Mercenary Stat Ranges
Compare the stat ranges every mercenary class and race can roll, at any level and veteran-point total. Hiring rolls a random race and hidden modifiers, so two mercenaries of the same class and level can still differ — the tables show every roll you might get.
How to read these ranges
Hiring rolls a random race from the class pool plus three values saved to that mercenary: a Health multiplier, a resource multiplier, and a base-combat value. Warriors and Rogues roll a resource multiplier too, but their Rage ignores it — only casters' Mana uses it. You never see these numbers. They set where in each range your mercenary lands.
- Health & Mana re-derive from the mercenary's current level and your total veteran points, so an existing mercenary's totals match the row at its current level.
- Attack Power and Spell Power are the current attribute bonus, Strength for Attack Power and round(INT×1.5) for Spell Power, plus the base-combat roll, which both share. The attribute part grows with level, but the base-combat roll is locked at hire and never re-rolls, except for veteran bonuses, so these columns are exact for a mercenary hired at the shown level.
- Every class lists all six races. A "–" marks a race that class can't be.
Warriors and Rogues use Rage, which is race-independent, so they have no Mana column.
| Race | Health | Attack Power | Spell Power |
|---|---|---|---|
| Human | 8,600–8,875 | 16–60 | 15–59 |
| Elf | 8,325–8,600 | 16–50 | 15–49 |
| Dark Elf | 8,325–8,600 | 16–60 | 15–59 |
| Dwarf | 8,875–9,150 | 16–50 | 15–49 |
| Fire Goblin | 8,600–8,875 | 16–60 | 15–59 |
| Felarii | 8,325–8,600 | 16–63 | 15–62 |
| Race | Health | Attack Power | Spell Power |
|---|---|---|---|
| Human | 4,650–4,800 | 16–60 | 15–59 |
| Elf | – | – | – |
| Dark Elf | 4,500–4,650 | 16–60 | 15–59 |
| Dwarf | 4,800–4,950 | 16–50 | 15–49 |
| Fire Goblin | 4,650–4,800 | 16–60 | 15–59 |
| Felarii | 4,500–4,650 | 16–63 | 15–62 |
| Race | Health | Mana | Attack Power | Spell Power |
|---|---|---|---|---|
| Human | 6,100–6,300 | 1,060–1,085 | 10–54 | 24–68 |
| Elf | 5,900–6,100 | 1,085–1,110 | 10–44 | 24–58 |
| Dark Elf | 5,900–6,100 | 1,085–1,110 | 10–54 | 24–68 |
| Dwarf | 6,300–6,500 | 1,034–1,060 | 10–44 | 24–58 |
| Fire Goblin | 6,100–6,300 | 1,034–1,060 | 10–54 | 24–68 |
| Felarii | – | – | – | – |
| Race | Health | Mana | Attack Power | Spell Power |
|---|---|---|---|---|
| Human | 3,875–4,000 | 1,595–1,632 | 8–52 | 38–82 |
| Elf | 3,750–3,875 | 1,632–1,670 | 8–42 | 38–72 |
| Dark Elf | 3,750–3,875 | 1,632–1,670 | 8–52 | 38–82 |
| Dwarf | – | – | – | – |
| Fire Goblin | 3,875–4,000 | 1,557–1,595 | 8–52 | 38–82 |
| Felarii | 3,750–3,875 | 1,557–1,595 | 8–55 | 38–85 |
| Race | Health | Mana | Attack Power | Spell Power |
|---|---|---|---|---|
| Human | 4,238–4,375 | 1,060–1,085 | 8–52 | 24–68 |
| Elf | 4,100–4,238 | 1,085–1,110 | 8–42 | 24–58 |
| Dark Elf | – | – | – | – |
| Dwarf | – | – | – | – |
| Fire Goblin | 4,238–4,375 | 1,034–1,060 | 8–52 | 24–68 |
| Felarii | 4,100–4,238 | 1,034–1,060 | 8–55 | 24–71 |
| Race | Health | Mana | Attack Power | Spell Power |
|---|---|---|---|---|
| Human | 6,200–6,400 | 537–550 | 12–56 | 12–56 |
| Elf | 6,000–6,200 | 550–563 | 12–46 | 12–46 |
| Dark Elf | 6,000–6,200 | 550–563 | 12–56 | 12–56 |
| Dwarf | 6,400–6,600 | 524–537 | 12–46 | 12–46 |
| Fire Goblin | 6,200–6,400 | 524–537 | 12–56 | 12–56 |
| Felarii | 6,000–6,200 | 524–537 | 12–59 | 12–59 |
Hiring odds & cost
Every hire re-rolls the race and the hidden modifiers, so chasing a great mercenary means re-hiring. Set the minimums you'd accept and see the odds per hire and the gold it takes on average — at the Level and Veteran points chosen above.
per hire = race 100% × rolls 100% · 3,420 gp each
Expected gold to roll a mercenary this good, demanding the same top-X% on each of its 3 meaningful rolls, race chance included. The dot marks your current targets.