Difference between revisions of "Baboon Demon"
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These simian melee attackers are fast of foot and hit, but not very powerful. Their AI causes them to run off when they're low on hit points, at a speed much quicker than their usual one, making them quite hard to catch up to in open areas. They do not have a faster than usual hit point regeneration, and will come back on the attack while still very near death, if they move off the screen and their AI resets. This "run away and hide" tactic can be quite annoying when practiced by bosses or champions you want to kill for their drop. | These simian melee attackers are fast of foot and hit, but not very powerful. Their AI causes them to run off when they're low on hit points, at a speed much quicker than their usual one, making them quite hard to catch up to in open areas. They do not have a faster than usual hit point regeneration, and will come back on the attack while still very near death, if they move off the screen and their AI resets. This "run away and hide" tactic can be quite annoying when practiced by bosses or champions you want to kill for their drop. | ||
+ | |||
+ | '''Night Marauders''' were added in v1.10, and are only found as Guest Monsters in the [[Halls of Vaught]]. | ||
* All values are listed by difficulty level: '''Normal / Nightmare / Hell.''' | * All values are listed by difficulty level: '''Normal / Nightmare / Hell.''' | ||
− | |||
=Statistics= | =Statistics= | ||
Line 13: | Line 14: | ||
** 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. | ** 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. | ||
− | {| width="100% | + | {| width="100%" |
! Type | ! Type | ||
! Level | ! Level | ||
Line 25: | Line 26: | ||
| 238 / 5942 / 45850 | | 238 / 5942 / 45850 | ||
| 69-96 / 810-1215 / 3629-7258 | | 69-96 / 810-1215 / 3629-7258 | ||
− | | | + | | align="center" | 7 |
| 18/Nef, 51/Lem, 75/Ber | | 18/Nef, 51/Lem, 75/Ber | ||
|- | |- | ||
Line 32: | Line 33: | ||
| 320 / 6804 / 47345 | | 320 / 6804 / 47345 | ||
| 83-117 / 871-1306 / 3707-7414 | | 83-117 / 871-1306 / 3707-7414 | ||
− | | | + | | align="center" | 7 |
| 24/Ral, 51/Lem, 78/Cham | | 24/Ral, 51/Lem, 78/Cham | ||
|- | |- | ||
Line 39: | Line 40: | ||
| 348 / 8256 / 48840 | | 348 / 8256 / 48840 | ||
| 89-126 / 963-1445 / 3784-7569 | | 89-126 / 963-1445 / 3784-7569 | ||
− | | | + | | align="center" | 7 |
| 24/Ral, 54/Um, 78/Cham | | 24/Ral, 54/Um, 78/Cham | ||
|- | |- | ||
Line 46: | Line 47: | ||
| 425 / 8751 / 50334 | | 425 / 8751 / 50334 | ||
| 100-141 / 994-1491 / 3862-7724 | | 100-141 / 994-1491 / 3862-7724 | ||
− | | | + | | align="center" | 7 |
| 27/Ral, 54/Um, 78/Cham | | 27/Ral, 54/Um, 78/Cham | ||
+ | |- | ||
+ | ! colspan="6" | Guest Monsters (Act Five, NM/Hell only) | ||
+ | |- | ||
+ | | '''Temple Guard''' | ||
+ | | -- / 63 / 83 | ||
+ | | -- / 15673 / 53324 | ||
+ | | -- / 1302-1953 / 5356-8035 | ||
+ | | align="center" | 7 | ||
+ | | -- / 63/Vex, 87/ Zod | ||
+ | |- | ||
+ | | '''Night Marauder''' | ||
+ | | -- / 64 / 84 | ||
+ | | -- / 20390 / 67278 | ||
