Mercenary
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Mercenaries are skilled frontline fighters known for their physical strength, battlefield experience, and reliable combat performance. They excel in direct confrontations, using durable equipment and heavy weapons to pressure enemies, protect allies, and survive dangerous encounters in the Gyldenmist.
Their role is built around close-range combat. A Mercenary can hold ground, punish enemy mistakes, and remain effective in both solo and team-based situations. While they may lack the long-range control of marksmen or the magical power of spellcasters, their toughness and weapon versatility make them one of the most dependable classes in Mistfall Hunter.
Overview
Mercenary is a strong choice for players who prefer direct combat, steady pressure, and practical survivability. The class performs well when facing enemies head-on and can adapt between offensive and defensive play depending on the weapon being used.
Role
The Mercenary serves as a frontline fighter. In a group, this class can pressure enemies, create space for allies, and hold dangerous positions. In solo play, Mercenaries rely on durability, timing, and weapon control to survive extended fights.
Combat Style
Mercenary combat is focused on close-range engagements. Players should look for openings, manage stamina carefully, and use weapon strengths to control the pace of battle. Hammer attacks can punish enemies with heavy impact, while Sword and Shield offers a more balanced defensive approach.
Weapons
Mercenaries are commonly associated with heavy and defensive melee weapons.
- Hammer — A powerful melee weapon focused on heavy strikes, stagger pressure, and punishing enemy mistakes.
- Sword and Shield — A balanced weapon set that provides defense, blocking options, and controlled melee pressure.
Strengths
- Strong frontline presence.
- Good survivability.
- Reliable in solo and team play.
- Effective with both offensive and defensive weapons.
- Beginner-friendly combat identity.
Weaknesses
- Limited ranged pressure.
- Can be vulnerable to fast or highly mobile enemies.
- Requires good positioning in PvP encounters.
- Heavy weapons may punish poor timing.
Recommended Playstyle
Mercenary players should stay close enough to pressure enemies but avoid reckless aggression. Use defensive tools to survive dangerous moments, punish openings with heavy attacks, and protect teammates when fighting in a group.
7 Skills
Block Basic Skill
Raise the shield to block attacks from the front. Hold to maintain the shield stance, allowing movement while the shield is raised. In trio mode, blocking PvP damage consumes less Energy.
An effortless technique that, with perfect timing, helps avoid many oncoming dangers.
Impalement Basic Skill
Hold to cast Impalement: Thrust forward with your sword, dealing damage and gaining 2 stacks of Sword Tip. While in the Blade Edge or Strong Edge state, your travel distance is increased.
Stacked Slash Basic Skill
When a basic attack hits, gain 1 stack of Sword Edge. After obtaining 6 stacks of Sword Edge, enter the Sharp Blade state. While in the Sharp Blade state, gaining another 6 stacks of Sword Edge will enter the Strong Blade state.
While in the Sharp Blade state, press the left and right mouse buttons to release Stacked Blade Heavy Slash. After releasing it, exit the Sharp Blade state.
When released in the Strong Blade state, Stacked Blade Heavy Slash is enhanced, increasing its movement distance and damage, while also granting super armor. After release, enter the Sharp Blade state. .
Shield Dash Weapon Skill
Dash forward a certain distance with the shield, striking enemies in the path before stopping, dealing Physical Damage. Block attacks from the front while holding the shield. After casting a skill, Movement Speed will be briefly increased. This effect only works while wielding Sword and Shield.
This skill can be cast while blocking.
Brandrgarde soldiers always charged into battle with massive shields like a raging sea, shouting "Kjernnos." After the Twilight War, their pride faded.
Whirling Cut Weapon Skill
Dash forward and perform 2 slashes, dealing Physical Damage.
Brandrgarde's cold winds are their eternal battle song. Besides strong liquor, a skilled swordsman's Whirling Cut warms them—passion and courage drive them forward, and victory is their unchanging desire.
Stone Breaker Slash Weapon Skill
Raise the shield to protect the body while stabbing the ground with the sword to deal Physical Damage, then dash forward slightly and pull the sword out for an upward strike, scattering rocks and dealing Physical Damage. Block attacks from the front while holding the shield. Perfect Block can be triggered during the shield-raising period after Stonebreaker Slash's wind-up animation. After a successful Perfect Block, your dash can slightly knock back enemies.
Stonebreaker Slash has a shorter base cooldown in trio mode.
The former general's personal guards initiated it. His war diary was bought by Deputy Orton at Brandrgarde auction. The diary's front page states, "A great warrior excels in combat but lacks patience."
