HomeGamesUpdatesPricingMethodology
Steam News2 May 20262mo ago

Mercenary Brotherhood Dev Diary: Character Growth

The Mercenaries Who Couldn't Have Been Planned In most RPGs, a character is something you build — a class chosen at the start, a skill tree mapped out before you've fired a single arrow, a destination you grind toward.

In this update11

Full notes

Full Mercenary Brotherhood update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

0 fixes0 additions9 changes0 removals
  • Events
  • Gameplay
  • Balance
  • Maps
  • Workshop
changedThe Mercenaries Who Couldn't Have Been PlannedIn most RPGs, a character is something you build — a class chosen at the start, a skill tree mapped out before you've fired a single arrow, a destination you grind toward. Mercenary Brotherhood does the opposite. Every mercenary in your warband starts as a blank slate, and the systems below quietly watch what you do with them, reward it, randomize it, and slowly grow them into someone you couldn't have predicted on day one. Here's how growth actually works.
changedSkills — The Game Watching What You Actually DoSkills are the deepest growth track, and they level up through a separate XP economy you don't directly control. Every meaningful action a mercenary takes feeds the relevant skill — landing melee hits feeds Melee Mastery, blocking with a shield feeds Shield Wall, dodging feeds Dodge Master, surviving a critical hit feeds Bloodied Veteran, casting a spell feeds the matching magic school. The system is quietly grading how your mercs actually fight , and rewarding them for what they're really good at — not what their recruitment card said they'd be. There's a sneakier layer too: skills your unit doesn't yet have are silently building hidden proficiency in the background. By level 6 or 7, your mercs start surprising you with skills you didn't even realize they were qualifying for.
changedAbilities & Spells — The Tricks They Bring to the FightStats and skills make a mercenary stronger; abilities & spells make them interesting to play . Shield Bash that stuns an adjacent enemy. Second Wind that recovers HP through willpower. Battle Cry that buoys nearby allies. Volley that rains arrows on a hex. Cleave that swings into multiple enemies. They're not picked from a class menu — they're earned, granted by skill traits, character traits, racial passives, awakenings, and equipped relics. No two of your mercenaries will show up to a battle with the same kit , because no two of them walked the same road to get there.
changedSpecializations — Earned MasteryEvery four levels, a unit picks one specialization tier from a curated short-list scored by their actual battlefield history — and there are 40 of them across seven flavors. Land enough critical hits and the Assassin path opens up. Survive a string of near-death moments and the Undying offers itself. Rack up axe kills and the Reaver pathway lights up — but only while an axe is in your hand. The merc who kept getting flanked becomes a Defender who thrives when surrounded; the one who kept finishing the killing blow becomes an Executioner. Your roster writes its own story . You don't build a character. You discover one.
changedPotential & Awakening — The Secret Engine of Overpowered MercenariesUnderneath everything runs a quieter system: Potential , a hidden score that accumulates from combat — full credit for kills, partial for assists, a sliver for just being on the field. Higher Potential boosts XP gain, tilts trait rarity toward rare and legendary, and at every tier unlocks the most lopsided progression layer in the game: an Awakening Trait , picked from three randomly-drawn options out of a pool unique to that tier. Across 10 tiers, an awakened veteran becomes someone who feels almost broken — but in the most earned way possible. Potential is the game's way of saying: the mercenaries who fought hardest for you deserve to become monsters. This also means you are on razor's edge with your best mercenaries, putting them in danger's path just to get higher potential rewards.
changedSteam post imageYou stuck Borric on the front line and he never moved off it. By level 10 he's a Sentinel III — the kind of soldier enemies bounce off. His skill kit is built around Shield Wall, Battle Hardened, and Steadfast, fed by a thousand absorbed hits and a dozen failed enemy attempts to flank him. Three character levels in, the random pool offered him Tough and then Iron Will ; at level 7 he rolled an uncommon Veteran Fighter and you took it. He swings a mace because Crusader I came up at level 4 and you said yes. The awakenings are what really made him unbreakable. Hardened Body lets him keep fighting long after lesser men would have collapsed — he's still on his feet at the end of battles where he should have fallen twice over. Brace turns the small cuts into nothing; the enemy's poking wounds him visibly less, like their weapons aren't quite reaching him. Immovable Object means the cheap tricks don't work anymore — no spell can root him in place, no shield bash can take him out of position. Borric's weakness, though, is glaring: he barely kills anyone. Send him alone to clear a flank and he'll still be there an hour later, exhausted, the enemy somehow not dead. He's the best wall in the warband and the worst hammer. Without Selka or Henric working off his line, he's just a very expensive doorstop.

