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Mercenary – Grit

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.

Mercenaries who choose Grit Fighting will use a combination of skill and raw determination coupled with persistence. Favoring heavy weapons, two-handed weapons, and shields, the grit tree will have offensive and defensive abilities focused around brute strength and determination to stay conscious despite distractions.


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.
Grit Mercenary - Grit

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

Grit tags may be learned from Klyin in Kaezar or Hegnus in Kaezar.

Name Requirements Cost Description
Vicious Blow None 1 Stamina per swing The mercenary uses a combination of force and technique with a hybrid or power weapon to inflict more greivous wounds. The bonus scales with tactics skill.
Clotting 20 Conditioning 5 Stamina The mercenary exercises control over his body, forcing his heartbeat to slow its pace and reduce bleeding for a time to allow it to clot.
Parry-Breaker 30 Melee 1 Stamina per swing The mercenary uses a combination of force and technique with a hybrid or power weapon to break through its opponents parry. The bonus scales with tactics skill.
Another Pint 40 Conditioning Passive The mercenary maintains a special balance of diet and exercise, granting him a greater reserves of stamina and vitality. The bonus scales with conditioning skill.
Knockdown 50 Melee 1 Stamina per swing Adding a bit of power strategically to each swing, the mercenary attempts to knock its opponent down with each blow.
Shield Bash 60 Shields 5 Stamina The mercenary bashes its target in the chest with its shield, stunning its opponent. A successful roll doubles the stun and knocks the opponent to its knees.
Shield Block 110 Shields 1 stamina per block The mercenary readies to block incoming blows with its shield more effectively, giving it a second smaller chance to block attacks. This is a primary defensive ability.
Challenge 150 Tactics None The mercenary issues a challenge to its foe, making it focus on him.
Rally 170 Tactics None The mercenary issues rallies an ally, bolstering its tactical capability as well as bringing the ally to its side if able. This provides a mental bonus to tactics that scales with the mercenary's tactics skill.
The Best Defense 190 Armor Passive The mercenary gains a bonus to its unarmed attacks if the limb used to assail the enemy is protected by scale or plate armor. The bonus scales with armor skill.

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 Very Good
Channeling Very Bad
Conditioning Very Good
Evasion and Dodging Normal
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 Good
Skinning Normal
Sorcery Very Bad
Stealth Normal
Tactics Very Good
Throwing Very Good
Unarmed Combat Good