Introduced in Phantom Brave
Main Characters

Primary main character. Marona is a young girl who lives on an island by herself in Ivoire. She is a Chroma, a character with strange magical powers (hers allow her to talk to spirits, and bring them to life by possessing inanimate objects). Because of this, she is feared (and very often discriminated against) by everyone on the mainland.
- Ambiguously Bi: While she has a somewhat close relationship with Ash, this is eclipsed by her relationship with Castile, her first real friend, who is Marona's Living Emotional Crutch, with the one thing that can pull her out of even the most hopeless situation is the fact Castile supports her without question. This even applies to a parallel universe version of Marona...
- Accomplice by Inaction: Midway through the game, Marona is hired by the Elder of Desert Island to stop a rampaging Raphael, only for the culprit to be an impostor, upon which said Elder uses Loophole Abuse to cheat her out of her rightful pay. The real Raphael, who showed up to help her stop the impostor, hears the entire exchange and promptly starts going on an actual rampage to teach him a lesson. Immediately, the Elder proceeds to beg Marona for help in stopping said rampage, promising to pay her if she does; instead, Marona refuses to help him and walks away, leaving Desert Island to Raphael's mercy.
- A-Cup Angst: A more subtle example than most; she does get pissed off when Myao states that she's flat-chested. Cue Out-of-Character Moment. She's also jealous of Carona having a bigger size than hers...but it's really not that much of a difference.
- All-Loving Hero: Marona is unfailingly kind and compassionate to the people she meets; her kindness is not repaid... except by one person.
- All of the Other Reindeer: Marona is an All-Loving Hero who is unfailingly kind and compassionate to other people, but because of her powers, the entire world is terrified of her and ostracizes her as much as possible.
- Apologetic Attacker: as evident in Another Marona side-story, which really fits her Nice Girl and Technical Pacifist personality.Ash (after Sulphur's phantoms appear over the possessed humans): I've seen them before!Marona: Do you know them? I'm so sorry I hurt your friends.
- Armor-Piercing Question: When she hears that Sulphur comes out from a gate and everyone is ready to fight him the moment he appears, she asks why not close the gate before he can come out. Everyone is speechless, and then she is quick to bring up the method to do so.
- Bad Powers, Good People: Everyone's terrified of and hates her because of her phantom powers, but Marona is one of the sweetest girls you'll ever meet.
- Beware the Nice Ones: All-Loving Hero or not, even Marona has her limits. When one client hires her to stop a rampaging Raphael (a fake) and then cheats her out of her rightful pay using Loophole Abuse, the real Raphael, who helped her defeat the imposter and overheard the entire conversation, goes on a rampage. When the client has the gall to beg her for help stopping said rampage, Marona flatly refuses to help him and walks away, leaving him to Raphael's mercy. The narration points out it was half repaying Raphael for his kindness, and half disgust at the client.Marona: I'm sorry, sir. I cannot accept. Have a nice day.
- She also has an Out-of-Character Moment, when meeting up with Myao.
- Broken Bird: She did almost have signs of this, but her cheerful optimism still puts her together.
- Chronic Hero Syndrome: Even if people hate her, Marona will always try to save them.
- Colorful Theme Naming: Her name in the Japanese version, Marrone, is Italian for "Maroon". It also doubles as a Meaningful Name, as Maroon can refer to being left alone.
- Dead All Along: In "Another Marona".
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Easily Forgiven: Inverted Trope. She is one of the most forgiving characters, even after dealing with everyone treating her as shit. - Expy: Of Flonne in some sense. Nice Girl and cheerful optimistic personality? Checked. Cuteness appeal that put people into squeegasms? Checked. Magic-based healing character? Checked. Out Of Character Moments when being called flat-chested? Checked. Having the same English voice actor who is typecast into these kinds of characters? Checkmate.
- Foreshadowing: In Another Marona, almost all the maps have Marona start with protections from an item, and it's otherwise impossible for her to get protections in the main story maps since she can't never be confined in items. Now, in Another Marona, wouldn't that mean Marona herself has been...?
- Hand Behind Head: When embarrassed.
- Hero with Bad Publicity: Her phantom powers have caused people to label her as "The Possessed" and either avoid her at best or outright demean at worst. It takes the forging of several friendships along the way for this to eventually erode.
- The Heart: She's definitely the most optimistic character in the game and goes out of her way to see the best in people, especially in-contrast to the more cynical Ash.
- The Idealist: She truly believes that people are good, despite all the crap she gets from them. This constrats the cynic Ash, who tries to persuade her to keep her expectations low to keep her safe.
- Idiot Hair: Two of them to be exact, fitting into her cheerful personality.
- Invocation: In cut scenes, whenever she activates Chartreuse Gale, she chants the following:''"Valiant phantoms, aid me in battle. Chartreuse Gale!"
- I See Dead People: Also, she can temporarily give them corporeal form.
- Instant Fanclub: Marona gains one after winning Cauldron's respect.
- Just a Kid: If people don't know about her infamous reputation, they think she's just a normal kid. In Another Marona, she constantly feels pressured to get stronger as fast as the others. Justified in that everyone is a phantom and their stamina isn't affected that much, unlike her.
- Kid Hero: Marona is The Hero of the story and hasn't even reached her teens yet.
- Morality Pet: Marona initially served this role with Carona in the Another Marona storyline.
- Necromancer: Marona's Chartreuse Gale is what allows her to summon the spirits of the dead to fight.
- Nice Girl: Sweet, selfless, and kindhearted young girl who treats everyone with kindness. This trope is played with in Tearjerkering levels because of the way people treated her.
- Plucky Girl: Another Marona has her act a little more abrasive, such as mildly sounding displeased nobody is trying to flank her from getting paid again or calling Sprout "old man". Well, without Castile to ground her, there was no-one who supported her.
- The Pollyanna: She has a strong optimistic point of view that one day, people will treat her with kindness in return.
- Powers via Possession: In later games, she has Psycho Burgundy and Meteo Helianthus. She can get the ability herself in-game via absorbing Sienna's Soul Saber and Raphael's Heliotrope. It's played even more straight in the sequel, where Marona's powers have grown to the point where she realizes she might be able to confine phantoms to her own body to perform what is essentially a Fusion Dance. She first does this with Apricot to defeat Rouen, gaining a cute costume similar to hers and also gaining her abilities, and can do the same with any other phantom, generic or unique, so long as she has a strong enough friendship with them.
- Red Baron: After defeating Sulfur, people start calling her the Phantom Brave.
- Red Oni, Blue Oni: She's the red oni to Ash's and Carona's blue.
- Squishy Wizard: Statistics-wise, she has decent healing ability and passing magic, but her physical strength and health are terrible. Subverted that it is possible to make her a powerhouse with proper item customization.
- Survival Mantra: "One day...everyone will come to like you," if you treat them with kindness. Apparently, she's right.
- Technical Pacifist: She really hates violence, but is willing to summon phantoms to kick your ass if she needs to protect the people she cares about or if you call her flat-chested.
- Tender Tears: Prone to breaking down crying easily.
- White Magician Girl: Her weapon of choice and stats make her an excellent healer, and her personality fits, but you can make her a Black Mage, instead.
- Wide-Eyed Idealist: The idealism paid off for her at the end.
Tropes that apply to Marona in The Lost Hero.
- Badass Adorable: It's telling how she's become more of a badass between games by being used to taking dangerous jobs. Being separated from Ash and getting depowered don't bring her hopes down any.
- Brought Down to Normal: It's implied that she may have been at a high level just as Ash before the captain of the Shipwreck Fleet drained some of her powers, justifying her need to catch back up to her normal self.
- Costume Evolution: She gains a new white dress coat over her revamped outfit, but she loses the coat quickly when Ash flings her away from danger of being attacked by the captain of the Shipwreck Fleet. It's even left on the floor.
- The Dreaded: After she became the Legendary Chroma for defeating Sulphur, it's only criminals who fear crossing her.
- Fusion Dance: Via the "Confriend" ability, though it is more a case of Powers via Possession. She gets a costume matching her friends, all their moves and some unique ones, access to their weapons, and the game even uses the higher stats for the combination.
- The Heart: Serves as one for the Argento Pirates. It's only thanks to Marona that Apricot starts to open up and face danger head on and is the reason why the others haven't become Lost.
- Heroic BSoD: Has a temporarily one when she is told that her phantoms should be allowed to ascend instead of remaining by her side. Normally, she wouldn't be upset, but she believes for a moment that she caused Ash to suffer as a result. Apricot quickly snaps her out of it and reminds her that it's not her fault. Only when Ash wakes up can she confirm his true feelings and that allows her to put her mind back into saving him.
- Humble Hero: After defeating Sulphur, she is hailed as a hero. Marona brushes it off, reminding people that she had her phantom friends to help her.
- "I Know You're in There Somewhere" Fight: Invokes this trope when confronting Gray. She knows he's Ash and refuses to leave until she saves him. She manages to bring him back.
- Legendary in the Sequel: Only six months have passed since the first game, but news of Sulphur's defeat has lead to Marona becoming something of a celebrity in Ivoire with many calling her "the Legendary Chroma". People of who have heard of her either praise her or begin to tense up in her presence.
- Living Emotional Crutch: The roles are now reversed for her and Ash. Ash believes that because he has fulfilled his role as her guardian phantom, she no longer needs him around. Without Marona's reassurance, Ash was on the verge of becoming Lost.
- Older and Wiser: Downplayed as The Lost Hero only takes place six months after the first game, but Marona shows more maturity and assertiveness and acts as a mentor figure for Apricot. While her naivety and idealism hasn't left her, she's quicker to notice when she's being duped and not shy to deal with those who try to take advantage of her even without Ash.
- Supporting Protagonist: Compared to the last game, Marona is here to support the Argento Crew Pirates and help them with their lingering issues. Her story arc mainly revolves around reuniting with Ash and dealing with the consequences of her refusal of letting him leave in the previous game.

Secondary main character. Ash is Marona's spiritual guardian and one of her closest friends. Before his death, he used to fight alongside Marona's parents as a Chroma. He can occasionally move in and out of his intangible state whenever he needs to talk to someone.
- All There in the Manual: In the Disgaea artbook, one small detail about Ash is glosses over. He has a crush on Jasmine, which puts his battle quote in a different perspective.
- Big Brother Instinct: Takes this role to protect the somewhat gullible Marona from the harsh world ostracizing her.
- The Cynic: Compared to the idealistic Marona, Ash takes this role not out of glee, but rather to keep Marona from getting her hopes up helping people with ulterior motives.
- Deadpan Snarker: Usually when Marona is being a little silly or naive.
- Dead to Begin With: The Cold Open begins with him and Marona's parents alive, until he's killed, but his soul is kept from succumbing to Sulphur's influence so that he can "live" on as a phantom for Marona.
- Expy: To Laharl in some degree. Their trademark weapon is a sword (which is subverted judging by the gameplay mechanics), they wear a badass scarf, both make certain snarky and sarcastic comments at times, and similar hair styles. Series artist Takehito Harada is well aware of this, as one of the promotional illustrations shows Ash with his arms folded with antenna hair and a perpetual frown.
- Face Palm: An often reaction when he can't dissuade Marona from doing something obviously sketchy.
- Heroes Prefer Swords: He can use any weapon, but swords are weapons he can level up fastest with.
- Invocation: When activating his power during cut scenes ("Ecarlate", though it is never stated in the cut scenes and takes on the name "Solemn Vow" as an in-game ability), he chants the following:''You will go no further! For her sake, I will not fail!"