Mercenary Brotherhood changes

changedIn most RPGs, a character is something you build — a class chosen at the start, a skill tree mapped out before you've fired a single arrow, a destination you grind toward. Mercenary Brotherhood does the opposite. Every mercenary in your warband starts as a blank slate, and the systems below quietly watch what you do with them, reward it, randomize it, and slowly grow them into someone you couldn't have predicted on day one. Here's how growth actually works.
changedSkills are the deepest growth track, and they level up through a separate XP economy you don't directly control. Every meaningful action a mercenary takes feeds the relevant skill — landing melee hits feeds Melee Mastery, blocking with a shield feeds Shield Wall, dodging feeds Dodge Master, surviving a critical hit feeds Bloodied Veteran, casting a spell feeds the matching magic school. The system is quietly grading how your mercs actually fight , and rewarding them for what they're really good at — not what their recruitment card said they'd be. There's a sneakier layer too: skills your unit doesn't yet have are silently building hidden proficiency in the background. By level 6 or 7, your mercs start surprising you with skills you didn't even realize they were qualifying for.
changedStats and skills make a mercenary stronger; abilities & spells make them interesting to play . Shield Bash that stuns an adjacent enemy. Second Wind that recovers HP through willpower. Battle Cry that buoys nearby allies. Volley that rains arrows on a hex. Cleave that swings into multiple enemies. They're not picked from a class menu — they're earned, granted by skill traits, character traits, racial passives, awakenings, and equipped relics. No two of your mercenaries will show up to a battle with the same kit , because no two of them walked the same road to get there.
changedEvery four levels, a unit picks one specialization tier from a curated short-list scored by their actual battlefield history — and there are 40 of them across seven flavors. Land enough critical hits and the Assassin path opens up. Survive a string of near-death moments and the Undying offers itself. Rack up axe kills and the Reaver pathway lights up — but only while an axe is in your hand. The merc who kept getting flanked becomes a Defender who thrives when surrounded; the one who kept finishing the killing blow becomes an Executioner. Your roster writes its own story . You don't build a character. You discover one.
changedUnderneath everything runs a quieter system: Potential , a hidden score that accumulates from combat — full credit for kills, partial for assists, a sliver for just being on the field. Higher Potential boosts XP gain, tilts trait rarity toward rare and legendary, and at every tier unlocks the most lopsided progression layer in the game: an Awakening Trait , picked from three randomly-drawn options out of a pool unique to that tier. Across 10 tiers, an awakened veteran becomes someone who feels almost broken — but in the most earned way possible. Potential is the game's way of saying: the mercenaries who fought hardest for you deserve to become monsters. This also means you are on razor's edge with your best mercenaries, putting them in danger's path just to get higher potential rewards.

The Mercenaries Who Couldn't Have Been Planned

In most RPGs, a character is something you build — a class chosen at the start, a skill tree mapped out before you've fired a single arrow, a destination you grind toward. Mercenary Brotherhood does the opposite. Every mercenary in your warband starts as a blank slate, and the systems below quietly watch what you do with them, reward it, randomize it, and slowly grow them into someone you couldn't have predicted on day one. Here's how growth actually works.

Character Levels — Crossroads, Not Presents

Every level-up is a small charged decision instead of a checkbox. You get stat points to spend wherever you want, a choice of three traits drawn from a pool shaped by that unit's race, background, and combat history, and a choice of up to three skills to learn. Three crossroads, every level. The trait pool is where it gets interesting: low-level mercs mostly see common traits, but as they grow, uncommon and rare options start showing up, and certain race-and-background combos unlock exclusive traits no one else can ever roll. Two soldiers can level up the same turn and see completely different choices — and you'll never see what you didn't pick.

