Mercenary

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(Support)
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An adaptive self-taught or instructor-taught warrior.
An adaptive self-taught or instructor-taught warrior.
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==General skills==
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=Stats=
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Flexible combat techniques that can counter many enemy abilities.
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==Stats==
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*Good stats: Strength, HP
*Good stats: Strength, HP
*Bad stats: Magic resist, Evasion
*Bad stats: Magic resist, Evasion
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==Equip-able Weapons==
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=Equip-able Weapons=
*Swords
*Swords
*Knives
*Knives
*Axes/Hammers
*Axes/Hammers
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=Skill Tree=
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==Abilities==
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===Tackle Tree==
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*Level 1: Tackle (0 MP, range 1) deals about 80% of a normal physical hit but has a 75% chance to push the enemy back like a critical
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*Level 2:Ram (0 MP, range 1) deals 100% of a normal physical hit and has a 90% chance to push the enemy back
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*Level 3:Rushing Charge (0 MP, range 2 straight lines only) deals 100% of a normal physical hit and has a 100% chance to push the enemy back
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===Throw Tree===
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*Level 1: Throw Rock (0 MP, range 3) a ranged attack that deals about 40% of a normal physical hit
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*Level 2: Throw Dart (0 MP, range 4) a ranged attack that deals about 70% of a normal physical hit
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===Evasion Tree===
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*Level 1: Dodge (0 HP, personal) increases evasion for the rest of the battle by +5 
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*Level 2: Disguise (0 HP, personal) increases evasion for the battle by +5 and has 50% chance of giving one-turn invisibility
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*Level 3: Play Dead (0 HP, personal) gives one-turn invisibility
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===Other===
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*Mercenary Sprint (10 MP, personal) get two move phases on your next turn (essentially allowing you to move double distance, and also move, attack, and move again)
==Support==
==Support==
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Equip Axe/Hammer - Can Equip Axes and Hammers<br />
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*Equip Axe/Hammer - Can Equip Axes and Hammers
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Even JP - Main job receives less JP, sub job receives same amount of JP as main job.
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*Even JP - Main job receives less JP, sub job receives same amount of JP as main job.
==Reaction==
==Reaction==
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Counter Tackle - Counters attack with tackle that may push enemy back.
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*Counter Tackle - Counters attack with tackle that may push enemy back.
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==Masters==
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=Masters=
Sword mastery, dagger mastery (level 1: +3 accuracy, level 2: damage +5%, level 3: can use weapon on any martial job) {probably need more types of melee weapons}
Sword mastery, dagger mastery (level 1: +3 accuracy, level 2: damage +5%, level 3: can use weapon on any martial job) {probably need more types of melee weapons}
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==Notes==
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=Notes=
A balanced job stat-wise, though on low side on average and learning more towards melee. Has a varety of useful if not overly powerful skills and the basic weapon masters.
A balanced job stat-wise, though on low side on average and learning more towards melee. Has a varety of useful if not overly powerful skills and the basic weapon masters.
[[Category:Control of Destiny Series]]
[[Category:Control of Destiny Series]]
[[Category:Control of Destiny Tactics]]
[[Category:Control of Destiny Tactics]]

Revision as of 21:43, 27 December 2006

Mercenary
Tier First
Requirements None
Weapons {{{wep}}}
Good Stats {{{gstat}}}
Bad Stats {{{bstat}}}

An adaptive self-taught or instructor-taught warrior.

Contents

Stats

  • Good stats: Strength, HP
  • Bad stats: Magic resist, Evasion

Equip-able Weapons

  • Swords
  • Knives
  • Axes/Hammers

Skill Tree

Abilities

=Tackle Tree

  • Level 1: Tackle (0 MP, range 1) deals about 80% of a normal physical hit but has a 75% chance to push the enemy back like a critical
  • Level 2:Ram (0 MP, range 1) deals 100% of a normal physical hit and has a 90% chance to push the enemy back
  • Level 3:Rushing Charge (0 MP, range 2 straight lines only) deals 100% of a normal physical hit and has a 100% chance to push the enemy back

Throw Tree

  • Level 1: Throw Rock (0 MP, range 3) a ranged attack that deals about 40% of a normal physical hit
  • Level 2: Throw Dart (0 MP, range 4) a ranged attack that deals about 70% of a normal physical hit

Evasion Tree

  • Level 1: Dodge (0 HP, personal) increases evasion for the rest of the battle by +5
  • Level 2: Disguise (0 HP, personal) increases evasion for the battle by +5 and has 50% chance of giving one-turn invisibility
  • Level 3: Play Dead (0 HP, personal) gives one-turn invisibility

Other

  • Mercenary Sprint (10 MP, personal) get two move phases on your next turn (essentially allowing you to move double distance, and also move, attack, and move again)

Support

  • Equip Axe/Hammer - Can Equip Axes and Hammers
  • Even JP - Main job receives less JP, sub job receives same amount of JP as main job.

Reaction

  • Counter Tackle - Counters attack with tackle that may push enemy back.

Masters

Sword mastery, dagger mastery (level 1: +3 accuracy, level 2: damage +5%, level 3: can use weapon on any martial job) {probably need more types of melee weapons}

Notes

A balanced job stat-wise, though on low side on average and learning more towards melee. Has a varety of useful if not overly powerful skills and the basic weapon masters.

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