Shield Slam Weapon Skill
Jump with your shield raised and smash it into the ground, dealing Physical Damage and reducing enemy Movement Speed for a period of time. While jumping with the shield, you can block frontal attacks and gain a period of Super Armor.
A gambling craze led a squad leader to lose his late wife's bracers. Harald ordered him to perform 500 shield bashes, leaving his right hand bandaged for a long time.
7 Skills
Assault Hammer Basic Skill
Lift the hammer then smash the ground, dealing Physical Damage. Hold left mouse buttom to perform a Lv.1 charge.
Lv.1 Charge: Gain Super Armor effect during casting and dash forward a considerable distance.
Also known as the Hammer of the Brave, it combines unstoppable power with fearless spirit. It's one of the most beloved techniques among Mercenaries.
Power Hammer Basic Skill
Press left mouse button to unleash Light Strikes, chaining up to 3 hits for damage. You can hold left mouse buttom to charge during this period.
In Brandrgarde, a mercenary's skill with the Warhammer is often measured by how well they can charge their attacks. Veterans believe brute strength isn't enough—true mastery lies in blending raw power with techniques.
Punishing Hammer Basic Skill
After launching a Light Strike with left mouse button, press right mouse button to turn and dash forward slightly, slamming the hammer into the ground ahead. You can hold right mouse button to charge during this period.
When Karl was down on his luck, he'd often watch the mercenaries' monotonous training sessions at the Drill Yard—they swung their weapons with obvious boredom and constant yawning. Karl mimicked them meticulously but added a fierce ground-smashing dash to his routine. This very move caught the attention of Deputy Orton.
Hammer Dash Weapon Skill
Dash forward a certain distance with the hammer. Shoulder charge during the dash deals Physical Damage, followed by a sweeping hammer attack that deals Physical Damage.
Hammer Dash has a shorter base cooldown in trio mode.
Mercenaries who revere strength were hired to Brandrgarde, and over time, they frequently clashed with the regular soldiers. Harald rewarded the captain with a Mace and the mercenary leader with a sword, instructing them to duel. Both sides conceded and future conflicts were reduced.
Hammer Spin Weapon Skill
Spin the hammer, dealing Physical Damage. Can hold to consume Energy and maintain the spin. Gain Super Armor briefly when casting the skill.
A technique mercenaries practice during morning drills to master control over their strength. Those who can spin dozens of times and still stay in place get to enjoy a hot breakfast. But if they're dizzy and disoriented, it's a dead giveaway they're hungover—and they'll need a few lashes to snap out of it.
Skullcrusher Weapon Skill
Vigorously swing and smash the hammer forward, dealing Physical Damage. Hold to charge up to 2 times. Gain Super Armor during charging. Cooldown increases with charge level.
Lv.1 Charge: Unleash an additional sweeping attack dealing Physical Damage.
Lv.2 Charge: Leap forward and smash the ground, dealing Physical Damage. Gain Super Armor during casting.
Early slaves at Brandrgarde sparked several rebellions. When the interrogator asked the general how to handle them, the general, barely looking up from his mountain of paperwork, just pointed to his head. The interrogator took it to heart, and ever since, the slaves have been terrified of the brutal Skullcrusher punishment. But word is, the general just wanted the interrogator to use his brain.
Earthshaker Weapon Skill
Lift the hammer and smash the ground, dealing Physical Damage. Hold the button to charge up to 2 times and gain Super Armor while charging. Enemies' Movement Speed is reduced for a short duration upon taking damage from this skill, regardless of whether the skill is charged or not. Cooldown increases with charge level.
Lv.1 Charge: Increases AoE and Damage Multiplier.
Lv.2 Charge grants Super Armor during casting, with increased Impact, and generates an additional seismic wave dealing Physical Damage.
This skill can be cast in the air but cannot be charged.
Lv.1 Charge: Unleash an additional sweeping attack dealing Physical Damage.
Lv.2 Charge: Leap forward and smash the ground, dealing Physical Damage. Gain Super Armor during casting.
Legendary mercenary "One-Armed Karl" proposed to the lovely widow Mia during a bonfire feast after the Dragonfall. He once guarded her door with his giant hammer, scaring off ruffians. After marriage, he retired and helped her knead dough with the same hammer.
Warhammer Sling Weapon Skill
Swing the hammer on the ground from back to front, sending rocks flying far away to deal Physical Damage and reduce enemy Movement Speed and Dodge Distance for a period of time.
While repairing the priest's tower, the stonemasons found themselves short on both workers and materials. The Prayer of the Moon then enlisted the help of several mercenaries, and word spread quickly. Soon, nearly all the mercenaries had gathered at the base of the tower. What was originally a four-month project was completed in less than half a month.