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Tactical Mercenary
From EpicDuel Wiki
The evolution of a Mercenary
Base Stats
- Health: 47
- Energy: 43
- Strength: 18
- Dexterity: 22
- Technology: 19
- Support: 21
- Starts with Basic Club
Description: Tactical Mercenary is an intellectual and crafty mercenary who uses tricks to defeat the enemy. When Baelius took over the planet, some of the more intellectual citizens were forced to work in the mines, and were able to create tactical weaponry from the mining tools- such as the Toxic Grenade which has an unblockable Damage Over Time effect. Tactical Mercenaries will be able to wear Mercenary armor and use swords or mauls.
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
- Energy Required:
- 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
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: 15 Dexterity at level 1 (+2 per skill level) ; 33 Dexterity at Max
- Level Required: 1
- Improves With: Strength
- Warm Up: 0
- Cool Down: 1
- Energy Required:
Mineral Armor: Passively boosts physical defense during battle (passive skill).
- Energy Required: 0 (Passive)
- Power of Skill: Defense
- Level 1: 2
- Level 2: 3
- Level 3: 4
- Level 4: 5
- Level 5: 6
- Level 6: 7
- Level 7: 8
- Level 8: 9
- Level 9: 10
- Level 10: 11
- Weapon Required: None
- Stat Required: 15 Dexterity at level 1 (+3 per skill level) ; 42 Dexterity at Max
- Level 1: 16
- Level 2: 19
- Level 3: 22
- Level 4: 25
- Level 5: 27
- Level 6: 30
- Level 7: 33
- Level 8: 36
- Level 9: 39
- Level 10: 42
- Level Required: 1
- Improves With: None
- Warm Up: 0
- Cool Down: 0
Stun Grenade:Inflicts physical damage with a 30% base chance to stun the enemy.
- Energy Required:
- Level 1: 16
- Level 2: 18
- Level 3: 20
- Level 4: 22
- Level 5: 24
- Level 6: 26
- Level 7: 28
- Level 8: 30
- Level 9: 32
- Level 10: 34
- Weapon Required: None
- Stat Required: None
- Level Required: 5
- Improves With: Dexterity (+1 damage at 26 Dexterity; +1 damage per 4 Dexterity after)
- Warm Up: 0
- Cool Down: 2
- Energy Required:
Blood Shield: Sacrifice your health to activate an energy shield for you or an ally.
- Energy Required: 0 (No Cost)
- Conversion ( Progression depends on character level ):
- Level 1: 4 / 5 / 6 Health to Resistance
- Level 2: 5 / 6 / 7 Health to Resistance
- Level 3: 6 / 7 / 8 Health to Resistance
- Level 4: 7 / 8 / 9 Health to Resistance
- Level 5: 8 / 9 / 10 Health to Resistance
- Level 6: 9 / 10 / 11 Health to Resistance
- Level 7: 10 / 11 / 12 Health to Resistance
- Level 8: 11 / 12 / 13 Health to Resistance
- Level 9: 12 / 13 / 14 Health to Resistance
- Level 10: 13 / 14 / 15 Health to Resistance
- Weapon Required: None
- Stat Required: None
- Level Required: 10
- Improves With: None
- Warm Up: 0
- Cool Down: 4
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
- Energy Required:
Reroute: Passively converts a percent of all damage received to energy (passive skill). Improves with none.
- Energy Required: 0 (passive)
- Conversion:
- Level 1: 12%
- Level 2: 15%
- Level 3: 18%
- Level 4: 21%
- Level 5: 23%
- Level 6: 25%
- Level 7: 27%
- Level 8: 28%
- Level 9: 29%
- Level 10: 30%
- Weapon Required: None
- Stat Required: 24 Technology at level 1 (+2 per skill level) ; 42 Technology at Max
- Level Required: 5
- Improves With: None
- Warm Up: None
- Cool Down: 0
Frenzy: Adds to your health a percentage of the damage you inflict.
- Energy Required:
- Level 1: 9
- Level 2: 10
- Level 3: 11
- Level 4: 12
- Level 5: 13
- Level 6: 14
- Level 7: 15
- Level 8: 16
- Level 9: 17
- Level 10: 18
- Damage to Health:
- Level 1: 30%
- Level 2: 33%
- Level 3: 36%
- Level 4: 39%
- Level 5: 42%
- Level 6: 45%
- Level 7: 48%
- Level 8: 51%
- Level 9: 54%
- Level 10: 57%
- Weapon Required: Club
- Stat Required: 19 Support at level 1 (+2 per skill level) ; 37 Support at Max
- Level Required: 5
- Improves With: None
- Warm Up: None
- Cool Down: 3
- Energy Required:
Artillery Strike: Inflicts physical damage all enemy targets. Deals 75% 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
- Energy Required:
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: 24 Dexterity at level 1 (+3 per skill level) ; 42 Dexterity at Max
- Level Required: 10
- Improves With: Technology (+1 damage at 21 Technology; +1 damage per 5 Technology after)
- Warm Up: 3
- Cool Down: 3
- Energy Required:
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
- Energy Required:
Toxic Grenade: Poisons the enemy over time (3 turns) and inflicts initial 25% of the primary weapon damage as Physical 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
- Poison Damage:
- Level 1: 4
- Level 2: 5
- Level 3: 6
- Level 4: 7
- Level 5: 8
- Level 6: 9
- Level 7: 10
- Level 8: 11
- Level 9: 12
- Level 10: 13
- Weapon Required: None
- Stat Required: None
- Level Required: 10
- Improves With: None
- Warm Up: 0
- Cool Down: 1
- Energy Required:
| Classes | |
|---|---|
| Starting Classes | Tech Mage - Bounty Hunter - Mercenary |
| Evolved Classes | Blood Mage - Cyber Hunter - Tactical Mercenary |