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