recursal/Fanatic-Fandom huggingface dataset:
Soldier Elite

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

Soldier Elites are an offensive class that wield a sword or axe in battle, being strictly close-quarters based. They have solid Attack and average Defense and Agility, but are weak to magic-using enemies because of their low Magic Defense.

## Skills

Blade Beam: The Soldier Elite sends out a projectile energy beam from their blade at the enemy. The projectile travels across the ground, and so cannot target flying enemies.\* TP Cost: 50

Braver Bash: The Soldier Elite smashes clean through the enemy defenses, lowering the defense of a single target. If hitting a barricade or wall, they will smash the structure down in one clean swing. They cannot break through walls that are more than 6 feet thick.\* TP Cost: 50, Enemy Defense-9

Mimic Voice: The Soldier Elite can perfectly mimic the voice of anybody they've heard.\* Passive

Limit Break: Upon dropping below 20% of their health, the Soldier Elite goes into Limit Break mode, increasing their own stats significantly and making the Blade Beam skill double in damage.\* Passive, Attack+5, (Magic)Defense+6, Agility+4

Summon Materia: The Soldier Elite can use one summoning magic tome of their choice.\* TP Cost: 80

Miracle Drop: The Soldier Elite takes no damage from falls under 3000 feet.\* Passive

Octaslash: The Soldier Elite executes eight attacks on a single target, with the attacks having heightened power but lowered accuracy. Roll eight 20-sided die; if a die rolls a 14 or higher, the corresponding attack will connect. Each slash of the attack will have a benefit tied to it, but only the last slash that hits its target will have the benefit take effect. The first slash simply deals damage, the second slash will heal the user for as much damage as the attack deals, the third slash will increase the user's Magic Defense, the fourth slash will replenish 50 TP, the fifth slash will fully replenish the user's MP, the sixth slash will inflict the enemy with Daze, the seventh slash will yield 500 gold, and the eighth slash will instantly kill its target.\* TP Cost: 70, Magic Defense+5 if third slash is the last slash to connect

## Overview

Soldier Elites are good to have in any campaign because of their strong Attack stat.

Blade Beam is a ranged offensive Skill that hits a single target.

Mimic Voice allows the Soldier Elite to mimic the voice of anybody they've heard speak, which can be useful for confusing enemies by mimicking the voice of their leader or fooling NPCs.

The Limit Break Skill significantly increases all of the Soldier Elite's stats and also doubles the amount of damage dealt by the Blade Beam Skill.

Summon Materia allows the Soldier Elite to use one summoning magic tome.

## Inventory

* Sword (AR: 10) or Axe (AR: 12) (Select One)

* Healing Tonic

* 1,500 gold

* Jar of Tree Sap

* Yellow Flower
Scruffy

Scruffy is Kaye's pillow.

 Gender
 Species

## Appearance

She is a soft white pillow with little corners that stick out. She has a pale blue outline, large, soft blue eyes with soft black eyelashes and a mouth as well as pink blushes on her cheeks. She is on the small side.

## Backstory

Scruffy was passed down through generations and currently belongs to Kaye. She is basically the grandma of the group.

## Personality

Scruffy is a gentle, sweet, and caring old lady. She is very quiet, kind hearted and a little shy. She is devoted to her job as a pillow, which means she comforts Kaye whenever he's stressed or upset and helps him get to sleep at night. She never yells, raises her voice or gets angry, being an extremely mild mannered character.

She secretly runs an ASMR channel on WeirdWorld Stream (the WeirdWorld equivalent of YouTube) called Grandma Pillows that her friends don't know about, but she is very popular through that channel. She makes content for her channel while Kaye and his friends are all outside.
Grenade Launcher

The **Grenade Launcher** is a feature available on most Assault Rifles in *Black Squad*, which can be distinguished by having a **GL** prefix after their names.

## Overview

The Grenade Launcher fires grenades that explodes after a delay of 1 second, causing 75 damage at close range which tapers off to a maximum distance of around 4 meters, after which it causes no damage whatsoever. Hence, the Grenade Launcher is generally less efficient than M67, but with longer reach and precision.

## Gallery

A visualization on the Grenade Launcher's radiusThe Grenade Launcher's projectileThe Grenade Launcher on an R5The Grenade Launcher on an EF88
## Trivia

* The Grenade Launcher has different models depending on the weapon, but they all perform identically aside of having unique animations:
	+ **HK GLM**: ACR, AK ZHUKOV, G36, HNK416A5, HNK417, K2C, MDR, R5, S15, SIZ556XI RUS, SR-47 and SS2V5
	+ **GP-30**: AK12, AK47 and AEK973
	+ **FN MK13 EGLM**: SCAR-L
	+ **M203**: M4 CUSTOM
	+ **ML40AUS**: EF88
	+ **QLG-10A**: TYPE95 GL
Chastity

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

Chastity is a Level 5 Dancer. She has 130 health. Currently her health is 14.

Status: N/A

## Skills

Dance Show: The Dancer dances for a crowd or audience to gain items or gold.\* Roll: 8

## Trivia

* Chastity loves dancing for other people.

