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Might folds everything a player has built, hired and upgraded into a single number, and it is what players compare each other by. It comes from fourteen sources: soldiers, hero levels, buildings, curios, gear, skills, stars, the raven, technologies, survivors and awakening. Those sources are priced very differently, and the conclusion of this page is that hiring troops buys Might by far the cheapest while holding on to it the worst.
How it is counted
Some sources store a ready number, while others convert hero stats at a shared rate. That rate varies a great deal between stats, with ATK weighing the most.
| Stat | Might per point |
|---|---|
| Hero ATK | 12.5 |
| Hero DEF | 7 |
| Hero HP | 0.15 |
Only three groups of percentages convert at all, and they convert expensively: damage taken reduction and damage resistance at roughly a million per point, crit chance at a third of that, damage dealt at half again less. The rest weighs nothing. Percentages to hero and soldier ATK, HP and DEF carry a factor of zero, and so do most squad-wide and situational bonuses.
The price of one point
Out of that comes the number that decides where resources should go. The same resources buy very different amounts of Might depending on their destination, and the spread runs into thousands of times rather than percent.
| Spent on | Resources per point of Might |
|---|---|
| Hiring troops | 8 |
| Research | 12,572 |
| Buildings | 21,805 |
| Sanctuary, the whole way to level 30 | 30,354 |
| The last Sanctuary step, 29 to 30 | 53,446 |
Hiring beats research by around fifteen hundred times and buildings by twenty-five hundred. The rate for troops stays nearly flat along the way, so tier one and tier ten cost about the same per point.
The catch
That cheapness is paid for later, because Might from troops dies with the soldiers. A figure built up by hiring is wiped out by a single lost battle, while Might from buildings and research stays forever. Hiring lifts the number before an event, yet it cannot make a city stronger for good.
Benchmarks
To tell a healthy total from a lagging one the game keeps a reference figure for every Sanctuary level, from 85,000 at level one to 94,620,000 at level thirty. A second reference splits that total across the fourteen sources and shows which of them actually decide the outcome.
| Source | Sanctuary 20 | Sanctuary 30 |
|---|---|---|
| Soldiers | 5,775,000 | 30,000,000 |
| Hero levels | 3,135,000 | 25,025,000 |
| Buildings | 1,095,000 | 4,905,000 |
| Curios | 406,000 | 4,824,000 |
| Gear | 635,000 | 4,690,000 |
| Hero skills | 1,440,000 | 3,085,000 |
| Hero stars | 975,000 | 2,970,000 |
| Raven level | 390,000 | 2,950,000 |
| Technology | 291,000 | 2,645,000 |
| Survivors | 292,250 | 1,584,000 |
| Raven gear | 340,000 | 1,550,000 |
| Raven set | 57,000 | 258,000 |
| Raven epigraph skill | 57,000 | 258,000 |
| Hero awakening | 57,000 | 258,000 |
Soldiers and hero levels make up nearly two thirds of the reference between them: at level thirty, over a third of it is soldiers and about as much is hero levels, while the bottom seven rows together stay under a tenth. The per-source figures add up to 85,002,000, some nine and a half million below the overall reference, so the two are not meant to match exactly.
Might in the Arena
The most common first squad in the game is Claire
, Harper
, Marlena
, Daskal
and Arthur
. Squad Might does not decide an Arena fight on its own, though: how the heroes match up against the opponent's lineup matters more.
In the screenshot below the player replaced Claire
with Red Lady
and still won the fight despite a sizeable Might gap, with both players fielding the same Raven and T7 troops.

This is a good example of why the Arena is not about fielding the five heroes with the highest Might: the squad has to be picked against the opponent's lineup, and staying flexible with compositions pays off because every hero's skills work differently.
A closer look at that fight:
- Red Lady
has the Crimson Rose skill
, which deals damage to the two enemies with the highest Attack and has a chance to stun both. That lets Red Lady shut down Marlena
and Cynthia
right away, which easily becomes the deciding factor. - This does not make Cynthia weak; she can take Red Lady's place as well. She is at her best when the enemy runs a fairly even tank lineup and the squad simply needs heavy area damage: her skills hit random targets, so her strength is hurting several enemies at once.
That is why an opponent's total Might is no reason to avoid a fight: learning the heroes' skills and practising team building pays more. The Arena section helps pick heroes against the opponent's squad.
Related pages
What links here
Pages that mention this one. The list is built from the markup, not filled by hand.
- FAQ: codes, account, squads and Might
- Final Dawn: eleven rewards for total Might
- About the game: publisher, platforms, systems
- Expedition: arena order and early-server bonus
- Contents: heroes, army, events and spending
- Skins: bonuses, durations and the Black Raven Fortress
- How the game counts: diamonds and percentages
- Hunting: targets, Raven Fruit and rallies
- Hero gear: rarities, slots and Might
- Where to start: clinic, lab and research
- Raven epigraphs: stars, crafting and start
- Campaign: Might per level and hero experience
- Research: price of Might, branches and caps
- Daily routine: idle income, ops and arena
- The Raven: skill, four tracks and equipment
- Research: unreleased, nodes and branches
- Curios: upgrading, cost and repeated bonuses
- Troops: tiers, tier ten and priorities
- Resources: output, workshops and raids
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