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Oblivion Knights are [[Undead]]. | Oblivion Knights are [[Undead]]. | ||
This class of monsters is one of the most dangerous in the game. Doom Knights are mere foot soldiers, but even they can hit for a wide variety of spectral damage. Abyss Knights have melee spectral damage, plus the ability to cast a protective Bone Armor, and five flavors of elemental projectile damage. Oblivion Knights are the most dangerous monsters in the game for melee characters, due to their ability to cast the Iron Maiden curse. They've got a variety of elemental projectiles, Bone Armor and can cast the following curses: Decrepify, Iron Maiden, Lower Resist, Weaken, Life Tap, and Amplify Damage. | |||
Doom Knights | |||
Abyss | |||
Oblivion Knights are | |||
* All values are listed by difficulty level: '''Normal / Nightmare / Hell.''' | * All values are listed by difficulty level: '''Normal / Nightmare / Hell.''' | ||
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* Doom Knights have a 60% chance to add random elemental damage to their melee attacks. | * Doom Knights have a 60% chance to add random elemental damage to their melee attacks. | ||
* Abyss Knights have a 40% chance to add random elemental damage to their melee attacks. Their ranged elemental attacks are calculated separately. (See below). | * Abyss Knights have a 40% chance to add random elemental damage to their melee attacks. Their ranged elemental attacks are calculated separately. (See below). | ||
* Oblivion Knights can cast the following curses: Decrepify, Iron Maiden, Lower Resist, Weaken, Life Tap, and Amplify Damage. | |||
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Revision as of 10:51, 30 March 2008
Oblivion Knights are Undead.
This class of monsters is one of the most dangerous in the game. Doom Knights are mere foot soldiers, but even they can hit for a wide variety of spectral damage. Abyss Knights have melee spectral damage, plus the ability to cast a protective Bone Armor, and five flavors of elemental projectile damage. Oblivion Knights are the most dangerous monsters in the game for melee characters, due to their ability to cast the Iron Maiden curse. They've got a variety of elemental projectiles, Bone Armor and can cast the following curses: Decrepify, Iron Maiden, Lower Resist, Weaken, Life Tap, and Amplify Damage.
- All values are listed by difficulty level: Normal / Nightmare / Hell.
Statistics
Speed rates a monster's movement speed. 1 is very slow, 10 is fast, with some very fast creatures rated at 10+.
- The TC/Rune drops listed are the highest Treasure Class/Rune Group a normal monster of that type can drop.
- TC Champions and Bosses can sometimes drop from the next higher group.
- The max TC/Rune possible may depend on which level a monster spawns in, and can be lower than the maximum. See the item calculators to ascertain precisely what a monster from a given area can drop.
Type | Level | Experience | Hit Points | Speed 1 | Max TC/Rune |
---|---|---|---|---|---|
Doom Knight | 24 / 56 / 82 | 487 / 9477 / 47118 | 123-162 / 1449-1812 / 5253-8755 | 6 / 6 / 6 | |
Abyss Knight | 27 / 57 / 84 | 650 / 14061 / 69770 | 145-194 / 1489-1861 / 5460-9100 | 7 / 7 / 7 | |
Oblivion Knight | 30 / 58 / 85 | 863 / 22358 / 107509 | 174-229 / 1531-1914 / 5564-9273 | 8 / 8 / 8 |
Offense
- Doom Knights have a 60% chance to add random elemental damage to their melee attacks.
- Abyss Knights have a 40% chance to add random elemental damage to their melee attacks. Their ranged elemental attacks are calculated separately. (See below).
- Oblivion Knights can cast the following curses: Decrepify, Iron Maiden, Lower Resist, Weaken, Life Tap, and Amplify Damage.
Type | Melee Attack | Attack Rating | Ranged Attack |
---|---|---|---|
Doom Knight | Physical: 11-24 / 32-70 / 65-139 | 223 / 1976 / 5929 | -- |
Abyss Knight | 12-26 / 42-65 / 84-131 | 256 / 1897 / 5729 | Bone Armor Absorbs: 60 / 90 / 130
|
Oblivion Knight | 13-29 / 28-64 / 57-129 | 284 / 1814 / 5452 | Curse Level: 3 / 6 / 10
|
Defenses
- Regen Rate tells what % of a monster's hit points are recovered per second. Standard is 1.2/sec.
- Blocking tells what % of successful, blockable attacks will not damage the monster. Monsters need not carry a shield to block.
- Drain Effectiveness tells what % of a character's mana and life steal apply to that monster. 100 is all, 0 is none.
- Chill Effectiveness tells what % of a character's cold length applies to the monster. 100 is all, 0 is no freeze/chill at all.
Type | Defense | Blocking | Regen Rate | Drain Effectiveness | Chill Effectiveness |
---|---|---|---|---|---|
Doom Knight | 154 / 883 / 1837 | 24% | 1.2/sec | 100 / 75 / 33 | 50 / 40 / 25 |
Abyss Knight | 173 / 897 / 1879 | 27% | 1.2/sec | 100 / 75 / 33 | 50 / 40 / 25 |
Oblivion Knight | 192 / 910 / 1898 | 29% | 1.2/sec | 100 / 75 / 33 | 50 / 40 / 25 |
Resistances
- Resistances over 99% are listed as immunities and monsters will take no damage from that type of attack.
- Immunities can be "broken" by skills that lower resistance, if the value drops below 99%. See the Resistances page for more details.
Type | Physical | Magic | Fire | Cold | Lightning | Poison |
---|---|---|---|---|---|---|
Doom Knight | 0% / 0% / 33% | 0% / 0% / 0% | 80% / 100% / 110% | 20% / 20% / 20% | 20% / 20% / 20% | 40% / 40% / 50% |
Abyss Knight | 0% / 0% / 33% | 0% / 0% / 0% | 40% / 40% / 40% | 40% / 40% / 40% | 80% / 80% / 100% | 40% / 40% / 50% |
Oblivion Knight | 0% / 0% / 33% | 0% / 0% / 25% | 60% / 60% / 60% | 60% / 80% / 180% | 60% / 60% / 60% | 60% / 60% / 75% |