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.
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.