Character Index
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Humans & Factions | Pals & Pal Elements | Lamball to Flambelle (1-25) | Rooby to Wispaw (26-50) | Nitewing To Surfent (51-75) | Robinquill to Needoll (76-100) | Reindrix to Lullu (101-125) | Kikit to Omascul (126-150) | Whalaska to Ophydia (151-175) | Dupin to Frostallion (176-200) | Neptilius to Astralym (201-204)
#176: Dupin
Dupin's Partner Skill is Trick-Loving Fluffle, which generates an explosion around the player and buffs their attack when their health falls below 50% while Dupin is in the party.
- Clone Angst: Inverted. Upon replacing itself with its duplicate, the original Dupin will become confused on whether it's still the original.
- Comical Overreacting: Downplayed. While Dupin will perform transporting, handiwork and kindling jobs with a smile on its face, it looks downright miserable when building or repairing structures.
- Critical Status Buff: Dupin's Partner Skill significantly raises the player's Attack while the player is below half health.
- Early-Bird Cameo: While Dupin is most common in the World Tree, it also has an extremely small chance to spawn at various specific points around the Palpagos Islands.
- Fur Is Clothing: Dupin has a ring of black fur around its neck resembling a neck ruff, and black fur on its body with red diamond-shaped markings on its legs that give it the appearance of wearing a court jester outfit. Its ears are also shaped like a jester's cap.
- Lucky Seven: The Burn build up from the explosion generated by Dupin's Partner Skill remains at 777 regardless of its rank.
- Magical Clown: A jester-themed rabbit Pal that can use fire magic and is also capable of learning the same wide variety of elemental skills as other Pals via Skill Fruits. When in battle, it pulls a top hat out of hammerspace and uses it to cast its attacks.
- Me's a Crowd: It sometimes replaces itself with an exact copy without anyone noticing, and also summons duplicates of itself for its Secret Art.
- Playing with Fire: A Fire-element Pal.
- Pun: Not only is Dupin a rabbit harlequin, it's also a harlequin rabbit.
- Punny Name: Its a Pal that can duplicate itself.
- Rabbit Magician: While largely having a clown theme, it has a few magician themes as well such as using a top hat to cast magic, fitting the assocaiation with rabbits and magicians. In a bit of amusing irony, its focus Pal Short has it perform the classic "pull a rabbit out of a hat" trick, but with Cattiva acting as the "rabbit".
- Secret Art: Dupin is the only Pal to learn Trickster Show, a Fire-element skill where it creates two duplicates of itself and launches a barrage of flaming birds from its top hat.
- Walk on Water: Dupin traverses across water by walking across three red balls that float on the surface.
#180: Loomen
Loomen's Partner Skill is Lantern Enchantment, which gives the player's arrows the ability to explode upon contact with an enemy.
- Affectionate Gesture to the Head: Its response to being petted is to return the favour and pet its tamer on the head.
- Cartoon Creature: Loomen appears to be some sort of anteater or tapir-inspired creature, but its long drooping snout is actually its chin. Its mouth is located underneath the black patch on its face, making the snout look more like a long, pointy beard.
- Explosive Bullets: Loomen's Partner Skill gives your arrows the ability to explode on contact.
- Fur Is Clothing: It has long dark purple fur that resembles a robe.
- Living Lie Detector: The lanterns carried by Loomen emit a light that glows unbearably bright if the one looking at it has a secret they're hiding.
- Playing with Fire: A part Fire-element Pal.
- Punny Name: Its name is a pun on both the latin word lumen (light), in reference to its lantern, and looming, referring to it being a tall and ominous-looking being.
- Secret Art: Loomen is the only Pal to learn Lantern Flame, a Dark-element Skill where it uses its lantern to call forth multiple spirits that pursue enemies.
- Walk on Water: Loomen floats above the surface of water that is too deep to walk through instead of attempting to swim through it like most Pals.
#181: Wistella
A Dark Pal resembling a small witch-like pixie with a star-shaped creature on its hat. It's said that when Wistella dies, a new star appears in the sky, glowing with the weight of its memories.Their Partner Skill, Hidden Dark Energy, increases the Defense of all Dark Pals in the player's party.
- The Dividual: Wistella seems to comprise two separate creatures, one resembling a small witch and the other resembling a star, that are treated as a single Pal.
- Head Pet: Wistella's star normally sits on the brim of its hat.
- Stat Sticks: Just having Wistella in your party increases the Defense of your Dark Pals, making them a good option for space filler to power up strong Dark-elemental team members.
- Utility Party Member: With both Handiwork and Medicine Production at level 6, Wistella is a good candidate for operating the Ancient Workbench or other crafting facilities.
#182: Solenne
A Dark/Neutral Pal resembling an Elegant Gothic Lolita. Joy and misery come in equal measure for Solenne, and those who want to take care of one must be prepared for what that entails.Their Partner Skill is Untainted Maiden, which increases the player's Attack by a large amount if it's in the party and all Pals in the party are different species.
- Feather Flechettes: Their Secret Art is Black Quilled Ballet, where they jump diagonally and throw a flurry of sharp black feathers at enemies.
- Hu Mons: It resembles a woman in a black dress regardless of the Pal’s gender.
- Mood-Swinger: One possible interpretation of "joy and misery come in equal measure" from official sources
is that Solenne changes from joy to sorrow at the drop of a hat, also putting its tamer through the same. - Stat Sticks: Simply having a Solenne in the party will boost the player's damage by 30% (80% if fully condensed), as long as the player doesn't have any duplicate Pal species in the party.
- Utility Party Member: With the highest baseline Handiwork proficiency (8) and the Dark element letting it work through the night, Solenne makes for a useful base worker.
- Yin-Yang Bomb: It's a Dark- and Neutral-type Pal, learning both light-based and dark-based moves. This combination also removes its Neutral-type's weakness to Dark, as all elements barring Neutral resist themselves.
#183: Renjishi

Their Partner Skill is Stage Combat. While in a party, the Player's attacks inflict Burn.
- Meaningful Name: Renjishi means "Two Lions" or "Father and Son Lions” and is a famous classical Kabuki dance-drama that first premiered in Japan in 1872. The plot revolves around the relationship between the father lion, who is aging and weak, and his son, who is young and strong, representing the passing of strength and legacy from one generation to another.
#184: Aegidron

Their Partner Skill is Indestructible Fortress, which makes your party resistant to explosive damage and grants the party Stun immunity as long as Aegidron is in the party.
- Immune to Flinching: Their Indestructible Fortress Partner Skill makes your entire party highly resistant to explosives and grants them Stun immunity if Aegidron is in the party. Aegidron in the wild also come with the Heavyweight ability, which makes them immune to knockback.
- Infinity -1 Sword: Aegidron has stats that are nearly on par with many Tower Boss Pals and even some Legendary Pals. However, unlike those, it can still be obtained via regular breeding instead of having to breed with another of its kind, and is currently the strongest non-subspecies Pal one can obtain by breeding two different Pals together.
- Mundane Utility: Aegidron's wings have lights in its wings that it uses to perform Missile Burst. These lights also served as a long-distance means of communication in ancient times. They can also use them to cover themselves while they're sleeping.
- Secret Art: Missile Burst: Aegidron unfurls its wings and aims all sixteen lights at the enemy, launching a barrage of explosive missiles at them.
- Wings Do Nothing: Downplayed; Aegidron's wings do serve a practical purpose (to launch missiles and flash lights), but they don't allow actual flight.
#185: Grizzbolt / Elepanda (エレパンダ)

