Sympathy for the Devil
Minions & Pets
You may read the term 'Minion' in a variety of contexts describing some hierarchy of units. To avoid, or at least show the possibilities of, confusion, here are some more detailled descriptions.
Monster
All monster classes are listed in Atair's german d2wissen.
Browse to Monster section there. Note that the 1.10 section is restricted in browser compability.
Bosspacks
Minions of a Boss are the only units in the game which are described as 'Minion' in their life bar (well, and the monster class 'Minion' is just named so to annoy me). Those will gain +2 to the monster level their normal counterparts in a given map have assigned. AI is somewhat bound to the Boss, they'll follow Boss' targetting even while affected by AI bending curses and suchlike. To some extend they also inherit boss modifications like extra fast or freeze damage.
Their class is either similar to the Boss or an inferior class, if such is assigned to the Boss' class in MonStat.txt.
A superunique boss will get minions of a class defined in SuperUniques.txt.
In 1.09 and before boss' Minions always were the same class like the Boss itself, again with exception of Superuniques.
groupings
You may encounter some monster packs without an apparent boss, but with a 'higher' class' monster controlling some 'lower' class' monsters. This applies to Fallen Shamans with Fallens, Flayer Shamans with Flayers, Greater Mummies with Skeletons, Cantors with Zakarumites, Oblivion Knights with Dark Knights or Overseers with Minions (hmph, complain to Blizzard North about this one). First you meet the lower class alone, but in further maps they have a higher class assigned, which grants some tactical depth, since higher class monsters will stay in the background and heal, revive or incite their lower brethren.
Those packs don't stay tightly together, and the chief doesn't concentrate his activities to his own pack at all. Any lower class monster in range will profit by the chief.
Monster classes designed as 'chiefs' are never found without assigned minions, except of being generated as Champions.
A special case: a Fallen Shaman Boss may also revive nearby common Fallen Shamans, not just Fallens.
undead
Greater Mummies are classified as 'high undead' and able to revive any 'low undead' corpse in range, not just Skeletons. 'low undead' are almost every other undead's classes except Greater Mummies and Vampires. Yep, Oblivion Knights also are 'low undead'! Refer to MonStats.txt extraction for details.
spawner
Some monsters may hatch or spawn others. There is no further connection between spawnlings and monstermomma. This applies to Sand Maggots and Vile Mothers, and further to Putrid Defilers.
Blood Raven, Coldworm the Burrower and Nihlatak may also spawn other monsters.
cry help
Quite unnoticed by most players a bunch of monster classes has AI parameters assigned which allow them to call others in vicinity for help. Your common Fallen has this ability. The Overseers in Act5 may curse their enemies (=you) with 'Cry Help', which looks and works pretty much similar to Necromancer's Attract, if not with such strong effect.
players
Some people call every unit subject to a player character his 'minion'. Since there's a variety of rules to different subordinated units this is bad language.
To call other players minions is bad manners.
To treat other players as minions is antisocial behaviour.
Subordinated units are technically not allowed to summon subordinated units of their own, neither activly nor passively via trigger events.
hirelings
Hirelings will be affected by various potions you feed them. They also share, or may be target to, healing effects. Since I've wrote a primer dedicated to them I won't elaborate further on this subtopic. English readers may as well refer to ThePlatypus' Mercenary Resource.
Pets
Player characters may summon a variety of creatures, further referred to as 'Pets'. They stay with the character and may be healed via healing spells, town healers or Wells in the wilderness.
As a rule of thumb Pets will grant full experience to the summoning character if they kill anything, and character's Magic Find as well as Gold Find properties will count here. Other item properties of character's equipment won't affect Pets. Assassin's stationary Traps also count as 'Pets' in this case.
Sorceress' Hydra spell is a kind of its own, it counts as Pet, but unlike to other pets Fire Mastery (skill and item property) as well as '-enemy fire resistance' granted by equipment will also affect Hydra. Due to sodding crossclass Charges and trigger events this applies to any other class able to summon Hydra as well.
converted monsters
Paladin and Assassin are able to convert monsters so those will fight at character's side for some time. A Necromancer may curse monsters so they fight each other. Monsters under those effects can't be healed and won't follow the player character.
Very similar behaviour show reanimate as: Returned skeletons.
Some glitch allows monsters to change side permanently. They stay where they are, though.
Class | Pet | aligned | threat | mobility | gives exp | inherits | |||||
---|---|---|---|---|---|---|---|---|---|---|---|
actively | via thorns 1 | MF/GF 2 | MaeK LaeK 2 | +x elemental skill damage 3 | -x enemy elemental resistance 3 | ||||||
1 Thorns aura, Iron Maiden, Iron Golem, Spirit of Barbs 2 omit thorn effects 3 elemental mastery and Facet stuff 4 doesn't share Thorns aura follows player in map: only reluctantly, lure them | |||||||||||
Amazon | Decoy | yes | 14 | stationary | no | yes | no | no | no | no | |
Valkyrie | 11 | folllows player anywhere | yes | yes | |||||||
Assassin | Shadow Warrior | yes | 11 | follows player anywhere | yes | yes | yes | no | no | no | |
Shadow Master | 11 | ||||||||||
Mind Blasted | yes | monster dependent | follows player in map | yes | yes | yes | no | no | no | ||
Blade Sentinel | yes | none | stationary | yes | no | yes | no | no | no | ||
Charged Bolt Sentry | |||||||||||
Wake of Fire | |||||||||||
Lightning Sentry | |||||||||||
Wake of Inferno | |||||||||||
Death Sentry | |||||||||||
Druid | Raven | yes | none | follows player anywhere | yes | no | yes | no | no | no | |
Spirit Wolf | 10 | yes | |||||||||
Dire Wolf | 10 | ||||||||||
Grizzly | 11 | ||||||||||
Oak Sage | yes | 8 | follows player anywhere | no | yes | no | no | no | no | ||
Heart of Wolverine | 8 | ||||||||||
Spirit of Barbs | 8 | ||||||||||
Poison Creeper | yes | none | follows player anywhere | yes | yes | yes | no | no | no | ||
Carrion Vine | none | no | |||||||||
Solar Creeper | none | no | |||||||||
Necromancer | Skeleton Warrior | yes | 10 | follows player anywhere | yes | yes | yes | no | no | no | |
Skeleton Mage | 10 | ||||||||||
Revive | monster dependent | follows player anywhere, tends to hang around a lot | |||||||||
Clay Golem | yes | 11 | follows player anywhere | yes | yes | yes | no | no | no | ||
Blood Golem | 11 | ||||||||||
Iron Golem | 11 | follows player anywhere, tends to go poof a lot | yes 4 | ||||||||
Fire Golem | 11 | follows player anywhere | yes | ||||||||
Bone Wall | yes | 1 | stationary | no | no | no | no | no | no | ||
Bone Prison | yes | 1 | |||||||||
Confused | no | monster dependent | stays at enemy | yes | yes | no | no | no | no | ||
Attracted | |||||||||||
Paladin | Conversioned | yes | monster dependent | follows player in map | yes | yes | yes | no | no | no | |
Sorceress | Hydra | yes | none | stationary | yes | no | yes | no | yes | yes | |
- | Rogue | yes | 10 | follows player anywhere | yes | yes | yes, additively to own | no | no | no | |
Town Guard | 11 | ||||||||||
Iron Wolf | 11 | ||||||||||
Act5 Barbarian | 11 | ||||||||||
- | reanimated as: Returned | yes | 10 | follows player in map | yes | yes | yes | no | no | no |
TitanSeal created new skill desriptions with great detail, though they're available in german only. Differences to my elderly findings may be judged in TitanSeal's favor.
