Mercenaries: Difference between revisions

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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>.
 
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== 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>
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* <span class="nmod">There are now two versions of Act 5 mercenaries. (see differences below)</span>
 
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== Equipment ==
[[File:Mercenaries.png|right]]
All mercenaries can equip helms, chests, <span class="nmod">gloves, boots, & belts</span>.
 
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Act 1 mercenaries (Rogue Scouts) can equip bows <span class="nmod">(including Amazon bows), crossbows, & quivers</span>. <span class="nmod">Rogue Scouts use the same animations for both bows and crossbows, making crossbows much stronger than they otherwise would be since crossbows normally have slower animations.</span>
 
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Act 2 mercenaries (Desert Guards) can equip polearms, spears, & javelins.
 
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Act 3 mercenaries (Iron Wolves) can equip shields, <span class="nmod">Paladin shields</span>, 1-handed swords, <span class="nmod">wands, scepters, tipped maces (not clubs/hammers), knives (daggers/throwing knives), & Sorceress orbs</span>. Iron Wolves don't have a blocking animation, so can't block even while wearing a shield.
 
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Act 5 mercenaries (Barbarians) can equip swords, <span class="nmod">axes, tipped maces/hammers (all maces except clubs)</span>, & Barbarian helms. Barbarian mercenaries don't have a hit recovery animation, so cannot be put into hit recovery or be knocked back.
 
 
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Mercenaries can get set bonuses when equipping multiple set items.
 
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Ethereal items do not lose durability when mercenaries use them.
 
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When Desert Guards or Barbarian mercenaries use 1-handed weapons, their weapon damage is doubled.
 
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== Auras ==
* <span class="nmod">Mercenaries from all acts now have auras, rather than just Act 2 mercenaries.</span>
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'''Act 1 Rogue Scout'''
<ul>
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</li>
 
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<li>
{| class="wikitable mw-collapsible mw-collapsed"
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</ul>
 
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'''Act 2 Desert Guard'''
<ul>
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</li>
 
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<li>
{| class="wikitable mw-collapsible mw-collapsed"
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</li>
 
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<li>
{| class="wikitable mw-collapsible mw-collapsed"
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</ul>
 
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'''Act 3 Iron Wolf'''
<ul>
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</li>
 
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<li>
{| class="wikitable mw-collapsible mw-collapsed"
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</li>
 
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<li>
{| class="wikitable mw-collapsible mw-collapsed"
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</ul>
 
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'''Act 5 Barbarian'''
<ul>
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</li>
 
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<li>
{| class="wikitable mw-collapsible mw-collapsed"
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</ul>
 
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== Skills ==
* <span class="nmod">Act 3 mercenaries (Iron Wolves) now have their own elemental masteries and use the following skills:</span>
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**'''Whirlwind''': <span class="nmod">Whirlwind</span>, <span class="nmod">Battle Cry</span>, & <span class="nmod">Battle Orders</span> instead of <span class="omod">Bash</span> & <span class="omod">Stun</span>
 
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'''Act 1 Rogue Scout'''
<ul>
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</li>
 
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<li>
'''Fire: Merc Fire Arrow |'''
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</li>
 
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<li>
'''Cold: Merc Cold Arrow |'''
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</ul>
 
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'''Act 2 Desert Guard'''
<ul>
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</ul>
 
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'''Act 3 Iron Wolf'''
<ul>
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</li>
 
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<li>
'''Fire: Merc Meteor |'''
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</li>
 
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<li>
'''Fire: Merc Fire Ball |'''
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</li>
 
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<li>
'''Cold: Merc Cold Mastery |'''
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</li>
 
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<li>
'''Cold: Merc Blizzard |'''
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</li>
 
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<li>
'''Cold: Merc Ice Blast |'''
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</li>
 
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<li>
'''Lightning: Merc Lightning Mastery |'''
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</li>
 
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<li>
'''Lightning: Merc Lightning |'''
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</li>
 
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<li>
'''Lightning: Merc Static Field |'''
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</ul>
 
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'''Act 5 Barbarian'''
<ul>
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</li>
 
