recursal/Fanatic-Fandom huggingface dataset:
Architect

This article is about a class in Towers and Tarragons. If you would like to edit this article, please leave a message asking for permission.

## Description

Architects are a class of visionaries, who spend years designing and seeing over the construction of architectures; Architects wield a chisel in combat, which is ill-suited for battle, and as such they have low Attack. They also have low Agility but their Defense is solid and their Magic Defense average.

## Skills

Brick and Mortar: The Architect builds a brick wall around an enemy to prevent them from moving; the wall can be broken down with heavy weapons or certain magic spells.\* TP Cost: 30

Foundation: The Architect strengthens an existing structure by making some modifications to its foundation; allies inside of the structure gain boosted Defense.\* TP Cost: 20, Defense+5

Barricade: The Architect builds a barricade that increases stats of allies that use it.\* TP Cost: 30, Attack+4, Defense+3, Agility+1

Archway: The Architect builds an archway that increases magical abilities of allies.\* TP Cost: 30, Magic Attack+5, Magic Defense+5

Cemented: The Architect petrifies an enemy with cement and also prevents that enemy from having their stats raised.\* TP Cost: 30

Stonework: The Architect outfits a structure with reinforced stone, giving ranged attackers inside of it increased Attack and Defense.\* TP Cost: 20, Attack+4, Defense+4

Great Pillar: The Architect envisions a great stone pillar of their design that is then built up from the ground beneath them, escalating them to higher ground. The pillar can be between 40 and 80 feet in height.\* TP Cost: 20

## Overview

Architects are good to have in any campaign because of their ability to support the party with their skillset.

Brick and Mortar prevents one enemy from moving to evade attacks or using attacks that involve physical weaponry, making it best used on non-magic-using enemies.

Foundation is a skill with a low roll requirement that increases the Defense of allies that are inside of the structure the skill is used on.

Barricade will increase the Attack, Defense, and Agility of allies that use the barricade the Architect creates when the skill is used; using the Foundation skill on a barricade further enhances the Defense buffs.

Archway is like Barricade, but geared more towards magic-using allies as it will boost their Magic Attack and Magic Defense when it is used.

Cemented will inflict the Petrify status ailment on a single enemy but will also prevent that enemy from receiving stat buffs from skills or spells for the remainder of the battle.

Stonework is a skill that only effects ally archers, or any class that wields a bow; it will increase their Attack and Defense when they are in a structure the skill has been used on; try combining Barricade with Foundation and Stonework to maximize its use.

## Inventory

* Chisel (AR: 1)

* Stone Writing Tablet

* Parchment

* Radish
Ghost

Health | 150 (1 regen)
 Attack damage | 60 (2 aspd)
 Range | 10

* Abilities
* Perks
* Lore
* Tips

Ghost currently utilizes the Original System.

 Tactical Strike (Active)Cost: 75 EnergyCooldown: 200 SecondsThe Ghost aims at the target location for 5 seconds, calling down an orbital strike that deals 600 damage over 20 seconds to all enemy units in a radius of 5.Nuclear Strike (Active)Cost: 150 EnergyCooldown: 400 SecondsThe Ghost aims at the target location for 16 seconds, calling down a Nuclear Strike that deals 1250 damage to all enemy units in a radius of 15.

Ghost has no perks yet.

-Insert epic lore here-

Overview
Ghost is a powerful yet fragile damage dealing class whose abilities can deal heavy damage at long range, often with no drawbacks. Snipe is a great tool for instantly removing threats such as Prowlers and Chokers, while dealing respectable damage to bosses. Since all of Ghost's abilities are long range, this keeps him away from most boss aoe attacks and allows him to focus on damage cooldowns.

Ghost's main weakness is that he has the lowest base HP in the game of 100. Despite doing most of his work at long range, surprise drops or Tunnelings can catch Ghost by surprise, especially when the player's screen is directed elsewhere. Ghost also has a very average movement speed without Concentrate Energy's perk, which when combined with his low HP, can make it especially difficult to get away from threats such as Hunterlings and jumping Banelings. Ghost's low HP regen and lack of self-healing abilities means that when he takes damage, he must fall back and lose out on potential cooldowns. Before reaching level 10 for Concentrate Energy, Ghost can run out of energy at key moments such as boss spawns or Prowler spawns. Lastly, despite Ghost's large upfront damage, he can struggle to keep up with other damage dealing classes when missing abilities or cooldowns.

Pros:

- Great damage dealing class

- Huge range on all abilities

- Nuuuuuke

Cons:

- Lowest base HP in the game with average movement speed

- No self-healing abilities and low HP regen

- Low early-game sustain

- Difficult to master

Playstyle
===Coming Soon===
Advanced Tips

===Coming Soon===
Goblin

A race of humanoid creatures that typically inhabit caverns. They have proficiency with crossbows and clubs and are able to learn magic. Goblins are naturally good at climbing and seeing in the dark.

## Race Skills

Night Vision: The Goblin can see in the darkness of night or in dark places such as underground. Passive

Cunning: The Goblin is an excellent liar; their lies have a higher chance of being believed by others. Passive, Success Roll+6 when lying/bluffing

Wall-Scaling: The Goblin is a good climber, and is able to scale on walls with ease. They have a little difficulty scaling on ceilings, but can do so if they are careful enough. TP Cost: 0, 10 to climb on ceilings
Eradicator

(In July)

Health: 1000

Energy: 200

Armor: 2

Speed: 2.40

Life Regen: 1.0

Energy Regen: 0.5

Mode:Cannons (Q)

* 120 Energy
* Cooldown: 10
* Activates Cannon Mode for 80 seconds.
* 20x2 Damage
* 1 Attack Speed
* 5 Range
* Attack speed increased by 100% for 10 seconds.

