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:''See also [[Mercenary equipment]]''
'''Mercenaries''' ('''Mercs''') were added with the ''[[Seeds of Destruction]]'' expansion. They are player-controlled NPCs which act as group members.  The ''[[Call of the Forsaken]]'' expansion introduced [[Mercenary equipment|Mercenary Equipment]] your mercenary can wear.
'''Mercenaries''' ('''Mercs''') were added with the ''[[Seeds of Destruction]]'' expansion. They are player-controlled NPCs which act as group members.  The ''[[Call of the Forsaken]]'' expansion introduced [[Mercenary equipment|Mercenary Equipment]] your mercenary can wear.


* [https://www.everquest.com/news/imported-eq-enus-51873 Daybreak Community News: All About Mercenaries]
* [https://www.everquest.com/news/imported-eq-enus-51873 Daybreak Community News: All About Mercenaries]
* [https://everquest.allakhazam.com/wiki/EQ:Mercenaries Allakhazam's Mercenaries wiki page]
* [http://everquest.allakhazam.com/wiki/EQ:Mercenaries Allakhazam's Mercenaries wiki page]
* [https://almarsguides.com/eq/general/mercenaries.cfm Almar's Guides: Mercenary Guide]
[[File:Guardian Thaowyn (Halfling Mercenary Liaison).png|Mercenaries are purchased in the Plane of Knowledge and in starting cities from NPCs, like Guardian Thaowyn.  They may be found using the Find window (Ctrl-F).|thumb|right|250px]]
[[File:Guardian Thaowyn (Halfling Mercenary Liaison).png|Mercenaries are purchased in the Plane of Knowledge and in starting cities from NPCs, like Guardian Thaowyn.  They may be found using the Find window (Ctrl-F).|thumb|right|250px]]


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Mercenaries can be suspended like a pet. There are some zones that will automatically suspend your mercenaries upon entering the zone.}}
Mercenaries can be suspended like a pet. There are some zones that will automatically suspend your mercenaries upon entering the zone.}}


== General Information ==
==General Information==
There are currently four classes of mercenaries: Tank (warrior), Healer (cleric), Melee DPS (rogue), Caster DPS (wizard).
There are currently four classes of mercenaries: Tank (warrior), Healer (cleric), Melee DPS (rogue), Caster DPS (wizard).


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===Race===
===Race===
The race of your merc has no effect upon anything other than appearance.
The race of your merc has no effect upon anything other than appearance.
{{cquote|<br />The model differences are purely aesthetic.||| [http://forums.station.sony.com/eq/posts/list.m?topic_id{{=}}142726 Maddoc the Wayfarer, Assistant Lead Designer]}}
{{cquote|The model differences are purely aesthetic.||| [http://forums.station.sony.com/eq/posts/list.m?topic_id{{=}}142726 Maddoc the Wayfarer, Assistant Lead Designer]}}


=== Name ===
=== Name ===
The name of your mercenary is determined by SOE.  If you wish to choose the name of your mercenary, you may do so by using a Potion of Mercenary Amnesia purchased from the Marketplace with Station Cash.  The normal SOE naming regulations that characters must follow apply to your mercenary's name.  The potion names the mercenary slot, so if you have multiple mercenaries, you need a potion for each one you wish to rename.  If you dismiss the mercenary and get another one, that one will retain the name you have given the previous one, as long as it uses the same "slot".
The name of your mercenary is determined by SOE.  If you wish to choose the name of your mercenary, you may do so by using a Potion of Mercenary Amnesia purchased from the Marketplace with Station Cash.  The normal SOE naming regulations that characters must follow apply to your mercenary's name.  The potion names the mercenary slot, so if you have multiple mercenaries, you need a potion for each one you wish to rename.  If you dismiss the mercenary and get another one, that one will retain the name you have given the previous one, as long as it uses the same "slot".


=== Slots ===
==Purchasing a Mercenary==
Characters start with one slot.  The maximum number of mercenaries you can have is eleven. You can only use one at a time.
Mercenaries can be hired from various Guardians in the Plane of Knowledge as well as from NPCs in starting cities. You can use the find command (CTRL + F) to locate such vendors.


Completing the [[Achievements|achievement]] [https://everquest.allakhazam.com/db/quest.html?quest=5796 Master of Alaris] will grant you a slot. The slot gained from this achievement will only be available for the character who has completed the achievement.
==Ranks and Tiers==
Your Mercenary can come in three skill levels, and of those three levels, they are further subdivided into 5 tiers.


You can purchase more slots in the [[Marketplace]]The maximum number of slots you can buy through the Marketplace is fiveSlots purchased in the Marketplace will work for all characters on the account.
* 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.
** 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" then an Apprentice(see below)
** Master - On par with raid geared players, additionally, have rank 3 spells and abilitiesCurrently, Master mercenaries are not in the gameIt is unknown if they will ever be added.