+ | | -- / 1184-1850 / 4853- 7583 | ||
+ | | align="center" | 10 | ||
+ | | -- / 63/Vex, 87/ Zod | ||
|} | |} | ||
Line 53: | Line 70: | ||
=Offense= | =Offense= | ||
− | {| width="100% | + | * The Guest Monster types add elemental damage to the first attack type |
+ | * Guest Monster '''Temple guards''' spawn on two levels, and they have different attack stats on them, hence two listings. Lighting in the [[Halls of Anguish]], and Fire in the [[Halls of Pain]]. | ||
+ | |||
+ | {| width="100%" | ||
! Type | ! Type | ||
! Melee Attack #1 | ! Melee Attack #1 | ||
Line 83: | Line 103: | ||
| 8-24 / 22-48 / 46-102 | | 8-24 / 22-48 / 46-102 | ||
| 223 / 1357 / 4232 | | 223 / 1357 / 4232 | ||
+ | |- | ||
+ | ! colspan="5" | Guest Monsters (Act Five, NM/Hell only) | ||
+ | |- | ||
+ | | '''Temple Guard<br /> (Halls of Anguish)''' | ||
+ | | '''Physical + 50% chance of Light:'''<br /> --<br /> 26-67 +15-46<br /> 47-84 +28-84 | ||
+ | | -- / 1468 / 3998 | ||
+ | | -- / 26-57 / 47-103 | ||
+ | | -- / 1591 / 4331 | ||
+ | |- | ||
+ | | '''Temple Guard<br /> (Halls of Pain)''' | ||
+ | | '''Physical + 50% chance of Fire:'''<br /> --<br /> 26-67 +15-46<br /> 47-84 +28-84 | ||
+ | | -- / 1490 / 4044 | ||
+ | | -- / 26-57 / 47-103 | ||
+ | | -- / 1614 / 4381 | ||
+ | |- | ||
+ | | '''Night Marauder''' | ||
+ | | '''Physical + 85% chance of Cold:<br />'''--<br /> 31-57 +15-41 (2sec)<br /> 56-103 +37-75 (3sec) | ||
+ | | -- / 1428 / 3875 | ||
+ | | -- / 26-78 / 47-141 | ||
+ | | -- / 1552 / 4549 | ||
|} | |} | ||
Line 88: | Line 128: | ||
=Defenses= | =Defenses= | ||
+ | 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.) | ||
+ | |||
+ | * 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. | * 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. | * Chill Effectiveness tells what % of a character's cold length applies to the monster. 100 is all, 0 is no freeze/chill at all. | ||
− | {| width="100% | + | {| width="100%" |
! Type | ! Type | ||
! Defense | ! Defense | ||
! Blocking | ! Blocking | ||
+ | ! Regen Rate | ||
! Drain Effectiveness | ! Drain Effectiveness | ||
! Chill Effectiveness | ! Chill Effectiveness | ||
Line 100: | Line 145: | ||
| '''Dune Beast''' | | '''Dune Beast''' | ||
| 90 / 726 / 1680 | | 90 / 726 / 1680 | ||
− | | | + | | align="center" | -- |
+ | | | ||
+ | <center>1.2%</center> | ||
| 100 / 100 / 100 | | 100 / 100 / 100 | ||
| 50 / 40 / 33 | | 50 / 40 / 33 | ||
Line 106: | Line 153: | ||
| '''Jungle Hunter''' | | '''Jungle Hunter''' | ||
| 107 / 752 / 1700 | | 107 / 752 / 1700 | ||
− | | | + | | align="center" | -- |
+ | | align="center" | 1.2% | ||
| 100 / 100 / 100 | | 100 / 100 / 100 | ||
| 50 / 40 / 33 | | 50 / 40 / 33 | ||
Line 112: | Line 160: | ||
| '''Doom Ape''' | | '''Doom Ape''' | ||
| 112 / 792 / 1719 | | 112 / 792 / 1719 | ||
− | | | + | | align="center" | -- |
+ | | align="center" | 1.2% | ||
| 100 / 100 / 100 | | 100 / 100 / 100 | ||
| 50 / 40 / 33 | | 50 / 40 / 33 | ||
Line 118: | Line 167: | ||
| '''Temple Guard''' | | '''Temple Guard''' | ||
| 122 / 805 / 1739 | | 122 / 805 / 1739 | ||
− | | | + | | align="center" | -- |
