Mercenaries, hirelings - gotta love 'em. Median XL has not forgotten about these trusty allies, and they have been given a much-needed makeover in order for them to continue serving you well.
- Damage is good, but a dead mercenary deals none. Therefore, don't forget to equip them with gear that has good defence and resistances.
- The Act 3 mercenaries already have high energy and energy factor, so to really amp up their damage output give them gear with +x% to Spell Damage, -x% to Enemy Resistances, and +x to All Skills. Elemental damage buffs like Bloodlust and Elemental Totem also help them.
- Sometimes a mercenary will stop doing anything. A known game (not mod) bug which occasionally happens when you walk. To fix this, simply use a town portal.
- Mercenaries need a little time to warm up into their battle mindset - don't worry if they seem to start slowly.
Weakened by the prolonged siege, the Sisters of the Sightless Eye may not be in fighting condition. But help them liberate the Monastery and watch them rise and shine.
Starts with 30 energy; +6 energy per level
|1||Cascade||shoots arrows at all nearby enemies|
|12||Vanquish||briefly increases physical damage|
|24||Wraith Arrow||arrow that unleashes homing spirits|
|24||Broadside||fires a massive stream of arrows at nearby enemies|
|90||War Spirit||adds crushing blow and automatically casts spike novas|
|1||Barrage||shoots arrows in random directions|
|12||Blood Tide Totem||totem: increases max hp by a percentage|
|24||Vindicate||curse: heals party and increases damage when victim dies|
|24||Deathstrike||mercenary shoots her bow and calls down an energy blast|
|90||Tremor||all visible enemies lose 25% of their current hp|
|The Town Guard|
Several trading routes converge at Lut Gholein, the jewel of the East. When the demons blocked access over land and the kraken nested in the port, travelling merchants, mystics and warriors were forced to take up arms to replace the dwindling numbers of town guards.
Starts with 20 energy; +4 energy per level
|1||Retaliate||retaliates when struck with a damaging shockwave|
|1||Retribute||retaliates when struck by lowering resistances by -25%|
|6||Lifeblood||slowly regenerates lost life over time|
|12||King of Blades||automatically casts bouncing blades at nearby enemies|
|90||Disintegrate||destructive blast of physical and magic damage|
|1||Werebear||turns into a bear, increasing life and armour|
|1||Claw Tornado||melee attack that sends out spinning whirlwinds|
|6||Bloodlust||increases all damage of the party|
|12||Pounce||teleport into an enemy, causing a powerful shockwave|
|90||Thorn Field||melee attack that summons a ripple of spiked thorns|
- Fighter Mage
|1||Titan Strike||melee attack that heals and increases stats|
|1||Guard Tower||summons a guard tower that shoots arrows at enemies|
|6||Glacial Nova||casts a gigantic nova that completely freezes enemies|
|12||Fortress||summons a ring of guard towers around the mercenary|
|90||Time Field||field that slows the movement and attack speed of enemies|
|The Iron Wolves|
Kehjistan is the wellspring of magic. This is where the first magically attuned hunter-gatherers settled at ley nodes and founded the primeval mage clans. Their distant sons of seventh sons will not give up the ley nodes to the forces of Hell without giving them hell first!
Starts with 200 energy; +20 energy per level
|1||Flamefront||casts a wave of multiple streaking fireballs|
|1||Punisher||slow moving bolt that deals lethal poison damage|
|12||Gift of Inner Fire||instantly regenerates the party's lost life|
|24||Pyroblast||giant fireball that explodes in a pool of flame|
|90||Liche Form||mercenary turns invulnerable and shoots Punishers around|
|1||Hunting Banshee||spirit follows random targets before exploding|
|1||Charm||converts enemies to fight other enemies|
|12||Hex||curse: damage and spell damage boost when victim hits you|
|24||Hailstorm||rains deadly cold on target enemy|
|90||Venomous Spirit||casts a powerful homing spirit of lethal poison|
|1||Forked Lightning||casts multiple forked lightning bolts|
|1||Banish||curse: reduces monster life by a percentage|
|12||Starfire||web of magical energy that reduces enemy resistances|
|24||Supernova||casts a gigantic nova of lightning|
|90||Superbeast||morph into a demon, gain spell damage and speed|
Considered uncivilised man-beasts by some, sons of the nephalem by others, the only reason why few outsiders have reported their considerable shamanic prowess is because they were usually at the receiving end of it.
Starts with 10 energy; +2 energy per level
|1||Gift of the Wild||increases all damage of the party|
|12||Thunder Slam||damages and stuns enemies in a radius|
|18||Shower of Rocks||melee attack that drops rocks that reduce physical resist|
|60||Ancients' Hand||melee attack that unleashes a shockwave through the ground|
|90||Warband||summons a barbarian army|
For more detailed information, check out the official FAQ at http://modsbylaz.planetdiablo.gamespy.com/faq.html