Their Partner Skill is Yellow Tank, which allows the player to mount Grizzbolt and lets it use a minigun to mow down enemies.
One Grizzbolt is owned by Zoe Rayne, the leader of the Rayne Syndicate.
- Balance Buff: Grizzbolt got a stat increase in the final release: a 15 health gain, a 5 attack gain, and a 5 defense gain.
- Bears Are Bad News: An aggressive pal that will attack humans on sight and has been known to wield miniguns.
- Beary Friendly: They're generally quite friendly toward those they recognize as a partner.
- Beware the Nice Ones: While very kindhearted towards their tamers and their friends, they're still territorial bears who will attack any intruders on sight, including the player. Not to mention their personality shifts wildly once it wields a Minigun.
- Boss Battle: A Grizzbolt under Zoe Rayne's command appears as the boss fight of the Rayne Syndicate tower, the first one in the main questline.
- Early-Bird Cameo: Although, like the other Pals used by the tower bosses, Grizzbolt only appears around the World Tree and can't be obtained by breeding, one can be found and caught early on as an Alpha field boss at the No 1 Wildlife Sanctuary.
- Gatling Good: Grizzbolt's Partner Skill, Yellow Tank, allows it to wield one. It also pulls the minigun out for its second unique Skill Heavy Thunder Tank.
- Gentle Giant: They are very docile with their partners… Unless they're holding a Minigun.
- Hidden Depths: Though a huge bear-like Pal, it has a soft maternal side for children, and one such Grizzbolt raised Zoe Rayne when she was abandoned as a child.
- Mascot Mook: Grizzbolt is one of the most prevalent Pals in marketing, and within the game, an icon resembling Grizzbolt is used to represent Pals in general, e.g. at the Monitoring Stand and on the stamina bar.
- Secret Art: Has two unique Skills: Lightning Claw, which has it leaping at the opponent three times, slashing at them after the first two and performing an electrified ground slam after the third; and Heavy Thunder Tank, which has it pulling out a minigun from somewhere and unloading on enemies with it, finishing with a powerful charged shot.
- Shock and Awe: An Electric-elemental Pal with lightning-based abilities.
- Wolverine Claws: They're surprisingly delicate with them (having a decent Handiwork skill), averting Cumbersome Claws.
- Yellow Lightning, Blue Lightning: A yellow Electric-elemental Pal.
#186: Lyleen / Lilyqueen (リリクイン)

Their Partner Skill is Harvest Goddess, which heals the player and Pals in their party for a large amount when activated.
One Lyleen is owned by Lily Everhart, leader of the Free Pal Alliance.
- Balance Buff: Lyleen got a stat increase in the final release: a 10 health gain, a 10 attack gain, and a 5 defense gain. This is on top of their Partner Skill being significantly improved to both heal for a percentage of max HP instead of a flat amount and restore health to your party as well.
- Beware the Nice Ones: They're just as punishing towards wrongdoers and miscreants as they are caring toward the rest.
- Combat Medic: Lyleen's Partner Skill provides the most powerful heal in the game and its combat stats are nothing to sneeze at either. They also come with a variety of powerful Grass skills, and wild Lyleen also have the unique passive skill Spirit Emperor to boost their Grass skills further.
- Disproportionate Retribution: Though generally pretty friendly and caring, their idea of disciplining misbehaving Pals is to hit them with a full-on Solar Blast, A.K.A. a Wave-Motion Gun attack.
- Early-Bird Cameo: Although, like the other Pals used by the tower bosses, Lyleen only appears around the World Tree and can't be obtained by breeding, one can be found and caught early on as an Alpha field boss at Sakurajima.
- Emergency Energy Tank: Lyleen's Partner Skill is the second most powerful burst heal in the game (only slightly beaten out by its Noct variation), restoring practically an entire HP bar for you and your entire party, but also comes with a hefty 300-second cooldown (the same length of time as a Tower fight) and can be interrupted if Lyleen flinches from damage, meaning it must be used carefully and sparingly.
- Green Thumb: A Grass-elemental Pal.
- The Medic: Lyleen can greatly heal the player and their entire team with its Partner Skill; notably, this also revives incapacitated Pals. They're also fairly adept at making medicine, as they can drop High Quality Recovery Meds when caught or defeated and have Level 5 Medicine Production. After a Balance Buff, its Secret Art Bountiful Protection will also restore health to all nearby allies.
- Mood Whiplash: Lyleen's Palpedia entry mentions that they're extremely kind and loving towards orphaned Pals… before proceeding to state that they use a full-power Solar Blast to discipline naughty ones.
- Plant Person: They're Grass-elemental Pals that look like noblewomen (though they can be male) in ballgowns with two petals on their heads that bring to mind pigtails. Angling yourself through their model will reveal this extends to them having a pair of long legs and a modestly pronounced butt.
- Secret Art: Bountiful Protection, which heals Lyleen and all allies nearby.
- Utility Party Member: Lyleen is one of the best Planting Pals to use in a base, with a Planting skill of 7, allowing them to plant crops quickly. Besides this, they also have a good Gathering skill of 6 to help out after the crops have grown.
#186b: Lyleen Noct / Lunaqueen (ルナクイン)

Their Partner Skill is Goddess of the Tranquil Light, which heals the player and Pals in their party for a large amount when activated.
- Balance Buff: Lyleen Noct got a stat increase in the final release: a 5 health gain, and a 10 attack gain.
- Combat Medic: In addition to having the same healing capability as regular Lyleen, Lyleen Noct also has slightly better stats and a much stronger movepool.
- Dope Slap: In contrast to regular Lyleen hitting misbehaving Pals with a Solar Blast, Lyleen Noct will heavily slap both Pals and humans that it feels are being disrespectful.
- Early-Bird Cameo: Although, like the other Pals used by the tower bosses, Lyleen Noct only appears around the World Tree and can't be obtained by breeding, one can be found and caught early on as an Alpha field boss at Sakurajima.
- Emergency Energy Tank: Lyleen Noct's Partner Skill is the most powerful burst heal in the game, restoring practically an entire HP bar for you and your entire party, but also comes with a hefty 300-second cooldown (the same length of time as a Tower fight) and can be interrupted if Lyleen Noct flinches from damage, meaning it must be used carefully and sparingly.
- Equipment Upgrade: You might get lucky and be rewarded the schematics for the Legendary Laser Rifle upon defeating Lyleen Noct.
- Gone Horribly Right: The reason they give hard slaps to Pals is in an effort to discipline them for disrespect, but their Palpedia entry notes that there's a decently-sized masochist crowd which actively seek them out and act rowdy to intentionally get slapped.
- An Ice Person: One third of the skills that Lyleen Noct learns are Ice-elemental, handy against the Dragon Pals that would normally be effective against them.
- The Medic: Lyleen Noct can greatly heal the player and their team with its Partner Skill. Like its regular counterpart, it can also drop and produce medical supplies.
- Star-Spangled Spandex: Lyleen Noct's "gown" is deep blue and appears to be lined with stars, resembling the night sky.
- Underground Monkey: A Dark version of Lyleen.
- Winter Royal Lady: Lyleen Noct keeps the regal looks of its Grass counterpart, but instead has a strong ice motif, between its color scheme and the plethora of Ice skills it learns naturally.
#187: Orserk / Bolserk (ボルゼクス Boruzekusu)

Their Partner Skill is Ferocious Thunder Dragon, which grants the player's active Pal a stacking Attack and Defense bonus each time the player hits an enemy with a projectile weapon.
One Orserk belongs to Axel Traverse, the leader of the Brothers of the Eternal Pyre.
- Aggressive Play Incentive: Their Partner Skill gives a 1%-5% (depending on condensation level) Attack and Defense buff to the player's active Pal for every projectile the player hits an enemy withnote . This effect stacks up to 30 times, giving a potential 150% attack boost, but each stack only lasts for a very short 5 seconds, thus requiring the player to keep up continuous More Dakka in order to stay a Lightning Bruiser.
- Attack the Injury: Its method of killing foes is by sending massive currents into their existing wounds, flash-frying them from the inside out.
- Balance Buff: Orserk got a stat increase in the final release: a 20 health gain, and a 15 defense gain.
- Cruel and Unusual Death: Being killed by an Orserk is an unpleasant way to go, especially when their killing method is to send electricity into open wounds to internally fry their foes.
- Devious Dolphins: They're dragons that are part-orca and are very brutal berserkers, known for giving foes a horrifying electrical death, while also implied to fight each other very often.
- Disc-One Nuke: In early access, Orserk could be obtained by breeding fairly easily as soon as you unlocked the mechanic (by breeding Grizzbolt with Relaxaurus, both of whom can be easily caught around the same time). Not only does it have end-game stats, but two of its strongest skills are available as early as level 7, allowing it to start pulling its weight very quickly. This was removed from the full release; Orserk can now only be obtained by breeding if both parents are also Orserk.
- Gathering Steam: Orserk's Partner Skill gives a stacking bonus to Attack and Defense to the player's active Pal every time they hit an enemy with a ranged weapon, which can be quite deadly in combat when paired with automatic weapons like the Assault Rifle and Gatling Gun, or even shotguns since each pellet is counted separately. This also counts projectiles fired from a mounted Pal, meaning that things like Grizzbolt's minigun and Jetragon's missile launcher ramp up their own power very quickly.
- Hidden Depths: One of only three dragon Pals to have any skill in handiwork. And it’s the best of them at using crafting benches.
- Lightning Bruiser: Orserk has high HP and defense, very high attack just shy of Legendaries, and good movement speed. To top it off, the very first two attacks it learns are its powerful signature move Kerauno, and Lightning Strike, a huge Area of Effect, high-power electric attack.
- Our Dragons Are Different: A Dragon-elemental Pal.
- Punny Name: It's an orca-like dragon with a berserker-type attitude.
- Random Drop Booster: Pre-rework, its Partner Skill gave Water-elemental Pals a chance of increased drops when defeated or caught as long as Orserk is out. Coupled with Orserk's wide-area, massively-damaging Lightning Strike, using one becomes a surprisingly good way to obtain Pal Fluids required for making high-tier Pal Spheres.
- Secret Art: Kerauno, which summons a lightning trident for Orserk to throw at an enemy, splintering into multiple smaller projectiles on contact. At level 55, Orserk gets the stronger Polykeraunos, which hurls multiple tridents at enemies.
- Shock and Awe: In addition to having Electric as its secondary element, wild Orserk always come with the trait Lord of Lightning, which greatly powers up its Electric skills.
- Spontaneous Weapon Creation: With its exclusive Skills Kerauno and Polykeraunos, Orserk conjures tridents out of lightning and hurls them at an enemy.
- Utility Party Member: Despite having brutal amounts of combat power, Orserk is also the only Pal with Generating Electricity 8, meaning that a well-fed and well-managed one at a base can keep your electricity-required operations running. Once you reach the late-game, Orserk is basically required to keep your base going efficiently since all of the best crafting facilities require electricity, and if you want to produce any appreciable amounts of oil you definitely need at least one (probably several) since crude oil extractors consume more electricity than entire bases.
- Yellow Lightning, Blue Lightning: An Electric-elemental Pal with yellow accents.
#188: Faleris / Horus (ホルス Horusu)

