Centennials 3

Centennials 3 is the final entry in the Original Centennials Series. Developed and Published by Ultimatium Studios. 
The Centennials series is a series of RPG games that take elements from games like XCOM, where the units are controlled in a grid like system and there are no true turns. 
As the last Centennials game made by the original devs, Centennials 3 pulls out a lot of stops and has nearly every character from the first two games present. It released on
Releasing on Xbox Series X, PC and Switch in 2030, Centennials 3 was the best selling game in it's series.
== Recap ==
The Centennials series is a series that takes place on a fantasy version of Earth where technology has not quite reached the level it is at today and where magic is commonplace. The games themselves are set in a fantasy version of Baltimore known in universe as The High City of Baltimore. The titular Centennials were a warrior race that were created by Humanity but were then locked away underground after those wars. The story so far is that Optica, The White Witch was been manipulating events so that an object called The Idol of Light could be either destroyed or lost and so that her white world could return so she could cover the Earth with it. The story follows the heroes and their final showdown with Optica and her forces. 
== Story ==
First, The Night Mages attacked due to a manipulation by Optica, the lord of light. The Guild Grandmaster at the time Acantha, exploited this to free her old allies, The Centennials.
Second, A man named Henry Gavel appeared out of the woodwork with his plan to bring his god back to life and create a new society. Optica was also behind this plot too, manipulating the polar opposisites of Gevhim and Gorbuch into a duel to shift the dimensions enough so The White World could return
Now, Optica will begin where her master plan left off, binding the world in the brightest light.
After the game, you can experience four adventures experienced by members of The Century Corps in The Book of Tales
== Gameplay ==
The Centennials Gameplay changed a whole lot between 2 and 3. It is still the same gameplay with the party attacking in tandem, and going in one massive turn doing commands.
The command wheel returns but has now been expanded to 18 spaces and passive commands have a larger focus in this game. Now passive commands need to be clicked, but there benefits are larger if you activate them.
One of the biggest changes are Battlefield Effects and a Day and Night Cycle. Depending on where you are, the battlefield may have buffs or nerfs to your units or enemy units. Day and Night affects the functioning of your units, as the peak of the moon nerfs certain attacks, such as those reliant on the sun.
Your units can still form synergies, which are bonds that allow Units to attack in Sync when certain commands are selected, this allows for powerful combinations, synergies can now be spread between 3 and 4 different units. Between the 16 Main Cast Members, there are around 65,536 different Synergies. Some Units have native synergies that are already active and normally passive.
Battle Breakout does not return from Centennials 2, and instead, certain commands have a certain critical hit chance.
The Game now features 4 Player Co Op, this is achieved by having different layers use commands for different characters. However, this makes battle easier by having a lot of commands going off at once, so the game sets the difficulty in balance by extending the time limit, giving your units slightly less health and increasing enemy volume per battle. One more thing 4 Player Co Op does is open up a special boss gauntlet mode with encounters designed for 4 players.
The Battle Gameplay has lateral levels, as commands can have the vertical position of the units change, while Commands can arc through the higher levels
Commands have different damage Types that do effect enemies differently
*Physical: Phsyical Damage normally happens up front and it does more damage at close range
*Casted: A Magical Damage type, damage rates stay the same across the range
*Ranged: Damage that is done from afar, does more damage if enemies are farther away
You can have units in different formations, changing positions and moving is done without commands so movement is incredibly fast, with constant formation changes being necessary to stay on the Battlefield. This allows for a more realistic sense of battle. Formations now are impacted by battlefield effects, something like a sandstorm would affect your formation's ability to stay together and remain cohesive. 
Centennials 3 has the power threshold system introduced from Here Come The Ravens and Centennials Datastate, which is what the game's difficulty is scaled around. 
== Endgame ==
There a lot of activities in the Endgame after you beat the main story. You have access to the entire map. Around 44 Districts with some unique activities, and around 28 Catacombs areas. You can even access The White World through things called White Portals for high level fights simply for the challenge of it.
The cast of the game really opens up after the main story, with 38 new possible party members, able to make new party combinations and play with new characters. 
====The Open World====
The Open World is one of the main appeals of the game, being able to go anywhere in the city and fight random encounters. You can also take on personal quests from random NPCs. 
There are a large variety of missions one can do after the post game such as:
*Rescue Missions: Mainly about rescuing citizens in need who have gone missing. 
*Admiral Missions: Defense and escort missions revolving Cargo
*Warden Missions: Prevent Prison escapes and deal with renegade prisoners
*Photography Missions: Set up cameras to take photos of the city
*Detective Missions: Investigate Mysteries throughout the City with The City's Mystery Board. 
*Realm Closing Missions: Pockets of The White World still open at random, you need to come and close them up. 
*Deep Delves: You can go into the Catacombs and fish around for high level fights
==== Bonus Chapters and Tales====
The main campaign may be over, but the Story isn't. There are 4 Bonus Chapters that can be played:
* I'm The Hero: Larkin's celebrity stunt lands him in real trouble with The Secret Organization, Department X
*Live While We're Young: Olivia doesn't have a clue about what to do with her life after her freedom from Optica
*Traitor Syndrome: Thomas and other Centennials in The Guild run into a rogue group of Centennials causing chaos.
*Put on Some Christmas Cheer: Vendil is feeling down this holiday season so Ehl, Whoyn and Aemo take it upon themselves to lighten the air (Added in The Christmas Update)
In addition, there's also an item called The Book of Tales added in The Book of Tales DLC that provides four different experiences around certain characters:
* Necra in The Heart That Beats: Necra begins investigating a strange anomaly deep in the catacombs that is said to be caused by the mysterious Department X
* Ossie in Titan Tracker: Ossie is on yet another Titan Tracking mission off the Coast of Alaska, when he runs into a village girl named Kutok who knows a legend about the beast they're following
* Thanna in Green Light: Thanna's special green light powers have grown unnaturally strong after Optica's defeat so when they accidentally rip open a portal to the realm of Night, an adventure is sure to abound
* Falconer in Flying Solo: Falconer, Juni and Zaylee are sent on an assignment to Columbia, one of the happiest cities in The Holy American Alliance. There, Falconer runs into a strange and powerful energy... 
*Iseri in Sword Fight With The Sun: Set years before Centennials 1, Iseri has gone back to Japan after Flandon's Death during The Hivemaker Incident. He joins up with a band of young band of Samurai's, one that he used to know. Their reunion is interrupted by a flaming entity descending from the sky who wants one of their souls. 
== Units ==
==== Introduced in The Campaign ====
Indica 	Indica
 	The mascot of the Centennials Franchise, Indica's learning to put excessive violence behind her, but the road is hard, breaking old habits is never easy. Indica has also been trying to be a leader, helping out where she can.
Indica keeps her versatile options from Centennials 2, like Ivory Knife Throw, a ranged move that does extra precision damage, Walrus Grab, which grabs an enemy and throws them and Icicle Smash, which causes Indica to drive her Ice spike into an enemy head. In addition, she also has a passive called Intimidate, which lowers enemy defense.	Indica keeps her versatile options from Centennials 2, like Ivory Knife Throw, a ranged move that does extra precision damage, Walrus Grab, which grabs an enemy and throws them and Icicle Smash, which causes Indica to drive her Ice spike into an enemy head. In addition, she also has a passive called Intimidate, which lowers enemy defense.
Power Threshold: 1-10,000 	Power Threshold: 1-10,000
Gladian 	Gladian
 	Now committed to a relationship, Gladian has been more tame, and more dad like to Atoll. He subconsciously worries that he's losing his edge, while also having more to protect in his life.
Gladian still keeps a lot of his Centennials 1 kit, including The Porcupine Needle Shot, which can puncture armor, The Fire Sword Spike, which has him plant his sword in the ground to make a flame trail, and The Six Destinies Slash, which creates a tiny inferno that is released from his sword. He also has a new passive, called Spiked Trail, which causes enemies to take damage when they step on tiles where Gladian has attacked.	Gladian still keeps a lot of his Centennials 1 kit, including The Porcupine Needle Shot, which can puncture armor, The Fire Sword Spike, which has him plant his sword in the ground to make a flame trail, and The Six Destinies Slash, which creates a tiny inferno that is released from his sword. He also has a new passive, called Spiked Trail, which causes enemies to take damage when they step on tiles where Gladian has attacked.
Power Threshold: 1-10,000 	Power Threshold: 1-10,000
Hudson 	Hudson
 	Hudson is trying to relearn crestology and new techniques with his cleavers. Hudson also has been reading literature on the nature of Night and Light. He's becoming more of a scholarly figure and advancing his techniques.
His new studies allow him new commands along with his commands from Centennials 2. Cleaver Color Change is the big one, a passive command that changes the elements of his Cleaver to things such as Lightning and Ground. The Monarch Butterfly crest, which allows him several command include Monarch Peirce, in which he runs forward and wings appear that stab enemies.	His new studies allow him new commands along with his commands from Centennials 2. Cleaver Color Change is the big one, a passive command that changes the elements of his Cleaver to things such as Lightning and Ground. The Monarch Butterfly crest, which allows him several command include Monarch Peirce, in which he runs forward and wings appear that stab enemies.
Power Threshold: 1-20,000 	Power Threshold: 1-20,000
Atoll 	Atoll
 	Atoll has been getting better, and is making new friends such as Vendil, Husk and Atlantic. Atoll tries to be a friend to all even after all he's been through.
Atoll's Kit continues to increase in diversity, and with the new passive, Magazine Change, his entire command wheel can change into various trick arrows, sometimes to feed into other character's synergies.	Atoll's Kit continues to increase in diversity, and with the new passive, Magazine Change, his entire command wheel can change into various trick arrows, sometimes to feed into other character's synergies.
Power Threshold: 1-10,000 	Power Threshold: 1-10,000
Atlantic 	Atlantic
 	After being confronting her own past, Atlantic has a hard time living alongside her former oppressor. She is still haunted by her time there, and can't bring herself to face her.
Atlantic has command mainly about gaining height on the enemy, but has some mix up options like Spinwheel Command (Spin sticks really fast).	Atlantic has command mainly about gaining height on the enemy, but has some mix up options like Spinwheel Command (Spin sticks really fast).
