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Mercenary – Dirty Tricks

Extremely well rounded fighters, mercenaries are the most common type of adventurer in the lands. Easily picking up nearly any combat technique, they are also fluent in skills such as weapon maintenance and animal handling. Mercenaries can work for both good and evil, or simply work for themselves. Occasional mercenaries have even dabbled in the arcane arts, making this truly a versatile profession.

A mercenary is the master of melee weapon combat, able to utilize its melee weapons offensively and its parry, shields, or evasion defensively.

A Mercenary choosing the Dirty Tricks path will have access to a fighting martial art that allows for groin shots, sand throwing, ambushes, along with other tactics of that nature. Built lighter on defense and focusing more on melee, this sub-profession will use poisons to help round out its attack abilities.


Available Tags

Mercenaries start with 1 ability set. An additional ability set is available at level 15. Mercenaries cap at 2 sets.

Click on the column header to sort by that column, or click on the tag name to see details about that tag. For an explanation of tags and their use, see the Tags page.

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Circle Name Sphere Info
Mercenary Mercenary

These tags are available to all Mercenaries.

Mercenary tags may be learned from any mercenary tag trainer.

Name Requirements Cost Description
Determination 70 Conditioning 10 Willpower The mercenary replenishes his stamina, finding greater physical reserves though force of will alone.
Discipline 130 Conditioning 20 Willpower The mercenary unites his mind with his body, pushing himself beyond his physical limits.
Dirty Tricks Mercenary - Dirty Tricks

These tags are available to mercenaries that have taken the dirty tricks specialization. Their abilities may be displayed with the Abilities command.

Dirty Tricks tags may be learned from Doulb in Kaezar.

Name Requirements Cost Description
Shiv None 1 stamina per hit The mercenary's piercing attacks with a precision weapon hit weak points in armor and armor-like effects, allowing it to bypass some or all of the resistance. The amount bypassed scales with tactics skill.
Charm 20 Stealth None The mercenary distracts or charms its target, lowering the target's observation. The observation penalty scales with larceny skill.
Vanish 30 Stealth Passive The mercenary becomes skilled in the art of hiding, greatly increasing its chances of concealing itself.
Superior Lockpicker 40 Lockpicking Passive The mercenary becomes experienced with the art of lockpicking, allowing it to take less time lockpicking without losing any benefit.
Steady Fingers 50 Mechanisms Passive The mercenary becomes experienced in the art of disabling traps, greatly decreasing its chances of setting them off when attempting to disarm them.
Ambush 60 Stealth None The mercenary ambushes its target, catching it by surprise, knocking it prone, and stunning it.
Pilfer 90 Larceny None The mercenary learns to lift currency from unsuspecting humanoids with ease.
Deception 110 Stealth 1 Stamina per avoidance The mercenary moves in a manner confusing to its opponents, granting a small chance that its enemies will flat out miss. This is a primary defensive ability. The mercenary also gains an increase to its resistance to physical damage that scales with Evasion and Reflexes, but is disrupted by any armor heavier than heavy leather. This is an armor resistance effect.
Misdirection 150 Stealth 1 Stamina per second The mercenary learns how to be so inconspicuous that its enemies will prefer its allies over itself.
Toxicology 153 Alchemy Passive The mercenary learns how the secrets of toxicology, allowing it to create a variety of superior toxins.
Lush 171 Alchemy Passive The mercenary gains damage protection to all damage that scales with the mercenary's intoxication. This is a protection effect.

Skills

Click on the column header to sort by that column. For an explanation of skills and their values, see the Skills page.

Skill Value
Alchemy Good
Animal Handling Normal
Archery Good
Armor Normal
Channeling Very Bad
Conditioning Very Good
Evasion and Dodging Very Good
First Aid Normal
Fishing Normal
Focus Very Bad
Foraging Normal
Gnosis Good
Kinesis Very Bad
Larceny Very Good
Lockpicking Good
Lore Normal
Mechanisms Good
Melee Weapons Very Good
Metallurgy Normal
Observation Good
Outdoorsman Normal
Parry Good
Shields Normal
Skinning Normal
Sorcery Very Bad
Stealth Very Good
Tactics Very Good
Throwing Very Good
Unarmed Combat Good