Besieged/Enemies in Besieged

Mamool Ja Savages
In contrast to their name, the Mamool Ja Savages are actually a highly disciplined military force. A specific military role is automatically assigned to every Mamool Ja citizen based on social classification, and their discipline is a direct result of the intensive training they receive in order to carry out their duties. The army is comprised of units that specialize in one particular field of battle. Supposedly, to prevent infighting amongst the different classes, the soldiers are given no opportunities to learn skills outside of their specialization. However, this also means that troops trained to undertake a certain task cannot be easily replaced should they fall--a fatal chink in the Mamool Ja's armor.

The warrior class of the Mamool Ja. On the battlefield, these ferocious combatants wield weapons of unique design and are seen as being either incredibly courageous or foolishly reckless. They excel at sudden assaults, but have little patience for drawn-out conflicts.
 * Mamool Ja Fighter

The sage class of the Mamool Ja. Many of the Mamool Ja mages are assigned to positions that utilize their extraordinary intelligence and magical prowess. The ability to swivel their eyes in any direction also complements their roles as officers and physicians.
 * Mamool Ja Mage

The war birds of the Mamool Ja. Generally employed as pack animals, the ziz possess an aggressive demeanor and are occasionally released to wreak havoc upon enemy forces. They have a tendency to become fixated on prey that is small enough to swallow whole.
 * Ziz

Pronounced "pook," this small, winged beast is believed to be the artificial combination (chimera) of a dragon and some kind of vermin. Also known as "wind wyverns." Puks are capable of comprehending speech, and are known to sometimes enter the service of the Mamool Ja Savages. They are swift fliers, adept at scouting out enemy territory and harrying opponents with wind-based attacks.
 * Puk

Troll Mercenaries
Emerging from the recesses of Mount Zhayolm and Halvung, the Troll Army is a decently organized fighting force. The Trolls' ancestors served as a mercenary unit in the Imperial Army, and were afterwards hired by the Moblins. The reasons for their move to Mount Zhayolm are debatable, but they were able to maintain autonomy over their mercenary lands (also known as Halvung Territory) by paying tribute to the Empire until the conflict for the Astral Candescence began. With the motivating force of recovering autonomy over their mercenary lands, the Troll Mercenaries are a highly determined fighting force. Their might and hostility towards Aht Urhgan make the Trolls the Imperial capital's greatest threat. These Trolls are the backline soldiers of the Troll Mercenaries. They are known to carry naptha-powered incendiary weapons. They also have practice in engineering and in the arts of magic. While Troll cannoneers lack in heavy armor, they make up with their hand-to-hand and dagger skills.
 * Troll Cannoneer

These Trolls are the frontline soldiers of the Troll Mercenaries. They carry mass-produced cast metal helmets. They wear heavy armor and are often seen with a club and a shield. They also wield giant swords and axes. Because of their experience in fighting, they often command the Troll Army during battles.
 * Troll Hoplite

Although their bodies are pliable and gelatinous, black puddings also possess large, sharp eyes used in searching out prey, and a flexible mouth filled with fangs. Despite their outward appearance, black puddings are also known for being highly intelligent, and reports of flan using extraordinarily powerful magic are not uncommon. However, they are unskilled in suppressing their emotions, and a flan's mood tends to have an enormous effect on its actions.
 * Flan

These reddish crawlers live around the volcanic regions of the Halvung Territories. They tend to have various behaviours and attributes, depending on the time and weather. They assist the Troll forces with their fiery breath attacks.
 * Eruca

The Undead Swarm
The undead swarm is very simply organized, consisting only of manipulators and the manipulated. The Lamiae and Merrows themselves created the undead, but have no misgivings about expending them in order to survive or accomplish a goal. The undead can only follow the simplest instructions, and thus present very little threat when alone. In battle, however, the undead are so numerous that losses are of no concern, and storm tactics tend to prevail over sophisticated strategies. These artificially created beastmen (chimeras) command the undead swarm in battle. Although their numbers are few, the Lamiae are extremely cunning, and often confound the Imperial Army with feint attacks and other deceptive strategies. Lamiae always send their troops before them in battle as they decimate their opponents from afar with powerful magic and archery.
 * Lamia

A close relation of the Lamiae, the Merrow is a type of amphibious chimera. Although they reside in the Cyan Deep, Merrows occasionally respond to the Lamiae's requests and venture to the scene of battle accompanied by hordes of undead raised from watery graves. Merrows can also use their enchanting voices to draw in even the most experienced sailors.
 * Merrow

Although qutrub only have a few shreds of their will remaining, they have pledged their undying loyalty to the Lamiae. Still afflicted by the desires of the living and possessing surprising strength, the qutrub are often utilized in raids on Al Zahbi. Their short swords can be used to devastating effect.
 * Qutrub

These undead skeletons are completely controlled by the curse of the Lamiae. Draugar possess no emotion and feel no pain. They merely fight until they can no longer move, but are capable of little more than the most basic behavior. Their ranks are easily replenished, so draugar are often used as a stalling tactic.
 * Draugar

Beastmen HNMs
Each time a beastman army approaches at level 5, accompanying it will be a unique HNM with significantly higher stamina if they are not defeated outside of besieged. These HNM's are easily distinguished by their unique character model, size, resiliance and TP moves, and can take well over 30 minutes to defeat even with 700 players focusing all their attention on them. For this reason, it is highly recommended that they be isolated from the rest of the group, and delt with last. The Beastmen HNM's are:


 * Gulool Ja Ja - Mamool Ja Savages
 * Uses Mijin Gakure at low health.
 * Vorpal Wheel: Ranged single-target damage (~800) used immediately on anyone who casts elemental magic or a successful Enfeeble on it
 * Tyrranic Blare: AoE damage, bypasses shadows
 * Miasma: AoE Poison, Plague, and a strong Slow
 * Decussate: AoE extreme damage, possible to absorb with shadows
 * Rushing Slash: Single-target 4-hit physical damage
 * Gurfurlur the Menacing - Troll Mercenaries
 * Uses Hundred Fists at 50% health.
 * Arcane Stomp: Converts magic damage taken to HP. Highly recommended mages refrain from nuking for the entirity of the fight. However Drain is effective and is rarely resisted, along with other Drain type spells such as Blood Saber and Blood Drain.
 * Head Snatch: Heavy damage (1200+), single target.
 * Haymaker: Moderate AoE front attack. Added effect: Amnesia.
 * Sledgehammer: Moderate AoE front attack. Added effect: Petrify
 * Incessant Fists: Moderate damage, single target.
 * Pleiades Ray: Moderate AoE damage, inflicts multiple status effects.
 * Medusa - Undead Swarm
 * Uses Eagle Eye Shot at 50% health.
 * Tail Slap: Cone Attack physical damage and Stun.
 * Rising Swell: AoE removal of all equipment.
 * Shadow Thrust: Single-target damage?
 * Petrification: Single-target gaze petrification.
 * Pining Shot: AoE ranged attack centered on target.
 * Calcifying Deluge: Frontal damage and petrification.
 * Gorgon Dance: AoE long-duration petrification.

See also: Beastmen Leaders