all angles. They can't keep moving forever, though, so try paralysing them when they take a break. 	PandemonicWeak to wind
144	Perfuria 	29 	30000	The first Aurai to be seen on Loradila's surface in many centuries. Determined to take the Thunder Crown back, she manipulates the weather to create several hazards for her foes, and blasts them with heavenly light.	Immune to pure
===Near Coratial (Chapter 11)===
# 	Name 	Lv 	HP 	Description 	Notes
145	Gremlin Prince	28-30	2250	A royal Gremlin that commands their kind across Loradila from the north. As well as powerful blades and arrows, they can put enemies to sleep with magic. 	Weak to pure
146	Warg Wolf 	29-31	2600	Monstrous wolves that prey on travellers with poisonous fangs. Some are ridden by Gremlin Princes, though most take to fighting in pacts. 	N/A
147	Poltergeist 	28-30	2100	A spirit that raids homes to sneak objects away, and uses them as weapons. If they don't have tools, they stick to haunting magic blasts. 	Weak to pureUndead
148	Walking Wood 	29-31	3000	A small tree inhabited by a Poltergeist. They attack with cursing branches that lower the strength of those they hit. Once defeated, the Poltergeist inside may come out to keep fighting.	Weak to fire and ice
149	Air Manta 	28-30	2450	Gliding through the air, these flying rays are slow and easy to shoot down. However, they can fire powerful wind blasts if given the chance. 	Weak to wind
150	Scylla 	29-31	5700	This five-headed reptile fires blasts of water from every head, striking entire parties with one attack. When at close range, they can push foes away with a whirlpool. 	Weak to lightning
===Firmen Laboratory (Chapter 11)===
# 	Name 	Lv 	HP 	Description 	Notes
93 	Arondite 	??? 	34000	A mysterious knight who wields the power of darkness. His might is unrivalled - it would seem there is no defeating him. 	Weak to pure
151	Clockwork Soldier	29-31	2950 	A metal warrior designed in the style of mechs of Eltine. Being an undeveloped model, they are prone to malfunctioning when attacked with lightning, but their bladed arms can cause heavy damage.	Weak to lightning
152	Beam Cannon 	28-30	2400 	A stationary turret that fires a solid beam of light. While they have a low power output, the beams are useful for limiting movement space. 	Weak to lightning
153	Missile Cannon 	28-30	2500 	A stationary turret that loads and fires slow explosive projectiles. Deal with them quickly, as their damage keeps adding up. 	Weak to lightning
154	Mecha Juggernaut 	30-32	10500	A wide, blocky floating machine, ideal for blocking paths. They don't move, but fire missiles and stunning electric orbs. If you get too close, they may try a crushing slam. 	Weak to lightning
155	Failed Experiment	28-30	2000 	A terrible attempt at creating life, leaving a miserable floating eye. They can't deal damage, but their attacks enfeeble the target greatly. 	Weak to all elements
156	Mechanical Hand 	29-31	3100 	A floating hand used to test mechanical flight. They are slow to attack, but can deal considerable damage with every strike. 	Weak to lightning
157	Insect Drone 	28-30	2200 	A little machine designed to transport goods around the laboratory. They lack power and defence, but can flit about and fire bullets very quickly. 	Weak to lightning
158	Machine Warrior 	30-32	7600 	A massive, human-shaped robot, the security of Firmen Laboratory. Their physical strikes are quite slow, but stun their target, and when further away they fire swift energy blasts. 	Weak to lightning
159	Containment Unit 	31 	15000	Used to experiment on a captured Consorian, this machine wields many turrets to fill the room with bullets. 	Weak to lightning
160	Tetros Device 	32 	36000	Tetros Firmen's prized power unit, fused with its creator. Able to manipulate gravity to pull enemies in and electrocute the room, it ensures that the trespassers cannot leave. 	Weak to lightning
===Near Memoria Castle (Chapter 12)===
# 	Name 	Lv 	HP 	Description 	Notes
161	Latrodectus 	31-33	3000 	An arachnid that uses silk aggressively to bind potential threats, keeping their speed down. They dislike direct battle, leaving it to stronger animals. 	Weak to fire
162	Ankheg 	31-33	4200 	Giant centipedes that lurk underground, bursting out to attack travellers. As well as their mandibles, they can attack by shaking the earth around them. 	Weak to iceImmune to earth
163	Slate Scorpion 	30-32	2800 	Plated in tough slate armour, these scorpions aren't as fast as their brethren, but are harder to kill and strike with unusually strong poison. 	Weak to waterImmune to earth
164	Apparition 	30-32	2700 	A macabre ghost that wields a variety of dark arts. They can inflict various status ailments, from poison to complete paralysis, and cure those of their allies. 	Weak to pure
165	Mountain Giant 	32-34	10000	Massive, unruly beasts that stand at a third of the height of many of Loradila's mountains. While they rarely move, their heavy slams and thrown boulders have a massive reach.	Weak to waterImmune to earth
166	Shade Manticore	32-34	8500 	A spike-covered lion that flings needles from their tail. They carry toxins in their spikes, allowing them to easily cause poison from a distance. 	Weak to wind
===Memoria Keep (Chapter 12)===
# 	Name 	Lv 	HP 	Description 	Notes
164	Apparition 	30-32	2700 	A macabre ghost that wields a variety of dark arts. They can inflict various status ailments, from poison to complete paralysis, and cure those of their allies. 	Weak to pure
166	Shade Manticore 	32-34	8500 	A spike-covered lion that flings needles from their tail. They carry toxins in their spikes, allowing them to easily cause poison from a distance. 	Weak to wind
167	Ghast 	31-33	3080 	One of the most pristine strains of zombies - for a decaying being. Their claws aren't too strong, but can paralyse victims. 	Weak to fire and pureUndead
168	Chalk Bat 	32-34	3000 	White bats with quite a refined sense, preferring intact castles over dilapidated ruins. Their bites drain health, but can also sap a victim's MP. 	Weak to pure and wind
169	Chalk Ray 	32-34	3300 	A sky-drifting ray with a flaky white body. They are slow and easy to strike down, but their spells cause heavy damage to MP if allowed to be cast. 	Weak to wind
170	Gremlin Commander	32-34	3400 	The top battlers among the Gremlins, always seen leading the front lines. Though they lack magic, they can empower their arrows and blades with fire, ice or lightning. 	Weak to pure
171	Aristia 	33 	35700	A three-tailed cat Consorian, hated for her unruly nature, she hides in peace in human castles. She can fly rings around opponents, blast them with magic, and create sturdy barriers.	Weak to waterImmune to lightning
===Near Elderan (Chapter 12)===
# 	Name 	Lv 	HP 	Description 	Notes
163	Slate Scorpion	30-32	2800	Plated in tough slate armour, these scorpions aren't as fast as their brethren, but are harder to kill and strike with unusually strong poison. 	Weak to waterImmune to earth