Their Partner Skill is Scorching Predator, which allows the player to ride Faleris as a flying mount and makes Ice-elemental Pals have a chance of increased drops when defeated/caught while Faleris is the active Pal.
One Faleris belongs to Marcus Dryden, the leader of the Palapagos Island Defense Force.
- Airborne Mook: They can be found around the World Tree and are hostile towards the player on sight.
- Balance Buff: Faleris got a stat increase in the final release: a 5 health gain, a 5 attack gain, and a 5 defense gain.
- Divine Birds: In the Japanese version, the Pal is named "Horus" after the falcon-headed Egyptian god of vengeance, who avenged the death of his father Osiris by killing his uncle Set.
- Fire Is Red: A partially red Fire-elemental Pal.
- Giant Flyer: Faleris is one of the largest true birds in the game by quite a bit, with even the average one towering over the player. Larger ones (bosses/shinies/alphas) are enormous birds, which when mounted make your character appear very small.
- I Love the Smell of X in the Morning: Humans find their fiery breath to be unexpectedly sweet smelling.
- Jack of All Stats: Its main strength, compared to other high-end Pals, is its relative versatility. A balance of speed and stamina makes it one of the fastest non-Legendary mounts over long distances, and it's also got decently high but balanced stats backed by a strong movepool and decent base utility, making it good all around but not necessarily the best at any one aspect. For instance, Ragnahawk gives more benefits as a combat mount (due to faster speed at the expense of lower stamina, as well as empowering the player's attacks and having better natural stats) but has worse skills and is less effective for long range transport, and Shadowbeak is vastly more powerful as a fighter but cannot cross large spans of water when used as a mount and is virtually useless as a worker.
- Playing with Fire: A Fire-elemental Pal that sears things with flames.
- Power-Up Mount: Faleris is one of the fastest non-legendary flying mounts in the game. This is because the Pal has the best balance, so although some monsters can go faster in bursts, with or without sprinting, Faleris is the overall better option due to its great stamina.
- Random Drop Booster: Their Scorching Predator partner skill makes Ice-elemental Pals have a chance of increased drops when defeated or caught as long as Faleris is out. By using Faleris' strong attacks (especially Phoenix Flare) to hunt Mammorest Cryst in the Astral Mountains, the player can gather a surprisingly high amount of High-quality Pal Oil required for Polymer used to make weapons and armor.
- Secret Art: Phoenix Flare, which releases two fiery tornadoes at the enemy before Faleris swoops toward them while Wreathed in Flames. At level 55, it can get the stronger Raging Flame Wave, which releases multiple tornadoes that merge into a single large one.
#188b: Faleris Aqua / Isis (イシス)

Their Partner Skill is Tidal Predator, which allows the player to ride Faleris Aqua as a flying mount and makes Fire-elemental Pals have a chance of increased drops when defeated/caught while Faleris Aqua is the active Pal.
- Airborne Mook: They can be found around the World Tree, as well as Feybreak and Sunreach, and are hostile towards the player on sight.
- Balance Buff: Faleris Aqua got a stat increase in the final release: a 10 health gain, and a 5 defense gain.
- Cool, but Inefficient: They use their powers to drown prey in torrential floods, which is undeniably effective for bringing them down... maybe a bit too effective, as the prey tends to get swept away entirely, defeating the purpose of hunting this way to begin with.
- Disc-One Nuke: Although the Pals used by the tower bosses generally only appear around the World Tree and can't be obtained by breeding, Faleris Aqua is an exception and can appear wild around Feybreak and Sunreach.
- Giant Flyer: Faleris Aqua is one of the largest true birds in the game by quite a bit, with even the average one towering over the player. Larger ones (bosses/shinies/alphas) are enormous birds, which when mounted make your character appear very small.
- Making a Splash: A Water-elemental Pal.
- The Medic: Or rather, The Paramedic. Notably, during early access Faleris Aqua carved a niche for itself in raids as a rescue Pal: a Pal that takes other Pals that have been knocked down by the raid boss, and brings them to a healing pod so that they get healed and can fight again. Faleris Aqua in particular was probably the best choice for this, as it has the combination of decent bulk for taking stray hits from the boss (100 Health and 110 Defense), good speed for carrying downed Pals (1000 run speed, one of the highest), a Watering proficiency (useful for putting out fires that may burn the healing pods), and not that big of a size (at least compared to other choices for rescue like Suzaku Aqua, Jormuntide, Neptilius and Jetragon) that could make an easy target. By the final release, however, rescue Pals was no longer a viable option for raids.
- Power-Up Mount: Faleris Aqua is one of the fastest non-legendary flying mounts in the game. This is because the Pal has the best balance, so although some monsters can go faster in bursts, with or without sprinting, Faleris Aqua is the overall better option due to its great stamina.
- Random Drop Booster: Their Tidal Predator partner skill makes Fire-elemental Pals have a chance of increased drops when defeated or caught as long as Faleris Aqua is out.
- Secret Art: Unlike a regular Faleris, which has two exclusive skills, Faleris Aqua only has one: Phoenix Tide. Like Faleris's Phoenix Flare, Faleris Aqua sends two massive waterspouts toward enemies before it envelops its body in water and charges forward.
- Underground Monkey: A Water version of Faleris.
- Utility Party Member: Not only does Faleris Aqua have Transporting 5, but it's tied with Jormuntide for having one of the highest Watering proficiency at 6. This, along with its faster speed and less collision issues as compared to Jormuntide, make it an excellent Pal for both watering and transport.
- Water Is Blue: A partially blue Water-elemental Pal.
#189: Shadowbeak / Xenogrif (ゼノグリフ Zenogrifu)

