Spike Fiend

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Spike Fiends are Animals.

These small creatures are basically thorny turrets; they move slowly and largely at random, but they relentlessly fire quills from their backs, inflicting a constant, needling damage to the players or minions nearest them. Spike Fiends are seldom more dangerous than annoying, but a boss pack with Might, Fanaticism, Extra Strong, or other nasty modifier combinations can be nasty.

  • Special, more powerful versions of Spike Fiends may be encountered in Act Five on Nightmare and Hell difficulties. See their stats here.


Statistics

  • All table values are sorted by difficulty level: Normal / Nightmare / Hell.
Type Level Experience Hit Points
Quill Rat 1 /36 / 67 21 / 1797 / 18713 1-5 / 105-367 / 616-2878
Spike Fiend 5 / 38 / 68 49 / 2057 / 19664 4-14 / 118-415 / 634-2958
Thorn Beast 8 / 39 / 69 71 / 2200 / 20615 6-24 / 125-438 / 651-3039
Razor Spine 9 / 40 / 70 78 / 2355 / 21567 6-26 / 132-462 / 668-3119
Jungle Urchin 18 / 48 / 79 176 / 4048 / 30128 14-55 / 187-654 / 823-3844


Offense

Quill rats attack by firing spines from their backs, like projectile porcupines. Higher level Quill Rats are more accurate and fire more rapidly.

  • Quill Rats have a chance to deal Poison damage in Nightmare and Hell.
  • Spike Fiends and Thorn Beasts have a chance to deal Cold damage in Nightmare and Hell.
  • Razor Spines have a chance to deal Fire damage in Nightmare and Hell.
  • Jungle Urchins have a chance to deal Lightning damage in Nightmare and Hell.
Type Melee Attack Melee AR Ranged Attack Range AR
Quill Rat 1-2 / 9-23 / 22-57 8 / 479 / 1770 0-0 / 9-15 / 22-38 10 / 738 / 2724
Spike Fiend 1-5 / 9-24 / 23-58 31 / 503 / 1795 0-1 / 9-16 / 23-39 44 / 774 / 2762
Thorn Beast 2-7 / 9-24 / 24-60 63 / 514 / 1820 0-1 / 9-16 / 24-40 83 / 792 / 2800
Razor Spine 2-8 / 9-24 / 24-60 74 / 526 / 1844 1-1 / 9-16 / 24-40 99 / 810 / 2838
Jungle Urchin 4-14 / 12-30 / 27-68 162 / 620 / 2067 1-3 / 12-20 / 27-45 221 / 954 / 3180


Defenses

All types of Spike Fiends deal damage back to characters striking them from melee range.

  • 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 Drain Effectiveness Chill Effectiveness
Quill Rat 5 / 422 / 1067 3% 100 / 100 / 100 50 / 40 / 33
Spike Fiend 25 / 441 / 1081 6% 100 / 100 / 100 50 / 40 / 33
Thorn Beast 40 / 451 / 1096 9% 100 / 100 / 100 50 / 40 / 33
Razor Spine 45 / 460 / 1109 10% 100 / 100 / 100 50 / 40 / 33
Jungle Urchin 90 / 537 / 1236 18% 100 / 100 / 100 50 / 40 / 33


Resistances

No types of Quill Rats are immune on any difficult level. Some bosses may be, with added resistance from Monster Modifiers.

  • 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#Immunities Resistances#Immunities|Resistances] page for more details.
Type Physical Magic Fire Cold Lightning Poison
Quill Rat 0% / 0% / 50% 0% / 0% / 0% 0% / 0% / 0% 0% / 0% / 50% 0% / 0% / 0% 0% / 0% / 0%
Spike Fiend 0% / 0% / 50% 0% / 0% / 0% 0% / 0% / 0% 0% / 0% / 50% 0% / 0% / 0% 0% / 0% / 0%
Thorn Beast 0% / 0% / 50% 0% / 0% / 0% 0% / 0% / 0% 0% / 0% / 50% 0% / 0% / 0% 0% / 0% / 0%
Razor Spine 0% / 0% / 50% 0% / 0% / 0% 0% / 0% / 0% 0% / 0% / 50% 0% / 0% / 0% 0% / 0% / 0%
Jungle Urchin 0% / 0% / 50% 0% / 0% / 0% 0% / 0% / 0% 0% / 0% /5 0% 0% / 0% / 0% 0% / 0% / 0%