Ultimate Merc Guide V3.0
ULTIMATE MERC GUIDE (3.0)
This guide is intended to be the ultimate one stop Merc Resource, some of you would of seen the previous version, this one is specifically for 1.10 with the newest runewords.
This posts consists of 6 separate posts these are :
(1) Intro / Credits ( This Post)
(2) Act 1 Rogue
(3) Act 2 Town Guards
(4) Act 3 Sorc
(5) Act 5 Barbarians
(6) Which Merc to use.
Credits :
Without many of you this guide would not be where it is today, there have been an amazing amount of contributors to this resource.
This guide was not originally written by me, I have simply compiled it from every source I could find – to make a one stop reference that would be useful to everyone. Instead of having 20 different sources scattered around the place – so therefore as such I make no claim that this is
Main Contributors
This guide was originally written and designed by ThePlatypus from the Amazon Basin. His guide has been updated to include not only all the feedback from that forum but to include all the information from our RPGForum. Zak also from the Amazon Basin wrote most of the tables in this guide, except where noted otherwise. (Thanks to Liessa Wyrmbane for pointing that out ? )
From our own Forums I have adapted Alter Egos guide into this guide , the original which can be viewed at http://www.rpgforums.net/showthread.php?t=304163.
Here is the credits list from his guide quoted from Alter Ego
“Adapted from the original as written by Darkness on the DiabloII.Net Single Player Forums (and - in his own words - 'pretty much everyone else on earth I've been able to pump for information').
Updated by Sunbearie and Team (many, many, many people)â€
Alter Ego’s guide is very in depth , I have tried to keep mine in point form for easy reference if you need extra information then try that link out.
Other Credits :
Moderators
Alter Ego, Mad Mantis, Melianor
Members
Cujo, Diablolico X64, Gaza0469
Jordy666, Liessa Wyrmbane
Myrahk-2, Phat Trumpet
Sasja, Singollo, Sunbearie, Zath
*** Whats new since 1.10 ?
(1) Credits updated – Sorry for missing you last time Platypus!
(2) Merc Levelling up guide added under fact 20
(3) Facts mostly updated
(4) Incorporated more information under each section
(5) Updated all Merc Levelling up Data from Amazon Basin.
*** The TOP 23 General Mercenary Facts***
(1) The mod: Prevent Monster Heal does not work on mercenaries. It has no effect at all.
(2) 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.
(3) Mercs hired in normal difficulty have better final stats than those hired in Nightmare or Hell, and NM Mercs are better than those hired in Hell.
The exception is the Nightmare Act 2 mercs, which cannot be hired in Normal (or Hell). The actual "character" level that you hire the merc at is irrelevant, only the difficulty you hire them in matters.
(4) The highest level a merc can be is 98. Mercs skills have been downgraded slightly in 1.10 compared to 1.09 , with the exception of the Act 1 Rogue which will no do more damage.
(5) Act 5 mercs regenerate their health fully in 16.4 seconds, whereas all other mercs require 41 seconds.
(6) Poison can kill your merc, even if you are in town.
(7) Mercs benefit from +all skills items. They do not benefit from +class skills or +skill tabs. This was a feature in 1.08 and 1.09 – Sadly in 1.10 this feature has been removed.
Mercs will benefit from:
+fire skills (when applicable)
+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)
+ skills to Bash or Stun for the Barbarian as found on some items.
(8) Synergies. Some mercs skills synergize – An example of this is the Barbarians Stun and Bash skills which synergize. Act3 Mercs skills also synergize. ( i.e. Glacial spike with Ice Blast for the cold sorc)
(9) Related to the above, mercs are NOT affected by the charge synergy bug ("Marrowwalk bug").
(10) When mercs levels up, their current life is set to their new base maximum life. So, if a merc is under life bonuses from Battle Orders, Oak Sage, or equipment, you will see thier life drop. Don't be alarmed when this happens, your merc isn't about to bite the dust.
(11) 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.
(12) Similar to giving a merc a potion using the portrait: you can give your mercenary equipment via the portrait. If they can use the item, it will work. If they are already wearing this type of item, it will be exchanged for the new one.
(13) Mercenaries do not have a mana pool, so mana potions do not work on them. If you try to 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. So, mana burn monsters will also not affect them.
(14) 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.
(15) Ethereal items will not lose durability when equipped on a mercenary.
(16) The price of resurrecting your merc is capped 50000 gold.
(17) Their damage is penalized versus certain things:
CODE
Attacking Penalty
-----------------------
Players 17%
Hirelings 25%
Golems 100%
Monsters 100%
Minions 100%
Norm Act Boss 50%
NM Act Boss 35%
Hell Act Boss 25%
So they only do their full damage versus normal monsters, minions ( like a necromancers skeletons ) and Golems.