see also:
- skillbeschreibungen
- plus the deeplinks in initial posting
Amazon
The Amazon is able to call two aligned units to her side.
Decoy is stationary, Valkyrie is mobile.
Decoy
- mana cost: 19,75 - 0,75 * sLvlDecoy;
beyond sLvl25 it's 1 - resistances to
Fire, Lightning, Cold, Poison: 4 * sLvlDecoy % - resistance limit: 85%
no difficulty penalty - duration: 5s + 5s * sLvlDecoy
or until death - life: (1 + 0,1 * sLvlDecoy) * (lifeAmazon * 0,5)
- Synergy: none
Othin once did a very detailled Basin posting called
Mirror, Mirror ....
Valkyrie
sLvl | * item | quality |
---|---|---|
mag: magical rare: rare quality | ||
1 | Full Plate Mail | mag |
1 | Spear | mag |
2 | Gauntlets | mag |
4 | Greaves | mag |
5 | Plated Belt | mag |
7 | Chaos Armor | rar |
8 | Lance | rar |
10 | War Gauntlets | mag |
11 | War Boots | mag |
12 | War Belt | mag |
13 | Amulet | mag |
14 | Circlet | mag |
16 | Sacred Armor | rar |
17 | Warpike | rar |
19 | Crusader Gauntlets | rar |
21 | Myrmidon Boots | rar |
23 | Colossus Girdle | rar |
25 | Amulet | rar |
27 | Tiara | rar |
Her equipment is defined in MonEquip.txt.
Better stuff will replace equipment depending on sLvl.
- Cast Delay: 150 Frames (6s)
- mana cost: 25 + sLvl
- skills, inherit native sLvl of Amazon
(omit item boni):- Dodge
- Avoid
- Evade
- Critical Strike
- base Chance to do a critical: 5%,
additively to skill - life: 440
- % life bonus: 20 * sLvl
- life: 440 * (1 + (20*(slvl-1) + 20*sLvlDecoy) / 100)
- life regeneration factor: 12
- base defense in
Normal_Nightmare_Hell: 141 _ 152 _ 164
(omit equipment and dexterity) - defense bonus: 10 * sLvl %
(affects total equipment) - Attack Rating: 40 * slvl + 40 * slvlPene
(omit equipment and dexterity) - strength: 25 * sLvl
- dexterity: 12 * sLvl
- resistance to
Fire, Lightning, Cold, Poison: (sLvl + sLvlDecoy) * 2 - resistance bonus to
Fire, Lightning, Cold, Poison: 2 * sLvl % - resistance limit: 85%
no difficulty penalty - velocity: 11 yd/s
- AI Delay: 6 Frames
- iLvl of equipped items *: 25 + 3 * slvl
To compare IAS with effective IAS (EIAS) refer to table in Appendix.
IAS from equipment will affect EIAS here:
IAS | EIAS |
---|---|
10 | 9 |
20 | 17 |
30 | 24 |
40 | 30 |
attack speed
EIAS | fpa |
---|---|
0 | 22 |
3 | 21 |
6 | 20 |
11 | 19 |
15 | 18 |
20 | 17 |
27 | 16 |
33 | 15 |
41 | 14 |
49 | 13 |
59 | 12 |
70 | 11 |
84 | 10 |
Strafe
Since 1.10 Pets don't increase maximum arrows shot in one salve. This is caused by a MonStats.txt entry and itherefore includes other, even hostile, player's Pets.
In 1.09 any unit in range granted a bonus arrow. The mechanism was buggy, it seemed that damage of all arrows summed up to just a single arrow's damage.
Assassin
An Assassin may summon two different helpers. Shadow Warrior will only use skills of character's hotbuttons, Shadow Master will use skills independently from Assassin herself. Both Shadows exclude each other.
Calculation of Shadow's used skill's level includes Assassin's skill level of that skill (while Shadow uses this skill) and sLvl of Shadow herself (while summoned).
Both Shadows get some equipment, which is controlled in MonEquip.txt. Armor and headdress are dummies, which will be replaced with similar base items the Assassin wears. Shadow Warrior only gets Magicals, Master may get Rares, too. Both Shadows get two claw weapons. Better stuff will replace equipment depending on sLvl.
Shadow Warrior - SW
sLvl | * item | quality |
---|---|---|
# same like Assassin mag: magical | ||
1 | Armor # | mag |
1 | Helm # | mag |
1 | Cestus | mag |
1 | Blade Talon | mag |
Only the skills assigned to left and right mouse button may be used by the Shadow Warrior. She can't summon another Shadow by herself, though.