Mode:Flamer (W)

* 120 Energy
* Cooldown: 10
* Activates Flamer Mode for 80 seconds.
* 30 Damage
* 1 Attack speed
* 1 Range
* Damage resistance increased by 30%.
* Armor increased by 100 for 10 seconds.

Mode:Missiles (E)

* 120 Energy
* Cooldown: 10
* Activates Missile Mode for 80 seconds.
* 10x4 Damage
* 2 Attack Speed
* 8 Range
* Deals splash damage in a radius of 0.5.
* Canno attack enemies within 3 range.

Mode:Regeneration (R)

* Cooldown: 60
* Activates Regeneration Mode for up to 30 seconds.
* Increases health regen by 50 and energy regen by 5.

Eradicate (T)

* Cooldown: 80
* Requirements: Level 10
* Increases damage and attack speed by 25% for 30 seconds.

Versatile Transformation (Passive Z)

* Changing modes reduces the energy cost of switching to other modes by 60.

Improves Mode:Cannons.
Bonus attack speed duration increased by 10 seconds.
Duration increased by 10 seconds.
Energy cost reduced by 10.
Attacking increases attack speed by 1% for 3 seconds, stacks up to 30%.
Gaining a stack refreshes the duration of all stacks.
 Hyper Flame Engine 1
Improves Mode:Flamer
Attack range increased by 1.
Damage resistance increased by 5%.
Duration increased by 10 seconds.
Energy cost reduced by 10.
Improves Mode:Missiles.
Amount of attacks increased by 1.
Splash radius increased by 0.1.
Duration increased by 10 seconds.
Energy cost reduced by 10.
 Twin Vulcan Repeaters 2
Improves Mode:Cannons.
Bonus attack speed duration increased by 10 seconds.
Duration increased by 10 seconds.
Energy cost reduced by 10.
Eradicate increases attack speed by an additional 25% and movement speed by 30%.
 Hyper Flame Engine 2
Improves Mode:Flamer
Attack range increased by 1.
Damage resistance increased by 5%.
Duration increased by 10 seconds.
Energy cost reduced by 10.
Improves Mode:Missiles.
Amount of attacks increased by 1.
Splash radius increased by 0.1.
Duration increased by 10 seconds.
Energy cost reduced by 10.
Increases the energy cost reduction of Versatile Transformation by 30.
Changing Modes increases damage by 20% for 60 seconds, up to 100%.
 Twin Vulcan Repeaters 3
Improves Mode:Cannons.
Bonus attack speed duration increased by 10 seconds.
Duration increased by 10 seconds.
Energy cost reduced by 10.
Improves Mode:Flamer
Attack range increased by 1.
Damage resistance increased by 5%.
Duration increased by 10 seconds.
Energy cost reduced by 10.
Improves Mode:Missiles.
Amount of attacks increased by 1.
Splash radius increased by 0.1.
Duration increased by 10 seconds.
 Prolonged Eradication
Duration of Eradicate is increased by 20 seconds.
Increases the attack range of all weapons by 2.
Removes the duration on all weapon modes.
Gabrielle

20 [at the end of Part II and beginning of Part III]

Gabrielle is a 10-11-year-old Pokemon trainer who is the main protagonist in Gabe's Pokemon Adventures. She is a chosen child partnered with Renamon. She is the daughter of Kathy and the younger sister of Gregory. She is the girlfriend, later wife of Ray. She is the mother of Gabriella, Raymond, Gabriel, and Rani. She will be voiced by Elsie Fisher in the English dub and Miyu Honda in the Japanese sub. She is 10-years-old in Part I, Gabe's Pokémon Adventures, she is 13-years-old in Part II and 20-years-old at the end of Part II and beginning of Part IIl.

## Personality

Gabrielle sometimes doesn't think before she speaks, but she is kind, sweet, loving, and caring. Ken Ichijouji and Ray have a crush on her and they fight for her love with Ray winning the fight. Gabrielle loves her mother and older brother dearly. When she needs help, she always turns to her mother for advice. Gabrielle travels through the Digital World with her Pokemon: Char [Charizard], Pik [Pikachu], Litta [Litten], and Toge [Togedemaru], and her partner, Renamon. During her adventures in the Digital World, she is proven to be ticklish on her stomach when tickled there by Ray. At the end of Part II, she marries Ray, during the epilogue of the series, she is revealed to be pregnant.

## Pokemon & Digimon

### Pik♂

Pik is the fifth Pokemon caught by Gabrielle.

### Litta♀

Litta was given to Gabrielle in the Alola Region from Professor KuiKui.

### Toge♀

Toge is the first Pokemon caught by Gabrielle in the Alola Region.

### Roxa♀

Roxa was given to Gabrielle as a gift for taking care of baby Pokemon.

### Renamon♀

Renamon is Gabrielle's partner Digimon. She can Digivolve to Kyubimon and Armor Digivolve to Foxmon with the Digi-Egg of Lovership.

## Voice Actors

### Miyu Honda

Miyu Honda will voice Gabrielle in the Japanese sub of Gabe's Pokemon Adventures.

### Elsie Fisher

Elsie Fisher will voice Gabrielle in the English dub of Gabe's Pokemon Adventures.
Ursula

This article is about a character in Towers and Tarragons. If you would like to edit this article, please leave a message asking for permission.

## Description

Ursula is a Level 10 Bear Korokne with 210 health, having 260 in Bear Form. Her current health is 151.

