recursal/Fanatic-Fandom huggingface dataset:
Marauder

Health | 600 (3.0 regen)
 Attack damage | 45 (1.50 attack speed)
 Range | 6.0

Locks onto the target location for 2 seconds then fires a missile dealing 150 damage in a radius of 2.

Can fire in rapid succession for massive damage.

*Holds up to 5 charges, recharges every 15 seconds.*

#### Rearm Missiles (W)

Cost: 50 Energy

Cooldown: 14

Charges up for 4 seconds then restores 5 charges of Punisher Missile.

#### Kinetic Field (E)

Cost: 30 Energy

Reduces all incoming damage by 15%, stacking up to 75%.

Each stack lasts 15 seconds.

#### Concussive Burst (R)

Cost: 25 Energy

Cooldown: 35

Knocks back all nearby units dealing 70 damage, stunning them for 1 seconds then slowing their speed by 50% for 5 seconds.

#### Missile Hurricane (T)

Cost: 50 Energy

Cooldown: 90

*Requires level 10*

Launches several missiles that deal 1500 damage over a wide area.

 Transfer Energy (Z)

 Cost: 10% Health

Depletes 10% health in return for 10% energy.

 Transfer Health (X)

 Cost: 10% Energy

Depletes 10% energy in return for 10% health.
Crow

Health | 100 (1.0 regen)
 Attack damage | 0
 Range | 0

Deploys a Railgun Turret at the target location.

Has **300** health, **2** armor and deals **40** damage in a line.

Maximum of **3** active.

Deploys a Point Defense Drone at the target location.

Has **150** health, **0** armor, **100** max energy, **0.5** energy regen, and uses **10** energy to destroy nearby enemy projectiles.

Maximum of **3** active.

### Nanite Boost (**E**)

Cost: 40 Energy

Cooldown: 4 Seconds

Increases the target's attack speed by **25**%, movement speed by **0.5**, and armor by **30**. Lasts 8 seconds.

### Scanner Sweep (**R**)

30 energy

Cooldown: 90

Scan a target radius of **4** for **5** seconds, revealing enemies and increasing the damage they receive by **5%**. Reduces damage dealt by scanned enemies by 50%.

### Bastion Protocol (**T**)

100 energy

Cooldown: 130

Requirements: Level 10

Place a Bastion Drone at the target location for **15** seconds, allies in a radius of **6** receive **100** armor and regenerate **10** energy per second.

### Flight (**D**)

10 energy

Charge Cooldown: 15

(Maximum 2 charges)

Fly to the target location.

### Support Drone

The Crow is not equipped with weapons and is incapable of attacking.
Spectre

Avoids direct conflict by infiltrating and sabotaging enemy lines.

Introduced as part of the original roster of 10 characters in 11/13/2013.

## Abilities

This hero has the original system, where you unlock abilities at levels 1,3,10,20 and 30.

This hero also has access to a Z and X ability, which both are baseline.

### Z

Nyx-Class Cloaking:

* Cost: 25
* Cooldown: 15 seconds
* Description: Cloaks the spectre for 10 seconds, can only be revealed by detectors. Cooldown upgrades do not apply

### X

Toggles between the scatter and rifle mode

Scatter: Reduces attack range to 3, but increases attack splash radius to 1.5

Rifle mode: Increases attack range to 8.

### Q

Mind Shatter:

* Cost: 35 energy
* Cooldown: 15 seconds
* Description: Teleports to the target and deals 500 damage, 50% damage is done nearby enemies (0.5 radius aprox). Can be used twice per cooldown.

Mind Lash:

* Cost:45 energy
* Cooldown: 15 seconds
* Description: Deals 500 damage to a target from a range of 12, deals 50% damage to nearby enemies (0.5 radius). Can be used twice per cooldown.

### W

Territory Cloak:

* Cost: 30 energy
* Cooldown: 30 seconds
* Description: Deploys a device that cloaks all allied units in a radius of 3 for 10 seconds.

Spectral Shadow:

* Cost: 25 energy
* Cooldown: 10 seconds
* Charge Cooldown: 60 seconds.
* Description: Creates a shadow that deals no damage, lasts for 60 seconds. Enemies attacks will prioritize the shadows. Holds up to 3 charges.

### E

Crushing Grip:

* Cost: 20 energy
* Cooldown: 20 seconds
* Description: Lifts enemy units in a radius of 3 for 3 seconds from a range of 1. Deals 300 damage over time.

Ultrasonic pulse:

* Cost: 20 energy
* Cooldown: none
* Charge cooldown: 20 seconds.
* Description: Stuns enemy units in a radius of 6 for 1 seconds from a range of 12. Deals 60 damage. Holds up to 3 charges.

### R

Shadow Body:

* Passive
* Description: Allows the spectre to walk through units. Increases max hp and energy by 150.

Consumption:

* Cost: 15 energy
* Cooldown: 60 seconds
* Description: Drains 50 health from the target. The regains 1 point of energy and hp per 1 damage dealt.

### T

Mindsplatter:

* Cost: 60 energy
* Cooldown: 120 seconds
* Description: Deals 4800 damage over 60 seconds around the spectre (80 dps)

Mind Blast:

* Cost: 100 energy, 20% health
* Cooldown: 10 seconds
* Charge Cooldown: 90 seconds
* Description: Stuns enemies in a radius of 3 for 3 seconds from a range of 12. Deals 500 damage. Holds up to 2 charges.

## Strategy

Spectre is a nice burst caster that can both support and be dps for his team. His cloaks can help with his survivability as well as help him to revive teammates. His stuns chain nicely with other stuns like Psion's, locking down dangerous bosses. His burst from his q can easily take down high priority zerg like Healer Fatties, Ravagers and Prowlers.
The Krysle Effect

What happens when krysle arrives into the discord, destroying any semblance of meaningful conversation devolving into strange deformed conversations.

