recursal/Fanatic-Fandom huggingface dataset:
Butler/Maid

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

Butlers and Maids are a pseudo-support class that can attack at close quarters and at a range with their kunai. Butlers have overall average stats, with low Defense and solid Agility. They have decent healing ability and decent combat capabilities, particularly against magic users because of their decent Magic Defense.

## Skills

Live to Serve: When healing allies, the Butler heals back as much health as the ally does.\* Passive

Silver Platter: If the Butler gives food in their inventory to an ally, the food will give the ally a boost in Agility in addition to healing when consumed.\* Passive, Agility+2

Dust Up: The Butler uses a duster to cause a target to sneeze uncontrollably; inflicts Daze on a single target.\* TP Cost: 20

Bow of Honor: The Butler respectfully bows to an enemy when combat begins, giving a stat boost to an ally.\* Passive, Magic Defense+2

Royal Presence: When in the presence of royalty the Butler gains an increase in Magic Attack, allowing them to heal more.\* Passive, Magic Attack+4

Undying Service: If the Butler falls in battle, an ally will get healed at the start of each turn for the next five turns.\* Passive

Be Our Guest: One per battle, the Butler may heal an enemy, and in exchange the enemy joins their side for the remainder of battle. Will not work on purely evil enemies or bosses.\* TP Cost: 50

## Overview

Butlers are good to have in any campaign because they can contribute to both support and offense, but a tankier unit is advised when a Butler is on the team to take physical hits that the Butler can't.

Live to Serve is a great Skill to start with as it allows the Butler to heal both an ally and themselves simultaneously.

The Silver Platter Skill gives an ally a boost in Agility when the Butler shares food with them.

Dust Up inflicts Daze on a single enemy.

Bow of Honor grants a slight boost in Magic Defense to a single ally when combat begins.

The Royal Presence Skill grants the Butler an increase in Magic Attack when fighting alongside a member of a royal family, court, or house, making Nobles, Lodestars, and Jesters good teammates for Butlers.

The Undying Service Skill lends itself to the Butler's poor Defense; if they fall in battle, an ally of their choice will receive healing for five turns.

## Inventory

* 4 Kunai (AR: 4)

* Staff (AR: 5)

* Feather Duster

* 10 Cream Puffs

* Kerchief with Royal Insignia

* 450 gold

## Starting Spells

Hammerne: A magic spell that repairs a broken weapon or object. The user must be physically near the object. MP: 30

Kinesis: The user can manipulate inanimate objects in the environment around them. They can lock and unlock things, open doors and containers, and lift and throw objects. For every point of Magic Attack the user possesses, they can lift fifteen pounds with this spell. At level 16, the amount of weight they can lift gets doubled. MP: 20

Rescue: Teleports a distant ally within 100 feet next to the user. MP: 20

Heal: Heals an ally it is used on. MP: 10
Jester

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

Lurgy: The Jester inflicts poison on up to four enemies.\* TP Cost: 45

Performance Volunteer: The Jester calls on a volunteer for their next act, and one of the enemies becomes an ally until the end of battle; does not work on bosses.\* TP Cost: 40

Naptime: The Jester inflicts themselves with Sleep, and all enemies are inflicted with Sleep as well.\* TP Cost: 40

You Can Do It: The Jester heals two allies, heals an additional 10 health for each status effect the allies are afflicted with.\* TP Cost: 30

Comic Relief: When hit with an attack, an ally gains a small boost in Agility.\* Passive, Agility+1

Trampoline Leap: The Jester places down a trampoline to jump off of and reach high ground.\* TP Cost: 5

Balloon Decoy: The Jester makes a balloon-animal decoy of one of the party members, and enemies that are trying to attack that party member will mistake the decoy for them; when the decoy is attacked, it will pop and stun the attacker.\* TP Cost: 25

## Inventory

* Magic Wand (AR: 3)

* Silly Hat

* Baton

* Matchbox

* Inflated Ball

## Starting Spells

Fit of Laughter: Cast a spell on a single target within thirty feet; the target will break into a fit of uncontrollable laughter; if in combat, on their turn the target will be unable to act if they roll lower than a 12. On subsequent turns, the roll requirement will be halved. Wears off naturally after fifteen minutes. MP: 45
Martial Artist/Ninja

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

Martial Artists are an offensive class with high Agility and Magic Defense; they can evade most enemy attacks and tank magical ones, though their poor Defense causes them to take a great deal of damage from physical attacks. Martial Artists themselves have poor Attack, but they can still contribute to fighting enemies by throwing in harassing blows and utilizing skills in combat.