- Cast Delay: 150 Frames (6s)
- mana cost: 27 + 0,5 * sLvl
- base chance to do a critical hit: 5%
- base life: 376
- % life bonus: 15 * sLvl
- life regeneration factor: 3
- base defense: 196
(omit equipment and dexterity) - defense bonus: 12 * sLvl %
(affects total equipment) - Attack Rating in
Normal_Nightmare_Hell: 163 _ 243 _ 323
(omit equipment and dexterity) - % bonus to Attack Rating: 40 * sLvl
- used skills: [sLvlasn / 2] + [sLvl / 3]
- strength: 10 * sLvl
- dexterity: 10 * sLvl
- resistance bonus to
Fire, Lightning, Cold, Poison: 4,75 * sLvl % - resistance limit: 75%
no difficulty penalty - resistance to physical: 40%
- velocity: 11 yd/s
- AI Delay: 15 Frames
- iLvl equipped items *: 18 + 2 * slvl
attack speed:
CoT, BoI, FoF, DC
EIAS | frames |
---|---|
0 | 16 |
8 | 15 |
15 | 14 |
24 | 13 |
34 | 12 |
46 | 11 |
61 | 10 |
Two hit checks are done.
attack speed
Standard Attack
EIAS | frames |
---|---|
0 | 14 |
6 | 13 |
14 | 12 |
24 | 11 |
35 | 10 |
49 | 9 |
65 | 8 |
To compare IAS with effective IAS (EIAS) refer to table in Appendix.
throwing speed:
Blade Fury
eFCR | frames |
---|---|
0 | 17 |
Dragon Flight
frames | |
---|---|
0 | 23 |
Shadow Master
sLvl | ** item | quality |
---|---|---|
# same like Assassin sup: superior mag: magical rar: rare | ||
1 | Armor # | sup |
1 | Helm # | sup |
1 | Suwayyah, War Fist or Scissors Suwayyah | sup |
1 | Hand Scythe, Greater Talons or Scissors Suwayyah | sup |
5 | Bramble Mitts, Vambraces or Ogre Gauntlets | sup |
6 | Armor # | mag |
6 | Helm # | mag |
6 | Suwayyah, War Fist or Scissors Suwayyah | mag |
6 | Hand Scythe, Greater Talons or Scissors Suwayyah | mag |
6 | Bramble Mitts, Vambraces or Ogre Gauntlets | mag |
9 | Ring (right) | mag |
11 | Armor # | rar |
11 | Helm # | rar |
11 | Ring (right) | rar |
11 | Bramble Mitts, Vambraces or Ogre Gauntlets | rar |
11 | Suwayyah, War Fist or Scissors Suwayyah | rar |
11 | Hand Scythe, Greater Talons or Scissors Suwayyah | rar |
13 | Ring (left) | rar |
17 | Amulet | rar |
The Shadow Master may usealmost all Assassin skills, omitting summoning other Shadows. The probability of skill usage considers Assassin's native investment in skills and skill groups. Further individual situation and global parameters are involved. This was new to 1.10 to prevent repeated casting of Cloak of Sahdows by the Shadow Master. Refer also this topic in Lurker Lounge.
- Cast Delay: 150 Frames (6s)
- mana cost: 35 + 0,5 * sLvl
- base chance of doing a critical hit: 5%
- base life: 376
- % life bonus: 15 * sLvl
- life regeneration factor: 2
- base defense: 196
(omit equipment and dexterity) - defense bonus: 12 * sLvl %
(affects total equipment) - Attack Rating in
Normal_Nightmare_Hell: 163 _ 243 _ 323
(omit equipment and dexterity) - % bonus to Attack Rating: 40 * sLvl
- used skills: [sLvlasn / 2] + [sLvl / 3]
- strength: 10 * sLvl
- dexterity: 10 * sLvl
- resistance bonus to
Fire, Lightning, Cold, Poison: 0,75 * ((110*sLvl) / (sLvl+6)) + 5 % - resistance limit: none
- resistance to physical: 40%
- velocity: 11 yd/s
- not leechable
- AI Delay: 15 Frames
- iLvl equipped items **: 24 + 3 * slvl
attack speed:
CoT, BoI, FoF, DC
EIAS | frames |
---|---|
0 | 17 |
6 | 16 |
14 | 15 |
22 | 14 |
31 | 13 |
42 | 12 |
55 | 11 |
Two hit checks are done. The Master gets a bonus of -10 to WSM.
attack speed:
Standard Attack
EIAS | frames |
---|---|
0 | 14 |
6 | 13 |
14 | 12 |
24 | 11 |
35 | 10 |
49 | 9 |
65 | 8 |
To compare IAS with effective IAS (EIAS) refer to table in Appendix.
throwing speed:
Blade Fury
eFCR | frames |
---|---|
0 | 16 |
Dragon Flight
frames | |
---|---|
0 | 23 |
Mind Blast
Usage of this skill will damage enemies, knock them back, and change their mind to fight on Sin's side instead of Evil's.
The Assassin gets experience, if a Mind Blasted kills an enemy.
- mana cost: 15
- duration: 6s to 10s
Traps
Stationary Assassin traps count technically as minions. This applies especially to the sentry-class traps. So item properties Mana after each Kill and Life after each Kill won't work for the Trapsin. Also -x enemy elemental resistance and +x elemental skill damage are of no use to her.
Speed of Laying Traps is attack speed, not casting speed.
Barbarian
Barbarians are not able to summon Pets natively.
Move on, nothing to see here.
Druid
Attack speed tables will only be of use in conjunction with a friendly Fanaticism aura.
In unmodified games there's no other way to enhance it.
Recent findings indicate another approach and other values regarding Wolves' and Grizzly's Defense and Attack Ratings, according to onderduiker's testings at the Basin.
A Druid is only allowed to summon one kind of animal, vine and spirit each. Ravens are the exception, they can be summoned additively.
