## FANDOM

109 Pages

In-game description:
"When a mercenary crosses your path, there's only one thing that can save your life: offer him more money than he can get by killing you. If you gain the favor of the mercenaries, you will be able to combine the power of all races at once."

## The Mercenary Faction Edit

The Mercenaries were implemented in the After Life expansion (v1.3), and differ from the other factions: Unlocked at R3, they are available in all alignments, and can combine the power of all the other unlocked factions by letting you choose 2 spells and 3x4 faction upgrades. This enables you to create powerful cross-faction mercenary builds. However, this comes with the downside of high Faction Coin requirements, and initial gem requirement to reach E55 coins with unbonused alignment buildings only.

• Alignment: Any
• Faction Spell: Custom (depending on alignment[1])
• Heritage: Increase the production of all buildings based on the highest amount of coins you gained in a single game.
Formula: $floor(5 * log(1 + x))$  where x is your Coins Gained (Max) stat.
• Bloodline: None - See Bloodstream
• Challenge: None
• Unique Buildings: Good: Mercenary Camp (from Knights Jousts)
Evil: Tyrant Garrison - (from Evil Fortresses)
Neutral: Freemason's Hall - (from Alchemist Labs)
• Research: R75
• Faction Unlock Requirements: R3+ see below

The Tier upgrades enable to choose from the all the existing faction upgrades. These cost coins and Faction Coins. The FC type necessary depends on your selection: For a Fairy upgrade, it will cost Fairy coins; for Elven upgrade, it will cost Elven coins; and so forth.

Name Cost Effect
Mercenary First Contract 50 Spd (5E55) Unlocks Tier 1 Upgrades.
Mercenary Magic Contract 50 Ocd (5E58),
1,000 FC
Pick an available Spell from any faction.

The choice depends on the alignment you have chosen.

Mercenary Upgrade 1 1,500 FC Pick an available Tier 1 Upgrade from existing factions.

The choice can depend on the alignment and spells you have chosen[1][2].

Mercenary
3,000 FC
Mercenary
4,500 FC
Mercenary
6,000 FC

Name Cost Effect
Mercenary Second Contract 25 Vg (2.5E64) Unlock Tier 2 upgrades.
(For Good Alignments)
25 Uvg (2.5E67) You gain additional Crusader Assistants based on the amount of spells cast in this game. Increase clicking reward by 1000% for each active spell.

Formula: $floor((\sqrt{(1 + 0.8 * x)} - 1) / 2)$  where x is your Spells Cast (This Game) stat.

Heresiarchs
(For Evil Alignments)
25 Uvg (2.5E67) Increase the production of Evil buildings based on your most built Evil building.

Formula: $round(1.15 * x^{0.85})%$  where x is the number of the most-built evil building you own.

(For Neutral Alignments)
25 Uvg (2.5E67) When assistants finds a faction coin, they also find a faction coin for every other faction. Increase mana regeneration based on faction coins gained in this game.
Formula: $floor(10 * log(1 + x^{1.5})) / 10$  where x is your Faction Coins Gained (This Game) stat.
Mercenary Upgrade 5 3,000 FC Pick an available Tier 2 Upgrade from existing factions.

The choice can depend on the alignment and spells you have chosen[1][2].

Name Cost Effect
Mercenary Third Contract 5 Tvg (5E72) Unlock Tier 3 upgrades.
Mercenary
Sorcery Contract
5 Qavg (5E75), 25,000 FC You can purchase a spell from any faction. You will not be able to change it during the current run.

The choice will depend on the alignment you have chosen.

Mercenary Upgrade 9 4,500 FC Pick an available Tier 3 Upgrade from existing factions.

The choice can depend on the alignment and spells you have chosen[1][2].

## Unlock Requirements Edit

Unlocking the Mercenaries requires the third reincarnation, the following can be unlocked in different abdications.

Mercenary Unlock Requirements
Name Cost Description
Mercenary Tribute At least (minimum):

(Price increases with time, but is reset at Abdications.)

Pay the mercenaries a tribute to unlock their powers. Be quick though, the price increases over time!
Mercenary Oath 1 Tvg (1E72) Coins. By reciting the Oath of the Mercenaries you will be able to join mercenaries for the rest of your existence. Not even Reincarnations will strip you of this right. You will be able to take any alignment and become a Good, Neutral or Evil mercenary, therefore determining your building set, and from there on you will be able to take any spell or ability from any other faction.

Unlocking The Mercenaries:
The cost of the "Mercenary Tribute" rises very quickly and gets reset at abdications. Aim for a run where you can quickly gain enough FCs to buy it before it gets too expensive. Do it when you have enough gems to afford ~100 or more excavations. Suggested faction to do this is Titans with at least 1 No (1E30) gems - and make save files before in case you want to start over and get your excavations back.

Coin Formula: $1e60 * (ceil (1+x)/60))^{3.5}$  where x is your playtime stat in seconds.
FC Formula: $100000 * (ceil((1 + x)/60))^{0.5}$  where x is your playtime stat in seconds.

Once it is purchased, you have unlocked the mercenaries and their trade treaty, the "Mercenary First Contact", will show up in all your future games, alongside other Faction Trade Treaties of the same alignment.

Joining the Mercenaries for the first time will grant the Mercenary Oath Secret Trophy. (You will need at least 1 No (1E30) gems to do this, and to not join any other faction!)

## Unique Buildings Edit

At R75, the buildings can be upgraded to a Unique Building depending on your chosen alignment, which are required for some research quests and upgrades.

