Difference between revisions of "Zakarum Priest"

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Zakarum Priests are [[Animals]].
 
Zakarum Priests are [[Animals]].
  
Priests can heal other priests, as well as their foot soldiers, the [[Zakarum Zealots]], but can not resurrect any dead monsters. Priests can cast Lightning Bolts and Blizzards, and may also Teleport short distances. They do not heal when teleporting.  If you encounter multiple priests in the same area, they will heal each other, making it difficult to kill any of them. Try to push or lure one out of visual range of the others, since they can not heal what they can not see.
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Priests can heal other priests, as well as their foot soldiers, the [[Zakarum Zealot]]s, but can not resurrect any dead monsters. Priests can cast Lightning Bolts and Blizzards, and may also Teleport short distances. They do not heal when teleporting.  If you encounter multiple priests in the same area, they will heal each other, making it difficult to kill any of them. Try to push or lure one out of visual range of the others, since they can not heal what they can not see.
  
 
Although Zealots will run after a player completes [[Quests_Act_Three#Quest_Five:_The_Blackened_Temple|The Blackened Temple ques]]t and smashes the Compelling Orb, Priests will stand their ground and fight as usual.
 
Although Zealots will run after a player completes [[Quests_Act_Three#Quest_Five:_The_Blackened_Temple|The Blackened Temple ques]]t and smashes the Compelling Orb, Priests will stand their ground and fight as usual.

Revision as of 10:35, 29 March 2008

Zakarum Priests are Animals.

Priests can heal other priests, as well as their foot soldiers, the Zakarum Zealots, but can not resurrect any dead monsters. Priests can cast Lightning Bolts and Blizzards, and may also Teleport short distances. They do not heal when teleporting. If you encounter multiple priests in the same area, they will heal each other, making it difficult to kill any of them. Try to push or lure one out of visual range of the others, since they can not heal what they can not see.

Although Zealots will run after a player completes The Blackened Temple quest and smashes the Compelling Orb, Priests will stand their ground and fight as usual.

  • 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.

Speed rates a monster's movement speed. 1 is very slow, 10 is fast, with some very fast creatures rated at 10+.

Type Level Experience Hit Points Speed 1 Max TC/Rune
Zakarumite 22 / 50 / 80 381 / 8603 / 57720 110-144 / 902-1303 / 3784-7289 6 / 6 / 6 24/Ral, 54/Um, 84/Zod
Faithful 23 / 51 / 81 422 / 9204 / 59486 115-152 / 933-1348 / 3862-7438 6 / 6 / 6 24/Ral, 54/Um, 84/Zod
Zealot 24 / 53 / 82 465 / 10342 / 61253 123-162 / 994-1436 / 3490-7588 6 / 6 / 6 24/Ral, 54/Um, 84/Zod


Offense

All Zakurum Priests have a % chance to deal elemental damage with their melee attacks. They can also cast Lightning Bolts and Blizzards.

Type Melee Attack #1 Attack Rating #1 Elemental Damage Lightning Bolt Blizzard
Zakarumite 10-22 / 16-34 / 36-77 207 / 891 / 2896 45% chance of Lightning dmg:
3-7 / 12-25 / 27-55

15-30 / 15-120 / 15-240
4-9 (8.4/sec) / 40-45 (12.6/sec) / 88-93 (18.2/sec)
Faithful 10-23 / 17-36 / 37-79 213 / 907 / 2930 55% chance of cold dmg:
4-9 (1sec) / 12-25 (2sec) / 27-55 (3sec)
15-30 / 15-120 / 15-240 4-9 (8.4/sec) / 40-45 (12.6/sec) / 88-93 (18.2/sec)
Zealot 11-24 / 17-37 / 37-79 223 / 939 / 2964 65% chance of cold dmg:
4-9 (1sec) / 13-26 (2sec) / 27-55 (3sec)
15-30 / 15-120 / 15-240 4-9 (8.4/sec) / 40-45 (12.6/sec) / 88-93 (18.2/sec)


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
Zakarumite 112 / 522 / 1172 22% 1.2/sec 100 / 100 / 100 50 / 40 / 33
Faithful 117 / 531 / 1185 23% 1.2/sec 100 / 100 / 100 50 / 40 / 33
Zealot 122 / 549 / 1198 24% 1.2/sec 100 / 100 / 100 50 / 40 / 33


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
Zakarumite 0% / 0% / 10% 0% / 0% / 0% 0% / 0% / 25% 0% / 50% / 140% 0% / 0% / 33% 0% / 0% / 0%
Faithful 0% / 0% / 10% 0% / 0% / 0% 0% / 0% / 25% 0% / 50% / 75% 0% / 50% / 100% 0% / 0% / 0%
Zealot 0% / 0% / 10% 0% / 0% / 0% 0% / 50% / 25% 0% / 75% / 160% 0% / 0% / 33% 0% / 0% / 0%