Last Odyssey

Tier 10 Warriors

Dragons

The reptilian lords of the sky are extraordinarily long-lived, and guard their accumulated wealth jealously from interlopers.

Lore

Drakeling (Normal 10, Dragon, Earth)

Statistics

HP Shell Initiative Mana Action Points Physical Attack Magical Attack Physical Defense Magical Defense
42 43 22 75 3 10 10 7 5
Evasion Resistance Physical Accuracy Magical Accuracy Status Accuracy
7 7 10 14 14

Abilities

Name Type Cost Description
Slash Melee 1 AP The Drakeling makes a basic strike.
Thrust Melee 1 AP, 3 MP The Drakeling makes a strike that deals colorless physical damage that is multiplied by 1.5 in addition to other modifiers.
Strength in Numbers Passive N/A During the Effect Phase, the Drakeling’s Physical Defense and Magical Defense are charmed by a number of steps on the Bonus Tracker equal to the number of other Drakelings still not downed on the battlefield.

Item Table

Result Item
1 Expert Strengthen Physical Defense/Magical Defense
2 Expert Physical Colorless Damage
3 1000 ¤

Attendant (Normal 10, Dragon, Earth)

Statistics

HP Shell Initiative Mana Action Points Physical Attack Magical Attack Physical Defense Magical Defense
41 49 20 80 3 6 12 8 6
Evasion Resistance Physical Accuracy Magical Accuracy Status Accuracy
7 8 6 14 14

Abilities

Name Type Cost Description
Pike Melee 1 AP The Attendant makes a basic attack.
Treat Wound Ally 1 AP, 11 MP The Attendant heals a single ally by an amount of HP equal to twice the Attendant’s Magical Attack.
Treat Disease Ally 1 AP, 12 MP The Attendant removes all statuses from a single target.

Item Table

Result Item
1 Treatment
2 Expert Mend
3 1000 ¤

Scholar (Normal 10, Dragon, Earth)

Statistics

HP Shell Initiative Mana Action Points Physical Attack Magical Attack Physical Defense Magical Defense
25 50 20 95 3 6 18 5 9
Evasion Resistance Physical Accuracy Magical Accuracy Status Accuracy
7 5 6 14 14

Abilities

Name Type Cost Description
Quarterstaff Melee 1 AP The Scholar makes a basic attack.
Gravitational Collapse Ranged 1 AP, 10 MP The Scholar uses a spell that deals magical earth damage on a hit. Every time this attack breaks the target’s Shell, the Scholar is able to use it against another target for free.
Read the Bones Self 1 AP, 15 MP The next attack the Scholar makes cannot miss.

Item Table

Result Item
1 Counterspell
2 Analyze
3 1000 ¤

Warrior (Elite 10, Dragon, Thunder)

Statistics

HP Shell Initiative Mana Action Points Physical Attack Magical Attack Physical Defense Magical Defense
102 53 37 135 3 24 14 11 7
Evasion Resistance Physical Accuracy Magical Accuracy Status Accuracy
5 11 24 10 10

Abilities

Name Type Cost Description
Bite Melee 1 AP The Warrior makes a basic attack.
Thunder Claw Melee 1 AP, 10 MP The Warrior makes a strike against a single target that deals physical thunder damage that is multiplied by 2 in addition to other modifiers.
Thunder Breath Multi 3 AP, 15 MP The Warrior makes a strike against all of the Warrior’s opponents that does physical thunder damage on a hit.
Basilisk Multi 2 AP, 18 MP Uses a sleight on all of the Warrior’s opponents that inflicts Petrified on a hit.
Dragon Soul Passive N/A The Warrior cannot be downed by any attack that deals a total damage of less than 20.

Item Table

Result Item
1 Expert Curse Petrified
2 Multitaunt
3 5000 ¤

Oracle (Elite 10, Dragon, Earth)

Statistics

HP Shell Initiative Mana Action Points Physical Attack Magical Attack Physical Defense Magical Defense
52 88 34 165 3 10 26 8 13
Evasion Resistance Physical Accuracy Magical Accuracy Status Accuracy
9 8 10 18 18

Abilities

Name Type Cost Description
Swordcane Melee 2 AP The Oracle makes a basic attack.
Lodestone Multi 2 AP, 13 MP The Oracle uses a spell against all of the Oracle’s opponents that deals magical earth damage on a hit.
Sinkhole Ranged 2 AP, 9 MP The Oracle uses a spell against a single target that deals magical earth damage on a hit and inflicts the Sinking status, which deals magical earth damage as though the target were hit with this spell again during every subsequent Effect Phase until cured.
Turn Back the Clock Ally 1 AP, 20 MP The Oracle revives a single downed character with full HP, MP, and Shell.
Manipulate Fate Multi 3 AP, 30 MP The Oracle hexes the Physical, Magical, and Status Accuracy of all of the Oracle’s opponents.
Reset Timeline Special 2 AP The Oracle uses the Harlequin’s Jubilee ability.

Item Table

Result Item
1 Expert Fortify (Multi)
2 Raise Dead
3 5000 ¤

Magi

Academic magic-users are just as unpredictable, cruel, and violent as any monster, with the added bonus that they are nearly as intelligent as normal human beings.

