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Fatui

https://static.tvtropes.org/pmwiki/pub/images/the_fatuis_emblem.png
Insignia of the Fatui
"Proud Fatui comrades, I know your hearts harbor both the fires of rage and the cold of eternal winter. Each one of us has borne witness to the absurd callousness of the foundational principles of this world. So, let us don our masks in mockery of the world as we go forth and rewrite the rules of destiny."
Pierro, Founder of the Harbingers

The Fatui is the diplomatic, espionage, and military corps of Snezhnaya. Led by the Eleven Harbingers, who answer directly to the Cryo Archon, the Tsaritsa, they plant the seeds of corruption to control the six other Archon-states of Teyvat. They serve as a constant threat in the Traveler's journey.

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    General Tropes 
  • Assassination Attempt: In Diluc's backstory in the prequel webcomic, they plotted to kill him and his father Crepus by secretly slipping a metal bird in their carriage to mark them as targets when they returned from celebrating his eighteenth birthday. This resulted in Ursa the Drake, a fearsome dragon, attacking the entourage and caused the deaths of the family's escorts, forcing Crepus to use a Delusion to protect his son, which ultimately killed him from the strain. It is currently unknown why the Fatui wanted to assassinate both father and son, though it's implied that they wanted to get rid of Mondstadt's local wine industries to make space for their own.
  • "Ass" in Ambassador: Even disregarding their plans, many of the Fatui's diplomats are unpleasant, blatantly selfish, and incredibly pushy, to the point where the Fatui have a reputation for being the most aggressive diplomats in all of Teyvat.
  • Badass Army: They are the largest army of all the seven nations of Teyvat, have access to superior military technology and last, but not least, they all can wield elemental magic to fight like any playable character with the aid of both of the aforementioned technologies and of the Delusions. Justified as the Tsaritsa and Pierro created this organization precisely for this so that they can face the gods of Celestia.
  • Black-and-Gray Morality: While the Fatui's actions are malicious and amoral (many of which endanger innocents), their main goal is to help the Tsaritsa gain the means to oppose Celestia, a faction of gods that forces humanity and other gods to adhere to their principles lest they be wiped out, putting them on the "Gray" side. They also seem to be enemies with the Abyss Order, despite their shared opposition of Celestia, because the Abyss Order wants to destroy all of Teyvat, putting them on the "black" side.
  • Big Bad Ensemble: Alongside the Abyss Order, they are major enemies the Traveler faces on their journey in Teyvat, whose goal is to gain diplomatic dominance over all seven nations, steal each of the Archon's Gnoses, and overthrow Celestia.
  • Company Cross References: To the World Serpent of sister game Honkai Impact 3rd, both mysterious, centuries-old organizations conspiring to overthrow their world's existing order, led by white-haired men who survived the destruction of their civilization by a god. In addition, their highest-ranking officers (respectively, the Harbingers and Cadres) wear masks and take on a themed alias.
  • Corrupt Bureaucrat: While they look friendly and engage in diplomacy with other nations on behalf of Snezhnaya and function as their allies they use underhanded or violent means to get what they want from them, and because of this, usually viewed by others as a threat and distrusted.
  • Evil Knockoff: Delusions, artificial Visions that they manufacture liberally. While they allow anybody to use the elements and are supposedly even more powerful than Visions, they drain the user's life force, with overuse potentially sending them near-catatonic at best and bringing about Rapid Aging and death at worst.
  • Freudian Excuse: The Fatui's pragmatic, ruthless approach to combat and diplomacy are rooted in their native Snezhnaya's hostile environment, what with it being covered in perpetual snow and constantly under threat from opponents that hide within the blizzard.
  • Hated by All: Deconstructed, as mentioned in Eula's Story Quest and shown in Ganyu's.
    • Snezhnaya has almost all that it needs to take over the world, having the largest military in Teyvat, the Harbingers, and one of the strongest Archons. Unfortunately and ironically, it's the Fatui who are the biggest impediment to that goal, because they have done such a thorough job in making all nations despise them that it has worked against Snezhnaya's goals, such that should they declare war on any nation, the remaining five would most likely aid the attacked nation in an effort to rid themselves of the Fatui. This results in their military being useless and only capable of being used as an excuse to bully weaker nations through diplomacy.
    • In Liyue, while Tartaglia tries to use force to complete his plans there and fail, the Fatui are close to being completely cut off from Liyue's economy and have to work in order to compensate for the damages; furthermore, even if innocent Fatui members are assaulted by members of the Qixing, they basically have to shut up and take it, because no one would take their side or even care about the situation. And to make matters worse, they basically left the Ninth Company inside the Chasm to rot and fend for themselves, and the Millelith (bar one) are prohibited from ever providing supplies for them. This forced the remnants to rely on the Treasure Hoarders to provide supplies for them instead.
    • Their activities in Inazuma, in particular inciting both the Shogunate and Watatsumi into civil war, have resulted in both sides making public enemies of the Fatui, as well as getting most Snezhnayan merchants thrown out of the country, regardless of whether or not they were actually colluding with the Fatui.
    • In Fontaine, their negative reputation allows them to be easy scapegoats for crimes that are completely unrelated to the Fatui's plans. For example, Cowell attempted to frame Lyney for the former's attempted murder on Liliane, knowing that the magician's connections to the Fatui won't help his case. Furthermore, Childe, despite the fact that it was proven that he wasn't the one responsible for the serial disappearances of young women in Fontaine, still ends up getting arrested for the crime.
  • Hijacked by Ganon: A recurring tactic of the Fatui is to pull the strings of internal strife within the other nations by taking advantage of seemingly independent Arc Villains, be it individuals such as Schubert Lawrence and Zhiyi in both the Story Quests of, respectively, his niece Eula in Mondstadt and Yelan in Liyue, or entire organizations such as the Shogunate in Inazuma and the Akademiya in Sumeru in their respective Archon Quests. In Fontaine, this is subverted because the main conflict of that chapter has little to do with any Fatui plots, and if anything, the Fatui actually acted as the Traveler's allies in that chapter while an independent force acted as the main villain instead.
  • Human Weapon: Among the combat forces and Harbingers, many have undergone augmentation to become living weapons in the service of their homeland. The Skirmishers are described as being encased in "war machines," giving them a limited ability to wield elemental powers but with a great likelihood that they will never return from their missions. The Delusions the organization produces are also shown to be dangerous, often resulting in the user's death in the long run.
  • The Man Behind the Man: Defied. The Fatui has a habit of trying to install puppets in major political positions in each nation so they can control things from behind the scenes. Between Schubert Lawrence in Mondstadt, Zhiyi in Liyue, Kujou Takayuki and Hiiragi Shinsuke in Inazuma, and Azar in Sumeru, it's a definite pattern. That said, it ultimately screws them in the long run: Schubert is arrested by the joint efforts of the Traveler and his niece Eula; Zhiyi had well and truly outsmarted them before Yelan and the Traveler stepped in; Takayuki and Shinsuke are ultimately exposed by the joint efforts of the Traveler and Yae Miko, and subsequently punished by Ei once she finally learned that they lied to her into throwing Inazuma into chaos; and Il Dottore abandons Azar and the three other Sages who joined his failed project to turn Scaramouche into the new God of Wisdom at the mercy of Nahida/Kusanali.
  • Moral Myopia: While they are not involved in their organization's more nefarious actions, the rank-and-file in Mondstadt openly disdain the citizenry and are privy to Snezhnaya's aims of wresting control over the other nations than the Ninth Company in The Chasm (who, as noted below, are Locked Out of the Loop). When this behavior and their obvious meddling starts to rub Mondstadt the wrong way, the ones you can talk do become increasingly indignant about the cold shoulder they are getting, while refusing to acknowledge that anything they have done could have inspired it, as if the people were just picking on them.
  • Nebulous Evil Organization: As far as it is known, the Tsaritsa's goal is to gain enough power to be able to oppose Celestia and the Heavenly Principles. It turns out that pretty much any evil activity can be folded into the vague directive of "gaining power," from manipulating the affairs of other nations to researching potential sources of power in secluded ruins, making the Fatui rather narratively convenient villains.
  • Not Me This Time: A recurring problem for the Fatui is that because they sow conflict wherever they go, likewise they tend to become the first suspect whenever anything goes wrong. The Traveler makes this mistake as early as v1.1, and they never learn to rule out other suspects first. In many cases they can resolve disputes with the Fatui peacefully when they are not responsible for whatever problem the Traveler is trying to solve, but sometimes the player can choose to fight them regardless. Even NPCs are prone to this. In a Sumeru Daily Commission, when a cart transporting wood carvings commissioned by Viktor is attacked by monsters, Hamawi, who ordered the shipment, concludes that it was a mistake working with the Fatui even though they had nothing to do with the attack. During the Fontaine Archon Quest, both Lyney and Childe get framed for Marcel's crimes, and during Lyney's trial Furina uses his Fatui membership to cast suspicion on him. However, the Fatui end up as the Traveler's allies during said quest with Paimon even noting how strange it felt by the end.
  • Pyrrhic Victory: For all their military might and cunning statecraft, the Fatui keep finding themselves in hot political water despite succeeding in obtaining the Gnoses:
    • In Mondstadt, La Signora was able to make off with the Anemo Gnosis due to the Knights of Favonius being distracted by Dvalin's Abyss-induced rampage. Nevertheless, they lose face after their pressuring of the Knights of Favonius to kill Dvalin was rendered moot after he was saved by Barbatos, allowing Jean to act on her distrust of them despite their nominal diplomatic ties and put pressure on them. On a humorous note, the "Eight Locales Over Mountains and Seas: Two Cities' Recommendations" quest-line reveals that Kaeya arranged for a huge order for the Fatui which, if the Traveler and Paimon are to believe, costs a whopping 5 million Mora which can slowly, but surely, deal a blow to the Fatui's stay in Mondstadt.
    • In Liyue, Tartaglia's failed attempt at drawing out Rex Lapis by unsealing Osial, who nearly destroyed Liyue Harbor, resulted in the Qixing threatening to cut Snezhnayan merchants from the lucrative Liyuan market unless they accede to their demands. Furthermore, they were only able to obtain the Geo Gnosis because Rex Lapis, under his mortal guise as Zhongli, voluntarily pawned his Gnosis away to the Tsaritsa via contract, rendering Tartaglia's efforts moot.
    • In Inazuma, while Scaramouche was able to get the Electro Gnosis, it was only because Yae Miko gave it to him in exchange for sparing the Traveler's life, and he disappeared immediately after. Furthermore, La Signora was executed by the Raiden Shogun after losing a duel with the Traveler, and worse still, they were caught playing both sides of the civil war between the Shogunate and the Sangonomiya Resistance, leading both to conduct manhunts on them, meaning their Inazuma campaign is, to date, their worst failure.
    • In Sumeru, while Dottore managed to obtain the Electro and Dendro Gnoses from Kusanali, the Dendro Archon nevertheless managed to wriggle concessions out of him, where he will have to kill all his clones in exchange for the former, and he in turn offers her information even she is not privy to in exchange for the latter. Furthermore, not only Scaramouche as an artificial god was defeated, his self-inflicted Ret-Gone while still remembering what happened made him a major liability to the Fatui without them knowing it. On a more minor note, the Fatui's struggle and failure to find anything about either the Aranara or the technology of King Deshret's civilization.
    • In Fontaine, the Fatui actually manage to get the Hydro Gnosis peacefully from Neuvillette without much incident throughout the Archon Quest and Arlecchino manages to save her home country. However, Lyney, Lynette, and Freminet have their affiliation to the House of the Hearth exposed during Lyney's trial meaning they can't go undercover anymore, and Childe is falsely convicted temporarily before he is taken back by the Fatui, and he’s left incapacitated after his fight with the All Devouring Narwhal. Somehow softened however, since the Snezhnayan and Fatui agents helped Fontaine during the aftermath of the prophecy and Childe being one of the key factors to hold off the Narwhal for several days before it hit Fontaine, that compared to the first three nations, at least there is a chance that their reputation at Fontaine is salvaged.
  • Punch-Clock Villain: Those among the rank-and-files who are members of the group's working staff team are this, only normal people sent to locations by their superiors to serve their country and Archon. For example, the Northland Bank staff in Liyue and the outright heroic Ninth Company in the Chasm. Their dialogue even hints that they are unaware of the true goals and intentions of said superiors.
  • Resignations Not Accepted: Joining the ranks of the Fatui, or even making deals with them, is a lifelong commitment. The group tolerates no "loose ends," with Agents specializing in dealing with deserters, liabilities, or people who would dare double-cross them. More than once, the Traveler encounters Fatui who want to either abandon their missions or desert entirely, but fear the consequences, and thus hire them to help fake their deaths. Scaramouche's apparent desertion results in Tartaglia being sent to hunt him down, and he eventually allies with the Dendro Archon in hopes of gaining protection from the Fatui. Truth in Television as deserting from the military in real life can be met with harsh punishment, including the death penalty.
  • Right Hand Versus Left Hand: It is implied that the Fatui is decentralized to the extent that different divisions may not know what the others are doing. For example, following the Nilotpala Cup fiasco, Elchingen attempts to take refuge to a different division.
  • Technologically Advanced Foe: The Fatui possess technologies such as firearms (semi-auto rifles and sprayer guns), combat enhancing gear for their Skirmishers, and the ability to manufacture Delusions, Evil Knockoff Visions. They can even replicate god-like artifacts such as Sigils of Permission and the Cognitive Mimicry Device. Fontaine is the only nation that possesses a similar tech level, and even they can hardly match the Fatui's greatest inventions.
  • The Usual Adversaries: On encountering the Fatui in the Golden Apple Archipelago during the "Summer Fantasia" event, Paimon remarks that one can expect to find three things no matter where one goes in Teyvat: Mint, Sweet Flowers, and Fatui. The Traveler agrees, noting that they spread like weeds.
  • Well-Intentioned Extremist: Reading on the Stainless Bloom artifact off the Pale Flame set reveals that they seek to cleanse the world of the influence of ignorant gods and the corruption of the Abyss.
  • You Don't Look Like You: The Fatui in the manga do not wear their signature Fatui trenchcoat uniforms, and if not for their trademark opera masks they can easily be mistaken for members of the Favonius Knights.

