Tier 3 Warriors
Living Dead
When necromancers or bioengineers create constructs out of dead bodies, these are the creatures that result.
Lore
- In combat, the Living Dead are stupid, aggressive, and totally unconcerned with dying. Insofar as they display cunning, it should purely be to create a sense of dramatic tension and to display animus towards the Heroes.
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
- Void elves are powerful combatants, but are also quite arrogant. As a result, they will fight with intelligence, but will often disregard their opponents’ defenses or charms, assuming that their raw power is enough to prevail.
- Void elves will, of course, still hex their opponents when they want to prove a point.
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 ¤ |