Quests & Mercenaries: Scratching the surface...
GHub Platform · Гайд · 0 ответов · 15 просмотров

First, I recommend reading the FAQ . They answer basic questions about the game (incuding mercenaries) I will not mention here. Second, the provided information is for players who take no external measures to prevent mercenaries from dying. So basically, normal gameplay without anything that can be considered cheating is assumed. Mercenary recruitment There are four ways to acquire mercenaries: One free mercenary is available at loading your savegame with version 0.23 (or later) for the first time. If you buried your last mercenary, you will get a new one after 8 hours passed. You will receive an additional mercenary for a successful recruitment quest. You can immediately buy a new mercenary for 40 rubies. Options 3 and 4 are only available if you have 4 or less mercenaries (including potential mercenaries from ongoing quests). Mercenary bonus types Each mercenary has one of the following bonuses: + Rubies from Quests [%] + Hero Souls from Quests [%] + Gold from Quests [%] + Skills Activated by Quests [%] + Recruitment quests speed [%] + Extra lives (free resurrections) Like relics, mercenaries have different rarity tiers. That rarity determines the magnitude of the bonus. Mercenary distribution Both bonus type and rarity are random. The following table shows bonus magnitudes and the probability distribution of the rarity tiers: Rarity Magnitude (b) Extra lives Probability Probability (fraction) Categorized by quest time (t) there are 10 different quest classes. The following table summarizes these classes. The factor f is used for calculating quest rewards. The rewards per second are higher for shorter quests. t t in [d] t in [d] f EXP Gathering EXP Mercenaries will level up as they complete quests. Level progress is proportional to the quest time, nothing else. 24 hours of accumulated quests equals one Level Up. Imagine each second in a quest yields 1 EXP. 86'400 EXP are required for each Level Up. Technically, a Level Up happens at 99%. If you finish quests with a level 1 mercenary for 23h and 50 min (or 23h and 55 min), he will level up to level 2 with "-1% of the way to Lvl. 3". That still applies for version 0.25 onwards, but is now displayed as "0% of the way to Lvl. 3". Level benefits The level of the mercenary is a factor for calculating quest rewards. For example, a level 1 mercenary (Noob) will receive one Ruby from a 1-day-ruby-quest. That same mercenary will receive 7 rubies for the same quest at level 7. So quest rewards are growing linear with the level. a) Ruby rewards Ruby gains through quests can be calculated using the following formula: r = (1+b) × m × t × f with r ... reward (rubies) b ... mercenary ruby bonus (example: b = 0.05 for a common mercenary with +5% rubies from quests) m ... mercenary level t ... quest time in days f ... quest factor (as in the table; chapter 2) So the quest reward for a 1-day-quest using a level 1 mercenary ("Noob") without a ruby bonus is 1 ruby. b) Relic rewards Relic rewards basically follow the same formula as rubies. No mercenary bonus factor is required, as there are no mercenaries with such a bonus at the moment: r = m × t × f with r ... reward (relics) m ... mercenary level t ... quest time in days f ... quest factor (as in the table; chapter 2) c) Hero soul rewards Hero soul rewards can be calculated using the following formula: h = 0.1q × (1+b) × m × t × f h* = 0.1 × (1+b) × m × t × f h = h* × q with h ... reward (hero souls) h*... reward as a percentage of Quick Ascension souls q q ... Quick Ascension souls b ... mercenary hero soul bonus (example: b = 0.05 for a common mercenary with +5% hero souls from quests) m ... mercenary level t ... quest time in days f ... quest factor (as in the table; chapter 2) That reward is directly linked to the souls gained from a Quick Ascension. Thus, the reward is also linked to your HZE (Highest Zone Ever), the levels of the ancients Atman and Solomon, some relic bonuses as well as Phandoryss and Borb and Ponyboy. That becomes even more obvious with version 1.0: Instead of the number of hero souls, the reward now is displayed as a percentage of q. The amount of hero souls you'll receive is the same, though. d) Random skill activation rewards Skill rewards follow the ruby reward formula as well: r = (1+b) × m × t × f with r ... reward (random skill activations) b ... mercenary skill activation bonus (example: b = 0.50 for a fabled mercenary with +50% skills activated by quests) m ... mercenary level t ... quest time in days f ... quest factor (as in the table; chapter 2) All nine skills are possible, even Energize and/or Reload. Furthermore, different skills are activated: Two random skill activations will never result in Golden Clicks activated twice. Therefore, skill activation rewards are capped at r = 9.0 , displayed as "All skills activated". e) Gold rewards Gold rewards are based on the gold you gain from buying a timelapse (L) for 20 rubies. The following formula applies: g = 3L × (1+b) × m × t × f with g ... reward (gold) L ... Timelapse gold b ... mercenary gold bonus (example: b = 0.10 for a rare mercenary with +10% Gold from Quests) m ... mercenary level t ... quest time in days f ... quest factor (as in the table; chapter 2) f) Mercenary rewards r = 1 with r ... reward (number of new mercenaries) Yeah, that was a tough one... g) Christmas presents r = m with r ... reward (number of new mercenaries) m ... mercenary level Another complex formula. There's only a 4-hour version available for christmas quests. Non-integer results While calculating ruby-, relic- or skill activation rewards, you may get values like r = 0.53 or r = 4.60. In the game, these results will be displayed and applied like in the following examples: r = 0.53 → 53% chance of a ruby r = 4.60 → +4 rubies and 60% chance of another respectively r = 0.53 → 53% chance of a relic r = 4.60 → +4 relics and 60% chance of another respectively r = 0.53 → 53% chance of a random skill activation r = 4.60 → +4 skill activations and 60% chance of another That same pattern actually applies for hero souls, too. However, usually the chance of an additional hero soul will not be displayed. For higher ruby- or relic rewards the "chance of another" will not be displayed: r = 11.20 → 11-12 rubies Rules for death Unfortunately, mercenaries are not invincible... Originally posted by Asminthe (Developer) : Each mercenary will die after spending x seconds on quests. It is unaffected by which quests they were doing. x is different for every mercenary and a new value of x is selected when a mercenary is revived. That time x is determined as follows: Originally posted by Asminthe (Developer) : Some random rolls that attempt to keep the average lifespan of mercenaries roughly what it was before the change. It basically repeatedly rolls as though the mercenary were doing 1-day quests in the previous system until one fails , then picks a random time on that day that the mercenary will die. Using the old system (version 0.23 and 0.24), the chance of death for a 1-day quest was 20%. So the number of days a mercenary will suvive follows a geometric distribution [en.wikipedia.org] . Assuming a uniform distribution for the "random time on that day" is added, the average x is 4.5 days . Not only that, but the expected remaining lifetime is 4.5 days, too. No matter how long the mercenary already survived. See this for an explanation. That way I simulated x (in days) for 10'000'000 mercenaries, leading to the following histogramm: In theory, each x from one second to infinity is possible. However, high x are very unlikely. With a probability of 0.014% it is even possible that a mercenary dies within the first minute of doing quests. (Actual lifetimes x are somewhat limited due to the random number generator the game uses.) Revive costs If a mercenary dies, you can either bury (that removes him from your mercenary list) or revive him for a determined amo
ИсточникGHub Platform · автор30.08.2026, 20:22:52
First, I recommend reading the FAQ . They answer basic questions about the game (incuding mercenaries) I will not mention here. Second, the provided information is for players who take no external measures to prevent mercenaries from dying. So basically, normal gameplay without a…
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