Will item triggered skills work when equiped to a mercenary?

Anyone seen if items like Death's Oath or Corpsewalker will work when equipped on a merc? I know the skills don't work on AGs but since mercs are different I wonder if they'll work on them. Having corpse walk boots on a merc could be quite handy.
Last bumped on Jun 17, 2025, 7:37:38 PM
Would also love to know this!
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RawSushi#0499 wrote:
Would also love to know this!


Would also love if RawSushi got to know this.
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Pretty sure they won't. There's no way they would allow for that.
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why wouldn't they? The merc is essentially a second player, with full gear and everything, even a skillset and build.

Animate guardian can curse on hit and do other effects, but this is way more involved and detailed than that. And there is ALWAYS power creep associated with a new league.

It wouldn't be OP in the least...there would be hardly any scaling. At most, it would add additional utility.
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Last edited by cowmoo275#3095 on Jun 7, 2025, 5:39:11 PM
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why wouldn't they?


The amount of balancing chaos this would create is the stuff of nightmares for devs.

https://www.poewiki.net/wiki/Skill#Items_that_grant_unique_skills

Just to name a few:

https://www.poewiki.net/wiki/Jorrhast%27s_Blacksteel

https://www.poewiki.net/wiki/Arakaali%27s_Fang

https://www.poewiki.net/wiki/Law_of_the_Wilds

https://www.poewiki.net/wiki/The_Dancing_Dervish

Free Minions. Doesn't matter if their base damage is shit if you go aura bot.

https://www.poewiki.net/wiki/Balefire

Nice 25% Fire Exposure.

https://www.poewiki.net/wiki/Eber%27s_Unification

-20% enemy Chaos Resistance. Poison Minions say hello.




Not even including all the trigger stuff.
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The Unplayable Build: youtu.be/WlyVf34_TiI
Poor Man's Ward Loop: pathofexile.com/forum/view-thread/3480922
^i see nothing on that list particularly damaging, especially not anything that isn't similar in damage to previous league mechanic powers

Half of those are on-kill effects anyway, and how much is your merc really going to be KILLING things...i highly doubt it'll be often. You are making a broad assumption that mercs will be similar in power and speed and aoe as we are. I very much doubt that will be the case.

And obviously the mercs likely won't be able to use SKILLS granted by items like Balefire. That would require AI.


And any minions that are granted like Dervish and Arakaali will be awful. Just straight up clutter for no benefit. No amount of aurabotting is going to change that lol.
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Last edited by cowmoo275#3095 on Jun 7, 2025, 6:05:41 PM
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Half of those are on-kill effects anyway, and how much is your merc really going to be KILLING things...




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And obviously the mercs likely won't be able to use SKILLS granted by items like Balefire. That would require AI.


Then they won't be able to use any of those others, too. Case closed, then. You forget that Rogue Exiles have existed for many years. This is basically what they are.


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And any minions that are granted like Dervish and Arakaali will be awful. Just straight up clutter for no benefit. No amount of aurabotting is going to change that lol.


Then you don't know how to aura bot. Simple as.
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Poor Man's Ward Loop: pathofexile.com/forum/view-thread/3480922
^that is like.....all wrong.

They literally can't use Balefire skill because it requires it to be physically used. All the others are TRIGGERS. If you don't even see the difference there, then there's no point discussing this further as you have no idea.

Aurabot: You can slap every aura and every source of added effect all you want to your merc's triggered minion.....without a skill tree it will do absolutely nothing. It will tickle the monsters in the endgame. GLHF

I'm not having this conversation, I remember you and your history: you have absolutely no idea what you are talking about and its just going to get worse.


I see no reason why triggered skills on items shouldn't be usable with the mercenaries.

The other limiter on triggers is going to be mana: if any trigger costs mana, it likely won't work because mercs probably don't HAVE mana.
Starting anew....with PoE 2
Last edited by cowmoo275#3095 on Jun 7, 2025, 6:19:44 PM
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^that is like.....all wrong.

They literally can't use Balefire skill because it requires it to be physically used. All the others are TRIGGERS. If you don't even see the difference there, then there's no point discussing this further as you have no idea.


RemindMe! 2 weeks /s

Spoiler



It's pretty clear they work very differently from AG. If they can use item skills, it's gonna get really interesting. The question remains whether their skill list updates if you add items that have skills. I have my doubts and suspect they have their own fixed skills (mainly for balancing reasons).

Take note that the boots they are showcasing here gives a buff and not a skill. Something AG could get as well, if it were able to use skills of its own. Animate Guardian of Smiting just might, as it gives the AG an active skill, except it's not a movement skill.

So, if they cannot use other active skills, they cannot use the ones you mentioned, either, because the skills are GRANTED by the items. Corpse Walk, for example, doesn't work on AG, because AG cannot gain active skills. Which is the prerequisite for that skill to even function:

https://www.poewiki.net/wiki/Corpse_Walk
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This Spell is Triggered when Gained


So much for "you have no idea".

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I'm not having this conversation, I remember you and your history: you have absolutely no idea what you are talking about and its just going to get worse.


What's interesting is how you seem unable to have a civil discussion. Ad hominem is not gonna help your case and I wasn't being disrespectful to you, either.
Shaper Beam Totems: pathofexile.com/forum/view-thread/3797903
Gorilla Pop: youtu.be/JYGmntfn1ho
Lazy Susie: pathofexile.com/forum/view-thread/3709173
The Unplayable Build: youtu.be/WlyVf34_TiI
Poor Man's Ward Loop: pathofexile.com/forum/view-thread/3480922

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