Examples of this include:

* Murder plots of HP

* discussions of hentai

* threatening to gouge someone's eyes out

* suddenly acting like a uchiha from the naruto manga and anime series

* absolute cavalcades of third-rate memes

* discussions of gunpla in a sexual way

* random cases of spam chats
* occasional attempts to roast other users for no apparent reason

* attempts at correcting terms that are deliberately spelt a certain way

I'm not denying any of these but i swear i'm not that bad. I think. But most of it is me just joking around and being sarcastic.

I can be serious sometimes i swear :')

-ZaKrysle

Krysleffect
Guide:Requesting Icons

I'll be organizing any images I upload here.

You can learn more about image mark-up here: Extended Image Syntax

If you have any requests for specific in-game icons/images, you can DM Broot on Discord. Feel free to screenshot your own in-game images. But I will try to upload good quality in-game icons to make the Wikia look nicer.

* Portraits
* Abilities

Sobrtonog (talk) 11:06, May 30, 2017 (UTC)
Specialist

Added into the game on May 6th, 2016.

Raises experimental Zerg units and mutations to attack foes or support allies.

This hero uses the New System but has yet to receive perks. .

***Biomass may be picked up by the Specialist or the Specialist's summons to increase their current energy by 25.***

### Q

Experimental Weapon:

* Cost: 100.
* Cooldown: 10 seconds.
* Description: Deploys a Larva that can consume Biomass to evolve.
* May only have three Experimental Weapons at any one time.

### W

Transfuser:

* Cost: 150.
* Cooldown: 15 seconds.
* Description: Creates a structure that launches projectiles at nearby allies restoring 15 health.
* May only have five Transfusers at any one time.

### E

Biological Deconstruction:

* Cost: 25.
* Cooldown: 30 seconds.
* Description: Deal 600 damage over 30 seconds.

### R

Protect:

* Cost: 20.
* Cooldown: 30 seconds.
* Description: After a short delay, move to the target location and grant 500 health to nearby allied units for 15 seconds.

### T

Rapid Mutation: (level 10 Required)

* Cost: 100
* Cooldown: 120 seconds
* Description: Instantly restores 100% health for all nearby allied units and increases their health by 1000 for 25 seconds.

## Strategy

The Specialist is an interesting mix of Summoning support and team Buffing Support, he requires good micromanagement and is rather difficult if left behind.

The ideal strategy to employ is consistently using 3x Experimental Weapons at all time and Evolving them as your team requires:

3x Hydralisks for damage if your team suffices for soak.

3x Roaches for tanking if your team requires a soak.

You can employ your own strategy of mixing and matching however do note it becomes increasingly more difficult to micromanage ranged and melee minions at the same time.

Remember your summons are NOT effected by your Engineering Bay passive purchases and are NOT effected by your leveling passive purchases such as strength or energy, so you will need to efficiently manage upgrades of the Experimental Weapons through Biomass Drops to maximize the energy input for their "individual" upgrades.
Chieftain

Health | 500 (1.0 regen)
 Attack damage | 40 (1.50 aspd)
 Range | 5

* Increases health by 100% and energy by 50%, but decreases attack range by 4 for 10 seconds. Dealing damage decreases the cooldown by 1 second.

### Q: Ram

* Cost: 15 Energy
* Cooldown: 10 seconds
* Description: Charge to the target enemy causing a 1 second stun to all enemies in a radius of 2.5, while knocking back and dealing 75 damage.
* *Note: Increases your movement speed by 5 and temporarily allows you to pass through units by sightly knocking them back. The energy cost is applied after hitting the enemy*

### W: Shockwave

* Cost: 25 energy
* Cooldown: 15 seconds
* Description: Unleashes a shockwave that spreads forward to a radius of 5, knocking up enemies and dealing 110 damage.
* *Note: The area of effect indicator is currently bugged, the real area is smaller. The damage is applied after the knockup.*

### E: Blood Frenzy

* Cost: 50 energy
* Cooldown: 60 seconds
* Description: For 20 seconds, allied units within 5 range of Chieftain will recover 10hp per second.

### R: Calldown: Cow

* Cost: 40 energy
* Cooldown: 15 seconds
* Description: Calls down a cow that can't be controlled and will follow the chieftain. Cows have 300 health, 0 armor, 0.1 regen. Deals 11 damage with an attack speed of 1.5
* Any upgrades and stats to the Chieftain Also apply
* Maximum 1 cow

### T: MCD

* Cost -5 energy
* No cooldown
* Description: Deals 100 damage to the Chieftain or a Cow, increasing the attack and movement speed of all allies by 10 for 60 seconds. Stacks up to 5 times.
* *Note: The damage is reduced by armor and by "Debilitate" status. The damage is increased by Focus Fire and Battle Aura.*

## Strategy

Chieftain is able to tank massive waves of enemies with both his own body and cows, while providing some utility to the team.

Because of the nature of Ancestral Fury, HP max and Energy Max upgrades are highly recommended. Apart, armor upgrades are worth considering if you are focusing on cow perks. Don't be afraid to use Ancestral Fury to get enough energy to call down a cow.

If you are not planning to get the cow perks, you should buy Cooldown Reduction and some extra Energy regen to help you spam abilities in order to get ancestral fury.

Damage upgrades aren't recommended for this hero in bigger modes because of his low base numbers.His damage abilities aren't the best, but can help decimating groups of enemies in the early game. Most of the times, you should use these abilities to stun enemies and/or reduce the cooldown of Ancestral Fury.
Notable Game Interactions

Immediate, does not cancel actions

For example, 100 damage with five damage upgrades from the shop (+5% damage) will be calculated as 100 \* 1.05 \* 1.05 \* 1.05 \* 1.05 \* 1.05, which equals 127.6. (This is slightly higher than if the damage was calculated after adding up all of the percentages, as 100 \* (1.05 \* 5) = 125).