* Chastity left the party on the Island of Baltha to join a strip club, where she enjoys dancing for people.
Blade Dancer

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

Dance Show: The Blade Dancer dances for a crowd or audience to gain items or gold.\* TP Cost: 10

Steel Whirlwind: The Blade Dancer executes a spinning blade maneuver that damages all enemies within ten feet of the Blade Dancer.\* TP Cost: 70

Special Dance: The Blade Dancer uses a special dance that allows an ally to make a second action during player phase before enemy phase begins.\* TP Cost: 50

Eclipse Blade: The Blade Dancer dances around enemy attacks, evading all attacks during enemy phase, and then on the next turn executes an attack on two enemies.\* TP Cost: 60

Light Feet: The Blade Dancer is light on their feet and so will not stumble or fall, and cannot have their Agility lowered by enemy skills.\* Passive

Sword Step: The Blade Dancer performs a dance that increases the critical chance for a single ally.\* TP Cost: 40, Critical Roll set from 20 to 16

Battleweave: The Blade Dancer evades an enemy attack and then lowers the enemy's Defense.\* TP Cost: 30

## Inventory

* Dual Blades (AR: 5)

* Satin Ribbon

* 29 gold

* Conch Shell

* Bag of Strawberries (17 strawberries)
Corsair

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

Corsairs are seasoned pirates who have a great deal of experience sailing and fighting at sea; as such, they excel in combat at sea and some of their Skills even gain enhanced effects when they fight at sea. Corsairs have solid Attack, Agility, and Magic Defense that makes them a force to be reckoned with in a battle as they can evade many attacks and tank many magic attacks. However, a Corsair's weakness lies in their low Defense that makes them vulnerable to physical attacks.

## Skills

Sea Legs: The Corsair gains an increase in Agility while at sea.\* Passive, Agility+5

Parrot Pal: The Corsair can have their parrot listen to a phrase spoken by anyone and memorize it; the parrot can later repeat the phrase back in a perfect impression of the original speaker.\* TP Cost: 20

Treasure Map: The Corsair can locate hidden or buried treasures within a one hundred feet radius thanks to their map.\* Passive

Ratline: The Corsair hurls out a ratline to entangle an enemy; can entangle multiple enemies while at sea. Entangled enemies cannot move, and must spend both of their actions untangling, untying, or otherwise cutting themselves free of the rope.\* TP Cost: 40

Spyglass: The Corsair can see great distances of up to 3000 feet with their spyglass, seeing 2000 feet farther when at sea.\* TP Cost: 5

Ship Shape: The Corsair gets increased Defense and Magic Defense; when at sea the Corsair will also heal back some health when this Skill is used.\* TP Cost: 10, (Magic)Defense+6

Pirate Code: The Corsair can choose to use MP rather than TP to activate their Skills.\* Passive

## Overview

Corsairs are great units to have in a party as they contribute greatly offensively, and can do so up close with their cutlass or from a range with their pistol, which makes them a versatile unit.

Corsairs get increased Agility when fighting at sea due to their passive Sea Legs skill, which increases their evasion in turn.

Treasure Map is a passive skill that can be activated manually by the Corsair or will activate automatically once treasure is nearby the party. Treasure Map is useful for finding items that are otherwise difficult to obtain, often yielding weapons or other helpful items.

Ratline is good for slowing down an enemy to make them less likely to evade attacks by lowering their Agility. When used at sea, Ratline will effect up to four enemies at once.

The Spyglass skill lets the Corsair see vast distances, even through fog or mist, and lets them see even farther when used at sea.

Ship Shape increases the Corsair's defensive stats, and when used at sea will also heal the Corsair a little bit.

## Inventory

* Cutlass (AR: 10)

* Revolver Pistol (AR: 7)

* Revolver Pistol Ammo (18 bullets)

* Key to an Unknown Chest

* Old Biscuit

* Knife

* Coil of Rope (25 feet)

## Trivia

* The Corsair class was originally considered to include a voodoo doll as well, which would be a magic weapon for the Corsair to use.
Yor Mothor

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

Yor Mothor is a Level 5 Elven Warrior. He has 200 health. Currently his health is 29.

Status: Normal

## Skills

Armor Eyes: The Elven Warrior is able to determine weak points in enemy armor at a glance; attacks directed at weak points that successfully hit them will act as critical hits.\* Passive

Athelas: The Elven Warrior heals themselves and nearby allies.\* Roll: 12

## Inventory

Sword, bow, infinity quiver, Thunder tome, Watera tome, 5 beef jerky, torn sail, siren shell, Elthunder tome
Baker

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

Bakers are a support class that can attack, but their low Attack prevents them from contributing too much offensively. However, they can cook or bake food to create food items, which can then be given to allies for healing and boosting stats. Bakers themselves have solid Agility and Defense, and so don't typically have to worry about taking too much punishment as they can evade or tank it for the most part.