## Skills

Flash Bomb: The Martial Artist throws down a bomb that releases a bright flash of light that will blind any enemy that sees it.\* TP Cost: 50

Bouncing Fish: The Martial Artist executes a front flip maneuver into an axe kick on a single enemy. They can leap up to twenty feet, and after hitting an enemy they may choose to land next to the enemy or bounce back to their original position.\* TP Cost: 50

Balance: The Martial Artist can cross very narrow ledges or paths and can even walk on top of rolling objects with great ease.\* Passive

Crane Technique: The Martial Artist focuses their energies to increase their stats.\* TP Cost: 50, Attack+6, Defense+5

Pummel: The Martial Artist pummels an enemy, hitting multiple times.\* TP Cost: 70

Disarming Maneuver: The Martial Artist knocks a weapon from a target's hand. They must be within five feet of the target to disarm them, and cannot remove magical weapons from the target's grasp.\* Passive

Pressure Point: The Martial Artist jabs their hand into a pressure point on the enemy's body, inflicting the enemy with Paralysis.\* TP Cost: 70

## Overview

Martial Artists are good to have in any campaign as they can harass and then evade enemy attacks.

Flash Bomb will inflict Blind on a single enemy when used, causing them to miss attacks on their next three turns.

Bouncing Fish is an offensive skill that deals a good amount of damage to an enemy.

Balance lets the Martial Artist traverse terrain and get across narrow or unstable paths that others cannot with great ease and without having to roll for success.

The Crane Technique skill significantly increases the Attack and Defense of the Martial Artist, which is imperative for them to perform better in combat as those are their lowest stats.

Pummel is an offensive skill that hits multiple times to rack up lots of damage.

Pressure Point will inflict Paralysis on the enemy it is used on, preventing the enemy from acting during enemy phase.

## Inventory

* 12 Shuriken (AR: 2)

* Ocarina

* White Scarf

* Blue Diamond

* Thin Wire (14 inches)
Isidorus

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

Isidorus is a Level 6 Paladin. He has 210 health. He currently has 179 health.

Status: Normal

## Skills

Healing Circle: The Paladin sets down a magic circle that will heal allies that stand in it.\* Roll: 8

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

## Inventory

Broadsword, Healara tome, Shine tome, Divine tome, map, 5000 gold
Mime

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

Mimes are a support class that mainly support through the use of skills; Mimes are unarmed and as such have low Attack and Defense. They do however have solid Agility for evading most enemy attacks and solid Magic Defense as well, making them a sort of magical tank.

## Skills

Invisible Wall: The Mime pretends to be behind an invisible wall, protecting them and allies from enemy magic attacks.\* TP Cost: 40

Mimic: The Mime mimics an enemy's Skill.\* Passive

Invisible Rope: The Mime pulls on an invisible rope that yanks an ally out of the path of an enemy attack.\* TP Cost: 40

Silent Show: The Mime takes the Silence status ailment from allies and applies it to themselves.\* TP Cost: 10

Comic Relief: When hit with an attack, an ally gains a small boost in Agility.\* Passive, Agility+1

Play Dead: Mimes can play dead, quite convincingly, to get an enemy to stop attacking them.\* TP Cost: 5

Hear No Evil: The Mime prevents an enemy from using dark or death magic spells.\* TP Cost: 20

## Overview

Mimes are good to have in any campaign because of their unique skillset.

The Invisible Wall skill blocks enemy magic attacks from hitting the Mime and all of the Mime's allies, making it great in battle against a lot of magic-users.

The Mimic skill allows the Mime to copy the skill of an enemy and keep that skill until they decide to mimic a new one; against the right enemies, the Mime can acquire some very helpful and useful skills to the party. Funnily enough, the Mime can mimic absolutely any skill, even skills that utilize weapons or abilities that the Mime shouldn't be capable of doing.

The Invisible Rope skill will save an ally from being hit with the next enemy attack directed at them; best used on an ally that is low on health.

The Silent Show skill has the Mime take the Silence status ailment from any and all allies and apply it to themselves; since the Mimes can't use magic anyways, the Silence skill doesn't have any negative effects on them, and at the same time the skill cures allies of the status ailment. The skill is great to have if there are magic-users on the Mime's team.

The Comic Relief skill is a passive skill that rewards an ally as a result of the Mime getting attacked; when the Mime is hit with an enemy attack, an ally gains a slight boost in Agility, and getting hit multiple times will eventually rack up these Agility boosts.

The Play Dead skill will allow the Mime to feign being dead so that enemies will stop attacking them. This skill is best used when the Mime is low on health so that they will not be killed in battle.

The Hear No Evil skill is another skill that is great against magic-using enemies, particularly Cultists or Necromancers, as it will prevent them from using dark magic or death magic spells.

## Inventory

* Black Hat

* White Facepaint

* 42 gold
Gladiator

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 Gladiator is an offense class, and excels when fighting in an arena. They have a variety of Skills for hindering enemies.

