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Centennials 4

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Centennials 4 is the next entry in the Centennials series after Centennials 3. Developed and Published by Ultimatium Publishing.


Centennials 4
Developer(s) Team Centennials
Publisher(s) Ultimatium Publishing
Writer(s) Bnbhfujdbtu
Platform(s) Xbox SX1, PS6, Nintendo Switch 2, Zclipse, PC
Genre(s) RPG
Series Centennials
Predecessor Centennials 3
Successor Centennials 5

The Centennials series is a series of RPG games that take elements from games like XCOM, where the units are controlled in a grid like system and there are no true turns.

Centennials 4 was the first game made by Team Centennials and was their trial by fire in the line for the Centennials series. A lot of fan favorite characters took a backseat while other characters were given their time to shine as a sort of world reset.

Releasing on Xbox SX1, PS6, Zclipse, PC and Switch 2 in 2033, Centennials 4 had a devise launch and was filled with glitches on Day 1.



Recap

The Centennials series is a series that takes place on a fantasy version of Earth where technology has not quite reached the level it is at today and where magic is commonplace. The games themselves were set in a fantasy version of Baltimore known in universe as The High City of Baltimore. The titular Centennials were a warrior race that were created by Humanity but were then locked away underground after those wars who later joined hand-in-hand with the Century Corps. After Centennials 3, a time skip of 7 years happened where the status quo changed. Now The Century Corps is everywhere and the series has left it's initial home of Baltimore.

Story

Optica was defeated 7 years ago, leaving the world in a better place

Since then, The Century Corps expanded across the world, but in the shadows, things have been brewing and after a surprise attack on Department X by a group known as Sinners Sextant, a brand new conflict will begin

Gameplay

The Centennials Gameplay changed a whole lot between 3 and 4. It is still the same gameplay with the party attacking in tandem, and going in one massive turn doing commands.

The command wheel is gone, with a new system called Battle Action Surge. BAS brings up 3 commands your unit can use based on their circumstances. If a unit is in the back, it's commands are more focused on defense and range while in the front units get more attack commands. Every unit has at least 12 commands that they can use total.

You can have units in different formations, changing positions and moving is done without commands so movement is incredibly fast, with constant formation changes being necessary to stay on the Battlefield. Formations can now also come with special commands with the BAS system called Formation Commands.

The Battlefield Effects and Day/Night Cycle return. Like in Centennials 3, the battlefield may have buffs or nerfs to your units or enemy units.

Synergies are gone as well, instead, there is a new mechanic called Teamwork which is the old synergy system reworked for every unit on the field. If you have a unit formation with a high teamwork stat, it's going to do very well.

Centennials 4 has more multiplayer oriented content in it, including a brand new PvP mode called Enemy Tactics in which you and another player go head to head trying to knock each other out.

The Battle Gameplay has lateral levels, as commands can have the vertical position of the units change, while Commands can arc through the higher levels

Commands have different damage Types that do effect enemies differently

  • Physical: Phsyical Damage normally happens up front and it does more damage at close range
  • Casted: A Magical Damage type, damage rates stay the same across the range
  • Ranged: Damage that is done from afar, does more damage if enemies are farther away

Centennials 4 keeps the power threshold system from 3 and Datastate.

Post-Game

The post-game content is full of engaging activities for the player. Unlike past Centennials games, there is no true open world, instead there are 6 Patrol Zones you can explore with special post game units you can use in them.

Patrol Zones

Vienna
Vienna is a city with a storied history, located in Austria. It is the head of The Century Corps' European Operations. You can explore around 19 districts and do some fun unique missions like Escorting important people or uncovering parts of the city's history
Chennai
Chennai is a city in India which is one of the largest in it's area. Chennai is also where The Century Corps Logistical Headquarters are located. Chennai has 15 explorable districts and has three available mission types: Port Defense, Street Analytics and Dam Construction.
Lima
Lima is the capital of Peru, it is one of the oldest cities in the New World. It hosts the head of The Century Corps' South American Operations. Lima has around 16 explorable districts and two unique mission types: Riot Prevention and Light Absorption.
Abychicus
Abychicus is a city located in the Lemurian Belt on the island of Gyone. It is one of the most populated cities in the Lemurian Belt. Abychicus has 9 explorable land districts and 27 explorable sea districts. Abychicus has a load of unique missions types such as Abyssal Attack, Lemurian Defense, Rune Search and Sheyane Cultist Attack.
Piraeus
Piraeus is a city in Greece located near Athens and is one of the largest ports in Europe. It is a sister city of Baltimore but is not home to any particularly important Century Corps location but has a few important teleportation runes. Piraeus has 13 explorable land districts and 20 explorable sea districts. Unique mission types include Rune Rescue, Teleportation Chase and Olympian Challenge.
Columbia
Located in Maryland, The city of Columbia was home to an old Guild called The Neighborhood Watch which is now part of The Century Corps. Columbia has 24 explorable land districts and 7 explorable skyline districts. Unique mission types include Aether Siphon, Rooftop Chase and Aspect of Malice.

Bonus Chapters and Tales

Following the completion of the main story of Centennials 4, there are 3 bonus chapters that are available to play:

  • Scattered Feathers: After Nest suffers from a terrible nightmare, she and Hadane have a talk about memories.
  • Leap Into A New Role: After the events that transpired, Hyuken and Kiqi search for some meaning in the world around them
  • Steadfast Warriors: A strange engagement by the Coral Chamber leads to Demeui taking on a sudden trial by combat.

In addition, there's also an item called The Book of Tales Vol 2 added in The Book of Tales Vol 2 DLC that provides four different experiences around certain characters:

  • Yoni in Nowhere To Rome: The Sinners Sextant is still at large and they've stole the Chalice of Bacchus from a rich roman family so it's up to Faithful Night to get it back but when the daughter of this wealthy family gets entangled with the mission, things unravel fast
  • Umbra in Casting Shadows: Umbra was an experiment created by a Mad Nightlander Scientist who's been adrift ever since the supposed disappearance of her creator, but when she gets entangled with an attack on The Century Corps, Umbra ends up teaming up with another freak of nature like her.
  • Hudson in Black Blood Rapids: Hudson's knowledge of crests is immense so when reports of crest infected river in the Canadian Countryside fly in the face of what he knows, he's going to take a drip down memory lane.
  • Atoll in Mariana: Set 9 months before the events of the main story, Atoll embarks on an expedition to the deepest point on Earth, The Mariana Trench.

Dream Expeditions

Dream expeditions are a brand new mode added to Centennials 4. How Dream Expeditions work is that you are given a strict selection of units that you have to use under certain circumstances. Dream expeditions serves as this game's sort of challenges or events mode. You can access Dream Expeditions by talking to an NPC in Chennai.

