Difference between revisions of "Prison Door"

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[[Image:Object-prison-door.jpg|frame]]Prison Doors are [[Objects]].
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[[Image:Object-prison-door.jpg|left|frame]]Prison Doors are [[Objects]].
  
 
These rickety-looking collections of broom handles are sufficient to function as inescapable pens for the barbarian NPCs your character must rescue to complete the second quest in Act Five.
 
These rickety-looking collections of broom handles are sufficient to function as inescapable pens for the barbarian NPCs your character must rescue to complete the second quest in Act Five.
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[[category:monsters]]
 
[[category:monsters]]
 
[[category:objects]]
 
[[category:objects]]
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{{D2 Monster Nav|objects}}

Latest revision as of 12:11, 18 January 2011

Object-prison-door.jpg
Prison Doors are Objects.

These rickety-looking collections of broom handles are sufficient to function as inescapable pens for the barbarian NPCs your character must rescue to complete the second quest in Act Five.

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

Statistics[edit]

Type Level Experience Hit Points Speed Max TC/Rune
Prison Door 26 / 59 / 81
--
51-100 / 654-1243 / 2861-5435 --
--


Offense[edit]

Prison Doors possess no offense of any kind.


Defenses[edit]

Prison doors are made from magical slats of wood that appear flimsy from the outside, but are actually indestructible from within, as those helpless, trapped Barbarians demonstrate.

  • 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
Prison Door 137 / 241 / 474 -- 1.2/sec 100 / 100 / 100 50 / 40 / 33


Resistances[edit]

  • 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
Prison Door 25% / 25% / 25% 25% / 25% / 25% 25% / 25% / 66% 25% / 25% / 25% 1000% / 1000% / 1000% 25% / 25% / 25%


Locations[edit]

There are only three prison doors found in the game, per difficulty level. One each on the pens holding the captive Barbarians you must rescue to complete the second quest in Act Five.

Type Normal/NM/Hell
Prison Door Act 4: Frigid Highlands