Difference between revisions of "Mercenaries"
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===Combat=== | ===Combat=== | ||
Mercenary combat typically involves direct physical attacks. | Mercenary combat typically involves direct physical attacks. | ||
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===Promotion Points=== | ===Promotion Points=== | ||
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* Guild points gained via combat | * Guild points gained via combat | ||
* Share headquarters with [[Traders]] | * Share headquarters with [[Traders]] | ||
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===Overall Cons=== | ===Overall Cons=== | ||
* No magic skills. | * No magic skills. | ||
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=Abilities= | =Abilities= | ||
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=Guild Services= | =Guild Services= | ||
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[[Category:Guilds]][[category:Mercenaries]][[category:Western Coalition]] | [[Category:Guilds]][[category:Mercenaries]][[category:Western Coalition]] |
Revision as of 19:56, 4 September 2013
The Mercenaries of the Western Coalition are a group of 'free men' who claim no alliance to religious ties or other affiliations. They believe in elitism in combat and in good pay. They commonly work with the Traders as a part of their coalition for mutual gain.
Contents
Playstyle
Overall
Mercenaries are masters of warfare and specializing in nonmagical combat and tactics
Combat
Mercenary combat typically involves direct physical attacks.
Promotion Points
- Successfully completing tasks from the Guildmaster
Overall Pros
- Weapon specialization skills
- Wide array of weapon training options
- Guild points gained via combat
- Share headquarters with Traders
Overall Cons
- No magic skills.
Abilities
- Adrenaline Rush
- Armor Mastery
- Basic Melee Training
- Basic Ranged Training
- Basic Weapon Training
- Chained Weapon Specialization
- Charge
- Coup de Mort
- Disarm
- Feint
- Hafted Specialization
- Hamstring
- Multi-Opponent Combat
- Polearm Specialization
- Tactics Mastery
- Spin Attack
- Sword Specialization