Difference between revisions of "Mercenary"
m (→Notes: Added Helldiver to Resistances.) |
(→Notes: Clarified the Flurry Attack penalty.) |
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|align="left"| <span id="Boundless Reserves"></span><b>Boundless Reserves</b> | |align="left"| <span id="Boundless Reserves"></span><b>Boundless Reserves</b> | ||
|align="left"| Your base Energy increases to 150. | |align="left"| Your base Energy increases to 150. | ||
+ | |- | ||
+ | |align="center"|13 | ||
+ | |align="left"| <span id="Second Skin"></span><b>Second Skin</b> | ||
+ | |align="left"| When wearing power armor, +2 evasion and +1 resolve. | ||
|- | |- | ||
|} | |} | ||
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|align="center"| <b>Specialized Combatant</b> | |align="center"| <b>Specialized Combatant</b> | ||
|align="center"| <b>Second Striker</b> | |align="center"| <b>Second Striker</b> | ||
+ | |- | ||
+ | |align="center"|13 | ||
+ | |align="center"| <b>Blood Frenzy</b> | ||
+ | |align="center"| <b>Tracer Rounds</b> | ||
|- | |- | ||
|} | |} | ||
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|align="left"| <span id="Second Striker"></span><b>Second Striker</b> | |align="left"| <span id="Second Striker"></span><b>Second Striker</b> | ||
|align="left"| Allows you to become comfortable making bonus flurry attacks with melee AND ranged attacks. | |align="left"| Allows you to become comfortable making bonus flurry attacks with melee AND ranged attacks. | ||
+ | |- | ||
+ | |align="center" rowspan="2"|13 | ||
+ | |align="left"| <span id="Blood Frenzy"></span><b>Blood Frenzy</b> | ||
+ | |align="left"| You enter a Blood Frenzy for 3 turns, and then make a melee strike against every enemy. While in the Frenzy, each melee hit you land deals bonus damage and restores Health based on damage dealt. | ||
+ | |- | ||
+ | |align="left"| <span id="Tracer Rounds"></span><b>Tracer Rounds</b> | ||
+ | |align="left"| Load tracer ammunition that lasts for three turns, then make a full ranged attack. Grants a large increase to accuracy and additional burning damage while active. | ||
|- | |- | ||
|} | |} | ||
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[[#Iron Will|Iron Will]] also increases maximum Willpower to Level * 6. Increasing maximum Physique with equipment also increases maximum Willpower. | [[#Iron Will|Iron Will]] also increases maximum Willpower to Level * 6. Increasing maximum Physique with equipment also increases maximum Willpower. | ||
− | [[#Bloodthirsty|Bloodthirsty]] restores 2-4 Energy per round. It does not grant more Energy with Second Attack or Cleave. | + | [[#Bloodthirsty|Bloodthirsty]] restores 2-4 Energy per round. It does not grant more Energy with '''Second Attack''' or '''Cleave'''. |
− | [[#Armor Piercing|Armor Piercing]] ignores Level + (0-2) | + | [[#Armor Piercing|Armor Piercing]] ignores Level + (0-2) Defense. |
− | [[#Power Strike|Power Strike]] damage multiplier is 2x by default. It increases to 2.7x if the attacker also has Second Attack. Increases | + | [[#Power Strike|Power Strike]] damage multiplier is 2x by default. It increases to 2.7x if the attacker also has [[#Second Attack|Second Attack]]. Increases to 3x if the attacker also [[#Specialized Combatant|Specialized Combatant]]. Can Critically Hit. |
[[#Carpet Grenades|Carpet Grenades]] does Burning damage equal to 10 + Level * 2.5 + Intelligence / 1.5. | [[#Carpet Grenades|Carpet Grenades]] does Burning damage equal to 10 + Level * 2.5 + Intelligence / 1.5. | ||
Line 238: | Line 253: | ||
[[#Concentrate Fire|Concentrate Fire]] bonus damage equals Level / 2 on the first consecutive hit and Level on all consecutive hits after. Resets on a miss. Melee attacks keep the bonus. | [[#Concentrate Fire|Concentrate Fire]] bonus damage equals Level / 2 on the first consecutive hit and Level on all consecutive hits after. Resets on a miss. Melee attacks keep the bonus. | ||
