Difference between revisions of "Mercenary"

From Basin Wiki
Jump to navigation Jump to search
m (RW links; typo fixes)
 
(7 intermediate revisions by 2 users not shown)
Line 39: Line 39:
 
When you hire mercs, their stats may appear incorrect on the hiring screen. However, once you actually hire them, their stats will get updated and will display correctly.
 
When you hire mercs, their stats may appear incorrect on the hiring screen. However, once you actually hire them, their stats will get updated and will display correctly.
  
When 1.11 first came out, the ctc Valk on the 'Peace' runeword "worked" for mercs, but caused the game to crash. Blizzard disabled the mod for mercs afterwards.
+
When 1.11 first came out, the [[Chance to Cast]] [[Valkyrie]] on the [[Peace|{{Ub|=Peace}}]] [[Rune Word]] "worked" for mercs, but caused the game to crash. Blizzard disabled the mod for mercs afterwards.
  
 
==General Mercenary Facts==
 
==General Mercenary Facts==
  
 
===Items/Mods===
 
===Items/Mods===
* The mod: Prevent Monster Heal does not work for mercenaries. It has no effect at all.
+
* The mod: [[Prevent Monster Heal]] does not work for mercenaries. It has no effect at all.
* Most other mods (Crushing Blow, Open Wounds, Chance to Cast on Striking, Faster Cast Rate, Faster Hit Recovery, Increased Attack Speed, etc.) do work for mercs. There are some other specific instances that I'll cover in later sections.
+
* Most other mods ([[Crushing Blow]], [[Open Wounds]], Chance to Cast on Striking, [[Faster Cast Rate]], [[Faster Hit Recovery]], [[Increased Attack Speed]] etc.) do work for mercs. There are some other specific instances that I'll cover in later sections.
 
* Mercs can use Critical and Deadly Strike. Both effects will double only the physical damage of the attack.
 
* Mercs can use Critical and Deadly Strike. Both effects will double only the physical damage of the attack.
* For questions about using the Delerium runeword on your merc, see the Delirium FAQ.
+
* For questions about using the [[Delirium|{{Ub|=Delirium}}]] [[Rune Word]] on your merc, see the Delirium FAQ.
 
* Ethereal items will not lose durability when equipped on a mercenary.
 
* Ethereal items will not lose durability when equipped on a mercenary.
* Equiping a mercenary with the mod "-x% to Enemy _____ Resistance" will help your merc's damage, but it will NOT help your character's damage.
+
* Equipping a mercenary with the mod "-x% to Enemy _____ Resistance" will help your merc's damage, but it will NOT help your character's damage.
 
* Medium and Heavy armors do slow down the movement speed of mercenaries.
 
* Medium and Heavy armors do slow down the movement speed of mercenaries.
  
Line 62: Line 62:
 
* Related to the above, mercs are NOT affected by the charge synergy bug (bug removed in 1.11).
 
* Related to the above, mercs are NOT affected by the charge synergy bug (bug removed in 1.11).
 
* Mercs will benefit from:
 
* Mercs will benefit from:
** +all skills
+
** +[[All Skills]]
** +fire skills (when applicable - Fire Iron Wolf or Fire Arrow Rogue)
+
** +[[Fire Skills]] (when applicable - Fire Iron Wolf or Fire Arrow Rogue)
** +specific skills (if they already have the skills (e.g. an act 3 merc will benefit from an Ormus Robes' skill if he posseses that skill already, even though it says (Sorceress Only))).
+
** +specific skills (if they already have the skills (e.g. an act 3 merc will benefit from an Ormus Robes' skill if he possesses that skill already, even though it says (Sorceress Only))).
 
** +class skills in D2R if they are considered that class ([[Rogue Scout]] as [[Amazon]], [[Barbarian (mercenary)|Barbarian]] as [[Barbarian (Diablo II)|Barbarian class]]).
 
** +class skills in D2R if they are considered that class ([[Rogue Scout]] as [[Amazon]], [[Barbarian (mercenary)|Barbarian]] as [[Barbarian (Diablo II)|Barbarian class]]).
 
