Sunday, November 15, 2015

Clash For Dawn - Orange-Classed Mercenaries

You may know that Orange-Classed Mercenaries are the best in class, clearly because that's the way the game goes: with white objects being the weakest, followed by green, blue, purple and orange objects being the strongest. They can also be distinguished by a golden crown on the top right of their profile.

But just how much stronger is an Orange SS compared to a Purple S classed mercenary? Let us just compare Mandar and Sande - both Ice-Mages, of the same level and approximately similar items.



Just looking at these two mercenaries of the same level (even with Sande having one more item than Mandar), you'll notice that Mandar's stats are significantly higher.

Orange mercenaries also give higher scores - which puts you at a higher rank (if you're into that sort of thing) on the leaderboards. Without further ado, let's get acquainted with the 8 Orange-SS Classed Mercenaries.

List of Orange-SS Classed Mercenaries

1. Park the Viper (Sharpshooter)
Grade: SS
Type: Physical Damage
Pact: Viper
Skills: Dart (Fire 3 dense wave of crossbow bolts, dealing huge damage to enemies nearby; second casting has chance to daze enemies), Poisonous Arrow (Fire a poisonous bolt at the enemy dealing poison damage over time)

Mercenary Oaths: 
1. King of Mercenaries: When evolved to Golden, Magical Damage of all Mercenaries in the battle squad increases by 10%
2. Rivals: Fight together with Sodrun the Slayer, Physical Damage increases by 10%
3. Old Enemies: Fight together with Hellfire Baron, Magical Armor increases by 5%
4. Critical Desire: Critical Hit Rating increases by 7%
5. Perfect Armed: When a Mercenary is evolved to +9, his Max HP increases by 10%
6. Viper Rune: Equip EX Battlewill Rune above Lv.7 will increase 12% Physical Damage.

2. Bran the Hunter (Ranger)
Grade: SS
Type: Physical Damage
Pact: 
Skills: Mighty Snipe (Fire 2 mighty shots, dealing damage and beating back enemies; third casting also beats enemies back), Scatter (Fire several waves of arrows, deal damage to all enemies in a fan-shaped area)

Mercenary Oaths: 
1. King of Mercenaries: When evolved to Golden, Magical Damage of all Mercenaries in the battle squad increases by 10%
2. Ex-lovers: Fight together with Mandar the Cold, Physical Damage increases by 10%
3. Mentor: Fight together with Holylight Ross, Max HP increases by 5%
4. Endless Battle: Physical Damage increases by 7%
5. Perfect Armed: When a Mercenary is evolved to +9, his Max HP increases by 10%
6. Magic Hunting Rune: Equip EX Fatality Rune above Lv.7 will increase 12% Physical Damage.



3. Sodrun the Slayer
Grade: SS
Type: Physical Damage
Pact: 
Skills: Killing Pound (Charge forward dealing damage; grants Super Armor; grants Broken Armor), Ground Shatter (Fire 3 seismic waves; third casting has chance to stun enemies)

Mercenary Oaths: 
1. King of Mercenaries: When evolved to Golden, Magical Damage of all Mercenaries in the battle squad increases by 10%
2. Gang members: Fight together with Fran the Lightheart, Physical Damage increases by 10%
3. Suitor: Fight together with Ranger Nina, Max HP increases by 5%
4. Endless Battle Desire: Physical Damage increases by 7%
5. Perfect Armed: When a Mercenary is evolved to +9, his Max HP increases by 10%
6. Slashing Rune: Equip EX Battlewill Rune above Lv.7 will increase 12% Physical Damage.



4. Shcer the Guardian (Guardian)
Grade: SS
Type: Physical Damage
Pact: 
Skills: Thunderclap (Jump and land to deal damage to the enemy; beats down PVE enemies; reduces enemies' attack damage), Death Grip (Grab enemies nearby and deal damage to them - the longer the distance the more damage; also has a chance to daze enemies)

Mercenary Oaths: 
1. King of Mercenaries: When evolved to Golden, Magical Damage of all Mercenaries in the battle squad increases by 10%
2. Ex-comrades: Fight together with Sara the Just, Physical Damage increases by 10%
3. Betrothed: Fight together with Phantom Roline, Physical Armor increases by 5%
4. Iron Bastions: Physical Armor improves by 7%
5. Perfect Armed: When a Mercenary is evolved to +9, his Max HP increases by 10%
6. Holy Shield Rune: Equip EX Fortification Rune above Lv.7 will increase 12% Physical Damage.