### Attack Speed upgrades

Speed is calculated similarly.

Attack period (p) is first converted to how many attacks the unit does per second (Hz) by taking 1/p. Then the number of attacks you do per second is multiplied by 1.03 for each attack speed upgrade. Taking 1/(number of attacks per second) will give us the attack period after upgrades.

Notice that this is not the same as taking p \* 0.97 (shown in example).

For example, suppose we have a unit with attack period of 0.5. Taking 1/(0.5) = 2 gives us that the unit attacks 2 times per second. After getting one attack speed upgrade, it will attack 2 \* (1.03) = 2.06 times per second. Getting two attack speed upgrades will give us 2 \* (1.03 \* 1.03) = 2.1218 attacks per second.

Converting back to attack periods, we have 0.4854 after one upgrade and 0.4713 after two upgrades. What if, instead of multiplying attacks per second by 1.03, we multiply the attack period by 0.97? We get 0.485 after one upgrade and .4705 after two upgrades.

Since the number of attacks the unit does per second, not the attack period, determines the DPS of the unit, multiplying number of attacks by 1.03 corresponds to a +3% increase in overall damage.

Derivation and equation for attack period after n upgrades (pn):

### Cooldown Reduction

Cooldown reduction (CDR) is calculated in exactly the same way as attack speed, but with 5% instead of 3%.

### Psion's Photon Charge ability alteration and Health upgrades

The Psions's maximum health after adding all Health upgrades is multiplied by 0.7.

### Dash

Using Dash when not moving will not cancel skills that are being casted, and will still provide the period of invulnerability.

### Toggleable skills

Toggling toggle skills (Ghost's Concentrate Power, Ghost's Concentrate Energy, Ghost's Cloak, Assassin's Concentrate Speed, Gunner's (focus firing thing), Spectre's Nyx Class Cloaking) will not cancel skills that are being casted.

(These are all non-targeting and have a 0 cast time. Don't think Psion's Psionic Pulsar is one, though)

Psion's Psionic Blast does not cancel skills, but sometimes if you spam it too fast, it will cancel Psi Drain only.

### Focus Fire

Using Focus Fire while it is off of cooldown may cancel skills that are being casted.
Cryo

Health | 300 (3.0 regen)
 Attack damage | 35 (1.50 Atk Spd)
 Range | 0.3

10 second cooldown

Sends a wave of ice that travels to the target location, dealing **40** damage to enemies it passes through.

Frost Driver travels around cliffs.

### Ice Pillar **(W)**

Cost: 45 Energy

25 second cooldown

Creates an ice pillar at the target location, dealing **120** damage over **4** seconds in a radius of **1**.

### Ice Barrier **(E)**

Cost: 30 Energy

25 second cooldown

Applies an Ice Barrier on the target for **5** seconds. Ice Barrier decreases damage received by **90**% and heals **50** health per second.

Enemies that attack a target with Ice Barrier are applied **1** stack of **Frost**.

### Frozen Ground **(R)**

Cost: 35 Energy

4 second cooldown

Freezes the ground in a radius of **2.5** at the target location for **8** seconds.

Allied units that walk on this surface gain **+2** movement speed.

Enemies that enter are unable to turn and are initially applied **2** stacks of **Frost**.

### Absolute Zero **(T)**

Cost: 30 Energy

200 second cooldown

For **25** seconds, Frozen Ground is created when walking, attack speed is increased by **30**% and energy regeneration by **10**.

### Frost **(Passive)**

Attacks and abilities apply **Frost** for 10 seconds. Stacks up to **4** times, each stack decreasing speed by **7**% up to **28**%.

At **5** stacks, all **Frost** stacks are removed and the target is **Frozen** for **2** seconds.
Rider

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

Riders are a class of artisans that have mastered the art of horse handling. Riders can outpace enemies atop their speedy mounts and possess average defensive stats as well. The Rider lacks in attack, their weapon of choice being a lasso.

## Skills

Equestrian: The Rider can quickly tame and develop a bond with a horse and even commandeer horses without resistance from the horse.\* Passive

Wrangler: The Rider wrangles an enemy with their lasso and then drags them across the ground as they run.\* TP Cost: 40

Riding Stunt: The Rider can perform insane stunts while on horseback. Passive

Horse Soothe: The Rider can easily soothe crazed or frightened horses.\* TP Cost: 5

Horsemaster: The Rider causes enemy horses to turn against the enemies; also works on horse-like enemies such as centaurs.\* TP Cost: 20

Grass Whistle: The Rider uses a grass whistle to call their horse to them, and the horse will arrive no matter the distance. TP Cost: 5

Rein Snapper: The Rider snaps the reins to increase their speed.\* TP Cost: 15, Agility+4

## Overview

Riders are good to have in any campaign because of their sheer speed and unparalleled skill with a horse; their weapon, a lasso, is also a versatile tool that can be used for subduing enemies, climbing structures, or grabbing objects from afar.

The Equestrian Skill allows the Rider to tame wild horses and steal horses.

Wrangler is an offensive Skill that deals damage to a single target.

The Riding Stunt Skill is a passive skill that allows the Rider to easily perform incredible actions while on horseback such as standing on a moving horse.

Horse Soothe allows the Rider to calm crazed or frightened horses.

The Horsemaster Skill will cause horses ridden by enemies to turn against their riders, throwing them off of the mount or even attacking them; the Skill also works on horse-like creatures such as centaurs or hippocampi.

The Grass Whistle Skill will summon the Rider's horse to them if they get separated.

