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.
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.