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Grit Mercenary

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 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 Grit Secondary raises the skill cap for Shields to Good before innates are applied. 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.

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Name Type Info
Brutality Martial Art

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

# Move Name RT Limbs Hit Locations Type Effect
1 Clout 4 One Arm high Power
2 Doubleclout 6 Two Arms high, mid Power
3 Hipthrust 2 Other mid Power Knockdown
4 Slam 4 Other mid Power Knockdown
5 Strike 3 One Arm high, mid Power
6 Step 1 One Leg low Power Knockdown
7 Stomp 2 One Leg low Power
Mercenary Tag

These tags are available to all Mercenaries (berserker, dirty tricks, finesse, and grit).

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.
Defiance 190 Gnosis 5 Willpower The mercenary channels its fury and will into dispelling magical effects that are affecting it.
Grit Tag

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 Provides the mercenary with a bonus to damage with power or hybrid weapons that scales with Tactics and Strength.
Clotting 20 Conditioning 5 Stamina The mercenary focuses its will on holding itself together, causing it to bleed less.
Parry Breaker 30 Melee 1 Stamina per swing Provides the mercenary with a bonus to attack opponents in parry stance that scales with Tactics and Strength.
Another Pint 40 Conditioning Passive Passively provides a bonus to the mercenary's maximum stamina and vitality that scales with Conditioning and Endurance.
Knockdown 50 Melee 1 Stamina per swing Allows the mercenary's attacks to have a chance to knock down the target and give it roundtime. This does not work with precision weapons.
Shield Bash 60 Shields 5 Stamina The mercenary bashes the target with its shield, knocking it prone and stunning it. Larger shields result in greater damage and stun. Secondary Grit mercenaries also gain a bonus to attempt this attack that scales with tactics.
Shield Block 110 Shields 1 stamina per block Grants the mercenary an additional chance to block attacks with its shield and providing additional armor resistance against physical damage if the mercenary is wearing scale armor or less. The chance to avoid attacks and armor resistance both are based on Shields and the better of Reflexes or Strength. This is a primary defensive ability.
Challenge 150 Tactics None The mercenary issues a challenge to the target, attempting to get it to focus only on the mercenary and providing a mental penalty to offense that scales with tactics and will.
Rally 170 Tactics None Gives the target a mental bonus to Tactics that scales with Tactics and Will. Also calls the target to the mercenary if the target is in the mercenary's group and is able to move.
The Best Defense 210 Armor Passive Passively gives a bonus to unarmed if the mercenary is wearing plate or scale on the limb used for the attack and allows the mercenary to wield a two-handed weapon as though it were a one-handed weapon in its dominant hand. The bonus scales with Armor.

Skills

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.

Skill Value
Alchemy Very Bad
Animal Handling Good
Archery Good
Armor Very Good
Channeling Very Bad
Conditioning Very Good
Enchanting Very Bad
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 Very Good
Skinning Normal
Sorcery Very Bad
Stealth Normal
Tactics Very Good
Thrown Weapons Very Good
Unarmed Combat Good