Their Partner Skill is Modified DNA, which allows the player to ride Shadowbeak as a flying mount and increases Dark damage dealt by Shadowbeak when mounted.
One Shadowbeak is owned by Victor Ashford, the leader of the PAL Genetic Research Unit.
- Beam Spam: Its unique skill Divine Disaster unleashes a devastating volley of lasers at nearby enemies, which can shred through single tough enemies and groups of weaker ones alike.
- Bioweapon Beast: It's a Pal that was created by Victor Ashford to be the ultimate combat Pal. Its stats are also tailor-made purely for combat, having high HP, attack, and defense, but it has abysmal base utility with only a Gathering skill of 2.
- Combat and Support: Pure combat. Shadowbeak has extremely high stats across the board along with a powerful Secret Art, but its work proficiencies are almost nonexistent with only a Gathering skill of 2, making them terrible at late-game base work.
- Creating Life Is Bad: Shadowbeak is the product of Victor Ashford's ambition and the PGRU's research to create the perfect Pal. By all accounts, the creature is a complete success in their quest and is an absolute powerhouse in battle. However, its existence came at the cost of taking dozens, possibly hundreds, of Pals and experimenting on them by forcibly fusing them in horrific ways, and given what the ancient civilization was implied to be like, there's no indication they weren't also willing to do just that to create the Shadowbeak that roam Wildlife Sanctuary No. 3. Shadowbeak's genetics are so screwed that the Palpedia says it's not considered a proper Pal anymore and shouldn't even exist.
- Crippling Overspecialization: Shadowbeak was created solely for combat, and in that regard, the PGRU succeeded as its high HP, attack, and defense along with two powerful Secret Arts make it one of the most powerful non-Legendaries in the game in terms of combat power. This comes at the expense of it being almost useless as a worker; it can be assigned as a worker at your base, but with only a Gathering skill of 2 (making it about as useful as Chikipi without even the benefit of laying eggs), there are far better Pals to assign. (At least it'll be a nasty surprise for anyone trying to raid you and an excellent damage-dealer against Raid Bosses, though Shadowbeak only has an element advantage against phase 2 Hartalis.)
- Cybernetic Mythical Beast: Wild Shadowbeak will drop Carbon Fiber and Plasteel, suggesting it's a Cyborg if not a straight-out robot.
- Disc-One Nuke: Although the Pals used by the tower bosses generally only appear around the World Tree and can't be obtained by breeding, Shadowbeak is an exception and can appear wild at the No 3 Wildlife Sanctuary.
- Final Boss: While the initial early-access release of Palworld was too open-ended to have a final boss per senote , Victor and his Shadowbeak were the strongest of the Tower bosses and the one that requires the most exploration and preparation to confront. However, with the addition of later content, they're nowhere near the final boss of the full release.
- Gameplay and Story Segregation: While Victor created Shadowbeak in the story through horrific biological experimentation and despite its Palpedia entry claiming that it lost all genetic ties to other Pals, it can still breed with other Pals without issues.
- Genetic Abomination: Bordering on it. While gameplay-wise it isn't particularly incomprehensible other than being an absolute combat monster (complete with a bizarre and very potent Secret Art), the Palpedia description outright states that the thing shouldn't exist at all, and its actual genetics are so utterly mauled by experimentation that it's technically not even a Pal anymore.
- Homing Lasers: Shadowbeak's second Secret Art in Divine Disaster II has it charge forwards while releasing a swarm of beams that home in on enemies.
- Infinity -1 Sword: Shadowbeak is the non-legendary Pal whose stats come closest to that of Legendaries, if not beating some of them outright. By venturing to the No 3 Wildlife Sanctuary., the player can obtain them far before they're strong enough to catch actual Legendaries.
- The Juggernaut: Through rigorous breeding and/or selecting the right traits at the Surgery Table, you can make a Lightning Bruiser of a monster out of Shadowbeak, that can decimate bosses in seconds. It's only trumped in sheer power by Bastigor, Shaolong, and the Legendary Pals, and even then Shadowbeak's Secret Arts are powerful enough to give them a run for their money.
- Lightning Bruiser: On top of boasting stellar Attack and Defense, Shadowbeak is also a decently fast flying mount.
- Magnum Opus: To Victor and the PAL Genetic Research Unit, Shadowbeak is their ultimate creation and their first and only success at creating a Pal purely for combat.
- Our Gryphons Are Different: Griffon-like Pals wouldn't be out of the ordinary on the Palpagos Islands, but Shadowbeak stands out by being the first and only Pal made by artificial means (i.e., inhumane experimentation and fusions). At least, that's how Victor got his - how the archipelago's precursors created the species is another story entirely.
- Retcon: An indirect one; in pre-release, Shadowbeak was always available in one of the Wildlife Sanctuaries despite Victor supposedly creating the species, leading to questions on how the PIDF got their hands on them. With the Sanctuaries being retconned into havens preserved by the islands' Lost Technology, it also suggests that Victor and the islands' precursor civilization independently created the same species as opposed to him being its sole inventor.
- Secret Art: Divine Disaster, which has Shadowbeak charging an enemy while unleashing a volley of light orbs that release a devastating barrage of lasers on nearby enemies. At Level 55, they can upgrade to the more powerful Divine Disaster II, which skips the light orbs and goes straight to unleashing a storm of Homing Lasers as it charges.
- Super Drowning Skills: Like with Quivern and Elphidran, Shadowbeak will sink and drown in water instead of hovering over it to regain stamina.
- Ultimate Lifeform: Victor and the PGRU made Shadowbeak the ultimate Pal and consider it a "success," given how their previous attempts at creating a Pal failed due to the subjects dying too quickly.
- You Can't Make an Omelette...: The PGRU conducted horrific and cruel experiments on an untold number of Pals to create the perfect creature geared toward combat. Shadowbeak is their only success in that endeavor, and given Shadowbeak's existence on a Wildlife Sanctuary, it's implied he didn't invent Shadowbeak so much as rediscover it.
#190: Selyne / Celemoon (セレムーン)

Their Partner Skill is Celestial Darkness, which allows Selyne to be mounted and also enhances their Dark- and Neutral-elemental attacks when mounted.
One Selyne is owned by Saya Kurosaki, the leader of the Moonflower Clan.
- Came from the Sky: They can be found during a Meteor Event in Sakurajima, appearing around the meteor's crash site.
- Divine Parentage: In early access, it had a breeding combination of Lunaris and Paladius, the latter of which is one of five Olympus Mons.
- Early-Bird Cameo: Although, like the other Pals used by the tower bosses, Selyne only appears around the World Tree and can't be obtained by breeding, it can be found and caught early on appearing around a meteor's crash site in Sakurajima.
- Humanoid Aliens: A Pal with a humanoid figure that can be found in the wild as a spawn from falling meteorites.
- Lunacy: Not only is Selyne moon-themed, but it also learns two moonlight-based Secret Arts in Seigetsu Flash (which is Razor Wind imbued with moonlight) and Moonlight Beam.
- Mind Over Matter: As evidenced by their animation for building structures, Selyne can wield tools with telekinesis.
- Mundane Utility: When performing Handiwork tasks, Selyne will use its crescent moon ornament as a bench to sit on, and the player also sits on it when using Selyne as a mount.
- Power Crystal: The crystalline crescent moon-shaped object hovering behind Selyne holds at least some of its power, as it uses the ornament to fire off Moonlight Beam.
- Secret Art: Has two exclusive Skills: Seigetsu Flash, which releases two crescent-shaped waves of moonlight at the enemy, and Moonlight Beam, a giant beam fired from its moon-shaped ornament with more power than Pal Blast.
- Useless Useful Spell: The initial version of Selyne's Partner Skill was mostly just a showy gimmick; while it can be used as a flying mount that grants a damage bonus to Dark and Neutral attacks, it was so abysmally slow that by the time you unlock the Selyne Saddle (level 53) you'll probably have obtained literally a dozen better mounts than it, not helped by the fact that you can't use weapons while mounted. Selyne eventually got a Balance Buff that more than doubled its flight speed, making it much more viable as a mount.
- Utility Party Member: Selyne has a Handiwork skill of 7, the second highest after Solenne, making her useful at base crafting. Her Dark- element also means she doesn't need to sleep at night.
- Yin-Yang Bomb: It's a Dark- and Neutral-type Pal, learning both light-based and dark-based moves, and its Partner Skill also boosts the power of both Dark- and Neutral- element attacks when mounted. This combination also removes its Neutral-type's weakness to Dark, as all elements barring Neutral resist themselves.
#191: Bastigor / Hyougaō (ヒョウガオー)

Bastigor's Partner Skill is Blizzard Crash. When mounted, it can create a giant hammer made of ice to slam into enemies.
One Bastigor is owned by Bjorn Seligsson, leader of the Feybreak Warriors.
- Berserk Button: Bastigor has the uncontrollable urge to punch anything round. This makes it have trouble building snowmen.
- Blue Means Cold: A partly blue Ice-elemental Pal.
- Cat Folk: Bastigor is a bipedal tiger Beast Man with the stripes and claws to match.
- Dishing Out Dirt: Bastigor learns several Ground moves despite not being Ground-elemental.
- Divine Parentage: Prior to 1.0, Bastigor could be obtained by breeding Frostallion with Anubis.
- Elemental Weapon: While mounted, Bastigor gains the ability to use Blizzard Crash to strike enemies with a hammer made of ice.
- Hair-Trigger Temper: Anything that's round is enough to set it off. Unfortunately, this makes building a snowman quite the challenge for it.
- An Ice Person: An Ice-elemental Pal.
- Master of All: Bastigor's stats are on par with Frostallion aside from having 10 less points in Attack, making it one of the most powerful Pals in the game in terms of combat stats. Bastigor also has a small hitbox, good base work proficiencies, and strong exclusive attack for many scenarios, while resisting the strong Dragon attacks Meteorain, Beam Slicer and Blast Cannon. Given that it can only be found wild inside the World Tree, its power is well-merited.
- Men Are Tough: Bastigor is a tough, muscular brawler of a Pal with powerful stats, and it has an above-average 60% chance to be male.
- Secret Art: Has two exclusive Skills: Frost Talon, which has Bastigor stomp the ground to create a fissure of ice ahead before quickly closing the distance and slashing with the right hand; and Glacial Impact, which slams the ground to create a massive ice fissure that then erupts with glacial energy.
#192: Shaolong

