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ClassesMercenary — Class Guide | Mistfall Hunter Wiki

Mercenary

AttributeDetails
RoleFrontline Fighter
Combat StyleClose-range melee combat, pressure, defense, and sustained engagements
WeaponsHammer, Sword and Shield
Damage TypePhysical
Key MechanicsBlocking, stagger pressure, durability, frontline control, and weapon swapping
DifficultyBeginner Friendly
Faction / OriginMercenary background; battlefield veteran

Trained in the heat of real battles, Mercenaries are frontline fighters whose strengths lie in physical power, hard-earned field experience, and steady, dependable execution. They thrive in straight-up confrontations, leaning on sturdy equipment and heavy weapons to put pressure on opponents, keep allies safe, and come out of the dangerous situations the Gyldenmist throws at them.

The class’s whole identity is built on close-quarters fighting. A Mercenary can anchor contested ground, turn a foe’s slip into punishment, and deliver consistent results whether playing alone or in a squad. What they give up is a marksman’s long-range reach or a spellcaster’s arcane might; in return, durability and a broad arsenal make them one of the most trustworthy classes in Mistfall Hunter.

Overview

For players drawn to upfront brawls, relentless pressure, and plain survivability, the Mercenary is a strong pick. The class handles head-on engagements well and can shift between aggressive and cautious play depending on the weapon in hand.

Role

The Mercenary serves as the frontline fighter a team can rally around. In a group, this class harries enemies, carves out room for teammates, and holds dangerous ground. Running solo, a Mercenary falls back on toughness, careful timing, and command of its weapons to outlast drawn-out fights.

Combat Style

Mercenary combat revolves entirely around close-range engagement. Players have to spot openings, watch their stamina closely, and lean on each weapon’s strengths to dictate the pace of battle. The Hammer answers enemy mistakes with heavy impact, while the Sword and Shield trades some aggression for a well-rounded defensive approach.

Weapons

Heavy, defense-minded melee weapons are the class’s signature.

  • Hammer — A hard-hitting melee weapon built around weighty blows, stagger pressure, and capitalizing on enemy errors.
  • Sword and Shield — A balanced pairing that supplies protection, blocking tools, and measured close-range pressure.

Strengths

  • A commanding presence at the front line.
  • Dependable survivability.
  • Performs reliably alone and in teams.
  • Works well with both offensive and defensive armament.
  • An approachable combat identity for newcomers.

Weaknesses

  • Lacks options for applying pressure at range.
  • Quick or highly mobile foes can give it trouble.
  • Positioning matters a great deal in PvP encounters.
  • Heavy weapons exact a price for mistimed swings.

The best Mercenary play keeps you close enough to press the enemy without overcommitting. Defensive tools are there to pull you through dangerous moments, heavy attacks answer exposed openings, and in a group, keeping teammates covered is part of the job.

Skills

Sword & Shield — 7 Skills

Blocking, perfect parries, pursuit and counterattacks.

Block (Basic Skill)

Lifts the shield to ward off attacks coming from the front. Holding the key keeps the shield stance up and still lets you move around. In trio mode, blocking PvP damage drains less Energy.

A simple trick that, timed well, slips past a great many oncoming dangers.

Impalement (Basic Skill)

Holding the key casts Impalement: a forward sword thrust that deals damage and grants 2 stacks of Sword Tip. While active in the Blade Edge or Strong Edge state, the thrust carries you farther.

Stacked Slash (Basic Skill)

Every basic attack that lands adds 1 stack of Sword Edge. Reaching 6 stacks triggers the Sharp Blade state; gaining another 6 stacks of Sword Edge while already in that state advances it to the Strong Blade state.

While the Sharp Blade state is active, pressing the left and right mouse buttons together unleashes Stacked Blade Heavy Slash and drops you out of the state.

If the slash goes off during the Strong Blade state instead, it comes out enhanced — more movement distance, higher damage, and super armor — and returns you to the Sharp Blade state afterward.

Shield Dash (Weapon Skill)

Charges forward a set distance with the shield raised, striking everything in the path before stopping, and dealing Physical Damage. Frontal attacks are blocked while the shield is held up. Casting the skill grants a brief Movement Speed increase afterward — an effect that only works while the Sword and Shield is equipped.

This skill can be cast while blocking.

Brandrgarde’s soldiers used to crash into battle behind enormous shields like a raging sea, roaring “Kjernnos.” The Twilight War drained that pride away.

Whirling Cut (Weapon Skill)

Dashes forward and lands two slashes that deal Physical Damage.

For Brandrgarde, the biting wind is an eternal battle song. Aside from strong liquor, only a practiced swordsman’s Whirling Cut keeps them warm — passion and courage drive them on, and victory is the goal they never stop wanting.

