- 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[]
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])
- Spell Upgrade: see below
- Heritage: Increase the production of all buildings based on the highest amount of coins you gained in a single game.
Formula: 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
Mercenary Tier Upgrades[]
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.
Tier 1 Upgrades[]
Tier 1 Upgrades | |||
---|---|---|---|
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 Upgrade 2 |
3,000 FC | ||
Mercenary Upgrade 3 |
4,500 FC | ||
Mercenary Upgrade 4 |
6,000 FC |
Tier 2 Upgrades[]
Tier 2 Upgrades | |||
---|---|---|---|
Name | Cost | Effect | |
Mercenary Second Contract | 25 Vg (2.5E64) | Unlock Tier 2 upgrades. | |
Holy Crusaders (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: 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: where x is the number of the most-built evil building you own. | |
Trade Lords (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: 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]. | |
Mercenary Upgrade 6 | 6,000 FC | ||
Mercenary Upgrade 7 | 10,500 FC | ||
Mercenary Upgrade 8 | 13,500 FC |
Tier 3 Upgrades[]
Tier 3 Upgrades | |||
---|---|---|---|
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]. | |
Mercenary Upgrade 10 | 10,500 FC | ||
Mercenary Upgrade 11 | 16,500 FC | ||
Mercenary Upgrade 12 | 22,500 FC |
Unlock Requirements[]
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: where x is your playtime stat in seconds.
FC Formula: 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.
See also "Unlocking Mercenaries" in why_amihere's guide.
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[]
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 Inns
Mercenary Research[]
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 | |
Mercenary Camp | Allegiances Upgrades (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: where x is the number of Non-Unique Buildings you own. |
Mercenary Encampment Quest | 10 Dqag 1E130 | |
Tyrant Garrison | Allegiances Upgrades (Evil) |
Upgrade Evil Fortresses to Tyrant Garrisons, boosting their production based on Offline Production Bonus and unlocking more unique perks for the building. Formula: where x is the Offline Production Bonus. |
Mercenary Encampment Quest | 1 Tqag 1E132 | |
Freemason's Hall | Allegiances Upgrades (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: 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 |
Other Upgrades[]
Other Mercenary Upgrades | |||||
---|---|---|---|---|---|
Name | Type | Description | Requirements | Cost | |
Round Table | Spell Upgrade | Upgrades Tax Collection to Share Benefits. 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: (FC chance multiplier)} |
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 | ||
Dark Covenant | Spell Upgrade | Upgrades Tax Collection to Reap Interests. Additional casts of Reap Interests increase its seconds worth of production. Formula: where y is TC original power and x is amount of TC casts. |
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 | ||
Secret Exchange | Spell Upgrade | Upgrades Tax Collection to Appraisal Vantage. Generates additional Faction Coins per cast. Formula: where x is original Faction Coin chance. |
Freemason's Hall | 1 Qaqag 1E135 |
Related Items[]
Related Trophies, Artifacts & Upgrades | |||||
---|---|---|---|---|---|
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: 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: 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: 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)% |
See Also[]
- Faction Upgrades
- Faction Upgrades by Effect
- Merc Builds: tested combinations of spells and faction upgrades.
- Bloodstream
Notes[]
- Divine Games had planned a kind of Mercenary Tax, payable at regular intervals in mana or gold. This was visible in the game code but wasn't implemented - and hopefully, never will be!
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