Spellcraft

Champion Trophy

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.

Alignment: Any

Unlock Requirements: R3 - See below

Available in all alignments, The Mercenaries can combine the power of the existing factions by letting you choose 2 spells and 3x4 faction upgrades in A0 and A1 (4x4 in A3). This enables you to create a custom cross-faction build.

Unlocking the Mercenaries Requires 3 reincarnations and can be done in different game plays.


Mercenary Tribute

Cost: At least: 1 Nod (1e60) Coins

Cost: At least: 100,000 of each Faction Coin

(Price rises with time and is reset at Abdications.)

Coin Formula: (1e60 * (ceil((1 + x)/60)) ^ 3.5), x is playtime in seconds

Faction Coin Formula: (100000 * (ceil((1 + x)/60)) ^ 0.5), x is playtime in seconds

In Game description

Pay the mercenaries tribute to unlock their powers. Be quick through, the price increases over time!


Oath of the Mercenaries

Cost: 1 Tvg (1e72) Coins.

In Game description

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.


Note: In A1, Only 1 Dragon Upgrade per Mercenary tier.

Note: Mercenaries in A3 can buy Dragon Upgrades with any Mercenary Upgrade with increased price.


Note: Elite Faction Upgrades can only be purchased with Mercenary Upgrade 4, 8, 12 and 16.

Note: Elite spells can only be bought from the Sorcery contract.


Mercenary Tier Upgrades

Tier 1 Upgrades

The price of the tier upgrades cost Faction Coins of the upgrade's Faction. e.g.: For a Fairy spell or upgrade, it will cost Fairy Faction Coins. For a Druid spell or upgrade, it will cost Elven and Demon Faction Coins.


Mercenary First Contract

Cost: 50 Spd (5e55)

Effect: Unlocks Tier 1 Upgrades.


Mercenary Magic Contract

Cost: 50 Ocd (5e58), 1,000 FC

Pick an available Spell from any faction.

The available choices will depend on the alignment you have chosen.


Mercenary Upgrade 1

Cost: 1,500 FC

Pick an available Tier 1 Upgrade from existing factions.

The available choices will depend on the alignment and spells you have chosen.


Mercenary Upgrade 2

Cost: 3,000 FC

Pick an available Tier 1 Upgrade from existing factions.

The available choices will depend on the alignment and spells you have chosen.


MU3 Mercenary Upgrade 3

Cost: 4,500 FC

Pick an available Tier 1 Upgrade from existing factions.

The available choices will depend on the alignment and spells you have chosen.


MU4 Mercenary Upgrade 4

Cost: 6,000 FC

Pick an available Tier 1 Upgrade from existing factions.

The available choices will depend on the alignment and spells you have chosen.


Tier 2 Upgrades

MSC Mercenary Second Contract

Cost: 25 Vg (2.5e64)

Effect: Unlocks Tier 2 Upgrades.


Holy Crusaders Holy Crusaders (For Good Alignments)

Cost: 25 Uvg (2.5e67)

Effect: Gain additional Crusader Assistants based on the amount of spells cast in this game.

Formula: (0.5 * ((1 + 0.8 * x) ^ (0.5 + 0.05 * A) - 1)), where x is amount of spells cast in this game and A your Ascension.

Effect: Increase clicking reward by 100% per active spell.

Formula: ((x * 100) ^ (A + 1))%, where x is the amount of active spells you have and A your Ascension.


Heresiarchs Heresiarchs (For Evil Alignments)

Cost: 25 Uvg (2.5e67)

Effect: Increase the production of Evil buildings based on your most built Evil building.

Formula: (1.2 * x ^ 0.8), where x is the number of your most-built evil building you own. (A-Nerfed)


Trade Lords Trade Lords (For Neutral Alignments)

Cost: 25 Uvg (2.5e67)

Effect: When assistants finds a faction coin, they also find a faction coin for every other faction. Also increases mana regeneration based on faction coins gained in this game.

Formula: (floor(10 * log10(1 + x ^ 1.5)) / 10), where x is your Faction Coins Gained (This Game) stat.


Mercenary Upgrade 5

Cost: 3,000 FC

Pick an available Tier 2 Upgrade from existing factions.