You can also gain more by completing the quest ''Mercenary Recruitment'' ([https://everquest.allakhazam.com/db/quest.html?quest=5552 Allakhazam], [https://special.eqresource.com/mercenaryrecruitment.php EQ Resource]).  Mercenary Recruitment can be done four times. The slots gained from this quest will only be available for the character who has completed the quest.
* 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.


==Purchasing a Mercenary==
===Unlocking higher level mercs===
Mercenaries can be hired from various Guardians in the Plane of Knowledge as well as from NPCs in starting cities. You can use the find command (CTRL + F) to locate such vendors.
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 [[Seeds_of_Destruction#Progression|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 [[Seeds_of_Destruction#Invasion_of_Earth_.28access_to_Void_E_AND_Korafax.2C_Lair_of_the_Riders_.28the_Discord_theme.29.29|"Invasion of Earth"]] tasks.


== Ranks ==
The [https://forums.daybreakgames.com/eq/index.php?threads/game-update-notes-may-18-2022.282966/ May 18, 2022 game update] removed tiers from mercenaries.


Your Mercenary can come in two skill levels
'''Alternate quest'''


* Skill Levels
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 allThe reward grants access to Journeyman Tier 5 Mercenaries.
** 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.'''


Mercenaries have a 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.
* [http://hot.eqresource.com/noheroismwithoutfear.php No Heroism Without Fear]


==Group roles==
==Group roles==
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A healer will buff your group, keep the group healed as needed, primarily focusing on their owner and then the MA.
A healer will buff your group, keep the group healed as needed, primarily focusing on their owner and then the MA.
=== Manage settings ===
You can set your healer merc to Balanced, Efficient, Passive, or Reactive.
* '''Balanced''': Merc tries to balance mana savings and healing. Since it is rare that healers run out of mana, use this only if you somehow have a mana problem, or you are using two healer mercs for tough mobs; place one on Reactive and one on Balanced so they don't both cast the same spells at the same time, possibly wasting heals.
* '''Efficient''': Merc tries to save mana. This is where they will cast Complete Heal. I recommend never using this.
* '''Passive''': Merc does nothing. If merc is passive for an entire round (15 minutes), they will stop charging you after that until you make them active.
* '''Reactive''': Merc does all they can to keep your party alive, not worrying about mana. Recommended 99% of the time.
On Efficient, and maybe Balanced, they will cast Complete Heal, which 99.99% of the time you do not want.


===Buffing===
===Buffing===
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{{Cquote|They only memorize spells appropriate for their level.  Though I suppose if you were desperate you could shroud down to force the merc to mem those level spells.  Or temporarily transfer ownership to the lower level player.||| [http://forums.station.sony.com/eq/posts/list.m?topic_id{{=}}142183 Steven S. Klug, EverQuest Assistant Lead Programmer]}}
{{Cquote|They only memorize spells appropriate for their level.  Though I suppose if you were desperate you could shroud down to force the merc to mem those level spells.  Or temporarily transfer ownership to the lower level player.||| [http://forums.station.sony.com/eq/posts/list.m?topic_id{{=}}142183 Steven S. Klug, EverQuest Assistant Lead Programmer]}}
=== Curing ===
{{Cquote|<br />So the main issue here is limited intelligence in the AI. The AI calculates DPS you are taking and tries to choose between healing or doing other things. Part of that is curing. If in it's limited intelligence it thinks you will die if it does something else, it would try and heal you instead of curing you.
And sometimes they are just dumb about it. In a larger group, they prioritize the person in combat with the NPC, even if another character, not in combat, might be dying from a DoT. Sometimes this seems to be taken too far and if you are not in combat at all, it ignores the DoT killing you.
If we give curing too much priority, it might cure you while you have a DoT AND are taking NPC damage, and then while it is curing you, you die from the DoT damage.
Basics, the Mercs are dumb. While smarter than normal NPCs, they are still dumb.
If you can come up with a consistent, reproducible situation, we might be able to look further into this.||| [https://forums.daybreakgames.com/eq/index.php?threads/cleric-merc-no-longer-cures-diseases.281435/page-2#post-4117251 Adam "Ngreth" Bell, Senior Designer, EverQuest, April 4, 2022]}}


==Tank==
==Tank==
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The ''[[Call of the Forsaken]]'' expansion introduced Mercenary Alternate Advancements (AAs).
The ''[[Call of the Forsaken]]'' expansion introduced Mercenary Alternate Advancements (AAs).


