Last Odyssey

Tier 5 Warriors

Test Subjects

Deep within the labs of the Technomancers, strange creations grow in vats, waiting to be unleashed on the world.

Lore

Slime (Normal 5, Horror, Colorless)

Statistics

HP Shell Initiative Mana Action Points Physical Attack Magical Attack Physical Defense Magical Defense
22 23 11 45 2 6 8 4 4
Evasion Resistance Physical Accuracy Magical Accuracy Status Accuracy
3 4 6 6 6

Abilities

Name Type Cost Description
Pseudopod Melee 1 AP The Slime makes a basic strike.
Bolt Ranged 1 AP, 5 MP The Slime uses a spell against a single target that deals magical damage of the Slime’s current element on a hit.
Elemental Absorption Passive N/A The Slime’s element is the element of the last spell, strike, or sleight that hit it. This can include colorless.

Item Table

Result Item
1 Costume Change
2 Standard Curse Petrified
3 100 ¤

Ghoul (Normal 5, Human, Colorless)

Statistics

HP Shell Initiative Mana Action Points Physical Attack Magical Attack Physical Defense Magical Defense
28 7 15 35 2 18 4 2 2
Evasion Resistance Physical Accuracy Magical Accuracy Status Accuracy
1 2 18 2 2

Abilities

Name Type Cost Description
Bite Melee 1 AP The Ghoul makes a basic attack.
Frenzy Self 2 AP, 12 MP Hastes the Ghoul as though it had used the Support’s Haste spell on itself.
Corpse Rot Passive N/A If the Ghoul does damage to a target’s HP, they will be Slowed as though they were affected by the Slow ability.

Item Table

Result Item
1 Decelerate
2 Standard Fortify
3 100 ¤

Spitter (Normal 5, Horror, Wind)

Statistics

HP Shell Initiative Mana Action Points Physical Attack Magical Attack Physical Defense Magical Defense
18 17 13 45 2 10 8 2 4
Evasion Resistance Physical Accuracy Magical Accuracy Status Accuracy
3 2 10 6 6

Abilities

Name Type Cost Description
Tail Melee 1 AP The Spitter makes a basic attack.
Acid Spit Ranged 1 AP, 5 MP The Spitter uses a spell that does magical wood damage and inflicts the Poisoned status on a hit.
Amniotic Tank Passive N/A When the Spitter is infected with Poisoned, they do not take damage resulting from it but instead are healed for 2 HP during the Effect Phase of every round.

Item Table

Result Item
1 Standard Curse Poisoned
2 Standard Cure Toxin
3 100 ¤

Devourer (Elite 5, Horror, Colorless)

Statistics

HP Shell Initiative Mana Action Points Physical Attack Magical Attack Physical Defense Magical Defense
48 32 18 80 2 12 12 6 6
Evasion Resistance Physical Accuracy Magical Accuracy Status Accuracy
2 6 12 4 4

Abilities

Name Type Cost Description
Slash Melee 1 AP The Devourer makes a basic strike.
Spines Ranged 1 AP, 5 MP The Devourer makes a colorless strike against any warrior on the battlefield.
Frenzy Multi 2 AP, 10 MP The Devourer makes a colorless strike against every warrior on the battlefield except for themselves.
Hedgehog Self 1 AP, 7 MP Applies the Countering status to the Devourer. This functions the same as the Defender’s Counter.
Conduit Self 1 AP, 12 MP Applies the Reflecting status to the Devourer. This functions the same as the Defender’s Reflect.

Item Table

Result Item
1 Counter
2 Reflect
3 500 ¤

Precog (Elite 5, Horror, Colorless)

Statistics

HP Shell Initiative Mana Action Points Physical Attack Magical Attack Physical Defense Magical Defense
11 44 21 90 2 6 16 1 8
Evasion Resistance Physical Accuracy Magical Accuracy Status Accuracy
8 1 6 16 16

Abilities

Name Type Cost Description
Cold Fingers Melee 2 AP The Precog makes a basic attack.
Penetrating Stare Ranged 1 AP, 7 MP The Precog uses a sleight that, on a hit, inflicts the Paralyzed status on a single target.
Enlightenment Ally 1 AP, 18 MP The Precog charms a single target’s Magical Attack by three steps on the Bonus Tracker.
Psychic Scream Multi 2 AP, 13 MP The Precog uses a spell against all opponents on the field that, when it hits, deals colorless magical damage.
Dream Eater Ranged 1 AP, 5 MP The Precog uses a colorless spell against a single opponent. On a hit, restores an amount of MP to the Precog equal to the damage they dealt to their target.
Lobotomy Ranged 1 AP, 10 MP The Precog hexes a single target’s Magical Attack by three levels on the Bonus Tracker.

Item Table

Result Item
1 Standard Strengthen Magical Attack
2 Standard Magical Colorless Damage (Multi)
3 500 ¤

Royal Militia

The Diamond Queen usually enforces her will on her subjects via psychological means, but more direct intervention is occasionally needed. That’s where her militia come in.

