Mercenaries
/combat/mercenaries
The four mercenaries
Pike: 150 health, attack 4, range 2, pause 0.65 s, defense 1
Pike: 150 health, attack 4, range 2, pause 0.65 s, defense 1
Bow: 150 health, attack 8, range 8, pause 1 s, defense 1
Bow: 150 health, attack 8, range 8, pause 1 s, defense 1
- They fight as one squad and take one of the battle's squad places.
- Each adds the defense power of its armor and of its weapon while they are paid: 8 for the squad, 16 and 24 after the equipment upgrades.
- Enemies have defense 0, so each mercenary hit deals its attack in full, unless a Door Zombie's door stops it: 4 with a pike, 8 with a bow with their starting equipment.
Equipment upgrades
The Merc Leader upgrades the weapons and armor of all four mercenaries, paid in ingots. Each upgrade replaces the equipment they had.
Pikes become Battle Pike (6 damage per hit), bows Battle Bow (15) and armor Iron Armor (defense 2); the squad's defense power becomes 16. Offered from the quest Hope It Doesn't go South.
Pikes become Knight's Spear (10 damage per hit), bows Heavy Bow (22) and armor Steel Armor (defense 3); the squad's defense power becomes 24. Offered after the Iron Ingot upgrade.
Pike after the Iron Ingot upgrade: 6 damage per hit
Bow after the Iron Ingot upgrade: 15 damage per hit
Armor after the Iron Ingot upgrade: defense 2
Pike after the Steel Ingot upgrade: 10 damage per hit
Bow after the Steel Ingot upgrade: 22 damage per hit
Armor after the Steel Ingot upgrade: defense 3
Damage they take from enemy hits
Damage one hit of each enemy deals to a mercenary, by the defense of the armor they wear. The Bloated Zombie's death burst deals 10 whatever the defense.
| Enemy | Enemy attack | Defense 1 | Defense 2 | Defense 3 |
|---|---|---|---|---|
| Wild Zombie | 4 | 3 | 2 | 1 |
| Door Zombie | 10 | 9 | 8 | 7 |
| Bucket Zombie | 6 | 5 | 4 | 3 |
| Bloated Zombie | 7 | 6 | 5 | 4 |
| Spitter Zombie | 7 | 6 | 5 | 4 |
| Barrel Zombie | 10 | 9 | 8 | 7 |









