Diablo 2: Lord of Destruction Walkthrough :
This walkthrough for Diablo 2: Lord of Destruction [PC] has been posted at 23 Jul 2010 by cheatmaster12 and is called "Mercenary Guide". If walkthrough is usable don't forgot thumbs up cheatmaster12 and share this with your freinds. And most important we have 49 other walkthroughs for Diablo 2: Lord of Destruction, read them all!
Walkthrough - Mercenary Guide
Guide to understanding mercenaries for Diablo 2: Lord of Destruction for Version 1.12. Applies to all versions 1.1x By: rking 0) Keyword System [000KeyWd] 1) Introduction [001Intro] 2) Abbreviations & Useful Terms [002Abbre] -Useful Terms [002Terms] 3) General Information [003GenIn] -Hiring and Firing [003GenHf] -Mercenary Choices [003GenMc] -Mercenary Statistics [003GenSt] -Behavior [003GenBe] -Maintenance [003GenMa] 4) Equipment Choices [004Equip] -Helmets [004EqHat] -Armor [004EqArm] -Shields [004EqShl] -Weapons [004EqWep] -Socket Fillers [004EqHol] -Summary [004EqSum] 5) Adding it all up [005AddUp] -Casters [005AddCa] -Melee [005AddMe] -Rogues and Wolves [005AddRw] -Curses! [005AddCu] 6) Sample Setups [006Sampl] 7) Character/Mercenary Pairs [007Pairs] 8) Frequently Asked Questions [008Faqs!] 9) Everything that's left [009Left!] Version History: ---------------- 1.04 - Made edits to improve readability and to clarify various sections. 1.03 - Added Iron Wolf equipment setup suggestions, further expanded on mercenary equipment (Iron Wolf suggestions), and note on /players 8. 1.02 - Corrected error regarding Iron Wolf attacking, non-specific minor errors, expanded on mercenary information and equipment suggestions. 1.00 - This guide, first release. Keyword System:[000KeyWd] ------------------------- By using CTRL + F you can search for these keywords and jump to the appropriate section of this guide. Introduction:[001Intro] ------------------------ The purpose of this guide is to get you better acquainted with the four hireables in Diablo 2, the Rogue, Town Guard, Iron Wolf, and Barbarian. There's really not that much that goes into them but with a bit of work it's possible to end up with a nice companion for your character. This guide is not intended to be a comprehensive tome of ultimate knowledge, but instead perhaps a guide covering most concerns relating to the mercenary types. I tried to think of a disclaimer regarding /players 8 and the strategies listed in this guide. I failed, so with permission I borrowed one. Quote: "this guide is written from the perspective of Single Player gameplay, with the /players8 setting activated. For those unfamiliar with this setting, it causes the game to behave as if it were a multiplayer game with 8 players present, treating the player as unpartied (the game increases several variables: +50% experience yield, +50% monster life, +6.25% monster damage per player beyond 1, so 8 players gives an additional 350% experience, 350% life, and 43.75% damage to every monster you face). This is a substantial difficulty increase, and in my opinion makes the game much more interesting, so I play nothing else. Any advice I give for /players8 should also be valid for lower player settings (although I must give a warning that doing so risks extreme boredom)." - Explopyro This guide was written in Courier New, 10pt Font, without Word Wrap, and for the most part in the Notepad program that comes with Windows. Abbreviations & Useful Terms:[002Abbre] --------------------------------------- This guide uses some abbreviations, anyone assembling characters should be familiar with them since they're the same as what you're using. For those who aren't too familiar with them here's a list of what's used and what it means. AR - Base Attack Rating AR% - Attack Rating % CB% - Crushing Blow CBF - Cannot be frozen CTC% - Chance to Cast DR% - Damage reduced by X%, reduces damage by a percentage DS% - Deadly Strike ED% - Enhanced Damage EDef% - Enhanced Defense FCR% - Faster cast rate HR - High Rune. Any rune higher than Vex, or any rune that will not drop from the Hellforge. These runes are very uncommon. OW% - Open Wounds PDR - Damage reduced by X, reduces damage by a specific amount PLR - Poison length reduced by X Proc - Short for "programmed random occurrence" *HR note* - This contains High Runes so it's here for theoretical discussion and sake of completeness only. Useful Terms:[002Terms] ----------------------- In order to get the most out of either of the mercenaries available we need to look at the basics. Every mercenary will need some balance of the following in order to survive, how much of each will depend upon the specific mercenary and party setup they find themselves in. What are we looking for in each mercenary setup? These stats should look familiar, your characters use them also. I'll try to add a short explanation of what each does, although chances are you might have an idea already. A) Resistance (resists). Resistance