164	Apparition 	30-32	2700	A macabre ghost that wields a variety of dark arts. They can inflict various status ailments, from poison to complete paralysis, and cure those of their allies. 	Weak to pure
167	Ghast 	31-33	3080	One of the most pristine strains of zombies - for a decaying being. Their claws aren't too strong, but can paralyse victims. 	Weak to fire and pureUndead
172	Salamander 	31-33	3150	A volcanic lizard that wields flames in battle. They can cause heavy damage with a burning tongue, and paralyse foes with their gaze. 	Weak to ice and waterImmune to fire
173	Needletail 	31-33	2750	A rodent with a bow built into their body, firing spines using their tail to pull the string. While not very fast attackers, they can strike from huge distances. 	N/A
174	Archosaur 	31-33	3600	A tough-bodied, crocodile-like reptile that repels damage excellently with their scales. While they mostly stick to bites, they also carry a monstrous fire breath.	Weak to iceImmune to fire and water
175	Rogue Digger 	32-34	7500	Underground beasts with powerful pincers and mandibles. They are quick to burrow in and out of the ground to continue surprising the enemy in battle. 	Weak to iceImmune to earth
===Scintilla Furnace (Chapter 12)===
# 	Name 	Lv 	HP 	Description 	Notes
93 	Arondite 	??? 	34000	A mysterious knight who wields the power of darkness. His might is unrivalled - it would seem there is no defeating him. 	Weak to pure
111	Tristram 	34 	7500 	One of the mysterious "Ebony Cloaks", the humans who aid the Pandemonics. Since he has to command the chromatic beasts, he puts little effort into attacking. 	Weak to pure
172	Salamander 	31-33	3150 	A volcanic lizard that wields flames in battle. They can cause heavy damage with a burning tongue, and paralyse foes with their gaze. 	Weak to ice and waterImmune to fire
175	Rogue Digger 	32-34	7500 	Underground beasts with powerful pincers and mandibles. They are quick to burrow in and out of the ground to continue surprising the enemy in battle. 	Weak to iceImmune to earth
176	Living Lava 	31-33	3300 	Formed from lava disturbed deep in the volcano, these creatures are immune to physical weapons, only magic will do. They attack by lobbing blobs of lava. 	Weak to iceImmune to fire
177	Flame Wisp 	31-33	3200 	Aimlessly-drifting wisps of fire. They can attack with large-area blasts of fire, but don't last long when attacked. 	Weak to ice and waterImmune to fire
178	Magma Tortoise 	32-34	10000	Often found swimming in lava, their mighty shells are tempered by the heat. The shell is extremely hard to break, so focus your efforts on the head, but be wary of fireballs. 	Weak to ice and waterImmune to fire
179	Infernian 	32-34	9000 	Deceptive monsters of the flames, throwing out lava to attack. Some can even summon Living Lava to their aid. When attacked, they counter with defence-reducing curses. 	Weak to pureImmune to fireUndead
180	Flame Dragon 	33-35	17000	A monstrous rogue dragon that lurks in the volcano caverns. With fire breath, lava rain and flame pillars, they are not to be trifled with. 	Weak to ice and waterImmune to fire
181	Pandemonic Serpent	31-33	3250 	A Pandemonic with a long, snake-like body. They mainly attack by biting, but may rarely use mind powers to turn the enemies against each other. 	PandemonicWeak to ice
182	Pandemonic Crawler	31-33	3800 	Pandemonics with a centipede-like body, able to electrocute their mandibles for a powerful blow. Mid-battle, they can burrow underground to sneak behind their foe. 	PandemonicWeak to waterImmune to earth
183	Scintillos 	34 	40000	The terror that lurks within Scintilla Furnace, the cause of all past eruptions. By shaping the volcano's will, he can set off lava jets and summon meteors to singe opponents.	Weak to ice and waterImmune to fire
===Attack on Memoria Castle (Chapter 12)===
# 	Name 	Lv 	HP 	Description 	Notes
164	Apparition 	30-32	2700 	A macabre ghost that wields a variety of dark arts. They can inflict various status ailments, from poison to complete paralysis, and cure those of their allies. 	Weak to pure
166	Shade Manticore 	32-34	8500 	A spike-covered lion that flings needles from their tail. They carry toxins in their spikes, allowing them to easily cause poison from a distance. 	Weak to wind
167	Ghast 	31-33	3080 	One of the most pristine strains of zombies - for a decaying being. Their claws aren't too strong, but can paralyse victims. 	Weak to fire and pureUndead
168	Chalk Bat 	32-34	3000 	White bats with quite a refined sense, preferring intact castles over dilapidated ruins. Their bites drain health, but can also sap a victim's MP. 	Weak to pure and wind
169	Chalk Ray 	32-34	3300 	A sky-drifting ray with a flaky white body. They are slow and easy to strike down, but their spells cause heavy damage to MP if allowed to be cast. 	Weak to wind
170	Gremlin Commander 	32-34	3400 	The top battlers among the Gremlins, always seen leading the front lines. Though they lack magic, they can empower their arrows and blades with fire, ice or lightning. 	Weak to pure
181	Pandemonic Serpent	31-33	3250 	A Pandemonic with a long, snake-like body. They mainly attack by biting, but may rarely use mind powers to turn the enemies against each other. 	PandemonicWeak to ice
182	Pandemonic Crawler	31-33	3800 	Pandemonics with a centipede-like body, able to electrocute their mandibles for a powerful blow. Mid-battle, they can burrow underground to sneak behind their foe. 	PandemonicWeak to waterImmune to earth
184	Light Guardian 	34 	41000	A flying, golden insect who serves as protectress of the Pillar of Light. She strikes down attackers with light magic, while using support spells to keep herself alive.	Weak to windImmune to pure
===Border Keep (Chapter 13)===
# 	Name 	Lv 	HP 	Description 	Notes
185	Reaching Hand 	33-35	4100 	A monster shaped like a severed clawed hand, creeping close and attacking with fierce swipes. More rarely, they can throw orbs of light from their palms. 	Weak to pure
186	Nocturne 	34-36	5000 	A rare kind of vampire that thrives in total darkness. They shoot magic bolts from out of sight, and when close, leave their victims blinded and paralysed. 	Weak to fire and pureUndead
187	Stalking Shadow 	34-36	3000 	Lurking in a person's shadow, this ghoul is able to copy the form of their target, gaining all of their abilities. Compared to the Possessed Shadows, they tend to favour stronger attacks more.	Weak to pure
188	Keep Juggernaut 	35-37	14000	A floating golem that uses their wide body to block off paths in keeps. They attack with barrages of arrows, and when an enemy comes close they try to crush them. 	Weak to water
189	Bone Hound 	34-36	11000	A skeletal beast that hides in the darkness. Their claws and bites lower speed and defence, and they also have access to haunted lightning. 	Weak to fire and pureUndead
190	Malice Wyrm 	34-36	5500 	The monsters of Wyrm society, banished from Dracon Peaks as punishment. They fly high, diving to strike with blinding claws, and shoot explosive blue fireballs. 	Weak to wind and iceImmune to fire
