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Skeleton Mage

Revision as of 13:47, 17 May 2013 by Chapapote (talk | contribs)

Skeleton Mages

Contents

Skeleton Mage Subtypes

Act II

  • Blazing Guardian
  • Charged Construct
  • Chilling Construct
  • Frost Guardian
  • Noxious Guardian
  • Shock Guardian
  • Smoldering Construct
  • Toxic Construct


In Alphabetical Order

Blazing Guardian

  • Appears in Act II - The Forgotten Ruins
  • Has Fire Shot which shoots a single fiery projectile that explodes on impact causing direct and splash damage.
  • No physical melee attack but will still shoot the Fire Shot at close range.
  • Has some immunity to fire.


<mob>Blazing Guardian</mob>


Charged Construct

  • Appears in Act II - Halls of Dusk, The Storm Halls and The Unknown Depths
  • Has Lightning Shot which sends out a charged blast of lightning with long range accuracy. The shot moves fairly quickly, but the Construct telegraphs it with an exaggerated inhalation-like prelude that gives you a couple of seconds to move out of the shot's trajectory.
  • Has no melee attack but will still use Lightning Shot at close range which is impossible to avoid.
  • Partially immune to lightning damage.
  • Is the tougher version of the Shock Guardian.


<mob>Charged Construct</mob>


Chilling Construct

  • Appears in Act II - Halls of Dusk, The Storm Halls and The Unknown Depths
  • No physical melee attack.
  • Has Ice Shot which flings three ice bolts in a single toss that spread apart as they travel; at close range he can hit you with all three. These projectiles inflict Cold damage, and they also Chill if they hit, slowing you briefly. The bolts don't travel very fast making them easy to avoid at a distance.
  • Has an immunity to cold damage.
  • Stronger version of the Frost Guardian.


<mob>Chilling Construct</mob>


Frost Guardian

  • Appears in Act II - Chamber of the Lost Idol
  • No physical melee attack.
  • Has Ice Shot which flings three ice bolts in a single toss that spread apart as they travel; at close range he can hit you with all three. These projectiles inflict Cold damage, and they also Chill if they hit, slowing you briefly. The bolts don't travel very fast making them easy to avoid at a distance.
  • Has an immunity to Cold damage.


<mob>Frost Guardian</mob>


Noxious Guardian


<mob>Noxious Guardian</mob>


Shock Guardian

  • Appears in Act II - Mysterious Cave (1,2), The Forgotten Ruins and Vault of the Assassin.
  • Has Lightning Shot which sends out a charged blast of lightning with long range accuracy. The shot moves fairly quickly, but the Construct telegraphs it with an exaggerated inhalation-like prelude that gives you a couple of seconds to move out of the shot's trajectory.
  • Although he has no physical melee attack he will still throw Lightning Shot at you at close range.
  • Partially immune to lightning damage.


<mob>Shock Guardian</mob>


Smoldering Construct

  • Appears in Act II - Halls of Dusk, The Storm Halls and The Unknown Depths.
  • Has Fire Shot which shoots a single fiery projectile that explodes on impact causing direct and splash damage.
  • No physical melee attack but will still shoot the Fire Shot at close range.
  • Has some immunity to fire.
  • Stronger version of the Blazing Guardian.


<mob>Smoldering Construct</mob>


Toxic Construct

  • Appears in Act II - Halls of Dusk, The Storm Halls and The Unknown Depths.
  • Has Poison Toss flinging handfuls of plague-ridden slime that inflict Poison damage.
  • Although he has no physical melee attack he will still fling Poison Toss if you go toe to toe with him.
  • Has immunity to poison.
  • Stronger version of the Noxious Guardian.


<mob>Toxic Construct</mob>


Named

Superunique versions of Skeleton Mage have a chance of spawning in the following areas:


Gallery