Power Threshold: 1-10,000 	Power Threshold: 1-10,000
Husk 	Husk
 	Husk is beginning to regain his memories. It's confusing him, and he begins to find the practice of cannibalism disgusting. However, he is unable to remember others or even his own name.
Husk's kit is still fairly similar to his Fantendo Golden Knights kit, including things like Void Dagger Seal, in which an enemy is sealed inside his dagger and Massive Naw, in which Husk takes a bite out of the enemy. His new passive is Hunger Raise, which increases his attack power.	Husk's kit is still fairly similar to his Fantendo Golden Knights kit, including things like Void Dagger Seal, in which an enemy is sealed inside his dagger and Massive Naw, in which Husk takes a bite out of the enemy. His new passive is Hunger Raise, which increases his attack power.
Power Threshold: 1-12,000 	Power Threshold: 1-12,000
Falconer 	Falconer
 	Falconer, after Centennials 2, accepted that Husk would never regain his memories, but after Husk remembered something, Falconer began to regain hope, even if it was small.
Falconer needs to be at Range to be effective, most of his commands involve his Falcon, Divebomb, Gale Gust and Pick Up commands are among his most effective. However, now he has a passive called Falcon Guard, where his Falcon flies around a team mate and protects them for two turns.	Falconer needs to be at Range to be effective, most of his commands involve his Falcon, Divebomb, Gale Gust and Pick Up commands are among his most effective. However, now he has a passive called Falcon Guard, where his Falcon flies around a team mate and protects them for two turns.
Power Threshold: 1-18,000 	Power Threshold: 1-18,000
Viridian 	Viridian
 	Viridian is aiming for victory in most situations, trying to be the best she can be for those around her, while also being mild mannered to those around her.
Viridian is still able to burrow, she can also still fire Earth Arrows with the augments. She has no real changes to her kit aside from being faster.	Viridian is still able to burrow, she can also still fire Earth Arrows with the augments. She has no real changes to her kit aside from being faster.
Power Threshold: 1-10,000 	Power Threshold: 1-10,000
Cosma 	Cosma
 	Cosma's magical power is overflowing, allowing her spells to be powerful and cause destruction in their wake. She has no idea why her powers seem to be more potent.
Cosma's various spells include, Tempest (Create a Small Storm), The Hook (A Massive Fishing Hook draws an enemy in), Meteor Shower (Rain some flaming rocks on the enemies), Stone Beam (A passive spell, turns an enemy to stone for three turns and makes them unable to move) and Vanish Beam (A Passive Spell, makes an allied unit invisible for a short while),	Cosma's various spells include, Tempest (Create a Small Storm), The Hook (A Massive Fishing Hook draws an enemy in), Meteor Shower (Rain some flaming rocks on the enemies), Stone Beam (A passive spell, turns an enemy to stone for three turns and makes them unable to move) and Vanish Beam (A Passive Spell, makes an allied unit invisible for a short while),
Power Threshold: 1-40,000 	Power Threshold: 1-40,000
Vendil 	Vendil
 	Vendil saved the world when he defeated his father, but he doesn't feel like a winner. Learning his father was just using him as an end to his own power really resonated with him, in the wrong way. And Ehl being a living reminder of that hasn't helped his mental state.
Gorbuch, the entity inside Vendil has the power of civilization regression, using this power with the commands such as Back To Stone (Which Turns enemy weapons to stone) and Stench of a City (Creates a leaky sewage pipe that dates to the Dark Ages) inflicts some solid damage on enemies, but is very unreliable as it is random where the commands effects happen. Vendil also has new passives, such as Time Slowed, which lowers enemy speeds and Weapon Regression, which lowers enemy attack.	Gorbuch, the entity inside Vendil has the power of civilization regression, using this power with the commands such as Back To Stone (Which Turns enemy weapons to stone) and Stench of a City (Creates a leaky sewage pipe that dates to the Dark Ages) inflicts some solid damage on enemies, but is very unreliable as it is random where the commands effects happen. Vendil also has new passives, such as Time Slowed, which lowers enemy speeds and Weapon Regression, which lowers enemy attack.
Power Threshold: 1-100,000 	Power Threshold: 1-100,000
Ehl 	Ehl
 	Ehl was one of Gevhim's Tentacles, until falling in some soul juice in the River Styx, he gained some consciousness, and is alive now. Ehl is now a full member of the century corps, but still struggles with his identity.
Ehl's commands are mainly shared with Gevhim's from his Final Boss Battle in Centennials 2, everything from Future Forward (Moves the Battle Five Minutes into the future) and Future Sight (An eye appears above Ehl that can attack independently) are in Ehl's kit. Ehl also has passives about boosting stats for allies and a passive that lowers enemy HP called Rapid Aging.	Ehl's commands are mainly shared with Gevhim's from his Final Boss Battle in Centennials 2, everything from Future Forward (Moves the Battle Five Minutes into the future) and Future Sight (An eye appears above Ehl that can attack independently) are in Ehl's kit. Ehl also has passives about boosting stats for allies and a passive that lowers enemy HP called Rapid Aging.
Power Threshold: 1-100,000 	Power Threshold: 1-100,000
Xen 	Xen
 	Xen in between Centennials 2 and 3 began to take more of a backseat on leadership, helping his friend Iseri with the damage that befell his town. Xen began to value every life as equal.
Xen has some brutal kicks from long range, The Long Strike Command, The Piecing Kick Command and Double Roundhouse command show the power of his legs. Xen also has 1 Thousand Legs Command, which triples his kick power for a limited time and has a long cool down.	Xen has some brutal kicks from long range, The Long Strike Command, The Piecing Kick Command and Double Roundhouse command show the power of his legs. Xen also has 1 Thousand Legs Command, which triples his kick power for a limited time and has a long cool down.
Power Threshold: 1-10,000 	Power Threshold: 1-10,000
Iseri 	Iseri
 	Ever since the Gevhim Incident, Iseri is being drawn back into Guild life, hanging around the guild more often to be with his friend Xen. He still doesn't approve of some methods, but he could consider himself a part of it again.
His Silver Imperial Katanas are a force to be reckoned with, having Royal Slash Command and Silver Whirlwind Command all being respectable attacks and Bushido Block Command is a good defensive move. His Lion Crest also gives him Roar of the Pride Command, which causes all commands done in the next 10 seconds to chain.	His Silver Imperial Katanas are a force to be reckoned with, having Royal Slash Command and Silver Whirlwind Command all being respectable attacks and Bushido Block Command is a good defensive move. His Lion Crest also gives him Roar of the Pride Command, which causes all commands done in the next 10 seconds to chain.
Power Threshold: 1-10,000 	Power Threshold: 1-10,000
Zkn 	Zkn
 	Zkn was one of the 4 Centennials that asked Femmeo and Thomas for Century Corps Membership after The Progression Crisis, they were also the quickest to adapt and advance through Century Corps ranks, their astral constructs being useful for detention.
Zkn has 16 commands compared to 18, however, their astral constructs could be a game changer. Card 5 (Orange) Command can create a turret, Card 7 (Indigo) Command creates a tar pit, there is a lot of room for high damage output.	Zkn has 16 commands compared to 18, however, their astral constructs could be a game changer. Card 5 (Orange) Command can create a turret, Card 7 (Indigo) Command creates a tar pit, there is a lot of room for high damage output.
Power Threshold: 1-40,000 	Power Threshold: 1-40,000
Beline 	Beline
 	Thought dead after sacrificing herself to reacnhor The Idol of Light, Beline found new life after she was lost in time, sending her back to the present. Beline now works with the former soul of Optica, Olivia and is helping her adapt to a new life.
Beline now wields a spear, take straight from the depths of the past and uses it to skewer her enemies. Her old cipher is now the tip of the spear and she can use it to conjure up powerful magical attacks.	Beline now wields a spear, take straight from the depths of the past and uses it to skewer her enemies. Her old cipher is now the tip of the spear and she can use it to conjure up powerful magical attacks.
Power Threshold: 1-20,000 	Power Threshold: 1-20,000
Olivia 	Olivia
 	The Soul of Optica has rebelled against her and become her own separate being. Olivia is now an unofficial ally of The Century Corps, being trained by Beline in a secret dojo inside The Catacombs. Olivia can fight with the best of them now.
Olivia's Mirror can reflect anything that it comes into contact with which makes it a force to be reckoned with. Olivia becomes an ideal tool of defense and offense with these capabilities.	Olivia's Mirror can reflect anything that it comes into contact with which makes it a force to be reckoned with. Olivia becomes an ideal tool of defense and offense with these capabilities.
Power Threshold: 1-100,000 	Power Threshold: 1-100,000
Juni 	Juni
 	Juni's a star harbinger as someone who draws power on the constellations. She's also part of an old 4 man band with herself, Falconer, Zaylee and Husk. Juni's not always there in times of need but is still a steadfast member of the Century Corps
Juni's chicanery from Centennials 2 remains, as enemies have to aligned with two commands in certain formations, that way she can actually do massive amounts of damage. However, now she has useful passives like Star Sign which give every allied unit the ability to knock enemies into formation	Juni's chicanery from Centennials 2 remains, as enemies have to aligned with two commands in certain formations, that way she can actually do massive amounts of damage. However, now she has useful passives like Star Sign which give every allied unit the ability to knock enemies into formation
Power Threshold: 1-50,000 	Power Threshold: 1-50,000
Zaylee 	Zaylee
 	Zaylee is the form of a distant star on Earth, Zaylee is a strong warrior with a sense of justice. She's also part of an old 4 man band with herself, Falconer, Juni and Husk. Zaylee's mace strikes have become incredibly strong recently.
Zaylee's crest gives her unique star related commands, including the powerful Supernova which does a lot of recoil damage to her. Zaylee also has the same intrinsic enemy aligning commands as Juni and has her own powerful passives such as Distant Pull.	Zaylee's crest gives her unique star related commands, including the powerful Supernova which does a lot of recoil damage to her. Zaylee also has the same intrinsic enemy aligning commands as Juni and has her own powerful passives such as Distant Pull.
Power Threshold: 1-50,000 	Power Threshold: 1-50,000
==== Units Introduced In The Post Game ====
Erhan 	Erhan
 	When Optica reemered and was finally felled, Erhan was with Thanna helping families to shelter, now they step up activity in guild roles.
