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.
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. Mercenaries cap at 2 sets, and can use the martial arts styles of both specializations.
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.
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 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.
Passively eliminates all penalties for attacking with two weapons. An unsuccessful attack passively provides the mercenary with a physical bonus to melee that scales with Tactics and Reasoning. The bonus resets upon a successful attack.
Provides the mercenary with a physical bonus to Parry that scales with Tactics and Reflexes.
Passively provides a mental bonus to Reflexes and a physical bonus to Tactics. The bonuses scale with Tactics and Conditoning, respectively, and with Dexterity.
Allows the mercenary to feint at a target, giving the target a mental penalty to defense that scales with Tactics and Dexterity.
Passively allows the mercenary to attack with an offhand weapon even when not wielding a weapon in its dominant hand. Successfully avoiding an attack will give the mercenary a temporary physical bonus to Tactics that scales with Tactics and Reasoning.
Allows the mercenary to make an instant attack at a target's head, stunning it. This ability has a cooldown and works only with precision or hybrid weapons of the blades or knives and rapiers category.
Mitigates melee and thrown defensive, and melee offensive penalties for being prone, kneeling, or sitting. Also automatically causes the mercenary to jump to its feet prior to attacking or being attacked, if possible.
Allows the mercenary an additional chance to parry attacks and provides additional armor resistance against physical damage if the mercenary is wearing heavy leather armor or less. Also passively eliminates penalties to parrying ranged attacks with weapons and allows the mercenary to parry spellbolts with weapons, regardless of activation status. The chance to avoid attacks is based off of Parry and (Reflexes or Strength) depending on the weapon used to parry. The armor resistance scales off of Parry and the better of Reflexes or Strength. This is a primary defensive ability.
1 Stamina per 5 seconds
Allows the mercenary to attack even more swiftly with the second of its two-weapon attacks, reducing post-swing roundtime for that weapon by 1 second.
Passively allows the mercenary to instantly mount and dismount, as well as significantly reduces the penalties for moving while not standing.
Allows the mercenary to attack a target's feet in an attempt to knock it to the ground and hamper its movements. This prevents the target from standing and causes all range-changes to incur additional RT as a penalty.
These tags are available to mercenaries that have taken the finesse specialization. Their abilities may be displayed with the pugilism info command.
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.