![]() ![]() Fire: Exploding Arrow instead of Inner Sight.Act 1 mercenaries (Rogue Scouts) now use the following skills:.Warcries: No Aura (uses Battle Orders) |.Dark: No Aura (uses Merc Amplify Damage) |.Holy Freeze (was available from Nightmare).Prayer (was available from Normal/Hell).Desert Guards no longer have different auras when hired from different difficulties - these auras are no longer available from Act 2 mercenaries:.Mercenaries from each act now have auras, rather than just Act 2 mercenaries.Skills have minimum level requirements, so mercenaries won't be able to use some skills at lower levels. ![]() Mercenaries have "hard points" in their skills, so will gain effects from them that are limited to hard levels.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.Mercenaries can get set bonuses when equipping multiple set items.Ethereal items do not lose durability when mercenaries use them.Old mercenaries drop their equipped items when a new one is hired.Act 5 mercenaries (Barbarians) can equip swords, axes, tipped maces/hammers (all maces except clubs), & Barbarian helms.Act 4 mercenaries (Ascendants) can equip staves.Act 3 mercenaries (Iron Wolves) can equip shields, Paladin shields, 1-handed swords, wands, scepters, tipped maces (not clubs/hammers), knives (daggers/throwing knives), & Sorceress orbs.Act 2 mercenaries (Desert Guards) can equip polearms, spears, & javelins.Act 1 mercenaries (Rogue Scouts) can equip bows (including Amazon bows), crossbows, & quivers.All mercenaries can equip helms, chests, gloves, boots, & belts. ![]()
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