## Skills

Rations: The Baker has a surplus of rations in their possession, and eats one or gives one to an ally to heal back health and also grant a slight stamina boost temporarily.\* TP Cost: 50, Stamina x 1.2

Cook Food: The Baker cooks food, cooking raw foods or combining multiple ingredients to create a stat-boosting food item that can be given to allies. The food may increase one stat of the Baker's choice by 2 points.\* TP Cost: 20

Sugar Rush: The Baker gives a sugary pastry to an ally that greatly increases their Agility for two turns but then decreases their agility afterwards.\* TP Cost: 30, Agility+9, afterwards Agility-5

Handle the Heat: When in a restaurant, inn, eatery, pantry, or other food storage, enemies will take 5 burn damage each turn.\* Passive

Spice Up: The Baker adds some spice to their foods to accentuate the flavor and remove a negative status effect or debuff from the person who eats it.\* TP Cost: 5

Spoiled Food: Food that the Baker makes but doesn't give to others or consume before three days pass spoils and can then be given to enemies to inflict poison damage.\* Passive

Hot Potato: The Baker makes a hot potato that heals the person who holds it but then must be passed to another person or it will deal damage.\* TP Cost: 40

## Overview

Bakers are good to have in any campaign as they are an excellent support class; while they may not be able to heal allies as much as some other support classes like the Cleric, Bakers can still do their part to keep an ally's health up.

Rations will heal an ally it is given to and then grants the ally an increase in maximum health.

The Cook Food skill combines food items that the party already possesses to create aa single food item that grants healing and multiple stat boosts.

Sugar Rush is a risky skill but is good for quick battles in which an ally needs more Agility to evade attacks. It greatly increases the Agility of the person it is used on but afterwards will decrease their Agility temporarily.

The Spice Up skill will add some spice to a food item that the party already has, and when eaten it will remove a debuff or status ailment from the ally that eats it.

Spoiled Food will inflict Poison on an enemy it is used on; the skill can only be used after the Baker has had a food item in their inventory for over 3 days.

Hot Potato is good for giving a bit of healing to the party as a whole by passing the food item throughout the party.

## Inventory

* Frying Pan (AR: 4)

* Wooden Spoon

* Pot

* Bag of Sugar

* Baguette

* Canteen of Milk

* 2 Lemons

* Bag of Peanuts (35 peanuts)
Hunter

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

Hunters are offensive classes that can fight from a range with their bow or up close with their knives, making them versatile in their utility. Hunters have poor Attack and Defense, so they don't contribute a whole lot when it comes to dealing damage, but they can typically keep themselves out of danger thanks to their solid Agility. Hunters are best known for laying down traps with their skills to keep enemies rooted in one place, so that allies can easily hit these enemies like shooting fish in a barrel. Hunters also have the title of Pathfinders because of their ability to blaze trails.

## Skills

Skilled Tracker: The Hunter is able to track down all kinds of creatures from even the most minute of signs.\* TP Cost: 5

Hunter Snare: The Hunter sets down a snare that immobilizes those that set foot on it. The snare can either tether the target to a stake in the ground or suspend the target upside down from a tree branch. The rope can be cut with a weapon or burned with fire, or can be undone with magical incantations.\* TP Cost: 15

Forest Voice: The Hunter can mimic the call of an animal to near perfection.\* TP Cost: 10

Pathfinder: The Hunter can detect when hidden passages are near through some sort of sixth sense.\* Passive

Silent Step: The Hunter is mindful of where they step, and can move silently through forests and others wooded areas.\* Passive

Fauna Fanatic: The Hunter is knowledgeable on animals and their behavior, and can discern much information by studying such creatures. By observing behavior of nearby animals, they can deduce where an animal's habitat is, what the animal is doing, or if the animal detects danger nearby. Exotic or strange animals may be more difficult to gather information from, however.\* Passive

Botanist: The Hunter is knowledgeable on plants, and knows which ones are safe to eat and which ones are not; the Hunter can detect traces of specific types of plants and plant secretions in foods, even able to detect plant-based poisons and toxins.\* Passive

## Overview

Hunters can be useful to have in any campaign, though they may not be able to contribute as much to battles until they have a few key skills.

The Skilled Tracker skill is useful for when the party is trying to locate or pursue a target and are having a difficult time doing so.

Hunter Snare immobilizes an enemy, as it wraps around the enemy, pulls them upside-down and suspends them in midair. The enemy cannot move but can attack, though their accuracy is off due to being upside-down.

## Inventory

* Recurve Bow (AR: 4)

* Quiver of Arrows (20 arrows)

* Hunting Knife (AR: 3)

* Flint and Steel

* Dried Rabbit Meat

* Canteen of Water
Towers and Tarragons Wiki

## Welcome to the Towers and Tarragons Wiki

Welcome to the Towers and Tarragons Wiki! Towers and Tarragons is a small tabletop RPG inspired by Dungeons and Dragons but also many well-known RPG video game franchises.

## Describe your topic

Write a description about your topic. Let your readers know what your topic is about and add some general information about it.

## Latest activity

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Captain

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

Captains are an offensive class with high Attack and Agility, capable of moving in quickly and dealing serious damage. They are able to evade most attacks, but if they do get hit, it will hit them hard because of their low defensive stats.