They do half damage versus all Normal Act Bosses.
35% Damage to NM Act Bosses
25% Damage to other players hirelings , and to Hell Act Bosses
And only 17% Damage versus other players in PvP.
They receive 100% damage from everything , except other players hirelings which will only do 25% of the listed damage to your Merc.
They receive 200% damage for Bosses – that is why they can die fairly quickly.
Bosses include the following :
Blood Raven Griswold
Andy Radament
Summoner Duriel
Mephisto Izual
Diablo Nihlathak
Defilers Baal
Baal Clone
Diablo Clone
(18) Mercs cannot leach of Hell Bosses such as Mephi and Baal, and there is a bug when facing the council in Act III, Hydra’s will do a lot more damage than they should, there is no real way to negate this except to take your mercs resistances up above 75% with Guardian Angel.
(19) Mercs donot receive any life from + to vitality items, this is another minor bug, so only equip your merc with items that give actual + to life.
(20) Levelling – Mercs only get experience in 2 ways – firstly if YOU make the kill they get normal experience, if they make the kill they get normal experience plus bonus experience – calculated at roughly 2x. They receive no experience if you are in a party with other players and the other players make the kill.
They receive the most experience in an 8 player game, when you are not partied and they make the kill. As a quick reference the following table maybe of some assistance for levelling.
1-11-------A1
12-18------- A2
19-23------- A3
24-31------- A4
32-36------- A5
37-43------- Ni1
44-48------- Ni2
49-52------- Ni3
53-62------- Ni4
63-73------- He1
74-80------- He2
81-83------- He3
83-94------- He4
95-99------- He5
(21) Mercs are all hired at different Levels , their ranges very from :
(22) Mercs Naturally have very high resistances , so therefore equip them with damage reduction gear instead of resistance gear.
(23) Mercs can now equip the following auras
Holy Freeze: found on 'Doom' runeword for polearms (Act II mercs only)
Holy Fire: found on 'Hand of Justice' runeword for all weapons.
Thorns: found on 'Bramble' runeword for armours.
Sanctuary: found on Azurewrath, unique phase blade. (act III/VI mercs only)
That’s the top 23 facts, what follows now is a more in depth look at each mercenary :
ULTIMATE MERC GUIDE (3.0)
This guide is intended to be the ultimate one stop Merc Resource, some of you would of seen the previous version, this one is specifically for 1.10 with the newest runewords.
This posts consists of 6 separate posts these are :
(1) Intro / Credits ( This Post)
(2) Act 1 Rogue
(3) Act 2 Town Guards
(4) Act 3 Sorc
(5) Act 5 Barbarians
(6) Which Merc to use.
Credits :
Without many of you this guide would not be where it is today, there have been an amazing amount of contributors to this resource.
This guide was not originally written by me, I have simply compiled it from every source I could find – to make a one stop reference that would be useful to everyone. Instead of having 20 different sources scattered around the place – so therefore as such I make no claim that this is
Main Contributors
This guide was originally written and designed by ThePlatypus from the Amazon Basin. His guide has been updated to include not only all the feedback from that forum but to include all the information from our RPGForum. Zak also from the Amazon Basin wrote most of the tables in this guide, except where noted otherwise. (Thanks to Liessa Wyrmbane for pointing that out ? )
From our own Forums I have adapted Alter Egos guide into this guide , the original which can be viewed at http://www.rpgforums.net/showthread.php?t=304163.
Here is the credits list from his guide quoted from Alter Ego
“Adapted from the original as written by Darkness on the DiabloII.Net Single Player Forums (and - in his own words - 'pretty much everyone else on earth I've been able to pump for information').
Updated by Sunbearie and Team (many, many, many people)â€
Alter Ego’s guide is very in depth , I have tried to keep mine in point form for easy reference if you need extra information then try that link out.
Other Credits :
Moderators
Alter Ego, Mad Mantis, Melianor
Members
Cujo, Diablolico X64, Gaza0469
Jordy666, Liessa Wyrmbane
Myrahk-2, Phat Trumpet
Sasja, Singollo, Sunbearie, Zath
*** Whats new since 1.10 ?
(1) Credits updated – Sorry for missing you last time Platypus!
(2) Merc Levelling up guide added under fact 20
(3) Facts mostly updated
(4) Incorporated more information under each section
(5) Updated all Merc Levelling up Data from Amazon Basin.
*** The TOP 23 General Mercenary Facts***
(1) The mod: Prevent Monster Heal does not work on mercenaries. It has no effect at all.
(2) 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.
(3) Mercs hired in normal difficulty have better final stats than those hired in Nightmare or Hell, and NM Mercs are better than those hired in Hell.
