Mercenary
From Soloralwiki
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An adaptive self-taught or instructor-taught warrior. | An adaptive self-taught or instructor-taught warrior. | ||
| - | + | =Stats= | |
| - | + | ||
| - | + | ||
| - | + | ||
*Good stats: Strength, HP | *Good stats: Strength, HP | ||
*Bad stats: Magic resist, Evasion | *Bad stats: Magic resist, Evasion | ||
| - | + | =Equip-able Weapons= | |
*Swords | *Swords | ||
*Knives | *Knives | ||
*Axes/Hammers | *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== | ==Support== | ||
| - | Equip Axe/Hammer - Can Equip Axes and Hammers | + | *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. | + | *Even JP - Main job receives less JP, sub job receives same amount of JP as main job. |
==Reaction== | ==Reaction== | ||
| - | Counter Tackle - Counters attack with tackle that may push enemy back. | + | *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} | 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. | 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
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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.

