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Shrines

209 bytes added, 19:18, 12 March 2012
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Shrines are found scattered all through the game; mysterious statues of all shapes and sizes, imbued with strange properties and enhancements. Characters who find shrines and activate them receive various bonuses, almost all of which are positive.
Shrines in ''Diablo II'' are toned down from the way they functioned in ''Diablo'', both in variety and effect. No shrines in ''Diablo II'' have a permanent effect, good or badexcept the item-granting Gem, Exploding, and Poison Shrines, and none but the Fire Shrine , Monster Shrine, and Evil Urn are anything but an outright bonus. Shrines were unchanged in the ''Diablo II'' expansion, no new types were added or old types changed. All shrine names in ''Diablo II'' are self-explanatory, and while most can be recognized by the icon floating above them, all display their type when pointed at.  Also see:* [[D1_Shrines|Diablo I Shrines]]* {{iw|Shrines Diablo III Shrines}}
=Shrine Facts=
Wells refill 50% of the maximum life, mana, and stamina, of the character and all his/her minions. Wells also cure poison and remove curses. Two uses.
* Time to regenerate: 30 seconds. (Each "half" on a separate timer.)
Wells allow two uses, and each "half" refills in 30 seconds, on a separate timer. So if you drank once, then again 10 seconds later, one half would fill up 20 seconds after that, and the well would be full again 10 seconds after that. Wells can be quite useful for low level characters in Act One; in particular, Sorceresses especially, and casting Necromancers who are still at that early "always out of mana" phase can use a well for their headquarters; running out and leading mobs back to it repeatedly. By the time one pack is killed, loot is picked up, and another pack is led back to the well, it should have refilled itself.
=Lasting Effect Shrines=
* Buff duration: 96 seconds.
* Shrine regenerates in: 240 seconds.
Combat shrines add substantially to damage, but the bonus is just to the equipment damage, not the total output after strength or dexterity bonuses are counted. As a result this shrine doesn't even double the damage, much less triple it. The biggest change it makes for many characters is to their AR. A As an example, a typical high level character might go from (hypothetical figurs) 3500 to 4500 damage, but from 5000 to 12000 AR. Increasing your to/hit from say, 70% to 91% makes a very noticable difference, especially to fast attacking characters like Bowazons, Zealots, Frenzy Barbs, etc. Combat shrines demonstrate that many low AR characters would probably be better off with a Blessed Aim merc than the usual Might merc... but the lure of higher listed damage is difficult to resist.
==Mana Regeneration Shrine==
* Buff duration: 192 seconds.
* Shrine regenerates in: 240 seconds.
There is no bonus to running speed with from this spellshrine, though it often seems that way to players in heavy armor, who are accustomed to frequently slowing to a walk to regain stamina.
==Increased Fire Resistance==
* Buff duration: 144 seconds.
* Shrine regenerates in: 240 seconds.
The fire resistance only increases to the maximum a character's equipment allows; so this shrine will only may give a total of less than 75% resistance to characters who do not have equipment to boost their potential maximum fire resistance.
==Increased Cold Resistance==
* Buff duration: 144 seconds.
* Shrine regenerates in: 240 seconds.
The cold resistance only increases to the maximum a character's equipment allows; so this shrine will only may give a total of less than 75% resistance to characters who do not have equipment to boost their potential maximum cold resistance.
==Increased Lightning Resistance==
* Buff duration: 144 seconds.
* Shrine regenerates in: 240 seconds.
The lightning resistance only increases to the maximum a character's equipment allows; so this shrine will only may give a total of less than 75% resistance to characters who do not have equipment to boost their potential maximum lightning resistance.
==Increased Poison Resistance==
[ [Image:Shrine-resist-poison.gif|frame|left]]
The character's poison resistance is increased by 75%.
* Buff duration: 144 seconds.
* Shrine regenerates in: 240 seconds.
The poison resistance only increases to the maximum a character's equipment allows; so this shrine will only may give a total of less than 75% resistance to characters who do not have equipment to boost their potential maximum poison resistance.
==Experience Shrine==
==Poison Shrine==
Shoots out a poison cloud that will only damage monsters, and drops 5-10 poison potions. The toxic gas can be dangerous to nearby monsters in Act One, but it's largely a novelty after the early levels of the game.
 
=Evil Urns=
[[ImageFile:Shrine-evil-urn.gifjpg|frame]]These chest-like objects are found only in Act Five. They work like Russian roulette, super monster shrines. They usually drop several stacks of gold, but also have a very good chance to summon a champion type monster, or a boss and its whole boss pack. These enemies will appear somewhere within about half a screen of the Evil Urn, and they can appear directly on top of the character that clicks the urn, so be warned, and be ready.
When Urns are found near level entrances/exits they will only drop gold or items, since no random monsters can spawn in those locations. For example, there's always an Evil Urn found in the [[Arreat Plateau]], near the entrance to the [[Crystalline Passage]], beside [[Thresh Socket]], that only drops gold stacks. This is thought to be an error in the level design.
[[category:basics]]
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