The Last Remnant Wiki
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|[[:Category:Anthrovore|Anthrovore]]
 
|[[:Category:Anthrovore|Anthrovore]]
|valign="top" |These overgrown plants can roam around slowly using their hand-like branches to attack. The guess is they can eventually make it into [[:Category:Treant|Treant]]s if enough amount of victims is devoured. They do not pose much of a threat but can use [[Enemy Arts#Caustic Blast|Caustic Blast]] or [[Enemy Arts#Permafrost|Permafrost]] so be careful!
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|valign="top" |These overgrown plants can roam around slowly using their hand-like branches, which they also use to attack. The guess is they can eventually make it into [[:Category:Treant|Treant]]s if enough amount of victims is devoured. They do They do not usually pose much of a threat but can use [[Enemy Arts#Caustic Blast|Caustic Blast]] or [[Enemy Arts#Permafrost|Permafrost]].
 
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|[[:Category:Fenris|Fenris]]
 
|[[:Category:Fenris|Fenris]]
|valign="top" |These fairly annoying creatures are able to outrun you. Their speed is proven during battle; therefore, they can get a lot of interceptions.
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|valign="top" |These fairly annoying creatures are able to outrun you on the field. Their speed is proven during battle, intercepting a player's unions.
 
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Revision as of 17:53, 24 April 2010

This lists all the monsters by their family. List is sorted by the average initial stats of each monster (it's relatively safe to say that the first families is the easiest to combat). Families with flying monsters have blue rows, Families with walking monsters have green and the Remnant families have red. For more details on each family please visit their pages.
Ranking system here is not based on some clear numbers but tries to consider three things for an average family's regular monster. These thing are: the monster timeline apperance, the monster arts and the monster HP. So each rank can be guessed as follows:
C -- monsters appear early in the game around Wagram and the Fiery Idol storyline event, cannot cast "human" mystic arts (such as Snare Shot or Poison Gas), cannot deadlock more than one union, have very low HP (1 -- 10000) and often can be seen in great numbers.
B -- monsters appear on all stages of the game but may be considered the weakest enemies around, can cast "human" mystic arts (ranks A-C), cannot deadlock more than one union, have a limited amount of HP (10000-50000).
A -- monsters appear on middle or later stages of the game and can often be seen in groups with no more than 1-4 units, can cast "human" mystic arts (ranks A-C), can cast some strong spells heavily affecting many units at once (ex. Acidbreath) or taking out the whole unit (ex. Merry-go-round). The monsters of this rank are almost always huge in size and have much HP (20000-100000).
S -- monsters appear on the later stages of the game and can often be seen in groups with no more than 1-4 units, can cast "human" mystic arts of any ranks (such as Bewitch or Grenade Impact), can cast some exceptionally strong spells taking out the whole unit (Predation, Switch, Black Out), heavily affecting many units (Thunderbreath) or the entire battlefield (X-Ray Vision, Insignia arts). The monsters of this rank often like to play with morale (ex. Desperate Wail) and have a vast amount of HP (30000-1000000).
SS -- These boss monsters are the best the game can offer. They can be pretty weak if you happen to meet them on the early stages of the game and can be overwhelmingly tough so that you're required to explore the game for many hours only to be on a par with them. HP varies from 50000 to 3000000. The most powerful foe in the game is the optional rare The Lost which cannot just be beaten by attaining a high battle rank and requires the player to perfect all the aspects of the game's battle system before-hand.

This ranking system is not final and can be very subjective and sometimes incorrect. It also is a subject to change if someone has a better idea how it must be done (please discuss it on the discussion page).