The Center Must Hold
Set in the Cretan Labyrinth from the story mode. The goal here is to hold the center of the map from the Sinners Sextant for 10 minutes. The usable units are Sahu, Eoontaq, Centus, Darsah, Iehn and Spade
That Old Sentiment Of Mine
Set in the Cretan Labyrinth from the story mode. The goal here is to defeat the Dream Expedition Exclusive Boss: the Minotaur Titan Minos. The usable units are Theseus and Centus.
Enas Kosmos
Set in the Piraeus Patrol Zone. The goal here is to defeat a group of Department X Agents using runes to defend themselves. You must destroy all the important runes to win this scenario. The usable units are Anmai, Theseus, Thosmrr, Centus and Darsah
The Holy Thunderbolt
Set in the the Piraeus Patrol Zone. The goal here is to retrieve Zeus's Thunderbolt before Department X or Sinners Sextant gets their hands on it. The usable units are Moesha, Centus, Eoontaq, Ueqon, Veloct and Larkin
Bear Before The Gods
Set in the Piraeus Patrol Zone. The goal here is to defeat the Dream Expedition Exclusive Boss: Ursine, the Bear King before he completes a rune communion. The usable units are Gyhaz, Qeego, Olmesia, Ouzcoebr and Omerjo
One, Two, Three
Set in the Chennai Patrol Zone. The goal here is to defeat 100 petty street thugs in around three minutes. The usable units are Kiqi, Hyuken and Nori.
The Red Garrison
Set in the Chennai Patrol Zone. The goal here is to capture a hostile garrison while keeping the defeated enemy count under 60. The usable units are Gifalu, Vivuhal, Iaray, Ueqon and Amto.
Public Squabble
Set in the Chennai Patrol Zone. The goal here is to defend a small area base from Army K for five minutes. The usable units are Umbra, Vaniel, Olivia and Euke
Vibrant Hues
Set in the Chennai Patrol Zone. The goal here is to defeat Dye and fight off a small contingent of Army K that's behind him. The usable units are Umbra, Vaniel, Gifalu, Vivuhal, Euke, Voiwuku and Xril.
Bad Daycare
Set in the Chennai Patrol Zone. The goal here is to rescue a group of Hollowed Orphans from Kutakahra's forces. The usable units are Umbra, Dye, Vaniel, Olivia, Euke, Qiinu, Kutok and Ba-Bayost
Down To Your Pyre
Set in the Coral Chamber from the story mode. The goal here is to defeat The Cult of Sheyane and escape from the Coral Chamber before the 10 minute timer runs out. The usable units are Thechr, Woelyn, Elghene, Kelpie, Iaray, Moesha and Voiwuku.
A New God Rises
Set in the Coral Chamber from the story mode. The goal here is to defeat The Dream Expidition exclusive boss Sheyane. The usable units here are Thechr, Woelyn, Elghene, Kelpie, Neve, Hyuken, Kiqi, Iaray, Moesha, Voiwuku and Olmesia.
Do What You Do
Set in the Vienna Patrol Zone. The goal here is to chase various Sinners Sextant contingents throughout the city. The usable units here are Centus, Darsah, Spade, Iehn, Sahu, Eoontaq, Hadane, Larkin, Nest, Ueqon and Amto.

Units

Introduced in The Main Campaign

Neve
Pionin moving from The Nightlands back to Earth initially shattered Neve's fragile worldview but she's learned to live with the new reality. Now she wants to act as a Paragon for Pionin who want to stick to Earth tradition.
Neve's main claim to fame is the ability to release Toxic Spores from a safe distance. Neve can also use long leaping attacks with the Leaps and Bounds command. Neve is interesting due to the fact she is involved in few teamwork formations. Neve is better placed in the back where she can work her magic.
Power Threshold: 1-20,000
Demeui
One of the elusive Sheyane, he joined The Century Corps to make a difference. Demeui's strong sense of justice has not wavered one bit through all 14 of his years of service.
Demeui wields his mystical Coral Spear which is useful for formations that require a fast attacker on the front.. On top of that Demeui's melee abilities also include his prehensile tail and his seahorse crest which enhances his powers through useful passive commands if placed in the middle.
Power Threshold: 1-10,000
Thechr
The former Captain of The Rhea's Reach, they have a new ship called The Xen Grand, their own personal vessel. Thechr lives vicariously on the waves, enjoying the life they thought they left behind.
Thechr's kit has been reworked heavily since the command wheel has been removed, now the Holo-Weapons can transform in the attacking commands. Thechr can also work in the back as they has new support commands such as the ability to buff allies with Hologram Energy.
Power Threshold: 1-10,000
Darsah
Darsah is a Centennial of experiences, having worked with magical plants all over the world. Darsah is a certified horticulture expert and knows about the rarest of rare plants. Darsah has a plow for a leg, as an unfortunate accident occurred while they worked on a mystic farm before their Century Corps life.
Darsah's kit relies on them being in the back to truly shine, as if they have the correct support they can become the ultimate support unit, passing down powerful buffs via their plants.
Power Threshold: 1-10,000
Centus
Centus is the first Centennial, one born to fight in wars for Humanity. Centus rebelled and was imprisoned, they sook revenge for how they were treated. After many clashes with The Century Corps, Centus has finally decided to bury the hatchet and join together with them to create a better future and has been in the Century Corps for the last 7 years because of their desire. Centus views every Centennial as a personal child of his.
Centus posses a special sword made out of fragments of The Idol of Light, Centus can cleave through many objects with it and also deflect objects with it. Centus's Sword Seal command can also seal enemies inside the sword, inflcting them with a fraction of the pain they felt, this allows Centus to shine in the front of formations as a powerful tool to cleave through enemies. Teamwork with a good support unit can take them to even greater heights.
Power Threshold: 1-27,000
Elghene
Another Sheyane member of the Century Corps. Elghene used to be a member of the All Seeing Eye, a cult dedicated to an ancient god. Elghene has since rebuffed her old ways and joined the Century Corps, taking a particular interest in Lemurian artifacts.
Elghene's powerful eye magic can see past weaknesses and defenses so she must be protected as that is an invaluable support tactic. Knowledge is half the battle in the game and being able to know what play is the best to make is good to know. Elghene is a crutch for any new player.
Power Threshold: 1-12,000
Sahu
Sahu was part of the reserve corps due to living in London but now she has an active role in the Guild as one of the top security experts in Century Corps and is the most experienced in that regard.
Sahu wields a Wooden Shield that can expand in different directions, meaning she can be a defensive asset no matter where in the formation she has been placed. Sahu's Splintering Block also is good for short range defense and provides a little contact damage for enemies which serves as a great deterrent.
Power Threshold: 1-10,000
Kiqi
Kiqi was always getting into mischievous situations back in his home of the Nightlands. Kiqi tampered his troublemaking ways and decided to join The Century Corps to make a difference and meet his idol Neve.
Kiqi has the Caecilian Crest which allows him to have the ability to burrow into walls and floors. This allows for Kiqi to be an ambush character, which is a rarity in a game like this.
Power Threshold: 1-10,000
Hyuken
Hyuken trained in martial arts back in The Nightlands under some of the best professional instructors. Now Hyuken will take what she has learned to be a member of the Century Corps.
Hyuken's Crest is The Bullfrog Crest, allowing her to jump far and land devastating blows. Hyuken is meant to be in the action, she can be used either as a devastating offensive tool or a defensive pivot to shield squishier units.
Power Threshold: 1-10,000
Eoontaq
. Eoontaq spent time as a scholar abroad in a library called The Holy Tomb ages ago, learning powerful secrets and the sciences. Eoontaq is one of the smartest people in the Guild as their knowledge reservoir is extremely deep.
Eoontaq can change the position enemy units are in, which affects the way they move.. Eoontaq can also change the position of allies, moving them out of harm's way. This makes them an asset when you have units like Darsah you don't like getting caught in the line of fire.
Power Threshold: 1-16,800
Iehn
Iehn's immense healing ability gave them unprecedented fame within The Century Corps, leading to them being made as an important part of The Century Corps Medics Division.
Iehn is a cleric in the sense that they can heal their allies, they are best suited for the middle where they can help their allies absorb hits. If Iehn ever does find their way into the line of fire, they can definitely hit back.
Power Threshold: 1-10,000
Larkin
Larkin's encounter with Department X changed him and ever since he's had a small parasite growing out the side of his head, kind of like an unwanted child. Larkin has vowed to not let himself get swept up in the fame again as he needs to do his best to support The Lark Blob.
Larkin has had a unique rework, now instead of constant passive healing being tied to commands, it's a baked in passive, allowing Larkin to charge headlong into groups of enemies. He can also release The Lark Blob from his head to act as a shield for another unit.
Power Threshold: 1-30,000
Iaray
Iaray is a Centennial with a close connection to Manta Rays and the Ocean. Iaray has worked extensively in all 7 seas both in the Century Corps and outside. Iaray is a steadfast warrior who is also a free spirit
Iaray's Ray Disks have been completely reworked since Centennials 3, as now they come back to her like boomerangs. The Ray Disks can fly out from any range and deal substantial damage, leaving Iaray as a powerful multipurpose weapon.
Power Threshold: 1-10,000
Spade
Spade posses a large shovel and they've used it to bury many bodies. Spade used to be a member of Sinners Sextant and knows some of their secrets.
Spade has a shovel, which is useful for commands that need to be directed. Space can also hit enemies on the head with the shovel.
Power Threshold: 1-10,000
Nest
Nest was a kid who was a natural friend to all birds, to the point where birds just live in and leave eggs in her air. After a dangerous entanglement with a malevolent entity called The Buzzard, Nest joined the Neighborhood Watch in Columbia. The Watch was soon merged into The Century Corps, leaving Nest as a member.
Nest is a summoner character, who can summon powerful birds to attack foes and the kind of birds that are summoned are dependent on where Nest is in formation. Speedy offensive birds get summoned from the back while big bulky birds get summoned from the front.
Power Threshold: 1-38,000
Hadane
Hadane was born a still child but manages to walk and live anyway, despite being born still, giving her the Stillborn crest. After a run-in with the late Iseri, Hadane's life was changed. Now Hadane is part of the Century Corps and doing the best she can.
Hadane's Stillborn Crest gives her the ability to power to withstand fatal attacks, making her the perfect tank. She can also use powerful fire spells like Fire Sphere that are useful for crowd control. Hadane is best at the back of formations.
Power Threshold: 1-16,000
Kelpie
Kelpie was found as an orphan in a shipment full of seaweed off the coast of Florida. Kelpie was taken in by an old ship captain who taught him the ways of the sea
Kelpie's Seaweed Whips can do powerful force damage to targets. His powerful blows mean be is best behind the frontal attack, able to assist in the beatings.
Power Threshold: 1-10,000
Woelyn
Woelyn was a Sheyane member of the Century Corps who was once a member of a group called Primordial Sheyane. Woelyn went missing three years ago and she hasn't been seen since.
Woelyn's a range unit, able to launch powerful Coral Arrows from her tail sling or mini bow. This makes her a prime choice for being in the middle to fire off those ranged attacks.
Power Threshold: 1-12,000

