Mercenary new class

Mercenary

Lore:

Mercenaries or also known as a hired sword are common in this land. They’re mostly used for small jobs and usually get paid well for their troubles. You’ll find them on the street corners, outside of taverns and brothels looking to make some coin and they may be waiting with weapons drawn outside the local inn for the common thief to show up. But more often than not, they can be seen working together with the bandits, sharing the loot.

The mercenaries can be hard to to spot: they can look like anyone else—well-dressed men and women who don’t have much in common other than their profession and thier liking for gold. In fact, even if you do see one of these wandering around, it’s unlikely that he would attract any attention; most people will assume they’re just going about their business and ignore them.

Inevitably contracts can be pricy, and can end unpredictable, people will still often seek out mercenaries over normal guardsmen because these men are not bound by any moral code but that of the purse.

The most popular way to hire mercenaries is to contact the guild. A well-respected mercenary guild will have its reputation spread throughout the land and be able to call upon a great number of skilled men and women at any time fit for the job. These groups tend to do business through an intermediary called a broker who acts like an agent and handles all negotiations between parties before passing on the contract to one of his colleagues.

Those who have been around enough will tell you that there’s no such thing as a mercenary without a sad story behind them. Some were orphaned in battle, others had nothing left after an entire family was killed in raids, still others lost their livelihood due to banditry or highwaymen. One might say that the life of a mercenary is the closest thing to hell on earth that you’ll find here, but they earn their gold so they don’t complain.

There is one group of mercinaries that specifically hunt monsters and demons alike called The Order of the rising sun. This secret society has existed for centuries, and the members are sworn to fight evil wherever it may be. Members of this order are rarely seen, Their headquarters is located in a mountain pass far away from civilization where they practice their arts and wait for their next assignment.

It is said that this order was founded by Saint Astraea, the patron saint of the church of the holy light, who sought out those who shared her convictions and formed a special unit devoted to fighting back against the evils threatening the land. Over time, other members joined until the group grew into what we know today.

Members of this order are given the titles, given how assignments then have done and how skilled they are. They wear the symbol of the rising sun on their armor. Where as the highest title is “Patriarch of Astraea” Which is only given to top four of the order.

Location:

This takes place on an isle called the island of Vistal, which is located west of Northrend. The Island has been isolated from the rest of Azeroth for many years and few people ever set foot there,and those that does rarely returns or disapears in the mist.

It is home to many exotic and dangerous monsters and only a select few adventurers dare to go to the island. But For the most part, the people of Vistal lived relativly peaceful lives tending to their farms, fishing, hunting, and mining the islands rich deposits of ore, and occasional attacks from these creatures but nothing that they couldn’t handle, but that changed when the vampires arrived not to long ago. Since then, the islanders have been hiding from the horrors that roams the mists, leaving the mines untended and the windows boarded up. It is unknown to the natives how these creatures came to Vistal, but it seems clear that they weren’t native to the island and must have come across the seas.

Most of the citizens live in a village called Skorn, which is located in the center of the island. There are other smaller villages scattered around the island such as the town of Rolodia, which is named after a legendary warrior who lived on the island and fought off many of the creatures that infested the area before.

Despite the lack of visitors to the island, there are several inns where weary travelers can spend the night.

Note: The island of Vistal looks like the Scottish highlands, with large green plains, mystical forests, open areas and rocky mountains.

Player story:

As the player, you will early in the game choose what specialization you will follow, either Highlander, Alchemist or Witchhunter.

You will follow thier career choice, early on. You will just follow a daily job routine of your given choice.

As the alchemist of the village you will sell potions to villagers and terminate pests that have sprung lose, and are eating the food of the peasants. Later on as you progress the story, jobs will get more serious. You will to the central place of a dangerous breeding ground of monsters that are terrorising the village. Its your job to wipe them out and save the village.

As the Highlander you will early on fight muggers that are being messy in the city, you will chase them down and knock them out. Later on, you will fight in the front line of a giant battle of bandits, where you are promised big coins to fight in. But in the end he will cut the deal off and you will confront him.

As the witchhunter, you will start at a eerie forest at night and hunt down small preys, but as you progress you will be tasked to enter the vampire castle As the witchhunter, you will start at a eerie forest at night and hunt down small preys for a simple farmer, but as you progress you will be tasked to do harder errands, such as hunting down the the vampires roaming free and killing villagers

The game is filled with quests, which are simple missions given by the townsfolk. These quests can range from killing a bandit leader, to to searching for lost children in the woods.

