Difference between revisions of "Mummy"
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The inhabitants of Aranoch have long practiced the art of preserving the dead. As a reverence to the deceased, priests fill bodies with preservative fluids, then wrap them in specially treated cloth, and bury them in tombs below the desert’s surface. This mummification is believed to provide benefits for the deceased in the afterlife. Physically, a mummified body maintains its flesh and sinew for hundreds, even thousands of years. | The inhabitants of Aranoch have long practiced the art of preserving the dead. As a reverence to the deceased, priests fill bodies with preservative fluids, then wrap them in specially treated cloth, and bury them in tombs below the desert’s surface. This mummification is believed to provide benefits for the deceased in the afterlife. Physically, a mummified body maintains its flesh and sinew for hundreds, even thousands of years. | ||
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Under Mephisto’s manipulation, these honored dead have been summoned and bound with the spirits of malicious demons to fill the ranks of his undead army. Instilled with eternal loathing for the living, Mummies are stronger and better suited for combat than the zombies, who due to their advanced decay, are weak and infirm. Mummies are slow-moving, but can deliver powerful blows, often with the touch of poison from the chemicals used in their embalming. Fallen mummies often burst asunder from their wrappings, leaving behind a poisonous cloud that the living should best avoid. | Under Mephisto’s manipulation, these honored dead have been summoned and bound with the spirits of malicious demons to fill the ranks of his undead army. Instilled with eternal loathing for the living, Mummies are stronger and better suited for combat than the zombies, who due to their advanced decay, are weak and infirm. Mummies are slow-moving, but can deliver powerful blows, often with the touch of poison from the chemicals used in their embalming. Fallen mummies often burst asunder from their wrappings, leaving behind a poisonous cloud that the living should best avoid. | ||
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Mummies are slow-moving, hard-hitting, zombies. They shamble about, hardly able to see an enemy across the screen, but potentially deadly in numbers; especially in an enclosed space where their slow speed is less of a handicap. | Mummies are slow-moving, hard-hitting, zombies. They shamble about, hardly able to see an enemy across the screen, but potentially deadly in numbers; especially in an enclosed space where their slow speed is less of a handicap. | ||
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[[category:Guest Monsters]] | [[category:Guest Monsters]] | ||
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Revision as of 10:37, 18 January 2011
Diablo II Monsters [e] |
---|
Types |
Animals • Demons • Undead |
Info |
Complete Monster Listing Modifiers • Experience Champions • SuperUniques |
Monster Categories |
Animals • Demons • Undead Act Bosses • Guest Monsters Objects • SuperUniques Uber Monsters |
is a Monster |
Mummies are Undead. (Zombies are a very similar monster.)
The inhabitants of Aranoch have long practiced the art of preserving the dead. As a reverence to the deceased, priests fill bodies with preservative fluids, then wrap them in specially treated cloth, and bury them in tombs below the desert’s surface. This mummification is believed to provide benefits for the deceased in the afterlife. Physically, a mummified body maintains its flesh and sinew for hundreds, even thousands of years.
Under Mephisto’s manipulation, these honored dead have been summoned and bound with the spirits of malicious demons to fill the ranks of his undead army. Instilled with eternal loathing for the living, Mummies are stronger and better suited for combat than the zombies, who due to their advanced decay, are weak and infirm. Mummies are slow-moving, but can deliver powerful blows, often with the touch of poison from the chemicals used in their embalming. Fallen mummies often burst asunder from their wrappings, leaving behind a poisonous cloud that the living should best avoid.
Mummies are slow-moving, hard-hitting, zombies. They shamble about, hardly able to see an enemy across the screen, but potentially deadly in numbers; especially in an enclosed space where their slow speed is less of a handicap.
Mummies emit a poison cloud upon death. Any character or minion walking over a dead mummy will be poisoned for a relatively brief time. The poison will not move from the death spot, so characters who hold still will not be poisoned. This was changed from the early days of Diablo II, when the toxic cloud spread out, and would sicken your character if they did not actively back up or sidestep the gas.
- All values are listed by difficulty level: Normal / Nightmare / Hell.
Statistics
- 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 | Max TC/Rune |
---|---|---|---|---|
Dried Corpse | 13 / 43 / 74 | 132 / 4121 / 36246 | 29-69 / 764-1069 / 3688-6883 | 15/Nef, 48/Ko, 78/Cham |
Decayed | 15 / 44 / 79 | 161 / 4409 / 43041 | 35-81 / 797-1115 / 4119-7688 | 15/Nef, 48/Ko, 78/Cham |
Embalmed | 18 / 46 / 77 | 213 / 5051 / 40323 | 44-99 / 867-1213 / 3947-7366 | 18/Nef, 51/Lem, 84/Zod |
Preserved Dead | 23 / 49 / 80 | 343 / 6186 / 44400 | 61-137 / 968-1355 / 4205-7849 | 27/Ral, 51/Lem, 78/Cham |
Cadaver | 25 / 55 / 83 | 418 / 8942 / 48477 | 70-154 / 1173-1642 / 4464-8332 | 30/Ral, 57/Um, 87/Zod |
Guest Monsters (Act Five, NM/Hell only) | ||||
Cadaver | -- / 65 / 85 | -- / 16010 / 51195 | -- / 1515-2121 / 6182-8654 | -- / 63/Vex, 87/Zod |
Offense
All types of Mummies have a chance to deal poison damage upon a successful strike.