- Lightning Bruiser: Ash's special ability allows him to take action right after being summoned, and on his last turn (and only his last turn), his attack power is doubled.
- Living Emotional Crutch: Serves as one to Marona. Many times, she probably would have given up on humanity if Ash wasn't there for her. When he's not there, she becomes as cynical as him.
- Making a Splash: In his Disgaea appearances, his exclusive attacks are water-based.
- Morality Chain: One would think Marona would be this for him, but it's the other way around. If Ash and Castile aren't there, Marona becomes Carona.
- Mysterious Past: We don't know anything about Ash except that he came under the apprenticeship of Marona's father Haze and that he was trained to learn the techniques of the water dragon. Ash refuses to talk about his past.
- Nice Guy: His defining trait is that he's a patient man and very overprotective of Marona. If he so as much as drops this personality, something is clearly wrong.
- OOC Is Serious Business: He and Marona never argue given how close they are, but when Marona complains about being too cold, he suddenly snaps at her due to his inability to feel anything as a phantom. He apologizes shortly afterward for his sudden outburst.
- Older Than They Look: As he had died 10 years ago, Ash's body never aged as a phantom and he should be close to his thirties now. This fact is Played for Laughs by Carona regarding his relationship with Marona.
- Only Sane Man: Discussed with Marona in the final DLC story of Disgaea 4. He points out that both of them feel out of place among the rest of the participants because they're surrounded by crazy people.
- Red Is Heroic: His long scarf sells the part more unlike the rest of his outfit.
- Spirit Advisor: Is this to Marona most of the time, being The Lancer to her innocent idealism. Ash can deliberately choose who sees/hears him and who can't.
- The Lancer: To Marona, overlapping with his Big Brother Instinct. Justified, as she is a still-growing child whereas he's an adult with the social experience she lacks. He will also be the first one to point out when others are mocking her, often (futilely) attempting to get Marona to assert herself to others.
- You Shall Not Pass!: His declaration before battle.
Tropes that apply to Ash in The Lost Hero.
- Afterlife Angst: A combination of Argento hinting at Ash's darkness toward her and Ash falling into a coma makes Marona realize that Ash is not happy about his situation as a phantom. While Apricot and the others insist that isn't the case, Ash isn't honest with her until Gray spills it out that he is not only miserable as a phantom now that he thinks he has no more use to her, but he would jump at the chance of being brought back to life if it didn't involve stealing the body of someone else. Ash doesn't take that particular statement well.
- Always Save the Girl: Non-romantic example. His selflessness to protect Marona still shows after he sends her away to protect her from the Shipwreck Fleet, whose captain attempted to drain her of her powers.
- Chronic Self-Deprecation: While everyone assumes that Ash was simply humbling himself and downplaying his achievements, his self-esteem issues is worse than anyone could have imagined. The only reason Argento was even able to control him was because of his extreme doubts about himself to the point that even when he wakes up from his deep sleep, he still feels like he doesn't deserve to be around Marona.
- Clingy Jealous Girl: Gender-inverted. The moment he wakes up from his slumber, he immediately teases Apricot's closeness with Marona ending the conversation with casually threatening her. Granted, he's joking, but it is the first time he has ever felt threatened by someone else getting close to her in his absence.
- He admits it immediately in the next chapter that he was afraid of Apricot replacing him. He admits it was a childish outburst.
- Dark Secret: The Masked Man on multiple occasions hints to Marona that Ash is hiding a dark secret and negative emotions from her. While his negative emotions are his fear of no longer being needed, Ash was partially persuaded by Argento into becoming Gray at the idea that there was a way to return to the realm of the living without hurting another person. Because phantoms aren't supposed to desire the will to live, Ash naturally freaks out when Gray drops the truth on the Agento Pirates.
- Deep Sleep: Falls into one shortly after being rescued by the Argento Pirates. This is due to Gray separating from his body and almost becoming Lost.
- Distressed Dude: Becomes this during the end of the prologue as he's left to fight the Shipwreck Fleet by himself. Half the game is spent trying to rescue him and then the second part of the game is looking for a way to wake him up afterwards.
- Extreme Doormat: He hides from Marona very well about his self-worth and firmly believes that he's only around to serve and protect her. After defeating Sulphur and watching Marona grow up, he thinks he no longer deserves to be by her side and is only going through the motions by the start of the second game.
- He's Back!: When he wakes up from his deep sleep, he immediately warps himself to Marona's side. Cue CGI image and letimof playing to empathize the miracle.
- Heroic Self-Deprecation: Despite becoming famous for being the phantom allied with Marona, he thinks little of himself, even calling himself a "measly phantom" who should be replaced with someone else. This is the small darkness needed to control him.
- His Own Worst Enemy: A literal example. Gray was created from his dark feelings and insecurities that he desperately tried to hide from Marona and the world. Eventually, he's forced to confront these feelings.
- Hypnotize the Captive: Compared to the other phantoms needed in his plan, Argento specifically wanted Ash as his eyes and ears when he couldn't leave the Shipwreck Fleet. He turns him into Gray and is quite angry when Marona and Apricot are able to break his hold on him.
- Intrinsic Vow: Ash swore to protect Marona no matter what. Unfortunately, this is subverted because the mind control was stronger than his desire to protect Marona and he hurts her on numerous occasions as Gray.
- Invocation: While his power is named Ecarlate now, he still uses "You will go no further! For her sake, I will not fail!" from the first game. However, when he faces off against Gray, he uses a new incantation that is more accurate to the Japanese original.''Give me the strength to smite evil! Power of the Water Dragon, Ecarlate!"
- Martyr Without a Cause: One of his biggest fears is Marona no longer needing him and seeing him as a liability. He believes he's only good for combat and nothing else, so he'll always jump in front of Marona regardless of how she feels.
- The Not-Love Interest: While many characters question Marona's relationship with Ash, they all assume that Marona is just oblivious. However, Ash has the exact same mindset of her being the most important thing in his life. Given his complicated relationship with Marona's parents, it makes sense.
- One-Man Army: Part of the reason why he's one of the strongest phantoms around is his ability to hold off hordes of enemies on his own. Argento takes full advantage of this when he brainwashes him.
- Split-Personality Merge: When it's revealed that Gray is his alter ego, Ash has to defeat him in battle before he can accept him. Ash still keeps his kind personality and still has self-deprecation, but he no longer hides what he truly feels.
- Stepford Smiler: Type A. Unlike Marona who always smiles even when the world was against her, Ash had started to fake his bravery.
- Took a Level in Kindness: It's very subtle but in the last game, Ash wasn't very trusting to others who approached Marona due to how they treated her for years and often rebuked her for being too trusting. Now, he's more at eased when Marona interacts with others. Unless you're Apricot.
- Trauma Conga Line: The events of this game were not kind to him. After being separated from Marona Argento takes advantage of his insecurities and turns him into Gray. As Gray, he is forced to commit crimes and attacks Marona on multiple occasions (almost killing her at one point). Even when he's rescued, he falls into a temporary coma. When he seems to finally put himself back together, he learns that Gray has become his own phantom and continues terrorizing people in Argento's name. This eventually accumulates to the climax of Gray spilling out all of his deep insecurities in front of Marona and the Argento Pirates.
- What You Are in the Dark: Ash is the sort of person to keep his feelings in check and taking memories to the grave. However, because he desperately wishes for a way to return to life without harming anyone, Ash believes that he fails not only as Marona's guardian, but as a phantom as well.
Chromas

Walnut is a bounty hunter. He possesses the powers of a Chroma, but is employed as a Chroma Oxide, one who steals the bounties of other Chromas by either defeating the monster assigned to them, or defeating the Chroma outright.
- The Alcoholic: If he's not out on a job, expect him to be taking shots at the local bar.
- All of the Other Reindeer: He was ridiculed by children long ago when he was a child just because he was adopted.
- Bounty Hunter: In a literal sense. He's a Chroma Oxide that lets Chromas take on dangerous jobs, only to swoop in and steal their reward instead.
- Bratty Half-Pint: During his youth, he caused a lot of trouble and beat up children badly for their treatment to him.
- Butt-Monkey: In Another Marona, any time he tries to escape from training with the others, Carona always kindly reminds him by tossing him around like a rag doll before he can blink.
- Didn't Think This Through: His preference for taking advantage of and backstabbing people who are stronger and nastier than him eventually earns him some nasty comeuppance. Messing with Cauldron is what causes him to reach into financial difficulties, which only causes his secret donations towards Castile's treatment to come to a full stop, which forces their parents to work overtime away from home.
- Enemy Mine: Teamed up with Ash and Marona against Sulphur's minions briefly to save his little sister, Castile.
- Heroic Sacrifice: At the end of the game to stop Sulphur.
- Ineffectual Loner: He never had any friends as a child and that hadn't changed as he got older. The only friend he had is Persimmon, who gives him the latest news along with job offers. Also, pissing off Cauldron didn't make things any better for him.
- Invocation: When activating Psycho Burgundy in cut scenes, Walnut chants the following:Fire of battle, reveal my heart! Psycho Burgundy!
- Jerk with a Heart of Gold: You really have to squint, but there are shreds of kindness under the aloof exterior; especially when Castile is a factor.
- Kill Steal: Part of his job description.
- Leitmotif: R&R Junkie.
- Lightning Bruiser: The gameplay style of Walnut (due to his high strength and HP growth). When you first meet him, he is capable of taking out most of Sulphur's minions all by himself. You also meet him again as an ally fighting against Sulphur's minions when saving Castile. Though being said, it's more appropriate to kill him off during battle and take all the kills by yourself. It also fits his loner personality as well.
- MacGuffin: The shell necklace he gave to Castile before he abandoned his family. It eventually was given to Marona by Castile herself.
- My God, What Have I Done?: Indirectly releasing Sulphur to Ivoire makes him feel like shit.
- Mysterious Past: Beyond his orphan status, he somehow knows how to use Psycho Burgundy, which was Scarlet the Brave's Signature Move. It's never given focus by the actual Scarlet if this is meant to be a shocking revelation. Furthermore, in Makai Kingdom, Castille is able to use Psycho Burgundy as well, despite 1) only getting one chance to see her brother using it and 2) clearly not being blood-related to naturally develop the move.
- Nice Job Breaking It, Hero!: Not exactly heroic, but, he dooms Ivoire into dealing with Sulphur by releasing the last ties binding him at the Isle of Evil by using Psycho Burgundy. He didn't know about this.
- Not Quite Dead: His Heroic Sacrifice at the end of the game made it unclear if he survived or not, with Marona and Castile having to go dimension hopping to check. It turns out he ended up in the world of Haephnes and is now going by the name Endorph.
- Parental Abandonment Originally an orphan named Faded, but left his adoptive family so that he wouldn't burden them.
- Playing with Fire: His Psycho Burgundy attack lights his soul on fire.
- Redemption Equals Death: Realizing he inadvertently allowed Sulphur's revival, hijacks Ash's attempt at a Heroic Sacrifice in the finale to commit one himself; stating that only Scarlet's power can drive Sulphur back. It's implied he was instead transported to the ''Soul Nomad'' universe wherein he became Endorph.
- Reincarnate in Another World: Walnut sacrifices himself to stop Sulphur. It's heavily-implied he was actually whisked off to the world of Soul Nomad & the World Eaters and became Endorph.
- The Rival: To Marona and Ash, though Marona doesn't think so (honestly), which infuriates the man.