*Mercs will not benefit from:
 
*Mercs will not benefit from:
Line 72: Line 72:
  
 
===Misc===
 
===Misc===
* Mercs only have Strength and Dexterity, so +Vitality and +Energy mods have no effect. They do have life (so +Life works), but not mana.  
+
* Mercs only have [[Strength]] and [[Dexterity]], so +[[Vitality]] and +[[Energy]] mods have no effect. They do have life (so +Life works), but not mana.  
 
* Since mercs do not have mana, mana potions and Mana Burn will not work on them. If you try the shift + 1 method to feed your merc a mana pot, he/she will thank you, although you yourself will drink the potion. They are simply granted "infinite" mana to cast spells.
 
* Since mercs do not have mana, mana potions and Mana Burn will not work on them. If you try the shift + 1 method to feed your merc a mana pot, he/she will thank you, although you yourself will drink the potion. They are simply granted "infinite" mana to cast spells.
 
* "Act 5 mercs regenerate their health fully in 16.4 seconds, whereas all other mercs require 41 seconds." - Zath
 
* "Act 5 mercs regenerate their health fully in 16.4 seconds, whereas all other mercs require 41 seconds." - Zath
 
* Poison can kill your merc, even if you are in town.
 
* Poison can kill your merc, even if you are in town.
* You can use healing potions or rejuvination potions on your mercenary by selecting a potion and dropping it on their portrait in the top left corner of the screen. Another way to do this is to hold Shift and press 1,2,3, or 4 - which correspond to your belt slots. Yet another way is holding Shift and right-clicking on a potion in your belt.
+
* You can use healing potions or rejuvenation potions on your mercenary by selecting a potion and dropping it on their portrait in the top left corner of the screen. Another way to do this is to hold Shift and press 1,2,3, or 4 - which correspond to your belt slots. Yet another way is holding Shift and right-clicking on a potion in your belt.
 
* Similar to giving a merc a potion using the portrait: you can give your mercenary equipment via the portrait. If they are able to equip the item, it will work. If they are already wearing this type of item, it will be exchanged for the new one.
 
* Similar to giving a merc a potion using the portrait: you can give your mercenary equipment via the portrait. If they are able to equip the item, it will work. If they are already wearing this type of item, it will be exchanged for the new one.
 
* If your merc is wearing either Gold Find or Magic Find gear, you will receive those respective bonuses to your drops when the merc makes a kill. Example, 100% MF on char, 125% MF on merc. If you make the kill, 100% MF is in effect. If the merc makes the kill, 225% MF is in effect.
 
* If your merc is wearing either Gold Find or Magic Find gear, you will receive those respective bonuses to your drops when the merc makes a kill. Example, 100% MF on char, 125% MF on merc. If you make the kill, 100% MF is in effect. If the merc makes the kill, 225% MF is in effect.
Line 129: Line 129:
  
 
==Survival Tips==
 
==Survival Tips==
* You can use healing potions or rejuvination potions on your mercenary by selecting a potion and dropping it on their portrait in the top left corner of the screen. Another way to do this is to hold Shift and press 1,2,3, or 4 - which correspond to your belt slots. Yet another way is holding Shift and right-clicking on a potion in your belt.
+
* You can use healing potions or rejuvenation potions on your mercenary by selecting a potion and dropping it on their portrait in the top left corner of the screen. Another way to do this is to hold Shift and press 1,2,3, or 4 - which correspond to your belt slots. Yet another way is holding Shift and right-clicking on a potion in your belt.
* Put life leech on them! Give them a weapon with decent damage, coupled with life leech. Put Amn runes in their weapons. Use [[helm]]s and [[armor]]s with built in leech.
+
* Put life leech on them! Give them a weapon with decent damage, coupled with life leech. Put [[Amn Rune]]s in their weapons. Use [[helm]]s and [[armor]]s with built in leech.
 
* Use a Wand of [[Life Tap]] on switch for really tough and/or unleechable monsters.
 
* Use a Wand of [[Life Tap]] on switch for really tough and/or unleechable monsters.
 
* Keep them close to your level and don't fight monsters that are too far above your level.
 
* Keep them close to your level and don't fight monsters that are too far above your level.
Line 141: Line 141:
 
* Cast either [[Fire Arrow]] (and [[Exploding Arrow]] in D2R) or [[Cold Arrow]] (and [[Freezing Arrow]] in D2R).
 
