Duriel
Diablo II Monsters [e] |
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Types |
Animals • Demons • Undead |
Info |
Complete Monster Listing Modifiers • Experience Champions • SuperUniques |
Monster Categories |
Animals • Demons • Undead Act Bosses • Guest Monsters Objects • SuperUniques Uber Monsters |
is a Monster |
Duriel is a Demon, a SuperUnique, and an Act Boss.
Duriel is the boss of Act Two, and must be defeated to advance to Act Three. He's found in the one true Tomb of Tal Rasha, and reached by inserting the completed Horadric Staff into the orifice. Characters who descend through the tunnel opened by this event will encounter Duriel in a small, pit-like level where the demon's speed and charging ability can be put to merciless use. Duriel must be defeated to complete the last quest in Act Two, before moving on to Act Three is possible.Duriel is a juggernaut of crunching, close range pain. Possessed of massive size, a fierce charging attack, and a rapid fire jab, Duriel can beat his way through the toughest meat shields, while protecting himself with a movement and attack-slowing Holy Freeze aura. His aura can not be resisted or negated with any type of equipment, including "Can not be frozen" gear. It can be avoided by standing some distance away from him; v1.10 greatly reduced the radius of Holy Freeze and most other target-effecting auras, and ranged attackers can now stand clear of the cold if they back up to the corners of Duriel's pit.
Prior to v1.09, Duriel was one of the nastiest monsters in the game, and hardcore characters feared to face him without a nicely mixed party with minions, high hit point bonuses, and varied types of damage. In v1.09 Duriel was nerfed a bit, especially the speed with which he launched his first attack and the damage he did with his Charge. This took away his "kill you before the level finishes loading" capability, and as of v1.11 he's still a brute, but not an especially deadly one.
- Stats are displayed by difficult level: Normal / Nightmare / Hell.
Statistics
Name | Level | Experience | Hit Points | Speed | Max TC/Rune |
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Duriel | 22 / 55 / 88 | 6007 / 147,990 / 914,751 |
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10 | 24/Ral, 51/Lem, 72/Ber |
Offense
Duriel's stats are all preset. He does not get any random Monster Modifiers.
- Duriel's jab attack can hit several times in rapid succession.
- Duriel's Smite strike will stun targets.
- Duriel's charge attack is very dangerous, but can only be used from a distance.
Name | Jab | Jab AR | Smite | Smite AR | Charge | Shock |
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Duriel | Physical: 19-25 63-85 140-190 |
444 1188 3874 |
Physical (stun): 19-22 51-74 115-165 |
556 1620 5283 |
Physical: 57-75 236-318 665-902 |
Physical: 24-31 85-115 207-281 |
Duriel's aura functions like the Paladin's Holy Freeze. It adds cold damage to his attacks, deals minor cold damage to all affected enemies, and slows all movement and attack speed considerably.
Name | Cold Aura: Normal | Cold Aura: NM | Cold Aura: Hell |
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Duriel | Cold damage: 2-3 +Cold damage: +10-15 Slows targets: 30% |
Cold Damage: 5-6 +Cold damage: +25-30 Slows targets: 40% |
Cold Damage: 9-10 +Cold Damage: +45-50 Slows targets: 46% |
Defenses
Like the other act bosses, Duriel does not regenerate any hit points.
- 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 |
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Duriel |
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0% / 25% / 50% | -- |
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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.
Name | Physical | Fire | Cold | Lightning | Poison | Magic |
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Duriel |
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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.)
Name | Location |
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Duriel | Act 2: In Tal Rasha's Tomb, entered through a wall that is collapsed by inserting the Horadric Staff into the orifice, in the one true tomb reached from the Canyon of the Magi. |