+ | | align="center" | 1.2% | ||
| 100 / 100 / 100 | | 100 / 100 / 100 | ||
| 50 / 40 / 33 | | 50 / 40 / 33 | ||
+ | |- | ||
+ | ! colspan="6" | Guest Monsters (Act Five, NM/Hell only) | ||
+ | |- | ||
+ | | '''Temple Guard''' | ||
+ | | -- / 937 / 1777 | ||
+ | | align="center" | -- | ||
+ | | align="center" | 1.2% | ||
+ | | -- / 75 / 50 | ||
+ | | -- / 40 / 33 | ||
+ | |- | ||
+ | | '''Night Marauder''' | ||
+ | | -- /1209 / 2287 | ||
+ | | align="center" | -- | ||
+ | | align="center" | 1.2% | ||
+ | | -- / 75 / 50 | ||
+ | | -- / 40 / 33 | ||
|} | |} | ||
=Resistances= | =Resistances= | ||
+ | |||
+ | It's likely an oversight on the part of the Bliz programmer to not make the two types of '''Temple Guard''' Guest Monsters have different resistances. Logically, the [[Halls of Pain]] version, with fire damage on its attack, should switch the Lightning immunity to Fire. | ||
* Resistances over 99% are listed as immunities and monsters will take no damage from that type of attack. | * Resistances over 99% are listed as immunities and monsters will take no damage from that type of attack. | ||
− | * <font color="# | + | * <font color="#ff0000">Immunities</font> can be "broken" by skills that lower resistance, if the value drops below 99%. See the [[Resistances#Immunities|Resistances]] page for more details. |
− | {| width="100% | + | {| width="100%" |
! Type | ! Type | ||
! Physical | ! Physical | ||
− | |||
! Fire | ! Fire | ||
! Cold | ! Cold | ||
! Lightning | ! Lightning | ||
! Poison | ! Poison | ||
+ | ! Magic | ||
|- | |- | ||
| '''Dune Beast''' | | '''Dune Beast''' | ||
Line 143: | Line 211: | ||
| 0% / 0% / 0% | | 0% / 0% / 0% | ||
| 0% / 0% / 50% | | 0% / 0% / 50% | ||
− | | 0% / 0% / <font color="# | + | | 0% / 0% / <font color="#ff0000">100%</font> |
| 0% / 0% / 25% | | 0% / 0% / 25% | ||
|- | |- | ||
Line 151: | Line 219: | ||
| 0% / 0% / 0% | | 0% / 0% / 0% | ||
| 0% / 0% / 50% | | 0% / 0% / 50% | ||
− | | 0% / 0% / <font color="# | + | | 0% / 0% / <font color="#ff0000">105%</font> |
| 0% / 0% / 25% | | 0% / 0% / 25% | ||
|- | |- | ||
Line 159: | Line 227: | ||
| 0% / 0% / 0% | | 0% / 0% / 0% | ||
| 0% / 0% / 50% | | 0% / 0% / 50% | ||
− | | 0% / 0% / <font color="# | + | | 0% / 0% / <font color="#ff0000">105%</font> |
| 0% / 0% / 25% | | 0% / 0% / 25% | ||
|- | |- | ||
Line 167: | Line 235: | ||
| 0% / 0% / 0% | | 0% / 0% / 0% | ||
| 0% / 0% / 50% | | 0% / 0% / 50% | ||
− | | 0% / 0% / <font color="# | + | | 0% / 0% / <font color="#ff0000">110%</font> |
| 0% / 0% / 25% | | 0% / 0% / 25% | ||
+ | |- | ||
+ | ! colspan="7" | Guest Monsters (Act Five, NM/Hell only) | ||
+ | |- | ||
+ | | '''Temple Guard''' | ||
+ | | -- / 0% / 33% | ||
+ | | -- / 0% / 0% | ||
+ | | -- / 0% / 33% | ||
+ | | -- / 0% / <font color="#FF0000">100%</font> | ||
+ | | -- / 0% / 0% | ||
+ | | -- / 0% / 0% | ||
+ | |- | ||
+ | | '''Night Marauder''' | ||
+ | | -- / 0% / <font color="#FF0000">100%</font> | ||
+ | | -- / 0% / 0% | ||
+ | | -- / 0% / 33% | ||
+ | | -- / 0% / 0% | ||
+ | | -- / 0% / <font color="#FF0000">105%</font> | ||
+ | | -- / 0% / 0% | ||
|} | |} | ||
