Diablo Wiki

This is a page for Nightmare/Hell difficulty exclusive Guest variations of Claw Vipers.

Guest Serpent Magus Charge

Serpent Magus Charge

All Guest Claw Vipers use their own AI called "ClawViperEx"(pansion) which is the same as the normal Claw Vipers but with an addition of a special ranged attack.

Guest Salamanders are the only Claw Viper type in the whole game that don't change colors upon charge. On the other hand the Guest Serpent Magi are the only Claw Vipers that become red upon charge, all other change their color to blue.

Statistics[]

  • Claw Vipers and Pit Vipers have the ability to shoot Bone Spears that deal both Physical and Magical damage. They also deal Poison damage with melee (50%) and Magical damage with tail.
  • Salamanders have the ability to shoot "Fire Fumes" that kill 1500+ HP hirelings in 1-2 seconds, also they deal Fire damage with their melee (50%), tail and charge (100%),
  • Tomb Vipers have the ability to shoot a Poison missile, they also deal Poison damage with their melee attack (50%), tail and charge (100%),
  • Serpent Magi have the ability to shoot Bone Spears, also they deal Magical damage with their melee, tail and charge with 100% chance.
Claw Viper
Property Normal Nightmare Hell
Type Animal Animal Animal
Act(s) found in 5 5
Monster Level 32 61 82
Experience
Health points
Damage 1
Attack Rating 1
Damage 2
Attack Rating 2
Defense
% to Block 20 20 20
Damage Resist 0 0 25
Magic Resist 0 0 25
Fire Resist 0 0 25
Cold Resist 50 75 90
Lightning Resist 50 75 90
Poison Resist 50 75 90
Drain Effectiveness 100 75 50
Immunities
Chill Effectiveness 50 45 40
Walk/Run Speed 6 10
Group/Minion Size 2-3
Pit Viper
Property Normal Nightmare Hell
Type Animal Animal Animal
Act(s) found in 5 5
Monster Level 35 61 83
Experience
Health points
Damage 1
Attack Rating 1
Damage 2
Attack Rating 2
Defense
% to Block 20 20 20
Damage Resist 25 50 70
Magic Resist 0 0 0
Fire Resist 50 50 70
Cold Resist 0 0 145
Lightning Resist 0 0 25
Poison Resist 0 50 110
Drain Effectiveness 100 75 50
Immunities Cold,

Poison

Chill Effectiveness 50 45 40
Walk/Run Speed 6 10
Group/Minion Size 2-3
Salamander
Property Normal Nightmare Hell
Type Animal Animal Animal
Act(s) found in 5 5
Monster Level 38 61 77
Experience
Health points
Damage 1
Attack Rating 1
Damage 2
Attack Rating 2
Defense
% to Block 20 20 20
Damage Resist 0 0 25
Magic Resist 0 0 0
Fire Resist 75 100 115
Cold Resist 60 75 0
Lightning Resist 0 0 25
Poison Resist 0 0 50
Drain Effectiveness 100 75 50
Immunities Fire Fire
Chill Effectiveness 50 45 40
Walk/Run Speed 8 12
Group/Minion Size 2-3
Tomb Viper
Property Normal Nightmare Hell
Type Animal Animal Animal
Act(s) found in 5 5
Monster Level 40 62 81
Experience
Health points
Damage 1
Attack Rating 1
Damage 2
Attack Rating 2
Defense
% to Block 20 20 20
Damage Resist 0 0 25
Magic Resist 0 0 0
Fire Resist 0 0 33
Cold Resist 0 0 0
Lightning Resist 60 80 100
Poison Resist 75 100 110
Drain Effectiveness 100 75 50
Immunities Poison Lightning,

Poison

Chill Effectiveness 50 45 40
Walk/Run Speed 8 12
Group/Minion Size 2-3
Serpent Magus
Property Normal Nightmare Hell
Type Animal Animal Animal
Act(s) found in 5 5
Monster Level 41 63 85
Experience
Health points
Damage 1
Attack Rating 1
Damage 2
Attack Rating 2
Defense
% to Block 20 20 20
Damage Resist 0 0 25
Magic Resist 40 60 70
Fire Resist 20 0 33
Cold Resist 20 0 0
Lightning Resist 20 0 25
Poison Resist 20 0 115
Drain Effectiveness 100 75 50
Immunities Poison
Chill Effectiveness 50 45 40
Walk/Run Speed 9 14
Group/Minion Size 2-3

Tomb Viper Strategies[]

(As of Diablo II: Resurrected Patch 2.3 they deal only poison damage with their missiles, which makes them a much lesser threat.)

This scourge of players primary attack is a poison missile similar to a Plague Javelin, only capable of much more damage. Due to a bug, a percentage of their charge damage is included in the secondary cloud of poison as physical damage; the AoE cloud. This means that one could avoid the initial poison from the spear but still get damage of the cloud should his character run into it. The cloud isn't visible however, but will stay about five seconds after the initial spear's cloud vanishes. If the player does not move in this time, the second cloud will not affect them. Getting knocked back will also not trigger the second cloud.

Physical damage can be mitigated by equipping items with integer physical damage reduction. Other way of countering their attack (for melee characters) is by moving close enough to the creatures so that they will melee instead of using their missile attack. Casting Dim Vision on them will work as well as they won't attack something until they're aware of it. Another tactic, working on all guest monsters is to Save and Exit the game and try again, hopefully being able to avoid having them spawn again.