Erhan as a unit is good at shutting down enemies, Two of his commands, Hearing Mist Command (An Enemy gets a status called Hearing Mist that has them miss around 45% of Commands) and Ground Crunch Command (Enemy takes slight damage every tile they move for 20 seconds) are especially good for this task. Erhan also has the new command Flake Off, where bits of his sword fall off and fly at enemies	Erhan as a unit is good at shutting down enemies, Two of his commands, Hearing Mist Command (An Enemy gets a status called Hearing Mist that has them miss around 45% of Commands) and Ground Crunch Command (Enemy takes slight damage every tile they move for 20 seconds) are especially good for this task. Erhan also has the new command Flake Off, where bits of his sword fall off and fly at enemies
Power Threshold: 1-10,000 	Power Threshold: 1-10,000
Thanna 	Thanna
 	Thanna's green light powers became even stronger after Optica's defeat, with her accidentally obscuring entire houses by accident before. Thanna seeks guidance to control these powers.
Thanna's Green Light commands allow her instant synergies with her allies, making powerful boosts. Her synergies with Erhan can completely hide the entire party for periods of time. Thanna also has the command with the most cooldown, Invisibility (All Allied Units become Invisibile for 30 seconds)	Thanna's Green Light commands allow her instant synergies with her allies, making powerful boosts. Her synergies with Erhan can completely hide the entire party for periods of time. Thanna also has the command with the most cooldown, Invisibility (All Allied Units become Invisibile for 30 seconds)
Power Threshold: 1-35,000 	Power Threshold: 1-35,000
Larkin 	Larkin
 	Larkin's heroic stunt with Disel and Nori last game proved to be quite the ego boost, now Larkin struts around like a big shot. He is still just a kid, and overwhelmed with the life of a heroic savoir.
Larkin is unique in the fact that he has mostly passive, like Regenerate Seal Command (Which has him regenerate health constantly for 15 seconds) and Bleeding Star Command (which has a jet of blood attack an opponent every time he is attacked for 15 seconds). He has two attacking commands, Splitting Star Rush and Body Breaker, which both do more damage the more passives are active.	Larkin is unique in the fact that he has mostly passive, like Regenerate Seal Command (Which has him regenerate health constantly for 15 seconds) and Bleeding Star Command (which has a jet of blood attack an opponent every time he is attacked for 15 seconds). He has two attacking commands, Splitting Star Rush and Body Breaker, which both do more damage the more passives are active.
Power Threshold: 1-35,000 	Power Threshold: 1-35,000
Diesel 	Diesel
 	Diesel's state has stabilized since Larkin's stunt. While he is still oil, he is not degenerating and shows signs of coming back to human form.
Diesel is a set up unit, his commands such as Oilslick and Oilspill make oil lines or oil pools that cause massive damage if lit on fire by a fire command. Diesel can also be set on fire, and gains acsess to the command, Fire Charge. Diesel can now also be mixed with water for special synergy commands with Oceane and Gladian.	Diesel is a set up unit, his commands such as Oilslick and Oilspill make oil lines or oil pools that cause massive damage if lit on fire by a fire command. Diesel can also be set on fire, and gains acsess to the command, Fire Charge. Diesel can now also be mixed with water for special synergy commands with Oceane and Gladian.
Power Threshold: 1-10,000 	Power Threshold: 1-10,000
Nori 	Nori
 	Nori began feeling out of the place at the guild after The Progression Crisis, but she still works hard to ensure that the guild is up to par. She has also given up Titan Hunting, wanting to spend more time at home.
Nori has 16 commands, all corelating to different flavors. How they work is that a ball of Flavor is summoned, each flavor has different properties when it comes to movement and attacking, as the balls are free roaming, when Nori want to burst a ball into an attack, there is the 17th command, Pop, in which the ball is bursted and it performs the attack.	Nori has 16 commands, all corelating to different flavors. How they work is that a ball of Flavor is summoned, each flavor has different properties when it comes to movement and attacking, as the balls are free roaming, when Nori want to burst a ball into an attack, there is the 17th command, Pop, in which the ball is bursted and it performs the attack.
Power Threshold: 1-10,000 	Power Threshold: 1-10,000
Grihr 	Grihr
 	Grihr used to be a doctor, before discovering new kinds of spells related to microbes in the human gut. She started making these spells for guilds and hospitals around the county and ended up making a home right with the century corps.
Grihr's crest is microbial bacteria, can be used to seriously cripple enemies. Grihr's combat prowess includes commands like Gut Eater and Intestinal Death. Grihr's spells are sent on arrows to be more precise in combat, which means she also has a few trick arrows such as Tooth Arrow, Propionibacterium Arrow and Digestive Arrow.	Grihr's crest is microbial bacteria, can be used to seriously cripple enemies. Grihr's combat prowess includes commands like Gut Eater and Intestinal Death. Grihr's spells are sent on arrows to be more precise in combat, which means she also has a few trick arrows such as Tooth Arrow, Propionibacterium Arrow and Digestive Arrow.
Power Threshold: 1-10,000 	Power Threshold: 1-10,000
Neve 	Neve
 	Neve is the last known member of the Pionin Race, and works hard to keep the tradition alive and spread awareness for the long lost culture.
Neve's main claim to fame is the ability to release Toxic Spores. This is really good for long range attacks. Neve can also use long leaping attacks with the Leaps and Bounds command. She is a range unit through and through.	Neve's main claim to fame is the ability to release Toxic Spores. This is really good for long range attacks. Neve can also use long leaping attacks with the Leaps and Bounds command. She is a range unit through and through.
Power Threshold: 1-15,000 	Power Threshold: 1-15,000
Veloct 	Veloct
 	Veloct is a speed demon, running across walls and spinning at impossibly fast speeds. Veloct's speed got her in a knack for trouble making which got the attention of the Century Corps. Instead of locking her away, they trained her to use her speed as a member of the Guild.
Veloct's powerful speed can be used in synergy with units like Diesel, allowing him to increase damage. Veloct's gimmick is speed boosts and increasing the power of his devastating spins. Commands like Drill Dash and Spin Kick are essential to use Veloct optimally	Veloct's powerful speed can be used in synergy with units like Diesel, allowing him to increase damage. Veloct's gimmick is speed boosts and increasing the power of his devastating spins. Commands like Drill Dash and Spin Kick are essential to use Veloct optimally
Power Threshold: 1-10,000 	Power Threshold: 1-10,000
Iehn 	Iehn
 	Iehn has a natural healing ability, used for their daily activities as part of the Century Corps support core. Iehn's abilities make them a versatile asset to The Century Corps.
Iehn is like Larkin in the fact that most of their commands are passive, such as Alleviate and Come to Heal. Iehn's few attacks are also devastating, one such attack is Hormonal Shutdown, which renders enemies action less and paralyzed.	Iehn is like Larkin in the fact that most of their commands are passive, such as Alleviate and Come to Heal. Iehn's few attacks are also devastating, one such attack is Hormonal Shutdown, which renders enemies action less and paralyzed.
Power Threshold: 1-10,000 	Power Threshold: 1-10,000
Rowan 	Rowan
 	Rowan used to be the most cryptic street musician around, but now, he is a member of The Century Corps, mostly joining because Hymn had quit after The Progression Crisis and they needed a new bard.
Rowan's powerful strums disorient and confuse enemies while buffing allies. Rowan's Commands all have the word song in them such as Healing Song, Dizzy Song and Earth Song. They all do flat damage with the modifiers being the only thing that changes between them.	Rowan's powerful strums disorient and confuse enemies while buffing allies. Rowan's Commands all have the word song in them such as Healing Song, Dizzy Song and Earth Song. They all do flat damage with the modifiers being the only thing that changes between them.
Power Threshold: 1-10,000 	Power Threshold: 1-10,000
Loren 	Loren
 	Loren's work at making powerful weapons for The Century Corps got him high up in the rankings and thus, him and Largo were both given more responsibilities
Loren's Shoulder Bolt Crossbows make for interesting commands like CrossBreak Command (Which is an armor breaker move) and Dart Launch (He Jumps up and fires a dart into the center of the enemy line). He also has Nest Build Command, in which he uses his Bonobo crest to build a defensive shelter that lasts 30 seconds.	Loren's Shoulder Bolt Crossbows make for interesting commands like CrossBreak Command (Which is an armor breaker move) and Dart Launch (He Jumps up and fires a dart into the center of the enemy line). He also has Nest Build Command, in which he uses his Bonobo crest to build a defensive shelter that lasts 30 seconds.
Power Threshold: 1-10,000 	Power Threshold: 1-10,000
Largo 	Largo
 	Largo's work has been increasingly important to The Century Corps and thus she's assumed more responsibilities due to her knowledge. Largo is now the head of The Corp's Titan Tracking operations.
Largo's commands involve her weapon, the Piercer, she has a few commands including Lance Skyshatter (A Massive Energy Arrow is fired forward and it pierces Armor) and Airblast (A wind burst knocks an enemy away)	Largo's commands involve her weapon, the Piercer, she has a few commands including Lance Skyshatter (A Massive Energy Arrow is fired forward and it pierces Armor) and Airblast (A wind burst knocks an enemy away)
Power Threshold: 1-10,000 	Power Threshold: 1-10,000
Helia 	Helia
 	After The Progression Crisis, Helia worked on arcane spells with Necra and trying to compile a guide of magic with help from people like Beline and Largo. Helia is now the head of The Century Corps supernatural operations and works with Necra on stuff like that.
Helia's commands are meant for high health targets due to the large amount of DPS they serve and their small radius. However she has some passives like Slow Tan which slowly decreases the defense of other targets over time.	Helia's commands are meant for high health targets due to the large amount of DPS they serve and their small radius. However she has some passives like Slow Tan which slowly decreases the defense of other targets over time.
Power Threshold: 1-10,000 	Power Threshold: 1-10,000
Necra 	Necra
 	After The Progression Crisis, Necra and Helia began joint study into magical elements. Necra also began doing deeper research into her role as a totem of the undead.
