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Tier 2 Enemies

Forest Dwellers

The deep woods are home to hostile creatures that will defend their territory to the death, although they will also grant boons to travelers they trust.

Forest Dwellers are interested in murdering their opponents with as little fanfare as possible. The exception to this is that they will prioritize survival in combat over a quicker end to things. You will see them choose to use healing abilities even when it isn’t strictly needed, and playing it safe with buffs and debuffs.

Wolf (Normal 2, Animal, Shadow)

Statistics

HP Shell Initiative Mana Action Points Physical Attack Magical Attack Physical Defense Magical Defense
12 8 7 15 2 6 2 2 1
Evasion Resistance Physical Accuracy Magical Accuracy Status Accuracy
2 2 6 4 4

Abilities

Name Type Cost Description
Bite Melee 1 AP Makes a basic physical attack.
Gore Melee 3 MP, 1 AP Makes a colorless physical attack that inflicts damage multiplied by 1.5x in addition to other modifiers.
Howl Self 3 MP, 1 AP Buffs the Physical Attack of the Wolf by one step on the Bonus Tracker.

Item Table

Result Item
1 Mundane Buff Physical Attack
2 Cure Blinded
3 10 cr

Dryad (Normal 2, Elemental, Wood)

Statistics

HP Shell Initiative Mana Action Points Physical Attack Magical Attack Physical Defense Magical Defense
6 9 6 25 2 4 6 1 3
Evasion Resistance Physical Accuracy Magical Accuracy Status Accuracy
2 1 4 4 4

Abilities

Name Type Cost Description
Club Melee 1 AP Makes a basic physical attack.
Entangle Ranged 1 AP, 7 MP Uses a status-inflicting ability that inflicts Petrified on a hit.
Photosynthesis Passive N/A If the Dryad receives water damage, they will receive the damage as healed HP. If the Dryad receives Light damage, they will receive the damage as healed MP.

Item Table

Result Item
1 Mundane Restore MP
2 Mundane Inflict Petrify
3 10 cr

Naiad (Normal 2, Elemental, Water)

Statistics

HP Shell Initiative Mana Action Points Physical Attack Magical Attack Physical Defense Magical Defense
4 11 6 25 2 2 6 1 3
Evasion Resistance Physical Accuracy Magical Accuracy Status Accuracy
3 1 2 6 6

Abilities

Name Type Cost Description
Claws Melee 1 AP Makes a basic physical attack.
Baptize Ally 1 AP, 8 MP Removes all buffs and debuffs from a single ally.
Restore Ally 1 AP, 5 MP Heals a single character for an amount equal to the Naiad’s Magical Attack.

Item Table

Result Item
1 Mundane Restore HP
2 Remove Debuffs
3 10 cr

Ent (Elite 2, Elemental, Wood)

Statistics

HP Shell Initiative Mana Action Points Physical Attack Magical Attack Physical Defense Magical Defense
25 15 8 35 2 6 6 4 3
Evasion Resistance Physical Accuracy Magical Accuracy Status Accuracy
1 4 6 2 2

Abilities

Name Type Cost Description
Punch Melee 1 AP Makes a basic physical attack.
Tough Bark Self 1 AP, 7 MP Inflicts the Guarded status on the Ent until the beginning of its next turn or until after the next time it is hit with a physical attack.
Regenerate Self 1 AP, 11 MP Heals the Ent for an amount of HP equal to twice its Magical Attack.
Photosynthesis Passive N/A If the Ent receives water damage, they will receive the damage as healed HP. If the Ent receives Light damage, they will receive the damage as healed MP.
Forest Fire Passive N/A If the Ent takes fire damage from any source, it will not be able to use Regenerate until after its next turn.

Item Table

Result Item
1 Mundane Wood Magical Damage
2 Guard
3 50 cr

Pixie (Elite 2, Fairy, Wind)

Statistics

HP Shell Initiative Mana Action Points Physical Attack Magical Attack Physical Defense Magical Defense
7 18 10 40 2 4 8 1 4
Evasion Resistance Physical Accuracy Magical Accuracy Status Accuracy
4 1 4 8 8

Abilities

Name Type Cost Description
Airslice Ranged 1 AP, 5 MP Makes a wind magical attack against a single target.
Taunt Ranged 1 AP Works the same way as the Defender’s Taunt.
Counterspell Reaction Variable Works the same way as a Sage’s Counterspell.
Sparkles Self 2 AP Restores 10 MP to the Pixie.
Revenge Hex Passive N/A When the Pixie is downed, the character responsible must roll to resist Silenced versus the Pixie’s Status Accuracy.

