Mercenaries: Difference between revisions
Jump to navigation
Jump to search
no edit summary
BetweenWalls (talk | contribs) No edit summary |
BetweenWalls (talk | contribs) No edit summary |
||
Line 9:
== General ==
* Mercenaries inherit the player's Magic and Gold Find when they kill enemies (e.g. if the player has 200% MF and the merc has 100% MF, the merc's total MF will be 300%)
* <span class="nmod">Mercenaries have improved AI</span>
* <span class="nmod">New mercenaries:
Line 19 ⟶ 18:
== Equipment ==
[[File:Mercenaries.png|right]]
* All mercenaries can equip helms, chests, <span class="nmod">gloves, boots, & belts</span>.
* Act 1 mercenaries (Rogue Scouts) can equip bows <span class="nmod">(including Amazon bows), crossbows, & quivers</span>.
* Act
* 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>
* <span class="nmod">Act
* Act 5 mercenaries (Barbarians) can equip swords, <span class="nmod">axes, tipped maces/hammers (all maces except clubs)</span>, & Barbarian helms
▲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.
<span class="nmod">Act 4 mercenaries (Ascendants) can equip staves.</span>▼
▲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.
Mercenaries can get set bonuses when equipping multiple set items.▼
Ethereal items do not lose durability when mercenaries use them.▼
▲* <span class="nmod">
When Desert Guards or Barbarian mercenaries use 1-handed weapons, their weapon damage is doubled - this makes 1-handed and 2-handed weapons more comparable.▼
▲* Ethereal items do not lose durability when mercenaries use them.
▲* Mercenaries can get set bonuses when equipping multiple set items.
▲* When Desert Guards or Barbarian mercenaries use 1-handed weapons, their weapon damage is doubled - this makes 1-handed and 2-handed weapons more comparable.
== Skills ==
* Mercenaries have "hard points" in their skills, so will gain effects from them that are limited to hard levels.
=== Auras ===
Line 727 ⟶ 720:
== Stats ==
* <span class="nmod">
* <span class="nmod">
** <span class="nmod">
** <span class="nmod">Desert Guards and Barbarian mercenaries now gain slightly less damage per level</span>
Line 1,170 ⟶ 1,164:
* <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.
* Mercenaries don't have separate [[breakpoints]] for different weapon types. For example, Rogue Scouts will attack at the same speed with bows and crossbows whereas characters usually attack much slower with crossbows.
* Iron Wolves don't have a blocking animation, so can't block even while wearing a shield.
* Barbarian mercenaries don't have a hit recovery animation, so cannot be put into hit recovery or be knocked back.
* Mercenaries will benefit from:
** +X to All Skills
|