5. Sara the Just (Judge)
Grade: SS
Type: Magical Damage
Pact: 
Skills: Wings of Conviction (Draw enemies nearby to you and deal heavy damage on them; also grants Darkflame, third casting also beats enemies back), Cage (Conjure a magical cage, dazing and dealing damage to enemies caught inside; also dazes enemies)

Mercenary Oaths: 
1. King of Mercenaries: When evolved to Golden, Magical Damage of all Mercenaries in the battle squad increases by 10%
2. Friends: Fight together with Park the Viper, Magical Damage increases by 10%
3. Ex-comrade: Fight together with Holylight Ross, Magical Armor increases by 5%
4. Magical Affinity: Magical Damage increases by 7%
5. Perfect Armed: When a Mercenary is evolved to +9, his Max HP increases by 10%
6. Judgement Rune: Equip EX Demonheart Rune above Lv.7 will increase 12% Magical Armor.



6. Fran the Lightheart (Shaman)
Grade: SS
Type: Magical Damage
Pact: 
Skills: Heal (Pray for a holy blessing to heal all teammates nearby), Colossus (Summon a Colossus to heal nearby allies and inflict damage on enemies)

Mercenary Oaths: 
1. King of Mercenaries: When evolved to Golden, Magical Damage of all Mercenaries in the battle squad increases by 10%
2. Gang members: Fight together with Sodrun the Slayer, Magical Damage increases by 10%
3. Gang members: Fight together with Undead Niven, Physical Armor increases by 5%
4. Healer's Kindness: Healing effect increases by 7%
5. Perfect Armed: When a Mercenary is evolved to +9, his Max HP increases by 10%
6. Holy Domain Rune: Equip EX Curing Rune above Lv.7 will increase 12% Healing Effect.


7. Lenna the Flame (Fire-Mage)
Grade: SS
Type: Magical Damage
Pact: Felflame
Skills: Meteorite Impact (Conjures a meteor shower, dealing enormous damage; third casting knocks enemies down in PVE), Firestorm (Conjures a rain of fire and does heavy damage to enemies nearby)

Mercenary Oaths: 
1. King of Mercenaries: When evolved to Golden, Magical Damage of all Mercenaries in the battle squad increases by 10%
2. Sisters: Fight together with Mandar the Cold, Magical Damage increases by 10%
3. Childhood rival: Fight together with Blizzard Sande, Max HP increases by 5%
4. Magical Affinity: Magical Damage increases by 7%
5. Perfect Armed: When a Mercenary is evolved to +9, his Max HP increases by 10%
6. Red Flame Rune: Equip EX Berserk Rune above Lv.7 will increase 12% Magical Damage.

8. Mandar the Cold (Ice-Mage)
Grade: SS
Type: Magical Damage
Pact: 
Skills: Ice Gland (Conjure a wave of frost to deal heavy damage to enemies; first casting has a chance to freeze; third casting beats back enemies), Blizzard (Conjures a blizzard, dealing damage to enemies over time)

Mercenary Oaths: 
1. King of Mercenaries: When evolved to Golden, Magical Damage of all Mercenaries in the battle squad increases by 10%
2. Sisters: Fight together with Lenna the Flame, Magical Damage increases by 10%
3. Childhood friend: Fight together with Lionheart Itha, Max HP increases by 5%
4. Magical Affinity: Magical Damage increases by 7%
5. Perfect Armed: When a Mercenary is evolved to +9, his Max HP increases by 10%
6. Ice Emperor Rune: Equip EX Demonheart Rune above Lv.7 will increase 12% Max HP.

Have some nagging questions? Share your thoughts with us in the comments below. 



Wednesday, November 11, 2015

Clash For Dawn - Gems And Their Uses

There is no hard and fast rule on how to use your gems. Some people spend it all on rolling for mercenaries. Some people like to spend it on cash conversion. Some simply hoard all their gems.

You can decide on what are the best uses for your gems, depending on your game objectives. Here are some of the things you can use your gems for.

This article will cover the following:
1. Gems for Cash
2. Gems for Mercenaries
3. Gems for Skill Stones (+ How Magic Stone Pieces Work)
4. Gems for Energy
5. Miscellaneous Uses

1. To Get Cash

If you're below level 70, chances are that you will find yourself short of cash. This is common as the amount of cash you get from dungeons, raids and other activities can't keep up with the amount you require to enhance your weapons or level-up your skills.

