Mercenary card

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Revision as of 18:02, 3 December 2014 by MoogleDan (talk | contribs) (Some clean-up of explanatory paragraph. Removed deep dwarf scions, as those have been obsolete for ages now...)
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Version 0.15: This article may not be up to date for the latest stable release of Crawl.

Drawing the Mercenary card will immediately generate a durably summoned mercenary which will offer you its services for a fee. The fee is roughly equal to the monster's XP value, plus or minus 15 percent. A hired mercenary will be friendly, but if the player cannot or chooses not to purchase the ally, it will be hostile.

The mercenary is a durably summoned monster, which means that it is worth no experience, can't be abjured, never times out, and will not leave a corpse or any equipment behind upon death. However, it can pick up new equipment to better arm itself. This is the list of possible mercenaries in ascending order of power:

High card power increases the chances of getting a stronger mercenary.

History

Prior to 0.15, the list of possible mercenaries, in ascending order of power, was as follows:

  • Big kobold
  • Merfolk
  • Naga
  • Tengu
  • Orc knight
  • Centaur warrior
  • Spriggan rider
  • Ogre mage
  • Minotaur
  • Random base draconian
  • Deep elf blademaster

Prior to 0.12, mercenaries would not change their equipment.

The Mercenary card was added in 0.11, and could be found in the following decks over the past several versions.

0.11 0.12 0.13 0.14 0.15 trunk

Changes
Defence
War

Changes
Defence
War

Changes
Defence
War

Changes
Defence
War

Changes
Wonders

Changes
Wonders

See also