Post Game Units

Veloct
Veloct is a speed demon, running across walls and spinning at impossibly fast speeds. Veloct's speed got her in a knack for trouble making which got the attention of the Century Corps. Instead of locking her away, they trained her to use her speed as a member of the Guild.
Veloct's powerful speed makes her optimal for protecting squishy units or blitzing offense. Veloct's vibration powers also make her Teamwork stat with units that can distribute modifiers like Ueqon very strong.
Power Threshold: 1-10,000
Gyhaz
Gyhaz is a Centennial who was made to be used during things such as riot control and the like. However, Gyhaz decided to disobey those they were built to serve and was punished as a result. Now finally free, Gyhaz works with the Century Corps to write past wrongs.
Gyhaz got a complete rework since Centennials 3, now they have only three commands total but the affects of the commands are different on where on the battlefield they are.
Power Threshold: 1-15,000
Ueqon
Ueqon is a Centennial who posses a pencil known for it's strange powers over reality. Ueqon was sought after by multiple guilds because of this and decided to join the Century Corps because of the better benefits.
Ueqon's place in formations is in the middle where they have the best radius to support teammates by drawing debuffs onto enemies while defended or drawing buffs onto teammates.
Power Threshold: 1-19,000
Amto
Amto is part of a culture that worships beings of high Aether content like The Titans. Amto joined the Century Corps in order to learn more about the world he lives in.
Amto can cause shockwaves with his Aether club and can fire off in a wave. Amto is best used in Hyper-Offensive formations with units he can coordinate with.
Power Threshold: 1-10,000
Bwurd
Bwurd was part of a Centennial Unit called The Firebreathers, Centennials who could naturally control fire, Bwurd used this power to serve corrupt interests before joining The Century Corps.
Bwurd can control the size and type of their flames, and each type provides a different modifier. For example, Bwurd's Green Flame can inflict poison modifiers.
Power Threshold: 1-30,000
Cyirre
Cyirre is a Centennial who specializes in aqueduct engineering and joined The Century Corps after Optica's Invasion. Cyirre is basically like the plumber of The Century Corps.
Cyirre has a special wrench made of water that can control it in all directions, Cyirre specifically works as a crowd control unit from the back.
Power Threshold: 1-10,000
Gilbert
Gilbert is a Centennial who worked as part of a guard in a magical mine in The African Colonies. Glibert ended up falling into a pit of crystals during an accident and they ended up growing on their armor. Glibert molded that accident into a strength and Glibert's powerful blasts have served the Century Corps well.
Gilbert's powerful Crystal Blasts can hit targets from far away and they can use the Crystals on the arms for melee commands against upclose enemies.
Power Threshold: 1-15,000
Pilasme
Pilsame is a Centennial who specializes in plasma science and works on their own experiment Plasma Flight Suit or PFS. Pilsame normally works soley in engineering but uses their PFS for battle.
Pilsame's strength is aerial coverage and is one of the few units who can do it well. Pilsame's PFS also has heavy damage output potential, with the ability to act as a DPS dealer if needed.
Power Threshold: 1-10,000
Glurb
Glurb kills. Glurb maul. Glurb was found in an old French torture dungeon, thought to have died, Glurb survived and now Glurb help Century Corps. Of course Glurb only speak in the third person due to Glurb limited speech control.
Glurb devours opponents, literally swallowing them whole. Glurb's capacity to consume Glurb foes is unmatched, as Glurb can be sat at the front of the line and be a shield by having Glurb run into enemies to eat them.
Power Threshold: 1-10,000
Vivuhal
Vivuhal is a powerful Centennial mage, with an innate Aether sense. Vivuhal practically grew up in the Century Corps, having joined at such a young age. Vivuhal has trained under Wadah to further harness their magics and under Hudson to learn more about crests and other magical elements.
Vivuhal's magical sensory powers can be a game changer depending on who you are fighting as it can break helpful enemy modifiers like Invisibility. Vivuhal's defensive capabilities are good too allowing your units to be able to counterattack against difficult enemies.
Power Threshold: 1-10,000
Wadah
Wadah was known as Wadah The Cruel until they took a more beingn approach to life, ruling over an area known as The Sacred Valley with an army of ragtag Centennials. Wadah would be merciless in their disposition against enemies. Now Wadah fights for a new purpose in the Century Corps.
Wadah's an expert in wind magic and their strength is Friendship Formations that allow them to funnel units into more powerful units. Wadah's amplification of Crowd Control elements makes them essential in end game content if Crowd Control is in your plans.
Power Threshold: 1-20,000
Elybe
Elybe is part of a four centennial strike team with Wjenx, Monact and Dassu called Faithful Night. Elybe posses a ball attached by a string to a stick, that they can whip around at high speeds.
Elybe's rotating ball can reach high speeds with The Veloci-Ball command, which can also get smacked around melee attackers.
Power Threshold: 1-10,000
Monact
Monact is part of a four centennial strike team with Wjenx, Elybe and Dassu called Faithful Night. Monact posses a magic bricklaying kit that can build any barrier.
Monact can build any barrier but it takes some time, a lot of time. Monact works best with units that can help it stall for time.
Power Threshold: 1-10,000
Wjenx
Wjenx is part of a four centennial strike team with Monact, Elybe and Dassu called Faithful Night. Wjenx posses a band on their wrist that can fire white beams.
Wjenx's beams can blind opponents and do devastating DPS in the right circumstances. Wjenx is a unit that works the best in midrange.
Power Threshold: 1-10,000
Dassu
Wjenx is part of a four centennial strike team with Monact, Elybe and Wjenx called Faithful Night. Dassu posses a weapon made of a Non-Eculidian Spire, and each part has a special reality altering effect.
The Weapon Dassu has various powerful components, some of which can alter matter on the most basic level. Dassu also posses The Handoff command, where Dassu can split part of their weapon into individual components and give the component to an ally.
Power Threshold: 1-20,000
Thosmrr
Thosmrr, The Turqoise is a powerful mage under The Century Corps employ, being able to make powerful disks of magic. Thosmrr has been working as part of The Guild's Anti Alchemist operations.
Thosmrr's disks are filled with all kinds of powerful magics, he can fling them at high speeds with his special staff. Examples include Moss Disk which slings a green disk that grows dangerous moss on the target and Slick Disk which slings an orange disk that creates running sticky liquid. Thosmrr's disks can help other units in the party do devastating damage.
Power Threshold: 1-25,000
Anmai
Anmai, The Red is a powerful mage who heads up her own personal tower called The Red Keep on the island of Malta. Anmai observes the stars and draws her power form the planet Mars.
Anmai posses powerful Mars Based magic commands such as Martian Blast and Red Eclipse. Channeling The Planet's natural energies, she can unleash powerful blasts and protect her allies with commands such as Red Wall.
Power Threshold: 1-35,000
Qiinu
Qiinu is the form of five souls who merged into a single human being due to a ritual by a currently unknown group. Qiinu's being home to five separate souls and minds causes incredible instability and degradation but the destructive power that belongs to Qiinu is a unique asset.
Qiinu can summon the souls merged within their body to attack with powerful ethereal attacks. Qiinu posses five crests instead of the usual one and can use all of them to deadly effectiveness. Their soul bug crest can provides armor buffs making them defensive. The Alligator crest makes their melee attacks do a ton of damage. The Sponge crest allows them to absorb powerful magic blasts. The Water Beetle crest allows them to use powerful hydrokinesis attacks. The Egret crest lets Qiinu grow wings made of skin and fly around. However, Qiinu can only have one crest active at a time, lets you risk their degradation speeding up.
Power Threshold: 1-50,000
Fractal