There are two ways you can get cash from gems. One is to use the cash converter (by clicking the plus sign next your gold) and the other way is to buy sacks of gold from the shop.

Let's do some math.

Exchange (5 times each, resets everyday)
20 Gems for 52,000 Gold | 1 Gem = 2600 Gold 
30 Gems for 68,000 Gold | 1 Gem = 2266.7 Gold
40 Gems for 84,000 Gold | 1 Gem = 2100 Gold
50 Gems for 100,000 Gold | 1 Gem = 2000 Gold 

Shop
25 Gems for 50,000 (Coins Pack; Material Shop, Unlimited Stock) | 1 Gem = 2000 Gold
80 Gems for 300,000 (Greater Coins Pack; Sale Shop; Stock: 20) | 1 Gem = 3750 Gold 

So at a glance, Greater Coins Pack appears to be the best choice, followed by the Exchange.

However, the good thing about the Exchange is that there is the occasional 'lucky strike' which gives you 2x - 10x more Gold. This happens quite frequently.

In addition, for certain levels, you'll also get a Daily Quest which asks you to use the Exchange twice.

So now that you know your options - you can make a better decision.

2. To Get Mercenaries 

Exchanging Gems for mercenaries is also pretty common - especially with the release of Orange SS-Classed Mercenaries. You can do this at the Mercenary Tavern (click Hub > Mercenary > 4th Tab).


For 100 gems (Gem) - you can get a random mercenary, with no guarantee of any class types
For 950 gems (10 Multi-Draw) - you can get 10 random mercenaries, with a guarantee of at least one Purple Classed Mercenary

I have drawn both a Purple S-Classed Mercenary along with an Orange SS-Classed Mercenary before on the 10 Multi-Draw. Guess it was my lucky day.

So if you ask me which is more worth it, clearly the 10-Multi Draw is, since the other classes are not very useful (except for earning Command and for Inheriting). They even have a permanent 5% off (950 instead of 1000 gems for 10 mercenaries)!

The Shop is another place where you can get mercenaries, though these are usually fragments. (20 fragments can be crafted into 1 pact = allows you to hire 1 mercenary.)

Purple S-Classed Mercenaries usually cost 50 gems per fragment (i.e. 1000 gems = 1 pact).
Orange SS-Classed Mercenaries cost 225 gems per fragment (i.e. 4500 gems = 1 pact).

They are seasonal though, so even though Park the Viper is on sale now, he may not be available a week later. Grab them while they last!!

3. To Get Skill Stones

If you are not already aware, embedding all your equipment slots with level 3 Skill Stones and above gives you a range of bonuses that should be capitalised on. And given that Skill Stones are in short supply - you can only farm 4 evil dungeons per day where they drop, and occasionally get them from the draw at the end of each dungeon - Gems are sometimes used to exchange for Skill Stones in the Shop.

Which means it's time for more math.

Sale Shop
190 Gems for Lv.3 Skill Stone (Stock: 64)

Material Shop
14 Gems for 1 Magic Stone Piece
68 Gems for Lv.2 Skill Stone
1080 Gems for 20 Lv.2 Skill Stones (Chests)

Since 4 Lv.2 Skill Stones = 1 Lv.3 Skill Stone, the Sale Shop option is clearly the best choice. Even if you purchase the Chest set, it will amount to 216 Gems for a Lv.3 Skill Stone (1080 / 20 x 4).


Side Topic: On Magic Stone Pieces

In case you are not aware, or wondering what Magic Stone Pieces are, they are derived from Fusing Skill Stones, and here's the exchange rate:

Lv.1 Skill Stone: 1 Magic Stone Piece
Lv.2 Skill Stone: 4 Magic Stone Pieces
Lv.3 Skill Stone: 16 Magic Stone Pieces
Lv.4 Skill Stone: 64 Magic Stone Pieces
Lv.5 Skill Stone: 256 Magic Stone Pieces

Which basically means you can fuse your Skill Stones at any time and make 0 losses. So for example, you need a Lv.4 Emerald but you only have an extra Lv.4 Sapphire and Lv.4 Moonstone. Simply fuse either one and exchange it with the Skill Stone Merchant which takes in 64 Magic Stone Pieces and gives you a Lv.4 Skill Stone of your choice in return.