+ | |||
+ | |||
+ | =Locations= | ||
+ | |||
+ | In early design these creatures were found on the surface of Act 2, hence a name like "Dune Beast" for a demon that's only found in dungeon areas. | ||
+ | |||
+ | * [[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. | ||
+ | |||
+ | {| width="100%" | ||
+ | ! Type | ||
+ | ! Acts 1-4: Normal, Nightmare, and Hell | ||
+ | |- | ||
+ | | '''Dune Beast''' | ||
+ | | '''Act 2: '''Harem 2, Palace Cellar 1-3 | ||
+ | |- | ||
+ | | '''Jungle Hunter''' | ||
+ | | '''Act 3: '''Spider Forest | ||
+ | |- | ||
+ | | '''Doom Ape''' | ||
+ | | '''Act 3: '''Lower Kurast | ||
+ | |- | ||
+ | | '''Temple Guard''' | ||
+ | | '''Act 3: '''Kurast Causeway | ||
+ | |- | ||
+ | ! colspan="2" | Guest Monsters (Act Five, NM/Hell only) | ||
+ | |- | ||
+ | | '''Temple Guard''' | ||
+ | | '''Act 5:''' Halls of Anguish, Halls of Pain. | ||
+ | |- | ||
+ | | '''Night Marauder''' | ||
+ | | '''Act 5: '''Halls of Vaught (No boss). | ||
+ | |} | ||
+ | |||
[[category:monsters]] | [[category:monsters]] | ||
[[category:demons]] | [[category:demons]] | ||
+ | [[category:Guest Monsters]] |
Revision as of 00:15, 25 April 2008
Baboon Demons are Animals. (There are no "Baboon Animal" Demons, sadly.)
These simian melee attackers are fast of foot and hit, but not very powerful. Their AI causes them to run off when they're low on hit points, at a speed much quicker than their usual one, making them quite hard to catch up to in open areas. They do not have a faster than usual hit point regeneration, and will come back on the attack while still very near death, if they move off the screen and their AI resets. This "run away and hide" tactic can be quite annoying when practiced by bosses or champions you want to kill for their drop.
Night Marauders were added in v1.10, and are only found as Guest Monsters in the Halls of Vaught.
- All values are listed by difficulty level: Normal / Nightmare / Hell.
Statistics
Speed rates a monster's movement speed from 1-10. (A few special monsters move faster than 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 | Max TC/Rune |
---|---|---|---|---|---|
Dune Beast | 18 / 47 / 78 | 238 / 5942 / 45850 | 69-96 / 810-1215 / 3629-7258 | 7 | 18/Nef, 51/Lem, 75/Ber |
Jungle Hunter | 21 / 49 / 79 | 320 / 6804 / 47345 | 83-117 / 871-1306 / 3707-7414 | 7 | 24/Ral, 51/Lem, 78/Cham |
Doom Ape | 22 / 52 / 80 | 348 / 8256 / 48840 | 89-126 / 963-1445 / 3784-7569 | 7 | 24/Ral, 54/Um, 78/Cham |
Temple Guard | 24 / 53 / 81 | 425 / 8751 / 50334 | 100-141 / 994-1491 / 3862-7724 | 7 | 27/Ral, 54/Um, 78/Cham |
Guest Monsters (Act Five, NM/Hell only) | |||||
Temple Guard | -- / 63 / 83 | -- / 15673 / 53324 | -- / 1302-1953 / 5356-8035 | 7 | -- / 63/Vex, 87/ Zod |
Night Marauder | -- / 64 / 84 | -- / 20390 / 67278 | -- / 1184-1850 / 4853- 7583 | 10 | -- / 63/Vex, 87/ Zod |
Offense
- The Guest Monster types add elemental damage to the first attack type
- Guest Monster Temple guards spawn on two levels, and they have different attack stats on them, hence two listings. Lighting in the Halls of Anguish, and Fire in the Halls of Pain.