Necra is a slowburn heavy hitter, with her main command, Revive, summoning a dead enemy to attack your foes, you can't control it and the command has a long cool down, but regardless, it is very strong. Necra also has a new passive that enhances magical commands called Undead Charm.	Necra is a slowburn heavy hitter, with her main command, Revive, summoning a dead enemy to attack your foes, you can't control it and the command has a long cool down, but regardless, it is very strong. Necra also has a new passive that enhances magical commands called Undead Charm.
Power Threshold: 1-50,000 	Power Threshold: 1-50,000
Oceane 	Oceane
 	Oceane was chosen as the inheritor as the Water Swordsman, and created a new one from parts of the old one and an Lemurian rune. She also has become a figure of leadership in the guild, as an international ambassador.
Oceane is mostly used in tandem with others, even though Tidal Rush (Run Forward with sword and create wave) is good with crowd control. Her synergy with Gladian is very strong, allowing to use The Synergy Command, Burning Tide (Create a Flaming Tidal Wave).	Oceane is mostly used in tandem with others, even though Tidal Rush (Run Forward with sword and create wave) is good with crowd control. Her synergy with Gladian is very strong, allowing to use The Synergy Command, Burning Tide (Create a Flaming Tidal Wave).
Power Threshold: 1-10,000 	Power Threshold: 1-10,000
Thomas 	Thomas
 	Thomas and Femmeo have been getting more and more Centennials to join The Century Corps since The Progression Crisis, and now Centennials make up a considerable part of The Century Corps ranks.
Thomas wields the Sand Slammers, which means providing cover and inflicting blindness modifiers are Thomas's main purposes. Sandstorm is a new passive Thomas has that gives them increased attack to go with classic commands like Diffuse and Dust Throw.	Thomas wields the Sand Slammers, which means providing cover and inflicting blindness modifiers are Thomas's main purposes. Sandstorm is a new passive Thomas has that gives them increased attack to go with classic commands like Diffuse and Dust Throw.
Power Threshold: 1-10,000 	Power Threshold: 1-10,000
Femmeo 	Femmeo
 	Thomas and Femmeo have been getting more and more Centennials to join The Century Corps since The Progression Crisis, and now Centennials make up a considerable part of The Century Corps ranks.
Femmeo wields the Seed Bolas, his niche on a team is as an incapicitator character, his commands like Vine Wrap and Seed Sink trap oppoents in the ground for a short while. A new feauture of the Seed Bolas is that synergy commands work with them and can set modifiers to them.	Femmeo wields the Seed Bolas, his niche on a team is as an incapicitator character, his commands like Vine Wrap and Seed Sink trap oppoents in the ground for a short while. A new feauture of the Seed Bolas is that synergy commands work with them and can set modifiers to them.
Power Threshold: 1-10,000 	Power Threshold: 1-10,000
Ouzcoebr 	Ouzcoebr
 	Ouzcoebr was one of the 4 Centennials that asked Femmeo and Thomas for Century Corps Membership after The Progression Crisis, they have progenitor beastlings in their employ, and wanted to see people who were knowledgeable in them. They also want to help make the world better for their brethren.
Ouzcoebr is in an interesting place, not a pure summoner character but can still lay back while their minions do a lot of the work. They need to be and close for a lot for commands but can be let to roam freely with his Unleash command. Ouzcoebr's creatures now have synergies with your party members, allowing for even more crazy combos. Ouzcoebr also has extra utility out of his creatures with his Blue Heal passive.	Ouzcoebr is in an interesting place, not a pure summoner character but can still lay back while their minions do a lot of the work. They need to be and close for a lot for commands but can be let to roam freely with his Unleash command. Ouzcoebr's creatures now have synergies with your party members, allowing for even more crazy combos. Ouzcoebr also has extra utility out of his creatures with his Blue Heal passive.
Power Threshold: Variable (Power Threshold for Ouzcoebr is dependent on the beastlings) 	Power Threshold: Variable (Power Threshold for Ouzcoebr is dependent on the beastlings)
Hiegya 	Hiegya
 	Hiegya was one of the 4 Centennials that asked Femmeo and Thomas for Century Corps Membership after The Progression Crisis, they have a sword kite, which basically means it's a sword that can be launched into their enemies by the wind. Hiegya's an unpredictable asset for the foundation and is usually used as a wild card in tough spots.
Hiegya is a very strange character gameplay wise, as their commands are nearly all up to chance, The only commands they have control over are Spool, which basically changes the length the kite operates at and Release, which sends the kite flying.	Hiegya is a very strange character gameplay wise, as their commands are nearly all up to chance, The only commands they have control over are Spool, which basically changes the length the kite operates at and Release, which sends the kite flying.
Power Threshold: 1-10,000 	Power Threshold: 1-10,000
Omerjo 	Omerjo
 	Omerjo was one of the 4 Centennials that asked Femmeo and Thomas for Century Corps Membership after The Progression Crisis, they have since gone on rescue missions, with the parasitic worms they tame having saved countless lives due to their burrowing abilities.
Omerjo is a fairly limited character, he is a unit that requires patience, as once the Parasitism has taken hold of the victim, they will be at your mercy, and can get them do any command against their own brethren. The victims have no synergies but Omerjo can infect his allies to give them powerful buffs.	Omerjo is a fairly limited character, he is a unit that requires patience, as once the Parasitism has taken hold of the victim, they will be at your mercy, and can get them do any command against their own brethren. The victims have no synergies but Omerjo can infect his allies to give them powerful buffs.
Power Threshold: 1-10,000 	Power Threshold: 1-10,000
Fractal 	Fractal
 	Fractal is a member of the guild who was interested in Quantum Fractals and did heavy research into them. During on unfortunate occasion, Fractal's hand became a fractal. In response to this, they changed their name from Saber to Fractal. Now Fractal does more field work than research but they occasionally dust off the books.
Fractal's sword is composed of thousands of Fractals, which make them adept at using melee commands to ranged damage or vice versa. Fractal can also use a command called Fractal Punch, which gives a special modifier called Fractalized to enemy units.	Fractal's sword is composed of thousands of Fractals, which make them adept at using melee commands to ranged damage or vice versa. Fractal can also use a command called Fractal Punch, which gives a special modifier called Fractalized to enemy units.
Power Threshold: 1-10,000 	Power Threshold: 1-10,000
Gyhaz 	Gyhaz
 	Gyhaz is a Centennial who joined the ranks of The Century Corps after Optica's Invasion on the insistence of Thomas and Femmeo. Gyhaz posses a halberd that they can command to make things move, slow-down or stop.
Gyhaz's halberd can be used to make enemies stop completely, although that command has quite a bit of cooldown. Gyhaz's more viable strategy is applying slowing modifiers and gradually taking down their foes. Gyhaz can also use their halbred on allies, making sure units don't break formation. Gyhaz is a must have when in a party with Zaylee and Juni.	Gyhaz's halberd can be used to make enemies stop completely, although that command has quite a bit of cooldown. Gyhaz's more viable strategy is applying slowing modifiers and gradually taking down their foes. Gyhaz can also use their halbred on allies, making sure units don't break formation. Gyhaz is a must have when in a party with Zaylee and Juni.
Power Threshold: 1-15,000 	Power Threshold: 1-15,000
Ihw 	Ihw
 	Ihw used to be a dentist but was fired due to medial malpractice and also due to illegally siezing the teeth of his patients to turn into a sword. Out of a job, Ihw went to join The Century Corps where he now operates as the inhouse dentist.
Ihw's teeth sword can separate and open, meaning he has grab commands ontop of already standard sword commands. The Chew command is especially useful due to having no cooldown and being a quick fast grab attack.	Ihw's teeth sword can separate and open, meaning he has grab commands ontop of already standard sword commands. The Chew command is especially useful due to having no cooldown and being a quick fast grab attack.
Power Threshold: 1-10,000 	Power Threshold: 1-10,000
Aemo 	Aemo
 	Aemo was part of a cult called Sons of The Satellite and had her soul bonded to a satellite created by an ancient civilization that could launch lasers from far away. Aemo left and joined the Century Corps as they were the closest guild she was willing to join.
Aemo's a unit that can deal massive amounts of damage with her Orbital Strike command, but it has a massive cooldown and wait period. Aemo can do more simple attacks such as Orbital Rain (which shoots debris onto enemies) or using her Sputnik Crest to vault objects and enemies high into the air.	Aemo's a unit that can deal massive amounts of damage with her Orbital Strike command, but it has a massive cooldown and wait period. Aemo can do more simple attacks such as Orbital Rain (which shoots debris onto enemies) or using her Sputnik Crest to vault objects and enemies high into the air.
Power Threshold: 1-20,000 	Power Threshold: 1-20,000
Auralie 	Auralie
 	Auralie and Shiye took a backseat after The Progression Crisis but they're still part of the guild and still do things from time to time. Auralie in particular has been modifying her own homemade firearm.
Auralie's bullet-hell esque mechanics have been removed and instead she's more of a conventional unit, able to fire off barrages of bullets with cooldown times varrying. She does still have her renew command which does make her somewhat tanky	Auralie's bullet-hell esque mechanics have been removed and instead she's more of a conventional unit, able to fire off barrages of bullets with cooldown times varrying. She does still have her renew command which does make her somewhat tanky
Power Threshold: 1-10,000 	Power Threshold: 1-10,000
Shiye 	Shiye
 	Auralie and Shiye took a backseat after The Progression Crisis but they're still part of the guild and still do things from time to time. Shiye in particular has been studying the axe more and can now trade fisticuffs with his lightning
Shiye keeps his more combat oriented lightning axe attacks. and his Commune Command still has a great synergy with Necra's Revive command. Shiye can also create an Electric shield that lasts for a limited time with one his commands (Thunder Blessing). Shiye can also now use his fists with Lightning Chain Punch and Thunder Uppercut.	Shiye keeps his more combat oriented lightning axe attacks. and his Commune Command still has a great synergy with Necra's Revive command. Shiye can also create an Electric shield that lasts for a limited time with one his commands (Thunder Blessing). Shiye can also now use his fists with Lightning Chain Punch and Thunder Uppercut.
Power Threshold: 1-20,000 	Power Threshold: 1-20,000
Whoyn 	Whoyn
 	Whoyn is the host of Ghyall, an eldritch entity that is an embodiment of The Present reality. Whoyn is relatively new to this guild life thing but has had the power of Ghyall for a while now.
