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'''Act 1 Rogue Mercenaries'''
The following changes have been made to mercenaries in Path of Diablo.
*Attacks with the updated [https://pathofdiablo.com/wiki/index.php?title=Bow_and_Crossbow_Skills#Fire_Arrow Fire Arrow].
 
*Have Inner Sight aura.
Mercenary auras cap at level 18, except where stated.
*Can now equip crossbows.
 
Mercenaries hired from Normal difficulty have better stats than those hired from Nightmare or Hell.
 
== By Act ==
 
'''Act 1 Rogue Scouts'''
*Has Pierce.
*Shoots [[Bow_and_Crossbow_Skills#Fire_Arrow |'''Fire Arrow''']] (has been reworked) or [[Bow_and_Crossbow_Skills#Cold_Arrow |'''Cold Arrow''']].
*Casts '''[[Passive_and_Magic_Skills#Inner_Sight |'''Inner Sight''']] (has been reworked).
*Can equip crossbows.


'''Act 2 Desert Mercenaries'''
'''Act 2 Desert Mercenaries'''
*All 3 difficulties (Normal/Nightmare/Hell) now use the same auras: Offensive uses Blessed Aim, Defensive uses Defiance, Combat uses Prayer.
*The auras are the same in Normal/Nightmare/Hell:
:*Offensive has [[Offensive_Auras#Blessed_Aim |'''Blessed Aim''']]
:*Defensive has [[Defensive_Auras#Defiance |'''Defiance''']]
:*Combat has [[Defensive_Auras#Prayer |'''Prayer''']]
 
'''Act 3 Iron Wolves'''
 
Casts at range ‘Elemental Bolt’ a spell that does 100% Weapon Damage and Elemental Damage (of a random element). The spell scales with %Faster Cast Rate, always hits, always pierces and the elemental damage scales from:
Mercenary level


{| class = "wikitable"
*‘+X to all Skills’ bonuses
!colspan="21"|Aura Progression
*+% to Fire, Cold, Lightning Skill Damage.
|-
*The mercenary's skill level caps at 32 however with skill level bonuses this can go higher. Each level of ‘Elemental Bolt’ adds a passive bonus of +1 Dexterity.
!Aura Level
!1
!2
!3
!4
!5
!6
!7
!8
!9
!10
!11
!12
!13
!14
!15
!16
!17
!18
|-
||Mercenary Level:||1||5||9||14||19||23||28||32||37||41||43||48||53||57||62||66||71||75
|}


'''Act 3 Iron Wolf Mercenaries'''
Have Defensive Auras:
*No longer cast spells, instead use Vengeance (their own version with reduced multipliers).
:*Offensive has [[Defensive_Auras#Meditation |'''Meditation''']]
*Now have auras: Offensive uses Meditation, Defensive uses Cleansing, Combat uses Thorns.
:*Defensive has [[Defensive_Auras#Cleansing |'''Cleansing''']]
*Have an additional 15% chance of ignoring direct damage (does not apply to enemy AoE spells).
:*Combat has [[Offensive_Auras#Precision | '''Precision''']] (''temporarily unavailable on Normal difficulty'')
* Uses % block chance, blocking with their shield (no block recovery time, animation or sound).  


'''Act 5 Barbarian Mercenaries'''
'''Act 5 Barbarian Mercenaries'''
*Now have Might aura.
*Uses [[Barbarian_Combat_Skills#Bash |'''Bash''']] exclusively (reworked)
*Now always attacks with Bash (converts 70% of physical damaage to magical damage).
*Has [[Offensive_Auras#Might |'''Might''']] aura. (caps at level 17)

Latest revision as of 08:28, 25 March 2025

The following changes have been made to mercenaries in Path of Diablo.

Mercenary auras cap at level 18, except where stated.

Mercenaries hired from Normal difficulty have better stats than those hired from Nightmare or Hell.

By Act

Act 1 Rogue Scouts

Act 2 Desert Mercenaries

  • The auras are the same in Normal/Nightmare/Hell:

Act 3 Iron Wolves

Casts at range ‘Elemental Bolt’ a spell that does 100% Weapon Damage and Elemental Damage (of a random element). The spell scales with %Faster Cast Rate, always hits, always pierces and the elemental damage scales from: Mercenary level

  • ‘+X to all Skills’ bonuses
  • +% to Fire, Cold, Lightning Skill Damage.
  • The mercenary's skill level caps at 32 however with skill level bonuses this can go higher. Each level of ‘Elemental Bolt’ adds a passive bonus of +1 Dexterity.

Have Defensive Auras:

  • Uses % block chance, blocking with their shield (no block recovery time, animation or sound).

Act 5 Barbarian Mercenaries

  • Uses Bash exclusively (reworked)
  • Has Might aura. (caps at level 17)