Fractal is a member of the guild who was interested in Quantum Fractals and did heavy research into them but accidentally became part fractal during a mission. Taking on her new name as Fractal, Fractal began doing a lot of field work for the guild but returned to the books.
Fractal's sword is composed of thousands of Fractals, which make them adept at using melee commands to ranged damage or vice versa. Fractal works best in the front but can also do damage in the back.
Power Threshold: 1-10,000
Gifalu
Gifalu was a Pionin Assassin raised by the mysterious Enigma Group. Gifalu ran away from the Enigma Group to live a normal life but when her past caught up to her, she joined forces with The Century Corps to defeat her former allies. Now Gifalu is in the Century Corps.
Gifalu posses the Glass Frog crest and innate invisibility capabilities. Gifalu's power to go invisible makes her a deadly ambush unit or an unseen danger to enemies who think they are outmatched.
Power Threshold: 1-10,000
Qeego
Qeego was a former member of The Cult of Sheyane who was bonded to an item called The Eyes of Ayyakino. Qeego gained an Aether Sensing ability and a link to other titans across the world.
The Eyes of Ayyakino provide Qeego with powerful lock on attacks, as Ayyakino's eyes could see the moves of someone before they could be made. Qeego's reaction speeds make her a valuable support unit.
Power Threshold: 1-21,000
Griay
Griay used to be a squire for the Syallene Family in Canada but after Indica fled the castle, Griay had her will corrupted by the patron of the family, Aegon and became a merciless enforcer of his will called The Governess. Freed from that fate, Griay has become a genuine force for good, using The Governess armor for good.
The Governess suit gives Griay tons of utility on the battlefield with her able to expertly attack and lock on to foes. Griay's versatility makes her useful in a lot of formations.
Power Threshold: 1-10,000
Al
Al is yet another immortal cursed with the ability not to die. Al's immortality comes from the maddening experiments of Department X with Project Telltale. However, before he was cursed he was a member of the Century Corps and continues to serve them.
Al's abilities have changed a bit since his appearance in Centennials 3. Al can create pools of blood on the floor from his own pulsating heart. These blood pools can either heal allies or curse enemies with a blood curse.
Power Threshold: 1-15,000
Artil
Artil was a renegade bandit in the deserts of Arizona but after putting down a Centennial Uprising during The Freeing, Artil became Deputy Sheriff in Austin and later went on to join the Century Corps, although he keeps his renegade ways.
Artil plays fast and loose, firing off shot after shot. Artil's bullets are made of molten metal and can deal some nasty damage, Artil is best put in the back but if you want to go for high risk, high reward plays you can place him in the front.
Power Threshold: 1-10,000
Olmesia
Olmesia was once known as The Widow By The Sea, living in a decrepit shack after her lover died. Olmesia was later contacted by the previous employers of her love, The Century Corps and was asked to join, Olmesia did, using her powerful rune nets to help the Century Corps.
Olmesia plays a support role, using her rune nets to catch incoming projectiles and defend allies from magic attacks. Olmesia is best in the back where she can play to her strengths.
Power Threshold: 1-10,000
Croynhn
Croynhn was a troublesome Pionin youth, getting into mischief and trouble. Croynhn was enlisted in the Century Corps when contact between the Corps and Nightlands really took off with Croynhn being one of the first Pionin recruits.
Croynhn takes over the bard role that Hymn had in Centennials 1 and that Rowan had in Centennials 3. Croynhn's instrument is called a Croakophone, a sacred Pionin device that plays the croaks and hums of other Pionin to give others strength. Croynhn's empowering tunes provide buffs to allies but Croynhn can play fast and loose and use the instrument to deal big area of effect damage
Power Threshold: 1-10,000
Reknn
Reknn was a Sheyane Child who was indoctrainated into the Cult of Sheyane from birth, and possed an artifact called The Heart of The Waves. Rekkn used this artifact for sacred rituals and for self-defense. Now she uses it to help The Century Corps.
Rekkn fights in a strange manner, using The Heart of The Waves to repulse enemies and go in for strikes. Rekkn also posses an ability called "Water Vision" which allows her to see the water count in enemies and influence it with The Heart of The Waves. She also has the crest of the Heartfish, which allows her to use The Heart of The Waves to emmit a disarming aura. Overall, her unique qualities make Rekkn best suited for the middle of a formation.
Power Threshold: 1-12,000
Eckil
Eckil is a Pionin engineer who thought she could master the power of electricity, but in her hubris, ended up infusing lightning to her body. Eckil eventually built some armor and weapons to make the best of her situation, and this brough the attention of The Century Corps, who she now serves.
Eckil fights by channeling the lightning in her body into structures she can shape at will and by lunging into enemies, transferring the deadly shock to them. Overall, Eckil is best suited to the back of formations, where she can best hold off enemy foes.
Power Threshold: 1-10,000
Dneuez
Dneuez was a member of the Cult of Sheyane and oversaw something called "Dream Seeings" where members of the Cult of Sheyane would view dreams to judge a member's purity. Now Dneuez uses his dream shield to assist the Century Corps in operations.
Dneuez's powers are defensive in nature, able to seal allies in dreams for a few turns. Deneuz has offensive capabilities such as throwing his shield but they are high risk plans. Dneuez is best used to protect high value units with large start up times like Anmai.
Power Threshold: 1-10,000
Taeyss
Taeyss was a Pionin Archer who worked under Akine's Watch in The Nightlands but when she encountered a snake called The Dusted One, it bonded itself to her bow. Taeyss has since taken her unique talents to the Century Corps.
Taeyss generates tadpole arrows from her crest, which she fires to do initial damage but they can also doe AOE damage. Firing The Dusted One from her bow can create explosions of Ash that do AOE damage. Taeyss is best suited as a frontline archer who can lead offenses.
Power Threshold: 1-10,000
Fenway
Fenway was in the Century Corps from birth but that was because her parents had enrolled her since she expressed interest in baseball as her first word. Jokes on Fenway's parents because after finding a Green Monster taking the form of a Baseball Bat called Ahywn, Fenway has been swinging open enemies with it.
Fenway can swing Ahywn in a large circular arc, destroying a wide range of enemies although she does need to recharge after this, she can also have Ahywn eat enemies. Fenway belongs in the middle of a formation so she can recharge her deadly swings safely.
Power Threshold: 1-10,000
Ehdild
Ehdild is an archer who uses the Hemlock Crest to create Hemlock Arrows that cause powerful poisonous sting. Ehdild has used this power for guarding a prison in the mouth of the Aegean Sea and now serves the Century Corps.
Ehdild's powerful poisonous sting makes her a powerful ranged unit as she can disable enemies with her hemlock arrows. Ehdild works best in the back where she can assist the frontal assaults.
Power Threshold: 1-10,000
Ba-Bayost
Ba-Bayost was a warrior from China who fired off Bamboo shoots with his powerful bow. Ba-Bayost fought against a powerful beast called Eight. Ba-Bayost later went on to fight several battles and end up joining the Century Corps.
Ba-Bayost fires off powerful Bamboo slinks that do major damage but have a lot of charge time. However, Ba-Bayost can also fight melee style with his shoots upclose.
Power Threshold: 1-10,000
Eclox
Eclox had a tragic accident happen to him when he was a young age during an eclipse, granting him the Crest of The Eclipse. Now he fights against monsters and evil using his Void Moon Launchers as part of the Century Corps.
Eclox's Void Moon Launchers fire off small Void Moons that explode and do a ton of damage. Eclox's Void Moons don't do lingering damage or AOE damage. The Crest of the Eclipse also boosts Eclox's defense the farther back he is the in formation. Therefore Eclox is perfect for any rearguard action.
Power Threshold: 1-10,000
Vbor
Vbor was a warrior in the south of Florida who fought various bandits in the town he lived in, with grenades based on Vorticella, which is also his crest.