Status: Normal

## Skills

Form Change: The Korokne changes between their human and/or animal form. Passive

Fight or Flight: If the Korokne is a predatorial animal, then allies get a boost in Attack and Magic Attack; if an animal that is widely seen as prey, allies get a boost in Agility. Passive, (Magic)Attack+5, Agility+4

Natural Habitat: The Korokne has increased success rate when in a biome that their animal form is indigenous to. Passive, Success Roll+3

## Inventory

Barb tome, Ensnare tome, Entrap tome, Entanglement tome, Forest Wrath tome, magic robes, 20 gold
Lancer

This article is about a class in Towers and Tarragons. If you would like to edit this article, please leave a message asking for permission.

## Description

Lancers are an offensive class that wield a lance or spear in battle without the use of a mount. They fight in close-quarters although their weapons can be used as projectiles as well; Lancers possess solid Attack and Agility stats and average Defense, though they lack Magic Defense and are weak against magical attacks as a result.

## Skills

Seal Defense: The Lancer seals their Defense stat, preventing it from being lowered by enemies.\* TP Cost: 50

Lance Lunge: The Lancer lunges forth with their lance and pins the targeted enemy in place while also dealing damage. Enemies that exceed twenty feet in height or thirty feet in length cannot be pinned in place, but will still take damage from the Skill.\* TP Cost: 70

Impale Rush: The Lancer surges forth stabbing forwards with their lance at incredible speeds.\* TP Cost: 60

Quixotic: The Lancer decreases the TP Cost for one ally but also for one enemy.\* TP Cost: 50, TP Cost-20%, Enemy TP Cost-20%

Underdog: The Lancer gains an increase in Agility and Defense if the enemy's Attack is higher than theirs by at least 4.\* Passive, Agility+4, Defense+4

Aptitude: The Lancer gains an increase in stats when they level up.\* Passive, Attack+1, (Magic)Defense+1, Agility+1

Winding Blow: The Lancer delivers a blow that leaves the target winded, lowering their Defense. TP Cost: 60, Enemy Defense-4

## Overview

Lancers are good to have in any campaign as they are a solid offensive unit, though it is advised to have other offensive units alongside the Lancer that are better equipped to combat enemy magic-using classes.

Seal Defense is a great Skill to have because of the Lancer's average Defense; preventing it from being lowered is a good way to make sure they don't become vulnerable to the enemy.

Lance Lunge is an offensive Skill that inflicts Paralysis on an enemy when it successfully hits.

Impale Rush is an offensive Skill that can hit up to three enemies when used.

Quixotic is a double-edged sword, as it decreases the TP costs for an ally but also for an enemy when used; this Skill is best used on an ally that doesn't have many passive Skills or has many Skills with high roll requirements.

Underdog is a passive Skill that increases the Lancer's defensive and evasive measures when the enemy has an Attack stat that is higher than the Lancer's by at least 4.

Aptitude grants stat boosts to a Lancer when they level up.

Winding Blow is an offensive Skill that lowers the target's Defense.

## Inventory

* Spear (AR: 9)

* 4 Pears

* Tusk of a Wild Boar

* 720 gold
Sir Sethel

This article is about a character in Towers and Tarragons. If you would like to edit this article, please leave a message asking for permission.

## Description

Sir Sethel is the captain of Baron Karys' royal guard. he has served the Baron since he was but a young squire, and has stayed loyal to Karys even in these hard times. Sethel learned the blade from Karys when he was young and has enhanced his technique since then. He also trained in the ways of light magic under the Sage General of Apolles.

## ​Statistics

Sir Sethel is a Level 9 Paladin. He has 360 maximum health. He currently has full health.

Status: Normal

## Skills

Shield of Light: The Paladin's shield shines brightly, decreasing enemy Defense and Magic Defense.\* Roll: 12, Enemy (Magic)Defense-3

Holy Strike: The Paladin smashes their sword into the ground, sending out a shockwave that deals holy damage to up to four enemies.\* Roll: 15

## Inventory

Royal Broadsword (AR: 28), Heal (AR: 10), Cure, Healara (AR: 25), Dia (AR: 17)
Whisper

This article is about a class in Towers and Tarragons. If you would like to edit this article, please leave a message asking for permission.

## Description

Whispers are elite spies and archers that are hardly ever seen because of their great deal of skill in the art of stealth, and so are seen as the stuff of legend by most people. Whispers wield a longbow and have high offensive stats and Agility, and solid Magic Defense, making them incredible in most battles; they are also skilled in hand-to-hand combat and so can attack up close or from a range. They have low Defense, but their high Agility typically ensures that they will evade most enemy attacks.

## Skills

Flash Arrow: A magic arrow that shines with green light is fired at a target; the target takes high magic damage and the enemies within five feet of the target are blinded.\* TP Cost: 60

Stealth: The Whisper can move unseen by the untrained eye. Those with a skill or ability that allows them to see more clearly may be able to detect the Whisper. The Whisper can remain hidden for up to one hour if remaining stationary, or for up to fifty feet.\* TP Cost: 20

Ichorletting: The Whisper fires an arrow that is steeped in a special magic potion; the target will suffer a gradual decrease in their magical abilities over time.\* TP Cost: 40, Enemy Magic Attack-2 each turn for five turns, inflicts Silence on the sixth turn

Legend: The Whisper appears behind people, frightening them greatly and intimidating them to the point of shaking uncontrollably; stuns enemies when used in battle. TP Cost: 30

Bane: The Whisper executes an attack that sets the target's health to 1.\* TP Cost: 100

Sure Strike: The Whisper fires an arrow with a 100% chance of hitting.\* TP Cost: 90

Banshee Fletching: The Whisper fires a special arrow with fletching made from banshee hair; as it soars through the air, the piercing cry of a banshee rings out.\* TP Cost: 10

## Overview

Whispers are good to have in any campaign because of their combat prowess.

