Devilkin - Diablo Wiki
Open main menu

Diablo Wiki β

Devilkin

Devkin.JPG
Diablo II Monsters [e]
Types
AnimalsDemonsUndead
Info
Complete Monster Listing
ModifiersExperience
ChampionsSuperUniques
Monster Categories
AnimalsDemonsUndead
Act BossesGuest Monsters
ObjectsSuperUniques
Uber Monsters
Monster Type
Devilkin:
is a Monster
and a Demon
and a Guest Monster

Devilkins are Demons. They're a species of the Fallen family of monsters.

Devilkins may be resurrected by Devilkin Shaman. Raised Devilkins are not worth any experience and can not drop items; they're only worth killing once. Find the Devilkin Shaman and kill them first, so they can not prolong the battle.

Devilkins have interesting AI. All nearby Devilkin will run away from any character who makes a kill; whether of a Devilkin or any other monster. Devilkins run for a second or two, then turn around and resume their attack. Devilkins who can not run since their path is blocked by walls, fences, other monsters, etc, will continue fighting. Devilkin Shaman do not flee when they see a death.

The weakest Devilkins in Hell difficulty are found on the Tamoe Highlands, while the strongest are found on levels 1-2 of The Pit.

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


Contents

LocationsEdit

Devilkins spawn as minions to Devilkin Shaman in v1.09 and later. (Prior to that patch whole packs of Devilkin Shaman spawned with each Devilkin Shaman boss.)

  • 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 1:

Act 5:


StatisticsEdit

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.
    • 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
Tower Cellar Level 1 7 / 38 / 75 53 / 1910 / 24443 4-12 / 148-326 / 1258-2767 6 6/-, 42/Io, 72/Ber
Tower Cellar Level 2 7 / 39 / 76 53 / 2043 / 25326 4-12 / 156-344 / 1286-2830 6 6/-, 42/Io, 75/Ber
Tower Cellar Level 3 7 / 40 / 77 53 / 2187 / 26209 4-12 / 165-363 / 1315-2894 6 6/-, 42/Io, 75/Ber
Tower Cellar Level 4 7 / 41 / 78 53 / 2340 / 27093 4-12 / 174-382 / 1344-2957 6 6/-, 42/Io, 75/Ber
Tower Cellar Level 5 7 / 42 / 79 53 / 2503 / 27976 4-12 / 182-400 / 1373-3020 6 6/-, 45/Ko, 78/Cham
Tamoe Highland 7 / 39 / 69 53 / 2043 / 19143 4-12 / 156-344 / 1085-2388 6 6/-, 42/Io, 69/Lo
Pit Level 1 7 / 39 / 85 53 / 2043 / 33276 4-12 / 156-344 / 1545-3400 6 6/-, 42/Io, 87/Zod
Pit Level 2 7 / 40 / 85 53 / 2187 / 33276 4-12 / 165-363 / 1545-3400 6 6/-, 42/Io, 87/Zod
Outer Cloister 7 / 40 / 70 53 / 2187 / 20026 4-12 / 165-363 / 1114-2451 6 6/-, 42/Io, 69/Lo
Barracks 7 / 40 / 70 53 / 2187 / 20026 4-12 / 165-363 / 1114-2451 6 6/-, 42/Io, 69/Lo
Halls of Anguish -- / 63 / 83 -- / 9261 / 31510 -- / 361-795 / 1488-3273 10 --, 63/Vex, 87/Zod


OffenseEdit

Devilkins have a chance to add elemental damage to their second attack type.

Location Attack 1 AR 1 Attack 2 Elemental AR 2
Tower Cellar Level 1 2-5 / 14-28 / 38-76 52 / 696 / 2725 2-5 / 16-32 / 48-85 Lightning Damage:
-- / 0-16 (10%) / 0-68 (20%)
52 / 657 / 2573
Tower Cellar Level 2 2-5 / 14-29 / 39-78 52 / 712 / 2759 2-5 / 16-33 / 43-87 Lightning Damage:
-- / 0-16 (10%) / 0-69 (20%)
52 / 673 / 2606
Tower Cellar Level 3 2-5 / 14-29 / 39-78 52 / 729 / 2793 2-5 / 16-33 / 43-87 Lightning Damage:
-- / 0-16 (10%) / 0-69 (20%)
52 / 688 / 2638
Tower Cellar Level 4 2-5 / 15-31 / 40-80 52 / 745 / 2827 2-5 / 17-35 / 44-89 Lightning Damage:
-- / 0-17 (10%) / 0-71 (20%)
52 / 703 / 2670
Tower Cellar Level 5 2-5 / 15-31 / 40-81 52 / 761 / 2862 2-5 / 17-35 / 45-91 Lightning Damage:
-- / 0-17 (10%) / 0-72 (20%)
52 / 719 / 2703
Tamoe Highland 2-5 / 14-29 / 36-72 52 / 712 / 2520 2-5 / 16-33 / 40-80 Lightning Damage:
-- / 0-16 (10%) / 0-64 (20%)
52 / 673 / 2380
Pit Level 1 2-5 / 14-29 / 43-86 52 / 712 / 3067 2-5 / 16-33 / 48-96 Lightning Damage:
-- / 0-16 (10%) / 0-76 (20%)
52 / 673 / 2896
Pit Level 2 2-5 / 14-29 / 43-86 52 / 729 / 3067 2-5 / 16-33 / 48-96 Lightning Damage:
-- / 0-16 (10%) / 0-76 (20%)
52 / 688 / 2896
Outer Cloister 2-5 / 14-29 / 36-72 52 / 729 / 2554 2-5 / 16-33 / 40-80 Lightning Damage:
-- / 0-16 (10%) / 0-64 (20%)
52 / 688 / 2412
Barracks 2-5 / 14-29 / 36-72 52 / 729 / 2554 2-5 / 16-33 / 40-80 Lightning Damage:
-- / 0-16 (10%) / 0-64 (20%)
52 / 688 / 2412
Halls of Anguish -- / 23-46 / 42-84 -- / 1101 / 2998 -- / 20-41 / 37-75 Lightning Damage:
-- / 15-46 (10%) / 28-84 (20%)
-- / 1040 / 2832