Its Partner Skill is Azure Sovereign, which allows it to be ridden as a flying mount, and increases Attack for each other Dragon Pal in your party.
One Shaolong is owned by Auri, the (sort of) leader of the Azure Covenant.
- Making a Splash: It’s a partial Water type and can learn various Water skills, including two of its exclusive skills.
- Master of All: With 140 base HP, 135 base Attack, and 120 base Defense, it's stats are on par with Frostallion, with 5 less Attack. It also learns a lot of powerful Water- and Dragon- skills. Given that it can only be found wild inside the World Tree, its power is well-merited.
- Power-Up Mount: Shaolong can be used as a mount that gains attack for each Dragon Pal in your party.
- Secret Art: Shaolong has three unique skills.
- Hydra Charge. The user cloaks its body in water and charges straight forward.
- Azure Dracoflare. The user breathes Dragon-elemental flames in a sweeping motion, scorching the surrounding area.
- Celestial Vortex. The user summons a massive vortex reaching into the heavens. The vortex draws in and eliminates all surrounding enemies at once.
#193: Silvance

Its Partner Skill, Spore Stalwart, causes Ivy-Covered enemies attacked by the player to explode, dealing damage in an area around them. Having Silvance in your party also grants immunity to the explosive spores in the World Tree.
- Green Thumb: In addition to the usual Grass-element repertoire, Silvance uniquely summons exploding spores that track and damage enemies for its Secret Arts. These spores can also be found littered around its corner of the World Tree.
- Having a Blast: Silvance summons exploding spores, and its Partner Skill causes explosions around Ivy-Covered enemies when you attack them.
- The Mothman: Silvance's design is based off the cryptid, with a lanky humanoid figure resembling a moth. Its internal name is even "Mothman".
- Moth Menace: A moth-like Pal that summons deadly spores to ravage intruders in the World Tree.
- Secret Art: Silvance has two exclusive Skills:
- Giant Spore fires an enormous homing spore that detonates in a large explosion on impact.
- Spore Burst releases a cloud of spores around Silvance, which then detonate after a short time.
- Threshold Guardians: Dandilord and Silvance are responsible for protecting the World Tree's inner sanctum. You'll have to get past them both to enter.
- Time-Limit Boss: Unlike most Alpha fights, Silvance's battle forces you to defeat or capture it within a 5-minute time limit.
#194: Dandilord

Its Partner Skill, Mist Stalwart, causes the player's attacks to inflict Poison on enemies and passively grants the player and their party immunity to poison, including the poison mist in the World Tree.
- Agent Peacock: Dandilord has a very fancy look and carries itself in a theatrical manner, making it quite expressive despite its lack of a face, and has an increased chance to be male. However, it is still one of the World Tree's designated guardians and almost rivals the Legendary Pals in power.
- Dark Is Not Evil: A Dark-elemental Pal that's also one of the World Tree's guardians. While it's apathetic to why it's doing so, it harbors no actual malice, and its Dark element primarily reflects its poisonous abilities.
- Non-Human Head: Dandilord's body is rail-thin but recognizably humanoid, whereas its head is a large purple flower.
- Non-Standard Character Design: Dandilord is one of the only Pals without anything resembling facial features.
- Plant Person: A tall, lanky humanoid plant Pal.
- Poisonous Person: Its sector of the World Tree is flooded with poison mist that rapidly depletes the health of the player and their Pals on contact. Dandilord's two Secret Arts also both scatter poison mist around itself, and having it in your party also makes your attacks poison enemies.
- Portmanteau: Its English name is a combination of “dandy” (which can either be short for dandelion and/or could be the word “dandy”) and “lord”.
- Secret Art: Dandilord has two exclusive Skills:
- Poison Promenade has Dandilord dashing forward while leaving a lingering trail of poison mist.
- Toxic Dance has Dandilord performing a dance that releases poison mist around itself, which lingers for a short time.
- Threshold Guardians: Dandilord and Silvance are responsible for protecting the World Tree's inner sanctum. You'll have to get past them both to enter.
- Time-Limit Boss: Unlike most Alpha fights, Dandilord's battle forces you to defeat or capture it within a 5-minute time limit.
#195: Bellanoir (ベラノワール)

Their Partner Skill is Nightmare Iris, which allows the player to command them to use Nightmare Ray on a selected target and passively increases the power of Nightmare Ray used by Bellanoir.
- Boss Battle: She's the first Raid Boss that a player can fight in the game.
- Contractual Boss Immunity: As a Raid Boss, Bellanoir cannot be caught by Spheres at all. You only obtain her egg once she is defeated.
- Damage-Sponge Boss: Even at level 35, she has 333,000 health, which is more than Auri and Shaolong, the final tower boss. You're intended to fight her with your army of Pals at a base.
- Glass Cannon: By Legendary standards; 120 HP and 100 Defense are definitely not bad compared to normal Pals, but her defensive stats pale compared to other Legendaries and definitely in comparison to her 150 Attack, the highest in the game.
- Humanoid Abomination: The Palpedia states that she was a non-existent entity that was brought into the world, harboring a vengeance against reality itself.
- An Ice Person: The Raid Boss version of Bellanoir will gain Ice attacks when she Turns Red.
- I Just Want to Be Normal: She only wanted to be noticed by others, but being unreal, was unable to manifest. Filled with hatred for reality, the Pal tore her way into our world and manifested as Bellanoir, the Eclipsed Siren.
- Leitmotif: "Chaos Unleashed"

- Liminal Being: Bellanoir was a nonexistent entity that gazed upon the world, but due to a sudden longing to be seen, developed a grudge against reality itself, thus manifesting into existence. This makes them a being of both nonexistence and existence at once.
- The Medic: Bellanoir is a Pal with a Medicine skill of 5, making her a Pal well suited for medicine at a base.
- Olympus Mons: Like the guardian Pals of the islands, Bellanoir is classified as a Legendary Pal, and her story suggests that she has similar power to them. However, she isn't as tied into the islands' lore as they are and isn't flagged to have the Legend passive.
- One-Gender Race: Downplayed. Bellanoir is explicitly mentioned to be a female in their Palpedia entry (using "she" as pronouns), but they do have a small 5% chance to be male, which is even lower than Beegarde's and Elizabee's 10%. They can also have their gender switched using the operating table.
- Paradox Person: According to the Palpedia, Bellanoir was a nonexistent entity that gazed on the world from a place beyond reality, but was overcome with a longing to be seen.
- Secret Art: Nightmare Ray, which has Bellanoir vanishing, reappearing in front of an opponent, and blasting them with an enormous laser beam. Prior to the Sakurajima update, she and her sister Bellanoir Libero were also the only Pals to naturally learn Apocalypse, which summons a series of portals across the ground that blast enemies with a vortex of dark energy after a short delay.
- Single-Specimen Species: Given the very personal tone of its Palpedia entry, Bellanoir is most likely meant to be a singular entity. However, like other raid bosses, she can be fought and obtained as many times as you can summon her.
- Warm-Up Boss: Bellanoir is the game's "starter" raid boss, with a fairly low level and HP pool and lacking any real gimmicks; she can easily be defeated from the midgame onward without much special preparation needed.
- Wave-Motion Gun: Her Secret Art, Nightmare Ray, is a giant laser that Bellanoir fires at opponents. She tilts her body forward with the top of her head pointing at her opponent, then starts spinning rapidly before releasing powerful Dark elemental blasts from each of the "eyes" of her dress. The blasts slowly "spread out" like a flower in bloom, covering a wider area. Bellanoir only learns this Skill naturally at Level 50, but her Partner Skill Nightmare Iris allows her to use it on command before then.
#195b: Bellanoir Libero / Bellarouge (ベラルージュ Belaruju)

Their Partner Skill is Nightmare Stare, which allows the player to command them to use Nightmare Bloom on a selected target and passively increases the damage of Nightmare Bloom used by Bellanoir Libero.
- Boss Battle: She's an upgraded version of Bellanoir, a Raid Boss that can be fought by the player.
- Bragging Rights Reward: Bellanoir Libero has the same element and stats as regular Bellanoir despite being a much more difficult raid boss, with the main difference being that Libero has two Secret Arts as opposed to Bellanoir's one. Obtaining Bellanoir Libero thus isn't a huge upgrade from Bellanoir, and mostly just shows that you're good enough to have beaten her in the first place.
- Contractual Boss Immunity: As a Raid Boss, Bellanoir Libero cannot be caught by Spheres at all. You only obtain her egg once she is defeated.
- Damage-Sponge Boss: She has around 411,000 HP, which is more than Auri and Shaolong, the final tower boss. You're intended to fight her with your army of Pals at a base. Her Ultra form tops even that, with around 2,394,000 health to bring down.
- Hidden Depths: Bellanoir Libero has the second-highest Medicine skill proficiency at 7, which means that this Humanoid Abomination born from void itself is a surprisingly good medic.
- An Ice Person: The Raid Boss version of Bellanoir Libero will gain Ice attacks when she Turns Red.
- Leitmotif: Bellanoir Libero shares the same theme song as her normal counterpart: "Chaos Unleashed"