Stone Breaker Slash (Weapon Skill)

Raises the shield to cover the body while planting the sword into the ground for Physical Damage, then inches forward, pulls the blade out, and cuts upward — scattering rocks and dealing Physical Damage again. Holding the shield blocks frontal attacks. During the shield-raising window after the skill’s wind-up animation, a Perfect Block can be triggered, and landing one lets the follow-up dash nudge enemies back slightly.

Stonebreaker Slash has a shorter base cooldown in trio mode.

The move originated with a former general’s personal guards. Deputy Orton bought the general’s war diary at a Brandrgarde auction; its front page reads, “A great warrior excels in combat but lacks patience.”

Shield Slam (Weapon Skill)

Leaps with the shield raised and smashes it into the ground, dealing Physical Damage and lowering enemy Movement Speed for a period of time. While airborne with the shield, frontal attacks can be blocked and Super Armor is granted for a stretch.

A gambling craze led a squad leader to lose his late wife’s bracers. Harald ordered him to perform 500 shield bashes, and his right hand stayed bandaged for a long while after.

Hammer — 8 Skills

Charged attacks, Super Armor, disruption and heavy impact.

Assault Hammer (Basic Skill)

Lifts the hammer and brings it down on the ground for Physical Damage. Holding the left mouse button builds a Lv.1 charge.

Lv.1 Charge: grants a Super Armor effect while casting and dashes forward a considerable distance.

Also known as the Hammer of the Brave, it pairs unstoppable power with a fearless spirit and ranks among the techniques Mercenaries love most.

Power Hammer (Basic Skill)

Tapping the left mouse button fires off Light Strikes that chain up to 3 hits for damage. During the combo, the left mouse button can be held to charge.

Around Brandrgarde, a mercenary’s skill with the Warhammer is often measured by how well they charge their attacks. Veterans hold that brute strength alone isn’t enough — true mastery fuses raw power with technique.

Punishing Hammer (Basic Skill)

After a Light Strike from the left mouse button, pressing the right mouse button spins you around, dashes you forward a short way, and slams the hammer into the ground ahead. The right mouse button can be held during this window to charge.

Down on his luck, Karl would watch the Drill Yard’s dreary mercenary drills — weapons swung with obvious boredom, yawns without end. Karl copied the routine meticulously but added a fierce ground-smashing dash of his own. That very move caught Deputy Orton’s attention.

Hammer Dash (Weapon Skill)

Charges forward a set distance with the hammer in hand. The shoulder tackle 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.

Strength-worshipping mercenaries hired into Brandrgarde kept clashing with the regular soldiers. Harald settled the friction by giving the captain a Mace and the mercenary leader a sword, ordering them to duel. Both sides yielded, and future conflicts grew fewer.

Hammer Spin (Weapon Skill)

Spins the hammer for Physical Damage. The key can be held to keep the spin going by draining Energy. Casting the skill grants Super Armor briefly.

A morning-drill technique mercenaries use to master control over their strength. Anyone who can spin dozens of times and still hold position gets to enjoy a hot breakfast. Spin yourself dizzy and disoriented, though, and it’s a dead giveaway you’re hungover — a few lashes will snap you out of it.

Skullcrusher (Weapon Skill)

Swings the hammer forward with full force and smashes it down, dealing Physical Damage. Holding the key charges the skill up to 2 levels, gaining Super Armor while charging. Each level of charge lengthens the cooldown.

Lv.1 Charge: adds a sweeping follow-up attack that deals Physical Damage.

Lv.2 Charge: leaps forward and smashes the ground, dealing Physical Damage, with Super Armor through the cast.

The early slaves of Brandrgarde sparked several rebellions. Asked how to deal with them, the general barely looked up from his mountain of paperwork and just pointed at his head. The interrogator took it to heart, and the slaves have dreaded the brutal Skullcrusher punishment ever since — though word is, the general simply wanted the interrogator to use his brain.

Earthshaker (Weapon Skill)

Heaves the hammer up and crashes it into the ground for Physical Damage. Holding the button charges up to 2 levels with Super Armor active while charging. Foes hit by this skill have their Movement Speed lowered briefly whether it was charged or not, and higher charge levels push the cooldown longer.

Lv.1 Charge: boosts the AoE and the Damage Multiplier.

Lv.2 Charge: grants Super Armor through the cast, raises Impact, and spawns an additional seismic wave that deals Physical Damage.

The skill can be cast in the air, though it cannot be charged there.

Legendary mercenary “One-Armed Karl” proposed to the lovely widow Mia at a bonfire feast after the Dragonfall. He had once stood guard at her door, giant hammer in hand, scaring off the ruffians. After they married, he retired and helped her knead dough with that same hammer.

Warhammer Sling (Weapon Skill)

Sweeps the hammer along the ground from back to front, hurling rocks across a long distance to deal Physical Damage and cut 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 enlisted several mercenaries, and word spread quickly — soon nearly all of them had gathered at the tower’s base. A project budgeted for four months came in at less than half a month.