## Skills

Patriotism: The Captain gains an increase in stats when fighting for their nation.\* Passive, Attack+2, Defense+5, Agility+2

Knee of Justice: The Captain delivers a powerful knee attack to an enemy. If the knee attack connects, then the next punching attack will be a guaranteed critical hit.\* TP Cost: 70

Show Your Moves: The Captain challenges an enemy to use one of their Skills on the next turn.\* TP Cost: 40

Pass Along: The Captain passes along their secrets to an ally when they fall in battle.\* Passive, Attack+6, Defense+3, Agility+6

Make An Entrance: When entering a new location, the Captain will get an increased chance to critical hit.\* Passive, Critical Hit roll set to 16

Rally Defense: The Captain shouts a rallying cry that increases the Defense of nearby allies.\* TP Cost: 40, Defense+4

Raptor Boost: If the Captain stays stationary for the first turn of combat, their movement distance on the next turn will be doubled, whether walking or dashing.\* Passive

## Overview

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

The Patriotism Skill will always be active if the Captain is fighting for their nation in the campaign, granting them a permanent boost in Attack, Defense, and Agility.

Knee of Justice is an offensive Skill that deals an incredible amount of damage to a single enemy target.

The Show Your Moves Skill forces an enemy to use a Skill on the next turn, making their actions more predictable and allowing the party to plan accordingly.

The Pass Along Skill will activate upon the Captain being defeated in battle, and will grant an ally boosts in Attack, Defense, and Agility.

The Make An Entrance Skill increases the Captain's chance of critical hitting when they enter a new area and the effect lasts until the end of the next battle.

The Rally Defense Skill increases the Defense of two allies.

## Inventory

* Leather Gloves

* Bronze Badge

* 1,200 gold

* 3 Peaches
Grenadier

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

Grenadiers are an offensive class that use explosive bombs to attack, and can do so up close or from a range; they have high Attack, but all of their other stats are low, and so they are very much a glass cannon class. The skills of the Grenadier class is tailored to transform any battlefield into a minefield, where any misstep by the enemy will result in heavy damage.

## Skills

Tar Bomb: The Grenadier fires a tar bomb that makes the ground sticky, slowing down enemies that walk on it.\* TP Cost: 30, Enemy Agility-5

Minefield: The Grenadier lays down mines that will explode when an enemy moves over them; can lay up to 3 mines at once.\* TP Cost: 30

Pyrotechnician: The Grenadier can detect flammable or poisonous gases in the air.\* Passive

Smoke Bomb: The Grenadier throws a bomb that releases a smoke cloud around an enemy, causing them to suffer from a fit of coughing, essentially inflicting them with Daze, and also lowering their accuracy in combat.\* TP Cost: 60, Enemy Success Roll-5

Bomb Plant: The Grenadier plants a bomb on an object or door; in combat it can be placed on an enemy.\* TP Cost: 40

Incendiary Bomb: The Grenadier throws a bomb that releases a flammable gas that, when ignited, will explode and damage all enemies.\* TP Cost: 60

Fireworks Display: The Grenadier can put on a fireworks show to entertain or distract targets.\* TP Cost: 20

## Overview

Grenadiers are good to have in any campaign, though they require a lot of support and defending from allies to stay in the fight.

Tar Bomb will slow down any and all enemies that it effects, and is a great way to start off a battle so that enemies will be unable to dodge the attacks of the Grenadier and their allies.

Minefield is a great way to get control of the battlefield by limiting enemy movement and punishing any enemies that move too recklessly or quickly.

The Smoke Bomb skill will inflict multiple enemies with the Dazed status ailment.

Bomb Plant can be used to blow up holes in walls or doors, but in battle it can be used to deal damage to an enemy.

Incendiary Bomb will release a flammable gas around the field, and that's all...however, if the Grenadier uses another explosive or if an ally uses a torch, match, or fire magic spell on the gas, it will ignite and deal a great deal of damage to all enemies.

Fireworks Display can be used to distract or entertain an audience so that allies can carry out other tasks unnoticed.

## Inventory

* 30 Bombs (AR: 12)

* Bomb Bag

* Matchbox (30 matches)

* 640 gold

* Bottle of Salve
Gunslinger

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

Gunslingers are an offensive class that have mastered the firearm; they carry with them a pistol revolver and a rifle and they are incredibly fast thanks to their high Agility stat. Gunslingers are best at attacking enemies from a distance as they have low defensive stats but high Attack.

## Skills

Trigger Finger: The Gunslinger has the fastest gun hand around, and their next shot won't miss its target. TP Cost: 60

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

Hex-Eater Shot: The Gunslinger fires a bullet that weakens an enemy magic-user's power. TP Cost: 40, Enemy Magic Attack-3

Deadeye: The Gunslinger draws their pistol and fires shots at every enemy in their line of sight. TP Cost: 90

Recoil Reduction: The Gunslinger reduces the recoil on their weapon to make them less open to attack after attacking, essentially raising their Defense a bit. TP Cost: 30, Defense+4

Warning Shot: The Gunslinger fires a warning shot that doesn't hit the enemy but lowers the enemy stats.\* TP Cost: 30, Enemy Attack-2, Defense-2

Gun Trick: The Gunslinger spins their gun around in their hand to dazzle spectators and distract people. TP Cost: 20

## Overview

Gunslingers are a good class to have in any campaign because of their high Attack power.

The Trigger Finger skill ensures that the Gunslinger won't miss with their next attack, useful against enemies with high Agility that can easily avoid attacks.

Sniper Shot is an offensive skill that deals a great amount of damage and can be used from an incredibly long distance.