The Rein Snapper Skill increases the Rider's already solid Agility stat.

## Inventory

* Lasso (10 feet)

* Riding Boots

* Horse Brush

* 3 Apples
Grunty

Health | 150 (4.0 regen)
 Attack damage | 6 (.86 aspd)
 Range | 5

* Abilities
* Perks
* Lore
* Tips

Grunty currently utilizes the New System.

Grunty has 8 unique perks, that repeat alternatively.

Tier 1/3/5

2x: 16%
3x: 8%

Tier 2/4/6

-Insert epic lore here-

Basics
===Coming Soon===
Playstyle
===Coming Soon===
Advanced Tips

===Coming Soon===
Gentila

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

Gentila is a Beast Trainer from a quiet village who set out to explore the world and record information about its many fauna.

## ​Statistics

Gentila is a Level 5 Beast Trainer. She has 260 maximum health. She currently has 250 health.

Status: Normal

## Skills

Tame: The Beast Trainer can tame aggressive or territorial animals and can even peacefully resolve conflicts against certain animals.\* Roll: 3

Summon Animal: The Beast Trainer summons an animal to assist in combat.\* Roll: 6

## Inventory

Spear (AR: 18), Cannatal Spear (AR: 26) dried fruit, salted beef, 1,300 gold, flint and steel, lantern, 800 gold, ruby medallion
Yor Mothor VI

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.

## ​Statistics

Yor Mothor VI is a Level 5 Gladiatorial Dreik. He has 340 maximum health. He currently has full health.

Status: Normal

## Skills

Aerial Assault: The Gladiatorial Dreik takes to the skies to attack from above, giving them a boost in attack power against enemy sword-wielders and those who use melee weapons, but decreasing defense against arrows and magic spells. Roll: 9, Player Attack+4 vs. Melee Weapons (Magic)Defense-4 vs. Ranged Weapons

## Inventory

Trident (AR: 22), Cannatal Trident (AR: 24), Axe-Tail Armor (AR: 20), Claws (AR: 18), Fangs (AR: 18), length of chain, 7 raw slabs of meat, 3 raw fish, 1 bone, banner, Golden Fleece Jacket (+3 Magic Defense)
Halfling

A race of small, humble folk that enjoy the comforts of home, great parties and even greater companions. They have difficulty wielding heavier weapons, and so prefer to use daggers and magic.

## Race Skills

Teeny Stature: The Halfling's small size allows them to access areas others cannot and even go unnoticed by enemies more easily; they will not be as readily targeted by enemies with a Courage stat lower than 10. Passive

Champion at Hearth: The Halfling gains an additional 20 HP, 20 MP, and 20 TP when staying in an inn or other establishment that has the comforts of home; the additional points will last for a full day, after which they will wear off. Passive

Stout Heart: The Halfling gains a great boost in Courage. TP Cost: 20, Courage+8

## Limitations

Halflings cannot wield heavy weapons such as war hammers, great swords, or battle axes.
Operative

Health | 300 (1 regen)
 Attack damage | 25 (1.1 aspd)
 Range | 7

* Abilities
* Perks
* Lore
* Tips

Operative currently utilizes the Original System.

 VaporizeChanneledCost: 30 Energy per secondCooldown: 120 SecondsDeals 50 damage every second in a large radius around the Operative.The size of Vaporize grows over time.CarnageActiveCost: 20 EnergyCooldown: 120 SecondsRemoves cooldowns and increases energy regeneration by 100 for 15 seconds.

Operative has no perks yet.

-Insert epic lore here-

Basics
===Coming Soon===
Playstyle
===Coming Soon===
Advanced Tips

===Coming Soon===
Hunter

Health | 100 (1 regen)
 Attack damage | 45 (1.5 aspd)
 Range | 7.0

 Health | 500 (0 regen)
 Attack damage | 30 (1.5 aspd)
 Range | 0.2

* Hunter Abilities
* Predator Abilities
* Perks
* Lore
* Tips

Hunter currently utilizes the Perk System.

Cast time: 2 Seconds
Cooldown: None
Sets up an explosive charge at the target area. When activated, deals 350 damage in a radius of 2.5 while reducing enemies movement speed to 60% for 3 seconds.
 Cost: 55 Energy
Cooldown: 25 Seconds
Commands the Predators to seek and destroy for 10 seconds. Increases attack and movement speed by 200%
 Cost: 5 Energy
Cooldown: 70 Seconds
Fire 3 powerful shots over 5 seconds that explode on impact dealing 500 damage in a radius of 0.7 per shot.
 Cost: 15 Energy
Cast time: 3 Seconds
Cooldown: 10 Seconds
Channel for 3 seconds then teleport the target G-4 Cluster Bomb or Predator to the Hunter.
 Cost: 25 Energy
Cooldown: 120 Seconds
Requires level 10
Mark the target unit, causing them to receive 100% additional damage from the Hunter, Predators, or G-4 Cluster Bombs for 10 seconds.

 Cost: 10 Energy
Cooldown: 3 Seconds
Release a burst of electricity that deals 100 damage to enemies in a radius of 1.
 Cost: 45 Energy
Cast time: 3 Seconds
Cooldown: 10 Seconds
Channel for 3 seconds then teleport the target G-4 Cluster Bomb or Predator to the Hunter.
Targets that are currently targetd by a Hunterling cannot be transported.

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

One player commands the Hunter and Predator.

Playstyle

Bomb focused

Perks: Trapmaster (10), Minefield (15)

Strength: Dealing damage while backing away from the Zerg. There needs to be a direction to retreat, so does not work well if Hunter is surrounded.

The general cycle: back up with Hunter, place G-4 Cluster Bomb while distracting the Zerg with Predator, back up with Predator and lead Zerg into the G-4 Cluster Bomb. Repeat.

