Difference between revisions of "Oblivion Knight"

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'''Act 5: '''Infernal Pit, Worldstone Keep 3, Throne of Destruction
 
'''Act 5: '''Infernal Pit, Worldstone Keep 3, Throne of Destruction
 
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=Gallery=
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<gallery>
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Image:Doomknights.jpg
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Image:Doomknights2.jpg
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[[category:monsters]]
 
[[category:monsters]]
 
[[category:undead]]
 
[[category:undead]]
 
[[category:Guest Monsters]]
 
[[category:Guest Monsters]]

Revision as of 16:53, 9 December 2009

Diablo II Monsters [e]
Types
AnimalsDemonsUndead
Info
Complete Monster Listing
ModifiersExperience
ChampionsSuperUniques
Monster Categories
AnimalsDemonsUndead
Act BossesGuest Monsters
ObjectsSuperUniques
Uber Monsters
Monster Type
Oblivion Knight:
is a Monster
and an Undead
and a Guest Monster

Oblivion Knights are Undead.

This class of monsters is one of the most dangerous in the game.

  • Doom Knights are foot soldiers, but even they can hit for a wide variety of spectral damage.
  • Abyss Knights have melee spectral damage, plus the ability to cast a protective Bone Armor, and five flavors of elemental projectile damage.
  • Oblivion Knights are the most dangerous monsters in the game for melee characters, due to their ability to cast the Iron Maiden curse. They are dangerous ranged attackers with a variety of elemental projectiles, and can cast a number of the same curses as Necromancers: Decrepify, Iron Maiden, Lower Resist, Weaken, Life Tap, Amplify Damage.

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 Speed Max TC/Rune
Doom Knight 24 / 56 / 82 487 / 9477 / 47118 123-162 / 1449-1812 / 5253-8755 6 33/Sol, 57/Um, 84/Zod
Abyss Knight 27 / 57 / 84 650 / 14061 / 69770 145-194 / 1489-1861 / 5460-9100 7 36/Sol, 60/Ist, 87/Zod
Oblivion Knight 30 / 58 / 85 863 / 22358 / 107509 174-229 / 1531-1914 / 5564-9273 8 36/Sol, 60/Ist, 87/Zod
Guest Monsters (Act Five, NM/Hell only)
Doom Knight -- / 62 / 83 -- / 13442 / 48477 -- / 1694-2118 / 7142-8928 6 --, 66/Vex, 87/Zod
Oblivion Knight -- / 66 / 85 -- / 35523 / 107509 -- / 1858-2323 / 7418-9273 8 --, 66/Vex, 87/Zod


Offense

  • Doom Knights have a 60% chance to add random elemental damage to their melee attacks.
  • Abyss Knights have a 40% chance to add random elemental damage to their melee attacks. Their ranged elemental attacks are calculated separately. (See below).
  • Oblivion Knights can cast the following curses: Decrepify, Iron Maiden, Lower Resist, Weaken, Life Tap, and Amplify Damage.
Type Melee Attack Attack Rating Ranged Attack
Doom Knight

Physical: 11-24 / 32-70 / 65-139
+ 60% chance of 1 at random:
Fire: 4-9 / 14-28 / 27-55
Cold: 4-9 (2s) / 14-28 (3s) / 27-55 (4s)
Lightning: 4-9 / 14-28 / 27-55
Poison: Norm: 19-39 over 4s (4.8-9.7/sec)
Night: 83-165 over 6s (13.8-27.5/sec)
Hell: 218-426 over 4s (27.3-54.5/sec)
Magic: 4-9 / 14-28 / 27-55

223 / 1976 / 5929
--
Abyss Knight

12-26 / 42-65 / 84-131
+ 40% chance of 1 at random:
Fire: 4-9 / 14-28 / 27-55
Cold: 4-9 (2s) / 14-28 (3s) / 27-55 (4s)
Lightning: 4-9 / 14-28 / 27-55
Poison: Norm: 19-39 over 4s (4.8-9.7/sec)
Night: 83-165 over 6s (13.8-27.5/sec)
Hell: 218-426 over 4s (27.3-54.5/sec)
Magic: 4-9 / 14-28 / 27-55

