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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.

Levelmercs unlock at level 10
150
Veteran pointsHealth & Mana · +0.25% each
0200
Classes
Warrior Rage
Base Health 5,500 STR16CON25DEX12INT10WIS8CHA8
RaceHealthAttack PowerSpell Power
Human
8,6008,875
1660
1559
Elf
8,3258,600
1650
1549
Dark Elf
8,3258,600
1660
1559
Dwarf
8,8759,150
1650
1549
Fire Goblin
8,6008,875
1660
1559
Felarii
8,3258,600
1663
1562
Rogue Rage
Base Health 3,000 STR16CON12DEX25INT10WIS8CHA8
RaceHealthAttack PowerSpell Power
Human
4,6504,800
1660
1559
Elf
Dark Elf
4,5004,650
1660
1559
Dwarf
4,8004,950
1650
1549
Fire Goblin
4,6504,800
1660
1559
Felarii
4,5004,650
1663
1562
Cleric Mana
Base Health 4,000 STR10CON12DEX8INT16WIS25CHA8
RaceHealthManaAttack PowerSpell Power
Human
6,1006,300
1,0601,085
1054
2468
Elf
5,9006,100
1,0851,110
1044
2458
Dark Elf
5,9006,100
1,0851,110
1054
2468
Dwarf
6,3006,500
1,0341,060
1044
2458
Fire Goblin
6,1006,300
1,0341,060
1054
2468
Felarii
Wizard Mana
Base Health 2,500 STR8CON10DEX16INT25WIS12CHA8
RaceHealthManaAttack PowerSpell Power
Human
3,8754,000
1,5951,632
852
3882
Elf
3,7503,875
1,6321,670
842
3872
Dark Elf
3,7503,875
1,6321,670
852
3882
Dwarf
Fire Goblin
3,8754,000
1,5571,595
852
3882
Felarii
3,7503,875
1,5571,595
855
3885
Druid Mana
Base Health 2,750 STR8CON10DEX12INT16WIS25CHA8
RaceHealthManaAttack PowerSpell Power
Human
4,2384,375
1,0601,085
852
2468
Elf
4,1004,238
1,0851,110
842
2458
Dark Elf
Dwarf
Fire Goblin
4,2384,375
1,0341,060
852
2468
Felarii
4,1004,238
1,0341,060
855
2471
Ranger Mana
Base Health 4,000 STR12CON16DEX25INT8WIS10CHA8
RaceHealthManaAttack PowerSpell Power
Human
6,2006,400
537550
1256
1256
Elf
6,0006,200
550563
1246
1246
Dark Elf
6,0006,200
550563
1256
1256
Dwarf
6,4006,600
524537
1246
1246
Fire Goblin
6,2006,400
524537
1256
1256
Felarii
6,0006,200
524537
1259
1259

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.

Hire discount−0%
Health top 100%
3,875
Mana top 100%
1,595
Attack Power / Spell Power top 100%
Attack Power ≥ 8 · Spell Power ≥ 38
Chance / hire100%
Avg hires~1
Avg gold~3.4k

per hire = race 100% × rolls 100% · 3,420 gp each

10k100k1M10M100%75%50%25%10%5% demanded quality — top X% on each roll →

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.