Alternatively, you can also fuse 4 Lv.3 Skill Stones to get one Lv.4 Skill Stone of your choice. The only downside is that this only works for Skill Stones at Lv.4 and above.

4. To Get Energy

Gems can also be used to purchase Energy. This is for all you hard-core levellers who can't get enough of the game. 50 Gems restore 100 Energy. I've never used this more than 2 times so I don't know if the number of Gems increase - if it does can someone tell me and I will update this. :)

5. To Get Miscellaneous Things

Gems can also be used to purchase all sorts of things - from Enhancing Scrolls, to Badges of Prestige. Browse the store to find out more!

Have more questions, or comments on how we can improve this article? Please do share your thoughts with us in the comments section below! 


Friday, October 30, 2015

Clash For Dawn - Levelling Guide

Wondering how you can gain more experience, and level up faster in the game? Here's a simple guide on some daily activities that you can do, to get stronger.

Timings stated are GMT +8 (Singapore time). This is one hour behind the official in-game timing.

Here's a brief overview:
1. All Day Dungeons 
2. Faction Quests
3. Arena
4. Ruins of Wyrm 
5. Demon Raids
6. Solo Elite Dungeons
7. Build Luxis
8. Guild Torch and Guild Wars
9. Daily Quests 
10. BONUS Experience

1. All Day Dungeons

The all-day (AD) dungeons reset at 11pm. The differences between AD dungeons and normal dungeons are that:

  • AD dungeons are team dungeons. You have to do them with at least one other player.
  • Some AD dungeons drop orange medals, called medal of conquerer, which can be exchanged for orange equipment. 
  • Some AD dungeons drop gems, which can be crafted and embedded in your equipment. 
  • AD dungeons can only be done a number of times (2-3, refer to dungeon list below). Doing more than the stipulated number of tries will not give you additional experience or medals. 
  • AD dungeons occasionally drop orange equipment. 
  • There are three sets of AD dungeons that can be unlocked when you reach certain levels, namely level 50, 60 and 70. 
Level 50 AD dungeons 
Fugitive Forest (Normal)
Drops Gems
Level: 30
Tries: 2

Fiery Cells (Normal)
Drops Gems
Level: 40
Tries: 2

Sleeping Palace 
Drops Medal of Conquerer
Level: 50
Tries: 3

Level 60 AD dungeons
Fugitive Forest (Hard)
Drops Gems
Level: 50
Tries: 2

Fiery Cells (Hard)
Drops Gems
Level: 60
Tries: 2

Flamefall Bridge
Drops Medal of Conquerer
Level: 60
Tries: 3

Level 70 AD dungeons
Fugitive Forest (Purgatory)
Drops Gems
Level: 70
Tries: 2

Fiery Cells (Hard)
Drops Gems
Level: 60
Tries: 2

Frozen Wasteland 
Drops Medal of Conquerer
Level: 70
Tries: 3

2. Faction Quests 

Once you reach level 20 and choose a faction, you will be allocated 5 Faction Quests every day. They are randomnised, and you have 5 chances to refresh a quest. The more stars implies more experience that can be gained.

Faction Quests also reset at 11pm.

Rewards: Experience, Gold and Faction Medals  

3. Arena 

Every day when the game resets at 11pm, you will get 10 free tries in the Arena. Winning fights gain you experience. The higher your rank, the more merit you will gain, which allows you to exchange for mercenary pact fragments and other things.

Completing 10 battles will also give you extra experience and gold - you can redeem this on the Arena page on the bottom right hand corner as "10-Battle Pack".  

Rewards: Experience, Gold, Gems 

4. Ruins of Wyrm 

Ruins of Wyrm is an event that has both solo and team mode. Solo mode resets at 11pm and can be completed throughout the day, while team mode starts from 6pm and ends at 10pm. 

Team mode gives really good experience, especially if you have in your team a player between level 50-59. 

Rewards: Experience, Mercenary Crate (Runes), Gold


5. Demon Raids

Demon Raids open every first half of the hour (e.g. 9am-9.30am, 10am-10.30am and so on). Demons can be found in Luxis City, Death Desert and Burning Moor, but they have different level requirements. You will need to find one that is within your level range. 

You can fight Demons an unlimited number of times, but only the first 8 times gives you experience, gold and faction medals. Subsequent tries will only give you gold. 

