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AuthorMercenaries' Guild Guide
1. Introduction

The Mercenaries’ Guild (MG) is ranked alongside the Hunters’ Guild as the most popular guild in the Empire.
Lords of any combat level (recommended CL 5+) can visit any of the Mercenaries’ Guild offices located throughout the Empire and be entrusted with a quest which they would have to complete within a given time. The guild's main objective is to aid the Empire in containing the constant threat of aggressive neutrals that roam our lands. Bounty hunters and adventure seekers are always welcome to act as mercenaries to assist the MG in ridding our lands of these unwanted neutrals.

The Lord will have the choice to either accept or decline the task.
Offices of the Mercenaries’ Guild can be found in the East River, Fairy Trees, Fishing Village & Peaceful Camp regions of the Empire. Each MG office specializes in certain quest types. For each given office, the chance of getting a specialty-matching task is 24%, while the chance of getting a non-matching task is 7%.

• The East River office specializes in Armies, Monsters & Vanguards quests.
• The Fairy Trees office specializes in Brigands, Conspirators & Vanguards quests.
• The Fishing Village office specializes in Armies, Monsters & Vanguards quests.
• The Peaceful Camp office specializes in Armies, Invaders & Raids quests.

All MG quests are completed through one special combat of one type or another. After engaging in the combat, every mercenary is required to return to the guild and report his/her quest result, be it success or failure. Only then will the guild reckon your actions and begin cooldown for another errand. Upon successful completion of the quest, the guild rewards the lord with 1 MG point, gold and a chance of an element drop.
The chance of getting an element reward for a successful quest is 20%, independently of a lord’s reputation and previous element drop rate:
https://www.lordswm.com/help.php?section=39#MG

Lords who reach a specific numbers of MG points will be promoted to the next MG level. Leveling up at various MG levels will enable the lord to unlock the chance to loot new element types, and even earn bonus primary parameter points for optional distribution:
https://www.lordswm.com/help.php?section=10
2. Quest Types
While Lords of any level can attempt a quest, it's generally accepted that most quests are not doable from combat levels 1-3, while some can be won at levels 4-5. A Lord can go to the Mercenary Guild office to view the quest that's available to him.

There are seven different quest types that can be assigned to a mercenary. These include Army, Vanguard, Invaders, Brigands, Raid, Monster and Conspirators.
Let’s take a close look at each of those.

1. Army (duel format) - The Army quest is faction-based. The stack numbers are relatively large, but the mercenary is given multiple attempts to complete the quest. The Lord only faces what is *remaining of the Army from his last battle in his subsequent attempts.

* In Necromancer Army quests, the Army will raise skeletons from dead troops of living factions. It will gain one skeletal bowman for each living creature killed in your army during your last attempt.

† Army {0}–{3} = 3 attempts and 600 minutes
† Army {4}-{5} = 4 attempts and 600 minutes
† Army {>6} = 5 attempts 600 minutes

Difficulty:
Stack numbers increase by 17% for each new {x} level. Thus, the formula of creature numbers depending on quest level is as follows:
N=n*1.17^L
where,
N - Final creature numbers
n - basic numbers of {0} level quest
L - quest level


2. Vanguard (duel format) - The Vanguard quest is faction-based and they all appear in a single wave. To achieve victory, the mercenary must not only kill all the enemy stacks, but must prevent the *ally stack he's protecting from being killed completely. If the entire (all units in the stack) ally stack perishes, the quest will end immediately. As long as at least one creature in it survives the battle, the quest is completed.

* Ally units for various Vanguards:
† Barbarian: Protect Shrews
† Dark Elf: Protect Grandmaster Bowmen
† Demon: Protect Dark Witches
† Elf: Protect Enchanted Gargoyles
† Knight: Protect Farmers
† Necromancer: Protect Magi
† Wizard: Protect Mercenary Archers
† Dwarf: Protect Lodestone Golems


Difficulty:
Stack numbers increase by 17% for each new {x}| level. Thus, the formula of creature numbers depending on quest level is as follows:
N=n*1.17^L
where,
N - Final creature numbers
n - basic numbers of {0} level quest
L - quest level


3. Invaders (duel format) - The Invaders quest is faction-based and they all appear in a single wave. To achieve victory, the mercenary must kill all the enemy stacks.

The mercenary must enter the specific mining facility in the map location to start the quest.