Whoyn's commands are very good for support, mainly the What Is command series. For example, What Is Flame gives all your allies flame modifiers. Whoyn's offensive capabilities aren't that bad either, such as Presently Hurt and Presented With Harm.	Whoyn's commands are very good for support, mainly the What Is command series. For example, What Is Flame gives all your allies flame modifiers. Whoyn's offensive capabilities aren't that bad either, such as Presently Hurt and Presented With Harm.
Power Threshold: 1-100,000 	Power Threshold: 1-100,000
Graiy 	Graiy
 	Graiy has become a formal member of The Century Corps and now helps people like she always wished she could. The Governess Armor has also been upgraded with a new paintjob, new weapons and solar pannels.
Graiy's commands invoke the power of The Governess, a powerful mech suit with offensive capabilities. One such move is the Gold Beam which harnesses solar light to be shot out of the center of The Governess. Another powerful attack is the 4 Axe Swoop. The fuel mechanic has also been removed from Graiy's kit.	Graiy's commands invoke the power of The Governess, a powerful mech suit with offensive capabilities. One such move is the Gold Beam which harnesses solar light to be shot out of the center of The Governess. Another powerful attack is the 4 Axe Swoop. The fuel mechanic has also been removed from Graiy's kit.
Power Threshold: 1-10,000 	Power Threshold: 1-10,000
Dleypr 	Dleypr
 	Dleypr is a Centennial who joined the ranks of The Century Corps after Optica's Invasion on the insistence of Thomas and Femmeo. Dleypr posses two dual-blades with rubber centers that expand and contract as Dleypr sees fit.
Dleypr's rubber center blades give their melee commands like Center Slash more ranger and flexibility as the rubber centers can expand the attacks they use in any direction.	Dleypr's rubber center blades give their melee commands like Center Slash more ranger and flexibility as the rubber centers can expand the attacks they use in any direction.
Power Threshold: 1-10,000 	Power Threshold: 1-10,000
Borqea 	Borqea
 	Borqea is a Centennial who joined the ranks of The Century Corps after Optica's Invasion on the insistence of Thomas and Femmeo. Borqea posses a pack of disposable glow-swords which are easy access weapons that posses the ability to glow.
Borqea's Glow Swords can break unlike every other weapon in the game, but the breaking of The Glow Sword causes powerful damage to be done to enemies. Borqea also has a passive where they can give a Glow Sword to an ally and increase both of their damage output.	Borqea's Glow Swords can break unlike every other weapon in the game, but the breaking of The Glow Sword causes powerful damage to be done to enemies. Borqea also has a passive where they can give a Glow Sword to an ally and increase both of their damage output.
Power Threshold: 1-10,000 	Power Threshold: 1-10,000
Ryuur 	Ryuur
 	Ryuur is a Centennial who joined the ranks of The Century Corps after Optica's Invasion on the insistence of Thomas and Femmeo. Ryuur possesses a special suit that can freeze the air around it.
Ryuur's freezeing is different from Indica's Ice Sword. Indica is a more intense physical combat type brawler while Ryuur is more of a support unit, as Ryuur can shut down enemy attacks with commands like Air Frost and Floor Freeze.	Ryuur's freezeing is different from Indica's Ice Sword. Indica is a more intense physical combat type brawler while Ryuur is more of a support unit, as Ryuur can shut down enemy attacks with commands like Air Frost and Floor Freeze.
Power Threshold: 1-10,000 	Power Threshold: 1-10,000
Bwurd 	Bwurd
 	Bwurd is a Centennial who joined the ranks of The Century Corps after Optica's Invasion on the insistence of Thomas and Femmeo. Bwurd posses powerful fire magic that they can emit straight from their hands.
Bwurd can control the size and type of their flames, and each type provides a different modifier. For example, Bwurd's Green Flame can inflict poison modifiers.	Bwurd can control the size and type of their flames, and each type provides a different modifier. For example, Bwurd's Green Flame can inflict poison modifiers.
Power Threshold: 1-30,000 	Power Threshold: 1-30,000
Cyirre 	Cyirre
 	Cyirre is a Centennial who joined the ranks of The Century Corps after Optica's Invasion on the insistence of Thomas and Femmeo. Cyirre is using a water wrench that can control the flow of water including water vapor and ice.
Cyirre has incredible synergy with Oceane, being able to swing around her attacks. Cyirre's Stream Screw attack can also change the flow of pipes to burst water up from the ground.	Cyirre has incredible synergy with Oceane, being able to swing around her attacks. Cyirre's Stream Screw attack can also change the flow of pipes to burst water up from the ground.
Power Threshold: 1-10,000 	Power Threshold: 1-10,000
Iaray 	Iaray
 	Iaray is a Centennial who joined the ranks of The Century Corps after Optica's Invasion on the insistence of Thomas and Femmeo. Iaray posses their ancestral Ray Disks, which when throw posses the gliding abilities of Manta Rays.
Iaray's Ray Disks mostly take on a life of their own once the throw command is given. Iaray can still give commands from the sidelines, such as Glide Charge, where the Ray Disks increase velocity and ram into targets at fast speeds.	Iaray's Ray Disks mostly take on a life of their own once the throw command is given. Iaray can still give commands from the sidelines, such as Glide Charge, where the Ray Disks increase velocity and ram into targets at fast speeds.
Power Threshold: 1-10,000 	Power Threshold: 1-10,000
Terefn 	Terefn
 	Terefn is a Centennial who joined the ranks of The Century Corps after Optica's Invasion on the insistence of Thomas and Femmeo. Terefn was designed to be a kind of contingency, being able to use any part of their body as a weapon.
Terefn's armor plates can open with The Spike command, where part of Terefn's body appears as a jagged spike. Terefn can also twist part of their face into a sword or axe.	Terefn's armor plates can open with The Spike command, where part of Terefn's body appears as a jagged spike. Terefn can also twist part of their face into a sword or axe.
Power Threshold: 1-10,000 	Power Threshold: 1-10,000
Omnr 	Omnr
 	Omnr is a guild member who wields The Crystal Hammer, a hammer of his own forging, for the purposes of being a helpful guild member.
Omnr's Crystal Hammer and large figure makes him ideal for the front, but can still be easily overwhelmed. His fly crest does make it so that he has an easy retreat option in the form of the Flyback Command	Omnr's Crystal Hammer and large figure makes him ideal for the front, but can still be easily overwhelmed. His fly crest does make it so that he has an easy retreat option in the form of the Flyback Command
Power Threshold: 1-10,000 	Power Threshold: 1-10,000
Sahu 	Sahu
 	Sahu is a guild member who was part of the reserve core and thus mostly lived abroad in London until Optica's Invasion. Sahu was called back from overseas back to get into Guild Life.
Sahu wields a Wooden Shield that can expand in different directions. Sahu's Shield is a command that is great for defending singular targets. Splintering Block also is good for short range defense and provides a little contact damage for enemies.	Sahu wields a Wooden Shield that can expand in different directions. Sahu's Shield is a command that is great for defending singular targets. Splintering Block also is good for short range defense and provides a little contact damage for enemies.
Power Threshold: 1-10,000 	Power Threshold: 1-10,000
Vivuhal 	Vivuhal
 	Vivuhal is a Centennial who joined the ranks of The Century Corps after Optica's Invasion on the insistence of Thomas and Femmeo. Vivuhal is the youngest of the Centennials who joined. They posses a small staff that gives them magical sensory abilities.
Vivuhal's magical sensory powers can be a game changer depending on who you are fighting as it can break helpful enemy modifiers like Invisibility. Vivuhal's defensive capabilities are good too such as Forewarn.	Vivuhal's magical sensory powers can be a game changer depending on who you are fighting as it can break helpful enemy modifiers like Invisibility. Vivuhal's defensive capabilities are good too such as Forewarn.
Power Threshold: 1-10,000 	Power Threshold: 1-10,000
Wadah 	Wadah
 	Wadah is a Centennial who joined the ranks of The Century Corps after Optica's Invasion on the insistence of Thomas and Femmeo. Wadah was known as Wadah The Cruel until they took a more beingn approach to life.. They posses powerful wind magic ability that is enhanced thanks to the staff they have.
Wadah's powerful blowing winds make them useful for units like Hiegya and Iaray for damage output and useful for Zaylee and Juni's star alignment strategies. Wadah's powerful winds are best used for teamwork.	Wadah's powerful blowing winds make them useful for units like Hiegya and Iaray for damage output and useful for Zaylee and Juni's star alignment strategies. Wadah's powerful winds are best used for teamwork.
Power Threshold: 1-20,000 	Power Threshold: 1-20,000
Eoontaq 	Eoontaq
 	Eoontaq is a Centennial who joined the ranks of The Century Corps after Optica's Invasion on the insistence of Thomas and Femmeo. Eoontaq spent time as a scholar abroad in a library called The Holy Tomb. Eoontaq went home armed with their new knowledge of the world and an ancient Centennial Weapon that shifts the angle someone's soul can be at.
Eoontaq can change the position enemy units are in, which affects the way they move. Eoontaq and Wadah make a powerful pair as they can effectively position the enemy side however they please. Eoontaq can also change the position of allies, moving them out of harm's way.	Eoontaq can change the position enemy units are in, which affects the way they move. Eoontaq and Wadah make a powerful pair as they can effectively position the enemy side however they please. Eoontaq can also change the position of allies, moving them out of harm's way.
Power Threshold: 1-15,000 	Power Threshold: 1-15,000
Demeui 	Demeui
 	Demeui is a guild member who was part of the reserve core and thus mostly lived abroad in Guatemala until Optica's Invasion where he was called back home. Demeui is a member of The Sheyane People, a group of Half-Man, Half-Seahorse hybrids that live in warm tropical waters.
Demeui wields his mystical Coral Spear which is useful for melee combat. On top of that Demeui's melee abilities also include his prehensile tail and his seahorse crest which enhances his powers through useful passive commands.	Demeui wields his mystical Coral Spear which is useful for melee combat. On top of that Demeui's melee abilities also include his prehensile tail and his seahorse crest which enhances his powers through useful passive commands.
