Project Update - Mercenary Task Design Part I.
15 Apr | 10:00 am

The Riven Realms, the setting of Vagrus, is a harsh, violent place. Up until now many players have felt that their ventures are the primary targets of this cruelty but with Mercenary Tasks, you will have the opportunity to return the favor. This facet of gameplay has been in the works since we began developing Vagrus, and it not only adds a ton of variation and replayability, but also goes a long way in softening up story content. Along with the branching story and trading, we consider mercenary work as one of the three pillars that hold up the game. Of course, we leave it to players which facet they want to concentrate on at times in each playthrough. Mercenary Tasks even allow for a completely combat-oriented gameplay, concentrating on forging a warband from your comitatus.

Mercenary Tasks are received from factions. Their orientation influences the ratio of Trade versus Mercenary Tasks with a given faction and also the type of mercenary contracts they hand out. Enemies in these missions can be almost any kind, from beasts to outlaws and Undead - even the mercenaries of other factions.

In this article, we will focus on the types of Mercenary Tasks that do not involve Passengers.


The simplest, most common type. You have to reach a location indicated on your chart, find the right node, then defeat the enemies, sometimes once, other times in a series of Crew Combat encounters. Victory and crushing the enemy is all that matters.


You have to reach a location and defend it against the enemy. An option to reinforce the location with fighters from your own crew is always present in this type. The cunning vagrus plans ahead and brings extra forces to be able to reinforce, of course, for weakening yourself before a battle might prove disastrous even though the amount of warriors given thusly lowers the fight's difficulty somewhat.

After the decision of reinforcing or not, there is some waiting, since the enemy you have to defend against takes some time to arrive. This also makes planning ahead with supplies important. Just like with Eliminate, there can be a single enemy wave or several.


This type is a sort of a combination of Eliminate and Defend: first you reach the location, then defeat the enemies already present there, then organize the defense (you can reinforce it similarly to Defend), wait for the enemy to arrive and beat it back. Should you fail at the first time, you can attempt to complete the Task again until the deadline is reached.

Alternatively, you can move on after defeating the enemies the first time and hope that the place defends itself. In this case, you must reinforce it with fighters, however.

More To Come

As you can see, Mercenary Tasks mix things up in the best way possible and add a huge amount of variation. In Part II. we are going to discuss the rest of the types: Escort, Abduct, Rescue, and Capture. And who knows, in the long run we might be able to add even more Mercenary Task types.

Let us know what you think once you give this new feature a spin!

The Lost Pilgrims Team


Our crowdfunding campaign is LIVE at Get instant access to the Early Access now!


Wanna get the game as early as possible with even more content? Please share our pages and posts with your friends through your favorite social media channel(s). Appreciate it! | Steam | Website | Youtube | Twitter | Facebook | Instagram | Patreon | Discord

<< PreviousNext >>

#projectupdate #mercenarytask