- The Social Darwinist: Believes wholeheartedly in this and even gloats about it when Marona is turned away by her client.
- Unscrupulous Hero: Walnut debases himself into a Chroma Oxide, all while repeatedly fighting a prepubescent Necromancer to pay for his sister Castile's medicine.
- What the Hell, Hero?: He chastises Marona for taking Chroma jobs and not accepting a reward in return, when that reward money could go toward Castile's medicine—whether through Marona's kindness or because it's available for Walnut to steal.
- Would Hurt a Child: Fights the prepubescent Marona numerous times. Then again, Marona's not a normal child.

- All for Nothing: Sprout's crusade of darkness was doomed from the start - He wouldn't have been able to defeat it anyway since his hatred for Sulphur becomes a medium for it to re-constitute itself.
- Anti-Hero: Sprout is also fighting against Sulphur's legions...by absorbing and weaponizing their darkness instead of working with the rest fo Ivoire for the greater good.
- BFS: The Shiva he wields is nearly as tall as the man himself.
- Body Horror: The shining, most disturbing example in the whole game happens when Sulphur tries to resurrect itself from within his body... and it breaks out from his stomach with multiple twitching tentacles.
- Broke Your Arm Punching Out Cthulhu: Defeats Sulphur when he's manifesting, but the amount of hate he has leads to Sulphur surviving by possessing him. He kills himself in an attempt to stop him, but Sulphur still survives.
- Crusading Widower: The death of his family at the hands of Sulphur motivates Sprout into going to war against Sulphur's minions in retaliation.
- Dark Is Not Evil: For all of his gladiatorial antagonism, Sprout is only on his crusade of evil to try and demolish a bigger one. Some of the kind man from long ago is still in there and Marona can tell.
- Demonic Possession: During the finale, Sprout's attempt to destroy himself and Sulphur at-once backfires; the Eldritch Abomination possessing him to stay alive.
- Dumb Muscle: When he's not seeking revenge on Sulphur, he shows signs of this. Especially apparent in Another Marona.
- Fallen Hero: He was renowned for his sword abilities until the despair of losing his family to Sulphur dragged him down to this state.
- Heroic Sacrifice: "...I am Sprout, master of the Sacred Sword. In death, I have reclaimed my honor."
- Hero of Another Story: Offhand dialog from Sienna implies that until Marona came along, Sprout has been the only one in recent memory actively culling Sulphur's spawn.
- He Who Fights Monsters: By the time of the story, Sprout has long-since devolved into a shadow-hunter that absorbs Sulphur's minions where he can find them, in the process becoming just as ruthless and predatory as them. The only thing preventing him from outright turning to evil is his opposition to Sulphur.
- Mighty Glacier: Sprout is massive, hits like a tank and moves about as fast as one.
- Red Eyes, Take Warning: Sprout has red glowing eyes to signify his malice.
- Revenge: His goal in his life is revenge against Sulphur for the death of his family. So much so that Sulphur manages to take control of his body and feeds on his hatred before Sprout performs his Heroic Sacrifice.
- Taking You with Me: His plan to defeat Sulphur becomes this - He allows the creature to possess him and then tries to destroy both of them through suicide. Unfortunately, his hatred for Sulphur makes a fine anchor for Sulphur to simply revive through him, forcing the heroes to fight the Eldritch Abomination anyway.
- Unscrupulous Hero: Sprout wants to defeat Sulphur just like everyone else, but is willing to steep himself in darkness and hurt others to do it.
- World's Strongest Man: Is recognized as the strongest of the 9 Swords of Ivoire and next to Sulphur, he's the strongest enemy in the story mode.
Ravens
- Big Damn Heroes: Near the end of the game, all of the named Ravens arrive to save Marona and Castile from a massive horde of monsters.
- Boss Rush: During Episode 7, Marona's quest to find the Rainbow Bird for Sienna attracts every major Raven clan to the Island Of Evil. Every map involves Marona fighting a famous Raven to progress, culminating in the Seemingly Hopeless Boss Fight against Raphael.
- Private Military Contractors: Every Raven clan is treated as its own entity and fights for whoever hired their services.
- Promoted to Playable: In "Another Marona," their Phantoms make up the bulk of your starting army; being displaced to the island after the incident that kills everything.

- Demonic Possession: Briefly by Sulphur, but Marona and Ash manage to snap him out of it by defeating his possessed form.
- The Dreaded: Downplayed. Raphael has a menacing reputation across Ivoire and numerous people scapegoat him as the cause of their problems, but he's actually a Nice Guy.
- Face Framed in Shadow: While possessed by Sulphur, his character portrait in the following battle is obscured by shadow to signify something's wrong.
- Gameplay and Story Integration: If Marona somehow wins the Seemingly Hopeless Boss Fight against him, the post-battle scene changes to account for this.
- Heroes Prefer Swords: Heliotrope.
- Instant Fanclub: It is revealed in "Another Marona" story that he has a large dedicated fanclub to him. Luckily, the Raphael in Carona's world wasn't aware of this either.
- Knight in Shining Armor: Raphael fits the trope to a tee - The spitting image of an Ideal Hero clad in bright armor whose "mercenaries" serve as protectors all across Ivoire. Ironic, given his reputation.
- Light Is Good: Raphael uses the light-fueled Heiotrope as his uniqe ability and is the most heroic character in the game after Marona herself.
- Lightning Bruiser: Gameplay-wise, he's basically an improved version of the Knight class, which has the ability to regenerate health over time.
- Long-Haired Pretty Boy: Raphael sports a massive mane of dark-blond hair and is fairly handsome.
- Nice Guy: For starters, unlike virtually everyone else in the world, Raphael is always cordial to Marona and genuinely likes and respects her. When the Elder of Desert Island hires Marona to defeat a rampaging Raphael (a fake) and then uses Loophole Abuse to cheat her out of her pay, Raphael, who heard everything, immediately begins tearing up the place to teach him a lesson.
- Older Than They Look: He was around during the time of Sulphur's chaotic destruction 30 years ago, yet he doesn't look any older than 50 years old. This is mentioned by Marona during the "Another Story" arc.
- Reasonable Authority Figure: Even if all of Ivoire is scared of the fact that this guy can be a threatening individual, he is extremely helpful and cordial to Marona, and genuinely respects her.
- Seemingly Hopeless Boss Fight: When you first battle him at Island of Evil, you're not supposed to win in the fight against him. However, with "failure" dungeons, it is possible to beat him when you first meet as well as getting his sword up to three times.
- Surpassed the Teacher: He believes he did this to Sprout when the man was led astray in his despair and revenge against Sulphur.
- Badass in Distress: While trying to restore his pride as a Raven, he and his team fall victim to an abnormally warm weather at Hinterland Island. Marona and Ash are able to rescue them without letting them know it was them.
- A Father to His Men: He greatly respects his men and will do anything to keep them alive before he kicks the bucket.
- Honor Before Reason: Absolutely despises being helped or defeated by others, especially Chromas and little girls.
- Butt-Monkey: After his attempts to pretend to be Raphael are foiled, he turns into a very goofy member of the Fighting Beasts, always getting injured by his peers.
- Demonic Possession: Sulphur's essence takes over his body while in Desert Island.
- Heel–Face Turn: After his defeat by Marona, he attempts to turn over a new leaf by becoming an actual mercenary, even managing to join the Fighting Beasts.
- Our Werewolves Are Different: At no point do you ever see him or his kind in human form.
- Paper-Thin Disguise: Raphael's famous exploits aren't enough for many islanders to tell the two apart from each other.
- Remember the New Guy?: After being introduced by his team to Marona...she and Ash have no idea where they even met him before.
- Took a Level in Dumbass: His defeat at Marona's hands really screwed him from being just a wannabe poser to the Butt-Monkey member of the Fighting Beasts.
Supporting Cast
- Animal Wrongs Group: He thinks he's protecting monsters, but rarely do they need his help and
- Fun with Acronyms: His organizations outright spells HARM.
- Jerkass: He is devoted to helping rare monsters find peace, but his rash attitude towards them leaves a lot to be desired.
- Take That!: He's a parody of misinformed animal rights activists/organizations such as PETA who preach about protecting animals but are just as if not more cruel than those they're protesting against. The name of his organization is HARM.
- Aw, Look! They Really Do Love Each Other: Towards his brother Hogg. They both treasure their family photos so much despite their bickering.
- MacGuffin: The photo of his family showing him and his brother.
- Rank Up: After he reconciles with his brother, he is immediately promoted to vice president of Bamboo Co. It's unclear if he continued doing circus work.
- Repulsive Ringmaster: Subverted. His catching of Putty definitely frames him as one, but he's revealed to be a Reasonable Authority Figure that's open to dialog with Marona and eventually agrees to let Putty go.
- Suspiciously Specific Denial: He denies being asked if the kid next to him in the photo is his brother, but it is.
- Well-Intentioned Extremist: He puts Putty (Mocha) behind bars and uses him for his circus, but doing so also helps the creature stay safe from the infamous reputation as a Thief of the Forest.
- All of the Other Reindeer: As one of the "Thieves of the Forest", people detest him.
- Poor Communication Kills: He can't communicate with people, so they never realize his kind just wants to keep their stuff safe somewhere.
- Reality Warper: His kind's special skill is to take stuff or even demented essences of pure darkness and whisk it to other dimensions.
- Troll: His kind greatly enjoys taking belongings from people and warping them away from existence for their amusement. It's hard for them to tell those belongings have sentimental values and end up losing them forever. Castile learns they pull items to another dimension for safekeeping, which includes belongings and food supplies. These creatures are only keeping people's stuff safe, but this was seen as stealing, since Putties have poor communication skills.
- Ungrateful Bastard: When he and Castile were kidnapped by Sulphur's minions, she laughed at how he had zero faith in Marona and Ash rescuing them.

Castile is a young girl who lives on the mainland. She is very ill and unable to walk, but she helps ease her pain by writing letters. Through this, she becomes Marona's first human friend.
- Admiring the Abomination: Invoked. Everyone uneducated sees Ash as a menace. She thinks he's cool for being a phantom.
- Badass Adorable: Her Makai Kingdom and Chroma appearance.
- The Beastmaster: Not exactly pronounced, but she is the first person in the world to be able to communicate with Putties using sign language. She exploits this gift in the fight against Sulphur.
- Character Development: She admitted that she ignored having a disease at all, which was the main reason why her family concentrated their earnings on her and held herself back from doing anything. After she receives encouragement from Marona and Ash, Castile starts to work hard to be useful and speak on behalf of others.
- Damsel in Distress: A revived form of Sulphur kidnaps her at the Isle of Healing Waters while she was allowed to go out on her wheelchair.
- Girls Love Stuffed Animals: Her room is filled with them... including Pleinair's stuffed rabbit.
- Happily Adopted: Maybe. The game seems to imply that she's Saffron and Joan's blood child, but in her cameo appearances in other games, she's able to use Psycho Burgundy, which implies a blood relation to Walnut, aka her adopted older brother Faded.
- Heterosexual Life-Partners: For Marona, she is her support and closest living friend and ally. This is illustrated by the fact Carona, who hadn't yet met her Castile, turned into a bitter and jaded individual.
- Hidden Buxom: Not so apparent because of her nightgown. Her outfit in Makai Kingdom and as a Chroma brings it out a little more.
- It's All My Fault: Her condition is what drove her formerly rich family poorer to an average family to pay for her treatments, which is often a topic that saddens her greatly. Even more so when she blames herself for her older brother Faded deserting the family, though that is not exactly the reason.
