Hirelings

Mercenaries

Every mercenary is tougher and carries an aura that grows with its level; Act 3 Iron Wolves cast big elemental spells.

Tougher hires

Every mercenary has 30% more life and life per level, 25% more defense and defense per level, and +15 to all resistances. Hell Act 2 hires keep their own bigger boost (below).

Auras

Every act's hire now has an aura, shown on the hire screen next to its type. Every mercenary aura gains one level about every 16 mercenary levels. Concentration, Fanaticism are given from Nightmare on.

MercenaryTypeAura
Act 1 RogueFire ArrowHoly Fire in Normal, Meditation in Nightmare, Fanaticism in Hell
Act 1 RogueCold ArrowMight in Normal, Meditation in Nightmare, Fanaticism in Hell
Act 2 Desert MercenaryHire that had Holy FreezeSalvation
Act 2 Desert MercenaryHire that had Blessed AimConcentration (from Nightmare)
Act 2 Desert MercenaryEvery other hireIts usual aura
Act 3 Iron WolfFireHoly Fire
Act 3 Iron WolfColdHoly Freeze
Act 3 Iron WolfLightningHoly Shock
Act 5 BarbarianOne-handedMight
Act 5 BarbarianTwo-handedConcentration (from Nightmare)

Act 3 spells

Iron Wolves cast the big spell of their element next to their old second spell, at spell level 3 in Normal, 9 in Nightmare and 15 in Hell, growing about one level every 5 mercenary levels. Mercenaries get no synergies or masteries.

AuraBig spell
Holy FireMeteor
Holy FreezeFrozen Orb
Holy ShockChain Lightning

Hell hires

Hell Act 2 and Act 5 hires also gain more per level (internal per-level units):

Hire (Hell)Change
Act 2 Comblife/level 40 → 60, defense/level 28 → 35, damage/level 8 → 10
Act 2 Deflife/level 40 → 60, defense/level 28 → 35, damage/level 8 → 10
Act 2 Offlife/level 40 → 60, defense/level 28 → 35, damage/level 8 → 10
Act 2 HolyFreezelife/level 40 → 60, defense/level 28 → 35, damage/level 8 → 10
Act 2 Mightlife/level 40 → 60, defense/level 28 → 35, damage/level 8 → 10
Act 2 Thornslife/level 40 → 60, defense/level 28 → 35, damage/level 8 → 10
Act 5 Barbarian 2hslife/level 45 → 60, damage/level 8 → 10, Battle Cry chance 15% → 25%
Act 5 Barbarian 2hslife/level 45 → 60, damage/level 8 → 10, Battle Cry chance 15% → 25%

Gear

Every mercenary can wear an amulet, two rings, a belt, boots and gloves, like you, on top of its helm, body armor and weapon. Open the mercenary's panel and drop the item into its slot.

Weapons

Mercenaries take more kinds of weapons than in the base game. Barbarians that fight with two weapons take one-handed axes only; Iron Wolves hold a staff in both hands, without their shield. A Rogue never runs out of shots, so her arrows or bolts only add their bonuses.

HireWeapons
Act 1 Roguesbows, crossbows, arrows or bolts in the other hand
Act 3 Iron Wolvesswords, daggers, staves
Act 5 Barbariansswords, axes