Agent: Difference between revisions
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"You can get the cuffs or a knife in your spine." | "You can get the cuffs or a knife in your spine." | ||
!colspan="6" | Faction: | !colspan="6" | Faction: | ||
Blackwood Abbey | |||
!colspan="6" | Access Rune: | !colspan="6" | Access Rune: | ||
Abbey, Breakers | |||
!colspan="6" | Faction Boss: | !colspan="6" | Faction Boss: | ||
Penumbra | Penumbra | ||
Latest revision as of 16:45, 14 October 2025
| Agent
"You can get the cuffs or a knife in your spine." |
Faction:
Blackwood Abbey |
Access Rune:
Abbey, Breakers |
Faction Boss:
Penumbra |
Difficulty:
Medium |
|---|
Agents are the detectives and lawmen of the safe zone, working beneath the penumbra and alongside the breakers to enforce the safe zone's laws. Failing peaceful cooperation, agents are deadly with a blade and trained inb the art of assassination.
Stat Requirement
- Vigilance: 30
Purpose
As an agent you are effectively a detective and guard to the safe zone, providing the needed service of interrogation, forensics, and investigative work to catch anyone committing crimes. Beyond this you are expected to work with the breakers, who make up the muscle of your work. You determine what crimes have been broken and who should be detained or fined. The latter is preferably carried out by the breakers as they are more suited for physical violence. That said, you are no slouch in combat as you have easier access to ammunition and training to make regular daggers quite lethal with the proper positioning.
Good communications, be it through using your comms crystal or use of alert codes, are a must and you are rather weak alone. Fostering good relations with fellow agents or breakers is a must. Fixers can further aid you by supplying you with cheap munitions so you can better keep the safe zone clear of potential threats. You are expected to patrol periodically and can be a great asset on expeditions given you lockpicks and skill to use them. Coordinate with your penumbra to ensure a good split between your role as a lawman and an aid to dungeon diving teams.
Tips
- Your lockpicks can open dungeon doors and chests. Use this to secure additional loot.
- You have easier access to munitions, but conserve your ammo where you can. Your dagger is just as lethal as a revolver.
- You are a lawmen as well as a skilled killer, being good with words is often far better than being lethal, leave that to the breakers.
Unique Equipment
- Dagger - Your dagger is most effective when stabbing creatures or people in the back, used properly, it is a lethal tool of enforcement.
- Lockpicks - Your most versatile tool. While it cannot open magically sealed doors nor safe zone doors, it can easily force open dungeon doors and locked chests.
Advanced Tips
- Breakers, in particular the Sledge, make for good distractions. Stick behind them so when a beast focuses on them you can easily move into a position to make a lethal backstab.
- Though you are skilled with a blade, you are not normally heavily armored and you do not have the skill of the Firebrand or Ashman roles, be wary of your weaknesses.
- Using your skills as a thief and assassin on residents is a fantastic way to be executed in a public display. Do not abuse your position, there is a reason half of law enforcement is done by the breakers.
| Roles in Hammerfall | |
| Command | Hammerlord, Master of the Forge, Merchant, Penumbra, Exalted, Speaker |
| Breakers | Hammerlord, Master of the Forge, Sledge, Ashman, Firebrand |
| Ashwood Syndicate | Merchant, Penumbra, Agent, Fixer, Beast Master |
| Ascendant | Exalted, Speaker, Rune Master, Rosaria, Seeker |
| Freeblades | Gardener, Jester, Custodian, Prospector, Resident |