- Living Emotional Crutch: Emphasis on Living. When 99.9999999999% of the world will turn Marona at the slightest provocation, she will always be that 0.0000000001% that never turns her back on her.
- MacGuffin: The shell necklace she gave to Marona was given to Castile by her brother Faded.
- Mysterious Protector: Unbeknownst to her and her family, her older brother has been secretly funding and paying her treatments from the shadows. When his money is taken away, it forces Castile's parents to work away from home to keep up with the payments.
- Nice Girl: Incredibly selfless, proper, and an all-around good friend to have for support.
- Playing with Fire: Like her brother, she has the Psycho Burgundy ability.
- Promoted to Playable: In the rereleases, a future version of Castile is able to join Marona on her adventure as one of her Chroma. This same version is included with the first Downloadable Content pack for Lost Hero.
- This Is Unforgivable!: She finally has had enough of listening to Indigo's writer Filbert badmouthing Marona that she decides to complain to the newspaper team about him.
- Throw the Dog a Bone: Became Marona's first true friend and eventually Carona's, in her world. Her future self also regains the ability to walk again.
- Took a Level in Badass: In subsequent appearances, she is cured of her illness and develops the Psycho Burgundy ability.
- Black Market: What his profession entails to.
- Honor Among Thieves: Despite his apparent profession of setting Walnut up with dirty jobs, and at least some part in the attempted murder of Marona and Ash, Persimmon comes across as an entirely sympathetic character and—at least when standing next to Walnut—one of the good guys. He has apparently saved Walnut's life repeatedly, even when all he gets for it is a punch in the beak, and always seems to have Walnut's best interests at heart. He even gets the final shot in the credits.
- Only Friend: The only person who Walnut opens up to...for a certain definition of "opens up".
- Pals with Jesus: With Scarlet the Brave.
- Reasonable Authority Figure: Very rich and certainly very nice to people, even to Marona after learning about her reputation.
- Aw, Look! They Really Do Love Each Other: Towards his brother Hamm. They both treasure their family photos despite their bickering.
- McGuffin: While he and his brother are at odds with each other, deep down he treasures him so much that he is willing to go back into his phantom-infested building all the way to the top floor to retrieve the family photo with him and his brother.
- Well-Intentioned Extremist: He tried to raid Verdant Guardian twice and eliminate the Putties to expand his company and the medical efforts for ill patients. He didn't care about the Putties, but did so for battling illnesses.

- Cassandra Truth: She tried to rally some of the island elders to fight against Sulphur and Marona's plan, but they scoff it off because they are expecting Scarlet the Brave to be a strong man and not a woman with a broken leg.
- Hidden Purpose Test: Highly implied. When Marona accumulated enough bordeaux to buy Phantom Isle from Sienna, she declined the money offer and instead sent her to the Isle of Evil to retrieve the Rainbow Bird (along with the Fighting Ravens). At the end of the episode, it was revealed that Sienna actually owned the Rainbow Bird from the beginning and she intentionally set it free so she can learn more about Marona as a person (the Rainbow Bird escaping was most likely the reason for Sienna to give Marona full ownership of Phantom Isle, as she expected her to release the Rainbow Bird or give it to someone else rather than giving the bird directly to her. And besides, the bird escaped from its cage because Marona, being the nicest girl in Ivoire, decided to give up the ownership of the Rainbow Bird to Walnut after beating his ass along with reviving him, feeling that Walnut deserves the bird for a certain reason).
- Interspecies Romance: With an Owlman, who was killed by Sulphur. His death caused Sienna to (nearly) seek the path of darkness similar to Sprout. Fortunately enough, Marona and Ash were sent back to time and prevented her from doing that, thus creating a Stable Time Loop. Oh yeah, the owlman's spirit thanked Marona and Ash for getting her out of the path to darkness.
- Living Legend: She's actually the legendary Scarlet the Brave, a Brave who had defeated Sulphur 30 years ago.
- Nice Girl: In fact, she is one of the few adults in the game that didn't discriminate against Marona for her ability.
- Playing with Fire: She has the Psycho Burgundy ability.
- Samus Is a Girl: Scarlet The Brave is a girl!
- Tomboy: "I used to be quite the tomboy, but I'm hardly a man."
- Walking Spoiler: Her true identity as a past hero.
- Affectionate Nickname: After the scuffle with Marona, he falls in love with her cuteness and calls her "Maronakins". He is smitten when she calls him "Papa Cauldron" back.
- Amazon Chaser: A rare nonromantic/nonsexual case. He's nuts for his "Maronakins" after she soundly defeated all his hired mercenaries.
- Bumbling Dad: Invoked to Marona.
- Consummate Professional: While a bit emotional, he's not one to let it get in the way of business. He doesn't hold a grudge against Marona after she beat him fair and square, and he doesn't care that she's "possessed" or hangs around with Phantoms — only that she can get the job done (and that she's adorable). He did promise to ensure that Walnut would never get another job, but that was because the man was a clear liability.
- The Dreaded: He has a big name in Ivoire, so much so that messing with his business plans is enough to put a Chroma out of a job.
- Instant Fan Club: For Marona. It does take off with time.
- Jerkass: He initially tried to buy Phantom Isle from Sienna, not caring one bit he would have to drive Marona away from there. He also didn't care about killing her with the many Ravens he hired.
- Jerk with a Heart of Gold: That said, once Marona obtains the rights to Phantom Isle and is no longer her rival, he's far more affable and becomes a doting grandfather figure to her. Those who are against his Maronakins, however, have to watch their backs.
- Nothing Personal: Ultimately, it was simply his reputation as the Island Collector that led him into conflict with Marona. Once the whole Phantom Isle deal was over, he's much more affable towards her and Ash from then on.
- Papa Wolf: Towards Marona. Insulting her name forces him to defend her by threatening others.
- Unwitting Instigator of Doom: After he blacklists Walnut, this causes Walnut to stop secretly funding Castile's treatment, which forces her parents to take on more jobs away from her home, which causes Castile to get kidnapped by monsters, and ultimately leads to Walnut taking his frustration on Marona and inadvertently unsealing Sulphur from his seal.
- Violence Is the Only Option: The first rule of the Marona fan club is "don't let others talk smack of Marona" or else you need to beat them up for it to spread a good word about her. Ash is mortified.
The Lord of Terror
- As Long as There Is Evil: Or great amounts of it will cause it to keep coming back.
- Big Bad: Of the game, being the primary Eldritch Abomination that has everyone terrified.
- Dark Is Evil: It's a creature of innumerable darkness and has nothing but evil intent for Ivoire and everyone in it.
- Demonic Possession: Sulphur is such a dark force that its essence can possess people and can even use them to cheat death.
- Diabolus ex Nihilo: Nobody in the game seems to have any idea where he came from or exactly what he is.
- The Dreaded: Everybody is terrified of it, and most assume its arrival means the end of everything.
- Eldritch Abomination: It's unclear where Sulphur comes from, it barely adheres to standard physics and its mere influence is enough to drive people homicidally insane. Its minions are much the same, ranging from hulking monstrosities resembling their master to hostile eyeless mouthpieces that can possess corpses and bodies.
- Emotion Eater: Survives a defeat from Sprout by possessing him through his hate.
- Evil Tainted the Place: Invoked. Walnut's over-usage of Scarlet's power breaks Sulphur's seal, allowing the creature to turn the Island Of Evil into an Eldritch Location.
- Final Boss: Of the main story mode. Also of Another Marona, alongside God Eryngi.
- Flat Character: It exists exclusively to be an antagonist to fight and other than its hatred of Scarlet has no character to speak of.
- Gameplay and Story Integration: It's second revival happens through Sprout even while he is dead. It could be said it lives because it is confined to Sprout's dead body.
- Generic Doomsday Villain: It's an Eldritch Abomination that wreaks havoc, has no characterization, and doesn't even talk save for one moment where it barely utters Scarlet's name. There, its voice echoes and has a sound tinged with metal.
- Herd-Hitting Attack: Can cast the Omega tier of every attack spell and almost all of its unique attacks cover wide swathes of the battlefield.
- Hijacked by Ganon: Argento may have been the one instigating the plot, but it wouldn't have had happened if he didn't use Navy Jones to corrupt Argento into a man obsessed with "saving" phantoms. Marona, Ash and Urumi are all able to tell that Sulphur is a heavy influence to a lot of the current problems.
- Possessing a Dead Body: Sulphur's Summons can jump into corpses and puppeteer them.
- The Voiceless: Mostly, anyway. The only thing it ever says is the name of the person who defeated him. By the sequel, Sulphur can speak through possessed phantoms.
Introduced in We Meet Again

- Alternate Universe Reed Richards Is Awesome: Carona happens to be far more competent and stronger than Marona. This is highlighted further once you get her phantom after beating the Another Marona storyline; she is statistically a better version of Marona. Not only that, you can summon Carona's phantom into battle and then use her to confine other phantoms. This is useful in many Dungeon runs where Marona starts off in a level where she cannot physically reach the area.
- Age-Inappropriate Dress/Stripperiffic
- All of the Other Reindeer: Her situation is much worse than Marona.
- Apologetic Attacker: In the (supposedly) Hopeless Boss Fight when you first meet her.
- Anti-Hero: Type III with some degree of Type IV.
- Badass Adorable
- Red Oni, Blue Oni: She's the blue oni to Marona's red.
- Break the Cutie: Due to her not having the miracles that Marona had — most importantly, Ash's revival as a phantom.
- Combat Medic: Carona has the physical strength Marona lacks while having enough Healing experience (though less than her other self) to qualify.
- The Cynic: Without people like Ash or Castile as a Morality Pet, Carona was forced to develop a thick skin to cope with a world that hated her; leading her to assume the worst in people ala Walnut. Of course, Marona is Marona - despite her gruff exterior, she's kind enough deep down.
- Darker and Edgier: Is this compared to Marona.
- Dark Is Not Evil: Looks the part of an Evil Twin of Marona, wearing a sinister cape and wielding an evil-looking sword. She's actually an Anti-Hero being blackmailed into working with God Eryngi to save her world and was simply trying to save whoever she could.
- Do Not Call Me "Paul": Justified, to avoid confusion between herself and the other Marona.
- Deadpan Snarker: She's got the verbal bite of a hardened cynic and will rail on the others if given the chance.
- Dub Name Change: Her name in Japan is Kuronenote . Because Marrone became Marona in the U.S., Kurone had to go through a similar name change.
- Dull Eyes of Unhappiness: Unlike how expressive Marona's eyes are, Carona's eyes lack definition.
- The Eeyore: Carona is a sullen girl who very rarely jokes around or smiles. Understandable, given she's had a much harsher life than Marona.
- Good Is Not Nice: Carona is trying to save her world by working with the Merchant Of Death; having failed against her world's Sulphur. This would involve either making the others into Eryngi's slaves or trading their world's fate for hers.
- Heel–Face Turn: Subverted, she was actually trying to save her world from the start. She was forced to be a slave of God Eryngi to prevent him from killing everyone in her world. Eventually played straight, after Character Development.