Raven
attack speed
EIAS | frames |
---|---|
0 | 28 |
- mana cost: 6
- count: maximum 5, beyond sLvl4
- minimum damage: 2 + (sLvl - 1)
- maximum damage: 4 + (sLvl - 1)
- attack count: 12 + sLvl
- skill: Blind enemies
- AI Delay: 15 Frames
- velocity walk/run: 10 / 20 yd/s
Druid's Ravens are able to hack enemy's eyes, vulgo blind an enemy. The applied formula to calculate the chance is similar to item property Hit Blinds Target, but with modified atLvl.
CtB = 30 + ((Bonus * 4) + atLvl - dfLvl) * 5 % sLvlDV = [(CtB - Roll) / 5] + 1, maximum 20 with atLvl = cLvlDruid + sLvlRaven - 2
CtB: Chance to Blind Bonus: blinding bonus, here 1 atLvl: Attacker Level dfLvl: Defender Level sLvlDV: Dim Vision Level (to define effect's duration) Roll: random figure from {0, ..., 99} [ ]: Floor Function
Ravens' Chance to Hit is also determined with the above atLvl. Similar to almost any creature a Raven has a chance of 5% to do a critical hit.
Ravens can't be damaged, but a Raven will disappear after some attacks. Attack count is dependent on skill level.
Spirit Wolf
- mana cost: 15
- count: maximum 5, beyond sLvl4
- base life: 60 to 82
- life regeneration factor: 4
- resistance bonus to
Fire, Lightning, Cold, Poison: (sLvl -1) * 5 %, with 85% maximum in a given difficulty - base defense DefsLvl1: 67
- % defense increase: sLvl * 7
- base Attack Rating: 75
- synergies to animals (including themselves)
- % defense increase: 50 + (sLvl - 1) * 10
- % attack rating increase: 50 + (sLvl - 1) * 25
- skill:
- Teleport
- threat: 10
- melee range: 2
- AI Delay: 15 Frames
- velocity walk/run: 5 / 10 yd/s
During attacks wolves' Chance to Hit/getHit is determined by cLvl as atLvl and dfLvl. Similar to almost any creature a Wolf has a chance of 5% to do a critical hit.
There's no individual leech penalty in any difficulty (the global penalty is in effect, though).
The extra assigned Teleport skill will port the wolves to their master; nevertheless this is behaviour of most Minions.
Base damage is read entirely from Skills.txt, this is modified by Grizzly's synergy and the usual aura stuff. Dire Wolves will give a synergy to life. The native defense increase and the synergy increase are additive.
Dire Wolf (Fenris)
- mana cost: 20
- count: maximum 3, beyond sLvl2
- base life: 98 to 130
- life regeneration factor: 4
- resistance bonus to
Fire, Lightning, Cold, Poison: (sLvl -1) * 5 %, with 85% maximum in a given difficulty - base defense: 116
- % defense increase: sLvl * 4
- base Attack Rating: 150
- synergy to all animals (including themselves)
- % life increase: 50 + (sLvl - 1) * 25
- skills:
- 25% to activate Feral Rage,
causes 100% enhanced damage for 20s duration (additively to other percentage boni) - Teleport
- 25% to activate Feral Rage,
- threat: 10
- melee range: 2
- AI Delay: 15 Frames
- velocity walk/run: 5 / 10 yd/s
During attacks wolves' Chance to Hit/getHit is determined by cLvl as atLvl and dfLvl. Similar to almost any creature a Wolf has a chance of 5% to do a critical hit.
There's no individual leech penalty in any difficulty (the global penalty is in effect, though).
The extra assigned Teleport skill will port the wolves to their master, too; nevertheless this is behaviour of most Minions.
Base damage is read entirely from Skills.txt, this is modified by Grizzly's synergy and the usual aura stuff. Spirit Wolves will give a synergy to attack rating and defense, the latter will be additive with their native enhancement.
Hit Recovery duration
of all Wolves
eFHR | frames |
---|---|
0 | 13 |
Cast Speed
Teleport
eFCR | frames |
---|---|
0 | 49 |
attack speed
of all Wolves
EIAS | frames |
---|---|
0 | 18 |
6 | 17 |
12 | 16 |
19 | 15 |
27 | 14 |
36 | 13 |
To compare IAS with effective IAS (EIAS) refer to table in Appendix.
Grizzly
- mana cost: 40
- base life: 550 to 750
- life regeneration factor: 5
- resistance bonus to
Fire, Lightning, Cold, Poison: (sLvl -1) * 5 %, with 85% maximum in a given difficulty - base defense: 245
- base Attack Rating: 300
- synergy to other animals (including themselves)
- % damage enhancement: 25 + (sLvl - 1) * 10
- skill: BearSmite
- Stun duration: 15 + (sLvl-1) * 5 Frames, maximum 250 (thus 10s)
- % damage bonus: 15 + (sLvl-1) * 15 sLvl most probably 1 all the time
- threat: 10
- melee range: 3
- AI Delay: 15 Frames
- velocity walk/run: 5 / 9 yd/s
During attacks Grizzly's Chance to Hit/getHit is determined by cLvl as atLvl and dfLvl. Similar to almost any creature the bear has a chance of 5% to do a critical hit.
There's no individual leech penalty in any difficulty (the global penalty is in effect, though).
Base damage is read entirely from Skills.txt, this is modified by his synergy and the usual aura stuff. Spirit Wolves will give a synergy to defense and attack rating; Dire Wolves will give a synergy to life.
attack speed
BearSmite
EIAS | frames |
---|---|
0 | 17 |
4 | 16 |
10 | 15 |
18 | 14 |
26 | 13 |
36 | 12 |
attack speed
Standard Attack
EIAS | frames |
---|---|
0 | 12 |
9 | 11 |
19 | 10 |
31 | 9 |
Hit Recovery duration
eFHR | frames |
---|---|
0 | 10 |
Oak Sage
- mana cost: 14 + sLvl
- base life: 56 to 64
- % life bonus (no aura): (sLvl - 1) * 30
- life regeneration factor: 3
- resistance to physical in
Normal_Nightmare_Hell: 0 _ 100 _ 0 % - resistance to Magic: 25 %
- resistance to Fire: 25 %
- resistance to Lightning: 25 %
- resistance to Cold: 25 %
- resistance to Poison in
Normal_Nightmare_Hell: 170 _ 200 _ 200 % - base defense: 49
- skill: life enhancing aura
- sLvlOak = sLvlAura
- % life bonus: 30 + (sLvl - 1) * 5
- aura radius in yards: 20 + (sLvl - 1) * 2/3
- threat: 8
- AI Delay: 15 Frames
- velocity: 6 yd/s
During foeish attacks cLvl will count as dfLvl of the Totem.