Flash Arrow is an offensive skill that deals high magic damage and blinds enemies.

Stealth allows the Whisper to slip past people completely unnoticed, useful for infiltrating or spying on enemies.

Legend is able to startle NPCs and will inflict Paralysis on an enemy in battle.

Bane will set the target's health to 1, allowing an ally to take the kill; this is great for when an ally has a skill that will benefit them upon getting a kill.

Sure Strike is an offensive skill that deals a high amount of physical damage.

## Inventory

* Longbow (AR: 10)

* Quiver of 24 Arrows

* Carving Knife

* Pair of Thumbcuffs

* Bottle of Fire Potion
Mariah

This article is about a character in Towers and Tarragons. If you would like to edit this article, please leave a message asking for permission.

## Description

Mariah is a Level 3 Cleric. She has 80 health. She currently has full health.

Status: Normal

## Skills

Tonic Replenish: Fills any empty bottles in an ally's inventory with healing tonics.\* Roll: 11
Eldritch Blade

This article is about a class in Towers and Tarragons. If you would like to edit this article, please leave a message asking for permission.

## Skills

Darkblade Jinx: The Eldritch Blade places a curse on an enemy's weapon that causes the enemy's weapon to backfire if they roll higher than a 12 when attacking.\* TP Cost: 50

Final Masquerade: The Eldritch Blade dons a mask of magic energy and then, wrapping their blade in arcane forces, unleashes a lethal attack on all enemies within a forty foot radius; all allies of the Eldritch Blade receive debuffs to stats.\* TP Cost: 80, (Magic)Attack-6, (Magic)Defense-6

Veil of Darkness: The Eldritch Blade wraps a curtain of shadows about themselves, inflicting themselves with Blind, and then throws it onto an enemy, inflicting them with Blind as well.\* TP Cost: 30

Faded Sun: The Eldritch Blade lowers an enemy's defensive stats when battling at night.\* Passive, (Magic)Defense-4

Lotus Gift: The Eldritch Blade gifts a lotus flower to an enemy; the enemy is healed for 50 health, but is unable to flee or escape from battle and also becomes afflicted with Sleep.\* TP Cost: 20

Empty Moment: The Eldritch Blade evades an enemy attack and then executes a counterattack.\* TP Cost: 60

Genesis Saber: The Eldritch Blade rains down arcane meteors upon an enemy while executing several blade slashes.\* TP Cost: 70

## Inventory

* Sword (AR: 8)

* Eldritch Tome (AR: 9)

* Sapphire

* Citrine

* Emerald

* Amethyst

## Starting Spells

Mavii: Morph one of the user's limbs into a desired object; can not be any heavier than what the user can physically carry. MP: 20

Special Illusion: The user can create an illusion within ten cubic feet; the illusion can move along a path that the user determines, for up to 200 feet, and can move an additional ten feet for each level the user currently has. The illusion can make one sound, and can be programmed to make the sound in response to certain events, such as a significant change in lighting or if the illusion detects sound within fifteen feet. MP: 10

Mirror Wall: Create a wall up to ten feet high and five feet across; the side facing away from the user will be a mirror that reflects whatever anyone sees back to them, whereas the user is able to see through the barrier to the other side. The barrier is very fragile and will break if attacked. MP: 5

Doppelganger: A magic spell that creates an illusory duplicate of the target; the duplicate cannot attack and is not corporeal. MP: 20
Wyvern Knight

This article is about a class in Towers and Tarragons. If you would like to edit this article, please leave a message asking for permission.

## Skills

Ferry: The Wyvern Knight can ferry other characters from one location to another; the weight of passengers cannot exceed over 300 pounds. The Wyvern Knight can travel up to two hundred feet in a single turn when using this Skill. Passive

Outdoor Fighter: The Wyvern Knight has better Agility when in combat outside.\* Passive, Agility+3

Flame Breath: The Wyvern Knight's mount breathes fire on two enemy targets. TP Cost: 70

Luna Pierce: The Wyvern Knight breaks an enemy's armor, severely lowering their Defense.\* TP Cost: 60, Defense-10

Dracoheart: The Wyvern Knight is able to read draconic text and speak the draconic languages, and can also calm aggravated dragons and other draconic beings.\* Passive

Horn of Dragons: The Wyvern Knight blows on a horn, creating a sound that causes up to four enemies to cower in fear, inflicting them with Daze.\* TP Cost: 50

Fortitude: The Wyvern Knight gets a 20 HP increase upon levelling up.\* Passive

## Inventory

* Wyvern (with Saddle and Bridle)

* Halberd (AR: 9)

* 21 Cuts of Raw Meat

* Canteen of Water

* 890 gold

* Cucumber
Blacksmith

This article is about a class in Towers and Tarragons. If you would like to edit this article, please leave a message asking for permission.

## Description

Blacksmiths are a support class that deal in supporting allies that wield physical weapons by forging and sharpening their weapons with their blacksmith skills. They are not effective for supporting magic-using allies unless those allies also possess a physical weapon that the blacksmith can sharpen. Blacksmiths themselves have a hammer for use in battle, but they have low Attack and so cannot do much damage to enemy units; they also have low Agility, so they are unable to evade most attacks. They do, however, have solid Defense that allows them to tank many physical attacks that they do not evade, and average Magic Defense that contributes to this as well.