Families and short descriptions

Icon Rank Name Short description Regular units+rares
FlyFamilyIco2 C Fly "These guys aren't even worth fighting..." but some of them can still be pretty annoying, using poison or calling for help (Cavalry Call). However most of the time they just get in your way. 4+8
GrandSpiderFamilyIco C Grand Spider Grand Spiders are quite bright... beetles enjoy attacking in great numbers (and calling for backup). Some of them can be burried underground, unburrowing in a players vicinity making a surprise attack. They most common weak enemy in the game. However a rare Opiliones must not be underestimated! 4+8
LandwormFamilyIco C Landworm Looking like a big horned larva with a head these strange creatures (not worms for sure) tend to be stronger than the flies or the spiders. Their destructive jumping (Squash) resembles that of the Armorshell. Certain specimens use Self-Destruct dealing a lot of damage to a union, so take care! 4+8
RaptorFamilyIco C Raptor These big bulls like rocky areas and are considerably rare throughout the game. They are weak and not much of a challenge in the later stages of the game. Most species can use some A or B rank art like Hurtle or Pushback. 4+8
AlbicQsitiFamilyIco B Albic Qsiti A branch of outcasts from the very intelligent qsiti race. These albinos are quite capable of fighting. They prefer to use potions (antivenin, creams and salves) and fight with a variety of different combat arts. They live in dungeons to avoid sunlight which they are sensitive to, being albino. The origin of their displeasure with the world and the other qsitis is vague (maybe the underground life is the key). 1+4
AmoebaFamilyIco B Amoeba These flying electrical creatures are quite troublesome and can deal a surprising amount of damage. These fearless and widespread creatures turn invisable when stationary and can use a variety of mystic arts such as Caustic Blast and Permafrost along with their speciality of thunder attacks (Static Shock, Thunderweb, Spark). 4+8
AnthrovoreFamilyIco B Anthrovore These overgrown plants can roam around slowly using their hand-like branches, which they also use to attack. The guess is they can eventually make it into Treants if enough amount of victims is devoured. They do They do not usually pose much of a threat but can use Caustic Blast or Permafrost. 3+10
ButterflyFamilyIco B Butterfly Large winged Insectae corrupted by the influence of Remnants. When not casting Invocations, their mighty wings can Double Slap several foes at once whilst their Blaster skill can just outright Instakill your troops one at a time. 6+9
FenrisFamilyIco B Fenris These fairly annoying creatures are able to outrun you on the field. Their speed is proven during battle, intercepting a player's unions. 4+8
CrabFamilyIco B Crab 5+9
GrandBeetleFamilyIco B Grand Beetle Such huge creatures as these may look very dangerous and still there is no real reason to fear them. However Grand Beetles can be quite deadly on the beginning stages of the game. You can scare them easily but beware their Squashing tactics. They can Multi-Deadlock more than 1 union because of their size. 3+10
HomunculusFamilyIco B Homunculus Idols created out of animated earth, rock and perhaps other things unnatural. They as well have the ability to change the shape of their limbs into an Arm Spear. Various types can cast basic Psionics and Invocations but one thing they all have in common is the ability to Self Destruct. 3+8
HydraFamilyIco B Hydra 3+9
ImpFamilyIco B Imp These power-hungry and rather savage beasts roam the fields through the game. Some are able to cast various potions should as Shield Potion. This family is known for its Bumrush and Body Check tactics. 4+10
JhanaFamilyIco B Jhana 6+8
LeapFrogFamilyIco B Leap Frog 3+8
ManticoreFamilyIco B Manticore 3+8
OarfishFamilyIco B Oarfish 3+8
VileLizardFamilyIco B Vile Lizard 3+8
VultureFamilyIco B Vulture Birds monsters of this family can only be feared at the first stages of the game. However they attack (and die) in good numbers and can be quite dangerous (like crowds of Hraesvelgs at Mt. Vackel)! 3+9
BanditsIco B Bandits An assorted collection of fortune hunters found in different places. Besides some furtune they are the sources of rare recipes and can use some weak "human" spells. 0+8
AzhdahaFamilyIco A Azhdaha Though smaller then their Demon counterparts, make no mistake they can be almost as every bit as deadly. Their smaller though more agile bodies can just as readily summon forth a Twister while their Surefire ability can drop any complacent adversary to their knees. 4+11
ChimeraFamilyIco A Chimera 5+10
ColossusFamilyIco A Colossus Intimidating at first glance and scary in-battle as well. These guys love to show off their Hammerspin, a move that will hit anybody who is within range. Having one of them alone is ideal, but you can't bet on it. 3+9
SpiritlordFamilyIco A Spiritlord Huge birds with very bright feathers. They appear almost everywhere. They use Curse on the first round of battle, have breath attacks (Acidbreath, Whitebreath), and can use various Hexes. Even the regular monsters in this family can Multi-Deadlock. Dangerous foes. 3+11
TreantFamilyIco A Treant 4+10
WyvernFamilyIco A Wyvern Reminding of flying skeletons with beards these birds are good fighters (like most of the flying monsters). Spells like Acidbreath, Whitebreath or Whirlwind make them formidable foes. 3+8
DemonFamilyIco S Demon Larger and more fearsome then their Azdaha counterparts, these minions are the true embodiment of evil. Though entry level Demon is limited to using Merry-go-round, the more powerful versions have plenty of skills to truelly make any encounter a nightmare for the inexperienced. Both Twister and Thunderbreath demonstrate their power over nature while the ability to cast Switch shows off their ability to survive. Every bit as intelligent as they are brutal, the more further advanced are versed in the arts of Psionics and Hexes. 3+10
DragonFamilyIco S Dragon Noble and proud creatures, it is rare for these mythical beasts to move from their roosts. They can Multi-Deadlock up to 3 unions. Their Desperate Wail can strike fear no matter how confident would be assailants may be, whilst their Vulcanbreath can make quick work out your entire troop. 6+12
OculusFamilyIco S Oculus These flying eyes can cause fear in an unprepared soul. They have some sinister and angry expression, use very strong spells (both for units (Switch) and area (Discharge) and have a lot of HPs. If you would like to test your emotional stability try to fight an Observer keeping it alive for more than 2-3 rounds at least (but don't say that you've not been warned)! 3+9
PhantomFamilyIco S Phantom Make no mistake these beautiful fragile looking creatures are very dangerous! They can immobilize you while you're trying to outrun them! These remnant foes can use such powerful spells as Blackout or Bewitch. Their arsenal also includes the most dangerous area or unit based spells. Be prepared! 1+5
BossMonstersIco A-SS Boss Monster ?+?
RemnantMonsterIco S-SS Remnant Monster 0+22
Total 33 families ?+?