• Good: Mercenary Camp - Upgraded from Knights Jousts
• Evil: Tyrant Garrison - Upgraded from Evil Fortresses
• Neutral: Freemason's Hall - Upgraded from Alchemist Labs

## Mercenary Research Edit

Upon reaching R75, the game advisor tells us that the Mercenary Lord himself has come to speak with you.

"He is a man of uncomparable strength and influence... From what I heard, he wishes to task you with the retrieval of an Obsidian Shard, the legendary material of which Mercenary Blades are made."

To gain access to Mercenary research, you will need the Secrets of the Warriors upgrade. This upgrade will appear once you have bought a unique Mercenary building and found the Obsidian Shard artifact.

Mercenary Research Unlock Requirements
Name Type Description Requirements Cost
Mercenary Encampment Quest Quest We salute you, commander. Your strategical skills had not gone unnoticed within our ranks. We have decided to offer you a chance to establish a formal encampment within your boundaries... Build more structures to strengthen our city.

Required once throughout the entire game play and does not count towards the bought upgrade stat.

R75 + 125K buildings 10 Notg
1E121
(Good)
Upgrade Knights Jousts to Mercenary Camps, boosting their production based on the amount of Non-Unique buildings you own and unlocking more unique perks for the building.

Formula: $1.5 * (1+x)$  where x is the number of Non-Unique Buildings you own.

Mercenary Encampment Quest 10 Dqag
1E130
(Evil)
Upgrade Evil Fortresses to Tyrant Garrisons, boosting their production based on Offline Production Bonus and unlocking more unique perks for the building.
Formula: $0.5 * \log_{10}(1+x)^{4.5}$  where x is the Offline Production Bonus.
Mercenary Encampment Quest 1 Tqag
1E132
(Neutral)
Upgrade Alchemist Labs to Freemason's Hall, boosting their production based on the highest amount of assistants you had in a single game and unlocking more unique perks for the building.
Formula: $2.5 * x^{2.5}$  where x is assistants you had in a single game (This R).
Mercenary Encampment Quest 1 Tqag
1E132
Obsidian Shard Quest Artifact Unlocks the Secrets of the Warriors upgrade R75+, 8000th Excavation
Secrets of the Warriors Upgrade Unlocks research for Mercenaries and increases their production by 1000%. Obsidian Shard artifact, Unique Building 100 Qiqag (1E140) Coins, 10 Qa (1E16) FCs of each faction

Name Type Description Requirements Cost
Increases the production of all buildings and Faction Coin find chance based on this spell tier level for 20 seconds. Can be cast up to 35 tiers.

Formula: $20 ^{(0.25 * x)}$ (FC chance multiplier)}
Formula: $((2.20 ^x) - 1) * 100$ multiplicative (production multiplier)
where x is tier.

Mercenary Camp 1 Qaqag
1E135
Good Mercenary Upgrade 13 Upgrade You can purchase any upgrade from any Good Faction for an increased price. Round Table
Additional casts of Reap Interests increase its seconds worth of production.

Formula: $y ^{(1 + 0.2 * \log_{10}(1 + x))}$  where y is TC original power and x is amount of TC casts.
(Extra time from reap interests does apply to S50. S50 tax collections do increase reap interests.)

Tyrant Garrison 1 Qaqag
1E135
Evil Mercenary Upgrade 13 Upgrade You can purchase any upgrade from any Evil Faction for an increased price. Dark Covenant
Generates additional Faction Coins per cast.

Formula: $(2.5 * x^{2.5})$  where x is original Faction Coin chance.

Freemason's Hall 1 Qaqag
1E135

## Related Items Edit

Name Type Description Requirement Cost
Mercenary Spirit Trophy & Upgrade Increase the production of all buildings by 15% per reincarnation. Reincarnate while playing as a Mercenary 1 Ocd
1E57
Harlequin Trophy & Upgrade Increase the production of all buildings based on the amount of different factions involved in your mercenary upgrades.

Formula: $x^3%$  where x is the number of different factions you've bought upgrades from.

As a Mercenary, purchase upgrades from 11 different factions in one run. (See Joker merc Build) 5 Qivg
5E78
Lucifer Trophy & Upgrade Increase the production of all non-neutral mercenary buildings by 300%. As a Good Mercenary, purchase only Evil mercenary faction upgrades or vice versa. 50 Vg
5E64
No Recruiting Trophy & Upgrade Increase Mercenary production by 1% per Reincarnation Reach 1 Novg (1E90) gems in a Reincarnation without ever affiliating with the Mercenaries 1 Tg
1E93
Helden Sterben Nicht Trophy & Upgrade Increase the mana regeneration and maximum mana by 10%. Join Mercenaries, then Undead, then Angels within 15 minutes since the beginning of a new run in a single game session. 5 Qavg
5E75
Know Your Enemy, Part I Artifact & Upgrade Increases the production of all buildings based on time spent as Non-Mercenary. ("Time allied with..." in the stats)

Formula: $(0.5 * x^{0.75})%$  where x is your time spent as non-mercenary factions stat in seconds.

R12+, Play with upgrades from 11 different factions.
Chance: 10%
100 Vg
1E65
Know Your Enemy, Part II Artifact & Upgrade Increases the production of all buildings based on time spent as Non-Mercenary.

Formula: $0.065 * x^{0.65}%$  where x is your time spent as non-mercenary factions stat in seconds.

R76+, Play with upgrades from 12 different factions.
Chance: 10%
100 Noqag
1E152
Veteran Figurine Artifact The warrior of a thousand battles, ultimate champion of the Realms.

Allows Mercenaries to benefit from all Challenges.

R90+
Chance: (1,000,000 seconds This Game)%