## Skills

Forge: The Blacksmith sets to work tending to and sharpening the weapons of allies to increase their Attack in the next battle.\* TP Cost: 30, Weapon Attack Rating+5

Protective Smock: The Blacksmith takes halved damage from fire-based attacks due to their protective smock.\* Passive

Armory Regular: The Blacksmith can get reduced prices on weapons at armories.\* TP Cost: 15

Soot-Spread: The Blacksmith releases soot from their clothes when attacked that makes the assailant more likely to miss the next time they attack.\* Passive

Anvil Smash: The Blacksmith hurls an anvil at a single target to attack them.\* TP Cost: 70

Dent Pounder: The Blacksmith pounds out dents in weapons to make them move through the air more efficiently, making them less likely to miss.\* TP Cost: 40, Attack Success Roll set to 4 as the minimum to hit an enemy instead of 6 for one ally

Weapon Savant: The Blacksmith knows their weapons, and can discern much about a weapon's wielder, culture, and history at a glance. Particularly rare or strange weapons may not yield much, however.\* Passive

## Overview

Blacksmiths are most useful when a party is mostly or maybe even entirely composed of classes that wield physical weapons, as Blacksmiths can only support these kinds of units.

The Forge skill will increase the Attack of all allies that wield physical weapons the next time a battle is started, and so can be used outside of battles without issue.

Protective Smock is a passive skill that gives the Blacksmith increased protection against fire-based attacks.

The Armory Regular skill is great for getting new weapons for less gold, especially if the party doesn't have enough gold to buy a new weapon.

Soot-Spread will cause an enemy to be more likely to miss the next time they attack after they attack the Blacksmith, which gives the Blacksmith a sort of incentive for getting attacked, that being supporting the party by inflicting an enemy with Blindness.

Anvil Smash is an offensive skill that can be used from a range.

Dent Pounder is great for increasing hit chance of an ally, especially when facing enemies with high Agility that are able to evade many attacks.

## Inventory

* Blacksmith Hammer (AR: 6)

* Blacksmith Smock

* Iron Bar

* Tinderbox

* Fireproof Gloves

* 530 gold
Noble

This article is about a class in Towers and Tarragons. If you would like to edit this article, please leave a message asking for permission.

## Description

Nobles are an offensive class with average Attack and Agility; they have solid Magic Defense but poor Defense, making them best suited against enemy magic-users. Nobles do however possess Skills that work well against enemies with physical weapons as well.

## Skills

Shield Breaker: A powerful sword stab attack that shatters enemy defenses.\* TP Cost: 50, Enemy Defense-8

Dancing Blade: A graceful flurry of sword swings that hits a target up to four times. Roll 4 20-sided die; if a die exceeds 10, the corresponding attack will connect successfully.\* TP Cost: 60

Noble Blood: The Noble's royal blood reduces the cost of magic spells by 10%. Passive

Counter Stance: The Noble counters an enemy attack with an attack of their own.\* TP Cost: 50

Royal Audience: The Noble can request an audience with royalty and have a very low chance of being rejected.\* TP Cost: 5

Court Advantage: The Noble gets healing each turn when in a throne room or banquet hall.\* Passive

Dolphin Slash: The Noble does a leaping upwards slash that can carry them to higher ground or rooftops nearby.\* TP Cost: 40

## Overview

Nobles are good to have in any campaign and in any battle.

Shield Breaker is an offensive skill that not only deals damage but also lowers an enemy's defense significantly.

Dancing Blade is an offensive skill that hits four times, dealing a great deal of damage.

Counter allows the Noble to attack during enemy phase; when hit with an enemy attack, the Noble will parry it and then execute a counterattack on the enemy to damage them.

The Royal Audience skill lets the Noble request an audience with royalty; as a Noble is a member of the royal court, they are less likely to be rejected when requesting an audience.

Dolphin Slash is an offensive skill that can also get the Noble up to higher ground such as rooftops that are nearby.

## Inventory

* Saber (AR: 7)

* Royal Cape

* 7 Pieces of Cake

* 960 gold

## Notable Nobles

The Duke of Purple was a Noble that the Guardian Dalton framed for an attempted assassination on the king; the Duke was arrested by Isidorus and Sir Nimbus, but the two later discovered that Dalton was behind it and helped the Duke to defeat him. The Duke of Purple himself delivered the finishing blow with his Dancing Blade skill.

## Trivia

* Many of the Noble's skills are inspired by Marth and Lucina's special moves in the Smash Bros. series, namely Shield Breaker, Dancing Blade, Counter, and Dolphin Slash.
Infestation

### Main Objectives

1 - destroy 10 egg things

2 - escort the personnel carrier from bottom left to bottom right

3 - eliminate the monstrocity (between topleft and middle)

### Side Objectives

mutant (bottom right) [reward: 1 point]

abomination (top right) [reward: 2 points]

kill 5 infestors

destroy 4 engineering bays (four corners) [reward: 200 minerals]
Alchemist

This article is about a class in Towers and Tarragons. If you would like to edit this article, please leave a message asking for permission.

## Description

Alchemists are a support class that make use of their Skills to support the party. Alchemists have vials of acid that they use in battle, but their low Attack stat prevents them form doing much damage. The Defense of the Alchemist class is also low, but they have solid Magic Defense. They possess average Agility that can aid them in evasion.

