Difference between revisions of "Oblivion Knight"

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[[Image:abyss-knight.jpg|frame|left|Abyss Knights with Cold and Fire]]
 
{{Monster navbox|{{Monstertype}}|{{Undead}}|{{Guest Monsters}}}}Oblivion Knights are [[Undead]].
 
{{Monster navbox|{{Monstertype}}|{{Undead}}|{{Guest Monsters}}}}Oblivion Knights are [[Undead]].
  

Revision as of 08:49, 25 July 2011

Abyss Knights with Cold and Fire
Diablo II Monsters [e]
Types
AnimalsDemonsUndead
Info
Complete Monster Listing
ModifiersExperience
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Monster Categories
AnimalsDemonsUndead
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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 were the most dangerous monsters in the game for melee characters, prior to v1.11, due to their ability to cast the Iron Maiden curse. (They can no longer cast IM post v1.11, and thus are no longer particular dangerous.) 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, River of Flame
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