- Ineffectual Loner: Played for Drama. Carona didn't have any of the miracles Marona had in her life. Ash wasn't around to be her Morality Chain and growing up alone in an unfeeling world with cursed powers shattered Carona's psyche; forcing her to become a Chroma Oxide to survive. When it came time to fight Sulphur for the fate of her world, she lost and only managed to prevent the end of the world by shackling herself to God Eryngi. However, her time as The Mentor to Marona and her allies during the game opens Carona's heart and through the bonds she forges, she's convinced to rebel against Eryngi. No longer alone, she's finally able to save her world and ends the game about to befriend her world's Castile.
- I See Dead People: Same as Marona, naturally.
- Kill Steal: She is a Chroma Oxide, but according to Carona, she only steals Chroma rewards from "bad people" like Walnut.
- Mentor in Sour Armor: Carona puts the heroes through Training from Hell whilst snarking at and insulting them along the way; partly out of pettiness towards how her world's heroes treated her and partly per The Plan to enslave the group to God Eryngi to save her world. However, there's moments the facade slips and Carona briefly becomes the sad scared little girl she is deep down. All things considered, the heroes are understanding.
- Morality Chain: Not a straightforward example, but taking Ash away from her exposed her to the full raw hatred of the world and made her a very bitter girl.
- Necromancer: Just like Marona, Carona can weaponize the dead against her enemies. Unlike Marona, this also includes shadows of Sulphur.
- Not So Stoic: She has a cynical, sullen, and bitter personality and is often calm most of the time, but she did break down when Eryngi threatened to summon Sulphur into her world and kill everyone there with the Magenta Core. While Eryngi tried to reason with her on saving the world where everyone hated her, she decided to turn against Eryngi because she finally realizes that she isn't alone.
- One-Man Army: Since she was raised in a world without Ash around, it is safe to assume something like that. Though an interesting subversion is on maps where you actually fight her, as you also have to fight other groups of monsters along with her.
- Pay Evil unto Evil: The reason why she made Raphael, Sprout, Walnut, and the Raven Captains fight against their own bodies confined with Sulphur's minions.
- Save This Person, Save the World: What her presence in the background amounts to. Marona actually died alongside everyone else; Carona had been extensively Confining her since the mass-death phenomenon started in the hopes of training her and Phantoms into slaves for God Eryngi. She continues to do so after her Character Development to help everyone else defeat God Eryngi.
- Stripperific: Plays this very straight without the cape as seen above.
- Technical Pacifist: Like Marona, she "can't abide violence."
- Throw the Dog a Bone: After the events of Another Marona it's implied that she meets her world's Castile.
- Training from Hell: Forced Marona and the heroes into this.
- Tragic Heroine: Her life was far harder than Marona's - Ash wasn't there in her world, and in the original final battle against Sulphur, she fails and is forced to be a slave to Eryngi. If the events of Another Marona didn't happen...
- Willfully Weak: She was using her advanced Confine on Marona the whole time.
- Wise Beyond Their Years: Justified. Without Ash to ground her, Carona was forced to adapt to a harsh world; turning her into a pragmatic Chroma Oxide to survvie.
- You Are Not Alone: The reason why Carona turned against God Eryngi at the end.
Introduced in The Lost Hero
Allies
A lonely Phantom girl from the Argento Pirate Crew who wishes to find her lost father and revitalize their crew. Being unable to talk to anyone for years prior meeting Marona left her a Shrinking Violet.
- Awful Truth: Discussed. She fears knowing what could've happened to her father after years of not returning from fighting the Shipwreck Fleet.
- Badass Adorable: As much of a Nervous Wreck she is, she's a very good fighter in her own right.
- A Child Shall Lead Them: Hesitantly takes over as the crew's captain in her father's absence once Wico hands over the position.
- Chronic Self-Deprecation: Has a low opinion of herself, which only got worse once she became a phantom unable to talk to anyone for years.
- Combat Medic: She is a powerful fighter in her own regard but comes with a healing spell and a revive spell later on as she levels up allowing her to perform tasks that Marona might not be able to do (such as if she gets KO on the map).
- Cowardly Lion: She's a capable fighter, but she suffers from low self-esteem and can't bring herself to face some dangerous situations, especially if it involves the chance to lose someone else important to her (like Marona) and be left alone all over again. Thankfully, the first time she runs away, Marona cheers her up. The more courageous parts of her show more often as the journey progresses and she gains more confidence thanks to Marona and her crew.
- Cute Ghost Girl: When Marona confines her into the realm of the living, everyone forgets that she's a phantom. Some of the adults see her as a child playing pirate...until she tells them who her dad is.
- Daddy's Girl: It's apparent to everyone around her how attached she was to Argento and what it means for her to reunite with him again.
- Dare to Be Badass: Shows it in one of her battle quotes. When using her level 50 attack, at first she will say that she is almost as good as her dad while using it, but then after a few more chapters/levels she will outright state that she intends to be even better than him.
- Grew a Spine: At times at first. After she and Marona beat Rouen at his full power, she starts to loudly berate him for pretending to be her father and terrorize his hometown, which is a contrast to how she had just run away from him when he was about to fight for real. It only gets better for her as the story goes on and she eventually grows out of her Cowardly Lion phase all but completely after accepting and winning a proper duel with Mayfair. Her voice lines in battle even change to show her Character Development from that point on. She can still get flustered and embarrassed at times, but not even learning her father is the true villain is not enough to shake her for too long as she leads the crew against him.Apricot: *Nervously on her turn before the duel* I'm not scared... I'm not scared...Apricot: *Confidently on her turn afterwards* I'm not even a little scared!
- Harmful to Minors: She's a child phantom, which already means she experienced trauma before her death. She witnessed Rouen and her mother be killed by the Lost before she too is critically injured by it.
- Hidden Depths: Wico is shocked to learn that Apricot is an accomplished swordswoman (the info on her even states she can rival Ash's swordsmanship), though she explains she self-taught herself for years of not being able to communicate with anyone.
- Infinity +1 Sword: Argento's sword can be passed down to Apricot after the main game is beaten. It requires a LV 1000 M Ore to refine the sword. While anyone can wield the sword, the achievement board acknowledges it as Apricot's sword.
- Invocation: Once Apricot is able to get a handle on her powers, she activates it in cut-scenes with the following chant:Melancholy spirits, may peaceful dreams clear your skies! Daydream!
- Jack of All Trades: Not only is Apricot good with the sword. She's able to wield the majority of the weapons in the game with extreme efficiency (lance, halberd axe and hammer) effectively setting her apart from Ash.
- The Leader: She is appointed as the leader of the Argento Pirates much to her dismay. Over the course of the game, she falls into this role until she's able to stand proud as captain.
- Loophole Abuse: The pirate code states that loyal crew members to a pirate captain who suddenly decide to rebel against their captain must be put to death if so. To reign in Rouen, who ordered her and Marona to leave him to fight Juan, Tooty, and Threeve despite their wishes, Apricot brings up the code since she (by default) became the new captain of their crew. Rouen actually finds it funny since he never really did stop being first mate, so he happily obeys Apricot.
- Nervous Wreck: Next to being a Shrinking Violet, she often stutters a lot and has trouble talking to strangers. Character Development sees her grow out of this eventually.
- Never Be Hurt Again: Once Rouen was about to fight her and Marona at his full strength, she got scared and ran away. Marona learns that Apricot did so because she was so afraid of losing someone else and be left alone all over again, but Marona reassures her that, while she herself is also afraid, she can still push forward to see things through. This helps Apricot fight back against Rouen.
- Putting the Band Back Together: The slow disbanding of the Argento Pirate Crew is a goal she wishes to reverse back to their glory.
- Sacrificed Basic Skill for Awesome Training: Justified as she was unable to communicate with anyone after her father left three years ago. She put all of her effort into using the sword correctly when she finally can leave the island. As a result, her communication skills are lacking at the start of the game.
- Shrinking Violet: Years of being a Phantom unable to talk to anyone caused her to become rather shy.
- Smarter Than They Look: Apricot has shown to be very observant despite being seen as a naive child. She's able to figure out immediately that her father is behind the phantom kidnappings once her name is mentioned by the culprit. She's not thrilled with her deduction.
- Took a Level in Badass: Zigzagged. Becoming a phantom made her eventually take on swordplay just to pass the time, becoming an adept swordswoman rivaling Ash's swordsmanship. On the other hand, she became awfully lonely and too shy to talk to others until Marona came along. As the story progresses, she begins to take up the mantle of the crew's captain (in her own un-piratelike way).
- Trauma Conga Line: The poor girl had a terrible life after she became a phantom. She witnessed Rouen and her mother be killed before her by Lost before she too is severely injured. She stays alive long enough for Argento to find her, but as she's about to die, he turns her into a phantom. Her father is the only companion she had for two years, but once he leaves on a mission without returning, Apricot is stuck on Skullrock Island with no way to stop the Argento Pirates from disbanding and becoming a shell of its former self. She trains in the sword because it's the only thing she can do, but she her misery is expressed in her past self. Had Marona not washed ashore, she probably would have become Lost.
A phantom wolf beastman and right-hand man to Apricot's pirate captain father of the Apricot Pirate Crew. Nihilistic and full of sarcasm towards even Apricot, he is actually kind.
- Camp Straight : He's narcissistic, obsessed with appearances and was in a relationship with a princess of a fallen kingdom.
- Deadpan Snarker: Not even Apricot is safe from his cynical comments.
- Demonic Possession: Non-demonic example. As an experienced phantom, he's able to take possession of life-sized dolls and pretend he's someone else who's alive to the oblivious, but he can't keep using them for long because he lacks a special connection with them. On the other hand, he has a figure that resembles his living form that does help him in tapping into his full power (but it's implied that he loses it after it's become too damaged from the last battle against the girls (who use Confriend to overwhelm him)).
- Face–Heel Turn:
- Invoked. While he is incredibly convincing as a criminal pretending to be Argento terrorizing Basic Beach that he didn't think twice about beating Apricot at his full power even, it was all a ruse and his way of keeping the captain's home island safe from other pirates. That being said, he was more willing to aid his captain, but he was not about to let his captain's own daughter take him down and ruin his own plan.
- He tries to invoke this again when he quits the crew and goes to be with Princess Orange. Apricot does not take it well.
- Fragile Speedster: He's incredibly fast and has a high dexterity, so he'll likely attack first in the group. He also has a 30% of acting again. The problem is that he's rather fragile and will go down rather easily against bulky enemies who don't get taken down immediately.
- The Gadfly: He likes to tease Apricot by calling her "Princess" from their days when they played make-believe, much to her chagrin.
- Jerk with a Heart of Gold: Despite his nihilism, he's not the right-hand man and second-in-command of the crew for nothing, and he tried to protect Apricot despite being killed for it. He was also adored by other members of the crew, as Wico can attest whom Rouen looked after due to Wico's constitution. He holds great respect towards Argento, despite not liking to be upfront with his feelings. Though his first impression is very shady, this still holds true when meeting him for the first time. Playing the role as a rogue Argento was his way of protecting Basic Beach in Argento's stead from other pirates, as that was the only thing he could do much as a phantom while also keeping Argento's Uncertain Doom a mystery.
- The Lancer: He's not Argento's right-hand man for nothing. Even as a phantom, he learned the ins and outs of phantom skills, allowing him to terrorize Basic Beach while pretending to be Argento as his way to protect the island from being taken over by someone else.
- Love Makes You Dumb: Despite being the smartest in the group, when Princess Orange is temporary revived, he loses any sense of logic and sides with his former lover. He even turns on the Argento Pirates and quits the group to stay with her longer.