− | [[#Lunge|Lunge]] is a 1/20 chance for a Physique vs Physique check to apply | + | [[#Rending Attacks|Rending Atacks]] also applies to [[#Vaulting Strike|Vaulting Strike]] and [[#Sturm And Drang|Sturm And Drang]]. |
+ | |||
+ | [[#Lunge|Lunge]] is a 1/20 chance for a Physique vs Physique check to apply [[Ground_Combat_Mechanics#Status_Effects|Staggered]]. | ||
− | [[#Bigger Guns|Bigger Guns]] Heavy weapons | + | [[#Bigger Guns|Bigger Guns]] Heavy weapons mean '''Power Armor''' and '''Requires High Physique''' weapons. Despite the name, it also applies to melee weapons. |
− | The bonus attacks provided by [[#Rapid_Fire|Rapid Fire]], [[#Second Attack|Second Attack]], [[#Second_Shot|Second Shot]] and [[#Sturm And Drang|Sturm And Drang]] | + | The bonus attacks provided by [[#Rapid_Fire|Rapid Fire]], [[#Second Attack|Second Attack]], [[#Second_Shot|Second Shot]] and [[#Sturm And Drang|Sturm And Drang]] have a 45% chance to miss, regardless of Accuracy. The penalty is ignored if the weapon used has the '''Bonus Hit Rate''' flag, or if the target is '''Stunned''' or '''Paralyzed'''. |
[[#Specialized Combatant|Specialized Combatant]] only applies to [[#Second Attack|Second Attack]] and [[#Second_Shot|Second Shot]]. | [[#Specialized Combatant|Specialized Combatant]] only applies to [[#Second Attack|Second Attack]] and [[#Second_Shot|Second Shot]]. | ||
− | [[Slut Ray]], [[Advanced Slut Ray]], [[Heavy slut ray]], [[Bimboleum Emitter]] and [[FZR Fire Suppression System]] cannot normally be fired more than once per turn. However, Rapid Fire | + | [[#Vaulting Strike|Vaulting Strike]] does 3.5x base damage. It can Critically Hit but cannot Mini-Crit at the same time. Mini-Crit takes priority. '''Trip Chance''' weapons are the only way for Mercenaries to inflict '''[[Ground_Combat_Mechanics#Status_Effects|Tripped]]'''. '''Tripped''' can be inflicted by Vaulting Strike, but it will not Mini-Crit. |
+ | |||
+ | [[#Blood Frenzy|Blood Frenzy]] heal is 25% of Melee damage dealt. +10% Melee damage. Applies to all Melee damage, including '''Power Strike''', '''Vaulting Strike''' and the Melee component of '''Sturm and Drang'''. | ||
+ | |||
+ | [[#Tracer Rounds|Tracer Rounds]] increases ranged Accuracy by 20 and adds 5 Burning damage. | ||
+ | |||
+ | [[Slut Ray]], [[Advanced Slut Ray]], [[Heavy slut ray]], [[Bimboleum Emitter]] and [[FZR Fire Suppression System]] cannot normally be fired more than once per turn as a basic attack with only '''Second Shot'''. However, '''Rapid Fire''' and '''Sturm and Drang''' get the normal bonus shots. With '''Second Shot''' or '''Second Striker''', they will make the full 4 attacks. | ||
'''Cleave''' | '''Cleave''' | ||
− | <br>[[Amara Faell]] - [[Cyberpunk Security Operatives]] & [[Slamwulfe]] - [[Dr. Khan]] - [[Eitan]] - [[Goopelganger]] - [[Gray Prime]] - [[Infected Crew Members]] - [[Jaqui Fassbin]] - [[Krym]] if she adds Turrets - [[Naleen Mating Ball]] - [[Nyrean Praetorian]] - [[Raskvel Gang]] - [[Raskvel Turret]] - [[Rat Thieves]] - [[Red Zil Male|Red Zil Males]] - [[Rocket Pods]] - [[Security Droid]] - [[Security Drone]] - [[Security Robots]] - [[Tam]] - [[Typhon]] - [[Urbolg]] if he adds Turrets - [[Venus Zil Trap]] - [[Pirate|Void Pirates]] - [[Zaika Gangers]] | + | <br>[[Amara Faell]] - [[Cyberpunk Security Operatives]] & [[Slamwulfe]] - [[Dr. Khan]] - [[Eitan]] - [[Goopelganger]] - [[Gray Prime]] - [[Infected Crew Members]] - [[Jaqui Fassbin]] - [[Krym]] if she adds Turrets - [[Mhorgenn]] - [[Naleen Mating Ball]] - [[Nuka Psyker]] - [[Nyrean Praetorian]] - [[Raskvel Gang]] - [[Raskvel Turret]] - [[Rat Thieves]] - [[Red Zil Male|Red Zil Males]] - [[Rocket Pods]] - [[Security Droid]] - [[Security Drone]] - [[Security Robots]] - [[Selene_%26_Neil|Selene & Neil]] - [[Shalin Shaman]] - [[Tam]] - [[Typhon]] - [[Urbolg]] if he adds Turrets - [[Venus Zil Trap]] - [[Pirate|Void Pirates]] - [[Zaika Gangers]] |
<br>Some 'group' enemies are represented as a single combatant. In those cases, '''Cleave''' is one extra attack. | <br>Some 'group' enemies are represented as a single combatant. In those cases, '''Cleave''' is one extra attack. | ||