lowers the damage you receive from elemental (Cold, Fire, Lightning, Poison) attacks. The maximum amount of resistance you'll normally have is 75%, however certain pieces of equipment can raise this up to 90%. Mercenaries gain resists as they level, so it might seem as if they have no need for equipment with resists. Mercenaries will never max their resists and will very likely end up starting Hell difficulty with low to very low (20% - 40%) resists. Raising this stat can be quite helpful versus many of the monsters you'll come across. B) Defense. Defense reduces the chance a physical attack will hit you. The more Defense you have the less chance you'll be struck. This can be a desirable stat to increase although since the main piece of equipment used to raise your mercenary's Defense is the body armor you may not be able to focus on this stat as much as you like. The reason behind this would be that few body armors have high Defense and IAS%. Sometimes you'll need to decide between one or the other. C) Increased Attack Speed (IAS%). Diablo 2 runs at 25 frames a second and each action taken has a specific frame length. If you increase your IAS% past certain breakpoints your attacks will take less frames to complete. The goal here is to reach as many breakpoints as you possibly can without sacrificing your mercenary's other stats. Breakpoints apply to FHR% and FCR% as well. D) Life Leech. Life leech returns a portion of the physical damage you inflict on a target to yourself, healing yourself that amount in the process. Example: You have 10% Life Leech, you do 1000 damage, you're healed by 100 points. Life leech is reduced by 50% in Nightmare and by 66% in Hell. With this in mind, your effective Life leech would be 5% in Nightmare and 3.33% in Hell You would recover 50 points and 33.3 points respectively. Drain effectiveness still applies, if your mercenary is attacking a monster with 0 Drain effectiveness he can attack until the cows come home and not regain any life. Why does your mercenary need this? Life Leech goes a long way toward keeping your hired help standing, even if your mercenary is being healed 30 or 40 points with each hit he or she will be hitting 2-4 times a second. This will add up fairly quickly. Pairing Life Leech with IAS% is a good idea because it effectively increases the amount of life your mercenary will regain over a period of time E) Faster Hit Recovery (FHR%). Similar to IAS%, the game runs at 25 frames a second and when you get hit the recovery animation lasts a certain amount of frames. Increasing this stat will shorten that time. As with your character, trying to keep this fairly low is a good idea. Faster Cast Rate (FCR%). The same principles behind IAS% and FHR% apply, however this time with spells. Increasing this stat will allow your Iron Wolf to cast more spells in a given amount of time. F) Physical Resistance, (DR%). DR% lowers the amount of physical damage you take by a percentage. If you have 25% DR and you take 100 damage you'll lose 75 life. There is a cap at 50% DR, any more is pointless. G) Straight Physical Resistance, (PDR). PDR lowers the amount of physical damage you take by a specific amount. In large numbers this can almost completely negate most physical damage. Unfortunately it is very difficult to get a large number on your mercenary, so DR% would be more useful in this situation. H) Blocking. This only applies to your Iron Wolves since they're the only ones that can equip a shield. Iron Wolves cannot block so giving them a blocking shield such as Moser's or Stormshield would do no good as far as his blocking stat was concerned. General Information:[003GenIn] ------------------------------ This section will introduce each mercenary type and provide information about their stats, skills, behavior, as well as ways to keep them running. Hiring and Firing:[003GenHf] ---------------------------- Hiring mercenaries is pretty easy. The following is a list of who to talk to and in what town to hire each mercenary type. There are four types of hireable mercenaries: Rogues, Town Guards, Iron Wolves, and Barbarians. Act 1 - Rogue Encampment - Kashya - Rogue Scouts Act 2 - Lut Gholein - Greiz - Town Guards Act 3 - Kurast Docks - Asheara - Iron Wolves Act 4 - Pandemonium Fortress - Tyrael - Revives only Act 5 - Harrogath - Qual-Kehk - Barbarians You're required to complete a quest in order to hire mercenaries in Act 1 and 5 for the first time, in Act 1 you must kill Blood Raven and in Act 5 you must rescue Barbarians from the Frigid Highlands. Once completed you'll be able to enlist the services of those mercenaries. Although you can hire as many mercenaries as you feel like you can only have one at a time. Mercenaries will follow you from Act to Act, and if they die you can have them revived at your nearest Mercenary salesman. You cannot dismiss a mercenary, however if you hire a new one your old one will