## Skills

Weighted Net: The Gladiator hurls a weighted chain net that immobilizes enemy units altogether; creatures caught under the net must roll to see if they can escape it; if they roll lower than a 15, they cannot escape. Larger creatures, however, only need to roll a 10 or higher in order to escape.\* TP Cost: 30

Obstacle Sense: The Gladiator can sense nearby man-made obstacles.\* Passive

Gladiatorial Roar: The Gladiator lets forth a mighty roar that inspires his allies in combat, increasing their total TP by 20 points for one hour or until combat ends. The TP increase is doubled when fighting in an arena.\* TP Cost: 30

Are You Not Entertained?: When fighting in front of a crowd, the Gladiator gains an increase in Attack and Defense.\* Passive

Showstopper: The Gladiator executes an all-out attack; upon a successful hit, it will kill its target, but break the gladiator's weapon in the process. It will not instantly kill against bosses or other powerful foes.\* TP Cost: 50

Greased Lightning: The Gladiator lathers themselves with a special body oil that increases their Attack, but makes them more susceptible to fire attacks. When moving, roll a die; if they roll lower than or equal to a 10, they will slip and fall and be unable to act until their next turn.\* TP Cost: 40, Attack+8

Thumbs Down: The Gladiator deals bonus damage to an enemy that is immobilized or otherwise helpless.\* Passive

## Inventory

* Trident (AR: 11)

* Broken Shackle

* 5 gold

* Moldy Bread Roll

* Wool Blanket
Paragon

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

Paragons are a unique offensive class that wield a magical blade capable of dealing both physical and magical damage; when attacking an enemy, the offensive stat that gets used for the formula will be the one that the enemy's corresponding defensive stat is the lowest; i.e. the enemy has 16 Defense and 8 Magic Defense, so Magic Attack is used for the attack formula when the Paragon attacks that enemy. Paragons have solid Magic Defense as well, with average Defense and Agility. Paragons excel all in combat against demonic enemies.

## Skills

Power Drain: The Paragon's blade drains power from the enemy, decreasing their Attack and increasing the Paragon's.\* TP Cost: 30, Enemy Attack-2, Player Attack+2

Absorption: The Paragon stabs the enemy; if the enemy is a demon, they are killed instantly and their essence is absorbed to increase the Paragon's Magic Attack. The Skill will not instantly kill demonic bosses.\* TP Cost: 60, 40 if facing demon, Magic Attack+3

Charmed Prison: The Paragon slashes around the enemy, trapping them inside of a magical cage that they cannot move or attack from.\* TP Cost: 60, 30 if facing demon

Dull Glow: The Paragon's blade has a dull glow around it that illuminates dark areas; can cleave through darkness placed by demonic magic.\* TP Cost: 10

Die Uhr Tickt: The Paragon unleashes a series of sword slashes with blinding speed that is lethal to demons and will paralyze an enemy it doesn't kill.\* TP Cost: 70

Exorcising Aura: The Paragon's sword exudes an that is harmful to demonic creatures, dealing 5 damage to them whenever they are within five feet of the Paragon.\* Passive

Burning Skies: The Paragon forces flying demonic enemies to the ground. TP Cost: 20

## Overview

Paragons are good to have in any campaign but are best in battles against demonic enemies.

Demonic Drain is a useful Skill that weakens the enemy's Attack and strengthens the Paragon's Attack.

Absorption is an offensive Skill that will instantly kill a demonic enemy; when used on demonic enemies it has a lowered TP cost and will also increase the Paragon's Magic Attack on a successful hit.

Charmed Prison will essentially inflict Paralysis on a single target; it has a lowered TP cost when used on demons.

Dull Glow will inflict Petrify on two enemies; when used on demons, the status effect will last for twice as long.

Die Uhr Tickt is an offensive Skill that will instantly kill a demonic enemy it is used on; any non-demonic enemies it is used on that aren't killed by the attack will be inflicted with Paralysis.

Burning Skies will force all flying demonic enemies to the ground, in reach of physical attacks.

## Inventory

* Charmed Blade (AR: 8)

* Golden Locket

* Torch (Unlit)

* 4 gold

* Hard Bread

## Trivia

* Die Uhr Tickt is German for "The clock is ticking."
Witchdoctor

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

Witchdoctors are a class that can serve both an offensive and a support role. They have red magic that they can use for combat and light magic for healing allies. They have average Magic Attack and Magic Defense, low Agility, and poor Attack and Defense.

## Skills

Evil Ward: The Witchdoctor wards off evil magic from an ally, preventing them from being afflicted with status ailments by enemy magic.\* TP Cost: 30

Rain Dance: The Witchdoctor performs a rain dance that causes it to rain, healing allies.\* TP Cost: 30

Weakness Totem: The Witchdoctor sets down a totem that decreases an enemy's Defense and Magic Defense.\* TP Cost: 40, (Magic)Defense-5

Taboo: If the Witchdoctor's last action was a critical failure, their bad luck will spread to an enemy and the enemy will also suffer a critical failure.\* Passive

Dulling Ritual: The Witchdoctor performs a ritual that dulls the edges of enemy weapons, removing the Attack Rating from the afflicted weapons. The Skill effects all enemies within a fifty foot radius, and will take effect on anyone who enters that radius after the Skill is used. The effects of the ritual last for one hour. The Skill will not effect blunt weapons or crushing weapons, such as clubs, maces, or hammers.\* TP Cost: 40

Reversal Curse: The Witchdoctor removes stat boosts from enemies that were given to them by allying enemies.\* TP Cost: 50

Silenced Aura: The Witchdoctor exudes an aura that negates the effects of enemy skills that inflict debuffs or status ailments. Passive

## Overview

Witchdoctors are good to have in any campaigns because of their versatility in support and offense, though their stats are quite subpar so it is a good idea to have other strong offensive units to back them up.

