3,992 bytes added,
13:30, 8 March 2008 Monsters change between the difficulties, and bosses spawn with all sorts of interesting properties.
=Hit points:=
Minions: x3 (Normal)
x1.75 (Nightmare)
x1.5 (Hell)
Champion: x3 (Normal)
x2.5 (Nightmare)
x2 (Hell)
Unique: x4 (Normal)
x3 (Nightmare)
x2 (Hell)
=Level:=
Champion: +2
Unique: +3
=Experience:=
Champion: x3
Unique: x5
=Champion Monster Bonuses=
==Champions:==
Damage x2
+33-50% Elemental Damage
Attack Rating +75%
Attack Rate +120%
Velocity x2
+20% Speed
==Ghostly:==
Half Speed
About 20% Chance for Cold Damage
50% Physical Resistance
==Fanatics:==
+100% Speed
-70% To Attack Rating
==Berserkers:==
Damage x4
Attack Rating x4
Hit Points x1.5
==Possessed:==
Hit Points x12
Can't be Cursed
=Unique Monster Bonuses=
Boss Properties are semi-randomly generated. Random bosses spawn with 1 random property on normal, 2 on Nightmare, and 3 on Hell. [[Superuniques]] generally have one or more fixed properties at all times, and many of them gain an additional random 1 on Nightmare and 2 on Hell. Act Bosses and Uber monsters do not get random properties.
==Aura Enchanted==
Aura Enchanted Monsters may have the following Auras:
Might (at monlvl/4), Holy Fire (at monlvl/2), Blessed Aim (at monlvl), Holy Freeze (at monlvl/2), Holy Shock (at monlvl/2), Conviction (at monlvl/4), and finally Fanaticism (at monlvl/4)
==Cursed==
f Unique hits, 50% of the time, an Amplify Damage Curse of (monster level / 4) is cast on attacker.
==Cold Enchanted:==
Cold Minimum Damage: +66% damage
Cold Maximum Damage: +100% damage
Cold Length: +20
Chance to Hit: x2
Cold Resist: 75%
If dead, launch a Frost Nova of Monster Level.
In Nightmare and Hell, Minions gain +33-50% Cold Damage.
==Extra Fast==
Unique and Minions get a velocity increase
Attack Rate x2 (unique only)
==Fire Enchanted==
Fire Minimum Damage: +66% damage
Fire Maximum Damage: +100% damage
Chance to Hit: x2
Fire Resist: 75%
If dead, does damage of 75%-100% of max hit points, in a radius of 4 yards.
In Nightmare and Hell, Minions gain +33-50% Fire Damage.
==Lightning Enchanted==
Lightning Minimum Damage: +66% damage
Lightning Maximum Damage: +100% damage
Chance to Hit: x2
Lightning Resist: 75%
If Monster is hit, a Monster level Charged Bolt is released.
In Nightmare and Hell, Minions gain +33-50% Lightning Damage.
==Magic Resistant==
Fire Resistance: 40%
Lightning Resistance: 40%
Cold Resistance: 40%
==Mana Burn:==
Mana Minimum Damage: +(Minimum Damage x 4)
Mana Maximum Damage: +(Maximum Damage x 4)
Chance to Hit: x2
Magic Resistance: +20%
==Multishot==
2 or more missiles of the same type are shot.
==Spectral Hit==
Fire Resist: +20%
Lightning Resistance: +20%
Cold Resistance: +20%
Chance to Hit: x2
Pick from Fire, Lightning, Magic, Cold, and Poison and do:
Element Minimum Hit: +66% damage
Element Maximum Hit: +100% damage
In Nightmare and Hell, Minions gain +33-50% random elemental damage.
==Stone Skin==
Damage Resist: +50%
Defense x2
==Extra Strong==
Minimum Damage: x2.5
Maximum Damage: x2.5
Chance to Hit: +25%
Minions do +75% damage.
==Teleport==
When (health < 33%) or (ranged monster & someone is close), teleport. Also, if (health < 33%) add some hit points to health.
This property was very difficult to deal with in early versions of Diablo II, since it let monsters regain their full hit points each time they teleported. Battles between low damage characters and high hit point teleporting monsters could go on almost indefinitely. This property was nerfed in subsequent patches and
Some monsters, such as [[Baal]] and [[Uber Izual]], will teleport without regaining hit points.
[[category:monsters]]
[[category:calculations]]