leave. Please note that if you hire a new mercenary you must unequip your old one, if you do not the equipment he or she was using will be lost. You can see your mercenary's stats by pressing "O", here you can also equip or unequip your mercenary. Mercenary Choices:[003GenMc] ---------------------------- Act 1) Rogues. There are two types of Rogue, a Cold and a Fire. The Cold Rogue uses the Amazon's Cold Arrow skill. The Fire Rogue uses the Amazon's Fire Arrow skill. Each type uses the Amazon's Inner Sight and a normal attack skill as well. Act 2) Town Guards. Each one of these has a different aura (which are the same as the Paladin skill auras) which will help you along the way. These are the most common choice of mercenary. A quick list: Normal Combat - Prayer. Heals life for your party over time, if paired with an "Insight" this can be helpful. Normal Offensive - Blessed Aim. Increases your party's AR by a percentage, this adds with other sources of AR% you have. Builds with low AR would be able to take advantage of this mercenary, equip him as you would a Might mercenary for best effect. Normal Defensive - Defiance. Increases your party's defense. Nightmare Combat - Thorns. Useless due to the difference between monster life and damage. Nightmare Offensive - Might. Increases party damage, very helpful with most physical builds. Nightmare Defensive - Holy Freeze. Slows down monsters in a radius, depending on your build and party this could be useful. Each of these types also uses the Amazon's Jab skill, which will strike twice. Act 3) Iron Wolves. These "rouge" mercenaries come in there flavors, Cold, Fire, and Lightning. Each type casts Sorceress magic, which spells they cast are listed below. Cold: Glacial Spike, Ice Blast, and Frozen Armor Fire: Inferno, Fireball Lightning: Charged Bolt, Lightning Act 5) Barbarians. These mercenaries use the Barbarian class skills Bash and Stun skills, and attack twice per normal attack. This mercenary type also has a 70% bonus to Poison resist in each difficulty. Mercenary Statistics:[003GenSt] ------------------------------- Each mercenary gains these stats at level up; Life, Defense, Strength, Dexterity, Base AR, Minimum and Maximum Damage, Resists, and at certain levels skill level improvement. These gains are fixed per level which means that you don't need to level your mercenary from a low level in order for him/her to reach their full potential. Please see the section, "Everything that's left" for links to the following which will be useful in planning your setups. -FHR% table -FCR% table -IAS% calculator -Stat growth listings Statistics do vary between difficulties, however. Mercenaries hired in earlier difficulties have higher stats and skill levels than ones hired in later difficulties. A Normal mercenary will have higher stats than one from Nightmare or Hell, and one hired in Nightmare will have higher stats than one from Hell. The only reason to hire a mercenary from anywhere other than Normal would be to use a different aura granted by the Town Guards. Their auras are the same in Normal and Hell, however the skill levels from the Normal Town Guards will end up higher than the ones from Hell which are fixed. Behavior:[003GenBe] ------------------- Each mercenary type has a different AI, or more simply they behave different. The following will provide a brief overview of each, as well as potential ways to counter any negative behavior. Rogues: The Rogues have a habit of getting surrounded easily. If you run too far ahead monsters will flock to her, cutting her off from you. If this happens your Rogue is likely dead, she's typically incapable of fighting a large pack of monsters solo. To deal with this just keep an eye on her, if she starts to get surrounded move away from the area and she'll usually follow. If not, you'll likely need to get involved by killing the attackers. Town Guards: Using one of these means you will never be attacked by a wall. I wish I wasn't serious about this. These mercenaries have a habit of wandering away from battle, trying to walk into a wall, and as they level their chances of using their aura decrease so you'll find yourself wondering what to do with him. Your Town Guard will activate his aura when he has to select an attack, so if he isn't using it then you're killing too much. Step back and let him get a few kills in. Being a melee unit, if properly equipped the Town Guard will be able to stand against numerous monsters. Iron Wolves: Iron Wolves suffer from the same problem as Rogues, although not as bad. This mercenary type is a bit more capable of running from danger. Iron Wolves don't attack or block, so if one gets surrounded they are dead. Unlike a Rogue, these guys can't leech Life to help. The same method of keeping the Rogue alive will work here, if your Iron Wolf gets surrounded just start moving and he'll follow. Barbarians: These guys are quite good at