Mercenary

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One of the starting classes you can choose when you register for EpicDuel.

Base Stats

  • Health: 47
  • Energy: 43
  • Strength: 23
  • Dexterity: 19
  • Technology: 18
  • Support: 20
  • Starts with Basic Club


Description: Mercenaries are all about damage. They are a stronger but slower class, most effective with melee weapons.

Story

Delta V was once a beacon for prosperity in the uncharted galaxies of space. During this brief and bright "golden age", space-faring peoples flocked from the stars to work for a man who promised a future of wealth and well-being. It was an interstellar gold-rush and travelers with dollar signs glistening in their eyes arrived in the thousands, daily, to work in Baelius' mines.

The labor force on Delta V grew at an alarming rate, and maintaining order was a difficult task. As strikes and riots occurred more and more frequently due to the poor treatment of the Varium miners and freighter crews, Baelius closed his fist tighter to regain control. Instead of shepherding his flock, he scattered them.

When the War finally exploded across the surface of Delta V, the laborers chose their sides and became an unlikely army of organized colonists. Utilizing the magnificent array of re-appropriated equipment at their disposal, these workers found themselves in control of trillions of dollars worth of machinery that served just as well in the role of war as it had in the role of excavation.

The War was disastrous for Baelius. His armada of invaluable mining machinery was pitted against itself on the field of battle, each machine facing off against another. The destruction was catastrophic. Thus, the banishment put a stop to the melee and an end to the bright and prosperous future of the laborers of Delta V's Varium mining industry.

When they finally returned from exile, the War had not ended for the slighted ex-miners. These people had families, friends, goals... no more. The world had changed in their absence and they had lost everything but their will to fight and the keys to the machines they had refitted for the battlefield.

Mercenaries all, they do the jobs that come their way. Sure, they still use the skills for which they were most valued before the war, but now it would seem, in a post-War Delta V, fighting is what pays the bills. Is that a mining laser, or an anatomy rearranger? Just ask a Mercenary.

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Story written by EpicDuel head writer BigTuna

Skill Tree

Skill field medic 0.png

Skill double strike 0.png

Skill hybrid armor 0.png

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Skill blood commander 0.png

Skill intimidate 0.png

Skill bunker buster 0.png

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Skill artillery strike 0.png

Skill berzerker 0.png

Skill maul 0.png

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Skill surgical strike 0.png

Skill adrenaline 0.png

Skill atom smasher 0.png


Skills

  • Skill field medic 1.pngField Medic: Restores your health or an ally's health during combat.
    • Energy Required:
      • Level 1: 17
      • Level 2: 19
      • Level 3: 21
      • Level 4: 23
      • Level 5: 25
      • Level 6: 27
      • Level 7: 29
      • Level 8: 31
      • Level 9: 33
      • Level 10: 35
    • Weapon Required: None
    • Stat Required: 16 Technology at level 1 (+3 per skill level) ; 43 Technology at Max
    • Level Required: 1
    • Improves With: Level
    • Warm Up: 0
    • Cool Down: 4
  • Skill double strike 1.pngDouble Strike: Empowers you to swing a second time for additional damage.
    • Energy Required:
      • Level 1: 15
      • Level 2: 17
      • Level 3: 19
      • Level 4: 21
      • Level 5: 23
      • Level 6: 25
      • Level 7: 27
      • Level 8: 29
      • Level 9: 31
      • Level 10: 33

Damage Progressions ( % based on Sword / Club weapon damage )