Evil Ward removes status ailments from allies that are caused by enemy magic spells, and also makes them invulnerable to those spells for the rest of battle.

The Rain Dance Skill will heal all allies when used.

The Weakness Totem Skill lowers defensive stats of a single enemy.

Taboo is a passive Skill that causes an enemy to automatically critically fail with their action each time the Witchdoctor gets a critical failure.

Disenchant removes stat boosts from enemies.

Silenced Aura removes the effects of enemy Skills that inflict status ailments or debuffs.

## Inventory

* Staff (AR: 2)

* Feather Headdress

* Small Tiki Carving

* Wooden Bottle of Love Potion

* Spoon

* Steel Pot

## Starting Spells

Cure: Cures an ally of a single status ailment when used. MP: 20

Healaga: Heals the entire party when used. MP: 10 per party member

Berserk: A magic spell that can inflict Berserk on a target. MP: 40

Wrath: Cast a spell that forces its target to attack recklessly out of anger. Will not work on allies. MP: 0
EEEAAAAH

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

EEEAAAAH is a Level 5 Conquistador. He has 290 maximum health. He currently has full health.

Status: Normal

## Skills

Conquer: The Conquistador conquers a battlefield and enemy healing magic stops working.\* Roll: 15

Blade Master: The Conquistador's blade is guided towards the weak points of enemies.\* Roll: 14

## Inventory

Soldier Saber (AR: 28), 150 gold, burlap sack, leather purse, Assassin Knife, black cloak (Agility+2), 5 apples, Blade Trinket (Attack+2)
Farmer

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

Farmers are a support class that are unlike other support classes in that they do not use healing magic or magic of any kind. They have low Attack and Defense and so cannot contribute offensively and need to be protected by allies, although their solid Agility allows them to evade many attacks. Farmers have average Magic Defense, so they fare a bit better against enemy magic-users. Farmers use their skills to support the party.

## Skills

Terrain Tiller: The Farmer tills the terrain and grants better traction on the ground for allies.\* TP Cost: 10, Agility+2

Magic Beans: The Farmer uses magic beans to grow a large beanstalk that goes up to fifty feet tall. The beanstalk can be climbed to reach a high location or can be chopped down to create a bridge across a large gap.\* TP Cost: 50

Commoner: The Farmer is well-liked among the common folk and is comfortable talking to them, having a very easy-going conversation.\* Passive

Irrigation: The Farmer digs irrigation trenches to move water around the field...if only there was some water to fill them.\* TP Cost: 30, Enemy Agility-2

Early To Rise: The Farmer is used to waking up early to begin a day of work, so effects of sleeping spells and the like will last half as long as usual on the Farmer.\* Passive

Lon Lon Milk: The Farmer gives some Lon Lon Milk to an ally which raises their Magic Attack and Magic Defense.\* TP Cost: 40, Magic Attack+6, Magic Defense+6

Fertilizer: The Farmer throws a fertilizer at an enemy that stinks so badly that the enemy flees.\* TP Cost: 50

## Overview

Farmers are a good class to have in any campaign but very much rely on their skills to support the party effectively.

Terrain Tiller lets allies evade enemy attacks more easily by granting better traction on the ground.

Commoner allows the Farmer to talk to most NPCs and get information from them easily.

Irrigation decreases the Agility of enemies; if water is poured into the irrigation trench using a bucket of water or a water spell, the amount of Agility decreased is increased from 2 to 5.

Early to Rise is a passive skill that decreases the amount of turns that the sleep status ailment lasts for from four to two.

The Lon Lon Milk skill is great for when there is a magic-using class in the party, as it significantly increases their Magic Attack and Magic Defense.

The Fertilizer skill removes an enemy from combat, which is great for when the party is overwhelmed with enemies; this skill does not work on bosses.

## Inventory

* Pitchfork (AR: 6)

* Shovel

* Sun Hat

* Dirty Gloves

* Bag of Grain

* Canteen of Milk

* 12 Eggs

* 250 gold
Tevan Loco

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

Tevan Loco is a Level 1 Gambler. He has 110 maximum health. He currently has full health.

Status: Normal

## Skills

Loaded Dice: The Gambler switches the Gamemaster's dice for loaded ones that make them roll higher numbers for one turn.\* Roll: 12, Success Rolls+9, Attack Rolls+4

## Inventory

2950 gold, Sword (AR: 5), Thunder Cards (AR: 7), bunch of grapes, empty mug, journal, lemon, flask of rum, mage robes, baked crab, cooked salmon
Ranger

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 Ranger is best from a range, as their weapon is made for attacking from a distance; they have average Defense and Agility, and so they can evade or take damage quite decently. The Ranger deals high damage due to their high Attack stat.