survival, Bash and Stun help keep monsters from surrounding the Barbarian mercenary. Unfortunately, the Barbarian has a habit of trying to get himself surrounded. You'll find these guys rushing head-first into opposition without thinking (so to speak), although if properly equipped the Barbarian requires little supervision. As with the Town Guard, these mercenaries are quite capable of holding their own against the masses. Maintenance:[003GenMa] ---------------------- Even the best equipped character needs some maintenance, mercenaries are no exception. The following lists things to keep in mind, as well as tips on keeping your mercenary standing through each battle. -Mercenary equipment doesn't degrade, even an item with 1 Durability will last forever when equipped on a mercenary. Due to this, Ethereal items are ideal since they possess a 50% bonus to either Damage or Defense. -Mercenaries regenerate life. Each mercenary except the Barbarian regenerates at the same rate, 41 seconds, while the Barbarian mercenaries have a faster regeneration time of 16.4 seconds. -Equipment providing any of the following will not work. Vitality, Energy, Mana, or Prevent Monster Heal. -You can heal your mercenary by either dragging a potion onto his/her picture in the upper left or by pressing Shift+1-4 (or your hotkeyed potion buttons). Each potion does the same thing to them, Healing potions restoring life over time and Rejuvenation potions healing instantly. -Thawing potions and Antidote potions will work on your mercenary also. It is important to remember this since your mercenary can die from Poison. They can even die in town, so if he's poisoned work quickly to remedy the situation. -Against Act bosses mercenaries are especially vulnerable. Mercenaries take 10 times the damage from Act bosses than they do from other monsters. As well, they do 50% less damage to bosses in Normal, 65% less in Nightmare, and 75% less in Hell. It is almost expected for your mercenary to have difficulty surviving against bosses, so don't feel bad if you have to run back to town to revive him. Equipment Choices:[004Equip] ---------------------------- In order to protect your hired friend you'll need to equip him/her. There may be countless ways to do this, some more effective than others. Below are some of the more common equipment choices you'll hear about or come across. Since these items are all going on mercenaries you should, if possible, make your runewords in ethereal items. For weapons you'll get 50% extra damage and for armor you'll get 50% more Defense (125% if ebugged, see the FAQ section for details). Using Ethereal uniques if possible will provide the same benefits. Set items cannot be Ethereal. Some of the items and runewords mentioned are "Ladder Only". Items that are "Ladder Only" cannot be found off of Ladder online, however they can be found in Single Player. Runewords that are "Ladder Only" cannot be made off of Ladder online or in Single Player. Those playing Single Player can use a mod called Runeword Mod (http://www.d2offline.info/viewtopic.php?f=11&t=334) to make these runewords. Following the list of what each mercenary type can equip is a list of some common items that get equipped on a mercenary. I have decided only to list the key stats of each item. If you need to check the full stats of an item you can visit Arreat Summit for details on these. The link to the Arreat Summit is in the "Everything that's Left" section. Each mercenary can equip the following types of equipment: Rogue - Bows (excluding Crossbows and Amazon specific bows) Helmets Body armor Town Guard - Polearms, Spears, Javelins (excluding Amazon specific) Helmets Body armor Iron Wolves - Swords * - Helmets - Body armor - Shields (cannot block) Barbarians - Swords - Helmets (including Barbarian specific) - Body armor *Iron Wolves have been reported to swing their sword, at an amount equal to 10% of the time. Although I have never witnessed this happen that doesn't mean it doesn't happen. For all intents and purposes the Iron Wolf will be treated as a Caster in this guide. If a piece of equipment appears as this, "Item Name", it is a runeword. If the name of the item is not in quotes it is a Unique item unless specifically noted. The term Helmet applies to all types, including the Circlet class. Helmets: [004EqHat] ------------------- "Delirium". This helmet offers very little to a mercenary, although it does have a 11% CTC Confuse on Striking which will go off often with your mercenary attacking. This can be a nice asset to some builds, although you would have to think carefully before using this helmet. If your build requires a curse such as Decrepify or Life Tap this would constantly overwrite your curses. "Dream". *HR note* This helmet has variable resists (5%-20%) and variable FHR% (20%-30%) which are alright but most people using this would be using it for the Holy Shock aura. An unsynergized Level 15 Holy Shock aura will do 1-108 damage on the pulse and add 1-648 damage to your mercenary's attack. Many monsters in Hell have well over 10k life, so this little bit of damage would most likely be less than the monsters' regen. One nasty side effect of Holy ??? auras is to attract monsters from all over the place, and this usually ends badly. Andariel's Visage. This helmet has a very wide assortment of mods that your mercenary would enjoy including 8%-10% Life leech, 20% IAS, +2 skills, 20-30 Strength, and 70% Poison resist. The only drawback is that it has -30% Fire resist. A Ral rune or Ruby jewel (fire resist type) will easily fix this, and if you could find a Ruby jewel with a nice mod even better. Crown of Thieves. 