Difference between revisions of "Korlic"

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[[Image:Mon-korlic.jpg|frame]]Korlic (along with [[Talic]] and [[Madawc]]) 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]]Korlic (along with [[Talic]] and [[Madawc]]) 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.
  
 
Prior to v1.09, Korlic 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.
 
Prior to v1.09, Korlic 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.

Revision as of 12:33, 12 March 2008

Mon-korlic01.jpg
Korlic (along with Talic and Madawc) and is one of the three Barbarian statues that come to life and must be defeated in the 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.

Prior to v1.09, Korlic 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.

  • Korlic's leap attack was nerfed in v1.09, lowering the damage considerably and removing the "always hits" property, though it's still damaging and is best avoided. He will not attempt a Leap Attack at melee range, and his melee chop is not nearly as damaging.
  • Korlic can not be chilled or frozen on any difficulty level.

Values listed below are sorted by difficulty level: Normal / Nightmare / Hell.

Statistics Defenses
  • Level: 37 / 68 / 87
  • Experience: 1 / 1 / 1
  • Hit Points: 950-1140 / 9702-12936 / 38472-64120
  • Damage:

Korlic wields a huge two-handed axe
which he uses for melee strikes, as well
as his devastating leap attack.

  • Defense: 186 / 1140 / 2107
  • chance to Block: 0% / 0% / 0%
  • Resistances:
    • Physical: 70% / 70% / 40%
    • Magical: 0% / 0% / 0%
    • Fire: 70% / 70% / 70%
    • Cold: 0% / 0% / 150%
    • Lightning: 0% / 0% / 50%
    • Poison: 70% / 70% / 50%
  • Immunities: None / None / Cold
  • Drain Effectiveness: 100 / 100 / 100
  • Chill Effectiveness: 0 / 0 / 0

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.

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.