Leadership

    The Tsaritsa 
Archon of Cryo, one of The Seven, the ruler of Snezhnaya, and the leader and co-founder of the Fatui. See her entry here.

    The Harbingers 
The executive officers and the most powerful of the Fatui. See their page here.

Named Fatui

Mondstadt

    Luke 

Luke

The guard standing watch over the Grand Goth Hotel in the City of Mondstadt, the Fatui's de facto local base of operations.
  • Fan Boy: Luke gushes about the Harbingers, especially Tartaglia, whom he has seen in action, before berating himself for saying too much.
  • Jealous Romantic Witness: Luke enjoys Windblume Festival since it is the time that he can watch people getting rejected by their crush while guarding the front doors of Goth Hotel.

    Lyudmila and Mikhail 

Lyudmila and Mikhail

A pair of diplomats found in the city center of Mondstadt proper, who spend their time discussing various events in the game.
  • Cynic–Idealist Duo: Mikhail is always trying to look for ways that various events can be used to advance the Fatui's agenda. Lyudmila, on the other hand, worries a lot.
  • Dramatic Irony: Whatever comes out of Mikhail's mouth, expect it to be hilariously out of touch with reality:
    • Following the Raiden Shogun's second Story Quest, Mikhail considers the implications of the Shogun/Ei lifting the Sakoku Decree to be a great opportunity for the Fatui to expand their power base to Inazuma. He clearly has no idea that the Decree was the Fatui's idea in the first place, which also had placed exceptions on Snezhnayan merchants, or that the atrocities they've committed have resulted in them being declared personae non grata, as well as the end of the favoritism extended to Snezhnaya.
    • After the Chasm is reopened, he believes it to be another good opportunity for the Fatui, especially if they can get in touch with the Ninth Company, which had been sent into an expedition down there a few years ago. Clearly, he has little idea that the reopening happened over a year after the Fatui have been all but blacklisted by the Qixing, never mind the tragedies that befell the Company.
  • Go-Karting with Bowser: Mikhail is one of the characters that hid a Fecund Hamper in the Ballads and Brews event, with his note revealing that he's a regular at the Cat's Tail.
  • Mad Libs Catchphrase: Their signature phrase involves Mikhail asking Lyudmila about the current event, and the latter responds by wondering if something bad happened.
    Mikhail: Have you heard? The [event]...
    Lyudmila: The [event]? Did something [synonym for "bad"] happen again?
  • Mr. Exposition: Lyudmila and Mikhail serve as this for whenever the Archon Quest plots complete; their conversations will change after each Archon Quest, describing the major events of the plot, particularly the Fatui's involvement in them.
  • Those Two Guys: They're two minor NPCs, who provide commentary on changes in the world from their point of view as Fatui underlings.

    Pavel 

Pavel

A guard assigned to a Snezhnayan merchant named Tsarevich.
  • Hates Small Talk: Simply tells the Traveler that he doesn't do "small talk". Sure enough the Traveler cannot initiate a conversation with him at all.
  • Nature Lover: Inverted. He gets disgusted with Mondstadt's green and lush scenery and would rather to be at his home nation, which has an industrial feel, instead.
    "Urgh... What is with Mondstadt and its obsession with greenery?"

    Schubert's Escorts 

Boris, Daler, Ivan, Pyotr, and Sergei

Operatives in Mondstadt hired by Schubert Lawrence.
  • Even Evil Has Standards: Sergei is disappointed with Schubert's faked proper etiquette to cover his arrogance and incompetence.
  • Evil Sounds Deep: Sergei doesn't initially speak like this, but does so after donning an Agent's combat gear.
  • The Guards Must Be Crazy: A downplayed example. While the rest are fooled by the Traveler's Paper-Thin Disguise, Sergei already suspects that something is off upon reading a dossier about the Traveler, especially concerning their blonde hair.

