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- Can be hired in Act 2 from Greiz in Lut Gholein.
- In D2R, the Thorns aura level scaling increased and will now continue scaling up beyond the highest-level threshold up to max level.
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Attributes (LoD)
- Normal
- Nightmare
- Hell
Attributes (D2R)
- All difficulties
- Nightmare and Hell
Skills
- Attack
- Jab has just two attacks per sequence, not three like an Amazon
- Aura the type of which depends on mercenary type and the difficulty level in which he is hired:
In D2R these restrictions were relaxed and mercenaries in Nightmare and Hell can be hired with all 6 different aura types available. Normal is unchanged [1].
Items
1 Except Amazon spear and Amazon javelin.
2 For javelins One-Hand Damage is used, while Throw Damage can be ignored: he has no ranged skill to employ the latter. Weapon damage (including Minimum Damage and Maximum Damage bonuses) is doubled. [2]
3 This is a technical change only, as the new item type consists solely of both old item types.
Attack speed
The table below lists the minimum Increased Attack Speed required to reduce the number of frames in the attack animation and thus increase attack speed.
- Attack
Frames
|
EIAS
|
Weapon speed
|
Total
|
Action
|
20
|
10
|
0
|
-10
|
-20
|
20
|
14
|
-20
|
0
|
|
|
|
|
19
|
-19
|
2
|
|
|
|
|
18
|
13
|
-15
|
6
|
|
|
|
|
17
|
-10
|
11
|
0
|
|
|
|
12
|
-8
|
14
|
3
|
|
|
|
16
|
-5
|
18
|
6
|
|
|
|
15
|
11
|
0
|
24
|
11
|
0
|
|
|
14
|
8
|
37
|
22
|
9
|
|
|
10
|
11
|
42
|
26
|
13
|
2
|
|
13
|
15
|
50
|
32
|
18
|
6
|
|
9
|
23
|
68
|
46
|
29
|
15
|
4
|
12
|
24
|
70
|
48
|
30
|
16
|
5
|
11
|
34
|
99
|
70
|
48
|
30
|
16
|
8
|
38
|
113
|
80
|
56
|
37
|
22
|
10
|
46
|
147
|
105
|
75
|
52
|
34
|
7
|
58
|
223
|
157
|
113
|
80
|
56
|
9
|
61
|
250
|
174
|
125
|
89
|
63
|
|
|
|
- Jab
Frames
|
EIAS
|
Weapon speed
|
Total
|
Action
|
20
|
10
|
0
|
-10
|
-20
|
18
|
8
|
13
|
-20
|
0
|
|
|
|
|
17
|
-17
|
4
|
|
|
|
|
12
|
-16
|
5
|
|
|
|
|
7
|
-14
|
7
|
|
|
|
|
16
|
-12
|
9
|
|
|
|
|
11
|
-8
|
14
|
3
|
|
|
|
15
|
-6
|
16
|
5
|
|
|
|
14
|
6
|
10
|
0
|
24
|
11
|
0
|
|
|
13
|
8
|
37
|
22
|
9
|
|
|
9
|
12
|
44
|
27
|
14
|
3
|
|
12
|
17
|
54
|
35
|
20
|
8
|
|
5
|
21
|
63
|
42
|
26
|
13
|
2
|
8
|
25
|
72
|
50
|
32
|
18
|
6
|
11
|
28
|
80
|
56
|
37
|
22
|
9
|
10
|
41
|
125
|
89
|
63
|
42
|
26
|
7
|
43
|
133
|
95
|
68
|
46
|
29
|
4
|
50
|
168
|
120
|
86
|
60
|
40
|
9
|
56
|
208
|
147
|
105
|
75
|
52
|
6
|
67
|
317
|
215
|
152
|
109
|
78
|
8
|
75
|
456
|
292
|
200
|
142
|
102
|
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[3]
Hit recovery
The table below lists the minimum Faster Hit Recovery required to reduce the number of frames in the hit recovery animation and thus increase its speed. >216 FHR is beyond reach in the unmodified game.
Frames
|
15
|
14
|
13
|
12
|
11
|
10
|
9
|
8
|
7
|
6
|
5
|
4
|
Faster Hit Recovery
|
0 |
5 |
9 |
14 |
20 |
30 |
42 |
60 |
86 |
142 |
280 |
1,480
|
[4]
Reference
|