Lore

Infantryman (Normal 5, Human, Colorless)

Statistics

HP Shell Initiative Mana Action Points Physical Attack Magical Attack Physical Defense Magical Defense
26 19 12 40 2 8 6 4 3
Evasion Resistance Physical Accuracy Magical Accuracy Status Accuracy
3 4 8 6 6

Abilities

Name Type Cost Description
Slash Melee 1 AP The Infantryman makes a basic attack.
Tactics Ally 1 AP The Infantryman gives 1 AP to another character on the battlefield that said character can use immediately. The Infantry can do this up to once per turn.
Hold the Line Passive N/A The Infantryman cannot be moved away from the front line for any reason.

Item Table

Result Item
1 Standard Mend
2 Strengthen Physical Defense + Strengthen Physical Attack
3 100 ¤

Gunner (Normal 5, Human, Colorless)

Statistics

HP Shell Initiative Mana Action Points Physical Attack Magical Attack Physical Defense Magical Defense
12 23 13 45 2 6 8 2 4
Evasion Resistance Physical Accuracy Magical Accuracy Status Accuracy
5 2 6 10 10

Abilities

Name Type Cost Description
Saber Melee 1 AP The Gunner makes a basic attack.
Gunpowder Ranged 1 AP, 5 MP The Gunner uses a spell against a single target that deals magical earth damage on a hit.
Shrapnel Bomb Multi 2 AP, 15 MP The Gunner uses a spell against all opponents that deals magical earth damage on a hit.

Item Table

Result Item
1 Standard Magical Metal Damage
2 Standard Magical Metal Damage (Multi)
3 100 ¤

Shieldbearer (Normal 5, Human, Colorless)

Statistics

HP Shell Initiative Mana Action Points Physical Attack Magical Attack Physical Defense Magical Defense
32 18 11 40 2 8 6 5 3
Evasion Resistance Physical Accuracy Magical Accuracy Status Accuracy
2 5 8 4 4

Abilities

Name Type Cost Description
Hammer Melee 1 AP The Shieldbearer makes a basic attack.
Shields Up Self 1 AP, 7 MP Makes the Shieldbearer immune to the damage of the next strike that hits them.
Defensive Formation Multi 2 AP, 10 MP Until the beginning of its next turn, if any non-Shieldbearer ally of the Shieldbearer’s is hit by a physical or spell, the Shieldbearer will count as being hit by the attack instead.

Item Table

Result Item
1 Standard Strengthen Magical Defense (Multi)
2 Shield
3 100 ¤

Paladin (Elite 5, Human, Thunder)

Statistics

HP Shell Initiative Mana Action Points Physical Attack Magical Attack Physical Defense Magical Defense
38 37 20 75 2 10 10 5 5
Evasion Resistance Physical Accuracy Magical Accuracy Status Accuracy
5 5 10 10 10

Abilities

Name Type Cost Description
Swipe Melee 1 AP The Paladin makes a basic attack.
Falcon Dive Ranged 2 AP, 8 MP The Paladin makes a strike against a single target that does physical thunder damage on a hit.
Cloudsplitter Multi 2 AP, 10 MP The Paladin makes a melee strike against every warrior in the front row that does physical thunder damage on a hit.
Challenge Ranged 1 AP The Paladin uses a sleight that applies the Taunted status to a single target on a hit.
Terrifying Combatant Passive N/A The Paladin cannot be Slowed or Taunted, and will ignore the Guarded status if applied to any of its opponents.

Item Table

Result Item
1 Standard Physical Thunder Damage
2 Treat Slowed
3 500 ¤

Wyvern (Elite 5, Human, Thunder)

Statistics

HP Shell Initiative Mana Action Points Physical Attack Magical Attack Physical Defense Magical Defense
32 33 22 75 2 14 10 3 5
Evasion Resistance Physical Accuracy Magical Accuracy Status Accuracy
5 3 14 10 10

Abilities

Normal Type Cost Description
Bite Melee 1 AP The Wyvern makes a basic attack.
Evil Stare Multi 2 AP, 18 MP The Wyvern uses a sleight that inflicts the Petrified status on every opponent on the battlefield.
Thunderstorm Multi 2 AP, 13 MP The Wyvern uses a spell against every opponent on the battlefield that deals magical thunder damage on a hit.
Windstorm Multi 2 AP, 10 MP The Wyvern makes a strike against every opponent in the front row that moves them to the back row on a hit. If they are already in the back row or have the Shielded status, this attack does nothing.
Tough Skin Passive N/A If the Wyvern is hit with an attack that deals less than 5 total damage after modifiers are applied, it takes 0 damage instead.

Item Table

Result Item
1 Standard Curse Petrified
2 Standard Magical Thunder Damage (Multi)
3 500 ¤