Some Invaders stacks may vary from quest to quest due to 'dynamic balancing'. While the overall settlement positions of all invaders are the same, units of the same type may replace each other (large replace large, melee replace other melee etc).

Difficulty:
Stack numbers increase by 17% for each new {x) level. Thus, the formula of creature numbers depending on quest level is as follows:
N=n*1.17^L
where,
N - Final creature numbers
n - basic numbers of {0} level quest
L - quest level


4. Brigands (ambush format) - The Brigands quest is faction-based and they all appear in a single wave. To achieve victory, the mercenary must kill all the enemy stacks. The quest requires the mercenary to deliver or escort some cargo to a designated destination but you will be ambushed by an enemy Brigands while traveling. The ambush takes place somewhere along the route between the guild and the destination.

There's a slim chance the ambush won't happen. If this happens, just report back to the guild to claim your rewards.

Once the mercenary have defeated the Brigands and reach the destination, he must “hand over" the cargo (done on the Map page) to complete the quest. He can then report back to the guild to claim his reward.


5. Raids (hunt format) - The Raids quest is creature type-based, and enemy creatures of one type come in multiple *waves. To achieve victory, the mercenary must kill all enemy stacks from all waves.

* Wave numbers can be calculated as {x} + 2, where x is the Raids quest level.

The mercenary must enter the specific mining facility in the map location to start the quest.


6. Monster (hunt format) - The Monster quest is creature type-based and requires the lord to kill a single unit of a specific creature-type with very high parameters, including massive amount of hit points (HP).

Difficulty:
The stats of the Monster can be calculated using the initial Monster {0} unit. For every one level of {x}, the increment is:
† HP: 50%
† Attack and Defense: +7
† Min. damage: +12
† Max. damage: +16

Monster creatures keep and use their special abilities, casters can cast their spells.


7. Conspirators (survival format) - The Conspirators quest is multiple factions-based and they come in multiple waves. Generally, every wave is stronger than the previous one. Each wave may only include creatures (basic and upgraded ones) from the factions that are listed in the quest name. To achieve victory, the mercenary must kill all enemy stacks from all waves.

Types of Conspirators:
• Barbarians, Dark Elves
• Barbarians, Dark Elves, Demons
• Barbarians, Tribals, Demons
• Knights, Dwarf
• Knights, Elves
• Knights, Wizards
• Knights, Wizards, Elves
• Necromancers, Barbarians
• Necromancers, Dark Elves
• Necromancers, Demons
• Wizards, Elves
3. Reputation

Every lord has a certain reputation rating in the Guild. This reputation rating determines how frequently a Lord receives a quest from the Guild. Successful quests increase the reputation rating, while rejecting quests or failing them decrease a Lord’s reputation. Note that it is much harder to gain the Guild's trust than it is to lose it.

For a mercenary with reputation 0, the guild will offer a mercenary a quest every 40 minutes.

† Every successfully-reported quest will earn the mercenary +0.5 to his reputation.
† Every failed quest (including not reporting back in time) will result in -1 being deducted from his reputation.
† Every declined/skipped quest will result in -0.5 being deducted from his reputation.

• For every +0.5 reputation, the waiting time is reduced by 1 min.
• The maximum reputation a Lord can attain is 10, which equates to a waiting time of 20 minutes in between quests.
• Whenever a Lord declines a quest, the waiting time until the next one automatically becomes 20 minutes regardless of reputation.

A Lord's reputation has no relation with the difficulty of a quest or the rewards given. Its sole purpose is to decrease the waiting time between offered quests.
4. Miscellaneous

• The difficulty level of a quest, {x}, will increase the next time the Lord receives the same quest type as long as the lord manages to win the current quest battle, regardless of whether he returns to the Mercenaries’ Guild office to receive his reward or not. Failure to report back in time in case of successful battle will result in losing that 1 MG point, so it is highly recommended to always report back with your results to the MG office. Losing a quest battle, as well as running out of time assigned for the quest does not result in increasing the difficulty, nor awards MG points.

• The “bonus damage to neutral creatures” (e.g. the bonus from hunter sets, or the unique racial ability of Wizards) applies in Raid, Monster and Conspirators quests.

• Knight (not other factions) faction skill resistance applies for Invaders, Vanguard, Army and Brigands quests.


A more detailed guide and sample battles for all quest types may be found here:
http://angelsndemons.freeforums.org/9-mercenaries-guild-reference-guide-t104.html
closed by Arctic (2013-11-21 23:21:32)
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