The Hex-Eater Shot is useful when facing enemy magic-users as it will weaken their Magic Attack.

The Deadeye skill is an offensive skill that can hit many enemies at once.

Recoil Reduction raises the Gunslinger's Defense, a useful skill to have considering they have a low Defense stat.

Warning Shot is a good skill to open a battle with as it has a low skill roll requirement and slightly lowers the Attack and Defense of an enemy.

The Gun Trick skill is useful outside of combat for distracting NPCs.

## Inventory

* Revolver Pistol (AR: 8)

* Box of Pistol Ammo (12 bullets)

* Rifle (AR: 11)

* Box of Rifle Ammo (8 bullets)

* Bag of Beans

* 110 gold
Genies

A race of magical beings capable of granting wishes; they tend to reside inside of magical artifacts. They are able to learn magic.

## Race Skills

Phenomenal Power: Raises the Genie's Magic Attack to 20 but sets their Agility to 1. TP Cost: 50

Misfortune: When rolling for the success of an action, if the Genie rolls a 13, they will cause an unfortunate event to befall an enemy in addition to the effects of their action. Passive

Magic Mist: The Genie releases a magic mist from their lamp that surrounds a target and prevents them from speaking. TP Cost: 15
Punisher

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

Punisher is a Level 1 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: 16

## Inventory

Saber, Crossbow, 14 bolts, quiver, dagger, 400 gold, apple
The Experiment

The Experiment is a project started by Jennifer and later continued by Oscar.

## History

The initial experiment was conducted by Jennifer, which consisted of teaching three birds how to sing. Later, the experiment was picked up and resumed by her ex-husband Oscar. The experiment was to teach the birds how to sing and harmonise. At the time, the birds could not sing. Once Jennifer left out of frustration with her husband, failed experiment, and life in general, the birds took it upon themselves to learn how to sing. They learned by listening to Kaye hum to himself during breakfast.

Oscar picked up the experiment where it left off in hopes that he could get Jennifer back into his life. The birds have since learned to sing, but become anxious at the thought of singing in front of him, even though they want to help him. The birds dislike their anxiety getting in the way.
Simon Karso

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

Simon Karso is a scholar from the Kingdom of Diosa. Training in many fields of science and even some magic, Simon is respected as a War Magus in his hometown. Upon recieving a request from the kingdom of Vyllis, Simon departed there on a ship. However, upon arriving, something very strange happened...

## ​Statistics

Simon Karso is a Level 2 War Magus. He has 150 maximum health. He currently has 100 health.

Status: Normal

## Skills

Warmight: The War Magus raises the Attack of a single ally. Roll: 8, Attack+4

## Inventory

500 gold, Heal tome (AR: 8), flute, Thrallian Staff Blade (AR: 7), hammer
Dream

**Dream** is an extended-play single by Sinisters. It was released on September 13, 2020.

## Lyrics

**Jaqueline:**

I’m lost in my mind, baby by your love

Me into the spar where I live a day by day, yeah

Not the one that I feel for you

Baby it is that's why I plan to occupy

Space this the part of youth, searching

**Beverly:**

Meet me we're in a flash

Every day u got me speechless, speechless

Speechless, speechless, speechless

Speechless, speechless, speechless baby I'm coming

To take me up against the wall, fly with me

**Kimberly with Sinisters:**

It's you touching all over this land

Loves me, she way too scrawny 5'4 park

Just go on and dream, dream, dream

Been bad or good so good all the power

**Sarah:**

Just go ahead players take your side

In you I've had since you've been keepin' secrets

Each other, so if you got what it is love

You are the ones I used to be here baby

**Laura:**

Up on the fact I want it

All this suffering and strife you believe 'em

Wanna get physical, baby don't look back 'cause

No youngsters in the morning light I often pray

Just go on and dream, dream, dream

Been bad or good so good all the power

Dream, dream, dream, baby

Dream, dream, dream, baby

Dream, dream, dream, baby

Dream, dream, dream, baby

**Laura with Sinisters:**

Just go on and dream, dream, dream

Been bad or good so good all the power

Dream, dream, dream, baby

Dream, dream, dream, baby

Dream, dream, dream, baby

Dream, dream, dream, baby
Shiftling

A race of elf-like beings that can switch between a humanoid form and an animal form, with their stats changing between forms, with the stats fluctuating depending on the type of animal they transform into. Shiftlings are capable of using magic when in their humanoid form but not their animal form.

## Race Skills

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

Animal Talk: The Shiftling can speak to animals when in animal form. Passive

Animal Instinct: When in animal form the Shiftling can use instincts depending on the type of animal they can change into. Such instincts can allow them to easily find food or shelter, detect threats, or find paths in biomes they are accustomed to. Passive

## Limitations

Shiftlings cannot use magic while in animal form. Depending on the animal, they may also be unable to wield certain kinds of weapons or any weapons at all.
Cleric

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 Cleric's role in a party is as a healer, being a support class that keeps allies alive by restoring lost health to them. The Cleric is ill-suited for battle as they have low Attack and Defense stats, but their good Agility can let them dodge some enemy attacks. Clerics have a great deal of healing power. They must be protected by allies so that they may continue to operate without interruption.

