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Mercenary codex

Caring for mercs

Numbers for fatigue, injury, death rolls, morale, trust and relationships.

Fatigue

  • Battle+12, boss battle +18.
  • Scouting around+8.
  • Training and rear missionsTraining +8, rear mission +4.
  • Rest−35 − lodging level × 6.
  • EveryoneLodging level × 6 more comes off each week.

Fatigue guide

Injury

  • Length2~6 weeks when downed. +2 at 70+ fatigue.
  • Recovery1.5 + infirmary level × 0.25 weeks per week. The fractional part is a chance.

Death rolls

  • Who rollsMercs downed by a crit, or by a blow that overshot remaining HP by 30% of max HP.
  • ChanceFrom infirmary Lv0: 15 · 12 · 9 · 6 · 3 · 2 · 1%.
  • ExemptTime-outs, rival raids and Abyss rituals do not roll. With the revive perk unused, a wipe causes no injury or death.
  • First hourA new Standard save has injuries instead of deaths through floor 10.

Death and revival guide

Medkits

  • PriceAverage gold of your highest floor × 2. You cannot buy with debt.
  • Limits6 in storage, 2 per expedition.
  • EffectA downed merc rises on the spot with 50% HP.

Morale, unpaid wages and leaving

  • Weekly+3 when paid, +4 more when resting.
  • Unpaid−16 and debt grows. Morale-guarding traits take ÷2.
  • LeavingAt 14 morale or less, 45% a week. 20% with a morale-guarding trait.

Gold guide

Trust

  • StepsA step at 5 · 15 · 35 · 70 · 120, up to 5.
  • GainsExpedition together +1, memory +2, talk +1, rear mission +1, milestone +2, gate photo +1.
  • FavorsOne opens per person in the week they reach step 4. No failure or time limit, and it takes real fighting. Rear missions and the bench cannot finish it.
  • Beat a boss on Floor N or higher togetherBeat a tower boss at the nearest boss floor below your highest, or above.Any merc may get this.
  • Beat a boss on Floor N or higher togetherFor named heroes with a story. The story floor rounded up to 10s, capped below your highest.
  • Save an ally about to fallSave an ally under 25% HP.For healers.
  • Stay standing to the end in a fight where half fallStay standing to the end of a fight where half fell.For front-row classes.
  • Lifelong companionStep 5 with the favor done.

Trust guide

Relationships

  • Forming3 battles on the same expedition forms comrades, rivals or mentor and pupil.
  • EffectsComrades in the same row: attack and defense +12%. Rivals: experience +15%. Mentor: experience +25%.
  • FeudOn the same expedition both get attack and defense −8%. Morale −2 a week, −6 when deployed together, counting up to 3 feuds.
  • How feuds start12% on a defeat. 8% a week when two or more are under 40 morale, ×2 with a morale-draining trait.
  • Making upWinning together has a 35% chance to end the feud.

Relationships guide

Look stages

Passing either battles or kills raises the stage. Awakened and named heroes use their own look.

  • Field badge5 battles, 2 kills or 6 weeks
  • Veteran badge14 battles or 6 kills
  • Guild banner25 battles or 12 kills