- Speed rates a monster's movement speed from 1-10.
Type | Speed | Melee Attack | Poison Attack | Attack Rating | |
---|---|---|---|---|---|
Dried Corpse | 3 | 5-10 / 21-37 / 51-89 | Norm: 10%: 46 over 16s (2.9/sec) Night: 25%: 286 over 24s (11.9/sec) Hell: 25%: 938 over 32s (29.3/sec) |
113 / 907 / 3139 | |
Decayed | 3 | 6-11 / 22-38 / 54-95 | Norm: 10%: 52 over 16s (3.2/sec) Night: 25%: 286 over 24s (11.9/sec) Hell: 25%: 938 over 32s (29.3/sec) |
135 / 926 / 3339 | |
Embalmed | 3 | 6-13 / 23-40 / 52-91 | Norm: 10%: 62 over 16s (3.9/sec) Night: 30%: 302 over 24s (12.6/sec) Hell: 30%: 959 over 32s (30/sec) |
162 / 963 / 3259 | |
Preserved Dead | 3 | 8-16 / 24-43 / 54-95 | Norm: 10%: 77 over 16s (4.8/sec) Night: 30%: 317 over 24s (13.2/sec) Hell: 30%: 938 over 32s (29.3/sec) |
213 / 1020 / 3378 | |
Cadaver | 3 | 9-17 / 27-47 / 56-98 | Norm: 10%: 83 over 16s (5.2/sec) Night: 35%: 928 over 64s (14.5/sec) Hell: 35%: 969 over 32s (30.3/sec) |
236 / 1134 / 3498 | |
Guest Monsters (Act Five, NM/Hell only) | |||||
Cadaver | 3 | -- / 27-47 / 56-98 | Night: 35%: 1822-3644 over 64s, (28.5-56.9/sec) Hell: 35%: 3300-6600 over 64s (51.6-103.1/sec) |
-- / 1134 / 3498 |
Defenses
- 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.
Type | Defense | Blocking | Regen Rate | Drain Effectiveness | Chill Effectiveness |
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Dried Corpse | 65 / 581 / 1385 | -- | 1.2/sec | 100 / 66 / 33 | 50 / 40 / 25 |
Decayed | 75 / 592 / 1468 | -- | 1.2/sec | 100 / 66 / 33 | 50 / 40 / 25 |
Embalmed | 90 / 615 / 1434 | -- | 1.2/sec | 100 / 66 / 33 | 50 / 40 / 25 |
Preserved Dead | 117 / 649 / 1484 | -- | 1.2/sec | 100 / 66 / 33 | 50 / 40 / 25 |
Cadaver | 127 / 718 / 1535 | -- | 1.2/sec | 100 / 66 / 33 | 50 / 40 / 25 |
Guest Monsters (Act Five, NM/Hell only) | |||||
Cadaver | -- / 832 / 1568 | -- | 1.2/sec | -- / 66 / 33 | -- / 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 |
---|---|---|---|---|---|---|
Dried Corpse | 0% / 0% / 50% | 0% / 0% / 0% | 0% / 0% / 0% | 0% / 0% / 33% | 0% / 0% / 33% | 70% / 80% / 100% |
Decayed | 0% / 0% / 50% | 0% / 0% / 0% | 0% / 0% / 0% | 0% / 0% / 33% | 0% / 0% / 33% | 70% / 80% / 100% |
Embalmed | 0% / 0% / 50% | 0% / 0% / 0% | 0% / 0% / 0% | 0% / 0% / 33% | 0% / 0% / 33% | 70% / 80% / 105% |
Preserved Dead | 0% / 0% / 50% | 0% / 0% / 0% | 0% / 0% / 0% | 0% / 0% / 33% | 0% / 0% / 33% | 70% / 80% / 105% |
Cadaver | 0% / 0% / 50% | 0% / 0% / 0% | 0% / 0% / 0% | 0% / 0% / 33% | 0% / 0% / 33% | 70% / 80% / 110% |
Guest Monsters (Act Five, NM/Hell only) | ||||||
Cadaver | -- / 0% / 50% | -- / 0% / 0% | -- / 0% / 0% | -- / 0% / 50% | -- / 0% / 50% | -- / 80% / 130% |
Locations
- 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.
Type | Normal, Nightmare, and Hell |
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Dried Corpse | Act 2: Sewers 1-3, Halls of the Undead 1-2, Tal Rasha's Tombs 1-7 |
Decayed | Act 2: Stony Tomb 2 (Only with Creeping Feature), Halls of the Undead 1-3 |
Embalmed | Act 2: Ancient Tunnels |
Preserved Dead | Act 2: Tal Rasha's Tombs 1-7 Act 3: Swampy Pit 1, Sewers 1-2 |
Cadaver | Act 3: Durance of Hate 2 |
Guest Monsters (Act Five, NM/Hell only) | |
Cadaver | Worldstone Keep 2 |