Predator focused

Perks: Sick 'em (5), Bloodthirst (10), Unleash the Hounds (15)

Strengths: Playing as a tank.

Triple Tap focused

Perks: Lethal Shot (5), Energy Tap (15), Marksmanship (20), Marked for Death (25)

Strengths: Focused burst damage.

Can deal high burst damage to bosses with Hunter's Mark is used with two charges of Triple Tap. At level 25, it is also possible to get Quadruple Tap instead of Marked for Death, but Marked for Death deals higher burst damage.

Auto attack focused

Perks: I Hunt Alone (5), I am the Beast (10), Unleash the Hounds (15), Kill Frenzy (30)

Strengths: High single target damage.

Compared with Triple Tap, deals more overall damage. However, since most of the damage comes from using Kill Command on the Hunter, the Hunter cannot be commanded to focus specific targets.

Advanced Tips

Keep the Hunter and Predator on separate hotkeys.
Dreiks

A race of draconic beings, they are fierce combatants and typically make for loyal and dependable allies. They possess a natural ability to fly and breathe elemental magics. They tend to use their dragon breath as well as their claws and fangs in battle, but are able to wield weapons nonetheless. Dreiks are unable to learn magic.

## Race Skills

Elemental Breath: The Dreik can breathe one of the following elements: Fire, Ice, Poison, or Electricity; they can attack enemies with this or use it on other objects if they so choose. TP Cost: 0

Dragon Tongue: The Dreik can speak and read ancient dragon languages fluently. Passive

Dragon Scales: The Dreik takes halved damage from blunt weapons like clubs, and from falling damage. Passive
HERC

Health | 300 (4 regen)
 Attack damage | 30 (1.8 aspd)
 Range | 4

* Abilities
* Perks
* Lore
* Tips

HERC currently utilizes the New System.

 Causes 8 crystals to rise out of the ground around the HERC, each dealing 50 damage to nearby enemies.Crystals have 250 health.

Tier 1

Tier 2

Tier 3

Tier 4

Tier 5

Tier 6

-Insert epic lore here-

Basics
===Coming Soon===
Playstyle
===Coming Soon===
Advanced Tips

===Coming Soon===
Alexander the Great

Allexander the Great is a really good man. He has made friends with lots of women (Chastity the Xth, Klemoo VI etc.) and is rumoured to be married to the famous Musician-class Annette "Idiot" Huang. He eats lots of potasium for breakfast and can hear 10 times better than the average human. His favourite food is TCGay Cereal.

## Description

Alexander the Great is a Level 1 Cyber Ninja. He has 200 health. He currently has 200 health.

Status: Normal

## Skills

Anti-Gravity Suit: The Cyber Ninja can use antigravity technology to let them defy gravity and walk on walls and ceilings. Roll: 4

## Trivia

* Alexander the Great is named after famous Macedonian conqueror Alexander III.
* HE'S A FREAKIN MACEDON.
Feelings Overlapping

**Feelings Overlapping** is the tenth episode of the YU-NO: A Girl Who Chants Love at the Bound of this World Anime. It first aired on the 4 June, 2019.

## Characters by Appearance

* Mitsuki Ichijo
* Takuya Arima
* Masakatsu Yuki
* Yurika Imagawa (flashback)
* Mio Shimazu
* Keiko Arima (Dream)

## Trivia

* This episode marks the only voiced, non-flashback appearance of Keiko Arima in the series. As she never makes another actual appearance outside of a single shot in the closing moments of the final episode.
Long Joanna Silvers

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

Joanna is a Level 10 Corsair. She has 220 health. Currently her health is 157.

Status: Normal

## Skills

Parrot Pal: The Corsair can release a parrot to survey from the skies.\* Roll: 4

Spyglass: The Corsair can see great distances with their spyglass, seeing even farther when at sea.\* Roll: 4

Cannon Broadside: As long as they are not too far inland, the Corsair can call upon their ship to bombard multiple enemies with cannonballs.\* Roll: 12

## Inventory

Cutlass, flintlock pistol, 3 crackers, loaf of bread, Piercer Cutlass
Lodestar

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

Lodestars are an offensive class that wield a flamberge sword, and as such are best in close-combat. They have good Attack and Defense, and so are relatively tanky, but their Agility and Magic Defense are very poor, standing little chance against magic-using enemies.

## Skills

Ignis: Take half of the Lodestar's Defense and add it onto the damage of their next attack. TP Cost: 50

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

Water Will: The Lodestar may use one water magic spell of their choice.\* TP Cost: 60

Dual Guardsman: The Lodestar blocks an enemy attack directed at one of their allies; if successful, the Lodestar and the ally they guarded both replenish 40 MP.\* TP Cost: 80

Speedtaker: When the Lodestar defeats an enemy they gain an increase in Agility.\* Passive, Agility+4

Earthen Flow: The Lodestar fights better when barefoot, as it allows them to feel the energy of the earth beneath them. They can move an extra five feet, even when dashing, and also gain an increase to their Agility and Attack. When barefoot they will take damage when walking on sharp objects like broken glass, but cannot slip on ice.\* Passive, Attack+4, Agility+3

Magnetic Edge: The Lodestar whirls their blade around and it draws in nearby metallic objects such as gold or weapons. TP Cost: 60

## Overview

Lodestars are good to have in any party, but it is best to have a secondary offensive class capable of dealing with magic-using enemies.

The Ignis Skill allows the Lodestar to deal extra damage with their next attack.

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

Dual Guardsman will have the Lodestar block the next enemy attack directed at an ally, and if the Skill is activated, both the Lodestar and the guarded ally will level up before the end of battle, and if they are at the right levels, this can allow them to learn and use new Skills during the heat of battle.

