Difference between revisions of "Korlic"

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[[Image:Mon-madawc.jpg|frame]]Madawc (along with [[Talic]] and [[Korlic]]) and is one of the three Barbarian statues that come to life and must be defeated in the [[Quests_Act_Five#Quest_Five:_Rite_of_Passage|Rite of Passage quest]]. He carries a massive headsman ax and can chop effectively with it at melee range, though his most dangerous technique is a Leap Attack.
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[[Image:Mon-korlic01.jpg|frame|left]]
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{{Monster navbox|{{Monstertype}}|{{Animals}}|{{SuperUniques}}}}Korlic is an [[Animals|Animal]].
  
Prior to v1.09, Talic and the other Ancients were much fiercer, since they gained random [[Monster Modifiers]], and could stack up numerous bonuses on hell, often resulting in 2 or 3 immunities each. Players frequently had to use a town portal to reset the level and try again until they "rerolled" properties on the Ancients that could be dealt with. In the current v1.11 version they are no longer randomized, and have preset properties like the Act Bosses. This makes them predictable, less dangerous, and somewhat less fun.
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Korlic is found on the Arreat Summit. He is one of the three statues who come to life to defend the entrance to the Worldstone Keep, and must be defeated to complete the [[Quests_Act_Five#Quest_Five:_Rite_of_Passage|Rite of Passage quest]]. Korlic wields a huge poleaxe and a devastating leap attack, and is more dangerous than [[Madawc]] or [[Talic]], the other two guardians.
  
* Madawc's leap attack was nerfed in v1.09, lowering the damage considerably and removing the always hits property. It can still be damaging and is best avoided. He will not attempt a Leap Attack at melee range, and his melee chop is not nearly as damaging.
+
Prior to v1.09, Korlic and the other Ancients were much fiercer, since their benefits from the random [[Monster Modifiers]] they gained were uncapped, and enabled them to stack multiple immunities on Hell. Players were frequently forced to use a town portal to reset the level and try again and again until they "rerolled" properties on the Ancients that could be dealt with. Since v1.09, the maximum gains from random properties are capped, making the Ancients more predictable, less dangerous, and somewhat less fun.
* Madawc can cast Shout, substantially boosting the defense of all the Ancients.
 
Values listed below are sorted by difficulty level: Normal / Nightmare / Hell.
 
  
{|  
+
* All values are listed by difficulty level: '''Normal / Nightmare / Hell.'''
! Statistics
+
 
! Defenses
+
 
 +
==Statistics==
 +
* 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.
 +
 
 +
{| width="100%"
 +
! Name
 +
! Level
 +
! Experience
 +
! Hit Points
 +
! Speed
 +
! Max TC/Rune
 
|-
 
|-
| valign="top" |
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| '''Korlic'''
* '''Level:''' 37 / 68 / 87
+
|
* '''Experience:''' 1 / 1 / 1
+
<center>40 / 71 / 90</center>
* '''Hit Points:''' 950-1140 / 9702-12936 / 38472-64120
+
|
* '''Damage:'''
+
<center>--</center>
Madawc wields a huge two-handed axe <br>
+
|
which he uses for melee strikes, as well<br>
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<center>950-1140 / 9702-12936 / 51296-64120</center>
as his devastating leap attack.
+
| align="center" | 10
 
|
 
|
* '''Defense:''' 186 / 1140 / 2107
+
<center>--</center>
* '''chance to Block:''' 0% / 0% / 0%
 
* '''Resistances:'''
 
** '''Physical:''' 0% / 0% / 40%
 
** '''Magical:''' 0% / 0% / 0%
 
** '''Fire:''' 0% / 0% / 50%
 
** '''Cold:''' 70% / 70% / 70%
 
** '''Lightning:'''  70% / 70% / 100%
 
** '''Poison:'''  0% / 0% / 50%
 
* '''Immunities:''' None /  None / Lightning
 
* '''Drain Effectiveness:''' 100 / 100 / 100
 
* '''Chill Effectiveness:''' 25 / 25 / 15
 
 
|}
 
|}
  
=Lore=
+
==Offense==
 +
 
 +
Korlic and the other 2 Barbarian Guardians do not have any permanent [[Monster Modifiers|modifiers]], but they all gain, at random, 1 on Nightmare and 2 on Hell.
 +
 
 +
Korlic's melee attack is not that fearsome. His real danger comes from his leap attack. Even though this attack was nerfed in v1.09, it still does huge damage and nearly always hits, if the target is in range and fails to block it. (His [[Barbarian_Combat_Skills#Leap_Attack|leap attack bonuses]] are equivalent to level 5, 8, and 12.) A low hit point character, especially when Cursed or when Korlic is Extra Strong or boosted by Might, takes a single one of his leaping hits at their great peril. He is best engaged at melee range, where he can not unleash his leap attack.
 +
 