191	Death Dealer 	35-37	10000	Disastrous winged fiends that sap life itself. Whenever they enter a battle, they give sixty seconds to live - if you can't make it, be sure to run. 	Weak to pureImmune to fireUndead
192	Umbral Cloak 	36 	10000	Kyra, the princess of Loradila, fallen under Ferndite's control. She wields magic, but focuses on commanding her summons. 	Immune to pure
193	Pandemonic Warrior	36 	45000	A colossal Pandemonic that wields an equally large hammer. Every smash is something to be feared, be it a direct strike or a shockwave-blasting slam. 	PandemonicWeak to pure and earth
===Attack on Terra Castle (Chapter 13)===
# 	Name 	Lv 	HP 	Description 	Notes
170	Gremlin Commander 	32-34	3400 	The top battlers among the Gremlins, always seen leading the front lines. Though they lack magic, they can empower their arrows and blades with fire, ice or lightning. 	Weak to pure
194	Sky Barracuda 	33-35	4000 	Arrowed fish that fly through the air as fast as their deep-sea brethren can swim. With their speed, escaping a fight with them is very difficult. 	Weak to windImmune to water
195	Thundrake 	34-36	7500 	A five-headed dragon wielding lightning. They can strike an entire party with a volley of bolts, or direct them all at a single target to paralyse them. 	Weak to earthImmune to lightning
196	Pandemonic Claw 	34-36	3700 	A Pandemonic hand that can change between fire and ice forms. The fire form burns with claws and throws explosive flames, while the ice form uses weaker attacks that freeze victims. 	PandemonicWeak to fire or ice
197	Pandemonic Angler 	34-36	6500 	Floating fishlike Pandemonics, who use their head-lights to build up electricity for magic attacks. Compared to the anglers of the sea, they are more aggressive, resorting to toxic bites when close.	PandemonicImmune to water and lightning
198	Pandemonic Phoenix	35 	43200	A flaming Pandemonic bird, often used by the Ebony Cloaks for transport. They wield fiery feathers, lightning, and all manner of other magic attacks to fight. 	PandemonicWeak to wind and iceImmune to fire
199	Sky Guardian 	36 	49500	A wing stag that keeps the Pillar of Sky secure. He throws the enemy down with tornadoes, summons birds to aid him, and can use time magic to slow foes down. 	Weak to windImmune to ice and lightning
===Over the Central Sea (Chapter 14)===
# 	Name 	Lv 	HP 	Description 	Notes
185	Reaching Hand 	33-35	4100	A monster shaped like a severed clawed hand, creeping close and attacking with fierce swipes. More rarely, they can throw orbs of light from their palms. 	Weak to pure
190	Malice Wyrm 	34-36	5500	The monsters of Wyrm society, banished from Dracon Peaks as punishment. They fly high, diving to strike with blinding claws, and shoot explosive blue fireballs. 	Weak to wind and iceImmune to fire
194	Sky Barracuda 	33-35	4000	Arrowed fish that fly through the air as fast as their deep-sea brethren can swim. With their speed, escaping a fight with them is very difficult. 	Weak to windImmune to water
196	Pandemonic Claw 	34-36	3700	A Pandemonic hand that can change between fire and ice forms. The fire form burns with claws and throws explosive flames, while the ice form uses weaker attacks that freeze victims. 	PandemonicWeak to fire or ice
197	Pandemonic Angler	34-36	6500	Floating fishlike Pandemonics, who use their head-lights to build up electricity for magic attacks. Compared to the anglers of the sea, they are more aggressive, resorting to toxic bites when close.	PandemonicImmune to water and lightning
===Near Reviria (Chapter 14)===
# 	Name 	Lv 	HP 	Description 	Notes
170	Gremlin Commander	32-34	3400	The top battlers among the Gremlins, always seen leading the front lines. Though they lack magic, they can empower their arrows and blades with fire, ice or lightning. 	Weak to pure
194	Sky Barracuda 	33-35	4000	Arrowed fish that fly through the air as fast as their deep-sea brethren can swim. With their speed, escaping a fight with them is very difficult. 	Weak to windImmune to water
195	Thundrake 	34-36	7500	A five-headed dragon wielding lightning. They can strike an entire party with a volley of bolts, or direct them all at a single target to paralyse them. 	Weak to earthImmune to lightning
200	Glimmer Moth 	34-36	3500	A moth whose wings glitter in the sunlight. Alluring, certainly, but be wary of their scales that can poison, blind, and inflict all manner of stat penalties. 	Weak to fire and windImmune to pure
201	Panther 	35-37	4700	Aggressive wild cats that use magic to put their prey to sleep, then charge in quickly to cut them down. Panther attack patterns involve running around, so surrounding them should limit their moves.	Weak to water
202	Wild Lamia 	35-37	7000	Unlike the more refined, devious Lamia of Gaia, Memoria's snake-women are eager to fight directly, with a silencing slap and powerful magic projectiles. 	Weak to ice
203	Nightshade 	34-36	4100	Grown by Wild Lamia to support them in battle, these subservient root-people focus on healing and never attack. Making physical contact with them can cause poison, so be careful. 	Weak to fire and iceImmune to water
204	Siren Cleric 	35-37	9200	A two-faced deceiver that kindly empowers fellow monsters, but maliciously taunts the enemy with slowing and sleeping music, all while confusing them with illusions of their allies. 	Weak to pure
===Subterranean Tunnel (Chapter 14)===
# 	Name 	Lv 	HP 	Description 	Notes
187	Stalking Shadow 	34-36	3000 	Lurking in a person's shadow, this ghoul is able to copy the form of their target, gaining all of their abilities. Compared to the Possessed Shadows, they tend to favour stronger attacks more. 	Weak to pure
192	Kyra 	36 	10000	Kyra, the princess of Loradila, fallen under Ferndite's control. She wields magic, but focuses on commanding her summons. 	Immune to pure
196	Pandemonic Claw 	34-36	3700 	A Pandemonic hand that can change between fire and ice forms. The fire form burns with claws and throws explosive flames, while the ice form uses weaker attacks that freeze victims. 	PandemonicWeak to pure and fire or ice
197	Pandemonic Angler	34-36	6500 	Floating fishlike Pandemonics, who use their head-lights to build up electricity for magic attacks. Compared to the anglers of the sea, they are more aggressive, resorting to toxic bites when close. 	PandemonicWeak to pureImmune to water and lightning
205	Pipefish 	35-37	3500 	Seahorses that lurk in subterranean pools. While most of their kind are pacifists, Pipefish enjoy blinding enemies with muddy water, though they still offer healing to allies. 	Weak to lightningImmune to water
206	Gem Sprout 	34-36	3200 	Living gemstones in the shape of tree sprouts, they fire leaf-like shards from a distance and exude a healing aura for allies. They cannot move, and eagerly await the day they grow enough to walk. 	Immune to earth
207	Gemtree 	35-37	4300 	Fully grown from Gem Sprouts, these walking "trees" are very protective over their young, throwing large crystals and using protective magic on them. 	Immune to earth