Power Threshold: 1-10,000 	Power Threshold: 1-10,000
Elghene 	Elghene
 	Elghene is a member of The Sheyane People, a group of Half-Man, Half-Seahorse hybrids that live in warm tropical waters. Elghene used to be a member of a cult called The All-Seeing Eye but left and joined The Century Crops. Now she puts the eye magic she learned to use serving The Corps.
Elghene's powerful eye magic can see past weaknesses and defenses. Elghene's Glare command can immobilize any foe and Staredown forces the target to attack Elghene	Elghene's powerful eye magic can see past weaknesses and defenses. Elghene's Glare command can immobilize any foe and Staredown forces the target to attack Elghene
Power Threshold: 1-10,000 	Power Threshold: 1-10,000
Lafayette 	Lafayette
 	Lafayette is a guild member who was part of the reserve core and who spent most of his time in his home country of France. Optica's Invasion had him once again come back to Baltimore to help his old friends out.
Lafayette posses two blades of Grass and can use commands with them like Grass Rush. Lafayette can also work with Gladian, who can light his grass blades on fire. Lafayette's rooster crest can also unleash a defeating cry.	Lafayette posses two blades of Grass and can use commands with them like Grass Rush. Lafayette can also work with Gladian, who can light his grass blades on fire. Lafayette's rooster crest can also unleash a defeating cry.
Power Threshold: 1-10,000 	Power Threshold: 1-10,000
Iris 	Iris
 	Iris is a guild member who spent all her time studying her strange rainbow powers which have begun to consume her body.
Iris's unnatural Rainbow Powers can be used to shoot powerful magical beams. Red Beam can turn objects into lava, Blue Beam can turn them into water, Orange Beam can set things on fire. Her rainbow beams have a lot of powerful usage when it comes to synergies.	Iris's unnatural Rainbow Powers can be used to shoot powerful magical beams. Red Beam can turn objects into lava, Blue Beam can turn them into water, Orange Beam can set things on fire. Her rainbow beams have a lot of powerful usage when it comes to synergies.
Power Threshold: 1-10,000 	Power Threshold: 1-10,000
Hymn 	Hymn
 	Hymn was a guild member who would often retort in aggressive/assertive manner when referred to as a bard. While he did leave after The Progression Crisis, he did rejoin after Optica's invasion due to wanting to help again.
Hymn has switched from his harp to a flute, and can play powerful blasts. Him and Rowan have great synergy.	Hymn has switched from his harp to a flute, and can play powerful blasts. Him and Rowan have great synergy.
Power Threshold: 1-10,000 	Power Threshold: 1-10,000
Xerxes 	Xerxes
 	Xerxes used to be part of an organization called the New Immortals, but after their entire organization was wiped out besides Xerxes. After that, they grew to distrust Guilds but came around during The Progression Crisis, now Xerxes acts as an ally of the Century Corps outside of their command structure.
Xerxes's biggest Command is Spear Launch, which does piercing damage and fires at a range, and can be used as long as they can get their arm, with the other Command, Retrieval, other commands include Spear Spin and Spear Pin.	Xerxes's biggest Command is Spear Launch, which does piercing damage and fires at a range, and can be used as long as they can get their arm, with the other Command, Retrieval, other commands include Spear Spin and Spear Pin.
Jack 	Jack
 	Jack was found as a child by Loren and Largo. Jack is someone who posses the supernatural ability to do nearly any task asked of him, but can never master it.
Jack's supernatural skillset provides interesting commands such as Juggle or Javelin Throwing. Jack essentially pull out any object that is in his box of tricks and use it with great proficiency.	Jack's supernatural skillset provides interesting commands such as Juggle or Javelin Throwing. Jack essentially pull out any object that is in his box of tricks and use it with great proficiency.
Power Threshold: 1-40,000 	Power Threshold: 1-40,000
Thechr 	Thechr
 	Thechr used to captain a ship called Rhea's Reach and they sailed the high seas. After Optica's invasion, Thechr joined The Century Corps at the insistence of Thomas and Femmeo. Thechr wields an Ancient Lemurian artifact called The Holo-Weapons which are digital constructs that can transform into any weapon.
Thechr's Holo-Weapons can transform into nearly any weapon with The Transform Command. However, some of Thechr's commands require that the weapon be in a certain form, not all commands are universal across every weapon type.	Thechr's Holo-Weapons can transform into nearly any weapon with The Transform Command. However, some of Thechr's commands require that the weapon be in a certain form, not all commands are universal across every weapon type.
Power Threshold: 1-10,000 	Power Threshold: 1-10,000
Darsah 	Darsah
 	Darsah is a Centennial who joined the ranks of The Century Corps after Optica's Invasion on the insistence of Thomas and Femmeo. Darsah has a plow for a leg, as an unfortunate accident occurred while they worked on a mystic farm before their Century Corps life.
Darsah posses an innate knowledge of mystical plants and fruits. Darsah can use this knowledge to buff their allies with The Helpful Fruit command where they eat fruit Darsah grows.	Darsah posses an innate knowledge of mystical plants and fruits. Darsah can use this knowledge to buff their allies with The Helpful Fruit command where they eat fruit Darsah grows.
Power Threshold: 1-10,000 	Power Threshold: 1-10,000
Gilbert 	Gilbert
 	Gilbert is a Centennial who joined the ranks of The Century Corps after Optica's Invasion on the insistence of Thomas and Femmeo. Gilbert posses a suit of armor that has a crystal canon built into it's head and natural crystals growing off the arms. It was repainted when Gilbert joined.
Gilbert's powerful Crystal Blasts can hit targets from far away and they can use the Crystals on the arms for melee commands such as Crystal Arm Slash.	Gilbert's powerful Crystal Blasts can hit targets from far away and they can use the Crystals on the arms for melee commands such as Crystal Arm Slash.
Power Threshold: 1-10,000 	Power Threshold: 1-10,000
Pviein 	Pviein
 	Pviein is a Centennial who joined the ranks of The Century Corps after Optica's Invasion on the insistence of Thomas and Femmeo. Pviein posses multiple balls that contain half grass and half mycellium roots. Pviein can set up the balls or use them as projectiles.
Pviein's special grass and mycelium balls can be used to set up terrarium areas that can boost attacks. Pviein works really well with Cyrrie and Darsah	Pviein's special grass and mycelium balls can be used to set up terrarium areas that can boost attacks. Pviein works really well with Cyrrie and Darsah
Power Threshold: 1-10,000 	Power Threshold: 1-10,000
Spade 	Spade
 	Spade is a Centennial who joined the ranks of The Century Corps after Optica's Invasion on the insistence of Thomas and Femmeo. Spade posses a large shovel.
Spade has a shovel, which is useful for commands that need to be directed. Space can also hit enemies on the head with the shovel.	Spade has a shovel, which is useful for commands that need to be directed. Space can also hit enemies on the head with the shovel.
Power Threshold: 1-10,000 	Power Threshold: 1-10,000
Elybe 	Elybe
 	Elybe is a Centennial who joined the ranks of The Century Corps after Optica's Invasion on the insistence of Thomas and Femmeo. Elybe was part of a four centennial strike team with Wjenx, Monact and Dassu called Faithful Night. Elybe posses a ball attached by a string to a stick, that they can whip around at high speeds.
Elybe's rotating ball can reach high speeds with The Veloci-Ball command, which can also get smacked around melee attackers.	Elybe's rotating ball can reach high speeds with The Veloci-Ball command, which can also get smacked around melee attackers.
Power Threshold: 1-10,000 	Power Threshold: 1-10,000
Monact 	Monact
 	Monact is a Centennial who joined the ranks of The Century Corps after Optica's Invasion on the insistence of Thomas and Femmeo. Monact was part of a four centennial strike team with Wjenx, Elybe and Dassu called Faithful Night. Monact posses a magic bricklaying kit that can build any barrier.
Monact can build any barrier but it takes some time, a lot of time. Monact works best with units that can help it stall for time.	Monact can build any barrier but it takes some time, a lot of time. Monact works best with units that can help it stall for time.
Power Threshold: 1-10,000 	Power Threshold: 1-10,000
Wjenx 	Wjenx
 	Wjenx is a Centennial who joined the ranks of The Century Corps after Optica's Invasion on the insistence of Thomas and Femmeo. Wjenx was part of a four centennial strike team with Monact, Elybe and Dassu called Faithful Night. Wjenx posses a band on their wrist that can fire white beams.
Wjenx's beams can blind opponents	Wjenx's beams can blind opponents
Power Threshold: 1-10,000 	Power Threshold: 1-10,000
Dassu 	Dassu
 	Dassu is a Centennial who joined the ranks of The Century Corps after Optica's Invasion on the insistence of Thomas and Femmeo. Wjenx was part of a four centennial strike team with Monact, Elybe and Wjenx called Faithful Night. Dassu posses a weapon made of a Non-Eculidian Spire, and each part has a special reality altering effect.
The Weapon Dassu has various powerful components, some of which can alter matter on the most basic level. Dassu also posses The Handoff command, where Dassu can split part of their weapon into individual components and give the component to an ally.	The Weapon Dassu has various powerful components, some of which can alter matter on the most basic level. Dassu also posses The Handoff command, where Dassu can split part of their weapon into individual components and give the component to an ally.
Power Threshold: 1-20,000 	Power Threshold: 1-20,000
Ghq 	Ghq
 	Ghq is a Centennial who was loyal to Centus, even long after their power waned. However, Ghq turned themselves in when Centus did so and became a Century Corps member with them. Ghq is only playable after The Thomas Bonus Chapter.
Ghq posses a powerful magical tome with the power of Transmutation, however, Ghq's power is limited in the sense that their powerful commands have long charge times. Ghq's powerful abilities include turning enemies into harmless objects like teapots and turning alies into powerful beasts like Dragons.	Ghq posses a powerful magical tome with the power of Transmutation, however, Ghq's power is limited in the sense that their powerful commands have long charge times. Ghq's powerful abilities include turning enemies into harmless objects like teapots and turning alies into powerful beasts like Dragons.
Power Threshold: 1-30,000 	Power Threshold: 1-30,000
Centus 	Centus
 	Centus is the first Centennial, one born to fight in wars for Humanity. Centus rebelled and was imprisoned, they sook revenge for how they were treated. After many clashes with The Century Corps, Centus has finally decided to bury the hatchet and join together with them to create a better future.