Speedtaker is a passive Skill that gives the Lodestar an increase in Agility whenever they deal the finishing blow to an enemy.

The Magnetism Skill uses a special sword technique to pull metal objects to the Lodestar; this can be a quick way to find something made of metal, get lots of gold quickly, and can even steal metal weapons from enemies during battle.

## Inventory

* Flamberge (AR: 8)

* Fang of a Dragon

* Magic Leaf (always comes back to the owner)

* Jar of Dirt

* Royal Cape
Spy

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

The Spy class is great for infiltrating strongholds and gathering information from enemies or NPCs without their knowing. Spies have high Agility that lets them evade most enemy attacks but low Defense, preventing them from tanking hits from physical weaponry. On the contrary, they have high Magic Defense so that they can tank magic attacks very well. They also have low Attack, preventing them from contributing offensively very much.

## Skills

Interrogate: The Spy is able to coerce information from nearly anyone with secret interrogation methods.\* TP Cost: 10

Fast Learner: The Spy can perfectly replicate someone's action, as long as they've seen someone else do it; cannot replicate magical acts or physically impossible acts such as flying or breathing underwater.\* TP Cost: 40

Limblock: The Spy can lock a target's limb in a hold that will cause the target's limb to break if they struggle.\* TP Cost: 20

Nimble: The Spy is so nimble and light on their feet that they can avoid critical failures during combat.\* Passive

Lockpick: The Spy can pick locks on doors, cells, cages, or chests with their bare hands.\* TP Cost: 30

Free-Run: The Spy is able to free-run up walls and across rooftops and narrow paths with great ease.\* Passive, Success Roll+6 when climbing, jumping gaps, or traversing narrow or unstable terrain

Attention to Detail: The Spy can recall even the most minute of details about a person, place, object, or plan.\* Passive

## Overview

Spies are mostly useful in campaigns where espionage or stealth is needed, or in campaigns with many fortresses or strongholds.

Interrogate allows the Spy to gain information from anybody when it is used, even the most indomitable of enemies.

Nimble prevents the Spy from rolling a critical failure during battle, which is useful for avoiding recoil damage.

Lockpick allows the Spy to open chests, doors, cages or anything that is locked without the need for keys.

Attention to Detail is useful for when the Spy needs to report back with the lay of the land, including terrain, obstacles, and enemy units.

## Inventory

* Small Club (AR: 2)

* Black Mask

* Copper Wire (45 feet)

* 7 Pepper Seeds
Taux Randt

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

Taux Randt is a Warrior from Raguz Village in the northern country of Tondan. After his older brother Dazuk was killed by bandits, he left Tondan in persuit of them, hoping to achieve what his brother could not.

Taux has long messy black hair and dark green eyes. He has light skin, and wears a heavy brown jacket. His weapon of choice is a standard, spear, but can use any type of polearm, including Halberds, Voulges, Glaives, and Lances.

## ​Statistics

Taux Randt is a Level 7 Lancer. He has 200 maximum health. He currently has full health.

Status: Normal

## Skills

Lance Lunge: The Lancer lunges forth with their lance and pins the targeted enemy in place while also dealing damage.\* Roll: 12

Aptitude: The Lancer gains an increase in stats when they level up.\* Passive, Attack+3, (Magic)Defense+4, Agility+2

## Inventory

Orange, 280 gold, Throwing Spear (Attack Roll+3 when thrown), Fist Pendant (Attack+3), Iron Armor (Defense+1), Naginata (Attack Roll+3 against Fliers), Dresmund Guidebook, 4 sticks
Augur

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

Augurs are a pseudo-support class that can use skills to increase the performance if allies in battle against certain enemies. Augurs wield the horns and fangs of beasts, and they have good Attack that lets them contribute nicely to fighting enemies. Augurs are great against enemy magic-users as they have high Magic Defense. Augurs have low Agility and Defense though, so it is important to make sure they are well defended when fighting enemies with high Attack.

## Skills

Spirit Cloak: The Augur is surrounded by a cloak of spiritual energy that wards off bad luck for a full day, preventing them from rolling critical failures.\* TP Cost: 10

Omen Dealer: The Augur is keenly aware of omens, and can groom bad omens from someone's aura to later apply to objects and creatures. Objects with bad omens may develop defects, break, or backfire. Living creatures with bad omens will have bad luck, and may randomly stumble, miss attacks, fail actions, or even have unnatural events befall them. TP Cost: 40

Riddle Weaver: The Augur weaves a riddle that baffles or confuses people and makes them forget about a conversation or question they asked.\* TP Cost: 20

Harvest: The Augur harvests the innards of a defeated creature and creates a potion that will grant the whole party a small stat boost the next time they face that kind of creature.\* TP Cost: 5, (Magic)Attack+1, (Magic)Defense+1, Agility+1

Oracle: The Augur converses with an oracle to learn the location of a person or object.\* TP Cost: 30

Wormtongue: The Augur uses words of magic to turn an enemy to their side until the end of the battle.\* TP Cost: 40

Chant: The Augur takes up a haunting chant that makes all enemies uneasy and decreases their stats.\* TP Cost: 25, Enemy (Magic)Defense-3, Agility-2

## Overview

Augurs are good to have in any campaign, but are most useful in campaigns where many of the same kinds of enemies will be fought, as the Augur is most effective in supporting the party in this scenario.

The Spirit Cloak skill increases the Augur's Agility so that they can evade attacks more easily.

Riddle Weaver is great for throwing an NPC off their train of thought and getting them to change subject or confuse them.

Harvest can be used after a battle to create a potion that will slightly boost all of the stats of the ally that it is used on; the potion will automatically take effect the next time they face the same type of enemy the potion was created from.

