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Mercenaries

You can hire mercenaries to fight in your party, and they level up with you.

8
Classes
6
Recruiters
10
Level to hire
4
Active at level 40
10
Hired at most

Compare the classes

Every recruiter hires every class.

ClassResourceHealsBuffsDeath saveGrows fastest
WarriorRage—Constitution
RangerMana——Dexterity
ClericMana—Wisdom
RogueRage——Dexterity
WizardMana——Intelligence
DruidMana—Wisdom
BardSongs—Songs—Charisma
NecromancerMana——Intelligence

Attribute growth

Each table value is the number of levels a mercenary needs to gain +1 in that attribute.

ClassStrengthDexterityConstitutionIntelligenceWisdomCharisma
Warrior342566
Ranger423656
Cleric564326
Rogue324566
Wizard635246
Druid645326
Bard345662
Necromancer653246

Every class also gains +1 to each resistance every level.

How mercenaries work

1
Hire a mercenary at a recruiter.

Recruiters serve you from level 10. Hiring costs more as your level and veteran points rise. Charisma lowers the price. For a particular race, choose a recruiter that prefers it and check that your class allows it. Compare races and hiring odds.

Level progress
(Your level − 10) ÷ 40, counting your level as at least 10 and at most 50
Base price
20 gold + 400 gold × level progress × level progress + 15 gold × total veteran points,
Purchase discount
0.2% per point of Charisma above 0, at most 25%
Gold saved
Base price × purchase discount, rounded up
Hire price
Base price − gold saved, at least 1 gold

Example ,Level 50,20 total veteran points,100 Charisma

576 gold hire price

Level progress: (50 − 10) ÷ 40 = 100%

Base price: 20 + 400 × 100% × 100% + 15 × 20 = 720 gold,

Purchase discount: 0.2% × 100 = 20%

Gold saved: 720 × 20% = 144 gold, rounded up

Hire price: 720 − 144 = 576 gold

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

Total veteran points (Veteran Level) are your unspent veteran points plus your learned veteran skill ranks. The character window shows them as the VT number beside your level, as in "Level 50 (VT 20)". Use 0 if no VT number appears. See Veteran points for the counting and reset rules.

2
Summon it into your party.

You can keep up to 10 hired mercenaries. Your level sets how many of them can be active:

  • Level 10+ · 1 active
  • Level 20+ · 2 active
  • Level 30+ · 3 active
  • Level 40+ · 4 active

A party holds at most 5 members, including active mercenaries. Make room before summoning one.

3
Manage your roster.

Dismissing a mercenary sends it back to your roster. You cannot dismiss a mercenary or use a recruiter in combat. A dead mercenary must be resurrected before you can summon it again. Dismiss an active mercenary before renaming it. Remove the mercenary's equipped gear before permanently deleting it. Retrieve supplies before deletion if you want to keep them.

4
It levels up with you.

A mercenary always has your level. Its attributes and resistances grow as the growth table shows. Each total veteran point adds 0.25% of base Hit Points to maximum Hit Points. For Mana users other than Bards, it also adds 0.25% of base Mana to maximum Mana. Warriors and Rogues keep the same maximum Rage as total veteran points rise. Total veteran points do not change a Bard's active-song limit.

Level contribution
Your level ÷ 5, rounded down
Veteran contribution
Total veteran points ÷ 10, rounded down
Skill rank
Level contribution + Veteran contribution, at most the skill's maximum rank

Example ,Level 50,20 total veteran points,maximum rank 5

Skill rank 5

Level contribution: 50 ÷ 5 = 10, rounded down

Veteran contribution: 20 ÷ 10 = 2, rounded down

Skill rank: 10 + 2 = 12, limited to rank 5

Find Max rank in the Skills table on each mercenary class page.

Bard songs and level unlocks

5
Give it orders.

These orders apply to your mercenaries and combat companion.

OrderEffect
AggressiveYour mercenaries and companion attack the enemies you are fighting.They still heal and buff.
DefensiveStop attacking but continue healing and buffing.
Group stanceSwitch everyone to defensive stance if anyone is aggressive. Otherwise, switch everyone to aggressive.
Group attackA Warrior mercenary attacks first.Other aggressive mercenaries and your companion join 1.5 seconds later.A defensive mercenary or companion takes the target but waits until you make it aggressive.
Individual attackIn aggressive stance, the selected mercenary or companion attacks your target and stops holding position.The order interrupts its current action.It ends Sleep on the target.
Hold PositionMercenaries and companions stay in place until you order Follow or an attack.
FollowMercenaries and companions return to you and stop holding position.
Come HereThe selected mercenary or companion drops its target, stops casting, and moves next to you.The order does not work while it is feared, stunned, or rooted.

Skillbar macros can give these orders to one mercenary by name, to all of them, or to your companion.

6
If it dies, resurrect it.

The corpse stays for 5 minutes. From level 50, Warrior and Rogue mercenaries can survive a hit that would kill them.