208	Magus 	35-37	4000 	An expert mage that taps into the power of underground crystals. They can cast Freeze, Psych, Entangle and Triflame frequently in battle. 	Weak to pure
209	Shaping Water 	35-37	4100 	Water influenced by underground crystals to come to life. They are immune to physical attacks, and can use their water to clear positive effects from foes. 	Weak to ice and lightningImmune to water and earth
210	Chaos Wisp 	34-36	3000 	A very unusual and unstable kind of Wisp, changing their elemental weakness every time the weakness if struck. Keep an eye on their colour to discern the right attack to use. 	Weak to fire, water or lightningImmune to all other elements
211	Abyss Worm 	35-37	8800 	Lurking in deep caves, these crystal-embedded worms can attack with tornadoes and earthquakes as well as powerful mandibles. They enjoy eating gems, even Gem Sprouts, causing anger for the Gemtrees. 	Weak to iceImmune to earth and wind
212	Regal Serpent 	36-38	12000	A beautiful, yet monstrous sea serpent that sends powerful water blasts, including frozen and scalding water, from afar. They are confined to their lakes, but nonetheless worthy for other beasts to bow to. 	Weak to lightningImmune to water
213	Cave Giant 	36-38	16000	Underground giants are far smaller than the ones on the surface, but still tower over everyone they live with. They can summon storm clouds to blast lightning at their foes from above. 	Weak to earthImmune to lightning
214	Gem Dragon 	37-39	25000	These mighty underground dragons enjoy seclusion, hiding in side rooms away from the bustle of the main tunnels. If threatened, however, they will surely make you pay, spraying razor-sharp gems and having crystal spikes rise from the ground.	Immune to earth
215	Harargia 	37 	50000	A stone wolf Consorian, hiding away from his kind's society in the depths of the earth. His swift running summons mirages that can lunge and attack, overwhelming the enemy. 	Weak to waterImmune to earth
216	Pandemonic Gate 	38 	55000	A giant Pandemonic in the shape of a gateway, blocking the entrance to Pandemonium. They attack with chains, some of which paralyse foes, and use magic to sap HP and MP from the party. 	Weak to pure
===Pandemonium (Chapter 15)===
# 	Name 	Lv 	HP 	Description 	Notes
74 	Pandemonic Rukh 	39 	18700	Huge chromatic beasts with bladed wings, sent to stamp out the protectors of Gaia and its Pillar. They fight in pairs, with one fighting aggressively up-close, while the other hangs back for support. 	PandemonicWeak to pure and windImmune to earth
112	Pandemonic Leviathan	39 	33700	A high-ranking Pandemonic resembling a sea serpent. They send powerful tidal waves at their enemies, as well as firing water jets and entangling foes to slow them down. 	PandemonicWeak to pure and lightningImmune to water
128	Pandemonic Basilisk 	39 	18200	Elite Pandemonics that appear as feathered lizards. They fight in pairs, focusing on paralysing foes with their gaze to make it easier to take them out. 	PandemonicWeak to pure and iceImmune to fire
193	Pandemonic Warrior 	39 	45000	A colossal Pandemonic that wields an equally large hammer. Every smash is something to be feared, be it a direct strike or a shockwave-blasting slam. 	PandemonicWeak to pure and earth
198	Pandemonic Phoenix 	39 	43200	A flaming Pandemonic bird, often used by the Ebony Cloaks for transport. They wield fiery feathers, lightning, and all manner of other magic attacks to fight. 	PandemonicWeak to ice and windImmune to fire
217	Pandemonic Gremlin 	37-39	3500 	Pandemonics replicating Gremlins. They tried to infiltrate the real Gremlin tribes, to little success. Their arrows can sometimes put the enemy to sleep. 	PandemonicWeak to pure
218	Pandemonic Bug 	37-39	3300 	One of the smallest Pandemonic breeds, these insects are very nimble in flying and firing thorns, though their frail defences can't take many hits. 	PandemonicWeak to wind
219	Pandemonic Lycan 	37-39	3700 	A wild kind of Pandemonic, kept as guard dogs for the castle. They rush into battle with paralysing fangs, but their aggressive tendencies tend to lead to their downfall. 	Pandemonic
220	Pandemonic Golem 	38-40	12200	These towering Pandemonics are rather orderly in nature, most working as servants in the castle. They are slow and rarely attack at range, but powerful and durable. 	PandemonicWeak to ice
221	Pandemonic Stinger 	37-39	4200 	Scorpion Pandemonics that strike with powerful poison. Unlike the creatures they imitate, they can also fire venom to toxify foes from a long distance. 	PandemonicWeak to water
222	Pandemonic Flapper 	37-39	3600 	Bat-like Pandemonics that thrive in the empty skies of Pandemonium. When they bite, they not only drain health, but cure any status ailments that they have suffered, patching up the main weakness of Pandemonics.	PandemonicWeak to pure and wind
223	Pandemonic Flame 	37-39	4000 	Hiding under bridges, these ethereal Pandemonics lunge out to attack intruders that cross. They attack with fiery hexes, causing burning damage for a long time. 	PandemonicWeak to pure
224	Pandemonic Elite 	39-41	13500	Powerful Pandemonics that keep a rather human-like form. They wield magic of every element, and heal their status ailments faster when low on health. 	Pandemonic
225	Arondite 	40 	13000	The human vessel of the Pandemonic king, Ferndite. His swordsmanship is superb, but a sacred blade of purity is a certain match for it. 	Weak to pure
226	Ferndite 	40 	64000	The almighty Pandemonic king. He can shape the elements in his six hands for magic attacks, and crush the ground to send his enemies into the abyss. 	Pandemonic
==Bosses==
===Manatoise (Chapter 1)===
*Level 8, 2850 HP
*Weak to ice and lightning, immune to water
*Fought with two party members
The Manatoise summons blue fireballs to toss at the party members, and can attack nearby party members with claws or a bite. When his health is below 1300, he starts summoning stalactites to rain from the cavern ceiling, and becomes more aggressive with his fireball attacks.
===Centroden (Chapter 2)===
*Level 9, 4750 HP
*Weak to water
*Fought with three party members
The Centroden burrows out of a ring of five holes around the party, and from the chosen hole will either fire spikes at the party, or grab a single nearby party member and cause heavy damage with his mandibles. When below 2200 health, the Centroden adds a sand tornado attack and will try to fake the party out by switching holes before attacking.
===Silkweb Queen (Chapter 2)===
*Level 10, 6000 HP
*Weak to fire
*Fought with three party members
The Silkweb Queen stands in the centre of her web, with cocoons lowering from the ceiling and opening to reveal Arachnas. She can attack party members directly with her silk, which inflicts Slow, or fire blobs of venom. Once below 3000 health, she charges to a wall and climbs up to the ceiling, and fires her silk and venom from there, out-of-range of melee attacks, for some time before returning to her web. She may repeat this strategy if left alive for too long.