- Love Redeems: Ironically enough, passion for Orange also gets through to her when she is at the risk of becoming lost and helps him come to his senses in turn. After losing to the crew and seeing the Princess's condition, he decrees that he will become lost with her so they can be together, a revelation that Orange does NOT agree with as she snaps out of her Love Makes You Crazy condition for a bit. This, and a quick What the Hell, Hero? wakeup call from Apricot convinces him to help snap her out of it for good as he rejoins the crew.
- Mythology Gag: Chapter 2 involves him pretending to be Argento and terrorizing the first island settlement (in the guise of a werewolf); the same plot from the previous game with Bijou the werewolf pretending to be Raphael.
- Older Than They Look: By beastmen standards, he's still relatively young, but he's a phantom that has been around for more than 200 years.
- Only Sane Man: Compared to the other members of the crew, Rouen is much more cautious and less likely to take leaps of faith or put trust in others. This cautious nature does help the crew out a lot since he can pick on things the more innocent members cannot. By that same token though he sees that their trusting natures are also the reason they can accomplish things he cannot. They may drive him nuts at times, but he cares for them and helps keep them on track when necessary.
- The Narcissist: One random quote of his has him complaining not to ask him about his age...or weight.
- Number Two: He is loyal to Apricot's father and will not hesitate to defend his honor.
- Poor Communication Kills: Almost the entirety of Chapter 2 could've been avoided if he had told Apricot and Marona why he was terrorizing Basic Beach, but just to prove how awful his communication skills were, his Undying Loyalty towards Argento was that far stronger than bothering to tell Argento's own daughter about it...and attempting to beat her up for it.
- Something Only They Would Say: Upon being called "Princess," Apricot finds out that the werewolf terrorizing Basic Beach is Rouen as a phantom possessing a puppet.
- Survivor Guilt: Rouen was bitter of being the only survivor of his kingdom after failing to save his princess and family. He wandered around as a phantom looking for a purpose in life. While Argento temporary gave him a place, it's not until he meets Marona and joins Apricot that he re-thinks this way of thinking and is able to defeat his past self.
- Tall, Dark, and Handsome: He certainly is handsome by beast men standards to the point he doesn't want to answer what his age or weight is. In a few cutscenes, the view even has to pan down if it's Marona and Apricot talking just to show how tall he is compared to them (then again, they're both little girls).
- Tough Love: His devotion to Argento is so strong that he was willing to beat Argento's own daughter if it meant he could stay put and protect his birthplace from other pirates by terrorizing it himself.
- Voluntary Shapeshifting: Through Confriend, fusioning with Marona turns her into a wolf girl.
- What the Hell, Hero?:
- Apricot is in disbelief when she finds out that Rouen went rogue by terrorizing Basic Beach (her father's birthplace) and, once beating him a third and last time, scolds him harshly for it. He is way too late to explain himself why he was really acting that way before Juan, Tooty, and Threeve realize the deception and try to conquer the island themselves. Then again, it was his fault for not explaining himself sooner.
- Happens again when dealing with the revived Princess Orange. He would willingly quit the Argento Pirates if it meant spending a little more time with his lost love. He also knows she's no longer the same person he fell in love with and still insisted on going with her. Naturally, the crew is disappointed with his mindset.
- Well-Intentioned Extremist: His terrorizing of Basic Beach was a ruse to keep other dangerous pirates from truly pillaging Argento's birthplace so everyone would be fooled into thinking Argento was still around. He'd have done things more differently if it hadn't been for the fact that he was a phantom with very limited choices. Not that he'd admit it, though, but he is very convincing on his pretend role that he was willing to beat Apricot for it.
- Would Hurt a Child: Although Apricot was already Dead to Begin With, he wasn't about to let her go without a fight once he tried to use his full power all for the sake of keeping his identity hidden to keep Basic Beach safe.
A Phantom of the young former queen of the Hasara Kingdom. Due to her inexperience ruling her country through bad political decisions, she was killed in a coup d'etat.
- A Child Shall Lead Them: Unfortunately for her, she was very incapable of leading her kingdom that she got killed by unsatisfied citizens. It turns out later that she killed herself before they could even lay a finger on her.
- All Love Is Unrequited: Henna seems to have fallen in love with Rouen over the course of the game, but because he hasn't gotten over his love for Princess Orange, she decides to keep her feelings to herself. She laments to Marona about how cruel it is to find a nice guy but for him to be taken.
- Charm Person: Her Opera Mauve ability allows her to compel those affected by it to follow her command.
- Combat Pragmatist: Henna isn't afraid of using her truth spell powers and sleep spells on the innocent if it helps benefit the group.
- The Glorious War of Sisterly Rivalry: At first, this seems to be the case when introduced and Cleo is on the throne. Then you find out later how one-sided it is on Henna's side. Because of how much she struggled being the queen, she started resenting her sister after death. Henna is able to realize how petty she was and defeat her past self.
- Heroic Suicide: The coup ended with her killing herself in order to save Cleo from the wrath of her evil advisor on top of keeping the bracelet that recognized her as the Queen of Hasara.
- I Just Want to Be Free: One of her biggest reasons for turning into a phantom was because she hated being trapped as a queen that wasn't appreciated compared to her mother, and unable to do anything she enjoyed in her life, wanting to go on adventures as a pirate like Argento. She fully makes it clear to everyone when she joins the party and becomes a much happier person as a result while her sister takes over like she wanted.
- It's All About Me: Her past self shows that this mentality is what lead to her people hating her and eventually leading into the coup. Henna admits this at the very least when dealing with her past self.
- The Gadfly: She likes teasing Rouen due to his status as being the oldest member in the group.
- Never Be Hurt Again: Given what she went through, she developed a disdain for people wanting to help her, because their trust can turn into betrayal in her eyes.
- Precocious Crush: She was in love with Argento, which was the reason she even let her kingdom become part of his territory.
- Shipper on Deck: She gushes over Rouen's tragic love life and pushes him to be honest with his feelings. Funny enough when Princess Orange does return, she is anything but supportive due to the current situation. Not to mention, Henna herself caught feelings for Rouen.
- Squishy Wizard: She has an incredibly high magic stat, but she's not the fastest to act on the map and will die pretty easily if an enemy gets to her before she can.
- Taking You with Me: Attempts this against her own mother by becoming Lost and destroying everything around her. Not only do the Argento Pirates stop her, but Patra calls her out that this is the equivalent of throwing a temper tantrum.
- Unreliable Narrator: Implied when it comes to her talking about her ruling Hasara when she was alive. While it's obvious she was betrayed by those closest to her and died in the coup, her mother implies that because she wasn't taking her job seriously and threw temper tantrums when people compared Henna to her mother, she ended up making bad decision after bad decision. It didn't help that her advisor was sabotaging her, but she could have salvaged her reputation had she hadn't given her people a reason to hate her. Her past self also confirms that she wasn't being truthful to the group when they first met her.
- "Well Done, Daughter!" Girl: The real reason she became a phantom wasn't just because she was concerned for her little sister, but mainly due to her resentment toward her mother.
- What the Hell, Hero?: The Argento Pirates call her out after she reassures them she's not going to do anything crazy and then proceeds to try and turn into a Lost to deal with her mother and the Hasara soldiers. Not only would this have made the situation worse, but would only confirm to the people why they couldn't trust her in the first place. She's able to calm down after being called out.
- Why Did It Have to Be Snakes?: Henna is fine with small bugs, but she can't handle big ones. She returns to phantom form when she is surrounded by them.
An extremely powerful Phantom kid of Snowfall Island who's able to control the climate and has killed the island's inhabitants.
- Accidental Child-Killer Backstory: It's established that as the devil of Snowfall Island, he lead children to their deaths. He didn't realize he was in control of the weather and ended up freezing the children lost in the blizzard when trying to help them. However, his past self implies that Urumi was aware after the first few children were killed and kept going afterwards because he was lonely.
- An Ice Person: He manipulates ice and is strong enough to bend the climate to his will.
- The Atoner: After he joins the Argento Pirates, he strives to make amends for all the problems he caused.
- Bad Powers, Good People: Suffers from this as he really is a kind and gentle kid but his dangerous powers are unstable and took the lives of others that he was actually trying to help. Some training in the Jones Pirate Crew under Gray and Mayfair help him get a hold on his powers so he can use them properly when he joins the Argento crew.
- Berserk Button: He has a VERY quick-trigger reaction to people who try to ruin the relationship between parents and children. Navy gets hit with a blow to the side when he tries to pretend to be Argento while possessing him for pushing this. Likely a result of his Survivors Guilt.
- Blessed with Suck: Urumi failed to become a Lost due to not realizing he died early on. Yes, he's able to control the weather and is one of the stronger characters in the group, but that's at the cost of knowing that all the children he tried to save ended up dying because of his inability to control his powers.
- Blood Knight: Despite calming down, he never got over his desire for fighting. It does worry the group given how he's usually the first one to suggest violence to settle a conflict.Urumi: Lets go crazy, Marona!Marona: But not too crazy...
- Combat Pragmatist: He doesn't care about your villainous speeches. He will attack you mid-sentence if he sees an opening.
- Cursed with Awesome: He's able to control to control the weather despite being seen as dangerous.
- Cute and Psycho: He starts developing into more unhinged dialogue after joining the crew. Most of the time, the group agrees with who he wants to beat up, but other times...
- Dead All Along: Urumi didn't realize he was dead the entire time despite his appearance changing and gaining inhuman powers.
- Deadpan Snarker: On top of his threats, Urumi starts becoming witty as time goes on.
- Detect Evil: One of his secondary abilities as being a powerful phantom is being able to detect the presence of evil, specifically the evil aura of Sulphur. He's able to recognize immediately when Henna's mother and Rouen's lover are being controlled by someone else by the presence of evil.
- Face of an Angel, Mind of a Demon: Inverted. Despite the horns and red eyes that wouldn't make him look out of place in a Disgaea game, Urumi is a very kindhearted young man. Unfortunately his powers tend to go out of control when he gets upset.
- Hair-Trigger Temper: He's quick to anger and that often means losing control of his powers. Even after he calms down, he still has his moments of angry outbursts.
- I Just Want to Have Friends: Urumi was so desperate to make friends that he had no problem killing the children on Snowfall Island to create companions. Urumi admits to his past self that this is his biggest sin and wants to atone for it.
- Kill It with Ice: His favorite method of killing. His most powerful skills are ice based and hit a huge area on the map.
- Lightning Bruiser: Urumi is incredibly fast on top of being incredibly bulky. He has a huge AOE special that does a lot of damage on top on top of his high dexterity.
- Parental Abandonment: For the longest time, Urumi believed that his parents abandoned him to his fate and it partially contributed to his transformation as a phantom. He's only semi-correct. His mother is still alive, but she's the Chief of Icefall Island and in order to hide behind the fact she failed to protect her own child, she told the village that he was a devil and to stay away from him.
- Pint-Sized Powerhouse: He looks as young as Marona and Apricot, and yet he's a force of nature.
The big sister-like leader of a certain pirate group who dearly loves her crew as her own family and fiercely protects them.
- Death Is Cheap: Despite her Heroic Sacrifice, Ash mentions in the next chapter how Mayfair is probably a phantom now and will return to them in a bit. Cue, she gets the hang of being a phantom and jumps right back into the battle with Argento.
- A Father to His Men: Gender-inverted as she's very motherly to her crew. She adopts people into her group when they have nowhere to go and also prioritizes their safety like they are her family. In return, they become fiercely loyal to her that even after her death, they continue to fight hard in her name.