Item Table

Result Item
1 Cure Silenced
2 Mundane Buff Evasion
3 50 cr

Dwarves

Dwarves are the enigmatic dwellers of the deep caves. They are friendly enough folk, but are possessive of their territory and their treasure, and will fight to the death to preserve the former and to acquire more of the latter.

In combat, dwarves are highly coordinated opponents, with each one focusing on their own niche in battle. They should employ smart tactics, and should not show concern for injury except when it threatens their life.

Digger (Normal 2, Human, Earth)

Statistics

HP Shell Initiative Mana Action Points Physical Attack Magical Attack Physical Defense Magical Defense
16 9 5 20 2 4 4 3 2
Evasion Resistance Physical Accuracy Magical Accuracy Status Accuracy
1 3 4 2 2

Abilities

Name Type Cost Description
Pickaxe Melee 1 AP Makes a basic physical attack.
Luck Rune Ally 1 AP, 5 MP Buffs Resistance.
Blessing of Earth Ally 1 AP, 7 MP Increases or creates an ally’s earth Shell by an amount equal to the Digger’s Magical Attack.

Item Table

Result Item
1 Mundane Buff Resistance
2 Mundane Earth Shell
3 10 cr

Sapper (Normal 2, Construct, Earth)

Statistics

HP Shell Initiative Mana Action Points Physical Attack Magical Attack Physical Defense Magical Defense
12 13 6 15 2 2 2 3 1
Evasion Resistance Physical Accuracy Magical Accuracy Status Accuracy
3 3 2 6 6

Abilities

Name Type Cost Description
Fist Melee 1 AP Makes a basic physical attack.
Tremor Ranged 1 AP, 5 MP Makes a magical attack that deals magical earth damage on a hit.
Scan Ranged 1 AP, 2 MP Is equivalent to the Artificer’s Scan ability.

Item Table

Result Item
1 Mundane Magical Earth Damage
2 Scan
3 10 cr

Blacksmith (Normal 2, Human, Fire)

Statistics

HP Shell Initiative Mana Action Points Physical Attack Magical Attack Physical Defense Magical Defense
19 6 6 15 2 6 2 3 1
Evasion Resistance Physical Accuracy Magical Accuracy Status Accuracy
1 3 6 2 2

Abilities

Name Type Cost Description
Hammer Melee 1 AP Makes a basic physical attack.
Heated Strike Melee 1 AP, 3 MP Makes a physical attack that deals physical fire damage on a hit.
Break Armor Ranged 1 AP, 3 MP Debuffs the target’s Physical Defense.

Item Table

Result Item
1 Mundane Physical Fire Damage
2 Mundane Debuff Physical Defense
3 10 cr

Assassin (Elite 2, Human, Shadow)

Statistics

HP Shell Initiative Mana Action Points Physical Attack Magical Attack Physical Defense Magical Defense
16 14 12 25 2 8 2 2 1
Evasion Resistance Physical Accuracy Magical Accuracy Status Accuracy
4 2 8 8 8

Abilities

Name Type Cost Description
Dagger Melee 1 AP Makes a basic physical attack.
Hip Blade Self 1 AP, 7 MP Inflicts the Countering status on the Assassin until the beginning of their next turn.
Poison Dagger Melee 1 AP, 7 MP Makes a basic physical attack. On a hit, the target also receives the Toxin status unless they are immune.
Assassin’s Mark Ranged 1 AP Applies the Hunted status to a single enemy. Works the same as the Ranger’s Mark Target ability.
Parkour Passive N/A The Assassin has the Ranger’s Forest Walk ability.

Item Table

Result Item
1 Mundane Inflict Toxin
2 Mundane Inflict Silenced
3 50 cr

Runecarver (Elite 2, Human, Earth)

Statistics

HP Shell Initiative Mana Action Points Physical Attack Magical Attack Physical Defense Magical Defense
8 22 8 45 2 2 10 2 5
Evasion Resistance Physical Accuracy Magical Accuracy Status Accuracy
3 2 2 6 6

Abilities

Name Type Cost Description
Hammer Melee 1 AP Makes a basic physical attack.
Force Rune Ranged 1 AP, 5 MP Makes a magical earth attack against a single target.
Fault Line Ranged 1 AP, 8 MP Makes a single enemy Vulnerable to earth damage the next time they are hit with it.
Solidify Ally 1 AP, 9 MP Makes the Runecarver or one ally immune to earth damage the next time they are hit by it.
Runecaster Passive N/A The Runecarver has runes that let them cast two spells for free. When they do so, the spell cannot miss.

Item Table

Result Item
1 Mundane Restore MP
2 Block Magical Damage
3 50 cr