===Elder Spirot (Chapter 3)===
*Level 13, 9900 HP
*Weak to ice and fire, immune to water
*First boss to use a full party
Elder Spirot summons tree roots that spike party members from below, and fires sharp leaves from his branches as direct projectiles. He starts the battle surrounded by Saplings, which can use their own root and leaf attacks, and rarely cast Heal and Detox on the elder. Once his health is below 4500, he summons another group of saplings, and will begin casting Heal on these saplings, as well as Detox on himself.
===Cherina and Rozario (Chapter 4)===
*Level 15, 5200 HP (Cherina)
*Level 15, 6200 HP (Rozario)
*11400 combined HP
So long as Rozario is close to Cherina, he will always attempt to take hits directed at her. Cherina fires arrows, and more rarely casts Rain and Flame to attack the party. She will also cast Heal and Shield if she or Rozario is low on health. Rozario, meanwhile, uses his dual knives either as projectiles or for melee attacks. Once the two have taken 4000 damage between them, they will both start throwing toxic needles, which can poison party members on impact.
If Rozario is defeated first, Cherina casts Barrier on herself once, and will use her arrow attack more often. If Cherina is defeated first, Rozario gains a boost to his speed and becomes more aggressive.
===Elurrina (Chapter 5)===
*Level 17, 12500 HP
*Weak to fire, immune to ice
Elurrina freezes the battlefield near the start of the fight, covering the ground in sections of slippery frozen floor and pillars of ice that serve as blockades. She casts Snow and Gale, and summons ice crystals to fire as projectiles. If a party member stays too close to her for too long, she may use Izoztu Prison to freeze them for a short time. More rarely, she will charge up and cast Mantea Frost, which damages the entire party and re-freezes the battlefield, changing the structure of frozen floor and ice pilars.
As her health falls below 5000, Elurrina will use Hozten Shield to raise her magic defence temporarily, re-applying it if the party attacks her with fire. She begins summoning icy tornadoes that slowly shift around the arena, and also gains access to Hautsa Flurry, a magic attack on a single party member that inflicts Sleep.
===Pyronid (Chapter 5)===
*Level 18, 16200 HP
*Weak to ice and water, immune to fire
At first, Pyronid is completely aflame, being too hot to approach by the party. Pyronid mostly uses charging attacks and lobs fireballs at the party, though more rarely he summons flame spirits that explode into long-lasting fire pillars. While on fire, he is immune to damage, though using enough ice and water attacks on him will prompt Pyronid to blast his fire away, damaging the entire party but leaving him temporarily stunned and vulnerable.
Once Pyronid's health is below 11000, Elurrina enters the battle and uses her ice to weaken Pyronid's flames. It now becomes possible to damage him normally, but to compensate, Pyronid is more aggressive, summoning flame spirits more often, adding a new fire breath attack, and casting Flame rather frequently.
===Pandemonic Rukh x2 (Chapter 6)===
*Level 20, 9350 HP (each)
*18700 combined HP
*Pandemonic enemies, weak to wind, immune to earth
Ferdin and Quintus provide backup in this battle. Coupled with Hilma being available as a guest, the player essentially has seven party members for the fight.
One Pandemonic Rukh flies on either side of the battlefield, both out-of-reach of melee attacks. They both cast Snow, Flame and Thunder, in that order, on party members, and can more rarely summon spirit waves that inflict Silence on a single party member. After enough time, one Pandemonic Rukh will land on the platform and primarily use melee attacks for some time, while the other backs away and becomes impossible to target until the other rukh leaves the platform.
Once either Pandemonic Rukh is below 3350 HP, they will gain a rainbow aura that slowly restores their health over time, and gain a new attack where they fire a rainbow light beam at a single target, dealing heavy damage and inflicting Blind. If one has been defeated, the remaining Rukh will land on the platform and stay there for the entire fight, though they will use their magic and abilities as well as melee attacks, and attack more often in general.
===Blingaldia (Chapter 7)===
*Level 21, 18500 HP
*Weak to lightning and wind, immune to fire and earth
*Optional boss to gain Blingaldia as a Summon
Blingaldia is a fast target that quickly moves around the arena between attacks, and attacks either by rushing, striking at melee range with his beak, or using Luma Barrage to fire several bronze feather projectiles. More rarely, he will directly target a party member and attack with Presaka Charge, which causes wind damage and inflicts Paralyse.
Once below 9000 health, Blingaldia uses Habia Rally to raise his attack power and speed, and will sometimes fly above the party to launch his attacks from there.
===Suterretz (Chapter 7)===
*Level 22, 5000 HP
*Weak to ice and water, immune to fire
Uniquely, the player exclusively controls Elurrina in this battle. All of Elurrina's abilities as a summon are available to the player here, as well as a fifth ability, Freskatu Purity, which restores Elurrina's health.
Suterretz uses Kiskali Blazes, a magic attack, and Errausti Scorch, which causes Burn damage over time. Once below 2000 health, he attacks with Pira Inferno, which deals damage and inflicts Blind - though with Elurrina exclusively using magic, which is affected little by Blind, this doesn't have much effect.
===Arondite (Chapter 7)===
*Level ??, 34000 HP
*Weak to pure
This battle is scripted, and is thus impossible to win. Arondite uses two kinds of sword attacks, a direct slash and a more powerful, wide-area swipe. If the party try to stay away from him, he uses a fast shockwave attack that forces its target close to him. Should the battle last longer than a minute, Arondite summons a field of dark magic that covers the entire battlefield, instantly defeating the party.
===Wind Guardian (Chapter 7)===
*Level 22, 21050 HP
*Weak to ice and lightning, immune to wind
The Wind Guardian starts the battle on the ground, using rush attacks and claw strikes, and sending tornadoes flying forwards. After he falls below 12500 health, the Wind Guardian takes to the air, continuing to use rush attacks, but now firing feather projectiles, casting Gale, and gaining a new tornado attack that launches a spread of slower tornadoes.
Once below 5000 health, the Wind Guardian returns to the ground and summons a cyclone that threatens to suck the party in. Any sucked-in party members will take heavy damage. After the cyclone subsides, he will stay in the centre and continue to use his tornado attacks, while casting Gale and more rarely Heal.
===Tristram and Pandemonic Leviathan (Chapter 8)===
*Level 24, 7500 HP (Tristram)
*Level 25, 23700 HP (Pandemonic Leviathan)
*Pandemonic enemy, weak to pure and lightning, immune to water (Pandemonic Leviathan)
Tristram attacks little, instead choosing to stand back and command the Pandemonic Leviathan. If he is attacked, he will counter with either Snow, Gale, Thunder or Trirain, depending on how low his health is. Defeating Tristram will reduce the Leviathan's stats, though only the Leviathan needs to be defeated to win the battle.