33% Fire resist, 50 Life, 25 Dexterity, and 9%-12% Life leech make this a very nice choice for a mercenary helmet. Mid range, but this helmet would work very well for a final choice. Tal Rasha's Horadric Crest. This is a solid choice which has 15$ resist all, 60 Life, and 10% Life Leech. Another nice midrange helmet with the potential to stick with your mercenary for the long haul. This is a Set piece item from the Tal Rasha's Wrappings set. Vampire Gaze. This helmet has a bit lower Life leech than the previous ones with 6%-8% but it offers a little Cold damage and 15%-20% DR, this can go a long way toward keeping your mercenary standing. Do not up this item to its Elite version as it may lose Defense. Guillaume's Face. This might be your best bet for pure offense. This helmet offers 30% FHR, 15% DS, 35% CB, and 15 Strength. It lacks Life leech but the mods on this helmet make up for it. This is a Set piece item from the Orphan's Call set. Armors: [004EqArm] ------------------ "Treachery". This armor has the potential to be the best choice you can make for your mercenary. The rune cost is reasonably low but the benefits are amazing. You get 20% FHR, 30% Cold resist, 5% CTC Level 15 Fade when Struck (which grants 60% resist all and 15% DR), 5% CTC Level 15 Venom on Striking, and last but not least 45% (yes, forty five percent) IAS. This is very huge and is near impossible to match from an armor. Not bad for a simple Lem rune, huh? "Stone". This armor provides a very large increase to Defense, 250%-290% Edef, 60% FHR, 15% resist all, and 16 Strength. There are probably better choices but this armor will provide excellent protection to your mercenary. "Duress". This armor provides 150%-200% EDef, 40% FHR, 15% resist all/45% Cold resist, Cold damage, 15% CB, 33% OW, and 10%-20% ED%. For an offensive based mercenary this armor will serve well. "Fortitude". *HR note* This armor is quite impressive, although it lacks FHR% (which may be difficult to gain elsewhere) it has many mods that make this armor worth the runes. A 300% increase to ED%, 200% Edef, variable Life per level, 20%-30% resists, and a 25% CTC Level 15 Chilling Armor when Struck which will provide even more Defense. "Chains of Honor" *HR note* This is an interesting choice for armor, although it may be a bit "expensive" to give to a mercenary. It offers 65% resist all, 8% DR, 20 Strength, 70% Edef, 8% Life leech and +2 to all skills. A sound choice however a character would benefit much more from this armor. Duriel's Shell. This armor is pretty easy to come across and offers some nice mods to help your mercenary stay alive. It has 20% resist all/50% cold resist, Life per level, 15 Strength, and 160%-200% Defense. This armor also has CBF which can be helpful in some situations. For most cases this can be considered a budget choice. Shaftstop. Another budget choice, Shaftstop offers 60 Life, 30 DR%, and 180%- 220% Edef. The Gladiator's Bane. This might work nicely on your mercenary, it has 30% FHR, 50% PLR, 15-20 PDR, 150%-200% Edef and CBF. This carries a steep required level of 85 though. Leviathan: This armor has 15%-25% DR, 40-50 Strength, and 170%-200% EDef%. Not much to look at but this is a very nice armor. Skin of the Vipermagi. This may seem out of place but it works well on an Iron Wolf mercenary. The 30% FCR and 20%-35% resist all are quite helpful, as is the +1 skill it offers. Que-Hegan's Wisdom. Another possible choice for the Iron Wolves, this provides +1 skill, 20% FCR and 20% FHR. Guardian Angel. People use this, but it rarely helps their mercenaries. The +15% to maximum resists only work if your mercenary already has resists past 75%. You'll need to equip your mercenary with plenty of resist all equipment to make use of this, and typically it isn't worth the effort. Shields:[004EqShl] ------------------ Note, the following suggestions apply only to the Iron Wolves. As well, since FCR% is needed for your mercenary to get his spells out faster "Spirit" and Lidless Wall will be recommended. "Spirit" (shield). This does the same thing as the "Spirit" runeword listed, in the Weapons section, however the shield offers 35% Cold, Lightning, and Poison resists. "Ancient's Pledge". 