Last Odyssey

Tier 2 Warriors

Forest Dwellers

The deep woods are home to creatures that will defend their territory to the death, although they will also grant boons to travelers they trust.

Lore

Wolf (Normal 2, Animal, Shadow)

Statistics

HP Shell Initiative Mana Action Points Physical Attack Magical Attack Physical Defense Magical Defense
12 8 7 15 2 6 2 2 1
Evasion Resistance Physical Accuracy Magical Accuracy Status Accuracy
2 2 6 4 4

Abilities

Name Type Cost Description
Bite Melee 1 AP The Wolf makes a basic strike.
Gore Melee 3 MP, 1 AP The Wolf makes a colorless strike that inflicts damage multiplied by 1.5x in addition to other modifiers.
Howl Self 3 MP, 1 AP The Wolf charms its Physical Attack by one step on the Bonus Tracker.

Item Table

Result Item
1 Novice Strengthen Physical Attack
2 Cure Blinded
3 10 ¤

Dryad (Normal 2, Elemental, Wood)

Statistics

HP Shell Initiative Mana Action Points Physical Attack Magical Attack Physical Defense Magical Defense
6 9 6 25 2 4 6 1 3
Evasion Resistance Physical Accuracy Magical Accuracy Status Accuracy
2 1 4 4 4

Abilities

Name Type Cost Description
Club Melee 1 AP The Dryad makes a basic strike.
Entangle Ranged 1 AP, 7 MP The Dryad uses a sleight that inflicts Petrified on a hit.
Photosynthesis Passive N/A If the Dryad receives water damage, they will receive the damage as healed HP. If the Dryad receives light damage, they will receive the damage as healed MP.

Item Table

Result Item
1 Novice Fortify
2 Novice Curse Petrified
3 10 ¤

Naiad (Normal 2, Elemental, Water)

Statistics

HP Shell Initiative Mana Action Points Physical Attack Magical Attack Physical Defense Magical Defense
4 11 6 25 2 2 6 1 3
Evasion Resistance Physical Accuracy Magical Accuracy Status Accuracy
3 1 2 6 6

Abilities

Name Type Cost Description
Claws Melee 1 AP The Naiad makes a basic strike.
Baptize Ally 1 AP, 8 MP The Naiad removes all glamors from a single ally.
Restore Ally 1 AP, 5 MP The Naiad heals a single character for an amount of HP equal to the Naiad’s current Magical Attack.

Item Table

Result Item
1 Novice Mend
2 Exorcise
3 10 ¤

Ent (Elite 2, Elemental, Wood)

Statistics

HP Shell Initiative Mana Action Points Physical Attack Magical Attack Physical Defense Magical Defense
25 15 8 35 2 6 6 4 3
Evasion Resistance Physical Accuracy Magical Accuracy Status Accuracy
1 4 6 2 2

Abilities

Name Type Cost Description
Punch Melee 1 AP The Ent makes a basic strike.
Tough Bark Self 1 AP, 7 MP The Ent inflicts the Guarded status on itself until the beginning of its next turn or until after the next time it is hit with a strike.
Regenerate Self 2 AP, 11 MP The Ent heals itself for an amount of HP equal to twice its Magical Attack.
Photosynthesis Passive N/A If the Ent receives water damage, they will receive the damage as healed HP. If the Ent receives Light damage, they will receive the damage as healed MP.
Forest Fire Passive N/A If the Ent takes fire damage from any source, it will not be able to use Regenerate until after its next turn.

Item Table

Result Item
1 Novice Wood Fracture
2 Guard
3 50 ¤

Pixie (Elite 2, Fairy, Wind)

Statistics

HP Shell Initiative Mana Action Points Physical Attack Magical Attack Physical Defense Magical Defense
7 18 10 40 2 4 8 1 4
Evasion Resistance Physical Accuracy Magical Accuracy Status Accuracy
4 1 4 8 8

Abilities

Name Type Cost Description
Annoy Melee 2 AP The Pixie makes a basic attack.
Airslice Ranged 1 AP, 5 MP The Pixie makes a wind spell against a single target.
Taunt Ranged 1 AP The Pixie inflicts the Taunted status on a single target until the beginning of its next turn.
Counterspell Reaction Variable Works the same way as the Sage’s Counterspell.
Sparkles Self 2 AP The Pixie restores 10 MP to itself.
Revenge Hex Passive N/A When the Pixie is downed, the character responsible must ward of a sleight from the Pixie that inflicts Silenced on a hit.

