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Tier 10 Enemies

Dragons

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

In combat, the lives of Elite dragons are much more valuable than those of the Normal tier dragon enemies, meaning that the latter will gladly sacrifice themselves for the former.

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 Makes a basic physical attack.
Thrust Melee 1 AP, 3 MP Makes a physical attack 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 buffed 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 Buff Physical Defense/Magical Defense
2 Expert Physical Colorless Damage
3 1000 cr

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 Makes a basic physical attack.
Treat Wound Ally 1 AP, 11 MP Heals a single ally by an amount of HP equal to twice the Attendant’s Magical Attack.
Treat Disease Ally 1 AP, 12 MP Removes all statuses from a single target.

Item Table

Result Item
1 Treatment
2 Expert Restore HP
3 1000 cr

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 Makes a basic physical attack.
Gravitational Collapse Ranged 1 AP, 10 MP Makes a magical attack that deals magical earth damage on a hit. Every time this attack breaks an enemy’s Shell, the Scholar is able to make another magical attack 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 Multiscan
3 1000 cr

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 Makes a basic physical attack.
Thunder Claw Melee 1 AP, 10 MP Makes a physical attack against a single target that deals physical thunder damage that is multiplied by 2 in addition to other modifiers.
Thunder Breath Multi 1 AP, 15 MP Makes a physical attack against all of the Warrior’s enemies that does physical thunder damage on a hit.
Basilisk Multi 1 AP, 18 MP Uses a status-inflicting ability on all of the Warrior’s enemies 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 Inflict Petrify
2 Multitaunt
3 5000 cr

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
Lodestone Multi 1 AP, 13 MP Makes a magical attack against all of the Oracle’s enemies that deals magical earth damage on a hit.
Sinkhole Ranged 1 AP, 9 MP Makes a magical attack against a single target that deals magical earth damage on a hit and inflicts the Sinking status, which deals magical earth damage during every subsequent Effect Phase until cured.
Turn Back the Clock Ally 1 AP, 20 MP Revives a single downed character with full HP, MP, and Shell.
Manipulate Fate Multi 1 AP, 30 MP Debuffs the Physical, Magical, and Status Accuracy of all of the Oracle’s enemies.
Reset Timeline Special 2 AP The Oracle uses the Harlequin’s Jubilee ability.

Item Table

Result Item
1 Expert Restore MP (Multi)
2 Raise Dead
3 5000 cr

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.

In combat, magi tend to know everything about their opponents, and will play as optimally as they possibly can as a result.

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
Heal Spell Multi 1 AP, 15 MP Heals the White Mage and their allies for an amount equal to twice the White Mage’s Magical Attack.
Cure Spell Multi 1 AP, 18 MP Removes all statuses and debuffs from the White Mage and their allies.
Resurrection Multi 1 AP, 30 MP Revives all of the White Mage’s downed allies back to full HP but no Shell.

Item Table

Result Item
1 Expert Restore HP
2 Expert Restore MP
3 1000 cr

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
Fire Missile Ranged 1 AP, 9 MP Makes a magical attack 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 Makes a magical attack 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 Makes a magical attack 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 Restore MP
3 1000 cr

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 Makes a basic physical 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 physical attack, the GM should roll the associated 1d10 twice and choose the result they take.

Item Table

Result Item
1 Treatment
2 Expert Restore MP
3 1000 cr

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
Magic Bullet Ranged 1 AP, 3 MP Makes a magical attack against a single target that deals magical colorless damage on a hit.
Haste Spell Multe 1 AP, 25 MP Grants the Hasted status to the Blue Mage and all of their Allies.
Toughen Ally 1 AP, 35 MP Buffs a single target’s Physical Attack and Physical Defense by three steps on the Bonus Tracker.
Empower Ally 1 AP, 35 MP Buffs a single target’s Magical Attack and Magical Defense by three steps on the Bonus Tracker.
Quicken Ally 1 AP, 35 MP Buffs a single target’s Evasion and Resistance by three steps on the Bonus Tracker.

Item Table

Result Item
1 Expert Buff Physical Attack
2 Expert Buff Magical Attack
3 5000 cr

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
Magic Bullet Ranged 1 AP, 3 MP Makes a magical attack against a single target that deals magical colorless damage on a hit.
Slow Spell Multi 1 AP, 25 MP Inflicts the Slowed status on all of the Red Mage’s enemies.
Weaken Ranged 1 AP, 35 MP Debuffs a single target’s Physical Attack and Physical Defense by three steps on the Bonus Tracker.
Disempower Ranged 1 AP, 35 MP Debuffs a single target’s Magical Attack and Magical Defense by three steps on the Bonus Tracker.
Quicken Ranged 1 AP, 35 MP Debuffs a single target’s Evasion and Resistance by three steps on the Bonus Tracker.

Item Table

Result Item
1 Expert Debuff Physical Defense
2 Expert Debuff Magical Defense
3 5000 cr