* Cast either [[Fire Arrow]] (and [[Exploding Arrow]] in D2R) or [[Cold Arrow]] (and [[Freezing Arrow]] in D2R).
 
* Cast Inner Sight
 
* Cast Inner Sight
* The mods [[Fires Explosive Arrows or Bolts]] and [[Fires Magic Arrows]] are quirky. The Explosive arrows do not work. There is a graphical bug so that you see the explosion, but no damage is dealt and the Rogue does not get the Attack Rating bonus associated with the Exploding Arrow skill. Fires Magic Arrow does deliver magic damage, but the Rogue's still do not receive an AR bonus. Credit for the discovery goes to adeyke and brianc84. [https://www.theamazonbasin.com/forums/index.php?/forums/topic/95795-ar-bonuses-on-ranged-attack-skills-dont-work/ Link].
+
* The mods [[Fires Explosive Arrows or Bolts]] and [[Fires Magic Arrows]] are quirky. {{Warn|=The Explosive arrows do not work. There is a graphical bug so that you see the explosion, but no damage is dealt and the Rogue does not get the Attack Rating bonus associated with the Exploding Arrow skill.}} [https://www.theamazonbasin.com/forums/index.php?/forums/topic/127630-d2r-merc-fires-explosive-arrow-or-bolts-testing/] Fires Magic Arrow does deliver magic damage, but the Rogue's still do not receive an AR bonus. Credit for the discovery goes to adeyke and brianc84. [https://www.theamazonbasin.com/forums/index.php?/forums/topic/95795-ar-bonuses-on-ranged-attack-skills-dont-work/ Link].
* They can give you the [[Vigor]] aura via [[Harmony]], [[Thorns]] via [[Edge]] and [[Fanaticism]] via [[Faith]].<br/> In D2R they can also give you [[Fanaticism]] via [[Hustle]], [[Meditation]] via [[Insight]] and [[Concentration]] via [[Mist]].
+
* They can give you the [[Vigor]] aura via [[Harmony|{{Ub|=Harmony}}]], [[Thorns]] via [[Edge|{{Ub|=Edge}}]] and [[Fanaticism]] via [[Faith|{{Ub|=Faith}}]].<br/> In D2R they can also give you [[Fanaticism]] via [[Hustle|{{Ub|=Hustle}}]], [[Meditation]] via [[Insight|{{Ub|=Insight}}]] and [[Concentration]] via [[Mist|{{Ub|=Mist}}]].
  
 
===Equipment===
 
===Equipment===
They tend to stay out of harm's way reasonably well, so life leech isn't mandotory, but a little bit certainly helps. Increased Attack Speed can help (check speed calculator). These mercs are good at activating Chance to Cast mods without being in the thick of the battle. Blinding, fleeing, amplify damage, etc.
+
They tend to stay out of harm's way reasonably well, so life leech isn't mandatory, but a little bit certainly helps. Increased Attack Speed can help (check speed calculator). These mercs are good at activating Chance to Cast mods without being in the thick of the battle. Blinding, fleeing, amplify damage, etc.
  
 
===Hit Recovery===
 
===Hit Recovery===
Line 173: Line 173:
 
==Act 2 Town Guard==
 
==Act 2 Town Guard==
 
* Very popular because they share an aura with you and your party members.
 
* Very popular because they share an aura with you and your party members.
* Also very popular because of the fact that [[Aura When Equipped]] sources of some desirable auras ([[Conviction]], [[Meditation]], [[Pride]]) were polearms in LoD.<br/>Some of the [[Rune Word|runeword]] bases were later expanded in D2R to other item types.
+
* Also very popular because of the fact that [[Aura When Equipped]] sources of some desirable auras ([[Conviction]], [[Meditation]], [[Pride|{{Ub|=Pride}}]]) were polearms in LoD.<br/>Some of the [[Rune Word]] bases were later expanded in D2R to other item types.
 
* Can use Spear, Javelin, and Polearm class weapons, except not the Amazon-only spears. They won't ever throw the Javelins.
 
* Can use Spear, Javelin, and Polearm class weapons, except not the Amazon-only spears. They won't ever throw the Javelins.
 
* Their Jab has 2 hits.
 
