Health: 49
Energy: 41
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
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Skills
Field 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: 17 Technology (+3 per skill level)
Level Required: 1
Improves With: Support (+1 Health at 22 Support; +1 Health per 3 Support after)
Warm Up: 0
Cool Down: 4
Double 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
Weapon Required: Sword or Club
Stat Required: None
Level Required: 1
Improves With: Strength
Warm Up: 0
Cool Down: 1
Hybrid Armor: Passively boosts physical defense or energy resistance during battle (passive skill).
Energy Required: 0 (Passive)
Power of Skill: Defense|Resistance Bonus
Level 1: 2
Level 2: 4
Level 3: 5
Level 4: 6
Level 5: 7
Level 6: 8
Level 7: 9
Level 8: 10
Level 9: 11
Level 10: 12
Weapon Required: None
Stat Required: None
Level Required: 1
Improves With: None
Warm Up: 0
Cool Down: 0
Note: Starts on Physical but can be switched back and forth for a turn anytime during a battle.
Field Commander: Increases your strength or an ally's strength 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
Intimidate: 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
Bunker 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
Artillery Strike: Inflicts physical damage to all enemies.
Energy Required:
Level 1: 14(1) 26(2)
Level 2: 16(1) 28(2)
Level 3: 18(1) 30(2)
Level 4: 20(1) 32(2)
Level 5: 22(1) 34(2)
Level 6: 24(1) 36(2)
Level 7: 26(1) 38(2)
Level 8: 28(1) 40(2)
Level 9: 30(1) 42(2)
Level 10: 32(1) 44(2)
Weapon Required: None
Stat Required: Dexterity
Level Required: 5
Improves With: Support (+1 damage at 22 Support; +1 damage per 4 Support after)
Warm Up: 1
Cool Down: 2
Berzerker: 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: None
Level Required: 5
Improves With: Strength
Warm Up: 1
Cool Down: 2
Maul: 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
Surgical 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: 22 Dexterity (at skill level 1)
Level Required: 10
Improves With: Technology (+1 damage at 21 Technology; +1 damage per 5 Technology after)
Warm Up: 3
Cool Down: 3
Blood Shield: Sacrifice your health to activate an energy shield for you or an ally.
Energy Required: 0 (No Cost)
Conversion:
Level 1: 4 Health to Resistance
Level 2: 5 Health to Resistance
Level 3: 6 Health to Resistance
Level 4: 7 Health to Resistance
Level 5: 8 Health to Resistance
Level 6: 9 Health to Resistance
Level 7: 10 Health to Resistance
Level 8: 11 Health to Resistance
Level 9: 12 Health to Resistance
Level 10: 13 Health to Resistance
Weapon Required: None
Stat Required: None
Level Required: 10
Improves With: None
Warm Up: 0
Cool Down: 4
Atom 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: 46%
Level 2: 50%
Level 3: 54%
Level 4: 58%
Level 5: 61%
Level 6: 64%
Level 7: 67%
Level 8: 70%
Level 9: 73%
Level 10: 76%
Weapon Required: Club
Stat Required: None
Level Required: 10
Improves With: None
Warm Up: 0
Cool Down: 2