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Mercenary – Finesse

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.

The Finesse Fighting path will focus around a mercenary that uses light weapons, with dual wielding as a viable option, and tends toward evasive maneuvers. Its defensive abilities focus around avoiding rather than dodging, while its offensive abilities focus more on accuracy, speed, and displays of alacrity rather than straight power.


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.
Finesse Mercenary - Finesse

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

Finesse tags may be learned from Jael in Kemstead.

Name Requirements Cost Description
Dual Wield None Passive The mercenary is experienced in using two weapons, eliminating the base penalty for dual-wielding weapons.
Superior Parry 20 Parry 10 Stamina The mercenary readies itself for incoming attacks, increasing its ability to parry. The bonus scales with tactics skill.
Duelist's Insight 30 Conditioning Passive The mercenary gains the keen insight of a duellist, granting it greater faculty of reasoning and tactical capability. The bonus scales with conditioning skill.
Feint 40 Melee 3 Stamina The mercenary feints at its opponent, tricking it into dropping its guard. The penalty scales with the mercenary's tactics skill.
Ambidexterity 50 Melee Passive The mercenary becomes ambidextrous through rigorous training, allowing it to use its offhand as though it were its primary hand.
Blade Kiss 60 Melee 5 Stamina The mercenary strikes assails its opponent in the head with a blade or knife of the precision or hybrid type, stunning it. The stun has a chance to double with a successful roll.
Deflect 110 Parry Passive The mercenary gains the ability to deflect incoming blows and even ranged weapons with its offhand weapon with a successful roll. This is a primary defensive ability. The mercenary also gains an increase to its resistance to physical damage that scales with Parry and Reflexes, but is disrupted by any armor heavier than heavy leather. This is an armor resistance effect.
Flashing Hands 150 Melee 1 Stamina per 5 seconds The mercenary pushes its physical limits, allowing it to attack more swiftly with an offhanded non-power weapon when dual wielding.
Mobility 170 Tactics Passive The mercenary learns new methods of efficient movement, allowing it to mount and dismount more swiftly as well as reduce the hinderances from not standing.
Uncanny Parry 190 Parry Passive The mercenary gains the uncanny ability to parry even bullets and spellbolts when using the deflect ability.

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