Oracle is good for keeping the Augur alive and in the fight, and with their low Defense and Agility, this can be very useful to have.

Wormtongue essentially inflicts Berserk on an enemy it is used on, except that it will last until the battle is over and the Berserked enemy will then flee.

Chant will weaken an enemy by lowering their defensive stats and Agility.

## Inventory

* Beast Fang (AR: 4)

* Skull of an Unknown Creature

* 2 Empty Glass Vials

* Leopardskin Cloak

* Skinning Knife
Warrior

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

Warriors are an offensive class that strictly work in close-quarters with their longsword; they possess average Attack and Agility and so aren't the strongest or fastest units out there, but they boast solid defensive stats that can allow them to tank against enemy attacks while chipping away at their health.

## Skills

Fight with Honor: The Warrior gives a sword to an enemy and in exchange gets an increase in Attack.\* TP Cost: 40, Attack+6

Colossus: The Warrior deals bonus damage with their attacks if the enemy has higher Attack or Magic Attack than them.\* Passive

Rally Strength: The Warrior shouts a rallying cry that boosts the Attack of up to two allies.\* TP Cost: 40, Attack+3

Galaxia Darkness: The Warrior throws their shadow onto the enemy and then executes a powerful sword slash.\* TP Cost: 70

Vigilance: While conscious, the Warrior is immune to having their stats lowered by surprise attacks, ambushes, or offensive Skills that they don't see coming.\* Passive

Roughhouse Respect: The Warrior is respected by other rough-and-tumble kind of people, and can easily have a conversation with them or get information from them.\* Passive

Appetite Fight: The Warrior gains an increase in Attack if he eats food during combat.\* Passive, Attack+2

## Overview

Warriors are good to have in any campaign because of their relatively tanky nature, though it may be a good idea to have another offensive unit that is capable of dealing more damage while Warrior plays the role of combat support.

Fight with Honor will give the enemy a sword but increase the Warrior's Attack in turn; although it gives the enemy a weapon, their ability to use said weapon is another matter entirely.

Colossus is a passive Skill that allows the Warrior to deal bonus damage to an enemy if the enemy has higher Attack than them.

Rally Strength boosts the Attack of two allies.

Galaxia Darkness is an offensive Skill capable of dealing lots of damage to a single enemy.

Roughhouse Respect allows the Warrior to easily gain information from thugs, brigands, marauders, and other rambunctious personalities.

## Inventory

* Longsword (AR: 6)

* Green Crystal

* Large Mug

* Roll of Gauze

* Paper with Tallies of Won Battles
Temporada do Campeonato Lavôniano de Superbike de 2017

O **Campeonato Lavôniano de Superbike de 2017** foi a 32ª temporada do Campeonato Lavôniano de Superbike. O campeonato teve 28 corridas, em 14 etapas distintas, e começou no dia 5 de março em Nova Sanxenxo na Baskonia e terminou em 29 de outubro em National na Lavônia. Alberto Lange garantiu seu terceiro título consecutivo, com a Ducati LavOil Racing Team conquistando o mesmo feito.
Enforcer

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

Enforcers are an offensive class that utilize unique weapons known as dual whip blades, swords that can extend into whips, allowing the Enforcer to attack enemies from farther away. Enforcers possess high Agility and solid offensive stats, as well as average defensive stats.

## Skills

Radiance Strike: The Enforcer unleashes several powerful whip strikes that hit up to three enemies and inflict Paralysis on one of them.\* TP Cost: 60

Blaze Lash: The Enforcer lashes a single enemy; that enemy is forced to only focus their attacks on the Enforcer for the remainder of battle.\* TP Cost: 40

Memory Storm: The Enforcer uses a special whip maneuver that sharpens their mind, raising their accuracy.\* TP Cost: 30, Success Roll+5

Imperial Swift: The Enforcer's high rank grants an ally increased Agility.\* TP Cost: 10, Agility+3

Break Them Upon Me: The Enforcer steels themselves to take a blow; the next enemy attack on them will hit, but the enemy's weapon will break and be useless to them; does not work on magic tomes or other magical weapons.\* TP Cost: 60

Willshatter: The Enforcer breaks the will of an enemy, inflicting them with Berserk.\* TP Cost: 40

Hellfire Welts: The Enforcer lashes themselves to build up welts and toughen their skin, increasing their Defense.\* TP Cost: 20, Defense+3

## Overview

Enforcers are good to have in any campaign due to their stats overall being solid.

Radiance Strike is an offensive Skill that hits up to three enemies and will inflict Paralysis on one of the enemies.

Blaze Lash is an offensive Skill that hits a single target; the targeted enemy will only be able to focus their attacks on the Enforcer for the rest of the fight, and thanks to the Enforcer's high Agility stat, they'll be able to avoid most enemy attacks thrown at them, keeping their allies from harm in the process.

Memory Storm will increase the Enforcer's success rate in combat.

The Imperial Swift Skill will grant one ally an increase in Agility.

The Break Them Upon Me Skill is a risky one, as it allows the enemy's next attack on the Enforcer to hit without fail; however it is useful in the long run as it will cause the enemy's weapon to break, leaving them a weapon short or even unarmed. The Skill doesn't work on magical weapons such as tomes or staffs, and also does not work against ranged physical weapons such as bows, crossbows, and slings.

Willshatter will inflict Berserk on a single enemy.

Hellfire Welts will increase the Enforcer's Defense, allowing them to lessen damage taken from an attack if their high Agility proves not to be enough.

## Inventory

* Dual Whip Blades (AR: 10)

* Assorted Colored Paints

* 2 Turnips

* Silk Gloves

* 940 gold
Hero

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

Heroes are an offensive class with all-around stats, but possessing solid Defense. They wield a sword and shield and a bow in battle, allowing them to attack from varying ranges. They fare considerably well against most enemies thanks to their stat makeup.

