From Unwritten Legends Wiki
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 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.
Name
|
Type
|
Brutality
|
Grit Mercenary 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
|
|
Grit
|
Grit Mercenary 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.
|
Mercenary
|
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.
|
|
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
|
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
|