Rewards: Experience, Faction Medals, Gold

6. Solo Elite Dungeons 

Solo Elite Dungeons reset every day at 11pm, and have a limited number of 3 tries per dungeon. They are important, because this is where you can get purple medals, called medal of brave, that can be used to exchange for purple equipment. 

In addition to the gold and experience you get from Solo Elite Dungeons, you can also get purple and orange equipment. 

Rewards: Experience, Gold, Purple/Orange Equipment Drops (by chance)

7. Build Luxis 

This event opens at 11am and ends at 10.59pm. The amount of experience you get depends on the colour of your stone, and fulfilling certain criteria gives you additional experience. 

Stones from the least to the most experience: white, green, blue, purple. 

Criteria for additional experience: 
1. Have a guild member in party when submitting the quest 
2. Have a guild member that is 10 levels lower than you in party
3. Not dying from the moment you get the stone to the point you submit it
4. Being in the faction with lesser fighting power 

Rewards: Experience, Gold, Badges of Prestige (when you meet criteria 2)


8. Guild Torch and Guild Wars 

The Guild Torch event starts on Monday evenings at 8pm and ends at 8.30pm. All you have to do is enter your Guild Camp and hang around to gain free experience. 

You can also gain experience during Guild Wars, without being part of it. What you have to do is enter your Guild Camp and spectate a battle to gain free experience. Guild Wars start on Saturday evenings from 7pm-8.40pm. 

Reward: Experience

9. Daily Quests

You should try to complete your Daily Quests which will give you additional Experience, Gold and Gems. Gaining 55 activity points from completing various tasks will also enable you to get the reward 'Gain Activity Points' which gives Experience, Gold, 2 Purple Exorcism Scrolls and Gems. 

Reward: Experience, Gold, Exorcism Scrolls, Gems 

10. BONUS Experience 

Have you ever tried helping a player 10 levels below you in a dungeon and then realising that you received a 'Newbie Badge' at the end of the battle, which gives you a lot of experience? 

This is only applicable to the following dungeons, and can be done three times:
1. Brotherhood Quest
2. Trial of Faith
3. Trial of Brightness 

Reward: Experience

Any thoughts or comments to add? Share them with us in the comments below!



Thursday, October 29, 2015

Clash For Dawn - Mercenary Guide

Considering which mercenary is best for your Chosen One? Fret not. Here's a basic guide for beginners who are looking to level a mercenary but aren't sure who to prioritise and how to proceed.

This article will cover the following topics:

1. Types of Mercenaries
2. List of Purple-S Classed Mercenaries
3. Prioritising Mercenaries to Level
4. Enhancing Mercenaries to Orange and Gold
5. Inheriting Mercenaries


1. Types of Mercenaries

There are different types of mercenaries, and they are segregated by colour - white, green, blue, purple and orange. As you will come to realise, white mercenaries are the weakest, and orange mercenaries are the strongest.

This article will cover Purple-S Classed mercenaries, who come with two skills. Do not confuse them with Purple Classed mercenaries (like Eble, Kittyhawk), who only have one skill. Another way to distinguish them is that their card has a silver crown on the top left corner.

In addition to skills, each mercenary has unique 'combinations' with other mercenaries, that will give you bonuses in magical and physical damage. These are detailed in the Mercenary Oaths below.

Each Purple-S Classed mercenary will take 20 pact fragments to craft into a card. Activating this card will enable you to hire them from the Tavern.

2. List of Purple-S classed Mercenaries


1. Phantom Roline (Sharpshooter)

Grade: S
Type: Physical Damage
Pact: Poisonous Arrow
Skills: Dead Dart Space (Jumps Back and Shoot, Beating Back Enemies), Soaring Volley (3 Waves of Crossbow Bolts, Second Casting has chance to Daze Enemies)
Mercenary Oaths:
1. Senior Mercenary: When enhanced to Orange, Physical Damage increases by 10%
2. Cousins: Fight together with Judger White, Physical Damage increases by 10%
3. Friends: Fight together with Hanna, Max HP increases by 5%
4. Endless Battle Desire: Physical Damage increases by 5%
5. Greatly Armed: When a Mercenary is evolved to +7, his Max HP increases by 7%
6. Phantom Rune: Equip EX Battlewill Rune above Lvl.5 will increase 10% Critical Hit Rating
Available through Merit Exchange. (Merit can be earned by increasing your rank in the Arena. To access your Merit points, click on your character profile on the top left, and swipe right twice.)

