Mercenaries: Difference between revisions

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== By Act ==
== By Act ==


'''Act 1 Rogue'''
'''Act 1 Rogue Scouts'''
*Has Pierce.
*Has Pierce.
*Attacks with [[Bow_and_Crossbow_Skills#Fire_Arrow |'''Fire Arrow''']] (has been reworked) or [[Bow_and_Crossbow_Skills#Cold_Arrow |'''Cold Arrow''']].
*Attacks with [[Bow_and_Crossbow_Skills#Fire_Arrow |'''Fire Arrow''']] (has been reworked) or [[Bow_and_Crossbow_Skills#Cold_Arrow |'''Cold Arrow''']].
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*Can equip crossbows.
*Can equip crossbows.


'''Act 2 Desert'''
'''Act 2 Desert Mercenaries'''
*The auras are the same in Normal/Nightmare/Hell:
*The auras are the same in Normal/Nightmare/Hell:
:*Offensive uses [[Offensive_Auras#Blessed_Aim |'''Blessed Aim''']]
:*Offensive uses [[Offensive_Auras#Blessed_Aim |'''Blessed Aim''']]
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:*Combat uses [[Defensive_Auras#Prayer |'''Prayer''']]
:*Combat uses [[Defensive_Auras#Prayer |'''Prayer''']]


'''Act 3 Iron Wolf'''
'''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 FCR, always hits and pierces. The elemental damage scales from the Mercenary level, ‘+X to all Skills’ bonuses and +% to Fire/Cold/Lightning Skill Damage respectively. Has a maximum skill level of 32 from mercenary levels but skill level bonuses can go beyond this. Additionally, each level of ‘Elemental Bolt’ also gives him a passive bonus of +1 Dexterity.  
 
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:
*Have Defensive Auras:
:*Offensive uses [[Defensive_Auras#Meditation |'''Meditation''']]
:*Offensive uses [[Defensive_Auras#Meditation |'''Meditation''']]

Revision as of 08:17, 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 (has been reworked).
  • Uses Might aura. (caps at level 17)