Mercenaries
Hireable companions found in Acts I, II, III, and V. Each merc type comes with fixed stat growth per level and a choice of skills or aura depending on where and when you hire them. Act IV has no hireable mercs, but Tyrael can still resurrect your fallen companion.
General
Mercs cap at level 98 and can never outlevel your character.
Healed by potions, antidote potions, wells, and Paladin Prayer/Holy Bolt auras.
Poison can kill a merc even after they reach town — visit the local healer.
Resurrection costs up to 50,000 gold from the Act healer.
Mercs follow you between Acts — no need to re-hire when you move on.
Ethereal items are ideal merc gear since equipped items never need repair.
Life Steal is the most valuable stat. Mercs have unlimited mana, so Mana Leech is wasted.
Mercs take resistance penalties in Nightmare and Hell, just like players.
Mercs gain the bonus from partial set item bonuses.
Resurrection — max 50,000 gold from the Act healer
Act IKashya
Act IIGreiz
Act IIIAsheara
Act IVTyrael
No mercs to hire
Act VQual-Kehk
Mercenary Types

KashyaRogue Scout
Skills
Cannot equip Amazon-only bows.

GreizDesert Mercenary
Skills
| Type | Normal & Hell | Nightmare |
|---|---|---|
| Combat | Jab | Jab |
| Defense | Jab | Jab |
| Offense | Jab | Jab |
Auras are shared with all party members — the main reason most players run a Desert Merc.

AshearaIronwolf
Skills
Ironwolves cast spells rather than swing their sword — pick gear that boosts spell damage, not weapon damage.

Qual-KehkBarbarian
Equipment
Per Level
Skills
Can equip Barbarian class-specific helms. Cannot dual wield.