=Hit points:=
Minions: x3 are the monsters that spawn around a boss. They share some properties with the boss (Normalsuch as Extra Fast and Extra Strong) x1, and are tougher than normal monsters.75 (Nightmare) x1They also receive considerable bonuses to their hit points, compared to standard monsters of their type.5 (Hell) Champion: x3 (* Normal) x2= 3x hit points.5 (Nightmare) x2 (Hell) Unique: x4 (Normal) x3 (* Nightmare)= 1.75x hit points. x2 (* Hell)= 1.5x hit points.
Champions receive hit point bonuses over standard monsters of their type. * Normal =Level:x3 hit points.* Nightmare =2.5x hit points.* Hell = 2x hit points.
Champion: +2Uniques have hit point bonuses over standard monsters of their type. Unique: +3* Normal = x4 hit points.* Nightmare = 3x hit points.* Hell = 2x hit points.
=Experience:=
Champion: x3 Unique: x5=Level=
The level of monsters is factored into the determination of what type and quality of items they can drop, as well as their odds to be hit and to hit characters.
* Champions = +2 levels
* Uniques (bosses) = +3 levels
=Experience:=
Champions and randomly-spawning bosses are worth more experience than standard monsters of their type. These bonuses apply to a boss' minions as well.
* Champion: 3x
* Unique: 5x
=Champion Monster Bonuses=
A variety of different types of Champions were added in D2X. They receive various bonuses to make them tougher than standard monsters of their type. Most champion monsters spawn in bright colors, making them stand out from standard monsters. Ghostly champions are translucent, and are the only type of [[Hell Bovine]] that look any different from all the rest.
==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 1 additional random 1 on Nightmare and 2 on Hell. Act Bosses and Uber monsters do not get random properties; all their properties are preset, and they all grow more difficult on higher difficulties.
==Cursed==
f If Unique hits, 50% of the time, an Amplify Damage Curse of (monster level / 4) is cast on attacker.* If any of a character's minons are Cursed, the curse will automatically spread to the character and all his/her minions.* Cursed can be inflicted by other monster properties, such as Auras that affect enemies (like Holy Freeze), or the Frost Nova explosion Cold Enchanted bosses emit upon death.
==Cold Enchanted:==
* Cold Minimum Damage: +66% damage* Cold Maximum Damage: +100% damage* Cold Length: +20* Chance to Hit: x2* Cold Resist: 75%(stacks on top of existing monster resistance)If dead, launch a * Cast Frost Nova of Monster Levelupon death.* In Nightmare and Hell, Minions gain +33-50% Cold Damage.
In Nightmare and Hell, Minions gain +33-50% Cold Damage.
==Extra Fast==
==Extra Fast==The boss and his minions get a big bonus to movement speed.* Attack Rate: x2 (Boss only; not minions.)
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%(stacks on top of existing resistance) If dead* Explodes upon death, does damage of dealing 75%-100% of max hit pointsover a 4 yard radius. (This death explosion was nerfed in v1.09. Prior to that version, in a radius number of 4 yardsvery high hit point Superuniques on Hell difficulty could instantly kill any Characters in range.* In Nightmare and Hell, Minions gain +33-50% Fire Damage.
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. (This property was insanely dangerous when combined with Multi Shot, until v1.10 fixed a bug that causes the bolts to stack excessively. * 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 Two or more missiles of the same type are shot. Most types of monsters gain additional shots on Hell.* Only spawns on monsters with ranged attacks.* Until v1.10 this property malfunctioned when combined with Lightning Enchanted, and sent out massive stacks of bolts, capable of instantly killing many characters.
==Spectral Hit==
** Element Maximum Hit: +100% damage
* In Nightmare and Hell, the boss' minions gain +33-50% damage to one randomly selected element.
==Stone Skin==
Increases a monster's physical damage resistance. This property will often make monsters physically immune on Hell difficulty.* Damage Resist: +50% * Defense : x2
==Extra Strong==
A very dangerous property on tough melee fighters, this one increases the damage for the boss and his whole minion pack.* 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)attacked from melee range, bosses with this property will sometimes teleport. Also, if (health < to a random location when their hit points drop below 33%) add some hit points to health. The monster will partially heal when it teleports.
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 in v1.09+ monsters teleport much less often, and heal only slightly when they do.
Some monsters, such as [[Baal]] and [[Uber Izual]], will teleport without regaining hit points.
==Thief==
This property was removed from the game in v1.04. Before then it was most often noted as one of Lord de Seis' pre-set modifiers, as you can see in [[:Image:Mon-lord-de-seis1.jpg|old screenshots]] of him. The thief property created a chance for potions to drop from the player's belt whenever the thief boss hit them with a melee or ranged attack. It was an interesting effect, but buggy, and would sometimes could cause the game to crash under some circumstances. For instance, when a Barbarian is in mid-Whirlwind, his belt gets red'ed out, and he can not access his belt.
[[category:monsters]]
[[category:calculations]]