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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. | 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 | |||
** Amplify Damage. | |||
* All values are listed by difficulty level: '''Normal / Nightmare / Hell.''' | * All values are listed by difficulty level: '''Normal / Nightmare / Hell.''' |
Revision as of 10:57, 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
- 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 | 33/Sol, 57/Um, 84/Zod |
Abyss Knight | 27 / 57 / 84 | 650 / 14061 / 69770 | 145-194 / 1489-1861 / 5460-9100 | 7 / 7 / 7 | 36/Sol, 60/Ist, 87/Zod |
Oblivion Knight | 30 / 58 / 85 | 863 / 22358 / 107509 | 174-229 / 1531-1914 / 5564-9273 | 8 / 8 / 8 | 36/Sol, 60/Ist, 87/Zod |
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% |