- Puff of Logic: The desire to be noticed by others has overwhelmed both Bellanoir Libero and her sister. It becomes a self-absorbed narcissism to gaze only upon herself, until she returns to the abyss of non-being, from whence she came. This resolves the paradox.
- Secret Art: Unlike her sister Bellanoir, Bellanoir Libero has two exclusive skills.
- Flame Waltz: Dances while expelling waves of hot blue fire and a barrage of fireballs that lock onto enemies. Learned at Level 40.
- Nightmare Bloom: Like Nightmare Ray, they're giant lasers that Bellanoir Libero fires at opponents. She tilts her body forward with the top of her head pointing at her opponent, then starts spinning rapidly before releasing powerful Dark elemental blasts from each of the "eyes" of her dress. The blasts slowly "spread out" like a flower in bloom, covering a wider area. Bellanoir Libero learns this skill naturally at Level 50, but her Partner Skill Nightmare Stare allows her to use it on command before then.
- Single-Specimen Species: Given the very personal tone of its Palpedia entry, Bellanoir Libero is most likely meant to be a singular entity like her sister. However, like other raid bosses, she can be fought and obtained as many times as you can summon her.
- Superboss: By using Bellanoir Libero's tablets to summon her, you can fight a Level 45 version of her with even more health and higher stats than regular Bellanoir. Beating her will give you a Bellanoir Libero (Ultra) slab, which summons an even more powerful version of Bellanoir Libero with even greater stats.
- Underground Monkey: A different colored version of Bellanoir.
#196: Xenolord / Zenodoran (ゼノドラン)

Its Partner Skill, Meteor Wings, lets the Player ride Xenolord as a flying mount, granting greatly increased airborne movement speed, and increasing damage done by the Partner Skills of weapon-wielding Pals.
- Alien Invasion: Its Palpedia entry makes clear Xenolord is the final invading force to conquer the Palapagos Islands after all previous attempts failed.
- Arch-Enemy: Xenolord's description reveals it was specifically sent to the islands to eliminate the Legendary Celestial Dragon (Jetragon) for its invasion but arrived at the Palpagos Islands way too late.
- Boss Battle: A Raid Boss that a player can fight in the game.
- Bragging Rights Reward: Beating the Xenolord raid boss nets you a Huge Dark Egg that hatches into your own Xenolord. Xenolord is one of the most powerful Pals in the game with high stats; multiple, powerful Secret Arts; high flight speed and stamina; and two inherent passives that grant it further bonuses. However, given that the Xenolord raid boss has a time limit of ten minutes and HP in the millions, you likely already have multiple Pals that are equally as powerful.
- Brick Joke: Xenolord's Palpedia entry has an addendum from its creator to avoid forgetting or consuming useful data, building off the entries for Xenovader and Xenogard about either forgetting or consuming relayed information that could be useful for the invading force.
- Combat and Support: Much like Shadowbeak before, pure combat. Xenolord has extremely high stats across the board along with several powerful Secret Arts, but its work proficiencies are almost nonexistent with only a Gathering skill of 2, making them terrible at late-game base work.
- Contractual Boss Immunity: As a Raid Boss, Xenolord cannot be caught by Spheres at all. You only obtain its egg once it is defeated.
- Crippling Overspecialization: Xenolord is clearly the aliens' ultimate tool for conquest, with high HP, attack, and defense along with two fixed Passive Skills that provide useful offensive and defensive bonuses and several powerful Secret Arts making it one of the most powerful non-Legendaries in the game in terms of combat power. This comes at the expense of it being almost useless as a worker; it can be assigned as a worker at your base, but with only a Gathering skill of 2 (making it about as useful as Chikipi without even the benefit of laying eggs), there are far better Pals to assign. Even its underlings Xenovader and Xenogard have better work proficiencies.
- Damage-Sponge Boss: It has around 1,414,000 HP, which is more than Zenara and Astralym, the final boss. You're intended to fight it with your army of Pals at a base. Its Ultra form tops even that, with around 2,562,000 health to bring down.
- Evil Counterpart: To Jetragon. The two are arch-enemies to each other and are both dragons with similar body designs (of particular note are the four hovering wings), and are both among the most powerful Pals on the islands, but while Jetragon is a protector of the islands, Xenolord's purpose is to spearhead an invasion.
- Flunky Boss: Xenolord will summon Xenovaders and Xenogards during its boss fight.
- Infinity +1 Sword: A fully-condensed Xenolord sports a flight speed that is almost as high as Jetragon thanks to its ability boosting its flight speed (3240 vs 3300), but sports far more stamina than Jetragon. This makes it better for long distance travel, with Jetragon's advantage being its lack of Super Drowning Skills and faster speed while landed.
- Irony: Xenolord's Partner Skill does not benefit its own Xenovader and Xenogard minions at all and instead empowers its arch-enemy Jetragon, since Jetragon's Partner Skill equips it with a weapon while the other aliens' Partner Skills do not.
- King Mook: Exaggerated. They are an empowered version of Xenogards, themselves souped up Xenovaders.
- Late to the Tragedy: It's more like "Late to the Invasion", but the spirit of the trope remains. Xenolord arrived at the Palpagos Islands to kill Jetragon, only to discover its mission was overdue by an unknown number of years.
- Leitmotif: "Roaring Threat"
. - Mood Whiplash: Its Paldeck entry starts off serious with its invasion protocols and motivations, before ending with a "staff memo" chiding its Xenovaders and Xenogards for forgetting or consuming critical data.
- Our Dragons Are Different: A Dragon-elemental Pal.
- Power-Up Mount: Xenolord can be used as a mount that increases damage done by the Partner Skills of weapon-wielding Pals.
- Secret Art: Unlike most Pals, who typically have one or two exclusive skills, such as Jetragon, which has only one, Xenolord stands out with five, cementing its status as a powerful Pal built purely for combat. Even Shadowbeak, another Pal made solely for fighting, falls short, as the Unknown Life Form possesses only two exclusive skills. While Anubis, one of the best Pals in the game for base work and fighting, only has three. The only Pal that beats it out is Panthalus, who has a whopping seven.
- Satellite Bit: Deploys four satellite-like wings resembling its own; these satellites automatically track and launch at the enemy when Xenolord attacks again.
- Beam Slash: Rushes forward at high speed, generating a high-output beam sword in the right hand to deliver two devastating slashes to the target.
- Astral Ray: Concentrates energy infused with darkness into a massive beam, firing it in a straight line.
- Cosmic Meteor: Transforms into a glowing ball of light, soaring into the air and circling above the enemy while raining down countless meteor projectiles. Afterward, Xenolord descends at high speed, slamming into the target with a massive explosion upon impact. While riding Xenolord, the player can control its movement as a ball of light, aim the direction of the meteors, and where to slam into the ground.
- Omega Laser: Opens portals to subspace, releasing four beams of intense destructive light that fire continuously across a wide area in all directions, incinerating everything in their path.
- Superboss: Xenolord can only be encountered as a high-level raid boss with HP in the millions.
- Super Drowning Skills: Like with other "grounded" flight-capable Pals, Xenolord cannot hover over water and will sink if it lands on water.
- Super-Speed: While Xenolord is initially slower than Jetragon as a flying mount, a fully condensed Xenolord has speed nearly equal to that of Jetragon (3240 vs 3300) thanks to its passive ability giving it a 20% speed boost at max level. Unlike Jetragon who spots very low stamina, Xenolord sports much higher stamina meaning that it's better for long-distance travel.
- Surrounded by Idiots: Its Paldeck entry ends with a boss' "Staff Memo" chiding its Xenovader and Xenogard underlings for forgetting/consuming critical data.
- Unknown Rival: It's unsure if Jetragon even knows that Xenolord considers it an arch-enemy, as the calamity the former is supposed to prevent isn't Xenolord, but an even more dangerous entity that was sealed in the Palapagos Islands in the past.
- Villain of Another Story: Xenolord's invasion is definitely a threat to the Palpagos Islands and its endgame is still unknown, though it has no relevance to the main story of the game which revolves around the World Tree and whatever is sealed inside.
- Xenomorph Xerox: As with the previous two, with the added twist that Xenolord is a xerox of a Xenomorph Queen, specifically.
#197: Hartalis