Totems are non-leechable in all difficulties.
Heart of Wolverine - HoW
- mana cost: 19 + sLvl
- base life: 128 to 144
- % life bonus: (sLvl - 1) * 25
- life regeneration factor: 3
- resistance to physical in
Normal_Nightmare_Hell: 0 _ 100 _ 0 % - resistance to Magic: 25 %
- resistance to Fire: 25 %
- resistance to Lightning: 25 %
- resistance to Cold: 25 %
- resistance to Poison in
Normal_Nightmare_Hell: 170 _ 200 _ 200 % - base defense: 123
- skill: damage and AR enhancing aura:
- sLvlHoW = sLvlAura
- % Attack Rating bonus: 25 + (sLvl - 1) * 7
- % damage bonus: 20 + (slvl - 1) * 7
- aura radius in yard: 20 + (sLvl - 1) * 2/3
- threat: 8
- AI Delay: 15 Frames
- velocity: 6 yd/s
During foeish attacks cLvl will count as dfLvl of the Totem.
Totems are non-leechable in all difficulties.
Spirit of Barbs - SoB
- mana cost: 24 + sLvl
- base life: 200 to 226
- % life bonus: (sLvl - 1) * 25
- life regeneration factor: 3
- resistance to physical in
Normal_Nightmare_Hell: 0 _ 100 _ 0 % - resistance to Magic: 25 %
- resistance to Fire: 25 %
- resistance to Lightning: 25 %
- resistance to Cold: 25 %
- resistance to Poison in
Normal_Nightmare_Hell: 170 _ 200 _ 200 % - base defense: 196
- skill: damage reflecting aura
- sLvlSoB = sLvlAura
- % reflected damage: 50 + (sLvl - 1) * 10
- aura radius in yard: 20 + (sLvl - 1) * 2/3
- threat: 8
- AI Delay: 15 Frames
- velocity: 6 yd/s
As always, thorns damage will only work if SoB is bullied in melee with physical damage.
During foeish attacks cLvl will count as dfLvl of the Totem.
Totems are non-leechable in all difficulties.
Poison Creeper
- mana cost: 8
- base life: 42 to 58
- % life bonus: (sLvl - 1) * 25
- life regeneration factor: 3
- base defense: 25
- skill: poisons enemies with toxicated ground
- sLvlPC = sLvlVineAttack
- vines count: 3 + (sLvl - 1) * 1, maximum 12
- toxicated ground (Subtiles?): 3 + (sLvl - 1) * 1, maximum 24
- Delay toxication (?): 35 Frames
- minimum distance (?): 2 Yards
- Hit Delay of toxicated ground: 15 Frames
- duration of toxication on ground: 100 + (sLvl - 1) * 25 Frames
- threat: -
- AI Delay: 15 Frames
- velocity: 7 yd/s
During attacks calculation of vine level is cLvl * 3/4 + sLvl.
Vines are non-leechable in all difficulties. They aren't resistant to any kind of damage.
Poison Creeper, also often called by its technical name Plague Poppy, will attack enemies directly and poison the ground. The latter works technically quite similar to Assassin's Shock Web.
The toxic ground will poison any enemy moving over it. Those who stay at one place won't suffer further damage, moving will switch of collision checking routine and thus lead to further poisoning. Even when the vine itself dies the ground stays toxic, duration and area diameter grow with sLvl.
One vine may poison a spot multiple times. This even works on water (Act3 Bayous) or on air (Act2 Arcane Sanctuary), but the plaiting doesn't last there and does almost no damage.
If the Creeper has done a direct attack it will move sideways, thus causing the attacked enemy to follow it over toxic ground. Collision detection check prevents an enemy from being damaged by one mat multiple times, but this check is switched of if multiple enemies move on the same mat. Then all enemies will be repeatedly damaged by one mat as long as it lasts or they move over it, whichever occurs first.
see also:
- Finalized Poison Creeper, by Alram
- Poison Creeper, by Alram
Carrion Vine
- mana cost: 10
- base life: 80 to 110
- % life bonus: (sLvl - 1) * 25]
- life regeneration factor: 3
- base defense: 92
- skill: decomposes corpses and restores Druid's life throughout
- sLvlCV = sLvlVineAttack = sLvlCorpseCycler
- search radius (?) in yard: 3,33
- Life gained as percentage of druid's maximum hitpoints: { 9 * [110*sLvl / ( sLvl + 6 )] / 100 } + 3
minimum 3%, maximum 12%
- threat: -
- AI Delay: 15 Frames
- velocity: 7 yd/s
During attacks calculation of vine level is cLvl * 3/4 + sLvl.
Vines are non-leechable in all difficulties. They aren't resistant to any kind of damage.
Solar Creeper
- mana cost: 13 + sLvl
- base life: 138 to 192
- % life bonus: (sLvl - 1) * 20
- life regeneration factor: 3
- base defense: 165
- skill: decomposes corpses and restores Druid's mana throughout
- sLvlSC = sLvlVineAttack = sLvlVineCycler
- vines count: 3 + (sLvl - 1) * 1, maximum 12
- Mana gained as percentage of druid's maximum mana: { 7 * [110*sLvl / ( sLvl + 6 )] / 100 } + 1
minimum 1%, maximum 8%
- threat: -
- AI Delay: 15 Frames
- velocity: 7 yd/s
During attacks calculation of vine level is cLvl * 3/4 + sLvl.
Vines are non-leechable in all difficulties. They aren't resistant to any kind of damage.
