Difference between revisions of "Pandemonium Event"

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(D2R Sunder)
(completing the quest using single element with Sunder)
 
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|width=13%|Type
 
|width=13%|Type
|width=87%|Special (Realm in Hell and [[Expansion]] only)
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|width=87%|Special (Hell and [[Expansion]] only; Realm only in LoD, in D2R also single player)
 
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|-valign=top
 
|Initiation
 
|Initiation
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A new challenge introduced in patch 1.11, this is not available in [[Single Player]] LoD or [[Classic]].<br/>
 
A new challenge introduced in patch 1.11, this is not available in [[Single Player]] LoD or [[Classic]].<br/>
In D2R it is available in all game modes.
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In D2R it is available in Single Player and online Expansion games.
 
 
  
 
==Key collecting==
 
==Key collecting==
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*When in [[Harrogath]] of [[Act 5]] in Hell, place one of each key in [[Horadric Cube|{{Ub|=Horadric Cube}}]] and transmute to generate portal to one of three areas: take care, since all look identical and only their label distinguishes them.
 
*When in [[Harrogath]] of [[Act 5]] in Hell, place one of each key in [[Horadric Cube|{{Ub|=Horadric Cube}}]] and transmute to generate portal to one of three areas: take care, since all look identical and only their label distinguishes them.
 
*Since area is randomly selected from those which have not already been accessed in that game, it is advisable to collect ''three'' sets of keys and create portals to all three areas in the same game: be sure to move to different positions for subsequent portals, otherwise they may be difficult or impossible to use.
 
*Since area is randomly selected from those which have not already been accessed in that game, it is advisable to collect ''three'' sets of keys and create portals to all three areas in the same game: be sure to move to different positions for subsequent portals, otherwise they may be difficult or impossible to use.
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**It is advised to open one portal at a time and get the organ before opening the next one (but still in the same game) rather than all three at once, in order to minimize wasted keysets in case of a game crash or internet outage.
 
*In LoD [[melee]] [[attack]]ers specialising in physical damage are recommended for the remainder of this quest, with [[Paladin (Diablo II)|Paladin]]s using [[Smite]] being particularly popular since it always hits and cannot be [[block]]ed. This is because monsters including the [[boss]]es themselves have one or two immunities that cover all damage types, many of which cannot be removed. However, none of bosses is [[Immune to Physical]], and those monsters that are can have it removed by [[Decrepify]] or [[Amplify Damage]], or ignored by [[Sanctuary (skill)|Sanctuary]] (since they are [[undead]]).<br/>In D2R other elements are Pandemonium Event viable with the use of [[Sunder]], although Paladin using Smite is still the most effective.
 
*In LoD [[melee]] [[attack]]ers specialising in physical damage are recommended for the remainder of this quest, with [[Paladin (Diablo II)|Paladin]]s using [[Smite]] being particularly popular since it always hits and cannot be [[block]]ed. This is because monsters including the [[boss]]es themselves have one or two immunities that cover all damage types, many of which cannot be removed. However, none of bosses is [[Immune to Physical]], and those monsters that are can have it removed by [[Decrepify]] or [[Amplify Damage]], or ignored by [[Sanctuary (skill)|Sanctuary]] (since they are [[undead]]).<br/>In D2R other elements are Pandemonium Event viable with the use of [[Sunder]], although Paladin using Smite is still the most effective.
 
*[[Prevent Monster Heal]] does not apply to any of the bosses encountered for the remainder of this quest. All have 650,000-660,000 ''base'' life, resulting in 15,869 <sub>36/256</sub> - 16,113 <sub>72/256</sub> [[damage regeneration]] per second, increasing by 50% with each additional player in game at time of spawning. [[Poison Damage]], [[Open Wounds]] and skills applying damage every frame (like [[Immolation Arrow]] or [[Meteor]] pyres and [[Fire Wall]]) can stop regeneration entirely.
 
*[[Prevent Monster Heal]] does not apply to any of the bosses encountered for the remainder of this quest. All have 650,000-660,000 ''base'' life, resulting in 15,869 <sub>36/256</sub> - 16,113 <sub>72/256</sub> [[damage regeneration]] per second, increasing by 50% with each additional player in game at time of spawning. [[Poison Damage]], [[Open Wounds]] and skills applying damage every frame (like [[Immolation Arrow]] or [[Meteor]] pyres and [[Fire Wall]]) can stop regeneration entirely.
 