The Pandemonic Leviathan, meanwhile, will initially send a tidal wave that deals damage equal to a third of each party member's maximum health, then attack with water jet projectiles for some time, before sending another tidal wave. Once below 17500 health, they will also summon shifting water tornadoes in their cycle, after the water jets and before the next tidal wave. When their health drops below 12500, the Leviathan begins mixing Entangle spells into their cycle.
Once below 7500 health, the Leviathan will directly target a party member and constrict them, inflicting Paralyse. Their attack cycle becomes far less predictable, now sometimes firing water jets and summoning water tornadoes at the same time, and they may hold off summoning a tidal wave to constrict a party member, though they will no longer use Entangle.
===Pandemonic Leviathan (Chapter 9)===
*Level 25, 18700 HP
*Pandemonic enemy, weak to pure and lightning, immune to water
This fight is mostly the same as the fight in Chapter 8, albeit without Tristram. Due to the fight being underwater, the tidal wave attack has been switched for a rapid current, but is functionally the same. The second phase begins once the boss falls below 13500 health, and the third once they fall below 8500 health. Instead of casting Entangle, they will now cast Trirain, and will continue to cast Trirain in the final phase, which begins when they fall below 4000 health.
===Romilia and Pandemonic Basilisk x2 (Chapter 9)===
*Level 26, 7500 HP (Romilia)
*Level 27, 13200 HP (Pandemonic Basilisks)
*Pandemonic enemies, weak to pure and ice, immune to fire (Pandemonic Basilisks)
*26400 combined HP (ignoring Romilia)
Romilia attacks little, instead choosing to stand back and command the Pandemonic Basilisks. She will cast supportive spells on her allies infrequently - Heal and Shield initially, and Barrier and Triheal if either Romilia or the Basilisks become low on health. Defeating Romilia will reduce the Basilisks' stats, though only the two Basilisks need to be defeated to win the battle. Also, when one Basilisk is defeated, Romilia will charge up power to cast Revive on them, requiring them both to be defeated around the same time.
Both Basilisks can use their gaze to inflict Paralyse on party members, making it difficult to deal damage without attacking from the side or behind - though Romilia will cast Trisnow on party members who come too close to her, meaning they must be careful in using this strategy. The Basilisks are not offensively powerful, summoning rocks to throw at party members and attacking at close range with bites or tail swipes.
===Tristram, Romilia and Perfuria (Chapter 10)===
*Level 28, 7500 HP (Tristram)
*Level 28, 7500 HP (Romilia)
*Level 29, ????? HP (Perfuria)
Tristram and Romilia are the main targets for this battle, with Perfuria being invincible. Tristram attacks little at first, focusing on controlling Perfuria with the Thunder Crown, while Romilia attacks with Trisnow and Trigale. Tristram, meanwhile, counters attacks with Thunder, while Perfuria rarely summons light beams to strike party members.
If Romilia is defeated first, Tristram becomes more aggressive, casting Trirain and Triflame. If Tristram is defeated first, Romilia takes the crown for herself, countering attacks with Thunder as Tristram did, and while she doesn't become any more aggressive, Perfuria does use her light beam attack more often.
===Perfuria (Chapter 10)===
*Level 29, 30000 HP
*Immune to pure
Perfuria hovers in the air at first, out-of-reach of melee attacks, and summons light beams to attack party members. Once her health is below 25000, Perfuria comes down to the ground, and uses the Thunder Crown to call forth extreme weather. The weather cycles between heavy wind that will blow the party towards Perfuria, rain that makes the ground slippery, and lightning that constantly damages the party. Perfuria will also begin attacking more directly, firing homing light bolts and straight-forward wind projectiles.
Once below 10000 health, Perfuria adds a new attack where she rains meteors on party members. After her health goes below 5000, she uses her own attacks less often, but will now sometimes have two weather effects active at a time.
===Containment Unit (Chapter 11)===
*Level 31, 15000 HP (+12000 from arms)
*Weak to lightning
The Containment Unit has seven targets - the six "arms", each with 2000 HP, and the core, which has 15000 HP. At first, the core cannot be targeted, requiring the player to destroy the six arms first. The arms fire laser bolts at party members, and can more rarely send an electric pulse that removes positive effects.
Once the six arms are destroyed, the centre target will continue to fire laser bolts, but will also send area-round electric pulses that remove positive effects from the entire party, or trap a party member in a gravity sphere to make them temporarily helpless.
===Arondite (Chapter 11)===
*Level ???, 34000 HP
*Weak to pure
Arondite mostly goes directly to attack party members, using either simple slashes or a wide-area swipe. He can also send dark shockwave projectiles and summon a field of darkness around him, which inflicts Blind, Slow or Paralyse on all party members inside the field.
Once below 25500 health, Arondite will summon four shadowy doubles of himself that must all be defeated before the fight can progress. Each of these doubles has 2500 health, and is less powerful and aggressive compared to the real Arondite.
The fight will continue as normal once the doubles are destroyed, but will come to an abrupt end once Arondite falls past 17000 health.
===Tetros Device (Chapter 11)===
*Level 32, 36000 HP
*Weak to lightning
The Tetros Device is surrounded by three slowly rotating shields that negate all attacks that collide with them. To attack, the device will summon a set of cannons from the ceiling, which attack either with well-aimed lasers or heavily scattered energy particles. It may also send an energy pulse that electrocutes sections of the floor.
Once below 22000 health, the Tetros Device activates inwards gravity that constantly pulls the party towards it. While the cannons can still attack at times, the device will mostly electrocute floor sections to attack until its health falls below 12000.
At this point, the Tetros Device has its shields fire lasers outwards, and will periodically active inwards gravity for a short time. The cannons from the ceiling no longer appear, with the device now using its own cannons for the same attacks.
===Aristia (Chapter 12)===
*Level 33, 35700 HP
*Weak to water, immune to lightning
Aristia moves quite nimbly, often by teleporting. She fires homing magic bolts and can use a barrier spell to reflect attacks. When inflicted with status ailments, she will charge up a healing spell, which cures her ailments and restores a sum of health.
Once below 23000 health, Aristia becomes more aggressive, firing more projectiles and sometimes causing floor panels to glow, blasting light pillars upwards from the glowing panels. She may also warp to the ceiling, out of range of melee attacks, and cast Trisnow from there. Once below 8000 health, she instead casts Trithunder from the ceiling, and can use her reflective barrier more often, including from the ceiling.
===Tristram and Arondite (Chapter 12)===
*Level 34, 7500 HP (Tristram)
*Level ???, 34000 HP (Arondite)
*Weak to pure (both)
Tristram stands back and casts Thunder, or more rarely Trithunder, to attack. Arondite is at first invulnerable, though once Tristram takes enough damage, his protection spell is broken. He uses the same attacks as in Chapter 11, save for summoning two shadowy doubles at any time, instead of interrupting the fight to have the player contend with four doubles. As before, the fight ends automatically when Arondite falls below 17000 health.
