Curse
Revision as of 14:23, 18 February 2011 by Onderduiker (talk | contribs)
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Curse
- Only one of the following can be active on a unit at one time, as indicated by the overlay displayed above it:
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Blood Mana
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Defense Curse
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- When same curse is cast on a cursed target, it will normally overwrite the previous cast if the skill level is equal or greater. Exceptions are Attract, Cloak of Shadows, Confuse and Howl, which cannot overwrite themselves and must expire before they can apply to the same target again (although in the case of Cloak of Shadows, only when cast by the same player). [2]
- when different curse is cast on a cursed target, it will normally overwrite the previous one. Exceptions are as follows: [3]
- Grim Ward can only be overwritten by Confuse and Attract
- Fleeing effects have their own hierarchy; those higher on the following list cannot be overwritten by those lower:
- Grim Ward
- Terror
- Hit Causes Monster to Flee
- Howl
- Confuse cannot overwrite itself or be overwritten by any of the following:
- Attract
- Dim Vision
- Grim Ward
- Hit Blinds Target
- Taunt
- Terror
- Attract cannot be overwritten by anything, including itself.
- Shrines which apply a buff for a duration can also overwrite curses, and vice versa.
Cannot be cursed
- [[D2 Champion#Possessed|Template:D2 Magic bold]] cannot be cursed, and neither can the following units because they are static: [4]
Animal | Construct | Demon | |
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- However, Battle Cry and Cloak of Shadows still apply.
- Effects which alter AI only apply to normal and minion monsters, with the following exceptions:
- Minion of Destruction
- Oblivion Knight
- Putrid Defiler
- Suicide Minion
- Cloak of Shadows will not blind these monsters but it will still apply -% Defense (although not to Putrid Defilers, since they are bosses.
References
- Curses (Arreat Summit)
- Open Wounds (Technical Discussion)
- Which elements are most resisted in Hell? (Technical Discussion)
- Onderduiker, % Chance to Cast and Curses Tests (Technical Discussion)