## Skills

Stealth: The Ranger 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 Ranger. The Ranger can remain hidden for up to one hour if remaining stationary, or for up to fifty feet.\* TP Cost: 20

Deadly Precision: The Ranger is able to hit a specific part of a target or enemy from a great distance with unbelievable accuracy.\* TP Cost: 60

Tracking: The Ranger uses their tracking skills to be able to locate a target. They cannot track spirits or paranormal entities.\* TP Cost: 5

Outdoorsman: The Ranger is well-accustomed to travelling and when in uneven or treacherous terrain gets doubled movement distance.\* Passive

Arrow Pin: The Ranger pins a target in place with an arrow. The target can attempt to break free of the arrow; if they fail, they stay stuck for a full turn.\* TP Cost: 30

Arrow Rain: The Ranger sends down a hail of arrows upon enemies on lower ground.\* TP Cost: 80

League Step: The Ranger can move great distances with seemingly a single step; can take one ally with them.\* TP Cost: 50

## Overview

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

The Deadly Precision skill lets the Ranger attack specific points of an enemy's body.

The Ranger's Tracking skill allows them to track people they are pursuing or searching for.

Arrow Pin keeps an enemy from moving, allowing the Ranger and allies to hit the enemy without fail.

Arrow Rain is great for dealing damage to lots of enemies at once, and with the Ranger's high Attack stat, will likely deal lots of damage as well.

League Step allows the Ranger and one of their allies to travel incredible distances in no time at all, which lets them move to an objective or goal very easily.

## Inventory

* Longbow (AR: 8)

* Quiver of Twenty Arrows

* Green-Gray Cloak

* Canteen of Water

* Small Sack of Coffee Beans

* Bottle of Honey

* Eating Knife

## Trivia

* Arrow Rain was a power in Lord of the Rings: The Battle for Middle Earth II, though in that game it was not fired by a single unit like the Ranger in TnT, making it much more impressive a feat.

* League Step is based on a legend about a magical pair of shoes that when worn allowed a man to walk 'a thousand leagues with a single step'.
Samurai

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

Samurai are an offensive class that wield a katana in battle; Samurai hold honor, loyalty, and strength of will in very high regard and are masters of the blade. Samurai have solid Attack and defensive stats and their Agility is average, so they are a good front-line unit to have.

## Skills

Deflection: The Samurai moves so quickly that they deflect incoming projectile attacks, including magic attacks.\* TP Cost: 60

Bushido: The Samurai follows the Bushido, their version of the Code of Chivalry, which gives them increased stats when they are defending allies, innocents, and the like.\* Passive, Attack+4, Defense+3

Precision Edge: The Samurai executes a slicing maneuver that breaks enemy defenses and deals high damage.\* TP Cost: 80, Enemy Defense-6

Sword Torment: The Samurai stabs his katana into the ground and summons the blades of fallen warriors before them to rise from the ground around them and stab upwards to damage enemies. Hits in a twenty-foot radius around the Samurai.\* TP Cost: 70

Honorable Death: When nearing death, the Samurai has the option to smite themselves down in exchange for giving an ally a full heal.\* Passive

Jump Good: The Samurai can leap up to 200 feet into the air and land without injury; after executing the first jump, they may use the Skill a second time upon landing for only half the original TP cost.\* TP Cost: 40

Red Sun Rises: Each dawn, if the Samurai fought in combat the previous day, the Samurai receives half of their current TP back, though cannot exceed their current maximum. Any TP left over can be donated to a single ally.\* Passive

## Overview

Samurai are good to have in any campaign because of their strong combat presence.

The Deflection skill is great against enemy ranged units or magic-users as it will essentially negate the damage of projectile attacks directed at the Samurai.

Bushido is a passive skill that bolsters the Samurai's Attack and Defense stats.

Precision Edge is an offensive skill that deals a lot of damage and significantly lowers the target's Defense.

Sword Torment is an offensive skill that will hit all enemies at once.

The Honorable Death skill is a passive skill that will become available for use when the Samurai falls below 30 health; the skill allows the Samurai to smite themselves down in battle, and in exchange an ally will receive a full heal; this is useful if an ally is in dire need of healing and is best used on another offensive class; if the Samurai is the only offensive unit in the party, it is advised not to use the skill unless absolutely necessary.

## Inventory

* Katana (AR: 11)

* Black Sash

* Teapot

* Canteen of Water

* Leather Bag of Tea Leaves
Privateer

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

Ship Shape: The Privateer gets increased Defense and Magic Defense; when at sea the Privateer will also heal back some health when this Skill is used.\* TP Cost: 30, (Magic)Defense+6

Walk the Plank: The Privateer forces a single enemy to disengage from combat.\* TP Cost: 50

Hoist the Colors: The Privateer flies a flag overhead that grants two allies a boost in Defense.\* TP Cost: 20, Defense+4

Release the Kraken: The Privateer summons a powerful sea monster, the Kraken, to swallow up two enemies and deal critical damage to them, with a chance to eat the enemy and kill them entirely. Roll two 20-sided die; if a die has higher than 10, then the corresponding enemy will be hit; if higher than 16 is rolled, the corresponding enemy will die from the attack.\* TP Cost: 60