Necromancer
Only one Golem can be summoned at a time, regardless of summon meanings. So it doesn't matter if the ability to summon a Golem is native or granted via Charges. Golem Mastery will enhance life, Attack Rating and velocity of all Golems. They lack GetHit mode, so they aren't subject to Hit Recovery or Knockback.
Omit Revives all Necromancer's summoned Pets benefit from Summon Resist. This doesn't apply to Attracted or Confused enemies.
Clay Golem - CG
Gumby will slow down enemies on contact. It is the only Golem which doesn't just get more life from Golem Mastery but also from his own sLvl.
attack speed
EIAS | frames |
---|---|
0 | 17 |
4 | 16 |
11 | 15 |
19 | 14 |
27 | 13 |
37 | 12 |
- mana cost: 12 + 3 * sLvl
- base life in
Normal_Nightmare_Hell: {65 _ 140 _ 240} + sLvl * 35 - life regeneration factor: 3
- resistance to physical: 25%
- resistance to Lightning: 20%
- resistance to Cold: 50%
- base defense in
Normal_Nightmare_Hell: 20 _ 21 _ 22 - base Attack Rating in
Normal_Nightmare_Hell: 40 _ 66 _ 92 - synergy to all Golems
bonus to Attack Rating: 20 * sLvl - Attack Rating bonus via Mastery 25 + 25 * (sLvlGM - 1)
- base punching damage: 2 bis 11
- chance to do a critical hit: 5%
- AI Delay: 15 Frames
- velocity: 5,3 yd/s
- velocity increase via Mastery: {40 * [110 * sLvlGM / (sLvlGM + 6)] / 100}
- not leechable
- skill: slows enemies down on strike and when hit
- Golems are no subject to HitRecovery.
Blood Golem - BG
attack speed
EIAS | frames |
---|---|
0 | 15 |
8 | 14 |
15 | 13 |
24 | 12 |
34 | 11 |
The Blood Golem doesn't leech life, it steals it from the enemy. His punching damage is irrelevant, it just has to hit an enemy. But the stealing ability doesn't reduce enemy's life. 70% of stolen life flow to the Golem, 30% to the character. A surplus flows to the one in need. If the Blood Golem suffers damage the summoner will suffer 10% of that, but can't die by this means. With 1.13 the Necromancer doesn't share damage with his Blood Golem anymore.
25% of a consumed healing potion's effect will flow to the Blood Golem.
It dosn't profit from thorny effects anymore since 1.10.
- mana cost: 21 + 4 * sLvl
- base life in
Normal_Nightmare_Hell: 201 _ 338 _ 637 - life regeneration factor: 3
- skill: steals from actual enemy life on sLvl1 86%
- synergy to all Golems
% life bonus: 5 * sLvl - resistance to Poison: 20%
- resistance to Magic: 20%
- base defense in
Normal_Nightmare_Hell: 90 _ 98 _ 106 - base Attack Rating in
Normal_Nightmare_Hell: 60 _ 104 _ 148 - Attack Rating bonus via Mastery 25 + 25 * (sLvlGM - 1)
- base punching damage: 9 bis 41
- chance to do a critical hit: 5%
- AI Delay: 15 Frames
- velocity: 6 yd/s
- velocity increase via Mastery: {40 * [110 * sLvlGM / (sLvlGM + 6)] / 100}
- only leechable Golem
- Golems are no subject to HitRecovery.
Iron Golem - IG
item-transferred
properties
- Aura when equipped
- + %ED
- + Min/Max damage
- elemental damage
- +% damage vs undead
- +% damage vs demon
- chance to do a DS
- chance to do a CB
- chance to cause Open Wounds
- chance to trigger an event
- attacker takes damage,
also lightning damage - Hit Blinds Target
- Slowing
- Hit Freezes Target
- Knockback
- Hit causes Monster to Flee
- Prevents Monster Heal
- Life Leech
- straight life bonus
- life bonus based on level
character's level counts here - any defense bonus
additively to its native defense - any resistance bonus
- life replenish
- Slain Monsters Rest in Peace
- Faster Walk/Run
- attack speed
including weapon's WSM
An Iron Golem may only be summoned from an identified, metallic item on the ground. Item's ability of being metallic is controlled in bitfield columns of Weapons.txt and Armor.txt.
It has an inherent thorny effect which won't stack with a friendly Thorn aura.
If it is summoned from an one-handed weapon, damage from weapon will be added to native punching damage. If it's summoned from a two-handed weapon, native punching damage is negated.
The Iron Golem may become immune to one or more elements, but it is not shown on its life bar, if immunity is caused by different meanings (like the item it is made from and an additional aura).
An native Iron Golem will be resummoned in a new game, if it survived the last one. Necromancer's equipment while joining the new game will affect Iron Golem's profit from Mastery and Summon Resist as well as from own sLvl, keep that one in mind if you want to summon IG with specialized gear.
An Iron Golem summoned via sodding Metal Grid Charges won't be resummoned in a new game, it is lost!
- mana cost: 35
- base life in
Normal_Nightmare_Hell: 306 _ 595 _ 980 - life regeneration factor: 3
- resistance to Lightning: 50%
- resistance to Poison: 100%
- base defense in
Normal_Nightmare_Hell: 111 _ 120 _ 129 - base Attack Rating in
Normal_Nightmare_Hell: 80 _ 138 _ 197 - Attack Rating bonus via Mastery 25 + 25 * (sLvlGM - 1)
- synergy to all Golems
defense bonus: 35 * sLvl - base punching damage: 7 bis 49
- chance to do a critical hit: 5%
- skill: % thorns damage 135 + 15 * (sLvl - 1)
- AI Delay: 15 Frames
- velocity: 6 yd/s
- velocity increase via Mastery: {40 * [110 * sLvlGM / (sLvlGM + 6)] / 100}
- not leechable
- Golems are no subject to HitRecovery.
attack speed
EIAS | frames |
---|---|
-20 | 20 |
-19 | 19 |
-15 | 18 |
-10 | 17 |
-5 | 16 |
0 | 15 |
8 | 14 |
15 | 13 |
24 | 12 |
34 | 11 |
46 | 10 |
61 | 9 |
Fire Golem - FG
attack speed
EIAS | frames |
---|---|
0 | 16 |
7 | 15 |
14 | 14 |
22 | 13 |
31 | 12 |
When a Fire Golem dies it does a little explosion with half fire damage and half physical damage.
