3 random ?s, potions, mercenaries, skill charges

The Son Of Disaster

Diabloii.Net Member
3 random ?s, potions, mercenaries, skill charges

1. I read that you cannot put Thawing Potions in a belt and use them with hot keys but must actually equip and drink them, has this been patched? Was this ever true? I'd get on and find out but am without the game until the weekend.

2. I also read that act 2 mercenaries 0-2 abilities, the obvious one being jab, and the other being poison resistance, is this true? How do you know if the merc you purchased has this?

3. With a Metal Grid or Oath having Iron Golem, can you summon the golem and then unequip the amulet or weapon and keep the golem? Iv seen this question asked many times before but cannot remember the answer. And if you do remove the equipment will it still follow you game to game?

The first two ?'s were things I read in the geams guide book so they may be outdated. Thanks for the help.
 

sirpoopsalot

Diabloii.Net Member
Re: 3 random ?s, potions, mercenaries, skill charges

1. You can put all potions in your belt (and use the hotkeys) just fine. Some potions (like thawing) don't always auto-load into your belt when you purchase them and will go to your inventory, but you can manually move them into the belt.

2. Act2 mercs have jab. Beyond their aura, they don't get any additional skills/bonuses that I can think of, including special Poison Resists.

3. As soon as you unequip the item, the summon "poofs".
 

NASE

Diabloii.Net Member
Re: 3 random ?s, potions, mercenaries, skill charges

3. Note that even if you keep the items equipped, it golem won't follow you from game to game. So don't make an iron golem out of something valuable.

P.S. I'm a bit surprised that sirpoopsalot didn't mention this, am I mistaking?
 
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