Type | Melee Attack #1 | Attack Rating #1 | Melee Attack #2 | Attack Rating #2 |
---|---|---|---|---|
Dune Beast | 6-18 / 19-50 / 44-115 | 162 / 1123 / 3770 | 6-18 / 19-42 / 44-97 | 162 / 1216 / 4084 |
Jungle Hunter | 7-21 / 20-53 / 45-118 | 197 / 1166 / 3816 | 7-21 / 20-45 / 45-100 | 197 / 1263 / 4134 |
Doom Ape | 7-22 / 21-55 / 45-118 | 207 / 1231 / 3861 | 7-22 / 21-55 / 45-118 | 207 / 1333 / 4183 |
Temple Guard | 8-24 / 22-57 / 46-120 | 223 / 1252 / 3907 | 8-24 / 22-48 / 46-102 | 223 / 1357 / 4232 |
Guest Monsters (Act Five, NM/Hell only) | ||||
Temple Guard (Halls of Anguish) |
Physical + 50% chance of Light: -- 26-67 +15-46 47-84 +28-84 |
-- / 1468 / 3998 | -- / 26-57 / 47-103 | -- / 1591 / 4331 |
Temple Guard (Halls of Pain) |
Physical + 50% chance of Fire: -- 26-67 +15-46 47-84 +28-84 |
-- / 1490 / 4044 | -- / 26-57 / 47-103 | -- / 1614 / 4381 |
Night Marauder | Physical + 85% chance of Cold: -- 31-57 +15-41 (2sec) 56-103 +37-75 (3sec) |
-- / 1428 / 3875 | -- / 26-78 / 47-141 | -- / 1552 / 4549 |
Defenses
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.)
- 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 |
---|---|---|---|---|---|
Dune Beast | 90 / 726 / 1680 | -- |
|
100 / 100 / 100 | 50 / 40 / 33 |
Jungle Hunter | 107 / 752 / 1700 | -- | 1.2% | 100 / 100 / 100 | 50 / 40 / 33 |
Doom Ape | 112 / 792 / 1719 | -- | 1.2% | 100 / 100 / 100 | 50 / 40 / 33 |
Temple Guard | 122 / 805 / 1739 | -- | 1.2% | 100 / 100 / 100 | 50 / 40 / 33 |
Guest Monsters (Act Five, NM/Hell only) | |||||
Temple Guard | -- / 937 / 1777 | -- | 1.2% | -- / 75 / 50 | -- / 40 / 33 |
Night Marauder | -- /1209 / 2287 | -- | 1.2% | -- / 75 / 50 | -- / 40 / 33 |
Resistances
It's likely an oversight on the part of the Bliz programmer to not make the two types of Temple Guard Guest Monsters have different resistances. Logically, the Halls of Pain version, with fire damage on its attack, should switch the Lightning immunity to Fire.
- 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 | Fire | Cold | Lightning | Poison | Magic |
---|---|---|---|---|---|---|
Dune Beast | 0% / 0% / 33% | 0% / 0% / 0% | 0% / 0% / 0% | 0% / 0% / 50% | 0% / 0% / 100% | 0% / 0% / 25% |
Jungle Hunter | 0% / 0% / 45% | 0% / 0% / 0% | 0% / 0% / 0% | 0% / 0% / 50% | 0% / 0% / 105% | 0% / 0% / 25% |
Doom Ape | 0% / 0% / 45% | 0% / 0% / 0% | 0% / 0% / 0% | 0% / 0% / 50% | 0% / 0% / 105% | 0% / 0% / 25% |
Temple Guard | 0% / 0% / 50% | 0% / 0% / 0% | 0% / 0% / 0% | 0% / 0% / 50% | 0% / 0% / 110% | 0% / 0% / 25% |
Guest Monsters (Act Five, NM/Hell only) | ||||||
Temple Guard | -- / 0% / 33% | -- / 0% / 0% | -- / 0% / 33% | -- / 0% / 100% | -- / 0% / 0% | -- / 0% / 0% |
Night Marauder | -- / 0% / 100% | -- / 0% / 0% | -- / 0% / 33% | -- / 0% / 0% | -- / 0% / 105% | -- / 0% / 0% |
Locations
In early design these creatures were found on the surface of Act 2, hence a name like "Dune Beast" for a demon that's only found in dungeon areas.
- 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 | Acts 1-4: Normal, Nightmare, and Hell |
---|---|
Dune Beast | Act 2: Harem 2, Palace Cellar 1-3 |
Jungle Hunter | Act 3: Spider Forest |
Doom Ape | Act 3: Lower Kurast |
Temple Guard | Act 3: Kurast Causeway |
Guest Monsters (Act Five, NM/Hell only) | |
Temple Guard | Act 5: Halls of Anguish, Halls of Pain. |
Night Marauder | Act 5: Halls of Vaught (No boss). |