Mercenary

From Soloralwiki

(Difference between revisions)
m
Line 1: Line 1:
{{CoDTJob|job=Mercenary|tier=First|req=None|pic=codt_face_blank.gif}}
{{CoDTJob|job=Mercenary|tier=First|req=None|pic=codt_face_blank.gif}}
-
An adaptive self-taught or instructor-taught warrior.
+
 
 +
=Job Origin Backgound=
 +
Mercenaries come from a number of places. Some are soldiers that deserted the army to fight for themselves. Others are bandits that became known enough to be hired professionally. Wherever they come from, they have struck it out on their own during this time of world crisis for profit and recognition. Their training is mostly self taught and lacks discipline, but they are adaptive (if somewhat underhanded) on the battlefield.
=Stats=
=Stats=
Line 36: Line 38:
=Masters=
=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}
+
Affects all normal attacks with the weapon or abilities that directly use the equipped weapon
 +
*Sword mastery
 +
*Knife mastery
 +
*Axe/Hammer mastery
 +
**Level 1: accuracy +3
 +
**Level 2: fight/ability speed +5%
 +
**Level 3: damage +5%
=Notes=
=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. Most of the mercenary skills are unrefined versions of other job skills but if it's between "use a weak skill or do nothing this round" a mercenary's flexibility is quite useful.
 +
 
 +
=Mercenary as a Main Job=
 +
Mercenary offers an attractive balance of statistics, though its lack of focus in any area makes it hard to acomplish certain tasks. Without a very useful sub job mercenary may be a bit too diverse and underpowered to perform effectively in late game.
 +
 
 +
=Mercenary as a Sub Job=
 +
The mercenary's flexibility is much more useful in the less critical sub job role where it can fill in gaps in the fighting styles of other jobs. It gives soldiers a ranged attack, lets archers knock threatening melee fighters off of their high spots, or allows a healer to go invisible for a time while it moves to a safer position. The stat balance gained at level up also ensures that the main job's primary statistics will be cared for.
-
[[Category:Control of Destiny Series]]
 
[[Category:Control of Destiny Tactics]]
[[Category:Control of Destiny Tactics]]

Revision as of 23:22, 27 December 2006

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

Contents

Job Origin Backgound

Mercenaries come from a number of places. Some are soldiers that deserted the army to fight for themselves. Others are bandits that became known enough to be hired professionally. Wherever they come from, they have struck it out on their own during this time of world crisis for profit and recognition. Their training is mostly self taught and lacks discipline, but they are adaptive (if somewhat underhanded) on the battlefield.

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

Affects all normal attacks with the weapon or abilities that directly use the equipped weapon

  • Sword mastery
  • Knife mastery
  • Axe/Hammer mastery
    • Level 1: accuracy +3
    • Level 2: fight/ability speed +5%
    • Level 3: damage +5%

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. Most of the mercenary skills are unrefined versions of other job skills but if it's between "use a weak skill or do nothing this round" a mercenary's flexibility is quite useful.

Mercenary as a Main Job

Mercenary offers an attractive balance of statistics, though its lack of focus in any area makes it hard to acomplish certain tasks. Without a very useful sub job mercenary may be a bit too diverse and underpowered to perform effectively in late game.

Mercenary as a Sub Job

The mercenary's flexibility is much more useful in the less critical sub job role where it can fill in gaps in the fighting styles of other jobs. It gives soldiers a ranged attack, lets archers knock threatening melee fighters off of their high spots, or allows a healer to go invisible for a time while it moves to a safer position. The stat balance gained at level up also ensures that the main job's primary statistics will be cared for.

Personal tools