Item Table

Result Item
1 Cure Silenced
2 Novice Strengthen Evasion
3 50 ¤

Dwarves

Dwarves are the enigmatic dwellers of the deep caves. They are friendly enough folk, but are possessive of their territory and their treasure, and will fight to the death to preserve the former and to acquire more of the latter.

Lore

Digger (Normal 2, Human, Earth)

Statistics

HP Shell Initiative Mana Action Points Physical Attack Magical Attack Physical Defense Magical Defense
16 9 5 20 2 4 4 3 2
Evasion Resistance Physical Accuracy Magical Accuracy Status Accuracy
1 3 4 2 2

Abilities

Name Type Cost Description
Pickaxe Melee 1 AP The Digger makes a basic strike.
Luck Rune Ally 1 AP, 5 MP The Digger charms a target’s Resistance by 1 on the Bonus Tracker.
Blessing of Earth Ally 1 AP, 7 MP The Digger increases or creates an ally’s earth Shell by an amount equal to the Digger’s current Magical Attack.

Item Table

Result Item
1 Novice Strengthen Resistance
2 Novice Earth Shell
3 10 ¤

Sapper (Normal 2, Construct, Earth)

Statistics

HP Shell Initiative Mana Action Points Physical Attack Magical Attack Physical Defense Magical Defense
12 13 6 15 2 2 2 3 1
Evasion Resistance Physical Accuracy Magical Accuracy Status Accuracy
3 3 2 6 6

Abilities

Name Type Cost Description
Fist Melee 1 AP The Sapper makes a basic strike.
Tremor Ranged 1 AP, 5 MP The Sapper uses a spell that deals magical earth damage on a hit.
Scan Ranged 1 AP, 2 MP The Sapper uses the Artificer’s Scan ability.

Item Table

Result Item
1 Novice Magical Earth Damage
2 Analyze
3 10 ¤

Blacksmith (Normal 2, Human, Fire)

Statistics

HP Shell Initiative Mana Action Points Physical Attack Magical Attack Physical Defense Magical Defense
19 6 6 15 2 6 2 3 1
Evasion Resistance Physical Accuracy Magical Accuracy Status Accuracy
1 3 6 2 2

Abilities

Name Type Cost Description
Hammer Melee 1 AP The Blacksmith makes a basic strike.
Heated Strike Melee 1 AP, 3 MP The Blacksmith makes a strike that deals physical fire damage on a hit.
Break Armor Ranged 1 AP, 3 MP The Blacksmith hexes the target’s Physical Defense by one step on the Bonus Tracker.

Item Table

Result Item
1 Novice Physical Fire Damage
2 Novice Weaken Physical Defense
3 10 ¤

Assassin (Elite 2, Human, Shadow)

Statistics

HP Shell Initiative Mana Action Points Physical Attack Magical Attack Physical Defense Magical Defense
16 14 12 25 2 8 2 2 1
Evasion Resistance Physical Accuracy Magical Accuracy Status Accuracy
4 2 8 8 8

Abilities

Name Type Cost Description
Dagger Melee 1 AP The Assassin makes a basic strike.
Hip Blade Self 1 AP, 7 MP Inflicts the Countering status on the Assassin until the beginning of their next turn.
Poison Dagger Melee 1 AP, 7 MP The Assassin makes a colorless strike. On a hit, the target also receives the Poisoned status unless they are immune.
Assassin’s Mark Ranged 1 AP The Assassin applies the Hunted status to a single target. This ability works the same as the Ranger’s Mark Target ability.
Parkour Passive N/A The Assassin has the Ranger’s Forest Walk ability.

Item Table

Result Item
1 Novice Curse Poisoned
2 Novice Curse Silenced
3 50 ¤

Runecarver (Elite 2, Human, Earth)

Statistics

HP Shell Initiative Mana Action Points Physical Attack Magical Attack Physical Defense Magical Defense
8 22 8 45 2 2 10 2 5
Evasion Resistance Physical Accuracy Magical Accuracy Status Accuracy
3 2 2 6 6

Abilities

Name Type Cost Description
Hammer Melee 1 AP The Runecarver makes a basic strike.
Force Rune Ranged 1 AP, 5 MP The Runecarver uses an earth spell against a single target.
Fault Line Ranged 1 AP, 8 MP The Runecarver uses a sleight that makes a single target Vulnerable to earth damage on a hit.
Solidify Ally 1 AP, 9 MP Makes the Runecarver or one ally immune to earth damage the next time they are hit by it.
Runecaster Passive N/A The Runecarver has runes that let them cast two spells for free per battle. When they do so, these spells cannot miss.

Item Table

Result Item
1 Novice Fortify
2 Ward
3 50 ¤