- Guest-Star Party Member: She joins you as a yellow unit in a few chapters. While a yellow unit, she can still attack you, but her AI will prioritize the objective of the map such as stopping Urumi's rampage.
- Heroic Sacrifice: In Chapter 12, she goes out to rescue her crewmates who had their souls stolen by Argento. When she learns he fused them into a massive Lost beast, she goes ballistic and burns through her life force to rescue them. The Argento Crew arrive in time to help, but Argento distracts them with a fake to try and escape. Mayfair has none of it and stops Argento and frees her crew's souls with one last Psycho Burgundy, but it burns through her remaining life and she dies after consoling Marona about how family cares and supports each other, including her and Ash. Fortunately, phantoms are a thing in this world and she returns as one right before the final chapter as the Sixth Hour Ranger of the party.
- Hidden Depths: Right away when she's met, she uses the Psycho Burgundy move, hinting a relation to Scarlet the Brave and maybe Walnut as well.
- Hot-Blooded: Oh my yes. Unlike Walnut before her, she is loud, brash, quick to resort to violence, and will go full tilt on anybody who crosses her. She loves a good brawl and competition, shows no mercy to anyone who earns her ire for messing up her crew's reputation even if they are crew members themselves, and Scarlet help you if you are dumb enough to hurt her crew yourself. Argento finds this out the hard way.
- Jerk with a Heart of Gold: Despite clearly owning up to her pirate heritage and credence, Mayfair is very friendly to those who earn her respect and cares very deeply for her crew. She loves touching stories about people looking for and after their loved ones enough to be brought to very messy tears, does not tolerate dishonorable actions such as poaching, even among her own crewmates, And after Apricot and Marona and their friends prove themselves to her, she happily agrees to the alliance they suggested to take on the shipwreck fleet and is a stalwart ally from that point on.
- Mighty Glacier: Has a large amount of HP and attack and sticks around for a while when confined. Unfortunately, this is at the cost of a horrible jump height that may hinder her from traversing higher ground.
- Playing with Fire: The majority of her attacks are fire based. She also can use Psycho Burgundy.
- Prone to Tears: It doesn't take much to make her cry. Whether it's a tragic love story about the dead princess who sent her last letter to her lover or witnessing the close bonds between people who are like family. She will start bawling her eyes out and won't stop for a bit.
- Signature Move: She knows how to use Psycho Burgundy.
- Spanner in the Works: Her attack on the Shipwreck Fleet to save her crew caused Argento's plans to be backed up a bit after losing a large portion of his phantom army.
- Taking You with Me: Attempts this on Argento. It doesn't work. It does save her family though and set the villains plans back though.
Other Characters
The captain of the Argento Pirate Crew and Apricot's father. He's a very renowned pirate across the seas.
- A Father to His Men: He was a very caring captain who looked out after his crew. Apricot, Rouen, and Wico have fond memories of him.
- Disappeared Dad: He went missing 3 years prior the events of the game after he went alone to fight the Shipwreck Fleet.
- The Dreaded: As the captain who once defeated the Shipwreck Fleet, other pirates fear him besides thinking highly of him.
- Papa Wolf: Everyone remembers how protective he was to Apricot when he was still around.
A frail crewmate of the Argento Pirate Crew who was left in charge by Argento in the latter's absence...until Wico was forced to make ends meet.
- The Chains of Commanding: Argento's disappearance over several years forced Wico to become the acting captain of the crew that was left with him. Without Argento's influence, the crew fell down from grace fast, and income slowed down so much that Wico was forced to sell all of the ship's decorations just to pay the members sticking to him, who decide to quit when they learn it was Marona who beat them.
- Delicate and Sickly: He's got a very weak constitution that was well-known in the crew. In fact, he's not even fought when Marona decides to stop him, and his overworld stats reveal he's just level 1.
- Distressed Dude: Near the end of the game his soul is snatched away by Gray and taken away. The Agento Pirates retrieve his soul rather quickly, but he's stuck in a state without a body for a bit.
- Taking the Bullet: He takes a hit for Minty when Gray shows up to steal the souls of the living. Minty is rather shaken by this action after constantly mocking him.
- The Unfought: Doesn't fight at all when attempting to subdue Marona over her protesting to him pillaging a nearby island.
- Well-Intentioned Extremist: He had to make ends meet trying to keep the small crew afloat by tossing the crew's reputation aside to pay the fees of the members sticking to him.
A trio of pirates who worked under Wico, until Marona came and scared them away, now roaming about in hopes of picking up a new pirate crew.
- Expy: Threeve is one for Red Magnus, being a buff redhead with an obsession with muscles.
- Goldfish Poop Gang: They're fought multiple times during Chapter 2 as they try to join a promising pirate crew. They join Argento who was actually Rouen pretending to be Argento to keep them in line, until they find out and try to conquer Basic Beach.
- Numerical Theme Naming: Their names are respectively based on one, two, and three.
- Taking the Bullet: Tooty takes one for Juan when the Lost ambush the Jones Pirate Crew. She gets her soul stolen but Marona's group gets it back later.
- Testosterone Poisoning: Threeve has an obsession with physical fitness and incapable of not mentioning muscles.
- Psychic Link: Minty has the power to show the group what is transpiring from a different location. Minty can also teleport them to said location at the cost of tiring her out.
- The Voiceless: Like all the other Putty, this one doesn't talk either. This one has way more expressions than most and you can tell what Minty is thinking.
Henna's younger sister and current ruler of Hasara.
- A Child Shall Lead Them: She is forced to take up the mantle after Henna was overthrown in a coup.
- Big Sister Worship: Even though she was spearheaded as the leader of the coup that took her sister's life, she still worships her older sister even as everyone else in her kingdom hates her.
- Grand Theft Me: The soul of her mother ends up temporary possessing her in an attempt to help calm the people of Hasara down. This was without her consent.
- The Reliable One: Unlike her older sister, Cleo is more fair tempered and easier to work with.
Henna and Cleo's mother and former queen of Hasara.
- Absurdly Youthful Mother: She died rather young, so her phantom appearance only looks slightly older than Henna.
- Brainwashed and Crazy: Though she claims to be acting for the sake of her country by possessing her daughter, she starts making more and more questionable decisions, including brainwashing her citizens into compliance and attempting to have Henna killed when she is in danger of becoming lost. After being removed from Cleo's body she goes berserk, demanding that Cleo give it back so that she can live happily as a phantom, implying that her emotions that she had buried as a queen are at the surface now. She snaps out of it once she is defeated and passes on as the queen and mother her daughters and subjects remember her to be.
- Parents as People: She comes off as rather distant to her daughters. She tells Henna that even if she loves her daughters, her people comes first so she doesn't hesitate to take the body of her daughter to fix her country.
- Slave to PR: She was a popular queen because she did whatever was needed for her people. This made it difficult for her daughters to follow in her footsteps.
The advisor of Hasara. He used to serve Patra before her death before he served Henna. Not pleased with her rule, he lead a coup against her leading to her death and Cleo on the throne. He still plots to usurp Cleo despite this.
- Butt-Monkey: After his first defeat, the Argento Pirates treat him like a nuisance instead of a threat. Urumi is unaware of what he has done, but just seeing him is enough for Urumi to want to beat him up.
- During post game when the Sulphur shards create doppelgängers, Bido ended up with one. Cleo's solution to determining which one is real is the one that manages to survive being thrown in the dungeon.
- Evil Chancellor: Henna describes him as such given he's the one that incited a coup. He proceeds to act like one to Cleo until she calls him out and throws him in the dungeon. Subverted when he was Patra's advisor.
- Humble Pie: Is given one after defeating him the first time. Cleo was aware of his treachery and throws him into the dungeon for attempting to betray her.
- Ominous Owl: He is part of the owl birdmen species.
- Pet the Dog: Bigo does have a genuine high opinion of Patra.
- Squishy Wizard: As an owl mage, his magic stat is ridiculously high and he will try to snipe your units from below. The moment you reach him on the map, he's as good as dead.
- Too Dumb to Live: When he learns that Marona is the hero who defeated Sulphur, one would think he would know that trying to defeat her in battle was impossible. He tries to overwhelm Marona with numbers and he still ends up losing.
- Welcome Back, Traitor: Discussed by the Argento Pirates. During Cleo's speech to win her people's trust, she admits to Bigo that she was immature and needs someone like him. Bigo is persuaded by Patra to continue serving her family like he's always done. The only person not pleased by this is Henna, but because she is no longer in charge, she has to accept her sister's decision. Later on, Bigo writes a letter to Henna apologizing for getting her killed in the coup.
The former princess of the Blue Kingdom and Rouen's lover.
- Cat Girl: She is a pink catgirl but isn't the Nekomata class often seen in this series.
- Friend to All Living Things: Her in game profile states that Orange was friends with the Putty of her kingdom. When she injures one, it's the first sign that something is wrong with her.
- Love Redeems: Despite her outburst of wanting to be with Rouen, she snaps out of her insanity temporarily when Rouen accepted the idea of both of them becoming Lost. She is able to convince him to not go through with it, which allows The Argento Pirates to save her.
- Pink Girl, Blue Boy: The pink catgirl to Rouen's blue werewolf boy.
- Plucky Girl: She was described as being a stubborn princess that refused to let the horrible situation around her from bringing her down. Even when she sent Cerulea away to finish his impossible task, she held her head high. It's why her revival hints there is something wrong with her when she argues that she was incapable of staying the same in the afterlife.
- Yandere: Because of her unholy revival, she considers killing the Argento Pirate Crew to be together with her Cerulea. She even suggests that Rouen takes over Marona's body. This is the line he won't cross with her and forces him to accept that she's not the same person he fell in love with.
Argento's wife and Apricot's mother who died five years ago.
- Fourth-Date Marriage: Her in-game profile states that after Argento saved her life, she did not hesitate to propose to him immediately.
- Happily Married: Anzu was at her happiest around her husband.
- Ill Girl: She was stated to have an incurable illness. Even if Argento used his magic to extend her life, death would eventually claim her. She's not worried too much about it.
- Mama Bear: She was overprotective of Apricot and even though she had no special powers of her own, she would lay down her life to protect Apricot. Unfortunately, the Lost cut them both down despite this declaration.
- Posthumous Character: Apricot mentions her on multiple occasions throughout the game and even casually lamenting about how her father changed because of their deaths. Unlike Apricot, she didn't become a phantom. We see in the flashback that she told Argento to not bother turning her into one.
Antagonists
The brainwashed form of Ash caused by the Shipwreck Fleet's captain.
- Brainwashed and Crazy: This is Ash, brainwashed as a servant for the Shipwreck Fleet.
- Creepy Monotone: Unlike Ash, Gray speaks in a deadpan voice that is almost devoid of life. Even when he joins the Jones Pirate Crew, he only speaks in short sentences that refer to the mission. The warmth returns to his voice after Ash accepts him.
- Enemy Without: When Ash regained control of his body, Gray ended up becoming a split entity that refuses to go away until Ash acknowledges that they are one and the same.
- Evil Costume Switch: Of the color swap variant. As Gray, Ash loses his usual warm colors for a cold-like appearance, namely his white hair and mask obscuring his eyes. His mask cracks after he merges with Ash.
- If You Ever Do Anything to Hurt Her...: After losing to Ash in the final duel, he swears that he'll reappear again if he ends up hurting Marona's feelings again. Ash isn't all that affected seeing as how he's fine with threatening himself.
- Kick the Dog: He takes advantage of Marona's kindness and callously kicks her down the cliff of a volcano hoping that would kill her.