    Viktor 

Viktor

A diplomat sent by Signora, who, for lack of further orders, is stuck inside the Favonius Cathedral exchanging less-than-polite looks with its resident nuns.
  • But Now I Must Go: By the end of Return to the Days of Winter Viktor has finally been given an order to leave the Favonius Cathedral and return to his homecountry of Snezhnaya... except he is reassigned to Sumeru City to work on logistics under Pulcinella.
  • Even Evil Has Standards: For all his posturing about the Fatui and the Tsaritsa, Viktor refuses to say any of that propaganda to Lily even when she asks, doing his best to go for other topics. Once she is out of earshot, he quietly admits to the Traveler that he knows how evil the Fatui look, and that trying to make an impressionable child buy into that dogma would be grossly inappropriate.
  • Locked Out of the Loop: Viktor has been posted in the Favonius Cathedral with nothing to do and no one for company except the cathedral's nuns, who have just as much contempt for him as he does for them. He would rather be anywhere else, but he is under orders to remain there and wait for La Signora's instructions. Which have been... nothing, since she has not spoken to him once. And even after she accomplishes her goal of stealing Venti's Gnosis and leaves at the end of the Prologue, Viktor's still stuck at his post in Mondstadt, with no idea what's been happening and only vague awareness that La Signora has come and gone, so he's left desperately hoping that he can just go home soon. He is not doing himself any favors with his lack of professionalism or etiquette, but his superiors do seem to have left him with the short end of the stick. While Viktor eventually is ordered to leave because of Signora's death, he not only is given the impression that she committed a Heroic Sacrifice (it was actually a rather Undignified Death), but he has no idea of who his next superior will be and even thinks it may be Scaramouche (meaning he is also unaware that Scaramouche has already deserted the Fatui at that point).
  • Mr. Exposition: Viktor offers to reveal information about the Fatui in exchange for favors but his information ends up being just general background information about the Fatui.
  • Pet the Dog: Viktor shows his kinder side in the "Windblumes and Snowflakes" quest of the Windblume Festival event where he keeps the little girl Lily company while her parents are off doing errands, but since he cannot abandon his never-ending post in the cathedral, he asks the Traveler to play with Lily in his stead. She returns the favor by giving Viktor a dandelion and a homemade pancake. When he's finally ordered to leave Mondstadt, his final request for the player is help getting a goodbye gift for Lily.
  • Quest Giver: Viktor is one for the "Tales of Winter" commission, and the "Equivalent Exchange" world quest.

Golden Apple Archipelago

    Persikov 

Persikov

Voiced By: Stuart Krug (English)
A researcher assigned to conduct a field test on the Cognitive Mimicry Device, a machine he created that creates mirages that alter its subjects' minds, on the Golden Apple Archipelago.
  • Hoist by His Own Petard: After his project was rejected by his superiors, Persikov headed for the Golden Apple Archipelago to test out the Device along with four fresh recruits as assistances. Things go pear-shaped when the Device broke down, and because his assistants were not experienced in engineering, their attempts to fix the machine exacerbated the problem. As a result, Persikov and his team suffered from Sanity Slippage from the out-of-control mirages until the Traveler, Mona, Fischl, Xinyan, and Kazuha arrive to fix it properly, restoring their senses. In addition, his escorts, displeased with what they went through, are happy to report him to their superiors once they get back.
  • Mad Scientist: Persikov would never take "no" for an answer to his project, and when his superiors refused to further bankroll the Device on safety grounds, he decides to test it anyways far from the Snezhnayan homeland, which went just about as well as expected.

    Persikov's Escorts 

Agafya, Chevka, Yakov, and Zakhar

A quartet of rookie footsoldiers (respectively, a Mirror Maiden, an Electrohammer Vanguard, a Geochanter Bracer, and a Hydrogunner Legionnaire) assigned as Persikov's escorts during his expedition at the Golden Apple Archipelago.
  • Family of Choice: Agafya, Chevka, Zakhar, and Yakov are quite close, as revealed both by their onscreen interactions and the ones recorded by the conches. They confide in each other and look after one another, and even after being overwhelmed by Persikov's machine Agafya and Chevka are still thinking of Zakhar and Yakov. When Yakov's own trance proves difficult to break, the other three beg the Traveler to help him, because if he's kicked out of the Fatui they won't be able to look after him. In the end, it is reaffirming this bond of family that manages to bring Yakov back to his senses.
  • Punch-Clock Villain: Though they're part of the Fatui; Agafya, Chevka, Zakhar, and Yakov are friendly and likable. Though they recognize the Traveler as the Fatui's number one enemy, they set those misgivings aside to ask them for help, and are grateful once they do so. Once their World Quest is done, they leave a thank-you note in their camp, making clear that they like the Traveler in spite of being on opposite sides.
  • Screw This, I'm Outta Here: in the "Summertime Odyssey Event" after the Fatui grunts regain their senses after the Cognitive Mimicry device is fixed. They soon spot the Travler and co. but the sergeant simply decide to bolt out once he realizes that they are of no match.
  • Statuesque Stunner: A Subversion that Agafya, despite having an in-game design of Fatui Mirror Maiden, is approximately shorter than the actively hostile mirror maidens.

Liyue

    Ekaterina 

Ekaterina

Voiced by: Erika Harlacher (English)
A receptionist at the Liyue Harbor branch of Northland Bank.
  • The Resenter: To the Qixing after Tartaglia summoned Osial to raze Liyue. It's to the point that when Ningguang wanted to do some transactions during one branch on her Hangout Event, she immediately rejects her request and secretly sent a spy to do surveillance on the Tianquan herself.
  • Video Game Caring Potential: You can have a Mora exchange with her if you have a leftover funds from Childe & Teucer.

    Javert 

Javert

Voiced by: Yudong (Chinese)
An agent who accompanies Tartaglia to collect a debt from an owner of a teahouse in Liyue Harbor.

    Kliment 
A researcher who joins Zhongli's expedition to search for old, valuable antiques.
  • Classic Villain: Representing his Greed for Sal Terrae Artifacts.
  • Greed: Kliment has less of a genuine desire for archeological knowledge (as he claims) and more interested in the monetary value of the artifacts he can find. When Zhongli forges a contract between him, he binds Kliment and Wanyan into fairly splitting the artifacts they can find in Sal Terrae. Kliment breaks the contract by wanting the artifact Wanyan gets when he already has one, leading to Zhongli beating him down and expelling him from the expedition empty-handed.

    Katarina 

Katarina Snezhevna

An Electro Cicin Mage and a straggler from the Ninth Company searching for her brother Nikolay, as well as sworn sister of Lyudochka, the second "Gendou Ringo".
  • Big Sister Instinct: Played for Drama and Tragedy. After her brother Nikolay sacrifices himself to save his comrades of the Fatui Ninth Company, Katarina refuses to abandon her little brother and searched for him even if it meant abandoning Anton and the rest of her comrades.
  • Uncertain Doom: The last we see of her, she decided to go searching for Nikolay. And upon reaching his last known location, a Shadowy Husk is located where her letter should be. Either she is killed by this Husk, or injured and forced into hiding. As of now, her actual fate is unknown.

    Landa 
An Agent disguised as a Mondstadter merchant in Wangshu Inn. In addition to working under Pantalone, he also has a daughter named Tia.
  • Connected All Along: If Noelle's second Character Story anecdote is to be believed, he is the same merchant behind a failed plot to ruin the Dawn Winery, foiled by his own paranoia over thinking Noelle to be a saboteur.
  • Fauxreigner: Although he claims to be from Mondstadt, he is implied to be a native Snezhnayan, given on how he can't even pronounce "Dawn Winery" correctly.

    Nadia and Vlad 

Nadia and Vlad

A pair of guards working for the Northland Bank, respectively at night and day shifts.
  • Minion Shipping: By the time of the Moonchase Festival, Nadia and Vlad have apparently started dating, and are still seen spending time together during Fleeting Colors in Flight and The Exquisite Night Chimes.
  • Pen Pals: Nadia and Vlad never meet each other due to their different work shifts, but they leave messages to each other every time they come to work. They finally meet each other in the Lantern Rite event; neither of them recognizes each other, but they feel familiarity when they speak to each other.

    Nikolay 

Nikolay Snezhevich

A Missing Corporal of Fatui Ninth Company from House of the Hearth.
  • Heroic Sacrifice: In Fatui Standards, he sacrificed himself as a bait to lure Haftvad the Worm to save his Ninth Company comrades. He is Missing In Action and became one of the victims of The Abyss Order.
  • Killed Offscreen: He was presumably killed by a Shadowy Husk.

    The Ninth Company 

Anton Melnikov, Danila, Radomir, and Temur

Surviving members of the Ninth Company (respectively, an Anemo Boxer and interim leader, a Geoslinger, a Hydrogunner Legionnaire, and Pyroslinger), once a sixty-four-man-strong group sent on an expedition in The Chasm, whose numbers have been severely depleted through monsters, starvation, and infighting.
  • Badass Creed: "If not us, then who?"
  • Dwindling Party: There used to be sixty-four of them, a vast majority of which died from hunger, monster attacks, and even infighting.
  • Locked Out of the Loop: The Ninth Company has been stationed in the Chasm full-time to suppress the lingering effects of the Calamity, so they rarely get any information. This only got worse following the Liyue Archon Quest: when the Traveler chances upon the survivors, they're starving to death from lack of a food supply, and it quickly becomes clear that they honestly have no idea what's been happening on the surface. They're stunned to hear that they're to be arrested on sight even though it's been a whole year since Liyue and Snezhnaya's relations have broken down.
  • Screw This, I'm Outta Here: Anton decides that they are better off abandoning their mission and return to Snezhnaya once he realizes the severity of the breakdown of diplomatic relations between Liyue and Snezhnaya.
  • Token Good Teammate: The Ninth Company genuinely believed they were entering The Chasm to help Liyue defend itself from the Ruin Serpent and the darkness that encroached it. However, thanks to Tartaglia's actions, diplomatic ties between Liyue and Snezhnaya were irreparably damaged, and Signora simply left the country without bothering to check on the forces who are still inside The Chasm. This resulted in them being cut off from the surface world without food or supplies.

    Yusupov 
The Snezhnayan ambassador to Liyue.