Their Partner Skill is Sacred Barrier, which allows the player to ride Hartalis as a mount that can triple jump. While mounted, it also generates a barrier that blocks all attacks.
- Ambiguous Situation: Its bio reveals an ancient text that describes a devastating catastrophe that emptied the world, leaving only silence in its wake. The author finds this stillness both eerie and soothing, yearning for death or ascension and pleading with Hartalis to bring them into everlasting peace. The nature of the event is unknown: Did Hartalis cause it? Did it merely arrive in the aftermath? Could this be the same "Great Calamity" that ravaged the islands referenced by Bjorn Seligsson and other descriptions?
- Barrier Change Boss: In its first phase, Hartalis is a Water/Grass Pal, and its barrier requires repeated Fire-element attacks to be broken. In its second phase, Hartalis becomes its regular Neutral affinity, and now its barrier requires repeated Dark-element attacks to be broken. This requires a careful planning of which Pals to use against Hartalis.
- Boss Battle: A Raid Boss that a player can fight in the game.
- Bragging Rights Reward: Beating the Hartalis raid boss nets you a Huge Common Egg that hatches into your own Hartalis. Hartalis is a quite powerful Pal with high stats; multiple, powerful Secret Arts; the ability to triple jump; a partner skill that grants the player temporary invulnerability; and a inherent passive that grants it further bonuses. However, given that the Hartalis raid boss has a time limit of ten minutes and HP in the millions, you likely already have multiple Pals that are equally as powerful.
- Contractual Boss Immunity: As a Raid Boss, Hartalis cannot be caught by Spheres at all. You only obtain its egg once it is defeated.
- Damage-Sponge Boss: It has around 972,000 HP, which is more than Zenara and Astralym, the final boss. You're intended to fight it with your army of Pals at a base. Its Ultra form tops even that, with around 1,952,000 health to bring down.
- Deflector Shields: Hartalis will create these during its battle. They must be broken using attacks of a specific element (Fire on its first phase, Dark on its second phase); if they're not broken soon enough, Hartalis will unleash a wave of energy for massive damage. Once acquired, Hartalis' Partner Skill will protect the player for a short time while mounted.
- Double Jump: Exaggerated. Along with Paladius, Hartalis is one of the only ground mounts that is capable of a triple jump.
- Non-Elemental: While it has a light motif, Hartalis is Neutral.
- Secret Art: Hartalis has three exclusive skills:
- Divine Wing: Leaps backward, sprouts wings of light, and dives at the enemy.
- Sacred Rain: Disappears in a flash, reappears glowing with a myriad of colors, then erupts into an orange-yellow geyser, releasing light pillars centered on itself.
- Purifying Light: Leaps high into the air, condensing immense energy into a descending sphere of light. When it strikes the ground, it purifies all on the ground below in a massive explosion.
- Shout-Out: Hartalis's Desperation Attack serves as one to Safi'jiiva's "Sapphire of the Emperor", with both attacks involving their user dropping an orb of energy into the center of the arena which detonates and will kill anyone not taking cover behind solid ground.
- Superboss: Hartalis can only be encountered as a high-level raid boss with HP in the millions.
#198: Paladius / Saintaur (セイントール Seintouru)
#199: Necromus / Banetaur (ベイントール Beintouru)


A pair of centaur-shaped Legendary Pals, the Twin Knights are depicted in statue form across the islands. They were once the same being known as the Paladin before splitting into two entities, with that being's benevolence and compassion becoming the Neutral-element Paladius and its negativity and resentment becoming the Dark-element Necromus. In spite of this divide, Paladius is said to still harbor resentment while Necromus hides a glimmer of compassion in its eyes.
Their Partner Skills are Holy Knight of the Firmament and Dark Knight of the Abyss respectively, which allows the player to ride them as land mounts; Paladius can perform a triple jump, while Necromus can perform a low double jump but has higher movement speed. Additionally, using their exclusive Skill while mounted will briefly summon the other Knight from the player's party to perform its exclusive Skill.
- Assist Character: While both of the Knights are in your party, having one of the Knights use its Secret Art while mounted summons the other to charge alongside it with its own Secret Art before being recalled.
- Crystal Weapon: Their lances appear to be made from crystal, with Paladius' being blue crystal (which could also be ice, given how many ice moves Paladius learns) and Necromus' being a pair of huge red crystals.
- Double Jump: Exaggerated. Along with Hartalis, Paladius is one of the only ground mounts that is capable of a triple jump (without the aid of passive skills). Necromus can also double jump when used as a mount; compared to Paladius, it trades one less air jump and lower jump height for slightly faster speed.
- Dual Boss: Both Paladius and Necromus are fought together. However, the player can exploit Paladius' need to sleep at night by beating/catching Necromus one-on-one first at night, then taking on Paladius at day, and defeating/capturing one of the two gives the player credit for defeating them both. Aggressive Digtoise would sometimes get involved as well in the pre-release, but the Twin Knights getting their own boss arena in 1.0 made this far less likely.
- Equipment Upgrade: Each Knight has a possible Rare Random Drop for defeating them, which used to be the schematics for the Legendary Cold Resistant Pal Metal Armor (Paladius) and Legendary Heat Resistant Pal Metal Armor (Necromus) in the Early Access versions. In the 1.0 version, Paladius' schematic was changed to the Legendary Lightweight Hexolite Armor while Necromus now drops the Legendary Hexolite Helm schematic.
- Fire/Ice Duo: Despite Paladius being a Neutral-elemental Pal and Necromus being a Dark-elemental Pal, the former learns several ice-elemental moves, while the latter learns the fire-elemental Spirit Fire and the dark-elemental Spirit Flame which sets targets on fire.
- Jousting Lance: Befitting their knightly motif, the duo wield lances in combat. The lances appear to be part of their bodies.
- Literal Split Personality: Paladius and Necromus were once a single entity before splitting by unknown means, with Paladius representing its compassionate and honorable side.
- Master of All: While they have different stat distributions (with Paladius having higher Defense and Necromus having higher Attack), both of them have excellent stats all around while also being very fast.
- My Greatest Failure: Paladius and Necromus were once a single entity known as the Paladin. It split itself into the two after it alongside Jetragon and both Frostallions were unable to destroy an entity that threatened the islands, ashamed of its failure and vowing never to show mercy again.
- Olympus Mons: Paladius and Necromus are two of the Legendary protector Pals of the Palpagos Islands and revered by the people, given the statues of them dotting the islands. They certainly have the power to back up their reputations too.
- Our Centaurs Are Different: Effectively a combination of a knight and their steed, the Twin Knights each have a humanoid upper body on a quadrupedal equine lower half.
- Secret Art:
- Paladius' exclusive Skill is Spear Thrust, which has Paladius raising its spear and shield to charge at enemies, damaging them on contact while taking reduced damage. If used while the player is mounted on it and Necromus is also in your party, Necromus will also be summoned to attack with Twin Spears.
- Necromus' exclusive Skill is Twin Spears, which has Necromus shrouding its lances in dark energy and charging at the enemy while stabbing at them repeatedly. If used while mounted and Paladius is in your party, Paladius will also deploy to charge alongside it with Spear Thrust.
- Single-Specimen Species: Given their Palpedia entries, presumably there's only one each of Paladius and Necromus in lore after splitting off from whatever being they used to be, though nothing stops you from fighting and catching them multiple times.
Tropes exclusive to Paladius
- Blue Means Cold: While it lacks the Ice element, it learns lots of Ice moves, and its armor is blue.
- Brought Down to Badass: It separated itself from Necromus to purge all negative feelings, becoming a Neutral Pal, which is the weakest element as it offers no trump against another element. Nevertheless, Paladius is absurdly strong, and is the most powerful Neutral monster in the game.
- Heavenly Blue: Downplayed as it's not necessarily good, but its blue and gold color scheme mark Paladius as being more benevolent than its counterpart.
- An Ice Person: Despite being a Neutral-elemental, almost half of its naturally-learned moves are Ice-elemental.
- Knight in Shining Armor: A noble centaur knight dressed in glimmering silver armor.
- Luckily, My Shield Will Protect Me: Paladius' shield isn't just for show, as any attack that hits the shield will be reduced to Scratch Damage. During its Secret Art Spear Thrust, Paladius raises its shield in front of itself to protect itself from attacks while performing a charge attack with its lance; it also uses the shield to guard its front while winding up its other attacks.
- Non-Elemental: While it has a light motif, Paladius is Neutral.
- The Resenter: Despite embodying positivity, Paladius is said to harbour feelings of resentment.
Tropes exclusive to Necromus
- Black Knight: Similarly to Paladius, Necromus appears as a centaur knight, albeit dressed in dark armor and with a more malevolent personality.
- Dual Wielding: In contrast to Paladius, both of Necromus' arms end in red crystal lances.
- Evil Is Burning Hot: Necromus is less evil and more a Dark-elemental embodiment of negative and resentful emotions, but it does use the Fire-elemental Spirit Fire alongside its Dark moves, one of which is Spirit Flame that can burn whatever it hits.
- Fire Is Red: While not a Fire-elemental, it learns Spirit Fire and Spirit Flame, and it has red accents.
- Hidden Heart of Gold: Despite embodying negativity, Necromus is said to have a glint of compassion in its eyes.
- Nocturnal Mooks: Unlike Paladius, Necromus doesn't sleep at night due to being a Dark-elemental Pal. This allows you to turn a Dual Boss into a much easier fight by fighting Necromus at night as Paladius sleeps, and then taking on Paladius at day.
- Red and Black and Evil All Over: Downplayed as it's not necessarily evil, but its red and black color scheme mark Necromus as being less benevolent than its counterpart.
#200: Frostallion / Glacial (グレイシャル Graysharu)

