Last Odyssey

Tier 6 Warriors

Chaos Elementals

The Elemental Boundary of the cosmos will sometimes leak into the Material Plane. When it does, aspects of the elements will be “embodied” in elementals. Elementals are hostile, and quite insane.

Lore

Wisp (Normal 6, Elemental, Variable)

Statistics

HP Shell Initiative Mana Action Points Physical Attack Magical Attack Physical Defense Magical Defense
7 28 11 80 3 4 20 1 10
Evasion Resistance Physical Accuracy Magical Accuracy Status Accuracy
3 1 4 6 6

Abilities

Name Type Cost Description
Radiate Melee 2 AP The Wisp makes a basic attack.
Faerie Fire Ranged 1 AP, 5 MP The Wisp uses a spell that does magical damage of the Wisp’s element on a hit.
Curse Multi 2 AP, 18 MP The Wisp uses a sleight that attempts to inflict the status associated with the Wisp’s element on all opponents on the battlefield.
Magic Ward Ally 1 AP, 7 MP The Wisp applies Shell of its current element equal to its current Magical Attack to a single ally.

Item Table

Result Item
1 Standard Colorless Shell
2 Standard Colorless Fracture
3 100 ¤

Homid (Normal 6, Elemental, Variable)

Stastistics

HP Shell Initiative Mana Action Points Physical Attack Magical Attack Physical Defense Magical Defense
25 25 14 50 3 8 8 4 4
Evasion Resistance Physical Accuracy Magical Accuracy Status Accuracy
8 4 8 8 8

Abilities

Name Type Cost Description
Smash Melee 2 AP The Homid makes a basic attack.
Strike Melee 1 AP, 3 MP The Homid makes a strike that deals damage of its element.
Physical Form Self 1 AP The Homid becomes immune to magical damage, and all of their attacks deal physical damage.
Magical Form Self 1 AP The Homid becomes immune to physical damage, and all of their attacks deal magical damage.
Vacillation Passive N/A The Homid begins battle with either Physical or Magical Form active, whichever the GM chooses. If Physical Form is active during the Effect Phase, the Homid will use Magical Form for free. If Magical Form is active during the Effect Phase, the Homid will use Physical Form for free.

Item Table

Result Item
1 Standard Shield
2 Standard Protect (Homid’s element)
3 100 ¤

Salamander (Normal 6, Elemental, Variable)

Statistics

HP Shell Initiative Mana Action Points Physical Attack Magical Attack Physical Defense Magical Defense
22 23 14 55 3 10 10 3 5
Evasion Resistance Physical Accuracy Magical Accuracy Status Accuracy
3 3 10 6 6

Abilities

Name Type Cost Description
Bite Melee 1 AP The Salamander makes a basic strike.
Slime Ranged 2 AP, 12 MP The Salamander inflicts the Slowed status on a single warrior. Works the same as the Saboteur’s Slow ability.
Absorb Element Passive N/A If the Salamander would take damage of its element, it instead gains an amount of HP equal to the damage it would have taken.

Item Table

Result Item
1 Standard Decelerate
2 Standard Fortify
3 100 ¤

Golem (Elite 6, Elemental, Variable)

Statistics

HP Shell Initiative Mana Action Points Physical Attack Magical Attack Physical Defense Magical Defense
50 45 21 95 3 10 14 7 7
Evasion Resistance Physical Accuracy Magical Accuracy Status Accuracy
4 7 10 8 8

Abilities

Name Type Cost Description
Punch Melee 1 AP The Golem makes a basic attack.
Bash Melee 1 AP, 5 MP The Golem makes a strike against a single target that deals physical damage on a hit of the Golem’s element that is multiplied by 2 in addition to other modifiers.
Rock Toss Ranged 2 AP, 8 MP The Golem makes a strike against a single target that deals physical damage of the Golem’s element on a hit.
Screen Ally 1 AP, 9 MP The Golem confers the Protected status on the Golem or one of its allies. The next attack of the Golem’s element that hits a character that is Protected will have its damage negated.
Conduit Passive N/A If the Golem is hit by a spell of its element, the user of the attack will take the same amount of damage the Golem takes.

Item Table

Result Item
1 Protect (Earth)
2 Reflect
3 500 ¤

Conflagration (Elite 6, Elemental, Variable)

Statistics

HP Shell Initiative Mana Action Points Physical Attack Magical Attack Physical Defense Magical Defense
30 55 21 105 3 6 18 5 9
Evasion Resistance Physical Accuracy Magical Accuracy Status Accuracy
6 5 6 12 12

Abilities

Name Type Cost Description
Zap Melee 1 AP The Conflagration uses a colorless spell against a single target.
Orb Ranged 1 AP, 7 MP The Conflagration uses a spell against a single target that deals magical damage of the Conflagration’s element that is multiplied by 2 in addition to other modifiers.
Storm Multi 2 AP, 13 MP The Conflagration uses a spell against every opponent of the Conflagration’s that deals magical damage of the Conflagration’s element on a hit.
Chain Spell Ranged 1 AP, 8 MP The Conflagration uses a spell against a single target that deals magical damage of the Conflagration’s element. If the target is Shellbroken as a result, the Conflagration uses this ability against another character for free.
Pure Elemental Passive N/A When the Conflagration is reduced to 0 MP, it is automatically downed and cannot be revived.

