Mercenaries
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
- Has Pierce.
- Attacks with Fire Arrow (has been reworked) or Cold Arrow.
- Has Inner Sight (has been reworked).
- Can equip crossbows.
Act 2 Desert
- The auras are the same in Normal/Nightmare/Hell:
- Offensive uses Blessed Aim
- Defensive uses Defiance
- Combat uses Prayer
Act 3 Iron Wolf
- 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.
- Have Defensive Auras:
- Offensive uses Meditation
- Defensive uses Cleansing
- Combat uses Precision (temporarily unavailable on Normal difficulty)
- Uses block chance, blocking with their shield (no block recovery time, animation or sound).
Act 5 Barbarian Mercenaries