Inazuma

    Borenka 

Borenka

An intelligence officer part of the Fatui Navy.
  • Vodka Drunkenski: Borenka chugs down a whole bottle of Fire-Water (the Teyvat version of Vodka) after losing the first fight against the Traveler, only returning after finishing it.

    Efim 

Efim Snezhevich

One of the orphans of the House of Hearth, a loyal follower of Arlecchino, one of the Fatui Harbingers, and superior of Lyudochka (see below).
  • Bad Boss: One Fatuus notes that he will scapegoat his own comrades if things go south.
  • False Flag Operation: Following Signora's death, he initiated a plan to restart the Civil War between the Shogunate and Watatsumi by poisoning the latter's water supply and pin the blame on the former. He sent Lyudochka and the undercover three to carry out this assignment, but his plan ended up failing thanks to the Traveler getting involved with the Shuumatsuban, as well as a combination of Lyudochka's troubled conscience and growing attachment to her native homeland.
  • Hair-Trigger Temper: He is notorious amongst his subordinates for his incredibly short temper, especially if things don't go his way.
  • Only Known by Their Nickname: The majority of the Fatui simply refer to him as the "Teacher"; his full name is only shown during his brief interaction with Lyudochka.
  • Overzealous Underling: He is so loyal to the Knave (the previous Knave, that is) that his plan to carry out the poisoning of Watatsumi's water supply and pin it on the Shogunate is initiated on his own accord and done without her knowledge, all in order to help her quickly climb up the ranks and fill in the void left by Signora's death.
  • Secret War: Following Signora's death, he ends up getting into a hidden conflict with the Shuumatsuban. A conflict that he loses thanks to the Traveler getting involved with the Shuumatsuban after discovering a note belonging to an undercover kunoichi who seemingly disappeared.

    Lyudochka (Spoilers

Lyudochka Snezhevna

An Inazuma-born Electro Cicin Mage and a member of Arlecchino's orphanage like Katarina. See her folder as Gendou Ringo here.

    Nathan (Spoilers

Nathan

An undercover agent who infiltrated the Sangonomiya Resistance under the guise of a Mondstadtian ally, using his position to sabotage and prolong the conflict.
  • Karma Houdini Warranty: Nathan is responsible for numerous incidents such as breaking the Shogunate Wards to unleash Tatarigami, causing people on the island to fall ill or go mad through its influence, while also providing Delusions to the Sangonomiya Resistance as a field test, resulting in many of their members succumbing to Rapid Aging as the Delusions suck their life force away. Some, like Teppei, even die from overusing their Delusions before Kokomi can confiscate them all. After he was exposed as a mole, Nathan disappeared, presumably having escaped with the Fatui Navy's help. However, during the "Clean House" World Quest, Shizuru reveals that he was eventually captured and confined to a "lightless cell" by the Resistance for his crimes against them and Inazuma; in particular, she is sent by Kokomi to gather further evidence of his activities, for which she has hired the Traveler as a helping hand.
  • Manipulative Bastard: Nathan presented himself as a Mondstadtian ally sympathetic to Watatsumi's cause, claiming their resemblance to the Lawrence Clan's rule over Mondstadt motivated him to help fight for the nation's freedom. Obviously, it's all a farrago of lies, but the Resistance buy it and let him in, having pandered to their increasing desperation over Kujou Sara, one of the Shogunate's mightiest officers, being personally sent on the frontlines.
  • The Mole: He is the Fatui saboteur who joined the Sangonomiya Resistance under the guise of a Mondstadtian, responsible for distributing Delusions to them.

    The Undercover Three 

Buzuleac, Nakatani, and Tae

The Three Undercover Fatui operatives disguised as ordinary citizens.
  • Dying Declaration of Hate: If the Traveler opts to defeat Tae, in her dying breath she accuses Lyudochka of having sicced the Traveler on her.
  • Face Death with Dignity: In contrast to Tae, Buzuleac and Nakatani are more accepting of their fate should the Traveler opt to kill them.
  • Jerkass: Tae is far by the most unpleasant, she is not only a full on Hair-Trigger Temper, but really harbors a burning hatred towards Lyudochka. To the point that she doesn't care if the Traveler planned on killing her, she just wants her to suffer and die a horrible death.
  • Power Stereotype Flip: Tae possess a Cryo Delusion, but she is far by the most impulsive and hate driven, especially in contrast to her calmer teammates.

Sumeru

    Alexandra and Przhevna 

Alexandra and Przhevna

A pair of undercover operatives turned deserters, who ask the Traveler to cover their escape.
  • Defector from Decadence: Alexandra and Przhevna have grown so attached to Sumeru that they ask the Traveler's help in helping them defect for good.
  • Faking the Dead: To cover their escape, they ask the Traveler to help them fake their deaths.
  • Uncertain Doom: The last that is seen of them, Alexandra has been injured and they must escape from a forest full of monsters. They promise to leave a note if they survive, and when found it ambiguously states that "...The old ship left with a half-load of cargo...", implying that one of them may have perished or was left behind.

    Barnabas 

Barnabas

https://static.tvtropes.org/pmwiki/pub/images/barnabas.png
A Sumeru scientist who conducted experiments on people together with Dottore and injected Collei with god remains.
  • Ambiguously Human: He has Pointy Ears and as well as sporting snake-like eyes.
  • Mad Scientist: Assisted Dottore in his experimentation on humans.
  • One-Winged Angel: Transforms into a lion-like monster to do battle against Amber, Diluc, and Collei.
  • You Have Failed Me: On the receiving end of this from Dottore who orders his men to dispose of him and is left unable to plea due to his bandaged mouth.

    Desert Expedition Unit 

Desert Expedition Unit

A platoon of Fatui operatives assigned at the Desert of Hadramaveth under the command of Zoya Snezhevna.
  • Locked Out of the Loop: The Fatui has designated the Traveler as a priority target, complete with handing them dossiers to give them a heads-up. Despite this, the Expedition have no idea who the Traveler is, either striking up a casual conversation, or simply view the Traveler like any other intruder attempting to attack them.
  • Mildly Military: The duo of Fatui Skirmishers (Yevgraf and Ilyusha) that the Traveler confronts in search of Jeht prove to be more comical than the rest. They, with the correct choice, even strike up a casual and friendly conversation before they take their duty seriously and launch an attack.
  • Mook Horror Show: Courtesy of Jeht. They were tasked with capturing her using specialized Electro darts to pacify her, but she broke free and brutally slaughtered every one of her attackers (with Jophery being reduced to a confetti) with ease, and despite their best efforts, she continues her onslaught. They are understandably terrified describing her attack as a rampaging animal, and calling her a monster. By the time the Traveler went to one of their outposts, only three of them survive, a pair of Anemoboxer Vanguards and a Cryogunner Legionnaire who is hiding in fear.
  • Squick:invoked In-Universe. If the Traveler asks Yevgraf and Ilyusha if the large boot is theirs, they reveal that they have a recycling device which they use to purify urine into drinking water. Paimon can't help but be grossed out by it.
    Paimon: So you're saying... Ewwww!
  • Token Minority: Private Hudson (a Cryogunner Legionnaire) is not a Russian name, implying that he is from Mondstadt and is one of the outlanders recruited by the Fatui.

    Fatui Sponsor (Spoilers) 

Elchingen

A straggler disguised as a Fontainean businessman in Port Ormos. See his bio in here

    Oleg 
A Fatuus who partnered with some Eremites on using extraction machines to gather energy from the Withering Zones for the Harbingers.

    Trofin (Spoilers!) 

Trofin Snezhevich / "Alphonso"

A spy and an orphan from the House of the Hearth. See his bio in here.

    Yurochka (Umarked Spoilers) 

Second Lieutenant Yurochka

A Pyro Agent given orders to eliminate Elchingen following the Nilotpala Cup fiasco.
  • Clean Up Crew: He has the title of "Remover of Potential Liabilities" and is sent to assassinate any Fatui member who is deemed a threat or a liability to their goals. Elchingen is one example.
  • Oh, Crap!: Once his HP falls below half, Yurockha seemingly recognizes the Traveler, long The Dreaded among the Fatui, and grumbles that Elchingen has attracted serious trouble.
  • Optional Boss: Fighting him (and attaining his secret letter) is completely up to the Traveler.

    Zoya 

Captain Zoya Snezhevna

A captain who made a deal with Tanit Tribe. She is the central character in the "Captain Zoya Snezhevna's Reports."
  • The Ghost: She is only a mentioned character and doesn't show up physically in game.

Fontaine

    Fontainian House of the Hearth Agents (Unmarked spoilers) 

Lyney Snezhevich, Lynette Snezhevna, and Freminet Snezhevich

See their entries under the Hotel Bouffes d'ete section here.

    Clervie (Unmarked Spoilers) 

Clervie

https://static.tvtropes.org/pmwiki/pub/images/clervie.png
Voiced by: Liu Zhixiao (Chinese), Hiroka Aoto (Japanese), Dawn M. Bennett (English)

The current Arlecchino (Peruere's) deceased adoptive sister. The two grew up together under the care of the former orphanage caretaker known as the "Mother".