* Their Jab has 2 hits.
Line 179: Line 179:
  
 
===Equipment===
 
===Equipment===
Get him a big damage polearm. Mods to look for are: Crushing Blow, life leech, +life, resistances, Faster Hit Recovery, Chance to Cast amp damage or decrepify, Slows Target (especially on Holy Freeze merc).
+
Get him a big damage polearm or spear. Mods to look for are: [[Crushing Blow]], life leech, +life, resistances, [[Faster Hit Recovery]], [[Chance to Cast]] [[Amplify Damage]] or [[Decrepify]], [[Slows Target]] (especially on Holy Freeze merc).
 +
 
 +
Consider weapons with [[Aura When Equipped]] matching your build, such as [[Insight|{{Ub|=Insight}}]] or [[Infinity|{{Ub|=Infinity}}]].
  
 
===Available Auras===
 
===Available Auras===
Line 236: Line 238:
 
*  Do not have blocking animations. "This means they do not getting blocking check at all. The Shield will just be there for the non-blocking attributes such as defense and any other magical properties that it has such as resisitances, fast cast, skills, etc." - Ruvanal
 
*  Do not have blocking animations. "This means they do not getting blocking check at all. The Shield will just be there for the non-blocking attributes such as defense and any other magical properties that it has such as resisitances, fast cast, skills, etc." - Ruvanal
 
* +Glacial Spike, +FireBall, etc. will help these mercs. The only places to get these are from Ormus' Robes or two pieces of the Trang's set. Note that the +Fireball bonus from Trang's will be capped at +3.
 
* +Glacial Spike, +FireBall, etc. will help these mercs. The only places to get these are from Ormus' Robes or two pieces of the Trang's set. Note that the +Fireball bonus from Trang's will be capped at +3.
* Anything that is +sorceress skills, for example: +2 Fire Skills (Sorceress Only) will not work, but the +3 Fire Skills of Hexfire (and the [[Flickering Flame]] in D2R) would.
+
* Anything that is +sorceress skills, for example: +2 [[Fire Skills]] (Sorceress Only) will not work, but the +3 [[Fire Skills]] of [[Hexfire|{{Ub|=Hexfire}}]] (and the [[Flickering Flame|{{Ub|=Flickering Flame}}]] in D2R) would.
* Items that lower enemy resistance (such as the Crescent Moon runeword, facets, etc.) will benefit these mercs.
+
* Items that lower enemy resistance (such as the [[Crescent Moon|{{Ub|=Crescent Moon}}]] [[Rune Word]], facets, etc.) will benefit these mercs.
 
* Can complete the Isenhart set (for whatever that's worth).
 
* Can complete the Isenhart set (for whatever that's worth).
  
 
===Equipment===
 
===Equipment===
You want +skills and Faster Cast Rate. Everything else is secondary because they tend to survive fairly well on their own unless you let them get swarmed. The Spirit runeword makes an excellent weapon for them. You would need +strength on your helm/armor to let them use a Spirit shield since the lowest strength requirement on a 4 socket shield is 156 on a Monarch (146 if ethereal). They top out at 153 str at level 98 and have 137 str at level 85, just to give you an idea.
+
You want +[[All Skills]] and [[Faster Cast Rate]]. Everything else is secondary because they tend to survive fairly well on their own unless you let them get swarmed. The [[Spirit|{{Ub|=Spirit}}]] [[Rune Word]] makes an excellent weapon for them (and actually is the only available weapon with +all skills and FCR bonuses). You would need +strength on your helm/armor to let them use a [[Spirit|{{Ub|=Spirit}}]] shield since the lowest strength requirement on a 4 socket shield is 156 on a [[Monarch]] (146 if ethereal). They top out at 153 str at level 98 and have 137 str at level 85, just to give you an idea.
  
 
See the [https://www.theamazonbasin.com/forums/index.php?/forums/topic/102181-act-3-mercenaries-full-power-guide/ Act 3 Mercenaries Full Power Guide] for more ideas.
 
See the [https://www.theamazonbasin.com/forums/index.php?/forums/topic/102181-act-3-mercenaries-full-power-guide/ Act 3 Mercenaries Full Power Guide] for more ideas.
Line 333: Line 335:
 
==Act 5 Barbarian==
 
==Act 5 Barbarian==
 
* These mercenaries possess the skills [[Stun]] and [[Bash]].<br/> In D2R they also use [[Battle Cry]].
 
