Mercenary codex
Zone traits, mutations, variants
Three rules that change tower enemies. Look up any name you see on the scouting screen.
Zone traits
Begin at floor 101, changing every 10 floors. Fill the slots with a strong class or a specialty to weaken or switch one off. Slot rules
- IronscaleEnemies gain heavy armor.Strong classes: Warrior · Swordsman · Berserker · Specialty: Scale Breaker
- VeilEnemies dodge attacks often.Strong classes: Archer · Lancer · Mechanic · Specialty: Shadow Reader
- SplitFallen enemies split in two.Strong classes: Mage · Elementalist · Specialty: Split Stopper
- RegenerationEnemies keep recovering health.Strong classes: Rogue · Reaper · Specialty: Regen Cutter
- Cursed FogHealing on your side is greatly reduced.Strong classes: Taoist · Alchemist · Specialty: Fog Clearer
- FrenzyEnemies hit harder but guard less.Strong classes: Bard · Swordmaster · Bladedancer · Specialty: Frenzy Tamer
- Rear HuntEnemies go after your back row first.Strong classes: Knight · Monk · Blacksmith · Warden · Specialty: Rear Guard
- VenomYour party keeps taking poison damage.Strong classes: Priest · Alchemist · Specialty: Antidote
Mutations
Battle conditions on a whole floor from floor 51. The matching relic stops them.
- FrenzyEnemy attack +40%, defense −30%. Break them before they break you.
- IronscaleEnemy defense +50%. Without armor-breaking, the clock just runs.
- DrainEnemies heal for 20% of damage dealt. Remove their damage first.
- FrostAllies start with −30 action gauge. You open on the back foot.
- Cursed MistAlly healing −60%. You cannot outlast this one.
- Blind EyeScouting fails. You enter blind to the enemy roster.
- ShadowEnemies strike the back row first. Your front line cannot shield them.
- EchoEvery ally that falls empowers the survivors. Time is not on your side.
- RegenerationEnemies knit their wounds each moment. Too little damage and this never ends.
- SplitThe fallen split into halves and rise again. Killing one at a time will not end this.
Variants
Qualities on individual enemies past floor 100.
- IronhideDefense ×1.35. Armor-shred answers it.
- LeechHeals 20% of damage dealt. Backline hits put it down first.
- HasteSpeed +25%. Speed control slows it down.
- VolatileDeals 60% of its attack to the frontline on death. Guard and sustain answer it.
- WardedNullifies the first hit it takes.
- ThornedReturns half its defense to melee attackers.
- CorrosiveHit allies lose 12% defense, stacking up to three times.
- SplittingA half-sized copy wakes on death.
- RegeneratingHeals 2% of max HP every tick.
- ExecutionerTargets the ally with the lowest HP ratio.
- VeiledCannot be targeted for the first 3 ticks.
- BerserkAttack ×1.4 below half HP.