*Melee attackers are also recommended due to ability to apply [[Crushing Blow]] and benefit from [[Life Stolen]] per hit or [[Life Tap]], or deliver massive damage to a single target which always hits and cannot be blocked (like an [[Amazon]] using [[Charged Strike]]).
 
*Melee attackers are also recommended due to ability to apply [[Crushing Blow]] and benefit from [[Life Stolen]] per hit or [[Life Tap]], or deliver massive damage to a single target which always hits and cannot be blocked (like an [[Amazon]] using [[Charged Strike]]).
*Characters specialising in [[Cold Damage]] and [[Poison Damage]] will be unable to kill bosses in all three areas.
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*Characters specialising in [[Cold Damage]] and [[Poison Damage]] will be unable to kill bosses in all three areas, unless in D2R and using [[Sunder]].
 
*Enter portals and search areas for bosses.
 
*Enter portals and search areas for bosses.
 
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*[[Prevent Monster Heal]] does not apply and all three have 650,000-660,000 ''base'' life, resulting in 15,869 <sub>36/256</sub> - 16,113 <sub>72/256</sub> [[damage regeneration]] per second, increasing by 50% with each additional player in game at time of spawning. [[Poison Damage]], [[Open Wounds]] and skills applying damage every frame (like [[Immolation Arrow]] or [[Meteor]] pyres and [[Fire Wall]]) can stop regeneration entirely.
 
*[[Prevent Monster Heal]] does not apply and all three have 650,000-660,000 ''base'' life, resulting in 15,869 <sub>36/256</sub> - 16,113 <sub>72/256</sub> [[damage regeneration]] per second, increasing by 50% with each additional player in game at time of spawning. [[Poison Damage]], [[Open Wounds]] and skills applying damage every frame (like [[Immolation Arrow]] or [[Meteor]] pyres and [[Fire Wall]]) can stop regeneration entirely.
 
*Melee attackers are also recommended due to ability to apply [[Crushing Blow]] and benefit from [[Life Stolen]] per hit or [[Life Tap]], or deliver massive damage to a single target which always hits and cannot be blocked (like an [[Amazon]] using [[Charged Strike]]).
 
*Melee attackers are also recommended due to ability to apply [[Crushing Blow]] and benefit from [[Life Stolen]] per hit or [[Life Tap]], or deliver massive damage to a single target which always hits and cannot be blocked (like an [[Amazon]] using [[Charged Strike]]).
*Characters specialising in [[Cold Damage]] will be unable to kill all three.
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*Characters specialising in [[Cold Damage]] will be unable to kill all three, unless in D2R and using [[Sunder]].
 
*All level-adjusted stats ([[defense]], [[Attack Rating]], [[life]], [[damage]] and [[experience]]) are higher than the originals due to being level 110, which also makes them harder to hit with attacks.
 
*All level-adjusted stats ([[defense]], [[Attack Rating]], [[life]], [[damage]] and [[experience]]) are higher than the originals due to being level 110, which also makes them harder to hit with attacks.
  
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**[[Skeleton Mage|Burning Dead Mage]], [[Immune to Fire]] (130%) and Immune to Poison (110%), firing fire bolts
 
**[[Skeleton Mage|Burning Dead Mage]], [[Immune to Fire]] (130%) and Immune to Poison (110%), firing fire bolts
 
**[[Skeleton Mage|Horror Mage]], Immune to Lightning (130%) and Immune to Poison (110%), firing lightning bolts
 
**[[Skeleton Mage|Horror Mage]], Immune to Lightning (130%) and Immune to Poison (110%), firing lightning bolts
**[[Skeleton Mage|Bone Mage]], always [[Immune to Cold]] (160%) and Immune to Poison (110%) , firing ice bolts
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**[[Skeleton Mage|Bone Mage]], always [[Immune to Cold]] (160%) and Immune to Poison (110%), firing ice bolts
 
**[[Skeleton Mage|Horror Mage]], firing poison bolts
 
**[[Skeleton Mage|Horror Mage]], firing poison bolts
 
*Has 0% [[drain effectiveness]]: casting Life Tap is recommended unless well-equipped.
 
