Mercenary and shrines
The atlas passives that extend the duration of shrines don't work on mercenaries.
I'm guessing this is also the case for passives that increase the effect of shrines. I assume this is intentional and not a bug since the wording on the atlas tree and the scarab of awakening states: "increased duration of shrine effects on players in your maps", and the mercenary is not treated as a player. However this makes strategies that rely on shrines (Evolving Shrine, Covetous Shrine or any of the influence shrines) pretty much unusable when playing a build that uses a mercenary as a "carry". It would be nice if those atlas passives worked on mercenaries. Last bumped on Jul 13, 2025, 1:54:17 PM
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Agreed, feels really bad to use shrines in any way when your merc is a large part of your setup. Would appreciate it if their shrine buffs simply followed your buff timers. From what I could approximate from a few maps, The Gull actually does work on your mercenary because it specifies "on you" as opposed to "on players", and the game will consider the merc for that which is a bit annoying that it doesn't work for both, but fair.
On top of the first part of your post, it feels really buggy and inconsistent when interacting with a shrine while you've actually got Syncretism (extra shrine effect notable) allocated, it feels very random what shrine buffs, if any, your merc will get. Tried turning the notable off and it seemed like it helped but I preferred the power from it. Hoping a midleague patch will address these things |
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" It's not buggy. Mercs don't get ice nova, shock nova and skeleton shrines (maybe a few others as well, but these ones I'm certain about). Rest of the shrines they do get. |
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