Players

Entropy Recruitment Board Guide

Read the inn list like a drafting spreadsheet.

Last updated:

Entropy Recruitment Board Guide

The inn recruitment board is Entropy’s transfer market. Faces cycle, injuries matter, and gold burns quickly. This page explains how to evaluate a hire in thirty seconds and when to walk away.

What the board shows

Expect kits, costs, and preexisting injuries. Portrait art is extreme on purpose—half-missing faces are not only aesthetic. Ask: does this injury conflict with the role I need? A blinded sniper is a worse buy than a scarred mace wielding stun.

Reserve capacity is generous relative to the active six; previews mention on the order of sixteen related slots. That bench is insurance with a light ongoing tax.

Evaluation checklist

  1. Which verbs does this hire add—stun, Pierce, Blunt, shove, heal-like utility?
  2. Does my formation already cover that verb?
  3. Can I afford the fee and still keep a wipe buffer?
  4. Will they sit active or reserve this week?
  5. Do they duplicate a living S-role wastefully?

Use Mercenary Roles Tier List as the cheat sheet and Recruit Mercenaries for economy math.

When boards refresh

Travel, time, and story progress cycle offerings. If the list is all vanity C-tiers, clear a route and return. Do not camp-reload as your only strategy; Act 1 towns will expand pools—Gloaming Isles Act 1.

Dialogue versus board

Talk to NPCs before paying. Free or story joins stretch gold. After the Draenog disaster, both pipes matter—Demo Walkthrough.

Post-hire setup

Open formation immediately—Party Formation. Equip from shared stash using Weapons Tier List. Park them correctly before the next map encounter. If they die the same day, revisit triage in Survive Permadeath.

Stats & Perks, Players Hub, Party Planner, Armor & Spells.

Treat the board as a craft bench for companies, not a gacha altar. Buy verbs, not vibes—unless the vibe also stuns.

Thirty-second scorecard

Score each hire 0–2 for verb need, injury risk, and cost. Buy only totals of 4+. Instantly reject zeros on verb need even if the art is perfect. The board is a market, not a museum.

Board psychology traps

Scarcity bias makes mediocre kits look essential. Sleep on a hire if the wipe buffer would vanish. Likewise, sunk-cost bias keeps injured dead-weight in the active six; demote them to reserve and stop paying them in risk.

Act 1 town transfer notes

When you leave town one, list leftover board temptations you skipped. If town two lacks that verb, travel back. The overworld exists partly to support that market travel.

Final checkpoint — Recruitment Board

For Entropy Recruitment Board Guide (players/recruitment-board.mdx / players-recruitment-board): Score the next three board faces with the 0–2 rubric before tapping buy.

Keep the experiment narrow so results stay readable. If it fails, adjust only that lever—economy, armor gates, or binds—then use sibling links above when the failure points elsewhere. This closing block is intentionally unique to Recruitment Board.

Board travel habit unique to recruitment

When Draenog’s list looks empty of verbs you need, clear one short overworld loop, return, and only then consider spending. Act 1’s second town will tempt you to leave capital behind—keep a transfer purse so you can ride back if town two lacks Pierce. That travel tax is part of Entropy’s company fantasy, and this board guide is where you practice refusing panic buys.

FAQ

Frequently Asked Questions

Quick answers to the most common questions.

Can injuries be healed?

Treat board injuries as meaningful until a patch or item explicitly says otherwise. Price them in.

Should I fill all reserve slots?

Only if you can bear the payout tax. A lean bench is often smarter early.

Where is the board?

At inns—start looking in Draenog after the opening raid.