Last Odyssey

Tier 3 Warriors

Living Dead

When necromancers or bioengineers create constructs out of dead bodies, these are the creatures that result.

Lore

Zombie (Normal 3, Undead, Shadow)

Statistics

HP Shell Initiative Mana Action Points Physical Attack Magical Attack Physical Defense Magical Defense
32 8 6 25 2 6 4 5 2
Evasion Resistance Physical Accuracy Magical Accuracy Status Accuracy
0 5 6 0 0

Abilities

Name Type Cost Description
Smack Melee 1 AP The Zombie makes a basic strike.
Bite Melee 1 AP, 5 MP The Zombie makes a colorless strike. On a hit, also inflicts Necrotized. Necrotized warriors will take damage instead of being healed if they become the target of any blessings.
Undeath Passive N/A The first time the Zombie would be downed in a battle, it is reduced to 1 HP instead. Any further damage it takes will cause it to become downed.

Item Table

Result Item
1 Novice Physical Shadow Damage
2 Novice Curse Poisoned
3 10 ¤

Skeleton (Normal 3, Undead, Ice)

Statistics

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

Abilities

Name Type Cost Description
Slash Melee 1 AP The Skeleton makes a basic strike.
Arrow Ranged 2 AP, 5 MP The Skeleton makes a colorless strike against a single target.
Undeath Passive N/A The first time the Skeleton would be downed in a battle, it is reduced to 1 HP instead. Any further damage it takes will cause it to become downed.

Item Table

Result Item
1 Novice Curse Paralyze
2 Novice Physical Colorless Damage
3 10 ¤

Ghost (Normal 3, Undead, Ice)

Statistics

HP Shell Initiative Mana Action Points Physical Attack Magical Attack Physical Defense Magical Defense
6 14 8 35 2 4 8 1 4
Evasion Resistance Physical Accuracy Magical Accuracy Status Accuracy
3 1 4 6 6

Abilities

Name Type Cost Description
Materialize Melee 2 AP The Ghost makes a basic attack.
Drain Mana Melee 1 AP The Ghost makes a colorless strike that damages MP instead of HP and heals the Ghost’s MP by half the damage it deals on a hit.
Bonechill Ranged 1 AP, 5 MP The Ghost uses a spell that does magical ice damage on a hit.
Cold Fingers Ranged 1 AP, 7 MP The Ghost uses a sleight that, on a hit, inflicts Frostbitten on a single target.
Nostalgia Ranged 1 AP, 12 MP The Ghost inflicts Slowed on a single target.
Immaterial Passive N/A During the Effect Phase, the Ghost will become Hidden unless they have any statuses. At the beginning of their turn, this effect disappears.

Item Table

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

Statue (Elite 3, Undead, Earth)

Statistics

HP Shell Initiative Mana Action Points Physical Attack Magical Attack Physical Defense Magical Defense
47 13 12 40 2 10 4 6 2
Evasion Resistance Physical Accuracy Magical Accuracy Status Accuracy
1 6 10 2 2

Abilities

Name Type Cost Description
Slash Melee 1 AP The Statue makes a basic strike.
Hedgetrimmer Multi 2 AP, 7 MP The Statue makes a colorless strike against every warrior in the front row. May only be used from the front row.
Shield Self 1 AP, 7 MP The next time the Statue is hit by a strike, the damage is negated.
Frontline Self 2 AP, 10 MP The Statue inflicts the Guarded status on all of its allies until the beginning of its next turn.
Living Construct Passive N/A The Statue is immune to all negative statuses.

Item Table

Result Items
1 Novice Physical Colorless Damage (Row)
2 Shield
3 50 ¤

Zombie Hulk (Elite 3, Undead, Shadow)

Statistics

HP Shell Initiative Mana Action Points Physical Attack Magical Attack Physical Defense Magical Defense
51 9 12 40 2 12 4 6 2
Evasion Resistance Physical Accuracy Magical Accuracy Status Accuracy
0 6 12 0 0

Abilities

Name Type Cost Description
Punch Melee 1 AP The Hulk makes a basic attack.
Stomp Melee 1 AP, 5 MP The Hulk makes a strike that, on a hit, deals colorless damage that is multiplied by 2 in addition to other modifiers.
Regenerate Passive N/A During the Effect Phase, the Zombie Hulk regains 5 HP.
Undeath Passive N/A The first time the Zombie Hulk would be downed in a battle, it is reduced to 1 HP instead. Any further damage it takes will cause it to become downed.
Miasma Passive N/A During the Effect Phase of each round, the Zombie Hulk uses a sleight with no AP or MP cost that inflicts Poisoned on a hit on every non-Undead character on the battlefield.

Item Table

Result Item
1 Novice Curse Poisoned (Multi)
2 Novice Mend
3 50 ¤

Void Elves

Tall, enigmatic beings who descended one day from the heavens and now lay claim to the entire Earth.