* These mercenaries possess the skills [[Stun]] and [[Bash]].<br/> In D2R they also use [[Battle Cry]].
 +
* D2R also introduced dual wielding Barbarian Mercenaries.  They utilize [[Frenzy]], [[Taunt]], and [[Iron Skin]].
 
* They can use [[primal helm]]s.
 
* They can use [[primal helm]]s.
* In D2r, they benefit from [[Barbarian Skill Levels]] and Barbarian skill tree levels.
+
* In D2R, they benefit from [[Barbarian Skill Levels]] and Barbarian skill tree levels.
 
* They have a 5% chance of doing critical hits, the other mercenaries do not.
 
* They have a 5% chance of doing critical hits, the other mercenaries do not.
 
* They regenerate their health fully in 16.4 seconds.
 
* They regenerate their health fully in 16.4 seconds.
 
* These mercenaries can complete the Sazabi Set.
 
* These mercenaries can complete the Sazabi Set.
* They do not have or benefit from +sword mastery such as on Bloodletter.
+
* They do not have or benefit from +[[Sword Mastery]] such as on [[Bloodletter]].
 
* Act 5 mercenaries receive a 70% bonus to their poison resistance in all difficulties.
 
* Act 5 mercenaries receive a 70% bonus to their poison resistance in all difficulties.
 
* The Act 5 mercenary normal attack has 2 hits, similar to the A2 mercenary's Jab.
 
* The Act 5 mercenary normal attack has 2 hits, similar to the A2 mercenary's Jab.
* They will benefit from +Bash or +Stun on a barbarian helm. However, those helms shouldn't exist in 1.1x, but in very rare cases they can spawn.
+
* They will benefit from +[[Bash]] or +[[Stun]] on a barbarian helm. However, those helms shouldn't exist in 1.1x, but in very rare cases they can spawn.
  
 
===Equipment===
 
===Equipment===
They can wield one-handed and two-handed swords but they cannot dual-wield two one-handed swords. Life leech, FHR, resistances, etc are good. They're about the same as A2 mercenaries except for the weapon differences. Lawbringer has become somewhat popular because of the chance to cast Decrepify.
+
They can wield one-handed and two-handed swords but in LoD they cannot dual-wield two one-handed swords. Life leech, FHR, resistances, etc are good. They're about the same as A2 mercenaries except for the weapon differences. [[Lawbringer|{{Ub|=Lawbringer}}]] has become somewhat popular because of the chance to cast Decrepify.
  
 
===Hit Recovery===
 
===Hit Recovery===
Line 373: Line 376:
 
* You can pick a ranged merc that deals elemental damage (A1 or A3).
 
* You can pick a ranged merc that deals elemental damage (A1 or A3).
 
* A2 desert merc with an aura that helps you. Blessed Aim if you need AR, Might if you want more damage, Holy Freeze if you need some crowd control, Defiance if you want more defense.
 
* A2 desert merc with an aura that helps you. Blessed Aim if you need AR, Might if you want more damage, Holy Freeze if you need some crowd control, Defiance if you want more defense.
* A2 desert merc with [[The Reaper's Toll]] or A5 barbarian with [[Lawbringer]] (to proc [[Decrepify]]).
+
* A2 desert merc with [[The Reaper's Toll]] or A5 barbarian with [[Lawbringer|{{Ub|=Lawbringer}}]] (to proc [[Decrepify]]).
* Don't forget A1 mercs can help your AR with Inner Sight. Alternatively, you can use A2 desert merc [[Infinity]] (for [[Conviction]] aura).
+
* Don't forget A1 mercs can help your AR with Inner Sight. Alternatively, you can use A2 desert merc [[Infinity|{{Ub|=Infinity}}]] (for [[Conviction]] aura).
 +
* D2R: A3 fire merc for [[Enchant]] for AR (although can be substituted by [[Demon Limb]]'s charges).
  
 
===Elemental damage, melee fighter===
 
===Elemental damage, melee fighter===
 
* Pick a ranged merc that deals damage of a different element.
 
* Pick a ranged merc that deals damage of a different element.
 
