Difference between revisions of "Mercenary"
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Latest revision as of 04:54, 13 April 2016
Mercenary Job Training
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Description
As a mercenary, you’d depend on raw physique or aim for your attacks, focusing more on a good battle plan and tough armor than anything else. You’d learn to overpower your foes with sheer strength and determination, defend yourself with all manner of weapons and equipment, and fly a ship when the situation calls for it. The life of a mercenary is one of profit through violence.
Class Specialties
Starter Items
- Melee Weapon: Knife
- Ranged Weapon: Eagle Handgun
- Armor: Dress Clothes
- Shield: Cheap JoyCo Shield Generator
Perks
Steele gains class-specific perks for each level earned.
Level | Name | Description |
---|---|---|
2 | Critical Blows | Your strikes and shots gain a 10% chance of inflicting double damage on normal melee and ranged attacks. |
3 | Tough | Vulnerability to piercing, slashing, and kinetic damage taken reduced by 10%. |
4 | Juggernaut | Grants a 25% chance to overcome any paralysis or stun effect every combat round. |
5 | Second Wind | Grants the ability to recover half of your maximum HP and Energy once per combat encounter. |
6 | Tough 2 | Upgrades the "Tough" ability from 10 to 15%. |
7 | Iron Will | Allows your physical fortitude to contribute slightly to your willpower, granting one point of willpower for every five points of physique. |
8 | Heroic Reserves | Raises your maximum energy reserves by 33, allowing you to use more special attacks before tiring. |
Special Abilities
When choosing the special ability perks, Steele may attain abilities that fall under two specific themes to define the player's play style.
Level | Close-Quarters | Ranged Fighter |
---|---|---|
2 | Bloodthirsty | Armor Piercing |
3 | Power Strike | Rapid Fire |
4 | Riposte | Take Cover |
5 | Carpet Grenades | Detonation Charge |
6 | Heavy Weapons | Low Tech Solutions |
7 | Cleave | Concentrate Fire |
8 | Second Attack | Second Shot |
9 | UNAVAILABLE | UNAVAILABLE |
10 | UNAVAILABLE | UNAVAILABLE |
Level | Name | Description |
---|---|---|
1 | Headbutt (Starter Ability) |
A physique-based attack that does not factor in weapon damage but has a chance of stunning your target. |
2 | Bloodthirsty | Melee attacks restore a few points of energy. |
Armor Piercing | Ranged attacks ignore the first few points of enemy defense. | |
3 | Power Strike | Grants the ability to perform a single melee attack for 200% normal damage |
Rapid Fire | Grants the ability to perform a ranged attack with two extra, reduced-accuracy shots. | |
4 | Riposte | Grants increased evasion after any melee attack made for the remainder of the combat round. |
Take Cover | Grants the ability to avoid nearly all incoming ranged attacks for 3 combat rounds. | |
5 | Carpet Grenades | Grants the ability to toss out a handful of micro-grenades, damaging everything in a large area. Hits all enemies. |
Detonation Charge | Grants the ability to throw a focused detonation charge at an enemy for very high Burning damage. Focusing the charge restricts the blast radius to a single target. | |
6 | Heavy Weapons | Increases damage from Kinetic ranged weapons by 20%. |
Low Tech Solutions | Increases damage from Kinetic melee weapons by 20%. | |
7 | Cleave | Grants an extra, low-accuracy swing when fighting groups of enemies or "plural" type foes. |
Concentrate Fire | Allows consecutive ranged attacks to gain a bonus to damage. | |
8 | Second Attack | Allows you to make a second, low-accuracy attack whenever you perform a melee attack. Can stack with "Cleave". |
Second Shot | Allows you to make a second, low-accuracy attack whenever you shoot a ranged weapon. |