Mercenary codex
Guild tables
Abyss perks, facility levels, ambitions, keepsakes, staff, rear missions, reputation and login streaks.
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
The same values as the game's facility screen. Level 5 at most, 6 with the perk. Facilities guide
Training Hall
- Lv.1Training efficiency +20%Starting level
- Lv.2Training efficiency +40%Upgrade cost 400G
- Lv.3Training efficiency +60%Upgrade cost 1,600G
- Lv.4Training efficiency +80%Upgrade cost 3,600G
- Lv.5Training efficiency +100%Upgrade cost 6,400G
- Lv.6Training efficiency +120%Upgrade cost 10,000G
Appraisal Office
- Lv.1Potential estimate error 11pStarting level
- Lv.2Potential estimate error 8pUpgrade cost 350G
- Lv.3Potential estimate error 5pUpgrade cost 1,400G
- Lv.4Potential estimate error 2pUpgrade cost 3,150G
- Lv.5Potential estimate error 1pUpgrade cost 5,600G
- Lv.6Potential estimate error 0pUpgrade cost 8,750G
Infirmary
- Lv.1Injury recovery +25%, death risk -3%pStarting level
- Lv.2Injury recovery +50%, death risk -6%pUpgrade cost 450G
- Lv.3Injury recovery +75%, death risk -9%pUpgrade cost 1,800G
- Lv.4Injury recovery +100%, death risk -12%pUpgrade cost 4,050G
- Lv.5Injury recovery +125%, death risk -13%pUpgrade cost 7,200G
- Lv.6Injury recovery +150%, death risk -14%pUpgrade cost 11,250G
Scouting Corps
- Lv.1Floor intel 25% · Recruit potential +4Starting level
- Lv.2Floor intel 50% · Recruit potential +8Upgrade cost 400G
- Lv.3Floor intel 75% · Recruit potential +12Upgrade cost 1,600G
- Lv.4Floor intel 100% · Recruit potential +16Upgrade cost 3,600G
- Lv.5Floor intel 100% · Recruit potential +20Upgrade cost 6,400G
- Lv.6Floor intel 100% · Recruit potential +24Upgrade cost 10,000G
Lodging
- Lv.1Weekly fatigue recovery +6Starting level
- Lv.2Weekly fatigue recovery +12Upgrade cost 300G
- Lv.3Weekly fatigue recovery +18Upgrade cost 1,200G
- Lv.4Weekly fatigue recovery +24Upgrade cost 2,700G
- Lv.5Weekly fatigue recovery +30Upgrade cost 4,800G
- Lv.6Weekly fatigue recovery +36Upgrade cost 7,500G
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 first clear pays average gold of your highest floor × 5, 8 reputation and a title. Repeats pay × 2 and 3 reputation after 8 weeks of rest. Some open at 8 mercs.
- 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
- Ruins Hunters12 tokens
- Bamboo Hunters12 tokens
- Empire Hunters12 tokens
- Abyss Hunters12 tokens
- Dragon’s Nest Hunters12 tokens
- Hunt Captain40 tokens
Shop goods
Paid named heroes, the Light Knights bundle, costumes, world themes and support tiers. Prices vary by store and country, so they are not listed here. Named list
Staff
Seat retired mercs in posts. 30+ career kills makes a legend. Effects ×1.5 with the perk.
- CoachAdds ability ÷ 400 to training experience.
- AppraiserAppraisal error −2, legend −4.
- ScoutRecruit candidates +1, quality +1, legend +2.
Formation
- Deploying5 mercs, 6 with the perk.
- RowsFront and back, up to 4 each.
- Saved formations5 sets.
Rear missions
- Slots3, 4 with the perk.
- ShareAverage gold of your highest floor × 25% × (power against your core, 20~100%).
- EmbersEmber missions roll 15% × share per person.
- Early bonusIn weeks anyone goes, the company gets 2000G, shrinking to 0 at highest floor 100.
- Weeks with no expedition50% of rear gold, never more than that week's wages.
- Fatigue+4 a week.
Reputation
- StepsA tier at 60 · 180 · 400 · 800 · 1500, up to tier 5.
- EffectRear mission rewards +8% per tier.
- SourcesLogin streak, reputation tokens and ambitions.
Login streak
A 7-day cycle. Missing a day returns you to day 1.
- Day 1120 gold · 2 reputation
- Day 2150 gold · 2 reputation
- Day 3180 gold · 3 reputationRation Supply ×1
- Day 4220 gold · 3 reputation
- Day 5260 gold · 4 reputationHealing Salve ×1
- Day 6300 gold · 5 reputation
- Day 7500 gold · 12 reputationTraining Manual ×2 · Relic Shard ×1