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Mercenary Facts
With the Diablo II Expansion, the hired help has been greatly improved.
Mercenaries can level up to 98, but can never level up higher than you. If they are at a higher level than your character when you hire them, they will not level up until you reach their level.
Mercenaries can be healed with healing potions, antidote potions, or wells, and are also affected by the Paladin's Holy Bolt or Prayer Aura.
Mercenaries can die, not only by losing hit points, but also from being poisoned. If they are still poisoned when they get back to town, they can still die, until they are healed by the local healer.
If your mercenary dies, he can be resurrected from one of the townsfolk, although there will be a price. Of course, the higher level your merc is, the more expensive it will be. Maximum resurrection cost is 50,000.
Resurrections can be performed by:
Act I - Kashya
Act II - Greiz
Act III - Asheara
Act IV - Tyreal
Act V - Qual-Kehk
Mercenaries can now follow you between Acts; so it is possible to keep your original Act I mercenary, if you wish.
Although you can't hire mercenaries in Act Iv, Tyreal can resurrect for you. (Probably needs the money to pay the electricity bill for those wings of his.....)
You can equip your mercenary with weapons, helms, and armor. The items you give them will not need repair, so this is a good way to use those Ethereal items.
Mercenaries are also affected by Resistances, and when they level up, their resistances will increase. Just like player characters, mercenaries will start Nightmare and Hell difficulty games with Resistance penalties.
Mercenaries have unlimited Mana, and can cast player spells, although you can't control which spells they will use when.
Mercs do not lose experience when killed in Nightmare/Hell.
The most important mod to have on a weapon or equipment for a merc is Life Steal. Mercs do not use mana, so Mana Leach is useless.
Mercs will also get the benefit from partial set item bonuses.

Mercenary Stats
Act Hired From Mercenary Type Equipment Level Up Stats Skills Other Notes
I Kashya Rogue Scouts Armor, Helms, Bows (no Crossbows) +1 Strength
+2 Dexterity
+6.5 Defense
+2 all Resist
+8 Life
Ice Arrow and Inner Sight, or Fire Arrow and Inner Sight Cannot use Amazon-only equipment.
II Greiz Desert Mercenaries Armor, Helms, Spears, Polearms +1.5 Strength
+1.5 Dexterity
+9.5 Defense
+2 all Resist
+10 Life

Hired in Normal
Combat - Jab / Prayer
Defense - Jab / Defiance
Offense - Jab / Blessed Aim

Hired in Nightmare
Combat - Jab / Thorns
Defense - Jab / Holy Freeze
Offense - Jab / Might

Hired in Hell
Combat - Jab / Prayer
Defense - Jab / Defiance
Offense - Jab / Blessed Aim

Will share their auras with all party members.
III Asheara Ironwolves Armor, Helms, Shields, Swords +1.5 Strength
+1.5 Dexterity
+4.5 Defense
+2 all Resist
+6 Life
Lightning - Charged Bolt and Lightning
Fire - Inferno and Fireball
Cold - Glacial Spike or Ice Blast and Frozen Armor
They do not use their sword as a melee weapon; find one that is good for casting spells.
IV Can't hire mercs in Act IV, but Tyrael can resurrect for you.
V Qual-Kehk Barbarians Armor, Helms, Barbarian Helms, Swords (can't dual wield +2 Strength
+1.5 Dexterity
+7.5 Defense
+1.5 all Resist
+12 Life
Bash or Stun Can wear Barbarian class-specific helms.

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Last modified: June 13, 2021

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