Lore

Telepath (Normal 3, Angel, Wind)

Statistics

HP Shell Initiative Mana Action Points Physical Attack Magical Attack Physical Defense Magical Defense
8 17 8 30 2 2 6 2 3
Evasion Resistance Physical Accuracy Magical Accuracy Status Accuracy
4 2 2 8 8

Abilities

Name Type Cost Description
Liquid Blade Melee 2 AP The Telepath makes a basic attack.
Read Mind Ranged 1 AP, 2 MP The Telepath uses the Artificer’s Scan ability.
Mindspike Ranged 1 AP, 5 MP The Telepath makes a magical light attack against a single warrior.
Corrupt Mind Ranged 1 AP, 10 MP The Telepath hexes a warrior’s Magical Attack by 3 steps on the Bonus Tracker.
Mindwipe Ally 1 AP, 8 MP The Telepath removes all glamors from a single character.

Item Table

Result Item
1 Novice Magical Light Damage
2 Novice Weaken Magical Attack
3 10 ¤

Empath (Normal 3, Angel, Wind)

Statistics

HP Shell Initiative Mana Action Points Physical Attack Magical Attack Physical Defense Magical Defense
4 16 8 35 2 2 8 1 4
Evasion Resistance Physical Accuracy Magical Accuracy Status Accuracy
4 1 2 8 8

Abilities

Name Type Cost Description
Heal Body Ally 1 AP, 11 MP The Empath heals a single target by twice the Empath’s Magical Attack.
Mindshield Self 1 AP, 7 MP The Empath negates the damage of the next spell that hits them.
Clean Slate Ally 1 AP, 11 MP The Empath removes all statuses from a single target.
Premonition Multi 2 AP, 10 MP Charms the Evasion of the Empath and all of its allies by one step on the Bonus Tracker.
Pain Resonance Passive N/A The Empath starts battle with the Resonant status. While an Empath is Resonant, whenever the Empath receives damage, every other character on the field must resist a sleight used by the Empath or receive the same amount of damage.
Pacifist Passive N/A The Empath cannot use any basic attacks. If the Empath is the only remaining warrior on its own side, it will immediately surrender, which grants rewards as though it was downed.

Item Table

Result Item
1 Novice Treat Paralyzed
2 Standard Mend
3 10 ¤

Telekinetic (Normal 3, Angel, Wind)

Statistics

HP Shell Initiative Mana Action Points Physical Attack Magical Attack Physical Defense Magical Defense
8 12 9 30 2 6 6 1 3
Evasion Resistance Physical Accuracy Magical Accuracy Status Accuracy
3 1 6 6 6

Abilities

Name Type Cost Description
Staff Melee 1 AP The Telekinetic makes a basic attack.
Mindhammer Ranged 1 AP, 3 MP The Telekinetic uses a spell that does magical colorless damage on a hit.
Fling Object Ranged 2 AP, 5 MP The Telekinetic makes a strike against a single target that does colorless damage on a hit.
Mass Anchor Ranged 1 AP, 7 MP The Telekinetic attempts to inflict Fatigued on a single warrior using a sleight.
Push/Pull Ranged 1 AP, 5 MP The Telekinetic uses a sleight on a single target. On a hit, the Telekinetic can force them to use the Move action at no AP cost, unless said warrior is immune to effects that move them.

Item Table

Result Item
1 Novice Magical Colorless Damage
2 Novice Curse Fatigued
3 10 ¤

Lord (Elite 3, Angel, Light)

Statistics

HP Shell Initiative Mana Action Points Physical Attack Magical Attack Physical Defense Magical Defense
15 20 14 55 2 10 10 1 5
Evasion Resistance Physical Accuracy Magical Accuracy Status Accuracy
3 1 10 6 6

Abilities

Name Type Cost Description
Stab Melee 1 AP The Lord makes a basic attack.
Command Ally 1 AP The Lord uses the Commander’s Orders ability.
Compulsion Ranged 1 AP, 7 MP The Lord uses a sleight that, on a hit, forces the target to make an action of the Lord’s choice.
Psi Lance Ranged 1 AP, 7 MP The Lord uses a spell that deals magical colorless damage on a hit that is multiplied by 2 in addition to other modifiers.
Cheat Death Ally 1 AP, 10 MP The Lord revives a single downed ally back to 1 HP.

Item Table

Result Item
1 Orders
2 Novice Defibrillate
3 50 ¤

Infiltrator (Elite 3, Angel, Light)

HP Shell Initiative Mana Action Points Physical Attack Magical Attack Physical Defense Magical Defense
15 20 17 40 2 10 4 1 2
Evasion Resistance Physical Accuracy Magical Accuracy Status Accuracy
6 1 10 12 12
Name Type Cost Description
Double Strike Melee 1 AP The Infiltrator makes two basic attacks whose damage on a hit is multiplied by 0.75 in addition to other modifiers.
Cloaking Field Self 1 AP The Infiltrator uses the Thief’s Hide ability.
Precision Attack Melee 1 AP, 5 MP The Infiltrator makes a strike that deals physical colorless damage that is multiplied by 2 in addition to other modifiers.
Wired Reflexes Self 2 AP, 12 MP Inflicts Hasted on the Infiltrator.
Hamstring Melee 2 AP, 12 MP The Infiltrator makes a colorless strike. On a hit, also inflicts Slowed on the target.

Item Table

Result Item
1 Hide
2 Accelerate
3 50 ¤