
Mercenaries
52 hired units, by tier. They house in Authority, which nothing else in your army touches, so bringing them costs you none of the room your own troops need — and they leave on their own when the contract runs out.
Seven days and gone. Every mercenary carries the same line on its panel: the contract expires and the unit disappears. They are a loan, not an army.
Where they come from.Bought with Silver at the Mercenary exchange, during the Trading Routes event. Handed out as rewards by certain events. Bought in the bank, for real money.
IXTier IX15 units





Strength is doubled in a battle against another player


Initiative in a siege +5
Strength against fortifications increased by 20 times


Strength is doubled in a battle against another player



Strength is doubled in a battle against another player

Strength is doubled in a battle against another player


VIITier VII10 units










Initiative in a siege +5
Strength against fortifications increased by 20 times
VITier VI16 units




Strength is doubled in a battle against another player



Chance to deal double damage +20 %


Initiative in a siege +5
Strength against fortifications increased by 20 times

Chance to deal double damage +5 %

Strength is doubled in a battle against another player


Strength is doubled in a battle against another player


Strength is doubled in a battle against another player

VTier V11 units










Initiative in a siege +5
Strength against fortifications increased by 20 times

Commonly believed
The epic monster hunters are melee.
They are not melee, ranged, mounted or flying. They are guardsmen and nothing else, and that is the whole reason their strength and health look short for the tier: talent points in Expert Battle Tactics, most of Army Modernization and the clan's research all pay out by class, and none of it reaches a unit that has no class.
Fixed. The stacking calculator was filing it under melee so the ordering would work, which quietly handed it a melee health bonus it never gets. It now takes none.