Maroon: The Privateer isolates one enemy from the others, preventing that enemy from receiving healing, buffs, Skill effects, and any other support from other enemies, and vice versa.\* TP Cost: 40

Anchors Away: The Privateer frees all allies from Paralysis, Sleep, Berserk, Frozen, and Silence.\* TP Cost: 30

Full Sail Ahead: The Privateer increases the Agility of himself and three allies.\* TP Cost: 30, Agility+5

## Inventory

* Flintlock Pistol (AR: 8)

* Pistol Ammo (7 bullets)

* Dirk (AR: 6)

* Employment Contract

* Seashell
Gerard

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

Gerard is a Butler who has served the House of Yor Mothor for many generations, originally serving under a Dreik that then wed into the Yor Mothor family.

## ​Statistics

Gerard is a Level 5 Butler. He has 230 maximum health. He currently has 195 health.

Status: Normal

## Skills

Live to Serve: When healing allies, the Butler heals back as much health as the ally does.\* Passive

Bow of Honor: The Butler respectfully bows to an enemy when combat begins, giving a stat boost to an ally.\* Passive, Magic Defense+2

## Inventory

Dart Kunai (AR: 20), Healing Staff (AR: 24), bolt of cloth, bottle of wine, saltshaker, feather quill, 2150 gold, salad fork, bar of soap, biscuit, Healara (AR: 25)
Chieftain

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

Chieftains are an offensive class that have average Attack and Agility and low Defense; however, they have high Magic Defense, making them a good offensive class for taking on magic-users. Chieftains wield a tomahawk which can be used for close combat or thrown as a projectile, as well as a dart blowgun for ranged attacks.

## Skills

Nature Lover: When surrounded by trees and blooming flowers, the Chieftain gains a small increase in Agility; if the nature is disturbed somehow, the boost in Agility grows stronger.\* Passive, Agility+4, additional +2 if nature is disturbed

Berserk Dart: The Chieftain fires a dart coated with a special poison that causes the target to go berserk.\* TP Cost: 40

Spirit Animal: The Chieftain summons their spirit animal to assist them in battle. The spirit animal must be a specific animal of the player's choice, and will remain that animal for the remainder of the campaign. The spirit animal can use nature magic and has 60 health and 10 Magic Attack.\* TP Cost: 50

Tunnel Vision: The first enemy the Chieftain attacks in battle will become the Chieftain's prime target; when attacking their prime target, the Chieftain will deal bonus damage.\* Passive

Speak for the Trees: The Chieftain can converse with Ents and other tree-like creatures and even calm entish or other tree-like enemies in combat.\* Passive

Weakness Totem: The Chieftain sets down a totem that decreases an enemy's Defense and Magic Defense.\* TP Cost: 40, (Magic)Defense-5

Death Blow: The Chieftain delivers a deadly chopping maneuver with their tomahawk to a single enemy. TP Cost: 80

## Overview

Chieftains are good to have in any campaign, particularly against enemy magic-using classes.

The Berserk Dart Skill inflicts Berserk on a single enemy.

The Spirit Animal Skill will summon an animal companion of the player's choice to the Chieftain's side.

Tunnel Vision is a passive Skill that activates on the first enemy the Chieftain attacks during battle, and following attacks on that enemy will deal bonus damage.

Speak for the Trees is only useful if the party comes across tree-like creatures like ents or treants, but allows the Chieftain to talk to such creatures and even resolve combat against them peacefully.

The Weakness Totem Skill lowers defensive stats of a single enemy.

Death Blow is an offensive Skill that will kill its target upon hitting them, much like the Assassin's Lethal Blow.

## Inventory

* Tomahawk (AR: 10)

* Blowgun (AR: 3)

* Bag of Blowgun Darts (28 Darts)

* Obsidian Rock

* Inflated Ball
Buff Puff

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

Buff Puff is a Level 6 Elemental Sorcerer. He has 200 health. He currently has full health.

Status: Normal

## Skills

Mimic Element: The Elemental Sorcerer is able to become their respective element i.e. fire, electricity, air, etc., allowing for a multitude of uses but in combat giving the user invincibility for one turn. Roll: 10

Elemental Construct: The Elemental Sorcerer uses their magic to create objects out of their element, be it weapons, tools, or other trinkets, these objects can be given to allies for use in combat or used in other situations. Roll: 9

## Inventory

Elthunder tome, 1370 gold, metal bracelet, Helmet (Defense+1), metal necklace, beer, Thundaga tome, Thoron tome, 2 metal swords, 5 sticks, Heal tome
Adventurer

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

Adventurers are an offensive class that use their whip for close quarters combat and their crossbow for ranged combat. They have solid Agility and Magic Defense but their Attack and Defense are average at best.

