Difference between revisions of "Gargoyle Trap"

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(Offense)
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Gargoyle Traps are [[Objects]].
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[[Image:Object-gargoyle-trap.jpg|frame]]Gargoyle Traps are [[Objects]].
  
Stationary defensive objects, Gargoyle Traps are statues that shoot Fireballs at any characters who move into range. They do not drop any items, and can not be leeched from, but they are worth more experience than any of the individual monsters found near them.
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Stationary defensive objects, Gargoyle Traps are statues that shoot Fireballs at any characters or character minions who move into range. They do not drop any items, and can not be leeched from, but they are worth more experience than any of the individual monsters found near them.
  
 
* All values are listed by difficulty level: '''Normal / Nightmare / Hell.'''
 
* All values are listed by difficulty level: '''Normal / Nightmare / Hell.'''
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| 2-7 / 32-37 / 72-77
 
| 2-7 / 32-37 / 72-77
 
|}
 
|}
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=Defenses=
 
=Defenses=
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It is not possible to steal life or mana from Gargoyle Traps. They can be chilled on Normal, but not on Nightmare or Hell difficulties. Gargoyle Traps do not regenerate hit points.
 
It is not possible to steal life or mana from Gargoyle Traps. They can be chilled on Normal, but not on Nightmare or Hell difficulties. Gargoyle Traps do not regenerate hit points.
  
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* 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.
 
* 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%"
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{| width="100%" style="text-align:center"
 
! Type
 
! Type
 
! Defense
 
! Defense
 
! Blocking
 
! Blocking
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! Life Regeneration
 
! Drain Effectiveness
 
! Drain Effectiveness
 
! Chill Effectiveness
 
! Chill Effectiveness
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| 75 / 201 / 541
 
| 75 / 201 / 541
 
| 16%
 
| 16%
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| --
 
| 50 / 0 / 0
 
| 50 / 0 / 0
 
| 50 / 0 / 0
 
| 50 / 0 / 0
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| 0% / 0% / 0%
 
| 0% / 0% / 0%
 
| 0% / 0% / 0%
 
| 0% / 0% / 0%
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|}
 +
 +
 +
=Locations=
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{| width="100%"
 +
! Type
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! Normal/NM/Hell
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|-
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| '''Gargoyle Trap'''
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| '''Act 1: '''Jail 1-3, Catacombs 1-3
 
|}
 
|}
  
 
[[category:monsters]]
 
[[category:monsters]]
 
[[category:objects]]
 
[[category:objects]]

Revision as of 13:19, 10 May 2008

Object-gargoyle-trap.jpg
Gargoyle Traps are Objects.

Stationary defensive objects, Gargoyle Traps are statues that shoot Fireballs at any characters or character minions who move into range. They do not drop any items, and can not be leeched from, but they are worth more experience than any of the individual monsters found near them.

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


Statistics

Gargoyle Traps do not drop potions, gold, or any kind of items. They are worth experience, at least.

Type Level Experience Hit Points Max TC/Rune
Gargoyle Trap 15 / 40 / 79 197 / 8412 / 107602 68-89 / 925-1255 / 5766-10434 --


Offense

Gargoyle Traps shoot Fireballs at any characters nearby.

Type Fireballs
Gargoyle Trap 2-7 / 32-37 / 72-77


Defenses

It is not possible to steal life or mana from Gargoyle Traps. They can be chilled on Normal, but not on Nightmare or Hell difficulties. Gargoyle Traps do not regenerate hit points.

  • 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 Life Regeneration Drain Effectiveness Chill Effectiveness
Gargoyle Trap 75 / 201 / 541 16% -- 50 / 0 / 0 50 / 0 / 0


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 Magic Fire Cold Lightning Poison
Gargoyle Trap 0% / 0% / 0% 0% / 0% / 0% 0% / 0% / 0% 70% / 100% / 100% 0% / 0% / 0% 0% / 0% / 0%


Locations

Type Normal/NM/Hell
Gargoyle Trap Act 1: Jail 1-3, Catacombs 1-3