Quick answer: Most builds put Insight (Ral + Tir + Tal + Sol) on an Act 2 Desert Mercenary for Meditation, then upgrade elemental characters to Infinity (Ber + Mal + Ber + Ist) for Conviction. Physical builds often keep Insight or move to Pride / Reaper's Toll instead of Infinity. Armor is usually Fortitude; helm is Andariel's Visage. Hire details live on the mercenary guide.

Who this page is for

The general mercenary guide covers which act to hire and how auras work. This page is the mercenary runewords checklist people search after they already know they want an Act 2 merc: exact recipes, bases, and the Insight → Infinity decision. Facts below track Maxroll's mercenary setups and our runewords database (req levels: Insight 27, Infinity 63, Fortitude 59, Obedience 41, Pride 67).

Insight — the Meditation engine

Insight is the default Act 2 weapon for casters and many hybrids. Recipe: Ral + Tir + Tal + Sol in a 4-socket polearm (staffs and bows/crossbows also work after 2.4; spears do not). The roll that matters is Meditation aura level 12–17 — about one in six Insight poles hit 17.

Deep dive (ilvl socket traps, strength gates, staff vs polearm): the dedicated Insight runeword page. Ladder timing sits next to Spirit in the mid-20s — see runewords by level.

Infinity — the Conviction upgrade

Infinity replaces Insight when your damage type needs enemy resist cuts more than mana. Recipe: Ber + Mal + Ber + Ist in a 4-socket polearm (req level 63). Conviction lowers fire / cold / lightning resist and, at high aura levels, can break many immunities at the usual 1/5 effectiveness — full math on break immunities.

Insight vs Infinity in one line: Insight solves your mana; Infinity solves their resistances. They are not parallel upgrades for every build — elemental characters graduate; physical characters often branch elsewhere.

Other Act 2 weapons worth knowing

Filter poles in the database; keep ethereal elites with the right socket count using runeword bases and how to add sockets.

Armor and helm that carry every setup

Act 1, Act 3 and Act 5 runeword notes

Suggested upgrade order

  1. Hire Act 2 (Might for physical, Holy Freeze for most casters) — details in mercenary guide.
  2. Craft Insight as soon as you have Sol and a 4os polearm (often with Spirit on the character).
  3. Stack life leech / resists on helm and armor (Treachery → Fortitude).
  4. Elemental endgame: farm two Bers and move the same ethereal base class to Infinity; keep Insight for second characters.
  5. Physical endgame: Pride or Reaper's Toll instead of Infinity when Conviction adds little.

Fresh-ladder level gates for the cheap pieces: runewords by level. Teleport armor for your character is a separate Jah/Ber chase — Enigma — and should not delay the first Insight.