## Skills

Healing Loot: After a battle that the Cleric took part in, enemies have a chance of dropping an item that can heal warriors.\* Passive

Curing Flares: The Cleric fires magic beams into the air that rain down a magic mist that cures status ailments of allies. The magic beams can be fired up to fifty feet in range and will effect a square ten feet under the point they are fired at.\* TP Cost: 30

Healing Circle: The Cleric draws a circle in the ground big enough for one person to stand in that heals those that stand in it.\* TP Cost: 15

Generous Soul: The Cleric takes a portion of their own health and gives it to an ally.\* TP Cost: 5

Cure-All: The Cleric cures a single target of any disease, illness, or status ailment they are suffering.\* TP Cost: 60

Medicinal Insight: The Cleric has a better chance of successfully diagnosing a disease or illness.\* Passive, Success Roll+6 when diagnosing diseases

Blessing: The Cleric can bestow a blessing upon an action taken to increase its likelihood of success.\* TP Cost: 50, Success Roll+5 to the targeted action

## Overview

The Cleric's skills all increase their healing abilities and have greater healing ability.

Healing Loot is a useful passive skill as it can allow allies to heal themselves after a battle.

Curing Flares is great when fighting against enemies that inflict status ailments with attacks or skills in order to keep allies free of such ailments.

Healing Circle is good for setting up an area where allies will constantly receive healing as they stand in it, which is especially useful for allies that have ranged weapons as they can stay in the range of the healing circle while still attacking enemies.

Generous Soul is a bit of a risk as it can put the Cleric in danger if their health is too low or if they are under attack, but if allies defend the Cleric effectively then the skill can prove useful to an ally in desperate need of healing.

Cure-All is an outstanding skill as it removes all status ailments from a single ally.

## Inventory

* Staff (AR: 1)

* Glass Bottle of Alcohol

* Roll of Bandages

* Needle

* Spool of Thread

* Book

* Apple

## Starting Spells

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

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

Shine: A spell that illuminates a dark area. MP: 0

Ward: Prevents curses from being placed on the target. MP: 0
Monk

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

Pacifism: If the Monk does not attack until an enemy attack is directed at them, an ally will gain a stat boost for each turn the Monk does not attack.\* Passive, Attack+2 each turn until targeted by enemy

Numbshock Fist: The Monk executes a special punching technique that makes the target go numb, inflicting them with Paralysis.\* TP Cost: 30

Viper Strike: The Monk jabs the enemy with their hand, somehow afflicting the enemy with Poison.\* TP Cost: 30

Tiger Hold: The Monk grabs the enemy with two fingers; although it seems harmless, the hold will inflict 10 damage on an enemy if they try to escape, and while in the hold they cannot flee.\* TP Cost: 30

Alignment: The Monk's body, mind, and soul come into alignment, and they temporarily receive healing at the start of each turn in addition to a boost in Attack.\* TP Cost: 50, Attack+4

Astral Journey: The Monk is able to take on an astral form and leave their body. While in this astral form, they cannot interact with physical matter; they can pass through physical objects, walls, floors, and barricades. They can physically touch magic barriers and energies, and subtly influence the behaviors of fire, wind, and electricity. They can telepathically send thoughts to others while in this form. While in this form, they cannot attack, and will suffer damage from magic attacks while all physical attacks will miss. They are able to instantly teleport back to their body at any time.\* TP Cost: 10

Ki Charge: The Monk harnesses spiritual energy to convert it into a magical attack on a single target; uses Monk's Attack stat and enemy's Magic Defense stat.\* TP Cost: 50

## Inventory

* Gi (color of choice)

* White Sash
Demon

A race of demonic beings, they reside in the underworld, or sometimes in regions that are inhospitable to other races such as volcanic areas. They prefer scimitars and tridents in battle and are capable of learning magic, being proficient in fire magic. Demons are typically forces of evil.

## Race Skills

Demonic Presence: The mere presence of the demon has a chance of intimidating or frightening enemies; an enemy with a health value lower than 50 will attempt to flee, while others effected will suffer a reduction in Defense. Passive, Enemy Defense-3

Home Sweet Home: Demons are immune to damage from attacks utilizing the element of Fire. Passive

Malediction: The Demon casts a curse that causes its target to speak only in lies or opposites from their actual intended words. TP Cost: 10

## Limitations

Demons cannot take on holy classes, which includes the following:

* Cleric

* Priest

* Valkyrie

* Paragon

They also take bonus damage from certain weapons and magic.
Falconer

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

Falconers are an offensive class that command a trained falcon to perform actions such as attacking for them. Falconers have low Defense and Agility, and their Magic Defense is poor as well, so they are not good at taking hits from enemies. However, they do possess a solid attack stat to do damage to enemies.

