Difference between revisions of "Mercenaries"

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'''Act 2 Desert'''
 
'''Act 2 Desert'''
*All 3 difficulties (Normal/Nightmare/Hell) have the same auras:
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*The same aura is used across Normal/Nightmare/Hell:
 
:*Offensive uses '''[https://pathofdiablo.com/wiki/index.php?title=Offensive_Auras#Blessed_Aim Blessed Aim]'''
 
:*Offensive uses '''[https://pathofdiablo.com/wiki/index.php?title=Offensive_Auras#Blessed_Aim Blessed Aim]'''
 
:*Defensive uses '''[https://pathofdiablo.com/wiki/index.php?title=Defensive_Auras#Defiance Defiance]'''
 
:*Defensive uses '''[https://pathofdiablo.com/wiki/index.php?title=Defensive_Auras#Defiance Defiance]'''

Revision as of 14:14, 17 March 2023

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

Mercenary auras have a maximum level of 18, unless stated otherwise.

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

By Act

Act 1 Rogue

  • Has Pierce.
  • Attacks with Fire Arrow (has been reworked).
  • Has Inner Sight (has been reworked).
  • Can equip crossbows.

Act 2 Desert

  • The same aura is used across Normal/Nightmare/Hell:

Act 3 Iron Wolf

  • Attacks with Vengeance (their own version with reduced multipliers), no longer casts spells.
  • Have Defensive Auras:
  • Offensive uses Meditation
  • Defensive uses Cleansing
  • Combat uses Thorns (Vanilla version) (bugged, the a3 combat uses Precision).
  • Has an additional 15% chance of ignoring direct damage (doesn't apply to enemy AoE spells).
  • Can't block even when wielding a shield.

Act 5 Barbarian Mercenaries

  • Attacks with Bash exclusively (has been reworked).
  • Uses Might aura. (Capped at level 17)