## Skills

Gale Boomerang: The Hero hurls out a boomerang with a wind current swirling around it that can hit up to three targets and has a chance of dazing them; roll a die for each target that it hits; if the number is higher than 13, the respective target will be dazed. If the boomerang is thrown at an item, it can pick up the item and bring it back to the Hero.\* TP Cost: 50

Iron Boots: The Hero dons iron boots that decrease their Agility but increase their Defense. The Hero's movement is halved when wearing the boots and they cannot dash, but they cannot be knocked down or picked up.\* TP Cost: 30, Agility-5, Defense+7

Power Glove: The Hero puts on a power glove that allows them to lift very heavy objects. They can lift up to 4000 pounds, but cannot walk while holding the object.\* TP Cost: 30

Flute Song: The Hero plays a special song on their flute that removes debuffs on all allies that can hear it.\* TP Cost: 40

Hero's Spirit: The Hero calls the spirit of a great but fallen hero that arrives and assists in battle. The Hero's Spirit has 80 health, 12 Attack, 5 Defense, 10 Magic Defense, and 20 Courage. They will depart after their health reaches zero, but will stay with the party after combat ends. They cannot be healed through any means.\* TP Cost: 50

Courageous Light: The Hero shines a courageous light upon themselves and allies, increasing stats.\* TP Cost: 50, (Magic)Attack+4, Magic Defense+3, Agility+2, Courage+5

Cyclonic Spin Attack: An area of effect attack that hits all enemies around the Hero.\* TP Cost: 60

## Overview

Heroes are good to have in any campaign because of their versatility in and out of combat.

Iron Boots is a good skill to have if the Hero needs to be able to tank more damage from enemies, as it significantly raises their Defense but also decreasing their evasion rate by lowering their Agility considerably.

Power Glove will allow the Hero to lift incredibly heavy objects that block their path, or can lift heavy objects in order to move them elsewhere, hurl them at enemies, or use the object on a structure like a wall or gate; there are really many uses to the Power Glove skill.

Flute Song is a good support skill as it will remove any and all debuffs that all allies currently suffer.

The Cyclonic Spin Attack skill hits lots of enemies at once and deals considerable damage.

## Inventory

* Sword (AR: 11)

* Shield

* Bow (AR: 10)

* Quiver of Arrows (30 Arrows)

* Empty Bottle

* White Cloth

* Chain Grappling Hook (25 feet)
Dwarves

A race of diminutive stature, dwarves tend to reside in mountains or caverns and are exceptionally good at mining and tinkering. They prefer axes and hammers for combat, and can also learn magic. They can read and speak the Dwarvish language and are able to use their skills in crafting to create helpful items.

## Race Skills

Nose for Ore: The Dwarf can identify any type of ore at a glance. Passive

Dwarvish Tongue: The Dwarf can speak or read Dwarvish. Passive

Craft: The Dwarf can craft an item, so long as they have the necessary materials to do so. They can craft weapons, armor, shields, jewelry, and other items. TP Cost: 0
Musketeer

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

Musketeers are an offensive class that is great at both close and long range thanks to their saber and musket. They have good Attack and Agility, with average defensive stats.

## Skills

Sniper Shot: The Musketeer can fire their weapon from an incredibly long distance and still get a headshot, sniping the enemy to deal high damage. TP Cost: 70

Grape Shot: The Musketeer fires a special ammunition that spreads to hit in a fifteen-foot cone in front of them. TP Cost: 80

Ammo Saver: The Musketeer's offensive Skills (Sniper Shot and Grape Shot) won't deplete their ammo supply when used. Passive

Calm Shot: If the Musketeer has lost more than half of their health, they calm their minds before firing to ensure that no shot goes wasted. Passive

Shield Bullet: A special bullet directed at an ally that boosts their Magic Defense. TP Cost: 50, Magic Defense+3

All For One: The Musketeer raises their saber and shouts a battle cry that heals all allies a little bit and removes status ailments from them.\* TP Cost: 50

Diligence: The Musketeer is well-trained with their musket, and so reloading the weapon will not consume an action during their turn. Passive

## Overview

Musketeers are good to have in any campaign as they are quite a versatile unit, possessing both close-quarters and long-range weaponry and solid Agility and Attack stats to back it up.

The Sniper Shot Skill is an offensive Skill that can be used from a great distance.

The Grape Shot Skill is an offensive Skill that can hit up to three enemies at once.

The Fencing Skill lowers an enemy's Attack.

Calm Shot is a passive skill that activates when the Musketeer falls below half health, at which point their attacks will never miss their mark.

Shield Bullet will increase the Magic Defense of an ally when used.

All For One will remove any and all status ailments from allies and heal all allies, including the Musketeer, for 30 damage each.

## Inventory

* Saber (AR: 6)

* Musket (AR: 10)

* Musket Ammo (14 bullets)

* Sack of Walnuts (56 walnuts)

* Flag of Homeland

## Trivia

* The "All For One" Skill is inspired by the quote from The Three Musketeers, "All For One and One For All".
Zeno Zoldyck

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.

## Zeno Zoldyck

### Weapons

Crossbows, Sabers, Knives, Swords, Daggers, Bows, Explosives

## ​Statistics

Zeno Zoldyck is a Level 2 Assassin. He has 120 maximum health. He currently has full health.

Status: Normal

## Skills

Lethal Blow: The Assassin attempts to deliver a lethal attack to a single target.\* Roll: 17

## Inventory

Sword (AR: 9), Bow (AR: 6), quiver, 25 arrows, Dagger (AR: 4), scarf, parchment, grapes, 580 gold, red snapper, fishing rod, Myrmidon Blade (AR: 11), mage robes