- Lack of Empathy: During the duel between the Argento Pirates and Jones Pirate Crew, Marona is happy to strike a conversation with him, only for Gray to kick her down a cliff at a volcano to exterminate her. If not for Mayfair, Marona would have actually died.
- More than Mind Control: Turns out that Gray always existed deep down within Ash's soul. Argento simply forced these negative emotions to the surface. What Gray does is akin to things Ash secretly wishes to do if allowed to express himself.
- No-Nonsense Nemesis: When the group encounters him for the first time, he easily defeats Urumi while the party was still struggling to calm him down. He stands out like a sore thumb in the Jone's Pirate Crew seeing as how he was perfectly willing to murder Marona as part of his order by Navy.
- Pet the Dog: Urumi refused to believe that Gray was an apathetic phantom that was only using him because he was ordered to by Navy. Marona also doesn't believe that Gray is incapable of brutal acts despite being subjected to them. Ash confirms when he gains Gray's memories that Gray genuinely cared for his well-being and training him to control his powers was for Urumi's benefit.
- Split-Personality Merge: This happens at the end of chapter 13. Ash confronts and defeats Gray with the help of his friends, and ultimately Gray accepts his choice and doubts and happily vanishes back into Ash while asking him to keep taking care of Marona. Ash even gains some knowledge of Argento's plan afterwards, along with a new powerful water attack he can use.
- When He Smiles: After his final defeat and acceptance by Ash and Marona, Gray returns to Ash as his mask cracks open and gives an incredibly gentle to smile to signify that, yes, in spite of all that he did, he is still the same kind phantom deep down.
- White-Haired Pretty Boy: Granted, this is the consequence of his soul becoming as cold as ice.
- Would Hurt a Child: Manages to harm Apricot, Urumi and Marona in a short time span.
- Yandere: A non-romantic example toward Marona. Because he's Ash's negative emotions, he believes that Ash is not the best protector for her and despite trying to murder her on multiple occasions, Gray still believes that he's the better guardian and will kill himself to make life easier for Marona. Granted, he was only saying this to get on Ash's nerve.
The former head of the Jones Pirate Crew.
- Big Bad Wannabe: He believes he's the one in charge of the Shipwreck Fleet and is in control of Ash. He also believes that he just needs to hop into a younger body so he can continue his terrorizing of others. Unfortunately for him, he gets sealed away by Marona and Argento and Argento is later able to control him without him being able to protest. Except it turns out he actually is The Dragon for the real big bad, Sulphur himself.
- Brainwashed and Crazy: The original Jones that Mayfair remembers is nothing like the one that the Argento Crew fights during the story. Any heroic or noble traits he has are replaced with a desire to make others suffer, gain power for himself, and corrupt them to Sulphur's influence. Turns out this is because Sulphur got him himself. You get to fight his true, more "Swashbuckly" self as a superboss in the post-game.
- Card-Carrying Villain: Navy enjoys his second chance at pirate hood and instead of following his morals like in his first life, he goes over to the deep end with pillaging and killing without a care in the world.
- Caught Monologuing: Urumi wastes no time punching his soul out of Argento's body while he's talking down on the group.
- Disc-One Final Boss: He is set up as the main villain and final boss for the first part of the game. Defeating him does not return things to normal like the group thought.
- The Dragon: Yes, he qualifies as this. It turns out that despite Argento becoming even more powerful than him in the end, this was something Navy himself wanted. He set him up to become the new King of Phantoms to give Sulphur a new vessel. When he is defeated before the final battle, he mocks the crew by saying that Argento is still going to be the new Sulphur regardless and dies laughing at them.
- Evil Gloating: Taunts the Argento Pirates upon revealing he is possessing Argento's body. He attempts to manipulate Apricot and Rouen only for Urumi to attack him mid-taunt and exposing his phantom spirit.
- Grand Theft Me: Attempts to steal Mayfair's body due to sharing the same bloodline. She just burns his soul when he attempts to get close to her.
- Out-Gambitted: Navy tries to subtly influence Argento's descent into villainhood by taking the form of one of the dead crew and whispering suggestions on how to fix the situation. Of course, Argento still proved to be more powerful than him when Navy thought he was in control of Argento's body. in the end, his plan isn't his own but Sulphur's and Argento still beat him at his own game.
- People Puppets: Subverted and played straight. He thinks he's the one controlling Ash but Argento was controlling him including letting him take over his body. Argento is able to force him to fight Marona and co without him being able to argue.
- Playing with Fire: Like Mayfair, he knows Psycho Burgundy and will spam the move during battle.
- Redemption Rejection: Twice. The first time is when Marona defeats him the first time and he pretends to take the offer only to try and steal her body. The second time is after the Argento Pirates defeat him a final time. He never apologizes for his crimes and lets his soul vanish into nothing. Urumi comments how Navy was too far gone to want any sort of atonement to Mayfair's despair. Finally averted in the post-game, as his original self is fought as a superboss as one last fight while he has his sanity back before he becomes Sulphur's pawn again. Turns out he was also Brainwashed and Crazy.
A mysterious man that attacks Marona and Ash during the prologue. He steals some of Marona's powers forcing Ash to use what is left of his own to escape. He controls the Shipwreck Fleet that terrorizes the people at the sea. He hypnotizes Ash into becoming his royal servant.
- Affably Evil: He never raises his voice when confronting the Argento Pirate Crew and is willing to talk to Marona. The only problem is they will never agree on his methods, so violence is the only way to go.
- Ambition Is Evil: All Argento wanted to do was save Apricot from suffering as a phantom and save his crew that he turned into phantoms only to be stuck on the Shipwreck Fleet for eternity. Sulphur influenced him to become the savior of phantoms which included doing some dubious things such as kidnapping the dead and using the living to put the dead souls into their bodies in order to revive. Over time, Argento forgot about his original goal of returning to his daughter with a plan to revive her and make her happy.
- Archnemesis Dad: To Apricot. While everything he does, he claims is to make a better life for Apricot, she doesn't believe him after seeing all the pain he has caused for the living and the dead. He's not like other examples though as he does love his daughter, but is too obsessed with his plan to give up on it.
- Big Bad: The main villain of the game who disappeared three years ago in order to find a way to save his daughter, only to go insane as a result of not having a clear answer.
- Brainwashed and Crazy: This is the whole reason for his change. The more desperate he got to protect his crew and especially Apricot as phantoms, the more Navy and subsequently Sulphur were able to influence his thoughts and actions. He never fully loses himself due to his love for Apricot, but his original goal gets twisted from getting to stay with his daughter and possibly revive her to becoming the new Sulphur and Phantom King to "save" all the phantoms by controlling life and death. Fortunately, the crew is able to use his original motivation and love for Apricot to free him even after Sulphur manifests through him, and he repays them by helping seal away Sulphur.
- Combat Pragmatist: In his introduction, he attacks Marona before she even has a chance to defend herself. Only reason he fails to steal all of her powers is because of Ash.
- Later he sends a giant Lost made of Jones Pirate Crew member souls to stop Mayfair from approaching him. This doesn't stop her in the slightest and only angers her even more.
- The Dark Side Will Make You Forget: Initially, his goal was to find a way to save Apricot and the crew members he turned into Phantoms after witnessing them turn into the Lost. However, his desperation combined with Sulphur's manipulation made him change his goals from just saving them to all Phantoms as the Phantom King and will do anything achieve that goal.
- Demonic Possession: Double subverted. When he is first revealed to be the Masked Man, it appears that he was merely possessed by Navy Jones and acts like the kind father and captain that everyone was talking about. When the Argento Pirate Crew leave, however, it turns out he was in control of Navy Jones the entire time and was indeed behind all the nasty things the Shipwreck Crew. The truth turns out to be a little more complicated, being the result of manipulation from Sulphur and eventually becoming powerful enough to manifest a new Sulphur.
- Even Evil Has Loved Ones: He loves his only daughter Apricot and everything he set out to do was to revive her from her phantom state and create a perfect world for her if that idea didn't work. His love for her is the only thing that kept him from completely succumbing to Sulphurs influence.
- Fallen Hero: Was considered a hero to many people of the island territories he conquered through friendship and pacts. Argento was always the first to go and solve a problem and to help those in need. By the time the player sees the flashbacks of how he used to be, he is no longer the same, naive self he once was.
- Foil: To Marona. Both possess Chartreuse Gale, which allows them to interact with spirits, but their journies have them end up on opposite ends. Whereas Marona started her journey as an outcast in the first game, Argento back then was highly regarded as a heroic pirate. However, while Marona, after enduring much heartache, would eventually become accepted as a hero, Argento, through a combination of losing his family, seeing those he had turned into Phantoms become Lost, and manipulation from Sulphur, turned his back on the world. When the two meet for the first time, Marona had become a hero for defeating Sulphur while Argento became the dreaded Captain of the Shipwreck Crew and Sulphur's pawn.
- Invocation: While Argento also possesses Chartreuse Gale, his chant comes off more forceful than Marona's, demanding that the Phantoms follow his command.Foolish Phantoms, obey me in battle! Chartreuse Gale!
- Luke, I Am Your Father: The initial reveal that he was Apricot's father doesn't starter her when she believes Navy is controlling him.
- My God, What Have I Done?: Says this nearly word per word when Navy reveals that the crew he revived as phantoms ended up stuck on the Shipwreck Fleet under his command. They can no longer ascend to the other side and they are doomed to become Lost.
- No-Nonsense Nemesis: In the prologue, he wastes no time ambushing Marona and stealing her powers. He also doesn't bother humoring the Argento Pirates when he sees them and is more than willing to leave if it means accomplishing his goal.
- Pet the Dog: After sealing Navy away, Argento genuinely embraces his daughter after being separated from her for three years. He thanks Marona and the Argento Pirate Crew for looking after her and tells her he loves her very much. This is before he goes back to performing experiments on phantoms.
- So Proud of You: He often praises Apricot during battle, pleased with her development as a captain and as a person. The Argento Pirates can tell he's being genuine.
- Start of Darkness: The death of his wife Anzu, his daughter Apricot, his friend Rouen and his entire crew marked the beginning of his lost "innocence" as a heroic pirate. Apricot comments how her father didn't immediately descend into villainy though when he revived her and it only truly happened after the Shipwreck Fleet returned with Navy once again steering the ship.
- The Unfettered: Nothing will stop him from achieving his long time goal of saving all phantoms. Even if he has to attack a child and steal her powers, hypnotize her phantom to work with him and kidnap other phantoms and using the bodies of those who are alive to achieve said goal.
- Walking Spoiler: Not only is it revealed that the Masked Man is Argento but the fact that his actions aren't pure Demonic Possession puts a different spin on the plot.
- We Can Rule Together: Tells Apricot how she can join him and they can return as a family. Apricot refuses because Argento is no longer the father that she knew.
- He also used this subtly toward Ash when brainwashing him. Not so much as ruling with him, but promising Ash that he will find a way to revive phantoms without the need of sacrificing humans to do so. It's enough to bring Gray to the surface and even let him manifest after Ash is returned to normal.
- Well-Intentioned Extremist: He kidnaps phantoms with the hopes of being able to permanently revive them. The method he goes about this involves gaslighting, hypnotizing and manipulating them to become Lost, so it will be easier to transfer their souls into someone who is alive.
- Would Hurt a Child: Attacks Marona in the prologue. He also has no problem using kids who are alive to bring back vengeful spirits of children.
