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Oct 28 2008 03:02pm
Merc Information



Act I Hirelings: Rogue Scouts
Skills:
Cold Arrow/Inner Sight or Fire Arrow/Inner Sight
Allowed Equipment: Armor, Helms, Bows (no Crossbows)
Notes: Rogues aren't Amazons so they can't use Amazon Only Items.

Act II Hirelings: Desert Mercenaries
Skills:
Combat/Normal Difficulty: Jab/Prayer
Combat/Nightmare Difficulty: Jab/Thorns
Combat/Hell Difficulty: Jab/Prayer
Defense/Normal Difficulty: Jab/Defiance
Defense/Nightmare Difficulty: Jab/Holy Freeze
Defense/Hell Difficulty: Jab/Defiance
Offense/Normal Difficulty: Jab/Blessed Aim
Offense/Nightmare Difficulty: Jab/Might
Offense/Hell Difficulty: Jab/Blessed Aim
Allowed Equipment: Armor, Helms, Spears, Polearms, Javelins (but won't throw)

Act III Hirelings: Ironwolves
Skills:
Charged Bolt/Lightning or Glacial Spike/Ice Blast/Frozen Armor or Inferno/ Fireball
Allowed Equipment: Armor, Helms, Shields and Swords
Notes: Ironwolves rarely swing their sword so find them a good "caster" sword

Act V Hirelings: Barbarians
Skills: Bash and Stun
Allowed Equipment: Armor, Helms, Barbarian Class-specific Helms, One Sword (can't dual wield)
Notes: Find the highest damage possible sword for your Barbarian Hireling.
These guys may use class-specific items, so load them up with Barbarian-only items.

- There are no Hirelings available in Act IV. There are none that would brave the horrors of Act IV for merely gold. You can take your existing Hirelings into Act IV however.
- Hirelings cannot level past your current Character Level.
- Hirelings have a maximum level of 98.
- Hirelings will not gain experience once they have reached your level. They will begin to gain experience again once you level up.
- Hirelings automatically regenerate Life over time.

Hireling Damage
hireling min = [(weapon min)*(str+100)/100]+base min
hireling max = [(weapon max)*(str+100)/100]+base max

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The Mercenary Level Up Statistics: - Information gotten from diabloii.net

These are how the different forms of mercenaries level up. As you can see, each class has a very different way of assigning attribute point, and these are set and may not be changed by the player. The type of mercenary, their act, and the NPC from whom they are hired is also listed.

Act 1: Rogue Scouts
Agent: Kashya
Strength 1 Dexterity 2
Defense 6.5 All Resistances 2

Act II: Desert Warriors
Agent: Greiz
Strength 1.5 Dexterity 1.5
Defense 9.5 All Resistances 2

Act III: Iron Wolves
Agent: Asheara
Strength 1.5 Dexterity 1.5
Defense 4.5 All Resistances 2

Act V: Barbarians
Agent: Qual-Kehk
Strength 2 Dexterity 1.5
Defense 7.5 All Resistances 2
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