Skills — The Game Watching What You Actually Do

Skills are the deepest growth track, and they level up through a separate XP economy you don't directly control. Every meaningful action a mercenary takes feeds the relevant skill — landing melee hits feeds Melee Mastery, blocking with a shield feeds Shield Wall, dodging feeds Dodge Master, surviving a critical hit feeds Bloodied Veteran, casting a spell feeds the matching magic school. The system is quietly grading how your mercs actually fight, and rewarding them for what they're really good at — not what their recruitment card said they'd be. There's a sneakier layer too: skills your unit doesn't yet have are silently building hidden proficiency in the background. By level 6 or 7, your mercs start surprising you with skills you didn't even realize they were qualifying for.

Abilities & Spells — The Tricks They Bring to the Fight

Stats and skills make a mercenary stronger; abilities & spells make them interesting to play. Shield Bash that stuns an adjacent enemy. Second Wind that recovers HP through willpower. Battle Cry that buoys nearby allies. Volley that rains arrows on a hex. Cleave that swings into multiple enemies. They're not picked from a class menu — they're earned, granted by skill traits, character traits, racial passives, awakenings, and equipped relics. No two of your mercenaries will show up to a battle with the same kit, because no two of them walked the same road to get there.

Specializations — Earned Mastery

Every four levels, a unit picks one specialization tier from a curated short-list scored by their actual battlefield history — and there are 40 of them across seven flavors. Land enough critical hits and the Assassin path opens up. Survive a string of near-death moments and the Undying offers itself. Rack up axe kills and the Reaver pathway lights up — but only while an axe is in your hand. The merc who kept getting flanked becomes a Defender who thrives when surrounded; the one who kept finishing the killing blow becomes an Executioner. Your roster writes its own story. You don't build a character. You discover one.

Potential & Awakening — The Secret Engine of Overpowered Mercenaries

Underneath everything runs a quieter system

Potential , a hidden score that accumulates from combat — full credit for kills, partial for assists, a sliver for just being on the field. Higher Potential boosts XP gain, tilts trait rarity toward rare and legendary, and at every tier unlocks the most lopsided progression layer in the game: an Awakening Trait , picked from three randomly-drawn options out of a pool unique to that tier. Across 10 tiers, an awakened veteran becomes someone who feels almost broken — but in the most earned way possible.

Potential is the game's way of saying

the mercenaries who fought hardest for you deserve to become monsters. This also means you are on razor's edge with your best mercenaries, putting them in danger's path just to get higher potential rewards.

What Does This Look Like? Same Recruits. Different Legends.

Four human warriors. All recruited on the same morning at the Ironhaven tavern. All level 1. All start identical but each have different journeys.

Note - some images are just placeholders for now

Borric the Wall

Steam post image

You stuck Borric on the front line and he never moved off it. By level 10 he's a Sentinel III — the kind of soldier enemies bounce off. His skill kit is built around Shield Wall, Battle Hardened, and Steadfast, fed by a thousand absorbed hits and a dozen failed enemy attempts to flank him. Three character levels in, the random pool offered him Tough and then Iron Will; at level 7 he rolled an uncommon Veteran Fighter and you took it. He swings a mace because Crusader I came up at level 4 and you said yes. The awakenings are what really made him unbreakable. Hardened Body lets him keep fighting long after lesser men would have collapsed — he's still on his feet at the end of battles where he should have fallen twice over. Brace turns the small cuts into nothing; the enemy's poking wounds him visibly less, like their weapons aren't quite reaching him. Immovable Object means the cheap tricks don't work anymore — no spell can root him in place, no shield bash can take him out of position. Borric's weakness, though, is glaring: he barely kills anyone. Send him alone to clear a flank and he'll still be there an hour later, exhausted, the enemy somehow not dead. He's the best wall in the warband and the worst hammer. Without Selka or Henric working off his line, he's just a very expensive doorstop.

