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Tier 3 Enemies

Living Dead

When necromancers or bioengineers create constructs out of dead bodies, these are the creatures that result.

In combat, the living dead are stupid, aggressive, and totally unconcerned with death. Insofar as they display cunning, it should purely be to create a sense of dramatic tension and to display animus towards the player characters.

Zombie (Normal 3, Undead, Shadow)

Statistics

HP Shell Initiative Mana Action Points Physical Attack Magical Attack Physical Defense Magical Defense
32 8 6 25 2 6 4 5 2
Evasion Resistance Physical Accuracy Magical Accuracy Status Accuracy
0 5 6 0 0

Abilities

Name Type Cost Description
Smack Melee 1 AP Makes a basic physical attack.
Bite Melee 1 AP, 5 MP Makes a basic physical attack. On a hit, also inflicts Necrotized. Necrotized enemies will take damage instead of being healed if they become the target of any abilities that heal HP.
Undeath Passive N/A The first time the Zombie would be downed in a battle, it is reduced to 1 HP instead. Any further damage it takes will cause it to become downed.

Item Table

Result Item
1 Mundane Physical Shadow Damage
2 Mundane Inflict Toxin
3 10 cr

Skeleton (Normal 3, Undead, Ice)

Statistics

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

Abilities

Name Type Cost Description
Slash Melee 1 AP Makes a basic physical attack.
Arrow Ranged 1 AP, 5 MP Makes a colorless physical attack against a single target.
Undeath Passive N/A The first time the Skeleton would be downed in a battle, it is reduced to 1 HP instead. Any further damage it takes will cause it to become downed.

Item Table

Result Item
1 Mundane Inflict Paralyze
2 Mundane Physical Colorless Damage
3 10 cr

Ghost (Normal 3, Undead, Ice)

Statistics

HP Shell Initiative Mana Action Points Physical Attack Magical Attack Physical Defense Magical Defense
6 14 8 35 2 4 8 1 4
Evasion Resistance Physical Accuracy Magical Accuracy Status Accuracy
3 1 4 6 6

Abilities

Name Type Cost Description
Drain Mana Melee 1 AP Makes a basic physical attack that damages MP instead of HP and heals the Ghost’s MP by half the damage it deals on a hit.
Bonechill Ranged 1 AP, 5 MP Makes a magical attack that does magical ice damage on a hit.
Cold Fingers Ranged 1 AP, 7 MP On a hit, inflicts Frostbitten on a single target.
Nostalgia Ranged 1 AP, 12 MP Uses a status-inflicting ability that inflicts Slowed on a single target.
Immaterial Passive N/A During the Effect Phase, the Ghost will become Immaterial, which is the equivalent of Hidden. At the beginning of their turn, this effect disappears.

Item Table

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

Statue (Elite 3, Undead, Earth)

Statistics

HP Shell Initiative Mana Action Points Physical Attack Magical Attack Physical Defense Magical Defense
47 13 12 40 2 10 4 6 2
Evasion Resistance Physical Accuracy Magical Accuracy Status Accuracy
1 6 10 2 2

Abilities

Name Type Cost Description
Slash Melee 1 AP Makes a basic physical attack.
Hedgetrimmer Multi 1 AP, 7 MP Makes a basic physical attack against every enemy in the front row. May only be used from the front row.
Shield Self 1 AP, 7 MP The next time the Statue is hit by a physical attack, the damage is negated.
Frontline Self 1 AP, 10 MP Inflicts the Guarded status on all of the Statue’s allies until the beginning of its next turn.
Living Construct Passive N/A The Statue is immune to all negative statuses.

Item Table

Result Items
1 Mundane Physical Colorless Damage (Row)
2 Shield
3 50 cr

Zombie Hulk (Elite 3, Undead, Shadow)

Statistics

HP Shell Initiative Mana Action Points Physical Attack Magical Attack Physical Defense Magical Defense
51 9 12 40 2 12 4 6 2
Evasion Resistance Physical Accuracy Magical Accuracy Status Accuracy
0 6 12 0 0

Abilities

Name Type Cost Description
Punch Melee 1 AP Makes a basic physical attack.
Stomp Melee 1 AP, 5 MP Makes a physical attack that, on a hit, deals physical colorless damage that is multiplied by 2 in addition to other modifiers.
Regenerate Passive N/A During the Effect Phase, the Zombie Hulk regains 5 HP.
Undeath Passive N/A The first time the Zombie Hulk would be downed in a battle, it is reduced to 1 HP instead. Any further damage it takes will cause it to become downed.
Miasma Passive N/A During the Effect Phase of each round, the Zombie Hulk makes a status-inflicting ability roll with no AP or MP cost to inflict Poisoned on every non-Undead character on the battlefield.

Item Table

Result Item
1 Mundane Inflict Poisoned (Multi)
2 Mundane Restore HP
3 50 cr

Void Elves

Tall, enigmatic beings who descended one day from the heavens and now lay claim to the entire Earth.

Void elves are powerful combatants, but are also quite arrogant. As a result, they will fight with intelligence, but will often disregard their enemies’ defenses or buffs, assuming that their raw power is enough to prevail. They will, of course, still debuff their enemies when they want to prove a point.