  • Abusive Parents: Crucabena was Clervie's biological mother, yet she treated her no differently from the other orphans, including pitting her in a fight to the death against Peruere. In-fact this treatment was used to show the other children her fairness and also show them that even her own child had to earn the right to live. Clervie was often beat just to act as an example to the other children what happened if they tried to leave or argue with "Mother".
  • Best Friend: Peruere saw her as this, a sentiment that she likely reciprocated.
  • Break the Cutie: When she first started living in the House of the Hearth, Clervie was a happy girl. When the illusion was broken and she saw Crucabena's cruelty, Clervie constantly tried to make her mother change her ways or to inform people outside the house of what is really going on, dreaming that one day she, along with the other children, would gain the freedom that she desperately craves. Ten years later, however, the constant failure of her efforts - and the repeated torture and abuse she suffered as a result - broke Clervie, as she somberly realized that the only freedom she could ever get was the freedom to choose her own death. She would willingly lose in a duel with Peruere not long after - defying her own advice to her siblings to always try to end a duel in a draw - and dies in her arms.
  • Childhood Friend: Functioned as this in addition to being the closest sibling to Peruere, with ''The Song Burning in the Embers" animated short showing that they were rarely apart.
  • Cold-Blooded Torture: Is subjected to this by Crucabena, in order to set an example on what will happen should the children under her defy her will. The animated short ("The Song Burning in the Embers") implies that the previous Knave would string her up first before subjecting her to a beating, if the bandages on her wrists are of any indication.
  • Cute Ghost Girl: She looks after the House of the Hearth even after death. She is even given the name "Phantom Child". Why she appears as child instead of the actual age she died at (16) is because she's more of a shadow of Clervie's childhood desires given form through Arlecchino's fire than an actual spirit, being referred to as a shadow by Arlecchino herself.
  • Delusions of Parental Love: Part of the reason her attempts to change the House never accomplished much was that Clervie refused to directly confront "Mother." While she claimed it was because as a Harbinger, Crucabena was too powerful to fight and she was no match for her, Arlecchino believes the sad truth was that despite all the abuse Clervie still loved her mother and believed her mother felt the same way, because of this Clervie was unwilling to act on any plan that would directly harm her mother.
  • Despair Event Horizon: Ten years' worth of failures trying to escape from under Crucabena's thumb eventually caused Clervie to give up hope and conclude that the only way she could ever be free was death.
    Arlecchino: She and Peruere would look out at the moon together, a fierce longing for freedom shining in her eyes... But, one day, that light... simply vanished.
  • Everyone Knew Already: While Freminet tries to keep the spirit of Clervie a secret it quickly becomes apparent that everyone in the house is already well acquainted with her, Father included.
  • Flower Motifs: She is represented by the Lumidouce Bell, a flower native to Fontaine. She wore a necklace with a Lumidouce Bell trinket, and right before Peruere confronts Crucabena, the latter is seen pruning wilted Lumidouce Bells, all while saying that flowers should be pruned before they wilt, and that innocence and kindness are useless qualities, referring to Clervie's "weakness". The flowers also represent partings and the wish for reunion, encapsulating Peruere's grief.
  • Go Out with a Smile: After Peruere fatally wounded her, she smiled and reassured and thanked her before collapsing dead.
  • I Die Free: She ultimately decided to commit Suicide by Cop to be released from "Mother's" control over her and give Peruere the opportunity to rebel against her.
  • Idiot Hair: She grew one towards the end of her short life as a teenager, emphasizing her sweet nature and desire for innocence despite the hardships she faced.
  • Impaled with Extreme Prejudice: She died via Peruere's sword stabbing through her entire body, though it's implied she willfully walked into her blade.
  • Involuntary Battle to the Death: Under the previous Arlecchino (Crucabena's) policies, children of the House of the Hearth were forced to "defeat all (their siblings) in battle" to become "King."
  • Internal Reformist: She tried to be, but Mother's influence was too great and the most she could do was convince her siblings to go for draws during duels. Clervie for her part just received more beatings.
  • Little Miss Badass: Besides the fact that (at six years old) she was shrugging off severe beatings that left her a bloody mess like it was a minor inconvenience, when Arlecchino recounts their duel she makes note that they were evenly matched and that she won because Clervie let her.
  • Only Friend: While Clervie got along well with the other kids, Peruere is only ever seen interacting with Clervie.
  • Posthumous Character: She lost in an Involuntary Battle to the Death against Peruere to determine the next "King" of the House of the Hearth.
  • Religious and Mythological Theme Naming: Clervie is the French name for Creirwy, the daughter of the Welsh enchantress Ceridwen (or Crucabena). Her name was associated with the mundane egg, a druidic talisman that was used for swearing oaths.
  • Rose-Haired Sweetie: Clervie had pink hair and was incredibly nice to Peruere and the other siblings, which makes her death at the latter's hands all the more tragic.
  • Sorry That I'm Dying: Clervie's dying words to Peruere are an apology, as well as thanks before succumbing to her injuries.
  • Suicide by Cop: By the time of her duel with Peruere, she had long given up hope that she herself could ever change the current House of the Hearth, but she still believed Peruere could, and so in their duel she threw the fight and let her friend win in order for Peruere to go on and defeat her mother and change the house.
  • Sweet Tooth: She is shown to really like cakes. She brought two for Peruere with one having a noticeable chunk already eaten and is later shown admiring a large chocolate cake.
  • Unwitting Instigator of Doom: As a spirit, Clervie is a benign being who has even saved many of the House's children, but because she is a spirit stuck in the past and doesn't know that the evil house she grew up in doesn't exist anymore, so she tries to warn the children of how evil the Knave is, which cause some of the children to fear they might be in danger. This causes them to become rebellious and start making plans to escape, and since Arlecchino has a strict Resignations Not Accepted policy, she punishes them.

    Deianeira and Yseut 

Deianeira of Snezhevna and Yseut

Two individual Local Legends found in different parts of Fontaine.


  • Blood Knight: If her unique dialogue is any indication, Deianeira relishes the idea of testing her skills against the Traveler, but will voice her disappointment should she defeat them.
    (Spotting the Traveler) We meet at last, meddler.
    (Defeating the Traveler) Hmph. And I was told you were a fearsome warrior.
  • Blow You Away: Deianeira is a Local Legend variant of the Wind Operative.
  • Boss in Mook Clothing: They're identical to regular Operatives outside of battle, but are recognizable by them being alone in an isolated area.
  • Boss Subtitles: "Risky Investment Actuary" for Deianeira and "The Cold Hand" for Yseut.
  • Empowered Badass Normal: Even moreso than regular Operatives, possessing fighting capability comparable to that of other Local Legends and can completely school Vision wielders who underestimate them.
  • An Ice Person: Yseut is a Local Legend variant of the Frost Operative.
  • SNK Boss: Being Local Legends, they possess HP and DEF pools surpassing that of even Trounce Domain bosses, and are capable of dealing monstrous amounts of damage using upgraded versions of the Operatives' usual attacks.

    Gerunt 

Gerunt Snezhevich

An agent sent to represent the Knave in her dealings with Spina di Rosula.


  • Fanboy: He's a big fan of Charlotte, and delighted at the chance to meet her in person.
  • I Was Just Passing Through: He requests that the Fatui's role in the recovery efforts be minimized, as helping just happened to be something that matched their goals. Charlotte suggests they're being "good neighbors", more or less.
  • Kindhearted Cat Lover: Implied to be the case. Gerunt is very friendly and outgoing, and mentions his favorite Steambird article is one about stray cats.

    Lily 

Lily

https://static.tvtropes.org/pmwiki/pub/images/lily_215.png
Voiced by: Kendell Byrd (English)

A girl who grew up under the care of the former Director alongside Peruere and Clervie.


  • Involuntary Battle to the Death: Children of the House of the Hearth were forced to "defeat all (their siblings) in battle" to become "King," with it being all but stated that Lily was among those who died.
  • Killed Offscreen: In the aftermath of the destroyed orphanage, a single sword stabbed into the ground with her Bulle Fruit hair decoration tied to its hilt is all we get of her fate.
  • No Name Given: Her name is never spoken, nor it is mentioned on the description for "The Song Burning in the Embers" short. Her name is revealed via through her EN voice actress.
  • One-Steve Limit: She shares the same name with a Mondstadter child, also named Lily.
  • Signature Headgear: She wears a Bulle Fruit hair-tie on her right twintail. One can easily recognize her as one of the children killed, during a battle to the death, as that same hair-tie is placed onto a sword's hilt.

    Malinovskyi and Shumilov 

Lieutenant Malinovkyi and Second Lieutenant A.M. Shumilov

Two of the Fatui commanders assigned to two separate Fontainian Outposts belonging to the Fontaine Research Institute. Malinovkyi is represented by a Hydrogunner Legionnaire, while Shumilov is represented by an Electrohammer Vanguard.
  • Acrofatic: Despite being built like a sumo wrestler, Malinovkyi is a fast and nimble runner.
  • The Alleged Boss: Even though Shumilov is subordinate to Malinovkyi, it's the former who issues commands and would even boss his superior around, despite being a ranked below the latter. Paimon wonders why Malinovkyi would be subservient to a subordinate which he reveals that it's due to his assertiveness.
    Malinovkyi: ...but he always acts seriously and makes other do the work! His words are hard to refute, and I can't very well tell him that no one here wants to work in front of everyone, can I?
  • Control Freak: Shumilov would often enforce very strict (and inhumane) regulations over his platoon to ensure their dedication to their operation, which the other Skirmishers found it completely unbearable (to the point that living in the Fortress of Meropide is preferable over serving under him). Even Paimon doesn't want to work with the likes of him, which the Traveler can agree.
  • The Slacker: This is Malinovskyi's motivation to take over one of the research towers. He and his squad are initially happy to live in a comfortable atmosphere and the mission assigned isn't particularly difficult, that changed when Shumilov came along and made life difficult for the unit. Malinovskyi would have to find an excuse to get away from him by telling him that they'll be occupying a tower, and forged papers to the Maison Gestion to make their operation legitimate.
  • Throw the Dog a Bone: After being attacked for retreating and finally being confronted, Broglie first asks him... on how he would rate the tower's accommodations, then offers him a limited-edition black tea from the Vasari Passage. Because of how he's instrumental in retrieving the punch tapes, he then asks the Traveler and Paimon to let him go so that he can live a comfortable life as a reward for his efforts.