Item Table

Result Item
1 Use Elemental Chain
2 Standard Restore Mana
3 500 ¤

Sahuagin

Tidewater regions that are not populated by humans or other sentients are usually inhabited by sahuagin, which are half-fish people that have their own strange customs.

Lore

Fisher (Normal 6, Dragon, Water)

Statistics

HP Shell Initiative Mana Action Points Physical Attack Magical Attack Physical Defense Magical Defense
18 22 17 45 3 10 6 2 3
Evasion Resistance Physical Accuracy Magical Accuracy Status Accuracy
6 2 10 12 12

Abilities

Name Type Cost Description
Claw Melee 1 AP The Fisher makes a basic attack.
Net Ranged 2 AP, 8 MP Works the same as the Saboteur’s Slow.
Spear Ranged 2 AP, 5 MP The Fisher makes a strike against a single target that does colorless physical damage on a hit.

Item Table

Result Item
1 Standard Strengthen Evasion
2 Curse Frostbitten
3 100 ¤

Raider (Normal 6, Dragon, Water)

Statistics

HP Shell Initiative Mana Action Points Physical Attack Magical Attack Physical Defense Magical Defense
25 20 16 45 3 12 6 3 3
Evasion Resistance Physical Accuracy Magical Accuracy Status Accuracy
4 3 12 8 8

Abilities

Name Type Cost Description
Spear Melee 1 AP The Raider makes a basic attack.
Waterstrike Melee 1 AP, 3 MP The Raider makes a strike against a single target that deals physical water damage on a hit.
Expose Weakness Ranged 1 AP, 8 MP The Raider uses a sleight that, on a hit, inflicts the Vulnerable (Water) status.

Item Table

Result Item
1 Curse Vulnerable (Water)
2 Standard Weaken Resistance
3 100 ¤

Hunter (Normal 6, Dragon, Water)

Statistics

HP Shell Initiative Mana Action Points Physical Attack Magical Attack Physical Defense Magical Defense
17 28 15 50 3 6 8 3 4
Evasion Resistance Physical Accuracy Magical Accuracy Status Accuracy
6 3 6 12 12

Abilities

Name Type Cost Description
Spear Melee 1 AP The Hunter makes a basic attack.
Submerge Self 1 AP Works the same as the Thief’s Hide ability.
Ambush Passive N/A Works the same as the Thief’s Sneak Attack ability.

Item Table

Result Item
1 Standard Curse Poisoned
2 Standard Curse Paralyzed
3 100 ¤

Chieftain (Elite 6, Dragon, Water)

Statistics

HP Shell Initiative Mana Action Points Physical Attack Magical Attack Physical Defense Magical Defense
51 39 25 80 3 14 8 6 4
Evasion Resistance Physical Accuracy Magical Accuracy Status Accuracy
6 6 14 12 12

Abilities

Name Type Cost Description
Knife Melee 1 AP The Chieftain makes a basic attack.
Double Time Multi 3 AP, 25 MP The Chieftain uses Haste on themselves and all of their allies.
Ready Arms Multi 2 AP, 10 MP The Chieftain charms themselves and all of their allies’ Status Accuracy by one step on the Bonus Tracker.
Strategy Ally 1 AP Twice per round, the Chieftain can donate an AP to another ally to allow them to act immediately on the Chieftain’s turn.
War Leader Passive N/A Any allies of the Chieftain’s that act after them in the Initiative Order gain a +1 bonus to all three of their Accuracies. This does not count as a charm on the Bonus Tracker.

Item Table

Result Item
1 Multihaste
2 Standard Strengthen Status Accuracy (Multi)
3 500 ¤

Prophet (Elite 6, Dragon, Water)

Statistics

HP Shell Initiative Mana Action Points Physical Attack Magical Attack Physical Defense Magical Defense
28 52 23 100 3 8 16 4 8
Evasion Resistance Physical Accuracy Magical Accuracy Status Accuracy
7 4 8 14 14

Abilities

Name Type Cost Description
Trident Melee 2 AP The Prophet makes a basic attack.
Drown Ranged 1 AP, 9 MP The Prophet uses a spell against a single target that, on a hit, deals magical water damage that is multiplied by 2 in addition to other modifiers.
Sleet Multi 2 AP, 18 MP The Prophet uses a sleight on every opponent on the battlefield that inflicts Frostbitten on a hit.
Resurrection Ally 1 AP, 15 MP The Prophet raises a single downed ally back to half its maximum HP.
Karma Multi 2 AP, 40 MP Inflicts the Reflecting status on the Prophet and all of their allies. The next time they are hit by a spell, the damage they take is also automatically dealt to the attacker and the status is removed.
Foretell Doom Special N/A After the Effect Phase in battle passes three times, the Prophet uses a spell against all of its opponents that does not cost any MP or AP. Every hit character takes magical water damage that is multiplied by 3 in addition to other modifiers.

Item Table

Result Item
1 Standard Curse Frostbitten (Multi)
2 Defibrillate
3 500 ¤