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<li>
'''Concentrate: [[Bash]] |'''
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<li>
'''Whirlwind: Merc Whirlwind |'''
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|}
 
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{| class="wikitable"
! scope="col" | Whirlwind&nbsp;Level
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</li>
 
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<li>
'''Whirlwind: [[Battle Cry]] |'''
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</li>
 
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</ul>
 
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== Stats ==
<li>
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|}
 
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{| class="wikitable"
! scope="col" | Merc Level
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|}
 
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{| class="wikitable"
! scope="col" | Merc Level
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</li>
 
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<li>
'''Act 2 Desert Guard |'''
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|}
 
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{| class="wikitable"
! scope="col" | Merc Level
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|}
 
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{| class="wikitable"
! scope="col" | Merc Level
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</li>
 
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<li>
'''Act 3 Iron Wolf |'''
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|}
 
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{| class="wikitable"
! scope="col" | Merc Level
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|}
 
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{| class="wikitable"
! scope="col" | Merc Level
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</li>
 
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<li>
'''Act 5 Barbarian |'''
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|}
 
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{| class="wikitable"
! scope="col" | Merc Level
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|}
 
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{| class="wikitable"
! scope="col" | Merc Level
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<br>
 
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'''Notes:'''
* Attack Rating values do ''not'' take into account the extra AR given from dex
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* Their stats ''may'' differ depending on their level and which difficulty they were hired in, but this is really only an issue for early game or in instances where a low level character is in a higher difficulty than expected (see below). Any merc that's level 80 or above will have the same stats regardless of what difficulty they were hired in.
 
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<br>
 
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There are various level "breakpoints" in the game files that affect how things are calculated. Normal has 3, NM has 2, Hell has 1 (Normal breakpoint #3 == NM breakpoint #2 == Hell breakpoint #1)
<br>
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* Hell: HP: 900 Def: 744 Resist: 121
 
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You can see that all of the stats match, so in this case it does not matter which difficulty you hire your Rogue in. But what happens if we hire a level 66 Rogue?
* NM: HP: 882 Def: 729 Resist: <span class="d2-red">118</span>
* Hell: HP: <span class="d2-red">870</span> Def: <span class="d2-red">722</span> Resist: 120
 
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In this case sometimes the Hell Rogue ends up with slightly worse stats and sometimes slightly better. So what about a level 36 Rogue?
* NM: HP: 342 Def: 279 Resist: <span class="d2-red">66</span>
* Hell: HP: <span class="d2-red">40</span> Def: <span class="d2-red">18</span> Resist: 80
 
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This is a pretty drastic difference. However, as soon as the Rogue levels up to 67 then the stats will match again -- regardless of which difficulty they were hired in.
 
 
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== Skill Probabilities ==
Each mercenary has a certain probability of using a given skill. Below are the odds for each of the skills.
 
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''(Auras, Battle Orders, and Mastery skills are not listed here as they are always "on")''
 
 
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'''Act 1 Rogue Scout'''
<ul>
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</ul>
 
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'''Act 2 Desert Guard'''
<ul>
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</ul>
 
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'''Act 3 Iron Wolf (Fire)'''
<ul>
Line 1,020 ⟶ 955:
</ul>
 
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'''Act 3 Iron Wolf (Cold)'''
<ul>
Line 1,031 ⟶ 965:
</ul>
 
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'''Act 3 Iron Wolf (Light)'''
<ul>
Line 1,042 ⟶ 975:
</ul>
 
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'''Act 5 Barbarian (Concentrate)'''
<ul>
Line 1,056 ⟶ 988:
</ul>
 
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'''Act 5 Barbarian (Whirlwind)'''
<ul>
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</ul>
 
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== Other Info ==
* <span class="nmod">Act 1 mercenaries (Rogue Scouts) now have a baseline 66% pierce chance
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** +X to Class Skills (not even Barbarian mercs with +X to Barbarian Skill Levels)
** +X to Class Skill Tabs (e.g. +X to Offensive Auras or +X to Combat Skills)
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