Others

    Krupp 

Krupp

https://static.tvtropes.org/pmwiki/pub/images/krupp.png
Click here to see Krupp after Dottore's "enhancements"

A menial working under Dottore in the manga as one of his adjutants.


Troops

    Skirmishers 

Introduced: v1.0 "Welcome to Teyvat" (September 28, 2020)

The rank-and-file of the Fatui's military, armed with weapons artificially imbued with elemental power. Their lowly ranking and powers are compensated for with their focus on teamwork. They are typically divided into either the long-range Bracers, mid-range Legionnaires, or melee-oriented Vanguards; all of them, however, share the ability to envelop themselves in elemental armor that renders them impervious to damage and enhances their attacks, unless their enemies find ways to break through the armor, temporarily stunning them.

General Tropes

  • Clarke's Third Law: Unlike the Visions and even the Delusions wielded by the Harbringers, Mirror Maidens, Agents, and Cicin Mages, the elemental abilities of the Skirmishers are entirely artificial and replicated with advanced technology. They can only manifest in two ways: to enhance their weapons and to give protective armor against incoming attacks.
  • Elemental Barrier: They will activate one either after a certain amount of time or whenever their HP falls below half, rendering them impervious to damage and making them harder to interrupt. If you can figure out their weakness and break the barrier, it will stun them for a lengthy amount of time, allowing you to take them down quickly. The lone exception are those of Anemoboxer Vanguards, which is more of a Schmuck Bait than anything else.
  • Glass Cannon:
    • Pyroslinger Bracers can dish out insane ranged damage in enhanced mode; shorn of their protection, they are only slightly tougher than the average Treasure Hoarder.
    • The Anemoboxer Vanguards' barriers work differently from those of their fellow Skirmishers, and unlike their Electrohammer counterparts, can be knocked off the ground. To compensate, their punches deal substantial damage, especially if they trigger Swirl reactions.
  • Guide Dang It!: You need a specific element to break their Elemental Barrier, and not just any elemental reaction. If you don't have a particular element in your party, either take them out quickly before they can put up their barrier, or grind them down slowly.note  The only exception to this rule is Geochanter Bracers, whose barriers are weak to claymores or Overload reactions.
  • Mooks: They rely on teamwork when in groups because of their lesser strength compared to the Agents, Cicin Mages, and Mirror Maidens.
  • Multi-Mook Melee: In the climactic battle of the Liyue Archon Quest, you'll have to fight many of them (and the occasional Cicin Mages and Agents) to defend the Guizhong Ballistae.
  • Oh, Crap!: Whenever players break their shields, they will give a worried, shocked, or frustrated reaction as they get stunned.
  • Palette Swap: Both variants of the Vanguards, Legionnaires, and Bracers each share the same model, only differentiated by their colors denoting their elements.
  • Red Eyes, Take Warning: When they (bar the Anemoboxer Vanguard) activate their Elemental Barriers, their eyes glow a sinister red.
  • Shoot the Medic First:
    • The Hydrogunner Legionnaire can heal his allies with his shots. Hence, it is logical that players aim for him first; the fact that he does not attack as often as his fellow Skirmishers also makes him easier to take down.
    • Aside from his tendency to defend his allies, the Anemoboxer Vanguard can also recover parts of their Elemental Barrier and make them stand up if they are downed. So, dealing with him first will save you much trouble.
  • You Will Not Evade Me:
    • If you use an element on an Anemoboxer Vanguard while they are defending, they will use Anemo power to draw you closer before throwing a powerful swirl imbued punch.
    • In the Spiral Abyss, Cryogunner Legionnaires can trap you in an icy cage like a Large Cryo Slime.

Bracers—General

  • Ambiguously Human: They have a bandaged face which makes it impossible to determine their appearance underneath it, and to muddle things further, unlike the other Skirmishers, they don't wear masks but their eyes glow whenever they enter their enhanced state.
  • Lean and Mean: The Bracers are much scrawnier compared to the Vanguards and Legionnaires.
  • Rule of Three: In their enhanced mode, they can fire three projectiles with their regular attacks.
  • Long-Range Fighter: The Bracers will actively keep their distance from you while taking potshots. For good reason, too, because once their shields are down they are easy to dispatch.

Fatui Skirmisher - Pyroslinger Bracer

Voiced by: Thomas Bello Rivas (English)

https://static.tvtropes.org/pmwiki/pub/images/enemy_fatui_pyroslinger_bracer.png
A Skirmisher armed with a rifle imbued with Pyro energy. By default he is limited to firing single-round shots or dodging backwards. When enhanced, he can fire thrice in a row, as well as once immediately after dodging.
  • Artificial Stupidity: He can only ever aim straightforward, allowing characters with Small Female models to sneak up on him. Furthermore, even if his back is facing deep water, he will still step back as an evasive maneuver, resulting in either his barrier draining or accidentally drowning.
  • Ax-Crazy: Of the Skirmishers, he is the most excited about burning you to a crisp, with his dialogue occasionally peppered with mad laughter.
  • Chef of Iron: He almost always talks in cooking metaphors, often threatening to roast you with his fiery bullets.
  • Fantastic Firearms: They're notable for being the only NPCs in Teyvat seen wielding firearms that are not bows and crossbows. Their guns are Magitek matchlock rifles that can shoot Pyro-infused bullets at their targets, and they can fire up to three shots at once semi-automatically once powered up by their Elemental Armor. The fact that they have a seemingly-endless supply of rounds without running out strongly implies their ammo is purely elemental and can be recharged into their guns.
  • Firing One-Handed: One Pyroslinger Bracer in the Wanderer's Character Demo is shown firing his rifle one-handed as a preemptive shot, though he switches to firing it properly with both hands later on.
  • Playing with Fire: His rifle is imbued with Pyro energy, which are used to fuel his shots.

Fatui Skirmisher - Geochanter Bracer

Voiced by: Yasuyuki Takase (Japanese [Yelan's Character Teaser]), Emma Martello (English [standard]), Ry McKeand (English [Yelan's Character Teaser])

https://static.tvtropes.org/pmwiki/pub/images/enemy_fatui_geochanter_bracer.png
A Skirmisher armed with a staff imbued with Geo energy, which he uses to either fire a rock projectile or warp backwards. When enhanced, he can fire three rock projectiles at once, as well as gains the ability to cast a protective dome around himself and his comrades that blocks projectile attacks as well as enhances his allies' offensive prowess.
  • Barrier Warrior: In his enhanced state, he can summon a protective shield that lasts as long as his Geo shield is active, which can block projectile attacks from within as well as enhance his allies' Attack stats by 20%.
  • Death Seeker: Compared to his fellow Skirmishers, his dialogue makes it clear that he is not as thrilled to fight or determined to fulfill his mission like his fellow Skirmishers; in fact, once defeated, he will simply sigh in relief that he is finally relieved of his duties.
  • Dishing Out Dirt: He can create big Geo barriers and shoot rocks at you.
  • Dying Alone: One of his death quotes references this:
    "Huh... the loneliness of death..."
  • Magic Staff: He wields a staff that allows him to channel Geo energy to either hurl rocks at you, warp backwards, or generate a barrier for his comrades.
  • Mighty Glacier: His Geo shield is hard to break without claymore attacks, plunging melee attacks, or Overload reactions, while his special barrier blocks projectiles and enhances his allies' damage output. Get rid of his shield, however, and he can go down easily.
  • Mundane Solution: His elemental shield is the only one among the Skirmishers weak to blunt attacks, so a few swings from a claymore wielder or a plunging melee attack will bring them down quickly.
  • Teleport Spam: An enhanced Geochanter Bracer can teleport away from you.

Legionnaires—General

  • Bash Brothers: Cryo and Hydrogunner Legionnaires often deploy together. These make them difficult to deal with, considering that mixing Hydro and Cryo freezes enemies.
  • Bring It: Their (very rare) Idle Animation will have them slap their gut and aggressively roar at the direction they are facing, which is akin to challenging a foe and saying "I'm over here, come get some".
  • Big Eater: One of their idle animations is to snag a meat and munch on it.
  • Fat and Proud: One of their common idle animation will have them hold up their gut, as a show of pride for their... big boned build.
  • Fat Bastard: The Legionnaires very much put the "Fat" in "Fatui." They can even do a belly-bump attack if you are too close to them.

Fatui Skirmisher - Hydrogunner Legionnaire

https://static.tvtropes.org/pmwiki/pub/images/enemy_fatui_hydrogunner_legionnaire.png
A Skirmisher armed with a cannon attached to a backpack imbued with Hydro energy, with which they can either launch a fast-moving water bullet or a healing bubble that gradually restores his allies' health. In his enhanced form, he can heal multiple allies at once, as well as gains the ability to do a belly-first ramming attack.
  • Healing Shiv: Some of his projectiles can heal his allies. In enhanced mode he can heal multiple allies at once.
  • Making a Splash: His cannon is imbued with Hydro energy, which manifests either as water bullets or healing bubbles.
  • Workaholic: Implied through many of his voice lines, which mention work and duty, as well as telling his comrades to stop slacking off.

