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Mercenary Facts
With the Diablo II Expansion, the hired help has been greatly improved.
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Mercenaries can level up to 98, but can never level up higher than you. If they are at a higher level than your character when you hire them, they will not level up until you reach their level. |
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Mercenaries can be healed with potions or wells, and are also affected by the Paladin's Holy Bolt or Prayer Aura. |
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Mercenaries can die, not only by losing hit points, but also from being poisoned. If they are still poisoned when they get back to town, they can still die, until they are healed by the local healer. Also, in Act IV, if your merc dies, and the corpse gets eaten by a Corpse Spitter, the body will be gone, and you will not be able to resurrect them. |
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If your mercenary dies, he can be resurrected from one of the townsfolk, although there will be a price. Of course, the higher level your merc is, the more expensive it will be.
Resurrections can be performed by:
Act I - Kashya
Act II - Greiz
Act III - Asheara
Act IV - Tyreal
Act V - Qual-Kehk |
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Mercenaries can now follow you between Acts; so it is possible to keep your original Act I mercenary, if you wish. |
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Although you can't hire mercenaries in Act Iv, Tyreal can resurrect for you. (Probably needs the money to pay the electricity bill for those wings of his.....) |
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You can equip your mercenary with weapons, helms, and armor. The items you give them will not need repair, so this is a good way to use those Ethereal items. |
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Be careful when playing with Assassins using their Shadow. The Assassin's Shadow could cast Mind Blast, and due to a bug, could accidently convert your mercenary. When the spell wears off, your merc will be left with only 1 hit point, and will probably die shortly. |
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Mercenaries are also affected by Resistances, and when they level up, their resistances will increase. Just like player characters, mercenaries will start Nightmare and Hell difficulty games with Resistance penalties. |
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Mercenaries have unlimited Mana, and can cast player spells, although you can't control which spells they will use when. |
| Mercenary Stats |
| Act |
Hired From |
Mercenary Type |
Equipment |
Level Up Stats |
Skills |
Other Notes |
| I |
Kashya |
Rogue Scouts |
Armor, Helms, Bows (no Crossbows) |
+1 Strength, +2 Dexterity, +6.5 Defense, +2 all Resistances |
Ice Arrow and Inner Sight, or Fire Arrow and Inner Sight |
Cannot use Amazon-only equipment. |
| II |
Greiz |
Desert Mercenaries |
Armor, Helms, Spears, Polearms |
+1.5 Strength, +1.5 Dexterity, +9.5 Defense, +2 all Resistances |
Combat - Jab and Prayer, or Jab and Thorns Defense - Jab and Defiance, or Jab and Holy Freeze
Offense - Jab and Blessed Aim, or Jab and Might |
Will share their auras with all party members. |
| III |
Asheara |
Ironwolves |
Armor, Helms, Shields, Swords |
+1.5 Strength, +1.5 Dexterity, +4.5 Defense, +2 all Resistances |
Lightning - Charged Bolt and Lightning
Fire - Inferno and Fireball Cold - Glacial Spike or Ice Blast and Frozen Armor |
They do not use their sword as a melee weapon; find one that is good for casting spells. |
| IV |
Can't hire mercs in Act IV, but Tyrael can resurrect for you. |
| V |
Qual-Kehk |
Barbarians |
Armor, Helms, Barbarian Helms, Swords (can't dual wield |
+2 Strength, +1.5 Dexterity, +7.5 Defense, +2 all Resistances |
Bash or Stun |
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