Their Partner Skill is Ice Steed, which allows the player to ride Frostallion as a flying mount. When mounted, the player gains a significant Attack bonus and their attacks deal Ice-elemental damage and have a chance to Freeze enemies.
- Blue Means Cold: A pale blue Ice-element Pal.
- Closed Circle: It's revealed in Bjorn's third journal entry that Frostallion and Frostallion Noct are the reasons why nobody can leave the entire island. When the two plunged the island into an Endless Winter and The Night That Never Ends to seal away a calamity in the past, this caused the island to become "still, unseen" and made leaving the islands impossible.
- Destructive Saviour: It is said to have once sealed away a great calamity in the past, by freezing the entire island.
- Endless Winter: According to its lore, it sealed away a calamity by casting the island into an eternal winter.
- Equipment Upgrade: A Rare Random Drop for defeating this boss is the Legendary Plasma Cannon schematics.
- Good Is Not Soft: Is prepared to plunge an entire island into eternal winter to prevent a calamity destroying the world.
- Guardian Entity: It is the guardian god of the Palpagos Islands, and protects it from a unspecified calamitous being by vanquishing the threat with its powers.
- An Ice Person: An Ice-element Pal.
- Infinity +1 Sword: Has one of the highest stat total in the game, only beaten by its Noct variation and Panthalus. However, Jetragon is a better mount by virtue of having much better flight speed and the capability to hover over water.
- Olympus Mons: Frostallion is one of (currently) five Legendary Pals in the game. It's the guardian deity of the Palpagos Islands, known as the Winter Caller. When a calamity struck the land in the past, it flew into the sky and sealed the threat away by throwing the island into an eternal winter.
- Pegasus: Frostallion is a Pegasus with white fur and wings, a set of blue ice on its hooves, legs and forehead and it has a gray mane and tail.
- Poor, Predictable Rock: As a Legendary Boss, all of its attacks are Ice except the very weak Neutral-Elemental Air Cannon, unlike the other three who have skills that deal damage of other elements (such as Jetragon using Fire skills to hit Ice Pals hard). This means using a Fire-elemental Pal can help a lot, as it will not only be effective against Frostallion, but will also resist all its skills except its weakest one. It's averted once the player captures it and teaches it other elemental moves or crafts its saddle, as its Partner Skill boosts the damage from those Ice-elemental attacks by a huge amount when it's mounted, allowing it to put on the hurt with only Ice attacks. Downplayed with later updates giving it access to Holy Burst, an extremely powerful Neutral-elemental attack.
- Razor Wings: Frostallion's exclusive Skill is Crystal Wing, which has it shrouding its wings in ice and charging at an enemy to slash and potentially freeze enemies with them.
- Red Baron: The island's people call Frostallion the "Winter Caller", likely referencing the creature's mastery over ice and snow.
- Secret Art: Crystal Wing. Concentrates cold air around its wings, encrusting them in ice and turning them into bladed weapons before charging at an enemy.
- Single-Specimen Species: Along with the four strongest Legendary Pals, Frostallion can never have the Lucky Passive Skill as an Olympus Mons boss in the wild. The only way to breed it, is with itself. Its lore as one of the islands' protectors also suggests that Frostallion is a one-of-a-kind individual. This is averted with Frostallion Noct, as the Pal that can be used to breed with it can be Lucky. However, like other bosses, Frostallion does respawn in-game, letting players catch multiple of it.
- Spell Blade: When Frostallion is mounted, they will change the player's attacks to Ice-elemental. This is then boosted by Frostallion's ability to enhance all Ice attacks while mounted.
- Super Drowning Skills: Like Quivern, Elphidran, and Shadowbeak, Frostallion will sink and drown in water instead of hovering over it to regain stamina.
- Utility Party Member: Only Bastigor is better at running the cooler boxes/refrigerator than this deity which has a lv 7 work suitability skill, and can be upgraded through breeding and use of the Pal Condenser.
#200b: Frostallion Noct / Glashadow (グレイシャドウ Grayshadow)

Their Partner Skill is Black Steed, which allows the player to ride Frostallion Noct as a flying mount. When mounted, the player gains a significant Attack bonus and their attacks deal Dark-elemental damage and have a chance to Blind enemies.
- Boss Room: Prior to the 1.0 release, Frostallion Noct could be found in a dungeon on Feybreak. In the 1.0 version, it’s been moved to Wildlife Sanctuary 3 where it lurks in a secluded area of the sanctuary as the resident Alpha.
- Closed Circle: It's revealed in Bjorn's third journal entry that Frostallion and Frostallion Noct are the reasons why nobody can leave the entire island. When the two plunged the island into an Endless Winter and The Night That Never Ends to seal away a calamity in the past, this caused the island to become "still, unseen" and made leaving the islands impossible.
- Dark Is Not Evil: It's the dark elemental form of the guardian deity of the Palpagos Islands, that fights for the greater good.
- Destructive Saviour: Like its ice counterpart, it is said to have sealed away a great calamity in the past, by enveloping the land in unending darkness.
- Divine Parentage: It can be obtained by breeding (and prior to the Feybreak update, this was the only way to obtain Frostallion Noct), meaning Frostallion and a Helzephyr both have to be its parents. Interestingly, it identifies as a Dark-elemental version of the Guardian god of the islands that sired it.
- Equipment Upgrade: If you’re lucky, defeating the boss will net you the Legendary Overheat Rifle schematics as a Rare Random Drop.
- Good Is Not Soft: Has no qualms with casting an entire island into eternal darkness to seal away a calamity that threatens the world.
- Infinity +1 Sword: Has the second-highest stat total in the game, making it a Master of All.
- Lightning Bruiser: Has the second-highest stat total in the game, with 140 base HP and Attack and 135 base Defense, and it along with Frostallion have a fast mount speed.
- Master of All: Frostallion Noct has the second-highest stat total of all Pals, with all stats being 135-140, as well as learning several powerful moves. Oddly enough, Frostallion Noct isn't the highest in every category — Mammorest has 150 HP, Bellanoir has 150 Attack, and Paladius has 145 Defense.
- The Night That Never Ends: According to its lore, it sealed away a calamity by casting the island into eternal darkness.
- Olympus Mons: Like its Ice variant, Frostallion Noct is one of seven Legendary Pals (currently) in the game; known as the Night Caller, it's another guardian deity of the Palpagos Islands. When a calamity hit the land in the past, it flew into the sky and sealed away the threat by throwing the island into eternal darkness.
- Red Baron: Like its Ice-elemental variant, the island's people call Frostallion Noct the "Night Caller," referring to its complete control over darkness.
- Secret Art: It shares Crystal Wing with regular Frostallion. In the 1.0 version, it received its own variant of the skill called Dark Wing. The user dashes forward while concentrating dark energy around its wings, using them to slash enemies, then converting that energy into homing shots.
- Spell Blade: When Frostallion Noct is mounted, they will change the player's attacks to Dark-elemental. This is then boosted by Frostallion Noct's ability to enhance all Dark attacks while mounted.
- Underground Monkey: It's a variant of a legendary Pal that's Dark instead of Ice-elemental and has a stronger defense stat.
- Utility Party Member: Besides being one of the most powerful Pals, Frostallion Noct is also a Pal with a Gathering skill of 7, allowing it to harvest crops extremely quickly if assigned to a base. As a Dark-elemental, it's also capable of harvesting throughout the night.