DefensesEdit

  • 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.
Location Defense Blocking Regen Rate Drain Effectiveness Chill Effectiveness
Tower Cellar Level 1 35 / 386 / 1032 25% 1.2/sec 100 / 85 / 75 50 / 40 / 33
Tower Cellar Level 2 35 / 394 / 1045 25% 1.2/sec 100 / 85 / 75 50 / 40 / 33
Tower Cellar Level 3 35 / 403 / 1057 25% 1.2/sec 100 / 85 / 75 50 / 40 / 33
Tower Cellar Level 4 35 / 411 / 1069 25% 1.2/sec 100 / 85 / 75 50 / 40 / 33
Tower Cellar Level 5 35 / 420 / 1082 25% 1.2/sec 100 / 85 / 75 50 / 40 / 33
Tamoe Highland 35 / 394 / 959 25% 1.2/sec 100 / 85 / 75 50 / 40 / 33
Pit Level 1 35 / 394 / 1155 25% 1.2/sec 100 / 85 / 75 50 / 40 / 33
Pit Level 2 35 / 403 / 1155 25% 1.2/sec 100 / 85 / 75 50 / 40 / 33
Outer Cloister 35 / 403 / 970 25% 1.2/sec 100 / 85 / 75 50 / 40 / 33
Barracks 35 / 403 / 970 25% 1.2/sec 100 / 85 / 75 50 / 40 / 33
Halls of Anguish -- / 596 / 1131 25% 1.2/sec -- / 85 / 75 -- / 40 / 33


ResistancesEdit

  • 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 Magic Fire Cold Lightning Poison
Tower Cellar Level 1 0% / 0% / 15% 0% / 0% / 0% 0% / 0% / 120% 0% / 0% / 40% 0% / 0% / 0% 0% / 0% / 0%
Tower Cellar Level 2 0% / 0% / 15% 0% / 0% / 0% 0% / 0% / 120% 0% / 0% / 40% 0% / 0% / 0% 0% / 0% / 0%
Tower Cellar Level 3 0% / 0% / 15% 0% / 0% / 0% 0% / 0% / 120% 0% / 0% / 40% 0% / 0% / 0% 0% / 0% / 0%
Tower Cellar Level 4 0% / 0% / 15% 0% / 0% / 0% 0% / 0% / 120% 0% / 0% / 40% 0% / 0% / 0% 0% / 0% / 0%
Tower Cellar Level 5 0% / 0% / 15% 0% / 0% / 0% 0% / 0% / 120% 0% / 0% / 40% 0% / 0% / 0% 0% / 0% / 0%
Tamoe Highland 0% / 0% / 15% 0% / 0% / 0% 0% / 0% / 120% 0% / 0% / 40% 0% / 0% / 0% 0% / 0% / 0%
Pit Level 1 0% / 0% / 15% 0% / 0% / 0% 0% / 0% / 120% 0% / 0% / 40% 0% / 0% / 0% 0% / 0% / 0%
Pit Level 2 0% / 0% / 15% 0% / 0% / 0% 0% / 0% / 120% 0% / 0% / 40% 0% / 0% / 0% 0% / 0% / 0%
Outer Cloister 0% / 0% / 15% 0% / 0% / 0% 0% / 0% / 120% 0% / 0% / 40% 0% / 0% / 0% 0% / 0% / 0%
Barracks 0% / 0% / 15% 0% / 0% / 0% 0% / 0% / 120% 0% / 0% / 40% 0% / 0% / 0% 0% / 0% / 0%
Halls of Anguish -- / 66% / 25% -- / 66% / 75% -- / 66% / 75% -- / 66% / 75% -- / 66% / 75% -- / 66% / 75%