Fatui Skirmisher - Cryogunner Legionnaire

Voiced by: Dan Foster (English)

https://static.tvtropes.org/pmwiki/pub/images/enemy_fatui_cryogunner_legionnaire.png
A Skirmisher armed with a cannon attacked to a backpack imbued with Cryo energy, with which he sprays a stream of cold wind, as well as allows him to use his backpack as an impromptu jetpack from which he pummels on his foes from above. In his enhanced state, he can spray cold wind for longer and can walk up to his target, as well as gains the ability to perform a belly-first dash attack.
  • Bizarre Taste in Food: He prefers to eat frozen food; in fact, both his voice lines upon defeat express disgust by the idea that his assailant is "too warm" for his tastes.
  • Death from Above: He can jump and then slam down from above to smash you.
  • An Ice Person: He shoots icy gas from his cannon.
  • Villains Out Shopping: In Ganyu's Story Quest, she and the Traveler find one such Skirmisher picking berries near Qingce Village. She suspects that he might be the one who invaded Master Lu's warehouse, or otherwise plotting/working on something sinister, and despite the Traveler warning her to watch him first, she proceeds to attack him. After being defeated, he reveals that he really is just there to pick berries, as there's nothing sinister he can really do in a village full of children and retirees. Ganyu apologizes and tells him that he can file a complaint to the Qixing for the incident, though he brushes it off and resumes picking berries, knowing his complaints will fall on deaf ears in the wake of the Osial fiasco.

Vanguards—General

  • The Big Guy: The Vanguards are even bigger than the largest of the Treasure Hoarders.
  • Close-Range Combatant: While Bracers and Legionnaires are equipped with either guns or staves, Vanguards, true to their name, prefer to charge ahead of their comrades and tackle their enemy up close, using either gauntlets (Anemoboxer) or hammers (Electrohammer) to crush their target.
  • Fire-Forged Friends: As the Vanguards' descriptions put it, they have left their motherland in service for it, leaving their families behind, yet gaining allies to stick through thick and thin with.
  • Pec Flex: One of their idle animations is to flex their muscles to showcase their strongman build.
  • Top-Heavy Guy: The Vanguards are the more muscular of the Skirmishers, especially on their arms and upper torso, befitting the frontline attackers of the Fatui.

Fatui Skirmisher - Anemoboxer Vanguard

Voiced by: Dan Foster (English)

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A Skirmisher armed with a pair of giant gauntlets imbued with Anemo energy, with which he attacks using punches. On occasion, he triggers Gathering the Winds, a defensive stance in which he counters Anemo-, Pyro-, Hydro-, Electro-, or Cryo-elemental damage by sucking his opponents in and delivering a devasating punch. In addition, whenever there are nearby downed Skirmishers, he can use Galeforce Agitation, a ground punch that puts them back on their feet.
  • Blow You Away: Anemoboxer Vanguards, as the name suggests, use the power of Amemo in combat.
  • Boxing Battler: Amemoboxer Vanguards, as their name suggests, wield large gauntlets to deliver powerful punches.
  • Corralling Vacuum: If the shield generated by Gathering the Winds takes elemental damage, he will create a vortex that pulls enemies onto him.
  • Counter-Attack: Unlike his Electrohammer counterpart, he lacks attacking combos, restricted to throwing a single Anemo-enhanced punch. Where they are at their deadliest, however, is that if their barrier is hit with Anemo, Pyro, Hydro, Electro, or Cryo, he will absorb that element, suck his opponent in, and deliver a haymaker.
  • Flash Step: Anemoboxer Vanguards can do this with the help of their Anemo powers.
  • Ground Punch: Galeforce Agitation has the Amemoboxer Vanguard punch the ground, sending out a pulse of Anemo energy that puts his downed fellow Skirmishers back on their feet whenever their shields have been broken.
  • Mechanically Unusual Fighter: The Anemoboxer Vanguard is unique among his fellow Skirmishers in that his armor, while also protecting himself and his allies, is more designed for counterattacks.
  • Power Fist: He wields huge Anemo-powered gauntlets.
  • Punched Across the Room: Gathering the Winds has him deliver a haymaker that sends any enemy sucked in flying across the field.
  • Schmuck Bait: His barrier can be easily mistaken for another Super Mode ought to be immediately broken with elemental reactions. Any player who would do just that are in for a nasty surprise when he instead sucks them in and sends them flying.
  • Spirited Competitor: He seems to take joy in testing the Traveler's skills, to the point that one of his encounter lines is...
    "Hah! Well met."
  • Underestimating Badassery: Both his defeat lines have him berate himself for grossly unerestimating his foes.

Fatui Skirmisher - Electrohammer Vanguard

Voiced by: Dan Foster (English)

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A Skirmisher armed with a war hammer imbued with Electro energy, which he can either swing thrice in succession or once for an earth-shaking ground slam. In his charged form, his hammer swings increase in power, in addition to a wider damage radius to his ground slam.
  • No-Nonsense Nemesis: Compared to his fellow Skirmishers, he has very little in the way of amusing banter, instead merely getting down to business to get rid of you as quickly as possible.
  • Shock and Awe: He wields a giant hammer infused with Electro energy.
  • Thunder Hammer: When charged up, his hammer gains an Electro effect, a significant damage boost, and increase in range, making him very dangerous to face head-on without a Cryo user to chip away at his armor.

    Agents 

Fatui Pyro Agent

Voiced by: Yudong (Chinese), Kei Hayakawa (Japanese)

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Agent: Incinerating Blades
A secret agent of the Fatui, generally tasked with settling debts and/or eliminating deserters, liabilities, and/or any who dare double-cross the organization. Armed with a Pyro Delusion and a dagger with which he either performs a single slash or a dash attack, he starts combat with Prowl, wherein he surrounds himself with three spinning knives enchanted with Pyro energy before disappearing in a pile of smoke, allowing him to sneak up on his enemies with a dash attack. On occasion he also sends fiery illusions of himself that ought to be destroyed as quickly as possible, or else, once he has gathered six such illusions, he triggers Blade Ablaze, wherein he repositions his illusions around his victims, from which he launches dash attacks before ending with a downward thrust.
  • Cool Mask: He wears an imposing mask.
  • Doppelgänger Attack: One of his attacks has them create a clone of themselves and send it flying at you. When six clones are on the field, he uses them for Blade Ablaze, a powerful Desperation Attack where the clones surround the player and attack in sequence, with the Agent performing a final strike from above. In certain Domains, all his clones can also perform a melee attack.
  • Elite Mooks: In the Adventurers' Handbook, Agents and Cicin Mages are described as being stronger than Skirmishers.
  • Evil Debt Collector: His job is to settle debts, by absolutely any means necessary. This includes literal monetary debts as well as exacting revenge on behalf of the Fatui on those who cross them. They tell you to "pay your dues" upon first spotting and engaging in combat with you, and upon being defeated he warns you that you cannot run from debt.
  • The Men in Black: As his title implies, the Agent is the secret collector of the Fatui, and is more than happy to stronarm whatever assets he can seize to ensure debts are paid, one way or another.
  • Evil Sounds Deep: He has a demonic-sounding voice compared to his other male counterparts.
  • Invisibility: He can turn invisible to catch targets unaware. Players can even earn a special achievement for defeating him while he is invisible.
  • Orbiting Particle Shield: Prowl summons three flaming knives that circle him like a shield.
  • Playing with Fire: He wields Pyro Delusions which coats his daggers with flames.
  • Professional Killer: His role in the Fatui is to settle debts, usually through killing any who dare skip town on them.
  • See the Invisible: His outline becomes visible should he be marked with any kind of elemental aura save Anemo and Geo. In addition, his footprints show up in certain terrain, such as in the Great Red Sand.
  • Stealthy Mook: The Pyro Agent specializes in rendering himself invisible and ambushing his victims from behind.
  • Stealth Expert: In Genius Invocation TCG, his invisibility passive grants him Damage Reduction and increased damage once per round.
  • We ARE Struggling Together: According to an anecdote in the Traveler's profile, the Agents gathering at the Goth Grand Hotel accused each other of owing mora before devolving into an all-out brawl.

    Cicin Mages 

Voiced by: Nuoya (Chinese), Hiroka Aoto (Japanese)

Magic-oriented Fatui who carry with them cages full of Cicins, bat-like creatures wielding elemental energy, from which they sic three at once against their targets.
  • Creepy High-Pitched Voice: Cryo Mages have a much higher-pitched voice than their Electro counterparts.
  • Elemental Barrier:
    • Dawdle too long, and the Electro version will absorb all summoned Cicins on the field to create a shield that reduces damage and prevents knockdown or staggering. She will also move towards the player and slowly zap them.
    • The Cryo version can quickly create and re-create Cryo shields as long as Cryo Cicins are still active.
  • Elite Mooks: In the Adventurer's Handbook, they and the Agents are stronger than the Skirmishers.
  • Enemy Summoner: They summon Cicins to aid them in combat. You can prevent them from doing so by juggling and knocking them off, but every so often they will teleport to make space and summon the Cicins.
  • "Get Back Here!" Boss: Both have a habit of teleporting to a random location nearby while you are hitting them.
  • Just Toying with Them: Their Adventurer Handbook entry states that they take intense pleasure out of toying with their prey.
  • No Ontological Inertia: Defeat and knock them out, and all the Cicins they summon disappear.
  • Nothing Nice About Sugar and Spice: The Cicin Mages are the first explicitly female common enemies you encounter in the game, and they are decidedly as beautiful as they are dangerous.
  • Sugary Malice: Their dialogue is both sultry and malicious in equal measure.
  • Teleport Spam: Electro Mages can teleport to put distance between them and the player to summon Cicins while Cryo Mages can switch places with their summoned Cicins.
  • Walking the Earth: Their Adventurer Handbook entry notes that they aimlessly wander the land, as if compelled by some sort of mission.