*Has 0% [[drain effectiveness]]: casting Life Tap is recommended unless well-equipped.
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*Like [[World Event]] [[Diablo (World Event)|{{Ub|=Diablo}}]], has faster [[movement speed]] than the original (further augmented by being Extra Fast) and uses all the same skills, although some are actually slightly weaker. However, he has also gained Diablogeddon, which is similar to [[Druid (Diablo II)|Druid]]'s [[Armageddon]] skill.
 
*Like [[World Event]] [[Diablo (World Event)|{{Ub|=Diablo}}]], has faster [[movement speed]] than the original (further augmented by being Extra Fast) and uses all the same skills, although some are actually slightly weaker. However, he has also gained Diablogeddon, which is similar to [[Druid (Diablo II)|Druid]]'s [[Armageddon]] skill.
*While both immunities can be removed by an [[Infinity|{{Ub|=Infinity}}]] polearm's Level 12 Conviction [[Aura When Equipped]] and further reduced by -% Enemy Resistance, since the polearm is typically equipped by a [[Desert Mercenary]] the challenge becomes keeping him alive. Additionally, {{Ub|=Diablo}} can summon Pit Lords always immune to everything except physical damage.
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*While both immunities can be removed by an [[Infinity|{{Ub|=Infinity}}]] polearm's Level 12 Conviction [[Aura When Equipped]] and further reduced by -% Enemy Resistance, since the polearm is typically equipped by a [[Desert Mercenary]] the challenge becomes keeping him alive. Additionally, {{Ub|=Diablo}} can summon Pit Lords always immune to everything (145%) except physical damage (50%).<br/>In D2R [[Sunder]] can be used.
  
  
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**[[Wraith|Specter]], [[Immune to Physical]] (100%) and Immune to Poison (100%)
 
**[[Wraith|Specter]], [[Immune to Physical]] (100%) and Immune to Poison (100%)
 
**[[Vampire|Dark Lord]], Immune to Physical (100%) and Immune to Cold (130%)
 
**[[Vampire|Dark Lord]], Immune to Physical (100%) and Immune to Cold (130%)
*While fire immunity can be removed by an {{Ub|=Infinity}} polearm's Level 12 Conviction Aura When Equipped and further reduced by -% Enemy Resistance, since the polearm is typically equipped by a Desert Mercenary the challenge becomes keeping him alive.
+
*While fire immunity can be removed by an {{Ub|=Infinity}} polearm's Level 12 Conviction Aura When Equipped and further reduced by -% Enemy Resistance, since the polearm is typically equipped by a Desert Mercenary the challenge becomes keeping him alive.<br/>In D2R [[Sunder]] can be used.
 
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==Reward==
 
==Reward==
*''One'' [[Hellfire Torch|{{Ub|=Large Charm}}]] and as many {{Ub|=Standard of Heroes}} as there are players in the game drop from last [[Evil]] killed in [[Tristram (Pandemonium Event)|Tristram]]. Pandemonium Event can be completed more than once, but character cannot pick up charm if one is already present in inventory or stash.
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*''One'' [[Hellfire Torch|{{Ub|=Large Charm}}]] and as many {{Ub|=Standard of Heroes}} as there are players in the game drop from the last [[Evil]] killed in [[Tristram (Pandemonium Event)|Tristram]]. Pandemonium Event can be completed more than once, but a character cannot pick up the charm if one is already present in inventory or stash.
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**In D2R, placing an Annihilus in one's shared stash will not prevent the character from picking up another one.
 
*Charm cannot be transferred from one character to another by selling to vendor: once sold, it does not appear in vendor inventory and is lost forever.
 
*Charm cannot be transferred from one character to another by selling to vendor: once sold, it does not appear in vendor inventory and is lost forever.
 +
**In D2R, can be transferred from one character to another by placing in shared stash.
 
*{{Ub|=Standard of Heroes}} currently serves no purpose other than a memento, which requires 1x1 inventory space to pick up. Multiple standards can be present in inventory or stash.
 
*{{Ub|=Standard of Heroes}} currently serves no purpose other than a memento, which requires 1x1 inventory space to pick up. Multiple standards can be present in inventory or stash.
 
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Latest revision as of 05:46, 27 August 2025