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Diablo 2 Cant Defeat Duriel

Mon-duriel.jpg

Diablo Two Monsters [e]
Types
Animals • Demons • Undead
Info
Consummate Monster Listing
Modifiers • Experience
Champions • SuperUniques
Monster Categories
Animals • Demons • Undead
Act Bosses • Guest Monsters
Objects • SuperUniques
Uber Monsters
Human action Bosses
  • Human action One: Andariel
  • Human activity 2: Duriel
  • Act Iii: Mephisto
  • Human activity Four: Diablo
  • Deed Five: Baal
Monster Type
Duriel:
is a Monster
and a Demon
and a SuperUnique
and an Human activity Dominate

Duriel is a Demon, a SuperUnique, and an Act Boss.


Duriel is the boss of Act Two, and must exist defeated to advance to Deed Three. He'due south found in the one truthful Tomb of Tal Rasha, and reached by inserting the completed Horadric Staff into the orifice. Characters who descend through the tunnel opened by this consequence volition encounter Duriel in a small, pit-like level where the demon's speed and charging power can exist put to merciless use. Duriel must be defeated to complete the final 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 burn down jab, Duriel can beat his way through the toughest meat shields, while protecting himself with a motion and assail-slowing Holy Freeze aureola. His aureola can not exist resisted or negated with whatever type of equipment, including "Can not be frozen" gear. Information technology 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 tin can at present stand clear of the cold if they support 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 showtime attack and the harm he did with his Charge. This took abroad his "kill yous before the level finishes loading" capability, and as of v1.11 he'southward still a brute, merely not an especially deadly one.

Lore [edit]

As the Sin State of war plodded along through the centuries, many in Hell began to wonder simply what it was they were fighting over. The Bottom Evils of Hell were growing tired of the endless ebb and flow in the tides of mortal favor, besides as those in the elaborate schemes of the three Prime Evils - Diablo, Baal and Mephisto. The Lesser Evils longed to return to the epic days of the Great Conflict, and lay siege again to the gates of the Loftier Heavens.

2 of the Lesser Evils, Azmodan and Belial, saw the situation as their chance to overthrow the Prime number Evils and take control of Hell for themselves. The two Demon lords made a pact with Andariel and Duriel - as well as their modest brethren - assuring them that humanity would non deter the ultimate victory of Hell. Azmodan and Belial devised a plan to end the stalemate and accomplish victory in the Sin War, ultimately riding the encarmine crest of the Great Conflict directly into Armageddon. Thus, a smashing revolution was gear up into motion equally all of Hell went to state of war against the Three Brothers, seeking to send them into a Nighttime Exile.

Over the side by side ii centuries, the three imprisoned brothers focused their Demonic powers upon corrupting the Soulstones that jump them to the mortal airplane and began angle the will of any nearby humans. Mephisto was the first imprisoned and, consequently, was the get-go to break complimentary from his bondage. His wrath against those who had put him such a compromised position was swift and merciless.

Every bit penalty for his function in the Dark Exile that sent the Prime Evils to the mortal realm, Duriel has been left behind past Baal to guard the Tomb of Tal Rasha. Embittered past this new position of solitary servitude, the Lord of Pain has claimed the souls and blood of many bold adventurers.

  • Stats are displayed past difficult level: Normal / Nightmare / Hell.

Statistics [edit]

  • The TC/Rune drops listed are the highest Treasure Class/Rune Grouping a normal monster of that type tin drop.
    • Champions and Bosses tin can sometimes drop from the next college TC.
    • The max TC/Rune possible depends on which level a monster spawns in, and can vary slightly from the listed values (monsters that spawn in later levels tin drop higher level items). See the item calculators to ascertain precisely what a monster from a given area can drop.
Name Level Feel Hitting Points Speed Max TC/Rune
Duriel 22 / 55 / 88 6007 / 147,990 / 914,751
3995 / 55799 / 84524
10 24/Ral, 51/Lem, 72/Ber

Offense [edit]

Duriel's stats are all preset. He does non become any random Monster Modifiers.

  • Duriel'due south jab attack can hit several times in rapid succession.
  • Duriel's Smite strike volition stun targets.
  • Duriel'south charge attack is very dangerous, but can only be used from a distance.
Proper noun Jab Jab AR Smite Smite AR Charge Daze
Duriel Physical:
nineteen-25
63-85
140-190

444
1188
3874
Concrete (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 pocket-sized common cold harm to all afflicted enemies, and slows all motion and attack speed considerably.

Name Cold Aura: Normal Cold Aura: NM Cold Aura: Hell
Duriel Common cold damage: ii-iii
+Common cold harm: +ten-15
Slows targets: 30%
Cold Harm: 5-6
+Cold impairment: +25-xxx
Slows targets: 40%
Cold Damage: 9-10
+Cold Damage: +45-50
Slows targets: 46%

Defenses [edit]

Like the other act bosses, Duriel does not regenerate any striking points.

  • Bleed Effectiveness tells what % of a grapheme's mana and life steal apply to that monster. 100 is all, 0 is none.
  • Arctic Effectiveness tells what % of a character's common cold length applies to the monster. 100 is all, 0 is no freeze/chill at all.
Name Defense force Blocking Regen Rate Drain Effectiveness Chill Effectiveness

Duriel

112 / 907 / 2044
0% / 25% / fifty% --
100 / 100 / 100
25 / 15 / 0

Resistances [edit]

  • Resistances over 99% are listed as immunities and monsters will take no damage from that type of attack.
  • Immunities can be "cleaved" by skills that lower resistance, if the value drops below 99%. See the Resistances page for more details.
Proper noun Physical Fire Cold Lightning Toxicant Magic

Duriel

0% / 0% / 50%
20% / 50% / 75%
l% / 75% / 95%
twenty% / 50% / 75%
20% / fifty% / 75%
0% / 0% / 33%

Locations [edit]

All SuperUniques (except for Uber Diablo) are establish 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
Duriel Act ii: 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.

Taunts [edit]

I am your doom!
Looking for Baal?

Diablo 2 Cant Defeat Duriel,

Source: https://diablo2.diablowiki.net/Duriel

Posted by: fowlerocas1983.blogspot.com

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