## Skills

Ancient Curse: The Adventurer exposes an enemy to ancient cursed treasure to cause them to fail on the next turn.\* TP Cost: 30

Tempting Fate: The Adventurer can try something crazy and then try it again; once a day, the Adventurer player may reroll their die for success rolls, but if the second roll is worse than the previous roll then they must accept it.\* Passive

Legendary Feat: If the Adventurer did something truly extraordinary or legendary during a battle, they will go up by two levels instead of one.\* Passive

Improvisation: The Adventurer is quick to improvise and can swipe an enemy's weapon to strike with that weapon; when attacking with the weapon damage will be calculated based on the enemy's Attack stat; does not work with magic weapons.\* TP Cost: 15

Fed Up: After the first three turns of a battle the Adventurer can use this skill to blast a high-damage crossbow bolt into an enemy.\* TP Cost: 40

Escape Artist: The Adventurer can escape traps or forms of restraint with general ease.\* TP Cost: 5

Cup of a Carpenter: The Adventurer drinks a special potion that lets them cheat death, allowing them to act for one more turn after their health has been fully depleted.\* TP Cost: 75

## Overview

Adventurers are a good offensive class to have in any party because of their ranged versatility and solid Magic Defense.

The Ancient Curse Skill forces an enemy to critically fail on their next action.

The Tempting Fate Skill allows the Adventurer to get a reroll for any action they take, but if the second roll is worse than the first they must accept it, and so it has some risk to it; the Skill is best used when a critical failure is rolled or if the Adventurer misses with an attack.

The Legendary Feat Skill is a passive Skill that makes the Adventurer gain two levels after a battle if they did something truly extraordinary during battle, typically involving rolling a critical success.

The Improvisation Skill has the Adventurer execute a regular attack but use the enemy's Attack stat and Attack Rating in the battle formula; this Skill is best used on enemies with higher Attack than the Adventurer; the Skill does not work on magic weapons.

The Fed Up Skill can only be used after three turns of battle, but is an offensive Skill in the form of a ranged attack on a single enemy.

Escape Artist allows the Adventurer to escape from restraints and traps with great ease; this also allows them to escape the Petrified status ailment.

## Inventory

* Whip (AR: 4)

* Small Crossbow (AR: 4)

* Quiver of Crossbow Bolts (6 Bolts)

* 514 gold

* Cool Hat
Trader

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

Traders are an offensive class that can support the party with their skills. They have solid Attack, Defense, and Agility, making them a reliable force in battle. The weakness of the Trader class is their Magic Defense, which is lacking; they should try to fall back and use skills to support the party when facing a lot of magic-users at once.

## Skills

Haggle: The Trader haggles with merchants or shopkeepers to get a reduced price on items.\* TP Cost: 10

Negotiate: If the enemy seems reasonable, the Trader can attempt to diplomatically negotiate with them to end the battle peacefully.\* TP Cost: 30

Sandstorm: If in the desert, the Trader places a curse on the enemy that makes a sandstorm blow through and blind them.\* TP Cost: 20

Profiteer: If the Trader delivers the killing blow on an enemy, that enemy will drop more loot.\* Passive

Skill Purchase: The Trader can purchase TP from an enemy or ally, with one TP costing ten gold. They may purchase as much TP as they can afford, until the target has no more to spare.\* TP Cost: 0

Magic Purchase: The Trader can purchase MP from an enemy or ally, with one MP costing ten gold. They may purchase as much MP as they can afford, until the target has no more to spare.\* TP Cost: 0

Tradewinds: The Trader may use one wind spell of their choice; TP used is equivalent to the MP cost of the selected spell, though spells that cost no MP will cost 5 TP.\* TP Cost: MP cost of spell, 5 if MP cost is 0

## Overview

Traders are good to have in any campaign because of their ability to support allies with skills and deal serious damage to enemies in battle. They are especially good to have around in campaigns where there is a desert, as they get enhanced effects on some of their skills when in a desert.

Haggle will only work on merchants or shopkeepers, but will yield information from such people when used.

Negotiate will only work if the enemy seems reasonable enough, but when it does work it can quickly end battles, which can be invaluable when overwhelmed with enemies.

The Sandstorm skill will only work in the desert, but will blind an enemy permanently.

Profiteer is great for when the party is running low on funds, weapons, or food, as it will cause an enemy to yield more loot if the Trader delivers the finishing blow.

## Inventory

* Horse (with Saddle and Bridle)

* Sword (AR: 7)

* 4,500 gold

* Rare Pearl
Conquistador

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

Conquistadors are an offensive unit with average Attack; they have solid Defense and average Magic Defense, making them a relatively tanky unit. They are also very slow with their low Agility stat.

## Skills

Conquer: The Conquistador conquers a battlefield and enemy healing magic stops working.\* TP Cost: 80

Do Your Worst: The Conquistador will simply laugh off any attack that deals less than or equal to 5 damage.\* Passive

Spoil of War: The Conquistador will receive a golden crown after a combat is won, but only if they themselves did not attack anyone during the battle.\* Passive

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

El Dorado: The Conquistador conjures up a large amount of gold seemingly from nowhere.\* TP Cost: 100

Harquebus: The Conquistador fires off a harquebus to startle enemies, lowering their Defense.\* TP Cost: 50, Enemy Defense-4

Armor Sheen: The Conquistador's armor sparkles with a metallic sheen that impresses people, and raises the Conquistador's Defense. TP Cost: 20, Defense+2

## Overview

Conquistadors are good to have in any campaign, though it is a good idea to have a speedier unit capable of inflicting more damage, such as an Assassin.