## Skills

Falcon Flight: The Falconer releases their falcon to survey from above. Passive

Bird of Prey: After attacking and successfully defeating an enemy, the falcon brings back a healing item to the Falconer. Passive

Eye Claws: The Falconer sends their falcon to scratch out an enemy's eyes to blind them permanently. TP Cost: 60

Peregrine Dash: The Falconer inherits their falcon's speed, increasing their Agility and allowing them to move an additional 10 feet. TP Cost: 20, Agility+3

Aviary Ally: The Falconer is good at handling and communicating with birds and bird-like creatures.\* Passive

Aerial Stunt: The Falconer is able to perform a seemingly impossible maneuver when in midair. They can slow their fall to a full stop for a brief moment or perform a jump in midair, propelling themselves upwards to a height equal to their normal jumping height.\* TP Cost: 10

Falcon Eyes: The Falconer increases the critical hit rate of allies that use ranged weapons. TP Cost: 50, Minimum Roll for Critical Hit Set to 16

## Overview

Falconers are good to have in any campaign because of their offensive capabilities and skillset, though they are a glass cannon and as such should be defended by allies in battle.

The Bird of Prey is useful for when the Falconer or an ally is in need of healing; the next time the Falconer attacks using their falcon, the falcon will bring an item back to the Falconer that will heal for 50 health when eaten.

The Eye Claws skill will inflict the Blind status ailment for the remainder of the battle on the enemy it is used on; it is great against bosses.

Peregrine Dash increases the Falconer's Agility so that they will have an easier time evading enemy attacks.

The Falcon Eyes skill is great when the Falconer has allies that use ranged weapons, as classes that utilize ranged weapons will gain an increase in critical hit chance when this skill is used.

## Inventory

* Falcon

* Satchel of Mice Meat (58 pieces)

* Leather Cord (6 feet)

* 180 gold
Jailer

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 Jailer is an offensive class that wields a heavy ball and chain in battle; this gives them high Attack, so they can deal serious damage to enemies, but the weight of their weapon slows them down and results in low Agility, and as such cannot evade most enemy attacks. Jailers do however have solid Defense and average Magic Defense, so getting hit with an enemy attack will not deal substantial damage. Jailers have enhanced skills when they are in dungeons.

## Skills

Shackle: The Jailer shackles an enemy in place, preventing them from moving. The chain can be broken by a heavy weapon or by magical means.\* TP Cost: 20

Dungeon Instinct: The Jailer can sniff out traps or dead ends in dungeons.\* Passive

Wrecking Ball: The Jailer does a whirling attack with the ball and chain that hits all enemies in a circle around them.\* TP Cost: 60

Prison Food: The Jailer gives prison food to an enemy; the enemy is healed a small amount but also suffers a decrease in Attack and Agility.\* TP Cost: 30, Enemy Attack-4, Agility-3

Confine: The Jailer places an enemy in confinement, preventing them from being healed or receiving buffs from other enemies.\* TP Cost: 40

Jailer Key: The Jailer can unlock doors in dungeons.\* Passive

Salvage: The Jailer salvages as much as they can in dungeons, and after a battle will acquire a weapon item.\* Passive

## Overview

Jailers are good to have in any campaign, but especially campaigns where the party goes through a dungeon.

The Shackle skill will prevent an enemy from moving, making attacks directed at them hit automatically and keeping the enemy from using physical attacks on anybody out of their range.

Dungeon Instinct is great for helping the party avoid traps or going down dead-ends when in a dungeon.

Wrecking Ball is an offensive skill that hits all enemies at once and is devastating in its attack power.

Prison Food will weaken the enemy by lowering their stats, but will also heal them for 8 health when used.

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

Jailer Key allows the Jailer to unlock any door in a dungeon, including doors to cells or secret rooms.

Salvage is great for acquiring new weapons as it will yield a new weapon after each battle fought in a dungeon.

## Inventory

* Ball and Chain (AR: 10)

* Orange

* Pair of Shackles

* Blunt Fork
Game Modes

#### Tutorial

* A quick tutorial that teaches the basics of Project Haven.
* Can only be selected with 1 Player.

### **Destroy targets**

#### Raze

* Destroy the enemy base.
* Difficulty: Normal
* Players: 1-10

#### Boss Rush

* Defeat boss enemies.
* Difficulty: Normal
* Players: 1-10

#### Hunt

* Seek and destroy the target enemy.
* Difficulty: Hard
* Players: 4-10

### **Survive enemies that come in groups.**

#### Wave 1

* Eliminate 5 waves of enemies.
* Difficulty: Easy
* Players: 1-2

#### Wave 2

* Eliminate 10 waves of enemies.
* Difficulty: Normal
* Players: 1-4

#### Arena

* Eliminate as many enemies as possible.
* Difficulty: Hard
* Players: 1-10

#### Survival

* Survive waves of enemies for as long as possible.
* Difficulty: Endless
* Players: 1-10

#### Wave 3

* Eliminate 10 waves of enemies.
* Difficulty: Hard
* Players: 5-10

### **Defend objectives from oncoming enemies**

#### Defense 1

* Defend against waves of enemies at a reduced difficulty.
* Difficulty: Easy
* Players: 1-3

#### Defense 2

* Defend against waves of enemies
* Difficulty: Normal
* Players: 1-6

#### Extract

* Defend the Refineries and extract as much Vespene Gas as possible.
* Difficulty: Normal
* Players: 1-10

#### Quad

* Simultaneously defend 4 areas for as long as possible.
* Difficulty: Endless
* Players:1-10
* Highly recommend 10 players.

