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Mercenary stat ranges

How to read these ranges

Set your level and total veteran points to compare stats without gear. Each mercenary keeps the rolls from when you hired them. Maximum Hit Points and maximum Mana roll separately. Attack Power and Spell Power share one roll.

Hiring at a higher level gives you a chance at higher Attack Power and Spell Power bonuses. Mercenaries gain stats as your level and total veteran points rise.

If a recruiter cannot hire its preferred race for your class, it picks a random race available to that class. A dash marks an unavailable class and race combination. Drassar cannot be hired.

Warriors and Rogues use Rage, and Bards use songs instead of Mana. See mercenary growth and skill ranks.

Constitution
Current level ÷ 5 for Wizard, rounded down
Intelligence
Current level ÷ 2 for Wizard, rounded down
Strength
Current level ÷ 6 for Wizard, rounded down
Base Hit Points
Level 1 Hit Points for Wizard + Hit Points gained per level × (current level − 1)
Base Mana
Level 1 Mana for Wizard + Mana gained per level × (current level − 1)
Hit Points hire roll
Random percentage between 95% and 100%, saved when hired
Mana hire roll
Random percentage between 95% and 100%, saved when hired
Hit Points scaling percentage
Hit Points hire roll + 0.25% × total veteran points
Mana scaling percentage
Mana hire roll + 0.25% × total veteran points
Scaled Hit Points
Base Hit Points × Hit Points scaling percentage,
Scaled Mana
Base Mana × Mana scaling percentage,
Hit Points
Scaled Hit Points + 25 × Constitution
Mana
Scaled Mana + 20 × Intelligence
Highest combat hire roll
Round (hiring level × 90% for Human), then subtract 1
Combat hire roll
Random whole number from 0 through the highest combat hire roll, saved when hired
Attack Power
Combat hire roll + total veteran points + Strength
Intelligence contribution
150% of Intelligence,
Spell Power
Combat hire roll + total veteran points + Intelligence contribution

Example ,Human Wizard (class and race from Hiring odds & cost), level 50, 200 total veteran points,Lowest Hit Points and Mana hire rolls and a combat hire roll of 0,No equipment

3 875 maximum Hit Points, 1 595 maximum Mana, 208 Attack Power and 238 Spell Power

Constitution: 50 ÷ 5 = 10, rounded down

Intelligence: 50 ÷ 2 = 25, rounded down

Strength: 50 ÷ 6 = 8, rounded down

Base Hit Points: 50 + 50 × (50 − 1) = 2 500

Base Mana: 20 + 15 × (50 − 1) = 755

Hit Points hire roll: lowest allowed percentage = 95%

Mana hire roll: lowest allowed percentage = 95%

Hit Points scaling percentage: 95% + 0.25% × 200 = 145%

Mana scaling percentage: 95% + 0.25% × 200 = 145%

Scaled Hit Points: 2 500 × 145% = 3 625,

Scaled Mana: 755 × 145% = 1 095,

Hit Points: 3 625 + 25 × 10 = 3 875

Mana: 1 095 + 20 × 25 = 1 595

Highest combat hire roll: round (50 × 90%) − 1 = 44

Combat hire roll: chosen within 0 through 44 = 0

Attack Power: 0 + 200 + 8 = 208

Intelligence contribution: 150% × 25 = 38,

Spell Power: 0 + 200 + 38 = 238

Rounded means to the nearest whole number. Exact halves go to the even number, so 2.5 becomes 2.