## Skills

Chemical Shower: The Alchemist dumps stat-boosting chemicals on an ally.\* TP Cost: 25, (Magic)Attack+4, (Magic)Defense+4, Agility+2

Beaker Bash: The Alchemist breaks a beaker of chemicals on an enemy that lowers the enemy stats.\* TP Cost: 30, Enemy (Special)Attack-5, Special Defense-3, Agility-2

Midas Touch: The Alchemist can transform ordinary stone into gold coins.\* TP Cost: 10

Berserker Brew: The Alchemist gives an ally a special potion that increases their fighting capabilities.\* TP Cost: 30, (Magic)Attack+4

Truth Serum: The Alchemist creates a truth serum that will force the one who drinks it to only answer questions truthfully.\* TP Cost: 10

Firepower: The Alchemist frightens the enemy with a loud and bright explosion.\* TP Cost: 30

Concoct: The Alchemist can concoct a chemical mixture, given that they have access to the right components. It can be an acid, potion, poison, drink, medicine, or elixir. The Alchemist can choose for it to take either a liquid or gas form when making it.\* TP Cost: 10

## Overview

Alchemists are good to have in any campaign because of their strong Agility and Attack stats.

The Chemical Shower Skill boosts all of an ally's stats, making it great for use on any class.

Beaker Bash lowers all of the stats of a single enemy save for Defense.

The Berserker Brew Skill increases the offensive stats of a single ally, and when used in tandem with Chemical Shower, can make an ally incredibly powerful.

Truth Serum forces the target to only tell the truth when asked questions, making it great for interrogating NPCs or enemies.

The Firepower Skill inflicts Daze on two enemies.

## Inventory

* 8 Empty Glass Vials

* 1 Empty Glass beaker

* 4 Glass Vials of Acid

* Leather Purse of Mint

* Damaged Gloves
Elves

A race with affinity for the bow and sword, they are typically forces for good that inhabit the forests. Elves are also able to learn magic, and come with some natural magic abilities as well as incredibly keen hearing.

## Race Skills

Keen Hearing: The Elf has sharp hearing; the player can receive more detailed information about sounds if they ask. Passive

Cloak of the Forest: The Elf dons a magic cloak that makes them appear as a tree or bush. The disguise is dispelled if the Elf moves, attacks, or uses a spell. The disguise is able to be seen through by others using spells or skills that allow them to see through magic or illusions, or by those with particularly excellent tracking skills. TP Cost: 7

Magic Rope: The Elf uses a magical rope to bind a target; a target that struggles against the rope will take damage. The rope can only bind one target at a time, but will be unable to break free as long as the user keeps a hand on the rope. The rope cannot be broken by any spell or weapon. TP Cost: 7
Commander

Health | 200 (1 regen)
 Attack damage | 30 (1.00 aspd)
 Range | 6

* Abilities
* Marine
* Viking
* Thor
* Perks
* Lore
* Tips

Commander currently utilizes the Perk System.

Charge Cooldown: 120 Seconds
Calls down a Medkit at the target location.
Medkits restore 30% health over 30 seconds when used.
Holds up to 3 charges.
 Cost: 50 Energy
Cooldown: None
Calls down an Energykit at the target location.
 Cost: 5 Energy
Cooldown: 10 Seconds
Calls in a Dropship to pick up all Marines in a radius of 3.
 Cost: 50 Energy
Cooldown: None
Calls down a Marine that deals 8 damage. Can level up and learn various abilities.
Any upgrades/stats for the Commander also apply.
If a marine becomes incapacitated, levels are lost.
 Cost: 10 Energy
Cooldown: None
Charge Cooldown: 100 Seconds
Supply Depots take 3 seconds to land.
Instantly deploys a Supply Depot at the target location to block or distract enemies, has 500 health and 0 armor.
 Cost: 50 Energy
Cooldown: 120 Seconds
 Cost: 100 Energy
Cooldown: 120 Seconds
Calls down a Viking that deals 25 splash damage.
Requires energy to attack.
Vikings can lift off, leaving the battlefield. This reduces the cooldown of Calldown: Viking by 60 seconds.
Any upgrades/stats for the Commander also apply, excluding energy regeneration.
 Cost: 100 Energy
Cooldown: 180 Seconds
Requires level 10.
Calls down a Thor for 35 seconds, equipped with 330mm Barrage Cannons that deal 400 splash damage.
The Thor's basic weapons do not benefit from upgrades however 330mm Barrage Cannons are affected by upgrades.

 Attack damage | 8 (1.50 aspd)
 Range | 6

Cooldown: 120 Seconds
Increases the Level of the unit by 1.
 Requires level 2.
 Requires level 3.
 Requires level 4.
 Requires level 5.
Increases health by 100.

 Attack damage | 25 (1.00 aspd)
 Range | 12

Cast time: 3 Seconds
 Cost: None
Cooldown: None
 This unit is incapable of attacking targets that are too close.

 Attack damage | 100 (2.00 aspd)
 Range | 15

Cooldown: 10 Seconds
Cast time: 2 Seconds
Cast range: 15
Damage radius: 5
 Cooldown: 30 Seconds
 Cost: None
Cooldown: 10 Seconds
Temporarily enables Javelin Missile Launchers.
Right-click to deactivate autocasting.

On the first day, Grunty created the universe.
On the second day, Grunty gave birth to all living things, Zerg and heroes alike.
On the third day, Grunty created chicken. His favorite creation was the chicken.

Basics

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Playstyle

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Advanced Tips

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Pegasus Knight

This article is about a class in Towers and Tarragons. If you would like to edit this article, please leave a message asking for permission.

## Description

Pegasus Knights are notable for being among the fastest classes, having high Agility. They also have high Magic Defense, making them perfect against enemy magic-using units. Pegasus Knights do not, however, have any other remarkably notable stats, with their Attack and Defense being quite average. Pegasus Knights are weak against bows, and so must be cautious when fighting Rangers, Whispers, Elves, and Heroes, and are particularly weak against Air Fighters, a class specifically designed to slay flying enemies. However, their ability to take to the sky on their flying mount allows Pegasus Knights to stay well out of range of enemies with melee weapons.

