||Blasters - point blank,
||Only mercenaries get to use blasters.
Mercenaries can initially use them at point blank range and short
||Mercenaries are told which direction
they wimpied to if their wimpy
direction is set to 'out', which chooses a random exit. Any player
can set their own wimpy
||Mercenaries can quickly look over their
inventory and locate worn armor and wielded weapons. It also shows
them what armor slots are yet to be filled.
||Mercenaries gain the ability to deal
out effective punches.
||Mercenaries may operate and fire from
the turrets of ships and vehicles.
||Advanced Hand to Hand
||Mercenaries do more damage in unarmed
combat. This skill is automatic. Assassins are slightly better with
this skill than mercenaries. If the player is both mercenary and assassin,
the skill is even more effective.
||Blasters - medium range
||Mercenaries can now fire blasters at
||Mercenaries can lob explosive grenades.
Once you've armed a grenade, you need only lob it in a direction or
drop it and run.
||Mercenaries know their abilities and
equipment so well that they can choose to pay attention and know exactly
when they can use special skills again.
||Blasters - long range
||Mercenaries can now fire blasters long
||Mercenaries can ditch a specified pursuer. The skill will assume the current aggressive pursuer, if one exists, else the user must specify the target to be ditched.
||Mercenaries can repair their own blasters,
but unlike scientists, mercenaries need a full toolbox.
||Mercenaries can modify the barrel of
a blaster to give it additional range. This skill requires a full
toolbox and some scrap metal.
||Blasters - extreme
||Mercenaries can now fire blasters at
an extremely long range.
||Mercenaries can avoid being hit by blaster
fire from a distance. This skill cannot be used in close range combat.
||Mercenaries can set off and disarm most
types of explosives.
||Mercenaries have the ability to construct
light and heavy ammo using scrap, part of a toolbox, and any nearby
||Mercenaries now get a rough idea of how
well their armor protects.
||Mercenaries have a chance of aiming their
blaster with pin-point accuracy and causing additional damage to a
||HM mercenaries can quest to obtain an
autoloading ammobelt from which they can recharge blasters. It has
to be recharged each log in. The quest begins on planet Gamorr and
can be attempted only once per reboot.
||HM mercenaries can set their wimpy as
high as 70%.
||HM mercenaries can use a toolbox to improve
the power of ranged weapons, thus slightly increasing the damage they
are capable of. However, failing an improve has been known to damage
weapons, possibly beyond repair.
||HM mercenaries can rescue another player
from his or her attacker(s). They will begin taking the blows of the
attackers after a successful rescue. However, they cannot rescue someone
of the opposite alignment.
||HM mercenaries now have a greater chance
of hitting their target than mercenaries of lesser advancement.
||Advanced Ammo Construct
||HM mercenaries know more about ammunition
and thus can construct more sophisticated
||HM mercenaries can quickly sprint from
one place to another. How far they can sprint depends on mercenary
level, improving every 5 levels until level 50. Sprinting can wear
you out, causing slight damage, therefore those in poor health cannot
||HM mercenaries who know they can take
the beating have the ability to ignore all defense in order to dish
out more punishment.
||HM mercenaries can now use thermal
detonators to do massive damage to their surroundings. Caution
is advised. They can be lobbed in a direction or just dropped, though
they will not explode until you let go.
||HM mercenaries can sacrifice strength
and stamina to enhance dexterity.
||HM mercenaries wielding a blaster can
hose down an area, hitting everyone else in the room with whom they
are in combat, or possibly everyone in the room that they are capable
of attacking, regardless of whether those people are friends or foes.
||HM mercenaries can set up clever ambushes
that stun a target, allowing them to deal greater damage during the
initial strike. However, sometimes the target sees the ambush in advance
and the mercenary is taken by surprise, momentarily stunned by how
badly the ambush failed.
||Ultimate HM mercenaries have 2 chances
of doing damage to their opponent per round of combat. This skill
is automatic, but does NOT automatically double the damage of the
first hit. (This skill is meant to emulate wielding 2 weapons at once.
This is as close as SWmud gets to 'dual wieldability'.)