48% resist all/43% Cold resist, although not much else. This is a good choice for a low to mid level shield that's given to you three times during your quest. "Sanctuary". This shield offers 50%-70% resist all, 130%-160% Edef, and 20% FHR. This shield also has 20% Faster Block Rate which is wasted on this mercenary type and requires 2 Mal runes. For simple resists there are much better choices. "Dragon". *HR note* the only thing this offers that an Iron Wolf could use and still be worth something is the fact that it occupies an equipment slot. The Level 14 Holy Fire aura will do the same thing as any other Holy Fire aura discussed previously, it will do no damage and get your mercenary killed. "Dream". *HR note* Does the same thing as when made into a helmet, however this time it also offers 50 Life. If you equip both this and the helmet you get a Level 30 Holy Shock aura which will do 1-1668 damage. This might tickle some of the lower monsters in Hell, but this setup occupies two equipment slots that could be used for something else. Lidless Wall. 20% FCR and +1 all skills, not much but the FCR% can help. Stormshield. 60% Cold resist, 25% Lightning resist, and 35% DR are all this shield offers that could be of any use. Your mercenary won't be coming under fire enough for the 35% DR to matter and if he does get surrounded it won't save him. Still, if you are planning to use something like "Lawbringer" on your mercenary to help you through anywhere where there's both Oblivion Knights and other highly physically damaging monsters this may be a decent choice. The Ward. 30%-50% resist all is the only thing this shield really offers, if for some reason you don't have the runes for "Ancient's Pledge" this would do fine. Medusa's Gaze. 219 Strength, which is impossible no matter how you cut it. If you're determined to do this, a Hel rune in the shield and items everywhere else with Strength should let you do this at very high levels, 90 or higher. The 10% CTC Level 7 Lower Resist when Struck might look interesting but it requires a fragile mercenary to get hit often. This doesn't work as well in practice as it would seem. Weapons:[004EqWep] ------------------ Rogues: "Harmony". This bow offers 200%-275% ED, Fire/Cold/Lightning damage, and provides a Level 10 Vigor aura when equipped. This bow can help your Rogue slowly pick away at any Physical immunes you may come across. "Faith". *HR note* Offers 330% ED, 300% AR, 15% resist all, and +1-2 skills. This bow also provides a Level 12-15 Fanaticism aura which will make any physical character or mercenary happy. "Ice". *HR note* Offering 140%-210% ED, 7% Life Leech, 20% DS, and 20% IAS, this bow also offers a Level 18 Holy Freeze aura which will slow the surrounding monsters down. An interesting choice, especially if you'd prefer the aura without the lack of intelligence of the Town Guard. "Edge". 35% IAS, 320%-380% damage to Demons, 280% damage to Undead, and 7% Life leech. Unfortunately this bow lacks ED% so against monsters that aren't Demons or Undead it won't do as much. This bow also provides a Level 15 Thorns aura. Since there are a large number of both Demon and Undead types this may not be that bad of a choice, especially considering the low rune cost to assemble. Witchwild String. This bow has 150%-170% ED, two sockets, 40% resist all and a 2% CTC Amplify Damage proc which doesn't go off very often but might be worth using with some IAS% equipment. Riphook. This bow has 180%-220% ED, 30% OW, 30% IAS, 7%-10% Life leech, and attacks very fast. It also has Slows Target by 30% which can cause problems. Please see the notes in the FAQ section below. Eaglehorn. Has 200% ED, variable maximum damage per level, and variable AR per level. A bit slow but a solid choice. Windforce. 250% ED, a large variable maximum damage per level, and 20% IAS make this a fine choice if you're hoping for some extra damage out of your Rogue. Town Guards: Unless noted, each of these weapons is a Polearm class weapon. "Insight". This weapon provides some nice bonuses and is practically a steal for its cost. Providing 200%-260% ED, 180%-250% AR, a Critical Strike oskill, and a Level 12-17 Meditation Aura, this weapon will be useful to any caster. "Obedience". Almost nothing on this runeword is wasted and every mod on this weapon helps it do one thing: kill stuff. 370% ED which compares to "Breath of the Dying", 40% FHR, -25% Target Defense, Cold damage, 40% CB, 200-300 Defense, and 20%-30% resist all make this one very powerful weapon. It lacks Life leech and IAS% but each is easily made up elsewhere. "Infinity". *HR note* This weapon provides 255%-325% ED, 35% FRW, and 40% CB, however this isn't the reason we like this. "Infinity" provides a Level 12 Conviction aura which is useful to both elemental casters for extra damage and melee characters for lowered monster Defense. "Pride". *HR note* Offers 20% DS and 2