Fatui Electro Cicin Mage

Introduced: v1.0 "Welcome to Teyvat" (September 28, 2020)

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This variant of Cicin Mages orders Electro Cicins to charge at her targets, in addition to warping either away if her target is too close or forward if they are too far away. In addition, she can conjure a thunderbolt that leaves behind a small field of static electricity that gradually damages enemies within its radius, as well as summon back all her summoned Electro Cicins to generate an Electro shield that not only renders her impervious to damage, but also zap nearby enemies.
  • Bolt of Divine Retribution: She can call down lightning bolts from above.
  • Combat Sadomasochist: She unsubtly gets off on fighting. It's especially pronounced in Japanese, where her grunts of pain sound more like... something else.
    "You really know how to get me going!"
  • Damage Over Time: Her thunderbolts leave behind a static charge on the ground that deals gradual Electro damage on anyone within its small radius.
  • Deadly Force Field: After around forty seconds, she can call back all her Electro Cicins to envelop her in an Electro-elemental shield which also zaps surrounding enemies.
  • Evil Counterpart: To Lisa, being a female mage channeling the power of Electro with a seductive, provocative personality.
  • Shock and Awe: She summons Electro Electro Cicins, can drop thunderbolts on your head, and summon a barrier that zaps surrounding enemies.

Fatui Cryo Cicin Mage

Introduced: v1.2 "The Chalk Prince and the Dragon" (December 23, 2020)

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This variant of Cicin Mages orders Cryo Cicins to either quickly surround her targets and simultaneously unleash a burst of cold wind or charge at them one at a time, as well as serve as her relocation point whenever she warps. In addition, she can disgorge icicles on the ground against surrounding enemies, as well as order her Cicins to generate a shield for her before they resume their attacks.
  • Hates Being Alone: Her encounter dialogue has her teasing her enemies to have her for company, and her defeat line has her ruing being alone again.
  • An Ice Person: The Cryo version summons Cryo Cicins and can create ice spikes on the ground.
  • Support Party Member: In contrast to her Electro counterpart, her Cicins can still attack the player even after they generate her shield, and will continue regenerating it unless all of them are defeated.

    Mirror Maidens 

Mirror Maiden

Introduced: v2.0 "The Immovable God and the Eternal Euthymia" (July 21, 2021)

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Snezhnayan Maiden: Mirror Envoy
Serving as the Tsaritsa's honor guard, the Mirror Maiden is one of Snezhnaya's most elite warriors. Using her Hydro Delusion, she fights by firing water bullets or using "Hydro Mirrors" to either warp away, summon three spinning water wheels with Influx Blast, or douse surrounding enemies with Explosive Splash. Her greatest strength, however, is marking her enemies with "Refraction" through the latter two attacks, which allows her to enter a state of "Polarization," during which, in addition to heightened interruption resistance and being able to fire three water bullets at once, she gains the ability to trap her enemies in an array of Hydro Mirrors with Mirror Cage, and her other attacks are replaced with Ripple Rain, a swifter version of Influx Blast, and Rippled Reflection, wherein she marks her target with an orbiting Hydro bullet for a few seconds, after which she will summon an array of Hydro Mirrors on her victim's last known location that reflect a laser made of Hydro energy many times before unleashing a burst of water.
  • Blindfolded Vision: She is blind and mostly relies on hearing to fight. Her sight comes from their Polarization state.
  • Elite Mooks: Much like the Cicin Mages and Agents, she shares this role and appears in-game as an elite enemy.
  • Damage-Increasing Debuff: In Genius Invocation TCG, her Elemental Skill applies Refraction, increasing Hydro damage taken by 1.
  • Implacable Woman: Once she enters Polarization, the Mirror Maiden are nigh-impossible to be launched nor flinched.
  • Making a Splash: She wields a Hydro Delusion, which she applies through either water bullets or Hydro Mirrors.
  • Minion Shipping: In one area in Inazuma just northeast from the "Court of Flowing Sand" Domain, she can be found together with a Pyro Agent near a camp with no backup. Bizarrely, in one domain dungeon on Watatsumi, another maiden can be spotted being paired with a Treasure Hoarder Pugilist of all things.
  • Ms. Fanservice: The Mirror Maiden is stunningly beautiful and curvaceous, and is also a deadly mage.
  • Praetorian Guard: Mirror Maidens are the Tsaritsa's honor guards and foremost worshippers.
  • Reflecting Laser: Rippled Reflection starts with a Hydro bullet orbiting her victim; at their last known location, the Mirror Maiden conjures an array of Hydro Mirrors, from which the bullet bounces around before ending with a burst of water.
  • Statuesque Stunner: Among the Fatui enemies, she is the tallest, even surpassing Pyro Agents.
  • Super Mode: Whenever she has successfully struck an enemy with Refraction, the Mirror Maiden can enter a state of Polarization, which endows her heightened flinching resistance, the ability to fire three water bullets at once, and give her faster, deadlier attacks.
  • Trap Master: Mirror Cage has her trap enemies in an array of Hydro Mirrors, cornering them long enough for her to launch either Ripple Rain or Rippled Reflection unless your active character have a dashing charged attack (e.g., most polearm users), alternate sprints (e.g., Mona and Ayaka), warp moves (e.g., Keqing), or instant flight (e.g., Wanderer).
  • You Will Not Evade Me: In Genius Invocation TCG, her talent causes Refraction to also increase switching cost by 1 die.

    Operatives 

Operatives

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Wind Operative
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Frost Operative
A special force of agents known for their capabilities far beyond that of ordinary soldiers.
  • The Ace: A necessary requirement for becoming an Operative is to have mastered all skills, arts, and talents needed to carry out missions of a more special nature, including but not limited to spying, counter-espionage, protection, assassination, and various other tasks.
  • Affably Evil: Frost Operatives are genuinely cordial towards their opponents, even apologizing to them when they perform a Spinslash.
  • Amazon Brigade: They are an all-female special forces unit of Fatui agents.
  • Anti-Regeneration: On hit, their "Hunt Down" move applies a Life Bond to your active character, which absorbs healing that would otherwise go to their HP. Before this Life Bond is cleared by healing, your character also suffers from Corrosion.
  • Bifauxnen: Similarly to Arlecchino, Fatui Operatives have short hair and wear stylized suits tailored for males.
  • Blow You Away: Wind Operatives carry Anemo Delusions.
  • Brought Down to Badass: The description for the Operative's Constancy claims that even if an Operative were to fight without a Delusion, they would still possess physical abilities far beyond that of normal humans obtained through years of harsh training and combat experience.
  • Child Soldier: The candidates for becoming Operatives are said to be handpicked at childhood and made to undergo many long years of training and teaching designed for winnowing out the weakest amongst themselves.
  • Cool Mask: Wind Operatives wear a stylized avian-like opera mask, while Frost Operatives wear a jackal-looking mask. In Arlecchino's Character Teaser, we get to see what a Frost Operative's face looks like without a mask.
  • Counter-Attack: A Wind Operative will protect themselves with a barrier, similarly to Anemoboxer Vanguards, and attacking that barrier will result in them blinking towards their foe and stab them with the cane's pointy end. The difference is that any attack will trigger it (including from normal attacks).
  • Damage Over Time: If they hit a target with their "Hunt Down" move, it will inflict Life Bond and Corrosion (which drains HP as long as the Life Bond is active) on a target that bypass even shields.
  • Elite Mook: Another one amongst the Fatui, possessing high HP alongside fast and deadly attacks. However, they do not possess an ordinary military rank and because of it, depending on the content of their missions, allows them to work in concert with other soldiers, work alone, or in tandem with the "tacks" hidden and scattered across the world.
  • Empowered Badass Normal: They're the most skilled fighters among the Fatui next to the Harbingers, with their near-inhuman physical abilities gained from a lifetime of intense training being strengthened even further through use of their Delusions.
  • Flash Step: Both the Frost and Wind Operatives can instantly blink towards the Traveler to attack. The latter will do so as a counter-attack, while the former can use it when performing Blinkchase, or as part of their full Hunt Down move-set if their first attack connects.
  • Hartman Hips: They possess a somewhat downplayed version of these, with it being more noticeable in the Frost Operative's case.
  • An Ice Person: Frost Operatives carry Cryo Delusions.
  • Royal Rapier: Frost Operatives wield rapiers in battle.
  • Sword Cane: Wind Operatives carry a cane, which can also double as a stabbing weapon.
  • Training from Hell: Becoming an Operative requires candidates to undergo many long years of intense training and teaching designed for winnowing out the weakest and developing the necessary skills for the position.
  • Undying Loyalty: They are known for their unwavering loyalty to the Fatui alongside their extraordinary skills, to the point that they are fully aware that they have sacrificed their own past, present, and future upon the altar of the Fatui's ideal paradise and consider the self-harm from using their Delusions to be trivial.

Alternative Title(s): Genshin Impact The Fatui

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