256 / 1897 / 5729

Bone Armor Absorbs: 60 / 90 / 130

  • Fire: 33-42 / 69-78 / 121-130
  • Cold:
    • Norm: 31-38 (1.6 sec)
    • Night: 67-74 (1.6 sec)
    • Hell: 119-126 (1.6 sec)
  • Poison:
    • Norm: 46 over 14sec (3.3/sec)
    • Night: 96 over 14sec (6.8/sec)
    • Hell: 67 over 14sec (11.9/sec)
  • Magic: 19-24 / 46-51 / 82-87
Oblivion Knight
--
--

Curse Level: 3 / 6 / 10

  • Projectile Damage:
    • Fire: 33-42 / 69-78 / 121-130
    • Cold: 31-38 1.6s / 67-74 1.6s / 119-126 1.6s
    • Poison: Norm: 46 over 14s (3.3/sec)
      Night: 96 over 14s (6.8/sec)
      Hell: 167 over 14s (11.9/sec)
    • Magic (Bone Spirit): 19-24, 45-51, 82-87
Guest Monsters (Act Five, NM/Hell only)
Doom Knight Physical: -- / 38-82 / 67-144
+ 60% chance of 1 at random:
Fire: -- / 16-33 / 28-57
Cold: -- / 16-33 (3s) / 28-57 (4s)
Lightning: -- / 16-33 / 28-57
Poison:
* Norm: --
* Night: 97-193 over 6s (16.1-32.2/sec)
* Hell: 225-450 over 8s (28.1-56.3/sec)
Magic: -- / 16-33 / 28-57
-- / 2170 / 5997
--
Oblivion Knight -- --

Curse Level: -- / 6 / 10
Projectile Damage:
Physical: -- / 37-41 / 77-81
Fire: -- / 45-54 / 93-102
Cold: -- / 43-50 (1.6s) / 91-98 (1.6s)
Poison:

  • Norm: --
  • Night: 63 over 14s (4.5/sec)
  • Hell: 129 over 14s (9.1//sec)

Magic (Bone Spirit): -- / 46-51 / 82-87

Defenses

Doom Knights are one of the few non Act Bosses with the ability to block, but this ability is deactivated in their Guest Monster version.

  • 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
Doom Knight 154 / 883 / 1837 24% 1.2/sec 100 / 75 / 33 50 / 40 / 25
Abyss Knight 173 / 897 / 1879 -- 1.2/sec 100 / 75 / 33 50 / 40 / 25
Oblivion Knight 192 / 910 / 1898 -- 1.2/sec 100 / 75 / 33 50 / 40 / 25
Guest Monsters (Act Five, NM/Hell only)
Doom Knight -- / 966 / 1858 -- 1.2/sec -- / 75 / 33 -- / 40 / 33
Oblivion Knight -- / 1021 / 1898 -- 1.2/sec -- / 75 / 33 -- / 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 Fire Cold Lightning Poison Magic
Doom Knight 0% / 0% / 33% 80% / 100% / 110% 20% / 20% / 20% 20% / 20% / 20% 40% / 40% / 50% 0% / 0% / 0%
Abyss Knight 0% / 0% / 33% 40% / 40% / 40% 40% / 40% / 40% 80% / 80% / 100% 40% / 40% / 50% 0% / 0% / 0%
Oblivion Knight 0% / 0% / 33% 60% / 60% / 60% 60% / 80% / 180% 60% / 60% / 60% 60% / 60% / 75% 0% / 0% / 25%
Guest Monsters (Act Five, NM/Hell only)
Doom Knight -- / 0% / 33% -- / 100% / 140% -- / 20% / 25% -- / 20% / 25% -- / 40% / 50% -- / 0% / 0%
Oblivion Knight -- / 0% / 33% -- / 60% / 60% -- / 80% / 145% -- / 60% / 60% -- / 60% / 75% -- / 0% / 0%


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 Acts 1-4: Normal, Nightmare, and Hell
Doom Knight Act 4: Outer Steppes, Plains of Despair, Chaos Sanctuary
Abyss Knight Act 4: City of the Damned
Oblivion Knight Act 4: Chaos Sanctuary
Guest Monsters (Act Five, NM/Hell only)
Doom Knight

Act 5: Infernal Pit, Worldstone Keep 3, Throne of Destruction

Oblivion Knight

Act 5: Infernal Pit, Worldstone Keep 3, Throne of Destruction

Gallery