Talk:Mercenaries

Block spells
Ideally, a table of spells to block could be added. Also, a link to autogrant article, if such exists. https://everquest.fanra.info/wiki/Spells,_Songs,_Disciplines,_and_AAs#AA_Auto-Grant -- unable to make the link pretty &mdash; Unsigned comment added by IblisTheMage


 * Thank you for your edit. If you know what spells to block and list them, we could make a table.  I've made the link pretty. &mdash; Fanra (talk) 11:06, 30 December 2017 (EST)

Ranks and Tiers
Your Mercenary can come in two skill levels, and of those two levels, they are further subdivided into 5 tiers.


 * Skill Levels
 * Apprentice - on par with single group geared players, on spells and abilities that have a rank, it will have rank 1. It will have HP, Mana, and Endurance on par with characters that do not have the gear to acquire rank 2 spells and abilities. In addition, Apprentice mercenaries have fewer stances than Journeyman mercenaries.
 * Journeyman - On par with single group geared players, however, have rank 2 spells and abilities, slightly better damage mitigation, etc. Also Journeymen are less likely to "Lose confidence" than an Apprentice(see below)
 * Master (not in game) - On par with raid geared players, additionally, have rank 3 spells and abilities. While originally Master mercenaries were planned, they were never implemented.


 * Tiers
 * Tier 1 - has a ~25% chance to "Lose confidence" in your group based on the number and /con of the mobs being fought. Adds and Crowd control methods will additionally modify this percentage. Once confidence is lost, the mercenary is effectively worthless in a fight, unless crowd control methods come into play, creating a chance for it to regain its confidence.
 * Tier 2 - has a ~20% chance to "Lose confidence" in your group.
 * Tier 3 - has a ~15% chance to "Lose confidence" in your group.
 * Tier 4 - has a ~10% chance to "Lose confidence" in your group.
 * Tier 5 - has a ~5% chance to "Lose confidence" in your group.

Unlocking higher level mercs
To unlock the higher level mercs, you need to do quests. To get the Tier 2 though 5 Journeyman mercs, you need to do the SoD group progression. Void B grants you Tier 2, C grants you Tier 3, D grants you Tier 4, and E grants you Tier 5.

It has been reported that to get a Tier 5 mercenary it is not necessary to do all of the progression but just the "Invasion of Earth" tasks.

Alternate quest

There is a new quest, originally designed for Heroic Characters. It is given by Investigator Drolmer in Feerrott, the Dream, and while originally only open to Heroic Characters, since the April 29, 2014 patch, it is open to all. The reward grants access to Journeyman Tier 5 Mercenaries.


 * No Heroism Without Fear