2. Ranger Nina (Ranger)
Grade: S
Type: Physical Damage
Pact: Nether Sting
Skills: Volley (3 Shots, Beats Back Enemies, Third Casting Beats Enemies Back), Rainstorm Dartle (AOE Damage that Knocks Down Enemies)
Mercenary Oaths:
1. Senior Mercenary: When enhanced to Orange, Physical Damage increases by 10%
2. Lovers: Fight together with Bran the Hunter, Physical Damage increases by 10%
3. Rivals: Fight together with Blizzard Sande, Magical Armor increases by 5%
4. Critical Desire: Critical Hit rating increases by 5%
5. Greatly Armed: When a Mercenary is evolved to +7, his Max HP increases by 7%
6. Spirit Bow Rune: Equip EX Fatality Rune above Lv.5 will increase 10% Physical Damage

3. Lionheart Itha (Berserker)

Grade: S
Type: Physical Damage
Pact: Lionheart
Skills: Pound (Charges Forward Dealing Damage, Grants Broken Armor, Grants Super Armor) Shockwave (Fire 3 Seismic Waves, Third Casting has chance to Daze Enemies)
Mercenary Oaths:
1. Senior Mercenary: When enhanced to Orange, Physical Damage increases by 10%
2. Old friends: Fight together with Sara the Just, Physical Damage increases by 10%
3. Former friends: Fight together with Alienor, Max HP increases by 5%
4. Legacy of Life: Max HP increases by 5%
5. Greatly Armed: When a Mercenary is evolved to +7, his Max HP increases by 7%
6. King's Rune: Equip EX Battlewill Rune above Lv.5 will increase 10% Physical Damage

4. Undead Niven (Guardian)

Grade: S
Type: Physical Damage
Pact: White Bone
Skills: Brutal Charge, Warrior Bark
Mercenary Oaths:
1. Senior Mercenary: When enhanced to Orange, Physical Damage increases by 10%
2. Gang Members: Fight together with Fran the Lightheart, Physical Damage increases by 10%
3. Criminal Associates: Fight together with Hellfire Baron, Max HP increases by 5%
4. Endless Battle Desire: Physical damage increases by 5%
5. Greatly Armed: When a Mercenary is evolved to +7, his Max HP increases by 7%
6. Eternal Ruin: Equip EX Fortification Rune above Lv.5 will increase 12% Max HP

5. Judger White (Judge)

Grade: S
Type: Magical Damage
Pact: Mace
Skills: Wing of Ruling (Increases Physical and Magical Attack of Allies Nearby), Hymn of Discipline (Draws Enemies Near and Deals Damage, Grants Darkflame, Third Casting has chance to Daze Enemies)
Mercenary Oaths:
1. Senior Mercenary: When enhanced to Orange, Magical Damage increases by 10%
2. Mentor: Fight together with Lena the Flame, Magical Damage increases by 10%
3. Old friends: Fight together with Blizzard Sande, Physical Armor increases by 5%
4. Magical Affinity: Magical Damage increases by 5%
5. Greatly Armed: When a Mercenary is evolved to +7, his Max HP increases by 7%
6. True Sight Rune: Equip EX Demonheart Rune above Lv.5 will increase 10% Magical Damage

6. Holylight Ross (Shaman)

Grade: S
Type: Magical Damage
Pact: Kind Heart
Skills: Divine Sanction (Heals Allies), Holy Field (Deals Magical Damage, Heals, Grants Broken Armor)
Mercenary Oaths:
1. Senior Mercenary: When enhanced to Orange, Healing Effect increases by 10%
2. Mentor: Fight together with Fran the Lightheart, Magical Damage increases by 10%
3. Mentor: Fight together with Kittyhawk, Physical Armor increases by 5%
4. Healer's Kindness: Healing effect increases by 5%
5. Greatly Armed: When a Mercenary is evolved to +7, his Max HP increases by
6. Oracle Rune: EX Curing Rune above Lv.5 will increase 10% Healing Effect
Available through Merit Exchange. (Merit can be earned by increasing your rank in the Arena. To access your Merit points, click on your character profile on the top left, and swipe right twice.)