'''Giant Slayer''' | '''Giant Slayer''' | ||
− | <br>[[Agrosh]] - [[Bothrioc Quadomme]] - [[Captain Khorgan]] - [[Chaurmine]] - [[Dane]] - [[Demon Queen Syri]] - [[Doll Maker]] - [[Dr. Calnor]] - [[Excavation Robot]] - [[Feruze]] - [[Forgehound]] - [[ | + | <br>[[Ancient Warbot]] - [[Agrosh]] - [[Bothrioc Quadomme]] - [[Captain Khorgan]] - [[Chaurmine]] - [[Dane]] - [[Demon Queen Syri]] - [[Doll Maker]] - [[Dr. Calnor]] - [[Excavation Robot]] - [[Feruze]] - [[Forgehound]] - [[Frosty]] - [[Flurry]] - [[Gabilani Vacationers]] - [[Gel Zon]] - [[Jaqui Fassbin]] - [[Kaska]] - [[Milodan Amazon]] - [[Milodan Bruiser]] - [[Milodan Infiltrator]] - [[Milodan Priestess]] - [[Milodan Male]] - [[Milodan War Lion]] - [[Queen of the Deep]] - [[Rizzon Zau]] - [[Shizuya]] - [[Sydian Female]] - [[Sydian Male]] - [[Dr. Teyaal]] - [[Wetraxxel Brawler]] - [[Zaalt]] |
[[Category:Character classes ]] | [[Category:Character classes ]] | ||
[[Category:Pre-Java Script conversion]] | [[Category:Pre-Java Script conversion]] |
Latest revision as of 11:33, 18 August 2024
Mercenary Job Training
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 | Resistance to Kinetic damage increased by 10%. |
4 | Juggernaut | Grants a 25% chance to overcome any paralysis, stun or stagger 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 | Increases Kinetic damage resistance provided by ‘Tough’ to 15% (+5%). |
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. |
9 | Heavily Armored | Reduces the effectiveness of Sunder (and Sunder-like effects) on you by 50%. |
10 | Single Minded | Increases willpower to maximum when your HP is below 50%. |
11 | Helldiver | Increases resistance to burning damage by 10%. |
12 | Boundless Reserves | Your base Energy increases to 150. |
13 | Second Skin | When wearing power armor, +2 evasion and +1 resolve. |
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 | Rending Attacks | Giant Slayer |
10 | Lunge | Bigger Guns |
11 | Sturm And Drang | Vaulting Strike |
12 | Specialized Combatant | Second Striker |
13 | Blood Frenzy | Tracer Rounds |
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 +15% 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 physical, non-energy-based ranged weapons by 20%. |
Low Tech Solutions | Increases damage from physical, non-energy-based 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. | |
9 | Rending Attacks | Allows your "Power Strike" to apply Sunder (reducing armor by 50%) and your "Rapid Fire" to Stagger your opponents (reducing physique, reflexes, aim, and intelligence by 10%). |
Giant Slayer | Grants +5% chance to critical strike foes who are 7 feet or taller. | |
10 | Lunge | Grants the ability to target most flying enemies with melee attacks and a low chance to stagger ground-bound foes. |
Bigger Guns | You can use Heavy weapons without needing to meet the physique requirements. | |
11 | Sturm And Drang | Grants the ability to make one melee strike that procs a volley of ranged attacks like 'Rapid Fire' ability with enhanced accuracy and critical chance. |
Vaulting Strike | Grants the ability to make a high damage melee attack that does +50% bonus damage to flying or tripped targets. One round cooldown. | |
12 | Specialized Combatant | Your bonus flurry attack for ranged or melee is upgraded to have full accuracy. |
Second Striker | Allows you to become comfortable making bonus flurry attacks with melee AND ranged attacks. | |
13 | Blood Frenzy | You enter a Blood Frenzy for 3 turns, and then make a melee strike against every enemy. While in the Frenzy, each melee hit you land deals bonus damage and restores Health based on damage dealt. |
Tracer Rounds | Load tracer ammunition that lasts for three turns, then make a full ranged attack. Grants a large increase to accuracy and additional burning damage while active. |
Notes
Base Critical chance is 5%. Critical Blows adds 10% for 15% Critical chance before item bonuses.