The Conquer Skill is great against enemy magic-users, preventing healing magic from working.

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

The El Dorado Skill allows the Conquistador to earn 50,000 gold instantly.

The Harquebus Skill lowers the Defense of three enemies.

Armor Sheen raises the Defense of the Conquistador.

## Inventory

* Clean Saber (AR: 12)

* Gold Crown

* Boat Oar

* 2,000 gold

* 6 Pieces of Chocolate
Angel

A race of angelic beings, they reside in the heavens or in sacred places. They are proficient with the bow and spear, and are capable of learning magic, being proficient in light magic. They possess wings that allow them to take flight, and are typically forces of good.

## Race Skills

Angelic Presence: The mere presence of the angel has a chance of soothing or inspiring allies; allies have a chance to be cured of petrification, berserk, or fear; neutral characters can also be calmed of panic, fear, anger, or mania. Passive

Gabriel's Message: The angel can send a verbal message anywhere in the world; the message will only be heard by its intended target unless certain spells are used to detect it. Passive

Purification: The angel can remove evil or curses from an object. TP Cost: 10
Rizar Yutan

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

Rizar Yutan was born in a far off isolated country known as Nothros. Rizar was taught skills from a young age, and upon reaching adulthood, had become the Captain of a small vessel called the Tenjurn (Which is the Nothros word for Explorer).

Over the next few years, the Captain of the Tenjurn and his crew made voyages all over the known world, and eventually got a career as a mercenary ship for protecting other ships from Pirates. Usually traders, but sometimes something more important. It was here that Rizar learned to fight, adopting the style of one of the countries that he visited.

Recently, Rizar found himself being called in for a request by a certain client. And so begins our campaign...

## ​Statistics

Rizar Yutan is a Level 5 Samurai. He has 290 maximum health. He currently has full health.

Status: Normal

## Skills

Deflection: The Samurai moves so quickly that they deflect incoming projectile attacks, including magic attacks.\* Roll: 7

Honed Blade: The Samurai hones their blade to increase their Attack. Roll: 9, Attack+6

## Inventory

Nothros Katana (AR: 28), small glass lens, 200 gold, spare boots, inkwell, cup of tea, 6 apples, Mage Robe (Magic Defense+3)
Veteran

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

Veterans are an offensive class that can up close with their axe or from a range with their recurve bow. They have solid Attack and Defense but have weaknesses in Agility and Magic Defense.

## Skills

War Story: The Veteran tells a war story that bores its audience to sleep.\* TP Cost: 20

Hardened Veteran: The Veteran is unaffected by changes in weather or terrain caused by enemy skills.\* Passive

New Tricks: The Veteran learns how to use a new type of weapon of their choice (non-magic).\* TP Cost: 30

Survivor: The Veteran has survived hundreds, maybe even thousands of battles, and if they near death (drop below 50 health) during a battle they get a large boost in stats.\* Passive, Attack+6, Defense+5, Agility+8, Magic Defense+6

Goad: The Veteran makes terrible puns or aggravates an enemy and forces that enemy to attack first when enemy phase begins.\* TP Cost: 10

Enemy Stance: The Veteran mimics an enemy's combat stance, gaining an increase in any stats that the enemy has that are higher than the Veteran's.\* TP Cost: 50

Experience Bolster: The Warrior shares his experience with the party, and after a battle each party member will increase 2 levels instead of 1. Passive

## Overview

Veterans are a good offensive unit to have, though it is advised to have a secondary offensive unit that is speedier and capable of dealing with magic-using enemies more effectively.

War Story can be used to inflict enemies with Sleep in battle but can also be used outside of battle to put NPCs to sleep.

The Hardened Veteran Skill gives the Veteran immunity to stat decreases or status ailments inflicted by changes in the weather or terrain, particularly caused by enemy Skills.

New Tricks allows the Veteran to learn how to use a new type of weapon, allowing them to expand their useable pool of weapons greatly; they can learn how to use any kind of physical or ranged weapon, but cannot learn to use magic weapons.

The Survivor Skill is a passive Skill that yields a massive increase in all of the Veteran's stats when they fall below 30 health, allowing them to perform better in battle and see it through to victory.

The Goad Skill is very useful for planning for the enemy phase, as it forces the enemy it is used on to attack first, and so allies can plan for that enemy to attack first and set up countermeasures ahead of time.

Enemy Stance will give the Brawler an increase in any stats the enemy has that are higher than the Brawler's. This is great when fighting enemies with high Attack, Agility, or Defense.

The Experience Bolster Skill is an outstanding Skill to start out with as it doubles the number of levels gained after battles, allowing the Veteran and their allies to learn new Skills very quickly.

## Inventory

* War Axe (AR: 11)

* Recurve Bow (AR: 8)

* Quiver of Arrows (11 Arrows)