 +
* All of the guardians spawn with random equipment bonuses, much like Valkyries do. This can give them interesting bonuses to their damage, resistances, and other properties, though these bonuses are hard to observe or quantify during the chaotic battle.
 +
 
 +
{| width="100%"
 +
! Name
 +
! Melee Attack
 +
! Attack Rating
 +
! Leap Attack
 +
|-
 +
| '''Korlic'''
 +
| align="center" | 6-21 / 14-53 / 17-165
 +
| align="center" | 1051 / 3420 / 8995
 +
| align="center" | Damage enhanced by:<br /> 220% / 310% / 430%
 +
|}
 +
 
 +
 
 +
==Defenses==
 +
 
 +
Like all SuperUniques, Korlic does not regenerate hit points.
 +
 
 +
Korlic can not be frozen or chilled on any difficulty level, though he is susceptible to slowing from skills such as Holy Freeze and Decrepify.
 +
 
 +
* 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.
 +
 
 +
{| width="100%"
 +
! Name
 +
! Defense
 +
! Blocking
 +
! Regen Rate
 +
! Drain Effectiveness
 +
! Chill Effectiveness
 +
|-
 +
| '''Korlic'''
 +
|
 +
<center>126-150 / 320-371 / 528-688</center>
 +
| align="center" | --
 +
| align="center" | --
 +
|
 +
<center>100 / 100 / 100</center>
 +
|
 +
<center>0 / 0 / 0 </center>
 +
|}
 +
 
 +
 
 +
==Resistances==
 +
 
 +
* Resistances over 99% are listed as immunities and monsters will take no damage from that type of attack.
 +
* <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%"
 +
! Name
 +
! Physical
 +
! Fire
 +
! Cold
 +
! Lightning
 +
! Poison
 +
! Magic
 +
|-
 +
| '''Korlic'''
 +
| 70% / 70% / 40%
 +
| 70% / 70% / 70%
 +
| 0% / 0% / <font color="#FF0000">150%</font>
 +
| 0% / 0% / 50%
 +
| 70% / 70% / 50%
 +
| 0% / 0% / 0%
 +
|}
 +
 
 +
 
 +
==Locations==
 +
 
 +
All SuperUniques (except for [[Uber Diablo]]) are found in roughly the same location every game, on all three difficulty levels. (Except for the [[Uber Monsters]] who are only found on Hell Difficulty.)
 +
 
 +
{| width="100%"
 +
! Name
 +
! Location
 +
|-
 +
| '''Korlic'''
 +
| '''Act 5:''' Arreat Summit
 +
|}
 +
 
 +
 
 +
==Lore==
 +
Korlic was raised in the Henknoc jungles on the southern end of the barbarian kingdom. While the land that these barbarians lived in was lush and full of life, it was also full of danger beyond belief. Korlic was the leader of the Henknoc, protecting his people from the beasts they lived among. As a child he had managed to tame one of the more vicious animals called a Stalker. It was said that there must have been druid in his blood in order to perform such a task at such a young age. In his teens Korlic rescued a small child from a horde of giant spiders. The child turned out to be the son of a chieftain of an enemy tribe. Without thought or worry Korlic returned the boy home. While some say it was an act of stupidity, others say it was an act of courage. Which ever, it brought about an end to the conflicts between the two tribes.
  
No one is quite sure where Madawc is from, only that one day he walked out of the hills of Val Narian in the North, an axe in both hands, ready to battle. Those who were crazy enough to battle beside Madawc referred to him as the warrior prophet. He claimed he was cursed with visions from both past and present. He would often begin fights without provocation, claiming he sought justice for crimes not yet committed. Before every battle he would sit, trance like, staring up to the skies. Sometimes, when he would fall out of these trances, he would rise from wherever he was, and leave, not taking part in the waiting battle. Those that knew of Madawc’s trances began to believe he could tell the outcome of a battle even before it was fought. How else could the crazy old codger have survived for as long as he had?
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When the Ancients summoned Korlic it was through the tribes Seer, his wife. She told him the Ancients had called upon him to protect that which must not fall, to protect Mt. Arreat. The honor was such that Korlic could not speak. Seeing this, his wife turned to the people of Henknoc and shouted, "My husband, your chief, has been chosen by the Ancients to guard sacred Mt. Arreat. In honor of this joyous occasion we shall celebrate until his departure." And they celebrated, for three days until Korlic left. On the final day, Korlic named his successor. He was the young boy, now a man, who Korlic had saved from the giant spiders so long ago. Korlic knew he would rule fairly and justly over both tribes. Finally, with all his worldly deeds complete, he ventured to the top of Arreat to begin his otherworldly quest of protecting the Worldstone for all eternity.
  