Centus posses a special sword made out of fragments of The Idol of Light, Centus can cleave through many objects with it and also deflect objects with it. Centus's Sword Seal command can also seal enemies inside the sword, inflcting them with a fraction of the pain they felt	Centus posses a special sword made out of fragments of The Idol of Light, Centus can cleave through many objects with it and also deflect objects with it. Centus's Sword Seal command can also seal enemies inside the sword, inflcting them with a fraction of the pain they felt
Power Threshold: 1-20,000 	Power Threshold: 1-20,000
Thosmrr 	Thosmrr
 	Thosmrr is a powerful mage under The Century Corps employ, being able to make powerful disks of magic. Thosmrr has become known as Thosmrr the Turqoise.
Thosmrr's disks are filled with all kinds of powerful magics, he can fling them at high speeds with his special staff. Examples include Moss Disk which slings a green disk that grows dangerous moss on the target and Slick Disk which slings an orange disk that creates running sticky liquid.	Thosmrr's disks are filled with all kinds of powerful magics, he can fling them at high speeds with his special staff. Examples include Moss Disk which slings a green disk that grows dangerous moss on the target and Slick Disk which slings an orange disk that creates running sticky liquid.
Power Threshold: 1-40,000 	Power Threshold: 1-40,000
Anmai 	Anmai
 	Anmai is a powerful mage under The Century Corps employ. Connected to The Planet Mars via channeling it's magic, Anmai has become known as Anmai, The Red. Anmai isn't normally involved in Guild Life but makes an exception now.
Anmai posses powerful Mars Based magic commands such as Martian Blast and Red Eclipse. Channeling The Planet's natural energies, she can unleash powerful blasts and protect her allies with commands such as Red Wall.	Anmai posses powerful Mars Based magic commands such as Martian Blast and Red Eclipse. Channeling The Planet's natural energies, she can unleash powerful blasts and protect her allies with commands such as Red Wall.
Power Threshold: 1-40,000 	Power Threshold: 1-40,000
Eliss 	Eliss
 	Eliss used to be a bartender at The Dragon Spit Tavern where she often served members of The Century Corps. Now, Eliss has decided to officially join The Century Corps.
Eliss posses a tank of acidic Dragon Spit she can fire out of a hose. Commands like Spitfire and Hose Down can do massive amounts of damage and apply a corrosion modifier. One of her commands turns Eliss into a support unit by exchanging the Dragon Spit in her tank for Alcohol.	Eliss posses a tank of acidic Dragon Spit she can fire out of a hose. Commands like Spitfire and Hose Down can do massive amounts of damage and apply a corrosion modifier. One of her commands turns Eliss into a support unit by exchanging the Dragon Spit in her tank for Alcohol.
Power Threshold: 1-10,000 	Power Threshold: 1-10,000
Qiinu 	Qiinu
 	Qiinu is the form of five souls who merged into a single human being due to a ritual. Qiinu posses the power of five humans with their own consciousness. Qiinu was found in District 17 and taken in by The Century Corps.
Qiinu can summon the souls merged withhin their body to attack with powerful ethereal attacks, like Human Blast. Qiinu's attacks don't require charge time, as all the consciousness is pooled inside them.	Qiinu can summon the souls merged withhin their body to attack with powerful ethereal attacks, like Human Blast. Qiinu's attacks don't require charge time, as all the consciousness is pooled inside them.
Power Threshold: 1-50,000 	Power Threshold: 1-50,000
Endtimes 	Endtimes
 	Mysteriously arriving on the doorstep of Loren and Largo, Endtimes was a child who had a deadly prophecy attached to them with them only being referred to as Endtimes. Endtimes was enrolled in The Century Corps after Optica's Invasion.
Endtimes's power is very strong, able to produce conditions relating to the end of life from their hand. Endtimes works incredibly well with Ehl, as they can enhance each other's destructive power.	Endtimes's power is very strong, able to produce conditions relating to the end of life from their hand. Endtimes works incredibly well with Ehl, as they can enhance each other's destructive power.
Power Threshold: 1-100,000 	Power Threshold: 1-100,000
Genesis 	Genesis
 	Mysteriously arriving on the doorstep of Loren and Largo at the same time Endtimes did, Genesis was a child who had a deadly prophecy attached to them with her only being referred to as Genesis. Gensis was enrolled in The Century Corps after Optica's Invasion.
Genesis's power is very strong, able to produce conditions relating to the begining of life from her hand. Genesis works incredibly well with Vendil, as they can enhance each other's destructive power.	Genesis's power is very strong, able to produce conditions relating to the begining of life from her hand. Genesis works incredibly well with Vendil, as they can enhance each other's destructive power.
Power Threshold: 1-100,000 	Power Threshold: 1-100,000
==== Units Introduced In The Book of Tales ====
Myrtle 	Myrtle
 	Myrtle was a member of the Jade Corps, and was one of Necra's closest friends in the guild until she was kicked out for collaboration with Necra. Now Mrytle is in The Century Corps and now uses her harmonization magic there.
Mrytle's Harmonization Command opens up many new opportunities for synchronized commands, offensive or defensive. Mrytle's Tone Stun Command also stuns all enemies in front of her for a turn, making opportune windows for her teammates.	Mrytle's Harmonization Command opens up many new opportunities for synchronized commands, offensive or defensive. Mrytle's Tone Stun Command also stuns all enemies in front of her for a turn, making opportune windows for her teammates.
Power Threshold: 1-10,000 	Power Threshold: 1-10,000
Al 	Al
 	Al was found under the city in the catacombs by Necra and Her Team when they went to investigate Department X. Al is an old man who was experimented on, he is kept in the torment of eternal life by his irremovable heart.
Al's commands are incredibly gruesome including the Heartsplosion where his heart beats so fast that it explodes into a bloody pulp and does massive damage. Al also has innate regeneration like Larkin.	Al's commands are incredibly gruesome including the Heartsplosion where his heart beats so fast that it explodes into a bloody pulp and does massive damage. Al also has innate regeneration like Larkin.
Power Threshold: 1-15,000 	Power Threshold: 1-15,000
Ossie 	Ossie
 	After their tussle with a titan during The Progression Crisis, Ossie was made the head of The Century Corps Titan Tracking Unit which goes around North America tracking the primordial beasts
Ossie has a lot of his slime powers still, making for a one to punch with Diesel when it comes to slipping up Units, with Commands such as Slime Pool, Ossie also has solid offensive commands like Colony March command. Ossie can also have his slime scattered across enemies by Wadah	Ossie has a lot of his slime powers still, making for a one to punch with Diesel when it comes to slipping up Units, with Commands such as Slime Pool, Ossie also has solid offensive commands like Colony March command. Ossie can also have his slime scattered across enemies by Wadah
Power Threshold: 1-15,000 	Power Threshold: 1-15,000
Uzi 	Uzi
 	Uzi works under the Century Corps Titan Tracking Unit which goes around North America tracking the primordial beasts, she uses her timelost gun to help clear obstacles on the way there.
Uzi can now use different rounds aside from her normal bullets. Uzi now has Tranquillizer and Explosive rounds, allowing the option for damage or sedation.	Uzi can now use different rounds aside from her normal bullets. Uzi now has Tranquillizer and Explosive rounds, allowing the option for damage or sedation.
Power Threshold: 1-10,000 	Power Threshold: 1-10,000
Havana 	Havana
 	Havana works under the Century Corps Titan Tracking Unit which goes around North America tracking the primordial beasts. Havana's unique engineering abilities make her an asset to the team.
Havana has custom ammo of different sizes, speeds and effects, that is the subject of her commands. One thing that makes her stand out from Uzi and Auralie is that all her projectiles are lobbed, meaning range is where she is most effective	Havana has custom ammo of different sizes, speeds and effects, that is the subject of her commands. One thing that makes her stand out from Uzi and Auralie is that all her projectiles are lobbed, meaning range is where she is most effective
Power Threshold: 1-10,000 	Power Threshold: 1-10,000
Yve 	Yve
 	Yve was living off the Coast of Newfoundland, until a Primordial Beast destroyed his home, after that, he hunted the beast for 1 years. When he saw The Century Corps, he joined up with them to hunt it. Yve now works with The Century Corps Titan Tracking Unit.
Yve has little to no range commands, he is an upclose puncher, and half of his commands are passive, giving armor buffs to others. Yve works incredibly well with Ouzoebr as Yve can buff the defense of the beastlings	Yve has little to no range commands, he is an upclose puncher, and half of his commands are passive, giving armor buffs to others. Yve works incredibly well with Ouzoebr as Yve can buff the defense of the beastlings
Power Threshold: 1-15,000 	Power Threshold: 1-15,000
Kutok 	Kutok
 	Kutok works in her village known as The Place Where Luck Befalls One as a fishermen's apprentice. Kutok's boat is smashed by a Primordial Beast and she is saved by Ossie. According to tradition, she now owes Ossie a life debt and tags along to help fell the monster.
Kutok posses her two lucky circles which can influence good and bad luck according to legend. She can give good luck to allies and bad luck to enemies with her various luck based commands. Kutok also has a Magnetic Dagger that can generate magnetic fields in it's victims.	Kutok posses her two lucky circles which can influence good and bad luck according to legend. She can give good luck to allies and bad luck to enemies with her various luck based commands. Kutok also has a Magnetic Dagger that can generate magnetic fields in it's victims.
Power Threshold: 1-10,000 	Power Threshold: 1-10,000
Vaniel 	Vaniel
 	Vaniel is from the Nightlands, ever since the defeat of Optica, The Nightlands were filled with a mysterious mist called Eclipse Mist, and it's been turning his people into violent monsters. Vaniel saw no other option but to fight back.
Vaniel's Night Based powers have some utility on the battlefield. With The Dusk Shroud Command being useful for quick kills and Moonrise Command being good for crowd control.	Vaniel's Night Based powers have some utility on the battlefield. With The Dusk Shroud Command being useful for quick kills and Moonrise Command being good for crowd control.
Armei 	Armei
 	Armei is from the Nightlands, ever since the defeat of Optica, The Nightlands were filled with a mysterious mist called Eclipse Mist, and it's been turning her people into violent monsters. Armei joined in Vaniel's resistance effort.