The small damage dealt depends on Fire Golem's base life, thus varies in difficulties respectively. It is approximately 100 fire plus 100 physical in Normal.
- mana cost: 40 + 10 * sLvl
- base life in
Normal_Nightmare_Hell: 313 _ 613 _ 1013 - life regeneration factor: 3
- aura level Holy Fire: sLvl + 7
limited to sLvl30 - resistance to Fire: 100%
- absorbs Fire damage (which is pretty useless due to its 100% resistance to Fire)
- base defense in
Normal_Nightmare_Hell: 161 _ 174 _ 188 - base Attack Rating in
Normal_Nightmare_Hell: 120 _ 209 _ 198 - Attack Rating bonus via Mastery 25 + 25 * (sLvlGM - 1)
- base punching damage: 10 bis 71
- skill: additional Fire damage to punches, HFi aura
- chance to do a critical hit: 5%
- synergy to all Golems
% punching damge bonus: 6 * sLvl - AI Delay: 15 Frames
- velocity: 6,6 yd/s
- velocity increase via Mastery: {40 * [110 * sLvlGM / (sLvlGM + 6)] / 100}
- not leechable
- Golems are no subject to HitRecovery.
Raise Skeleton - RS
attack speed
EIAS | frames |
---|---|
0 | 18 |
2 | 17 |
8 | 16 |
15 | 15 |
23 | 14 |
31 | 13 |
Hit Recovery
eFHR | frames |
---|---|
0 | 7 |
Block (Kite Shield only)
eFBR | frames |
---|---|
0 | 9 |
There's a chance of 5% to summon a Skeleton equipped with a Kite Shield. There's rumour this ones can block with that one, other than those Skeletons spawning with a Buckler type of shield.
- mana cost: 5 + sLvl
- base life in
Normal_Nightmare_Hell: 21 _ 30 _ 42 - straight life bonus via SM: sLvl * 8
- life bonus via RS itself, if sLvlRS>3: 50 * (sLvl - 3)
- life regeneration factor: 4
- count at sLvl1 to sLvl3: sLvl
- count beyond sLvl3: [2 + sLvl/3]
- base defense in
Normal_Nightmare_Hell: 5 _ 5 _ 6 - defense bonus: 15 * sLvl + 15 * sLvlSM
- base Attack Rating in
Normal_Nightmare_Hell: 3 _ 4 _ 6 - bonus to Attack Rating: 15 * sLvl + 15 * sLvlSM
additively in Normal with cLvl>6: 45 + (cLvl - 6) * 11
in Nightmare: 108 + (cLvl - 1) * 18
in Hell: 216 + (cLvl - 1) * 38 - base damage: 1 to 2
- straight damage bonus via SM: 2 * sLvlSM
- % damage bonus beyond sLvl3: sLvl * 7
- chance to do a critical hit: 5%
- AI Delay: 15 Frames
- velocity: 8,7 / 10 yd/s
- not leechable
Raise Skeletal Mage - RSM
attack speed
EIAS | frames |
---|---|
0 | 18 |
2 | 17 |
8 | 16 |
15 | 15 |
23 | 14 |
31 | 13 |
Hit Recovery
eFHR | frames |
---|---|
0 | 7 |
Which kind of elemental damage an individual Skeleton Mage will deliver is random, but it will only deliver one kind of it, Poison, Cold, Fire or Lightning.
In technical terms the Mages throw their missiles, thus will benefit from a friendly Fanaticism aura, which increases throwing frequency.
- mana cost: 7 + sLvl
- base life in
Normal_Nightmare_Hell: 21 _ 30 _ 42 - straight life bonus via SM: sLvl * 8
- life bonus via RS itself, if RS>3: 50 * (sLvl - 3)
- life regeneration factor: 4
- count at sLvl1 to sLvl3: sLvl
- count beyond sLvl3: [2 + sLvl/3]
- base defense in
Normal_Nightmare_Hell: 5 _ 5 _ 6 - defense bonus: 10 * sLvl + 10 * sLvlSM
- missile level: (sLvl / 2 - 1) + sLvlSM
- chance to do a critical hit: 5%
- AI Delay: 15 Frames
- velocity: 8 bzw 9,3 yd/s
- not leechable
missile level | Poison | Cold | Fire | Lightning |
---|---|---|---|---|
cold duration is x seconds poison duration is 10+10x seconds To calculate poison damage per second multiplicate given value with 25/256 (extra precision). Missiles fly for 30 frames duration (1.2s) with 9.3 yards per second velocity, thus range is 11.2 yards. | ||||
1 | 6 | 1 to 4 | 2 to 6 | 1 to 7 |
1 < x ≤ 8 | 6 + x | (1 to 4) + x | (2 to 6) + 2*x | (1 to 7) + (1 to 3)*x |
8 < x ≤ 16 | 13 + 2*(x-8) | (8 to 11) + 2*(x-8) | (16 to 20) + 3*(x-8) | (8 to 28) + (1 to 5)*(x-8) |
16 < x ≤ 22 | 29 + 4*(x-16) | (24 to 27) + 3*(x-16) | (40 to 44) + 5*(x-16) | (16 to 68) + (1 to 8)*(x-16) |
22 < x ≤ 28 | 53 + 6*(x-22) | (42 to 45) + 4*(x-22) | (70 to 74) + 7*(x-22) | (22 to 116) + (1 to 11)*(x-22) |
28 < x | 89 + 8*(x-28) | (66 to 69) + 5*(x-28) | (112 to 116) + 9*(x-28) | (28 to 182) + (1 to 14)*(x-28) |
Revive
From a monster's corpse the same monster is revived to fight on Necromancer's side. Some special abilities get lost, especially healing and reviving spells.
Some corpses can't be revived, this applies to Leapers, Flayer Shamans, Oblivion Knights, Tentacles and Minions of Destruction, further all stationary objects, and of course all those which doesn't leave a corpse. And you can't revive Champions, Bosses and suchlike.