===Scintillos (Chapter 12)===
*Level 34, 40000 HP
*Weak to water and ice, immune to fire
Scintillos is restricted to the pool of lava in the centre of the arena, from which he throws lava blobs and rocks at party members. He may also cause the vents around the arena to spray lava jets, blocking off areas for the party. Periodically, he will dive into the lava, becoming temporarily invulnerable while meteors rain down. For the most part Scintillos is out-of-range of melee attacks, though he will sometimes lean towards a party member and try to smash them - if avoided, this leaves him in a place where melee attacks can reach him easily.
Once below 29000 health, Scintillos will start grabbing party members, leaving them temporarily unable to attack him unless avoided, and increase the frequency of the lava jets. Once his health falls past 18000, he also adds a fiery whirlwind attack, which blows party me,mbers around the battlefield in an attempt to push them into the lava spouts.
===Light Guardian (Chapter 12)===
*Level 34, 41000 HP
*Weak to wind, immune to pure
The Light Guardian starts the battle by firing magic orbs at party members, followed by having swords of light rain down on them. She can also summon magic circles on the ground, which burst into light pillars, and cast a spell that heals herself for a small sum of health every time she takes damage for some time.
Once below 28000 health, the Light Guardian adds a magic ray attack, which reduces its target to single-digit HP, as well as fire, water and wind magic. After falling past 15000 health, she gains the ability to summon a double of herself, allowing her to use two attacks at once either until the double fades away, or until the party destroy it prematurely (the double has 3000 health).
Once she falls past 7500 health, the Light Guardian casts Shell and Barrier on herself, gains slight health regeneration over time, and will automatically cast Remedia on herself when inflicted with any status ailment.
===Umbral Cloak and Pandemonic Warrior (Chapter 13)===
*Level 36, 10000 HP (Umbral Cloak)
*Level ???, 45000 HP (Pandemonic Warrior)
*Immune to pure (Umbral Cloak)
*Pandemonic enemy, weak to pure and earth (Pandemonic Warrior)
Umbral Cloak stands back and casts Trigale and Entangle on party members, as well as bolstering the Pandemonic Warrior with Heal and Quicken. At first, she is impossible to attack, with the party needing to focus on the Pandemonic Warrior.
The Pandemonic Warrior uses hammer slams, either striking a party member directly or slamming the ground to hit a large area with a shockwave. Once below 35000 health, they add a spinning hammer attack.
After falling below 22500 health, the Pandemonic Warrior is temporarily knocked out, and Umbral Cloak attacks directly, aggressively casting Trithunder, Freeze and Psych, as well as Illusion on herself once her health is below 4000.
After Umbral Cloak's defeat, her true identity is revealed and she escapes the battle, leaving the rest to her ally. The Pandemonic Warrior starts this phase by slamming the four pillars at the corner of the arena, causing them to split into chunks that fall onto the ground and stay there as obstacles to limit the party's movement. They then gain a rainbow aura that regenerates health over time, and continue their previous strategies, though they now attack more frequently. Once below 10000 health, they also add a new attack where they rain rainbow beams down on the battlefield.
===Pandemonic Phoenix (Chapter 13)===
*Level 35, 43200 HP
*Pandemonic enemy, weak to wind and ice, immune to fire and lightning
The Pandemonic Phoenix sends lightning bolts to strike party members, along with shooting feathers and attacking with a fire breath. Once below 24000 health, they start flying in circles around the arena to attack from multiple directions, and gain two new attacks, one where they launch waves of sliding lightning pillars towards the party, and one where they set areas of the ground on fire.
===Sky Guardian (Chapter 13)===
*Level 36, 49500 HP
*Weak to wind, immune to ice and lightning
The Sky Guardian attacks by ramming into party members and summoning birds that either attack physically, launch feather projectiles for him, or cast supportive spells such as Shield and Barrier - these birds will need to be taken out with ranged attacks, though one hit can defeat them. He may also summon a wall of tornadoes, with a gap at one point in the wall, and send the tornadoes sliding forwards.
Once below 32000 health, the Sky Guardian gains the ability to summon time fields, which slow down party members inside them, and adds some magic attacks of his own - aimed magic projectiles, and a magic shockwave that spreads out across the floor. After falling past 20000 health, his magic attacks become more frequent and aggressive, and he gains the ability to make a field of electricity around him, paralysing anyone nearby.
Once past 10000 health, the Sky Guardian gains a boost of speed, and begins focusing more on summoning birds, which are much more aggressive than before but never use support magic.
===Harargia (Chapter 14)===
*Level 37, 50000 HP
*Weak to water, immune to earth
Harargia mostly attacks with dashes, either rushing straight at a party member to attack them, or making a dash which summons mirage copies of himself. The mirages will charge at the party and attack them, but can be defeated in one hit. He can also summon pillars of rock that collapse to crush party members, and send waves of tornadoes sliding forwards.
When below 30000 health, Harargia jumps onto a platform at the back of the arena and stays out-of-reach for melee attacks for some time, while throwing magic stones and using his tornado and rock pillar attacks, as well as summoning groups of mirages. After enough attacks, he returns to the main battlefield and continues fighting the same as before, albeit more aggressively. Once below 15000 health, he jumps onto the platform again with the same strategy.
===Kyra and Pandemonic Gate (Chapter 14)===
*Level 36, 10000 HP (Kyra)
*Level 38, 55000 HP (Pandemonic Gate)
*Immune to pure (Kyra)
*Pandemonic enemy, weak to pure (Pandemonic Gate)
The Pandemonic Gate initially attacks by stabbing party members with chains infrequently, inflicting Paralyse with each hit, while Kyra casts Trithunder, Freeze and more rarely Psych on party members from the side. While the party members refuse to deal damage to Kyra, they can still inflict non-damaging status ailments on her, and even drain her MP with Psych.
At first, the Pandemonic Gate has high defence, but once the first 5000 health has been depleted, the gate's lock breaks, lowering their defence but granting a boost to power and speed. They begin using their chains more frequently, and while they only rarely inflict Paralyse, they can now use the chains to attack the entire party at once. They can also use dark magic to drain MP or HP from the party, and summon a void around a party member that temporarily stuns them.
Once below 36000 health, the Pandemonic Gate adds a spell that negates positive effects on party members, as well as an attack that causes rubble to rain down from the ceiling. When their health goes below 20000, they can negate positive effects from the entire party with one spell, and become more aggressive with their chains.
After falling past 7000 health, the gate opens and tries to suck the party in with a vortex, and must be defeated before the party members get sucked in.
===Arondite (Chapter 15)===
*Level 40, 13000 HP
*Weak to pure
Uniquely, this battle has the player fight as Caelan alone. At the battle's start, Caelan's Royal Rapier upgrades into the Skylight Rapier, a powerful weapon that deals pure-element damage, and instantly learns Skylight Cutter, a powerful Sword Art that also deals pure damage and drains MP when it hits Arondite, giving it near-infinite uses.
