Mercenary codex
Tower rules
Numbers for floor rewards, enemy strength, floor risks, floor lords, generations and the Abyss.
Zones and floor lords
Each boss floor is held by that zone's lord.
- Frontier RuinsFloors 1~10Grakka, Lord of Ruins
- Bamboo MurimFloors 11~20Mak Ri-hyeol, Blood Sword Master
- Steel EmpireFloors 21~30Kaiser von Granz, the Steel Duke
- Crumbling AbyssFloors 31~40Nebrion, Lord of the Abyss
- Dragon’s NestFloors 41~50Vargast the Ancient Dragon
Floor rewards
- GoldAverage 50 + floor × 18, ±10%. Boss floors ×3.
- Experience40 + floor × 9. Boss floors ×2.
Enemy stats
Power comes from the floor's budget. Regular enemies use budget × 0.85~1.15.
- HP(30 + power × 3) × class HP multiplier. Bosses ×1.45.
- Attack6 + power × 0.82
- DefensePower × 0.32 × class defense multiplier
- Speed12 + power × 0.16
- Dodge and critDodge is power × 0.1, at most 25. Crit is 5 + power × 0.08, adding at most 20.
- CountThrough floor 50: 2 + floor ÷ 5 + 0~1, at most 5. Above that, 5. Boss floors: 3~4 plus the boss.
Generation budget
- Floors 1~5018 + floor × 2.6
- From floor 51+0.9 per floor.
- From floor 125Slope ×1.6.
- From floor 400Slope ×2.
- Boss power×1.55 through floor 50, ×1.35 through 100, ×1.55 above.
- Lords from floor 401Class multipliers are capped at HP 1.1 and defense 1.
- The Architect, floor 999HP, attack and defense ×2.5.
- GenerationsOne every 100 floors. Variant and boss-form counts are generation − 1, at most 3.
Floor risks
Risks and fitting counters through floor 50. From floor 51 they come from that floor's mutations.
- Floors 1~3Swarm · Front ChipFitting counters: Area Control · Guard
- Floors 4~6Front Burst · AttritionFitting counters: Guard · Sustain
- Floors 7~9Enemy Backline · Ranged FocusFitting counters: Backline Hit · Frontline Cover
- Floor 10Boss Guard · Armor · AttritionFitting counters: Anti-Armor · Mixed Firepower · Sustain
- Floors 11~14Assassin · High EvasionFitting counters: Speed Control · Guard
- Floors 15~19Poison · Caster Line · Enemy BacklineFitting counters: Sustain · Backline Hit · Speed Control
- Floor 20High Evasion · Burst WindowFitting counters: Speed Control · Sustain · Balanced Tactics
- Floors 21~24Armor · FormationFitting counters: Anti-Armor · Mixed Firepower
- Floors 25~29Ranged Focus · Caster LineFitting counters: Backline Hit · Frontline Cover
- Floor 30Boss Guard · Armor · AttritionFitting counters: Anti-Armor · Mixed Firepower · Sustain
- Floors 31~39Summon · Fatigue · High EvasionFitting counters: Area Control · Sustain · Speed Control
- Floor 40Summon · Boss Guard · Burst WindowFitting counters: Area Control · Anti-Armor · Sustain
- Floors 41~49Attrition · Ranged Focus · FatigueFitting counters: Sustain · Frontline Cover · Speed Control
- Floor 50Boss Guard · Armor · Ranged FocusFitting counters: Anti-Armor · Mixed Firepower · Frontline Cover
The Abyss
Floors 51~100 swallow the old zones in turn.
- Shards2 + floor ÷ 10 (rounded down) per floor, boss floors ×5.
- Forced mutations1 through floor 70, 2 above. +1 on boss floors, 3 from floor 101.
- Abyss contractAdd up to 2 mutations. One gives shards ×1.5, two ×2.2, up to 4 on the floor in total.
- Pin a mutation25 shards replace the last forced mutation with your pick.
- Devoured RuinsFloors 51~60
- Devoured Bamboo SeaFloors 61~70
- Devoured EmpireFloors 71~80
- Devoured RoostFloors 81~90
- Heart of the AbyssFloors 91~100
Chapter bosses
Above floor 100, each chapter has its own lord.
- Floor 150Mortum, Funeral Bellkeeper
- Floor 200Jeok Mujin, Blood-Oath Executor
- Floor 250Orden, Ledger Auditor
- Floor 300Velsar, Seam Gatekeeper
- Floor 350Marques, Passage Tax Collector
- Floor 400Serein, the Erasing Surveyor
- Floor 450Urga, Worldroot Devourer
- Floor 500Karden, the Homebound Lord
- Floor 550Wreck Salvager Rohen
- Floor 600Resonance Sentinel Echorn
- Floor 650Folded Pathfinder Astra
- Floor 700Oath Guard Captain Yun Seoha
- Floor 750Ceiling Devourer Orvos
- Floor 800Canopy Warden Lumern
- Floor 850Unfinished Heir Eidos
- Floor 900Boundary Witness Serka
- Floor 950Arken, Anchor of Return
- Floor 999Ireon, Architect of the Tower
Scouting and difficulty
- ScoutingEach scout post level reveals 25% of the enemies.
- Healer at campA healer in the party heals more at camp: Standard +10%, Hard +6%, Expert +5%.
- Expert enemy attackMultiplied by floor on normal climbs only.
- By floorFloor 300 ×1.18 · Floor 600 ×1.3 · Floor 999 ×1.4
Gate camp and photos
- WhenOnce, after first beating a chapter boss on a normal climb.
- ChoicesUp to 4 scenes picked from that battle.
- PhotosUp to 5 people each. The latest 24 are kept.
- TrustPairs in a photo gain +1 trust.