Base abilities of Revived stay the same, this includes some boss minion modifications.
Summon Resist doesn't work for Revives.
- mana cost: 45
- base life in
Normal_Nightmare_Hell: from original monster - % life bonus: 5 * sLvlSM + 200
- life regeneration factor: from original monster
- duration: maximum 180s or until death/poof
- count: sLvl
- base damage: from original monster
- damage bonus via SM: 10 * sLvlSM %
- chance to do a critical hit: 5%
- AI Delay: from original monster
- velocity: from original monster
- velocity bonus: 50% (via SM)
- leech drain from original monster
Necromancer's Boney Walls are stationary, passive allies. Both skills use the same unit from MonStats.txt, several of which build either a row or a circle. The Prison needs an enemy target to be cast upon.
Bone Wall - BW
Normal | Nightmare | Hell | |
---|---|---|---|
physical | 0% | 0% | 50% |
Cold | 70% | 90% | 0% |
Poison | 70% | 200% | 0% |
Fire | 0% | 0% | 0% |
Lightning | 0% | 0% | 0% |
- mana cost: 17
- base life in
Normal_Nightmare_Hell: 19 _ 147 _ 431 - defense in
Normal_Nightmare_Hell: 35 _ 174 _ 334 - duration: maximum 24s or until death
- % life bonus: 25 * (sLvl - 1) + (bLvlBA + bLvlBP) * 10
- appeal effect: about 40yd, unconfirmed
- not leechable
Bone Prison - BP
- mana cost: 28 - sLvl, minimum 1
- base life in
Normal_Nightmare_Hell: 19 _ 147 _ 431 - defense in
Normal_Nightmare_Hell: 35 _ 174 _ 334 - duration: maximum 24s or until death
- % life bonus: 25 * (sLvl - 1) + (bLvlBA + bLvlBW) * 8
- appeal effect: about 40yd, unconfirmed
- not leechable
Curses which bend enemy's Artifical Intelligence cannot be applied to all monsters, and they don't work on hostile players. Refer also to german general and AI-bending curse descriptions.
Confuse
- mana cost: 13
- duration: (2 * sLvl + 10s)
duration penalty Nightmare: * 0,5
duration penalty Hell: * 0,25 - range: 0,6 * sLvl + 4yd
- appeal effect: about 40yd, unconfirmed
Attract
- mana cost: 17
- duration: (3,6 * sLvl + 12s)
duration penalty Nightmare: * 0,5
duration penalty Hell: * 0,25 - range: 6yd
- appeal effect: about 40yd, unconfirmed
Paladin
Conversion
Using his ability to convert enemies a Paladin may sometimes see as last resort to fight evil successfully. If those Converted kill their former friends the Paladin will gain experience.
When Conversion has faded the ex-Converted will be easily defeated as long as character's level is below monster level.
Refer also to converted monsters above.
- mana cost: 4
- duration: 16s
Sorceress
This class can summon a special kind of minion.
It is a special case's special case, actually.
Hydra
attack speed
EIAS | frames |
---|---|
0 | 12 |
Though Hydra counts as a Pet in many aspects it will profit from Fire Mastery and, respectively, '+x fire skill damage' plus '-x enemy fire resistance' item properties worn by the Sorceress.
But, like with other Pets, MaeK and LaeK properties are of no use here.
Similar to Necromancer's Skeleton Mages Hydra's attacks are technically thrown, but it won't benefit from a friendly Fanaticism aura to enhance shooting frequency, because Hydra can't be affected by aurae.
- Cast Delay: 2s
- mana cost: 20+
- AI Delay: 15 Frames
- duration: 10s
Credits
- Aello
- Balkoth
- BigeyedBug
- black-spy
- Crystalion
- GaiaCaT
- gautcho
- gulasch
- Othin
- ReaperMan
- Ruvanal
- RTB
- Syzygy
- Tub
Appendix
EIAS | IAS | EIAS | IAS | EIAS | IAS | EIAS | IAS | EIAS | IAS |
---|---|---|---|---|---|---|---|---|---|
1 | 2 | 21 | 26 | 41 | 63 | 61 | 125 | 81 | 250 |
2 | 3 | 22 | 27 | 42 | 65 | 62 | 129 | 82 | 259 |
3 | 4 | 23 | 29 | 43 | 68 | 63 | 133 | 83 | 270 |
4 | 5 | 24 | 30 | 44 | 70 | 64 | 138 | 84 | 280 |
5 | 6 | 25 | 32 | 45 | 72 | 65 | 142 | 85 | 292 |
6 | 7 | 26 | 34 | 46 | 75 | 66 | 147 | 86 | 304 |
7 | 8 | 27 | 35 | 47 | 78 | 67 | 152 | 87 | 317 |
8 | 9 | 28 | 37 | 48 | 80 | 68 | 157 | 88 | 330 |
9 | 10 | 29 | 39 | 49 | 83 | 69 | 163 | 89 | 345 |
10 | 11 | 30 | 40 | 50 | 86 | 70 | 168 | 90 | 360 |
11 | 13 | 31 | 42 | 51 | 89 | 71 | 174 | 91 | 377 |
12 | 14 | 32 | 44 | 52 | 92 | 72 | 180 | 92 | 395 |
13 | 15 | 33 | 46 | 53 | 95 | 73 | 187 | 93 | 414 |
14 | 16 | 34 | 48 | 54 | 99 | 74 | 194 | 94 | 434 |
15 | 18 | 35 | 50 | 55 | 102 | 75 | 200 | 95 | 456 |
16 | 19 | 36 | 52 | 56 | 105 | 76 | 208 | 96 | 480 |
17 | 20 | 37 | 54 | 57 | 109 | 77 | 215 | 97 | 507 |
18 | 22 | 38 | 56 | 58 | 113 | 78 | 223 | 98 | 535 |
19 | 23 | 39 | 58 | 59 | 117 | 79 | 232 | 99 | 566 |
20 | 24 | 40 | 60 | 60 | 120 | 80 | 240 | 100 | 600 |
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