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.
Mercenaries start with the mercenary tag, and 1 primary specialization tag set chosen in character generation, which determines skill learn rates and caps. A secondary specialization tag set is available at level 15, which gives access only to those abilities. Note: Taking Dirty Tricks Secondary raises the skill cap for Larceny to Very Good before innates are applied. Mercenaries cap at 2 sets, and can use the martial arts styles of both specializations.
Certain tags grant access to certain recipes, which are learned along with the tag.
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. For an explanation of martial arts and their use, see the Martial Arts page. For a complete list of recipes, see the Recipes page.
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.
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 and caps at ignoring 25% of the armor bonus.
The mercenary distracts its target, lowering the target's observation and tactics. The penalty scales with larceny skill. Failing to distract may reveal one when hiding.
The mercenary becomes skilled in the art of hiding, greatly increasing its chances of concealing itself. Provides Good stealth to mercenaries with Dirty Tricks secondary.
Passively allows the mercenary to use toxicology formulae in alchemy. Mercenaries with a Dirty Tricks Secondary also gain Alchemy as a Normal skill prior to innates.
50 Lockpicking, 50 Mechanisms
Passively allows the mercenary to have a significantly smaller chance of setting off traps when failing an attempt to disarm one. Gives a bonus to disarming traps that scales with Lockpicking and Reflexes and allows the mercenary to learn Larceny while Lockpicking and disarming traps. Mercenaries with a Dirty Tricks Secondary also gain Lockpicking and Mechanism as a Normal skill prior to innates.
The mercenary ambushes its target, catching it by surprise, knocking it prone, and stunning it.
Allows the mercenary to have a guaranteed chance to inflict poisons from its attacks for a limited period of time that ends when a poison is delivered. Also adds a second roll to inflict poisons using tactics + dexterity.
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 Stealth and Reflexes, but is disrupted by any armor heavier than heavy leather. This is an armor resistance effect.
1 Stamina per second
The mercenary moves in such a manner as to make its allies stand out more than itself, giving it less of a chance of being targeted. Also provides the mercenary with a physical bonus to Evasion that scales with Stealth and Reasoning.
Allows the mercenary to passively attempt to pilfer from humanoid targets it searches, boosting the value of the treasure found from it by performing a Larceny + Dexterity vs Level check. The increased treasure scales with Larceny and Dexterity.
Passively provides the mercenary with a physical bonus to Alchemy, Lockpicking, Mechanisms, and Stealth that scales with Larceny and Reasoning.
This martial arts stance is available to mercenaries that have taken the dirty tricks specialization. The moves may be displayed with the assault info command.
Mercenary tags may be learned from any mercenary tag trainer.
The mercenary replenishes his stamina, finding greater physical reserves though force of will alone.
The mercenary unites his mind with his body, pushing himself beyond his physical limits.
The mercenary channels its fury and will into dispelling magical effects that are affecting it.
These recipes are available to mercenaries that have taken the dirty tricks specialization, and wilders that have taken the martial specialization. The recipes may be displayed with the recipes or recipes full command.
Thick Laburnum Poison
Mortar and pestle
Creates a poison that causes an alchemical penalty to its victim's conditioning and endurance. The poison can be applied to weapons. Its number of uses per application, resist difficulty, chance to affect the target, and the strength of the penalty scale with the applier's alchemy skill and the quality of the poison.
Thick Smilax Poison
Mortar and pestle
Creates a poison that causes its victim to lose vitality over time. The poison can be applied to weapons. Its number of uses per application, resist difficulty, and chance to affect the target scale with the applier's alchemy skill and the quality of the poison.
Click on the column header to sort by that column. For an explanation of skills and their values, see the Skills page. For an explanation of martial arts and their use, see the Martial Arts page.