{{Cquote|Normally when a mercenary joins your group, it takes a portion of your experience gains from the party. In the past, this experience just went away. In Call of the Forsaken, your mercenaries are finally putting that experience to use. Experience gains taken by a party’s mercenaries will now go towards unlocking Mercenary AA Points. These points and abilities will be stored upon your character, and will be available to all of your mercenaries.||| [https://forums.daybreakgames.com/eq/index.php?threads/call-of-the-forsaken-mercenary-alternate-advancement-and-equipment.203910/ Call of the Forsaken: Mercenary Alternate Advancement and Equipment, October 1, 2013]}}
{{Cquote|Normally when a mercenary joins your group, it takes a portion of your experience gains from the party. In the past, this experience just went away. In Call of the Forsaken, your mercenaries are finally putting that experience to use. Experience gains taken by a party’s mercenaries will now go towards unlocking Mercenary AA Points. These points and abilities will be stored upon your character, and will be available to all of your mercenaries.||| [http://forums.station.sony.com/eq/index.php?threads/call-of-the-forsaken-mercenary-alternate-advancement-and-equipment.203910/ Call of the Forsaken: Mercenary Alternate Advancement and Equipment]}}
 
{{Cquote|We have noticed a few questions on how your character’s experience affects the Mercenary’s AAs, so we have added more tips inside the game to make sure you know how it works. If you use your Mercenary, you can gain experience to use towards your Mercenary AAs. If you don’t use your Mercenary, you gain nothing towards Mercenary AAs. If you use an experience potion, your Mercenary also benefits from that increase to gain more experience and thus earn AAs faster.||| [https://forums.daybreakgames.com/eq/index.php?threads/november-producers-letter.205020/ November 2013 Producer's Letter]}}


{{Cquote|<br />
{{Cquote|We have noticed a few questions on how your character’s experience affects the Mercenary’s AAs, so we have added more tips inside the game to make sure you know how it works. If you use your Mercenary, you can gain experience to use towards your Mercenary AAs. If you don’t use your Mercenary, you gain nothing towards Mercenary AAs. If you use an experience potion, your Mercenary also benefits from that increase to gain more experience and thus earn AAs faster.||| [http://forums.station.sony.com/eq/index.php?threads/november-producers-letter.205020/ November 2013 Producer's Letter]}}
- Increased the cap on banked Mercenary AA experience points to one-half of your current level, every 10 levels, starting at level 50 (up from 10 at level 50, 15 at level 80, and 20 at level 100.)||| [https://forums.daybreakgames.com/eq/index.php?threads/game-update-notes-october-20-2021.278181/ Game Update Notes: October 20, 2021]}}


{{Cquote|<br /> It's correct that the mercenary "takes" a portion of the group experience in a similar way that having another person in the group would "take" a portion. A mercenary's experience comes from the group split, not you directly in the way that enabling personal AAs subtract from your base experience.
The maximum number of mercenary AAs you can bank is 20.
 
For non-kill sources such as the achievements [and quests] referenced above, my original statement applies that the experience they receive doesn't subtract from the experience you receive. If you don't have a mercenary hired (suspended or active), you're missing out on free experience that they would receive from that particular achievement.  ||| [https://forums.daybreakgames.com/eq/index.php?threads/request-toggle-for-merc-xp.278533/page-2#post-4076837 Meeko, EQ Developer, November 4, 2021]}}


== Tips for using mercenaries ==
== Tips for using mercenaries ==
=== Spell blocking ===
=== Spell blocking ===
Healer mercenaries will have a tendency to use delayed heals and other slow healing spells, which can be problematic, since these can provide insufficient healing, and take time away from the merc to cast good heals. The workaround consists of blocking certain spells on the recipient of the heal spell, be this character or pet. Doing this can significantly increase survivability when relying on mercenary healing. Spell blocking has to be done for spells relevant for current level range; as the hiring character levels up, the mercenary will start to use new spells, and some of these will be of the delayed heal type, or other unwanted heals.
Healer mercenaries will have a tendency to use delayed heals and other slow healing spells, which can be problematic, since these can provide insufficient healing, and take time away from the merc to cast good heals. The workaround consists of blocking certain spells on the recipient of the heal spell, be this character or pet. Doing this can significantly increase survivability when relying on mercenary healing. Spell blocking has to be done for spells relevant for current level range; as the hiring character levels up, the mercenary will start to use new spells, and some of these will be of the delayed heal type, or other unwanted heals.
The following command will add some, but not all, spells to be blocked at different levels:
/blockspell add me 13 18272 18254 25124 25242 2198 2199 8165 1388 2538 1285 1299 43131 18271 43180 55159
/blockspell add pet 13 18272 18254 25124 25242 2198 2199 8165 1388 2538 1285 1299 43131 18271 43180 55159


=== More than one healer merc ===
=== More than one healer merc ===
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