He became well known among the warriors of the Northern Lands because of his supposed gift. Men began to follow Madawc wherever he went, staying if he stayed, leaving when he left. He became something of a legend, a warrior prophet. However, one night as Madawc sat around the fire with some of his men, he stood up, dropped his pipe, and left. When one of the men stopped him and asked where he was going he said, "The Ancients have called me to guard Mt. Arreat. So, I must go." Pushing past the man, Madawc began his long trek south to the summit of Mt. Arreat.
 
  
[[category:superuniques]]
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{{D2 Monster Nav|bosses_a5}}

Latest revision as of 01:11, 21 April 2011

Mon-korlic01.jpg
Diablo II Monsters [e]
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Korlic:
is a Monster
and an Animal
and a SuperUnique

Korlic is an Animal.

Korlic is found on the Arreat Summit. He is one of the three statues who come to life to defend the entrance to the Worldstone Keep, and must be defeated to complete the Rite of Passage quest. Korlic wields a huge poleaxe and a devastating leap attack, and is more dangerous than Madawc or Talic, the other two guardians.

Prior to v1.09, Korlic and the other Ancients were much fiercer, since their benefits from the random Monster Modifiers they gained were uncapped, and enabled them to stack multiple immunities on Hell. Players were frequently forced to use a town portal to reset the level and try again and again until they "rerolled" properties on the Ancients that could be dealt with. Since v1.09, the maximum gains from random properties are capped, making the Ancients more predictable, less dangerous, and somewhat less fun.

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


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.
Name Level Experience Hit Points Speed Max TC/Rune
Korlic
40 / 71 / 90
--
950-1140 / 9702-12936 / 51296-64120
10
--

Offense[edit]

Korlic and the other 2 Barbarian Guardians do not have any permanent modifiers, but they all gain, at random, 1 on Nightmare and 2 on Hell.

Korlic's melee attack is not that fearsome. His real danger comes from his leap attack. Even though this attack was nerfed in v1.09, it still does huge damage and nearly always hits, if the target is in range and fails to block it. (His leap attack bonuses are equivalent to level 5, 8, and 12.) A low hit point character, especially when Cursed or when Korlic is Extra Strong or boosted by Might, takes a single one of his leaping hits at their great peril. He is best engaged at melee range, where he can not unleash his leap attack.

  • All of the guardians spawn with random equipment bonuses, much like Valkyries do. This can give them interesting bonuses to their damage, resistances, and other properties, though these bonuses are hard to observe or quantify during the chaotic battle.
Name Melee Attack Attack Rating Leap Attack
Korlic 6-21 / 14-53 / 17-165 1051 / 3420 / 8995 Damage enhanced by:
220% / 310% / 430%


Defenses[edit]

Like all SuperUniques, Korlic does not regenerate hit points.

Korlic can not be frozen or chilled on any difficulty level, though he is susceptible to slowing from skills such as Holy Freeze and Decrepify.

  • 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.
Name Defense Blocking Regen Rate Drain Effectiveness Chill Effectiveness
Korlic
126-150 / 320-371 / 528-688
-- --
100 / 100 / 100
0 / 0 / 0


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.
Name Physical Fire Cold Lightning Poison Magic
Korlic 70% / 70% / 40% 70% / 70% / 70% 0% / 0% / 150% 0% / 0% / 50% 70% / 70% / 50% 0% / 0% / 0%


Locations[edit]

All SuperUniques (except for Uber Diablo) are found in roughly the same location every game, on all three difficulty levels. (Except for the Uber Monsters who are only found on Hell Difficulty.)

Name Location
Korlic Act 5: Arreat Summit


Lore[edit]

Korlic was raised in the Henknoc jungles on the southern end of the barbarian kingdom. While the land that these barbarians lived in was lush and full of life, it was also full of danger beyond belief. Korlic was the leader of the Henknoc, protecting his people from the beasts they lived among. As a child he had managed to tame one of the more vicious animals called a Stalker. It was said that there must have been druid in his blood in order to perform such a task at such a young age. In his teens Korlic rescued a small child from a horde of giant spiders. The child turned out to be the son of a chieftain of an enemy tribe. Without thought or worry Korlic returned the boy home. While some say it was an act of stupidity, others say it was an act of courage. Which ever, it brought about an end to the conflicts between the two tribes.

When the Ancients summoned Korlic it was through the tribes Seer, his wife. She told him the Ancients had called upon him to protect that which must not fall, to protect Mt. Arreat. The honor was such that Korlic could not speak. Seeing this, his wife turned to the people of Henknoc and shouted, "My husband, your chief, has been chosen by the Ancients to guard sacred Mt. Arreat. In honor of this joyous occasion we shall celebrate until his departure." And they celebrated, for three days until Korlic left. On the final day, Korlic named his successor. He was the young boy, now a man, who Korlic had saved from the giant spiders so long ago. Korlic knew he would rule fairly and justly over both tribes. Finally, with all his worldly deeds complete, he ventured to the top of Arreat to begin his otherworldly quest of protecting the Worldstone for all eternity.