Mercenary codex
Guild tables
Abyss perks, facility levels, ambitions, keepsakes, and rule numbers the screens do not all show.
Abyss perks
Bought with Abyss shards. They add things you can do and never multiply combat power. Buying a tier opens the next.
Guild
- Expedition ExpansionParty size 5 → 6Tier 1 · 40 shards
- Facility Cap RaiseFacility max level 5 → 6Tier 2 · 80 shards
- Extra Daily ContractDaily contracts 3 → 4Tier 4 · 220 shards
- Staff MasteryStaff effect ×1.5Tier 5 · 320 shards
- Relief ExpansionRelief 1 → 2Tier 6 · 450 shards
- Relief ReorganizationRelief 2 → 3Tier 7 · 600 shards
Potential
- Abyss Drilling ExpansionAbyss drill potential cap 110 → 114Tier 1 · 40 shards
- Greater Recruit PotentialRecruit potential cap 92 → 96Tier 2 · 80 shards
- Drill Success ExpansionDrill success chance cap 60% → 70%Tier 3 · 140 shards
- Awakening ResonanceAbyss Rite costs 25% fewer shardsTier 4 · 220 shards
- Veteran's ReserveOne more promise to a mercenary thinking of leavingTier 5 · 320 shards
- Fourth BrandMembers who can awaken through the Abyss Rite: 3 → 4Tier 6 · 450 shards
Abyss
- Mutation Reroll1 mutation reroll / expeditionTier 1 · 40 shards
- Last Stand1 revive on wipe / expeditionTier 2 · 80 shards
- Eye Piercing the DarkNullifies "Blind Eye" (scouting disabled)Tier 3 · 140 shards
- Shard Harvest BoostShard gain +25%Tier 4 · 220 shards
- Relic AppraisalRelic drop rate on normal abyss floors: 12% → 18%Tier 5 · 320 shards
Facility levels
Same values as the facility screen in the game. Facilities guide
Training Hall
- Lv.1Training efficiency +20%
- Lv.2Training efficiency +40%
- Lv.3Training efficiency +60%
- Lv.4Training efficiency +80%
- Lv.5Training efficiency +100%
- Lv.6Training efficiency +120%
Appraisal Office
- Lv.1Potential estimate error 11p
- Lv.2Potential estimate error 8p
- Lv.3Potential estimate error 5p
- Lv.4Potential estimate error 2p
- Lv.5Potential estimate error 1p
- Lv.6Potential estimate error 0p
Infirmary
- Lv.1Injury recovery +25%, death risk -3%p
- Lv.2Injury recovery +50%, death risk -6%p
- Lv.3Injury recovery +75%, death risk -9%p
- Lv.4Injury recovery +100%, death risk -12%p
- Lv.5Injury recovery +125%, death risk -13%p
- Lv.6Injury recovery +150%, death risk -14%p
Scouting Corps
- Lv.1Floor intel 25% · Recruit potential +4
- Lv.2Floor intel 50% · Recruit potential +8
- Lv.3Floor intel 75% · Recruit potential +12
- Lv.4Floor intel 100% · Recruit potential +16
- Lv.5Floor intel 100% · Recruit potential +20
- Lv.6Floor intel 100% · Recruit potential +24
Lodging
- Lv.1Weekly fatigue recovery +6
- Lv.2Weekly fatigue recovery +12
- Lv.3Weekly fatigue recovery +18
- Lv.4Weekly fatigue recovery +24
- Lv.5Weekly fatigue recovery +30
- Lv.6Weekly fatigue recovery +36
Ambitions
A goal your guild sets, one at a time. Meeting it pays gold and reputation, the first time also a title, and falling short costs nothing. Only floors at least half your highest count, and a tower expedition counts the ambition set when it departed.
- The Back Row’s TurnBeat a floor lord with three members idle over 8 weeks
- Under One BannerBeat a floor lord with four of one race
- The Road Without RemediesBeat a floor lord without a healer
- The NamelessBeat a floor lord without a named hero
- Leading the RookiesFive floors in one expedition with two rookies
- All Come HomeTen floors in one expedition with no one falling
- What Relief Is ForSend in every relief member and return
- Three SquadsWin the Boss Hunt with all three squads fighting
Hunt keepsakes
Traded for Boss Hunt tokens. Boss Hunt guide
- Healing kit3 tokens
- Material Dungeon ticket4 tokens
- Soul Ember5 tokens
- Legend Ember25 tokens
- 25 shards4 tokens
Shop goods
Paid named heroes, the Light Knights bundle, costumes, world themes and tips. The stores hold the prices, so they are not listed here. Named list
Rule numbers
Floor rewards. Average floor gold is 50 + floor × 18, ×3 on boss floors. Experience is 40 + floor × 9, ×2 on boss floors.
Late enemies. From floor 301, enemy HP is ×0.8 and attack ×1.2. The Boss Hunt, personal trials and raids are exempt.
Morale in battle. Below 30 morale, attack is ×0.9. Above 85, attack is ×1.06.
Field drills. From floor 41, regular members can gain potential by fighting, up to a base cap of 110. Below that floor, the chance comes at battle or KO milestones and on boss fights. Named heroes do not drill.
Abyss pacts. You can add up to 2 mutations. One gives shards ×1.5, two give ×2.2. Pinning a mutation costs 25 shards.
Letters from old comrades. A free named hero who retired with 3 or more boxes of trust can return by letter after 26 weeks. The fallen and paid heroes do not count.
Memory Trial. A free named hero gone for good can return once, 52 weeks after leaving, through a story battle. One attempt per week.
Login streak. Login rewards cycle every 7 days.
Exploring. You can explore once per floor from the results screen. It adds 8 fatigue and opens one event. The weights are empty 40, trace 25, hostile company 15, friendly company 10 and ruin 10, with ruins from floor 51. Face a hostile company or hand over 1 loot. Win the skirmish for loot, lose it and 50% of your haul goes, and a timeout changes nothing. Friendly companies sell intel or supplies.
Apprentice course. A new guild sees screen entrances open in order by floor and week. Rules stay the same and only the entrances wait, so clear floors or pass weeks and a missing menu appears.