#### Defense 3

* Defend against waves of enemies.
* Difficulty: Hard
* Players: 5-10

### **Complete objectives**

#### Infestation

* Fend off the infestation while clearing multiple objectives.
* Difficulty: Easy
* Players: 1

#### Main 1

* Complete 7 objectives of survival and defense.
* Difficulty: Normal
* Players: 1-5

#### Horde

* Survive hordes of zombies for 10 Nights.
* Difficulty: Normal
* Players: 1-6

#### Open

* Complete multiple objectives in a large open map.
* Difficulty: Normal
* Players: 1-10

#### Main 2

* Complete 7 objectives of survival and defense.
* Difficulty: Hard
* Players: 5-10
* Highly recommend 10 players.

### **Prevent a stream of enemies from reaching the target.**

#### Interception

* Prevent enemies from reaching their destination.
* Difficulty: Easy
* Players: 1-3

#### Line 1

* Defend against waves of enemies in a single lane.
* Difficulty: Normal
* Players: 1-6

#### Line 2

* Defend against waves of enemies in a single lane.
* Difficulty: Hard
* Players: 5-10

### **Fight Other Players Modes**

#### Versus- FFA

* Survive the longest or eliminate the other players.
* Players: 6-10

#### Versus - TDM

* Complete the objectives before the opposing team of players.
* Players: 6-10
Shintia Wiki

## Introduction to Shintia Wiki

Click edit to replace this paragraph with a description of your TV series for your readers. Keep it short and sweet.

## Welcome to the Wiki

This is a wiki, a website that anyone, including you, can edit. Go ahead, try it out! Use the buttons below to create your first episode and character pages.

Create an article about an episode by typing the title below:

Create an article about a character by typing the title below:
 Seasons

Create an article about a whole season by typing the title below:

## Pages created so far

* Ahh Bohong
* Aku Datang
* Ane Tidur Dulu Vroh
* Anjirr
* Dia Njir
* Fun and Games
* General Discussion
* Guren
* Kopi Coeg
* Main Page
* Makan Ni Kaki Gue
* New on Wikia starter pages
* News and Announcements
* Questions and Answers
* Run
* Santai Vroh
* Shintia Wiki
* Shoton: Hari-jou Kesshou
* Shoton: Hogo Dama Sashi
* Shoton: Kurenai no Jutsu
* Shoton: Shuriken Ranbu
* Shoton: Suishou Meikyuu no Jutsu
* Shoton: Suishou Rou no Jutsu
You Decide

**You Decide** is a track by Sinisters included in their fourth studio album, Riot of Renegades, which debuted on February 13, 2017.

## Lyrics

**Jacqueline:**

Whoa, oh, oh, yeah

Yeah, yeah, eh, eh

Oh, whoa, yeah, oh, oh

My mind all I need a little girl's

Getting ready to let you go, walking

I don't know what you do to me

Oh lay it down let me hear ya

**Sinisters with Laura harmonizing:**

It up, and then decide cause kissed

Lie here's my heart, my baby

Your ass out my name

The next round martini

**Kimberly:**

And I begged to his pretty face baby

I've got to do me babe

Can't resist the evil good, from head

Headfirst 'cause I can hold (**Sinisters:** I can hold you)

I can hold (**Sinisters:** I can hold you)

**Sinisters:**

Finally, I can hold you (**Kimberly:** Ohh, yeah)

Please don't leave me here (**Kimberly:** Don't do it)

Ohhhh

**Sarah (Sinisters):**

See you don't sit here and keep me

Waiting here like this, you gotta pick

I'm here ready (ready) for you, you (you) decide (decide)

**Sinisters:**

It up, and then decide cause kissed (**Laura:** Yeah, yeah, yeah, yeah, yeah)

Lie here's my heart, my baby

Your ass out my name (**Sarah:** I thought that you would know by now)

The next round martini to ease the pain

Please, you decide

It up, and then decide cause kissed (**Sarah:** Yeah)

Lie here's my heart, my baby (**Laura:** Ohhh)

Your ass out my name (**Sarah:** It's all up to you now)

The next round martini to ease the pain (**Laura:** Don't leave me here like this, hey!)

Please, you decide

**Beverly:**

Hooking up my mind over you I hope

You pick you up and get it

It on me, all over his body

Promise you can't deny it doesn't matter

**Jacqueline with Sinisters harmonizing:**

You're deep inside you give

And you, 'cause you move if I write

A kiss a dime I can't speak

Tell me why it's not a drinker called

**Sinisters:**

It up, and then decide cause kissed

Lie here's my heart, my baby

Your ass out my name (**Sarah:** Yeah)

The next round martini to ease the pain

Please, you decide

It up, and then decide cause kissed (**Laura:** I will do anything for you)

Lie here's my heart, my baby

Your ass out my name (**Sarah:** I'll be yours)

The next round martini to ease the pain

Please, you decide

It up, and then decide cause kissed (**Laura:** Please)

Lie here's my heart, my baby

Your ass out my name (**Sarah:** You are my destiny)

The next round martini to ease the pain

Please, you decide

"**Black Card**"
"Your Loving"
"**You Decide**"
"Stick Hit"

"Right at Home"
"**All Night**"
"**Closer**"
"On The Screen"

"A Million Ways"
"Spinning"