The available choices will depend on the alignment and spells you have chosen.


Mercenary Upgrade 6

Cost: 6,000 FC

Pick an available Tier 2 Upgrade from existing factions.

The available choices will depend on the alignment and spells you have chosen.


Mercenary Upgrade 7

Cost: 10,500 FC

Pick an available Tier 2 Upgrade from existing factions.

The available choices will depend on the alignment and spells you have chosen.


Mercenary Upgrade 8

Cost: 13,500 FC

Pick an available Tier 2 Upgrade from existing factions.

The available choices will depend on the alignment and spells you have chosen.


Tier 3 Upgrades

Mercenary Third Contract

Cost: 5 Tvg (5e72)

Effect: Unlocks Tier 3 Upgrades.


Mercenary Sorcery Contract

Cost: 5 Qavg (5e75), 25,000 FC

Pick an available Spell from any faction.

The available choices will depend on the alignment and spells you have chosen.


Mercenary Upgrade 9

Cost: 4,500 FC

Pick an available Tier 3 Upgrade from existing factions.

The available choices will depend on the alignment and spells you have chosen.


Mercenary Upgrade 10

Cost: 10,500 FC

Pick an available Tier 3 Upgrade from existing factions.

The available choices will depend on the alignment and spells you have chosen.


Mercenary Upgrade 11

Cost: 16,500 FC

Pick an available Tier 3 Upgrade from existing factions.

The available choices will depend on the alignment and spells you have chosen.


Mercenary Upgrade 12

Cost: 22,500 FC

Pick an available Tier 3 Upgrade from existing factions.

The available choices will depend on the alignment and spells you have chosen.


Other Upgrades

Following are upgrades rewarded from Secret Trophies.

Mercenary Spirit

Requirement: Reincarnate while playing as a Mercenary

Cost: 1 Ocd (1e57)

Effect: Increase the production of all buildings by 15% per reincarnation.


Harlequin Harlequin

Requirement: As a mercenary, purchase one upgrade for 11 different factions.

Note: You can use Harlequin R3+ and KYE R12+ build to get Harlequin.

Cost: 5 Qivg (5e78)

Effect: 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.


Lucifer

Requirement: As a Good Mercenary, purchase only Evil mercenary faction upgrades or vice versa.

Note: You can use Lucifer R3+ build to get Lucifer.

Cost: 50 Vg (5e64)

Effect: Increase the production of all non-neutral mercenary buildings by 300%


No Recruiting

Requirement: Reach 1 NoVg (1e90) gems in a Reincarnation without ever affiliating with the Mercenaries

Cost: 1 Tg (1e93)

Effect: Increase Mercenary production by 1% per Reincarnation. (Not A-Nerfed)


KYE1 Know Your Enemy, Part I

Requirement: Find Know Your Enemy, Part I Artifact - which requires R12, to play as Mercenaries, and have upgrades from 11 different factions. (Excavation chance: 10%)

Note: You can use Harlequin R3+ and KYE R12+ build to get Know Your Enemy, Part I.

Cost: 100 Vg (1e65)

Effect: Increases the production of all buildings based on time spent as Non-Mercenary. ("Time allied with..." in the stats)

Formula: (0.75 * x ^ 0.6)%, where x is amount of time spent as non-mercenary factions (in seconds).


Mercenary Research Requirements

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.

Mercenary Encampment Quest Mercenary Encampment 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.

Cost: 10 Notg (1e121), 125K buildings

Note: Only needs bought once.


Unlocks: Mercenary Unique Buildings

Good

Mercenary Camp Mercenary Camp

Requirement: Mercenary Encampment Quest

Cost: 100 Qag (1e125)

Effect 1: Allows access to Research Facilities

Effect 2: 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: (1.25 * (1 + x) ^ 1.05), where X is number of Non-Unique Buildings.

Effect 3: Unlocks Round Table


Round Table Round Table (Spell Upgrade)

Note: Share Benefits upgrade.

Effect 1: Gives 1 additional upgrade from any of the Good factions.

Effect 2: Upgrades Tax Collection spell to Share Benefits, increases the production of all buildings and Faction Coin find chance based on this spell tier level for 20 seconds.

Effect 3: Also produce Tax Collection casts per second based on your Maximum Mana.