Tough, Tough 2 and Helldiver also increase Shield Resistances.
Iron Will also increases maximum Willpower to Level * 6. Increasing maximum Physique with equipment also increases maximum Willpower.
Bloodthirsty restores 2-4 Energy per round. It does not grant more Energy with Second Attack or Cleave.
Armor Piercing ignores Level + (0-2) Defense.
Power Strike damage multiplier is 2x by default. It increases to 2.7x if the attacker also has Second Attack. Increases to 3x if the attacker also Specialized Combatant. Can Critically Hit.
Carpet Grenades does Burning damage equal to 10 + Level * 2.5 + Intelligence / 1.5.
Detonation Charge does Burning damage equal to 15 + Level * 4 + Intelligence.
Heavy Weapons and Low Tech Solutions only apply to base weapon damage, not to bonus damage from Physique or Aim.
Concentrate Fire bonus damage equals Level / 2 on the first consecutive hit and Level on all consecutive hits after. Resets on a miss. Melee attacks keep the bonus.
Rending Atacks also applies to Vaulting Strike and Sturm And Drang.
Lunge is a 1/20 chance for a Physique vs Physique check to apply Staggered.
Bigger Guns Heavy weapons mean Power Armor and Requires High Physique weapons. Despite the name, it also applies to melee weapons.
The bonus attacks provided by Rapid Fire, Second Attack, Second Shot and Sturm And Drang have a 45% chance to miss, regardless of Accuracy. The penalty is ignored if the weapon used has the Bonus Hit Rate flag, or if the target is Stunned or Paralyzed.
Specialized Combatant only applies to Second Attack and Second Shot.
Vaulting Strike does 3.5x base damage. It can Critically Hit but cannot Mini-Crit at the same time. Mini-Crit takes priority. Trip Chance weapons are the only way for Mercenaries to inflict Tripped. Tripped can be inflicted by Vaulting Strike, but it will not Mini-Crit.
Blood Frenzy heal is 25% of Melee damage dealt. +10% Melee damage. Applies to all Melee damage, including Power Strike, Vaulting Strike and the Melee component of Sturm and Drang.
Tracer Rounds increases ranged Accuracy by 20 and adds 5 Burning damage.
Slut Ray, Advanced Slut Ray, Heavy slut ray, Bimboleum Emitter and FZR Fire Suppression System cannot normally be fired more than once per turn as a basic attack with only Second Shot. However, Rapid Fire and Sturm and Drang get the normal bonus shots. With Second Shot or Second Striker, they will make the full 4 attacks.
Cleave
Amara Faell - Cyberpunk Security Operatives & Slamwulfe - Dr. Khan - Eitan - Goopelganger - Gray Prime - Infected Crew Members - Jaqui Fassbin - Krym if she adds Turrets - Mhorgenn - Naleen Mating Ball - Nuka Psyker - Nyrean Praetorian - Raskvel Gang - Raskvel Turret - Rat Thieves - Red Zil Males - Rocket Pods - Security Droid - Security Drone - Security Robots - Selene & Neil - Shalin Shaman - Tam - Typhon - Urbolg if he adds Turrets - Venus Zil Trap - Void Pirates - Zaika Gangers
Some 'group' enemies are represented as a single combatant. In those cases, Cleave is one extra attack.
Giant Slayer
Ancient Warbot - Agrosh - Bothrioc Quadomme - Captain Khorgan - Chaurmine - Dane - Demon Queen Syri - Doll Maker - Dr. Calnor - Excavation Robot - Feruze - Forgehound - Frosty - Flurry - Gabilani Vacationers - Gel Zon - Jaqui Fassbin - Kaska - Milodan Amazon - Milodan Bruiser - Milodan Infiltrator - Milodan Priestess - Milodan Male - Milodan War Lion - Queen of the Deep - Rizzon Zau - Shizuya - Sydian Female - Sydian Male - Dr. Teyaal - Wetraxxel Brawler - Zaalt