## Skills

Swoop Attack: The Pegasus Knight soars high into the air and then swoops down upon a target to attack them with their lance, dazing the enemy with the sheer speed of the attack. TP Cost: 60

Ferry: The Pegasus Knight can ferry other characters from one location to another; the weight of passengers cannot exceed over 300 pounds. The Pegasus Knight can travel up to two hundred feet in a single turn when using this Skill. Passive

Height Advantage: The Pegasus Knight gets an increase in Attack when fighting other flying enemies. Passive, Attack+3

Flight Sickness: The Pegasus Knight scoops up a grounded enemy and soars through the sky with them in their grasp before returning them to the ground; the enemy is left feeing sick with some decreased stats. TP Cost: 50, Enemy Attack-2, Defense-2, Agility-3

Canto: If they have not used their full movement before performing an action, the Pegasus Knight may use the remainder of their movement after performing the action.\* Passive

Outdoor Fighter: The Pegasus Knight has better Agility when in combat outside.\* Passive, Agility+3

Typhoon: The Pegasus Knight flies around an enemy with such speed that it creates a whirlwind around the target that damages them and dazes them and other nearby enemies that get pulled into the whirlwind; effects an area of 10 feet in a radius around the primary target. TP Cost: 90

## Overview

Pegasus Knights are good to have in any campaign, but must be careful if fighting enemies wielding bows.

The Swoop Attack skill is an offensive skill that inflicts an enemy with Daze when it is used on them.

Height Advantage gives the Pegasus Knight an increase in attack if they are fighting other flying enemies.

Flight Sickness will decrease the stats of the enemy it is used on, more specifically Attack, Defense, and Agility.

The Outdoor Fighter skill takes the Pegasus Knight's already excellent Agility and gives it a small boost with this passive skill, allowing the Pegasus Knight to be nearly certain that they will evade attacks.

Typhoon is an offensive skill that damages one enemy and then dazes several others; unlike Swoop Attack, Typhoon has a higher TP cost.

## Inventory

* Pegasus (with Saddle and Bridle)

* Lance (AR: 8)

* Wing Helmet

* Bag Full of Apples (32 Apples)

* 820 gold
Gatekeeper

This article is about a class in Towers and Tarragons. If you would like to edit this article, please leave a message asking for permission.

## Description

Gatekeepers are an offensive class with high defensive stats, allowing them to tank great amounts of damage from enemies. Gatekeepers are geared towards manipulating choke points, gates, and narrow passageways to put enemies at a great disadvantage. Gatekeepers have solid Attack and average Agility, so their overall battle performance is solid.

## Skills

Reinforce: The Gatekeeper reinforces a gate or doorway to keep creatures on the other side of the door from passing through it for another two turns if in combat, or 10 minutes if outside of combat.\* TP Cost: 10

Claustrophobe: The Gatekeeper decreases stats of enemies when fighting in a choke point.\* Passive, Enemy Attack-5, Defense-4, Agility-5

Confine: The Gatekeeper places an enemy in confinement, preventing them from being healed or receiving buffs from other enemies.\* TP Cost: 30

Keeper Rush: The Gatekeeper rushes forth with a flurry of stabbing attacks into a single target.\* TP Cost: 60

Gateway Circle: The Gatekeeper sets down a magic circle that enemies cannot leave or enter.\* TP Cost: 30

Welcome Mat: The Gatekeeper removes a status ailment or debuff from an enemy but also prevents them from using any magic or their own Skills.\* TP Cost: 40

Magic Door: The Gatekeeper can create a magic door in any wall that will allow passage in or out of the building the magic door is created on.\* TP Cost: 10

## Overview

Gatekeepers are good to have in any campaign because of their usefulness in battle, high defensive stats, and ability to utilize choke points to their fullest.

Reinforce is useful for keeping enemies at bay that are trying to get into a fortress or through a gate or door by reinforcing the gate and preventing the enemies from passing through the door for another two turns. This will let allies prepare for the incoming enemies or allow the party to escape by buying them time.

The Claustrophobe skill is a passive skill that significantly decreases the Attack, Defense, and Agility of all enemies when fighting in a choke point.

Confine is great for using on bosses so that other enemies cannot support the boss by raising their stats or healing them, or using any spells or skills to remove status ailments.

Keeper Rush is an offensive skill that deals a great amount of damage to a single enemy.

The Gateway Circle skill will keep any enemies outside of the circle from entering it and any enemies inside the circle from leaving it. This will prevent enemy melee attackers outside of the circle from attacking the party and isolate any enemies trapped inside the circle so that they can be easily cornered and defeated.

The Welcome Mat skill will remove a status ailment or debuff from an enemy, but in exchange will prevent them from using any skills or magic spells.

The Magic Door skill creates a magic passageway on a wall that grants access into a room on the other side; this can be used for infiltration or to escape an area.

## Inventory

* Poleax (AR: 8)

* Golden Ring

* Stalk of Celery
Rioter

This article is about a class in Towers and Tarragons. If you would like to edit this article, please leave a message asking for permission.

## Description

Rioters are reckless and rambunctious brawlers that use a chair as their weapon of choice; they have solid Attack and average Agility, but their defensive stats are severely lacking.