Evil

Tyrant Garrison Tyrant Garrison

Requirement: Mercenary Encampment Quest

Cost: 100 Qag (1e125)

Effect 1: Allows access to Research Facilities

Effect 2: Upgrade Evil Fortresses to Tyrant Garrisons, boosting their production based on Offline Production Bonus and unlocking more unique perks for the building.

Formula: ((log10(1 + x) ^ 3)%, where x is your Offline Production Bonus.

Effect 3: Unlocks Dark Covenant


Dark Covenant Dark Covenant (Spell Upgrade)

Note: Reap Interests upgrade.

Effect 1: Gives 1 additional upgrade from any of the Evil factions.

Effect 2: Upgrades Tax Collection spell to Reap Interests, additional casts of Reap Interests increase its seconds worth of production.


Neutral

Freemason's Hall Freemason's Hall

Requirement: Mercenary Encampment Quest

Cost: 100 Qag (1e125)

Effect 1: Allows access to Research Facilities

Effect 2: Upgrade Inns to Freemason's Hall, boosting their production based on the highest amount of assistants you had in a single game (This R) and unlocking more unique perks for the building.

Formula: (20 + 20 * x ^ 0.8)%, where x is the highest assistants you had in a single game this Reincarnation.

Effect 3: Unlocks Secret Exchange


Secret Exchange Secret Exchange (Spell Upgrade)

Note: Appraisal Vantage upgrade.

Effect: Upgrades Tax Collection spell to Appraisal Vantage, generates additional Faction Coins based on the amount of assistants you own.


Secrets of the Warriors Obsidian Shard

Requirement: 8000th Excavation as any Faction, R75+

Description: Extremely hard and black as darkness itself, this material cannot apparently be carved or melted. It is a mystery how you can make this thing into a sword.

Effect: Unlocks Secrets of the Warriors


Secrets of the Warriors Secrets of the Warriors

Requirement: Obsidian Shard

Cost: 100 Qiqag (1e140) and 10 Qa (1e16) of every Faction Coin.

Effect: Unlocks Researches for Mercenaries and increases their production by 1000%.

Note: Allows 3 Researches per branch.


Unique Buildings

Good

Mercenary Camp Mercenary Camp

Upgraded from Knights Jousts

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 number of Non-Unique Buildings.


Evil

Tyrant Garrison Tyrant Garrison Upgrade

Upgraded from Evil Fortresses

Upgrade Evil Fortresses to Tyrant Garrisons, boosting their production based on Offline Production Bonus and unlocking more unique perks for the building.

Formula: ((log10(1 + x) ^ 3)%, where x is your offline production.


Neutral

Freemason's Hall Freemason's Hall

Upgraded from Inns

Upgrade Inns to Freemason's Hall, Boosting their production based on the highest amount of assistants you had in a single game (This R) and unlocking more unique perks for the building.

Formula: (20 + 20 * x ^ 0.8)%, where x is the highest assistants you had in a single game this R..


Faction Spell: Tax Collection

SB Good

Requirement: Mercenary Camp

Cost: 1 Qaqag (1e135)

Effect: Increases the production of all buildings and Faction Coin find chance based on this spell tier level for 20 seconds (Fixed Duration).

Note: A1 can cast up to 36 tiers.

Note: A3 can cast up to 99 tiers.

Formula: 120 ^ (0.25 * T), where T is tier (FC chance multiplier)

Formula: ((((1 + 0.01 * (120 + 1.25 * ln(1 + 90 + x) ^ 1.25)) ^ T) - 1) * 100)%, where x is tax collection seconds and T is the Share Benefits tier, multiplicative (production multiplier)

Effect: Also produce Tax Collection casts per second based on your Maximum Mana.

Note: Tier 41 and above cost x4/x2.25 (with S1275) instead of x2/x1.5 (with S1275)

Formula: (0.01 * y * T), where y is max mana, T is tier

Effect: Drains an amount of mana equal to its current cost every second.


RI Evil

Requirement: Tyrant Garrison

Cost: 1 Qaqag (1e135)

Effect: Additional casts of Reap Interests increase its seconds worth of production.

Formula: *(50000 * log10(8 + 0.1 * x)), where x is amount of Tax Collection/Reap Interests casts.