Arondite uses powerful sword attacks and sends dark shockwave projectiles if Caelan keeps his distance. Once below 6000 health, he gains a speed boost and health regeneration over time, and adds a rushing slash attack that can close the distance between the two easily.
===Ferndite (Chapter 15)===
*Level 40, 64000 HP
*Pandemonic enemy, weak to pure
Ferndite looms over the platform that the party stands on, and while his whole body can be attacked, only the head, which is out-of-range for melee attacks most of the time, can take full damage (additionally, attacks to the head bypass his resistances as a Pandemonic). Ferndite throws rainbow magic at the party from his six arms, able to launch fireballs, lightning bolts that jump between party members if they are close together, and ice blasts that freeze their target. He can also slash with his claws, sending large shockwaves forwards, and flash a rainbow light on the party to inflict various status ailments.
After enough time, Ferndite slams his six hands on the platform, attempting to crush it - the player has three platforms and will fall to the one below if Ferndite crushes a platform, but if he crushes all three they will instantly lose. The party must attack all six of Ferndite's hands before he can finish crushing the platform, which will stun him. While stunned, attacking the head will cause him to lower his head, making it easy to target.
Once below 40000 health, Ferndite adds an attack where he has meteors rain down on the party, as well as an ability that summons a huge barrier in front of him with two weak spots - both weak spots must be struck with ranged attacks to break the barrier. After his health falls past 30000, he begins using two hands at once for his projectile and slash attack, and will rarely summon a small group of Pandemonic Bats.
When his health goes below 16000, Ferndite summons two tendrils resembling his arms, one on either side, which fire their own fire, ice and lightning attacks at any time. Additionally, his barrier now has four weak spots to strike down, and he can now slash with all six claws at once, engulfing the battlefield in shockwaves and damagign the entire party with ease.
==Enemy Groups==
Enemies in the same group have similar appearances and abilities. If an enemy is not listed in this table, they are one-of-a-kind - most one-of-a-kind enemies are bosses or similar special enemies.
Group 	Enemies
Gremlins 	Gremlin, Gremlin Chief, Gremlin Guard, Gremlin Prince, Gremlin Commander, Pandemonic Gremlin
Flying Insects 	Hornet, Queen Bee, Bog Insect, Insect Drone, Pandemonic Bug
Wild Birds 	Darkfeather, Stormfeather, Tundra Eagle, Pandemonic Eaglet, Desert Falcon
Wolves 	Glade Hound, Wild Wolf, Warg Wolf, Pandemonic Lycan
Wisps 	Electro Wisp, Wind Wisp, Ice Wisp, Shock Wisp, Sea Wisp, Flame Wisp, Chaos Wisp
Spiders 	Arachna, Earth Spider, Latrodectus
Zombies 	Zombie, Ghoul, Cold Husk, Pandemonic Wraith, Revenant, Ghast
Skeletons 	Skeleton, Drowned Bones, Runic Bones, Skulldier
Ghosts 	Phantom, Spectre, Poltergeist, Apparition, Pandemonic Flame
Fanged Plants 	Fangvine, Beast Vine, Venus Flytrap
Butterflies 	Cave Butterfly, Pandemonic Moth, Glimmer Moth
Nature Guardians 	Stoneform, Forest Hermit, Pandemonic Elite
Wild Cats 	Ocelot, Cat Sith, Panther
Centipedes 	Burrower, Ankheg, Pandemonic Crawler
Vortexes 	Whirling Sand, Whirling Wave, Whirling Snow, Hurricane Shaper
Flying Fish 	Wingfish, Splasher, Aerofish
Crocodiles 	Crocodile, Archosaur
Sea Snakes 	Wave Serpent, Deep Serpent, Regal Serpent
Seahorses 	Seahorse, Hippocampi, Pipefish
Water People 	Aquarian, Aqua Walker, Sahagin, Sahagin Chief
Golems 	Clay Golem, Ice Golem, Stone Golem, Pandemonic Golem
Living Trees 	Treant, Walking Wood, Gemtree
Snakes 	Tree Snake, Anaconda, Solar Viper, Pandemonic Serpent
Lizards 	Iguana, Ice Lizard, Salamander
Root People 	Mandrake, Mandragora, Nightshade
Rooted Trees 	Sapling, Gem Sprout
Fish People 	Mermaid, Mertriarch
Flying Dragons 	Wild Wyrm, Pandemonic Drake, Malice Wyrm
Flowers 	Toxic Bloom, Alluring Bloom, Thorn Rose, Cactus Rose
Tortoises 	Spiketoise, Sea Turtle, Magma Tortoise
Bats 	Ruin Bat, Storm Bat, Chalk Bat, Pandemonic Flapper
Vampires 	Vampire, Blood Regent, Nocturne
Mages 	Wizard, Warlock, Bibliophile, Pandemonic Witch, Magus
Armoured Knights 	Living Mail, Empty Knight
Evil Fliers 	Diablo, Infernian, Death Dealer
Hydras 	Hydra, Scylla, Thundrake
Beast Dragons 	Earth Dragon, Storm Dragon, Flame Dragon, Gem Dragon
Peace Birds 	Air Ibis, Pandemonic Ibis, Flora Beak
Giants 	Frost Giant, Mountain Gaint, Cave Giant
Gargoyles 	Gargoyle, Iron Gargoyle
Feathered Lizards	Pandemonic Sprinter, Archaeopteryx
Juggernauts 	Pandemonic Juggernaut, Mecha Juggernaut, Keep Juggernaut
Cloaked Humans 	Ebony Cloak, Book Hoarder
Slimes 	Bog Slime, Living Lava, Shaping Water
One-Eyed Spores 	Bog Spore, Failed Experiment
Books 	Flying Novella, Flying Tome, Flying Scripture
Snake People 	Lamia, Wild Lamia
Sirens 	Siren, Siren Cleric
Angels (female) 	Thunder Angel, Storm Angel
Spine Lions 	Manticore, Shade Manticore
Sharks 	Pandemonic Snapper, Fangshark
Needle Rats 	Pandemonic Sniper, Needletail
Scorpions 	Desert Scorpion, Slate Scorpion, Pandemonic Stinger
Angels (male) 	Sand Angel, Thunder Bard
Octopi 	Octograbber, Octo Terra
Arrowed Fish 	Barracuda, Sky Barracuda
Anglers 	Gleam Angler, Pandemonic Angler
Shadow Inhabitors	Possessed Shadow, Stalking Shadow
Bone Hounds 	Tindalos, Bone Hound
Gliders 	Pandemonic Glider, Air Manta, Chalk Ray
Machine Soldiers 	Clockwork Soldier
Turrets 	Beam Cannon, Missile Cannon
Floating Hands 	Mechanical Hand, Reaching Hand, Pandemonic Claw
Giant Mechs 	Machine Warrior
Earth Lurkers 	Rogue Diggers, Abyss Worm