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Mercenary codex

Adventures

Numbers for the material dungeon, Boss Hunts, scouting around, rival companies and the story.

Material dungeon

Opens after conquering floor 50. 3 tickets, one every 2 hours, up to 4 with keepsakes. A wipe loses that run's rewards.

  • Stage 1Base floor − 10Soul Ember 1
  • Stage 2Base floor − 5Soul Ember 2
  • Stage 3Base floor · Guards + floor lordSoul Ember 2 · Legend Ember 1

Material dungeon guide

Boss Hunts

  • OpensWith the adventure list open and highest floor 10+.
  • Squads3 squads of 5, 120 ticks each.
  • BossStage N has the strength of floor N × 10, with HP ×30. Stages go up to 99.
  • RewardsFloor average gold × 3, hunt marks 2 + stage ÷ 4. Beating a higher stage than this week's pays the difference.

Boss Hunt guide

Boons

Grade I when the stage's floor is 50% of your highest, II at 70%, III at 90%. Values read I · II · III.

  • Grakka, Lord of RuinsWages −8 · 14 · 20%
  • Mak Ri-hyeol, Blood Sword MasterGear drops +5 · 10 · 15%
  • Kaiser von Granz, the Steel DukeBattle gold +8 · 14 · 20%
  • Nebrion, Lord of the AbyssCamp healing +4 · 7 · 10 points
  • Vargast the Ancient DragonSigning fees −10 · 15 · 20%

Hunt keepsakes

Scouting around

Once per floor from the results screen. Party fatigue +8, and one event opens. When ruins are blocked, their weight goes to empty.

  • EmptyWeight 40
  • TracesWeight 25. An ember, 40% for another, one piece of gear, and in the Abyss half the floor's shards plus 20% for a relic.
  • Hostile companyWeight 15. Fight a raid, or hand over 1 spoils.
  • Friendly companyWeight 10. Spend gold on next floor intel or one camp's worth of supplies.
  • RuinsWeight 10, from floor 51. A merc short of talents awakens one.

Rival companies

  • StrengthSet to 88% of the current floor's enemy power, +10% if you won last time.
  • RaidNo deaths. A win takes a spoil. A loss drops 50% of what a wipe would lose. A time-out changes nothing.
  • Reunion40% to meet a company you already know.
  • RegularsA friendly company you traded with last time charges 20% less.
  • RecordThe latest 12 companies stay on the rivals list.

Story

Clear the floor and return to read it under Adventures. Memory battles use story-only characters and touch no merc, reward or week.

  • Floor 1Leaving a Place to Return
  • Floor 10The Road an Arrow Pointed ToIncludes a memory battle
  • Floor 15The Day the Shield Lay FlatIncludes a memory battle
  • Floor 20The Contract to UndoIncludes a memory battle
  • Floor 25The Heat of Forbidden Fire
  • Floor 30The Ward Where Rumors Slept
  • Floor 35The Fist That Had to OpenIncludes a memory battle
  • Floor 40The Road Where Spring Never Came
  • Floor 50Wind Beyond the Nest
  • Floor 50A Handle on the Inside
  • Floor 60Uses Beyond the Drawing
  • Floor 70The Ledger Left Open
  • Floor 80The Last Lantern
  • Floor 100The Space Left Behind
  • Floor 100A Song on Every Floor
  • Floor 150Names in the Bell
  • Floor 150A Signature Instead of Blood
  • Floor 200Who Sent the Order
  • Floor 250The Last Line Left Blank
  • Floor 250A Different Mark on the Hundredth Time
  • Floor 300How to Set Down the Needle
  • Floor 350A Name for Passage
  • Floor 400The Wave That Never Moved On
  • Floor 450The Broken Bridge's Knot
  • Floor 500Silencing the Voice of Home
  • Floor 550A Name Inside the Cargo
  • Floor 600Time to Wait for an Answer
  • Floor 650Drawing the First New Line
  • Floor 700The Court of Empty Chairs
  • Floor 750A Ceiling Behind the Ceiling
  • Floor 800The Day the End Came into View
  • Floor 850Stepping Out of the Empty Seat
  • Floor 900The Witness Who Returned
  • Floor 950With the Lower Door Open
  • Floor 999Choosing the Road Home

The Four Towers guide

Part 2 story

  • Four Towers on the HorizonRead when the towers open.
  • The Chained GateRead at that tower's door.Chain Fortress
  • The Broken ChainRead on first defeating that tower's ruler.Chain Fortress
  • The Glass GateRead at that tower's door.Glass Garden
  • Broken GlassRead on first defeating that tower's ruler.Glass Garden
  • The Misty GateRead at that tower's door.White Mist
  • Names RegainedRead on first defeating that tower's ruler.White Mist
  • The Stair GateRead at that tower's door.Last Stair
  • The Stair That Did Not FallRead on first defeating that tower's ruler.Last Stair
  • What They FledRead after defeating every ruler.