* Pick a physical damage merc. A2 Might or A5 Barb.
 
* Pick a physical damage merc. A2 Might or A5 Barb.
* A2 desert merc with [[Infinity]] ([[Conviction]]).
+
* A2 desert merc with [[Infinity|{{Ub|=Infinity}}]] ([[Conviction]]).
  
 
===Caster characters===
 
===Caster characters===
Line 386: Line 390:
 
* Defiance if you want him to survive well. Might is also a good contender since more damage = more leech.
 
* Defiance if you want him to survive well. Might is also a good contender since more damage = more leech.
 
* Barb merc. More aggressive than A2 mercs, and most of the standard auras don't help a caster much (meaning Might, Blessed Aim, etc.).
 
* Barb merc. More aggressive than A2 mercs, and most of the standard auras don't help a caster much (meaning Might, Blessed Aim, etc.).
* [[Prayer]]/[[Insight]] combo. "Unlimited" mana and double healing from Prayer. In D2R healing can be doubled by equipping [[Cure]] (or tripled with both Insight and Cure).
+
* [[Prayer]]/[[Insight|{{Ub|=Insight}}]] combo. "Unlimited" mana and double healing from Prayer. In D2R healing can be doubled by equipping [[Cure|{{Ub|=Cure}}]] (or tripled with both Insight and Cure).
* For elemental damage builds: A2 desert merc with [[Infinity]] ([[Conviction]] aura).
+
* For elemental damage builds: A2 desert merc with [[Infinity|{{Ub|=Infinity}}]] ([[Conviction]] aura).
* If you are a [[Sorceress]] or have [[Enigma]], keep in mind that you can teleport to reposition your mercenary.
+
* If you are a [[Sorceress]] or have [[Enigma|{{Ub|=Enigma}}]], keep in mind that you can teleport to reposition your mercenary.
  
 
===Summoners===
 
===Summoners===
Line 395: Line 399:
 
* Ranged merc since the melee is covered by minions. This isn't terribly popular, since if you have lots of minions, you want to have an aura to share with them.
 
* Ranged merc since the melee is covered by minions. This isn't terribly popular, since if you have lots of minions, you want to have an aura to share with them.
 
* With runewords, an Act 1 Rogue can now provide the [[Vigor]] (to help minions keep up when you are running) [[Thorns]], [[Fanaticism]] and in D2R also [[Concentration]] auras.<br/>Act 2 desert merc can provide [[Concentration]] or [[Conviction]] this way, in addition to own aura.
 
* With runewords, an Act 1 Rogue can now provide the [[Vigor]] (to help minions keep up when you are running) [[Thorns]], [[Fanaticism]] and in D2R also [[Concentration]] auras.<br/>Act 2 desert merc can provide [[Concentration]] or [[Conviction]] this way, in addition to own aura.
* Druids: since most pets deal physical damage, consider using A2 desert merc with [[The Reaper's Toll]] or A5 barbarian with [[Lawbringer]] (to proc [[Decrepify]]).
+
* Druids: since most pets deal physical damage, consider using A2 desert merc with [[The Reaper's Toll]] or A5 barbarian with [[Lawbringer|{{Ub|=Lawbringer}}]] (to proc [[Decrepify]]).
  
 
==Credits==
 
==Credits==
 
BIG thanks go out to adeyke, Ruvunal, Zath, brianc84 and many others from the AB forums who did all the real work, and ThePlatypus for compiling it here. Also, thanks to Tommi for his excellent pages of information, found [https://web.archive.org/web/20050310015047/http://www.hut.fi/~tgustafs/diablochars.html here]. All the hit recovery information is from him, found [https://web.archive.org/web/20050308011248/http://www.hut.fi/~tgustafs/hitrecovery.html here].
 
BIG thanks go out to adeyke, Ruvunal, Zath, brianc84 and many others from the AB forums who did all the real work, and ThePlatypus for compiling it here. Also, thanks to Tommi for his excellent pages of information, found [https://web.archive.org/web/20050310015047/http://www.hut.fi/~tgustafs/diablochars.html here]. All the hit recovery information is from him, found [https://web.archive.org/web/20050308011248/http://www.hut.fi/~tgustafs/hitrecovery.html here].

Latest revision as of 17:44, 13 January 2026