The exception is the Nightmare Act 2 mercs, which cannot be hired in Normal (or Hell). The actual "character" level that you hire the merc at is irrelevant, only the difficulty you hire them in matters.
(4) The highest level a merc can be is 98. Mercs skills have been downgraded slightly in 1.10 compared to 1.09 , with the exception of the Act 1 Rogue which will no do more damage.
(5) Act 5 mercs regenerate their health fully in 16.4 seconds, whereas all other mercs require 41 seconds.
(6) Poison can kill your merc, even if you are in town.
(7) Mercs benefit from +all skills items. They do not benefit from +class skills or +skill tabs. This was a feature in 1.08 and 1.09 – Sadly in 1.10 this feature has been removed.
Mercs will benefit from:
+fire skills (when applicable)
+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)
+ skills to Bash or Stun for the Barbarian as found on some items.
(8) Synergies. Some mercs skills synergize – An example of this is the Barbarians Stun and Bash skills which synergize. Act3 Mercs skills also synergize. ( i.e. Glacial spike with Ice Blast for the cold sorc)
(9) Related to the above, mercs are NOT affected by the charge synergy bug ("Marrowwalk bug").
(10) When mercs levels up, their current life is set to their new base maximum life. So, if a merc is under life bonuses from Battle Orders, Oak Sage, or equipment, you will see thier life drop. Don't be alarmed when this happens, your merc isn't about to bite the dust.
(11) 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.
(12) Similar to giving a merc a potion using the portrait: you can give your mercenary equipment via the portrait. If they can use the item, it will work. If they are already wearing this type of item, it will be exchanged for the new one.
(13) Mercenaries do not have a mana pool, so mana potions do not work on them. If you try to 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. So, mana burn monsters will also not affect them.
(14) 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.
(15) Ethereal items will not lose durability when equipped on a mercenary.
(16) The price of resurrecting your merc is capped 50000 gold.
(17) Their damage is penalized versus certain things:
CODE
Attacking Penalty
-----------------------
Players 17%
Hirelings 25%
Golems 100%
Monsters 100%
Minions 100%
Norm Act Boss 50%
NM Act Boss 35%
Hell Act Boss 25%
So they only do their full damage versus normal monsters, minions ( like a necromancers skeletons ) and Golems.
They do half damage versus all Normal Act Bosses.
35% Damage to NM Act Bosses
25% Damage to other players hirelings , and to Hell Act Bosses
And only 17% Damage versus other players in PvP.
They receive 100% damage from everything , except other players hirelings which will only do 25% of the listed damage to your Merc.
They receive 200% damage for Bosses – that is why they can die fairly quickly.
Bosses include the following :
Blood Raven Griswold
Andy Radament
Summoner Duriel
Mephisto Izual
Diablo Nihlathak
Defilers Baal
Baal Clone
Diablo Clone
(18) Mercs cannot leach of Hell Bosses such as Mephi and Baal, and there is a bug when facing the council in Act III, Hydra’s will do a lot more damage than they should, there is no real way to negate this except to take your mercs resistances up above 75% with Guardian Angel.
(19) Mercs donot receive any life from + to vitality items, this is another minor bug, so only equip your merc with items that give actual + to life.
(20) Levelling – Mercs only get experience in 2 ways – firstly if YOU make the kill they get normal experience, if they make the kill they get normal experience plus bonus experience – calculated at roughly 2x. They receive no experience if you are in a party with other players and the other players make the kill.
They receive the most experience in an 8 player game, when you are not partied and they make the kill. As a quick reference the following table maybe of some assistance for levelling.
1-11-------A1
12-18------- A2
19-23------- A3
24-31------- A4
32-36------- A5
37-43------- Ni1
44-48------- Ni2
49-52------- Ni3
53-62------- Ni4
63-73------- He1
74-80------- He2
81-83------- He3
83-94------- He4
95-99------- He5
(21) Mercs are all hired at different Levels , their ranges very from :
Code:
Normal NM Hell
Rogue Scout: 3-7 37-40 67-71
Desert Warrior: 9-13 44-47 75-79
Eastern Sorceror: 15-19 49-53 79-83
Barbarian: 28-32 59-62 80-84
(22) Mercs Naturally have very high resistances , so therefore equip them with damage reduction gear instead of resistance gear.
(23) Mercs can now equip the following auras
Holy Freeze: found on 'Doom' runeword for polearms (Act II mercs only)
Holy Fire: found on 'Hand of Justice' runeword for all weapons.
Thorns: found on 'Bramble' runeword for armours.
Sanctuary: found on Azurewrath, unique phase blade. (act III/VI mercs only)
That’s the top 23 facts, what follows now is a more in depth look at each mercenary :