Lore

White Mage (Normal 10, Human, Light)

Statistics

HP Shell Initiative Mana Action Points Physical Attack Magical Attack Physical Defense Magical Defense
16 49 22 95 3 6 18 3 9
Evasion Resistance Physical Accuracy Magical Accuracy Status Accuracy
9 3 6 18 18

Abilities

Name Type Cost Description
Punch Melee 2 AP The White Mage makes a basic attack.
Heal Spell Multi 2 AP, 15 MP The White Mage heals themselves and their allies for an amount equal to twice the White Mage’s Magical Attack.
Cure Spell Multi 2 AP, 18 MP The White Mage removes all statuses and hexes from the White Mage and their allies.
Resurrection Multi 2 AP, 30 MP The White Mage revives all of the White Mage’s downed allies back to full HP but no Shell.

Item Table

Result Item
1 Expert Mend
2 Expert Fortify
3 1000 ¤

Black Mage (Normal 10, Human, Shadow)

Statistics

HP Shell Initiative Mana Action Points Physical Attack Magical Attack Physical Defense Magical Defense
16 49 22 95 3 6 18 3 9
Evasion Resistance Physical Accuracy Magical Accuracy Status Accuracy
9 3 6 18 18

Abilities

Name Type Cost Description
Slap Melee 2 AP The Black Mage makes a basic attack.
Fire Missile Ranged 1 AP, 9 MP The Black Mage uses a spell against a single target that deals magical fire damage on a hit that is multiplied by 2 in addition to other modifiers.
Water Missile Ranged 1 AP, 9 MP The Black Mage uses a spell against a single target that deals magical water damage on a hit that is multiplied by 2 in addition to other modifiers.
Earth Missile Ranged 1 AP, 9 MP The Black Mage uses a spell against a single target that deals magical earth damage on a hit that is multiplied by 2 in addition to other modifiers.

Item Table

Result Item
1 Expert Magical Colorless Damage
2 Expert Fortify
3 1000 ¤

Homonculus (Normal 10, Human, Colorless)

Statistics

HP Shell Initiative Mana Action Points Physical Attack Magical Attack Physical Defense Magical Defense
40 40 22 80 3 12 12 6 6
Evasion Resistance Physical Accuracy Magical Accuracy Status Accuracy
6 6 12 12 12

Abilities

Name Type Cost Description
Armblade Melee 1 AP The Homonculus makes a basic attack.
Puppets Passive N/A All of the Homonculi on the battlefield share a common pool of AP equal to the sum of the AP each one has.
Uncanny Movement Passive N/A When the Homonculus makes a strike, the GM casts the hit die twice and chooses the result.

Item Table

Result Item
1 Treatment
2 Expert Fortify
3 1000 ¤

Blue Mage (Elite 10, Human, Water)

Statistics

HP Shell Initiative Mana Action Points Physical Attack Magical Attack Physical Defense Magical Defense
36 89 38 160 3 10 24 5 12
Evasion Resistance Physical Accuracy Magical Accuracy Status Accuracy
13 5 10 26 26

Abilities

Name Type Cost Description
Rock Throw Melee 2 AP The Blue Mage makes a basic attack.
Magic Bullet Ranged 1 AP, 3 MP The Blue Mage uses a spell against a single target that deals magical colorless damage on a hit.
Haste Spell Multi 3 AP, 25 MP The Blue Mage uses Haste on themselves and all of their Allies.
Toughen Ally 1 AP, 35 MP The Blue Mage charms a single target’s Physical Attack and Physical Defense by three steps on the Bonus Tracker.
Empower Ally 1 AP, 35 MP The Blue Mage charms a single target’s Magical Attack and Magical Defense by three steps on the Bonus Tracker.
Quicken Ally 1 AP, 35 MP The Blue Mage charms a single target’s Evasion and Resistance by three steps on the Bonus Tracker.

Item Table

Result Item
1 Expert Strengthen Physical Attack
2 Expert Strengthen Magical Attack
3 5000 ¤

Red Mage (Elite 10, Human, Fire)

Statistics

HP Shell Initiative Mana Action Points Physical Attack Magical Attack Physical Defense Magical Defense
36 89 37 165 3 10 26 5 13
Evasion Resistance Physical Accuracy Magical Accuracy Status Accuracy
12 5 10 24 24

Abilities

Name Type Cost Description
Spit Melee 2 AP The Red Mage makes a basic attack.
Magic Bullet Ranged 1 AP, 3 MP The Red Mage uses a spell against a single target that deals magical colorless damage on a hit.
Slow Spell Multi 3 AP, 25 MP The Red Mage inflicts the Slowed status on all of their opponents with a successful sleight.
Weaken Ranged 1 AP, 35 MP The Red Mage hexes a single target’s Physical Attack and Physical Defense by three steps on the Bonus Tracker.
Disempower Ranged 1 AP, 35 MP The Red Mage hexes a single target’s Magical Attack and Magical Defense by three steps on the Bonus Tracker.
Quicken Ranged 1 AP, 35 MP The Red Mage hexes a single target’s Evasion and Resistance by three steps on the Bonus Tracker.

Item Table

Result Item
1 Expert Weaken Physical Defense
2 Expert Weaken Magical Defense
3 5000 ¤