Recovery methodWhenMaximum Hit Points restored
A resurrect skill or scrollWhile the corpse stays10%
A recruiter, for a feeAt any time10%, or full at the next summon if the corpse is gone
Your respawn, for a fee eachWhen you respawn10%

A recruiter can resurrect one dead mercenary or all dead mercenaries in your roster. Resurrecting all requires enough gold for the complete group.

Gear stays on the mercenary at its current durability after death.

Level progress
(Your level − 1) ÷ 49, counting your level as at least 1 and at most 50
Base fee
5 gold + 295 gold × level progress raised to 2.8 + 10 gold × total veteran points,
Purchase discount
0.2% per point of Charisma above 0, at most 25%
Gold saved
Base fee × purchase discount, rounded up
Resurrection fee
Base fee − gold saved, at least 1 gold

Example ,Level 50,20 total veteran points,100 Charisma

400 gold resurrection fee

Level progress: (50 − 1) ÷ 49 = 100%

Base fee: 5 + 295 × 100% raised to 2.8 + 10 × 20 = 500 gold,

Purchase discount: 0.2% × 100 = 20%

Gold saved: 500 × 20% = 100 gold, rounded up

Resurrection fee: 500 − 100 = 400 gold

A Scroll of Resurrection requires level 30. Healer mercenaries do not cast resurrection automatically.

7
If you die, your mercenaries leave.

Living mercenaries return when you respawn or when someone resurrects you. When you respawn, you pay the resurrection fee for each dead summoned mercenary, up to 4. If you cannot pay for all dead summoned mercenaries, none of the dead ones return. Hardcore characters cannot respawn.

Equipping a mercenary

Open the selected mercenary's equipment with the helmet icon. Each item must fit its slot and the mercenary's class. Your level must meet its level requirement. With a two-handed weapon in the main hand, the off-hand cannot hold a shield or instrument.

Gear stays equipped when the mercenary dies. Death does not lower its durability.

Equipment and augments increase a mercenary's attributes. Three matching, unbroken armor-set pieces give the set's attribute bonus. Mercenaries do not receive the five-piece skill bonus. Broken gear gives no active attribute bonus.

A repair kit restores equipped gear up to the kit's quality. Target your mercenary first, or the kit repairs your own gear. A hidden helmet remains equipped.

Auto-Consume supplies and thresholds

Auto-Consume

Each mercenary has food, utility potion, healing potion, and resource potion slots. Supplies in your backpack do not fill these slots. The Auto-Consume toggle is saved separately for each mercenary. Supplies are used only while you are in combat.

SupplyAutomatic-use condition
FoodWhen no food buff is active.
Utility potionWhen no buff from that potion category is active.
Healing potionBelow 50% Hit Points, if at least 90% of the potion's healing would be used.
Resource potionBelow 25% Rage for Warriors and Rogues, or 25% Mana for Mana users other than Bards, if at least 90% of the potion would be used.

Healing and resource potions each have a 15-second reuse delay.

Healers, taunts, and area attacks

Cleric and Druid healers consider you, your mercenaries and companion, and other party members within 12 yd of the healer, along with those members' mercenaries and companions. Healers prioritize allies with fewer Hit Points, allies under attack, and Warriors. Healers reserve 35% of maximum Mana rather than spend it on attacks.

Mercenaries skip training dummies when choosing targets automatically.

ClassMoves behind the target after attacks
Rogue, BardAgainst any target
Ranger, Wizard, NecromancerAgainst bosses, elites, and monsters with frontal-attack skills
Cleric, DruidAgainst monsters with frontal-attack skills
WarriorDoes not move behind the target
Healing choiceThreshold
When healing startsBelow 90% Hit Points. Below 40%, healing can interrupt an offensive cast.
Heal-over-time buffBelow 70% Hit Points, without that buff already active.
Area healAt least 3 allies below 60% Hit Points within healing range.
Single-target healAt 75% Hit Points or lower, or 85% with full Mana. Above that, the ally must need at least half the heal.

Healers cleanse before healing when their cleanse skill is ready: Radiant Cleansing for Clerics or Purity's Touch for Druids. Healers with the same owner avoid duplicate direct heals unless the target is below 40% Hit Points.

Warriors prioritize Challenge over other attacks. In aggressive stance, Battle Shout takes priority against groups attacking your party. At least two monsters must be within 20 yd of you and close enough to hit together.

Companions and mercenaries try to dodge area attacks with cast times of at least 1 second when they can reach safety. Familiars and aggressive Warriors do not try this escape. Healers can keep supporting you from safety.

Where to hire

A preferred race applies only to the classes that allow it. Each mercenary page shows the race that class gets.

Stat ranges and hiring odds

Compare Hit Points, Mana, Attack Power, and Spell Power for every class and race at any level. See how many hires it takes to roll a strong mercenary.