Levelmercenaries unlock at level 10
1050
Total veteran pointsincreases stats and skill ranks
0200
Classes
Warrior Rage
Base Hit Points 4 500 Strength16Constitution25Dexterity12Intelligence10Wisdom8Charisma8
RaceHit PointsAttack PowerSpell Power
Human
7 150 - 7 375
216 - 260
215 - 259
Elf
6 925 - 7 150
216 - 250
215 - 249
Dark Elf
6 925 - 7 150
216 - 260
215 - 259
Dwarf
7 375 - 7 600
216 - 250
215 - 249
Fire Goblin
7 150 - 7 375
216 - 260
215 - 259
Felarii
6 925 - 7 150
216 - 263
215 - 262
Drassarcannot be hired
7 150 - 7 375
216 - 263
215 - 262
Ranger Mana
Base Hit Points 3 500 Strength12Constitution16Dexterity25Intelligence8Wisdom10Charisma8
RaceHit PointsManaAttack PowerSpell Power
Human
5 475 - 5 650
537 - 550
212 - 256
212 - 256
Elf
5 300 - 5 475
550 - 563
212 - 246
212 - 246
Dark Elf
5 300 - 5 475
550 - 563
212 - 256
212 - 256
Dwarf
5 650 - 5 825
524 - 537
212 - 246
212 - 246
Fire Goblin
5 475 - 5 650
524 - 537
212 - 256
212 - 256
Felarii
5 300 - 5 475
524 - 537
212 - 259
212 - 259
Drassarcannot be hired
5 475 - 5 650
524 - 537
212 - 259
212 - 259
Cleric Mana
Base Hit Points 3 000 Strength10Constitution12Dexterity8Intelligence16Wisdom25Charisma8
RaceHit PointsManaAttack PowerSpell Power
Human
4 650 - 4 800
1 060 - 1 085
210 - 254
224 - 268
Elf
4 500 - 4 650
1 085 - 1 110
210 - 244
224 - 258
Dark Elf
4 500 - 4 650
1 085 - 1 110
210 - 254
224 - 268
Dwarf
4 800 - 4 950
1 034 - 1 060
210 - 244
224 - 258
Fire Goblin
4 650 - 4 800
1 034 - 1 060
210 - 254
224 - 268
Felarii––––
Drassarcannot be hired
4 650 - 4 800
1 034 - 1 060
210 - 257
224 - 271
Rogue Rage
Base Hit Points 3 000 Strength16Constitution12Dexterity25Intelligence10Wisdom8Charisma8
RaceHit PointsAttack PowerSpell Power
Human
4 650 - 4 800
216 - 260
215 - 259
Elf–––
Dark Elf
4 500 - 4 650
216 - 260
215 - 259
Dwarf
4 800 - 4 950
216 - 250
215 - 249
Fire Goblin
4 650 - 4 800
216 - 260
215 - 259
Felarii
4 500 - 4 650
216 - 263
215 - 262
Drassarcannot be hired
4 650 - 4 800
216 - 263
215 - 262
Wizard Mana
Base Hit Points 2 500 Strength8Constitution10Dexterity16Intelligence25Wisdom12Charisma8
RaceHit PointsManaAttack PowerSpell Power
Human
3 875 - 4 000
1 595 - 1 632
208 - 252
238 - 282
Elf
3 750 - 3 875
1 632 - 1 670
208 - 242
238 - 272
Dark Elf
3 750 - 3 875
1 632 - 1 670
208 - 252
238 - 282
Dwarf––––
Fire Goblin
3 875 - 4 000
1 557 - 1 595
208 - 252
238 - 282
Felarii
3 750 - 3 875
1 557 - 1 595
208 - 255
238 - 285
Drassarcannot be hired
3 875 - 4 000
1 557 - 1 595
208 - 255
238 - 285
Druid Mana
Base Hit Points 2 500 Strength8Constitution10Dexterity12Intelligence16Wisdom25Charisma8
RaceHit PointsManaAttack PowerSpell Power
Human
3 875 - 4 000
1 060 - 1 085
208 - 252
224 - 268
Elf
3 750 - 3 875
1 085 - 1 110
208 - 242
224 - 258
Dark Elf––––
Dwarf––––
Fire Goblin
3 875 - 4 000
1 034 - 1 060
208 - 252
224 - 268
Felarii
3 750 - 3 875
1 034 - 1 060
208 - 255
224 - 271
Drassar––––
Bard Songs
Base Hit Points 3 500 Strength16Constitution10Dexterity12Intelligence8Wisdom8Charisma25
RaceHit PointsAttack PowerSpell Power
Human
5 325 - 5 500
216 - 260
212 - 256
Elf
5 150 - 5 325
216 - 250
212 - 246
Dark Elf
5 150 - 5 325
216 - 260
212 - 256
Dwarf–––
Fire Goblin
5 325 - 5 500
216 - 260
212 - 256
Felarii
5 150 - 5 325
216 - 263
212 - 259
Drassar–––
Necromancer Mana
Base Hit Points 2 500 Strength8Constitution16Dexterity10Intelligence25Wisdom12Charisma8
RaceHit PointsManaAttack PowerSpell Power
Human
4 025 - 4 150
1 595 - 1 632
208 - 252
238 - 282
Elf––––
Dark Elf
3 900 - 4 025
1 632 - 1 670
208 - 252
238 - 282
Dwarf––––
Fire Goblin
4 025 - 4 150
1 557 - 1 595
208 - 252
238 - 282
Felarii––––
Drassarcannot be hired
4 025 - 4 150
1 557 - 1 595
208 - 255
238 - 285

Hiring odds & cost

Choose a class, race, and recruiter, then set the lowest stats you would accept. The calculator shows your chance per hire and average gold cost. Each hire joins your party if there is room. Below level 40, dismiss an active mercenary before hiring again if you are at your active limit. If you already have 10 mercenaries, delete one before hiring another.

Hire discountNo discount
Maximum Hit Points top 50%
≥ 3 938
Maximum Mana top 50.33%
≥ 1 614
Attack Power / Spell Power top 51.11%
Attack Power ≥ 230 · Spell Power ≥ 260
Qualifying hire chance12.86%
Expected hiresabout 7.8
Expected goldabout 26 589
Qualifying hire chance
Chance of getting your chosen race × chance of meeting all your stat minimums
Expected hires
1 ÷ qualifying hire chance
Expected gold
Gold per hire ÷ qualifying hire chance

Expected hires and gold are averages, not guarantees. The calculator uses your unrounded chance per hire, then rounds the displayed chances and averages.

Example ,100% chance of your chosen race,12.86% chance of meeting all your stat minimums,3 420 gold per hire

12.86% chance per hire, averaging about 7.8 hires and about 26 589 gold

Qualifying hire chance: 100% × 12.86% = 12.86%

Expected hires: 1 ÷ unrounded qualifying hire chance ≈ 7.8

Expected gold: 3 420 ÷ unrounded qualifying hire chance ≈ 26 589 gold

10k100k1M10M100%75%50%25%10%5% Top percentage accepted for each stat roll

Average gold cost to get your chosen race with at least these stats. Lower percentages demand stronger hires. At 25%, you accept only the best quarter of each stat roll. The dot marks the single percentage that gives your overall stat-roll chance when applied to every roll, so it may not line up with any one slider.