Armei's kit is focused on fast hard hitting commands, like Nightslash Command , Eclipse Sprint Command (She runs forward into foes then comes back) and Dusk and Dawn command (throws a shadow cover then uses her sword as a flashlight)	Armei's kit is focused on fast hard hitting commands, like Nightslash Command , Eclipse Sprint Command (She runs forward into foes then comes back) and Dusk and Dawn command (throws a shadow cover then uses her sword as a flashlight)
Power Threshold: 1-10,000 	Power Threshold: 1-10,000
Cynthus 	Cynthus
 	Cynthus is from the Nightlands, ever since the defeat of Optica, The Nightlands were filled with a mysterious mist called Eclipse Mist, and it's been turning his people into violent monsters. Cynthus joined Vaniel's efforts since he is a brilliant scientist.
Cynthus can use his multiple heads to attack with headbutts, but his true power lies in the form of his fire box which can unleash devastating flames on his opponents.	Cynthus can use his multiple heads to attack with headbutts, but his true power lies in the form of his fire box which can unleash devastating flames on his opponents.
Power Threshold: 1-10,000 	Power Threshold: 1-10,000
The Detective 	The Detective
 	The Detective was an intrepid detective in the High City of Baltimore but was kicked off the Board of Mysteries for money laundering. Now he lives in Columbia as a cynical Private Investigator who is a recluse from society.
The Detective has two weapons, a steel pipe and a magnifying glass. The Maginifying Glass can highlight certain enemies for more damage while The Steel Pipe can create some small smoke.	The Detective has two weapons, a steel pipe and a magnifying glass. The Maginifying Glass can highlight certain enemies for more damage while The Steel Pipe can create some small smoke.
Power Threshold: 1-10,000 	Power Threshold: 1-10,000
Nolan 	Nolan
 	Nolan was an archer who used to be in the Century Corps until an unfortunate accident caused his dismissal. Now he lives in Columbia as part of a Neighborhood Watch
Nolan has a bigger bow and can fire more arrows per shot. Nolan also has innate physical combat abilities and can combat close in person.	Nolan has a bigger bow and can fire more arrows per shot. Nolan also has innate physical combat abilities and can combat close in person.
Power Threshold: 1-10,000 	Power Threshold: 1-10,000
Nest 	Nest
 	Nest was a kid who was a natural friend to all birds, to the point where birds just live in and leave eggs in her air. Nest also posses a powerful crest.
Nest is a summoner character, who can summon powerful birds to attack foes. Nest's Fire Robin attack for instance can create smoldering craters.	Nest is a summoner character, who can summon powerful birds to attack foes. Nest's Fire Robin attack for instance can create smoldering craters.
Power Threshold: 1-32,000 	Power Threshold: 1-32,000
Kyo 	Kyo
 	Kyo was part of a band of samurai in Kyoto called The Roaring Beasts with his sister, Kya. Kyo wields a mystical sword of Light along with his sister who wields a mystical sword of Darkness.
Kyo's sword of Light can slice light itself in half and can glow with the power of the sun. Kyo's biggest synergy is with his sister Kya, and the two of them can do massive damage.	Kyo's sword of Light can slice light itself in half and can glow with the power of the sun. Kyo's biggest synergy is with his sister Kya, and the two of them can do massive damage.
Power Threshold: 1-11,000 	Power Threshold: 1-11,000
Kya 	Kya
 	Kya was part of a band of samurai in Kyoto called The Roaring Beasts with her brother, Kyo. Kya wields a mystical sword of Darkness along with her brother who wields a mystical sword of Light.
Kya's sword of Darkness can slice the shadows itself in half and can cover areas with never-ending shadow. Kya's biggest synergy is with her brother Kyo, and the two of them can do massive damage.	Kya's sword of Darkness can slice the shadows itself in half and can cover areas with never-ending shadow. Kya's biggest synergy is with her brother Kyo, and the two of them can do massive damage.
Power Threshold: 1-11,000 	Power Threshold: 1-11,000
Ikutaro 	Ikutaro
 	Ikutaro is a Centennial who was part of a band of samurai in Kyoto called The Roaring Beasts. Ikutaro wields a pop-out shield that can shoot poisonous jets of Mercury.
Ikutaro's powerful mercurial jets take time to ready but they do massive damage once charged. Ikutaro's defensive capabilities are also incredibly strong, being able to block powerful attacks.	Ikutaro's powerful mercurial jets take time to ready but they do massive damage once charged. Ikutaro's defensive capabilities are also incredibly strong, being able to block powerful attacks.
Power Threshold: 1-10,000 	Power Threshold: 1-10,000
Qushinn 	Qushinn
 	Qushinn was part of a band of samurai in Kyoto called The Roaring Beasts with his brother Illun. Qushinn has a powerful Ice Axe that can strike his foes with powerful walls of ice.
Qushinn's Falling Ice command makes him strike the ground with powerful ice strikes that chilled the ground itself. He has the most synergy with brother, Illun.	Qushinn's Falling Ice command makes him strike the ground with powerful ice strikes that chilled the ground itself. He has the most synergy with brother, Illun.
Power Threshold: 1-10,000 	Power Threshold: 1-10,000
Illun 	Illun
 	Illun was part of a band of samurai in Kyoto called The Roaring Beasts with his brother Qushin. Illun has a magical shuriken that acts like a boomerang.
Illun's magical shuriken gives it incredible synergy with powerful melee units like Indica and Gladian. He has the most synergy with brother, Qushin.	Illun's magical shuriken gives it incredible synergy with powerful melee units like Indica and Gladian. He has the most synergy with brother, Qushin.
Power Threshold: 1-10,000 	Power Threshold: 1-10,000
Hadane 	Hadane
 	Hadane was part of a band of samurai in Kyoto called The Roaring Beasts. Hadane was born a still child but manages to walk and live anyway, despite being born still, giving her the Stillborn crest.
Hadane's Stillborn Crest gives her the ability to power to withstand fatal attacks, making her the perfect tank. She can also use powerful fire spells like Fire Sphere.	Hadane's Stillborn Crest gives her the ability to power to withstand fatal attacks, making her the perfect tank. She can also use powerful fire spells like Fire Sphere.
Power Threshold: 1-10,000 	Power Threshold: 1-10,000
== Bosses == 
Optica	Optica
 	Optica is an all powerful chessmaster who is now stepping into the forefront to take the final steps in destroying the world. Optica wants to destroy human society with The White World. Optica she uses powerful light magic spells and her powerful swords.
Ophallacean	Ophallacean
 	Ophallacean is one of Optica's lieutenants, known as Optica's hand. Ophallacean is loyal to a fault and will attack with his light grenades and sword hand.
Okhala	Okhala
 	Okhala is one of Optica's lieutenants, she's known as Okhala The Monstrous due to her violent tendencies and fighting style.
Lark2n	Lark2n
 	Lark2n was a clone of Larkin made by the mysterious Department X. After their encounter, Lark2n was turned into hot, molten slime by Rowan's Anti-Immortality song.
Ayev	Ayev
 	Ayev used to be the first mate on The Rhea's Reach until Thechr and Ayev got into a heated arguement. Now Ayev leads a Centennial resistance against The Century Corps.
== Trivia ==
* Centennials 3 has the largest cast out of any Ultimatium Studios game to use The Power Threshold system.
*Due to the tumultuous development cycle of Centennials 3, several things changed between the original draft and final release
**A big portion of the original Story of Centennials 3 was tied to the cancelled Centennials -1, with characters such as Corcan supposed to have a role in the story and 4 entire chapters where The Party was on the island from -1 were dropped 
**In addition to elements from -1 that were supposed to be important, descendants of a few of the characters were supposed to play important roles 
**Phote from Centennials Datastate was supposed to the take the place of Secondary Antagonist in the game. Phote was supposed to be here to set up a spinoff called Centennials Golden Guild which was supposed to take place 10 years after Centennials 3.
***However, Phote did end up appearing after all as a main antagonist in Green Light, even piloting The Morningstar 
**Gladian was supposed to sacrifice himself instead of Husk back in the early development stage, but Husk was chosen due to the fact it would complete his character arc. Other characters that were explored for the role of heroic sacrifice were the aforementioned Corcan, Iseri and Olivia but were all scrapped due to the various reasons
**Zkn's role in the story originally belonged to Helia due to her role as a sun mage but it was thought that a Centennial should be involved in The Centennials game
**The burning scene from The Olivia Bonus Chapter was originally how Chapter 8 ended and Husk's funeral was supposed to be the Epilogue, Husk's funeral was moved up and the wedding was added in to sort of provide the main heroes with a happy ending of sorts even after everything
**Units like Xerxes and Hymn were never supposed to return, but they did to get the game to 100 units. 
**Iehn and Vendil were originally not in The Heart That Beats, instead Iehn's role belonged to a scrapped character called Tazo with Vendil simply not present. Iehn ended up replacing Tazo due to the fact the the healing abilities they possessed made them a natural fit. Vendil was added to the story due to the fact that it would make more sense if he just reverted the elevator to the state it was in. 
**The Bonus Chapters saw a lot of turbulence in terms of what they had. Olivia and Zkn originally did not have Bonus Chapters and instead they belonged to Auralie and Largo. Hiegya and Gyhaz were also supposed to be in Zkn's bonus chapter but Thechr was chosen instead due to having more leadership experience. 
**Nolan was originally absent from Flying Solo and the plot was more light hearted in the conceptual stages. 
**Ikutaro was supposed to survive Sword Fight With The Sun instead of Hadane originally, but plans changed after Iseri fighting Death to give Hadane the life she never got to live would fit better poetically then him doing that for Ikutaro. 
*Centennials 3 has the song Reach (All Along) play in the end credits before the epilogue.
*Stats about the units go as follows:
**There are 100 total units
**The Gender Breakdown for The Units is: 34 Female, 32 Male, 4 Non Binary and 30 Genderless
**The Species Breakdown for The Units is: 64 Human, 30 Centennial, 1 Pionin (Neve), 2 Sheyane (Elghene and Demeui) and 3 Nightlanders (Vaniel, Cynthus and Armei)
**50 of The Units are returning from a previous entry while 50 are completely new to Centennials 3, no New Unit has a significant role in the main story
*Centennials 3 has the largest cast of any Ultimatium Studios game 
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