Site hosted by Build your free website today!
Go to Knight


Go to Pirate
Back to Class List


While Knights serve under a single banner, often for life, the Mercenary is saving a village, or protecting a member of the royal family, or keeping an Assassin from being discovered. Mercenaries care little for who their client is and what their cause is about. They simply wish to do their job, get paid, and move on. These are the warriors and protectors of people who don't want ties or loose ends after hiring a guard. They also do many different jobs than just fighting, leaving them a better option for a single job than other warriors.

Why be a mercenary?

If you are looking for a very non-restricted, easy class to play then a mercenary is best for you because they are not very extreme in any one aspect. Characters hire mercenaries all the time to do a variety of jobs, but usually as guards for a small group or single client that wont draw much attention or require much information. Mercenaries follow their own code, but are flexible enough to bend their own rules on occasion if it's going to benefit them. They aren't quite as greedy as thieves, or as honorable as knights... so they slip into the 'in-between' where the extreme's tend to miss good-paying clients.

How do they fair in battle?

They are extremely useful in battle because their skills are so vastly different and of a good range that no matter the situation, they'll usually be able to take their opponent. Knights don't have the time to dabble much in magic, but a mercenary has nothing but time in their life between jobs and can sit down and read the long and boring books or scripts that teach the vital necessities to using magic.

How do they fair in quests?

Similar to battle, they probably have a good set of non-battle skills to aid them. Since they never know what kind of job they'll be picking up next, they tend to learn and dabble in a little of everything. They might not be as handy as other classes at being perfect in any particular situation, and fumble a lot of the time in what they are doing... but failure builds character and if you can learn from mistakes, then you become a stronger individual. The drive for perfection can often lead to the blindness of your own weaknesses.

What race and alignment are most typical for this class?

The better question here, is what races are the LEAST typical to be a mercenary, which is easier to answer since nearly any race could choose this class and do it justice. Fae and Dragons are probably the least likely to be mercenaries, simply put because of their extreme sizes. The Fae make poor warriors because of how tiny they are, and the fact that they are often hard to communicate with or get to focus on anything serious. Dragons are large in size and awkward in their social aspect, especially since most other races fear them.

A mercenary typically doesn't even really believe in alignment. If you could label them anything, it would probably be neutral, as they ARE the most neutral of all the classes when it comes to their "cause" in life. As long as they benefit from something in some way, they will usually do it and not think twice about it.


Minimum of: Stats at registration will be evenly distributed at 5 each. Points distributed with leveling may be placed as the player wishes.

Armor Limit: Maximum of Chain Mail.

Weapon Limit: None.

Race Limit: None
Weapons to Unlock: Any

(Instead of unlocking a weapon through 10 duels, you can unlock the above by using a CP; allowing for faster and easier access to a weapon if you do not wish to duel.)

Automatically Known Skills

(Invest CP to make them stronger)

Hand for Hire

Type/Cost: Automatic; Unique

Roll: Depends on action.

Requirements: Hired for a job.

Description: When a mercenary is doing a job, any task specifically related to that job will increase in its success related to how much was paid. For every 250 gold to be paid, a mercenary will get +1 to all their actions (including damage) since a mercenary will be more inspired to get the job done (and done right).

Agreements to payment must be followed through with by the one hiring the mercenary, or upon seeing the client next, the mercenary will be allowed to take a small body part as payment instead (no genitalia and no bigger than a hand/foot) removing 10 permanent LP along with it, and/or the ability to use the body part (such as a hand.)

Unlock-able Skills

(Use CP to unlock these additional skills)


Type/Cost: Mastery; 1 CP per 10%

Roll: d100

Requirements: None

Description: Find someone through means of information, tracks, and stalking.


Type/Cost: Mastery; 1 CP per 15%

Roll: d100 each round

Requirements: 10 INF

Description: Can use methods to get information out of someone.

Dual Wield

Type/Cost: Automatic; 5 CP

Roll: None

Requirements: Two weapons; second weapon does half damage and half hit roll.

Description: Get an extra attack in a single round using a weapon wielded in each hand.

Wield Magic

Type/Cost: Automatic; 5 CP

Roll: Normal Attack Roll

Requirements: Item infused with magic.

Description: The mercenary is able to wield magic of any type, as long as it comes from an item infused with the magic. Instead of normal melee/ranged damage, the item will deal magic damage instead. It'll use MP just like a normal spell: 1 MP for every 1 DMG dealt. If the infused item uses fire magic, the mercenary will do fire damage with the weapon/item.
More to Come

Structure Investments

(Meet the requirement and unlock the ability to purchase the structure.)

Coming Soon


Coming Soon


Coming Soon


Coming Soon