Note: Extra time from reap interests does apply to S50.

Note: S50 tax collections do increase reap interests.


AV Neutral

Requirement: Freemason's Hall

Cost: 1 Qaqag (1e135)

Effect: Generates additional Faction Coins based on the amount of assistants you own.

Formula: (x * y ^ 1.275), where x is assistants owned, y is Faction coin chance.


Extras

KYE2 Know Your Enemy, Part II

Clue: Even an expert Mercenary should learn by all other cultures.

Description: Much more knowledge than you need, stored in a handy book.

Requirement: R75+, Mercenary Unique Building, Upgrade from all 12 Factions

Chance: 5%

Effect: Awards an upgrade of the same name.

Upgrade Effect: Increase the production of all buildings based on time spent as Non-Mercenaries.

Note: Only available to Mercenaries

Formula: (0.065 * x ^ 0.65) where x is amount of time spent as non-mercenary factions (in seconds).

Cost: 100 Noqag (1e152)

Note: You can use Mercenomicon (Know Your Enemy Part II) (R75) build to get this artifact.


13th Upgrade Good and Evil only

Round Table Good Mercenary Upgrade 13

You can purchase any upgrade from any Good Faction for an increased price

Requirement: Round Table (Good Spell Upgrade)

Note: Not available in A3 (R160+)


Round Table Evil Mercenary Upgrade 13

You can purchase any upgrade from any Evil Faction for an increased price.

Requirement: Dark Covenant (Evil Spell Upgrade)

Note: Not available in A3 (R160+)


Ascension 3 (R160+)

Mercenary Duel

In-game description: The Mercenary Lord has challenged you to a duel of skills. Complete the following tasks in a single Reincarnation to show your ability as a ruler.

Requirements: R160+, 1 Qi (1e18) Spells cast, 10 M (1e7) Clicks, 10 Vg (1e64) Faction Coins, 350000 Buildings (MAX), 100 Qa (1e17) Assistants (MAX)

Note: 1 time purchase

Effect: Unlocks Mercenary in Ascension 3


Note: Elite Faction Upgrades can only be purchased with Mercenary Upgrade 4, 8, 12 and 16


Mercenary Fourth Contract

Requirements: R160+, Mercenary Duel purchased

Cost: 100 Qid 1e50

Effect: Unlocks Tier 4 Upgrades


Mercenary Upgrade 13

You can purchase a tier 4 upgrade from any faction for an increased price.

Cost: 7500 FC


Mercenary Upgrade 14

You can purchase a tier 4 upgrade from any faction for an increased price.

Cost: 16500 FC


Mercenary Upgrade 15

You can purchase a tier 4 upgrade from any faction for an increased price.

Cost: 24000 FC


Mercenary Upgrade 16

You can purchase a tier 4 upgrade from any faction for an increased price.

Cost: 33000 FC


Mercenary Building Contract

Requirements: R165+, Aligned with Mercs

You can purchase one Ascension 2 Unique Building from any faction, provided you meet the requisites. You will not be able to change it during the current run.

Cost: Free


Obsidian Crown

Requirements: R170+, Aligned with Mercs, 10 excavation resets (This game)

Chance: ((x - 10) / 1000)%, x is the number of free and ruby excavation resets (This game)

Effect: Unlocks Mercenary Union Contract


Mercenary Union Contract

Requirements: Obsidian Crown

You can purchase one Union Power from any faction, provided you meet the requisites. You will not be able to change it during the current run.

Cost: Free

| Resources | Soft Resets | Buildings | Heritages | Bloodlines | Spells | Excavations | Challenges | Upgrades | Trophies | Factions | Research |

| Merc Builds | Research Builds | Prestige Builds | Dragon Unlock | Neutral Prestige Builds | Research Tree |

| Vanilla Factions | Good Factions | Evil Factions | Neutral Factions | Prestige Factions | A2 Elite Factions |

| Events | Latest Major Patch | Changelog | Notation | Terminology | Tools | Kongregate Links |

| Fairy | Elven | Angel | Goblin | Undead | Demon | Titan | Druid | Faceless |

| Mercenary | Dwarf | Drow | Dragon | Archon | Djinn | Makers |

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