Vbor's tactic is throwing his signature Bio-Anchor grenades that chain DNA together and can bind enemies together. Vbor is best suited for mid range play.
Power Threshold: 1-10,000
Kutok
When Kutok's boat was smashed by the titan Fyvotoh and she was saved by Ossie, she owed The Century Corps a life debt. Since joining, Kutok's combat prowess has grown and she's traded her luck circles for the ability to fire off Auroras during a Metamorphosis event.
Kutok's magnetic dagger can stick to enemy weapons and armor and remove them. Kutok can also fight at range with her Aurora beams, able to disable enemies with electrical wiring. These two combined abilities make Kutok a versatile asset to be placed near the front of the of a formation.
Power Threshold: 1-10,000
Moesha
Moesha is a member of the Meraki Species, a Half-Human and Half-Jellyfish people. Moesha joined the Century Corps when their operation expanded into her traditional home lands around the island of Tonga. Moesha's steadfast warrior heart makes her a proud defender of the waves and her people.
Moesha can play nearly any role on the battlefield, using her tentacles for powerful shocks and up close brawling but she can also use her Anemone Gauntlets to fire off shocks at mid range and her Coral Staff can fire off powerful bolts from long range.
Power Threshold: 1-10,000
Nori
During the time since her last appearance, Nori has grown a lot in using flavor magic and has grown stronger using it. Nori has been heavily involved with Titan Hunting again but still checks in on Larkin from time to time.
Nori's flavor bubbles have been changed to work as more automatic sentries that Nori sets up that follow her around however they pop if enemies land in melee attacks. Nori's strategies revolve around creating many flavor bubbles to shield the sides and rears of formations.
Power Threshold: 1-19,000
Xril
Xril was a member of Optica’s elite guard who faked her own death to get out of her servitude towards her. After Optica’s defeat for good, Xril joined The Century Crops, putting their X-Ray powers and expertise to use..
Xril’s weapon is a scalpel that uses X-Ray beams to do pivotal damage to enemy weak points, but she needs to be precise when striking. Xril’s best suited to mid range, where she can pick off stragglers with deadly efficiency.
Power Threshold: 1-28,000
Oloomt
Oloomt was part of the leader of an elite squad of units called The Ambered Ones until they split apart. Oloomt has since joined the Century Corps to put their expertise in leadership to use.
Oloomt swings powerfully with their hammer and can have enemies stick to the blunt side of their hammer, doing damage as they’re pulled apart by swing after swing. Oloomt is best suited to the edge of the formation where they can really pummel at attacking foes.
Power Threshold: 1-11,000
Ouzcoebr
Ouzcoebr was one of the first Centennials to join The Century Corps, Ouzcoebr gained fame for using beastlings but during a special event called The Beast Moon, the beastlings chose Ouzcoebr as their "soul alpha" and combined all their souls with theirs, resulting in Ouzcoebr becoming a living bestiary.
Ouzcoebr's power has dramatically increased as The Beastling Alpha as they can use the souls of the beastlings inside of them to release destructive attacks in any direction. In formations with Nest, Ouzcoebr and her can do a lot of the offense for a team.
Power Threshold: 1-35,000
Omerjo
Omerjo was one of the first Centennials to join The Century Corps, Omerjo gained fame for using parasitic worms to assist in their operations however, like their comrade Oouzcoebr, the Beast Moon affected Omerjo irreversibly and had the worms bond to Omerjo as their alpha, now Omerjo exists as a living corpse that the worms feed off of. Despite being basically braindead, Omerjo can still operate in the guild and even talk but no one knows if this Omerjo doing it or if the worms are simply using their empty shell.
Omerjo's patient play style has been replaced with the exact opposite, a hyper-agressive unit who overclocks their abilities leading to immense recoil damage over time from the worms destroying Omerjo's body to deal massive damage.
Power Threshold: 1-16,000
Hiegya
Hiegya was one of the first Centennials to join the Century Corps. Hiegya used their combat prowess to rise up through the ranks of the Century Corps. Hiegya led the Century Corps Frontier Teams before they were disbanded and led them on many adventures. Now Hiegya assists in operations they get assigned too by Gladian or other Century Corps higher ups.
Hiegya has had a massive rework since Centennials 3, they now take a more aggressive approach to throw their knife kite around in aggressive long swings.
Power Threshold: 1-10,000
Malcom
Malcom was a Centennial part of the Ink and Mauve Division but when their unit was terminated, Malcom was the last survivor, using the weapons of their former division to survive. Now free, Malcom works with other Centennials in The Century Corps to change the world he fought for.
Malcom is a unit best suited to mid range combat as their whips can do the most damage from that range. Malcom's two whip varieties are Ink and Mauve. Ink whips cover opponents in the sticky substance and do AOE damage on attacks while Mauve whips are more for stun and can even heal allies.
Power Threshold: 1-10,000
Ojun
Ojun was a Centennial made by a Ventriloquist to be sort of a body guard and puppeteering aid. When said Ventriloquist died, Ojun went into a long sleep but Ojun was reactivated again during an expedition by The Century Corps. Now Ojun is among their ranks.
Ojun can temporarily take over enemy units and do damage to them via their arm hooks. Ojun can also use them to poke at enemies from long distances.
Power Threshold: 1-12,000
Ckkuan
Ckkuan worked with a group of Centennials called The Wolf's Chains until the group met a firey end against Surtur and forces from Muspelheim. Now Ckkuan serves as a member of the Century Corps, using the chain they followed to help people in need.
Ckkuan's Wolf Chain can fire off powerful beams called The Wolf's Roar and can also use it as blunt weapon to lash into enemies. Ckkuan's weapon of choice makes them an ideal choice for assisting roles.
Power Threshold: 1-10,000
Pendel
Pendel was locked in the keep of Isaac Newton for hundreds of years before they were freed by The Century Corps. Pendel has since joined the Century Corps as a powerful unit using the gold chains he bound with.
Pendel's power comes from swinging their chain balls that they swing to create large centers of gravity. Pendel's strength makes them best suited for the middle of formations, able to anchor enemies and allies alike.
Power Threshold: 1-10,000
Spring
Spring was a Centennial imbued with a strange green magic artifact in their own brain. Spring can control and manipulate seasons and was called Spring because they were birthed during spring. Spring has joined The Century Corps and has started to fill a similar role to Nori.
Spring can throw down a Season Orb that changes the season in an area, like creating areas of summer, spring, fall and winter. Spring's seasons can create massive buffs depending on the units used in those areas.
Power Threshold: 1-22,000
Yve
Yve was living off the Coast of Newfoundland, until a Titan destroyed his village. Yve since joined The Century Corps was involved with several high profile titan hunts. Yve's specialty is punching and punching.
Yve has little to no range commands, he is an upclose puncher, and half of his commands are passive, giving armor buffs to others, thus being an armor tank best suited to frontal combat.
Power Threshold: 1-15,000
Jack
Jack was found by Loren and Largo as a young child by a strange rift. Jack's original ability was thought to be doing any task well but never being a master but turns out his real ability is mastery over objects he can pull from subspace.
Jack's subspace skillset gives him options from basically any positions, a jack of all trades if you will. Jack is always a useful and versatile tool to have in reserve for formations incase things get ugly
Power Threshold: 1-40,000
Jwoesu
Jwoesu is a member of the Meraki species, a Half-Human and Half-Jellyfish people. Jwoesu has trained in something called The Diokanian Arts, which is a form of magic that allows him to project tentacles from his body for powerful ranged attacks.
Jwoesu's Diokanian Arts allow him to function as a ranged melee unit with powerful tentacle strikes being able to assist units in their frontal assault.