Highlander: DPS spec

Elites from the island of Vestal, the Highlanders were often lightly armored often dressed in colorful garnishes, with trinkets and pompous hats to show of thier wealth, Thier primary weapon was a poleaxe or claymore. They were known for thier unique fighting style which relied on their ability to outmaneuver and flank enemies at close range by either feinting attacks or using a combination of speed and strength to overwhelm opponents.

They had a reputation for being bold and fearless, but also for their ability to stay calm under a battle and not let rage take over. It was said that they could sit calmly on the battlefield until an enemy soldier came with range then launch themselves at the enemy with great ferocity and with a single strike cut them down.

They were often peasants, artisans, nobles, and criminals who took the role of mercenaries, they fought for whoever’s willing to pay them most, no matter what the job was and they also fought against anyone, including their own lords. They elected many of their own officers, and they carried out military justice. Such independence and participation in their own government made them more difficult to control than other mercenaries. Likely to mutiny if pay was not forthcoming

Description:

Elite mercinaries that excells in close quarter combat, known for thier swift movements and long reach, that can take cut down the enemy before they know.

Uses energy as a resource

Limited to use poleaxes as weapon

Spells:

Rush: Rush for 6 seconds, increase speed by 50% reducing gradualy over 6 seconds.

2 recharges. 1 min cooldown.

Indomitable: Gain a shield equal to 20% if your health when your healthes reaches below 20%. 50 sec cooldown.

Long reach: Increase your melee range by 5 yards. Passive.

Menacing swing: Attack the enemy, dealing heavy x damage takes 0.5 seconds to attack.

Against all odds: If you have 3 or more enemies attacking you, increase you damage by 10% and armor by 20%

Steadfastness: Upon getting rooted, you instantly dispel it and grant you 25% movementspeed for 6 seconds. 1 min cooldown.

Witch Hunter: DPS spec

Witch Hunters are trained at a young age, and are taught all sorts of skills required to hunt down any sort of undead and vampires alike. This includes tracking, stealth, marksmanship, swordsmanship, and everything in between.

They are trained seven days a week under the supervision of a master, as the trainer is paid handsomely for thier services. Witch hunters are usually born in a noble household so that they can afford these services. But on rares occasions, the masters have been known to adopt orphans into his/her own familiy and train them from a young age into a proffesional killer.

They can be hired by anyone willing to pay enough money to do so, to assassinate any vampire, ghouls or any abomination in thier way. They also have a reputation for being ruthless and effecient in their work, to the point where they may be given the title of demon or devil by some, Some rumors say they have made a pact with a demon by how efficent they are.

Not much is known about them, they live in solitude and do thier work alone. They never reveal their identity, and often cover thier faces but are thought to be heavily scarred from past work.

Their weapon of choice is a crossbow, pistols and in close quarter a rapier or alike.

They can be hired by anyone who is able to pay their fee. The price varies depending on how far away the target is, and what creature it is. If thier fee is not paid within the day of the said contract, they will get thier money one way or the other, and they are not afraid of means of getting thier hands dirty.

Description:

Trained to slay any beast with ease, excell in range combat with the use of crossbows or guns. But can also fight in melee, with quick reflexes and rapid strikes.

Uses focus as a resource

Spells:

Sidestep: Glide 5 yards in the direction you are moving, whilst gaining 100% dodge for the duration. 20 sec cooldown. 2 charges.

Hellfire : Sacrifice 5% of your health and unleash hell, and shoot in a line that damages the first enemy, for twelve shots and enemies behind for less damage, dealing x damage, crits deal 3x damage. 30 yards.

1.5 Minutes cooldown

Gunspray : Upon casting, increases your haste by 30% Whilst continuously dealing damage to the enemy for 4 seconds, restoring 30 focus. Crits deal 1.5 more damage. 1 minute cooldown. 30 yards.

Bola toss: Throw a bola on the opponents leg and root them in place for 3 seconds (players) 60sec (npc) 45 sec cooldown. 30 yards.

Equililibrium : Fire a stream of bullets around you whilst you spin dealing x damage can be used whilst moving, your movement speed cant be reduced beyond 50%.

Holy water: Dip your bolts in holy water that deals increased damage towards undeads. Aka Death knights and vampires ( My other class idea, check my other post.

Battle alchemist: Healer/Tank

Battle alchemists are often scientists that have made a study of chemistry and the effects it can have on combat. Some alchemists prefer to focus their work in one discipline, for instance vials for healing, poison, or concoctions to transform themself into monstrous beasts temporarily. Whilst other alchemists are more multifaceted, mixing potions with all sorts of different benefits in mind. One might be looking for an edge against a particular type of monster, while another might want to try out something entirely new. Of course there’s always the risk of using something that will backfire terribly, but the reward is worth it for those who take such risks. Sometimes it just takes a little trial and error.