## Skills

Property Damage: The Rioter can easily break property, including doors and walls, or even the weapons of enemies.\* Passive

Mob Mentality: The Rioter can easily rouse civilians to take up arms and assist them in battle.\* TP Cost: 70

Burning Passion: The Rioter grants an increase in Attack to an ally when in combat with law enforcement or soldiers.\* Passive, Attack+4

Burning Hatred: The Rioter sets fire to an enemy that can spread to other enemies or even nearby objects or structures.\* TP Cost: 60

Agitate: The Rioter agitates an enemy by insulting them or making rude gestures at them; the targeted enemy gains an increase in Attack but also suffers a decrease in Defense and a lower chance of hitting.\* TP Cost: 50, Enemy Attack+4, Defense-6, Success Roll-4

Informal Protest: The Rioter protests the decrease of their allies' stats, and their allies' stats set back to normal.\* TP Cost: 50

Have A Seat: The Rioter launches their chair at an enemy target to deal high damage to them from a range. TP Cost: 60

## Overview

Rioters are good to have in any campaign, though it is advised to have a strong support unit or tanky offensive unit to make up for the Rioter's poor defensive stats.

Property Damage is a passive Skill that allows the Rioter to break through walls and doors with ease, allowing for easy access to nearly anywhere; the Skill can also be used to break weapons, though it does not work on magical weapons.

The Mob Mentality Skill will summon nearby NPCs to join the battle; they may not always have good stamina or stats, though at times you may get lucky; the summoned NPCs can make for good cannon fodder or meat shields to distract enemies with.

Burning Passion is a passive Skill that activate when fighting soldiers or law enforcement, and bolsters an ally's Attack stat.

The Burning Hatred Skill is an offensive Skill that can spread to other enemies or even set nearby objects or buildings ablaze.

The Agitate Skill will raise an enemy's Attack stat, but also lower their Defense and their success rate.

Informal Protest reverses the effects of debuffing Skills or spells inflicted on allies.

The Have A Seat Skill is a ranged offensive Skill that deals lots of damage to a single enemy.

## Inventory

* Wooden Chair (AR: 5)

* Bottle of Rum

* Tinderbox

* 45 gold

* Chain of Pork Sausage Links (9 Links)
TBN

This article is about a character in Towers and Tarragons. If you would like to edit this article, please leave a message asking for permission.

## Description

TBN is a Level 1 Siege Engineer. He has health. He currently has full health.

Status: Normal

## Skills

Siege Machine: The Siege Engineer builds a catapult or trebuchet that can be used in battle or to lay siege to a fortress.\* Roll: 10
Bigguy Bane

This article is about a character in Towers and Tarragons. If you would like to edit this article, please leave a message asking for permission.

## Description

Bigguy Bane is a Level 8 Guardian. He has 240 health. He currently has full health.

Status: Normal

## Skills

Tower Guard: The Guardian sets their shield in place and a tower erupts from the ground behind them; allies can garrison the tower and attack enemies with ranged weapons from inside with a high amount of Defense.\* Roll: 16

Resounding Shield: The Guardian pounds on their shield, creating a loud resounding noise that decreases Defense and Magical Defense of enemies.\* Roll: 13, Enemy Defense-5

## Inventory

Steak, rope, net, 1330 gold, Luck Ring (Success Roll+5, Magic Defense-4), Spiked Shield (AR: 3), tree branch, loaf of bread
Air Fighter

This article is about a class in Towers and Tarragons. If you would like to edit this article, please leave a message asking for permission.

## Description

Air Fighters are an offensive class that excel all in combat against flying enemies. Air Fighters are capable of easily decimating enemy ranks when flying enemies are present. Pegasus Knights and winged monsters are very weak to Air Fighters because of their solid Attack stat and their weapon of choice, the crossbow, being capable of dealing bonus damage to these enemies. They possess average defensive stats and Agility, so they are able to perform well at evading or reducing damage taken as well.

## Skills

Wing Cutter: The Air Fighter is able to topple flying monster enemies to the ground and prevent them from taking flight again.\* TP Cost: 30, Enemy Agility-5

Anchor: The Air Fighter anchors a flying enemy in place, preventing them from moving or using melee attacks.\* TP Cost: 60

Anti-Air Armor: The Air Fighter wears armor that deals 20 spike damage to flying enemies that attack them.\* Passive

Poison Bolt: The Air Fighter fires a crossbow bolt steeped in poison; the poison has increased effects on winged creatures.\* TP Cost: 50

Ground Camouflage: The Air Fighter is difficult to spot from above and so is less prone to ambush or assault from above.\* Passive

Crash Land: The Air Fighter wrangles and then forces a winged enemy to crash land so that they take damage.\* TP Cost: 50

Holy Bolt: The Air Fighter fires a crossbow bolt that will deal high damage to undead enemies, and will instantly kill flying undead enemies. TP Cost: 60

## Overview

Air Fighters are good to have in any campaign, but especially in one with plenty of flying enemies.

Wing Cutter is great if facing flying enemies as it forces them to be grounded, making them easier for allies to attack them with melee weapons.

The Anchor skill will prevent a flying enemy from moving or using physical attacks.

Anti-Air Armor will punish flying enemies during enemy phase if they attack the Air Fighter, as they will take 20 damage from doing so.

The Poison Bolt skill will inflict an enemy with the Poisoned status ailment when it is used on them; when used on flying enemies, the status ailment's effects will last for twice as long.

The Ground Camouflage skill makes the Air Fighter less likely to be attacked by flying enemies, making ambushes by flying enemies rare.

The Crash Land skill is an offensive skill that will damage a single flying enemy.

The Holy Bolt skill is another offensive skill that only works on the undead but deals a high amount of damage; it will instantly kill any flying undead enemies such as Gargoyles or flying demons.

## Inventory

* Crossbow (AR: 9)

* Quiver of Crossbow Bolts (18 bolts)

* Grappling Hook (60 feet)

* 80 gold