Power Threshold: 1-10,000
Voiwuku
Voiwuku is a member of the Meraki species. Voiwuku was taught the arts of void magic as a child and picked up the use of Void Daggers once joining the Century Corps
Voiwuku is best used in the front as he can pounce on enemies and use his void daggers to cut through enemies in the front.
Power Threshold: 1-10,000
Gtwtu
Gtwtu is a Meraki assassin who fought against various opponents in the Lemurian Belt. While Gtwtu used to work solo, she fought alongside the Century Corps once and ended up joining their ranks.
Gtwtu fights from a close ranger, striking with her Anemone Dagger, dealing slight paralysis in every strike using powerful kicks against foes. Gtwtu is often best near the front.
Power Threshold: 1-10,000
Puwhw
Puhwh is a Centennial who can create bubble natively from their body, as a sort of support system. Puwhw specializes in send their defensive bubbles forward and has been commeded for their selflessness.
Puwhw's bubble barriers make them primed as a frontal support unit that allows allies to advance forward. Puwhw's bubbles come in randomly generating sizes.
Power Threshold: 1-11,000
Crease
Crease is a Centennial with a special folding armor and native ability to fold objects into various objects. Crease's time in the Century Corps has led them on quite a few adventures throughout The Indian Subcontinent.
Crease's powers place them in a position that allow them to be a versatile position anywhere in the formation. Crease's versatility means they make for a good duo with Jack as a Versatile Wild Card duo unit.
Power Threshold: 1-11,000
Uapitn
Uapitn was a Centennial made by the Pueblo People of New Mexico as a sentinel to watch for Sandstroms. Uapitn has since gone into a dormant state before joining The Century Corps during an expedition.
Uapitn's Sediment Sword creates blinding clouds of dust whenever they slash, making them useful for frontal assaults. Uaptin works well with units that can help obstruct enemies even further like Elghene.
Power Threshold: 1-10,000
Oiyrr
Oiyrr is a Centennial who worked for a cult called The Seeds of Evner, when Evner went mad, Oiyrr escapes with one of the sacred plants which is a magic vessel. Oiyrr took the plant to the Century Corps, where Oiyrr uses it to help defend justice.
Oiyrr's plant can be used either as a melee weapon to attack with sharp thorns or can be used to fire magic chlorophyll blasts that can temporarily turn others into plants.
Power Threshold: 1-11,000
Levylr
Levylr was created by a group of Lemurians called The Abyss Watch. Levylr is an expert on the deep of the ocean and has explored its depths.
Levylr wields dual water tridents as they can fight basically anywhere in the formation. Levylr’s tattoos on their armor also provides them with powerful defensive buffs under stress.
Power Threshold: 1-10,000
Graydr
Graydr was born out of Ivory Magic in a sacred ritual as a guide and guardian of tombs for a civilization that no longer exists. Now Graydr helps guide wayward souls and uses their undead powers to help those same wayward souls as a member of the Century Corps.
Graydr fights upclose with their Soul Swords, dealing powerful blows in wide sweeping attacks and jab motions. Graydr is best utilized in the front of formations.
Power Threshold: 1-14,000
Scarlacre
Known as the Scarlet Siren by some, Scarlacre is a powerful menace of a warrior who uses their own blood hair as powerful whips. Scarlacre joined the Century Corps on the recommendation of Centus.
Scarlacre fights using their blood hair whips, leaping forward and dealing massive force damage with their whips. Scarlacre can also heal themselves and can use a powerful Blood Siren song to drain the blood from their opponents.
Power Threshold: 1-12,000
Ruwt
Ruwt was a Centennial who joined the Century Corps after Gladian's speech in Vienna. Ruwt can fire red spheres out of pollen out of his helmet.
Ruwt is best used to fight from the middle, firing off sticky pollen orbs that can deal all kinds of damage to enemies.
Power Threshold: 1-10,000
Abarect
Abarect was a Centennial in a position similar to Eoontaq and Ueqon, having studied various magics and mystical artifacts before their joining of the Century Corps. Abarect found themselves two dual shields called The Aplhaend Guards, and they use them to throw out letters and words like defensive tools.
Abarect being a defensive ranged unit provides them with a unique utility and niche, allows for good formation building with the aforementioned Eoontaq and Ueqon.
Power Threshold: 1-10,000
Terefn
Terefn was designed to be a kind of contingency, being able to use any part of their body as a weapon. Terefn's design was by the United Forces of The American Alliance but Terefn shared the same fate as bunch of other Centennials who worked under the American Alliance and was locked under Baltimore after the war. After The Freeing and Optica's Invasion, Terefn went on to join the Century Corps.
Terefn can open any part of their armor and use it as a weapon, able to make all kinds of various offensive tools, even from their own face. Terefn's abilities make them an ideal tool anywhere.
Power Threshold: 1-10,000
Veinph
Veinph was a Centennial who was born as something called a Veilwalker, an anamoly among Centennials. Veilwalkers could access all the extra-dimensional worlds beyond the Earth, but gained their power specifically from the Red Realm. Veinph kept their powers after the collapse of the Red Realm and ended up joining The Century Corps.
Veinph is not an opponent to tread lightly with, as Veinph's powers include lashing attacks from a sources of energy they call Veils. Veinph's Veils can both shield allies and harm foes, leading to Veinph being a versatile asset for the Century Corps.
Power Threshold: 1-18,000
Theseus
Hero of Greece, slayer of the Minotuar, Theseus has many titles, including friend of Centus. After the incident in the Labyrinth with Department X, Centus reached out to Theseus, asking if they’d like to join the guild, and Theseus obliged.
Theseus fights how you would expect him too, using their sword and shield to masterfully block and attack. Their sword is one of lighting, reminiscent of the god Zeus. Theseus works best in the front alongside their buddy Centus.
Power Threshold: 1-12,000
Sypka
Sypka is a relation of Wentus, having fought alongside them in many wars. Sypka was separated from Wentus after a battle in the Middle East in the 1940s. Sypka has since become an abomination of magic, able to channel all magic through their mutated arm.
Sypka’s powerful magic attacks are best suited for the back, being able to be a rearguard for units. Sypka can change the magic that they use via their needle.
Power Threshold: 1-10,000
Serrn
Serrn is a member of the Naga species, Half-Man, Half-Snake. Serrn was raised in Jerusalem and decided to join the Century Corps after their expedition into The Garden of Eden. Serrn had his own helmet made out of the first fruit of sin.
Serrn’s slithery attacks and tactics make him best suited to be in the middle of the formation. Serrn can also us his shovel to dig tunnels for him and Kiqi.
Power Threshold: 1-12,000
Hrollk
Hrollk was found in a temporally locked pit in Palestine after The Adamite Key was destroyed. Freed by Vendil after the ordeal, Hrollk joined the Century Corps with no other options.
Hrollk's power is incredibly strong, able to lock enemies in temporal chokeholds, able to freeze them for up to ten turns. Hrollk's utility makes her best used anywhere in the formation.
Power Threshold: 1-100,000
Endtimes
Mysteriously arriving on the doorstep of Loren and Largo, Endtimes was a child who had a deadly prophecy attached to them with them only being referred to as Endtimes. Since joining the guild, Endtimes's service to the guild has been invaluable.
Endtimes's power is very strong, able to produce conditions relating to the end of life from their hand. Endtimes works best as a vanguard unit to do massive damage.
Power Threshold: 1-100,000
Genesis
Mysteriously arriving on the doorstep of Loren and Largo at the same time Endtimes did, Genesis was a child who had a deadly prophecy attached to them with her only being referred to as Genesis. Gensis was enrolled in The Century Corps after Optica's Invasion.
Genesis's power is very strong, able to produce conditions relating to the begining of life from her hand. Genesis works incredibly well in a support role being able to help defend allies.
Power Threshold: 1-100,000