7. Hellfire Baron (Fire-Mage)

Grade: S
Type: Magical Damage
Pact: Ember
Skills: Fiery Breath (AOE Rain of Fire), Resistive Aura (Fire Damage in Fan-Shaped Area, Beats Back Enemies)
Mercenary Oaths:
1. Senior Mercenary: When enhanced to Orange, Magical Damage increases by 10%
2. Uneasy Allies: Fight together with Park the Viper, Magical Damage increases by 10%
3. Criminal Associates: Fight together with Undead Niven, Max HP increases by 5%
4. Malice: Critical Hit Damage increases by 5%
5. Greatly Armed: When a Mercenary is evolved to +7, his Max HP increases by
6. Bloody Flame Rune: Equip EX Berserk Rune above Lv.5 will increase 10% Critical Hit Damage

8. Blizzard Sande (Ice-Mage)
Grade: S
Type: Magical Damage
Pact: Frost
Skills: Chilling Cones (AOE Wave of Frost, First Casting has chance to Freeze, Third Casting has chance to Beat Back Enemies in PVE), Frost Nova (AOE Ice Damage, Has Chance to Freeze Enemies)
Mercenary Oaths:
1. Senior Mercenary: When enhanced to Orange, Magical Damage increases by 10%
2. Rivals: Fight together with Lionheart Itha, Magical Damage increases by 10%
3. Suitor: Fight together with Mandar the Cold, Magical Armor increases by 5%
4. Magical Affinity: Magical Damage increases by 5%
5. Greatly Armed: When a Mercenary is evolved to +7, his Max HP increases by
6. Frost Rune: Equip EX Demonheart Rune above Lv.5 will increase 10% Magical Damage

3. Prioritising Mercenaries to Level

There are many ways to play the game, and it all depends on your objectives. Here are some objectives that may be relevant to you.

The Brave Trials
Once you hit level 50, the Brave Trials will be open. This is the place where you can gain Unsealers, that will enable you to upgrade your Sacred Ring and Freya's Tear (necklace).

However, there are two types of Brave Trials - Blade Colosseum (open on Mon, Wed, Fri, Sun) and Magical Arena (open on Tues, Thurs, Sat, Sun). As the name suggests, the Blade Colosseum can only be cleared if you have sufficient physical damage, and the Magical Arena can only be cleared if you have sufficient magical damage.

So if you Chosen One is a physical-damage dealer like a Ranger, Sharpshooter, Berserker or Guardian, you will have trouble clearing the Magical Arena. And if your Chosen One is a magical-damage dealer, you will have trouble clearing the Blade Colosseum.

This is where mercenaries come in.

Picking mercenaries that excel in the type of damage your Chosen One lacks will enable to you to clear the Brave Trials everyday.

So if you're a Ranger, Sharpshooter, Berserker or Guardian, Judger White, Holylight Ross, Hellfire Baron or Blizzard Sande are suitable options.

If you're a Priest, Judge, Fire-Mage or Ice-Mage, Phantom Roline, Ranger Nina, Lionheart Itha or Undead Niven are possible options.

Arena & Dungeons
Mercenaries are also important (though not as much as the Brave Trials) in the Arena, Dungeons, Ruins of Wyrm and Demon Raids. Fielding mercenaries with skills that Beat Back or Knock Down Enemies can come in useful in PVP (Arena).

Healers (Holylight Ross) and damage-buffers (Judger White) are useful in PVE (Dungeons, Ruins of Wyrm and Demon Raids).

4. Enhancing a Mercenary to Orange (and Gold)

You might have seen some players in the Arena with Purple-S Classed mercenaries that are Orange. These are Senior Mercenaries that have been enhanced/evolved. These mercenaries will be much stronger, as their stats and attributes are greatly improved.

To enhance/evolve a mercenary to Orange requires 8 additional Pact Cards. So for example, to enhance/evolve Phantom Roline, you will need to collect 20 x 8 = 160 Pact Fragments, craft them into Pact Cards and evolve her with the Evolve function (accessible when you select a mercenary to view).

To enhance/evolve a mercenary from Orange to Gold requires 12 additional Pact Cards. Once this is done, your mercenary card will appear as [NAME]MAX.

5. Inheriting Mercenaries  

You may have also noticed that there is an Inherit function when you view each individual mercenary. What it means is that you can further improve the Physical Damage, Physical Armor, Magical Armor, Max HP and Critical Hit Rating of your mercenary, by fusing mercenaries you don't need.

White, green and blue mercenaries may be used for this. Purple mercenaries that are not utilised for battle can also be used. The more powerful the mercenary used, the faster the Inherit bar charges up (i.e. purple > blue > green > white).

Questions? Share them in the comments below. 


Related Articles
Orange-Classed Mercenaries