Mercenary codex
Growth and recruiting
Numbers for potential, talents, recruit odds and costs, Abyss rituals, rebirth and named heroes.
Potential and growth
- ExperienceEvery 100 raises a stat by 1. The stat total stops at potential, a single stat at 25.
- Slow finishOnce the stat total passes 85% of potential, growth succeeds with chance (1.3 − ratio). A failure refunds 50% of 100.
- Training55 experience per week, with training ground and coach multipliers.
- Appraisal rangeEvery 4 weeks together, each side narrows by 1 until the range is 4 wide.
- Potential rulerC 56 · B 69 · A 81 · S 94 · SS 106 · SS+ 118
Talents
- Growth weightEach talent adds +4 growth weight to its stats.
- Limit3 per person.
- AwakeningWinning a battle that grants growth rolls a new talent: 12% on boss floors, 3% elsewhere. Ruins found while scouting around can also awaken one.
Veteran breakthrough and drilling
How a regular merc gains 1 potential. Named heroes and the injured do not. The chances below are added together.
- Boss battle+26%
- Multiple of 5 total battles+12%
- Multiple of 8 total kills+10%
- Every battle from floor 41+30%
- Chance cap42% below floor 41, 60% above, 70% with the perk.
- Potential cap96 below floor 41, 110 above, 114 with the perk. Never above birth potential + 20.
Recruit grades and pity
Rolled per candidate each week. A candidate outside every grade is a regular applicant.
- Genius0.2%. Potential 118 or more, based on core average + 4. Bad traits are removed.
- Star1%. Potential 94 or more, core average + 2~6.
- Elite8%. Ability is 80~90% of core average.
- Gem6%. Ability is 35~50% of core average, and they are young.
- PityEach week without a star or genius adds +0.2% to the star chance. It stops at 20 weeks, so 5% at most, and resets when one appears.
- Core averageThe average ability of your top 6, at least 45.
- Traits75% for one common trait, 25% for another. Bad trait odds are on the Traits page.
Signing fee and wages
- WageAbility × 0.7 + (ability − 50) × 1.5. The second part is 0 below 50. Traits may multiply it.
- Signing feeAbility × 8 + (midpoint of potential range − ability) × 6
- Skill assignmentA regular merc gets one of the class's three skills from their ID. It never changes.
Abyss ritual
- Cost200 · 350 · 550 · 800 shards depending on brands held. 25% off with the perk.
- Requirements10 Abyss battles and 2 companions. 3 brands at most, 4 with the perk.
- FailureLosing the ritual battle means 2 weeks of injury. Withdrawing only returns the shards.
- ErosionWith 4 awakened, all of them lose 3 morale a week and 1 resolve at year's end.
- Removing a brandPay the same shards as the last brand. They return to their race with potential −20 and stats −3.
Rebirth
- OfferingRegular: 5 embers. Named: 10 embers + 2 legend embers.
- Returning age16~20.
- Stage 1They return young, keeping potential and talents.
- Stage 2A regular merc picks one past-life trait. Bad traits survive only if picked.
- Stage 3Past kills ÷ 10 adds potential, up to +5, absolute cap 125. Those with saved records recover their weapon and armor.
Named heroes joining
- OffersAfter winning a floor with fewer than 3 waiting, rolls among heroes open at that floor: 40% + (candidates − 1) × 20%, at most 85%.
- Starting ability90% of potential.
- Paid heroesThe median of your top 6 living mercs, capped at 90% of potential, or 40 with no mercs. After leaving, they can be summoned again 4 weeks later. A refunded hero cannot deploy.
- Old ties5 times the recruit refresh price, once every 4 weeks.
- LettersFree named heroes who left at 3+ trust may return by letter after 26 weeks. The fallen do not.
- Trial of memoryBrings back a free named hero gone for good, once ever, from 52 weeks on. They return with potential −5 and 8 weeks of injury.
- NemesisEach named hero has a nemesis zone. Facing that zone's boss plays a line, and the win is recorded in the compendium.
- CostumesA look for a named hero. Stats stay the same, and you choose per save. After sales end, owners can still wear and restore it. Sets are listed in the shop's look tab.
Oath of the Light Knights
Knights who remain human have the oath on. Abyss awakening turns it off; removing the brand turns it on again.
- Oath of LightFrom 2 sworn knights. Knights get HP and defense +3%, and the first 1 ally to fall each battle rises with 40% HP.
- Knights' FormationFrom 4. All allies start with a shield of 25% max HP, and knights get attack +12%.
- The King's RhythmWith Aldric, up to 2 fallen allies rise.
- AgelessWhile sworn they do not age or retire, and count as comrades to each other.