Telepath (Normal 3, Angel, Wind)

Statistics

HP Shell Initiative Mana Action Points Physical Attack Magical Attack Physical Defense Magical Defense
8 17 8 30 2 2 6 2 3
Evasion Resistance Physical Accuracy Magical Accuracy Status Accuracy
4 2 2 8 8

Abilities

Name Type Cost Description
Read Mind Ranged 1 AP, 2 MP Works the same as the Artificer’s Scan ability.
Mindspike Ranged 1 AP, 5 MP Makes a magical light attack against a single enemy.
Corrupt Mind Ranged 1 AP, 10 MP Debuffs an enemy’s Magical Attack by 3 steps on the Bonus Tracker.
Mindwipe Ally 1 AP, 8 MP Removes all buffs and debuffs from a single character.

Item Table

Result Item
1 Mundane Magical Light Damage
2 Mundane Debuff Magical Attack
3 10 cr

Empath (Normal 3, Angel, Wind)

Statistics

HP Shell Initiative Mana Action Points Physical Attack Magical Attack Physical Defense Magical Defense
4 16 8 35 2 2 8 1 4
Evasion Resistance Physical Accuracy Magical Accuracy Status Accuracy
4 1 2 8 8

Abilities

Name Type Cost Description
Heal Body Ally 1 AP, 11 MP Heals a single target by twice the Empath’s Magical Attack.
Mindshield Self 1 AP, 7 MP Negates the damage of the next magical attack that hits the Empath.
Clean Slate Ally 1 AP, 11 MP Removes all statuses from a single target.
Premonition Multi 1 AP, 10 MP Buffs the Evasion of the Empath and all of its allies by one step on the Bonus Tracker.
Pain Resonance Passive N/A The Empath starts battle with the Resonant status. While an Empath is Resonant, whenever the Empath receives damage, every other character on the field must resist a status-inflicting roll against the Empath or receive the same amount of damage.

Item Table

Result Item
1 Mundane Remove Paralysis
2 Rare Restore HP
3 10 cr

Telekinetic (Normal 3, Angel, Wind)

Statistics

HP Shell Initiative Mana Action Points Physical Attack Magical Attack Physical Defense Magical Defense
8 12 9 30 2 6 6 1 3
Evasion Resistance Physical Accuracy Magical Accuracy Status Accuracy
3 1 6 6 6

Abilities

Name Type Cost Description
Staff Melee 1 AP Makes a basic physical attack.
Mindhammer Ranged 1 AP, 3 MP Makes a magical attack that does magical colorless damage on a hit.
Fling Object Ranged 1 AP, 5 MP Works the same as the Striker’s Leaping Strike ability.
Mass Anchor Ranged 1 AP, 7 MP Attempts to inflict Fatigued on a single enemy using a status-inflicting ability.
Push/Pull Ranged 1 AP, 5 MP Makes a status-inflicting ability roll. On a hit, the Telekinetic can force a single enemy to use the Move action at no AP cost, unless said enemy is immune to effects that move them.

Item Table

Result Item
1 Mundane Magical Colorless Damage
2 Mundane Inflict Fatigued
3 10 cr

Lord (Elite 3, Angel, Light)

Statistics

HP Shell Initiative Mana Action Points Physical Attack Magical Attack Physical Defense Magical Defense
15 20 14 55 2 10 10 1 5
Evasion Resistance Physical Accuracy Magical Accuracy Status Accuracy
3 1 10 6 6

Abilities

Name Type Cost Description
Stab Melee 1 AP Makes a basic physical attack.
Command Ally 1 AP Works the same as the Commander’s Orders ability.
Compulsion Ranged 1 AP, 7 MP Makes a status-inflicting ability roll that, when successful, forces the target to make an action of the Lord’s choice.
Psi Lance Ranged 1 AP, 7 MP Makes a magical attack that deals magical colorless damage on a hit that is multiplied by 2 in addition to other modifiers.
Cheat Death Ally 1 AP, 10 MP Revives a single downed ally back to 1 HP.

Item Table

Result Item
1 Orders
2 Mundane Revive
3 50 cr

Infiltrator (Elite 3, Angel, Light)

HP Shell Initiative Mana Action Points Physical Attack Magical Attack Physical Defense Magical Defense
15 20 17 40 2 10 4 1 2
Evasion Resistance Physical Accuracy Magical Accuracy Status Accuracy
6 1 10 12 12
Name Type Cost Description
Double Strike Melee 1 AP Makes two basic physical attacks whose damage on a hit is multiplied by 0.75 in addition to other modifiers.
Cloaking Field Self 1 AP Works the same as the Thief’s Hide ability.
Precision Attack Melee 1 AP, 5 MP Makes a physical attack that deals physical colorless damage that is multiplied by 2 in addition to other modifiers.
Wired Reflexes Self 1 AP, 12 MP Inflicts Hasted on the Infiltrator.
Hamstring Melee 1 AP, 12 MP Makes a basic physical attack. On a hit, also inflicts Slowed on the enemy.

Item Table

Result Item
1 Hide
2 Haste
3 50 cr