      • Level 1: 23%
      • Level 2: 26%
      • Level 3: 29%
      • Level 4: 32%
      • Level 5: 35%
      • Level 6: 38%
      • Level 7: 41%
      • Level 8: 44%
      • Level 9: 47%
      • Level 10: 50%
    • Weapon Required: Sword or Club
    • Stat Required: 15 Dexterity (+2 per level)
    • Level Required: 1
    • Improves With: Strength
    • Warm Up: 0
    • Cool Down: 1
  • Skill hybrid armor 1.pngHybrid Armor: Passively boosts physical defense and energy resistance during battle (passive skill).
    • Energy Required: 0 (Passive)
    • Power of Skill: Defense / Resistance Bonus
      • Level 1: 2 / 1
      • Level 2: 2 / 2
      • Level 3: 3 / 2
      • Level 4: 3 / 3
      • Level 5: 4 / 3
      • Level 6: 4 / 4
      • Level 7: 5 / 4
      • Level 8: 5 / 5
      • Level 9: 6 / 5
      • Level 10: 6 / 6
    • Weapon Required: None
    • Stat Required: 16 Dexterity ( + 3 per level )
    • Level Required: 1
    • Improves With: None
    • Warm Up: 0
    • Cool Down: 0
  • Skill blood commander 0.pngBlood Commander: Increases strength for you or an ally and grants lifesteal for 4 turns during combat.
    • Energy Required:
      • Level 1: 11
      • Level 2: 12
      • Level 3: 13
      • Level 4: 14
      • Level 5: 15
      • Level 6: 16
      • Level 7: 17
      • Level 8: 18
      • Level 9: 19
      • Level 10: 20
    • Weapon Required: None
    • Stat Required:: None
    • Level Required: 2
    • Improves With: Support (+1 Strength gain at 22 Support; +1 Strength gain per 4 Support after)
    • Warm Up: 0
    • Cool Down: 1
  • Skill intimidate 0.pngIntimidate: Strike and weaken an enemy by reducing their strength during combat.
    • Energy Required:
      • Level 1: 10
      • Level 2: 12
      • Level 3: 14
      • Level 4: 16
      • Level 5: 18
      • Level 6: 20
      • Level 7: 22
      • Level 8: 24
      • Level 9: 26
      • Level 10: 28
    • Weapon Required: None
    • Stat Required: None
    • Level Required: 2
    • Improves With: Support (+1 Strength reduction at 22 Support; +1 Strength reduction per 4 Support)
    • Warm Up: 0
    • Cool Down: 1
  • Skill bunker buster 0.pngBunker Buster: Fires a rocket ignoring 20% defense; 25% chance for a critical strike.
    • Energy Required:
      • Level 1: 15
      • Level 2: 17
      • Level 3: 19
      • Level 4: 21
      • Level 5: 23
      • Level 6: 25
      • Level 7: 27
      • Level 8: 29
      • Level 9: 31
      • Level 10: 33
    • Weapon Required: None
    • Stat Required: 18 Dexterity (+2 per skill level)
    • Level Required: 2
    • Improves With: Technology (+1 damage per 5 Technology)
    • Warm Up: 0
    • Cool Down: 2
  • Skill artillery strike 0.pngArtillery Strike: Inflicts physical damage all enemy targets. Deals 85% damage if it hits multiple targets.
    • Energy Required:
      • Level 1: 14(1) 22(2)
      • Level 2: 16(1) 24(2)
      • Level 3: 18(1) 26(2)
      • Level 4: 20(1) 28(2)
      • Level 5: 22(1) 30(2)
      • Level 6: 24(1) 32(2)
      • Level 7: 26(1) 34(2)
      • Level 8: 28(1) 36(2)
      • Level 9: 30(1) 38(2)
      • Level 10: 32(1) 40(2)
    • Weapon Required: None
    • Stat Required: None
    • Level Required: 5
    • Improves With: Support (+1 damage at 22 Support; +1 damage per 4 Support after)
    • Warm Up: 1
    • Cool Down: 2
  • Skill berzerker 0.pngBerzerker: Strike an enemy three times for massive damage during combat.
    • Energy Required:
      • Level 1: 27
      • Level 2: 29
      • Level 3: 31
      • Level 4: 33
      • Level 5: 35
      • Level 6: 37
      • Level 7: 39
      • Level 8: 41
      • Level 9: 43
      • Level 10: 45
    • Weapon Required: None
    • Stat Required: 19 Dexterity (at lvl 1)
    • Level Required: 5
    • Improves With: Strength
    • Warm Up: 1
    • Cool Down: 2
  • Skill maul 0.pngMaul: Strike enemy ignoring 20% of all defenses, plus a chance to stun.
    • Energy Required:
      • Level 1: 12
      • Level 2: 14
      • Level 3: 16
      • Level 4: 18
      • Level 5: 20
      • Level 6: 22
      • Level 7: 24
      • Level 8: 26
      • Level 9: 28
      • Level 10: 30
    • Weapon Required: Club
    • Stat Required: None
    • Level Required: 5
    • Improves With: Strength
    • Warm Up: 0
    • Cool Down: 2
  • Skill surgical strike 0.pngSurgical Strike: Energy air strike; 30% life stealing; reduces enemy Rage by 50%.
    • Energy Required:
      • Level 1: 32
      • Level 2: 35
      • Level 3: 38
      • Level 4: 41
      • Level 5: 44
      • Level 6: 47
      • Level 7: 50
      • Level 8: 53
      • Level 9: 56
      • Level 10: 59
    • Weapon Required: None
    • Stat Required: 24 Dexterity (at lvl 1)
    • Level Required: 10
    • Improves With: Technology (+1 damage at 21 Technology; +1 damage per 5 Technology after)
    • Warm Up: 3
    • Cool Down: 3
  • Skill adrenaline 0.pngAdrenaline: Increases Rage gain rate when attacking and defending.
    • Energy Required: 0 (Passive)
    • % of the Rage Gain:
      • Level 1: 5 % More Rage Gain
      • Level 2: 7 % More Rage Gain
      • Level 3: 9 % More Rage Gain
      • Level 4: 11 % More Rage Gain
      • Level 5: 13 % More Rage Gain
      • Level 6: 15 % More Rage Gain
      • Level 7: 17 % More Rage Gain
      • Level 8: 18 % More Rage Gain
      • Level 9: 19 % More Rage Gain
      • Level 10: 20 % More Rage Gain
    • Weapon Required: None
    • Stat Required: 24 Support (+2 per level)
    • Level Required: 10
    • Improves With: None
    • Warm Up: 0
    • Cool Down: 0
  • Skill atom smasher 0.pngAtom Smasher: Smashes an enemy, burning their energy as a % of normal damage.
    • Energy Required:
      • Level 1: 6
      • Level 2: 7
      • Level 3: 8
      • Level 4: 9
      • Level 5: 10
      • Level 6: 11
      • Level 7: 12
      • Level 8: 13
      • Level 9: 14
      • Level 10: 15
    • Conversion:
      • Level 1: 48%
      • Level 2: 52%
      • Level 3: 56%
      • Level 4: 60%
      • Level 5: 63%
      • Level 6: 66%
      • Level 7: 69%
      • Level 8: 72%
      • Level 9: 75%
      • Level 10: 78%
    • Weapon Required: Club
    • Stat Required: None
    • Level Required: 10
    • Improves With: None
    • Warm Up: 0
    • Cool Down: 2

Removed Skills

Skills.jpg

  • Iron Skin
  • Tactics - Support Buff
  • Personal Shield - Passive Energy Boost
  • Enhanced Attack (Possibly) - ?????
Classes
Starting Classes Tech Mage - Bounty Hunter - Mercenary
Evolved Classes Blood Mage - Cyber Hunter - Tactical Mercenary
 
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