Mercenaries: Difference between revisions

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(Added Skill Probabilities section)
(Marked this version for translation)
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<noinclude>This page lists mercenary information in PD2. </noinclude>Changes from the vanilla game are shown in <span class="nmod">blue</span>.
 
== General == <!--T:2-->
== General ==
* <span class="nmod">Mercenaries now have the same stats regardless of which difficulty they're hired from, and their scaling has been improved to be more consistent throughout the game.</span>
* <span class="nmod">Mercenaries will now always have their auras active and no longer waste attack ticks on trying to activate an aura.</span>
Line 12 ⟶ 13:
* <span class="nmod">There are now two versions of Act 5 mercenaries. (see differences below)</span>
 
== Equipment == <!--T:3-->
== Equipment ==
[[File:Mercenaries.png|right]]
All mercenaries can equip helms, chests, <span class="nmod">gloves, boots, & belts</span>.
Line 38 ⟶ 40:
When Desert Guards or Barbarian mercenaries use 1-handed weapons, their weapon damage is doubled.
 
== Auras == <!--T:11-->
== Auras ==
* <span class="nmod">Mercenaries from all acts now have auras, rather than just Act 2 mercenaries.</span>
* <span class="nmod">Desert Guards no longer have different auras when hired from different difficulties - these auras are no longer available from Act 2 mercenaries:</span>
Line 179 ⟶ 182:
</ul>
 
== Skills == <!--T:21-->
== Skills ==
* <span class="nmod">Act 3 mercenaries (Iron Wolves) now have their own elemental masteries and use the following skills:</span>
**'''Fire''': <span class="nmod">Meteor</span> instead of <span class="omod">Inferno</span>
Line 579 ⟶ 583:
</ul>
 
== Stats == <!--T:44-->
== Stats ==
<li>
'''Act 1 Rogue Scout |'''
Line 963 ⟶ 968:
 
 
<!--T:62-->
== Skill Probabilities ==
Each mercenary has a certain probability of using a given skill. Below are the odds for each of the skills.
 
<!--T:63-->
''(Auras, Battle Orders, and Mastery skills are not listed here as they are always "on")''
 
 
<!--T:64-->
'''Act 1 Rogue Scout'''
<ul>
Line 982 ⟶ 990:
</ul>
 
<!--T:65-->
'''Act 2 Desert Guard'''
<ul>
Line 1,000 ⟶ 1,009:
</ul>
 
<!--T:66-->
'''Act 3 Iron Wolf (Fire)'''
<ul>
Line 1,010 ⟶ 1,020:
</ul>
 
<!--T:67-->
'''Act 3 Iron Wolf (Cold)'''
<ul>
Line 1,020 ⟶ 1,031:
</ul>
 
<!--T:68-->
'''Act 3 Iron Wolf (Light)'''
<ul>
Line 1,030 ⟶ 1,042:
</ul>
 
<!--T:69-->
'''Act 5 Barbarian (Concentrate)'''
<ul>
Line 1,043 ⟶ 1,056:
</ul>
 
<!--T:70-->
'''Act 5 Barbarian (Whirlwind)'''
<ul>
Line 1,056 ⟶ 1,070:
</ul>
 
== Other Info == <!--T:37-->
== Other Info ==
* <span class="nmod">Act 1 mercenaries (Rogue Scouts) now have a baseline 66% pierce chance
* Mercenaries only have Strength and Dexterity, so items with Vitality or Energy will have no effect. They do have life (of course) but do not have mana - they ignore mana costs when using their skills.
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