Selka the Whisper

Selka picked up a sword on day two and you noticed she was fast. By level 10 she's a different animal entirely — a Duelist II stacked with a Blademaster II weapon mastery. Her skill kit is Dodge Master, Flanker, Skirmisher, fed by years of slipping around the enemy line. Her trait pool kept offering her dexterity-flavored options; she rolled the rare Deadeye at level 8 and it changed everything. Her ability bar reads like a dancer's choreography: Cleave, Sprint, a Flurry granted by the Duelist line. The awakenings turned her from quick to uncatchable. Light Step means she never tires from movement — she can flit across the entire map for the whole battle and still hit as hard at the end as she did at the start. Quicksilver Reflexes lets her go first. She moves before the enemy gets to think, often killing a key target before the round even properly begins. Riposte punishes anyone who gets lucky enough to land a hit on her — the swing comes back at them faster than they can recover. But Selka has two glaring weaknesses. Take that sword out of her hand — lose it to a sundering enemy, swap it for a relic axe, anything — and Blademaster goes silent. Half her power evaporates the moment she's not holding her sword. Worse, she folds the moment she gets pinned. An archer who keeps her at range or a heavy who roots her in place is a real problem; she has no answer for the fights she can't dance through. She's a knife — sharp on one edge, brittle on the other.

Henric the Late Bloomer

Henric was Borric's understudy for the first six levels and looked unremarkable. Then he got swept into a bandit ambush at level 7, watched two squadmates die next to him, and survived with one HP. The game noticed. He took Avenger I as his level-8 specialization — kills after ally death — and rolled a Zealot trait the same week. His Potential, quietly accumulating from a hundred assist credits, finally crossed tier 3, and the awakening pool dealt him a hand you couldn't have scripted. Festering Wounds means the afflictions he applies linger — bleeds last longer, poisons keep biting, fires keep burning. Enemies who survive his first hit are slowly killed by it. Armor Crack means the toughest enemy on the field gets softer the moment he engages them; his opening swing peels their armor and every ally swing after lands harder. Then Vengeful Strike stitches the whole thing together: when a squadmate falls next to him, something snaps, and he gets an immediate free attack against the killer — almost always landing on a fresh enemy he can crack open before the next turn. A battle starts. An ally drops. Henric goes feral, his swing cracks the killer's armor, and from there the entire enemy line slowly bleeds out. His weakness is just as defining: he needs the warband to suffer to truly shine. Send him to a clean fight where nobody dies and he's a competent but unremarkable soldier. The bigger the disaster around him, the more terrifying he becomes — which means his best games are the ones that go worst for everyone else. Don't put him on an easy escort. Save him for the fights where things will go wrong.

Calder the Bolt

Calder started identical to the other three — a melee warrior with a worn iron sword and no idea what he was doing. Then at level 3 he picked up a crossbow off a dead bandit, fired it once during a forest skirmish, and the game's hidden discovery system started ticking. By level 5 the random skill offerings started surfacing Marksman as something he'd "qualified" for, and you took it. Then Reload Drill. Then Steady Aim. By level 8 he'd swapped to crossbow full-time, and the Arbalist II weapon mastery came online. His character traits skewed toward Sharpshooter and the rare Deadeye at level 9. The awakenings turned him from a competent shooter into a battlefield controller. Bloodhound makes him a finisher — wounded enemies trying to retreat or limp behind cover almost always catch his bolt on the way out. Overwatch changed the shape of the whole battlefield: any enemy who moves within his sightline during the round just gets shot, for free, without him spending a turn. The enemy have to choose — stand still and lose ground, or move and lose a body. Bloodscent sharpens the predator instinct further; the moment any enemy drops below half health, they're effectively marked, and his next bolt almost certainly ends them. Calder doesn't fight battles. He patrols them. But the moment a battle reaches him, it's over for him. He's hopeless in melee — his weapon mastery shuts off the moment something closes the gap, his Marksman skills go silent at point-blank range, and he doesn't have any of the dodge or armor stacking the front line uses. A single goblin who slips past Borric's flank can ruin his entire day. He needs a screen in front of him at all times. Without it, he's the most expensive corpse in your warband.

Source

Steam News / 2 May 2026

Open original post

Changelog.gg summarizes and formats this update. How we read updates.