Book of Tales Units

Yoni
Yoni is one of the seven daughters of The Li Cadenzo Family, some of the richest aristocrats in Rome. Yoni is sort of the black sheep of her family due to a genuine desire to use the family's riches to help the poorer people of Rome.
Yoni's power comes from The Cadenzo Family's bloodline, which enhances their luck and gives them a natural affinity to Yellow Magic. Yoni uses this magic along with the Midanian Gauntlets to fight up close in close range.
Power Threshold: 1-11,000
Umbra
Created by the mad scientist and sorcerer Kutakahra, Umbra was built to be his ultimate weapon and raised her like a daughter inside his secret keep, but when he was defeated by Vaniel and The Century Corps, Umbra was left abandoned until she escaped.
Umbra can cast powerful shadows that can cover large distances, Umbra's abilities are best used in the sides of formation due to their range and utility.
Power Threshold: 1-24,000
Euke
Euke is the son of two high ranking Century Corps members who fought vigilantly against foes like Optica and Henry Gavel. Euke wants to be like his parents but as he is only eight years old, Euke doesn't go on many real dangerous adventures but that's about to change.
Euke inherits his mother and father's weapons or at least versions of them. Euke's ASMR Dagger can create sensor fields around enemies. When Euke is paied with Vivuhal it creates a ton of enemy disorientation. Euke's Green Spear can swing in arcs to do illuminating damage that lasts.
Power Threshold: 1-10,000
Olivia
The Soul of Optica has rebelled against her and become her own separate being who has lived her own life for seven years. Olivia is commited to defending the new promises and friends she helped forge.
Olivia's Mirror can reflect anything that it comes into contact with which becomes an ideal tool of defense and offense with these capabilities. In adition to that Olvia can now also now flip around projectiles to have them go other directions.
Power Threshold: 1-100,000
Vaniel
Vaniel is from the Nightlands and is a famous warrior there for his adventures against Kutakhara and Phote. Vaniel comes from a proud legacy of adventure and wants to rise to the challenge wherever it is.
Vaniel's Night Based powers have some utility on the battlefield. With The Dusk Shroud Command being useful for quick kills and Moonrise Command being good for crowd control.
Power Threshold: 1-12,000
Hudson
Hudson is a man who's died before and the experience was something else coming back from life. Hudson serves as one of the most knowledgeable members of the Century Corps being versed in elemental magics and crests.
His new studies have provided him with two new Cleavers, The Earth and Void Cleavers which can be swapped out with his Fire and Ice ones he already uses to cause powerful mix ups.
Power Threshold: 1-13,000
Boone
Boone was a Centennial who once fought in a special group dedicated to hunting Titans but once they defeated The Titan, Teggao in a decisive confrontation, they retired. Boone lived out their days in retirement with a family but that all changed.
Boone's power comes in powerful bursts that destroy enemies in large bursts. Boone's sheer destructive power makes them an asset best used from the back.
Power Threshold: 1-10,000
Marmin
Marmin makes his living sailing people who need it up local rivers in the Canadian Countryside. He's always been a quiet but eccentric fellow, building prosthetic limbs in his spare time. Marmin is only useable in Black Blood Rapids and the Dream Expeditions mode
Marmin has very little practical combat skills and is mainly just an ordinary guy, that being said, Marmin can light enemies on fire with a torch and set prosthetic limbs upon foes.
Power Threshold: 1-2,000
Atoll
It has been years since the conflicts back in Baltimore and now Atoll is a member The Septarian Guard, an elite Century Corps unit. However, even though this kid is now a basically a full grown adult, Atoll still has more to learn and is still the same guy at heart from all those years ago.
Atoll keeps all of his darts and tricks from the previous entries but because he can really squeeze the trigger now they fire with more force. Atoll can also fight directly upclose due to having a Flame Dagger now.
Power Threshold: 1-10,000
Aoenen
A loyal follower of Neve and second in command of the Pionin's Truth, Aoenen is known for his money connections, family status and superiority complex. Aoenen desire to purge the Pionin of sin clouds his judgement. Aoenen is only useable in Mariana and the Dream Expeditions mode
Aoenen is a glass canon going in for big swings, high risk and high reward. Aoenen's low power threshold also prevents Aoenen from really taking off.
Power Threshold: 1-8,000
Sissinoe
Sissinoe is a Meraki who has an odd penchant for collecting Centennial heads. Sissnoe is also one of the smartest people nearby in the Mariana Area and while she is a little insane, she's got the brains to back it up.
Sissinoe mainly fights using The Marianas Dagger and her signature Centennial Head, being able to knock it into enemies as a fast projectile. Sissinoe works really well with Atoll, being able to have the darts ricochet off of the thrown head.
Power Threshold: 1-10,000
Illinois
Illinois was a famous adventurer who went on an adventure deep into the Mariana Trench back in the 1980s but was presumed to be lost. Now a new adventurer group will encounter a very much alive Illinois. Illinois is only useable in Mariana and the Dream Expeditions mode
Illinois fights with her steel whip, doing big melee damage to enemies directly in her way while using her magic sponge to heal herself or allies. This positions Illinois neatly as the tank of Mariana
Power Threshold: 1-10,000

