Ghoul Lord - Diablo Wiki

Ghoul Lord

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Diablo II Monsters [e]
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Ghoul Lord:
is a Monster
and an Undead
and a Guest Monster

Ghoul Lords are Undead. They're a species of Vampires.

These monster mages are among the most dangerous enemies your character will face. Ghoul Lords are tough to kill, move quickly, hit hard, and can cast Fireballs, Firewalls, call down Meteors, and even steal life with their attacks.

Necromancers can take on the appearance of a Ghoul Lord by equipping the entire Trang-Oul's Avatar set.

The weakest Ghoul Lords in Hell difficulty are found on the Arcane Sanctuary, while the strongest are found on the level 1 of the Worldstone Keep.

  • All values are listed by difficulty level: Normal / Nightmare / Hell.


Locations[edit]

  • Guest Monsters are found only in Act Five, and only on Nightmare and Hell difficulty levels.
  • Monsters in areas marked "Boss Only" will only appear as random bosses or champions.
  • Monsters in areas marked "No Boss" will never appear as random bosses or champions.

Act 2:

Act 5:


Statistics[edit]

  • The TC/Rune drops listed are the highest Treasure Class/Rune Group a normal monster of that type can drop.
    • Champions and Bosses can sometimes drop from the next higher TC.
    • The max TC/Rune possible depends on which level a monster spawns in, and can vary slightly from the listed values (monsters that spawn in later levels can drop higher level items). See the item calculators to ascertain precisely what a monster from a given area can drop.
Location Level Experience Hit Points Speed Max TC/Rune
Arcane Sanctuary 19 / 48 / 79 300 / 8674 / 64561 104-143 / 1402-1870 / 8238-10984 6 21/Ral, 51/Lem, 78/Cham
Tal Rasha's Tomb 19 / 49 / 80 300 / 9279 / 66600 104-143 / 1452-1936 / 8410-11214 6 21/Ral, 51/Lem, 78/Cham
Worldstone Keep Level 1 -- / 65 / 85 -- / 24015 / 76792 -- / 2272-3030 / 9273-12364 8 --, 63/Vex, 87/Zod


Offense[edit]

Ghoul Lords can cast fireball, firewall, and meteor. They have life steal as part of their melee attacks, and can also hit with cold damage. Nasty fellows.

Location Melee Dmg Cold Dmg Melee AR Fireball Firewall Meteor
Arcane Sanctuary Norm: 6-15
Night: 20-40
Hell: 45-91
60% chance of:
4-14 (1sec)
20-40 (2sec)
45-91 (3sec)
174
1144
3816
15-18
51-54
99-102
4-5/sec
11-12/sec
22-23/sec
--
25-30
45-50
Tal Rasha's Tomb Norm: 6-15
Night: 20-41
Hell: 45-91
60% chance of:
4-14 (1sec)
20-41 (2sec)
45-91 (3sec)
174
1166
3861
15-18
51-54
99-102
4-5/sec
11-12/sec
22-23/sec
--
25-30
45-50
Worldstone Keep Level 1 Night: 26-53
Hell: 48-96
75% chance of:
26-53 (2sec)
48-96 (3sec)
-- / 1512 / 4089 87-90
135-138
18-19/sec
32-33/sec
40-45
60-65


Defenses[edit]

Normal Ghoul Lords regenerate life at twice the normal rate Guest Monster Ghoul Lords regenerate at nearly 3x the normal rate. They are among the hardest monsters in the game to kill, with their huge hit points, high resistances, very fast life regeneration, and evasive AI.

  • Regen Rate tells what % of a monster's hit points are recovered per second. Standard is 1.2/sec.
  • Blocking values are assigned to every monster in the game, but the ability is seldom enabled, so most monsters can not block (Hence the blocking % given on most Diablo II monster pages, including Blizzard's, is inaccurate.) When enabled, 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.
Location Defense Blocking Regen Rate Drain Effectiveness Chill Effectiveness
Arcane Sanctuary 95 / 672 / 1546 19% 2.4% 100 / 85 / 75 50 / 40 / 25
Tal Rasha's Tomb 95 / 684 / 1563 19% 2.4% 100 / 85 / 75 50 / 40 / 25
Worldstone Keep Level 1 -- / 876 / 1651 25% 3.1% -- / 85 / 75 -- / 40 / 25


Resistances[edit]

  • 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.
Location Physical Fire Cold Lightning Poison Magic
Arcane Sanctuary 30% / 30% / 30% 0% / 0% / 33% 50% / 50% / 110% 0% / 0% / 25% 0% / 50% / 50% 0% / 0% / 0%
Tal Rasha's Tomb 30% / 30% / 30% 0% / 0% / 33% 50% / 50% / 110% 0% / 0% / 25% 0% / 50% / 50% 0% / 0% / 0%
Worldstone Keep Level 1 -- / 60% / 75% -- / 0% / 33% -- / 50% / 130% -- / 0% / 33% -- / 50% / 50% -- / 0% / 0%


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