They often work under the lord services, and are granted prisoners, vampires and corpses alike to try thier concoctions on so they may see what works best. They are sometimes known to experiment with their own body, trying out strange remedies that might help them make the most of their abilities. The only downside is that this experimentation can lead to some rather unpleasant side effects.

They often wear a protective mask over thier face to avoid inhaling any dangerous fumes. Their robes are usually plain and simple, without much adornment save for a symbol or two. The alchemist’s kit contains several bottles of various sizes containing brightly colored liquids. A few glass tubes rest among the other items, filled with thick purple smoke rising from within.

It’s not uncommon for these alchemists to be very secretive about their experiments, and keep them completely hidden away where no-one could possibly stumble upon them. Their living quarters may even be underground, making it difficult for anyone to tell where they’re going when venturing down there.

They can be hired by anyone, sometimes for small errands to clear out pests in someones basements to larger tasks such as clearing out a dungeon or mine, although it’ll cost you a pretty penny for their services. You may also find them working in a tavern, selling their potions, elixirs and other concoctions to adventurers passing through town.

Description:

Incredibly diverse, can either be a healer to heal your comrades with vials, taking damage whilst transmorming yourself into a monster or by throwing. Or by raining down plague upon the enemy. Preferred weapon staff.

Uses mana and plague as a resource

Plague is used for the most powerful abilities, and empties thier tank as it slowly gets refilled over time.

Spells:

Health vial: Throw a health vial on the ground that allies can pick up and automaticly heal themself. Instant cast, 3 charges. 15 sec cooldown.

Healing spray: Spray nearby allied with a healing conconction healing them for x. Channeling cast 3.5 seconds. 45 sec cooldown. Replaces Plauge spray.

Acid flask: Throw a flask full of acid on a small area dealing x damage over 12 seconds.

Plauge spray: Spray nearby enemies with plague and cause x damage over 10 seconds. Replaces Healing spray. Cost 10 Plague per second.

Mr. Snyde: Transform your self into a monstrosity and become durable as steel and changing out your abilties. Increases health by 40%, armor by 50% and regernate 4% health per second

Armor:

Mail

Mount:

Groundmount: Horse with elegant armor.
Flyingmount Eagle with armor,

Races:

Human, orc, night elf, blood elves, undeads and dwarves

Bonus

Vanguard Tank/DPS spec

Vanguard also known by some as Zealots, their primary weapon is a massive mace or polearm capable of smashing any wretched skull and a flail as a secondary weapon, capable of surpassing shield and smashing heads in. They wear heavy armor from head to toe that are capable of sustaining damage even from the most powerful beasts in the land, zealots are slow moving but incredible durable against attacks, making them excellent front line fighters. But unlike paladins, zealots focus on brute force over the light. They will charge at their enemies, slaying any heritics in thier way, even if they know they will die along with them.

Vanguards sees battle as a clash between good and evil and he will do everything in his power to win it. He believes that victory is assured if he fights without fear for himself or his allies. He refuses to retreat, no matter how heavily pressed he may be because retreating would mean giving up on the fight. This comes with a cost though, as zealots often become so obsessed with their cause that they become blind to the suffering they cause. There have been reports of zealots killing innocents or even their own allies just to further their own goals, causing them to loose sight of what really matters.

Thier main enemies are demons and any heretic who follows a demon’s teachings.

Thier actions are often brutal and ruthless. Some consider them barbarians. Despite this, most of them have a good reputation but are often feared as much as they are respected for thier duty. They are an important asset to many armies and order’s due to thier bravery and devotion.

Zealots are followers of the panteon god Aggramar and worship him as the embodiment of strength and courage. They will often carry symbols upon thier crest to show thier loyality to him. In return, Aggramar bestows the zealot with his blessing. As a result, every zealot has a second sight that allows him to see through lies and deceit and recognize truth and carry an resistance towards certain diseases such as vampirism.

Altough is it rumored that they are unknowingly pleading service to another god, which may explain some of thier immoral and unethical choices, but there is not enough evidence to confirm that rumor.

Note: Vanguards/Zealots are merely a spec for paladin, they fit into this theme so i created them aswell.

Note: This lore is fictional i wrote it myself

Tell me which Spec you like the most :slight_smile:

1 Like

Thank you for the read, genuinly enjoyed it!

This topic was automatically closed 30 days after the last reply. New replies are no longer allowed.