Bosses

Keighan
Keighan is a high ranking lieutenant of the Sinners Sextant. Keighan is a serial murdrer who has killed thousands of people for refusing to cooperate with The Sinners Sextant.
Power: 8,000
Ayev
Ayev is a high ranking lieutenant of the Sinners Sextant who has been scorned by the world before, and has betrayed quite a few groups because they disagreed with their goals. Ayev seeks only one thing: revenge on the Century Corps.
Power: 8,500 (First Fight), 14,600 (Second Fight)
Ghice
Ghice is the leader of the notorious mercenary group known as Sinners Sextant, a group that specializes in stealing powerful artifacts. Ghice is on a mission to steal portal batteries for the Portal to the Garden of Eden for an unknown client.
Power: 18,500
Odio
Odio is the lieutenant of Yuteyh and a high ranking member in the cult of Sheyane. Odio is devoted warrior who will see Sheyane's will until her last breath
Power: 500 (First Fight), 1,750 (Second Fight), 5,100 (Third Fight)
Yuteyh
Yuteyh is the leader of a cult called the Cult of Sheyane, a group that wants to find the legendary Adamite Key to bring their god back to full strength. Yuteyh will stop at nothing to awaken Sheyane.
Power: 9,100
Weaforth
Agent Weaforth is one of Department's X most devoted operatives, Weaforth has been on many missions across the world.
Power: 8,000
Lark2n
Lark2n is someone who the world has been beset on making misrable, Lark2n has endured humiliation after humiliation, defeat after defeat. He took over Department X and now seeks to reshape society in his image.
Power: 25,000
Dye
Dye is a mysterious creature, a sort of chimera of different color energies, created by the enigmatic Kutakahra to lead his own labgrown army against the world. Dye's power's are intensely strong and he is a powerful force to be reckoned with.
Power: 13,000 (First Fight), 35,000 (Second Fight)
Kutakahra
Kutakahra is a powerful sorcerer and mad scientist who's plagued the Nightlands for years but after his defeat by The Century Corps, he went into hiding, biding the day he would return, now that the world has returned to chaos, Kutakahra attacks again. Kutakahra takes pride in his villainous persona and enjoys being in the evil spotlight.
Power: 24,000
The Buzzard
The Buzzard is a vile force set on causing misery and pain, mainly through torment and the removal of crests. The Buzzard is a parasite that feeds off of human misery and has no goal other than making people suffer.
Power: 40,000 (First and Second Fight)

Trivia

  • Cut content with Centennials 4 is interesting as there were multiple plans for the game before the current version took shape which ended up being a combination of elements of all the plans
    • Codename Lazarus was where the idea for the Adamite Key came from along with Sinners Sextant. In this version, Department X and Sinners Sextant were working together instead of being enemies, although this draft had Necra and Al as main characters, who are absent from the main story.
    • Codename Lemurian was where the large part of the game taking place in Lemuria came from. The Cult of Sheyane here was called The Cult of Leyane.
    • Codename Worldwide is where the idea of the Century Corps going global was really put forward. In this version of the story, The Cult of Leyane teamed up with Department X in a devil's pact type deal when in the final story the two factions ended up having no real interaction.
    • Amto and Ueqon were supposed to have roles in the main story but we're cut for pacing purposes.
    • Agent Weaforth's death was shifted forward in the story from Chapter 11 to Chapter 7
    • Ayev was never actually in the plans for Centennials 4, they were thrown into the story as a fun cameo before their role was expanded and became the only member of the Sextant to survive
    • Yuteyh had a completely design originally
    • Ikutaro was originally going to survive Sword Fight With The Sun and thus they were in several drafts for Centennials 4
    • Neve was originally going to be revealed to want to take over the entire world, this was changed to her plan being to kill a large percent of Pionin due to that making more sense with her disposition.
    • As sort of the reverse of cutting content, Artil from the cancelled Centennials Austin and Olmesia who was cut from Centennials 2 both saw the light of day in Centennials 4
  • The Book of Tales Volume 2 was completely reworked during development
    • The only Tale to survive the rework form the original book was Nowhere To Rome which was originally called When In Rome. Despite the name change, everything about that story has remained pretty much the same, aside from being moved up from the next to last slot, to the first slot
    • In God's Kingdom was one of the cut tales that was cut early on, it would have featured Woelyn and a contingent of Century Corps members going after Sheyane's body after it would go missing in the main story. This was cut in favor of having Woleyn have a bigger role in the main story proper. Sissinoe and Illinois were originally supposed to appear here before being moved to Mariana
    • Taking the place of In God's Kingdom was Empty Echo which would have featured Hadane and Olivia exploring a place called the Temple of Echoes. Acantha's Echo from Centennials 3 was supposed to reappear here. This was cut in favor of having the echo concept explored more later
    • Anmai's tale was a lot different from what it ended up becoming. To The Moon would have seen Anmai, Thosmrr and Cosma all go the Moon, fight Moon people and put Zaylee's ghost in a robot body. Needless to say, this was scrapped in favor of Alchemical Retrograde
    • Valley of The Accosted would have followed Nest, Amto, Wadah and Vivuhal as they go to Nest's home and encounter The Buzzard. It would have focused on a climatic encounter between Nest and The Buzzard. This was scrapped in favor of having Nest's ultimate battle with The Buzzard take place later. Elements from Valley of The Accosted would be moved into Black Blood Rapids, chief among them being The Buzzard himself.
    • Blue Lilly, Black May was supposed to be the last tale and feature the returns of Whoyn, Vendil, Ehl, Genesis and Endtimes as they're framed for a crime they didn't commit and would see them being hunted by The Century Corps. This was where Umbra was supposed to appear as an ally. This tale was scrapped due to the scale of it all and Umbra was given her own tale aka Casting Shadows
    • The final scrapped tale was going to be made instead of Casting Shadows. It was called Forbidden Fairytale and would have featured Eoontaq and Ueqon exploring a deceprid mansion in Germany and fighting against a foe called The Weaver.
  • Centennials 4 continues the tradition of licensed songs on the soundtrack of Ultimatium Games started with Everything Ends Eventually.
    • Icarus by Bastille plays during both the opening movie and end credits montage
    • Little Dark Age by MGMT plays during Nowhere To Rome's first chapter
    • Mad World by Gary Jules features prominently in Nowhere To Rome as well.
    • Mary On A Cross by Ghost plays during Mariana's final battle.